For something like 'path' shelf setup, I think the best place to ask is Houdini
forum, maybe there is someone from SideFX team able to say about reasons for
such setup. Don't believe a lot of Houdini users use this thing.It is setup, by
structure (not by functionality) similar to Maya shelf
If you mean Softimage COG transform mode for single object, that's not entirely
possible in Maya. You can use MMB to move selected object (without having
visible manipulator), once Move Tool is active. Shift + MMB is constraint to
certain XYZ axis. It's possible to have a center of rotation
Well, by looking at Maya default hotkeys, these typical MMB+ctrl+ hold+
something, I'd say this must be done for someone with eight or more tentacles
:)Generally, I think this analogy has sense - certain extraterrestrial solution
must be great for crew of Borg cube, but... not really for
Pooby,
is there something specific you want to know.By my calculations, consolidation
is going to happen between 2025 and 2007 (2007 because sometimes it's going
backward :) ), we are somewhere in middle...From my small experience, VEX is a
way to go, node or code whatever you like. So for rule
Shape editor in Maya 2017 has a Bay Raitt style shape fixers. Some comments are
About epiphany :) expected after few months or so, well, still nothing here :),
after four years and more than thousand of hours in front of H.
I'd say, H is really special case, where usual story about adaptation to
another DCC doesn't work.
First of all, this app is already 'adapted' to all
Yeah that one could be used as introduction of Autodesk Fusion 360 advertising,
or some else CAD app - ''ok now stop with that small Houdini joke, let's see
what procedural, powerful NURBS modeler can do, brought to you by Autodesk''.
That is, mentioned AD app has usable, easy to use
About that 'node vs code', I think Matt Estela already gave answer, that with
noises ''definitely worth using vops as a sketch pad for this kind of thing''.
Story is, that building a custom deformation as somehow typical ICE task, also
fits into "using as sketch pad'', where the core of job is
Copy-paste of selected nodes, makes a copy of everything connected to selected
nodes, including hidden connections to layers, Node Editor bookmarks, so on.
''Safe way'' could be saving a copy of scene, deleting everything else
(including layers and such), copying back to original scene.
It always been like that. I think my first responsibility in 3d world could be
described as ''hypershade boy'' :), it was a Maya class where I had to start
earlier, to launch Mayas and Hypershade windows, so other students would be
able to use them before end of class (or something like that).
It highlights the particular joint weights by selecting in list of Paint
Weights Tool ToolSettings - equivalent of selecting in list of SI Weight Paint
Panel - that's what I've used in SI, too, method suggested by Stefan.
Otherwise, Ng skin tools has a number of SI like options, like smoothing
Could be something with selection priority, considering that you mentioned the
rig in scene. If there is joint somewhere, it will shows its priority somehow
in that way. However I wouldn't suggest you to play with preferences related to
selection priority, as one particular option could create
A bit direct question, anyway:Let's say I'm using older MR version. So, with
'knowledge of raytracing algorithms' , of course without obvious errors like
well known 'Barnyard instancing case' :) would I be able to get mentioned 20x
for global illumination and related, like in last version? If
Houdini Mantra has a nice capabilities here, from different sampling methods
for volume and hard surfaces, to full GI. Has zero problems with overlapping
volumes of different types, as you wish...From: Saeed Kalhor
To: Official Softimage Users Mailing List.
Actually there is match transform functionality in latest Mayas. However it's
still not possible to use just one toolbar for everything possible by SI main
command panel, or this plugin. For editing multiple parameters at once, one has
to switch to Channel Box, while Channel Box does not
Well if you're insisting, Houdini seems to follow Maya style pivoting, where
pivot is just a position in parent space, so it can't be rotated. There are
three parameters to control the pivot in Maya and H, not nine like in SI. Now,
in Maya, if someone wants to override that behavior, usually
moo...@gmail.com>
To: Anto Matkovic <a...@matkovic.com>; Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0
no one of them is able to serve as general
purpose toolbar. That said, "Maya is good for animation", that works because,
as long, people won't be using any of them (AE, channel box) when animating.
From: Anto Matkovic <a...@matkovic.com>
To: Official Softimage Users Mail
That would be great. Last time I created a rig in Houdini, somehow it was
faster and easier to create Houdini style rig in Softimage, first, then the to
re-assemble it in H, step by step. However, evaluation was unacceptable slow,
whatever I tried, so I don't see any future when it comes to
And, yeah, what I've suggested in previous post, it works if curve and cross
section are not parented under anything. In case of some component parented to
something, most likely there's new set of rules - or maybe not, I really don't
have willing power to investigate.
From: Morten
Basically, it's 'component pivot', 'use profile normal' 'fixed path' and 'tube'
as extrude type. Difference against all normal 3d apps is, that Maya considers
SRT of cross-section too, and there is option to have a custom pivot of cross
section... and to make things even more complicated, it
Actually, 'regular' stuff could complain sometimes, here it happens with
missing shader parameters, not existing in new version. In H 15 I had to fix
the rig I made in H 14, because Blend object worked differently. Also custom
rig controls appeared randomly, I believe they limited number of
From: Olivier Jeannel <facialdel...@gmail.com>
To: Anto Matkovic <a...@matkovic.com>; Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwICaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_
Yeah next time I should read a bit more than two first sentences
From: Olivier Jeannel <facialdel...@gmail.com>
To: Anto Matkovic <a...@matkovic.com>; Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23
I know you know for instances, if it's about closer equivalent to ICE. ICE use
instances, not ''real" copies. Expression to spread multiple objects by Houdini
instancer, I think it was (in times of H 14) something like../../instobj`$myid`
where instance candidates are named instobj1, instobj2
connect is simply
not enough to get things to work.Transformations are different story, connect
here works immediately, making possible to build really nice and complex
interactions.
From: Jason S <jasonsta...@gmail.com>
To: Anto Matkovic <a...@matkovic.com>; Official Sof
odesk.com>
Sent: Friday, September 15, 2017 5:05 PM
Subject: Re: Maya - what were they thinking 2 - transforms
On 09/15/17 5:15, Anto Matkovic wrote:
There's neutral pose in SI. However, that ''hidden parenting'' could be a
risky business, too.
I'm sure sometimes access to some und
There's neutral pose in SI. However, that ''hidden parenting'' could be a risky
business, too. For example, XSI built in biped rig creator has a nasty habit to
''zero out'' the rotation of COG (hips) controller. So, by moving and keying
that controller horizontally, in Animation Editor there's
While it won't help with global-local switching - just in case you don't know
already when it comes to 'motion path' thing - there's relative new feature
called "editable motion trail", basically is function curve in 3d viewport,
imho it's nice feature, worth to try.
From: Morten
> > Steve
> > >
> > > On Tue, Aug 8, 2017 at 9:45 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> > > wrote:
> > >
> > > > Thanks for clarifying Anto - I sort of suspected that much :/
> > > >
> > > > MB
> > >
There is no weight map property usable for everything in Maya, neither in Max.
Weight map for modulating the deformer, like blend shape, is tied to deformer,
perhaps even stored with deformer node. For Hypershade and rendering, you can
use vertex colors and vertex color painter, if your
Well this seems to be fixed in Update 4, released few days ago. Yesterday I had
unbelievable experience :) in one year of Maya: modeling session without
problems, around five hours long Sounds like a story for grand-kids,
hehe
From: Anto Matkovic <a...@matkovic.
Outside of VOP, Attribute Promote SOP could give you first point number in
primitive, something like promote point number from point to primitive with
minimum as option. Knowing that, you use some subtract, add, whatever in VOP,
later. Attribute Promote SOP seems to be a way faster than these
:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]On Behalf Of Anto Matkovic
Sent: Tuesday, June 06, 2017 5:34 AM
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<softimage@listproc.autodesk.com>
Subject: Re
Well it's not that serious, I'd say it's more something between lobotomy and
permanent headache. Depends on level of immunity of user...Now seriously, it's
not bad at all when it comes to some traditional tasks like rigging and
animation. Despite the horrible ergonomics of Node Editor (unit
I think Relationship Editor is only way through UI. Action in Relationship
Editor creates UV Chooser node, which then allows to choose something else than
first member of array of UV Sets, so theoretically it's possible to invoke this
by some script, and un-hide the node in Hypergraph (it's
After playing a bit, got a memory leak here on win 7 sp 1, through entire
Houdini session. As far as I know, not unusual with scenes from older versions
in H, or custom nodes (or exactly, original VDB nodes). So, perhaps is good
idea to link directly to newer examples from openvdb.org, they are
You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or else,
"workingUnitTimeDefault" is able to set default, too. Can't say anything about
possible consequences :)
From: Eugene Flormata
To: Official Softimage Users Mailing List.
As far as I know, it takes keyable and animated channels. You could use Channel
Control window to set what is keyable, or just displayed in Channel Box.Or, you
could make a certain channel keyable, locked, nonkeyable or else, directly in
Chanell Box. Tip: Maya Channel Box works with multiple
Hello,
Thanks for linking. Actually I was able to keep the amount of loops, similar to
ICE variance, all that in SOP network or 'modeling stack', by swapping
attributes between primitive and points, using options from Attribute Promote
SOP, like summary, min, max and such. Plus a lot of modulo
how Houdini works instead,
everything will eventually start to make sense :)
On 3 March 2016 at 05:43, Anto Matkovic <a...@matkovic.com> wrote:
Nope. I think the only way to create an array directly in VOP, is pcfind
(pcopen that returns array), or array version of point neighbors. Or, to
Nope. I think the only way to create an array directly in VOP, is pcfind
(pcopen that returns array), or array version of point neighbors. Or, to stack
the 'append' node several times :). There are examples how to loop over arrays
of indices, later in network,
According to pictures from this link
http://blog.mentalray.com/2014/11/06/xgen-hair-and-custom-shaders/, more or
less the same as Muh Hair or pHairTK. That is, single scatter Marschner
model.Perhaps one of the best short explanations, what it trying to do, belongs
to docs of Muh Hair.
of the box. Red Shift too,
if I understood correctly. So entire Renderman mystification became fairly
irrelevant, today.
From: Rob Chapman tekano@gmail.com
To: Anto Matkovic a...@matkovic.com; softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
Sent: Sunday, December 7, 2014 6
Custom Rman shaders available around, they are only 'core' part. Even you can
apply them as 3dl property, you can't get proper point-based GI in most cases,
especially not path traced GI, MIS an so on.Custom color mapping, coming from
SI, won't work too, of course.All of free Marschner Rman
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