Keyframing

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cglittenberg
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PLEASE put in a keyframing system for the camera position. It would really make all the difference!!!!!!!
Dr. Carl Glittenberg
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radiance
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Hey,

It's been asked many times, this is a large feature development-wise, so it will be for future versions...

Radiance
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cglittenberg
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Thanks, look forward to it!!! :D :D :D
Dr. Carl Glittenberg
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adrencg
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I thought the whole idea of Octane was to use it as a renderer for other animation software. Why bog it down with animation, when it should focus on rendering?
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kivig
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adrencg wrote:I thought the whole idea of Octane was to use it as a renderer for other animation software. Why bog it down with animation, when it should focus on rendering?
Kinda agree here.
On other hand Octane/plugin import/export speed should be improved for that. Obj format is a bottleneck IMHO.
Though it'd be great to be able to export whole animation to octane.. some day - far, far away :)
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Hawker
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i agree with adrencg too.

it is useless to have a poor built in animation system when you can have the best one using a bond with maya or else.
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bepeg4d
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kivig wrote:[Kinda agree here.
On other hand Octane/plugin import/export speed should be improved for that. Obj format is a bottleneck IMHO.
Though it'd be great to be able to export whole animation to octane.. some day - far, far away :)
+1
this is the the real question: better exporting, not keyframing ;)
ciao beppe
solrok
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The camera in Octane is one of the software's best facets.
Tracking and keyframing the camera location, rotation, fov, depth of field, and focus location would create a very flexible way of building on the good ideas we have while using the Octane camera.
Exporting the Camera info out with a reference image would give a fast way of matching unique camera setup back in your animation program.
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face
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bepeg4d wrote:
kivig wrote:[Kinda agree here.
On other hand Octane/plugin import/export speed should be improved for that. Obj format is a bottleneck IMHO.
Though it'd be great to be able to export whole animation to octane.. some day - far, far away :)
+1
this is the the real question: better exporting, not keyframing ;)
ciao beppe
Nonsense...
If you have 4mio vertices, you have 12mio floats.
It doesn't matter whether format you use, 12mio floats are 12mio data to write/handle.
A cube with 60.000 triangles to save as FBX takes the same time as to save it as obj.
Both ~5sec in Softimage.

If you can write your own FBX/Obj exporter, you can save time.
But the most plugindevs use the buildin export.
An other reason is, that it takes a lot of hours to program it and i think you don´t want to pay more for a plugin as for Octane ;)

face
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bepeg4d
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face wrote: Nonsense...
If you have 4mio vertices, you have 12mio floats.
It doesn't matter whether format you use, 12mio floats are 12mio data to write/handle.
A cube with 60.000 triangles to save as FBX takes the same time as to save it as obj.
Both ~5sec in Softimage.

If you can write your own FBX/Obj exporter, you can save time.
But the most plugindevs use the buildin export.
An other reason is, that it takes a lot of hours to program it and i think you don´t want to pay more for a plugin as for Octane ;)

face
Dear Face,
from my point of view the nonsense is waiting for 180" of exporting for 30" of rendering :)
The strange thing is that no one here was talking about of FBX :)
Anyway Radiance had already answered to this question some days ago:
Hi guys,

OBJ is an object format, eg it only holds a collection of mesh triangles/quads in object space.

After the next release is out (2.5), with the new renderkernel and multi-gpu rewrite,
this is the next big feature to get developed.

We are not going to adopt fbx or collada, as these are very complex fileformats with a lot of differing implementations,
it was planned to implement a fileformat like these in the initial roadmap at the beginning of 2010, eg FBX or Collada,
but after evaluation/tests we have decided to use OBJ (for now) as an object format and build our own custom octane XML scene import fileformat.

The specifications for it will be published in advance, once they are finalized, after the next release (2.5) is out.

Radiance
ciao beppe
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