MtI 2.x beta 2

Announcements, requests and support regarding the MAYA exporter
Lemo
Posts: 125
Joined: Tue Sep 21, 2010 12:23 pm
Location: Montpellier, France
Contact:

Re: MtI 2.x beta 2

Post by Lemo » Thu Dec 02, 2010 12:09 pm

Haha I should have saved the image instead of a direct link :p
Anyway that was not such a bad idea after all...I mean a shorter name could be a step closer to user-friendliness.
Check the difference between complex "developer" language and simple version:
  • -MtI_2.x_beta_3
    -Mayigo 0.2.3
Could also work with something else:
-Mindigo (Cindigo-like)
-Mingo (chinese style?)
-Mayo ('nnaise?) <- to go with some Sketchup :lol:

Soup
Posts: 444
Joined: Sat Jun 13, 2009 1:20 am

Re: MtI 2.x beta 2

Post by Soup » Thu Dec 02, 2010 3:49 pm

I like Mayo :D

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Thu Dec 02, 2010 6:09 pm

I got your point about versioning Lemo. I finally opted for a scheme similar to Indigo's early betas. I'd rather not change that again though, for the sake of consistency.

$oup, how about calling MtI MtI, to start with ? Just like my nickname: Cee-Tee-Zen :evil: :lol:

No really there's no hurry for a sexy name before a sexy exporter. My two cents.
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Fri Dec 03, 2010 1:38 pm

So, where are we... could one work the previous versions out, or ?

Right now I've got MtI to find and name objects properly, however that's still merely tested.

Do you prefer a fast and wild update or a later, tamed one (by the next week) ?
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Mon Dec 06, 2010 4:22 am

Update within the next 24h, sorry for the hold up so far.
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Tue Dec 07, 2010 4:25 am

round the clock.

Fixes.
obsolete asset

Lemo
Posts: 125
Joined: Tue Sep 21, 2010 12:23 pm
Location: Montpellier, France
Contact:

Re: MtI 2.x beta 2

Post by Lemo » Tue Dec 07, 2010 5:21 am

Source script > mti_installation.mel

Code: Select all

sourced mti_CB.mel
sourced mti_DG.mel
sourced mti_EDI.mel
sourced mti_EM.mel
// Error: Cannot find procedure "mti_filters". // 
C'est grave doc?

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Tue Dec 07, 2010 6:10 am

thanks for the fast testing Lemo, up'ed.
obsolete asset

Lemo
Posts: 125
Joined: Tue Sep 21, 2010 12:23 pm
Location: Montpellier, France
Contact:

Re: MtI 2.x beta 2

Post by Lemo » Tue Dec 07, 2010 1:44 pm

Yay files are now named after the scene :D

So when do you plan have that viewport feedback for the Indigo Shader?
I mean it's kinda depressing to work with a black shadow :?

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Tue Dec 07, 2010 3:32 pm

I'm much concerned by this aspect but that won't happen before 6 months at least for the indigoShader. Meanwhile I will be expanding the support for Maya shaders and possibly other renderers, bit by bit. That will reduce the impact of that black shading in viewport.

Support for display layers is coming, should have been there already.

I'll post a roadmap for the beta 3 and create a requests thread.
obsolete asset

Lemo
Posts: 125
Joined: Tue Sep 21, 2010 12:23 pm
Location: Montpellier, France
Contact:

Re: MtI 2.x beta 2

Post by Lemo » Wed Dec 08, 2010 6:04 am

Okay I guess I'll go for Maya shaders then.
I thought it'd be better to use the indigoShader, but apparently not
In the end what are the differences between your modified mayaShader and your indigoShader?
Also, is it possible already to create a glass material with a phong ?

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Wed Dec 08, 2010 6:59 am

Glass and glossy glass are provided only by the indigoShader at this time. For other materials I always use Maya's lambert and phong, and layeredShaders.

Again I am much willing to improve this aspect of MtI and we will discuss the ways together soon. But more than concerned, I am worried about eventual show-stoppers. Even more since no images are posted. It's not a blame but a matter of concern for me as an exporter writer :)

As long as there is no bug-fixing required I am willing to develop aspects of interest for users. Only users will declare MtI stable.

Update:

- display layers support for geometries
- sphere primitives

Sphere primitives are nurbs spheres with just a makeNurbsSphere as history (the default).
Sphere primitives in Indigo do not deform and can not be scaled non-uniformly, nor displaced. They render faster than polygon spheres and with a smaller memory footprint.

Nurbs surfaces will be supported soon through render tesselation. This will come with their currently lacking UI.
obsolete asset

Lemo
Posts: 125
Joined: Tue Sep 21, 2010 12:23 pm
Location: Montpellier, France
Contact:

Re: MtI 2.x beta 2

Post by Lemo » Wed Dec 08, 2010 10:58 am

wow nurbs :)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: MtI 2.x beta 2

Post by CTZn » Wed Dec 08, 2010 5:06 pm

Nothing big, it may just prevent yourself to do the conversion to polys; you may still have to tweak the tesselation as required (maybe some parameters will be forced). The resulting meshes will support subdivisions at some point if not from scratch.

Fixed the issue you reported last. One less show-stopper, thanks.

Keep them coming 8) Everyone, show me your typos and say hi !
obsolete asset

Soup
Posts: 444
Joined: Sat Jun 13, 2009 1:20 am

Re: MtI 2.x beta 2

Post by Soup » Tue Dec 14, 2010 10:47 am

I assign a blinn to an object, select the object with the Indigo palette open and get this error:

Code: Select all

// Warning: Object type is not managed // 
// Error: No object matches name: blinn1.emt // 

Post Reply
138 posts

Who is online

Users browsing this forum: No registered users and 4 guests