RE: Softimage exports invalid Collada files?

2012-06-11 Thread Min Rui Tan
Sure.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Yargici
Sent: Monday, June 11, 2012 1:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage exports invalid Collada files?

Thanks, Min Rui.

That's interesting, would you mind if I quote your reply into that discussion 
in the Blender bug tracker?  If it is indeed the fault of the Blender importer 
I should point it out. :)

DAN
On Mon, Jun 11, 2012 at 6:56 AM, Min Rui Tan 
mailto:minrui@autodesk.com>> wrote:
Do you have actual scene files that you have problems with?

If Blender only supports name="X|Y|Z", then it might be their(or OpenCollada's) 
limitation.
For  elements in COLLADA, you can see from the specs page 136, the 
param name should not matter.
The X and Y values should be processed from the INPUT and OUTPUT semantics 
rather than whatever the name attribute is.

-Min Rui

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Dan Yargici
Sent: Saturday, June 09, 2012 12:33 AM
To: softimage@listproc.autodesk.com
Subject: Softimage exports invalid Collada files?

So after much head scratching concerning the Collada importer in Blender, I 
stumbled across this bug report by Thomas Volkmann.

http://projects.blender.org/tracker/?group_id=9&atid=498&func=detail&aid=31089

It would seem the issue actually lies with Softimage/Crosswalk

It would be great if there were an option to export safer, more basic, 
'vanilla' collada files in the exporter IMO.  Half the time you just want to 
transfer a camera and some geometry...

The relevant quote:

The collada-output generated by softimage seems to violate the Collada 1.4.1 
specifications:

According to the collada specifications from 
http://www.khronos.org/files/collada_spec_1_4.pdf (see page 3-7) :

The common  (core) name attribute for animation translations may contain 
a  with name="X|Y|Z" wich specify the 3 cartesian coordinates.

Blender uses name="X|Y|Z" according to the specifications:











Softimage uses name="VALUE" for all 3 coordinates:











thus the most important information (which coordinate shall we use) has been 
corrupted.

However i believe that softimage has added a lot of  information 
enclosed in  and it looks very much like the true 
animation data is provided in this extra datablock. I guess that Blender does 
not support the XSI profile ?



Proof :

1.) I have modified the softimage dae file by replacing the 3 occurances of 
name="VALUE" by name="X", name="Y" and name="Z" respectively. this imports into 
blener and the animation is intact.

2.) I have tried to import the original collada file from softimage into 
meshlab. That failed.

3.) have tried to iport the original collada file from Blender into meshlab. 
That worked.

<>

Re: Softimage exports invalid Collada files?

2012-06-11 Thread Thomas Volkmann
This is some good information! I can add it to the Blender Bugtracker, then you
don't have to create an account just to do it.

cheers,
Thomas


Dan Yargici  hat am 11. Juni 2012 um 07:12 geschrieben:


> Thanks, Min Rui.
> 
>  That's interesting, would you mind if I quote your reply into that discussion
> in the Blender bug tracker?  If it is indeed the fault of the Blender importer
> I should point it out. :)
> 
>  DAN
> 
>  On Mon, Jun 11, 2012 at 6:56 AM, Min Rui Tan   > wrote:
>> > Do you have actual scene files that you have problems with?
> > 
> >If Blender only supports name="X|Y|Z", then it might be their(or
> > OpenCollada's) limitation.
> >For  elements in COLLADA, you can see from the specs page 136,
> > the param name should not matter.
> >The X and Y values should be processed from the INPUT and OUTPUT
> > semantics rather than whatever the name attribute is.
> > 
> >-Min Rui
> > 
> >From: softimage-boun...@listproc.autodesk.com
> >  [mailto:
> > softimage-boun...@listproc.autodesk.com
> >  ] On Behalf Of Dan Yargici
> >Sent: Saturday, June 09, 2012 12:33 AM
> >To: softimage@listproc.autodesk.com
> > 
> >Subject: Softimage exports invalid Collada files?
> > 
> >So after much head scratching concerning the Collada importer in Blender,
> > I stumbled across this bug report by Thomas Volkmann.
> > 
> > 
> >   
> > http://projects.blender.org/tracker/?group_id=9&atid=498&func=detail&aid=31089
> > 
> > 
> >It would seem the issue actually lies with Softimage/Crosswalk
> > 
> >It would be great if there were an option to export safer, more basic,
> > 'vanilla' collada files in the exporter IMO.  Half the time you just want to
> > transfer a camera and some geometry...
> > 
> >The relevant quote:
> > 
> >The collada-output generated by softimage seems to violate the Collada
> > 1.4.1 specifications:
> > 
> >According to the collada specifications from
> > http://www.khronos.org/files/collada_spec_1_4.pdf
> >  (see page 3-7) :
> > 
> >The common  (core) name attribute for animation translations may
> > contain a  with name="X|Y|Z" wich specify the 3 cartesian
> > coordinates.
> > 
> >Blender uses name="X|Y|Z" according to the specifications:
> > 
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > 
> >Softimage uses name="VALUE" for all 3 coordinates:
> > 
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > 
> >thus the most important information (which coordinate shall we use) has
> > been corrupted.
> > 
> >However i believe that softimage has added a lot of  information
> > enclosed in  and it looks very much like the true
> > animation data is provided in this extra datablock. I guess that Blender
> > does not support the XSI profile ?
> > 
> >
> > 
> >Proof :
> > 
> >1.) I have modified the softimage dae file by replacing the 3 occurances
> > of name="VALUE" by name="X", name="Y" and name="Z" respectively. this
> > imports into blener and the animation is intact.
> > 
> >2.) I have tried to import the original collada file from softimage into
> > meshlab. That failed.
> > 
> >3.) have tried to iport the original collada file from Blender into
> > meshlab. That worked.
> >  > 


Re: Convert Position Fcurves key's tangents in 3d space

2012-06-11 Thread Ahmidou.xsi
Hi Luc Eric
Well I don't really know about it, but there clearly is a selection problem 
with my macbook pro 2011(amd/ati) and I saw many forum posts about the 
GL_Select function considered as deprecated. But again I'm an openGL noob, 
so.

On 11 juin 2012, at 05:43, Luc-Eric Rousseau  wrote:

> I'm not aware of any bugs with GL_Select on ATI, except that it wasn't 
> hardware accelerated and therefore slow .. although it seems they addressed 
> that
> 
> On May 10, 2012 8:40 AM, "Brent McPherson"  
> wrote:
> We use a combination of OpenGL and custom (raycast) picking depending on the 
> picking mode.
> --
> Brent
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
> Sent: 10 May 2012 00:40
> To: softimage@listproc.autodesk.com
> Subject: Re: Convert Position Fcurves key's tangents in 3d space
> 
> Thanks Simon!
> I have a working version with tangents, but it crash softimage in some cases, 
> the std::vector is kind of touchy...
> I also have problems with the opengl's GL_SELECT for picking that sometimes 
> return funky value (Thanks ATI...). It seems to be deprecated in favor of 
> custom raycast picking, so I'll refactor it that way.
> 
> I have a question to Softimage Devs, As I have selection problems for 
> components, am I right if I say that SI is also using GL_SELECT ??
> I have seen some people saying they got 1000% speed gain using raycast 
> instead.
> 
> Regards
> Ahmidou.
> 
> 2012/5/4 Simon Pickard mailto:m...@simonpickard.com>>
> Very cool! So amazing to see this in Softimage! :)
> 
> Regards,
> Simon
> 
> On 3 May 2012 09:55, Ahmidou Lyazidi 
> mailto:ahmidou@gmail.com>> wrote:
> Hi Jo, and thanks for the snipet!
> I already have a structure not that far, but my problem is elsewhere. The 
> fcurves's tangents interpretation in 3d is not a simple mapping of the X,Y 
> values.
> I also had to deal with fcurves that don't have necessary three keys a the 
> same time but only one or two, so I don't have all the information to draw 
> the tangents as they should be.
> But I think I'm near the solution, I just have to restructure some part of my 
> code to make it more efficient and test :)
> 
> Best regards
> A.
> 
> 2012/4/30 jo benayoun mailto:jobenay...@gmail.com>>
> Hi Ahmidou,
> looks quite nice ! :)
> 
> For your problem, I would go in c by reproducing a kinda structure that mimic 
> FCurves ones like the following.
> 
> """
> struct bezfragments {
>double cps[4][3];
>uint_t interp;
> };
> 
> struct motionpath {
>constchar_t *source;
>ushort_t color[3];
>uint_t flags;
>uint_t nbezfragments;
>struct bezfragments *[1];
> };
> """
> 
> A MotionPath as a FCurve is a fixed length array of bezier curves with some 
> extra informations like the object which is the source, the color of the path 
> and some other flags for ui convenience (selection mode, ...).
> You have the choice to represent your bezier segments by  pairing control 
> points by 3 or by 4, I dont think it makes a huge difference.
> This system coupled with a "MotionPathManager" will avoid you to have to 
> query the softimage API each time you need to redraw your viewport as your 
> datas are cached in memory.
> Also, by subscripting to any event like "siOnValueChange", you will be able 
> to rebuild a motion path targeting just what you need. Also a good point for 
> perfs.
> Anyways  Here is a little pysnippet (I dont have the possibility to write 
> it in C right now) ! It should I hope answer to your first question ! :)
> 
> jo
> 
> 
> """
> # Im quite sure gmail will eat my indent efforts so take care about that !
> # Each key for each params must have a buddy on the others axes.
> # Create a cube, animate its pos's being sure a key is set at the same frame 
> for the three axes.
> #
> 
> import random
> 
> 
> class BezFragment(object):
>cpoints = tuple()
>interp = int()
> 
> class MotionPath(object):
>source = str()
>color = tuple()
>bezfragments = tuple()
> 
> 
> def build_axis_data(param):
>keys = tuple(param.Source.Keys)
>res = list()
>bfrag = None
>i = 0
> 
>while i < (len(keys)-1):
>cp = list()
> 
>key = keys[i]
>nextkey = keys[i+1]
>cp.append(round(key.Value, 1))
>cp.append(round(key.Time, 1))
>cp.append(round(key.Value + key.LeftTanX, 1))
>cp.append(round(key.Time + key.LeftTanY, 1))
>cp.append(round(nextkey.Value - key.RightTanY, 1))
>cp.append(round(nextkey.Time - key.RightTanX, 1))
>cp.append(round(nextkey.Value, 1))
>cp.append(round(nextkey.Time, 1))
> 
>bfrag = BezFragment()
>res.append(bfrag)
>bfrag.interp = key.Interpolation
>bfrag.cpoints = tuple(cp)
> 
>i += 1
> 
>return tuple(res)
> 
> 
> def build_motion_path(siobj):
>x = build_axis_data(siobj.Kinem

Re: Wayback Archives

2012-06-11 Thread David Saber
Hey Brad, the first discussions on the XSI mailing list are here:
http://web.archive.org/web/20050508192958/http://www.softimage.com/community/xsi/discuss/archives/xsi.archive.0006/mail8.htm
>From the web.archive.org site you can find every other discussions I beleive.
Greetings,
David



From: Bradley Gabe 
Sent: Wednesday, June 06, 2012 21:02
To: softimage@listproc.autodesk.com 
Subject: Re: Wayback Archives

Nope. Right era, not what I was looking for.

And now there are more messages on this list about hunting down an announcement 
than there have been actual announcements. :-)




On Wed, Jun 6, 2012 at 2:58 PM, Ed Harriss  wrote:

  Is it this one?



  Ed







  -Original Message-
  From: Bradley R. Gabe [mailto:bg...@quietman.net] 
  Sent: Friday, February 21, 2003 1:51 PM
  To: x...@softimage.com
  Subject: XSI NYC user group is here!!!



  Attention New York Area XSI Users:



  -It has arrived.

  -We have an official website.

  -We have an official meeting space.

  -We have full life support from the mother ship.

  -We'll all be meeting soon.



  www.XSINYC.com







  ---

  Unsubscribe? Mail majord...@softimage.com with the following text in body:

  unsubscribe xsi















  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
  Sent: Wednesday, June 06, 2012 11:43 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: Wayback Archives



  I was looking for the email I sent announcing the very first NYC XSI User 
group meeting.

  Alan Fregtman found emails close to that time in his archive, but couldn't 
find the specific one I was thinking of (10 million people in NYC, there are 
bound to be some XSI users).

  It might have been on the web site, rather than an email.. and that site was 
dropped by Phill and re-registered by Raffaele Sc-M.

  On Wed, Jun 6, 2012 at 2:36 PM, Matt Lind  wrote:

  I have select emails from that era in an archive at home.  I may possibly 
have what you’re looking for, but I’ll need more details in order to exhume.



  Matt







  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
  Sent: Wednesday, June 06, 2012 9:43 AM


  To: softimage@listproc.autodesk.com
  Subject: Wayback Archives



  Hi List-



  Does anyone have a link to archives of the Softimage list that go all the way 
back to the first few versions of XSI (anyone remember the beckman archives?) I 
am seeking an email I sent out from back in my Quiet Man days.

  -B





Scripting: Unsaved Changes?

2012-06-11 Thread Leo Quensel
Hey guys,

I was wondering if it is possible to find out if there are any unsaved changes 
in the current scene with scripting.
I want to open a scene via scripting (Python) and need to find out if there are 
any unsaved changes in the scene and perform some handling if
that is the case.

Cheers,
Leo
-- 
Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de


Re: Scripting: Unsaved Changes?

2012-06-11 Thread Eric Thivierge
http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=14210857&linkID=12544120


Be careful if you have events firing on scene open as that could dirty the
scene. Though if you don't have events firing, then it would be odd if
anything was changing if you simply open it.


Eric Thivierge
http://www.ethivierge.com


On Mon, Jun 11, 2012 at 8:50 PM, Leo Quensel  wrote:

> Hey guys,
>
> I was wondering if it is possible to find out if there are any unsaved
> changes in the current scene with scripting.
> I want to open a scene via scripting (Python) and need to find out if
> there are any unsaved changes in the scene and perform some handling if
> that is the case.
>
> Cheers,
> Leo
> --
> Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
> belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
>


Re: Scripting: Unsaved Changes?

2012-06-11 Thread Leo Quensel
Thanks Eric, that seems to work!

 Original-Nachricht 
> Datum: Mon, 11 Jun 2012 21:22:31 +1000
> Von: Eric Thivierge 
> An: softimage@listproc.autodesk.com
> Betreff: Re: Scripting: Unsaved Changes?

> http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=14210857&linkID=12544120
> 
> 
> Be careful if you have events firing on scene open as that could dirty the
> scene. Though if you don't have events firing, then it would be odd if
> anything was changing if you simply open it.
> 
> 
> Eric Thivierge
> http://www.ethivierge.com
> 
> 
> On Mon, Jun 11, 2012 at 8:50 PM, Leo Quensel  wrote:
> 
> > Hey guys,
> >
> > I was wondering if it is possible to find out if there are any unsaved
> > changes in the current scene with scripting.
> > I want to open a scene via scripting (Python) and need to find out if
> > there are any unsaved changes in the scene and perform some handling if
> > that is the case.
> >
> > Cheers,
> > Leo
> > --
> > Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
> > belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
> >

-- 
NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone!  

Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a


Re: Anyone tried threesixty's Metaballs?

2012-06-11 Thread Cristobal Infante
We used an earlier version, probably  v2 for this commercial:

https://vimeo.com/11011342

It worked really well, would definitely recommend..





On 9 June 2012 12:33, Mário Domingos  wrote:

> Yes I agree.
>
> Sent from my iPad
>
> On 09/06/2012, at 12:32, Ciaran Moloney  wrote:
>
> The built-in polygonizer isn't so good. The commercial Polygonizer 3 is
> way better...
>
>
>
> On Sat, Jun 9, 2012 at 11:51 AM, Mário Domingos 
> wrote:
>
>> Well, you should try Micheles's, at least the demo. Its true metaballs,
>> there are some things that I liked. I'm not a polygonizer pro, but I think
>> there are some simple things that are better on MetaballsV3 for simple
>> metaballs, haven't tried it on particles or creating huge meshes, although
>> the smooth result seamed more stable. When you create a metaball the mesh
>> created is the exact size of the control null and you can scale it in
>> different axes for example to deform your metaball. In polygonizer the only
>> way I have found to create a metaball is creating a null and polygonize it,
>> if you scale the null in just one axes nothing happens, and the null is
>> always a different size from the mesh. This is important if you are
>> animating, at least for me it is.
>> And metapaint is great! It simulates a liquid type of motion on the
>> metaballs.
>>
>> I hope Michele continues to update it, its up to us.
>>
>> M
>>
>> Sent from my iPad
>>
>> On 09/06/2012, at 09:07, Christian Keller  wrote:
>>
>> What kind of artifacts ?
>>
>> --
>> christian keller
>> visual effects|direction
>>
>> m +49 179 69 36 248
>> f +49 40 386 835 33
>> chris3...@me.com
>>
>> Am 08.06.2012 um 20:54 schrieb Steven Caron :
>>
>> yes, just wondering how Michele's is better? i recently did work and the
>> polygonizer had some artifacts close up that i couldn't get rid of
>>
>> On Fri, Jun 8, 2012 at 11:35 AM, Mário Domingos > > wrote:
>>
>>> Are you talking about Polygoniz
>>>
>>> On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron  wrote:
>>>
 more real than the built in one?

 On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos <
 mdomingos.p...@gmail.com> wrote:

> Great plug, a real metaballs system.
>
> https://vimeo.com/43686944
>
> Mário
>


>>>
>>
>


Re: Anyone tried threesixty's Metaballs?

2012-06-11 Thread Mário Domingos
Ah! Great! I remember that commercial,It's Portuguese, I remember at
that time we were all talking about it, always thought it was done in
Portugal by a company called Ingreme.

Great work.

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 11/06/2012, at 14:04, Cristobal Infante  wrote:

We used an earlier version, probably  v2 for this commercial:

https://vimeo.com/11011342

It worked really well, would definitely recommend..





On 9 June 2012 12:33, Mário Domingos  wrote:

> Yes I agree.
>
> Sent from my iPad
>
> On 09/06/2012, at 12:32, Ciaran Moloney  wrote:
>
> The built-in polygonizer isn't so good. The commercial Polygonizer 3 is
> way better...
>
>
>
> On Sat, Jun 9, 2012 at 11:51 AM, Mário Domingos 
> wrote:
>
>> Well, you should try Micheles's, at least the demo. Its true metaballs,
>> there are some things that I liked. I'm not a polygonizer pro, but I think
>> there are some simple things that are better on MetaballsV3 for simple
>> metaballs, haven't tried it on particles or creating huge meshes, although
>> the smooth result seamed more stable. When you create a metaball the mesh
>> created is the exact size of the control null and you can scale it in
>> different axes for example to deform your metaball. In polygonizer the only
>> way I have found to create a metaball is creating a null and polygonize it,
>> if you scale the null in just one axes nothing happens, and the null is
>> always a different size from the mesh. This is important if you are
>> animating, at least for me it is.
>> And metapaint is great! It simulates a liquid type of motion on the
>> metaballs.
>>
>> I hope Michele continues to update it, its up to us.
>>
>> M
>>
>> Sent from my iPad
>>
>> On 09/06/2012, at 09:07, Christian Keller  wrote:
>>
>> What kind of artifacts ?
>>
>> --
>> christian keller
>> visual effects|direction
>>
>> m +49 179 69 36 248
>> f +49 40 386 835 33
>> chris3...@me.com
>>
>> Am 08.06.2012 um 20:54 schrieb Steven Caron :
>>
>> yes, just wondering how Michele's is better? i recently did work and the
>> polygonizer had some artifacts close up that i couldn't get rid of
>>
>> On Fri, Jun 8, 2012 at 11:35 AM, Mário Domingos > > wrote:
>>
>>> Are you talking about Polygoniz
>>>
>>> On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron  wrote:
>>>
 more real than the built in one?

 On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos <
 mdomingos.p...@gmail.com> wrote:

> Great plug, a real metaballs system.
>
> https://vimeo.com/43686944
>
> Mário
>


>>>
>>
>


Re: Anyone tried threesixty's Metaballs?

2012-06-11 Thread Steven Caron
pulsing lumps on a close up. i was meshing a rigging/simualted mesh and
particles together. i tried many combinations of settings and a few hacks
to try and get it to be smooth but no dice.

s

On Sat, Jun 9, 2012 at 1:06 AM, Christian Keller  wrote:

> What kind of artifacts ?
>
> --
> christian keller
> visual effects|direction
>
> m +49 179 69 36 248
> f +49 40 386 835 33
> chris3...@me.com
>
> Am 08.06.2012 um 20:54 schrieb Steven Caron :
>
> yes, just wondering how Michele's is better? i recently did work and the
> polygonizer had some artifacts close up that i couldn't get rid of.
>
> On Fri, Jun 8, 2012 at 11:35 AM, Mário Domingos 
> wrote:
>
>> Are you talking about Polygonizer?
>>
>>
>> On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron  wrote:
>>
>>> more real than the built in one?
>>>
>>> On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos <
>>> mdomingos.p...@gmail.com> wrote:
>>>
 Great plug, a real metaballs system.

 https://vimeo.com/43686944

 Mário

>>>
>>>
>>
>


Re: Anyone tried threesixty's Metaballs?

2012-06-11 Thread RuiSantos
hi
Ah! i also thought i was a Ingreme job...
It was Prime Focus after all..
Nice!

cheers,
Rui

www.ruisantos3d.com


  - Original Message - 
  From: Mário Domingos 
  To: softimage@listproc.autodesk.com 
  Sent: Monday, June 11, 2012 2:24 PM
  Subject: Re: Anyone tried threesixty's Metaballs?


  Ah! Great! I remember that commercial,It's Portuguese, I remember at that 
time we were all talking about it, always thought it was done in Portugal by a 
company called Ingreme.


  Great work.


  Mário Domingos


  www.mariodomingos.com




  Sent from my super iPhone



  On 11/06/2012, at 14:04, Cristobal Infante  wrote:


We used an earlier version, probably  v2 for this commercial:

https://vimeo.com/11011342

It worked really well, would definitely recommend..






On 9 June 2012 12:33, Mário Domingos  wrote:

  Yes I agree.

  Sent from my iPad

  On 09/06/2012, at 12:32, Ciaran Moloney  wrote:


The built-in polygonizer isn't so good. The commercial Polygonizer 3 is 
way better... 





On Sat, Jun 9, 2012 at 11:51 AM, Mário Domingos 
 wrote:

  Well, you should try Micheles's, at least the demo. Its true 
metaballs, there are some things that I liked. I'm not a polygonizer pro, but I 
think there are some simple things that are better on MetaballsV3 for simple 
metaballs, haven't tried it on particles or creating huge meshes, although the 
smooth result seamed more stable. When you create a metaball the mesh created 
is the exact size of the control null and you can scale it in different axes 
for example to deform your metaball. In polygonizer the only way I have found 
to create a metaball is creating a null and polygonize it, if you scale the 
null in just one axes nothing happens, and the null is always a different size 
from the mesh. This is important if you are animating, at least for me it is. 
  And metapaint is great! It simulates a liquid type of motion on the 
metaballs.


  I hope Michele continues to update it, its up to us.


  M

  Sent from my iPad

  On 09/06/2012, at 09:07, Christian Keller  wrote:


What kind of artifacts ?


-- 
christian keller
visual effects|direction


m +49 179 69 36 248
f +49 40 386 835 33
chris3...@me.com

Am 08.06.2012 um 20:54 schrieb Steven Caron :


  yes, just wondering how Michele's is better? i recently did work 
and the polygonizer had some artifacts close up that i couldn't get rid of


  On Fri, Jun 8, 2012 at 11:35 AM, Mário Domingos 
 wrote:

Are you talking about Polygoniz


On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron  
wrote:

  more real than the built in one?


  On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos 
 wrote:

Great plug, a real metaballs system.


https://vimeo.com/43686944 


Mário











caching points with royal render

2012-06-11 Thread Sebastian Kowalski

hey list,

has anyone some experience in royal render and just caching stuff with  
it?

i thought i could ask before i dive into the sdk.

just need royal render to open xsibatch on all clients, and wait for  
my siOnEndScene Event script to finish and go to the next job..

ive never used rr before so excuse me if this is blatant.


thanks in advance



RE: caching points with royal render

2012-06-11 Thread Sandy Sutherland
I have been doing MDD point caching on RR for our previous show and now this 
one - will be doing writing stuff out for fur to render soon - just doing tests 
on how to go about it.

What I did before is generate a VBS file that gets run by a BAT file - on a 
couple of windows nodes.  This time I am looking at generating a python script 
that will run on our linux nodes.

What sort of caching will you be doing?

Cheers

Sandy
_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski 
[l...@sekow.com]
Sent: 11 June 2012 19:21
To: softimage@listproc.autodesk.com
Subject: caching points with royal render

hey list,

has anyone some experience in royal render and just caching stuff with
it?
i thought i could ask before i dive into the sdk.

just need royal render to open xsibatch on all clients, and wait for
my siOnEndScene Event script to finish and go to the next job..
ive never used rr before so excuse me if this is blatant.


thanks in advance




Re: price increases?

2012-06-11 Thread Paul Griswold
Nevermind - I found it here:
http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=19221863

So it looks like we're all going to see a price increase in August.


On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> Can anyone from AD discuss the price increases that have been announced?
>  Will it affect Softimage or is it just CAD products?
>
> http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634&siteID=123112
>
> -Paul
>
>


Localizing a shared texture projection

2012-06-11 Thread Matt Lind
Have a unique one that pops up from time to time, but one of those things I 
keep forgetting what the solution is.

One of our environment artists has created a very large scene consisting of 
25,000+ objects.  Many of which are duplicated from a common source object.  By 
default, when duplicating an object Softimage reuses/shares the texture 
projection(s) between source and duplicate as a means of efficiency.

The problem is she needs to animate the texture projection's translation on 
only a few of the duplicates.  However, keying any parameter in the Texture 
Projection Def property causes all objects in the scene (derived from the same 
source object) to have it's textures animated the same way.  We've looked in 
all the menus, tried freezing projections and so on, but cannot find a way to 
localize the texture projection to the duplicated object to break the 
relationship.  We have resorted to a workaround of using the copy/paste UV 
tools in the texture editor - which is OK if we only had to do this for one 
object.  Unfortunately she must do this for many objects and this workaround is 
quite laborious.

We tried CTRL + dragging the cluster between objects since they have identical 
topology, but softimage only copied the cluster, not the texture projection 
inside of it.  So we tried CTRL + dragging the texture projection onto the 
duplicate which copied the projection, but still shared the texture Projection 
def property underneath.


Anybody remember how to localize a texture projection so it isn't shared with 
anything else in the scene?


Matt





RE: Localizing a shared texture projection

2012-06-11 Thread Matt Lind
Let me add - without having to resort to using the SDK, which I already know I 
can do.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 11, 2012 2:58 PM
To: softimage@listproc.autodesk.com
Subject: Localizing a shared texture projection

Have a unique one that pops up from time to time, but one of those things I 
keep forgetting what the solution is.

One of our environment artists has created a very large scene consisting of 
25,000+ objects.  Many of which are duplicated from a common source object.  By 
default, when duplicating an object Softimage reuses/shares the texture 
projection(s) between source and duplicate as a means of efficiency.

The problem is she needs to animate the texture projection's translation on 
only a few of the duplicates.  However, keying any parameter in the Texture 
Projection Def property causes all objects in the scene (derived from the same 
source object) to have it's textures animated the same way.  We've looked in 
all the menus, tried freezing projections and so on, but cannot find a way to 
localize the texture projection to the duplicated object to break the 
relationship.  We have resorted to a workaround of using the copy/paste UV 
tools in the texture editor - which is OK if we only had to do this for one 
object.  Unfortunately she must do this for many objects and this workaround is 
quite laborious.

We tried CTRL + dragging the cluster between objects since they have identical 
topology, but softimage only copied the cluster, not the texture projection 
inside of it.  So we tried CTRL + dragging the texture projection onto the 
duplicate which copied the projection, but still shared the texture Projection 
def property underneath.


Anybody remember how to localize a texture projection so it isn't shared with 
anything else in the scene?


Matt





Re: price increases?

2012-06-11 Thread Thomas Helzle
yeah, got some funny emails as well.
It seems that in the future you can update up to 6 or 7 versions back, but
have to pay 70% of the full original price (which funny enough was
increased quite considerably for XSI not that long ago).
I'm sure an Autodesk representative would be able to explain why this is a
fantastic thing to happen.

I'd call it your basic miss-use of a monopoly.

Cheers,

Tom

http://www.screendream.de

On 11 June 2012 21:15, Paul Griswold  wrote:

> Nevermind - I found it here:
> http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=19221863
>
> So it looks like we're all going to see a price increase in August.
>
>
> On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>> Can anyone from AD discuss the price increases that have been announced?
>>  Will it affect Softimage or is it just CAD products?
>>
>> http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634&siteID=123112
>>
>> -Paul
>>
>>
>


RE: Localizing a shared texture projection

2012-06-11 Thread Grahame Fuller
If I understand correctly, Get > Property > Texture Projection > Connect to 
Support, then pick the existing support. You'll also need to make sure that the 
textures use the correct projection in the render tree.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 11, 2012 06:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Localizing a shared texture projection

Let me add - without having to resort to using the SDK, which I already know I 
can do.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 11, 2012 2:58 PM
To: softimage@listproc.autodesk.com
Subject: Localizing a shared texture projection

Have a unique one that pops up from time to time, but one of those things I 
keep forgetting what the solution is.

One of our environment artists has created a very large scene consisting of 
25,000+ objects.  Many of which are duplicated from a common source object.  By 
default, when duplicating an object Softimage reuses/shares the texture 
projection(s) between source and duplicate as a means of efficiency.

The problem is she needs to animate the texture projection's translation on 
only a few of the duplicates.  However, keying any parameter in the Texture 
Projection Def property causes all objects in the scene (derived from the same 
source object) to have it's textures animated the same way.  We've looked in 
all the menus, tried freezing projections and so on, but cannot find a way to 
localize the texture projection to the duplicated object to break the 
relationship.  We have resorted to a workaround of using the copy/paste UV 
tools in the texture editor - which is OK if we only had to do this for one 
object.  Unfortunately she must do this for many objects and this workaround is 
quite laborious.

We tried CTRL + dragging the cluster between objects since they have identical 
topology, but softimage only copied the cluster, not the texture projection 
inside of it.  So we tried CTRL + dragging the texture projection onto the 
duplicate which copied the projection, but still shared the texture Projection 
def property underneath.


Anybody remember how to localize a texture projection so it isn't shared with 
anything else in the scene?


Matt



<>

RE: Localizing a shared texture projection

2012-06-11 Thread Matt Lind
...and what do we do if the objects don't have a texture support?  (explicit UV)


Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Monday, June 11, 2012 3:25 PM
To: softimage@listproc.autodesk.com
Subject: RE: Localizing a shared texture projection

If I understand correctly, Get > Property > Texture Projection > Connect to 
Support, then pick the existing support. You'll also need to make sure that the 
textures use the correct projection in the render tree.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 11, 2012 06:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Localizing a shared texture projection

Let me add - without having to resort to using the SDK, which I already know I 
can do.



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 11, 2012 2:58 PM
To: softimage@listproc.autodesk.com
Subject: Localizing a shared texture projection

Have a unique one that pops up from time to time, but one of those things I 
keep forgetting what the solution is.

One of our environment artists has created a very large scene consisting of 
25,000+ objects.  Many of which are duplicated from a common source object.  By 
default, when duplicating an object Softimage reuses/shares the texture 
projection(s) between source and duplicate as a means of efficiency.

The problem is she needs to animate the texture projection's translation on 
only a few of the duplicates.  However, keying any parameter in the Texture 
Projection Def property causes all objects in the scene (derived from the same 
source object) to have it's textures animated the same way.  We've looked in 
all the menus, tried freezing projections and so on, but cannot find a way to 
localize the texture projection to the duplicated object to break the 
relationship.  We have resorted to a workaround of using the copy/paste UV 
tools in the texture editor - which is OK if we only had to do this for one 
object.  Unfortunately she must do this for many objects and this workaround is 
quite laborious.

We tried CTRL + dragging the cluster between objects since they have identical 
topology, but softimage only copied the cluster, not the texture projection 
inside of it.  So we tried CTRL + dragging the texture projection onto the 
duplicate which copied the projection, but still shared the texture Projection 
def property underneath.


Anybody remember how to localize a texture projection so it isn't shared with 
anything else in the scene?


Matt





Re: price increases?

2012-06-11 Thread Eric Gunther
You know,

I was just subscribed to this list to pick up the odd bit about 3d and
softimage...but I feel the need to comment.

I initially got softimage (decided to use it) because it was selling for
400 bucks or something.  Seemed like a good way to get into the
industry, small.

what is happening and has been happening with this is just 
$%#@ed up.

-eric



On Tue, 2012-06-12 at 00:00 +0200, Thomas Helzle wrote:
> yeah, got some funny emails as well.
> It seems that in the future you can update up to 6 or 7 versions back,
> but have to pay 70% of the full original price (which funny enough was
> increased quite considerably for XSI not that long ago).
> I'm sure an Autodesk representative would be able to explain why this
> is a fantastic thing to happen.
> 
> 
> I'd call it your basic miss-use of a monopoly.
> 
> 
> Cheers,
> 
> 
> Tom
> 
> 
> http://www.screendream.de
> 
> On 11 June 2012 21:15, Paul Griswold
>  wrote:
> Nevermind - I found it here:
> 
> http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=19221863 
> 
> 
> So it looks like we're all going to see a price increase in
> August.
> 
> 
> On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold
>  wrote:
> Can anyone from AD discuss the price increases that
> have been announced?  Will it affect Softimage or is
> it just CAD products?
> 
> 
> 
> http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634&siteID=123112
> 
> 
> -Paul
> 
> 
> 
> 
> 
> 




Re: price increases?

2012-06-11 Thread David Gallagher


What are the new subscription prices?


On 6/11/2012 6:36 PM, Eric Gunther wrote:

You know,

I was just subscribed to this list to pick up the odd bit about 3d and
softimage...but I feel the need to comment.

I initially got softimage (decided to use it) because it was selling for
400 bucks or something.  Seemed like a good way to get into the
industry, small.

what is happening and has been happening with this is just
$%#@ed up.

-eric



On Tue, 2012-06-12 at 00:00 +0200, Thomas Helzle wrote:

yeah, got some funny emails as well.
It seems that in the future you can update up to 6 or 7 versions back,
but have to pay 70% of the full original price (which funny enough was
increased quite considerably for XSI not that long ago).
I'm sure an Autodesk representative would be able to explain why this
is a fantastic thing to happen.


I'd call it your basic miss-use of a monopoly.


Cheers,


Tom


http://www.screendream.de

On 11 June 2012 21:15, Paul Griswold
  wrote:
 Nevermind - I found it here:
 http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=19221863


 So it looks like we're all going to see a price increase in
 August.


 On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold
   wrote:
 Can anyone from AD discuss the price increases that
 have been announced?  Will it affect Softimage or is
 it just CAD products?


 
http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634&siteID=123112


 -Paul













RE: price increases?

2012-06-11 Thread Stephen Blair
Subscription prices do not change.
Price changes apply to new licenses.
 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: June-11-12 7:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: price increases?


What are the new subscription prices?


On 6/11/2012 6:36 PM, Eric Gunther wrote:
> You know,
>
> I was just subscribed to this list to pick up the odd bit about 3d and
> softimage...but I feel the need to comment.
>
> I initially got softimage (decided to use it) because it was selling for
> 400 bucks or something.  Seemed like a good way to get into the
> industry, small.
>
> what is happening and has been happening with this is just
> $%#@ed up.
>
> -eric
>
>
>
> On Tue, 2012-06-12 at 00:00 +0200, Thomas Helzle wrote:
>> yeah, got some funny emails as well.
>> It seems that in the future you can update up to 6 or 7 versions back,
>> but have to pay 70% of the full original price (which funny enough was
>> increased quite considerably for XSI not that long ago).
>> I'm sure an Autodesk representative would be able to explain why this
>> is a fantastic thing to happen.
>>
>>
>> I'd call it your basic miss-use of a monopoly.
>>
>>
>> Cheers,
>>
>>
>> Tom
>>
>>
>> http://www.screendream.de
>>
>> On 11 June 2012 21:15, Paul Griswold
>>   wrote:
>>  Nevermind - I found it here:
>>  
>> http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=19221863
>>
>>
>>  So it looks like we're all going to see a price increase in
>>  August.
>>
>>
>>  On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold
>>wrote:
>>  Can anyone from AD discuss the price increases that
>>  have been announced?  Will it affect Softimage or is
>>  it just CAD products?
>>
>>
>>  
>> http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634&siteID=123112
>>
>>
>>  -Paul
>>
>>
>>
>>
>>
>>
>
>

<>

RE: price increases?

2012-06-11 Thread Matt Lind
What are the new prices for new licenses?




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Monday, June 11, 2012 4:38 PM
To: softimage@listproc.autodesk.com
Subject: RE: price increases?

Subscription prices do not change.
Price changes apply to new licenses.
 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: June-11-12 7:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: price increases?


What are the new subscription prices?


On 6/11/2012 6:36 PM, Eric Gunther wrote:
> You know,
>
> I was just subscribed to this list to pick up the odd bit about 3d and 
> softimage...but I feel the need to comment.
>
> I initially got softimage (decided to use it) because it was selling 
> for
> 400 bucks or something.  Seemed like a good way to get into the 
> industry, small.
>
> what is happening and has been happening with this is just $%#@ed up.
>
> -eric
>
>
>
> On Tue, 2012-06-12 at 00:00 +0200, Thomas Helzle wrote:
>> yeah, got some funny emails as well.
>> It seems that in the future you can update up to 6 or 7 versions 
>> back, but have to pay 70% of the full original price (which funny 
>> enough was increased quite considerably for XSI not that long ago).
>> I'm sure an Autodesk representative would be able to explain why this 
>> is a fantastic thing to happen.
>>
>>
>> I'd call it your basic miss-use of a monopoly.
>>
>>
>> Cheers,
>>
>>
>> Tom
>>
>>
>> http://www.screendream.de
>>
>> On 11 June 2012 21:15, Paul Griswold
>>   wrote:
>>  Nevermind - I found it here:
>>  
>> http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=192218
>> 63
>>
>>
>>  So it looks like we're all going to see a price increase in
>>  August.
>>
>>
>>  On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold
>>wrote:
>>  Can anyone from AD discuss the price increases that
>>  have been announced?  Will it affect Softimage or is
>>  it just CAD products?
>>
>>
>>  
>> http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634&siteID=1231
>> 12
>>
>>
>>  -Paul
>>
>>
>>
>>
>>
>>
>
>





RE: price increases?

2012-06-11 Thread Stephen Blair
The price increase for commercial US and Canada licenses will be something on 
the order of 5%, I believe.
I don't have the actual prices atm.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: June-11-12 7:43 PM
To: softimage@listproc.autodesk.com
Subject: RE: price increases?

What are the new prices for new licenses?




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Monday, June 11, 2012 4:38 PM
To: softimage@listproc.autodesk.com
Subject: RE: price increases?

Subscription prices do not change.
Price changes apply to new licenses.
 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: June-11-12 7:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: price increases?


What are the new subscription prices?


On 6/11/2012 6:36 PM, Eric Gunther wrote:
> You know,
>
> I was just subscribed to this list to pick up the odd bit about 3d and 
> softimage...but I feel the need to comment.
>
> I initially got softimage (decided to use it) because it was selling 
> for
> 400 bucks or something.  Seemed like a good way to get into the 
> industry, small.
>
> what is happening and has been happening with this is just $%#@ed up.
>
> -eric
>
>
>
> On Tue, 2012-06-12 at 00:00 +0200, Thomas Helzle wrote:
>> yeah, got some funny emails as well.
>> It seems that in the future you can update up to 6 or 7 versions 
>> back, but have to pay 70% of the full original price (which funny 
>> enough was increased quite considerably for XSI not that long ago).
>> I'm sure an Autodesk representative would be able to explain why this 
>> is a fantastic thing to happen.
>>
>>
>> I'd call it your basic miss-use of a monopoly.
>>
>>
>> Cheers,
>>
>>
>> Tom
>>
>>
>> http://www.screendream.de
>>
>> On 11 June 2012 21:15, Paul Griswold
>>   wrote:
>>  Nevermind - I found it here:
>>  
>> http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=192218
>> 63
>>
>>
>>  So it looks like we're all going to see a price increase in
>>  August.
>>
>>
>>  On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold
>>wrote:
>>  Can anyone from AD discuss the price increases that
>>  have been announced?  Will it affect Softimage or is
>>  it just CAD products?
>>
>>
>>  
>> http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634&siteID=1231
>> 12
>>
>>
>>  -Paul
>>
>>
>>
>>
>>
>>
>
>



<>

RE: No bake on Final Gathering?

2012-06-11 Thread Szabolcs Matefy
What I'd suggest to check your FG setting. I found that in many cases the 
expert or exact setting will give you the best result. And of course, 
Illumination works I think only with rendermap, Ultimapper doesn't care too 
much with it

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera
Sent: Tuesday, June 12, 2012 1:21 AM
To: softimage@listproc.autodesk.com
Subject: No bake on Final Gathering?

 

Hello everyone. I´ve attached a sample picture of what my scenario looks like:

I´m trying to bake a final gathering illuminated object into the texture of an 
object-

But the variant I´m using it´s a ba_raylenght+texture.

 

I´m giving it a go to ba_raylenght to get dirty borders, plus capture a final 
gather illuminated sphere around the box.

One light with mia portal. And nothing else. The result it´s a plain texturized 
uvs when I use Rendermap.

 

I did switched "on" final gather on the render manager window, and also on the 
preview (q), but I don´t get the same results

on the Rendermap generated picture.

 

What else needs to be turned on to bake the texture?

Thanks.

 

Best regards.

David R.