no to animation layers entirely with referenced models is a bit too
harsh. as long as you stay away from nested models or nested references its
pretty stable. and as long as you check your work by re opening the scene you
saved you can avoid the grief.
s
On Wed, Nov 7, 2012 at 10:18 PM, Sandy Sutherland
Jules - are you caching these sims or ...? Asking because I use RR to do all
our Fur caching - which is all Ice based and it generally works very well!
S.
Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical
Supervisor
Subject: Re: Softimage 2012/2013 UV transfer question
In the gator options check the uv settings - if you use the by vertex method
rather than smoothed surface and preserve property discontinuities the uvs
should be usable.
On 14 November 2012 09:12, Sandy Sutherland
sandy.sutherl
Have you tried a simple thing like renaming the user folder to _BAK -
restarting soft - setting up any workgroups etc.. you may have had - then
trying again - see if it fixes it - I have found a lot of issues can be solved
by trashing teh user prefs and starting over - in fact once I have my
Cool thanks Ben - that was the stuff.
S.
Sandy Sutherland | Technical Supervisor
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Ben Houston
[b...@exocortex.com]
Sent: 22 November 2012 15:11
Try doing an extract of all polys to a new model THEN try weld boundry edge on
the new one - might find the points are all over the place so the weld has no
clue where to start.
S.
Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical
Supervisor
Stab in the dark - try constraining a null to the camera and writing out data
from it rather - something I would try, if you are seeing the camera move just
not getting data off it - maybe a good old fashioned constraint might be the
back door.
S.
Sandy
Ok - the way I do it here. We are all Softimage, so this is a
Rig/animation/effects - rendering caching flow using an in house asset system
that includes rig versions and render versions of assets.
As it is Softimage everything is emdl - the company I last worked at did a
workflow from
LOL @ Rob - great advice - in fact that IS what we did here too - most of the
guys who cam here on the animation side come from Maya backgrounds - it is only
the riggers who are Softimage based - it is pretty easy to get animators up to
speed really quickly in Softimage.
S.
Sandy
On the cache side - not sure why it is not caching the lattice section- but are
you including ALL attributes in the cache you need to render - stuff like size
etc... can be a suprise when the cached stuff has no size - does not render -
you can try and set the size in a basic ICE tree on the
I am already doing all our MDD point caching and fur ICE caching using RR here,
it is very simple to do. You do not need to use any launchprocess or Popen -
you can submit a .bat or .sh file to RR as an execute once - so your currently
setup method with the .bat and .py script works 100% -
Adam - can you not de-install Soft and Re-install? We have had that a couple
of times though pretty rare - where a runonce would not fix it!
S.
Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical
Supervisor
If I get you right, you are making the clone then doing the push and move ops
on the clone? Then you want to triangulate the source mesh and this is when
your clone distorts? Well I am afraid it would make sense to me that this
happens, as the push and move ops are vertex number based, so
OK my take on this - whatever AD is doing is pretty pointless worrying about or
complaining about, it only winds you up - so all I want to add is this -
I have found that it is very difficult to find work as a Softimage veteran now,
pretty much 99% of listings are for Maya users, and unlike the
only building up more and more pressure and competition with Maya.
Why not go for a more widespread clientele, as a general purpose 3d
application? Loose market share here, gain it there...
It's a good thing not to filter opportunities at hand too much...
Am 2012-12-20 08:07, schrieb Sandy
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
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
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 -
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
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
I should imagine the Softimage guys who frequent here will be on this later
today so maybe wait till then!
S.
Sandy Sutherland | Technical Supervisor
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf
They are using Arnold so it is something else.
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
It is worth trying the disconnect from workgroup thing, and another thing to
try is to have the ICE tree window open, and then failing that try render tree
and on to material manager.
S.
Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical
Supervisor
Probably best place to start is right here - toss out questions such as 'what
is the best way in Softimage to do sliding' or something like that and get some
response from the people such as Raff on it - it might be also interesting to
get into a 'I would do it this way in Maya' = 'How I would
The BIGGEST Challange I have found is to persuade them to try and stop thinking
in Maya if you get what I mean - they know what they want to do, BUT it is
likely to be a different method and if they get stuck in the 'I would do it
THIS way in Maya' rut, then they start to blame and hate the
I should imagine it would require some sort of build toolset upon importing of
the alemic file - which BTW can import the mesh too - it cannot hold the
skeleton data AFAIK.
When I looked it, or at least the Exorcortex version, it looked really exciting
in many ways, but we had no budget so I
If you use the get closest location - then the position it returns you can feed
right into a self.PointPosition set data node - if you type into the search box
'set point position' then you should find a node. If you put that setup after
any other forces or move nodes, then it will make the
funny thing is I have not really been having these problems here - cache away
on the farm here and all attributes we wanted cached have worked so far [touch
wood and hope that I did not just put a curse on it].
S.
Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical
Hear hear - I will drink to that - Stephen Blair and this list!
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
As far as I know tx files are the domain of renderman and arnold - MR uses .map
to do the same thing.
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
with arnold we use exr files, and I was wondering if mental ray would use
those textures too like it would use *.map
regards
stefan
On Tue, Feb 12, 2013 at 9:40 AM, Sandy Sutherland
sandy.sutherl...@triggerfish.co.zamailto:sandy.sutherl...@triggerfish.co.za
wrote:
As far as I know tx files
Or rename it so then you can copy and paste sections out of it into the new one
- easier than reconnecting a whole bunch of stuff!
S.
Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png]
Ah - this is where you can tell the difference between a force and a velocity -
as if you took your parrot with a volocity of [0,0,0] and gave it a force of
your foot in it's butt [Len100] then not only would you find
out if the velocity of [0,0,0] meant it was dead, but you
something is set on in the region options that is not on in the
pass options.
S.
Sandy Sutherland | Technical Supervisor
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Arda Sernaz
[a...@lhvfx.com
Hi All,
Just letting you all know today is d-day for us at Triggerfish - end of day
today the entire staff has been set loose.
I will be in London as from 5th March - so would absolutley love to meet up
with fellow softies when there, maybe have a beer or two and plot the downfall
of the
Of Sandy Sutherland
Sent: Thursday, February 28, 2013 10:06 AM
To: softimage@listproc.autodesk.com
Subject: Last day
Hi All,
Just letting you all know today is d-day for us at Triggerfish - end of day
today the entire staff has been set loose.
I will be in London as from 5th March - so would
Was going to say - we have been using the Master Class direction for a long
time now - works 100% and is really easy to script and build into a autorigger
approach. Find distance to eye using ICE and write into a weightmap, then an
ICE tree that references this distance map to keep the points
Well we just finshed a full length feature rendered with Arnold, this is
straight after one rendered with MR - and it was pure pleasure - unfortunately
we have just wrapped up so there are no released images or videos I can share
with you but I can tell you we rendered MB in the shots, and went
Hi Paul,
Not sure if this was meant for me?
Regards
Sandy
Sandy Sutherland | Technical Supervisor
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Bk [p...@bustykelp.com]
Sent: 24 March 2013 23:46
Greg - have replied to you off list too!
S.
On 2013/04/17 6:32 PM, Greg Punchatz wrote:
I am in desperate need of for some additional tools for assisting in
styling old school xsi hair.
What I need is a tool or tools that will look at neighboring hair
strands and average out the hair length
testing - just joined the list with this email!
S.
If find in these cases if I rename the folder, then when a new one is
made I can go and retrieve bits and pieces out of the old one to get
back certain stuff.
S.
On 2013/04/18 3:19 PM, adrian wyer wrote:
i think the key phrase was;
deleting the whole user folder.. that does clears a few
Can it not export an ascii format - easy to parse the file then and
extract data?
S.
On 2013/04/19 9:49 AM, olivier jeannel wrote:
I exported some tracking nuls + camera from AE to SI with this :
http://www.clintons3d.com/aecollada/index.html
it's 20$
It worked well with cs6
Collada format.
09:52 AM, Sandy Sutherland wrote:
Can it not export an ascii format - easy to parse the file then and
extract data?
S.
On 2013/04/19 9:49 AM, olivier jeannel wrote:
I exported some tracking nuls + camera from AE to SI with this :
http://www.clintons3d.com/aecollada/index.html
it's 20
a .ma file and a max script.
I've included both in case you can use your ascii-witchcraft on them :)
Thanks for looking
G
On 2013/04/19 10:48 AM, Sandy Sutherland wrote:
Send me an ascii file - I can take a look for you - and claiming
stoopidity on your side Gerbrand is like trying to persuade me
Cough - ehem... personally as an ICE experienced TD type actively
looking for a job - I would prefer you guys to want to hire the guys
that can do techy stuff, as they can take a system and make it go
further and adapt it to suit, so when you run into the walls that most
'box' systems
resume.
On 19 April 2013 12:33, Sandy Sutherland sandy.mailli...@gmail.com
mailto:sandy.mailli...@gmail.com wrote:
Cough - ehem... personally as an ICE experienced TD type
actively looking for a job - I would prefer you guys to want to
hire the guys that can do techy stuff
I did a rigging job recently with several characters needed to be rigged
pretty quickly - so I went the ICE tree setup - worked really well -
saved out a compound and could script in a rebuild that read it in and
stuck it onto the new character - obviously naming convention needed to
be pretty
for the confusion, Triggerfish did not close down, but
had to scale down after Khumba.
S.
On 2013/04/25 4:16 PM, David Gallagher wrote:
Triggerfish is still going? After the news related by Sandy
Sutherland, I was happy to hear this:
http://www.animationmagazine.net/features/buscemi-noni-rose-join
If you want to share a scene Paul, I can take a look see and maybe get
something going for you.
S.
On 2013/04/25 6:01 PM, Paul Griswold wrote:
Hey guys -
Thanks to Joseph's good advice on cable animation, I'm scaling a
simple cylinder along a curve using the ICE deform by curve it works
Thanks Leonard,
Thanks - I just don't want there to be a misunderstanding on the TF
situation. If no-one minds I will do a quick rundown of what I am later
on, please do let me know if you do mind as I know this is not meant to
be a list to do such things?
Cheers
S.
On 2013/04/25 4:45
Ben - are you in London by any chance? Would not mind chatting if you
are, I am coming over there for May still looking for something and
doing a gig while I am there.
BTW instead of me posting about myself on this thread to bore everyone,
anyone who might be interested, I have a linkedin
I suspect Raff is correct as you used to have to put in the frame token,
which now I looked because of your question has gone!
S.
On 07/05/2013 23:55, Raffaele Fragapane wrote:
I think it used to be before the arbitrary tokenization was added, but
then disappeared.
I might be spectacularly
That is pretty much how the TF feathers worked, a central strand -
basically fur - with vane strands growing off the central strand.
S.
On 10/05/2013 10:03, olivier jeannel wrote:
I might be completly off, but when I saw these, they reminded me of
the Procedural Feather compound of Tim
Check there is not a neutral pose set.
S.
On 13/05/2013 11:39, Szabolcs Matefy wrote:
Thanbks Guys,
We use 2014, and model format wouldn't help too much since there's no
backward compatibility.
I tried all the reset transforms, etc, that's the issue. The center is
not where it should be.
You can use a command to convert the implicit to real geometry - I
tested it and it works fine here and keeps animation - I did not check
constraints etc..
Application.Convert(MeshSurface, 'torus' )
This converts an implicit torus called torus to an equivalent mesh.
S.
On 13/05/2013 11:40,
At Triggerfish my IT guy had setup a kickstart sytem that deployed both
a Linux setup to our render nodes and a windows one to the
workstations. If you like I can find out the procedure to do it. It
did work very well, especially on the Linux side, we could build a
render node complete in
We had this too - we used end on frame setting in the end to get as
close as possible!
S.
On 21/05/2013 22:17, Steven Caron wrote:
ok, thanks. we tried strand velocity but had issues with underlying
geometry being blurred differently.
On Tue, May 21, 2013 at 2:05 PM, jimmy gass
I did - and we locked everything that was not supposed to move/key.
Worked fine and it is not so difficult to write the tools to do a model
update. Also one BIG plus to this method against referencing is that
you avoid surprises when something changes in the rig that affects
animation and it
will not hold any surprises as you control when
a rig reaches what shots. It's a matter of asset management, not of
referencing VS localized.
If anything localizing takes a liberty away from you, it doesn't ADD
security :)
On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland
sandy.mailli...@gmail.com
Tim - it would be a system that controls VERSIONS of rig models for
e.g., they would be tested, then passed on to become the 'current'
version, which would then update the references. Basically to avoid say
a rigger just writing out the model that is used by a bunch of
animators, possibly
Gerbrand,
Why do you not just use the Melena stuff to create the strands? The
Store Groom etc... depends on a bunch of attributes that are set by
melena and also the way the melena strands are generated is a bit
different to the normal ice way of generating strands - they setup
arrays of
Cool stuff!
S.
On 29/05/2013 12:15, Gerbrand Nel wrote:
Good news guys!! Paul's trick works if you pay attention to how he
does it and connect the multiplies the right way around :)
Sandy: My fur is mostly based on the triggerfish/melena fur you guys
shared, but the store groom didn't hold up
Yep - you can basically get the position of the emitter and add it to
the point positions of the cloud. In the Ice tree of the cloud get a
get pointposition, put it through an add then plug that into a set
pointposition - then if you plug the emitter pos into the empty
connector on the add
Create an annotation and write a ID into that - we used that in our
asset system, worked fine for us.
S.
On 2013/06/04 12:49 PM, Michal Doniec wrote:
Hi,
Is there any obvious way I am missing which would allow me to identify
objects in the scene, but not by name?
Something like ObjectID,
ICE definitely! Been so since start of Zam.
S.
On 2013/06/05 2:27 PM, Eric Thivierge wrote:
Just wanted to take a poll to see who is using what for creating blend
shape operators out in our little community.
I'm wondering if anyone is doing any serious work with the Mixer or
have most if
Andy - sorry, before I contact them directly, do you know if they would
consider remote work?
Thanks
Sandy
On 2013/06/06 7:18 PM, Andy Moorer wrote:
Hi gang.
A producer from a New Zealand studio, blockhead, contacted me looking
for a skilled (not junior) ICE particle artist, for a
I have emailed you off-list Jo.
S.
On 2013/06/27 1:05 PM, Jo Plaete wrote:
Just to be clear.. we're not using CrowdFX, we got a modest in-house
tool named ALICE for that kind of stuff :)
We're just hooking ICE onto it for some specific simulation purposes.
Jo
On Thu, Jun 27, 2013 at 11:29
Stephen - I hope you are sending Autodesk a bill every month for your
ongoing Softimage support - :-P
S.
On 2013/07/03 8:21 PM, Stephen Blair wrote:
Autodesk Softimage 2014 Service Pack 2 has been released
http://goo.gl/6LWRd
Bugs Fixed in this Release
SOFT-9094
Caching a Crowd FX
Is imf_disp what you are looking for? As far as I remember you can use
it to display images such as exr files as they are being rendered.
S.
On 2013/07/04 2:08 PM, pingo van der brinkloev wrote:
Lst!
I want visual feedback during batch rendering.. I can't remember how I do it.
It's an
It would be easy to get the caches back - just use MDD I should think -
the only problem is getting textured geometry back - otherwise use obj
and then redo texturing in the earlier version - or try .xsi/crosswalk -
whichever - somehow think it will be difficult that side.
S.
On 2013/07/05
caches. This scene is so simple. I'm using 2 texture maps
and everything else is super simple animation and geo.
Isn't there a cheat? Somehow to get soft to think it's a 2013 scene?
P
On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote:
Michael - just a note on this, I have before had random rigs (not only
gear rigs) display this behavior, where suddenly child nodes did not
follow parents for absolutely no reason. This is mostly in animation
scenes and I just replaced the rig from the stored asset to correct.
S.
On
As fas I know SI does not write into the WG folder - so you should be
able to set user based permissions on the folder so that your admin can
read and write, while all the std users can only read - but as mentioned
here if they can read, then they can copy!
S.
On 2013/07/09 11:34 AM, Rob
Gene - this would be of huge interest I think - every studio I have been
at we have needed to do this, and have always fudged it - never had the
time to even start looking at creating a tool!
So - a big yes from me!
S.
On 2013/07/10 5:09 AM, Gene Crucean wrote:
Hey folks,
Who's in the mood
Have you tried using a Mixer input rather than cache node?
S.
On 2013/07/15 9:54 PM, Vincent Ullmann wrote:
Hey List,
Iam looking for a way to reset/reEvaluate a ICE-Tree.
There are currently two examples were i need this.
1.)
I have a Render-Scene with some Point-Clouds reading a single
Hi All,
Am deep in crowdFX world and generally loving it - quite impressed with
it. A couple of questions if I may-
1. Is it possible to put more than one action into a define move node?
I am trying trot - run - faster run, when I do this, the middle action
does not work correctly it
Hi Chris,
Many thanks for reply.
Your screenshot did not get through for some reason. - any chance you
can send it again?
Thanks
Sandy
On 2013/07/18 7:35 AM, Chris Chia wrote:
Hi Sandy,
Glad that you have started to use CrowdFX.
See below for my reply:
1. Yes you could add any number of
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 4:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions
Hi Chris,
Many thanks for reply.
Your screenshot did not get through for some reason. - any chance you can send
] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 4:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions
Hi Chris,
Many thanks for reply.
Your screenshot did not get through for some reason. - any chance you can send
it again?
Thanks
Sandy
On 2013/07/18 7
Thanks Chris.
S.
On 2013/07/18 12:04 PM, Chris Chia wrote:
Posted online for you:
http://img571.imageshack.us/img571/7770/a7f.png
Hi again,
I am trying to emit from a directional emitter and then use group
indexes on goals to make the different 'emitted' group go to their
assigned goals - for some reason this does not work - the group index
does not seem to filter through to the goal group index on the
initialize
it on export.
Thanks
Sandy
On 2013/07/20 12:46 AM, Chris Chia wrote:
Sandy, is this fixed?
On 19 Jul, 2013, at 11:00 PM, Sandy Sutherland sandy.mailli...@gmail.com
wrote:
OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with nulls.
Problem - our scenes are all PAL so
Chris,
I am using the Crosswalk Import FBX to come in and export fbx with
nulls off the crowdFX tools to export.
Thanks
Sandy
On 2013/07/22 4:02 AM, Chris Chia wrote:
Hi Sandy,
Were you using File Import and Export FBX option?
Regards,
Chris
Hi All,
How does one find a group - it appears FindChild does not support
finding groups?
Thanks
Sandy
Thanks Sajjad,
Will try that.
S.
On 2013/08/07 8:51 AM, Sajjad Amjad wrote:
Hi Sandy,
What about iterating through model.Groups (this returns a
GroupCollection)?
On 7 August 2013 08:26, Sandy Sutherland sandy.mailli...@gmail.com
mailto:sandy.mailli...@gmail.com wrote:
Hi All
Thanks Michal,
I can find the model easily enough - and I will just iterate through
it's groups
S.
On 2013/08/07 9:20 AM, Michal Doniec wrote:
This
Application.FindObjects(None, {9D0673C2-6741-11D1-BE9F-00A024EE478D})
will find all groups in the scene.
)
will return it.
On 7 August 2013 09:33, Sandy Sutherland sandy.mailli...@gmail.com
mailto:sandy.mailli...@gmail.com wrote:
Thanks Michal,
I can find the model easily enough - and I will just iterate
through it's groups
S.
You should be able to break that live link - as you really only need the
curves from the original hair to generate the strands from - you can
then use ICE to do the rest.
S.
On 2013/08/16 1:30 PM, Fabricio Chamon wrote:
sorry for the confusion. by strands and not using ice I mean using
soft
I am not in front of Soft now - but I know you can lattice a pointcloud,
I did it on a job last month - so I would be suprised if you could not -
maybe try a lattice then deform the lattice with a bend.
S.
On 2013/08/27 8:32 AM, Pingo van der Brinkloev wrote:
Hey list,
I wanted to apply a
this_model. with the underscore.
S..
On 2013/08/29 4:35 PM, Eric Lampi wrote:
When referencing objects, I was pretty sure you could put something
like thismodel. in front of the name of the object to reference any
object of that name under a model with the ICE tree. Am I just using
the wrong
I should think the Texture in Self.Texture is a reserved name - so you
should use something else - Self.SS_texture - and use that in the render
tree.
S.
On 2013/09/10 11:17 AM, pingo van der brinkloev wrote:
This should be so simple.
I need to create several packshots with only Material,
Would LOVE to have, a bit far away right now - back in Cape Town. Pity
this did not happen when I was in London last.
S.
On 2013/09/17 5:10 PM, adrian wyer wrote:
Come on you lot, get yourselves registered for the London event next
week, it's for YOUR benefit!!!
Just thinking out loud or rather in
typing - I would try the following -
Use a base rest shape and the new shape and calculate the offsets
based on that. Then in an ICE tree after the cache node add that
offset back each frame. If you want to send over the
If you emit from geometry, then stick the particles to the emit
location, you do get a pointvelocity from the emitlocation. This works
for enveloped or cached or just transforming.
S.
On 2013/10/23 7:35 PM, Steven Caron wrote:
if the particles are simulated, it should still work.
On Wed,
Apparently there is an MDD reader in Cinema4D - so just do PO Export
MDD out of Soft and export an OBJ - then import the OBJ into C4d and
read the MDD onto it.
S.
On 2013/10/30 8:58 PM, Chris Johnson wrote:
Alembic is not an option unfortunatley.
I'm going from XSI 2014 too an older version
I have found it is safest, and I presume you are using ICE Cache?
..to setup the instancing on the point cloud reading the cache in -
i.e. I copy and paste the instance section from the original cloud to
the in cloud. So you can either read in the cache into the mixer, or a
cache node -
at doesn't have it. Is there another instance to geometry
script out there? I can't seen to find one.
Cheers
On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com
mailto:sandy.mailli...@gmail.com wrote:
We did it this way too on Zam - but you can only use one instance
You might be right Jonny, been a while since I used it. I am sure you
can look see what attributes are being written and find the instance one
- it is most likely an integer that can then be fed into an instance node.
S.
On 2013/11/04 9:01 PM, Jonny Grew wrote:
The problem is, Sandy, that
We used it earlier this year for a commercial - must say I was pretty
impressed with it. The blending was pretty cool, but misses control
over the threshold to blend, and we had jittering where the blend was
obviously borderline between two actions and was swapping in and out.
It looked like
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