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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Wed Jun 02, 2010 2:41 pm
by face
Looks like a bracket problem.
face
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Wed Jun 02, 2010 7:21 pm
by kilaD
[email protected] wrote:Hi all... it seams that I have exact problem like N1K..
I've setted my scene, in max2octane I've set it all like this, and here is the error
so after I pressed Render, I've set my scene the way I like, and saved it, I than imported it with "use existing project", and pressed render animation
first I got that cmd window... than it entered octane and I got the "not useable" error, and 100 times like that (my animation had 100 frames)
but once I forgot to click use existing project after I set my octane the way I want it...
than it started to open 100 octanes with cmd window and they all started to render, but the weird thing is that all materials and hdri maps were in octane like I adjusted them, only the aperature for DOF was high and blurry, and I do not want that, than I had to restart...
is this a bug or?
Thank you
Vjekoslav Kiralj
Yes, the 2008 script is not working correctly for animation. Working on an update as we speak..
k
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu Jun 03, 2010 2:02 am
by kilaD
Updated script (1.022_2008b for max2008) available for download in the second post in the thread!
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu Jun 03, 2010 10:50 pm
by hmk
This is my 3rd post, been testing Octane for a couple of days now. Now with Max 2011 and the last max plugin, when I check camera only and Render animation, it reloads the all the objects on every frame in Octane. What I am doing wrong? It should load the scene on the first frame and then updates the camera only on the next frames, right?
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu Jun 03, 2010 10:53 pm
by hmk
Another thing is that the Animation Progress bar is not working, its always on 0 of 83.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 04, 2010 12:42 am
by kilaD
which version.. Did you use the 2008 version?
Use 1.022d
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 04, 2010 1:07 am
by kilaD
hmk wrote:This is my 3rd post, been testing Octane for a couple of days now. Now with Max 2011 and the last max plugin, when I check camera only and Render animation, it reloads the all the objects on every frame in Octane. What I am doing wrong? It should load the scene on the first frame and then updates the camera only on the next frames, right?
No, ofcourse it needs to reload the object.. This is just to skip
exporting the object for every frame in max. I have no control over the code in octane..
Loading camera animations will be possible in the next octane release i think, with rib or collada support.
k
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 04, 2010 3:25 am
by hmk
Okay, I got it. At least now the time of object export every frame is null!
Thanks for the great effort on this plugin

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 04, 2010 5:57 pm
by kubo
wow kilad I skip a couple of days this post and there is a lot of nice updates in the plugin, now I'll have to test them (hehehe o boy what a tough job

) Thanks as always!
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Mon Jun 07, 2010 4:50 am
by GeorgeR
I'm thinking a more modular approach to doing this script, or the other export scripts in general, would be beneficial. So you'd have to Max2Octane directory, and then a "Providers" directory.
Inside that, you'd have StandardCameraProvider.ms, etc. which would be based on a template where you need to provide certain params for the Octane equivalent. The main script would then scan and load the Provider scripts as they're needed (as it encounters an item of that type that it needs to export). I think this would be far more maintainable. I may give it a shot over the next week.