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Camera animations
Posted: Sun May 23, 2010 12:28 pm
by andrian
Hi , I have a wish, If it's so hard to add custom camera path currently, perhaps it's easy to add even more simple than circle camera path that it's already there (turnable) a simple directional camera path no? It's very vital to have for arch viz. Or even better to tell to octane to import a simple polyline corresponding to camera path - for example I can export camera path from 3dsmax as polylineline and if I can import this into octane like camera path instead just turnable will be even great. But for now extend circular camera path to simple directional path - left, right up, down line to follow ..
Re: Camera animations
Posted: Sun May 23, 2010 12:51 pm
by radiance
these are all good things but they require quite a bit of work, and we've more pressing features to implement first.
i do have plans for this, in future versions.
Radiance
Re: Camera animations
Posted: Sun May 23, 2010 12:52 pm
by [gk]
The current custom animation paths can be made in 3dsmax and you an use the max2octane script to render with. It is production ready.
The next step will be collada, rib, fbx some time down the road. This will essentially do the same, but you will have 1 file with all animation and camera motion in.
Re: Camera animations
Posted: Sun May 23, 2010 1:15 pm
by andrian
[gk] wrote:The current custom animation paths can be made in 3dsmax and you an use the max2octane script to render with. It is production ready.
The next step will be collada, rib, fbx some time down the road. This will essentially do the same, but you will have 1 file with all animation and camera motion in.
I meant re-importing mesh witch is 6-7 million polys and rework all the materials for every frame is a nonsense, even though its a production ready, when there is no moving objects it's a lost of time and resources.. as I do arch viz and there is no moving objects at 80 percent of the time, just very simple camera moving ..
Re: Camera animations
Posted: Sun May 23, 2010 2:08 pm
by Halford
andrian wrote:[gk] wrote:The current custom animation paths can be made in 3dsmax and you an use the max2octane script to render with. It is production ready.
The next step will be collada, rib, fbx some time down the road. This will essentially do the same, but you will have 1 file with all animation and camera motion in.
I meant re-importing mesh witch is 6-7 million polys and rework all the materials for every frame is a nonsense, even though its a production ready, when there is no moving objects it's a lost of time and resources.. as I do arch viz and there is no moving objects at 80 percent of the time, just very simple camera moving ..
you do not re work all material, you do this only once, then save your scene and the plugin will use your scene to render the objs....it's still not the best solution, but the result is nice...I'm waiting for support of fbx...one file/full animation imported would be the better solution, but I guess it takes time to implement all this stuff.
Hal.
Re: Camera animations
Posted: Sun May 23, 2010 2:13 pm
by radiance
andrian wrote:[gk] wrote:The current custom animation paths can be made in 3dsmax and you an use the max2octane script to render with. It is production ready.
The next step will be collada, rib, fbx some time down the road. This will essentially do the same, but you will have 1 file with all animation and camera motion in.
I meant re-importing mesh witch is 6-7 million polys and rework all the materials for every frame is a nonsense, even though its a production ready, when there is no moving objects it's a lost of time and resources.. as I do arch viz and there is no moving objects at 80 percent of the time, just very simple camera moving ..
What would you rather want:
MLT / area lights / instances
or
custom animation paths for your camera
choose one of two.
Radiance
Re: Camera animations
Posted: Sun May 23, 2010 2:29 pm
by andrian
Radiance I do not press or something, I just wish to be implemented. Offcourse MLT / Instance and light are far far more important....
Re: Camera animations
Posted: Sun May 23, 2010 3:43 pm
by [gk]
Andrian, MAterials, tonemapping, and so forth are saved in your ocs file.
You do not need to reapply anything.
mads
Re: Camera animations
Posted: Sun May 23, 2010 3:48 pm
by andrian
I didn't manage to make it work trough max 2009, didn't export anything, script crashes...
Re: Camera animations
Posted: Sun May 23, 2010 3:56 pm
by [gk]
Are you using the right version?