Re: Broken spine with new scene

2012-10-03 Thread Marco Peixoto
If you create the Tain inside a Model you can then export it and re-import
it into another model, everything works.. Haven t used the XSI Tail since
ages but that was the workflow

On Wed, Oct 3, 2012 at 12:50 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 The tail have a very particular problem, on each tail objects there is a
 hidden evolve op (the same that is on simulated ice trees), connected with
 the cache clip in the mixer. Moving the tail to a model doesn't move the
 mixer cache, so you have to copy and reconnect it by hand.
 Anyway, what do you mean by it's broken? It could be many things.

 Cheers
 A.





Re: Broken spine with new scene

2012-10-03 Thread Ahmidou Lyazidi
Hi Marco
I'm aware of the workflow, I was just pointing that the problem is very
differant than the spine. By the way the tail is not working with ref
models on scene reload...

2012/10/3 Marco Peixoto mpe...@gmail.com

 If you create the Tain inside a Model you can then export it and re-import
 it into another model, everything works.. Haven t used the XSI Tail since
 ages but that was the workflow


 On Wed, Oct 3, 2012 at 12:50 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 The tail have a very particular problem, on each tail objects there is a
 hidden evolve op (the same that is on simulated ice trees), connected with
 the cache clip in the mixer. Moving the tail to a model doesn't move the
 mixer cache, so you have to copy and reconnect it by hand.
 Anyway, what do you mean by it's broken? It could be many things.

 Cheers
 A.






-- 
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


Re: Merge Topo Array - getting the index

2012-10-03 Thread Julian Johnson

On 02/10/2012 23:38, Peter Agg wrote:

Hey list,

I'm trying to use ICE Modelling to combine a number of meshes so I can 
write a single deformer which acts on them all. I've got a group with 
all the meshes in so I can just plug that into the Merge Topo Array 
just fine. However I need to record the index of the object the 
verticies were created from so I can use it as an ID in the Random 
Value node. Anyone know of any way to doing this at the moment?



Keep thinking there must be a better way but here's a first go (if I 
understand correctly what you're doing):


http://www.exch.demon.co.uk/xsi/files/merge_topo.rar

(Some funky stuff when trying to use the Mesh_IDs and Switching Context 
in the tree on the deformed object so had to use a workaround).


Julian


Re: linear workflow

2012-10-03 Thread olivier jeannel

I keep coming back to the subject, sorry for the old bump
Not sure it was mentionned, as a reminder : another very nice tuts here 
by Rob Wuijster

http://www.rowu-media.nl/rwmblog/using-gamma-correction-in-softimage-version-7-0-or-higher



Le 02/05/2012 18:25, Olivier Jeannel a écrit :

Another super nice video to setup thi,gs within SI
http://vimeo.com/groups/ice/videos/28966508

Le 01/05/2012 22:26, Olivier Jeannel a écrit :

Re bumping this out :
A nice tut, but for Vray here. It's french, but with screen grab and  
a video about hdr :)

http://remimorisset.com/?p=557
http://remimorisset.com/?p=630

Le 03/01/2012 16:41, adrian wyer a écrit :


yes yes, that inevitable can of linear worms has been opened.

i've watched the videos, read the articles, meditated on the nature 
of colour. burnt offerings to the gods of bit depth and yet...


and yet, i STILL can't get an END TO END explanation of the whys and 
wherefores


so we flip some switches in the preferences, tell our textures to 
automagically be interpreted in the correct colour space and use 
physical sky/sun


setup so far so good

but;

do you apply the pass gamma into the image you write out? if not, 
does the erm, darkness of this image bother your compositors?


when you are compositing, whether in Nuke or After Effects, how do 
you interpret the footage?


there are other questions, i just wanted to drag this elephant in 
the room out into the list, and see which way it runs up the flagpole


a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com 
blocked::blocked::mailto:adrian.w...@fluid-pictures.com


www.fluid-pictures.com 
blocked::blocked::http://www.fluid-pictures.com/


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71









Re: Broken spine with new scene

2012-10-03 Thread Matt Lowery
When I say it's broken I mean that the compiled scripted operator that 
gets applied to the curve of the spine no longer works. So instead on 
the base of the curve staying attached to the hip bone, it simple moves 
around with the hip controller, basically disconnecting it from the 
hips. Like I said I've worked around the problem so it's not holding 
anything up.


I've sent it off to AD, and we'll see what comes of that.


On 03/10/2012 00:50, Ahmidou Lyazidi wrote:
The tail have a very particular problem, on each tail objects there is 
a hidden evolve op (the same that is on simulated ice trees), 
connected with the cache clip in the mixer. Moving the tail to a model 
doesn't move the mixer cache, so you have to copy and reconnect it by 
hand.

Anyway, what do you mean by it's broken? It could be many things.

Cheers
A.


2012/10/3 Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com


Don't use the pre-built rig stuff in the Character Menu.  Too many
dependencies on naming and other stupid workflows to be reliable
in large scale production.

We got bit pretty hard by the tail operator a number of years ago
finding out it could not be ported to other characters once built.
 I suspect other rig components are in the same boat.


Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Matt Lowery
Sent: Tuesday, October 02, 2012 2:15 AM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Broken spine with new scene

Hi all,

I've rigged up a character using very traditional XSI tools, no
plug-ins, and I've discovered a very strange problem. If I launch
xsi and import the model of my character he works as expected.
However if a do a FileNew_scene and then import the same model
file the spine on that imported model is broken. The spine in this
case literally being the spine of the character and created using
the SkeletonCreate Spine command in XSI. I have figured a work
around this but has anyone else experienced a similar problem? The
Rig was built in 2012 SAP but the problem is also present in 2013.

m@





--
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos





Re: linear workflow

2012-10-03 Thread olivier jeannel

Excellent, thank you !

Le 03/10/2012 14:36, Alok Gandhi a écrit :

Maybe have a look at this:

http://kobayashystips.blogspot.ca/2009/09/linear-workflow-in-softimage.html






Re: Merge Topo Array - getting the index

2012-10-03 Thread Julian Johnson

@ Ciaran,

That's very nice! Yes, my ICE Attributes are just scripted in

@ Vincent

I had just been looking at your earlier example this lunchtime:

https://groups.google.com/forum/#!msg/xsi_list/utMwDX74NSY/mbaghEem8VAJ

for summing vector lengths to see if it was usable here. It obviously 
was. Great stuff.


Re: Merge Topo Array - getting the index

2012-10-03 Thread Peter Agg
Cheers for the examples, looks like I was on the right kind of lines.
Eventually I ended up just being less lazy and applied the deformer to each
mesh individually. Whilst not quite as sophisticated it meant I actually
had more control anyway.

Still, a good one to know for the future.




On 3 October 2012 09:45, Julian Johnson jul...@exch.demon.co.uk wrote:

 @ Ciaran,

 That's very nice! Yes, my ICE Attributes are just scripted in

 @ Vincent

 I had just been looking at your earlier example this lunchtime:

 https://groups.google.com/**forum/#!msg/xsi_list/**
 utMwDX74NSY/mbaghEem8VAJhttps://groups.google.com/forum/#%21msg/xsi_list/utMwDX74NSY/mbaghEem8VAJ

 for summing vector lengths to see if it was usable here. It obviously was.
 Great stuff.



Re: animator/generalist

2012-10-03 Thread Cristobal Infante
Good luck Matt,

Will let you know if I hear of anything.

Best,
Cris


On 2 October 2012 15:44, Matt Morris matt...@gmail.com wrote:

 Hi list,

 hope nobody minds this short spam-like post, but with xsibase going down
 the options for job-hunting are diminishing...

 I'm moving back to London (well, maidenhead) shortly and am looking for
 freelance or full time softimage gigs as an animator/generalist.

 I've posted some of my more recent work here:  https://vimeo.com/mattmos

 And updated my Linkedin Page to show my full work history:
 http://www.linkedin.com/profile/view?id=1534813

 I can also work remotely, running an up to date licence at home, along
 with the usual bunch of awesome plugins from Exocortex and Mootzoid.

 Thanks for looking,
 Matt

 07980 260670

 --
 www.mattmos.com
 www.matinai.com



Re: Render channels not creating frames

2012-10-03 Thread olivier jeannel
Last time I had weird behavior with renderchannel or passes, it was 
because the materials were created from the Default Scene material (and 
renamed later on, of course ^^).


Le 03/10/2012 16:34, Eric Lampi a écrit :
I am trying to nail down the problem here. Our renders are creating 
all of the main channel frames but none of the additional channels, 
diffuse, reflect, refract, normal... All of the built in channels. 
There is no obvious pattern and it happens in scenes that have been 
created independently of each other on the same project. The other 
channels that are set are either randomly missing or the frames aren't 
created at all. In one case, it created the first frame's complete set 
of channels, but after that nothing.


So I am not sure if it's Soft, Royal Render or their general 
network/server setup that is causing the problem. That being said, I 
have worked at a number of studios that render channels through Royal 
with absolutely no problem, ever.


Thoughts?

Eric

--
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work





key panel increments

2012-10-03 Thread David Gallagher

  
  
Hi. When I drag in a keying panel value, it jumps a whole number at
a time. I thought there was a way to make this finer, but I can't
find anything that changes it.



Ideas?

Thanks,
Dave G


  



Re: key panel increments

2012-10-03 Thread Peter Agg
I'm pretty sure you can hold down shift for tenths or controls for tens.


On 3 October 2012 17:25, David Gallagher davegsoftimagel...@gmail.comwrote:

  Hi. When I drag in a keying panel value, it jumps a whole number at a
 time. I thought there was a way to make this finer, but I can't find
 anything that changes it.



 Ideas?

 Thanks,
 Dave G



dfbajeee.png

Re: key panel increments

2012-10-03 Thread David Gallagher

  
  

  Ok, not sure how I missed that. But I'm looking if there is a way
  to get it finer, if possible.
  
  But that helps, thanks!
  Dave G
  
  On 10/3/2012 5:29 PM, Peter Agg wrote:

I'm pretty sure you can hold down shift for tenths or
  controls for tens.
  
  
  On 3 October 2012 17:25, David Gallagher
davegsoftimagel...@gmail.com
wrote:

   Hi. When I drag in a
keying panel value, it jumps a whole number at a time. I
thought there was a way to make this finer, but I can't find
anything that changes it.



Ideas?

Thanks,
Dave G


  

  
  


  



RE: key panel increments

2012-10-03 Thread Grahame Fuller
Ctrl+Shift for hundredths.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: Wednesday, October 03, 2012 05:39 PM
To: softimage@listproc.autodesk.com
Subject: Re: key panel increments


Ok, not sure how I missed that. But I'm looking if there is a way to get it 
finer, if possible.

But that helps, thanks!
Dave G

On 10/3/2012 5:29 PM, Peter Agg wrote:
I'm pretty sure you can hold down shift for tenths or controls for tens.

On 3 October 2012 17:25, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:
Hi. When I drag in a keying panel value, it jumps a whole number at a time. I 
thought there was a way to make this finer, but I can't find anything that 
changes it.

[cid:image001.jpg@01CDA193.05249380]

Ideas?

Thanks,
Dave G



attachment: winmail.dat

Re: key panel increments

2012-10-03 Thread David Gallagher

Aha! Makes perfect sense. Thanks Grahame!
Dave

On 10/3/2012 6:15 PM, Grahame Fuller wrote:

Ctrl+Shift for hundredths.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: Wednesday, October 03, 2012 05:39 PM
To: softimage@listproc.autodesk.com
Subject: Re: key panel increments


Ok, not sure how I missed that. But I'm looking if there is a way to get it 
finer, if possible.

But that helps, thanks!
Dave G

On 10/3/2012 5:29 PM, Peter Agg wrote:
I'm pretty sure you can hold down shift for tenths or controls for tens.

On 3 October 2012 17:25, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:
Hi. When I drag in a keying panel value, it jumps a whole number at a time. I 
thought there was a way to make this finer, but I can't find anything that 
changes it.

[cid:image001.jpg@01CDA193.05249380]

Ideas?

Thanks,
Dave G