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CaptureViewport

CaptureViewport

2004-12-09       - By Javier

 Back
Reply:     1     2     3     4     5     6     7  

gracies jordi

if you got passes already set up why dont you use the ogl render
engine instead of capture for this, it would be simpler...would it
not?
j

There are few glitches in the capture when working thru scripting and
hopefully these are not that hard to overide (not all of them) but here
it goes a little thing.

This tiny tool does the capture of all those passes on your scene,
except those marked with and x or a y or a z as the last name. This is
a
way to do kinda work-in-progress so you can skip certain things you
don't want to show to the client.  ;-)

if you turn bCapture to false, then you will just review ALL the passes
in a sequential way.

Simple but effective.

-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------

// By Jordi Bares

// CONFIGURATION
var bCapture    = true; // false ;
var iResX       = 720;
var iResY       = 576;

// Basic assumed settings
SetValue("PlayControl.Loop", false, null);

// Variables definition
var oPasses = ActiveProject.ActiveScene.Passes;
var iTotal = oPasses.Count;

// Traverse all the passes
for  ( var i=0 ; i < iTotal ; i++ )
{
  // Let's jump to the next pass
SetCurrentPass( oPasses(i).FullName );

  // Pick last letter from the pass name
  var iLen = oPasses(i).Name.length;
var sFLAG =oPasses(i).Name.substring( (iLen - 1), iLen  );

  // Pick IN/OUT for the pass
  var iIn  = (GetValue( GetCurrentPass( ) + ".RenderOptions.StartFrame"));
  var iOut = (GetValue( GetCurrentPass( ) + ".RenderOptions.EndFrame"));

  // Let's set the in and out of the scene to the one in the pass
  SetValue ("PlayControl.In",  iIn , null );
  SetValue ("PlayControl.Out", iOut, null );

  // Let's capture or review the whole thing
  if ( bCapture )
  {
       // Let's assume a pass name finishing in x, y or z is not something
you want to capture
   if ( sFLAG != "x" && sFLAG != "y" &&
sFLAG != "z" && oPasses(i).Name != "Default_Pass"
)
   {
              // setup capture settings
              SetValue("ViewportCapture.Start",
 iIn, null);
              SetValue("ViewportCapture.End",
 iOut, null);
              SetValue("ViewportCapture.OpenGLAntiAliasing",
1, null);    // do not change or will be really slow
              SetValue("ViewportCapture.ImageWidth",
 iResX, null);
              SetValue("ViewportCapture.ImageHeight",
 iResY, null);
              SetValue("ViewportCapture.Filename",
 "Render_Pictures/Capture.pic", null);

              LogMessage ( "(" + (i+1) + "/" + iTotal
+ ") - Capturing Pass ["  + oPasses(i).Name + "]" );

              CaptureViewport(2, 0);
       }
       else
       {
           LogMessage ( "(" + (i+1) + "/" + iTotal
+ ") - Skipping Pass ["  + oPasses(i).Name + "]" );
       }
  }
  else
  {
      // Just review it all. (The method is crappy but we are force as
XSI has some things not working as
      // expected like Playforwards() when done thru scripting does not
refresh the rotoscope!
      for ( var j=iIn ; j < iOut ; j++ )
      {
          SetValue("PlayControl.Current", j, null);
          Refresh();
      }
  }
}

-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------

On Thu, 2004-12-09 at 01:14, reivaj wrote:
>   thank you luc eric --- i did not think presets!
> what aobut the issue that peterb was mentioning,... successive captures?
> and viewport capture parameters OM access?
>
> now if you read the other mail i just wrote, youll see i will go with
the pass solution, perhaps... i dont like it because the capture is different
from the manual one  that we do on the first go around ( second or third
revisions, after timing is set i want to batch) but it seems to work in
principle --- now i gotta test it.
>
> thanx again
> javier
>
> > Da:: "Luc-Eric Rousseau" <lucer@(protected)>
> > A: <XSI@(protected)>
> > Titolo:: RE: Re: CaptureViewport(2, 1);   /// settings
> > Data: Wed, 8 Dec 2004 19:51:11 -0500
>
> > You can't set the codec from scripting.
> > Tthe codec is a combination of codec ID and a slew of private
codec-specific
> > parameters, not really a human readable string. Presently, only
the render
> > options, which can be used with opengl render, can have the codec
set,
> > through a 'magic string' that is echoed when you select the codec
through
> > the UI. As a work around for viewport capture, select the codec
by going
> > through the UI, then save a preset to disk from the viewport
pgg.  Use
> > the command LoadPreset to load back the preset, which will contain
all
> > the codec information.
> >
> >
> > -- --Original Message-- --
> > From: owner-xsi@(protected) [<A HREF="/Europe/Bin/Mail/Features/Compose
/compose.jspowner%2dxsi@(protected)%2eCOM"
> >  TARGET="_blank" >owner-xsi@(protected)</A>]On
Behalf Of reivaj
> > Posted At: Wednesday, December 08, 2004 7:40 PM
> > Posted To: xsi
> > Conversation: Re: CaptureViewport(2, 1); /// settings
> > Subject: Re: Re: CaptureViewport(2, 1); /// settings
> >
> >
> > peter, brent
> > it seems that the viewport capture is still a bit weak
> >
> > brent:
> > thanx for the capture options, these indeed log.
> > however file format and file coded are not listed
> > and what is worse  the objects are not built as standard xsi
objects
> > ie.
> > SelectObj("ViewportCapture", null, null);
> > par = selection(0).parameters
> > logmessage (par.count)
> > these ARE paramters as far as i know but not accessible thru
om
> >
> > or if using  cmds
> > a = getvalue("ViewportCapture.Filename")
> > logmessage (a)
> >
> > works,whereas
> >
> > a = getvalue("ViewportCapture.Codec")
> > logmessage (a)
> >
> > does not.
> > So my quest stays in shambles, as of yet.
> > >>>>>>>>>>>>>>>>>>>
> > IF anyone can tell me--before i find out trhu programming with
a hammer--
> > hot to :
> > 1 set the format and
> > 2: set the codec for capture trhu scripting... itd be great
> >
> > -- ---- --
> > peterb
> >
> > i did writte a  successful capture viewport using passes a while
back..
> > thereby setting render engine to OGL capture  (codec and format
are easy
> > to set as well, in this way) -- (wait i guess that may jsut solve
my problem,
> > format and codec once set for a pass, may stick around.?...!or
is this
> > a different department, i mean ogl capture and ogl render)
> >
> > the trouble with that is that you have to deal with pass management...
> > and in my case that is just too cumbersome ( i got 50 to 100
cams per scene)
> > so i wanted the lean and mean....
> > i will plug at this and i will let you know if i comeup with
something
> >
> > thanx for the info
> > javier
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