Re: animation editor - Gradient extrapolation?

2012-10-29 Thread Adam Seeley
Doh!

Autodesk compatiblizationed.

Must RTFNewFeaturesList

Already had to add a shortcut to select all f-curves.

Fcurve Editor Menu Command Changes
The fcurve editor has experienced some menu command name changes to 
make it more compatible with the fcurve editors in the other Autodesk 3D 
applications. Here's a brief summary: 
* The new Edit  Transformation menu now contains these commands: 
* Move Keys Tool (previously named Move Key Tool) 
* Region Keys Tool (previously named Region Tool) 
* Scale Keys Tool (previously named Stretch with Pivot Tool) 
* The Edit  Save Buffer command is now Curves  Buffer Curve Snapshot 
* The Edit  Swap Buffer command is now Curves  Swap Buffer Curve 
Snapshot 
* The Edit  Interactive Update command is now View  Interactive Update 
* The new Select menu contains all the Select and Deselect commands 
that were in the Edit menu. 
* The new Select  Navigate menu contains all navigation commands that 
were in the Edit menu. 
* The View  Auto Frame Curves command is now View  Frame  Auto Frame 
* The View  Frame  All Curves command is now named Frame All 
* The View  Frame  Selection command is now named Frame Selection 
* The View  Frame  Timeline command is now named Frame Playback Range 
* The View  Frame  Selected Keys command is now named Frame Selected 
Keys 
* The View  Frame  Selected Curves command is now named Frame Selected 
Curves 
* The View  Frame  Region  command is now named Frame Region 
* The Curves  Resample command is now named Resample Curve 
* The Curves  Fit command is now named Simplify Curve 
* The Curves  Make Rotations Continuous command is now named Euler 
Filter 
* The Curves  Relative Cycle command is now Curves  Pre/Post 
Extrapolation  Cycle with Offset 
* The Curves  Gradient Extrapolation command is now Curves  Pre/Post 
Extrapolation  Linear 
* The Curves  Cycle, Curves  Freeze Cycle, and Curves  Constant 
commands are now in the Curves  Pre/Post Extrapolation menu. Ta,

Adam






 From: Jack Kao jack@grapecity.com
To: Adam Seeley adam_see...@yahoo.com; softimage@listproc.autodesk.com 
Sent: Monday, 29 October 2012, 1:27
Subject: RE: animation editor - Gradient extrapolation?
 

Curve-Pre/Post Extrapolation-Linear?
 
From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley
Sent: Monday, October 29, 2012 7:04 AM
To: softimage@listproc.autodesk.com
Subject: animation editor - Gradient extrapolation?
 
Hi,
 
2013 sp1
 
Has anyone seen the Curve-Gradient Extrapolation option for the Animation 
Editor floating around?
 
Seems to be missing from the obvious spot.
 
Thanks,
 
Adam.

Re: paper coming unstuck

2012-10-29 Thread olivier jeannel
I had not so bad results emitting some instanced grid (flat). Then I 
used Momentum Instancer to get one polymesh big of the whole Pointcloud 
and used whatever deformer in ice (but you can use classic operators)_I 
think the latest Momentum can replicate UVs


Le 29/10/2012 05:53, Nick Angus a écrit :


worth a look at, probably an area where Lagoa is quite fast too I suspect!

I have the whole thing working a treat in Syflex now, with cluster 
pinning, and each grid set on a timer to release from its cluster.  
The only problem is as far as I know there is no way to attract to an 
object in Syflex!






Re: paper coming unstuck

2012-10-29 Thread Rob Chapman
Helge did something VERY close to what you are after a while back with a
simple scene setup using MT_Static_Instancer. there is a demo scene called
flowing paper or similar as part of the examples.

can be found http://rray.de/xsi/index_nodyn.html

best

Rob

On 29 October 2012 04:01, Nick Angus n...@altvfx.com wrote:

  Just thought I would throw this one out to the list, I want to simulate
 some paper that is pinned to an object and after a period of flapping
 around a bit blows off in a pre-determined direction.

 I have had a play with Syflex in ice for this and it works a treat with
 pinning by null.  The problem is I need to do hundreds of these happening
 at once, I have looked at flocking but it looks too much like a school of
 fish of course.

 ** **

 Just thought someone might have some ideas, it’s almost like I need an
 instanced pointcloud but with cloth properties!

 ** **

 Cheers, N

 ** **

 ** **

 ** **



Re: paper coming unstuck

2012-10-29 Thread olivier jeannel
Just in case, this tut mixes Syflex+Ice for feather like effect : 
http://feathertools.michael-buettner.com/tutorials/tutorial_cloth.html



Le 29/10/2012 10:10, olivier jeannel a écrit :
I had not so bad results emitting some instanced grid (flat). Then I 
used Momentum Instancer to get one polymesh big of the whole 
Pointcloud and used whatever deformer in ice (but you can use classic 
operators)_I think the latest Momentum can replicate UVs


Le 29/10/2012 05:53, Nick Angus a écrit :


worth a look at, probably an area where Lagoa is quite fast too I 
suspect!


I have the whole thing working a treat in Syflex now, with cluster 
pinning, and each grid set on a timer to release from its cluster.  
The only problem is as far as I know there is no way to attract to an 
object in Syflex!








Re: paper coming unstuck

2012-10-29 Thread Nick Angus
Thanks Olivier, that is probably exactly what I am looking for!
Very much appreciated as always.

N

Nick Angus | 3d Supervisor
Alt Vfx
www.altvfx.comhttp://www.altvfx.com

On 29/10/2012, at 7:19 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:

Just in case, this tut mixes Syflex+Ice for feather like effect : 
http://feathertools.michael-buettner.com/tutorials/tutorial_cloth.html 
http://feathertools.michael-buettner.com/tutorials/tutorial_cloth.html


Le 29/10/2012 10:10, olivier jeannel a écrit :
I had not so bad results emitting some instanced grid (flat). Then I used 
Momentum Instancer to get one polymesh big of the whole Pointcloud and used 
whatever deformer in ice (but you can use classic operators)_I think the latest 
Momentum can replicate UVs

Le 29/10/2012 05:53, Nick Angus a écrit :
worth a look at, probably an area where Lagoa is quite fast too I suspect!
I have the whole thing working a treat in Syflex now, with cluster pinning, and 
each grid set on a timer to release from its cluster.  The only problem is as 
far as I know there is no way to attract to an object in Syflex!




Re: Importing FBX from Maya to SI

2012-10-29 Thread Debdas Mohanty
First i thought of that problem and reset everything to 24 frames on all
the softwares. only softimage is showing error. rest softwares are
importing correctly.


RE: Importing FBX from Maya to SI

2012-10-29 Thread Sandy Sutherland
If you want/can send the FBX to me I will have a look see my side?

S.


Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 
http://triggerfish.co.za/en
[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 
http://www.facebook.com/triggerfishanimation

[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 http://www.twitter.com/triggerfishza

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Debdas Mohanty 
[devj...@gmail.com]
Sent: 29 October 2012 13:42
To: softimage@listproc.autodesk.com
Subject: Re: Importing FBX from Maya to SI

First i thought of that problem and reset everything to 24 frames on all the 
softwares. only softimage is showing error. rest softwares are importing 
correctly.


BA Fluid Shader

2012-10-29 Thread Schoenberger
Hi
 
Due to the poorly feedback I have decided to send new versions of the shader to 
an internal list of testers.
If you have done some work with the shaders, send me some informations about it 
and you are in.
You post something in my forum or 
http://www.binaryalchemy.de/forum/viewforum.php?f=18
End of last week I have started to send the new version to companies .
 
 
I have not decided about the future of the fluid and other shaders.
I thought nothing is easier than to send a reply with some information or with 
some work.
As this does not work for any of my shader packages no matter how I state it on 
my website,
I will probably change my way of offering shaders for free. 
I have better to do in my free time than to work for nothing (I do not mean any 
money. Community. tit for tat)
I did not got enough responses from commercial companies to turn it into a 
commercial project.
(also includes that no production examples mean no publicity for new customers)
 
 
If sending replies voluntary does not work, I thinking of forcing it.
Perhaps I will only make all shaders available to registred customers only.
To get registered, you need someone already on the list to invite you with some 
work.
Or for every reply I get, I open 2 new puplic seats in the registration list.
Or a limit. If I get 20 reponses, the new shader version is available for 
download.
Anyway, no matter what I decide, a download without any kind of registration is 
not my favorite right now.
 
Also, people seem to forget the future. Yes, my shader is done, I donwnload it, 
fine.
But what about new shaders, for example I have a stack of papers written with 
specs and features for a new volume shader version.
(Viewport preview, GI, less memory, better details, Arnold, caching,  ...) It 
is kept in my drawer for years now.
 
 
 
PS:
I have worked a few years in a commercial and visualisation departement as 
ShadingLighting TD. 
You could tell the company name and what type of project you are working on.
How do you create your showreel? How does Maya/Softimage/Houdini create their 
showreel?
Commercials are usually free to view after a month. Some of them are available 
on your company site, on the customers site or even
on youtube.
If I had a shot of a finished vfx movie production, I was able to use my 
particle sim on the showreel without any vfx background.
You can tell me to keep it confidential, or only to keep it confidential until 
the release
If you think it will be available at some time (e.g. feature film) send me a 
name. 
 
Don't tell me it is not possible at all. In my small list of replies during the 
last 10 years, I had even large blockbusters from
companies like ILM.
They did not send me final images, they just described it and I was able to get 
it from the trailers once it was out or bought a DVD
later.
 
 
PPS:  The issue I have is known to a lot of developers.
So the next time you work with any new tool/feature and think wow, that's 
nice/fun/looks good, also think of sending something
back.
 
 
Holger Schönberger
Binary Alchemy - digital materialization
 


Re: Importing FBX from Maya to SI

2012-10-29 Thread Debdas Mohanty
Hello David,

Problem is when i am importing the same FBX file i.e. exported
from maya and importing again in maya and other softwares, its showing no
change in animation curve.
But only in softimage, it is changing. Why i dont know?

As Sandy suggested me to change the import fbx default frame rate from 30
to 24 and it worked for him. But no good luck for me yet..May be i am
missing some thing...
*
*


Re: BA Fluid Shader

2012-10-29 Thread daniel sweeney
I just have to say dude I think the stuff you do Rocks. The Ba essentials
shader pack you release are awesome and i salute you for them. We only just
started and very small but we use softimage here and if it wasnt for kind
awesome TD like you being so generous it would be harder to do alot of
things! thats why the soft community rocks.

unfortunately i have not had the need to use/ nor am i an expert on this
type of render your fluid shader, but from what i have seen, seems very
impressive.

just wanted to give ya a virtual hi five cus your post didnt seem to happy.
i hope you get more feedback and all your efforts are worth it.

have a good rest of the day dude!

on a side note I have worked for a few soft houses in london and they have
used the ba shader pack so its bad that you have not had any responses or
work to show.


Daniel Sweeney
3D Creative Director

*Tel:* +44 (0)1422 300066
*Mobile:* +44 (0)7743429771
*Email:* dan...@northforge.co.uk
*Web:* http://northforge.co.uk

Northforge Ltd

Registered in England and Wales |  07757507**

Office Suite D105, Dean Clough Mills, Halifax, HX3 5AX





On Mon, Oct 29, 2012 at 1:21 PM, Schoenberger x...@digidragon.de wrote:

 **
 Hi

 Due to the poorly feedback I have decided to send new versions of the
 shader to an internal list of testers.
 If you have done some work with the shaders, send me some informations
 about it and you are in.
 You post something in my forum or
 http://www.binaryalchemy.de/forum/viewforum.php?f=18
  End of last week I have started to send the new version to companies .


  I have not decided about the future of the fluid and other shaders.
  I thought nothing is easier than to send a reply with some information
 or with some work.
 As this does not work for any of my shader packages no matter how I state
 it on my website,
 I will probably change my way of offering shaders for free.
 I have better to do in my free time than to work for nothing (I do not
 mean any money. Community. tit for tat)
 I did not got enough responses from commercial companies to turn it into a
 commercial project.
 (also includes that no production examples mean no publicity for new
 customers)


 If sending replies voluntary does not work, I thinking of forcing it.
 Perhaps I will only make all shaders available to registred customers only.
 To get registered, you need someone already on the list to invite you with
 some work.
 Or for every reply I get, I open 2 new puplic seats in the registration
 list.
 Or a limit. If I get 20 reponses, the new shader version is available for
 download.
 Anyway, no matter what I decide, a download without any kind
 of registration is not my favorite right now.

 Also, people seem to forget the future. Yes, my shader is done, I
 donwnload it, fine.
 But what about new shaders, for example I have a stack of papers written
 with specs and features for a new volume shader version.
 (Viewport preview, GI, less memory, better details, Arnold, caching,  ...)
 It is kept in my drawer for years now.



 PS:
 I have worked a few years in a commercial and visualisation departement as
 ShadingLighting TD.
 You could tell the company name and what type of project you are working
 on.
 How do you create your showreel? How does Maya/Softimage/Houdini create
 their showreel?
 Commercials are usually free to view after a month. Some of them are
 available on your company site, on the customers site or even on youtube.
 If I had a shot of a finished vfx movie production, I was able to use my
 particle sim on the showreel without any vfx background.
 You can tell me to keep it confidential, or only to keep it confidential
 until the release
 If you think it will be available at some time (e.g. feature film) send me
 a name.

 Don't tell me it is not possible at all. In my small list of replies
 during the last 10 years, I had even large blockbusters from companies
 like ILM.
 They did not send me final images, they just described it and I was able
 to get it from the trailers once it was out or bought a DVD later.


 PPS:  The issue I have is known to a lot of developers.
 So the next time you work with any new tool/feature and think wow,
 that's nice/fun/looks good, also think of sending something back.


 Holger Schönberger
 Binary Alchemy - digital materialization




Re: Importing FBX from Maya to SI

2012-10-29 Thread David Barosin
Yeah someone else had the same issue.  in and out of maya fine but not
softimage.  Just check to see if there are pivots that are not zero'ed
out.

On Mon, Oct 29, 2012 at 9:44 AM, Debdas Mohanty devj...@gmail.com wrote:
 Hello David,

 Problem is when i am importing the same FBX file i.e. exported
 from maya and importing again in maya and other softwares, its showing no
 change in animation curve.
 But only in softimage, it is changing. Why i dont know?

 As Sandy suggested me to change the import fbx default frame rate from 30 to
 24 and it worked for him. But no good luck for me yet..May be i am missing
 some thing...




Re: Importing FBX from Maya to SI

2012-10-29 Thread Alok

  
  
Exactly which parameters in maya scene
  that are getting extra keys in soft, it is just transforms of
  locators, curves, meshes, surfaces or something else like some
  other attributes?
  

  On 29/10/2012 11:03 AM, David Barosin wrote:


  Yeah someone else had the same issue.  in and out of maya fine but not
softimage.  Just check to see if there are pivots that are not zero'ed
out.

On Mon, Oct 29, 2012 at 9:44 AM, Debdas Mohanty devj...@gmail.com wrote:

  
Hello David,

Problem is when i am importing the same FBX file i.e. exported
from maya and importing again in maya and other softwares, its showing no
change in animation curve.
But only in softimage, it is changing. Why i dont know?

As Sandy suggested me to change the import fbx default frame rate from 30 to
24 and it worked for him. But no good luck for me yet..May be i am missing
some thing...



  
  

-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2221 / Virus Database: 2441/5361 - Release Date: 10/29/12



  



Re: BA Fluid Shader

2012-10-29 Thread Gerbrand Nel

Let me be the first to apologize publicly to you Holger
I know about the request on your website for feedback, and I've used 
your shader without giving you any.
I've even told another freelance that we better write you a letter this 
time around on the last job I used your shader for.
This is nothing more than bad form on my behalf, and I would urge you 
to take whatever steps you need to take, to get us lazy bastards to take 
10 minutes to give you feedback.
The last job I used your shader on is still under NDA otherwise it would 
have been attached to this mail.

Thanks for letting us earn money with your free shaders for so long!!
Again sorry for the lack of feedback from my side at least
Gerbrand Nel
On 2012/10/29 03:21 PM, Schoenberger wrote:

Hi
Due to the poorly feedback I have decided to send new versions of the 
shader to an internal list of testers.
If you have done some work with the shaders, send me some informations 
about it and you are in.

You post something in my forum or
http://www.binaryalchemy.de/forum/viewforum.php?f=18
End of last week I have started to send the new version to companies .
I have not decided about the future of the fluid and other shaders.
I thought nothing is easier than to send a reply with some information 
or with some work.
As this does not work for any of my shader packages no matter how I 
state it on my website,

I will probably change my way of offering shaders for free.
I have better to do in my free time than to work for nothing (I do not 
mean any money. Community. tit for tat)
I did not got enough responses from commercial companies to turn it 
into a commercial project.
(also includes that no production examples mean no publicity for new 
customers)

If sending replies voluntary does not work, I thinking of forcing it.
Perhaps I will only make all shaders available to registred customers 
only.
To get registered, you need someone already on the list to invite you 
with some work.
Or for every reply I get, I open 2 new puplic seats in the 
registration list.
Or a limit. If I get 20 reponses, the new shader version is available 
for download.
Anyway, no matter what I decide, a download without any kind 
of registration is not my favorite right now.
Also, people seem to forget the future. Yes, my shader is done, I 
donwnload it, fine.
But what about new shaders, for example I have a stack of papers 
written with specs and features for a new volume shader version.
(Viewport preview, GI, less memory, better details, Arnold, 
caching,  ...) It is kept in my drawer for years now.

PS:
I have worked a few years in a commercial and visualisation 
departement as ShadingLighting TD.
You could tell the company name and what type of project you are 
working on.
How do you create your showreel? How does Maya/Softimage/Houdini 
create their showreel?
Commercials are usually free to view after a month. Some of them are 
available on your company site, on the customers site or even on youtube.
If I had a shot of a finished vfx movie production, I was able to use 
my particle sim on the showreel without any vfx background.
You can tell me to keep it confidential, or only to keep it 
confidential until the release
If you think it will be available at some time (e.g. feature film) 
send me a name.
Don't tell me it is not possible at all. In my small list of replies 
during the last 10 years, I had even large blockbusters from companies 
like ILM.
They did not send me final images, they just described it and I was 
able to get it from the trailers once it was out or bought a DVD later.

PPS: The issue I have is known to a lot of developers.
So the next time you work with any new tool/feature and think wow, 
that's nice/fun/looks good, also think of sending something back.

Holger Schönberger
Binary Alchemy - digital materialization

No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.2742 / Virus Database: 2617/5860 - Release Date: 10/28/12





Re: BA Fluid Shader

2012-10-29 Thread daniel sweeney
Let me also say, Im sure if you put a Donate button up on your site, I
would hope alot of people would stick donations your way for your hard
work. I for one would. :)


Daniel Sweeney
3D Creative Director

*Tel:* +44 (0)1422 300066
*Mobile:* +44 (0)7743429771
*Email:* dan...@northforge.co.uk
*Web:* http://northforge.co.uk

Northforge Ltd

Registered in England and Wales |  07757507**

Office Suite D105, Dean Clough Mills, Halifax, HX3 5AX





On Mon, Oct 29, 2012 at 3:23 PM, Gerbrand Nel g...@cannonballbunny.com wrote:

  Let me be the first to apologize publicly to you Holger
 I know about the request on your website for feedback, and I've used your
 shader without giving you any.
 I've even told another freelance that we better write you a letter this
 time around on the last job I used your shader for.
 This is nothing more than bad form on my behalf, and I would urge you to
 take whatever steps you need to take, to get us lazy bastards to take 10
 minutes to give you feedback.
 The last job I used your shader on is still under NDA otherwise it would
 have been attached to this mail.
 Thanks for letting us earn money with your free shaders for so long!!
 Again sorry for the lack of feedback from my side at least
 Gerbrand Nel

 On 2012/10/29 03:21 PM, Schoenberger wrote:

 Hi

 Due to the poorly feedback I have decided to send new versions of the
 shader to an internal list of testers.
 If you have done some work with the shaders, send me some informations
 about it and you are in.
 You post something in my forum or
 http://www.binaryalchemy.de/forum/viewforum.php?f=18
  End of last week I have started to send the new version to companies .


  I have not decided about the future of the fluid and other shaders.
  I thought nothing is easier than to send a reply with some information
 or with some work.
 As this does not work for any of my shader packages no matter how I state
 it on my website,
 I will probably change my way of offering shaders for free.
  I have better to do in my free time than to work for nothing (I do not
 mean any money. Community. tit for tat)
 I did not got enough responses from commercial companies to turn it into a
 commercial project.
 (also includes that no production examples mean no publicity for new
 customers)


 If sending replies voluntary does not work, I thinking of forcing it.
 Perhaps I will only make all shaders available to registred customers only.
 To get registered, you need someone already on the list to invite you with
 some work.
 Or for every reply I get, I open 2 new puplic seats in the registration
 list.
 Or a limit. If I get 20 reponses, the new shader version is available for
 download.
 Anyway, no matter what I decide, a download without any kind
 of registration is not my favorite right now.

 Also, people seem to forget the future. Yes, my shader is done, I
 donwnload it, fine.
 But what about new shaders, for example I have a stack of papers written
 with specs and features for a new volume shader version.
 (Viewport preview, GI, less memory, better details, Arnold, caching,  ...)
 It is kept in my drawer for years now.



 PS:
 I have worked a few years in a commercial and visualisation departement as
 ShadingLighting TD.
 You could tell the company name and what type of project you are working
 on.
 How do you create your showreel? How does Maya/Softimage/Houdini create
 their showreel?
 Commercials are usually free to view after a month. Some of them are
 available on your company site, on the customers site or even on youtube.
 If I had a shot of a finished vfx movie production, I was able to use my
 particle sim on the showreel without any vfx background.
 You can tell me to keep it confidential, or only to keep it confidential
 until the release
 If you think it will be available at some time (e.g. feature film) send me
 a name.

 Don't tell me it is not possible at all. In my small list of replies
 during the last 10 years, I had even large blockbusters from companies
 like ILM.
 They did not send me final images, they just described it and I was able
 to get it from the trailers once it was out or bought a DVD later.


 PPS:  The issue I have is known to a lot of developers.
 So the next time you work with any new tool/feature and think wow,
 that's nice/fun/looks good, also think of sending something back.


  Holger Schönberger
 Binary Alchemy - digital materialization


 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.2742 / Virus Database: 2617/5860 - Release Date: 10/28/12





RE: blob resolution

2012-10-29 Thread Grahame Fuller
Yes, BlobCellSize. You'll need to plug a scalar into it yourself because 
otherwise the data type doesn't seem to be defined. Higher values give 
faster/coarser results, which are useful for previews. However setting it too 
high, e.g., higher than the particle size, will yield garbage if anything at 
all.

Be aware that it's completely unsupported and undocumented, just like 
shaperesolutionu, and may change in the future.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: Monday, October 29, 2012 08:33 AM
To: softimage@listproc.autodesk.com
Subject: blob resolution

Hi,
With ICE particles it's possible to set the resolution using shaperesolutionu, 
is there a similar value that can be set when using particle blobs, as 
shaperesolutionu appears to have no effect on blob resolution?

Thanks

Chris


attachment: winmail.dat

RE: Importing FBX from Maya to SI

2012-10-29 Thread Manny Papamanos
Hi this is known and logged here:
SOFT-7341 Send to SI: Animation is erroneously plotted when object is frozen in 
Maya
I had made a video displaying the problem at the time :
http://www.3dmastermind.com/MANNYrepro_when_frozen.mp4

This only happens when you freeze transformations in Maya...
So you know what not to do.



Manny Papamanos
Support Specialist, Softimage and MotionBuilder
Montreal, Quebec, Canada


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
Sent: Monday, October 29, 2012 11:08 AM
To: softimage@listproc.autodesk.com
Subject: Re: Importing FBX from Maya to SI

Exactly which parameters in maya scene that are getting extra keys in soft, it 
is just transforms of locators, curves,  meshes, surfaces or something else 
like some other attributes?

[cid:image001.gif@01CDB5CC.C64467A0]
On 29/10/2012 11:03 AM, David Barosin wrote:

Yeah someone else had the same issue.  in and out of maya fine but not

softimage.  Just check to see if there are pivots that are not zero'ed

out.



On Mon, Oct 29, 2012 at 9:44 AM, Debdas Mohanty 
devj...@gmail.commailto:devj...@gmail.com wrote:

Hello David,



Problem is when i am importing the same FBX file i.e. exported

from maya and importing again in maya and other softwares, its showing no

change in animation curve.

But only in softimage, it is changing. Why i dont know?



As Sandy suggested me to change the import fbx default frame rate from 30 to

24 and it worked for him. But no good luck for me yet..May be i am missing

some thing...









-

No virus found in this message.

Checked by AVG - www.avg.comhttp://www.avg.com

Version: 2012.0.2221 / Virus Database: 2441/5361 - Release Date: 10/29/12

attachment: winmail.dat

Re: blob resolution

2012-10-29 Thread Chris Marshall
Hey Grahame,
That's great!! Thanks a lot.

Cheers


On 29 October 2012 15:41, Grahame Fuller grahame.ful...@autodesk.comwrote:

 Yes, BlobCellSize. You'll need to plug a scalar into it yourself because
 otherwise the data type doesn't seem to be defined. Higher values give
 faster/coarser results, which are useful for previews. However setting it
 too high, e.g., higher than the particle size, will yield garbage if
 anything at all.

 Be aware that it's completely unsupported and undocumented, just like
 shaperesolutionu, and may change in the future.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
 Sent: Monday, October 29, 2012 08:33 AM
 To: softimage@listproc.autodesk.com
 Subject: blob resolution

 Hi,
 With ICE particles it's possible to set the resolution using
 shaperesolutionu, is there a similar value that can be set when using
 particle blobs, as shaperesolutionu appears to have no effect on blob
 resolution?

 Thanks

 Chris





-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: BA Fluid Shader

2012-10-29 Thread olivier jeannel

Hi there,
Sorry to hear you are so upset.
Well, if people don't do what you want, I believe it is normal thing to 
force them.
I only used your shader once for a preview movie, I don't remember well 
how your site is working, so bare with me.


I'd just have one sugestion though :
In some case, a user (ahem, me...), urgely needs to download some of 
your BAshaders for some work he has to deliver the day after (typicaly 
the clients needs to see a cloud or some emfluid smoke, etc.)
If I have to wait some kind of authorizations or friend invitation, 
it's awfull, I'm already dead.
So, couldn't there be some (symbolic) quick paying access ? I mean, I 
have no friends, I'm in a hurry, and I can pay ...


Just an idea here (I understood you're not doing this for the money 
(though, you could)).


Take care,

Olivier


Le 29/10/2012 14:21, Schoenberger a écrit :

Hi
Due to the poorly feedback I have decided to send new versions of the 
shader to an internal list of testers.
If you have done some work with the shaders, send me some informations 
about it and you are in.

You post something in my forum or
http://www.binaryalchemy.de/forum/viewforum.php?f=18
End of last week I have started to send the new version to companies .
I have not decided about the future of the fluid and other shaders.
I thought nothing is easier than to send a reply with some information 
or with some work.
As this does not work for any of my shader packages no matter how I 
state it on my website,

I will probably change my way of offering shaders for free.
I have better to do in my free time than to work for nothing (I do not 
mean any money. Community. tit for tat)
I did not got enough responses from commercial companies to turn it 
into a commercial project.
(also includes that no production examples mean no publicity for new 
customers)

If sending replies voluntary does not work, I thinking of forcing it.
Perhaps I will only make all shaders available to registred customers 
only.
To get registered, you need someone already on the list to invite you 
with some work.
Or for every reply I get, I open 2 new puplic seats in the 
registration list.
Or a limit. If I get 20 reponses, the new shader version is available 
for download.
Anyway, no matter what I decide, a download without any kind 
of registration is not my favorite right now.
Also, people seem to forget the future. Yes, my shader is done, I 
donwnload it, fine.
But what about new shaders, for example I have a stack of papers 
written with specs and features for a new volume shader version.
(Viewport preview, GI, less memory, better details, Arnold, 
caching,  ...) It is kept in my drawer for years now.

PS:
I have worked a few years in a commercial and visualisation 
departement as ShadingLighting TD.
You could tell the company name and what type of project you are 
working on.
How do you create your showreel? How does Maya/Softimage/Houdini 
create their showreel?
Commercials are usually free to view after a month. Some of them are 
available on your company site, on the customers site or even on youtube.
If I had a shot of a finished vfx movie production, I was able to use 
my particle sim on the showreel without any vfx background.
You can tell me to keep it confidential, or only to keep it 
confidential until the release
If you think it will be available at some time (e.g. feature film) 
send me a name.
Don't tell me it is not possible at all. In my small list of replies 
during the last 10 years, I had even large blockbusters from companies 
like ILM.
They did not send me final images, they just described it and I was 
able to get it from the trailers once it was out or bought a DVD later.

PPS: The issue I have is known to a lot of developers.
So the next time you work with any new tool/feature and think wow, 
that's nice/fun/looks good, also think of sending something back.

Holger Schönberger
Binary Alchemy - digital materialization




Get Framebuffer's ResolvedFileName at a specific frame?

2012-10-29 Thread Tim Crowson
Is there a quick way to query a framebuffer's resolved file name at a 
given frame? The query always seems to return the value with whatever 
the current frame is. I know I can just move the playhead, but I was 
wondering if there was a more direct way of setting the frame for which 
the file name gets resolved...

--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams Animation Studio, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com



RE: Importing FBX from Maya to SI

2012-10-29 Thread Sandy Sutherland
Wierd thing is Debdas sent me an FBX, I do have Crosswalk that comes with 
2011.5 running and it has a framerate setting in the options, which is 
defaulted to 30 - the FBX is supposed to be 24 - anyway the FBX works fine my 
side.

S.


Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 
http://triggerfish.co.za/en
[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 
http://www.facebook.com/triggerfishanimation

[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 http://www.twitter.com/triggerfishza

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Manny Papamanos 
[manny.papama...@autodesk.com]
Sent: 29 October 2012 17:58
To: softimage@listproc.autodesk.com
Subject: RE: Importing FBX from Maya to SI

Hi this is known and logged here:
SOFT-7341 Send to SI: Animation is erroneously plotted when object is frozen in 
Maya
I had made a video displaying the problem at the time :
http://www.3dmastermind.com/MANNYrepro_when_frozen.mp4

This only happens when you freeze transformations in Maya...
So you know what not to do.



Manny Papamanos
Support Specialist, Softimage and MotionBuilder
Montreal, Quebec, Canada


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
Sent: Monday, October 29, 2012 11:08 AM
To: softimage@listproc.autodesk.com
Subject: Re: Importing FBX from Maya to SI

Exactly which parameters in maya scene that are getting extra keys in soft, it 
is just transforms of locators, curves,  meshes, surfaces or something else 
like some other attributes?

[cid:image001.gif@01CDB5CC.C64467A0]
On 29/10/2012 11:03 AM, David Barosin wrote:

Yeah someone else had the same issue.  in and out of maya fine but not

softimage.  Just check to see if there are pivots that are not zero'ed

out.



On Mon, Oct 29, 2012 at 9:44 AM, Debdas Mohanty 
devj...@gmail.commailto:devj...@gmail.com wrote:

Hello David,



Problem is when i am importing the same FBX file i.e. exported

from maya and importing again in maya and other softwares, its showing no

change in animation curve.

But only in softimage, it is changing. Why i dont know?



As Sandy suggested me to change the import fbx default frame rate from 30 to

24 and it worked for him. But no good luck for me yet..May be i am missing

some thing...









-

No virus found in this message.

Checked by AVG - www.avg.comhttp://www.avg.com

Version: 2012.0.2221 / Virus Database: 2441/5361 - Release Date: 10/29/12

inline: image001.gif

Re: Get Framebuffer's ResolvedFileName at a specific frame?

2012-10-29 Thread Steven Caron
there is a function to resolve a tokenized string that accepts an arbitrary
time/frame argument. i dont remember that function off the top of my head.

On Mon, Oct 29, 2012 at 12:09 PM, Tim Crowson 
tim.crow...@magneticdreams.com wrote:

  Is there a quick way to query a framebuffer's resolved file name at a
 given frame? The query always seems to return the value with whatever the
 current frame is. I know I can just move the playhead, but I was wondering
 if there was a more direct way of setting the frame for which the file name
 gets resolved...
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams Animation Studio, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com



Re: Importing FBX from Maya to SI

2012-10-29 Thread Debdas Mohanty
I am middle of this test and using different packages. Got this baked
animation but i need this animations as FBX format so that i can save those
action sources easily for latter use in SI . I cant go back and check now
,if freeze transformations was done or not. because it was not animated in
Maya.  I am just using Maya to import those animations and converting into
FBX format and send those to SI.

Is there anyway to change the import fbx frame rate options in SI 2013? in
crosswalk V 2011.5 this option was there and there is no problem as
*Sandy *checked
my FBX file.In Crosswalk V 2013 change frame rate option is not there.

Any solution other than go back and check in maya and check each and every
single object is freezed transform or not???


Re: Importing FBX from Maya to SI

2012-10-29 Thread Alok Gandhi
can you just send a simple maya scene with only one problem object. I can
check on my side.

Alok


Re: Get Framebuffer's ResolvedFileName at a specific frame?

2012-10-29 Thread Xavier Lapointe
XSIUtils.ResolveTokenString(TokenString, Time, Verbose,
[UserTokenNames], [UserTokenValues] )?


On Tue, Oct 30, 2012 at 6:38 AM, Steven Caron car...@gmail.com wrote:

 there is a function to resolve a tokenized string that accepts an
 arbitrary time/frame argument. i dont remember that function off the top of
 my head.


 On Mon, Oct 29, 2012 at 12:09 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Is there a quick way to query a framebuffer's resolved file name at a
 given frame? The query always seems to return the value with whatever the
 current frame is. I know I can just move the playhead, but I was wondering
 if there was a more direct way of setting the frame for which the file name
 gets resolved...
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams Animation Studio, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com





-- 
Xavier


Re: Get Framebuffer's ResolvedFileName at a specific frame?

2012-10-29 Thread Xavier Lapointe
Othen than that you can use Framebuffer.GetResolvedPath( [Frame] ) as well.

On Tue, Oct 30, 2012 at 9:10 AM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:

 XSIUtils.ResolveTokenString(TokenString, Time, Verbose, [UserTokenNames], 
 [UserTokenValues] )?


 On Tue, Oct 30, 2012 at 6:38 AM, Steven Caron car...@gmail.com wrote:

 there is a function to resolve a tokenized string that accepts an
 arbitrary time/frame argument. i dont remember that function off the top of
 my head.


 On Mon, Oct 29, 2012 at 12:09 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Is there a quick way to query a framebuffer's resolved file name at a
 given frame? The query always seems to return the value with whatever the
 current frame is. I know I can just move the playhead, but I was wondering
 if there was a more direct way of setting the frame for which the file name
 gets resolved...
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams Animation Studio, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com





 --
 Xavier




-- 
Xavier


Re: Get Framebuffer's ResolvedFileName at a specific frame?

2012-10-29 Thread Tim Crowson

Ah thanks! That should do it!
-Tim

On 10/29/2012 5:11 PM, Xavier Lapointe wrote:
Othen than that you can use Framebuffer.GetResolvedPath( [Frame] ) as 
well.


On Tue, Oct 30, 2012 at 9:10 AM, Xavier Lapointe 
xl.mailingl...@gmail.com mailto:xl.mailingl...@gmail.com wrote:


XSIUtils.ResolveTokenString(TokenString, Time, Verbose, [UserTokenNames], 
[UserTokenValues] )?


On Tue, Oct 30, 2012 at 6:38 AM, Steven Caron car...@gmail.com
mailto:car...@gmail.com wrote:

there is a function to resolve a tokenized string that accepts
an arbitrary time/frame argument. i dont remember that
function off the top of my head.


On Mon, Oct 29, 2012 at 12:09 PM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

Is there a quick way to query a framebuffer's resolved
file name at a given frame? The query always seems to
return the value with whatever the current frame is. I
know I can just move the playhead, but I was wondering if
there was a more direct way of setting the frame for which
the file name gets resolved...
-- 


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams Animation Studio, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com





-- 
Xavier





--
Xavier


--
Signature


Re: Get Framebuffer's ResolvedFileName at a specific frame?

2012-10-29 Thread Tim Crowson
For those who are curious, I used this to let me open renders in 
JefeCheck, instead of Flipbook. Really enjoying JefeCheck for this sort 
of thing. The command line options are basic, but all I need to do is 
open an image sequence and set a LUT, so it's fine. It doesn't support 
32-bit images yet, but the developer says he's got that in the works for 
the next release and shouldn't be hard to do.


http://jefecheck.jefecorp.com/


-Tim

On 10/29/2012 5:30 PM, Tim Crowson wrote:

Ah thanks! That should do it!
-Tim

On 10/29/2012 5:11 PM, Xavier Lapointe wrote:
Othen than that you can use Framebuffer.GetResolvedPath( [Frame] ) as 
well.


On Tue, Oct 30, 2012 at 9:10 AM, Xavier Lapointe 
xl.mailingl...@gmail.com mailto:xl.mailingl...@gmail.com wrote:


XSIUtils.ResolveTokenString(TokenString, Time, Verbose, [UserTokenNames], 
[UserTokenValues] )?


On Tue, Oct 30, 2012 at 6:38 AM, Steven Caron car...@gmail.com
mailto:car...@gmail.com wrote:

there is a function to resolve a tokenized string that
accepts an arbitrary time/frame argument. i dont remember
that function off the top of my head.


On Mon, Oct 29, 2012 at 12:09 PM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

Is there a quick way to query a framebuffer's resolved
file name at a given frame? The query always seems to
return the value with whatever the current frame is. I
know I can just move the playhead, but I was wondering if
there was a more direct way of setting the frame for
which the file name gets resolved...
-- 


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams Animation Studio, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com





-- 
Xavier





--
Xavier


--
Signature


--
Signature


Re: BA Fluid Shader

2012-10-29 Thread peter_b
I could be very opportunistic and say I was one of the few people that did send 
an image. (there, that’s done  )
Given that was more than six years ago, and it’s still there on your site, 
that’s saying something about just how few you did receive. Ouch.

You are totally right – you offer a lot to the community, both in paid and 
unpaid tools – and expecting something in return is only natural – especially 
since you very clearly ask for this on your website.
I’ll check for some more recent production images, and forward the message to 
some friends not on this list.

Just a suggestion – how about forcing some goodwill, by offering the tools with 
a temp license – and the possibility to convert into a permanent license only 
after reception of a feedback mail with included image? I’d be totally in 
support of this.

Thanks again for making totally awesome shaders, please do keep on doing so.

regards,
Peter


From: Schoenberger 
Sent: Monday, October 29, 2012 2:21 PM
To: softimage@listproc.autodesk.com 
Subject: BA Fluid Shader

Hi

Due to the poorly feedback I have decided to send new versions of the shader to 
an internal list of testers.
If you have done some work with the shaders, send me some informations about it 
and you are in.
You post something in my forum or 
http://www.binaryalchemy.de/forum/viewforum.php?f=18
End of last week I have started to send the new version to companies .


I have not decided about the future of the fluid and other shaders.
I thought nothing is easier than to send a reply with some information or with 
some work.
As this does not work for any of my shader packages no matter how I state it on 
my website,
I will probably change my way of offering shaders for free. 
I have better to do in my free time than to work for nothing (I do not mean any 
money. Community. tit for tat)
I did not got enough responses from commercial companies to turn it into a 
commercial project.
(also includes that no production examples mean no publicity for new customers)


If sending replies voluntary does not work, I thinking of forcing it.
Perhaps I will only make all shaders available to registred customers only.
To get registered, you need someone already on the list to invite you with some 
work.
Or for every reply I get, I open 2 new puplic seats in the registration list.
Or a limit. If I get 20 reponses, the new shader version is available for 
download.
Anyway, no matter what I decide, a download without any kind of registration is 
not my favorite right now.

Also, people seem to forget the future. Yes, my shader is done, I donwnload it, 
fine.
But what about new shaders, for example I have a stack of papers written with 
specs and features for a new volume shader version.
(Viewport preview, GI, less memory, better details, Arnold, caching,  ...) It 
is kept in my drawer for years now.



PS:
I have worked a few years in a commercial and visualisation departement as 
ShadingLighting TD. 
You could tell the company name and what type of project you are working on.
How do you create your showreel? How does Maya/Softimage/Houdini create their 
showreel?
Commercials are usually free to view after a month. Some of them are available 
on your company site, on the customers site or even on youtube.
If I had a shot of a finished vfx movie production, I was able to use my 
particle sim on the showreel without any vfx background.
You can tell me to keep it confidential, or only to keep it confidential until 
the release
If you think it will be available at some time (e.g. feature film) send me a 
name. 

Don't tell me it is not possible at all. In my small list of replies during the 
last 10 years, I had even large blockbusters from companies like ILM.
They did not send me final images, they just described it and I was able to get 
it from the trailers once it was out or bought a DVD later.


PPS:  The issue I have is known to a lot of developers.
So the next time you work with any new tool/feature and think wow, that's 
nice/fun/looks good, also think of sending something back.


Holger Schönberger
Binary Alchemy - digital materialization
wlEmoticon-smile[1].png

RE: Importing FBX from Maya to SI

2012-10-29 Thread Min Rui Tan
In 2013, the import framerate option is under Animation tab, Timeline  Frame 
Rate, in the import options dialog for FBX import.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Debdas Mohanty
Sent: Tuesday, October 30, 2012 4:17 AM
To: softimage@listproc.autodesk.com
Subject: Re: Importing FBX from Maya to SI

I am middle of this test and using different packages. Got this baked animation 
but i need this animations as FBX format so that i can save those action 
sources easily for latter use in SI . I cant go back and check now ,if freeze 
transformations was done or not. because it was not animated in Maya.  I am 
just using Maya to import those animations and converting into FBX format and 
send those to SI.

Is there anyway to change the import fbx frame rate options in SI 2013? in 
crosswalk V 2011.5 this option was there and there is no problem as Sandy 
checked my FBX file.In Crosswalk V 2013 change frame rate option is not there.

Any solution other than go back and check in maya and check each and every 
single object is freezed transform or not???


attachment: winmail.dat

Re: Importing FBX from Maya to SI

2012-10-29 Thread Debdas Mohanty
Hello Min Rui,

   The option you mentioned is not going to help because its fixed to
frame rate 30. we cant change it to 24 now in 2013. this horrible.

Alok and Manny as you informed that freeze transform, causes the problem,
that is true for 2013. If you check in 2011.5 and just change the frame
rate option it works perfectly.

I tested 2 ways with freeze transform objects and animate the objects.

Case 1: created a sphere in maya(Frame Rate 24)Transformed to different
spacefreeze transformation animate 24 framesexport fbx

Result: Imported in Si2013:  than 30 key frames generated. in between frame
number 1 and 24.
   Imported in Si2011.5: ( Frame rate30 ) Same result as XSI2013
   Imported In SI 2011.5 ( Frame rate 24 ).. 24 Frames Generated
without any decimal frame values. PERFECT

Case 2: created a sphere in maya (Frame Rate 24)Transformed to different
space animate 24 framesexport fbx

Result: Imported in Si2013:  2 key frames generated. On frame number 1 and
24.
   Imported in Si2011.5: ( Frame rate30 ) 2 key frames generated.
On frame number 1 and 24.
   Imported In SI 2011.5 ( Frame rate 24 ).. 2 key
frames generated. On frame number 1 and 24.

AD changed the option of Crosswalk and Now its showing all the errors.

Any Solution please??