But could you just check the piece of code for that, because I'm getting a "%1" there:
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start /WAIT /BELOWNORMAL indigo -r %1
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start /WAIT /BELOWNORMAL indigo -r %1Smooth Mesh is a display feature wich Maya Software does not use for rendering. Wouldn't it be confusing since Maya has proper mesh subdivision parameters already ?SreckoM wrote:What is best way to manage meshes that are viewport smoothed (by hitting 3)? In render they are not subdivided at all.
Sounds complicated, I allready got a headache just reading itCTZn wrote:Rotation matrices. Well, for a good moment I thought that matrices returned by maya were somehow too much data for Indigo, so I went into composing them myself only to find the same results !
So until now I wasn't able to simply convert from Maya space to Indigo space. That's supposedly close to trivial but I'm still missing some point. I made it before by adapting the results empirically but that will not do anymore for a so-called robust implementation.
I tend to agree that having only subdivided meshes on display with a complex scene would be hard to deal with. The indigo-subdivisions CTZn is talking about are located in the Indigo Editor. I haven't played a lot with it yet, but it gives about the same result as if you had a subdivided mesh with the "3" key.SreckoM wrote:I am talking about subdivided meshes, it is more precise term than smooth. Hitting 3 on keyboard your meshes are subdvided, but you can go back by hitting 1.
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