maya2osg-users Mailing List for Maya2OSG (Page 10)
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From: Jean-Sébastien G. <jea...@cm...> - 2011-05-04 16:31:21
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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/ |
From: Len W. <le...@le...> - 2010-12-28 01:43:27
|
Got it working! Turns out I had to look at the Console app on mac to see the standard out. It was an issue with the osg read/write plugin (which I always stumble on). Working pretty well now that that's fixed. One question: I have opacity maps and normal maps in Maya that show up nicely in the viewer but don't come across to OSG. Are they not supported? Would it require shaders to function correctly? I'm planning to manually wire them into a shader but it would be great to have the maya2osg exporter handle them. Thanks! I'll post my Xcode project once I clean it up a bit. -Len On Sun, Dec 26, 2010 at 8:26 PM, Len White <le...@le...> wrote: > Thanks for the assistance. > > >> What OSG version are you using? What file extension are you trying to >> export to? >> > > I'm on OSG 2.9.7, trying to export to .osg format. > > >> The standard output is not sent to the script window, it goes to the >> console where you started Maya (in Linux) or to the Output Window (in >> Windows). I also suggest you to compile the plug-in with the "_DEBUG" symbol >> defined as it can give you more information about potential problems. >> >> > > That makes sense since I'm on Mac and I launch from double-click, not a > terminal. Though that's something to try. > I'll try the DEBUG symbol also. That might help. > I'll let you know when/if I get it working. > > -Len > > |
From: Len W. <le...@le...> - 2010-12-27 02:26:46
|
Thanks for the assistance. > What OSG version are you using? What file extension are you trying to > export to? > I'm on OSG 2.9.7, trying to export to .osg format. > The standard output is not sent to the script window, it goes to the > console where you started Maya (in Linux) or to the Output Window (in > Windows). I also suggest you to compile the plug-in with the "_DEBUG" symbol > defined as it can give you more information about potential problems. > > That makes sense since I'm on Mac and I launch from double-click, not a terminal. Though that's something to try. I'll try the DEBUG symbol also. That might help. I'll let you know when/if I get it working. -Len |
From: Javier T. <jav...@gm...> - 2010-12-26 13:58:46
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Hi Len, On Sun, Dec 26, 2010 at 1:26 AM, Len White <le...@le...> wrote: > Hello all. > I'm very excited about this plugin. It will help my work immensely. Many > thanks! > However, I'm on Mac on Maya 2011. > I just spent the last few hours getting an Xcode project put together and > everything seemed to go well. > However, here's the weird stopping point that, perhaps, someone can help > with... > I'm sorry I cannot help you so much with this, as I couldn't test it in Mac yet. Anyway, if you manage to make it work, the contribution is appreciated. I get the command in Maya and it will run but I can't find the output file > anywhere on my system. > Very weird. I've tried heavy geometry and the command takes longer, but > regardless of the file path I can't find the file anywhere. > > It's as if the maya2osg.cpp line > osgDB::writeNodeFile(*root.get(), filename.asChar()); > is doing absolutely nothing. No empty file, nothing. > I've printed the filename and it looks fine. > What OSG version are you using? What file extension are you trying to export to? I assume from what you say that "root" has a valid scene graph. The only thing I can suggest is to trace the osgDB::writeNodeFile code to see where the problem is. Be sure also that there are no problems with write permissions. If the scene is not written, some error message should be printed on the console. What do you see there? Another minor hiccup is that the std::cout command seems to no longer print > to the script window (I'm assuming a 2011 Qt-related change). > The standard output is not sent to the script window, it goes to the console where you started Maya (in Linux) or to the Output Window (in Windows). I also suggest you to compile the plug-in with the "_DEBUG" symbol defined as it can give you more information about potential problems. > If anyone has any debugging tips I'd love to hear them. > If any mac users want my project I'm happy to send it for the help. > If/once I get this working I'm happy posting my Xcode project back to > sourceforge for other mac users out there. > Thank you for your feedback. The Xcode project is welcome. Happy new year! -- Javier Taibo |
From: Len W. <le...@le...> - 2010-12-26 01:27:16
|
Hello all. I'm very excited about this plugin. It will help my work immensely. Many thanks! However, I'm on Mac on Maya 2011. I just spent the last few hours getting an Xcode project put together and everything seemed to go well. However, here's the weird stopping point that, perhaps, someone can help with... I get the command in Maya and it will run but I can't find the output file anywhere on my system. Very weird. I've tried heavy geometry and the command takes longer, but regardless of the file path I can't find the file anywhere. It's as if the maya2osg.cpp line osgDB::writeNodeFile(*root.get(), filename.asChar()); is doing absolutely nothing. No empty file, nothing. I've printed the filename and it looks fine. Another minor hiccup is that the std::cout command seems to no longer print to the script window (I'm assuming a 2011 Qt-related change). You have to use this->displayInfo("my info") to get some debug prints (see HelloWorld example from Autodesk). I've gone around in circles checking everything I can think of with no luck. There seems to be no output file even though the code churned for a good few minutes on some very heavy geometry exports (light geometry also doesn't work). If anyone has any debugging tips I'd love to hear them. If any mac users want my project I'm happy to send it for the help. If/once I get this working I'm happy posting my Xcode project back to sourceforge for other mac users out there. Thanks for the great work on this plugin. I'm eager to try it! -Len |
From: Ares L. <are...@cs...> - 2010-11-16 14:41:11
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Hi all, I am relatively new to maya, osg and maya2osg. For a research project, I want to create a simple animation in maya (static geometry + camera motion path) and export it to osg. I have set up maya2osg with Maya 2011 under Linux, and it works great. I have created a camera animation (create camera, create curve, select both, apply Animate -> Motion Paths -> Attach to Motion Path). When I use maya2osg_preview("") I do not see the motion in osgviewer. Does someone know how to play back the camera path is osgviewer? I also tried in a terminal using the "-p" option of osgviewer, but that did not seem to work. Your help is greatly appreciated, -- Ares Lagae, Ph.D. Computer Graphics Research Group, Katholieke Universiteit Leuven http://www.cs.kuleuven.be/~ares/ Disclaimer: http://www.kuleuven.be/cwis/email_disclaimer.htm |
From: Javier T. <jav...@gm...> - 2010-08-05 09:09:32
|
Welcome to the Maya2OSG mailing-list! This is just a message to test the mailing list. Please ignore it :) -- Javier Taibo |