Re: Octane render

2013-02-20 Thread Ciaran Moloney
On Wed, Feb 20, 2013 at 1:27 AM, Steven Caron car...@gmail.com wrote:

 its not subjective... octane has access to more hardware. so what i am
 saying is, arnold would preform similarly if it was using a machine with
 1500 cores. we would set the sampling really high and be done in 10 mins
 and it would be silky smooth.


Assuming you can make your buckets small enough to fully make use of all
those 1500 cores ...


Re: Octane render

2013-02-20 Thread Toonafish
Very nice ! Is the intergrated plugin available for download, or did you 
Kick someone's Ass to get it ?


- Ronald

On 2/19/2013 19:22, Stephan Woermann wrote:

Maybe a little bit late.
But the scene was good to test my plugin.
~2:05 with a GTX670. Settings are shown in the image...

Stephan


2013/2/18 Octavian Ureche okt...@gmail.com mailto:okt...@gmail.com

Hey Tim,

To be honest, i think it's because i was lazy, and tried to do the
setup as quickly as possible, and instead of tweaking the exposure on
the hdri dome, i just cranked up the primary bounce rate to a level
that technically yields unrealistic results, physically speaking. I
used a 3x primary bounce multiplier when normally you should leave it
at 1. That way you exaggerate the lighting in a render making
everything that bounces light look overexposed, but you also come
across abnormalities like this. Might also be related to the fact that
i've somehow managed to rotate the sky dome in such a way that light
comes in perpendicular to the side wall, and combined that with the
fact that the frames of the windows receive less bounces than the
underside of the table, they tend to look less exposed. Might also be
related to the fact that i'm using an hdri map for light, and not an
actual directional light per se.

Might also be that i have no idea why this is happening and i'll just
do another render with more accurate settings and see what happens :)






Rendermapping a reflection?

2013-02-20 Thread Morten Bartholdy
I need to reposition an environmentmap hdri, essentially moving it on the z
axis and create a new env map hdri from that, because space on the hdri
aquirement location did not allow me to put the camera exactly where it
should have been.

Thinking I just need to rendermap out reflections from a sphere, I tried
this, but get a black image. I am in Arnold land so MR techniques are not
very present - should this not be possible, and what might I be missing?

Thanks!

Best
Morten

Re: Rendermapping a reflection?

2013-02-20 Thread Vincent Langer
You Can render a new hdri with the spherical cam lens shader oder adjust
the former hdri in nuke
Am 20.02.2013 11:52 schrieb Morten Bartholdy x...@colorshopvfx.dk:

 **

 I need to reposition an environmentmap hdri, essentially moving it on the
 z axis and create a new env map hdri from that, because space on the hdri
 aquirement location did not allow me to put the camera exactly where it
 should have been.



 Thinking I just need to rendermap out reflections from a sphere, I tried
 this, but get a black image. I am in Arnold land so MR techniques are not
 very present - should this not be possible, and what might I be missing?



 Thanks!



 Best

 Morten




Re: Octane render

2013-02-20 Thread Stefan Kubicek

Your last post looks realy cool after 1hr. My internal version uses nearly
the double of the time as the standalone, Don´t know why...


I believe to remember that there used to be (or still is) an issue where it was 
taking considerable
amounts of CPU time to copy the updated internal image from the renderer to the 
Softimage render window.
Afaik this only affected render windows but not the Render region (or vice 
versa?)
Maybe this is slowing your internal version of the render down? Have you 
tried updating the Render Window less frequently
and see if that speeds up the total render time?

I think I also remember that copying one large chunk of data to the window is 
slower than copying many small chunks.


Stefan



Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Stefan Kubicek

At least the Assets are available in native xsi format :-)



Nice contest...but
http://area.autodesk.com/contest

Please note that this contest is open to US and Canada residents only (Puerto 
Rico and Quebec excluded).

I can't believe they didn't get through all the hoops to get this contest 
working in Quebec!
I mean one of the main Autodesk office is HERE for Pete's sake. How 
disrespectful.

MAC




--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner 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: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Marc-Andre Carbonneau
LoL
I sent an email to Sonja Muller.(the only contact that is on the contest page) 
We'll see what she has to say.
Quebec's government doesn't make it easy for companies to hold contests here 
but I know it is possible as a lot of other companies do hold them.
It's probably just more paperwork and Autodesk being lazy or un-educated as to 
how to make it work.

Although this only concerns a hundred people from the list, I'll post the 
answer I get from Autodesk for your curiosity.
Cheers,
MAC

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: 20 février 2013 09:26
To: softimage@listproc.autodesk.com
Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

At least the Assets are available in native xsi format :-)


 Nice contest...but
 http://area.autodesk.com/contest

 Please note that this contest is open to US and Canada residents only (Puerto 
 Rico and Quebec excluded).

 I can't believe they didn't get through all the hoops to get this contest 
 working in Quebec!
 I mean one of the main Autodesk office is HERE for Pete's sake. How 
 disrespectful.

 MAC



-- 
---
Stefan Kubicek   Co-founder
---
   keyvis digital imagery
  Wehrgasse 9 - Grüner 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: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Luc-Eric Rousseau
tons of contest are not run available to resident of Quebec, I see
this fine print all the time.  bit frustrating; I blame the PQ

On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
 LoL
 I sent an email to Sonja Muller.(the only contact that is on the contest 
 page) We'll see what she has to say.
 Quebec's government doesn't make it easy for companies to hold contests here 
 but I know it is possible as a lot of other companies do hold them.
 It's probably just more paperwork and Autodesk being lazy or un-educated as 
 to how to make it work.


Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Luc-Eric Rousseau
here is what about.com says:

Question: Why are So Many Sweepstakes Void in Quebec
http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm

On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau luceri...@gmail.com wrote:
 tons of contest are not run available to resident of Quebec, I see
 this fine print all the time.  bit frustrating; I blame the PQ

 On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
 marc-andre.carbonn...@ubisoft.com wrote:
 LoL
 I sent an email to Sonja Muller.(the only contact that is on the contest 
 page) We'll see what she has to say.
 Quebec's government doesn't make it easy for companies to hold contests here 
 but I know it is possible as a lot of other companies do hold them.
 It's probably just more paperwork and Autodesk being lazy or un-educated as 
 to how to make it work.


Re: Octane render

2013-02-20 Thread Stephan Woermann
@Steven:
I can change the samples to max 64k, but haven´t tested it. I think when i
double the sample, in this case to 20k, it should noise free. It depends
from scene to scene.
Indoors with less light sources are always slower. An outdoor render will
be faster...

@Toonafish:
Sorry, not available to download. Must integrate the environment which is
set in this image via the sourcecode. Than i will start a closed beta...

@Stefan:
Have tested some things and found the problem.

The problem is, that each mesh is added to a groop. If you have 20 meshes,
the group has 20 input pins. Each pin will need some time to evaluate or
whatever. When i merge the whole scene in one mesh, so that i have only one
pin in the group, then i have nearly the same speed as in the standalone.
One problem here is, that each mesh can only have one uv map. An other
problem is, if you have an envelope, the whole merged mesh must be
submitted again for each frame.

This is why i use multiple meshes, i check if the mesh has an envelope,
then i submit only this mesh.
An other nice feature here is, i have a check if only the srt is
animated/changed. If the srt matrix is changed, i send only this matrix to
Octane to make the calculation on the gpu. So you can move, scale or rotate
each mesh, without to submit it. I can also send more than one matrix to
Octane. Octane will then dublicate the mesh with the matrix information.
It´s a scatter.
But here is the price the renderspeed.
Hope that Otoy will find a solution to speedup the process...

Stephan


2013/2/20 Stefan Kubicek s...@tidbit-images.com

 Your last post looks realy cool after 1hr. My internal version uses nearly
 the double of the time as the standalone, Don´t know why...


 I believe to remember that there used to be (or still is) an issue where
 it was taking considerable
 amounts of CPU time to copy the updated internal image from the renderer
 to the Softimage render window.
 Afaik this only affected render windows but not the Render region (or vice
 versa?)
 Maybe this is slowing your internal version of the render down? Have you
 tried updating the Render Window less frequently
 and see if that speeds up the total render time?

 I think I also remember that copying one large chunk of data to the window
 is slower than copying many small chunks.


 Stefan



Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Alok
With so many stringent rules it is no wonder the contest is void, sad 
for us in Quebec though :(


Alok Gandhi
Lead TD
Modusfx

On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:

here is what about.com says:

Question: Why are So Many Sweepstakes Void in Quebec
http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm

On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau luceri...@gmail.com wrote:

tons of contest are not run available to resident of Quebec, I see
this fine print all the time.  bit frustrating; I blame the PQ

On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:

LoL
I sent an email to Sonja Muller.(the only contact that is on the contest page) 
We'll see what she has to say.
Quebec's government doesn't make it easy for companies to hold contests here 
but I know it is possible as a lot of other companies do hold them.
It's probably just more paperwork and Autodesk being lazy or un-educated as to 
how to make it work.


-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date: 02/20/13





RE: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Marc-Andre Carbonneau
Ya... some really discouraging rules! Hmmm, where did I put my red square...


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
Sent: 20 février 2013 10:20
To: softimage@listproc.autodesk.com
Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

With so many stringent rules it is no wonder the contest is void, sad for us in 
Quebec though :(

Alok Gandhi
Lead TD
Modusfx

On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
 here is what about.com says:

 Question: Why are So Many Sweepstakes Void in Quebec 
 http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm

 On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau luceri...@gmail.com 
 wrote:
 tons of contest are not run available to resident of Quebec, I see 
 this fine print all the time.  bit frustrating; I blame the PQ

 On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:
 LoL
 I sent an email to Sonja Muller.(the only contact that is on the contest 
 page) We'll see what she has to say.
 Quebec's government doesn't make it easy for companies to hold contests 
 here but I know it is possible as a lot of other companies do hold them.
 It's probably just more paperwork and Autodesk being lazy or un-educated as 
 to how to make it work.

 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date: 
 02/20/13





Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Eric Thivierge
Softimage assets are made in 2013 btw.


Eric Thivierge
http://www.ethivierge.com


On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void, sad for
 us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:
  tons of contest are not run available to resident of Quebec, I see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on the
 contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13






Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Jeremie Passerin
Nice little contest ! Go Softimage !

Anybody knows who did the rigs for Softimage ?
Is that me or the Dave character is extremely slow in shaded mode ?





On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void, sad for
 us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:
  tons of contest are not run available to resident of Quebec, I see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on the
 contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13







Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Adam Sale
I did the rigs over a couple of weeks between my full time gigs. The meshes
came from 3ds max I believe and were a mess when I first got them. Too many
pieces, shapes that didn't work in Softimage, scale issues. I pretty much
had to take them down to bare mesh and start from scratch. They have not
been fully tested as there was no time or animators available to put them
through their paces. Still, they should be robust enough.
Originally the meshes had tangent properties on them that were slowing them
down something awful, but I had toasted them to increase performance.
The Dave character didn't seem to have issues at the time I uploaded him,
though if its something that others notice as well I can have a look.

Adam





On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin gerem@gmail.comwrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void, sad
 for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on the
 contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13








how to get rid of thumbnail folder generation????

2013-02-20 Thread Szabolcs Matefy
Hey Guys

 

Is it possible to get rid of generation of thumbnail folders? Our
programmers went crazy today, that the game build was unable to compile
due to the excess data thumbnail folders generated...

 

Cheers

 

Szabolcs

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


Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Jeremie Passerin
Hey Adam,

I forwarded the rigs to our animators here. I want them to have a look and
check if there anything we don't have in our rigs that we could add ;-)
The Dave character works fine in Wireframe or HiddenLineRemoval. for me
it's really just the shaded mode that is slow. It comes with a rainbow
shader that I suspect is the cause of the slow down.

I only played with the rigs for 2 minutes so far and I didn't break them ..
so that's a good sign ;-)

Jeremie

On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough.
 Originally the meshes had tangent properties on them that were slowing
 them down something awful, but I had toasted them to increase performance.
 The Dave character didn't seem to have issues at the time I uploaded him,
 though if its something that others notice as well I can have a look.

 Adam





 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin gerem@gmail.comwrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void, sad
 for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on the
 contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13









Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Adam Sale
Well, thats good :-)
The rainbow shader.. must be the vertex map. That should not be there.
I think when I get a chance, I will have to provide updates to the rigs
based on any feedback I receieve. I can use my blog to do so.



On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin gerem@gmail.comwrote:

 Hey Adam,

 I forwarded the rigs to our animators here. I want them to have a look and
 check if there anything we don't have in our rigs that we could add ;-)
 The Dave character works fine in Wireframe or HiddenLineRemoval. for me
 it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.

 I only played with the rigs for 2 minutes so far and I didn't break them
 .. so that's a good sign ;-)

 Jeremie


 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough.
 Originally the meshes had tangent properties on them that were slowing
 them down something awful, but I had toasted them to increase performance.
 The Dave character didn't seem to have issues at the time I uploaded him,
 though if its something that others notice as well I can have a look.

 Adam





 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin gerem@gmail.comwrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void, sad
 for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on the
 contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do 
 hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13










Getting indices out of the PointLocator API?

2013-02-20 Thread Alan Fregtman
Hey guys,

With the XSI SDK PointLocator API, I see an EvaluatePositions() but not
EvaluateVertices().

Do I really have to go and find them by value from a list of positions?? :/

Any help appreciated.
Cheers,

   -- Alan


Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Jeremie Passerin
he he !
So yeah, I found out. there is a weightmap called tangent with a operator
called TangentOp. When you delete that it's much much faster !



On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:

 Well, thats good :-)
 The rainbow shader.. must be the vertex map. That should not be there.
 I think when I get a chance, I will have to provide updates to the rigs
 based on any feedback I receieve. I can use my blog to do so.



 On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin gerem@gmail.comwrote:

 Hey Adam,

 I forwarded the rigs to our animators here. I want them to have a look
 and check if there anything we don't have in our rigs that we could add ;-)
 The Dave character works fine in Wireframe or HiddenLineRemoval. for me
 it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.

 I only played with the rigs for 2 minutes so far and I didn't break them
 .. so that's a good sign ;-)

 Jeremie


 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough.
 Originally the meshes had tangent properties on them that were slowing
 them down something awful, but I had toasted them to increase performance.
 The Dave character didn't seem to have issues at the time I uploaded
 him, though if its something that others notice as well I can have a look.

 Adam





 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin 
 gerem@gmail.comwrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void, sad
 for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on the
 contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do 
 hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13











Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Adam Sale
those tangent ops are deadly. There is an option you can turn on in the
shaded view that allows you to keep the tangents, Under display options, in
the shaded mode area, set the vertex color option to 'Never show' ( use
material). I think it better to keep the op as its needed for the normal
map for rendering.



On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin gerem@gmail.comwrote:

 he he !
 So yeah, I found out. there is a weightmap called tangent with a operator
 called TangentOp. When you delete that it's much much faster !



 On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:

 Well, thats good :-)
 The rainbow shader.. must be the vertex map. That should not be there.
 I think when I get a chance, I will have to provide updates to the rigs
 based on any feedback I receieve. I can use my blog to do so.



 On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin 
 gerem@gmail.comwrote:

 Hey Adam,

 I forwarded the rigs to our animators here. I want them to have a look
 and check if there anything we don't have in our rigs that we could add ;-)
 The Dave character works fine in Wireframe or HiddenLineRemoval. for me
 it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.

 I only played with the rigs for 2 minutes so far and I didn't break them
 .. so that's a good sign ;-)

 Jeremie


 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough.
 Originally the meshes had tangent properties on them that were slowing
 them down something awful, but I had toasted them to increase performance.
 The Dave character didn't seem to have issues at the time I uploaded
 him, though if its something that others notice as well I can have a look.

 Adam





 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin 
 gerem@gmail.comwrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.comwrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void,
 sad for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on the
 contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do 
 hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13












Re: Octane render

2013-02-20 Thread Steven Caron
render time?


On Wed, Feb 20, 2013 at 10:40 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:

 I took this last night, so there was no sun... This scene was in some
 abandoned place in my computer, and apparently, some 7 million leafs of
 grass grew in it.
  Now if only I could find an excuse for displacement and mb :)




Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Eric Thivierge
The Gwen foot rolls aren't working and get script errors when trying to
select the leg up vectors through the synoptic. Also User_Normals are on
all the meshes of her. Remove to speed up the character.

Just an FYI not a rig critique. Thanks for rigging this stuff up Adam.
Really appreciate the efforts.


Eric Thivierge
http://www.ethivierge.com


On Wed, Feb 20, 2013 at 1:35 PM, Adam Sale adamfs...@gmail.com wrote:

 those tangent ops are deadly. There is an option you can turn on in the
 shaded view that allows you to keep the tangents, Under display options, in
 the shaded mode area, set the vertex color option to 'Never show' ( use
 material). I think it better to keep the op as its needed for the normal
 map for rendering.



 On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin gerem@gmail.comwrote:

 he he !
 So yeah, I found out. there is a weightmap called tangent with a operator
 called TangentOp. When you delete that it's much much faster !



 On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:

 Well, thats good :-)
 The rainbow shader.. must be the vertex map. That should not be there.
 I think when I get a chance, I will have to provide updates to the rigs
 based on any feedback I receieve. I can use my blog to do so.



 On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin 
 gerem@gmail.comwrote:

 Hey Adam,

 I forwarded the rigs to our animators here. I want them to have a look
 and check if there anything we don't have in our rigs that we could add ;-)
 The Dave character works fine in Wireframe or HiddenLineRemoval. for me
 it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.

 I only played with the rigs for 2 minutes so far and I didn't break
 them .. so that's a good sign ;-)

 Jeremie


 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. 
 They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough.
 Originally the meshes had tangent properties on them that were slowing
 them down something awful, but I had toasted them to increase performance.
 The Dave character didn't seem to have issues at the time I uploaded
 him, though if its something that others notice as well I can have a look.

 Adam





 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin gerem@gmail.com
  wrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.comwrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void,
 sad for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I
 see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on
 the contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies do 
 hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it work.
 
  -
  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
  02/20/13













Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Adam Sale
Hmm. they should be working. I did find an issue at a workplace, where they
got disconnected. A mesh error preceded the loss of the foot roll, but I
was not able to track down which mesh was the problem. The foot roll was
just a link with.. so not sure what would have destroyed it.


On Wed, Feb 20, 2013 at 10:51 AM, Eric Thivierge ethivie...@gmail.comwrote:

 The Gwen foot rolls aren't working and get script errors when trying to
 select the leg up vectors through the synoptic. Also User_Normals are on
 all the meshes of her. Remove to speed up the character.

 Just an FYI not a rig critique. Thanks for rigging this stuff up Adam.
 Really appreciate the efforts.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 1:35 PM, Adam Sale adamfs...@gmail.com wrote:

 those tangent ops are deadly. There is an option you can turn on in the
 shaded view that allows you to keep the tangents, Under display options, in
 the shaded mode area, set the vertex color option to 'Never show' ( use
 material). I think it better to keep the op as its needed for the normal
 map for rendering.



 On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin 
 gerem@gmail.comwrote:

 he he !
 So yeah, I found out. there is a weightmap called tangent with a
 operator called TangentOp. When you delete that it's much much faster !



 On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:

 Well, thats good :-)
 The rainbow shader.. must be the vertex map. That should not be there.
 I think when I get a chance, I will have to provide updates to the rigs
 based on any feedback I receieve. I can use my blog to do so.



 On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin gerem@gmail.com
  wrote:

 Hey Adam,

 I forwarded the rigs to our animators here. I want them to have a look
 and check if there anything we don't have in our rigs that we could add 
 ;-)
 The Dave character works fine in Wireframe or HiddenLineRemoval. for
 me it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.

 I only played with the rigs for 2 minutes so far and I didn't break
 them .. so that's a good sign ;-)

 Jeremie


 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. 
 They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough.
 Originally the meshes had tangent properties on them that were
 slowing them down something awful, but I had toasted them to increase
 performance.
 The Dave character didn't seem to have issues at the time I uploaded
 him, though if its something that others notice as well I can have a 
 look.

 Adam





 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin 
 gerem@gmail.com wrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.comwrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not
 Quebec...

 With so many stringent rules it is no wonder the contest is void,
 sad for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I
 see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on
 the contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to hold
 contests here but I know it is possible as a lot of other companies 
 do hold
 them.
  It's probably just more paperwork and Autodesk being lazy or
 un-educated as to how to make it 

Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Adam Sale
by the way, crits are never an issue, I'm sure there are issues with the
rig. Thick skin is a boon :-)


On Wed, Feb 20, 2013 at 10:57 AM, Adam Sale adamfs...@gmail.com wrote:

 Hmm. they should be working. I did find an issue at a workplace, where
 they got disconnected. A mesh error preceded the loss of the foot roll, but
 I was not able to track down which mesh was the problem. The foot roll was
 just a link with.. so not sure what would have destroyed it.


 On Wed, Feb 20, 2013 at 10:51 AM, Eric Thivierge ethivie...@gmail.comwrote:

 The Gwen foot rolls aren't working and get script errors when trying to
 select the leg up vectors through the synoptic. Also User_Normals are on
 all the meshes of her. Remove to speed up the character.

 Just an FYI not a rig critique. Thanks for rigging this stuff up Adam.
 Really appreciate the efforts.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 1:35 PM, Adam Sale adamfs...@gmail.com wrote:

 those tangent ops are deadly. There is an option you can turn on in the
 shaded view that allows you to keep the tangents, Under display options, in
 the shaded mode area, set the vertex color option to 'Never show' ( use
 material). I think it better to keep the op as its needed for the normal
 map for rendering.



 On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin 
 gerem@gmail.comwrote:

 he he !
 So yeah, I found out. there is a weightmap called tangent with a
 operator called TangentOp. When you delete that it's much much faster !



 On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:

 Well, thats good :-)
 The rainbow shader.. must be the vertex map. That should not be there.
 I think when I get a chance, I will have to provide updates to the
 rigs based on any feedback I receieve. I can use my blog to do so.



 On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin 
 gerem@gmail.com wrote:

 Hey Adam,

 I forwarded the rigs to our animators here. I want them to have a
 look and check if there anything we don't have in our rigs that we could
 add ;-)
 The Dave character works fine in Wireframe or HiddenLineRemoval. for
 me it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.

 I only played with the rigs for 2 minutes so far and I didn't break
 them .. so that's a good sign ;-)

 Jeremie


 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got 
 them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. 
 They
 have not been fully tested as there was no time or animators available 
 to
 put them through their paces. Still, they should be robust enough.
 Originally the meshes had tangent properties on them that were
 slowing them down something awful, but I had toasted them to increase
 performance.
 The Dave character didn't seem to have issues at the time I uploaded
 him, though if its something that others notice as well I can have a 
 look.

 Adam





 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin 
 gerem@gmail.com wrote:

 Nice little contest ! Go Softimage !

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?





 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.comwrote:

 Softimage assets are made in 2013 btw.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my
 red square...


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not
 Quebec...

 With so many stringent rules it is no wonder the contest is void,
 sad for us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
  here is what about.com says:
 
  Question: Why are So Many Sweepstakes Void in Quebec
  http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
 
  On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:
  tons of contest are not run available to resident of Quebec, I
 see
  this fine print all the time.  bit frustrating; I blame the PQ
 
  On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
  marc-andre.carbonn...@ubisoft.com wrote:
  LoL
  I sent an email to Sonja Muller.(the only contact that is on
 the contest page) We'll see what she has to say.
  Quebec's government doesn't make it easy for companies to
 hold 

Re: how to get rid of thumbnail folder generation????

2013-02-20 Thread Luc-Eric Rousseau
these thumbnails will speed up the XSI UI and lower the network
bandwidth. feel free to delete them any time, they will be regenerated
if necessary.   you can turn the whole thing off in the
User Preference -Rendering-Images-Image Proxies

On Wed, Feb 20, 2013 at 12:56 PM, Szabolcs Matefy szabol...@crytek.com wrote:
 Hey Guys



 Is it possible to get rid of generation of thumbnail folders? Our
 programmers went crazy today, that the game build was unable to compile due
 to the excess data thumbnail folders generated…



Re: Getting indices out of the PointLocator API?

2013-02-20 Thread Alan Fregtman
Ended up going the ICE way instead, but I shouldn't have to build an
icetree just to find out what's the closest null to another null in an
efficient way.

What I was doing was build a linear curve of every position of a set of
nulls in the order of said set, and then use the PointLocator API to query
the closest position from a particular position in global space. It works
really well for finding positions super quick, but I can't seem to directly
get a list of the vertices of said positions/locators.

The ICE way is to make a cloud of points based off the kine.global.pos of
the group, plus storing their name with Reference to String to a custom
attribute, say self.oName, On Emit. Then do the same with the second set on
another cloud. On that one, do a Get Closest Location feeding it a Get
Point Position and from the resulting location, grab its oName and store
it as an attribute on the second cloud like self.neighborName.

This all was just to rename the prefix of a set of nulls based on the
prefix of their closest null from a different set.



On Wed, Feb 20, 2013 at 1:20 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Hey guys,

 With the XSI SDK PointLocator API, I see an EvaluatePositions() but not
 EvaluateVertices().

 Do I really have to go and find them by value from a list of positions?? :/

 Any help appreciated.
 Cheers,

-- Alan




RE: Getting indices out of the PointLocator API?

2013-02-20 Thread Matt Lind
The PointLocator API is designed to be generic and transferrable across 
topologies.  Some work will be required to get information you seek.

You can get vertex indices using PolygonMesh.GetTriangleVertexIndexArray().  In 
some cases you may have to do some additional work with barycentric coordinates 
to get your desired result.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Wednesday, February 20, 2013 10:21 AM
To: XSI Mailing List
Subject: Getting indices out of the PointLocator API?

Hey guys,

With the XSI SDK PointLocator API, I see an EvaluatePositions() but not 
EvaluateVertices().

Do I really have to go and find them by value from a list of positions?? :/

Any help appreciated.
Cheers,

   -- Alan



Re: Setting active project in Python

2013-02-20 Thread Alok

  
  
This should work :
  Application.ActiveProject2 = Application.CreateProject(
  "Path\\To\\My\\Project\\")
  

  On 20/02/2013 4:31 PM, Eric Thivierge wrote:


  
  If I remember correctly, there is no way to get
this to work in Python.

Application.ActiveProject2 = "Path\\To\\My\\Project\\"


Is this still true?
  
  Getting this error ins 2012.5:
  
  # ERROR : Traceback (most recent call last):
  #  File "Script Block ", line 11, in
module
  #   xsi.ActiveProject2 =
"C:\\Users\\Eric\\Documents\\projects\\ET_Tools"
  #  File "C:\Program Files\Autodesk\Softimage
2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",
line 153, in __setattr__
  #   raise AttributeError, attr
  # AttributeError: activeproject2
  # - [line 11]
  

  Eric Thivierge
  http://www.ethivierge.com
  

  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
02/20/13


  



Re: Setting active project in Python

2013-02-20 Thread Alok

  
  
Just make sure that the path exists beforehand

  
   Original Message 
  

  
Subject:

Re: Setting active project in Python
  
  
Date: 
Wed, 20 Feb 2013 16:46:14 -0500
  
  
From: 
Alok alok.gan...@modusfx.com
  
  
To: 
softimage@listproc.autodesk.com
  

  
  
  
  
  This should work :
Application.ActiveProject2 = Application.CreateProject(
"Path\\To\\My\\Project\\")

  
On 20/02/2013 4:31 PM, Eric Thivierge wrote:
  
  

If I remember correctly, there is no way to get
  this to work in Python.
  
  Application.ActiveProject2 = "Path\\To\\My\\Project\\"
  
  
  Is this still true?

Getting this error ins 2012.5:

# ERROR : Traceback (most recent call last):
#  File "Script Block ", line 11, in
  module
#   xsi.ActiveProject2 =
  "C:\\Users\\Eric\\Documents\\projects\\ET_Tools"
#  File "C:\Program Files\Autodesk\Softimage
  2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",

  line 153, in __setattr__
#   raise AttributeError, attr
# AttributeError: activeproject2
# - [line 11]

  
Eric Thivierge
http://www.ethivierge.com

  

No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5618 - Release
  Date: 02/20/13
  
  
  
  


  



Re: Setting active project in Python

2013-02-20 Thread Stephen Blair

  
  
http://xsisupport.com/2010/11/24/setting-the-active-project/
  
  
  On 20/02/2013 4:52 PM, Eric Thivierge wrote:


  Well that's the thing, I want to make an already
existing project the active project.
  

  Eric Thivierge
  http://www.ethivierge.com


On Wed, Feb 20, 2013 at 4:49 PM, Alok alok.gan...@modusfx.com
  wrote:
  
 Just make sure that
  the path exists beforehand
  

  

 Original Message 

  

  Subject: 
  Re: Setting active project in Python


  Date: 
  Wed, 20 Feb 2013 16:46:14 -0500


  From: 
  Alok alok.gan...@modusfx.com


  To: 
  softimage@listproc.autodesk.com

  



This should work :
  Application.ActiveProject2 =
  Application.CreateProject(
  "Path\\To\\My\\Project\\")
  

  On 20/02/2013 4:31 PM, Eric Thivierge wrote:


  If I remember correctly, there is
no way to get this to work in Python.

Application.ActiveProject2 =
"Path\\To\\My\\Project\\"


Is this still true?
  
  Getting this error ins 2012.5:
  
  # ERROR : Traceback (most recent call
last):
  #  File "Script Block ", line
11, in module
  #   xsi.ActiveProject2 =
"C:\\Users\\Eric\\Documents\\projects\\ET_Tools"
  #  File "C:\Program
Files\Autodesk\Softimage
2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",


line 153, in __setattr__
  #   raise AttributeError, attr
  # AttributeError: activeproject2
  # - [line 11]
  

  Eric Thivierge
  http://www.ethivierge.com
  

  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5618
- Release Date: 02/20/13




  
  

  

  


  


  



Re: Setting active project in Python

2013-02-20 Thread Raffaele Fragapane
Been ages, but if I remember that right: You are confusing a string and an
object.
ActiveProject can be set, but to something that IS a project object.

CreateProject can do that for existing paths:

myPath = whatever path here
oProj = Application.CreateProject(myPath)
Application.ActiveProject2 = oProj

Try it.

On Thu, Feb 21, 2013 at 8:52 AM, Eric Thivierge ethivie...@gmail.comwrote:

 Well that's the thing, I want to make an already existing project the
 active project.

 
 Eric Thivierge
 http://www.ethivierge.com





Re: Setting active project in Python

2013-02-20 Thread Alok

  
  
I know it sounds counter-intuitive but
  this will not create a new project instead it will set the path to
  your existing project. May be some bug . . .
  
  So you can safely pass the path to your existing project path and
  it will set it as your existing project. This works on my machine
  when I change to an already existing project. It does not create a
  new one but simply sets an existing one.
  



  On 20/02/2013 4:52 PM, Eric Thivierge wrote:


  
  Well that's the thing, I want to make an already
existing project the active project.
  

  Eric Thivierge
  http://www.ethivierge.com


On Wed, Feb 20, 2013 at 4:49 PM, Alok alok.gan...@modusfx.com
  wrote:
  
 Just make sure that the path exists beforehand
  

  

 Original Message 

  

  Subject: 
  Re: Setting active project in Python


  Date: 
  Wed, 20 Feb 2013 16:46:14 -0500


  From: 
  Alok alok.gan...@modusfx.com


  To: 
  softimage@listproc.autodesk.com

  



This should work :
  Application.ActiveProject2 =
  Application.CreateProject(
  "Path\\To\\My\\Project\\")
  

  On 20/02/2013 4:31 PM, Eric Thivierge wrote:


  If I remember correctly, there is
no way to get this to work in Python.

Application.ActiveProject2 =
"Path\\To\\My\\Project\\"


Is this still true?
  
  Getting this error ins 2012.5:
  
  # ERROR : Traceback (most recent call
last):
  #  File "Script Block ", line
11, in module
  #   xsi.ActiveProject2 =
"C:\\Users\\Eric\\Documents\\projects\\ET_Tools"
  #  File "C:\Program
Files\Autodesk\Softimage
2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",


line 153, in __setattr__
  #   raise AttributeError, attr
  # AttributeError: activeproject2
  # - [line 11]
  

  Eric Thivierge
  http://www.ethivierge.com
  

  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5618
- Release Date: 02/20/13




  
  

  

  


  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
02/20/13


  



Re: Setting active project in Python

2013-02-20 Thread Alok

  
  
That is only for 2013, Eric is looking
  for 2012
  

  On 20/02/2013 5:00 PM, Steven Caron wrote:


  
  you even get a 3rd version of this property! yaaa.


http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url="">

  
  

On Wed, Feb 20, 2013 at 1:59 PM,
  Stephen Blair stephenrbl...@gmail.com
  wrote:
  

  http://xsisupport.com/2010/11/24/setting-the-active-project/

  


On 20/02/2013 4:52 PM, Eric Thivierge wrote:
  

  
  

  
Well that's the thing, I want to make
  an already existing project the active project.

  
Eric Thivierge
http://www.ethivierge.com
  
  
  On Wed, Feb 20, 2013 at
4:49 PM, Alok alok.gan...@modusfx.com
wrote:

   Just make sure that the path exists
beforehand

  

  
   Original Message 
  

  
Subject: 
Re: Setting active project
  in Python
  
  
Date: 
Wed, 20 Feb 2013 16:46:14
  -0500
  
  
From: 
Alok alok.gan...@modusfx.com
  
  
To: 
softimage@listproc.autodesk.com
  

  
  
  
  This should work :
Application.ActiveProject2 =
Application.CreateProject(
"Path\\To\\My\\Project\\")

  
On 20/02/2013 4:31 PM, Eric
Thivierge wrote:
  
  
If I remember
  correctly, there is no way to get
  this to work in Python.
  
  Application.ActiveProject2 =
  "Path\\To\\My\\Project\\"
  
  
  Is this still true?

Getting this error ins 2012.5:

# ERROR : Traceback (most
  recent call last):
#  File "Script Block
  ", line 11, in
  module
#   xsi.ActiveProject2 =
"C:\\Users\\Eric\\Documents\\projects\\ET_Tools"
#  File "C:\Program
  Files\Autodesk\Softimage
  2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",



  line 153, in __setattr__
#   raise AttributeError,
  attr
# AttributeError:
  activeproject2
# - [line 11]

  

Re: Setting active project in Python

2013-02-20 Thread Alok

  
  
And I beat Raff and Stephan by a few minute ;)

  
   Original Message 
  

  
Subject:

Re: Setting active project in Python
  
  
Date: 
Wed, 20 Feb 2013 17:04:31 -0500
  
  
From: 
Alok alok.gan...@modusfx.com
  
  
To: 
softimage@listproc.autodesk.com
  

  
  
  
  
  That is only for 2013, Eric is
looking for 2012

  
On 20/02/2013 5:00 PM, Steven Caron wrote:
  
  

you even get a 3rd version of this property!
  yaaa.
  
  
  http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url="">
  


  
  On Wed, Feb 20, 2013 at 1:59 PM,
Stephen Blair stephenrbl...@gmail.com
wrote:

  
http://xsisupport.com/2010/11/24/setting-the-active-project/
  

  
  
  On 20/02/2013 4:52 PM, Eric Thivierge wrote:

  


  

  Well that's the thing, I want to
make an already existing project the active
project.
  

  Eric Thivierge
  http://www.ethivierge.com


On Wed, Feb 20, 2013 at
  4:49 PM, Alok alok.gan...@modusfx.com
  wrote:
  
 Just make sure that the path exists
  beforehand
  

  

 Original Message 

  

  Subject: 
  Re: Setting active project
in Python


  Date: 
  Wed, 20 Feb 2013 16:46:14
-0500


  From: 
  Alok alok.gan...@modusfx.com


  To: 
  softimage@listproc.autodesk.com

  



This should work :
  Application.ActiveProject2 =
  Application.CreateProject(
  "Path\\To\\My\\Project\\")
  

  On 20/02/2013 4:31 PM, Eric
  Thivierge wrote:


  If I remember
correctly, there is no way to
get this to work in Python.

Application.ActiveProject2 =
"Path\\To\\My\\Project\\"


Is this still true?
  
  Getting this error ins 2012.5:
  
  # ERROR : Traceback (most
recent call last):
  #  File "Script
Block ", line 11, in
module
  #   xsi.ActiveProject2
 

Re: Setting active project in Python

2013-02-20 Thread Raffaele Fragapane
It creates a project object, and will do that by creating the structure (or
part of it) when missing, or wrapping an existing one if the path exists
and is a complete project.

It's counterintuitively named, but wouldn't call it a bug.
CreateOrInitProject would probably be more explicit, but Soft's API is
usually not that distinctive and verbose with methods other than in the
math objects.

On Thu, Feb 21, 2013 at 9:02 AM, Alok alok.gan...@modusfx.com wrote:

  I know it sounds counter-intuitive but this will not create a new
 project instead it will set the path to your existing project. May be some
 bug . . .

 So you can safely pass the path to your existing project path and it will
 set it as your existing project. This works on my machine when I change to
 an already existing project. It does not create a new one but simply sets
 an existing one.



  On 20/02/2013 4:52 PM, Eric Thivierge wrote:

 Well that's the thing, I want to make an already existing project the
 active project.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 4:49 PM, Alok alok.gan...@modusfx.com wrote:

  Just make sure that the path exists beforehand



  Original Message   Subject: Re: Setting active project
 in Python  Date: Wed, 20 Feb 2013 16:46:14 -0500  From: Alok
 alok.gan...@modusfx.com alok.gan...@modusfx.com  To:
 softimage@listproc.autodesk.com

 This should work :
 Application.ActiveProject2 = Application.CreateProject(
 Path\\To\\My\\Project\\)

  On 20/02/2013 4:31 PM, Eric Thivierge wrote:

 If I remember correctly, there is no way to get this to work in Python.

 Application.ActiveProject2 = Path\\To\\My\\Project\\

  Is this still true?

 Getting this error ins 2012.5:

 # ERROR : Traceback (most recent call last):
 #   File Script Block , line 11, in module
 # xsi.ActiveProject2 =
 C:\\Users\\Eric\\Documents\\projects\\ET_Tools
 #   File C:\Program Files\Autodesk\Softimage
 2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py,
 line 153, in __setattr__
 # raise AttributeError, attr
 # AttributeError: activeproject2
 #  - [line 11]

 
 Eric Thivierge
 http://www.ethivierge.com

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date: 02/20/13






  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date: 02/20/13





-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!
image/gifAlok_Signature_email_.gif

Re: Setting active project in Python

2013-02-20 Thread Tim Crowson
Title: Signature

  
  
Yeah, I'm not a fan of this though, because if you have a custom
directory structure at the target path, in addition to setting the
project as active, Softimage will still create all the default
directories defined in the registry, forcing you to remove them.

-Tim

On 2/20/2013 3:59 PM, Stephen Blair
  wrote:


  
  http://xsisupport.com/2010/11/24/setting-the-active-project/


On 20/02/2013 4:52 PM, Eric Thivierge wrote:
  
  
Well that's the thing, I want to make an already
  existing project the active project.

  
Eric Thivierge
http://www.ethivierge.com
  
  
  On Wed, Feb 20, 2013 at 4:49 PM, Alok
alok.gan...@modusfx.com
wrote:

   Just make sure that
the path exists beforehand

  

  
   Original Message 
  

  
Subject: 
Re: Setting active project in Python
  
  
Date: 
Wed, 20 Feb 2013 16:46:14 -0500
  
  
From: 
Alok alok.gan...@modusfx.com
  
  
To: 
softimage@listproc.autodesk.com
  

  
  
  
  This should work :
Application.ActiveProject2 =
Application.CreateProject(
"Path\\To\\My\\Project\\")

  
On 20/02/2013 4:31 PM, Eric Thivierge wrote:
  
  
If I remember correctly, there is
  no way to get this to work in Python.
  
  Application.ActiveProject2 =
  "Path\\To\\My\\Project\\"
  
  
  Is this still true?

Getting this error ins 2012.5:

# ERROR : Traceback (most recent call
  last):
#  File "Script Block ", line
  11, in module
#   xsi.ActiveProject2 =
  "C:\\Users\\Eric\\Documents\\projects\\ET_Tools"
#  File "C:\Program
  Files\Autodesk\Softimage
  2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",



  line 153, in __setattr__
#   raise AttributeError, attr
# AttributeError: activeproject2
# - [line 11]

  
Eric Thivierge
http://www.ethivierge.com

  

No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database:
  2639/5618 - Release Date: 02/20/13
  
  
  
  


  

  

  
  

  
  


-- 
  
  

  



Re: Setting active project in Python

2013-02-20 Thread Raffaele Fragapane
That you did, and you can tell Eric off for not trying what you posted
actually.
He's used to being beaten with a hokey stick, flat for minor mistakes, a
good swing at the knees by the edge for graver ones.

On Thu, Feb 21, 2013 at 9:06 AM, Alok alok.gan...@modusfx.com wrote:

  And I beat Raff and Stephan by a few minute ;)


  Original Message   Subject: Re: Setting active project
 in Python  Date: Wed, 20 Feb 2013 17:04:31 -0500  From: Alok
 alok.gan...@modusfx.com alok.gan...@modusfx.com  To:
 softimage@listproc.autodesk.com


 That is only for 2013, Eric is looking for 2012

  On 20/02/2013 5:00 PM, Steven Caron wrote:

 you even get a 3rd version of this property! yaaa.


 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/XSIApplication.ActiveProject3.html,topicNumber=si_om_XSIApplication_ActiveProject3_html


 On Wed, Feb 20, 2013 at 1:59 PM, Stephen Blair stephenrbl...@gmail.comwrote:

  http://xsisupport.com/2010/11/24/setting-the-active-project/



 On 20/02/2013 4:52 PM, Eric Thivierge wrote:

 Well that's the thing, I want to make an already existing project the
 active project.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 4:49 PM, Alok alok.gan...@modusfx.com wrote:

  Just make sure that the path exists beforehand



  Original Message   Subject: Re: Setting active project
 in Python  Date: Wed, 20 Feb 2013 16:46:14 -0500  From: Alok
 alok.gan...@modusfx.com alok.gan...@modusfx.com  To:
 softimage@listproc.autodesk.com

 This should work :
 Application.ActiveProject2 = Application.CreateProject(
 Path\\To\\My\\Project\\)

  On 20/02/2013 4:31 PM, Eric Thivierge wrote:

 If I remember correctly, there is no way to get this to work in Python.

 Application.ActiveProject2 = Path\\To\\My\\Project\\

  Is this still true?

 Getting this error ins 2012.5:

 # ERROR : Traceback (most recent call last):
 #   File Script Block , line 11, in module
 # xsi.ActiveProject2 =
 C:\\Users\\Eric\\Documents\\projects\\ET_Tools
 #   File C:\Program Files\Autodesk\Softimage
 2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py,
 line 153, in __setattr__
 # raise AttributeError, attr
 # AttributeError: activeproject2
 #  - [line 11]

 
 Eric Thivierge
 http://www.ethivierge.com

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date: 02/20/13








  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date: 02/20/13








-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!
image/gifimage/gif

Re: Setting active project in Python

2013-02-20 Thread Eric Thivierge
To be fair though, I didn't want to use the CreateProject() method as it
will recreate folders if not present which is the bad side to this.


Eric Thivierge
http://www.ethivierge.com


On Wed, Feb 20, 2013 at 5:12 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 That you did, and you can tell Eric off for not trying what you posted
 actually.
 He's used to being beaten with a hokey stick, flat for minor mistakes, a
 good swing at the knees by the edge for graver ones.


 On Thu, Feb 21, 2013 at 9:06 AM, Alok alok.gan...@modusfx.com wrote:

  And I beat Raff and Stephan by a few minute ;)


  Original Message   Subject: Re: Setting active project
 in Python  Date: Wed, 20 Feb 2013 17:04:31 -0500  From: Alok
 alok.gan...@modusfx.com alok.gan...@modusfx.com  To:
 softimage@listproc.autodesk.com


 That is only for 2013, Eric is looking for 2012

  On 20/02/2013 5:00 PM, Steven Caron wrote:

 you even get a 3rd version of this property! yaaa.


 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/XSIApplication.ActiveProject3.html,topicNumber=si_om_XSIApplication_ActiveProject3_html


 On Wed, Feb 20, 2013 at 1:59 PM, Stephen Blair 
 stephenrbl...@gmail.comwrote:

  http://xsisupport.com/2010/11/24/setting-the-active-project/



 On 20/02/2013 4:52 PM, Eric Thivierge wrote:

 Well that's the thing, I want to make an already existing project the
 active project.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 4:49 PM, Alok alok.gan...@modusfx.com wrote:

  Just make sure that the path exists beforehand



  Original Message   Subject: Re: Setting active
 project in Python  Date: Wed, 20 Feb 2013 16:46:14 -0500  From: Alok
 alok.gan...@modusfx.com alok.gan...@modusfx.com  To:
 softimage@listproc.autodesk.com

 This should work :
 Application.ActiveProject2 = Application.CreateProject(
 Path\\To\\My\\Project\\)

  On 20/02/2013 4:31 PM, Eric Thivierge wrote:

 If I remember correctly, there is no way to get this to work in Python.

 Application.ActiveProject2 = Path\\To\\My\\Project\\

  Is this still true?

 Getting this error ins 2012.5:

 # ERROR : Traceback (most recent call last):
 #   File Script Block , line 11, in module
 # xsi.ActiveProject2 =
 C:\\Users\\Eric\\Documents\\projects\\ET_Tools
 #   File C:\Program Files\Autodesk\Softimage
 2012.SAP\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py,
 line 153, in __setattr__
 # raise AttributeError, attr
 # AttributeError: activeproject2
 #  - [line 11]

 
 Eric Thivierge
 http://www.ethivierge.com

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
 02/20/13








  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date: 02/20/13








 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!

image/gifimage/gif

Re: Setting active project in Python

2013-02-20 Thread Steven Caron
Note: This method could return an invalid object in python, use
XSIApplication.ActiveProject3http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/XSIApplication.ActiveProject3.html
 instead.


On Wed, Feb 20, 2013 at 2:13 PM, Eric Thivierge ethivie...@gmail.comwrote:

 Why is it necessary to have yet a 3rd method? The 2nd one works fine as it
 is...  :\

 
 Eric Thivierge
 http://www.ethivierge.com





Re: Setting active project in Python

2013-02-20 Thread Steven Caron
obviously not you.


On Wed, Feb 20, 2013 at 2:19 PM, Eric Thivierge ethivie...@gmail.comwrote:

 Pshhh  who reads the docs! :P





Re: Setting active project in Python

2013-02-20 Thread Tim Crowson
Title: Signature

  
  
Ah right, I see that the original method doesn't create the
directories. That's worthwhile.
-Tim C.


On 2/20/2013 4:09 PM, Eric Thivierge
  wrote:


  I got Stephen's first. I also dig the deprecated
Application.ActiveProject method. They should un-deprecate it.
  

  Eric Thivierge
  http://www.ethivierge.com


On Wed, Feb 20, 2013 at 5:06 PM, Alok alok.gan...@modusfx.com
  wrote:
  
 And I beat Raff and
  Stephan by a few minute ;)
  

 Original Message 

  

  Subject: 
  Re: Setting active project in Python


  Date: 
  Wed, 20 Feb 2013 17:04:31 -0500


  From: 
  Alok alok.gan...@modusfx.com


  To: 
  softimage@listproc.autodesk.com

  


   

That is only for 2013, Eric is looking for 2012
  

  On 20/02/2013 5:00 PM, Steven Caron wrote:


  you even get a 3rd version of this
property! yaaa.


http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url="">

  
  

On Wed, Feb 20, 2013 at
  1:59 PM, Stephen Blair stephenrbl...@gmail.com
  wrote:
  

  http://xsisupport.com/2010/11/24/setting-the-active-project/

  


On 20/02/2013 4:52 PM, Eric
Thivierge wrote:
  

  
  

  
Well that's the
  thing, I want to make an already
  existing project the active
  project.

  
Eric Thivierge
http://www.ethivierge.com
  
  
  On Wed,
Feb 20, 2013 at 4:49 PM, Alok alok.gan...@modusfx.com
wrote:

   Just make sure that the
path exists beforehand

  

  
   Original
  Message 
  

  
Subject:

Re: Setting
  active project
  in Python
  
  
Date:

Wed, 20 Feb
  2013 16:46:14
  -0500
  
  
  

RE: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Matt Lind
I'm surprised nobody noticed the 90 day temp licenses are only offered for 
3DSMax and Maya, not Softimage.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Wednesday, February 20, 2013 10:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

by the way, crits are never an issue, I'm sure there are issues with the rig. 
Thick skin is a boon :-)

On Wed, Feb 20, 2013 at 10:57 AM, Adam Sale 
adamfs...@gmail.commailto:adamfs...@gmail.com wrote:
Hmm. they should be working. I did find an issue at a workplace, where they got 
disconnected. A mesh error preceded the loss of the foot roll, but I was not 
able to track down which mesh was the problem. The foot roll was just a link 
with.. so not sure what would have destroyed it.

On Wed, Feb 20, 2013 at 10:51 AM, Eric Thivierge 
ethivie...@gmail.commailto:ethivie...@gmail.com wrote:
The Gwen foot rolls aren't working and get script errors when trying to select 
the leg up vectors through the synoptic. Also User_Normals are on all the 
meshes of her. Remove to speed up the character.

Just an FYI not a rig critique. Thanks for rigging this stuff up Adam. Really 
appreciate the efforts.


Eric Thivierge
http://www.ethivierge.com

On Wed, Feb 20, 2013 at 1:35 PM, Adam Sale 
adamfs...@gmail.commailto:adamfs...@gmail.com wrote:
those tangent ops are deadly. There is an option you can turn on in the shaded 
view that allows you to keep the tangents, Under display options, in the shaded 
mode area, set the vertex color option to 'Never show' ( use material). I think 
it better to keep the op as its needed for the normal map for rendering.


On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin 
gerem@gmail.commailto:gerem@gmail.com wrote:
he he !
So yeah, I found out. there is a weightmap called tangent with a operator 
called TangentOp. When you delete that it's much much faster !



On 20 February 2013 10:18, Adam Sale 
adamfs...@gmail.commailto:adamfs...@gmail.com wrote:
Well, thats good :-)
The rainbow shader.. must be the vertex map. That should not be there.
I think when I get a chance, I will have to provide updates to the rigs based 
on any feedback I receieve. I can use my blog to do so.


On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin 
gerem@gmail.commailto:gerem@gmail.com wrote:
Hey Adam,

I forwarded the rigs to our animators here. I want them to have a look and 
check if there anything we don't have in our rigs that we could add ;-)
The Dave character works fine in Wireframe or HiddenLineRemoval. for me it's 
really just the shaded mode that is slow. It comes with a rainbow shader that I 
suspect is the cause of the slow down.

I only played with the rigs for 2 minutes so far and I didn't break them .. so 
that's a good sign ;-)

Jeremie

On 20 February 2013 09:52, Adam Sale 
adamfs...@gmail.commailto:adamfs...@gmail.com wrote:
I did the rigs over a couple of weeks between my full time gigs. The meshes 
came from 3ds max I believe and were a mess when I first got them. Too many 
pieces, shapes that didn't work in Softimage, scale issues. I pretty much had 
to take them down to bare mesh and start from scratch. They have not been fully 
tested as there was no time or animators available to put them through their 
paces. Still, they should be robust enough.
Originally the meshes had tangent properties on them that were slowing them 
down something awful, but I had toasted them to increase performance.
The Dave character didn't seem to have issues at the time I uploaded him, 
though if its something that others notice as well I can have a look.

Adam




On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin 
gerem@gmail.commailto:gerem@gmail.com wrote:
Nice little contest ! Go Softimage !

Anybody knows who did the rigs for Softimage ?
Is that me or the Dave character is extremely slow in shaded mode ?




On 20 February 2013 07:48, Eric Thivierge 
ethivie...@gmail.commailto:ethivie...@gmail.com wrote:
Softimage assets are made in 2013 btw.


Eric Thivierge
http://www.ethivierge.com

On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.commailto:marc-andre.carbonn...@ubisoft.com 
wrote:
Ya... some really discouraging rules! Hmmm, where did I put my red square...


-Original Message-
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Alok
Sent: 20 février 2013 10:20
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Autodesk contest - all USA and Canada but not Quebec...
With so many stringent rules it is no wonder the contest is void, sad for us in 
Quebec though :(

Alok Gandhi
Lead 

Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Steven Caron
no energy left to do so... :(


On Wed, Feb 20, 2013 at 2:38 PM, Matt Lind ml...@carbinestudios.com wrote:

 I’m surprised nobody noticed the 90 day temp licenses are only offered for
 3DSMax and Maya, not Softimage.

 ** **

 Matt

 ** **





Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Eric Thivierge
Why would we expect anything different at this point?


Eric Thivierge
http://www.ethivierge.com


On Wed, Feb 20, 2013 at 5:38 PM, Matt Lind ml...@carbinestudios.com wrote:

 I’m surprised nobody noticed the 90 day temp licenses are only offered for
 3DSMax and Maya, not Softimage.

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* Wednesday, February 20, 2013 10:58 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Autodesk contest - all USA and Canada but not Quebec...

 ** **

 by the way, crits are never an issue, I'm sure there are issues with the
 rig. Thick skin is a boon :-)

 ** **

 On Wed, Feb 20, 2013 at 10:57 AM, Adam Sale adamfs...@gmail.com wrote:**
 **

 Hmm. they should be working. I did find an issue at a workplace, where
 they got disconnected. A mesh error preceded the loss of the foot roll, but
 I was not able to track down which mesh was the problem. The foot roll was
 just a link with.. so not sure what would have destroyed it. 

 ** **

 On Wed, Feb 20, 2013 at 10:51 AM, Eric Thivierge ethivie...@gmail.com
 wrote:

 The Gwen foot rolls aren't working and get script errors when trying to
 select the leg up vectors through the synoptic. Also User_Normals are on
 all the meshes of her. Remove to speed up the character.

 ** **

 Just an FYI not a rig critique. Thanks for rigging this stuff up Adam.
 Really appreciate the efforts.


 

 
 Eric Thivierge
 http://www.ethivierge.com

 ** **

 On Wed, Feb 20, 2013 at 1:35 PM, Adam Sale adamfs...@gmail.com wrote:***
 *

 those tangent ops are deadly. There is an option you can turn on in the
 shaded view that allows you to keep the tangents, Under display options, in
 the shaded mode area, set the vertex color option to 'Never show' ( use
 material). I think it better to keep the op as its needed for the normal
 map for rendering. 

 ** **

 ** **

 On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin gerem@gmail.com
 wrote:

 he he !

 So yeah, I found out. there is a weightmap called tangent with a operator
 called TangentOp. When you delete that it's much much faster !

 ** **

 ** **

 ** **

 On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:

 Well, thats good :-)

 The rainbow shader.. must be the vertex map. That should not be there. ***
 *

 I think when I get a chance, I will have to provide updates to the rigs
 based on any feedback I receieve. I can use my blog to do so. 

 ** **

 ** **

 On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin gerem@gmail.com
 wrote:

 Hey Adam, 

 ** **

 I forwarded the rigs to our animators here. I want them to have a look and
 check if there anything we don't have in our rigs that we could add ;-)***
 *

 The Dave character works fine in Wireframe or HiddenLineRemoval. for me
 it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.

 ** **

 I only played with the rigs for 2 minutes so far and I didn't break them
 .. so that's a good sign ;-) 

 ** **

 Jeremie

 ** **

 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough. 

 Originally the meshes had tangent properties on them that were slowing
 them down something awful, but I had toasted them to increase performance.
 

 The Dave character didn't seem to have issues at the time I uploaded him,
 though if its something that others notice as well I can have a look.

 ** **

 Adam

 ** **

  

 ** **

 ** **

 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin gerem@gmail.com
 wrote:

 Nice little contest ! Go Softimage !

 ** **

 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?

 ** **




 

 On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:***
 *

 Softimage assets are made in 2013 btw.


 

 
 Eric Thivierge
 http://www.ethivierge.com

 ** **

 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 

Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Alok

  
  
Hey All,

Sometime ago I wrote a plugin for Softimage where on every scene
open I read and supply the info about ref models on UI before
loading them. This way if you have thousand of ref models in your
scene, you can offload them all or set them to low res so your scene
opens instantly (in case of offload) or faster (in case of low res).
This tool proved very useful in our production.

Now I am thinking of taking all the code and wrap it in a QT gui so
that scntocs can be opened and written outside softimage as well. I
was thinking how many people out there would like such a tool or is
everybody already using such thing. Just asking so that I do not end
up putting some personal time on a tool nobody needs. Of course it
will be open source and all python.

-- 
  
  



Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Tim Crowson
Title: Signature

  
  
That sounds pretty awesome, actually...
-Tim C.

On 2/20/2013 4:42 PM, Alok wrote:


  
  Hey All,
  
  Sometime ago I wrote a plugin for Softimage where on every scene
  open I read and supply the info about ref models on UI before
  loading them. This way if you have thousand of ref models in your
  scene, you can offload them all or set them to low res so your
  scene opens instantly (in case of offload) or faster (in case of
  low res). This tool proved very useful in our production.
  
  Now I am thinking of taking all the code and wrap it in a QT gui
  so that scntocs can be opened and written outside softimage as
  well. I was thinking how many people out there would like such a
  tool or is everybody already using such thing. Just asking so that
  I do not end up putting some personal time on a tool nobody needs.
  Of course it will be open source and all python.
  
  -- 



-- 
  
  
  
  

  



Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Adam Sale
I've put the question to their technical marketing division. Hope to hear a
reply soon.


On Wed, Feb 20, 2013 at 2:43 PM, Alok alok.gan...@modusfx.com wrote:

  I did !

  On 20/02/2013 5:38 PM, Matt Lind wrote:

  I’m surprised nobody noticed the 90 day temp licenses are only offered
 for 3DSMax and Maya, not Softimage.



 Matt









 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Adam Sale
 *Sent:* Wednesday, February 20, 2013 10:58 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Autodesk contest - all USA and Canada but not Quebec...



 by the way, crits are never an issue, I'm sure there are issues with the
 rig. Thick skin is a boon :-)



 On Wed, Feb 20, 2013 at 10:57 AM, Adam Sale adamfs...@gmail.com wrote:

 Hmm. they should be working. I did find an issue at a workplace, where
 they got disconnected. A mesh error preceded the loss of the foot roll, but
 I was not able to track down which mesh was the problem. The foot roll was
 just a link with.. so not sure what would have destroyed it.



 On Wed, Feb 20, 2013 at 10:51 AM, Eric Thivierge ethivie...@gmail.com
 wrote:

 The Gwen foot rolls aren't working and get script errors when trying to
 select the leg up vectors through the synoptic. Also User_Normals are on
 all the meshes of her. Remove to speed up the character.



 Just an FYI not a rig critique. Thanks for rigging this stuff up Adam.
 Really appreciate the efforts.


  
 Eric Thivierge
 http://www.ethivierge.com



 On Wed, Feb 20, 2013 at 1:35 PM, Adam Sale adamfs...@gmail.com wrote:

 those tangent ops are deadly. There is an option you can turn on in the
 shaded view that allows you to keep the tangents, Under display options, in
 the shaded mode area, set the vertex color option to 'Never show' ( use
 material). I think it better to keep the op as its needed for the normal
 map for rendering.





 On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin gerem@gmail.com
 wrote:

 he he !

 So yeah, I found out. there is a weightmap called tangent with a operator
 called TangentOp. When you delete that it's much much faster !







 On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:

 Well, thats good :-)

 The rainbow shader.. must be the vertex map. That should not be there.

 I think when I get a chance, I will have to provide updates to the rigs
 based on any feedback I receieve. I can use my blog to do so.





 On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin gerem@gmail.com
 wrote:

 Hey Adam,



 I forwarded the rigs to our animators here. I want them to have a look and
 check if there anything we don't have in our rigs that we could add ;-)

 The Dave character works fine in Wireframe or HiddenLineRemoval. for me
 it's really just the shaded mode that is slow. It comes with a rainbow
 shader that I suspect is the cause of the slow down.



 I only played with the rigs for 2 minutes so far and I didn't break them
 .. so that's a good sign ;-)



 Jeremie



 On 20 February 2013 09:52, Adam Sale adamfs...@gmail.com wrote:

 I did the rigs over a couple of weeks between my full time gigs. The
 meshes came from 3ds max I believe and were a mess when I first got them.
 Too many pieces, shapes that didn't work in Softimage, scale issues. I
 pretty much had to take them down to bare mesh and start from scratch. They
 have not been fully tested as there was no time or animators available to
 put them through their paces. Still, they should be robust enough.

 Originally the meshes had tangent properties on them that were slowing
 them down something awful, but I had toasted them to increase performance.

 The Dave character didn't seem to have issues at the time I uploaded him,
 though if its something that others notice as well I can have a look.



 Adam









 On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin gerem@gmail.com
 wrote:

 Nice little contest ! Go Softimage !



 Anybody knows who did the rigs for Softimage ?
 Is that me or the Dave character is extremely slow in shaded mode ?






  On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:

 Softimage assets are made in 2013 btw.


  
 Eric Thivierge
 http://www.ethivierge.com



 On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Ya... some really discouraging rules! Hmmm, where did I put my red
 square...



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
 Sent: 20 février 2013 10:20
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

 With so many stringent rules it is no wonder the contest is void, sad for
 us in Quebec though :(

 Alok Gandhi
 Lead TD
 Modusfx

 On 

Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Steven Caron
i wrote one for blur, but never re wrote it for my new job. it would be
nice to have one sitting on top of pyqt.

it would also be great to show more examples of pyqt in softimage.

s


On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com wrote:

  Hey All,

 Sometime ago I wrote a plugin for Softimage where on every scene open I
 read and supply the info about ref models on UI before loading them. This
 way if you have thousand of ref models in your scene, you can offload them
 all or set them to low res so your scene opens instantly (in case of
 offload) or faster (in case of low res). This tool proved very useful in
 our production.

 Now I am thinking of taking all the code and wrap it in a QT gui so that
 scntocs can be opened and written outside softimage as well. I was thinking
 how many people out there would like such a tool or is everybody already
 using such thing. Just asking so that I do not end up putting some personal
 time on a tool nobody needs. Of course it will be open source and all
 python.

 --

Alok_Signature_email_.gif

Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Eric Thivierge
+1 to what Steven said.


Eric Thivierge
http://www.ethivierge.com


On Wed, Feb 20, 2013 at 5:51 PM, Steven Caron car...@gmail.com wrote:

 i wrote one for blur, but never re wrote it for my new job. it would be
 nice to have one sitting on top of pyqt.

 it would also be great to show more examples of pyqt in softimage.

 s


 On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com wrote:

  Hey All,

 Sometime ago I wrote a plugin for Softimage where on every scene open I
 read and supply the info about ref models on UI before loading them. This
 way if you have thousand of ref models in your scene, you can offload them
 all or set them to low res so your scene opens instantly (in case of
 offload) or faster (in case of low res). This tool proved very useful in
 our production.

 Now I am thinking of taking all the code and wrap it in a QT gui so that
 scntocs can be opened and written outside softimage as well. I was thinking
 how many people out there would like such a tool or is everybody already
 using such thing. Just asking so that I do not end up putting some personal
 time on a tool nobody needs. Of course it will be open source and all
 python.

 --



Alok_Signature_email_.gif

RE: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Jeff McFall
Yes that is so useful, I found by accident too.   I've wondered why that works 
but one can't copy/past other stuff like geo, passes or lights
I am sure there is a good reason for it.  Just sayin' it would be nice as well

jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Wednesday, February 20, 2013 5:28 PM
To: softimage@listproc.autodesk.com
Subject: Copy and paste ICE trees from two instances of Soft

I never knew you could do this. ... accidentally came up upon it today
So useful !!


RE: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Grahame Fuller
It's actually documented: 
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_basics_AddingNodestoICETrees.htm,topicNumber=d30e265739

Just don't try it between different version of Soft, even if you're sure that 
all the nodes are compatible.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Wednesday, February 20, 2013 05:28 PM
To: softimage@listproc.autodesk.com
Subject: Copy and paste ICE trees from two instances of Soft

I never knew you could do this. ... accidentally came up upon it today
So useful !!
attachment: winmail.dat

Re: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Alan Fregtman
You can also drag and drop color boxes between sessions.

Copy and paste between sessions works with the rendertree too.



On Wed, Feb 20, 2013 at 5:56 PM, Jeff McFall jeff.mcf...@sas.com wrote:

  Yes that is so useful, I found by accident too.   I’ve wondered why that
 works but one can’t copy/past other stuff like geo, passes or lights

 I am sure there is a good reason for it.  Just sayin’ it would be nice as
 well  

 ** **

 jeff

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* Wednesday, February 20, 2013 5:28 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Copy and paste ICE trees from two instances of Soft

 ** **

 I never knew you could do this. ... accidentally came up upon it today

 So useful !!



Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Alok

  
  
As I said the whole point is to have it
  open outside softimage so I don't think I will be pyQt for Soft.
  For Softimage I already have a robust UI through PPG. I just
  milked it all I can :)
  

  On 20/02/2013 5:51 PM, Steven Caron wrote:


  
  i wrote one for blur, but never re wrote it for my
new job. it would be nice to have one sitting on top of pyqt.


it would also be great to show more examples of pyqt in
  softimage.


s
  
  

On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com
  wrote:
  
 Hey All,
  
  Sometime ago I wrote a plugin for Softimage where on every
  scene open I read and supply the info about ref models on
  UI before loading them. This way if you have thousand of
  ref models in your scene, you can offload them all or set
  them to low res so your scene opens instantly (in case of
  offload) or faster (in case of low res). This tool proved
  very useful in our production.
  
  Now I am thinking of taking all the code and wrap it in a
  QT gui so that scntocs can be opened and written outside
  softimage as well. I was thinking how many people out
  there would like such a tool or is everybody already using
  such thing. Just asking so that I do not end up putting
  some personal time on a tool nobody needs. Of course it
  will be open source and all python.

-- 
  
  
  


  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5619 - Release Date:
02/20/13


  



Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Gene Crucean
I'd be into checking this out. I'm to the point now that I pretty much
refuse to write plugins (that need a gui) without Qt. The workflow is just
too fast and good.


On Wed, Feb 20, 2013 at 2:53 PM, Eric Thivierge ethivie...@gmail.comwrote:

 +1 to what Steven said.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 5:51 PM, Steven Caron car...@gmail.com wrote:

 i wrote one for blur, but never re wrote it for my new job. it would be
 nice to have one sitting on top of pyqt.

 it would also be great to show more examples of pyqt in softimage.

 s


 On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com wrote:

  Hey All,

 Sometime ago I wrote a plugin for Softimage where on every scene open I
 read and supply the info about ref models on UI before loading them. This
 way if you have thousand of ref models in your scene, you can offload them
 all or set them to low res so your scene opens instantly (in case of
 offload) or faster (in case of low res). This tool proved very useful in
 our production.

 Now I am thinking of taking all the code and wrap it in a QT gui so that
 scntocs can be opened and written outside softimage as well. I was thinking
 how many people out there would like such a tool or is everybody already
 using such thing. Just asking so that I do not end up putting some personal
 time on a tool nobody needs. Of course it will be open source and all
 python.

 --






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

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

Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Raffaele Fragapane
There are some good xml editors that recognize quite a bit during parsing,
and offer custom tokenization filters, so you can see and edit paths, ints,
floats and so on intuitively, and see the tokenized items like some of the
paths for passes and buffers broken down into their tokens.

What would it offer more than that? Because unless it's supposed to become
very xsi centric in look and added functionality it might be a fair bit of
work before it can go toe to toe with the better xml and schema editors out
there.

It's a good idea, I would definitely at least have a look at one, but
before you embark on what might be a very long project if done from scratch
you might want to have a peek around and see if there's a 3-clause/BSD out
there you can dress up.

On Thu, Feb 21, 2013 at 9:53 AM, Eric Thivierge ethivie...@gmail.comwrote:

 +1 to what Steven said.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 5:51 PM, Steven Caron car...@gmail.com wrote:

 i wrote one for blur, but never re wrote it for my new job. it would be
 nice to have one sitting on top of pyqt.

 it would also be great to show more examples of pyqt in softimage.

 s


 On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com wrote:

  Hey All,

 Sometime ago I wrote a plugin for Softimage where on every scene open I
 read and supply the info about ref models on UI before loading them. This
 way if you have thousand of ref models in your scene, you can offload them
 all or set them to low res so your scene opens instantly (in case of
 offload) or faster (in case of low res). This tool proved very useful in
 our production.

 Now I am thinking of taking all the code and wrap it in a QT gui so that
 scntocs can be opened and written outside softimage as well. I was thinking
 how many people out there would like such a tool or is everybody already
 using such thing. Just asking so that I do not end up putting some personal
 time on a tool nobody needs. Of course it will be open source and all
 python.

 --






-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!
Alok_Signature_email_.gif

Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Gene Crucean
Have any links to some of those apps Raff?


On Wed, Feb 20, 2013 at 3:03 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 There are some good xml editors that recognize quite a bit during parsing,
 and offer custom tokenization filters, so you can see and edit paths, ints,
 floats and so on intuitively, and see the tokenized items like some of the
 paths for passes and buffers broken down into their tokens.

 What would it offer more than that? Because unless it's supposed to become
 very xsi centric in look and added functionality it might be a fair bit of
 work before it can go toe to toe with the better xml and schema editors out
 there.

 It's a good idea, I would definitely at least have a look at one, but
 before you embark on what might be a very long project if done from scratch
 you might want to have a peek around and see if there's a 3-clause/BSD out
 there you can dress up.


 On Thu, Feb 21, 2013 at 9:53 AM, Eric Thivierge ethivie...@gmail.comwrote:

 +1 to what Steven said.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 5:51 PM, Steven Caron car...@gmail.com wrote:

 i wrote one for blur, but never re wrote it for my new job. it would be
 nice to have one sitting on top of pyqt.

 it would also be great to show more examples of pyqt in softimage.

 s


 On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com wrote:

  Hey All,

 Sometime ago I wrote a plugin for Softimage where on every scene open I
 read and supply the info about ref models on UI before loading them. This
 way if you have thousand of ref models in your scene, you can offload them
 all or set them to low res so your scene opens instantly (in case of
 offload) or faster (in case of low res). This tool proved very useful in
 our production.

 Now I am thinking of taking all the code and wrap it in a QT gui so
 that scntocs can be opened and written outside softimage as well. I was
 thinking how many people out there would like such a tool or is everybody
 already using such thing. Just asking so that I do not end up putting some
 personal time on a tool nobody needs. Of course it will be open source and
 all python.

 --






 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




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

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

Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread François Painchaud
I wrote a similar XSI plugin while at Mainframe some time ago. Fun stuff.
For sure, it would be a good example of XML processing in Python.

François

2013/2/20 Eric Thivierge ethivie...@gmail.com

 +1 to what Steven said.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 5:51 PM, Steven Caron car...@gmail.com wrote:

 i wrote one for blur, but never re wrote it for my new job. it would be
 nice to have one sitting on top of pyqt.

 it would also be great to show more examples of pyqt in softimage.

 s


 On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com wrote:

  Hey All,

 Sometime ago I wrote a plugin for Softimage where on every scene open I
 read and supply the info about ref models on UI before loading them. This
 way if you have thousand of ref models in your scene, you can offload them
 all or set them to low res so your scene opens instantly (in case of
 offload) or faster (in case of low res). This tool proved very useful in
 our production.

 Now I am thinking of taking all the code and wrap it in a QT gui so that
 scntocs can be opened and written outside softimage as well. I was thinking
 how many people out there would like such a tool or is everybody already
 using such thing. Just asking so that I do not end up putting some personal
 time on a tool nobody needs. Of course it will be open source and all
 python.

 --




Alok_Signature_email_.gif

Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Alok

  
  
Hi Raff,
  
  I already have the parser done based on top of the good ol python
  xml.dom.minidom. And it works fine. What I did was this:
  
  parse the scntoc, display contents to the user in a pretty format
  with some buttons to set res and what not and then rewrite the
  xml(scntoc). All this is already done and working good in
  production. This is all in PPG and it has sorting based on colors
  and names and all other fancy features for which I pushed the
  PPG's as much as I can.
  
  What I am proposing is to have it all in an standalone qt app
  which would not be hard to do now that I have all the hard work
  already done.
  
  
  
  On 20/02/2013 6:03 PM, Raffaele Fragapane wrote:


  
  There are some good xml editors that recognize quite a bit during
  parsing, and offer custom tokenization filters, so you can see and
  edit paths, ints, floats and so on intuitively, and see the
  tokenized items like some of the paths for passes and buffers
  broken down into their tokens.
  
  What would it offer more than that? Because unless it's supposed
  to become very xsi centric in look and added functionality it
  might be a fair bit of work before it can go toe to toe with the
  better xml and schema editors out there.
  
  It's a good idea, I would definitely at least have a look at one,
  but before you embark on what might be a very long project if done
  from scratch you might want to have a peek around and see if
  there's a 3-clause/BSD out there you can dress up.
  
  On Thu, Feb 21, 2013 at 9:53 AM, Eric
Thivierge ethivie...@gmail.com
wrote:

  +1 to what Steven said.
  

  Eric Thivierge
  http://www.ethivierge.com

  


On Wed, Feb 20, 2013 at 5:51
  PM, Steven Caron car...@gmail.com
  wrote:
  
i wrote one for blur, but never re
  wrote it for my new job. it would be nice to have
  one sitting on top of pyqt.
  
  
  it would also be great to show more examples
of pyqt in softimage.
  


s
  

  

  
  On Wed, Feb 20, 2013
at 2:42 PM, Alok alok.gan...@modusfx.com
wrote:

   Hey All,

Sometime ago I wrote a plugin for
Softimage where on every scene open I
read and supply the info about ref
models on UI before loading them. This
way if you have thousand of ref models
in your scene, you can offload them all
or set them to low res so your scene
opens instantly (in case of offload) or
faster (in case of low res). This tool
proved very useful in our production.

Now I am thinking of taking all the code
and wrap it in a QT gui so that scntocs
can be opened and written outside
softimage as well. I was thinking how
many people out there would like such a
tool or is everybody already using such
thing. Just asking so that I do not end
up putting some personal time on a tool
nobody needs. Of course it will be open
source and all python.
  
  -- 



  
  

  

  


  

  

  
  
  
  
  -- 
  Our users will know fear and cower before our software! Ship it!
  Ship it and let them flee like the dogs they are!
  No virus found in this message.
Checked by 

Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Raffaele Fragapane
I've given in to comfort and familiarity these days, and just use some
plugins for eclipse, and run the same versions at home and at work both on
linux. Not the best, but there's only that much I can be arsed to do for my
workflow when xml has grown so tiny a part of it in the last few years.

I have a backlog of schemas, tiny tools and odd ends kept together with
duct tape and spit I use basically, so not much I can recommend, but last I
had a look at xml editing/viewing apps I was overwhelmed by the sheer
amount of feature rich and eye candy heavy stuff out there, I'm sure you
can google your way to gigs worth of the stuff.

Given a decent hierarchical framework for xml and text editing are trivial,
but a lot of, work, if I was to go down the path of what Alok intends to do
I'd have a look at some of the Scintilla+pyQt+Python options out there
first. There's bound to be an LGPL or a BSD one out there.

On Thu, Feb 21, 2013 at 10:05 AM, Gene Crucean emailgeneonthel...@gmail.com
 wrote:

 Have any links to some of those apps Raff?




Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Steven Caron
well if you are going to edit outside of softimage i dont see the benefit.
your missing the context in which you are editing the file. if it was
external i would just open the scntoc in a text editor and be done. also
the one i wrote at blur would restore the original scntoc after the scene
was opened with that state.

On Wed, Feb 20, 2013 at 3:01 PM, Alok alok.gan...@modusfx.com wrote:

  As I said the whole point is to have it open outside softimage so I
 don't think I will be pyQt for Soft. For Softimage I already have a robust
 UI through PPG. I just milked it all I can :)




Re: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Steven Caron
fcurves work... oh and text ;P


On Wed, Feb 20, 2013 at 2:56 PM, Jeff McFall jeff.mcf...@sas.com wrote:

  Yes that is so useful, I found by accident too.   I’ve wondered why that
 works but one can’t copy/past other stuff like geo, passes or lights

 I am sure there is a good reason for it.  Just sayin’ it would be nice as
 well  

 ** **

 jeff

 **



Re: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Adam Sale
loving it


On Wed, Feb 20, 2013 at 3:01 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 You can also drag and drop color boxes between sessions.

 Copy and paste between sessions works with the rendertree too.



 On Wed, Feb 20, 2013 at 5:56 PM, Jeff McFall jeff.mcf...@sas.com wrote:

  Yes that is so useful, I found by accident too.   I’ve wondered why
 that works but one can’t copy/past other stuff like geo, passes or lights
 

 I am sure there is a good reason for it.  Just sayin’ it would be nice as
 well  

 ** **

 jeff

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* Wednesday, February 20, 2013 5:28 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Copy and paste ICE trees from two instances of Soft

 ** **

 I never knew you could do this. ... accidentally came up upon it today***
 *

 So useful !!





Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Alok

  
  
Here's one:
  
  http://www.mindfusion.eu/product1.html
  

  On 20/02/2013 6:12 PM, Raffaele Fragapane wrote:


  
  I've given in to comfort and familiarity these days, and just use
  some plugins for eclipse, and run the same versions at home and at
  work both on linux. Not the best, but there's only that much I can
  be arsed to do for my workflow when xml has grown so tiny a part
  of it in the last few years.
  
  I have a backlog of schemas, tiny tools and odd ends kept together
  with duct tape and spit I use basically, so not much I can
  recommend, but last I had a look at xml editing/viewing apps I was
  overwhelmed by the sheer amount of feature rich and eye candy
  heavy stuff out there, I'm sure you can google your way to gigs
  worth of the stuff.
  
  Given a decent hierarchical framework for xml and text editing are
  trivial, but a lot of, work, if I was to go down the path of what
  Alok intends to do I'd have a look at some of the
  Scintilla+pyQt+Python options out there first. There's bound to be
  an LGPL or a BSD one out there. 
  
  On Thu, Feb 21, 2013 at 10:05 AM, Gene
Crucean emailgeneonthel...@gmail.com
wrote:

  Have any links to some of those apps Raff?
  

  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5619 - Release Date:
02/20/13


  



Re: Anybody interested in a qt app for tinkering with scntoc data ?

2013-02-20 Thread Alok

  
  
Yea I know what you say makes sense.
  The one that I wrote also restores the original scntoc.
  
  Opening in a text editor is a pain in the ** if you have thousands
  and thousands of models. Even just to offload everything you have
  to go to each line and change it, well that said it is easier with
  fancy text editors now a days which work based off on reg
  expressions and what not to just multi-edit all lines in one go
  but still . . .
  
  Anyways once I am done with a widget, it can be used in soft with
  pyqt for soft for sure. So, yes I think I will first the UI as
  standalone and then put it in soft that would be good.
  
  Thanks for insights though, very useful.
  

  On 20/02/2013 6:20 PM, Steven Caron wrote:


  
  well if you are going to edit outside of softimage
i dont see the benefit. your missing the context in which you
are editing the file. if it was external i would just open the
scntoc in a text editor and be done. also the one i wrote at
blur would restore the original scntoc after the scene was
opened with that state.

  
On Wed, Feb 20, 2013 at 3:01 PM,
  Alok alok.gan...@modusfx.com
  wrote:
  

  As I said the whole point is to have it open
outside softimage so I don't think I will be pyQt
for Soft. For Softimage I already have a robust UI
through PPG. I just milked it all I can :)


  

  

  

  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5619 - Release Date:
02/20/13


  



Re: Octane render

2013-02-20 Thread Jason S
Lol!  interesting.. It looks like a classroom built directly on campus 
lawn and shot with a flash :)



On 20/02/2013 1:40 PM, Gustavo Eggert Boehs wrote:
(apparently this got block the first time, so im further compressing 
my jpg)


I took this last night, so there was no sun... This scene was in some 
abandoned place in my computer, and apparently, some 7 million leafs 
of grass grew in it.

Now if only I could find an excuse for displacement and mb :)


2013/2/20 Gustavo Eggert Boehs gustav...@gmail.com 
mailto:gustav...@gmail.com


A different take... This scene was in some abandoned place in my
computer, and apparently, some 7 million leafs of grass grew in it.
Now if only I could find an excuse for displacement and mb :)

-- 
Gustavo E Boehs

http://www.gustavoeb.com.br/blog




--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog




Re: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Jason S

It actually use to not be possible, while possible for rendertree nodes,

And now it's NOT possible for rendertree nodes while possible for Ice 
nodes, go figure :]




On 20/02/2013 6:01 PM, Grahame Fuller wrote:

It's actually documented: 
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_basics_AddingNodestoICETrees.htm,topicNumber=d30e265739

Just don't try it between different version of Soft, even if you're sure that 
all the nodes are compatible.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Wednesday, February 20, 2013 05:28 PM
To: softimage@listproc.autodesk.com
Subject: Copy and paste ICE trees from two instances of Soft

I never knew you could do this. ... accidentally came up upon it today
So useful !!
   




Re: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Steffen Dünner
AFAIR it has *never* been possible for Render Tree nodes (which I always
hated), but *always* been possible since the very first incarnation of ICE.


2013/2/21 Jason S jasonsta...@gmail.com

 It actually use to not be possible, while possible for rendertree nodes,

 And now it's NOT possible for rendertree nodes while possible for Ice
 nodes, go figure :]




 On 20/02/2013 6:01 PM, Grahame Fuller wrote:

 It's actually documented: http://download.autodesk.com/**
 global/docs/softimage2013/en_**us/userguide/index.html?url=**
 files/ICE_basics_**AddingNodestoICETrees.htm,**topicNumber=d30e265739http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_basics_AddingNodestoICETrees.htm,topicNumber=d30e265739

 Just don't try it between different version of Soft, even if you're sure
 that all the nodes are compatible.

 gray

 From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Adam Sale
 Sent: Wednesday, February 20, 2013 05:28 PM
 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: Copy and paste ICE trees from two instances of Soft

 I never knew you could do this. ... accidentally came up upon it today
 So useful !!






Re: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Raffaele Fragapane
It was possible in the rendertree at one point, and it's been possible with
colour widgets for quite a while.
I can't verify which is which right now because on Linux copy'n'paste is
flakey as old paint in the sun, by the sea, during a sandstorm.

On Thu, Feb 21, 2013 at 10:43 AM, Steffen Dünner
steffen.duen...@gmail.comwrote:

 AFAIR it has *never* been possible for Render Tree nodes (which I always
 hated), but *always* been possible since the very first incarnation of
 ICE.


 2013/2/21 Jason S jasonsta...@gmail.com

 It actually use to not be possible, while possible for rendertree nodes,

 And now it's NOT possible for rendertree nodes while possible for Ice
 nodes, go figure :]




 On 20/02/2013 6:01 PM, Grahame Fuller wrote:

 It's actually documented: http://download.autodesk.com/**
 global/docs/softimage2013/en_**us/userguide/index.html?url=**
 files/ICE_basics_**AddingNodestoICETrees.htm,**topicNumber=d30e265739http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_basics_AddingNodestoICETrees.htm,topicNumber=d30e265739

 Just don't try it between different version of Soft, even if you're sure
 that all the nodes are compatible.

 gray

 From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Adam Sale
 Sent: Wednesday, February 20, 2013 05:28 PM
 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: Copy and paste ICE trees from two instances of Soft

 I never knew you could do this. ... accidentally came up upon it today
 So useful !!







-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Jason S

hum.. I'm more in RenderTrees now, and use to be more in Ice trees
guess that's why I confused them, they look so alike :]

On 20/02/2013 6:43 PM, Steffen Dünner wrote:
AFAIR it has /never/ been possible for Render Tree nodes (which I 
always hated), but /always/ been possible since the very first 
incarnation of ICE.



2013/2/21 Jason S jasonsta...@gmail.com mailto:jasonsta...@gmail.com

It actually use to not be possible, while possible for rendertree
nodes,

And now it's NOT possible for rendertree nodes while possible for
Ice nodes, go figure :]




On 20/02/2013 6:01 PM, Grahame Fuller wrote:

It's actually documented:

http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_basics_AddingNodestoICETrees.htm,topicNumber=d30e265739

Just don't try it between different version of Soft, even if
you're sure that all the nodes are compatible.

gray

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Adam Sale
Sent: Wednesday, February 20, 2013 05:28 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Copy and paste ICE trees from two instances of Soft

I never knew you could do this. ... accidentally came up upon
it today
So useful !!







Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Raffaele Fragapane
It's probably because it was made in Quebec at some point, and there are
stringent rules about giving or loaning away Quebecan software for free,
enough and strict enough that many companies decide to forego the practice
entirely lest they get sued in some ancient French sounding language they
don't understand.

Or more likely, there's nobody left in marketing who knows that Softimage
is sold on its own (still), and doesn't always come as a  free plugin when
you install Maya or Max.

On Thu, Feb 21, 2013 at 9:51 AM, Adam Sale adamfs...@gmail.com wrote:

 I've put the question to their technical marketing division. Hope to hear
 a reply soon.




Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Xavier Lapointe
It would be a pain in the ass to deal with Lotto Quebec, because they would
need to get a percentage out of it, or something alike. Apple are going
through the same issue, as everybody who'd like to have Quebec citizen
participating.

Stupid law (PQ/PLQ are the same crap anyway on the long run when it comes
to legislation).


Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Xavier Lapointe
* Just mentioning Apple because it's another big player who don't really do
anything about it. Sucks to be us.


On Thu, Feb 21, 2013 at 12:40 PM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:

 It would be a pain in the ass to deal with Lotto Quebec, because they
 would need to get a percentage out of it, or something alike. Apple are
 going through the same issue, as everybody who'd like to have Quebec
 citizen participating.

 Stupid law (PQ/PLQ are the same crap anyway on the long run when it comes
 to legislation).




-- 
Xavier


Way to object copy with object model script?

2013-02-20 Thread Byungchul Kang
Hello, List

I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel Script
with Python. not CopyPaste command.
any idea?

Thanks
Kang


-- 
*Byungchul Kang* | MBC CG TEAM [http://imbc.com]
http://cgndev.com


Re: Way to object copy with object model script?

2013-02-20 Thread Simon Anderson
Using the object model I dont think theres a method. You could use
Application.Duplicate

On Thu, Feb 21, 2013 at 1:37 PM, Byungchul Kang k...@cgndev.com wrote:

 Hello, List

 I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel
 Script with Python. not CopyPaste command.
 any idea?

 Thanks
 Kang


 --
 *Byungchul Kang* | MBC CG TEAM [http://imbc.com]
 http://cgndev.com




-- 
---
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/


Re: Way to object copy with object model script?

2013-02-20 Thread Eric Thivierge
There is only the xsi.Duplicate() command I believe. Unless you want to
create an empty polymesh and set the topo via ICE.


Eric Thivierge
http://www.ethivierge.com


On Wed, Feb 20, 2013 at 9:37 PM, Byungchul Kang k...@cgndev.com wrote:

 Hello, List

 I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel
 Script with Python. not CopyPaste command.
 any idea?

 Thanks
 Kang


 --
 *Byungchul Kang* | MBC CG TEAM [http://imbc.com]
 http://cgndev.com



RE: Way to object copy with object model script?

2013-02-20 Thread Matt Lind
Duplicate() or SIDuplicate() if you want a command.

If you want to rebuild the whole ball of wax yourself, look into the 
Geometry.Get() and Geometry.Set() methods for the respective geometry types 
you’re working with.  Example: if copying a polygon mesh, then use 
PolygonMesh.Get() to acquire the data, and PolygonMesh.Set() to update the 
data, or X3Dobject.AddGeometry() to build a new object from scratch.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byungchul Kang
Sent: Wednesday, February 20, 2013 6:38 PM
To: Softimage Mailing List
Subject: Way to object copy with object model script?

Hello, List

I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel Script 
with Python. not CopyPaste command.
any idea?

Thanks
Kang


--
Byungchul Kang | MBC CG TEAM [http://imbc.com]
http://cgndev.com


Re: Way to object copy with object model script?

2013-02-20 Thread Byungchul Kang
hm only Native Command?
Okay, Thanks for you all.


2013/2/21 Eric Thivierge ethivie...@gmail.com

 There is only the xsi.Duplicate() command I believe. Unless you want to
 create an empty polymesh and set the topo via ICE.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 9:37 PM, Byungchul Kang k...@cgndev.com wrote:

 Hello, List

 I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel
 Script with Python. not CopyPaste command.
 any idea?

 Thanks
 Kang


 --
 *Byungchul Kang* | MBC CG TEAM [http://imbc.com]
 http://cgndev.com





-- 
*Byungchul Kang* | MBC CG TEAM [http://imbc.com]
http://cgndev.com


RE: Way to object copy with object model script?

2013-02-20 Thread Matt Lind
Doh – should read:

X3DObject.AddPolygonMesh(), not X3DObject.AddGeometry()



Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, February 20, 2013 6:47 PM
To: softimage@listproc.autodesk.com
Subject: RE: Way to object copy with object model script?

Duplicate() or SIDuplicate() if you want a command.

If you want to rebuild the whole ball of wax yourself, look into the 
Geometry.Get() and Geometry.Set() methods for the respective geometry types 
you’re working with.  Example: if copying a polygon mesh, then use 
PolygonMesh.Get() to acquire the data, and PolygonMesh.Set() to update the 
data, or X3Dobject.AddGeometry() to build a new object from scratch.

Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byungchul Kang
Sent: Wednesday, February 20, 2013 6:38 PM
To: Softimage Mailing List
Subject: Way to object copy with object model script?

Hello, List

I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel Script 
with Python. not CopyPaste command.
any idea?

Thanks
Kang


--
Byungchul Kang | MBC CG TEAM [http://imbc.com]
http://cgndev.com


Re: Way to object copy with object model script?

2013-02-20 Thread Raffaele Fragapane
It's a command because only the application can run the full extent of
operations required to duplicate an object within the scene entirely.

People have grown a dysfunctional notion of object model VS command as if
they are just mutually exclusive alternatives. The real difference is
between using the Application to do things for you, with all its
all-comprehensive commands offered, vs dealing with the individual
abstractions of objects.

You COULD do it all without running a single command, but you will need to
implement by the various objects every facet of that command that you are
interested in.
So if it's just the geo you want, what Matt listed is plenty fine, but if
you also want clusters, properties, constraints and so on to be duplicated
then, as no single object wraps the lot, you will need to take care of
those yourself.
Many commands are actually just scripts that do exactly that, deal with
multiple objects synchronously or sequentially to give completeness to
those operations.

When things span complex connections across the scene graph, it usually
becomes increasingly laborious to use pure OOP through the API's objects
with no commands to do it. You are largely duplicating work the devs
already did when implementing those commands.

On Thu, Feb 21, 2013 at 1:47 PM, Byungchul Kang k...@cgndev.com wrote:

 hm only Native Command?
 Okay, Thanks for you all.


 2013/2/21 Eric Thivierge ethivie...@gmail.com

 There is only the xsi.Duplicate() command I believe. Unless you want to
 create an empty polymesh and set the topo via ICE.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Feb 20, 2013 at 9:37 PM, Byungchul Kang k...@cgndev.com wrote:

 Hello, List

 I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel
 Script with Python. not CopyPaste command.
 any idea?

 Thanks
 Kang


 --
 *Byungchul Kang* | MBC CG TEAM [http://imbc.com]
 http://cgndev.com





 --
 *Byungchul Kang* | MBC CG TEAM [http://imbc.com]
 http://cgndev.com




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: ET_ProjectTools

2013-02-20 Thread javier gonzalez
Thanks for sharing!!!

2013/2/21 Eric Thivierge ethivie...@gmail.com

 Hey all,

 I just posted my new ET_ProjectTools to the git repo / dropbox. This
 contains a new tool which is a custom built Project Manager tool. It uses
 an sqlite database to store the projects and locations.

 It doesn't integrate with the xml file that Softimage uses for the file
 browser and all since I didn't feel like dealing with xml parsing. I
 basically made it out of frustration with the built in one being flaky.

 It's not meant to be a full featured well integrated tool but more of a
 base to build some pipeline tools off of. It uses the built in
 CreateProject() command to build the scene structure so it doesn't support
 custom project directories at this point.

 Thought it may be useful for some to check out.

 Access it in the File menu.

 github: https://github.com/EricTRocks/ET_Tools
 dropbox: https://dl.dropbox.com/u/3533340/ET_Tools/ET_ProjectTools.zip

 
 Eric Thivierge
 http://www.ethivierge.com



Re: Octane render

2013-02-20 Thread olivier jeannel

Very nice, looks like it was shot with a flash light !
And maybe all this grass caused some wetness through the walls that's 
why there should have some cough displacement cough to see the 
mortage ;)





Le 20/02/2013 19:40, Gustavo Eggert Boehs a écrit :
(apparently this got block the first time, so im further compressing 
my jpg)


I took this last night, so there was no sun... This scene was in some 
abandoned place in my computer, and apparently, some 7 million leafs 
of grass grew in it.

Now if only I could find an excuse for displacement and mb :)


2013/2/20 Gustavo Eggert Boehs gustav...@gmail.com 
mailto:gustav...@gmail.com


A different take... This scene was in some abandoned place in my
computer, and apparently, some 7 million leafs of grass grew in it.
Now if only I could find an excuse for displacement and mb :)

-- 
Gustavo E Boehs

http://www.gustavoeb.com.br/blog




--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog