Title: | Animation Cache Object - unable to cache without crash [C4D] Ornatrix 2.0.4 + 2.0.5 |
Category: | Crash/Critical |
Status: | Open |
Posted By: | MagicHolo ( Mangold & Mangold Unternehmenskommunikation GmbH & Co. KG ) |
Date Created: | 28 July 2020 |
Title: | Animation Cache Object - unable to cache without crash [C4D] Ornatrix 2.0.4 + 2.0.5 |
Category: | Crash/Critical |
Status: | Open |
Posted By: | MagicHolo ( Mangold & Mangold Unternehmenskommunikation GmbH & Co. KG ) |
Date Created: | 28 July 2020 |
Description: | Using the Animation Cache Object crashes Cinema4D most of the time without a crash report, when the calculation reaches the end of the timeline. When doing it with version 2.0.5 it happened once that a c4d crash report was created. |
Steps to Reproduce: | Create a fur object. Used rigged character mesh with animation. At the end of the stack, at the bottom insert an Animation Cach Object, create a file path on disk, select this folder and give a file name in form of Animation_####_.abc and hit record. For testing purposes, in my lastest example I've also limited the output range to 10 frames. The final project has a length of 2000 frames. As workaround I also tried the file>ornatrix alembic exporter, that way I was able to export the frames, but loading these back in via the Animation Cach Object gives me a mirrored output in -Z direction and no way of mirroring my original mesh, or the cached hair. I need to render the hair and underlying mesh at the same time. Any advice? |
28 July 2020
#27683 | ||
"... when the calculation reaches the end of the timeline." <- That is not exactly correct: The crash happenes when the progress bar "Recording Animation" reaches 100%. | ||
28 July 2020
#27686 | ||
The same crash is also happening in the lastest stable version 1.0.8. | ||
28 July 2020
#27687 | ||
Hi, Is this the same issue as: https://ephere.com/plugins/maxon/c4d/ornatrix/forums/general/thread_13427.html ?? Jeordanis Figuereo (Product Designer. EPHERE Inc.) | ||
28 July 2020
#27689 | ||
Yes, same issue, but I thought it would better belong to acrash/critical bug, than general discussion. |