![]() This doesn’t mean the pattern is exactly the same. The pattern you use here has to match up with the output of the script. Object2VR uses the pattern to recognize the column and row structure. Select the path to the folder your images are stored in and set the “Columns” and “Rows” to the amounts you’ve used in 3ds Max. In the popup, select the “Image sequence” option, since we’ve just rendered and renamed the image sequence. Now open up object2VR and create a new project. I’m assuming you don’t change the naming pattern in 3ds Max for the sake of this tutorial. Later on we’ve got to match up the 3ds Max pattern to the name-pattern in object2VR. Only change this if you know what you’re doing. ![]() The renamer uses a pattern to rename the images. The renaming part of the script The script renames the files for you If you’re satisfied with the settings press the button “Rename images, object2VR” to rename the files. Renaming only works if all files have been rendered and if the numbers match up. You can also get the number of columns and rows by pressing the “Pick columns and rows from camera rig” button and then picking the helper at the center of the sphere. These numbers might not match up with the default settings, keep that in mind. After that, set the amount of columns and rows to the amount you used when rendering the images. Luckily my script helps with that! Open up the script again and in the renaming section of the script, point to the folder containing the images. You need to rename these images for object2VR to recognize the column/row structure. When the images have been rendered, they have consecutive filenames. The script creates a standard camera, but you can easily attach another type of camera to it and render from the other camera. You can also use any other renderengine you want. It doesn’t matter, as long as you render the correct framerange. You can render any way you like: locally, with backburner or another render-manager. Only the animated rig with camera has been created. Rendering is not controlled by the script. ![]() When rendering, make sure you render exactly these frames, not less and not more. Let’s assume you have 16 columns and 8 rows. The amount of frames is determined by the amount of columns and rows. The script adjusts the active framerange after creating a camera. I’m using these two engines Overview of the rig creation part of the script Rendering and frames It’s easiest if you just create the rig and then adjust the radius, columns and rows values. The amount of animated frames is determined by the columns and rows. If the object is small, you can use a small radius. ![]() If you have a large object, you need a large radius. You can easily attach a different camera to the rig if you’re using a specific render engine. The rig is animated and the camera is attached to it. In fact it’s a single camera which is connected to a small rig. First you need to create the spherical camera. ![]() I’m using a pair of engines in this tutorial. export a flash, html5 of quicktime output for use on a websiteĬheck out the video of this Object2VR tutorial Walkthroughįirst, open a 3D model in 3ds Max.input the renders and make sure they line up.My script helps with step 2 and 4: create the renders and manage them to line up nicely. In general there are five steps when creating a rotator with 3ds Max and Object2VR. Drag the mouse to rotate the model Overview ![]()
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