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+ | ======Importing to Maya====== | ||
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+ | After [[ExpStaticMesh|exporting]] a mesh from the SpeedTree Modeler, you can use the included Maya plugin to load it into Maya and recreate the materials as closely as possible. | ||
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+ | To install it, in Maya, open the // | ||
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+ | > | ||
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+ | =====Importing===== | ||
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+ | Once the plugin is installed, you will now have new file types available for import in Maya: SpeedTree, SpeedTree for V-Ray, and SpeedTree for Mental Ray, SpeedTree for Redshift, SpeedTree for Arnold (aiSurface), | ||
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+ | When one of these file types is chosen, it will load a SpeedTree Material (.stmat) file. You don't need to worry about the format of the actual mesh exported from the SpeedTree Modeler, as that information is stored in the " | ||
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+ | =====Extending the Script===== | ||
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+ | If you wish to change how the materials are created, or add completely new material types, the plugin' | ||
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+ | All you need to do is add or change one of the classes that inherits from SpeedTreeImporterTranslatorBase. You will need to have a " | ||
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+ | For examples, please see the SpeedTreeImporterTranslator, | ||