Re: Save Softimage Petition

2014-03-07 Thread Chris Chia
Thanks for making this effort.
I have also signed it!

Chris Chia
Ex Softimage QA

Sent from my iPhone

 On 5 Mar, 2014, at 3:31 am, Nick Martinelli n...@nickmartinelli.net wrote:
 
 Hi list,
 
 I'm generally pretty quiet on here, but I feel like it might be time to 
 finally make some noise.
 
 I know it's a long shot but maybe if we get enough signatures we can at least 
 help entice Autodesk to sell off Softimage.  I don't know if it will work or 
 if anything will happen from it, but it's worth a try.  Worst case scenario, 
 nothing.  Best case, Softimage is back before we know it.
 
 let the signing commence!
 
 https://www.change.org/petitions/autodesk-save-softimage
 
 
 
 -- 
 
 Nick Martinelli
 www.nickMartinelli.net
 n...@nickmartinelli.net


Re: positivity

2013-12-21 Thread Chris Chia
Hi guys,
Just popping by to greet all the fellows here a Merry Xmas and a Happy 2015 
ahead! Stay Positive and look on the bright side!

Chris

Sent from my iPhone

 On 21 Dec, 2013, at 7:07 am, Matt Lind ml...@carbinestudios.com wrote:
 
 My computer graphics career has circular logic.
  
 My first computer was the Apple II when I was barely in grade school and had 
 to write commands to draw pictures like:
  
 HLINE 60, 80
 COLOR=8
 RUN
  
 In college I used the Amigas 500 thru 4000 systems with deluxe paint, video 
 toaster, DCTV, Lightwave 0.9, and so on, but just before graduation I had the 
 luxury of working with the ever popular Tandy TRS-80 for use with motion 
 control camera stands to do multi-planar and slit scans.  Caused so much 
 interference we couldn’t get reception on the boombox despite being located 
 only a few blocks away from the Sears Tower where the signals were broadcast.
  
 http://en.wikipedia.org/wiki/TRS-80
  
 Shortly after that I got my chance on the SGI with Softimage Creative 
 Environment 2.6
  
  
  
  
 Matt
  
  
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
 Sent: Friday, December 20, 2013 2:52 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: positivity
  
 WICAT systems, System 300 and 150.
 http://bitsavers.trailing-edge.com/pdf/wicat/brochures/System_300_Brochure.pdf
 
 1988
 
 I worked for a defense contractor making computer based training lessons for 
 a naval combat system.  It had vector graphics program, it had a 16 color 
 palette based on 4096 colors and one of 16 was used overlay laser disc video. 
 I didn't have a mouse or a gui. It was a command line interface, to activate 
 a drawing mode, cl - create line, cb- create box etc... I had to use the 
 arrow keys to move the cursor around to pin start and end points for 
 elements. I won't even get into what it took to do animation on it.
 
 My boss was a 55 year old retired Master Chief from Texas who ate ramen 
 noodles every day for lunch and never washed his coffee cup, EVER. He told me 
 once that a graphic I was working on was wrong because it looked skewed if he 
 looked at the screen off center.
 
 Good times.
 
 Eric
 
 Freelance 3D and VFX animator
 
 http://vimeopro.com/user7979713/3d-work
  
 
 On Fri, Dec 20, 2013 at 5:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:
 I can say I miss the cheese and monkeys humor and do wonder what Porl is up 
 to these days.
 But as for old…. Maybe we should have a contest.
  
 What’s the oldest computer graphics system you worked on, and the year?
 It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just 
 had to be a computer than did any kind of graphics.
  
 Takers?
  
 --
 Joey Ponthieux
 __
 Opinions stated here-in are strictly those of the author and do not
 represent the opinions of NASA or any other party.
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
 sc...@turbulenceffects.com
 Sent: Friday, December 20, 2013 2:24 PM
 To: softimage@listproc. autodesk. com
 Subject: Re: positivity
  
 Ha ha yeah Ed, you're old. But dang, so am I. 
 
 Sent from my HTC EVO 4G LTE exclusively from Sprint
 
 - Reply message -
 From: Ed Harriss ed.harr...@sas.com
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: positivity
 Date: Fri, Dec 20, 2013 2:07 PM
 
  
 Maybe we need to go back to a multi-address list system like we had in the 
 old days. There was the discussion list, which was all 
 fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty 
 much what we are using now. There were even other lists like eddie, particle, 
 etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list 
 and create another one for all the gloom and doom.
  
 Perfect!
  
 Now get to work Autodesk listproc person! ;)
 Thanks!
  
 Happy Holidays!
 Ed “cheese and monkeys” Harriss
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
 Sent: Friday, December 20, 2013 1:33 PM
 To: Softimage List
 Subject: Re: positivity
  
 Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start 
 anything...just want to see if I'm the only one hearing this.  I told the 
 guys that told me to go tell the people that said this to go F themselves for 
 what its worth.  It does piss me off to see rumors like this butI do sit 
 at home mostly working all day and night.  I don't get to mingle with my 
 peers as much as I used to so I didn't know if this may be old news or 
 something new.  Sounds bunk so I'll leave it at that :-)
  
 Kris
 
 On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge ethivie...@hybride.com 
 wrote:
 Only thing I have beef with myself is the thread hijacking that snowballs 
 into a long slog of 

Re: rumor, Soft dead within the next year

2013-12-21 Thread Chris Chia
If this happens, please buy a copy to keep ;) 

Chris

 On 21 Dec, 2013, at 1:12 am, Nicolas Esposito 3dv...@gmail.com wrote:
 
 Positivism!
 
 If that happen I think I'll still keep using Soft for at least a couple of 
 years and in the meantime I'll probably switch to Maya or one of the new 
 software which I haven't even tried ( but I heard good things )
 
 
 2013/12/20 Kris Rivel krisri...@gmail.com
 Sorry...can't resist.  Nasty rumor going around that Soft will be done 
 within the next year.  I'm just hearing this from a few NYC peeps.  I 
 personally find it odd especially since we know there's a beta program 
 running now and that a lot of places still rely on it, especially ICE.
 
 I WOULD NOT be surprised at all if development stopped within a year or two 
 and it was just a left as it is product but I don't see how or why the 
 door would be slammed shut in anyone's face.
 
 I doubt anyone can confirm this rumor but curious what others thoughts 
 are.  I'm looking to learn more Houdini and C4D for the volume of work but 
 have no desire to use antiquated and archaic platforms like Maya and Max to 
 be honest.
 
 Regardless, its tragic to see Soft slowing down and how it never managed to 
 take over as the #1 option years ago.  It really is the best but a few 
 limitations, bad timing and bad marketing didn't do it any favors.
 
 The community, addons, plugins and contributions though are incredible and I 
 think thats the part I would miss the most.
 
 and discuss
 
 Kris
 


Re: xsibatch 2014 crashes on CentOS 6.5

2013-12-07 Thread Chris Chia
Does it happen to CentOS 6.2?
1. Does your vm have a graphic card?
2. Could you try using a desktop instead of vm?

It seems like your OpenGL lib driver is the problem... 

And are you trying to run vms for rendering ?

Regards,
Chris


 On 6 Dec, 2013, at 6:20 am, Félix-Antoine Fortin 
 felix-antoine.for...@calculquebec.ca wrote:
 
 Could you elaborate on the usual backup/remove preferences? I am not 
 exactly familiar with Softimage. I am currently trying to setup a new user 
 who wishes to use our cluster for rendering. Therefore, I apologize in 
 advance if I have missed something that is obvious...
 
 Ideally it would be on a render blade, and the installation would not be on 
 the default install path. However, since it was not working on the render 
 blade, I have simply reproduced our working environment in a VM, in which I 
 can run a X session.
 
 I was unable to start xsi 2013 for a different reason, a missing symbol in 
 libGL. 
 /usr/Softimage/Softimage_2013_SP1/Application/bin/XSI.bin: symbol lookup 
 error: /usr/lib64/libGL.so.1: undefined symbol: _XGetRequest
 
 Although, for now I suppose it could be related to the fact that I am running 
 it in a VM. The missing symbol error is not triggered when using xsibatch.
 
 Thank you for your help,
 Félix-Antoine
 
 Le 2013-12-05 à 16:44, Xavier lapointe.xav...@gmail.com a écrit :
 
 Well, that's a starting point (: 
 Have you tried the usual backup/remove preferences? Is that on a render 
 blade or your machine running a X session? Have you started 2013 
 successfully on the same machine the same way?
 
 


Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Chris Chia
Hi Paul,
If possible (after your deadline), give the team the repro steps.

Chris 

Sent from my iPhone

On 24 Oct, 2013, at 10:31 PM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 Yep - running the script crashes Soft as well.  The good news is, at least 
 with this crash I was able to submit a crash report.  If anyone on the dev 
 team is here, it's:  
 CER_86953364
 
 
 
 
 
 
 On Thu, Oct 24, 2013 at 10:05 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:
 Do you get the same result if you move an object via command line or script 
 editor?
 
  
 
 This will nudge the selected object by 1 unit in X from its current position:
 
 Application.Translate(, 1, 0, 0, siRelative, siGlobal, siObj, 
 siXYZ, , , siXYZ, , , , , , , 0, )
 
  
 
  
 
 This will set the object to X=1,Y=0, Z=0:
 
 Application.Translate(, 1, 0, 0, siAbsolute, siGlobal, siObj, 
 siXYZ, , , siXYZ, , , , , , , 0, )
 
  
 
  
 
 Testing it in this way will possibly tell you if the error is at the 
 interface level or something much deeper such as the transformation matrix.
 
  
 
 --
 
 Joey Ponthieux
 
 LaRC Information Technology Enhanced Services (LITES)
 
 Mymic Technical Services
 
 NASA Langley Research Center
 
 __
 
 Opinions stated here-in are strictly those of the author and do not
 
 represent the opinions of NASA or any other party.
 
  
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
 Sent: Thursday, October 24, 2013 9:51 AM
 To: softimage@listproc.autodesk.com
 Subject: I'd like to punch Softimage in the face today
 
  
 
 I'm working under a tight deadline in 2014 SP2.  Doing an animation that 
 involves physX simulation, which I know virtually nothing about.  Client has 
 been loving everything so far, then we have the dreaded conference call when 
 they have a list of little tweaks, none of which are little.
 
  
 
 Today I come to the office at 5am, load my scene and start to try to make the 
 tweaks.  The moment I try to use translate, scale or rotate on anything in my 
 scene - BAM, Softimage crashes.
 
  
 
 Reboot the machine - same thing.  Run runonce.bat - same thing.  Delete the 
 Softimage 2014 SP2 folder from my User profile - same thing.  Disable physX - 
 same thing.
 
  
 
 Merge the scene into a new one same thing.
 
  
 
 WTF???
 
  
 
 There's no crash dump, no attempt at recovery - just Autodesk Softimage 2014 
 has stopped working.
 
  
 
 The only option I can find is to go back to a version of the scene prior to 
 physX being applied.
 
  
 
 Stuff like this makes me want to throw my system out the window  become 
 Amish.
 
  
 
 -Paul
 
  
 
 


Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Chris Chia
Must be a nvidia issue. What's the other card model?

And don't punch Softimage ;) Not its fault. 


Chris


On 25 Oct, 2013, at 1:04 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 Thanks guys!
 
 I possibly have solved it (at least it's not crashing).  I have 2 nVidia 
 cards  physX was set to auto in the nVidia control panel.  I specified my 
 GTX 680 and that seems to have fixed it for now.
 
 -Paul
 
 
 
 On Thu, Oct 24, 2013 at 12:11 PM, Greg Punchatz g...@janimation.com wrote:
 Look for an extra environment in the   MCP explorer 
 ..MCPSelectExploreEnviroments.
 
 I have seen a glitch like this many years ago and somehow there were extra 
 simulation environments in the scene for some unknown reason. 
 Greg Punchatz
 Sr. Creative Director
 Janimation
 214.823.7760
 www.janimation.com
 On 10/24/2013 10:52 AM, olivier jeannel wrote:
 I was about to say this as well. Save at frame 1. Mute all your viewport 
 before opening. 
 I had the same issue lately with Momentum (Supressing the whole   
 simulation re-made the scene stable) (though, in your case it could be 
 different reasons of course). 
 You could save your icetree in a big compound, delete your environments, 
 save your scene (without any sim) and re-past your   compounds in fresh 
 new pointclouds. 
 
 I just hate when SI does this... 
 
 
 Le 24/10/2013 17:40, Luc-Eric Rousseau a écrit : 
 I'm pretty sure he tired merging. in anycase, whatever you do try to 
 be at frame 1 when you do it. there could be issues if you are not 
 
 On Thu, Oct 24, 2013 at 11:20 AM, David Barosin dbaro...@gmail.com wrote: 
 merge the scene rather than load it.  It might give you a fresh sim 
 environment 
 
 
 
 
 


Re: Global Python interpreter?

2013-10-22 Thread Chris Chia
Having used Maya in the past, storing global variables for uses in other 
sessions of python is more like an ugly hack which many should avoid using. 
Even though it is quite useful, it could also be dangerous too.

Chris


On 22 Oct, 2013, at 9:38 PM, Sergio Mucino sergio.muc...@modusfx.com wrote:

 The thing is that the data I tend to keep at the global level I usually need 
 it briefly, and I tend to change it quite often. I use it more for 
 development, not for actual steady access, so having to go through files and 
 load them into memory is just a bit more trouble for what I'll get from them.
 Say I'm developing certain tools and I need some functions I need to call as 
 I develop stuff. But these functions are constantly fluctuating too. It's 
 just very convenient to have them in memory and call them from whichever tool 
 or even from the command line at any time I need them. It just allows for 
 very fast iterations of my work. I have no problems managing my changes, and 
 I tend to keep good track of what I'm doing. SI's current way of handling 
 script scope doesn't really help, but that's just because of the way I'm used 
 to working (just as long-time SI users have gotten used to how things work in 
 SI, and probably feel a little weird when having to switch to a different 
 environment). I'll deal with it somehow.
 Thanks for throwing all the suggestions in, though! It's great to know the 
 options available. :-) 
 
 Sergio Mucino_Signature_email.gif
 
 On 21/10/2013 7:57 PM, Chris Chia wrote:
 
 I know this is a bit foolish suggestion which is to write your global data 
 (in py format) to a temp file on disk. Then load that file as a py file. 
 This is a quick workaround.
 
 Chris
 
 
 On 22 Oct, 2013, at 5:46 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:
 
 To be perfectly honest I'm still on the fence about that behaviour.
 In some ways it's nice, and it's relatively easier to debug Maya live 
 because of it than it is Softimage.
 
 On the other hand multiple runs and coarsely grained iterations tend to 
 pollute the environment beyond belief, and God forbid you change your mind 
 about a name, or commit a typo that you repeat further down the line or 
 other similar mistakes, since you get those odd to debug situations but 
 without the benefit of having everything plain to read, and your work is 
 committed to some transient void somewhere.
 
 All in all it's occasionally convenient, but generally a horrible way to 
 work.
 
 Ultimately I find that either way (Soft's or Maya) you have a trade off 
 somewhere, in Soft you have to spend extra time on a framework for 
 persistent items, in Maya on one to investigate and clean up the mess.
 
 Between the two I probably prefer Soft's by a small margin, while overly 
 safe it's not as infuriating as Maya's constant, undoable, easily mis 
 triggered nuking and committing of anything you happen to dump in a script 
 editor tab.
 I'm not sure I'd consider it a nice to have feature to make Soft equally 
 twitchy, especially since we have successfully hooked debuggers and all to 
 it and it's easy to write a simple framework to work with for transient 
 objects and experimentation (while Maya's infamous editor nuke is 
 impossible to prevent).
 
 Try to invest a little bit of time in how you work through it, and you 
 might find the same way of   working will trickle to your Maya 
 work as well after a while with its added safety and structure.
 
 
 On Tue, Oct 22, 2013 at 12:51 AM, Sergio Mucino sergio.muc...@modusfx.com 
 wrote:
 Thanks Raffaele. Yes, in both applications I've used (Maya and Max) this is 
 how it works. Any functions and variables I declare or define at the global 
 scope remain in memory throughout the session. This makes it very easy to 
 iterate over different version of tool development.
 It seems SI won't be as user-friendly in the same department (Modo used to 
 be like that, but they just released a Python API with 7.1 that allows for 
 a persistent interpreter, which solves the same problem). Given that this 
 is one of those things I can't really work around, I'll just consider it as 
 a little would be really nice to address note for the Softimage team.
 Thanks a lot for all the comments!
 
 Sergio Mucino_Signature_email.gif
 
 On 20/10/2013 5:44 PM, Raffaele Fragapane wrote:
 
 I might have been unclear, sorry.
 No, it won't work across tabs of course, but it gets closer to Maya's way 
 of working within each tab (which I understand is where Sergio comes 
 from), and it allows to expand or contract module functionality on the fly.
 For it to work across different interpreters yes, you need to extend it 
 with some files, a directory parser, and a push to dir wrapper to extend 
 the magic module.
 
 
 On Sat, Oct 19, 2013 at 2:46 AM, Luc-Eric Rousseau luceri...@gmail.com 
 wrote:
 On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  If you want

Re: Chris Chia

2013-10-21 Thread Chris Chia
Yes I have decided to give offline support instead. Haha

Chris


On 21 Oct, 2013, at 6:18 PM, Szabolcs Matefy szabol...@crytek.com wrote:

 Ahem. I see. Unfortunate thing
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
 Sent: Monday, October 21, 2013 12:14 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Chris Chia
  
 Chris decided to leave the company I think...
  
 
 On 21 October 2013 11:12, Szabolcs Matefy szabol...@crytek.com wrote:
 Hey guys,
  
 My mail bounce back from autodesk that addressed to Chris Chia.. Anyone knows 
 what happened? I hope nothing..
  
 Cheers
  
  
 Szabolcs
 ___
 This message contains confidential information and is intended only for the 
 individual named. If you are not the named addressee you should not 
 disseminate, distribute or copy this e-mail. Please notify the sender 
 immediately by e-mail if you have received this e-mail by mistake and delete 
 this e-mail from your system. E-mail transmission cannot be guaranteed to be 
 secure or error-free as information could be intercepted, corrupted, lost, 
 destroyed, arrive late or incomplete, or contain viruses. The sender 
 therefore does not accept liability for any errors or omissions in the 
 contents of this message, which arise as a result of e-mail transmission. If 
 verification is required please request a hard-copy version. Crytek GmbH - 
 http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
 Avni Yerli, Cevat Yerli, Faruk Yerli
 
 
  
 -- 
 www.matinai.com


Re: Chris Chia

2013-10-21 Thread Chris Chia
Lol! That's funny!

Chris

On 21 Oct, 2013, at 7:40 PM, Toonafish ron...@toonafish.nl wrote:

 Ah,  you're impersonating a push up bra ?
 
 ;-)
 
 - Ronald
 On 10/21/2013 13:28, Chris Chia wrote:
 Yes I have decided to give offline support instead. Haha
 
 Chris
 
 
 On 21 Oct, 2013, at 6:18 PM, Szabolcs Matefy szabol...@crytek.com wrote:
 
 Ahem. I see. Unfortunate thing
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
 Sent: Monday, October 21, 2013 12:14 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Chris Chia
  
 Chris decided to leave the company I think...
  
 
 On 21 October 2013 11:12, Szabolcs Matefy szabol...@crytek.com wrote:
 Hey guys,
  
 My mail bounce back from autodesk that addressed to Chris Chia.. Anyone 
 knows what happened? I hope nothing..
  
 Cheers
  
  
 Szabolcs
 ___
 This message contains confidential information and is intended only for the 
 individual named. If you are not the named addressee you should not 
 disseminate, distribute or copy this e-mail. Please notify the sender 
 immediately by e-mail if you have received this e-mail by mistake and 
 delete this e-mail from your system. E-mail transmission cannot be 
 guaranteed to be secure or error-free as information could be intercepted, 
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. 
 The sender therefore does not accept liability for any errors or omissions 
 in the contents of this message, which arise as a result of e-mail 
 transmission. If verification is required please request a hard-copy 
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: 
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
 
 
  
 -- 
 www.matinai.com
 


Re: Chris Chia

2013-10-21 Thread Chris Chia
Yes. But my support here is still valid.
Just post your question here, or log a bug report at the Official Support site 

http://usa.autodesk.com/adsk/servlet/item?id=12331406siteID=123112SelProduct=Softimage


(Actually I was a QA, not so much a support. Stephen Blair knows more.)


Chris


On 21 Oct, 2013, at 9:37 PM, Luca superposit...@gmail.com wrote:

 So, you are not anymore with Softimage Support?...
 
 
 2013/10/21 Chris Chia softimage...@gmail.com
 Lol! That's funny!
 
 Chris
 
 On 21 Oct, 2013, at 7:40 PM, Toonafish ron...@toonafish.nl wrote:
 
 Ah,  you're impersonating a push up bra ?
 
 ;-)
 
 - Ronald
 On 10/21/2013 13:28, Chris Chia wrote:
 Yes I have decided to give offline support instead. Haha
 
 Chris
 
 
 On 21 Oct, 2013, at 6:18 PM, Szabolcs Matefy szabol...@crytek.com wrote:
 
 Ahem. I see. Unfortunate thing
 
  
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
 Sent: Monday, October 21, 2013 12:14 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Chris Chia
 
  
 
 Chris decided to leave the company I think...
 
  
 
 On 21 October 2013 11:12, Szabolcs Matefy szabol...@crytek.com wrote:
 
 Hey guys,
 
  
 
 My mail bounce back from autodesk that addressed to Chris Chia.. Anyone 
 knows what happened? I hope nothing..
 
  
 
 Cheers
 
  
 
  
 
 Szabolcs
 
 ___
 This message contains confidential information and is intended only for 
 the individual named. If you are not the named addressee you should not 
 disseminate, distribute or copy this e-mail. Please notify the sender 
 immediately by e-mail if you have received this e-mail by mistake and 
 delete this e-mail from your system. E-mail transmission cannot be 
 guaranteed to be secure or error-free as information could be intercepted, 
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. 
 The sender therefore does not accept liability for any errors or omissions 
 in the contents of this message, which arise as a result of e-mail 
 transmission. If verification is required please request a hard-copy 
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: 
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
 
 
 
 
  
 
 -- 
 www.matinai.com
 
 
 
 
 
 -- 
 ...superpositiviii...qualunque cosa accada!...


Re: Global Python interpreter?

2013-10-21 Thread Chris Chia
I know this is a bit foolish suggestion which is to write your global data (in 
py format) to a temp file on disk. Then load that file as a py file. This is a 
quick workaround.

Chris


On 22 Oct, 2013, at 5:46 AM, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

 To be perfectly honest I'm still on the fence about that behaviour.
 In some ways it's nice, and it's relatively easier to debug Maya live because 
 of it than it is Softimage.
 
 On the other hand multiple runs and coarsely grained iterations tend to 
 pollute the environment beyond belief, and God forbid you change your mind 
 about a name, or commit a typo that you repeat further down the line or other 
 similar mistakes, since you get those odd to debug situations but without the 
 benefit of having everything plain to read, and your work is committed to 
 some transient void somewhere.
 
 All in all it's occasionally convenient, but generally a horrible way to work.
 
 Ultimately I find that either way (Soft's or Maya) you have a trade off 
 somewhere, in Soft you have to spend extra time on a framework for persistent 
 items, in Maya on one to investigate and clean up the mess.
 
 Between the two I probably prefer Soft's by a small margin, while overly safe 
 it's not as infuriating as Maya's constant, undoable, easily mis triggered 
 nuking and committing of anything you happen to dump in a script editor tab.
 I'm not sure I'd consider it a nice to have feature to make Soft equally 
 twitchy, especially since we have successfully hooked debuggers and all to it 
 and it's easy to write a simple framework to work with for transient objects 
 and experimentation (while Maya's infamous editor nuke is impossible to 
 prevent).
 
 Try to invest a little bit of time in how you work through it, and you might 
 find the same way of working will trickle to your Maya work as well after a 
 while with its added safety and structure.
 
 
 On Tue, Oct 22, 2013 at 12:51 AM, Sergio Mucino sergio.muc...@modusfx.com 
 wrote:
 Thanks Raffaele. Yes, in both applications I've used (Maya and Max) this is 
 how it works. Any functions and variables I declare or define at the global 
 scope remain in memory throughout the session. This makes it very easy to 
 iterate over different version of tool development.
 It seems SI won't be as user-friendly in the same department (Modo used to be 
 like that, but they just released a Python API with 7.1 that allows for a 
 persistent interpreter, which solves the same problem). Given that this is 
 one of those things I can't really work around, I'll just consider it as a 
 little would be really nice to address note for the Softimage team.
 Thanks a lot for all the comments!
 
 Sergio Mucino_Signature_email.gif
 
 On 20/10/2013 5:44 PM, Raffaele Fragapane wrote:
 
 I might have been unclear, sorry.
 No, it won't work across tabs of course, but it gets closer to Maya's way of 
 working within each tab (which I understand is where Sergio comes from), and 
 it allows to expand or contract module functionality on the fly.
 For it to work across different interpreters yes, you need to extend it with 
 some files, a directory parser, and a push to dir wrapper to extend the 
 magic module.
 
 
 On Sat, Oct 19, 2013 at 2:46 AM, Luc-Eric Rousseau luceri...@gmail.com 
 wrote:
 On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  If you want something to be available across the board you can simply write
  it, register it as a module, and push it. No need for it to exist as a 
  file.
 
 
 I've read the link, but I can't see how you could use this to push
 functions to a different instance of the python interpreter without
 using some file on disk (or copy/pasting the code between script
 editor tabs)
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!


Re: Overriding commands

2013-10-19 Thread Chris Chia
Why overriding commands?
Have a separate command and make it available on custom tool shelf. If not, 
bind it to a custom hot keys

Chris

On 20 Oct, 2013, at 9:24 AM, Mathias N mdawn...@gmail.com wrote:

 Is it at all possible to intercept and override commands made by the user?
 
 For instance, in my case I need to make a number of other changes every time 
 the user extrudes something.
 At the moment I have implemented my own separate extrude command, but I 
 imagine the user would often end 
 up using the normal extrude tool purely out of habit.
 
 It would be nice to be able to prevent them from doing so, or better yet 
 redirect it to my own custom command.



Re: Overriding commands

2013-10-19 Thread Chris Chia
+1
Do it carefully. 


On 20 Oct, 2013, at 11:40 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote:

 In my opinion, overriding the commands is not advisable. You are effectively 
 removing the native funtionality of the app, which might be needed in certain 
 cases, if not now, then in future.
 
 Yes you can do it by hooking into the command events but note that the 
 command is still going to finish doing what it is supposed to. You can only 
 do some pre/post stuff. In your case, for example, you can nullify the 
 extrude in a post procedure and proceed to your custom extrude. You also call 
 undo but not all commands support it.
 
 I would still consider overriding commands as a bad practice. Maybe in some 
 extreme scenario you can, if the situation absolutely warrants it. In such 
 case you have to remember which commands you have overridden and how, so that 
 you can restore the original behaviour when need be. You have to baby-sit it 
 basically.
 
 On Oct 19, 2013, at 9:24 PM, Mathias N mdawn...@gmail.com wrote:
 
 Is it at all possible to intercept and override commands made by the user?
 
 For instance, in my case I need to make a number of other changes every time 
 the user extrudes something.
 At the moment I have implemented my own separate extrude command, but I 
 imagine the user would often end 
 up using the normal extrude tool purely out of habit.
 
 It would be nice to be able to prevent them from doing so, or better yet 
 redirect it to my own custom command.
 



Re: crowdFX question - do textures transfer to max and maya when cached?

2013-10-16 Thread Chris Chia
You can try using the crowd export plugin which is available in Subscription 
page. It generates fbx and works in 2014.

Chris

On 16 Oct, 2013, at 5:41 AM, Greg Punchatz g...@janimation.com wrote:

 Is it possible to transfer the charcters back to Max and Maya and retain the 
 ability to have them textured properly in both apps?
 
 Thanks everyone
 -- 
 Greg Punchatz
 Sr. Creative Director
 Janimation
 214.823.7760
 www.janimation.com


Re: File size limit?

2013-10-15 Thread Chris Chia
Just imagine from those days with KB limit to the current 2GB limit... 

Salute to all for surviving all these crap issues in technology. Lol

Chris

On 15 Oct, 2013, at 3:34 PM, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

 I wonder how many people had to look up who Stibitz was :)
 
 
 On Tue, Oct 15, 2013 at 5:28 PM, olivier jeannel olivier.jean...@noos.fr 
 wrote:
 This is not these days, it's once upon a time :)
 
 Le 15/10/2013 06:52, Raffaele Fragapane a écrit :
 Where's Kim Aldis when you need him?
 His first computer was, allegedly, the product of a collaboration with 
 George Stibitz.
 


Re: File size limit?

2013-10-14 Thread Chris Chia
these days just makes you guys sound so old! Lol

Chris

On 15 Oct, 2013, at 11:47 AM, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

 Kids these days, hei?
 
 
 On Tue, Oct 15, 2013 at 2:17 PM, Eric Turman i.anima...@gmail.com wrote:
 These days the posts about these days have too many these days in them ;)
 
 
 On Mon, Oct 14, 2013 at 9:55 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:
 Wow, editing fail. I think I have the highest occurrences of these days per 
 sentence ever to hit this list.
 
 
 On Tue, Oct 15, 2013 at 1:49 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:
 You won't have to since a stupid file limitations prevents it from happening.
 Why would it be a problem to have a 2GB environment in one scene anyway? 2GB 
 is nothing these days, any moderately complex compositing shot moves several 
 times that much data to memory or tier 0 before even opening these days.
 
 And I don't know where you work these days, but 32GB of ram, SSD storage (or 
 even FX I/O style flash tier0) and multiple synced gigabit networks are cheap 
 as dirt these days. 2GB is nothing.
 
 Besides, if you're provided with things such as LIDARs, and you need the lot 
 BEFORE you partition, how would you work around that?
 
 640KB of memory should be enough for anybody. It's a silly way to think and 
 there should be no limit by the app that is by such a gigantic margin shorter 
 than the actual OS barriers to it.
 
 
 
 On Fri, Oct 11, 2013 at 7:54 PM, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:
 I would totally go on strike if I had to deal with a 2GB environment within a 
 single scene!
 
 
 On 10 October 2013 23:21, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 Plenty cases, such as environment bakes with multiple passes and complex geo, 
 where the 2GB limit is crippling and referencing is a workaround and not just 
 a smarter way to go about it.
 It's kinda silly that this type of limitation is still around, and generally 
 so common.
 
 
 On Fri, Oct 11, 2013 at 2:23 AM, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:
 At first glance, saving 2GB of data into a single scene doesn't sound like a 
 good practice anyways... can't you offload some logical pieces using 
 referenced models?
 
 
 
 On 10 October 2013 16:50, Sergio Mucino sergio.muc...@modusfx.com wrote:
 Thanks a lot guys! Tough luck... we're on 2012...
 
 
 Sergio Mucino
 Lead Rigger
 Modus FX
 
 On 10/10/2013 10:46 AM, Srecko Micic wrote:
 
 There was limitation like that but on 2014 version is now 4gb I think (on 
 Linux it is still  2GB limit).
 
 
 On Thu, Oct 10, 2013 at 4:35 PM, Sergio Mucino sergio.muc...@modusfx.com 
 wrote:
 Hello everyone. I just wanted to know if it's true that SI files have a size 
 limit. I'm working on a file I cannot save. Every time I try to, Softimage 
 tells me that certain elements were not saved, and that I should contact 
 Softimage. If I try to   open said fail, SI crashes almost 
 immediately. People here at work are telling me that apparently, SI cannot 
 save/load files over 2 GB. I just wanted to confirm this is true so I can 
 take appropriate actions. Thanks!
 
 -- 
 Sergio Mucino
 Lead Rigger
 Modus FX
 
 
 
 -- 
 Micic Srecko
 ---
 Mail: 
 srecko.mi...@gmail.com
 Skype:srecko.micic
 ---
 3D/Graphic Portfolio:
 http://www.coroflot.com/SreckoM
 
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!
 
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!
 
 
 
 -- 
 
 
 
 
 -=T=-
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!


Re: Unofficial Softimage user voice

2013-10-12 Thread Chris Chia
Yes I started the thread at xsibase requesting for bugs and later became 
improvement requests. I did log all the bugs and improvements into the system. 
As for why I didn't issue the ticket ids, the Soft QAs only issue ticket ids to 
users in betas.

And some even forwarded me google docs on the improvement request which I have 
forwarded personally to the management. 

I did and am still doing my best for everyone! ;)


Chris

Sent from my iPhone

On 12 Oct, 2013, at 5:22 AM, Matt Lind ml...@carbinestudios.com wrote:

 I could be wrong, but I believe Chris started the thread on XSIbase.com.  It 
 was later duplicated on this list as its own thread.
  
  
 Matt
  
  
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
 Sent: Friday, October 11, 2013 12:38 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Unofficial Softimage user voice
  
 +1 on all your arguments Matt, btw if I remember correctly the SAT thread was 
 started by Eugen Sares (not implying that Chris wasn't very proactive for the 
 time he was in charge).
  
  
 Autodesk should expose the feature requests which have been logged so we know 
 what we have to follow up on, for a few reasons:
  
 1) We don’t know if our own requests were logged.  I have come across cases 
 where I requested a feature, but due to database or logging system changes 
 the requests were lost.  For example, when changing from Avid to Autodesk 
 ownership, or from Microsoft to Avid.
  
 2) In past betas not all topics of discussion were not logged unbeknownst to 
 us until it was too late.  In other cases like the ‘small annoying things’ 
 list which Chris Chia started a year or two ago, he only logged some of the 
 items in that thread but didn’t tell us which were logged and which were not. 
  We have no idea if our requests are even in the system.  It’s not trivial to 
 spend the time to re-write all that information.
  
 3) Some of us have been around for many years (20+ in my case) and do not 
 have access to what has been requested due to changes in employment and 
 locale. 
  
 4) Seeing the requests on file would allow items which no longer apply to be 
 more quickly filtered out so you can spend more time on the ones that are 
 important.  I cannot possibly remember every single thing I’ve requested over 
 the past 20 years, but I know I’ll recognize my requests in the list when I 
 see them and be able to let you know if they’re no longer valid.
  
 5) Some requests are linked to other requests.  As in, some features are 
 closely related and are expected to be implemented together.  It would be 
 helpful to see all the requests so we can identify which are meant to be 
 paired so you can better understand how to organize your development 
 resources.
  
  
  
  
 Matt
  
  
  
  
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Rueffer
 Sent: Thursday, October 10, 2013 11:04 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: Unofficial Softimage user voice
  
 Hello,
  
 For sure we will not forget about the old requests, but the priority might 
 change over time and so it’s helpful to see that.
 So please mention features and improvements again, even if they have been 
 already logged to give them the proper weight.
 Most beneficial would be to get information about the small things that might 
 be easy to implement, but would mean a big improvement on your daily 
 workflows.
  
  
 Please take my apologies for not introducing myself.
  
 I am Product Designer for Softimage specifying the details for new features, 
 enhancements and workflows for Softimage in coordination with Product 
 Management.
  
 Concerning my background I am a long term Softimage user since version 2.0.
 I have started on the technical side doing scripting and pipeline integration 
 but switched later to be a TD and Generalist.
 During my 8 years in the tv commercial industry I have worked in nearly all 
 areas of 3d production like modeling, animation, shading, rendering, 
 simulation,… and ICE.
 
 And a long time ago I made a presentation for ICE that some of you might 
 remember :-)
 http://area.autodesk.com/forum/autodesk-softimage/ice---interactive-creative-environment/vcc-blaupunkt-xsi-7-ice-demo/
 
 Cheers,
 Stefan
 
  
 
 
 
 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--


Re: File size limit?

2013-10-11 Thread Chris Chia
There's nothing you could do as you have saved the file in 2012. 
One needs to work in 2014 to enjoy the 4gb benefit in windows.

Chris

On 10 Oct, 2013, at 10:50 PM, Sergio Mucino sergio.muc...@modusfx.com wrote:

 Thanks a lot guys! Tough luck... we're on 2012...
 
 Sergio Mucino
 Lead Rigger
 Modus FX
 
 On 10/10/2013 10:46 AM, Srecko Micic wrote:
 
 There was limitation like that but on 2014 version is now 4gb I think (on 
 Linux it is still  2GB limit).
 
 
 On Thu, Oct 10, 2013 at 4:35 PM, Sergio Mucino sergio.muc...@modusfx.com 
 wrote:
 Hello everyone. I just wanted to know if it's true that SI files have a size 
 limit. I'm working on a file I cannot save. Every time I try to, Softimage 
 tells me that certain elements were not saved, and that I should contact 
 Softimage. If I try to open said fail, SI crashes almost immediately. People 
 here at work are telling me that apparently, SI cannot save/load files over 
 2 GB. I just wanted to confirm this is true so I can take appropriate 
 actions. Thanks!
 
 -- 
 Sergio Mucino
 Lead Rigger
 Modus FX
 
 
 
 -- 
 Micic Srecko
 ---
 Mail: 
 srecko.mi...@gmail.com
 Skype:srecko.micic
 ---
 3D/Graphic Portfolio:
 http://www.coroflot.com/SreckoM


Re: OT: Softimage Cross Grade

2013-10-09 Thread Chris Chia
Think it was a maya issue (hint, see the URL...). Not Soft.
I could be wrong... Luc Eric would prob know more ;)

Chris

On 9 Oct, 2013, at 5:23 PM, Graham Bell graham.b...@autodesk.com wrote:

 Interesting, wonder if it's just a Soft thing, as I haven't had any
 problems with the other packages.
 
 
 
 
 On 09/10/2013 00:42, Luc-Eric Rousseau luceri...@gmail.com wrote:
 
 http://mayastation.typepad.com/maya-station/2013/05/file-send-to-function-
 fails-in-custom-install-of-entertainment-creation-suite-2014.html
 
 On Tue, Oct 8, 2013 at 6:35 PM, Graham Bell graham.b...@autodesk.com
 wrote:
 The C drive thing is a new one on me.
 
 The Send To option will only appear if the target application is
 installed on your system. But if you're running something like Maya off
 a network, you can set a couple of suite specific environment variables
 to enable the Send to commands.
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Re: Unofficial Softimage user voice

2013-10-04 Thread Chris Chia
Greg! Salute to the great effort needed to setup one.

Chris

On 4 Oct, 2013, at 11:23 PM, Gregory Ducatel gduca...@gmail.com wrote:

 Hi Guys,
 
 In order to centralise ideas, features... In one place I have opened
 an unofficial Softimage user voice.
 
 https://softimage.uservoice.com/
 
 Please fell free to add any ideas, features or improvements that pop
 in your mind I will be glad to spam Autodesk using this platform.
 
 Cheers,
 
 Greg
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Re: Custom Icenode singlethreaded memory leak

2013-10-02 Thread Chris Chia
I believe the memory leak issue in single threaded node has been worked on. 
Should check the next beta release.

Chris


On 2 Oct, 2013, at 5:12 AM, Mathias N mdawn...@gmail.com wrote:

 If you happen to be running x64, would you (or anyone else listening in)  
 mind running the node and scene file below and seeing if it affects your 
 memory usage?
 
 http://www.mayulive.com/memleak.scn
 http://www.mayulive.com/MemLeakSingleThread.dll
 
 (Post with files attached got stuck in the moderator queue due to file size 
 limits. Link to cancel it is not reachable so a duplicate may show up later)
 
 
 On Tue, Oct 1, 2013 at 9:50 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:
 This is strange because I'm actually working on a single threaded ICENode and 
 don't have any memory leaks. The output port is a single structure of type 
 Vec3 in 0D context.
 I can run it on a mesh with 3 millions points for 10 000 frames without 
 memory issue.
 
 I'm using 2013 QFE7 btw.
 
 
 
 
 On Tue, Oct 1, 2013 at 2:57 PM, Mathias N mdawn...@gmail.com wrote:
 Thanks for the reply.
 
 The trial version I'm using is 2014 SP2. 
 Testing is being done in an empty scene with nothing but the newly created 
 pointcloud and a simple ice tree. There are no attribute display properties 
 present.
 
 To rule out any other possible culprits I created two identical nodes that 
 simply output the float input (0D component), one single-threaded and the 
 other multi-threaded. Both created via the wizard with the only manual change 
 being setting each to pass the value instead of printing it as the sample 
 code does.
 
 Switching between the two, the multi-threaded node barely affected memory 
 usage, while the single-threaded node resulted in a steady increase in memory 
 usage that was never released.
 
 It does not appear to have been fixed in SP2 :(
 
 Given that I am only passing a relatively modest number of components through 
 it, I can imagine this would be quite a showstopper for larger sets of data.
 
 
 
 On Tue, Oct 1, 2013 at 7:25 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:
 Hi,
 
 Indeed, there has been some memory leaks issues in the past. If you were 
 testing in 2014, you should try 2014 SP2 as it fixed (some parts) of the ICE 
 related memory issue.
 If 2014 SP2 doesn't fix the pb you can also check if you've got some 
 attribute display properties on your objects. They could be the culprit.
 
 Guillaume
 
 
 On Tue, Oct 1, 2013 at 12:24 PM, Mathias N mdawn...@gmail.com wrote:
 Please excuse any errors; mailing lists are confusing.
 
 While wrapping up work on a system that includes 5 custom icenodes, I noticed 
 that memory usage was increasing by about 1mb per second during playback.
 
 I eventually narrowed it down to a per-point-array node, the only 
 single-threaded node in the setup. In a test scene I have it reading about 30 
 turbulized mesh point positions and spitting them into a single per-object 
 array, and after leaving it for 15-30 minutes a while memory usage had 
 increased from 400mb to 1.5gb. It is not released until the program is closed.
 
 Being at loss as to what might be causing it I removed everything but the 
 absolute necessary pieces of the code (port declarations etc), only to find 
 that the problem persisted.
 
 Next I created a new icenode using the wizard, adding one input and one 
 output port with the default settings, and setting it to single threaded. 
 This also slowly increases memory consumption when executed. Using an 8x8x8 
 grid as input it increases memory usage by about 150kb per second.
 
 If the input is singular (object context) there is no perceivable increase in 
 memory usage. The rate of increase appears to be relative to the number of 
 input components.
 
 I primarily use Softimage 2011, but running it in the 2014 trial produces the 
 same result. Were it a legitimate bug it would seem unlikely that it would 
 persist for so long.
 
 Could anyone shed some light on what is going on here? Is this normal?
 
 Thanks
 
 
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Re: Softimage 2014 SP2 and custom ICE node crash

2013-09-27 Thread Chris Chia
Hi Guillaume,
You sure know who to send to to troubleshoot your custom node.
Mind sending it to them?

Chris


On 27 Sep, 2013, at 11:25 PM, Guillaume Laforge 
guillaume.laforge...@gmail.com wrote:

 Yes, SP2 fixed the ICE instance memory issue in SiToA I think.
 So it does not make sense to use 2014 SP1 as we are using Arnold.  
 
 
 On Fri, Sep 27, 2013 at 10:56 AM, Stephen Blair stephenrbl...@gmail.com 
 wrote:
 Maybe you should try compiling against SP1 and see if that crashes too.
 In SP2, wasn't there just that one SDK change for ICE array access, which 
 broke binary compatibility?
 
 
 On 27/09/2013 10:37 AM, Guillaume Laforge wrote:
 Hi guys,
 
 I compiled a custom ICE node for 2014 SP2 and it crash all the time (It 
 works perfectly in 2013 QF7).
 As this node is rather complicated and call external libraries, it is not 
 easy to send it to support (and I don't have the time right now to isolate 
 the problem in a simpler code).
 Because of that we are staying in 2013 for the production.
 
 I'm wondering if other users got similar issue with custom ICE node in SP2 ?
 
 Thanks,
 
 Guillaume Laforge
 
 
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Re: Friday Flashback #139

2013-09-27 Thread Chris Chia
Yea nice flashback... But how accurate are those figures?

Chris 


On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau luceri...@gmail.com wrote:

 13, 22 and 32 million dollar loss.  nice.
 can't believe that stuff was public.. (can you really have
 flashbacks about stuff you didn't know :P )
 
 On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com wrote:
 1? the one being ILM?
 
 In 1998, how many customers accounted for a little over 25% of Softimage
 revenue?
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Re: Softimage 2014 SP2 sketch curve bug

2013-09-26 Thread Chris Chia
Try purging the preference folder. Might be corrupted.

Chris 

On 27 Sep, 2013, at 3:12 AM, Rob Chapman tekano@gmail.com wrote:

 thats good to know, thanks Alan!
 
 
 On 26 September 2013 20:00, Alan Fregtman alan.fregt...@gmail.com wrote:
 I think it's something with your setup.
 
 On CentOS 6.3 here. Sketched 20 curves and gave up. No crashes.
 
 
 
 On Thu, Sep 26, 2013 at 5:23 AM, Rob Chapman tekano@gmail.com wrote:
 Centos 6.2 
 
 CreateCurveSketch curve
 
 2nd or 3rd curve drawn
 
 Softimage disappears with segmentation fault.
 
 we are having to open Maya to sketch curves?  :(
 
 
  
 
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Re: Softimage 2014 SP2 sketch curve bug

2013-09-26 Thread Chris Chia
Find the repro steps and submit a bug report. Softimage QAs will verify. 

Chris

On 27 Sep, 2013, at 6:13 AM, Rob Chapman tekano@gmail.com wrote:

 dont think its the preferences folder. we tried it on 4 separate 
 workstations, but of course will give it a go. but I have no choice on the 
 centos 6.2 install either - it was recently updated from 5.x and was the same 
 bug there as well I think - will check
 
 
 On 26 September 2013 22:58, Chris Chia softimage...@gmail.com wrote:
 Try purging the preference folder. Might be corrupted.
 
 Chris 
 
 On 27 Sep, 2013, at 3:12 AM, Rob Chapman tekano@gmail.com wrote:
 
 thats good to know, thanks Alan!
 
 
 On 26 September 2013 20:00, Alan Fregtman alan.fregt...@gmail.com wrote:
 I think it's something with your setup.
 
 On CentOS 6.3 here. Sketched 20 curves and gave up. No crashes.
 
 
 
 On Thu, Sep 26, 2013 at 5:23 AM, Rob Chapman tekano@gmail.com wrote:
 Centos 6.2 
 
 CreateCurveSketch curve
 
 2nd or 3rd curve drawn
 
 Softimage disappears with segmentation fault.
 
 we are having to open Maya to sketch curves?  :(
 
 
  
 
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Re: 2014

2013-09-18 Thread Chris Chia
Np. That's the least I could do ;)
Just post if u come across any difficulty with those builds.

Chris 

On 18 Sep, 2013, at 2:08 PM, Nick Angus n...@altvfx.com wrote:

 Thanks Chris, good advice as always!
 
 N
 From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] on behalf of Chris Chia 
 [softimage...@gmail.com]
 Sent: 18 September 2013 15:44
 To: softimage@listproc.autodesk.com
 Cc: softimage@listproc.autodesk.com
 Subject: Re: 2014
 
 If u have incompatibility issue with your plugins in 2014SP2, then use 
 2014SP1.
 
 But make sure u test the rendering if you are using 2014 or 2014SP1. Arnold 
 guys found certain issues in them and that's the reason why there's a 
 2014SP2. 
 
 I would advise you to test your workflow on 2014SP1 to see if you like it. If 
 happy, spend some time to check thoroughly on your plugins if using 2014SP2.
 
 Chris 
 
 
 On 18 Sep, 2013, at 1:18 PM, Nick Angus n...@altvfx.com wrote:
 
 Such as Mootzoid? or Momentum?
 Would you advise not to upgrade to 2014 at all or just not sp2?
 
 Thanks Chris
 From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] on behalf of Nick Angus 
 [n...@altvfx.com]
 Sent: 18 September 2013 15:11
 To: softimage@listproc.autodesk.com
 Subject: 2014
 
 About to take the plunge and update from 2013 (not sp1) to 2014 (latest 
 build).
 Are there any caveats I should be wary of?
 
 Appreciate any advice either way!
 
 Cheers, Nick
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 unsubscribe and reply to the confirmation email.
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Re: Creating a polymesh out of ICE pointcloud instances of polymeshes

2013-09-18 Thread Chris Chia
Have a new ice tree to write out the point position and polygondescription.

And create an empty polymesh and use a create topo ice node to create the mesh 
;)

Chris

On 18 Sep, 2013, at 3:07 PM, Szabolcs Matefy szabol...@crytek.com wrote:

 Huh
  
 So the question is how can I create a polymesh out of an ICE point cloud 
 containing instances of polymeshes. I need the exact copy, but in polymesh 
 form… The thing is we need a reliable instance on curve solution, and what we 
 found so far was an ICE addon generating a pointcloud only 
 (http://www.si-community.com/community/viewtopic.php?f=19t=2943start=0sid=d1a6b3bafcedc489600b068fbb2d454e).
  Then I tried to use Guillome Laforge 
 compound(http://www.si-community.com/community/viewtopic.php?f=15t=1579start=0)
  but at certain point the generated mesh was not in sync with the pointcloud 
 instances.
  
 Does anybody have any solution for this
  
  
 Cheers
 Szabolcs
 ___
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 this e-mail from your system. E-mail transmission cannot be guaranteed to be 
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 therefore does not accept liability for any errors or omissions in the 
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Re: Creating a polymesh out of ICE pointcloud instances of polymeshes

2013-09-18 Thread Chris Chia
In fact, this concept is also being used in ICE crowd. 1 big mesh created in 
ICE.

Chris


On 18 Sep, 2013, at 3:56 PM, Szabolcs Matefy szabol...@crytek.com wrote:

 Hi Chris,
  
 Yep, I was thinking on that…I try to figure out, I never tried this before 
 yet :D
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
 Sent: Wednesday, September 18, 2013 9:11 AM
 To: softimage@listproc.autodesk.com
 Cc: softimage@listproc.autodesk.com
 Subject: Re: Creating a polymesh out of ICE pointcloud instances of polymeshes
  
 Have a new ice tree to write out the point position and polygondescription.
  
 And create an empty polymesh and use a create topo ice node to create the 
 mesh ;)
 
 Chris
 
 On 18 Sep, 2013, at 3:07 PM, Szabolcs Matefy szabol...@crytek.com wrote:
 
 Huh
  
 So the question is how can I create a polymesh out of an ICE point cloud 
 containing instances of polymeshes. I need the exact copy, but in polymesh 
 form… The thing is we need a reliable instance on curve solution, and what we 
 found so far was an ICE addon generating a pointcloud only 
 (http://www.si-community.com/community/viewtopic.php?f=19t=2943start=0sid=d1a6b3bafcedc489600b068fbb2d454e).
  Then I tried to use Guillome Laforge 
 compound(http://www.si-community.com/community/viewtopic.php?f=15t=1579start=0)
  but at certain point the generated mesh was not in sync with the pointcloud 
 instances.
  
 Does anybody have any solution for this
  
  
 Cheers
 Szabolcs
 ___
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 therefore does not accept liability for any errors or omissions in the 
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Re: Anyone have an idea what this error message means?

2013-09-17 Thread Chris Chia
Try merging the scene...

Chris


On 18 Sep, 2013, at 11:27 AM, Daniel Kim danielki...@gmail.com wrote:

 Thanks Alan
 I saved the scene and open it, but keep showing me that error message... and 
 also crash down : /
 I had to make a complete new scene Q_Q
 I guess some models or reference models were corrupted : /
 
 Daniel
 
 
 On Wed, Sep 18, 2013 at 11:07 AM, Alan Fregtman alan.fregt...@gmail.com 
 wrote:
 It means that framebuffer is no more, but it's in your scene, connected to 
 nothing. It will get cleaned up when you reopen the scene after saving.
 
 It happens sometimes. Hopefully it wasn't anything important! :p
 
 
 
 On Tue, Sep 17, 2013 at 6:46 PM, Daniel Kim danielki...@gmail.com wrote:
 I get this message all of sudden, and have no idea what it means.
 ' WARNING : 3000 - -- [Framebuffer2400] was saved, but is disconnected from 
 the scene. (Floating object)
 Anyone have an idea?
 
 Daniel
 
 
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 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
 unsubscribe and reply to the confirmation email.
 
 
 
 -- 
 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---
 
 
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Re: 2014

2013-09-17 Thread Chris Chia
If u have incompatibility issue with your plugins in 2014SP2, then use 2014SP1.

But make sure u test the rendering if you are using 2014 or 2014SP1. Arnold 
guys found certain issues in them and that's the reason why there's a 2014SP2. 

I would advise you to test your workflow on 2014SP1 to see if you like it. If 
happy, spend some time to check thoroughly on your plugins if using 2014SP2.

Chris 


On 18 Sep, 2013, at 1:18 PM, Nick Angus n...@altvfx.com wrote:

 Such as Mootzoid? or Momentum?
 Would you advise not to upgrade to 2014 at all or just not sp2?
 
 Thanks Chris
 From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] on behalf of Nick Angus 
 [n...@altvfx.com]
 Sent: 18 September 2013 15:11
 To: softimage@listproc.autodesk.com
 Subject: 2014
 
 About to take the plunge and update from 2013 (not sp1) to 2014 (latest 
 build).
 Are there any caveats I should be wary of?
 
 Appreciate any advice either way!
 
 Cheers, Nick
 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
 unsubscribe and reply to the confirmation email.
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RE: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-11 Thread Chris Chia
Have been using Knife tool and Split, Add Poly and any other modeling tools 
that you can think of... for modeling (characters for 3d printing :) ) And it 
doesn't crash on us.

Fyi, we don't use any workgroup and plugin...


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, September 11, 2013 3:24 PM
To: softimage@listproc.autodesk.com
Subject: Poll. How frequently 2014 SP2 crashes, and when?

Hey folks

Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily 
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.

They have migrated their preferences from previous versions (SI2013 or so)

I myself have also problems, but most of them are because of an ICE based 
modeling tool I use for extrusion.

I want to isolate the source of their crashes, and I need to know if you have 
similar issues. I suspect corrupted memory, but I was told that maybe a user 
preference might cause this (it sounds bullshit, to be honest), but I want to 
stay on the safe side, so will test it.



Cheers
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
attachment: winmail.dat

Re: something broken in syflex ice?

2013-09-11 Thread Chris Chia
Yes the bug: syflexIsSpring is already being worked.


On 11 Sep, 2013, at 2:23 AM, David Barosin 
dbaro...@gmail.commailto:dbaro...@gmail.com wrote:

I had a similar problem with the length parameter on the syflexISpring node not 
working.  I'm guessing it happened with the introduction of weightmaps for 
syflex.

I submitted a bug report but you may want to add this one to the list.


On Tue, Sep 10, 2013 at 1:31 PM, Andi Farhall 
hack...@outlook.commailto:hack...@outlook.com wrote:
2 point springs appear to broken in 2014sp2/linux. Just to double check, i 
loaded the sample scene that demonstrates the 2 point spring, and there's 
nothing going on. I'll have a butchers at the win7 version later.


cheers,

Andi.

...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/


This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.



attachment: winmail.dat

RE: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-11 Thread Chris Chia
Vincent, it's looking good on your image ;)


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, September 12, 2013 6:07 AM
To: softimage@listproc.autodesk.com
Subject: Re: Poll. How frequently 2014 SP2 crashes, and when?

Stephen just postet a nice Script, regarding this Topic:
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/

Would be nice to se some of your Stats
wondering if i do something completly wrong ;-)

PS:
Here are some Stats from me
https://dl.dropboxusercontent.com/u/32213900/XSI_Crashes.JPG

Am 11.09.2013 11:56, schrieb Doeke Wartena:
I dont use xsi that much but so far i did not have a single crash yet.

2013/9/11 Jens Lindgren 
jens.lindgren@gmail.commailto:jens.lindgren@gmail.com
Thomas just reminded me that you can put the key map in your personal workgroup 
so no need to copy it back and forth.

/Jens

On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren 
jens.lindgren@gmail.commailto:jens.lindgren@gmail.com wrote:
Haha, yeah, if I switched Arnold that many times I wouldn't delete my user 
folder.
I only switch like once a month or something like that.
But instead of deleting the Arnold Render.Preset and all references to Arnold 
in default.xsipref, I usually delete the whole folder and run my script to set 
all preferences again.
I don't have any addons or plugins at all in my user folder but instead have a 
personal workgroup on the network. That way the farm can still use my personal 
stuff.
The only drawback is that the recent files and Project Manager gets cleared but 
that's sometimes a good thing as well as old project that has been archived and 
not accessible anymore gets cleared out.
Oh, and the key map needs to be backed up and copied back to the new user 
folder.

/Jens

On Wed, Sep 11, 2013 at 11:14 AM, Vincent Ullmann 
vincent.ullm...@googlemail.commailto:vincent.ullm...@googlemail.com wrote:
Deleteing my UserFolder every time i install Arnold?
So sometimes this might be 5-8 times a day if i work on multiple Projects at 
once?
I might give it a try


We are using Softimage2014 here for about 2 Months now.
It didnt crashed on August 9th and September 5th.
On all other Days it crashes every 10 - 60 minutes.
Mostly in combination with external Renderers or ICE

Also i'am not sure how stable it is on Saturday and Sundays only a few 
Crahes here.




Am 11.09.2013 09:44, schrieb Jens Lindgren:
I have been using it for about a month and not a single crash yet. Used the 
knife tool like crazy on the current project.
I never migrate the preferences and I delete the user folder every time it's 
time to update Arnold. I then have a script that I run manually to set up all 
my preferences again.

/Jens

On Wed, Sep 11, 2013 at 9:23 AM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
Hey folks

Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily 
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.

They have migrated their preferences from previous versions (SI2013 or so)

I myself have also problems, but most of them are because of an ICE based 
modeling tool I use for extrusion.

I want to isolate the source of their crashes, and I need to know if you have 
similar issues. I suspect corrupted memory, but I was told that maybe a user 
preference might cause this (it sounds bullshit, to be honest), but I want to 
stay on the safe side, so will test it.



Cheers
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli



--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studioshttp://www.magoo3dstudios.com/




--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studioshttp://www.magoo3dstudios.com/



--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studioshttp://www.magoo3dstudios.com/


attachment: winmail.dat

Re: Animation layers and Boolean parameters

2013-09-06 Thread Chris Chia
I remember that there's a Boolean keying issue in the custom param and we 
should have fixed it. Not sure whether it's the same issue.

Let us know whether you still can repro it in 2014.

Chris


On 7 Sep, 2013, at 7:50 AM, Jeremie Passerin 
gerem@gmail.commailto:gerem@gmail.com wrote:

Oh and it's XSI2013. I would have to check in 2014


On 6 September 2013 16:49, Jeremie Passerin 
gerem@gmail.commailto:gerem@gmail.com wrote:
The new layer is the current layer on my test.
So I vote for a bug too ;-)

thanks


On 6 September 2013 16:45, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Edit:

Just thought about it – depends on whether or not the new animation layer is 
defined as current or not.

If the new layer is not set to be the current layer, then the behavior you’re 
experiencing is correct as your last key from the base layer is set to false.

If the new layer is the current layer, then it’s a bug as the last key was set 
to true.



Matt



From: Matt Lind
Sent: Friday, September 06, 2013 4:43 PM
To: 'softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com'
Subject: RE: Animation layers and Boolean parameters

Sounds like a bug to me, but of the small annoyance kind.


Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin

Sent: Friday, September 06, 2013 4:41 PM
To: softimage
Subject: Re: Animation layers and Boolean parameters

just tested and yeah I have the same issue with the viewvis parameter

On 6 September 2013 16:21, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Do you get the same behavior when keying a native Boolean parameter instead of 
a custom parameter?  CustomParamSets are kind of the wild west in terms of 
behavior.  I would test a Boolean parameter like viewvis and compare with a 
Boolean on a self installing customproperty.

Under the hold the animation layer system is actually the animation mixer which 
has it’s own rules and logic.  Perhaps some of that is bubbling up.



Matt








From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jeremie Passerin
Sent: Friday, September 06, 2013 4:08 PM
To: softimage
Subject: Animation layers and Boolean parameters

Before I log a bug report, I want to make sure I'm not doing something stupid.
Here is what I do.

- New Scene
- Create a null
- Create a custom property on that null with a boolean parameter
- Set a key on the parameter ( value = False )
- Now create a new animation layer
- Set the param to True and Key
- Move to another frame and key again
BAM ! The parameter is set to False without asking !

Am I doing anything wrong there ?


You can also reproduce the bug with this script :
Application.NewScene(, )
Application.GetPrim(Null, , , )
Application.AddProp(Custom_parameter_list, , , CustomPSet, )
Application.SIAddCustomParameter(null, Param, siBool, 0, 0, 1, , 2053, 
0, 1, , )
Application.SelectObj(null.CustomPSet, , )
Application.SetValue(null.CustomPSet.Param, True, )
Application.SetValue(null.CustomPSet.Param, False, )
Application.SaveKey(null.CustomPSet.Param, 1, , , , , )
Application.AddAnimationLayer(Scene_Root, , 1)
Application.SetValue(null.CustomPSet.Param, True, )
Application.SaveKey(null.CustomPSet.Param, 1, , , , , )
Application.SetValue(PlayControl.Key, 10, )
Application.SetValue(PlayControl.Current, 10, )
Application.SaveKey(null.CustomPSet.Param, 10, , , , , )



attachment: winmail.dat

RE: Unsubscribe

2013-09-05 Thread Chris Chia
Hi Daniel,
It's done! dani...@magicboxandapps.commailto:dani...@magicboxandapps.com has 
been removed.

Cheers,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Kim
Sent: Friday, September 06, 2013 12:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: Unsubscribe

I'm just here Mirko @_@ just wanted to unsubscribe office email :) But still 
don't know how to unsubscribe...

On Fri, Sep 6, 2013 at 4:34 PM, Mirko Jankovic 
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote:
hey Daniel, where are you going man? :)

On Thu, Sep 5, 2013 at 11:21 PM, Daniel Kim 
dani...@magicboxandapps.commailto:dani...@magicboxandapps.com wrote:
Ah, okay. Thanks for the info.
I should find out that email address first.

Thanks

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Sven Constable
Sent: Friday, September 06, 2013 8:57 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Unsubscribe

I think you need to put unsubscribe in the body, not in the subject. Wasn't 
the mail adress also different from 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com ? back 
in the days it was majordomo@... Dont know whats today. :)

sven

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Kim
Sent: Thursday, September 05, 2013 10:50 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Unsubscribe




Confidentiality Note: The contents of this e-mail message and any attachments 
are confidential and are intended solely for addressee. The information may 
also be legally privileged. This transmission is sent in trust, for the sole 
purpose of delivery to the intended recipient. If you have received this 
transmission in error, any use, reproduction or dissemination of this 
transmission is strictly prohibited. If you are not the intended recipient, 
please immediately notify the sender by reply e-mail or phone and delete this 
message and its attachments, if any.


Confidentiality Note: The contents of this e-mail message and any attachments 
are confidential and are intended solely for addressee. The information may 
also be legally privileged. This transmission is sent in trust, for the sole 
purpose of delivery to the intended recipient. If you have received this 
transmission in error, any use, reproduction or dissemination of this 
transmission is strictly prohibited. If you are not the intended recipient, 
please immediately notify the sender by reply e-mail or phone and delete this 
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--
---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---

attachment: winmail.dat

Re: softimage.tv - Hello World!

2013-09-04 Thread Chris Chia
Thanks for making the effort!
This would definitely keep every studio updated with what Softimage could do.

Chris

On 4 Sep, 2013, at 8:18 PM, Cristobal Infante 
cgc...@gmail.commailto:cgc...@gmail.com wrote:

Hi All,

Would like to announce the launch of softimage.tvhttp://softimage.tv created 
to showcase the best softimage work out there. It's meant to be mainly a video 
depository but hoping it will also function as a hub for the community.

The idea sparked from Andy Moorer's Nike Evolution write up on that Nike job, I 
thought amazing effort but how do we showcase it a bit more? The list and 
si-community are great place to discuss soft, but I think a lot users are not 
on it, not to mention producers, agencies and decision makers.

It is still early days so this is a work in progress, we will be adjusting the 
layout based on the predominant content we receive. This is where eveyone can 
help us a bit, If you ever created a tutorial for soft, uploaded a test, done 
an amazing tool,  have a  showreel to show off, finished a good looking job 
help us by submitting it.

You can directly submit your videos via very simple form in the website (Submit 
video). All you need to send is a title, vimeo/youtube url, and description. 
The wordpress will look after the thumbnails, then all we have to do is approve 
it. Ideally you will be logged in when submitting, so the system will put all 
videos under your profile.

The website was created by myself with the help of Cesar Saez . Would love to 
know what you guys think about it, and how we can move things foward.

Best,
Cris


attachment: winmail.dat

RE: unsubscribe

2013-09-03 Thread Chris Chia
Done :D

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent: Tuesday, September 03, 2013 11:36 PM
To: softimage@listproc.autodesk.com
Subject: unsubscribe

Please...

:)

attachment: winmail.dat

Re: undocumented flag for Command.SetFlag()

2013-08-30 Thread Chris Chia
I will forward that to dev. It's already weekend for us. Will get back to you 
asap.

Regards,
Chris


On 31 Aug, 2013, at 2:38 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:

Edit:

C:\Program Files (x86)\Autodesk\Softimage 2013 
SP1\Application\Commands\GlobalVarPlugin.js



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, August 30, 2013 11:33 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: undocumented flag for Command.SetFlag()

Can anybody with inside information explain this one?

I am looking at GlobalVariable.js which is the plugin for the SetGlobal(), 
SetGlobalObject(), and GetGlobal() commands.  In the _Init() of each command 
there is a line that looks like this:

Cmd.SetFlag( 262144, false );

Normally you’d see Cmd.SetFlag( siNoLogging, true ), or something like that, to 
define behavior of the command’s execution environment.  Upon looking in the 
SDK docs for Command.SetFlag(), there is no combination of enums that 
individually or bitwise combined that resolve to 262144 as shown above.  So 
what does this flag do?

Thanks,


Matt
attachment: winmail.dat

RE: Deform ICE pointcloud, not

2013-08-27 Thread Chris Chia
ICE Bend works well on pointcloud...
Even Bend operator from Model works.

Did you check the axis direction?


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pingo van der 
Brinkloev
Sent: Tuesday, August 27, 2013 3:32 PM
To: softimage@listproc.autodesk.com
Subject: Deform ICE pointcloud, not

Hey list,

I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud 
and I just assumed that I could. But I can't deform an ICE pointcloud? Was that 
the old legacy particles?

- Would I have to build the deformer in ICE (with getters and setters and some 
math) and apply it under post sim?

Cheers!
attachment: winmail.dat

RE: Softimage 2015 User Survey

2013-08-20 Thread Chris Chia
Hi Doeke,
This survey is posted here to seek for a bigger audience as it's result would 
be useful for certain decision needed for Linux support.
Of course we do contact the users and sometimes we brought it offline [out of 
mailinglist] and emailed users instead to collect more information.

And lastly, please rest assured that many eyes are on this list.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: Wednesday, August 21, 2013 3:19 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2015 User Survey

I wondered, are people that work on softimage ever active on the mailinglist 
apart from asking for a survey?
In other words, how is the contact between the creators and the users?

2013/8/19 Rob Wuijster r...@casema.nlmailto:r...@casema.nl
Just a friendly warning, this only works without issues on non-UEFI machines.
Due to the UEFI 'Secure Boot' Wubi will not run, and could in some cases 
destroy data on disk.
So if you recently bought a new (W8) pc, chances are it boots with UEFI. So 
YMMV on these pc's with Ubuntu

But yes, there are tricks to work around this if you want ;-)




Rob



\/-\/\/
On 16-8-2013 19:29, Alan Fregtman wrote:
If anyone is new to Linux but wants to get their feet wet in the easiest way 
possible, check out the Wubi installer:
http://www.ubuntu.com/download/desktop/windows-installer

It will install as a program under Windows and will set up dual boot perfectly 
for you without touching your partitions (using a file as a virtual disk.) 
Because of this virtual disk thing, it's not recommended for very serious use, 
but it's a great way to try things out...

and if you don't like it, go to Windows, Control Panel, Uninstall Programs, 
type in Wubi and that's it.

If you do end up liking I suggest install Ubuntu with the install cd on a real 
partition. Copying your settings is not hard, if you're worried about that.



On Fri, Aug 16, 2013 at 1:00 PM, Andres Stephens 
drais...@outlook.commailto:drais...@outlook.com wrote:
I'm curious about Linux. As.. the multiprocessor support would be perfect for 
some machines we are thinking to buy as servers for a renderfarm.

I use Windows 7 and 8 a lot, and I use thirdparty apps for multidesktop 
features, with the functions like the ones mentioned below. I am starting to 
use free software, like GIMP, Blender and other suites for my needs, and 
wondered what other pro's of Linux to consider the switch. It would be nice to 
have Softimage as an easy package for Linux based renderfarm solutions or 
alternative OS solutions.

The last mail you wrote was good to know, other than the conflicting 
intuous/bamboo driver conflict and multi user accounts logged in on different 
monitors at the same time, I do do the same virtual desktop system in Windows 
(Virtuawin or Dexpot) , and yes also, there are some other great productivity 
tools I use in Windows I am sure I'd miss in Linux. Many pro's and con's.

If SI was an option for some kind of linux system, I would consider it once I 
upgrade to new hardware that Windows couldn't take advantage of.

Any ease of use and compatibility development is welcome.

+1


 Date: Fri, 16 Aug 2013 18:34:51 +0200
 From: c...@glarestudios.demailto:c...@glarestudios.de

 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: Softimage 2015 User Survey

 ...you do realize that i can make the exact same statement with a search
 and replace for linux vs windows, do you?

 just sayin'...

 but joking aside: for me switching to linux brought a lot more
 advantages than staying with good old windows.

 first i don't miss any tools. i have softimage, mudbox, maya, photoshop,
 inkscape and all our inhouse editors. they all work fine. secondly, the
 killerfeature of linux is its window managers. in my case mate desktop.
 its slick, fast and powerful. i can have as many virtual desktops as i
 want, keep several apps open in parallel (and not stacked up behind each
 other), each screen is customized to my needs. sessions get saved, i can
 switch and shuffle them around with a few keystrokes and i almost never
 reboot - updates happen in the background...i have two monitors chained
 to one desktop and another monitor on a second x session that kind of
 acts like a second computer with a shared mouse, keyboard and
 copy/paste-buffer for email etc.. it's the real life equivalent of those
 funky hollywood-operating systems that we've all seen so many times
 before and it's boosting my day2day performance a LOT.

 oh, and i can switch between wacom intous and bamboo without
 deinstalling and installing drivers. try that with windows :)

 cheers!
 chris

 On 08/16/2013 06:05 PM, Mirko Jankovic wrote:
  yea so far I also saw only problems with linux after trying to switch
  couple times
  fro missing so many other tools to making every day tasks a nightmare.

RE: Softimage 2015 User Survey

2013-08-18 Thread Chris Chia
Hi Ales,
I didn't forget... I have been pushing every year... :)

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ales Dlabac
Sent: Monday, August 19, 2013 2:35 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2015 User Survey

Hi Chris,
sorry for OT question but it should be related for getting info from users when 
do you think you will start Small annoying things for XSI?
Thank you
Ales Dlabac

On Fri, Aug 16, 2013 at 4:51 AM, Chris Chia 
chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote:
Hi guys,
We need some inputs from everyone. Please fill up the survey below:
https://customer.voice.autodesk.com/se.ashx?s=077012DC304DCD63

The reason for this survey is to access the impact of dropping official support 
for Fedora 14.
If we do drop support, we intend to continue running automated sanity checks on 
Fedora 14 for a while longer.
The officially supported Linux distributions for 2015 is expected to be 
RedHat/CentOS 6.2.

Please do so by the end of August. Thanks.


Regards,
The Softimage Team

attachment: winmail.dat

Re: Softimage 2015 User Survey

2013-08-16 Thread Chris Chia
Thanks Andi for taking your time to complete the survey.
The survey is aimed to get some answers from our Linux users.

Nevertheless it's still good to know how many Windows users for Softimage.

Regards,
Chris

Sent from my iPhone

On 16 Aug, 2013, at 9:38 PM, Andi Farhall 
hack...@outlook.commailto:hack...@outlook.com wrote:

The shortest survey ever? or just me.

Q1: Do you use linux?
no

Thanks you for participating in the survey.

A

...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/


This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.





Date: Fri, 16 Aug 2013 15:10:55 +0200
Subject: Re: Softimage 2015 User Survey
From: mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

+1 for bigger developer team and more RD dedicated to SI instead of only 
maintenance crew ;)


On Fri, Aug 16, 2013 at 3:03 PM, Miquel Campos 
miquel.cam...@gmail.commailto:miquel.cam...@gmail.com wrote:
+1 for any easy to use distro




Miquel Campos
www.miquelTD.comhttp://www.miquelTD.com



2013/8/16 Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com
+1 for Ubuntu support n̶o̶t̶ ̶i̶n̶v̶o̶l̶v̶i̶n̶g̶ ̶p̶l̶a̶n̶e̶t̶a̶r̶y̶ 
̶a̶l̶i̶g̶n̶m̶e̶n̶t̶ ̶a̶n̶d̶/̶o̶r̶ ̶v̶o̶o̶d̶o̶o̶ ̶s̶a̶c̶r̶i̶f̶i̶c̶e̶s being 
simple.


On Fri, Aug 16, 2013 at 12:48 AM, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
Hi Chris

Very happy to see this survey (completed)

The linux installer for Softimage needs a lot of polish. ;) When you guys get 
to it would it be possible to allow an Ubuntu / Linux Mint version as well. I 
know you cant specifically target all distributions, but at least allowing an 
easy install via rpms or deb would be a big step forward. Also if it could be 
robust enough that you don't need to spend days trying to get your .so file and 
other celestial entities to align so that it will actually work within a decent 
timeframe.

Kind regards

Angus



From: Chris Chia [chris.c...@autodesk.commailto:chris.c...@autodesk.com]
Sent: 16 August 2013 04:51 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Softimage 2015 User Survey

Hi guys,
We need some inputs from everyone. Please fill up the survey below:
https://customer.voice.autodesk.com/se.ashx?s=077012DC304DCD63

The reason for this survey is to access the impact of dropping official support 
for Fedora 14.
If we do drop support, we intend to continue running automated sanity checks on 
Fedora 14 for a while longer.
The officially supported Linux distributions for 2015 is expected to be 
RedHat/CentOS 6.2.

Please do so by the end of August. Thanks.


Regards,
The Softimage Team




This communication is intended for the addressee only. It is 
confidential. If you have received this communication in error, please notify 
us immediately and destroy the original message. You may not copy or 
disseminate this communication without the permission of the University. Only 
authorised signatories are competent to enter into agreements on behalf of the 
University and recipients are thus advised that the content of this message may 
not be legally binding on the University and may contain the personal views and 
opinions of the author, which are not necessarily the views and opinions of The 
University of the Witwatersrand, Johannesburg. All agreements between the 
University and outsiders are subject to South African Law unless the University 
agrees in writing to the contrary.











attachment: winmail.dat

RE: ICE - polygon grow selection to unfold

2013-08-15 Thread Chris Chia
You would need to use Polygonal Description and Point Position attributes.
I think you can write a custom ice node to do some math and output the new 
pointposition.
attachment: winmail.dat

Softimage 2015 User Survey

2013-08-15 Thread Chris Chia
Hi guys,
We need some inputs from everyone. Please fill up the survey below:
https://customer.voice.autodesk.com/se.ashx?s=077012DC304DCD63

The reason for this survey is to access the impact of dropping official support 
for Fedora 14.
If we do drop support, we intend to continue running automated sanity checks on 
Fedora 14 for a while longer.
The officially supported Linux distributions for 2015 is expected to be 
RedHat/CentOS 6.2.

Please do so by the end of August. Thanks.


Regards,
The Softimage Team
attachment: winmail.dat

Re: Soft 2014 in Linux is always-on-top?

2013-07-27 Thread Chris Chia
It's not because it is fragile in Linux but there are so many flavours of Linux 
and the system lib versions differ in these flavours.

To make sure the installation works 100% on your machine, do check the release 
note for the list of supported OSes. Else, one would probably have to customise 
his lib to be in sync with Softimage's.


Cheers,
Chris


On 27 Jul, 2013, at 4:53 PM, Christoph Muetze c...@glarestudios.de wrote:

 Hi Sylvain,
 
 ...i came across the same problem. Softimage seems to becoming more and more 
 fragile on the Linux side of things, an install becomes harder with every 
 release :/
 
 Fortunately the solution to your problem is fairly simple:
 
 mv 
 /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/libX11.so.6
  
 /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/~libX11.so.6
 
 Cheers,
 Chris
 
 
 On 07/27/2013 03:12 AM, Sylvain Lebeau wrote:
 Hi thomas and Christoph
 
 i am struggling to make Softimage work in Fedora 18.  I remember seeing some 
 errors in the install log too. But i dont have it underhands right now.
 
 here's the error i get when i try to launch XSI
 if any of you could help me out, it would be greatly appreciated.
 
 /usr/Softimage/Softimage_2014_SP2/Application/bin/XSI.bin: symbol lookup 
 error: /usr/lib64/libXext.so.6: undefined symbol: _XGetRequest
 
 thanks!
 
 sly
 
 
 
 On 07/26/2013 04:25 AM, Thomas Volkmann wrote:
 Nope, I'm on Fedora19. I'm not a 100% sure if I get that problem with all 
 Windowmanagers (KDE/Gnome/Fluxbox). I can check later.
 
  Chris Chia chris.c...@autodesk.com hat am 26. Juli 2013 um 10:14 
  geschrieben:
 
 
  Just curious, is everyone using just CentOS?
 
  From: softimage-boun...@listproc.autodesk.com 
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele 
  Fragapane
  Sent: Friday, July 26, 2013 6:51 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: Soft 2014 in Linux is always-on-top?
 
  Hadn't noticed you guys referred specifically to 2014. Ignore my previous 
  post, we don't use 2014 yet, only 12 and 13.
 
  On Thu, Jul 25, 2013 at 11:48 PM, Alan Fregtman 
  alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
  Yep, exact same symptoms... it doesn't register in the window manager at 
  all. Not sure why, but I'm betting it's Mainwin. :(
 
 
  On Thu, Jul 25, 2013 at 8:43 AM, Christoph Muetze 
  c...@glarestudios.demailto:c...@glarestudios.de wrote:
  Hi,
 
  i can relate, i'm experiencing exactly the same problem :(
 
  Softimage 2014 ignores the windowmanager completely, when maximized it 
  goes beyond the usual borders (almost like fullscreen), it doesn't show 
  up in taskbar either and when minimized then it becomes a little 
  icon-like square that is floating on top of every other application or 
  window. Also it stays fixed to the screen, no matter what workspace i'm 
  on. So switching spaces always drags Softimage with, no matter what you 
  do...
 
  The same behaviour is true for the mainwin control app after the 
  update... it's the usual suspect for this, i guess - but it is still 
  noteworthy imho, especially since Softimage 2013 still behaves a 100% 
  correctly on the same machine... (So do Mudbox 2014 and Maya 2014)..
 
  If any of the Developers is up for troubleshooting i'm more than willing 
  to step in and help out as much as i can on my side... just drop me a 
  line.
 
  Cheers,
  Chris
 
 
  On 07/09/2013 11:54 PM, Alan Fregtman wrote:
  Hey guys,
 
  Anybody out there using Soft2014 with Linux have the problem that it sits
  always-on-top of every other window?
 
  It's pretty annoying and I'm wondering if it's just me. We're on CentOS at
  work.
 
  Cheers,
 
  -- Alan
 
 
 
 
 
  --
  Our users will know fear and cower before our software! Ship it! Ship it 
  and let them flee like the dogs they are!
 
 
 
attachment: winmail.dat

RE: Soft 2014 in Linux is always-on-top?

2013-07-26 Thread Chris Chia
Just curious, is everyone using just CentOS?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Friday, July 26, 2013 6:51 AM
To: softimage@listproc.autodesk.com
Subject: Re: Soft 2014 in Linux is always-on-top?

Hadn't noticed you guys referred specifically to 2014. Ignore my previous post, 
we don't use 2014 yet, only 12 and 13.

On Thu, Jul 25, 2013 at 11:48 PM, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
Yep, exact same symptoms... it doesn't register in the window manager at all. 
Not sure why, but I'm betting it's Mainwin. :(


On Thu, Jul 25, 2013 at 8:43 AM, Christoph Muetze 
c...@glarestudios.demailto:c...@glarestudios.de wrote:
Hi,

i can relate, i'm experiencing exactly the same problem :(

Softimage 2014 ignores the windowmanager completely, when maximized it goes 
beyond the usual borders (almost like fullscreen), it doesn't show up in 
taskbar either and when minimized then it becomes a little icon-like square 
that is floating on top of every other application or window. Also it stays 
fixed to the screen, no matter what workspace i'm on. So switching spaces 
always drags Softimage with, no matter what you do...

The same behaviour is true for the mainwin control app after the update... it's 
the usual suspect for this, i guess - but it is still noteworthy imho, 
especially since Softimage 2013 still behaves a 100% correctly on the same 
machine... (So do Mudbox 2014 and Maya 2014)..

If any of the Developers is up for troubleshooting i'm more than willing to 
step in and help out as much as i can on my side... just drop me a line.

Cheers,
Chris


On 07/09/2013 11:54 PM, Alan Fregtman wrote:
Hey guys,

Anybody out there using Soft2014 with Linux have the problem that it sits
always-on-top of every other window?

It's pretty annoying and I'm wondering if it's just me. We're on CentOS at
work.

Cheers,

-- Alan





--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!
attachment: winmail.dat

RE: Thread safety in Softimage

2013-07-23 Thread Chris Chia
I have yet heard any update on this.
And I believe this would involve a lot of work for many DCCs.




attachment: winmail.dat

RE: FBX issues

2013-07-22 Thread Chris Chia
Hi Sandy,
We could repro at our end.
Sorry for the inconvenience.

We'll log a defect.


Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Monday, July 22, 2013 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Re: FBX issues

Chris,

I am using the Crosswalk  Import FBX to come in and export fbx with nulls off 
the crowdFX tools to export.

Thanks

Sandy

On 2013/07/22 4:02 AM, Chris Chia wrote:
 Hi Sandy,
 Were you using File  Import and Export FBX option?


 Regards,
 Chris


attachment: winmail.dat

RE: FBX issues

2013-07-21 Thread Chris Chia
Hi Sandy,
Were you using File  Import and Export FBX option?


Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pingo van der 
Brinkloev
Sent: Sunday, July 21, 2013 5:42 PM
To: softimage@listproc.autodesk.com
Subject: Re: FBX issues

Hey Sandy, recently had this problem myself. I just focused on how many frames 
I needed.

In my case I needed 10 secs in PAL = 250 frames. So I retained the 30 fps (that 
fbx loves) in softimage untill I comped.

Still very annoying!

Cheers

Pingo



On 20/07/2013, at 09.54, Sandy Sutherland sandy.mailli...@gmail.com wrote:

 Hi Chris,
 
 Currently I am working on a workaround, not ideal.
 
 There seems to be no way to get the FPS right, it defaults to 30fps and no 
 options.
 
 Do you think you guys can help?  We purely need the FBX exporter to allow us 
 to either default to the FPS set in Softimage or allow us to select it on 
 export.
 
 Thanks
 
 Sandy
 
 On 2013/07/20 12:46 AM, Chris Chia wrote:
 Sandy, is this fixed?
 
 
 On 19 Jul, 2013, at 11:00 PM, Sandy Sutherland sandy.mailli...@gmail.com 
 wrote:
 
 OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with 
 nulls.  Problem - our scenes are all PAL so 25fps settings. The FBX seems 
 to default to 30 fps so when we import the FBX file it sets our scene to 30 
 - and there seems to be no way to stop that or avoid it!  So - how do we do 
 this now?  There used to be an FPS setting in the FBX options, it has gone 
 AWOL and it is really needed!
 
 We did try then resetting the scene to 25, but this seems to introduce a 
 couple of bumps and slight pops in the animation so is not really a 
 solution as we do not want to have to go in and try and clean animation up!
 
 Any ideas how to get round this?
 
 Thanks
 
 S.
 
 
 



attachment: winmail.dat

OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
Saw this which is posted a day ago.
http://www.youtube.com/watch?v=_qBfMPFmmm4feature=youtu.be

Autodesk ME Product featured: Maya, Softimage, ZBrush.

and who said Softimage is not used in any big project.
Thanks for all the creative works guys!


attachment: winmail.dat

RE: The making of Pacific Rim

2013-07-19 Thread Chris Chia
oops, typo.
Product featured: Maya, Softimage, Zbrush

lol

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Chris Chia
Sent: Friday, July 19, 2013 10:08 PM
To: softimage@listproc.autodesk.com
Subject: OT: The making of Pacific Rim

Saw this which is posted a day ago.
http://www.youtube.com/watch?v=_qBfMPFmmm4feature=youtu.be

Autodesk ME Product featured: Maya, Softimage, ZBrush.

and who said Softimage is not used in any big project.
Thanks for all the creative works guys!


attachment: winmail.dat

RE: OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
lol.
It's late night here... :(

Hope everyone continue to post great works and share them with us.
Thanks Alan for the headsup!


From: Eric Thivierge [ethivie...@hybride.com]
Sent: Friday, July 19, 2013 10:09 PM
To: softimage@listproc.autodesk.com
Cc: Chris Chia
Subject: Re: OT: The making of Pacific Rim

Zbrush is an AD ME product??


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On July-19-13 10:08:28 AM, Chris Chia wrote:
 Saw this which is posted a day ago.
 http://www.youtube.com/watch?v=_qBfMPFmmm4feature=youtu.be

 Autodesk ME Product featured: Maya, Softimage, ZBrush.

 and who said Softimage is not used in any big project.
 Thanks for all the creative works guys!



attachment: winmail.dat

RE: OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
Was just too excited and wanted to share the link...

Alan, hope there's another studio which would talk about its making in 
Softimage...


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Gustavo Eggert Boehs 
[gustav...@gmail.com]
Sent: Friday, July 19, 2013 10:25 PM
To: SI mailing list
Subject: Re: OT: The making of Pacific Rim

Zbrush is an AD ME product??

Its SIGGRAPH time, who knows? Time to buy a new company?
lol
attachment: winmail.dat

Re: FBX issues

2013-07-19 Thread Chris Chia
Sandy, is this fixed?


On 19 Jul, 2013, at 11:00 PM, Sandy Sutherland sandy.mailli...@gmail.com 
wrote:

 OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with 
 nulls.  Problem - our scenes are all PAL so 25fps settings. The FBX seems to 
 default to 30 fps so when we import the FBX file it sets our scene to 30 - 
 and there seems to be no way to stop that or avoid it!  So - how do we do 
 this now?  There used to be an FPS setting in the FBX options, it has gone 
 AWOL and it is really needed!
 
 We did try then resetting the scene to 25, but this seems to introduce a 
 couple of bumps and slight pops in the animation so is not really a solution 
 as we do not want to have to go in and try and clean animation up!
 
 Any ideas how to get round this?
 
 Thanks
 
 S.
 
 
attachment: winmail.dat

Re: FBX issues

2013-07-19 Thread Chris Chia
I am not familiar with FBX and I am not at my work place right now.

But I am thinking whether you can use the camera sequencer to scale by to 25 
fps?


On 19 Jul, 2013, at 11:00 PM, Sandy Sutherland sandy.mailli...@gmail.com 
wrote:

 OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with 
 nulls.  Problem - our scenes are all PAL so 25fps settings. The FBX seems to 
 default to 30 fps so when we import the FBX file it sets our scene to 30 - 
 and there seems to be no way to stop that or avoid it!  So - how do we do 
 this now?  There used to be an FPS setting in the FBX options, it has gone 
 AWOL and it is really needed!
 
 We did try then resetting the scene to 25, but this seems to introduce a 
 couple of bumps and slight pops in the animation so is not really a solution 
 as we do not want to have to go in and try and clean animation up!
 
 Any ideas how to get round this?
 
 Thanks
 
 S.
 
 
attachment: winmail.dat

Re: Re[2]: OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
Hi Mathieu,
Thanks for making the effort to make this reply to elaborate on how you guys 
used ICE in the movie. Everyone here would surely benefit from this detailed 
description. And i'll definitely keep an eye on them when I catch the movie. 

Wow! Nice RD people you have gotten there ;) unfortunately I won't be going to 
the siggraph but will definitely tell my colleagues to look out for you people 
at the mentioned booth.

Lastly hope to see more great works from Hybride! And do share with us here 
whenever a great work is done in Softimage. 


Chris 


On 20 Jul, 2013, at 1:59 AM, Mathieu Leclaire mlecl...@hybride.com wrote:

 
 OK... I guess that's my cue then...
 
 
 We here at Hybride used a lot of ICE to create the motion graphics inside the 
 Jaegers... but there's not much to say, on my part anyway. We trained our 
 staff and created a few ICE based tools over the years so that they could do 
 these type of effects on their own. I was mostly only involved in debugging 
 some stuff and doing a few prototypes/suggestions of certain more complex 
 graphic effects. I was mainly busy working on White House Down, so I've been 
 a bit out of the loop on Pacific Rim. I wish I could tell you more, but I 
 don't really have much information. I know there's a lot of people who worked 
 very hard to make these graphics as cool as possible. I'm very proud of my 
 crew who are now comfortable enough to tackle such complex motion graphic 
 projects using ICE on their own, freeing me and my team up to focus on other 
 more complex technical challenges. Not all graphics where done
 using ICE. Some stuff was done with Cinema 4D, After Effects, Fusion, Flames, 
 etc. But the more complex graphics where pretty much all ICE based.
 
 So yeah... lots of Softimage based effects where used on Pacific Rim from 
 many vendors... Who said Softimage wasn't used on films? We've been doing a 
 few miracles with it for years here at Hybride and we've worked on quite a 
 few films. You can do whatever you want with Softimage as long as you take 
 the time to set it up properly.
 
 
 I'll be at SIGGRAPH with some of my RD colleagues (Guillaume Laforge, Eric 
 Thivierge  Julien Couet). Feel free to come and chat us up if ever you cross 
 our path. We'll participate in the deep compositing birds of a feather on 
 Monday and on the Fabric Engine birds of a feather on Wednesday, showing a 
 preview of some of our in house tools we are working on. I'll also be keeping 
 an eye on this mailing list if ever you have questions about our work.
 
 
 Cheers,
 
 
 Mathieu Leclaire
 Head of RD
 Hybride Technologies, a Ubisoft division
 
 
 -Original Message- 
 From: Chris Chia chris.c...@autodesk.com 
 To: softimage@listproc.autodesk.com 
 Date: 07/19/13 10:33 
 Subject: RE: OT: The making of Pacific Rim 
 
 Was just too excited and wanted to share the link...
 
 Alan, hope there's another studio which would talk about its making in 
 Softimage...
 
  
  From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] on behalf of Gustavo Eggert Boehs 
 [gustav...@gmail.com]
 Sent: Friday, July 19, 2013 10:25 PM
 To: SI mailing list
 Subject: Re: OT: The making of Pacific Rim
 
  
  Zbrush is an AD ME product??
 
 Its SIGGRAPH time, who knows? Time to buy a new company?
 lol
  
  
  
 
 
 
 
attachment: winmail.dat

RE: CrowdFX Define Move questions

2013-07-18 Thread Chris Chia
Pardon me on the screenshot with the wrong value.

Correction:
The weights value (0.7267, 0, 0.2733) in the screenshot indicates that it is 
playing 72.67% of Walking and 27.33% of the Running animation at that frame.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, July 18, 2013 2:36 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX Define Move questions

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move 
Animation State node.
And to help you troubleshoot on your own to see whether the crowd is playing 
the right animation sources, please check the Update Move Params node in the 
Define Move Animation State and check the value for the Weights connection 
output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node. 
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Wednesday, July 17, 2013 11:54 PM
To: softimage@listproc.autodesk.com
Subject: CrowdFX Define Move questions

Hi All,

Am deep in crowdFX world and generally loving it - quite impressed with it.  A 
couple of questions if I may-

1.  Is it possible to put more than one action into a define move node?  
I am trying trot - run - faster run, when I do this, the middle action does not 
work correctly it seems to lose cycles (some of these actions are several 
cycles long, not just one exact cycle) - if I change it to two, and have trot - 
run - then the run works as expected.

2. Is it possible to change the speed at which crowdfx blends in the motions 
included in the define move setup - I see in the legacy stuff you were able to 
change this speed setting, but I cannot find it now?  I am asking as my current 
trot would be nice if it held a tad longer.  I am guessing if I speed it up a 
little it might work - i.e. the action as I am guessing the reason that the 
original options were removed was the system now thinks it is clever enough to 
make the switch when the actor gets to the speed that the action was at anyway?

3. Is there anything that I can use to flag turning?  i.e. would love a default 
attribute that I could use to trigger a lean or something like that?

Thanks

Sandy

attachment: winmail.dat

RE: CrowdFX Define Move questions

2013-07-18 Thread Chris Chia
Posted online for you: 
http://img571.imageshack.us/img571/7770/a7f.png


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 5:06 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions

Hi Chris - not sure what is going on, but the attachment always seems to be 
stripped off - all I am getting this side is winmail.dat.

Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:
 Sure! See attached.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy 
 Sutherland
 Sent: Thursday, July 18, 2013 4:35 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: CrowdFX Define Move questions

 Hi Chris,

 Many thanks for reply.

 Your screenshot did not get through for some reason. - any chance you can 
 send it again?

 Thanks

 Sandy

 On 2013/07/18 7:35 AM, Chris Chia wrote:
 Hi Sandy,
 Glad that you have started to use CrowdFX.

 See below for my reply:

 1. Yes you could add any number of animation sources to the Define Move 
 Animation State node.
 And to help you troubleshoot on your own to see whether the crowd is playing 
 the right animation sources, please check the Update Move Params node in 
 the Define Move Animation State and check the value for the Weights 
 connection output of the Solve Animation State Parameters.

 In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
 Running.
 The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
 playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

 2. Unfortunately, the blending is done automatically by the 
 Solve_Animation_State_Parameters node.
 Note that the blending always takes place between 2 sources at any one time.

 3. No default flag for that. We give the users the flexibility to define any 
 attribute they wish to add.

 Hope to see some cool crowdfx works from you.


 Cheers,
 Chris


attachment: winmail.dat

Re: I can't believe there is no tutorial for Softimage on Autodesk webiste

2013-07-18 Thread Chris Chia
Hi Daniel,
What Softimage areas are you looking at?

Regards,
Chris

Sent from my iPhone

On 18 Jul, 2013, at 5:43 PM, Daniel Kim danielki...@gmail.com wrote:

 Softimage in NZ is almost $7k including subscription, but I can't believe 
 they don't give any tutorials to customer.
 I've been using Softimage for long time, but still have to learn like ICE or 
 new tools. It is unfair paying a lot for a software but no even basic 
 tutorials...
 Getting sick of finding movies on Youtube or Digital Tutors for it... Even 
 cheaper software like Modo, Cinema4D, and Blender(free) has great tutorials 
 on their website or Youtube channel...
 
 AD seriously need to consider put some tutorials on their website or nicely 
 run Softimage channel on Youtube
 
 Daniel
 
 
attachment: winmail.dat

RE: I can't believe there is no tutorial for Softimage on Autodesk webiste

2013-07-18 Thread Chris Chia
And a cool tutorial site on face robot:
http://www.youtube.com/playlist?list=PL551AE1C29578EAE9



From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Daniel Kim 
[danielki...@gmail.com]
Sent: Thursday, July 18, 2013 5:43 PM
To: softimage@listproc.autodesk.com
Subject: I can't believe there is no tutorial for Softimage on Autodesk webiste

Softimage in NZ is almost $7k including subscription, but I can't believe they 
don't give any tutorials to customer.
I've been using Softimage for long time, but still have to learn like ICE or 
new tools. It is unfair paying a lot for a software but no even basic 
tutorials...
Getting sick of finding movies on Youtube or Digital Tutors for it... Even 
cheaper software like Modo, Cinema4D, and Blender(free) has great tutorials on 
their website or Youtube channel...

AD seriously need to consider put some tutorials on their website or nicely run 
Softimage channel on Youtube

Daniel


attachment: winmail.dat

RE: Short introduction and a big hello.

2013-07-16 Thread Chris Chia
Welcome Ognjen,
It would be nice to share with us your studio name and works done in Softimage 
(if any).
We would be happy to see our community starting to share.

Lastly, a big warm welcome.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ognjen Vukovic
Sent: Tuesday, July 16, 2013 5:48 PM
To: softimage
Subject: Short introduction and a big hello.

Hi guys,
I have been browsing around through the mailing list for the past couple of 
days and i thought it would be correct to just drop in with a little 
introduction and to say hello to everyone here.
Firstly i would like to proclaim my love the software that is Softimage , i 
think i got involved with it when a really cool guy at my previous work 
place,Ivan Vasiljevic got us to change our lighting pipeline to Softimage 
from Maya a couple of years ago, and since then its really been a smooth ride. 
No unexplainable bugs( well there was this one time... :) ), no random crashes 
and defiantly less nights of debugging scenes till your eyes go red and a lot 
more productivity... All i have to say is that it defiantly changed the way i 
perceived my work and brought in a whole new level of fun to it :). So even if 
i am a bit late i would like to thank the guys at Softimage 3D for starting it 
all...
Also a big hello to everyone here on the mailing list, hope you guys are out 
there somewhere also enjoying your work as i am, and its a pleasure to be here.
Thanks for taking the time to read this fan-boy drivel :)
Cheers,
Ogi.
attachment: winmail.dat

RE: Pacific Rim

2013-07-15 Thread Chris Chia
Hi Alan,
Yea, do share with us some visuals (especially screenshot of SI in 
production)... so that we could share your thoughts with everyone here in A ;)

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, July 16, 2013 3:07 AM
To: XSI Mailing List
Subject: OT: Pacific Rim

Hey guys,

A lot of people say Softimage doesn't get used much in movies, so I personally 
love to hear stories when it does happen. Therefore, I wanted to share some 
details with you. :)

I'm the lead rigger at Rodeo FX http://rodeofx.com and we did all of the 
interiors of the control pods (the cockpits, that is), including the visors, 
foot actuators  mechanical stilts, some digidoubles, etc. (except the 
holograms/UI graphics that were done by the folks at Hybride.) We also had the 
chance of doing our first organic creature, the brain in the lab (which 
involved a lot of gross ICE deformations), as well as many beautiful matte 
paintings and a couple of helicopters.

Overall, we did over a hundred shots. CG was done in Softimage and as far as I 
know it was all rendered in our favourite renderer, Arnold! We'd still be 
rendering today if Mentalray had been used. :p We threw countless ~8k textures 
with displacement and stupid amounts of topology, and good ol' Arnie performed 
like a champ.

The stilts (the leg controls in the cockpit) had anything from 1500 to 2500 
separate meshes and on average about 150 segments (solid groups of parts that 
moved as one.) Once we identified the segments by the end we had a rig of 
Arnold stand-ins with each segment saved as one ass file, and low-res geo 
representing that segment constrained to some part of the rig. It then became 
relatively light to have the standins rigged instead of the full raw geo, and 
it made it quite easy to replace parts or textures later in the pipeline during 
or after animation. (Also caching was a piece of cake in this scenario, as we 
only needed to plot the segment nulls instead of thousands of meshes or 
pointcaching anything.)

On the brain there was procedural pulsing animation driven by ICE deformers. 
Globules would breathe, a heart-like organ would pump its ventricles 
intermittently and an intestine-like organ flowed with bulges travelling along 
its tract. It was gross and (in my opinion) kind of awesome. lol Speaking of 
ICE, there was a kind of lettuce behind the brain that was also moving a bit. 
The modeling was done with strips that were procedurally curled and then if I 
remember correctly the whole thing was driven via Syflex as the brain gently 
floated. This lettuce thing was handled by another guy on this mailing list, my 
 coworker and friend Jonathan Laborde. Maybe if he's reading this he can give 
more details of how he used ICE in a few other shots.

It was crazy fun project to work on. Fingers crossed that Pacific Rim 2 becomes 
a reality. :) Anyway, did you guys go see it? What'd you think?

Oh and speaking of other movies, we did a ton of work in Now You See Me as 
well, including hundreds of stadium dudes with our propietary ICE static crowd 
system, falling/flying money, cg bubbles, an art-directed liquid, lockpicking, 
flying cards, many vehicles, the projected motiongraphics near the end and a 
few invisible fx. (I feel like I probably missed something, but anyway, we did 
a lot.) We were the main vfx vendor on that film, delivering just over 20 
minutes worth of vfx magic (pun intended.) Again, Soft  Arnold and lots of 
effects in ICE all throughout.

Cheers,

   -- Alan

attachment: winmail.dat

Re: unsubscribe

2013-07-13 Thread Chris Chia
He's long gone... :'(


On 11 Jul, 2013, at 7:56 PM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 Don't leave us Margot. We barely learn to know each other! ;)
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
 mar...@thisisdetta.se
 Sent: 10 juillet 2013 13:27
 To: softimage@listproc.autodesk.com
 Subject: unsubscribe
 
 
 
 Margot Edström, DETTA
 
 +46 73 975 39 83
 Stora Varvsgatan 14
 211 19 Malmö
 
 www.thisisdetta.se
 
 
attachment: winmail.dat

RE: Wacom tablet in Softimage

2013-07-11 Thread Chris Chia
I have tested the following driver for Wacom 4 and 5.
They work with the drivers below for CentOS and Fedora.

input-wacomhttp://sourceforge.net/apps/mediawiki/linuxwacom/index.php?title=Input-wacom
 (Kernel driver)
xf86-input-wacomhttp://sourceforge.net/apps/mediawiki/linuxwacom/index.php?title=Xf86-input-wacom
 (X11 drivers)
Source: 
http://sourceforge.net/apps/mediawiki/linuxwacom/index.php?title=Downloads


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, July 12, 2013 9:21 AM
To: softimage@listproc.autodesk.com
Subject: RE: Wacom tablet in Softimage


This?  But I think it was fixed in later versions of softimage. Not sure though:

Work-Around to Problems with Tablets and Softimage

March 11th, 2011 by Luc-Eric:
There is a strange user interface lag that affects Softimage XSI when you use a 
Wacom tablet. With heavy scenes or simulation, you may never be able to stop 
playback. Other users have reported problems with the render region.The best 
work-around is to disable tablet support in Softimage (any version). This will 
not affect any other program.To do this, start a Command Prompt using the 
link in the Autodesk Softimage Start menu group. If you are running under Vista 
or Windows 7, it's best to run it as an administrator.

A command prompt will will start in the 'bin' directory of the application. 
Type this command:
C:\Program Files\Autodesk\Softimage 2011\Application\bin copy xsi.bat 
wintab32.dll
And re-launch the Softimage. You should now be fine.

The only place Softimage uses the tablet is for pen pressure in Weight Painting 
and in the compositor, and it doesn't work very well anyway. To restore tablet 
support, simply delete wintab32.dll from the bin directory from that command 
prompt.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe
Sent: Friday, July 12, 2013 2:55 AM
To: softimage@listproc.autodesk.com
Subject: Wacom tablet in Softimage

Hey guys,

does someone know where we could find the content of the article Luc-Eric wrote 
a while ago?

§  Problems using Wacom tablets with Softimage? See Workaround for Problem with 
Wacom Tablets and Softimagehttp://www.softimageblog.com/archives/546.
This link is dead unfortunately, and we have some issues at the moment with 
Wacom on Linux with heavy scenes.

Any info of how to resolve freezes or lags would be really appreciated.

Thank you!

--
Xavier
attachment: winmail.dat

RE: Wacom tablet in Softimage

2013-07-11 Thread Chris Chia
Hi Xaiver,
Are you using the following driver version:
input-wacom-0.16.0
xf86-input-wacom-0.20.0

Becos upgrading to them seems to have fixed some Wacom unresponsiveness problem 
for our client.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe
Sent: Friday, July 12, 2013 12:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Wacom tablet in Softimage

Oh don't get me wrong, it works perfectly most of the time. Just that we have 
some memory intensive scenes atm and for some reasons it get stuck. They get 
can unstuck by using the mouse, but still pretty annoying. I think their next 
test will be disabling the pressure sensitivity and see if that helps.

Cheers
attachment: winmail.dat

RE: Wacom tablet in Softimage

2013-07-11 Thread Chris Chia
And they were also using large scenes when encountering similar problem.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Friday, July 12, 2013 1:31 PM
To: softimage@listproc.autodesk.com
Subject: RE: Wacom tablet in Softimage

Hi Xaiver,
Are you using the following driver version:
input-wacom-0.16.0
xf86-input-wacom-0.20.0

Becos upgrading to them seems to have fixed some Wacom unresponsiveness problem 
for our client.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe
Sent: Friday, July 12, 2013 12:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Wacom tablet in Softimage

Oh don't get me wrong, it works perfectly most of the time. Just that we have 
some memory intensive scenes atm and for some reasons it get stuck. They get 
can unstuck by using the mouse, but still pretty annoying. I think their next 
test will be disabling the pressure sensitivity and see if that helps.

Cheers
attachment: winmail.dat

RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Chia
Thanks for sharing Raffaele!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, June 19, 2013 8:04 AM
To: softimage@listproc.autodesk.com
Subject: LEGO - the Movie Trailer

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in production.
attachment: winmail.dat

RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Chia
Arnold? ;)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, June 19, 2013 5:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: LEGO - the Movie Trailer

Well, not quite, really :p Not any more than our assets are all Linux because 
it's the platform Softimage and Maya run on ;)
I don't think we can disclose yet though.

On Wed, Jun 19, 2013 at 6:56 PM, Ahmidou Lyazidi 
ahmidou@gmail.commailto:ahmidou@gmail.com wrote:
I love the work of the lighting team here, it's all renderman

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/6/19 olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr
What about rendering ?

Le 19/06/2013 02:03, Raffaele Fragapane a écrit :

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and animation are Softimage.
Still in production.





--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!
attachment: winmail.dat

RE: FBX and vertex colors

2013-06-17 Thread Chris Chia
Just curious, what's stopping you from removing the Vertex color from the 
cluster of the imported fbx obj? ;)


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Monday, June 17, 2013 4:03 PM
To: softimage@listproc.autodesk.com
Subject: FBX and vertex colors

Hi guys,

Is it possible to turn off vertex color exporting for FBX export?

Cheers


Szabolcs
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attachment: winmail.dat

RE: OT: (sort-of) getting in to game dev

2013-06-17 Thread Chris Chia
+1

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nasser Al-Ostath
Sent: Monday, June 17, 2013 8:53 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: (sort-of) getting in to game dev


I recommend full sail university ... they are specialized in game dev
On 17 Jun 2013 14:43, Paul Griswold 
pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com
 wrote:
Hi guys,

My daughter's boyfriend has expressed an interest in getting into game 
development.  He's just a teenager, so he really doesn't have much of a focus 
yet other than I want to get into games.

But I told my daughter I'd get some recommendations on things like what he 
should study, good colleges for careers in games, different job descriptions, 
good entry-level positions, etc.

So, I'd love to hear what you guys have to say.  Any advice at all would be 
great.


Thanks,

Paul

attachment: winmail.dat

Re: icecache zlib or gzip?

2013-06-16 Thread Chris Chia
Which ice documentation are you referring to?


On 14 Jun, 2013, at 6:25 PM, Doeke Wartena 
clankil...@gmail.commailto:clankil...@gmail.com wrote:

Believing the documentation a icecache is compressed with zlib.
I tried multiple ways to decompress it but all give problems.

Here is a post on stackoverflow.

http://stackoverflow.com/questions/17053145/unknown-compression-method-with-zlib?noredirect=1#comment24663064_17053145

Is it changed over time from zlib to gzip without updating the reference or 
something?

would be nice if someone can help.

best Doeke
attachment: winmail.dat

RE: icecache zlib or gzip?

2013-06-16 Thread Chris Chia
Take a look at this example?
http://code.google.com/p/ice-cache-explorer/source/browse/trunk/icereader.py

https://groups.google.com/forum/?fromgroups#!topic/xsi_list/_XC2ArOhED8


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: Friday, June 14, 2013 6:25 PM
To: softimage@listproc.autodesk.com
Subject: icecache zlib or gzip?

Believing the documentation a icecache is compressed with zlib.
I tried multiple ways to decompress it but all give problems.

Here is a post on stackoverflow.

http://stackoverflow.com/questions/17053145/unknown-compression-method-with-zlib?noredirect=1#comment24663064_17053145

Is it changed over time from zlib to gzip without updating the reference or 
something?

would be nice if someone can help.

best Doeke
attachment: winmail.dat

RE: Mill 98% Human

2013-05-20 Thread Chris Chia
Is it rendered in Arnold?
How much time does it take to render the hair?
And how many strands are we talking about?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeffrey Dates
Sent: Tuesday, May 21, 2013 5:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human

Actually, That's false.

Hairs are strands in ICE.

Source: Jimmy Gass sits across from me.


On Mon, May 20, 2013 at 5:30 PM, Christopher 
christop...@thecreativesheep.camailto:christop...@thecreativesheep.ca wrote:
Nice work.  The Hairs are old school XSI Hair system.

::Christopher

Kris Rivel wrote:
 Just wanted to say congrats to anyone at the Mill for the 98% human
 spot.  An amazing piece of CG and probably one of the most impressive
 examples of Softimage that I've ever seen.  Here's links to the spot
 and a brief making of for anyone who hasn't seen it:

 Spot:  http://youtu.be/McD0dKuj5mA

 Making of:  http://youtu.be/wLmVm0nc5Gg

 Kris

attachment: winmail.dat

RE: Any (CG) software as a service. Now.

2013-05-16 Thread Chris Chia
Great job to the lagoa team.
I was expecting some particle system though~

Great job Chinny!


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: Thursday, May 16, 2013 12:34 AM
To: softimage@listproc.autodesk.com
Subject: Re: Any (CG) software as a service. Now.

Indeed, if only I had more time to play with it :-/


 Thiago's new Lagoa cloud-based renderer is also a pretty impressive 
 use of
 HTML5 for a 3D DCC:

 http://home.lagoa.com/



 On Wed, May 15, 2013 at 6:15 AM, Stefan Kubicek s...@tidbit-images.comwrote:

 I have the slight feeling that this isn't necessarily going to slow 
 down the migration from desktop to web-based applications:
 https://www.youtube.com/watch?**v=YUsCnWBK8gchd=1https://www.youtub
 e.com/watch?v=YUsCnWBK8gchd=1

 Press release: 
 http://www.otoy.com/130501_**OTOY_release_FINAL.pdfhttp://www.otoy.c
 om/130501_OTOY_release_FINAL.pdf



 --
 --**-
 Stefan Kubicek
 --**-
 keyvis digital imagery
Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
   Phone:+43/699/12614231
www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--





--
---
   Stefan Kubicek
---
 keyvis digital imagery
Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
   Phone:+43/699/12614231
www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--

attachment: winmail.dat

Re: CrowdFX action errors

2013-05-16 Thread Chris Chia
Hi Jonny,
You could send me the scene. I'll take a look.

Regards,
Chris

Sent from my iPhone

On 16 May, 2013, at 7:21 PM, Jonny Grew 
jonny.g...@gmail.commailto:jonny.g...@gmail.com wrote:

I am creating custom actions on the standard pedestrian rig based on bvh mocap 
files (plotted out all transforms and then storing an action on transform 
f-curves)  These actions recall correctly when I apply them to the rig or drop 
them into the animation mixer.  However, when I am importing actor and applying 
the actions on a pedestrian crowd the animation on the arms is wrong - on some 
meshes it seems that the hands are swapped (the position of the right hand is 
where the left should be and visa-versa).

I have altered the mesh of the pedestrian to add variance on the clothing and 
hair (creating some female characters).  The action appears correct in the 
standard pedestrian rig and if I chose to use the same sources on all other 
characters there is a better result, however I want the male and female actors 
to have different idle, walk and run cycles so this isn't an option.  Is there 
any blindingly obvious reason this would be happening?

I'm using 2013 SP1

Cheers folks

www.Jonnygrew.comhttp://www.Jonnygrew.com
http://vimeo.com/jonnygrew/showreel2013


attachment: winmail.dat

Re: GridData widgets crashing in PPG

2013-05-10 Thread Chris Chia
Hi Matt,
Have you tried this issue in SP1 beta? We have some fixes for griddata.

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 8:30 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:

I’ve asked this before, but I have a little more info this time:

Anybody crash using Griddata widgets in a custom property PPG?

It seems I can only put one Griddata into a PPG.  If I use two, Softimage 
crashes when PPG events interacting with the griddata are invoked.



Matt


attachment: winmail.dat

RE: CrowdFX help again

2013-05-09 Thread Chris Chia
|| Now I have to find out, if bones could be exported as FBX and not just Crowd 
pointcache :D

If you are on 2014 subscription, do login and check the freebies for Crowd.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 5:51 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

OK, now I did my very first crowd simulation with CrowdFX! Finally I start to 
understand how it works, and actually, it's real fun...When I'm ready I'll 
share (and if my boss allows it of course)



Cheers!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, May 09, 2013 11:14 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

Hi Szabolcs,
I have sent you the file and have modified your scene.
All I can say is the walk cycle action clips need not have different actions 
such as Run_Idle_Front and Idle_Run_Front.
The new crowdfx is doing the blending for you.

Hint: follow the default pedestrian walk cycle to be on the Safe side.

Regards,
Chris

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 4:07 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

However I can't find the setting the minimum speed of the animations as it's 
indicated in the Documentation...

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

I RESOLVED!!! THANKS FOR EVEN thinking on it!

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: CrowdFX help again

Guys,

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
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this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
attachment: winmail.dat

RE: CrowdFX: Animation States

2013-05-09 Thread Chris Chia
Hello Byron,
You could do the following.


1.   CrowdFx  Simulation  New Basic Crowd

2.   CrowdFx  Actors  Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx   Crowd  Draw Directional Emitter

7.   CrowdFx  Simulation  Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Friday, May 10, 2013 4:18 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX: Animation States

I'm trying to set up a basic stadium crowd. I have tried following the help 
docs and used the New Crowd with Collision Avoidance and also New Basic 
Crowd. I have the actors emitting properly and I have set the velocity to 0 
since I want them to stay put. I'm getting tripped up with the States though. 
In the Behavior tree the Set Animation State node does not include the 3 
animations I chose when I imported the actor. I do see those animations if I 
drill into the Get Animations Sources Core node. How do I get those actions to 
show up for use in the States tree?
attachment: winmail.dat

Re: CrowdFX help...

2013-05-07 Thread Chris Chia
Hi Szabolcs,
Screenshot your ice tree (point cloud  behaviour and animation blending)
And tell us what u did?

And you said there is no state, what does that mean?

Regards,
Chris

Sent from my iPhone

On 7 May, 2013, at 5:37 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:

So, I started to dig into Crowd FX, and I tried to follow the help file for 
2014. I’ve set up my crowd, and I want to set up the animation states. 
Interesting that though I followed the guide step by step, I have no states in 
the ICE tree…Anyone know a true step-by-step tutorial?
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
attachment: winmail.dat

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:

As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele 
Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more experimentally and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it to 
No is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

/Jens

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
enriquecaball...@gmail.commailto:enriquecaball...@gmail.com wrote:
Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

but 2011 was a very troublesome release, the broken shader issue was painful

On Tue, May 7, 2013 at 11:59 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

I would definitely stay away from 2012 as there are some hidden gremlins that 
won’t show up until the data is migrated forward into a newer version.


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Cc: 3...@shedmtl.commailto:3...@shedmtl.com
Subject: Re: 2014 in production anyone?

My god Matt thanks so much for this bible!!!

Altought we dont rely on rt shaders, your manifesto is such a good pointer 
man Much appreciated

Thanks a big bunch!

Sly

Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555tel:514%20849-1555 F 514 
849-5025tel:514%20849-5025WWW.SHEDMTL.COMhttp://www.shedmtl.com/

On 2013-05-06, at 22:31, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
We haven’t switched to 2014 yet, but in testing we’ve encountered a number of 
regressions in important areas to us.  Let me emphasize what is important to us 
might not be important to you.

In our case the problem has been the ability to upgrade and migrate old data 
into a current release and have it continue to function as 

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not 
the right page ;)


Regards,
Chris

On 7 May, 2013, at 7:35 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:

Oh n. Today everybody has lost the sense of humor? :D

As I said, or Major regression, I mean that it’s our biggest problem so 
far…c’mon guys, don’t take everything so serious….

But if we are here, I followed the “tutorial” of creating CrowdFX, and to be 
honest, the description is not really straightforward…Is there any working step 
by step tutorial of crowdfx?

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more experimentally and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it to 
No is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

/Jens

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
enriquecaball...@gmail.commailto:enriquecaball...@gmail.com wrote:
Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

but 2011 was a very troublesome release, the broken shader issue was painful

On Tue, May 7, 2013 at 11:59 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

I would definitely stay away from 2012 as there are some hidden gremlins that 
won’t show up until the data is migrated forward into a newer version.


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Sylvain Lebeau

RE: WWD the 3D movie

2013-05-02 Thread Chris Chia
Which are the studios working on this? Impressive :D

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Thursday, May 02, 2013 8:39 AM
To: softimage@listproc.autodesk.com
Subject: WWD the 3D movie

Thought I'd plug it here since all rigging and animation (not to mention a 
considerable amount of topology work) is Softimage, and some familiar names 
from the list worked on it:

http://io9.com/walking-with-dinosaurs-3d-trailer-is-simply-stunning-486248262
attachment: winmail.dat

RE: WWD the 3D movie

2013-05-02 Thread Chris Chia
Should continue to buy more to support us ;)
We will catch that movie to give our support.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Thursday, May 02, 2013 2:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: WWD the 3D movie

It was all Animal Logic from storyboard to DI, even a good chunk of the EPing 
in the end fell onto us.
Only key person not in house staff was the director (Barry Cook), but he was 
around all the time and had his room here.
It's finished btw, it's just the release date that's far away, but the show's 
been wrapped.
Fair bit of Softimage and ICE in there.
You might be surprised by the budget and team size it got done with, but I 
don't think numbers have been disclosed yet :)

X, I doubt we're their best customers, game studios in Japan buy licenses in 
triple digit amounts ;)

On Thu, May 2, 2013 at 4:21 PM, Chris Chia 
chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote:
Which are the studios working on this? Impressive :D
attachment: winmail.dat

RE: Tips on volumetric strand render

2013-05-02 Thread Chris Chia
You could achieve this in compositing inside FX Tree.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Thursday, May 02, 2013 4:58 PM
To: softimage@listproc.autodesk.com
Subject: Tips on volumetric strand render


I am doing glowing trails using strands and it is working pretty much like I 
want it - see attached greenish trails with glowing tips. I have one snag 
though - the client really likes the look seen in the attached Trapcode still 
(the multi clored one) - much like lightpainting with long exposure time, so 
overlapping trails and especially bends in the trail become brighter by the 
exposure effect.



So my question is, is there a way to achieve something similar with MR and 
volumetric rendering of strands? Currently I am piping a gradient with high 
values for the glowing tip into the ambient slot of the Particle Volume Cloud, 
which would not provide the look my client likes :/



I would very much like to avoid finding an AE artist to do this in Trapcode 
since I need these trails to fly in between and behind 3D objects in the scene, 
and preferably also reflect in the surfaces of said objects.



Any tips are much appreciated!



Cheers - Morten




attachment: winmail.dat

Re: 2014 bug? Please confirm, guys

2013-04-30 Thread Chris Chia
Hi Szabolcs,
Sorry for the trouble. We'll investigate this asap to see if it is really a 
regression in 2014. Thanks for reporting!


Regards,
Chris

Sent from my iPhone

On 30 Apr, 2013, at 6:13 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:

Hi,

2014 users could you confirm please, that using Unhide All Polygons deselect 
currently selected polygons? It was working brilliantly in 2013, but now it’s 
crap, almost max-like shit. I’m really upset, we moved on 2014 because of the 
bugfixes, and we bump into a serious bug. C’mon Autodesk, why on Earth you 
touch something that is working perfectly And we have to wait several month 
to have a fix for this again??? Amazing. I’ll write my own tool for this 
meanwhile, but it’s a shame, and shame on me too, because as a betatester I 
haven’t noticed this bug. Autodesk MUST deliver hotfixes for small bugs, or 
must deliver service packs quite quickly…

Sorry for ranting, but I’m really upset, seeing Softimage having suffering from 
these

___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
attachment: winmail.dat

Re: scene size limit

2013-04-30 Thread Chris Chia
Hi Adrian,
You have to work in 2014 to enjoy the more than 2GB benefit. In earlier 
version, if the file is more than 2GB, then the file is not saved correctly. 
2014 would be able to allow you to save it correctly.

Can you do a merge scene and try to export the compound out into 2014?


Regards,
Chris

Sent from my iPhone

On 30 Apr, 2013, at 10:13 PM, adrian wyer 
adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote:

can anyone shed light on a method that's going to save my a$$?

working with heavy point cloud data in 2013SP1

scene size ended up being just a nat's over 2Gb

now i can't open the scene due to it's size being over some arbitrarily decided 
limit

although 2014 has no limit, it can't open the scene...

have i just lost a couple of days of work? is  my scene file corrupt?

if so.. thanks whoever decided that 2Gb was 'more than enough' !

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

adrian.w...@fluid-pictures.comblocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com
www.fluid-pictures.comblocked::blocked::blocked::http://www.fluid-pictures.com/

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

attachment: winmail.dat

Re: scene size limit

2013-04-30 Thread Chris Chia
Yes Rob and Stephen are right.
Just be careful and it's better to move to 2014 if you constantly work on big 
files.

As for Linux, I think it got to do with our Mr Mainwin... Not sure the exact 
reason. But if u do encounter more than 2gb file, we do provide warning message 
to notify the users.


Regards,
Chris


On 30 Apr, 2013, at 11:45 PM, Vladimir Jankijevic 
vladi...@elefantstudios.chmailto:vladi...@elefantstudios.ch wrote:

:) that's like saying go f**k yourself to the linux users. Thanks and I'm so 
happy to one of them :)


On Tue, Apr 30, 2013 at 5:37 PM, Stephen Blair 
stephenrbl...@gmail.commailto:stephenrbl...@gmail.com wrote:

Unless you are on Linux, apparently:


http://download.autodesk.com/global/docs/softimage2014/en_us/files/new_ViewingandPlayback.htm

Softimage now supports the scene (.scn) and model (.emdl) files of size up to 4 
GB on Windows and 2 GB on Linux operating systems.



On 30/04/2013 11:32 AM, Alan Fregtman wrote:
2014 does have a limit. It's 4GB, twice the previous limit. (Please correct me 
if I'm wrong, Chris.)



On Tue, Apr 30, 2013 at 10:13 AM, adrian wyer 
adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote:
can anyone shed light on a method that's going to save my a$$?

working with heavy point cloud data in 2013SP1

scene size ended up being just a nat's over 2Gb

now i can't open the scene due to it's size being over some arbitrarily decided 
limit

although 2014 has no limit, it can't open the scene...

have i just lost a couple of days of work? is  my scene file corrupt?

if so.. thanks whoever decided that 2Gb was 'more than enough' !

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829

adrian.w...@fluid-pictures.com
www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71






--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.chhttp://www.elefantstudios.ch
---
attachment: winmail.dat

Re: scene size limit

2013-04-30 Thread Chris Chia
And yes to Alan too. You are right ;)

Regards,
Chris

On 30 Apr, 2013, at 11:33 PM, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:

2014 does have a limit. It's 4GB, twice the previous limit. (Please correct me 
if I'm wrong, Chris.)



On Tue, Apr 30, 2013 at 10:13 AM, adrian wyer 
adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote:
can anyone shed light on a method that's going to save my a$$?

working with heavy point cloud data in 2013SP1

scene size ended up being just a nat's over 2Gb

now i can't open the scene due to it's size being over some arbitrarily decided 
limit

although 2014 has no limit, it can't open the scene...

have i just lost a couple of days of work? is  my scene file corrupt?

if so.. thanks whoever decided that 2Gb was 'more than enough' !

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829

adrian.w...@fluid-pictures.com
www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71


attachment: winmail.dat

Re: scene size limit

2013-04-30 Thread Chris Chia
Yes as long as u are  2048MB for 2013 and  4096MB in 2014.


On 30 Apr, 2013, at 11:07 PM, adrian wyer adrian.w...@fluid-pictures.com 
wrote:

 i have one older scene that is 2030Mb and it opens, i'm cleaning what i can
 and offloading the clouds to reference models... seems to be working
 
 still lost best part if a days work though
 
 thanks anyway Chris
 
 :o(
 
 a
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
 Sent: 30 April 2013 16:01
 To: softimage@listproc.autodesk.com
 Cc: softimage@listproc.autodesk.com
 Subject: Re: scene size limit
 
 Hi Adrian,
 You have to work in 2014 to enjoy the more than 2GB benefit. In earlier
 version, if the file is more than 2GB, then the file is not saved correctly.
 2014 would be able to allow you to save it correctly.
 
 Can you do a merge scene and try to export the compound out into 2014?
 
 
 Regards,
 Chris
 
 Sent from my iPhone
 
 On 30 Apr, 2013, at 10:13 PM, adrian wyer
 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com
 wrote:
 
 can anyone shed light on a method that's going to save my a$$?
 
 working with heavy point cloud data in 2013SP1
 
 scene size ended up being just a nat's over 2Gb
 
 now i can't open the scene due to it's size being over some arbitrarily
 decided limit
 
 although 2014 has no limit, it can't open the scene...
 
 have i just lost a couple of days of work? is  my scene file corrupt?
 
 if so.. thanks whoever decided that 2Gb was 'more than enough' !
 
 a
 
 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829
 
 adrian.w...@fluid-pictures.comblocked::blocked::blocked::mailto:adrian.wyer
 @fluid-pictures.com
 www.fluid-pictures.comblocked::blocked::blocked::http://www.fluid-pictures.
 com/
 
 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71
 
 
 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2240 / Virus Database: 2641/5745 - Release Date: 04/14/13
 Internal Virus Database is out of date.
 
attachment: winmail.dat

Re: scene size limit

2013-04-30 Thread Chris Chia
After you save... The data in memory isn't saving to disk properly as it's 
exceeding it's limit.


On 1 May, 2013, at 2:55 AM, Eric Thivierge ethivie...@hybride.com wrote:

 Is that before or after you save your scene that becomes corrupt?
 
 Eric Thivierge
 ===
 http://www.ethivierge.com
 http://www.exocortex.com/species
 
 On 30/04/2013 12:27 PM, Chris Chia wrote:
 Yes Rob and Stephen are right.
 Just be careful and it's better to move to 2014 if you constantly work on 
 big files.
 
 As for Linux, I think it got to do with our Mr Mainwin... Not sure the exact 
 reason. But if u do encounter more than 2gb file, we do provide warning 
 message to notify the users.
 
 
 Regards,
 Chris
 
 
 On 30 Apr, 2013, at 11:45 PM, Vladimir Jankijevic 
 vladi...@elefantstudios.chmailto:vladi...@elefantstudios.ch wrote:
 
 :) that's like saying go f**k yourself to the linux users. Thanks and I'm so 
 happy to one of them :)
 
 
 On Tue, Apr 30, 2013 at 5:37 PM, Stephen Blair 
 stephenrbl...@gmail.commailto:stephenrbl...@gmail.com wrote:
 
 Unless you are on Linux, apparently:
 
 
 http://download.autodesk.com/global/docs/softimage2014/en_us/files/new_ViewingandPlayback.htm
 
 Softimage now supports the scene (.scn) and model (.emdl) files of size up 
 to 4 GB on Windows and 2 GB on Linux operating systems.
 
 
 
 On 30/04/2013 11:32 AM, Alan Fregtman wrote:
 2014 does have a limit. It's 4GB, twice the previous limit. (Please correct 
 me if I'm wrong, Chris.)
 
 
 
 On Tue, Apr 30, 2013 at 10:13 AM, adrian wyer 
 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com 
 wrote:
 can anyone shed light on a method that's going to save my a$$?
 
 working with heavy point cloud data in 2013SP1
 
 scene size ended up being just a nat's over 2Gb
 
 now i can't open the scene due to it's size being over some arbitrarily 
 decided limit
 
 although 2014 has no limit, it can't open the scene...
 
 have i just lost a couple of days of work? is  my scene file corrupt?
 
 if so.. thanks whoever decided that 2Gb was 'more than enough' !
 
 a
 
 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829
 
 adrian.w...@fluid-pictures.com
 www.fluid-pictures.com
 
 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71
 
 
 
 
 
 
 --
 ---
 Vladimir Jankijevic
 Technical Direction
 
 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich
 
 +41 44 500 48 20
 
 www.elefantstudios.chhttp://www.elefantstudios.ch
 ---
 
 
attachment: winmail.dat

Re: libGL.so error, elrepo NVIDIA drivers, Viewport is not displaying geometry.

2013-04-18 Thread Chris Chia
What Nvidia card are you having?
Why can't you download the drivers from the official nvidia site?

Did you do a lspci command to see whether your card is being recognised by your 
OS?


On 19 Apr, 2013, at 6:35 AM, Macbeth R. 
berser...@gmail.commailto:berser...@gmail.com wrote:



Hi I'm having trouble installing Softimage using Nvidia drivers from ELREPO.

Softimage opens and everything works fine, except the viewport is not 
displaying geometry only bounding boxes.

The steps for the installation where:

Install Centos 6.3
Install Nvidia Drivers from ELREPO (noveau driver is blacklisted)
reboot
Yum Update
Install Softimage
edit /etc/hosts

Softimage opens giving following error and no geometry on viewport:

' libGL error: failed to load driver: swrast
' libGL error: Try again with LIBGL_DEBUG=verbose for more details.
' WARNING : HQV has been disabled because latest shader profile isn't supported.


Runing XSI with LIBGL_DEBUG=verbose gives the following error:


' libGL: screen 0 does not appear to be DRI2 capable
' libGL: OpenDriver: trying /usr/lib64/dri/swrast_dri.so
' libGL error: failed to load driver: swrast
' WARNING : HQV has been disabled because latest shader profile isn't supported.


Steps taken after this:
Installed ELREPO nvidia support for 32bit apps, (nvidia-x11-drv-32bit)
Manually blacklisted noveau drivers again (but i found that they were already 
blacklisted)


My guess is that Softimage is not finding the libGL.so provided by nvidia? 
which is in:
/usr/lib64/nvidia/libGL.so
/usr/lib64/nvidia/libGL.so.1
/usr/lib64/nvidia/libGL.so.310.44


So symlinking the libraries from:
/usr/lib64/libGL.so
/usr/lib64/libGL.so.1
/usr/lib64/libGL.so.1.2.0

To the nVidia ones, should do the trick? or is something totally different??
Do I have to compile the nvidia drivers? I don't like the idea of recompile on 
every kernel update.


attachment: winmail.dat

RE: How to make a deformer absolute ?

2013-04-17 Thread Chris Chia
Hi Bartek,
See our Dev's comment below:
--
Following code should help in his problem:

   Primitive prim = ctxt.GetInputValue( 0 );
   CString l_name = prim.GetFullName( );
   l_name = l_name.GetSubString( 0, l_name.FindString( L.polymsh ) );
   X3DObject l_child = Application().GetActiveSceneRoot().FindChild( 
l_name, L, CStringArray() );
   PolygonMesh meshModeling = l_child.GetActivePrimitive( ).GetGeometry( 0, 
siConstructionModeModeling );

   PolygonMesh 
meshAnimation(prim.GetGeometry(0,siConstructionModeAnimation));

   CVertexRefArray pointsModeling(meshModeling.GetVertices());
   CVertexRefArray pointsAnimation(meshAnimation.GetVertices());

   MATH::CVector3Array vectorsModeling = pointsModeling.GetPositionArray();
   MATH::CVector3Array vectorsAnimation = 
pointsAnimation.GetPositionArray();

   for (int p=0;pvectorsModeling.GetCount();p++){
  MATH::CVector3 delta = 
MATH::CVector3().Sub(vectorsAnimation[p],vectorsModeling[p]);
  
Application().LogMessage(CString(delta.GetX())+:+CString(delta.GetX())+:+CString(delta.GetX()));
   }



Main point here is when we get primitive like ctxt.GetInputValue then it exists 
in Direct Access Mode and second parameter 'siConstructionModeModeling' is 
ignored in this mode and returned polymesh is last regardless of parameter 
provided. Therefore delta in this case will be always 0. In order to avoid this 
constraint we need access primitive from scene. At this example by name.

--

Regards,
Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bartek Opatowiecki
Sent: Monday, April 15, 2013 6:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: How to make a deformer absolute ?

Is this simple code is going to give me a delta vector between
base model and deformed one while called from within a customOperator ?

PolygonMesh 
meshModeling(prim.GetGeometry(0,siConstructionModeModeling));
PolygonMesh 
meshAnimation(prim.GetGeometry(0,siConstructionModeAnimation));

CVertexRefArray pointsModeling(meshModeling.GetVertices());
CVertexRefArray pointsAnimation(meshAnimation.GetVertices());

CVector3Array vectorsModeling = pointsModeling.GetPositionArray();
CVector3Array vectorsAnimation = pointsAnimation.GetPositionArray();

for (int p=0;pvectorsModeling.GetCount();p++){
CVector3 delta = 
CVector3().Sub(vectorsAnimation[0],vectorsModeling[0]);

app.LogMessage(CString(delta.GetX())+:+CString(delta.GetX())+:+CString(delta.GetX()));
}

On Mon, Apr 15, 2013 at 10:06 AM, Chris Chia 
chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote:
Hi Bartek,
See below for our Dev's comments on your script:

His example code is not clear. In first 2 lines, user works with input at line 
2 which is mesh. In line 3, he works with outMesh.

Our dev gives the following example:
   Primitive prim = ctxt.GetInputValue( 0 );
   PolygonMesh mesh( prim.GetGeometry( 0, siConstructionModeAnimation ) );
   CVertexRefArray points = mesh.GetVertices();
   MATH::CVector3Array pos = points.GetPositionArray();
   const MATH::CVector3* l_pSrc = pos[0];

l_pSrc contains non-zero values.


Hope this explains.


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bartek Opatowiecki
Sent: Saturday, April 13, 2013 8:36 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: How to make a deformer absolute ?

Primitive prim = (CRef)ctx.GetInputValue(0,0);
PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeAnimation));
CVertexRefArray outPoints = outMesh.GetVertices();
CVector3Array pos = outPoints.GetPositionArray();

I'm calling that block of code from inside of a customOperator, ok ?
There is an Envelope Operator below. It has some bones
 so the mesh is being deformed by that bones.

PolygonMesh
 - Secondary Shape Modeling
 - Animation
  - MyOperator
  - EnvelopeOperator -
  -Shape Modeling
 - Modeling

How to get result of  EnvelopeOperator as an Array of absolute vectors, from 
within MyOperator Update callback ?
Actually  pos  is filled with zeroes.

Hope, you get what I mean :)

Thanks



On Sat, Apr 13, 2013 at 3:04 AM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
 wrote:
If you transform the vectors by the global kine transform of the object they 
come from they will be in world space.
Assuming you are reading from another object and getting its point

RE: How to make a deformer absolute ?

2013-04-17 Thread Chris Chia
Hi Bartek,
And in the example shown in the previous email (see below):
X3DObject l_child = Application().GetActiveSceneRoot().FindChild( l_name, L, 
CStringArray() );
PolygonMesh meshModeling = l_child.GetActivePrimitive( ).GetGeometry( 0, 
siConstructionModeModeling );

Because we are using GetActiveSceneRoot(), we are able to use the 
siConstructionModeModeling flag and it would return geometry from the last 
operator of the Modeling stack.

However, if you use:

PolygonMesh meshAnimation(prim.GetGeometry(0,siConstructionModeAnimation));

It will ignore the siConstructionModeAnimation flag and return the geo from the 
operator below itself it's same stack.
And one minor issue we spotted from your code sample, we believe it should be:

Application().LogMessage(CString(delta.GetX())+:+CString(delta.GetY())+:+CString(delta.GetZ()));

Hope this helps.



Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Wednesday, April 17, 2013 6:04 PM
To: softimage@listproc.autodesk.com
Subject: RE: How to make a deformer absolute ?

Hi Bartek,
See our Dev's comment below:
--
Following code should help in his problem:

   Primitive prim = ctxt.GetInputValue( 0 );
   CString l_name = prim.GetFullName( );
   l_name = l_name.GetSubString( 0, l_name.FindString( L.polymsh ) );
   X3DObject l_child = Application().GetActiveSceneRoot().FindChild( 
l_name, L, CStringArray() );
   PolygonMesh meshModeling = l_child.GetActivePrimitive( ).GetGeometry( 0, 
siConstructionModeModeling );

   PolygonMesh 
meshAnimation(prim.GetGeometry(0,siConstructionModeAnimation));

   CVertexRefArray pointsModeling(meshModeling.GetVertices());
   CVertexRefArray pointsAnimation(meshAnimation.GetVertices());

   MATH::CVector3Array vectorsModeling = pointsModeling.GetPositionArray();
   MATH::CVector3Array vectorsAnimation = 
pointsAnimation.GetPositionArray();

   for (int p=0;pvectorsModeling.GetCount();p++){
  MATH::CVector3 delta = 
MATH::CVector3().Sub(vectorsAnimation[p],vectorsModeling[p]);
  
Application().LogMessage(CString(delta.GetX())+:+CString(delta.GetX())+:+CString(delta.GetX()));
   }



Main point here is when we get primitive like ctxt.GetInputValue then it exists 
in Direct Access Mode and second parameter 'siConstructionModeModeling' is 
ignored in this mode and returned polymesh is last regardless of parameter 
provided. Therefore delta in this case will be always 0. In order to avoid this 
constraint we need access primitive from scene. At this example by name.

--

Regards,
Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bartek Opatowiecki
Sent: Monday, April 15, 2013 6:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: How to make a deformer absolute ?

Is this simple code is going to give me a delta vector between
base model and deformed one while called from within a customOperator ?

PolygonMesh 
meshModeling(prim.GetGeometry(0,siConstructionModeModeling));
PolygonMesh 
meshAnimation(prim.GetGeometry(0,siConstructionModeAnimation));

CVertexRefArray pointsModeling(meshModeling.GetVertices());
CVertexRefArray pointsAnimation(meshAnimation.GetVertices());

CVector3Array vectorsModeling = pointsModeling.GetPositionArray();
CVector3Array vectorsAnimation = pointsAnimation.GetPositionArray();

for (int p=0;pvectorsModeling.GetCount();p++){
CVector3 delta = 
CVector3().Sub(vectorsAnimation[0],vectorsModeling[0]);

app.LogMessage(CString(delta.GetX())+:+CString(delta.GetX())+:+CString(delta.GetX()));
}

On Mon, Apr 15, 2013 at 10:06 AM, Chris Chia 
chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote:
Hi Bartek,
See below for our Dev's comments on your script:

His example code is not clear. In first 2 lines, user works with input at line 
2 which is mesh. In line 3, he works with outMesh.

Our dev gives the following example:
   Primitive prim = ctxt.GetInputValue( 0 );
   PolygonMesh mesh( prim.GetGeometry( 0, siConstructionModeAnimation ) );
   CVertexRefArray points = mesh.GetVertices();
   MATH::CVector3Array pos = points.GetPositionArray();
   const MATH::CVector3* l_pSrc = pos[0];

l_pSrc contains non-zero values.


Hope this explains.


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bartek Opatowiecki
Sent: Saturday, April 13, 2013 8:36 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: How to make

Re: HQV Reliability

2013-04-17 Thread Chris Chia
HQV comes with caching mechanism in 2014.


On 18 Apr, 2013, at 1:52 AM, Gustavo Eggert Boehs 
gustav...@gmail.commailto:gustav...@gmail.com wrote:

From my experience it seems to be pretty reliable on most cases, although slow 
in 2013. One thing that seems to make it really slow on my old nVidia card is 
Bump mapping. On an iMac ATI bump mapping will just make it crash.


2013/4/17 Christopher 
christop...@thecreativesheep.camailto:christop...@thecreativesheep.ca
I want to know how many people can get HQV to work and how many cannot ?

A simple sphere will work without any crashes, if I load an object and turn on 
HQV, Softimage will crash, each and every time.  With software, little things 
can break other things, I changed the shader profile from nVidia OpenGL 3.x to 
Nvidia OpenGL 4.x seen in this image hoping that would solve the HQV crashes 
which did not solve anything.

 image.jpg

::Christopher



--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog
attachment: winmail.dat

RE: ICE Tree on reference model, what gives?

2013-04-17 Thread Chris Chia
Hi Vincent,
Thanks for the info.
I have forwarded this issue to the team for further investigation.

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
Sent: Thursday, April 18, 2013 12:38 PM
To: softimage
Subject: ICE Tree on reference model, what gives?

Hi List, long time no see :-)

I read this in the Softimage 2013 SP1 fix 
listhttp://images.autodesk.com/adsk/files/Autodesk_Softimage_2013_SP1.pdf:

SOFT-  Saving a scene with an ICE tree on a referenced model and loading it 
back up and you lose the ICE Tree completely.
However, when doing the following I lose the ICE Tree completely:
1) Get Primitive  Character  Biped
2) Right-Click  Convert to Reference
3) Create an ICE Tree on the character mesh
4) Save and reopen the scene
5) ICE Tree has disappeared!
Looks like it may be related to the enveloppe since everything works if the 
character is frozen or if I test against a simple sphere.
Someone confirmed to me that the same happens in 2014.
Any ideas?

Vincent
attachment: winmail.dat

RE: unresponsive under win7

2013-04-16 Thread Chris Chia
Hi Sebastian,
Could you give us some info? Like any repro steps? And what's your machine 
specs? 
Also have you updated your graphics driver and cleared the XSI preference 
folder?


Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian Kowalski
Sent: Tuesday, April 16, 2013 10:28 PM
To: softimage@listproc.autodesk.com
Subject: unresponsive under win7

it doesnt matter if I have aero switched on or not, soft is unresponive, 
switching to other apps in the background or freezing up when running some 
heavier (even when they are running only on one thread) sims and/ or try to 
cache. and sometimes its not even writing the caches. its not crashing, it is 
coming back at some point (end of framerange) is this something only my side, 
or is somebody experiencing the same?

its so frustrating!

s.


attachment: winmail.dat

RE: How to make a deformer absolute ?

2013-04-15 Thread Chris Chia
Hi Bartek,
See below for our Dev's comments on your script:

His example code is not clear. In first 2 lines, user works with input at line 
2 which is mesh. In line 3, he works with outMesh.

Our dev gives the following example:
   Primitive prim = ctxt.GetInputValue( 0 );
   PolygonMesh mesh( prim.GetGeometry( 0, siConstructionModeAnimation ) );
   CVertexRefArray points = mesh.GetVertices();
   MATH::CVector3Array pos = points.GetPositionArray();
   const MATH::CVector3* l_pSrc = pos[0];

l_pSrc contains non-zero values.


Hope this explains.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bartek Opatowiecki
Sent: Saturday, April 13, 2013 8:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: How to make a deformer absolute ?

Primitive prim = (CRef)ctx.GetInputValue(0,0);
PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeAnimation));
CVertexRefArray outPoints = outMesh.GetVertices();
CVector3Array pos = outPoints.GetPositionArray();

I'm calling that block of code from inside of a customOperator, ok ?
There is an Envelope Operator below. It has some bones
 so the mesh is being deformed by that bones.

PolygonMesh
 - Secondary Shape Modeling
 - Animation
  - MyOperator
  - EnvelopeOperator -
  -Shape Modeling
 - Modeling

How to get result of  EnvelopeOperator as an Array of absolute vectors, from 
within MyOperator Update callback ?
Actually  pos  is filled with zeroes.

Hope, you get what I mean :)

Thanks




On Sat, Apr 13, 2013 at 3:04 AM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
If you transform the vectors by the global kine transform of the object they 
come from they will be in world space.
Assuming you are reading from another object and getting its point positions 
(and those are local) and want their global coordinates the above step is what 
you need.
If you want them in the space of another object then you will have to do the 
above and also multiply by the inverse of the object's global transform you 
want them to be in the space of.

You can chain those two matrices outside the loop taking care of the pointpos 
vectors, as they are per object, to save some cycles.

Unless you were asking for something else.

On Sat, Apr 13, 2013 at 6:45 AM, Bartosz Opatowiecki 
b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
Actually it is false, because I got deformed vertices
into my deformer any way. So anything I do inside my operator
is relative to the previous operator in the stack...

Instead, I want to get vertices in world space or in X3DObject space
fed into my deformer. How can I do that ?

W dniu 2013-04-12 22:33, Alan Fregtman pisze:
Yeah, it should.

You're reading from the Modeling stack, so the envelope didn't happen at that 
point.

Then you're setting the positions, so anything between your operator and the 
Modeling marker might as well not exist because it's overridden by your data.


On Fri, Apr 12, 2013 at 4:26 PM, Bartosz Opatowiecki 
b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
Hey,

Lets forget about node transformations, only vertices are being deformed.
If, within an update function I get a geometry like this:

Primitive prim = (CRef)ctx.GetInputValue(0,0);
PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeModeling));
CVertexRefArray outPoints = outMesh.GetVertices();
CVector3Array pos = outPoints.GetPositionArray();

and put its data back:

Primitive outPrim(ctx.GetOutputTarget());
PolygonMesh outMesh(outPrim.GetGeometry(0,siConstructionModeModeling));
CVertexRefArray outPoints = outMesh.GetVertices();
outPoints.PutPositionArray(pos);

my output mesh should stay still even if envelope operator is below it.
Am I right ?

W dniu 2013-04-12 20:10, Alan Fregtman pisze:
From what you said you're already setting the pointpositions (aka deforming), 
so you have already taken over. You can set the deformation to be absolute if 
your data is absolute and taking the object's transform into consideration.

If you mean if you can disable operators downwards... no, you can't.


On Fri, Apr 12, 2013 at 12:18 PM, Bartek Opatowiecki 
b.opatowie...@gmail.commailto:b.opatowie...@gmail.com wrote:
Hi,

I'm working on a customOperator which is deforimg a mesh.
It is sitting at the top of an animation construction mode .
I would like it to take over the deformation at some point
and ignore entire construction stack below it.

thanks,
Bartek







--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!

attachment: winmail.dat

Testing

2013-04-12 Thread chris chia
Testing
  

Re: Friday Flashback #115

2013-04-12 Thread Chris Chia
Yes Matt. That was what I meant as I didn't know the price of XSI 1.0. Assuming 
if it was the price of the current Softimage, then those packaging and thick 
copies of printed docs would have constitute to a big portion of the cost price.


On 13 Apr, 2013, at 11:32 AM, Matt Lind ml...@carbinestudios.com wrote:

 printing wasn't a huge concern in those days as the software sold for nearly 
 $13,000 USD with about $200 going towards printing and manufacturing 
 materials.  The extra materials acted as a way to help justify the high cost 
 of the software in the eyes of a pre-internet sales business climate.  When 
 people spend more, they expect more in the box.
 
 The main issue was the web wasn't developed enough as a distribution medium 
 to handle full releases on a mass scalealthough in the case of XSI v1.0 
 the installer was only 30 MB (vs. 1.6 GB today).  Most of the disc spaced was 
 consumed by help documentation and example content which were both much 
 larger.  While help documentation was electronic from day one in HTML format, 
 web browsers weren't very good leading to graphics glitches, slow 
 performance, and limited search and navigation capabilities.  It wasn't until 
 years later that web browsers improved enough to make replacing printed 
 materials practical.
 
 Printing costs weren't a strong factor until the software prices came down to 
 their present levels.  Scheduling the manufacturing of printed materials was 
 probably a bigger issue as it required a lot of lead time sometimes pushing a 
 release out the door before it was ready to ensure it was delivered by the 
 announced release date.
 
 
 Matt
 
 
 
 
 
 
 From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia 
 [chris.c...@autodesk.com]
 Sent: Friday, April 12, 2013 8:05 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #115
 
 I really wonder how much XSI 1.0 would have cost given that those prints 
 would have been very expensive in the past...
 
 Sent from my iPhone
 
 On 13 Apr, 2013, at 1:13 AM, Stephen Blair stephenrbl...@gmail.com wrote:
 
 Softimage Friday Flashback #115
 http://wp.me/powV4-2FJ
 The XSI 1.0 box set
attachment: winmail.dat

Re: dumb simulated/unsimulated ICE trees question

2013-04-12 Thread Chris Chia
It's a matter of whether you want it simulated for all frame or just the first 
frame. And at modeling stack, you could still add operators on top of your 
deformer Ice tree or shuffle their orders ;)

Sent from my iPhone

On 13 Apr, 2013, at 6:55 AM, Sam sbowl...@cox.netmailto:sbowl...@cox.net 
wrote:

I have created a very basic push deform that deforms a sphere based on the 
distance from a null. It works fine as an unsumulated ICE tree as long as the 
timeline isn’t playing, but once I hit play on the timeline it does nothing. 
I’ve tried moving it to the simulated tree, but it adds to the “push” on every 
frame (as expected). I know I’m missing something simple, but can’t seem to get 
my head around it.
attachment: winmail.dat

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