not rendering replicator time variation from rigged mesh ani

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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jtmsf
Licensed Customer
Posts: 58
Joined: Thu May 28, 2015 9:47 pm

HI

I'm using Modo's replicator with time variation to randomize the animation of an IK rigged mesh.

Octane plug-in doesn't render the "time randomization" from the rigged mesh
Cilinder Rigged Animation: Time variation not working
Cilinder Rigged Animation: Time variation not working
I did a setup with a simple cube, with a simple animated rotation (not rigged), and octane renders ok.
Cube Simple Rotation. Time Variation: OK
Cube Simple Rotation. Time Variation: OK
I'm attaching a .lxo file with both cases (to change just rewire in "schematics").

Is this a bug, or a limitation? Is there a solution?

Thank You

jtmsf_Joao

Modo11.1v1
Octane for Modo 3.6.1.120
Attachments
OctaneModoTimeOffset_Rigging.zip
.lxo with the two setups
(27.47 KiB) Downloaded 179 times
jtmsf
Licensed Customer
Posts: 58
Joined: Thu May 28, 2015 9:47 pm

So...

It's worst than I thought:

Octane is not rendering time variations defined in the replicator, if the "prototype" connected to the replicator is animated by any kind of Deformer

I'm posting two examples: in the the first one the prototype is animated by a bend effector ; in the second one the prototype is animated by a morph map.
Time Variation not working: Prototype is Animated  with a "Bend Deformer"
Time Variation not working: Prototype is Animated with a "Bend Deformer"
Time Variation not working: Prototype is Animated Using Morph Map
Time Variation not working: Prototype is Animated Using Morph Map
If I render with modo (preview and F9), it works. If I render with Octane it doesn't

I also tested exporting an deformer animated mesh to an MDD, and then connecting the MDD+Mesh to the replicator with time variation. Didn't work either in Octane

One curious thing: I noticed that modo viewport doesn't display the time variation of animated deformers either.

Thanks for any help
Attachments
DeformerAnimation_TimeVariation.zip
two .lxo
(27.18 KiB) Downloaded 177 times
jtmsf
Licensed Customer
Posts: 58
Joined: Thu May 28, 2015 9:47 pm

Is this a limitation of octane? A bug?

Any workaround for this issue?
jtmsf
Licensed Customer
Posts: 58
Joined: Thu May 28, 2015 9:47 pm

I would appreciate if somebody could tell me if this "not rendering replicator time variation from rigged mesh animation" issue is a octane limitation or a bug.

Thanks
User avatar
face_off
Octane Plugin Developer
Posts: 15717
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Hi - as per my response to your other question - the Modo Replicator is converted to an Octane Scatter node (so the transform for each replicator point becomes an Octane Scatter instance transform). Therefore all instances will render as the same (ie. identical) mesh. So to render your scenerio correctly - you would need to use separate Mesh objects rather than a Replicator.

I hope that helps.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
jtmsf
Licensed Customer
Posts: 58
Joined: Thu May 28, 2015 9:47 pm

I was afraid of that...

I could render with modo's renderer, but each frame takes an eternity...

An external GPU renderer seemed like the best option.

Thanks for your help Paul.
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