Why does my render always turn pink on the 10th frame? I am making a small little video. I have done so before with success. This however is turning pink when the 10th frame is rendered. That is, if I render an animation and start from frame 1, at frame 11 and after it will turn pink. If I start at 301, frame 311 and after will turn pink. If I start a rendering, but not finish, it will count as one of the 10 before it eventually renders pink.

I exported the file to a friend (who has a much better computer than me) to render it with all the textures included. The same problem happens. First 10 frames are fine, then the 11 and on are pink. To fix this we restart the program but it still happens. I render at CPU, my friend rendered it on GPU.

I have tried starting a new file, everything works fine, then I start importing some objects/textures/animations from the old to the new. Works alright. Then at a certain point of pasting into the old, the same thing happens. I tried seeing if it was one specific object, but it seems as though it could be any of them. 

I don't think it could be too many shadows/polygons that make the program give up importing textures. My MAX light bounce is only at 2. So far the only way to fix this that I know of is to render 10 frames, restart blender, then render the next 10 frames. I have 2000 frames, so I hope I wouldn't have to do this 200 times to finish the video.

After it renders a pink image, it will stop rendering an animation all together. Once the pink image is complete it quits rendering the frames after it, despite having another 1800 frames to go.
I had alot of big specular/bump maps in my scene. I decided to unhook those in the node editor and just try using diffuse (the ones that arnt being seen by the camera). It seems that optimizing the scene by either removing texture maps that arnt in view, or reducing the texture size will stop the pink from showing up after a number of frames.