sean5470:
I think I understand what you tried to explain, in practice however, this cannot work. Simply for the fact that when the attribute is added to a node, the attribute and the Panda3D configuration file must match up. Meaning, for example, if in the prc configuration files, an egg-object-type is listed as “egg-object-type-barrier”, then the attribute assigned to the node [needs] to be “barrier”. This function is built into the ‘maya2egg[version].exe’ converter. It is however in the realm of possibilities to add annotation to a GUI control that produces a ‘pop-up’ text when the mouse is hovered above the control. This is a feature I use with dedication in my private personal editor and for static controls in this tool as well. The drawback in this instance though, is that it is used primarily just for controls of that type; for non-changing, hard-coded controls and not for those that have the ability to be modified with additions/subtractions where the controls are created/modified on-the-fly. Since this tool is nothing more than a front-end to Panda3d and to Maya, and it isn’t designed to be a teaching tool, it should be without stating, that a user should actually read the Panda3D manual, relevant text help files in the source and related command help text, to get a full understanding of how specific items function.
On other notes, I have been in the process of another round of updates to this tool for some time now. It’s been a month or more since I worked on it. If I recall correctly, I was modifying the code to allow for multiple file conversions at once instead of the current method of one at a time. I do not yet have any specified release date on when i will be done as it really depends on my free time. One thing I never implemented that I keep wanting to code in, is a process to notify users when an update is released. This is honestly something that I should have coded into it when I first started working on this. This would have saved the users of this tool, which literally are 100’s to date, from having to periodically come back here to check. (Not that visiting this forum is a bad thing since there is indeed a LOT of useful information on here). The update checking will more than likely be nothing more than a user clicking a menu option or button to check for updates, though I [may] look at a method that runs at launch time as well. If an update has been released, they can then be directed to this page to download it. I might someday actually get to the point of diving back into the code and completing the addition of other commands into this tool, such as egg-optchar and egg-palettize, to which I started like a year ago in the hopes of creating a type of ‘all-in-one’ front-end. Though I stopped coding those to work on other things instead, so it’s anyone’s guess when/if they will be completed, lol, as they are not a priority for me at this time.
Another aspect, is that I would love to actually get this into the Panda3D installation distributions, as this tool is designed to benefit anyone creating models for the panda3d environment and not being specific to any one game.
Sometime in the near future I may be able to verify this runs on Maya 2017. (I had installed it a month or two back, though with the performance modifications Autodesk made to it, it was a super resource hog on my GPU; and was, for the most part, not run-able, so I uninstalled it) Though honestly, unless Autodesk made any really significant programming changes, I’m 99% certain that it will run on 2017. One would just need to install what is required to build Panda3D themselves to compile the needed MLL plugins.
You sadly did not understand what i meant. I meant instead of placing the ObjectType tag down you’d place down stuff like ’ { Polyset descend }’ and ‘ collide-mask { 0x00000004 }’.
I’m also going to have to read eveything you put there. [So much]