[Maya2osg-users] Discussion of next changes
Status: Alpha
Brought to you by:
jtaibo
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-14 12:39:04
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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/ |