Beta 2.2 RC1: Maya exporter plugin (unofficial)

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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Elvio
Licensed Customer
Posts: 42
Joined: Wed May 12, 2010 8:30 pm

Hey guys...

I´m really confused how to use the script.

Could you guys do a video tutorial explaining how to use?

The script works but i need to configure the scene in octane but i don´t know how to do it.

I will really appreciate that.

cya!
bazuka
Licensed Customer
Posts: 259
Joined: Thu Apr 22, 2010 3:47 pm

just a little patience people ill upload new ver of script tomorrow...
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
vanlicht
Licensed Customer
Posts: 139
Joined: Fri Feb 26, 2010 8:19 am
Location: Los Angeles

SheepFactory wrote: Since its working for others I must be doing something wrong. By the way I am on version 1.021 beta 2.1 if it matters.
I think the plugin works only with 1.022beta RC1, not with 1.021.
You might want to try the latest OC release see if it works.

Best,
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Right, some feature are only v2.2.
When you export them to 2.1 you become an error.
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
michdolan
Licensed Customer
Posts: 7
Joined: Fri Mar 19, 2010 6:12 pm

bazuka,

Great script! Has been working well for me on May 2011 x64. One little bug I have encountered:

The progress bar that pops up when rendering an animation gives a percentage value %, but seems to actually be counting frames. So for my 300 frame animation, the progress bar says 30% when rendering frame 30 and 82% when rendering frame 82, rather than actually calculating the percentage of completeness out of the 300 frames.

At first I thought the issue only cosmetic, but once the render completes frame 100, the batch stops because the script thinks the animation is complete. Really though when it thinks the batch complete it is only on frame 100 of 300 total frames. Does that make sense? So the script can't render more than 100 frames at a time currently. The same thing happened when I relaunched Maya and rendered 101 to 300... it stopped at 201.

Also, in order to get the script to render another sequence after completing 100 frames, you must close Maya, relaunch, and re-setup the batch script for the remaining frames. If you don't restart Maya, it only renders the first frame and stops (never launches the percentage window).

Hope this helps. Again, great script, it has been totally stable for me during those 100 frame batches and matches the camera perfectly. Thanks for your hard work!
Win7 64 | i7 860 | 8GB | GTX260
Elvio
Licensed Customer
Posts: 42
Joined: Wed May 12, 2010 8:30 pm

I have 1 question.

How you guys setup a scene in octane if when you launch the script he opens a default scene in octane?

Well, a tutorial would be really appreciated!

cya!
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Elvio wrote:I have 1 question.

How you guys setup a scene in octane if when you launch the script he opens a default scene in octane?

Well, a tutorial would be really appreciated!

cya!
On a new project, at the first lanch, Octane create a new scene.
In this scene you should setup the materials and so on. Save it.
After that, Octane use ever the saved one.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
cgbeige
Licensed Customer
Posts: 127
Joined: Sun Apr 04, 2010 5:30 pm

ok - just had a chance to try again. The script works only after I enter the path to the application manually because of two problems with the Mac version of Maya 2011 (it's a Qt problem): If you use OS-native dialogs, like I do, you can pick Octane.app but not the binary. If you use the Maya dialogs, it lets you go inside Octane.app but not select the binary. Yes, Maya 2011 is a train wreck.

So, in order for the script to work, I have to manually enter the path every time. So please add the path automatically to the script:

/Applications/octane.app/Contents/MacOS/octane

That's where the binary is and I don't think anyone's going to move it so I'd even say that having the option is overkill.

Also - just noticed another problem. Because Maya 2011 is a train wreck, render dialogs float above all apps so when the render is launched, the Maya Exporter script window sits on top of everything else, even when Maya is in the background. This is a problem in all versions, I think (not just the Mac one).
bazuka
Licensed Customer
Posts: 259
Joined: Thu Apr 22, 2010 3:47 pm

wow ;)

so many questions, ill try to answer 1by1

@michdolan
yes ur right, i wrote frames but its % :) ill change that (and the progress bug u just said)

i will upload new ver of script today with, fix for any camera and light support...

@Elvio

im preparing the tutorial, im just waiting for gtx260 coz the 9500GT i have at the moment is a piece of junk i cant record video coz everything freezes ;)

@cgbeige

great to hear that u find the way to start the script, u can save settings ;) so u dont have to type again

u mean the progrees bar window, when u hit render anim?
or ur talking about the main window for exporter?

cheers
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
bazuka
Licensed Customer
Posts: 259
Joined: Thu Apr 22, 2010 3:47 pm

Just to inform u people, new script is ready u have to hold on im going to upload in next 30min ;)
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
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