Re: This is a growing problem in the VFX industry.

2012-04-30 Thread Raffaele Fragapane
Half the local wildlife is too stupid to bother with you, and the other
half will kill you even if it costs them their lives.
Nah, I think it's just the combination of commonwealth heritage, but
without the pubs closing at 11 and the crap weather.

On Tue, May 1, 2012 at 1:49 PM,  wrote:

>   a lame attempt at being as poisonous as the local wildlife? (oz I mean)
>
>
>  *From:* Raffaele Fragapane 
> *Sent:* Tuesday, May 01, 2012 1:38 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: This is a growing problem in the VFX industry.
>
> You see it as a drinking problem, they see it as drinking skills.
> That said, Sweden's drinking habits are a tame, politically correct,
> politely giggled at joke compared to the Australian nightly alcohol intake.
> Half the staff in the VFX shops here is probably highly flamable the
> mornings after any public holiday, weekend day, or Wednesday.
>
> On Tue, May 1, 2012 at 12:07 AM, piotrek marczak <
> piotrek.marc...@gmail.com> wrote:
>
>>   I love scandinavia...people in Sweden always friendly and helpfull,
>> abit of drinking problem but i’m okay with that [image: Puszczam oczko]
>> As for Denmark, I’ve been there only for 2 months, and its the nicest
>> country to live in...
>>
>>  *From:* Morten Bartholdy 
>>  *Sent:* Monday, April 30, 2012 2:42 PM
>>  *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: This is a growing problem in the VFX industry.
>>
>>
>> Working in Copenhagen , Denmark, I can confirm (from what I hear and
>> read) we do indeed work fewer hours and actually the city of Copenhagen
>> makes bicykles available for free inside the city limits :)
>>
>>
>> Obesity - I don't know, I have little contact with CG artists in the
>> mentioned countries, so no real basis for comparison :) I do however find
>> time for mountainbiking and sleighriding in the winter (skiing is not big
>> in DK as the tallest point in our country is all of 173 meters high - some
>> 567 feet).
>>
>>
>> Morten
>>
>>
>>
>>
>> Den 28. april 2012 kl. 11:47 skrev pete...@skynet.be:
>>
>>   “Scandinavian studios still show the lowest overall rates of obesity.
>> This is attributed to the fact that Scandinavians work less hours ... and
>> therefore have more time to devote to activities that counter obesity, such
>> as skiing and having multiple partner intercourse on government-provided
>> bicycles. “
>>
>> anyone care to confirm?
>>
>>
>>  *From:* Steven Caron 
>> *Sent:* Saturday, April 28, 2012 1:25 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: This is a growing problem in the VFX industry.
>>
>>  http://2dayinanimation.com/
>>
>> On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman < i.anima...@gmail.com > wrote:
>>
>>
>> Apparently from the cover picture it isn't the onion...it is most likely
>> one of two lesser known publications either "the sausage" or "the cabbage"
>> XD
>>
>>
>>
>> On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu < ntmon...@gmail.com > wrote:
>>
>>
>> Dr. Lippid??  C'mon.  Is this the Onion?
>>
>> -Lu
>>
>> On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez <
>> youngupstar...@gmail.com > wrote:
>>
>>
>>
>> http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
>> --
>> www.johnrichardsanchez.com
>>
>>
>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>>
>>
>>
>>
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!
<>

Re: This is a growing problem in the VFX industry.

2012-04-30 Thread peter_b
a lame attempt at being as poisonous as the local wildlife? (oz I mean)


From: Raffaele Fragapane 
Sent: Tuesday, May 01, 2012 1:38 AM
To: softimage@listproc.autodesk.com 
Subject: Re: This is a growing problem in the VFX industry.

You see it as a drinking problem, they see it as drinking skills.
That said, Sweden's drinking habits are a tame, politically correct, politely 
giggled at joke compared to the Australian nightly alcohol intake.
Half the staff in the VFX shops here is probably highly flamable the mornings 
after any public holiday, weekend day, or Wednesday.


On Tue, May 1, 2012 at 12:07 AM, piotrek marczak  
wrote:

  I love scandinavia...people in Sweden always friendly and helpfull, abit of 
drinking problem but i’m okay with that 
  As for Denmark, I’ve been there only for 2 months, and its the nicest country 
to live in...

  From: Morten Bartholdy 
  Sent: Monday, April 30, 2012 2:42 PM
  To: softimage@listproc.autodesk.com 
  Subject: Re: This is a growing problem in the VFX industry.

  Working in Copenhagen , Denmark, I can confirm (from what I hear and read) we 
do indeed work fewer hours and actually the city of Copenhagen makes bicykles 
available for free inside the city limits :) 




  Obesity - I don't know, I have little contact with CG artists in the 
mentioned countries, so no real basis for comparison :) I do however find time 
for mountainbiking and sleighriding in the winter (skiing is not big in DK as 
the tallest point in our country is all of 173 meters high - some 567 feet). 




  Morten 









  Den 28. april 2012 kl. 11:47 skrev pete...@skynet.be: 


“Scandinavian studios still show the lowest overall rates of obesity. This 
is attributed to the fact that Scandinavians work less hours ... and therefore 
have more time to devote to activities that counter obesity, such as skiing and 
having multiple partner intercourse on government-provided bicycles. “ 

anyone care to confirm? 


From: Steven Caron 
Sent: Saturday, April 28, 2012 1:25 AM 
To: softimage@listproc.autodesk.com 
Subject: Re: This is a growing problem in the VFX industry. 

http://2dayinanimation.com/   


On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman < i.anima...@gmail.com > 
wrote: 

  Apparently from the cover picture it isn't the onion...it is most likely 
one of two lesser known publications either "the sausage" or "the cabbage" XD 




  On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu < ntmon...@gmail.com > 
wrote: 

Dr. Lippid??  C'mon.  Is this the Onion? 

-Lu 


On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez < 
youngupstar...@gmail.com > wrote: 



  
http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
 
  -- 

  www.johnrichardsanchez.com 







  -- 




  -=T=- 







-- 
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!

<>

Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Nicolas Burtnyk
I opened a case with support for this.  We'll see what they say...


On Mon, Apr 30, 2012 at 5:59 PM, Alok Gandhi wrote:

>  You are right Jo, I mentioned the wrong prototype, what I wanted to quote
> was the Copy Constructor and the assignment operator. Sorry about the
> confusion. I clicked on the wrong link. Of course what Nicolas was using
> was a copy constructor, since both the class methods one after another in
> the docs, I copy-pasted in haste the wrong one. Anyways, yes Nicolas what
> you are saying is true regarding the unexpected behavior.
>
> >The problem is they're treating CRefArray like it's a reference to an
> array of CRefs rather than just a straight-up array of CRefs.
>
> That is exactly what is happening here for sure, I concur.
>
> Maybe the new dev team could explain this better for the benefit of all
> the developers as this could seriously cause big time debugging headaches.
> Thanks for finding this out Nicolas !
>
>
>
> On 4/30/2012 8:03 PM, jo benayoun wrote:
>
> in this case,
>
> """
> CRefArray a1;
>  a1.Add(CRef());
> a1.Add(CRef());
> CRefArray a2(a1);
> a2.Add(CRef());
> """
>
> The copy constructor is invoked and is not the one you mentioned Alok but
> this one "CRefArray(const CRefArray &other)" which have different behaviors
> and purposes than the overloaded assignment operator.
>
> """*Copy constructor* is called every time a copy of an object is made.
> When you pass an object by value, either into a function or as a function's
> return value, a temporary copy of that object is made.
>
> Assignment operator is called whenever you assign to an object. Assignment
> operator must check to see if the right-hand side of the assignment
> operator is the object itself. It executes only the two sides are not equal
> """
>
> Referring to the docs : "Constructs a 
> CRefArrayobject
>  from another
> CRefArrayobject."
>  which is the expected behavior.
>
> For completeness, the copy constructor in the case of an array, a string,
> a ptr or whatever container has a main purpose to "pass" an implicit shared
> memory block to save memory specially in
> the case of "passing arguments by value". A deep copy is done only at the
> first call of a method non-const which should create a brand new underlying
> object (concept called copy-on-write).
> In this case, it seems its not what happens ... which is a bug in all case
> unless its a wanted behavior and it should be specified in the doc !
> A more comprehensible example is the python "list" example:
> doing an assignment "mylist = myotherlist" creates a shallow copy and
> returns the "myotherlist" object to the mylist which is not the case of
> calling the ctor directly with "mylist = list(myotherlist)". That's a
> behavior that could be implemented here.
>
> """
> mylist = [1, 2]
> print mylist
> myotherlist = mylist
> mylist.append(6)
> print mylist
> print myotherlist
> myoolist = list(mylist)
> mylist.append(9)
> print mylist
> print myotherlist
> print myoolist
> """
>
>
> "Set(const
> CValueArray&in_valarray)"
> I dont see any overloaded cast method nor ctors for a CRefArray to
> CValueArray. Even if there was, it would mean that your CValueArray have to
> be built from a CRefArray before being passed by reference. Which is an
> overhead instead of using the copy ctor.
> "const" is a keyword that we use to assure to the compiler, we will not
> try to modify the underlying memory block nor call any procedures that
> could do this. Of course, the compiler takes this as serious and do
> optimizations in consequences which is a good thing for us.
>
> jo
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> 2012/4/30 piotrek marczak 
>
>>   Maybe a2.Set(a1) or a2+=a1 would work?
>>
>> newbie question
>> isn’t “const” keyword a hint that we won’t change input array?
>>   *From:* Alok Gandhi 
>> *Sent:* Tuesday, May 01, 2012 1:31 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: CRefArray doesn't respect C++ copy semantics
>>
>>   The docs say that:
>>
>>   
>> CRefArray&
>> operator= ( const 
>> CRefArray&
>> *in_refArray* )
>>
>> *Assigns* a 
>> CRefArrayobject
>>  to this one.
>>  *Parameters:*   in_refArray A constant 
>> CRefArray

Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Alok Gandhi

  
  
You are right Jo, I mentioned the wrong prototype, what I wanted to
quote was the Copy Constructor and the assignment operator. Sorry
about the confusion. I clicked on the wrong link. Of course what
Nicolas was using was a copy constructor, since both the class
methods one after another in the docs, I copy-pasted in haste the
wrong one. Anyways, yes Nicolas what you are saying is true
regarding the unexpected behavior. 

>The problem is they're treating CRefArray like it's a reference
to an array of CRefs rather than just a straight-up array of CRefs.

That is exactly what is happening here for sure, I concur.

Maybe the new dev team could explain this better for the benefit of
all the developers as this could seriously cause big time debugging
headaches. Thanks for finding this out Nicolas !


  

On 4/30/2012 8:03 PM, jo benayoun wrote:

  in this case,

"""
CRefArray a1;
  
a1.Add(CRef());
  a1.Add(CRef());
  CRefArray a2(a1);
  a2.Add(CRef());
"""
  
  
  The copy constructor is invoked and is not the one you mentioned
  Alok but this one "CRefArray(const CRefArray &other)" which
  have different behaviors and purposes than the overloaded
  assignment operator.
  
  """Copy
  constructor is called every time a copy of an object is
made. When you pass an object by value, either into a function
or as a function's return value, a temporary copy of that object
is made. 
  Assignment
  operator is called whenever you assign to an object.
  Assignment operator must check to see if the right-hand side
  of the assignment operator is the object itself. It executes
  only the two sides are not equal 
  """
  
  Referring to the docs : "Constructs a 
CRefArray object from another 
CRefArray object." which is the expected behavior.
  
  For completeness, the copy constructor in the case of an array, a
  string, a ptr or whatever container has a main purpose to "pass"
  an implicit shared memory block to save memory specially in
  the case of "passing arguments by value". A deep copy is done only
  at the first call of a method non-const which should create a
  brand new underlying object (concept called copy-on-write).
  In this case, it seems its not what happens ... which is a bug in
  all case unless its a wanted behavior and it should be specified
  in the doc !
  A more comprehensible example is the python "list" example:
  doing an assignment "mylist = myotherlist" creates a shallow copy
  and returns the "myotherlist" object to the mylist which is not
  the case of calling the ctor directly with "mylist =
  list(myotherlist)". That's a behavior that could be implemented
  here.
  
  """
  mylist = [1, 2]
  print mylist
  myotherlist = mylist
  mylist.append(6)
  print mylist
  print myotherlist
  myoolist = list(mylist)
  mylist.append(9)
  print mylist
  print myotherlist
  print myoolist
  """
  
  
  "Set
  (const CValueArray
  &in_valarray)"
  I dont see any overloaded cast method nor ctors for a CRefArray to
  CValueArray. Even if there was, it would mean that your
  CValueArray have to be built from a CRefArray before being passed
  by reference. Which is an overhead instead of using the copy ctor.
  "const" is a keyword that we use to assure to the compiler, we
  will not try to modify the underlying memory block nor call any
  procedures that could do this. Of course, the compiler takes this
  as serious and do optimizations in consequences which is a good
  thing for us.
  
  jo
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  2012/4/30 piotrek marczak 

  

  
Maybe a2.Set(a1) or a2+=a1 would work?
 
newbie question
isn’t “const” keyword a hint that we won’t change
  input array?

  

  From: Alok Gandhi 
  Sent: Tuesday, May 01, 2012 1:31 AM
  To: softimage@listproc.autodesk.com
  
  Subject: Re: CRefArray doesn't respect
C++ copy semantics

  
   


  
The
  docs say that:
  
  

  
CRefArray&
 

Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Raffaele Fragapane
Shot in the dimly lit (not completely in the dark), but you should be able
to use catmull rom curves, offer control over each knot's tension on each
interval (left and right) and convert the relative components of that
vector into pairs for the fcurves handles. Should, in theory, be close
enough.
I had only toyed with it, and it was approximate (not perfect), but close
enough.

On Mon, Apr 30, 2012 at 10:40 PM, Ahmidou Lyazidi wrote:

> Hello
> I have almost finished my tool for editing position fcurves directly in
> the viewport.
> It's working fine, and I will post a video later today. Now I would like
> to add a tangent editing
> functionality before releasing it, but this is giving me some headache. I
> have seen some Reverse engineering Bezier  algos
> but that's not really what I'm after...
> Would someone enlighten me about this !?
>
> Thanks
> --
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Nicolas Burtnyk
The docs use the term "assign" because that's the C++ assignment operator.
 Assigning value types is not supposed to create a reference.

Simplest example is:

int a = 0;
int b = a;
a = 1;

At this point, b is obviously still 0 even though you "assigned" a to it.

Or a better example:

std::vector a1;
a1.push_back(CRef());
a1.push_back(CRef());
std::vector a2(a1);
a2.push_back(CRef());

size_t n1 = a1.size();  //n1 == 2
size_t n2 = a2.size();  //n2 == 3

The problem is they're treating CRefArray like it's a reference to an array
of CRefs rather than just a straight-up array of CRefs.

I would expect that behavior if a2 was a reference to a CRefArray, e.g.

CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray*&* a2(a1);
a2.Add(CRef());

Now a1.GetCount() == a2.GetCount() makes sense.

It gets even more evil if you do this:

CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
const CRefArray a2(a1);
a1.Add(CRef());

Even though a2 is declared const, the last line doesn't respect its
constness (or at least the constness I expected).



On Mon, Apr 30, 2012 at 4:41 PM, piotrek marczak
wrote:

>   Maybe a2.Set(a1) or a2+=a1 would work?
>
> newbie question
> isn’t “const” keyword a hint that we won’t change input array?
>   *From:* Alok Gandhi 
> *Sent:* Tuesday, May 01, 2012 1:31 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: CRefArray doesn't respect C++ copy semantics
>
> The docs say that:
>
>   
> CRefArray&
> operator= ( const 
> CRefArray&
> *in_refArray* )
>
> *Assigns* a 
> CRefArrayobject
>  to this one.
>  *Parameters:*   in_refArray A constant 
> CRefArrayobject.
> *Returns:* A new reference object.
>
> So what I think is happening is that the copy constructor is doing exactly
> what it is supposed to do and returns the new CRefArray object which still
> points to a1, 'assigns' is the operative word here. To keep them separate I
> would rather do:
>
>
> CRefArray a1;
> a1.Add(CRef());
> a1.Add(CRef());
> CRefArray a2;
>
> for(int i=0; i {
> a2.Add(a1[i]);
> }
>
> a2.Add(CRef());
>
> //a2.Add(CRef());
> LONG n1 = a1.GetCount();  // expected n1 == 2
> LONG n2 = a2.GetCount();  // expected n2 == 3
>
> which gives me correctly:
>
> # VERBOSE : cRefArrayTest_Execute called
> # VERBOSE : Count a1: 2
> # VERBOSE : Count a2: 3
>
>
>
> On 4/30/2012 7:13 PM, Nicolas Burtnyk wrote:
>
> Yeah, exactly as I unfortunately discovered :(
>
> On Mon, Apr 30, 2012 at 3:49 PM, Alok Gandhi wrote:
>
>> A quick test gives me following result:
>>
>> # VERBOSE : cRefArrayTest_Execute called
>> # VERBOSE : Count a1: 3
>> # VERBOSE : Count a2: 3
>>
>>
>> On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote:
>>
>>  I ran into this today while trying to figure out why my code was
>> broken.
>> Thought I'd pass this along and hopefully save someone some wasted time
>> in the future...
>>
>>  CRefArray a1;
>> a1.Add(CRef());
>> a1.Add(CRef());
>> CRefArray a2(a1);
>> a2.Add(CRef());
>>  LONG n1 = a1.GetCount();  // expected n1 == 2
>> LONG n2 = a2.GetCount();  // expected n2 == 3
>>
>> I expected a2 to be a copy of a1 before the last add and so I assumed a1
>> would have 2 elements.
>> Instead, I was surprised to find that n1 == n2 == 3!
>>
>>
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11
>> Internal Virus Database is out of date.
>>
>>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11
> Internal Virus Database is out of date.
>
>


Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Nicolas Burtnyk
Jo is right.  I sent this a few minutes ago in response to Alok's message
about the assignment operator and how that somehow makes the exhibited
behavior correct... but I don't think it went through so I'm re-sending.
 Sorry if this is a double post.  Of course as Jo said, it's not even using
the assignment operator in this case, but the point is the same either way
since assignment and copy construction is equivalent in this argument.


The docs use the term "assign" because that's the C++ assignment operator.
 Assigning value types is not supposed to create a reference.

Simplest example is:

int a = 0;
int b = a;
a = 1;

At this point, b is obviously still 0 even though you "assigned" a to it.

Or a better example:

std::vector a1;
a1.push_back(CRef());
a1.push_back(CRef());
std::vector a2(a1);
a2.push_back(CRef());

size_t n1 = a1.size();  //n1 == 2
size_t n2 = a2.size();  //n2 == 3

The problem is they're treating CRefArray like it's a reference to an array
of CRefs rather than just a straight-up array of CRefs.

I would expect that behavior if a2 was a reference to a CRefArray, e.g.

CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray*&* a2(a1);
a2.Add(CRef());

Now a1.GetCount() == a2.GetCount() makes sense.

It gets even more evil if you do this:

CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
const CRefArray a2(a1);
a1.Add(CRef());

Even though a2 is declared const, the last line doesn't respect its
constness (or at least the constness I expected).



On Mon, Apr 30, 2012 at 5:03 PM, jo benayoun  wrote:

> in this case,
>
> """
> CRefArray a1;
> a1.Add(CRef());
> a1.Add(CRef());
> CRefArray a2(a1);
> a2.Add(CRef());
> """
>
> The copy constructor is invoked and is not the one you mentioned Alok but
> this one "CRefArray(const CRefArray &other)" which have different behaviors
> and purposes than the overloaded assignment operator.
>
> """*Copy constructor* is called every time a copy of an object is made.
> When you pass an object by value, either into a function or as a function's
> return value, a temporary copy of that object is made.
>
> Assignment operator is called whenever you assign to an object. Assignment
> operator must check to see if the right-hand side of the assignment
> operator is the object itself. It executes only the two sides are not equal
> """
>
> Referring to the docs : "Constructs a 
> CRefArrayobject
>  from another
> CRefArrayobject."
>  which is the expected behavior.
>
> For completeness, the copy constructor in the case of an array, a string,
> a ptr or whatever container has a main purpose to "pass" an implicit shared
> memory block to save memory specially in
> the case of "passing arguments by value". A deep copy is done only at the
> first call of a method non-const which should create a brand new underlying
> object (concept called copy-on-write).
> In this case, it seems its not what happens ... which is a bug in all case
> unless its a wanted behavior and it should be specified in the doc !
> A more comprehensible example is the python "list" example:
> doing an assignment "mylist = myotherlist" creates a shallow copy and
> returns the "myotherlist" object to the mylist which is not the case of
> calling the ctor directly with "mylist = list(myotherlist)". That's a
> behavior that could be implemented here.
>
> """
> mylist = [1, 2]
> print mylist
> myotherlist = mylist
> mylist.append(6)
> print mylist
> print myotherlist
> myoolist = list(mylist)
> mylist.append(9)
> print mylist
> print myotherlist
> print myoolist
> """
>
>
> "Set(const
> CValueArray&in_valarray)"
> I dont see any overloaded cast method nor ctors for a CRefArray to
> CValueArray. Even if there was, it would mean that your CValueArray have to
> be built from a CRefArray before being passed by reference. Which is an
> overhead instead of using the copy ctor.
> "const" is a keyword that we use to assure to the compiler, we will not
> try to modify the underlying memory block nor call any procedures that
> could do this. Of course, the compiler takes this as serious and do
> optimizations in consequences which is a good thing for us.
>
> jo
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> 2012/4/30 piotrek marczak 
>
>>   Maybe a2.Set(a1) or a2+=a1 would work?
>>
>> newbie question
>> isn’t “const” keyword a hint that we won’t change input array?
>>   *From:* Alok Gandhi 
>> *Sent:* Tuesday, May 01, 2012 1:31 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: CRefArray doesn't respect C++ copy semantics
>>
>> The docs say that:
>>
>>   
>> CRefArray

Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread jo benayoun
in this case,

"""
CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray a2(a1);
a2.Add(CRef());
"""

The copy constructor is invoked and is not the one you mentioned Alok but
this one "CRefArray(const CRefArray &other)" which have different behaviors
and purposes than the overloaded assignment operator.

"""*Copy constructor* is called every time a copy of an object is made.
When you pass an object by value, either into a function or as a function's
return value, a temporary copy of that object is made.

Assignment operator is called whenever you assign to an object. Assignment
operator must check to see if the right-hand side of the assignment
operator is the object itself. It executes only the two sides are not equal
"""

Referring to the docs : "Constructs a
CRefArrayobject
from another
CRefArrayobject."
which is the expected behavior.

For completeness, the copy constructor in the case of an array, a string, a
ptr or whatever container has a main purpose to "pass" an implicit shared
memory block to save memory specially in
the case of "passing arguments by value". A deep copy is done only at the
first call of a method non-const which should create a brand new underlying
object (concept called copy-on-write).
In this case, it seems its not what happens ... which is a bug in all case
unless its a wanted behavior and it should be specified in the doc !
A more comprehensible example is the python "list" example:
doing an assignment "mylist = myotherlist" creates a shallow copy and
returns the "myotherlist" object to the mylist which is not the case of
calling the ctor directly with "mylist = list(myotherlist)". That's a
behavior that could be implemented here.

"""
mylist = [1, 2]
print mylist
myotherlist = mylist
mylist.append(6)
print mylist
print myotherlist
myoolist = list(mylist)
mylist.append(9)
print mylist
print myotherlist
print myoolist
"""


"Set(const
CValueArray&in_valarray)"
I dont see any overloaded cast method nor ctors for a CRefArray to
CValueArray. Even if there was, it would mean that your CValueArray have to
be built from a CRefArray before being passed by reference. Which is an
overhead instead of using the copy ctor.
"const" is a keyword that we use to assure to the compiler, we will not try
to modify the underlying memory block nor call any procedures that could do
this. Of course, the compiler takes this as serious and do optimizations in
consequences which is a good thing for us.

jo














2012/4/30 piotrek marczak 

>   Maybe a2.Set(a1) or a2+=a1 would work?
>
> newbie question
> isn’t “const” keyword a hint that we won’t change input array?
>   *From:* Alok Gandhi 
> *Sent:* Tuesday, May 01, 2012 1:31 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: CRefArray doesn't respect C++ copy semantics
>
> The docs say that:
>
>   
> CRefArray&
> operator= ( const 
> CRefArray&
> *in_refArray* )
>
> *Assigns* a 
> CRefArrayobject
>  to this one.
>  *Parameters:*   in_refArray A constant 
> CRefArrayobject.
> *Returns:* A new reference object.
>
> So what I think is happening is that the copy constructor is doing exactly
> what it is supposed to do and returns the new CRefArray object which still
> points to a1, 'assigns' is the operative word here. To keep them separate I
> would rather do:
>
>
> CRefArray a1;
> a1.Add(CRef());
> a1.Add(CRef());
> CRefArray a2;
>
> for(int i=0; i {
> a2.Add(a1[i]);
> }
>
> a2.Add(CRef());
>
> //a2.Add(CRef());
> LONG n1 = a1.GetCount();  // expected n1 == 2
> LONG n2 = a2.GetCount();  // expected n2 == 3
>
> which gives me correctly:
>
> # VERBOSE : cRefArrayTest_Execute called
> # VERBOSE : Count a1: 2
> # VERBOSE : Count a2: 3
>
>
>
> On 4/30/2012 7:13 PM, Nicolas Burtnyk wrote:
>
> Yeah, exactly as I unfortunately discovered :(
>
> On Mon, Apr 30, 2012 at 3:49 PM, Alok Gandhi wrote:
>
>> A quick test gives me following result:
>>
>> # VERBOSE : cRefArrayTest_Execute called
>> # VERBOSE : Count a1: 3
>> # VERBOSE : Count a2: 3
>>
>>
>> On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote:
>>
>>  I ran into this today while trying

Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Nicolas Burtnyk
That's not quite true.

class MyClass
{
public:
   void Foo();
   void Bar() const;

   int n;
}

MyClass a;
const MyClass& b(a);
b.Foo(); // OK, Foo is const
b.Bar(); // Compile error, Bar is not const
b.a = 10; // Compile error, can't modify b because it's const
the "const" in "const MyClass& b(a);" doesn't mean that the memory address
of b doesn't change, it means b can only do const things (like call a
function that's declared as const).

So it is evil that the assignment operator of CRefArray takes a const
reference to a CRefArray as an argument but doesn't actually copy the
CRefArray but rather "attaches" to it.



On Mon, Apr 30, 2012 at 4:49 PM, Alok Gandhi wrote:

>  >isn’t “const” keyword a hint that we won’t change input array?
>
> when using 'const' keyword we are merely telling the compiler that the
> memory address of the object (or the pointer) should not change. As you can
> see we are passing the CRefArray& which is to say that we are passing by
> reference, or the pointer to the object. Otherwise when we pass a variable
> directly to a function a local copy of that variable is made in the stack
> frame memory of that function. You can find more on this on the net for
> sure.
>
>
> On 4/30/2012 7:41 PM, piotrek marczak wrote:
>
> isn’t “const” keyword a hint that we won’t change input array?
>
>


Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Alok Gandhi

  
  
>isn’t “const” keyword a hint that we won’t change input array?

when using 'const' keyword we are merely telling the compiler that
the memory address of the object (or the pointer) should not change.
As you can see we are passing the CRefArray& which is to say
that we are passing by reference, or the pointer to the object.
Otherwise when we pass a variable directly to a function a local
copy of that variable is made in the stack frame memory of that
function. You can find more on this on the net for sure.

  

On 4/30/2012 7:41 PM, piotrek marczak wrote:
isn’t “const” keyword a hint that we won’t change
  input array?
  



Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread piotrek marczak
Maybe a2.Set(a1) or a2+=a1 would work?

newbie question
isn’t “const” keyword a hint that we won’t change input array?
From: Alok Gandhi 
Sent: Tuesday, May 01, 2012 1:31 AM
To: softimage@listproc.autodesk.com 
Subject: Re: CRefArray doesn't respect C++ copy semantics

The docs say that:

  CRefArray& operator= ( const CRefArray &  in_refArray ) 
 

Assigns a CRefArray object to this one.

  Parameters: 
in_refArray A constant CRefArray object. 

  Returns: 
  A new reference object. 
So what I think is happening is that the copy constructor is doing exactly what 
it is supposed to do and returns the new CRefArray object which still points to 
a1, 'assigns' is the operative word here. To keep them separate I would rather 
do:


CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray a2;

for(int i=0; i wrote:

A quick test gives me following result:

# VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 3
# VERBOSE : Count a2: 3




On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote: 
  I ran into this today while trying to figure out why my code was broken. 
  Thought I'd pass this along and hopefully save someone some wasted time 
in the future...

  CRefArray a1;
  a1.Add(CRef());
  a1.Add(CRef());
  CRefArray a2(a1);
  a2.Add(CRef());
  LONG n1 = a1.GetCount();  // expected n1 == 2
  LONG n2 = a2.GetCount();  // expected n2 == 3

  I expected a2 to be a copy of a1 before the last add and so I assumed a1 
would have 2 elements.
  Instead, I was surprised to find that n1 == n2 == 3!


  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11
  Internal Virus Database is out of date.



  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11
  Internal Virus Database is out of date.
<>

Re: This is a growing problem in the VFX industry.

2012-04-30 Thread Raffaele Fragapane
You see it as a drinking problem, they see it as drinking skills.
That said, Sweden's drinking habits are a tame, politically correct,
politely giggled at joke compared to the Australian nightly alcohol intake.
Half the staff in the VFX shops here is probably highly flamable the
mornings after any public holiday, weekend day, or Wednesday.

On Tue, May 1, 2012 at 12:07 AM, piotrek marczak
wrote:

>   I love scandinavia...people in Sweden always friendly and helpfull,
> abit of drinking problem but i’m okay with that [image: Puszczam oczko]
> As for Denmark, I’ve been there only for 2 months, and its the nicest
> country to live in...
>
>  *From:* Morten Bartholdy 
>  *Sent:* Monday, April 30, 2012 2:42 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: This is a growing problem in the VFX industry.
>
>
> Working in Copenhagen , Denmark, I can confirm (from what I hear and
> read) we do indeed work fewer hours and actually the city of Copenhagen
> makes bicykles available for free inside the city limits :)
>
>
> Obesity - I don't know, I have little contact with CG artists in the
> mentioned countries, so no real basis for comparison :) I do however find
> time for mountainbiking and sleighriding in the winter (skiing is not big
> in DK as the tallest point in our country is all of 173 meters high - some
> 567 feet).
>
>
> Morten
>
>
>
>
> Den 28. april 2012 kl. 11:47 skrev pete...@skynet.be:
>
>   “Scandinavian studios still show the lowest overall rates of obesity.
> This is attributed to the fact that Scandinavians work less hours ... and
> therefore have more time to devote to activities that counter obesity, such
> as skiing and having multiple partner intercourse on government-provided
> bicycles. “
>
> anyone care to confirm?
>
>
>  *From:* Steven Caron 
> *Sent:* Saturday, April 28, 2012 1:25 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: This is a growing problem in the VFX industry.
>
>  http://2dayinanimation.com/
>
> On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman < i.anima...@gmail.com > wrote:
>
>
> Apparently from the cover picture it isn't the onion...it is most likely
> one of two lesser known publications either "the sausage" or "the cabbage"
> XD
>
>
>
> On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu < ntmon...@gmail.com > wrote:
>
>
> Dr. Lippid??  C'mon.  Is this the Onion?
>
> -Lu
>
> On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez <
> youngupstar...@gmail.com > wrote:
>
>
>
> http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
> --
> www.johnrichardsanchez.com
>
>
>
>
>
> --
>
>
>
>
> -=T=-
>
>
>
>
>
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!
<>

Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Alok Gandhi

  
  
The docs say that:


  

  CRefArray&
operator=
  (
  const CRefArray
& 
  in_refArray
  )
  
  

  


  Assigns a 
  CRefArray object to this one.
  
Parameters:

  

  
in_refArray
A constant 
CRefArray object.
  

  

  
  
Returns:
A new reference object.
  
  So what I think is happening is that the copy constructor is
doing exactly what it is supposed to do and returns the new
CRefArray object which still points to a1, 'assigns' is the
operative word here. To keep them separate I would rather do:
  
    CRefArray a1;
    a1.Add(CRef());
    a1.Add(CRef());
    CRefArray a2;

    for(int i=0; i
    {
        a2.Add(a1[i]);
    }

    a2.Add(CRef());

    //a2.Add(CRef());
    LONG n1 = a1.GetCount();  // expected n1 == 2
    LONG n2 = a2.GetCount();  // expected n2 == 3
  
  which gives me correctly:
  
  # VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 2
# VERBOSE : Count a2: 3
  



  

On 4/30/2012 7:13 PM, Nicolas Burtnyk wrote:
Yeah, exactly as I unfortunately discovered :(
  
  On Mon, Apr 30, 2012 at 3:49 PM, Alok
Gandhi 
wrote:

   A quick test gives me
following result:

# VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 3
# VERBOSE : Count a2: 3

  

   
On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote: 


  
I ran into this today while trying to
  figure out why my code was broken.
  Thought I'd pass this along and hopefully save
someone some wasted time in the future...
  
  
  
CRefArray a1;
 a1.Add(CRef());
a1.Add(CRef());
CRefArray a2(a1);
a2.Add(CRef());
 
LONG n1 = a1.GetCount();  // expected n1 == 2
LONG n2 = a2.GetCount();  // expected n2 == 3
  
  
  
  I expected a2 to be a copy of a1 before the last
add and so I assumed a1 would have 2 elements.
  Instead, I was surprised to find that n1 == n2 ==
3!
  
  
  
  

  
  No virus found in this
message.
Checked by AVG - www.avg.com
Version: 2012.0.1831 / Virus Database: 2090/4557 -
Release Date: 10/17/11
Internal Virus Database is out of date.

  

  
  
  No virus
found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date:
10/17/11
Internal Virus Database is out of date.

  



Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Nicolas Burtnyk
Yeah, exactly as I unfortunately discovered :(

On Mon, Apr 30, 2012 at 3:49 PM, Alok Gandhi wrote:

>  A quick test gives me following result:
>
> # VERBOSE : cRefArrayTest_Execute called
> # VERBOSE : Count a1: 3
> # VERBOSE : Count a2: 3
>
>
> On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote:
>
> I ran into this today while trying to figure out why my code was broken.
> Thought I'd pass this along and hopefully save someone some wasted time in
> the future...
>
>  CRefArray a1;
>  a1.Add(CRef());
> a1.Add(CRef());
> CRefArray a2(a1);
> a2.Add(CRef());
>  LONG n1 = a1.GetCount();  // expected n1 == 2
> LONG n2 = a2.GetCount();  // expected n2 == 3
>
>  I expected a2 to be a copy of a1 before the last add and so I assumed a1
> would have 2 elements.
> Instead, I was surprised to find that n1 == n2 == 3!
>
>
>  No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11
> Internal Virus Database is out of date.
>
>


Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Alok Gandhi

  
  
A quick test gives me following result:

# VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 3
# VERBOSE : Count a2: 3

  

On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote:
I ran into this today while trying to figure out why
  my code was broken.
  Thought I'd pass this along and hopefully save someone some
wasted time in the future...
  
  
  
CRefArray a1;

  a1.Add(CRef());
a1.Add(CRef());
CRefArray a2(a1);
a2.Add(CRef());
 
LONG n1 = a1.GetCount();  // expected n1 == 2
LONG n2 = a2.GetCount();  // expected n2 == 3
  
  
  
  I expected a2 to be a copy of a1 before the last add and so I
assumed a1 would have 2 elements.
  Instead, I was surprised to find that n1 == n2 == 3!
  
  
  
  
  No virus
found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date:
10/17/11
Internal Virus Database is out of date.

  



Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread jo benayoun
Hey Nicolas,
never ran into that, but should definitively logged as bug ! :(
jo




2012/4/30 Nicolas Burtnyk 

> I ran into this today while trying to figure out why my code was broken.
> Thought I'd pass this along and hopefully save someone some wasted time in
> the future...
>
> CRefArray a1;
> a1.Add(CRef());
> a1.Add(CRef());
> CRefArray a2(a1);
> a2.Add(CRef());
> LONG n1 = a1.GetCount();  // expected n1 == 2
> LONG n2 = a2.GetCount();  // expected n2 == 3
>
> I expected a2 to be a copy of a1 before the last add and so I assumed a1
> would have 2 elements.
> Instead, I was surprised to find that n1 == n2 == 3!
>
>
>


CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread Nicolas Burtnyk
I ran into this today while trying to figure out why my code was broken.
Thought I'd pass this along and hopefully save someone some wasted time in
the future...

CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray a2(a1);
a2.Add(CRef());
LONG n1 = a1.GetCount();  // expected n1 == 2
LONG n2 = a2.GetCount();  // expected n2 == 3

I expected a2 to be a copy of a1 before the last add and so I assumed a1
would have 2 elements.
Instead, I was surprised to find that n1 == n2 == 3!


Re: Belly Wobble Ice

2012-04-30 Thread Ben Beckett
Fantastic thanks

On 30 April 2012 17:51, Tim Marinov  wrote:

> Hi Ben,
>
> I made one short overview how to do that.
> There is a download link for the scene and the compound so you can take a
> look.
>
> https://vimeo.com/41299656
> http://www.si-community.com/community/viewtopic.php?f=19&t=2339
>
>
> Please excuse  my English :)
>
>
>
> On Mon, Apr 30, 2012 at 11:17 AM, Ben Beckett 
> wrote:
>
>> Tim that would be nice if you get time
>>
>> Thanks
>> Ben
>>
>> On 30 April 2012 08:59, Sandy Sutherland <
>> sandy.sutherl...@triggerfish.co.za> wrote:
>>
>>>  We wish - due to getting stung by the node disconnecting thing on our
>>> last show - we have stuck with 2011 SAP SP1 for this show - so we just look
>>> with longing at the new versions - don't even have time to play with them!
>>>
>>>
>>> S.
>>>
>>> _
>>> Sandy Sutherland
>>> Technical Supervisor
>>> sandy.sutherl...@triggerfish.co.za
>>> _
>>>
>>>
>>>
>>>
>>>   --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Tim Marinov [
>>> tim.mari...@gmail.com]
>>> *Sent:* 30 April 2012 09:39
>>>
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Belly Wobble Ice
>>>
>>>   BTW You can also use syflex.The cool thing about it is that doesn't
>>> have to be under simulation stack so you don't have to create a second mesh
>>> to do the jiggle over envelope.And also is very fast.When I get a time(hope
>>> today or tomorrow)I will post a video on Vimeo how it works.
>>>
>>>
>>>
>>> On Mon, Apr 30, 2012 at 9:29 AM, Adam Sale  wrote:
>>>
 yes.. And fast..


 On Sun, Apr 29, 2012 at 11:18 PM, Sandy Sutherland <
 sandy.sutherl...@triggerfish.co.za> wrote:

>  BTW Verlet is suprisingly simple - we are using it in our fur and
> feather system now.
>
> Cheers
>
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Ben Beckett [
> nebbeck...@googlemail.com]
> *Sent:* 28 April 2012 18:36
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Belly Wobble Ice
>
>   Thats the word it all come flowing back, Thanks
>
> On 28 April 2012 16:55, Sandy Sutherland <
> sandy.sutherl...@triggerfish.co.za> wrote:
>
>>
>> http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm
>>
>> Good info there!
>>
>> S.
>>
>> _
>> Sandy Sutherland
>> Technical Supervisor
>> sandy.sutherl...@triggerfish.co.za
>> _
>>
>>
>>
>>
>>   --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of
>> pete...@skynet.be [pete...@skynet.be]
>> *Sent:* 28 April 2012 15:14
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Belly Wobble Ice
>>
>> search for ‘verlet’ in the ice tree – that should get you started
>> you can drive it with a weightmap
>>
>>  *From:* Ben Beckett 
>> *Sent:* Saturday, April 28, 2012 2:37 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Belly Wobble Ice
>>
>>  Hi list
>>
>> Some time ago there was a video out there that a very kind person
>> made on how to use ice to achieve some secondary motion in a characters
>> belly thought the painting of a weight map.
>>
>> I did save it for times like this but it gone!
>>
>> Would any one know of this or have some suggestion how could do it.
>>
>> Thanks a bunch
>> Ben
>>
>
>

>>>
>>
>


Re: Ice syflex integration

2012-04-30 Thread Fabricio Chamon
...or use Momentum, it supports a lot of per point attributes on
softbodies.
I remember some ice related bugs were logged, but they should be fixed by
now.

Of course the bullet cloth solver is not as robust as syflex so it may or
not be an alternative.


Re: Get "real" translation information from weighted mesh

2012-04-30 Thread Alok Gandhi
Hi Xav,

Nothing much to add, but yeah I would not consider as point average as a
'safe' method. The only thing that will work in this case is when you have
weights 100% from one deformer. I would still consider the point positions
as valid as the data set has changed. If you can explain what exactly you
are trying to do maybe I can suggest something. But now as you have 'alan'
power with you for ICE I guess you must have had your solution already ;)


Re: fx tree and going beyond 12k pixels

2012-04-30 Thread Kris Rivel
That worked...hacking the spdl..thanks Luc!

On Mon, Apr 30, 2012 at 12:35 PM, Kris Rivel  wrote:

> Thanks.  Its for an old project that I just wanted to crank a still out
> for that has a very complex tree setup involved.
>
> Kris
>
>
> On Mon, Apr 30, 2012 at 12:09 PM, Luc-Eric Rousseau 
> wrote:
>
>> it's it's for compositing, try toxik - the guys *specifically* made it
>> for dealing with 12k. In fact there was gossip that they spent too
>> much time on that :P
>> for the file input node in the fxtree, you can probably hack it by
>> hacking the SPDL..
>>
>>
>> On Mon, Apr 30, 2012 at 10:48 AM, Kris Rivel  wrote:
>> > Is there a way to increase the image size limit beyond 12,000 pixels in
>> the
>> > FX tree?  I have some clips that are a bit beyond that.  It shows the
>> proper
>> > image size in the ppg's info on the clip but the two fields where you
>> can
>> > manually enter the size are capped at 12k each resulting in a square,
>> > cropped image.
>> >
>> > Kris
>>
>>
>


Re: PyQt For Softimage - COM Error: Out of present range. (0x-7ffdfff6)

2012-04-30 Thread jo benayoun
Hi Jared,
yo Steve,

Jared, you should unplug all the extras python modules and see how is
output the anchor's adress (is valid ? is bigger than a long on your
machine ?) from the cpp side.
That's where I would start.

jo




2012/4/30 Steven Caron 

> hey jared
>
> i haven't seen this before. is there any other information you can share?
>
> s
>
>
> On Mon, Apr 30, 2012 at 7:09 AM, Jared Glass <
> jared.gl...@triggerfish.co.za> wrote:
>
>>  Hi There
>>
>> I recently moved the softimage workgroups that Steven's awesome
>> PyQtForSoftimage plugin was installed to and since then the plugin has been
>> giving the following error message every now and then:
>>
>> # ERROR : Traceback (most recent call last):
>> #   File "

Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread jo benayoun
Hi Ahmidou,
looks quite nice ! :)

For your problem, I would go in c by reproducing a kinda structure that
mimic FCurves ones like the following.

"""
struct bezfragments {
double cps[4][3];
uint_t interp;
};

struct motionpath {
constchar_t *source;
ushort_t color[3];
uint_t flags;
uint_t nbezfragments;
struct bezfragments *[1];
};
"""

A MotionPath as a FCurve is a fixed length array of bezier curves with some
extra informations like the object which is the source, the color of the
path and some other flags for ui convenience (selection mode, ...).
You have the choice to represent your bezier segments by  pairing control
points by 3 or by 4, I dont think it makes a huge difference.
This system coupled with a "MotionPathManager" will avoid you to have to
query the softimage API each time you need to redraw your viewport as your
datas are cached in memory.
Also, by subscripting to any event like "siOnValueChange", you will be able
to rebuild a motion path targeting just what you need. Also a good point
for perfs.
Anyways  Here is a little pysnippet (I dont have the possibility to
write it in C right now) ! It should I hope answer to your first question !
:)

jo


"""
# Im quite sure gmail will eat my indent efforts so take care about that !
# Each key for each params must have a buddy on the others axes.
# Create a cube, animate its pos's being sure a key is set at the same
frame for the three axes.
#

import random


class BezFragment(object):
cpoints = tuple()
interp = int()

class MotionPath(object):
source = str()
color = tuple()
bezfragments = tuple()


def build_axis_data(param):
keys = tuple(param.Source.Keys)
res = list()
bfrag = None
i = 0

while i < (len(keys)-1):
cp = list()

key = keys[i]
nextkey = keys[i+1]
cp.append(round(key.Value, 1))
cp.append(round(key.Time, 1))
cp.append(round(key.Value + key.LeftTanX, 1))
cp.append(round(key.Time + key.LeftTanY, 1))
cp.append(round(nextkey.Value - key.RightTanY, 1))
cp.append(round(nextkey.Time - key.RightTanX, 1))
cp.append(round(nextkey.Value, 1))
cp.append(round(nextkey.Time, 1))

bfrag = BezFragment()
res.append(bfrag)
bfrag.interp = key.Interpolation
bfrag.cpoints = tuple(cp)

i += 1

return tuple(res)


def build_motion_path(siobj):
x = build_axis_data(siobj.Kinematics.Local.posx)
y = build_axis_data(siobj.Kinematics.Local.posy)
z = build_axis_data(siobj.Kinematics.Local.posz)

mp = MotionPath()
mp.source = siobj.FullName
mp.color = (random.randint(120, 255), random.randint(120, 255),
random.randint(120, 255),
)
mp.bezfragments = tuple(zip(x, y, z))
return mp


def log_bezfragment(bfrag):
msg = "{0}:({1}, {2})---o ({3}, {4})  ({5}, {6})o---({7}, {8})\n" \
" \__/"
print msg.format("", *bfrag.cpoints)
return None


def log_obj_motionpath():
for obj in Application.Selection:
mp = build_motion_path(obj)

print "source: {0}".format(mp.source)
print "mp-color: {0}".format(mp.color)
for bezf in mp.bezfragments:
print "\ncp"
for xyz in bezf:
log_bezfragment(xyz)
return None


log_obj_motionpath()
"""












2012/4/30 Ahmidou Lyazidi 

> I think I got it :)
>
>
> 2012/4/30 Halim Negadi 
>
>> Looks awesome Ahmidou, can't wait to play with it.
>> Cheers,
>> H.
>>
>>
>> On Mon, Apr 30, 2012 at 4:44 PM, Ahmidou Lyazidi 
>> wrote:
>>
>>> Well, as soon as I have resolved the tangent handle stuff :) I'm sure
>>> it's simple, but I can't get it...
>>>
>>>
>>> 2012/4/30 Philip Melancon 
>>>
  This is looking amazing, do you have an idea of when/how you plan to
 release this nice little piece of animation goodness? I know that the
 animators I work with would kill for something like this!

 Philip Melancon
 Lead Crowd TD
 Modus FX


 On 4/30/2012 10:30 AM, Xavier Lapointe wrote:

 Whoa, this is awesome.

  I feel some animators out there are probably jubilating right now :)

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.1913 / Virus Database: 2411/4969 - Release Date:
 04/30/12


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


Re: Equivalent to 'ui "mapping"' for plugin-based custom shaders?

2012-04-30 Thread Steven Caron
ya, i know.. but it sucks :) its not finished!

s

On Mon, Apr 30, 2012 at 10:18 AM, Nicolas Burtnyk wrote:

> The main problem is that it's not documented and it's actually not
> discoverable (if you query the ShaderParamDef of the softimage phong, this
> attribute seems to be hidden).  Other than that using GUIDs as attribute
> names isn't exactly user friendly, but it works.
>
>
> On Mon, Apr 30, 2012 at 10:14 AM, Steven Caron  wrote:
>
>> ugh. you told them that sucks right?
>>
>> s
>>
>>
>> On Mon, Apr 30, 2012 at 9:55 AM, Nicolas Burtnyk 
>> wrote:
>>
>>> Got the solution from support and thought I'd post it here in case
>>> anyone else runs into this.
>>>
>>> For plugin-based custom shaders, the equivalent to setting the 'ui
>>> "mapping"' in an SPDL is to set a special undocumented attribute on the
>>> ShaderParamDef.  The attribute name
>>> is {8C80DEF3-1064-11d3-B0B7-00A0C982A112} and the value is the GUID for the
>>> viewport ambient/diffuse/spec/whatever (you can find those from the
>>> softimage SPDL by searching for ui "mapping")
>>>
>>> Example:
>>>
>>> inputParamDefs.GetParamDefByName(L"diffuse").GetAttributes().Set(L"{8C80DEF3-1064-11d3-B0B7-00A0C982A112}",
>>> L"{3515CC72-082C-11D0-91DE-00A024C78EE3}");
>>>
>>> -Nicolas
>>>
>>>
>>> On Thu, Apr 26, 2012 at 7:18 PM, Nicolas Burtnyk >> > wrote:
>>>
 Hi everyone,

 For SPDL-based shaders, one can use the ui "mapping" statement to
 control the viewport rendering of a shader.
 Is there an equivalent mechanism for plugin-based shaders?

 Thanks!

 -Nicolas

>>>
>>>
>>
>


Re: Equivalent to 'ui "mapping"' for plugin-based custom shaders?

2012-04-30 Thread Nicolas Burtnyk
The main problem is that it's not documented and it's actually not
discoverable (if you query the ShaderParamDef of the softimage phong, this
attribute seems to be hidden).  Other than that using GUIDs as attribute
names isn't exactly user friendly, but it works.


On Mon, Apr 30, 2012 at 10:14 AM, Steven Caron  wrote:

> ugh. you told them that sucks right?
>
> s
>
>
> On Mon, Apr 30, 2012 at 9:55 AM, Nicolas Burtnyk 
> wrote:
>
>> Got the solution from support and thought I'd post it here in case anyone
>> else runs into this.
>>
>> For plugin-based custom shaders, the equivalent to setting the 'ui
>> "mapping"' in an SPDL is to set a special undocumented attribute on the
>> ShaderParamDef.  The attribute name
>> is {8C80DEF3-1064-11d3-B0B7-00A0C982A112} and the value is the GUID for the
>> viewport ambient/diffuse/spec/whatever (you can find those from the
>> softimage SPDL by searching for ui "mapping")
>>
>> Example:
>>
>> inputParamDefs.GetParamDefByName(L"diffuse").GetAttributes().Set(L"{8C80DEF3-1064-11d3-B0B7-00A0C982A112}",
>> L"{3515CC72-082C-11D0-91DE-00A024C78EE3}");
>>
>> -Nicolas
>>
>>
>> On Thu, Apr 26, 2012 at 7:18 PM, Nicolas Burtnyk 
>> wrote:
>>
>>> Hi everyone,
>>>
>>> For SPDL-based shaders, one can use the ui "mapping" statement to
>>> control the viewport rendering of a shader.
>>> Is there an equivalent mechanism for plugin-based shaders?
>>>
>>> Thanks!
>>>
>>> -Nicolas
>>>
>>
>>
>


Re: Equivalent to 'ui "mapping"' for plugin-based custom shaders?

2012-04-30 Thread Steven Caron
ugh. you told them that sucks right?

s

On Mon, Apr 30, 2012 at 9:55 AM, Nicolas Burtnyk wrote:

> Got the solution from support and thought I'd post it here in case anyone
> else runs into this.
>
> For plugin-based custom shaders, the equivalent to setting the 'ui
> "mapping"' in an SPDL is to set a special undocumented attribute on the
> ShaderParamDef.  The attribute name
> is {8C80DEF3-1064-11d3-B0B7-00A0C982A112} and the value is the GUID for the
> viewport ambient/diffuse/spec/whatever (you can find those from the
> softimage SPDL by searching for ui "mapping")
>
> Example:
>
> inputParamDefs.GetParamDefByName(L"diffuse").GetAttributes().Set(L"{8C80DEF3-1064-11d3-B0B7-00A0C982A112}",
> L"{3515CC72-082C-11D0-91DE-00A024C78EE3}");
>
> -Nicolas
>
>
> On Thu, Apr 26, 2012 at 7:18 PM, Nicolas Burtnyk 
> wrote:
>
>> Hi everyone,
>>
>> For SPDL-based shaders, one can use the ui "mapping" statement to control
>> the viewport rendering of a shader.
>> Is there an equivalent mechanism for plugin-based shaders?
>>
>> Thanks!
>>
>> -Nicolas
>>
>
>


Re: UeberTage 2012...going international..?

2012-04-30 Thread Andy Moorer
It would be fantastic to hear the presentations in English, if that is
acceptable with the speakers and audience, of course.

On Mon, Apr 30, 2012 at 6:32 AM, Morten Bartholdy wrote:

> **
>
> That would be great Oliver! My german is kind of rusty so I only grasp
> about a third of what is being said, so if you were to switch to english
> presentations I would seriously consider attending. It is not a very long
> drive from Copenhagen.
>
>
>
> Morten
>
>
> Den 24. april 2012 kl. 19:37 skrev Oliver Weingarten :
>
>
>   Hello list!
>
> I´m planing the SOFTIMAGE|UeberTage 2012 event this year again. I´m trying
> to get a nice lineup together with making ofs and new developments around
> our good old SOFTIMAGE. Currently I´m getting the sponsors together to
> finance our event this year. I´m on a good way, so far ;-)
>
> Here is my question to the list.
> I was thinking to convert our "German" event into an "international"
> event. All the presentations would then be held in English, of course.
> I don´t know, if the feedback coming from the list and the international
> communities will be big enough to take this step.
>
> Like in the past years, the event is going to take place in Siegen/Germany
> around late September, early October. Siegen is a about 1,5 hours by
> car/train from the international airports Cologne or Frankfurt. The costs
> for accommodation are moderate.
>
> So let me know what you think.
>
> Cheers,
> oliver
>
> PS: I´ve also started a thread on si-community. So if you like, post your
> thoughts..THANKS!
> http://www.si-community.com/community/viewtopic.php?f=36&t=2322
>
>
>
>
>
>


Re: PyQt For Softimage - COM Error: Out of present range. (0x-7ffdfff6)

2012-04-30 Thread Steven Caron
hey jared

i haven't seen this before. is there any other information you can share?

s

On Mon, Apr 30, 2012 at 7:09 AM, Jared Glass
wrote:

>  Hi There
>
> I recently moved the softimage workgroups that Steven's awesome
> PyQtForSoftimage plugin was installed to and since then the plugin has been
> giving the following error message every now and then:
>
> # ERROR : Traceback (most recent call last):
> #   File "

Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Ahmidou Lyazidi
I think I got it :)

2012/4/30 Halim Negadi 

> Looks awesome Ahmidou, can't wait to play with it.
> Cheers,
> H.
>
>
> On Mon, Apr 30, 2012 at 4:44 PM, Ahmidou Lyazidi wrote:
>
>> Well, as soon as I have resolved the tangent handle stuff :) I'm sure
>> it's simple, but I can't get it...
>>
>>
>> 2012/4/30 Philip Melancon 
>>
>>>  This is looking amazing, do you have an idea of when/how you plan to
>>> release this nice little piece of animation goodness? I know that the
>>> animators I work with would kill for something like this!
>>>
>>> Philip Melancon
>>> Lead Crowd TD
>>> Modus FX
>>>
>>>
>>> On 4/30/2012 10:30 AM, Xavier Lapointe wrote:
>>>
>>> Whoa, this is awesome.
>>>
>>>  I feel some animators out there are probably jubilating right now :)
>>>
>>> No virus found in this message.
>>> Checked by AVG - www.avg.com
>>> Version: 2012.0.1913 / Virus Database: 2411/4969 - Release Date: 04/30/12
>>>
>>>
>>
>>
>> --
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>


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


Re: Equivalent to 'ui "mapping"' for plugin-based custom shaders?

2012-04-30 Thread Nicolas Burtnyk
Got the solution from support and thought I'd post it here in case anyone
else runs into this.

For plugin-based custom shaders, the equivalent to setting the 'ui
"mapping"' in an SPDL is to set a special undocumented attribute on the
ShaderParamDef.  The attribute name
is {8C80DEF3-1064-11d3-B0B7-00A0C982A112} and the value is the GUID for the
viewport ambient/diffuse/spec/whatever (you can find those from the
softimage SPDL by searching for ui "mapping")

Example:

inputParamDefs.GetParamDefByName(L"diffuse").GetAttributes().Set(L"{8C80DEF3-1064-11d3-B0B7-00A0C982A112}",
L"{3515CC72-082C-11D0-91DE-00A024C78EE3}");

-Nicolas


On Thu, Apr 26, 2012 at 7:18 PM, Nicolas Burtnyk wrote:

> Hi everyone,
>
> For SPDL-based shaders, one can use the ui "mapping" statement to control
> the viewport rendering of a shader.
> Is there an equivalent mechanism for plugin-based shaders?
>
> Thanks!
>
> -Nicolas
>


Re: Belly Wobble Ice

2012-04-30 Thread Tim Marinov
Hi Ben,

I made one short overview how to do that.
There is a download link for the scene and the compound so you can take a
look.

https://vimeo.com/41299656
http://www.si-community.com/community/viewtopic.php?f=19&t=2339


Please excuse  my English :)


On Mon, Apr 30, 2012 at 11:17 AM, Ben Beckett wrote:

> Tim that would be nice if you get time
>
> Thanks
> Ben
>
> On 30 April 2012 08:59, Sandy Sutherland <
> sandy.sutherl...@triggerfish.co.za> wrote:
>
>>  We wish - due to getting stung by the node disconnecting thing on our
>> last show - we have stuck with 2011 SAP SP1 for this show - so we just look
>> with longing at the new versions - don't even have time to play with them!
>>
>>
>> S.
>>
>> _
>> Sandy Sutherland
>> Technical Supervisor
>> sandy.sutherl...@triggerfish.co.za
>> _
>>
>>
>>
>>
>>   --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Tim Marinov [
>> tim.mari...@gmail.com]
>> *Sent:* 30 April 2012 09:39
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Belly Wobble Ice
>>
>>   BTW You can also use syflex.The cool thing about it is that doesn't
>> have to be under simulation stack so you don't have to create a second mesh
>> to do the jiggle over envelope.And also is very fast.When I get a time(hope
>> today or tomorrow)I will post a video on Vimeo how it works.
>>
>>
>>
>> On Mon, Apr 30, 2012 at 9:29 AM, Adam Sale  wrote:
>>
>>> yes.. And fast..
>>>
>>>
>>> On Sun, Apr 29, 2012 at 11:18 PM, Sandy Sutherland <
>>> sandy.sutherl...@triggerfish.co.za> wrote:
>>>
  BTW Verlet is suprisingly simple - we are using it in our fur and
 feather system now.

 Cheers


 S.

 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _




   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Ben Beckett [
 nebbeck...@googlemail.com]
 *Sent:* 28 April 2012 18:36

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Belly Wobble Ice

   Thats the word it all come flowing back, Thanks

 On 28 April 2012 16:55, Sandy Sutherland <
 sandy.sutherl...@triggerfish.co.za> wrote:

>
> http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm
>
> Good info there!
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of
> pete...@skynet.be [pete...@skynet.be]
> *Sent:* 28 April 2012 15:14
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Belly Wobble Ice
>
> search for ‘verlet’ in the ice tree – that should get you started
> you can drive it with a weightmap
>
>  *From:* Ben Beckett 
> *Sent:* Saturday, April 28, 2012 2:37 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Belly Wobble Ice
>
>  Hi list
>
> Some time ago there was a video out there that a very kind person made
> on how to use ice to achieve some secondary motion in a characters belly
> thought the painting of a weight map.
>
> I did save it for times like this but it gone!
>
> Would any one know of this or have some suggestion how could do it.
>
> Thanks a bunch
> Ben
>


>>>
>>
>


Re: fx tree and going beyond 12k pixels

2012-04-30 Thread Kris Rivel
Thanks.  Its for an old project that I just wanted to crank a still out for
that has a very complex tree setup involved.

Kris

On Mon, Apr 30, 2012 at 12:09 PM, Luc-Eric Rousseau wrote:

> it's it's for compositing, try toxik - the guys *specifically* made it
> for dealing with 12k. In fact there was gossip that they spent too
> much time on that :P
> for the file input node in the fxtree, you can probably hack it by
> hacking the SPDL..
>
>
> On Mon, Apr 30, 2012 at 10:48 AM, Kris Rivel  wrote:
> > Is there a way to increase the image size limit beyond 12,000 pixels in
> the
> > FX tree?  I have some clips that are a bit beyond that.  It shows the
> proper
> > image size in the ppg's info on the clip but the two fields where you can
> > manually enter the size are capped at 12k each resulting in a square,
> > cropped image.
> >
> > Kris
>
>


Re: Ice syflex integration

2012-04-30 Thread Chris Chia
Thanks Adam and Guillaume for pointing that out. I was thinking of extracting 
the point array from the Syflex simulation, and doing some ops on top of it. I 
think that should work?

Regards,
Chris Chia


On 1 May, 2012, at 12:18 AM, "Adam Sale" 
mailto:adamfs...@gmail.com>> wrote:

Its a request I asked for on this recent Beta.. Per point access is crucial to 
getting anything REALLY good out of Syflex

On Mon, Apr 30, 2012 at 9:03 AM, Dominik 
mailto:d...@shedmtl.com>> wrote:
Thx Chris for the answer. I'm not good with point array so I think I'll go for 
a more pin and mimic way :)

Thx guillaume I'll check what I can do with that :).


On 4/30/2012 11:08 AM, Guillaume Laforge wrote:
Hello Dominik,

Unfortunately the Syflex force nodes got a lot of per object input ports, so 
you can't set those values per points. This is a know issue who is already 
logged.

For now, the only workaround I can imagine is to do several passes in the 
syflex ICETree.

First execution branch would do a "classic" syflex simulation :

Get your Forces > Syflex Simulation (setting the Point Position by default)


Then you could try to run a second syflex simulation on those solved point 
positions. Maybe using some mimic forces using self.PointPosition to avoid too 
much streching could help.
Mimic force + Other forces  > Syflex Simulation Second Phase > Set a custom 
attribute "SecondPhase_PointPosition" instead of "PointPosition".

Then using a weight map, you could do a blend between 
"SecondPhase_PointPosition" and  "PointPosition" and set the "PointPosition" 
again.

I didn't try it, but as Syflex ICE doesn't directly set the point position, I 
think you should be able to do such "massage" rather easily.

Just a random idea, nothing more ;).

Cheers

Guillaume


On Mon, Apr 30, 2012 at 9:27 AM, Dominik 
mailto:d...@shedmtl.com>> wrote:
Hey list,

I doing research with syflex in ICE and I'm wondering if there is a way or a 
trick to modify some of the attributes on a per point context instead of per 
object.

I'm trying to make some part of a syflex mesh more stiff, like the seams or to 
create some interesting folds.

Any ideas ?

Dominik Kirouac // SHED
artiste 3D
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 
WWW.SHEDMTL.COM




<>

Re: Ice syflex integration

2012-04-30 Thread Adam Sale
Its a request I asked for on this recent Beta.. Per point access is crucial
to getting anything REALLY good out of Syflex

On Mon, Apr 30, 2012 at 9:03 AM, Dominik  wrote:

>  Thx Chris for the answer. I'm not good with point array so I think I'll
> go for a more pin and mimic way :)
>
> Thx guillaume I'll check what I can do with that :).
>
>
> On 4/30/2012 11:08 AM, Guillaume Laforge wrote:
>
> Hello Dominik,
>
>  Unfortunately the Syflex force nodes got a lot of per object input
> ports, so you can't set those values per points. This is a know issue who
> is already logged.
>
>  For now, the only workaround I can imagine is to do several passes in
> the syflex ICETree.
>
>  First execution branch would do a "classic" syflex simulation :
>
>  *Get your Forces > Syflex Simulation (setting the Point Position by
> default)*
>
>
>  Then you could try to run a second syflex simulation on those solved
> point positions. Maybe using some mimic forces using self.PointPosition to
> avoid too much streching could help.
> *Mimic force + Other forces  > Syflex Simulation Second Phase > Set a
> custom attribute "SecondPhase_PointPosition" instead of "PointPosition".*
>
>  Then using a weight map, you could do a blend
> between "SecondPhase_PointPosition" and  "PointPosition" and set
> the "PointPosition" again.
>
>  I didn't try it, but as Syflex ICE doesn't directly set the point
> position, I think you should be able to do such "massage" rather easily.
>
>  Just a random idea, nothing more ;).
>
>  Cheers
>
>  Guillaume
>
>
> On Mon, Apr 30, 2012 at 9:27 AM, Dominik  wrote:
>
>>  Hey list,
>>
>> I doing research with syflex in ICE and I'm wondering if there is a way
>> or a trick to modify some of the attributes on a per point context instead
>> of per object.
>>
>> I'm trying to make some part of a syflex mesh more stiff, like the seams
>> or to create some interesting folds.
>>
>> Any ideas ?
>>
>> *Dominik Kirouac // SHED*
>> artiste 3D
>>
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
>>
>>
>
>


Re: fx tree and going beyond 12k pixels

2012-04-30 Thread Luc-Eric Rousseau
it's it's for compositing, try toxik - the guys *specifically* made it
for dealing with 12k. In fact there was gossip that they spent too
much time on that :P
for the file input node in the fxtree, you can probably hack it by
hacking the SPDL..


On Mon, Apr 30, 2012 at 10:48 AM, Kris Rivel  wrote:
> Is there a way to increase the image size limit beyond 12,000 pixels in the
> FX tree?  I have some clips that are a bit beyond that.  It shows the proper
> image size in the ppg's info on the clip but the two fields where you can
> manually enter the size are capped at 12k each resulting in a square,
> cropped image.
>
> Kris



Re: Ice syflex integration

2012-04-30 Thread Dominik
Thx Chris for the answer. I'm not good with point array so I think I'll 
go for a more pin and mimic way :)


Thx guillaume I'll check what I can do with that :).

On 4/30/2012 11:08 AM, Guillaume Laforge wrote:

Hello Dominik,

Unfortunately the Syflex force nodes got a lot of per object input 
ports, so you can't set those values per points. This is a know issue 
who is already logged.


For now, the only workaround I can imagine is to do several passes in 
the syflex ICETree.


First execution branch would do a "classic" syflex simulation :

/Get your Forces > Syflex Simulation (setting the Point Position by 
default)/



Then you could try to run a second syflex simulation on those solved 
point positions. Maybe using some mimic forces using 
self.PointPosition to avoid too much streching could help.
/Mimic force + Other forces > Syflex Simulation Second Phase > Set a 
custom attribute "SecondPhase_PointPosition" instead of "PointPosition"./


Then using a weight map, you could do a blend 
between "SecondPhase_PointPosition" and  "PointPosition" and set 
the "PointPosition" again.


I didn't try it, but as Syflex ICE doesn't directly set the point 
position, I think you should be able to do such "massage" rather easily.


Just a random idea, nothing more ;).

Cheers

Guillaume


On Mon, Apr 30, 2012 at 9:27 AM, Dominik > wrote:


Hey list,

I doing research with syflex in ICE and I'm wondering if there is
a way or a trick to modify some of the attributes on a per point
context instead of per object.

I'm trying to make some part of a syflex mesh more stiff, like the
seams or to create some interesting folds.

Any ideas ?

*Dominik Kirouac // SHED*
artiste 3D

1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555  F 514 849-5025
 WWW.SHEDMTL.COM







Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Halim Negadi
Looks awesome Ahmidou, can't wait to play with it.
Cheers,
H.

On Mon, Apr 30, 2012 at 4:44 PM, Ahmidou Lyazidi wrote:

> Well, as soon as I have resolved the tangent handle stuff :) I'm sure it's
> simple, but I can't get it...
>
>
> 2012/4/30 Philip Melancon 
>
>>  This is looking amazing, do you have an idea of when/how you plan to
>> release this nice little piece of animation goodness? I know that the
>> animators I work with would kill for something like this!
>>
>> Philip Melancon
>> Lead Crowd TD
>> Modus FX
>>
>>
>> On 4/30/2012 10:30 AM, Xavier Lapointe wrote:
>>
>> Whoa, this is awesome.
>>
>>  I feel some animators out there are probably jubilating right now :)
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.1913 / Virus Database: 2411/4969 - Release Date: 04/30/12
>>
>>
>
>
> --
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>


Re: Ice syflex integration

2012-04-30 Thread Guillaume Laforge
Hello Dominik,

Unfortunately the Syflex force nodes got a lot of per object input ports,
so you can't set those values per points. This is a know issue who is
already logged.

For now, the only workaround I can imagine is to do several passes in the
syflex ICETree.

First execution branch would do a "classic" syflex simulation :

*Get your Forces > Syflex Simulation (setting the Point Position by default)
*


Then you could try to run a second syflex simulation on those solved point
positions. Maybe using some mimic forces using self.PointPosition to avoid
too much streching could help.
*Mimic force + Other forces  > Syflex Simulation Second Phase > Set a
custom attribute "SecondPhase_PointPosition" instead of "PointPosition".*

Then using a weight map, you could do a blend
between "SecondPhase_PointPosition" and  "PointPosition" and set
the "PointPosition" again.

I didn't try it, but as Syflex ICE doesn't directly set the point
position, I think you should be able to do such "massage" rather easily.

Just a random idea, nothing more ;).

Cheers

Guillaume


On Mon, Apr 30, 2012 at 9:27 AM, Dominik  wrote:

>  Hey list,
>
> I doing research with syflex in ICE and I'm wondering if there is a way or
> a trick to modify some of the attributes on a per point context instead of
> per object.
>
> I'm trying to make some part of a syflex mesh more stiff, like the seams
> or to create some interesting folds.
>
> Any ideas ?
>
> *Dominik Kirouac // SHED*
> artiste 3D
>
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM ***
> *
>
>


Re: Ice syflex integration

2012-04-30 Thread Chris Chia
Hi Dominik,
You could tweak the point array if you know what you are doing.
Check out the Syflex Cloth Spring compound if you are using Syflex Cloth.


Regards,
Chris Chia
Softimage QA Analyst



On 30 Apr, 2012, at 9:27 PM, "Dominik" 
mailto:d...@shedmtl.com>> wrote:

Hey list,

I doing research with syflex in ICE and I'm wondering if there is a way or a 
trick to modify some of the attributes on a per point context instead of per 
object.

I'm trying to make some part of a syflex mesh more stiff, like the seams or to 
create some interesting folds.

Any ideas ?

Dominik Kirouac // SHED
artiste 3D
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM

<>

fx tree and going beyond 12k pixels

2012-04-30 Thread Kris Rivel
Is there a way to increase the image size limit beyond 12,000 pixels in the
FX tree?  I have some clips that are a bit beyond that.  It shows the
proper image size in the ppg's info on the clip but the two fields where
you can manually enter the size are capped at 12k each resulting in a
square, cropped image.

Kris


Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Ahmidou Lyazidi
Well, as soon as I have resolved the tangent handle stuff :) I'm sure it's
simple, but I can't get it...

2012/4/30 Philip Melancon 

>  This is looking amazing, do you have an idea of when/how you plan to
> release this nice little piece of animation goodness? I know that the
> animators I work with would kill for something like this!
>
> Philip Melancon
> Lead Crowd TD
> Modus FX
>
>
> On 4/30/2012 10:30 AM, Xavier Lapointe wrote:
>
> Whoa, this is awesome.
>
>  I feel some animators out there are probably jubilating right now :)
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.1913 / Virus Database: 2411/4969 - Release Date: 04/30/12
>
>


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


Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Philip Melancon
This is looking amazing, do you have an idea of when/how you plan to 
release this nice little piece of animation goodness? I know that the 
animators I work with would kill for something like this!


Philip Melancon
Lead Crowd TD
Modus FX


On 4/30/2012 10:30 AM, Xavier Lapointe wrote:

Whoa, this is awesome.

I feel some animators out there are probably jubilating right now :)

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.1913 / Virus Database: 2411/4969 - Release Date: 04/30/12



Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Xavier Lapointe
Whoa, this is awesome.

I feel some animators out there are probably jubilating right now :)


Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Ahmidou Lyazidi
Video updated :)
http://vimeo.com/20538565

2012/4/30 Ahmidou Lyazidi 

> Hello
> I have almost finished my tool for editing position fcurves directly in
> the viewport.
> It's working fine, and I will post a video later today. Now I would like
> to add a tangent editing
> functionality before releasing it, but this is giving me some headache. I
> have seen some Reverse engineering Bezier  algos
> but that's not really what I'm after...
> Would someone enlighten me about this !?
>
> Thanks
> --
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>


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


PyQt For Softimage - COM Error: Out of present range. (0x-7ffdfff6)

2012-04-30 Thread Jared Glass

Hi There

I recently moved the softimage workgroups that Steven's awesome 
PyQtForSoftimage plugin was installed to and since then the plugin has 
been giving the following error message every now and then:


# ERROR : Traceback (most recent call last):
#   File "

Re: Get "real" translation information from weighted mesh

2012-04-30 Thread Ahmidou Lyazidi
Well you'll have an accurate result only if the object are 100% skinned to
one deformer. You ca also get the mesh bounding box, but it will still be
an approximation
I'm afraid there is not other solutions.

2012/4/30 Peter Agg 

> Well, the trouble is that it's still not really accurate - if one end gets
> stretched in an extreme way the the centre of the points could go way off.
> Getting all the deformers is tricky as not all of them are going to have
> equal measure evenly across the mesh.
>
> One way might be to choose one point you want to track, make it a cluster
> and constrain a null under it. At your neutral pose you can give the
> constrained null a parent. The local transforms of the constrained null
> could then act as an offset. It still seems like an odd way to go about
> things though...
>
>
> On 30 April 2012 14:51, Xavier Lapointe  wrote:
>
>> Yeah the point position average is another way, but I'm a little
>> concerned about performance issue I could face. But maybe this is the most
>> accurate way I could with ..
>
>
>


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


Re: This is a growing problem in the VFX industry.

2012-04-30 Thread piotrek marczak
I love scandinavia...people in Sweden always friendly and helpfull, abit of 
drinking problem but i’m okay with that 
As for Denmark, I’ve been there only for 2 months, and its the nicest country 
to live in...

From: Morten Bartholdy 
Sent: Monday, April 30, 2012 2:42 PM
To: softimage@listproc.autodesk.com 
Subject: Re: This is a growing problem in the VFX industry.

Working in Copenhagen , Denmark, I can confirm (from what I hear and read) we 
do indeed work fewer hours and actually the city of Copenhagen makes bicykles 
available for free inside the city limits :) 




Obesity - I don't know, I have little contact with CG artists in the mentioned 
countries, so no real basis for comparison :) I do however find time for 
mountainbiking and sleighriding in the winter (skiing is not big in DK as the 
tallest point in our country is all of 173 meters high - some 567 feet). 




Morten 









Den 28. april 2012 kl. 11:47 skrev pete...@skynet.be: 


  “Scandinavian studios still show the lowest overall rates of obesity. This is 
attributed to the fact that Scandinavians work less hours ... and therefore 
have more time to devote to activities that counter obesity, such as skiing and 
having multiple partner intercourse on government-provided bicycles. “ 

  anyone care to confirm? 


  From: Steven Caron 
  Sent: Saturday, April 28, 2012 1:25 AM 
  To: softimage@listproc.autodesk.com 
  Subject: Re: This is a growing problem in the VFX industry. 

  http://2dayinanimation.com/   


  On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman < i.anima...@gmail.com > wrote: 

Apparently from the cover picture it isn't the onion...it is most likely 
one of two lesser known publications either "the sausage" or "the cabbage" XD 




On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu < ntmon...@gmail.com > wrote: 

  Dr. Lippid??  C'mon.  Is this the Onion? 

  -Lu 


  On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez < 
youngupstar...@gmail.com > wrote: 




http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
 
-- 

www.johnrichardsanchez.com 







-- 




-=T=- 



  <>

Re: Get "real" translation information from weighted mesh

2012-04-30 Thread Peter Agg
Well, the trouble is that it's still not really accurate - if one end gets
stretched in an extreme way the the centre of the points could go way off.
Getting all the deformers is tricky as not all of them are going to have
equal measure evenly across the mesh.

One way might be to choose one point you want to track, make it a cluster
and constrain a null under it. At your neutral pose you can give the
constrained null a parent. The local transforms of the constrained null
could then act as an offset. It still seems like an odd way to go about
things though...

On 30 April 2012 14:51, Xavier Lapointe  wrote:

> Yeah the point position average is another way, but I'm a little concerned
> about performance issue I could face. But maybe this is the most accurate
> way I could with ..


Re: Get "real" translation information from weighted mesh

2012-04-30 Thread Xavier Lapointe
Yeah the point position average is another way, but I'm a little concerned
about performance issue I could face. But maybe this is the most accurate
way I could with ..


Re: Get "real" translation information from weighted mesh

2012-04-30 Thread Xavier Lapointe
Hey Ahmidou,

Yup the hierarchy/constraint based this isn't a problem.

For the skinned ones, getting the deformer's global transform was something
I was considering, so since you bring that up: is it a safe way? Let say
you have a mesh deformed by 50 deformers (like a character body), I would
need to calculate the center of all my deformers right?

Thanks!


Re: Get "real" translation information from weighted mesh

2012-04-30 Thread Peter Agg
Is the wheel skinned or constrained? If it's skinned then the offset is
per-point not per object, so I guess you could do a point position average
or something, but I'm not sure it'd be much help.


Pete

On 30 April 2012 14:38, Xavier Lapointe  wrote:

> Hey guys,
>
> pretty sure some of you are familiar with that kind of problem.
>
> I've a car rig where some part are only deformed (translated) by
> hierarchy/constraints, and some are skinned on a deformer.
>
> Let say we use the wheel as example. When I retrieve the wheel 4x4 matrix,
> it will give me its neutral translation (near origin), but not its real
> position in space (might be N units away). Is there a way I can get it? I
> thought of couple of ways, but nothing trivial.
>
> Any hints would be appreciated.
>
> Thanks!
>
> --
> Xavier
>


Re: This is a growing problem in the VFX industry.

2012-04-30 Thread Chris Marshall
I haven't been following this discussion, but is it related to the 'Belly
Wobble' thread?

;-)


On 30 April 2012 13:42, Morten Bartholdy  wrote:

> **
>
>  Working in Copenhagen , Denmark, I can confirm (from what I hear and
> read) we do indeed work fewer hours and actually the city of Copenhagen
> makes bicykles available for free inside the city limits :)
>
>
>Obesity - I don't know, I have little contact with CG artists in the
> mentioned countries, so no real basis for comparison :) I do however find
> time for mountainbiking and sleighriding in the winter (skiing is not big
> in DK as the tallest point in our country is all of 173 meters high - some
> 567 feet).
>
>
>Morten
>
>
>
>
> Den 28. april 2012 kl. 11:47 skrev pete...@skynet.be:
>
> “Scandinavian studios still show the lowest overall rates of obesity.
> This is attributed to the fact that Scandinavians work less hours ... and
> therefore have more time to devote to activities that counter obesity, such
> as skiing and having multiple partner intercourse on government-provided
> bicycles. “
>
>  anyone care to confirm?
>
>
>  *From:* Steven Caron 
>  *Sent:* Saturday, April 28, 2012 1:25 AM
>  *To:* softimage@listproc.autodesk.com
>  *Subject:* Re: This is a growing problem in the VFX industry.
>
>   http://2dayinanimation.com/
>
>  On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman < i.anima...@gmail.com > wrote:
>
>
>  Apparently from the cover picture it isn't the onion...it is most likely
> one of two lesser known publications either "the sausage" or "the cabbage"
> XD
>
>
>
>  On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu < ntmon...@gmail.com > wrote:
>
>
>  Dr. Lippid??  C'mon.  Is this the Onion?
>
> -Lu
>
>  On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez <
> youngupstar...@gmail.com > wrote:
>
>
>
> http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
>--
> www.johnrichardsanchez.com
>
>
>
>
>
>   --
>
>
>
>


Re: Get "real" translation information from weighted mesh

2012-04-30 Thread Ahmidou Lyazidi
Hi Xavier,
Maybe you're using the local transforms, for the hierarchy/constraints, you
need to retrieve the global transform,
and for the skinned ones the deformer's global transform.

Regards
A.

2012/4/30 Xavier Lapointe 

> Hey guys,
>
> pretty sure some of you are familiar with that kind of problem.
>
> I've a car rig where some part are only deformed (translated) by
> hierarchy/constraints, and some are skinned on a deformer.
>
> Let say we use the wheel as example. When I retrieve the wheel 4x4 matrix,
> it will give me its neutral translation (near origin), but not its real
> position in space (might be N units away). Is there a way I can get it? I
> thought of couple of ways, but nothing trivial.
>
> Any hints would be appreciated.
>
> Thanks!
>
> --
> Xavier
>



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


Get "real" translation information from weighted mesh

2012-04-30 Thread Xavier Lapointe
Hey guys,

pretty sure some of you are familiar with that kind of problem.

I've a car rig where some part are only deformed (translated) by
hierarchy/constraints, and some are skinned on a deformer.

Let say we use the wheel as example. When I retrieve the wheel 4x4 matrix,
it will give me its neutral translation (near origin), but not its real
position in space (might be N units away). Is there a way I can get it? I
thought of couple of ways, but nothing trivial.

Any hints would be appreciated.

Thanks!

-- 
Xavier


Re: UeberTage 2012...going international..?

2012-04-30 Thread Morten Bartholdy
That would be great Oliver! My german is kind of rusty so I only grasp
about a third of what is being said, so if you were to switch to english
presentations I would seriously consider attending. It is not a very long
drive from Copenhagen.

Morten


Den 24. april 2012 kl. 19:37 skrev Oliver Weingarten :

> 
> I´m planing the SOFTIMAGE|UeberTage 2012 event this year again. I´m trying
> to get a nice lineup together with making ofs and new developments around
> our good old SOFTIMAGE. Currently I´m getting the sponsors together to
> finance our event this year. I´m on a good way, so far ;-)
> 
> Here is my question to the list.
> I was thinking to convert our "German" event into an "international" event.
> All the presentations would then be held in English, of course.
> I don´t know, if the feedback coming from the list and the international
> communities will be big enough to take this step.
> 
> Like in the past years, the event is going to take place in Siegen/Germany
> around late September, early October. Siegen is a about 1,5 hours by
> car/train from the international airports Cologne or Frankfurt. The costs
> for accommodation are moderate.
> 
> So let me know what you think.
> 
> Cheers,
> oliver
> 
> PS: I´ve also started a thread on si-community. So if you like, post your
> thoughts..THANKS!
> http://www.si-community.com/community/viewtopic.php?f=36&t=2322
> 
> 
> 
> 


Ice syflex integration

2012-04-30 Thread Dominik

Hey list,

I doing research with syflex in ICE and I'm wondering if there is a way 
or a trick to modify some of the attributes on a per point context 
instead of per object.


I'm trying to make some part of a syflex mesh more stiff, like the seams 
or to create some interesting folds.


Any ideas ?

*Dominik Kirouac // SHED*
artiste 3D

1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM




Re: OT: Softimage animation project

2012-04-30 Thread Stefan Kubicek

They made it!

http://www.kickstarter.com/projects/518213741/id-the-life-and-trials-of-willy-grunch



Sorry for the OT. I thought this may be of interest to a some of you on
here. This is an animated series done in Softimage and they are trying to
get off the ground. They have some interesting looks with NPR rendering and
the rigs used Gear. Check it out and support them.

Teaser Animation
http://www.youtube.com/watch?v=YJZ1mdEFCow&feature=youtu.be&hd=1

Kickstarter Campaign (with another animation)
http://kck.st/HnySUb




--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: This is a growing problem in the VFX industry.

2012-04-30 Thread Morten Bartholdy
Working in Copenhagen , Denmark, I can confirm (from what I hear and read)
we do indeed work fewer hours and actually the city of Copenhagen makes
bicykles available for free inside the city limits :)

Obesity - I don't know, I have little contact with CG artists in the
mentioned countries, so no real basis for comparison :) I do however find
time for mountainbiking and sleighriding in the winter (skiing is not big
in DK as the tallest point in our country is all of 173 meters high - some
567 feet).

Morten




Den 28. april 2012 kl. 11:47 skrev pete...@skynet.be:

> “Scandinavian studios still show the lowest overall rates of obesity. This
> is attributed to the fact that Scandinavians work less hours ... and
> therefore have more time to devote to activities that counter obesity, such
> as skiing and having multiple partner intercourse on government-provided
> bicycles. “
> 
> anyone care to confirm?
> 
> 
> From: Steven Caron 
> Sent: Saturday, April 28, 2012 1:25 AM
> To: softimage@listproc.autodesk.com
> 
> Subject: Re: This is a growing problem in the VFX industry.
> 
> http://2dayinanimation.com/ 
> 
> On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman < i.anima...@gmail.com
>  > wrote:
> > Apparently from the cover picture it isn't the onion...it is most likely
> > one of two lesser known publications either "the sausage" or "the cabbage"
> > XD
> > 
> > 
> > 
> > On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu < ntmon...@gmail.com
> >  > wrote:
> > > Dr. Lippid??  C'mon.  Is this the Onion?
> > > 
> > > -Lu
> > > 
> > > On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez <
> > > youngupstar...@gmail.com  > wrote:
> > > > http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
> > > > 
> > > > --
> > > > www.johnrichardsanchez.com 
> > > > 
> > > 
> > 
> > 
> > --
> > 
> > 
> > 
> > 
> > -=T=-
> 


Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Ahmidou Lyazidi
Hello
I have almost finished my tool for editing position fcurves directly in the
viewport.
It's working fine, and I will post a video later today. Now I would like to
add a tangent editing
functionality before releasing it, but this is giving me some headache. I
have seen some Reverse engineering Bezier  algos
but that's not really what I'm after...
Would someone enlighten me about this !?

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


Re: Curves

2012-04-30 Thread Lawrence Pankhurst
I've seen this once before on something an animator did, if it's the same
thing, what worked was using convert to standard under curves in the
animation editor, then the options you are talking weren't greyed out
anymore! Hope it works for you.


Cheers

Lawrence

On Mon, Apr 30, 2012 at 9:55 AM, Ben Beckett wrote:

> Hi List
>
> I have a couple of characters which have had a mocap applied as a action.
> Effectively there baked curves.
>
> Am cleaning up the curves and and doing a bit of retiming but what am
> finding the curves won't let me switch them to either stepped linear or
> spine in fact these option is greyed out. It would be nice if I could spine
> them!
>
> Am using 2012
>
> All the best
> Ben
>


Re: Nodes galore II (not ICE)

2012-04-30 Thread Paul Griswold
This is a really interesting topic and I can see both sides of the story.
 If you spend a ton of time and money to develop something, you really
should reap the benefits of your work.  You don't want to invest a fortune
in creating something only to have another company swoop in and build a
competing system using your work.  However I also hate the idea of people
running around with an attack lawyer, basically working the system.

Having been involved in lawsuits in the past I can tell you the entire
system is geared towards settling out of court.  So it's created a system
where you threaten a big company with a huge lawsuit and most of the time
their accountants will calculate whether or not it's cheaper to settle or
to fight -  and usually it's cheaper to just settle.  That then encourages
even more frivolous lawsuits because they know they'll get a settlement.

Personally I would like to see US law changed to match most other countries
and have loser pays laws.  That way, if you have a good reason to sue and a
better than average chance of winning, you'll go forward with it.  But if
you are being frivolous, you'll think twice because if you lose you're the
one paying the legal expenses.  Right now, if you have a lawyer who only
gets paid if you win or get a settlement, they have every incentive to sue
everyone they can find because they know big companies are going to settle
rather than risk a long and expensive trial.

-Paul


On Sun, Apr 29, 2012 at 10:51 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> For the record, no, you don't paint yourself into corners like that.
> A) a previous ruling that was settled and not appealed can't be reverted
> due to a following ruling. Precedents establish protocols, but nothing can
> be retroactive, or it'd be impossible to regulate anything.
> B) even if it was the case, a friendly license of use under terms for a
> royalty or for free can clear the lot, in any temporal term.
>
> Of course it's unlikely to happen, because shave sells solely due to its
> unicity, but it's a pain in the ass at practically every level. Of course
> seeing it challenged by a more versatile and modern system prompted the
> whole thing, thinking it was done in any other vein is naive at best.
>
>
> On Mon, Apr 30, 2012 at 12:36 PM, Ed Manning  wrote:
>
>> All good points.
>>
>> One further thought (and again, I'm not out to defend Joe, his product,
>> or his, uh, marketing style):  I just read the article on the Disney suit.
>> Now I'm no lawyer (do we have any on the list? would that be a good thing
>> or not?) but I'm pretty sure that once he'd reached a settlement with
>> Disney, he *obligated* himself, under the hurtful and dated system (how
>> right that description is!), to "vigorously defend" his patent against all
>> other potential infringers.  That is, unless he now pursues legal action
>> against anyone and everyone who has a similar product that isn't
>> *explicitly*  proven to be non-infringing, Disney could effectively argue
>> that he wasn't really protecting his rights, but was only going after their
>> deep pockets, and perhaps invalidate the settlement.  And don't think that
>> Disney wouldn't be that petty...
>>
>> My feeling is that if Yeti is going to mention names, they need to
>> describe what led to the impasse.  Was it a case of Joe's attorneys writing
>> a nasty bigfoot letter out of nowhere, or was it a long, civilized
>> conversation that ended in disagreement?  For all we know, Joe may have
>> invited them to high tea to discuss the matter and Yeti said, "Nar, come
>> and get us, you *(%^&&%!" (For the record, I do not believe this is what
>> transpired.)  All I'm saying is that it's generally unfair to lay blame at
>> a specific person's feet without some explanation.
>>
>>
>> On Sun, Apr 29, 2012 at 10:16 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> To be honest, I'm happy the Yeti guys are mentioning context and names.
>>> The patent crap too often goes on behind closed courtains, unless it's
>>> Apple and Google battling it out on a global scale, and people don't
>>> realise how hurtful and dated the system is.
>>>
>>> The fact that a "best obvious" solution is getting in the way of
>>> development is NOT good for any of us, and that a small developer, because
>>> Joe isn't a large evil corp, decides to attack a much better competitor
>>> that could wipe his only succesful product off the market in the next two
>>> years through patent walling instead of through quality and improvments to
>>> a notoriously flawed and aging product doesn't paint him in a good light.
>>> Is this the kind of small developer you want empowered? I can only speak
>>> for myself, but I'll say no.
>>>
>>> There are many patents that are just first come first served deployments
>>> of ideas that had been around, sometimes even implemented, for a long time,
>>> this is on the edge of those cases, if not squarely within the domain.
>>>
>>>

Curves

2012-04-30 Thread Ben Beckett
Hi List

I have a couple of characters which have had a mocap applied as a action.
Effectively there baked curves.

Am cleaning up the curves and and doing a bit of retiming but what am
finding the curves won't let me switch them to either stepped linear or
spine in fact these option is greyed out. It would be nice if I could spine
them!

Am using 2012

All the best
Ben


Re: Belly Wobble Ice

2012-04-30 Thread Ben Beckett
Tim that would be nice if you get time

Thanks
Ben

On 30 April 2012 08:59, Sandy Sutherland  wrote:

>  We wish - due to getting stung by the node disconnecting thing on our
> last show - we have stuck with 2011 SAP SP1 for this show - so we just look
> with longing at the new versions - don't even have time to play with them!
>
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Tim Marinov [
> tim.mari...@gmail.com]
> *Sent:* 30 April 2012 09:39
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Belly Wobble Ice
>
>   BTW You can also use syflex.The cool thing about it is that doesn't
> have to be under simulation stack so you don't have to create a second mesh
> to do the jiggle over envelope.And also is very fast.When I get a time(hope
> today or tomorrow)I will post a video on Vimeo how it works.
>
>
>
> On Mon, Apr 30, 2012 at 9:29 AM, Adam Sale  wrote:
>
>> yes.. And fast..
>>
>>
>> On Sun, Apr 29, 2012 at 11:18 PM, Sandy Sutherland <
>> sandy.sutherl...@triggerfish.co.za> wrote:
>>
>>>  BTW Verlet is suprisingly simple - we are using it in our fur and
>>> feather system now.
>>>
>>> Cheers
>>>
>>>
>>> S.
>>>
>>> _
>>> Sandy Sutherland
>>> Technical Supervisor
>>> sandy.sutherl...@triggerfish.co.za
>>> _
>>>
>>>
>>>
>>>
>>>   --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Ben Beckett [
>>> nebbeck...@googlemail.com]
>>> *Sent:* 28 April 2012 18:36
>>>
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Belly Wobble Ice
>>>
>>>   Thats the word it all come flowing back, Thanks
>>>
>>> On 28 April 2012 16:55, Sandy Sutherland <
>>> sandy.sutherl...@triggerfish.co.za> wrote:
>>>

 http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm

 Good info there!

 S.

 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _




   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of pete...@skynet.be[
 pete...@skynet.be]
 *Sent:* 28 April 2012 15:14
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Belly Wobble Ice

 search for ‘verlet’ in the ice tree – that should get you started
 you can drive it with a weightmap

  *From:* Ben Beckett 
 *Sent:* Saturday, April 28, 2012 2:37 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Belly Wobble Ice

  Hi list

 Some time ago there was a video out there that a very kind person made
 on how to use ice to achieve some secondary motion in a characters belly
 thought the painting of a weight map.

 I did save it for times like this but it gone!

 Would any one know of this or have some suggestion how could do it.

 Thanks a bunch
 Ben

>>>
>>>
>>
>


RE: Belly Wobble Ice

2012-04-30 Thread Sandy Sutherland
We wish - due to getting stung by the node disconnecting thing on our last show 
- we have stuck with 2011 SAP SP1 for this show - so we just look with longing 
at the new versions - don't even have time to play with them!

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Tim Marinov 
[tim.mari...@gmail.com]
Sent: 30 April 2012 09:39
To: softimage@listproc.autodesk.com
Subject: Re: Belly Wobble Ice

BTW You can also use syflex.The cool thing about it is that doesn't have to be 
under simulation stack so you don't have to create a second mesh to do the 
jiggle over envelope.And also is very fast.When I get a time(hope today or 
tomorrow)I will post a video on Vimeo how it works.



On Mon, Apr 30, 2012 at 9:29 AM, Adam Sale 
mailto:adamfs...@gmail.com>> wrote:
yes.. And fast..


On Sun, Apr 29, 2012 at 11:18 PM, Sandy Sutherland 
mailto:sandy.sutherl...@triggerfish.co.za>> 
wrote:
BTW Verlet is suprisingly simple - we are using it in our fur and feather 
system now.

Cheers


S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of Ben Beckett 
[nebbeck...@googlemail.com]
Sent: 28 April 2012 18:36

To: softimage@listproc.autodesk.com
Subject: Re: Belly Wobble Ice

Thats the word it all come flowing back, Thanks

On 28 April 2012 16:55, Sandy Sutherland 
mailto:sandy.sutherl...@triggerfish.co.za>> 
wrote:
http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm

Good info there!

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of pete...@skynet.be 
[pete...@skynet.be]
Sent: 28 April 2012 15:14
To: softimage@listproc.autodesk.com
Subject: Re: Belly Wobble Ice

search for ‘verlet’ in the ice tree – that should get you started
you can drive it with a weightmap

From: Ben Beckett
Sent: Saturday, April 28, 2012 2:37 PM
To: softimage@listproc.autodesk.com
Subject: Belly Wobble Ice

Hi list

Some time ago there was a video out there that a very kind person made on how 
to use ice to achieve some secondary motion in a characters belly thought the 
painting of a weight map.

I did save it for times like this but it gone!

Would any one know of this or have some suggestion how could do it.

Thanks a bunch
Ben





Re: Belly Wobble Ice

2012-04-30 Thread Tim Marinov
BTW You can also use syflex.The cool thing about it is that doesn't have to
be under simulation stack so you don't have to create a second mesh to do
the jiggle over envelope.And also is very fast.When I get a time(hope today
or tomorrow)I will post a video on Vimeo how it works.



On Mon, Apr 30, 2012 at 9:29 AM, Adam Sale  wrote:

> yes.. And fast..
>
>
> On Sun, Apr 29, 2012 at 11:18 PM, Sandy Sutherland <
> sandy.sutherl...@triggerfish.co.za> wrote:
>
>>  BTW Verlet is suprisingly simple - we are using it in our fur and
>> feather system now.
>>
>> Cheers
>>
>>
>> S.
>>
>> _
>> Sandy Sutherland
>> Technical Supervisor
>> sandy.sutherl...@triggerfish.co.za
>> _
>>
>>
>>
>>
>>   --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Ben Beckett [
>> nebbeck...@googlemail.com]
>> *Sent:* 28 April 2012 18:36
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Belly Wobble Ice
>>
>>  Thats the word it all come flowing back, Thanks
>>
>> On 28 April 2012 16:55, Sandy Sutherland <
>> sandy.sutherl...@triggerfish.co.za> wrote:
>>
>>>
>>> http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm
>>>
>>> Good info there!
>>>
>>> S.
>>>
>>> _
>>> Sandy Sutherland
>>> Technical Supervisor
>>> sandy.sutherl...@triggerfish.co.za
>>> _
>>>
>>>
>>>
>>>
>>>   --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of pete...@skynet.be[
>>> pete...@skynet.be]
>>> *Sent:* 28 April 2012 15:14
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Belly Wobble Ice
>>>
>>> search for ‘verlet’ in the ice tree – that should get you started
>>> you can drive it with a weightmap
>>>
>>>  *From:* Ben Beckett 
>>> *Sent:* Saturday, April 28, 2012 2:37 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Belly Wobble Ice
>>>
>>>  Hi list
>>>
>>> Some time ago there was a video out there that a very kind person made
>>> on how to use ice to achieve some secondary motion in a characters belly
>>> thought the painting of a weight map.
>>>
>>> I did save it for times like this but it gone!
>>>
>>> Would any one know of this or have some suggestion how could do it.
>>>
>>> Thanks a bunch
>>> Ben
>>>
>>
>>
>