Re: Sort Controller - Open Source Release!
Could only be cooler if it had tits and was on fire :) On 4 April 2014 02:43, Ed Manning etmth...@gmail.com wrote: An excellent timesaver that I've missed when at shops other than PSYOP. Thanks, Jonah, and Andy! -- and the management beings who signed off on releasing it into the wild. Sanity check next? Pleez?
Re: Sort Controller - Open Source Release!
Community Power ! Thank you, Psyop talents ! Le 04/04/2014 08:49, Sebastien Sterling a écrit : Could only be cooler if it had tits and was on fire :) On 4 April 2014 02:43, Ed Manning etmth...@gmail.com mailto:etmth...@gmail.com wrote: An excellent timesaver that I've missed when at shops other than PSYOP. Thanks, Jonah, and Andy! -- and the management beings who signed off on releasing it into the wild. Sanity check next? Pleez?
flow along curve
i have a particle cloud emitting from a curve, then flowing along the same curve... i duplicate the cloud, and change the input curve for a different one (outlines of countries...) the second one is behaving COMPLETELY differently from the first, both curves are frozen, everything else is the same on both clouds but on the second i'm getting strands that have the first segment a set distance from the curve, and traveling at 1/10th the speed, even though i set the speed in the flow along curve compound help? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: flow along curve
never mind, there was a reference to the first curve in the tree, i missed it and the particles were trying to jump from one curve to another a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: 04 April 2014 11:07 To: softimage@listproc.autodesk.com Subject: flow along curve i have a particle cloud emitting from a curve, then flowing along the same curve... i duplicate the cloud, and change the input curve for a different one (outlines of countries...) the second one is behaving COMPLETELY differently from the first, both curves are frozen, everything else is the same on both clouds but on the second i'm getting strands that have the first segment a set distance from the curve, and traveling at 1/10th the speed, even though i set the speed in the flow along curve compound help? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: Component Selection done in ICE?
Hi everyone. Thanks you for all the input, here are the replies. @ Raffaele Fragapane Pity it doesn't work that way. This could be awesome to translate ICE calculations to drive common operators selection. Would this be something Houdini does? @ Martin Yara Many thanks for this. Does exactly what I was looking for. Should be in http://rray.de/xsi/ :) @ Ciaran Moloney Ah I knew I was missing some property :D Even though selecting an edge and marking it hard affects both gourad shading and catmull edge weight, that ICE attribute seems to only affect shading and keep everythig hard when I activate Subdivision. Fortunatelyself.EdgeCrease works just fine! Thanks. @ Fabricio Chamon Java is not my beach, but many thanks for the example of a script getting ICE data into selection. Can be very usefull. So I had a problem and now more than way to solve it :D Cheers
Re: Component Selection done in ICE?
Houdini has dynamic groups, yes, and they respond to SOPs. Soft through ice can, however, drive attributes which can then be read by other facilities, just some of the inbuilt stuff, like you've bumped into, takes only clusters as a feed.
Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
La mechanique du coeur, still looks pretty decent. I don't think its a fair assessment as a pipeline experience, Walking the Dog aren't exactly the norm when it comes to pipelines. Like you say with a few more modo savvy people on board I'm sure a lot of pain could have been alleviated. Jack Fontaine is a nice guy, but i got the impression he's a modeler, strange that they would have him come in as a render consultant. Would love to see something brought together through a full Modo pipe, of course we are not there yet but 801 seems to be shaping up to bring us closer. On 4 April 2014 09:38, Rob Chapman tekano@gmail.com wrote: Had an unpleasant experience with modo when it was included in a previous pipeline as a render engine last year. stuff could get in ok but getting relevant stuff out was not so easy. The modo 'expert' for finaling said that the reason it could not export nulls with scaling or rotation was because modo has 'deep code' . Obviously my experience with this app was subsequently tainted by a lack of production savvy professionalism. It can only really improve when tested 'in battle' so hope it does for you guys !
Another Lego-iser
Hey everyone, Here is something I've been working on recently. Created at Analog, the concept of lego blocks was originally for a pitch a while ago - but I wanted to push the 'legoising' a but further than just voxelising a grid of single points as I've previously made in Santander etc.- so this version is able to use bricks of variable lengths (in this example up to 4 but could be longer!) It also angles them randomly at 0 or 90deg. https://vimeo.com/90961852 Long live softimage! Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk*
Re: Another Lego-iser
You are toying in god's domain my friend ! :P On 4 April 2014 12:46, Simon Reeves si...@simonreeves.com wrote: Hey everyone, Here is something I've been working on recently. Created at Analog, the concept of lego blocks was originally for a pitch a while ago - but I wanted to push the 'legoising' a but further than just voxelising a grid of single points as I've previously made in Santander etc.- so this version is able to use bricks of variable lengths (in this example up to 4 but could be longer!) It also angles them randomly at 0 or 90deg. https://vimeo.com/90961852 Long live softimage! Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk*
Re: Another Lego-iser
Kicks ass! On Fri, Apr 4, 2014 at 1:52 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: You are toying in god's domain my friend ! :P On 4 April 2014 12:46, Simon Reeves si...@simonreeves.com wrote: Hey everyone, Here is something I've been working on recently. Created at Analog, the concept of lego blocks was originally for a pitch a while ago - but I wanted to push the 'legoising' a but further than just voxelising a grid of single points as I've previously made in Santander etc.- so this version is able to use bricks of variable lengths (in this example up to 4 but could be longer!) It also angles them randomly at 0 or 90deg. https://vimeo.com/90961852 Long live softimage! Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
'tested in production' can mean a lot of different things to many different people, but in general I think its fair to say that Modo has not been tested that much. (yet) Its unfortunate that WTD had some junior promoted to HOD (pure nepotism) and subsequently gave a bad impression of how good Modo could be in a pipeline. and just want to add that it was not anyone from Modo itself that was unprofessional, it was decisions on staff made by WTD itself that gave this bad impression. it was most certainly not Jack Fontaine, but would rather not name names. but back on topic - Modo can export nulls / alembic stuff to other applications now though yes?
Re: Another Lego-iser
jaw dropper! On 2014-04-04 13:55, Ivan Vasiljevic wrote: Kicks ass!
Re: Another Lego-iser
Nicely done Simon, showcased in softimage.tv. On 4 April 2014 13:17, David Saber davidsa...@sfr.fr wrote: jaw dropper! On 2014-04-04 13:55, Ivan Vasiljevic wrote: Kicks ass!
Re: Another Lego-iser
Awesome! --
Re: Another Lego-iser
cheers guys! Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 4 April 2014 13:31, Alok Gandhi alok.gandhi2...@gmail.com wrote: Awesome! --
Re: Another Lego-iser
AD should sell SI to Lego. Le 04/04/2014 14:34, Simon Reeves a écrit : cheers guys! Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com/ /www.analogstudio.co.uk http://www.analogstudio.co.uk// / On 4 April 2014 13:31, Alok Gandhi alok.gandhi2...@gmail.com mailto:alok.gandhi2...@gmail.com wrote: Awesome! --
Re: Another Lego-iser
Hahahhaha! .:. Christian Lattuada tel +39 3331277475 ... On Fri, Apr 4, 2014 at 2:40 PM, olivier jeannel olivier.jean...@noos.frwrote: AD should sell SI to Lego. Le 04/04/2014 14:34, Simon Reeves a écrit : cheers guys! Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 4 April 2014 13:31, Alok Gandhi alok.gandhi2...@gmail.com wrote: Awesome! --
Re: Another Lego-iser
On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.frwrote: AD should sell SI to Lego. That. Is. A. BRILLIANT. Idea. A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit movie that used the software... Please someone get this idea to Carl Bass. Imagine if every Lego kit came with a download code for Softimage!
Re: Another Lego-iser
Actually, just get the idea to this guy: Jørgen_Vig_Knudstorphttp://en.wikipedia.org/wiki/J%C3%B8rgen_Vig_Knudstorp He can probably just buy Autodesk, then tell Carl to revive Soft... ;-) On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote: On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.frwrote: AD should sell SI to Lego. That. Is. A. BRILLIANT. Idea. A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit movie that used the software... Please someone get this idea to Carl Bass. Imagine if every Lego kit came with a download code for Softimage!
Re: Another Lego-iser
Lego mindstorms with ICE! .:. Christian Lattuada tel +39 3331277475 ... On Fri, Apr 4, 2014 at 2:57 PM, Ed Manning etmth...@gmail.com wrote: Actually, just get the idea to this guy: Jørgen_Vig_Knudstorphttp://en.wikipedia.org/wiki/J%C3%B8rgen_Vig_Knudstorp He can probably just buy Autodesk, then tell Carl to revive Soft... ;-) On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote: On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.frwrote: AD should sell SI to Lego. That. Is. A. BRILLIANT. Idea. A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit movie that used the software... Please someone get this idea to Carl Bass. Imagine if every Lego kit came with a download code for Softimage!
RE: Sort Controller - Open Source Release!
Thanks PSYOP! This is very a nice tool. Ed On 4 April 2014 02:43, Ed Manning etmth...@gmail.commailto:etmth...@gmail.com wrote: An excellent timesaver that I've missed when at shops other than PSYOP. Thanks, Jonah, and Andy! -- and the management beings who signed off on releasing it into the wild. Sanity check next? Pleez?
Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
Modo has had scene referencing for a while now, but not in a production-ready state. This is a known area of concern and is high-priority for them. Modo has 'proxies' but these are not the deferred formats you're used to, and are not replacements for them either. This is also a known issue. -Tim On 4/3/2014 4:30 PM, Steven Caron wrote: so you can reference in modo? how similar to softimage? and i don't mean implementation just feature wise. does their renderer have a deferred format? ie. vrscene, .mia, .ass, .rib s On Thu, Apr 3, 2014 at 2:27 PM, Sergio Mucino sergio.muc...@gmail.com mailto:sergio.muc...@gmail.com wrote: In the spirit of not leaving the rest in the blank, Brad showed lots of features of Modo that a lot of people were not aware of. He demoed some of the modeling tools, Mesh Fusion, texturing, some rigging, talked about pipeline, referencing, particles, etc. It was an overview of Modo, showing how Modo can do a lot more than just model and render (which is the general notion of what Modo is). Long presentation too, but I don't think anyone wanted to leave. :-) -- Signature
Re: Center mode (was RE: humanize Maya, SOFT top 5)
Love what you did Brent ! Ever thought of sending your resume to SideFX ? Working on a software rather than a puzzle ? Le 03/04/2014 16:33, Brent McPherson a écrit : Yes I did work on this. The plan was always to replace the guts of Center with the pivot stuff I added to kinematics since it could handle rotation. We just never got around to actually doing that and finishing off that part of the pivot workflow... As I said before I always thought the way center worked was a bit hacky (push points in one direction and modifying the transform in another) but it seems the interactive/pervasive nature of it far outweighed the strange way it works for you guys. Now I'm curious if it was even on anyone's top 5 list. ;-) I'm not a really good person to comment on the general issues discussed in relation to Maya workflow. While working on Soft I worked on hair, animation layers, lip sync, modeling, object view/isolate, tools, kinematics, fcurves, ICE (well in fact every part of the software except Rendering) My current involvement in Maya is limited to the modeling team but I feel pretty comfortable that I can have a positive impact on workflow in that area. Cheers. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg Sent: 03 April 2014 15:04 To: softimage@listproc.autodesk.com Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5) ...but from what he said Brent actually developed that part of Soft in the first place. :/ [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]ᐧ
RE: Another Lego-iser
Looks great Simon!! awesome work, thanks for sharing. -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 4 Apr 2014 14:58:09 +0200 Subject: Re: Another Lego-iser From: christian.lattu...@gmail.com To: softimage@listproc.autodesk.com Lego mindstorms with ICE! .:. Christian Lattuada tel +39 3331277475 ... On Fri, Apr 4, 2014 at 2:57 PM, Ed Manning etmth...@gmail.com wrote: Actually, just get the idea to this guy: Jørgen_Vig_Knudstorp He can probably just buy Autodesk, then tell Carl to revive Soft... ;-) On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote: On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.fr wrote: AD should sell SI to Lego. That. Is. A. BRILLIANT. Idea. A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit movie that used the software... Please someone get this idea to Carl Bass. Imagine if every Lego kit came with a download code for Softimage!
Gradient shader c++
Hi, i try to write a shader with a gradient input. Here is a part from the code which i have made and which is working: Context ctxt( in_ctxt ); Application app; ShaderDef sdef( ctxt.GetAttribute( LDefinition ) ); sdef.AddShaderFamily( siShaderFamilyTexture, true ); // PARAMETERS Factory fact = app.GetFactory(); ShaderParamDefContainer inpdefs = sdef.GetInputParamDefs(); ShaderParamDefContainer outpdefs = sdef.GetOutputParamDefs(); // Input ULONG cnt = 12; CRefArray popts; ShaderParamDefOptions *opts = new ShaderParamDefOptions[cnt]; for( ULONG i=0; i cnt; i++ ) { popts.Add( fact.CreateShaderParamDefOptions() ); opts[i] = ShaderParamDefOptions( popts[i] ); } opts[0].SetInspectable( true ); opts[0].SetTexturable( false ); opts[0].SetLongName( LGradient ); inpdefs.AddParamDef( LvalueGradient, siShaderDataTypeGradient, popts[0] ); opts[1].SetInspectable( true ); opts[1].SetTexturable( true ); opts[1].SetAnimatable( true ); opts[1].SetLongName( LColor1 ); inpdefs.AddParamDef( LinColor1, siShaderDataTypeColor3, popts[1] ); ... Now i want to define the inColor1 for the marker1 color. In the spdl file of the gradient shader, i see there is a connection like this: Connection gradient::color1 = interface color1; How can i make this in c++? I have tried some things, but nothing works: inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 ); inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( Lgradient::color1, LinColor1 ); inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( Lcolor1, LinColor1 ); opts[0].SetAttribute( L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 ); opts[0].SetAttribute( Lcolor1, LinColor1 ); opts[0].SetAttribute( Lgradient::color1, LinColor1 ); Sorry for the bad layout, but gmail works only with the simple html. It would be nice to get help from someone. Best, Stephan
RE: Gradient shader c++
Couple of questions: 1) What type of shader are you making? (mental ray, hardware, ...) 2) what method are you defining your parameters? (eg; .spdl, shader def, C++, ...) Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann Sent: Friday, April 04, 2014 2:15 PM To: softimage@listproc.autodesk.com Subject: Gradient shader c++ Hi, i try to write a shader with a gradient input. Here is a part from the code which i have made and which is working: Context ctxt( in_ctxt ); Application app; ShaderDef sdef( ctxt.GetAttribute( LDefinition ) ); sdef.AddShaderFamily( siShaderFamilyTexture, true ); // PARAMETERS Factory fact = app.GetFactory(); ShaderParamDefContainer inpdefs = sdef.GetInputParamDefs(); ShaderParamDefContainer outpdefs = sdef.GetOutputParamDefs(); // Input ULONG cnt = 12; CRefArray popts; ShaderParamDefOptions *opts = new ShaderParamDefOptions[cnt]; for( ULONG i=0; i cnt; i++ ) { popts.Add( fact.CreateShaderParamDefOptions() ); opts[i] = ShaderParamDefOptions( popts[i] ); } opts[0].SetInspectable( true ); opts[0].SetTexturable( false ); opts[0].SetLongName( LGradient ); inpdefs.AddParamDef( LvalueGradient, siShaderDataTypeGradient, popts[0] ); opts[1].SetInspectable( true ); opts[1].SetTexturable( true ); opts[1].SetAnimatable( true ); opts[1].SetLongName( LColor1 ); inpdefs.AddParamDef( LinColor1, siShaderDataTypeColor3, popts[1] ); ... Now i want to define the inColor1 for the marker1 color. In the spdl file of the gradient shader, i see there is a connection like this: Connection gradient::color1 = interface color1; How can i make this in c++? I have tried some things, but nothing works: inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 ); inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( Lgradient::color1, LinColor1 ); inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( Lcolor1, LinColor1 ); opts[0].SetAttribute( L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 ); opts[0].SetAttribute( Lcolor1, LinColor1 ); opts[0].SetAttribute( Lgradient::color1, LinColor1 ); Sorry for the bad layout, but gmail works only with the simple html. It would be nice to get help from someone. Best, Stephan
Re: SI and Houdini
:-))) In the meantime check the new HDA guides https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o Jordi Bares jordiba...@gmail.com On 3 Apr 2014, at 13:01, David Saber davidsa...@sfr.fr wrote: we have to contribute! ;) On 2014-04-02 17:08, Jordi Bares wrote: I will buy her some nice present once it is finished.
Re: Gradient shader c++
Hi Matt, it´s a mental ray shader. But i need only the layout to convert the values to an other renderer. I read in as example, the color of a marker and it´s position and transfer it to a non mental ray shader which the renderer knows. The shader definition is pure c++. And it works for what i need it for all other shader layouts i have made like this one: [image: Inline-Bild 1] 2014-04-04 23:21 GMT+02:00 Matt Lind ml...@carbinestudios.com: Couple of questions: 1) What type of shader are you making? (mental ray, hardware, ...) 2) what method are you defining your parameters? (eg; .spdl, shader def, C++, ...) Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann Sent: Friday, April 04, 2014 2:15 PM To: softimage@listproc.autodesk.com Subject: Gradient shader c++ Hi, i try to write a shader with a gradient input. Here is a part from the code which i have made and which is working: Context ctxt( in_ctxt ); Application app; ShaderDef sdef( ctxt.GetAttribute( LDefinition ) ); sdef.AddShaderFamily( siShaderFamilyTexture, true ); // PARAMETERS Factory fact = app.GetFactory(); ShaderParamDefContainer inpdefs = sdef.GetInputParamDefs(); ShaderParamDefContainer outpdefs = sdef.GetOutputParamDefs(); // Input ULONG cnt = 12; CRefArray popts; ShaderParamDefOptions *opts = new ShaderParamDefOptions[cnt]; for( ULONG i=0; i cnt; i++ ) { popts.Add( fact.CreateShaderParamDefOptions() ); opts[i] = ShaderParamDefOptions( popts[i] ); } opts[0].SetInspectable( true ); opts[0].SetTexturable( false ); opts[0].SetLongName( LGradient ); inpdefs.AddParamDef( LvalueGradient, siShaderDataTypeGradient, popts[0] ); opts[1].SetInspectable( true ); opts[1].SetTexturable( true ); opts[1].SetAnimatable( true ); opts[1].SetLongName( LColor1 ); inpdefs.AddParamDef( LinColor1, siShaderDataTypeColor3, popts[1] ); ... Now i want to define the inColor1 for the marker1 color. In the spdl file of the gradient shader, i see there is a connection like this: Connection gradient::color1 = interface color1; How can i make this in c++? I have tried some things, but nothing works: inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 ); inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( Lgradient::color1, LinColor1 ); inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set( Lcolor1, LinColor1 ); opts[0].SetAttribute( L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 ); opts[0].SetAttribute( Lcolor1, LinColor1 ); opts[0].SetAttribute( Lgradient::color1, LinColor1 ); Sorry for the bad layout, but gmail works only with the simple html. It would be nice to get help from someone. Best, Stephan inline: img.gif
Re: SI and Houdini
Cheers mate! Have a beer, we owe you. .:. Christian Lattuada tel +39 3331277475 ... On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares jordiba...@gmail.com wrote: :-))) In the meantime check the new HDA guides https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o Jordi Bares jordiba...@gmail.com On 3 Apr 2014, at 13:01, David Saber davidsa...@sfr.fr wrote: we have to contribute! ;) On 2014-04-02 17:08, Jordi Bares wrote: I will buy her some nice present once it is finished.
Re: Center mode (was RE: humanize Maya, SOFT top 5)
yes... preserve child transformations.. on the transform node. On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel olivier.jean...@noos.frwrote: Love what you did Brent ! Ever thought of sending your resume to SideFX ? Working on a software rather than a puzzle ? Le 03/04/2014 16:33, Brent McPherson a écrit : Yes I did work on this. The plan was always to replace the guts of Center with the pivot stuff I added to kinematics since it could handle rotation. We just never got around to actually doing that and finishing off that part of the pivot workflow... As I said before I always thought the way center worked was a bit hacky (push points in one direction and modifying the transform in another) but it seems the interactive/pervasive nature of it far outweighed the strange way it works for you guys. Now I'm curious if it was even on anyone's top 5 list. ;-) I'm not a really good person to comment on the general issues discussed in relation to Maya workflow. While working on Soft I worked on hair, animation layers, lip sync, modeling, object view/isolate, tools, kinematics, fcurves, ICE (well in fact every part of the software except Rendering) My current involvement in Maya is limited to the modeling team but I feel pretty comfortable that I can have a positive impact on workflow in that area. Cheers. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ listproc.autodesk.com] On Behalf Of Peter Agg Sent: 03 April 2014 15:04 To: softimage@listproc.autodesk.com Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5) ...but from what he said Brent actually developed that part of Soft in the first place. :/ [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0Y Wxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb- 7aa77184e20f]ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]%E1%90%A7
Re: Referenced models: Expressions
Man, this is becoming so handy. A bit of a bother to setup. But I can just get referenced model after referenced model and let ICE fix the reference paths and not breaking anything :D The issue I was having was a matter copying the Tree to a new ICE Tree, since some parameters were created after the ICE Tree. By the way Is there a way to set references into attributes. Per model is handy to centralize the reference roots (without attributes) so that if I need to change them I just need to change them once and not go through the whole model looking for red nodes and fixing them. A String to Reference could sort this. Cheers