Hi Paul how's it going? Tim from Glassworks Amsterdam here. No work here at the
moment but I'll keep you in mind when we are looking for freelancers. Just so
you know we are still using Soft for a bunch of work, but more recently we have
been doing work in Houdini. Maybe even Maya in the
to Houdini devs, because from what I heard they're super
helpful.
Artur
2017-11-02 13:51 GMT+01:00 Tim Bolland
<tim_boll...@hotmail.co.uk<mailto:tim_boll...@hotmail.co.uk>>:
Haha that's literally what I'm trying to. Well I'm trying to send it to another
object...
If you go into th
find a way to send the rx ry rz from the Chop LookAt to
the SRT of the Object, I'd be interested.
Frankly, I navigate into the doc and various threads , but I'm unable to solve
this. And I don't get why it is so convoluted.
2017-11-02 13:03 GMT+01:00 Tim Bolland
<tim_boll...@hotmail.co.
Your not alone, I'm currently doing some rigging and using constraints such as
look-at and I'm stumbling across a whole bunch of update/override issues.
CHOPs seem to be very sensitive to what flags you use, for example the look-at
doesn't set the export flag, which is why I think you don't
I have campaigned for the tree view to allow control over hierarchies and
exhibit other useful features similar to Soft. These would include manipulating
parent/child relationships, duplicating objects and deleting objects. I was
also asking for an option to see and edit parameters on the
romote
SOP, like summary, min, max and such. Plus a lot of modulo trickery of course.
Worked nicely for this case, while perhaps this won't be enough for something
more abstract, not relying on alive geometry, for example arrays for custom
skin deformer, or who knows what else.
good luck
I would agree with that if the final result out of Houdini was on par with what
Maya and other DCC's were delivering. The reality is some of the assets you can
make with Houdini, with very minimal scripting, can be far more complex and
superior than what you can make with other applications. In
Wow that's a lot of vultures... Me included [] . I've downloaded them but I'm
knee deep in a job at the moment so I have been unable to actually look at
them. I'm all for it and don't consider it spamming at all.
Thank you for the upload.
Tim
From:
I made an RFE in the past about this but it wasn't addressed in the upgrade.
I'm all for trying to use Houdini as a "traditional" modeler, but until they
resolve the problems with view port subdivision I just can't see how it's
possible.
Unless I'm missing something or some option in the
Voted! Thank you for putting the effort in. I'll try and help out where I can.
It would be nice to get some template HDAs to figure out the 'right' way to
make them (polymorphism/naming etc).
Cheers,
Tim
From: softimage-boun...@listproc.autodesk.com
I started translating some of the ICE compounds in VOPs, and by 'start', I made
3... But I plan to keep adding more. So far I have "get closest location",
"turbulize value by range", and "linear interperlate". For the stuff that's
basically maths you can go into the compounds and copy it one
Thank you Olivier!
From: softimage-boun...@listproc.autodesk.com
on behalf of Olivier Jeannel
Sent: 09 March 2017 13:39
To: softimage@listproc.autodesk.com
Subject: Houdini tutorial | Building
I would love to know this too, I find the whole per-point/detail workflow kind
of restricting. How is this actually working in ICE? Is everything being run
per-point, including the so called globals? And in fact we only get shown a
single value for feedback purposes?
Cheers,
Tim
I find the Discord chatroom a great place for information and general Houdini
info. You should be able to join with the below link.
https://discordapp.com/invite/b8U5Hdy
From: softimage-boun...@listproc.autodesk.com
on
make it easy to expand on. It should be a great
way to get familiar with VEX too.
Let me know if you have any questions.
A
On 02/03/2017 13:34, Tim Bolland wrote:
Thank you! Really cool :)
From:
softimage-boun...@listproc.autodesk.com<mailto
List.
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way
If it can help, here's a basic scene showing one common approach for making
strands: https://filebin.net/6ml27y3atb6qd7iq
On 2 March 2017 at 20:17, Tim Bolland
<tim_boll..
10. Next stop after that is to take a look at
the Resample SOP. Especially the "Treat Polygons As" parameter, as that'll let
you create interpolated shapes to your trails which is kind handy.
A
On 02/03/2017 12:58, Tim Bolland wrote:
That's a good point Andy, and in my mind thi
That's a good point Andy, and in my mind this would make the most sense! But
like you say maybe not the most supported.
Just to confirm how I'm thinking about this, a strand in Houdini is typically
made up of point positions, not points with arrays as attributes. You can
manually add an
nderengine you plan to use and
the look you are after you don't have to use the polywire at all, but can
render the curves directly.
Best
Tim
Am 02/03/17 um 12:05 schrieb Tim Bolland:
Hey guys, I'm after a little advice. I'm currently looking at building a some
nice fluffy clouds made up of stran
Hey guys, I'm after a little advice. I'm currently looking at building a some
nice fluffy clouds made up of strands and from what I can see there a load of
different ways to achieve something like this Houdini. Quite of few of the
results I've seen demonstrated online are achieved by creating a
gle.com
Posted 9/29/11 8:58 AM, 6 messages
From: softimage-boun...@listproc.autodesk.com
<softimage-boun...@listproc.autodesk.com> on behalf of Tim Bolland
<tim_boll...@hotmail.co.uk>
Sent: 01 March 2017 11:11:50
To: softimage@listproc.autod
Hi, I had a script that would compile a filepath and run a SaveSceneAs command
with that filepath correctly parsed. It used to be that the command in the
script would save with the correctly and the PPG used to generate the filepath
would close. Now however when I run the
now you have more choice in that you can have your speed gains
but still unlock and tweak if you wanted, or just throw it all away.
DAN
On Wed, Feb 22, 2017 at 4:00 PM, Tim Bolland
<tim_boll...@hotmail.co.uk<mailto:tim_boll...@hotmail.co.uk>> wrote:
I'm going to echo that sentime
it to be very straightforward. Houdini is very
rewarding to learn, hope you enjoy.
:-)
jb
cheers
On 3 February 2017 at 15:12, Tim Bolland
<tim_boll...@hotmail.co.uk<mailto:tim_boll...@hotmail.co.uk>> wrote:
Hey, I'm currently taking a good look at Houdini as an application moving
Hey Felix, I know what you mean and I still have some reservations about it as
a pure get-things-done-dirty moddler and scene assembler. Although I'm hoping I
just need to learn more to get comfortable with it.
However this video might help a bit wth selections and the scene model.
Hey, I'm currently taking a good look at Houdini as an application moving
forward and I'm wondering if anyone has or uses any custom scripts to mimic
some of the more used functions of Softimage. I'm thinking of things such as
"Match All Transforms" and "Move Center to Vertices". General
eople one there and SideFX employees also.
I haven't been massively involved there but it feels like the future for this
type of forum/discussion mashup if you ask me. You can chat directly with
other users on there also.
https://discordapp.com/channels/230123485668573184/231835631058157570
On Tu
Thanks guys :)
From: softimage-boun...@listproc.autodesk.com
on behalf of Rob Chapman
Sent: 10 January 2017 11:06
To: Official Softimage Users Mailing List.
What is the good Houdini mailing list to be on? Our company is part of the
service plan but I haven't got around to joining any lists yet. I must say
Houdini is looking like a pretty good option moving forward, if only they could
sort out the viewport interaction with regards to modelling.
A few of us here at Glassworks Amsterdam had a 4 day crash course in Maya to
see general workflows and get a sense for how the program works. After these 4
days we are now taking a serious look at Houdini as our main DCC, there is just
too much inconsistency in how Maya talks to itself as a
Thank you! Going to try and make it over for once.
Tim
From: Oliver Weingarten
Sent: Thursday, August 18, 2016 10:36 AM
To: softimage@listproc.autodesk.com
Subject: UeberTage|2016 in Siegen/Germany September 16th 2016 !Program online!
Hey there!
Visit us at UeberTage|2016 this year!
That's really cool! Thank you for the updates guys.
Tim
Date: Wed, 11 May 2016 23:29:45 +0200
Subject: Re: PLUG: Fabric 2.2 Released!
From: sebastien.sterl...@gmail.com
To: softimage@listproc.autodesk.com
"Python! Canvas has been converted to a Python app making it
straightforward to create
This has happened to me before once or twice. By any chance do you have Fabric
Engine installed? I don't know if there is any link, but I only remembered this
happening when I was playing around with Fabric. I'm running 2015 SP2.
Regards,
Tim
From: adrian.w...@fluid-pictures.com
To:
Great work guys! Jumping into this as we speak.
From: Eric Thivierge
Sent: Monday, February 29, 2016 6:35 PM
To: softimage@listproc.autodesk.com
Subject: Fabric Engine 2.1
Hey all,
There is a new Fabric Engine release 2.1 that is now out. You can check out
these 2 videos, one which is the
Hi, I'm little stumped with this behavior in ICE. I'm using a static version of
a mesh to pick up and store curve tangencies. I then use the reinterpret
location node to grab the stored vectors on an animated copy of the mesh. This
works as expected and I see the vectors have translated nicely.
]
[ http://www.chatterjee.de ]
[ https://vimeo.com/chatterjee ]
On Wed, Feb 3, 2016 at 2:10 PM, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:
Hi, I'm little stumped with this behavior in ICE. I'm using a static version
of a mesh to pick up and store curve tangencies. I then use the reint
e multiplying the re-interpreted vectors by
the global transformation matrix of the re-interpret target object. Or perhaps
just it's rotation matrix...
DAN
On Wed, Feb 3, 2016 at 4:40 PM, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:
Hi Martin, 2015 SP2. The node no longer crashes
ata(self.PointReferenceFrame) ---/
Cheers, -M
--
Martin Chatterjee
[ Freelance Technical Director ]
[ http://www.chatterjee.de ][ https://vimeo.com/chatterjee ]
On Wed, Feb 3, 2016 at 5:53 PM, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:
Hey Dan, all the animation is point c
Yes, thank you everyone to helped contribute to the education of us less
technical artists. ICE in particular has been a real eye opener.
On another note, is there a way to download / backup the list?
Cheers,
Tim
From: Bradley Gabe
Sent: Tuesday, February 02, 2016 4:23 PM
To:
Hi everyone, not strictly a Softimage topic but coming from a Softimage
companies point of view. I work for Glassworks Amsterdam and we are looking to
do a crowd/stadium job in Maya (specifically Maya + Miarmy ) and are looking
for an experienced generalist to help us work on it. Ideally they
Happy New Year!
From: Mirko Jankovic
Sent: Tuesday, January 05, 2016 1:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: Happy New Year list
Alive and well!
Happy New Year and wish you all many many more hours in Softimage!
On Tue, Jan 5, 2016 at 1:30 PM, Morten Bartholdy
Hi, I think I remember this being logged a few months a go. We seem to get a
slow down when playing back scenes in 2015. I'm unsure exactly what's happening
but I remember someone mentioning it could have been a memory leak. I am
correct in this assumption and has anything been followed up with
Hi Sorry for the double post, I have attached a scene which demonstrates the
effect. When we loop through the animation we occasionally get a stuttering
effect and a noticeable slowdown. It doesn't seem to be memory related, at
least the process manager states the ram is constant. Changing
noticeable slowdown
or increase in memory consumption...
What is happening on your machine?
Cheers, -M
--
Martin Chatterjee
[ Freelance Technical Director ]
[ http://www.chatterjee.de ][ https://vimeo.com/chatterjee ]
On Mon, Sep 22, 2014 at 3:51 PM, Tim Bolland tim_boll...@hotmail.co.uk
().Selection:stack =
list(item.ActivePrimitive.ConstructionHistory)if stack:# order
reversedsi().DeactivateAbove(stack[-1], False)
# python end
On Thu, Aug 7, 2014 at 12:25 PM, Tim Bolland tim_boll...@hotmail.co.uk wrote:
Hi, I checked this box originally, saved
HI, I opened a scene with geometry operators disabled in order to hide a bunch
of ICE trees at start up. I then saved it out and turned off the Disable
geometry operators on start up button, expecting the next time I open the
scene to have them re-enabled. However they are stuck on disable and
, Aug 7, 2014 at 12:06 PM, Tim Bolland tim_boll...@hotmail.co.uk wrote:
HI, I opened a scene with geometry operators disabled in order to hide a bunch
of ICE trees at start up. I then saved it out and turned off the Disable
geometry operators on start up button, expecting the next time I open
manipulation puzzle
From: alok.gandhi2...@gmail.com
To: softimage@listproc.autodesk.com
Hi Tim,
Not sure if this helps your case, but I posted a few complied array nodes on
the list in these threads:http://bit.ly/TpZH22
http://bit.ly/1qQe0v4
On Thu, Jun 26, 2014 at 3:36 PM, Tim Bolland tim_boll
Hi, I am making the jump from 2013.5 to 2015 and I noticed that there seems to
be a playback issue. Working with a pretty simple scene the frame rates aren't
great, and there is a noticeable stutter even when the frame rate is clamped.
Just doing a test, a comparison between 2015 and 2014 is
Thanks for the kind words guys, Rudiger will be doing a talk at FMX on the job,
so I'm sure after that there will be more stuff to show. In the mean time here
is a blog post talking briefly about using liquid nitrogen to film footage of
cold vapour.
Probably a long shot but you can't argue with the results.
http://rhythm.com/labs/
Nice looking website, really clean. Also loving the fact my student film
was showcased! Was a bit of a shock to see it on there, but I'm not
complaining ;p
Regards,
Tim
On 04/09/2013 14:18, Cristobal Infante wrote:
Hi All,
Would like to announce the launch of softimage.tv
Just a thought but have you looked at
the geometry approximation settings? Maybe there is a difference
there?
Tim
On 22/08/2013 13:55, Andreas Bystrom wrote:
looks like your surface has more of a curve to it
Here is one for the technical guys out there. I'm currently having a
play around with making a convex hull compound in ICE, and have been
looking at the great Alok Gandhi blog as a guide (
http://alokgandhi.com/blog/2011/04/17/convex-hull-maths-can-be-fun/ ).
How ever due to my lacking
and was
kind enough to provide its sourcecode as well:
http://frenchdog.wordpress.com/2012/01/05/happy-2012/
On Thu, Aug 8, 2013 at 10:57 AM, Tim Bolland
tim_boll...@hotmail.co.uk mailto:tim_boll...@hotmail.co.uk wrote:
Here is one for the technical guys out there. I'm currently having
Thank you Edy that is exactly what I mean.
Regards,
Tim
On 26/03/2013 02:57, Edy Susanto Lim wrote:
something like this Tim?
-edy
On Tue, Mar 26, 2013 at 2:49 AM, Tim Bolland
tim_boll...@hotmail.co.uk mailto:tim_boll...@hotmail.co.uk wrote:
Thanks Leonard I'll give it a go
Hi, I'm sure I'm missing something simple here, but I'm looking for a
way to rotate the UVW's of an object around a null with a fall off.
Using the rotate node in ICE I'm able to rotate the whole set around,
but I'm having trouble finding a way to shift the rotation vector to a
custom spot.
of custom center.
On Mar 25, 2013 10:19 AM, Tim Bolland tim_boll...@hotmail.co.uk
mailto:tim_boll...@hotmail.co.uk wrote:
Hi, I'm sure I'm missing something simple here, but I'm looking
for a way to rotate the UVW's of an object around a null with a
fall off.
Using the rotate node
I agree with the other comments, thank you very much! This is like gold-dust to
us ICE geeks (if you excuse the pun). Also great look dev by Tim Borgmaan too.
Great job everyone involved.
Regards,
Tim
On 7 Jan 2013, at 21:37, Andy Moorer wrote:
Looking at that scene now, this is nice work,
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