Maya To Indigo XML Converter v0.6 beta1 (0.6t6 & 0.6)
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
Oh, that sounds ok to me ! I was affraid it could be months ! Telling to myself: " Anyhow , one day he will need a break from working on his short too..."So I need a two week break
Anyone need a break sometimes
Me happy to read you want more, Dude !
I think we (Maya users) should go in more testing anyway, instead of just waiting for something. I need a break this w-e too (3d wise), I'll post some images in the coming week, sticking with simpler geos
Cheers !
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
here is the mtiObjectEditor- it works for diffuse and phong materials!
http://www.sharebigfile.com/file/21997/ ... r.mel.html
http://www.sharebigfile.com/file/21997/ ... r.mel.html
Matt B. >>Maya To Indigo<<
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
never mind... that hoster botched up my file
just open up the mtiObjectEditor.mel file in the script editor and copy-paste this over everything else
just open up the mtiObjectEditor.mel file in the script editor and copy-paste this over everything else
Code: Select all
//-----------------MAYA TO INDIGO XML CONVERTER------------------
//Version: BETA 0.6 (0.6)
//---------------------------------------------
//Credits:
//Matt B. (aka MattTheMan or ThatDude33) (converter engine and more)
//Arne OOG (aka arneoog) (interface and more)
//XML Output in Script Window and Auto Save
//No edits should be neccesary
//Start Writing:
//-----------------OBJECT EDITOR------------------
global proc mtiObjectEditor()
{
window -title "Object Editor" -h 340 -w 570;
rowLayout -numberOfColumns 2 -columnWidth2 174 310;
textScrollList -width 160 -height 500 -numberOfRows 8 -allowMultiSelection false -selectCommand "objSelect" TextBox;
setParent ..;
setParent ..;
columnLayout;
text -label "Material Settings" -w 400 -align "left" -font "boldLabelFont";
separator -h 10 -w 400;
shelfLayout -width 390 -cellWidth 34 -cellHeight 34;
shelfButton -annotation "Diffuse Shader" -image "mtiIcons/indigo_diffuce.bmp" -command "diffuce";
shelfButton -annotation "Phong Shader" -image "mtiIcons/indigo_phong.bmp" -command "phong";
shelfButton -annotation "Specular Shader" -image "mtiIcons/indigo_specular.bmp" -command "specular";
shelfButton -annotation "Mesh Light Shader" -image "mtiIcons/indigo_meshLight.bmp" -command "meshlight";
shelfButton -annotation "Metal Shader" -image "mtiIcons/indigo_metal.bmp" -command "metal";
setParent ..;
rowLayout -numberOfColumns 2 -columnWidth2 170 230;
text -label "Material Name Appears Here" -w 200 -align "left" tName;
text -label "Material Type Appears Here" -w 200 -align "left" tType;
string $shapes[] = `ls -s`;
for ($one in $shapes){
if(`objectType $one` == "mesh"){
textScrollList -edit -append $one TextBox;
string $sg[] = `listConnections -t shadingEngine $one`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
if ($amat[2] == "lambert"){$amat[2] = "diffuse";}
text -edit -label $amat[2] tName;
}
}
setParent ..;
text -label "Diffuse Material Settings" -w 200 -align "left";
colorSliderGrp -h 25 -label "Diffuse" -rgb 0.5 0.5 0.5 -en 0 -cc "dDiffuseChange" -dc "dDiffuseChange" dDiffuse ;
separator -w 400 -h 10;
text -label "Phong Material Settings" -w 200 -align "left";
colorSliderGrp -h 25 -label "Diffuse" -rgb 0.5 0.5 0.5 -en 0 -cc "pDiffuseChange" -dc "pDiffuseChange" pDiffuse;
colorSliderGrp -h 25 -label "Specular" -rgb 0 0 0 -en 0 -cc "pSpecularChange" -dc "pSpecularChange" pSpecular;
floatSliderGrp -h 25 -label "Exponent" -field true
-fieldMinValue 20 -fieldMaxValue 10000
-minValue 20 -maxValue 50000 -value 10000 -en 0 -pre 0 -cc "pExponentChange" -dc "pExponentChange" pExponent;
separator -h 10 -w 400;
text -label "Specular Material Settings" -w 200 -align "left";
checkBox -label "Transparent" -align "left" -en 0 sTransparent;
floatSliderGrp -h 25 -label "Ior" -field true
-fieldMinValue 1 -fieldMaxValue 3.5
-minValue 1 -maxValue 3.5 -en 0 sIor;
floatSliderGrp -h 25 -label "Dispersion Coefficient" -field true
-fieldMinValue 0.000 -fieldMaxValue 0.1
-minValue 0.000 -maxValue 0.1 -en 0 sDispersion;
colorSliderGrp -h 25 -label "Absorbed Color" -rgb 0 0 0 -en 0 sAbsorbed;
separator -h 10 -w 400;
text -label "" -h 20 -align "left";
optionMenu -label "Add Existing Materials";
menuItem -label "?????";
text -label "" -align "left";
text -label "Object settings" -w 400 -align "left" -font "boldLabelFont";
separator -h 10 -w 400;
checkBox -label "Normal Smoothing" -value 1;
setParent ..;
setParent ..;
showWindow;
}
global proc objSelect (){
string $sel[] = `textScrollList //define an array for the selection
-query //put the command in query mode
-selectItem //get the string of the item the user selected
TextBox`; //naming controls makes this a snap
string $sg[] = `listConnections -t shadingEngine $sel[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
string $matType = `objectType $amat[2]`;
if ($matType == "lambert"){$matType = "diffuse";}
text //put the name of the selection in the field
-edit //put the command in edit mode
-label $amat[2] //text is what we're editing. $sel is that text
tName; //name of the text field
text -edit -label $matType tType;
if ($matType == "diffuse"){
colorSliderGrp -edit -enable 1 dDiffuse;
colorSliderGrp -edit -enable 0 pDiffuse;
colorSliderGrp -edit -enable 0 pSpecular;
floatSliderGrp -edit -enable 0 pExponent;
}
if ($matType == "phong"){
colorSliderGrp -edit -enable 0 dDiffuse;
colorSliderGrp -edit -enable 1 pDiffuse;
colorSliderGrp -edit -enable 1 pSpecular;
floatSliderGrp -edit -enable 1 pExponent;
}
}
global proc dDiffuseChange(){
float $dDrgb[] = `colorSliderGrp -query -rgb dDiffuse`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".color", $dDrgb[0], $dDrgb[1], $dDrgb[2]);
}
global proc pDiffuseChange(){
float $pDrgb[] = `colorSliderGrp -query -rgb pDiffuse`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".color", $pDrgb[0], $pDrgb[1], $pDrgb[2]);
}
global proc pSpecularChange(){
float $pSrgb[] = `colorSliderGrp -query -rgb pSpecular`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".reflectivity", 0);
setAttr($amat[2]+".specularColor", $pSrgb[0], $pSrgb[1], $pSrgb[2]);
}
global proc pExponentChange(){
float $exp = `floatSliderGrp -query -v pExponent`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".cosinePower", $exp/10);
}enderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
string $matType = `objectType $amat[2]`;
if ($matType == "lambert"){$matType = "diffuse";}
text //put the name of the selection in the field
-edit //put the command in edit mode
-label $amat[2] //text is what we're editing. $sel is that text
tName; //name of the text field
text -edit -label $matType tType;
if ($matType == "diffuse"){
colorSliderGrp -edit -enable 1 dDiffuse;
colorSliderGrp -edit -enable 0 pDiffuse;
colorSliderGrp -edit -enable 0 pSpecular;
floatSliderGrp -edit -enable 0 pExponent;
}
if ($matType == "phong"){
colorSliderGrp -edit -enable 0 dDiffuse;
colorSliderGrp -edit -enable 1 pDiffuse;
colorSliderGrp -edit -enable 1 pSpecular;
floatSliderGrp -edit -enable 1 pExponent;
}
}
global proc dDiffuseChange(){
float $dDrgb[] = `colorSliderGrp -query -rgb dDiffuse`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".color", $dDrgb[0], $dDrgb[1], $dDrgb[2]);
}
global proc pDiffuseChange(){
float $pDrgb[] = `colorSliderGrp -query -rgb pDiffuse`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".color", $pDrgb[0], $pDrgb[1], $pDrgb[2]);
}
global proc pSpecularChange(){
float $pSrgb[] = `colorSliderGrp -query -rgb pSpecular`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".reflectivity", 0);
setAttr($amat[2]+".specularColor", $pSrgb[0], $pSrgb[1], $pSrgb[2]);
}
global proc pExponentChange(){
float $exp = `floatSliderGrp -query -v pExponent`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".cosinePower", $exp/10);
}
Matt B. >>Maya To Indigo<<
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
try this one (UPDATED with a handy feature )
Code: Select all
//-----------------MAYA TO INDIGO XML CONVERTER------------------
//Version: BETA 0.6 (0.6)
//---------------------------------------------
//Credits:
//Matt B. (aka MattTheMan or ThatDude33) (converter engine and more)
//Arne OOG (aka arneoog) (interface and more)
//XML Output in Script Window and Auto Save
//No edits should be neccesary
//Start Writing:
//-----------------OBJECT EDITOR------------------
global proc mtiObjectEditor()
{
window -title "Object Editor" -h 340 -w 570;
rowLayout -numberOfColumns 2 -columnWidth2 174 310;
textScrollList -width 160 -height 500 -numberOfRows 8 -allowMultiSelection false -selectCommand "objSelect" TextBox;
setParent ..;
setParent ..;
columnLayout;
text -label "Material Settings" -w 400 -align "left" -font "boldLabelFont";
separator -h 10 -w 400;
shelfLayout -width 390 -cellWidth 34 -cellHeight 34;
shelfButton -annotation "Diffuse Shader" -image "mtiIcons/indigo_diffuce.bmp" -command "diffuce";
shelfButton -annotation "Phong Shader" -image "mtiIcons/indigo_phong.bmp" -command "phong";
shelfButton -annotation "Specular Shader" -image "mtiIcons/indigo_specular.bmp" -command "specular";
shelfButton -annotation "Mesh Light Shader" -image "mtiIcons/indigo_meshLight.bmp" -command "meshlight";
shelfButton -annotation "Metal Shader" -image "mtiIcons/indigo_metal.bmp" -command "metal";
setParent ..;
rowLayout -numberOfColumns 2 -columnWidth2 170 230;
text -label "Material Name Appears Here" -w 200 -align "left" tName;
text -label "Material Type Appears Here" -w 200 -align "left" tType;
string $shapes[] = `ls -s`;
for ($one in $shapes){
if(`objectType $one` == "mesh"){
textScrollList -edit -append $one TextBox;
string $sg[] = `listConnections -t shadingEngine $one`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
if ($amat[2] == "lambert"){$amat[2] = "diffuse";}
text -edit -label $amat[2] tName;
}
}
setParent ..;
text -label "Diffuse Material Settings" -w 200 -align "left";
colorSliderGrp -h 25 -label "Diffuse" -rgb 0.5 0.5 0.5 -en 0 -cc "dDiffuseChange" -dc "dDiffuseChange" dDiffuse ;
separator -w 400 -h 10;
text -label "Phong Material Settings" -w 200 -align "left";
colorSliderGrp -h 25 -label "Diffuse" -rgb 0.5 0.5 0.5 -en 0 -cc "pDiffuseChange" -dc "pDiffuseChange" pDiffuse;
colorSliderGrp -h 25 -label "Specular" -rgb 0 0 0 -en 0 -cc "pSpecularChange" -dc "pSpecularChange" pSpecular;
floatSliderGrp -h 25 -label "Exponent" -field true
-fieldMinValue 20 -fieldMaxValue 10000
-minValue 20 -maxValue 50000 -value 10000 -en 0 -pre 0 -cc "pExponentChange" -dc "pExponentChange" pExponent;
separator -h 10 -w 400;
text -label "Specular Material Settings" -w 200 -align "left";
checkBox -label "Transparent" -align "left" -en 0 sTransparent;
floatSliderGrp -h 25 -label "Ior" -field true
-fieldMinValue 1 -fieldMaxValue 3.5
-minValue 1 -maxValue 3.5 -en 0 sIor;
floatSliderGrp -h 25 -label "Dispersion Coefficient" -field true
-fieldMinValue 0.000 -fieldMaxValue 0.1
-minValue 0.000 -maxValue 0.1 -en 0 sDispersion;
colorSliderGrp -h 25 -label "Absorbed Color" -rgb 0 0 0 -en 0 sAbsorbed;
separator -h 10 -w 400;
text -label "" -h 20 -align "left";
optionMenu -label "Add Existing Materials";
menuItem -label "?????";
text -label "" -align "left";
text -label "Object settings" -w 400 -align "left" -font "boldLabelFont";
separator -h 10 -w 400;
checkBox -label "Normal Smoothing" -value 1 -onc "onNormalSmoothing" -ofc "offNormalSmoothing" normalCb;
setParent ..;
setParent ..;
showWindow;
}
global proc objSelect (){
string $sel[] = `textScrollList //define an array for the selection
-query //put the command in query mode
-selectItem //get the string of the item the user selected
TextBox`; //naming controls makes this a snap
string $sg[] = `listConnections -t shadingEngine $sel[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
string $matType = `objectType $amat[2]`;
if ($matType == "lambert"){$matType = "diffuse";}
text //put the name of the selection in the field
-edit //put the command in edit mode
-label $amat[2] //text is what we're editing. $sel is that text
tName; //name of the text field
text -edit -label $matType tType;
if ($matType == "diffuse"){
getDiffuseSettings();
colorSliderGrp -edit -enable 1 dDiffuse;
colorSliderGrp -edit -enable 0 pDiffuse;
colorSliderGrp -edit -enable 0 pSpecular;
floatSliderGrp -edit -enable 0 pExponent;
}
if ($matType == "phong"){
getPhongSettings();
colorSliderGrp -edit -enable 0 dDiffuse;
colorSliderGrp -edit -enable 1 pDiffuse;
colorSliderGrp -edit -enable 1 pSpecular;
floatSliderGrp -edit -enable 1 pExponent;
}
}
global proc dDiffuseChange(){
float $dDrgb[] = `colorSliderGrp -query -rgb dDiffuse`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".color", $dDrgb[0], $dDrgb[1], $dDrgb[2]);
}
global proc pDiffuseChange(){
float $pDrgb[] = `colorSliderGrp -query -rgb pDiffuse`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".color", $pDrgb[0], $pDrgb[1], $pDrgb[2]);
}
global proc pSpecularChange(){
float $pSrgb[] = `colorSliderGrp -query -rgb pSpecular`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".reflectivity", 0);
setAttr($amat[2]+".specularColor", $pSrgb[0], $pSrgb[1], $pSrgb[2]);
}
global proc pExponentChange(){
float $exp = `floatSliderGrp -query -v pExponent`;
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".cosinePower", $exp/10);
}
global proc onNormalSmoothing(){
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".diffuse", 1.0);
}
global proc offNormalSmoothing(){
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
setAttr($amat[2]+".diffuse", 0);
}
global proc getDiffuseSettings(){
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
float $d[] = getAttr($amat[2]+".color");
colorSliderGrp -e -rgb $d[0] $d[1] $d[2] dDiffuse;
}
global proc getPhongSettings(){
string $obj[] = `textScrollList -query -selectItem TextBox`;
string $sg[] = `listConnections -t shadingEngine $obj[0]`;
if ($sg[0] == "initialShadingGroup"){
$sg[0] = "lambert1";
}
string $amat[] = `listConnections $sg[0]`;
if ($amat[2] == "renderPartition"){
$amat[2] = $amat[3];
}
if ($amat[2] == "defaultShaderList1"){
$amat[2] = "lambert1";
}
float $d[] = getAttr($amat[2]+".color");
colorSliderGrp -e -rgb $d[0] $d[1] $d[2] pDiffuse;
float $s[] = getAttr($amat[2]+".specularColor");
colorSliderGrp -e -rgb $s[0] $s[1] $s[2] pSpecular;
float $e = getAttr($amat[2]+".cosinePower");
$e = $e*10;
floatSliderGrp -e -v $e pExponent;
}
Matt B. >>Maya To Indigo<<
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
wow ! didn't I tell I wanted a break too !?
Look, the exporter is stopping with a simple scene:
1 plane divided 2x2, triangualted with default Lambert1
Duplicated, copy moved up a bit, assigned new Lambert with Incandescence set to 0.5, reversed normals (so both objects have facing normals)
Deleted all history, created and placed camera. Hit generate. Hers comes the log:
I missed smthing I guess...
Look, the exporter is stopping with a simple scene:
1 plane divided 2x2, triangualted with default Lambert1
Duplicated, copy moved up a bit, assigned new Lambert with Incandescence set to 0.5, reversed normals (so both objects have facing normals)
Deleted all history, created and placed camera. Hit generate. Hers comes the log:
Code: Select all
envset1-null
lambert1
lightLinker1
initialMaterialInfo
lightLinker1
renderPartition
pPlane1
lightLinker1
materialInfo1
lightLinker1
renderPartition
lambert2
pPlane2
pPlaneShape1/:con lambert1
// Error: file: C:/Documents and Settings/Administrateur.ZNCT/Mes documents/maya/8.0/scripts/mtiGen.mel line 446: No object matches name: lightLinker1.incandescence //
Code: Select all
mtiObjectEditor;
diffuce;
// Error: line 1: Cannot find procedure "diffuce". //
phong;
// Error: line 1: Cannot find procedure "phong". //
specular;
// Error: line 1: Cannot find procedure "specular". //
meshlight;
// Error: line 1: Cannot find procedure "meshlight". //
metal;
// Error: line 1: Cannot find procedure "metal". //
Beware the spelling of "diffuse", don't make my english even worst
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