[TOT] Hamburg
Hi guys, I might be moving to Hamburg soon, I was wondering about 3d market there, Anbody can recommend studios using max/softimage I could send demo to? cheers -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Yeti for Softimage
Last time I checked they couldn't sell it in USA because of some lame slide-to-unlock kinda patent. 2013/4/19 olivier jeannel olivier.jean...@noos.fr Hi Sebastien, the site doesn't mention the price (if I'm no wrong). Are you aware of it ? Le 19/04/2013 11:33, Sebastien Sterling a écrit : Hello List. I just wanted to perform a quick survey of what solutions people are using for hair/fur/feathers in softimage these days. recently a new tool has become available on the market, its a production ready all in one hair/feather solution. it's called Yeti http://peregrinelabs.com/yeti/ The hair module in softimage doesn't seem to have aged well, and i know what a lot of you are thinking, ice already gives us a multitude of ways to develop hair solutions... However, there doesn't seem to be any universal go to hair solution for softimage. this can be a problem for numerous reasons. and as good as ice is, it's short comings can't be ignored (ex: styling tools?) I wrote an email to Peregrine asking if there where any plans for a port to XSI, they responded as follows: Hi Sebastien, Thank you for the great feedback - we have investigated Yeti integration for rendering preview which may be available in a later version but at this time we're not planning an XSI version of the editing tools. Adding in support for a whole new 3D application is a large task and we haven't had enough demand for an XSI version at this stage. If at some point that changes and it looks like a studio may commit to a large number of licenses we could afford to do this. So yes, i guess I'm asking who would like Yeti to come to softimage, and if Not, why? good day :)
Re: Softimage 2014
Just give us proper SDK and let community do the rest. Softimage currently does not fully support custom topology operators. The problem is that any cluster or cluster property will not properly update when a topology operator adds or removes points that belong to the cluster. In the worst case Softimage may crash. Hence custom topology operators should only be used in the more limited scenario of objects that do not have any clusters. Once the geometry is ready it would be possible to freeze the object to remove the custom topology operators (but leave the result of their evaluation), then to add the clusters and other operators. ?? 2013/4/8 olivier jeannel olivier.jean...@noos.fr They do modo for birds ? Le 08/04/2013 20:27, pete...@skynet.be a écrit : I’m pretty sure there’s neither gentlemen nor ladies on this list. as for Modo vs SI – a little bird tells me there’s more important issues at stake than selection. *From:* Rob Chapman tekano@gmail.com *Sent:* Monday, April 08, 2013 3:35 PM *To:* ron...@toonafish.nl ; softimage@listproc.autodesk.com *Subject:* Re: Softimage 2014 now now gentlemen, there are ladies present on the list too! lets just say , when it comes to apps and selection methods, leave the race courses for the race horses..! :) On 8 April 2013 15:32, Toonafish ron...@toonafish.nl wrote: ...but I prefer brunettes with bigger boobs. If you get the idea J That's prolly because bigger boobs aren't obstructed so much, so they are much easier to select in shaded mode ;-) - Ronald
Re: Softimage 2014
I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc).. 2013/3/26 Mirko Jankovic mirkoj.anima...@gmail.com It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much disappointed and if new features are only thing that they actually see.. it is understandable that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :) On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares softim...@keyvis.at wrote: For now, it's only in the beta forum, as it looks. 216 is the exact count, so the new guys did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while... Am 26.03.2013 09:04, schrieb Mirko Jankovic: Is there complete release notes with all bug fixes as well? On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares softim...@keyvis.at wrote: Worth mentioning is also that more than 200 bugs have been fixed. Am 26.03.2013 07:55, schrieb Juhani Karlsson: This makes interesting contrast with the latest Modo release. : ) - J On 26 March 2013 08:10, Ahmidou Lyazidi ahmidou@gmail.com wrote: Also, the HQV demo is kind of a fail, the ambient occlusion is full of artifacts, and you can see how slow it is to refresh at the end when he move the PPG... --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/26 Raffaele Fragapane raffsxsil...@googlemail.com: It's funny, one of the most relevant ones that got quite a few TDs excited is probably going to fly miles under the radar :) On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: The custom primitives are missing from the new feature list... --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/26 Luc-Eric Rousseau luceri...@gmail.com: http://www.autodesk.com/products/autodesk-softimage/overview -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: Softimage 2014
Thanks, that's cool :) 2013/3/26 Ahmidou.xsi ahmidou@gmail.com It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry. Le 26 mars 2013 à 19:36, Piotrek Marczak piotrek.marc...@gmail.com a écrit : I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc).. 2013/3/26 Mirko Jankovic mirkoj.anima...@gmail.com It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much disappointed and if new features are only thing that they actually see.. it is understandable that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :) On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares softim...@keyvis.at wrote: For now, it's only in the beta forum, as it looks. 216 is the exact count, so the new guys did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while... Am 26.03.2013 09:04, schrieb Mirko Jankovic: Is there complete release notes with all bug fixes as well? On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares softim...@keyvis.atwrote: Worth mentioning is also that more than 200 bugs have been fixed. Am 26.03.2013 07:55, schrieb Juhani Karlsson: This makes interesting contrast with the latest Modo release. : ) - J On 26 March 2013 08:10, Ahmidou Lyazidi ahmidou@gmail.com wrote: Also, the HQV demo is kind of a fail, the ambient occlusion is full of artifacts, and you can see how slow it is to refresh at the end when he move the PPG... --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/26 Raffaele Fragapane raffsxsil...@googlemail.com: It's funny, one of the most relevant ones that got quite a few TDs excited is probably going to fly miles under the radar :) On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: The custom primitives are missing from the new feature list... --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/26 Luc-Eric Rousseau luceri...@gmail.com: http://www.autodesk.com/products/autodesk-softimage/overview -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
RE: Mental Ray Features, Integration Autodesk's failure
meanwhile one guy manages to write renderer that is on par with vray (corona renderer). Aint mentaldelay abandoware anyways? Od: Ed Manning Wysłano: 7 listopada 2012 19:26 Do: softimage@listproc.autodesk.com DW: cory.m...@autodesk.com; mschoenna...@gmail.com Temat: Mental Ray Features, Integration Autodesk's failure Hi all -- Not to start another flame war, but after months struggling with what should be simple things, I have to ask: Why is Mental Ray integration so haphazard in AD products in general and Softimage in particular? For example, MR now supports much-improved IBL, ptex, iRay, and per-object sampling settings, as well as a set of new BSDF-based surface shaders. NONE of these are exposed in Softimage. Third-party means of exposing some of these do work, but not very well. IBL, for example, seems not to support transparent shadows at all. In Maya, they work. Having only global settings for unified sampling is a crapshoot -- for some shaders, it's like super-speed, while others actually get noisier and slower. Ray-depth-based optimizations, which should be simple, have to be manually set, per parameter, IF you can even get your hands on a third-party shader that provides accurate counts of raydepth and type. Framebuffers only work properly with third-party shaders (they slow down renders ridiculously when used with the native x shaders) and don't properly account for reflections and refractions that are more than one ray-hit deep. The list goes on. The few features newly-exposed in Softimage, such as Unified Sampling and MetaSL, are poorly documented if at all. The only help for working with these tools, which we pay Autodesk for, comes from third parties, NVidia's forums, and Maya users. I have to spend time translating tutorials and blog posts from Maya-speak to glean the most basic information The failure on Autodesk's part seems to be universal, if worst in Softimage-land -- even though more things seem to work in Maya (or even MAX), there's little in the way of documentation or tutorials from AD. For example, because Maya's render settings are so lame and poorly-oriented for Mental Ray, there is a 3rd-party plug-in (Mental Core) simply to make it possible for users not working at fully-pipelined facilities to set up MR renders and get useful framebuffers and passes out. There is also this: http://elementalray.wordpress.com/2012/08/10/new-maya-rendering-ui-testing/ Basically, if I understand this, NVidia, not Autodesk, has written a new MR render UI for Maya, which has to be installed as a plug-in, and which bears a striking resemblance in its organization to the venerable Softimage Render Options. So AD's devs can't even port a UI that they developed from one 3D package to another? NVidia has to do it for them? Am I the only one frustrated disappointed by this? etm
Re: Chunky EXR highlights
pic is 8 bit, exr are floats your highlights are overexposed thats why you won’t have good aa on them its often happening when you have superbright (sub)pixel(s) next to darker ones you can either -put on glare on those in post (like in real cameras..) -pre-clamp pixel values (in vray there is an option for that, with subpixel aa its working quite good, for mr I think there is some mib shader) -try not to have reflectance in material close to 1.0 (white) From: Eric Lampi Sent: Friday, October 26, 2012 7:11 PM To: softimage@listproc.autodesk.com Subject: Chunky EXR highlights Having some issue with EXRs, specifically pixelated highlights. Initially I thought it was an anti-aliasing issue, but the same frame rendered result as a Softimage pic doesn't have that problem. Can someone tell me how to deal with this in either After Effects or the FXtree? Thanks, Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: 2013 SP1 Compile Error in VS2010 SP1
Ive had this error (and many others), try uninstalling sp1... TBH just use cmake or keep fighting with various visual studio errors -download S.Carons tapemeasure plugin, copy cmake folder and cmakelists.txt to your src dir -edit CMakelists.txt so the SOURCES and HEADERS section contains all the cpp and .h files of your project -run cmake -point Where is the source code to your plugins source dir -point Where to build the binaries to some other folder -click configure -change CMAKE_INSTALL_PREFIX to where your dlls should go (e.g. y:\workgroup\Addons\MyPlugin) -click generate -open VS project generated by cmake (in build dir) and in Configuration manager turn on INSTALL build (this will copy dll to your install_prefix dir) I dont know if this is the right (professional) procedure but it works for me It works also with VS 2012 express which has very cool all-dark theme From: Eugen Sares Sent: Monday, October 08, 2012 9:22 PM To: softimage@listproc.autodesk.com Subject: Re: 2013 SP1 Compile Error in VS2010 SP1 Alok, thanks, but could you please be more specific? Softimage generates a .vcxproj and a .cpp file. Do I open VS via batch file or not? If not, I cannot open the .vcxproj, because XSISDK_ROOT is not set, and VS won't find the makefiles. So, I have to create a new project from scratch, right? What kind of project? Questions, questions, questions... Could take me through this step by step? TIA Eugen Am 08.10.2012 21:00, schrieb Alok Gandhi: As I said earlier, make your own solution in VS2010 and add the Soft generated project to it. In the project properties, change the path to the include and libs manually. Should work fine. On Mon, Oct 8, 2012 at 2:54 PM, Eugen Sares softim...@keyvis.at wrote: Hi, trying to compile with VS2010 SP1 for Softimage 2013 SP1. TRACKER : error TRK0005: Failed to locate: CL.exe. I commented the call to vcvarsall.bat out in the batch file, as Julian suggested, but it's still not working. Any news on that front? Besides, Mr. Caron, are you willing to do your second cmake tutorial? Cheers, Eugen Am 13.09.2012 18:52, schrieb Chris Chia: it seems like it does not recognise XSISDK_ROOT? We usually execute the command prompt from the workgroup (right click and choose command prompt) inside XSI and it will inherit the env_variable, and execute 'devenv' for VS... Chris On 13 Sep, 2012, at 9:08 PM, Julian Johnson jul...@exch.demon.co.uk wrote: XSISDK_ROOT -- wlEmoticon-smile[1].png
Re: 2013 SP1 Compile Error in VS2010 SP1
Yes, and it works along VS2010 And you can also change Platform toolset to Vs2010 or Win 7.1 SDK (2008) So you can use new IDE with older (si-compatible?) compiler From: Eugen Sares Sent: Monday, October 08, 2012 9:52 PM To: softimage@listproc.autodesk.com Subject: Re: 2013 SP1 Compile Error in VS2010 SP1 Thanks a lot, guys! I'll try that. Piotrek, does VS2012 express support 64 bit? Am 08.10.2012 21:48, schrieb Steven Caron: thanks piotrek! exactly what i was hoping would happen. softimage 2013 and the service pack 1 install locations might need to be updated in the cmake/modules/FindSoftimage.cmake file. set (SOFTPATHS_11_5 c:/Program Files/Autodesk/Softimage 2013 SP1/XSISDK/include/ c:/Program Files/Autodesk/Softimage_2013_SP1/XSISDK/include/ /usr/Softimage/Softimage_2013_SP1/XSISDK/include/ /usr/local/Softimage/Softimage_2013_SP1/XSISDK/include/ ) On Mon, Oct 8, 2012 at 12:39 PM, piotrek marczak piotrek.marc...@gmail.com wrote: Ive had this error (and many others), try uninstalling sp1... TBH just use cmake or keep fighting with various visual studio errors -download S.Carons tapemeasure plugin, copy cmake folder and cmakelists.txt to your src dir -edit CMakelists.txt so the SOURCES and HEADERS section contains all the cpp and .h files of your project -run cmake -point Where is the source code to your plugins source dir -point Where to build the binaries to some other folder -click configure -change CMAKE_INSTALL_PREFIX to where your dlls should go (e.g. y:\workgroup\Addons\MyPlugin) -click generate -open VS project generated by cmake (in build dir) and in Configuration manager turn on INSTALL build (this will copy dll to your install_prefix dir) I dont know if this is the right (professional) procedure but it works for me It works also with VS 2012 express which has very cool all-dark theme From: Eugen Sares Sent: Monday, October 08, 2012 9:22 PM To: softimage@listproc.autodesk.com Subject: Re: 2013 SP1 Compile Error in VS2010 SP1 Alok, thanks, but could you please be more specific? Softimage generates a .vcxproj and a .cpp file. Do I open VS via batch file or not? If not, I cannot open the .vcxproj, because XSISDK_ROOT is not set, and VS won't find the makefiles. So, I have to create a new project from scratch, right? What kind of project? Questions, questions, questions... Could take me through this step by step? TIA Eugen Am 08.10.2012 21:00, schrieb Alok Gandhi: As I said earlier, make your own solution in VS2010 and add the Soft generated project to it. In the project properties, change the path to the include and libs manually. Should work fine. On Mon, Oct 8, 2012 at 2:54 PM, Eugen Sares softim...@keyvis.at wrote: Hi, trying to compile with VS2010 SP1 for Softimage 2013 SP1. TRACKER : error TRK0005: Failed to locate: CL.exe. I commented the call to vcvarsall.bat out in the batch file, as Julian suggested, but it's still not working. Any news on that front? Besides, Mr. Caron, are you willing to do your second cmake tutorial? Cheers, Eugen Am 13.09.2012 18:52, schrieb Chris Chia: it seems like it does not recognise XSISDK_ROOT? We usually execute the command prompt from the workgroup (right click and choose command prompt) inside XSI and it will inherit the env_variable, and execute 'devenv' for VS... Chris On 13 Sep, 2012, at 9:08 PM, Julian Johnson jul...@exch.demon.co.uk wrote: XSISDK_ROOT -- image/png
Re: Installing AddOns Softimage 2012 SP1
its = 2012 compatible, you may need to install vc 2010 redistrib. http://www.microsoft.com/en-us/download/details.aspx?id=14632 From: Szabolcs Matefy Sent: Friday, October 05, 2012 3:03 PM To: softimage@listproc.autodesk.com Subject: RE: Installing AddOns Softimage 2012 SP1 I’m afraid, meshpaint is 2013.x exclusive… From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Friday, October 05, 2012 2:58 PM To: softimage@listproc.autodesk.com Subject: Installing AddOns Softimage 2012 SP1 Using Softimage 2012 SP1 64 on Win 7 64 bit here. I came across a couple of really handy xsiaddons but cannot seem to get them going. The first was Tim Crowson’s multi-importer tool here: http://dynamiclens.com/wordpress/?page_id=750 The next was meshpaint by Piotrek Marczak here: http://vimeo.com/47094105 I have tried to install them via drag and drop to the interface but they don’t show up in the menu. I uninstalled, rebooted Soft and then tried FileAddonInstall and pointed to the file that way, installing to the User Addons directory. I see them installed in there but they still don’t show in the menus back in Softimage. Uninstalled them and tried to install via Plugin Manager by right clicking the User Root and installing xsiaddon that way. Same deal. See them there in : C:\Users\Wayne Williams\Autodesk\Softimage_2012_SP1\Addons but still won’t show up in the interface. Anyone have any idea what I might be doing wrong here?? Wayne Williams Venerable Geneticist, Human Coercion Senior Character Artist wayne.willi...@xaviant.com Xaviant Cell 770.722.0778 http://www.xaviant.com Where all will be made clear
Re: Python, Returning the vertex index from a sample cluster
i think you need to go bruteforce... pretty slow code but i dont know python from win32com.client import constants as c app = Application oGeo = app.Selection(0).SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape) # arguments needed otherwise crash indarray = [0] * oGeo.Samples.Count for point in oGeo.Points: for ptsample in point.Samples: indarray[ ptsample.Index ] = point.Index cmparray = [0] * oGeo.Points.Count outIndexArray = [] for sample in app.Selection(0).SubComponent.ElementArray: if not cmparray[ indarray[ sample ] ]: outIndexArray.append( indarray[ sample ] ) cmparray[ indarray[ sample ] ] = 1 for i in outIndexArray: Application.LogMessage ( i ) From: Jules Stevenson Sent: Wednesday, September 12, 2012 7:58 PM To: softimage@listproc.autodesk.com Subject: Re: Python, Returning the vertex index from a sample cluster Apologies, hit send a little early there for sample in samples.SubComponent.ComponentCollection: log(uvs.FindIndices([sample.Index])) log (sample.Index) log(elements.FindIndex(sample.Index) The 'elements' clusterElementCollection seems to contain the indices to the samples, not the mapping to the geometry, which goes against what is syas in the docs: The ClusterElementCollection returned by Cluster.Elements (and Envelope.Elements) provides the mapping between an index of a component in a cluster with the index of the component on the Geometry. For example index 10 on a polygon Cluster might refer to Polygon 45 on the geometry, in which case ClusterElementCollection.Item(10) has the value 45. This data is read-only. This is not what I get at all, for a start the cluster.Elements.Count returns approximatly 80k, which makes no sense as a geometry index since there are only about 20k points. Clearly this is an array of the sample indices (4 per vert). S, how do I get the point / facet / polygon ID from a sample? Any help much appreciated, this is driving me nuts. Cheers, Jules
Re: Python, Returning the vertex index from a sample cluster
this is 10x times faster but Im not sure its safe getting the data from ice attributes? from win32com.client import constants as c app = Application # select samples sel = app.Selection(0) oGeo = sel.SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape) # arguments needed otherwise crash vton = oGeo.GetICEAttributeFromName(NodeToVertex); outArray = [] da = vton.DataArray for sampleInd in sel.SubComponent.ElementArray: outArray.append( da[ sampleInd ] ) without duplicates: from win32com.client import constants as c app = Application sel = app.Selection(0) oGeo = sel.SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape) # arguments needed otherwise crash vton = oGeo.GetICEAttributeFromName(NodeToVertex); da = vton.DataArray cmparray = [0] * oGeo.Points.Count outIndexArray = [] for sampleInd in sel.SubComponent.ElementArray: i = da[ sampleInd ] if not cmparray[ i ]: outIndexArray.append( i ) cmparray[ i ] = 1 From: Jules Stevenson Sent: Wednesday, September 12, 2012 10:51 PM To: softimage@listproc.autodesk.com Subject: Re: Python, Returning the vertex index from a sample cluster Hey Piotrek, Played around with your code and it is a lot faster than the script that I was digging about with. FWIW you can use a set to speed up the lookup stage: def vertices_from_samples(samples): '''Selects the vertices marked by the current selection of UV samples.''' geo = samples.SubComponent.Parent3DObject.ActivePrimitive.Geometry index_array = [0] * geo.Samples.Count for point in geo.Points: for ptsample in point.Samples: index_array[ptsample.Index] = point.Index outIndexSet = Set() for sample in samples.SubComponent.ElementArray: outIndexSet.add(index_array[sample]) You could probably also pickle the index_array so it only needs calculating once (since it takes a long time on a big mesh), but that opens a whole can of worms in terms of storage and keeping it updated when the mesh changes. Thanks for re-engaging my brain! Jules On Wed, Sep 12, 2012 at 9:35 PM, Jules Stevenson droolz...@googlemail.com wrote: Hi Piotrek, Thanks a lot for your reply, but this is exactly what I'm trying to avoid - I'm actually re-writing a script that does something very similar, as it is damn slow. Matt Lind mentioned in a previous thread that it is possible to go from sample vert (are you around Matt ;)), but I'm really struggling to ifnd the 'magic' to make this happen. Cheers, Jules On Wed, Sep 12, 2012 at 9:28 PM, piotrek marczak piotrek.marc...@gmail.com wrote: i think you need to go bruteforce... pretty slow code but i dont know python from win32com.client import constants as c app = Application oGeo = app.Selection(0).SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape) # arguments needed otherwise crash indarray = [0] * oGeo.Samples.Count for point in oGeo.Points: for ptsample in point.Samples: indarray[ ptsample.Index ] = point.Index cmparray = [0] * oGeo.Points.Count outIndexArray = [] for sample in app.Selection(0).SubComponent.ElementArray: if not cmparray[ indarray[ sample ] ]: outIndexArray.append( indarray[ sample ] ) cmparray[ indarray[ sample ] ] = 1 for i in outIndexArray: Application.LogMessage ( i ) From: Jules Stevenson Sent: Wednesday, September 12, 2012 7:58 PM To: softimage@listproc.autodesk.com Subject: Re: Python, Returning the vertex index from a sample cluster Apologies, hit send a little early there for sample in samples.SubComponent.ComponentCollection: log(uvs.FindIndices([sample.Index])) log (sample.Index) log(elements.FindIndex(sample.Index) The 'elements' clusterElementCollection seems to contain the indices to the samples, not the mapping to the geometry, which goes against what is syas in the docs: The ClusterElementCollection returned by Cluster.Elements (and Envelope.Elements) provides the mapping between an index of a component in a cluster with the index of the component on the Geometry. For example index 10 on a polygon Cluster might refer to Polygon 45 on the geometry, in which case ClusterElementCollection.Item(10) has the value 45. This data is read-only. This is not what I get at all, for a start the cluster.Elements.Count returns approximatly 80k, which makes no sense as a geometry index since there are only about 20k points. Clearly this is an array of the sample indices (4 per vert). S, how do I get the point / facet / polygon ID from a sample? Any help much appreciated, this is driving me nuts. Cheers, Jules
Re: Some more questions about PyQt in Softimage
SignatureThanks Tim, good learning resource btw srcDir = '' for plugin in Application.Plugins: # Isn't there an easier way to get this path? if plugin.Name == 'MultiImporter_Qt': srcDir = os.path.dirname(plugin.Filename) like this: srcDir = '' srcDir = os.path.dirname( Application.Plugins( 'MultiImporter_Qt' ).Filename ) From: Tim Crowson Sent: Tuesday, August 28, 2012 12:10 AM To: softimage@listproc.autodesk.com Subject: Re: Some more questions about PyQt in Softimage I've also added a page about it on my site: http://dynamiclens.com/wordpress/?page_id=750 -Tim On 8/27/2012 5:04 PM, Steven Caron wrote: great news! sorry to ask this of you again, but could you log another separate issue on github? i ask because a) i am super busy and b) i can't get to it now and need a nice reminder s On Mon, Aug 27, 2012 at 2:32 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Yes, that seems to do the trick! New version (v1.13) is attached. Thanks Luc-Eric! Now, any Qt experts who can tell me about button sizes for standard buttons on a QMessageBox? ;-) -Tim On 8/27/2012 3:34 PM, Steven Caron wrote: oh nice... thanks luc-eric! @tim, give this a shot? On Mon, Aug 27, 2012 at 1:28 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: On Mon, Aug 27, 2012 at 4:02 PM, Steven Caron car...@gmail.com wrote: these are only exposed to the cpp api right? so i need to expose this to scripting in the QtSoftimage plugin... it's there in scripting desktop = Application.Desktop desktop.SuspendWin32ControlsHook() desktop.RestoreWin32ControlsHook() -- --
Re: nulls2mesh
This image reminds me that ice needs dot node From: Rob Chapman Sent: Friday, September 07, 2012 5:56 PM To: softimage@listproc.autodesk.com Subject: Re: nulls2mesh Hi Alan Apologies for that- I thought if I could see it ok anyways here it is reattached. impressive spaghetti but no information can be ascertained as its too small detail but its from this original thread https://groups.google.com/forum/?fromgroups=#!searchin/xsi_list/convex$20hull/xsi_list/HcwOCOr2b_c/azmTxe3zlK8J hope that works Best Rob On 7 September 2012 16:47, Alan Fregtman alan.fregt...@gmail.com wrote: Hey Rob, You're linking to a private url for your Gmail pointing to an attachment. Can't do that. It's unusable for everyone else. Can you get the image and attach it to your email or put it on http://imgur.com or some other image upload site for us to see? Cheeers, -- Alan On Wed, Sep 5, 2012 at 7:09 AM, Rob Chapman tekano@gmail.com wrote: ah yeah - there you go, well remembered Ciaran 'convex hull' was the search term, from the same thread Grahame fuller did that in ICE only - won't take you long to rebuild from the image description Lawrence ;) https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2ik=3bf826a559view=attth=12f698c5d63caa9dattid=0.1.0disp=inlinesafe=1zwsaduie=AG9B_P-vyaBOEqzPxsaMIRCb2anDsadet=1346842977331sads=6GL42IzMUakN2KC52Ld4_NbnUKMsadssc=1 as you can see the gift wrapping algorithm is not so easy ! On 5 September 2012 11:55, Ciaran Moloney moloney.cia...@gmail.com wrote: Sounds like you want a convex hull of the null's points. Pretty sure there was a compound once, if not you might try Mr. LaForge's Convex Hull ICE node. On Wed, Sep 5, 2012 at 11:13 AM, Rob Chapman tekano@gmail.com wrote: yeah I dont think there was ever a nulls2mesh - nulls2points easy and vertex2nulls yes :) for a clean topo the point position array is easy as you have that, its just the description of each polygon, or the order of each vertex in every polygon - how is this to be made? if the desired mesh is pretty simple shape you could try starting with a simple surrounding geometry and in ICE moving points to the nearest null On 5 September 2012 10:56, Lawrence Pankhurst lp3ds...@gmail.com wrote: Nice clean mesh would be good, it's a one off so I might just do it by hand, just thought it would be a useful tool to have and it would exist already (sure there used to be a script)!! Polygoniser takes the nulls but gives blobs rather then a single mesh! Thanks for looking though! Cheers Lawrence On Wed, Sep 5, 2012 at 9:42 AM, Rob Chapman tekano@gmail.com wrote: oh! ICE topo should be able to do this, :) but not sure how you are to build the polygon description from a set of random positions!? not so easy what kind of mesh are you after? if its not just a regular clean topology then you could simply put all nulls into a group and use the global.kini.pointpositions to feed into a polygoniser mesh. hth On 5 September 2012 09:17, Lawrence Pankhurst lp3ds...@gmail.com wrote: Hi guys, I thought I remembered a nulls2mesh script knocking about, can't find it anywhere! I've got a set of nulls and want to turn them into a mesh, ie position of each null becomes a vertex in said mesh! So anyone now where the script is or is there an ICE tool? Had a look on http://rray.de/xsi/ but couldn't see what I was after! Any help appreciated. Cheers Lawrence -- - Ciaran
Re: ICE in Maya is an engineer's worst nightmare
last nail to softimage coffin? anyway I agree, maya is the worst nightmare :p From: Eric Thivierge Sent: Thursday, September 06, 2012 5:04 AM To: softimage@listproc.autodesk.com Subject: ICE in Maya is an engineer's worst nightmare This was posted on the 3dPro list from Chris Vienneau of AD: Hi everyone, Amino has been showing up in a technology preview we have called Skyline which is a games animation authoring system. You can find plenty of videos online. We are still working on the technology preview with a small number of customers. Nothing ready for prime time yet. Games animation is hard for the record. ICE in Maya is an engineer's worst nightmare as ICE was years of work and hooking into Softimage was a big chunk of that work. What I can say is that anyone interested in FX in Maya and what is happening with Naiad (anyone? :) ) should contact me or Kamal Mistry and we can discuss. At least on the surface they admit it isn't as easy to just port ICE to Maya and years of work as well. Anything regarding MayaFX in my eyes is just a continuation / extension of dev on their FX tools. Eric Thivierge http://www.ethivierge.com
Re: Some more questions about PyQt in Softimage (addon v1.14:fixesbutton size and adds command to Soft menu)
Thanks guys, im just installing it One more question if you don’t mind, all Qt applications look the same, maya, nuke, mari, sometimes is hard to tell which one you’re seeing in screenshot does that mean you cannot ‘skin’ Qt window? Give it abit of SI look for example is not possible? From: Simon Anderson Sent: Thursday, August 30, 2012 1:46 AM To: softimage@listproc.autodesk.com Subject: Re: Some more questions about PyQt in Softimage (addon v1.14:fixesbutton size and adds command to Soft menu) +1 On Thu, Aug 30, 2012 at 9:44 AM, Eric Thivierge ethivie...@gmail.com wrote: Also to note, if you're in a mixed pipeline but need the same tool (asset loader for example) creating the UI in Qt will keep it consistant across apps. Recently I ported my renamer tool to PyQt and it looks exactly the same in Maya as it does in Softimage. Small tweaks to the code obviously for the actual renaming. PyQt is a pythonic way of creating UIs as well so if you're familiar with python programming, creating UIs will feel more natural than the Softimage PPG widgets. As Tim said above, it's infuriatingly hard to create nicely spaced UIs in Softimage out of the box. Also if any of the devs are reading, please can we get a built in PyQt implementation? Pretty please? If I had a choice as to where my subscription money went, I'd put it all towards that. :D Eric Thivierge http://www.ethivierge.com On Thu, Aug 30, 2012 at 9:30 AM, Simon Anderson simonbenandersonl...@gmail.com wrote: As Tim wrote, what ever you can imagen you can achieve with Qt, and usualy extremly rappidly due to the structure of the API. In the past I have writen entire project tracking systems, and some really fun and interactive tools. The only down side to QT is that at the moment if you do develop a plugin and a user wasnt to run it they have to install a bunch of 3rd party plugins to get the software to run, but if your willing to do that then you can have some really great tools. On Thu, Aug 30, 2012 at 8:07 AM, Tim Crowson tim.crow...@magneticdreams.com wrote: That's not a stupid question. I'll answer as best I can. More experienced people can correct me and add their own voices. The PPG options in Softimage are substantially more limited than what Qt offers. And by 'substantially,' I mean not even in the same category. I can't possibly cover all the differences, but I can hit some practical highlights: Under-the-hood stuff: - A great variety of signals for defining more specific callbacks (not limited to on_clicked() or on_changed()) - Model view programming, to efficiently store and share data across your UI! This is big! - The full power of the Qt library, which contains over 400 classes. - UI files created in QtDesigner can be loaded into any app that runs a Python Qt library (as far as I know). So it's good for more than just Softimage stuff. Look-and-feel stuff: - Tab Widgets anywhere you want. You're not limited to placing them at the top - Buttons defined to look any way you like - Intelligent 'Layouts' that resize their contents elegantly (including Slider layouts which can be collapsed) - Dockable widgets - Tree views! - Menu bars! - Status bar! - Toolbars! - Extremely detailed control over the design via CSS. I could go on, but perhaps we need some people to post more examples to really demonstrate how useful it is. Tim Crowson Lead CG Artist Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 8/29/2012 3:17 PM, piotrek marczak wrote: Sorry for stupid question, but what’s advantage of using qt over PPG? From: Tim Crowson Sent: Wednesday, August 29, 2012 4:12 PM To: softimage@listproc.autodesk.com Subject: Re: Some more questions about PyQt in Softimage (addon v1.14: fixesbutton size and adds command to Soft menu) As a matter of fact, Simon, that's the exact setup I use! I especially like Eclipse's interactive debugging, for lack of a better term, where it instantly highlights syntax errors, unused variables, undefinied variables, etc. Really speeds things up! So many other things to like about Eclipse too. So far, my workflow is to create a new addon directory from Soft, then set that as a PyDev project in Eclipse. I still use Sublime Text 2 every now and then for one-offs, but Eclipse my main environment. Tim Crowson Lead CG Artist Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 8
Re: Some more questions about PyQt in Softimage (addon v1.14: fixesbutton size and adds command to Soft menu)
SignatureSorry for stupid question, but what’s advantage of using qt over PPG? From: Tim Crowson Sent: Wednesday, August 29, 2012 4:12 PM To: softimage@listproc.autodesk.com Subject: Re: Some more questions about PyQt in Softimage (addon v1.14: fixesbutton size and adds command to Soft menu) As a matter of fact, Simon, that's the exact setup I use! I especially like Eclipse's interactive debugging, for lack of a better term, where it instantly highlights syntax errors, unused variables, undefinied variables, etc. Really speeds things up! So many other things to like about Eclipse too. So far, my workflow is to create a new addon directory from Soft, then set that as a PyDev project in Eclipse. I still use Sublime Text 2 every now and then for one-offs, but Eclipse my main environment. Tim Crowson Lead CG Artist Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 8/28/2012 6:25 PM, Simon Anderson wrote: Im not sure what Dev Environment you are using, but if you use eclipse and install pyDev for it, when you develop for Qt you get auto completion, wich can be very helpful. On Wed, Aug 29, 2012 at 1:11 AM, Ana Gomez agomezalca...@gmail.com wrote: Life with stylesheet becomes easier when you find this: http://qt-project.org/doc/qt-4.8/stylesheet-reference.html http://qt-project.org/doc/qt-4.8/stylesheet-examples.html -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ --
Re: Graphic card for a workstation again
Ati 7870 with lastest beta driver+ 30”hp + 27”dell, no problems so far I replaced gtx285 with this radeon the ‘cube test’ runs at 150+ fps, wireframe on heavy models seems to run much faster than nvidia My Zbrush head test (8 million tris) runs at 290+fps vs 25 fps on 285. but with scenes with 500+ objects I see no difference between this radeon and 285. if you have any specific glitchbug to test let me know, Ill check if its present. From: Sven Constable Sent: Friday, August 17, 2012 10:06 PM To: softimage@listproc.autodesk.com Subject: RE: Graphic card for a workstation again Hi Mirko, do you have any redraw problems / display glitches in the animation editor when running multi monitors? (openGL on a second monitor was a problem I had with earlier ATI cards…) And may I ask which version of soft do you use? Sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic Sent: Friday, August 17, 2012 21:47 To: softimage@listproc.autodesk.com Subject: Re: Graphic card for a workstation again No issues here. I was one of radeon 7970 testers and can confirm all the best about it. I replaced gtx 580 where I had with an script (rotating cube 831x800x800 subdivs in full screen shaded) approx 17fps and after like 30 esec of rotation goin gup to 80fps, and right after I replaced it with radeon 7970 fps jumped to 170fps, no lag at all. Huge improovement over nvidia, plus support for 4 monitors does come handy as well (running all 4 of them without problems) I can only highly recommend ati over any nvidia card now. gtx cards seems crippled completely gfor SI, and quadros are waaay more expensive and still I got better results then some quadro cards when we run some tests here on list couple months ago. good luck :)
Re: Graphic card for a workstation again
and ati7870... lux gpu only Room: 767 Sala: 1333 Luxball HDR: 10917 Luxball: 1505 Luxball Sky: 4829 From: Mirko Jankovic Sent: Friday, August 17, 2012 10:27 PM To: softimage@listproc.autodesk.com Subject: Re: Graphic card for a workstation again Also if you are interested here are some OpenCL results between gtx680 and ati 7970: Originally Posted by Raycat I ran the Luxmark 2.0 Open CL benchmark. These are the results on my AsUs GTX 680 2 GB (NOT OC'ed): Room: 275 Sala: 605 Luxball HDR: 3925 Luxball: 689 Luxball Sky: 2358 Luxmark 2.0 Open CL benchmark on Radeon HD7970: Room: 585 Sala: 1016 Luxball HDR: 9076 Luxball: 1143 Luxball Sky: 4221 copy paste from this forum on cgtalk: http://forums.cgsociety.org/showthread.php?f=23t=1048529page=2pp=15
Re: SDK : using vertex arrays in a custom tool?
In the cube VA example change GLubyte to GLuint and GL_UNSIGNED_BYTE to GL_UNSIGNED_INT, no more crashes (don’t ask me why) VBOs and vertexarrays are working, tested on stanford models within custom tool... check attachment From: Steven Caron Sent: Thursday, August 02, 2012 6:59 PM To: softimage@listproc.autodesk.com Subject: SDK : using vertex arrays in a custom tool? hey brent! i was reading about vertex arrays... http://www.songho.ca/opengl/gl_vertexarray.html i tried to implement this and got crashes, before i investigate further are these even usable? or is custom tools restricted to immediate mode? how about VBOs and display lists? any restrictions with these open gl features? thanks! steven#ifndef OGL_PRIMITIVES_H_INCLUDED #define OGL_PRIMITIVES_H_INCLUDED #ifndef linux #define WIN32_LEAN_AND_MEAN #include windows.h // Needed for OpenGL on windows #endif #include xsi_longarray.h #include xsi_doublearray.h #include xsi_math.h #include xsi_floatarray.h #include xsi_polygonmesh.h #include xsi_primitive.h #include xsi_geometry.h #include xsi_geometryaccessor.h #include ppl.h #include concurrent_vector.h using namespace XSI; using namespace XSI::MATH; void ogl_getXSIpolymeshArrays(X3DObject in_obj,LONG out_indiciesCount, CLongArray out_indices, CDoubleArray out_positions, CFloatArray out_normals); #define NFACE 6 #define NVERT 8 static void ogl_drawRoundedRectangle(int x,int y,int w,int h,int radius) { glBegin(GL_POLYGON); glVertex2i(x+radius,y); glVertex2i(x+w-radius,y); for(float i=(float)PI*1.5f;iPI*2;i+=0.1f) glVertex2f(x+w-radius+cos(i)*radius,y+radius+sin(i)*radius); glVertex2i(x+w,y+radius); glVertex2i(x+w,y+h-radius); for(float i=0;i(float)PI*0.5f;i+=0.1f) glVertex2f(x+w-radius+cos(i)*radius,y+h-radius+sin(i)*radius); glVertex2i(x+w-radius,y+h); glVertex2i(x+radius,y+h); for(float i=(float)PI*0.5f;iPI;i+=0.1f) glVertex2f(x+radius+cos(i)*radius,y+h-radius+sin(i)*radius); glVertex2i(x,y+h-radius); glVertex2i(x,y+radius); for(float i=(float)PI;iPI*1.5f;i+=0.1f) glVertex2f(x+radius+cos(i)*radius,y+radius+sin(i)*radius); glEnd(); } static void ogl_drawLinedRoundedRectangle(int x,int y,int w,int h,int radius,double line_width) { glLineWidth((GLfloat)line_width); glBegin(GL_LINE_STRIP); for(float i=(float)PI;i=1.5f*PI;i+=0.1f) glVertex2f(radius*cos(i)+x+radius,radius*sin(i)+y+radius); for(float i=1.5f*(float)PI;i=2*PI; i+=0.1f) glVertex2f(radius*cos(i)+x+w-radius,radius*sin(i)+y+radius); for(float i=0;i=0.5f*PI; i+=0.1f) glVertex2f(radius*cos(i)+x+w-radius,radius*sin(i)+y+h-radius); for(float i=0.5f*(float)PI;i=PI;i+=0.1f) glVertex2f(radius*cos(i)+x+radius,radius*sin(i)+y+h-radius); glVertex2i(x,y+radius); glEnd(); } static void ogl_drawCube(GLfloat size) { typedef GLfloat point3[3]; int numCubeVerts = 8; const point3 vertices [] = { {-size, -size, size}, {size, -size, size}, {size, size, size}, {-size, size, size}, {size, -size, -size}, {-size, -size, -size}, {-size, size, -size}, {size, size, -size}, }; const GLuint indices [][3] = { {0, 1, 2}, {0, 2, 3}, {4, 5, 6}, {4, 6, 7}, {5, 0, 3}, {5, 3, 6}, {1, 4, 7}, {1, 7, 2}, {5, 4, 1}, {5, 1, 0}, {3, 2, 7}, {3, 7, 6}, }; const point3 normals [] = { {-0.408248290463863, -0.408248290463863, 0.816496580927726}, {0.667, -0.667, 0.333}, {0.408248290463863, 0.408248290463863, 0.816496580927726}, {-0.667, 0.667, 0.333}, {0.408248290463863, -0.408248290463863, -0.816496580927726}, {-0.667, -0.667, -0.333}, {-0.408248290463863, 0.408248290463863, -0.816496580927726}, {0.667, 0.667, -0.333}, }; glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer (3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_INT, indices);
Re: caching the tool context pick buffer
There are raycast methods in xsisdk http://www.si-community.com/community/viewtopic.php?f=16t=2595p=20942#p20942 From: Steven Caron Sent: Tuesday, July 31, 2012 10:38 PM To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer thanks, i am going to use the fps counter for now ... i made some progress last night... i am caching the pickbuffer properly now and can reuse it, its a single view only now and just compares a CTransformation i get off the view camera. removing snap reduced the lag a fair bit. the reason to use the snap was to get the hit position on the surface. while not complete i changed to use the polygon's vertices average position and their average normals to setup a CPlane which i then intersect the world ray with. i am not checking to see if i am inside the triangle yet but even this saves me considerable time and effort in making my own intersection routines. i haven't got my brush orientation perfect yet but i think that's just a matter of wrangling my oglRotate calls. fun stuff! steven On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson brent.mcpher...@autodesk.com wrote: The longer a tool takes to process an input event the less events that gets generated by the window system so you would have a bigger distances between mouse move events. (which could lead to gaps in brush spacing in a paint tool etc) I guess you really want to measure mps - mouse events per second. ;-) The fps counter should work because when interacting the tool generates a redraw after each mouse event but you would need to try it to be sure. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 20:59 To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer @brent, can i use softimage's fps counter to do speed testing? does that counter represent the entire ogl rendering pipeline? no biggie if not, i just didn't want to have to make my own profiling/fps counter. s On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron car...@gmail.commailto:car...@gmail.com wrote: well the CGeometryAccessor is a dump of everything too, but its just float/long data arrays instead of full fledged classes. at least i could cache this data easily without loops... should be a fun exercise, which is available here for anyone who is interested... https://github.com/caron/SimpleBrush On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: I would say use the GeometryAccessor but I have probably used the SDK less than most of you guys. ;-). One thing that always bugged me about GetPolygons and related geometry calls is that they return an array of *all* the polygons in the object so it is a really inefficient way to access a single polygon when you know its index. l_polymesh.GetPolygons().GetItem(l_compIdx); GeometryAccessor seems designed to address this shortcoming.
Re: caching the tool context pick buffer
Maybe this will help, im using it in softtransform plugin: http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast MinimumStorage RayTriangle Intersection.pdf From: Steven Caron Sent: Wednesday, August 01, 2012 8:50 AM To: softimage@listproc.autodesk.com Subject: Re: caching the tool context pick buffer hey piotrek i was avoiding setting up point locators thinking they would be slower but i will be attempting to implement a few different methods and compare performance. s On Tue, Jul 31, 2012 at 11:41 PM, piotrek marczak piotrek.marc...@gmail.com wrote: There are raycast methods in xsisdk http://www.si-community.com/community/viewtopic.php?f=16t=2595p=20942#p20942
Re: Ping???
Its okay here gmail/web http://www.mail-archive.com/softimage@listproc.autodesk.com/maillist.html From: Dana Smith Sent: Wednesday, May 23, 2012 8:16 PM To: softimage@listproc.autodesk.com Subject: Ping??? Ping?? I haven’t seen any traffic in 2 days. Is the list down? Dana L. Smith Technical Infrastructure Management SAS (919) 531-4116 dana.sm...@sas.com http://www.sas.com
Re: Lagoa demoscenes
if anyone interested, i shared some time ago scenes from this video https://vimeo.com/19565537 http://dl.dropbox.com/u/8079325/lagoa.rar From: Fabricio Chamon Sent: Saturday, May 05, 2012 6:20 AM To: softimage@listproc.autodesk.com Subject: Re: Lagoa demoscenes oh, nice prank setting the simulation scene playback to real time, just to crash my softimage... =) other than that, yeah thanks a lot for the files Guillaume!
Re: CRefArray doesn't respect C++ copy semantics
Maybe a2.Set(a1) or a2+=a1 would work? newbie question isn’t “const” keyword a hint that we won’t change input array? From: Alok Gandhi Sent: Tuesday, May 01, 2012 1:31 AM To: softimage@listproc.autodesk.com Subject: Re: CRefArray doesn't respect C++ copy semantics The docs say that: CRefArray operator= ( const CRefArray in_refArray ) Assigns a CRefArray object to this one. Parameters: in_refArray A constant CRefArray object. Returns: A new reference object. So what I think is happening is that the copy constructor is doing exactly what it is supposed to do and returns the new CRefArray object which still points to a1, 'assigns' is the operative word here. To keep them separate I would rather do: CRefArray a1; a1.Add(CRef()); a1.Add(CRef()); CRefArray a2; for(int i=0; ia1.GetCount(); i++) { a2.Add(a1[i]); } a2.Add(CRef()); //a2.Add(CRef()); LONG n1 = a1.GetCount(); // expected n1 == 2 LONG n2 = a2.GetCount(); // expected n2 == 3 which gives me correctly: # VERBOSE : cRefArrayTest_Execute called # VERBOSE : Count a1: 2 # VERBOSE : Count a2: 3 On 4/30/2012 7:13 PM, Nicolas Burtnyk wrote: Yeah, exactly as I unfortunately discovered :( On Mon, Apr 30, 2012 at 3:49 PM, Alok Gandhi alok.gan...@modusfx.com wrote: A quick test gives me following result: # VERBOSE : cRefArrayTest_Execute called # VERBOSE : Count a1: 3 # VERBOSE : Count a2: 3 On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote: I ran into this today while trying to figure out why my code was broken. Thought I'd pass this along and hopefully save someone some wasted time in the future... CRefArray a1; a1.Add(CRef()); a1.Add(CRef()); CRefArray a2(a1); a2.Add(CRef()); LONG n1 = a1.GetCount(); // expected n1 == 2 LONG n2 = a2.GetCount(); // expected n2 == 3 I expected a2 to be a copy of a1 before the last add and so I assumed a1 would have 2 elements. Instead, I was surprised to find that n1 == n2 == 3! No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11 Internal Virus Database is out of date. No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11 Internal Virus Database is out of date. Alok_Signature_email_.gif
Re: can't load cusrom preference
Sorry you're right, I thought it was about workgroup numbering. Anyway I got lots of errors, dunno if it's workgroup issue, they are all related to .preset file in plugin's data/preferences dir (Ive seen even factory ICEOperators raising this error) like: // ERROR : 2356 - This plug-in is not installed: rcCustomFilterSettings // ERROR : 2356 - This plug-in is not installed: jhBatchieOptions // ERROR : 2356 - This plug-in is not installed: CM_DefaultPrimtives_Preferences etc these plugins still work so It's only 'cosmetic' error (?) ( I think Log Verbose messages should be turned on to get this error) As for double value in custom preferences it is 1) resetted to 0 after xsi restart 2) always read as 0 in c++ plugin 3) I see correct value (not 0) in default.xsipref file -Oryginalna wiadomość- From: Stephen Blair Sent: Saturday, April 21, 2012 7:23 PM To: softimage@listproc.autodesk.com Subject: RE: can't load cusrom preference Hi Can you describe how to reproduce these problems? For example, I do not repro the “plugin is not installed” error if a custom preference is not in the first workgroup. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of piotrek marczak Sent: April-21-12 1:08 PM To: softimage@listproc.autodesk.com Subject: Re: can't load cusrom preference Please devs do something with dealing with custom preferences. I spent 16 hours figuring out why double value is resetted to 0 everytime I exit softimage?? and there is ‘red’ error (“this plugin is not installed”) if .preset file is not located in first workgroup? From: Eric Thiviergemailto:ethivie...@gmail.com Sent: Saturday, April 21, 2012 12:39 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: can't load cusrom preference I stay away from the built in preferences myself because they get a bit hairy trying to delete them eventually. What you could do instead is have a text file holding your pref data which is stored as a Python dictionary (as a string) and then creating a plugin for the user that reads that string evals it back to a dictionary and builds the UI dynamically and allows the users to set the proper prefs. You could either store the prefs in the workgroup / addon directory or in the users xsi folder. I've found this to be cleaner. - 2 cents Eric Thivierge http://www.ethivierge.com On Sat, Apr 21, 2012 at 7:34 AM, Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com wrote: The warning in my first email is all I get. -Tim On 4/20/2012 4:26 PM, Stephen Blair wrote: Works for me. Do you have the actual error message? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson Sent: April-20-12 4:36 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: can't load cusrom preference Gents, I created a custom property in Python to house a single string and want to install it in our workgroup as a custom preference. I have placed it in the workgroup in \Addons\myTool\Data\Preferences\myCustomPref.Preset But when I run Application.RefreshCustomPreferences() I get the following warning: # WARNING : 3000 - Not able to load a custom preference: Path\to\my\customPref.Preset Any of you Jedis have insight into what might be wrong? I'm using 2012 SAP on Windows, FWIW. -- Tim Crowson Lead CG Artist [cid:image001.gif@01CD1F1A.C10D56A0] Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801tel:615.885.6801 | Fax 615.889.4768tel:615.889.4768 | www.magneticdreams.comhttp://www.magneticdreams.comhttp://www.magneticdreams.comhttp://www.magneticdreams.com tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com -- Tim Crowson Lead CG Artist [cid:image001.gif@01CD1FC1.9A809680] Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801tel:615.885.6801 | Fax 615.889.4768tel:615.889.4768 | www.magneticdreams.comhttp://www.magneticdreams.com tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com