Re: Can't get a smooth credit roll by David Eells on Oct 13, 2008 at 3:10:22 pm
So for the benefit of future searchers, the key is never evaluate picture quality by playing a quicktime movie on your computer monitor. That's why we professionals always have video cards playing out to line monitors. I used to know that.
Once I did that, it was remarkable how much better my credit roll looked. Although I will say that I discovered that the Boris text generator in Final Cut makes a nicer-looking credit roll than After Effects. Yes, it's a little softer, but overall a more pleasing look, IMHO.
Re: Can't get a smooth credit roll by Dave LaRonde on Oct 13, 2008 at 4:18:26 pm
[David Eells]"I've got a long, thin psd credit list, moving at 59.97 px/sec.... Looks fine as a ram preview, but when I render it I get random stuttering - no obvious cadence or pattern... I've tried to eliminate all the dumb errors I can think of.... Can anybody here think of any others? "
Yup, and I'll take that 59.97 pixels/sec as gospel. You're not talking about 59.97 frames/sec, you really do mean that it's moving at 59.97 pixels/sec.
In order to get a smooth credit roll, you'll want to make it move at 60 pixels/sec. You're seeing the tops of letters jitter, I bet.
Kevin Camp of this forum has a great solution. Search in this forum using his name as author, and use the search term, "mercury jones".
Dave LaRonde
Sr. Promotion Producer
KCRG-TV (ABC) Cedar Rapids, IA
Re: Can't get a smooth credit roll by Kevin Camp on Oct 14, 2008 at 1:22:06 am
i think what chris and dave are saying is that 59.97 is just a bit off... if you are working in either 29.97fps or 59.94fps your movement should be 59.94 pixels per second. dave's suggestion to work in 60 fps, then convert to 59.94 makes the math a bit easier.
if you are having problems getting 59.94 pixels per second here are 2 easy expressions -- no keyframes needed, just position the list where you want the it to start and it will march up the screen forever.
for a 59.94fps comp:
value - [timeToFrames(time),0]
for a 29.97fps comp:
value - [2*timeToFrames(time),0]
note, that if you were rendering 29.97 progressive you could lose the 2x and use the same expression as the 59.94. the 2x is just to keep the movement field friendly...