Hello,
We're controlling Vantage using the AppSDK and would like to use animated texture sequences, but I'm having trouble getting it to work.
I want to achieve the same result as connecting from 3ds Max to Vantage and scrubbing the timeline with an IFL texture in the scene, i.e. that the texture changes based on the frame. From 3ds Max this works great, and has very good performance.
The problem is, I can't figure out how to do the same thing in our standalone AppSDK program. I have no problem setting up the scene, but I can't figure out how to change frame. These are the approaches I've tried, but none of them have worked:
Could you help me figure out what I'm doing wrong? Just a pointer in the right direction would be very helpful.
The only way I've gotten any result at all is changing the ifl_start_frame() of the bitmapbuffer to the (negated) frame I want, but that's obviously not a good solution (and it's super slow).
Best regards,
Vidar
We're controlling Vantage using the AppSDK and would like to use animated texture sequences, but I'm having trouble getting it to work.
I want to achieve the same result as connecting from 3ds Max to Vantage and scrubbing the timeline with an IFL texture in the scene, i.e. that the texture changes based on the frame. From 3ds Max this works great, and has very good performance.
The problem is, I can't figure out how to do the same thing in our standalone AppSDK program. I have no problem setting up the scene, but I can't figure out how to change frame. These are the approaches I've tried, but none of them have worked:
- Calling renderer.setCurrentTime() stops the interactive rendering and I have to restart it, which takes several seconds.
- Calling SettingsCurrentFrame.set_current_frame() does not seem to be doing anything
- Sending the wanted frame in a list to SettingsOutput.set_frames() does not have any effect
Could you help me figure out what I'm doing wrong? Just a pointer in the right direction would be very helpful.
The only way I've gotten any result at all is changing the ifl_start_frame() of the bitmapbuffer to the (negated) frame I want, but that's obviously not a good solution (and it's super slow).
Best regards,
Vidar
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