Hi,
Thanks for all the valuable info. I don't see why Maya couldn't be used with free version as well, difference is only in framenumbers where free version renders only frame 0. Ofcourse you don't get motionblur & higher resolution, but basically it should work with external batch scripter.
I've built a very simple 3d Stereo Rig to be used with maya and export the keyframedata to Terragen like explained in
http://lowrez.marklowne.com/exportchan.html. I noticed that if positionvalues are high, TG2's rotation gets confused, so I exported translation xyz and rotation data separetly.
At this point it's my first test, so there is no any exchange of any other data between the programs. I'm playing with whole globe, so it's just impossible to import this terraindata to maya.
So here how it works;
1. You need to find every keyframe position inside Terragen and copy the camerainfo manually to Maya (x, y and z and rotations of x, y and z).
2. In Maya, DON'T copy this info directly to CamL or CamR becouse these are controlled by MEL. Copy translations and rotations to Group called CamControl (TG_Pos and TG_Rot-channels) and tweak animation graph + keyframe positions. Bake and export CamR and CamL channels when satisfied. If you need only one camera, set Separation to 0 and export only one cameradata.
Setup is done like this becouse TG2 requires world position for camera. Stereorig requires basically ballShape mathematics for rotations and it's just too complex to do it that way. So dummy objects DR and DL shows camerapositions, becouse MEL kicks in after you touch timeline. World position and rotation of dummyobjects are copied to cameras, so no need for complex math here. When happy, bake the cameras and export the data (one camera at the time).
I tested to export lwo from TG2 and import it as obj to Maya. I needed to rotate Y axis 180 degrees to get the object to right place. Scaling and position was right.
All help for developing and suggestions are welcome !
Mcm