(This topic has been already posted in V-Ray for Blender :: Custom Build)
I created a very simple scene (50 frames) where I animate the rotation of a cube as follows:
- Frames 01..10 ==> Cube not moving
- Frames 11..30 ==> Cube rotating on the Y axis
- Frames 31..50 ==> Cube not moving
Blender file: motion_cube_00.zip
Screenshot of the animation scene:
Since I also want to generate the Velocity channel render for blur motion in post-production, I set Render-->Animation as Animation: Full range (so the velocity channel is calculated properly).
This is the result rendering the viewport in OpenGL (cube not moving in 1-10, moves in 11-30, and not moving in 31-50):
But after rendering the same frames with V-Ray, I observe that the cube is already moving in the first frame, when it is supposed to be still:
It seems that the first keyframe (located at frame 11) is moved to frame 1 when exporting.
Using:
- Latest build for Windows (27-03-201
- V-Ray Standalone 3.60.04
I created a very simple scene (50 frames) where I animate the rotation of a cube as follows:
- Frames 01..10 ==> Cube not moving
- Frames 11..30 ==> Cube rotating on the Y axis
- Frames 31..50 ==> Cube not moving
Blender file: motion_cube_00.zip
Screenshot of the animation scene:
Since I also want to generate the Velocity channel render for blur motion in post-production, I set Render-->Animation as Animation: Full range (so the velocity channel is calculated properly).
This is the result rendering the viewport in OpenGL (cube not moving in 1-10, moves in 11-30, and not moving in 31-50):
But after rendering the same frames with V-Ray, I observe that the cube is already moving in the first frame, when it is supposed to be still:
It seems that the first keyframe (located at frame 11) is moved to frame 1 when exporting.
Using:
- Latest build for Windows (27-03-201
- V-Ray Standalone 3.60.04
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