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Re: v1.1 ORC Key Frame Animator for Octane Standalone + Blender

PostPosted: Tue Aug 05, 2014 6:17 am
by pixelrush
Thanks man. I keep an eye on Lua scripts just in case something very useful like this gets posted.
Kind of funny how we got told bluntly there wasn't a need for key framing and such in Octane and yet after a while its that capability the users create anyway...

Re: v1.1 ORC Key Frame Animator for Octane Standalone + Blender

PostPosted: Tue Aug 05, 2014 12:10 pm
by smicha
I've tested the plugin - works great! Bravo!

One question - is it possible to add extra option for final resolution and aspect ratio?

Re: v1.1 ORC Key Frame Animator for Octane Standalone + Blender

PostPosted: Tue Aug 05, 2014 5:40 pm
by p3taoctane
Very cool script man
Works great.
Having a bit of an issue with the ffmeg but not at all a problem as I can compile myself.

Very nice of you to share such a useful script

We don't know how lucky we are mate!!

Re: ORC v1.1 Key Frame Animator for Octane Standalone + Blender

PostPosted: Tue Aug 05, 2014 6:54 pm
by Mithrandir
pixelrush, smicha, p3toctane
you're welcome.

smicha,
I take it you mean adding custom resolution. There are a ton of menus for resolution in the regular application which would not be worth duplicating. Without any change to the script, you can just set up different render targets. Keep a couple for previewing using direct light and shadow normals (1 sample ppx comes out quick and clean for shading normals)and make others for your final output. Render targets appear in the menu in alphabetical order, so you can easily get to your favorites by the way you name them. Use preceding numbers such as in "01. Direct Light". There is no problem with spaces in the output file names (at least in Windows, hope that's the case with Linux and OS X as I have no way of testing those)

p3, Sorry about your FFmpeg. I hadn't thought about it earlier, but what you need to use is what they call a static build and place it in the root of Octane's script directory. I didn't use the shared library version as those force the executable to specific directories for different OS's making it difficult for scripts to find them. Also, FFmpeg requires that files are sequenced one after the other beginning at 1 to 4. As soon as there is a break in the sequence, FFmpeg stops processing images. That's why you'll find the option in the Animation tab called 'Force sequential numbering when using Step.' However, its still up to the user to make sure the sequence numbers begin at 000001.

-Mtl

Re: ORC v1.1 Key Frame Animator for Octane Standalone + Blender

PostPosted: Tue Aug 05, 2014 7:06 pm
by p3taoctane
Cool thanks for the tips
I'll give it a try with the static ffmpeg build tomorrow

Re: ORC v1.1 Key Frame Animator for Octane Standalone + Blender

PostPosted: Tue Aug 05, 2014 8:09 pm
by smicha
p3taoctane wrote:Cool thanks for the tips
I'll give it a try with the static ffmpeg build tomorrow


This one
http://ffmpeg.zeranoe.com/builds/win64/ ... -static.7z
works fine for me.

Re: ORC v1.1 Key Frame Animator for Octane Standalone + Blender

PostPosted: Tue Aug 05, 2014 8:30 pm
by p3taoctane
Thanks

Did you unpack it at all or take the binary out of its fdr location etc? i.e did you put that directory called:

ffmpeg-20140805-git-de41798-win64-static

IN the scripts location or move ffmpeg.exe to the root level etc.

Thahnks

Peter

Re: ORC v1.1 Key Frame Animator for Octane Standalone + Blender

PostPosted: Wed Aug 06, 2014 5:02 am
by smicha
unpack it and copy only ffmpeg file from
\ffmpeg-latest-win64-static\ffmpeg-20140805-git-de41798-win64-static\bin

to octane LUA scripts folder.

Re: ORC v1.1 Key Frame Animator for Octane Standalone + Blender

PostPosted: Wed Aug 06, 2014 12:47 pm
by p3taoctane
cool thanks

Re: ORC v1.1 Key Frame Animator for Octane Standalone + Blender

PostPosted: Fri Aug 08, 2014 3:14 pm
by Mithrandir
Hi,
Version 1.2 is now available having taken out the rough spots with bezier smoothing.
Enjoy.

-Mtl