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Styler

Applink Developer
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Everything posted by Styler

  1. Ok, now I see something. You have incorrect path to exchange folder. Go to applink Options tab and reset path to: C:\Users\Draven\Documents\3D-CoatV48\Exchange
  2. I don't have a license for 12.x, so I can't test on my machine
  3. Do you have any messages/errors in EventLog?
  4. Here is the archive with the source files lw_applink_source_latest.zip
  5. ok, ok... give me a day to clean up what I have and I'll post it.
  6. Here is a brief explanation. All previous applinks used material slots and that was quite easy to do because we have access to this part through scripting language or lwsdk. Somebody can say "Dude.. But we have node editor and many cool nodes! Why don't you make shaders using this approach?!". I have to say this is a first thing I'd do, especially in LW 2018 where legacy materials give you a bounded potential. Sounds good in theory, but the access to nodes is heavily limited in lwsdk. Even in LW 2018! You can write and compile your own nodes as additional plugins, and later use them in NodeEditor, but there is no way to create a simple node from script or code, only manually. From the developer perspective a node is just a black box, which does some magic stuff. I spent a lot of time trying to get access through different hacks, but apparently it's not possible. The only one way that I could see is writing your own LWO parser and override information directly in lw object files. This is a pretty big task and require a lot of patience and time. Beside that not every LWO chunk has a description in the sdk documentation. If you still interested please try =), it's pure fun!
  7. Sorry guys. I'll will not able to finish a new applink due to complexity and time that I need to spend with it. Too much work for me, besides my primary job. If someone is interested to continue I can provide the source code and instructions how to accomplished it.
  8. I'm updating LW part. Since Coat cannot handle LWO 2018 I'll be using different file formats for sending data between apps.
  9. I'm currently working on an update for LW applink. I believe that this will be done soon-ish.
  10. Currently it's not possible. Only of rewrite it in C++.
  11. version 2.2.2 ************* Fixed: - The issue with exporting selected objects 3dcoat_for_maya_v2.2.2.zip
  12. Hi Swinny, Yes, you're right. Apparently I broke something during refactoring. I'll check and fix the issue asap. Thanks for the bug report!
  13. You'll get all correct files, If you do File->Open in Original App (see attachment) Exchange.7z
  14. Seems like it's another bug in 3D-Coat. After export it should create at least a pair of files (export.txt, textures.txt) or even 3 files, includes Export.xml. Something definitely went wrong here. I'll tell to Andrew. Thanks for finding the bug!
  15. How do you send your painted object back to Maya? I guess you do Export To->Maya instead of Open in Original App
  16. And you're using the latest applink version v.2.2.1 and 3D-Coat 4.8, right?
  17. Удалой Did you uncheck "Use export constructor for per/ channel packing" option in the export dialog box, as shown in the picture above?
  18. As I see, the exception occurs when the applink tries to read and sync presets. The applink assumes that there are no subfolders in "Documents\3D-CoatV48\Temp\TempPresets" but you have one named "Add". The quick solution is just to move all existing presets from "Add" to "TempPresets" and delete "Add". I'll support subfolders in "TempPresets" in the next release.
  19. Do you have any error messages in the event log?
  20. There are several workarounds. I think I can write LWO wrapper for patching files on a fly. We'll see.
  21. >> Maybe the presets are the problem?? Do you think it's possible to import with textures linked to an AIStandard material anytime soon ? Presets are not currently supported. Use a non-preset mode for now. I have implementation for them but it was a problem with passing a preset name from applink to 3D-Coat. I switch them on as soon as I'll solve with issue. Arnold will be supported soon (next in my list) >> Should Maya default project be pointing at the Exchange directory ? Nope. Exchange folder in setting only requires for 3D-Coat to know where is your export data.
  22. marcoi I had exactly the same problem on MacOs.The old solution was to run 3d-coat before doing export operation from Maya. The latest version 4.8.08 should not have this problem with license detection. Just tried and it works indeed. High Sierra introduced a few more bugs (god damn), but they're not critical. Be sure that you've set paths correctly: /Applications/3D-Coat/4-8/3D-Coat.app /Users/username/3D-CoatV48/Exchange version 2.2.1 ************* Fixed: - The way of detection "is 3D-Coat already running or not" (MacOS) 3dcoat_for_maya_v2.2.1-beta.zip
  23. Hey Marco, Which version of 3dcoat are you using? Platform?
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