MtI 0.9
MtI 0.9
Nothing much has changed in this release, but there have been a few tweaks here and there to the export process to make it work more smoothly.
I mostly want to get this release out before the Christmas holidays, as it's quite stable and no doubt over the holidays I'll have a bit of time to do further development.
Biggest changes are:
- better support for display layers / export visible
- removed "File exists, Overwrite" prompt for .objs
- better support for HDRI maps
- fixed HDRI/BGcol gain
- better linux support
There might be a few more, check the CHANGELOG.txt as usual
Suggestions on how we can move MtI forward into v1.0 are welcome.
I mostly want to get this release out before the Christmas holidays, as it's quite stable and no doubt over the holidays I'll have a bit of time to do further development.
Biggest changes are:
- better support for display layers / export visible
- removed "File exists, Overwrite" prompt for .objs
- better support for HDRI maps
- fixed HDRI/BGcol gain
- better linux support
There might be a few more, check the CHANGELOG.txt as usual
Suggestions on how we can move MtI forward into v1.0 are welcome.
- Attachments
-
- MayaToIndigo09-20071214.zip
- (216.74 KiB) Downloaded 292 times
Last edited by dougal2 on Sat Mar 29, 2008 4:12 am, edited 1 time in total.
REV 186
I've done some experimental work on the GUI:
- moved some controls into sections where they make more sense
- made each section a collapsible frameLayout
- put all tool buttons into shelf tabs, and removed the need for show/hide toolbox
- generally made the controls fit a bit better, also made the main window the correct size
Please let me know if this was worth it, or whether it was better before.
(I prefer it )
Cheers.
I've done some experimental work on the GUI:
- moved some controls into sections where they make more sense
- made each section a collapsible frameLayout
- put all tool buttons into shelf tabs, and removed the need for show/hide toolbox
- generally made the controls fit a bit better, also made the main window the correct size
Please let me know if this was worth it, or whether it was better before.
(I prefer it )
Cheers.
- Attachments
-
- This is what you first see...
- mti_default.PNG (14.04 KiB) Viewed 5951 times
-
- ... and all frames open, showing new toolbox
- mti_full.PNG (17.42 KiB) Viewed 5953 times
REV 191
I've added an extension of bkircher's <!-- mti_UseCommentAaMaterial --> concept to the code.
For Meshlights:
If the Notes field contains
then the notes field will be replaced with the light settings during export.
On _subsequent_ exports, this notes field will be used for the lights
For shaders:
If the notes field contains
Then the material XML will be put into the notes field.
Currently only PhongE materials will use this code in further exports.
I've also added 2 helper buttons to the GUI to insert the correct <!-- mti_replace??? --> tag into the shader's notes for you.
I've added an extension of bkircher's <!-- mti_UseCommentAaMaterial --> concept to the code.
For Meshlights:
If the Notes field contains
Code: Select all
<!-- mti_replaceNotesMeshlight -->
On _subsequent_ exports, this notes field will be used for the lights
For shaders:
If the notes field contains
Code: Select all
<!-- mti_replaceNotesShader -->
Currently only PhongE materials will use this code in further exports.
I've also added 2 helper buttons to the GUI to insert the correct <!-- mti_replace??? --> tag into the shader's notes for you.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
Having some problems... It seems to export to .xml OK, but Indigo freezes on the scene file:
Building Mesh '|group6|pCylinder3|polySurfaceShape1'...
0 vertices (0 B)
0 triangles (0 B)
Couldn't find matching cached tree file, rebuilding tree...
TriTree::build()
calcing root AABB.
I have included the .mb here, if you could please check it out...
[EDIT] Damn - to big to put here...
Building Mesh '|group6|pCylinder3|polySurfaceShape1'...
0 vertices (0 B)
0 triangles (0 B)
Couldn't find matching cached tree file, rebuilding tree...
TriTree::build()
calcing root AABB.
I have included the .mb here, if you could please check it out...
[EDIT] Damn - to big to put here...
it's because that particular object has a build history, the "original" meshes don't export correctly, but can be safely deleted.
as you can see, it's an empty mesh anyway - 0 verts/tris
I've already asked Ono to handle this error more elegantly in future too.
Code: Select all
delete |group6|pCylinder3|polySurfaceShape1;
I've already asked Ono to handle this error more elegantly in future too.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
I am getting better in Maya - unfortunately, I am mortified on how difficult the transition from Maya to Indigo is. I cant really blame the script, as some of it may be Indigo too. I found the issue that was stopping Indigo before: It was the buttons on the fan, and deleting the history did not help. The render went fine only after DELETING all buttons but the first
On the upside, I am really liking MentalRay... LOL
On the upside, I am really liking MentalRay... LOL
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