Hi,
last days I wanted to do a car animation.
Indigo exported all scene files as expected.
BUT.
My scene files are very large, due to a detailed geometry.
So exporting 100 frames redulted in app. 30 GB of data.
This is far too much and not practicable!
Since geometries and meshes are not changing, but only transformated (and not all of them):
Why not referencing them like textures etc?
And if they are being referenced only by now, why are the igs-files that large?
Something really should happen here.
Plus, when having loaded the meshes and textures once, Indigo should keep them!
All that sounds like a massive overwork of the existing solution, I know.
Plus, Indigo isn't meant to render animations.
But it could, and much more comfortable than now.
What do you think about it?
Thank you very much in advance!
Cheers, David
[REQ] render queue improvements
- zeitmeister
- Posts: 2010
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- Location: Limburg/Lahn, Germany
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[REQ] render queue improvements
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: [REQ] render queue improvements
This is a exporter issue!
In earlier Day Cindigo even supported mesh referencing, so unchanged meshes get exported once and just been linked in the IGS with different scaling, position etc.
Since a big overhaul in the Cindigo animation export system, that feature isn't supported anymore.
But I requested it already at the day it vanished, and since the its on the ToDo list, but seems that since then you are only the second guy asking for it, so there was not much pressure for that request -.-'
Long story short: +1
In earlier Day Cindigo even supported mesh referencing, so unchanged meshes get exported once and just been linked in the IGS with different scaling, position etc.
Since a big overhaul in the Cindigo animation export system, that feature isn't supported anymore.
But I requested it already at the day it vanished, and since the its on the ToDo list, but seems that since then you are only the second guy asking for it, so there was not much pressure for that request -.-'
Long story short: +1
polygonmanufaktur.de
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: [REQ] render queue improvements
I've had the same problem with Blendigo! Would be great to just have a toggle for meshes that change throughout an animation, otherwise simply export them once, reference them instead of copying them, keep them in memory between frames, etc. That would make animations a great deal more efficient, I think!
Referencing .igmeshes already is an amazing time-saver, would be great to extend the idea further.
Referencing .igmeshes already is an amazing time-saver, would be great to extend the idea further.
- pixie
- Posts: 2332
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
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Re: [REQ] render queue improvements
Not only for animations, if you just want to tweak some positions, cameras, materials (so you can have the changes all in the scene saved) ands whats not, it would be of a great addition.
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