Re: FBXImport Materials

2013-01-28 Thread ivan t
Hi Christian

I have filed your request for FBX layering under SOFT-8222. When you
mention spline / curve support, do you mean surface or curve ?

Regards
Ivan


Re: building asset tools

2013-01-28 Thread Michal Doniec
*I would say, the most important is to make the right difference between
the asset and the file on disk.*
*The asset is just a concept, often just an entry in whatever storage unit
you choose with metadatas and bind to a file on dis*k.

I can only second that. The most common design mistake I see in data/asset
management systems is treating files on disk as the higest level assets.
Having a higher abstraction level (*asset is just a concept*) from the
beginning is really beneficial in many cases, including the one pointed out
by Jo and will for sure lead to much simpler code. If you decide to treat
ordinary disk files as assets, I can guarantee you will end up with a layer
of super assets or asset collections, packages (call it what you want)
sooner or later.

As far as technicalities go, I'd go for FBX for storing hierarchies of
objects. The format has a future, is expandable, but be prepared to deal
with some oddities and bugs from time to time.
At my previous place, all pipeline was mostly fbx based for rigs and
similar.
Cache format, Alembic is imo the best choice.


On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage unit
 you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip archive
 on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it a
 json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat file
 (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid to
 handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've had
 it working in Maya for a while, but I'm now converting it and re-writing it
 to fit Softimage. I'm quite tempted to use Collada as it's a xml format and
 pretty easy to work with. But I would like to hear what everyone else is
 using? I *need* to be able to export it as collada or fbx for the model
 assets so that it can be imported into other applications. The Rig/Sim
 assets will be native emdl as they are only going to be used in softimage
 (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at asset
 location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys think?
 Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: building asset tools

2013-01-28 Thread Guillaume Laforge
 As far as technicalities go, I'd go for FBX for storing hierarchies of
objects.

Hierarchies can be saved using Alembic too. It is a format to bake scenes
after all :).

FBX advantages are that you don't bake the meshes as they keeps their
envelope and use the DCC specific code to do the skinning. It can be very
useful if you do the skinning in a package and the rigging in an other one.
But for every validated assets, I won't use such format as you can't be
sure your animation will be the same at the end of the pipeline. The
optimized point cache approach of Alembic is much better.

Cheers,

Guillaume Laforge

On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference between
 the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in data/asset
 management systems is treating files on disk as the higest level assets.
 Having a higher abstraction level (*asset is just a concept*) from the
 beginning is really beneficial in many cases, including the one pointed out
 by Jo and will for sure lead to much simpler code. If you decide to treat
 ordinary disk files as assets, I can guarantee you will end up with a layer
 of super assets or asset collections, packages (call it what you want)
 sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage unit
 you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip archive
 on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it a
 json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat file
 (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid to
 handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've had
 it working in Maya for a while, but I'm now converting it and re-writing it
 to fit Softimage. I'm quite tempted to use Collada as it's a xml format and
 pretty easy to work with. But I would like to hear what everyone else is
 using? I *need* to be able to export it as collada or fbx for the model
 assets so that it can be imported into other applications. The Rig/Sim
 assets will be native emdl as they are only going to be used in softimage
 (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at asset
 location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys think?
 Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec



Re: building asset tools

2013-01-28 Thread Stefan Andersson
Does anyone here on the list knows if you can envelope an alembic file?

regards
stefan


On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects.

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it a
 json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid
 to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've had
 it working in Maya for a while, but I'm now converting it and re-writing it
 to fit Softimage. I'm quite tempted to use Collada as it's a xml format and
 pretty easy to work with. But I would like to hear what everyone else is
 using? I *need* to be able to export it as collada or fbx for the
 model assets so that it can be imported into other applications. The
 Rig/Sim assets will be native emdl as they are only going to be used in
 softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys think?
 Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec





-- 
*Stefan Andersson | Digital Janitor*
blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
twitter http://twitter.com/sanders3d |

Re: OT: Ergonomic chairs

2013-01-28 Thread Eric Lampi
Thanks for the suggestions, I actually already have an Aeron, bought it
from a hedge fund guy who was downsizing a couple years back, the only good
thing to come out of the financial crisis for me.. It just doesn't have all
of the adjustments I need. I checked out several, and while the Herman
Miller Embody is really cool, I'm not dropping that kind of money on a
chair.

I actually thought this felt the best and is closer to a reasonable price
range. Maybe I can find one cheaper than list somewhere.

http://store.steelcase.com/brochures/amia/

Eric



On Sat, Jan 26, 2013 at 11:37 PM, Andy Moorer andymoo...@gmail.com wrote:

 I like those too, if you haven't tried one they're in fact very
 comfortable despite being freaky looking. :D

 Everywhere I end up seems to go cheap on chairs lately. It's a pity,
 because it really makes a difference - if little discomforts aren't
 distracting people they seem to do much better work.

 On Jan 26, 2013, at 6:42 AM, olivier jeannel olivier.jean...@noos.fr
 wrote:

  I sit on that at my home desk :
  (Jpg of kneel-type chair)




-- 
Freelance 3D and VFX animator

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


Re: building asset tools

2013-01-28 Thread Guillaume Laforge
You can't 'out the box', but you could store all the envelope weights and
static pauses using some Alembic properties.
The main problem would be that you would need to interpret those new
properties in every DCCs alembic plugin too...

So, in short the answer is no :).

Guillaume


On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects.

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it
 a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid
 to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys
 think? Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 

Re: building asset tools

2013-01-28 Thread Ciaran Moloney
I suppose you could probably attach custom float and string data to the
Alembic geometry description. But you'd then need to do some work to tell
the DCC to rebuild an envelope from that.



On Mon, Jan 28, 2013 at 2:07 PM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects.

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it
 a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid
 to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys
 think? Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 

Re: building asset tools

2013-01-28 Thread Eric Turman
a static pause could be technically correct though ;)


On Mon, Jan 28, 2013 at 8:32 AM, Guillaume Laforge 
guillaume.laforge...@gmail.com wrote:

  static pauses
 static poses...

 (long time since I did my last character pose I guess)


 On Mon, Jan 28, 2013 at 9:31 AM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 You can't 'out the box', but you could store all the envelope weights and
 static pauses using some Alembic properties.
 The main problem would be that you would need to interpret those new
 properties in every DCCs alembic plugin too...

 So, in short the answer is no :).

 Guillaume


 On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects.

 Hierarchies can be saved using Alembic too. It is a format to bake
 scenes after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.comwrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest 
 level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will 
 end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference
 between the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store 
 datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add
 it a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to 
 keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough
 solid to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as 
 it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big 

Re: building asset tools

2013-01-28 Thread Guillaume Laforge
:)

On Mon, Jan 28, 2013 at 9:36 AM, Eric Turman i.anima...@gmail.com wrote:

 a static pause could be technically correct though ;)


 On Mon, Jan 28, 2013 at 8:32 AM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  static pauses
 static poses...

 (long time since I did my last character pose I guess)


 On Mon, Jan 28, 2013 at 9:31 AM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 You can't 'out the box', but you could store all the envelope weights
 and static pauses using some Alembic properties.
 The main problem would be that you would need to interpret those new
 properties in every DCCs alembic plugin too...

 So, in short the answer is no :).

 Guillaume


 On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson 
 sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects.

 Hierarchies can be saved using Alembic too. It is a format to bake
 scenes after all :).

 FBX advantages are that you don't bake the meshes as they keeps
 their envelope and use the DCC specific code to do the skinning. It can be
 very useful if you do the skinning in a package and the rigging in an 
 other
 one.
 But for every validated assets, I won't use such format as you can't
 be sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.comwrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever
 storage unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest 
 level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will 
 end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects. The format has a future, is expandable, but be prepared to 
 deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference
 between the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store 
 datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add
 it a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to 
 keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about 
 the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough
 solid to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as 
 it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as
 collada or fbx for the model assets so that it can be imported into 
 other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can 

RE: building asset tools

2013-01-28 Thread Sandy Sutherland
I should imagine it would require some sort of build toolset upon importing of 
the alemic file - which BTW can import the mesh too - it cannot hold the 
skeleton data AFAIK.

When I looked it, or at least the Exorcortex version, it looked really exciting 
in many ways, but we had no budget so I settled for a straight forward MDD + 
emdl setup - we are fully softimage here.

If I was to do it again and had the budget it would be the way to go with a 
toolset for assembly in whatever package.

my R0.02

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 Stefan Andersson 
[sander...@gmail.com]
Sent: 28 January 2013 16:07
To: softimage@listproc.autodesk.com
Subject: Re: building asset tools

Does anyone here on the list knows if you can envelope an alembic file?

regards
stefan


On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
guillaume.laforge...@gmail.commailto:guillaume.laforge...@gmail.com wrote:
 As far as technicalities go, I'd go for FBX for storing hierarchies of 
 objects.

Hierarchies can be saved using Alembic too. It is a format to bake scenes after 
all :).

FBX advantages are that you don't bake the meshes as they keeps their 
envelope and use the DCC specific code to do the skinning. It can be very 
useful if you do the skinning in a package and the rigging in an other one.
But for every validated assets, I won't use such format as you can't be sure 
your animation will be the same at the end of the pipeline. The optimized point 
cache approach of Alembic is much better.

Cheers,

Guillaume Laforge


On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec 
doni...@gmail.commailto:doni...@gmail.com wrote:
I would say, the most important is to make the right difference between the 
asset and the file on disk.
The asset is just a concept, often just an entry in whatever storage unit you 
choose with metadatas and bind to a file on disk.

I can only second that. The most common design mistake I see in data/asset 
management systems is treating files on disk as the higest level assets. Having 
a higher abstraction level (asset is just a concept) from the beginning is 
really beneficial in many cases, including the one pointed out by Jo and will 
for sure lead to much simpler code. If you decide to treat ordinary disk files 
as assets, I can guarantee you will end up with a layer of super assets or 
asset collections, packages (call it what you want) sooner or later.

As far as technicalities go, I'd go for FBX for storing hierarchies of objects. 
The format has a future, is expandable, but be prepared to deal with some 
oddities and bugs from time to time.
At my previous place, all pipeline was mostly fbx based for rigs and similar.
Cache format, Alembic is imo the best choice.


On 27 January 2013 20:39, jo benayoun 
jobenay...@gmail.commailto:jobenay...@gmail.com wrote:
hey Stefan
I would say, the most important is to make the right difference between the 
asset and the file on disk.
The asset is just a concept, often just an entry in whatever storage unit you 
choose with metadatas and bind to a file on disk.
So to keep things simple, why not considering your asset as a zip archive on 
disk, in which you may use different file formats to store datas depending on 
the type of the asset and the
application it's most often used in.  Bundled with the archive, add it a 
json/xml/whatever file used to store the metadatas (creator, ctime, asset-type, 
...)
It becomes easy then when an asset is wanted to retrieve the adequat file (if 
exists) or run a converter (if needed).   This allows you to keep 
application-specific file formats while not having trade-offs on their re-use 
in others by abstracting.  Your asset manager don't know about the files but 
only about assets.
Dont bother with file formats but make your asset manager enough solid to 
handle whatever is used underneath to store datas.
--jon




2013/1/27 Stefan Andersson sander...@gmail.commailto:sander...@gmail.com
Hello everyone,

I'm building a set of tools for a asset manager for Softimage. I've had it 
working in Maya for a while, but I'm now converting it and re-writing it to fit 
Softimage. I'm quite tempted to use Collada as it's a xml format and pretty 
easy to work with. But I would like to hear what everyone else is using? I need 
to be able to export it as collada or fbx for the model assets so that it can 
be imported into other applications. The Rig/Sim assets will be native emdl as 
they are only going to be used in softimage 

Re: softimage and it's binary format

2013-01-28 Thread Sajjad Amjad
Some oil for the fire:
The terms 'non-trivial' and 'cost benefit to the customer' come to mind.

* ducks out *


On 28 January 2013 14:55, Ciaran Moloney moloney.cia...@gmail.com wrote:

 This has been a commonly requested feature over the years


 On Mon, Jan 28, 2013 at 2:29 PM, Stefan Andersson sander...@gmail.comwrote:

 Hello Everyone,

 Something that is bothering me, and has been bothering me for a long
 while, is the constant use of binary files in Softimage.

 1.) emdl
 Would it be so wrong to have this as a ascii format? So that you can
 parse through the model and change data which might be needed?

 2.) preset files
 SERIOUSLY... if I save out a single shader I should be able to edit the
 contents in the file.

 3.) scn files
 Would be most helpful if this also could have THE OPTION of being ascii.

 4.) dsprojectinfo
 I would love if this could be a ascii file so that it can be edited or
 created without Softimage

 Is there a way around this somehow? I've been lurking around to see if
 there was someone that had posted some ninja skills regarding this.

 anyhow, insights and thoughts are welcomed

 best regards
 stefan andersson



 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






Re: softimage and it's binary format

2013-01-28 Thread Sajjad Amjad
Just to clarify, those are some of the terms I heard from the AD end
whenever someone brought this issue up.

Like Ciaran said, this request has been brought up frequently.

Anyone involved with trouble-shooting knows the benefits of having ASCII
files, just need to convince the devs.


On 28 January 2013 15:33, Ponthieux, Joey j.ponthi...@nasa.gov wrote:

  On 1/28/2013 9:29 AM, Stefan Andersson wrote:

 Hello Everyone,

 Something that is bothering me, and has been bothering me for a long
 while, is the constant use of binary files in Softimage.


 3.) scn files
 Would be most helpful if this also could have THE OPTION of being ascii.



 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d




 Second that!

 Why?

 I've been writing out Maya .ma files for almost 12 years. That would have
 been 14 years except in 98 and 99 I did not have the foresight to
 understand that Maya's binary .mb files might need to be edited. On rare
 occasions we ran into scene files that would get corrupted or otherwise
 take a mind of their own. ASCII .ma files could be edited and the scene
 resurrected, an activity that occurred more frequently as the files got
 really large.

 Other reasons? Old scene files(decade old), and which were not corrupted,
 but had old texture file links that were no longer valid could be edited to
 relink the textures to their new location. Old .ma file, new file server,
 Perl script, no problem.

 The loss of hard disk space and extra time to load .ma files became
 trade-offs that were well worth the investment. As an added advantage
 interrogating the .ma scene structure yielded vast amounts of interesting
 information about Maya internals and structure. It was after all nothing
 but a huge Mel file.

 An example of a significant benefit?  I once wrote a material file
 converter for Wavefront TAV .mtl files to Maya. Something Alias Wavefront
 never created...go figure. I used a .ma file to decipher what the materials
 should look like in Maya and converted the .mtl files straight to .ma.
 Without the ASCII scene information from the .ma file it would have been
 practically impossible to accomplish.

 With this habit somewhat ingrained, I have often wondered what a Softimage
 scene file would look like in ASCII. I would welcome this capability in
 Softimage.

 Going back even farther, I had my own database management tools written in
 Perl for Softimage 3D back in the day. So having ascii access to
 dsprojectinfo would also be useful.   As would the other files. Granted I
 can understand the performance issues related to having some of these files
 as ascii, but each should be optional.

 Joey Ponthieux
 LaRC Information Technology Enhanced Services (LITES)
 Mymic Technical Services
 NASA Langley Research Center

 
 Opinions stated here-in are strictly those of the author and
 do not represent the opinions of NASA or any other party.





Re: softimage and it's binary format

2013-01-28 Thread Stefan Kubicek

I guess implementing an ASCII file format writer/reader is hard to do as an 
afterthought and difficult to justify for what is probably less than 1% of the 
user base that would actually require and benefit from it.

There has once been a push towards a 3dsMax ASCII file format by Borislav 
Bobo Petrov years ago, but it was just too time consuming to maintain and 
develop up to a level where it could actually be used reliably and professionally, and 
for simple things you could just use the FBX ascii file format.
http://www.scriptspot.com/bobo/darkmoon/bff/

For something like that I imagine you'd first need 100% script access to every 
minute detail of the scene. That is: Not only being able to read certain 
information, but also to create and connect objects in a non-linear fashion, 
however there are still places in Softimage where this is not possible (e.g. 
you cannot create an op and then connect it to some objects later, or change 
connections of an operator once they have been established, at least for the 
bigger part). That means that scene creation through scripting (assuming an 
ASCII file format for XSI would essentially be some sort of script, similar to 
a Maya ASCII file) would need to be linear, you'd have to be careful what you 
create at which point in time/the file, and that again makes it harder compared 
to just writing all the nodes out to the file and then start making connections 
to/from their parameters.

Just some thoughts, somebody correct me if I'm wrong.

Stefan





Hello Everyone,

Something that is bothering me, and has been bothering me for a long while,
is the constant use of binary files in Softimage.

1.) emdl
Would it be so wrong to have this as a ascii format? So that you can parse
through the model and change data which might be needed?

2.) preset files
SERIOUSLY... if I save out a single shader I should be able to edit the
contents in the file.

3.) scn files
Would be most helpful if this also could have THE OPTION of being ascii.

4.) dsprojectinfo
I would love if this could be a ascii file so that it can be edited or
created without Softimage

Is there a way around this somehow? I've been lurking around to see if
there was someone that had posted some ninja skills regarding this.

anyhow, insights and thoughts are welcomed

best regards
stefan andersson






--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - GrĂ¼ner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: softimage and it's binary format

2013-01-28 Thread ivan t
Thanks Stefan , will do :)

The team is aware of this popular request (and many others). I will log it
down.

Best Regards
Ivan

On Tue, Jan 29, 2013 at 12:08 AM, Stefan Andersson sander...@gmail.comwrote:

 You might want to check the backlog for the last 8-10 years of beta list
 discussions :)

 If you remember to log it, please write back which REQ number.

 best regards
 stefan andersson





Re: building asset tools

2013-01-28 Thread David Barosin
We're currently using alembic from soft to soft here.  Using reference
models with pre existing envelopes that attach on the fly to our rigs.
Alembic is basically used for point caching.

Alembic has also been used here for sharing data between Soft, Max, Maya
and Houdini quite nicely (cameras, animated geo...)  It has been the most
robust experience I've had to date compared to FBX or any other data
format.  The speed can be a little slow if you're also using alembic to
generated the topology per frame but for point cache only purposes it's
very nice.


What are you referring to regarding Maya Alembic?   I haven't heard the
good side of it.


On Mon, Jan 28, 2013 at 10:58 AM, Stefan Andersson sander...@gmail.comwrote:

 So Maya Alembic wins again...



 On Mon, Jan 28, 2013 at 3:31 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 You can't 'out the box', but you could store all the envelope weights and
 static pauses using some Alembic properties.
 The main problem would be that you would need to interpret those new
 properties in every DCCs alembic plugin too...

 So, in short the answer is no :).

 Guillaume


 On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects.

 Hierarchies can be saved using Alembic too. It is a format to bake
 scenes after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.comwrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest 
 level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will 
 end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference
 between the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store 
 datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add
 it a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to 
 keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough
 solid to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as 
 it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few 

Re: softimage and it's binary format

2013-01-28 Thread David Barosin
back in the day... hrcConvert ;)


On Mon, Jan 28, 2013 at 11:24 AM, ivan t ivansoftim...@gmail.com wrote:

 Thanks Stefan , will do :)

 The team is aware of this popular request (and many others). I will log it
 down.

 Best Regards
 Ivan


 On Tue, Jan 29, 2013 at 12:08 AM, Stefan Andersson sander...@gmail.comwrote:

 You might want to check the backlog for the last 8-10 years of beta list
 discussions :)

 If you remember to log it, please write back which REQ number.

 best regards
 stefan andersson





Re: Getting the spdl ICE attributes in c++

2013-01-28 Thread Steven Caron
i thought this might be it but i tried it in scripting and didn't get
anything related to iceattributes...

http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cpp/classXSI_1_1ShaderDef.html#a558539353bd99263d936703078f01369

no other ideas from me

On Mon, Jan 28, 2013 at 11:46 AM, Stefano Jannuzzo 
stefano.jannu...@gmail.com wrote:

 Hi folks.
 There are a few shaders that declare the list of ICE attributes they
 require to work, by listing their names in the output parameter section of
 their spdl.
 For instance, if you edit particle_Density, you can read

 ICEattribute =
 Color,Id,PointVelocity,Orientation,Size,PointPosition,Age,AgeLimit,StrandPosition,StrandVelocity,StrandSize,StrandOrientation,StrandColor;

 I need to retrieve this list in a cpp command (2011 and above), with no
 success yet. Any idea?
 Stefano



Re: Getting the spdl ICE attributes in c++

2013-01-28 Thread Stephen Blair
It tells Softimage that the shader wants data from ICE graph. Or 
something like that.



On 28/01/2013 3:15 PM, Steven Caron wrote:
aah yes! i didn't have it instanced in the scene yet. this is 
interesting too, ICEAttributes property on a shader node?


from siutils import si
si = si()# win32com.client.Dispatch('XSI.Application')
from siutils import log# LogMessage
from siutils import disp# win32com.client.Dispatch
from siutils import C# win32com.client.constants


for shaderdef in si.ShaderDefinitions:
if shaderdef.Name == Softimage.BA_particle_density3.1.0:
for shader in shaderdef.ShaderInstances:
for attr in shader.ICEAttributes:
log(attr.Name)



On Mon, Jan 28, 2013 at 12:07 PM, Stephen Blair 
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:


I found I could get the ICEattribute for Particle Density if the
shader exists in the scene (in 2013sp1). But that's not true for
the other shaders that have ICEattribute.

In 2013 SP1, in Python:

sdef = Application.GetShaderDef(
Softimage.BA_particle_density3.1.0 )
for i in range( len(sdef.Attributes.Names) ):
print %s=%s % ( sdef.Attributes.Names[i],
sdef.Attributes.Values[i] )

If you run that snippet in a blank scene, you get:

// INFO : Softimage.BA_particle_density3.1.0
// INFO : Softimage.BA_particle_density3.1.0 has 2 attribute
name(s) and 2 value(s):
// INFO : - shaderlocation == 3
// INFO : - thumbnail == particle.bmp

If you run this script first:

CreatePrim(Grid, MeshSurface, null, null);
ICEFlow_CreateParticles(null, null, null);
ApplyShader(ICEParticleVolumeShader, ,
ICEParticleVolumeShader, , siLetLocalMaterialsOverlap);

then you get this:

# shaderlocation=3
# thumbnail=particle.bmp
# {C535FA4D-E44A-45EB-AEE0-9F9AAEA91745}=None
#

{20ECB4F8-A4A1-44FE-956A-0F6E98D541A8}=Color,Id,PointVelocity,Orientation,Size,PointPosition,Age,AgeLimit,StrandPosition,StrandVelocity,StrandSize,StrandOrientation,StrandColor






On 28/01/2013 3:01 PM, Steven Caron wrote:

i thought this might be it but i tried it in scripting and didn't
get anything related to iceattributes...


http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cpp/classXSI_1_1ShaderDef.html#a558539353bd99263d936703078f01369

no other ideas from me

On Mon, Jan 28, 2013 at 11:46 AM, Stefano Jannuzzo
stefano.jannu...@gmail.com mailto:stefano.jannu...@gmail.com
wrote:

Hi folks.
There are a few shaders that declare the list of ICE
attributes they require to work, by listing their names in
the output parameter section of their spdl.
For instance, if you edit particle_Density, you can read

ICEattribute =

Color,Id,PointVelocity,Orientation,Size,PointPosition,Age,AgeLimit,StrandPosition,StrandVelocity,StrandSize,StrandOrientation,StrandColor;

I need to retrieve this list in a cpp command (2011 and
above), with no success yet. Any idea?
Stefano









Re: OT: Ergonomic chairs

2013-01-28 Thread Alan Fregtman
We got a few Knoll ones for testing at work and it was a mixed bag of
opinion. Some like the bendy back but a lot of people really don't.

Yes, it's comfortable, but I'm not sure it is conductive to a good posture.
It doesn't hold your back straight (in an ergonomic ideal position); it
bends to your back's will.




On Fri, Jan 25, 2013 at 8:24 AM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 We have crappy chairs here at Ubi but I heard good things about this Knoll
 ones: http://www.sithowyouwant.com/generation

 Similar in price than the Aeron but cheaper than the Embody. GASP!

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steve Pratt
 *Sent:* 24 janvier 2013 23:45
 *To:* XSi Mail List
 *Subject:* Re: OT: Ergonomic chairs

 ** **

 I've been a chair gnome for 30 years.

 Bought an Aeron, 12 years ago and, apart from the dust, still looks new,
 and is still the best all rounder.

 It sits at home now as I'm an employee  and management penny pinched and
 got cheap Aeron knock offs. They're lousy.

 ** **

 On 25 January 2013 14:02, Eric Lampi ericla...@gmail.com wrote:

 Hey all,

 Does anyone have recommendations for good, adjustable, ergonomic chair? We
 all spend a lot of time sitting, so I figure this is probably a good place
 to ask. A Herman-Miller Aeron Chair is a no-brainer, so if anyone has an
 alternate suggestion, I'd appreciate it!

 Eric

 --
 Freelance 3D and VFX animator

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



 

 ** **

 --
 *Twenty years from now you will be more disappointed with the things
 that you didn't do than by the ones you did do. So throw off the bowlines.
 Sail away from the safe harbour. Catch the trade winds in your sails.
 Explore. Dream. Discover.* - Mark Twain



Re: Getting the spdl ICE attributes in c++

2013-01-28 Thread Steven Caron
i wonder what possibilities for tighter integration of other
renderers/shaders this provides 3rd parties?


On Mon, Jan 28, 2013 at 12:22 PM, Stephen Blair stephenrbl...@gmail.comwrote:

  It tells Softimage that the shader wants data from ICE graph. Or
 something like that.




Re: Middle mouse pan in ice tree

2013-01-28 Thread Ciaran Moloney
People got annoyed when moving back and forth between Nuke and Soft.


On Mon, Jan 28, 2013 at 8:55 PM, David Barosin dbaro...@gmail.com wrote:

 Anyone know if there is a way to turn off the middle mouse for panning in
 the ICE Tree.  I *really* miss the old behavior that had middle mouse
 handle branch selection boxes.  It was totally consistent with everything
 else in XSI's selection mode.  Not sure why that was even changed.







Re: Middle mouse pan in ice tree

2013-01-28 Thread David Barosin
Yeah I guess the happy solution would be a preference check box.  Thanks
for everyone chiming in.  It does seem to break from the established flow
of selecting objects and components in the 3d view.

This new mode slows things down if you have large trees that need to be
shuffled around (especially with a mix of branches and temporarily
unconnected nodes).


On Mon, Jan 28, 2013 at 4:13 PM, Grahame Fuller grahame.ful...@autodesk.com
 wrote:

 There's no preference that I know of, but you can still middle-click (i.e.
 no drag) to branch-select a node. It also works with Shift (add to
 selection), Ctrl (toggle Selection), and Ctrl+Shift (deselect).

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Leonard Koch
 Sent: Monday, January 28, 2013 04:06 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Middle mouse pan in ice tree

 Yeah, that would be really lovely. That change annoys me about 15 times
 every day. Whenever my mind is elsewhere I fall back into the old and
 accustomed-to behaviour.

 On Mon, Jan 28, 2013 at 9:55 PM, David Barosin dbaro...@gmail.commailto:
 dbaro...@gmail.com wrote:
 Anyone know if there is a way to turn off the middle mouse for panning in
 the ICE Tree.  I really miss the old behavior that had middle mouse handle
 branch selection boxes.  It was totally consistent with everything else in
 XSI's selection mode.  Not sure why that was even changed.








Re: softimage and it's binary format

2013-01-28 Thread Luc-Eric Rousseau
There is really no technical reason why Softimage could not save the
equivalent of the current binary scene as ASCII, and it may not even
be slower. It's hard to explain why this project has never been
scheduled in the last 15 years without pointing fingers.

 priority should go on exposing more from Softimage than actually
 asking for an ascii file format.

.. and these projects often die often because argument like this,
which IMHO is a false dichotomy around core development vs the very
nebulous more SDK access.  It ignores the fact that core development
is done in a fraction of the time and benefit everyone plus the long
term viability of the product, and don't necessarily exclude SDK
support.


On Mon, Jan 28, 2013 at 5:18 PM, jo benayoun jobenay...@gmail.com wrote:
 I think, it has been made clear over the past why there is no ascii file
 formats ala Maya ma.
 Maya has the huge advantage to be build from the ground to the top using a
 command engine and so
 makes easier to have such file formats.

 I think it was one of the softimage dev who clearly explain that the emdl or
 scn files are dumps (serialized datas) from internal datastructures.  The
 downside of this is because Autodesk wont expose softimage internals, this
 makes the format closed and if your file gets corruptes, well thats all on
 you, but as a good point, we get faster load times.

 We already have the tools to write custom exporter, though they are
 limited...  priority should go on exposing more from Softimage than actually
 asking for an ascii file format.


Re: softimage and it's binary format

2013-01-28 Thread Steven Caron
at 'maya developers'?


On Mon, Jan 28, 2013 at 9:30 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:


 Excellent... let's point some fingers! :D