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Posted: Wed Jan 30, 2008 10:18 pm
by vux

before i post images i want to say you:
if i craete scene with metters and set GlobalScaleFactor to <=1 Indigo give simple black image

GSF>1 - not corrct image.

I dont may set correct GlobalScaleFactor

Posted: Wed Jan 30, 2008 10:46 pm
by dougal2
Please see first post for revision 200, bug fix release.

I'll look at the scale factor stuff this evening vux.
EDIT: ok, I had a quick look just now and had a very hard time trying to use meters in Maya - the camera wouldn't behave at all, let alone get a sensible export to indigo.
I should say that this is a problem with Maya - so you should use cm if at all possible.

Posted: Wed Jan 30, 2008 11:39 pm
by vux
ok Thanx

Posted: Thu Jan 31, 2008 2:48 am
by dougal2
Do you have a problem with the progress window not being removed on your computer? I do on mine, and wondering if it's just me.

Posted: Thu Jan 31, 2008 3:02 am
by Phr0stByte
No - it happens for me as well. Just a little annoying. Cant even xkill it, as it kills Maya as well.

Posted: Thu Jan 31, 2008 3:08 am
by dougal2
It's very odd, as it seems to be created properly, but issuing tht MEL command

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deleteUI -window progWin;
returns an error (window not found, or something similar).

Perhaps on linux I'll disable the progress window?

Posted: Thu Jan 31, 2008 3:15 am
by Phr0stByte
That would be acceptable, as long as we have the output in the mel output window =)

[EDIT] Another cool idea, would be just to make it a part of the main script window - something that "resets" once it returns "0".

Posted: Fri Feb 01, 2008 5:42 am
by dougal2
REV 202
Moved progress bar to main GUI window. Disabled separate progWin window creation.
Added SVN $Id$ keyword to file headers.

Posted: Fri Feb 01, 2008 11:08 am
by Phr0stByte
I am totally confused by your versions/revisions... Where is 202?

Posted: Fri Feb 01, 2008 11:35 am
by dougal2
I haven't released it, it exists only in the SVN code repository.

Posting a notification of a new revision is a habit from when there were 3 of us developing MtI at once. I guess it also keep users like yourself up to date with what's happening.

Are you able to get the code from the SVN? I'd like to have at least one other person test it before I zip and release it.

Posted: Sat Feb 02, 2008 12:31 am
by Phr0stByte
I use SVN for a couple of things, so am familiar with it. Please PM me the login info.

Posted: Sat Feb 02, 2008 12:40 am
by dougal2
You shouldn't need login info to checkout, the URL is

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Posted: Sat Feb 02, 2008 1:19 am
by Phr0stByte
Cool - thanx. I will be looking at it this weekend. Got an old Atari/Amiga joystick that I modeled and is ready for render :)

Posted: Mon Feb 04, 2008 10:34 am
by dougal2
REV 205
Created scripted plugin indigoShader, and adapted MtI to use it.

NB1: You need to install both MtI and the plugin from this revision for this to work.

Installation instructions:
a) install MtI in the usual place.
b) copy the icons to the usual place - there is a new icon for the indigoShader node
c) copy the indigoShader folder and it's contents to your scripts directory
d) edit your Maya.env and add the following:

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MAYA_PLUG_IN_PATH = %MyScriptPath%/indigoShader
or amend your existing MAYA_PLUG_IN_PATH to include the above path. %MyScriptPath% should have already been defined when you installed MtI.
e) Launch Maya, open the Plug-in Manager (Window menu -> Settings/Preferences)
f) Click the browse button and find in your user scripts/indigoShader folder
g) Once loaded, choose Auto-load.

Now you can assign an "Indigo Shader" to an object and have direct control over the proper indigo parameters for materials.
NB2: There is NO support for bump or exponent maps in this first version of the plugin.
NB3: The shader plugin doesn't do any real shading within Maya or MR, Maya will render a flat colour and MR renders black iirc.

If anyone tests this, please report any success or failure :)

Posted: Sat Feb 09, 2008 3:30 am
by dougal2
BTW, I've released REV 207 as Mti20080206 - please see first post in this thread.