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======================================= spReticle: Build Notes and Instructions ======================================= Originally developed at Sony Pictures Imageworks, imageworks-maya-reticle (spReticle) is a Maya C++ plugin plus MEL code which creates a reticle for a camera. It allows for various camera reference masks to be displayed when looking through the camera, such as filmback, projection gate, and pan-and-scan attributes. The value of predefined parameters can be displayed in selectable areas, such as the camera focal length and name, current aspect ratio; frame number, name of the show and shot, Maya scene file name, current user name, etc. Finally, arbitrary textual information can be displayed as well. You can see a short video on how to create a spReticle in Maya and set some of the parameters here: http://vimeo.com/6186489 spReticle is a camera reticle for Maya. Project Home: ------------- https://github.com/imageworks/spReticle Files: ------ README.txt CHANGES.txt Makefile spReticleLoc - Main classes GPURenderer - Abstract class for handling GPU Rendering OpenGLRenderer - Handles OGL renderering for VP1.0 and possibly VP2.0 (default) V2Renderer - Handles VP2.0 rendering util.h - Utility classes defines.h - Defines to drive compilation/options font.h - Font Texture Atlas used for OGL font rendering AEspReticleLocTemplate.mel - Attribute Editor Template for spReticle spReticleLocLinux.mel - MEL code to create a spReticle node on Linux Additional files for Windows: spReticleLoc.vcxproj spReticleLoc.vcxproj.filters spReticleLoc.vcxproj.user spReticleLoc.sln spReticleLocWindows.mel - MEL code to create a spReticle node on Windows Additional SPI internal files which can be ignored: Makefile.spi CMakeLists.txt .gitlab-ci.yml .spdev.yaml spreticleloc.spk.yaml spReticleLoc.mel Configure Options: ------------------ The defines.h file concentrates all of the defines that can be used to tailor the spReticle to your environment. Compile Information: -------------------- This is how to compile for 64-bit Maya on Linux using g++. For other architectures and compilers modify Makefile accordingly. Define the actual path to your compiler in CPP and the path of your Maya install directory in MAYA_LOCATION on the command line. For example: make opt CPP=/opt/rh/devtoolset-6/root/usr/bin/g++ MAYA_LOCATION=/usr/autodesk/maya2020 Usage information: ------------------ In the Maya script editor, do this to create a maya-reticle. Note that you might have to put in the abolute path to the plugin and MEL files: // Load plugin loadPlugin "spReticleLoc.so"; // Load MEL code source "spReticleLoc.mel"; // Load attribute editor template; note that this should not be necessary // if you installed it in the proper place so Maya finds it and loads it // automatically when you create a spReticleLoc node. source "AEspReticleLocTemplate.mel"; // Create a spReticleLoc node spReticleLocCreate; Texture Font Information: ------------------------- The freetype-gl library was used to generate most of font.h which contains a texture font atlas. The original copyright information is contained within the header of the file.
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A plugin to create a reticle for a camera in Maya
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