Re: importing ply

2013-10-29 Thread Angus Davidson
As a side question has anyone been trying the Fuel-3d Scanner. Anyone got decent results ? Secondly what workflow are you using to bake out the UV¹s and texture map? Kind regards Angus On 2013/10/29, 2:57 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Francisco, I´m also using meshlab to get

Re: Online render farm recommendations.

2013-10-29 Thread Matt Morris
I hope you don't mind a thread resurrection! Did any of these work out for you? I'm on the lookout for online renderfarm options, but I can't find anything out about adding custom shaders to a scene submission (in this case p_hair shaders for MR in soft 2014 sp2) Cheers, matt On 5 September

Re: importing ply

2013-10-29 Thread Tim Leydecker
Hi Angus, here´s a Blender/meshlab tutorial focusing on using/baking vertex colors. http://www.youtube.com/watch?v=0-Oh8pMbTS8 (part1) But Meshlab offers loads of other options to generate UVs/textures. When I did the vertex color (from a *.ply) file to UV/texture thing, I did it directly in

Re: importing ply

2013-10-29 Thread Angus Davidson
Hi Tim Thanks for that. We are still battling to get our input scans of good enough quality to be concerned to much about textures just yet. Unfortunately they are out side heritage scans and the people doing them are still busy learning. Kind regards Angus On 2013/10/29, 1:54 PM, Tim

Re: Finding polygons...

2013-10-29 Thread Sergio Mucino
Wow... that's funny. This script does exactly what I needed to do :-) . I had to have the file published by this morning, so I found a way of bashing through it manually, and it wasn't too bad. But these snippets do come in handy often, so thanks a lot for sharing! Cheers

Re: FaceRobot

2013-10-29 Thread Luc-Eric Rousseau
the flag makes XSI connect to the FaceRobot workgroup, and all the code to face robot is in that workgroup. I don't have the time to test it, but in theory if the workgroup is not present I think it could just do nothing and fail gracefully. If that doesn't work, actually enabling face robot on

Fwd: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Paul Griswold
Seriously Autodesk WTF? There seems to be something missing here: ** [image: Autodesk] The Expert Challenge – Your opportunity to chat with our 3D experts LIVE! *Register for The Expert Challenge Now!* Join the Expert Challenge on November 12th, 2013, where you can ask our

SI selections driving me nuts...

2013-10-29 Thread Sergio Mucino
Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off. This is what I'm doing... 1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle. 2. Select some polygons.

Re: SI selections driving me nuts...

2013-10-29 Thread Martin
I use my own selection toggle tools, but I've never had a problem like that and I can't reproduce your problem even if I try it only using my mouse. SI remembers the last tool I used when changing between selection modes. How are you changing your selection modes? On Wed, Oct 30, 2013 at 1:10

RE: SI selections driving me nuts...

2013-10-29 Thread Grahame Fuller
Using the buttons at the top right changes only the filter not the tool, and it seems like activating point selection using Select Adjacent also changed the tool from Raycast to Rectangle. (Raycast selection being not that handy for points.) I'd suggest using keys: Y is Polygon Rectangle in SI

Re: Fwd: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Massimo Galluzzo
Maybe they didnt have experts available for Softimage!! Working as intended i suppose. Depressing even tho i’m not surpised anymore. The future is bright From: Paul Griswold Sent: Tuesday, October 29, 2013 5:11 PM To: softimage@listproc.autodesk.com Subject: Fwd: Join the Expert

RE: Fwd: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Jeff McFall
We could always log in and ask lots of questions about how one may do the things that Softimage already does really well with Maya and Max. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Massimo Galluzzo Sent: Tuesday, October 29,

Re: SI selections driving me nuts...

2013-10-29 Thread Sergio Mucino
I use the pop-over menu inside the "Select" button, at the top right of the UI. Raycast is pretty useless for me too in Point mode, but it just keeps coming back... Thanks for the hotkey tip! I do use a Maya-based keyboard layout, but I'll find it. Cheers!

Giving texture coordinates to an ICE pointcloud

2013-10-29 Thread Szabolcs Matefy
Hoi I have a wireframe I created with an ICE node out of a mesh. I'd like to adjust the transparency of this cloud with a vertical gradient texture. How can I add projection to the cloud to drive the gradient? Cheers Szabolcs ___ This message contains confidential information and is

RE: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Maurice Patel
Sorry about that. The sessions were created for the extension releases. This is a little clearer if you click on the registration link but seems to have been shortened in the email notification. Only 3ds Max, Maya and Mudbox had extensions this Q. Maurice Maurice Patel Autodesk : Tél: 514

Re: SI selections driving me nuts...

2013-10-29 Thread Sergio Mucino
I've noticed it goes back to Raycast in step 5, when I go back to Polygon selection mode. I'll see if I can find a preference for the selection method for said mode. On 29/10/2013 1:13 PM, Sergio Mucino wrote: I use the pop-over menu inside

Unsharing texture projections

2013-10-29 Thread Matt Lind
Unique problem that should be easy to solve but isn't at first glance. Softimage, by default, shares texture projections across objects in a duplicate process. The duplicate will reuse the texture projection from the source object. While we can certainly adjust the duplicate/instantiate

Re: Giving texture coordinates to an ICE pointcloud

2013-10-29 Thread Ed Manning
easier to do it without projection; get global y-position per point and use a rescale node driving a gradient, then set either alpha of point color or an attribute of your own naming. bring the appropriate attribute into your render tree. On Tue, Oct 29, 2013 at 1:27 PM, Szabolcs Matefy

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino
Reviving this topic... I got back to working on this issue, and found a couple of issues. First, I'll describe what's going on. I've got a character's coat, to which we're attaching some mud patches. To do this, I selected the polys under the mud patches, and extracted

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Steven Caron
did you freeze the weights? the performance should pick up once you freeze the weights. also, use settings like where mentioned earlier in this thread (search distances and such) also, i don't know much about your pipeline but why does animation need to see these mud patches? surely this could be

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread David Barosin
My guess is that when you extract polygons it makes a new object with the center at world 0,0,0. The extracted polygons are not really deforming with the source geo but rather getting extracted at each frame in the new pose. So the cage deformer is seeing this as a new bind pose rather than a

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino
You're right. Freezing the weights did help. However, for whatever reason, the mesh is still not picking up the cage's deformations. It just stays still... no idea what's going on here. I'll look into the ICE alternative. I'll see what I can come up with. I'll also

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino
Ah, that makes sense. And unfortunately for me, throws this solution out the window. Time to look at something else. Thanks David! On 29/10/2013 3:38 PM, David Barosin wrote: My guess is that when you extract polygons it makes a new

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Steven Caron
you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.comwrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Jeremie Passerin
Hi Steven, Well this is something I have created recently so maybe I haven't spotted the issues you're talking about. Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed. My version use a similar approach, I

RE: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Manny Papamanos
Don't mean to hijack. From my tests on an envelope using extract then using those extracted polys as a cage, won't work. Use the actual skin mesh instead or duplicate it and delete what you don't need and use that as a cage. The solution I would use is to GATOR the mud to the char. Merge all

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino
Thanks Manny. Earlier in the thread I explained why GATOR won't work for me in this case. Thanks anyway! On 29/10/2013 4:24 PM, Manny Papamanos wrote: Don't mean to hijack. From my tests on an envelope using extract then using those extracted polys as

Re: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Sebastien Sterling
Extensions ? well that makes it all better i guess... :( On 29 October 2013 18:33, Maurice Patel maurice.pa...@autodesk.com wrote: Sorry about that. The sessions were created for the extension releases. This is a little clearer if you click on the registration link but seems to have been

RE: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Manny Papamanos
Don't know if you have the option but you can use Plotshape on the point cached mesh . I then tested Cage and that worked, GATOR also worked even when frozen . -manny From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino

RE: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Sven Constable
hm, I don't have a problem seeing 3dsmax and Maya as an extension to Softimage. :) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: Tuesday, October 29, 2013 11:05 PM To: softimage@listproc.autodesk.com

Re: OT: Rodeo FX's Pacific Rim breakdown reel

2013-10-29 Thread Sebastien Sterling
We don't need their snooty AD expert challenges, we have all our experts right here :) on the list. awesome break down, lot of stuff i didn't even tweak where not there, cracking integration. On 28 October 2013 01:43, Alan Fregtman alan.fregt...@gmail.com wrote: Hey guys, My employer has

RE: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Leonard Koch
If I'm understanding you correctly, then LK Skinner should solve your problem. You can get it on http://www.rray.de and http://www.leonardkoch.com On Oct 29, 2013 5:07 PM, Manny Papamanos manny.papama...@autodesk.com wrote: Don't know if you have the option but you can use Plotshape on the point

Help! Problems with referenced models Mixer.

2013-10-29 Thread Jack Kao
Help! We are running into this obscure problem in our production with Mixers in referenced models not updating. Even when we delete the Mixer altogether and save it out as a new scene, the Mixer would magically reappear upon reloading this newly saved scene. All of the settings in the referenced