Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 03-07-2012 , 05:22 AM
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Join Date: Nov 2007
Posts: 2

Automated Rendering

Hi - I'm using Maya to create stimuli for a psychology project.
I have written a procedural modeling script that churns out random objects.
Here is my question: I need about 200 of these objects, and would just as soon not have to click render that many times. Is there a way to add a render command to the end of my script and loop it? I'd love to be able to set things up, run my script, and come back in the morning and find my stimuli rendered and ready to go. I've tried to use the BatchRender; mel command, but that only works once - when I try to run it in a loop, it gets backed up and throws up warnings about quitting my current render. Is there a way to tell maya via mel to wait for a render to finish before continuing on a with a script or something like that?
BTW, I am insanely new to MEL, so use small words!
Thanks -

P.S. The way I have things set up now, I've set it up to delete one object and build another, and I've been trying to insert my render command in between construction of one obj and its deletion.

# 2 03-07-2012 , 12:33 PM
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Join Date: Dec 2005
Location: Toronto
Posts: 3,374
I think there is, I'm not a huge MEL user, so I don't know the specifics.
What I would suggest is probably easier. Do your creation and deletion on sequential frames. Create one object on frame one, create another object on frame two, and either move object one out of the render area or key its visibility, not too hard. Then you can batch render your 200 frame sequence easily.

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