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On 01/03/2012 at 09:51, xxxxxxxx wrote:
Hi all,
I've a problem rendering an object whose movements are non-keyframed, but generated by a script instead. It seems the rendering engine cannot calculate the motion blur.
Following is a simple example, you can just paste the code in a Python tag on whatever object you want.
-----------------------------------------------------------------
import c4d, math
from c4d import documents, BaseTime
def main() :
doc = documents.GetActiveDocument()
tm = doc.GetTime()
fps = doc.GetFps()
fr = tm.GetFrame(fps)
obj = op.GetObject()
r = 500.0
ang = -0.3*fr
obj[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_X] = r*math.cos(ang);
obj[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] = r*math.sin(ang);
-----------------------------------------------------------------
It creates a procedural orbit on XY plane. If you try to render it with motion blur active (Physical or Standard engine) you'll notice the problem. I guess the problem is the engine is not able to calculate the subframe positions for procedural movements. That happens just for Coffee/Python expressions, because with a Vibrate Tag, just for example, it works well.
Any suggestion?
Riccardo