tehfailsafe wrote:Now I'm having the issue with the script launching octane and exporting at the same time, so octane can't find the mesh. I have tried full render, render cache, 0-0, 0-100, same for all frames of a brand new file.
This octane error pops up immediately:
Automation Error: Node "OctaneRender_anim.obj" is no mesh node.
If I hit "render still" it seems to export the mesh and then launch octane just fine.
Strange, this wasn't happening a few days ago before I reformatted. I'm not sure what could have changed between installations? This is way more important to figure out than the mesh scale issue which only affects one file, and if I have to I can rebuild it. This bug doesn't let me render any animations.
This is not a bug I think. It seems you do something wrong...

I asked my wife to create a new scene in Max and to start "Full render" of first frame (I installed to her computer
1.74). She was creating the new scene with system and display units as
mm, and then repeated the same with
inches -
all is OK, render starts, the scale is OK, and FOV and cam are OK.
The error that you got - is Octane error that means that the name of mesh node in existent opened Octane project
NOT matches "
OctaneRender_anim.obj" (the name that MaxOctaner gives to
EACH node of each rendered frame). So, at first - try to start Octane by hand, and open
OctaneRender_anim.ocs from "\Renders\Animation" folder of this Max project, and see what name has the mesh node in that Octane project.
And. I can't help if I don't have enough info about situation. So, take a look at my previous post, and give me please all these files to I can check them. In addition to the list I given, you can expose the
OctaneRender_anim.ocs too.
tehfailsafe wrote:BTW, how can I donate to your support? Your plugin has helped me immensely with animation!

Thank you very much for offer!

But no, do not worry about it. At my main work I earn a lot more than I can get as donations, so it is only my hobby.
