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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Mon Aug 09, 2010 1:16 pm
by kambly
why you don“t have a max 2011? , when is going to be release?. Thanks
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Mon Aug 09, 2010 1:23 pm
by Elvissuperstar007
it fits in 2011, 3dsmax 2010 and 2011 compatible
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Aug 13, 2010 12:14 am
by jbeau3d
[gk] wrote:I have already started on a material converter and a octane mat lib combined.
Octane doesnt suport anything but a direct light, the script can be altered to accept vray, brazil, any specific light as well ofcourse.
I was just curious on the status of these scripts, no pressure:)
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Thu Aug 19, 2010 6:40 am
by jbeau3d
I didn't see this in the 3dsmax forum, but textures with spaces don't load into octane. I did a search and found out this is the case for modo as well. Just thought I would bring it up just in case someone else is trying to figure out what the heck is going on. I'm sure it can be fixed in the syntax somewhere across the board for all plugins.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Aug 21, 2010 3:43 am
by jbeau3d
Having problems with animations from 3dsmax2009_x64.
I've been working on a room, exported it without the script-obj only initially. Shaded it, made running changes, reloaded the obj several times from the node inspector, reshaded new parts. The obj, materials and ocs file are all located in the same directory on a server.
Image output is set to local. All names of each file are named with room_(some#).obj or ocs.
Created a camera animation, camera is set to target. Ready to render to octane. Please see octane2max settings.
The obj being used in the ocs file is named "room_17.obj".
It imports, parses, voxelizes, loads textures and then i get this mesh load error. I opened the ocs file in a text editor to see if the mesh node was calling it a different obj name but they are the same.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Aug 21, 2010 4:16 am
by jbeau3d
I tried rebuilding the scene locally. Resource collect my bitmaps, remade obj and ocs file with no underscores. I got further this time and it loaded, rendered the first frame and then...
3dsmax froze; It just stopped responding.
EDIT:
I tried a completely stripped down version of the scene with about 200 polys using room.ocs; It freezes max as well.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Aug 21, 2010 4:32 am
by kilaD
jbeau3d wrote:
The obj being used in the ocs file is named "room_17.obj".
the error is referring to room_13.obj. The obj and ocs are named from the project name.
anyway, try this:
- Press "Use existing Project"
- Find the ocs file to load (i.e: "Room_17.ocs")
- If theres no moving geometry in you scene check "Camera only"
- Check that everything looks ok by pressing "Render"
- Exit Octane
- Setup your animation settings
- Render animation
that should work
k
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Aug 21, 2010 4:40 am
by jbeau3d
Hi KilaD
Thanks for the quick response. I've tried it per your settings and yield the same result... After the first frame I freeze.
I don't have any particular service packs on this version of max but that shouldn't stop it from working...
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Aug 21, 2010 4:58 am
by jbeau3d
kilaD wrote:
the error is referring to room_13.obj. The obj and ocs are named from the project name.
yes, but I have replaced my OBJ file with an updated version as I made running changes. My ocs file
name is #13 but in the actual file I am using <linkedfilename>...\room_17.obj</linkedfilename>
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Aug 21, 2010 11:58 pm
by jbeau3d
Got it all working finally!