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TODO.txt
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- Decide if the format will allow for geometry to have children.
- Houdini does not allow this (via subnets), but there are still
node IO relationships which do the same thing.
- Abstract the logic which determines if a node should be broken up into two,
and then putting the transform/geo onto different ones.
√ First step is to create core "node" objects, which hold onto the app-specific
data. These retain the original heirarchy as well.
x Next is to determine if they should be broken up at all.
- Then decide the final paths on disk for saving.
- Next, couldalculate transforms, and/or export geometry.
- If we shift our perception of this to be a scene graph in memory that is
then interpreted, instead of functionally loading/saving to disk as we
traverse directories, everything may get a ton easier to deal with.
- Houdini importer could/should colours nodes with shears stuffed into
pre-transform.
- Houdini exporter's "local" transform does not include shears.
- How would we represent shaders, or atleast shader assignments? How could this
data survive the round-trip from Houdini to/from Maya?
- Make a Blender tool:
import sys
root = '/Volumes/heap/sitg/dev'
for pkg in ('metatools', 'geod'):
path = root + '/' + pkg
if path not in sys.path:
sys.path.append(path)
for obj in D.objects:
obj.select = not (obj.data and obj.type != 'MESH')
from metatools.imports import autoreload
import geod.blender.commands
autoreload(geod.blender.commands); geod.blender.commands.dump()