Re: [Maya2osg-users] TR: Add osg::Switch support to Maya2Osg
Status: Alpha
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jtaibo
From: Javier T. <jav...@gm...> - 2015-12-11 17:26:17
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Hi David, I have just committed your changes to SVN trunk. The only change is that HardwareMipMapGeneration is enabled for linear_mipmap_linear filtering. Can you test if the current trunk is working for you? In case you have a test scene reproducing the mipmap problem, please send it to me and I'll try to debug it. Regards, On Mon, Dec 7, 2015 at 1:23 PM, BOYREL David <dav...@ok...> wrote: > > Hi Javier and maya2osg users, > > > It has been a long time since I worked on maya2osg exporter. Users I'm > working with reported me some > > problems on the exporter, so I made some fixes to solve them. I'll be > glad if these fixes could be commited > > to the trunk. > > > You will find attached to this email the first bug fix I did 7 or 8 months > ago. It seems that it has never been > > commited, so I submit it again. These are some bug fixes about cube maps > exports. The fixes are : > > - The filter type was not read in the correct node. > > - I set the default texture filter for the cubeMap to > LINEAR_MIPMAP_LINEAR. > > If at least one face of the cubemap has a texture filter set to None, I > set the texture filter of the whole cubemap > > to NEAREST. > > - Enabling HardwareMipMapGeneration with texture filtering does not seem > to work, so I enabled it only > > when filtering is set to NEAREST. > > - Cubemap was not visible when exporting the maya model in a binary file > with embedded textures, due to > relative file path. > > > I attached to this mail some icons I made for the new "create switch" > buttons. > > > Tell me if there is any problem with this submission, I will fix it if > there is. > > > 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 :* BOYREL David <dav...@ok...> > *Envoyé :* mercredi 4 mars 2015 15:43 > *À :* Javier Taibo > *Cc :* may...@li... > > *Objet :* Re: [Maya2osg-users] Add osg::Switch support to Maya2Osg > > > Hi Javier, > > > Thank you for commiting the osg::Switch support to maya2osg. You'll find > attached to this mail some icons I made for the new shelf > > buttons. I hope they are fine for you ;) > > > You will find too the fix I did for the cubemap. I found several problems : > > - The filter type was not read in the correct node. > > - I set the default texture filter for the cubeMap to > LINEAR_MIPMAP_LINEAR. > > If at least one face of the cubemap has a texture filter set to None, I > set the texture filter of the whole cubemap > > to NEAREST. > > - Enabling HardwareMipMapGeneration with texture filtering does not seem > to work, so I enabled it only > > when filtering is set to NEAREST. > > - Cubemap was not visible when exporting the maya model in a binary file > with embedded textures, due to > > relative file path. > > > I'm currently trying to find a way to export the information about using > vertices colors as material infos (by setting > > the material color mode to something other than OFF). I thought about > using the "Display Colors" and "Display Color Channel" > > information set in the "Mesh Component Display" toolbox. If you have ever > thought about exporting those kind of informations > > or if you have any ideas about it, I'll be glad to hear your suggestions. > > > 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 :* vendredi 13 février 2015 20:46 > *À :* may...@li... > *Objet :* Re: [Maya2osg-users] Add osg::Switch support to Maya2Osg > > 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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