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Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Fri Oct 29, 2010 11:00 pm
by bazuka
can u get the latest ver of exporter?

then will continue to see whats wrong....

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Fri Oct 29, 2010 11:06 pm
by bendiger
bazuka wrote:can u get the latest ver of exporter?

then will continue to see whats wrong....
The latest version is beta 23 right?

~Ben

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sat Oct 30, 2010 5:43 am
by bazuka
no its v2.4 ;)

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sat Oct 30, 2010 5:46 am
by bendiger
bazuka wrote:no its v2.4 ;)
is that a recent update? because I just got the software a few days ago.
I'll update the script and and try it again.

If it works GREAT!
If not is there any other recommendations that you have?

~Ben

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sat Oct 30, 2010 1:24 pm
by bazuka
can u send me from script editor cmd line when u hit render button

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sat Oct 30, 2010 8:19 pm
by bendiger
is there any OS X instructions for the script? the readme file only has windows?
Will loading it in the script editor work just fine and then saving it to the shelf?

~Ben

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sat Oct 30, 2010 9:29 pm
by bendiger
bazuka wrote:can u send me from script editor cmd line when u hit render button
Didn't work... :'(

Here info from the maya script editor from when I hit render.

-------------------------

file -f -new;
// untitled //
commandPort -securityWarning -name commandportDefault;
$gv_operationMode = "Open"; pv_performAction "/Volumes/LaCie_1TB/Art Institute/Digital Cinematogrphy/CG into Live/3D Stuff/Vegas-VEYRON/PFTrack.ma" "Best Guess";
file -f -options "v=0" -ignoreVersion -typ "mayaAscii" -o "/Volumes/LaCie_1TB/Art Institute/Digital Cinematogrphy/CG into Live/3D Stuff/Vegas-VEYRON/PFTrack.ma";addRecentFile("/Volumes/LaCie_1TB/Art Institute/Digital Cinematogrphy/CG into Live/3D Stuff/Vegas-VEYRON/PFTrack.ma", "mayaAscii");
// File read in 0 seconds.
source maya2octane;
"/Applications/OctaneRender pre-beta2.3 v5.app/Contents/MacOS/octane" -n "/Volumes/LaCie_1TB/Art Institute/Digital Cinematogrphy/CG into Live/3D Stuff/Vegas-VEYRON//test_render.ocs" -s 256 -m test_render.obj -l "/Volumes/LaCie_1TB/Art Institute/Digital Cinematogrphy/CG into Live/3D Stuff/Vegas-VEYRON//test_render.obj" --cam-aperture 1 --cam-fov 64.08825508 --cam-pos-x -6.27093 --cam-pos-y 7.260010674 --cam-pos-z 168.5694164 --cam-up-x -0.02952266996 --cam-up-y 0.9989061985 --cam-up-z -0.03626042709 --cam-target-x 1.246159292 --cam-target-y 5.688707613 --cam-target-z 119.1626924 --film-width 1920 --film-height 1080


-------------------------

I don't know why I cant render this type of camera... and you could on windows...

Any ideas after all of this that would point to the problem?

~Ben

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sat Oct 30, 2010 9:59 pm
by bendiger
OMG!!!
I figured it out!!!

Its mainly a OS X type thing I believe, it has to do with the file path!

the error I kept getting was this in octane:

There was an error parsing the command-line arguments:
Couldn't find match for argument Argument: Cinematogrphy/CG
USAGE:

the problem is in red, minus my misspelled word..
This is the file path now:

/Volumes/LaCie_1TB/Art_Institute/Digital_Cinematography/CG_into_Live/3D_Stuff/Vegas-VEYRON/\

my file path had spaces in the folder names, thus octane got lost... somehow...
I replaced the spaces with underscores and VOILA! it imports !

Now the question is, why did it work when I did a simple animation? the project was on my desktop and nowhere in the file path was a space, thus it worked fine!
This problem has nothing to do with the PFtrack camera....

The question is.. can you update the script to ignore the spaces in the file path? because you can open the OBJ file directly from octane without any problems...

My new problem is that when I export the animation with the script with a determined camera, the screen in octane is always black and I can never see my render... and I cant adjust the view to make it render because the camera is locked...

Hope this helps you fix any problems, and maybe you have some incite on why my viewport is black.

~Ben

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sat Oct 30, 2010 10:23 pm
by bendiger
the black viewport seems to go away after i restart my computer...
Could it be a cuda drive problem?

~Ben

Re: Help! Inporting maya PFtrack camera into octane animation

Posted: Sun Oct 31, 2010 6:55 pm
by bazuka
great news, just what i want to tell u about the paths but i wasnt sure coz i dont have here osx (sorry)

about the black viewport well dont know what to tell u maybe drivers?

cheers