MtI 1.0.6
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.
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.
- Phr0stByte
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It's very odd, as it seems to be created properly, but issuing tht MEL command
returns an error (window not found, or something similar).
Perhaps on linux I'll disable the progress window?
Code: Select all
deleteUI -window progWin;
Perhaps on linux I'll disable the progress window?
- 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 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.
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.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
You shouldn't need login info to checkout, the URL is
Code: Select all
https://svn.hamsterfight.co.uk/svn-mti/trunk
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
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:
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 indigoShader.py 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
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:
Code: Select all
MAYA_PLUG_IN_PATH = %MyScriptPath%/indigoShader
e) Launch Maya, open the Plug-in Manager (Window menu -> Settings/Preferences)
f) Click the browse button and find indigoShader.py 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
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