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Maya exporter GUI suggestions #912
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I like the exporter profile Idea... |
@crmabs as advanced user, How do you imagine the pre-post export script ? one selection window to choice a script file ? |
The topic itself is huge. Every time I wanted to reply I got lost in the details. So first let me focus on the current issues. In general the script that runs before the export should eliminate ALL the dance I have to do to get a proper exported content. This could be an advanced topic and can be approached like the pre/post build scripts in Visual Studio or in Houdini. While pre/post scripts could solve everything for artists you need GUI. - well, the best to have to both interchangeably. The concept is to automate every possible step of the scene export - especially targeting the emergent / intrinsic / happenstance behaviours occur when exporting.
I cannot stress enough that every effort you put you product in general can be crippled or turbo boosted by a proper exporter mechanism. It is not Maya or Babylon related. Now I'm addressing the tip of the iceberg only. Every 3d program has a concept of grouping objects. Let's call them sets. A scene object can be part of any number of sets.
What gets exported? Export all Export current selection Export using profile Strictly selected objects only Opposed to the above currently the behaviour is the following: In other words: the export profile makes your life totally independent from the gui. Making the export process robust and repeatable. I have more... |
Hi,
I've used the Maya exporter in a few productions and some conclusion has boiled down that I would like to share with you.
Animation clips editor
Add tab key navigation in anim clip editor. Currently I have to use the mouse the put the cursor in the control's entry field.
Exporter interface
Exporter uses the current selected frame from the timeline as a sort of "base state". When I open the glb - for example - without the animation clip running I get this frame's state visible on the object. This should be a field on the exporter interface. This makes the export independent from the Maya GUI.
Also the same applies for the selection export. The simplest solution would be to select a Maya set which defines the objects to be exported. Otherwise I have to select each root object and use the select->hierarchy Maya operation to get the final selection I want to be exported. Again, this is just one thing that keeps one sane. Other solution would be a pre export script. ( a post one is also usually helpful... )
These comfy features would shine especially when it's rush time during a production. So many things can go wrong when testing the exported content in the destination environment, please let the exporter help!
One more: the deluxe++ version would be to be able to create exporter profiles. They would link a set of maya objects with a set of exporter parameters.
Thanks for your time!
Andras
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