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Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 5:23 pm
by JimStar
Added more animation fixes - found bug in batch animation stopping, it may not be stoped with button "Stop animation" in versions earlier 1.19.
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 5:32 pm
by Jaberwocky
Ok i'll try that out.V1.18 exported all the 248 frames ok.However when it went to render them in Octane.It pointed to a folder level , 2 levels up from where the animation data was stored.Also it tried to read in frame 0000.The frame animation data started at 0001.Unless of course it deletes the frames render data as soon as it has rendered that frame.
Hope that makes sense.
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 5:35 pm
by JimStar
Jaberwocky wrote:Ok i'll try that out.V1.18 exported all the 248 frames ok.However when it went to render them in Octane.It pointed to a folder level , 2 levels up from where the animation data was stored.Also it tried to read in frame 0000.The frame animation data started at 0001.Unless of course it deletes the frames render data as soon as it has rendered that frame.
Hope that makes sense.
Yes, if checkbox "Delete batch files" is set - it will delete .obj/.mtl file of just rendered frame...
Will check it more, thank you!
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 6:05 pm
by JimStar
I found the problem. Working on it - will be fixed in a hour-two...
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 6:25 pm
by Jaberwocky
Ok. I think i've found the problem.
The max Exporter V1.19 includes a path you create so that it automatically makes a render folder with an animation sub folder for the animation files to be stored along with the windows batch file.
However.Once the batch file starts octane and tries to render the files in sequence.It uses the default path set up in the preferances tab.
Unless both of those line up with each other.Each frame octane loads up to try and render , it cannot find.
I think therefore the batch file needs to send the location of the render files along with the instruction on where to find them , if that makes
sense.
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 6:44 pm
by JimStar
No, that was another problem, not in batch.
That is how Octane works with command line: if in the .ocs is linked file with name "c:\blabla_0000.obj" and nodename "blabla_0000.obj", then when I try to open existing .ocs in command line and say to him to relink to node with name "blabla_0000.obj" new file with name "c:\blabla_0001.obj" - Octane wants file with name "c:\blabla_0000.obj". To Octane is no matter that in command line stays key "-r" ("relink that node please with a file with
THAT name"), he wants specifically
old name that is stored in .ocs...
I think that is illogically, but it's so little things for such a wonderful render as Octane... We can solve all these little problems in this plugin...
Fixed it in 1.20. Awaiting a new bugs...

Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 7:05 pm
by Jaberwocky
JimStar wrote:No, that was another problem, not in batch.
That is how Octane works with command line: if in the .ocs is linked file with name "c:\blabla_0000.obj" and nodename "blabla_0000.obj", then when I try to open existing .ocs in command line and say to him to relink to node with name "blabla_0000.obj" new file with name "c:\blabla_0001.obj" - Octane wants file with name "c:\blabla_0000.obj". To Octane is no matter that in command line stays key "-r" ("relink that node please with a file with
THAT name"), he wants specifically
old name that is stored in .ocs...
I think that is illogically, but it's so little things for such a wonderful render as Octane... We can solve all these little problems in this plugin...
Fixed it in 1.20. Awaiting a new bugs...

yes.
Iv'e just checked out the bat file.I seems ok.
Well i'll try 1.20 and see how i get on with that.
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 7:48 pm
by Jaberwocky
Jim
Ok.
The mechanics are working fine.
One problem.There is no way of setting the scene.
The way I think it should work is this
1) Select the export path to the render / animations folder.
2) Render out a single image with the resolution you require.Adjust the materials / lighting quality and kernal to use on this single image and then re-save it.
3) click the animations button.It then references the previously saved frame and renders the animation based on these settings.
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 7:51 pm
by Jaberwocky
If you agree then maybe the dialogue box needs to have the settings in descending order of use and labled 1 ,2 and 3.
does anyone else have any suggestions to add ???
Re: UNOFFICIAL plugin for 3ds Max 2010+
Posted: Wed Aug 03, 2011 7:58 pm
by JimStar
Jaberwocky wrote:Jim
The way I think it should work is this
1) Select the export path to the render / animations folder.
2) Render out a single image with the resolution you require.Adjust the materials / lighting quality and kernal to use on this single image and then re-save it.
3) click the animations button.It then references the previously saved frame and renders the animation based on these settings.
Understood, now will working on that.
Mary not works with animation so much, most with interiors, so it's good that you can test it, thanks.
Will make it soon. I am on vacation now, and I can't sit without work when is it time, this is torture for me...
