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Partition Generation is now Threaded
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* First part of Threading implemented

* Maya Batch OS specific

* Threading passing the export data to the final partition check.

Importing partitions into unreal using Threads and mayabatch working on Mac

* maya path normalised correctly for OS

* uses shlex, for shell string convestions

* Progress Bar added, need to add a form of log file watching

* Progress bar updates

* Subprocess output pipe, used to update progress bar.

* Nested namespaces are removed correctly

* [wip] windows batch

* [windows] path normalised and wrapped in string

* windows maya batch working

* FBX Batcher, now uses ma files

- no longer using fbx as a middle man file, instead using ma files.

* Clean up mel batch file after process completes

* Animation export -  No longer requires SDK

- name space removed
- joint root get parented to world
- bug fix: muted layers become unmuted if they are specified on the export drop down

todo:
same temporary .ma to revert back to

* Animation export now working

- state before export is saved
- alterations and export fbxs get actioned
- load state, and rename file to original path location

* Bug Fix - geo roots that dont sit under the world

- partition geometry is now handled correctly after the roots are moved to the world root.

* FBX export axis fixed

* Joint culling on export added

- fixed formatted strings
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SimonBenAnderson authored Dec 14, 2023
1 parent 1e3b693 commit d09d113
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2 changes: 1 addition & 1 deletion release/scripts/mgear/core/utils.py
Original file line number Diff line number Diff line change
Expand Up @@ -384,5 +384,5 @@ def get_maya_path():
:rtype: str
"""
maya_path = os.environ['MAYA_LOCATION']
maya_path = os.path.join(maya_path,"bin")
maya_path = os.path.normpath(os.path.join(maya_path,"bin"))
return maya_path
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