Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 16 26-05-2006 , 06:58 PM
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Did I move <name>?
Huh... I thought I didn't move anything in the materials...
so what...

Yay to conditional that writes lambert1 if the name is InitialShading... hehe

# 17 27-05-2006 , 12:45 AM
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fixed script:

first- triangulate mesh. second- delete ALL history.

Then, run this script.
Code:
//Script by Matt B. (ThatDude33) for export from Maya 6.5+ to Indigo 0.5.3
//Fixed by Arne OOG
//Outputs in script window
//Copy-Paste results into XML file, run using Ini File.
//No edits should be neccesary

//Start Writing:
string $write = "<?xml version='1.0' standalone=no>\n";
$write += "<!--Exported from Maya--!>\n\n";

proc vector normalize(vector $v){
float $len = sqrt($v.x*$v.x+$v.y*$v.y+$v.z*$v.z);
vector $n = <<$v.x/$len, $v.y/$len, $v.z/$len>>;
return $n;
}
//Will have a prompt window, but now uses settings from render globals
$write +="<scene>\n";
$write += "\n<renderer_settings>\n";
$write += "\t<width>" + `getAttr defaultResolution.width` +"</width>\n";
$write += "\t<height>" + `getAttr defaultResolution.height` +"</height>\n";
$write += "\t<metropolis>true</metropolis>\n";
$write += "\t<large_mutation_prob>0.2</large_mutation_prob>\n";
$write += "\t<max_change>0.025</max_change>\n";
$write += "\t<russian_roulette_live_prob>0.7</russian_roulette_live_prob>\n";
$write += "\t<max_depth>1000</max_depth>\n";
$write += "\t<bidirectional>true</bidirectional>\n";
$write += "\t<strata_width>10</strata_width>\n";
$write += "\t<frame_upload_period>20</frame_upload_period>\n";
$write += "\t<halt_time>-1</halt_time>\n";
$write += "\t<logging>true</logging>\n";
$write += "\t<image_save_period>30</image_save_period>\n";
$write += "\t<save_tonemapped_exr>false</save_tonemapped_exr>\n";
$write += "\t<save_untonemapped_exr>false</save_untonemapped_exr>\n";
$write += "</renderer_settings>\n\n";
$write += "\t<tonemapping>\n";
$write += "\t\t<reinhard>\n";
$write += "\t\t\t<pre_scale>2.0</pre_scale>\n";
$write += "\t\t\t<post_scale>1.0</post_scale>\n";
$write += "\t\t</reinhard>\n";
$write += "\n\t\t<colour_correction>1.0 1.0 1.0</colour_correction>\n";
$write += "\t</tonemapping>\n";
$write += "<background>\n<radiance>1 1 1</radiance>\n</background>\n\n";
$write += "\n<camera>\n";
float $px = `getAttr camera1.tx`;
float $py = `getAttr camera1.ty`;
float $pz = `getAttr camera1.tz`;
vector $pos = <<$px, $py, $pz>>;
float $tx = `getAttr camera1_aim.tx`;
float $ty = `getAttr camera1_aim.ty`;
float $tz = `getAttr camera1_aim.tz`;
vector $aria-label="User link" rel="noopener noreferrer nofollow" class="giveMeEllipsisa" target= <<$tx, $ty, $tz>>;
vector $front = $target-$pos;
vector $dist = $front;
$front = normalize($front);
$write += "\t<pos>"+$px+" "+$py+" "+$pz+"</pos>\n";
float $ux = `getAttr camera1_up.tx`;
float $uy = `getAttr camera1_up.ty`;
float $uz = `getAttr camera1_up.tz`;
vector $up = <<$ux, $uy, $uz>>;
$up = $up - $pos;
$up = normalize($up);
$write += "\t<up>"+$up.x+" "+$up.y+" "+$up.z+"</up>\n";
$write += "\t<forwards>"+$front.x+" "+$front.y+" "+$front.z+"</forwards>\n";
float $fstop = 8;
if ($fstop < 1.0){
$fstop = 1.0;
}
if ($fstop > 22){
$fstop = 22;
}
float $aprad = 50/$fstop;
$aprad = $aprad/200;
$write += "\t<aperture_radius>"+$aprad+"</aperture_radius>\n";
float $FD = sqrt($dist.x*$dist.x+$dist.y*$dist.y+$dist.z*$dist.z);
$write += "\t<focus_distance>"+$FD+"</focus_distance>\n";
$write += "\t<aspect_ratio>"+`getAttr defaultResolution.deviceAspectRatio`+"</aspect_ratio>\n";
$write += "\t<sensor_width>0.036</sensor_width>\n";
$write += "\t<lens_sensor_dist>0.0523314</lens_sensor_dist>\n";
$write += "\t<white_balance>D65</white_balance>\n";
$write += "</camera>\n\n";

string $mats[] = `ls -mat`;
for ($one in $mats){
	if (`objectType $one` == "lambert"){
		$write+= "\n<material>\n";
		if($one == "initialMaterialInfo"){
			$one = "lambert1";
		}
		$write += "\t<name>"+$one+"</name>\n";
		$write += "\t<diffuse>\n";
		float $color[] = `getAttr ($one + ".color")`;
		$write+="\t\t<colour>"+$color[0]+" "+$color[1]+" "+$color[2]+"</colour>\n";
		$write += "\t</diffuse>\n";
		$write += "</material>\n";
	}
	if (`objectType $one` == "phong"){
		$write += "\n<material>\n";
		$write += "\t\t<name>"+$one+"</name>\n";
		$write += "\t<phong>\n";		
		float $col[] = `getAttr ($one + ".color")`;
		$write += "\t\t<diffuse>"+$col[0]+" "+$col[1]+" "+$col[2]+"</diffuse>\n";
		float $reflectivity = `getAttr($one +".reflectivity")`;
		if ($reflectivity > 0.0){
			$write += "\t\t<specular>"+$reflectivity+" "+$reflectivity+" "+$reflectivity+"</specular>\n";
		}
		if ($reflectivity == 0.0){
			float $refl[] = `getAttr ($one +".reflectedColor")`;
			$write += "\t\t<specular>"+$refl[0]+" "+$refl[1]+" "+$refl[2]+"</specular>\n";
		}		
		float $exp = `getAttr ($one + ".cosinePower")`;
		float $exp = $exp * 10;
		$write += "\t\t<exponent>"+$exp+"</exponent>\n";
		$write += "\t</phong>\n";
		$write += "</material>\n";
	}
}

string $shapes[] = `ls -s`;
for ($one in $shapes){
	if(`objectType $one` == "mesh"){
	int $nV[] = `polyEvaluate -v $one`;
	int $nF[] = `polyEvaluate -f $one`;
	int $x = 0;
	$write += "\n<mesh>\n";
	$write += "\t<name>"+$one+"</name>\n";
	$write += "\t<embedded>\n";
	for($x=0;$x < $nV[0];$x++){
		string $cv = $one+".vtx["+$x+"]";
		float $pos[] = `pointPosition $cv`;
		$write += "\t\t<vertex pos='"+$pos[0]+" "+$pos[1]+" "+$pos[2]+"'";
		float $normal[] = `polyNormalPerVertex -q -xyz $cv`;
		$write += " normal='"+$normal[0]+" "+$normal[1]+" "+$normal[2]+"'";
		string $uv[] = `polyListComponentConversion -fv -tuv $cv`;
		float $uvcoord[] = `polyEditUV -q $uv`;
		$write += " uv0='"+$uvcoord[0]+" "+$uvcoord[1]+"'/>\n";
		}	
	$write += "\t<triangle_set>\n";
	string $sg[] = `listConnections -type shadingEngine $one`;
	string $mat[] = `listConnections $sg[0]`;
	//$mat[2] holds the actual material.	
	print(`listConnections $sg[0]`);
	if ($mat[2] == "initialMaterialInfo"){
		$mat[2] = $mat[0];
	}
	if ($mat[2] == "renderPartition"){
	$mat[2] = $mat[3];
	}
	$write += "\t<material_name>"+$mat[2]+"</material_name>\n";
	for($x = 0;$x < $nF[0];$x++){
		string $curface = $one +".f["+$x+"]";
		string $vfl[] = `polyListComponentConversion -ff -tvf $curface`;
		$vfl = `filterExpand -sm 70 $vfl`;
		$write +="\t\t<tri>";
		for ($v in $vfl){
			string $vert[]=`polyListComponentConversion -fvf -tv $v`;
			string $vnum = match("[0-9]+",match("[0-9]+\]",$vert[0]));
			int $conv = $vnum;
			$write += $conv + " ";
		}
		$write += "</tri>\n";
	}	
	$write += "\t</triangle_set>\n";
	$write += "\t</embedded>\n";
	$write += "</mesh>";
	}
}

//Models
string $trans[] =`ls -s`;
for ($one in $trans) {
			string $shape[] = `listRelatives -shapes $one`;
			if (`objectType $one` == "mesh"){
			$write += "\n\n<model>\n\t<pos>0 0 0</pos>";
		$write += "\n\t<scale>1</scale>";
		$write += "\n\t<normal_smoothing>true</normal_smoothing>";
                $write += "\n\t<rotation><matrix>1 0 0 0 1 0 0 0 1</matrix></rotation>";
		$write += "\n\t<mesh_name>"+$one +"</mesh_name>\n</model>";
	}
}
$write += "\n</scene>";
print($write);
if (`window -exists indOut`) deleteUI indOut;
window -title "Output for Indigo Renderer" indOut;
windowPref -wh 500 600 indOut;
rowLayout -h 600;
scrollField -w 480 -h 560 -editable false -tx $write;
showWindow indOut;


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Last edited by MattTheMan; 27-05-2006 at 01:54 PM.
# 18 27-05-2006 , 06:14 AM
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Coming along nicely there, Matt!
I would've tried it...if I had Indigo.
I still tried it.
I forgot that I hadn't got maya.
Just PLE.

user added image
Arangol

# 19 27-05-2006 , 11:46 AM
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There is one thing that still haven't been done...
Correcting the "maya Y" to "indigo Z"
It makes the Sky Light look really stupid :p

Could you try to add/fix that? user added image

In this image the sky light is lying sideways... even though I sat it directly above...

Attached Thumbnails

Last edited by arneoog; 27-05-2006 at 11:50 AM.
# 20 27-05-2006 , 01:18 PM
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umm... I should do that... but-

but- a bunch (ok, maybe not a bunch) of people actually have Maya Z as up. I do. You should change yours too.

But, if it does cause many more problems, i'll end up with a conditional that does that (if orientationUp == "Y")then... add the <rotation><matrix>whatever matrice does it</matrix></rotation>.

Oh- how did you fix the bug that didn't let you load? I'm curious.


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# 21 27-05-2006 , 01:26 PM
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Originally posted by Arangol
Coming along nicely there, Matt!
I would've tried it...if I had Indigo.
I still tried it.
I forgot that I hadn't got maya.
Just PLE.

user added image
Arangol

lol, arangol... poor little peeps with their PLE user added image You can still get indigo if you want, its free! Find a link in the Indigo Unbiased Renderer thread- look for 0.5 tests.


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# 22 27-05-2006 , 01:28 PM
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I tried to change it to Z up, but then all my models I've made suddenly rotaded and became totally screwed...
So I had to change it back...


hehe, okay I tell you :p

-You wrote <forewards> insted of <forwards>
-And I took the </embedded> before <triangle_set> away
-Last I removed all the <!-- --!>, I'm not quite sure why... hehe...

Edit: and you had </colour>0 0 1</colour>...
<colour>0 0 1</colour>...


Last edited by arneoog; 27-05-2006 at 01:34 PM.
# 23 27-05-2006 , 01:57 PM
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well... I guess I'll have to add the rotation matrices. See, the problem would have been the cameras- rotating -90 around the X axis. I guess I'll try it... but I'm not guaranteeing ANYTHING.

Oh- do you know the MEL name for orientation? Or should I just prompt the user "Is Y+ currently up?".


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# 24 27-05-2006 , 02:14 PM
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I have no idea what the MEL name for orientation is...

Have you chacked the MEL Command Reference?

# 25 27-05-2006 , 03:20 PM
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yeah- I have... didn't find anything.

Well- MEL is slow. Very slow. I would have done this is C++ but... I can't hook it with Maya!!!!!

It took about 7 minutes to export 12000 polygons(24000tris) on my 3.2 ghz HT with 2 gigs of ram. user added image


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# 26 27-05-2006 , 03:23 PM
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yes, it is slow... user added image

# 27 27-05-2006 , 03:25 PM
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oh- and I think there are some normal smoothing issues- either I am exporting them wrong or it's Indigo's fault. I'm pretty sure it's mine... and I will show you a before and after shot.


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# 28 27-05-2006 , 04:58 PM
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ok- here's a couple:

No Normal Smooth
user added image

With Normal Smooth
user added image

Odd Cube w/ Normal Smooth
user added image

Odd Torus
user added image


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Last edited by MattTheMan; 27-05-2006 at 06:13 PM.
# 29 27-05-2006 , 05:03 PM
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weird...

I haven't used normal smooth...
Why should I?

# 30 27-05-2006 , 05:05 PM
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well, so you don't get faceting in rendering... etc.

my latest post, btw had normal smoothing in the code.


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