Crash On Animated Package Export With Instances

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

Lobster_Johnson
Licensed Customer
Posts: 14
Joined: Wed May 29, 2013 11:01 pm

I have a scene with many clones of a complex animated element that I need to export for use in Standalone.

If I have "Render Instances" turned on, or make the Cloner editable (creating instances set to "render instance"), the export will crash just after finishing all frames. I have pulled up the log for octane and the console, but they do not show any errors.

When it crashes, the Orbx export dialog always shows one frame past the end frame i.e. "Export frame:1001 of 1000"

The crash does not happen if I turn off render instances, making it export all the geo which takes up more room in an already large standalone file.

Can anyone shed some light on what might be going on?
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

It may be very big file and a crash at end.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Lobster_Johnson
Licensed Customer
Posts: 14
Joined: Wed May 29, 2013 11:01 pm

aoktar wrote:It may be very big file and a crash at end.
I think you are right to some degree, but there is something else up.

If I reduce the frame range, I can get it to export. But why does it export fine without instances with a much larger file size?
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Somehow plugin can think the mesh of instances get updated on every frames. And write new mesh for every frames. Check it in LV if you see recreation of meshes on every frames.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Lobster_Johnson
Licensed Customer
Posts: 14
Joined: Wed May 29, 2013 11:01 pm

Here is what I'm seeing in the Log:

Code: Select all

SET SKY=0x0000000000000000
SET SKY=0x0000000000000000
ENV CALC=0 force=0 updated=0 envtag=0x0000000000000000
0 GENERATE new instance base mesh:0x0000000000000000 objects:Crosswalk Kid-Car, Car Arrows 1, Null, Null 0, Plane.1, Null 1, Null 2, Null 3, Null 4, Hand 1, Extrude, Cap 1, Cap 2, Hand 2, Extrude, Cap 1, Cap 2, 
1 GENERATE new instance base mesh:0x0000000000000000 objects:Null 0, Plane.1, 
2 GENERATE new instance base mesh:0x0000000000000000 objects:Animation Group 0, Walk Arrows 2, Null, Walk Arrows 1, Null, Car Arrows 1, Null, Arrows 0, Plane, Plane.1, Arrows 1, Plane, Plane.1, Arrows 2, Plane, Plane.1, Arrows 3, Plane, Plane.1, Arrows 4, Plane, Plane.1, Hand 1, Extrude, Cap 1, Cap 2, Hand 2, Extrude, Cap 1, Cap 2, Walker 1, Extrude, Cap 1, Cap 2, Walker 2, Extrude, Cap 1, Cap 2, Stop Sign R, Sweep, Cylinder, Stop Sign L, Sweep, Cylinder, 
3 GENERATE new instance base mesh:0x0000000000000000 objects:Animation Group 0, Walk Arrows 2, Null, Null 0, Plane, Null 1, Plane, Walk Arrows 1, Null, Null 0, Plane, Null 1, Plane, Car Arrows 1, Null, Arrows 2, Plane, Plane.1, Arrows 3, Plane, Plane.1, Arrows 4, Plane, Plane.1, Hand 1, Extrude, Cap 1, Cap 2, Hand 2, Extrude, Cap 1, Cap 2, Walker 1, Extrude, Cap 1, Cap 2, Walker 2, Extrude, Cap 1, Cap 2, Stop Sign R, Sweep, Loft.2, Stop Sign L, Sweep, Loft.1, 
[GI]  Updating.....
Singular matrix:
   0.000 0.000 -0.000 -229.484
   0.000 0.000 -0.000 5.191
   -0.000 -0.000 0.000 172.192
Singular matrix:
   0.000 0.000 -0.000 -229.484
   0.000 0.000 -0.000 5.191
   -0.000 -0.000 0.000 172.192

(MORE SINGULAR MATRIXES...)
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

I mean Live Viewer. If you see lot of updating process between frames. This may show many changes on meshes and big file at end. Of course i don't have idea about resulted orbx.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Lobster_Johnson
Licensed Customer
Posts: 14
Joined: Wed May 29, 2013 11:01 pm

Ah, I see.

There doesn't seem to be a lot of updating, but I don't know for sure.

What about a different method for scattering, maybe in Standalone. Is there a way to generate a CSV file for scatter positioning from C4D?
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Lobster_Johnson wrote:Ah, I see.

There doesn't seem to be a lot of updating, but I don't know for sure.

What about a different method for scattering, maybe in Standalone. Is there a way to generate a CSV file for scatter positioning from C4D?
my advice to convert child objects to polygons in cloners with render instances. This will avoid to recreation effect. Another trick is to don't use subdivision surfaces. Use object tag's subdivision to get smaller export files.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Lobster_Johnson
Licensed Customer
Posts: 14
Joined: Wed May 29, 2013 11:01 pm

I have already converted everything I can to polygons, but I still have some parts that contain Cloners with animation on them.

So what should I do about cloners within cloners?
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Lobster_Johnson wrote:I have already converted everything I can to polygons, but I still have some parts that contain Cloners with animation on them.

So what should I do about cloners within cloners?
Not so much to do i think! Best to divide your scene to a few parts to export.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Post Reply

Return to “Maxon Cinema 4D”