is it Realistic to ask for an ICE version of every third party ware that
comes out ? don't get me wrong it sounds like an ideal solution and I think
it would be awesome, but is it actually doable ?
On 30 May 2013 11:17, olivier jeannel olivier.jean...@noos.fr wrote:
Unless, in a few weeks I'd
In this link, there is some info about support for rigging and vertex/point
caching (MDD style).
http://www.theplantfactory-tech.com/index.php?post/2013/03/25/The-Plant-Factory-Technology-in-Your-3D-Application
That should be enough to add collision support or modification of
pointpositions
Anything large enough for desktop backgrounds? :)
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 30/05/2013 7:53 AM, Marc-Andre Carbonneau wrote:
Ya I did try it. the only version that came out are the big 288px! ;)
It's ok, someone from Autodesk emailed me
Ah... yes...
I always wanted to use my iPad for proper work... /s
So a desktop version isn't there? Shame, as it looks nice.
Rob
\/-\/\/
On 30-5-2013 15:29, Alan Fregtman wrote:
Anyone with an ipad, have you guys tried the TreeSketch app? It works
really well,
Hello list.
Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000
people.
If I set a target speed directly in the particle simulation tree on the
simulation crowd the actors behave and try to achieve that target speed.
However adding a randomize to vary the speed (Min 10,
Want to play a prank on your workmates?
Eric Thivierge ethivie...@hybride.com hat am 30. Mai 2013 um 15:31
geschrieben:
Anything large enough for desktop backgrounds? :)
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 30/05/2013 7:53 AM,
Not to worry It seems a full shutdown and a rebuild of that section of
the tree has solved the problem If we weren't mid-job it would seem
from other posts that a 2014 switch over would solve some other textural
issues on the farm but we're getting there!
*-- *
*Jonny Grew Ltd *
Are you using the default settings for the anticipation settings? Ie a high
anticipation factor and low anticipation contrast can create overly aggressive
collision avoidance which would cause your actors to stall and try to change
direction.
Also what happens if you force the fixed minimum
some other textural issues on the farm
I had big headaches with this as well till someone on this list was kind enough
to point out the need and supply a node to force the texture attribute to
update each frame
Looking forward to trying out the improved 2014 crowd myself
jeff
From:
I do what Adam said...but before I make sure the ice projection is
calculated correclty (not bypassed by those evil ice optimizations) by using
the attached compound at the very end of in the first icetree on each
actor_copies mesh. It's really simple, it ensures the attribute is set by
Writting to the envelope array is usually pretty fast for me... what's
taking time (in my case) is doing all the normalization of values...
This is how I read my weights :
def getWeights(envelopeOp):
weightsTuple = envelopeOp.Weights.Array
return [weightsTuple[j][i] for i in
Thanks Jeremie,
I was referencing your code when I ran into the slowness to see if we
are doing anything different and we aren't really.
As a test I'm grabbing the XSI Man Armored and selecting the body mesh
and doing a local subdiv refinement with a setting of 2 then freezing
modeling.
just tested your scenario... got the same result here :D
Actually your code is faster than mine
On 30 May 2013 13:21, Eric Thivierge ethivie...@hybride.com wrote:
Thanks Jeremie,
I was referencing your code when I ran into the slowness to see if we are
doing anything different and we
Well all my code is doing is creating a list of lists from the weights
array nothing more.
Should I consider this speed not slow then? When running various tools
that use this call to the weights array it seems extremely slow. Am I
just being impatient or on meshes with this density and
Use numpy : http://www.numpy.org/
On Thu, May 30, 2013 at 4:42 PM, Eric Thivierge ethivie...@hybride.comwrote:
Well all my code is doing is creating a list of lists from the weights
array nothing more.
Should I consider this speed not slow then? When running various tools
that use this
Thanks Alok,
I do not think that the slowness is from converting the tuple to lists
more that the access time to the Weights.Array is slow as I see the
slowness (~5 seconds) when I don't even convert it.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On
You can convert it much faster with:
weights = map(list, sel(0).Envelopes(0).Weights.Array)
In my box here at work it went from 17.81 seconds down to 7.9s with the
line above.
On Thu, May 30, 2013 at 4:59 PM, Eric Thivierge ethivie...@hybride.comwrote:
Thanks Alok,
I do not think that
Same time for me. 6 seconds.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 30/05/2013 5:02 PM, Alan Fregtman wrote:
map(list, sel(0).Envelopes(0).Weights.Array)
Easy prank for a pipeline guy or TD with sufficient privileges:
1. Find the splashscreen for Maya,
2. Save as BMP somewhere,
3. Before launching Soft, sneak in the env var XSI_SPLASH pointing to
that filepath.
*Oh god! Why is it opening Maya?! N*
;p
On Thu, May 30, 2013 at 10:11 AM,
I just tried these examples myself.
Got 4.5 seconds with Erics example and 4.6 seconds with map(). Using Soft
2014 on Windows 8.
It took longer time to subdivide the mesh.
/Jens
On Thu, May 30, 2013 at 11:14 PM, Eric Thivierge ethivie...@hybride.comwrote:
Same time for me. 6 seconds.
Eric
Outside of ICE, the SDK is not thread safe.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, May 30, 2013 3:34 PM
To: softimage@listproc.autodesk.com
Subject: Python
Hmm... ok, thanks
Is it possible to write a multiThreaded CustomOperator in C++ ?
I already build a simpler version of my ScriptedOp in C, so i might
just make it multiThreaded ;-)
But first it would be nice to know if Softimage could handle this
Am 31.05.2013 00:36, schrieb Matt Lind:
On Thu, May 30, 2013 at 6:35 PM, Alok Gandhi alok.gan...@modusfx.comwrote:
Maybe you can still get some optimization using numpy, I think. Throw your
weights array directly into numpy. It is worth a try at least.
I'll give it a shot tomorrow. :)
Outside of ICE, the SDK is not thread safe.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, May 30, 2013 3:43 PM
To: softimage@listproc.autodesk.com
Subject: Re: Python
Hey Vincent,
multithreading is different of multiprocessing...
short long story, multithreading is about running many threads in the same
memory space (so shared memory and so use of patterns such as mutex,
semaphore,...)
while multiprocessing is about running different external processes (all
Even without considering all the good points brought up insofar, the GIL in
Python (CPy at least) makes multithreading live, in general, somewhere
between downright impossible and not worth trying.
Depending on the process your only option might be to manage the threading
yourself inside a cpp
?
Vladimir Jankijevic wrote:
I created an arc on the left side of a motorcycle, toggled on
the buttons I want to to react to the emotion from the
Mia_Material_Adv leather, those buttons are not showing up in the
emotion ?
If I toggle the buttons I want to react to the emotion on a vehicle
27 matches
Mail list logo