Re: Animated booleans now and then
sorry wrong gif i sent, here is animated cutout i want to show http://g.recordit.co/FHSqM3VwL0.gif On Mon, Sep 11, 2017 at 11:26 PM, Mladen Kevicwrote: > Hi Sven, in my projects i had to do lots of cuts of CADs object, and in > XSI i used slice PolyMesh in ICE (attach it to null for control), but > without automatic cap (it flicker too much) and then create poly from > border edge. that workflow alow me to do animated cut out without > flickering and artifacts > > several moths ago i switched to Houdini, and i'm impressed how it works, > just now making one cutout of animated valve with moving parts and it go > like a charm, totally recommendation. > > quick example: http://g.recordit.co/lEs1G1NfQs.gif > > > > > > On Mon, Sep 11, 2017 at 7:03 PM, Sven Constable > wrote: > >> FYI: seems to me the standard boolean operator in XSI 2015 creates a >> memory leak. Create a simple animation(sphere cutted by a box, animated as >> a cycle) do a flipbook over a few hundred frames and watch the memory >> consumption. Even a 'Delete All' command or creating a new scene does not >> flush the memory. >> The Implosia booleans (tested with 2015) don't have these issues btw. Nor >> the built in booleans in XSI 2011. >> >> How about a google doc or something like that, where we can add bugs and >> issues left in XSI for future reference? Just a thought. >> Sven >> >> -Original Message- >> From: softimage-boun...@listproc.autodesk.com [mailto: >> softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable >> Sent: Wednesday, August 30, 2017 10:50 AM >> To: 'Official Softimage Users Mailing List. >> https://groups.google.com/forum/#!forum/xsi_list' >> Subject: RE: Animated booleans now and then >> >> Thanks for the tips, guys. I may try the Implosia booleans next time. >> Sven >> >> -Original Message- >> From: softimage-boun...@listproc.autodesk.com [mailto: >> softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy >> Sent: Tuesday, August 29, 2017 1:53 PM >> To: Official Softimage Users Mailing List. https://groups.google.com/foru >> m/#!forum/xsi_list >> Subject: Re: Animated booleans now and then >> >> Implosia is a good bet. Remember to triangulate your geo before doing >> complex booleans - it will be a lot more stable. >> >> Other than that, I know it might not help you, but the new boolean engine >> in Houdini 16 looks amazing: >> >> http://www.sidefx.com/docs/houdini/nodes/sop/boolean >> >> Also Maya has lately gotten a couple of boolean plugins that look >> promising, although I have no idea about stability: >> >> http://www.hard-mesh.com/ >> >> http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/ >> >> >> //Morten >> >> >> >> >> >> >> > Den 29. august 2017 klokken 13:09 skrev wavo : >> > >> > >> > Hello, >> > >> > you can also try Implosia >> > http://www.si-community.com/community/viewtopic.php?f=5=6373=m >> > omentum its now free, You can create booleans via Icetree or >> > sricptedOp vie the PulldownMenu >> > >> > >> > >> > Am 8/28/2017 um 11:28 PM schrieb Sven Constable: >> > > >> > > ,, >> > > >> > >> > > Hi list, >> > > >> > > I had several projects lately that involved animated booleans with >> > > CAD data, which is problematic sometimes. I used the old BoolTrace >> > > shader by Alan Jones but it has its drawbacks: With many objects, >> > > using different materials, it's hard to keep track of the shaders. >> > > Another problem was, that there is a limitation in the shader with >> > > reflections. Let's say you have a box and a sphere and the box is >> > > cutting the sphere in half. If another objects that is reflective, >> > > intersects the cutting volume (the box) it will reflect the box by >> > > it's primary rays. I assume that is because the shader interchanges >> > > primary and secondary rays under the hood. I could potentially get >> > > it solved by using passes/partition trickery or another shader to >> > > get selective reflections on object basis. However, this becomes >> > > quite complicated with a handful ob objects, all using different >> materials. >> > > >> > > On some projects I switched back to real (geo) booleans and fixed >> > > the "popping" of meshes by slighty adjusting the fcurves or cleaning >> > > the topology a bit, but its a hack. On another project I got away >> > > with slightly incorrect reflections using render time booleans. At >> > > the end it worked somehow but it was almost never elegant or straight >> forward. >> > > >> > > Is there an alternative to the (rather old) booltrace shader for XSI? >> > > Anything for redshift in that area? Last, not least, how do you >> > > approach animated booleans with complicated/heavy meshes nowadays? >> > > >> > > Thanks, >> > > >> > > Sven >> > > >> > > >> > > >> > > -- >> > > Softimage Mailing List. >> > > To unsubscribe, send a mail to softimage-requ...@listproc.aut >> odesk.com with
Re: Animated booleans now and then
Hi Sven, in my projects i had to do lots of cuts of CADs object, and in XSI i used slice PolyMesh in ICE (attach it to null for control), but without automatic cap (it flicker too much) and then create poly from border edge. that workflow alow me to do animated cut out without flickering and artifacts several moths ago i switched to Houdini, and i'm impressed how it works, just now making one cutout of animated valve with moving parts and it go like a charm, totally recommendation. quick example: http://g.recordit.co/lEs1G1NfQs.gif On Mon, Sep 11, 2017 at 7:03 PM, Sven Constablewrote: > FYI: seems to me the standard boolean operator in XSI 2015 creates a > memory leak. Create a simple animation(sphere cutted by a box, animated as > a cycle) do a flipbook over a few hundred frames and watch the memory > consumption. Even a 'Delete All' command or creating a new scene does not > flush the memory. > The Implosia booleans (tested with 2015) don't have these issues btw. Nor > the built in booleans in XSI 2011. > > How about a google doc or something like that, where we can add bugs and > issues left in XSI for future reference? Just a thought. > Sven > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] On Behalf Of Sven Constable > Sent: Wednesday, August 30, 2017 10:50 AM > To: 'Official Softimage Users Mailing List. https://groups.google.com/ > forum/#!forum/xsi_list' > Subject: RE: Animated booleans now and then > > Thanks for the tips, guys. I may try the Implosia booleans next time. > Sven > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] On Behalf Of Morten Bartholdy > Sent: Tuesday, August 29, 2017 1:53 PM > To: Official Softimage Users Mailing List. https://groups.google.com/ > forum/#!forum/xsi_list > Subject: Re: Animated booleans now and then > > Implosia is a good bet. Remember to triangulate your geo before doing > complex booleans - it will be a lot more stable. > > Other than that, I know it might not help you, but the new boolean engine > in Houdini 16 looks amazing: > > http://www.sidefx.com/docs/houdini/nodes/sop/boolean > > Also Maya has lately gotten a couple of boolean plugins that look > promising, although I have no idea about stability: > > http://www.hard-mesh.com/ > > http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/ > > > //Morten > > > > > > > > Den 29. august 2017 klokken 13:09 skrev wavo : > > > > > > Hello, > > > > you can also try Implosia > > http://www.si-community.com/community/viewtopic.php?f=5=6373=m > > omentum its now free, You can create booleans via Icetree or > > sricptedOp vie the PulldownMenu > > > > > > > > Am 8/28/2017 um 11:28 PM schrieb Sven Constable: > > > > > > ,, > > > > > > > > Hi list, > > > > > > I had several projects lately that involved animated booleans with > > > CAD data, which is problematic sometimes. I used the old BoolTrace > > > shader by Alan Jones but it has its drawbacks: With many objects, > > > using different materials, it's hard to keep track of the shaders. > > > Another problem was, that there is a limitation in the shader with > > > reflections. Let's say you have a box and a sphere and the box is > > > cutting the sphere in half. If another objects that is reflective, > > > intersects the cutting volume (the box) it will reflect the box by > > > it's primary rays. I assume that is because the shader interchanges > > > primary and secondary rays under the hood. I could potentially get > > > it solved by using passes/partition trickery or another shader to > > > get selective reflections on object basis. However, this becomes > > > quite complicated with a handful ob objects, all using different > materials. > > > > > > On some projects I switched back to real (geo) booleans and fixed > > > the "popping" of meshes by slighty adjusting the fcurves or cleaning > > > the topology a bit, but its a hack. On another project I got away > > > with slightly incorrect reflections using render time booleans. At > > > the end it worked somehow but it was almost never elegant or straight > forward. > > > > > > Is there an alternative to the (rather old) booltrace shader for XSI? > > > Anything for redshift in that area? Last, not least, how do you > > > approach animated booleans with complicated/heavy meshes nowadays? > > > > > > Thanks, > > > > > > Sven > > > > > > > > > > > > -- > > > Softimage Mailing List. > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > > > > -- > > > > > > *Walter Volbers* > > Senior Animator > > > > *FIFTYEIGHT*3D > > Animation & Digital Effects GmbH > > > > Kontorhaus Osthafen > > Lindleystraße 12 > > 60314 Frankfurt am Main > > Germany > > > > Telefon +49 (0) 69.48 000 55.50 > > Telefax +49 (0) 69.48
Re: Maya - what were they thinking 2 - transforms
This kind of problem also occurs in SI. If the parent has a rotation the children objects gimbal axis can get really messed up. I'm having this problem myself in Softimage now with a character skeleton that who knows why has her hip bone rotated (client's data) and doesn't have a rig, so some of the skirt bones Im adding are impossible to animate. I can workaround with controllers and constraints though and I only need to do some test animations so no big deal. A Neutral Pose could work too but I can't modify the bones. In Maya you could do the same, although only joints have a Neutral Pose kind of thing, extra controllers and constraints should work. Martin Sent from my iPhone > On Sep 12, 2017, at 0:01, Morten Bartholdywrote: > > Thanks guys - there is plenty to investigate here :) > > //MB > > > >> Den 11. september 2017 klokken 16:50 skrev "Ponthieux, Joseph G. >> (LARC-E1A)[LITES II]" : >> >> >> Here is another example which is probably closer to what you really want. >> I'm making that assumption of course with no knowledge of your scene. (BTW, >> ignore the cone2 and pipe2, they are left behind as a result of my editing >> the MEL. >> >> There are some details in the original MEL which are left out or cryptic. >> This is an attempt to explain that. >> >> What you can't easily see in the MEL that I am doing at several steps, is >> that when the Pipe and Cone are resting as children to locator2 I am >> executing Freeze Transformations then Reset Transformations on both the Pipe >> and Cone after all repositioning is final. This effectively zeroes them out >> in relation to their parent. This works if everything is aligned properly in >> original construction. >> >> The MEL command below that represents that freezing action on the transforms >> is "makeIdentity". I use Freeze then Reset because Freeze zeroes out the >> pivots, Reset zeroes out the transforms sending the transform "center" back >> to "world zero". The actual MEL commands are : >> >> FreezeTransformations; >> ResetTransformations; >> >> They are normally executed from Modify. They can be seen in MEL if you set >> the script editor to Echo All Commands. It may not look like Reset is doing >> anything if you have not moved the object away from world center. Reset's >> action will only be evident if you move the object to something of non-zero >> translation. Generally its just habit after 20 years, I always execute >> Freeze then Reset as a default part of the process. If the object wasn't >> moved, it wont hurt it. >> >> >> A synopsis of the process is as follows: >> >> Create, rotate and move the pipe. Preferably at world center and its length >> aligned with z axis. >> Create, rotate, and move the cone (analog for a bullet I guess). Also at >> world center and also aligned with z axis for z translation in relation to >> the pipe. >> Parent both under a locator. Also at World center. Do not move or change its >> position or orientation. >> Execute Freeze/Reset on both Pipe and Cone. >> Move & rotate the locator at will. Cone should follow the pipe and be >> keyable as translation only in the z axis to follow the pipe. >> >> >> Here is the MEL to demonstrate. >> >> >> >> file -f -new; >> CreatePolygonCone; >> polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; >> setAttr "pCone1.rotateX" -90; >> CreatePolygonPipe; >> polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1; >> setAttr "pPipe1.rotateX" -90; >> select -cl ; >> spaceLocator -p 0 0 0; >> spaceLocator -p 0 0 0; >> select -r locator1 ; >> selectKey -clear ; >> select -r locator2 ; >> selectKey -clear ; >> parent locator2 locator1 ; >> parent pPipe1 locator2 ; >> select -r pCone1 ; >> selectKey -clear ; >> parent pCone1 locator2 ; >> select -r locator2 ; >> selectKey -clear ; >> select -r pPipe1 ; >> selectKey -clear ; >> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; >> select -r pCone1 ; >> selectKey -clear ; >> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; >> select -r pPipe1 ; >> selectKey -clear ; >> setAttr "pPipe1.scaleZ" 10; >> select -addFirst polyPipe1 ; >> setAttr "polyPipe1.thickness" .1; >> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; >> select -r locator1 ; >> selectKey -clear ; >> rotate -r -os -fo 32.234531 0 0 ; >> rotate -r -os -fo 0 33.615086 0 ; >> select -r pCone1 ; >> selectKey -clear ; >> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe >> "pCone1.tz"; >> currentTime 30 ; >> move -r -ls -wd 0 0 -37.704086 ; >> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe >> "pCone1.tz"; >> >> >> >> >> Joey >> >> >> >> >> >> >> -Original Message- >> From: softimage-boun...@listproc.autodesk.com >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, >> Joseph G. (LARC-E1A)[LITES II] >> Sent: Monday, September 11,
RE: Animated booleans now and then
FYI: seems to me the standard boolean operator in XSI 2015 creates a memory leak. Create a simple animation(sphere cutted by a box, animated as a cycle) do a flipbook over a few hundred frames and watch the memory consumption. Even a 'Delete All' command or creating a new scene does not flush the memory. The Implosia booleans (tested with 2015) don't have these issues btw. Nor the built in booleans in XSI 2011. How about a google doc or something like that, where we can add bugs and issues left in XSI for future reference? Just a thought. Sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Wednesday, August 30, 2017 10:50 AM To: 'Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list' Subject: RE: Animated booleans now and then Thanks for the tips, guys. I may try the Implosia booleans next time. Sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Tuesday, August 29, 2017 1:53 PM To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list Subject: Re: Animated booleans now and then Implosia is a good bet. Remember to triangulate your geo before doing complex booleans - it will be a lot more stable. Other than that, I know it might not help you, but the new boolean engine in Houdini 16 looks amazing: http://www.sidefx.com/docs/houdini/nodes/sop/boolean Also Maya has lately gotten a couple of boolean plugins that look promising, although I have no idea about stability: http://www.hard-mesh.com/ http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/ //Morten > Den 29. august 2017 klokken 13:09 skrev wavo: > > > Hello, > > you can also try Implosia > http://www.si-community.com/community/viewtopic.php?f=5=6373=m > omentum its now free, You can create booleans via Icetree or > sricptedOp vie the PulldownMenu > > > > Am 8/28/2017 um 11:28 PM schrieb Sven Constable: > > > > ,, > > > > > Hi list, > > > > I had several projects lately that involved animated booleans with > > CAD data, which is problematic sometimes. I used the old BoolTrace > > shader by Alan Jones but it has its drawbacks: With many objects, > > using different materials, it's hard to keep track of the shaders. > > Another problem was, that there is a limitation in the shader with > > reflections. Let's say you have a box and a sphere and the box is > > cutting the sphere in half. If another objects that is reflective, > > intersects the cutting volume (the box) it will reflect the box by > > it's primary rays. I assume that is because the shader interchanges > > primary and secondary rays under the hood. I could potentially get > > it solved by using passes/partition trickery or another shader to > > get selective reflections on object basis. However, this becomes > > quite complicated with a handful ob objects, all using different materials. > > > > On some projects I switched back to real (geo) booleans and fixed > > the "popping" of meshes by slighty adjusting the fcurves or cleaning > > the topology a bit, but its a hack. On another project I got away > > with slightly incorrect reflections using render time booleans. At > > the end it worked somehow but it was almost never elegant or straight > > forward. > > > > Is there an alternative to the (rather old) booltrace shader for XSI? > > Anything for redshift in that area? Last, not least, how do you > > approach animated booleans with complicated/heavy meshes nowadays? > > > > Thanks, > > > > Sven > > > > > > > > -- > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > > "unsubscribe" in the subject, and reply to confirm. > > > -- > > > *Walter Volbers* > Senior Animator > > *FIFTYEIGHT*3D > Animation & Digital Effects GmbH > > Kontorhaus Osthafen > Lindleystraße 12 > 60314 Frankfurt am Main > Germany > > Telefon +49 (0) 69.48 000 55.50 > Telefax +49 (0) 69.48 000 55.15 > > _mailto:w...@fiftyeight.com > http://www.fiftyeight.com > _ > > > ESC*58* > Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH > > _http://www.ESC58.de > _ > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to
RE: Maya - what were they thinking 2 - transforms
Thanks guys - there is plenty to investigate here :) //MB > Den 11. september 2017 klokken 16:50 skrev "Ponthieux, Joseph G. > (LARC-E1A)[LITES II]": > > > Here is another example which is probably closer to what you really want. I'm > making that assumption of course with no knowledge of your scene. (BTW, > ignore the cone2 and pipe2, they are left behind as a result of my editing > the MEL. > > There are some details in the original MEL which are left out or cryptic. > This is an attempt to explain that. > > What you can't easily see in the MEL that I am doing at several steps, is > that when the Pipe and Cone are resting as children to locator2 I am > executing Freeze Transformations then Reset Transformations on both the Pipe > and Cone after all repositioning is final. This effectively zeroes them out > in relation to their parent. This works if everything is aligned properly in > original construction. > > The MEL command below that represents that freezing action on the transforms > is "makeIdentity". I use Freeze then Reset because Freeze zeroes out the > pivots, Reset zeroes out the transforms sending the transform "center" back > to "world zero". The actual MEL commands are : > > FreezeTransformations; > ResetTransformations; > > They are normally executed from Modify. They can be seen in MEL if you set > the script editor to Echo All Commands. It may not look like Reset is doing > anything if you have not moved the object away from world center. Reset's > action will only be evident if you move the object to something of non-zero > translation. Generally its just habit after 20 years, I always execute Freeze > then Reset as a default part of the process. If the object wasn't moved, it > wont hurt it. > > > A synopsis of the process is as follows: > > Create, rotate and move the pipe. Preferably at world center and its length > aligned with z axis. > Create, rotate, and move the cone (analog for a bullet I guess). Also at > world center and also aligned with z axis for z translation in relation to > the pipe. > Parent both under a locator. Also at World center. Do not move or change its > position or orientation. > Execute Freeze/Reset on both Pipe and Cone. > Move & rotate the locator at will. Cone should follow the pipe and be keyable > as translation only in the z axis to follow the pipe. > > > Here is the MEL to demonstrate. > > > > file -f -new; > CreatePolygonCone; > polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; > setAttr "pCone1.rotateX" -90; > CreatePolygonPipe; > polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1; > setAttr "pPipe1.rotateX" -90; > select -cl ; > spaceLocator -p 0 0 0; > spaceLocator -p 0 0 0; > select -r locator1 ; > selectKey -clear ; > select -r locator2 ; > selectKey -clear ; > parent locator2 locator1 ; > parent pPipe1 locator2 ; > select -r pCone1 ; > selectKey -clear ; > parent pCone1 locator2 ; > select -r locator2 ; > selectKey -clear ; > select -r pPipe1 ; > selectKey -clear ; > makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; > select -r pCone1 ; > selectKey -clear ; > makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; > select -r pPipe1 ; > selectKey -clear ; > setAttr "pPipe1.scaleZ" 10; > select -addFirst polyPipe1 ; > setAttr "polyPipe1.thickness" .1; > makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; > select -r locator1 ; > selectKey -clear ; > rotate -r -os -fo 32.234531 0 0 ; > rotate -r -os -fo 0 33.615086 0 ; > select -r pCone1 ; > selectKey -clear ; > if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe > "pCone1.tz"; > currentTime 30 ; > move -r -ls -wd 0 0 -37.704086 ; > if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe > "pCone1.tz"; > > > > > Joey > > > > > > > -Original Message- > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, > Joseph G. (LARC-E1A)[LITES II] > Sent: Monday, September 11, 2017 9:52 AM > To: softimage@listproc.autodesk.com > Subject: RE: Maya - what were they thinking 2 - transforms > > More than likely this has something to do with the way your hierarchy is > organized. There is no reason why you can't do this. The key to making this > work is that the gun cannot have had its pivot or transforms modified in > relation to the child. The object as child to the gun must be zero-centric to > it. In other words, the gun must be the "world" coordinates for the gun. Does > that make sense? > > Run the MEL commands below in your script editor in an empty scene. See > specifically the angle of locator2 and the keyframed z translation of pCone1. > Move locator1 around at will, and you can change the orientation of locator2 > if you desire, but the cone's motion is always maintained on Z axis relative > everything it is parented to. And it is only
RE: Maya - what were they thinking 2 - transforms
Here is another example which is probably closer to what you really want. I'm making that assumption of course with no knowledge of your scene. (BTW, ignore the cone2 and pipe2, they are left behind as a result of my editing the MEL. There are some details in the original MEL which are left out or cryptic. This is an attempt to explain that. What you can't easily see in the MEL that I am doing at several steps, is that when the Pipe and Cone are resting as children to locator2 I am executing Freeze Transformations then Reset Transformations on both the Pipe and Cone after all repositioning is final. This effectively zeroes them out in relation to their parent. This works if everything is aligned properly in original construction. The MEL command below that represents that freezing action on the transforms is "makeIdentity". I use Freeze then Reset because Freeze zeroes out the pivots, Reset zeroes out the transforms sending the transform "center" back to "world zero". The actual MEL commands are : FreezeTransformations; ResetTransformations; They are normally executed from Modify. They can be seen in MEL if you set the script editor to Echo All Commands. It may not look like Reset is doing anything if you have not moved the object away from world center. Reset's action will only be evident if you move the object to something of non-zero translation. Generally its just habit after 20 years, I always execute Freeze then Reset as a default part of the process. If the object wasn't moved, it wont hurt it. A synopsis of the process is as follows: Create, rotate and move the pipe. Preferably at world center and its length aligned with z axis. Create, rotate, and move the cone (analog for a bullet I guess). Also at world center and also aligned with z axis for z translation in relation to the pipe. Parent both under a locator. Also at World center. Do not move or change its position or orientation. Execute Freeze/Reset on both Pipe and Cone. Move & rotate the locator at will. Cone should follow the pipe and be keyable as translation only in the z axis to follow the pipe. Here is the MEL to demonstrate. file -f -new; CreatePolygonCone; polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; setAttr "pCone1.rotateX" -90; CreatePolygonPipe; polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1; setAttr "pPipe1.rotateX" -90; select -cl ; spaceLocator -p 0 0 0; spaceLocator -p 0 0 0; select -r locator1 ; selectKey -clear ; select -r locator2 ; selectKey -clear ; parent locator2 locator1 ; parent pPipe1 locator2 ; select -r pCone1 ; selectKey -clear ; parent pCone1 locator2 ; select -r locator2 ; selectKey -clear ; select -r pPipe1 ; selectKey -clear ; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; select -r pCone1 ; selectKey -clear ; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; select -r pPipe1 ; selectKey -clear ; setAttr "pPipe1.scaleZ" 10; select -addFirst polyPipe1 ; setAttr "polyPipe1.thickness" .1; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; select -r locator1 ; selectKey -clear ; rotate -r -os -fo 32.234531 0 0 ; rotate -r -os -fo 0 33.615086 0 ; select -r pCone1 ; selectKey -clear ; if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe "pCone1.tz"; currentTime 30 ; move -r -ls -wd 0 0 -37.704086 ; if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe "pCone1.tz"; Joey -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES II] Sent: Monday, September 11, 2017 9:52 AM To: softimage@listproc.autodesk.com Subject: RE: Maya - what were they thinking 2 - transforms More than likely this has something to do with the way your hierarchy is organized. There is no reason why you can't do this. The key to making this work is that the gun cannot have had its pivot or transforms modified in relation to the child. The object as child to the gun must be zero-centric to it. In other words, the gun must be the "world" coordinates for the gun. Does that make sense? Run the MEL commands below in your script editor in an empty scene. See specifically the angle of locator2 and the keyframed z translation of pCone1. Move locator1 around at will, and you can change the orientation of locator2 if you desire, but the cone's motion is always maintained on Z axis relative everything it is parented to. And it is only animated explicitly on Z. See the Graph editor for pCone1. Is this similar to what you are trying to accomplish? file -f -new; spaceLocator -p 0 0 0; updateRenderOverride; spaceLocator -p 0 0 0; CreatePolygonCone; polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; parent pCone1 locator2 ; select -r locator2 ; selectKey -clear ; parent locator2 locator1 ; select -r locator2 ; selectKey -clear ; rotate -r -os -fo
Re: Maya - what were they thinking 2 - transforms
While it won't help with global-local switching - just in case you don't know already when it comes to 'motion path' thing - there's relative new feature called "editable motion trail", basically is function curve in 3d viewport, imho it's nice feature, worth to try. From: Morten BartholdyTo: "Userlist, Softimage" Sent: Monday, September 11, 2017 12:16 PM Subject: Maya - what were they thinking 2 - transforms So I understand (to some degree) that there are fundamental differences between the way transformations are handled in Maya vs Soft, but I just ran into something which on the surface looks simple, but is quite mindboggling. Hopefully it is just a case of Mayas way of hiding useful stuff in some obscure submenu or relationship editor, but here goes: I am doing some very simple keyframe animation in Maya (one of the few things that does not drive me entirely crazy) and am animating a thingy which is parented to a gun which is pointed in a particular direction. I just want it to fly of on its local z-axis so I select it, set Transform Tool Settings, Axis Orientation to Object, key frame translate out along z-axis and keyframe. Now I want to edit the function curves to make sure it accelerates as desired, open the graph editor and see graph representation of its motion is in world space, ie. it is not only animated on the z-axis, but also on x and Y. Obviously editing these curves manually will easily lead to having the object not flying in a straight line... In this case I could draw a curve to use as motion path, but is is more cumbersome (like so many things in Maya) and for many reasons I would really prefer to be able to switch between World space and Object space in the Graph Editor. Our resident Maya artist has looked for similar functionality many times through different Maya versions, so far without luck, so she can not offer relief from this specific lack of brainpower on the part of the Maya devs. Can Maya knowledgeable people here confirm this fundamental lack of functionality or perhaps tell where I find it, or barring that, offer advice regarding how to achieve something similar? Thanks (sigh) Morten -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
RE: Maya - what were they thinking 2 - transforms
More than likely this has something to do with the way your hierarchy is organized. There is no reason why you can't do this. The key to making this work is that the gun cannot have had its pivot or transforms modified in relation to the child. The object as child to the gun must be zero-centric to it. In other words, the gun must be the "world" coordinates for the gun. Does that make sense? Run the MEL commands below in your script editor in an empty scene. See specifically the angle of locator2 and the keyframed z translation of pCone1. Move locator1 around at will, and you can change the orientation of locator2 if you desire, but the cone's motion is always maintained on Z axis relative everything it is parented to. And it is only animated explicitly on Z. See the Graph editor for pCone1. Is this similar to what you are trying to accomplish? file -f -new; spaceLocator -p 0 0 0; updateRenderOverride; spaceLocator -p 0 0 0; CreatePolygonCone; polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; parent pCone1 locator2 ; select -r locator2 ; selectKey -clear ; parent locator2 locator1 ; select -r locator2 ; selectKey -clear ; rotate -r -os -fo 9.453111 0 0 ; setAttr "locator2.rotateX" 45; select -r pCone1 ; selectKey -clear ; if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe "pCone1.tz"; currentTime 30 ; move -r -ls -wd 0 0 -8.127347 ; if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe "pCone1.tz"; currentTime 22 ; selectKey -clear ; currentTime 15 ; select -r locator2 ; selectKey -clear ; select -r locator2 pCone1 ; selectKey -clear ; select -r pCone1 ; selectKey -clear ; Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Monday, September 11, 2017 6:17 AM To: Userlist, SoftimageSubject: Maya - what were they thinking 2 - transforms So I understand (to some degree) that there are fundamental differences between the way transformations are handled in Maya vs Soft, but I just ran into something which on the surface looks simple, but is quite mindboggling. Hopefully it is just a case of Mayas way of hiding useful stuff in some obscure submenu or relationship editor, but here goes: I am doing some very simple keyframe animation in Maya (one of the few things that does not drive me entirely crazy) and am animating a thingy which is parented to a gun which is pointed in a particular direction. I just want it to fly of on its local z-axis so I select it, set Transform Tool Settings, Axis Orientation to Object, key frame translate out along z-axis and keyframe. Now I want to edit the function curves to make sure it accelerates as desired, open the graph editor and see graph representation of its motion is in world space, ie. it is not only animated on the z-axis, but also on x and Y. Obviously editing these curves manually will easily lead to having the object not flying in a straight line... In this case I could draw a curve to use as motion path, but is is more cumbersome (like so many things in Maya) and for many reasons I would really prefer to be able to switch between World space and Object space in the Graph Editor. Our resident Maya artist has looked for similar functionality many times through different Maya versions, so far without luck, so she can not offer relief from this specific lack of brainpower on the part of the Maya devs. Can Maya knowledgeable people here confirm this fundamental lack of functionality or perhaps tell where I find it, or barring that, offer advice regarding how to achieve something similar? Thanks (sigh) Morten -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Friday Flashback #315
Good times :) MB > Den 8. september 2017 klokken 17:05 skrev Stephen Blair >: > > > 1998 Bunny hops to fame > http://wp.me/powV4-3sC > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Friday Flashback #315
Still have that CD(/DVD?) somewhere :-) Rob \/-\/\/ On 8-9-2017 17:05, Stephen Blair wrote: 1998 Bunny hops to fame http://wp.me/powV4-3sC -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya - what were they thinking 2 - transforms
I think that you may be out of luck - Maya has no conception of World vs Object space. If you parented the object under a group, you may be able to set the orientation of that according to the gun and then you'd only have to animated it in 1 axis (maybe 2 if there's drop... but at least on a ZY plane rather than through XYZ). You can also use a Motion Trail (Animate > Create Motion Trail) for a visual representation. Little video here : https://www.youtube.com/watch?v=Nst3db21N-E I don't know if those suggestions are any help. On 11 September 2017 at 11:16, Morten Bartholdywrote: > So I understand (to some degree) that there are fundamental differences > between the way transformations are handled in Maya vs Soft, but I just > ran into something which on the surface looks simple, but is quite > mindboggling. Hopefully it is just a case of Mayas way of hiding useful > stuff in some obscure submenu or relationship editor, but here goes: > > I am doing some very simple keyframe animation in Maya (one of the few > things that does not drive me entirely crazy) and am animating a thingy > which is parented to a gun which is pointed in a particular direction. I > just want it to fly of on its local z-axis so I select it, set Transform > Tool Settings, Axis Orientation to Object, key frame translate out along > z-axis and keyframe. Now I want to edit the function curves to make sure it > accelerates as desired, open the graph editor and see graph representation > of its motion is in world space, ie. it is not only animated on the z-axis, > but also on x and Y. Obviously editing these curves manually will easily > lead to having the object not flying in a straight line... > > In this case I could draw a curve to use as motion path, but is is more > cumbersome (like so many things in Maya) and for many reasons I would > really prefer to be able to switch between World space and Object space in > the Graph Editor. Our resident Maya artist has looked for similar > functionality many times through different Maya versions, so far without > luck, so she can not offer relief from this specific lack of brainpower on > the part of the Maya devs. > > Can Maya knowledgeable people here confirm this fundamental lack of > functionality or perhaps tell where I find it, or barring that, offer > advice regarding how to achieve something similar? > > Thanks (sigh) > > Morten > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Maya - what were they thinking 2 - transforms
So I understand (to some degree) that there are fundamental differences between the way transformations are handled in Maya vs Soft, but I just ran into something which on the surface looks simple, but is quite mindboggling. Hopefully it is just a case of Mayas way of hiding useful stuff in some obscure submenu or relationship editor, but here goes: I am doing some very simple keyframe animation in Maya (one of the few things that does not drive me entirely crazy) and am animating a thingy which is parented to a gun which is pointed in a particular direction. I just want it to fly of on its local z-axis so I select it, set Transform Tool Settings, Axis Orientation to Object, key frame translate out along z-axis and keyframe. Now I want to edit the function curves to make sure it accelerates as desired, open the graph editor and see graph representation of its motion is in world space, ie. it is not only animated on the z-axis, but also on x and Y. Obviously editing these curves manually will easily lead to having the object not flying in a straight line... In this case I could draw a curve to use as motion path, but is is more cumbersome (like so many things in Maya) and for many reasons I would really prefer to be able to switch between World space and Object space in the Graph Editor. Our resident Maya artist has looked for similar functionality many times through different Maya versions, so far without luck, so she can not offer relief from this specific lack of brainpower on the part of the Maya devs. Can Maya knowledgeable people here confirm this fundamental lack of functionality or perhaps tell where I find it, or barring that, offer advice regarding how to achieve something similar? Thanks (sigh) Morten -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.