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Animation support?

Posted: Tue Jan 11, 2011 11:41 am
by ALTO
Hi Sam, your plugin is working really good here :!:
I'd like to know how hard would be to have animation support?
I'm talking about camera animations so without need to re-export the obj file each time.

Thanks for your work.

Re: Animation support?

Posted: Tue Jan 11, 2011 2:36 pm
by SamPage
ALTO wrote:Hi Sam, your plugin is working really good here :!:
I'd like to know how hard would be to have animation support?
I'm talking about camera animations so without need to re-export the obj file each time.

Thanks for your work.
Which animation tool are you using? Bongo or something else like setFlyThroughAnimation? I'll have a look at the Bongo SDK to see what is in there, but no promises ;)

Sam

Re: Animation support?

Posted: Tue Jan 11, 2011 3:59 pm
by ALTO
I use both of them...

I think for your plugin the built in animation tool (turntable, sunstudy and flythrough) it's easy to work with since it's a "simple" script:
http://news2.mcneel.com/scripts/dnewswe ... 5211&utag=
Anyway Bongo support would be awesome!

Thanks

Re: Animation support?

Posted: Sat Jul 16, 2011 5:33 am
by jitendra
SamPage wrote:
ALTO wrote:Hi Sam, your plugin is working really good here :!:
I'd like to know how hard would be to have animation support?
I'm talking about camera animations so without need to re-export the obj file each time.

Thanks for your work.
Which animation tool are you using? Bongo or something else like setFlyThroughAnimation? I'll have a look at the Bongo SDK to see what is in there, but no promises ;)

Sam
Hi ... Your plugin is working good.
Does it support the inbuilt animation like "setFlyThroughAnimation" ? if yes, how? If no, how to use the script ?
Thank you for your support.
Jitendra

Re: Animation support?

Posted: Mon Dec 05, 2011 4:25 pm
by zivko
any updates on animation support?

Re: Animation support?

Posted: Fri Dec 09, 2011 9:52 pm
by SamPage
Unfortunately it looks like any animation support would have to happen through a plug-in, and not with the exporter.

Sam

Re: Animation support?

Posted: Sat Dec 22, 2012 10:09 am
by newske
I realise this thread is a bit outdated, but for reference I have been using IronPython in Rhino 5 to output batch files which reasonably closely mirror the FlythroughAnimation and PathAnimation which are in Rhino. Ie. You set up your scene, and then export the batch from Rhino and it will open octane, render a frame, close octane and repeat. To make this faster I am hoping that the OTOY team will include the possibility of reading .txt files to render from batch files, or just generally re-visit this.

Current version can deal with:
Flythough Animation
Path Animation
Motion Blur
Number of Frames (override)
Number of Samples (override)
Resolution (override)
Shutdown on finish
Rendertarget (containing all details)
*.exe octane location
*.ocs location
*.png out location

Everything else is determined by the rendertarget set up in the octane scene -- though it would be easy to make it do anything that is currently available in the command line options for octane (--help).
Currently speed is linear (whereas in Rhino it is based on control points I believe) though that would also not be hard to include.

If anyone is interested in this let me know -- maybe SamPage can find a better way to do it with the exporter.

Re: Animation support?

Posted: Fri Feb 01, 2013 1:01 am
by nardo
newske wrote:I realise this thread is a bit outdated, but for reference I have been using IronPython in Rhino 5 to output batch files which reasonably closely mirror the FlythroughAnimation and PathAnimation which are in Rhino. Ie. You set up your scene, and then export the batch from Rhino and it will open octane, render a frame, close octane and repeat. To make this faster I am hoping that the OTOY team will include the possibility of reading .txt files to render from batch files, or just generally re-visit this.

Current version can deal with:
Flythough Animation
Path Animation
Motion Blur
Number of Frames (override)
Number of Samples (override)
Resolution (override)
Shutdown on finish
Rendertarget (containing all details)
*.exe octane location
*.ocs location
*.png out location

Everything else is determined by the rendertarget set up in the octane scene -- though it would be easy to make it do anything that is currently available in the command line options for octane (--help).
Currently speed is linear (whereas in Rhino it is based on control points I believe) though that would also not be hard to include.

If anyone is interested in this let me know -- maybe SamPage can find a better way to do it with the exporter.

++++1