Correctbazuka wrote:u cant start octane from the exporter?
cheers
Beta 2.2 RC1: Maya exporter plugin (unofficial)
Moderator: JimStar
- Phr0stByte
- Posts: 141
- Joined: Tue Jan 12, 2010 12:44 pm
Hi Bazuka,
Is "maya2010octane_beta23b" a new release just from yesterday?
I did a quick export test, and the exact same old problem still exist.
Centimeter unit environment problem, exploding rigs, the scene set far away.
I was wondering since last time you showed me that you solved the problem in terms of those situations?
Also, a few recommendation. It'd be great if you can leave a note in thread whenever the new update is released.
ps. I did the test with pre beta2.3_3 octane.
Thanks,
Thomas
Is "maya2010octane_beta23b" a new release just from yesterday?
I did a quick export test, and the exact same old problem still exist.
Centimeter unit environment problem, exploding rigs, the scene set far away.
I was wondering since last time you showed me that you solved the problem in terms of those situations?
Also, a few recommendation. It'd be great if you can leave a note in thread whenever the new update is released.
ps. I did the test with pre beta2.3_3 octane.
Thanks,
Thomas
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
well basically i have to brainstorm a little to see how to find the solution for group in groups and similar things with obj in groups that visibility is off
i hope ill come with some solution soon, i need samples of scenes so i could test the solutions...
cheers
p.s.
i add every time whats new in new ver of script
can u also try to make some simple scene and check if u still have probl with cm scale size?
i hope ill come with some solution soon, i need samples of scenes so i could test the solutions...
cheers
p.s.
i add every time whats new in new ver of script

can u also try to make some simple scene and check if u still have probl with cm scale size?
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Hi Bazuka,
Basically I am doing all the tests with the same Maya scene file I sent you.
So you can keep doing experiments for the plugin with the same file.
In addition I did a quick simple test with merely a set in it without other complexities,
still the scale does not work properly. I tried the pre2.3b plugin.
ps.
1. with cm unit, the scene is still far away.
My speculation:
1. Is it because that the camera was not grouped and scale together with scene?
2. The reason why nCloth stays in the "right spot" with the camera is because the nCloth objects are not selected into grouping either.
cheers,
Thomas
Basically I am doing all the tests with the same Maya scene file I sent you.
So you can keep doing experiments for the plugin with the same file.
In addition I did a quick simple test with merely a set in it without other complexities,
still the scale does not work properly. I tried the pre2.3b plugin.
ps.
1. with cm unit, the scene is still far away.
My speculation:
1. Is it because that the camera was not grouped and scale together with scene?
2. The reason why nCloth stays in the "right spot" with the camera is because the nCloth objects are not selected into grouping either.
cheers,
Thomas
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
Hi vanlicht
sorry for delay, i was a bit busy
, and am also brain storming about the probl with ur scene...
ill try to play more with ur scene for the weekend and see what will come up
its complicated everything together, coz i need to check all visible obj in the group, also i dont want to "collect" obj into new group coz then ill will break ur setup and bones too, and whole structure...
cheers
sorry for delay, i was a bit busy

ill try to play more with ur scene for the weekend and see what will come up

its complicated everything together, coz i need to check all visible obj in the group, also i dont want to "collect" obj into new group coz then ill will break ur setup and bones too, and whole structure...
cheers
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
- Phr0stByte
- Posts: 141
- Joined: Tue Jan 12, 2010 12:44 pm
Hi Bazuka,
Thanks for working on it and brainstorm the solution.
Quick question...maybe it's an old question, I understand that the reason to group all visible geometries from Maya scene is for scale purpose.
Though, it seems that even if I export the scene out from Maya with its own obj exporter, and in Octane I set to CM,
everything works properly. Then I figure, is it still critical, for the plugin script, to try to group everything and scale it? Anyways, just my mumbling.
PS.)
1. I think I scene file is actually pretty standard scenario, representing standard pipeline process. Yes, it is a complex scene, but that's what future Maya users will have to encounter when they want to send the scene into Octane. So in a case it's a good testing sample for development. I appreciate your dedication for sure.
2. Hope you will figure out some solution soon. My thesis film's rendering schedule is approaching/ counting down, whether I can utilize Octane to render, depends on whether the script to work properly, and when the "RLT" going to integrated soon from the developers.
Thanks for working on it and brainstorm the solution.
Quick question...maybe it's an old question, I understand that the reason to group all visible geometries from Maya scene is for scale purpose.
Though, it seems that even if I export the scene out from Maya with its own obj exporter, and in Octane I set to CM,
everything works properly. Then I figure, is it still critical, for the plugin script, to try to group everything and scale it? Anyways, just my mumbling.
PS.)
1. I think I scene file is actually pretty standard scenario, representing standard pipeline process. Yes, it is a complex scene, but that's what future Maya users will have to encounter when they want to send the scene into Octane. So in a case it's a good testing sample for development. I appreciate your dedication for sure.
2. Hope you will figure out some solution soon. My thesis film's rendering schedule is approaching/ counting down, whether I can utilize Octane to render, depends on whether the script to work properly, and when the "RLT" going to integrated soon from the developers.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
@Phr0stByte
i left everything for weekend, its a busy day
@vanlicht
u see, main probl is the maya working scale, basically i use by default cm in all my projects so i dont have probl at all
but some people use meters, inch etc...
and obj exporter when u export scales output model, so i need to scale down/up all objects in the scene so the output model is in right scale size, if u know what i mean
i wish if every1 could use cm scale size then we wouldnt have any probl and i wouldnt have to scale objects before export...
2nd solution will be to make a custom obj exporter where u will have the scale size like 3ds max has
when u export with 3ds max u can choose scale size but in maya as far as i know u cant do anything about scale...
i hope ill come up with something...
cheers
i left everything for weekend, its a busy day

@vanlicht
u see, main probl is the maya working scale, basically i use by default cm in all my projects so i dont have probl at all
but some people use meters, inch etc...
and obj exporter when u export scales output model, so i need to scale down/up all objects in the scene so the output model is in right scale size, if u know what i mean
i wish if every1 could use cm scale size then we wouldnt have any probl and i wouldnt have to scale objects before export...
2nd solution will be to make a custom obj exporter where u will have the scale size like 3ds max has
when u export with 3ds max u can choose scale size but in maya as far as i know u cant do anything about scale...
i hope ill come up with something...
cheers
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
In my eyes, the scaling option is...
Use the default app measure scaling. In Softimage it is popular that 1 unit is 1 meter.
There you can´t change the units, 1 is 1.
There are many thinks that we must allow.
The problem is, that we (the developer) must scale everythink in the scene.
Some buildin obj-exporter scale the object you want to export.
But we export more as a simple object. We must export other thinks like camera/light -position -target -upvector, focaldepth and so on.
Yes, focaldepth should changed too, because the effect of eg. 10mm looks different on a 1cm cube or a meter cube.
That is realy confuded...
The more complicated, the more is the chance that we make an error.
Also, the use of the popular scaling unit or manuell scaling is the best option that everythink is exported correct.
face
Use the default app measure scaling. In Softimage it is popular that 1 unit is 1 meter.
There you can´t change the units, 1 is 1.
There are many thinks that we must allow.
The problem is, that we (the developer) must scale everythink in the scene.
Some buildin obj-exporter scale the object you want to export.
But we export more as a simple object. We must export other thinks like camera/light -position -target -upvector, focaldepth and so on.
Yes, focaldepth should changed too, because the effect of eg. 10mm looks different on a 1cm cube or a meter cube.
That is realy confuded...
The more complicated, the more is the chance that we make an error.
Also, the use of the popular scaling unit or manuell scaling is the best option that everythink is exported correct.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578