PassManger 3.0 Preview
A walk through of the new version of ET PassManager. New features include:
- GUI to allow selected of passes and settings to export
- 1 file export / import
- Scene Renderer Settings
- Pass Environment Shaders on passes
- Local Renderer Settings (local Mental Ray setting on passes)
- Complete Rewrite to optimize code (Not compatible with earlier versions, Sorry.)
If you're intersted in testing the new version please send me an email which you can find at ethivierge.com
AnimStore v1.35
Fixed a bug which caused a layout error in the Pose List GUI. It wuld error out and not build the GUI if you had more than 3 poses in a category. Fixed now.
Pickup v2.0
I just re-wrote the ET_Pickup plug-in / addon as it wasn't working with reference models. Strange how I find out years later that it doesn't work!
Either way, this should work since I changed it from keying the Active Parameter on constraints to the BlendWeight parameter.
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AnimStore v1.2
Just fixed a bug which wouldn't find the viewport manager in the layout if you're using a custom layout and changed the view manager frame's name to something other than "vm". I search for it now using the view's Type instead. Thanks to Florian Eberle from PiXABLE in Germany for the heads up!
AnimStore v2 Started!
I decided to start working on the next version of my ET_AnimStore addon tonight. This past week I've been doodling around with some new Python toys that I found. One of particular interest is sqlite. This is a lightweight sql database that stores databases in files on hard disk. I found out while looking into it, that Python ships with the sqlite module used to communicate with sqlite databases natively. This means that if I choose to use sqlite for any aspect of ET_AnimStore v02 I won't have to worry about distributing Python modules with it, it will just work!
I have also started planning out a new file structure for the system too. I think I got a bit too carried away with the first implementation concerning the depth of the directory hierarchy. I need to keep it simple.
Tonight I made a small script that will allow me to pop open a window that has a camera view docked in the upper portion and a custom property loaded in the bottom portion. This will help keep an intuitive work flow for storing poses. Users won't have to worry about ensuring that a certain viewport is set to the pose cam. I actually found another fix / workaround for that while developing another iteration of my system on a recent job. None the less, it will be a much easier system to use this time around.
Control Setup 2.0
This is a preview of Control Tools, a completely re-written version of my ET_ControlSetup tool. It allows you to add / remove curve objects to the system dynamically and also combine sub-curves to make more sophisticated control objects.
PassManager 2.2
Another update. Now that I've been taking the CG Workshop's Python class with Raffaele Fragapane, I have seen the error of my ways. I should not expect users to hack their Python installs to get my plug-ins to work. This version fixes some weird syntax that I used in previous versions.
Also to note, you must have the default material library in the scene when exporting. Or one that is named "DefaultLib".
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AnimStore v1.1
Updated the plug-in which I believe fixes the issue where now you don't have to edit the __init__.py file. Please post any issues.
I also fixed the bit where the warning message about not having the pose cam actually displays at the bottom of the screen.
I also stored the original selection and re-select it after importing the camera.
PassManager 2.1
Little update. Added the ability to store the channels per pass except for custom channels. Custom channels are NOT stored. Also removed the start / end frame storage as these settings are rarely the same.
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