So I have a recurring bug where my viewport changes it’s FOV like to 100 while doing rendering. I have found workarounds but this didn’t happen before 2.8.0
Steps to reproduce:
Render from 3DSMax any animation while having some other animation inside Vantage in the editor. I guess it get confused.
Also when using the Free look and then pressing Ctrl + K to add a camera, the same FOV issue appears. just need to exit to resolve.
Hi marieanne_malkicduong,
Thank you for reporting them. I have them logged in our system under LAV-2281(wrong FoV when rendering from Live Link) and LAV-2282(wrong FoV in Free look).
Can you tell me the workarounds that you are currently using?
Best regards,
Alexander
Hi Alexander,
At the moment, I’m using two Vantage files with the same cameras. One with no animation, which I use to render from Max.
Just for context: I create my transitions in Vantage, then import the animated camera into 3ds Max, since I also have some custom animations and animated textures on tv screens.
Sometimes the issue still happens even with this workaround. When it does, I have to switch between cameras a few times to get it working or, in the worst case, restart Vantage and 3dsmax.
Thank you.
While I’m at it, not sure if this is a bug or intended behavior, but I ran into an issue when using the import script. My video is about 1 minute long with several transitions, and none of the cuts happen on round seconds.
The problem is that in 3ds Max, the imported camera, which contains all the keyframes, sometimes ends up with keyframes slightly off-frame. I checked the code and saw that the Double value isn’t rounded. This results in extra in-between frames where there shouldn’t be any, causing sudden fast movements between camera positions.
I made a quick fix by rounding the values like this:
(floor((clipTime * frameRate) + 0.5) as Double)
And so far, it seems to work well.
Just wondering if this was the intended behavior, or if it’s something that could be adjusted.
Hi marieanne_malkicduong,
Just for context: I create my transitions in Vantage, then import the animated camera into 3ds Max, since I also have some custom animations and animated textures on tv screens.
I was going to suggest you import the created animations in Vantage back into Max but it seems you are already doing thisWe found the issue but unfortunately it will not be that easier to fix and we plan to implement the following restriction - when rendering from Live link and there is a camera animation from in the Camera track to inform you that it will be ignored and the specified camera from the host app will be used. This will be for the time until we implement a proper fix later.
Just wondering if this was the intended behavior, or if it’s something that could be adjusted.
I don’t think this was intentional, thank you for spotting it! I will log it in our system(LAV-2291) and will try to implement it for our next release.
Best regards,
Alexander