- Thu Jul 03, 2008 8:17 pm
#274777
I don't see any way to connect those issues. The unresponsive editor is purely a GUI issue...Windows works by sending 'messages' to different windows, each one gets to look at the message and decide if it should do something - in this case, the Material Editor is getting taken out of the 'loop' - the messages are not being passed to it, making it unresponsive. It does not know that you are clicking on items it contains.
Just more in general...try to avoid making yourself more confused than necessary - that is, when you face a problem, be as methodical as possible. If you are seeing an issue where materials seem to be different when exported, confirm this by inspecting the MXS in Studio. If there is no difference between the two, you can rule out the connection between the plugin and Studio. If you have ruled that out, and you have an issue with materials becoming 'un-assigned', examine the exact scenario you're dealing with.
Things to consider for a problem like this...
- in an MXS, materials are associated to meshes by their names. What do the names used in your MXS look like? Do they all use simple names, or are there any characters that could pose problems? Are there names which only differ by upper/lower casing?
- you use Studio's Pack and Go. When you open the MXS it produces, do the materials inside look the same as the ones in the source file? Their names? The names of your meshes? Now, when you move it to another machine, are these things still looking the same? So, you render, and get an error message. Which object is giving the issue? What if you re-assign its material - does it now render?
Finally, there is more than one way to do things. If you are seeing some issue with Studio's Pack and Go (I haven't yet) try using the plugin's 'Relocate Paths' method. As this is new, I'll tell you what it does:
- select 'Relocate Paths' from the Maxwell menu > Scene Data Management
- you will be prompted for a new MXS output path
- once chosen, all textures will be copied to a 'textures' folder next to the new MXS location
- references to these textures in the current scene will be changed to point to the newly-copied textures
- you can now export the MXS
After doing this, if you export an MXS, the paths it contains will point to the textures which have just been copied. When you move this MXS and the 'textures' folder next to it to another machine, Maxwell will find the textures regardless of their paths, since it checks this location. Therefore, if you use this method, you do not need Studio's Pack and Go function.
Next Limit Team