Member marcoi Posted January 15, 2018 Member Share Posted January 15, 2018 Hi Styler, thanks for putting the time into this. So, after installing the new beta and following your tips (i'm also referring to the Vimeo workflow video that came with the applink) - export (per pixel painting) from Maya 2018 works fine, 3D Coat opens and import correctly - after painting i "open in original App" - The parameters i can choose are different than what i see on the Vimeo video, i have to put a path for the OBJ (i use the exchange folder) and i have to choose a PRESET (i tried different, and there's no "native" Maya one, only VRay or Mental Ray, ideally a Maya Arnold one would be great) - once done, Maya does not automatically recognize and asks for which channel to import, as you see in the video, but I click import and the geometry comes in. Unfortunately the geometry comes in with the normal map correctly applied BUT no color, no roughness etc Exporting then back for displacement for example works fine, but again re importing it misses some texture links. Maybe the presets are the problem?? Do you think it's possible to import with textures linked to an AIStandard material anytime soon ? Should Maya default project be pointing at the Exchange directory ? Thanks a lot Styler, i think you're getting closer and closer ! cheers marco marcoiozzi.com Quote Link to comment Share on other sites More sharing options...
Styler Posted January 15, 2018 Author Share Posted January 15, 2018 (edited) >> 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. Edited January 15, 2018 by Styler Quote Link to comment Share on other sites More sharing options...
Member marcoi Posted January 15, 2018 Member Share Posted January 15, 2018 the presets come on by default in the export window, how can i turn them off completely to have an export window as per video ? Quote Link to comment Share on other sites More sharing options...
Styler Posted January 15, 2018 Author Share Posted January 15, 2018 Quote Link to comment Share on other sites More sharing options...
Member marcoi Posted January 15, 2018 Member Share Posted January 15, 2018 I did that but the Export presets at the bottom does not disappear, which is something maybe could make sense (just a suggestion) As it does not disappear i thought presets were still taken into consideration. However, with export constructor off the export process works as expected. As of now, outside of the AI shader preset, i do not see other problems, so i REALLY thank you for this Styler, and i'll be following the thread for the further evolution of this plugin as well as waiting for the ZBrush one for Mac. Thanks again for this plugin ! marco Quote Link to comment Share on other sites More sharing options...
Member Удалой Posted February 9, 2018 Member Share Posted February 9, 2018 applink 2.2.1 Hi i got the same: # Warning: <Applink> No information for processing import # applinkMayaCoat.cfg { "ColorFileExtension": 0, "PickSourcePositions": 0, "ExportDispl": 0, "ExportEmissivePower": 1, "TexturesSetMethod": 0, "DisplExt": 1, "DisplDepth": 0, "ExportSpecularColor": 1, "Exchange": "C:/Users/user/Documents/3D-CoatV48/Exchange", "ExportSpecular": 1, "ExportRoughness": 0, "Path": "C:/3D-Coat-V4/3D-CoatDX64C.exe", "ReplaceShape": 0, "ExportAO": 0, "PickDepthFromLayer0": 0, "ExportColor": 1, "Shader": 0, "NormExtension": 0, "Preset": 0, "DisplNorm": 0, "ExportNormalmap": 1, "SpecExtension": 0, "SkipExport": 0, "ExportMetallness": 0, "SkipImport": 0, "CoarseMesh": 0, "field $ExportOpt::CreatePadding": 1, "Renderer": 0, "ExportResolution": 1, "ExportEmissive": 1 } Files from 3DCoat in Exchange folder: test.mtl, test.obj, test_Base_color.tga, Export.xml. Export.xml: Base Base color C:\Users\user\Documents\3D-CoatV48\Exchange\test_Base_color.tga Quote Link to comment Share on other sites More sharing options...
Styler Posted February 9, 2018 Author Share Posted February 9, 2018 Удалой Did you uncheck "Use export constructor for per/ channel packing" option in the export dialog box, as shown in the picture above? Quote Link to comment Share on other sites More sharing options...
Member Удалой Posted February 9, 2018 Member Share Posted February 9, 2018 "export constructor" unchecked by default and i never touch it Quote Link to comment Share on other sites More sharing options...
Styler Posted February 10, 2018 Author Share Posted February 10, 2018 And you're using the latest applink version v.2.2.1 and 3D-Coat 4.8, right? Quote Link to comment Share on other sites More sharing options...
Member Удалой Posted February 10, 2018 Member Share Posted February 10, 2018 Right, applink v.2.2.1 beta, coat 4.8.10 i have that problem on others coat version 4.7 & 4.8. I just thought I might be able to help you. Quote Link to comment Share on other sites More sharing options...
Styler Posted February 11, 2018 Author Share Posted February 11, 2018 (edited) How do you send your painted object back to Maya? I guess you do Export To->Maya instead of Open in Original App Edited February 11, 2018 by Styler Quote Link to comment Share on other sites More sharing options...
Member Удалой Posted February 11, 2018 Member Share Posted February 11, 2018 Yes, if i directly go to exchange folder and open saved from coat exported.obj, it works in maya, geometry & textures. Quote Link to comment Share on other sites More sharing options...
Styler Posted February 11, 2018 Author Share Posted February 11, 2018 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! Quote Link to comment Share on other sites More sharing options...
Member Удалой Posted February 11, 2018 Member Share Posted February 11, 2018 (edited) Show me please, how is looked correct xml and txt files. Just for test. Edited February 11, 2018 by Удалой Quote Link to comment Share on other sites More sharing options...
Styler Posted February 11, 2018 Author Share Posted February 11, 2018 (edited) You'll get all correct files, If you do File->Open in Original App (see attachment) Exchange.7z Edited February 11, 2018 by Styler Quote Link to comment Share on other sites More sharing options...
Member Swinny Posted March 15, 2018 Member Share Posted March 15, 2018 Hi Styler, Having some troubles with APPLINK, I will note as follows exactly what the issues versus (intended) functionality is. the script seems to be fundementally broken in that it expects a selection to export, but when anything is selected, it exports ALL geometry, and ALL shader groups. The assumption is that what you select and any connected shader groups would be what is exported, this is not the case, ive tested many times. 1.load up new maya scene, add cube and sphere, apply a material to each, apply a NEW material to each (so there is now 4 shader groups) 2. a)selecting nothing and exporting via PPP will error - 'please select polymesh' b ) selecting EITHER the cube or the sphere will allow the export to work. 3. new scene, merge, whatever - the case is always the same. regardess of what geo is selected, both the sphere and cube will be added, and all 4 shader groups will also import. maya 2018, win64 Cheers mate, would love a fix on this. great job btw its already a time saver but this is a huge issue for my workflow (indie game, HEAPS of objects) Thanks Swin Quote Link to comment Share on other sites More sharing options...
Styler Posted March 18, 2018 Author Share Posted March 18, 2018 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! Quote Link to comment Share on other sites More sharing options...
Styler Posted March 18, 2018 Author Share Posted March 18, 2018 version 2.2.2 ************* Fixed: - The issue with exporting selected objects 3dcoat_for_maya_v2.2.2.zip Quote Link to comment Share on other sites More sharing options...
New Member ikonnow Posted March 26, 2018 New Member Share Posted March 26, 2018 Hi guys, So is there a way to get the applink working in maya lt? the plugin seems to be .py only, right? Thx. a lot Quote Link to comment Share on other sites More sharing options...
Styler Posted March 27, 2018 Author Share Posted March 27, 2018 Currently it's not possible. Only of rewrite it in C++. Quote Link to comment Share on other sites More sharing options...
Member Mikairi Posted March 31, 2020 Member Share Posted March 31, 2020 Hi, I was wondering where to install 3dc_applink.py on a Mac. I tried installing to Applications\maya2020\bin\plug-ins but it doesn't load the plug-in when I try to use it from the shelf. Thanks for any help! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 31, 2020 Share Posted March 31, 2020 Hello Hope this help Quote Link to comment Share on other sites More sharing options...
Member Mikairi Posted March 31, 2020 Member Share Posted March 31, 2020 I think that's a different problem. I'm just wondering where to install the .py file within Maya. The instructions say to put in 'bin' but I think it must be a different location on a mac. When I put it in 'bin' and try to run I get the error "3dc_applink.py" was not found on Maya plugin path. I tried installing at Applications\Autodesk\maya2020\plugins and also Applications\Autodesk\maya2020\plug-ins but it hasn't loaded the plugin correctly. Quote Link to comment Share on other sites More sharing options...
Member pr1970 Posted May 7, 2020 Member Share Posted May 7, 2020 Trying to set it up, the tutorial video looks like it was made 10 years ago and is all old interfaces. I`m having issues with maya opening up multiple 3d coats, also no idea of which export settings from 3d coat should be used, i`m missing gloss/metalness when it does go back to maya. The docs say you should have mental ray plugin enabled, but this has been removed since Maya 2018. Would be nice to get some Maya/3d coat applink love in 2020. Quote Link to comment Share on other sites More sharing options...
Member co3Darts Posted May 27, 2020 Member Share Posted May 27, 2020 (edited) Getting errors with import, export. Using Maya 2020.1 and latest 3DC not alpha. I set 3D-Coat Path:C:\Program Files\3DCoat-V4.9.37\3DCoatDX64.exe Exchange_Directory: c:\temp However when I launch PPP button. I get 3DC to open, however it presents the usual dialog box, doesn't import my object from Maya. Then if I select per pixel paint, I don't see imported .obj still. When I navigate to C:\temp. I don't see an .obj to link up to there either? Thanks! Edited May 27, 2020 by co3Darts Quote Link to comment Share on other sites More sharing options...
Member Удалой Posted September 11, 2020 Member Share Posted September 11, 2020 4.9.59 3DcoatDX 2.2.2 uplink Maya 2020 Every time then i press "paint mesh in 3dcoat" - it update scene in actual 3D Coat instance, but start another copy 3DCoat with empty scene. Quote Link to comment Share on other sites More sharing options...
Member martin Posted September 22, 2020 Member Share Posted September 22, 2020 On 9/11/2020 at 7:14 PM, Удалой said: 4.9.59 3DcoatDX 2.2.2 uplink Maya 2020 Every time then i press "paint mesh in 3dcoat" - it update scene in actual 3D Coat instance, but start another copy 3DCoat with empty scene. Hello, I am having the same issue. Every time I export a geo from Maya to 3Dcoat, it starts another 3DCoat Application. I remember it did stay in the same app before, and ask, if you would like to merge or create a new scene. thanks Martin Quote Link to comment Share on other sites More sharing options...
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