Re: [Maya2osg-users] Discussion of next changes
Status: Alpha
Brought to you by:
jtaibo
From: Javier T. <jav...@gm...> - 2011-05-17 19:54:25
|
Hi J-S, On Tue, May 17, 2011 at 1:09 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > I really want to avoid the artist having to add anything to the Maya > scene that is already there... You can add generic attributes that will > be exported, that's fine, but anything that's already in the Maya scene > (as a normal Maya artist that doesn't even know about the exporter and > OSG would use Maya) should be exported automatically as well. At least > the subset that is useful for now, and that subset can be expanded later. > > What I meant about the bump2D node, is that all the information is > already there in the material (as visible in the Hypershade) so why does > the artist need to add anything at all? Plus, I'm trying to make a clear > separation between the job of artist and the job of programmer. Adding > custom attributes and specific information is not what an artist > generally does, unless he falls under the description of "technical > artist"... The artist just sets up the scene, the materials and so on to > get the look they want. So my vision is to export all the information > that's already there in a way that our engine can parse it later, and > have a previewer app that is basically a stripped down version of our > engine. Then the artist concentrates on the art, instead of doing some > programming / configuration tasks as well (as they need to do with our > current pipeline). Of course, I absolutely agree with you here. What I meant was to modify Maya to automatically do that for the artist. > As I said, I'm not against generic attributes, I'm against the user > having to do extra steps to specify information that's already there. > Even a shelf button is a step too many. Unless it's a button that does > essentially "traverse the whole scene to create and set all generic > attributes you need to", and in that case it could just be a set as a > pre-export action that Peter already added support for, and why not do > it by default then? Extra strings in the OSG objects' description list > will not hurt anyone... OK. What I want to avoid is to add specific code to the C++ plug-in. My point is that it should be instead in the Maya user custom configuration. But if we can solve it with a pre-export action, that is a MEL script, it is perfect!. Everybody can make its own pre/post-export scripts without cluttering the C++ code. And of course, we can develop a default set of scripts or a collection of pre-built scripts, that could match your needs and serve as a template for anybody to add its own needs. Could you solve your problem with a pre-export MEL script that fills the Maya node descriptions that will then be automatically exported to OSG node descriptions? > I hope we can find a way to satisfy both our visions :-) I'm pretty sure that we can. I was thinking about other specific need that I had for the exported GLSL shaders, that I didn't want to add to the trunk (as it is not useful for anybody other than me), and didn't want to maintain an independent branch either. But this is a topic for another thread :) -- Javier Taibo |