Sounds good Rob, see you guys then.
On 7 January 2015 at 09:37, Leendert A. Hartog hirazib...@live.nl wrote:
Rob Chapman schreef op 7-1-2015 om 10:24:
ok thanks for that Leendert, but back on topic..
Oh, but don't go and assume my post was made out of pure sillyness. There
was some
Cool. Hope to see you there :)
On 07 January 2015 at 09:24 Rob Chapman tekano@gmail.com wrote:
ok thanks for that Leendert, but back on topic.. seems there are a few softies
who saw this and feel like going but are not as vocal, so can we get some
consensus on date/time/place ? I
Ok seeing as I ran my mouth, I suppose its fair to say here that
internet explored worked.
But I'm still pissed-off about the serial number :)
heheheh
G
On 07/01/2015 11:25, Rob Chapman wrote:
try another browser..?
On 7 January 2015 at 09:12, Andy Nicholas a...@andynicholas.com
I know this is the wrong place to post this, but trying to log a problem
on the Autodesk site is about as pleasant as hot wax hair removal.
Anyone know what to do if the activation process says my serial number
is wrong?
I copy and pasted it from my support page, and it was fine for the
Regarding the hard edges you could take the original model and disconnect those
edges so that they are now open. Import into 2014 and select border edges,
create cluster, and then weld points. Select the cluster and make those edges
hard. I think that should work if I am understanding the
For the ICE tree I would've thought you could just export it as a compound. It
gets stored as plain text XML so if there are any obvious incompatibilities you
can at least do a bit of detective work by diff'ing the export from both
packages to see what you need to alter in the XML.
A
On 7
Just leaked... AD Internal memo:
Our new bug reporting page has been a resounding success. It managed to cut
bug reports by 100%
On 7 Jan 2015, at 08:55, Gerbrand Nel nagv...@gmail.com wrote:
I know this is the wrong place to post this, but trying to log a problem on
the Autodesk site is
try another browser..?
On 7 January 2015 at 09:12, Andy Nicholas a...@andynicholas.com wrote:
Just leaked... AD Internal memo:
Our new bug reporting page has been a resounding success. It managed to
cut bug reports by 100%
On 7 Jan 2015, at 08:55, Gerbrand Nel nagv...@gmail.com wrote:
ok thanks for that Leendert, but back on topic.. seems there are a few
softies who saw this and feel like going but are not as vocal, so can we
get some consensus on date/time/place ? I would tentatively like to pencil
this Friday 6.45pm front of white horse outside drinking area 16 Newburgh
Rob Chapman schreef op 7-1-2015 om 10:24:
ok thanks for that Leendert, but back on topic..
Oh, but don't go and assume my post was made out of pure sillyness.
There was some hidden comment on the proceedings (although I can't
recall what it was).
Greetz
Leendert
--
Leendert A. Hartog
Exactly, let’s meet!
On 7 Jan 2015, at 09:24, Rob Chapman tekano@gmail.com wrote:
ok thanks for that Leendert, but back on topic.. seems there are a few
softies who saw this and feel like going but are not as vocal, so can we get
some consensus on date/time/place ? I would
bit of self promotion and fun use of the Blueprint in UE4 ( man I love this
system! )
Lately I've been developing a character customization for UE4 which right
now is in early stage ( also using the Species mesh as Test subject )
Main purpose would be to easily create NPC characters with a custom
I’m up for Friday, and I might be able to bring a ‘special guest’
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Dominguez
Sent: 07 January 2015 11:19
To: softimage@listproc.autodesk.com
Subject: Re: OT: Visiting London in
Sounds good, guys! :) See you Friday.
On Wed, Jan 7, 2015, 12:05 PM Graham Bell graham.b...@autodesk.com wrote:
I'm up for Friday, and I might be able to bring a 'special guest'
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
listproc.autodesk.com] On Behalf Of Jordi
Yeah, as long as you didn't use any brand new 2015 low level nodes
exporting it all as a compound should be fine to import into a prior
version.
On Wed, Jan 7, 2015, 9:08 AM Andy Nicholas a...@andynicholas.com wrote:
For the ICE tree I would've thought you could just export it as a
compound.
Hi there,
On a regular polymesh, I created an ice tree where I set some colors to
the point (Self.color)
I'd like now to copy that per point color to a per polygon color.
(Houdini equivalent to attribute promote from point to primitive)
I'd love to have a little exemple (screenshot) or
http://i.imgur.com/m0vD28x.jpg
On Wed, Jan 7, 2015 at 4:05 PM, olivier jeannel olivier.jean...@noos.fr
wrote:
I'm sorry, I don't get it.
How do I snap back on the vertices the averaged array ?
Le 07/01/2015 16:16, Stephen Blair a écrit :
this is about weight maps, but it's the same idea
this is about weight maps, but it's the same idea (point to poly)
http://xsisupport.com/2011/10/12/context-matters-weight-maps-and-polygons/
On Wed, Jan 7, 2015 at 9:40 AM, olivier jeannel olivier.jean...@noos.fr
wrote:
Hi there,
On a regular polymesh, I created an ice tree where I set some
I'm sorry, I don't get it.
How do I snap back on the vertices the averaged array ?
Le 07/01/2015 16:16, Stephen Blair a écrit :
this is about weight maps, but it's the same idea (point to poly)
http://xsisupport.com/2011/10/12/context-matters-weight-maps-and-polygons/
On Wed, Jan 7, 2015 at
The ice trees were easy in the end.
Open one soft2015, and one 2014.
copy and paste across.
rinse and repeat :)
Thanks for the input guys
G
On 07/01/2015 16:15, Alan Fregtman wrote:
Yeah, as long as you didn't use any brand new 2015 low level nodes
exporting it all as a compound should be
You either calculate your UV's per particle instance:
http://www.si-community.com/community/viewtopic.php?f=15t=257
Or you use a different method were you deform geometry instead of
instancing.
http://www.gustavoeb.com.br/mtools/documentation/#special-cases-16
Never heard of camera projection
Instances are perfect copies of the original objects, you can't have a
different projection on each. You can however, do something in the
shader so that each instance picks up a part of the texture at render time.
You can use the node Camera_Map in the render tree, but your moving
particles
Hi,
I'm trying to use textures on ICE particles, instanced objects possibly,
and I don't have anything particular in mind for the end result so wanted
to try camera projecting onto the particles. I can't get this to work as
it's applying the texture on each instance as a whole. But there's a
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