agrocros.blogg.se

3d coat applink
3d coat applink














I've exposed functionality like this in applications before, it's really not too much trouble to hook up Python. Python is probably a good way to go given it's cross platform capabilities. The main benefit of this is that 3DCoat's functionality could evolve without breaking existing scripts or plugins that generate the scripts because new versions of 3DC would simply expose new commands as they were developed which older scripts of course wouldn't be using. A basic script interface with just a few commands could provide the applink functionality with room to grow in the future so that other aspects of 3DC could eventually be scripted.

3d coat applink

Same basic idea, but using a script interface of some sort that my plugin would create as needed for 3DC to process. I have to say though, I'd much prefer to have an 3DC SDK that allowed me to control 3DC more directly via scripts. Getting objects to and from 3DC is something that I think anyone having to do it on a regular basis would like to see automated as much as possible. This feature is a good idea and I appreciate the effort in this direction. In addition, and somewhat less important IMO, is an ability to "export with previous settings" so it becomes a one-button thing to Export to an app (creating the export.txt file of course) which would make for a super fast workflow. IMO the Displace Map should be an option in the Model Export, then everybody wins except I still have to go export the Displace Map. This import/export system certainly would speed things up. Sadly, I have to Export Model, go through all that, and then in addition do Texture->Export->Displace Map Visible Layers, which aside from being in a very deep nested menu, is a lot of extra work. My shader will turn a Disp map into a Normal map if I want/need that. Specifically, Displacement maps aren't exported along with everything else!Ĭurrently, I use Colour and Displacement 100% of the time, Spec maybe 60% of the time and nothing else. It's an interesting concept, but highlights a bit of an issue I have generally with exporting. OK cool thanks for the docs, got it working \Maya20xx\bin\plug-insĬopy whole folders "icons", "shelves" to. # Error: re : Failed to get depend nodes list from 3dc_applink #Ĭopy file "3dc_applink.py" from "plug-ins" folder ( depend on Maya version ) to. # Error: pymel : Failed to get constraintCommand list from 3dc_applink # # Error: pymel : Failed to get command list from 3dc_applink # # Error: pymel : Failed to get modelEditorCommand list from 3dc_applink #

3d coat applink 3d coat applink

# Error: pymel : Failed to get controlCommand list from 3dc_applink # Warning: line 1: Failed to run file: C:/Program Files/Autodesk/Maya2014/bin/plug-ins/3dc_applink.py // Error: line 1: UnicodeDecodeError: file C:\Program Files\Autodesk\Maya2014\bin\python27.zip\json\encoder.py line 384: utf8 // Warning: : could not create a PyNode for manipulator type nexManip // re : Updating pymel with pre-loaded plugins: DirectConnect, mayaHIK, AbcImport, tiffFloatReader, VectorRender, gpuCache, rotateHelper, Substance, MayaMuscle, AutodeskPacketFile, autoLoader, fbxmaya, matrixNodes, ik2Bsolver, modelingToolkit, OpenEXRLoader, ikSpringSolver, Mayatomr, AbcExport, ArubaTessellator, quatNodes, mayaCharacterization, OneClick, retargeterNodes, sceneAssembly When I hit the button "Load plugin" in Maya I getting an error: I just installed 3D-Coat AppLink for Maya. For instance, if you have installed version 4.5, the path should be "Documents/3D-CoatV45/Exchange" and so on. It has to reference to correct 3dcoat exchange directory. Don't forget to change you exchange folder in Options tab. If you uncheck the button, the tool will use copying mechanism, meaning you save your old mesh shape with all extra attributes, expressions ans etc., but topology will be changed. When "Replace" mode is active, applink will replace an old mesh with a new one. Use "Replace Shape" button for toggling import modes. It should work in most cases, but could be some minor issues. You can do now export objects from hierarchy and import them back with the same transformations and pivot positions. This release introduces a couple new import features such as support for object hierarchies/pivots and "Copy/Replace shape" mode. Here you can find an additional information regarding installation PyQt for Maya 2011/2012:

3d coat applink

Versions 2013+ have PyQt/PySide modules out of the box, so you don't have to worry about it.

For Maya 2011/2012 you have to install PyQT/PySide, choose which one you like, both of them are supported by the code. That means it won't work with Maya version lower than 2011. The applink has been rewritten with using Pymel and Qt4. Support for object hierarchies and rotation/scale pivots Supported Maya 2011+ (32/64) win/linux/osx (requires PyQt/PySide) I released a new version (link in topic header)














3d coat applink