Proxy of a proxy.

im using animated proxies to simplify creation of an animated assembly of parts. i animate a mesh, export it as a proxy, use the proxy as “full mesh” allowing me to continue editing it, deforming it along with other duplicates, as part of a larger grouping. this is to avoid issues with circular references and other wierdness in my animation setup.

once ive got this larger grouping animated, i wish to export the whole thing as a single larger proxy.

i cant see any technical reason why this should not work.. a mesh is a mesh.

however if i try to export a group of proxies ( edited, with modifiers on top, and “show full mesh” enabled)

i get an error “no exportable objects selected”.

i can see why this would be undesirable if you are using a reduced preview mesh, but thats not the case here.

any workarounds? i kinda need this to work asap.

Xmesh or import the source meshes. One annoying thing is importing a mesh into a scene places it at 0,0,0 instead of where it currently sits within your scene.

does importing the mesh bring it in animated? might be a way to solve my issues. ive now got the issue that animated proxies dont update during render, if they have modifiers on top. which is a right ballache.

to be honest i think proxy should let you re-proxy. you could edit, group, etc. the proxies then re export.

sounds like a job for xmesh
very friendly to use in a situation like this

ill have a look at xmesh, 2 recommendations after all.. However id note that buying another plugin to cover 2 issues with proxy that could both be considered bugs (particularly the animated proxy playback one) seems a bit.. annoying.

We could easily remove the export check for a proxy object when creating a new proxy object and get you a build for that; the animation issue shouldn’t be too hard to fix either. Depending on how urgently you need these, we can probably get you a build in a couple of days.

Best regards,
Vlado

well its -quite- urgent, particularly the animation playback problem. as if i cannot fix it ill have to find an alternative, then redo about 2 days animation work.

the proxy export thing i can work around if absolutely necessary.. although if it is easy, it would make my final scene management much easier. i have nightly access so if something could be done for either/both issues id be extremely grateful.

Ok, I’ll try to patch these for the next nightly build tomorrow.

Best regards,
Vlado

ok ive actually reconsidered.. the playback one is less important, its the export limitation thats the killer.

because if i can “collapse” a collection of animated proxies with animated modifiers on top down into a single simple animated proxy, i wont need to render them with modifiers over them!

it will also mean i can render them at my clients renderfarm without requiring them to install a nightly build on all their machines (not gonna happen)

I was going to do both anyways…

Best regards,
Vlado

as usual.. top man!

i usually wait longer to start pestering, but ive just found out ive got 3 days to produce a preview of this scene, and several others, so it would be a massive help if i could get at least the “proxy of proxy” thing working in the next day or two?

any chance?

It’s already working in the nightly/stable builds from today. If you don’t have access to these builds, please drop me a line at vlado@chaosgroup.com

Best regards,
Vlado

ok that works GREAT! i can simplify my scenes no end with this method. particularly for sending to client.

next question: should i want to use my animated proxy geometry in houdini, as a collision object for a sim, is there a workflow for this? i guess i need to convert vrayproxy-alembic or something?

of course fbx export wont export an animated proxy, even if its set to “show all faces”

i do have a plugin which will create a vdb volume from any mesh (including a proxy with “show all faces” enabled.. ) so maybe thats an option.. complete overkill though.

Hm, maybe you can use V-Ray for Houdini… I have to check if it’s possible to use the proxy Houdini in this way.

Best regards,
Vlado

hm.. i just noticed the proxy is 1.6 gb.. for a 250k face animated object over 140 frames.

does that sound normal? seems rather chunky to me!

<shrug> It is what it is… Sometimes objects have extra UVW channels, or vertex color channels, which V-Ray must write to the proxy even if they are never used.

Best regards,
Vlado

no extra channels used, a straight mesh with a single uv channel.. maybe since almost every vertex is in constant motion it cant compress it very well?

its not a biggie, i was just surprised the file is so large. will need to consider that for sending files to client.