Hi there,
So I have a request.
Currently when I create animated characters from Adobe Fuse and Mixamo they come in as animated FBX files. The animated character has baked keyframes on each frame that it's moving.
When I throw the character into an octane scatter it works fine for distributing them.
But I would like to add time offset so that each character is sequentially delayed behind the other. Or a global time offset so that they all playback at slightly different times in their animation.
Anyone know of a way to do this in Octane Scatter?
Thanks
N
Octane Scatter + Mixamo Animation + Time Offset
Moderators: ChrisHekman, aoktar
Not possible sorry!
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- Bowser16NB
- Posts: 29
- Joined: Fri Mar 21, 2014 5:01 am
Can you explain the reason why this is not possible in current scatter architecture?
How about scattering an Xref that has an animation inside and offsetting the clones randomly or in a sequence? Is that possible? Had this problem recently but after a day of trying different things with no result gave up on the ideaaoktar wrote:Not possible sorry!

- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
I think it's because it's something fundamentally to do with instances - you can't time offset instances with a regular mograph cloner - octane scatter is instance based.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
Because it's not designed for evaluating the objects on different times and distribute over surfaces. It was very complicated for me doing this in purpose of scatter object.Bowser16NB wrote:Can you explain the reason why this is not possible in current scatter architecture?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw