Maya Python Notes(2)

  1. fbx是什么?
    wikipedia中的介绍:

FBX (Filmbox) is a proprietary file format (.fbx) developed by Kaydara and owned by Autodesk since 2006. It is used to provide interoperability between digital content creation applications. FBX is also part of Autodesk Gameware, a series of video game middleware.
....In 1996, Kaydara released a new native file format with Filmbox 1.5 called FBX, which used an object-based model, allowing for the storing of** motion, along with 2D, 3D, audio, and video data. **

很多autodesk工具都支持fbx文件,所以将数据导出成fbx格式文件一个好处就是可以在不同工具之间交换并处理数据。

  1. maya.cmds.pluginInfo用来获得maya的插件信息;
  2. worldspace, 用来改变物体在整个scene中的位置;objectspace, 用来翻转物体; localspace, 用来改变物体某一部分的相对位置。cmds.move()用来改变物体在worldspace, localspace或localspace中的位置。没有任何参数时将物体移动到scene的原点,即将tx, ty, tz清零。
  3. 定制maya: infinite undo, auto-save
  4. Turtle是什么?
    这个插件用来制作游戏中的lighting。

Turtle is a sophisticated baking plug-in used for lighting and content creation in game development. Using Turtle, you can:

  • Create stunning global illumination for game levels
  • Bake illumination into texture maps, vertex maps, or point clouds.
  • Bake occlusion and normal maps from detailed models to low-polygon models.
    (https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-DF9366D9-E24B-4A08-88F1-8EE1B78A52F9-htm.html?v=2017)
  1. Mental Ray是什么?

mental ray for Maya offers all the features traditionally expected of photorealistic rendering and includes functionality not found in most rendering software.
mental ray for Maya allows interactive and batch mental ray rendering from within the Maya user interface. With the help of built-in shaders supporting almost any effect available in Maya, mental ray for Maya allows the rendering of scenes created within Maya or their export into the NVIDIA file format (.mi).
(https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/mental-ray-for-Maya-rendering-htm.html?v=2015)

  1. 删除object或该物体的某类型信息用delete()
  2. getPivots(worldSpace=True)获得物体pivot point的在world space中的坐标值;

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