ROUBAL wrote:Hi, I post this here because the weirdest problem I encountered last night seems to be due to a
bad behaviour of the Animation script Inside Octane.
Yesterday I came back to the previous Blender plugin version, because I couldn't get an alembic export with the most recent version, due to Octane server crash. So I reinstalled the Octane Server - 1.33 - 4.0 beta and Blender Octane Edition - 1.33 - 4.0 beta (2.69).
I finally got my alembic export of a car with animated character driving it (Export method used was Full). I spent hours copying one by one the materials from my original model. I have joined most of the separated parts of the car (doors and else) because each part sharing materials with others have different materials Inside Octane and gave a very high amount of material pins. Wheels are instanced copies of the same original mesh and are parented to rotating bones of an armature.

Bad surprise (but not the least !) : the camera framing is not the same in Blender and in Octane from the alembic node.
The alembic camera doesn't respect the Blender camera settings. I don't know if it is due to the exporter or to the interpretation of the alembic file Inside octane.
Finally, I tested the animation frame by frame in Octane and everything (except the camera framing) was fine in the render window...
But, after long hours of rendering of the animation, I discover that
the rendered/saved images of the animations are different than the images seen in the render window when incrementing frame by frame ! Look what happen to the car wheels when rendering a sequence with the animation script ! It is crazy !
EDIT : I have exported again the alembic file with this time the wheels not instanced : Each Wheel is a different mesh. I get the same result with pulsating wheels ! It looks like the rotation is badly managed by the Animation script, as all frames look OK when incremented by hand.

I have 1000 frames to render, and I can't render them by hand !

After more investigations, it appears that
the problem of pulsating wheels occurs only if the Animation frame rate in the animation script panel is set to value other than 24 Fps.
At 24 Fps, the problem doesn't occur. I have made a simplified orbx file containing 15 frames in an alembic node exported at 25 Fps. The file includes only one wheel and the road surface as reference. Try to render an animation at 24 Fps, and at 25 Fps. I also noticed that numbers in the frames name cause a problem and are replaced by the frame number of current render.
...

A temporary trick for Blender plugin users while waiting for a fix of Alembic export bug :
To avoid the Alembic Export failure and error message saying that a Compute model 1.3 is not found, try to disable all GPUs (uncheck all boxes) before exporting to Alembic file. This seems to circumvent the bug.

As I can export by using the trick explained in previous lines, I have reinstalled the 2.70 version : After many hours of investigations, I have understood some things : The plugin doesn't convert the actual position of the camera when a frame delay is added in parenting the camera to an object. In my case, I have added a frame delay of 3 frames to the camera to add realism in the shot, as the camera is parented to the car which is filmed.
I am still investigating around other troubles.