Monthly Archive for November, 2010

Apple Motion is GPU-Accelerated, and Other Lies

Well, apparently I was wrong that Apple Motion has no idea what a GPU is. According to Wikipedia:

With version 3, Apple added 3D compositing, vector paint, and motion tracking to Motion’s toolbox. This added power, plus the GPU accelerated nature of Motion, allows it to be seen as a competitor to the more established packages from Adobe and Discreet.

And Apple confirms this on the product page. Okay, I stand corrected. Motion is, in fact, GPU-accelerated, in the same way that a car is accelerated by blowing on the rear bumper.

Or, perhaps it’s GPU-accelerated in the same way that the PC port of Grand Theft Auto IV is GPU-accelerated. In other words, actually isn’t.

My MacBook Pro may be three years old, but it can run fucking Crysis at 30 frames per second. Here’s what happens when I play one of my Motion projects when there is literally nothing on screen, and every element that would normally be visible from this camera angle is disabled:

Screenshot of Apple Motion playing absolutely nothing at 7 frames per second
(Magenta is my background color, which means nothing’s there)

Seven. Frames. Per. Second.

Of nothing happening. Except for audio, but that can’t (or shouldn’t) be using that much processing power.

Again, I don’t have a state-of-the-art system. I shouldn’t need a state of the art system to get a decent framerate of nothing happening.

In any case, I’m still working on YFIAS. I finished the penultimate conference room scene last Wednesday, and wasn’t able to work Thanksgiving or the day after. Today I started the last conference room scene, and once that’s done I will finally be out of that god damn conference room.

    Now, That Sounds Paradigm-Shifting!!!

    This is another frame which is kind of hilarious out of context and would probably make for an interesting T-shirt, much like this one.

    I’m posting this, of course, to distract you from the fact that I still haven’t finished the scene. There are literally two lines left to go and it’ll probably take me 15 minutes of work tomorrow. Or maybe I’ll buckle down and finish it later tonight, but maybe not.

    See, I would have gotten it done if it weren’t for the fact that I had to go to the dentist today. It’s all the dentist’s fault.

    Oh, come on, Zacqary. The appointment was at 12:30. You could’ve done some work before then.

    Shut up, Helvetica Bold 10 Cornflower Blue. You don’t know what it’s like.

    You’re right. I have no idea what it’s like to be a lazy, underachieving slob who blames anyone or anything but himself for his failures.

    Oh, go eat a dick.

      Aaaaaaaaaagh.

      Oh my god this scene is taking so loooooooooooong!

      It will be done tomorrow, though. TOMORROW. Finally. Gah.

      I need to cut back on the amount of times I play back the work I’d just done to see how it looks. Admittedly, part of the reason I do this so much is because Apple Motion is so terrible, and each playback is at a slightly different (usually low) framerate, and I can’t tell if I’ve actually achieved something that looks good, and this is a run-on sentence. However, it’s also because I’m lazy and don’t want to move on to the part where I have to do more work.

      Maybe I should keep track of how many times I press play to watch what I’ve just done. Perhaps if I’m stared in the face by a frighteningly large number, I’ll be motivated to cut down.

      By the way, the reason I didn’t post anything on Friday is because I didn’t get any work done at all due to a doctor’s appointment (that didn’t actually end up happening), and the reason I didn’t post yesterday is because I was ashamed of the fact that I was still on this one damn scene. </wrist>

        Apple Motion is a Poorly-Coded Piece of Shit

        About halfway through my work today, Motion started to slow to a crawl. Even when I turned off the rendering of every single object in the scene, there were some areas that inexplicably played at five frames per second. Half the time the audio would come out garbled and choppy, making it difficult to tell whether anything I was doing was syncing up properly.

        I imagine that this is because I have over 3000 frames of animation occurring from multiple camera angles with several different audio clips in one single project file. This is a different approach from the one I took with the very first scene I animated, in which I created different project files for each “shot”. Unfortunately, that meant if I tweaked a piece of the background in one project, I’d have to go back to all the others and make the same change. Oh, and also that didn’t do jack shit to prevent Motion from behaving like a snail. Anyway, I was hoping that I’d just be able to animate the entire scene in one project file, render each camera angle separately, and not have to deal with any hassle.

        In fact, I’m even animating the characters in a separate project file from the 3D background. The walls, windows, and city graphics are in a completely different project this time.

        And yet, despite my best efforts, Motion still manages to choke. Dear god. I may not have the most state-of-the-art hardware, but really? I’m not even doing anything all that complicated. What a terribly optimized piece of software.

        As a consequence, I wasn’t able to make up for yesterday’s lack of productivity, and could only eke out another script page’s worth today.

        I think I only have one page to go, but I have some things I need to take care of tomorrow that will limit my working hours. Perhaps this scene won’t be finished this week.

        In any case, I’ll use a new project file for the remainder of this scene.

          The Hip-ness and the Now-ness and the Futuristic-ness

          Frame from YFIAS depicting 'Hip-ness!'
          Somehow, I feel like this frame is funnier out of context than in. The sheer non sequiturousness of it makes it the kind of thing you’d expect to see on some obscure T-shirt that you don’t quite understand but nonetheless find humorous.

          Did a lot of work with that character, Andrew, today. I wasn’t as productive as I’d hoped to be, unfortunately, so I’ll make up for that tomorrow. This scene is being finished this week. Dammit.

          Anyway, here’s Andrew (voiced by Vincent Vulpis) talking about how he thinks the suits should be selling Pepsi Nano, with Kevin (voiced by Santo Ciaravino) providing some insightful commentary in this audio clip.