Changing Cameras in Animation

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

I built a 360 rig with 25 cameras and have the cameras going around. Then it switches to the next camera at a different angle than goes around, so on and so on. And when I drag the animation slider, it changes to the right camera in the in the octane render viewport, but when I render out an animation, it never switches in the animation render.

The cameras were switching every 100 frames. So now I have 100 frames of the bottom camera going around, but then 2300 frames of the exact same frame 100.

So Basically I can move the animation slider in modo and it changes to the right camera in the octane viewport, but not if I hit render animation.

Thoughts?

Thanks
Win 10, Threadripper Pro, Dual 3090s
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Hi.

You need to untick "Load All Frames Into Octane" in this situation - so that the different cameras are picked up when they become enabled in the timeline. You won't be able to render with camera motion blur when using different cameras too.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

I will give that a go before I leave the office this afternoon. Thanks!
Win 10, Threadripper Pro, Dual 3090s
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