MtI 0.9 (29 nov 2007 release)
MtI 0.9 (29 nov 2007 release)
There are a few updates, and a few improved features in this release.
Updates:
- changed the way XML files are written. should be better for large scenes, especially large numbers of instances.
- added renderSavDir setting where PNG renders are to be saved. (relative to scene file location)
- tweaked camera export for better maya-indigo camera matching
- GUI buttons for camera and sun change depending on whether camera/sun are present
- When adding a sun, environment type switches to Sun automatically
- obj files are now saved to objs/#/ where # is current frame number.
- XML code display can be disabled, old-style or opened in notepad. (None, Internal, External).
- better use of <model> tag.
- better handling of nested/parented objects and objects with duplicate names.
- render batch file is now saved to scene file dir.
New features:
- Animation export. current playback range will be exported. Scene file name will be renamed from file.xml to file.#.xml for each frame #.
(renderDirect also works fine with animations. Set haltsec or haltspp and away you go )
- Highly experimental particle instancing export. Rotations are known to not work properly. Use an instancer object on a particle system.
- updated for v1.0.4 camera aperture diffraction support. aperture and obstacle maps should be in cameraApertureDir folder.
I've probably missed a few points, but the CHANGELOG.txt contains everything we've done.
There is also now a video tutorial on how to install MayaToIndigo in the Tutorials forum.
Your feedback is appreciated.
Updates:
- changed the way XML files are written. should be better for large scenes, especially large numbers of instances.
- added renderSavDir setting where PNG renders are to be saved. (relative to scene file location)
- tweaked camera export for better maya-indigo camera matching
- GUI buttons for camera and sun change depending on whether camera/sun are present
- When adding a sun, environment type switches to Sun automatically
- obj files are now saved to objs/#/ where # is current frame number.
- XML code display can be disabled, old-style or opened in notepad. (None, Internal, External).
- better use of <model> tag.
- better handling of nested/parented objects and objects with duplicate names.
- render batch file is now saved to scene file dir.
New features:
- Animation export. current playback range will be exported. Scene file name will be renamed from file.xml to file.#.xml for each frame #.
(renderDirect also works fine with animations. Set haltsec or haltspp and away you go )
- Highly experimental particle instancing export. Rotations are known to not work properly. Use an instancer object on a particle system.
- updated for v1.0.4 camera aperture diffraction support. aperture and obstacle maps should be in cameraApertureDir folder.
I've probably missed a few points, but the CHANGELOG.txt contains everything we've done.
There is also now a video tutorial on how to install MayaToIndigo in the Tutorials forum.
Your feedback is appreciated.
- Attachments
-
- MayaToIndigo09_20071129.zip
- (213.52 KiB) Downloaded 280 times
that's something different.
in mti_Gen the line
should read
on my system the former locks Maya.
in mti_Gen the line
Code: Select all
system($mti_SystemCall);
Code: Select all
system("shell " + $mti_SystemCall);
Well, that said, all the major features are implemented - I don't want to give the impression that it's somehow incomplete.
The only thing niggling me is the lack of different <spectrum> types, especially for meshlights. Meshlights can only be blackbody emitters, but sometimes I find myself wanting RGB coloured lights.
I think I have a solution for implementing this (actually, I can think of 2 or 3 different ways), and I'll have a look possibly tomorrow at testng a method for doing it.
The only thing niggling me is the lack of different <spectrum> types, especially for meshlights. Meshlights can only be blackbody emitters, but sometimes I find myself wanting RGB coloured lights.
I think I have a solution for implementing this (actually, I can think of 2 or 3 different ways), and I'll have a look possibly tomorrow at testng a method for doing it.
REV 171
- Removed error if objExport plugin is unloaded or not present (can happen for minor fix release of Maya ie 7.01). Instead the user is warned and mti_saveObjFilesDirectly is set to 0. xml is entirely written.
We could load the plugin but if not present on disk MtI throws an error and do not write anything. The user is told to load the plugin manually when mti_Main is called, fair enough IMO.
Hey, if I do something wrong with the last couple of revs just tell me, I'm still a lame coder
MtI turned out very nice !
- Removed error if objExport plugin is unloaded or not present (can happen for minor fix release of Maya ie 7.01). Instead the user is warned and mti_saveObjFilesDirectly is set to 0. xml is entirely written.
We could load the plugin
Code: Select all
loadPlugin objExport
Hey, if I do something wrong with the last couple of revs just tell me, I'm still a lame coder
MtI turned out very nice !
obsolete asset
REV 172
Moved rotation matrix procs into mti_ModuleTools.mel
Moved meshlight spectrum generation into a new module mti_ExportModuleMeshlight.mel
Tidied some XML output in mti_ExportModuleShaders.mel and mti_Gen.mel
Fixed typo error on proc name mti_existsScriptNode
Moved all sanityChecks into mti_ModuleTools.mel
updated README.txt
We now support blackbody, peak and RGB spectrum for meshlights.
Meshlight shader attributes->spectrum mapping has changed. Please read the documentation.
I'm also starting to add in warnings where we've got unmapped (ie, hard-coded) values in the XML output. Suggestions on which attributes to use for these values are welcome.
Moved rotation matrix procs into mti_ModuleTools.mel
Moved meshlight spectrum generation into a new module mti_ExportModuleMeshlight.mel
Tidied some XML output in mti_ExportModuleShaders.mel and mti_Gen.mel
Fixed typo error on proc name mti_existsScriptNode
Moved all sanityChecks into mti_ModuleTools.mel
updated README.txt
We now support blackbody, peak and RGB spectrum for meshlights.
Meshlight shader attributes->spectrum mapping has changed. Please read the documentation.
I'm also starting to add in warnings where we've got unmapped (ie, hard-coded) values in the XML output. Suggestions on which attributes to use for these values are welcome.
for example, where we've got
instead of
Code: Select all
"<gain>0.9</gain>"
Code: Select all
"<gain>" + $mti_GainValue + "</gain>"
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