Hi All,
Sorry for the spam, just wanted to say that I'm looking for work. Any
leads/tips would be most helpful (and also forwarding this to producers
that might have interest in it). Ask away if there are any questions.
Showreel
http://www.youtube.com/watch?v=qVb8yvxZcss
CV
Have your tried reset pivot?
I don't have an late enough version of Soft installed. Can you send as a
model?
On Mon, May 13, 2013 at 9:11 AM, Szabolcs Matefy szabol...@crytek.comwrote:
Correct me if I’m wrong, but freezing a transform should put the center
into the origin. Apparently, there are cases, when the center is
Hey all,
I'm getting this error sometimes in my scene, I have a lot of cached
objects in there... any ideas if it's possible to pin this down any better?
It's only throwing the error when the object is visible so that's a start.
It would just be nice if it told me which object!
*# ERROR : 2000 -
If you are using cache manager check that cache for objects AND objects
that cache will be applied are in same order in left and right window where
you load them both.
for example if on left window are selected point caches for mouth, tongue,
body from up to down, then in the right window where
We are using only Softimage 2011 here at work so I can't open your file.
Freeze SRT aligns the center of the object with it's model center.
Pivot and Center are different concepts, so be sure you are not confusing
them.
Just to be sure, reset your pivot like Jack said.
You could try moving your
Thanbks Guys,
We use 2014, and model format wouldn't help too much since there's no backward
compatibility.
I tried all the reset transforms, etc, that's the issue. The center is not
where it should be. When I display the center, it's not at the same position as
the transform
Hi
I am trying to export a charactor rigged with Gear to Unity 3d, and having
issue now.
Because FBX diesn't support implicit object, i get a lot error messages.
Message show me to convert implicit dara to geometry, but don't know how.
I like to try baking animation data, and export with FBX
Check there is not a neutral pose set.
S.
On 13/05/2013 11:39, Szabolcs Matefy wrote:
Thanbks Guys,
We use 2014, and model format wouldn't help too much since there's no
backward compatibility.
I tried all the reset transforms, etc, that's the issue. The center is
not where it should be.
What is not in the origin? the center or the manipulator?
The manipulator is aligned with the pivot, not the center.
Is your model node also frozen?
M.Yara
On Mon, May 13, 2013 at 7:39 PM, Szabolcs Matefy szabol...@crytek.comwrote:
Thanbks Guys,
** **
We use 2014, and model format
You can use a command to convert the implicit to real geometry - I
tested it and it works fine here and keeps animation - I did not check
constraints etc..
Application.Convert(MeshSurface, 'torus' )
This converts an implicit torus called torus to an equivalent mesh.
S.
On 13/05/2013 11:40,
I'm not using cache manager so I guess that doesn't apply?..
I've made a compound that gets a string from a property on the model (which
is the path of the cache files), add's that to a string of the object name
and pipes that to the cache on file node. Then I apply that compounds to
loads
I have done this before and the best way is to :
1. Plot all your deformers (I am assuming that deformers are nulls, as they
should be always).
2. Remove all the rig elements (except the deformers ).
3. Export the FBX.
This should work in unity.
On Mon, May 13, 2013 at 6:45 AM, Sandy Sutherland
Hey guys,
I was hoping someone could help me out with this question.
If i needed to limit the ability of stretching on a series of nulls that
are surface constrained to a nurbs ribbon how would i go about doing it?
On a nurbs curve i always just divided the original length of the curve,
by
deformers in GEAR are implicit models not nulls.
Need to create shadow rig when creating rig from guide.
after that process is straight forward.
1. plot evreytthing with shadow rig selected (select child nodes)
2. remove all constrains after plot
3. add mesh to selection and export everything to
For those interested, here's a blog post about the Hair workflow we used
for the IGA commercial:
http://shedmtl.blogspot.ca/2013/05/iga-hair-salon-how-we-do-it.html
Also, you can check Td Survival on facebook, they interviewed our hair
artist, Luc Girard. It's great insight on the pipeline.
string to array - get array size ?
:P
On Mon, May 13, 2013 at 4:02 PM, Dan Yargici danyarg...@gmail.com wrote:
Digging up a reeeally old thread...
Care to share? Coz it's eluding me... :)
Thanks,
DAN
On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon mzalo...@gmail.comwrote:
Oh... i
Digging up a reeeally old thread...
Care to share? Coz it's eluding me... :)
Thanks,
DAN
On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon mzalo...@gmail.com wrote:
Oh... i found a way just 10 seconds after send the e-mail...
;)
On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon
wait, does this work also when just using one string without a comma?
cause you get an array size of one with that..
Am 13.05.2013 um 16:07 schrieb Vladimir Jankijevic vladi...@elefantstudios.ch:
string to array - get array size ?
:P
On Mon, May 13, 2013 at 4:02 PM, Dan Yargici
Nope, doesn't work for me.
string(test) - String to Array - Get Array Size - Set Data(this.Debug)
The output of the 'String to Array' is black and the 'Get Array Size' is
red.
2012 SP1
On Mon, May 13, 2013 at 5:07 PM, Vladimir Jankijevic
vladi...@elefantstudios.ch wrote:
string to array -
Is there any way to make the render region non-opaque? I'd like the render
region to partially reveal the wireframes and scene underneath and it would be
really useful if I could control the visibility(transparency?) of the region.
Is that possible?
--
Joey Ponthieux
LaRC Information
Click the top-left arrow on the render region window. Select Display
Alpha Belnded RGB in the dropdown menu.
ALOK
GANDHI
/ chef directeur technique - lead technical director
alok.gan...@modusfx.com mailto:alok.gan...@modusfx.com
T:
*450 430-0010 x225
F:
*450 430-0009
www.modusfx.com
I'm at home now, and opened your scene in SI 2014.
You're using Pivot and Pivot Compensation. That's why you are having
awkward results with Freeze SRT. You need to reset the pivot before Freeze
SRT it.
Open Your Local Transform properties, look for Pivot, and preset Reset
Pivot.
M.Yara
On
oh, I thought you mean the length of a comma separated string. sorry for
that.
attached is a compound to get the length of any arbitrary string into a
custom attribute.
cheers
vlad
On Mon, May 13, 2013 at 4:17 PM, Dan Yargici danyarg...@gmail.com wrote:
Nope, doesn't work for me.
I tried that but apparently I don't understand what that is for. The alpha is
full field 100% opaque at the moment. I don't want to change the way it renders
to disk. I just want to temporarily change the way it renders in the region.
--
Joey Ponthieux
LaRC Information Technology Enhanced
Thanks Vladimir, but I think that compound's missing some nodes...
DAN
On Mon, May 13, 2013 at 5:48 PM, Vladimir Jankijevic
vladi...@elefantstudios.ch wrote:
oh, I thought you mean the length of a comma separated string. sorry for
that.
attached is a compound to get the length of any
hmm, strange. here it is again, sorry
On Mon, May 13, 2013 at 5:02 PM, Dan Yargici danyarg...@gmail.com wrote:
Thanks Vladimir, but I think that compound's missing some nodes...
DAN
On Mon, May 13, 2013 at 5:48 PM, Vladimir Jankijevic
vladi...@elefantstudios.ch wrote:
oh, I thought
Yeah, that works, thanks. It was probably the 'Embed Internal Compounds'
checkbox.
On Mon, May 13, 2013 at 6:12 PM, Vladimir Jankijevic
vladi...@elefantstudios.ch wrote:
hmm, strange. here it is again, sorry
On Mon, May 13, 2013 at 5:02 PM, Dan Yargici danyarg...@gmail.com wrote:
Wouldn't that set same opacity for ALL objects in the scene? Ok where there
are no other transparent objects I guess
On Mon, May 13, 2013 at 5:32 PM, Grahame Fuller grahame.ful...@autodesk.com
wrote:
You could make a new pass and override the transparency, in combination
with Alpha Blended
Yeah, but if you need to you could put your really transparent objects in
another partition.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Monday, May 13, 2013 11:36 AM
To: softimage@listproc.autodesk.com
that's very neat a nice one andy!
thanks for sharing
On Mon, May 13, 2013 at 7:13 PM, Andy Nicholas a...@andynicholas.comwrote:
You can do it without a loop, but you have to specify a character that
you know
will never be in the string whose length you're testing.
See attached image.
You'll need to apply an output shader and modify the alpha channel transparency
to your liking. An output shader is a shader which executes after rendering
has completed and is given the opportunity to perform an operation on the
rendered image before it is dumped to file (or to screen in this
Hi guys,
As there is not PutHelp method available in the ICENodeDef class, we
can't use the little '?' icon on a custom ICE Node PPG right ?
Just to be sure I'm not missing anything.
Thanks,
Guillaume Laforge
That is correct. As a workaround, you can include the URL property of a
compound. This enables right-click Open Netview on URL.
gray
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent:
After further review, it appears Softimage broke something along the
wayprobably dating back to XSI v6.
The output shaders to pull this off have since been removed. The workaround
would be to use a 'texture' shader which is mental ray's miscellaneous category
and can be used in any
I wanted to avoid using a compound for just one custom node, but as I
need a combo list too and that custom ICE nodes don't expose any
advanced PPG layout, it looks like it is the only way to go.
Thanks Grahame :)
On 5/13/2013 2:54 PM, Grahame Fuller wrote:
That is correct. As a workaround,
i requested this. maybe back me up? ;)
also look at the latest animation states node in the updates to crowdfx...
the combo box seems to update dynamically and 'seems' to be a custom c++
node.
On Mon, May 13, 2013 at 12:03 PM, Guillaume Laforge glafo...@hybride.comwrote:
and that custom ICE
Hi Steven,
I tried to use PySide together with your PyQt4XSI plugin last year and managed
to get your basic demos running after replacing some lines of code (I think it
was mostly the import statements changed to point at PySide.blah instead of the
PyQt ones). No real problems I can remember,
Personally I request it in my head many times some years ago :). I'm too
lazy to request it with a keyboard :P.
Would be interesting to know more about this new CrowdFX node for sure
(if it is really a custom one).
On 5/13/2013 3:56 PM, Steven Caron wrote:
i requested this. maybe back me
well that is what we are sorting out. if we need to compile our own PySide
version/installer then guess what? the PySide license allows me to do that
:)
i did build from source, but that was because i was trying to work around a
bug in loading .ui files using the QUiLoader class.
so are you
Clever.
Not that I've needed strings for much insofar, but I hadn't thought of that
approach.
Thanks Andy
On Tue, May 14, 2013 at 3:13 AM, Andy Nicholas a...@andynicholas.comwrote:
You can do it without a loop, but you have to specify a character that
you know
will never be in the string
SI2014 looks quite attractive due to all the bug fixes, so 2.7.4 it will be
for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken compiled
against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next cryptic
error
Steve,
I've got some emails going with Shotgun Support about this (concerning
Tank), but I figure I should just ask them here too. Until now, I
believe the requirements for using PyQt4Softimage were to have Softimage
use a system installation of Python 2.7.3. Which also forced the
it was never a requirement but a suggestion. you can make it work by using
built in python for softimage... but most don't want or know or want to
know.
On Mon, May 13, 2013 at 3:55 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:
Steve,
I've got some emails going with Shotgun Support
you can install whatever version of python you want if you use system
install python and not the built in one. works better with pyqt and pyside
anyways because they install to those system locations.
On Mon, May 13, 2013 at 3:37 PM, Stefan Kubicek s...@tidbit-images.comwrote:
SI2014 looks
If I remember correctly I ended up copying PyQt (and later PySide) into the
site-packages folder of Softs native Python folder (e.g. C:\Program
Files\Autodesk\Softimage 2013 SP1\Application\python\Lib\site-packages\) and
that worked. No external Python or pyWin.
it was never a
Anyone know how to bring Softimage animation to Unity3D?
I tried plot shape animation and export it, but it seems not working in
Unity3d.
If someone knows, please let me know how to.
Thanks
--
---
Daniel Kim
Animation Director
you could take the pyside dlls from a maya 2014 install, we figured all of
those compilation issues. they're compiled for python 2.7 and vc2010.
these dlls won't work with python 2.6
On Monday, May 13, 2013, Stefan Kubicek wrote:
SI2014 looks quite attractive due to all the bug fixes, so 2.7.4
iicky... i will just provide an installer which is just their build system
run vanilla. which includes shiboken... for now until they get it together.
On Mon, May 13, 2013 at 7:24 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
you could take the pyside dlls from a maya 2014 install, we
The difference is pySide isn't licensing hell, and AD is going that way.
I reckon that's reason enough to do whatever we can to speed up adoption
and finding rough edges as soon as possible ;)
On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.comwrote:
Can I ask what's the
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