Thanks people for putting your concerns and ideas into this scale issue.
Bazuka, if I understand eyearmy correctly, he meant that if a cube is 1 cm wide in Maya,
then it actually needs to be scaled 0.01 times (1/100) before exporting to Octane.
It's because when 1 unit cm based in maya when exported out to Obj and into Octane,
Octane still considers 1 unit as meter. Hence the scale is amplified 100 times larger than in Maya.
Eyearmy correct me if I interpret your comments wrongly.
Thanks.
------------------------------------------------
Bazuka, another question.
1. I see aperture attribute in Maya2Octane interface has a key button on it,
does it mean I can actually animate that in Maya?
2. If I animate "Focal Length" attribute in camera's shape node, is it automatically transferable to Octane
through the plugin?
Thanks
object visibility not working? and other problems.
Moderator: JimStar
ok i think i got it
(i hope)
uploaded...
cheers
p.s. try and let me know does everything work now as it should
-----------------------------------------------------------------
1. yes
2. yes
i think i test it and it worked, but let me know if im wrong (again)
10x for help on scale probl

uploaded...
cheers
p.s. try and let me know does everything work now as it should
-----------------------------------------------------------------
1. yes
2. yes
i think i test it and it worked, but let me know if im wrong (again)

10x for help on scale probl

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
Cool Bazuka,
Thanks for the update!
A problem encountered here though.
It seems the plugin does not take care of the rig that has lockNode applied.
The rigs I have have lockNode (lockNode -l 1), and when I hit the "render"
button in the plugin, it says:
// Error: Node '|nun:nun_all_anim' is locked and cannot be grouped.
Thanks for the update!
A problem encountered here though.
It seems the plugin does not take care of the rig that has lockNode applied.
The rigs I have have lockNode (lockNode -l 1), and when I hit the "render"
button in the plugin, it says:
// Error: Node '|nun:nun_all_anim' is locked and cannot be grouped.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
hm, ill have to check that thing too...
ill check later today
can u send some similar scene so i could test it?
ill check later today

can u send some similar scene so i could test it?
Last edited by bazuka on Mon Aug 30, 2010 1:36 pm, edited 1 time in total.
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
Bazuka,
The new plugin I just tried (Maya2Octane v2.3a), here's the symptom:
Environment:
Maya 2010, project's unit based on CM, the scene has reference files, and I also tried another test to import all the reference files as well.
In the plugin I choose Octane pre-2.3; with Camera exported
Problem encountered:
1. The old problem of messed up rig came back.
2. Another Error:
// Error: donkib:loft7 (Loft Node): failed to compute the result.
// Warning: donkib:attachCurve4 (Attach Curve Node): invalid input curve. //
Loft node, and Curves... Maybe the plugin still evaluates nurbs?
3. if choose Scale as CM in the plugin, in Octane the whole scene is super far away.
4. If choose scale unit as Meter in the plugin, in Octane whole scene remains super far away, EXCEPT nCloth geos!
nCloth geos in this case (Meter based in the plugin) stays where it should be in the frame. Though, the nCloth objects
are within the group nodes of each respective character.
The new plugin I just tried (Maya2Octane v2.3a), here's the symptom:
Environment:
Maya 2010, project's unit based on CM, the scene has reference files, and I also tried another test to import all the reference files as well.
In the plugin I choose Octane pre-2.3; with Camera exported
Problem encountered:
1. The old problem of messed up rig came back.
2. Another Error:
// Error: donkib:loft7 (Loft Node): failed to compute the result.
// Warning: donkib:attachCurve4 (Attach Curve Node): invalid input curve. //
Loft node, and Curves... Maybe the plugin still evaluates nurbs?
3. if choose Scale as CM in the plugin, in Octane the whole scene is super far away.
4. If choose scale unit as Meter in the plugin, in Octane whole scene remains super far away, EXCEPT nCloth geos!
nCloth geos in this case (Meter based in the plugin) stays where it should be in the frame. Though, the nCloth objects
are within the group nodes of each respective character.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
thx for bugs info
1. ill have to check the group probl, like rigs have and see whats going on
2. i think that objexport can only handle poly mesh, so i think ull have to convert everything to poly, sorry
3. by default script detects the maya unit scale, so u dont have to change anything
i made some test last night and this morning, u can (if u have time) try also, and when i export it i was always getting the box 1x1x1 meter
i had 3ds max so i import the box model into max and check if everything is right,
- set the maya unit scale to cm,
- make box run script,
- open in some other 3d soft,
- then again set maya unit to meter, make box, export, open in some 3d soft and u will see that the box is alway 1x1x1 meter (i hope)
i also notice black line under the render, i think thats the octane i could check exporter with previous ver...
cheers
1. ill have to check the group probl, like rigs have and see whats going on
2. i think that objexport can only handle poly mesh, so i think ull have to convert everything to poly, sorry
3. by default script detects the maya unit scale, so u dont have to change anything
i made some test last night and this morning, u can (if u have time) try also, and when i export it i was always getting the box 1x1x1 meter
i had 3ds max so i import the box model into max and check if everything is right,
- set the maya unit scale to cm,
- make box run script,
- open in some other 3d soft,
- then again set maya unit to meter, make box, export, open in some 3d soft and u will see that the box is alway 1x1x1 meter (i hope)
i also notice black line under the render, i think thats the octane i could check exporter with previous ver...
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
Hi Bazuka,
No, everything I have in the scene is polygon. Those nurbs elements are rigging components only.
Maya error message prints, as I stated in previous post, is when I execute the plugin "render."
What I meant is that I wonder if your script still evaluates nurbs and gives out error message.
I'd like to try the experiment, but I only have Maya installed and I don't know Max or other app. Sorry about that.
Cheers.
No, everything I have in the scene is polygon. Those nurbs elements are rigging components only.
Maya error message prints, as I stated in previous post, is when I execute the plugin "render."
What I meant is that I wonder if your script still evaluates nurbs and gives out error message.
I'd like to try the experiment, but I only have Maya installed and I don't know Max or other app. Sorry about that.
Cheers.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
vanlicht, you're right. This is exactly what I meant.
bazuka, version 2.3a is still doing it wrong; I believe that the exportScale function can be safely reduced to the following code:
Here's another proof for this theory, pulled straight from the the Maya scene I just made. I created six one-unit cubes, switching scene units as I did so, and this is what got written into the MA file:
These are the very numbers that will be used to obtain vertex coordinates for an OBJ file going out of Maya (and we all know what happens next); dividing them by 100 gives us proper values in meters. There's no need to bother with scene unit detection -- all dimensions in Maya will end up as centimeters anyway.
Oh, and replacing all instances of "multiply by 100" you have removed from 2.3a with "divide by 100" seems to fix the out-of-scale camera issues. I haven't tested it extensively, though.
bazuka, version 2.3a is still doing it wrong; I believe that the exportScale function can be safely reduced to the following code:
Code: Select all
global proc exportScale()
{
group -n "octane_scale_group"; xform -os -piv 0 0 0;
setAttr "octane_scale_group.scaleX" 0.01;
setAttr "octane_scale_group.scaleY" 0.01;
setAttr "octane_scale_group.scaleZ" 0.01;
select "octane_scale_group";
}
Code: Select all
createNode polyCube -n "cubeMillimeters";
...
setAttr ".w" 0.1;
setAttr ".h" 0.1;
setAttr ".d" 0.1;
createNode polyCube -n "cubeCentimeters";
...
setAttr ".w" 1; // added by me
setAttr ".h" 1; //
setAttr ".d" 1; //
createNode polyCube -n "cubeMeters";
...
setAttr ".w" 100;
setAttr ".h" 100;
setAttr ".d" 100;
createNode polyCube -n "cubeInches";
...
setAttr ".w" 2.54;
setAttr ".h" 2.54;
setAttr ".d" 2.54;
createNode polyCube -n "cubeFeet";
...
setAttr ".w" 30.48;
setAttr ".h" 30.48;
setAttr ".d" 30.48;
createNode polyCube -n "cubeYards";
...
setAttr ".w" 91.44;
setAttr ".h" 91.44;
setAttr ".d" 91.44;
Oh, and replacing all instances of "multiply by 100" you have removed from 2.3a with "divide by 100" seems to fix the out-of-scale camera issues. I haven't tested it extensively, though.
Windows 8.1 x64 / GTX 970 / i7-4790@4GHz / 16 GB
Bazuka,
you can create a cube, and then group it once.
with the group still selected. Execute mel as
lockNode -l 1;
Then that is it. When u execute the plugin you will see what i mean.
By the way, do you know what goes on with the screwed-up rig problem and visibility issue? If u need i can send u a rig to test.
ps. U will need to have Anzovin the free node plugin for "THE FACE MACHINE" though... kindly let me know.
cheers
you can create a cube, and then group it once.
with the group still selected. Execute mel as
lockNode -l 1;
Then that is it. When u execute the plugin you will see what i mean.
By the way, do you know what goes on with the screwed-up rig problem and visibility issue? If u need i can send u a rig to test.
ps. U will need to have Anzovin the free node plugin for "THE FACE MACHINE" though... kindly let me know.
cheers
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480