Happened once exactly 14 years ago...
Who the hell do you think they got to write the Maya interaction mode? ;-)
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe
Sent: 18 April 2012 16:31
To:
This is true but when I left Alias I had basically finished up most of my work
for Maya 1.5.
There were lots of teams in various stages of completion which is why I was
working on 1.5 stuff before 1.0 shipped. The windows port was well underway at
that point too. What was not clear at that
You guys are just trying to get test back into the top 10 list of topics for
2012 right?
http://xsisupport.wordpress.com/2012/01/06/friday-flashback-51/
Are we still bitter after having been narrowly beaten out by friday flashback
last year? ;-)
--
Brent
From:
Don't worry. I'm sure they'll stop fixing the long standing requests after the
*honeymoon* period is over! ;-)
--
Brent
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky
Sent: 19 April 2012 14:40
To:
Ummm, all the devs are moving on to the new project and we are keeping the team
together.
All the Softies have had a hand in training the Singapore team to make sure the
transition is a smooth one. They have not been scared to jump into such a large
product so I'm excited to see what they can
actually believe that WE will believe that nothing
will change?? Excuse me but... what?
Yeah right
On Fri, Apr 20, 2012 at 1:24 PM, Brent McPherson
brent.mcpher...@autodesk.com wrote:
Ummm, all the devs are moving on to the new project and we are
keeping the team together.
All
do it! Cynical and glass half empty perhaps,
but you really expect us last remaining folk who work within a Softimage only
based pipeline to be happy and optimistic about this?
A smooth transition to what?
On 20 April 2012 14:11, Brent McPherson brent.mcpher...@autodesk.com wrote:
Things
Hi Jared,
I can think of one easy way to do this with the tool SDK.
The tool can call Pick using rectangle raycast to quickly get a list of objects
(or components) that are visible in the view.
Of course, this would require you to use a tool but you could have the tool
exit after it builds
to see way to envelope/paint weights with ICE xform attribute
instead of real deformers
There's a lot of things to do, to make it production efficient.
Regards
A.
2012/7/4 Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com
Hi Ahmidou,
Yes, the problem
Hi Steven,
Why don't you keep a dirty flag for the pickbuffer and simply set that in
Activate and then the next time you ask for the pickbuffer (in mouse move or
mouse down) recompute it if it is dirty.
The pickbuffer is specific to a particular view so you can't generate it is a
callback
...
should be a fun exercise, which is available here for anyone who is
interested...
https://github.com/caron/SimpleBrush
On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
I would say use the GeometryAccessor but I have
think that's just a matter of
wrangling my oglRotate calls.
fun stuff!
steven
On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
The longer a tool takes to process an input event the less events that gets
generated by the window
provide over the standard ogl pick buffer?
regardless, i will bring this up as a suggestion.
s
On Wed, Aug 1, 2012 at 1:32 AM, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
Sounds cool Steven!
Feel free to log suggestions for the tool SDK with support.
I
...@gmail.com wrote:
cheers!
s
On Wed, Aug 1, 2012 at 10:26 AM, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
The pickbuffer doesn't have the information but intenally we could look it up
on the mesh more efficiently than you can using either the geometry
That is actually a tricky one because when you zoom in the Nav tool you are not
changing the FOV but rather moving the camera closer to the interest. (e.g. the
point about which the camera orbits) When the camera reaches the interest you
can't go any further.
In Maya when you start zooming and
September 2012 15:45
To: softimage@listproc.autodesk.com
Subject: Re: zoom limits
What if you delete the interest?
Eric Thivierge
http://www.ethivierge.com
On Sat, Sep 22, 2012 at 12:37 AM, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher
?
Eric Thivierge
http://www.ethivierge.com
On Sat, Sep 22, 2012 at 12:37 AM, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
That is actually a tricky one because when you zoom in the Nav tool you are not
changing the FOV
Hi Adrian,
Should still be there but we added a 2 to the end of the environment variable
to see if anyone noticed.
Congratulations, you are the first! We had a cake for the winner but we ate it
a few years back... ;-)
e.g. XSI_UNSUPPORTED_ICE_KINEMATICS2
--
Brent
From:
Yes and no. Internally Maya breaks time into ticks where each tick is 1/6000 of
a second. (so 23.98fps would be treated as 24fps)
FCurves in Maya can save their keys as either floats or ticks but I'm not sure
what the default is.
--
Brent
From: softimage-boun...@listproc.autodesk.com
http://www.youtube.com/watch?v=4Zugp9W620slist=PLC4040C7FF264D722index=1feature=plcp
Virtual Chinny anyone? Thanks to Edna for the link. ;-)
--
Brent
attachment: winmail.dat
As someone who recently tried to do some numerical computation in Python I can
say I was really shocked at how slow Python was and it doesn't really have any
good multiprocessing constructs built-in. Languages based on LLVM that are
compiled to machine code are going to give orders of
founder/ceo | raafal.org founder
tel: (+33)977 195 006 | mob: (+33)675 183 146 | fax: (+33)972 288 293
Le 12/10/2012 17:54, Brent McPherson a écrit :
http://www.guardian.co.uk/technology/2012/oct/12/kickstarter-uk-launch
Guy, I find it interesting that you would split your mailing lists
Hi Ahmidou,
It look like a bug.
Snapping targets should not be displayed for tools that don't have snapping
enabled. The picking issue sounds like a secondary bug that is probably
triggered by the snap target display.
Have you tried disabling the snap properties inside your tool as a
There is a preference in the Transform Properties to have the transform tool
modify the object's pivot.
You can try this if you don't mind your object's pivot being modified.
P.S. This option is used by the Maya interaction mode.
--
Brent
From: softimage-boun...@listproc.autodesk.com
Hi Eugen,
Yes, it would be simple to do with the Tool SDK.
In fact, we already have a spot light creation tool example that ships with
Softimage (search for SpotLightCreateTool in the custom tools addon) so only
the reflected ray part would need to be added.
Anyone up for the challenge? ;-)
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
To: softimage@listproc.autodesk.com
Subject: Re: Place Highlight Tool
On 04/12/2012 10:23, Brent McPherson wrote:
Hi Eugen,
Yes, it would be simple to do with the Tool SDK.
In fact, we already have a spot light creation tool example that ships with
Softimage (search for SpotLightCreateTool
Just curious.
Did you keep the shift modifier key from the original tool as a way to adjust
the distance of the light from the surface? (Don't have a build I can use to
install the tool right now...)
--
Brent
-Original Message-
From: softimage-boun...@listproc.autodesk.com
] On Behalf Of Julian
Sent: 09 January 2013 22:26
To: softimage@listproc.autodesk.com
Subject: Re: Place Highlight Tool
On 09/01/2013 21:00, Brent McPherson wrote:
Just curious.
Did you keep the shift modifier key from the original tool as a way to
adjust the distance of the light from the surface
of improvement (counting out
starting from scratch)?
The difference between being unwilling or unable...
Looking at 3ds max, you get the impression that this is the reason for it's
more or less stalled development. Hopeless kludge beyond repair...
Am 29.01.2013 11:13, schrieb Brent McPherson
Hi Eric,
This is a rather vague question but for my personal projects I use Inkscape
with an icon font like Entypo to quickly design custom artwork that is scalable.
Throw in some subtle gradients, shadows and maybe a pattern or two from
subtlepatterns.com and you're done. ;-)
Hi Jimmy,
Clamp your input values to the range -1..1 before calling arccos.
Probably just some small numerical error creeping in and pushing it slightly
outside that range.
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
I only watched the first part of the video but it looked like a pretty standard
deformer chain being driven by weight maps so I didn't really see what all the
fuss was about.
If you really want to built up a custom on deformations then a procedural
system like ICE would be way more flexible
Hi Vincent,
The first place to start is by checking the return values to make sure the
calls succeed before attempting to use the values.
Just because picking got an intersection doesn't mean the point locator query
will succeed because they are using different techniques for testing
Viewing tip.
Make sure you are not taking a drink of your coffee around 03:15 when Guillaume
starts talking about ass files! ;-)
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent: 20 July 2013 04:00
To:
On the subject of Windows I have an interesting perspective because prior to
1998 I worked at Alias.
At that time Alias believed that Windows would be the dominant platform going
forward and there was a lot of talk about using Mainwin (or one of the other
Windows emulation frameworks available
of you who may have played GW2 know its very
graphics intensive and I comfortable get 45-60fps on max settings.
Anyone know if the way Softimage is put together would preclude it from coming
to the Mac using this type of technology rather then rewriting it ?
Kind regards
Angus
From: Brent
Interested customers should apply to participate in the Maya beta program.
The modeling group is very open and communicative. Many of our team members
have worked on products other than Maya and we are focused on making Maya a
great modeling program.
https://beta.autodesk.com
I'll try to find
In Maya you use 1 3 hotkeys to toggle between base mesh and subd preview
display. In subd display mode the Page Up/Down keys change the subd preview
level. (the default value is 2)
So the workflow is something like this...
Hit 3 key and then use page up/down to adjust subd level. From then on
Since this a Maya migration thread and I work on modeling...
If anyone wants to get on the Maya Beta send me an email at
brent.mcpher...@autodesk.com and I'll forward your name. You also need an
account on https://beta.autodesk.com.
--
Brent
attachment: winmail.dat
resources to help with a Maya migration.
Is this your Vimeo Brent ? http://vimeo.com/theonlykings
On 28 February 2014 16:08, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
Since this a Maya migration thread and I work on modeling...
If anyone wants to get
Come on Emilio, animating a sphere in Maya is pretty much the same as Soft.
Everything *could* be done with onscreen icons and using the Animate menu.
- create sphere (click without dragging to get default size sphere)
- move tool W (WER in Maya = VCX in Soft)
- move sphere and hit S to save a
left off as
easily in my experience.
--
Brent
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: 14 March 2014 16:17
To: softimage@listproc.autodesk.com
Subject: Re: MAYA community
Brent
Hi Martin,
Since I work on modeling I can comment directly on the NEX integration in 2015
and how modeling toolkit features have made their way into the native Maya
selection tool. (as the other bigger features are covered in the what's new
videos)
Maya's native selection tool now has lazy
They are remembered when switching between different component selection modes
but not saved with the scene.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: 19 March 2014 15:16
To: softimage@listproc.autodesk.com
Fun fact: Do you know Maya started out using scheme as its scripting language?
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Jones
Sent: 20 March 2014 07:47
To: softimage@listproc.autodesk.com
Subject: Re: Top List of
Damn, I wish you had posted this. ;-)
https://www.youtube.com/watch?v=iRZ2Sh5-XuM
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Max Evgrafov
Sent: 20 March 2014 09:30
To: softimage
Subject: my first experiment with rigging in Houdini
Is there anything close to that in Maya? If not, you should add it.
Martin
On Thu, Mar 20, 2014 at 12:07 AM, Brent McPherson
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
Hi Martin,
Since I work on modeling I can comment directly on the NEX integration in 2015
I guess what the issue (at least for me) is, is that while you are
correct that Autodesk did talk about moving development to Singapore,
Autodesk did NOT say that the product was in a state of minimal development.
Perry,
At the time Softimage was moved to Singapore the team out there was
Great summary Martin but I'd like to add two little timesaving tips:
1) Tab hotkey temporarily activates raycast selection mode
2) Backtick hotkey (the key above Tab) temporarily activates tweak mode
--
Brent
From: softimage-boun...@listproc.autodesk.com
True, that has always been a problem with US-centric keyboard layouts and it
always makes sense to do some basic personal customization for international
keyboards...
P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
normally is!? I think I'll start calling it the Hawking
So, do you folks really use Center mode all that much?
That was really a pre-pivot workflow that XSI inherited from SI|3D and it
simply applies a transform to the object and a mirror transform to the geometry
thereby giving the *illusion* that that center has changed. Of course, reset
Politics!? You obviously never worked in a large company before? ;-)
Do you seriously think that in a competitive market a company can/will sit back
and drip out features as part of some evil master plan? Success can obviously
lead to complacency (which is why competition is healthy/important)
an object I have in the rig already (maybe a bone
it's meant to control... something like that). I can make and shape the control
curve how I like, turn on Centre mode, do a Match Transforms to that object and
hit Freeze. Very quick and very easy to do.
On 2 April 2014 09:55, Brent McPherson
resellers. So if people seem upset
and wary about Autodesk you can now understand why.
Great to have you on the list. Hopefully little things like the centering
methodology can broaden you understanding of our workflows
Kind regards
Angus
From: Brent McPherson
When someone is throwing about unfounded accusations/speculation why not call
them out on it?
Sometimes you need to be told you are being an ass and not tiptoe around it.
The original post was not a setup for polite and constructive discussion IMO
and I don't think my usage of the term
Yes I did work on this.
The plan was always to replace the guts of Center with the pivot stuff I added
to kinematics since it could handle rotation. We just never got around to
actually doing that and finishing off that part of the pivot workflow...
As I said before I always thought the way
Maya interaction mode was developed under Avid and at the time it made sense to
try and appeal to the (larger) Maya market.
You almost never see market leaders making these types of moves as the
potential returns will be much smaller. Gimp interaction mode for Photoshop
anyone? ;-)
--
Brent
@listproc.autodesk.com
Subject: Re: Humanize Maya project
Brent McPherson schreef op 11-4-2014 17:18:
You almost never see market leaders making these types of moves as the
potential returns will be much smaller.
But once they started sharing suites together, the story changed ever so
slightly, one
The Humanize Maya effort is definitely ongoing but with a yearly release
schedule it will (unfortunately) take time to see the full results of this
effort.
You could reach out to Jill Ramsay
(jill.ram...@autodesk.commailto:jill.ram...@autodesk.com) with your concerns
as she has been dealing
Buying softimage to retire it, was itself a(n entirely legal) scam to get
more money, (among other measures to come)
Go home Jason. You're drunk.
--
Brent
attachment: winmail.dat
Yes, Maya 1.0 was released in Feb 1998 and XSI 1.0 was released over 2 years
later in mid-2000.
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: 13 November 2014 15:50
To: softimage@listproc.autodesk.com
XSI and were looking to
do the next step of our previous products.
On Thu, Nov 13, 2014 at 12:01 PM, Brent McPherson
brent.mcpher...@autodesk.com wrote:
Yes, Maya 1.0 was released in Feb 1998 and XSI 1.0 was released over 2 years
later in mid-2000.
From: Andi Farhall
why am i so far off
Yes, the right-click menus activate object-component mode in Maya.
Apparently it is used for some commands where you need to make a hybrid
object+component selection and I agree it is confusing.
--
Brent
From: softimage-boun...@listproc.autodesk.com
Ah club bot!
He was my main test rig for animation layering. Such a party animal. Good
times. ;-)
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: 24 April 2015 16:54
To: softimage@listproc.autodesk.com
Awww, brings back fond memories of frankenstein-ing together new UI elements
from the existing bitmaps in MS Paint. :-)
The lack of original artwork also saved XSI from a dark UI makeover...
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
Ok, then I would suggest looking into using a timer to run your previous script
after the key up callback returns.
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andrew Prostrelov
Sent: 02 June 2016 22:29
To:
L viewport description of current Undo action.
But Undo command didn't add any Operator etc so i suppose there should be a
Undo stack or something.
2016-06-06 23:08 GMT+03:00 Brent McPherson
<brent.mcpher...@autodesk.com<mailto:brent.mcpher...@autodesk.com>>:
Glad you got it work
me like so:
Application.Undo("")# Subdivide Polygon
Application.Undo("")# Select Object
Application.Undo("")# Select Geometry Components
Is there a way of getting whole Undo stack or somehow get this comment messages
?
2016-06-03 9:55 GMT+03:00 Brent
I was thinking that you could use the TimerEvent in the XSI SDK.
on key up:
- call timer.Reset(0/*one shot timer*/, 0.1/*short delay*/);
when timer is triggered:
- call your Python code to activate the selection tool
P.S. I designed ExitTool to be called from the tool's context menu so the
I'm not familiar with the siKeyUp/Down event filters but the KeyUp/Down
callbacks for custom tools won't conflict with keymaps in other editors.
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andrew Prostrelov
Sent: 14 June
Hi Andrew,
Have you tried calling the ExitTool method on the ToolContext that was passed
to you?
Not sure what you mean by "OpenGL captcha realisation" but EditTextString is
not using OpenGL and just displays a windows text editing control on top of the
OpenGL viewport.
The reason why it can only be used in the MouseUpCallback is because control
will be transferred to the edit control. I
This thread reminded me of Mark Schoennagel's SIGGRAPH 2006 SI3D demo.
https://www.youtube.com/watch?v=nzj3VITdN5A
As someone who worked on Maya, moved to Softimage and is now back on Maya I
have one piece of advice:
Treasure your nostalgia because, in my experience, reality doesn't always
Hi Andrew,
Prior to the Tool SDK 3rd party tools would often bypass the SDK and hook into
the windows message loop directly but that is a messy process.
Sounds like the approach you are taking is the only way to do this within the
tool SDK. The tool SDK was one of the last things I did on
I'll admit that it took me a surprisingly long time to realize this is a plugin
for Softimage|3D and not Softimage|XSI!
Does Softimage|3D still run on modern hardware or do you have a clean room
somewhere running Windows NT on a Pentium? ;-)
--
Brent
From:
: Re: Wiki EOL soon
Matt, Which comment are you referring to ?
On Thu, Aug 18, 2016 at 2:44 AM, Matt Lind
<speye...@hotmail.com<mailto:speye...@hotmail.com>> wrote:
Interesting first comment at the bottom of the page.
Matt
Date: Thu, 18 Aug 2016 07:23:01 +
From: Bre
Sandy,
I think you are remembering the hilarious photoshop someone did at the time
showing Chinny's face on hoodie man.
Pity no one saved it because that would make a great flashback image! :-)
--
Brent
From: softimage-boun...@listproc.autodesk.com
You should be able to snag a copy of the site using wget and it will probably
be more functional than a backup since wget will convert all the embedded page
links etc.
https://www.guyrutenberg.com/2014/05/02/make-offline-mirror-of-a-site-using-wget/
Cheers!
--
Brent
From:
The volume deform was inspired by Grabber and the guy behind Grabber (who was
working at Softimage at the time and whose name I can't remember) was
supportive of our effort to replicate his plugin in XSI.
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: 15 November 2016 08:31
To: softimage@listproc.autodesk.com
Subject: RE: SI|3D Flashback
I believe the developer's name is Francois Painchaud.
Matt
Date: Mon, 14 Nov 2016 08:47:09 +
From: Brent McPherson
The 3D plugin market has never seemed that healthy and it takes a lot of effort
to turn production tools into a commercial tools.
xGen, Mash and NEX are all examples of tools that required a significant,
multi-year effort to integrate into Maya.
I agree with Matt's assessment. The 3D
Hi Andy,
In Andrews' code just calling the Softimage mesh methods once and saving that
result for reuse would probably eliminate his performance issues.
What you are suggesting is the next level when you find that the data stored in
the Softimage containers is not in a format where it can be
Hi Andrew,
What I am suggesting is that you only call methods like GetEdges once, save the
result into a local variable and then use the local variable in the inner loops
instead.
e.g. You should only call to GetEdges (and many other mesh methods) once in
your code.
CEdgeRefArray edges =
Hi Andrew,
You cannot reuse the existing select tool context menus but you can definitely
setup your own context menus.
All you need to do is:
1) declare a MenuInit callback on your tool which will be called to populate
menu
2) call ShowContextMenu to show the menu (e.g. when the user clicks
Hi Andrew,
From what I remember loop finding is not multi-threaded in Softimage.
I had a quick look at your code and you have a lot of nested calls in your
inner loops so you are making a lot of redundant API calls which is likely
killing your performance. (so switching to a faster path
Hi Andrew,
You really want a path finding algorithm.
Trying to follow a straight line doesn't generally yield good results since the
edges may not align with the shortest distance. (e.g. think about a path on a
sphere where the shortest distance cuts through the center)
Have a look at
Hi Andrew,
Edge loops are trickier and employ many different approaches including quads
and following edges based on collinearity (dot product), following border
edges, creases to name a few.
Too many approaches to go into details but if they all fail (e.g. when dealing
with an arbitrary loop
Hi Andrew,
You should poke around in uixsiscripts.vbs in your XSI install as it has a
bunch of selection related code that should help you figure this out.
The major selection tool mode can be accessed using:
l_SelMode = GetUserPref("SI3D_RECTSEL_REGION_MODE")
The return values are:
1:
Sorry, I can't remember.
The GetUserPref command accesses a different persistent value store so you may
have to use ExecuteCommand to access the values in C++.
--
Brent
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andrew
Andrew,
Actually it looks like it is using two different approaches depending on
whether we are dealing with quads or N-gons with more than 4 sides.
For quads it simply add 2 to the index. For N-gons it is looking for the most
parallel non-adjacent edge. (using dot product and ignoring edges
Hi Andrew,
There is probably an implicit assumption for edge rings that we are dealing
with quads so I'm wondering if you have tried the naive approach of just
adding or subtracting 2 from the edge index?
--
Brent
From: softimage-boun...@listproc.autodesk.com
'd peg you as at least a lot(!) more rational
and logical than the other species of software dev's ;)
Morten
> Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson
> <brent.mcpher...@autodesk.com<mailto:brent.mcpher...@autodesk.com>>:
>
>
> Huh? Where did you get
I added bake pivot as it was frequently requested by Softimage users. ;-)
If you want to look behind the curtain it is implemented by the
bakeCustomToolPivot.mel script in the Maya runtime directory.
Internally it just calls the move/rotate commands with the
-preserveChildPosition and
I entered a bug for this:
MAYA-87698 - Large objects are incorrectly framed in the 3D ortho views
The workaround is to just select the ortho camera in the outliner and increase
the translation channel but I agree it looks like a bug due to the fact it does
translate the ortho camera a little
...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 12:07 PM
To: Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA
?
Joey
From:
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 9:54 AM
To: Official Softimage Users Mailing List.
https://urldefense.proofpoi
this little nugget of annoyance will be fixed in the next SP of
2018.
Rob
\/-\/\/
On 6-10-2017 10:22, Brent McPherson wrote:
No problem. I'm really surprised this is the first time I've heard about this
issue...
--
Brent
-Original Message-
From
Not exactly. :-)
I think the real issue is not zeroing out the Z component of the points
returned by WorldToView.
That would throw off all your line distance calculations (that you thought were
in screen-space) and then you tried to compensate by making the filtering test
more complex...
--
Hi Andrew,
First, when using WorldToView note that you will be getting back depth
information in the Z coordinate. (which is useful to reject points that are
behind the camera)
Therefore, if you just want the points in screen-space you need to zero out the
Z component for the returned points
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