Hey, I've been trying to render a shot of a character animation I've been working on, but for some reason every few frames one or more of the bound/skinned meshes lags a frame.
I've attached my first render attempt so you can see, also a screenshot of the character structure in my project.
It seems to only be a problem when I'm rendering with Octane (I've been doing software preview renders all along with the cinema renderer and haven't had the issue until I switched to rendering with octane for the final output).
The only things I can think might possibly be affecting it is the fact that I've got a squash and stretch deformer acting on the mesh, and maybe it's order in the object heirarchy is messing up the mesh calculation at render time.
Could changing the Geometry control from "auto detect" to "all objects movable" in the render settings possibly fix this issue? Or changing the Geometry engine to "resend all scene data (deprecated)"?
Has anyone else had a similar issue, and might know how to fix it?
If it was only one or two frames I'd just deal with it, but because it's basically every 3rd or 4th frame, it would take me hours to have to sit there and manually rerender each of the problem frames.