I am using mental ray so I guess I could potentially do the renders in Max, but I need the objects in Maya for some other reasons too - essentially I'm doing some Machine Learning research and using the Black Mesa resources as a dataset. Most of my code is written in Python/MEL so having everything accessible from Maya makes my life a lot easier.
For the prop rotations, I've observed that they seem to get flipped the wrong way when the euler angles are close to 90 degrees or 180 degrees. My suspicion is that this is to do with Euler Angle to Transform Matrix conversion singularities. There are some details about this on this page (and also a potential fix): http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToEuler/ I wonder if that helps? I might try to see if I can help and track down this bug myself. Where might be a good place to start in the Maxscripts if I want to see how prop rotations are set?
For blendmodulate I implemented the final blend weight as something like:
This is what I could interprit from that page on blendmodule but I wasn't really sure what the exact equation was meant to be.
Thanks
For the prop rotations, I've observed that they seem to get flipped the wrong way when the euler angles are close to 90 degrees or 180 degrees. My suspicion is that this is to do with Euler Angle to Transform Matrix conversion singularities. There are some details about this on this page (and also a potential fix): http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToEuler/ I wonder if that helps? I might try to see if I can help and track down this bug myself. Where might be a good place to start in the Maxscripts if I want to see how prop rotations are set?
For blendmodulate I implemented the final blend weight as something like:
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weight = mix(clamp(vertexcolor.a + (blend.g - 0.5), 0.0, 1.0), vertexcolor.a, blend.r)
This is what I could interprit from that page on blendmodule but I wasn't really sure what the exact equation was meant to be.
Thanks