Dougal wrote:i think you may need to cenvert your path backslashes \ into forward slashes /
I'm not sure because before that bug mti was doing well with a path using both / AND \.
bkircher wrote:I like the idea of moving the whole elements out of the standard indigo-installation dir, but this is getting to complicated for my taste.
...
Maya File handling makes myself slightly nervous [...], so I'll rely on you to set mti up in such a way that it works with arbitrary directory locations.
I trust you on how Maya handles files creation. My own experience is to have a project directory in a separate place than the executable,
xml beside
ma, and manually added "objs" folder there. If I have to export textures, it's ok to create an "mti_textures" folder as well ! The scriptE should output an explicit error saying that
$saveTexturePath folder doesn't exist. Creation of the folder by the user would fix the issue.
About rotation matrices I implemented a version wich was at least working in zup world around z axis (fine for trees), others axes where kinda inverted (again), couldnt test further (was supposedly designed to work automatically the same for Yup), because I updated the folder and that jettisonned it all
I shouldnt edit in ths svn folder directly, that's bad
I'll have a look into scriptWhateverNode.mel to understand what it does, but it sounds logical to have in one hand an AETemplate file, and in the other hand a file storing values as an array. That's how I can understand it at least. Then no need to edit whatever file: Settings are loaded with mti_Main and saved at export time. Loaded and saved
So far I've been reluctant to coding, I'll push myself a bit...