Hi Christopher,
do you have indirect illumination as your main source of light in the scene?
Technically, your composite comp seems correct, you multiply raw diffuse by
it´s diffuse level (wheight).
If there is hardly any direct light contribution, your result will be pretty
much black.
You
Yes, it's not Softimage related problem, it just happened that I have to do
it (again) in Soft and thought I've forgotten about some obvious
method/shortcut.
ObjectIDs will change between sessions and in some other cases, hence I
can't use them, I'll have a look at GUIDs out of curiosity. I am
Hello List,
I thought this would be easy but I didn't find anything in the docs so I
thought i may ask here if someone has a clever solution for my problem.
If we create an Override which overrides a parameter on a material,
Softimage automatically generates a copy of that material in question
Just wanted to take a poll to see who is using what for creating blend
shape operators out in our little community.
I'm wondering if anyone is doing any serious work with the Mixer or have
most if not all people moved to ICE? I'm asking as it would only make
sense in my opinion to have some
Ever since we started losing shapes stored in a reference model mixer I've
moved over to ICE where ever possible - same as you we basically
piggy-backing on the existing commands then clean up afterwards. I guess I
could try to research making my own clusters with the CopyShape operator,
but
ICE definitely! Been so since start of Zam.
S.
On 2013/06/05 2:27 PM, Eric Thivierge wrote:
Just wanted to take a poll to see who is using what for creating blend
shape operators out in our little community.
I'm wondering if anyone is doing any serious work with the Mixer or
have most if
Sorry to drag this one up after so long, thought I'd state the resolution.
Essentially it was due to pywin32 post install function wigging out, but
this never materialized as an issue since everything else relying on it
works fine. So if you ever find XSI does not start up after flicking over
to
Last projects I had to do anything with shapes (Fable the Journey and
MiloKate) was all mixer. No particular reason, except legacy. Worked very
well, we had quite complex setups with FACS based facial setups, lots of
corrective shapes and what not. No problems whatsoever. I forgot which
softimage
This is another reason I'm glad 2014 moved to Python 2.7.3. Just makes
it easier to deal with PyQt tools. If you have Steve and Jo's plugin,
they just work 'out-of-the-box' without having to use the system Python
or deal with PyWin.
-Tim C.
On 6/5/2013 9:00 AM, Jules Stevenson wrote:
Sorry to
Hi Olivier,
any chance that you know how to shift the frequency from the
end of a row to the centre.
On 4 June 2013 22:03, Matthew Graves mattg1...@gmail.com wrote:
Very interesting only a few months ago I was making a series of particle
animations based on Stephan Woermann's plugin. Oliver I
not to worry, sorted
On 5 June 2013 16:38, royston michaels royston...@gmail.com wrote:
Hi Olivier,
any chance that you know how to shift the frequency from the
end of a row to the centre.
On 4 June 2013 22:03, Matthew Graves mattg1...@gmail.com wrote:
Very interesting only a few months
I do have indirect illumination (FG) in my scene, including a few
lights, that is the problem why it's dark, I don't have the FG pass
composited :-)
The Gamma 2.2 is a sRGB node in composite. I'm going to give your
flipbook tip a try, thank you for the tutorials and the help :)
::Christopher::
ICE definitely here. Have been making a lot of use of the various arc
interpolation compounds with it as well.
Adam
On Wed, Jun 5, 2013 at 7:03 AM, Michal Doniec doni...@gmail.com wrote:
Last projects I had to do anything with shapes (Fable the Journey and
MiloKate) was all mixer. No
I still use the shape manager to create and preview shapes/combinations
quickly, its a good tool while in character development. But yeah,
destroying all evidence of the mixer before transferring it to ICE for the
final rig. I'd like to see the funcionality improved on, for example if the
shape
ICE here.
On Wednesday, June 5, 2013, Matt Morris wrote:
I still use the shape manager to create and preview shapes/combinations
quickly, its a good tool while in character development. But yeah,
destroying all evidence of the mixer before transferring it to ICE for the
final rig. I'd like
(I never do character stuff really) But are we talking about still using
the shape manager to make shapes? But do all the animation etc. In ICE?
That's what I think I would do now..
Simon Reeves
London, UK
*si...@simonreeves.com*
*www.simonreeves.com*
*
*
On 5 June 2013 16:56, Miquel Campos
Well, talking overall workflow too. I can't stand using the shape
manager as it breaks easily and the feature set just isn't there or is
super clunky.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 05/06/2013 12:08 PM, Simon Reeves wrote:
(I never do character
Can you show a screen shot ?
::Christopher::
Daniel Kim wrote:
Hey SI users.
I tried to use Mudbox for high quality modelling, but I get an weird
error.
After importing SI data to Mudbox, it seems all good. But after
staring brushing and painting, all edges in uvm seems like
disconnected
Hey - any freelance character animators in NY on the list?
I had a friend contact me he's looking for someone. I don't have much in
the way of specifics, but I'd be happy to pass along his contact info.
Thanks,
Paul
LOL, "I think I broke my rig!" - those those last 10 seconds gave me goose bumps :-)https://vimeo.com/67501143-- Best Regards,
Stephen P. Davidson (954) 552-7956
sdavid...@3danimationmagic.comAny sufficiently advanced technology is indistinguishable from magic
HAH! My boss sent me this and we totally had a good laugh in the studio about
this. Very funny. =P
-Draise
From: Stefan Kubicek
Sent: Wednesday, June 5, 2013 2:19 PM
To: softimage@listproc.autodesk.com
LOL, I think I broke my rig! - those those last 10 seconds gave me goose
What email client are you using, Matt? Looks like it replaced the SDK: in
front of the thread's subject line with RE:. Silly bug, lol.
On Wed, Jun 5, 2013 at 1:57 PM, Matt Lind ml...@carbinestudios.com wrote:
I had to do this not too long ago. Ugh.
** **
I’ve already reported the
Ok, I'm wearing my dunce cap. I am trying to import a model which resides
in a workgroup's models folder.
I have an environment variable set which is the path to the workgroup.
I'm obviously missing something simple. Any suggestions?
xsi = Application
lm = xsi.LogMessage
import os
Error message would help but maybe the slash formatting isn't something
SI is liking?
Maybe using XSIUtils.BuildPath() would work better?
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 05/06/2013 4:47 PM, Andy Moorer wrote:
Ok, I'm wearing my dunce cap. I am
BuildPath() and os.path.join() should be the same.
Just shooting in the dark here, but try wrapping your value with
os.path.normpath() before importing the model.
Last but not least, the obvious... does the file truly exist? You can check
with:
if os.path.exists(mdlPath): lm(File exists!)
else:
Am I blind or is there no function I can feed a string with Softimage
tokens (like [project path]) and expect it to resolve them? I can't seem
to find it. I thought one existed.
Any helps/tips appreciated.
Cheers,
-- Alan
I did a IRP with Irrandiance Particles \ Final Gathering and compared it
with Global Illumination and Final Gathering, the result were the same.
Final Gathering was on and so was Irrandiance Particles. Soes it matter
if both are on, or is one 'flushing' out another, making one of the
indirect
You mean like XSIUtils.ResolveTokenString()? Nah, doesn't exist ;-)
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Wednesday, June 05, 2013 2:35 PM
To: XSI Mailing List
Subject: SDK function to resolve path
Thank you, Gregory Ducatel (who replied privately) and Matt for pointing
out the XSIUtils methods.
On Wed, Jun 5, 2013 at 5:34 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
Am I blind or is there no function I can feed a string with Softimage
tokens (like [project path]) and expect it to
Hi Christopher
You can see files here
http://www.mediafire.com/?fxceqiav7iu19ty
http://www.mediafire.com/?5zwiiwnedh1tv50
http://www.mediafire.com/?ejkkopiowaflrrx
When it's sent to Mudbox from SI, it's alright. But as soon as starting
painting, painted color looks weird in MB, and uvm looks
Did you try exporting from SI to FBX then importing into Mudbox via FBX
format, try OBJ as well. Paint on the UV island instead of on the
object directly in mud, get a base coat down :-)
::Christopher::
Daniel Kim wrote:
Hi Christopher
You can see files here
Woohoo normpath did the trick, and it also got me reading through some of
the other os methods so a double win.
Thanks guys!
Hi There,
I have a doubt about setting up linear worflow in arnold/xsi, I just want to
double check if I am setting stuff right or not.
I do have my gamma correction settings as follows:
Driver 1.0
textures 2.2
lights 1.0
shaders 1.0
I do use xsi's gamma at 2.2 for the preview instead of the
you should be asking these questions on the arnold list really
On Thu, Jun 6, 2013 at 12:07 PM, Manuel Huertas Marchena
lito...@hotmail.com wrote:
Hi There,
I have a doubt about setting up linear worflow in arnold/xsi, I just want
to double check if I am setting stuff right or not.
I do
.. pardon the intrusion, is there an Arnold toSI (StoA) email list? I missed
that one, I only found the MtoA email list, but that isn’t too helpful...
-Draise
From: Andreas Bystrom
Sent: Wednesday, June 5, 2013 7:09 PM
To: softimage@listproc.autodesk.com
you should be asking
Hi,
I have access to the list at my job but I haven't use it yet to be honest,
didn't thought it was an issue to ask something
somehow generic here, as I am more used to... :)
IMDB | Portfolio | Vimeo
| Linkedin
From: drais...@outlook.com
To: softimage@listproc.autodesk.com
Subject: Re:
well, technically you and the studio you work for are still under NDA,
thats why they have private mailing lists setup.
also when you signed up you should have gotten info about what mailing
lists are available etc.
all in all I'm not sure if its a big deal posting here, but you are still
more
Hi Andreas,
Sure yes, I get your point well. I'll check that out tomorrow then, once again
didn't though it was a big issue to ask here something like that, yes I am very
aware of NDAs, etc..
thanks anyways
IMDB | Portfolio | Vimeo
| Linkedin
Date: Thu, 6 Jun 2013 12:24:48 +1200
to answer your question, if you set lights and shader gamma to 2.2 it means
it will de-gamma the color inputs of your shaders and lights for you, just
like setting the texture gamma to 2.2 will make it de-gamma any 8 and 16
bit images you plug in. (it will leave float images linear just as it
Thanks guys! Ok that makes sense to me. So yes I'll keep everything at 1.0 on
the arnold gamma settings/driver and use xsi's gamma 2.2 for display / color
wheels / etc.
As for xsi's color profile I tend to use always srgb and specify linear input
strightly on the image clip when I work with
Steven how long have you been scripting in Python ?
::Christopher::
Steven Caron wrote:
to get to your question, i would turn all arnold settings to 1.0 and
use color management for display. the textures are either handled per
clip/shader or actually converted to linear externally. those
You must've been mixing your slashes then, hehe. Glad it helped! :)
On Wed, Jun 5, 2013 at 7:15 PM, Andy Moorer andymoo...@gmail.com wrote:
Woohoo normpath did the trick, and it also got me reading through some of
the other os methods so a double win.
Thanks guys!
I did use 'Send to Mudbox' menu. I haven't tried it with OBJ format yet
though. But I guess painting on the UVmap is not a solution for this... I
gotta try OBJ format for now. Thanks Christopher
On Thu, Jun 6, 2013 at 10:54 AM, Christopher
christop...@thecreativesheep.ca wrote:
Did you try
Hi Daniel,
I saw something similar long time ago: Uvs looked fine in SI but after
exporting and obj and importing it again to SI the UVs were scrambled. It
was the same geo just exported and imported back to SI. I'm guessing here
but I think it's not a Mudbox problem per se, but a mesh problem.
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