Re: animation editor - Gradient extrapolation?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?
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
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?
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
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
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?
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?
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?
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?
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
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
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
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??