Support for deformable meshes (eg Anima) (URGENT)

Hi!

I have a bit of a problem. I have two project where I basically sold the idea of doing animation renderings in Vantage to cut rendering times, with moving people in it. Now, the clients of course went with that, and I am about to render. Yesterday, however, I found out thats it’s rather impossible to use animated Anima people in Vantage, even if Anima has a native .vrscene exporter now. What would be my best options here? How f"cked am I? Is Vantage in some kind of beta mode with deformable mesh support that I can access? Even alpha would be considered at this point. I see my second option would be to render the Anima people from 3ds max with all other scene elements as matte elements, and then comp. But this will obviously make me miss my deadline. It’s my fault for not checking into this functionality, but stupid me thought this was a totally essential functionality in a software using animation rendering as marketing words. Any help or ideas appreciated.

Hi chromaloma,

Yes, deformable meshes are not supported from .vrscenes but it will become available eventually. However you could render them using the Render Animation with Chaos Vantage from the Vantage toolbar in Max**.** There is a known bug where sometimes in a frame the some Anima meshes get distorted and the texture gets all wonky. We are looking into in but nothing is being implemented to fix this. Please try it anyway and see if it works for you without problems.

Best regards,
Alexander

Hi! Thanks, I will check this function out, for sure. I’ll let you know. Also keep up the good work. Hope renderpasses, dirtmap for AO, etc will come soon too! :slight_smile:

It really looks like this render animation with live link feature saved my ass. Thank you! However, looking forward to direct support of deformable meshes in vrscene. :slight_smile:

Hi Alexander, Sorry to revive an old thread. Is there any update on this? We use the record previz function a lot, however the previz is not very accurate if we cannot determine the paths of the actors etc.

If it is possible in an alpha/beta or even a local customisation of a .ini file, that would be great.

Best Regards

Hi @v1_user ,

It is not intended in the Record previz functionality for deforming meshes to be evaluated as they are extremely slow when there are a lot of them. Only object transforms such as move/rotate/scale are played. If you still like to see them I suggest you render out an animation with really low sample count (2-10) in offline with a denoiser. There all features that require fetching/updating such as displacement, animated textures, deforming meshes will be evaluated properly. Hope this works for you.

Best regards,
Alexander