A custom exporter script may be the best and simple solution.
Martin
On 2013/06/17, at 19:29, Szabolcs Matefy szabol...@crytek.com wrote:
Quite easy, FBX exports tangents as vertex colors. Sometimes we need vertex
colors, sometimes not, it’d be nice to have an option for it. Deleting this
Just learn Python you won't look back, I believe Raffaele has done some
great tutorials to get you started:
http://tod.cgsociety.org/index.php/home/view/technical_direction_in_xsi_with_python
On 18 June 2013 04:58, Steven Caron car...@gmail.com wrote:
*filtering all the peeples*... i will
It depends on where he/she lives...Honestly, my son wants to get into
the game-dev as well...overseas there are lot more options than here, in
Hungary. I'd recommend to forget about it. The current changes to the
industry (the free-to-play stuff, mobile platforms, etc) are not really
helping the
In 2014, the built-in AA is disabled by default when you are interacting with
the viewport and unfortunately there is no option to revert to the old
behavior. If you are on Windows with an NVidia/ATI card and fairly recent
drivers, you should be able to get around this forcing the driver to
We've had this with an odd combination of normal maps and mix nodes. As Alan
says it's just a warning and doesn't seem to affect our renders.
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Alan Fregtman
Thanks guys. :)
Daniel
On Tue, Jun 18, 2013 at 8:38 PM, Gareth Bell
gareth.b...@primefocusworld.com wrote:
We've had this with an odd combination of normal maps and mix nodes. As
Alan says it's just a warning and doesn't seem to affect our renders.
--
*From:*
Hi Paul,
so you pressed that poor 18 year old boyfriend of your daughter
into giving you a reliable and realistic plan of the future?
He had to come up with something at least related to your field,
if only to make you feel more comfortable because you wouldn´t
question a decision similar to
But saying he wants to get into game development is a lot better than what
he said the first time I asked what he wanted to do with his life. He
said, dunno... haven't given it much thought yet... - this is an 18 year
old saying this to the father of his girlfriend when asked about his future
I hear undertakers rarely run out of business too.
Having had to just replace a geyser I suggest he becomes a plumber. There
will never be a shortage of work as people always have to drink, bath
(some folks more then others) and they definitely need to use the toilet
fairly often.
Should that
In the texture editor prefs, change the sync method to components.
On 18 June 2013 12:25, Gerbrand Nel nagv...@gmail.com wrote:
Hey Guys
I could be going mad but a part of me remembers a time when you could
convert your selection of points in the texture editor, to a vertex
selection in
I think I go over it in week 7 actually, and I know you do have it already
so not like I'm peddling :p
But in terms of shape animation, you have three modes in Softimage.
Global and Object are fairly self explanatory in how the displacement
vector that moves one base point to its target shape is
Actually:
but instead of using one transform for the whole set, those vectors are
saved after a local transform for each point is obtained
You will need to test yourself. The principle is what I describe, but I
don't remember if Soft saves the transformed vectors or uses the transforms
at the end
Oh that is what Raf looks like, I was expecting him to look completely
different.
::Christopher::
Just learn Python you won't look back, I believe Raffaele has done
some great tutorials to get you started:
http://tod.cgsociety.org/index.php/home/view/technical_direction_in_xsi_with_python
It's more what I looked like eight years ago. Animators interceding for
nearly a decade resulted in less hair and a more pronounced frown these
days.
On Tue, Jun 18, 2013 at 10:39 PM, Christopher
christop...@thecreativesheep.ca wrote:
Oh that is what Raf looks like, I was expecting him to
I was a student in the very first round, fyi. :p I know my Python
reasonably well, thanks.
What I was after was if there was some secret way of changing a
customproperty type since fundamentally they're just parameters, but no, I
have to mass-copy parameters (via scripting, yes) to a new
Thanks Matt
That's the one!!
G
On 2013/06/18 01:53 PM, Matt Morris wrote:
In the texture editor prefs, change the sync method to components.
On 18 June 2013 12:25, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:
Hey Guys
I could be going mad but a part of me remembers
On 18/06/2013 9:29 AM, Alan Fregtman wrote:
What I was after was if there was some secret way of changing a
customproperty type since fundamentally they're just parameters, but
no, I have to mass-copy parameters (via scripting, yes) to a new property.
Nope, no secret way to change the
As the direction you vector you can use the vector from your camera
position to the object. You simply subtract one position from the other:
yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
result into the raycast)
On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero
I'm looking for a way to inspect the connections between ice nodes from
Python. I'm trying to write a tool that will generate and update an ice
graph on demand based on some parameters. I need to be able to inspect an
existing ice graph and most importantly the connections between nodes in the
ICE
you want the ICENodePort class...
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/ICENodePort.html,topicNumber=si_om_ICENodePort_html
example code...
from siutils import si
si = si() # win32com.client.Dispatch('XSI.Application')
from siutils import log
Ah perfect, Thanks!
Not sure how I missed that one. I was digging through commands and must have
overlooked those Properties.
Thank you,
-James
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Tuesday,
no sweat, it was a good reminder for me also :)
On Tue, Jun 18, 2013 at 12:21 PM, James Vecore jvec...@hellopluto.comwrote:
Ah perfect, Thanks!
** **
Not sure how I missed that one. I was digging through commands and must
have overlooked those Properties.
** **
Thank you,
Yeah don't get me wrong. Its not like coding is the easiest thing ever. Just
like art it is a skill that you need to perfect, master and work hard at and
even then it still could be a stretch for people if their brain just isn't
wired for it. When I was in art school, one of the requirements
yeah but the step up or alternative is a manager or supervisor and to be
found in production meetings and negotiations (or handing out shotgun
tasks) all day and not doing any actual 3D 'art' anymore...;)
I'm with Carl Jung on this one. “You are what you do, not what you say
you'll do.”
Its been so long since I've tried this in Soft I can't remember...
Is there any logic or formula that will allow you to replicate a Bezier Knot
curve as a CV curve?
I thought all you had to do was make sure the CVs on a Nurbs curve matched the
handle points on a Bezier curve and they would
Raise the knot to multiplicity 3 (similar to bezier)
Lower the knots to 2 (curvature) first and second derivative continuity,
smoother curve.
Lower the knots to 1 (tangent) first derivative continuity, tangent
continuity
Lower the knots to 0 (linear), sharp turns, no continuity between knots
On
Oops, reverse.
From the book
Multiplicity is a property of knots that refers to the number of control
points associated to a knot. On a cubic curve, a knot can have a
multiplicity of 1, 2, or 3. On a surface, each knot curve has two
multiplicities: one in the U direction and one in V. All knots
Bezier and NURBS are different.
NURBS have a weight attribute on each knot that allow you to adjust the
curve. You cannot create a perfect circle with bezier curve but you can
with NURBS curves because of the non-rational attributes (weighting or the
Knots).
On Tue, Jun 18, 2013 at 4:39 PM,
Yeah, tried that, except when I set the multiplicity to 3 it apparently
converts the curve to Bezier control. Kinda defeats the purpose as I could just
create the curve a Bezier from the get go if I wanted that.
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic
There are also the degree and parameterization of the NURB curve. Did you
try that (uniform vs non-uniform)?
On Tue, Jun 18, 2013 at 4:49 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
Yeah, tried that, except when I set the multiplicity to 3 it apparently
converts
Mathematically, Bezier curves are a special case of NURBS curves, although
internally some applications might represent them differently. However in
Softimage, Bezier curves are simply cubic NURBS curves where every knot has
multiplicity 3. The Tweak Curve tool recognizes this case and
Ooops, I meant to write If you have fiddled with the tangent handles...
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Tuesday, June 18, 2013 05:05 PM
To: softimage@listproc.autodesk.com
Subject: RE: bezier -
Yes. Those aren't necessary at the moment. I've got mixed curve types which I
am trying to trace out into a composite curve. Apparently I start with a CV
curve and place a CV at each Bezier CP but not handle points I can go back and
convert the knot multiplicity where necessary. The points have
A Bezier knot is a NURBS knot with multiplicity 3. If you don't want
Bezier-like manipulation, you can use the old Move Point tool (still available
on the Modify Component menu) instead of the Tweak Curve tool .
gray
From: softimage-boun...@listproc.autodesk.com
Yes! That would be helpful, didn't realize that was still there.
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the
I am trying to play with animated sprites in SI.
My goals are to create a way to trigger an image sequence when I want it to
within the timeline, according to either a trigger in ICE or an animation
trigger, like a parameter or expression or a check box.
The image sequence sprite needs to
Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in production.
Looking crazy good Raf! Great job!
Eric Thivierge
http://www.ethivierge.com
On Tue, Jun 18, 2013 at 8:03 PM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so
:D
LOVE the animation style!
Interesting, why they choose to mash all hero characters into a
storyline, I'm sure they could have though of something else, Que Sera Sera.
::Christopher::
Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in
I meant thought. Oh well.
Interesting, why they choose to mash all hero characters into a
storyline, I'm sure they could have though of something else, Que Sera Sera.
::Christopher::
Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and
Looks great guys.. Wish I was there heheheh
On Wed, Jun 19, 2013 at 8:38 AM, Christopher
christop...@thecreativesheep.ca wrote:
I meant thought. Oh well.
Interesting, why they choose to mash all hero characters into a
storyline, I'm sure they could have though of something else, Que Sera
Awesome work Raff company! :D Looking forward to it.
On Tue, Jun 18, 2013 at 9:33 PM, Edy Susanto Lim edysusant...@gmail.comwrote:
Looks great guys.. Wish I was there heheheh
On Wed, Jun 19, 2013 at 8:38 AM, Christopher
christop...@thecreativesheep.ca wrote:
I meant thought. Oh well.
You can make the sprites with ICE particles and in the imageclip ppg you
have Time Source, which is set to Scene Time by default, but it can be any
integer ICE attribute. The official docs briefly touch on this:
Fantastic ! looking forward to watching it.
On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in production.
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