your using the wrong version of octane, in your filepath it reads 1.21, and the exporter is for 1.22 up.
1.21 doesn't have the same flags, so thats why it doesn't understand the command.
Beta 2.2 RC1: 3Ds Max plugin testing thread
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ok ofcourse send it over, i guess you mean the pre2011 version?bazuka wrote:@kilaD
my friend i have manage to fix ur script with spaceslet me know if u want me to send u
there r also a lot of bugs, ur leaving obj behind when u render anim, also when i use anim mode if i have 10 frames script will run 10 octans in same time...
cheers
Hello
yes for previous ver of max 
here is it
let me know when u get it so i can remove it from this msg

here is it

- Attachments
-
- max2octane2008.rar
- (4.87 KiB) Downloaded 239 times
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Bazuka,
i cant really see what you have changed. Could you please comment the code you changed?
And for the issue with opening hundreds of octanes.. hiddendoscommand doesnt work in 2008,
if you have any ideas let me know!
k
i cant really see what you have changed. Could you please comment the code you changed?
And for the issue with opening hundreds of octanes.. hiddendoscommand doesnt work in 2008,
if you have any ideas let me know!
k
Last edited by kilaD on Sat May 29, 2010 8:02 am, edited 1 time in total.
Hello
Updated script (1.022d) available for download in the second post in the thread!
Hello
No, i dont think it is possible now. Octane reads only camera/target positions. I agree, camera direction would be nice.rman1974 wrote:Is it possible to translate camera roll to octane? If camera roll in 3dsmax is not equal to zero - octane camera isn't match.
Hello
No, the loop must be halted or you will end up with hundreds of octanes clogging your systemn1k wrote:Is it possible to achieve ,via scripting, that 3ds max continues to export obj frames while previously exported frame is being rendered in octane. That way octane would just fetch next frame from folder without need of waiting for 3ds max.
Cheers,
n1k

But i have implemented an option to only export the camera, suitable for flythrough animations, saves a lot of time
as it doesnt export the obj for each frame.
k
Hello
+1kilaD wrote:When arealights etc are implemented in Octane, yesjustix wrote:Any plans to export vray lights and materials?
I'll look into vraymaterial conversion, shouldn't be that hard to implement
edit: ah didnt see your post Mads. I forgot pressing submit an hour ago
We can use a free converter, but sometime the conversion not work very well.
So, if you can implement in the octane exporter, this is VERY, VERY useful.
Also the VRayLight exporter (VRayPlane and VRaySphere) when octane will be ready are also very important IMO.
So, switch to VRay in Octane is very fast and the user can work in VRay and also in Octane in the same way.
Tnx for reply:) Exporting only camera for fly through animations is wonderful feature.kilaD wrote:No, the loop must be halted or you will end up with hundreds of octanes clogging your systemn1k wrote:Is it possible to achieve ,via scripting, that 3ds max continues to export obj frames while previously exported frame is being rendered in octane. That way octane would just fetch next frame from folder without need of waiting for 3ds max.
Cheers,
n1kAnyway octane needs to save and exit for each frame.
But i have implemented an option to only export the camera, suitable for flythrough animations, saves a lot of time
as it doesnt export the obj for each frame.
k
Cheers,
n1k