I’m going to be adding support for adding a character name to the created bam file from the exporter, as well as the ‘-force-joint’ option. Should be done in a day or so depending on my workload and free time. May be other options included as well, just not certain at the moment.
I’ll try this. Having some problems with Blender. Thanks for your work!
Also, you must copy the three “.mll” from your Panda3d
plugins directory, that reflect the version of Maya your running,
to your “\programFiles\MayaVersion\bin\plug-ins” directory
I’m not certain if the newest public release has them in it or not. I’ve been building my own Panda from source for some time now. However, rdb posted a link to a build he had done just for this question you ask.
[url]Compiling Panda 1.90 Maya 2016 support files]
Updates, Updates, Updates, Updates, Updates
Made many changes in the operation and functionality of this script.
Too many to relist in here, check the revisions for the specifics.
Please let me know if something isn’t working as it should.
If there is a feature or function anyone would like to have in this tool, don’t hesitate to post the inquiry. If it is doable and something I am willing to add, I’d be happy in including it. FYI, there are already a few additions I have been wanting to add in, and eventually I’ll make the time to code them, lol, Such as a remake of some of the functionality of another tool by Andrew Gartner,Shuying Feng and the PandaSE team (Spring '10) ‘Panda3D Tools GUI’. More specifically, the gui functions pertaining to panda’s egg-opchar and egg-palettize commands.
Should be last updates for a while. At least until I am able to write some more options in.
All seems to work great, but let me know if something does not.
// - 03/20/2016 : Mods by Sean /a.k.a. “Sweet”
// - Added Export Option ‘Convert Cameras’ which will Convert all camera nodes to locators.
// - Will preserve position and rotation.
// - Added Texture Reference Path option to ‘Output Path & Name Options’.
// - It’s now possible to reference textures to a specified path without it also copying the
// - textures to that directory.
// - The option to copy textures and reference them to a custom file output path exists as an option as well.
// - This feature works when clicking ‘Maya File 2 Egg’ or ‘Egg File 2 Bam’ as well.
// - Modified ‘argsBuilder’ and ‘export2Bam’ process to support updated relative texture pathing options.
// - Modified ‘browseForFolderPreProcess’ processing code to allow for updated relative texture
// - path options above
// - Also cleaned out some unused switch options in process.
// - Miscellaneous code cleanups.
// - Modified, cleaned and streamlined ‘exportPrep’ and ‘export2Bam’ processes for complex functions
// - that were no longer needed due to previous revisions.
// - Reworked the ‘pview’ related codes. Now, if exporting scene or node(s) to panda files, system command
// - pview is run against final file
// - If not exporting, then it sends either the selected or entire scene to the ‘libmayapview’ plugin if loaded.
// - The use of the ‘libmayasavepview’ plugin has been eliminated for now.
Added an easier method for listing and deleting egg-object-type tags that are currently on nodes.
Select at least one node and click the button on the main GUI to display the window.
Each object-type will be represented by a button.
To delete any of the three possible tags, simply click the appropriate button!
The window self-updates, when it’s being displayed, when either a tag is added or deleted
for the currently selected nodes.
The way in which a model imports has truly nothing to do with this tool. Importing eggs is controlled 100% by the two processes, first, bam2egg and then the actual Maya egg import plugin. Just from what I know, your issue may be as simple as setting the joint display size in the scene. Outside of that, I’m not going to be much help.
// Error: animationOptionsUI(); //
// Error: “C:/Users/ponyboy837/Documents/maya/2016/scripts/MayaPandaTool.mel” line 634.44: Wrong number of arguments on call to animationOptionsUI. //
// Error: animationOptionsUI(); //
// Error: “C:/Users/ponyboy837/Documents/maya/2016/scripts/MayaPandaTool.mel” line 640.44: Wrong number of arguments on call to animationOptionsUI. //
// Warning: New procedure definition for “animationOptionsUI” has a different argument list and/or return type. //
// Warning: New procedure definition for “browseForFolder” has a different argument list and/or return type. //
// Warning: New procedure definition for “browseForFile” has a different argument list and/or return type. //
// Warning: New procedure definition for “argsBuilder” has a different argument list and/or return type. //
// Warning: New procedure definition for “export2Egg” has a different argument list and/or return type. //
// Error: export2Bam ( $selectedFile ); //
// Error: “C:/Users/ponyboy837/Documents/maya/2016/scripts/MayaPandaTool.mel” line 1189.45: Wrong number of arguments on call to export2Bam. //
// Error: export2Bam ( $eggFile ); //
// Error: “C:/Users/ponyboy837/Documents/maya/2016/scripts/MayaPandaTool.mel” line 1290.40: Wrong number of arguments on call to export2Bam. //
// Warning: New procedure definition for “export2Bam” has a different argument list and/or return type. //
Can you update it for Maya 2016? I’d appreciate it.
This script should run fine under Maya 2016. I know a few people running it. I myself ran it when I adjusted some gui calls the middle of last year to test that version. Given the error I’m seeing, did you try to resource the script again?
I suppose I asked the question, primarily because the only instance in which I’ve ever seen the error you received, “Wrong number of arguments on call to” occurs when the script has been loaded into memory, the script variables have been modified, then the script is again loaded. Though this can happen through normal script running do to testing or purposefully modifying a script, if this error occurs, it is, (or rather has been in my history of using Maya), corrected by re-loading the script a second time.
Is the version you are trying to run of my utility, the first time you’ve used it? OR, did you previously have an earlier version installed?
If you used a previous version, is it still in the directory for scripts? If it is still in a scripts directory, you must remove it from there as Maya actually automatically sources ALL scripts in those directories, even if they are explicitly ‘sourced’ from another MEL script. This can cause conflicts if the scripts in question differ.
Is “C:/Users/ponyboy837/Documents/maya/2016/scripts/MayaPandaTool.mel” the only file you have on your computer? OR, is there by chance a [previous or another] version at “C:/Users/ponyboy837/Documents/maya/scripts/MayaPandaTool.mel”
(notice in the above I used the non-version dependent scripts directory instead of the 2016 version scripts directory)
Are you manually loading this with the script editor?, or is it being loaded via a “userSetup.mel” file? If you intend to use this frequently, or even if you do not, I’d recommend utilizing the userSetup.mel file to load the script at Maya run time. Just makes life a lot easier as it creates a drop-down menu item on the top of the Maya GUI.
I finally got it working! Hooray! It doesn’t work with Maya 2017 yet sadly. But i hope it will in the future.
I went ahead and added the camera collision types to the egg object array for people who are using Toontown Online egg object types. I don’t know how to add more buttons to the window so not all of them show up.
If you want to use these extra types just replace the latest (As of posting this) MayaPandaUI file with this one i have attached.
I also posted the types below for Toontown Online.
Custom ObjectTypes for Toontown.
“barrier” means a vertical wall, with bitmask 0x01
“floor” means a horizontal floor, with bitmask 0x02
“camera-collide” means things that the camera should avoid, with bitmask 0x04