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- Path: sparky!uunet!usc!celia!neil
- From: neil@celia.UUCP (Neil Richmond)
- Newsgroups: comp.graphics.animation
- Subject: Re: Hardware for non-realtime animation
- Message-ID: <1958@celia.UUCP>
- Date: 15 Sep 92 19:54:24 GMT
- References: <1992Sep15.173923.7448@cognos.com>
- Reply-To: celia!neil@usc.edu (Neil Richmond)
- Organization: Rhythm & Hues, Inc., Hollywood
- Lines: 32
-
- In article <1992Sep15.173923.7448@cognos.com> faraghec@cognos.com (Chad Faragher) writes:
- >What options does one have for creating animation non-real-time
- >directly to videotape? For example, I would like to render a frame,
- >write it to the tape, then generate the next frame. Hopefully
- >there is someone out there to help me.
- >
- >Chad Faragher -- INDEP.
-
- If you can, it would probably be best to generate all your frames and dump
- them at one time to tape. The reason for this is that virtually all tape
- decks have a safety mechanism that unloads the heads if the wait time has
- been too long. This is to save the heads from wear since they are constantly
- spinning against the tape. If you have some kind of time code on the tape
- and a tbc the controller can find the next frame and continue recording.
- This also has to be a certain type of time code, as the type used in most
- offline edit systems is not accurate enough to hit 100%.
-
- Now if you can afford it, there are some laser discs recorders that could
- in the manner you described. These tend to be expensive, starting at about
- $12,000 and up. They also do not have the highest quality signal, but some
- are pretty good.
-
- Better to get a large disk and store your fames there until you can shoot
- them. Then you can get a less expensive deck.
-
- neil
-
-
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