It would be great if octane standalone had camera animation possibilities and the ability to import matchmoving camera data and the ability to move objects.
cheers
angus
Please add basic camera animation + ability to move objects
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- synapsemedia
- Posts: 54
- Joined: Thu Oct 13, 2011 7:24 pm
Last edited by synapsemedia on Tue Aug 07, 2012 7:35 am, edited 1 time in total.
It would have been more effective if you had shown some example renders of what kind of animations you actually want in Octane
We might look into this feature, and we probably might also add some basic functionality to move/rotate/scale objects/instances and cameras on a timeline as it seems to be something users really want to see in the Octane standalone.

We might look into this feature, and we probably might also add some basic functionality to move/rotate/scale objects/instances and cameras on a timeline as it seems to be something users really want to see in the Octane standalone.
Interesting. The old RS position was there wont be any animation support in Octane.RayTracey wrote: We might look into this feature, and we probably might also add some basic functionality to move/rotate/scale objects/instances and cameras on a timeline as it seems to be something users really want to see in the Octane standalone.
btw, are there any news on the new scene exchange file format (specifications, ETA)? If animation data is to be exported from the host app, I suppose this is what it will be used?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Yes please!
Angus took a while to say what he wanted but yeah a timeline for basic animation would be great. I think I mentioned this already in another post.
Maybe only have the capability to animate say 8 objects including cameras for v1 or only for standalone or something.
3D camera and vehicle paths, opening doors and windows (rotating), lifts and lift doors (sliding/linear), are things that come to mind to bring some life to archviz and other projects.
I dont know that scale is that important...


3D camera and vehicle paths, opening doors and windows (rotating), lifts and lift doors (sliding/linear), are things that come to mind to bring some life to archviz and other projects.
I dont know that scale is that important...

i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi guys,
if you want to do serious/pro 3D animations learn softwares like Maya or 3ds Max because Octane is well integrated.
Digital Tutors, VTC and Gnomon have good tutorials on how create beautiful animations with particles, cloths, forces, etc.
Immagine to rig a camera with a null point then apply an expression...
All these features will never be available in Octane standalone.
if you want to do serious/pro 3D animations learn softwares like Maya or 3ds Max because Octane is well integrated.
Digital Tutors, VTC and Gnomon have good tutorials on how create beautiful animations with particles, cloths, forces, etc.
Immagine to rig a camera with a null point then apply an expression...
All these features will never be available in Octane standalone.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
It didn't really make sense until now. The latest version of Octane supports real-time moveable objects and instances (the acceleration structure updates immediately), which makes rendering life a whole lot easier.matej wrote:Interesting. The old RS position was there wont be any animation support in Octane.
We're looking into it.matej wrote:btw, are there any news on the new scene exchange file format (specifications, ETA)? If animation data is to be exported from the host app, I suppose this is what it will be used?
Scale is important if you look at those cartoony archviz animations where houses pop up from the ground and can shrink and grow.pixelrush wrote:... are things that come to mind to bring some life to archviz and other projects
I dont know that scale is that important...
- synapsemedia
- Posts: 54
- Joined: Thu Oct 13, 2011 7:24 pm
It would have been more effective if you had shown some example renders of what kind of animations you actually want in Octane
my other pc with all my previz animations is at another location. when i am back there again i will upload a previz animation to show what i am after. to describe it verbally for the time being. Its a static camera shot of a car driving through a canyon. The camera is at road level and the car drives past into the distance. very simple. just a car moving along a road.
Just for the record I understand that modelling is a whole other ball of wax but I think animation support kind of falls into the basket of necessary skills for a standalone renderer like octane. at least camera animation anyway, which would also cover a large chunk of what I need.
cheers
Angus
my other pc with all my previz animations is at another location. when i am back there again i will upload a previz animation to show what i am after. to describe it verbally for the time being. Its a static camera shot of a car driving through a canyon. The camera is at road level and the car drives past into the distance. very simple. just a car moving along a road.
Just for the record I understand that modelling is a whole other ball of wax but I think animation support kind of falls into the basket of necessary skills for a standalone renderer like octane. at least camera animation anyway, which would also cover a large chunk of what I need.
cheers
Angus
Great. I'm mentioning this because Blender user-group relies on community made scripts to work with Octane, so it's important that you release info (in this case file specifications) to the public.RayTracey wrote:We're looking into it.matej wrote:btw, are there any news on the new scene exchange file format (specifications, ETA)? If animation data is to be exported from the host app, I suppose this is what it will be used?
Support for rigid-body animation transforms should not be that problematic to implement in Octane standalone and would probably cover a big chunk of animation needs. Heck, even camera paths alone would cover a lot of user animation needs.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
@gabrielefx
Some basic animation capability in Octane would be very useful.
I don't think people are wanting/expecting stuff like particle effects etc that you find in a full program like Max.
Just a bit more than we have now with turntable.....
Basic animation in Octane would be cool and from an advertising perspective would be an appetiser for using a full blown cg program (with a plugin) if you need it and also can afford/justify it.
Makes sense to me. I hope Otoy do it.
Some basic animation capability in Octane would be very useful.
I don't think people are wanting/expecting stuff like particle effects etc that you find in a full program like Max.
Just a bit more than we have now with turntable.....

Basic animation in Octane would be cool and from an advertising perspective would be an appetiser for using a full blown cg program (with a plugin) if you need it and also can afford/justify it.

Makes sense to me. I hope Otoy do it.

i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55