ChrisHekman wrote:EFS wrote:Well I solved it. It only refreshes when there is an active animation. Please fix this. I have custom timeline stuff that affects blendshapes ... EVERY frame that the timeline changes should refresh the viewport. This should have zero to do with what's in the timeline itself.
I have added blendshapes to OctaneUnity. It should be part of the next build.
*The octane renderer is reset depending on if any scene changes have been detected. Blendshapes were not included in this yet. There is no reason to reset the frame when we detect no changes.
With all due respect, the above case *already* disproved that mentality. You are making the assumption you will always be able to predict what a user creates for the Unity timeline. What is the harm in providing a checkbox, if nothing else, that renders out every frame? If I specify the Octane timeline to render between frames 1-45, I expect to have 45 renders. Not to have you guys selectively decide which frames you want to render and which frames you don't.
If I am making a video that needs to last 100 frames to sync with other things, I expect 100 renders to put into premiere, or whatever other software *I* decide to use, without having to jump through hoops trying to figure out what you guys decided to actually render out to me. The same goes for selecting a frame in the timeline and having the viewport update.
I spent almost an entire day debugging an issue caused by this mentality. If I cannot go back to my boss and assure him there will *never* be another issue caused by Otoy deciding they don't have to update the viewport or render a frame that has changed through our custom code, then how can I ever recommend using this software in a real production process? This one bug already cost us over a years worth of Tier2 subscriptions, to put it into perspective.
I *love* Octane. I *love* Octane in Unity. I *don't* love Octane in Unity telling me how I am expected to use it.
[Edit -- Please keep in mind that the Unity timeline comes with an API that is meant to be used. A major strength of the timeline is that users can create their own plugins. This is not a one-off use case ... the crux of this issue is can a user expect that Octane will work smoothly with the timeline regardless of the content. Even if you don't want to provide this out-of-the-box, at least provide an API that we can use in a custom timeline track which forces a refresh/render. You're shooting yourselves in the foot otherwise with part of the user-base.
Just going to add that I really want this to become a smooth production process. I'm not griping for the sake of it, but because I see a real issue that has the potential of becoming a reason we cannot count on this integrating into our production process. The ability to leverage Unity's timeline to drive animations in Octane is tremendous (at least for our small company which has a good knowledge of both C# and Unity) and I don't want to see this become another "close but not quite" in the future because of something that doesn't have to be an issue. I don't expect any changes anytime soon ... just please keep this in mind.]