Muscle system. Free/

2014-09-24 Thread Max Evgrafov
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/

2014-09-24 Thread Mario Reitbauer
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

2014-09-24 Thread Hsiao Ming Chia
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/

2014-09-24 Thread Miquel Campos
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/

2014-09-24 Thread Dan Yargici
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/

2014-09-24 Thread Toonafish

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/

2014-09-24 Thread Halim Negadi
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/

2014-09-24 Thread Sebastien Sterling
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/

2014-09-24 Thread Jordi Bares
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/

2014-09-24 Thread Stephan Haitz

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/

2014-09-24 Thread Max Evgrafov
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/

2014-09-24 Thread Sebastien Sterling
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)

2014-09-24 Thread Leendert A. Hartog

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)

2014-09-24 Thread Andres Stephens
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)

2014-09-24 Thread Leendert A. Hartog

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

2014-09-24 Thread Eric Thivierge

Hey all,

Anyone know why you can't just disconnect 1 edge with the Disconnect 
Component node?


Thanks,
Eric T.



Re: Muscle system. Free/

2014-09-24 Thread Emilio Hernandez
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)

2014-09-24 Thread Luc-Eric Rousseau
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)

2014-09-24 Thread David Gallagher


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)

2014-09-24 Thread Leendert A. Hartog

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)

2014-09-24 Thread Luc-Eric Rousseau
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)

2014-09-24 Thread Leendert A. Hartog
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)

2014-09-24 Thread Eric Thivierge
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)

2014-09-24 Thread Leendert A. Hartog

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

2014-09-24 Thread pedro santos
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)

2014-09-24 Thread Jason S
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)

2014-09-24 Thread Jason S
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/

2014-09-24 Thread Jason S

  
  
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

2014-09-24 Thread Matt Lind
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

2014-09-24 Thread Matt Lind
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