Posted: Thu Nov 29, 2007 11:43 am
that is true, but the installation is simpler withoutCTZn wrote: PS: XBMLANGPATH can be used to set icons path as well.
https://www.indigorenderer.com/forum/
https://www.indigorenderer.com/forum/viewtopic.php?f=11&t=3055
that is true, but the installation is simpler withoutCTZn wrote: PS: XBMLANGPATH can be used to set icons path as well.
I think it's already pretty clean. I don't see a reason to branch it, that's just making 2x the work for ourselves.bkircher wrote: We than branch the code and use a development thread to work on new features, and a stable thread to erase all the bugs, clean up the code...
Who !? What !? Huh !? AETemplates for instance; I talked about that at least a week ago, am still missing that upgrade but didn't do anything to help; not to talk about ObjectEditor and even that nasty clamp in Reinhard values. I'm the one to blame, even makeInstances is crying for a revision but I just can't get serious. Always too high on ...@ Dougal, we must seem all phlegmatic to you.
yeah good idea. I can also convert to flash and put in my gallery for easy linking and viewing.CTZn wrote:Concerning video threads: let's stick with one single thread, with categories progressively added in first post, or at least let's have a wiki page wich link them all; we don't want users to miss an important video tut.
Well, every little that you can do will help.makeInstances is crying for a revision but I just can't get serious.
Nice idea. I'll have a look. I think we'd need a bit of dynamic GUI here... *starts thinking*.Now to some requests
1 - Cameras:
...
why can't I have a list of cameras and select the renderable one as in Render Globals ? Optionally the others cameras in scene could be exported as comments in xml so I can test them all in a row.
I can verify this. We could make much better use of the render/display layer system.2 - Export visible only is not working.
Not always. I very rarely actually delete any history. But there are some problems with hiding unwanted objects, I agree.Exporting to Indigo is a quite destructive process isn't it ?
Why should we do that ? I've already pestered Ono for an up-to-date manual and he said that he's on the case.Therefore we need an extensive list of Indigo's features.
Yes please do ! In my magnaminity I agree to save -min's life.re: that nasty clamp in Reinhard values.
Must have missed that one. Should be a matter of removing -min and -max from the attr in scriptNode ??
Oh yes, definitly.We could make much better use of the render/display layer system.
Well maybe not, then. Dunno, the promotional aspect is somehow important...I've already pestered Ono for an up-to-date manual and he said that he's on the case.
Perhaps if you ask as well, he might do it quicker
As always, do what helps you most, though personally I thouroughly dislike the render-layer system in Maya.dougal2 wrote:. I think we'd need a bit of dynamic GUI here... *starts thinking*.
I can verify this. We could make much better use of the render/display layer system.2 - Export visible only is not working.
which locators? Not all scenes contain locatorsbkircher wrote:Also, we should connect the mti_settings.message attribute with the locators, so they are not "empty" to Maya and are not discarded with default clean-ups.
Do you know if this is for mel created scriptnode attributes, or for compiled .mll binary plugins? i get the impression it's for the latter, and not compatible with what we're doing with the scriptnode. I can't find much in the way of tutorials on this stuff.AETemplates are some evil magic that arranges the values accessible via the attribute editor in better readable way, it can hide elements and would eliminate the need to go under additional attributes: Apart from that, I have the vague feeling that it helps to define UI-Elements as string variables.
linking sounds like a good idea.Apart from that, a direct access to the main-maya rendering attributes is a nice thing, otherwise we would have to go through all those disparate Maya-Nodes where the info is stored (obviously, fstop can be set at the camera attributes, but then we would have to open the Render Settings, the Camera Attributes, ... for a simple renderer - An alternative is to link the parameters...)