Animation layers not work [SOLVED]

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Moderator: JimStar

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1. That the issue has not already been disclosed
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All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
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Kuzbasscot
Licensed Customer
Posts: 4
Joined: Wed Mar 02, 2016 7:58 am

Sorry for my bad English.
Dear Sirs,
We are the customers of your company. Unfortunately we have faced the problem with Octane for Maya. When we add the controllers into the Animation layer the following command is run:

select -r Character1_Ctrl_HipsEffector ;
animLayer -e -addSelectedObjects AnimLayer1;
// Adding the following Keying Group to the layer: Character1_FullBodyKG //
// The rotation accumulation mode was converted to by_Layer. //

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It works correctly, the selected controller has been added to the chosen Animation layer.
When starting your Plugin, this procedure doesn’t work. The selected controller couldn’t be added to the layer, and the following message appears:

animLayer -e -addSelectedObjects AnimLayer1;
// Adding the following Keying Group to the layer: Character1_FullBodyKG //
// Error: line 0: Connection not made: 'Character1_Ctrl_HipsEffector.octMaterialR' -> 'AnimLayer1.dagSetMembers[-1]'. Source attribute must be readable. //

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That is why we have no possibility to add new Animation Layer to the base Mocap animation, it makes our work difficult. We have tested Maya 2016, 2016.5 and 2017. We have used different versions of Octane 2.24.2 -7.24, 2.24.2 -7.14, 3.03.2 - 8.02(Windows version). Every time we did it, we were facing the described problem.
It would be helpful if you could solve this problem.
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

Oh yes, this bug is really annoying !

This comes from the HairShader attribute,
this was really a bad idea to add this attributes to all transforms in maya instead of only to pfx nodes :(
and on top of that Jimstar forgot to set the attribute non-keyable so it triggers all kind of problem with Maya animation, even if you don't use Octane...

As a workaround you can use this mel script :

Code: Select all

// Delete all animation nodes connected to the octane hairMaterial attribute of selected transforms and make the attribute none keyable.
// If no transform is selected, all transforms in the scene are processed.

{
	string $tranforms[]=`ls -sl -typ transform`;
	if (size($tranforms)<1) $tranforms=`ls-typ transform`;
	for ($tranform in $tranforms) {
		delete -inputConnectionsAndNodes ($tranform+".octMaterialR");
		delete -inputConnectionsAndNodes ($tranform+".octMaterialG");
		delete -inputConnectionsAndNodes ($tranform+".octMaterialB");
		setAttr -keyable off ($tranform+".octMaterialR");
		setAttr -keyable off ($tranform+".octMaterialG");
		setAttr -keyable off ($tranform+".octMaterialB");
		print ($tranform+" is treated\r");
	}
}
be aware that for each new transform created in the scene the hairMaterial attribute is keyable so you have to apply the script again.
Pascal ANDRE
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

Issue solved in release 2.26.1 - 7.20.4


For scene created with previous version you still have to delete extra keys and make these attributes non keyable by hand, or use my script posted in this Topic.
Pascal ANDRE
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