Custom shader parameter type help

2012-10-26 Thread Stephan Woermann
Hi,
i need a custom parameter for a material for the OctaneRenderer which must
have an unused type.
The material should also render as a simple lambert/phong in MentalRay.
For an other material, it is working, only the material with the custom
parameter makes trouble.

I have build a custom parameter shader type with:
CStringArray type;
Application().RegisterShaderCustomParameterType( LOctaneMedium, L, L
, 255, 255, 255, type, type);

and use it in a shader parameter definition container.
In the render tree, all ports are shown how they shall.
The new parameter is only used internal and shouldn´t affect the MentalRay
output.

Now the problem i have.
MentalRay don´t known the new parameter and gives me back an error message,
which should be logical.
Is there a way to make the parameter known or invisible, so that the error
message disappears and i can render the material with MentalRay?

Stephan


Zbrush tangent vector displacement maps

2012-10-26 Thread Toonafish

Hi,

Has anyone been able to get the Mental Ray vector displacement shader to 
work with tangent vector displacement maps coming from Zbrush ?


The diagnostic file tells me I should use a FlipandSwitch setting of 10, 
but that only results in chewing gum : 
https://dl.dropbox.com/u/4271217/mentalvec_tangent.jpg


I tried switching color channels in the render tree, and different 
tangent evaluation modes in Zbrush, but no cigar so far.


Thanks,

- Ronald


RE: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Marc-Andre Belzile
Sorry for not being clear enough. When a plugin is loaded at startup or through 
LoadPlugin, all plugin items are registered through XSILoadPlugin and then the 
dll is unloaded by XSI *without* calling XSIUnloadPlugin. Anything allocated in 
the current dll process will be zapped by the OS at this point. The plugin dll 
will be loaded back again when one of the registered plugin item is required by 
XSI, and in this case XSILoadPlugin *won't* be called again. So if you 
allocated objects or resources in the plugin dll process through XSILoadPlugin, 
they will not be available when the dll is loaded back.

-mab

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kamen Lilov
Sent: Thursday, October 25, 2012 9:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: SDK: When *exactly* does XSIUnloadPlugin get called


Marc-Andre, with all due respect, I think you are mistaken.

Here's what the docs say:

A self-installing plug-in can also implement an 
XSIUnloadPluginhttp://softimage.wiki.softimage.com/sdkdocs/cb_XSIUnloadPlugin.htm#Rzmcb_XSIUnloadPlugin
 function. Softimage calls 
XSIUnloadPluginhttp://softimage.wiki.softimage.com/sdkdocs/cb_XSIUnloadPlugin.htm#Rzmcb_XSIUnloadPlugin
 whenever the plug-in is unloaded (for example, from the Plug-in Manager or 
when Softimage 
exits).XSIUnloadPluginhttp://softimage.wiki.softimage.com/sdkdocs/cb_XSIUnloadPlugin.htm#Rzmcb_XSIUnloadPlugin
 allows you to clean up any resources allocated by 
XSILoadPluginhttp://softimage.wiki.softimage.com/sdkdocs/cb_XSILoadPlugin.htm#Rzmcb_XSILoadPlugin.


In fact XSILoadPlugin and XSILoadPlugin _do_ work as a pair. What is 
'undefined' is the behavior where XSILoadPlugin fails at some point and returns 
something other than CStatus::OK - I am not completely sure but I think in this 
case, XSIUnloadPlugin would not be called. This is why I recommend that it be 
implemented as a general cleanup function that can be reentered several times 
without causing any harm. In our own code, we have this design in place, and if 
for some reason we need to 'return CStatus::Fail', we invoke XSIUnloadPlugin 
manually before that, just to be sure.

It is also worth mentioning that XSIUnloadPlugin needs to take care of 
releasing internal stuff only; registered commands, event handlers, shaders, 
etc. do not need 'de-registration'; the PluginRegistrar keeps track of those 
objects and will unregister as necessary.




On 10/26/2012 1:49 AM, Marc-Andre Belzile wrote:

I think this is already covered somewhere in the doc. XSIUnloadPlugin gets 
called when the plugin is unloaded by the plugin manager (explicitly or when 
XSI exits). It is also called  through the Application.UnloadPlugin API or if 
XSILoadPlugin fails.



XSILoadPlugin is used for registering plugin items in the system. When 
XSILoadPlugin returns successfully, XSI will unload the plugin dll with the 
Win32 API FreeLibrary and will not call XSIUnloadPlugin.



XSILoadPlugin and XSIUnloadPlugin doesn't really work as a 'pair', therefore 
it's not a good idea to allocate resources directly in XSILoadPlugin. You 
should probably do it through custom commands or events. Ideally we should have 
plugin entry-points for allocating and deallocating resources.



-mab





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kamen Lilov

Sent: Thursday, October 25, 2012 1:58 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: SDK: When *exactly* does XSIUnloadPlugin get called





For example, if XSILoadPlugin() terminates prematurely by returning 
XSI::CStatus::Fail, does XSIUnloadPlugin() get called?  Or does 
XSIUnloadPlugin() only get called if XSILoadPlugin() returns XSI::CStatus::OK 
indicating the plugin has successfully completed loading?  If XSIUnloadPlugin() 
gets called in all cases, are there exceptions to what will/won't be available 
in that callback?

Maybe some of the Autodesk devs could provide a definite answer. However, if I 
had that architectural issue (and I've had it before :) ), I would play it safe 
and write the XSIUnloadPlugin code in such a way as to allow it to work cleanly 
even if called multiple times, or after a partially completed XSILoadPlugin.



Just set any pointers to released memory to NULL (so that a potential repeated 
delete/free would just work as a no-op), set DLL handles to NULL after calling 
FreeLibrary on them, etc.



Defensive coding should always be applied to cleanup methods / destructors, 
IMHO.



K.

attachment: winmail.dat

combobox

2012-10-26 Thread Gareth Bell
Afternoon all,

 

So a combobox is derived from two values - the Label and the Value e.g. 

 

box = [Label1, Value1, Label2, Value2]

 

Say I've selected Label1

 

by using GetValue (box) the value it returns will be Value1

 

Is it possible to get the label as a return value other than setting the
value to the same as the label?

 



Re: combobox

2012-10-26 Thread Peter Agg
I usually just do a quick python type thing:

selected = box.Value
boxList = box.UIItems
boxList[ boxList.index(selected) - 1 ]

That's presuming that each Label and Value entry are unique, of course.


Pete


On 26 October 2012 14:56, Gareth Bell gareth.b...@primefocusworld.comwrote:

  Afternoon all,

 ** **

 So a combobox is derived from two values - the Label and the Value e.g. **
 **

 ** **

 box = [Label1, Value1, Label2, Value2]

 ** **

 Say I've selected Label1

 ** **

 by using GetValue (box) the value it returns will be Value1

 ** **

 Is it possible to get the label as a return value other than setting the
 value to the same as the label?

 ** **



Accessing fcurve editor

2012-10-26 Thread Szabolcs Matefy
Hey folks,

 

Does anybody have idea how to access the fcurve editor from scripting? I
would like to modify the selected keys on selected fcurves, but for some
reason it seems to be that the accessing of the editor itself is not
documented...

 

Anybody has any idea?

 

 

Thanks

 

 

 

Szabolcs

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Avni Yerli, Cevat Yerli, Faruk Yerli


Re: Accessing fcurve editor

2012-10-26 Thread Stefan Kubicek

Do a search in the sdk docs for Animation Editor Attributes.



Hey folks,


Does anybody have idea how to access the fcurve editor from scripting? I
would like to modify the selected keys on selected fcurves, but for some
reason it seems to be that the accessing of the editor itself is not
documented...


Anybody has any idea?



Thanks




Szabolcs

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required please request a hard-copy version. Crytek GmbH - 
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Re: Accessing fcurve editor

2012-10-26 Thread Stephen Blair

Hey Szabolcs
check out the view attributes, they recently added a lot for the Fcurve 
Editor



On 26/10/2012 10:26 AM, Szabolcs Matefy wrote:


Hey folks,

Does anybody have idea how to access the fcurve editor from scripting? 
I would like to modify the selected keys on selected fcurves, but for 
some reason it seems to be that the accessing of the editor itself is 
not documented...


Anybody has any idea?

Thanks

Szabolcs

___
This message contains confidential information and is intended only 
for the individual named. If you are not the named addressee you 
should not disseminate, distribute or copy this e-mail. Please notify 
the sender immediately by e-mail if you have received this e-mail by 
mistake and delete this e-mail from your system. E-mail transmission 
cannot be guaranteed to be secure or error-free as information could 
be intercepted, corrupted, lost, destroyed, arrive late or incomplete, 
or contain viruses. The sender therefore does not accept liability for 
any errors or omissions in the contents of this message, which arise 
as a result of e-mail transmission. If verification is required please 
request a hard-copy version. Crytek GmbH - http://www.crytek.com - 
Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt 
a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, 
Cevat Yerli, Faruk Yerli




Re: Accessing fcurve editor

2012-10-26 Thread Peter Agg
You can get to it as a view by digging around a bit:


all_views = list(Application.Desktop.ActiveLayout.Views)
all_views.extend( list(Application.Desktop.ActiveLayout.Views(vm).Views) )

for view in all_views:
if not view.type == Animation Editor:
continue
fEditor = view.Views(Editor)
print fEditor.Name, fEditor.type



The big issue I came across, and the one which stumped me, is working out
which editor the user is actually using. It's all well and good getting
them all but as it's possible to have multiple views all visible all with
selected curve I'm honestly not sure how you can tell which one is in
'focus'.


Pete



On 26 October 2012 15:26, Szabolcs Matefy szabol...@crytek.com wrote:

 Hey folks,

 ** **

 Does anybody have idea how to access the fcurve editor from scripting? I
 would like to modify the selected keys on selected fcurves, but for some
 reason it seems to be that the accessing of the editor itself is not
 documented…

 ** **

 Anybody has any idea?

 ** **

 ** **

 Thanks

 ** **

 ** **

 ** **

 Szabolcs
 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli



Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Luc-Eric Rousseau
sounds like if you put some code in the constructor of a global
variable, then you'd be called twice per xsi session, since your dll
will be loaded and unloaded twice?

On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile
marc-andre.belz...@autodesk.com wrote:
 Sorry for not being clear enough. When a plugin is loaded at startup or 
 through LoadPlugin, all plugin items are registered through XSILoadPlugin and 
 then the dll is unloaded by XSI *without* calling XSIUnloadPlugin. Anything 
 allocated in the current dll process will be zapped by the OS at this point. 
 The plugin dll will be loaded back again when one of the registered plugin 
 item is required by XSI, and in this case XSILoadPlugin *won't* be called 
 again. So if you allocated objects or resources in the plugin dll process 
 through XSILoadPlugin, they will not be available when the dll is loaded back.

 -mab



Re: Friday Flashback

2012-10-26 Thread Stephen Blair

Friday Flashback 91
The Yearning - pushing #Softimage as an intuitive, emotionally 
expressive instrument

http://wp.me/powV4-246


On 19/10/2012 8:27 AM, Stephen Blair wrote:

Friday Flashback #90
Softimage NT
http://wp.me/powV4-2b7

It looks like SI|3D v3.0 was the first NT version, but SI|3D Extreme 
wasn't NT until v3.5...


For the name change, I think that had already happened by late 94

On 16/10/2012 1:28 AM, Raffaele Fragapane wrote:
Bit late on this, but you marked SI|3D 3.0 as (NT), I thought 3.0 was 
when it changed name from CE to 3D, but the first NT version was 3.51 
(which might or might not have been version lined up with winNT 3.51 
intentionally).


Memories are a bit fuzzy, I started following Soft after Jurassic 
Park, so I think that was 3D already and not CE, but I do remember 
when it was announced for windows first and the MS acquisition a year 
or two before ('94?)


On Fri, Sep 28, 2012 at 11:48 PM, Stephen Blair 
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:


Friday Flashback #89
Creative Environment box shots
http://wp.me/powV4-28u







Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread jo benayoun
I guess the plugin is loaded once for discovering and registration (plugin
manager), and then reloaded for getting the actual features (actual
extension of features).
Usually, plugin systems use a specification file for each new plugin (xml
or other) that is in charge of describing (description, name, version,
author, ...) and register items (commands, windows, ...) plus the actual
plugin where the Load and Unload functions are only called once.  Wouldnt
be great to have something similar for XSI ?

-- jo





2012/10/26 Luc-Eric Rousseau luceri...@gmail.com

 sounds like if you put some code in the constructor of a global
 variable, then you'd be called twice per xsi session, since your dll
 will be loaded and unloaded twice?

 On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile
 marc-andre.belz...@autodesk.com wrote:
  Sorry for not being clear enough. When a plugin is loaded at startup or
 through LoadPlugin, all plugin items are registered through XSILoadPlugin
 and then the dll is unloaded by XSI *without* calling XSIUnloadPlugin.
 Anything allocated in the current dll process will be zapped by the OS at
 this point. The plugin dll will be loaded back again when one of the
 registered plugin item is required by XSI, and in this case XSILoadPlugin
 *won't* be called again. So if you allocated objects or resources in the
 plugin dll process through XSILoadPlugin, they will not be available when
 the dll is loaded back.
 
  -mab




RE: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Marc-Andre Belzile
That's correct.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Friday, October 26, 2012 11:22 AM
To: softimage@listproc.autodesk.com
Subject: Re: SDK: When *exactly* does XSIUnloadPlugin get called

sounds like if you put some code in the constructor of a global variable, then 
you'd be called twice per xsi session, since your dll will be loaded and 
unloaded twice?

On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile 
marc-andre.belz...@autodesk.com wrote:
 Sorry for not being clear enough. When a plugin is loaded at startup or 
 through LoadPlugin, all plugin items are registered through XSILoadPlugin and 
 then the dll is unloaded by XSI *without* calling XSIUnloadPlugin. Anything 
 allocated in the current dll process will be zapped by the OS at this point. 
 The plugin dll will be loaded back again when one of the registered plugin 
 item is required by XSI, and in this case XSILoadPlugin *won't* be called 
 again. So if you allocated objects or resources in the plugin dll process 
 through XSILoadPlugin, they will not be available when the dll is loaded back.

 -mab

attachment: winmail.dat

Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Nicolas Burtnyk
I'm confused.  I just tested this and global variable constructors
only get called once in my plugin (on 2012 SP1).


On Fri, Oct 26, 2012 at 9:27 AM, jo benayoun jobenay...@gmail.com wrote:
 I guess the plugin is loaded once for discovering and registration (plugin
 manager), and then reloaded for getting the actual features (actual
 extension of features).
 Usually, plugin systems use a specification file for each new plugin (xml or
 other) that is in charge of describing (description, name, version, author,
 ...) and register items (commands, windows, ...) plus the actual plugin
 where the Load and Unload functions are only called once.  Wouldnt be great
 to have something similar for XSI ?

 -- jo






 2012/10/26 Luc-Eric Rousseau luceri...@gmail.com

 sounds like if you put some code in the constructor of a global
 variable, then you'd be called twice per xsi session, since your dll
 will be loaded and unloaded twice?

 On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile
 marc-andre.belz...@autodesk.com wrote:
  Sorry for not being clear enough. When a plugin is loaded at startup or
  through LoadPlugin, all plugin items are registered through XSILoadPlugin
  and then the dll is unloaded by XSI *without* calling XSIUnloadPlugin.
  Anything allocated in the current dll process will be zapped by the OS at
  this point. The plugin dll will be loaded back again when one of the
  registered plugin item is required by XSI, and in this case XSILoadPlugin
  *won't* be called again. So if you allocated objects or resources in the
  plugin dll process through XSILoadPlugin, they will not be available when
  the dll is loaded back.
 
  -mab




RE: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Marc-Andre Belzile
Right, the original plan was to cache the plugin registration info on disk and 
avoid loading the plugin at every single session. We could also keep all 
plugins in memory after registration like Maya does.

-mab


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of jo benayoun
Sent: Friday, October 26, 2012 12:28 PM
To: softimage@listproc.autodesk.com
Subject: Re: SDK: When *exactly* does XSIUnloadPlugin get called

I guess the plugin is loaded once for discovering and registration (plugin 
manager), and then reloaded for getting the actual features (actual extension 
of features).
Usually, plugin systems use a specification file for each new plugin (xml or 
other) that is in charge of describing (description, name, version, author, 
...) and register items (commands, windows, ...) plus the actual plugin where 
the Load and Unload functions are only called once.  Wouldnt be great to have 
something similar for XSI ?

-- jo




2012/10/26 Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com
sounds like if you put some code in the constructor of a global
variable, then you'd be called twice per xsi session, since your dll
will be loaded and unloaded twice?

On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile
marc-andre.belz...@autodesk.commailto:marc-andre.belz...@autodesk.com wrote:
 Sorry for not being clear enough. When a plugin is loaded at startup or 
 through LoadPlugin, all plugin items are registered through XSILoadPlugin and 
 then the dll is unloaded by XSI *without* calling XSIUnloadPlugin. Anything 
 allocated in the current dll process will be zapped by the OS at this point. 
 The plugin dll will be loaded back again when one of the registered plugin 
 item is required by XSI, and in this case XSILoadPlugin *won't* be called 
 again. So if you allocated objects or resources in the plugin dll process 
 through XSILoadPlugin, they will not be available when the dll is loaded back.

 -mab

attachment: winmail.dat

Re: Chunky EXR highlights

2012-10-26 Thread piotrek marczak

pic is 8 bit, exr are floats
your highlights are overexposed thats why you won’t have good aa on them
its often happening when you have superbright (sub)pixel(s) next to darker 
ones

you can either
-put on glare on those in post (like in real cameras..)
-pre-clamp pixel values (in vray there is an option for that, with subpixel 
aa its working quite good, for mr I think there is some mib shader)

-try not to have reflectance in material close to 1.0 (white)


From: Eric Lampi
Sent: Friday, October 26, 2012 7:11 PM
To: softimage@listproc.autodesk.com
Subject: Chunky EXR highlights

Having some issue with EXRs, specifically pixelated highlights. Initially I 
thought it was an anti-aliasing issue, but the same frame rendered result as 
a Softimage pic doesn't have that problem.


Can someone tell me how to deal with this in either After Effects or the 
FXtree?


Thanks,

Eric

--
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work



Re: Chunky EXR highlights

2012-10-26 Thread Gene Crucean
Yeah Piotrek nailed it.

If you can't adjust the light, then the spec/refl most likely needs to be
turned wayy down. Personally I always try to dial in the coefficient before
doing any kind of clamping.




On Fri, Oct 26, 2012 at 11:04 AM, piotrek marczak piotrek.marc...@gmail.com
 wrote:

 pic is 8 bit, exr are floats
 your highlights are overexposed thats why you won’t have good aa on them
 its often happening when you have superbright (sub)pixel(s) next to darker
 ones
 you can either
 -put on glare on those in post (like in real cameras..)
 -pre-clamp pixel values (in vray there is an option for that, with
 subpixel aa its working quite good, for mr I think there is some mib shader)
 -try not to have reflectance in material close to 1.0 (white)


 From: Eric Lampi
 Sent: Friday, October 26, 2012 7:11 PM
 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: Chunky EXR highlights


 Having some issue with EXRs, specifically pixelated highlights. Initially
 I thought it was an anti-aliasing issue, but the same frame rendered result
 as a Softimage pic doesn't have that problem.

 Can someone tell me how to deal with this in either After Effects or the
 FXtree?

 Thanks,

 Eric

 --
 Freelance 3D and VFX animator

 http://vimeopro.com/**user7979713/3d-workhttp://vimeopro.com/user7979713/3d-work




-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: Chunky EXR highlights

2012-10-26 Thread Ed Manning
Are you lighting with ibl or do you have an HDR environment for FG lighting?

If you have small ultrabright light sources in the HDR, they are very
hard to sample accurately and your higlights may get 'fireflies.

Some things to try:

   -  make the illuminating HDR very low resolution, and use the Env_blur
   node to smooth it out.
   - use a color_basic node as a clipper on the HDR -- set the operation to
   minimum, plug the HDR into one input, then set the other input color to
   the highest value you you can.  If you have serious problems, that may be
   R,G,B=1, but that would make your HDRI no longer HDR.  2 or 4 would at
   least represent 1 or 2 stops over white.
   - do the same thing with the surface shader that's giving you trouble,
   or use Felix Geremus's mia_architectural_advanced shader which include a
   clipping option.

ed


On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.com wrote:

 Having some issue with EXRs, specifically pixelated highlights. Initially
 I thought it was an anti-aliasing issue, but the same frame rendered result
 as a Softimage pic doesn't have that problem.

 Can someone tell me how to deal with this in either After Effects or the
 FXtree?

 Thanks,

 Eric

 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




Re: combobox

2012-10-26 Thread jo benayoun
hey Gareth,
if I remember correctly and in the case where the multi-selection flag is
not on, you can do something like this:

 values = ['red', 'orange', 'blue']
 formatted = list()
 [formatted.extend(x) for x in enumerate(values)]
['red', 0, 'orange', 1, 'blue', 2]
 values[listbox.Value]

no ?
-- jo



2012/10/26 Peter Agg peter@googlemail.com

 I usually just do a quick python type thing:

 selected = box.Value
 boxList = box.UIItems
 boxList[ boxList.index(selected) - 1 ]

 That's presuming that each Label and Value entry are unique, of course.


 Pete



 On 26 October 2012 14:56, Gareth Bell gareth.b...@primefocusworld.comwrote:

  Afternoon all,

 ** **

 So a combobox is derived from two values - the Label and the Value e.g. *
 ***

 ** **

 box = [Label1, Value1, Label2, Value2]

 ** **

 Say I've selected Label1

 ** **

 by using GetValue (box) the value it returns will be Value1

 ** **

 Is it possible to get the label as a return value other than setting the
 value to the same as the label?

 ** **





Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Luc-Eric Rousseau
On Fri, Oct 26, 2012 at 12:52 PM, Nicolas Burtnyk
nico...@redshift3d.com wrote:
 I'm confused.  I just tested this and global variable constructors
 only get called once in my plugin (on 2012 SP1).

how did you test this.. if you're in the debugger the .dll probably
remains in memory due to the debugging process


Re: Chunky EXR highlights

2012-10-26 Thread Eric Lampi
OK, I was afraid it was something like that. Well, thanks for the tips
everyone, I was hoping it could be done in comp.

I don't have very hot values on my lights, reflection cards or environment,
but I'll have a look at the advanced shader, seems like the clipping option
is what I need.

Eric

On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote:

 Are you lighting with ibl or do you have an HDR environment for FG
 lighting?

 If you have small ultrabright light sources in the HDR, they are very
 hard to sample accurately and your higlights may get 'fireflies.

 Some things to try:

-  make the illuminating HDR very low resolution, and use the Env_blur
node to smooth it out.
- use a color_basic node as a clipper on the HDR -- set the operation
to minimum, plug the HDR into one input, then set the other input color
to the highest value you you can.  If you have serious problems, that may
be R,G,B=1, but that would make your HDRI no longer HDR.  2 or 4 would at
least represent 1 or 2 stops over white.
- do the same thing with the surface shader that's giving you trouble,
or use Felix Geremus's mia_architectural_advanced shader which include a
clipping option.

 ed


 On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.com wrote:

 Having some issue with EXRs, specifically pixelated highlights. Initially
 I thought it was an anti-aliasing issue, but the same frame rendered result
 as a Softimage pic doesn't have that problem.

 Can someone tell me how to deal with this in either After Effects or the
 FXtree?

 Thanks,

 Eric

 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work





-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: Chunky EXR highlights

2012-10-26 Thread Gene Crucean
What kind of spec/reflection values are you using on the shader?



On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com wrote:

 OK, I was afraid it was something like that. Well, thanks for the tips
 everyone, I was hoping it could be done in comp.

 I don't have very hot values on my lights, reflection cards or
 environment, but I'll have a look at the advanced shader, seems like the
 clipping option is what I need.

 Eric


 On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote:

 Are you lighting with ibl or do you have an HDR environment for FG
 lighting?

 If you have small ultrabright light sources in the HDR, they are very
 hard to sample accurately and your higlights may get 'fireflies.

 Some things to try:

-  make the illuminating HDR very low resolution, and use the
Env_blur node to smooth it out.
- use a color_basic node as a clipper on the HDR -- set the operation
to minimum, plug the HDR into one input, then set the other input color
to the highest value you you can.  If you have serious problems, that may
be R,G,B=1, but that would make your HDRI no longer HDR.  2 or 4 would at
least represent 1 or 2 stops over white.
- do the same thing with the surface shader that's giving you
trouble, or use Felix Geremus's mia_architectural_advanced shader which
include a clipping option.

 ed


 On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.com wrote:

 Having some issue with EXRs, specifically pixelated highlights.
 Initially I thought it was an anti-aliasing issue, but the same frame
 rendered result as a Softimage pic doesn't have that problem.

 Can someone tell me how to deal with this in either After Effects or the
 FXtree?

 Thanks,

 Eric

 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work





 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: Chunky EXR highlights

2012-10-26 Thread Eric Lampi
I'm using the arch shader, the problem highlights are from a spec only
infinite light set to rgb 1,1,1 and .75 intensity. Reflectivity is set to .7



On Fri, Oct 26, 2012 at 3:20 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:

 What kind of spec/reflection values are you using on the shader?



 On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com wrote:

 OK, I was afraid it was something like that. Well, thanks for the tips
 everyone, I was hoping it could be done in comp.

 I don't have very hot values on my lights, reflection cards or
 environment, but I'll have a look at the advanced shader, seems like the
 clipping option is what I need.

 Eric


 On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote:

 Are you lighting with ibl or do you have an HDR environment for FG
 lighting?

 If you have small ultrabright light sources in the HDR, they are very
 hard to sample accurately and your higlights may get 'fireflies.

 Some things to try:

-  make the illuminating HDR very low resolution, and use the
Env_blur node to smooth it out.
- use a color_basic node as a clipper on the HDR -- set the
operation to minimum, plug the HDR into one input, then set the other
input color to the highest value you you can.  If you have serious
problems, that may be R,G,B=1, but that would make your HDRI no longer
HDR.  2 or 4 would at least represent 1 or 2 stops over white.
- do the same thing with the surface shader that's giving you
trouble, or use Felix Geremus's mia_architectural_advanced shader which
include a clipping option.

 ed


 On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.com wrote:

 Having some issue with EXRs, specifically pixelated highlights.
 Initially I thought it was an anti-aliasing issue, but the same frame
 rendered result as a Softimage pic doesn't have that problem.

 Can someone tell me how to deal with this in either After Effects or
 the FXtree?

 Thanks,

 Eric

 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work





 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: Chunky EXR highlights

2012-10-26 Thread Amaan Akram
The problem is the light type. Switch to an area light, and the hot
speculars will go away. Lights without area mess with physically-based
shaders, and such shaders have to deploy hacks to get around lights without
any area because they are not physically correct.

If switching to an area light with a very small area is feasible, give it a
go and the speculars will go away.

amaan

On 26 October 2012 21:00, Eric Lampi ericla...@gmail.com wrote:

 I'm using the arch shader, the problem highlights are from a spec only
 infinite light set to rgb 1,1,1 and .75 intensity. Reflectivity is set to .7




 On Fri, Oct 26, 2012 at 3:20 PM, Gene Crucean 
 emailgeneonthel...@gmail.com wrote:

 What kind of spec/reflection values are you using on the shader?



 On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com wrote:

 OK, I was afraid it was something like that. Well, thanks for the tips
 everyone, I was hoping it could be done in comp.

 I don't have very hot values on my lights, reflection cards or
 environment, but I'll have a look at the advanced shader, seems like the
 clipping option is what I need.

 Eric


 On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote:

 Are you lighting with ibl or do you have an HDR environment for FG
 lighting?

 If you have small ultrabright light sources in the HDR, they are very
 hard to sample accurately and your higlights may get 'fireflies.

 Some things to try:

-  make the illuminating HDR very low resolution, and use the
Env_blur node to smooth it out.
- use a color_basic node as a clipper on the HDR -- set the
operation to minimum, plug the HDR into one input, then set the other
input color to the highest value you you can.  If you have serious
problems, that may be R,G,B=1, but that would make your HDRI no longer
HDR.  2 or 4 would at least represent 1 or 2 stops over white.
- do the same thing with the surface shader that's giving you
trouble, or use Felix Geremus's mia_architectural_advanced shader which
include a clipping option.

 ed


 On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.comwrote:

 Having some issue with EXRs, specifically pixelated highlights.
 Initially I thought it was an anti-aliasing issue, but the same frame
 rendered result as a Softimage pic doesn't have that problem.

 Can someone tell me how to deal with this in either After Effects or
 the FXtree?

 Thanks,

 Eric

 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work





 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




-- 
3D Artist/TD @ The Mill, London
http://www.amaanakram.com


Re: Chunky EXR highlights

2012-10-26 Thread Gene Crucean
Can we see what the problem area looks like?

On Fri, Oct 26, 2012 at 1:00 PM, Eric Lampi ericla...@gmail.com wrote:

 I'm using the arch shader, the problem highlights are from a spec only
 infinite light set to rgb 1,1,1 and .75 intensity. Reflectivity is set to .7




 On Fri, Oct 26, 2012 at 3:20 PM, Gene Crucean 
 emailgeneonthel...@gmail.com wrote:

 What kind of spec/reflection values are you using on the shader?



 On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com wrote:

 OK, I was afraid it was something like that. Well, thanks for the tips
 everyone, I was hoping it could be done in comp.

 I don't have very hot values on my lights, reflection cards or
 environment, but I'll have a look at the advanced shader, seems like the
 clipping option is what I need.

 Eric


 On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote:

 Are you lighting with ibl or do you have an HDR environment for FG
 lighting?

 If you have small ultrabright light sources in the HDR, they are very
 hard to sample accurately and your higlights may get 'fireflies.

 Some things to try:

-  make the illuminating HDR very low resolution, and use the
Env_blur node to smooth it out.
- use a color_basic node as a clipper on the HDR -- set the
operation to minimum, plug the HDR into one input, then set the other
input color to the highest value you you can.  If you have serious
problems, that may be R,G,B=1, but that would make your HDRI no longer
HDR.  2 or 4 would at least represent 1 or 2 stops over white.
- do the same thing with the surface shader that's giving you
trouble, or use Felix Geremus's mia_architectural_advanced shader which
include a clipping option.

 ed


 On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.comwrote:

 Having some issue with EXRs, specifically pixelated highlights.
 Initially I thought it was an anti-aliasing issue, but the same frame
 rendered result as a Softimage pic doesn't have that problem.

 Can someone tell me how to deal with this in either After Effects or
 the FXtree?

 Thanks,

 Eric

 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work





 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Nicolas Burtnyk
//
class Test
{
public:
Test()
{
FILE* f = fopen(D:\\test.txt, a);
fprintf(f, hello\n);
fclose(f);
}
};

Test g_test;


test.txt has only 1 hello in it.



On Fri, Oct 26, 2012 at 10:11 AM, Marc-Andre Belzile
marc-andre.belz...@autodesk.com wrote:
 Right, the original plan was to cache the plugin registration info on disk 
 and avoid loading the plugin at every single session. We could also keep all 
 plugins in memory after registration like Maya does.

 -mab


 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of jo benayoun
 Sent: Friday, October 26, 2012 12:28 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: SDK: When *exactly* does XSIUnloadPlugin get called

 I guess the plugin is loaded once for discovering and registration (plugin 
 manager), and then reloaded for getting the actual features (actual extension 
 of features).
 Usually, plugin systems use a specification file for each new plugin (xml or 
 other) that is in charge of describing (description, name, version, author, 
 ...) and register items (commands, windows, ...) plus the actual plugin where 
 the Load and Unload functions are only called once.  Wouldnt be great to have 
 something similar for XSI ?

 -- jo




 2012/10/26 Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com
 sounds like if you put some code in the constructor of a global
 variable, then you'd be called twice per xsi session, since your dll
 will be loaded and unloaded twice?

 On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile
 marc-andre.belz...@autodesk.commailto:marc-andre.belz...@autodesk.com 
 wrote:
 Sorry for not being clear enough. When a plugin is loaded at startup or 
 through LoadPlugin, all plugin items are registered through XSILoadPlugin 
 and then the dll is unloaded by XSI *without* calling XSIUnloadPlugin. 
 Anything allocated in the current dll process will be zapped by the OS at 
 this point. The plugin dll will be loaded back again when one of the 
 registered plugin item is required by XSI, and in this case XSILoadPlugin 
 *won't* be called again. So if you allocated objects or resources in the 
 plugin dll process through XSILoadPlugin, they will not be available when 
 the dll is loaded back.

 -mab




RE: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Matt Lind
You mean like the .spdl and .preset formats?

That's what XSI v1.x thru XSI 4.x used until the self installing stuff came 
online.  There were all sorts of issues with unregistering plugins from the 
system, and dependencies with scenes.  A separate file had to be maintained to 
keep track of what was installed, but it often became corrupted.   I'm glad the 
self installing stuff came online to replace it.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of jo benayoun
Sent: Friday, October 26, 2012 9:28 AM
To: softimage@listproc.autodesk.com
Subject: Re: SDK: When *exactly* does XSIUnloadPlugin get called

I guess the plugin is loaded once for discovering and registration (plugin 
manager), and then reloaded for getting the actual features (actual extension 
of features).
Usually, plugin systems use a specification file for each new plugin (xml or 
other) that is in charge of describing (description, name, version, author, 
...) and register items (commands, windows, ...) plus the actual plugin where 
the Load and Unload functions are only called once.  Wouldnt be great to have 
something similar for XSI ?

-- jo




2012/10/26 Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com
sounds like if you put some code in the constructor of a global
variable, then you'd be called twice per xsi session, since your dll
will be loaded and unloaded twice?

On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile
marc-andre.belz...@autodesk.commailto:marc-andre.belz...@autodesk.com wrote:
 Sorry for not being clear enough. When a plugin is loaded at startup or 
 through LoadPlugin, all plugin items are registered through XSILoadPlugin and 
 then the dll is unloaded by XSI *without* calling XSIUnloadPlugin. Anything 
 allocated in the current dll process will be zapped by the OS at this point. 
 The plugin dll will be loaded back again when one of the registered plugin 
 item is required by XSI, and in this case XSILoadPlugin *won't* be called 
 again. So if you allocated objects or resources in the plugin dll process 
 through XSILoadPlugin, they will not be available when the dll is loaded back.

 -mab



Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Nicolas Burtnyk
I didn't specify in my previous post, but my test was run with a
release build with no debugger attached.
Global constructor was only called once.


On Fri, Oct 26, 2012 at 3:13 PM, Matt Lind ml...@carbinestudios.com wrote:
 You mean like the .spdl and .preset formats?



 That’s what XSI v1.x thru XSI 4.x used until the self installing stuff came
 online.  There were all sorts of issues with unregistering plugins from the
 system, and dependencies with scenes.  A separate file had to be maintained
 to keep track of what was installed, but it often became corrupted.   I’m
 glad the self installing stuff came online to replace it.



 Matt







 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of jo benayoun
 Sent: Friday, October 26, 2012 9:28 AM


 To: softimage@listproc.autodesk.com
 Subject: Re: SDK: When *exactly* does XSIUnloadPlugin get called



 I guess the plugin is loaded once for discovering and registration (plugin
 manager), and then reloaded for getting the actual features (actual
 extension of features).


 Usually, plugin systems use a specification file for each new plugin (xml or
 other) that is in charge of describing (description, name, version, author,
 ...) and register items (commands, windows, ...) plus the actual plugin
 where the Load and Unload functions are only called once.  Wouldnt be great
 to have something similar for XSI ?

 -- jo




 2012/10/26 Luc-Eric Rousseau luceri...@gmail.com

 sounds like if you put some code in the constructor of a global
 variable, then you'd be called twice per xsi session, since your dll
 will be loaded and unloaded twice?


 On Fri, Oct 26, 2012 at 9:34 AM, Marc-Andre Belzile
 marc-andre.belz...@autodesk.com wrote:
 Sorry for not being clear enough. When a plugin is loaded at startup or
 through LoadPlugin, all plugin items are registered through XSILoadPlugin
 and then the dll is unloaded by XSI *without* calling XSIUnloadPlugin.
 Anything allocated in the current dll process will be zapped by the OS at
 this point. The plugin dll will be loaded back again when one of the
 registered plugin item is required by XSI, and in this case XSILoadPlugin
 *won't* be called again. So if you allocated objects or resources in the
 plugin dll process through XSILoadPlugin, they will not be available when
 the dll is loaded back.

 -mab





Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Kamen Lilov

On 10/26/2012 7:52 PM, Nicolas Burtnyk wrote:

I'm confused.  I just tested this and global variable constructors
only get called once in my plugin (on 2012 SP1).


Nicolas, is your plugin DLL marked as 'cached'?

Because I double-checked the mechanism explained by Marc-Andre, turns 
out he's right (not surprisingly - he's the SDK lead after all ;) ) BUT 
- this all applies only to external plugins not marked as cached. 
Cached ones - which happens to be the default - are LoadLibrary-ied 
just once, and FreeLibrary-ied just once (unless ofcourse you select Reload)





Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread Nicolas Burtnyk
Yep cached.  That explains it.


On Fri, Oct 26, 2012 at 4:37 PM, Kamen Lilov kamen.li...@chaosgroup.com wrote:
 On 10/26/2012 7:52 PM, Nicolas Burtnyk wrote:

 I'm confused.  I just tested this and global variable constructors
 only get called once in my plugin (on 2012 SP1).

 Nicolas, is your plugin DLL marked as 'cached'?

 Because I double-checked the mechanism explained by Marc-Andre, turns out
 he's right (not surprisingly - he's the SDK lead after all ;) ) BUT - this
 all applies only to external plugins not marked as cached. Cached ones -
 which happens to be the default - are LoadLibrary-ied just once, and
 FreeLibrary-ied just once (unless ofcourse you select Reload)




Re: SDK: When *exactly* does XSIUnloadPlugin get called

2012-10-26 Thread jo benayoun
You mean like the .spdl and .preset formats?

nope at all, I mean like a specification file.  plugins specifications are
usually little xml/json files where all informations relative to the plugin
are written (what you do with the PluginRegistrar::Put* calls).  This has
mainly two big advantages which are:
  - the shared library itself (plugin) has no need to be loaded to be
discovered and exposed to the audience of what it is about and what does it
do.
  - In the case of complex plugin systems, to declare dependencies to other
plugins for the plugin manager to resolve them before loading the actual
plugins.
This is something powerful and flexible where some systems are like
Softimage or Maya more traditional in the way they ask for an handle,
keeping it in memory and whatever happens, they don't really care.
Spdl s have a different meaning (description language used to declare and
define multiple things) as are presets (data storage).
-- jo






2012/10/26 Nicolas Burtnyk nico...@redshift3d.com

 Yep cached.  That explains it.


 On Fri, Oct 26, 2012 at 4:37 PM, Kamen Lilov kamen.li...@chaosgroup.com
 wrote:
  On 10/26/2012 7:52 PM, Nicolas Burtnyk wrote:
 
  I'm confused.  I just tested this and global variable constructors
  only get called once in my plugin (on 2012 SP1).
 
  Nicolas, is your plugin DLL marked as 'cached'?
 
  Because I double-checked the mechanism explained by Marc-Andre, turns out
  he's right (not surprisingly - he's the SDK lead after all ;) ) BUT -
 this
  all applies only to external plugins not marked as cached. Cached ones
 -
  which happens to be the default - are LoadLibrary-ied just once, and
  FreeLibrary-ied just once (unless ofcourse you select Reload)
 
 



Re: Accessing fcurve editor

2012-10-26 Thread Eric Thivierge
Selected FCurves:

Application.FCurveSelection


Eric Thivierge
http://www.ethivierge.com


On Sat, Oct 27, 2012 at 1:43 AM, Peter Agg peter@googlemail.com wrote:

 You can get to it as a view by digging around a bit:


 all_views = list(Application.Desktop.ActiveLayout.Views)
 all_views.extend( list(Application.Desktop.ActiveLayout.Views(vm).Views)
 )

 for view in all_views:
 if not view.type == Animation Editor:
 continue
 fEditor = view.Views(Editor)
 print fEditor.Name, fEditor.type



 The big issue I came across, and the one which stumped me, is working out
 which editor the user is actually using. It's all well and good getting
 them all but as it's possible to have multiple views all visible all with
 selected curve I'm honestly not sure how you can tell which one is in
 'focus'.


 Pete




 On 26 October 2012 15:26, Szabolcs Matefy szabol...@crytek.com wrote:

 Hey folks,

 ** **

 Does anybody have idea how to access the fcurve editor from scripting? I
 would like to modify the selected keys on selected fcurves, but for some
 reason it seems to be that the accessing of the editor itself is not
 documented…

 ** **

 Anybody has any idea?

 ** **

 ** **

 Thanks

 ** **

 ** **

 ** **

 Szabolcs
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