Re: [Maya2osg-users] Discussion of next changes
Status: Alpha
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jtaibo
From: Peter W. <pp...@cg...> - 2011-05-18 20:38:03
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Hi, was too busy the last days, and I see the discussion is already much further, but just wanted to clarify what I meant at this point here. > Mmm... I still think we are mixing too much things there. I'd prefer > the custom attributes approach. I don't know what you mean with > "create some new window". You can create attributes without any new > development, just in the Attribute editor with Attributes> Add > attributes... option. And it is quite easy to manage from MEL: > > addAttr -ln "normal_map" -at double |pSphere1; > setAttr -e-keyable true |pSphere1.normal_map; > > Or course, once you have designed the attributes you need, you > should develop the artists tools to automate this (maybe just some > shelf buttons). > So, yes, we can add a String Attribute to a Maya Node, maya2osg would search for it, and add its contrent to the apropriate osg description. It should be only one, as generic as possible. When you add such an Attribute, its a one liner in the Attribute Editor. If you wanna add multiple Values like, you need to do itsimilar to this way: strength(value);offset(value);falloff(value);rad(value); Thats ... wel unconfortable, isnt't it ? But we could creat a UI which can create such an attribute for a selected node, and list its contetn in a nice way, as big editable textfield. That would be a solution, but needs to be created and added to the plug-in source. And its an extra UI which an artist needs to get confortable with. But Attributes, Labels, Tags, etc. could be layout nicely. ANd that is what I meant with an additional window. >> Preview substitutes only $file to the camera based file name. If the access >> to $path , $file , $type is required, the Post Export Field can be used as >> well. > There is a mess in this part that I am trying to fix. The preview > option should use two file names: the scene file name and the camera > file name. I am trying to fix it and I will commit it with the > built-in "osgpreviewer" command. > > I saw that you committed some mel code, while I was looking into the problem :-) is it fixed ? I guess so, but I wonder about the command osgpreview found in maya2osg_preview. Can't find it anywhere, is it part of the plug-in ? Haven't build your submission yet. Cheers, PP |