maya2osg-users Mailing List for Maya2OSG (Page 4)
Status: Alpha
Brought to you by:
jtaibo
You can subscribe to this list here.
2010 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
(1) |
Sep
|
Oct
|
Nov
(1) |
Dec
(4) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2011 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(110) |
Jun
(36) |
Jul
(19) |
Aug
|
Sep
|
Oct
(50) |
Nov
|
Dec
|
2014 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(4) |
Dec
|
2015 |
Jan
|
Feb
(2) |
Mar
(1) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(4) |
From: Javier T. <jav...@gm...> - 2011-07-09 11:28:47
|
Hi Peter, On Sat, Jul 9, 2011 at 12:15 AM, Peter Wrobel <pp...@cg...> wrote: > Want to write the wiki entry about those Macros and usage tomorrow. Great! > 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. OK. Just link it from the main page and that's it. As we add contents we'll be shaping it and surely reorganizing it as its contents grow (hopefully). -- Javier Taibo |
From: Javier T. <jav...@gm...> - 2011-07-09 11:24:46
|
Hi Peter, I take a quick look at what you commited and it looks great. I'll take a closer look asap, and I'll test it thoroughly. Actually, I'm going to need to add new options soon so I'll use the new macros. The code is much more cleaner and coherent now, also. Lots of lava code removed :) and generally I think it is more understandable and easy to follow now. I think there was a change missing, I committed it a few minutes ago. I finished yesterday the blend shapes stuff (at last!). I'll try to commit it this afternoon, I have just to clean up a bit the code, and then I'll notify it in the list. Thanks for your work, I really appreciated the effort. I hate creating UIs and all these scripts make my life easier ;) 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 |
From: Peter W. <pp...@cg...> - 2011-07-08 22:15:31
|
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 |
From: PP CG <pp...@cg...> - 2011-07-07 13:10:26
|
Hi guys, sorry, not finished with my stuff, Script is still under construction, and didn't start the Wiki yet. Will try to finish tomorrow. Cheers, PP > Hi guys, > > I have worked on the config system to simplify adding arguments ( > currently only boolean ). Its one step towards simplifying UI creation > as well. > > J-S, if you could wait till wednesday, I plan to add a wiki for UI > creation. But basically all you have to do is adding only two commands > at two places in the maya2osg_export.mel script. > One is around line 180 where you need to add the argument you want to > export to the export command. > The other one is for the UI, > buildCheckBox( "argument" , "Label" , "extraLabel" ) ; ( e.g. lin > 607 ) > but I will change this till wednsday into another command name, and add > some similar commands. > > and you just need to place it there where it into the Frame where you > want to have it. > The command buildFrameLayout builds ... well ... a frameLayout with > name. I created an Optimize Frame, where you can place additional flags, > I added > buildCheckBox( "flattenStaticTransform" , "Flatten Static XForm" , > "" ) ; > > To be able to add this flag to the config.cpp, you need to initialize it > in the bool map, and that's all. I've done this at line 74. > > This should be already simpler. I'll explain in detail on the wiki. > > Cheers, PP > >> Hi Javier, >> >>> Yes, I think that exposing the Optimizer flags to the export GUI and >>> apply it after exporting is a great idea. Maybe we can make an >>> "Optimizer" section in the GUI instead of adding it to the geometry >>> section. >> Agreed. I'll try to work on this next week. I'll probably come running >> with questions about how to expose things in the GUI and save them in >> Maya, because I looked at the code before and it gave me headaches :-) >> >> Thanks, >> >> J-S > > ------------------------------------------------------------------------------ > 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...> - 2011-07-03 21:27:27
|
Hi guys, I have worked on the config system to simplify adding arguments ( currently only boolean ). Its one step towards simplifying UI creation as well. J-S, if you could wait till wednesday, I plan to add a wiki for UI creation. But basically all you have to do is adding only two commands at two places in the maya2osg_export.mel script. One is around line 180 where you need to add the argument you want to export to the export command. The other one is for the UI, buildCheckBox( "argument" , "Label" , "extraLabel" ) ; ( e.g. lin 607 ) but I will change this till wednsday into another command name, and add some similar commands. and you just need to place it there where it into the Frame where you want to have it. The command buildFrameLayout builds ... well ... a frameLayout with name. I created an Optimize Frame, where you can place additional flags, I added buildCheckBox( "flattenStaticTransform" , "Flatten Static XForm" , "" ) ; To be able to add this flag to the config.cpp, you need to initialize it in the bool map, and that's all. I've done this at line 74. This should be already simpler. I'll explain in detail on the wiki. Cheers, PP > Hi Javier, > >> Yes, I think that exposing the Optimizer flags to the export GUI and >> apply it after exporting is a great idea. Maybe we can make an >> "Optimizer" section in the GUI instead of adding it to the geometry >> section. > Agreed. I'll try to work on this next week. I'll probably come running > with questions about how to expose things in the GUI and save them in > Maya, because I looked at the code before and it gave me headaches :-) > > Thanks, > > J-S |
From: Javier T. <jav...@gm...> - 2011-06-30 06:37:40
|
Hi J-S, On Thu, Jun 30, 2011 at 1:39 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Javier, > >> What is the difference in configuring meters as the units in Maya >> configuration instead of just considering that the units are meters no >> matter what Maya has in its config? > > It has an influence when you import files coming from other 3D packages, > in particular CAD applications. Those file formats generally specify > which units they are in, and if your own scene is built using > millimeters (but assuming one unit is a meter) then it won't match the > imported file. Of course, if you're working with models created with different units/scales, you have to be careful with this. > But in short, I think we should probably do it right in the plugin, > because we cannot predict how users will have configured Maya. At the > very least we can apply a scale at the top of the graph, but I think it > would be better to export with the configured units, otherwise examining > the file will be confusing (why is this box 200 meters wide? Oh it's > really 2 meters wide if I take into account the scale at the root of the > graph...) Of course, doing things correctly is better. The scale at the root would be fine for me (maybe in the same transform that perform the Y-up to Z-up conversion), but if you are thinking about better ways, great. > I'm not suggesting you do anything about it. I'll work on it. I just > wanted to know if anyone had encountered this before, and now I know why > not :-) Now you know the reason. I think in the whole Maya2OSG community there are three people, and only about a 33% of them have a pipeline complex enough to find these kind of problems :) Cheers! -- Javier Taibo |
From: Javier T. <jav...@gm...> - 2011-06-30 06:31:29
|
On Thu, Jun 30, 2011 at 1:41 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Javier, > >> Yes, I think that exposing the Optimizer flags to the export GUI and >> apply it after exporting is a great idea. Maybe we can make an >> "Optimizer" section in the GUI instead of adding it to the geometry >> section. > > Agreed. I'll try to work on this next week. I'll probably come running > with questions about how to expose things in the GUI and save them in > Maya, because I looked at the code before and it gave me headaches :-) I know exactly what you are talking about. Personally, I must admit that I really hate MEL :) -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-29 23:41:09
|
Hi Javier, > Yes, I think that exposing the Optimizer flags to the export GUI and > apply it after exporting is a great idea. Maybe we can make an > "Optimizer" section in the GUI instead of adding it to the geometry > section. Agreed. I'll try to work on this next week. I'll probably come running with questions about how to expose things in the GUI and save them in Maya, because I looked at the code before and it gave me headaches :-) Thanks, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-29 23:39:58
|
Hi Javier, > What is the difference in configuring meters as the units in Maya > configuration instead of just considering that the units are meters no > matter what Maya has in its config? It has an influence when you import files coming from other 3D packages, in particular CAD applications. Those file formats generally specify which units they are in, and if your own scene is built using millimeters (but assuming one unit is a meter) then it won't match the imported file. There may be other implications too. But in short, I think we should probably do it right in the plugin, because we cannot predict how users will have configured Maya. At the very least we can apply a scale at the top of the graph, but I think it would be better to export with the configured units, otherwise examining the file will be confusing (why is this box 200 meters wide? Oh it's really 2 meters wide if I take into account the scale at the root of the graph...) I'm not suggesting you do anything about it. I'll work on it. I just wanted to know if anyone had encountered this before, and now I know why not :-) J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-06-29 23:23:53
|
I haven't noticed this kind of problem because I have never bothered about what units Maya *thinks* it use. I just consider units as units :) and everything is in place when exported. What is the difference in configuring meters as the units in Maya configuration instead of just considering that the units are meters no matter what Maya has in its config? I think the only difference can be when using dynamic simulation, but even then I am not sure if they will take into account the unit configured in Maya. In some cases it just consider units as meters, and after all you can apply spatial and temporal scaling factors to the dynamic engine. On Mon, Jun 27, 2011 at 9:52 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hello all, > > Maya is initially set to treat its units as centimeters (I don't know > why), and here we always set it to meters in Window - > Settings/Preferences - Preferences. However, when I export a file with > Maya2osg, the exported file's transforms seem to have gone back to > centimeters (or something). > > I have a transform which I've moved to (0 0.7 0), and it's exported as a > matrix with a translation of (0 70 0). > > I guess when exporting we would need to get the current units setup from > Maya and make sure we export in those units everywhere... But I'm > surprised no one has run into this before. > > Any suggestions? > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > 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: Javier T. <jav...@gm...> - 2011-06-29 23:18:30
|
Yes, I think that exposing the Optimizer flags to the export GUI and apply it after exporting is a great idea. Maybe we can make an "Optimizer" section in the GUI instead of adding it to the geometry section. Cheers! On Thu, Jun 30, 2011 at 12:52 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Javier, > >> I see two alternatives that can be combined. > > I like your two alternatives, and the flexibility they bring. > > The first one is what I was thinking when I wrote my message. I think > this is good, and I could easily make a script that creates that custom > attribute based on my own criteria too. So yes, I would add a button on > the shelf and make the exporter recognize that custom attribute, but > it's even more flexible than that. > > The second one, I think, is covered by an optimizer in OSG > (FlattenStaticTransforms), so perhaps we could just expose that > optimizer flag (and others while we're at it) and run the optimizer on > the created graph before saving. OSGExp (exporter for Max) does this. > See the Optimize group in the export options panel: > > http://sourceforge.net/apps/mediawiki/osgmaxexp/index.php?title=Documentation > > Those checkboxes all equate to an osgUtil::Optimizer flag. > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > 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: Jean-Sébastien G. <jea...@cm...> - 2011-06-29 22:52:15
|
Hi Javier, > I see two alternatives that can be combined. I like your two alternatives, and the flexibility they bring. The first one is what I was thinking when I wrote my message. I think this is good, and I could easily make a script that creates that custom attribute based on my own criteria too. So yes, I would add a button on the shelf and make the exporter recognize that custom attribute, but it's even more flexible than that. The second one, I think, is covered by an optimizer in OSG (FlattenStaticTransforms), so perhaps we could just expose that optimizer flag (and others while we're at it) and run the optimizer on the created graph before saving. OSGExp (exporter for Max) does this. See the Optimize group in the export options panel: http://sourceforge.net/apps/mediawiki/osgmaxexp/index.php?title=Documentation Those checkboxes all equate to an osgUtil::Optimizer flag. J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-06-29 20:56:04
|
Hi J-S, Sorry for the delay. As always a bit short of time. You're right. There are no groups in Maya, only transforms. Actually, every node you create in Maya has a transform attached (they call them "transform" and "shape"). I see two alternatives that can be combined. First, as you say, tag the transforms we want to export as groups. It could be done from a shelf button that set a custom attribute checked by the exporter AND maybe locking the translate/rotate/scale attributes to avoid accidental modifications. It could also "freeze the transformation" if the matrix is not the identity. On the other hand, we could add an export option (in the geometry section) to export every transform with identity matrix as a group. The option could be called "static geometry" or "static model" or something like that. Just my two cents. Cheers! On Tue, Jun 28, 2011 at 3:20 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hello all, > > I'm wondering about the export of transform nodes. Currently, if you use > "Group selected object(s)" in Maya, what you get is not a Group, but a > Transform. All the time. > > The problem is that Transforms are more costly in cull time than Groups. > So if what you really wanted is a Group, but you get a Transform, you > will pay a non-zero cost each frame even if the Transform's matrix never > changes. > > On the other hand, the obvious criterion that could be used to create a > Group instead of a Transform on export (the Transform's matrix is > identity) does not necessarily hold true. A modeler might have placed a > Transform at the origin, but wanted the program to find it and modify it > at runtime. The fact that its matrix is identity in Maya doesn't imply > that it will always stay identity. > > So, how could we "flag" Transforms that should become Groups on export? > Is there already such a thing in Maya? (I didn't see it, but perhaps > there is) If not, then we should probably add a button on the shelf that > creates a Transform but with a specific custom attribute that the plugin > will look for on export and use to determine that this Transform should > be exported as a Group. > > Do you have another, less messy, idea? Thanks in advance, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > 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: Jean-Sébastien G. <jea...@cm...> - 2011-06-28 01:21:05
|
Hello all, I'm wondering about the export of transform nodes. Currently, if you use "Group selected object(s)" in Maya, what you get is not a Group, but a Transform. All the time. The problem is that Transforms are more costly in cull time than Groups. So if what you really wanted is a Group, but you get a Transform, you will pay a non-zero cost each frame even if the Transform's matrix never changes. On the other hand, the obvious criterion that could be used to create a Group instead of a Transform on export (the Transform's matrix is identity) does not necessarily hold true. A modeler might have placed a Transform at the origin, but wanted the program to find it and modify it at runtime. The fact that its matrix is identity in Maya doesn't imply that it will always stay identity. So, how could we "flag" Transforms that should become Groups on export? Is there already such a thing in Maya? (I didn't see it, but perhaps there is) If not, then we should probably add a button on the shelf that creates a Transform but with a specific custom attribute that the plugin will look for on export and use to determine that this Transform should be exported as a Group. Do you have another, less messy, idea? Thanks in advance, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-27 19:58:47
|
Hello all, Maya is initially set to treat its units as centimeters (I don't know why), and here we always set it to meters in Window - Settings/Preferences - Preferences. However, when I export a file with Maya2osg, the exported file's transforms seem to have gone back to centimeters (or something). I have a transform which I've moved to (0 0.7 0), and it's exported as a matrix with a translation of (0 70 0). I guess when exporting we would need to get the current units setup from Maya and make sure we export in those units everywhere... But I'm surprised no one has run into this before. Any suggestions? J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-27 19:52:30
|
Hi Javier, > I'm sorry I cannot test the plug-in with 2012, as I am still in > 2011. Did you have the chance to debug it? Have you discovered where > the problem is? No, and anyways I don't really need these changes, but I'll keep testing off and on at least to give you more info as much as I can... J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-06-27 08:12:16
|
On Mon, Jun 20, 2011 at 2:59 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Javier, > >> Are you using Maya 2012? Is the plug-in compiled with or without NVTT? > > Yes I am using Maya 2012, and the plug-in is compiled without NVTT right > now. I'm sorry I cannot test the plug-in with 2012, as I am still in 2011. Did you have the chance to debug it? Have you discovered where the problem is? I've uploaded some changes. Now the parsing of texturing options is implemented in the plug-in and a preliminar version of the GUI for these options is already implemented. I am still testing all these stuff, there are some features not working correctly. The most weird is that when converting bump maps to normal map, the behaviour is the opposite of the expected (bumps vs. holes) depdending on whether I use NVTT or my code. Maybe it is a matter of RGB vs BGR ordering. I'll check all this as soon as I have time. Regards, -- Javier Taibo |
From: Javier T. <jav...@gm...> - 2011-06-21 18:11:30
|
Committed to svn/trunk. Thanks for the fix! On Tue, Jun 21, 2011 at 6:03 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi guys, > > When a specular map is attached, Maya starts returning specularColor = BLACK > to the plugin. This is not correct, since we need the color multiplied by > the specular roll off in the case of blinn, and we will want to multiply the > material's specular color by the specular map in the shader. So like the > Diffuse color (which is set to WHITE when a diffuse texture is attached), > when there is a specular map attached, the specular color should be set to > WHITE. > > Attached is a fix for this. > > Thanks, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > EditLive Enterprise is the world's most technically advanced content > authoring tool. Experience the power of Track Changes, Inline Image > Editing and ensure content is compliant with Accessibility Checking. > http://p.sf.net/sfu/ephox-dev2dev > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-21 16:03:26
|
Hi guys, When a specular map is attached, Maya starts returning specularColor = BLACK to the plugin. This is not correct, since we need the color multiplied by the specular roll off in the case of blinn, and we will want to multiply the material's specular color by the specular map in the shader. So like the Diffuse color (which is set to WHITE when a diffuse texture is attached), when there is a specular map attached, the specular color should be set to WHITE. Attached is a fix for this. Thanks, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-20 12:59:53
|
Hi Javier, > Are you using Maya 2012? Is the plug-in compiled with or without NVTT? Yes I am using Maya 2012, and the plug-in is compiled without NVTT right now. J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-06-18 20:32:25
|
Hi J-S, Both preview options have some problems to be solved (though they are not a priority and we are a bit short of time). Among other things, the pre-post export commands aren't called either. I hope they will be addressed in the future, but no planned schedule. Regards, On Fri, Jun 17, 2011 at 9:39 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hello, > > A small minor thing, the Preview button on the OSG shelf starts up the > built-in previewer, even if a custom preview command (exec, mel, etc.) > has been set in the plugin's option dialog. The Preview button at the > bottom of the dialog starts the custom preview command, I think the > Preview button the shelf should do the same. > > Thanks, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > EditLive Enterprise is the world's most technically advanced content > authoring tool. Experience the power of Track Changes, Inline Image > Editing and ensure content is compliant with Accessibility Checking. > http://p.sf.net/sfu/ephox-dev2dev > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > -- Javier Taibo |
From: Javier T. <jav...@gm...> - 2011-06-18 20:29:59
|
Hi J-S, I tested two of these scene files (the third is in Maya 2012 format) in Maya 2011 and Maya2OSG compiled with NVTT. It works perfectly for me with these options. Actually, I think I always use these three options. Are you using Maya 2012? Is the plug-in compiled with or without NVTT? Regards, On Fri, Jun 17, 2011 at 8:13 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > On 17/06/2011 2:05 PM, Jean-Sébastien Guay wrote: >> Hi Javier, >> >>> I assume you want then to export bump/normal maps without shaders. >>> It should be relatively easy modifying shader.cpp to export them like >>> filetexture.cpp does. >> >> Well, we use normal maps and I just don't want the embedded GLSL. I >> guess I could keep GLSL checked, and post-process the loaded file to >> remove any osg::Program. >> >>> However, I usually have these three options checked in the GUI and I >>> haven't experienced any crash by now... have you got a lightweight >>> scene to reproduce this bug? >> >> I've attached a screenshot to show you which 3 options I mean, and the >> zip containing my scene (very small). If those 3 options are checked >> like in the screenshot, Maya crashes when I press Export. If I uncheck >> one of those (any one) it doesn't. >> >> J-S > > Argh, message was too big for the list, I'll resend privately. Sorry. > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > EditLive Enterprise is the world's most technically advanced content > authoring tool. Experience the power of Track Changes, Inline Image > Editing and ensure content is compliant with Accessibility Checking. > http://p.sf.net/sfu/ephox-dev2dev > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-17 19:39:17
|
Hello, A small minor thing, the Preview button on the OSG shelf starts up the built-in previewer, even if a custom preview command (exec, mel, etc.) has been set in the plugin's option dialog. The Preview button at the bottom of the dialog starts the custom preview command, I think the Preview button the shelf should do the same. Thanks, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-06-17 18:14:00
|
On 17/06/2011 2:05 PM, Jean-Sébastien Guay wrote: > Hi Javier, > >> I assume you want then to export bump/normal maps without shaders. >> It should be relatively easy modifying shader.cpp to export them like >> filetexture.cpp does. > > Well, we use normal maps and I just don't want the embedded GLSL. I > guess I could keep GLSL checked, and post-process the loaded file to > remove any osg::Program. > >> However, I usually have these three options checked in the GUI and I >> haven't experienced any crash by now... have you got a lightweight >> scene to reproduce this bug? > > I've attached a screenshot to show you which 3 options I mean, and the > zip containing my scene (very small). If those 3 options are checked > like in the screenshot, Maya crashes when I press Export. If I uncheck > one of those (any one) it doesn't. > > J-S Argh, message was too big for the list, I'll resend privately. Sorry. J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-06-17 17:42:20
|
Hi J-S, On Fri, Jun 17, 2011 at 7:04 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Javier, > >> I have just committed a fix for this issue. I do a pair of quick >> tests with OpenGL materials and GLSL shaders and it seems to be >> working OK. >> >> Can you verify it is OK in your tests? > > 1) Diffuse (color) texture seems to be copied / converted correctly now, > whether or not I enable GLSL shaders. Nice! > 2) Normal maps are still not being copied / converted if I don't enable > GLSL shaders (even with enable bump/normal maps - I guess the intent is > that enabling normal maps but without enabling GLSL shaders does > nothing, but in my case I just don't want to embed shaders) This is what current implementation does. Bump map is only used only with GLSL shaders. I assume you want then to export bump/normal maps without shaders. It should be relatively easy modifying shader.cpp to export them like filetexture.cpp does. > 3) If I have all 3 options (Export materials, GLSL shaders and > bump/normal maps) checked, the plugin makes Maya crash in assign() being > called from Mesh.cpp line 477. Actually the "export materials" option is new to me, I only created the "export shaders as GLSL". When Peter come back from its exams, we should define and document the exporter options. However, I usually have these three options checked in the GUI and I haven't experienced any crash by now... have you got a lightweight scene to reproduce this bug? Regards, -- Javier Taibo |