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Easiest way to do animations?

Posted: Sat Dec 18, 2010 8:07 pm
by watanabe
Hi,

I've been using octane for 3 or so months now with rhino and love it. Now I'm trying to make an animation for a final review on Monday and I'm having issues trying to figure out the best way to go about this. As a student I'm able to d/l free copies of 3dsmax and maya, and of course sketchup, but they are pretty intimidating... right now I'm trying to figure out 3dsmax but it's surprisingly different than rhino.

Any suggestions for the easiest way (program + plugin/exporter) to do a dumb architecture flythrough in octane?

edit: I'm using 2.3 v5... looking through the program specific forums it seems like there's tons of issues with animations working with specific versions of octane/etc...

Re: Easiest way to do animations?

Posted: Sat Dec 18, 2010 11:08 pm
by radiance
I guess you'll have to master animation in 3ds max...
That's not something i can just explain in one post, also because i don't know 3ds max personally.

Radiance

Re: Easiest way to do animations?

Posted: Sun Dec 19, 2010 6:03 am
by watanabe
Okay, guessing I should probably post this in the 3dsmax forum now, but will throw it up here for now... feel free to move this mods.

I spent a few hours figuring out 3dsmax and now have my camera/animation setup!

Problem is using the G version of the export script (3dsmax 2011) octane crashes on voxelizing.... I'm using the same export settings shown in the pic of the thread except I have to check shape/geometry, otherwise nothing gets exported...

ideas?

Re: Easiest way to do animations?

Posted: Sun Dec 19, 2010 8:52 am
by watanabe
Think I solved this... was exporting .dxf to 3dsmax (from rhino) so I had no real surfaces! HAH.

Using a OBJ to 3dsmax gives me some weird triangles... need to find a format to work, but at least now the plugin/octane are reading the weird geometry that's a result of the bad import...