diff --git a/Maya2glTF.vcxproj b/Maya2glTF.vcxproj
index e77c707..7cb037d 100644
--- a/Maya2glTF.vcxproj
+++ b/Maya2glTF.vcxproj
@@ -164,7 +164,7 @@
xcopy /y "$(OutputPath)$(TargetName).mll" "$(userprofile)\Documents\Maya\$(MayaVersion)\plug-ins\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_UI.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
-
+xcopy /y /s /i "$(ProjectDir)maya\renderData\*.*" "$(userprofile)\Documents\Maya\Maya2glTF\PBR"
@@ -205,7 +205,7 @@ xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofil
xcopy /y "$(OutputPath)$(TargetName).mll" "$(userprofile)\Documents\Maya\$(MayaVersion)\plug-ins\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_UI.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
-
+xcopy /y /s /i "$(ProjectDir)maya\renderData\*.*" "$(userprofile)\Documents\Maya\Maya2glTF\PBR"
@@ -246,7 +246,7 @@ xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofil
xcopy /y "$(OutputPath)$(TargetName).mll" "$(userprofile)\Documents\Maya\$(MayaVersion)\plug-ins\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_UI.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
-
+xcopy /y /s /i "$(ProjectDir)maya\renderData\*.*" "$(userprofile)\Documents\Maya\Maya2glTF\PBR"
@@ -291,7 +291,7 @@ xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofil
xcopy /y "$(OutputPath)$(TargetName).mll" "$(userprofile)\Documents\Maya\$(MayaVersion)\plug-ins\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_UI.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
-
+xcopy /y /s /i "$(ProjectDir)maya\renderData\*.*" "$(userprofile)\Documents\Maya\Maya2glTF\PBR"
@@ -336,7 +336,7 @@ xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofil
xcopy /y "$(OutputPath)$(TargetName).mll" "$(userprofile)\Documents\Maya\$(MayaVersion)\plug-ins\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_UI.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
-
+xcopy /y /s /i "$(ProjectDir)maya\renderData\*.*" "$(userprofile)\Documents\Maya\Maya2glTF\PBR"
@@ -381,7 +381,7 @@ xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofil
xcopy /y "$(OutputPath)$(TargetName).mll" "$(userprofile)\Documents\Maya\$(MayaVersion)\plug-ins\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_UI.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
xcopy /y "$(ProjectDir)maya\scripts\maya2glTF_assignPbrShader.mel" "$(userprofile)\Documents\Maya\$(MayaVersion)\scripts\"
-
+xcopy /y /s /i "$(ProjectDir)maya\renderData\*.*" "$(userprofile)\Documents\Maya\Maya2glTF\PBR"
diff --git a/Readme.md b/Readme.md
index f146060..35ea03e 100644
--- a/Readme.md
+++ b/Readme.md
@@ -4,12 +4,81 @@
![Maya Helmet screenshot](/img/maya_screenshot.jpg)
-
+## Usage
+
+* *Maya 2018 and 2017, tested on Windows 10 x64 only for now*
+
+* To **install**:
+ * install the [Microsoft Visual C++ redistributables](https://go.microsoft.com/fwlink/?LinkId=746572).
+ * on many systems this is already installed, so you might want to skip this step.
+ * download the desired [Maya2glTF_xxx.zip release](https://github.com/Ziriax/Maya2glTF/releases)
+ * extract the downloaded `zip` file to any location (e.g. your desktop)
+ * open the created `Maya2glTF` folder
+ * double click on the `deploy.bat` file
+ * This will copy the plug-in and scripts to your `Documents` folder
+ * re-launch Maya 2017 or 2018
+
+* To **export**:
+ * load a scene
+ * in the Maya script window, type `maya2glTF_UI` to launch the UI.
+ * You might want to select the `maya2glTF_UI` script text and drag it using the middle-mouse-button to the `Custom` shelf, or even better, make a `glTF` shelf...
+ * select the meshes you want export
+ * or click the `select all polygon meshes` button
+ * select the desired animation clips source using the dropdown box
+ * TRAX animation clips are also supported.
+ * *only enabled clips on the first track are exported*.
+ * if you have multiple characters, select the desired one.
+ * hit the `export selected meshes` button.
+ * *currently the user interface is not automatically updated when you change or load a scene; just re-run the `maya2glTF_UI` script or hit the `refresh user interface` button*.
+ * good luck! ;-)
+
+* To **help**:
+ * let me know if this doesn't work for you, this is BETA stuff ;-)
+ * ideally make an issue, providing the OS, Maya and plug-in version, and a test-scene.
+ * if it *does* work, please give Maya2glTF a :star: on GitHUB, and spread the word :sunglasses:
+
+* To **shade**:
+ * *I assume you already used something like Substance Painter to create glTF-PBR textures*
+ * select the polygons you want to shade
+ * click the `assign PBR shader to selection` button
+ * the first time, you need to select our PBR OpenGL shader at:
+ * `Documents\maya\Maya2glTF\PBR\shaders\glTF_PBR.ogsfx`
+ * next, select all the PBR textures you want to apply in one go:
+ * for example, for the [damaged helmet model](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/DamagedHelmet/glTF), multi-select the following textures:
+ * `Default_normal.jpg`
+ * `Default_albedo.jpg`
+ * `Default_AO.jpg`
+ * `Default_emissive.jpg`
+ * `Default_metalRoughness.jpg`
+ * now the PBR shader and all textures should be applied to your selection
+ * by default we use the following keyword-in-filename convention to detect the kind of texture:
+ * `base` or `albedo` => base color texture
+ * `metal` or `orm` => metallic texture
+ * `rough` or `orm` => roughness texture
+ * `occlusion` or `orm` or `ao` => occlusion texture
+ * `normal` => tangent space normal texture
+ * see also the `-mts` flag for MikkTSpace information if your models come from Blender
+ * `emissive` => emissive texture
+ * `diffuse_env` => Image-based-lighting (IBL) prefiltered diffuse environment map (PMREM)
+ * `specular_env` => Image-based-lightning (IBL) prefiltered specular environment map (PMREM)
+ * `brdf` => Bidirectional reflectance distribution function lookup table texture
+ * *you can customize these conventions, see `maya2glTF_assignPbrShader.mel`*
+ * all textures are optional
+ * see the [glTF PBR page](https://github.com/KhronosGroup/glTF-WebGL-PBR) page for more info.
+ * the metallic and roughness textures are always merged into a single texture when exporting.
+ * *If you provide JPEGs, we use Maya's JPEG encoder to generate this texture. However, the default Maya JPEG encoding settings are very low quality*.
+ * The following MEL snippet sets the JPEG encoder quality:
+ ```
+ putenv "AW_JPEG_Q_FACTOR" "92";
+ ```
+ * The following MEL code enables maximum possible JPEG quality:
+ ```
+ putenv "AW_JPEG_Q_FACTOR" "100";
+ putenv "AW_JPEG_SUB_SAMPLING" "1x1,1x1,1x1";
+ ```
## Update
-The fourth BETA is released! See the [releases](https://github.com/Ziriax/Maya2glTF/releases) tab.
-
-*Maya 2017 and 2018 on Windows x64 only for now*
+The fifth BETA is released! See the [releases](https://github.com/Ziriax/Maya2glTF/releases) tab.
## Rationale
diff --git a/img/logo.pdn b/img/logo.pdn
new file mode 100644
index 0000000..0e45a30
--- /dev/null
+++ b/img/logo.pdn
@@ -0,0 +1,397 @@
+PDN3