- The textures aren't copied to the export directory. I know there is a new tool for textures, but it seems more complex that what most want. The .material file is exported correctly, I just want the texture files in the export directory.
- I tried adding an ambient light, but it doesn't get exported, although it is marked as exportable. There is a node for it in the .scene, but no light itself. Directional, point and spot lights do work.
I'll have a look at the TFM, it just looked a bit complex for my needs. I'm not at my machine with maya installed at the moment, but I think the path where the textures are copied isn't set to the export path of LFA by default. That would help.
One more thing: before exporting, we need to reset transforms. Does that have an influence on the maya scene itself? Cause otherwise, it would be nice to do that temporarily, so only for the export, so the modelers can keep working with their transforms.
<A simple material with a texture.><text>
<lighting> <opt> <on,off>
<emissive><RGB><0 0 0>
- Our modeler put a camera in the scene, called persp1 (in the outliner, I actually don't have maya experience myself). When it was made exportable, and I tried to export the .scene file, I got an error: "Error: No object matches name: camera1". The error disappeared when I selected the camera and pressed "Delete" in the exporter dialog
- Having to press "Delete" for an object not exporting anymore isn't very intuitive I think (I for one had to look for it a while). Wouldn't it be better if the button was called "Don't export" or something?
Edit 2: Also, could the export dialog be made expandable in size? Cause when you are changing parameters, it's kinda hard with such a small dialog...
window -title ("LFA Scene Manager v"+`lfa_getToolVersion`)
Edit 3: I just discovered the (very nice!) material system, but there seems to be something wrong with the simpleTexture material definition. I found out when the ambient color wasn't correctly taken over by the exporter (only an ambient light resulted in a completely black scene in Ogre). There are a couple of strange things in the definition:
the incandescence parameter isn't the ambient color, right? I tried to change it to Ambient Color, AmbientColor and ambientColor, but none of them works (no idea where I could find the names I could use).
The specularColor doesn't seem to work either. It gives an error in the exporter dialog: ATTR ERROR: 'specularColr' !
I also tried the texture file manager. If that target path would be filled in by the export path by default, it would be a great tool (it is already, but then it would be kinda perfect)
its actually small on purpose so it can be kept up while working and not take up a lot of screen space. I dont want to change this because it could have unpredictable results as the layout is dynamic and everything is built to fit in there (imho mel UI is the hardest part of mel and its very limited in some areas). However if you want to change it yourself you can, its inside lfa_sceneManager.mel
using incandescence as ambient is done on purpose so you can see your changes in realtime in maya, it doesnt really matter what attribute is used to attach to what so if you feel more comfortable attaching it to the actual 'ambient' attribute of the material there shouldnt be any problems Smile
- Code: Select all
But if you do this you wont see your changes until youve exported and loaded into ogre. The thing is that the exporter only cares about whats in the LFA interface anyway, so i consider using incandescence as ambient to be under the hood. Theres no point to modifying the actual material parameters unless you also plan to use it also as a maya-rendered model
as far as the "error", different materials carry different parameters, lambert for example doesnt have a specular attribute and the material definition is trying to connect to specular... so the LFA tools suggest in the interface and in the script editor that you use a different maya material to represent that particular ogre material. Even in the case you don't choose another material however, defaults are put in place of the unfound attribute and it shouldnt break your material. The best thing however would be to use a phong or phongE instead of lambert in the case of simpleTexture.
i could look into it, but you dont really need to use the slider at all. I just kept it for convinience for clamping to black or full bright, click on the color swatch there and you'll have access to full HSV/RGB control.OK, I understand that. It's just that with the material attributes for example, the sliders are only half a centimeter wide, and its really hard to actually use it. By the way, I don't know anything about mel script (or maya in general), but wouldn't it be possible to put the export attributes actually in the attributes pane of the object (Under "Extra Attributes" for example, we could have a "Ogre Export Options". That way, the export dialog itself could stay small, because it would only have the buttons and menus in it.
But I guess a note in the help couldn't hurt, so people know that. As I said, I don't know anything about maya, but you are right: changing the ambient slider doesn't change anything in the maya viewport, the incandescence one does.
Artba wrote:Hello there! Thank you very much for this useful exporter.
I used it several times now and wonder if there is any hidden option to export level of detail information, either to a mesh of into the .scene file.
Or do you use a differnt construct for exporting LoD from Maya ?
Or how do you normally transport LoDs from Maya to Ogre ?
Thanks for your help,
lMyMeshPtr->generateLodLevels(lodDistances, ProgressiveMesh::VRQ_PROPORTIONAL, 40.0f);
Users browsing this forum: Google [Bot] and 2 guests