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Animated characters eyes follow rig but not in Octane

Posted: Thu Apr 30, 2015 11:51 pm
by NeoCortex
I have a auto rigged character from Mixamo I can get it to do an animated walk rendered in Modo (default renderer) but when I try to render an animation of it walking in Octane Render Modo Plugin the eyes stay in a static position and dont follow the rig/body of the character. Is there any way to get the eyes to follow the mesh and not be in a static position?

Re: Animated characters eyes follow rig but not in Octane

Posted: Fri May 01, 2015 12:23 am
by face_off
Hi - if you render a particular frame to the viewport, do the eyes point in the correct direction?

You will need Kernel-Load All Frames Into Octane UNTICKED. If this is already the case, try "octane.command exportAlembic" to open the resulting OCS file in Octane Standalone.

Also, try with the figure's Mesh Live Geometry Update property ticked.

If none of that works, can you pls send me the scene.

Thanks

Paul

Re: Animated characters eyes follow rig but not in Octane

Posted: Fri May 01, 2015 1:29 pm
by NeoCortex
Hi Paul I ticked the Mesh Live Geometry and it worked thanks for all your help I appreciate it
Thanks again

Re: Animated characters eyes follow rig but not in Octane

Posted: Sat Jun 13, 2015 5:37 am
by heavypoly
Hi guys, I'm getting a bug where the animation in modo isn't syncing up properly with octane (things happen at different times, cameras don't move etc) Anyone run into this or have any workarounds?

I tried unchecking the load all frames button and also tried exporting alembic but the same problems are happening in Octane. If I use modo renderer all timings are working correctly.

The live geometry update check didnt seem to help either.

Usually the first frame will load in the correct position, then scrubbing the item will stay frozen in space, although cameras animate properly.. sometimes certain items move but others dont.

I also got an error for "scatter node not found"
I think it might have something to do with an animated group locator with items in it. Weird because it was working perfectly before.

Thanks,
Vaughan

Re: Animated characters eyes follow rig but not in Octane

Posted: Sat Jun 13, 2015 6:40 am
by face_off
Hi Vaughan - what version of Modo are you using? What version of the plugin are you using?

Paul

Re: Animated characters eyes follow rig but not in Octane

Posted: Sat Jun 13, 2015 6:53 am
by heavypoly
901 and the latest of the plugin. I just restarted, tried loading into octane and it froze the computer completely no ctrlaltdelete

If you have a support issue, pls provide the following information:
- Win 7
- 64 bit
- 32gb
- GTX 580, 3GB GTX 670 2GB
- Nvidia driver 347.25
- Modo 901 sp1
- OctaneRender for Modo version (2.23.2)
- window maker, floor maker, eterea swisstools,

Re: Animated characters eyes follow rig but not in Octane

Posted: Sat Jun 13, 2015 7:06 am
by heavypoly
I just tried reproducing it on a simple scene with a ball animating up and down and the same thing is happening.

I've tried with load All Frames check and Unchecked. It will be in the correct position on startup but if i scrub it stays in the same spot when it should be moving.

It also doesnt update if I'm just moving it around with the move tool.
Is Live geo update supposed to be on by default? I think it was working by default before but now its off by default? It works if I turn that on.

So the issue I think is that somehow my Animated group locator with mesh items inside no longer live updates. Is there a way to turn that on again?

Edit:

Some more testing, in my scene with the group I can move individual items, but if I move the parent item the children don't follow.
In some cases, I can move the group live and it will update, but then won't update in animation.

Re: Animated characters eyes follow rig but not in Octane

Posted: Sat Jun 13, 2015 8:03 am
by face_off
I just tried reproducing it on a simple scene with a ball animating up and down and the same thing is happening.
Can you send me the sample scene pls? I can then determine if it's a plugin issue, Modo901 issue, and something else.

Thanks

Paul