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Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Mon Sep 06, 2010 7:54 pm
by Phr0stByte
bazuka wrote:u cant start octane from the exporter?

cheers
Correct

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Mon Sep 06, 2010 9:21 pm
by bazuka
hm, strange... ill check that too

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Fri Sep 10, 2010 6:20 pm
by vanlicht
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

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Fri Sep 10, 2010 10:31 pm
by bazuka
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?

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sun Sep 12, 2010 8:50 pm
by vanlicht
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

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue Sep 14, 2010 6:34 pm
by bazuka
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

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Tue Sep 14, 2010 6:46 pm
by Phr0stByte
bazuka: Any news on a working linux version of the script?

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Wed Sep 15, 2010 7:34 am
by vanlicht
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.

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Wed Sep 15, 2010 6:45 pm
by bazuka
@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

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Wed Sep 15, 2010 7:42 pm
by face
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