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Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu Mar 14, 2013 12:51 am
by tchoa
Hello
Do you have a mesh node in your ocs that's called 'j' ?
In single frame rendering the script is starting octane with the -m flag followed by the desired mesh node to render.
The script you have is the one I modified. It doesn't take care of a renderTarget when you click "Render".
Here is my last modified one that's doing it.
I should say again that's a modified script that could be improved and be much more clean cause I added /modified quickly the bazuka's last one (I guess).
The export checkBox is here to 'force' obj export before running octane but you may use the 'Export OBJ/MTL Only' button to export selected items regarding the name of the Project Name.
I've also added (since I can't remember) smoothing and triangulate checkBoxes to export meshes with their smoothMeshPreview and/or triangulated.
F

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu Mar 14, 2013 9:56 am
by hyubrad
tchoa wrote:Hello
Do you have a mesh node in your ocs that's called 'j' ?
In single frame rendering the script is starting octane with the -m flag followed by the desired mesh node to render.
The script you have is the one I modified. It doesn't take care of a renderTarget when you click "Render".
Here is my last modified one that's doing it.
I should say again that's a modified script that could be improved and be much more clean cause I added /modified quickly the bazuka's last one (I guess).
The export checkBox is here to 'force' obj export before running octane but you may use the 'Export OBJ/MTL Only' button to export selected items regarding the name of the Project Name.
I've also added (since I can't remember) smoothing and triangulate checkBoxes to export meshes with their smoothMeshPreview and/or triangulated.
F
thank you Tchoa,
about "J" that was a test , make sure the setting. bcoz when the maya2octane script launched Octane. in Octane appeared "No mesh node" or "can't found XX obj"

I'll try the new script from you soon . thanks again :lol:

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Fri Mar 15, 2013 11:10 am
by hyubrad
FooZe wrote:I'm not used to using this exporter script but should the project path have two slashes at the end? "\\"
Also do you need to tick the "Export" box just under the project name?

Thanks
Chris.
Hi FooZe

about the two slahes is default , i didn't change it . :)

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Fri Mar 15, 2013 11:29 am
by hyubrad
tchoa wrote:Hello
Do you have a mesh node in your ocs that's called 'j' ?
In single frame rendering the script is starting octane with the -m flag followed by the desired mesh node to render.
The script you have is the one I modified. It doesn't take care of a renderTarget when you click "Render".
Here is my last modified one that's doing it.
I should say again that's a modified script that could be improved and be much more clean cause I added /modified quickly the bazuka's last one (I guess).
The export checkBox is here to 'force' obj export before running octane but you may use the 'Export OBJ/MTL Only' button to export selected items regarding the name of the Project Name.
I've also added (since I can't remember) smoothing and triangulate checkBoxes to export meshes with their smoothMeshPreview and/or triangulated.
F
HI TCHOA, the new script is working perfectly now, thank you :lol:

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu May 30, 2013 5:08 am
by Rikk The Gaijin
Sorry to bring back this thread, but I really need someone's help here.
So, it has been a while since the last time I used this script to export animations, and now I have to use it (my current company doesn't want to purchase the Maya Plugin, so I must use this script).
I have a character with an animation, and I'm trying to render out the animation, however it seems that the script only export the character in the first frame position! it keeps rendering frame by frame, but the character doesn't change it's pose. In Maya I see the frame positioning correctly, and the character does assume the correct pose for each frame, but when I do Render Animation, every frame looks the same... Please note that if I do just Render from the script, it works fine, at any position frame. It looks like the script does not overwrite the obj each frame, but it keeps just the first exported one.

Can someone help me? I don't know what to do and I really to sort this out... :(

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu May 30, 2013 5:13 am
by FooZe
I haven't used this exporter but i just wanted to check you don't have "Camera only" ticked in the animations options?

Thanks
Chris.

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu May 30, 2013 5:36 am
by Rikk The Gaijin
No, it's not checked.

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu May 30, 2013 5:39 am
by Rikk The Gaijin
IT's worth mentioning that the script does export the camera movements and settings correctly.
It's the obj that is not updated every frame as it should.

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu May 30, 2013 6:30 am
by Rikk The Gaijin
I think I figured out what the problem is (still I don't know how to solve it though).
Let's say my obj is called hero.obj. When I hit Render (Render frame), the script exports a new version of the hero.obj and renders out correctly.
When I hit Render Animation, the script creates a new file called hero_anim.obj, but IT DOESN'T READ from that, instead it reads from the previously created hero.obj, which obviously doesn't change.

Now, how can I fix this problem?
I'm not an expert in scripting, so I have no Idea how to fix the script...

Re: Beta 2.2 RC1: Maya exporter plugin (unofficial)

Posted: Thu May 30, 2013 6:44 am
by Rikk The Gaijin
Ok, I found an hack to solve the problem.
I open my ocs scene (where the model loaded is hero.obj), change that with hero_anim.obj, and save the ocs.
In this way it works, but it's a workaround.
So there is a communication problem between the Octane and the script. Somehow the script does not tell Octane to read from the _anim.obj

I don't know if it's an Octane bug, or a script bug, but at least now we know where the problem is.

You are welcome.