hmoraldo wrote:Thanks a lot for this tool... I have a simple question: does the lfa exporter allow exporting User Data?
<node name="pTorus1Node" id="some -ID- Data">
<position x="0" y="0" z="0" />
<rotation qx="0" qy="0" qz="0" qw="1" />
<scale x="325.1554183" y="325.1554183" z="325.1554183" />
<entity name="pTorus1" id="some -subID- Data" meshFile="pTorus1.mesh" static="false" castShadows="false" />
CHANGES + NEW FEATURES:
- added SUPPORT FOR SKELETAL ANIMATION AND BLEND SHAPE ANIMATION via the new animation manager
- created a preference to use Maya object names as entity names
- created a preference to prompt for .scene file name
- added 'fix shape names' tool
- added 'match to' tool
- multiple objects can now be made non-exportable using the regular 'remove' button
- changed all global procs to head up with lfa_ for safety
- fixed a serious bug where not all the proper flags were getting added to the command line
- fixed bug while exporting camera to .scene file would always use 'camera1'
- fixed sceneName.ma.material bug (only filtering .mb)
- when re-opening window it now brings it to the front instead of giving a warning
- exposed a scale offset, dotSceneNodePrefix and dotSceneNodeSuffix among other variables to lfa_settings.mel
- added internet FAQ help directly in Maya
funshark wrote:nice job!
z0 wrote:Hi metaldev,
im very curious to try your LFA, but couldn't access the LFA site for 2 weeks now, so i was wondering if the project is discontinued?
DZ wrote:Does LFA exports references to material files? I can't see any materialFile attribute for entity nodes in .scene file.
fprint $fileID ($depth+"<entity name=\""+ $nodeName +"\" id=\""+`getAttr ($currentObject+".exportSubID")`+"\" meshFile=\""+ $meshToUseName +".mesh\" static=\""+$static+"\" castShadows=\""+$shadows+"\" />\n");
<!ELEMENT entity (vertexBuffer?, indexBuffer?, userDataReference?)>
name CDATA #IMPLIED
id ID #IMPLIED
meshFile CDATA #REQUIRED
materialFile CDATA #IMPLIED
static (true | false) "false"
castShadows (true | false) "true"
void DotSceneLoader::processEntity(TiXmlElement *XMLNode, SceneNode *pParent)
// Process attributes
String materialFile = getAttrib(XMLNode, "materialFile");
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