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MayatoIndigo Developement

Posted: Thu Mar 29, 2007 10:42 am
by CTZn

I think it is safe to say that the development of MayaToIndigo is open, any
contributor is welcome. Hence a minimal structure is required, and that's
what this thread is supposed to be: a topic to discuss about orientations and
organizing development.


Posted: Thu Mar 29, 2007 1:23 pm
by CTZn
Thank you Radiance, please do !

Posted: Thu Mar 29, 2007 5:48 pm
by bkircher
and ja!, zis is great!

Posted: Fri Mar 30, 2007 2:28 am
by arneoog
Great! :D

Posted: Fri Mar 30, 2007 2:53 am
by CTZn
I just don't know how that works but that'll come in time...

Few things we should discuss:

- The name: I like Mayingo, what do you think ?

- closed source code (like IME): I don't wan't to include anymore that kind of stuff into the project, now we're stuck with IME wich was a great addition in the past but now we can't make it evoluate; I suggest we left it appart (soon if not yet). Anyone can make a closed source exporter but it's likely he will work alone. I know yourdaftpunk made a v2 but he forget about us. Crap.

- well, what else ? Er... I'd like to have something like a "code tree", in order to expose and share the structure of the project. Would SVN allow this ?

Posted: Fri Mar 30, 2007 10:16 am
by bkircher

Concerning the name: I like Maya2Indigo or MayaToIndigo, or even mio...

Concerning closed-source exporters:
we could link the IME-Checkbox to a mti_UseExternalExporter script, call
whatever that script says and just get a string as a feedback, if somebody really feels the need to toy with something like that...

Concerning SVN: How complicated is it to use? And can we break the whole thing into small parts that interakt which each other, so when someone wants to improve a module, he just modifies that one.

I've made a small update to illustrate this principle (calling mti_MakeCameras.mel with some parameters to generate the camera data...)

(and integrated:
- a Locator-based approach to instancing, using a custom prefix attribute in the locators transform
- started with a simple script to sweep in predef shaders (custom attribute has to be assigned to a phong shader, feel extrrremely welcome to add your fav. shaders
- added an efficacy statement that interpretes the grey-value (color) of an emitter-shader as multiplicator (*100) to determine the wattage of the light.

regards !

[ Lets really prepare a simplified version of this script with a rudimentary tutorial explanation, and oui!, let's start recruiting once 0.7.6 of Indigo is released.]

Posted: Sat Mar 31, 2007 10:45 am
by CTZn
Concerning the name: I like Maya2Indigo or MayaToIndigo, or even mio...
Whatever you want :) my point was to avoid confusion with M2I (Max to Indigo). Like "blendigo", mayingo can not lead to confusion; but I don't care, it's just a name :)
Concerning SVN:
I know nothing about SVN, just that it is supposed to help with differents versions. As usual, Wikipedia can give an insight. Otherwise, a modular system is the best choice like you said.
Lets really prepare a simplified version of this script with a rudimentary tutorial explanation
If you mean commenting out the scripts and preparing them for modularity, let's rock it !
May I watch you do ? 8) you're so productive :lol:

Oh, I thought today that every developer could have it's own thread to post updates but SVN will save our mind I hope !

And for now I think that all that someone playing with the scripts has to do is to maintain a list of changes. Say the last version arneoog posted is the reference.

Posted: Sat Mar 31, 2007 9:38 pm
by Kram1032
What's with
IndigoMayas? :P

(Indigo coloured Maya-Native-Americans)

Posted: Sun Apr 01, 2007 12:00 am
by arneoog
Sweet progress here :P

I like the name Maya to Indigo :)
MTI sounds cool 8) hehe

Posted: Sun Apr 01, 2007 6:25 am
by CTZn
Ok for the name. Just be aware that M2I is for 3dsMax :)

Hopefully I'll have more free time next week...

Posted: Sun Apr 01, 2007 7:29 am
by suvakas
CTZn wrote: - The name: I like Mayingo, what do you think ?
If you guys want to follow this Blendigo, Maxigo, Skindigo pattern, then i think Mayago would fit better than Mayingo.
(just my 2 cents 8) )


Posted: Sun Apr 01, 2007 8:56 am
by bkircher
More Proposals:


Besides, it would be great if arneoog could integrate one version
of MayaToIndigo :roll: once he's done with the materiallib, as the official starting-point. (Beginning next Weekend, isn't it?)
[ I'll post one update till then, fixing some bugs and clearing the interface somewhat...]

[And now to something completely different:]
Q 1: How do you get Indigo to start from the MayaUI?
Q 2: What is the rational behind the luminance/ gain settings for daylights?
I found the default settings not working.

Posted: Sun Apr 01, 2007 9:15 am
by arneoog
Hehe :)
Maye I can do it next weekend :P
I'll then collect all MTI 0.7.xx updates into one, as the starting point ;)

Q 1-A: This is something I've been trying to do for ages...
But I can't get it to understand that indigo.exe must be ran inside of it's directory...
Maybe find the mel script Maya uses to open FCheck... :roll:

Q 2-A: Ah, yes... That was a 0.7.3 indigo hack :P It should be removed..

PS: MayaToIndigo is still my favorite name :)

Posted: Mon Apr 02, 2007 3:38 am
by bkircher
MayaToIndigo !
That could be the name we use for our project! 8)

About Q1
Arne, I toyed with starting indigo from commandline, and it seems to kind of works:


$xmlFile = "1.xml"; // requires 1.xml in indigo-homedir
$threads = 1;
string $cmd_string = " cmd /k " + "cd \"d:\\program files\\indigo_07_test5\" && d: && dir && indigo.exe " + $xmlFile + " -t " + $threads + " && pause";
print ("CHECK\ncommand string: " +$cmd_string +"\n\n");
system ("start" + $cmd_string);

System is still complaining about inifile, but starts to render nonetheless.
(to read a nice piece of garbage, either check my addons to mtiGen or refer to cmd /?, I don't know what I like more. hehehehe.)

About Q2
There seems to be a power-drawn statement that is pretty cool and that has something like <overall luminous efficacy> that accompagnies it.
Anybody know what it does, and what should be our default for it?

I found out that with a gain of 1.0, you have to set <overall_luminous_efficacy> only to 1000000000000 to be well visible in sunlight. ???

<overall_luminous_efficacy> 20 </overall_luminous_efficacy>

If the <include> statement works as someone pointed kindly out,
we may have a problem hooking Alias-Shadernames up with static mti-Library-files. How do we cope with this?
One stomach turning method would be to rename all the shaders to correspond to the <material>statements of the lib on the fly while exporting, and changing them back later on.
I don't like that really much, what do you guys think (and gals out there, by the way, or do they know a better way to spend there time :) )

Concerning F-Scale:
Is F-scale in any way influencing rendering speed (similar to a real camera)
I guess not, and then 50 is a pretty reasonable default, otherwise, let's check it...

Posted: Mon Apr 02, 2007 11:48 am
by CTZn
Muh... I'm overhelmed by that all...