UNOFFICIAL plugin for 3ds Max 2010+

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

JimStar wrote:
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...:mrgreen:
Ok

cheers

have a good vacation

Jabba

;)
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Jaberwocky
Just added what you asked in 1.30 (first frame editing).

Just thinking about order of rollouts... Are you sure that rollout with "Preferences" will be good at first place? I thinked that it is not so often used as "Render still" or "Render animation" and it can be uncomfortable to have it there... IMHO...
Not?..
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

Jim

Yes

Thinking about it, you may be right.

Possibly best to keep the export path at the bottom out of the way.

Just go 1) Fixed image render for single frames ,which can also be used to set the scene up for animation frames.

Then progress to 2) the animation section which uses a rendered frame stored from 1) as it's profile.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Jaberwocky wrote:Jim

Yes

Thinking about it, you may be right.

Possibly best to keep the export path at the bottom out of the way.

Just go 1) Fixed image render for single frames ,which can also be used to set the scene up for animation frames.

Then progress to 2) the animation section which uses a rendered frame stored from 1) as it's profile.
I think it is not right to intersect "still render" and animation... "Still" has its own render-target "pipline file name" and animation its own.
As I wrote - you can just set checkbox "Edit first frame" and you will automatically get an ability to edit first frame and then automatically continue to render all oter frames... If you want just edit only one first frame and then stop till tomorrow, and then tomorrow start continue all other frames - you just can have checkbox "Edit first frame" checked, set frame interval to one frame only, and start animation of one frame.:) And you will get the first frame with materials set etc...
I wrote it and remembered that I have set check of last frame "no lover than 1" - I'll fix it now to "no lower than 0" to let start animation of "0" frame only...
How about that? Or I'm wrong?..
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

JimStar wrote:
Jaberwocky wrote:Jim

Yes

Thinking about it, you may be right.

Possibly best to keep the export path at the bottom out of the way.

Just go 1) Fixed image render for single frames ,which can also be used to set the scene up for animation frames.

Then progress to 2) the animation section which uses a rendered frame stored from 1) as it's profile.
I think it is not right to intersect "still render" and animation... "Still" has its own render-target "pipline file name" and animation its own.
As I wrote - you can just set checkbox "Edit first frame" and you will automatically get an ability to edit first frame and then automatically continue to render all oter frames... If you want just edit only one first frame and then stop till tomorrow, and then tomorrow start continue all other frames - you just can have checkbox "Edit first frame" checked, set frame interval to one frame only, and start animation of one frame.:) And you will get the first frame with materials set etc...
I wrote it and remembered that I have set check of last frame "no lover than 1" - I'll fix it now to "no lower than 0" to let start animation of "0" frame only...
How about that? Or I'm wrong?..
good point.I missed that option for some reason.No need to change anything then...except as you say.starting at frame 0 for max animations as Max usually starts counting frames from 0.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Jaberwocky wrote:No need to change anything then...except as you say.starting at frame 0 for max animations as Max usually starts counting frames from 0.
Already done.:mrgreen:
1.31
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

It's looking good.

It could do with a kill switch for the export .Obj frames in the animation sequence in case you forget something and need to stop it in order to get back into the scene.I know you have a kill button for the rendering sequence, but not for the export sequence.

Just a thought.

ill have another play tomorrow.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
User avatar
kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

hi there jimstar, I'm getting a render-path there is national characters error and I can't run the plugin doesn't matter where the file is stored or whichever name it's got. So for instance if it's c:\temp\test.max it sheds the same error. Any ideas? btw my OS is in spanish, but I use "regular" characters since I started to use Octane. I'm using max 2012 and you 1.32 exporter
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Jaberwocky wrote:It's looking good.

It could do with a kill switch for the export .Obj frames in the animation sequence in case you forget something and need to stop it in order to get back into the scene.I know you have a kill button for the rendering sequence, but not for the export sequence.
ESC must work well. User interface of Max is much busy when export is going (export window is modal), so you can't be so "speedy" to press a button with a mouse on a plugin window after previous frame export ends and before next frame export begin.:) So, here ESC is a best choice...
And when batch process begin - then Max interface is absolutely free, so you can press buttons etc...
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

kubo wrote:hi there jimstar, I'm getting a render-path there is national characters error and I can't run the plugin doesn't matter where the file is stored or whichever name it's got. So for instance if it's c:\temp\test.max it sheds the same error. Any ideas?
And what for encoding is set in your system? You can see it in registry: "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Nls\CodePage", key with name "ACP"...
Post Reply

Return to “Autodesk 3Ds Max”