Animation workflow? [ solved ]

Forums: Animation workflow? [ solved ]
Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Animation workflow? [ solved ]

Postby tehfailsafe » Mon Nov 08, 2010 10:26 pm

tehfailsafe Mon Nov 08, 2010 10:26 pm
Setup a super simple scene with a plane, sphere, and camera. Animated the camera over 40 frames orbiting the sphere. Left with default textures.

From the export plugin I set up what I need for output and such, hit render and in octane create new textures and apply them. Save the .ocs as a new file and quit.

Then back in C4D I hit "render animation" on the plugin but get a error:
"Mesh node for 'test2' no useable" ( test2 is the new .ocs file I created ).



Any ideas?
Last edited by tehfailsafe on Wed Nov 10, 2010 1:36 am, edited 4 times in total.
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Re: Animation workflow?

Postby tehfailsafe » Mon Nov 08, 2010 10:45 pm

tehfailsafe Mon Nov 08, 2010 10:45 pm
Turns out I shouldn't have clicked "save as" and create a new file, but rather just hit "save" to the existing one.
My concern is if I alter anything in C4D then hit export again, it will overwrite that .ocs file, thus wiping any tweaks I did in octane, right? That was my reasoning for making a save as when I wanted to alter the texture nodes.
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Re: Animation workflow? [ UNSOLVED ]

Postby tehfailsafe » Tue Nov 09, 2010 5:15 am

tehfailsafe Tue Nov 09, 2010 5:15 am
Been messing around more for the last few hours, still having troubles.
Working with a model that has textures from C4D. When I hit export, there's alot of work to do to clean it up for octane. So I spend a while till I think it looks decent to do a test animation render and save the file (sometimes it makes me do a "save as" anyway, but I try to use the same name I started with).

When I hit render animation from the plugin, it opens octane and all the textures default back to when I first started...
What's am I missing here?
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Re: Animation workflow? [ UNSOLVED ]

Postby tehfailsafe » Tue Nov 09, 2010 5:42 am

tehfailsafe Tue Nov 09, 2010 5:42 am
Strange,
If I hit export from the plugin, I get a default look once octane opens.
If I have octane open and select "file>open" and open the .ocs file I saved, it looks good again.

Am I misunderstanding that you can edit textures in Octane then render out an animation with those changes preserved?
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Re: Animation workflow? [ UNSOLVED ]

Postby abstrax » Tue Nov 09, 2010 10:10 am

abstrax Tue Nov 09, 2010 10:10 am
tehfailsafe wrote:Strange,
If I hit export from the plugin, I get a default look once octane opens.
If I have octane open and select "file>open" and open the .ocs file I saved, it looks good again.

Am I misunderstanding that you can edit textures in Octane then render out an animation with those changes preserved?


No, you understand the workflow correctly, but the relinking via command line is broken in the 2.3 versions. For now, I know only this workaround: viewtopic.php?f=9&t=3748

I.e. instead of changing the materials in the mesh node, you create new material nodes and link them to the mesh input ports. Unfortunately, you have to do this for ALL input nodes, or relinking with the saved .ocs file doesn't work (see the thread above).

Cheers,
Marcus
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Re: Animation workflow? [ UNSOLVED ]

Postby tehfailsafe » Wed Nov 10, 2010 12:16 am

tehfailsafe Wed Nov 10, 2010 12:16 am
Ah! BEAUTIFUL! It works great!

Using nodes was my first instinct when editing the textures but when i saved and re-opened the whole thing crashed. Now I see that happens only when you don't map a node to each input... So then I started just doing it on the node inspector directly.

Makes sense, but was not intuitive at all.
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