Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-26 Thread Farshid Lashkari
Hi Jean-Sébastien, On Thu, May 26, 2011 at 6:31 AM, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > > I tried this, and I notice it's an extra line in the material description > string. I'm wondering why you didn't just put the extra attributes at the > end of the Map ... line for

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-26 Thread Jean-Sébastien Guay
Hi Farshid, I just added the support for normal map details in the description string. The format is the following: Normal The method field can be one of the following strings: Tangent Local XYZ Screen World Try it out and let me know if there are any issues. I tried this, and I notic

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-26 Thread Luca Vezzadini
Hi Farshid, Just tried and it behaves as you described, so looks fine. I still haven't had the time to do real tests on the shader side but I don't see any issues for that, so I'd say the exporter now is really great for me. Luca -- Read this topic online here: http://forum.open

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-25 Thread Farshid Lashkari
Hi Luca, On Thu, May 19, 2011 at 11:59 PM, Luca Vezzadini wrote: > > That would be perfect, so go ahead with that. I just added the support for normal map details in the description string. The format is the following: Normal The method field can be one of the following strings: Tangent

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-20 Thread Luca Vezzadini
Farshid Lashkari wrote: > Normal > Normal 2 1.0 Tangent > [...] > Does this sound reasonable to you? That would be perfect, so go ahead with that. Thanks, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39590#39590 __

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-19 Thread Farshid Lashkari
Hi Luca, On Thu, May 19, 2011 at 12:59 AM, Luca Vezzadini wrote: > > I gave it a try, the description lines are there. I just see a minor issue: > you did not add the MaterialData.{h,cpp} to Cmake. > About the results, looks like what is there is fine! I'll do more testing > in the next days, tryi

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-19 Thread Jean-Sébastien Guay
Hi guys, Cool that this is done, I'll check it out soon and try reading the files back in our engine. Thanks a lot for your work! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-l

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-19 Thread Luca Vezzadini
Hi Farshid, I gave it a try, the description lines are there. I just see a minor issue: you did not add the MaterialData.{h,cpp} to Cmake. About the results, looks like what is there is fine! I'll do more testing in the next days, trying to use the definitions in my shaders as well, and let you

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-18 Thread Farshid Lashkari
On Wed, May 18, 2011 at 1:06 PM, Luca Vezzadini wrote: > > Cool! I'll give it a try tomorrow (I'm in Europe, different time...). Just > to be sure I've got it right, the fields after the keyword "Map" are, in > order: map name, tx unit, blend amount (in [0,1] range), file name. Is that > right? T

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-18 Thread Luca Vezzadini
Farshid Lashkari wrote: > # osgmaxexp material data > Name Basketball > Map Diffuse 0 1 imagesbball_diffuse.jpg > Map Bump1 0.3 imagesbball_normal.jpg > Cool! I'll give it a try tomorrow (I'm in Europe, different time...). Just to be sure I've got it right, the f

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-18 Thread Farshid Lashkari
Hi Luca, I've just committed support for the material description strings. Each material will have its own description string added to the root node. Here is a sample description: # osgmaxexp material data Name Basketball Map Diffuse 0 1 images\bball_diffuse.jpg Map Bump 1 0.3 images\bball_normal

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-18 Thread Farshid Lashkari
Hi Luca, On Wed, May 18, 2011 at 8:02 AM, Luca Vezzadini wrote: > > I'm suggesting that we have one line per each map; so if you have 5 > materials each with 3 maps you'll see 15 description lines in total. And > each line should include the material ID it refers to so it's > straightforward to pa

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-18 Thread Luca Vezzadini
Farshid Lashkari wrote: > Regarding the format, are you suggesting that there should be a single > description string that contains information for all the materials? Or each > material should still be a separate description, but include the material > name on each map entry line? I'm suggesti

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-18 Thread Farshid Lashkari
Hi Luca, On Wed, May 18, 2011 at 3:24 AM, Luca Vezzadini wrote: > > About where to place the descriptions and the syntax for them, let's keep > in mind that each description is treated as a separate string, so I'd say > each one must bring all the info it needs. Which now seems to include also > t

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-18 Thread Luca Vezzadini
Hi Farshid, hi Jean-Sébastien, I'll let you choose the separator, even if I'd vote for tabs or vertical bars, not spaces. About where to place the descriptions and the syntax for them, let's keep in mind that each description is treated as a separate string, so I'd say each one must bring all t

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Jean-Sébastien Guay
Hi Farshid, The exporter applies the material statesets to the osg::Drawable object, which does not support description strings. I can add the description to the parent osg::Geode. However, keep in mind that the geode can contain multiple drawables, where each drawable has a unique material appl

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Farshid Lashkari
Hi Jean-Sébastien, On Tue, May 17, 2011 at 4:16 PM, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > > I would prefer to add it to the description string of the node(s) on which > a material is applied, since a model might have multiple materials on > different nodes... i.e. your wa

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Jean-Sébastien Guay
Hi Farshid, If the new meta-data system is going to support all osg::Object derived classes, then all we need to do is just wait until it is complete. I think the bigger issue is being able to support older versions of osg and older formats like .osg/.ive. Yes. How about adding all the mater

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Farshid Lashkari
Hi Luca, Jean-Sébastien On Tue, May 17, 2011 at 12:46 PM, Luca Vezzadini wrote: > > I have no idea about the new metadata stuff. But if that doesn't work, > wouldn't it be easier to just move the description stuff from Node to > Object? The name is already in the Object class, having the descripti

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Luca Vezzadini
Hi, I have no idea about the new metadata stuff. But if that doesn't work, wouldn't it be easier to just move the description stuff from Node to Object? The name is already in the Object class, having the description there too would make a lot of sense anyway. And I don't this this would be a ma

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Jean-Sébastien Guay
Hi Farshid, Luca, You are absolutely right! I had mistakenly assumed that the description list was supported by all osg::Object derived classes. Well, that puts a big dent in our plans :( Argh, I had made the same assumption. Does anybody know if the new meta-data system will support all osg

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Farshid Lashkari
Hi Luca, On Tue, May 17, 2011 at 6:12 AM, Luca Vezzadini wrote: > > Mmm... StateSet does not derive from osg::Node so it does not have the > DescriptionList member... So are you planning to extend the StateSet class, > its serializer and so on? Or did I miss something?... > You are absolutely rig

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Farshid Lashkari
Hi Luca, On Tue, May 17, 2011 at 4:29 AM, Luca Vezzadini wrote: > > I've made a few tests with the current (trunk) version of the exporter and > I'd say it doesn't handle the normal maps for now. In Max, to use a normal > map you don't assign directly a bitmap to the bump channel, you first create

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Luca Vezzadini
Farshid Lashkari wrote: > The description would be added to the osg::StateSet object. Our use of the > word "material" is referring to the Max material object. Mmm... StateSet does not derive from osg::Node so it does not have the DescriptionList member... So are you planning to extend the Stat

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Thomas Hogarth
Hi Guys Been following this with interest. Having a method to know what map type is in what texture unit will be great. Regarding the normal mapping, is there any chance of getting the exporter to also generate tangent vectors (either from max or using osgUtils). Would be ace if you could also spe

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Luca Vezzadini
vezza wrote: > About bump, as far as I know Max allows you to create for that channel a map > of type "normal" and therefore you should be able to distinguish between > regular bump mapping and normal mapping. Actually Max allows even to specify > what space to use for the normal map (tangent,

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Luca Vezzadini
Ciao, So, looks like we have a decision, cool! To summarize, if I've got it right, for every texture map in the material we will find a description string like the following (assuming we use the "|" as a separator): Diffuse|Unit_0|c:\program files\whatever\file.png|80 where: - the first field i

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, I personally don't need them, but if a hard-coded texture unit option were to be added to the exporter in the future, then we might as well add this information to the description string now. If we are 100% sure that this option will never be added, then I'm fine with leaving this in

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Jean-Sébastien, On Mon, May 16, 2011 at 4:56 PM, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > > Both your and Luca's suggestions are good, but I think I like Luca's > better, as it doesn't assume any ID number (yours has Type_0, Type_1, ... > which seems to suggest a certain

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, Same here, our application already determines texture units at runtime, so I personally have no need for hard-coded units. Do you have any suggestions for how the material description strings should be formatted? Both your and Luca's suggestions are good, but I think I like Luca's

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
We could probably start off with the hardcoded version first, then later on add the customizable version. Baby steps... :) About the description syntax, I think the main decision is: is this a Max-specific feature or do we want it to be generic? Generic would be better of course but then we have

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Jean-Sébastien, On Mon, May 16, 2011 at 3:58 PM, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > > In the case of our use of the exporter, we'd want to implement the second > case anyways, as our engine uses specific shaders and a pipeline that the > exporter doesn't (and should

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 3:39 PM, Luca Vezzadini wrote: > > About the "texture unit <-> map type" mapping, is that something that you > really need on a per-material basis or is it more of a global definition for > you whole file? I would say it's more a global thing. If so, we could have

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Jean-Sébastien Guay
Hi Farshid, The second method doesn't necessarily need to be an option. I don't see any harm in always adding a description string to the stateset. My main concern is coming up with a format that can be easy to parse. I totally agree. I'd like to avoid the first method, since it introduces a

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Farshid Lashkari wrote: > Should the assigned texture unit for each map type be customizable, and if > so, how would the interface for assigning the texture units work? About the "texture unit <-> map type" mapping, is that something that you really need on a per-material basis or is it more o

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Farshid Lashkari wrote: > > I'd like to avoid the first method, since it introduces a couple issues. As I > mentioned in my last email, how would composite materials be handled? Should > the assigned texture unit for each map type be customizable, and if so, how > would the interface for assig

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 1:57 PM, Luca Vezzadini wrote: > > I'd say that both options are interesting; the first one is probably more > straightforward, but it's true that the second one opens more possibilities. > What about a radio button in the exporter options to choose which strategy

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Hi Farshid, Thanks for the reply; about the new version that can export all maps, that is surely great news, I'll have a look as soon as possible and get back with feedback.   Farshid Lashkari wrote: > > I have two ideas to help with this issue: > 1) Add an option that will use fixed texture

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 4:44 AM, Luca Vezzadini wrote: > > I'd like to share a few comments about the OSGExp for Max (I've recently > sent them directly to Farshid, and also on the Delta3D forum, but it's > probably better to share them here). > I responded to your email from a few days

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Luca Vezzadini
Hi, I'd like to share a few comments about the OSGExp for Max (I've recently sent them directly to Farshid, and also on the Delta3D forum, but it's probably better to share them here). I see a few limitations right now and the main ones are the following: - you can only export diffuse and light

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Javier Taibo
On Mon, May 9, 2011 at 9:58 PM, Jean-Sébastien Guay wrote: >>   Do you know of an easy way for CMake to create the folders (e.g., >> GLSL) inside the Visual Studio project source tree? > > See the attached file. :-) > > Hope this helps, You're my CMake hero! :-) -- Javier Taibo

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Javier, Great! Thanks for the corrections. Submitted to svn/trunk. Thanks! Do you know of an easy way for CMake to create the folders (e.g., GLSL) inside the Visual Studio project source tree? See the attached file. :-) Hope this helps, J-S -- ___

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Javier Taibo
Hi J-S, On Mon, May 9, 2011 at 5:15 PM, Jean-Sébastien Guay wrote: > > In the end, the fact that the shader generation code in phong.cpp was trying > to access a plug that didn't exist for a blinn material wasn't the cause of > the crash (the code is well guarded so it just returns an empty plu

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Javier, In the end, the fact that the shader generation code in phong.cpp was trying to access a plug that didn't exist for a blinn material wasn't the cause of the crash (the code is well guarded so it just returns an empty plug). Plus, that plug is never used anyways (the gl_FrontMateria

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Javier, I have to get deeper in this issue, but unfortunately I won't have much time for it. I'll let you know if I get to something. I've found out what the problem is: When the Phong class tries to generate a shader code block ( Phong::getCodeBlock() ), if the material was actually a

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Jean-Sébastien Guay
Hi Farshid, 1) Adding prefix/suffix to image filename. I believe this is the easiest method. The filename will be applied to the exported osg::Image object. For example, you can append "_[normal]" to all normal map images. I think this is a bit too intrusive. The artist should be able to name

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-08 Thread Javier Taibo
Hi J-S, On Fri, May 6, 2011 at 10:45 PM, Jean-Sébastien Guay wrote: > Good, pardon the negativism but it's a relief that you're seeing the crash > too now, at least it's not something totally trivial on my side :-) > > I've gotten pretty far debugging this in release with debug symbols. First >

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Javier, Now bump mapping seems to be working fine again, btw... Yes, I agree, when I run the plugin in Debug and get an output file as a result it works well. Thanks. And I must apologize, I absolutely lied to you in the other message. Your scene crashes in Release mode. Just test

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Farshid Lashkari
On Fri, May 6, 2011 at 7:11 AM, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > > Question then, where do I go in Max to set these kinds of tags? Can you >> give me an example of what your artist would do to say that a given >> object (or a given material) has a normal map? >> > > H

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
Hi, about the crash, I tried the file and it crashes on my system as well in release mode. The polygon Export creates a Log nemad Maya2OSG_Write.log, stored in the same directory of exported file. This might help a little. It exports the mesh as geometry, but than creashes. I guss in Shading st

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
Hi J-S, jumping in to say hello, and sorry that I coudn't answer your post earlier. I'm student, and as Javier mentioned my time is very limitted these days and for the next two months. At Holiday time I contribute frequently, and I think this won't cahnge too soon. So for now this is it, I'l

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
On Fri, May 6, 2011 at 8:29 PM, Jean-Sébastien Guay wrote: > Hi Javier, > >> Great, thanks. Can you please replace the filetexture.cpp by this one as >> it's the behavior I think we want - if the Use As: field is anything >> OTHER than Bump, don't convert bump2normal. > > Sorry I forgot the file,

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Javier, Great, thanks. Can you please replace the filetexture.cpp by this one as it's the behavior I think we want - if the Use As: field is anything OTHER than Bump, don't convert bump2normal. Sorry I forgot the file, here it is. BTW, it's fine to leave my e-mail in the AUTHORS file. J-S

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Javier, Thank you for the changes. They are already submitted to svn/trunk. Great, thanks. Can you please replace the filetexture.cpp by this one as it's the behavior I think we want - if the Use As: field is anything OTHER than Bump, don't convert bump2normal. The Blinn shader w

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
On Fri, May 6, 2011 at 7:41 PM, Javier Taibo wrote: > research to discover what computations does Maya for it. Now we have a > first approximation :)  However, I don't know if it is working ^ Please, ignore this line. It

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
Hi J-S, On Fri, May 6, 2011 at 7:02 PM, Jean-Sébastien Guay wrote: > > 1. Named the osg::Light according to the MFnLight/MFnSpotLight name (i.e. if > the light's MatrixTransform is directionalLight1, then the osg::Light will > be directionalLightShape1) > > 2. Blinn materials will be shaded lik

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi all, Here it is. Argh, I didn't realize how big that was. I got a message from the list saying it awaited moderator approval, you can safely refuse it, I'll send it to Javier directly. Sorry, J-S -- __ Jean-Sebastien Guayjean-seba

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
Hi J-S, On Fri, May 6, 2011 at 3:49 PM, Jean-Sébastien Guay wrote: > Here are the changes I have made to maya2osg. > > 1. I have modified the CMake config so it will use the OSG release and debug > versions correctly. > 2. I made the Maya install directory user-visible because it might not be

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Kim, Just jumping into this thread, I admit that I haven't read it all the way through, so hopefully this is relevant. Of course, jump in whenever you want :-) What I have done to support things like specular maps and bump maps in models exported from Maya is to modify the dae loader foun

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Kim Bale
Just jumping into this thread, I admit that I haven't read it all the way through, so hopefully this is relevant. What I have done to support things like specular maps and bump maps in models exported from Maya is to modify the dae loader found to support the tags that are added to the Collada fi

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
Hi Farshid, OK. The different ways you mention above, are they all currently supported by OSGExp? Meaning, the material name is exported? The object properties field is exported as descriptions you say? (I haven't gone through the code to OSGExp yet) Yes, all the methods I described are suppor

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
Hi, On Fri, May 6, 2011 at 3:24 AM, Jean-Sébastien Guay wrote: > This can actually be handled automatically with the right usage of FindOSG. > But I agree that it's not always obvious how to do that. When you start > writing tons of ifs for each configuration, it's a clear sign that you're > no

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hi Javier, I suppose you have a very short timeframe in justincaseidie.com :D I didn't know about this, it's actually hilarious... "It will actually only be sent if you fail to log back in to the system within the timeframe that you set, we're just sort of assuming that only death would

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Javier Taibo
Hi J-S, On Thu, May 5, 2011 at 10:25 PM, Jean-Sébastien Guay wrote: > No seriously, about 5 hours, but it's fine, I didn't really expect a reply > that quick - it was meant as a joke, and I had other questions to ask for > the Max export plugin too so I started a thread about both plugins. I

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hi Javier, OMG! X-D How many minutes did you wait??? :) About 5 ;-) No seriously, about 5 hours, but it's fine, I didn't really expect a reply that quick - it was meant as a joke, and I had other questions to ask for the Max export plugin too so I started a thread about both pl

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Javier Taibo
Hi J-S! On Wed, May 4, 2011 at 10:27 PM, Jean-Sébastien Guay wrote: > maya2osg (Maya plugin) > --- > As for maya2osg, it also seems active (last checkin Apr. 24th) and I was > able to compile it myself and use my compiled version without any problems. > But again the

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hello again Farshid, OK. The different ways you mention above, are they all currently supported by OSGExp? Meaning, the material name is exported? The object properties field is exported as descriptions you say? (I haven't gone through the code to OSGExp yet) Yes, all the metho

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay
Hi Farshid, The problem I had with my own compiled version of OSGExp was indeed caused by mismatched DLLs. The prebuilt version's installer copied the OSG DLLs into the 3dsmax directory, as well as the Previewer.dll. When compiling my own version, I was able to just have my own version of OSG

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
Hi Jean-Sébastien, OK. The different ways you mention above, are they all currently supported > by OSGExp? Meaning, the material name is exported? The object properties > field is exported as descriptions you say? (I haven't gone through the code > to OSGExp yet) > Yes, all the methods I describe

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
Hi Farshid, Sorry, I must have misread your original email. What is the exact error message you are seeing? The installer will place the pre-built osg binaries in the max application folder. It also adds the appropriate osgexp install path to plugin.ini. So make sure to replace all the installed

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
On Wed, May 4, 2011 at 4:55 PM, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > > Yes, as I said it works fine. The problems arise when I compile the plugin > myself and try to use my compiled version in Max... It doesn't seem to work > the same as the pre-built one. > > My question

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
Hi Farshid, Thanks for answering. Have you tried the latest pre-built 64-bit osgmaxep installer? I've done some limited testing with it on Max 2011 and 2012 and it seems to export fine. Yes, as I said it works fine. The problems arise when I compile the plugin myself and try to use my compil

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
Hi Jean-Sébastien, Have you tried the latest pre-built 64-bit osgmaxep installer? I've done some limited testing with it on Max 2011 and 2012 and it seems to export fine. I don't check the sourceforge forums that often. I personally think osgmaxexp questions would be better asked on this mailing

[osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
Hi all, As mentioned in a recent thread I'm looking at streamlining our content creation pipeline these days. One thing I think would help is if we could get models in a state where they're usable by our engine immediately when they come out of the content creation tool. This would require a