<?xml version="1.0" encoding="ISO-8859-1"?>
<rss version="2.0">
<channel>
	<title>CGTalk - Maya Programming</title>
	<link>http://forums.cgsociety.org</link>
	<description>CGTalk, the CGSociety's official forum for digital artists</description>
	<ttl>120</ttl>
	<language>en-us</language>
	<item>
		<title><![CDATA[omg, switching to python.]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107936</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: jgibz<br>
Post Time: 05-20-2013 at 01:40 AM<br>
Text:<br>
<br>
 <img src="images/smilies/love.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Sun, 19 May 2013 20:40:03 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[[Python] If I don't pass an argument, do 'something']]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107820</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: PozestStar<br>
Post Time: 05-19-2013 at 11:50 AM<br>
Text:<br>
<br>
I feel silly asking this, but I'm not sure how to ask this question or look for a solution since the proper terminology eludes me.  I know I've seen this done before, I just don't remember where or how it was done.  I want to do something like this:<br />
<br />
<br />
<br />
If I don't manually define <b>number</b>, then get the value of the intField.  Does anyone know how I would I go about doing this?  I'd appreciate any answer/source where the answer is located.<br />
<br />
Thanks for your help  <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Sun, 19 May 2013 06:50:38 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[problem with using closest intersection in shading]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107738</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: youniversall<br>
Post Time: 05-18-2013 at 05:37 PM<br>
Text:<br>
<br>
hi, I want to write a shading node for maya to change the color of a poly surface based on distance to other meshes. something like distance to surface below in vue. I'm trying to do <br />
that by using world position of render sample and closest intersection in c++ api. everything <br />
looks good but I can't get any result.this is the compute code, I hope someone can find my mistake here. thanks.<br />
<br />
MStatus polyDistanceNode::compute( const MPlug&amp; plug, MDataBlock&amp; data )<br />
{<br />
	MStatus returnStatus;<br />
 <br />
	if( plug == aOutput )<br />
	{<br />
		// find plugs to this node<br />
		MPlugArray plugs;<br />
		MObject thisObj = thisMObject();<br />
		MPlug inPlug(thisObj,aInMesh);<br />
		inPlug.connectedTo(plugs,true, false);<br />
		MDagPath path;<br />
		if (plugs.length()&gt;0)<br />
		{<br />
			// we need a MObject for MDagPath<br />
			MPlug pl = plugs[0];<br />
			MObject obj = pl.node();<br />
			// we need MDagPath to find intersections<br />
			returnStatus = MDagPath::getAPathTo(obj,path);<br />
			if (returnStatus != MS::kSuccess)<br />
			{<br />
				MGlobal::displayError( &quot;can not get the path&quot; );<br />
				return MS::kFailure;<br />
			}<br />
			<br />
		}<br />
<br />
		// get point world sample and convert it to a vector for ray cast position<br />
		MDataHandle point = data.inputValue(aPointWorld, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aPointWorld\n&quot; );<br />
			return returnStatus;<br />
		}<br />
		MFloatVector ray = point.asFloatVector();<br />
		<br />
		MFloatPoint raySource(ray.x, ray.y, ray.z); <br />
<br />
		// get the direction of ray cast and convert to float vector<br />
		MDataHandle direct = data.inputValue(aDirection, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aDirection\n&quot; );<br />
			return returnStatus;<br />
		}<br />
		MFloatVector rayDirection = direct.asFloatVector();<br />
<br />
		// get the max ray trace depth and convert to float<br />
		MDataHandle dist = data.inputValue(aMaxDistance, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aMaxDistance\n&quot; );<br />
			return returnStatus;<br />
		}<br />
		float maxParam = dist.asFloat();<br />
<br />
		// if ray must be cast on  both side<br />
		MDataHandle side = data.inputValue(aBothSide, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aBothSide\n&quot; );<br />
			return MS::kFailure;<br />
		}<br />
		boolean testBothDirections = side.asBool(); <br />
<br />
		// mesh function to find closest intersection<br />
		MFnMesh mesh;<br />
		// asign object to mesh function<br />
		returnStatus = mesh.setObject(path);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot set object to intersect function\n&quot; );<br />
			return MS::kFailure;<br />
		}<br />
<br />
		MMeshIsectAccelParams mmAccelParams = mesh.autoUniformGridParams();<br />
		MFloatPoint hitPoint;<br />
		int hitFace, hitTri;<br />
		float result,hitBray1, hitBray2;<br />
		MStatus stat;<br />
		MFloatPoint r(-6.954934, 4.483423, -2.156601);<br />
		MFloatVector d(0.0, 1.0, 0.0);<br />
		// cast a ray to find intersection<br />
		boolean hit = mesh.closestIntersection(raySource,rayDirection,NU  LL,NULL,false,MSpace::kWorld,maxParam,testBothDire  ctions,&amp;mmAccelParams,hitPoint,&amp;result,&amp;hitFace,&amp;hitTri,&amp;hitBray1,&amp;hitBray2,(float)1e-6,&amp;stat); <br />
		<br />
<br />
		if (stat == MS::kSuccess)<br />
		{<br />
			MDataHandle outputHandle = data.outputValue(aOutput, &amp;returnStatus);<br />
			if( returnStatus != MS::kSuccess )<br />
			{<br />
				MGlobal::displayError( &quot;Node distanceShader cannot get aOutput\n&quot; );<br />
				return MS::kFailure;<br />
			}<br />
			// set the output<br />
			outputHandle.set( result ); <br />
			data.setClean(plug);<br />
		}<br />
		else<br />
		{<br />
			return stat;<br />
		}<br />
	} <br />
	else <br />
	{<br />
		return MS::kUnknownParameter;<br />
	}<br />
<br />
	return MS::kSuccess;<br />
}]]></description>
		<pubDate>Sat, 18 May 2013 12:37:25 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[problem with using closest intersection in shading]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107734</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: youniversall<br>
Post Time: 05-18-2013 at 04:45 PM<br>
Text:<br>
<br>
hi, I'm trying to write a shading node in which works based on distance between poly objects.<br />
something like distance to surface below in vue. <br />
I want to get different shading based on distance. so for example where two poly objects are close to each other surface color changes. everything looks good but it doesn't work.<br />
may be output type in not right. its a float attribute. this is the c++ code:<br />
<br />
MStatus polyDistanceNode::compute( const MPlug&amp; plug, MDataBlock&amp; data )<br />
{<br />
	MStatus returnStatus;<br />
 <br />
	if( plug == aOutput )<br />
	{<br />
		// find plugs to this node<br />
		MPlugArray plugs;<br />
		MObject thisObj = thisMObject();<br />
		MPlug inPlug(thisObj,aInMesh);<br />
		inPlug.connectedTo(plugs,true, false);<br />
		MDagPath path;<br />
		if (plugs.length()&gt;0)<br />
		{<br />
			// we need a MObject for MDagPath<br />
			MPlug pl = plugs[0];<br />
			MObject obj = pl.node();<br />
			// we need MDagPath to find intersections<br />
			returnStatus = MDagPath::getAPathTo(obj,path);<br />
			if (returnStatus != MS::kSuccess)<br />
			{<br />
				MGlobal::displayError( &quot;can not get the path&quot; );<br />
				return MS::kFailure;<br />
			}<br />
		}<br />
<br />
		// get point world sample and convert it to a vector for ray cast position<br />
		MDataHandle point = data.inputValue(aPointWorld, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aPointWorld\n&quot; );<br />
			return returnStatus;<br />
		}<br />
		MFloatVector ray = point.asFloatVector();<br />
		MFloatPoint raySource(ray.x, ray.y, ray.z); <br />
<br />
		// get the direction of ray cast and convert to float vector<br />
		MDataHandle direct = data.inputValue(aDirection, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aDirection\n&quot; );<br />
			return returnStatus;<br />
		}<br />
		MFloatVector rayDirection = direct.asFloatVector();<br />
<br />
		// get the max ray trace depth and convert to float<br />
		MDataHandle dist = data.inputValue(aMaxDistance, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aMaxDistance\n&quot; );<br />
			return returnStatus;<br />
		}<br />
		float maxParam = dist.asFloat();<br />
<br />
		// if ray must be cast on  both side<br />
		MDataHandle side = data.inputValue(aBothSide, &amp;returnStatus);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot get aBothSide\n&quot; );<br />
			return MS::kFailure;<br />
		}<br />
		boolean testBothDirections = side.asBool(); <br />
<br />
		// mesh function to find closest intersection<br />
		MFnMesh mesh;<br />
		// asign object to mesh function<br />
		returnStatus = mesh.setObject(path);<br />
		if( returnStatus != MS::kSuccess )<br />
		{<br />
			MGlobal::displayError( &quot;Node polyDistanceNode cannot set object to intersect function\n&quot; );<br />
			return MS::kFailure;<br />
		}<br />
<br />
		MMeshIsectAccelParams mmAccelParams = mesh.autoUniformGridParams();<br />
		MFloatPoint hitPoint;<br />
		int hitFace, hitTri;<br />
		float result,hitBray1, hitBray2;<br />
		MStatus stat;<br />
		MFloatPoint r(-6.954934, 4.483423, -2.156601);<br />
		MFloatVector d(0.0, 1.0, 0.0);<br />
		// cast a ray to find intersection<br />
		boolean hit = mesh.closestIntersection(raySource,rayDirection,NU  LL,NULL,false,MSpace::kWorld,maxParam,testBothDire  ctions,&amp;mmAccelParams,hitPoint,&amp;result,&amp;hitFace,&amp;hitTri,&amp;hitBray1,&amp;hitBray2,(float)1e-6,&amp;stat); <br />
		<br />
		if (stat == MS::kSuccess)<br />
		{<br />
			MDataHandle outputHandle = data.outputValue(aOutput, &amp;returnStatus);<br />
			if( returnStatus != MS::kSuccess )<br />
			{<br />
				MGlobal::displayError( &quot;Node distanceShader cannot get aOutput\n&quot; );<br />
				return MS::kFailure;<br />
			}<br />
			// set the output<br />
			outputHandle.set( result ); <br />
			data.setClean(plug);<br />
		}<br />
		else<br />
		{<br />
			return stat;<br />
		}<br />
	} <br />
	else <br />
	{<br />
		return MS::kUnknownParameter;<br />
	}<br />
<br />
	return MS::kSuccess;<br />
}]]></description>
		<pubDate>Sat, 18 May 2013 11:45:41 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[def noob(): function not defined]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107552</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: jgibz<br>
Post Time: 05-17-2013 at 06:37 PM<br>
Text:<br>
<br>
I can't seem to figure out why my button command won't call my function...<br />
 <br />
<br />
 <br />
<br />
can anyone show me what I'm doing wrong?]]></description>
		<pubDate>Fri, 17 May 2013 13:37:59 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[select objects by number in name]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107503</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: InFisch<br>
Post Time: 05-17-2013 at 01:21 PM<br>
Text:<br>
<br>
I have created 10 excact the same Geometries named geo_## (geo_01, geo_02,_geo_03...)<br />
Further I created a joint and duplicated it 10 times, called joint_01, joint_02, joint_03..<br />
<br />
I would like to select geo_01 and joint_01 and do a constraint. And this for ten times, for every geo and joint with the same numer.<br />
is there any mel command to do so?<br />
Furthermore I would like to parent all joints. joint_02 ist a parent of joint_01, joint_03 ist a parent of joint_02 and so on.<br />
<br />
Im going crazy, because i don`t find anything like this  <img src="images/smilies/banghead.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Fri, 17 May 2013 08:21:26 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[How to get Mental Ray render information in a custom Maya api node]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107366</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: vdearing<br>
Post Time: 05-16-2013 at 06:01 PM<br>
Text:<br>
<br>
I have been recently getting into custom node development using the Maya  api, and have been converting a decal propagation script I wrote to act  as a single node. I based a lot of the core functionality off of the  shift node found in the devkit.  So when out color is being calculated,  the uv's are intercepted, shifted to a new position, and a new color  sample at those coordinates replaces the original sample.  It all works  great, and I haven't had any issues with it, but it does not work in  either Mental Ray or VRay.<br />
 <br />
 The uv input attribute does not receive any incoming connections, so I  am assuming it receives the uv sample information from either Maya, or  the connected texture via a color input, at calculation time because it  has a common Maya attribute name.  When rendering with the other two  render engines, only the color at uv (0,0) is ever sampled, meaning no  uv information is being caught by the node.  Connecting the outUV from a  texture's place 2D to the uv input on my node didn't help.<br />
 <br />
 My question is this: how can I grab the uv points being sampled in  mental ray and vray in a custom api node?  I'm hoping there is some  connection I can make, or some Mental Ray api hook I can use to grab  that information.  The same goes for VRay.<br />
 <br />
 Here is some code going over the idea in python using a node named decalShifter:<br />
 <br />
 # add the uv attribute in the initialize function<br />
 def nodeInitializer():<br />
     # create u and v temporary attributes<br />
     u = numAttr.create('uCoord', 'u', openMaya.MFnNumericData.kFloat, 0.0)<br />
     v = numAttr.create('vCoord', 'v', openMaya.MFnNumericData.kFloat, 0.0)<br />
     <br />
     # create compound uv attribute<br />
     decalShifter.aUvInput = numAttr.create('uvCoord', 'uv', u, v)<br />
     numAttr.setStorable(False)<br />
     numAttr.setRenderSource(True)<br />
     numAttr.setHidden(True)<br />
     decalShifter.addAttribute(decalShifter.aUvInput)<br />
 <br />
<br />
 # intercept and shift uv's in compute<br />
 def computeOutColor(self, plug, dataBlock):<br />
     colorHandle = dataBlock.inputValue(self.aColorInput)<br />
     color = colorHandle.asFloatVector()<br />
 <br />
     uvHandle = dataBlock.inputValue(self.aUvInput)<br />
     initialUv = uvHandle.asFloat2()<br />
 <br />
     &gt;insert other calculations here&lt;<br />
 <br />
     outUvHandle = dataBlock.outputValue(self.aUvInput)<br />
     outUvHandle.set2Float(initialUv[0] - origin[0], initialUv[1] - origin[1])<br />
                     <br />
     newColorHandle = dataBlock.inputValue(self.aColorInput)<br />
     color = newColorHandle.asFloatVector()]]></description>
		<pubDate>Thu, 16 May 2013 13:01:10 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[maya UI question, tab layout problem]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107344</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: JoRM-159<br>
Post Time: 05-16-2013 at 03:38 PM<br>
Text:<br>
<br>
MEL UI tabLayout question<br />
<br />
I dont have lot of experience with mel and Im sort of learning by my own, Im working in  UI creation,but Im having an issue, so the problem<br />
is when I create a tabbed layout with a scroll layout, that works fine, but I want a form layout inside the Scroll layout cause I need to add an image and buttons and the only way I know to overlay buttons over an image is by using the form layout but i need the scroll because the image is very long like a list. And i get an error, this is the code<br />
<br />
tabLayout ca_tabLayout;<br />
<br />
string $scrollEyes = `scrollLayout -vst 16 -hst 16`	;<br />
string $formEyes = `formLayout` ;<br />
string $i_eyes = `image -image &quot;path to image&quot;`;<br />
<br />
setParent ..; <br />
<br />
and i get an error<br />
<br />
// Error: Object 'ca_bunnyWindow|ca_tabLayout|scrollLayout1|scrollL   ayout2' not found. // <br />
<br />
<br />
Please help!]]></description>
		<pubDate>Thu, 16 May 2013 10:38:38 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[checker size tool for maya 2012?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107341</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: JohnPetrucci<br>
Post Time: 05-16-2013 at 02:54 PM<br>
Text:<br>
<br>
Hey guys<br />
I'm wondering if there's a way to make this tool work for maya 2012?<br />
what it does it lets you match the scale of any object to another you have picked as a target.<br />
I emailed the person who wrote the script but he hasn't replied.<br />
I wish I knew some scripting but I have no idea how could I implement it for maya 2012?<br />
<br />
I get this error while trying to use it:<br />
<br />
# Error: in method 'new_MScriptUtil', argument 1 of type 'bool'<br />
# Traceback (most recent call last):<br />
#   File &quot;&lt;maya console&gt;&quot;, line 1, in &lt;module&gt;<br />
#   File &quot;&lt;maya console&gt;&quot;, line 49, in get_sel_faces_UV_ratio<br />
#   File &quot;/buildforge/Maya_2012_Linux64_Build/build/wrk/optim/runTime/lib/python2.6/site-packages/maya/OpenMaya.py&quot;, line 6117, in __init__<br />
# TypeError: in method 'new_MScriptUtil', argument 1 of type 'bool' # <br />
<br />
I wonder if it's something in the script that needs to be rewritten or if it's a problem that has to be fixed outside maya?<br />
<br />
<br />
help!]]></description>
		<pubDate>Thu, 16 May 2013 09:54:04 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[finding the root joint with child joint selected]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107317</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: theJackson<br>
Post Time: 05-16-2013 at 12:52 PM<br>
Text:<br>
<br>
tempSel = cmds.ls(sl =True)   # Result: [u'joint9'] #  <br />
<br />
<br />
 dupParentJntLr = cmds.listRelatives(ap = True, f = True )<br />
<br />
# Result: [u'|joint1|joint2|joint3|joint4|joint5|joint6|joint  7|joint8'] # <br />
<br />
 <br />
<br />
<br />
 dupParentJntLr.sort()<br />
<br />
 <br />
<br />
<br />
  dupeMainJnt = dupParentJntLr[0]<br />
<br />
 # Result: |joint1|joint2|joint3|joint4|joint5|joint6|joint7|  joint8 #&lt;&lt;== why it is giving the same list again rather than giving 'joint1'?]]></description>
		<pubDate>Thu, 16 May 2013 07:52:59 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[Storing User Data in Maya Node]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107307</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: techdreamer<br>
Post Time: 05-16-2013 at 10:21 AM<br>
Text:<br>
<br>
A typical query, But would be great to get the safest solution. Need to store string data as attributes, so can be retrieved back after reopening the file. Two options struck, <br />
 1] Using Unknown nodes<br />
 2] Using Empty Group nodes.<br />
 The problem being, while doing File Optimize, user might delete Unknown nodes and Empty transform nodes. Any other way to store data. Need a very &quot;light weight&quot; node.<br />
 <br />
 Thanks for reading. Waiting for your tips.]]></description>
		<pubDate>Thu, 16 May 2013 05:21:50 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[Disable one UI button with another [Python]]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107180</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: Jamone22<br>
Post Time: 05-15-2013 at 03:44 PM<br>
Text:<br>
<br>
I need some help with a UI i'm developing. Basically I have two methods of adding information but only one can be used for the tool to work. I have looked at the disable command but I need a way to set it to alternate depending on which button is pressed first. This is kind of what I was thinking:<br />
<br />
if button[1] is pressed:<br />
    cmds.disable(button[2])<br />
if button[2] is pressed:<br />
    cmds.disable(button[1])<br />
<br />
If there is a simpler way that would also be helpful to know. Thanks]]></description>
		<pubDate>Wed, 15 May 2013 10:44:28 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[pymel question (setting attrs)]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107113</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: royg<br>
Post Time: 05-15-2013 at 05:56 AM<br>
Text:<br>
<br>
I'm hoping someone can answer this for me...<br />
<br />
<br />
<br />
Does not work, but the following does:<br />
<br />
<br />
<br />
I thought they were supposed to do the same thing?]]></description>
		<pubDate>Wed, 15 May 2013 00:56:10 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[How to draw EP cuve along each joint in hierarchy]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107064</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: theJackson<br>
Post Time: 05-14-2013 at 03:00 PM<br>
Text:<br>
<br>
import maya.cmds as cmds startJoint = cmds.ls(sl=True)<br />
 cmds.select(hi = True)<br />
 selHi = cmds.ls(sl=True)<br />
 size = len(selHi)<br />
 cmds.select(selHi[size-1], r=True)<br />
 endJoint = cmds.ls(sl = True)<br />
 for each in selHi:<br />
 #i`m stuck at this point.<br />
 i`m basically trying to automate spine ik creation process with script.<br />
 <br />
 any and all suggestions are greatly appriciated!]]></description>
		<pubDate>Tue, 14 May 2013 10:00:13 +0000</pubDate>
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		<title><![CDATA[modify hardware render file output]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106782</link>
		<description><![CDATA[Forum: Maya Programming<br>
Posted By: pat0423<br>
Post Time: 05-12-2013 at 01:55 PM<br>
Text:<br>
<br>
i would like to use hardware render to render some particle, but i can't set the file name like&quot; name_0001.ext&quot; because no selection for that. so is there anyway to modify the ext column or change the output format?<br />
thanks]]></description>
		<pubDate>Sun, 12 May 2013 08:55:37 +0000</pubDate>
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