Should i really have to start re-writing my working igm import/export?
Doesn't sound fun at all.

i dont know how max script or your plugin works, but mybe it is possible to let the user just specify the dir where the igm is exported to. the user would not even get in touch with the naming.suvakas wrote:The material name in Max can be different than the igm name. So this new requirement would force the user to export either under the same name as a material in Max or the Max name will change (after importing) to the name of the igm file.
Sounds good. However, I like the current method of having all resource files stored in the same directory as the IGM file. For example, I don't think textures should be stored in a 'textures' folder and nkdata stored in an 'nkdata' folder (once the packed igm is unpacked). Maybe this makes sense for a packed IGS file but I don't like it for a packed IGM file.OnoSendai wrote: The scene file is then updated to make sure all paths are relative, so that when the zip is unzipped, all paths will be valid.
You're kidding right?So packed Indigo scenes are just zip files, with the extension '.pigs'.
This might work fine. However, only basic beginner materials should be included and additional igm libraries could be downloaded from the website a la Kerkythea. Otherwise, the indigo download becomes too heavy and users end up getting a bunch of materials that they may never use.* pigm's. or igms, could be included in a 'materials' directory with the main Indigo distribution. Still thinking about this one.
Indigo should unpack the pigms. This is not easy for me to do.pigm loading by plugins is desirable, but it may not be possible/easy to unzip files with the scripting languages. (Actually now that I think about it, Indigo could easily unpack the files for the plugin)
Yes, the exporters should save igms but saving pigms will not be easy. I like the idea of saving the igm and then calling indigo to pack the igm and then close itself. I think Indigo should be able to handle any errors that occur during the packing process (throw messages when resources are not found or XML is broken, or deprecated)* igm's should be able to be saved by plugins ( and pigms if possible), in order to facilitate sharing of materials, and uploading to the material database etc...
I disagree 100% for the same reasons as suvakas. What if the user renames the igm file or edits the names in the XML?There should be exactly one material defined, that has the same name as the IGM file, but without the 'igm' extension.
For example, glossy_wood.igs should contain a material called 'glossy_wood'.
This convention allows exporter writers to find the correct 'root' material in the IGM file.
Good point !Whaat wrote: I don't understand this discussion about finding the 'root' material. The root material should always be the LAST material defined in the IGM file. It doesn't make sense any other way. Indigo won't let you define a blend material without defining material A and B first.
Yes, exporters should ignore it, but if someone would like to just <inglude> the igm file, then using UVset 'default' would work with both - 3ds and obj format. It will not work with xml though, but it's still better, than exporting no UVset at all.Whaat wrote: One last thought. Does it really matter what we use inside the uv_set tag for IGM files? IMO, the exporters should all ignore this tag anyway when importing igm files.
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