XMeshNK_0.6.2.54433 (Jan 9, 2014)

Attached is XMesh for Nuke 0.6.2.54433. Supports Nuke 6.3, 7.0, 8.0.

Release notes:
XMeshSource
added support for smoothing groups
supports nuke8 release

[size=85]Attachments
XMeshNK_0.6.2.54433_windows.zip - removed
(4.67 MiB) Downloaded 5 times[/size]

Today I downloaded this version of XMesh Loader and tested it with Nuke 7.0v8. For testing purposes I exported a XMesh cache from 3ds Max 2012 with XMesh v1.2.0.53763. In general this version is very promising and we are looking forward to future versions. Just in recent days we had to fight with obj-caches in order to bring animated meshes from Maya to Nuke.

Here are my experiences:

  • Loading a static mesh works fine. Even though after changing the file path the mesh doesn’t update in the scene which might also be the reason for the second point.
  • When loading an animated mesh it is loaded, but the animation is not shown in the scene. Even though the frame in the sequence path is updated.

Let me know in case I’ve done anything. Besides of that I’m looking forward to the next version.

-Christian

Great. This is the purpose of this product. I recommend testing the latest MX saver. We added the option to save polygon meshes instead of trimeshes. Both will work in nuke and maya.

If changing the path doesn’t trigger an update, this is a bug.

Which loading mode are you using? If it’s set to single frame, then it’s using Nuke’s sequence handling to give xmesh the path at the frame. The “helpfulness” of Nuke’s file sequence handling has proven itself counterproductive. I need to remove all the sequence behaviors, like ####.xmesh since they are incorrect and not sufficient. (XMesh allows for subframes but nuke does not). “Single frame mode” with #### ends up behaving like an animated sequence. This will be unsupported since it is confusing.

So what will the behavior be? As close to MX and MY as possible.

“Single Frame” is for static meshes.
“Velocity Offset” should be the default for a sequence with a velocity channel
“frame interpolate” for a sequence that does not change it’s topology.

The subframes modes were added to deal with request ranges that may include more than one xmesh. The idea is that while xmesh can handle motion blur at any time interval, a renderer may ask for multiple multiple meshes at different sub-frames, but cannot handle changing topology.

Try using velocity offset. If this isn’t working, then it’s a different bug.

Let me know if you have any suggestions. I’d like to keep everything as intuitive as possible and require less controls but it also has to work.

Thanks,
Ben

First I tried it with the default settings so the mode was ‘Velocity offset’. I also tried different settings like hold frames outside the animation range. This would show the static mesh, but not the animated one. The frame pattern in the file path was ‘%04d’.

Let me know if you want me to send you any files or if you need more detailed information.

-Christian

I see what happened. I’ll fix it in the next build.

Thanks for catching this.

Cool! Looking forward to the next build.

There is something else we realized. The python script for the menu adds a debug print which is triggered whenever a knob changes. It is distracting to the artists.

logged. Thanks.