Exporter v0.7.3.1

Announcements, requests and support regarding the MAYA exporter
bkircher
Posts: 115
Joined: Thu Nov 23, 2006 6:24 am

Post by bkircher » Tue Mar 13, 2007 8:03 pm

:!:

I like this idea too.
Trouble is, that we are all writing into the same file, so if we are going for
modularity, we should agree about what values we pass when calling the procedures?

As a starting point, I have cleaned up some of the mess I've made while toying with the obj. export, and commented it with as much "specificity"
as I could :lol:

I fear there are some new bugs in the obj-part,
but the basic part should run as before (hope so).
Also, I didn't integrate what I did to the phong part (though that was basically
ignoring some statements I think are eliminated in indigo 0.7)

best regards,
b
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070312_mti_0732_plus_wChangelog.zip
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bkircher
Posts: 115
Joined: Thu Nov 23, 2006 6:24 am

Post by bkircher » Wed Mar 14, 2007 7:47 pm

Update to the previous posting.

bugs fixed
single obj. export still a fragment
Attachments
070314_mti_0732_plus_wChangelog.zip
update to previous post, bugs fixed
single obj. export still outstanding
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CTZn
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Location: Paris, France

Post by CTZn » Fri Mar 16, 2007 5:59 am

Hi bkircher,

I don't want to let someone at work without any feedback, however I haven't tested your script, nor have I been 3ding a lot these last weeks. Anyway your contribution is much appreciated, I wish more Maya users come here to enjoy and talk...

thank you !

bkircher
Posts: 115
Joined: Thu Nov 23, 2006 6:24 am

Post by bkircher » Wed Mar 21, 2007 1:44 pm

Nice to hear!

I've fixed some bugs and added some features...

- Obj-Path is now visible/editable in the UI.

-changed the iFocalLength value (turn brain off, render both indigo/maya
image, scale in photoshop and change mtiGen according to measured value...) is just a starting point...


- Started with a .3ds part, but haven't readied it yet...
- Started with a rough Help-Chapter to outline the
transition of values from Maya to Indigo
- I've worked on some custom attributes: Select a phong shader, use the mti-tool, and a custom nkdata-attrib is added, where you can enter the nk-data file (i.e. Au.nk). Alas, Indigo Balks because of some issue with EVs...
- added a convenience function to convert all Nurbs to Polys.

-added a switch to skip exorting the obj.-files...

read the description for more hints about the changes (I've been sloppy near the end).

btw., can't start Indigo from the UI. Always want's to see the initfile, even though it's in the same dir as indigo.exe.

regards

p.s.: We should make a nice and simple release ready to work with 0.7 to enlist people from highend once we feel the main features are in, and the rest is out for a "public version" :wink:
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070320.zip
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CTZn
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Location: Paris, France

Post by CTZn » Thu Mar 22, 2007 10:42 am

That sounds good !

I've just installed your script as default, so next time I'll have a closer look. Hopefully the "fathers" of MTI have an opinion already, not to mention yourdaftpunk and his IME wich lastly sounded very promising althought solitaire, and now doesn't sound at all :? Man, what's up ?
- I've worked on some custom attributes
That's definitly a good approach, but it would be either that or the objectEditor at the end, I think... OMG, where's the object editor !? :lol:
We should make a nice and simple release ready to work with 0.7 to enlist people from highend once we feel the main features are in, and the rest is out for a "public version"
Sure ! That's how I knew about Indigo, ThatDude posted a thread in CGTalk forums when 0.6t6 was out ! Indeed communication is very important...

bkircher
Posts: 115
Joined: Thu Nov 23, 2006 6:24 am

Post by bkircher » Thu Mar 22, 2007 1:54 pm

Good thing if someone is looking into it, as I'm sure i'm freely distributing some bugs. :)

I too would like to hear from the original crew what their Idea on these changes is.
(btw:I'm absolutely impressed by the .igi-file approachand the tonemapper.)

:oops: The nkdata is working nicely with a LIGHT in the scene.

I'm going to take it slow for the next couple of weeks, so I would like to know what the overall opinion is on the way forward.

The latest changes I've incorporated:

- Modified the Custom-Attribute Section to contain all the nkdata as a list.
(select a Phong in Hypershade and run the script, you'll get a nice extra attribute).

- Added an create .igi switch, added a resolution switch and an
anti-aliasing factor.

- added an instancing section to instance a number of objects based upon their prefix by a certain translation.

- I'm posting two dummy presets, just to demonstrate the Idea that (people with more background than) we could easily add reasonable presets to speed up the process of setting up shaders for newbies.
White Plastic, Lamberts, Glass, Water, these are things I'd have in mind.

- I'd love to hear from someone with knowledge of the indigo-shader attributes what we should incorporate, especially concerning phongs.

So long,
b

p.s.: We should have a look into lights, concerning energy in watts and
adding additional types of lights like bulps or tubes.
Attachments
070322.zip
update!
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Last edited by bkircher on Fri Mar 23, 2007 7:31 am, edited 3 times in total.

bkircher
Posts: 115
Joined: Thu Nov 23, 2006 6:24 am

Post by bkircher » Thu Mar 22, 2007 2:03 pm

Concerning the Object editor:

A similar concept on a material basis would be great, something the material editor seems to hint at. that could easily work with custom attributes.

I often work with scenes with several thousand nurbs objects in,
and it's difficult to manage them on a per object level.

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CTZn
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Post by CTZn » Tue Mar 27, 2007 10:26 am

Effectively this way would be more straight forward in regard with how Maya works and were users usually look for extra attributes.

Shame on me but I can't give you any feedback b., i'm sick with 3d (after many years, nothing to do with Indigo) and have used maya once in a month...

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CTZn
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Location: Paris, France

Post by CTZn » Wed Mar 28, 2007 6:07 pm

Hem... I can't get your obj exporter to work.

When I try multiple I have:

Code: Select all

Error: file: C:/.../mtiGen.mel line 591: Could not save file.
and with single (objects are selected):

Code: Select all

Error: file: C:/.../mtiGen.mel line 5: Object's name is not unique:  progWin
What could be wrong ? I haven't looked into the code yet...

bkircher
Posts: 115
Joined: Thu Nov 23, 2006 6:24 am

Post by bkircher » Thu Mar 29, 2007 8:47 am

Hi there, nice to hear somebody is trying to use the .obj feature,
and sorry for the inconvenience (`cause I should have pointed this out more clearly, if it is what I think)

I think it will work if:
You have the indicated directory under your indigo tree:
default is "objs". If its not there, create it in the explorer.

Also, check that history is deleted, all Objects are triangulated and cleaned up.
Could also something with the names of the objects / their grouping,
until know I have collected all Objects under the "world". Maybe I have to tokenize the name to eliminate hierarchical naming.

Exporting to a single Object is not working (in the obj.s, there is a
simple g statement instead of seperate obj. definitions.)

The selection state shouldn't be an issue, if you were referring to this.

Concerning the Prog window, I guess there's a progress or warning window
popping up that has to be closed before you can call mti again.

regards,
b

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CTZn
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Post by CTZn » Thu Mar 29, 2007 10:09 am

That's it, the folder didn't exist. :oops:

I've just generated a scene using multiple export, so it's working :)

Nice, I am going to create a thread dedicated to talking about development, like it has been done in the Blender section.

On my side I may refine some mods I did, and maybe merge our versions. But just remember I'm learning (and lazy).

Cool :)

edit: topic created.

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