リリースノート
PiStage 1.2.2.1
Build 20181102
Maya to PiView synchronization performance was improved.
The “Extract Asset” tool converts instances to objects while converting asssets.
Bug fixes
- Scale keys of static assets can be exported
- Revised the warning message when checking out assets or shots.
PiStage 1.2.2
Build 20181018
- New: UE4.20.3 support.
- Optimized: Selecting an object in Maya is about twice faster than in the previous version.
- Optimized: workflow for extracting assets from Maya scenes. Previously you had to create and check out a shot, import a Maya scene, assign asset nodes properly then run “Extract Asset”. The new workflow allows you to open a Maya scene and extract assets regardless of where the scene came from.
- You can change camera names while PiView is opened. The camera list is also refreshed automatically.
- Assets now can be moved among different scopes (projects, sequences and shots) and still be found when checking out shots.
- Bug fixes
- Sanity Check Tool checks if there are meshes that have more than one blendshape input and show a warning message if that is the case..
- PiConverter displays a warning message when a shot or an asset is not checked out before running a conversion.
- Sanity Check Tool checks if there are invalid strings “_ ncl1 _” in the names of blendshape targets.
- Fixed a crash when running the Sanity Check Tool on meshes with blendshapes but no weights.
- Sanity Check Tool and PiConverter now show a warning message when there are keys at negative frames.
- Fixed the problem of Camera’s Angle of View keys conversion.
- Fixed a crash when executing “Import UE Project” but the “Imported_Content” folder doesn’t exist.
- Toggling visibility of a collective asset now also affects the contained assets.
- Fixed the PiStage initialization problem when Maya file path variables are modified.
- The names in UE4 are case-insensitive but not in Maya. Sanity Check Tool and PiManager now check if there are this naming conflicts in assets, texture files, joints and shots.
PiStage 1.2.1
Build 20180806
License activation: after subscribe PiStage, you don’t have to reinstall it again. The trial version can be activated into Standard or Premium version now. Please refer to Install and Activate PiStage document for more details.
Pack UE Project: packs a PiStage project and all the included contents into a regular UE project. Then you can open it with Unreal Editor for further editing.
Import UE Project: imports contents from external UE projects. This provide a convenient way to include asset from other UE project and marketplace.
“Pack UE Project” and “Import UE Project” buttons can be found in PiManager.
PiStage 1.2.0
Build 20180514
- New: UE4.18.3 support.
- New: PiConverter can do partial asset conversion. You may update only the meshes and keep the materials enhanced in Unreal Editor intact when converting an assets.
- Changed “Save Asset As” behavior. When you run “Save Asset As” in PiManager, the Unreal contents of the opened assets are also duplicated as well as the Maya contents. In the previous version, only Maya contents will be save and you have to convert the duplicated assets again before adding it to the shot.
- New: “Save Shot As”. This feature saves the currently opened shot as a new shot. It is useful when you want to reuse the setting of a shot and add some modifications.
- New: UE4 plugin sync. When you add plugins to PiConverterGame.uproject, the settings will also automatically applied to other two UE4 project, PiViewGame.uproject and PiRenderGame.uproject. This is to make sure the output consistency among PiConverter, PiView and PiRender.
- Changed the behavior of “Open UE” in asset mode. Each asset has its own umap opened when you launch Unreal Editor by running “Open UE”. You may add the asset and change the environment of the umap for examining and testing the asset.
- New attributes of Skeletal/Static assets:
- Rendering
- Bounds Scale
- Lpv Bias Multiplayer
- Translucency Sort Priority
- Render CostomDepth Pass
- Lighting
- Cast Shadow
- Affect Dynamic Indirect Lighting
- Volumetric Translucent Shadow
- Self Shadow Only
- Dynamic Inset Shadow
- Lighting Channels
- New attributes of Point/Spot Lights:
- Use Inverse Squared Falloff
- Light Falloff Exponent
- Min Roughness
- Shadow Resolution Scale
- Shadow Bias
- Shadow Filter Sharpen
- Contact Shadow Length
- Cast Translucent Shadows
- Light Channels
- Additional new attributes of Directional - Lights
- Light Propagation Volume
- Dynamic Indirect Lighting
- Indirect Lighting Intensity
- Cascaded Shadow Maps
- Shadow Distance
- Num Shadow Cascades
- Distribution Exponent
- Transition Fraction
- Distance Fallout Fraction
- Light Shaft
- Light Shaft Occlusion
- Occlusion Mark Darkness
- Occlusion Depth Range
- Light Shaft Bloom
- Bloom Scale
- Bloom Threshold
- Bloom Tint
- New attributes of Sky Lights
- Sky Distance Threshold
- Lower Hemisphere Is Solid Color
- Lower Hemisphere Color
- New attributes of Post Process
- Light Propagation Volume
- Intensity
- Size
- Sec Occlusion Intensity
- Occlusion Intensity
- Diff Occlusion Exponent
- Spec Occlusion Exponent
- Light Injection Bias
- Sec Bounce Intensity
- Geometry Volume Bias
- Emissive Injection Intensity
- Occlusion Radius
- Diff Occlusion Intensity
- Spec Occlusion Intensity
- New: Alignment options for creating static asset nodes. They are: “The origin”, “The center of mesh(es)”, “The pivot of the last selected”.
- Content path setting will be kept when you reinstall or upgrade PiStage.
- Trial version can be upgraded to standard version with node-locked license.
- Bug Fix: Asset conversion works properly even when the asset umap is deleted manually.
- Bug Fix: Static assets with additional nodes are allowed in a collective asset.
- Bug Fix: Keys of locked attributes in shots can be queried and converted.
- Bug Fix: Blendshape targets of the same name will be detected by Sanity Check tool and marked as a serious problem to be fixed.
- Bug Fix: Collective asset can be unloaded and reloaded without any problems.
- Bug Fix: Shapes with PolyCopyUV input no longer crash shot conversion.