that sounds odd, do you know what frame size you had for your animation?
Yes, I was able to (somewhat) figure out what is going on here.
It is exporting things at 8x (or x32?) whatever i set it to.
So, in order to get the 4096×4096 that I desire, I simply set the size to be 512×512!
Works like a charm. 😉
Also, the 16384×16384 texture TimelineFX pumped out was flawlessly gorgeous if I might add.
Sadly, the AAA level game my team and I are making uses an engine that supports 4096x at max. (what a pity huh?) 😆
Baking the FX onto a 16384x texture really bit down hard on my RAM and CPU for a couple minutes, I’m quite impressed at the quality that TimelineFX was able to generate for such a massive texture.
Later today i’ll see if it can surpass 16384x . . . don’t worry, I’ve got a super high-end rig designed for creating pro-level games.
frame size was 32…. wait a minute… is that the connection? ?! 😯
Maybe for some reason it is taking the resolution TIMES the frame size!
I’ll experiment with 10 frames and 512×512 size and see if it generates a 5120×5120 texture 😛
oh and concerning the “Divide by 0” error, don’t sweat it. Its a pretty common export related error that can happen with many apps in fact. I can easily recreate a Divide By 0 error message using Blender by setting the wrong export settings. My guess is that I tried to export a 8192×8192 texture using TimelineFX and it tried to make it x32, meaning 262144×262144 texture size, and that resulted in an Insufficient Memory related error.