maya2osg-users Mailing List for Maya2OSG (Page 9)
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From: Javier T. <jav...@gm...> - 2011-05-14 19:33:42
|
Hi Len, On Sat, May 14, 2011 at 7:01 PM, Len White <vo...@me...> wrote: > Just wanted to put my self out as a very interested party for new maya2osg dev. I'm primarily on mac with Maya 2011. So I'd be happy to beta test and contribute if I can be of help. Welcome to the list. It's great that you can test the plug-in on Mac, because we have just added the CMake script and it is tested, as far as I know, under Windows and Linux only. By the way, you must subscribe to the list with the e-mail you send messages from, otherwise, your messages will be held until some moderator accepts them. Regards, -- Javier Taibo |
From: Len W. <vo...@me...> - 2011-05-14 17:02:07
|
Just wanted to put my self out as a very interested party for new maya2osg dev. I'm primarily on mac with Maya 2011. So I'd be happy to beta test and contribute if I can be of help. -Len On May 14, 2011, at 8:21 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Peter, > >> well, have not tried mailing list before. Have to figure it out how to >> work with it properly, find it a little catchy to follow one thread with >> lot of replies. > > Most mail clients now support threading replies (so they appear in tree > form with new replies directly under previous posts in the same thread). > If yours doesn't, get one that does! Thunderbird supports it, go to View > - Sort By and then check the Threaded option at the bottom of the menu. > > I look forward to discussing changes I want to make. :-) > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users |
From: Peter W. <pp...@cg...> - 2011-05-14 16:48:08
|
Hi J-S > Hi all, > > In the next few weeks, I'll be looking to adapt maya2osg to our art > pipeline. The changes I want to make won't change anything for you guys > I think, but will make it easier to use our engine's custom shaders > instead of the ones maya2osg generates, and will make it easier to do > additional stuff after the conversion. > > 1. I would like to embed tags related to special properties in the OSG > object descriptions. For example, our engine uses custom shaders for > normal mapping, so we can't use the ones generated by maya2osg, but we > still need to know which materials have a normal map. So I would add, > for example, a tag saying the osg::Material has a normal map, the normal > map filename, and the bump amount as special description fields that our > engine can then parse when loading the file. Essentially, anything that > can't be expressed in the normal OSG objects (like osg::Material) would > need special tags so that our custom shaders can set the right values. > These fields don't change anything when rendering the file so they don't > change anything for your usage. > If I got you right you right, basically you want to override the GLSL Shaders which maya2osg generates and embeds in the osg file, is this right ? Wouldn't an attribute type string named osgOverrideShader, added to the bump2D node ( or any shading node ) be sufficient ? The artist could put the path to such a custom shader into this attribute, and when maya2osg detects such an attribute, the would will be inserted at the right position in the osg, or embeded. Another idea would be to use the maya description field in the same way as you would like to use osg descriptions ( didn't know till now that this exists :-) ). We could use an xml ( osg begin-end ) like structure to signal the plug-in that the description should go to the corresponding osg object description, and whatever tags or syntax you use inside would be up to you. But as there is not a one to one representation of nodes, and you can write descriptions into any maya node, we must decide which maya node maps to which osg node ( description field wise ). > 2. I would like to add a field to specify a post-export command to run. > This could be of the form "C:\path\to\command.bat %1" and %1 could be > replaced by the exported filename. We generally encrypt the models we > ship to customers, so this could be done with this mechanism > automatically each time the artist exports his model. No problem, basically its just one more textfield ind the export script, and can be triggered through the script as wel. > 3. I would like to be able to specify a command for a previewer > application. I don't remember if it's maya2osg or OSGExp (the Max OSG > export plugin) that has a preview button, but if maya2osg doesn't have > one, we could add one, and by default it could just run osgviewer, but > we could specify another application if we want. In our case, we'd use a > bare-bones app that uses our engine, so that the tags I mentioned in 1 > would be interpreted and the artist would see the model as it will > appear in the final engine. Same as above. And if the field is empty the usual commands would be used for previewing. > I think I saw that the plugin currently saves the values of its fields > in the scene file? Is that right? For 2 and 3, I think the values should > be saved application-wide, but I don't know how to do that, so I would > need a bit of help. But for the rest of the implementation of these > features I'll be fine doing them myself, and I can then post them here > for review and discussion. > No, all of the settings are saved as environment variables in the maya settings, and maintain the same from session to session. The same would happen for the additional paths. > But I wanted to ask first, what do you think about these kinds of > features? I think they don't change your usage of the plugin, but just > add flexibility for users. My plan was to add per object overrides of the gui settings sooner or later, in the same way like e.g. mentel ray per object overrides. Right now I like the description field tag approach much more, as it really gives more flexibility instead of offering and maintaining override attributes. Point 3 is also very usefull for me as I started to write my osgAnimationViewer, but this is on hold now. So if Javier is fine with the Path fields I can add them and take care of the logic. Point 1 will surely require more discussion. Cheers, PP > Thanks in advance, > > J-S |
From: Peter W. <pp...@cg...> - 2011-05-14 16:07:58
|
Am 14.05.2011 14:21, schrieb Jean-Sébastien Guay: > Hi Peter, > >> well, have not tried mailing list before. Have to figure it out how to >> work with it properly, find it a little catchy to follow one thread with >> lot of replies. > Most mail clients now support threading replies (so they appear in tree > form with new replies directly under previous posts in the same thread). > If yours doesn't, get one that does! Thunderbird supports it, go to View > - Sort By and then check the Threaded option at the bottom of the menu. > > I look forward to discussing changes I want to make. :-) > > J-S Yes, very cool, using thunderbird as well, thanks :-) Cheers, PP |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-14 12:42:55
|
Hi Peter, > well, have not tried mailing list before. Have to figure it out how to > work with it properly, find it a little catchy to follow one thread with > lot of replies. Most mail clients now support threading replies (so they appear in tree form with new replies directly under previous posts in the same thread). If yours doesn't, get one that does! Thunderbird supports it, go to View - Sort By and then check the Threaded option at the bottom of the menu. I look forward to discussing changes I want to make. :-) J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-14 12:39:04
|
Hi all, In the next few weeks, I'll be looking to adapt maya2osg to our art pipeline. The changes I want to make won't change anything for you guys I think, but will make it easier to use our engine's custom shaders instead of the ones maya2osg generates, and will make it easier to do additional stuff after the conversion. 1. I would like to embed tags related to special properties in the OSG object descriptions. For example, our engine uses custom shaders for normal mapping, so we can't use the ones generated by maya2osg, but we still need to know which materials have a normal map. So I would add, for example, a tag saying the osg::Material has a normal map, the normal map filename, and the bump amount as special description fields that our engine can then parse when loading the file. Essentially, anything that can't be expressed in the normal OSG objects (like osg::Material) would need special tags so that our custom shaders can set the right values. These fields don't change anything when rendering the file so they don't change anything for your usage. 2. I would like to add a field to specify a post-export command to run. This could be of the form "C:\path\to\command.bat %1" and %1 could be replaced by the exported filename. We generally encrypt the models we ship to customers, so this could be done with this mechanism automatically each time the artist exports his model. 3. I would like to be able to specify a command for a previewer application. I don't remember if it's maya2osg or OSGExp (the Max OSG export plugin) that has a preview button, but if maya2osg doesn't have one, we could add one, and by default it could just run osgviewer, but we could specify another application if we want. In our case, we'd use a bare-bones app that uses our engine, so that the tags I mentioned in 1 would be interpreted and the artist would see the model as it will appear in the final engine. I think I saw that the plugin currently saves the values of its fields in the scene file? Is that right? For 2 and 3, I think the values should be saved application-wide, but I don't know how to do that, so I would need a bit of help. But for the rest of the implementation of these features I'll be fine doing them myself, and I can then post them here for review and discussion. But I wanted to ask first, what do you think about these kinds of features? I think they don't change your usage of the plugin, but just add flexibility for users. Thanks in advance, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Peter W. <pp...@cg...> - 2011-05-14 08:22:42
|
Hi, > Hi all, > > On Fri, May 13, 2011 at 2:38 PM, Jean-Sébastien Guay > <jea...@cm...> wrote: >> Hi Peter, >> >>> jippiiih, my first mail on a mailing list ever :-) > Welcome, Peter! So you prefer forums? Personally I don't like them. > I very much prefer ye olde mailing-list style :)) > well, have not tried mailing list before. Have to figure it out how to work with it properly, find it a little catchy to follow one thread with lot of replies. >>> Sorry to not answering any messages before, didn't realize the mailing >>> list at all. Will try to catch up, and join any code design, feature and >>> feature request discussion. >> Hehe no problem. I think if we have discussions about large design >> issues we might want to discuss on osg-users instead of this list, since >> there seem to be only Javier, you and I on this one. Discussing on > Actually, there is one or two more subscribers, I think. But as you > surely already have seen, none of us is very active in the list :) > That will change soon :-) Cheers, PP |
From: Peter W. <pp...@cg...> - 2011-05-14 08:17:09
|
Am 13.05.2011 14:38, schrieb Jean-Sébastien Guay: > Hi Peter, > >> jippiiih, my first mail on a mailing list ever :-) > Welcome :-) > >> Sorry to not answering any messages before, didn't realize the mailing >> list at all. Will try to catch up, and join any code design, feature and >> feature request discussion. > Hehe no problem. I think if we have discussions about large design > issues we might want to discuss on osg-users instead of this list, since > there seem to be only Javier, you and I on this one. Discussing on > osg-users will give visibility to the project and will show potential > new users of the plugin that it is active. > > On the other hand, discussions about implementation details or very > specific stuff would be better on this list I think. > > What do you think? > > J-S Hi J-S, yes I aggree with you in both points. I'll be asking about detailed design ideas myself when I will contribute again, and this should be discussed here. Roadmap, feature requests and implementation ( think this is what you mean with large design issues ) should go to the osg mailing list. I even asked the maintainer of the osg forum if he could link the osg2maya mailing into the forum, but this might be to specific and clutter the forum. Cheers, PP |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-13 18:48:37
|
Hi Javier, > It is working OK in VC10. Thanks for the update. It is committed to svn trunk. Great, thanks a lot! J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-05-13 17:57:49
|
Hi J-S, On Fri, May 13, 2011 at 3:31 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > In the mean time, if I make a filter for GLSL (both headers and source) when > the generator is for VC9 or under that would work. I assume you're using > VC10 and it's working for you obviously? > > Try the attached file, if for you on VC10 it gives the same result, it works > for me on VC9 so I think it would be a good workaround for now. It is working OK in VC10. Thanks for the update. It is committed to svn trunk. Cheers! -- Javier Taibo |
From: Javier T. <jav...@gm...> - 2011-05-13 16:28:45
|
Hi, On Fri, May 13, 2011 at 6:05 PM, Jean-Sébastien Guay <jea...@cm...> wrote: >> Yes, I tested it in Visual Studio 2010 Express, and it worked there. >> But I have to tweak a bit the filter option to make it work. It's a >> bit tricky. > > What do you mean when you say "tweak the filter option"? Well, that I have to try several times until I get it working. But the problem was probably between the keyboard and the chair :) However, I have the feeling that the regex matching order when defining several lines does not work as described in the documentation. Anyway, it is just a cosmetic issue, it is really not a big issue if we have to put them all in the same VS project folder. Just thought that separating them in sections would help to locate the source files in the project. >> I know how to make the debug targets link with debug libraries and >> release targets with release libraries. But, when I am using >> RelWithDebInfo, it considers it "optimized" and links it with the >> Release version (not the RelWithDebInfo). Is there any easy way (not >> populating the script with lots of conditionals and manually adding >> suffixes that are already defined) to make each target link with the >> corresponding ones? > > I have no idea, honestly... I admit it's weird that the LINK_LIBRARIES > command has 2 hard-coded modes, debug and optimized, when there are 4 > configurations possible, debug, release, release with debug info and min > size release. OK. That's what I thought. I had to ask just in case there was an evident way I were missing. > Theoretically, if what you want is to be able to debug into OSG with > your RelWithDebInfo build of the plugin, you could build OSG in Actually, it is not for the Maya2OSG plug-in, it is for other project I am working on, where I have several libraries in different CMake trees and most of them linking to OSG. I have to test it running in high performance (so Debug is not an option), and I need to remotely debug it when there is a problem, so RelWithDebInfo (and activating core dumping) is perfect for that. > RelWithDebInfo, setting the suffix to empty for that configuration (in > advanced settings in OSG's CMake), then your RelWithDebInfo DLLs will > have the same filenames as the Release ones. Then you just have to > replace the Release DLL files with the RelWithDebInfo ones, and they'll > be picked up when the plugin is loaded. Since RelWithDebInfo is > binary-compatible with Release, you can use either interchangeably. > > Sure, it's a workaround and not a fix, but it might get you where you > want to go. Thanks for the tip. I would prefer all of them to coexist, but this seems to be the best option then. Thank you again for your CMake support. -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-13 16:04:56
|
Hi Javier, > Yes, I tested it in Visual Studio 2010 Express, and it worked there. > But I have to tweak a bit the filter option to make it work. It's a > bit tricky. What do you mean when you say "tweak the filter option"? > Right now I am in Ubuntu, so I cannot test it. But as soon as I get > to a Windows machine, I'll test the file you sent and let you know how > it behaves in VS 2010. No problem. > I know how to make the debug targets link with debug libraries and > release targets with release libraries. But, when I am using > RelWithDebInfo, it considers it "optimized" and links it with the > Release version (not the RelWithDebInfo). Is there any easy way (not > populating the script with lots of conditionals and manually adding > suffixes that are already defined) to make each target link with the > corresponding ones? I have no idea, honestly... I admit it's weird that the LINK_LIBRARIES command has 2 hard-coded modes, debug and optimized, when there are 4 configurations possible, debug, release, release with debug info and min size release. Theoretically, if what you want is to be able to debug into OSG with your RelWithDebInfo build of the plugin, you could build OSG in RelWithDebInfo, setting the suffix to empty for that configuration (in advanced settings in OSG's CMake), then your RelWithDebInfo DLLs will have the same filenames as the Release ones. Then you just have to replace the Release DLL files with the RelWithDebInfo ones, and they'll be picked up when the plugin is loaded. Since RelWithDebInfo is binary-compatible with Release, you can use either interchangeably. Sure, it's a workaround and not a fix, but it might get you where you want to go. Hope this helps, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-05-13 15:33:30
|
Hi J-S, Yes, I tested it in Visual Studio 2010 Express, and it worked there. But I have to tweak a bit the filter option to make it work. It's a bit tricky. Right now I am in Ubuntu, so I cannot test it. But as soon as I get to a Windows machine, I'll test the file you sent and let you know how it behaves in VS 2010. And abusing of your generous CMake wisdom, there is one question I would like to ask you (I expect the list administrator don't get angry with me because of the off-topic, nor do the list members): I know how to make the debug targets link with debug libraries and release targets with release libraries. But, when I am using RelWithDebInfo, it considers it "optimized" and links it with the Release version (not the RelWithDebInfo). Is there any easy way (not populating the script with lots of conditionals and manually adding suffixes that are already defined) to make each target link with the corresponding ones? Thanks in advance. On Fri, May 13, 2011 at 3:31 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hello Javier, > > Your recent change to put the GLSL/* files inside Source Files and Header > Files makes the generated .vcproj file unreadable in VC9 (2008). I think > it's actually a bug in CMake, but perhaps we could make a temp fix to work > around the problem? > > In case you're interested, the problem seems to be that CMake generates a > vcproj with two "Source Files" and two "Header Files" filters: > > <Filter Name="Source Files"> > <!-- ... the .cpp files directly in src/ --> > </Filter> > <Filter Name="Header Files"> > <!-- ... the .h files directly in src/ --> > </Filter> > <Filter Name="Source files"> > <Filter Name="GLSL"> > <!-- ... the .cpp files in src/GLSL --> > </Filter> > </Filter> > <Filter Name="Header files"> > <Filter Name="GLSL"> > <!-- ... the .h files in src/GLSL --> > </Filter> > </Filter> > > First I thought the problem was the case of the second "files" in both cases > (it's lowercase in the second filter), but changing it to uppercase in > CMakeLists.txt simply makes all files fall in Source Files or Header Files > (no GLSL sub-filters). > > So I think the problem is the two similarly-named filters, and that VC9 > doesn't like that. If I move the GLSL sub-filter inside the first "Source > Files" / "Header Files" filters in the vcproj file, it loads. So I think > that's what CMake should generate... > > I even tried with the latest CMake (2.8.4, I was on 2.8.3 before) and the > same problem still occurs. So I think I'll raise the issue with CMake, as it > seems to be a bug in the VC9 (and under) generators. > > In the mean time, if I make a filter for GLSL (both headers and source) when > the generator is for VC9 or under that would work. I assume you're using > VC10 and it's working for you obviously? > > Try the attached file, if for you on VC10 it gives the same result, it works > for me on VC9 so I think it would be a good workaround for now. > > What do you think? Thanks in advance, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > -- Javier Taibo |
From: Javier T. <jav...@gm...> - 2011-05-13 15:14:32
|
Hi all, On Fri, May 13, 2011 at 2:38 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Peter, > >> jippiiih, my first mail on a mailing list ever :-) Welcome, Peter! So you prefer forums? Personally I don't like them. I very much prefer ye olde mailing-list style :)) >> Sorry to not answering any messages before, didn't realize the mailing >> list at all. Will try to catch up, and join any code design, feature and >> feature request discussion. > > Hehe no problem. I think if we have discussions about large design > issues we might want to discuss on osg-users instead of this list, since > there seem to be only Javier, you and I on this one. Discussing on Actually, there is one or two more subscribers, I think. But as you surely already have seen, none of us is very active in the list :) > osg-users will give visibility to the project and will show potential > new users of the plugin that it is active. > > On the other hand, discussions about implementation details or very > specific stuff would be better on this list I think. I absolutely agree with you. For some topics the OSG lists should be nice, especially when commenting something that could be useful to a general OSG user, but I suppose we should not to introduce too much noise there, it could be annoying to discuss very specific details or send updates. On the other side, messages in this list come directly to my inbox, the messages in the OSG list go to a folder that I read as soon as I can, but do not see them immediately. So if anytime I do not answer some important message there, please don't hesitate to give me a shout directly to my email. -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-13 13:31:50
|
Hello Javier, Your recent change to put the GLSL/* files inside Source Files and Header Files makes the generated .vcproj file unreadable in VC9 (2008). I think it's actually a bug in CMake, but perhaps we could make a temp fix to work around the problem? In case you're interested, the problem seems to be that CMake generates a vcproj with two "Source Files" and two "Header Files" filters: <Filter Name="Source Files"> <!-- ... the .cpp files directly in src/ --> </Filter> <Filter Name="Header Files"> <!-- ... the .h files directly in src/ --> </Filter> <Filter Name="Source files"> <Filter Name="GLSL"> <!-- ... the .cpp files in src/GLSL --> </Filter> </Filter> <Filter Name="Header files"> <Filter Name="GLSL"> <!-- ... the .h files in src/GLSL --> </Filter> </Filter> First I thought the problem was the case of the second "files" in both cases (it's lowercase in the second filter), but changing it to uppercase in CMakeLists.txt simply makes all files fall in Source Files or Header Files (no GLSL sub-filters). So I think the problem is the two similarly-named filters, and that VC9 doesn't like that. If I move the GLSL sub-filter inside the first "Source Files" / "Header Files" filters in the vcproj file, it loads. So I think that's what CMake should generate... I even tried with the latest CMake (2.8.4, I was on 2.8.3 before) and the same problem still occurs. So I think I'll raise the issue with CMake, as it seems to be a bug in the VC9 (and under) generators. In the mean time, if I make a filter for GLSL (both headers and source) when the generator is for VC9 or under that would work. I assume you're using VC10 and it's working for you obviously? Try the attached file, if for you on VC10 it gives the same result, it works for me on VC9 so I think it would be a good workaround for now. What do you think? 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...> - 2011-05-13 12:38:46
|
Hi Peter, > jippiiih, my first mail on a mailing list ever :-) Welcome :-) > Sorry to not answering any messages before, didn't realize the mailing > list at all. Will try to catch up, and join any code design, feature and > feature request discussion. Hehe no problem. I think if we have discussions about large design issues we might want to discuss on osg-users instead of this list, since there seem to be only Javier, you and I on this one. Discussing on osg-users will give visibility to the project and will show potential new users of the plugin that it is active. On the other hand, discussions about implementation details or very specific stuff would be better on this list I think. What do you think? J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Peter W. <pp...@cg...> - 2011-05-13 09:46:44
|
Hi, jippiiih, my first mail on a mailing list ever :-) Sorry to not answering any messages before, didn't realize the mailing list at all. Will try to catch up, and join any code design, feature and feature request discussion. Cheers, saerching for the pivot of my Soul, ParticlePeter ! |
From: Peter W. <pp...@cg...> - 2011-05-13 09:46:42
|
Hi, jippiiih, my first mail on a mailing list ever :-) Sorry to not answering any messages before, didn't realize the mailing list at all. Will try to catch up, and join any code design, feature and feature request discussion. Cheers, saerching for the pivot of my Soul, ParticlePeter ! |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-05 01:59:11
|
Hello Javier, Seems the maya2osg mailing list doesn't set the reply-to header to the list address... When I replied to your earlier message I had to reply-all, otherwise it went to you only, and now I see you did the same (but didn't realize it went only to me)... I think there's a flag in mailman (which sourceforge uses for its mailing lists) to make it set the reply-to header to the list address on outgoing messages, so it might be useful to enable that if you have admin access to the list. > Yes. Last time I debugged it was on Visual Studio 2008 Express and > Maya 2010. I just compiled the project in Debug configuration (or > Release with debugging information), set maya.exe as the executable > for the debug session and just press F5... then set breakpoints or > whatever you want. Pretty useful. Printf also works nice, but... :) I think since the executable (Maya in this case) is shipped in release only, we're forced to use a release build, but we can include debug symbols. We can also turn off optimization. So perhaps the "debug" configuration of the maya2osg solution should be that - release mode, but with debug symbols and no optimization. > Right now, I am a bit out of date in this project. There were some > changes to the code from other author that I have not revised yet. > Some of the changes do not work anymore on Maya 2010, so I am > currently porting to Maya 2011 and VS 2010 Express. I am also trying > to write a CMake script so keeping the different projects updated is > easier. OK, CMake is a good idea, I was thinking of doing that too. I can help if you want. Have a look at the CMake scripts that are part of osgWorks by Paul Martz and others - they have a really nice script that lets you specify the OSG directories really easily. The default FindOSG script that ships with CMake makes you specify multiple include paths, library paths and so on for each OSG library you link to, which is really painful. The one in osgWorks knows that generally, you'll be using OSG either from a source + build directory, or from an install directory (result of a "make install" or building the INSTALL target in Visual Studio), so it makes everything simpler. > Just curiosity, ¿what environment are you using (Maya and OSG > versions, OS, HW architecture, IDE/Compiler) ? Maya 2011 32 bit OSG SVN (2.9.13 right now I think) Windows 7 64 bit Visual Studio 2008 Our artists use Maya 2009, 2011 and 2012, but if we need to compile a plugin we might ask them to standardize to a single version :-) Especially if we need to build for 32 *and* 64 bit. They also use 3dsmax 2011 32 and 64 bit. Are you a member of the OSG mailing list? You might have seen the message I posted there asking about the current state of the Maya and 3dsmax export plugins. Farshid Lashkari who works on the 3dsmax plugin currently has answered some questions. Anyways, thanks for the support, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-05 01:54:40
|
Forwarding message sent to my address only. -------- Original Message -------- Subject: Re: [Maya2osg-users] Normal mapping Date: Thu, 5 May 2011 02:51:58 +0200 From: Javier Taibo <jav...@gm...> To: Jean-Sébastien Guay <jea...@cm...> On Thu, May 5, 2011 at 2:33 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Javier, > >> I just tested the bump mapping and you're right. It is not working. > > Thanks for testing and looking into this. As I said, the mBumpTexture > variable seems to have type kDependencyNode and not kFileTexture like the > code expects. That might be a good starting point. > > On a related point, is it possible to compile the plugin with debugging > symbols (but still a release build I guess) and attach the debugger to Maya, > and then use the debugger to trace into its execution? Printf-style or > cout-style debugging works, but the debugger is just so much more > effective... :-) Yes. Last time I debugged it was on Visual Studio 2008 Express and Maya 2010. I just compiled the project in Debug configuration (or Release with debugging information), set maya.exe as the executable for the debug session and just press F5... then set breakpoints or whatever you want. Pretty useful. Printf also works nice, but... :) Right now, I am a bit out of date in this project. There were some changes to the code from other author that I have not revised yet. Some of the changes do not work anymore on Maya 2010, so I am currently porting to Maya 2011 and VS 2010 Express. I am also trying to write a CMake script so keeping the different projects updated is easier. I hope to have tomorrow a working environment so I can begin to work again on the exporter and solve these problems. Just curiosity, ¿what environment are you using (Maya and OSG versions, OS, HW architecture, IDE/Compiler) ? Regards, -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-05 00:34:00
|
Hi Javier, > I just tested the bump mapping and you're right. It is not working. Thanks for testing and looking into this. As I said, the mBumpTexture variable seems to have type kDependencyNode and not kFileTexture like the code expects. That might be a good starting point. On a related point, is it possible to compile the plugin with debugging symbols (but still a release build I guess) and attach the debugger to Maya, and then use the debugger to trace into its execution? Printf-style or cout-style debugging works, but the debugger is just so much more effective... :-) 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...> - 2011-05-04 23:56:59
|
Hi Javier, > Thank you for your interest on the project and for the contribution. > I suppose the best way would be to follow the OSG conventions to > submission. Just send the whole files to the list. Perfect, I'll do that tomorrow morning when I get to work. As I said it's just a few .get()s to get it compiling without the implicit conversion, but I hope to contribute more later. Thanks, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |
From: Javier T. <jav...@gm...> - 2011-05-04 22:38:27
|
Hi J-S, I just tested the bump mapping and you're right. It is not working. I haven't used it in the last months and meanwhile Peter Particle, that is working on the osgAnimation exporter did some changes in the geometry export process. Maybe it is causing the problem you are noticing. The description of your shading network sounds as it is ok. Actually, there are some test scenes in the directory tests/project/scenes such as test_glsl_lambert_bump.ma that were working fine and now they are not :( I'll take a look at it as soon as possible and let you know. Thanks for reporting. Regards, On Wed, May 4, 2011 at 6:31 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hello, > > I'm wondering what is needed to get normal mapping correctly exported. > In the log file, I currently always get the "No File Texture attached to > Surface Shader Bump Map Attribute !" message, which I can see is output > in mesh.cpp around line 380. The result I get is that the .osg file > contains a shader for normal mapping but the model does not have a > tangent vector array, so it looks all black. > > In my scene I connected a File texture to the "Bump Mapping" input of a > blinn material. In HyperShade I can see that blinn1.normalCamera is > connected to bump2d1.outNormal, and then bump2d1.bumpValue is connected > to file1.outAlpha. > > From the code, I can see that the plugin is looking at the normalCamera > input of the surface shader to get the bump2d node, and then the > bumpValue input of the bump2d node to get the file texture. That all > seems correct to me. > > I've added some debugging code in mesh.cpp around line 368. What I get > is that mBumpTexture has type kDependencyNode, not kFileTexture. Why? I > know too little about the Maya SDK at this time to know what to do about > this. Can a File Texture be extracted from the dependency node? (i.e. > there would be one level of indirection more than the plugin code expects) > > I can send the scene if you want. Hopefully my description above is good > enough. > > The other thing I think should happen is that if this code detects there > is no normal map (even if it is erroneous right now) then in some other > place in the plugin code, the shader used should not try to do normal > mapping. It seems that the test to see if normal mapping is used is not > the same. I can correct this later. > > Thanks in advance, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay jea...@cm... > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > > ------------------------------------------------------------------------------ > WhatsUp Gold - Download Free Network Management Software > The most intuitive, comprehensive, and cost-effective network > management toolset available today. Delivers lowest initial > acquisition cost and overall TCO of any competing solution. > http://p.sf.net/sfu/whatsupgold-sd > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > -- Javier Taibo |
From: Javier T. <jav...@gm...> - 2011-05-04 20:35:42
|
Hi Jean-Sébastien, On Wed, May 4, 2011 at 5:36 PM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hello, > > I have started looking at Maya2osg to be part of our content creation > pipeline. Currently we have a quite complex pipeline which involves > multiple tools, and requires intervention from both artists and > programmers to get the right results. In trying to simplify this, the > option of an export plugin which would export the models in a form that > will be directly usable by our engine is being investigated, and for > that Maya2OSG is a good starting point. > > I have made some fixes to make it compile with the "implicit ref_ptr<T> > to T* conversion" setting turned off (we turn this off in our builds of > OSG so that our code is backwards-compatible). The changes are just the > addition of some .get()s. > > How do you prefer to get the changes? Do I send them to this list as > whole files similar to OSG's submission guidelines, or do you prefer diffs? > > I'll be looking at making other improvements to the plugin which you'll > hopefully approve of. I'll discuss these when I start making them. > > Thanks in advance, and good work on the plugin, Thank you for your interest on the project and for the contribution. I suppose the best way would be to follow the OSG conventions to submission. Just send the whole files to the list. I had a bit abandoned the project, because I had a lot of work these months, but I hope to take some time to continue it from now on. If you want to make any other addition, it is absolutely welcome. Let me know if you want to discuss any issue. Regards, -- Javier Taibo |
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-04 16:33:37
|
Hello, I have started looking at Maya2osg to be part of our content creation pipeline. Currently we have a quite complex pipeline which involves multiple tools, and requires intervention from both artists and programmers to get the right results. In trying to simplify this, the option of an export plugin which would export the models in a form that will be directly usable by our engine is being investigated, and for that Maya2OSG is a good starting point. I have made some fixes to make it compile with the "implicit ref_ptr<T> to T* conversion" setting turned off (we turn this off in our builds of OSG so that our code is backwards-compatible). The changes are just the addition of some .get()s. How do you prefer to get the changes? Do I send them to this list as whole files similar to OSG's submission guidelines, or do you prefer diffs? I'll be looking at making other improvements to the plugin which you'll hopefully approve of. I'll discuss these when I start making them. Thanks in advance, and good work on the plugin, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |