I've generated an animated vrmesh and when using the offset, I have to basically invert my offset parameters for it to play as expected. Is this typical?
For example, if my animation uses frames 500-668, on the offset instead of entering "500" I have to enter "-500" for it to work. Just wanted to be sure that is typical. For other point cache systems I've used, an offset of 500 would delay playback by 500 frames, but with Vrmesh this seems inverted.
Just want to be sure that is how it's supposed to work. I've been having trouble sending this job to external render farms (they are ignoring my animation), but it works over the network locally and I'm trying to nail down why. Wondered if this might be partially related.
Thanks!
AJ
For example, if my animation uses frames 500-668, on the offset instead of entering "500" I have to enter "-500" for it to work. Just wanted to be sure that is typical. For other point cache systems I've used, an offset of 500 would delay playback by 500 frames, but with Vrmesh this seems inverted.
Just want to be sure that is how it's supposed to work. I've been having trouble sending this job to external render farms (they are ignoring my animation), but it works over the network locally and I'm trying to nail down why. Wondered if this might be partially related.
Thanks!
AJ
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