Archive

Archive for October, 2009

Keep Maya from renaming your shaders.

October 10th, 2009 2 comments

Every time you change a shader’s type in Maya’s attribute editor, Maya discards the name of your shader. So if you had a shader called “my_carefully_named_shader” that happened to be a Lambert, and you changed it to a Blinn, your shader would be automatically renamed “blinn1”. Great, no? No. So if like me you’re tired of Maya renaming your shaders when it shouldn’t, just go to C:\Program Files\Autodesk\Mayaxxxx\scripts\AETemplates and open AEshaderTypeNew.mel. In the last proc (called AEshaderTypeCB(…)) find this line (usually at the very bottom):

delete $shaderNode;

And add this line just after:

rename $replaceNode $shaderNode;

And Maya will keep the name of your existing shader! Yay!

Categories: MEL, update Tags:

MayaCGF now with animation support!

October 4th, 2009 14 comments

Well, it’s been a long time in the making, but the new version of MayaCGF (the Maya exporter for Crysis), is finally ready for open beta testing. And as you guessed from the title of this post, it features preliminary support for animated characters. You can find all the technical information here.

Here is a video preview of the workflow to export an animated model. Enjoy!

Categories: crysis, update Tags: