- set animation playback range in workspace
- have both modelspace and workspace 3d views open
- set modelspace autokey setting to off unless specifically transferring workspace animations to modelspace
- uncheck the Render to File
- press the Start button
- Render a sequence to files
- Check the Render to File
- Press the Render Settings button and
- uncheck "Save animation from frame"
- check "Save sequence starting with"
- enter a starting frame number
- set the file name
- press the "Save settings" button and close the dialog
- Press the Start button
Special Mesh Processing
- This is only needed if the shape animation of a NURBS, deformation or metaball object is needed.
- Press the Create Python File button in the Python aspect
- In modelspace open the script editor for the Scene object
- Press the Assign button and choose the file "sync_by_visibility.py", found in "C:\trueSpace761\tS\PythonScripts"
- Done - this script will cycle the visibility of the special meshes it finds in the scene, causing the workspace to update
- Render to File - render an animation sequence to files
- Render settings - open the D3D Render to File dialog
- Hide Cameras - hide cameras during the render
- Hide Lights - hide lights during the render
- Special Mesh Processing - get NURBS, deformation and metaball shape animations from modelspace
- Start - start the render/preview
- Abort - stop the render/preview
- Create Python File - create special script for use with the Special Mesh Processing option. This script only needs to be run one time. Once created the script remains on disk.
you tube here
- Both Workspace and Modelspace 3d views need to be visible.
- If scripts are driven by a watchdog, the watchdog node may have to be visible in the link editor to function properly.
- Script works with modelside vertex, facial and particle animation as well as transform animations.
- To bake workspace animation to modelspace have autokey enabled in modelspace and Render to File disabled.
- Does not work with freeform standalone deformation objects
Command Script Processing
A command script can be driven from the combination of a Watch Dog Event node attached to some animated object.
This arrangement cannot be rendered since command scripts are incompatible with the animation rendering process.
This method is an alternative way to drive the scripts during the D3D render process. This method assumes a chain of command nodes with
the start and end command nodes encapsulated inside the same node. If an animation frame watchdog is active it must be disconnected, only one process can properly control the scripts at one time.
- Select the entry point command node and press the corresponding Select button
- Select the exit/end point command node and press the corresponding Select button
- Press the Copy script node hooks button. This will copy, connect and register the nodes with the D3D Render scripts. 3 nodes are copied:
- RemoteRegister - tells D3D Render which node to start the command sequence (entry point node)
- RemoteUnRegister - can be used to remove the script sequence from the D3D Render process. Run the RemoteRegister to reconnect.
- RemoteRunComplete - is connected to the exit/end point node and is used to return control from the command node(s) back to the D3D Render process
- List registered scripts - shows a list of scripts that will run from the D3D Render process
- Unregister all scripts - removes all the command scripts from D3D Render process control
- original reason for this method was lost during development
- uses custom events processing with global variables
- custom events run in the scope of the calling node, so are unaware of it's own encapsulation and name
April 3, 2019
- use persistent installer
- special process for NURBS, deformation and metaball shape animations
- hide cameras and lights
- enhanced command script support
April 18 2012:
Works with Std/Rosetta(no modelspace) version, gets the proper animation
range to render, better button highlighting and is more reliable.