Re: Broken spine with new scene
If you create the Tain inside a Model you can then export it and re-import it into another model, everything works.. Haven t used the XSI Tail since ages but that was the workflow On Wed, Oct 3, 2012 at 12:50 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote: The tail have a very particular problem, on each tail objects there is a hidden evolve op (the same that is on simulated ice trees), connected with the cache clip in the mixer. Moving the tail to a model doesn't move the mixer cache, so you have to copy and reconnect it by hand. Anyway, what do you mean by it's broken? It could be many things. Cheers A.
Re: Broken spine with new scene
Hi Marco I'm aware of the workflow, I was just pointing that the problem is very differant than the spine. By the way the tail is not working with ref models on scene reload... 2012/10/3 Marco Peixoto mpe...@gmail.com If you create the Tain inside a Model you can then export it and re-import it into another model, everything works.. Haven t used the XSI Tail since ages but that was the workflow On Wed, Oct 3, 2012 at 12:50 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote: The tail have a very particular problem, on each tail objects there is a hidden evolve op (the same that is on simulated ice trees), connected with the cache clip in the mixer. Moving the tail to a model doesn't move the mixer cache, so you have to copy and reconnect it by hand. Anyway, what do you mean by it's broken? It could be many things. Cheers A. -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos
Re: Broken spine with new scene
When I say it's broken I mean that the compiled scripted operator that gets applied to the curve of the spine no longer works. So instead on the base of the curve staying attached to the hip bone, it simple moves around with the hip controller, basically disconnecting it from the hips. Like I said I've worked around the problem so it's not holding anything up. I've sent it off to AD, and we'll see what comes of that. On 03/10/2012 00:50, Ahmidou Lyazidi wrote: The tail have a very particular problem, on each tail objects there is a hidden evolve op (the same that is on simulated ice trees), connected with the cache clip in the mixer. Moving the tail to a model doesn't move the mixer cache, so you have to copy and reconnect it by hand. Anyway, what do you mean by it's broken? It could be many things. Cheers A. 2012/10/3 Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com Don't use the pre-built rig stuff in the Character Menu. Too many dependencies on naming and other stupid workflows to be reliable in large scale production. We got bit pretty hard by the tail operator a number of years ago finding out it could not be ported to other characters once built. I suspect other rig components are in the same boat. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lowery Sent: Tuesday, October 02, 2012 2:15 AM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Broken spine with new scene Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos
Re: Broken spine with new scene
Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12
Re: Broken spine with new scene
I feel a support group coming on. Hi my name's Matt and I have a broken rig. all together, Hi Matt! Nice to know I'm not alone, thanks Gerbrand. Sounds like I've been lucky to miss this one for so long. It is tempting to blame Linux, (and Darren) but I'm on Win 7 and I'm pretty sure Darren hasn't been anywhere near this one. On 02/10/2012 11:38, Gerbrand Nel wrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12
Re: Broken spine with new scene
Hey, Dont think I have ever encountered this problem, but have had a problem with some of the pre built softimage tools like spine and tail. What usualy happens is as your building your rig in soft, you are working in the scene root and some soft tools modify the mixer in the model, and then when you put everything under a new model export it and bring it it, the rig freaks out as what it relies on in your mixer no longer exists, I found the best way was to create a spine component youself and bring it in when needed of work under a model when you are creating a rig, that way any alterations will get applied to the mixer of the rig you will be exporting. Not sure if this will fix your problem, but its just something to keep in mind sometimes. cheers Si On Tue, Oct 2, 2012 at 8:38 PM, Gerbrand Nel g...@cannonballbunny.com wrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12 -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Broken spine with new scene
did you try the usual runonce.bat and trying to import again? Disconnecting from all plugins / addons / workgroups? Clearing prefs? Eric Thivierge http://www.ethivierge.com On Tue, Oct 2, 2012 at 9:24 PM, Matt Lowery ma...@glassworks.co.uk wrote: I feel a support group coming on. Hi my name's Matt and I have a broken rig. all together, Hi Matt! Nice to know I'm not alone, thanks Gerbrand. Sounds like I've been lucky to miss this one for so long. It is tempting to blame Linux, (and Darren) but I'm on Win 7 and I'm pretty sure Darren hasn't been anywhere near this one. On 02/10/2012 11:38, Gerbrand Nel wrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12
Re: Broken spine with new scene
brain fail... what I mean to say was 1.) I found the best way was to create a spine component yourself and bring it in when needed 2.)Work under a model(not scene root) when you are creating a rig, that way any alterations will get applied to the mixer of the rig model that you will be exporting. On Tue, Oct 2, 2012 at 9:25 PM, Simon Anderson simonbenandersonl...@gmail.com wrote: Hey, Dont think I have ever encountered this problem, but have had a problem with some of the pre built softimage tools like spine and tail. What usualy happens is as your building your rig in soft, you are working in the scene root and some soft tools modify the mixer in the model, and then when you put everything under a new model export it and bring it it, the rig freaks out as what it relies on in your mixer no longer exists, I found the best way was to create a spine component youself and bring it in when needed of work under a model when you are creating a rig, that way any alterations will get applied to the mixer of the rig you will be exporting. Not sure if this will fix your problem, but its just something to keep in mind sometimes. cheers Si On Tue, Oct 2, 2012 at 8:38 PM, Gerbrand Nel g...@cannonballbunny.comwrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12 -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Broken spine with new scene
oo.. runonce and remove your user preference(rename the folder), those also are very good, good one Eric On Tue, Oct 2, 2012 at 9:28 PM, Simon Anderson simonbenandersonl...@gmail.com wrote: brain fail... what I mean to say was 1.) I found the best way was to create a spine component yourself and bring it in when needed 2.)Work under a model(not scene root) when you are creating a rig, that way any alterations will get applied to the mixer of the rig model that you will be exporting. On Tue, Oct 2, 2012 at 9:25 PM, Simon Anderson simonbenandersonl...@gmail.com wrote: Hey, Dont think I have ever encountered this problem, but have had a problem with some of the pre built softimage tools like spine and tail. What usualy happens is as your building your rig in soft, you are working in the scene root and some soft tools modify the mixer in the model, and then when you put everything under a new model export it and bring it it, the rig freaks out as what it relies on in your mixer no longer exists, I found the best way was to create a spine component youself and bring it in when needed of work under a model when you are creating a rig, that way any alterations will get applied to the mixer of the rig you will be exporting. Not sure if this will fix your problem, but its just something to keep in mind sometimes. cheers Si On Tue, Oct 2, 2012 at 8:38 PM, Gerbrand Nel g...@cannonballbunny.comwrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12 -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Broken spine with new scene
Well I must confess that I didn't re-name the prefs and run the runonce but this was spotted by a colleague on a different workstation and was subsequently re-created on a number of different machines. So I'm pretty sure that's not it. Working under a model when rigging seems solid enough advice but when you create a spine using the built in tools it puts the newly created spine under the scene root by default. (unless I'm missing something) On 02/10/2012 12:29, Simon Anderson wrote: oo.. runonce and remove your user preference(rename the folder), those also are very good, good one Eric On Tue, Oct 2, 2012 at 9:28 PM, Simon Anderson simonbenandersonl...@gmail.com mailto:simonbenandersonl...@gmail.com wrote: brain fail... what I mean to say was 1.) I found the best way was to create a spine component yourself and bring it in when needed 2.)Work under a model(not scene root) when you are creating a rig, that way any alterations will get applied to the mixer of the rig model that you will be exporting. On Tue, Oct 2, 2012 at 9:25 PM, Simon Anderson simonbenandersonl...@gmail.com mailto:simonbenandersonl...@gmail.com wrote: Hey, Dont think I have ever encountered this problem, but have had a problem with some of the pre built softimage tools like spine and tail. What usualy happens is as your building your rig in soft, you are working in the scene root and some soft tools modify the mixer in the model, and then when you put everything under a new model export it and bring it it, the rig freaks out as what it relies on in your mixer no longer exists, I found the best way was to create a spine component youself and bring it in when needed of work under a model when you are creating a rig, that way any alterations will get applied to the mixer of the rig you will be exporting. Not sure if this will fix your problem, but its just something to keep in mind sometimes. cheers Si On Tue, Oct 2, 2012 at 8:38 PM, Gerbrand Nel g...@cannonballbunny.com mailto:g...@cannonballbunny.com wrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12 -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Broken spine with new scene
Hi Matt, my names.ok ok moving on. Oh man, that thing is the devil. All I can say is, have fun. At one point I thought it might be from nesting models in models. What I do seem to remember is it seems to loose some kind of connection with the scripted op (on the default rig). Also, it might be worth checking your scene for stadiums. D On 2012/10/02 01:24 PM, Matt Lowery wrote: I feel a support group coming on. Hi my name's Matt and I have a broken rig. all together, Hi Matt! Nice to know I'm not alone, thanks Gerbrand. Sounds like I've been lucky to miss this one for so long. It is tempting to blame Linux, (and Darren) but I'm on Win 7 and I'm pretty sure Darren hasn't been anywhere near this one. On 02/10/2012 11:38, Gerbrand Nel wrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12
Re: Broken spine with new scene
Hi Matt, Send me the scene. Can we repro this problem by opening the scene? Chris On 2 Oct, 2012, at 7:39 PM, Matt Lowery ma...@glassworks.co.ukmailto:ma...@glassworks.co.uk wrote: Well I must confess that I didn't re-name the prefs and run the runonce but this was spotted by a colleague on a different workstation and was subsequently re-created on a number of different machines. So I'm pretty sure that's not it. Working under a model when rigging seems solid enough advice but when you create a spine using the built in tools it puts the newly created spine under the scene root by default. (unless I'm missing something) On 02/10/2012 12:29, Simon Anderson wrote: oo.. runonce and remove your user preference(rename the folder), those also are very good, good one Eric On Tue, Oct 2, 2012 at 9:28 PM, Simon Anderson simonbenandersonl...@gmail.commailto:simonbenandersonl...@gmail.com wrote: brain fail... what I mean to say was 1.) I found the best way was to create a spine component yourself and bring it in when needed 2.)Work under a model(not scene root) when you are creating a rig, that way any alterations will get applied to the mixer of the rig model that you will be exporting. On Tue, Oct 2, 2012 at 9:25 PM, Simon Anderson simonbenandersonl...@gmail.commailto:simonbenandersonl...@gmail.com wrote: Hey, Dont think I have ever encountered this problem, but have had a problem with some of the pre built softimage tools like spine and tail. What usualy happens is as your building your rig in soft, you are working in the scene root and some soft tools modify the mixer in the model, and then when you put everything under a new model export it and bring it it, the rig freaks out as what it relies on in your mixer no longer exists, I found the best way was to create a spine component youself and bring it in when needed of work under a model when you are creating a rig, that way any alterations will get applied to the mixer of the rig you will be exporting. Not sure if this will fix your problem, but its just something to keep in mind sometimes. cheers Si On Tue, Oct 2, 2012 at 8:38 PM, Gerbrand Nel g...@cannonballbunny.commailto:g...@cannonballbunny.com wrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12 -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ attachment: winmail.dat
Re: Broken spine with new scene
HAHA! I'd forgotten about that stadium problem I'll double check my scene but I'm pretty sure... On 02/10/2012 15:40, Darren Macpherson wrote: Hi Matt, my names.ok ok moving on. Oh man, that thing is the devil. All I can say is, have fun. At one point I thought it might be from nesting models in models. What I do seem to remember is it seems to loose some kind of connection with the scripted op (on the default rig). Also, it might be worth checking your scene for stadiums. D On 2012/10/02 01:24 PM, Matt Lowery wrote: I feel a support group coming on. Hi my name's Matt and I have a broken rig. all together, Hi Matt! Nice to know I'm not alone, thanks Gerbrand. Sounds like I've been lucky to miss this one for so long. It is tempting to blame Linux, (and Darren) but I'm on Win 7 and I'm pretty sure Darren hasn't been anywhere near this one. On 02/10/2012 11:38, Gerbrand Nel wrote: Hey Matt This one bit me and Darren a couple of years ago. 2010 or 2009 maybe. We couldn't figure out a perfect fix for this, but we also noticed that the problem was more likely to occur on reloading a scene rather than starting softimage clean. At the time I was convinced that it was a linux exclusive problem, but I've seen it in win7 a few times over the years. The neck in the xsi rig also does this from time to time. Nowadays I'll just recreate the spine and head of an xsi character if I'm forced to use that rig. Sorry I can't give you a fix, but at least you know you're not alone.. All people from South Africa gets this problem ;) G On 2012/10/02 11:14 AM, Matt Lowery wrote: Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 10/01/12
RE: Broken spine with new scene
Don't use the pre-built rig stuff in the Character Menu. Too many dependencies on naming and other stupid workflows to be reliable in large scale production. We got bit pretty hard by the tail operator a number of years ago finding out it could not be ported to other characters once built. I suspect other rig components are in the same boat. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lowery Sent: Tuesday, October 02, 2012 2:15 AM To: softimage@listproc.autodesk.com Subject: Broken spine with new scene Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@
Re: Broken spine with new scene
The tail have a very particular problem, on each tail objects there is a hidden evolve op (the same that is on simulated ice trees), connected with the cache clip in the mixer. Moving the tail to a model doesn't move the mixer cache, so you have to copy and reconnect it by hand. Anyway, what do you mean by it's broken? It could be many things. Cheers A. 2012/10/3 Matt Lind ml...@carbinestudios.com Don't use the pre-built rig stuff in the Character Menu. Too many dependencies on naming and other stupid workflows to be reliable in large scale production. We got bit pretty hard by the tail operator a number of years ago finding out it could not be ported to other characters once built. I suspect other rig components are in the same boat. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lowery Sent: Tuesday, October 02, 2012 2:15 AM To: softimage@listproc.autodesk.com Subject: Broken spine with new scene Hi all, I've rigged up a character using very traditional XSI tools, no plug-ins, and I've discovered a very strange problem. If I launch xsi and import the model of my character he works as expected. However if a do a FileNew_scene and then import the same model file the spine on that imported model is broken. The spine in this case literally being the spine of the character and created using the SkeletonCreate Spine command in XSI. I have figured a work around this but has anyone else experienced a similar problem? The Rig was built in 2012 SAP but the problem is also present in 2013. m@ -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos