just wanted throw out a big thanks for this. turned a couple people at work onto it as well. a quick test works great, well see how she does in production. you've already addressed it but just wanted to +1 for baking the tangent space and object at once, but no biggie.. great script dude!!!!
Two things that I´ve noticed during my baking session:
1: can´t save presets if the cage is set to a value below 0.1 - that doesn´t make any sense to me
2: Unable to load presets; when I hit the load button, the script editor outputs:
I´d like to see one feature added to this nice tool:
The ability to override the common attributes in the individual maps attributes;
for example if I bake out the face ID´s map with a lower texture padding than the other maps (btw: I´m missing the option to set texture padding to 0), a nice little flyout named "overrides" for all maps to be able to access those settings individually while not messing up the interface
this plugin is the shit! May I ask how I can set it up so when I export my LP/cage it gets triangulated on export? Or do I have to triangulate it before? Would be nice if I didn't have to.
I´d like to see one feature added to this nice tool:
The ability to override the common attributes in the individual maps attributes;
for example if I bake out the face ID´s map with a lower texture padding than the other maps (btw: I´m missing the option to set texture padding to 0), a nice little flyout named "overrides" for all maps to be able to access those settings individually while not messing up the interface
thanks again!
This is not possible during a single launch of xNormal. xN use global settings for every bake process so I can't directly override that. So what you are asking is a way to launch xNormal twice for example, with different settings each time. I don't support that for the moment (and I'm not sure I will support it soon since it will ask to rebuild my script almost from scratch).
I will fix the padding setting however.
Meanwhile you can override the setting yourself by editing the xml created by the script, but I guess this will kill the interest of the script itself.
this plugin is the shit! May I ask how I can set it up so when I export my LP/cage it gets triangulated on export? Or do I have to triangulate it before? Would be nice if I didn't have to.
Thanks!
Dylan
It's a feature I tried to implement but I add some problem with it (specially after the export, canceling the triangulation). I don't support an automated triangulation for the moment.
By the way you shouldn't triangulate the cage after creating it, the bets is to triangulate the LP first, then create the cage, then export both meshes. I don't remember if the SBM format triangulate your mesh however... maybe you can try that as an alternative.
This just became my favorite maya script, thanks so much!
it's a must have, it makes the baking process so damn smooth
Some random feedback or odd things I noticed:
Can't save presets with cage sizes below 0.1
The Cage size value doesn't update if you input the same value twice in a row (for example to match two different cages. A shortcut is to press + and then - to go back to that same input value)
- +- buttons increments are too big, at least for me
An incredible feature would be if you could batch execute presets to bake several objects in a row.
For example sometimes you have an exploded mesh and you have to run 4-5 bakes... waiting 20 minutes in between. It would be great if you could load stored presets in a queue, and the script would run them one after the other
I'm not sure if this possible though, since you need to know if xNormal has finished baking...
The Cage size value doesn't update if you input the same value twice in a row (for example to match two different cages. A shortcut is to press + and then - to go back to that same input value)
- +- buttons increments are too big, at least for me
Thanks for bringing back these issues, I will try to investigate and fix them as soon as possible.
Regarding the +/- button steps, what do you prefer ? I'm often working with UDK content, therefore I matched this scale to the buttons.
Also, it would be awesome to be able to export your textures to a different file path than your meshes. Thanks a lot for this plugin, it has been super helpful.
I am having trouble when i try to add a custom shelf icon...Ctrl+Shift wont do anything, and now this, add to shelf button wont give me anything same exact problem trying to add DDO to shelf. Please help. Thank you.
I am having trouble when i try to add a custom shelf icon...Ctrl+Shift wont do anything, and now this, add to shelf button wont give me anything same exact problem trying to add DDO to shelf. Please help. Thank you.
Hey guys, from now on I'm stopping the development and the support of this script.
If you are interested into a tool similar to this one I suggest going over the other one I'm actively developing : http://www.polycount.com/forum/showthread.php?t=151048
Replies
1: can´t save presets if the cage is set to a value below 0.1 - that doesn´t make any sense to me
2: Unable to load presets; when I hit the load button, the script editor outputs:
select -r Threshold02 ;
froxLoadPreset;
moduleDetectionLogic;
loadModule -scan;
but nothing happens
2 - How do load your presets ? You need to select it first in you scene (via the outliner preferably) and then use the "load preset" button.
I didn´t know that I have to select the preset via outliner, thanks for the hint!
I should fix this I guess, and making it more user friendly to use.
I´d like to see one feature added to this nice tool:
The ability to override the common attributes in the individual maps attributes;
for example if I bake out the face ID´s map with a lower texture padding than the other maps (btw: I´m missing the option to set texture padding to 0), a nice little flyout named "overrides" for all maps to be able to access those settings individually while not messing up the interface
thanks again!
Thanks!
Dylan
This is not possible during a single launch of xNormal. xN use global settings for every bake process so I can't directly override that. So what you are asking is a way to launch xNormal twice for example, with different settings each time. I don't support that for the moment (and I'm not sure I will support it soon since it will ask to rebuild my script almost from scratch).
I will fix the padding setting however.
Meanwhile you can override the setting yourself by editing the xml created by the script, but I guess this will kill the interest of the script itself.
It's a feature I tried to implement but I add some problem with it (specially after the export, canceling the triangulation). I don't support an automated triangulation for the moment.
By the way you shouldn't triangulate the cage after creating it, the bets is to triangulate the LP first, then create the cage, then export both meshes. I don't remember if the SBM format triangulate your mesh however... maybe you can try that as an alternative.
thanks for your reply, I will wait patiently and keep track of xnormal and froXno, there´s a lot of potential there!
cheers!
it's a must have, it makes the baking process so damn smooth
Some random feedback or odd things I noticed:
An incredible feature would be if you could batch execute presets to bake several objects in a row.
For example sometimes you have an exploded mesh and you have to run 4-5 bakes... waiting 20 minutes in between. It would be great if you could load stored presets in a queue, and the script would run them one after the other
I'm not sure if this possible though, since you need to know if xNormal has finished baking...
anyway super cool stuff, keep it up!
Regarding the +/- button steps, what do you prefer ? I'm often working with UDK content, therefore I matched this scale to the buttons.
This feature is planned. xNormal can bake multiple xml at once (well, one after one to be exact). I can't provide any ETA unfortunately.
cant wait for the update
Make Texture padding of 0 available!
for example if you bake a grid like structure to a plane, you wouldn´t want to use any padding at all
all in all, this tool makes using xnormal so much easier!
http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/
Ok, nothing needs to be changed in your tool, it´s about selecting the plugin in XNormal settings
I can't say when I will be able to update my script however.
It clearly tells you this on the first page.
Sadly, I can't download it because the site is down!
You can check : http://downforeveryoneorjustme.com/http://www.froyok.fr/
But here are some mirrors :
https://dl.dropboxusercontent.com/u/13564647/maya/frox_0-7-1.zip
http://www.creativecrash.com/maya/script/froxnormal
If you are interested into a tool similar to this one I suggest going over the other one I'm actively developing : http://www.polycount.com/forum/showthread.php?t=151048