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
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
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
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
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
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
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
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.
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
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
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
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,
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!
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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! 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
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