Re: Randomness

2013-04-15 Thread Zybrand Jacobs
Hey Guys,

Thanks Orlando, as soon as I changes the randomize to a scalar and used a
floor node to convert to integer afterwards I got the behavior I was
expecting.

Simon - yeah its about time I post something, been prowling around the list
for a while now.

cheers,
Zybrand


On Mon, Apr 15, 2013 at 6:24 AM, Simon Anderson 
simonbenandersonl...@gmail.com wrote:

 Ahoy Zybrand,

 Nice to see you on the list bud! your ICE stuff is looking cool. Would
 have to take a closer look at your node to help you out on this one.

 Cheers
 Si



 On Mon, Apr 15, 2013 at 8:32 AM, Orlando Esponda 
 orlando.espo...@gmail.com wrote:

 What are the values of the Randomize Value by Range node?   I think the
 problem is there. Randomize nodes don't work particulary well with
 integers. You could try to generate random scalar values and then use a
 floor node to convert them to integers.  See attached images.


  
 random_walker_01.jpghttps://docs.google.com/a/pixable.de/file/d/0BymbR38T-KL4NUpWdjI2cWpNcjA/edit?ups=drive_web

  
 random_walker_02.jpghttps://docs.google.com/a/pixable.de/file/d/0BymbR38T-KL4SEdDRjRieXl5TTQ/edit?ups=drive_web

  
 random_walker_03.jpghttps://docs.google.com/a/pixable.de/file/d/0BymbR38T-KL4TGNTVlV2MWo0M1U/edit?ups=drive_web



 On Sun, Apr 14, 2013 at 8:45 AM, Zybrand Jacobs zybrandlour...@gmail.com
  wrote:

 First post on here so hello everyone.

 Been looking at some of the Shiffman videos and I tried to copy his
 random walker but I'm not getting the results I expected. It is supposed to
 randomly choose between 4 directions but it has a clear direction. It
 always generally moves in die opposite direction of what ever my last
 vector in the select case node is.

 Is this a result of the way the random value node works or is it just
 that my setup is wrong? and any ideas for getting it more randomly?

 thanks,
 Zybrand

 PS: tested over 4000 frames



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Re: Creating a vector between 2 objects in ICE?

2013-04-15 Thread Enrique Caballero
the majority of the math is usually quite simple and enjoyable to work with.

https://www.khanacademy.org/

this is a great resource


On Mon, Apr 15, 2013 at 2:37 PM, Sam sbowl...@cox.net wrote:

 As it turns out, I wasn’t doing the math part wrong, it was something else
 in my ice tree that was causing the problem. While I was going through my
 ice tree trying to figure out what I did wrong, I accidentally deleted a
 node. After undoing it I got this error:

 ** **

 # WARNING : 3000 -  Cycle breaking point
 sphere.polymsh.secondaryshapemarker

 # WARNING : 3000 - Cycle through null.null.ICETree

 # WARNING : 3000 - Cycle through sphere.polymsh.ICETree

 # WARNING : 3000 - PROBLEMATIC EVALUATION CYCLES ARE IN THE SPECIFIED GRAPH
 

 ** **

 Undoing the delete should have put everything back to how it was, but now
 it wasn’t working at all. So I started going through and deleting all the
 excess nodes I had added in the different trees that were for displaying
 data (set data self.tmp, etc) and all of a sudden it started working as
 expected. I’m thinking that maybe I had more than one reference to
 self.temp or something similar, but none of the nodes turned red, so I
 didn’t realize it. 

 ** **

 The tip to turn on use global coordinates for display did solve a lot
 of my visualization problems. Having what I was doing work for the most
 part but having the vectors appear to be going in the wrong direction was
 definitely confusing.

 ** **

 Now that it is working I have noticed something else weird. When I move my
 “controller null” the object that is sliding across the sphere will pause
 slightly every time it gets to an edge before rotating slightly and moving
 along the next polygon. Is this a known issue, or should I be using
 something other than Get Closest Location to stick the null on the sphere?
 

 ** **

 P.S. I will be watching weeks 6 and 7 shortly =)

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Sunday, April 14, 2013 8:21 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Creating a vector between 2 objects in ICE?

 ** **

 get an object's kine.global.pos, and get another object's kine.global.pos
 Subtract one from the other, that's your displacement vector between two
 objects.

 Its direction (from A to B or viceversa) is determined by the order of
 subtraction, so if it's the wrong way around just plug the other way around
 in the subtract.

 A Vector has no such concept of what object it's under. It will be in the
 space of the object you run the operation from. To display it starting from
 such object, if the display is what you are using to determine it starts
 from the origin, then turn on use global coordinates for display.

 For that vector to operate on an object other than the one you're hosting
 the graph on, you might need to add that object's own position to such
 vector before output.

 If you need more than just the position, then you have more work to do as
 you will need to compose a transform from this and additional derivative
 data.

 ** **

 You're hitting a wall again that has nothing to do with ICE or not using
 the right nodes or operations, and all to do with not quite understanding
 the math fundamentals of the data and operations you're working with :)***
 *

 Weeks 6 and 7 ;)

 ** **

 ** **

 On Mon, Apr 15, 2013 at 12:17 PM, Sam sbowl...@cox.net wrote:

 As the subject says, I’m trying to create a vector between 2 objects in
 ICE? Essentially what I want to do is point a null (which is attached to
 the closest location on the surface of a mesh) at another object. I’ve
 tried several ways, and I just can’t seem to get it to work. It seems that
 no matter what I do, the vector is always coming from the origin (0,0,0). I
 thought this would be easy, but I’m obviously doing something very wrong.*
 ***




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Re: Creating a vector between 2 objects in ICE?

2013-04-15 Thread Raffaele Fragapane
Pause as in it will stay there for longer or as in the evaluation gets
laggy?
The latter shouldn't happen, the former would simply be that it's very
possible that for quite a while in your path the closest point is on the
edge and not on either poly.

If you were to make the geo a lot denser (say hard subdivide it several
times) you would probably notice it more frequently but for shorter, to the
point where with an object dense enough that plateau in the rate of change
would be shorter than the pixel (or the interaction) and become
unnoticeable.

No real way around it if you resolve things to a single point.

You could work around it by interpolation, like looking up several samples
inside a a cone instead of a single point, and averaging those, which would
smooth the interaction by effectively smoothing the sampling part. You
might or might not want to pay that trade off though, and there are times
when it might get quite imprecise (IE: across a ridge) and land the
location inside the mesh.

You get into sampling and aliasing issues there though, which is a whole
different territory. Rather interesting, but can be painful, and like
anything requiring multidimensionality and averaging a little bit tricky to
get down right in ICE, however not impossible.


On Mon, Apr 15, 2013 at 4:50 PM, Enrique Caballero 
enriquecaball...@gmail.com wrote:

 the majority of the math is usually quite simple and enjoyable to work
 with.

 https://www.khanacademy.org/

 this is a great resource


 On Mon, Apr 15, 2013 at 2:37 PM, Sam sbowl...@cox.net wrote:

 As it turns out, I wasn’t doing the math part wrong, it was something
 else in my ice tree that was causing the problem. While I was going through
 my ice tree trying to figure out what I did wrong, I accidentally deleted a
 node. After undoing it I got this error:

 ** **

 # WARNING : 3000 -  Cycle breaking point
 sphere.polymsh.secondaryshapemarker

 # WARNING : 3000 - Cycle through null.null.ICETree

 # WARNING : 3000 - Cycle through sphere.polymsh.ICETree

 # WARNING : 3000 - PROBLEMATIC EVALUATION CYCLES ARE IN THE SPECIFIED
 GRAPH

 ** **

 Undoing the delete should have put everything back to how it was, but now
 it wasn’t working at all. So I started going through and deleting all the
 excess nodes I had added in the different trees that were for displaying
 data (set data self.tmp, etc) and all of a sudden it started working as
 expected. I’m thinking that maybe I had more than one reference to
 self.temp or something similar, but none of the nodes turned red, so I
 didn’t realize it. 

 ** **

 The tip to turn on use global coordinates for display did solve a lot
 of my visualization problems. Having what I was doing work for the most
 part but having the vectors appear to be going in the wrong direction was
 definitely confusing.

 ** **

 Now that it is working I have noticed something else weird. When I move
 my “controller null” the object that is sliding across the sphere will
 pause slightly every time it gets to an edge before rotating slightly and
 moving along the next polygon. Is this a known issue, or should I be using
 something other than Get Closest Location to stick the null on the sphere?
 

 ** **

 P.S. I will be watching weeks 6 and 7 shortly =)

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele
 Fragapane
 *Sent:* Sunday, April 14, 2013 8:21 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Creating a vector between 2 objects in ICE?

 ** **

 get an object's kine.global.pos, and get another object's kine.global.pos
 Subtract one from the other, that's your displacement vector between two
 objects.

 Its direction (from A to B or viceversa) is determined by the order of
 subtraction, so if it's the wrong way around just plug the other way around
 in the subtract.

 A Vector has no such concept of what object it's under. It will be in the
 space of the object you run the operation from. To display it starting from
 such object, if the display is what you are using to determine it starts
 from the origin, then turn on use global coordinates for display.

 For that vector to operate on an object other than the one you're hosting
 the graph on, you might need to add that object's own position to such
 vector before output.

 If you need more than just the position, then you have more work to do as
 you will need to compose a transform from this and additional derivative
 data.

 ** **

 You're hitting a wall again that has nothing to do with ICE or not using
 the right nodes or operations, and all to do with not quite understanding
 the math fundamentals of the data and operations you're working with :)**
 **

 Weeks 6 and 7 ;)

 ** **

 ** **

 On Mon, Apr 15, 2013 at 12:17 PM, Sam sbowl...@cox.net wrote:

 As the subject says, I’m trying to create a vector between 2 objects in
 

Re: Modo's Deformation (Weight Containers)

2013-04-15 Thread Stefan Kubicek
I think you are confusing this with the skin weights import and export  
tools that ship with Maya, which are indeed crap. Hence the array of third  
party scripts in this area. Weight painting is, admittedly, not less solid  
than what Softimage has to offer in this regard though.




It reminds me of weighting in Maya how each of the maps
were separate...what a PITA! Maya had (and maybe still has --I haven't
looked at 2014) the worst enveloping blech!


On Sat, Apr 13, 2013 at 1:33 PM, jo benayoun jobenay...@gmail.com  
wrote:



actually, this is not really new and is quite similar to the way
envelopping is done for years in the in-house 3D package at R+H from  
what
I remember.  They had a complete different way to do rigging/skinning  
that

I was used to see in other studios.  I wouldn't be surprised, this
feature is coming from one of those big.
-- jon


Le samedi 13 avril 2013, Sebastien Sterling a écrit :

(this may be a stupid assumption) i didn't exactly follow all the dude  
was
saying, thx matt for the clarification, his examples where very  
abstract...
would being able to disassociate parent hierarchy have any effect on  
gimble

lock ? making it easier to evade ?


On 13 April 2013 17:23, Marco Peixoto mpe...@gmail.com wrote:

 At first I thought that it was a simple Pose based Deformation like
Secondary Shape Modeling, but its not. He says that Modo has now a very
similar Weighting System that Pixar uses (he doesnt say that on the  
video
but he did on the forums) and that video was to show what Hippodrome  
(ex

Pixar character Modeler) will be teaching on its coming iBook Art of
Moving Points:

http://hippydrome.com/iBookExmpls.html






On 13-04-2013 16:06, Christopher wrote:

I watched the video, interesting stuff, I'd like to see a comparison
between what was shown in the video and Softimage, specifically what I
liked in the Modo video was the sliding skin effect.

Christopher

  Matt Lind
 Friday, April 12, 2013 11:19 PM
  Basically the guy took 24 minutes to explain a 2 minute concept.

The main point is Modo can define the order in which deformers are
evaluated to solve envelope weights, and envelope weights are assigned
using 'weight containers' which are logical assignments of points to
deformers.  A different kind of weight map.

The example shows an arm enveloped over 2 bones (3 joints).  In  
Softimage
you'd normally place the bones into a hierarchy and assign the weights  
to

the joints.  as you rotate the shoulder, the elbow and wrist would tag
along for the ride via inheritance of the shoulder's transformation.   
If

you rotate the elbow, the shoulder is unaffected, but the wrist moves
because it inherit's the elbow's transformation.  The point being the
deformer has to reside in the location of the envelope deformation, and
this can be inconvenient for thinking/viewing certain problems such as
wanting to only rotate a deformer by a few degrees.  in the case of the
elbow, it may already be rotated to some arbitrary angle making
adding/subtracting a few degrees difficult to visualize.

In Modo, the weights were assigned to the individual bones via 'weight
containers' (their version of a weight map), but the bones were not  
placed
into a hiearchy.  they were scattered about wherever was convenient.   
This
allowed the artist to work with the deformations in the local space of  
the
deformer so if he wanted to say, limit envelope deformations to  
rotations
of 10 degrees or less, the artist could easily see a 10 degree  
rotation and

work with the deformer weights.  think of it as compensation mode for
vertices of an envelope.  You apply the envelope to the defomers, but








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   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
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Re: Modo's Deformation (Weight Containers)

2013-04-15 Thread Raffaele Fragapane
It's one of those things that must have sounded great in theory (I remember
Alias reps telling us how we would have never have had to worry about
topology again, all we needed was one half arsed UV map and we'd do our
weights only once in our life, ever).
It's a shame it ended up being absolute crap :p

The painting tools though do reflect that a lot, but yeah, it's not
entirely correct to assimilate the two.

I'm surprised AD hasn't standardized a plugin by buying it yet. I mean
seriously, what is 2014, Maya 13? 14? And still no two people agree on how
to save per vertex data.

Anyway...

On Mon, Apr 15, 2013 at 5:37 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 I think you are confusing this with the skin weights import and export
 tools that ship with Maya, which are indeed crap. Hence the array of third
 party scripts in this area. Weight painting is, admittedly, not less solid
 than what Softimage has to offer in this regard though.




RE: How to make a deformer absolute ?

2013-04-15 Thread Chris Chia
Hi Bartek,
See below for our Dev's comments on your script:

His example code is not clear. In first 2 lines, user works with input at line 
2 which is mesh. In line 3, he works with outMesh.

Our dev gives the following example:
   Primitive prim = ctxt.GetInputValue( 0 );
   PolygonMesh mesh( prim.GetGeometry( 0, siConstructionModeAnimation ) );
   CVertexRefArray points = mesh.GetVertices();
   MATH::CVector3Array pos = points.GetPositionArray();
   const MATH::CVector3* l_pSrc = pos[0];

l_pSrc contains non-zero values.


Hope this explains.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bartek Opatowiecki
Sent: Saturday, April 13, 2013 8:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: How to make a deformer absolute ?

Primitive prim = (CRef)ctx.GetInputValue(0,0);
PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeAnimation));
CVertexRefArray outPoints = outMesh.GetVertices();
CVector3Array pos = outPoints.GetPositionArray();

I'm calling that block of code from inside of a customOperator, ok ?
There is an Envelope Operator below. It has some bones
 so the mesh is being deformed by that bones.

PolygonMesh
 - Secondary Shape Modeling
 - Animation
  - MyOperator
  - EnvelopeOperator -
  -Shape Modeling
 - Modeling

How to get result of  EnvelopeOperator as an Array of absolute vectors, from 
within MyOperator Update callback ?
Actually  pos  is filled with zeroes.

Hope, you get what I mean :)

Thanks




On Sat, Apr 13, 2013 at 3:04 AM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
If you transform the vectors by the global kine transform of the object they 
come from they will be in world space.
Assuming you are reading from another object and getting its point positions 
(and those are local) and want their global coordinates the above step is what 
you need.
If you want them in the space of another object then you will have to do the 
above and also multiply by the inverse of the object's global transform you 
want them to be in the space of.

You can chain those two matrices outside the loop taking care of the pointpos 
vectors, as they are per object, to save some cycles.

Unless you were asking for something else.

On Sat, Apr 13, 2013 at 6:45 AM, Bartosz Opatowiecki 
b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
Actually it is false, because I got deformed vertices
into my deformer any way. So anything I do inside my operator
is relative to the previous operator in the stack...

Instead, I want to get vertices in world space or in X3DObject space
fed into my deformer. How can I do that ?

W dniu 2013-04-12 22:33, Alan Fregtman pisze:
Yeah, it should.

You're reading from the Modeling stack, so the envelope didn't happen at that 
point.

Then you're setting the positions, so anything between your operator and the 
Modeling marker might as well not exist because it's overridden by your data.


On Fri, Apr 12, 2013 at 4:26 PM, Bartosz Opatowiecki 
b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
Hey,

Lets forget about node transformations, only vertices are being deformed.
If, within an update function I get a geometry like this:

Primitive prim = (CRef)ctx.GetInputValue(0,0);
PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeModeling));
CVertexRefArray outPoints = outMesh.GetVertices();
CVector3Array pos = outPoints.GetPositionArray();

and put its data back:

Primitive outPrim(ctx.GetOutputTarget());
PolygonMesh outMesh(outPrim.GetGeometry(0,siConstructionModeModeling));
CVertexRefArray outPoints = outMesh.GetVertices();
outPoints.PutPositionArray(pos);

my output mesh should stay still even if envelope operator is below it.
Am I right ?

W dniu 2013-04-12 20:10, Alan Fregtman pisze:
From what you said you're already setting the pointpositions (aka deforming), 
so you have already taken over. You can set the deformation to be absolute if 
your data is absolute and taking the object's transform into consideration.

If you mean if you can disable operators downwards... no, you can't.


On Fri, Apr 12, 2013 at 12:18 PM, Bartek Opatowiecki 
b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
Hi,

I'm working on a customOperator which is deforimg a mesh.
It is sitting at the top of an animation construction mode .
I would like it to take over the deformation at some point
and ignore entire construction stack below it.

thanks,
Bartek







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

attachment: winmail.dat

Re: Softimage promo

2013-04-15 Thread Stefan Kubicek
I think thats pretty common when you look at older software. In the  
beginning it's all about new features and making use of new paradigms a  
software offers. As it matures and collects features,
people become aware and weary of the small annoying things that might have  
been plaguing them for years,
hence they are more thankful having one or two thorns removed from their  
bread and butter tools rather than the next big Crowd Simulation toolset  
only a handful of people will never need. It's mostly been UI (Qt,  
viewport) and now modeling tools for Maya too for the last couple of  
versions.






na the dx 11 is cool but its seems to becoming standardised, max was over
due for some UI enhancements, view port switching was painful before, i
remember that, but I was speaking more specifically about the larger
features. which is ironic when you think about it, the little tweaks and
fixes are more interesting then the key features discussed.


On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com wrote:


3ds max users I know were vey excited with this release. Specially
regarding small annoying things, with viewport performance
enhancemants/dx11 in a close seccond.

A direct quote:
Man now I can maximize my viewport only hovering the mouse. No need to
make it active!

This wowed me a lot as an SI user ;-)
Em 13/04/2013 13:57, Sebastien Sterling sebastien.sterl...@gmail.com
escreveu:

is it me, or did all the max features look ..Mickey Mouse ? they didn't

look like very useful or serious additions
, with the exception of the little search box thing, which in fairness  
is
a blessing for max (modifier list anyone ?), but nothing outside of  
this

seemed to give max an edge.


On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:



 No problem. As we all know, emails can be easily misunderstood.  
=)


**



What exactly did you mean by that comment, Ed?  :-Z







--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
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Re: Modo's Deformation (Weight Containers)

2013-04-15 Thread Angus Davidson
Life would so much easier if we had a gold set of standards for procedures and 
outputs ;)

I must admit I never really liked the painting weights idea. I understand how 
it works but Its always worried me that its seems a much more complex system 
then should be required. I have always wondered if you could get the mesh to 
work better off something simpler like volume deformers on the bone and the 
joints. Tie that in with not allowing the volume deformers to penetrate each 
other and you would be a long way there.

We have seen some amazing advances in Rendering of late. Arnold and Redshift 
spring to mind. Its about time enveloping / painting weights has a total 
rethink. Its a more then a decade old solution to a problem that was never 
effectively solved  in the first place.



From: Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Monday 15 April 2013 9:41 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Modo's Deformation (Weight Containers)

It's one of those things that must have sounded great in theory (I remember 
Alias reps telling us how we would have never have had to worry about topology 
again, all we needed was one half arsed UV map and we'd do our weights only 
once in our life, ever).
It's a shame it ended up being absolute crap :p

The painting tools though do reflect that a lot, but yeah, it's not entirely 
correct to assimilate the two.

I'm surprised AD hasn't standardized a plugin by buying it yet. I mean 
seriously, what is 2014, Maya 13? 14? And still no two people agree on how to 
save per vertex data.

Anyway...

On Mon, Apr 15, 2013 at 5:37 PM, Stefan Kubicek 
s...@tidbit-images.commailto:s...@tidbit-images.com wrote:
I think you are confusing this with the skin weights import and export tools 
that ship with Maya, which are indeed crap. Hence the array of third party 
scripts in this area. Weight painting is, admittedly, not less solid than what 
Softimage has to offer in this regard though.


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RE: Modo's Deformation (Weight Containers)

2013-04-15 Thread Brent McPherson
I only watched the first part of the video but it looked like a pretty standard 
deformer chain being driven by weight maps so I didn't really see what all the 
fuss was about.

If you really want to built up a custom on deformations then a procedural 
system like ICE would be way more flexible since you can order and blend 
operations anyway you want.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 14 April 2013 4:11 AM
To: ron...@toonafish.nl; softimage@listproc.autodesk.com
Subject: Re: Modo's Deformation (Weight Containers)

Maybe similar, but a weight container in modo is not tied to mesh item. Weight 
maps exist in modo the same as they do in other apps. But weight containers are 
a way of abstracting that from the mesh item.
On 4/13/2013 7:21 PM, Toonafish wrote:
Would that be the same as using cluster center deforms with weight maps in SI ? 
You can create a similar setup, and also define the order of evaluation by 
swapping the cluster center deform operators in the operator stack.

- Ronald


On 4/12/2013 23:37, Marco Peixoto wrote:
This seems really interesting and a new way of dealing with Envelope Weights:


http://vimeo.com/63720234


--



Tim Crowson
CG Lead

Magnetic Dreams, Inc.
2525 Lebanon Pike, Building C. Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | 
www.magneticdreams.comhttp://www.magneticdreams.com
tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com

attachment: winmail.dat

RE: Regarding the new unfold pack feature

2013-04-15 Thread Nicholas Hong
Hi Eric Cosky, 

I would like also to remember that you can apply the Unfold3D plugin to a 
Softimage Group containing several objects, it not necessary to merge all 
objects in only one polymesh. The possibility to work with Groups allows for 
example to create UV maps of a car, without merging the wheels / the car body / 
the interior etc...  Here is the workflow in that case :
1. Select some objects
2. Ctrl + g for creating a group
3. Select the group just created
4. Property  Texture Projection  Unfold 
5. Modify cutting line / Modify UV coordinates by hand in the texture editor / 
Update Unfolding / Pin / Pack. In the order you want.

And the last case, it is when you have several objects having existent 
UVProperty and you want to make modifications / packing of all of it, without 
merging the objects : 
1. Select the objects
2. Ctrl + g for group
3. Using the explorer, select the group and select also the existing 
UVProperties (e.g. Texture_Projection Cylindrical XY, Texture _Projection 
Spherical XY )
4. Property  Texture Projection  Unfold  Pack (TAB)  Pack
5. Modify cutting line / UV coordinates by hand in texture editor / Update 
Unfolding / Pin / Pack

Regards
Nick


Last case sample script:

CreatePrim Cylinder, MeshSurface
CreatePrim Sphere, MeshSurface
Translate , 9.49132845941504, 0, 0, siRelative, siView, siObj, siXYZ, , , , , , 
, , , , 0
SelectObj cylinder,sphere, , True
ApplyShader , , , , siLetLocalMaterialsOverlap
SelectObj cylinder, , True
SelectObj sphere, , True
CreateShaderFromProgID Softimage.txt2d-image-explicit.1.0, 
Sources.Materials.DefaultLib.Material1, Image
SIConnectShaderToCnxPoint Sources.Materials.DefaultLib.Material1.Image.out, 
Sources.Materials.DefaultLib.Material1.Phong.diffuse, False
SelectObj cylinder, , True
CreateShaderFromProgID Softimage.txt2d-image-explicit.1.0, 
Sources.Materials.DefaultLib.Material, Image
SIConnectShaderToCnxPoint Sources.Materials.DefaultLib.Material.Image.out, 
Sources.Materials.DefaultLib.Material.Phong.diffuse, False
SetDisplayMode Camera, textured
SwitchToolbar 1
CreateProjection cylinder, siTxtCylindrical, siTxtDefaultSpherical, 
Texture_Support, Texture_Projection
SetInstanceDataValue , Sources.Materials.DefaultLib.Material.Image.tspace_id, 
Texture_Projection
SelectObj sphere, , True
CreateProjection sphere, siTxtSpherical, siTxtDefaultSpherical, 
Texture_Support, Texture_Projection
SetInstanceDataValue , 
Sources.Materials.DefaultLib.Material1.Image.tspace_id, Texture_Projection

SelectObj cylinder, , True
SetSelFilter SampledPoint
SelectGeometryComponents cylinder.sample[57,60,61,64,80,81,84,85]
SelectGeometryComponents cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85]
SelectGeometryComponents 
cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122]
TranslateUVW cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122], 
cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection, 
0.317275697984523, 0.358676756756757, 0, siRelative, siUVW, False

SelectObj sphere, , True
SetSelFilter SampledPoint
SelectGeometryComponents sphere.sample[*]
RotateUVW sphere.sample[*], 
sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection, 0, 0, 
-89.8125, siRelative, siUVW, 1, 0.5, 0.5

SelectObj cylinder
ToggleSelection sphere
CreateGroup
AddToSelection Texture_Support, , True
AddToSelection Texture_Support1, , True
CreateGroup UnfoldGroup, Array(cylinder, sphere)
UnfoldApply 
cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,UnfoldGroup
UnfoldPackUpdate UnfoldGroup.Unfold
attachment: winmail.dat

Autodesk Exchange Apps

2013-04-15 Thread Eugen Sares

Since this hasn't been posted here:

http://apps.exchange.autodesk.com/
FAQ:
http://apps.exchange.autodesk.com/Public/FAQ

Although it does not include Softimage yet, I wonder if this is going to 
happen, and what opinions are to become it a central resource for addons 
etc.




Re: Softimage promo

2013-04-15 Thread Sebastien Sterling
Hey maybe 2015 they will liberate the sdk in softimage :)


On 15 April 2013 10:37, Stefan Kubicek s...@tidbit-images.com wrote:

 I think thats pretty common when you look at older software. In the
 beginning it's all about new features and making use of new paradigms a
 software offers. As it matures and collects features,
 people become aware and weary of the small annoying things that might have
 been plaguing them for years,
 hence they are more thankful having one or two thorns removed from their
 bread and butter tools rather than the next big Crowd Simulation toolset
 only a handful of people will never need. It's mostly been UI (Qt,
 viewport) and now modeling tools for Maya too for the last couple of
 versions.




  na the dx 11 is cool but its seems to becoming standardised, max was over
 due for some UI enhancements, view port switching was painful before, i
 remember that, but I was speaking more specifically about the larger
 features. which is ironic when you think about it, the little tweaks and
 fixes are more interesting then the key features discussed.


 On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com wrote:

  3ds max users I know were vey excited with this release. Specially
 regarding small annoying things, with viewport performance
 enhancemants/dx11 in a close seccond.

 A direct quote:
 Man now I can maximize my viewport only hovering the mouse. No need to
 make it active!

 This wowed me a lot as an SI user ;-)
 Em 13/04/2013 13:57, Sebastien Sterling sebastien.sterl...@gmail.com
 escreveu:

 is it me, or did all the max features look ..Mickey Mouse ? they didn't

 look like very useful or serious additions
 , with the exception of the little search box thing, which in fairness
 is
 a blessing for max (modifier list anyone ?), but nothing outside of this
 seemed to give max an edge.


 On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:


  No problem. As we all know, emails can be easily misunderstood. =)


 **


 What exactly did you mean by that comment, Ed?  :-Z





 --
 --**-
Stefan Kubicek
 --**-
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
  Phone:+43/699/12614231
   www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--




Re: Camera matching from setting up vanishing lines

2013-04-15 Thread Dan Yargici
In case anyone took to using BLAM - is has just received an update so it
can correct for projection mapping.  Looks great.

https://vimeo.com/56955831#

DAN


On Tue, Apr 2, 2013 at 6:21 PM, Dan Yargici danyarg...@gmail.com wrote:

 As with most things, Blender has an addon for this too :)

 https://vimeo.com/35421849

 DAN


 On Tue, Apr 2, 2013 at 6:13 PM, Rob Wuijster r...@casema.nl wrote:

  FWIW, C4D does a really nice job with this as well.
 With all the camera matching we have to do, it would be nice to have this
 inside Softimage natively.

 Rob

 \/-\/\/

 On 2-4-2013 17:05, Eugen Sares wrote:

 For what it's worth:
 Sketchup's cam matching tool could be worth a look, also just from a
 user's perspective, because it works quite nicely.
 You can adjust vanishing x and y vanishing lines and scale the whole
 thing on z (up).
 It's invoked in the image importer dialog.

 Am 02.04.2013 16:38, schrieb Vincent Ullmann:

 Some time ago i tried something like this... but somehow i ran into some
 dead ends.
 Started with some simple Vector-equations, something like this came out...
 ... and id didnt work at all


 Am 02.04.2013 14:43, schrieb Rob Wuijster:

 yes, someone did. Or at least showed some form of progress.

 But I cannot find the post anymore. If memory serves me right it was on
 si-community.
 Doesn't really help you mucih, but it's a start ;-)

 Rob

 \/-\/\/

 On 1-4-2013 17:14, Nuno Conceicao wrote:

 This is one quite handy tool in 3dsmax 2014 that should be simple enough
 to implement in ICE, but apparently not in the almost featureless Softimage
 2014.

  Was wondering if anybody actually made something like this using ICE
 kinematics or in some other form...


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Re: Modo's Deformation (Weight Containers)

2013-04-15 Thread Stefan Kubicek
There have been a couple of attempts to establish alternatives to weight  
painting, but none of them prevailed.


Before there was weight painting in Maya there was rigid skinning with  
special deformers to

enhance the shaping of the mesh in areas around the joints.

Mark Snowswell suggested an alternative approach as part of the ACT  
(Advanced Character Techology) toolset for Max back then, which was  
basically a by-product of his reseach into muscle-based deformation.
I believe it offered automatic volume preservation, but I dont't remember  
what the actual approach was.
Yomehow the sking weights were figured out automagically for a given joint  
hierarchy.


Then of course there is volume-based assignment of vertices to bones,  
which used to be the only method in Max using the Physique modifier, which  
allowed to define bubble shapes around the bones to set skin-weights for  
vertices inside those bubbles. The Skin modifier that was later introduced  
allowed a similar, but less flexible apporach (bubbles could only be  
shaped using different radii along the length). I believe Massive allows  
volume-based skin weights definition too if you import assets that have no  
envelopes assigned yet.


The problem I see with automatic or semi-automatic assignment is that more  
often than not you need minute control over distinct vertices at some  
point in production, and so far the only method giving you that is by  
using per-vertex based deformers and assignment tools. That doesn't mean  
there is no room for improvement or innovation - for me dual quaternion  
skinning came out of nowhere too just when I thought the usual skinning  
approach was cool.





Life would so much easier if we had a gold set of standards for  
procedures and outputs ;)


I must admit I never really liked the painting weights idea. I  
understand how it works but Its always worried me that its seems a much  
more complex system then should be required. I have always wondered if  
you could get the mesh to work better off something simpler like volume  
deformers on the bone and the joints. Tie that in with not allowing the  
volume deformers to penetrate each other and you would be a long way  
there.


We have seen some amazing advances in Rendering of late. Arnold and  
Redshift spring to mind. Its about time enveloping / painting weights  
has a total rethink. Its a more then a decade old solution to a problem  
that was never effectively solved  in the first place.




From: Raffaele Fragapane  
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
Reply-To:  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Date: Monday 15 April 2013 9:41 AM
To:  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: Modo's Deformation (Weight Containers)

It's one of those things that must have sounded great in theory (I  
remember Alias reps telling us how we would have never have had to worry  
about topology again, all we needed was one half arsed UV map and we'd  
do our weights only once in our life, ever).

It's a shame it ended up being absolute crap :p

The painting tools though do reflect that a lot, but yeah, it's not  
entirely correct to assimilate the two.


I'm surprised AD hasn't standardized a plugin by buying it yet. I mean  
seriously, what is 2014, Maya 13? 14? And still no two people agree on  
how to save per vertex data.


Anyway...

On Mon, Apr 15, 2013 at 5:37 PM, Stefan Kubicek  
s...@tidbit-images.commailto:s...@tidbit-images.com wrote:
I think you are confusing this with the skin weights import and export  
tools that ship with Maya, which are indeed crap. Hence the array of  
third party scripts in this area. Weight painting is, admittedly, not  
less solid than what Softimage has to offer in this regard though.



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University agrees in writing to the 

Re: How to make a deformer absolute ?

2013-04-15 Thread Bartek Opatowiecki
Is this simple code is going to give me a delta vector between
base model and deformed one while called from within a customOperator ?

PolygonMesh meshModeling(prim.GetGeometry(0,siConstructionModeModeling));
PolygonMesh meshAnimation(prim.GetGeometry(0,siConstructionModeAnimation));

CVertexRefArray pointsModeling(meshModeling.GetVertices());
CVertexRefArray pointsAnimation(meshAnimation.GetVertices());

CVector3Array vectorsModeling = pointsModeling.GetPositionArray();
CVector3Array vectorsAnimation = pointsAnimation.GetPositionArray();

for (int p=0;pvectorsModeling.GetCount();p++){
 CVector3 delta = CVector3().Sub(vectorsAnimation[0],vectorsModeling[0]);
app.LogMessage(CString(delta.GetX())+:+CString(delta.GetX())+:+CString(delta.GetX()));
}


On Mon, Apr 15, 2013 at 10:06 AM, Chris Chia chris.c...@autodesk.comwrote:

 Hi Bartek,
 See below for our Dev's comments on your script:

 His example code is not clear. In first 2 lines, user works with input at
 line 2 which is mesh. In line 3, he works with outMesh.

 Our dev gives the following example:
Primitive prim = ctxt.GetInputValue( 0 );
PolygonMesh mesh( prim.GetGeometry( 0, siConstructionModeAnimation
 ) );
CVertexRefArray points = mesh.GetVertices();
MATH::CVector3Array pos = points.GetPositionArray();
const MATH::CVector3* l_pSrc = pos[0];

 l_pSrc contains non-zero values.


 Hope this explains.


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Bartek Opatowiecki
 Sent: Saturday, April 13, 2013 8:36 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How to make a deformer absolute ?

 Primitive prim = (CRef)ctx.GetInputValue(0,0);
 PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeAnimation));
 CVertexRefArray outPoints = outMesh.GetVertices();
 CVector3Array pos = outPoints.GetPositionArray();

 I'm calling that block of code from inside of a customOperator, ok ?
 There is an Envelope Operator below. It has some bones
  so the mesh is being deformed by that bones.

 PolygonMesh
  - Secondary Shape Modeling
  - Animation
   - MyOperator
   - EnvelopeOperator -
   -Shape Modeling
  - Modeling

 How to get result of  EnvelopeOperator as an Array of absolute vectors,
 from within MyOperator Update callback ?
 Actually  pos  is filled with zeroes.

 Hope, you get what I mean :)

 Thanks




 On Sat, Apr 13, 2013 at 3:04 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
 If you transform the vectors by the global kine transform of the object
 they come from they will be in world space.
 Assuming you are reading from another object and getting its point
 positions (and those are local) and want their global coordinates the above
 step is what you need.
 If you want them in the space of another object then you will have to do
 the above and also multiply by the inverse of the object's global transform
 you want them to be in the space of.

 You can chain those two matrices outside the loop taking care of the
 pointpos vectors, as they are per object, to save some cycles.

 Unless you were asking for something else.

 On Sat, Apr 13, 2013 at 6:45 AM, Bartosz Opatowiecki 
 b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
 Actually it is false, because I got deformed vertices
 into my deformer any way. So anything I do inside my operator
 is relative to the previous operator in the stack...

 Instead, I want to get vertices in world space or in X3DObject space
 fed into my deformer. How can I do that ?

 W dniu 2013-04-12 22:33, Alan Fregtman pisze:
 Yeah, it should.

 You're reading from the Modeling stack, so the envelope didn't happen at
 that point.

 Then you're setting the positions, so anything between your operator and
 the Modeling marker might as well not exist because it's overridden by your
 data.


 On Fri, Apr 12, 2013 at 4:26 PM, Bartosz Opatowiecki 
 b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
 Hey,

 Lets forget about node transformations, only vertices are being deformed.
 If, within an update function I get a geometry like this:

 Primitive prim = (CRef)ctx.GetInputValue(0,0);
 PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeModeling));
 CVertexRefArray outPoints = outMesh.GetVertices();
 CVector3Array pos = outPoints.GetPositionArray();

 and put its data back:

 Primitive outPrim(ctx.GetOutputTarget());
 PolygonMesh outMesh(outPrim.GetGeometry(0,siConstructionModeModeling));
 CVertexRefArray outPoints = outMesh.GetVertices();
 outPoints.PutPositionArray(pos);

 my output mesh should stay still even if envelope operator is below it.
 Am I right ?

 W dniu 2013-04-12 20:10, Alan Fregtman pisze:
 From what you said you're already setting the pointpositions (aka
 deforming), so you have already taken over. You can set the deformation to
 be absolute if your data is absolute and taking the object's transform into
 

RE: C++ : custom ice node with custom data type

2013-04-15 Thread Ho Chung Nguyen
This was to support polymorphism for Custom data type,
similar to how you define a polymorphic port siICENodeDataLong | 
siICENodeDataFloat with built-in data types.

For custom types, you can pass in an array of custom types that the port 
accepts.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Friday, April 12, 2013 11:43 AM
To: softimage@listproc.autodesk.com
Subject: Re: C++ : custom ice node with custom data type

hey ho chung

thanks for the response! i am well aware of this example code and have been 
referencing it already, my question still stands.

if you look at the example at line 118-124

CStringArray outStateCustomType(1);
outStateCustomType[0] = LGridWalkState_v1;

st = nodeDef.AddOutputPort(ID_OUT_OutState, outStateCustomType, 
siICENodeStructureSingle, siICENodeContextComponent0D, LOut 
State,LOutState, ID_UNDEF,ID_UNDEF,ID_CTXT_CNS);

why is it a string array? why not just a single CString? can i put two data 
types into one output port? doesn't make sense. i am trying to understand if 
there is some trick or benefit for having the argument be an array of strings 
vs a single string

s

On Thu, Apr 11, 2013 at 8:07 PM, Ho Chung Nguyen 
hochung.ngu...@autodesk.commailto:hochung.ngu...@autodesk.com wrote:
You can connect to the SDK example workgroup and check out this custom ICE node
InstallationPath\XSISDK\examples\workgroup\Addons\CustomICENodes\cppsrc_gridwalker\GridWalker.cpp


attachment: winmail.dat

Re: Softimage promo

2013-04-15 Thread Sebastien Sterling
WELL until they do, i believe it will bear repeating, sdk sdk sdk sdk
sdk it only makes sense, they have opened up an app store.


On 15 April 2013 12:12, Stefan Kubicek s...@tidbit-images.com wrote:

 I hope so too. The new features vs SDK anhancement debate has been
 rolling here and on the beta testers
 forum for so long and persistently now that I'm sure Chris and colleagues
 have heard us. It's up to them now...



  Hey maybe 2015 they will liberate the sdk in softimage :)


 On 15 April 2013 10:37, Stefan Kubicek s...@tidbit-images.com wrote:

  I think thats pretty common when you look at older software. In the
 beginning it's all about new features and making use of new paradigms a
 software offers. As it matures and collects features,
 people become aware and weary of the small annoying things that might
 have
 been plaguing them for years,
 hence they are more thankful having one or two thorns removed from their
 bread and butter tools rather than the next big Crowd Simulation toolset
 only a handful of people will never need. It's mostly been UI (Qt,
 viewport) and now modeling tools for Maya too for the last couple of
 versions.




  na the dx 11 is cool but its seems to becoming standardised, max was
 over

 due for some UI enhancements, view port switching was painful before, i
 remember that, but I was speaking more specifically about the larger
 features. which is ironic when you think about it, the little tweaks and
 fixes are more interesting then the key features discussed.


 On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com
 wrote:

  3ds max users I know were vey excited with this release. Specially

 regarding small annoying things, with viewport performance
 enhancemants/dx11 in a close seccond.

 A direct quote:
 Man now I can maximize my viewport only hovering the mouse. No need to
 make it active!

 This wowed me a lot as an SI user ;-)
 Em 13/04/2013 13:57, Sebastien Sterling 
 sebastien.sterl...@gmail.com
 escreveu:

 is it me, or did all the max features look ..Mickey Mouse ? they didn't

  look like very useful or serious additions
 , with the exception of the little search box thing, which in fairness
 is
 a blessing for max (modifier list anyone ?), but nothing outside of
 this
 seemed to give max an edge.


 On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:


   No problem. As we all know, emails can be easily misunderstood.
 =)


 **


  What exactly did you mean by that comment, Ed?  :-Z





 --
 ---
Stefan Kubicek
 ---

keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
  Phone:+43/699/12614231
   www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--




 --
 --**-
Stefan Kubicek
 --**-
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
  Phone:+43/699/12614231
   www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--




Re: Softimage promo

2013-04-15 Thread Eugen Sares

2014 is.

Am 15.04.2013 15:13, schrieb Szabolcs Matefy:


I'm curious when Softimage will be pinnable to Task Bar and Start Menu?

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Sebastien Sterling

*Sent:* Monday, April 15, 2013 2:17 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Softimage promo

WELL until they do, i believe it will bear repeating, sdk sdk sdk sdk 
sdk it only makes sense, they have opened up an app store.


On 15 April 2013 12:12, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:


I hope so too. The new features vs SDK anhancement debate has been 
rolling here and on the beta testers
forum for so long and persistently now that I'm sure Chris and 
colleagues have heard us. It's up to them now...



Hey maybe 2015 they will liberate the sdk in softimage :)


On 15 April 2013 10:37, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:


I think thats pretty common when you look at older software. In the
beginning it's all about new features and making use of new
paradigms a
software offers. As it matures and collects features,
people become aware and weary of the small annoying things that
might have
been plaguing them for years,
hence they are more thankful having one or two thorns removed from
their
bread and butter tools rather than the next big Crowd Simulation
toolset
only a handful of people will never need. It's mostly been UI (Qt,
viewport) and now modeling tools for Maya too for the last couple of
versions.




 na the dx 11 is cool but its seems to becoming standardised, max
was over

due for some UI enhancements, view port switching was painful
before, i
remember that, but I was speaking more specifically about the larger
features. which is ironic when you think about it, the little
tweaks and
fixes are more interesting then the key features discussed.


On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com
mailto:gustav...@gmail.com wrote:

 3ds max users I know were vey excited with this release. Specially

regarding small annoying things, with viewport performance
enhancemants/dx11 in a close seccond.

A direct quote:
Man now I can maximize my viewport only hovering the mouse. No
need to
make it active!

This wowed me a lot as an SI user ;-)
Em 13/04/2013 13:57, Sebastien Sterling
sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com
escreveu:

is it me, or did all the max features look ..Mickey Mouse ? they
didn't

look like very useful or serious additions
, with the exception of the little search box thing, which in fairness
is
a blessing for max (modifier list anyone ?), but nothing outside
of this
seemed to give max an edge.


On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com
mailto:witha...@gmail.com wrote:

 No problem. As we all know, emails can be easily misunderstood.
=)


**

What exactly did you mean by that comment, Ed?  :-Z


--

--**-
   Stefan Kubicek
--**-


   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231 tel:%2B43%2F699%2F12614231
www.keyvis.at http://www.keyvis.at ste...@keyvis.at
mailto:ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231 tel:%2B43%2F699%2F12614231
www.keyvis.at http://www.keyvis.at ste...@keyvis.at 
mailto:ste...@keyvis.at

--  This email and its attachments are   --
--confidential and for the recipient only--





emTopolizer or emPolygonizer?

2013-04-15 Thread Morten Bartholdy
A question to Mootzoiding colleagues:

I am considering getting emPolygonizer4 or emTopolizer for current
polygonizing needs. I have checked Eric's video demos and read up on
features but I am still not quite sure which one is the better choice for
my needs.

It looks like emTopolizer is newer and more optimized especially with
regards to efficiency when polygonizing, plus it adds some very interesting
features emPolygonizer does not have. From the feature list, the only thing
I have found so far where emPolygonizer might have a feature emTopolizer is
missing, would be liquid filaments.

Could any of you who might have tested both share some insight on pros and
cons? I am really short of time so I just don't have time to check the
respective demos, so I am hoping someone knows this :)

Eric is busy - otherwise I would have asked him ;)

Thanks

Morten





Re: Softimage promo

2013-04-15 Thread Stephen Blair
So 2014 doesn't use the setenv batch files anymore? You can pin XSI.exe 
to the taskbar? Is that what you mean?


On 15/04/2013 9:31 AM, Eugen Sares wrote:

2014 is.

Am 15.04.2013 15:13, schrieb Szabolcs Matefy:


I'm curious when Softimage will be pinnable to Task Bar and Start Menu?

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Sebastien Sterling

*Sent:* Monday, April 15, 2013 2:17 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Softimage promo

WELL until they do, i believe it will bear repeating, sdk sdk sdk sdk 
sdk it only makes sense, they have opened up an app store.


On 15 April 2013 12:12, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:


I hope so too. The new features vs SDK anhancement debate has been 
rolling here and on the beta testers
forum for so long and persistently now that I'm sure Chris and 
colleagues have heard us. It's up to them now...



Hey maybe 2015 they will liberate the sdk in softimage :)


On 15 April 2013 10:37, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:


I think thats pretty common when you look at older software. In the
beginning it's all about new features and making use of new
paradigms a
software offers. As it matures and collects features,
people become aware and weary of the small annoying things that
might have
been plaguing them for years,
hence they are more thankful having one or two thorns removed
from their
bread and butter tools rather than the next big Crowd Simulation
toolset
only a handful of people will never need. It's mostly been UI (Qt,
viewport) and now modeling tools for Maya too for the last couple of
versions.




 na the dx 11 is cool but its seems to becoming standardised, max
was over

due for some UI enhancements, view port switching was painful
before, i
remember that, but I was speaking more specifically about the larger
features. which is ironic when you think about it, the little
tweaks and
fixes are more interesting then the key features discussed.


On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com
mailto:gustav...@gmail.com wrote:

 3ds max users I know were vey excited with this release. Specially

regarding small annoying things, with viewport performance
enhancemants/dx11 in a close seccond.

A direct quote:
Man now I can maximize my viewport only hovering the mouse. No
need to
make it active!

This wowed me a lot as an SI user ;-)
Em 13/04/2013 13:57, Sebastien Sterling
sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com
escreveu:

is it me, or did all the max features look ..Mickey Mouse ? they
didn't

look like very useful or serious additions
, with the exception of the little search box thing, which in
fairness
is
a blessing for max (modifier list anyone ?), but nothing outside
of this
seemed to give max an edge.


On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com
mailto:witha...@gmail.com wrote:

 No problem. As we all know, emails can be easily misunderstood.
=)


**

What exactly did you mean by that comment, Ed?  :-Z


--

--**-
   Stefan Kubicek
--**-


   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231 tel:%2B43%2F699%2F12614231
www.keyvis.at http://www.keyvis.at ste...@keyvis.at
mailto:ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231 tel:%2B43%2F699%2F12614231
www.keyvis.at http://www.keyvis.at ste...@keyvis.at 
mailto:ste...@keyvis.at

--  This email and its attachments are   --
--confidential and for the recipient only--







Re: Softimage promo

2013-04-15 Thread Eugen Sares

No, the shortcut still points to XSI.bat.
I'm sure it wasn't possible to pin the 2013 icon to the taskbar, but 
obviously I'm mistaken, because in can be, by starting SI and 
RMB-pinning the icon.
The icons cannot be dragged and dropped to the taskbar, though, 2014 and 
older.

Sorry for the confusion.


Am 15.04.2013 15:48, schrieb Stephen Blair:
So 2014 doesn't use the setenv batch files anymore? You can pin 
XSI.exe to the taskbar? Is that what you mean?


On 15/04/2013 9:31 AM, Eugen Sares wrote:

2014 is.

Am 15.04.2013 15:13, schrieb Szabolcs Matefy:


I'm curious when Softimage will be pinnable to Task Bar and Start Menu?

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Sebastien Sterling

*Sent:* Monday, April 15, 2013 2:17 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Softimage promo

WELL until they do, i believe it will bear repeating, sdk sdk sdk 
sdk sdk it only makes sense, they have opened up an app store.


On 15 April 2013 12:12, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:


I hope so too. The new features vs SDK anhancement debate has been 
rolling here and on the beta testers
forum for so long and persistently now that I'm sure Chris and 
colleagues have heard us. It's up to them now...



Hey maybe 2015 they will liberate the sdk in softimage :)


On 15 April 2013 10:37, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:


I think thats pretty common when you look at older software. In the
beginning it's all about new features and making use of new
paradigms a
software offers. As it matures and collects features,
people become aware and weary of the small annoying things that
might have
been plaguing them for years,
hence they are more thankful having one or two thorns removed
from their
bread and butter tools rather than the next big Crowd Simulation
toolset
only a handful of people will never need. It's mostly been UI (Qt,
viewport) and now modeling tools for Maya too for the last couple of
versions.




 na the dx 11 is cool but its seems to becoming standardised,
max was over

due for some UI enhancements, view port switching was painful
before, i
remember that, but I was speaking more specifically about the larger
features. which is ironic when you think about it, the little
tweaks and
fixes are more interesting then the key features discussed.


On 13 April 2013 20:12, Gustavo Eggert Boehs
gustav...@gmail.com mailto:gustav...@gmail.com wrote:

 3ds max users I know were vey excited with this release. Specially

regarding small annoying things, with viewport performance
enhancemants/dx11 in a close seccond.

A direct quote:
Man now I can maximize my viewport only hovering the mouse. No
need to
make it active!

This wowed me a lot as an SI user ;-)
Em 13/04/2013 13:57, Sebastien Sterling
sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com
escreveu:

is it me, or did all the max features look ..Mickey Mouse ? they
didn't

look like very useful or serious additions
, with the exception of the little search box thing, which in
fairness
is
a blessing for max (modifier list anyone ?), but nothing outside
of this
seemed to give max an edge.


On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com
mailto:witha...@gmail.com wrote:

 No problem. As we all know, emails can be easily misunderstood.
=)


**

What exactly did you mean by that comment, Ed?  :-Z


--

--**-
   Stefan Kubicek
--**-


   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231 tel:%2B43%2F699%2F12614231
www.keyvis.at http://www.keyvis.at ste...@keyvis.at
mailto:ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231 tel:%2B43%2F699%2F12614231
www.keyvis.at http://www.keyvis.at ste...@keyvis.at 
mailto:ste...@keyvis.at

--  This email and its attachments are   --
--confidential and for the recipient only--









Re: Softimage promo

2013-04-15 Thread Stephen Davidson
you can pin the .bat file (XSI.bat) which launches Softimage


On Mon, Apr 15, 2013 at 9:13 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 I’m curious when Softimage will be pinnable to Task Bar and Start Menu?***
 *

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
 *Sent:* Monday, April 15, 2013 2:17 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage promo

 ** **

 WELL until they do, i believe it will bear repeating, sdk sdk sdk sdk
 sdk it only makes sense, they have opened up an app store.

 ** **

 On 15 April 2013 12:12, Stefan Kubicek s...@tidbit-images.com wrote:

 I hope so too. The new features vs SDK anhancement debate has been
 rolling here and on the beta testers
 forum for so long and persistently now that I'm sure Chris and colleagues
 have heard us. It's up to them now...


 

 Hey maybe 2015 they will liberate the sdk in softimage :)


 On 15 April 2013 10:37, Stefan Kubicek s...@tidbit-images.com wrote:

 I think thats pretty common when you look at older software. In the
 beginning it's all about new features and making use of new paradigms a
 software offers. As it matures and collects features,
 people become aware and weary of the small annoying things that might have
 been plaguing them for years,
 hence they are more thankful having one or two thorns removed from their
 bread and butter tools rather than the next big Crowd Simulation toolset
 only a handful of people will never need. It's mostly been UI (Qt,
 viewport) and now modeling tools for Maya too for the last couple of
 versions.




  na the dx 11 is cool but its seems to becoming standardised, max was over
 

 due for some UI enhancements, view port switching was painful before, i
 remember that, but I was speaking more specifically about the larger
 features. which is ironic when you think about it, the little tweaks and
 fixes are more interesting then the key features discussed.


 On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com wrote:

  3ds max users I know were vey excited with this release. Specially

 regarding small annoying things, with viewport performance
 enhancemants/dx11 in a close seccond.

 A direct quote:
 Man now I can maximize my viewport only hovering the mouse. No need to
 make it active!

 This wowed me a lot as an SI user ;-)
 Em 13/04/2013 13:57, Sebastien Sterling sebastien.sterl...@gmail.com
 escreveu:

 is it me, or did all the max features look ..Mickey Mouse ? they didn't***
 *

 look like very useful or serious additions
 , with the exception of the little search box thing, which in fairness
 is
 a blessing for max (modifier list anyone ?), but nothing outside of this
 seemed to give max an edge.


 On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:

 

  No problem. As we all know, emails can be easily misunderstood. =)***
 *


 **

 

 What exactly did you mean by that comment, Ed?  :-Z

 

 ** **


 --

 --**-
Stefan Kubicek
 --**-


keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
  Phone:+43/699/12614231
   www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--

 



 --
 ---
Stefan Kubicek
 ---
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
  Phone:+43/699/12614231
   www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--

 ** **




-- 

Best Regards,
*  Stephen P. Davidson**
   **(954) 552-7956
*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: Autodesk Documentation Favorites ?

2013-04-15 Thread Stephen Blair

In a cookie.

On 15/04/2013 9:52 AM, Christopher wrote:

...where are those bookmarks stored, offline ? ...

Christopher




RE: Friday Flashback #115

2013-04-15 Thread Ed Harriss
Bah, who needs pretty manuals when you have this!  ;)

http://www.erimez.com/misc/Softimage/tutorials/si_help/si_uk_frames.htm

I know, I know... it is not the same, but at the time it was a very good idea. 
Don't get me wrong, I enjoyed mauals , you could write all over them and when 
your hard drive/network/OS crashed it gave you something to do while you 
waited. (They were a l ittle hard to search though.)


Ed




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Saturday, April 13, 2013 8:38 AM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #115

I don't think it's that crazy to print books in low volume for a 3000$ product 
today, but iI recall it was  quite a burden to have to finish the doc and the 
screenshots long in advance of shipping. i'm pretty sure those books quickly 
became stale and didn't include the new features but just the generalities that 
didn't change.  you didn't get all the books for an upgrade.  I think everyone 
dropped books firstly to shorten that release window and then to cut any extra 
expense. I recall there was an app that you could pay something like 200$ extra 
for printed manual, can't recall if that was us.

On Saturday, April 13, 2013, Chris Chia wrote:
Yes Matt. That was what I meant as I didn't know the price of XSI 1.0. Assuming 
if it was the price of the current Softimage, then those packaging and thick 
copies of printed docs would have constitute to a big portion of the cost price.


On 13 Apr, 2013, at 11:32 AM, Matt Lind 
ml...@carbinestudios.comjavascript:; wrote:

 printing wasn't a huge concern in those days as the software sold for nearly 
 $13,000 USD with about $200 going towards printing and manufacturing 
 materials.  The extra materials acted as a way to help justify the high cost 
 of the software in the eyes of a pre-internet sales business climate.  When 
 people spend more, they expect more in the box.




RE: Softimage promo

2013-04-15 Thread Ed Harriss
Email is rarely misunderstood however here is a good example.
http://www.27bslash6.com/missy.html

I like cats.
Ed


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Friday, April 12, 2013 6:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo


No problem. As we all know, emails can be easily misunderstood. =)


What exactly did you mean by that comment, Ed?  :-Z


RE: Softimage promo

2013-04-15 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I like cats.
Ed

So the cheesemonkeys finally get the boot, eh?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




RE: Softimage promo

2013-04-15 Thread Ed Harriss
No, I like them all.
Not simultaneously though.


Ed



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Monday, April 15, 2013 10:56 AM
To: softimage@listproc.autodesk.com
Subject: RE: Softimage promo

I like cats.
Ed

So the cheesemonkeys finally get the boot, eh?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




Re: Softimage promo

2013-04-15 Thread Rob Wuijster

Nice find, his stuff is wicked! :-)


Rob
\/-\/\/

On 15-4-2013 16:48, Ed Harriss wrote:


Email is rarely misunderstood however here is a good example.

http://www.27bslash6.com/missy.html

I like cats.

Ed

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Bradley Gabe

*Sent:* Friday, April 12, 2013 6:34 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Softimage promo

No problem. As we all know, emails can be easily misunderstood. =)

What exactly did you mean by that comment, Ed?  :-Z

No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3272 / Virus Database: 3162/6245 - Release Date: 04/14/13





Re: Softimage promo

2013-04-15 Thread Toonafish

hahahaha ! That's brilliant !

- Ronald


On 4/15/2013 16:48, Ed Harriss wrote:


Email is rarely misunderstood however here is a good example.

http://www.27bslash6.com/missy.html

I like cats.

Ed

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Bradley Gabe

*Sent:* Friday, April 12, 2013 6:34 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Softimage promo

No problem. As we all know, emails can be easily misunderstood. =)

What exactly did you mean by that comment, Ed?  :-Z





Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Enrique Caballero
every animator at our studio has asked for it, if you make it, we would
happily pay 50 bux a seat for it


On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in the
 scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk. this
 means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nl wrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/





Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Enrique Caballero
seriously, please make it. im sick of hearing them complain about it.


On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we would
 happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in the
 scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk. this
 means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nl wrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/






Re: C++ : custom ice node with custom data type

2013-04-15 Thread Steven Caron
aah, that makes sense now. documentation could use some attention here.
when we are on this side of the sdk/app things like this aren't always
obvious.


On Mon, Apr 15, 2013 at 3:51 AM, Ho Chung Nguyen 
hochung.ngu...@autodesk.com wrote:

 This was to support polymorphism for Custom data type,
 similar to how you define a polymorphic port siICENodeDataLong |
 siICENodeDataFloat with built-in data types.

 For custom types, you can pass in an array of custom types that the port
 accepts.

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
 Sent: Friday, April 12, 2013 11:43 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: C++ : custom ice node with custom data type

 hey ho chung

 thanks for the response! i am well aware of this example code and have
 been referencing it already, my question still stands.

 if you look at the example at line 118-124

 CStringArray outStateCustomType(1);
 outStateCustomType[0] = LGridWalkState_v1;

 st = nodeDef.AddOutputPort(ID_OUT_OutState, outStateCustomType,
 siICENodeStructureSingle, siICENodeContextComponent0D, LOut
 State,LOutState, ID_UNDEF,ID_UNDEF,ID_CTXT_CNS);

 why is it a string array? why not just a single CString? can i put two
 data types into one output port? doesn't make sense. i am trying to
 understand if there is some trick or benefit for having the argument be an
 array of strings vs a single string

 s

 On Thu, Apr 11, 2013 at 8:07 PM, Ho Chung Nguyen 
 hochung.ngu...@autodesk.commailto:hochung.ngu...@autodesk.com wrote:
 You can connect to the SDK example workgroup and check out this custom ICE
 node

 InstallationPath\XSISDK\examples\workgroup\Addons\CustomICENodes\cppsrc_gridwalker\GridWalker.cpp





RE: Regarding the new unfold pack feature

2013-04-15 Thread Eric Cosky
Thanks for that info. I tried the script out and it makes sense, but it's
not quite what I was talking about (good to learn about packing with a group
though, I hadn't noticed that feature before). The repack after manual
editing of UVs works as expected, but it seems that once the UVs have been
packed the original texture support's transform is ignored until I delete
the ClsSetValuesOp.

I just wasn't sure what the limits  expected behavior was, and I suppose it
makes sense that there would be a functional disconnect from the texture
support once packing had occurred. If I want to restore the UV data from the
texture support then it's no big deal to just delete the ClsSetValuesOp.

Thanks




-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicholas Hong
Sent: Monday, April 15, 2013 2:16 AM
To: softimage@listproc.autodesk.com
Subject: RE: Regarding the new unfold pack feature

Hi Eric Cosky, 

I would like also to remember that you can apply the Unfold3D plugin to a
Softimage Group containing several objects, it not necessary to merge all
objects in only one polymesh. The possibility to work with Groups allows for
example to create UV maps of a car, without merging the wheels / the car
body / the interior etc...  Here is the workflow in that case :
1. Select some objects
2. Ctrl + g for creating a group
3. Select the group just created
4. Property  Texture Projection  Unfold 5. Modify cutting line / Modify UV
coordinates by hand in the texture editor / Update Unfolding / Pin / Pack.
In the order you want.

And the last case, it is when you have several objects having existent
UVProperty and you want to make modifications / packing of all of it,
without merging the objects : 
1. Select the objects
2. Ctrl + g for group
3. Using the explorer, select the group and select also the existing
UVProperties (e.g. Texture_Projection Cylindrical XY, Texture _Projection
Spherical XY ) 4. Property  Texture Projection  Unfold  Pack (TAB)  Pack
5. Modify cutting line / UV coordinates by hand in texture editor / Update
Unfolding / Pin / Pack

Regards
Nick


Last case sample script:

CreatePrim Cylinder, MeshSurface
CreatePrim Sphere, MeshSurface
Translate , 9.49132845941504, 0, 0, siRelative, siView, siObj, siXYZ, , , ,
, , , , , , 0 SelectObj cylinder,sphere, , True ApplyShader , , , ,
siLetLocalMaterialsOverlap SelectObj cylinder, , True SelectObj sphere,
, True CreateShaderFromProgID Softimage.txt2d-image-explicit.1.0,
Sources.Materials.DefaultLib.Material1, Image
SIConnectShaderToCnxPoint
Sources.Materials.DefaultLib.Material1.Image.out,
Sources.Materials.DefaultLib.Material1.Phong.diffuse, False SelectObj
cylinder, , True CreateShaderFromProgID
Softimage.txt2d-image-explicit.1.0,
Sources.Materials.DefaultLib.Material, Image
SIConnectShaderToCnxPoint Sources.Materials.DefaultLib.Material.Image.out,
Sources.Materials.DefaultLib.Material.Phong.diffuse, False SetDisplayMode
Camera, textured
SwitchToolbar 1
CreateProjection cylinder, siTxtCylindrical, siTxtDefaultSpherical,
Texture_Support, Texture_Projection
SetInstanceDataValue ,
Sources.Materials.DefaultLib.Material.Image.tspace_id,
Texture_Projection
SelectObj sphere, , True
CreateProjection sphere, siTxtSpherical, siTxtDefaultSpherical,
Texture_Support, Texture_Projection
SetInstanceDataValue ,
Sources.Materials.DefaultLib.Material1.Image.tspace_id,
Texture_Projection

SelectObj cylinder, , True
SetSelFilter SampledPoint
SelectGeometryComponents cylinder.sample[57,60,61,64,80,81,84,85]
SelectGeometryComponents
cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85]
SelectGeometryComponents
cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122]
TranslateUVW cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122],
cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,
0.317275697984523, 0.358676756756757, 0, siRelative, siUVW, False

SelectObj sphere, , True
SetSelFilter SampledPoint
SelectGeometryComponents sphere.sample[*]
RotateUVW sphere.sample[*],
sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection, 0, 0,
-89.8125, siRelative, siUVW, 1, 0.5, 0.5

SelectObj cylinder
ToggleSelection sphere
CreateGroup
AddToSelection Texture_Support, , True AddToSelection Texture_Support1,
, True CreateGroup UnfoldGroup, Array(cylinder, sphere) UnfoldApply
cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,sphere.pol
ymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,UnfoldGroup
UnfoldPackUpdate UnfoldGroup.Unfold




Re: emTopolizer or emPolygonizer?

2013-04-15 Thread peter_b
If you just want to polygonize pointclouds and be done with it – get 
Polygonizer I guess.

But If you’re at all excited by the prospect of messing around with topology in 
ICE – rather go for Topolizer.
(to me, it felt faster and with better control for Polygonizing as well - 
though that’s just a hunch)



Paul Griswold 
Sent: Monday, April 15, 2013 3:51 PM
To: Morten Bartholdy ; softimage@listproc.autodesk.com 
Subject: Re: emTopolizer or emPolygonizer?

Polygonizer is easier/faster to set up  has more features for doing meshing.  
Topololizer's meshing tools are really there to supplement and support all the 
features of Topolizer.  To mesh anything with Topolizer you have to go through 
a bit of setting up first.

I have both of them  if I need to mesh something quickly I always would choose 
Polygonizer.  If I need to do more than just mesh, then Topolizer comes into 
play.

It's really a matter of what you need to do.  But really they're not terribly 
expensive, so if you can swing it I'd recommend getting both.

-Paul




On Mon, Apr 15, 2013 at 9:45 AM, Morten Bartholdy x...@colorshopvfx.dk wrote:

  A question to Mootzoiding colleagues: 



  I am considering getting emPolygonizer4 or emTopolizer for current 
polygonizing needs. I have checked Eric's video demos and read up on features 
but I am still not quite sure which one is the better choice for my needs.



  It looks like emTopolizer is newer and more optimized especially with regards 
to efficiency when polygonizing, plus it adds some very interesting features 
emPolygonizer does not have. From the feature list, the only thing I have found 
so far where emPolygonizer might have a feature emTopolizer is missing, would 
be liquid filaments.



  Could any of you who might have tested both share some insight on pros and 
cons? I am really short of time so I just don't have time to check the 
respective demos, so I am hoping someone knows this :)



  Eric is busy - otherwise I would have asked him ;)



  Thanks



  Morten











Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Prodeep Ghosh
Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we would
 happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in the
 scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nl wrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







-- 
Prodeep Ghosh


Re: Autodesk Documentation Favorites ?

2013-04-15 Thread Alan Fregtman
What flavour? ;) Chocolate chip?



On Mon, Apr 15, 2013 at 10:12 AM, Stephen Blair stephenrbl...@gmail.comwrote:

 In a cookie.

 On 15/04/2013 9:52 AM, Christopher wrote:

 ...where are those bookmarks stored, offline ? ...

 Christopher





Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Raffaele Fragapane
kickstart it for 10 bucks a pop for late delivery, 20 for early beta, and
200 for a studio seat and you might pre-pay it, and gauge actual interest
over lip service :)


On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we would
 happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in the
 scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




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


Re: Autodesk Documentation Favorites ?

2013-04-15 Thread Stephen Blair

In whatever flavour is your favorite. They're magic cookies, eh.

On 15/04/2013 5:31 PM, Alan Fregtman wrote:

What flavour? ;) Chocolate chip?



On Mon, Apr 15, 2013 at 10:12 AM, Stephen Blair 
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:


In a cookie.

On 15/04/2013 9:52 AM, Christopher wrote:

...where are those bookmarks stored, offline ? ...

Christopher







Render Region Fail

2013-04-15 Thread Tim Crowson
For some reason, my View B won't let me draw out a render region. At 
all. The cursor icon is correct, but clicking and dragging across the 
viewport does zilch. Selecting items works fine. The other 3 views are 
just fine. Is there some obscure visibility option Ive missed somewhere 
that prevents render regions from being drawn? Again, it's only in one 
viewport of the view manager (View B).

--
Signature

*Tim Crowson
*/Lead CG Artist/

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



Re: Render Region Fail

2013-04-15 Thread Ludovick Michaud
I just got the same issue,

Try and see if your region option include track selection. Turn it off and
see if your region is back.
I just had similar behavior happened to me a few days back.

Hopefully it's as simple as that.

Ludo

Ludovick William Michaud
mobile: *214.632.6756*
*www.linkedin.com/in/ludovickwmichaud*
+Shading / Lighting / Compositing
+CG Supervisor / Sr. Technical Director / Creative Director



On Mon, Apr 15, 2013 at 5:09 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  For some reason, my View B won't let me draw out a render region. At all.
 The cursor icon is correct, but clicking and dragging across the viewport
 does zilch. Selecting items works fine. The other 3 views are just fine. Is
 there some obscure visibility option Ive missed somewhere that prevents
 render regions from being drawn? Again, it's only in one viewport of the
 view manager (View B).
 --



 *Tim Crowson
 **Lead CG Artist*

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



Re: Render Region Fail

2013-04-15 Thread Steve Pratt
I've had the same thing intermittently for months (Soft 2103 64), quitting
and re-starting has been the only solution I've found.
Steve


On 16 April 2013 08:09, Tim Crowson tim.crow...@magneticdreams.com wrote:

  For some reason, my View B won't let me draw out a render region. At all.
 The cursor icon is correct, but clicking and dragging across the viewport
 does zilch. Selecting items works fine. The other 3 views are just fine. Is
 there some obscure visibility option Ive missed somewhere that prevents
 render regions from being drawn? Again, it's only in one viewport of the
 view manager (View B).
 --



 *Tim Crowson
 **Lead CG Artist*

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




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


Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Ahmidou Lyazidi
That's a good idea! Kickstarter is for US or UK resident only, what would
be the best worldwide alternative?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/4/16 Raffaele Fragapane raffsxsil...@googlemail.com

 kickstart it for 10 bucks a pop for late delivery, 20 for early beta, and
 200 for a studio seat and you might pre-pay it, and gauge actual interest
 over lip service :)


 On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we would
 happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi ahmidou@gmail.com
  wrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in
 the scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




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



Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Leonard Koch
Indiegogo. They take a smaller cut too so that is nice.
We've used it to fund some webseries and it has worked out well for us.


On Tue, Apr 16, 2013 at 3:12 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That's a good idea! Kickstarter is for US or UK resident only, what would
 be the best worldwide alternative?

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/16 Raffaele Fragapane raffsxsil...@googlemail.com

 kickstart it for 10 bucks a pop for late delivery, 20 for early beta, and
 200 for a studio seat and you might pre-pay it, and gauge actual interest
 over lip service :)


 On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we
 would happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in
 the scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed 
 up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




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





Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Xavier Lapointe
http://www.indiegogo.com/ ?


On Tue, Apr 16, 2013 at 11:12 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That's a good idea! Kickstarter is for US or UK resident only, what would
 be the best worldwide alternative?

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/16 Raffaele Fragapane raffsxsil...@googlemail.com

 kickstart it for 10 bucks a pop for late delivery, 20 for early beta, and
 200 for a studio seat and you might pre-pay it, and gauge actual interest
 over lip service :)


 On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we
 would happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in
 the scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed 
 up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




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





-- 
Xavier


Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread joshxsi
http://www.indiegogo.com/


On Tue, Apr 16, 2013 at 11:12 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That's a good idea! Kickstarter is for US or UK resident only, what would
 be the best worldwide alternative?

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/16 Raffaele Fragapane raffsxsil...@googlemail.com

 kickstart it for 10 bucks a pop for late delivery, 20 for early beta, and
 200 for a studio seat and you might pre-pay it, and gauge actual interest
 over lip service :)


 On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we
 would happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in
 the scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo (
 thanks Aloys and Felix for the tips). I'm trying to see how I can speed 
 up
 things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




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





Re: Render Region Fail

2013-04-15 Thread ivan tay
Hi,

Is this a frequent occurrence ? What are the visibility option ?


Thanks
Ivan



On Tue, Apr 16, 2013 at 7:00 AM, Steve Pratt pratt...@gmail.com wrote:

 I've had the same thing intermittently for months (Soft 2103 64), quitting
 and re-starting has been the only solution I've found.
 Steve


 On 16 April 2013 08:09, Tim Crowson tim.crow...@magneticdreams.comwrote:

  For some reason, my View B won't let me draw out a render region. At
 all. The cursor icon is correct, but clicking and dragging across the
 viewport does zilch. Selecting items works fine. The other 3 views are just
 fine. Is there some obscure visibility option Ive missed somewhere that
 prevents render regions from being drawn? Again, it's only in one viewport
 of the view manager (View B).
 --



 *Tim Crowson
 **Lead CG Artist*

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




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



Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Eric Thivierge
http://www.indiegogo.com/
On Apr 15, 2013 9:21 PM, joshxsi josh...@gmail.com wrote:

 http://www.indiegogo.com/


 On Tue, Apr 16, 2013 at 11:12 AM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 That's a good idea! Kickstarter is for US or UK resident only, what would
 be the best worldwide alternative?

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/16 Raffaele Fragapane raffsxsil...@googlemail.com

 kickstart it for 10 bucks a pop for late delivery, 20 for early beta,
 and 200 for a studio seat and you might pre-pay it, and gauge actual
 interest over lip service :)


 On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh 
 prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we
 would happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in
 the scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo
 ( thanks Aloys and Felix for the tips). I'm trying to see how I can 
 speed
 up things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




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






Re: Autodesk Documentation Favorites ?

2013-04-15 Thread Christopher
Blair, do you know what 
cookie I should be looking at the source code for ?
I have (5) looked into the source code for the ones I found could be the
 most relevant, although the information that I was expecting to find, I
 didn't find.

::Christopher

   	   
   	Stephen Blair  
  Monday, April 15,
 2013 5:50 PM
  
  

  
In whatever flavour is your favorite.
  They're magic cookies, eh.
  
  On 15/04/2013 5:31 PM, Alan Fregtman wrote:



  
   	   
   	Alan Fregtman  
  Monday, April 15,
 2013 5:31 PM
  What flavour? ;)
 Chocolate chip?

  
   	   
   	Stephen Blair  
  Monday, April 15,
 2013 10:12 AM
  In a cookie.



   	   
   	Christopher  
  Monday, April 15,
 2013 9:52 AM
  When you store a favorites
 bookmark with the online Autodesk softwaredocumentation, where are 
those bookmarks stored, offline ? I want tochange the location of 
where they are stored ?Christopher




Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread Raffaele Fragapane
They also allow for most countries, whereas KS is only USA and UK (though
it's not hard to work your way into it from elsewhere if you're a EU
citizen and know anybody in the UK). Problem with indiegogo is you have 0
added visibility from the one you provide yourself, they aren't well
followed or publicized.

When most of your customer base is likely to come from this list and some
help from friends though, then it's probably not a big deal and the smaller
cut makes up for it.


On Tue, Apr 16, 2013 at 11:16 AM, Leonard Koch leonardkoch...@gmail.comwrote:

 Indiegogo. They take a smaller cut too so that is nice.
 We've used it to fund some webseries and it has worked out well for us.


 On Tue, Apr 16, 2013 at 3:12 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That's a good idea! Kickstarter is for US or UK resident only, what would
 be the best worldwide alternative?

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/16 Raffaele Fragapane raffsxsil...@googlemail.com

 kickstart it for 10 bucks a pop for late delivery, 20 for early beta,
 and 200 for a studio seat and you might pre-pay it, and gauge actual
 interest over lip service :)


 On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh 
 prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we
 would happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in
 the scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo
 ( thanks Aloys and Felix for the tips). I'm trying to see how I can 
 speed
 up things now.
 This one will be free :)

 Cheers

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool sdk.
 this means it wouldn't use curves in the scene like thiago's does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




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






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