forked from redpawfx/massiveImporter
clone of Nimble Studios (retired) massive importer maya python plugin. Thanks to James Piechota for releasing the code!
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zildjian/massiveImporter
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Massive Importer for Maya 8.5 www.NimbleStudiosInc.com info@nimblestudiosinc.com Import skinned and textured Massive simulations into Maya Elements Supported ================== o Plug-in has been tested on Linux and Windows, and may work on OSX o Agent skeletons and segment shapes o AMC and APF simulation data o Geometry and skin weights o Materials (currently treated as Maya blinn or lambert shaders) o Some variables: o those used to scale the agent or its segments o those embedded in texture file names o those used to drive Choice nodes Known Limitations ================= o Only supported for Maya 8.5 o Cloth/Lights/Cameras are not imported o All materials are treated as Maya lambert or blinn shaders (no RenderMan, MentalRay, or Velocity support) o It can take a loooong time to import a scene o Maya is not set up to handle the same complexity and size scenes as Massive is, nor does the importer use massive.so or anything like it, so you may run out of memory during an import. Questions/Bugs/Suggestions ========================== Feel free to contact us at info@NimbleStudiosInc.com ******************************************************************************* *** Instructions *** ******************************************************************************* In Massive ========== 1. Save the skin weights to a weights file for all geometry nodes 2. Save a callsheet for the setup 3. Run a sim using .apf or .amc In Maya 8.5 =========== 1. Load the NimbleMsv.py Python plug-in 2. Run the MEL script 'nsImportMsvWin' to launch the Massive Import window Massive Import Options ====================== Setup File (required): the .mas file to load Sim Directory (required): the directory containing the .amc or .apf sim data Callsheet (optional): the callsheet to load agent variables from. If a If no callsheet is specified variables will be assigned a random value by the importer (one which almost certainly differs from the value used in Massive). Sim Type: the importer will only load sim data of this file type Load Geometry: check this if you want to load the skinned agent geometry Load Segment Shapes: check this if you want to load the tube/sphere/cube agent segment shapes Load Materials: check this if you want to load the geometry materials. Skin Type: "smooth" skinning will smoothly bind the geometry to the skeleton and resembles the skinning seen in Massive. "chunk" skinning will chop up each piece of geometry into many pieces. Each of these chunks will be parented to a joint. The result is definitely not final render quality, but uses less memory than "smooth" skinning, and looks closer to the final render than using segment shapes. Load Materials As: currently the importer does not support RenderMan or MentalRay - all materials will be loaded as either Maya blinn or lambert shaders Instance Segments: when loading segment shapes you have the option of instancing every shape, or duplicating it. Instancing will minimize the amount of RAM required, but increases the load time. Duplicating loads quicker but takes up more RAM Frame Step: how finely to sample the sim animation data. A frame step of 1 loads every frame of data, a frame step of 2 loads every other frame of animation data. In many setups animation data will consume the lion's share of RAM. If the scene is too heavy for Maya to handle you can try increasing the frame step. step. Caching: Enabling will use Maya's Geometry Cache to cache the agent skin deformations to disk. When combined with the "Delete Skeleton" option this can significantly reduce the amount of memory required to import a Massive sim. It will also significantly increase the amount of time required to import. Caching is only valid with the "smooth" skin type. Delete Skeleton: If this option is enabled, each agent's skeleton, skin deformers, animation curves, and segments will be deleted after the deformations are cached. This will reduce the amount of memory required to load a sim. Cache Dir: The directory that the Geometry Cache files will be saved in. If left blank it will default to the data/cache directory of the current project. Selections: you can choose to load all agents in the setup, or, if you have defined locator selections in Massive, you can tell the importer to only load those agent in the specified selections. Memory Management Tips ====================== o Enabling Geometry Caching and the Delete Skeletons options yield the best results and memory usage. o If a sim is too large to import all at once, try using the Selections option to import it in groups. o After you import a sim, save it as a Maya scene file, quit and restart Maya, and then load the scene file. The memory usage should be much lower than when the sim was first imported. You can use this technique along with the Selections option to import a large sim in groups - save each group as its own Maya scene file, and then import all of the Maya scene files later. o Increasing the Frame Step can speed up load time and reduce memory usage - however the animation quality of the resulting sim may be degraded. If you can wait for the long import time, it is better to enable Geometry Caching and Delete Skeletons. o Using the "chunk" Skin Type will speed up load and play back time. It also consumes less memory than a non-cached "smooth" skin type. The visual quality, however, is greatly degraded. Again, if you can spare the time and disk space, it is better to enable Geometry Caching and Delete Skeletons.
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clone of Nimble Studios (retired) massive importer maya python plugin. Thanks to James Piechota for releasing the code!
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