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 Post subject: MXS export wishlist
PostPosted: Fri Dec 30, 2011 12:09 pm 

Joined: Thu Jun 30, 2011 11:27 pm
Posts: 93
Hi JD

when opening an exported mxs in studio all the hierarchy is made flat and axis of objects are not like they were in c4d. Can there be done anything to change this? Its just not possible to change the direction of an emmitter a little with the axis not being aligned.

And for fast response while tweaking materials I´d like to hide groups of objects (the groups I defined in c4d). I can select all objects with the same material, group them and then hide that group within studio. But again this is tedious work with a scene with dozens of materials...

Cheers,
Rogurt

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Win7 64bit SP1; Dual Xeon E5520; 18GB Ram; NVidia GTX 560Ti
Maxwell 2.6; C4D R13 Studio; Maxwell Plugin 2.6


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 Post subject: Re: MXS export wishlist
PostPosted: Fri Dec 30, 2011 5:25 pm 
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Joined: Wed Nov 16, 2005 3:02 am
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Location: desk #861
Regarding object transformation, through much testing, the current method is the only one I have found which works in all cases (i.e. does not result in some hierarchies showing up as 'exploded' in Studio -- if you have seen this, you know what I mean). However, I have put special-case code in the next build, which does not split the transformation of objects that have emitter materials applied to them; this will, for example, allow using IES on arbitrary mesh objects, and will address the second part of your first question.

On your second question, it is just a function of the way objects are given to the plugin that it is not aware of their place in the OM hierarchy (the objects seen by the plugin are not the 'same' ones you see -- it is more as if you had run Current State to Object on every object in the OM before exporting, and then given the resulting list to the plugin in an indeterminate order). I can think of some ways by which I may theoretically work around this, but cannot say for sure, without writing much code, whether or not they would actually work. I'll put it on my list of things to check, though.

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 Post subject: Re: MXS export wishlist
PostPosted: Sat Dec 31, 2011 12:19 am 

Joined: Thu Jun 30, 2011 11:27 pm
Posts: 93
I´m curious about the next version of the exporter. But like that proverb says "Give somebody an inch, and he will take a mile" here´s just the next whish:

During export I hide objects in c4d that I dont need in the maxwell render (e.g. a dome with stacked shaders in the luminance channel which I bake for lighting via maxwell environment). The hidden geometry doesn´t get exported. But it seems as if the materials still get converted. So when I open the scene in studio I often go in the material tab and hit "delete unused". Maybe we could have it like "a material only gets exported if at least one object in the export uses it"?

Cheers,
Rogurt

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Win7 64bit SP1; Dual Xeon E5520; 18GB Ram; NVidia GTX 560Ti
Maxwell 2.6; C4D R13 Studio; Maxwell Plugin 2.6


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 Post subject: Re: MXS export wishlist
PostPosted: Sat Dec 31, 2011 3:19 am 
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Joined: Wed Nov 16, 2005 3:02 am
Posts: 7564
Location: desk #861
Yes, it is the intended behavior that all materials be written during export. What you suggest has been requested at least once before, but I don't see it as being really necessary (at least, not useful enough to justify adding the option), especially seeing as the function already exists in both Cinema and Studio.

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 Post subject: Re: MXS export wishlist
PostPosted: Mon Jan 02, 2012 1:43 pm 

Joined: Thu Jun 30, 2011 11:27 pm
Posts: 93
I see. It´s no show stopper anyway.

Cheers
Rogurt

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Maxwell 2.6; C4D R13 Studio; Maxwell Plugin 2.6


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