Re: Mill 98% Human

2013-05-21 Thread Mirko Jankovic
Great work! Gratz to everyone there. Also muscle system looks great. Would be great seeing more about that as well. On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson darren...@gmail.comwrote: I would guess that the hair is based on an in house tool developed by Vince and Bradley which uses

Re: Mill 98% Human

2013-05-21 Thread Rob Wuijster
big kudos to all involved. This looked awesome! Wouldn't mind to see some more on all the stuff done for this, like muscles, hair, rendering etc. Great Softimage showpiece! :-D Rob \/-\/\/ On 21-5-2013 9:28, Mirko Jankovic wrote: Great work! Gratz to everyone

Re: Mill 98% Human

2013-05-21 Thread Erwan Naudin
awesome stuff ! congratulations on the work done 2013/5/21 Rob Wuijster r...@casema.nl big kudos to all involved. This looked awesome! Wouldn't mind to see some more on all the stuff done for this, like muscles, hair, rendering etc. Great Softimage showpiece! :-D Rob

prt loader anywhere?

2013-05-21 Thread Sebastian Kowalski
hey list, is there a .prt loader plugin anywhere? would be great if it also supports the cache on file ice node.. there is an exporter written by caron. no reader. yeah its sounding ridiculous, but i want to render some fume stuff in arnold, hah! and do some ice magic with it.. .sebastian

Hiding background partitions etc

2013-05-21 Thread Andi Farhall
My particular workflow is to always hide background partitions for both geometry and lights and to explicitly set visibility of all partitions, and I do this as i feel it gives me a more secure control over what shows up in renders. I currently experiencing some scenes which use a much more

Re: Hiding background partitions etc

2013-05-21 Thread Dan Yargici
Hi Andi. I agree with you %10. Working any other way is asking for trouble IMO. DAN On Tue, May 21, 2013 at 12:38 PM, Andi Farhall hack...@outlook.com wrote: My particular workflow is to always hide background partitions for both geometry and lights and to explicitly set visibility of

Re: Hiding background partitions etc

2013-05-21 Thread Peter Agg
Yep, you're entirely correct on this one - don't let them try to tell you otherwise. :) On 21 May 2013 10:49, Dan Yargici danyarg...@gmail.com wrote: Hi Andi. I agree with you %10. Working any other way is asking for trouble IMO. DAN On Tue, May 21, 2013 at 12:38 PM, Andi Farhall

Re: Hiding background partitions etc

2013-05-21 Thread Stefan Andersson
+1 it's the way to go. Regards Stefan -- Sent from a phone booth in purgatory On May 21, 2013, at 11:55, Peter Agg peter@googlemail.com wrote: Yep, you're entirely correct on this one - don't let them try to tell you otherwise. :) On 21 May 2013 10:49, Dan Yargici

Re: Hiding background partitions etc

2013-05-21 Thread Martin Chatterjee
That's the only sane way to work as far as I'm concerned... Cheers, Martin -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Tue, May 21, 2013 at 11:57 AM, Stefan Andersson sander...@gmail.comwrote: +1 it's

Re: Mill 98% Human

2013-05-21 Thread Nour Almasri
Amazing work , any technical info is appreciated . On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin frycr...@gmail.com wrote: awesome stuff ! congratulations on the work done 2013/5/21 Rob Wuijster r...@casema.nl big kudos to all involved. This looked awesome! Wouldn't mind to see some

Re: Mill 98% Human

2013-05-21 Thread Jens Lindgren
Just amazing work Vince and all other guys at The Mill! /Jens On Tue, May 21, 2013 at 12:22 PM, Nour Almasri mr.nour.alma...@gmail.comwrote: Amazing work , any technical info is appreciated . On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin frycr...@gmail.com wrote: awesome stuff !

RE: Mill 98% Human

2013-05-21 Thread Nick Angus
Stunning work, congratulations to all who worked on this spot. N From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, 21 May 2013 4:27 AM To: Softimage List Subject: Mill 98% Human Just wanted to say congrats to

Re: Daylight System

2013-05-21 Thread Eugen Sares
Stephan Woermann's ICE daylight system seems to be the best available: http://www.si-community.com/community/viewtopic.php?f=27t=191start=20 Many thanks! Am 20.05.2013 18:59, schrieb Eric Deren: I haven't used the tools listed on this page, this is just the returns of a Google search:

Re: Hiding background partitions etc

2013-05-21 Thread peter_b
yes and no. hiding the default partitions for geo and lights is common practice – almost an absolute rule afaic for lighting/rendering scenes. (it’s inexcusable not to do this in production scenes for rendering with more than a handful of passes) every newly added object gets hidden by default

Re: Hiding background partitions etc

2013-05-21 Thread Adam Seeley
Well you know my take on it Any other workflow unless it's script driven is asking for trouble. Adam - Yoyo Digital Ltd. http://www.linkedin.com/in/adamseeleyuk https://vimeo.com/adamseeley From: Andi Farhall hack...@outlook.com

Re: Hiding background partitions etc

2013-05-21 Thread Simon Reeves
I agree with the last reply. I never force show, I like to hide objects themselves (or groups)and for that to propagate though the passes (temporarily). That's how I've taught the new soft users at work! And after a day they can see the massive benefits of that workflow and the pass system.

Re: Hiding background partitions etc

2013-05-21 Thread Adam Seeley
Funny, I'm almost opposite... I get very uncomfortable (physically uneasy) dealing with no effect partitions floating around containing a mix of hidden and unhidden objects, especially in large scenes, I need everything locked down and explicit. I'll normally have a working/Default pass where

RE: Hiding background partitions etc

2013-05-21 Thread Gareth Bell
I'll second that. Especially the cutlery stacking bit. From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Adam Seeley [adam_see...@yahoo.com] Sent: 21 May 2013 12:48 To: softimage@listproc.autodesk.com Subject:

Re: Hiding background partitions etc

2013-05-21 Thread Peter Agg
I'll normally have a working/Default pass where I set visibilty properties locally on objects so I can throw stuff around but I like to know when it needs rendering again it will actually get rendered. Same with me, being able to go to a 'clean' default_pass to deal with general scene issues is

RE: Hiding background partitions etc

2013-05-21 Thread Andi Farhall
I always have a pass i call tech specifically for fiddling with stuff outside of the constraints of forced visibility. For me, forced is the way to go as I often find when picking up other peoples scenes there can be visibility conflicts between passes, so the forced thing is in response to

Re: Hiding background partitions etc

2013-05-21 Thread peter_b
Funny, I'm almost opposite... Arrgghhh. Oh well – any system has its weaknesses. Indeed in the one I use, if you go and mess around, debugging, and hide some objects temporarily, and forget to unhide them, they will not be forced back to be visible. That can be inconvenient. An advantage of

Re: Mill 98% Human

2013-05-21 Thread Octavian Ureche
Amazing stuff. Kudos to the mill team. O

RE: Hiding background partitions etc

2013-05-21 Thread Andi Farhall
The naming stuff properly chat is actually ahead of the visibility one animated visibility would be a special case where no effect would be appropriate. ...

Re: Hiding background partitions etc

2013-05-21 Thread Peter Agg
So how do you handle visibility animation? That gets screwed on “show members” partitions doesn’t it? Animating visibility is something on my 'don't do this' list anyway, so no problems on that account! On 21 May 2013 13:32, pete...@skynet.be wrote: Funny, I'm almost opposite... Arrgghhh.

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-21 Thread ivan tay
HI, Had an exchange with Enrique. This is a known issue - logged as SOFT-7029 - Key Referenced Parameter Slower. Thanks for bringing this up. -Ivan On Tue, May 21, 2013 at 11:44 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Even with no C++ knowledge you should be able to take

RE: Hiding background partitions etc

2013-05-21 Thread Ed Harriss
I could not agree more. Like many others I do leave the default pass alone for modeling and other misc. tasks though. Ed From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall Sent: Tuesday, May 21, 2013 5:38 AM To:

Re: Hiding background partitions etc

2013-05-21 Thread Adam Seeley
There's an exception to any rule... ..apart from always keeping your Background Partition hidden.. no exceptions. A.   - Yoyo Digital Ltd. 07956 976 245 http://www.linkedin.com/in/adamseeleyuk https://vimeo.com/adamseeley From: Peter

Re: Mill 98% Human

2013-05-21 Thread Alan Fregtman
Incredible work, Mill team! Here's hoping one of you shares a few more technical details about the hairs, face and muscles. :) On Tue, May 21, 2013 at 8:35 AM, Octavian Ureche okt...@gmail.com wrote: Amazing stuff. Kudos to the mill team. O

Re: Mill 98% Human

2013-05-21 Thread Sylvain Lebeau
simply jaw dropping! amazing work The Mill!! as always! sly *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM http://www.shedmtl.com/http://www.shedmtl.com/http://WWW.SHEDMTL.COM On

RE: Mill 98% Human

2013-05-21 Thread Mike Donovan
Agreed. m From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau Sent: Tuesday, May 21, 2013 11:13 AM To: softimage@listproc.autodesk.com Subject: Re: Mill 98% Human simply jaw dropping! amazing work The Mill!! as always!

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-21 Thread Jeremie Passerin
Good to hear that the issue has been reported. This is a big deal for us here too. We love Softimage referencing system a lot but are in a situation now where animator are creating local copy of the rigs just to work around the issue, which is obviously a big problem for us. The new team has

Re: prt loader anywhere?

2013-05-21 Thread Ben Rogall
Well it wouldn't be too hard to wrap the Partio library in a custom ice node which would allow you to import .prt and a bunch of other formats. Partio also provides a command line convertor but you would need a version compiled with the icecache patch to be able to convert .icecache files to

Re: prt loader anywhere?

2013-05-21 Thread Steven Caron
ya, some development needs to be done to make this happen. s On Tue, May 21, 2013 at 10:34 AM, Ben Rogall xsi_l...@shaders.moederogall.com wrote: Well it wouldn't be too hard to wrap the Partio library in a custom ice node which would allow you to import .prt and a bunch of other formats.

Re: prt loader anywhere?

2013-05-21 Thread Sebastian Kowalski
yep, and i have not the sufficient skillset for dev work like that. maybe some day . . . thanks Am 21.05.2013 um 19:37 schrieb Steven Caron car...@gmail.com: ya, some development needs to be done to make this happen. s On Tue, May 21, 2013 at 10:34 AM, Ben Rogall

Re: prt loader anywhere?

2013-05-21 Thread Steven Caron
maybe you could hire someone with the skillset? On Tue, May 21, 2013 at 11:22 AM, Sebastian Kowalski l...@sekow.com wrote: yep, and i have not the sufficient skillset for dev work like that. maybe some day . . . thanks Am 21.05.2013 um 19:37 schrieb Steven Caron car...@gmail.com: ya,

Re: prt loader anywhere?

2013-05-21 Thread Rob Chapman
hint hint! On 21 May 2013 20:30, Steven Caron car...@gmail.com wrote: maybe you could hire someone with the skillset? On Tue, May 21, 2013 at 11:22 AM, Sebastian Kowalski l...@sekow.comwrote: yep, and i have not the sufficient skillset for dev work like that. maybe some day . . . thanks

Re: Mill 98% Human

2013-05-21 Thread jimmy gass
Thanks everyone. The hair was nothing revolutionary. It was using the Melena set up to convert the XSI hair to curves, then the curves to strands. It wasnt fast. It's just a lot easier to groom that way, using the built in hair system. Especially using a lowrez hair set up and copy styles to a

Re: Mill 98% Human

2013-05-21 Thread Steven Caron
you cached the strands to icecache? alembic? we found issues with motion blur if you didn't cache the strands and we use the same process. On Tue, May 21, 2013 at 1:41 PM, jimmy gass ji...@nervegass.net wrote: Thanks everyone. The hair was nothing revolutionary. It was using the Melena set

custom operators and changing topology

2013-05-21 Thread ran sariel
Hi I'm trying to read geometry (from a stream) using a custom operator. as long as there's no topology changes all works fine and the mesh is read and animated. when the topology changes softimage crashes. I understand I need to classify that operator siClassifTopo, but not sure how to do that in

Re: Mill 98% Human

2013-05-21 Thread jimmy gass
No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that

Re: Mill 98% Human

2013-05-21 Thread Ajit Menon
When Jimmy says it was nothing, that usually means he only built about 20 custom ICE compounds or so to do his bidding... On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5

Re: Mill 98% Human

2013-05-21 Thread Steven Caron
ok, thanks. we tried strand velocity but had issues with underlying geometry being blurred differently. On Tue, May 21, 2013 at 2:05 PM, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and

Re: Mill 98% Human

2013-05-21 Thread Peter Agg
Just to add to what Jimmy nicely rounded up: the facial animation rig was pretty much all done with envelope deformers rather than blend shapes. Chimp lips are surprisingly flexible so having the deformers being driven by curves was certainly the way to go with that. The eyelids were also

How do I pass arguments in Menu.AddCommandItem()?

2013-05-21 Thread Alan Fregtman
Hey guys, Is it possible to pass arguments in the Menu.AddCommandItem() call? Do I really have to register a whole new command just because there's a few variations of arguments on a generic command? Any tips appreciated. Cheers, -- Alan

RE: How do I pass arguments in Menu.AddCommandItem()?

2013-05-21 Thread Matt Lind
The 2nd argument can be anything you want it to be. Just has to be the name of a command. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Tuesday, May 21, 2013 2:38 PM To: XSI Mailing List Subject: How do

Re: How do I pass arguments in Menu.AddCommandItem()?

2013-05-21 Thread Eric Thivierge
Yes you do unfortunately. However you can register those commands and remove them on the fly. Eric Thivierge === Character TD / RnD Hybride Technologies On 21/05/2013 5:38 PM, Alan Fregtman wrote: Hey guys, Is it possible to pass arguments in the Menu.AddCommandItem() call?

RE: custom operators and changing topology

2013-05-21 Thread Matt Lind
XSIFactory.CreateParamDef() is for creating parameters the user interacts with in the operator's PPG. Defining the data type your operator reads/writes is done via port connections. CustomOperator.AddInputPort() and CustomOperator.AddOutputPort(), for example. Matt From:

Re: custom operators and changing topology

2013-05-21 Thread ran sariel
Thank you Matt the issue is not defining the data type, the problem I'm facing is trying to let softimage treat my customOperator as one that is changing topology. one of the advice I found online was defining the first parameters on that operator as siClassIfTopo, that method is valid for the

RE: custom operators and changing topology

2013-05-21 Thread Matt Lind
Scripting and C++ are not 1:1. It might not be necessary to set parameter classification to 'siClassifTopo' in C++. I don't know the answer. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of ran sariel Sent: Tuesday, May 21,

Installing Deadline for Softimage 2012

2013-05-21 Thread David Rivera
Hello. Anyone had had experience installing Deadline for softimage? i´ve followed this: http://www.thinkboxsoftware.com/deadline-5-softimage#Integrated_Submission_Script_Setup And I still can´t get the dialogue up on the Render module RenderSend to Deadline after setting up preferences for

Re: custom operators and changing topology

2013-05-21 Thread Ahmidou Lyazidi
what is your debuger saying? --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/22 Matt Lind ml...@carbinestudios.com Scripting and C++ are not 1:1. It might not be necessary to set parameter classification to

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-21 Thread Enrique Caballero
Yep they are also being incredibly helpful with me. Thanks Softimage Team. I'm getting our IT guy to fill out the paperwork for a QFE now On Wed, May 22, 2013 at 12:59 AM, Jeremie Passerin gerem@gmail.comwrote: Good to hear that the issue has been reported. This is a big deal for us here

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-21 Thread Raffaele Fragapane
Regardelss of whether one might or might not be happy with the feature list, I think it should be given to the team that they have put some serious effort into keeping in touch with the community and going out of their way to integrate into it, even in the face of some serious negativity (the

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-21 Thread Enrique Caballero
Btw, until we get the QFE, I did a very aggressive removal of keyable parameters and that helped significantly. Which is something I should have done a while ago. I was letting them scale every controller in the rig, as I don't like limiting the animators freedom. Instead i went to the

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-21 Thread Enrique Caballero
Jeremie, I considered letting them animate in local mode but i decided that the risks outweighed the benefits. I am just 100% uncomfortable with trusting the animators with Local models. They will start deleting objects and changing heirarchy. So instead I stripped down the rig of unecessary

RE: custom operators and changing topology

2013-05-21 Thread Songqiong Yang
Hi Ran, Which Softimage version are you using? Since 2013 SP1, there're two new C++ APIs introduced, to allow the creation of paramdef with a specified classification. 1. Factory::CreateParamDef