Beta 2.2 RC1: 3Ds Max plugin testing thread

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Proupin
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hi kilaD, I'm still having the double backslash issue with the new "c" release for max 2009
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
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kilaD
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Proupin wrote:hi kilaD, I'm still having the double backslash issue with the new "c" release for max 2009
hi, that is actually no issue, single or double slash yields the same result
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kilaD
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sublime wrote:did he..? do you know where i can get that from?

also, i am good at encouraging people, praying and making tea,.. tell me if you need help in integrating that to your script,..

:D
http://www.refractivesoftware.com/forum ... =27&t=1793
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Proupin
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kilaD wrote:
Proupin wrote:hi kilaD, I'm still having the double backslash issue with the new "c" release for max 2009
hi, that is actually no issue, single or double slash yields the same result
sorry if I'm mistaken, but the double slash does not behave the same way... when it's there and you save in Octane, the "save as..." dialog pops up (as if there was no file or the file wasn't found) whereas on a new project a normal save is done... EDIT3: I have tried with a single slash (typed in the cmd) and it still does show up the save as command... this seems either like an Octane problem or a syntax problem of some sort?

I can't work with this right now... I can imagine the situation with all those idle save as dialogs in an animation... EDIT: no problem with animations :D I've tried; still it's weird having to search for the file and replace it every time I save the scene.

Another issue is found if there is I connect a material in Octane, then re-render through the max script, Octane freezes with a C++ runtime error (nodegraph.ccp Line 200) - Octane does NOT freeze if the scene is normally opened in Octane, only if launched throught the script. EDIT2: double or single slash make no difference here, it freezes either way...
Last edited by Proupin on Wed Jun 16, 2010 10:11 am, edited 5 times in total.
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kilaD
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tomacmuni wrote:Tom ne c'est happy pas! Every test scene I try to render as animation is going wrong.

I'm trying to render an animation and I get this error:
I have managed to deal with most of the crashes and oddities that have come up so far and have seen them all commented in the forum.
Here's my case. I have Windows Vista 64bit SP1 Intel core 2 Quad Q9400. Nvidia GTX 480 x1. 8 GB DDR3 Ram.
I have installed 3DSMax 2011. I have installed OctaneRender_COM_1022_beta22_win_x64.exe (it works for stills).
I have installed the scripts from max2octane_1.022f.rar

Now, here is my maxfile and .ocs file.
You will need no textures as I didn't add any external images.
In 3DSMax, there is a moving cylinder and a static box and a moving camera. That's it.
The sun is added by the script.
I have successfully rendered a still using the script automation and saved my .ocs file BAMBAM.ocs
I am trying to render the animation now and of all things I get this crash every try (both before and after I installed MSVSC++2010 just now).
All the files associate with this are in the Rar from http://www.tomacmuni.com/files/exportproblem.rar (385kb)

Note:
Here is the image that is of most concern for me. Do I have the right stuff installed?
(I am tired of Microsoft Visual C++ and its correlated crashes.)
This is from my Programs and Files list: Image
I don't think it's Mini Ninjas causing the problem.

Also, just out of curiosity is it always a crash if I unhook the environment link in the preview render macro while a mesh is loaded? I did it
while trying to hook up an environment Daylight in there instead. Shouldn't it be a check then 'you can't do that' warning?
Image
This is not a problem with the script.. It's probably some vista/MSVSC++ problem, and i really can't answer that.
Same goes for problems with Octane (the unhook thing) , I'm only writing the translator/exporter, I can't help you with with problems with Octane.
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kilaD
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tomacmuni wrote:Is it possible to force octane not to crash 3DSMax too when a render fails?
max2octane will try to keep exporting frames even after the first frame has failed in octane.
To interrupt this, 3DSMax has to be stopped as a process (boo) and then octane too.
Ideally of course, crashes ought not to happen, but since they will anyway, it would be nice to sweeten the blow.
To stop animations, hold escape

k
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tomacmuni
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>>I'm only writing the translator/exporter, I can't help you with with problems with Octane.

Then how do I make sure that when I use max2octane to render an animation scene it will remember the textures that I specified in .ocs using the mesh animation in the 3dsmax scene?
That is topical to the exporter, as much as Octane.
Gateway DX4820 - Intel Core 2 Quad processor Q9400 - Gigabyte GTC480 1.5Gb - 8 GB DDR3 Ram - Windows Vista Home Premium 64bit SP1 -Octane + 3DSMax2011 64bit
kilaD
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Proupin wrote:
kilaD wrote:
Proupin wrote:hi kilaD, I'm still having the double backslash issue with the new "c" release for max 2009
hi, that is actually no issue, single or double slash yields the same result
sorry if I'm mistaken, but the double slash does not behave the same way... when it's there and you save in Octane, the "save as..." dialog pops up (as if there was no file or the file wasn't found) whereas on a new project a normal save is done...

I can't work with this right now... I can imagine the situation with all those idle save as dialogs in an animation... EDIT: no problem with animations :D I've tried; still it's weird having to search for the file and replace it every time I save the scene.

Another issue is found if there is I connect a material in Octane, then re-render through the max script, Octane freezes with a C++ runtime error (nodegraph.ccp Line 200) - Octane does NOT freeze if the scene is normally opened in Octane, only if launched throught the script.
OK... let me explain. When you start a "New" project, max2octane sends different arguments to octane then when pressing "Use existing project".
Its the different arguments that leads to the save as dialogue.. NOT the slashes, i tried. :)


it's weird having to search for the file and replace it every time I save the scene.
Yes it's very annoying..
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Proupin
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kilaD wrote: OK... let me explain. When you start a "New" project, max2octane sends different arguments to octane then when pressing "Use existing project".
Its the different arguments that leads to the save as dialogue.. NOT the slashes, i tried. :)

Yes it's very annoying..
So the change has to be made in the way Octane handles the "edit" command? yes I have tried the single slash on every instance it looks it behaves the same :P

Now the "Octane freeze through the script when material nodes are connected", I am suspecting is also some sort of bug on Octane's side, what do you think? (EDIT: again, I have tried manually typing the same command and it's still a freeze)

thanks man, without your feedback I think I would've gone mad!
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kilaD
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tomacmuni wrote: Then how do I make sure that when I use max2octane to render an animation scene it will remember the textures that I specified in .ocs using the mesh animation in the 3dsmax scene?
That is topical to the exporter, as much as Octane.
I just did a test in max2011, a box and a cylinder with a different texture map on each.
The camera moves around the objects, and the cylinder is animated too.

Then i exported the scene to octane, made some changes to the materials etc and saved. Back in max, i setup animation and render animation.
It works as expected, the camera moves, the cylinder moves, and they both have their textures.

So i don't see the problem. I have never had problems with MSVC++ or anything like that. My guess is that Vista f***s it up.

Is it possible to force octane not to crash 3DSMax too when a render fails?
If octane crashes, see if u can find and kill the cmd.exe process. This will continue the animation, but then hold escape to stop it.
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