Thanks Juan and Andreas!

Andreas,

If I set a dynamic attribute in Maya, how is this read in awaybuilder.
For instance, in the basic_scene the Geometry Class is added as a Maya
attribute. How to I get access to this value, so that I can plug this
into the setter for the color property?

Thanks!

Wes


On Apr 26, 3:58 am, Andreas Engstrom <[email protected]>
wrote:
> Hi guys.
>
> I have added Awaybuilder support for PhongBitmapMaterial and  
> PhongColorMaterial and the material properties 'shininess, specular'.  
> The PhongColorMaterial constructor required a color value which I have  
> set by default to 0x00FF00 but the class has a getter and setter for  
> the color property so you should be fine to set that as a dynamic  
> attribute in Maya and that should override this default. I am very  
> busy moving flats at the moment so I didn't have time to set up a  
> scene and test it so please let me know if there are any problems.
>
> Cheers,
> .andreas
>
> On 25 Apr 2009, at 22:36, Juan Bonfante wrote:
>
> Hey Wes,
>
> (sort of) You would add (for example) PhongMaterial as the Material
> class *i can't remember whether thats actually a material*
>
> AwayBuilder would read it, but the Material you want to use would also
> need to be added to the classes in the awaybuilder.material package.
> Which means if you have to add it in a few places (MaterialFactory,
> MaterialPropertyFactory,MaterialAttributes,MaterialType)... and it may
> not work fully even then....
>
> Another trick you can try is setting the material to one of the ones
> AwayBuilder actively supports, then onWorldComplete, find the geometry
> of the object you're looking for (by ID), then reapply the material
> you want to it.
>
> On Apr 24, 12:30 pm, wesm <[email protected]> wrote:
>
>
>
> > Thanks Juan! I'll give this a try.
>
> > When you say the material is set in Maya, do you mean that you add a
> > shader like a Phong and the values will be saved and parsed in the
> > collada scene? Do I need to add any extra attributes so that the world
> > builder will know to parse the material?
>
> > Thanks,
>
> > Wes
>
> > On Apr 24, 10:37 am, Juan Bonfante <[email protected]> wrote:
>
> >> that needs this function to work:
>
> >>         private function worldPrescision(input : Number) : Number
> >>                 {
> >>                         return input * world.precision;
> >>                 }
>
> >> On Apr 24, 9:36 am, Juan Bonfante <[email protected]> wrote:
>
> >>> Out of the box: Add your light but then all of the position (and
> >>> property) values have to be multiplied by *this.world.precision
> >>> variable. ShadingColorMaterial is the only one that is currently
> >>> implemented, so if the lights intensity isn't high enough you'll  
> >>> just
> >>> see a black object... you also have to set the specular, and  
> >>> diffusion
> >>> (i think one more as well) on the material. Like this
>
> >>> [code]
> >>>         var aLight : PointLight3D = new  
> >>> PointLight3D({ x:worldPrescision(10),
> >>> y:worldPrescision(100), z: worldPrescision(-600),
> >>> brightness:worldPrescision(5), ambient:worldPrescision(30),
> >>> diffuse:worldPrescision(500), specular:worldPrescision(180) });
> >>>                         this.world.worldView.scene.addChild(aLight);
>
> >>> [/code]
>
> >>> You then do the material setup in Maya.
>
> >>> On Apr 24, 8:02 am, wesm <[email protected]> wrote:
>
> >>>> Thanks Guys for the reply!
>
> >>>> So, if I want to manually implement some lights into the scene.  
> >>>> How do
> >>>> I attach a material to the different objects in my maya scene. I am
> >>>> working off the basic_scene, so my maya file is exported as 1  
> >>>> collada
> >>>> file.
>
> >>>> thanks a lot,
>
> >>>> Wes
>
> >>>> On Apr 24, 5:01 am, Juan Bonfante <[email protected]> wrote:
>
> >>>>> HI Wes,
>
> >>>>> I am working on a way of implementing lights. So far i've gotten  
> >>>>> the
> >>>>> ShadingColorMaterial to react accordingly, much thanks to  
> >>>>> fabrice. As
> >>>>> for being able to import them directly from the Collada I'm  
> >>>>> gonna try
> >>>>> and dive into that right now and see if I can get it a least
> >>>>> implemented. It still requires that your materials are light  
> >>>>> reactive,
> >>>>> I'm not certain on how we utilize normal mapping easily (but I  
> >>>>> haven't
> >>>>> looked into it yet).
>
> >>>>> On Apr 23, 5:41 pm, Andreas Engstrom <[email protected]>
> >>>>> wrote:
>
> >>>>>> Adding support for lights is on the Awaybuilder to-do list but
> >>>>>> unfortunately not implemented yet. I think that Juan has been  
> >>>>>> doing
> >>>>>> some experiments with adding light support but I'm not sure how  
> >>>>>> far he
> >>>>>> got with it. You could add your lights manually and still use  
> >>>>>> the rest
> >>>>>> of the scene in the meantime till it gets implemented.
>
> >>>>>> Cheers,
> >>>>>> .andreas
>
> >>>>>> On 23 Apr 2009, at 22:03, wesm wrote:
>
> >>>>>> Hey,
>
> >>>>>> I'm using awaybuilder and was wondering if anyone knew how to
> >>>>>> incorporate simple maya lights into the scene. Ideally, I'd  
> >>>>>> like to be
> >>>>>> able to use normal maps with my object and would like to know if
> >>>>>> anyone has an example of using awaybuilder with normal maps and
> >>>>>> lights.
>
> >>>>>> Thanks very much!
>
> >>>>>> Wes- Hide quoted text -
>
> >>>>> - Show quoted text -- Hide quoted text -
>
> >> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

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