I don't support this script any more.
For a similar and still updated script for Maya please take a look at this one :
http://www.polycount.com/forum/showthread.php?t=151048
So what is it ? Well this script simply edit an xml file based on the settings you chose on the UI and send the information to xNormal to generate the maps that you want.
The big advantage is that you don't have to launch xNormal to do that, the script do it for you. So you can work directly from Maya ! The script support the export of your low poly, high poly and a blocker mesh.
You can of course tell to the script to use an external file as you high-poly (from example is you use a very big mesh from zBrush).
New version !
1# How to install ?
======================
Put the content of the folder "frox_XX" inside your maya folder.
Ex : "My Documents\maya\2011-x64\"
2# How to launch ?
======================
Call the command "source froXno.mel; froXno;" in the mel command line for the first time.
You can use the "Make Shelf Button" to make a shelf button in your current shelf.
3# How to use ?
======================
1 -Set your export path inside the UI and the path to your xNormal program.
2 -Setup correctly your low poly mesh and your high-poly mesh
3 -Hit the export button at leats one time for eahc mesh
4 -Use "Bake texture(s)" to launch xNormal
The Export and the Bake are 2 separated part, no need to re-export when you just change one setting in the UI. To avoid errors and project management all the maps are generated inside your export folder. It's a voluntary choice to avoid to set multiple paths.
You can read the full explanation of the settings here : http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya
Changelog :
//version 0.7.1
-updated the Cage slider : now a field with a +/- buttons (more precise and scalable)
-updated the SBM export, now totally silent (without the OK dialog after the export)
-fixed the export of the cage when using the SBM format
//version 0.7
-added a button to open the export folder
-added possibility to bake non-square textures.
-added "check nGons" button to check manually n-gons on a selected mesh.
-added a check before calling xNormal to see if LP/HP mesh have been exported
-updated the export path button, removed a conflic with the "froTools" script.
-updated the checkbox "Convert HP smth" to be false by default
-fixed an error about the WindowPref command when you load the script
-fixed the missing settings for the Curvature map (UI, preset and xNormal xml)
-fixed an error with the export path of the low poly mesh in the SBM format.
-fixed the crash when setting the xNormal path.
//version 0.6.1
-added Smoothing group and Tangent/Binormals options for the FBX export.
-fixed FBX Triangulate problem when using an older plugin verison (FBX 2011 and before)
//version 0.6
-cage support added (custom and maya envelope)
-fixed a bug with the clear button (now working when nothing is selected);
-added preset support
//version 0.5
-curvature and prt map added
-n-gon filter added when exporting meshes
-fixed some misspellings
-added a new Tab : settings for the different maps
-fixed errors with the creation and the writing of the xml file
-fixed error when fbx plugin is not loaded (export automaticaly in obj)
-changed the export button to 2 button (one side HP mesh, other side LP/Blocker)
-new export maps added (height map, PRTpn, Curvature, Base texture)
-new options to force the writing of the xml file
-added an option to automatically convert HP from smooth preview to geometry at export
//version 0.4
-Xml file automatically generated in the export folder (when not already existing)
-n-gons detector on the low-poly before export
-fbx update : support update 2013 of the fbx plugin
//version 0.3
-Fix for the changes in the FBX command
-Fix for the blocker exporter, now really working
//version 0.2
-Initial version
-Support XML generation + xNormal export
Replies
Do we need to suffix with _hp if the highpoly is within the same scene?
Will you include an option to export a low poly cage?
By low-poly you mean a cage for the low-poly mesh ? If yes then yes I will include this in the future.
in may case i always export to the projects data folder, so maybe when firring up the script it could copy the xml there etc.
also the out of scene HP thing is pretty cool.
Are you planning to let the user use xNormal's ray distance calc tool via the plugin? I use that a lot for baking simple things, so it would be a nice feature.
Yeah or the "envelope" as maya calls it. Its easy to export the cage from max with the default .SBM exporter but I haven't figured out a way to do it in Maya, would be really useful.
Also, by default, envelopes get added as a child to the original, which does bork up exporting as obj until you separate them.
thank you so much.
You can already set the ray distance (the Ray parameters on the UI). Otherwise, the ray calculator in mel is a bad idea. MEL is too slow for doing manual raycast. At least I don't have found native functions for that.
maybe in a month or 2 when i got lots of free time, i might start working on prototypeing a calculator in python, than moving it over to c++ if it works and i need to speed boost.
even just plain old python, using the maya.cmds is faster than mel, iv been building a my own smd exporter for the source engine in python, and it even with it's limited functionality functions way faster than the current mel one that is floating around.
Yeah, it's because my FBX plug-in is a 2012 version, it looks like some commands were changed since this version. I have updated my version and the script to fix that. Also funny fact : the command in the doc is "FBXExportSkeleton" (which doesn't work).
I also noted that the command "FBXExportFileVersion" which I use to set the FBX file format version will be disabled in a next update. Great. :shifty:
Haaaa, Autodesk...
Anyway, here is the updated script : https://dl.dropbox.com/u/13564647/maya/frox_0-3.zip
(No new features, only bug fix)
Well, if you could do that it would help not only this script but an other one that I'm working one (my retopo tools).
Still would be a fun little project that can teach me a new side of 3d.
// Error: Cannot find procedure "FBXExportSkeletonDefinitions". //
also changing my xnormal path crashes maya.
xNormal launch itself but close if there is an error. Try to launch xNormal normally and test your mesh. Unfortunately the batch render doesn't send/display the errors so I'm unable to warn the user when their mesh are not conform.
I plan to do a manual checker (a least to prevent the n-gons) directly in maya when you export, but I didn't have the time currently to do it.
This is not normal, I will see why this is happening.
[EDIT] Ha, I get it, do you have put the xml file inside you export directory ?
Anyway, the new version will get rid of that, the xml file will be generated from the script itself. Again, I'm sorry for the bugs, I should have waited before sharing it.
https://dl.dropbox.com/u/13564647/maya/frox_0-4.zip
Some features are mussing, but I'm very busy on an other project, sorry guys. :S
But I am having the exact same problem as Oniram. Everything works fine until I hit Bake textures. xNormal launches then immediately closes after displaying an error message for about .0001 seconds.
EDIT : by timing a printscreen I was able to capture the exact message that pops up right before xNormal closes. Turns out it's just the normal baking progress bar. No idea why it aborts.
Baking the exported files manually in xNormal works fine. It's just that baking using the script doesn't work.
Checking the maya output, it shows this error:
In you case, it's totally my fault. The last zip file had an error, I have fixed it and updated the archive. Can you re-download it and reinstall the script ?
(To be precise : xNormal try to load the "base.xml" file, but since the version 0.4 I have changed the name of the xml file to "export.xml" and I forget to update every mention of it inside the script. it should be ok now.)
Yep, new version works! Awesome tool, man!
Minor issue, but if you do not have the fbx plugin loaded, exporting will not work. Even if you're only trying to export objs.
Haven't tested to see if it works in reverse (if you have to have the obj plugin loaded in order to export fbx's)
I'm glad to read it works finally !
I find I need cages for most of the baking I do
fantastic tool otherwise
froXnormal 0.5
Download : froXno version 0.5
Changelog :
The cage support is planned for the 0.6 version.
However, I'm not an experienced user of cages. I would like some informations on how you make them/use them. I have also planned the support of presets. This will also users to share settings between you maya scenes.
as far as i know, SMB files support both a low poly and cage, but i have no clue how thatd work, since xnormal had its own .sbm export option for max. may be worth looking into though.
I see. I have done the same process in the past. I was wondering if you had some specific manipulation with them.
The SBM exporter for maya doesn't show any option for cages unfortunately :
But exporting the cage as a separate file and using it as-is in the script will not be a problem.
Let me some days and you will have it !
Maybe my question can sound silly, but I would really like to understand how you guys use them to be sure to integrate them correctly.
When making a custom cage I usually just duplicate the lowpoly. Move all vertices along their normals and then tweak certain faces that need to deviate from the regular "inflation".