Re: ICE - how to trigger RBD particles falling

2020-03-20 Thread Paul
You could do it with states.  State 1 emit position = point position. State 2 
whatever. 


Sent from my iPhone

> On 20 Mar 2020, at 16:44, x...@colorshopvfx.dk wrote:
> 
> It has been ages since I used ICE for anything remotely complex, so I 
> have totally forgotten how to do even simple things. I have looked 
> through example scenes and various stuff online without finding a 
> solution.
> 
> I need to generate particles on the surface of an object which stay 
> there, until they are triggered by a volume to start falling - ie a RBD 
> setup where I for instance in MOM previously have succede by modifying 
> the mass with a trigger object.
> 
> How would I go about this with ordinary RBD particles? All my attempts 
> so far result in no falling when I attempt to modify the mass.
> 
> Thanks :)
> 
> Cheers everyone and stay safe in these times - Morten
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RE: Bifrost graph - Really trying but it's not happening

2020-02-20 Thread paul
Thanks Thomas. I loved doing them

 

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 On Behalf Of Thomas Volkmann
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To: Official Softimage Users Mailing List. 
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Subject: Re: Bifrost graph - Really trying but it's not happening

 

Videos from Paul might actually convince me to take a look at Maya. I loved the 
ICE videos!

 

On Thu, Feb 20, 2020 at 12:18 PM Gerbrand Nel mailto:nagv...@gmail.com> > wrote:

I get the feeling ,allot of those videos will be kinda like the one where you 
tried ICE kinematics for the first time.

I still think that is one of the funniest things on the interwebs to date.

On 2020/02/19 20:10, Busty kelp wrote:

Hi Jonah,  

 

If you would like I’m happy to be paid By Autodesk to learn Bifrost in a public 
way!

 

I did that with ICE (although unpaid) and posted videos as I went, which became 
very popular and I’d consider myself an ICE expert now. 

People like watching other people learn as it’s more casual and less 
intimidating than watching an expert go through the motions.

 

Paul 

Sent from my iPad





On 19 Feb 2020, at 17:57, Jonah Friedman  <mailto:jon...@gmail.com> 
 wrote:

 

Hi Chris, 

 

I was also an avid ICE user for many years, and following that Fabric Engine. 
Being exposed to ICE was a turning point in my career in fact. 

 

I'm going to try to illustrate the difference with a simple graph that contains 
very familiar pieces that I can use to highlight the difference.This graph 
deforms a mesh with an f-curve on the x axis, applied to the Y position. The 
green grid is before, the white is after. 

 



 

 

The graph is doing familiar operations to ICE users with familiar names: 
get_point_position, converting the vector into scalars, applying an f-curve to 
one, and rebuilding the vector and setting the point positions all have 
essentially the same names and meanings in this graph. However the graph is 
different. (Note this is an internal build, if you notice discrepancies in the 
screenshot). 

 

To highlight the differences:

 

1. We can't just get point positions, we need to bring in a mesh first and get 
positions from that. Maya does not have the operator stack that XSI had, and so 
the graph is its own entity, and not a part of the mesh. Instead, the mesh is 
just an input. 

 

2. The part where we adjust the positions is operating on the per-point array 
of positions. However in the graph, this is just flowing data. Those three 
nodes in the center are processing the arrays. Ports shaped like hats instead 
of squares signify arrays. The graph is not operating in the context of 
per-point, but instead is just processing whole arrays in one shot. 

 

3. "set point position" needs a geometry to set point positions on. We can't 
set point positions on "this", we have to set them on data flowing in the 
graph, and there is no "this". The mesh is flowing through the graph on the 
purple connection. 

 

4. In the end we output the shape, and it appears in Maya as a "bif shape". 
This can be converted back to Maya geometry if you like, but is also renderable 
if needed. You could set up a Bifrost graph as a more-or-less traditional Maya 
deformer setup, but it'd require a bit more setup. (We're improving this too 
with improvements to the Maya integration). 

 

The fact that this mesh is flowing through the graph just like any other kind 
of data, buildable and modifiable, as pure data flow is the key difference from 
ICE to understand. Whole geometries can be created in the graph in multi-stage 
processes. Create_mesh_sphere outputs a sphere mesh and is programmed in the 
mesh, and that sphere can be used downstream for any purpose. 

 

---

 

Visualizing data: Watchpoints are not the same as the similar feature in ICE, 
the debug drawing. Instead right now to do visual diagnostics, you can use the 
"scope" nodes whose job it is to visualize data. For example, see the image 
below of "volume_scope" which visualizes volumes. This is working by generating 
strands in the graph to visualize the tile tree boxes (left) and flowlines in 
the volume (right). We're working on improving this as well. 


RE: Bifrost graph - Really trying but it's not happening

2020-02-20 Thread paul
Ha.. Yes probably.

 

As I recall, I was a bit Gung-Ho about how easy a 2bone IK chain would be, so 
didn’t even think to check before videoing myself going through explaining it. 
So I’ll not be doing that again. 

I really miss doing those ICE videos though.

 

Paul

 

From: softimage-boun...@listproc.autodesk.com 
 On Behalf Of Gerbrand Nel
Sent: 20 February 2020 11:17
To: softimage@listproc.autodesk.com
Subject: Re: Bifrost graph - Really trying but it's not happening

 

I get the feeling ,allot of those videos will be kinda like the one where you 
tried ICE kinematics for the first time.

I still think that is one of the funniest things on the interwebs to date.

On 2020/02/19 20:10, Busty kelp wrote:

Hi Jonah,  

 

If you would like I’m happy to be paid By Autodesk to learn Bifrost in a public 
way!

 

I did that with ICE (although unpaid) and posted videos as I went, which became 
very popular and I’d consider myself an ICE expert now. 

People like watching other people learn as it’s more casual and less 
intimidating than watching an expert go through the motions.

 

Paul 

Sent from my iPad





On 19 Feb 2020, at 17:57, Jonah Friedman  <mailto:jon...@gmail.com> 
 wrote:

 

Hi Chris, 

 

I was also an avid ICE user for many years, and following that Fabric Engine. 
Being exposed to ICE was a turning point in my career in fact. 

 

I'm going to try to illustrate the difference with a simple graph that contains 
very familiar pieces that I can use to highlight the difference.This graph 
deforms a mesh with an f-curve on the x axis, applied to the Y position. The 
green grid is before, the white is after. 

 



 

 

The graph is doing familiar operations to ICE users with familiar names: 
get_point_position, converting the vector into scalars, applying an f-curve to 
one, and rebuilding the vector and setting the point positions all have 
essentially the same names and meanings in this graph. However the graph is 
different. (Note this is an internal build, if you notice discrepancies in the 
screenshot). 

 

To highlight the differences:

 

1. We can't just get point positions, we need to bring in a mesh first and get 
positions from that. Maya does not have the operator stack that XSI had, and so 
the graph is its own entity, and not a part of the mesh. Instead, the mesh is 
just an input. 

 

2. The part where we adjust the positions is operating on the per-point array 
of positions. However in the graph, this is just flowing data. Those three 
nodes in the center are processing the arrays. Ports shaped like hats instead 
of squares signify arrays. The graph is not operating in the context of 
per-point, but instead is just processing whole arrays in one shot. 

 

3. "set point position" needs a geometry to set point positions on. We can't 
set point positions on "this", we have to set them on data flowing in the 
graph, and there is no "this". The mesh is flowing through the graph on the 
purple connection. 

 

4. In the end we output the shape, and it appears in Maya as a "bif shape". 
This can be converted back to Maya geometry if you like, but is also renderable 
if needed. You could set up a Bifrost graph as a more-or-less traditional Maya 
deformer setup, but it'd require a bit more setup. (We're improving this too 
with improvements to the Maya integration). 

 

The fact that this mesh is flowing through the graph just like any other kind 
of data, buildable and modifiable, as pure data flow is the key difference from 
ICE to understand. Whole geometries can be created in the graph in multi-stage 
processes. Create_mesh_sphere outputs a sphere mesh and is programmed in the 
mesh, and that sphere can be used downstream for any purpose. 

 

---

 

Visualizing data: Watchpoints are not the same as the similar feature in ICE, 
the debug drawing. Instead right now to do visual diagnostics, you can use the 
"scope" nodes whose job it is to visualize data. For example, see the image 
below of "volume_scope" which visualizes volumes. This is working by generating 
strands in the graph to visualize the tile tree boxes (left) and flowlines in 
the volume (right). We're working on improving this as well. 

 



 

 

To see the data in whole in numeric / text form, "dump_object" is your best bet 
which sends the data to a text file. In there you can see all the data that 
defines the geometries except volumes, which are still opaque for now.   

 

I'd also like to say it's a major concern of mine that Bifrost is not the 
easiest to learn and understand. It's not something we have a silver bullet for 
- some of the great things that ICE did are tricky for us and visual 
programming is not the easiest thing even in the case of ICE. We do however 
have multiple efforts underway to improve the situation. One nice example 
that's in right now that you may or may not have noticed - most nodes we sh

Re: Any Dinosaurs Still Lurking?

2018-05-16 Thread paul
Me since 2005 approx, so that probably makes me an Early Mammal compared to 
some of you .

I’m still using XSI like nothing’s happened and having moderate success forcing 
Studios that use my services to shoehorn my work into their pipeline.

This year I’m making my latest attempt to learn Maya and Houdini, just so I can 
get a bit more work, but can’t see either of them knocking XSI off the top spot 
any time soon, until they up their game to a comparable standard of creative 
fluidity. 


From: Prodeep Ghosh 
Sent: Wednesday, May 16, 2018 6:40 AM
To: Official Softimage Users Mailing 
List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=U2lcIcn4VE_TmKuwpq_WAi-kkcA5pmpFW6VuG_4Zaj8=5U97zgwFBWvy6A5mKEy9Vgwd6A_-2prUp1hPsgQFZ3E=
 
Subject: Re: Any Dinosaurs Still Lurking?

Still lurking.. from the days of Softimage3D and Eddie on Silicon Graphics 
Indigo Extreme and a trial version of Alias and Jeremy videos on the rack!:) 
And prior to that Cubicomp, Topaz and Tips. 

Your subject line caught my eye:)

Cheers.

On Wed, May 16, 2018 at 10:11 AM, Pierre Schiller 
 wrote:

  @Cesar, glad to know that!! 

  //

  I think that anyone who used the particle system up to version 6 may as well 
qualify as Dino. :)

  How was everyone experience with the transition to the new particle system on 
version 7? :)

  On Tue, May 15, 2018, 17:42 Cesar Saez  wrote:

Not sure I qualify as a dinasour, but I'm still around. Although just like 
Alan, I moved to software development/pipeline. 

By the way, we are still using Softimage on Lego movies at Animal Logic 
(rigging, layout and animation), we have moved away on other IPs but lego stuff 
is still on the legacy pipeline :) 

On Wed, May 16, 2018, 5:02 AM Martin Chatterjee 
 wrote:

  Not sure if I qualify as a dinosaur, but I'm still around. :) 

  I rarely spend time working Softimage nowadays, but am still glancing 
over the thread subjects of the mailing list regularly and read threads that 
seem interesting and not too rant'y (if that's a word)

  Cheers, Martin

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 Martin Chatterjee
   
  [ Freelance Technical Director ]
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  On Fri, May 11, 2018 at 6:23 PM, Bradley Gabe  wrote:

Just curious?

Now that I’m a resident in San Antonio, I was reminiscing about old 
SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage 
mailing lists, for me at least, were my Facebook before there was official 
social media.

San Antonio still owes me a camera! -- Softimage Mailing List. To 
unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Houdini : non VFX jobs?

2018-05-14 Thread paul
In soft, you can make a shape in Secondary shape mode and have it reverse the 
skinning and save the shape, and in Maya, the new Shape manager allows the easy 
creation of corrective shapes in context of others.

How are blendshapes stored in Houdini? Are they always procedurally generated 
from other meshes, or can the delta be saved somehow as an attribute.


From: Jordi Bares 
Sent: Monday, May 14, 2018 10:19 AM
To: Paul Smith ; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HQQzmvrJp_c6r0aZWeyiloxvslTHShSoKpfCa_wa3Pk=DhQiSuNc7MDO8HWz2nJODhvQdQaHEhA5-tbawWabp0o=
 
Subject: Re: Houdini : non VFX jobs?


  On 14 May 2018, at 09:59, <p...@bustykelp.com> <p...@bustykelp.com> wrote:


  Anyway.  What I’m talking about is a tool that helps with the creation of 
shapes that are , for example in context of the current pose of the skinned 
mesh. Or making a shape that is a corrective, in context of 2 or more other 
shapes that are applied, and that kind of thing.
  All this is doable without a shape manager of course, but it takes longer, 
and can become tedious when you have to keep doing it. Its very nice to have a 
tool to make this happen in a no-brainer way and not have workarounds that 
undermine and stall the flow of enthusiasm.


Correct me if I am wrong but this is not a standard thing in any package 
actually… I wish it was though.
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Re: Houdini : non VFX jobs?

2018-05-14 Thread paul
Hi Andreas,

When I say a shape manager, I don’t mean the part that applies the shapes as a 
deformer. I know that’s very easy to do and I never really use that part in 
Softimage I mostly use ICE. I do a lot of stuff with the deltas of Blendshapes 
that aren’t necessarily using them in a ‘traditional’ way.

(When I do mix blendshapes together in ICE, I dont just mix them in a linear 
additive way. I might have multiple streams that override other streams using 
the power of the nodal network ICE allows.  I know I can do the same in VOPS. 
However often I’m using the difference in the angle of surfaces to Rotate 
shapes. This is nowhere near as easy in Houdini as there aren’t many inbuilt 
geometry attributes to look up( like Point reference frame) and Matrices didn’t 
appear to be allowed as attributes. I found my trees were 4 times the size to 
achieve the same results as I had to keep manually constructing things like 
Point reference frame and found I couldn’t just make it as a freestanding 
‘compound node’ as it needed input wires ( although you probably can with VEX)

Anyway.  What I’m talking about is a tool that helps with the creation of 
shapes that are , for example in context of the current pose of the skinned 
mesh. Or making a shape that is a corrective, in context of 2 or more other 
shapes that are applied, and that kind of thing.
All this is doable without a shape manager of course, but it takes longer, and 
can become tedious when you have to keep doing it. Its very nice to have a tool 
to make this happen in a no-brainer way and not have workarounds that undermine 
and stall the flow of enthusiasm. 


From: Andreas Böinghoff 
Sent: Friday, May 11, 2018 4:35 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Houdini : non VFX jobs?

On 5/11/2018 5:21 PM, p...@bustykelp.com wrote:

  Is it possible to make something like a ‘Shape Manager’ in Houdini? 
On SOP level you can use the Blend shape node. Or you make your own one. 
Blendshapes are just an linear interpolation between two meshes with the same 
topo. 


If you want to make your custom deformer use the mix node in VOPs or the lerp 
function in vex. For weighting you can use any float attribute.

Andy

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Re: Houdini : non VFX jobs?

2018-05-11 Thread paul
Is it possible to make something like a ‘Shape Manager’ in Houdini? 
I can understand that it sounds bad to try and force ‘traditional workflows’ 
into Houdini. However, it seems a bit purist and counterproductive to not allow 
useful creation tools just because they aren’t part of the procedural workflow. 
Its not like having a shape manager in there to create shapes / correctives 
easily and in context of the rig is going to suddenly corrupt everyone and make 
them stop using a procedural approach.  I need both when I’m doing work in XSI.
I think having 3d software that goes from simple accessible and easy, when you 
want to do creative work, to Very deep when you want to do complex stuff, is 
the best approach.  These types of ‘traditional’ tools aren’t going to be 
noticeable to the people that don’t want to use them.


From: Jordi Bares 
Sent: Friday, May 11, 2018 4:05 PM
To: Paul Smith ; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=b3UIXUuym66S4YPhMqJJyQ58HuVf_IMuoZ8tZrzPmVM=0IXRO4Vmp_3CTvEuaoXOaBvNX9oWqDeX1EvXCYLD35w=
 
Subject: Re: Houdini : non VFX jobs?

You hit the nail on the head with “Slow stop-start workflows can stall your 
creative flow”, that is the critical factor for me as well, in the sense that 
in a few occasions (may be too many?) you are forced/invited to stop your 
creative flow to write your own tool (for example a path deform) and that 
should be there from the start. This is getting better though so I am hopeful.

But I do not agree with your suggestion of “wrapping”, the self tools really is 
a framework to do those but I don’t think SideFX should be the one promoting 
traditional workflows because I suspect it will lead to linear networks and 
although the motive is great, the result may be a non-Houdini approach, 
remember Houdini is a huge massively parallel ICE network.

And yes, Softimage workflow is/was king, no doubt…

Jb





  On 11 May 2018, at 14:28, <p...@bustykelp.com> <p...@bustykelp.com> wrote:

  I Agree.

  I know that Houdini has a wider scope and thus more ability to achieve 
ultimately whatever you want, than XSI / ICE.
  However, in my character workflow, I’m diving into ICE, making a deformer, 
going back and adding shapes, reading nearby surfaces, and in ICE using them to 
rotate the vectors of shapes deltas, readjusting the shapes, and generally ping 
ponging around between programming and using ‘traditional’ tools to feed into 
the procedure that leads to the final result. In XSI that all happens without 
the slightest delay or workaround as everything is just there. for me 
personally, I can do everything i wish to do with ICE/XSI.
  Obviously I know XSI inside out which helps, but my forays into Houdini never 
give me hope that I will ever have that workflow at my fingertips. 
  I feel like it needs a layer above the deeper procedural approach, that gives 
you some tools to manage blendshapes etc. Maya now has a decent version of 
Softimage’s shape mixer. I know that Houdini doesnt’ want to keep its 
‘everything procedural’ approach but sometimes you just want to make a shape 
and thats it, and you might want to see it in context of the rig, and be able 
to do a ‘secondary shape mode’ etc, and not have to make your own ‘tools’ to do 
this. Sculpting is not something that fits well within Houdini’s philosophy, 
but again ,if you want to do characters, then its a necessary thing to be able 
to make poses look good. and you dont always want to export, Zbrush it, import. 
hook up blendshape shape etc.. Slow stop-start workflows can stall your 
creative flow.

  I definitely think that if they can add a level of ‘art’ tools that can feed 
back into the procedural system seamlessly without interfering , then it would 
make Houdini more appealing and fun to use. 

  From: Alastair Hearsum
  Sent: Friday, May 11, 2018 2:03 PM
  To: softimage@listproc.autodesk.com
  Subject: Re: Houdini : non VFX jobs?

  I see ease of access as a liberating force


  On 11/05/2018 12:47, Jordi Bares wrote:

I see technology and maths as a liberation force so I want to think it is 
about a personal attitude towards the challenge of getting out of your comfort 
zone, not age (but may be the fact that keep getting older makes me biased??  
;-)  

jb

  On 10 May 2018, at 20:38, Olivier Jeannel <facialdel...@gmail.com> wrote:

  I'm from an old fine art degree. Proceduralism and other math / vector 
thingy are the best creative things that happened to me :)

 


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Re: Houdini : non VFX jobs?

2018-05-11 Thread paul
I Agree.

I know that Houdini has a wider scope and thus more ability to achieve 
ultimately whatever you want, than XSI / ICE.
However, in my character workflow, I’m diving into ICE, making a deformer, 
going back and adding shapes, reading nearby surfaces, and in ICE using them to 
rotate the vectors of shapes deltas, readjusting the shapes, and generally ping 
ponging around between programming and using ‘traditional’ tools to feed into 
the procedure that leads to the final result. In XSI that all happens without 
the slightest delay or workaround as everything is just there. for me 
personally, I can do everything i wish to do with ICE/XSI.
Obviously I know XSI inside out which helps, but my forays into Houdini never 
give me hope that I will ever have that workflow at my fingertips. 
I feel like it needs a layer above the deeper procedural approach, that gives 
you some tools to manage blendshapes etc. Maya now has a decent version of 
Softimage’s shape mixer. I know that Houdini doesnt’ want to keep its 
‘everything procedural’ approach but sometimes you just want to make a shape 
and thats it, and you might want to see it in context of the rig, and be able 
to do a ‘secondary shape mode’ etc, and not have to make your own ‘tools’ to do 
this. Sculpting is not something that fits well within Houdini’s philosophy, 
but again ,if you want to do characters, then its a necessary thing to be able 
to make poses look good. and you dont always want to export, Zbrush it, import. 
hook up blendshape shape etc.. Slow stop-start workflows can stall your 
creative flow.

I definitely think that if they can add a level of ‘art’ tools that can feed 
back into the procedural system seamlessly without interfering , then it would 
make Houdini more appealing and fun to use. 

From: Alastair Hearsum 
Sent: Friday, May 11, 2018 2:03 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Houdini : non VFX jobs?

I see ease of access as a liberating force


On 11/05/2018 12:47, Jordi Bares wrote:

  I see technology and maths as a liberation force so I want to think it is 
about a personal attitude towards the challenge of getting out of your comfort 
zone, not age (but may be the fact that keep getting older makes me biased??  
;-) 

  jb

On 10 May 2018, at 20:38, Olivier Jeannel  wrote:

I'm from an old fine art degree. Proceduralism and other math / vector 
thingy are the best creative things that happened to me :)

   
   

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Re: Set Driven Key Copy/Paste in Maya

2018-04-30 Thread paul
Thanks.
I decided to redo it  with the Node editor.. Thinking it might work a bit like 
ICE. However, after completing one leg, I discovered that you can’t just copy 
and paste that stuff either as it makes all kinds of new stuff in the scene. 
What a mess. I just don’t understand how Maya works at all.

I’m not going to make a scripted rigging pipeline, its not my thing. I like 
being able to invent/experiment on the fly. I don’t think I’m going to last 
long with Maya at this rate.

From: Ben Barker 
Sent: Monday, April 30, 2018 3:52 PM
To: p...@bustykelp.com ; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=cHxSfjNawD6DE5IeD5YO0jnwuQlTFpoodVxdnZvkFFQ=Fp3if3GKE2cMk4ODKlnMhvxv03fxI-zmHBQaZBRPsw4=
 
Subject: Re: Set Driven Key Copy/Paste in Maya

In Maya set driven keys are the same node as normal animation keys, the 
animCurve node:
http://download.autodesk.com/us/maya/2008help/Nodes/animCurve.html

There's a bunch of child nodes listed there with two letters after the 
"animCurve", which is the specific input/output that node handles.
So like, animCurveTU takes input time (t) and outputs double (u). All the 
animator set ones are the animCurveT* ones. All the animCurveU* ones are used 
for set driven keys.

I know this is always the maya answer but... I always did this with a script. 
AnimCurve nodes are almost always named after the object/attribute they are 
connected to. So it's pretty easy to duplicate the animCurve node, parse out 
the attribute from the name, find your mirrored rig bit, and connect it up. You 
can use listConnections to find the driver node and do something similar.

Expression nodes are different. Essentially they just hold a giant string (the 
expression itself) and when it gets compiled Maya does some under the hood 
magic to make or break connections to the node. To mirror it you don't need two 
expression nodes (you can if you want), but you need to copy the text in the 
expression itself and search/replace your Lefts for your Rights. You can do 
this at any time and the expression will hook up to the attributes if they 
exist. Matt is right about using utility nodes in place of expressions if you 
can. 

Sometimes copy/pasting stuff works but it also makes a lot of garbage in the 
scene. Honestly with Maya the faster you can get to a scripted rigging pipeline 
the better. 

On Mon, Apr 30, 2018 at 8:12 AM,  wrote:



  Hello all,

  I am being forced into learning Maya again after an abandoned attempt last 
year.

  I am finding almost everything frustrating and harder than it needs to be, 
but todays annoying frustration is.. Copying expressions.. ( no drag and drop 
then edit - here) 

  I set up a foot controller, so it has some attributes (that drive some 
rotations on groups which in have IK goals parented to.)
  After doing one foot, I hoped it might be easy to copy/paste the set driven 
keys/expressions and edit them for the other foot controllers/legs.

  However this appears out to have been wishful thinking on my part. Its seems 
very opaque as to where these things actually reside and how they are edited / 
redistributed. After a fruitless trip around the node ditor/hypergraph etc, I 
can’t work out how to do this. I wonder if anyone could give me a clue as to 
what to do I’d be grateful.

  Last week I watched a video on how to mirror a rig. After 40 mins the 
conclusion of the video was ‘ the best method is to do it again manually on the 
other side!’

  When I learnt XSI, I remember having a lot of fun as my world of 
opportunities opened up. This is not so similar.

  If you'd like to unsubscribe and stop receiving these emails click here.

   

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Re: Set Driven Key Copy/Paste in Maya

2018-04-30 Thread paul
I should make it clear that I’m not learning Maya to supercede Softimage. I’m 
as happy with XSI as I’ve ever been and its going to continue to be my primary 
software.  

However, I have to learn to Rig in Maya as part of a thing I’m doing for a 
while. (And Its not fun.)


From: Olivier Jeannel 
Sent: Monday, April 30, 2018 3:03 PM
To: Official Softimage Users Mailing 
List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=LICctFwUlgb3unMGcQnwE31Clvejz2vGcfe6bNq3oZE=9fXHR89V-Vc7d-bukJe-_4jhHpqwgAstZ1LhvRKk_H8=
 
Subject: Re: Set Driven Key Copy/Paste in Maya


Paul is learning Maya ? What world are we living in ? 


2018-04-30 14:55 GMT+02:00 Matt Morris <matt...@gmail.com>:


  Commiserations :(  Its why I'm girding myself to learn python finally. 

  You can avoid set driven keys pretty much with utility nodes in maya, 
something like remap values will allow you to link attributes to SRT values. 
Those can be duplicated easily enough with ctrl-d (avoiding ctrl-c/ctrl-v 
unless you want a pasted copy of your entire character, why would you ever want 
to do that?!) but you still need to then wire them into the mirror side.

  On 30 April 2018 at 13:12, <p...@bustykelp.com> wrote:



Hello all,

I am being forced into learning Maya again after an abandoned attempt last 
year.

I am finding almost everything frustrating and harder than it needs to be, 
but todays annoying frustration is.. Copying expressions.. ( no drag and drop 
then edit - here) 

I set up a foot controller, so it has some attributes (that drive some 
rotations on groups which in have IK goals parented to.)
After doing one foot, I hoped it might be easy to copy/paste the set driven 
keys/expressions and edit them for the other foot controllers/legs.

However this appears out to have been wishful thinking on my part. Its 
seems very opaque as to where these things actually reside and how they are 
edited / redistributed. After a fruitless trip around the node ditor/hypergraph 
etc, I can’t work out how to do this. I wonder if anyone could give me a clue 
as to what to do I’d be grateful.

Last week I watched a video on how to mirror a rig. After 40 mins the 
conclusion of the video was ‘ the best method is to do it again manually on the 
other side!’

When I learnt XSI, I remember having a lot of fun as my world of 
opportunities opened up. This is not so similar.

If you'd like to unsubscribe and stop receiving these emails click here.

 

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Set Driven Key Copy/Paste in Maya

2018-04-30 Thread paul

Hello all,

I am being forced into learning Maya again after an abandoned attempt last year.

I am finding almost everything frustrating and harder than it needs to be, but 
todays annoying frustration is.. Copying expressions.. ( no drag and drop then 
edit - here) 

I set up a foot controller, so it has some attributes (that drive some 
rotations on groups which in have IK goals parented to.)
After doing one foot, I hoped it might be easy to copy/paste the set driven 
keys/expressions and edit them for the other foot controllers/legs.

However this appears out to have been wishful thinking on my part. Its seems 
very opaque as to where these things actually reside and how they are edited / 
redistributed. After a fruitless trip around the node ditor/hypergraph etc, I 
can’t work out how to do this. I wonder if anyone could give me a clue as to 
what to do I’d be grateful.

Last week I watched a video on how to mirror a rig. After 40 mins the 
conclusion of the video was ‘ the best method is to do it again manually on the 
other side!’

When I learnt XSI, I remember having a lot of fun as my world of opportunities 
opened up. This is not so similar.--
Softimage Mailing List.
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Re: attach objects to end of strand

2018-03-07 Thread paul
Yes.

Filter out the position of the point you want. By ID  or whatever.
Then get “set average” of the output of the filter ( to bring it into object 
context rather than point)
Then use that value to drive the Translation value of SRT to matrix and use the 
resulting matrix to drive the Global Kine of the object.

If you want to drive the rotation of the object , you can set the rotation by 
using the normal of the emitting object and have that rotation plugged into the 
SRT too(find it  via emit location or find closest location to geo) . Or if 
there is no object, you’ll have to make your own rotation. You could do this by 
using the strand itself.
Filter out the strand positions. Select 0 and 1 from the array, subtract one 
from the other and use the resulting vector as a direction to rotation.. You’ll 
need to also give it an up vector, but I can’t really help with that without 
looking at whats appropriate in your scene.


From: Francisco Criado 
Sent: Wednesday, March 07, 2018 3:59 PM
To: Official Softimage Users Mailing 
List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DzvCkegYcnvbFOXfX4GSk-_ywN-_axpSGiS3NsZjrpI=7gMfOFkOboBI7LaI1XyjSTzJmiRpQ0A4YiS9RFcn13s=
 
Subject: attach objects to end of strand

Hi guys, been a while since using Softimage over here! 
Simple question (maybe not that simple)
Using for example the Particle Strands Growing Roots scene, from the samples 
db, i would like to connect at the location of the particle, a simple geometry 
and keep the original shape of the strand in the strand itself (segment). Any 
quick ideas?

Thanks in advance!

Francisco.


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Re: Friday Flashback #329

2018-02-06 Thread paul
I still do!

From: Rob Wuijster 
Sent: Tuesday, February 06, 2018 9:06 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Friday Flashback #329

We had the greatest software!!
The best!
It's true!
Sad.

Rob

\/-\/\/On 6-2-2018 10:01, Morten Bartholdy wrote:

Better times - sadly

Morten



Den 2. februar 2018 klokken 19:25 skrev Stephen Blair 
mailto:stephenrbl...@gmail.com:


What's Cool This Week !
(Feb 2001)

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Re: Does anyone have any work going?

2018-01-25 Thread paul
Oh thanks such a lot Jeremie.

best wishes
Paul

From: Jeremie Passerin 
Sent: Thursday, January 25, 2018 3:53 PM
To: Official Softimage Users Mailing 
List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=yKFeWwO2Ptcy58V7YIz-uOs6nypP5JuYS_ad-TCRNq8=2faXRqW1JJzUHsOjZXp21XYEUyWYt-TCTCTyVCesV1Q=
 
Subject: Re: Does anyone have any work going?

If you were in L.A , I'd hire you immediately.  
Good luck Paul,  you're work has always been a  great source of inspiration. 

On Jan 25, 2018 07:44, "wavo" <w...@fiftyeight.com> wrote:

  Hello Paul,

  I send you  a privat email!

  Walter


  Am 1/25/2018 um 3:45 PM schrieb p...@bustykelp.com:

Hi,

I’m just wondering if anyone out there has any need of a generalist? I’m in 
need of work at the mo.

As a specialism I tend toward creatures / characters, but I’m happy to do 
anything. 

this was my last reel


https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_201132479=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=yKFeWwO2Ptcy58V7YIz-uOs6nypP5JuYS_ad-TCRNq8=7if_xe4mrUJ1IsNecr32a5XyYNlBIIJFqwfo2eYYYr8=

and this an old thing I did


https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3D-2Do9Fod9KigU=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=yKFeWwO2Ptcy58V7YIz-uOs6nypP5JuYS_ad-TCRNq8=vGGNv4-8dU2GijmL2I83WzwqkAqIcVf5ru2wLt5f0nM=

    thanks
Paul

 

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  Germany

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Re: Does anyone have any work going?

2018-01-25 Thread paul
Hi Mikael,

Thanks very much!!
I have a base understanding of Houdini, but I would be lying if I said I could 
hit the ground running.

Paul

From: mikael.petter...@gmail.com 
Sent: Thursday, January 25, 2018 2:59 PM
To: p...@bustykelp.com ; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5zSoxPP2IxaMA7vmLfWQD1eRfWUuB--xH5nMyy_gLFk=VFbRycMW_RJ-kYuFV185FPGH6I-Q0C4siydUj4wbVrg=
 
Subject: Re: Does anyone have any work going?

Hey Paul, 

I love your old xsi vids! How good are you with Houdini? We are ramping up the 
crowd department at MPC and need skilled Houdini TD’s. 

Cheers
Mikael

Sent from my iPhone

On 25 Jan 2018, at 14:45, <p...@bustykelp.com> <p...@bustykelp.com> wrote:


  Hi,

  I’m just wondering if anyone out there has any need of a generalist? I’m in 
need of work at the mo.

  As a specialism I tend toward creatures / characters, but I’m happy to do 
anything. 

  this was my last reel

  
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_201132479=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5zSoxPP2IxaMA7vmLfWQD1eRfWUuB--xH5nMyy_gLFk=_7iro5flV60SyLdcxmxhPext_k6EBGiupQyFs-Ej56c=

  and this an old thing I did

  
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3D-2Do9Fod9KigU=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5zSoxPP2IxaMA7vmLfWQD1eRfWUuB--xH5nMyy_gLFk=E7d0G9nX4QL3eE2PA9gBmRtJQhonpWjM-umVRZrb94Y=

  thanks
  Paul
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Does anyone have any work going?

2018-01-25 Thread paul
Hi,

I’m just wondering if anyone out there has any need of a generalist? I’m in 
need of work at the mo.

As a specialism I tend toward creatures / characters, but I’m happy to do 
anything. 

this was my last reel

https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_201132479=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=LZVirwPOywptqmi8huB6CMJryOvWGGd6gRv-dM1iEgc=ZYPJUYtC727Avh_sGQlQLN4Gqs8Nhc-myO1GG8-fV_k=

and this an old thing I did

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3D-2Do9Fod9KigU=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=LZVirwPOywptqmi8huB6CMJryOvWGGd6gRv-dM1iEgc=mecnz2Si6cEKI_zJajA6zaU3CQOwTjhqWvUaAn-HOTI=

thanks
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Re: misbehaving blendshapes

2017-08-08 Thread paul
Thanks. 

Yes local relative mode wont work in ICE by default.. Although you could make 
your own version of it with ICE.

ICE is amazing for shapes though. I rarely use the Shape Mixer for that 
nowadays. unless I want something really quick and simple doing

good luck with finding out the problem. I’m absolutely sure you’ll sort it out 

From: balazs kiss 
Sent: Tuesday, August 08, 2017 5:24 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: misbehaving blendshapes

Thanks a lot everyone!  
I'll go through your suggestions later, when I'm done with my current tasks. 
Paul, I've tried the method you showed on vimeo some time ago, and I remember 
bumping into a few issues. If I remember correctly I had to change the shape 
reference mode in order to make things work in ICE (local relative didn't 
work), and I didn't really have the time to experiment with it, although I had 
the impression, that doing shapes in ICE could be more versatile. Your videos 
are extremely helpful!

On Tue, Aug 8, 2017 at 3:04 PM, Matt Morris <matt...@gmail.com> wrote:

  Sometimes I get mesh corruption in the viewport, but freezing the modelling 
stack seems to refresh it back to normal.

  On 8 August 2017 at 11:57, <p...@bustykelp.com> wrote:

You could try applying the shapes in ICE (if you don’t know how I can show 
you) to see if they work ok. It seems the shapes themselves are intact.


From: - - 
Sent: Tuesday, August 08, 2017 11:49 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: misbehaving blendshapes

hi,

when using different sourcemeshes for the shapeanimation check first 
pointorder,

if this shapeanimation is also an enveloped, check what happend when using 
reset actor

and if so check the mesh maybe there is a tranlation-key!( check also the 
other sources!)

also check how does it look when rendert(maybe a display error,(maybe))

are there other deformers in stack if so mute and check.

is there is a Model-null not in the right (zero-translation)position.

if enveloped check the weight !

check also transforms

check check check ,good luck

Walter

  balazs kiss <fospu...@gmail.com> hat am 8. August 2017 um 10:30 
geschrieben:


  Greetings everyone! 

  I was running into some trouble today, and I could use some help, cause 
I've got no idea what's up. Things were fine when I saved the scene, and when I 
reopened today all my shapes looked messy. When I opened the shape manager to 
check the shapes they seemed ok, but when I move to the anim tab they look 
funny again. Observe :





  what am I missing?
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Re: misbehaving blendshapes

2017-08-08 Thread paul
You could try applying the shapes in ICE (if you don’t know how I can show you) 
to see if they work ok. It seems the shapes themselves are intact.


From: - - 
Sent: Tuesday, August 08, 2017 11:49 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: misbehaving blendshapes

hi,

when using different sourcemeshes for the shapeanimation check first pointorder,

if this shapeanimation is also an enveloped, check what happend when using 
reset actor

and if so check the mesh maybe there is a tranlation-key!( check also the other 
sources!)

also check how does it look when rendert(maybe a display error,(maybe))

are there other deformers in stack if so mute and check.

is there is a Model-null not in the right (zero-translation)position.

if enveloped check the weight !

check also transforms

check check check ,good luck

Walter

  balazs kiss  hat am 8. August 2017 um 10:30 geschrieben:


  Greetings everyone! 

  I was running into some trouble today, and I could use some help, cause I've 
got no idea what's up. Things were fine when I saved the scene, and when I 
reopened today all my shapes looked messy. When I opened the shape manager to 
check the shapes they seemed ok, but when I move to the anim tab they look 
funny again. Observe :





  what am I missing?
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Re: misbehaving blendshapes

2017-08-08 Thread paul
May also be worth checking that the shape mode hasn’t been changed ,to local 
(for example) by accident.



From: - - 
Sent: Tuesday, August 08, 2017 11:49 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: misbehaving blendshapes

hi,

when using different sourcemeshes for the shapeanimation check first pointorder,

if this shapeanimation is also an enveloped, check what happend when using 
reset actor

and if so check the mesh maybe there is a tranlation-key!( check also the other 
sources!)

also check how does it look when rendert(maybe a display error,(maybe))

are there other deformers in stack if so mute and check.

is there is a Model-null not in the right (zero-translation)position.

if enveloped check the weight !

check also transforms

check check check ,good luck

Walter

  balazs kiss  hat am 8. August 2017 um 10:30 geschrieben:


  Greetings everyone! 

  I was running into some trouble today, and I could use some help, cause I've 
got no idea what's up. Things were fine when I saved the scene, and when I 
reopened today all my shapes looked messy. When I opened the shape manager to 
check the shapes they seemed ok, but when I move to the anim tab they look 
funny again. Observe :





  what am I missing?
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Re: Houdini Digital Assets for Softies

2017-03-31 Thread paul
I think it should definitely be the case that Houdini should become more 
accessible. It doesn’t undermine the abilities of the app, to make it more user 
friendly.
For example, with Fabric engine, or in ICE, you can make a node that does 
‘everything’ with a bunch of parameters. Say a Fur system for artists, but you 
can go down inside through the internal compounds right down to the core maths, 
if you like. An artist doesn’t need to, but can do if he so fancies. This 
layering system, of complexity is one of the great things about ICE. It helps 
you learn it and one day be the guy who’s not just USING the tool, but making 
them. thats what happened to me.
But in terms of more ‘traditional’ usage, for example having a nice Shape 
making and managing tool etc etc, wouldnt suddenly dumb down Houdini in any way 
for the technical people who’d never want to use it. It just gives it a much 
broader range of accessibility for artists. At the moment, the people who use 
Houdini tend to be people who understand, enjoy and live in the technical 
sphere, but that isn’t for everyone.  

In general, there appears to be strange resistance, from people who are happy 
in their technical knowlege to ‘Philistines’ coming in and ‘Fisher Pricing’ 
their app. When I visit the Fabric forums, for example and requested some 
improvements to Canvas, I got a quite a few surprising replies from people ,in 
a deriding tone, telling me to learn KL as that would do what I wanted. 
I knew KL could do what I wanted, but I wanted to help them improve Canvas 
giving a helpful user point of view.  The Devs actually were open to my ideas, 
but its certain users that seem to peer down their noses at ‘arty farty’ 
non-coders.

I’m pretty technical for a lowly artist, but I find Houdini a bit of a slog 
compared to learning ICE.  

From: Olivier Jeannel 
Sent: Friday, March 31, 2017 11:24 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Houdini Digital Assets for Softies

I'm quite the opposite Morthen. I found that learning little math (add subtract 
vector mostly...) is just an open path to what's called "creativity" nowaday. 
I'm more in the particles "do stuff" part of the work than in the 
character-toon-story telling though.
I can't say that I'm excited by the modeling tools added in the 16 (I'm sure 
they are great), but having that wide software that's able to not lost 
attributes whatever the context, that constantly amaze me.



2017-03-31 12:00 GMT+02:00 Morten Bartholdy :

  Don't get me wrong - I understand the power and flexibility of Houdini and 
the fact that it stems from its core architecture and I am not looking for the 
3D equivalent of Kais Power Tools.

  It is however not very straightforward to use for the average 3D artist, no 
matter how experienced, nor is it easy to pick up. You need to be good at math 
and know syntax well, and that is plain and simply taking ressources away from 
the purely artistic part of the work which is why I do this. I want to make 
great work, not need a science degree to do it.

  I used to think that 3D software would evolve to become extremely user 
friendly so it would at some point be fairly easy for almost any user to do 
even very advanced stuff, so the real difference in output would be how skilled 
an artist you are.

  Obviously this is not the path SideFX has taken. It may be my future is not 
with Houdini, but Soft is parked at the roadside, Maya is a mess still, and the 
other competitors don't really come close to the level of these anyway, so 
naturally I am looking in the direction which is developing rapidly and outside 
of the dark side of AD.

  It is just that using Houdini seems like driving a car without a steering 
wheel but having a graphical UI with trigonometry controls to do the steering, 
and if you want more speed, no gas pedal, but go write an expression that 
provides the proper mix of gas and air and change the ignition timing. It is 
hardly intuitive and perhaps the goal is not to be that, but imagine if this 
solid core architecture was given a better interface, I am sure many more 
artists out there would jump the wagon straight away and we would see even more 
fantastic stuff created with Houdini plus make a lot of people more happy.

  I am guessing growing userbase and popularity is not a problem for SideFX, 
and making their software more accessible is probably very hard, and takes 
ressources away from developing new and better tools, but I really wish.

  Have a nice weekend all :)

  Morten








  > Den 31. marts 2017 klokken 10:26 skrev Dan Yargici :
  >
  >
  > I think people need to accept that just as they understandably expect
  > SideFX to push the software to be more approachable for themselves they
  > really ought to try and push themselves in the opposite direction also.
  >
  > If there was a theoretical race to DCC dominance, I'd 

Available for work

2017-03-29 Thread Paul Griswold
It's looking like I'll be teaching at a university in the fall, but
between now and then my schedule is open.

I'm honestly willing to tackle anything that'll help pay the bills. So
feel free to contact me off-list if you need someone to help out.

The university job isn't set in stone either, so if another
opportunity comes along I'm happy to hear about it.

Thanks

Paul

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Re: Random Thoughts about H.

2017-03-28 Thread paul
Yes. I have spent most of my time in VOPs so far and I have to say. I don’t 
find it as fun or fast as ICE to get stuff done and I don’t think its simply 
because I’m unfamiliar with it. Although of course that’s true to an extent.
Not suggesting they have to replicate the ICE of doing things, but it could do 
with a bit of a user-friendly overhaul. I’m finding that I’m usually using 
about 3 times as many nodes to get things done, and finding it hard to 
‘compound’ them because the compounds require a lot more inputs than in ICE.
Can I save a ‘location’? and read it later? That would help.
I also miss being able to execute lines..

From: Olivier Jeannel 
Sent: Tuesday, March 28, 2017 4:08 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

My guess is that maybe we can improve VOP a lot ourselves by bringing some ICE 
in it. There are a lot of ICE logic and Ice compound that could be translated. 
Of course, it would be a benefit for side SideFX to hire a hardcore ICE guy.

2017-03-28 16:56 GMT+02:00 Andy Goehler :

  Very well put about the ICE ‘macros’.

  Not to forget to mention that until such ‘factory’ nodes are provided, 
there’s always the option to do it yourself and save it as an asset (HDA).

  Andy


On Mar 28, 2017, at 4:49 PM, Jonathan Moore  
wrote:

I think the thing that can cause frustration when applying an ICE mindset 
to Houdini is that ICE had quite a few macro helpers even when working at a 
micro level. VEX and VOP functions in Houdini by comparison are often far more 
granular. That means that functionality provided by a single node in XSI often 
requires multiple nodes/functions in Houdini. I’m hoping that VOPs is further 
developed to include a library of ‘Compound’ like macros. If there’s any area’s 
where former XSI artists could help the SideFX developers improve Houdini, this 
seems like a winner to me.


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Re: Random Thoughts about H.

2017-03-28 Thread paul
thanks for the replies. much appreciated 
What I really want to know is not so much how to do the maths to calculate a 
PRF , as I have that working. 
In ICE, when you ‘get pointreferenceframe’ it automatically calculates it on 
the location and feeds you the result but its just a GET .. Is there a way of 
triggering a similar behaviour, rather than literally connecting maths nodes to 
calculate it yourself. for example would it have to be done in VEX? so you have 
one node which does the work and feeds you a PRF?



From: Olivier Jeannel 
Sent: Tuesday, March 28, 2017 12:24 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

Not exactly the Point Reference frame, but I used this method to get "solid" 
rotation on a projetc. Not sure it's simple enough, as you have to feed the 
orient attribute with something to start using it localy. 
https://vimeo.com/207626604


2017-03-28 11:51 GMT+02:00 Fabricio Chamon :

  whaaat? that is do comforting. =) 
  nice job sidefx

  2017-03-28 11:42 GMT+02:00 Jonathan Moore :

Very impressive indeed.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 28 March 2017 09:47
To: softimage@listproc.autodesk.com


Subject: Re: Random Thoughts about H.


Hahahaha! That's amazing :) When I got an email from SideFX changing the 
status of the RFE to "Fixed", I just assumed that they had agreed that it was a 
valid request that they'd look into, not that they'd actually gone and bloody 
done it. Well done SideFX!

In case he's still reading this thread, thanks to Mark Tucker at SideFX who 
dealt with this so promptly.

A



On 28/03/2017 08:31, Andy Goehler wrote:

  Good morning,



  this is the awesome support at SideFX



  Available in the daily builds.

yesterday
   

   Houdini 16.0.561
   Added a hotkey to temporary toggle the state of the "Allow Dropping 
Nodes on Wires" preference while in the middle of dragging a node.
   





  On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:

No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or 
in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
doesn't work during a drag operation though, so I've gone back and explained 
the desired workflow of having a modifier key to toggle the behaviour during 
the dragging of nodes. I just thought I'd post this in here now case it's 
useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in this 
thread there wasn't an equivalent view of Softimage's Explorer view where you 
can see clean hierarchies of objects. You can do it in the Tree View. You just 
need to enable the Object Filter (the first button in the Tree View's tool 
bar). You can also right click on the Tree View toolbar, and there are various 
other options in there which can be helpful for sorting and grouping the 
objects in a tree structure. Definitely worth playing with anyway. Sorry for 
the misinformation before!

Cheers,
A



On 26/03/2017 13:55, Jonathan Moore wrote:

  Thanks Andy. 



  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
  Sent: 26 March 2017 00:37
  To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

  Subject: Re: Random Thoughts about H.



I also like Pauls idea of a modifier key to disable the auto 
connection on demand. Definitely seems a worthwhile enhancement request.



  FYI, I’ve submitted an RFE to Side Effects and sent them the link to 
this thread.



  A







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Re: Random Thoughts about H.

2017-03-28 Thread paul
They fixed it quicker than it took me to make a video showing how annoying it 
could be!

I have a question regarding attributes.. In ICE. I use ‘pointreferenceframe’ 
all the time for finding the orientation at a surface for making deformers.
In Houdini, there are not all these useful attributes that ICE has by default. 
I can make a thing that calculates a homemade orientation a-la 
PointReferenceFrame, and it works but it takes up a huge amount of nodes. Also, 
you can’t just ‘get’ it. It needs loads of inputs on the tree that’s finding it.
Firstly. I don’t see that you can store a matrix per-point attribute. Is it 
possible? 
How would an experienced Houdini person deal with getting/calculating 
Pointreferenceframe on a surface?

From: Jordi Bares 
Sent: Tuesday, March 28, 2017 9:44 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

I can tell you, that is not unusual.

jb


  On 28 Mar 2017, at 08:31, Andy Goehler  wrote:

  Good morning,

  this is the awesome support at SideFX

  Available in the daily builds.
yesterday 
   Houdini 16.0.561 Added a hotkey to temporary toggle the state of the 
"Allow Dropping Nodes on Wires" preference while in the middle of dragging a 
node. 



  On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:

No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or 
in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
doesn't work during a drag operation though, so I've gone back and explained 
the desired workflow of having a modifier key to toggle the behaviour during 
the dragging of nodes. I just thought I'd post this in here now case it's 
useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in this thread 
there wasn't an equivalent view of Softimage's Explorer view where you can see 
clean hierarchies of objects. You can do it in the Tree View. You just need to 
enable the Object Filter (the first button in the Tree View's tool bar). You 
can also right click on the Tree View toolbar, and there are various other 
options in there which can be helpful for sorting and grouping the objects in a 
tree structure. Definitely worth playing with anyway. Sorry for the 
misinformation before!

Cheers,
A



On 26/03/2017 13:55, Jonathan Moore wrote:

  Thanks Andy. 



  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
  Sent: 26 March 2017 00:37
  To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
mailto:softimage@listproc.autodesk.com
  Subject: Re: Random Thoughts about H.



I also like Pauls idea of a modifier key to disable the auto connection 
on demand. Definitely seems a worthwhile enhancement request.



  FYI, I’ve submitted an RFE to Side Effects and sent them the link to this 
thread.



  A




   

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Re: Random Thoughts about H.

2017-03-28 Thread paul
What?? that’s mental !!

Its also extremely impressive. Thanks guys.

From: Andy Goehler 
Sent: Tuesday, March 28, 2017 8:31 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

Good morning,

this is the awesome support at SideFX

Available in the daily builds.
  yesterday 
 Houdini 16.0.561 Added a hotkey to temporary toggle the state of the 
"Allow Dropping Nodes on Wires" preference while in the middle of dragging a 
node. 



On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:

  No problem Jonathan.

  A quick update to this following discussions with SideFX:

  1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or 
in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
doesn't work during a drag operation though, so I've gone back and explained 
the desired workflow of having a modifier key to toggle the behaviour during 
the dragging of nodes. I just thought I'd post this in here now case it's 
useful to anyone in the mean time.

  2) They pointed out that I was incorrect when I said earlier in this thread 
there wasn't an equivalent view of Softimage's Explorer view where you can see 
clean hierarchies of objects. You can do it in the Tree View. You just need to 
enable the Object Filter (the first button in the Tree View's tool bar). You 
can also right click on the Tree View toolbar, and there are various other 
options in there which can be helpful for sorting and grouping the objects in a 
tree structure. Definitely worth playing with anyway. Sorry for the 
misinformation before!

  Cheers,
  A



  On 26/03/2017 13:55, Jonathan Moore wrote:

Thanks Andy. 



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 26 March 2017 00:37
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
mailto:softimage@listproc.autodesk.com
Subject: Re: Random Thoughts about H.



  I also like Pauls idea of a modifier key to disable the auto connection 
on demand. Definitely seems a worthwhile enhancement request.



FYI, I’ve submitted an RFE to Side Effects and sent them the link to this 
thread.



A




 

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Re: Random Thoughts about H.

2017-03-24 Thread paul
All they’d need is to have an option to hold down ALT or something when moving 
nodes to prevent them connecting. It doesn’t have to be drastic redesign. I’ll 
do a video next week showing how annoying it can be. Often because I don’t 
notice its happened until my tool stops working

From: Olivier Jeannel 
Sent: Friday, March 24, 2017 4:32 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

Paul, yes when you freshly arrive from ice, I had that same feeling. I'm twice 
more focused in vop than I was in Ice because of that vicious habit it has to 
connect nodes when you just drag another node near it. 
It has also a crude tendency to autocorupt vop nodes when they turn red 
sometime they just don't come back. No big deal, a copy/ paste of the corrupted 
node often bring  things back.
And when you are in some for each nodes, when dealing with arrays (which are 
far from friendly) it can get really annoying.
But a part from that bad design, houdini really well worth the efforts and the 
patience.

On Friday, March 24, 2017, Jonathan Moore <jonathan.moo...@gmail.com> wrote:

  I’m confident SideFX will sort out any teething problems ref the VOP’s and 
network editor interaction model. I would however suggest that you send a bug 
report in with a video. SideFX are pretty good on this stuff especially when it 
involves new features.



  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
javascript:_e(%7B%7D,'cvml','p...@bustykelp.com');
  Sent: 24 March 2017 13:05
  To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
  Subject: Re: Random Thoughts about H.



  I understand that when it works as planned its a good feature and it would be 
really useful if I could control when it does and when it doesn’t happen. (by 
holding a key down for example)



  In ICE, it works fine because it happens when you place a new node. NOT when 
you re-organise the tree. But in Houdini, it happens just when you move nodes a 
bit.  So I  have the choice of either having my nodes spread apart SO far that 
they are tiny and I can’t read them, but the risk is reduced a bit. Or having 
them naturally close, but constantly auto connecting and messsing up my work.



  From: Simon Reeves 

  Sent: Friday, March 24, 2017 12:04 PM

  To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 

  Subject: Re: Random Thoughts about H.



  I feel like if you disabled 'auto connecting dropping nodes onto wires'  youd 
disable a really useful feature, can you not just be more careful ;) 
  and regards to copy + paste, alt+drag to copy is very useful because you can 
place them



  On Fri, 24 Mar 2017 at 11:46 Jonathan Moore 
<javascript:_e(%7B%7D,'cvml','jonathan.moo...@gmail.com');> wrote:

The improvements to the network editor in Houdini 16 is probably my 
favourite aspect of the release. It answers many of the complaints you mention 
Oliver.





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: 24 March 2017 09:46
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>


Subject: Re: Random Thoughts about H.



Getting back to the subject of organisation, I still consider myself as a 
houdini beginner.

The thing is, it so open that you quickly import the ice science into vop 
and you get comfident enough quickly.

My experience is with the 15.5, and probably not the latest release.

I found the stiky notes not that handy ( clicking on it sometimes close it, 
or it gets in the way), naming a node or an area. was a pain, you enter the 
name hit "enter" and it bounces back to its previous name. Having to retype 3 
or 4 times until it catches it correctly.

The surrounding colored area that you can draw around your network were 
buggy as well. Once the network surrounded it was mostly unworkable...

So finally I just relied on colored nodes...

I also found the node editor to be a bit buggy when working with a high 
number of nodes. It can get slow, and the mouse pointer was clicking in an 
unprecize manner (when trying to pick the line between 2 nodes), sometimes 
creating disaster.

And by high number of nodes i mean : my final scene was having one big 
obj/geo node for the animation, containing a dozen of complete big sop trees 
(with for each, vop, and a few dops, some cachefiles..).

I found that working within one single big node was better than having to 
jump back and forth into exterior nodes.

But the downside is that I had to navigate (swim) in that huge forest of 
slow undocumented trees.



Seems they fixed all this naming, note 

Re: Random Thoughts about H.

2017-03-24 Thread paul
I understand that when it works as planned its a good feature and it would be 
really useful if I could control when it does and when it doesn’t happen. (by 
holding a key down for example)

In ICE, it works fine because it happens when you place a new node. NOT when 
you re-organise the tree. But in Houdini, it happens just when you move nodes a 
bit.  So I  have the choice of either having my nodes spread apart SO far that 
they are tiny and I can’t read them, but the risk is reduced a bit. Or having 
them naturally close, but constantly auto connecting and messsing up my work.

From: Simon Reeves 
Sent: Friday, March 24, 2017 12:04 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

I feel like if you disabled 'auto connecting dropping nodes onto wires'  youd 
disable a really useful feature, can you not just be more careful ;) 
and regards to copy + paste, alt+drag to copy is very useful because you can 
place them

On Fri, 24 Mar 2017 at 11:46 Jonathan Moore  wrote:

  The improvements to the network editor in Houdini 16 is probably my favourite 
aspect of the release. It answers many of the complaints you mention Oliver.





  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
  Sent: 24 March 2017 09:46
  To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 



  Subject: Re: Random Thoughts about H.




  Getting back to the subject of organisation, I still consider myself as a 
houdini beginner.

  The thing is, it so open that you quickly import the ice science into vop and 
you get comfident enough quickly.

  My experience is with the 15.5, and probably not the latest release.

  I found the stiky notes not that handy ( clicking on it sometimes close it, 
or it gets in the way), naming a node or an area. was a pain, you enter the 
name hit "enter" and it bounces back to its previous name. Having to retype 3 
or 4 times until it catches it correctly.

  The surrounding colored area that you can draw around your network were buggy 
as well. Once the network surrounded it was mostly unworkable...

  So finally I just relied on colored nodes...

  I also found the node editor to be a bit buggy when working with a high 
number of nodes. It can get slow, and the mouse pointer was clicking in an 
unprecize manner (when trying to pick the line between 2 nodes), sometimes 
creating disaster.

  And by high number of nodes i mean : my final scene was having one big 
obj/geo node for the animation, containing a dozen of complete big sop trees 
(with for each, vop, and a few dops, some cachefiles..).

  I found that working within one single big node was better than having to 
jump back and forth into exterior nodes.

  But the downside is that I had to navigate (swim) in that huge forest of slow 
undocumented trees.



  Seems they fixed all this naming, note and coloring in the 16. If someone can 
confirm. 

  On Thursday, March 23, 2017, Andy Goehler  
wrote:

Regarding Passes, at first it felt really strange, everything seemed 
different. But after some time and getting into bundles the basics were 
mastered. What always bugged me in Softimage was managing partitions across 
passes. If there were changes you’d be hunting down all the partitions in 
various passes. I’ve always wished for something expression based. With 
wildcards on ROPs and smart bundles this opened the doors of freedom. I never 
worry about that anymore.



For overrides I use object merges, as Jordi mentioned. This is not ideal, 
but manageable, not to mention extremely flexible and always reflects changes. 
I’ve looked into material style sheets and they are quite powerful, but not as 
nice to manage from a UI perspective. I found I’d rather manage additional 
objects with object merges and their material assignments, etc. Nevertheless, 
MSS can get the job done.



What I’d wish for is a graph similar to Katana, where nodes collect the 
objects and lights. Additional nodes provide material assignment and overrides. 
Or simply bundles with overrides :D



I’m still putting the pieces together to file an RFE with SESI.



Andy







  On 23.03.2017, at 14:11, Andy Nicholas  wrote:



  Yep. Worth mentioning the Material SOP too where you can override on a 
per point/primitive/global level if you need to.

  It was also pointed out to me the other day that the Material SOP is 
capable of generating material stylesheets for you. I'm still getting my head 
around that particular functionality, but I can see it has the potential to be 
very helpful in a more automated pipeline.

  A




  On 23/03/2017 12:36, Jordi Bares wrote:

Indeed, no matter which software we choose we will 

Re: Random Thoughts about H.

2017-03-24 Thread paul
When I try and move nodes when making VOP networks. I have to be very careful 
as if I put it in the wrong place, it will autoconnect up the wires. Is there a 
way of disabling or dealing with this annoying feature

From: Andy Goehler 
Sent: Friday, March 24, 2017 10:13 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.


  On 24.03.2017, at 10:45, Olivier Jeannel  wrote:

  Seems they fixed all this naming, note and coloring in the 16. If someone can 
confirm. 

Yes, the pre H16 node editor annoyances were mostly addressed in H16. Also, 
navigating large SOP networks, or networks in generell is made much easier by 
using quickmarks. And don’t forget the birds eye overview.

One of our Softimage look devs hated the fact, that you had to click first then 
connect with nodes. This was also addressed in H16 in which you can now click 
and drag to connect nodes.

Some of these worklfow issues seem so obvious that it’s easily aggravating that 
they are absent. However, if you look into the lifetime of a product it becomes 
clear that focus was somewhere else. But recent releases have shown that SESI 
tries to do better in these areas as well.

I’ve praised SESI support so many times in the past and it’s repeated 
throughout the Houdini community. Take a minute or two and write down a 
worklfow or feature request and file it with support. Each Houdini release 
resembles a lot of these requests.

DOP, SOP, Hooray :D

Andy






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Re: Random Thoughts about H.

2017-03-22 Thread paul
Hi.. Seeing as this thread is Random thoughts about Houdini, this is pretty 
random..

Does anyone know if its possible ( maybe through Alembic, which can store them) 
, to get ICE Strands into Houdini?

From: Andy Goehler 
Sent: Wednesday, March 22, 2017 2:17 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

Funny how that is. I find it the other way around, especially opening 
differently organized scenes coming from Softimage co-workers :D 
Honestly I don’t organize my Houdini scenes any more than I did in Softimage. 
But the network editor allows me to work spatially instead of using the 
explorer in a list or hierarchical fashion and that just suits me sooo much 
better, since the schematic in Soft is… well old.

I guess the different levels of context and therefore a compartmentalization of 
workflow is what Softimage users tend to struggle with, maybe this is what you 
mean by organisation?

Have fun
Andy

  On 22.03.2017, at 13:50, Olivier Jeannel  wrote:

  Houdini requires a high level of organisation, and that's by far, to me, the 
hardest part.




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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread paul
If you send me a section of your Twig Geo, I'll take a look at the best 
approach

-Original Message- 
From: Morten Bartholdy
Sent: Monday, March 20, 2017 10:19 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: ICE - generating particles at lowest points on geometry

Ideally the small branch has twigs which are all merged into one geometry, 
so no SRT info per twig, but if it would make it easier I could cut it up.

There will be smaller twigs and buds which will all create low points where 
drops should gather. It would of course be nice if I could introduce some 
randomness so not all twigs have drops as some would have dripped off. I 
don't need animation though - it is a short clip.

Morten



> Den 20. marts 2017 klokken 11:03 skrev p...@bustykelp.com:
>
>
>
>
> Doing a simulated one will more accurately reflect where drips would
> actually gather, but there are a number of ways you could generate points 
> on
> the underside or lowest point of twigs.
>
> Are all the twigs separate and are they rotated/translated etc ? Do you 
> want
> each twig to only have 1 drip each?
>
>
> -Original Message- 
> From: Morten Bartholdy
> Sent: Monday, March 20, 2017 9:52 AM
> To: Userlist, Softimage
> Subject: ICE - generating particles at lowest points on geometry
>
> I need to create raindrops hanging from the lowest parts of twigs on a
> branch. I have a setup where I use slide on surface to emit drops and
> simulate them until the reach the lowest point on any given twig and set 
> it
> up so they don't drip, but thought it might be possible to do a quicker 
> and
> more stable nonsimulated emission from the lowest point of local parts of
> the geometry. Local because there are several connected twigs and I need
> drops at the lowest point on each. Is there a way to evaluate geometry for
> this kind of selection?
>
> Cheers
> Morten
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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread paul


Doing a simulated one will more accurately reflect where drips would 
actually gather, but there are a number of ways you could generate points on 
the underside or lowest point of twigs.

Are all the twigs separate and are they rotated/translated etc ? Do you want 
each twig to only have 1 drip each?


-Original Message- 
From: Morten Bartholdy
Sent: Monday, March 20, 2017 9:52 AM
To: Userlist, Softimage
Subject: ICE - generating particles at lowest points on geometry

I need to create raindrops hanging from the lowest parts of twigs on a 
branch. I have a setup where I use slide on surface to emit drops and 
simulate them until the reach the lowest point on any given twig and set it 
up so they don't drip, but thought it might be possible to do a quicker and 
more stable nonsimulated emission from the lowest point of local parts of 
the geometry. Local because there are several connected twigs and I need 
drops at the lowest point on each. Is there a way to evaluate geometry for 
this kind of selection?

Cheers
Morten
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Re: Emit particles frm surfaces facing a particular direction?

2017-03-14 Thread paul
I am doing Houdini a bit, but spend a lot more time with Softimage to be 
honest. I don't have anyone to help me with Houdini and find it hard going 
when I get stuck.



-Original Message- 
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 4:00 PM
To: p...@bustykelp.com ; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Emit particles frm surfaces facing a particular direction?

Great explanation Paul. I was missing the emit location part, which I guess 
will explain why I did not see the desired effect :)

I miss your tutorials, but I guess you are diving into Houdini. Maybe you 
can make that more accessible to people like me - you have a great talent 
for teaching.

Thanks
Morten



> Den 14. marts 2017 klokken 16:06 skrev p...@bustykelp.com:
>
>
> https://vimeo.com/208318679  watch this
>
>
> -Original Message- 
> From: Morten Bartholdy
> Sent: Tuesday, March 14, 2017 2:47 PM
> To: Official Softimage Users Mailing
> List.https://groups.google.com/forum/#!forum/xsi_list
> Subject: Re: Emit particles frm surfaces facing a particular direction?
>
> Oh goodie. I thought I had almost got it right, and I saw a reaction, but
> clearly not the desired one :)
>
>
> MB
>
>
>
>
> > Den 14. marts 2017 klokken 15:27 skrev p...@bustykelp.com:
> >
> >
> > I'm making you a video if you can hold out a moment and I'll send the 
> > link
> >
> >
> >
> > -Original Message- 
> > From: Morten Bartholdy
> > Sent: Tuesday, March 14, 2017 2:13 PM
> > To: Official Softimage Users Mailing
> > List.https://groups.google.com/forum/#!forum/xsi_list
> > Subject: Re: Emit particles frm surfaces facing a particular direction?
> >
> > Also seems replies with attachments don't get through...
> >
> > MB
> >
> >
> >
> >
> > > Den 14. marts 2017 klokken 13:34 skrev Morten Bartholdy
> > > <x...@colorshopvfx.dk>:
> > >
> > >
> > > It seems I am doing something wrong - I am not getting the right 
> > > values.
> > >
> > > MB
> > >
> > >
> > >
> > > > Den 14. marts 2017 klokken 12:40 skrev p...@bustykelp.com:
> > > >
> > > >
> > > > The easiest thing is to emit over the whole object then do what you
> > > > did
> > > > and
> > > > plug the output of your 'Less than' into a Delete Particle node.
> > > >
> > > > -Original Message- 
> > > > From: Morten Bartholdy
> > > > Sent: Tuesday, March 14, 2017 11:19 AM
> > > > To: Official Softimage Users Mailing List.
> > > > https://groups.google.com/forum/#!forum/xsi_list ; 
> > > > p...@bustykelp.com
> > > > Subject: Re: Emit particles frm surfaces facing a particular
> > > > direction?
> > > >
> > > > Thanks Paul. I know stuf like this is trivial to you, but it is not 
> > > > so
> > > > much
> > > > the method that escapes me as the lack of a tool that does this.
> > > >
> > > > I can figure out how to get a vector from a nulls position and Get
> > > > Point
> > > > Normals from my geometry, I can then get the angle between them and
> > > > put
> > > > than
> > > > into a Less than or equal to node, but how to transform a threshold
> > > > value
> > > > into either weightmap values, creating a sample set to emit from or
> > > > filtering an emission, I don't know.
> > > >
> > > > I was sort of hoping there would be a node or compound I had
> > > > overlooked
> > > > which provided something I could use :)
> > > >
> > > > cheers
> > > > Morten
> > > >
> > > >
> > > > > Den 14. marts 2017 klokken 11:11 skrev p...@bustykelp.com:
> > > > >
> > > > >
> > > > > You can either
> > > > >
> > > > > Emit from the whole and delete the ones that aren't pointing in 
> > > > > the
> > > > > right
> > > > > direction, (based on comparing the normal angle to your preferred
> > > > > vector)
> > > > >
> > > > > Or create a weightmap on the object and use ICE to set the values
> > > > > based
> > > > > upon
> > > > > the normal angle and use the weightmap in the Emit node. (This 
> > > > > wont
> > > > > wor

Re: Emit particles frm surfaces facing a particular direction?

2017-03-14 Thread paul
https://vimeo.com/208318679  watch this


-Original Message- 
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 2:47 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Emit particles frm surfaces facing a particular direction?

Oh goodie. I thought I had almost got it right, and I saw a reaction, but 
clearly not the desired one :)


MB




> Den 14. marts 2017 klokken 15:27 skrev p...@bustykelp.com:
>
>
> I'm making you a video if you can hold out a moment and I'll send the link
>
>
>
> -Original Message- 
> From: Morten Bartholdy
> Sent: Tuesday, March 14, 2017 2:13 PM
> To: Official Softimage Users Mailing
> List.https://groups.google.com/forum/#!forum/xsi_list
> Subject: Re: Emit particles frm surfaces facing a particular direction?
>
> Also seems replies with attachments don't get through...
>
> MB
>
>
>
>
> > Den 14. marts 2017 klokken 13:34 skrev Morten Bartholdy
> > <x...@colorshopvfx.dk>:
> >
> >
> > It seems I am doing something wrong - I am not getting the right values.
> >
> > MB
> >
> >
> >
> > > Den 14. marts 2017 klokken 12:40 skrev p...@bustykelp.com:
> > >
> > >
> > > The easiest thing is to emit over the whole object then do what you 
> > > did
> > > and
> > > plug the output of your 'Less than' into a Delete Particle node.
> > >
> > > -Original Message- 
> > > From: Morten Bartholdy
> > > Sent: Tuesday, March 14, 2017 11:19 AM
> > > To: Official Softimage Users Mailing List.
> > > https://groups.google.com/forum/#!forum/xsi_list ; p...@bustykelp.com
> > > Subject: Re: Emit particles frm surfaces facing a particular 
> > > direction?
> > >
> > > Thanks Paul. I know stuf like this is trivial to you, but it is not so
> > > much
> > > the method that escapes me as the lack of a tool that does this.
> > >
> > > I can figure out how to get a vector from a nulls position and Get 
> > > Point
> > > Normals from my geometry, I can then get the angle between them and 
> > > put
> > > than
> > > into a Less than or equal to node, but how to transform a threshold
> > > value
> > > into either weightmap values, creating a sample set to emit from or
> > > filtering an emission, I don't know.
> > >
> > > I was sort of hoping there would be a node or compound I had 
> > > overlooked
> > > which provided something I could use :)
> > >
> > > cheers
> > > Morten
> > >
> > >
> > > > Den 14. marts 2017 klokken 11:11 skrev p...@bustykelp.com:
> > > >
> > > >
> > > > You can either
> > > >
> > > > Emit from the whole and delete the ones that aren't pointing in the
> > > > right
> > > > direction, (based on comparing the normal angle to your preferred
> > > > vector)
> > > >
> > > > Or create a weightmap on the object and use ICE to set the values
> > > > based
> > > > upon
> > > > the normal angle and use the weightmap in the Emit node. (This wont
> > > > work
> > > > on
> > > > low poly meshes for obvious reasons)
> > > >
> > > > Or make a duplicate of the surface, and use ICE to delete Polys that
> > > > aren't
> > > > pointing in the right direction, then emit from the resulting 
> > > > object.
> > > >
> > > >
> > > > Number 1 is the easiest to set up.
> > > >
> > > > Paul
> > > >
> > > >
> > > > -Original Message- 
> > > > From: Morten Bartholdy
> > > > Sent: Tuesday, March 14, 2017 10:05 AM
> > > > To: Userlist, Softimage
> > > > Subject: Emit particles frm surfaces facing a particular direction?
> > > >
> > > > I have looked through the sample scenes but could not find something
> > > > that
> > > > does this. I want to emit particles from surfaces of an object that
> > > > faces
> > > > in
> > > > a particular direction, either a custom vector or fom polygons 
> > > > facing
> > > > a
> > > > null.
> > > >
> > > > How can I do this?
> > > >
> > > > Thanks.
> > > >
> > > > Morten
> > > > --
> > > > Softimage Mailing List.
> >

Re: Emit particles frm surfaces facing a particular direction?

2017-03-14 Thread paul
I'm making you a video if you can hold out a moment and I'll send the link



-Original Message- 
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 2:13 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Emit particles frm surfaces facing a particular direction?

Also seems replies with attachments don't get through...

MB




> Den 14. marts 2017 klokken 13:34 skrev Morten Bartholdy 
> <x...@colorshopvfx.dk>:
>
>
> It seems I am doing something wrong - I am not getting the right values.
>
> MB
>
>
>
> > Den 14. marts 2017 klokken 12:40 skrev p...@bustykelp.com:
> >
> >
> > The easiest thing is to emit over the whole object then do what you did 
> > and
> > plug the output of your 'Less than' into a Delete Particle node.
> >
> > -Original Message- 
> > From: Morten Bartholdy
> > Sent: Tuesday, March 14, 2017 11:19 AM
> > To: Official Softimage Users Mailing List.
> > https://groups.google.com/forum/#!forum/xsi_list ; p...@bustykelp.com
> > Subject: Re: Emit particles frm surfaces facing a particular direction?
> >
> > Thanks Paul. I know stuf like this is trivial to you, but it is not so 
> > much
> > the method that escapes me as the lack of a tool that does this.
> >
> > I can figure out how to get a vector from a nulls position and Get Point
> > Normals from my geometry, I can then get the angle between them and put 
> > than
> > into a Less than or equal to node, but how to transform a threshold 
> > value
> > into either weightmap values, creating a sample set to emit from or
> > filtering an emission, I don't know.
> >
> > I was sort of hoping there would be a node or compound I had overlooked
> > which provided something I could use :)
> >
> > cheers
> > Morten
> >
> >
> > > Den 14. marts 2017 klokken 11:11 skrev p...@bustykelp.com:
> > >
> > >
> > > You can either
> > >
> > > Emit from the whole and delete the ones that aren't pointing in the 
> > > right
> > > direction, (based on comparing the normal angle to your preferred 
> > > vector)
> > >
> > > Or create a weightmap on the object and use ICE to set the values 
> > > based
> > > upon
> > > the normal angle and use the weightmap in the Emit node. (This wont 
> > > work
> > > on
> > > low poly meshes for obvious reasons)
> > >
> > > Or make a duplicate of the surface, and use ICE to delete Polys that
> > > aren't
> > > pointing in the right direction, then emit from the resulting object.
> > >
> > >
> > > Number 1 is the easiest to set up.
> > >
> > > Paul
> > >
> > >
> > > -Original Message- 
> > > From: Morten Bartholdy
> > > Sent: Tuesday, March 14, 2017 10:05 AM
> > > To: Userlist, Softimage
> > > Subject: Emit particles frm surfaces facing a particular direction?
> > >
> > > I have looked through the sample scenes but could not find something 
> > > that
> > > does this. I want to emit particles from surfaces of an object that 
> > > faces
> > > in
> > > a particular direction, either a custom vector or fom polygons facing 
> > > a
> > > null.
> > >
> > > How can I do this?
> > >
> > > Thanks.
> > >
> > > Morten
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > with
> > > "unsubscribe" in the subject, and reply to confirm.
> > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> >
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Re: Emit particles frm surfaces facing a particular direction?

2017-03-14 Thread paul
The easiest thing is to emit over the whole object then do what you did and 
plug the output of your 'Less than' into a Delete Particle node.

-Original Message- 
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 11:19 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list ; p...@bustykelp.com
Subject: Re: Emit particles frm surfaces facing a particular direction?

Thanks Paul. I know stuf like this is trivial to you, but it is not so much 
the method that escapes me as the lack of a tool that does this.

I can figure out how to get a vector from a nulls position and Get Point 
Normals from my geometry, I can then get the angle between them and put than 
into a Less than or equal to node, but how to transform a threshold value 
into either weightmap values, creating a sample set to emit from or 
filtering an emission, I don't know.

I was sort of hoping there would be a node or compound I had overlooked 
which provided something I could use :)

cheers
Morten


> Den 14. marts 2017 klokken 11:11 skrev p...@bustykelp.com:
>
>
> You can either
>
> Emit from the whole and delete the ones that aren't pointing in the right
> direction, (based on comparing the normal angle to your preferred vector)
>
> Or create a weightmap on the object and use ICE to set the values based 
> upon
> the normal angle and use the weightmap in the Emit node. (This wont work 
> on
> low poly meshes for obvious reasons)
>
> Or make a duplicate of the surface, and use ICE to delete Polys that 
> aren't
> pointing in the right direction, then emit from the resulting object.
>
>
> Number 1 is the easiest to set up.
>
> Paul
>
>
> -Original Message- 
> From: Morten Bartholdy
> Sent: Tuesday, March 14, 2017 10:05 AM
> To: Userlist, Softimage
> Subject: Emit particles frm surfaces facing a particular direction?
>
> I have looked through the sample scenes but could not find something that
> does this. I want to emit particles from surfaces of an object that faces 
> in
> a particular direction, either a custom vector or fom polygons facing a
> null.
>
> How can I do this?
>
> Thanks.
>
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
> with
> "unsubscribe" in the subject, and reply to confirm.
>
> --
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Re: Emit particles frm surfaces facing a particular direction?

2017-03-14 Thread paul
You can either

Emit from the whole and delete the ones that aren't pointing in the right 
direction, (based on comparing the normal angle to your preferred vector)

Or create a weightmap on the object and use ICE to set the values based upon 
the normal angle and use the weightmap in the Emit node. (This wont work on 
low poly meshes for obvious reasons)

Or make a duplicate of the surface, and use ICE to delete Polys that aren't 
pointing in the right direction, then emit from the resulting object.


Number 1 is the easiest to set up.

Paul


-Original Message- 
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 10:05 AM
To: Userlist, Softimage
Subject: Emit particles frm surfaces facing a particular direction?

I have looked through the sample scenes but could not find something that 
does this. I want to emit particles from surfaces of an object that faces in 
a particular direction, either a custom vector or fom polygons facing a 
null.

How can I do this?

Thanks.

Morten
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Houdini - Using an Attribute to drive an operator value

2017-03-02 Thread paul

Hi, 
I’ve just started learning Houdini. I’m finding it hard to find knowledge on 
how to have an attribute, that I’ve created then painted, to drive ,say the per 
point value of a peak deformer node
I have tried the point expression, but I get a load of errors.
does anyone know please?
thanks 
Paul ‘pooby’ Smith--
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Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September 16th in Siegen/Germany

2016-09-13 Thread paul
I never went, as its too far to travel for me, being in the UK, but I always 
enjoyed the videos and news from it and admire you for having gone to the 
effort.

Thanks and best wishes

Paul

-Original Message- 
From: Andy Nicholas
Sent: Tuesday, September 13, 2016 9:49 AM
To: softimage@listproc.autodesk.com
Subject: Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September 
16th in Siegen/Germany

Hi Oliver,
Yep, I was sorry to never be able to make it out, but I thought you put
an amazing amount of effort into putting it on. Well done for keeping it
going all those years. I'm sure there are a lot of people, myself
included, who are very appreciative of your efforts.

A


On 13/09/2016 09:22, Oliver Weingarten wrote:
> Hey folks!
>
> Due to the low interest in our meeting this year, I made the decision to
> end it after this event taking place coming Friday.
> I organized this event for 8 years and it was always fun and pleasure to
> meet so many nice people here. I´m thankful for so many good things. We
> had great talks and a pretty nice time together. Though, it´s hard to
> see Softimage and its community die out slowly and there is no way to
> stop, or even slow it down a little. My effort to transform the SI
> meeting to an open 3D usermeeting did not succeed in the end. There
> seems not enough motivation out there to make the effort, to take that
> day(or two) to come over and take part. I totally understand that.
> Thanks for all the support from sponsors and all the people who were
> speaking and sharing stuff with us. Thanks to those, who visited us and
> took part. Thanks a lot an take care! Maybe we will met in some other
> kind of meeting ;)
>
> Anyway, looking forward to this Friday and meeting some of you guys
> again in the old spirit!!
>
> Cheers,
> Oliver
>
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Re: Wiki EOL soon

2016-08-22 Thread paul
I’m ramping up production with Softimage.

From: Stephen Davidson 
Sent: Monday, August 22, 2016 5:58 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Wiki EOL soon

I use Softimage for all my 3D work, and use the Wiki as a quick reference 
guide. 
I do not plan on going to the dark side, so I don't expect any further support 
from
AD. I managed to grab the existing Wiki (almost all) using HTTrack (thanks for 
that tip, guys)
Glad to hear that the blog is not going away.  I also subscribe to 
AceMastermind, on YouTube,
which has many Softimage tutorials that are quite handy.



Best Regards,
  Stephen P. Davidson 
   (954) 552-7956
sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke





On Mon, Aug 22, 2016 at 8:42 AM Morten Bartholdy  wrote:

  So you would like a showing of hands who still uses Softimage in production 
and are to some degree reliant on having access to help such as the Wiki every 
now and then.

  One big hand here! To me this is very real.

  And more reliant than ever since this list is getting smaller as people are 
migrating to The Dark Side or other and better alternatives.

  //Morten Bartholdy

  Den 19. august 2016 klokken 17:05 skrev Maurice Patel 
:

  My problem is I cannot actually gauge whether this is really a serious issue 
or not.
  I know quite rightly that people are upset with the EOL of Softimage so I am 
not sure if what is being expressed here is just a reference of that anger 
(which I can do nothing about) or really related to the wiki being a useful 
resource rather than an obsolete website no one visits. There is no point 
trying to save an obsolete website hoping to fix anger at the EOL of Softimage 
because it will not. Anyway I am still researching options including releasing 
the data (if it can be done so in compliance with our privacy rules) to the 
community– I do not know how feasible anything is.
  maurice

  Maurice Patel
  Tél:  514 954-7134
  Cell: 514 242-6549

  From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
  Sent: Friday, August 19, 2016 10:45 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: Wiki EOL soon

  So what you are say, Maurice, is because some people have been making
  comments that you don't like, or are not constructive, you are going to get
  upset and not make an effort to do the right thing?

  You either want to do the right thing or you don't.

  Your message had the same tone as a parent getting upset with children,
  and then acting childish to get back at them.

  Everyone is being a bit childish now, but none of the people you are upset 
with started any of this.
  It started with Autodesk killing Softimage, and continues with killing the 
wiki.

  You didn't personally "do" any of that, but the company you work for did.
  I may have missed it, but I did not see anyone personally insulting you
  (and if they did, that was wrong). But your response was as if they did.

  Which honestly, and with no malice intended, is not exactly helping the 
situation either.

  On Thu, Aug 18, 2016 at 2:25 PM, Maurice Patel 
> wrote:
  OK, I am not getting much rational feedback here and if you are just picking 
apart every word I say with inaccurate speculation it is hard for me to gauge 
how serious the need is and whether it is actually worth any effort on my part. 
From what I understand the server was maintained by a Softimage dev, that 
person is now doing other things, the server will be replaced and that will be 
the end and even by "Softimage" standards it has no traffic. As far as I see 
this has turned into just another excuse to take pot shots at Autodesk which 
while they may be fun is not convincing me that I really need to do something 
about this.
  Maurice

  Maurice Patel
  Tél:  514 954-7134
  Cell: 514 242-6549

  -Original Message-
  From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 On Behalf Of Schoenberger
  Sent: Thursday, August 18, 2016 1:37 PM
  To: softimage@listproc.autodesk.com
  Subject: RE: Wiki EOL soon

  |> Almost nobody in Autodesk terms could be many in Softimage terms...

  Right, that website produces only 0.1% traffic of all AD websites.
  Therefore it has to be killed.

  Or Autodesk is now part of a secret www group that has the ambition to remove 
outdated websites. As, beside from that website, all other website (including 
the first forum posts on the area) are brand new.
  Imagine all the young artists searching for a Maya issue and accidentally 
reading 

Re: Get Closest Point in another geometry

2016-07-15 Thread paul
What I like to do in these situations is to make a script that makes the 
Weightmap and applies an ICE tree/compound and then freezes it, all in one fell 
swoop. That way you get ICE to do all the  hard work, but it runs just like 
you’ve done it all by script.

From: Martin Yara 
Sent: Friday, July 15, 2016 12:05 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Get Closest Point in another geometry

Thanks for your answers! 

I already coded it with my original idea, and so far it works fine. 

Since I guess an ICE alternative would faster for high poly objects, I'll try 
that later.

Martin


On Fri, Jul 15, 2016 at 8:01 PM, Tom Kleinenberg  wrote:

  Hi Martin


  Paul's answered how to copy weight values from one object to another. He's 
got an old video where he showed how to write to a weight map, which may be 
useful : https://vimeo.com/19031487 . It's uses a distance test rather than 
copying values but the set up for how to write a weight map may be of interest.


  There are a number of really good videos in that channel on geometry 
manipulation, if you have the time it's probably worth going through them.






  On 15 July 2016 at 09:22,  wrote:

Its very easy in ICE. but you will have to have a map existing to write to 
as ICE cant generate Maps.

There is a get closest points node. Which returns an array of locations. If 
you just want one point, then the nearest will be the first in the array

so in ICE its a bit like this

OTHER OBJECT--GETCLOSESTPOINTSSELECT IN ARRAY (select the 
first, which is 0)GETDATA(weightmap.weights)SETDATA(this 
object’s weightmap that you have made to write it to)

If you freeze the ICE tree, its now permanent.

From: Martin Yara 
Sent: Friday, July 15, 2016 8:06 AM
To: softimage@listproc.autodesk.com 
Subject: Get Closest Point in another geometry

Hi list, 

I'm trying to write a tool to snap to the closest points and copy their 
weights, so these points would have the same position and the same weights. But 
I can't find a method or property besides Geometry.GetClosestLocation, which 
gives me the location in the geometry, not the closest point.

My only idea would be to use the GetClosestLocation and then get the points 
from the polygon in that location and iterate between those points.

Is there any easier or direct way to do this?

I would try ICE but I'm don't know how to copy the weights with ICE, or if 
this is possible, or how to get the ICE information to use it to copy weights 
through scripting.

Thanks

Martin


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Re: Get Closest Point in another geometry

2016-07-15 Thread paul
Its very easy in ICE. but you will have to have a map existing to write to as 
ICE cant generate Maps.

There is a get closest points node. Which returns an array of locations. If you 
just want one point, then the nearest will be the first in the array

so in ICE its a bit like this

OTHER OBJECT--GETCLOSESTPOINTSSELECT IN ARRAY (select the first, 
which is 0)GETDATA(weightmap.weights)SETDATA(this object’s 
weightmap that you have made to write it to)

If you freeze the ICE tree, its now permanent.

From: Martin Yara 
Sent: Friday, July 15, 2016 8:06 AM
To: softimage@listproc.autodesk.com 
Subject: Get Closest Point in another geometry

Hi list, 

I'm trying to write a tool to snap to the closest points and copy their 
weights, so these points would have the same position and the same weights. But 
I can't find a method or property besides Geometry.GetClosestLocation, which 
gives me the location in the geometry, not the closest point.

My only idea would be to use the GetClosestLocation and then get the points 
from the polygon in that location and iterate between those points.

Is there any easier or direct way to do this?

I would try ICE but I'm don't know how to copy the weights with ICE, or if this 
is possible, or how to get the ICE information to use it to copy weights 
through scripting.

Thanks

Martin



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Re: Ice particles' direction and local animation space

2016-05-18 Thread paul
I don't think point-location is what you need at the bottom left because 
that location is referenced to the point cloud.
You need to get closest location on the static object and reinterpret it to 
the moving one.

However, I am not sure why its the top half of the tree that's Red and 
erroring though.
Paul


-Original Message- 
From: David Saber
Sent: Wednesday, May 18, 2016 8:21 AM
To: softimage@listproc.autodesk.com
Subject: Re: Ice particles' direction and local animation space

Thanks. Interesting video. I have managed to handle the "Reinterpret
location to new geometry" node , in order to stick a non-skinned
character to a rigged character. But now I need to have particles
running along the arm. So I'm trying to re-build a particle Ice Tree on
top of the geometry Ice Tree, but it does not work... In the attached
file : I'm getting errors. What am I doing wrong?
Thanks
David


On 2016-05-17 17:01, Olivier Jeannel wrote:
> I meant that tutorial :)
> https://vimeo.com/65974266
>







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Looking for Softimage animators

2016-05-06 Thread paul

(I’m not sure if this is the way to start a new thread, so apologies if it tags 
this on the end of a different one)

I’m looking for a few animators to help me make a high profile TV series for 
which the pilot has been green-lit and the full series is highly likely.

Its performance capture character work along the lines of the following Greg 
Mutt videos I made a few years ago and to the same or higher level of quality.

https://www.youtube.com/watch?v=-o9Fod9KigU

https://www.youtube.com/watch?v=1Zko-WEcKQ8

https://www.youtube.com/watch?v=eQuToiab2uU

I need people that will process the character animation. Its a matter of 
applying the motion capture data and doing any tweaks to make it look great. 
About 90% of the animation is automatic as it was on Greg, but there are some 
minor tweaks that need to be done on each shot, and hands will be fully 
key-framed this time. 

The main challenge is in the sheer volume of shots we need to get through. We 
are trying to pull off something ridiculously ambitious for the budget and 
schedule, so you have to not be scared by the idea of working very fast and 
efficiently . Also, generalist skills are very useful.

The start date for the pilot is scheduled for the 11th of July and it will run 
for 7 weeks. 

We are based near Bath,  in the UK and you’ll have to work on-site.

If you’re interested, reply to me at p...@bustykelp.com



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Re: Using ICE to drive text, how?

2016-05-05 Thread paul
How did you discover that? I had no idea ICE could be used to ‘write’ text. It 
makes me wonder what other abilities are concealed within ICE.

From: Andy Nicholas 
Sent: Wednesday, May 04, 2016 6:36 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Using ICE to drive text, how?

To set the text for geometry, just create an ICE tree on the text object and 
make a Set Data with it pointing at "self.text.text".
For conversions for integers and scalars to string, you can either use Dan 
Yargici's "DanyTools" on http://www.rray.de/xsi, or create expressions in 
parameters and pull those into ICE.

Cheers,
Andy


On 04/05/2016 18:27, Andres Stephens wrote:


  I was delighted to see that I can use strings with ICE, even arrays.

  I started working with animation nodes in Blender but quickly hit a snag as 
my large node trees drove the software to a grind. I could not scale my data 
sets. I know ICE is better optimized. 

  One thing I liked about Animation Nodes in Blender is the fact I can use any 
value, integers to strings, on a text object. Great for motion graphics. 

  How do I do this in ICE? I hope it's obvious... 


  -Draise

   

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.




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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

MSVCR110.dll - event ID 1000 crash

2016-02-09 Thread Paul Griswold
Softimage 2015 SP2 has suddenly stopped working for me with this error in the 
Event Viewer:

Faulting application name: XSI.exe, version: 13.2.163.0, time stamp: 0x55fa73b1

Faulting module name: MSVCR110.dll, version: 11.0.51106.1, time stamp: 
0x5098826e

I've done a re-install of Softimage, run runonce.bat as administrator as well 
as doing a repair of the Visual C++ Redistributable and I keep getting the 
error.

Any idea what else can be done?

I'm running Windows 10 Pro.

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

Re: MSVCR110.dll - event ID 1000 crash

2016-02-09 Thread Paul Griswold
Duhhh - I forgot the #1 rule of Softimage - delete your user profile.  I just 
did it & fixed everything.

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

On Feb 9, 2016, at 4:51 PM, Paul Griswold 
<pgrisw...@fusiondigitalproductions.com> wrote:

Softimage 2015 SP2 has suddenly stopped working for me with this error in the 
Event Viewer:

Faulting application name: XSI.exe, version: 13.2.163.0, time stamp: 0x55fa73b1

Faulting module name: MSVCR110.dll, version: 11.0.51106.1, time stamp: 
0x5098826e

I've done a re-install of Softimage, run runonce.bat as administrator as well 
as doing a repair of the Visual C++ Redistributable and I keep getting the 
error.

Any idea what else can be done?

I'm running Windows 10 Pro.

- Paul

 Sent via 
[Cloze](https://clz.es/r/RayI1iPB1fhKvkDwA4PsnvBCZLkz17cMumtNqs3cmeG9-DCPILCM1q9Vwn5RcEOd?l=https%3A%2F%2Fwww.cloze.com%3Fkme%3Dm-referral)

Re: What's going on here? (Vectors in ICE)

2016-02-03 Thread paul
Yes, you’ll need to rotate the vectors. THe reinterpret node will find the 
correct location on the identical object, but it wont do anything to the actual 
vectors.

If the object is not deforming, you can just multiply them by the rotation part 
of the SRT of the transformed object.. 

If it IS deforming, you’ll have to use the pointreferenceframe (PRF) of the 
original static object, and the moving one. 
Invert the PRF of the static and multiply it by the moving.. then on the 
vectors “multiply vector by matrix” using that resulting matrix. and they 
should work fine. I think. without checking it makes sense anyway


From: Dan Yargici 
Sent: Wednesday, February 03, 2016 4:46 PM
To: softimage@listproc.autodesk.com 
Subject: Re: What's going on here? (Vectors in ICE)

Hey Tim, 

If I'm not mistaken, you should be multiplying the re-interpreted vectors by 
the global transformation matrix of the re-interpret target object.  Or perhaps 
just it's rotation matrix...

DAN



On Wed, Feb 3, 2016 at 4:40 PM, Tim Bolland  wrote:

  Hi Martin, 2015 SP2. The node no longer crashes which is good, but I have 
that behaviour still. I even checked in an older version and it happens there 
too. 

  Cheers,

  Tim

  From: Martin Chatterjee 
  Sent: Wednesday, February 03, 2016 5:32 PM
  To: softimage@listproc.autodesk.com 
  Subject: Re: What's going on here? (Vectors in ICE)

  Hey there Tim, 

  what Softimage version are you using?

  AFAIK the Reinterpret Location node has been broken in 2015, but supposedly 
got fixed in 2015 SP2.  Maybe that's the reason?

  Cheers, Martin

  --
 Martin Chatterjee
   
  [ Freelance Technical Director ]
  [   http://www.chatterjee.de   ]
  [ https://vimeo.com/chatterjee ] 

  On Wed, Feb 3, 2016 at 2:10 PM, Tim Bolland  wrote:

Hi, I'm little stumped with this behavior in ICE. I'm using a static 
version of a mesh to pick up and store curve tangencies. I then use the 
reinterpret location node to grab the stored vectors on an animated copy of the 
mesh. This works as expected and I see the vectors have translated nicely. 
However If I emit particles from the animated mesh and grab the tangency data 
from the emit location, the vectors don't show up 'correctly'. It's as if it's 
reading the tangency from the initial static mesh, or something like that.  

Has anyone got any ideas what's going on?

Dropbox image:
https://www.dropbox.com/s/nmomf3jkg2r81d8/VectorsAlign.jpg?dl=0

Regards,

Tim

p.s Sent again with dropbox link instead of attachment






Re: Another good news

2016-02-02 Thread paul
I asked Vimeo about this, because it would affect my tutorials too (well, it 
would if I wasn’t pro, which I wont be for ever) and got the following reply.

Hey Paul,
Sorry for any confusion! The only content that really requires a PRO account 
would be videos used for commercial gain. So if you’re selling access to these 
tutorial videos, then you’ll need a PRO account for sure and that has always 
been the case.

But if you’re making tutorials that are free to use, you can use any account 
type for that.

So they need to clarify this before it gets out of hand.







From: Olivier Jeannel 
Sent: Tuesday, February 02, 2016 9:34 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Another good news

Another one : 
https://vimeo.com/153759713


On Mon, Feb 1, 2016 at 11:08 AM, Olivier Jeannel <facialdel...@gmail.com> wrote:

  Probably they are in need of money and spitted out that new rule. Which is 
odd and unclear, most of the thing I post are 3d-techno related, half demo-half 
tutorial ; and I believe that kind of video represent a non niglectable part of 
their users.  

  Let's see where it goes.

  On Mon, Feb 1, 2016 at 11:01 AM, Cristobal Infante <cgc...@gmail.com> wrote:

such a nonsense move from vimeo, I am struggling to understand the point of 
this. 

Is it because too many people are looking at this videos and sucking up 
bandwidth for "free"?



On 1 February 2016 at 09:16, Olivier Jeannel <facialdel...@gmail.com> wrote:

  https://vimeo.com/153607340





Re: photoscan on peaople

2016-01-29 Thread paul
Agisoft works well for people. I’ve done single camera heads to a pretty high 
quality. but they do need to stay very still.

Moving would work, if you have the setup for it. It really would need to be 
synched or it’d be a mess and a fast shutter speed so no motion blur, which 
means lots of light.

From: Rob Wuijster 
Sent: Friday, January 29, 2016 3:26 PM
To: softimage@listproc.autodesk.com 
Subject: Re: photoscan on peaople

If I'm correct, the guys at infinite realities (http://ir-ltd.net/) use Agisoft 
for their full body scans.

Shooting for 3D models id a bit tedious at some points, but there's a lot of 
examples to be found on Youtube and Vimeo.
To get really good 3D models, you need a LOT of photos from a LOT of angles.

I'm not sure if moving people will work out for this stuff, but am happily 
corrected if this is easily possible though.

Rob

\/-\/\/On 29-1-2016 16:13, Chris Marshall wrote:

  Hi All,

  Anyone used Agisoft Photoscan on people? We've not done much of this kind of 
stuff, so any thoughts / feedback / pitfalls etc are welcome. Or are there 
better solutions?
  Thinking along the lines of capturing snapshots of moving people with a bunch 
of synced cameras possibly.


  Thanks


  Chris



  -- 

  Chris Marshall

  Mint Motion Limited
  029 20 37 27 57
  07730 533 115
  www.mintmotion.co.uk

  www.dot3d.com



  Geen virus gevonden in dit bericht.
  Gecontroleerd door AVG - www.avg.com
  Versie: 2016.0.7357 / Virusdatabase: 4522/11509 - datum van uitgifte: 01/29/16




Re: photoscan on peaople

2016-01-29 Thread paul
you’d need more than 12 for a good 360 scan.. you could probably just about 
achieve a 360 with 12 , but it would probably be quite blobby and patchy.

We captured one side of a moving horse, with an array of 12, genlocked 4k video 
cameras, and it wasn’t really enough, just for doing one side. I know you’ll be 
shooting higher res than that, but there are a lot of occlusions that 12 likely 
wont cover.

From: Chris Marshall 
Sent: Friday, January 29, 2016 3:41 PM
To: softimage@listproc.autodesk.com 
Subject: Re: photoscan on peaople

Thanks Adrian / Paul

It's that kind of stuff. A bit of action captured. I was thinking we'd use 
about a dozen cameras, but I have a feeling it might need to be many more. All 
synced, fast shutter, no motion blur etc.


We'd have a lot to do which is why I'm thinking of setting it up ourselves. 
Just depends on the number of cameras that have the right capabilities.


Cheers




On 29 January 2016 at 15:31, adrian wyer <adrian.w...@fluid-pictures.com> wrote:

  we did some stuff a couple of years ago with fbfx at shepperton studios, they 
were very friendly, and we got great results... with people jumping around as 
if they'd been shot (WWII stuff)



  a




--

  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
  Sent: 29 January 2016 15:27
  To: softimage@listproc.autodesk.com
  Subject: Re: photoscan on peaople



  If I'm correct, the guys at infinite realities (http://ir-ltd.net/) use 
Agisoft for their full body scans.

  Shooting for 3D models id a bit tedious at some points, but there's a lot of 
examples to be found on Youtube and Vimeo.
  To get really good 3D models, you need a LOT of photos from a LOT of angles.

  I'm not sure if moving people will work out for this stuff, but am happily 
corrected if this is easily possible though.



  Rob \/-\/\/On 29-1-2016 16:13, Chris Marshall 
wrote:

Hi All,

Anyone used Agisoft Photoscan on people? We've not done much of this kind 
of stuff, so any thoughts / feedback / pitfalls etc are welcome. Or are there 
better solutions?
Thinking along the lines of capturing snapshots of moving people with a 
bunch of synced cameras possibly.

Thanks

Chris




-- 

Chris Marshall

Mint Motion Limited

029 20 37 27 57

07730 533 115

www.mintmotion.co.uk

www.dot3d.com



Geen virus gevonden in dit bericht.
Gecontroleerd door AVG - www.avg.com
Versie: 2016.0.7357 / Virusdatabase: 4522/11509 - datum van uitgifte: 
01/29/16






-- 

Chris Marshall

Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk

www.dot3d.com




Re: this is the end......

2016-01-27 Thread Paul
End? I just bought 2 new licences today ! 

Sent from my iPhone

> On 27 Jan 2016, at 14:21, Ognjen Vukovic  wrote:
> 
> Sorry here comes a shameless plug.
> Im in London on a job till the end of feb. More lighting/shading based then 
> generalist, but feel free to contact me off list if you need any help on up 
> coming stuff after February.
> 
>> On Wed, Jan 27, 2016 at 2:13 PM, adrian wyer 
>>  wrote:
>> generalists actually... everyone seems to be well ensconced in places still 
>> using soft, and aren't available for short term jobs
>> 
>>  
>> 
>> a
>> 
>>  
>> 
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien 
>> Sterling
>> Sent: 27 January 2016 14:10
>> To: softimage@listproc.autodesk.com
>> Subject: Re: this is the end..
>> 
>>  
>> 
>> when you guys say freelancer, you mean ICEres, yes ?
>> 
>>  
>> 
>> On 27 January 2016 at 14:08, "Javier Vega (Elástico)" 
>>  wrote:
>> 
>> Yes, this is the end, but I’m still using it in some projects when I need to 
>> work more fast and quickly. Anyway, the users of this list which software 
>> are using right now? Just curiosity. I know that you, Jordi Bares, are still 
>> using it. In my case, as a freelance, I switch it to Maya for some projects 
>> and I’m touching with a lot of satisfaction, Blender.
>> 
>>  
>> 
>> See you!
>> 
>>  
>> 
>>> El 27 ene 2016, a las 15:01, Mirko Jankovic  
>>> escribió:
>>> 
>>>  
>>> 
>>> well I really don;t see that everybody that used SI will just forget 
>>> everything so far.
>>> 
>>> it could be just harder to get in contact with them :)
>>> 
>>> there is still mailing list and si-community so... :)
>>> 
>>>  
>>> 
>>> On Wed, Jan 27, 2016 at 2:59 PM, Sebastien Sterling 
>>>  wrote:
>>> 
>>> Goodnight sweet prince.
>>> 
>>> 
>>>  
>>> 
>>> On 27 January 2016 at 13:53, Greg Punchatz  wrote:
>>> 
>>> Sigh... and yes freelancers are way harder to find : (   
>>> 
>>> 
>>> 
>>> 
>>>  
>>> 
>>> On Wed, Jan 27, 2016 at 7:46 AM, adrian wyer 
>>>  wrote:
>>> 
>>> well seeing as today is the final day you can purchase stand alone licenses 
>>> of Softimage, i guess i'll be the first to say
>>> 
>>>  
>>> 
>>> farewell old friend, long will you be remembered as the better app
>>> 
>>>  
>>> 
>>> a
>>> 
>>>  
>>> 
>>> ps. still use it everyday, but freelancers are hard to find..
>>> 
>>>  
>>> 
>>> Adrian Wyer
>>> Fluid Pictures
>>> 75-77 Margaret St.
>>> London
>>> W1W 8SY 
>>> ++44(0) 207 580 0829
>>> 
>>> 
>>> 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
>>> 
> 


Re: Can't reinstall Soft - help!

2015-10-30 Thread Paul Griswold
Thank you!  I figured it was some sort of registry issue, but I know messing 
with the registry can lead to disaster so I stayed out of it.

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

On Oct 30, 2015, at 4:13 PM, Stephen Blair <softimage@listproc.autodesk.com> 
wrote:

Just go in the registry and get rid of the Softimage Install entry.

something like this:

[http://xsisupport.com/2011/03/14/motionbuilder-error-reading-registry-key-during-uninstall/](http://xsisupport.com/2011/03/14/motionbuilder-error-reading-registry-key-during-uninstall/)

On Fri, Oct 30, 2015 at 3:19 PM, Paul Griswold 
<[pgrisw...@fusiondigitalproductions.com](mailto:pgrisw...@fusiondigitalproductions.com)>
 wrote:

Hi Softimage,

I was trying to clean up my drive today by uninstalling older versions of 
Software, removing things, etc. and have run into a problem.  Softimage is 
totally uninstalled, but when I run the installer, it tells me it's already 
installed and won't go any further.  It's not listed in Programs & Fea

Can't reinstall Soft - help!

2015-10-30 Thread Paul Griswold
Hi Softimage,

I was trying to clean up my drive today by uninstalling older versions of 
Software, removing things, etc. and have run into a problem.  Softimage is 
totally uninstalled, but when I run the installer, it tells me it's already 
installed and won't go any further.  It's not listed in Programs & Features in 
the control panel, so I can't do a repair.

Is there a way to force the installer to re-install?  This is the final SP2 
version I'm dealing with.

Thanks,

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

Audio question - sequencer?

2015-10-16 Thread Paul Griswold
Hey guys - quick sequencer question.  Is there any way to play an audio track 
inside the camera sequencer?

I have to match my cameras to the audio I've been given, but it doesn't seem 
like you can play a clip inside the sequencer.  I managed to play audio with 
it, but each time there's a cut in the timeline, the audio starts over.

Thanks,

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

OT: WebGLStudio.js

2015-09-17 Thread Paul Griswold
This has been on my never-ending list of things to check out, but I haven't had 
the time.  I'm just curious if any of you had an opinion on it:

http://webglstudio.org/

Here's the demo site:  http://webglstudio.org/demo/

It certainly seems very interesting.

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

LAST CHANCE TO FIX STUFF

2015-07-20 Thread paul
Ok so I have very good reason to believe we will get an SP2 for Softimage and 
the Reinterpret location to new Geometry Node will be fixed. 

As mentioned, your issue has been reported to our engineering department.

Here is the logged issue with Development:

BSPR-18973 The 'reinterpret Location to new Geometry' ICE node does not work 
properly


No eta is determined for a fix date yet although I was told that they will look 
into integrating the fix on the next SP release.


SO... this will be the last fix we get in all likelihood. 
Time is running out. The reinterpret node was the only thing thats stopping me 
using 2015, so I'm delighted, but if there is anything else you guys really 
want fixing in 2015 then lets assemble a list and post it to them. ( complete 
with examples etc). I'm in direct communication with AD now so I can hopefully 
prompt them to give the list proper attention.


From: Matt Morris 
Sent: Tuesday, July 14, 2015 10:08 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Fuzz trouble

Its the compounds that allow hair pointclouds to deform along with animated 
geometry, and it does use the reinterpret node. Unfortunately its something we 
used a lot! 

If you try opening this model in 2014 it should be fine, open in 2015 and 
instant lock up:

https://app.box.com/s/vpctkz2k1xnxxhbc1dgglhr022gkc7sh




On 14 July 2015 at 09:17, p...@bustykelp.com wrote:

  Do you know which ones? It may be that they are using the ‘reinterpret’ node 
too. It would be good to collate any other 2015 issues for a final fix push to 
AD.

  As to why some people on here are trying to influence me to not bother. It 
seems a very odd and defeatist thing to do and its not going to work.

  Its the squeaky wheel that gets the oil.

  From: Matt Morris 
  Sent: Tuesday, July 14, 2015 1:15 AM
  To: softimage@listproc.autodesk.com 
  Subject: Re: Fuzz trouble

  It also broke a few key compounds kristinka uses. I might be able to dig up 
an old scene if it will help. This stopped us moving to 2015 from 2014sp2. 



  On 14 July 2015 at 00:55, Busty kelp p...@bustykelp.com wrote:

And AD asked me tonight for a sample scene to test.

Sent from my iPad

 On 13 Jul 2015, at 21:38, Matt Lind speye...@hotmail.com wrote:


 You overlook the fact you need to be on Softimage 2015 to get support. 
They're not going to touch 2013.


 Matt





 Date: Mon, 13 Jul 2015 10:07:36 +0100
 From: p...@bustykelp.com
 Subject: Re: Fuzz trouble
 To: softimage@listproc.autodesk.com

 Well so far its taken me around half an hour of my time.
 In my book, a 1% chance is better than a 0% chance. I'm fully expecting 
them
 to do nothing.
 I have a face to face meeting with AD soon, not about this issue but in
 which I will flag this again.
 In the very least, I have a catalogued situation of me trying to get this
 fixed so I can work with the latest version and AD doing nothing about it.
 I can refer to this in the future if necessary.

 I don't use 2015 I use 2013, which is fine for me, so i have nothing to
 lose. Thanks for your concern about my welfare though.









  -- 

  www.matinai.com




-- 

www.matinai.com

Re: Fuzz trouble

2015-07-14 Thread paul
Do you know which ones? It may be that they are using the ‘reinterpret’ node 
too. It would be good to collate any other 2015 issues for a final fix push to 
AD.

As to why some people on here are trying to influence me to not bother. It 
seems a very odd and defeatist thing to do and its not going to work.

Its the squeaky wheel that gets the oil.

From: Matt Morris 
Sent: Tuesday, July 14, 2015 1:15 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Fuzz trouble

It also broke a few key compounds kristinka uses. I might be able to dig up an 
old scene if it will help. This stopped us moving to 2015 from 2014sp2. 



On 14 July 2015 at 00:55, Busty kelp p...@bustykelp.com wrote:

  And AD asked me tonight for a sample scene to test.

  Sent from my iPad

   On 13 Jul 2015, at 21:38, Matt Lind speye...@hotmail.com wrote:
  

   You overlook the fact you need to be on Softimage 2015 to get support. 
They're not going to touch 2013.
  
  
   Matt
  
  
  
  
  
   Date: Mon, 13 Jul 2015 10:07:36 +0100
   From: p...@bustykelp.com
   Subject: Re: Fuzz trouble
   To: softimage@listproc.autodesk.com
  
   Well so far its taken me around half an hour of my time.
   In my book, a 1% chance is better than a 0% chance. I'm fully expecting them
   to do nothing.
   I have a face to face meeting with AD soon, not about this issue but in
   which I will flag this again.
   In the very least, I have a catalogued situation of me trying to get this
   fixed so I can work with the latest version and AD doing nothing about it.
   I can refer to this in the future if necessary.
  
   I don't use 2015 I use 2013, which is fine for me, so i have nothing to
   lose. Thanks for your concern about my welfare though.
  
  
  






-- 

www.matinai.com

Re: Fuzz trouble

2015-07-13 Thread paul

Well so far its taken me around half an hour of my time.
In my book, a 1% chance is better than a 0% chance. I'm fully expecting them 
to do nothing.
I have a face to face meeting with AD soon, not about this issue but in 
which I will flag this again.
In the very least, I have a catalogued situation of me trying to get this 
fixed so I can work with the latest version and AD doing nothing about it.

I can refer to this in the future if necessary.

I don't use 2015 I use 2013, which is fine for me, so i have nothing to 
lose. Thanks for your concern about my welfare though.




-Original Message- 
From: Matt Lind

Sent: Sunday, July 12, 2015 6:07 PM
To: softimage@listproc.autodesk.com
Subject: Re: Fuzz trouble

Let's look at facts:

   - The last service pack had a total of 9 bug fixes for a one year
development cycle.
   - Some of the fixed bugs weren't exactly high priority issues.
   - One developer is doing any work on the product to fix those bugs.
   - That one developer was not part of the core development team that
originated the product.
   - Autodesk's definition of 'support' doesn't match everybody else's
definition of support.

Unless you can prove your bug is seriously impacting/blocking production,
don't expect anybody to put eyes on the problem.  Resellers only have
influence with development when there is an opportunity for a sale (or
impacts retention of big customer).  Since Softimage is a retired product,
there is no opportunity for sale and no worry of retention.  Therefore no
real incentive for the bug to be fixed.

You can report and chase it all you want, but it's not worth the trouble.
You'll only be frustrated in the end.  I should know, I've reported and
chased a ton of issues to Softimage over the past 20 years.  Even during the
best of times it was a steep uphill battle.  Your best option is to move to
a version of Softimage where the bug doesn't exist, or develop your own node
to replace the functionality.


Matt





Date: Sun, 12 Jul 2015 13:52:50 +0100
From: Busty kelp p...@bustykelp.com
Subject: Re: Fuzz trouble
To: softimage@listproc.autodesk.com

Reinterpret location to new geometry is broken.

What's for certain is that they won't fix it if nobody makes a fuss. I have
my reseller chasing it up with them. It's a good time to add an extra note
to them . They actually still have an obligation to fix it if they are made
aware enough about it.
I'm sure they want to make sure they are within their side of the contract.
After all, they wouldn't want to and set a bad example and encourage us to
go breaking contracts with them willy nilly.

Sent from my iPad 



Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Paul Doyle
Most likely covered by this one:
Transfer of attributes between geometric surfaces of arbitrary topologies
with distortion reduction and discontinuity preservation
United States 7760201Issued July 20, 2010

This describes how to transfer surface attributes (such as color, UVs,
skinning) between two 3D geometries of different topologies and potentially
different type (polygon mesh, NURBS, curve...). In particular, it describes
methods to preserve surface discontinuitues (such as UV island seams) and
reduce attribute distortion on the target surface.

On 28 May 2015 at 08:42, Paul Doyle technove...@gmail.com wrote:

 Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing it
 in Fabric but I think he'd stab me if I gave him any more work to do. I
 don't know if there are patents around the work and that's why other people
 haven't replicated it.

 On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally separate
 tools for textures vs rigging things, reflecting on their architecture vs
 XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.  Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting numerical
 flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.  Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.





Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Paul Doyle
Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing it
in Fabric but I think he'd stab me if I gave him any more work to do. I
don't know if there are patents around the work and that's why other people
haven't replicated it.

On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally separate
 tools for textures vs rigging things, reflecting on their architecture vs
 XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.  Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting numerical
 flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.  Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.




Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Paul Doyle
You need to work on some new material :)

On 28 May 2015 at 09:17, Christopher Crouzet christopher.crou...@gmail.com
wrote:

 I've just noticed that the exact same thread happened on the Fabric
 mailing-list—someone asked for GATOR and I quoted that foot roll thingy in
 my reply. I'm so predictable :)


 On 28 May 2015 at 20:11, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 Beware also to not implement any foot roll in your rigs.

 http://www.google.com/patents/US7545378


 On 28 May 2015 at 19:50, Paul Doyle technove...@gmail.com wrote:

 Most likely covered by this one:
 Transfer of attributes between geometric surfaces of arbitrary
 topologies with distortion reduction and discontinuity preservation
 United States 7760201Issued July 20, 2010

 This describes how to transfer surface attributes (such as color, UVs,
 skinning) between two 3D geometries of different topologies and potentially
 different type (polygon mesh, NURBS, curve...). In particular, it describes
 methods to preserve surface discontinuitues (such as UV island seams) and
 reduce attribute distortion on the target surface.

 On 28 May 2015 at 08:42, Paul Doyle technove...@gmail.com wrote:

 Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing
 it in Fabric but I think he'd stab me if I gave him any more work to do. I
 don't know if there are patents around the work and that's why other people
 haven't replicated it.

 On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
 Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures vs rigging things, reflecting on their
 architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.
 Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting
 numerical flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as
 animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical
 characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and
 isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.
 Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.






 --
 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com




 --
 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com




Re: particles save - crash

2015-05-21 Thread Paul Griswold
I finally had a chance to get back to my scene that was crashing every time I 
saved.

I've tried save as and still get the same crash.

Today I went in and tried to figure out if one of the point clouds were the 
problem.  I managed to find one point cloud where, if I try to delete it, 
Softimage crashes.  If I try to freeze it, Softimage crashes.

I tried opening that point cloud, deleting all the nodes but leaving the root 
in tact  then doing a save-as, but still crashed.

Might be time to go back to an older version of the scene and rebuild it.

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

On May 15, 2015, at 7:49 PM, Matt Lind softimage@listproc.autodesk.com wrote: 
I've run into similar issues when developing tools. Try doing a 'save as...' 
instead of 'save'. Matt Date: Fri, 15 May 2015 12:55:58 -0400 From: Paul 
Griswold pgrisw...@fusiondigitalproductions.com Subject: Re: particles save 
- crash To: softimage@listproc.autodesk.com Probably true - Process Monitor to 
the rescue! I 

particles save - crash

2015-05-15 Thread Paul Griswold
I'm having a weird problem with a scene today.  When I try to save, it gets 
down to saving particles and then crashes.

When I check the debug info, it says XSI didn't have the appropriate access to 
write to a directory, but it doesn't say what directory.  I've checked every 
directory I could think of and couldn't find any permission issues.

I've already done the typical runonce.bat, but I haven't deleted my user folder 
yet.

Any ideas what could be going on?  There's nothing unusual about the scene as 
far as I can tell.

Thanks,

- Paul

 Sent via [Cloze](https://www.cloze.com?kme=m-referral)

Re: PLUG: Fabric news for FMX (MODO support incoming!)

2015-05-04 Thread Paul Doyle
we can do it on a consulting basis for sure

On 4 May 2015 at 21:25, Eric Thivierge ethivie...@hybride.com wrote:

  Great to see Paul!

 Can you get Fabric integrated with my microwave too? :P

 Eric T.



 On 5/4/2015 4:20 PM, Paul Doyle wrote:

  Hi everyone – we just published some pretty exciting news as part of our
 FMX attendance this year:
 http://fabricengine.com/2015/05/fabric-at-fmx-2015/



 If you don’t feel like reading my blog post, the biggest news is
 forthcoming support for MODO: https://vimeo.com/126747222



 Plus Houdini, Cinema4D and perhaps Unreal Engine J



 Look us up at FMX this week if you’re here – the weather’s beautiful!



 Cheers,



 Paul and the Fabric Team





Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-13 Thread Paul Doyle
Thought you might enjoy this one: https://vimeo.com/122130309 - image
processing with Canvas using our GPU compute capability.

In this video we take a look at using Fabric Canvas for image processing.
Since the KL language that underlies Canvas has full GPU support, we
experimented with a continuous GPU pipeline for image processing. All nodes
in the video (except for the file loaders) are live (not cached). This
allows for interactive framerates on HD full float composites.

Numbers on the test machine

I7-3770k @ 3.5 GHZ, 16GB RAM
NVidia K5000

Shot1:
CPU: 1.42 FPS
GPU: 8.15 FPS

Shot2:
CPU: 9.4 FPS
GPU: 36.0 FPS

On 12 March 2015 at 10:48, Eric Thivierge ethivie...@hybride.com wrote:

 There is no standard particle system / nodes currently but eventually
 there will be. Nothing stopping you from doing one yourself or someone else
 doing it. I think TD's will have good employment opportunities in the short
 and long term with this kind of work. It's not a bad thing. :)

 Eric T.

 On Thursday, March 12, 2015 10:46:53 AM, Juhani Karlsson wrote:

 I would think so. There is not that much in particles going on. I
 remember seeing some SPH examples.
 I would also like to see simple standalone for Fabric so there would
 not be the application specific splice in the middle.
 Its nice to hear its planned. : )

 - J

 On 12 March 2015 at 16:41, Chris Marshall chrismarshal...@gmail.com
 mailto:chrismarshal...@gmail.com wrote:

 From a non-character perspective though, are we still able to do
 particle type stuff or is Fabric / Canvas not geared up in that way?


 On 12 March 2015 at 13:14, Eric Thivierge ethivie...@hybride.com
 mailto:ethivie...@hybride.com wrote:

 One thing you kind of see / feel already is that you can start
 mixing things you normally couldn't in ICE. An example is to
 read in an alembic and have it as an input into a rig. An
 example is to load an alembic of your ground and have your leg
 solvers collide with it. Of note would be that you wouldn't
 actually have the alembic in your scene with the overhead that
 Softimage would carry with actual geo in the scene for point
 and poly editing. You could still draw the ground using the
 Inline drawing and eventually RTR but from what I've seen it
 doesn't impact performance hard when you do.

 You could also write out image sequences of where your
 character is walking or where meshes are colliding too since
 they have image libraries available. The work just needs to be
 done to map those areas to UV space. But it's possible. So
 many areas are within reach from what seems day one where with
 ICE we waited so long for so many features we never got. No
 standard tools for writing out images from ICE. :(

 Another major thing for me is that you can convert your code
 into nodes using the provided utility. You code up some
 methods using KL (at the level of javascript  Python in
 syntax complexity) and you get the nodes almost for free.

 One thing I'm looking forward to and that I've already
 experienced in our current production, is how easy it is to
 re-use code throughout different systems. I can't go into too
 much detail but imagine writing a solver that works for rigs
 in all your DCC's and can work in specialized tools such as
 crowd tools too with little extra work. :) It's awesome to see
 things working the same across DCC's and tools.

 Eric T.





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk http://www.mintmotion.co.uk




 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi http://www.vimeo.com/talvi





Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-13 Thread Paul Doyle
We have been buzzing all week as this is the first time we've been able to
show a 'real world' use case for the GPU compute stuff with a big delta.
Good timing since we are presenting it at GTC next week ;)

On 13 March 2015 at 15:14, Steven Caron car...@gmail.com wrote:

 paul, you guys are making me so giddy! these are exactly the things i want
 to do with fabric


 On Fri, Mar 13, 2015 at 12:04 PM, Paul Doyle technove...@gmail.com
 wrote:

 Thought you might enjoy this one: https://vimeo.com/122130309 - image
 processing with Canvas using our GPU compute capability.

 In this video we take a look at using Fabric Canvas for image
 processing. Since the KL language that underlies Canvas has full GPU
 support, we experimented with a continuous GPU pipeline for image
 processing. All nodes in the video (except for the file loaders) are live
 (not cached). This allows for interactive framerates on HD full float
 composites.

 Numbers on the test machine

 I7-3770k @ 3.5 GHZ, 16GB RAM
 NVidia K5000

 Shot1:
 CPU: 1.42 FPS
 GPU: 8.15 FPS

 Shot2:
 CPU: 9.4 FPS
 GPU: 36.0 FPS




Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-12 Thread Paul Doyle
Hi Chris - there are a few people from this list on our alpha, so they
might come and answer that question.

Lifted from my response to a similar question on si-community:

That's a really lengthy topic that I would rather someone like EricT
 covered  I also don't want to get into 'but ICE can do that...'
 conversations. ICE is a great system, but unfortunately it's stuck within
 Softimage. The biggest differences that I usually raise:
 1) Fabric was designed as a general compute engine that we then built a 3D
 layer on top of. ICE started out as a particle system that became more
 generalised over time. Fabric is extremely broad and can tackle any
 processing task. People tend to hit certain limitations with ICE due to the
 original purpose of the design.
 2) ICE is extremely well-integrated within Softimage. Fabric is more like
 Bifrost (my understanding at least) in that it is a self-contained unit
 that is being accessed through the host application. This means that...
 3) Fabric is completely portable. We can move data and the tools for
 working on that data (including manipulation etc) between Spliced
 applications and inside our standalone C++ application. The downside is we
 can only be as integrated as the host SDK allows us to be.
 4) Openness - everything bar the core engine is written in KL, which is
 human-readable. You can change pretty much any aspect of the system.
 5) Extensibility - you can open any node and edit the KL code directly.
 You can create new nodes by writing KL. Those nodes will be as performant
 as any preset we provide.
 6) Performance - Fabric is extremely fast. With transparent GPU
 compilation we are able to leverage GPUs for compute without requiring you
 to do anything other than write KL.
 There are much more significant technical differences but I won't cover
 that here.


You'll see some demos from us in the next week or two that will show some
of the breadth of Fabric. There are some other big features coming as well
in the next few drops.

If I want to get any point across to people about FE2.0 and Canvas, it's
this: Canvas is a visual programming front-end for everything that Fabric
can already do. If there's a demo on our website or vimeo channel, you can
build that with Canvas. This is not a 'new' system, it is just a new way of
working with Fabric.

Thanks,

Paul

On 12 March 2015 at 06:38, Chris Marshall chrismarshal...@gmail.com wrote:

 This certainly looks amazing, but the obvious question is how similar is
 this to ICE? What are the differences, benefits, positives, negatives, etc
 etc
  It certainly looks a lot like ICE! Which I like!





Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Paul Doyle
Paul is on the alpha, but waiting until we have the viewport for the
standalone (or the Softimage integration.

We have already implemented a bunch of deformers, including delta mush:
http://fabricengine.com/rigging-toolbox/ (although not yet in the DFG).
It's all KL...

On 11 March 2015 at 16:56, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 i suppose an interesting one to try would be delta mush, a few pwoplw came
 up with that by themselves.

 What ever happened to Pooby ?

 On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com wrote:

 Created a new section to track demos people build in the test group:
 http://fabricengine.com/canvas-user-demos/
 http://fabricengine.com/canvas-user-demos/

 Hopefully there'll be a lot more in there soon :)

 On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com wrote:

 Ah thanks. That's good to know.

 On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Hey Leonard,

 You can set an environment variable that Canvas looks to for custom
 presets. You then make folders within it and can organize them that way.
 It's already very easy to organize the presets.

 Eric T.


 On 3/10/2015 9:36 AM, Leonard Koch wrote:


 This looks really great. Congratulations on getting it into beta.
 It would be interesting to know if those presets are first class
 citizens. Can the presets be loaded through the same panel as the built-in
 nodes.
 I assume that you could just put them in the same folders, but a
 system for managing, separating and versioning them would be cool.

 Also +1 for color coding.

 This seriously looks great guys!









Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Paul Doyle
We have a standalone, it just doesn't have the viewport hooked in yet (but
you can do all the data processing you like). The next alpha will have it.

The standalone is for building specialised applications (viewers, playback
tools etc). Canvas graphs move seamlessly between the Fabric standalone and
other Spliced DCCs. It's pretty cool :)

On 11 March 2015 at 19:56, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 I suppose, it would be awfully interesting to have a small standalone
 environment in which to test deformers and solvers independently of  other
 apps, but that might start to look worryingly like a DCC :P

 all in good time ;)

 On 11 March 2015 at 20:58, Paul Doyle technove...@gmail.com wrote:

 Paul is on the alpha, but waiting until we have the viewport for the
 standalone (or the Softimage integration.

 We have already implemented a bunch of deformers, including delta mush:
 http://fabricengine.com/rigging-toolbox/ (although not yet in the DFG).
 It's all KL...

 On 11 March 2015 at 16:56, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 i suppose an interesting one to try would be delta mush, a few pwoplw
 came up with that by themselves.

 What ever happened to Pooby ?

 On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com wrote:

 Created a new section to track demos people build in the test group:
 http://fabricengine.com/canvas-user-demos/
 http://fabricengine.com/canvas-user-demos/

 Hopefully there'll be a lot more in there soon :)

 On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com
 wrote:

 Ah thanks. That's good to know.

 On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge 
 ethivie...@hybride.com wrote:

 Hey Leonard,

 You can set an environment variable that Canvas looks to for custom
 presets. You then make folders within it and can organize them that way.
 It's already very easy to organize the presets.

 Eric T.


 On 3/10/2015 9:36 AM, Leonard Koch wrote:


 This looks really great. Congratulations on getting it into beta.
 It would be interesting to know if those presets are first class
 citizens. Can the presets be loaded through the same panel as the 
 built-in
 nodes.
 I assume that you could just put them in the same folders, but a
 system for managing, separating and versioning them would be cool.

 Also +1 for color coding.

 This seriously looks great guys!











Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-10 Thread Paul Doyle
Created a new section to track demos people build in the test group:
http://fabricengine.com/canvas-user-demos/
http://fabricengine.com/canvas-user-demos/

Hopefully there'll be a lot more in there soon :)

On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com wrote:

 Ah thanks. That's good to know.

 On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Hey Leonard,

 You can set an environment variable that Canvas looks to for custom
 presets. You then make folders within it and can organize them that way.
 It's already very easy to organize the presets.

 Eric T.


 On 3/10/2015 9:36 AM, Leonard Koch wrote:


 This looks really great. Congratulations on getting it into beta.
 It would be interesting to know if those presets are first class
 citizens. Can the presets be loaded through the same panel as the built-in
 nodes.
 I assume that you could just put them in the same folders, but a system
 for managing, separating and versioning them would be cool.

 Also +1 for color coding.

 This seriously looks great guys!







Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-09 Thread Paul Doyle
We've successfully hooked Fabric into a bunch of different applications
already - there are certain app-specific idiosyncrasies but it's been fine
so far. Most SDKs give us what we need. Canvas is just a different
interface for writing KL - the hooks are largely the same (actually simpler
than before due to some design changes).


On 9 March 2015 at 11:36, Jason S jasonsta...@gmail.com wrote:

  This indeed at least at first glance looks like (an early incarnation
 of) everything ICE is, if not more.

 Though considering how Maya's API is one of the most open
 (contrasting with it's general, sometimes almost crippling awkwardness for
 (the few) that that have gotten the chance to know how things could be
 different)

 I seriously hope that integration using other environments api's would not
 be any less seemless, than however seemless integration is in Maya.
 or at least not to a point of defeating the purpose of it being DCC
 agnostic.

 I guess my questions is.. Is it possible that authoring could only mostly
 be done in Maya? (and then only or mostly be run in other solutions?)

 *Because Maya,  (...)*


 On 03/09/15 4:22, Gerbrand Nel wrote:

 Not long at all IMHO.
 You guys seem to be screetching past the other team, loud music blaring,
 waving obscene gestures out of the window.
 More power to you!!i

 Can't wait to try this out :)
 G
 On 07/03/2015 17:44, Paul Doyle wrote:

 Thanks for the kind words - this was what we originally intended to build
 before we went off on a bit of a tangent :) I think code first has proved
 to be the right path, but man it's taken a long time to get to the visual
 programming!

 On 7 March 2015 at 10:17, Nicolas Esposito 3dv...@gmail.com wrote:

 Finally I have a good excuse to start developing stuff with Fabric :)

  Can't wait to try it!
 From a non-coder point pf view, seriously, thanks guys!

 2015-03-07 14:43 GMT+01:00 Paul Doyle technove...@gmail.com:

 btw the sign up is here: http://fabricengine.com/canvas-testing-program/


 On 6 March 2015 at 20:14, Greg Punchatz g...@janimation.com wrote:

 I don't write this word often, but being from Texas there is only thing
 that comes to mindYeehaw!

 On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen vi...@themill.com
 wrote:

  Awesome news!

  I have been waiting for this for ever. Exciting time!

  Thanks a lot Paul and I am looking forward to trying it, hopefully
 soon.

  Cheers.



 Vince Baertsoen
 Head of 3D

 T  +1 212 337 3210 %2B1%20212%20337%203210




 The Mill 451 Broadway, 6th Floor, New York,  NY 10013


 *themill.com | http://www.themill.com/ themillblog.com |
 http://www.themillblog.com/ @millchannel |
 https://twitter.com/millchannel facebook.com/millchannel
 http://www.facebook.com/millchannel *
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [
 technove...@gmail.com]
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric Engine
 2.0

Hi guys - I know you've been waiting for quite a while for us to
 start showing you what we've been up to since Siggraph. Finally we're 
 there
 and can give you a look :)

  I'm really happy and proud to give you the first proper look at
 Canvas, our visual programming system for Fabric 2.0.

  Quick highlight video: https://vimeo.com/121492305

  Tons more information here: http://fabricengine.com/canvas-videos/

  This is the first part of the FE2.0 plan, and we'll be showing this
 in more detail at GTC on March 18th - please contact me if you want to 
 meet
 up.

  Looking forward to hearing what you have to say, and hopefully
 getting you on the alpha/beta when we open things up (there is a sign up
 form on the Canvas page).

  Cheers,

  Paul and the rest of the Fabric team










Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-08 Thread Paul Doyle
Thanks Perry - you're appreciation is appreciated :) I shall pass it on to
the team.

Your perception of what we're doing is spot on.

Cheers,

Paul

On 8 March 2015 at 22:08, Perry Harovas perryharo...@gmail.com wrote:

 To Paul and the other Fabric crew, I too want to thank you.

 The thing I preach whenever possible is that we have to be ready to move
 software apps at the drop of a hat (a point made crystal clear to me about
 a year ago).
 If there is one thing I miss, though, it is ICE. I am happy to use and
 explore all the fantastic things Houdini and C4D have to offer (the two
 apps I chose, for now), but
 the ease of use (compared to Houdini) of ICE is something that I really
 long for.

 Canvas very may well be the answer to having a tool that can be carried
 with me from app-to-app, where I wouldn't have to lose that ICE-like ability
 when I have to switch to a different app. The main thing I think you guys
 got right was making your tools host program agnostic. So, while that may
 not be exactly what happens, under the hood,
 it IS the impression I get. It feels like that is basically the goal. If I
 am correct about that, well, more power to you guys.

 The more open and flexible this stuff can be, the easier our work will be
 and the happier *we *will be, even if it means using a software app we
 don't care for.
 The one constant will be Canvas, and that could help solve a lot of
 app-anxiety (or in my case, app-anger).

 So, again, thank you all so much.

 Perry


 On Sun, Mar 8, 2015 at 7:01 AM, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 And I'm sure bunch of guys like me are waiting to see what great minds
 will make for us to start making :) So far it is tool for making tools, and
 we are waiting for tools ;)
 Dumb down version for us artist with just couple buttons and text boxes
 to tweak ;)

 On Sun, Mar 8, 2015 at 3:41 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I'm just waiting for dat community to start forming, Rray.de's gona need
 a new category soon, fingers crossed :P

 On 8 March 2015 at 02:33, Paul Doyle technove...@gmail.com wrote:

 Yes - writing extensions for Fabric is simple, as is wrapping an
 existing C/C++ library as a Fabric extension. There are no dependencies on
 Fabric Software to build anything, it's all there for developers to build
 upon.

 More cool stuff next week, it should get you guys thinking :)

 On 7 March 2015 at 21:25, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Isn't the theory, that third parties could develop modules for fabric,
 like Lagoa multiphisics ?, or the mootzoid suites ? i'm assuming it would
 if not now eventually become theoretically possible for someone to create 
 a
 flip solver for fabric?

 (I'm sure that: - One does not simply A Flip Solver)

 Bifrost (at this point) reminds me of a famous Racing horse called
 Shergar, it too had a great pedigree, then the IRA nicked it, and turned 
 it
 into burgers.(most likely).

 There is a moral in there somewhere!

 On 8 March 2015 at 00:48, Paul Doyle technove...@gmail.com wrote:

 Certainly for stuff like fluids they've got the pedigree :) I have
 only seen the public demos though, I'm keen to see what's coming.

 /diplomacy

 On 7 March 2015 at 19:36, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Surely Bifrost is what you aspire for your product to be when it
 grows up, right? ;)

 On Sun, Mar 8, 2015 at 5:41 AM, Paul Doyle technove...@gmail.com
 wrote:

 That's what the alpha is for :) We aren't wedded to a particular
 design, and we're drawing inspiration from modern systems like 
 Blueprint.









 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)



Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Paul Doyle
The whole UI is customizable so we just went for something neutral based on
our branding colours :) A few Softimage folks in Germany did the design
work for us. We're still iterating on the overall theme.

It's come a long way since our first prototype: https://vimeo.com/103517340

On 7 March 2015 at 11:24, Tom Kleinenberg zagan...@gmail.com wrote:

 I'm keen, I've applied, I'll be spreading the gospel at work. Very
 exciting and I like that the colours match ICE :)

 On 7 March 2015 at 17:44, Paul Doyle technove...@gmail.com wrote:

 Thanks for the kind words - this was what we originally intended to build
 before we went off on a bit of a tangent :) I think code first has proved
 to be the right path, but man it's taken a long time to get to the visual
 programming!

 On 7 March 2015 at 10:17, Nicolas Esposito 3dv...@gmail.com wrote:

 Finally I have a good excuse to start developing stuff with Fabric :)

 Can't wait to try it!
 From a non-coder point pf view, seriously, thanks guys!

 2015-03-07 14:43 GMT+01:00 Paul Doyle technove...@gmail.com:

 btw the sign up is here:
 http://fabricengine.com/canvas-testing-program/

 On 6 March 2015 at 20:14, Greg Punchatz g...@janimation.com wrote:

 I don't write this word often, but being from Texas there is only
 thing that comes to mindYeehaw!

 On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen vi...@themill.com
 wrote:

  Awesome news!

  I have been waiting for this for ever. Exciting time!

  Thanks a lot Paul and I am looking forward to trying it, hopefully
 soon.

  Cheers.



 Vince Baertsoen
 Head of 3D

 T  +1 212 337 3210




 The Mill 451 Broadway, 6th Floor, New York,  NY 10013


 *themill.com | http://www.themill.com/ themillblog.com |
 http://www.themillblog.com/ @millchannel |
 https://twitter.com/millchannel facebook.com/millchannel
 http://www.facebook.com/millchannel *
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [
 technove...@gmail.com]
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric Engine
 2.0

   Hi guys - I know you've been waiting for quite a while for us to
 start showing you what we've been up to since Siggraph. Finally we're 
 there
 and can give you a look :)

  I'm really happy and proud to give you the first proper look at
 Canvas, our visual programming system for Fabric 2.0.

  Quick highlight video: https://vimeo.com/121492305

  Tons more information here: http://fabricengine.com/canvas-videos/

  This is the first part of the FE2.0 plan, and we'll be showing this
 in more detail at GTC on March 18th - please contact me if you want to 
 meet
 up.

  Looking forward to hearing what you have to say, and hopefully
 getting you on the alpha/beta when we open things up (there is a sign up
 form on the Canvas page).

  Cheers,

  Paul and the rest of the Fabric team









Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Paul Doyle
That's what the alpha is for :) We aren't wedded to a particular design,
and we're drawing inspiration from modern systems like Blueprint.

On 7 March 2015 at 12:32, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 I still think color coding the nodes was a good idea, in ice anyway. maybe
 color coding the headers, or having a toggle in the menu bar that allows
 you to toggle on/off all node colors per type, would be useful for teaching.

 Cause i do get that color coding sometimes makes a graph look like pick
 and mix.

 But it's also handy opening it up and seeing in the graph instantly where
 the math nodes are, where the input gemometry/curves/ptCloud where the sim
 nodes are etc...

 e.g if somebody hands me a scene with an ice tree in soft, it could be a
 very messy ice tree, but at least i know that blue nodes usually have to do
 with importing stuff from outside data/geo/pointcloud..., that light green
 nodes are math nodes, multiply/divide/If...

 I don't even have to read the nodes, just by looking at the color i can
 get a rudimentary idea of  what is going on. what is coming in how it is
 being modified and where it is coming out.

 So yes, a toggle for node type colors would be Fabulous !

 On 7 March 2015 at 16:29, Paul Doyle technove...@gmail.com wrote:

 The whole UI is customizable so we just went for something neutral based
 on our branding colours :) A few Softimage folks in Germany did the design
 work for us. We're still iterating on the overall theme.

 It's come a long way since our first prototype:
 https://vimeo.com/103517340

 On 7 March 2015 at 11:24, Tom Kleinenberg zagan...@gmail.com wrote:

 I'm keen, I've applied, I'll be spreading the gospel at work. Very
 exciting and I like that the colours match ICE :)

 On 7 March 2015 at 17:44, Paul Doyle technove...@gmail.com wrote:

 Thanks for the kind words - this was what we originally intended to
 build before we went off on a bit of a tangent :) I think code first has
 proved to be the right path, but man it's taken a long time to get to the
 visual programming!

 On 7 March 2015 at 10:17, Nicolas Esposito 3dv...@gmail.com wrote:

 Finally I have a good excuse to start developing stuff with Fabric :)

 Can't wait to try it!
 From a non-coder point pf view, seriously, thanks guys!

 2015-03-07 14:43 GMT+01:00 Paul Doyle technove...@gmail.com:

 btw the sign up is here:
 http://fabricengine.com/canvas-testing-program/

 On 6 March 2015 at 20:14, Greg Punchatz g...@janimation.com wrote:

 I don't write this word often, but being from Texas there is only
 thing that comes to mindYeehaw!

 On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen vi...@themill.com
 wrote:

  Awesome news!

  I have been waiting for this for ever. Exciting time!

  Thanks a lot Paul and I am looking forward to trying it,
 hopefully soon.

  Cheers.



 Vince Baertsoen
 Head of 3D

 T  +1 212 337 3210




 The Mill 451 Broadway, 6th Floor, New York,  NY 10013


 *themill.com | http://www.themill.com/ themillblog.com |
 http://www.themillblog.com/ @millchannel |
 https://twitter.com/millchannel facebook.com/millchannel
 http://www.facebook.com/millchannel *
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [
 technove...@gmail.com]
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric
 Engine 2.0

   Hi guys - I know you've been waiting for quite a while for us to
 start showing you what we've been up to since Siggraph. Finally we're 
 there
 and can give you a look :)

  I'm really happy and proud to give you the first proper look at
 Canvas, our visual programming system for Fabric 2.0.

  Quick highlight video: https://vimeo.com/121492305

  Tons more information here: http://fabricengine.com/canvas-videos/

  This is the first part of the FE2.0 plan, and we'll be showing
 this in more detail at GTC on March 18th - please contact me if you 
 want to
 meet up.

  Looking forward to hearing what you have to say, and hopefully
 getting you on the alpha/beta when we open things up (there is a sign 
 up
 form on the Canvas page).

  Cheers,

  Paul and the rest of the Fabric team











Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Paul Doyle
Thanks for the kind words - this was what we originally intended to build
before we went off on a bit of a tangent :) I think code first has proved
to be the right path, but man it's taken a long time to get to the visual
programming!

On 7 March 2015 at 10:17, Nicolas Esposito 3dv...@gmail.com wrote:

 Finally I have a good excuse to start developing stuff with Fabric :)

 Can't wait to try it!
 From a non-coder point pf view, seriously, thanks guys!

 2015-03-07 14:43 GMT+01:00 Paul Doyle technove...@gmail.com:

 btw the sign up is here: http://fabricengine.com/canvas-testing-program/

 On 6 March 2015 at 20:14, Greg Punchatz g...@janimation.com wrote:

 I don't write this word often, but being from Texas there is only thing
 that comes to mindYeehaw!

 On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen vi...@themill.com
 wrote:

  Awesome news!

  I have been waiting for this for ever. Exciting time!

  Thanks a lot Paul and I am looking forward to trying it, hopefully
 soon.

  Cheers.



 Vince Baertsoen
 Head of 3D

 T  +1 212 337 3210




 The Mill 451 Broadway, 6th Floor, New York,  NY 10013


 *themill.com | http://www.themill.com/ themillblog.com |
 http://www.themillblog.com/ @millchannel |
 https://twitter.com/millchannel facebook.com/millchannel
 http://www.facebook.com/millchannel *
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [
 technove...@gmail.com]
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric Engine
 2.0

   Hi guys - I know you've been waiting for quite a while for us to
 start showing you what we've been up to since Siggraph. Finally we're there
 and can give you a look :)

  I'm really happy and proud to give you the first proper look at
 Canvas, our visual programming system for Fabric 2.0.

  Quick highlight video: https://vimeo.com/121492305

  Tons more information here: http://fabricengine.com/canvas-videos/

  This is the first part of the FE2.0 plan, and we'll be showing this
 in more detail at GTC on March 18th - please contact me if you want to meet
 up.

  Looking forward to hearing what you have to say, and hopefully
 getting you on the alpha/beta when we open things up (there is a sign up
 form on the Canvas page).

  Cheers,

  Paul and the rest of the Fabric team







Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Paul Doyle
btw the sign up is here: http://fabricengine.com/canvas-testing-program/

On 6 March 2015 at 20:14, Greg Punchatz g...@janimation.com wrote:

 I don't write this word often, but being from Texas there is only thing
 that comes to mindYeehaw!

 On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen vi...@themill.com wrote:

  Awesome news!

  I have been waiting for this for ever. Exciting time!

  Thanks a lot Paul and I am looking forward to trying it, hopefully soon.

  Cheers.



 Vince Baertsoen
 Head of 3D

 T  +1 212 337 3210




 The Mill 451 Broadway, 6th Floor, New York,  NY 10013


 *themill.com | http://www.themill.com/ themillblog.com |
 http://www.themillblog.com/ @millchannel |
 https://twitter.com/millchannel facebook.com/millchannel
 http://www.facebook.com/millchannel *
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [
 technove...@gmail.com]
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0

   Hi guys - I know you've been waiting for quite a while for us to start
 showing you what we've been up to since Siggraph. Finally we're there and
 can give you a look :)

  I'm really happy and proud to give you the first proper look at Canvas,
 our visual programming system for Fabric 2.0.

  Quick highlight video: https://vimeo.com/121492305

  Tons more information here: http://fabricengine.com/canvas-videos/

  This is the first part of the FE2.0 plan, and we'll be showing this in
 more detail at GTC on March 18th - please contact me if you want to meet up.

  Looking forward to hearing what you have to say, and hopefully getting
 you on the alpha/beta when we open things up (there is a sign up form on
 the Canvas page).

  Cheers,

  Paul and the rest of the Fabric team





Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Paul Doyle
Certainly for stuff like fluids they've got the pedigree :) I have only
seen the public demos though, I'm keen to see what's coming.

/diplomacy

On 7 March 2015 at 19:36, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 Surely Bifrost is what you aspire for your product to be when it grows up,
 right? ;)

 On Sun, Mar 8, 2015 at 5:41 AM, Paul Doyle technove...@gmail.com wrote:

 That's what the alpha is for :) We aren't wedded to a particular design,
 and we're drawing inspiration from modern systems like Blueprint.




Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Paul Doyle
Yes - writing extensions for Fabric is simple, as is wrapping an existing
C/C++ library as a Fabric extension. There are no dependencies on Fabric
Software to build anything, it's all there for developers to build upon.

More cool stuff next week, it should get you guys thinking :)

On 7 March 2015 at 21:25, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 Isn't the theory, that third parties could develop modules for fabric,
 like Lagoa multiphisics ?, or the mootzoid suites ? i'm assuming it would
 if not now eventually become theoretically possible for someone to create a
 flip solver for fabric?

 (I'm sure that: - One does not simply A Flip Solver)

 Bifrost (at this point) reminds me of a famous Racing horse called
 Shergar, it too had a great pedigree, then the IRA nicked it, and turned it
 into burgers.(most likely).

 There is a moral in there somewhere!

 On 8 March 2015 at 00:48, Paul Doyle technove...@gmail.com wrote:

 Certainly for stuff like fluids they've got the pedigree :) I have only
 seen the public demos though, I'm keen to see what's coming.

 /diplomacy

 On 7 March 2015 at 19:36, Raffaele Fragapane raffsxsil...@googlemail.com
  wrote:

 Surely Bifrost is what you aspire for your product to be when it grows
 up, right? ;)

 On Sun, Mar 8, 2015 at 5:41 AM, Paul Doyle technove...@gmail.com
 wrote:

 That's what the alpha is for :) We aren't wedded to a particular
 design, and we're drawing inspiration from modern systems like Blueprint.






Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Paul Doyle
It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha
has our standalone client and Maya support: all of our customers are on
Maya, so it made sense to do that first.

On 6 March 2015 at 17:47, Tenshi S. tenshu...@gmail.com wrote:

 More stuff for Maya users? Hmm.

 On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com wrote:

  This looks fantastic and familiar.  I am so looking forward to this.



 Thank you!







 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0



 Hi guys - I know you've been waiting for quite a while for us to start
 showing you what we've been up to since Siggraph. Finally we're there and
 can give you a look :)



 I'm really happy and proud to give you the first proper look at Canvas,
 our visual programming system for Fabric 2.0.



 Quick highlight video: https://vimeo.com/121492305



 Tons more information here: http://fabricengine.com/canvas-videos/



 This is the first part of the FE2.0 plan, and we'll be showing this in
 more detail at GTC on March 18th - please contact me if you want to meet up.



 Looking forward to hearing what you have to say, and hopefully getting
 you on the alpha/beta when we open things up (there is a sign up form on
 the Canvas page).



 Cheers,



 Paul and the rest of the Fabric team





Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Paul Doyle
Well you can sign up for the alpha here:
http://fabricengine.com/canvas-testing-program/

We're not opening it up yet, but get on the list and when we do the SI drop
I'll post a reminder here :)

We're DCC-agnostic - Maya was inevitably a first-class citizen for us, but
our portability story is dependent on supporting lots of hosts. Watch this
space ;)

On 6 March 2015 at 18:05, Eric Turman i.anima...@gmail.com wrote:

 Paul, much respect for supporting such a wide range of DCCs including the
 (not so) dead one. I'm sure like you say, Canvas will be here sooner than
 we know it. But in the mean time the suspense is killing me =)


 On Fri, Mar 6, 2015 at 4:49 PM, Paul Doyle technove...@gmail.com wrote:

 It's coming for Softimage, Max, Houdini and other DCCs as well. This
 alpha has our standalone client and Maya support: all of our customers are
 on Maya, so it made sense to do that first.

 --




 -=T=-



Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Paul Doyle
Actually we have you guys, Psyop and Blur all expecting Softimage support
sooner rather than later :) It's next on the list!

On 6 March 2015 at 18:20, Mathieu Leclaire mlecl...@hybride.com wrote:

  Oh and I don't think I've ever been this excited of opening Maya.


 On 06/03/2015 6:17 PM, Mathieu Leclaire wrote:

 Not all your customers... though we are moving in that direction and this
 will definitely make the transition so much easier.

 On 06/03/2015 5:49 PM, Paul Doyle wrote:

 It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha
 has our standalone client and Maya support: all of our customers are on
 Maya, so it made sense to do that first.

 On 6 March 2015 at 17:47, Tenshi S. tenshu...@gmail.com wrote:

 More stuff for Maya users? Hmm.

 On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com wrote:

  This looks fantastic and familiar.  I am so looking forward to this.



 Thank you!







 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0



 Hi guys - I know you've been waiting for quite a while for us to start
 showing you what we've been up to since Siggraph. Finally we're there and
 can give you a look :)



 I'm really happy and proud to give you the first proper look at Canvas,
 our visual programming system for Fabric 2.0.



 Quick highlight video: https://vimeo.com/121492305



 Tons more information here: http://fabricengine.com/canvas-videos/



 This is the first part of the FE2.0 plan, and we'll be showing this in
 more detail at GTC on March 18th - please contact me if you want to meet up.



 Looking forward to hearing what you have to say, and hopefully getting
 you on the alpha/beta when we open things up (there is a sign up form on
 the Canvas page).



 Cheers,



 Paul and the rest of the Fabric team








Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Paul Doyle
Hi guys - I know you've been waiting for quite a while for us to start
showing you what we've been up to since Siggraph. Finally we're there and
can give you a look :)

I'm really happy and proud to give you the first proper look at Canvas, our
visual programming system for Fabric 2.0.

Quick highlight video: https://vimeo.com/121492305

Tons more information here: http://fabricengine.com/canvas-videos/

This is the first part of the FE2.0 plan, and we'll be showing this in more
detail at GTC on March 18th - please contact me if you want to meet up.

Looking forward to hearing what you have to say, and hopefully getting you
on the alpha/beta when we open things up (there is a sign up form on the
Canvas page).

Cheers,

Paul and the rest of the Fabric team


Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Paul Doyle
It's really not that far off :)

On 6 March 2015 at 16:19, Eric Turman i.anima...@gmail.com wrote:

 Fantastic! =) can't wait for it to get out of Alpha...and then
  Beta...looks like it is going to be a bit of a wait for that. :( But a
 platform independent ICE on Steroids =) sooo nice. Hope we won't have
 to wait too long.

 I find my emotions swinging back and forth like Fry's face about death by
 snu snu

 Thanks for the update Paul =)


 On Fri, Mar 6, 2015 at 2:32 PM, Paul Doyle technove...@gmail.com wrote:

 Hi guys - I know you've been waiting for quite a while for us to start
 showing you what we've been up to since Siggraph. Finally we're there and
 can give you a look :)

 I'm really happy and proud to give you the first proper look at Canvas,
 our visual programming system for Fabric 2.0.

 Quick highlight video: https://vimeo.com/121492305

 Tons more information here: http://fabricengine.com/canvas-videos/

 This is the first part of the FE2.0 plan, and we'll be showing this in
 more detail at GTC on March 18th - please contact me if you want to meet up.

 Looking forward to hearing what you have to say, and hopefully getting
 you on the alpha/beta when we open things up (there is a sign up form on
 the Canvas page).

 Cheers,

 Paul and the rest of the Fabric team




 --




 -=T=-



a bit of holiday fun :)

2014-12-19 Thread Paul Doyle
https://vimeo.com/114902164

Happy Christmas from the Fabric team. 2015 should be a lot of fun :)

Thanks for your support this year - it's been great.

Cheers,

Paul


Re: Lets Hope Autodesk Buys the Foundry!

2014-12-19 Thread Paul Doyle
I'm not familiar with their tech, but I'd say that visual programming
systems aren't anything special or original these days (or shouldn't be
seen that way). The issues always comes down to flexibility and performance
- is it as fast as writing native code, and can I add/edit nodes easily,
and are those nodes as performant as what comes out of the box. The more
you go towards providing complete workflows, the harder that gets imo.

I'd say they seem to be covering an awful lot of bases. Good luck to them
if they pull it off - we can always Splice into it ;)

On 19 December 2014 at 10:23, Dan Yargici danyarg...@gmail.com wrote:

 Indeed, that's what I was thinking also...  I'd be interested to hear what
 Paul makes of it.

 On Fri, Dec 19, 2014 at 5:17 PM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

  Hmmm the idea sounds familiar to what Fabric is building, no?

 Interesting times.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jason S
 *Sent:* December-19-14 7:52 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Lets Hope Autodesk Buys the Foundry!



 there is also this..
 http://flowbox.io/flowbox-features/

 looks new and original,
 everything looks (almost too) good but curious to know the pros and cons,







Re: Lets Hope Autodesk Buys the Foundry!

2014-12-18 Thread Paul Griswold
Doesn't ADSK own Toxik, Composite, Smoke, Flame, FX Tree (Eddie, Media
Illusion, Matador), as well as Elastic Reality (inside the FX Tree)?  On
top of that they have a fantastic vector paint program called Sketchbook
Designer (not Sketchbook Pro, though that's pretty spiffy too).

It seems like they already own enough technology to create the greatest
compositor the world has ever seen.  I wonder what the problem is?
Leadership?  Nah

-PG


ᐧ

On Thu, Dec 18, 2014 at 12:58 AM, Marc Brinkley marc.brink...@microsoft.com
 wrote:

  I could see ADSK buying Foundry for Nuke\Mari\Katana. ADSK doesn’t have
 similar toolsets and that would be reason enough to shore up their tool
 chain.



 That would be the final pieces to their monopoly.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Tuesday, December 16, 2014 3:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Lets Hope Autodesk Buys the Foundry!



 It's owned by an investment group. They sell in a particular hurry
 ESPECIALLY when something is going well. You sell at peak value shortly
 after a round of re-valuing purchases and hype, when cash value is high for
 returns, and earnings prospects are high to entice buyers.



 As for who'll be buying, I'd be surprised if it was AD, but can't rule it
 out, a media group or an unexpected games-side player or something like
 that seems more likely though.



 Or maybe DS will decide to piss in AD's cornflakes buying it, but I doubt
 they are willing to shell out 200-250M pounds for such an unfamiliar
 patents package and software they have no cross-sales potential or sales
 network to merge and reduce in.



 On Tue, Dec 16, 2014 at 8:31 PM, David Saber davidsa...@sfr.fr wrote:

 Why is it sold? I thought Modo was going well... ?




 --

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



Re: Lets Hope Autodesk Buys the Foundry!

2014-12-16 Thread paul
Its starting to feel that the safest thing to use, with the most predictable 
future is XSI.


-Original Message- 
From: Leendert A. Hartog

Sent: Tuesday, December 16, 2014 10:13 AM
To: softimage@listproc.autodesk.com
Subject: Re: Lets Hope Autodesk Buys the Foundry!

Like I said:  deliberately bold statement! ;)
Luckily we won't have a say in it...

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com 



Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Paul Doyle
Our customers all have agreements that protect them, and next year we'll be
pushing on the 3rd party licensing model which will also allow people to
distribute free Fabric tools if they choose to. If someone wanted to build
a full-on DCC then we'd have a license agreement that would protect them as
well.

There are more approaches to this than just 'open source all the things!'.

On 12 December 2014 at 11:27, Guy Rabiller guy.rabil...@radfac.com wrote:


 Create a whole dcc on top of a proprietary closed source product that can
 disappear or be trashed at any time ? Are you kidding ? Will you ever learn
 ?

 I guess loosing Softimage was not enough for you ? Or you simply don't
 care ?

 I still do. For a long time.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


 On 12/12/14 14:39, Ahmidou Lyazidi wrote:

 Il don't  see the need to expose the core either, you can already create a
 whole dcc by yourself. You can extend the Splice standalone and add as many
 feature as you want. You can add/derive/modify all the KL objects. You can
 draw whatever you want in modern opengl and interact with the objects in
 the viewport. Integrate. c++ libraries and finally customize the ui with QT.
 What would you like to do by changing the core?
 Le 12 déc. 2014 06:00, Thomas Mansencal thomas.mansen...@gmail.com a
 écrit :

 Excellent! I'm not a rigger but my friends rigger are now aware :)

 On Fri Dec 12 2014 at 10:31:36 AM Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:


 Hot shit this stuff looks cool, just make a DCC already :P

  Na i get why that can't be a priority right now, still all this
 awsome...

  We are hungry for more i'm sure :) so congrats to all and to you Paul.



 On 12 December 2014 at 08:23, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Great job guys!

  I'm very interested especially regarding the DeltaMush modifier,
 looks fantastic!

  Very interesting is the Blendshapes rig...about that I'm thinking
 that the debugging of the blendshape could be used for realtime deformation
 ( displacement or wrinkle maps ) that triggers automatically ( ala
 Facerobot but much quicker ).

  I'm still not familiar with Fabric Engine so pardon my questions but:
 - Regarding the captain atom rig, if I understood correctly you are
 able via Alembic to bake all the deformation you setup with the Rigging
 Toolbox and then via script apply those deformation on the source mesh
 itself, right? so, after I did all the deformations I want I can simply
 bake those deformations with a script and then export the rig itself in FBX
 and those deformations are baked in, right?

  - Same question, but related to tge blendshape rig...at 22.10 the
 locator is described as a container which holds the geometry, but there's
 no actual geometry in the scene...in this case how the export in FBX would
 work?

  Cheers guys, this looks awesome!

 2014-12-12 3:46 GMT+01:00 Paul Doyle technove...@gmail.com:

 Hi Guy - no, we're not planning to open-source the core. Thanks for
 the analysis of our client base and users ;)

  Paul

 On 11 December 2014 at 21:28, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Hi Paul,

 Still no plan to make the Core open sourced (perhaps dual licensed
 ala Oracle) and available to open sourced projects ?

 I see you are now in need for more users/clients, perhaps this could
 be the right time ?

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


 On 11/12/14 22:48, Paul Doyle wrote:

  (X-Post from 3DPro)

  Hi everyone - something that has come up a few times with customers
 has been 'can you give us some sample deformers written in KL for us to 
 get
 started?'. The Rigging Toolbox is our pass at doing just that: a public
 repo where people can see how we've approached things like delta mush (is
 it too late to be considered part of the DM hype train?) and contribute
 back their own work if they want to.

  video here: https://vimeo.com/114272905
  website + link to repo: http://fabricengine.com/rigging-toolbox/

  The Rigging Toolbox provides a collection of production relevant
 tools that can be used when building character pipelines using Fabric
 Engine. These tools can be used as is, or purely as reference as you 
 build
 your own implementations. Recently we have added a suite of deformers and
 are now working on leveraging our GPU compute capabilities with these
 deformers.

 The rigging toolbox works in Maya, Max and Softimage with our Splice
 plugin, so this all has the usual Fabric benefits of encapsulation and
 portability. As we move to visual programming next year, this work will 
 all
 be compatible there as well.

  Last infomercial piece: http://fabricengine.com/get-fabric/ Fabric
 is free for individuals and we're giving 50 free licenses to studios, 
 which
 helps when you're hoping people will contribute to a project like this.

 Thanks,

 Paul






Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Paul Doyle
The fact is there are no successful open-source companies in our industry
because the numbers don't work. The companies that do open-source in our
industry are doing something else as their main business. Our main business
is selling software. Typically a software company open-sources if they see
an opportunity to build a services business/premium support model around
their software - the conversion percentages here are typically 5% of the
user base and often much lower. Simply put - our industry is too technical
(we don't need no stinking support) and too small (how many studios are
there globally above 10 employees?) for that to be viable, we would die.

As for trust - that was really my point in my last email. Fabric makes
guarantees through our licensing agreements with customers - they don't
have to trust what I tell them, they have a contract that gives them what
they need.

I get that many people feel burned and why that makes a very compelling
argument for OSS alternatives. If we felt that we could be successful doing
that, then we'd be doing it. There is no moral opposition to the notion of
open-sourcing, it's a matter of doing such a thing if and when it makes
sense. Right now that's not our position.


On 12 December 2014 at 12:33, Guy Rabiller guy.rabil...@radfac.com wrote:


 Yeah well, with all the lies Autodesk gave us, how come can you expect to
 be trusted ?

 Nothing personal though, you are not responsible.

 But the trust is lost, broken, irreversibly. They did a pretty good job at
 it. Blame them.

 The only projects and products that deserve trust are open sourced
 projects. Period.

 Yet I still don't understand why you are so afraid to open source the core
 using a dual license. Take Berkeley DB from Oracle for instance. Open
 sourced, dual licensed. I don't think Oracle stakes holders are less
 business oriented than Autodesk ones. Wiser perhaps ?

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


 On 12/12/14 18:10, Paul Doyle wrote:

 Our customers all have agreements that protect them, and next year we'll
 be pushing on the 3rd party licensing model which will also allow people to
 distribute free Fabric tools if they choose to. If someone wanted to build
 a full-on DCC then we'd have a license agreement that would protect them as
 well.

  There are more approaches to this than just 'open source all the
 things!'.

 On 12 December 2014 at 11:27, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Create a whole dcc on top of a proprietary closed source product that can
 disappear or be trashed at any time ? Are you kidding ? Will you ever learn
 ?

 I guess loosing Softimage was not enough for you ? Or you simply don't
 care ?

 I still do. For a long time.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 14:39, Ahmidou Lyazidi wrote:

 Il don't  see the need to expose the core either, you can already create
 a whole dcc by yourself. You can extend the Splice standalone and add as
 many feature as you want. You can add/derive/modify all the KL objects. You
 can draw whatever you want in modern opengl and interact with the objects
 in the viewport. Integrate. c++ libraries and finally customize the ui with
 QT.
 What would you like to do by changing the core?
 Le 12 déc. 2014 06:00, Thomas Mansencal thomas.mansen...@gmail.com a
 écrit :

 Excellent! I'm not a rigger but my friends rigger are now aware :)

 On Fri Dec 12 2014 at 10:31:36 AM Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:


 Hot shit this stuff looks cool, just make a DCC already :P

  Na i get why that can't be a priority right now, still all this
 awsome...

  We are hungry for more i'm sure :) so congrats to all and to you Paul.



 On 12 December 2014 at 08:23, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Great job guys!

  I'm very interested especially regarding the DeltaMush modifier,
 looks fantastic!

  Very interesting is the Blendshapes rig...about that I'm thinking
 that the debugging of the blendshape could be used for realtime 
 deformation
 ( displacement or wrinkle maps ) that triggers automatically ( ala
 Facerobot but much quicker ).

  I'm still not familiar with Fabric Engine so pardon my questions but:
 - Regarding the captain atom rig, if I understood correctly you are
 able via Alembic to bake all the deformation you setup with the Rigging
 Toolbox and then via script apply those deformation on the source mesh
 itself, right? so, after I did all the deformations I want I can simply
 bake those deformations with a script and then export the rig itself in 
 FBX
 and those deformations are baked in, right?

  - Same question, but related to tge blendshape rig...at 22.10 the
 locator is described as a container which holds the geometry, but there's
 no actual geometry in the scene...in this case how the export in FBX would
 work?

  Cheers guys, this looks awesome!

 2014-12-12 3:46 GMT+01:00 Paul Doyle technove...@gmail.com:

 Hi Guy - no, we're

Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Paul Doyle
I explained the reasoning, I'm not going to go into this topic any further.

On 12 December 2014 at 13:47, Guy Rabiller guy.rabil...@radfac.com wrote:


 But I have the feeling you think open-source automatically means 'free'.

 Your business is not selling software (I hope), your business is selling
 licenses.

 Using a dual-licenses approach, it would be free to use for non-commercial
 open-sourced projects, but studios would still have to pay licenses for
 proprietary development. So no change here in terms of business, this could
 even be transparent for your existing customers. Nothing would change for
 them and you would get the same amount of money from them.

 Yet, instead allowing them to distribute free Fabric tools if they choose
 to, this could perhaps allow them to sell Fabric tools too. Better business
 model for everyone.

 While being open-sourced and free for non commercial developments, trust
 is back and open-sourced communities developments could start.

 ps: a contract means nothing if a company disappear, I believe I'm not the
 only one who has experienced that.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


 On 12/12/14 19:01, Paul Doyle wrote:

 The fact is there are no successful open-source companies in our industry
 because the numbers don't work. The companies that do open-source in our
 industry are doing something else as their main business. Our main business
 is selling software. Typically a software company open-sources if they see
 an opportunity to build a services business/premium support model around
 their software - the conversion percentages here are typically 5% of the
 user base and often much lower. Simply put - our industry is too technical
 (we don't need no stinking support) and too small (how many studios are
 there globally above 10 employees?) for that to be viable, we would die.

  As for trust - that was really my point in my last email. Fabric makes
 guarantees through our licensing agreements with customers - they don't
 have to trust what I tell them, they have a contract that gives them what
 they need.

  I get that many people feel burned and why that makes a very compelling
 argument for OSS alternatives. If we felt that we could be successful doing
 that, then we'd be doing it. There is no moral opposition to the notion of
 open-sourcing, it's a matter of doing such a thing if and when it makes
 sense. Right now that's not our position.


 On 12 December 2014 at 12:33, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Yeah well, with all the lies Autodesk gave us, how come can you expect to
 be trusted ?

 Nothing personal though, you are not responsible.

 But the trust is lost, broken, irreversibly. They did a pretty good job
 at it. Blame them.

 The only projects and products that deserve trust are open sourced
 projects. Period.

 Yet I still don't understand why you are so afraid to open source the
 core using a dual license. Take Berkeley DB from Oracle for instance. Open
 sourced, dual licensed. I don't think Oracle stakes holders are less
 business oriented than Autodesk ones. Wiser perhaps ?

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 18:10, Paul Doyle wrote:

 Our customers all have agreements that protect them, and next year we'll
 be pushing on the 3rd party licensing model which will also allow people to
 distribute free Fabric tools if they choose to. If someone wanted to build
 a full-on DCC then we'd have a license agreement that would protect them as
 well.

  There are more approaches to this than just 'open source all the
 things!'.

 On 12 December 2014 at 11:27, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Create a whole dcc on top of a proprietary closed source product that
 can disappear or be trashed at any time ? Are you kidding ? Will you ever
 learn ?

 I guess loosing Softimage was not enough for you ? Or you simply don't
 care ?

 I still do. For a long time.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 14:39, Ahmidou Lyazidi wrote:

 Il don't  see the need to expose the core either, you can already create
 a whole dcc by yourself. You can extend the Splice standalone and add as
 many feature as you want. You can add/derive/modify all the KL objects. You
 can draw whatever you want in modern opengl and interact with the objects
 in the viewport. Integrate. c++ libraries and finally customize the ui with
 QT.
 What would you like to do by changing the core?
 Le 12 déc. 2014 06:00, Thomas Mansencal thomas.mansen...@gmail.com
 a écrit :

 Excellent! I'm not a rigger but my friends rigger are now aware :)

 On Fri Dec 12 2014 at 10:31:36 AM Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:


 Hot shit this stuff looks cool, just make a DCC already :P

  Na i get why that can't be a priority right now, still all this
 awsome...

  We are hungry for more i'm sure :) so congrats to all and to you
 Paul.



 On 12 December 2014 at 08

Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Paul Doyle
Guy - we actually did some research into the matter when making our
decision - including talking to software companies that had successfully
built businesses around OSS. Dual-licensing was considered and we decided
that it wouldn't work. I am not going to get into the details of it,
because frankly it's painful to have a discussion with someone that
defaults to 'see? I'm right not to trust you' at every opportunity, along
with various snarky comments.

Thanks,

Paul

On 12 December 2014 at 14:08, Guy Rabiller guy.rabil...@radfac.com wrote:


 No stress here.

 Your reasoning is biased by the false assumption (tunnel-vision?)
 open-source == free, and your are not even listening to the arguments that
 show otherwise.

 That's fine with me, and confirms my trust-level.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel



 On 12/12/14 19:49, Paul Doyle wrote:

 I explained the reasoning, I'm not going to go into this topic any further.

 On 12 December 2014 at 13:47, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 But I have the feeling you think open-source automatically means 'free'.

 Your business is not selling software (I hope), your business is selling
 licenses.

 Using a dual-licenses approach, it would be free to use for
 non-commercial open-sourced projects, but studios would still have to pay
 licenses for proprietary development. So no change here in terms of
 business, this could even be transparent for your existing customers.
 Nothing would change for them and you would get the same amount of money
 from them.

 Yet, instead allowing them to distribute free Fabric tools if they choose
 to, this could perhaps allow them to sell Fabric tools too. Better business
 model for everyone.

 While being open-sourced and free for non commercial developments, trust
 is back and open-sourced communities developments could start.

 ps: a contract means nothing if a company disappear, I believe I'm not
 the only one who has experienced that.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 19:01, Paul Doyle wrote:

 The fact is there are no successful open-source companies in our industry
 because the numbers don't work. The companies that do open-source in our
 industry are doing something else as their main business. Our main business
 is selling software. Typically a software company open-sources if they see
 an opportunity to build a services business/premium support model around
 their software - the conversion percentages here are typically 5% of the
 user base and often much lower. Simply put - our industry is too technical
 (we don't need no stinking support) and too small (how many studios are
 there globally above 10 employees?) for that to be viable, we would die.

  As for trust - that was really my point in my last email. Fabric makes
 guarantees through our licensing agreements with customers - they don't
 have to trust what I tell them, they have a contract that gives them what
 they need.

  I get that many people feel burned and why that makes a very compelling
 argument for OSS alternatives. If we felt that we could be successful doing
 that, then we'd be doing it. There is no moral opposition to the notion of
 open-sourcing, it's a matter of doing such a thing if and when it makes
 sense. Right now that's not our position.


 On 12 December 2014 at 12:33, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Yeah well, with all the lies Autodesk gave us, how come can you expect
 to be trusted ?

 Nothing personal though, you are not responsible.

 But the trust is lost, broken, irreversibly. They did a pretty good job
 at it. Blame them.

 The only projects and products that deserve trust are open sourced
 projects. Period.

 Yet I still don't understand why you are so afraid to open source the
 core using a dual license. Take Berkeley DB from Oracle for instance. Open
 sourced, dual licensed. I don't think Oracle stakes holders are less
 business oriented than Autodesk ones. Wiser perhaps ?

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 18:10, Paul Doyle wrote:

 Our customers all have agreements that protect them, and next year we'll
 be pushing on the 3rd party licensing model which will also allow people to
 distribute free Fabric tools if they choose to. If someone wanted to build
 a full-on DCC then we'd have a license agreement that would protect them as
 well.

  There are more approaches to this than just 'open source all the
 things!'.

 On 12 December 2014 at 11:27, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Create a whole dcc on top of a proprietary closed source product that
 can disappear or be trashed at any time ? Are you kidding ? Will you ever
 learn ?

 I guess loosing Softimage was not enough for you ? Or you simply don't
 care ?

 I still do. For a long time.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 14:39, Ahmidou Lyazidi wrote:

 Il don't  see the need

Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Paul Doyle
Thanks Jonah - I'm really hoping to see people pushing changes back and
seeing this take on a life of its own. I'm glad it has hit the spot for you
:)

On 12 December 2014 at 14:58, Jonah Friedman jfried...@psyop.tv wrote:

 Rigging toolbox looks super interesting and a great example of how to do
 some things. It's very helpful, thanks for doing this!

 On Fri, Dec 12, 2014 at 2:17 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I think open source is at it's best when someone just puts something out
 into the world and decides to takes a back seat. The FE guys are actively
 developing the platform, it's theirs and they are best suited to develop it
 further.

 Don't be calus Guy, i don't think paul has anything against open source,
 he is just saying that successful examples of it in co-relation with the
 complexity of the tools we use are few and far between.

 The FE guys will probably keep denying the consolidation of a DCC even as
 they pave over the last panel of the Maya UI with KL :P



 On 12 December 2014 at 18:49, Paul Doyle technove...@gmail.com wrote:

 I explained the reasoning, I'm not going to go into this topic any
 further.

 On 12 December 2014 at 13:47, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 But I have the feeling you think open-source automatically means 'free'.

 Your business is not selling software (I hope), your business is
 selling licenses.

 Using a dual-licenses approach, it would be free to use for
 non-commercial open-sourced projects, but studios would still have to pay
 licenses for proprietary development. So no change here in terms of
 business, this could even be transparent for your existing customers.
 Nothing would change for them and you would get the same amount of money
 from them.

 Yet, instead allowing them to distribute free Fabric tools if they
 choose to, this could perhaps allow them to sell Fabric tools too. Better
 business model for everyone.

 While being open-sourced and free for non commercial developments,
 trust is back and open-sourced communities developments could start.

 ps: a contract means nothing if a company disappear, I believe I'm not
 the only one who has experienced that.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


 On 12/12/14 19:01, Paul Doyle wrote:

 The fact is there are no successful open-source companies in our
 industry because the numbers don't work. The companies that do open-source
 in our industry are doing something else as their main business. Our main
 business is selling software. Typically a software company open-sources if
 they see an opportunity to build a services business/premium support model
 around their software - the conversion percentages here are typically 5%
 of the user base and often much lower. Simply put - our industry is too
 technical (we don't need no stinking support) and too small (how many
 studios are there globally above 10 employees?) for that to be viable, we
 would die.

  As for trust - that was really my point in my last email. Fabric
 makes guarantees through our licensing agreements with customers - they
 don't have to trust what I tell them, they have a contract that gives them
 what they need.

  I get that many people feel burned and why that makes a very
 compelling argument for OSS alternatives. If we felt that we could be
 successful doing that, then we'd be doing it. There is no moral opposition
 to the notion of open-sourcing, it's a matter of doing such a thing if and
 when it makes sense. Right now that's not our position.


 On 12 December 2014 at 12:33, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Yeah well, with all the lies Autodesk gave us, how come can you expect
 to be trusted ?

 Nothing personal though, you are not responsible.

 But the trust is lost, broken, irreversibly. They did a pretty good
 job at it. Blame them.

 The only projects and products that deserve trust are open sourced
 projects. Period.

 Yet I still don't understand why you are so afraid to open source the
 core using a dual license. Take Berkeley DB from Oracle for instance. Open
 sourced, dual licensed. I don't think Oracle stakes holders are less
 business oriented than Autodesk ones. Wiser perhaps ?

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 18:10, Paul Doyle wrote:

 Our customers all have agreements that protect them, and next year
 we'll be pushing on the 3rd party licensing model which will also allow
 people to distribute free Fabric tools if they choose to. If someone 
 wanted
 to build a full-on DCC then we'd have a license agreement that would
 protect them as well.

  There are more approaches to this than just 'open source all the
 things!'.

 On 12 December 2014 at 11:27, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Create a whole dcc on top of a proprietary closed source product that
 can disappear or be trashed at any time ? Are you kidding ? Will you ever
 learn ?

 I guess loosing Softimage

Re: Friday Flashback #202

2014-12-12 Thread Paul Doyle
Man, has it really been that long? I have to head that way for work every
few weeks and last week I went into the Tim's to grab lunch -
#soupsandwich4lyfe

On 12 December 2014 at 15:37, Luc-Eric Rousseau luceri...@gmail.com wrote:

 i bet you didn't look at the pictures before replying
 On Dec 12, 2014 12:00 PM, Jason S jasonsta...@gmail.com wrote:


 And perhaps those trying to forget?

 Still quite a memorable moment for everyone,
 when death was at the door, not the purolator guy.

 (I say screw death)


 On 12/12/14 10:25, Luc-Eric Rousseau wrote:

 only the guy from purolator would have this particular flashback imho
 On Dec 12, 2014 9:16 AM, Stephen Blair stephenrbl...@gmail.com wrote:

  Six years already since we moved out of Softimage HQ
 http://wp.me/powV4-38G





Fabric update - Rigging Toolbox

2014-12-11 Thread Paul Doyle
(X-Post from 3DPro)

Hi everyone - something that has come up a few times with customers has
been 'can you give us some sample deformers written in KL for us to get
started?'. The Rigging Toolbox is our pass at doing just that: a public
repo where people can see how we've approached things like delta mush (is
it too late to be considered part of the DM hype train?) and contribute
back their own work if they want to.

video here: https://vimeo.com/114272905
website + link to repo: http://fabricengine.com/rigging-toolbox/

The Rigging Toolbox provides a collection of production relevant tools
that can be used when building character pipelines using Fabric Engine.
These tools can be used as is, or purely as reference as you build your own
implementations. Recently we have added a suite of deformers and are now
working on leveraging our GPU compute capabilities with these deformers.

The rigging toolbox works in Maya, Max and Softimage with our Splice
plugin, so this all has the usual Fabric benefits of encapsulation and
portability. As we move to visual programming next year, this work will all
be compatible there as well.

Last infomercial piece: http://fabricengine.com/get-fabric/ Fabric is free
for individuals and we're giving 50 free licenses to studios, which helps
when you're hoping people will contribute to a project like this.

Thanks,

Paul


Re: Fabric update - Rigging Toolbox

2014-12-11 Thread Paul Doyle
Hi Guy - no, we're not planning to open-source the core. Thanks for the
analysis of our client base and users ;)

Paul

On 11 December 2014 at 21:28, Guy Rabiller guy.rabil...@radfac.com wrote:


 Hi Paul,

 Still no plan to make the Core open sourced (perhaps dual licensed ala
 Oracle) and available to open sourced projects ?

 I see you are now in need for more users/clients, perhaps this could be
 the right time ?

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


 On 11/12/14 22:48, Paul Doyle wrote:

  (X-Post from 3DPro)

  Hi everyone - something that has come up a few times with customers has
 been 'can you give us some sample deformers written in KL for us to get
 started?'. The Rigging Toolbox is our pass at doing just that: a public
 repo where people can see how we've approached things like delta mush (is
 it too late to be considered part of the DM hype train?) and contribute
 back their own work if they want to.

  video here: https://vimeo.com/114272905
  website + link to repo: http://fabricengine.com/rigging-toolbox/

  The Rigging Toolbox provides a collection of production relevant tools
 that can be used when building character pipelines using Fabric Engine.
 These tools can be used as is, or purely as reference as you build your own
 implementations. Recently we have added a suite of deformers and are now
 working on leveraging our GPU compute capabilities with these deformers.

 The rigging toolbox works in Maya, Max and Softimage with our Splice
 plugin, so this all has the usual Fabric benefits of encapsulation and
 portability. As we move to visual programming next year, this work will all
 be compatible there as well.

  Last infomercial piece: http://fabricengine.com/get-fabric/ Fabric is
 free for individuals and we're giving 50 free licenses to studios, which
 helps when you're hoping people will contribute to a project like this.

 Thanks,

 Paul





primary ray visibility on polygon clusters?

2014-10-29 Thread Paul Griswold
Is it possible to override the primary ray visibility on polygon clusters?

I know you can add a visibility property, but that's all or none.

-Paul


Re: SemiOT: organizing images textures

2014-10-17 Thread Paul Griswold
I ended up spending my entire evening with my WinPro 8 tablet in front of
me trying out all the various image organizing packages to try to figure
out the good from the bad.  Here's what I've learned...

The first thing I will warn everyone is, always always always choose
Advanced Install or Custom Install with this stuff.  Even stuff from
Sourceforge is going to try to sneak some toolbar or system optimizer into
the installer if you aren't careful.  (I was really surprised Sourceforge
is doing that kind of crap these days!)

The good:

FastStone Image Viewer - It's freeware and does a great job.  I don't like
how it handles favorites - a dropdown menu versus an explorer-like list.
It also won't create folder thumbnails recursively, so you only get folder
thumbnails on folders that contain images, not other folders.  It's fairly
configurable, didn't crash at all, and has no problems with network
folders.  Absolutely worth a shot.

ACDSee Pro 8 - I honestly haven't touched ACDSee since probably when
Windows NT 3.51 was out.  I was shocked at how far it's come.  It's a very
nice piece of kit.  Certainly the most professional-oriented package I
tested.  I didn't have a lot of time to try it out, but it played video
fine, had no issues with the network, had plenty of configuration options
and looks like it'll do everything I need.  Unfortunately it did completely
lock up while I was trying to change it's temp folder and it never
recovered - I had to kill the task  restart it.

Picasa - It's serviceable.  Much more oriented towards snapshots and home
movies, but it's functional and free.  You have to import folders, you
can't navigate, but it hooks into all of Google's service, which can be
good or bad depending on your viewpoint.

Zoner Photo Studio 17 - I was almost completely wrong about this one.  It's
very flexible, stable, and rock solid.  It did not crash once.  It has some
pro-sumer things about it that still give me the vibe that they're going to
sell my email address to spammers, but that's just a feeling.  I would say
it's my #2 choice at the moment and could be #1.


The bad / ugly:

I didn't realize there was now not only XnView, but also XnViewMP.  I
believe MP is the replacement, since it's at v0.69 at the moment.
Unfortunately it suffers from the same problem as XnView - when you point
it to a network folder that contains a lot of images, it crashes.  XnViewMP
looked like it would be the solution to organizing everything.  It supports
a ton of file formats and has some great organizing features, but it's
completely unstable.

Pictomio came highly rated, yet it crashed the moment I tried to launch
it.  I tried various compatibility settings  when it finally ran I was
greeted with a pile of JSON errors.  It appears to be nothing more than a
wrapper on Internet Explorer.  The interface has a very Windows Media
Player vibe to it and there's no way to change it.  Your choices are dark
skin or light skin.   It doesn't seem to be able to see anything related to
your network at all.  There's no way to navigate outside your local drives.
  It also has banner ads at the bottom of the screen.

BonAView - another one that just gave me a bad vibe.  Their website just
seems aimed at my mom more than anyone looking for a professional tool for
organizing images  video.  The program itself is an homage to Windows XP,
I guess.  It's an all gray interface, but everything is glossy and candy
looking.  Rather than letting you build your own directory structure on
your local machine or server, it has it's own system of organization.  It
also has a gimmicky 3D viewer.  Personally I hated it.

Phototheca - looks like iTunes and Lightroom had a baby.  It doesn't let
you browse your system or the network like most packages do, but instead
like Lightroom or Picasa, you need to import your materials and create new
Libraries.  The interface is very nice to look at, but I don't like being
forced to import everything into their system rather than browsing,
organizing  tagging things.  Also, it does not support video as far as I
can tell.

MAGIX Photo Manager 12 - pissed me off right away with trying to be sneaky
with their installer.  Rather than having you UN-check the crapware they
want to install, their installer says Please check the 3rd party products
you do NOT want to install.  Sneaky sneaky!  The interface icons look a
bit like they were designed by the person who makes the Baby Einstein
videos.  And although it shows a Network Paths drop-down in the explorer
window, it's using some bizzaro ancient way to access a Microsoft
Workgroup, so I can only see my local machine in the network and therefore
the software is useless.


That's about all I could do between dinner and sleep last night.  Hopefully
that helps someone.  I personally like to have really organized and
easy-to-find files, so having a good image/video organizer is really
important.

-Paul




On Thu, Oct 16, 2014 at 8:58 PM, James De Colling james.decoll

Re: SemiOT: organizing images textures

2014-10-17 Thread Paul Griswold
I may end up writing something up and posting it to SI-Community.  I'm
waiting on client revisions  so I spent the morning finding more packages
to test:  IMatch 5 Digital Asset Manager, Photo Supreme, DBGallery, and
Phase One Media Pro are this morning's fun.

Sadly, ACDSee started choking and crashing a LOT once I started point it to
my full texture library on the server.  I think I've got around 40,000
textures  stock photos, which seems like a decent test for these smaller
(not a full-blown asset management system) apps.  They all have interesting
approaches, costs, and functionality.

Oh, and I too use Extensis Suitcase Fusion.  It's ok, but not fantastic.
Again, it somewhat chokes on the nearly 80,000 fonts on the file server.

Yes... I'm somewhat of a digital hoarder.  But I guess wanting things to be
organized makes me a collector!

-Paul


On Fri, Oct 17, 2014 at 12:24 PM, Stephen Davidson magic...@bellsouth.net
wrote:

 Thanks, Paul...good reviews. I just wanted to let you know that
 FastStone does not handle HDMI files.

 On Fri, Oct 17, 2014 at 10:42 AM, olivier jeannel olivier.jean...@noos.fr
  wrote:

  Nice, I'm having a look. Thank you Rob !

 Le 17/10/2014 16:25, Rob Wuijster a écrit :

 Suitcase Fusion





 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956*sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



SemiOT: organizing images textures

2014-10-16 Thread Paul Griswold
I was curious to know what any of you out there who have huge collections
of reference images, textures, etc., do to organize them all.

I was watching one of Feng Zhu's videos lately and saw he was using ACDSee
Pro.  I personally like IrfranView for viewing images, but I've been using
Adobe Bridge since the CC update to organize my collection.   But Bridge
still feels a bit clunky.

It'd be great to have something like Bridge that was as fast as ACDSee or
IrfranView, but supported video like VLC does and could handle thousands
and thousands of images  videos.

Anyway, just curious to hear what people are using these days.

Thanks,

Paul


Re: SemiOT: organizing images textures

2014-10-16 Thread Paul Griswold
I forgot about Xnview.  I think it has some decent features.  I'm not sure
if it handles video, though.

On Thu, Oct 16, 2014 at 3:07 PM, Martin Yara furik...@gmail.com wrote:

 A few years ago I was using Windows Photo Gallery or Live Gallery or
 something like that, can't remember the name, a free app from Microsoft.

 It was interesting. I was creating my own texture library with tags,
 keywords and categories, but I couldn't finish it. It's just too much work.

 For just visualizing images I use Irfanview too.

 Martin



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