this is what we suspected. we really wanted all maya nodes to be animateable and viewable in realtime. as you decribed, the only way to get this is by coding everything in the cgfx shader. plus we need to add this feature to our game engine exporter. bad luck for now, but thanks for your input.
thanks a lot brian. if i underatnd this right, i have to implement code in every cgfx shader i use for each animation i want to support? is there a way to use the maya uv placement node of the cgfx shader in hypershade to feed the cgfx shader with the animation data? we would need this to display our game shaders in…
Cgfx shaders probably don't display maya's animation on the vertex data. The cgfx plugin probably link the shader with the original mesh data. You can easily do the animation inside the cgfx. You just need to create a float parameter and look for the "time1" node (Show DAG objects, with a right clic in the outliner). You…
of course i did hit play. ;) basically i just want to see basic uv animation, like uv offset or repeat in the realtime viewport. what works fine with normal texture nodes placed in i.e. lambert, maked no effect within a cfx shader. anybody tried this before?