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Posted: Fri Nov 24, 2006 10:52 am
by u3dreal
That sounds excellent...
thats something i could use for M2I ...
unfortunatelly there is no such site for max sdk ...or is there ???
cheers
u3dreal
Posted: Fri Nov 24, 2006 9:43 pm
by MattMR2
Hello,
I have maya 7.0 and visaul C express edition 2005 FRENCH... if you explain me what I need to do to compile the source code... I can compil it for maya 7.0... and if the procedures are the same for linux in a few weeks I will be able to compile it for maya 8.0 linux... But I need you to explain me what I need to do to set visual C to compile the plugins... after I think I will be able to do it under linux... with a few help...
Great stuff you made, hte faster xml mesh exporter
Matt
Posted: Sat Nov 25, 2006 3:11 am
by arneoog
Awsome, it's woring!
Do you have all you need to make the 6.0 and 7.0 version, yourdaftpunk?
Or should I send the 6.0 dev-files?
I want it to work for me too!
Posted: Sat Nov 25, 2006 1:44 pm
by yourdaftpunk
I promise I'm going to try to compile for 7 by Saturday. If it works I'll try 6.
Also, I just got material support working in a limited way (only one lambert, blinn, or phong applied to a model). Latest files here for those with Maya 8:
http://www.shawnlipowski.com/plug-ins/
I am getting the Maya 8 bug with emitters.
// Error: No object matches name: materialInfo7.incandescence //
The MTI script should have been looking for my object's lambert shader, keylightShader.incandescence, right?
I had no idea there were even MaterialInfo nodes in Maya
-shawn
Posted: Sat Nov 25, 2006 6:11 pm
by CTZn
Latest files here for those with Maya 8
Again, thanks for that Shawn.
yourdaftpunk wrote:The MTI script should have been looking for my object's lambert shader, keylightShader.incandescence, right?
CTZn wrote:Maybe there is a more general or secure way to get that string out (materialname.incadescence) ?
Mmm... don't want to bother anyone but that'll be so cool, and a final breakthrough... Material's attributes names haven't changed through Maya's versions, only their index has... well, nevermind, I know I didn't help anyone out here
or maybe it's just more complicated that I suggested
Posted: Sun Nov 26, 2006 3:24 am
by arneoog
yourdaftpunk wrote:I promise I'm going to try to compile for 7 by Saturday. If it works I'll try 6.
Nice
*please let it work with Maya 6.0*
Matt B has to answer that bug question
Posted: Sun Nov 26, 2006 3:27 am
by arneoog
WTF! hmm... Dubble post bug..
Stupid 500 Internal Server Errror
Posted: Sun Nov 26, 2006 5:10 am
by afecelis
Linux version of the exporter would totally kick ass!
Posted: Sun Nov 26, 2006 12:13 pm
by yourdaftpunk
Ok, the Nov. 25th version has a Maya 7 (edit: and Maya 6!) build for testing.
http://www.shawnlipowski.com/plug-ins/
I can't compile for Linux, but maybe someone else can.
Also, there is still some problems with normals. Let me illustrate:
This is what it should look like (old mental ray render):
-shawn
Posted: Sun Nov 26, 2006 12:19 pm
by arneoog
stylish
Heh, looks like he has been attacked by acid
Have you exported the normals the same way as in the MEL version?
And when do you think you'll have a 6.0 version?
Really love this thing
And I would love it even more if I could use it myself
Posted: Sun Nov 26, 2006 12:30 pm
by yourdaftpunk
arneoog- just PM'd you. Get on AIM if you can - my sn is yourdaftpunk there too.
[edit: Arne found me and we've compiled it for 6!]
Posted: Sun Nov 26, 2006 1:50 pm
by arneoog
Yay! it is working with 6.0
But that normal problem is still there
A 172034 tris Brain test:
This is the MEL engine:
<mesh>
<name>polyCubeShape</name>
<embedded>
<vertex pos='-1.602227598 0.028036687 1.602227598' normal='-1 0 0' uv0='0 0'/>
<vertex pos='1.602227598 0.028036687 1.602227598' normal='0 0 1' uv0='1 0'/>
<vertex pos='-1.602227598 2.9974993 1.602227598' normal='0 0 1' uv0='0 1'/>
<vertex pos='1.602227598 2.9974993 1.602227598' normal='1 0 0' uv0='1 1'/>
<vertex pos='-1.602227598 2.9974993 -1.602227598' normal='-1 0 0' uv0='0 2'/>
<vertex pos='1.602227598 2.9974993 -1.602227598' normal='0 0 -1' uv0='1 2'/>
<vertex pos='-1.602227598 0.028036687 -1.602227598' normal='0 0 -1' uv0='0 3'/>
<vertex pos='1.602227598 0.028036687 -1.602227598' normal='1 0 0' uv0='1 3'/>
<triangle_set>
<material_name>White</material_name>
<tri>0 1 2 </tri>
<tri>1 3 2 </tri>
<tri>2 3 4 </tri>
<tri>3 5 4 </tri>
<tri>4 5 6 </tri>
<tri>5 7 6 </tri>
<tri>1 7 3 </tri>
<tri>7 5 3 </tri>
<tri>6 0 4 </tri>
<tri>0 2 4 </tri>
</triangle_set>
</embedded>
</mesh>
This is the IME engine
<mesh>
<name>polyCubeShape</name>
<embedded>
<vertex pos='-1.6022 0.0281 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='1.6023 0.0281 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='-1.6022 2.9975 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='1.6023 2.9975 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='-1.6022 2.9975 -1.6022' normal='0 1 0' uv0='0 0'/>
<vertex pos='1.6023 2.9975 -1.6022' normal='0 1 0' uv0='0 0'/>
<vertex pos='-1.6022 0.0281 -1.6022' normal='0 1 0' uv0='0 0'/>
<vertex pos='1.6023 0.0281 -1.6022' normal='0 1 0' uv0='0 0'/>
<triangle_set>
<material_name>White</material_name>
<tri> 0 1 2 </tri>
<tri> 1 3 2 </tri>
<tri> 2 3 4 </tri>
<tri> 3 5 4 </tri>
<tri> 4 5 6 </tri>
<tri> 5 7 6 </tri>
<tri> 1 7 3 </tri>
<tri> 7 5 3 </tri>
<tri> 6 0 4 </tri>
<tri> 0 2 4 </tri>
</triangle_set>
</embedded>
</mesh>
You should see that the normals are not the same..
And the UVs...
Posted: Sun Nov 26, 2006 5:26 pm
by tripnfall
Sweet, the plug-in and scripts work for Maya 7. However, I'm also having problems with the normals being exported from Maya.
Thanks, this is awesome.
Posted: Sun Nov 26, 2006 7:21 pm
by yourdaftpunk
Posted: Sun Nov 26, 2006 10:09 pm
by MattMR2
Yeah great
... it's incredible...
If you can compil it for linux do it
I just propose myself to help but I've just start with c/c++, that's why I said I can compil for linux with help
. Personaly I use suse 10.1 desktop/entreprise. Your mesh exporter are totaly incredible... you're a rock
Matt