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Autodesk maya 2015 help free. Autodesk Maya 2015 Service Pack 1



  Your recently viewed items and featured recommendations. Each chapter has a corresponding video tutorial that introduces you to the topics and allows you to watch and learn how functions are performed in a way that a text alone cannot do. Might be sufficient for a beginner but will by no means make anyone a master. Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies.  


Autodesk Maya Readme.Autodesk Maya Service Pack 1 | Maya | Autodesk Knowledge Network



  Nov 03,  · Autodesk Maya Free Download. Addeddate. Identifier. AutodeskMayaPCInstallationGuide. Scanner. Internet Archive HTML5 Uploader Views. Dec 01,  · you for downloading Autodesk®Maya® Service Pack 1. This document describes known limitations, issues and fixes in Autodesk Maya Service Pack 1. It is strongly recommended that you read this document before you install this release. For reference, you should save this readme to your hard drive or print a copy. Additional Resources. scheduleRefreshAllViews() forces all viewports in Maya to refresh the next time that Maya is idle, while scheduleRefresh() forces a specific view to refresh upon the next idle. The Esc key (default abort key) now calls MPxContext::abortAction() when pressed. Override this method for your plug-in to perform specific operations when the Esc key is pressed.    

 

Autodesk maya 2015 help free.Autodesk maya 2015 zip



   

UI Draw Manager Enhancements. Render Item Enhancements. The possible types for a render item are as follows: MaterialSceneItem : A render item which represents an object in the scene that should interact with the rest of the scene and viewport settings for example, a shaded piece of geometry which should be considered for calculations such as shadow computation, viewport effects, and so forth. Inclusion in such processes can also still be controlled through the appropriate methods provided by this class.

NonMaterialSceneItem : A render item which represents an object in the scene that should not interact with the rest of the scene and viewport settings, but that is also not part of the viewport UI for example, a curve or a bounding box that should not be hidden when the viewport UI is hidden, but also that should not participate in shadow computation or viewport effects. DecorationItem : A render item which should be considered to be part of the viewport UI for example, wireframe, components, and so forth.

InternalItem : A render item which was created by Maya for internal purposes for example, a render item created as the result of a shader being assigned to a DAG node. These methods can be used for the same purpose as their equivalent methods, passed via an MDrawInfo in the default viewport API.

The example plug-in footPrintNode demonstrates how to use these methods: it switches to display a bounding box when user interaction is detected for example, when the camera is tumbling. MFrameContext has additional static methods that test for display preferences:. MFrameContext has an additional member method, getCurrentCameraPath , which can be used to determine the path to the camera that is being used to render the current frame.

MFrameContext has a new method renderingDestination that queries the destination for rendering. This can be used, for instance, to identify the viewport panel that is being rendered to; or, to distinguish between rendering to the render view or to an image on disk. MDrawContext allows for a copy of the current color or depth target to be created via these methods, respectively:. MDrawContext has a new method getInternalTexture that gets an internal texture as specified by the InternalTexture enumeration.

Currently, this allows for getting the current transparent depth layer and the opaque depth layer used in depth-peeling transparency.

The dx11Shader effects file AutodeskUberShader. Texturing Enhancements. MTexture supports updating a rectangular sub-region. The MTexture::update method has an optional region argument which can be used to specify the region to be updated. If no region is specified, then the entire texture is updated. The sample plug-in hwApiTextureTest demonstrates sample code which inverts the colors for a sub-region of a texture.

The original function without this argument remains, but has been deprecated. These arguments are only used when loading PSD files.

A filter enum with the same name has also been added to MViewportRenderer. The performance gain of rendering many instances via one render item can be substantial compared to creating one render item per instance.

If the shader applied and the video card you are using both support GPU instancing, then Maya will render multiple instances of the render item using this feature. Instance transforms can be added one at a time, which allows for efficient individual updates or removals using the returned instance identifier.

Alternatively, the transforms of all instances can be set in a single call via a matrix array. Similarly, per-instance float data can be associated with a parameter on the shader instance one instance at a time, or all at once via a float array. MPxSubSceneOverride has a new interface that indicates that further update calls are required.

The method furtherUpdateRequired can be overridden in derived classes for this purpose. The plug-in example code for apiMeshSubSceneOverride provides a simple example that uses this interface. During a transparency pass, render items will be called to draw once. MPxDrawOverride Enhancements. In this situation, using update should be more efficient and require fewer copy operations on the data.

If the internal buffer had not previously been allocated via a call to commit, the buffer will be allocated. If the specified parameters require a larger buffer than had previously been allocated, the buffer will be reallocated to the new size. This allows for more reliable readback of Maya hardware buffers while also directly interacting with the native graphics API. MVertexBufferDescriptor has a new optional constructor argument for supplying the semantic name at creation time.

The semantic name is used to tag and identify different custom texture streams. Geometry Extractor Enhancements. The old constructor function still remains, but as a deprecated method.

Use this method to obtain an MShaderInstance from a particular node as translated by Maya. This method operates in a similar way to getEffectFileShader , getEffectsBufferShader , and getFragmentShader ; however, you can additionally supply a LinkLostCallback to get notified when the shader is no longer linked to the node from which it originates.

Call this method again to acquire a new shader from the node once the callback has been triggered if you want parameter changes to continue to automatically update the acquired shader instance.

Use these methods to modify the run-time code for an existing MShaderInstance by attaching a fragment of code registered with the MFragmentManager. The fragment is added by connecting the output of the new fragment with the input of the existing shader instance. This can be used to supply additional pattern inputs, adjust shader output, or supply vertex and geometry shaders to an existing fragment shader.

Dashline Pattern Changes. Swatch Rendering Enhancements. MDagPath returns an additional new parameter value fPlaybackVisible when querying for draw override information. Previously these options were available, but always returned zero when queried. The first is called by performActivate after edits are applied to the current assembly and all nested assemblies.

The second is called by performInactivate after unapplying edits, before any nested assemblies are inactivated, and before the current representation is inactivated with inactivateRep. These methods complement the existing preApplyEdits and preUnapplyEdits methods.

You can use these methods to perform additional work after applying or unapplying edits. The default implementations of these two functions do nothing. MAnimControl::isScrubbing has been added. It returns true if an animation is being scrubbed, as opposed to the existing isPlaying method which only returns true during playback, not while scrubbing.

Separating the time change callbacks into three groups this way can facilitate nodes which have to do runup or solve dynamics. MSceneMessage now has an addReferenceCallback method. It provides the callback with a reference node and a resolved path. Supported message types are:. MSceneMessage also has a new addCheckReferenceCallback method which provides the callback with a reference node and a resolved path, in addition to the usual check variable which can be used to abort the operation.

The only supported message type is kBeforeLoadReferenceCheck. Any reference edits made during the callback are recorded. The MFnDependencyNode::setExternalContentForFileAttr helper method has been added to allow you to easily add one of the node's file path attributes to an external content table.

To support custom file resolvers that resolve paths differently depending on the node that is using the path, MPxFileResolver now provides a resolveURIWithContext virtual method which takes the full name of the node which owns the file.

In addition, a contextNodeFullName parameter has been added to the following methods which take file paths:. A number of additions have been made to the Accessor class:. The new MFnToolContext class can then be used to access information about the tool. MPxContext now has a doEnterRegion virtual method which plug-ins can override.

MComputation : Support has been added to allow you to use the progress indicator in Maya's status bar and to control whether the wait cursor is displayed. MMeshSmoothOptions : The subdivision type can now be specified. MString : substitute and substituteFirst have been added. You can use this command to force gc collection. MUserData holds native resources. Set this attribute to false so that MUserData does not release the native resources that it holds when.

Autodesk Maya The depth priority value is used when rendering the drawable. The default depth priority value is 0. Font name and size control: The new setFontName method controls the font used for text drawing. It takes as input a font string which is case insensitive.

Transparent text drawing is now supported. The alpha channel of the text color and text background color are respected. Available fonts: getFontList is newly added to return a list of available font names on the current system.

You can then pass one of the font names to the setFontName function in order to use that particular font. New functions have been added to support drawing images and textured meshes. This remains in effect until the next call to setTexture. This remains in effect until the next call to setTextureSampler. This remains in effect until the next call to setTextureMask. Optional arguments have been added to the mesh and mesh2D functions to supply texture coordinates when drawing a mesh.

The old MRenderItem::Create method has been deprecated and should not be used. Render items created with the old method are given either the DecorationItem type or the MaterialSceneItem type, depending on the viewport draw modes that the render item was created with.

Additionally, new methods were added to MRenderItemList to make it easier to find items in the list. Context Enhancements MFrameContext provides two static methods which can be used to test if any user interaction is occurring: static bool inUserInteraction ; static bool userChangingViewContext ; These methods can be used for the same purpose as their equivalent methods, passed via an MDrawInfo in the default viewport API.

MFrameContext has additional static methods that test for display preferences: wireOnShadedMode can be used to query the current display preferences for wireframe on shaded mode display. Override this method for your plug-in to perform specific operations when the Esc key is pressed.



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