Re: [Maya2osg-users] osgpreview, UI and flags
Status: Alpha
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jtaibo
From: Javier T. <jav...@gm...> - 2011-05-26 15:26:55
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Hi Peter, On Wed, May 25, 2011 at 10:15 PM, Peter Wrobel <pp...@cg...> wrote: > Hi Javier, >> What I mean is: when you start Maya, the procs in these files are >> not available. When you call for example the "maya2osg_export" proc, >> as there is still not available, Maya looks for a >> "maya2osg_export.mel" file in the scripts directories. When Maya >> founds it and loads it, the procedure is available and executed. From >> this moment, as the file is already loaded, all global procs in this >> file are available, but they were not if you haven't called >> "maya2osg_export" first. >> > > Ah, I see. So for this there is the userSetup.mel, I guess you didn't > get in touch with it till now. It gets executed at startup, and is, as > the name says, a way to customize maya. > This file doesn't exist by default, but only if one requires it. If it > exists, user settings should be appended to the command s which are > there already. > In our case, we could source all the scripts with it. A more elegant way > is to create a maya2osg_setup.mel ( will commit it soon ) and add the > command source maya2osg_setup.mel to userSetup.mel. Within > maya2osg_setup, we can source all the scripts, and maybe do some other > setup stuff if requied. With this the preview command would available. I don't want to force the user to edit/create its userSetup.mel if we can avoid it. Maybe it could be automatically done by the installation process, but I prefer the other option, one file for every "entry point" or procedure directly called by the user and they can source other "utility files" with the procs needed by them. > I must admit, that I like the fact that there is now a seperated > osgFileExportOptions.mel, which is sourced by Maya at plugin load. I > would like to keep this seperated, as there might be additional edits. A > preview field does not make sens, but the pre and post export commands do. I don't understand what you mean here. > Fine, unfortunatelly again not so much time for committing, as preaseure > is going on again. But its not so horrible like the last week any more. > I try to get all the discussed stuff checked in comming weekend. I will > also add more options to the polygon exporter. Btw, now that custom glsl > is supported, are you aware, that we can "paint" VertexAttributes with > Maya VertexColor tool ? I didn't realized that. Cool. Regards, -- Javier Taibo |