Re: Blending displacement using raylength

2012-08-09 Thread Chris Marshall
Excellent!! Will take a look first thing tomorrow and amend the beer
order accordingly!
Thanks for you help on this, though I think the first time around I
was slightly scuppered by a dodgy model. Well that's my excuse

On Wednesday, 8 August 2012, Guillaume Laforge wrote:

 Please be aware that Service Beer Pack 1 is now available to all 
 drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

 Fixed Bug:
 Beer Issue 001: If you rotate your object, the displacement height goes with 
 the object.

 Guillaume

 On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com 
 wrote:

 OK apologies on this. If you rotate your object, the displacement
 height goes with the object. So if you rotate it 180, the bumpy area
 is now away from the camera! That's not what I was expecting.





Re: Blending displacement using raylength

2012-08-09 Thread Chris Marshall
Cool, so the only difference in the Advantage_Beer_Pack_SP1 is the
addition of the Vector Coordinate Converter which forces the Vector to
World Coordinates. I assume. Never used that before, but appears to
work great.

Thanks a lot!!

On 09/08/2012, Chris Marshall chrismarshal...@gmail.com wrote:
 Excellent!! Will take a look first thing tomorrow and amend the beer
 order accordingly!
 Thanks for you help on this, though I think the first time around I
 was slightly scuppered by a dodgy model. Well that's my excuse

 On Wednesday, 8 August 2012, Guillaume Laforge wrote:

 Please be aware that Service Beer Pack 1 is now available to all
 drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

 Fixed Bug:
 Beer Issue 001: If you rotate your object, the displacement height goes
 with the object.

 Guillaume

 On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall
 chrismarshal...@gmail.com wrote:

 OK apologies on this. If you rotate your object, the displacement
 height goes with the object. So if you rotate it 180, the bumpy area
 is now away from the camera! That's not what I was expecting.





-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk



Re: Particle collision behaves differently after particle count 4000

2012-08-09 Thread Chris Chia
Hi Eugen,
Are you on SI2013SP1?
I will check with the other version if needed...

Chris 

On 9 Aug, 2012, at 2:27 PM, Eugen Sares softim...@keyvis.at wrote:

 Hello Chris,
 tried a precision value of 1000. Still the spheres overlap.
 Also, thought that a slower trajectory might give the collision check a 
 better chance, and reduced gravity. Does not help.
 
 That burst effect was collision check suddenly working at a certain 
 particle count, but I could not reproduce it any more.
 - a bug most certainly, don't you think?
 
 Thanks!
 Best regards,
 Eugen
 
 Try tweaking the precision value if you strictly don't want any particles to 
 touch one another. A quick prove: something like 1000 should fix the 
 penetration problem; but of course resulting in an extreme slowdown in 
 performance.
 
 And no out burst at frames when running that simulation.
 
 Cheers.
 Chris
 
 On 8 Aug, 2012, at 12:38 AM, Eugen Sares softim...@keyvis.at wrote:
 
 Am 07.08.2012 17:27, schrieb Jeff McFall:
 I ran the sim all the way through and it looks correct here.  None of the 
 burst effect from the video.
 Thanks for answering, Jeff!
 Do the particles penetrate each other? They do here.
 
 in your video example it almost looks like the particle count suddenly 
 jumps
 
 Nope, the count is continuous.
 
 Strangely, after closing and opening the scene, the burst effect at frame 
 200 does not show up any more, meaning the particles overlap quite often.
 Weird...
 Precision is set to 60 in the Simulate node. Am I missing some other 
 parameter relevant for collision?
 
 Jeff
 
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
 Sent: Tuesday, August 07, 2012 9:44 AM
 To: softimage@listproc.autodesk.com
 Subject: Particle collision behaves differently after particle count  4000
 
 Hi,
 I've got a simple setup here with Simulate Bullet Rigid Bodies, where 
 I'm trying to fill a volume with small spherical particles (radius 0,1).
 Testing 2013SP1.
 As long as the particle count is below 4000 (for whatever reason), 
 particles tend to penetrate/clump.
 Suddenly at the frame where the count reaches 4000, all particles push 
 themselves out of their neighbours at once, then simulation continues 
 normally, with no penetrations.
 A bug? I didn't touch any simulation range settings.
 
 Video (possibly not converted yet):
 https://vimeo.com/47089050
 
 Scene:
 http://www.sendspace.com/file/c0xke5
 
 Thanks a lot!
 Eugen
 
 
 
 
 
 
 
 
attachment: winmail.dat

Re: Particle collision behaves differently after particle count 4000

2012-08-09 Thread Eugen Sares

Am 09.08.2012 10:46, schrieb Chris Chia:

Hi Eugen,
Are you on SI2013SP1?

Yes.

I will check with the other version if needed...

Chris

On 9 Aug, 2012, at 2:27 PM, Eugen Sares softim...@keyvis.at wrote:


Hello Chris,
tried a precision value of 1000. Still the spheres overlap.
Also, thought that a slower trajectory might give the collision check a better 
chance, and reduced gravity. Does not help.

That burst effect was collision check suddenly working at a certain particle 
count, but I could not reproduce it any more.
- a bug most certainly, don't you think?

Thanks!
Best regards,
Eugen


Try tweaking the precision value if you strictly don't want any particles to 
touch one another. A quick prove: something like 1000 should fix the 
penetration problem; but of course resulting in an extreme slowdown in 
performance.

And no out burst at frames when running that simulation.

Cheers.
Chris

On 8 Aug, 2012, at 12:38 AM, Eugen Sares softim...@keyvis.at wrote:


Am 07.08.2012 17:27, schrieb Jeff McFall:

I ran the sim all the way through and it looks correct here.  None of the burst 
effect from the video.

Thanks for answering, Jeff!
Do the particles penetrate each other? They do here.

in your video example it almost looks like the particle count suddenly jumps

Nope, the count is continuous.

Strangely, after closing and opening the scene, the burst effect at frame 200 
does not show up any more, meaning the particles overlap quite often.
Weird...
Precision is set to 60 in the Simulate node. Am I missing some other parameter 
relevant for collision?


Jeff


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Tuesday, August 07, 2012 9:44 AM
To: softimage@listproc.autodesk.com
Subject: Particle collision behaves differently after particle count  4000

Hi,
I've got a simple setup here with Simulate Bullet Rigid Bodies, where I'm 
trying to fill a volume with small spherical particles (radius 0,1).
Testing 2013SP1.
As long as the particle count is below 4000 (for whatever reason), particles 
tend to penetrate/clump.
Suddenly at the frame where the count reaches 4000, all particles push 
themselves out of their neighbours at once, then simulation continues normally, 
with no penetrations.
A bug? I didn't touch any simulation range settings.

Video (possibly not converted yet):
https://vimeo.com/47089050

Scene:
http://www.sendspace.com/file/c0xke5

Thanks a lot!
Eugen











Re: Blending displacement using raylength

2012-08-09 Thread Guillaume Laforge
Hi Tim,

Service Beer Packs are only for bugs fixing. So I won't be able to add any
feature.
However, if you can send me a pack of this
producthttp://www.mentalfloss.com/blogs/archives/130875, maybe
I will do an exception ;).

On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de wrote:

 Hi Guillaume,


 could you I ask you to add a Service beer pack 2 with
 controls to mask only the area visble in camera?

 E.g. everything else outside the camera愀 view isn愒 displaced.

 I惴 not sure how much of an optimization this is as it depends
 solely on how displacement is implemented in general in the renderer.

 Would setting adaptive displacement allow for reduced geometry tesselation?

 If the object is tesselated even in areas that have 0 height displacement
 the mesh愀 displacement geometry would still be huge and only the
 displacemengt
 height would be affected by the your network?

 It would be nice to know if it愀 possible/worth to mix between two shaders,
 one with displacement, one without...

 Intended uses:

 *large terrain
 *large ocean
 *close detail


 Cheers,


 tim





 On 08.08.2012 19:09, Guillaume Laforge wrote:

 Please be aware that Service Beer Pack 1 is now available to all
 drinkers: http://dl.dropbox.com/u/**5533643/**
 BlendingDisplacementUsingRayLe**ngth_Advantage_Beer_Pack_SP1.**scnhttp://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

 Fixed Bug:
 Beer Issue 001: If you rotate your object, the displacement height goes
 with the object.

 Guillaume

 On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall 
 chrismarshal...@gmail.com 
 mailto:chrismarshall3d@gmail.**comchrismarshal...@gmail.com
 wrote:

 OK apologies on this. If you rotate your object, the displacement
 height goes with the object. So if you rotate it 180, the bumpy area
 is now away from the camera! That's not what I was expecting.





Re: Blending displacement using raylength

2012-08-09 Thread Chris Marshall
I just knew Tim's feature request would come at a high price!


On 09/08/2012, Guillaume Laforge guillaume.laforge...@gmail.com wrote:
 Hi Tim,

 Service Beer Packs are only for bugs fixing. So I won't be able to add any
 feature.
 However, if you can send me a pack of this
 producthttp://www.mentalfloss.com/blogs/archives/130875, maybe
 I will do an exception ;).

 On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de wrote:

 Hi Guillaume,


 could you I ask you to add a Service beer pack 2 with
 controls to mask only the area visble in camera?

 E.g. everything else outside the camera愀 view isn愒 displaced.

 I惴 not sure how much of an optimization this is as it depends
 solely on how displacement is implemented in general in the renderer.

 Would setting adaptive displacement allow for reduced geometry
 tesselation?

 If the object is tesselated even in areas that have 0 height displacement
 the mesh愀 displacement geometry would still be huge and only the
 displacemengt
 height would be affected by the your network?

 It would be nice to know if it愀 possible/worth to mix between two
 shaders,
 one with displacement, one without...

 Intended uses:

 *large terrain
 *large ocean
 *close detail


 Cheers,


 tim





 On 08.08.2012 19:09, Guillaume Laforge wrote:

 Please be aware that Service Beer Pack 1 is now available to all
 drinkers: http://dl.dropbox.com/u/**5533643/**
 BlendingDisplacementUsingRayLe**ngth_Advantage_Beer_Pack_SP1.**scnhttp://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

 Fixed Bug:
 Beer Issue 001: If you rotate your object, the displacement height goes
 with the object.

 Guillaume

 On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall 
 chrismarshal...@gmail.com
 mailto:chrismarshall3d@gmail.**comchrismarshal...@gmail.com
 wrote:

 OK apologies on this. If you rotate your object, the displacement
 height goes with the object. So if you rotate it 180, the bumpy area
 is now away from the camera! That's not what I was expecting.







Re: Blending displacement using raylength

2012-08-09 Thread Tim Leydecker

You learned your business 101 quickly, Guillaume...

Supply and demand.

I´ll put a few stamp on the bottles and give the postal service folks a try:-)

Don´t hold your breath, thought. That´s a fragile chance.

I may have to make an upgrade to Canada myself first before I can pay you back
with a sixpack or two. Vancouver maybe.

There, see. Selfless. I´d even immigrate to pay you back :-)


Cheers,

tim



On 09.08.2012 14:11, Guillaume Laforge wrote:

Hi Tim,

Service Beer Packs are only for bugs fixing. So I won't be able to add any 
feature.
However, if you can send me a pack of this product 
http://www.mentalfloss.com/blogs/archives/130875, maybe I will do an 
exception ;).

On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi Guillaume,


could you I ask you to add a Service beer pack 2 with
controls to mask only the area visble in camera?

E.g. everything else outside the camera愀 view isn愒 displaced.

I惴 not sure how much of an optimization this is as it depends
solely on how displacement is implemented in general in the renderer.

Would setting adaptive displacement allow for reduced geometry tesselation?

If the object is tesselated even in areas that have 0 height displacement
the mesh愀 displacement geometry would still be huge and only the 
displacemengt
height would be affected by the your network?

It would be nice to know if it愀 possible/worth to mix between two shaders,
one with displacement, one without...

Intended uses:

*large terrain
*large ocean
*close detail


Cheers,


tim





On 08.08.2012 19:09, Guillaume Laforge wrote:

Please be aware that Service Beer Pack 1 is now available to all 
drinkers:

http://dl.dropbox.com/u/__5533643/__BlendingDisplacementUsingRayLe__ngth_Advantage_Beer_Pack_SP1.__scn

http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

Fixed Bug:
Beer Issue 001: If you rotate your object, the displacement height goes 
with the object.

Guillaume

On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com 
mailto:chrismarshal...@gmail.com mailto:chrismarshall3d@gmail.__com
mailto:chrismarshal...@gmail.com wrote:

 OK apologies on this. If you rotate your object, the displacement
 height goes with the object. So if you rotate it 180, the bumpy 
area
 is now away from the camera! That's not what I was expecting.





Re: Blending displacement using raylength

2012-08-09 Thread olivier jeannel

Maya turned you into an alchoolic...


Le 09/08/2012 14:11, Guillaume Laforge a écrit :

Hi Tim,

Service Beer Packs are only for bugs fixing. So I won't be able to add 
any feature.
However, if you can send me a pack of this product 
http://www.mentalfloss.com/blogs/archives/130875, maybe I will do an 
exception ;).


On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:


Hi Guillaume,


could you I ask you to add a Service beer pack 2 with
controls to mask only the area visble in camera?

E.g. everything else outside the camera愀 view isn愒 displaced.

I惴 not sure how much of an optimization this is as it depends
solely on how displacement is implemented in general in the renderer.

Would setting adaptive displacement allow for reduced geometry
tesselation?

If the object is tesselated even in areas that have 0 height
displacement
the mesh愀 displacement geometry would still be huge and only the
displacemengt
height would be affected by the your network?

It would be nice to know if it愀 possible/worth to mix between two
shaders,
one with displacement, one without...

Intended uses:

*large terrain
*large ocean
*close detail


Cheers,


tim





On 08.08.2012 19:09, Guillaume Laforge wrote:

Please be aware that Service Beer Pack 1 is now available to
all drinkers:

http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

Fixed Bug:
Beer Issue 001: If you rotate your object, the displacement
height goes with the object.

Guillaume

On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall
chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com
mailto:chrismarshal...@gmail.com
mailto:chrismarshal...@gmail.com wrote:

OK apologies on this. If you rotate your object, the
displacement
height goes with the object. So if you rotate it 180, the
bumpy area
is now away from the camera! That's not what I was expecting.







Re: ICE modelling - polygon area

2012-08-09 Thread Rob Chapman
must be getting close - keep getting this now

' ERROR : 2429 - Access to a custom ICE node index set failed. This can
occur when accessing an index set from the BeginEvaluate or EndEvaluate
callback.

all im trying to do is repeat in an array each selected polygons changes at
the point level. ie I want to uniformly scale the polygon around its centre
by a radius. whilst it is simple on a single Polygon,
http://xsisupport.com/2012/02/09/making-circles-on-the-surface-of-a-mesh/  this
is not so easy to get correct context when dealing with an array of
polygons where each one is to have an individual radius value.

and If I see another Context Mismatch:
Input context supported: Per Object or Polygon
output context supported: per Point

well I guess I will just sigh yet again -  this is sooo frustrating!


RE: ICE modelling - polygon area

2012-08-09 Thread Stephen Blair
I don’t know if this helps, but here’s something similar I was messing around 
with
http://xsisupport.com/2012/08/07/resizing-polygons-with-ice/


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: August-09-12 11:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE modelling - polygon area

must be getting close - keep getting this now

' ERROR : 2429 - Access to a custom ICE node index set failed. This can occur 
when accessing an index set from the BeginEvaluate or EndEvaluate callback.

all im trying to do is repeat in an array each selected polygons changes at the 
point level. ie I want to uniformly scale the polygon around its centre by a 
radius. whilst it is simple on a single Polygon, 
http://xsisupport.com/2012/02/09/making-circles-on-the-surface-of-a-mesh/  this 
is not so easy to get correct context when dealing with an array of polygons 
where each one is to have an individual radius value.

and If I see another Context Mismatch:
Input context supported: Per Object or Polygon
output context supported: per Point

well I guess I will just sigh yet again -  this is sooo frustrating!


attachment: winmail.dat

Re: Blending displacement using raylength

2012-08-09 Thread Guillaume Laforge
Fortunately I didn't wait for Maya to be an alcoholic!
But having working in production before definitely turned me as one :D.

On Thu, Aug 9, 2012 at 11:01 AM, olivier jeannel olivier.jean...@noos.frwrote:

  Maya turned you into an alchoolic...


 Le 09/08/2012 14:11, Guillaume Laforge a écrit :

 Hi Tim,

  Service Beer Packs are only for bugs fixing. So I won't be able to add
 any feature.
 However, if you can send me a pack of this 
 producthttp://www.mentalfloss.com/blogs/archives/130875, maybe
 I will do an exception ;).

 On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de wrote:

 Hi Guillaume,


 could you I ask you to add a Service beer pack 2 with
 controls to mask only the area visble in camera?

 E.g. everything else outside the camera愀 view isn愒 displaced.

 I惴 not sure how much of an optimization this is as it depends
 solely on how displacement is implemented in general in the renderer.

 Would setting adaptive displacement allow for reduced geometry
 tesselation?

 If the object is tesselated even in areas that have 0 height displacement
 the mesh愀 displacement geometry would still be huge and only the
 displacemengt
 height would be affected by the your network?

 It would be nice to know if it愀 possible/worth to mix between two shaders,
 one with displacement, one without...

 Intended uses:

 *large terrain
 *large ocean
 *close detail


 Cheers,


 tim





 On 08.08.2012 19:09, Guillaume Laforge wrote:

  Please be aware that Service Beer Pack 1 is now available to all
 drinkers:
 http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

 Fixed Bug:
 Beer Issue 001: If you rotate your object, the displacement height goes
 with the object.

 Guillaume

  On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall 
 chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote:

 OK apologies on this. If you rotate your object, the displacement
 height goes with the object. So if you rotate it 180, the bumpy area
 is now away from the camera! That's not what I was expecting.







Re: Blending displacement using raylength

2012-08-09 Thread olivier jeannel

Yes, but before you were hidding...

;)



Le 09/08/2012 17:31, Guillaume Laforge a écrit :

Fortunately I didn't wait for Maya to be an alcoholic!
But having working in production before definitely turned me as one :D.

On Thu, Aug 9, 2012 at 11:01 AM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


Maya turned you into an alchoolic...


Le 09/08/2012 14:11, Guillaume Laforge a écrit :

Hi Tim,

Service Beer Packs are only for bugs fixing. So I won't be able
to add any feature.
However, if you can send me a pack of this product
http://www.mentalfloss.com/blogs/archives/130875, maybe I will
do an exception ;).

On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de
mailto:bauero...@gmx.de wrote:

Hi Guillaume,


could you I ask you to add a Service beer pack 2 with
controls to mask only the area visble in camera?

E.g. everything else outside the camera愀 view isn愒 displaced.

I惴 not sure how much of an optimization this is as it depends
solely on how displacement is implemented in general in the
renderer.

Would setting adaptive displacement allow for reduced
geometry tesselation?

If the object is tesselated even in areas that have 0 height
displacement
the mesh愀 displacement geometry would still be huge and only
the displacemengt
height would be affected by the your network?

It would be nice to know if it愀 possible/worth to mix
between two shaders,
one with displacement, one without...

Intended uses:

*large terrain
*large ocean
*close detail


Cheers,


tim





On 08.08.2012 19:09, Guillaume Laforge wrote:

Please be aware that Service Beer Pack 1 is now available
to all drinkers:

http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

Fixed Bug:
Beer Issue 001: If you rotate your object, the
displacement height goes with the object.

Guillaume

On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall
chrismarshal...@gmail.com
mailto:chrismarshal...@gmail.com
mailto:chrismarshal...@gmail.com
mailto:chrismarshal...@gmail.com wrote:

OK apologies on this. If you rotate your object, the
displacement
height goes with the object. So if you rotate it 180,
the bumpy area
is now away from the camera! That's not what I was
expecting.










[JOBS] -- short deadline SOFTIMAGE project ramping up

2012-08-09 Thread Ed Manning
Hi everybody -

We have a beautiful but somewhat rushed project in-house at Spontaneous,
and are having trouble finding a couple of key people.

We need a really kick-ass modeler to create one principal human female
character, a texture artist (emphasis on artist, as this is a painterly,
NPR-look project), and a great rigger for the same character. A Mari expert
would be more than welcome too!

While I'm at it, any senior-level Softimage generalists, particularly those
with ICE and/or lighting expertise, would be good to hear from.

Interested people should contact Mariel Synan, our associate producer:
mar...@spon.com

thanks!


Re: Cad models resource..

2012-08-09 Thread Cristobal Infante
Hi Adam,

Whats the best way of getting them into xsi?



On 9 August 2012 17:55, Adam Seeley adam_see...@yahoo.com wrote:

 Hi Peeps,

 You may have seen it already but...

 http://grabcad.com/

 It's a mixed bunch, but lot's of nicely detailed cad/engineering type bits
 for use. Great for test renders etc.

 Adam.






Re: Cad models resource..

2012-08-09 Thread Len Krenzler

Nice!  Thanks for posting!


On 8/9/2012 10:55 AM, Adam Seeley wrote:

Hi Peeps,

You may have seen it already but...

http://grabcad.com/

It's a mixed bunch, but lot's of nicely detailed cad/engineering type 
bits for use. Great for test renders etc.


Adam.






--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

www.creativecontrol.ca - l...@creativecontrol.ca



Re: Cad models resource..

2012-08-09 Thread Len Krenzler
I've found that MoI (http://moi3d.com/) works great if you can get it as 
an IGES file.  Once you get it into MoI, it's meshing tools are top 
notch.  Export to SI is easy from there.


On 8/9/2012 11:12 AM, Cristobal Infante wrote:

Hi Adam,

Whats the best way of getting them into xsi?



On 9 August 2012 17:55, Adam Seeley adam_see...@yahoo.com 
mailto:adam_see...@yahoo.com wrote:


Hi Peeps,

You may have seen it already but...

http://grabcad.com/

It's a mixed bunch, but lot's of nicely detailed cad/engineering
type bits for use. Great for test renders etc.

Adam.







--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

www.creativecontrol.ca - l...@creativecontrol.ca



viewport navigation performance

2012-08-09 Thread Votch
It seems like every model I work on lately has ~10Million Triangles. I've
always thought XSI handled large poly counts well and have'nt put much
thought to it. That all changed yesterday after exporting one of our large
models over to Maya. The Maya viewport interaction is buttery smooth with a
very tactile response to viewport navigation. It feels connected like a
Lotus Elise on the bends in Big Sur. I can't believe it. For years XSI had
the upper hand with polycounts but it seems the tables have turned.

I had not realized just how slow it was. It's so bad ( and Maya is so good)
I suspect something must be wrong with my machine or it's not tuned for XSI
but alas I can't find a problem. I've tried a few drivers and fiddled with
the settings but nothing seems to help.

Anybody have any tips to improve XSI viewport performance? Or are we just
behind the performance curve.

Votch Levi


Re: script backup file?

2012-08-09 Thread Sam Cuttriss
good to know where to look, thanks.
im not seeing anything currently which is odd,
but hopefully it comes in handy when i need it.

_sam


getting object global transform from emit location?

2012-08-09 Thread Sam Cuttriss
a little thing that crops up all the time.
im trying to get the global transform matrix of an object via the emit
location of the particles?

i can get it by pluging it in obviously, but if i have a group or something
it would be nice to access what i guess would be termed location 
object.referenceframe


I dont seem to be able to get the objects position like this either:
location  kine.global.pos
location  polymsh.kine.global.pos

any ideas would be great.
_sam


RE: getting object global transform from emit location?

2012-08-09 Thread Grahame Fuller
Not completely automated, but...

Use an ICE tree to store the global transform matrix as a custom ICE tree on 
each object. Use a script to add the tree to each object in the group, and 
rerun the script if you add objects to the group.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sam Cuttriss
Sent: Thursday, August 09, 2012 02:45 PM
To: softimage
Subject: getting object global transform from emit location?

a little thing that crops up all the time.
im trying to get the global transform matrix of an object via the emit location 
of the particles?

i can get it by pluging it in obviously, but if i have a group or something it 
would be nice to access what i guess would be termed location  
object.referenceframe


I dont seem to be able to get the objects position like this either:
location  kine.global.pos
location  polymsh.kine.global.pos

any ideas would be great.
_sam



attachment: winmail.dat

Re: Siggraph - Softimage?

2012-08-09 Thread Stefan Andersson
Thanks!

regards
stefan


On Thu, Aug 9, 2012 at 10:03 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:
 Mark's blog and comments cover that
 http://area.autodesk.com/blogs/marks/siggraph-2012---calling-all-crowds

 On Thu, Aug 9, 2012 at 3:53 PM, Stefan Andersson sander...@gmail.com wrote:
 I saw that they released extensions for Maya and 3dsmax, but haven't
 heard anything about Softimage. Anyone knows if there is any news at
 all from the Softimage side?

 regards
 stefan


 --
 stefan andersson - digital janitor - http://sanders3d.wordpress.com



-- 
stefan andersson - digital janitor - http://sanders3d.wordpress.com


Re: Siggraph - Softimage?

2012-08-09 Thread Tim Leydecker

good info:

no sap this time, next major release(s across the board) to be expected in 
april 2014.

some well deserved kudos to chris and the new singapore team.

cheers,


tim

P.S: Personally, I´m no fan of sap benefits, it´s a marketing tool to enforce 
subscription imho.

Both Maya and Mudbox are a pita when it comes to working with random 2012 
versions
across different people´s/freelancer/shop machines.

And last but not least, if there´s bugs they should be fixed for everyone who 
bought the pack...



On 10.08.2012 00:36, Stefan Andersson wrote:

Thanks!

regards
stefan


On Thu, Aug 9, 2012 at 10:03 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:

Mark's blog and comments cover that
http://area.autodesk.com/blogs/marks/siggraph-2012---calling-all-crowds

On Thu, Aug 9, 2012 at 3:53 PM, Stefan Andersson sander...@gmail.com wrote:

I saw that they released extensions for Maya and 3dsmax, but haven't
heard anything about Softimage. Anyone knows if there is any news at
all from the Softimage side?

regards
stefan


--
stefan andersson - digital janitor - http://sanders3d.wordpress.com






Re: Siggraph - Softimage?

2012-08-09 Thread Ben Rogall

When he wrote 2014, I assumed he meant Softimage 2014, not year 2014.

On 8/9/2012 6:51 PM, Tim Leydecker wrote:

good info:

no sap this time, next major release(s across the board) to be 
expected in april 2014.


some well deserved kudos to chris and the new singapore team.

cheers,


tim

P.S: Personally, I´m no fan of sap benefits, it´s a marketing tool to 
enforce subscription imho.


Both Maya and Mudbox are a pita when it comes to working with random 
2012 versions

across different people´s/freelancer/shop machines.

And last but not least, if there´s bugs they should be fixed for 
everyone who bought the pack...




On 10.08.2012 00:36, Stefan Andersson wrote:

Thanks!

regards
stefan


On Thu, Aug 9, 2012 at 10:03 PM, Luc-Eric Rousseau 
luceri...@gmail.com wrote:

Mark's blog and comments cover that
http://area.autodesk.com/blogs/marks/siggraph-2012---calling-all-crowds

On Thu, Aug 9, 2012 at 3:53 PM, Stefan Andersson 
sander...@gmail.com wrote:

I saw that they released extensions for Maya and 3dsmax, but haven't
heard anything about Softimage. Anyone knows if there is any news at
all from the Softimage side?

regards
stefan


--
stefan andersson - digital janitor - http://sanders3d.wordpress.com








Re: Siggraph - Softimage?

2012-08-09 Thread Raffaele Fragapane
This is stuff that goes in cycles.
If you don't need crowds, a viewport API, various additions to ICE, the
fCurve editing additions and so on of course the last couple upgrades won't
be very convenient for you.

Personally, I have very little use for the VP2 stuff (beside the fact it
stuffed royally and irreparably quite a few things for some people over in
TVC), but I had been begging and crying for a viewport API for probably
close to 8 years now.

At some point Maya will go through a cycle of stuff you have no use for,
while in the other camp the things Soft had been lagging behind on will be
added, and the grass will yet again be greener on the other side.
IE: if you need a decently rendered fire without plugins, currently Maya is
more or less your only option, but if you need crowds OOTB then Soft is.

By all means, diversify if there's any point in another app for you, or get
a suite, but I wouldn't write off 2012 and 2013 in general (we planned or
did moves to both over here in example, and we don't up versions overnight
for no good reason in film).

Calling ICE situational though usually means you haven't bothered rather
than not having found it useful.
If there is ONE thing that improves my day to day work every single time it
gets extended that's ICE.
If you think it's something just for the occasional dust puff you're sorely
mistaken. I'm writing this with a graph in front of me that over a few days
went from a prototype to representing a sizable chunk of a rig that
featurePerDay is cheaper than anything I've done before, and an order of
magnitude faster than the equivalent expression-y/constrain-y alternative,
and I'm coming out of a two year span on a project where every single
deformation on very large and complex creatures would have been literally
impossible or prohibitively expensive without ICE, which was used as a
deformation tool, as a seamless bridge to our propietary system, and as a
pipeline crutch for reference geometry injection.

Be mindful of kneejerking yourself into something that will most likely
require months to years to barely be able to be back to the par your work
and cost sits at now.


On Fri, Aug 10, 2012 at 1:35 PM, Sam Bowling sbowl...@cox.net wrote:

 CrowdFX I'm finding it harder and harder to find a reason to upgrade
 this software. I love the program, but there's just nothing new being added
 other ice stuff and that is really situational in use. I really can't think
 of anything added in 2013 that I needed for day to day use. I thought maybe
 there would be a few useful goodies added in the SAP, but that's out for
 this year. I guess it's time I start looking in to Max or Maya since they
 still seem to be getting some useful development.




Re: Usergroup meeting?

2012-08-09 Thread Halim Negadi
I'm here till sunday.

H.

On Thu, Aug 9, 2012 at 9:49 AM, Bill Hinkson bill.hink...@gmail.com wrote:

 /Wave

 Trader Vic's was fun! Maybe I'll make it out to Siggraph next year.


 On Tue, Jul 31, 2012 at 8:14 PM, Matt Lind ml...@carbinestudios.comwrote:

 Most of the people who replied to my initial survey and requested Sunday
 have not RSVP'd.  Meanwhile I have a handful of people who want to attend
 but cannot make Sunday.

 Would another night be better?  If so, which?

 Matt


 PS - Dave, Trader Vic's is where we went for after-dinner drinks a number
 of years ago if you remember.  Same restaurant chain, different location.



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
 Sent: Tuesday, July 31, 2012 6:51 AM
 To: softimage@listproc.autodesk.com
 Subject: Usergroup meeting?

 Any Softimage usergroup meeting at Siggraph happening?

 I can't make the Sunday one with Matt Lind.

 Dave G




 --
 bill hinkson
 animator  designer
 http://billhinksondesign.com