Page 1 of 4

Animation test - PhysX driven boxes...

Posted: Mon Apr 05, 2010 10:54 pm
by [gk]

Re: Animation test - PhysX driven boxes...

Posted: Mon Apr 05, 2010 11:23 pm
by Chris
Wow! Really cool. Congratulation with the first ever Octane animation :)

Re: Animation test - PhysX driven boxes...

Posted: Mon Apr 05, 2010 11:28 pm
by n1k
It's third actually posted here :D

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 12:08 am
by meleseDESIGN
Would you mind to explain your workflow in Octane to render Animations?

;)

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 12:28 am
by [gk]
Sure

- Setup your scene in your host app, bake everything ( object position, rotation etc )
- go to your prefered frame start ( my case it was frame 80 )
- Export a test Obj
- Imoprt in octane
- Find your camera angle, play with colours and light.
- Press pause

- Start the tedious task to do the following in a loop :

- Export first frame in your animation as obj
- Relink the Obj file in Octane
- Press render button and wait till you got the quality you want
- Press screen capture, and make sure its your whole monitor that is captured
- Press Pausse in the renderer
- back to host app, scrub 1 frame forward
- Export Obj
- Relink Obj
- Press render
- and so forth...

So you will end up with a stack of screencaptures that you rename to 01,02,03,04,05 etc..then import to Post application.
I rendered 40 images, then interpolated that with timewarp in aftereffects to around 360 frames. I didnt do a 1:1 pixel/vector lookup as that is time consuming, this is why some edges drift at points ( looks like local heat waves )
My scene took 34 seconds to export each time, so as soon as i hit render in octane i went back to host app and made a new export so it was both exporting a new obj and rendering to save a bit of time.


You can also fake camera moves like this easily. Write a script that flips the relation every object has in relation to an animated camera in your host app. So the output will be a static camera and a moving scene.
You can for example do this with a car pan with a 3d camera perspective ( not just a big image zoom then pan ) This situation works for sunlight as you are moving the objects on a parallel to the camera so the shadows whont move.
Shadows would move if you did a turn table, but you can chose to ignore sunlight and do it adn it wont look weird.

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 12:43 am
by Chris
n1k wrote:It's third actually posted here :D
Lol okay ^^ just me who aint got a clue :lol:

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 12:53 am
by James
[gk] It would be easier for you if you had a license ;) you could just hit the save image button ;)

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 12:58 am
by [gk]
True, but I like challenges ;)

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 6:29 am
by Sam
Awesome result !
Its cool how simple objects + physics + dof is mindblowing every time :lol:
The lighting is also very good

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 6:32 am
by meleseDESIGN
Uh, i see.
You were rendering every frame one by one.
So Octane isn't really rendering animations yet, right?
Will it be possible to render animations with an upcoming version?

;)