Child objects not following animation (GEAR?)

2013-07-04 Thread Michael Heberlein
Hey gang,

I have a GEAR rig here (hats off to Jeremie for this great tool) that's not
very complex but some child objects are not updating when their parent
control is animated. However, they follow when I move the parent by hand.

Making all children visible all the time or adding local transform
expressions, pose constraints, etc. didn't help.

After I also moved one of the children manually, their evaluation wakes
up and everything works fine for the current session. It falls back to the
odd behavoir when I reload the scene or model (tested on different
machines).

Has anyone experienced this before and am I missing something obvious? I
could not reproduce the problem in a simple scene so it may be related to
some GEAR magic.

Thanks,
Michael


Visual feedback from batch rendering.. What's that thing called??

2013-07-04 Thread pingo van der brinkloev
Lst!

I want visual feedback during batch rendering.. I can't remember how I do it. 
It's an app right? What's it called!?

yeah rtfm, but I dunno what to look for :-/

Yeah beers on me

Yeah yeah yeah

P


Re: Visual feedback from batch rendering.. What's that thing called??

2013-07-04 Thread patrick nethercoat
feedback, as in -verbose logging? or imfdisp to watch the render happen?



On 4 July 2013 13:08, pingo van der brinkloev xsil...@comxnet.dk wrote:

 Lst!

 I want visual feedback during batch rendering.. I can't remember how I do
 it. It's an app right? What's it called!?

 yeah rtfm, but I dunno what to look for :-/

 Yeah beers on me

 Yeah yeah yeah

 P



Re: Visual feedback from batch rendering.. What's that thing called??

2013-07-04 Thread Sandy Sutherland
Is imf_disp what you are looking for? As far as I remember you can use 
it to display images such as exr files as they are being rendered.


S.

On 2013/07/04 2:08 PM, pingo van der brinkloev wrote:

Lst!

I want visual feedback during batch rendering.. I can't remember how I do it. 
It's an app right? What's it called!?

yeah rtfm, but I dunno what to look for :-/

Yeah beers on me

Yeah yeah yeah

P




Re: Visual feedback from batch rendering.. What's that thing called??

2013-07-04 Thread Oscar Juarez
I think this might help you.

https://groups.google.com/forum/#!topic/xsi_list/Ut9wGqm6w6Q

imf_disp.exe but you have to turn an env variable.


On Thu, Jul 4, 2013 at 2:08 PM, pingo van der brinkloev
xsil...@comxnet.dkwrote:

 Lst!

 I want visual feedback during batch rendering.. I can't remember how I do
 it. It's an app right? What's it called!?

 yeah rtfm, but I dunno what to look for :-/

 Yeah beers on me

 Yeah yeah yeah

 P



test

2013-07-04 Thread pingo van der brinkloev
working?


Test

2013-07-04 Thread Pingo van der Brinkloev
anybody?


Re: Test

2013-07-04 Thread Martin Chatterjee
yeah...

-M

--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]


On Thu, Jul 4, 2013 at 2:40 PM, Pingo van der Brinkloev
xsil...@comxnet.dkwrote:

 anybody?



Re: Test

2013-07-04 Thread patrick nethercoat
yar.


On 4 July 2013 13:40, Pingo van der Brinkloev xsil...@comxnet.dk wrote:

 anybody?



Re: Test

2013-07-04 Thread Mirko Jankovic
pong :)


On Thu, Jul 4, 2013 at 2:40 PM, Pingo van der Brinkloev
xsil...@comxnet.dkwrote:

 anybody?



Re: Test

2013-07-04 Thread Martin
Yes, I'm working...

Martin


On Thu, Jul 4, 2013 at 10:15 PM, patrick nethercoat 
patr...@brandtanim.co.uk wrote:

 yar.


 On 4 July 2013 13:40, Pingo van der Brinkloev xsil...@comxnet.dk wrote:

 anybody?





Phases in Multi-phase ice-node not being evaluated

2013-07-04 Thread Leonard Koch
Hi,

When I set up a multi-phase ice-node according to the specifications set on
the webpage linked below in_ctxt.GetEvaluationPhaseIndex( ); returns -1 and
I naturally none of the phase switch parts get executed.
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=files/cus_icenodes_MultiPhaseCustomICENode.htm,topicNumber=d30e19848

Below is a simplified version of my SubmitEvaluationPhaseInfo and Evaluate
callbacks.

If you run it, this is the output:
# INFO : Reached beginning of Evaluate callback.
# INFO : -1
# INFO : Reached multi-threaded part of Evaluate callback
And that repeated for every thread.
So the part before the phase switch and after is being evaluated, but the
part inside of it isn't because  ULONG nPhase =
in_ctxt.GetEvaluationPhaseIndex( ); apparently returns -1.
I've gone over everything 10 times and in my eyes everything is set up
correctly, but clearly I'm making a mistake somewhere.
I would really appreciate it if somebody experienced would take a look.

I've also attached the entire c++ file.

Thank you so much guys.

SICALLBACK GetTextureColorByUV_SubmitEvaluationPhaseInfo( ICENodeContext
in_ctxt )
{
ULONG nPhase = in_ctxt.GetEvaluationPhaseIndex( );

// Note: A case statement is needed for each phase we want to define. Each
phase should submit one or multiple ports to
// process. Be sure to call in_ctxt.SetLastEvaluationPhase() to specify the
last phase to process.
switch( nPhase )
{
case 0:
{
// Example for pulling a port for evaluation.
in_ctxt.AddEvaluationPhaseInputPort( ID_IN_ImagePath );
}
case 1:
{
// Example for pulling a port for evaluation.
in_ctxt.AddEvaluationPhaseInputPort( ID_IN_U );
in_ctxt.AddEvaluationPhaseInputPort( ID_IN_V );
 // Tells XSI that phase 1 is the last phase to process
in_ctxt.SetLastEvaluationPhase();
}
break;

default:
// Abort evaluation if the current phase is not handled
return CStatus::Abort;
}
return CStatus::OK;
}

SICALLBACK GetTextureColorByUV_Evaluate( ICENodeContext in_ctxt )
{
// Code sample to demonstrate how to implement a multi-phase evaluation
callback.
 // Process all phases first. The Evaluate callback is called in
single-threading
// for each phase declared in the
GetTextureColorByUV_SubmitEvaluationPhaseInfo callback.
ULONG nPhase = in_ctxt.GetEvaluationPhaseIndex( );
* Application().LogMessage(Reached multi-threaded part of Evaluate
callback);
*
* Application().LogMessage(CString(nPhase));*
switch( nPhase )
{
// Note: A case statement is needed here for each phase declared in
GetTextureColorByUV_SubmitEvaluationPhaseInfo
case 0:
{
CDataArrayString ImagePathData( in_ctxt, ID_IN_ImagePath );
* Application().LogMessage(Reached End of phase);*
 // Store results in user data ...
return CStatus::OK;
}
case 1:
{
return CStatus::OK;
}
break;
};

// Note: The last phase is always processed in multi-threading.
ULONG out_portID = in_ctxt.GetEvaluatedOutputPortID( );

switch( out_portID )
{
case ID_OUT_Color :
{
// Get the output port array ...
CDataArray2DColor4f outData( in_ctxt );

// Get the input data buffers for each port
CDataArray2DFloat UData( in_ctxt, ID_IN_U );
CDataArray2DFloat VData( in_ctxt, ID_IN_V );

* Application().LogMessage(Reached multi-threaded part of Evaluate
callback);*

  // We need a CIndexSet to iterate over the data
CIndexSet indexSet( in_ctxt );
for(CIndexSet::Iterator it = indexSet.Begin(); it.HasNext(); it.Next())
{
 // Add code to set output port...
CDataArray2DFloat::Accessor USubArray = UData[it];
CDataArray2DFloat::Accessor VSubArray = VData[it];
CDataArray2DColor4f::Accessor outDataSubArray =
outData.Resize(it, USubArray.GetCount());

for (ULONG i=0; iUSubArray.GetCount( ); i++)
{
outDataSubArray[i].PutR(1);
outDataSubArray[i].PutG(1);
outDataSubArray[i].PutB(1);
outDataSubArray[i].PutA(1);
}
}
}
break;
};

return CStatus::OK;
}
// GetTextureColorByUV Plugin
// Initial code generated by Softimage SDK Wizard
// Executed Tue Jul 2 23:47:46 UTC+0200 2013 by Leo
// 
// 
// Tip: You need to compile the generated code before you can load the plug-in.
// After you compile the plug-in, you can load it by clicking Update All in the Plugin Manager.
#include xsi_application.h
#include xsi_context.h
#include xsi_pluginregistrar.h
#include xsi_status.h

#include xsi_icenodecontext.h
#include xsi_icenodedef.h
#include xsi_command.h
#include xsi_factory.h
#include xsi_longarray.h
#include xsi_doublearray.h
#include xsi_math.h
#include xsi_vector2f.h
#include xsi_vector3f.h
#include xsi_vector4f.h
#include xsi_matrix3f.h
#include xsi_matrix4f.h
#include xsi_rotationf.h
#include xsi_quaternionf.h
#include xsi_color4f.h
#include xsi_shape.h
#include xsi_icegeometry.h
#include xsi_iceportstate.h
#include xsi_indexset.h
#include xsi_dataarray.h
#include xsi_dataarray2D.h
#include lodepng.h
#include iostream
#include vector

// Defines port, group and map identifiers used for registering the ICENode
enum IDs
{
	ID_IN_U = 1,
	ID_IN_V = 2,
	ID_IN_ImagePath = 3,
	ID_G_100 = 100,
	ID_OUT_Color 

Re: Test

2013-07-04 Thread Mats Bertil Tegner

Pingo van der Brinkloev skrev 2013-07-04 14:40:

anybody?


Yes effendi?


Re: Phases in Multi-phase ice-node not being evaluated

2013-07-04 Thread Leonard Koch
Oh dear, I just missed a break statement when declaring the phases.
Move on, nothing to see here...


On Thu, Jul 4, 2013 at 4:11 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 Hi,

 When I set up a multi-phase ice-node according to the specifications set
 on the webpage linked below in_ctxt.GetEvaluationPhaseIndex( ); returns -1
 and I naturally none of the phase switch parts get executed.

 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=files/cus_icenodes_MultiPhaseCustomICENode.htm,topicNumber=d30e19848

 Below is a simplified version of my SubmitEvaluationPhaseInfo and Evaluate
 callbacks.

 If you run it, this is the output:
 # INFO : Reached beginning of Evaluate callback.
 # INFO : -1
 # INFO : Reached multi-threaded part of Evaluate callback
 And that repeated for every thread.
 So the part before the phase switch and after is being evaluated, but the
 part inside of it isn't because  ULONG nPhase =
 in_ctxt.GetEvaluationPhaseIndex( ); apparently returns -1.
 I've gone over everything 10 times and in my eyes everything is set up
 correctly, but clearly I'm making a mistake somewhere.
 I would really appreciate it if somebody experienced would take a look.

 I've also attached the entire c++ file.

 Thank you so much guys.

 SICALLBACK GetTextureColorByUV_SubmitEvaluationPhaseInfo( ICENodeContext
 in_ctxt )
 {
 ULONG nPhase = in_ctxt.GetEvaluationPhaseIndex( );

 // Note: A case statement is needed for each phase we want to define. Each
 phase should submit one or multiple ports to
  // process. Be sure to call in_ctxt.SetLastEvaluationPhase() to specify
 the last phase to process.
 switch( nPhase )
  {
 case 0:
 {
 // Example for pulling a port for evaluation.
  in_ctxt.AddEvaluationPhaseInputPort( ID_IN_ImagePath );
 }
 case 1:
  {
 // Example for pulling a port for evaluation.
 in_ctxt.AddEvaluationPhaseInputPort( ID_IN_U );
  in_ctxt.AddEvaluationPhaseInputPort( ID_IN_V );
  // Tells XSI that phase 1 is the last phase to process
  in_ctxt.SetLastEvaluationPhase();
 }
 break;

 default:
 // Abort evaluation if the current phase is not handled
 return CStatus::Abort;
  }
 return CStatus::OK;
 }

 SICALLBACK GetTextureColorByUV_Evaluate( ICENodeContext in_ctxt )
 {
 // Code sample to demonstrate how to implement a multi-phase evaluation
 callback.
  // Process all phases first. The Evaluate callback is called in
 single-threading
  // for each phase declared in the
 GetTextureColorByUV_SubmitEvaluationPhaseInfo callback.
 ULONG nPhase = in_ctxt.GetEvaluationPhaseIndex( );
 * Application().LogMessage(Reached multi-threaded part of Evaluate
 callback);
 *
 * Application().LogMessage(CString(nPhase));*
  switch( nPhase )
 {
 // Note: A case statement is needed here for each phase declared in
 GetTextureColorByUV_SubmitEvaluationPhaseInfo
  case 0:
 {
 CDataArrayString ImagePathData( in_ctxt, ID_IN_ImagePath );
 * Application().LogMessage(Reached End of phase);*
  // Store results in user data ...
  return CStatus::OK;
 }
 case 1:
 {
  return CStatus::OK;
 }
 break;
 };

 // Note: The last phase is always processed in multi-threading.
 ULONG out_portID = in_ctxt.GetEvaluatedOutputPortID( );

 switch( out_portID )
 {
 case ID_OUT_Color :
  {
 // Get the output port array ...
 CDataArray2DColor4f outData( in_ctxt );

 // Get the input data buffers for each port
 CDataArray2DFloat UData( in_ctxt, ID_IN_U );
  CDataArray2DFloat VData( in_ctxt, ID_IN_V );

 * Application().LogMessage(Reached multi-threaded part of Evaluate
 callback);*

   // We need a CIndexSet to iterate over the data
 CIndexSet indexSet( in_ctxt );
 for(CIndexSet::Iterator it = indexSet.Begin(); it.HasNext(); it.Next())
  {
  // Add code to set output port...
  CDataArray2DFloat::Accessor USubArray = UData[it];
 CDataArray2DFloat::Accessor VSubArray = VData[it];
  CDataArray2DColor4f::Accessor outDataSubArray =
 outData.Resize(it, USubArray.GetCount());

 for (ULONG i=0; iUSubArray.GetCount( ); i++)
  {
 outDataSubArray[i].PutR(1);
 outDataSubArray[i].PutG(1);
  outDataSubArray[i].PutB(1);
 outDataSubArray[i].PutA(1);
 }
  }
 }
 break;
 };

 return CStatus::OK;
 }






Re: path constraint via ICE

2013-07-04 Thread Johan Forsgren
Thanks guys, I finally got some time to look into it yesterday, and it
worked like a charm, someday when i get some time of i think im going to
redo this effect but this time around make it unsimulated. It feel like I
don't really get the inner working of strands yet, and this would be a
great way to remedy this.  For now this works great :)

On Saturday, June 29, 2013, wrote:

   If you want to have a % driven ‘path’ constrain as these examples are a
 ‘param’ type constraint, Its more complex.
 If you have a null constrained in the middle, and you pull one end of a
 curve, it wont react on a param. (unless it only has 2 points) but with a %
 version, it will always stay at 50% of the length so slide along the curve.
 I managed to get one working using Nest’s Strandfitting compound and the
 fit bezier node, but it would be nice for this to be exposed without the
 faff.
 Paul

   *From:* olivier jeannel javascript:_e({}, 'cvml',
 'olivier.jean...@noos.fr');
 *Sent:* Friday, June 28, 2013 12:57 PM
 *To:* softimage@listproc.autodesk.com javascript:_e({}, 'cvml',
 'softimage@listproc.autodesk.com');
 *Subject:* Re: path constraint via ICE

  Even better :)

 Le 28/06/2013 12:22, Edy Susanto Lim a écrit :

 Hi,
 If we use object as an upvector, then we don't need the Increment Rotation
 with 2 vectors compound. We can just use 'Direction to Rotation' node.
 -tangent as 'Point At'
 -the position difference of the upvector object position to the curve
 position as 'Up Vector'

 Cheers,
 edy


 On Fri, Jun 28, 2013 at 5:58 PM, olivier jeannel 
 olivier.jean...@noos.frjavascript:_e({}, 'cvml', 
 'olivier.jean...@noos.fr');
  wrote:

  I don't know the official way, but since the tangency will control the
 rotation on one axis, you just need to add a second Set Rotation that look
 UP on another axis.
 Like this :

 (Local vector set to 0, 1, 0 )

 Le 28/06/2013 10:49, Morten Bartholdy a écrit :

 Pretty cool Alan! So tangency is controlled in the Increment Rotation
 node - how would I control the upvector, say with another null?

 To better understand how it works, how come it is necessary to key the
 null to zero rot and pos for it to work?

 Morten


 Den 26. juni 2013 kl. 16:45 skrev Alan Fregtman
 mailto:alan.fregt...@gmail.com javascript:_e({}, 'cvml',
 'alan.fregt...@gmail.com');:


 http://s3.darkvertex.com/hlinked/ice/ICE_example_kinematics_pathOrCurveUConstraint.png

 Maybe something like this? You may need to do more to deal with the
 upvector better if your curve complexity is intense.



 On Wed, Jun 26, 2013 at 10:34 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov javascript:_e({}, 'cvml', 'j.ponthi...@nasa.gov'); 
 wrote:


  Is there a way to perform a path constraint using ICE?



 I’m certain that it can be done but I can’t find a task or tool
 prepackaged to do this.





 Thanks



 --

 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.










 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com




-- 
Sent from my fax machine.


Re: Test

2013-07-04 Thread Pingo van der Brinkloev
Mailbox lag. Sorry for the noise. Carry on

On 04/07/2013, at 16.22, Mats Bertil Tegner mats.bertil.teg...@gmail.com 
wrote:

 Pingo van der Brinkloev skrev 2013-07-04 14:40:
 anybody?
 
 Yes effendi?




Re: Test

2013-07-04 Thread Sebastien Sterling
Hello !


On 4 July 2013 19:59, Pingo van der Brinkloev xsil...@comxnet.dk wrote:

 Mailbox lag. Sorry for the noise. Carry on

 On 04/07/2013, at 16.22, Mats Bertil Tegner mats.bertil.teg...@gmail.com
 wrote:

  Pingo van der Brinkloev skrev 2013-07-04 14:40:
  anybody?
 
  Yes effendi?





Re: Test

2013-07-04 Thread Simon Reeves
Hello

Simon Reeves
VFX Artist
London, UK

On 5 Jul 2013, at 00:29, Andreas Bystrom andreas.byst...@gmail.com wrote:

use gmail instead

On Fri, Jul 5, 2013 at 11:26 AM, Emilio Hernandez emi...@e-roja.com wrote:

 Hello!


 2013/7/4 Sebastien Sterling sebastien.sterl...@gmail.com

 Hello !


 On 4 July 2013 19:59, Pingo van der Brinkloev xsil...@comxnet.dk wrote:

 Mailbox lag. Sorry for the noise. Carry on

 On 04/07/2013, at 16.22, Mats Bertil Tegner 
 mats.bertil.teg...@gmail.com wrote:

  Pingo van der Brinkloev skrev 2013-07-04 14:40:
  anybody?
 
  Yes effendi?






 --




-- 
Andreas Byström
Weta Digital