42
Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

Embed Size (px)

Citation preview

Page 1: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher

OPERATION MANUAL

Page 2: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL
Page 3: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

Table of Contents

1. Prior to Starting ...........................................................................................................................1 1-1. Welcome.............................................................................................................................1 1-2. Features..............................................................................................................................1 1-3. About This Manual ..............................................................................................................1

2. Software Installation....................................................................................................................2 2-1. Installing Brainstorm Export Plug-in for Maya .....................................................................2 2-2. Loading and Auto Loading Plug-in ......................................................................................2 2-3. Unloading Plug-in................................................................................................................3 2-4. Checking Plug-in Information..............................................................................................3

3. Using Brainstorm Export Plug-in for Maya ..................................................................................4 3-1. “Export All” and “Export Selection” ......................................................................................4 3-2. Option Window....................................................................................................................5 3-3. Export (Without Animation) .................................................................................................6 3-4. Loading Exported Files into Brainstorm ..............................................................................7 3-5. Export (With Animation) ......................................................................................................9

3-5-1. Keyframe Animation (to Curve1D) ..............................................................................9 3-5-1-1. Rules on Creating a Keyframe Animation in Maya............................................11 3-5-1-2. Playing a Keyframe Animation in Brainstorm ....................................................12 3-5-1-3. Modifying a Keyframe in Brainstorm .................................................................13 3-5-1-4. Enable Post Infinity ...........................................................................................13

3-5-2. Keyframe Animation (to Switch) ................................................................................16 3-5-2-1. Rules on Creating an Animation for Switch Object............................................17 3-5-2-2. Playing a Keyframe Animation in Brainstorm ....................................................18

3-5-3. MotionPath Animation ...............................................................................................19 3-5-3-1. Playing a MotionPath Animation in Brainstorm .................................................21 3-5-3-2. Modifying a MotionPath in Brainstorm ..............................................................21

3-5-4. One Timer .................................................................................................................22 3-6. Exporting Transformation for Object .................................................................................23 3-7. Exporting Camera Node and Light Node ..........................................................................24

3-7-1. Rules on Creating the Camera (Light) Node.............................................................25

4. File Configuration......................................................................................................................26 4-1. Python File........................................................................................................................26 4-2. Folders..............................................................................................................................27

5. Reference .................................................................................................................................28 5-1. Rules on Creating a Virtual Set.........................................................................................28 5-2. Maya – Brainstorm Compatibility List................................................................................30 5-3. Troubleshooting ................................................................................................................31

Page 4: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

5-3-1. Scene Angle (Coordinate System) Differs from Maya .............................................. 31 5-3-2. Scene Size Differs from Maya .................................................................................. 32 5-3-3. Location and Rotation of Each Object Differ from Maya........................................... 32 5-3-4. An Object Does Not Exist in the Exported Virtual Set............................................... 33 5-3-5. Texture on each Shader Differs from Maya .............................................................. 33 5-3-6. Texture File Not Linked............................................................................................. 34 5-3-7. Shade Type “gouraud”and ”flat” Appear the Same ................................................... 35 5-3-8. Bezier Curve of Keyframe Appears Slightly Different ............................................... 35 5-3-9. Plug-in Items Not Shown in the Option Window....................................................... 36 5-3-10. A Message “Could not save file” Appears............................................................... 37

Page 5: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

1

1. Prior to Starting

1-1. Welcome Congratulations! By purchasing Brainstorm Export Plug-in for Maya you have entered the world of FOR-A and its many innovative products. Thank you for your patronage and we hope you will turn to FOR-A products again and again to satisfy your video and audio needs. FOR-A provides a wide range of products, from basic support units to complex system controllers, which have been increasingly joined by products for computer video based systems. Whatever your needs, talk to your FOR-A representative. We will do our best to be of continuing service to you.

1-2. Features Brainstorm Export Plug-in for Maya converts virtual sets created in Maya to the formats compatible with Brainstorm eStudio for digiStorm. To use this software, Maya (for Windows only) must be installed on your computer.

1-3. About This Manual This manual is intended to help the user easily operate this product and make full use of its functions during operations. Before running the software, read this operation manual thoroughly to ensure you understand the product. After reading, it is important to keep this manual in a safe place for future reference.

Page 6: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

2

2. Software Installation

2-1. Installing Brainstorm Export Plug-in for Maya Brainstorm Export Plug-in for Maya software package consists of the following files.

ExportToBrainstormSetsFile.mll Brainstorm Export Plug-in for Maya file brainstormsetsfile.mel MEL Script file for Option Window

Save these files to the following directories of the computer on which Maya is installed. ExportToBrainstormSetsFile.mll

The bin\Plug-ins folder in the directory in which Maya is installed Brainstormsetsfile.mel

The scripts\others folder in the directory in which Maya is installed

2-2. Loading and Auto Loading Plug-in In order to use Brainstorm Export Plug-in for Maya, the following setting must be made. Procedure

Install Brainstorm Export Plug-in for Maya by following the steps described in section 2-1. “Installing Brainstorm Export Plug-in for Maya.” Start Maya and choose Window > Settings\Preferences > Plug-in Manager. The Plug-in Manager is displayed. Select the loaded checkbox of ExportToBrainstormSetsFile.mll. Once the plug-in is loaded properly, the following message is displayed on the command line in Maya. If the above message is not displayed, the version of Maya currently used might not be supported by the plug-in. In this case, change the version of Maya and try the steps again. Since the above steps must be followed every time you run Maya, it might be inconvenient. By selecting the Auto load checkbox in addition to the loaded checkbox, the plug-in file is automatically loaded the next time you run Maya.

Figure2-1: Plug-in Manager

Figure 2-2: Command Line in Maya

Page 7: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

3

2-3. Unloading Plug-in When you do not use Brainstorm Export Plug-in for Maya, the following setting must be made. Procedure

Start Maya and choose Window > Settings\Preferences > Plug-in Manager. The Plug-in Manager is displayed. Uncheck the loaded checkbox of ExportToBrainstormSetsFile.mll. Once the plug-in is unloaded properly, the following message is displayed on the command line in Maya.

Also, be sure to uncheck the auto load check box to avoid loading the plug-in automatically the next time you run Maya.

2-4. Checking Plug-in Information Follow the steps below to check the information such as the version of Brainstorm Export Plug-in for Maya. Procedure

Start Maya and choose Window > Settings\Preferences > Plug-in Manager. The Plug-in Manager is displayed. Click the i button at the right end of ExportToBrainstormSetsFile.mll. The Plug-in Information window for checking the version and other information is displayed.

Figure 2-4: Command Line in Maya

Figure 2-3: Plug-in Manager

Page 8: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

4

3. Using Brainstorm Export Plug-in for Maya

3-1. “Export All” and “Export Selection” Brainstorm Export Plug-in for Maya uses Maya’s export function and converts a virtual set to a Brainstorm file. In Maya, there are two types of Export function: Export All and Export Selection. Brainstorm Export Plug-in for Maya supports both types. Export All

Exports all supported nodes and parameters in the virtual set. Although data management is easy, modifying the file exported using Export All in Brainstorm can be complicated since all contents of the virtual set is exported into one file. Export Selection

Exports the currently selected nodes and parameters in the virtual set that are supported. Modifying the file exported using Export Selection in Brainstorm is easy since the Export Selection exports only a part of the virtual set. Choose either Export All or Export Selection depending on the contents of the virtual set (whether or not any animation exists or any modification is required).

Figure3-1: Export All

Figure 3-2: Export Selection

Page 9: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

5

3-2. Option Window The Option window in Brainstorm Export Plug-in for Maya is shared for both Export All and Export Selection. To display the Option window, click the □ button next to the Export All or Export Selection menu, or click the Options button in the Export dialog box. Animation Sets whether to export any animation (Keyframe, MotionPath) existed in the virtual set. Set the Animation radio button to On to enable the settings. Transform Sets whether to export the Transformation value of each object in the virtual set to Object or Pivot element. To manage all nodes as the pivot elements, select Pivot. Cameras & Lights Sets whether to export the Camera and Light nodes in the virtual set. If set to Off, the Camera and Light nodes are disabled to be exported and so they do not appear in the Brainstorm virtual set. If you do not wish to create Camera and Light nodes when performing Export All, set to Off. Other Displays the Export information in a file or the Script Window in Maya according to the Export Type parameter. Since this function is for maintenance, set to ScriptWindow and None during normal use.

Figure 3-3: Export All and Export Selection menus Figure 3-4: Options button in Export dialog

Figure 3-5: Option window

Page 10: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

6

3-3. Export (Without Animation) This section explains how to export a virtual set using Export All. In Maya, choose File > Export All □. The Option window is displayed. In this example, no animation exists in the virtual set. Set the Animation parameter to Off and set other parameters as shown in the figure to the right. (Even if the Animation parameter is set to On, the animation is not exported when there is no animation in the virtual set.) Clicking the Export All or Apply button in the Option window displays the Export dialog box for specifying the destination directory. Specify the destination and click Export button.

Figure 3-6: 3D graphics in Maya

Figure 3-7: Option window

Figure 3-8: Export dialog for specifying the destination

Page 11: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

7

The export is performed and the message shown in the figure to the right is displayed on the command line in Maya. Once this message is displayed, Export All is completed properly. You may find that the DOS window appears and disappears. This is a behavior of when a virtual set is exported so do not worry about this.

3-4. Loading Exported Files into Brainstorm This section explains how to load a virtual set exported in section 3-3. “Export (Without Animation)” into Brainstorm. Use Explorer to view the files exported in the previous section. There should be a .py file and a folder with the file name specified when exported. The .py file contains the parameters of each object (such as Transformation) created in Maya. To load a virtual set into Brainstorm, this file should be selected. The folder with the same name as the .py file contains the objects (such as Polygon, Normal, and UV) and texture files. This folder must be in the same directory as the .py file. When changing the environment, make sure to move this folder together with the .py file.

Figure 3-9: Command line in Maya

Figure 3-10: Use Explorer to view the exported files

The file specified in Brainstorm.

Page 12: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

8

Follow the steps below to load the exported files into Brainstorm. Procedure

Start Brainstorm. Use the Desktop dialog box to browse the directory in which the exported files are saved. Double-click the Python file to load the virtual set. The virtual set is loaded and the image is displayed in the GFX window in Brainstorm. The above is just one example among many. See the manuals supplied with Brainstorm for many other ways to load a virtual set into Brainstorm.

Figure 3-12: Brainstorm GFX window

Figure 3-11: Desktop dialog box

Please choose the directory in this dialog

Page 13: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

9

3-5. Export (With Animation) This section explains how to export a virtual set created in Maya. Also, settings and rules for exporting animations are explained. Brainstorm Export Plug-in for Maya can export the following two types of animation: Keyframe animation MotionPath animation

Brainstorm Export Plug-in for Maya cannot export other animations than listed above. Do not use other animations than above in the virtual set for Brainstorm.

3-5-1. Keyframe Animation (to Curve1D) There are two ways to export a virtual set with the Keyframe animation. This section explains how to export a virtual set with the Keyframe animation to Curve1d Element of Brainstorm. Advantages The Bezier curve, the same curve type

as Maya, allows users to easily understand. Easy to modify animations in Brainstorm. Written to a Python file which has small

file size Disadvantages Only the Transformation parameters of

each node are supported. Some rules must be followed when

exporting.

Figure 3-13: A virtual set with a keyframe animation

Page 14: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

10

Follow the steps below to export a virtual set with the Keyframe animation. In this example, Export Selection is used.

Procedure

In Maya, select a node with the Keyframe animation. (The node can be more than one.) Choose File > Export Selection □ . The Option window is displayed. Set the Animation radio button to On to allow exporting the animation of the node that is currently selected. See the figure to the right and set other parameters. (Make sure that Keyfarme is set to toCurve1d.) Clicking the Export Selection or Apply button in the Option window displays the Export dialog box for specifying the destination directory. Specify the destination and click Export button. The export is performed and the message shown in the figure to the right is displayed on the command line in Maya. Once this message is displayed, Export Selection is completed properly. You may find that the DOS window appears and disappears. This is a behavior of when a virtual set is exported so do not worry about this.

Figure 3-14: Option Window (exporting to Curve1d)

Figure 3-16: Command line in Maya

Figure 3-15: Export dialog for specifying the destination

Page 15: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

11

3-5-1-1. Rules on Creating a Keyframe Animation in Maya Please follow the rules below for creating the Keyframe animation in Maya. The keyframe must only be

Transformation of each node (Scale, Rotation, Transform).

Five types of Keyframe animation

can be created: Polygon Object, and Group Node.

Make sure not to change the curve

name of each keyframe. The tangent handles of each point of

curves must be symmetrical.

Figure 3-17: Attribute editor (Transform node)

Figure 3-19: Curve name

Figure 3-20: Graph editor in Maya

The tangent handles must be symmetrical.

Page 16: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

12

The Pre Infinity parameters of curves are not applied when exported

These are the rules for ensuring compatibility between the parameters in Maya and Brainstorm. If these rules are not followed, the curves may not be applied properly to Brainstorm. Make sure to follow these rules for creating keyframes.

3-5-1-2. Playing a Keyframe Animation in Brainstorm Follow the steps below to play an exported Keyframe animation in Brainstorm. Procedure

Start Brainstorm and load the exported virtual set (See section 3-4. “Loading Exported Files into Brainstorm”). Open GlobalLists and click the Timer List icon in the Animation tab. The Timer list is displayed. Select the element which has the same name as the object with keyframes, followed by _keyframe. Click the TIMER_RUN button. An object animation is played by completing the steps above. In Brainstorm Export Plug-in for Maya, the Keyframe animation is controlled for each object individually (There is a timeline for each object). To play a combination of the multiple objects’ keyframe animations, TIMER_RUN (RUNFWD, RUNREV) of each Timer element must be registered to an event.

Figure 3-21: Attribute editor (animCurve Node)

Figure 3-22: Timer list

Page 17: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

13

3-5-1-3. Modifying a Keyframe in Brainstorm The exported Keyframe animation can be modified by modifying CURVE_DATA of the Curve1d element in Brainstorm. 3-5-1-4. Enable Post Infinity Brainstorm Export Plug-in for Maya enables and disables the PostInfinity parameter specified when a virtual set with the Keyframe animation is exported in Maya. Procedure

When exporting a virtual set, open the Option window and select the Enable PostInfinity checkbox. Click Export All or Apply button to export. If the above steps are made, the Post Infinity parameter specified in Maya is exported to the CURVE1D_CLIPMODE parameter of the Curve1d element. Note that the Pre Infinity parameter of Maya is not applied when exported.

Figure 3-25: Curve1d list

Figure3-26: Attribute editor (animCurve Node)

Figure 3-24: Enable PostInfinity in Option window

Figure 3-23: Graph editor of Curve1d list

The curve data of Curve1d (control points or tangent handles) can be modified in the Graph editor

Page 18: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

14

If Post Infinity is set to Constant, CURVE1D_CLIPMODE will be Flat.

If an animation that exceeds the both ends of curve is performed, the values of the beginning and ending of the curve are kept.

If Post Infinity is set to Linear,

CURVE1D_CLIPMODE will be Continue.

If an animation that exceeds the both ends of curve is performed, the ends of the curve continue in the direction in which they ended.

If Post Infinity is set to Cycle,

CURVE1D_CLIPMODE will be Cycle.

If an animation that exceeds the both ends of curve is performed, the curve is repeated.

Figure 3-27: Constant and Flat

Figure 3-29: Linear and Continue

Figure 3-30: Continue curve form

Figure 3-31: Cycle and Cycle

Figure 3-32: Cycle curve form

Figure 3-28: Flat curve form

The values of the beginning and ending of the curve are kept.

Page 19: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

15

If Post Infinity is set to Cycle with offset, CURVE1D_CLIPMODE will be Flat.

Since Cycle with offset does not exist in Brainstorm, CURVE1D_CLIPMODE will be set to Flat, which is the default value. If Post Infinity is set to Cycle with offset, the animation may not be played properly in Brainstorm. Make sure not to use this setting.

If Post Infinity is set to Oscillate,

CURVE1D_CLIPMODE will be Swing.

If an animation that exceeds the both ends of curve is performed, the curve oscillates back and forth.

Figure 3-33: Oscillate and Swing

Figure 3-34: Swing curve form

Page 20: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

16

3-5-2. Keyframe Animation (to Switch) There are two ways to export a virtual set with the Keyframe animation. This section explains how to export a virtual set with the Keyframe animation using Switch Object of Brainstorm. Advantages Complicated animations (including polygon animations) can be exported.

Disadvantages Animations cannot be modified in Brainstorm. Large file size

The steps for exporting a virtual set with the Keyframe animation are basically the same as the steps described in section 3-5-1. “Keyframe Animation (to Curve1D)”, except some settings in the Option window. Procedure

In Maya, select a node with the Keyframe animation (The node can be more than one.) Choose File > Export Selection □. The Option window is displayed. Set the Animation radio button to On to allow exporting the animation of the node that is currently selected. See the figure to the right and set other parameters. (Make sure that Keyframe is set to toSwitch.) Specify the start frame and end frame to export in startframe and endframe respectively. Clicking the Export Selection or Apply button in the Option window displays the Export dialog box for specifying the destination directory. Specify the destination and click Export button. The export is performed and the message shown in the figure to the right is displayed on the command line in Maya. Once this message is displayed, Export Selection is completed properly. You may find that the DOS window appears and disappears. This is a behavior of when a virtual set is exported so do not worry about this.

Figure 3-35: Option window (toSwitch)

Figure 3-37: Command line in Maya

Figure 3-36: Export dialog for specifying the destination

Page 21: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

17

3-5-2-1. Rules on Creating an Animation for Switch Object Please follow the rules below for creating an animation for Switch Object in Maya. Only object animations (Polygon, UV, Normal, Transformation) are applicable.

(Material and texture animations are not applicable.) This rule is for ensuring compatibility between the parameters in Maya and Brainstorm. If this rule is not followed, the animations may not be applied properly to Brainstorm. Make sure to follow this rule for creating animations.

Page 22: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

18

3-5-2-2. Playing a Keyframe Animation in Brainstorm To play an animation exported using Switch Object in Brainstorm, follow the steps below. Procedure

Start Brainstorm and load the exported virtual set (See section 3-4. Loading Exported Files into Brainstorm). Open GlobalLists and click the Object List icon in the Model tab. Object List is displayed. Select the Object element in the root directory. Verify that the object element is linked to the Timer element and click the Adjust time length button once. (Perform this step only once after loading the virtual set. This step is not necessary when replaying the animation or when saving files.) Open Timer List. Click the TIMER_RUN button to play Timer. The animation is played by completing the steps above.

Figure 3-38: Object list

Click the Adjust timer length button once.

Figure 3-39: Timer list

Animation can be controlled using these buttons.

Page 23: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

19

3-5-3. MotionPath Animation Brainstorm Export Plug-in for Maya can export a virtual set with the MotionPath animation. Advantages The Bezier curve, the same curve type as Maya, allows users to easily understand. Easy to modify animations in Brainstorm. Written to a Python file which has small file size

Disadvantages Only the Transformation parameters of each node are supported. Some rules must be followed when exporting.

Follow the steps below to export a virtual set with the MotionPath animation. In this example, Export All is used. Procedure

In Maya, choose File > Export All □. The Option window is displayed. Set the Animation radio button to On to allow exporting the animation of the node that is currently selected. See the figure to the right and set other parameters. (Make sure that Keyfarme is set to toCurve1d and motionPath.)

Figure 3-40: A virtual set with MotionPath animation

Figure 3-41: Option window (motionPath)

Page 24: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

20

Clicking the Export All or Apply button in the Option window displays the Export dialog box for specifying the destination directory. Specify the destination and click Export button. The export is performed and the message shown in the figure to the right is displayed on the command line in Maya. Once this message is displayed, Export All is completed properly. You may find that the DOS window appears and disappears. This is a behavior of when a virtual set is exported so do not worry about this.

Figure 3-43: Command line in Maya

Figure 3-42: Export dialog for specifying the destination

Page 25: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

21

3-5-3-1. Playing a MotionPath Animation in Brainstorm The steps for playing an animation in Brainstorm are basically the same as the steps described in section 3-5-1-2. “Playing a Keyframe Animation in Brainstorm”. Procedure

Start Brainstorm and load the exported virtual set (See section 3-4. Loading Exported Files into Brainstorm). Open GlobalLists and click the Timer List icon in the Animation tab. Timer List is displayed. Select the element which has the same name as the object with keyframes, followed by _ MotionPath. Click the TIMER_RUN button. An object animation is played by completing the steps above. In Brainstorm Export Plug-in for Maya, the MotionPath animation is controlled for each object individually (There is a timeline for each object). To play a combination of the multiple objects’ animations, TIMER_RUN (RUNFWD, RUNREV) of each Timer element must be registered to an event. 3-5-3-2. Modifying a MotionPath in Brainstorm By modifying CURVE_DATA of the Curve3d element, the MotionPath animation of the exported virtual set can be modified in Brainstorm.

Figure 3-44: Timer list

Animation can be controlled using these buttons.

Figure 3-45: Graph editor of Curve3d list

The curve data of Curve3d (control points or tangent handles) can be modified in the Graph editor

Page 26: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

22

3-5-4. One Timer In Brainstorm Export Plug-in for Maya, an animation (keyframe or motionPath) is assigned to each object and the Timer element is also created for each object individually. By changing the setting in the Option window, all the Timer elements can be brought into one Timer element called BrainTimer. Procedure

In Maya, select a node with the Keyframe animation (The node can be more than one.) Choose File > Export Selection □. The Option window is displayed. Set the Animation radio button to On to allow exporting the animation of the node that is currently selected. See the figure to the right and set other parameters. (Make sure that Keyfarme is set to toCurve1d and One Timer.) Clicking the Export Selection or Apply button in the Option window displays the Export dialog box for specifying the destination directory. Specify the destination and click Export button. The export is performed and the message shown in the figure to the right is displayed on the command line in Maya. Once this message is displayed, Export Selection is completed properly. You may find that the DOS window appears and disappears. This is a behavior of when a virtual set is exported so do not worry about this. By following the above steps, all animations can be controlled from a single Timer element called BrainTimer. See section 3-5-1-2. “Playing a Keyframe Animation in Brainstorm” for details on playing and modifying an animation.

Figure 3-48: Command line in Maya

Figure 3-46: Option Window (One Timer)

Figure 3-47: Export dialog for specifying the destination

Page 27: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

23

3-6. Exporting Transformation for Object Exporting the parameters of the Transformation node that correspond to the Scale, Rotation, and Transform parameters to either the Object or Pivot element can be set in Brainstorm Export Plug-in for Maya. The default setting is Object. When performing Export All or Export Selection, display the Option window and set Export Type in Transform. If Export Type is set to Pivot, the

parameters of the Transformation node are exported to the Pivot element.

The Pivot element is named the same as the name of the Object element. Each Object element uses ”OBJ_PIVOT” parameter and links to the Pivot element.

If Export Type is set to Object, the

parameters of the Transformation node are exported to the Object element.

Figure 3-49: Option window (Transform)

Figure 3-50: Pivot list

Figure 3-51: Object list

Page 28: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

24

3-7. Exporting Camera Node and Light Node Brainstorm Export Plug-in for Maya can export the parameters of the Camera node and the Light node. The settings for Camera and Light are made separately in the Option window. The default settings for both Camera and Light are Off. When performing Export All or Export Selection, display the Option window and set Camera Export and/or Light Export in Cameras & Lights. Setting Camera Export to On exports the parameters of the Camera node. Setting Light Export to On exports the parameters of the Light node.

Figure 3-52: Option window (Camera & Lights)

Figure 3-53: Camera list

Figure 3-54: Light list

Page 29: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

25

3-7-1. Rules on Creating the Camera (Light) Node Please follow the rules below for creating the Camera (Light) node in Maya. Set X in Rotate Axis of the Transform node to 90.0

Leave the Scale settings of the Transform node to the defaults.

(x,y,z) = (1.0,1.0,1.0) Do not use Area Light and Volume Light

These are the rules for ensuring compatibility between the parameters in Maya and Brainstorm. If these rules are not followed, the parameters may not be applied properly to Brainstorm. Make sure to follow these rules for creating the Camera (Light) node.

Figure 3-55: Attribute Editor (Rotate Axis)

Figure 3-56: Attribute Editor (Scale)

Figure 3-57: Volume Light and Area Light

Page 30: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

26

4. File Configuration When exporting a virtual set in Maya, a file name is specified in the Export dialog box. Brainstorm Export Plug-in for Maya also creates a folder with the same name as the Python file in the same directory. To load a virtual set into Brainstorm, both the Python file and the folder must be in the same directory. This section explains about the Python file and the folders created when a virtual set is exported.

4-1. Python File This file contains the information about the virtual set created in Maya. Object name (Transform, Shape Node) and Transformation (Scale, Rotation, Transform,

Center) Name and parameters (links to Color and Texture) of the Material node Name and parameters (paths to the texture files, Offset of UV) of the Texture node Name and parameters (Scale, Rotation, Transform, Center) of the Locator node Names and parameters (values such as Data and Timer of curves) of curves of keyframe

animations Parameters (such as the Object parameters) of the specified number of frames when Switch

Object is used Paramters (name and data of the curves) of the Nurbs curves used for MotionPath. Name and parameters (Rotation, Transform, FOV) of the Camera node Name and parameters (Type, Rotation, Transform, Color) of the Light node. Name and parameters for Pivot Element (Scale, Rotation, Transform, Center)

Not all the information listed above is always written to the file. The contents are changed depending on the Option window settings or whether or not any animation exists. The Python file is used to load an exported virtual set into Brainstorm. (See section 3-4. “Loading Exported Files into Brainstorm ”)

Figure 4-1: Export dialog for specifying the destination

Please choose the directory in this dialog

Figure 4-2: Use Explorer to view the exported files

The file specified in Brainstorm.

Page 31: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

27

4-2. Folders A folder is automatically created when a virtual set is exported in Maya. The folder name is the same as the name specified in the Export dialog box. In this folder, the folders named geo and tex are created. geo folder

Two types of files exist in the geo folder: the Object files with the file extension .obj that correspond to the contents of Objects (Polygon, Normal, UV, Face), and the Material files with the file extension .mtl that correspond the contents of Materials. tex folder

All texture files used in Maya are converted to .rgb files and stored in the tex folder. You may find that the DOS window appears and disappears. This is a behavior of when a tool for converting a texture file is started so do not worry about this. In the Python file created, it is written that all the Object files and Texture files in this folder are to be imported. If you rename or delete files in this folder, the files cannot be imported and the virtual set will not appear properly. Make sure not to rename or delete files in this folder.

Figure 4-3: Inside folder

Figure 4-5: tex folder

Figure 4-4: geo folder

Page 32: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

28

5. Reference

5-1. Rules on Creating a Virtual Set When creating a virtual set in Maya, please follow the rules below for ensuring compatibility between the specifications in Maya and Brainstorm. Z-up coordinate system must be used to

created a virtual set Set Unit to centimeter and treat 1 unit as 1

meter. Objects must be created as Polygon models.

Set Rotate Order of all Transform nodes

to yxz. Set Type of all Material nodes to Lambert.

Figure 5-2: Preferences window

Figure 5-3: Attribute editor (Rotate Order)

Figure 5-4: Attribute editor (Shader Type)

Figure 5-1: Z-up coordinate system

The Z axis must point up.

Page 33: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

29

The texture type linked to the Material node can only be File.

Use the Color parameter to link the Material

node and Texture node, Set the x, y, and z parameters of Rotate

Axis of the Camera (or Light) node to 90, 0 and 0 respectively.

Figure 5-5: Create Render Node window

Figure 5-6: Attribute editor (Shader node)

Figure 5-7: Attribute editor (Rotate Axis)

Page 34: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

30

5-2. Maya – Brainstorm Compatibility List Maya Brainstorm Remarks

Transformation Node Object or Pivot Element Depends on the setting in the Option window.

Name OBJ_NAME (PIV_NAME) Scale OBJ_SCALE (PIV_SCA) Rotate OBJ_ORIENTATION

(PIV_EUL)

Transform OBJ_DISPLACEMENT (PIV_DIS)

Depends on the calculation inside the plug-in.

Center OBJ_CENTER (PIV_CENTER) Visibility OBJ_CULL Shape Node Geometry elements and Object files Name GEO_NAME Vertex Written to the Object file Normal Written to the Object file UV Written to the Object file Face Written to the Object file DoubleSided & opposite Linked MAT_CULLFACE Material Node Material elements & Material files Name MAT_NAME Color MAT_COLOR[0-2] Transparency MAT_COLOR[3] Link to texture MAT_SELSURF Texture Node Texture elements and texture files Texture file TEX_NAME

Texture files Texture files are converted to.rgb files

Rotation TEX_ROTATION Translateframe and offset

TEX_OFFSET, MAT_SCALE Depends on the calculation inside the plug-in.

Keyframe Animation Elements created: Curve1d, Bind, and Timer elements

When exporting using “to Curve1d” in the Option window.

Name CURVE1D_NAME Type CURVE1D_TYPE Each point of curve CURVE1D_CURVE_DATA Animation length TIMER_LENGTH Owned for each object separately Link of Curve and Object Written to the Bind element Curve1d, Timer, and Object (Pivot) are

linked MotionPath Animation Elements created:

Curve3d, Curve1d, Pivot, Bind, and Timer elements

When exporting using ”MotionPath” in the Option window

Name CURVE3D_NAME Type CURVE3D_TYPE Each point of curve CURVE3D_CURVE_DATA Animation length TIMER_LENGTH Key of path animation CURVE1D_CURVE_DATA Curve position PIV_SCA, PIV_EUL, PIV_DIS Link of Curve and Object Written to the Bind element Curve3d, Timer, and Pivot are linked.

Page 35: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

31

5-3. Troubleshooting This section describes how to troubleshoot a wide range of problems such as an export not performed or a virtual set appears different in Brainstorm and Maya.

5-3-1. Scene Angle (Coordinate System) Differs from Maya

Cause When the scene was created in Maya, the coordinate system was y-up. Brainstorm uses the z-up coordinate system. If the virtual set created in Maya using y-up coordinate system is imported, the scene is rotated. Solution

In Maya, change the coordinate system to z-up before creating a virtual set. Procedure

In Maya, choose Window > Settings/Preferences > Preferences. The Preferences window is displayed. Select Settings in Categories and set Up Axis in World Coordinate System to Z. Click the Save button. By completing the procedure above, the coordinate system in Maya is changed to z-up, which is the same as Brainstorm. In addition, this setting is effective the next time you run Maya unless you change the setting.

Figure 5-10: Preferences window

Figure 5-9: Z-up coordinate system

The Z axis must point up.

Figure 5-8: Y-up coordinate system

The Y axis points up.

Page 36: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

32

5-3-2. Scene Size Differs from Maya Cause

The Unit parameter in Maya is set to other than centimeter. Solution

Set Unit to centimeter and treat 1unit as 1meter when creating a virtual set. Procedure

In Maya, choose Window > Settings/Preferences > Preferences. The Preferences window is displayed. Select Settings in Categories and set Linear in Working Units to centimeter. Click the Save button. By completing the procedure above, 1Unit in Maya changes to 1cm. In addition, this setting is effective the next time you run Maya unless you change the setting. 5-3-3. Location and Rotation of Each Object Differ from

Maya Cause

Rotate Order of the Transform node is set to other than yxz. In Maya, there is the Rotate Order parameter that determines the rotation order of each Transformation node (corresponds to Position, Size, and Angle elements). On the other hand, that parameter does not exist in Brainstorm and the setting is fixed to yxz. For this reason, the Rotate Order parameter needs to be adjusted to the setting compatible with Brainstorm. Solution

Set Rotate Order of the Transform node to yxz. Since setting the Rotate parameter before changing Rotate Order affects its object and animation, it is recommended to set Rotation Order first.

Figure 5-11: Preferences window

Figure 5-12: Attribute Editor (Rotate Order)

Page 37: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

33

5-3-4. An Object Does Not Exist in the Exported Virtual Set

Cause The object is created as a Nurbs model. Brainstorm cannot recognize Nurbs model. For Brainstorm, all objects need to be made as Polygon models. Solution

Recreate the object as a Polygon model, or convert from a Nurbs model to a Polygon model. Procedure

To convert a Nurbs model to a Polygon model, select the Nurbs model and choose Modify > Convert > Nurbs to Polygons in Maya. A Polygon model of the same shape is created at the same location as the Nurbs model. Delete the Nurbs model. 5-3-5. Texture on each Shader Differs from Maya Cause

Type of the Shader node created in Maya is set to other than Lambert. For Shader, Brainstorm supports only the basic parameters (such as Color and Specular). Because the shadings such as Blinn and Phong cannot be used in Brainstorm, Lambert, which is a basic Shader needs to be used. Solution

Link to the Shader node of which Type is set to Lambert. Create a new Shader node and set Type to Lambert. Set Type of the currently linked Shader node to Lambert.

Figure 5-13: Attribute Editor (Shader Node)

Figure 5-14: Assign Existing Material

Figure 5-15: Assign New Material

Figure 5-16: Attribute Editor (Shader Type)

Page 38: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

34

5-3-6. Texture File Not Linked There can be several causes for this problem. Cause 1

The Texture node is linked to other than the Color parameter of the Shader node. Only UV Mapping, the link from the Color parameter to the Texture node can be exported in Brainstorm Export Plug-in for Maya. All other parameters than Color are ignored. Solution 1

Avoid linking the Texture node to other than the Color parameter. To perform other Texture Mapping, make modifications after the virtual set is exported in Brainstorm such as adding the Texture element. Cause 2

The Texture node is linked and the Type of Shade Node is set to other than Lambert. Solution 2

Refer to the descriptions in section 5-3-5. “Texture on each Shader Differs from Maya” and apply the same action. Set the Type parameter of the Shade node to Lambert prior to linking to the Texture node. Cause 3

The node other than the Texture node is linked. In Maya, linking to other than the texture files such as Lamp and Checker is possible. However, these nodes are ignored in Brainstorm Export Plug-in for Maya due to the difficulty in converting to Brainstorm. Solution 3

Use File to link to the texture files, and make sure not to link to other node.

Figure 5-17: Attribute Editor (Shader Node)

Figure 5-18: Attribute Editor (Shader Node)

Figure 5-19: Hyper Graph (The Shader node linked to the Checker node.)

Page 39: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

35

5-3-7. Shade Type “gouraud”and ”flat” Appear the Same Cause

When Shade Type of the Material element is set to gouraud, more normals of each vertex makes the object facet, and less normals makes the object smooth. If the number of normals of a vertex is the maximum value, the difference of the object before and after changing the setting from gouraud to flat may not show. Solution

Make the Normal setting for each vertex in Maya. Procedure

Select the object to make the Normal setting. Select the modeling set menu (the F3 key in Maya) and choose Edit Polygons→Normals→Soften/Harden□. To make the object smooth, increase the Angle parameter. To make the object facet, decrease the Angle parameter. After increase or decrease the Angle parameter, press the Soften/Harden or Apply button. 5-3-8. Bezier Curve of Keyframe Appears Slightly

Different Cause

When the curve for Keyframe was created in Maya, the tangent handles of each point of curve were set unsymmetrically. Solution

Make sure to set the tangent handles of each point of curves symmetrically in Maya. In Brainstorm Version 9, the tangent handles of each point can be set separately. However, Brainstorm Export Plug-in for Maya only supports symmetrical for ensuring the compatibility with the widely used version of Brainstorm.

Figure 5-20: Polygon Soften/Harden Edge Options window

Figure 5-21: Graph editor(tagent handles unsymmetrical)

Page 40: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

36

5-3-9. Plug-in Items Not Shown in the Option Window There can be several causes for this problem. Cause 1

The MEL Script for creating the Option window is not installed in the specified directory. The installation directory for the MEL Script differs depending on the version of Maya and user environment. Solution 1

In a normal environment, save ”brainstormsetsfile.mel” to: “C:\Program Files\Aliast\Maya6.0\scripts\others” Cause 2

The item selected in File Type in the Option window is not proper. Solution 2

Set File Type in the Option window to Export to Brainstorm Sets File.

Figure 5-23: File Type in Option window

Figure 5-22: Directory to install “brainstormsetsfile.mel”

Page 41: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

37

5-3-10. A Message “Could not save file” Appears Cause

The Default File Extensions checkbox in the Option window is unchecked. If the Default File Extensions checkbox in the Option window is selected when a virtual set is exported, the proper file extension for the plug-in is automatically added (.py in the case of Brainstorm Export Plug-in for Maya). Solution

Select the Default File Extensions checkbox in the Option window.

Figure 5-24: Default File Extensions in Option window

Page 42: English Manual Template - FOR-A · Brainstorm Export Plug-in for Maya Brainstorm Plug-in Software Version 1.08 - Higher OPERATION MANUAL

FOR-A COMPANY LIMITED Head Office : 3-8-1 Ebisu, Shibuya-ku, Tokyo 150-0013, Japan Overseas Division Phone: +81 (0)3-3446-3936, Fax: +81 (0)3-3446-1470 Japan Branch Offices : Osaka/Fukuoka/Hiroshima/Nagoya/Sendai/Sapporo R&D/Production : Sakura Center/Sapporo Center/Florida Center/Los Angeles Center

FOR-A America Corporate Office 11125 Knott Ave., Suite #A, Cypress, CA 90630, U.S.A. Phone : +1 714-894-3311 Fax : +1 714-894-5399

FOR-A America East Coast Office 1065 Avenue of the Americas Suite #1701A New York,NY 10018, U.S.A. Phone : +1 212-861-2758 Fax : +1 212-861-2793

FOR-A America Distribution & Service Center 2400 N.E. Waldo Road, Gainesville, FL 32609, U.S.A. Phone: +1 352-371-1505 Fax : +1 352-378-5320

FOR-A Corporation of Canada 425 Queen Street West, Suite 211, Toronto, Ontario M5V 2A5, CANADA Phone: +1 416-977-0343 Fax : +1 416-977-0657

FOR-A UK Limited

UNIT C71, Barwell Business Park, Leatherhead Road, Chessington Surrey, KT9 2NY, U.K. Phone: +44 (0)20-8391-7979 Fax : +44 (0)20-8391-7978

FOR-A Italia S.r.l.

Viale Europa 50 20093, Cologno Monzese (MI), Milan, ITALY Phone: +39 02-254-3635/6 Fax : +39 02-254-0477

FOR-A Corporation of Korea 801 Dangsan Bld., 53-1 Dangsan-Dong, Youngdeungpo-Gu, Seoul 150-800, Korea Phone: +82 (0)2-2637-0761 Fax : +82 (0)2-2637-0760

*The contents of this manual are subject to change without notice.

12/10/2007 Printed in Japan