Frame Range

Forums: Frame Range
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Frame Range

Postby Hesekiel2517 » Wed Sep 16, 2020 11:15 pm

Hesekiel2517 Wed Sep 16, 2020 11:15 pm
Is it possible to use the Frame Range in the Render item and not the current Range of the timeline?

I have a scene with many shots stored in actions. It would be very convenient to also store the frameranges int the actions as well. Sadly the timeline can't be rigged. So it would be cool if octane could respect the Start and Endframe Channels.
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Re: Frame Range

Postby Carnera » Wed Sep 16, 2020 11:27 pm

Carnera Wed Sep 16, 2020 11:27 pm
Yes, that would be great.

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Re: Frame Range

Postby Hesekiel2517 » Thu Sep 17, 2020 9:23 am

Hesekiel2517 Thu Sep 17, 2020 9:23 am
There is a time.range scene command in modo which sets the timeline. So maybe the plugin could read the values from the render item, fire these commands with the right values to adjust the timeline and then start the rendering.
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Re: Frame Range

Postby face_off » Tue Sep 22, 2020 10:42 pm

face_off Tue Sep 22, 2020 10:42 pm
Hi - this can probably be implemented. I will add it to the TODO list.

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Re: Frame Range

Postby Hesekiel2517 » Sat Sep 26, 2020 12:48 pm

Hesekiel2517 Sat Sep 26, 2020 12:48 pm
Nice!
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Re: Frame Range

Postby Hesekiel2517 » Wed Jul 28, 2021 6:30 am

Hesekiel2517 Wed Jul 28, 2021 6:30 am
Hi Paul,

are there any news about this? Maybe it would solve my latest problem:

I have a vdb sequence in a Proxy. If i render the whole animation everything works, but if i adjust the timeline to render a specific part of the animation the vdb sequence starts always with at the beginning of the sequence and therefore doesn't fit the rest of the animation. Is there a way to make it "fixed" to frame 0?
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Re: Frame Range

Postby face_off » Thu Aug 05, 2021 11:40 pm

face_off Thu Aug 05, 2021 11:40 pm
Sorry for the delay getting back to you on this. I think it would be worth submitting a feature request to OTOY regarding adding the ability to add a time offset to an ORBX, as this would potentially resolve your issue, and having ORBX's render from time 0 is in general an issue I believe.

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Re: Frame Range

Postby face_off » Wed Sep 01, 2021 2:24 am

face_off Wed Sep 01, 2021 2:24 am
Hesekiel2517 wrote:Is it possible to use the Frame Range in the Render item and not the current Range of the timeline?

I have a scene with many shots stored in actions. It would be very convenient to also store the frameranges int the actions as well. Sadly the timeline can't be rigged. So it would be cool if octane could respect the Start and Endframe Channels.
I have had a closer look at this FR, and agree that it would be very useful, and having the Octane plugin render an animation from the Render item Sequence settings makes more sense. However the core plugin functionality relies on setting (and getting) the Modo timeline from the "time.step frame next" command, which ignores the Render item Sequence settings. So the mechanics of how the plugin would rendering out an animation would need to change completely. At this stage I think implementing this change would be too big a change to do, and introduce too many bugs to justify the benefit.

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Re: Frame Range

Postby Hesekiel2517 » Thu Sep 02, 2021 12:52 pm

Hesekiel2517 Thu Sep 02, 2021 12:52 pm
Hi Paul, thank you for taking a closer look. I understand that this is a bigger issue, but would it be possible so have a workaround: For example my timeline is from 0-125 but I only want to render 50-75. would it be possible to skip the unwanted frames by setting the Samplecount to 0 and disable saving the picture?
Maybe this is not the best solution, but it would work
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