Maya->Indigo0.5.3/0.5.4 Exporter Script
Well, people, I haven't programmed in a while. Now I want to make an MEL script that takes a Maya scene and makes an Indigo XML file.
So far- this is what my program outputs:
Code:
<?xml version='1.0' standalone=no>
<!--Exported from Maya-->
<scene>
<renderer_settings>
<width>640</width>
<height>480</height>
<metropolis>true</metropolis>
<large_mutation_prob>0.2</large_mutation_prob>
<max_change>0.025</max_change>
<russian_roulette_live_prob>0.7</russian_roulette_live_prob>
<max_depth>1000</max_depth>
<bidirectional>true</bidirectional>
<strata_width>10</strata_width>
<frame_upload_period>20</frame_uplod_period>
<halt_time>-1</halt_time>
<logging>true</logging>
<image_save_period>30</image_save_period>
<save_tonemapped_exr>false</save_tonemapped_exr>
<save_untonemapped_exr>false</save_untonemapped_exr>
</renderer_settings>
<tonemapping> <reinhard>
<pre_scale>2.0</pre_scale>
<post_scale>1.0</post_scale>
</reinhard>
<colour_correction>1.0 1.0 1.0</colour_correction>
</tonemapping>
<camera>
<pos>2.852831591 -31.3782011 32.76079742</pos>
<up>0 0 1</up>
<forewards>-2.852831591 31.3782011 -27.63515811</forewards>
<aperture_radius>
Yes, the numbers aren't just random outputs, they are actual processed positions. The camera target is a locator (with default name). The user can add an aim constraint to the camera from the locator if they want, it won't affect the script anyway.
Soon, I will have the vectors normalized, but, until then, this will have to do.
Also I'll have a window that prompts you, asks for settings, basically, a UI.
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