Welcome to CoDiC Converter for Maya Readme

Welcome to CoDiC Converter for Maya Readme
Welcome to CoDiC Converter for Maya® .
CoDiC Converter for Maya® is an excellent model translation plug-in for Maya® V5.x that allows you to get SEDRIS
STF format from Maya® format.
This beta version is limited to export static model without animation. It also will omit every 10th polygon from the
translated model.
We make CoDiC Converter for Maya® easy to use and fast to work, so that it answers to your demand. We hope you
get as much enjoyment from this plug-in as we had in making it.
Copyright
The CoDiC Converter for Maya® and all files that are distributed along with it are Copyright (c) 2004-2006 CoDiC
Communications, Inc. All Rights Reserved. CoDiC Communications grants you a license to use it only in the form as
supplied. You may not disassemble, decompile or reverse engineer this demonstration program. You can use the
software for evaluation purposes without charge.
For more information:
CoDiC Communications, Inc.
B-811 SK Twintech Tower Building
345-9 Gasan-Dong Geumcheon-Gu Seoul, 153-802
South Korea
Phone: +82-2-863-1376
Fax: +82-2-863-1476
Email: help@CoDiC.co.kr
Website: www.CoDiC.co.kr
®
Maya is registered trademarks of Alias Systems Corp.
Installation
Please make sure you do the following steps:
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To start the installation process just execute "CodicSetup.exe" file.
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Determine the place on your hard disk where you want CoDiC Converter to be installed. Normally the
proposed “C:\program files\ CodicConverter” will do fine.
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Select 'OK' and you're done! The installer will take care of all the work.
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Run Maya®
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Click "Plug-in Manager…" in ‘Windows -> Settings/Preferences’ menu in Maya®.
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Click ‘loaded’ and ‘auto-load’ check boxes beside the “CodicExporter.mll” plug-in.
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If you click ‘loaded’ check box beside the “CodicExporter.mll” plug-in,
CoDiC_Converter shelf will appear at "Shelves" tab
®
Maya is registered trademarks of Alias Systems Corp.
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Click the
icon if you wish to pop up the CoDiC Converter for Maya® dialog box.
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Click the
icon if you wish to pop up the CoDiC Converter Help window.
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®
®
To display the CoDiC Converter for Maya dialog box, Type “maya2stf” in Maya Command Line.
®
Maya is registered trademarks of Alias Systems Corp.
Features
This section describes which Maya® entities are exported by CoDiC Converter for Maya®.
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Geometry
Polygonal mesh and NURBS surface will be exported from Maya®, along with these mesh attributes
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Face / Vertex Normals
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Vertex Colors
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Vertex (U,V) Texture Coordinates
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Materials, assigned either to the mesh node itself or to individual polygons
In addition, all NURBS surfaces will be converted to polygonal meshes during the export phase.
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Materials
The following Maya® material parameters will be mapped to equivalent material parameters in SEDRIS STF
format.
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Blinn, Lambert and Phong Shader
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Ambient, Diffuse, Emissive and Specular Color
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Transparency
Texture Mapping
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JPEG and IFF format
Animation (This beta version does not support this feature)
The following animation channels are converted into the SEDRIS STF animation format.
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Bone / Joint animation
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Skinning animation
–
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This channel is converted to CoDiC’s own format , as SEDRIS API does not support this feature.
Extract specific frame range where you want.
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Maya® DAG Hierarchy will be mapped to STF Hierarchy Structure.
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The instanced geometry will be reused after storing in DRM Model Library.
®
Maya is registered trademarks of Alias Systems Corp.
Option Descriptions
The following sections describe the options on the CoDiC Converter for Maya® dialog box. This dialog box controls how
Maya® Model is converted from Maya® into SEDRIS STF format.
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To load the CoDiC Converter for Maya® plug-in module, Click ‘loaded’ and ‘auto-load’ check boxes beside the
“CodicExporter.mll” in the ‘Plug-in Manager…’ dialog box.
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To display the CoDiC Converter for Maya® dialog box, Type “maya2stf” in Maya® Command Line.
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Default
If this checkbox is checked, conversion options are set
as the following default values.
Polygonal Mesh Output Options
Face Normal
Texture Coordinates
Materials
NURBS to Polygons
Triangle Polygon
Tessellation is set as Maya® default tessellation
parameters
Subdiv to Polygons
Quads Polygon
Tessellation is set as Maya
®
default tessellation
parameters
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Apply
If this button is clicked, ‘Save As Window’ will pop up.
After you type a file name, the Maya® data is exported
to SEDRIS STF format according to adjusted value of
options.
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Polygonal Mesh
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Output Options
If this checkbox is checked, mesh will be exported.
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Normals
If this checkbox is checked, face normal or vertex normal will be exported along with the mesh
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Texture Coordinates
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Maya is registered trademarks of Alias Systems Corp.
If this checkbox is checked, (u,v) vertex texture coordinates will be exported along with the mesh.
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Vertex Colors
If this checkbox is checked, all the colors assigned to each and every vertex will be exported along
with the mesh.
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Materials
If this checkbox is checked, materials will be exported along with any associated texture maps.
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NURBS to Polygons
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Output Options
If this checkbox is checked, NURBS surface will be exported.
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Polygon Type
All NURBS surfaces will be converted to polygonal meshes during the export phase.
Triangles
If this option is enabled, NURBS surface will be converted to triangle polygon mesh.
Quads
If this option is enabled, NURBS surface will be converted to quad polygon mesh.
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Tessellation Method
Count
This Tessellation Method uses the Count slider to determine how many polygons the surface can be
tessellated into.
Standard Fit
Standard Fit is "adaptive" tessellation, meaning that the following options are used to determine when to
stop the tessellation.
Chord Height Ratio
The sub option is the ratio between the maximum distance of the curve from the polygon edge used to
approximate it and the chord length. The chord length is the linear distance between two polygon vertices.
Valid values range between 0 and 1, where larger values result in fewer polygon vertices.
Fractional Tolerance
The sub option determines the degree of accuracy maintained between the original surface and the
interpolated polygonal surfaces. The default is to be accurate to within 0.01 units, where a unit refers to
®
Maya is registered trademarks of Alias Systems Corp.
the current unit of linear measure.
Minimal Edge Length
The sub option sets the minimum length of the edges of the triangles or quads that are created.
3D Delta
The sub option determines the 3D spacing for U and V isoparms on a surface that makes up the initial
grid for the tessellation.
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Subdiv to Polygons
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Output Options
If this checkbox is checked, Subdivision will be exported.
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Polygon Type
All Subdivisions will be converted to polygonal meshes during the export phase.
Triangles
If this option is enabled, Subdivision will be converted to triangle polygon mesh.
Quads
If this option is enabled, Subdivision will be converted to quad polygon mesh.
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Tessellation Method
Uniform
1 face will tessellate into approximately: 2 * 4^(depth-1) *samples ^2 triangles in the uniform case.
Level
The depth at which constant-depth tessellates the surface.
Divisions Per Face
The number of samples per face.
Adaptive
This Tessellation Method uses the Division Per Face slider to determine how many polygons the surface
can be tessellated into.
Divisions Per Face
®
Maya is registered trademarks of Alias Systems Corp.
The number of samples per face
Polygon Count
This Tessellation Method uses the Maximum Polygons slider to determine how many polygons the
surface can be tessellated into.
Polygon Count
The maximum number of polygons at which by polygons tessellates.
Vertices
This Tessellation Method uses Vertices slider to determine how many polygons the surface can be
tessellated into.
Level
The depth at which constant-depth tessellates the surface
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Reset
This button initializes the value of all options.
®
Maya is registered trademarks of Alias Systems Corp.
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