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update to reference maya files
This commit is contained in:
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@ -12,7 +12,9 @@ The egg format is Panda's working file format for storing general
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models and animation files. Typically, the build process for a given
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model involves the following steps:
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1. Convert from the source format (MultiGen or SoftImage) into egg.
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1. Convert from the source format (e.g. MultiGen or Maya, or any one
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of the other formats supported by command-line egg converters) into
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egg.
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2. If the model represents an animated character or animation, run
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egg-optchar on the egg model file and its associated animation
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@ -32,7 +34,11 @@ model involves the following steps:
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The ppremake system is set up to generate makefiles that automatically
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perform these steps. To use it, you must create a Sources.pp file in
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perform these steps, although it currently generates only a Unix-like
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makefile, so the at the moment a model tree can only be built on a
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Linux or Unix machine, or on a PC with Cygwin installed.
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To set up a ppremake model tree, you must create a Sources.pp file in
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the directory with the models (or in the directory above the SoftImage
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tree in the case of SoftImage models).
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@ -49,16 +55,16 @@ the Sources.pp file contains blocks of the form:
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...
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#end <build-type>
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where <source-filenames> is a list of input filenames for this rule,
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where <source-filenames> is a list of input filenames for this block,
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and <build-type> defines the type of build rule and may be one of
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flt_egg, soft_char_egg, install_egg, or a few others (the complete
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list appears below). Some kinds of build rules require other
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flt_egg, maya_egg, maya_char_egg, install_egg, or a few others (the
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complete list appears below). Some kinds of build rules require other
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parameters in addition to the list of source filenames.
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The available build rules are:
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flt_egg - Runs flt2egg to convert files from MultiGen (.flt) format to
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flt_egg - Runs flt2egg to convert models from MultiGen (.flt) format to
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egg.
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SOURCES - a list of MultiGen files to convert. These will have the
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@ -69,11 +75,46 @@ flt_egg - Runs flt2egg to convert files from MultiGen (.flt) format to
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list of filenames to automatically pick up all the files with a
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.flt extension in the directory.
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FLT2EGG_OPTS - Specifies some additional command-line options that
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should be passed to flt2egg. Common settings, for instance, might
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be -no to strip normals, or -uo ft to convert models to a standard
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scale in feet. See flt2egg -h for a complete list of available
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options. If you define this variable, it is usually better to
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extend it rather than replace its previous value, which allows
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global settings to be defined in the root Package.pp for the model
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tree.
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Example:
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#begin flt_egg
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#define SOURCES $[wildcard *.flt]
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#define FLT2EGG_OPTS $[FLT2EGG_OPTS] -no
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#end flt_egg
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maya_egg - Runs maya2egg to convert models from Maya (.mb) format to
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egg. This form of the block should be used to convert nonanimated
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models only; see maya_char_egg, below, to convert animated
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(character) models along with their animations.
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SOURCES - a list of Maya files to convert. These will have the
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extension .mb or .ma. Each Maya file will be converted to an egg
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file of the same name, with the extension .egg replacing .mb or
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.ma.
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As in flt_egg, above, you may use the syntax $[wildcard *.mb] in
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place of an explicit list of filenames to automatically pick up
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all the files with a .mb extension in the directory.
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MAYA2EGG_OPTS - As above, this specifies some additional
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command-line options that should be passed to maya2egg. See
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maya2egg -h for a complete list of available options.
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Example:
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#begin maya_egg
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#define SOURCES $[wildcard *.mb]
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#define MAYA2EGG_OPTS $[MAYA2EGG_OPTS] -suppress-vcolor
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#end maya_egg
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lwo_egg - As above, for Lightwave Object files (.lwo).
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install_egg - Runs egg-palettize on the named egg files, then runs
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egg2bam to convert to bam file format, and then copies them into the
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@ -83,16 +124,21 @@ install_egg - Runs egg-palettize on the named egg files, then runs
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generated from a previous step (for instance, a previous flt_egg
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rule), but they may be ordinary egg files that are checked into
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the tree as source files. Generally, you cannot use the wildcard
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syntax here (unlike in the flt_egg rule), because the egg files
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may not exist at the time ppremake is run; you must name each egg
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file explicitly.
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syntax here (unlike in the flt_egg and maya_egg rules), because
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the egg files may not exist at the time ppremake is run; you must
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name each egg file explicitly (although it is possible to use the
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$[patsubst] function in ppremake to derive the egg files
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automatically from the names of the source files if you really
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want this).
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UNPAL_SOURCES - a list of egg files to install, omitting the
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egg-palettize step. This is normally done for animation files
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that do not contain any geometry; there is no point in attempting
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to palettize these files since they contain to textures, and
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omitting the palettize step saves a bit of time building the model
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tree.
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tree. You should not name any egg files that include geometry or
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textures on the UNPAL_SOURCES line, it should only name animation
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files.
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SOURCE_DIR - if all of the source egg files can be found in some
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other directory than the current directory, this can optionally be
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@ -134,8 +180,91 @@ install_egg - Runs egg-palettize on the named egg files, then runs
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#end install_egg
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maya_char_egg - Runs maya2egg to convert an animated model and its
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associated animation tables from a Maya file to a number of egg
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files. Use this form of the block to convert animated files from
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Maya; use maya_egg (above) if you just have an unanimated model.
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To set up Maya animations, you should create multiple Maya files,
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one for each animation, and one more for the model itself. Each
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Maya file should include the identical joint hierarchy; it is
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usually easiest to create the model file first and then duplicate it
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to create the animation files. If you have multiple levels of
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detail for your character, you should create a separate Maya file
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for each LOD.
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The assumption is that your Maya files will follow the following
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naming convention: all Maya files that animate a particular
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character will begin with the same prefix, and end with the name of
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the animation, or with a name like "model" for the model file (or
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with the name of the particular level of detail, e.g. "1000" or
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"low", in the case of a multiple-LOD model).
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MAYA_PREFIX - Specifies the prefix that all of the Maya files have
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in common.
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EGG_PREFIX - Specifies an optional prefix to be given to any egg
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filenames generated by this rule. We usually set this to the same
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as MAYA_PREFIX, to help associate the egg files with the Maya
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files they originated from.
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POLY_MODEL - Specifies the suffix that identifies the model file,
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e.g. "model" or "1000". This is the form you will use if you
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intend to extract your model directly into polygons (whether it is
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modeled in NURBS or polygons). The name of the Maya file that
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contains the model is $[MAYA_PREFIX]$[POLY_MODEL].mb (but see
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MODEL, below); it will be written to the egg file
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$[EGG_PREFIX]$[POLY_MODEL].egg. If you have multiple levels of
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detail, you can only name one of them here; define a separate
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maya_char_egg block to get each of the other LOD's.
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NURBS_MODEL - Similar to the above; use this form if your character
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is modeled in NURBS, and you want to use an egg tool such as
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egg-qtess to convert NURBS to polygon models in a later step (for
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instance, to generate multiple levels of detail from one source
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file).
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MODEL - Optional. If this is specified, it names the actual Maya
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file to use to extract the model. That is, instead of
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$[MAYA_PREFIX]$[POLY_MODEL].mb, the model will be extracted from
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the Maya file $[MAYA_PREFIX]$[MODEL].mb. It will still be written
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to the file $[EGG_PREFIX]$[POLY_MODEL].egg. This can be used if
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you don't have a particular Maya file set aside to hold the model;
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in this case, you can name any one of the animation files, and the
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model will be pulled from that animation file.
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ANIMS - Specifies a list of animations to extract from Maya. Each
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word in ANIMS represents a different animation; the name of the
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Maya file that contains the animation is derived from MAYA_PREFIX,
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e.g. $[MAYA_PREFIX]$[anim].mb. Each anim is written to an egg
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file whose filename is derived from EGG_PREFIX,
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e.g. $[EGG_PREFIX]$[anim].egg.
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CHAR_NAME - Specifies the name of the character that is to be
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assigned to the models and animations generated in this rule.
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This name is written within each generated egg file, and should be
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different for each different character; it allows Panda to ensure
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at runtime that a given animation file is being played on the
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correct model file.
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MAYA2EGG_OPTS - Specifies some additional command-line options that
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are passed to maya2egg. As in the maya_egg rule, above, you
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should extend rather than completely redefine this variable.
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Example:
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#begin maya_char_egg
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#define MAYA_PREFIX boss-
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#define EGG_PREFIX boss-torso-
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#define POLY_MODEL zero
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#define CHAR_NAME boss-torso
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#define ANIMS $[anims]
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#define MAYA2EGG_OPTS $[MAYA2EGG_OPTS] -subset body
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#end maya_char_egg
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soft_char_egg - Runs soft2egg to convert a model or animation tables
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from a SoftImage database to one or more egg files.
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from a SoftImage 4.3 database to one or more egg files.
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DATABASE - Specifies the root directory of the SoftImage database.
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Often, this will be the same for all soft2egg rules in a
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@ -147,45 +276,7 @@ soft_char_egg - Runs soft2egg to convert a model or animation tables
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the prefix that SoftImage applies to each model and animation
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filename in the scene.
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MODEL - Specifies the name of the SoftImage model within the scene
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to extract. The actual filename of the model will be generated
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from the concatenation of SCENE_PREFIX with MODEL;
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e.g. $[SCENE_PREFIX]$[MODEL].1-0.dsc.
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EGG_PREFIX - Specifies an optional prefix to be given to any egg
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filenames generated by this rule. We usually set this to the same
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as SCENE_PREFIX, especially when we are converting from several
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different scenes in a SoftImage database, to help associate the
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egg files from the SoftImage scene they originated from.
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POLY_MODEL - Specifies that a polygonal model should be extracted
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from SoftImage. This is the name of the egg file that will be
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generated from the SoftImage scene and model (the actual filename
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is prefixed with EGG_PREFIX, e.g. $[EGG_PREFIX]$[POLY_MODEL].egg).
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NURBS_MODEL - As above, but specifies that a NURBS model instead of
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a polygonal model should be extracted. In this case, it will
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likely be necessary to tesselate the generated egg model, for
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instance with qtess, before using it in the player.
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ANIMS - Specifies a list of animations to extract from SoftImage.
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Each word in ANIMS defines a different animation; the name of the
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SoftImage file that contains the anim is derived from
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SCENE_PREFIX, e.g. $[SCENE_PREFIX]$[anim].1-0.dsc. Each anim is
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written to an egg file whose filename is derived from EGG_PREFIX,
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e.g. $[EGG_PREFIX]$[anim].egg.
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CHAR_NAME - Specifies the name of the character that is to be
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assigned to the models and animations generated in this rule.
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This name is written within each generated egg file, and should be
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different for each different character; it allows Panda to ensure
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at runtime that a given animation file is being played on the
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correct model file.
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SOFT2EGG_OPTS - Specifies some additional command-line options that
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are passed to soft2egg. One common option is -F, which generates
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a flat joint hierarchy and sometimes fixes animation problems (at
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the cost of some runtime performance).
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The remaining options are similar to those in maya_char_egg, above.
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Example:
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@ -198,12 +289,14 @@ soft_char_egg - Runs soft2egg to convert a model or animation tables
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#define CHAR_NAME suitA-lose
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#end soft_char_egg
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optchar_egg - Runs egg-optchar on a character model and all of its
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associated animations. This step removes unnecessary joints for
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optimal runtime performance, exposes joints that are needed for show
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code operations, and can also perform other operations like scaling
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and rotating a character and its animation files together.
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optchar_egg - Runs egg-optchar on a character model (and/or multiple
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levels of detail of a single model) and all of the associated
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animations. This step removes unnecessary joints for optimal
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runtime performance, exposes joints that are needed for show code
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operations, and can also perform other operations like scaling and
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rotating a character and its animation files together.
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It is important to run egg-optchar on the model together with all of
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its animation files at the same time; since egg-optchar operates the
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@ -223,12 +316,14 @@ optchar_egg - Runs egg-optchar on a character model and all of its
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OPTCHAR_OPTS - Specifies additional command-line arguments to pass
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to egg-optchar. This normally includes rules to expose joints
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and/or transform models. Common options to egg-optchar are:
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and/or transform models. As with any of the OPTS variables, it is
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good practice to extend rather than completely redefine this
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variable. Common options to egg-optchar are:
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-no - strip surface normals from the model.
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-Dp joint-name - expose joint-name to the show code.
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-TR x,y,z - rotate about x, y, and z axes.
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-TS scale - scale model by the indicated factor.
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-no - strip surface normals from the model.
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-expose joint-name - expose joint-name to the show code.
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-TR x,y,z - rotate about x, y, and z axes.
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-TS scale - scale model by the indicated factor.
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Example:
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@ -238,6 +333,7 @@ optchar_egg - Runs egg-optchar on a character model and all of its
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regexp/suitA-lose-mod.egg \
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suitA-lose.egg
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#define OPTCHAR_OPTS \
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$[OPTCHAR_OPTS] \
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-no -TR 0,180,0 -TS 0.25 \
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-Dp joint-Rhold \
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-Dp joint-Lhold -Dp joint-head \
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@ -248,18 +344,18 @@ optchar_egg - Runs egg-optchar on a character model and all of its
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filter_egg - Runs an arbitrary egg command on one or more named egg
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files, one at a time. This is usually done when an egg file
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generated by one of the above steps (particularly soft2egg) needs
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additional processing. The modified egg files are written into a
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specified directory to differentiate them from the source egg files;
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a later rule (for instance, optchar_egg or install_egg) should then
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specify to take its source egg files from this directory.
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generated by one of the above steps needs additional processing.
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The modified egg files are written into a specified directory to
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differentiate them from the source egg files; a later rule (for
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instance, optchar_egg or install_egg) should then specify to take
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its source egg files from this directory.
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SOURCES - The list of egg files to process.
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SOURCE_DIR - As above, the source directory in which to read the egg
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files, if it is not the current directory.
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TARGET_DIR - The subdirectory in which to write the generated egg
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TARGET_DIR - The subdirectory into which to write the generated egg
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files.
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COMMAND - The egg command to run. This should include the string
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@ -270,19 +366,49 @@ filter_egg - Runs an arbitrary egg command on one or more named egg
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evaluation of $[target] and $[source].
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Example:
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#begin filter_egg
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#define TARGET_DIR regexp
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#define SOURCES suitA-mod.egg suitA-lose-mod.egg
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#begin filter_egg
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#define TARGET_DIR scaled
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#define SOURCES \
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button.egg bluebox.egg
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#defer COMMAND \
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egg-regexp \
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-n 'TheHandL'=hands \
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-n 'TheHandR'=hands \
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-n 'TheArmL'=arms \
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-n 'TheArmR'=arms \
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-n 'TheTorso'=torso \
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-n 'TheLegL'=legs \
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-n 'TheLegR'=legs \
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-o $[target] $[source]
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egg-trans -no -TR 0,180,0 -TS 0.25 \
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-o $[target] $[source]
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#end filter_egg
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filter_char_egg - Similar to filter_egg, above, except that one
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command is run on all of the files named in SOURCES at the same
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time, instead of one at a time. This is particularly useful for
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processing a character's model file and its animations all at the
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same time, hence the name of the rule. This rule is most often used
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to invoke egg-topstrip, which is at the time of this writing the
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only egg tool other than egg-optchar that works on a model file and
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all animations at the same time.
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SOURCES - The list of egg files to process.
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SOURCE_DIR - As above, the source directory in which to read the egg
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files, if it is not the current directory.
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TARGET_DIR - The subdirectory into which to write the generated egg
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files.
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COMMAND - The egg command to run. This should include the string
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$[sources], which will be replaced with the list of the source egg
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files, and it should probably include -d $[TARGET_DIR], to specify
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the output directory. Note that this variable should be defined
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with the #defer command instead of the #define command, to prevent
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the premature evaluation of $[sources] and $[TARGET_DIR].
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Example:
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#begin filter_char_egg
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#define TARGET_DIR topstrip
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#define SOURCES \
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boss-torso-zero.egg \
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$[matrix boss-torso-,$[anims],.egg]
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#defer COMMAND \
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egg-topstrip -i -t joint_pelvis -d $[TARGET_DIR] $[sources]
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#end filter_char_egg
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