Particle clumping technique

2013-01-07 Thread Tim
Hey guys, I'm looking for a way to emit a bunch of particles in clumps, 
that over time break apart. Hopefully giving the impression of dirt 
turning to a fine dust.


I'm imagining something like having a clump of 8 breaking into 2 sets of 
4, then a few frames later having this turn into 4 sets of 2 and finally 
8 individual particles.


I'm thinking of maybe using a clone point / add point as the base, and 
finding a way of controlling the bunching from there. Although I'm keen 
to hear if anyone has tried this and has any ideas.


Regards,

Tim


Re: Particle clumping technique

2013-01-07 Thread Tim
Thanks Ben, It might be an idea for some of the Hero ones, but I think 
ultimately there are going to be 10,000's emitted over a period of time. 
It's worth keeping in mind though.


Tim

On 07/01/2013 10:51, Ben Beckett wrote:

Hi Tim

Just wondering

Have you tried empolygonizer it work based of nulls. You could get 8 
nulls and animate the appart and use this plugin to mesh.


Check out http://vimeo.com/9598332

Hope this helps even thought it a different way

Ben
elasticmonkeys.com http://elasticmonkeys.com

On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk 
mailto:tim_boll...@hotmail.co.uk wrote:


2 sets of 4






Re: Particle clumping technique

2013-01-07 Thread Rob Chapman
Happy New Year!

10,000's then you will have to be careful with the clone points!. I
think a good scene to look at for this as an example WIP is the sample
scene that comes with SI - 'particle spell cast'. it has a setup
already made for cloning particles coming off the main points as well
as secondary friction / animation forces for these, might be a good
place to start for a basic setup.

best

Rob

On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:
 Thanks Ben, It might be an idea for some of the Hero ones, but I think
 ultimately there are going to be 10,000's emitted over a period of time.
 It's worth keeping in mind though.

 Tim


 On 07/01/2013 10:51, Ben Beckett wrote:

 Hi Tim

 Just wondering

 Have you tried empolygonizer it work based of nulls. You could get 8 nulls
 and animate the appart and use this plugin to mesh.

 Check out http://vimeo.com/9598332

 Hope this helps even thought it a different way

 Ben
 elasticmonkeys.com

 On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:

 2 sets of 4





Re: Particle clumping technique

2013-01-07 Thread Tim
Cheers Rob, just looking through the scene. The Spawn on trigger seems 
like an interesting approach. At some random time my one particle spawns 
two new ones with a slightly offset direction and with half the size of 
parent particle. After a certain amount of time this process repeats.


Sounds like it should do the trick.

Regards,

Tim


On 07/01/2013 11:11, Rob Chapman wrote:

Happy New Year!

10,000's then you will have to be careful with the clone points!. I
think a good scene to look at for this as an example WIP is the sample
scene that comes with SI - 'particle spell cast'. it has a setup
already made for cloning particles coming off the main points as well
as secondary friction / animation forces for these, might be a good
place to start for a basic setup.

best

Rob

On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:

Thanks Ben, It might be an idea for some of the Hero ones, but I think
ultimately there are going to be 10,000's emitted over a period of time.
It's worth keeping in mind though.

Tim


On 07/01/2013 10:51, Ben Beckett wrote:

Hi Tim

Just wondering

Have you tried empolygonizer it work based of nulls. You could get 8 nulls
and animate the appart and use this plugin to mesh.

Check out http://vimeo.com/9598332

Hope this helps even thought it a different way

Ben
elasticmonkeys.com

On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:

2 sets of 4









Re: Particle clumping technique

2013-01-07 Thread Tim

That's exactly what I had in mind Vladimir! Thank you!

Regards,

Tim

On 07/01/2013 12:04, Vladimir Jankijevic wrote:

Seems the message didn't get through! Here it is again:

Here is a bare bone scene I just built to give you a starting point. 
It basically assigns a groupID to the clumps and drives a partID 
attribute on the particles based on some criteria. You can then do 
whatever you want with that partID. Drive changes in direction and so 
on. Just take a look


Hope it helps
Vladimir



On Mon, Jan 7, 2013 at 11:34 AM, Tim tim_boll...@hotmail.co.uk 
mailto:tim_boll...@hotmail.co.uk wrote:


Cheers Rob, just looking through the scene. The Spawn on trigger
seems like an interesting approach. At some random time my one
particle spawns two new ones with a slightly offset direction and
with half the size of parent particle. After a certain amount of
time this process repeats.

Sounds like it should do the trick.

Regards,

Tim



On 07/01/2013 11:11, Rob Chapman wrote:

Happy New Year!

10,000's then you will have to be careful with the clone
points!. I
think a good scene to look at for this as an example WIP is
the sample
scene that comes with SI - 'particle spell cast'. it has a setup
already made for cloning particles coming off the main points
as well
as secondary friction / animation forces for these, might be a
good
place to start for a basic setup.

best

Rob

On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk
mailto:tim_boll...@hotmail.co.uk wrote:

Thanks Ben, It might be an idea for some of the Hero ones,
but I think
ultimately there are going to be 10,000's emitted over a
period of time.
It's worth keeping in mind though.

Tim


On 07/01/2013 10:51, Ben Beckett wrote:

Hi Tim

Just wondering

Have you tried empolygonizer it work based of nulls. You
could get 8 nulls
and animate the appart and use this plugin to mesh.

Check out http://vimeo.com/9598332

Hope this helps even thought it a different way

Ben
elasticmonkeys.com http://elasticmonkeys.com

On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk
mailto:tim_boll...@hotmail.co.uk wrote:

2 sets of 4








--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch http://www.elefantstudios.ch
---




RE: Area ate my message ( and spit it out again :)

2013-01-07 Thread Brent McPherson
FxPerson,

You have a tendency to write in partial sentences, use strange punctuation and 
use multiple font sizes in your emails. This makes it hard to understand the 
points you are trying to make.

Writing is hard. I will often rewrite a single email or posting multiple times 
until it feels right. I think it was Luc-Eric who once told me it can take him 
1/2 hour to craft a single reply to this list and I am in the same ballpark.

I don't really have any advice other than to keep re-reading and refining your 
message until it is as clear as you can make it.

Also, never write when you are upset or emotionally charged. In those 
situations I will often compose my reply but then sit on it for a few hours or 
maybe even a day and then go back a rewrite it when I have calmed down.

Treat others with respect and try not to assume intent before you know all the 
facts. A better reply to the held for moderation message would have been to 
just state what happened and ask what it means.

Finally, posting under my real name helps because if I fuck up and say the 
wrong thing it reflects on me personally. Making mistakes and learning the hard 
way can be a very good thing IMHO. ;-)

Cheers!
--
Brent


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person
Sent: 06 January 2013 13:40
To: softimage@listproc.autodesk.com
Subject: Re: Area ate my message ( and spit it out again :)


@Raffaele  Stefan

Actually the Line Breaks are manual (not left to the automatic line breaks of 
the page width)
which normally should be easier to read,
but the Area fixed page width ended-up slightly shorter than measured,
resulting in sporadic extra line breaks with 1 or 2 words on the extra lines..

Would have fixed-it if there was an Edit button, but there was not.

But   **Could not** read / understand it  ?   (hum..)


@Andy
Not sure about the distress..  strong feelings perhaps..

as for your previous post..

Yep.. aah! sales..

But what makes me somewhat hopeful,
particularly for when MayaFX would come out, in respects to what would be left 
of ICE marketing,
(ICE Marketing being whats left of SI Marketing)

.. from what I can tell, the industry seems to be moving towards the 
smaller-shop market,
and that includes Autodesk..

Smaller-shops/indy freelancers being exactly where SI can shine (or outperform) 
most,
and where AD would have a few  very good contenders there (Modo.. C4D..)
(unless they would acquire them all .. gna-hahaha!)
and where Maya may feel a bit overbloated.

Otherwise, if they only knew how much (Godforsaken) sales they may be about to 
miss-out on.

Depending on how things turn out, I'm personally keeping an eye on Modo 
(workflow/philosophy-wise )
while having witnessed an increasing amount of actual job posts mentioning it.

(and while surely also keeping-on using SI at home,
as I would Photoshop if it got aquired by Corel  replaced with Corel Paint)

Also please don't apologize!  I personally found your long post to be rather 
short! :)



From: Andy Moorer andymoo...@gmail.com

I was the same, I saw it as indicative of a degree of distress and strong 
conflicting feelings on the matter. (Shrugs) I can accept that, I've vented on 
this board myself (probably to the annoyance of the rest of you, heh, 
apologies.)

In a sense, I'm glad Softimage is a tool which can arouse this degree of 
emotion, I think it's an amazing tool and am glad others also feel as strongly. 
But I hope nobody will stress themselves out too much. :)


On Jan 6, 2013, at 1:13 AM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:

 If I have to be honest, I couldn't puzzle out, or read the entirety of, the 
 post due to the layout/typography being so... messy?

 I don't even get what is a quote, a self-quote, a statement, or anything else.
 I might be alone in this, but I really couldn't get through the lot, and not 
 for lack of trying.


attachment: winmail.dat

Re: Particle clumping technique

2013-01-07 Thread Sebastian Kowalski
I've build something like that for the catrice spot last year 
(http://www.sekow.com/catrice_color), its a complicated tree. i could share an 
.emdl if you interested. just give me a sec to dig that one out.
sebastian

Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:

 Happy New Year!
 
 10,000's then you will have to be careful with the clone points!. I
 think a good scene to look at for this as an example WIP is the sample
 scene that comes with SI - 'particle spell cast'. it has a setup
 already made for cloning particles coming off the main points as well
 as secondary friction / animation forces for these, might be a good
 place to start for a basic setup.
 
 best
 
 Rob
 
 On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:
 Thanks Ben, It might be an idea for some of the Hero ones, but I think
 ultimately there are going to be 10,000's emitted over a period of time.
 It's worth keeping in mind though.
 
 Tim
 
 
 On 07/01/2013 10:51, Ben Beckett wrote:
 
 Hi Tim
 
 Just wondering
 
 Have you tried empolygonizer it work based of nulls. You could get 8 nulls
 and animate the appart and use this plugin to mesh.
 
 Check out http://vimeo.com/9598332
 
 Hope this helps even thought it a different way
 
 Ben
 elasticmonkeys.com
 
 On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:
 
 2 sets of 4
 
 
 




Re: Sales question

2013-01-07 Thread Matt Morris
Well it does look like there's a purchasing option on the autodesk website
now, but it seems to be more expensive than buying through my reseller!



On 7 January 2013 13:18, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 Is there any way to buy Softimage directly from Autodesk?

 It's renewal time again and I really think it's dumb I've got to buy my
 products from a deal I've never talked to, never met, and who does
 absolutely nothing for me.

 Thanks,

 Paul




-- 
www.matinai.com


RE: Sales question

2013-01-07 Thread Graham Bell
You can purchase Autodesk software from the Autodesk eStore: 
http://store.autodesk.com/store/adskus/Content/pbPage.StoreSelector/ccRef.en_US
You can buy new seats and/or upgrade, but not sure you can purchase just 
Subscription via this store.

G



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: 07 January 2013 13:18
To: softimage@listproc.autodesk.com
Subject: Sales question

Is there any way to buy Softimage directly from Autodesk?

It's renewal time again and I really think it's dumb I've got to buy my 
products from a deal I've never talked to, never met, and who does absolutely 
nothing for me.

Thanks,

Paul

attachment: winmail.dat

RE: Particle clumping technique

2013-01-07 Thread Sandy Sutherland
Sebastian I would also like to take a look at that - we have to do an effect of 
someone being hit by a projectile and disintegrating - in very little time and 
right now we have scaled down as we on last legs of Khumba so VFX people = ME 
as well as Rigging, Mocap etc... so not got a lot of time to RD.

If possible - many thanks

Regards

Sandy

Sandy Sutherland | Technical Supervisor






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski 
[l...@sekow.com]
Sent: 07 January 2013 12:42
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique

I've build something like that for the catrice spot last year 
(http://www.sekow.com/catrice_color), its a complicated tree. i could share an 
.emdl if you interested. just give me a sec to dig that one out.
sebastian

Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:

 Happy New Year!

 10,000's then you will have to be careful with the clone points!. I
 think a good scene to look at for this as an example WIP is the sample
 scene that comes with SI - 'particle spell cast'. it has a setup
 already made for cloning particles coming off the main points as well
 as secondary friction / animation forces for these, might be a good
 place to start for a basic setup.

 best

 Rob

 On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:
 Thanks Ben, It might be an idea for some of the Hero ones, but I think
 ultimately there are going to be 10,000's emitted over a period of time.
 It's worth keeping in mind though.

 Tim


 On 07/01/2013 10:51, Ben Beckett wrote:

 Hi Tim

 Just wondering

 Have you tried empolygonizer it work based of nulls. You could get 8 nulls
 and animate the appart and use this plugin to mesh.

 Check out http://vimeo.com/9598332

 Hope this helps even thought it a different way

 Ben
 elasticmonkeys.com

 On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:

 2 sets of 4








Re: Particle clumping technique

2013-01-07 Thread olivier jeannel

Hey Sebastian, I would also like to have a look if it is possible.
I'm doing completly unrelated things, but I'm just curious :D

Olivier

Le 07/01/2013 15:17, Sandy Sutherland a écrit :

Sebastian I would also like to take a look at that - we have to do an effect of 
someone being hit by a projectile and disintegrating - in very little time and 
right now we have scaled down as we on last legs of Khumba so VFX people = ME as 
well as Rigging, Mocap etc... so not got a lot of time to RD.

If possible - many thanks

Regards

Sandy

Sandy Sutherland | Technical Supervisor






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski 
[l...@sekow.com]
Sent: 07 January 2013 12:42
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique

I've build something like that for the catrice spot last year 
(http://www.sekow.com/catrice_color), its a complicated tree. i could share an 
.emdl if you interested. just give me a sec to dig that one out.
sebastian

Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:


Happy New Year!

10,000's then you will have to be careful with the clone points!. I
think a good scene to look at for this as an example WIP is the sample
scene that comes with SI - 'particle spell cast'. it has a setup
already made for cloning particles coming off the main points as well
as secondary friction / animation forces for these, might be a good
place to start for a basic setup.

best

Rob

On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:

Thanks Ben, It might be an idea for some of the Hero ones, but I think
ultimately there are going to be 10,000's emitted over a period of time.
It's worth keeping in mind though.

Tim


On 07/01/2013 10:51, Ben Beckett wrote:

Hi Tim

Just wondering

Have you tried empolygonizer it work based of nulls. You could get 8 nulls
and animate the appart and use this plugin to mesh.

Check out http://vimeo.com/9598332

Hope this helps even thought it a different way

Ben
elasticmonkeys.com

On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:

2 sets of 4












Re: Sales question

2013-01-07 Thread Stephen Blair

Hi


You can buy subscription when you purchase/upgrade a product, but you 
cannot renew subscription.


http://store.autodesk.com/store/adskus/Content/pbPage.CustomerService-HelpPage
Can I purchase a subscription for my product? 
#product-info-canipurchaseasubscription
Yes! We are now offering 1-year Autodesk Subscriptions on the Store when 
you purchase your software. The Autodesk Online Store does not yet sell 
subscription contracts by themselves for the Autodesk products you may 
already own, nor renewals of your current subscriptions. If the 
Subscription Program is available for your product, and you chose not to 
buy a subscription from the Store at that time, you can still 'attach' a 
subscription within 30 days of purchasing from the Store by contacting 
your local Autodesk Authorized Reseller 
http://www.autodesk.com/reseller. The Autodesk Authorized Reseller can 
also provide information about available training services. Your 
confirmation email is your proof of purchase. For more information about 
our Subscription Program, visit our Subscription Center 
http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=613372.



Also, I don't think you can buy a network license.



On 07/01/2013 9:06 AM, Graham Bell wrote:

You can purchase Autodesk software from the Autodesk eStore: 
http://store.autodesk.com/store/adskus/Content/pbPage.StoreSelector/ccRef.en_US
You can buy new seats and/or upgrade, but not sure you can purchase just 
Subscription via this store.

G



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: 07 January 2013 13:18
To: softimage@listproc.autodesk.com
Subject: Sales question

Is there any way to buy Softimage directly from Autodesk?

It's renewal time again and I really think it's dumb I've got to buy my 
products from a deal I've never talked to, never met, and who does absolutely 
nothing for me.

Thanks,

Paul





Re: Sales question

2013-01-07 Thread Eugen Sares
Softimage costs €3300,- in the Autodesk store. That's exactly what my 
local reseller charged.


Am 07.01.2013 15:06, schrieb Graham Bell:

You can purchase Autodesk software from the Autodesk eStore: 
http://store.autodesk.com/store/adskus/Content/pbPage.StoreSelector/ccRef.en_US
You can buy new seats and/or upgrade, but not sure you can purchase just 
Subscription via this store.

G



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: 07 January 2013 13:18
To: softimage@listproc.autodesk.com
Subject: Sales question

Is there any way to buy Softimage directly from Autodesk?

It's renewal time again and I really think it's dumb I've got to buy my 
products from a deal I've never talked to, never met, and who does absolutely 
nothing for me.

Thanks,

Paul





Re: Particle clumping technique

2013-01-07 Thread Tim Leydecker

Hi Sandy,

I had the pleasure to get to use some nicely fractured and animated houses from 
Sebastian
and his collegues once, he´s really good at breaking things apart. I have no 
idea how they did it.

An alternative might be some Houdini inspiration, I am intrigued by this 
tutorial description:

http://www.cmivfx.com/tutorials/view/506/Houdini+Embers+And+Ash

Could be a start for what you need if Houdini is an option.


Cheers,


tim



On 07.01.2013 15:17, Sandy Sutherland wrote:

Sebastian I would also like to take a look at that - we have to do an effect of 
someone being hit by a projectile and disintegrating - in very little time and 
right now we have scaled down as we on last legs of Khumba so VFX people = ME as 
well as Rigging, Mocap etc... so not got a lot of time to RD.

If possible - many thanks

Regards

Sandy

Sandy Sutherland | Technical Supervisor






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski 
[l...@sekow.com]
Sent: 07 January 2013 12:42
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique

I've build something like that for the catrice spot last year 
(http://www.sekow.com/catrice_color), its a complicated tree. i could share an 
.emdl if you interested. just give me a sec to dig that one out.
sebastian

Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:


Happy New Year!

10,000's then you will have to be careful with the clone points!. I
think a good scene to look at for this as an example WIP is the sample
scene that comes with SI - 'particle spell cast'. it has a setup
already made for cloning particles coming off the main points as well
as secondary friction / animation forces for these, might be a good
place to start for a basic setup.

best

Rob

On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:

Thanks Ben, It might be an idea for some of the Hero ones, but I think
ultimately there are going to be 10,000's emitted over a period of time.
It's worth keeping in mind though.

Tim


On 07/01/2013 10:51, Ben Beckett wrote:

Hi Tim

Just wondering

Have you tried empolygonizer it work based of nulls. You could get 8 nulls
and animate the appart and use this plugin to mesh.

Check out http://vimeo.com/9598332

Hope this helps even thought it a different way

Ben
elasticmonkeys.com

On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:


2 sets of 4











Re: Particle clumping technique

2013-01-07 Thread Rob Chapman
it would be a better effect if each original particle lost mass  size
as it emitted smaller clones of itself.   Not too hard to setup but
would be great to see - by the way Sebastian, I really love that the
dust on that commercial. - there is so many particles that it looks
like a fluid effect rendered with volume shader :)

best

Rob

On 7 January 2013 14:27, olivier jeannel olivier.jean...@noos.fr wrote:
 Hey Sebastian, I would also like to have a look if it is possible.
 I'm doing completly unrelated things, but I'm just curious :D

 Olivier

 Le 07/01/2013 15:17, Sandy Sutherland a écrit :

 Sebastian I would also like to take a look at that - we have to do an
 effect of someone being hit by a projectile and disintegrating - in very
 little time and right now we have scaled down as we on last legs of Khumba
 so VFX people = ME as well as Rigging, Mocap etc... so not got a lot of time
 to RD.

 If possible - many thanks

 Regards

 Sandy

 Sandy Sutherland | Technical Supervisor





 
 From: softimage-boun...@listproc.autodesk.com
 [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski
 [l...@sekow.com]
 Sent: 07 January 2013 12:42
 To: softimage@listproc.autodesk.com
 Subject: Re: Particle clumping technique

 I've build something like that for the catrice spot last year
 (http://www.sekow.com/catrice_color), its a complicated tree. i could share
 an .emdl if you interested. just give me a sec to dig that one out.
 sebastian

 Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:

 Happy New Year!

 10,000's then you will have to be careful with the clone points!. I
 think a good scene to look at for this as an example WIP is the sample
 scene that comes with SI - 'particle spell cast'. it has a setup
 already made for cloning particles coming off the main points as well
 as secondary friction / animation forces for these, might be a good
 place to start for a basic setup.

 best

 Rob

 On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:

 Thanks Ben, It might be an idea for some of the Hero ones, but I think
 ultimately there are going to be 10,000's emitted over a period of time.
 It's worth keeping in mind though.

 Tim


 On 07/01/2013 10:51, Ben Beckett wrote:

 Hi Tim

 Just wondering

 Have you tried empolygonizer it work based of nulls. You could get 8
 nulls
 and animate the appart and use this plugin to mesh.

 Check out http://vimeo.com/9598332

 Hope this helps even thought it a different way

 Ben
 elasticmonkeys.com

 On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:

 2 sets of 4











RE: Particle clumping technique

2013-01-07 Thread Sandy Sutherland
Thanks Tim,

Houdini is not an option for now, but will look at that link for inspiration.

Thanks

S.

Sandy Sutherland | Technical Supervisor






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Tim Leydecker 
[bauero...@gmx.de]
Sent: 07 January 2013 16:36
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique

Hi Sandy,

I had the pleasure to get to use some nicely fractured and animated houses from 
Sebastian
and his collegues once, he´s really good at breaking things apart. I have no 
idea how they did it.

An alternative might be some Houdini inspiration, I am intrigued by this 
tutorial description:

http://www.cmivfx.com/tutorials/view/506/Houdini+Embers+And+Ash

Could be a start for what you need if Houdini is an option.


Cheers,


tim



On 07.01.2013 15:17, Sandy Sutherland wrote:
 Sebastian I would also like to take a look at that - we have to do an effect 
 of someone being hit by a projectile and disintegrating - in very little time 
 and right now we have scaled down as we on last legs of Khumba so VFX people 
 = ME as well as Rigging, Mocap etc... so not got a lot of time to RD.

 If possible - many thanks

 Regards

 Sandy

 Sandy Sutherland | Technical Supervisor





 
 From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski 
 [l...@sekow.com]
 Sent: 07 January 2013 12:42
 To: softimage@listproc.autodesk.com
 Subject: Re: Particle clumping technique

 I've build something like that for the catrice spot last year 
 (http://www.sekow.com/catrice_color), its a complicated tree. i could share 
 an .emdl if you interested. just give me a sec to dig that one out.
 sebastian

 Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:

 Happy New Year!

 10,000's then you will have to be careful with the clone points!. I
 think a good scene to look at for this as an example WIP is the sample
 scene that comes with SI - 'particle spell cast'. it has a setup
 already made for cloning particles coming off the main points as well
 as secondary friction / animation forces for these, might be a good
 place to start for a basic setup.

 best

 Rob

 On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:
 Thanks Ben, It might be an idea for some of the Hero ones, but I think
 ultimately there are going to be 10,000's emitted over a period of time.
 It's worth keeping in mind though.

 Tim


 On 07/01/2013 10:51, Ben Beckett wrote:

 Hi Tim

 Just wondering

 Have you tried empolygonizer it work based of nulls. You could get 8 nulls
 and animate the appart and use this plugin to mesh.

 Check out http://vimeo.com/9598332

 Hope this helps even thought it a different way

 Ben
 elasticmonkeys.com

 On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:

 2 sets of 4










Re: terrain ascii xyz import

2013-01-07 Thread Alan Fregtman
You want a pointcloud? Because that's just positions. It's not defining
topology.

You could probably make a grid of enough points and stick them to that
pointcloud, but it could look shitty.



On Mon, Jan 7, 2013 at 10:09 AM, Chris Marshall
chrismarshal...@gmail.comwrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got any
 ideas or can supply a simple script we can modify that'll read this data
 and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




Re: terrain ascii xyz import

2013-01-07 Thread Dan Yargici
Hey Chris, I quickly (read - some things may not work!) refactored my old
.PLY importer for you. should work...

Just rename as .py and run in the script editor.

Like Alan suggested though, it's just point data so it just makes a
pointcloud.

Hope it helps.

DAN



On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.comwrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got any
 ideas or can supply a simple script we can modify that'll read this data
 and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk


import sys
import random
import gzip
import os
import re
from struct import pack
import win32com.client
from win32com.client import constants

## Globals
null = None
false = 0
true = 1
xsi = Application
pr = xsi.LogMessage

def main():
# Browse for the .XYZ file
xyzFilePath = GetXYZfilePath()
if xyzFilePath:
# Retreive the point data from the .XYZ file
pointsList = GetPointsList(xyzFilePath)
nbPoints = len(pointsList)
if nbPoints  0:
# Get user input
oPset = GetInputValues(nbPoints)
if oPset:
pointsPerc = oPset.pPointsPerc.value

# Take the list of point data and rework it for 
softimage - Use user input to filter/modify the data.
pointDataList = ParsePoints(pointsList, 
pointsPerc)
nbPoints = len(pointDataList)

# Write the icecache
cachePath = WriteIceCache(xyzFilePath, 
pointDataList, oPset.pPointSize.value)

# Create an empty pointcloud under a model
cloudModel = 
xsi.ActiveSceneRoot.AddModel(,xyzfileName + _model)
pointCloud = 
cloudModel.AddPrimitive(pointcloud, xyzfileName)

# Load in out newly created icecache
xsi.AddFileCacheSource(pointCloud, cachePath)

# Cleanup...
xsi.FreezeObj(pointCloud)
xsi.DeleteObj(cloudModel.Fullname + .Mixer)
# I figure one more command isn't gonna hurt 
after the 3 above this... ;)
xsi.SetValue(pointCloud.Fullname + 
.particledisplay.displaytype, 1, )
else:
pr(Aborting!!!)
xsi.DeleteObj(oPset)
else:
pr(Error - no points found or not a valid XYZ file!!!)
else:
pr(Error - no XYZ file!!!)
return

def GetInputValues(nbPoints):
# Setup the Custom Pset and inspect Modally - Define the Pset as a 
global
global oPset
oPset = xsi.ActiveSceneRoot.AddCustomProperty(XYZ_ImportOptions)
pImportPerc = oPset.AddParameter2(pPointsPerc, constants.siInt2, 100, 
0, 100, 0, 100) 


Re: terrain ascii xyz import

2013-01-07 Thread Chris Marshall
OK Thanks, I'll take a look!! Cheers



On 7 January 2013 16:22, Dan Yargici danyarg...@gmail.com wrote:

 Hey Chris, I quickly (read - some things may not work!) refactored my old
 .PLY importer for you. should work...

 Just rename as .py and run in the script editor.

 Like Alan suggested though, it's just point data so it just makes a
 pointcloud.

 Hope it helps.

 DAN



 On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall 
 chrismarshal...@gmail.comwrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got any
 ideas or can supply a simple script we can modify that'll read this data
 and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: terrain ascii xyz import

2013-01-07 Thread Alan Fregtman
With that, then you can use ICE on a grid of sufficient points and set up a
tree like...

Get Point ID and pointcloud getdata -- ID To Location -- .PointPosition
-- Set Point Position

(Who knows how the terrain is ordered though. It might look horrid.)



On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.com wrote:

 Hey Chris, I quickly (read - some things may not work!) refactored my old
 .PLY importer for you. should work...

 Just rename as .py and run in the script editor.

 Like Alan suggested though, it's just point data so it just makes a
 pointcloud.

 Hope it helps.

 DAN



 On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall 
 chrismarshal...@gmail.comwrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got any
 ideas or can supply a simple script we can modify that'll read this data
 and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





Re: terrain ascii xyz import

2013-01-07 Thread Chris Marshall
That's what I was thinking. Once I get the file into soft, I'll know what
I'm dealing with. It's a pretty huge file of points.


On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote:

 With that, then you can use ICE on a grid of sufficient points and set up
 a tree like...

 Get Point ID and pointcloud getdata -- ID To Location --
 .PointPosition -- Set Point Position

 (Who knows how the terrain is ordered though. It might look horrid.)



 On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.com wrote:

 Hey Chris, I quickly (read - some things may not work!) refactored my old
 .PLY importer for you. should work...

 Just rename as .py and run in the script editor.

 Like Alan suggested though, it's just point data so it just makes a
 pointcloud.

 Hope it helps.

 DAN



 On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.com
  wrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got
 any ideas or can supply a simple script we can modify that'll read this
 data and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk






-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: terrain ascii xyz import

2013-01-07 Thread Dan Yargici
One good thing about my script is that you can ask it to take a small
percentage of points if you want to have a quick preview.

Also if you get bored and cancel during import you still get all the points
processed up to that point.  :)

DAN


On Mon, Jan 7, 2013 at 6:40 PM, Chris Marshall chrismarshal...@gmail.comwrote:

 That's what I was thinking. Once I get the file into soft, I'll know what
 I'm dealing with. It's a pretty huge file of points.


 On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote:

 With that, then you can use ICE on a grid of sufficient points and set up
 a tree like...

 Get Point ID and pointcloud getdata -- ID To Location --
 .PointPosition -- Set Point Position

 (Who knows how the terrain is ordered though. It might look horrid.)



 On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.comwrote:

 Hey Chris, I quickly (read - some things may not work!) refactored my
 old .PLY importer for you. should work...

 Just rename as .py and run in the script editor.

 Like Alan suggested though, it's just point data so it just makes a
 pointcloud.

 Hope it helps.

 DAN



 On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall 
 chrismarshal...@gmail.com wrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got
 any ideas or can supply a simple script we can modify that'll read this
 data and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk






 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




Re: terrain ascii xyz import

2013-01-07 Thread Vladimir Jankijevic
oh, all right. If it's huge then this won't work that well I think :(


On Mon, Jan 7, 2013 at 5:40 PM, Chris Marshall chrismarshal...@gmail.comwrote:

 That's what I was thinking. Once I get the file into soft, I'll know what
 I'm dealing with. It's a pretty huge file of points.


 On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote:

 With that, then you can use ICE on a grid of sufficient points and set up
 a tree like...

 Get Point ID and pointcloud getdata -- ID To Location --
 .PointPosition -- Set Point Position

 (Who knows how the terrain is ordered though. It might look horrid.)



 On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.comwrote:

 Hey Chris, I quickly (read - some things may not work!) refactored my
 old .PLY importer for you. should work...

 Just rename as .py and run in the script editor.

 Like Alan suggested though, it's just point data so it just makes a
 pointcloud.

 Hope it helps.

 DAN



 On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall 
 chrismarshal...@gmail.com wrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got
 any ideas or can supply a simple script we can modify that'll read this
 data and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk






 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: terrain ascii xyz import

2013-01-07 Thread Chris Marshall
ok thanks guys. I'll see how this goes. I can always break the file down
into smaller pieces maybe. Or if Dan's script works well, take a percentage
of the point instead.
I'll report back!



On 7 January 2013 16:51, Vladimir Jankijevic vladi...@elefantstudios.chwrote:

 oh, all right. If it's huge then this won't work that well I think :(


 On Mon, Jan 7, 2013 at 5:40 PM, Chris Marshall 
 chrismarshal...@gmail.comwrote:

 That's what I was thinking. Once I get the file into soft, I'll know what
 I'm dealing with. It's a pretty huge file of points.


 On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote:

 With that, then you can use ICE on a grid of sufficient points and set
 up a tree like...

 Get Point ID and pointcloud getdata -- ID To Location --
 .PointPosition -- Set Point Position

 (Who knows how the terrain is ordered though. It might look horrid.)



 On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.comwrote:

 Hey Chris, I quickly (read - some things may not work!) refactored my
 old .PLY importer for you. should work...

 Just rename as .py and run in the script editor.

 Like Alan suggested though, it's just point data so it just makes a
 pointcloud.

 Hope it helps.

 DAN



 On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall 
 chrismarshal...@gmail.com wrote:

 Hi,
 Sorry for the slow reply on this. We have an xyz file, which is just a
 grid of points, like this:-

 -105.25,39.75,1757.129
 -105.25,39.749958,1758.791
 -105.25,39.749917,1760.882
 -105.25,39.749875,1763.025
 -105.25,39.749833,1765.183
 -105.25,39.7497916667,1767.467
 -105.25,39.749750,1768.741
 -105.25,39.749708,1771.766
 -105.25,39.749667,1773.832
 -105.25,39.749625,1775.873
 -105.25,39.749583,1777.84
 -105.25,39.7495416667,1779.369
 -105.25,39.749500,1781.255
 -105.25,39.749458,1783.423
 -105.25,39.749417,1785.815
 -105.25,39.749375,1788.552
 -105.25,39.749333,1791.749
 -105.25,39.7492916667,1795.332
 -105.25,39.749250,1800.269
 -105.25,39.749208,1804.516
 -105.25,39.749167,1808.3

 So it must be relatively easy to convert this into a grid? Anyone got
 any ideas or can supply a simple script we can modify that'll read this
 data and generate a new grid or adjust the height of an existing grid?

 Thanks

 Chris




 On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote:

 If it’s ASCII, an importer can probably be written fairly easily.

 ** **

 Do you have a sample file?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris
 Marshall
 *Sent:* Friday, December 14, 2012 5:19 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* terrain ascii xyz import

 ** **

 Hello,

 Anyone know how to get these into soft?

 ** **

 Cheers

 ** **

 Chris

 ** **




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk






 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Fx Person
Hi Brent,
 
I’m actually not sure what’s with the various fonts my posts
show up in. 


You mention reposting many times, is there a way to unpost to
fix such things?  
Or did you mean litterally re-posting messages?
 
As for the punctuation, perhaps.  The double dots .. are meant to act like “long
pauses” to which I’m not aware of a standard way of expressing that.  
I have seen the extended(long) dash used as such, though not
exactly,  I actually didn’t find it in the Character Map.
 
1/2 an hour ?  Try 4
hours lol :) of making sure everything is as fair as I can make it,
while admittantly conveying  some emotion (or perhaps some bluntness) 
in a quite intentional way if I may say so..
(or in a “channelled” and respectful way, .. which considerably
differs from like gratuitous “free bashing” to which I really don’t think 
applies
to my remarks)
 
While knowing for a fact that the “emotional charge” you
reference, to be a major factor for any effort to have any sort of impact, as
opposed to merely adding to the background noise. 
 
And I must admit that I didn’t really have to “fake it”, while
objectively (I think) finding it quite reasonable and fair in light of certain 
situations.
 
All of which can also be the source of my reluctance at revealing
myself, 
being in this industry (and in a small world), 
if some of my
“noisy” pleadings are to have any sort of bearing on how things play out
(even
if small or if at all), I would’nt want either Credit or Reprisal to that 
effect, and
that is my (quite legitimate  rightful) choice to make, while knowing that
whoever anyone is, should not have any relevance to any issue at hand, apart
from satisfying mere curiosity.
 
As for the Held for moderation bit,
I’d like to add (also to Stephen?) that when I said “what
makes me think it was NOT censorship” while perhaps implying that I actually
thought it was, was that more than a few things led me to believe that it really
was.. (at the time). 
While at the same time wanting to minimize the importance of that in contrast
to the bulk, or the main purpose of my message.
 
But even if I may have had “good reason to believe”, I’m in
full agreement that waiting for a reply (to be sure) before posting that bit, 
would
have been the least I could have done (also by my own conclusions after
posting), and my apologies given to Maurice (and posting an “errattum”) was for
exactly that.  (learning from my mistakes
:)
 
Anyway, Thanks very much for your input! 
Best




 From: Brent McPherson brent.mcpher...@autodesk.com
To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com 
softimage@listproc.autodesk.com 
Sent: Monday, January 7, 2013 6:50 AM
Subject: RE: Area ate my message ( and spit it out again :)
 

 
FxPerson,
 
You have a tendency to write in partial sentences, use strange punctuation and 
use multiple font sizes in your emails. This makes it hard to understand the 
points you are trying to make.
 
Writing is hard. I will often rewrite a single email or posting multiple times 
until it feels right. I think it was Luc-Eric who once told me it can take him 
1/2 hour to craft a single reply to this list and I am in the same ballpark.
 
I don't really have any advice other than to keep re-reading and refining your 
message until it is as clear as you can make it.
 
Also, never write when you are upset or emotionally charged. In those 
situations I will often compose my reply but then sit on it for a few hours or 
maybe even a day and then go back a rewrite it when I have calmed down.
 
Treat others with respect and try not to assume intent before you know all the 
facts. A better reply to the held for moderation message would have been to 
just state what happened and ask what it means.
 
Finally, posting under my real name helps because if I fuck up and say the 
wrong thing it reflects on me personally. Making mistakes and learning the hard 
way can be a very good thing IMHO. ;-)
 
Cheers!
--
Brent
 
 
From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person
Sent: 06 January 2013 13:40
To: softimage@listproc.autodesk.com
Subject: Re: Area ate my message ( and spit it out again :)
 

@Raffaele  Stefan

Actually the Line Breaks are manual (not left to the automatic line breaks of 
the page width)
which normally should be easier to read, 
but the Area fixed page width ended-up slightly shorter than measured,
resulting in sporadic extra line breaks with 1 or 2 words on the extra lines..

Would have fixed-it if there was an Edit button, but there was not.

But   **Could not** read / understand it  ?   (hum..)


@Andy
Not sure about the distress..  strong feelings perhaps..

as for your previous post..

Yep.. aah! sales.. 

But what makes me somewhat hopeful, 
particularly for when MayaFX would come out, in respects to what would be left 
of ICE marketing,
(ICE Marketing being whats left of SI Marketing)

.. from what I 

Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Dan Yargici
Is that you, Luke?

If it is, welcome back! :)



On Mon, Jan 7, 2013 at 7:10 PM, Fx Person fxper...@rocketmail.com wrote:

 Hi Brent,

 I’m actually not sure what’s with the various fonts my posts show up in.

 You mention reposting many times, is there a way to unpost to fix such
 things?
 Or did you mean litterally re-posting messages?

 As for the punctuation, perhaps.  The double dots .. are meant to act
 like “long pauses” to which I’m not aware of a standard way of expressing
 that.
 I have seen the extended(long) dash used as such, though not exactly,  I
 actually didn’t find it in the Character Map.

 1/2 an hour ?  Try 4 hours lol :) of making sure everything is as fair as
 I can make it,
 while admittantly conveying  some emotion (or perhaps some bluntness)
 in a quite intentional way if I may say so..
 (or in a “channelled” and respectful way, .. which considerably differs
 from like gratuitous “free bashing” to which I really don’t think applies
 to my remarks)

 While knowing for a fact that the “emotional charge” you reference, to be
 a major factor for any effort to have any sort of impact, as opposed to
 merely adding to the background noise.

 And I must admit that I didn’t really have to “fake it”, while objectively
 (I think) finding it quite reasonable and fair in light of certain
 situations.

 All of which can also be the source of my reluctance at revealing myself,
 being in this industry (and in a small world),
 if some of my “noisy” pleadings are to have any sort of bearing on how
 things play out
 (even if small or if at all), I would’nt want either Credit or Reprisal to
 that effect, and that is my (quite legitimate  rightful) choice to make,
 while knowing that whoever anyone is, should not have any relevance to any
 issue at hand, apart from satisfying mere curiosity.

 As for the Held for moderation bit,
 I’d like to add (also to Stephen?) that when I said “what makes me think
 it was NOT censorship” while perhaps implying that I actually thought it
 was, was that more than a few things led me to believe that it really was..
 (at the time).
 While at the same time wanting to minimize the importance of that in
 contrast to the bulk, or the main purpose of my message.

 But even if I may have had “good reason to believe”, I’m in full agreement
 that waiting for a reply (to be sure) before posting that bit, would have
 been the least I could have done (also by my own conclusions after
 posting), and my apologies given to Maurice (and posting an “errattum”) was
 for exactly that.  (learning from my mistakes :)

 Anyway, Thanks very much for your input!
 Best


   --
 *From:* Brent McPherson brent.mcpher...@autodesk.com
 *To:* Fx Person fxper...@rocketmail.com; 
 softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 *Sent:* Monday, January 7, 2013 6:50 AM
 *Subject:* RE: Area ate my message ( and spit it out again :)

  FxPerson,

 You have a tendency to write in partial sentences, use strange punctuation
 and use multiple font sizes in your emails. This makes it hard to
 understand the points you are trying to make.

 Writing is hard. I will often rewrite a single email or posting multiple
 times until it feels right. I think it was Luc-Eric who once told me it can
 take him 1/2 hour to craft a single reply to this list and I am in the same
 ballpark.

 I don't really have any advice other than to keep re-reading and refining
 your message until it is as clear as you can make it.

 Also, never write when you are upset or emotionally charged. In those
 situations I will often compose my reply but then sit on it for a few hours
 or maybe even a day and then go back a rewrite it when I have calmed down.

 Treat others with respect and try not to assume intent before you know all
 the facts. A better reply to the held for moderation message would have
 been to just state what happened and ask what it means.

 Finally, posting under my real name helps because if I fuck up and say the
 wrong thing it reflects on me personally. Making mistakes and learning the
 hard way can be a very good thing IMHO. ;-)

 Cheers!
 --
 Brent


  *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fx Person
 *Sent:* 06 January 2013 13:40
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Area ate my message ( and spit it out again :)


 @Raffaele  Stefan

 Actually the Line Breaks are manual (not left to the automatic line breaks
 of the page width)
 which normally should be easier to read,
 but the Area fixed page width ended-up slightly shorter than measured,
 resulting in sporadic extra line breaks with 1 or 2 words on the extra
 lines..

 Would have fixed-it if there was an Edit button, but there was not.

 But   ***Could not*** read / understand it  ?   (hum..)


 @Andy
 Not sure about the distress..  strong feelings perhaps..

 as for your previous post..

 Yep.. aah! sales..

 But what makes 

Falling Hairs or Fibers

2013-01-07 Thread Bryan Scibelli
I am looking into animating falling fibers such as fiberglass fibers that
would fall into a liquid and interact.  It seems that ICE has all of the
properties that I need to build the fiber like strands, but I would require
them to act without being anchored to a surface or a curve.

There may be an obvious solution to this, but I thought that I would check
with the list since problems tend to get solved quickly when posted.

Thanks!!
Bryan
-- 
Bryan E. Scibelli
cinema...@gmail.com
www.cinemanix.com


[OT] Adobe apparently giving away CS2...

2013-01-07 Thread Dan Yargici
http://www.gizmodo.co.uk/2013/01/grab-photoshop-and-cs2-for-absolutely-free-right-now/

It's down for me right now, but might be worth checking in on...


Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Fx Person
Also as I said, some posts (or sometimes parts of them) havebigger or smaller 
fonts, and I don't know why, 

So if you have an Idea.

But the the smaller font size in parenthesis were intentional.
Okay.. I'll shut up now :)





 From: Fx Person fxper...@rocketmail.com

 

Hi Brent,
 
I’m actually not sure what’s with the various fonts my posts
show up in. 


You mention reposting many times, is there a way to unpost to
fix such things?  
Or did you mean litterally re-posting messages?
 
As for the punctuation, perhaps.  The double dots .. are meant to act like “long
pauses” to which I’m not aware of a standard way of expressing that.  
I have seen the extended(long) dash used as such, though not
exactly,  I actually didn’t find it in the Character Map.
 
1/2 an hour ?  Try 4
hours lol :) of making sure everything is as fair as I can make it,
while admittantly conveying  some emotion (or perhaps some bluntness) 
in a quite intentional way if I may say so..
(or in a “channelled” and respectful way, .. which considerably
differs from like gratuitous “free bashing” to which I really don’t think 
applies
to my remarks)
 
While knowing for a fact that the “emotional charge” you
reference, to be a major factor for any effort to have any sort of impact, as
opposed to merely adding to the background noise. 
 
And I must admit that I didn’t really have to “fake it”, while
objectively (I think) finding it quite reasonable and fair in light of certain 
situations.
 
All of which can also be the source of my reluctance at revealing
myself, 
being in this industry (and in a small world), 
if some of my
“noisy” pleadings are to have any sort of bearing on how things play out
(even
if small or if at all), I would’nt want either Credit or Reprisal to that 
effect, and
that is my (quite legitimate  rightful) choice to make, while knowing that
whoever anyone is, should not have any relevance to any issue at hand, apart
from satisfying mere curiosity.
 
As for the Held for moderation bit,
I’d like to add (also to Stephen?) that when I said “what
makes me think it was NOT censorship” while perhaps implying that I actually
thought it was, was that more than a few things led me to believe that it really
was.. (at the time). 
While at the same time wanting to minimize the importance of that in contrast
to the bulk, or the main purpose of my message.
 
But even if I may have had “good reason to believe”, I’m in
full agreement that waiting for a reply (to be sure) before posting that bit, 
would
have been the least I could have done (also by my own conclusions after
posting), and my apologies given to Maurice (and posting an “errattum”) was for
exactly that.  (learning from my mistakes
:)
 
Anyway, Thanks very much for your input! 
Best




 From: Brent McPherson brent.mcpher...@autodesk.com
To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com 
softimage@listproc.autodesk.com 
Sent: Monday, January 7, 2013 6:50 AM
Subject: RE: Area ate my message ( and spit it out again :)
 

 
FxPerson,
 
You have a tendency to write in partial sentences, use strange punctuation and 
use multiple font sizes in your emails. This makes it hard to understand the 
points you are trying to make.
 
Writing is hard. I will often rewrite a single email or posting multiple times 
until it feels right. I think it was Luc-Eric who once told me it can take him 
1/2 hour to craft a single reply to this list and I am in the same ballpark.
 
I don't really have any advice other than to keep re-reading and refining your 
message until it is as clear as you can make it.
 
Also, never write when you are upset or emotionally charged. In those 
situations I will often compose my reply but then sit on it for a few hours or 
maybe even a day and then go back a rewrite it when I have calmed down.
 
Treat others with respect and try not to assume intent before you know all the 
facts. A better reply to the held for moderation message would have been to 
just state what happened and ask what it means.
 
Finally, posting under my real name helps because if I fuck up and say the 
wrong thing it reflects on me personally. Making mistakes and learning the hard 
way can be a very good thing IMHO. ;-)
 
Cheers!
--
Brent
 
 
From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person
Sent: 06 January 2013 13:40
To: softimage@listproc.autodesk.com
Subject: Re: Area ate my message ( and spit it out again :)
 

@Raffaele  Stefan

Actually the Line Breaks are manual (not left to the automatic line breaks of 
the page width)
which normally should be easier to read, 
but the Area fixed page width ended-up slightly shorter than measured,
resulting in sporadic extra line breaks with 1 or 2 words on the extra lines..

Would have fixed-it if there was an Edit button, but there was not.

But   **Could not** read / understand it  ?   (hum..)


@Andy

Re: [OT] Adobe apparently giving away CS2...

2013-01-07 Thread John Richard Sanchez
Wow thats kind of cool to have on a laptop for quick things. Thanks!

On Mon, Jan 7, 2013 at 12:30 PM, Dan Yargici danyarg...@gmail.com wrote:


 http://www.gizmodo.co.uk/2013/01/grab-photoshop-and-cs2-for-absolutely-free-right-now/

 It's down for me right now, but might be worth checking in on...




-- 
www.johnrichardsanchez.com


Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread John Richard Sanchez
There are people actually using the area for a message board? Wow! heh Just
kidding.

On Mon, Jan 7, 2013 at 12:41 PM, Brent McPherson 
brent.mcpher...@autodesk.com wrote:

 I don't re-post as there is no way to do that on a mailing list.

 Rather I take a  long time to compose my responses and don't hit send
 until I have read and revised my post several times. (or in some cases even
 deciding that it is not worth sending at all)

 Anyway, I think we have had enough etiquette for one day should get back
 to our regularly scheduled discussions... ;-)
 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person
 Sent: 07 January 2013 17:10
 To: softimage@listproc.autodesk.com
 Subject: Re: Area ate my message ( and spit it out again :)

 Hi Brent,

 I’m actually not sure what’s with the various fonts my posts show up in.
 You mention reposting many times, is there a way to unpost to fix such
 things?
 Or did you mean litterally re-posting messages?

 As for the punctuation, perhaps.  The double dots .. are meant to act like
 “long pauses” to which I’m not aware of a standard way of expressing that.
 I have seen the extended(long) dash used as such, though not exactly,  I
 actually didn’t find it in the Character Map.

 1/2 an hour ?  Try 4 hours lol :) of making sure everything is as fair as
 I can make it,
 while admittantly conveying  some emotion (or perhaps some bluntness)
 in a quite intentional way if I may say so..
 (or in a “channelled” and respectful way, .. which considerably differs
 from like gratuitous “free bashing” to which I really don’t think applies
 to my remarks)

 While knowing for a fact that the “emotional charge” you reference, to be
 a major factor for any effort to have any sort of impact, as opposed to
 merely adding to the background noise.

 And I must admit that I didn’t really have to “fake it”, while objectively
 (I think) finding it quite reasonable and fair in light of certain
 situations.

 All of which can also be the source of my reluctance at revealing myself,
 being in this industry (and in a small world),
 if some of my “noisy” pleadings are to have any sort of bearing on how
 things play out
 (even if small or if at all), I would’nt want either Credit or Reprisal to
 that effect, and that is my (quite legitimate  rightful) choice to make,
 while knowing that whoever anyone is, should not have any relevance to any
 issue at hand, apart from satisfying mere curiosity.

 As for the Held for moderation bit,
 I’d like to add (also to Stephen?) that when I said “what makes me think
 it was NOT censorship” while perhaps implying that I actually thought it
 was, was that more than a few things led me to believe that it really was..
 (at the time).
 While at the same time wanting to minimize the importance of that in
 contrast to the bulk, or the main purpose of my message.

 But even if I may have had “good reason to believe”, I’m in full agreement
 that waiting for a reply (to be sure) before posting that bit, would have
 been the least I could have done (also by my own conclusions after
 posting), and my apologies given to Maurice (and posting an “errattum”) was
 for exactly that.  (learning from my mistakes :)

 Anyway, Thanks very much for your input!
 Best


 
 From: Brent McPherson brent.mcpher...@autodesk.com
 To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com
 softimage@listproc.autodesk.com
 Sent: Monday, January 7, 2013 6:50 AM
 Subject: RE: Area ate my message ( and spit it out again :)


 FxPerson,

 You have a tendency to write in partial sentences, use strange punctuation
 and use multiple font sizes in your emails. This makes it hard to
 understand the points you are trying to make.

 Writing is hard. I will often rewrite a single email or posting multiple
 times until it feels right. I think it was Luc-Eric who once told me it can
 take him 1/2 hour to craft a single reply to this list and I am in the same
 ballpark.

 I don't really have any advice other than to keep re-reading and refining
 your message until it is as clear as you can make it.

 Also, never write when you are upset or emotionally charged. In those
 situations I will often compose my reply but then sit on it for a few hours
 or maybe even a day and then go back a rewrite it when I have calmed down.

 Treat others with respect and try not to assume intent before you know all
 the facts. A better reply to the held for moderation message would have
 been to just state what happened and ask what it means.

 Finally, posting under my real name helps because if I fuck up and say the
 wrong thing it reflects on me personally. Making mistakes and learning the
 hard way can be a very good thing IMHO. ;-)

 Cheers!
 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person
 Sent: 06 January 2013 13:40
 

Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Rob Chapman
I was going to say as well , can we ask the Reddit crowd to find the
identity of the mysterious FXperson?

:D

a joke!

best

Rob

On 7 January 2013 18:02, John Richard Sanchez youngupstar...@gmail.com wrote:
 There are people actually using the area for a message board? Wow! heh Just
 kidding.


 On Mon, Jan 7, 2013 at 12:41 PM, Brent McPherson
 brent.mcpher...@autodesk.com wrote:

 I don't re-post as there is no way to do that on a mailing list.

 Rather I take a  long time to compose my responses and don't hit send
 until I have read and revised my post several times. (or in some cases even
 deciding that it is not worth sending at all)

 Anyway, I think we have had enough etiquette for one day should get back
 to our regularly scheduled discussions... ;-)
 --
 Brent


 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person
 Sent: 07 January 2013 17:10
 To: softimage@listproc.autodesk.com
 Subject: Re: Area ate my message ( and spit it out again :)

 Hi Brent,

 I’m actually not sure what’s with the various fonts my posts show up in.
 You mention reposting many times, is there a way to unpost to fix such
 things?
 Or did you mean litterally re-posting messages?

 As for the punctuation, perhaps.  The double dots .. are meant to act like
 “long pauses” to which I’m not aware of a standard way of expressing that.
 I have seen the extended(long) dash used as such, though not exactly,  I
 actually didn’t find it in the Character Map.

 1/2 an hour ?  Try 4 hours lol :) of making sure everything is as fair as
 I can make it,
 while admittantly conveying  some emotion (or perhaps some bluntness)
 in a quite intentional way if I may say so..
 (or in a “channelled” and respectful way, .. which considerably differs
 from like gratuitous “free bashing” to which I really don’t think applies to
 my remarks)

 While knowing for a fact that the “emotional charge” you reference, to be
 a major factor for any effort to have any sort of impact, as opposed to
 merely adding to the background noise.

 And I must admit that I didn’t really have to “fake it”, while objectively
 (I think) finding it quite reasonable and fair in light of certain
 situations.

 All of which can also be the source of my reluctance at revealing myself,
 being in this industry (and in a small world),
 if some of my “noisy” pleadings are to have any sort of bearing on how
 things play out
 (even if small or if at all), I would’nt want either Credit or Reprisal to
 that effect, and that is my (quite legitimate  rightful) choice to make,
 while knowing that whoever anyone is, should not have any relevance to any
 issue at hand, apart from satisfying mere curiosity.

 As for the Held for moderation bit,
 I’d like to add (also to Stephen?) that when I said “what makes me think
 it was NOT censorship” while perhaps implying that I actually thought it
 was, was that more than a few things led me to believe that it really was..
 (at the time).
 While at the same time wanting to minimize the importance of that in
 contrast to the bulk, or the main purpose of my message.

 But even if I may have had “good reason to believe”, I’m in full agreement
 that waiting for a reply (to be sure) before posting that bit, would have
 been the least I could have done (also by my own conclusions after posting),
 and my apologies given to Maurice (and posting an “errattum”) was for
 exactly that.  (learning from my mistakes :)

 Anyway, Thanks very much for your input!
 Best


 
 From: Brent McPherson brent.mcpher...@autodesk.com
 To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com
 softimage@listproc.autodesk.com
 Sent: Monday, January 7, 2013 6:50 AM
 Subject: RE: Area ate my message ( and spit it out again :)


 FxPerson,

 You have a tendency to write in partial sentences, use strange punctuation
 and use multiple font sizes in your emails. This makes it hard to understand
 the points you are trying to make.

 Writing is hard. I will often rewrite a single email or posting multiple
 times until it feels right. I think it was Luc-Eric who once told me it can
 take him 1/2 hour to craft a single reply to this list and I am in the same
 ballpark.

 I don't really have any advice other than to keep re-reading and refining
 your message until it is as clear as you can make it.

 Also, never write when you are upset or emotionally charged. In those
 situations I will often compose my reply but then sit on it for a few hours
 or maybe even a day and then go back a rewrite it when I have calmed down.

 Treat others with respect and try not to assume intent before you know all
 the facts. A better reply to the held for moderation message would have
 been to just state what happened and ask what it means.

 Finally, posting under my real name helps because if I fuck up and say the
 wrong thing it reflects on me personally. Making mistakes and learning the
 hard 

RE: Falling Hairs or Fibers

2013-01-07 Thread Sandy Sutherland
Well you can create strands from particles so they do not need to get stuck on 
a surface - so should be perfectly doable in ICE - do you have Softimage 
available?  I will check the sample scenes and see if there is anything there!

Something to look at - 
http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm

S.


Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 
http://triggerfish.co.za/en
[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 
http://www.facebook.com/triggerfishanimation

[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 http://www.twitter.com/triggerfishza

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli 
[cinema...@gmail.com]
Sent: 07 January 2013 19:30
To: softimage@listproc.autodesk.com
Subject: Falling Hairs or Fibers

I am looking into animating falling fibers such as fiberglass fibers that would 
fall into a liquid and interact.  It seems that ICE has all of the properties 
that I need to build the fiber like strands, but I would require them to act 
without being anchored to a surface or a curve.

There may be an obvious solution to this, but I thought that I would check with 
the list since problems tend to get solved quickly when posted.

Thanks!!
Bryan
--
Bryan E. Scibelli
cinema...@gmail.commailto:cinema...@gmail.com
www.cinemanix.comhttp://www.cinemanix.com



Re: [OT] Adobe apparently giving away CS2...

2013-01-07 Thread Ben Rogall

On 1/7/2013 11:30 AM, Dan Yargici wrote:

http://www.gizmodo.co.uk/2013/01/grab-photoshop-and-cs2-for-absolutely-free-right-now/

It's down for me right now, but might be worth checking in on...
This is kind of odd. It looks like they decided to shut down the 
activation servers for older versions and then set up this download with 
a universal serial number for clients who still used it and needed to 
reactivate.

 http://forums.adobe.com/thread/1114930?start=0tstart=0
Quote from Adobe staff: Yea CaptainSmingey we are aware that the 
software is available for all users with an Adobe ID.  Please keep in 
mind that due to the age of these software titles it is likely that they 
will not function properly on modern operating systems.


Re: Falling Hairs or Fibers

2013-01-07 Thread Bryan Scibelli
Hi Sandy,

Thanks for the quick reply.  That looks pretty straight forward from the
documentation.

Where I would like to go with it would be to use something like the falling
leaves preset, but use the strands in place of the leaves because most of
the falling motion and physics are already in place.

Thanks!
Bryan
-- 
Bryan E. Scibelli
cinema...@gmail.com
www.cinemanix.com

On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland 
sandy.sutherl...@triggerfish.co.za wrote:

  Well you can create strands from particles so they do not need to get
 stuck on a surface - so should be perfectly doable in ICE - do you have
 Softimage available?  I will check the sample scenes and see if there is
 anything there!

 Something to look at -
 http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm

 S.

   *   *
 Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical
 Supervisor
http://triggerfish.co.za/en
  http://www.facebook.com/triggerfishanimation
http://www.twitter.com/triggerfishza
   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [
 cinema...@gmail.com]
 *Sent:* 07 January 2013 19:30
 *To:* softimage@listproc.autodesk.com
 *Subject:* Falling Hairs or Fibers

  I am looking into animating falling fibers such as fiberglass fibers
 that would fall into a liquid and interact.  It seems that ICE has all of
 the properties that I need to build the fiber like strands, but I
 would require them to act without being anchored to a surface or a curve.

  There may be an obvious solution to this, but I thought that I would
 check with the list since problems tend to get solved quickly when posted.

 Thanks!!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com




Re: Falling Hairs or Fibers

2013-01-07 Thread Alan Fregtman
Are you sure you want strands then? You could instance a tube to the Leaf
Falling example scene. Just plug an Instance Shape node to a Set Particle
Shape node somewhere during emission.



On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.com wrote:

 Hi Sandy,

 Thanks for the quick reply.  That looks pretty straight forward from the
 documentation.

 Where I would like to go with it would be to use something like the
 falling leaves preset, but use the strands in place of the leaves because
 most of the falling motion and physics are already in place.

 Thanks!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com

 On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland 
 sandy.sutherl...@triggerfish.co.za wrote:

  Well you can create strands from particles so they do not need to get
 stuck on a surface - so should be perfectly doable in ICE - do you have
 Softimage available?  I will check the sample scenes and see if there is
 anything there!

 Something to look at -
 http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm

 S.

   *   *
 Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical
 Supervisor
http://triggerfish.co.za/en
  http://www.facebook.com/triggerfishanimation
http://www.twitter.com/triggerfishza
   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [
 cinema...@gmail.com]
 *Sent:* 07 January 2013 19:30
 *To:* softimage@listproc.autodesk.com
 *Subject:* Falling Hairs or Fibers

  I am looking into animating falling fibers such as fiberglass fibers
 that would fall into a liquid and interact.  It seems that ICE has all of
 the properties that I need to build the fiber like strands, but I
 would require them to act without being anchored to a surface or a curve.

  There may be an obvious solution to this, but I thought that I would
 check with the list since problems tend to get solved quickly when posted.

 Thanks!!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com






Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Stephen Blair

Hi

In English writing, especially in e-mail messages, an ellipsis is used 
to indicate a pause or a falter, or a trailing off ...


http://grammar.quickanddirtytips.com/ellipsis.aspx
http://en.wikipedia.org/wiki/Ellipsis




On 07/01/2013 12:10 PM, Fx Person wrote:

Hi Brent,
As for the punctuation, perhaps.The double dots .. are meant to act 
like “long pauses” to which I’m not aware of a standard way of 
expressing that.
I have seen the extended(long) dash used as such, though not exactly, 
 I actually didn’t find it in the Character Map.






Re: Falling Hairs or Fibers

2013-01-07 Thread Andy Moorer
I've animated airborne dust as little wadded up strands and it looks pretty
cool. For rotation I took the center of the bounding box of the wadded up
strands as a point around which I would rotate both the particle and strand
as a post-simulation effect (similar to the recent tutorial on my site
andy.moonbase.net).

I didn't have to worry about collisions between particles and was able to
get away with simple spherical collisions for the dust in general, which
could happen in the simulation tree, so it was easy in that sense. Haven't
looked at the falling leaves compound in ages but I suspect you could hack
into it and isolate out the bits you need, if I remember right you might
even be able to simply put the leaf falling motion on the simulated
particle just as I put a spin particle node on in the tutorial.

 But if you just want a straight fiber and to use the falling leaf
compound, an instance would be simple and direct, as Alan suggests.


On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.com wrote:

 Hi Sandy,

 Thanks for the quick reply.  That looks pretty straight forward from the
 documentation.

 Where I would like to go with it would be to use something like the
 falling leaves preset, but use the strands in place of the leaves because
 most of the falling motion and physics are already in place.

 Thanks!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com

 On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland 
 sandy.sutherl...@triggerfish.co.za wrote:

  Well you can create strands from particles so they do not need to get
 stuck on a surface - so should be perfectly doable in ICE - do you have
 Softimage available?  I will check the sample scenes and see if there is
 anything there!

 Something to look at -
 http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm

 S.

   *   *
 Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical
 Supervisor
http://triggerfish.co.za/en
  http://www.facebook.com/triggerfishanimation
http://www.twitter.com/triggerfishza
   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [
 cinema...@gmail.com]
 *Sent:* 07 January 2013 19:30
 *To:* softimage@listproc.autodesk.com
 *Subject:* Falling Hairs or Fibers

  I am looking into animating falling fibers such as fiberglass fibers
 that would fall into a liquid and interact.  It seems that ICE has all of
 the properties that I need to build the fiber like strands, but I
 would require them to act without being anchored to a surface or a curve.

  There may be an obvious solution to this, but I thought that I would
 check with the list since problems tend to get solved quickly when posted.

 Thanks!!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com






Re: Particle clumping technique

2013-01-07 Thread Tim Borgmann
And I have to point out that I got my inspiration from an old project I 
did with Chris Keller. So I think it was rather Chris initial idea :)


Cheers
Tim


here you go, thats one of the first prototypes I've made.
the whole system evolved a bit after the catrice project (had to reuse it on an 
other job), but the essential idea seems not to differ from vladimirs solution. 
(hope thats true, didn't had a look yet ;) )
you need to set a custom id value to each member of a cluster of points (clump 
id).
in that case all clumps have the same amount of points.

in that scene file its just a drag force, dissolving the clumps. when you need 
some more forces you have to use the position average of every clump, and apply 
the needed force from that.
i am gonna share the more sophisticated scenes too, just need to comment them 
a bit.

i should say that the initial idea came from tim borgmann, I've just 
implemented it in an icy way ;)

take care
sebastian







Am 07.01.2013 um 17:24 schrieb Tim tim_boll...@hotmail.co.uk:


Hi Sebastian, that would be great! I saw that spot not that long a go and the 
look of the particles were really something I was trying to capture for this 
job, albeit a bit more smokey.

Regards,

Tim

On 07/01/2013 11:42, Sebastian Kowalski wrote:

I've build something like that for the catrice spot last year 
(http://www.sekow.com/catrice_color), its a complicated tree. i could share an 
.emdl if you interested. just give me a sec to dig that one out.
sebastian

Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:


Happy New Year!

10,000's then you will have to be careful with the clone points!. I
think a good scene to look at for this as an example WIP is the sample
scene that comes with SI - 'particle spell cast'. it has a setup
already made for cloning particles coming off the main points as well
as secondary friction / animation forces for these, might be a good
place to start for a basic setup.

best

Rob

On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote:

Thanks Ben, It might be an idea for some of the Hero ones, but I think
ultimately there are going to be 10,000's emitted over a period of time.
It's worth keeping in mind though.

Tim


On 07/01/2013 10:51, Ben Beckett wrote:

Hi Tim

Just wondering

Have you tried empolygonizer it work based of nulls. You could get 8 nulls
and animate the appart and use this plugin to mesh.

Check out http://vimeo.com/9598332

Hope this helps even thought it a different way

Ben
elasticmonkeys.com

On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote:

2 sets of 4









Re: Particle clumping technique

2013-01-07 Thread Rob Chapman
Sebastian, I never thought I would hear myself say this, but that is
some sexy dust!   I see that you are not spawning or cloning anything
and the dust 'clump' with its own ID starts as is and its just the
gravity, drag and turbulence forces breaking it up. really nice
solution that works so well visually.  It would be really hard to get
that look any other way - ie with 'hero' geometry shedding more
particles as they shrink as you would still be able to track the
emitting ones.

there are some good hints for getting certain types of better dust in
this scene you provided so I wanted to thank you for sharing. it
appears crazy amounts and very little transparency is the key here , a
kind of 'brute force' approach that I usually would not consider and
try to approach with a volume shader or with Exocortex's Slipstream.

thanks for sharing!

best

Rob

On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote:
 here you go, thats one of the first prototypes I've made.
 the whole system evolved a bit after the catrice project (had to reuse it on 
 an other job), but the essential idea seems not to differ from vladimirs 
 solution. (hope thats true, didn't had a look yet ;) )
 you need to set a custom id value to each member of a cluster of points 
 (clump id).
 in that case all clumps have the same amount of points.

 in that scene file its just a drag force, dissolving the clumps. when you 
 need some more forces you have to use the position average of every clump, 
 and apply the needed force from that.
 i am gonna share the more sophisticated scenes too, just need to comment 
 them a bit.

 i should say that the initial idea came from tim borgmann, I've just 
 implemented it in an icy way ;)

 take care
 sebastian




Re: Falling Hairs or Fibers

2013-01-07 Thread Andy Moorer
Actually, I just tried what I was getting at and it seems to work... I'll
post a scene in a sec.
- AM


On Mon, Jan 7, 2013 at 2:49 PM, Andy Moorer andymoo...@gmail.com wrote:

 I've animated airborne dust as little wadded up strands and it looks
 pretty cool. For rotation I took the center of the bounding box of the
 wadded up strands as a point around which I would rotate both the particle
 and strand as a post-simulation effect (similar to the recent tutorial on
 my site andy.moonbase.net).

 I didn't have to worry about collisions between particles and was able to
 get away with simple spherical collisions for the dust in general, which
 could happen in the simulation tree, so it was easy in that sense. Haven't
 looked at the falling leaves compound in ages but I suspect you could hack
 into it and isolate out the bits you need, if I remember right you might
 even be able to simply put the leaf falling motion on the simulated
 particle just as I put a spin particle node on in the tutorial.

  But if you just want a straight fiber and to use the falling leaf
 compound, an instance would be simple and direct, as Alan suggests.


  On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.comwrote:

 Hi Sandy,

 Thanks for the quick reply.  That looks pretty straight forward from the
 documentation.

 Where I would like to go with it would be to use something like the
 falling leaves preset, but use the strands in place of the leaves because
 most of the falling motion and physics are already in place.

 Thanks!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com

 On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland 
 sandy.sutherl...@triggerfish.co.za wrote:

  Well you can create strands from particles so they do not need to get
 stuck on a surface - so should be perfectly doable in ICE - do you have
 Softimage available?  I will check the sample scenes and see if there is
 anything there!

 Something to look at -
 http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm

 S.

   *   *
 Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical
 Supervisor
http://triggerfish.co.za/en
  http://www.facebook.com/triggerfishanimation
http://www.twitter.com/triggerfishza
   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [
 cinema...@gmail.com]
 *Sent:* 07 January 2013 19:30
 *To:* softimage@listproc.autodesk.com
 *Subject:* Falling Hairs or Fibers

  I am looking into animating falling fibers such as fiberglass fibers
 that would fall into a liquid and interact.  It seems that ICE has all of
 the properties that I need to build the fiber like strands, but I
 would require them to act without being anchored to a surface or a curve.

  There may be an obvious solution to this, but I thought that I would
 check with the list since problems tend to get solved quickly when posted.

 Thanks!!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com







Re: Falling Hairs or Fibers

2013-01-07 Thread Andy Moorer
Here you go - not sure it's exactly what you need, but hope it's handy and
that you don't mind me putting it on my site publicly (trying to accumulate
a host of simple examples like these for new ICE users.).

http://andy.moonbase.net/


On Mon, Jan 7, 2013 at 3:03 PM, Andy Moorer andymoo...@gmail.com wrote:

 Actually, I just tried what I was getting at and it seems to work... I'll
 post a scene in a sec.
 - AM


 On Mon, Jan 7, 2013 at 2:49 PM, Andy Moorer andymoo...@gmail.com wrote:

 I've animated airborne dust as little wadded up strands and it looks
 pretty cool. For rotation I took the center of the bounding box of the
 wadded up strands as a point around which I would rotate both the particle
 and strand as a post-simulation effect (similar to the recent tutorial on
 my site andy.moonbase.net).

 I didn't have to worry about collisions between particles and was able to
 get away with simple spherical collisions for the dust in general, which
 could happen in the simulation tree, so it was easy in that sense. Haven't
 looked at the falling leaves compound in ages but I suspect you could hack
 into it and isolate out the bits you need, if I remember right you might
 even be able to simply put the leaf falling motion on the simulated
 particle just as I put a spin particle node on in the tutorial.

  But if you just want a straight fiber and to use the falling leaf
 compound, an instance would be simple and direct, as Alan suggests.


  On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.comwrote:

 Hi Sandy,

 Thanks for the quick reply.  That looks pretty straight forward from the
 documentation.

 Where I would like to go with it would be to use something like the
 falling leaves preset, but use the strands in place of the leaves because
 most of the falling motion and physics are already in place.

 Thanks!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com

 On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland 
 sandy.sutherl...@triggerfish.co.za wrote:

  Well you can create strands from particles so they do not need to get
 stuck on a surface - so should be perfectly doable in ICE - do you have
 Softimage available?  I will check the sample scenes and see if there is
 anything there!

 Something to look at -
 http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm

 S.

   *   *
 Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical
 Supervisor
http://triggerfish.co.za/en
  http://www.facebook.com/triggerfishanimation
http://www.twitter.com/triggerfishza
   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [
 cinema...@gmail.com]
 *Sent:* 07 January 2013 19:30
 *To:* softimage@listproc.autodesk.com
 *Subject:* Falling Hairs or Fibers

  I am looking into animating falling fibers such as fiberglass fibers
 that would fall into a liquid and interact.  It seems that ICE has all of
 the properties that I need to build the fiber like strands, but I
 would require them to act without being anchored to a surface or a curve.

  There may be an obvious solution to this, but I thought that I would
 check with the list since problems tend to get solved quickly when posted.

 Thanks!!
 Bryan
 --
 Bryan E. Scibelli
 cinema...@gmail.com
 www.cinemanix.com








Re: Particle clumping technique

2013-01-07 Thread Tim Borgmann
Sebastian did a really fantastic job on this dust stuff! It's definitely 
a (if not the) key element in the spot.

Cheers and thanks again to Sebastian
Tim

Sebastian, I never thought I would hear myself say this, but that is
some sexy dust!   I see that you are not spawning or cloning anything
and the dust 'clump' with its own ID starts as is and its just the
gravity, drag and turbulence forces breaking it up. really nice
solution that works so well visually.  It would be really hard to get
that look any other way - ie with 'hero' geometry shedding more
particles as they shrink as you would still be able to track the
emitting ones.

there are some good hints for getting certain types of better dust in
this scene you provided so I wanted to thank you for sharing. it
appears crazy amounts and very little transparency is the key here , a
kind of 'brute force' approach that I usually would not consider and
try to approach with a volume shader or with Exocortex's Slipstream.

thanks for sharing!

best

Rob

On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote:

here you go, thats one of the first prototypes I've made.
the whole system evolved a bit after the catrice project (had to reuse it on an 
other job), but the essential idea seems not to differ from vladimirs solution. 
(hope thats true, didn't had a look yet ;) )
you need to set a custom id value to each member of a cluster of points (clump 
id).
in that case all clumps have the same amount of points.

in that scene file its just a drag force, dissolving the clumps. when you need 
some more forces you have to use the position average of every clump, and apply 
the needed force from that.
i am gonna share the more sophisticated scenes too, just need to comment them 
a bit.

i should say that the initial idea came from tim borgmann, I've just 
implemented it in an icy way ;)

take care
sebastian








Re: Particle clumping technique

2013-01-07 Thread Andy Moorer
Looking at that scene now, this is nice work, and the result is lovely.
Thanks for sharing, sparks a lot of ideas.


On Mon, Jan 7, 2013 at 3:32 PM, Tim Borgmann i...@bt-3d.de wrote:

 Sebastian did a really fantastic job on this dust stuff! It's definitely a
 (if not the) key element in the spot.
 Cheers and thanks again to Sebastian
 Tim

  Sebastian, I never thought I would hear myself say this, but that is
 some sexy dust!   I see that you are not spawning or cloning anything
 and the dust 'clump' with its own ID starts as is and its just the
 gravity, drag and turbulence forces breaking it up. really nice
 solution that works so well visually.  It would be really hard to get
 that look any other way - ie with 'hero' geometry shedding more
 particles as they shrink as you would still be able to track the
 emitting ones.

 there are some good hints for getting certain types of better dust in
 this scene you provided so I wanted to thank you for sharing. it
 appears crazy amounts and very little transparency is the key here , a
 kind of 'brute force' approach that I usually would not consider and
 try to approach with a volume shader or with Exocortex's Slipstream.

 thanks for sharing!

 best

 Rob

 On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote:

 here you go, thats one of the first prototypes I've made.
 the whole system evolved a bit after the catrice project (had to reuse
 it on an other job), but the essential idea seems not to differ from
 vladimirs solution. (hope thats true, didn't had a look yet ;) )
 you need to set a custom id value to each member of a cluster of points
 (clump id).
 in that case all clumps have the same amount of points.

 in that scene file its just a drag force, dissolving the clumps. when
 you need some more forces you have to use the position average of every
 clump, and apply the needed force from that.
 i am gonna share the more sophisticated scenes too, just need to
 comment them a bit.

 i should say that the initial idea came from tim borgmann, I've just
 implemented it in an icy way ;)

 take care
 sebastian







Re: Particle clumping technique

2013-01-07 Thread Tim Bolland
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, and the result is lovely. 
 Thanks for sharing, sparks a lot of ideas.
 
 
 On Mon, Jan 7, 2013 at 3:32 PM, Tim Borgmann i...@bt-3d.de wrote:
 Sebastian did a really fantastic job on this dust stuff! It's definitely a 
 (if not the) key element in the spot.
 Cheers and thanks again to Sebastian
 Tim
 
 Sebastian, I never thought I would hear myself say this, but that is
 some sexy dust!   I see that you are not spawning or cloning anything
 and the dust 'clump' with its own ID starts as is and its just the
 gravity, drag and turbulence forces breaking it up. really nice
 solution that works so well visually.  It would be really hard to get
 that look any other way - ie with 'hero' geometry shedding more
 particles as they shrink as you would still be able to track the
 emitting ones.
 
 there are some good hints for getting certain types of better dust in
 this scene you provided so I wanted to thank you for sharing. it
 appears crazy amounts and very little transparency is the key here , a
 kind of 'brute force' approach that I usually would not consider and
 try to approach with a volume shader or with Exocortex's Slipstream.
 
 thanks for sharing!
 
 best
 
 Rob
 
 On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote:
 here you go, thats one of the first prototypes I've made.
 the whole system evolved a bit after the catrice project (had to reuse it on 
 an other job), but the essential idea seems not to differ from vladimirs 
 solution. (hope thats true, didn't had a look yet ;) )
 you need to set a custom id value to each member of a cluster of points 
 (clump id).
 in that case all clumps have the same amount of points.
 
 in that scene file its just a drag force, dissolving the clumps. when you 
 need some more forces you have to use the position average of every clump, 
 and apply the needed force from that.
 i am gonna share the more sophisticated scenes too, just need to comment 
 them a bit.
 
 i should say that the initial idea came from tim borgmann, I've just 
 implemented it in an icy way ;)
 
 take care
 sebastian
 
 
 
 
 



Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Fx Person
By the name of it, I was expecting like a squished little circle lol! 

Of course I've seen that a bunch of times, but thought it was more to express 
like etcetera

I'll also look-up what's the long dash also briefly referenced in the article 
(about the three little dots)

And guess I was missing a dot :)





 From: Stephen Blair stephenrbl...@gmail.com


Hi

In English writing, especially in e-mail messages, an ellipsis is
  used to indicate a pause or a falter, or a trailing off ...

http://grammar.quickanddirtytips.com/ellipsis.aspx
http://en.wikipedia.org/wiki/Ellipsis




On 07/01/2013 12:10 PM, Fx Person wrote:

Hi Brent,
 
  
As for the punctuation, perhaps.  The double dots .. are meant to act like 
“long pauses” to which I’m not aware of a standard way of expressing that.  
I have seen the extended(long) dash used as such, though not exactly,  I 
actually didn’t find it in the Character Map.


Symbol Uses

2013-01-07 Thread Fx Person
Didn't know Mr. Mootz also developed characters. ;p

And how did you type that? Skimmed through every page of the charmap!

Seems to also be an en dash the width of an n as opposed to an m


So the following are various uses for the mutton (funny word) quoted from here

An em dash is the width of an m.  Use an em dash sparingly in formal writing. 
In informal writing, em dashes may replace commas, semicolons, colons,
and parentheses to indicate added emphasis, an interruption, or an
abrupt change of thought.






 From: Alan Fregtman alan.fregt...@gmail.com

 

That would be the em dash or mutton (though I've never seen or heard it 
called the latter.)
http://en.wikipedia.org/wiki/Em_dash#Em_dash


And an em? It's a typographical unit of measurement and the — dashis in 
fact 1em unit in width for any given font size (which by the way is measured in 
units called points.) A — dash at font size 14 is 14 points (pt) wide, 
for example.
http://en.wikipedia.org/wiki/Em_%28typography%29


But what are points you ask? Twelfths of a pica which itself is 1/72th of 1 
foot, or 1/6th of an inch, or my prefered answer, very small.
http://en.wikipedia.org/wiki/Point_%28typography%29
http://en.wikipedia.org/wiki/Pica_%28typography%29



So now you know how dashes and font sizes relates to some british king's feet 
size. Who knew, right?!





On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.com wrote:

By the name of it, I was expecting like a squished little circle lol! 

Of course I've seen that a bunch of times, but thought it was more to express 
like etcetera

I'll also look-up what's the long dash also briefly referenced in the article 
(about the three little dots)

And guess I was missing a dot :)







 From: Stephen Blair stephenrbl...@gmail.com


Hi

In English writing, especially in e-mail messages, an ellipsis is
  used to indicate a pause or a falter, or a trailing off ...

http://grammar.quickanddirtytips.com/ellipsis.aspx
http://en.wikipedia.org/wiki/Ellipsis




On 07/01/2013 12:10 PM, Fx Person wrote:

Hi Brent,
 
  
As for the punctuation, perhaps.  The double dots .. are meant to act like 
“long pauses” to which I’m not aware of a standard way of expressing that.  
I have seen the extended(long) dash used as such, though not exactly,  I 
actually didn’t find it in the Character Map.





Re: Symbol Uses

2013-01-07 Thread Xavier Lapointe
http://goo.gl/yjZEq

On Tue, Jan 8, 2013 at 11:04 AM, Fx Person fxper...@rocketmail.com wrote:

 Didn't know Mr. Mootz also developed characters. ;p

 And how did you type that? Skimmed through every page of the charmap!

 Seems to also be an en dash the width of an n as opposed to an m


 So the following are various uses for the mutton (funny word) quoted
 from here http://www.grammarbook.com/punctuation/dashes.asp
 *
 An em dash is the width of an m.  Use an em dash sparingly in formal
 writing.
 In informal writing, em dashes may replace commas, semicolons, colons, and
 parentheses to indicate added emphasis, an interruption, or an abrupt
 change of thought.*


 *
 *

   --
 *From:* Alan Fregtman alan.fregt...@gmail.com
 **

 That would be the em dash or mutton (though I've never seen or heard
 it called the latter.)
 http://en.wikipedia.org/wiki/Em_dash#Em_dash

 And an em? It's a typographical unit of measurement and the — dash is
 in fact 1em unit in width for any given font size (which by the way is
 measured in units called points.) A — dash at font size 14 is 14
 points (pt) wide, for example.
 http://en.wikipedia.org/wiki/Em_%28typography%29

 But what are points you ask? Twelfths of a pica which itself is 1/72th
 of 1 foot, or 1/6th of an inch, or my prefered answer, very small.
 http://en.wikipedia.org/wiki/Point_%28typography%29
 http://en.wikipedia.org/wiki/Pica_%28typography%29


 So now you know how dashes and font sizes relates to some british king's
 feet size. Who knew, right?!



 On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.com wrote:

 By the name of it, I was expecting like a squished little circle lol!

 Of course I've seen that a bunch of times, but thought it was more to
 express like etcetera

 I'll also look-up what's the long dash also briefly referenced in the
 article (about the three little dots)

 And guess I was missing a dot :)


   --
 *From:* Stephen Blair stephenrbl...@gmail.com
 **
  Hi

 In English writing, especially in e-mail messages, an ellipsis is used to
 indicate a pause or a falter, or a trailing off ...

 http://grammar.quickanddirtytips.com/ellipsis.aspx
 http://en.wikipedia.org/wiki/Ellipsis




 On 07/01/2013 12:10 PM, Fx Person wrote:

   Hi Brent,


 As for the punctuation, perhaps.  The double dots .. are meant to act
 like “long pauses” to which I’m not aware of a standard way of expressing
 that.
 I have seen the extended(long) dash used as such, though not exactly,  I
 actually didn’t find it in the Character Map.










-- 
Xavier


Re: Symbol Uses

2013-01-07 Thread Xavier Lapointe
Sorry, that was a bit evasive.

Would be nice to not start a new thread in this particular case, unless you
absolutely want to start a new one.

Cheers


Re: Symbol Uses

2013-01-07 Thread Jason S

Hi,
No worries, I changed it to move away from the title of heavier subject 
matter..

But may have preceded with an OT:

Sorry, usually not that much of a poster,

And must admit that Symbol uses could just as well have applied to SI 
lol :)

Have a good evening


On 07/01/2013 7:12 PM, Xavier Lapointe wrote:

Sorry, that was a bit evasive.

Would be nice to not start a new thread in this particular case, 
unless you absolutely want to start a new one.


Cheers




RE: Falling Hairs or Fibers

2013-01-07 Thread Sandy Sutherland
Just come in this morning to find a whole bunch of help for Bryan - I love this 
list, you guys rock big time!


Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 
http://triggerfish.co.za/en
[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 
http://www.facebook.com/triggerfishanimation

[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 http://www.twitter.com/triggerfishza

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Andy Moorer 
[andymoo...@gmail.com]
Sent: 07 January 2013 22:18
To: softimage@listproc.autodesk.com
Subject: Re: Falling Hairs or Fibers

Here you go - not sure it's exactly what you need, but hope it's handy and that 
you don't mind me putting it on my site publicly (trying to accumulate a host 
of simple examples like these for new ICE users.).

http://andy.moonbase.net/


On Mon, Jan 7, 2013 at 3:03 PM, Andy Moorer 
andymoo...@gmail.commailto:andymoo...@gmail.com wrote:
Actually, I just tried what I was getting at and it seems to work... I'll post 
a scene in a sec.
- AM


On Mon, Jan 7, 2013 at 2:49 PM, Andy Moorer 
andymoo...@gmail.commailto:andymoo...@gmail.com wrote:
I've animated airborne dust as little wadded up strands and it looks pretty 
cool. For rotation I took the center of the bounding box of the wadded up 
strands as a point around which I would rotate both the particle and strand as 
a post-simulation effect (similar to the recent tutorial on my site 
andy.moonbase.nethttp://andy.moonbase.net).

I didn't have to worry about collisions between particles and was able to get 
away with simple spherical collisions for the dust in general, which could 
happen in the simulation tree, so it was easy in that sense. Haven't looked at 
the falling leaves compound in ages but I suspect you could hack into it and 
isolate out the bits you need, if I remember right you might even be able to 
simply put the leaf falling motion on the simulated particle just as I put a 
spin particle node on in the tutorial.

 But if you just want a straight fiber and to use the falling leaf compound, an 
instance would be simple and direct, as Alan suggests.


On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli 
cinema...@gmail.commailto:cinema...@gmail.com wrote:
Hi Sandy,

Thanks for the quick reply.  That looks pretty straight forward from the 
documentation.

Where I would like to go with it would be to use something like the falling 
leaves preset, but use the strands in place of the leaves because most of the 
falling motion and physics are already in place.

Thanks!
Bryan
--
Bryan E. Scibelli
cinema...@gmail.commailto:cinema...@gmail.com
www.cinemanix.comhttp://www.cinemanix.com

On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland 
sandy.sutherl...@triggerfish.co.zamailto:sandy.sutherl...@triggerfish.co.za 
wrote:
Well you can create strands from particles so they do not need to get stuck on 
a surface - so should be perfectly doable in ICE - do you have Softimage 
available?  I will check the sample scenes and see if there is anything there!

Something to look at - 
http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm

S.


Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical 
Supervisor
[X] http://triggerfish.co.za/en
[X] http://www.facebook.com/triggerfishanimation

[X] http://www.twitter.com/triggerfishza

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 on behalf of Bryan Scibelli [cinema...@gmail.commailto:cinema...@gmail.com]
Sent: 07 January 2013 19:30
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Falling Hairs or Fibers

I am looking into animating falling fibers such as fiberglass fibers that would 
fall into a liquid and interact.  It seems that ICE has all of the properties 
that I need to build the fiber like strands, but I would require them to act 
without being anchored to a surface or a curve.

There may be an obvious solution to this, but I thought that I would check with 
the list since problems tend to get solved quickly when posted.

Thanks!!
Bryan
--
Bryan E. Scibelli
cinema...@gmail.commailto:cinema...@gmail.com
www.cinemanix.comhttp://www.cinemanix.com







RE: Particle clumping technique

2013-01-07 Thread Sandy Sutherland
Thanks Sebastian - you are a star!

S.

Sandy Sutherland | Technical Supervisor






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski 
[l...@sekow.com]
Sent: 07 January 2013 20:17
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique

here you go, thats one of the first prototypes I've made.
the whole system evolved a bit after the catrice project (had to reuse it on an 
other job), but the essential idea seems not to differ from vladimirs solution. 
(hope thats true, didn't had a look yet ;) )
you need to set a custom id value to each member of a cluster of points (clump 
id).
in that case all clumps have the same amount of points.

in that scene file its just a drag force, dissolving the clumps. when you need 
some more forces you have to use the position average of every clump, and apply 
the needed force from that.
i am gonna share the more sophisticated scenes too, just need to comment them 
a bit.

i should say that the initial idea came from tim borgmann, I've just 
implemented it in an icy way ;)

take care
sebastian





Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Adam Sale
wow...


On Mon, Jan 7, 2013 at 2:32 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 That would be the em dash or mutton (though I've never seen or heard
 it called the latter.)
 http://en.wikipedia.org/wiki/Em_dash#Em_dash

 And an em? It's a typographical unit of measurement and the — dash is
 in fact 1em unit in width for any given font size (which by the way is
 measured in units called points.) A — dash at font size 14 is 14
 points (pt) wide, for example.
 http://en.wikipedia.org/wiki/Em_%28typography%29

 But what are points you ask? Twelfths of a pica which itself is 1/72th
 of 1 foot, or 1/6th of an inch, or my prefered answer, very small.
 http://en.wikipedia.org/wiki/Point_%28typography%29
 http://en.wikipedia.org/wiki/Pica_%28typography%29


 So now you know how dashes and font sizes relates to some british king's
 feet size. Who knew, right?!



 On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.com wrote:

 By the name of it, I was expecting like a squished little circle lol!

 Of course I've seen that a bunch of times, but thought it was more to
 express like etcetera

 I'll also look-up what's the long dash also briefly referenced in the
 article (about the three little dots)

 And guess I was missing a dot :)


   --
 *From:* Stephen Blair stephenrbl...@gmail.com
 **
  Hi

 In English writing, especially in e-mail messages, an ellipsis is used to
 indicate a pause or a falter, or a trailing off ...

 http://grammar.quickanddirtytips.com/ellipsis.aspx
 http://en.wikipedia.org/wiki/Ellipsis




 On 07/01/2013 12:10 PM, Fx Person wrote:

   Hi Brent,


 As for the punctuation, perhaps.  The double dots .. are meant to act
 like “long pauses” to which I’m not aware of a standard way of expressing
 that.
 I have seen the extended(long) dash used as such, though not exactly,  I
 actually didn’t find it in the Character Map.








Re: Area ate my message ( and spit it out again :)

2013-01-07 Thread Adam Sale
Christopher?


On Mon, Jan 7, 2013 at 11:28 PM, Adam Sale adamfs...@gmail.com wrote:

 wow...


 On Mon, Jan 7, 2013 at 2:32 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 That would be the em dash or mutton (though I've never seen or heard
 it called the latter.)
 http://en.wikipedia.org/wiki/Em_dash#Em_dash

 And an em? It's a typographical unit of measurement and the — dashis in 
 fact 1em unit in width for any given font size (which by the way is
 measured in units called points.) A — dash at font size 14 is 14
 points (pt) wide, for example.
 http://en.wikipedia.org/wiki/Em_%28typography%29

 But what are points you ask? Twelfths of a pica which itself is
 1/72th of 1 foot, or 1/6th of an inch, or my prefered answer, very small.
 http://en.wikipedia.org/wiki/Point_%28typography%29
 http://en.wikipedia.org/wiki/Pica_%28typography%29


 So now you know how dashes and font sizes relates to some british king's
 feet size. Who knew, right?!



 On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.comwrote:

 By the name of it, I was expecting like a squished little circle lol!

 Of course I've seen that a bunch of times, but thought it was more to
 express like etcetera

 I'll also look-up what's the long dash also briefly referenced in the
 article (about the three little dots)

 And guess I was missing a dot :)


   --
 *From:* Stephen Blair stephenrbl...@gmail.com
 **
  Hi

 In English writing, especially in e-mail messages, an ellipsis is used
 to indicate a pause or a falter, or a trailing off ...

 http://grammar.quickanddirtytips.com/ellipsis.aspx
 http://en.wikipedia.org/wiki/Ellipsis




 On 07/01/2013 12:10 PM, Fx Person wrote:

   Hi Brent,


 As for the punctuation, perhaps.  The double dots .. are meant to act
 like “long pauses” to which I’m not aware of a standard way of expressing
 that.
 I have seen the extended(long) dash used as such, though not exactly, 
 I actually didn’t find it in the Character Map.









Re: Mocap suit investment

2013-01-07 Thread Jens Lindgren
We used the Xsens Mvn in a production and everything went smoothly.
I made some scripts to be able to plot the mocap data on a GEAR rig in
Softimage and we didn't run into any problems with that.

/Jens


On Tue, Jan 8, 2013 at 3:13 AM, Adrian Lopez vfxw...@gmail.com wrote:

 Folks,

 Happy New Year to all, best wishes and success to everyone this year..

 It looks like we'll be finally be able to invest in a mocap suit this
 year.  This has been a purchase we've been wanting to do for years, but
 we've been holding off...   Having recently landed a production deal that
 will involve some heavy character work, it look like that time has come.

 I've always been partial to the freedom and flexibility of the XSENS MVN
 suit - not requiring a capture volume, it seems like the ideal - but I'm
 open to feedback from the more seasoned among us when it comes to Mocap -
 in particular, which system gives the cleanest data and most easily works
 with Softimage rigs and workflows...

 Many thanks...


 --
 Adrian Lopez
 CEO.Producer.Director
 Liquid Light Digital
 www.liquidlightdigital.com




-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/