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From: Jean-Sébastien G. <jea...@cm...> - 2011-10-17 14:32:56
|
Hi all, I noticed that the "preview" button doesn't execute pre- and post-export scripts, and in fact in maya2osg_export.mel there is this comment: // NOTE: If we do really "Export and Preview" (i.e., writing to the specified file path not to a temporary one) // then we should call pre- and post-export scripts. // REMOVE THIS COMMENT WHEN FIXED! I need the preview to run pre-export scripts so that the preview really corresponds to what will be exported. So I tried to fix this. I just added if ( `optionVar -query "maya2osg_preExportEnable"` ) eval ( `optionVar -query "maya2osg_preExportCommand"` ); where there was "// PRE EXPORT COMMAND" comment, and the analogous code for post-export where there was "// POST EXPORT COMMAND" comment. This seems to work. Is that all that's needed? I noticed I'm pretty out of date compared to the current trunk of maya2osg... The maya2osg_export.mel has changed a lot and I can't find where to make this change in the current version. Has this already been fixed? Thanks, J-S -- ______________________________________________________ Jean-Sébastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-10-14 21:06:01
|
Hi Peter, I have to see how the modeler got the result I see exactly... :-) > But to be honest I don't think that the winding is your problem here, > see above, but of course I will consider it and look into it. I'll try to get a simple model that exhibits the problems I see. > In some article ( don't know which one, sorry ) I read once that there > is an optimazation in osg that reorders the vertices of a triangle list, > so that vertices of adjecent triangles are as close as possible in the > vertex arrays, to optimize GPU vertex caching. This one should give you > as well the right winding. That would be the combination of INDEX_MESH | VERTEX_POSTTRANSFORM | VERTEX_PRETRANSFORM in the osgUtil::Optimizer. I've seen it work wonders, yes. So I may consider running the Optimizer with some flags including these on any exported file. I'll see. Thanks, J-S -- ______________________________________________________ Jean-Sébastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-10-14 20:32:15
|
On Fri, Oct 14, 2011 at 8:59 PM, Peter Wrobel <pp...@cg...> wrote: > Hi J-S > > Our modelers often create symmetric pieces by first creating half, then > > duplicating that half, scaling it by -1, reversing the normals and then > > freezing the transforms. > > At this point, if the two pieces are supposed to be one piece, the > modelers should combine the pieces, and merge the vertices. I think this > should fix the winding as well, but need to confirm. > I assumed that the geometry is in one shell, otherwise, what I say in last message has no sense. > > This seems to work fine, at least in Maya, except that I notice now that > > triangle winding (vertex order) is still inversed when they do that. > > This manifests itself in two ways in our realtime app: Lighting > > considers the wrong side of a face (light seems to come from the > > opposite side) and backface culling is reversed (faces are culled when > > looking from the outside instead of from the inside). > > If the two pieces are not combined, scaling by minus one and freezing > tansform does set the oposite attribute of the shape to true. Maya2osg > does consider this attribute, and it might be that this is the reason > for the culling. Even in the lightning case this can true, as sometimes > we do reverse the normals inside the plugin due to settings and the > usage of GLSL shading. The GLSL Shaders do reverse the normals too, if > the oposite flag is set, so we can't inverse the normals. @Javier, think > we should unify this so that FFP and GLSL allways get the same normals, > let's put this on the to do list. > We treat normals and backface culling taking into account the "double sided" and "opposite" options in the Maya mesh. And they should behave the same in FFP and GLSL. If they don't it is a bug. Moreover, we have a test model for this backface culling and lighting issues. I'll take a look as soon as I can, but I think last time I checked that it worked OK. > I wonder, is there a way in Maya to reverse the triangle winding? I can > > write a script (or search the net for one), but is there something > built-in? > > Here I agree with Javier. This is also the answer to your other mail > about the optimization of models. I will take some more timeto reply to > that mail later :-) > But to be honest I don't think that the winding is your problem here, > see above, but of course I will consider it and look into it. > > > I was thinking of writing a script that would go through all polygons of > > a model and compare the "implicit normal" (calculate a normal using the > > vertex order in the triangle) to the saved normal (in the normal array) > > and if it doesn't point in roughly the same direction, reverse the > > vertex order. This assumes that the artist has made his normals all > > point in the correct direction, so the normals are used as reference to > > correct the triangle winding. I could then put this script on preExport > > in the plugin. > > This sounds really tricky to do with a script, and slow as well. I will > take a look into the api, maybe I can find something. But here is one > idea that might help. > What about an external Triangle Stripifier. Doesn't matter if you use > the strips at all, but the Triangles would be alligned with the right > winding. From the resulting data it should be easy to built triangle > lists with right winding. > In some article ( don't know which one, sorry ) I read once that there > is an optimazation in osg that reorders the vertices of a triangle list, > so that vertices of adjecent triangles are as close as possible in the > vertex arrays, to optimize GPU vertex caching. This one should give you > as well the right winding. > Cool! If you find this reference, please share it. It's interesting. Regards, -- Javier Taibo |
From: Peter W. <pp...@cg...> - 2011-10-14 18:59:16
|
Hi J-S > Our modelers often create symmetric pieces by first creating half, then > duplicating that half, scaling it by -1, reversing the normals and then > freezing the transforms. At this point, if the two pieces are supposed to be one piece, the modelers should combine the pieces, and merge the vertices. I think this should fix the winding as well, but need to confirm. > This seems to work fine, at least in Maya, except that I notice now that > triangle winding (vertex order) is still inversed when they do that. > This manifests itself in two ways in our realtime app: Lighting > considers the wrong side of a face (light seems to come from the > opposite side) and backface culling is reversed (faces are culled when > looking from the outside instead of from the inside). If the two pieces are not combined, scaling by minus one and freezing tansform does set the oposite attribute of the shape to true. Maya2osg does consider this attribute, and it might be that this is the reason for the culling. Even in the lightning case this can true, as sometimes we do reverse the normals inside the plugin due to settings and the usage of GLSL shading. The GLSL Shaders do reverse the normals too, if the oposite flag is set, so we can't inverse the normals. @Javier, think we should unify this so that FFP and GLSL allways get the same normals, let's put this on the to do list. > I wonder, is there a way in Maya to reverse the triangle winding? I can > write a script (or search the net for one), but is there something built-in? Here I agree with Javier. This is also the answer to your other mail about the optimization of models. I will take some more timeto reply to that mail later :-) But to be honest I don't think that the winding is your problem here, see above, but of course I will consider it and look into it. > I was thinking of writing a script that would go through all polygons of > a model and compare the "implicit normal" (calculate a normal using the > vertex order in the triangle) to the saved normal (in the normal array) > and if it doesn't point in roughly the same direction, reverse the > vertex order. This assumes that the artist has made his normals all > point in the correct direction, so the normals are used as reference to > correct the triangle winding. I could then put this script on preExport > in the plugin. This sounds really tricky to do with a script, and slow as well. I will take a look into the api, maybe I can find something. But here is one idea that might help. What about an external Triangle Stripifier. Doesn't matter if you use the strips at all, but the Triangles would be alligned with the right winding. From the resulting data it should be easy to built triangle lists with right winding. In some article ( don't know which one, sorry ) I read once that there is an optimazation in osg that reorders the vertices of a triangle list, so that vertices of adjecent triangles are as close as possible in the vertex arrays, to optimize GPU vertex caching. This one should give you as well the right winding. > My question is really, do I have to do this myself or is there something > already there I can use? AFAIK, there's nothing to tweak, fix or optimize triangle winding directly. Cheers, PP |
From: Javier T. <jav...@gm...> - 2011-10-14 17:19:49
|
Hi J-S, Just a quick answer, without thinking too much... O:) Take a look at: Mesh > Cleanup (especially the "Nonmanifold geometry" option in "Remove Geometry" section) Normals > Conform I don't know if any of this is going to solve your problem, but these are the first places I would look. Just my two cents... good luck! Regards, On Fri, Oct 14, 2011 at 7:13 PM, Jean-Sébastien Guay < jea...@cm...> wrote: > Hi guys, > > This is a Maya usage question... Hope you don't mind. > > Our modelers often create symmetric pieces by first creating half, then > duplicating that half, scaling it by -1, reversing the normals and then > freezing the transforms. > > This seems to work fine, at least in Maya, except that I notice now that > triangle winding (vertex order) is still inversed when they do that. > This manifests itself in two ways in our realtime app: Lighting > considers the wrong side of a face (light seems to come from the > opposite side) and backface culling is reversed (faces are culled when > looking from the outside instead of from the inside). > > I wonder, is there a way in Maya to reverse the triangle winding? I can > write a script (or search the net for one), but is there something > built-in? > > I was thinking of writing a script that would go through all polygons of > a model and compare the "implicit normal" (calculate a normal using the > vertex order in the triangle) to the saved normal (in the normal array) > and if it doesn't point in roughly the same direction, reverse the > vertex order. This assumes that the artist has made his normals all > point in the correct direction, so the normals are used as reference to > correct the triangle winding. I could then put this script on preExport > in the plugin. > > My question is really, do I have to do this myself or is there something > already there I can use? > > Thanks in advance, > > J-S > -- > ______________________________________________________ > Jean-Sébastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > > ------------------------------------------------------------------------------ > All the data continuously generated in your IT infrastructure contains a > definitive record of customers, application performance, security > threats, fraudulent activity and more. Splunk takes this data and makes > sense of it. Business sense. IT sense. Common sense. > http://p.sf.net/sfu/splunk-d2d-oct > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-10-14 17:13:35
|
Hi guys, This is a Maya usage question... Hope you don't mind. Our modelers often create symmetric pieces by first creating half, then duplicating that half, scaling it by -1, reversing the normals and then freezing the transforms. This seems to work fine, at least in Maya, except that I notice now that triangle winding (vertex order) is still inversed when they do that. This manifests itself in two ways in our realtime app: Lighting considers the wrong side of a face (light seems to come from the opposite side) and backface culling is reversed (faces are culled when looking from the outside instead of from the inside). I wonder, is there a way in Maya to reverse the triangle winding? I can write a script (or search the net for one), but is there something built-in? I was thinking of writing a script that would go through all polygons of a model and compare the "implicit normal" (calculate a normal using the vertex order in the triangle) to the saved normal (in the normal array) and if it doesn't point in roughly the same direction, reverse the vertex order. This assumes that the artist has made his normals all point in the correct direction, so the normals are used as reference to correct the triangle winding. I could then put this script on preExport in the plugin. My question is really, do I have to do this myself or is there something already there I can use? Thanks in advance, J-S -- ______________________________________________________ Jean-Sébastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: PP CG <pp...@cg...> - 2011-10-14 11:21:37
|
Hi J-S, > In any case, the createGeometry() function has a check at the beginning > that returns NULL. If a function can conceivably return NULL, you have > to check it in the caller right? Yes, you're absolutely right, this case is just so, well, unexpected ? But I'll fix it, I just need some time for the next submission as I am in the middle of skinning, hope this is fine for you. Cheers, PP |
From: Jean-Sébastien G. <jea...@cm...> - 2011-10-13 20:29:30
|
Hi Peter, > Would it be possible for you to pass me a simple .ma file of such a case > ? Am curious, have never seen such thing, according to me a PolyShape > has always at least one triangle. Please don't take this wrong in terms > of not trusting you, I really just wonder how this could be possible, > and would like to see such a case, thx. I honestly have no idea how this could happen, I have a model that does it, made by one of our artists. It seems like nonsense to me too, but hey, it's what I got... I'll send you the model directly, it's a 3.5MB ma file without textures. I hope it will reproduce the issue. In any case, the createGeometry() function has a check at the beginning that returns NULL. If a function can conceivably return NULL, you have to check it in the caller right? Thanks, J-S -- ______________________________________________________ Jean-Sébastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-10-13 19:54:09
|
On Thu, Oct 13, 2011 at 9:06 PM, PP CG <pp...@cg...> wrote: > Hello J-S, > > > > > I've run into some models that have no vertices under some nodes, > > Would it be possible for you to pass me a simple .ma file of such a case > ? Am curious, have never seen such thing, according to me a PolyShape > has always at least one triangle. Please don't take this wrong in terms > of not trusting you, I really just wonder how this could be possible, > and would like to see such a case, thx. > > > and in that case createGeometry() in mesh.cpp returns NULL. A > > subsequent access to the returned NULL pointer makes the plugin (and > > thus Maya) crash. > > > > Here's a simple fix. > > @Javier, I would like to take care of this, as I am in the middle of the > skinning implementation, and have worked already on the mesh file but > not submitted till now, O.K. ? > I appreciate it. I am really really busy until middle next week. Thank you very much. All yours! :) Thank you J-S, for sending the fix. -- Javier Taibo |
From: PP CG <pp...@cg...> - 2011-10-13 19:45:26
|
Hello J-S, > > I've run into some models that have no vertices under some nodes, Would it be possible for you to pass me a simple .ma file of such a case ? Am curious, have never seen such thing, according to me a PolyShape has always at least one triangle. Please don't take this wrong in terms of not trusting you, I really just wonder how this could be possible, and would like to see such a case, thx. > and in that case createGeometry() in mesh.cpp returns NULL. A > subsequent access to the returned NULL pointer makes the plugin (and > thus Maya) crash. > > Here's a simple fix. @Javier, I would like to take care of this, as I am in the middle of the skinning implementation, and have worked already on the mesh file but not submitted till now, O.K. ? Cheers, PP |
From: Jean-Sébastien G. <jea...@cm...> - 2011-10-13 18:17:21
|
Hello, I've run into some models that have no vertices under some nodes, and in that case createGeometry() in mesh.cpp returns NULL. A subsequent access to the returned NULL pointer makes the plugin (and thus Maya) crash. Here's a simple fix. Thanks, J-S -- ______________________________________________________ Jean-Sébastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-07-12 08:16:40
|
On Tue, Jul 12, 2011 at 10:02 AM, PP CG <pp...@cg...> wrote: > Hi Javier, > > Btw, now it's really quick to add new options to the plug-in. That's > > nice! > > > > > > Thanks, that was the purpose. Next step will be ( finally ) skinning, > but have some exams before that. > Sorry that I don't have the time to test the morphing, but its getting > tight again. > Don't worry. I am testing it and already solved some issues. I think it is working quite well for the basic cases (including blend shaping groups). In my "blendshapes to-do list" I'll let: - Support in-between targets. - Optimize the system to consider only deformed vertices. - Accelerate it using vertex shaders. But these are really modifications to osgAnimation, not to the exporter plug-in, and are not highest priority. Finally I decided to keep the character in one piece instead of decapitating it for the blend shapes. It had some problems. When you finish your exams we can discuss it. Maybe you can give me some ideas to improve the pipeline. Good luck with your exams (or justice! ;) -- Javier Taibo |
From: PP CG <pp...@cg...> - 2011-07-12 08:02:43
|
Hi Javier, > > Try the special pages, then orphaned pages. Done. > > Btw, now it's really quick to add new options to the plug-in. That's > nice! > > Thanks, that was the purpose. Next step will be ( finally ) skinning, but have some exams before that. Sorry that I don't have the time to test the morphing, but its getting tight again. Cheers, PP |
From: Javier T. <jav...@gm...> - 2011-07-11 22:03:45
|
On Mon, Jul 11, 2011 at 1:53 AM, Peter Wrobel <pp...@cg...> wrote: > Hi, > > You find the entry in Help. Feel free to edit mistakes in english and > explenation. > > Javier I think I created the document severeal times as i corrected the > link name, and always got to a new empty document. But I don't know how > I can list all documents in the wiki and delete some of them. > Try the special pages, then orphaned pages. Btw, now it's really quick to add new options to the plug-in. That's nice! -- Javier Taibo |
From: Peter W. <pp...@cg...> - 2011-07-10 23:54:09
|
Hi, You find the entry in Help. Feel free to edit mistakes in english and explenation. Javier I think I created the document severeal times as i corrected the link name, and always got to a new empty document. But I don't know how I can list all documents in the wiki and delete some of them. Cheers, PP |
From: Javier T. <jav...@gm...> - 2011-07-09 18:28:30
|
Hi all, Maya2OSG now exports blend shapes to osgAnimation::MorphGeometry nodes. It's a preliminar version so testing and feedback is welcome. The built-in preview command (osgpreview) has a minimal blend shape previewer, using the following keys: plus - Select next MorphGeometry minus - Select previous MorphGeometry left - Select previous MorphTarget right - Select next MorphTarget up - Increase MorphTarget weight down - Decrease MorphTarget weight I uploaded also a test scene named test_blendshapes.ma to test the export. It's an ugly deformed sphere. Beautiful test models are also welcome :) Peter, I changed lots of things in mesh.{cpp,h}, I hope not to have broken anything. Let me know if you find any problem. Among other things, there were a lot of static attributes that I moved to local variables in the minimum scope where they are used. This way we minimize the unexpected side effects and is less error-prone, and the code is easier to follow. Maybe in any case there could be a good reason to be there, but not as the code is now. I don't know what will be the connection between the rigging/skinning code with mesh.cpp, but I think we can solve it without these static attributes, just passing the needed information as parameters to functions or methods. Well... that's all for today. More to come. Cheers! -- Javier Taibo |
From: Peter W. <pp...@cg...> - 2011-07-09 16:58:43
|
:-) I have heard that the latest Maya 2012 was supposed to be called "Total Annihilation Edition" ... but something went wrong ... :-) > > On Sat, Jul 9, 2011 at 6:41 PM, Peter Wrobel <pp...@cg... > <mailto:pp...@cg...>> wrote: > > Yes, I was also very surprised about these Hotfixes, they do it > since 2011. 2012 is a cool version but so full of bugs, thats sad. > HEre is the link: > http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17286269&linkID=9242259 > <http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17286269&linkID=9242259> > > So the fileTranslator Issue came from a space not getting between > the command in $resultCallback and the argument string passed from > the mel scripts. Very simple but stupid error. > > I added some more Macros, so that Initializing OptionVars gets > easier, and also generates an Argment List which will get passed > to the PlugIn. I think I wont finish the Wiki by today, need to > take care of my gf :-) > > > There is no hurry at all. The world does not end until 2012 ;) > > > Enjoy! > > > -- > Javier Taibo > > > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > > > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users |
From: Javier T. <jav...@gm...> - 2011-07-09 16:55:00
|
On Sat, Jul 9, 2011 at 6:41 PM, Peter Wrobel <pp...@cg...> wrote: > Yes, I was also very surprised about these Hotfixes, they do it since > 2011. 2012 is a cool version but so full of bugs, thats sad. HEre is the > link: > http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17286269&linkID=9242259 > > So the fileTranslator Issue came from a space not getting between the > command in $resultCallback and the argument string passed from the mel > scripts. Very simple but stupid error. > > I added some more Macros, so that Initializing OptionVars gets easier, and > also generates an Argment List which will get passed to the PlugIn. I think > I wont finish the Wiki by today, need to take care of my gf :-) > There is no hurry at all. The world does not end until 2012 ;) Enjoy! -- Javier Taibo |
From: Peter W. <pp...@cg...> - 2011-07-09 16:41:55
|
Yes, I was also very surprised about these Hotfixes, they do it since 2011. 2012 is a cool version but so full of bugs, thats sad. HEre is the link: http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17286269&linkID=9242259 So the fileTranslator Issue came from a space not getting between the command in $resultCallback and the argument string passed from the mel scripts. Very simple but stupid error. I added some more Macros, so that Initializing OptionVars gets easier, and also generates an Argment List which will get passed to the PlugIn. I think I wont finish the Wiki by today, need to take care of my gf :-) Cheers, PP > On Sat, Jul 9, 2011 at 6:10 PM, Peter Wrobel <pp...@cg... > <mailto:pp...@cg...>> wrote: > > Sorry, I missunderstood you, $resultCallback is provided by Maya > and should be the name of the selected FileTranslator. iT might be > that you detected a Maya Bug, but will try to confirm this. The > new version is great but full of Bugs. Btw, do you have Hotfix 3 > applied already ? > > > I didn't even know that such thing existed! :) No, I have not > hotfix 3 applied, at least I didn't apply it consciously. > > The exact version I'm using is Autodesk® Maya® 2011 201003190014 > 03/19/2010 > > > Regards, > > > -- > Javier Taibo > > > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > > > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users |
From: Javier T. <jav...@gm...> - 2011-07-09 16:23:23
|
On Sat, Jul 9, 2011 at 6:10 PM, Peter Wrobel <pp...@cg...> wrote: > Sorry, I missunderstood you, $resultCallback is provided by Maya and > should be the name of the selected FileTranslator. iT might be that you > detected a Maya Bug, but will try to confirm this. The new version is great > but full of Bugs. Btw, do you have Hotfix 3 applied already ? > I didn't even know that such thing existed! :) No, I have not hotfix 3 applied, at least I didn't apply it consciously. The exact version I'm using is Autodesk® Maya® 2011 201003190014 03/19/2010 Regards, -- Javier Taibo |
From: Peter W. <pp...@cg...> - 2011-07-09 16:11:05
|
Sorry, I missunderstood you, $resultCallback is provided by Maya and should be the name of the selected FileTranslator. iT might be that you detected a Maya Bug, but will try to confirm this. The new version is great but full of Bugs. Btw, do you have Hotfix 3 applied already ? Cheers, PP > Hi Peter, > > I found several errors in the last update. After tweaking the > optionVars and correcting the pre/post export code, the one I am > having is a syntax error, that now I am seeing that is caused because > the variable $resultCallback passed to the osgFileExportOptions code > is empty. We are appending the options to it and eval'ing. Thats the > cause of the syntax error. > > Who should provide the $resultCallback and why is it empty? > > Can we just ignore it, replace by the maya2osg command? > > > Regards, > > > On Sat, Jul 9, 2011 at 5:12 PM, Peter Wrobel <pp...@cg... > <mailto:pp...@cg...>> wrote: > > Currently I am working on the script and wiki, so I will have a > look. I found already the export selected issue, but of the other > error I was not aware. Are you talking about the one when changing > to a different file type in the fileDialog ? > > "// Error: file: > F:/Documents/maya/scripts/osgFileExportOptions.mel line 23: Cannot > find procedure "maya2osg_eventExportCommand". //" > > Cheers, PP > > >> Hi Peter, >> >> The pre and post export commands were called with the old code >> in osgFileExportOptions.mel. I already changed that some days >> ago, but they came back in one of the last SVN changes. Please, >> test it also with the "File > Export all/selection" command when >> you change the scripts. >> >> I changed this in SVN, but there is still a problem with the >> Maya "File > Export*" option. There is a syntax error that I >> don't know where it comes. >> >> As the system is perfectly usable with the shelf button, I'm >> going to finish the other pending tasks before. If you have any >> idea about where this problem is, help is welcome. >> >> >> Regards, >> >> >> On Sat, Jul 9, 2011 at 12:15 AM, Peter Wrobel >> <pp...@cg... <mailto:pp...@cg...>> wrote: >> >> Hi, >> >> I woked on the Maya UI scripts as announced. Now threre are >> more Macros, >> which should make it quite easy to add new Arguments and UI >> Controls. >> Please test, and inform me about any Bugs. >> >> Want to write the wiki entry about those Macros and usage >> tomorrow. >> Javier, do you have a prefered place to add this entry ? >> Would suggest one more maijor Topic e.g. "Developer Notes", >> wehere we >> could write wiki information how to use features that we >> implemented. >> >> Cheers, PP >> >> ------------------------------------------------------------------------------ >> All of the data generated in your IT infrastructure is >> seriously valuable. >> Why? It contains a definitive record of application >> performance, security >> threats, fraudulent activity, and more. Splunk takes this >> data and makes >> sense of it. IT sense. And common sense. >> http://p.sf.net/sfu/splunk-d2d-c2 >> _______________________________________________ >> Maya2osg-users mailing list >> May...@li... >> <mailto:May...@li...> >> https://lists.sourceforge.net/lists/listinfo/maya2osg-users >> >> >> >> >> -- >> Javier Taibo >> >> >> >> >> ------------------------------------------------------------------------------ >> All of the data generated in your IT infrastructure is seriously valuable. >> Why? It contains a definitive record of application performance, security >> threats, fraudulent activity, and more. Splunk takes this data and makes >> sense of it. IT sense. And common sense. >> http://p.sf.net/sfu/splunk-d2d-c2 >> >> >> _______________________________________________ >> Maya2osg-users mailing list >> May...@li... <mailto:May...@li...> >> https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously > valuable. > Why? It contains a definitive record of application performance, > security > threats, fraudulent activity, and more. Splunk takes this data and > makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > _______________________________________________ > Maya2osg-users mailing list > May...@li... > <mailto:May...@li...> > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > > > > -- > Javier Taibo > > > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > > > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users |
From: Peter W. <pp...@cg...> - 2011-07-09 15:39:58
|
Hi Javier, working on that as well. I am trying to further automate the process, in terms of that the argument Names which we want to pass to the PlugIn will get extracted automatically from the OptionVar Initialization. This means we need to add argument names to less places. I reduced it to OptionVar initialization and UI Building. > > I found several errors in the last update. After tweaking the > optionVars and correcting the pre/post export code, the one I am > having is a syntax error, that now I am seeing that is caused because > the variable $resultCallback passed to the osgFileExportOptions code > is empty. We are appending the options to it and eval'ing. Thats the > cause of the syntax error. > > Who should provide the $resultCallback and why is it empty? The Method maya2osg_buildCommandOptions() in maya2osg_export.mel should pass this string, and was doing it till now. Error must have come from all the new changes, but I am on it right now. > > Can we just ignore it, replace by the maya2osg command? Unfortunatelly not, maya implicitly exports through the osgFileTranslator, if the File->export menu is used. This was the reason why I created the osgwriter.h/cpp. Fixes and new features should be there by today eveneing. Cheers, PP > > Regards, > > > On Sat, Jul 9, 2011 at 5:12 PM, Peter Wrobel <pp...@cg... > <mailto:pp...@cg...>> wrote: > > Currently I am working on the script and wiki, so I will have a > look. I found already the export selected issue, but of the other > error I was not aware. Are you talking about the one when changing > to a different file type in the fileDialog ? > > "// Error: file: > F:/Documents/maya/scripts/osgFileExportOptions.mel line 23: Cannot > find procedure "maya2osg_eventExportCommand". //" > > Cheers, PP > > >> Hi Peter, >> >> The pre and post export commands were called with the old code >> in osgFileExportOptions.mel. I already changed that some days >> ago, but they came back in one of the last SVN changes. Please, >> test it also with the "File > Export all/selection" command when >> you change the scripts. >> >> I changed this in SVN, but there is still a problem with the >> Maya "File > Export*" option. There is a syntax error that I >> don't know where it comes. >> >> As the system is perfectly usable with the shelf button, I'm >> going to finish the other pending tasks before. If you have any >> idea about where this problem is, help is welcome. >> >> >> Regards, >> >> >> On Sat, Jul 9, 2011 at 12:15 AM, Peter Wrobel >> <pp...@cg... <mailto:pp...@cg...>> wrote: >> >> Hi, >> >> I woked on the Maya UI scripts as announced. Now threre are >> more Macros, >> which should make it quite easy to add new Arguments and UI >> Controls. >> Please test, and inform me about any Bugs. >> >> Want to write the wiki entry about those Macros and usage >> tomorrow. >> Javier, do you have a prefered place to add this entry ? >> Would suggest one more maijor Topic e.g. "Developer Notes", >> wehere we >> could write wiki information how to use features that we >> implemented. >> >> Cheers, PP >> >> ------------------------------------------------------------------------------ >> All of the data generated in your IT infrastructure is >> seriously valuable. >> Why? It contains a definitive record of application >> performance, security >> threats, fraudulent activity, and more. Splunk takes this >> data and makes >> sense of it. IT sense. And common sense. >> http://p.sf.net/sfu/splunk-d2d-c2 >> _______________________________________________ >> Maya2osg-users mailing list >> May...@li... >> <mailto:May...@li...> >> https://lists.sourceforge.net/lists/listinfo/maya2osg-users >> >> >> >> >> -- >> Javier Taibo >> >> >> >> >> ------------------------------------------------------------------------------ >> All of the data generated in your IT infrastructure is seriously valuable. >> Why? It contains a definitive record of application performance, security >> threats, fraudulent activity, and more. Splunk takes this data and makes >> sense of it. IT sense. And common sense. >> http://p.sf.net/sfu/splunk-d2d-c2 >> >> >> _______________________________________________ >> Maya2osg-users mailing list >> May...@li... <mailto:May...@li...> >> https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously > valuable. > Why? It contains a definitive record of application performance, > security > threats, fraudulent activity, and more. Splunk takes this data and > makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > _______________________________________________ > Maya2osg-users mailing list > May...@li... > <mailto:May...@li...> > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > > > > -- > Javier Taibo > > > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > > > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users |
From: Javier T. <jav...@gm...> - 2011-07-09 15:19:27
|
Hi Peter, I found several errors in the last update. After tweaking the optionVars and correcting the pre/post export code, the one I am having is a syntax error, that now I am seeing that is caused because the variable $resultCallback passed to the osgFileExportOptions code is empty. We are appending the options to it and eval'ing. Thats the cause of the syntax error. Who should provide the $resultCallback and why is it empty? Can we just ignore it, replace by the maya2osg command? Regards, On Sat, Jul 9, 2011 at 5:12 PM, Peter Wrobel <pp...@cg...> wrote: > Currently I am working on the script and wiki, so I will have a look. I > found already the export selected issue, but of the other error I was not > aware. Are you talking about the one when changing to a different file type > in the fileDialog ? > > "// Error: file: F:/Documents/maya/scripts/osgFileExportOptions.mel line > 23: Cannot find procedure "maya2osg_eventExportCommand". //" > > Cheers, PP > > > Hi Peter, > > The pre and post export commands were called with the old code in > osgFileExportOptions.mel. I already changed that some days ago, but they > came back in one of the last SVN changes. Please, test it also with the > "File > Export all/selection" command when you change the scripts. > > I changed this in SVN, but there is still a problem with the Maya "File > > Export*" option. There is a syntax error that I don't know where it comes. > > As the system is perfectly usable with the shelf button, I'm going to > finish the other pending tasks before. If you have any idea about where this > problem is, help is welcome. > > > Regards, > > > On Sat, Jul 9, 2011 at 12:15 AM, Peter Wrobel <pp...@cg...>wrote: > >> Hi, >> >> I woked on the Maya UI scripts as announced. Now threre are more Macros, >> which should make it quite easy to add new Arguments and UI Controls. >> Please test, and inform me about any Bugs. >> >> Want to write the wiki entry about those Macros and usage tomorrow. >> Javier, do you have a prefered place to add this entry ? >> Would suggest one more maijor Topic e.g. "Developer Notes", wehere we >> could write wiki information how to use features that we implemented. >> >> Cheers, PP >> >> >> ------------------------------------------------------------------------------ >> All of the data generated in your IT infrastructure is seriously valuable. >> Why? It contains a definitive record of application performance, security >> threats, fraudulent activity, and more. Splunk takes this data and makes >> sense of it. IT sense. And common sense. >> http://p.sf.net/sfu/splunk-d2d-c2 >> _______________________________________________ >> Maya2osg-users mailing list >> May...@li... >> https://lists.sourceforge.net/lists/listinfo/maya2osg-users >> > > > > -- > Javier Taibo > > > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense.http://p.sf.net/sfu/splunk-d2d-c2 > > > > _______________________________________________ > Maya2osg-users mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > -- Javier Taibo |
From: Peter W. <pp...@cg...> - 2011-07-09 15:12:53
|
Currently I am working on the script and wiki, so I will have a look. I found already the export selected issue, but of the other error I was not aware. Are you talking about the one when changing to a different file type in the fileDialog ? "// Error: file: F:/Documents/maya/scripts/osgFileExportOptions.mel line 23: Cannot find procedure "maya2osg_eventExportCommand". //" Cheers, PP > Hi Peter, > > The pre and post export commands were called with the old code in > osgFileExportOptions.mel. I already changed that some days ago, but > they came back in one of the last SVN changes. Please, test it also > with the "File > Export all/selection" command when you change the > scripts. > > I changed this in SVN, but there is still a problem with the Maya > "File > Export*" option. There is a syntax error that I don't know > where it comes. > > As the system is perfectly usable with the shelf button, I'm going > to finish the other pending tasks before. If you have any idea about > where this problem is, help is welcome. > > > Regards, > > > On Sat, Jul 9, 2011 at 12:15 AM, Peter Wrobel <pp...@cg... > <mailto:pp...@cg...>> wrote: > > Hi, > > I woked on the Maya UI scripts as announced. Now threre are more > Macros, > which should make it quite easy to add new Arguments and UI Controls. > Please test, and inform me about any Bugs. > > Want to write the wiki entry about those Macros and usage tomorrow. > Javier, do you have a prefered place to add this entry ? > Would suggest one more maijor Topic e.g. "Developer Notes", wehere we > could write wiki information how to use features that we implemented. > > Cheers, PP > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously > valuable. > Why? It contains a definitive record of application performance, > security > threats, fraudulent activity, and more. Splunk takes this data and > makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > _______________________________________________ > Maya2osg-users mailing list > May...@li... > <mailto:May...@li...> > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > > > > -- > Javier Taibo > > > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > > > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users |
From: Javier T. <jav...@gm...> - 2011-07-09 15:01:56
|
Hi Peter, The pre and post export commands were called with the old code in osgFileExportOptions.mel. I already changed that some days ago, but they came back in one of the last SVN changes. Please, test it also with the "File > Export all/selection" command when you change the scripts. I changed this in SVN, but there is still a problem with the Maya "File > Export*" option. There is a syntax error that I don't know where it comes. As the system is perfectly usable with the shelf button, I'm going to finish the other pending tasks before. If you have any idea about where this problem is, help is welcome. Regards, On Sat, Jul 9, 2011 at 12:15 AM, Peter Wrobel <pp...@cg...> wrote: > Hi, > > I woked on the Maya UI scripts as announced. Now threre are more Macros, > which should make it quite easy to add new Arguments and UI Controls. > Please test, and inform me about any Bugs. > > Want to write the wiki entry about those Macros and usage tomorrow. > Javier, do you have a prefered place to add this entry ? > Would suggest one more maijor Topic e.g. "Developer Notes", wehere we > could write wiki information how to use features that we implemented. > > Cheers, PP > > > ------------------------------------------------------------------------------ > All of the data generated in your IT infrastructure is seriously valuable. > Why? It contains a definitive record of application performance, security > threats, fraudulent activity, and more. Splunk takes this data and makes > sense of it. IT sense. And common sense. > http://p.sf.net/sfu/splunk-d2d-c2 > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > -- Javier Taibo |