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Various improvements #145
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Thanks for trying Maya2glTF, and your valuable feedback!
Do you mean that nothings happens in the Maya viewport, or that the UV coordinates are not correctly exported, or maybe both? Regarding export, I indeed don't do anything special here, I just call
Some extra nodes are created that are needed to reconstruct the way Maya positions objects in the world. For example
This repository contains a lot of experimental scripts for doing so, see the To know the options of the exporter, just open an empty scene, launch the exporter using the button in the GLTF shelf, and click export. You can also enter an invalid option in the
The documentation in the code explains these a bit, but I certainly need to update the readme, and check if all options still works 😉
Could you paste the error here? Also, if you can share the mesh that goes wrong, that would help (could be shared privately). If you don't care about the Maya tangents, but want to use "industry standard mikktspace tangents" (http://www.mikktspace.com), you can try exporting with the
So a button to analyse the mesh and report + select invalid vertices? That would be nice idea, a bit of work though. PS: Please note that the whole idea of making a project open source is accepting external contributions, like those made from @fire and others. So feel free to hack around and submit pull requests 😄 |
Nothing happens in the Maya viewport ! I don't test if TextCoords are exported correctly.
OK I made a parser in THREEJS, so i can change name of model and keep hierarchy.
Thanks I'm going to explore it.
This will be great !
Here is a part of the error generated
Yes a bit of work but great ! If I have time, i'll be interesting to participate but no time... And I don't think to have skills for helping. Sorry.
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Okay, thanks for the info. I tried to simulate this behavior, but I can't even connect a I see if I can reproduce the vertex errors bugs. |
I tried executing the commands on the mesh I have, and I get no errors. It would be useful if you pasted the errors here, so I can examine what goes wrong. |
Here is a sample mesh where I've got error when I export and the error
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Adding UV repeat and rotation would require enabling the KHR_texture_transform described here, as well as support on the side of the importer for the extension. The current version of the plug-in also does not support aiImage texture nodes for export. If these are currently planned changes, please let me know, otherwise I will look into adding them as they are needed for my current workflow. I would also add support for mesh instances to this list of features, and would like to be part of the discussion on how to best implement them. |
Thanks, I'll look into it |
Aha, I see. I'll try to reproduce this. It seems Maya doesn't support this out-of-the-box in a hardware CG shader. I would have to add attributes that need to be connected to the 2D texture placement, as described in the manual:
That would be a nice feature, although unlike OGRE3D or other engines, GLTF doesn't support this out-of-the-box either (surely an extension will exist for it) |
@rdurnin Thanks for the feedback! Very interesting As this exporter is now a "hobby" project of mine, all contributions are welcome! (I'm no longer an employee at iimachines, although I do occasional freelance work for them). Can you make 3 issues for these separate feature requests? Then we can discuss this further. |
Thanks Ziriax, I'll explore this way ! I'll give you feedback... |
I download and install your Maya GLTF plugin. It's really great, thanks a lot, it saves my time.
I've got few questions.
When I apply a pbr material to meshes, I can't play with TextCoords. When I change offset or rotation, nothing happens. Did I make a wrong manipulation ?
Is it possible to conserve name hierarchy in export (groups and mesh) ? Some elements have the suffix "PIV" during export, is it possible to remove with options.
Can you give an example on how to batch export in python in readme/documentation ? With options for export ? This will be great as I'll try to construct a pipeline for export.
During exports, sometimes, I've got wrong tangents or textcoords. On console, i saw you propose a small portion of code to identify them. But when I try to execute code, I've got errors.
Can you add a button in your panel to execute this script automatically ?
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