Re: Randomness
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 -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden. -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Creating a vector between 2 objects in ICE?
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.* *** -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Creating a vector between 2 objects in ICE?
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)
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 -- --- 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: 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.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 ?
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
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: Modo's Deformation (Weight Containers)
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. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
RE: Modo's Deformation (Weight Containers)
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
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
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
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
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... No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3267 / Virus Database: 3161/6219 - Release Date: 04/01/13 No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3267 / Virus Database: 3161/6219 - Release Date: 04/01/13
Re: Modo's Deformation (Weight Containers)
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. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the
Re: How to make a deformer absolute ?
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
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
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
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?
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
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
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
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 ?
In a cookie. On 15/04/2013 9:52 AM, Christopher wrote: ...where are those bookmarks stored, offline ? ... Christopher
RE: Friday Flashback #115
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
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
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
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
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
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?
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?
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
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
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?
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?
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 ?
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?
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 ?
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
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
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
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?
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?
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?
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?
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
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?
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 ?
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?
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!