Re: [Maya2osg-users] Add osg::Switch support to Maya2Osg
Status: Alpha
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From: Javier T. <jav...@gm...> - 2015-02-13 19:46:38
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Hi David, Sorry for the delay. I have reviewed your code and changed a few things. The check for the dynamic attribute "isSwitch" has been simplified, and an additional check for the presence of the switch is added before adding it as a child of the transform node. Also, I added a pair of buttons to the shelf, so you can easily select any transform in your scene and convert it to a switch or undo it. No icons for this buttons (default icon), if anybody wants to contribute with some art to the project, is welcome :) These changes are commited to trunk (r266). It would be nice to add also the switch configuration to Maya node, but it is not trivial to keep it up-to-date with Maya scene graph (maybe connecting the switch values with the visibility attribute of the children). We'll let it for a future release :) If you send me the code with the corrections to the cubeMap, I'll take a look as soon as I have time. Regards, On Wed, Feb 4, 2015 at 1:50 PM, BOYREL David <dav...@ok...> wrote: > Hi Javier, > > > Sorry for being so long to answer your mail. > > > You will find attached to this email a submission for the osg::Switch > support to maya2osg. > > > The modification I made is the one we discussed : if a custom attribute > named "isSwitch" is > > found on a maya transform node, the maya node is exported with an > osg::MatrixTransform > > with an osg::Switch as a child, to keep to transformation data. The name > of the attribute is case > > insensitive. > > > The modification was made only on the group.cpp file. The revision I > used is the head one (r265 > > from trunk). > > > Tell me if this modification is good for you. > > > I also found a problem in the setting of texture filter type of cubeMap > textures. It seems that the > > test of the "filterType" plug is done on the wrong node. It needs to be > tested a bit more. I'll send > > you a submission when I cleaned my code. > > > Best Regards. > > > -- > David BOYREL > OKTAL Paris > 19 Bd des Nations Unies - 92190 Meudon (France) > Tél. : +33 (0)1 46 94 93 52 > Fax : +33 (0)1 41 41 91 44 > http://www.oktal.fr > > ------------------------------ > *De :* Javier Taibo <jav...@gm...> > *Envoyé :* mardi 18 novembre 2014 22:01 > > *À :* may...@li... > *Objet :* Re: [Maya2osg-users] Add osg::Switch support to Maya2Osg > > Hi David, > > Create custom Maya nodes is a bit overkill for what you want, if I am > understanding it correctly what you are trying to do. > > I suppose all you need to do is check for the "script" attribute(s) > and create a osg::Switch when present or an osg::Transform otherwise. It > seems a light modification to the exporter, and should not break anything, > so I would be happy to add it to the trunk. Send me the modified file(s) > and I will review and commit them. Just follow the OSG submission rules > (whole files, not patches). Thank you! > > > Regards, > > > On Tue, Nov 18, 2014 at 10:05 AM, BOYREL David <dav...@ok...> > wrote: > >> Hi Javier, >> >> >> Thank you very much for your quick answer. >> >> >> Your suggestion is wise. I'm not experienced enough with maya to be >> sure the solution I choose is the right one. But I saw that introducing new >> kind of nodes in Maya will indeed results in errors when loading the Maya >> scene in absence of maya2osg. >> >> >> Using custom attributes seems good to me. >> >> >> Do you think that I could submit to maya2osg the support of osg::Switch >> using custom attributes? >> >> >> Because I need anyway to perform some custom operations on the >> generated OSG scene graph, so I could manage osg::Switch at that time, >> based on the OSG nodes description, and leave the maya2osg exporter as it >> is. >> >> >> Tell me if osg::Switch support may interest some other users of >> maya2osg. >> >> >> Thank you again for your answer. >> >> >> Regards, >> >> >> -- >> David BOYREL >> OKTAL Paris >> 19 Bd des Nations Unies - 92190 Meudon (France) >> Tél. : +33 (0)1 46 94 93 52 >> Fax : +33 (0)1 41 41 91 44 >> http://www.oktal.fr >> >> ------------------------------ >> *De :* Javier Taibo <jav...@gm...> >> *Envoyé :* vendredi 14 novembre 2014 20:43 >> *À :* may...@li... >> *Objet :* Re: [Maya2osg-users] Add osg::Switch support to Maya2Osg >> >> Hi David, >> >> IMHO the best way to do what you want is by far the third one. It is >> quite easy to add an extra attribute to a Maya transform node and later >> check in the exporter whether the transform is marked as a switch and >> create a Switch or a Transform depending on the case. >> >> From mel you can do it with something like that: >> >> addAttr -ln "isSwitch" -at bool | pSphere1; >> >> >> Regards, >> >> >> On Fri, Nov 14, 2014 at 4:53 PM, BOYREL David <dav...@ok...> >> wrote: >> >>> Hello people, >>> >>> >>> My name is David Boyrel from Oktal company. We develop a driving >>> simulation software (SCANeR Studio), >>> >>> which visual application is based on OSG. You can find some (old) images >>> on the OSG website : >>> >>> >>> >>> http://www.openscenegraph.org/index.php/gallery?AG_MK=0&AG_form_paginInitPages_1=1&AG_form_albumInitFolders_1=Screenshots/SCANeRII&AG_form_scrollTop=456&AG_form_scrollLeft=0&AG_MK=0 >>> >>> >>> I am currently testing maya2osg in order to provide to some of our >>> customers a way to export their database and vehicle >>> >>> production from Maya to our simulation software. For now, they use the >>> OpenFlight exporter. Maya2osg seems to be more >>> >>> flexible. >>> >>> >>> In order to add some logical informations into the scene graph, I'm >>> currently searching a way to add osg::Switch support to maya2osg. >>> >>> >>> Since I'm not very familiar with both Maya modeler and Maya API, I >>> thought about 3 ways to do this. But I'm not sure if these >>> >>> methods are correct. Here are my thoughts : >>> >>> >>> 1. Adding to the plugin a new custom DAG node, and to the exporter >>> shelf a command to create this kind of node, as a child >>> >>> of the currently selected node. >>> >>> I managed to do this by creating a custom node that inherits >>> MPxTransform. This node will become an osg::Switch >>> >>> when exported by maya2osg. >>> >>> However, I understood DAG nodes are only Transforms or Shapes. So >>> my new DAG node does not seem to fit the Maya approach. >>> >>> And I would have to convert this node to an osg::Switch above an >>> osg::MatrixTransform. >>> >>> >>> 2. Adding to the plugin a new custom node (not a DAG node), and to the >>> exporter shelf a command to create this kind of node. >>> >>> This new type of node will have an output attribute (maybe a table, I >>> don't know if its possible), that could be plugged to a >>> >>> DAG node "visibility" attribute. >>> >>> So this new node will not be a DAG node, and so will not have any >>> parent or children. >>> >>> I feel this is more the "Maya way" to give to maya users the ability to >>> create switches. >>> >>> >>> 3. Just adding a custom attribute to maya nodes. >>> >>> I saw the maya2osg exporter writes custom attributes to the OSG nodes >>> description. >>> >>> I could then use a traverser to find the nodes having the switch >>> attribute description, and then >>> >>> modify the scene graph to insert a Switch above the node. >>> >>> >>> >>> But adding a custom attribute in Maya does not seem to be very >>> intuitive. >>> >>> >>> I do not know Maya and its API very well, so maybe I'm totally wrong. >>> >>> So if you could please tell me what you think about this, or how would >>> you do this, I would be grateful. >>> >>> >>> My hope is to submit this development to maya2osg. That's why I tell >>> you about this. >>> >>> >>> Regards, >>> >>> >>> -- >>> David BOYREL >>> OKTAL Paris >>> 19 Bd des Nations Unies - 92190 Meudon (France) >>> Tél. : +33 (0)1 46 94 93 52 >>> Fax : +33 (0)1 41 41 91 44 >>> http://www.oktal.fr >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Comprehensive Server Monitoring with Site24x7. >>> Monitor 10 servers for $9/Month. >>> Get alerted through email, SMS, voice calls or mobile push notifications. >>> Take corrective actions from your mobile device. >>> >>> http://pubads.g.doubleclick.net/gampad/clk?id=154624111&iu=/4140/ostg.clktrk >>> _______________________________________________ >>> Maya2osg-users mailing list >>> May...@li... >>> https://lists.sourceforge.net/lists/listinfo/maya2osg-users >>> >>> >> >> >> -- >> Javier Taibo >> >> >> >> ------------------------------------------------------------------------------ >> Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server >> from Actuate! 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