- Sat Jun 05, 2010 6:11 am
#324681
Hi Francois -- that's a good idea, and it's possible to do, so I wrote it today. It works based on selected groups & components; if you right-click when any of these are selected, you will see an item in the plugin's entry in the right-click menu which lets you export the selected objects to mxs, studio.exe, or maxwell.exe. When you export this way, I add a '_selection' modifier to the scene output name to differentiate partial exports from full exports of the same scene. I've tested it, and it looks like everything merges very well in Studio, even with complex scenes.
Brodie -- there are two basic things you're talking about there: (a) material picking/assignment, and (b) how MXMs are used. For (a), what I'm talking about above is a tool used for selecting materials which are already assigned to entities, and for assigning the current material to an entity selection, without needing to use the SU paint bucket and have it popping up the SU materials panel. For (b), the plugin works by adding custom attribute data to SU materials, which is shown/edited using its material editor UI. One of the attributes is whether the material uses its 'MXM' mode or not -- if it does, then it references an MXM file, and if that file has an active texture, then yes, that texture will be seen on the entities to which the material is assigned. If it has no active texture then you will see the basic color of the MXM on those entities. The preview image for the MXM is also shown in the plugin's material UI.
Brodie -- there are two basic things you're talking about there: (a) material picking/assignment, and (b) how MXMs are used. For (a), what I'm talking about above is a tool used for selecting materials which are already assigned to entities, and for assigning the current material to an entity selection, without needing to use the SU paint bucket and have it popping up the SU materials panel. For (b), the plugin works by adding custom attribute data to SU materials, which is shown/edited using its material editor UI. One of the attributes is whether the material uses its 'MXM' mode or not -- if it does, then it references an MXM file, and if that file has an active texture, then yes, that texture will be seen on the entities to which the material is assigned. If it has no active texture then you will see the basic color of the MXM on those entities. The preview image for the MXM is also shown in the plugin's material UI.
Next Limit Team