Beta 2.2 RC1: Maya exporter plugin (unofficial)

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

tchoa
Licensed Customer
Posts: 189
Joined: Thu Jul 01, 2010 12:33 pm
Location: Montpellier

Hi Rikk

You can find in my posts some "tweaks" I made to the original script.
I posted accidentally my roughly modified version some time ago as I was asked some help with it.
May be it can suit your needs for now.
For some small fixes or options, I'll be in touch within the next 2 days.

F

ps: Since I can't remember, I have removed things like $projectPath + $projectName + "_anim" + ".obj";
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

tchoa wrote:Hi Rikk

You can find in my posts some "tweaks" I made to the original script.
I posted accidentally my roughly modified version some time ago as I was asked some help with it.
May be it can suit your needs for now.
For some small fixes or options, I'll be in touch within the next 2 days.

F

ps: Since I can't remember, I have removed things like $projectPath + $projectName + "_anim" + ".obj";
Hi tchoa, I tried your script, but I have the same problem, plus it doesn't even render the single frame.
tchoa
Licensed Customer
Posts: 189
Joined: Thu Jul 01, 2010 12:33 pm
Location: Montpellier

Hey Rikk

Here is my modified script with very few lines changed today.
The original one hasn't been updated by bazuka since a while, so I made changes from time to time for my own needs and/or to help others here.
As I already said in this thread, these modifications are done very quickly.
If I had time the best thing to do would be to rewrite it to be easier to maintain, add new features related to the new octane's features, improve its user interface, etc... let's say make it clean.
That said, there is a limit and that's where comes the great plugin developped by Jimstar.

Anyway, I should have told how to work with this script.
Here are the short differences with the original one:
- Project Name: the name of the .obj file and the .ocs file - can't be empty!
- Export: selected objects will be exported before rendering
- Triangulate: here to fix ngons or complex meshes
- Smooth: export smoothPreview for meshes that have it
- Overwrite: overwrite the .ocs file - be carefull cause you probably don't want to destroy the .ocs file you made (since octane is doing a good job at retrieving shadingGroups!)
- 'Export OBJ/MTL only' button will just export selected objects

So, to render an animation you have to set the 'project name', select the animated objects and tick the export checkBox, and set the 'OCS File' at the bottom (then its renderTarget) to render.
Then the animated meshes in your .ocs file should point to the 'project name'.obj

I know it's not very handy but it's what I could have done in few time.
Wish you understood my writings.

F
Attachments
maya2octane.zip
(8.22 KiB) Downloaded 395 times
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Hi tchoa, sorry for the long wait but I was moved to do something else.
So, I tried your latest script, but it still won't work. :(
The single frame render gives me an error:
// Error: Cannot find procedure "fp".
The Animation render works, but it doesn't show the right obj! It simply ignores the new obj and renders the one saved with the ocs file.
I cannot use the trick I found before, because your version does not create an _anim version of the obj, but I need to render out the RenderTarget, not the Mesh Preview Render Target, so I cannot use the original script, as it doesn't have a selector for that.
Also other things don't work properly, like the resolution, etc.
Can you give me some support?
tchoa
Licensed Customer
Posts: 189
Joined: Thu Jul 01, 2010 12:33 pm
Location: Montpellier

Hi Rikk

Sorry for the error. I removed the wrong line that was calling another script for debug purpose.
I'm moving to my new office today, but I'll try to give you some support as much as I can.
Attachments
maya2octane.zip
(8.21 KiB) Downloaded 307 times
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Hi tchoa, thx for the new script, now the single frame render works.
However here a list of problems i found:

- Render Animation ASSUMES that the obj in the scene must have the same name as your .ocs, if not it won't load the correct obj, but the one associated in the ocs file.
- If the Resolution option is UNCHECKED it will render the image at 640 x 480, ignoring the ocs resolution settings.
- If the Triangulate option is CHECKED, the objects in the scene are translated in a different position in space for some reason...

These are the problem I found so far, please can you fix this issues? I really need the script to work properly... :(
tchoa
Licensed Customer
Posts: 189
Joined: Thu Jul 01, 2010 12:33 pm
Location: Montpellier

Hi Rikk

Sorry for the wait but we had to organize spaces in our new office.
I took little time to make some modifications.
Render animation now takes the quiet and noOpenGL options.
No resolution settings are exported if the Resolution checkBox is unchecked.
I've added quickly 2 texFields called 'Animated Set' and '-> obj name'.
There is a context menu (rmb) on the 'Animated Set' to pick a set that should contain animated things and will be exported regarding the 'obj name' field.
So you can put objects inside a set and set it there to be exported during animation rendering.
If the 'Animated Set' field is empty, the script behave like before...
As for the triangulate issue I couldn't reproduce it.
If you've got simple scene that's showing up the issue you can send it to me.

Anyway, the UI is not clear (to not say some other words) and the whole code should be refactored. Wish I'll find the few hours to do that... instead of tweaking this script.

F
Attachments
maya2octane.zip
(8.94 KiB) Downloaded 685 times
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Thank you tchoa, I will check the new script very soon!
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PolderAnimation
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Posts: 375
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
Contact:

Will there be an update that uses alembic caches? That would be great when rendering animations.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
Imagirium
Licensed Customer
Posts: 4
Joined: Wed Dec 01, 2010 2:10 pm

Hello !

I can no longueur use maya exporter plug in as it's making errors.
Will be there an update ?
Is there an other way to export maya camera to octane ?
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