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 Post subject: mxs reference bug
PostPosted: Sun Jul 29, 2012 9:11 pm 

Joined: Mon Feb 21, 2005 12:17 am
Posts: 225
Location: France
Small bug here. The right car is a mxsreference the left one a maxwell instance rotated at 180°
and below the result
No problem when I make render :roll:
Image


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 Post subject: Re: mxs reference bug
PostPosted: Mon Jul 30, 2012 6:10 am 
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This is a problem in the Fire engine; we are working on it.

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 Post subject: Re: mxs reference bug
PostPosted: Mon Jul 30, 2012 1:29 pm 

Joined: Mon Jun 25, 2012 2:46 pm
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I think that mxs references are rotated in C4D by 90 deg counterclockwise, aren't they? I've opened mxs reference in modo and there it seems to be ok.


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 Post subject: Re: mxs reference bug
PostPosted: Mon Jul 30, 2012 1:54 pm 
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But do they render correctly in Maxwell Render? The problem should be specific to fire, and may be different for each host app, depending on its coordinate system.

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 Post subject: Re: mxs reference bug
PostPosted: Mon Jul 30, 2012 9:38 pm 

Joined: Mon Jun 25, 2012 2:46 pm
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They render correctly as displayed, only when there is render instance of mxs reference it is rotated in fire, just that instance.
But still mxs reference is rotated 90 deg comparing to eg studio, just check top view in c4d and studio.


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 Post subject: Re: mxs reference bug
PostPosted: Tue Jul 31, 2012 9:39 pm 

Joined: Mon Feb 21, 2005 12:17 am
Posts: 225
Location: France
it seems that is broken in the final render as well
but another scenario, the mxs reference is rotated at 180° and it is broken,
no problem with the instance from the mxsreference and not be rotated.
Hoping that my explanatin are clear enough


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 Post subject: Re: mxs reference bug
PostPosted: Wed Aug 01, 2012 5:53 am 
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The behavior should be dependent upon the actual MXS being used, so please provide a Cinema file, and the MXS you are referencing (jeremy at nextlimit dotcom), so we can be sure we are not missing any issues.

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 Post subject: Re: mxs reference bug
PostPosted: Wed Aug 01, 2012 4:34 pm 

Joined: Mon Feb 21, 2005 12:17 am
Posts: 225
Location: France
I sent you the scene
Thanks for your feedback


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 Post subject: Re: mxs reference bug
PostPosted: Tue Aug 14, 2012 3:44 pm 

Joined: Mon Jun 25, 2012 2:46 pm
Posts: 131
Hi Jeremy,
Have you found where the problem with rotation is in both cases?


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 Post subject: Re: mxs reference bug
PostPosted: Tue Aug 14, 2012 7:39 pm 

Joined: Mon Feb 21, 2005 12:17 am
Posts: 225
Location: France
Exact, no news about my test scene :?


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 Post subject: Re: mxs reference bug
PostPosted: Tue Aug 14, 2012 8:18 pm 
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Sorry, I have not been able to look at these properly until today. rickyinmotion, in your scene, I see what I described above -- that instances of MXS references can render incorrectly. This is the same issue we are currently working on; here, for example, are two versions of your scene rendered, where the left uses two MXS references, and the right uses one MXS reference, and one instance of that reference:

    Image Image

AlexP, either I do not understand the problem, or my test is set up differently than yours, but I do not observe any 90° rotation when I make a reference of the MXS you sent:

    Image

    Image

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 Post subject: Re: mxs reference bug
PostPosted: Tue Aug 14, 2012 11:44 pm 

Joined: Mon Feb 21, 2005 12:17 am
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Location: France
ok, thanks for your support and let's wait for a patch.
some news about hair with the maxon guy ? :roll:


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 Post subject: Re: mxs reference bug
PostPosted: Wed Aug 15, 2012 12:03 am 
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I don't yet have any news for you on that.

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 Post subject: Re: mxs reference bug
PostPosted: Wed Aug 15, 2012 3:11 pm 

Joined: Mon Jun 25, 2012 2:46 pm
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Jeremy, 90 deg rotation is observed in viewport, check top view in c4d and compare to studio. Your Z axis is on right side and X to bottom. On default top view Z is to top and X to right and indeed, imported mxs has same orientation as mxs reference. But Imported obj is ok, I mean it has same as in rhino orientation on top view viewport.


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 Post subject: Re: mxs reference bug
PostPosted: Wed Aug 15, 2012 3:37 pm 
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Okay, I think I understand what you're referring to now. The problem is that a plugin does not control what Studio does when you put a camera into one of the "ortho" modes in Studio. This is not related to MXS references, you will find it is the same for any scene you write from Cinema (and other applications, though the behavior will be different, since the coordinate system used by each one is arbitrary). There has been a recent change to the Maxwell SDK which I believe may allow this to be compensated for -- I'll bring it up with the Studio developers.

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