Re: [Maya2osg-users] Discussion of next changes
Status: Alpha
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From: Jean-Sébastien G. <jea...@cm...> - 2011-05-17 20:17:46
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Hi Javier, > Of course, I absolutely agree with you here. What I meant was to > modify Maya to automatically do that for the artist. Perhaps that's the root of my lack of understanding of what you're suggesting... I was under the impression that we didn't have much control over Maya itself (other than through scripting), so when you say "modify Maya" I thought that was impossible. But from your reply below I assume you mean through scripting... > 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? Yep, that sounds perfect. I don't know how much you follow the osg-users list, but Farshid Lashkari who currently does most of the development for the Max export plugin is starting to do similar things there. Though he's going to do it directly from the C++ code I think. But the result is the same. Perhaps we could try to follow the same naming and format convention for our version of this feature, that way it would be easier for us to parse the data. But I can do that, no need to jump in and do it all for me. :-) Thanks again, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |