UNOFFICIAL plugin for 3ds Max 2010+

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

first of all it's working great, the second thing, is a small request, could you add the posibility of exporting the obj, creating the batch file and not rendering?, aka not executing the batch file. Also could in that case add another option to append to an existing batch file and export new frames?
Thanks, great script!
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
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JimStar
OctaneRender Team
Posts: 3823
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

kubo wrote:first of all it's working great, the second thing, is a small request, could you add the posibility of exporting the obj, creating the batch file and not rendering?, aka not executing the batch file. Also could in that case add another option to append to an existing batch file and export new frames?
Thanks, great script!
Yes, I'll add these options in a few hours. When get home, I'm sitting in restaurant now.:mrgreen:
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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

well, enjoy your food then, they were just small petitions, and there was no rush (when you ask for something that you are getting for free, you can't push it ;) ) so thanks a lot.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
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Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

just tried 1.35 and got a small problem.see attached
Attachments
Capture.GIF
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
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JimStar
OctaneRender Team
Posts: 3823
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Jaberwocky wrote:just tried 1.35 and got a small problem.see attached
Path to your Max project must do not contain national symbols. Is it the case?
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Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

The file path to the saved max project in question was C:\desktop\wall break.

No national symbols were used.V1.32 worked fine.

I have tried it with a test file to another location.Same problem.

Cheers

Jabba
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
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JimStar
OctaneRender Team
Posts: 3823
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Jaberwocky wrote:I have tried it with a test file to another location.Same problem.
Fixed in 1.36.:)

And changed ideology of "deleting batch files", there is the description in caption of this thread...

Only thinking about needing of "start animation cache export without start to render with Octane"... I think that this "duplication of actions" is not needed, if you press "render" - you WANT render, and if you don't want to render - then why you press "Render animation", you must work with modeling yet...
No? Am I wrong?..:?:
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Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

Jim

Thanks for that.Yes your right.

I'll give it a try as soon as I clear the work I'm currently on and report back.

regards

jabba
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
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JimStar
OctaneRender Team
Posts: 3823
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

I've got one thought. Will add another button to animation: one button will be "Render animation" and another "Render cache" to have an ability to fast render already existent cache, or force cache rewriting if needed...
Will be soon...:)
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JimStar
OctaneRender Team
Posts: 3823
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Realized this in 1.37...
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