You need to rename these images for object2VR to recognize the column/row structure. When the images have been rendered, they have consecutive filenames. The script creates a standard camera, but you can easily attach another type of camera to it and render from the other camera. You can also use any other renderengine you want. It doesn’t matter, as long as you render the correct framerange. You can render any way you like: locally, with backburner or another render-manager. Only the animated rig with camera has been created. Rendering is not controlled by the script. When rendering, make sure you render exactly these frames, not less and not more. Let’s assume you have 16 columns and 8 rows. The amount of frames is determined by the amount of columns and rows. The script adjusts the active framerange after creating a camera. I’m using these two engines Overview of the rig creation part of the script Rendering and frames It’s easiest if you just create the rig and then adjust the radius, columns and rows values. The amount of animated frames is determined by the columns and rows. If the object is small, you can use a small radius. If you have a large object, you need a large radius. You can easily attach a different camera to the rig if you’re using a specific render engine. The rig is animated and the camera is attached to it. In fact it’s a single camera which is connected to a small rig. First you need to create the spherical camera. I’m using a pair of engines in this tutorial. export a flash, html5 of quicktime output for use on a websiteĬheck out the video of this Object2VR tutorial Walkthroughįirst, open a 3D model in 3ds Max.input the renders and make sure they line up.My script helps with step 2 and 4: create the renders and manage them to line up nicely. In general there are five steps when creating a rotator with 3ds Max and Object2VR. Drag the mouse to rotate the model Overview
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