[x3d-public] RawKee Python for Maya - Updates
Bergstrom, Aaron
aaron.bergstrom at und.edu
Sun Jan 26 20:15:09 PST 2025
All,
Just wanted to post some updates to the public mailing list about the progress of the RawKee Python export plugin for Maya. My family are tired of hearing how awesome it is going to be.
For some reason they can't relate.
I spent the weekend Spent the weekend Stubbing out different portions of RawKee Python.
RawKee X3D Node Editor
First thing I did, which I have been working on all week, is to push through the grind of making a custom RawKee Node Editor, rather than use the Maya Node Editor. See screenshot below:
https://drive.google.com/file/d/12LrMV1VEsEVF-55EH2dag68eFnhe7mGm/view?usp=sharing
This is based on the Blender Freak Node Editor tutorial:
https://www.blenderfreak.com/tutorials/node-editor-tutorial-series/
Per my previous posts on this subject, I had intended on using the built in Maya Node Editor, but apparently Maya didn't like the fact that I was trying to build a custom interface around it. It didn't crash Maya, but it threw enough errors that I decided to build my own.
A lot of work needs to be done to implement the Blender Freak version of it, but in the end, I feel it will be better. And I'll likely be able to reuse it outside of Maya in a standalone Python Qt application as well.
RawKee HAnim Export
The other thing I did was stub out the HAnim export capabilities of RawKee Python. A screenshot for this code can be seen below.
https://drive.google.com/file/d/1Wbr3Udm9UIN55Zj_VePe8fLG26PwYpac/view?usp=sharing
Takes a surprisingly decent amount of time, to write a bunch of stubbed out functions, though a good portion of that time was also spent reworking how the Maya DAG was traversed in order to implement these functions correctly.
Aaron
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