Re: FBX and vertex colors

2013-06-18 Thread Martin
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

Re: Anyone got a tip to convert a customproperty to a regular customparamset?

2013-06-18 Thread Cristobal Infante
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

RE: (sort-of) getting in to game dev

2013-06-18 Thread Szabolcs Matefy
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

RE: No anti aliasing while navigating?

2013-06-18 Thread John Voltaire Tensuan
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

RE: Anyone have an idea what error message it is?

2013-06-18 Thread Gareth Bell
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

Re: Anyone have an idea what error message it is?

2013-06-18 Thread Daniel Kim
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:*

Re: OT: (sort-of) getting in to game dev

2013-06-18 Thread Tim Leydecker
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

Re: (sort-of) getting in to game dev

2013-06-18 Thread Stefan Kubicek
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

Re: (sort-of) getting in to game dev

2013-06-18 Thread Stefan Kubicek
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

Re: sync texture editor to points or polygons

2013-06-18 Thread Matt Morris
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

Re: Anyone done corrective shapes when SecondaryShapeModeling is not an option?

2013-06-18 Thread Raffaele Fragapane
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

Re: Anyone done corrective shapes when SecondaryShapeModeling is not an option?

2013-06-18 Thread Raffaele Fragapane
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

Re: Anyone got a tip to convert a customproperty to a regular customparamset?

2013-06-18 Thread Christopher
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

Re: Anyone got a tip to convert a customproperty to a regular customparamset?

2013-06-18 Thread Raffaele Fragapane
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

Re: Anyone got a tip to convert a customproperty to a regular customparamset?

2013-06-18 Thread Alan Fregtman
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

Re: sync texture editor to points or polygons

2013-06-18 Thread Gerbrand Nel
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

Re: Anyone got a tip to convert a customproperty to a regular customparamset?

2013-06-18 Thread Stephen Blair
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

Re: Raycast by camera instead of direction

2013-06-18 Thread Christian Gotzinger
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

Inspecting ICE node connections from Python

2013-06-18 Thread James Vecore
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

Re: Inspecting ICE node connections from Python

2013-06-18 Thread Steven Caron
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

RE: Inspecting ICE node connections from Python

2013-06-18 Thread James Vecore
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,

Re: Inspecting ICE node connections from Python

2013-06-18 Thread Steven Caron
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,

RE: OT: (sort-of) getting in to game dev

2013-06-18 Thread Marc Brinkley
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

Re: OT: (sort-of) getting in to game dev

2013-06-18 Thread Rob Chapman
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.”

bezier - nurbs

2013-06-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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

Re: bezier - nurbs

2013-06-18 Thread Daniel Brassard
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

Re: bezier - nurbs

2013-06-18 Thread Daniel Brassard
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

Re: bezier - nurbs

2013-06-18 Thread Daniel Brassard
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,

RE: bezier - nurbs

2013-06-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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

Re: bezier - nurbs

2013-06-18 Thread Daniel Brassard
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

RE: bezier - nurbs

2013-06-18 Thread Grahame Fuller
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

RE: bezier - nurbs

2013-06-18 Thread Grahame Fuller
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 -

RE: bezier - nurbs

2013-06-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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

RE: bezier - nurbs

2013-06-18 Thread Grahame Fuller
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

RE: bezier - nurbs

2013-06-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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

Trigger an image sequence - how?

2013-06-18 Thread Andres Stephens
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

LEGO - the Movie Trailer

2013-06-18 Thread Raffaele Fragapane
Well, trailer's out: http://www.youtube.com/watch?v=lPnY2NjSjrg Animal Logic, so layout, rigging and animation are Softimage. Still in production.

Re: LEGO - the Movie Trailer

2013-06-18 Thread Eric Thivierge
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

Re: LEGO - the Movie Trailer

2013-06-18 Thread Xavier Lapointe
:D

RE: LEGO - the Movie Trailer

2013-06-18 Thread Jack Kao
LOVE the animation style!

Re: LEGO - the Movie Trailer

2013-06-18 Thread Christopher
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

Re: LEGO - the Movie Trailer

2013-06-18 Thread Christopher
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

Re: LEGO - the Movie Trailer

2013-06-18 Thread Edy Susanto Lim
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

Re: LEGO - the Movie Trailer

2013-06-18 Thread Alan Fregtman
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.

Re: Trigger an image sequence - how?

2013-06-18 Thread Alan Fregtman
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:

Re: LEGO - the Movie Trailer

2013-06-18 Thread Ivan Tay
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.