Re: Octane render
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
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?
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?
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
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...
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...
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...
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...
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
@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...
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...
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...
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...
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...
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????
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...
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...
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?
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...
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...
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
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...
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...
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...
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????
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?
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?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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...
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...
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...
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 ?
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 ?
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...
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 ?
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 ?
+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
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
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
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 ?
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 ?
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 ?
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 ?
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 ?
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 ?
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 ?
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 ?
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
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
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 ?
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 ?
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
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
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
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
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
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...
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...
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...
* 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?
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?
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?
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?
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?
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?
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?
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
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
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