MayaToIndigo_1.0.96_beta1
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
Sorted out all errors so that the render now starts (went in simple baby steps and deleted all mats). But when the render starts, geometry is not in the correct locations - please see posted examples.
Sorry for the poor lighting in the Indigo version - was just trying to get output. The actual model file was too big to post here (19MB)
Sorry for the poor lighting in the Indigo version - was just trying to get output. The actual model file was too big to post here (19MB)
- Attachments
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- Indigo render
- im1229784488.png (263.67 KiB) Viewed 4463 times
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- Vray render
- Desk_lamp_clay.jpg (9.91 KiB) Viewed 4465 times
Okay, for that I don't need the object anyway...
Are you using instances, or a hierarchy maybe ? Did you Freeze or Reset Transforms ?
These operations can mess MtI interpretation of objects placement, because it seems not to manage all relationships possibly existing between them in order to write the correct matrice for their models.
I need to know how the objects are related the ones to the others in your scene, and if you applied one of the transformation named above.
What would definitly help is a dummy scene (boxes, shperes) representing two similar objects in Maya, that would be messed up in Indigo. This issue is critical, but also can be avoided along with certain operations while editing the Maya scene. I'll do my best to allow those back !
Are you using instances, or a hierarchy maybe ? Did you Freeze or Reset Transforms ?
These operations can mess MtI interpretation of objects placement, because it seems not to manage all relationships possibly existing between them in order to write the correct matrice for their models.
I need to know how the objects are related the ones to the others in your scene, and if you applied one of the transformation named above.
What would definitly help is a dummy scene (boxes, shperes) representing two similar objects in Maya, that would be messed up in Indigo. This issue is critical, but also can be avoided along with certain operations while editing the Maya scene. I'll do my best to allow those back !
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
CTZn
There are three groupings to the lamp, based on swivel points where the lamp is jointed:
Group 1 = lamp head
Group 2 = lamp middle armature
Group 3 = lamp base
And then there is a whole lamp group, so there are four groups total. (Hope that makes sense to you).
Freeze transformations was used, as is the good practice of modeling in Maya. Do you have any other way of getting you the Maya file, as I think it might help tremendously. One a side note - Vray, mental ray, maya software renderer, and Luxrender all render out the objects correctly. Very strange.
There are three groupings to the lamp, based on swivel points where the lamp is jointed:
Group 1 = lamp head
Group 2 = lamp middle armature
Group 3 = lamp base
And then there is a whole lamp group, so there are four groups total. (Hope that makes sense to you).
Freeze transformations was used, as is the good practice of modeling in Maya. Do you have any other way of getting you the Maya file, as I think it might help tremendously. One a side note - Vray, mental ray, maya software renderer, and Luxrender all render out the objects correctly. Very strange.
No that's not strange Phr0, I fear MtI is kind of trivial in that regard... As long as it doesn't imply advanced messing with matrices I'll look into fixing that next week.
Well you pretty did all what could cause the issue, no wonders XD
I changed phong export code, so nkData can now be used along with bump mapping (nkData will always override diffuse input, may it be a texture). Expect an update within 7 days.
edit: as for the scene, no worries I got your setup !
Well you pretty did all what could cause the issue, no wonders XD
I changed phong export code, so nkData can now be used along with bump mapping (nkData will always override diffuse input, may it be a texture). Expect an update within 7 days.
edit: as for the scene, no worries I got your setup !
I don't find it that strange. Unfortunately, the "core" of MtI is the objExport plugin, which is nothing short of a dirty hack to illustrate Maya's API. It's full of bugs.Phr0stByte wrote:Very strange.
The other render engines you mentioned interface with Maya differently and read the geometry in their own ways - and correctly too.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
Scratch that, unlike with instances freezing transforms actually helps with groups and MtI. I don't see myself adressing that issue right now as I've hardly designed something in MtI, but also I could not reproduce the error (I did freeze transforms).Well you pretty did all what could cause the issue, no wonders XD
Maybe you can take a screen cap of the expanded Outliner for one full group (without shapes) ? I tried
Code: Select all
group1
|
|-group2
|
|-group3
|
|-group4
Code: Select all
group1
|
|-group2
| |
| -group3
| |
| -group4
- Attachments
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- omg they've got blasters !
- freeze.jpg (34.38 KiB) Viewed 4401 times
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- massively frozen scene
- freeze_outliner.gif (21.5 KiB) Viewed 4401 times
Yeah I also had that problem with my Rubik's Cube scene. Managed to fix it, but don't ask me how.
I'm not sure anymore, but I did a lot of things including, but not limited to: freeze transformation, ungroup, regroup...
But also try to export the models yourself as .obj and then re-import those obj-models. Maybe that might help.
I'm not sure anymore, but I did a lot of things including, but not limited to: freeze transformation, ungroup, regroup...
But also try to export the models yourself as .obj and then re-import those obj-models. Maybe that might help.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
I think I'm going to need your scene somehow, you can replace the meshes by any other I care not. From what I've seen in the model export code, I'm pretty sure I can't do better right now than what it is (it's simple and functional, too simple maybe ?). Be sure to uncheck "Append" for the export after you have frozen transforms to update correct matrices.
Really I think this issue shouldn't happen if all groups have frozen transforms... I admit that the why of this issue is not clear in my mind right now, but I believe that can be avoided... If you can't get a good behaviour with that scene I'll need it, just replace the shapes with primitives.
Really I think this issue shouldn't happen if all groups have frozen transforms... I admit that the why of this issue is not clear in my mind right now, but I believe that can be avoided... If you can't get a good behaviour with that scene I'll need it, just replace the shapes with primitives.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
MoI and ngons causing troubles I don't think so, but I just never trusted fbx, something personal I guess, wasn't important to say. Maybe there is something happening based on wether rotations were in global or local modes, and effectively the objExport plugin could be in cause for some cases that remain to identify...
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