Muscle system. Free/
https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
Really really nice, but too late ;) 2014-09-24 10:31 GMT+02:00 Max Evgrafov summ...@gmail.com: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
RE: 2015 Memory leak playback issue
Hi Tim, We will be happy to take a look at your scene too. Please contact me at hsiao.ming.c...@autodesk.commailto:hsiao.ming.c...@autodesk.com Thanks, Hsiao Ming From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andres Stephens Sent: Tuesday, September 23, 2014 1:19 AM To: softimage@listproc.autodesk.com Subject: Re: 2015 Memory leak playback issue I had that memory leak, that was due to a circular ICE rig system I had setup. Once playing back, it would eat up all my RAM. Once I removed or corrected that, it worked fine again. They were nice to troubleshoot that for me, so all went well. -Draise Ph: +57 313 811 6821 From: Tim Bollandmailto:tim_boll...@hotmail.co.uk Sent: Monday, September 22, 2014 07:39:27 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Hi, I think I remember this being logged a few months a go. We seem to get a slow down when playing back scenes in 2015. I'm unsure exactly what's happening but I remember someone mentioning it could have been a memory leak. I am correct in this assumption and has anything been followed up with it? At the moment it's quite a big deal for us as we are considering going back to 2014 for the next job. Thank you for the help, Regards, Tim attachment: winmail.dat
Re: Muscle system. Free/
Awesome! Thank you Max!! Your muscle system lookd really great! Miquel Campos www.miquelTD.com On Wed, Sep 24, 2014 at 5:36 PM, Mario Reitbauer cont...@marioreitbauer.at wrote: Really really nice, but too late ;) 2014-09-24 10:31 GMT+02:00 Max Evgrafov summ...@gmail.com: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
That's really generous, thanks! On Wed, Sep 24, 2014 at 10:00 AM, Miquel Campos miquel.cam...@gmail.com wrote: Awesome! Thank you Max!! Your muscle system lookd really great! Miquel Campos www.miquelTD.com On Wed, Sep 24, 2014 at 5:36 PM, Mario Reitbauer cont...@marioreitbauer.at wrote: Really really nice, but too late ;) 2014-09-24 10:31 GMT+02:00 Max Evgrafov summ...@gmail.com: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
Thank you Max! Awesome! On Wed, Sep 24, 2014 at 11:08 AM, Toonafish ron...@toonafish.nl wrote: Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
Many thanks :) On 24 September 2014 10:25, Halim Negadi hneg...@gmail.com wrote: Thank you Max! Awesome! On Wed, Sep 24, 2014 at 11:08 AM, Toonafish ron...@toonafish.nl wrote: Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
Another reason to keep using XSI… wow… thanks Jordi Bares jordiba...@gmail.com On 24 Sep 2014, at 09:31, Max Evgrafov summ...@gmail.com wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
Many thanx, Max. looks great. And no it is not too late as there are no alternatives to Softimage right now for me. Greetings Stephan Really really nice, but too late ;) 2014-09-24 10:31 GMT+02:00 Max Evgrafov summ...@gmail.com mailto:summ...@gmail.com: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
it's not my. my friends did it 2014-09-24 13:27 GMT+04:00 Sebastien Sterling sebastien.sterl...@gmail.com : Many thanks :) On 24 September 2014 10:25, Halim Negadi hneg...@gmail.com wrote: Thank you Max! Awesome! On Wed, Sep 24, 2014 at 11:08 AM, Toonafish ron...@toonafish.nl wrote: Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-) -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Muscle system. Free/
are there any full body deployment examples ? On 24 September 2014 10:29, Max Evgrafov summ...@gmail.com wrote: it's not my. my friends did it 2014-09-24 13:27 GMT+04:00 Sebastien Sterling sebastien.sterl...@gmail.com: Many thanks :) On 24 September 2014 10:25, Halim Negadi hneg...@gmail.com wrote: Thank you Max! Awesome! On Wed, Sep 24, 2014 at 11:08 AM, Toonafish ron...@toonafish.nl wrote: Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-) -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: EOL showreel (again)
Well, I'm not particularly versed in Mailing List parlance, but I take this as a resounding don't bother. ;) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: EOL showreel (again)
Not too versed in the lingo either, but… just go for it. Popular vote shouldn’t always go before artistic value and expression and ability - or even just memory and a way of archiving? If all else fails - and you get the permission from those who made the content - just edit it and put some cool track like the ones below to it and it would be neat to just have floating around there - just so I’d like to laugh at my Maya using friends and show them the reel over and over again. Then cry in-front of their eyes. haha -Draise Ph: +57 313 811 6821 From: Leendert A. Hartog Sent: Wednesday, September 24, 2014 05:28:02 To: softimage@listproc.autodesk.com Well, I'm not particularly versed in Mailing List parlance, but I take this as a resounding don't bother. ;) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: EOL showreel (again)
Thanks for the positive words! Problem is that you'd obviously need the cooperation/consent of the content producers and their help figuring out what's recent enough. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
ICE Topo: Not able to disconnect 1 edge
Hey all, Anyone know why you can't just disconnect 1 edge with the Disconnect Component node? Thanks, Eric T.
Re: Muscle system. Free/
Awsome thanks a lot! It is funny how the zombie looks more alive than ever while other living creatures with a bright future, look more dead no matter what... --- Emilio Hernández VFX 3D animation. 2014-09-24 4:35 GMT-05:00 Sebastien Sterling sebastien.sterl...@gmail.com: are there any full body deployment examples ? On 24 September 2014 10:29, Max Evgrafov summ...@gmail.com wrote: it's not my. my friends did it 2014-09-24 13:27 GMT+04:00 Sebastien Sterling sebastien.sterl...@gmail.com: Many thanks :) On 24 September 2014 10:25, Halim Negadi hneg...@gmail.com wrote: Thank you Max! Awesome! On Wed, Sep 24, 2014 at 11:08 AM, Toonafish ron...@toonafish.nl wrote: Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-) -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: EOL showreel (again)
Perhaps because most people on this list don't own the content they make with Softimage On Wed, Sep 24, 2014 at 6:27 AM, Leendert A. Hartog hirazib...@live.nl wrote: Well, I'm not particularly versed in Mailing List parlance, but I take this as a resounding don't bother. ;)
Re: EOL showreel (again)
If this gets off the ground, we'd be happy to provide tons of material with AnimSchool's Malcolm rig, made in Softimage. Most people use it in Maya, but it was all authored in Softimage first and converted. On 9/24/2014 4:27 AM, Leendert A. Hartog wrote: Well, I'm not particularly versed in Mailing List parlance, but I take this as a resounding don't bother. ;) Greetz Leendert
Re: EOL showreel (again)
Luc-Eric Rousseau schreef op 24-9-2014 17:52: Perhaps because most people on this list don't own the content they make with Softimage True, but from my POV they are probably a lot closer to the actual owners than I am... ;) -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: EOL showreel (again)
It's actually trivial for you or any individual not working for a studio to put together a video on youtube that's a collection of any clip you want. People do it all the time. Nearly impossible if you're part of the chain that had anything to do with any of the clips. On Wed, Sep 24, 2014 at 12:02 PM, Leendert A. Hartog hirazib...@live.nl wrote: Luc-Eric Rousseau schreef op 24-9-2014 17:52: Perhaps because most people on this list don't own the content they make with Softimage True, but from my POV they are probably a lot closer to the actual owners than I am... ;)
Re: EOL showreel (again)
Again, true, but a showreel like I envision should be made with every possible care concerning permissions. This isn't meant as ordinary YouTube fodder. -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: EOL showreel (again)
This is just like the Reels that AD / Avid used to do for Softimage. Companies would submit stuff then there was process for verifying rights and all that. It was handled by someone who was paid to do it. I don't see this happening if it's not through AD. And we can all assume they won't care much to do it. They haven't thus far. Eric T. On Wednesday, September 24, 2014 12:20:10 PM, Leendert A. Hartog wrote: Again, true, but a showreel like I envision should be made with every possible care concerning permissions. This isn't meant as ordinary YouTube fodder.
Re: EOL showreel (again)
Sent this to Eric directly first. Oops! Okay, that would mean a strategic rethinking of the whole plan... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Delta Mush
Supposedly Voodoo inspired people over in Maya with Delta Mush: http://vimeo.com/103666815 http://vimeo.com/106647863 http://vimeo.com/103717638 http://vimeo.com/104248880 Cheers -- *--[image: http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro Alpiarça dos Santos Animator 3DModeler Illustrator http://probiner.x10.mx/ http://probiner.x10.mx/*
Re: EOL showreel (again)
At least we don't necessarily need tons of material to make a catchy edit, but I think it's that I would have liked to have stuff in there that people could actually recognize or have some the greatest hits done in Softmage in a fan-made collection clip. On 09/24/14 13:46, Eric Thivierge wrote: This is just like the Reels that AD / Avid used to do for Softimage. Companies would submit stuff then there was process for verifying rights and all that. It was handled by someone who was paid to do it. I don't see this happening if it's not through AD. And we can all assume they won't care much to do it. They haven't thus far. Eric T. On Wednesday, September 24, 2014 12:20:10 PM, Leendert A. Hartog wrote: Again, true, but a showreel like I envision should be made with every possible care concerning permissions. This isn't meant as ordinary YouTube fodder.
Re: EOL showreel (again)
Not as if there is a shortage of softies that worked on recognizable things here :) On 09/24/14 15:21, Jason S wrote: At least we don't necessarily need tons of material to make a catchy edit, but I think it's that I would have liked to have stuff in there that people could actually recognize or have some the greatest hits done in Softmage in a fan-made collection clip. On 09/24/14 13:46, Eric Thivierge wrote: This is just like the Reels that AD / Avid used to do for Softimage. Companies would submit stuff then there was process for verifying rights and all that. It was handled by someone who was paid to do it. I don't see this happening if it's not through AD. And we can all assume they won't care much to do it. They haven't thus far. Eric T. On Wednesday, September 24, 2014 12:20:10 PM, Leendert A. Hartog wrote: Again, true, but a showreel like I envision should be made with every possible care concerning permissions. This isn't meant as ordinary YouTube fodder.
Re: Muscle system. Free/
Better than any feature we could have ever hoped for from you know who (wink wink!) hahaha! This and a few other recent things we could say would have been enough grounds for a hole version increment point. (Softimage 16.0?) On 09/24/14 9:43, Emilio Hernandez wrote: Awsome thanks a lot! It is funny how the zombie looks more alive than ever while other living creatures with a "bright future", look more dead no matter what... --- Emilio Hernández VFX 3D animation. 2014-09-24 4:35 GMT-05:00 Sebastien Sterling sebastien.sterl...@gmail.com: are there any full body deployment examples ? On 24 September 2014 10:29, Max Evgrafov summ...@gmail.com wrote: it's not my. my friends did it 2014-09-24 13:27 GMT+04:00 Sebastien Sterling sebastien.sterl...@gmail.com: Many thanks :) On 24 September 2014 10:25, Halim Negadi hneg...@gmail.com wrote: Thank you Max! Awesome! On Wed, Sep 24, 2014 at 11:08 AM, Toonafish ron...@toonafish.nl wrote: Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
SDK: Custom Operator using dynamic ports via Port Groups
I have already combed the SDK docs, wiki, and SDK example code, but information and examples are rather lacking concerning a problem I need to solve. I have a custom operator (deformer) which I'm developing using the C++ API. It has a number of fixed inputs, plus a number of variable inputs (i.e. number of inputs can change depending on context which the operator is applied just like the envelope operator's inputs can vary with the number of deformers feeding the envelope). The data types of the fixed inputs are the same/similar to the data types used for the variable inputs. The variable inputs also have to be matched sets of source/target pairs. For example, for each variable input port which reads a source transform, I must also have an associated target transform. Either I get both and connect them to the operator, or I ignore and move onto the next pair. To add a further wrinkle, each variable input consists of a kinematicsstate, primitive, and a ClusterProperty (weightmap) Here are the input ports for the custom operator: Fixed Inputs (these ports will always exist no matter how the operator is applied): Source Primitive Source Global Transform Target Primitive Target Global Transform Target ClusterProperty 1 (weightmap) Target ClusterProperty 2 (weightmap) Target ClusterProperty 3 (weightmap) Target ClusterProperty 4 (weightmap) Variable inputs [1...N] (these inputs are optional and will only exist if the user chooses to involve them in the operator. Each input is a package of 5 input ports. I must validate and connect all 5 pieces, or connect none of them. Ideally, I would like the ability to add/remove inputs dynamically as the user changes his/her mind using the tool - again, much like adding/removing deformers in the envelope operator) Source Surface 1 Primitive Source Surface 1 Global Transform Source Surface 1 ClusterProperty (weightmap) Target Surface 1 Primitive Target Surface 1 Global Transform Source Surface 2 Primitive Source Surface 2 Global Transform Source Surface 2 ClusterProperty (weightmap) Target Surface 2 Primitive Target Surface 2 Global Transform ... Source Surface N Primitive Source Surface N Global Transform Source Surface N ClusterProperty (weightmap) Target Surface N Primitive Target Surface N Global Transform Questions: 1) How can I differentiate the fixed inputs from the variable inputs if the data type is the same? (other than counting arguments in the argument list)? 2) Must I create port group(s) for the fixed inputs in order to play nice with the variable input port groups? 3) What is the best way to validate each variable input to ensure all 5 pieces exist and connect to the operator using port groups? According to the SDK docs, I can put the primitives and transforms together in the same port group, but the associated ClusterProperty must be in its own port group by itself. Should I put the 4 primitive and transform ports into one port group and the cluster property into a 2nd port group, or should I make 3 port groups? (eg; source primitive and transform, target primitive and transform, clusterproperty) Thanks, PS - it would be of great help to see a working example of a custom operator using a mixture of fixed ports and port groups with variable inputs - such as the envelope operator. There isn't a single example in the documentation or SDK workgroup that puts all the information in one place to demonstrate how to use port groups making this a very frustrating experience. The vertexcolormixer isn't very clear. The constraint operator example is too simple. Matt
RE: Custom Operator using dynamic ports via Port Groups
OK, I didn't phrase some of that well for what I seek: In addition to questions 1, 2, and 3, what I'd really like to know is how to access the variable number of input ports from inside the _Update() callback. For example, if I need to get direct access to the target primitive of variable input 3, is there a way I can directly call it? Or do I have to iterate through the input ports and/or port groups and count indices until I find what I am looking for? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Wednesday, September 24, 2014 4:20 PM To: softimage@listproc.autodesk.com Subject: SDK: Custom Operator using dynamic ports via Port Groups I have already combed the SDK docs, wiki, and SDK example code, but information and examples are rather lacking concerning a problem I need to solve. I have a custom operator (deformer) which I'm developing using the C++ API. It has a number of fixed inputs, plus a number of variable inputs (i.e. number of inputs can change depending on context which the operator is applied just like the envelope operator's inputs can vary with the number of deformers feeding the envelope). The data types of the fixed inputs are the same/similar to the data types used for the variable inputs. The variable inputs also have to be matched sets of source/target pairs. For example, for each variable input port which reads a source transform, I must also have an associated target transform. Either I get both and connect them to the operator, or I ignore and move onto the next pair. To add a further wrinkle, each variable input consists of a kinematicsstate, primitive, and a ClusterProperty (weightmap) Here are the input ports for the custom operator: Fixed Inputs (these ports will always exist no matter how the operator is applied): Source Primitive Source Global Transform Target Primitive Target Global Transform Target ClusterProperty 1 (weightmap) Target ClusterProperty 2 (weightmap) Target ClusterProperty 3 (weightmap) Target ClusterProperty 4 (weightmap) Variable inputs [1...N] (these inputs are optional and will only exist if the user chooses to involve them in the operator. Each input is a package of 5 input ports. I must validate and connect all 5 pieces, or connect none of them. Ideally, I would like the ability to add/remove inputs dynamically as the user changes his/her mind using the tool - again, much like adding/removing deformers in the envelope operator) Source Surface 1 Primitive Source Surface 1 Global Transform Source Surface 1 ClusterProperty (weightmap) Target Surface 1 Primitive Target Surface 1 Global Transform Source Surface 2 Primitive Source Surface 2 Global Transform Source Surface 2 ClusterProperty (weightmap) Target Surface 2 Primitive Target Surface 2 Global Transform ... Source Surface N Primitive Source Surface N Global Transform Source Surface N ClusterProperty (weightmap) Target Surface N Primitive Target Surface N Global Transform Questions: 1) How can I differentiate the fixed inputs from the variable inputs if the data type is the same? (other than counting arguments in the argument list)? 2) Must I create port group(s) for the fixed inputs in order to play nice with the variable input port groups? 3) What is the best way to validate each variable input to ensure all 5 pieces exist and connect to the operator using port groups? According to the SDK docs, I can put the primitives and transforms together in the same port group, but the associated ClusterProperty must be in its own port group by itself. Should I put the 4 primitive and transform ports into one port group and the cluster property into a 2nd port group, or should I make 3 port groups? (eg; source primitive and transform, target primitive and transform, clusterproperty) Thanks, PS - it would be of great help to see a working example of a custom operator using a mixture of fixed ports and port groups with variable inputs - such as the envelope operator. There isn't a single example in the documentation or SDK workgroup that puts all the information in one place to demonstrate how to use port groups making this a very frustrating experience. The vertexcolormixer isn't very clear. The constraint operator example is too simple. Matt