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

2012-05-01 Thread piotrek marczak

void UpdateCollisionObjects(ToolContext &in_ctxt)
{
   m_pickedObjects .Clear();
   CRefArray l_moveableObjects;

   // fill  l_moveableObjects with cref()s...

m_pickedObjects = l_moveableObjects;
}

So why this one is working? If it's just referencing to local class, not 
making deep copy, and local class is destroyed on function's end?


-Oryginalna wiadomość- 
From: Marc-Andre Belzile

Sent: Tuesday, May 01, 2012 3:09 PM
To: softimage@listproc.autodesk.com
Subject: RE: CRefArray doesn't respect C++ copy semantics

I say  CRefArray copy ctor is buggy!

thanks for reporting.

-mab

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas 
Burtnyk

Sent: Monday, April 30, 2012 9:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: CRefArray doesn't respect C++ copy semantics

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 
mailto:alok.gan...@modusfx.com>> 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 !


Error! Filename not specified.

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 
mailto:piotrek.marc...@gmail.com>>

Maybe a2.Set(a1) or a2+=a1 would work?

newbie quest

Re: Beginners Guide to Python

2012-05-01 Thread Orlando Esponda
Raffael,

That's awesome news... I've been waiting for another python workshop as
i wasn't able to take the others (honestly scripting wasnt in my head at
the time), but I've been trying to learn python for some months now and
this is just great news.

Can't wait to take a look at this training material, because I haven't
found anything related to python and xsi, other that the mentioned pdf.

Thanks a lot,

Orlando.

On Wed, May 2, 2012 at 12:24 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> If you can hang in there for a month or so, some time in June a review and
> repackage of my CGS workshop on technical direction with python/xsi will
> most likely be released as training material ;)
>
> Regardless, good call moving away from VB.
> Youtube is full of solid Python training material these days. If you can
> already script within xsi a bit you should be able to get decent mileage
> learning as you're doing by converting what you've done first, and getting
> over some of the inevitable differences that make VB seem "easier" in the
> beginning.
>
> O'Reilly's Learning Python  if you feel like killing some trees is a
> fantastic first book to have, and I've had pretty good feedback on it from
> various students or just people I helped who picked it up.
>
>
> On Tue, May 1, 2012 at 11:30 PM, Gareth Bell <
> gareth.b...@primefocusworld.com> wrote:
>
>> ** ** **
>>
>> Afternoon all,
>>
>> ** **
>>
>> I'm in the need of learning some serious Python - specifically geared
>> towards Softimage. Does anyone have any recommendations for literature or
>> useful web-based resources in order for me to get acquainted? I'm
>> reasonably proficient in VBScript (self-taught) if that makes any
>> difference.
>>
>> ** **
>>
>> cheers
>>
>> ** **
>>
>> gareth bell | xsi artist
>>
>>  
>>
>> t: +44 (0)20 7565 1000
>>
>> e: gareth.b...@primefocusworld.com
>>
>> a: 37, dean street, **london**, w1d 4pt, uk.
>>
>>  
>>
>> www.primefocusworld.com
>>
>> ** **
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>


Re: Beginners Guide to Python

2012-05-01 Thread Raffaele Fragapane
If you can hang in there for a month or so, some time in June a review and
repackage of my CGS workshop on technical direction with python/xsi will
most likely be released as training material ;)

Regardless, good call moving away from VB.
Youtube is full of solid Python training material these days. If you can
already script within xsi a bit you should be able to get decent mileage
learning as you're doing by converting what you've done first, and getting
over some of the inevitable differences that make VB seem "easier" in the
beginning.

O'Reilly's Learning Python  if you feel like killing some trees is a
fantastic first book to have, and I've had pretty good feedback on it from
various students or just people I helped who picked it up.

On Tue, May 1, 2012 at 11:30 PM, Gareth Bell <
gareth.b...@primefocusworld.com> wrote:

> ** ** **
>
> Afternoon all,
>
> ** **
>
> I'm in the need of learning some serious Python - specifically geared
> towards Softimage. Does anyone have any recommendations for literature or
> useful web-based resources in order for me to get acquainted? I'm
> reasonably proficient in VBScript (self-taught) if that makes any
> difference.
>
> ** **
>
> cheers
>
> ** **
>
> gareth bell | xsi artist
>
>  
>
> t: +44 (0)20 7565 1000
>
> e: gareth.b...@primefocusworld.com
>
> a: 37, dean street, **london**, w1d 4pt, uk.
>
>  
>
> www.primefocusworld.com
>
> ** **
>



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


RE: uk subscription pricing

2012-05-01 Thread Nick Angus
Seems to be the problem with capitalism in general, if it doesn't grow for two 
consecutive quarters, then it is in recession. Doesn't bode well for our planet 
when we all start thinking like this as it is entirely unsustainable...

N

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, 2 May 2012 1:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: uk subscription pricing

That's because they want you to buy the suites, instead of being on one of the 
smaller products. That way they can make "new seat" money, look good in front 
of the board of directors, and present figures that (artificially so) suggest 
their market isn't completely stagnant and deadlocked.

The joys of being out in the stock market and having to grow in revenue and 
potential revenue every quarter, or suffer an onslaught of sales and stock 
depreciation.
On Tue, May 1, 2012 at 11:01 PM, Daniel Sweeney 
mailto:danielbswee...@gmail.com>> wrote:
yeh I have not renewed my subs either because of this as i cannot justify the 
increase.

bit of a joke. a friend said its pretty much the same price for the bottom subs 
of the creation suite.





Daniel Sweeney
3D Generalist

Mobile: +44 (0)7743429771
Email: danielbswee...@gmail.com



On Tue, May 1, 2012 at 1:36 PM, Matt Morris 
mailto:matt...@gmail.com>> wrote:
I remember bringing this up a while back, talking about the lack of a silver 
subscription and an imminent uk price jump. I believe Maurice replied to say 
they were looking into it. However, since then it appears its been basically 
shelved because softimage customers are mostly on subscription and it could 
mean a revenue drop.

So that leaves UK customers with a 70% price increase from last year's 
subscription. 70%!!! That's a huge amount, and will directly lead to me 
cancelling my second licence (which was only used periodically) and thinking 
hard about renewing the other. Given that commercials have had budgets slashed 
I just can't justify spending that much on a yearly basis. Its a shocking 
decision. Way to go Autodesk.



--
www.matinai.com




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


Re: uk subscription pricing

2012-05-01 Thread Raffaele Fragapane
That's because they want you to buy the suites, instead of being on one of
the smaller products. That way they can make "new seat" money, look good in
front of the board of directors, and present figures that (artificially so)
suggest their market isn't completely stagnant and deadlocked.

The joys of being out in the stock market and having to grow in revenue and
potential revenue every quarter, or suffer an onslaught of sales and stock
depreciation.

On Tue, May 1, 2012 at 11:01 PM, Daniel Sweeney wrote:

> yeh I have not renewed my subs either because of this as i cannot justify
> the increase.
>
> bit of a joke. a friend said its pretty much the same price for the bottom
> subs of the creation suite.
>
>
>
>
>
> Daniel Sweeney
> 3D Generalist
>
> *Mobile:* +44 (0)7743429771
> *Email:* danielbswee...@gmail.com **
>  
>
>
>
> On Tue, May 1, 2012 at 1:36 PM, Matt Morris  wrote:
>
>> I remember bringing this up a while back, talking about the lack of a
>> silver subscription and an imminent uk price jump. I believe Maurice
>> replied to say they were looking into it. However, since then it appears
>> its been basically shelved because softimage customers are mostly on
>> subscription and it could mean a revenue drop.
>>
>> So that leaves UK customers with a 70% price increase from last year's
>> subscription. 70%!!! That's a huge amount, and will directly lead to me
>> cancelling my second licence (which was only used periodically) and
>> thinking hard about renewing the other. Given that commercials have had
>> budgets slashed I just can't justify spending that much on a yearly basis.
>> Its a shocking decision. Way to go Autodesk.
>>
>>
>>
>> --
>> www.matinai.com
>>
>
>


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


RE: Project Structure

2012-05-01 Thread Nick Angus
Fantastic Alan, thanks so much for that!
Strangely we had frozen all our operators, hopefully it won't happen again and 
we can put it down to hobgoblins or somesuch  ; )

N

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Wednesday, 2 May 2012 1:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: Project Structure

Hi Nick,

That's awesome you're moving to Softimage! As a polite waiter would say, 
"Excellent choice, sir."

I haven't experienced that post-reference UV creation deal you're getting. I 
would probably check (like Eric pointed out) that you've frozen your 
projections, particularly the Unfold op in them.

That said, there are a number of refmodel woes (though no


thing catastrophic provided you're aware of them in advance) and I have a big 
writeup on the common problems here:
http://darkvertex.com/wp/2010/02/21/clean-softimage-deltas/

Cheers,

   -- Alan


On Tue, May 1, 2012 at 9:07 PM, Nick Angus  wrote:
> Hi Folks,
>
>
>
> I am slowly but surely porting my facility over from Maya to XSI, it 
> will be a tricky process as I traverse the pro's and cons (many more 
> pros of
> course!)
>
> Our directory structure is currently broken into two categories, 
> Global and Shots.  Global has an XSI project which contains all 
> assets, and Shots contains an XSI project (per shot) where we do the 
> layout/animation/lighting.
>
> I am curious as to what best practice is in this case, is it going to 
> cause problems referencing models from a separate project for instance?
>
>
>
> The main reason for this question is a strange (and not very 
> re-producible) problem we are having on referenced models where we get 
> a second blank set of UV's. I have checked the Delta and they don't 
> seem to be being created post referencing, but they are also not in 
> the original model file, so it stands to reason that they must be being 
> created post reference!
>
> Referencing is the area I most need to catch up in, so it may be a 
> symptom of my knowledge gap as well.  It may help to note these uv's 
> were created with the built in unfold tool, and are named as such, I 
> do recall having trouble at one point with unfold but I can't remember if it 
> was related.
>
>
>
> Cheers, Nick




Re: Project Structure

2012-05-01 Thread Alan Fregtman
Hi Nick,

That's awesome you're moving to Softimage! As a polite waiter would
say, "Excellent choice, sir."

I haven't experienced that post-reference UV creation deal you're
getting. I would probably check (like Eric pointed out) that you've
frozen your projections, particularly the Unfold op in them.

That said, there are a number of refmodel woes (though nothing
catastrophic provided you're aware of them in advance) and I have a
big writeup on the common problems here:
http://darkvertex.com/wp/2010/02/21/clean-softimage-deltas/

Cheers,

   -- Alan


On Tue, May 1, 2012 at 9:07 PM, Nick Angus  wrote:
> Hi Folks,
>
>
>
> I am slowly but surely porting my facility over from Maya to XSI, it will be
> a tricky process as I traverse the pro’s and cons (many more pros of
> course!)
>
> Our directory structure is currently broken into two categories, Global and
> Shots.  Global has an XSI project which contains all assets, and Shots
> contains an XSI project (per shot) where we do the
> layout/animation/lighting.
>
> I am curious as to what best practice is in this case, is it going to cause
> problems referencing models from a separate project for instance?
>
>
>
> The main reason for this question is a strange (and not very re-producible)
> problem we are having on referenced models where we get a second blank set
> of UV’s. I have checked the Delta and they don’t seem to be being created
> post referencing, but they are also not in the original model file, so it
> stands to reason that they must be being created post reference!
>
> Referencing is the area I most need to catch up in, so it may be a symptom
> of my knowledge gap as well.  It may help to note these uv’s were created
> with the built in unfold tool, and are named as such, I do recall having
> trouble at one point with unfold but I can’t remember if it was related.
>
>
>
> Cheers, Nick



Re: Project Structure

2012-05-01 Thread Stephen Davidson
One of the things that I always do, when I save scenes is to check the box
"Copy External Files under Project".
I do this knowing that models and textures, etc. will be duplicated, but it
allows for total portability of the
Softimage database files. I even do my composites in After Effects and save
the AE files in the "Composites"
sub-directory of the project in the DATABASES  main directory.

When checking the "copy External Files under Project" box, while saving
models, your referenced models
will be local to the database. This allows you to archive with confidence
that you database is not missing any
element if it need to be re-opened.

Over the years, I have made the Softimage/XSI database the main deposit of
all the 3D project elements.

On Tue, May 1, 2012 at 9:07 PM, Nick Angus  wrote:

>  Hi Folks, 
>
> ** **
>
> I am slowly but surely porting my facility over from Maya to XSI, it will
> be a tricky process as I traverse the pro’s and cons (many more pros of
> course!)
>
> Our directory structure is currently broken into two categories, Global
> and Shots.  Global has an XSI project which contains all assets, and Shots
> contains an XSI project (per shot) where we do the
> layout/animation/lighting.
>
> I am curious as to what best practice is in this case, is it going to
> cause problems referencing models from a separate project for instance?***
> *
>
> ** **
>
> The main reason for this question is a strange (and not very
> re-producible) problem we are having on referenced models where we get a
> second blank set of UV’s. I have checked the Delta and they don’t seem to
> be being created post referencing, but they are also not in the original
> model file, so it stands to reason that they must be being created post
> reference!  
>
> Referencing is the area I most need to catch up in, so it may be a symptom
> of my knowledge gap as well.  It may help to note these uv’s were created
> with the built in unfold tool, and are named as such, I do recall having
> trouble at one point with unfold but I can’t remember if it was related.**
> **
>
> ** **
>
> Cheers, Nick
>
> 
>



-- 

Best Regards,
*  Stephen P. Davidson**
   **(954) 552-7956
*sdavid...@3danimationmagic.com




My Website is *GREEN*, Is yours?

[image: affiliate_link] 


RE: Project Structure

2012-05-01 Thread Nick Angus
Thanks Eric, that's great info, the reason we have all shots in self contained 
folders is for modularity and ease of project retrieval from archive if 
required (eg if you need only shot 1 + the global project)
We would never use relative paths in this case.

Many thanks, Nick

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, 2 May 2012 12:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: Project Structure

I'm not sure I see the benefit of having a project for each shot and could lead 
to some issues referencing outside of the project structure if you are using 
relative paths to keep the project portable in case it needs to be remounted 
somewhere else. I believe the only file that needs to exist in a directory to 
make it a valid XSI Project is the hidden xsiproject file. >From there you can 
have the sub-directories laid out the way you want.

You can create a dummy project to create the xsiproject file which you can 
store somewhere (maybe in an addon with your pipeline tools). Delete that 
project directory. Then another script that creates the directory structure and 
copies the xsiproject file into the project's root folder making it play nice 
with Softimage. I did this at the last studio I was at and worked quite well 
and made it easy to simply run a command with some arguments that named the 
root project folder and a file path where to create the project and have all of 
our custom folders setup without having to do it all by hand for each of the 
new projects that came in. I had the directory structure laid out in an XML 
file so pretty much anyone could go in and tweak it if needed.

As for the unfold double UV sets I can only suggest to check that the Unfold 
operators are frozen out and maybe also deleting the "Unfold" properties that 
may still be living on the meshes.


Eric Thivierge
http://www.ethivierge.com

On Wed, May 2, 2012 at 11:07 AM, Nick Angus 
mailto:n...@altvfx.com>> wrote:
Hi Folks,

I am slowly but surely porting my facility over from Maya to XSI, it will be a 
tricky process as I traverse the pro's and cons (many more pros of course!)
Our directory structure is currently broken into two categories, Global and 
Shots.  Global has an XSI project which contains all assets, and Shots contains 
an XSI project (per shot) where we do the layout/animation/lighting.
I am curious as to what best practice is in this case, is it going to cause 
problems referencing models from a separate project for instance?

The main reason for this question is a strange (and not very re-producible) 
problem we are having on referenced models where we get a second blank set of 
UV's. I have checked the Delta and they don't seem to be being created post 
referencing, but they are also not in the original model file, so it stands to 
reason that they must be being created post reference!
Referencing is the area I most need to catch up in, so it may be a symptom of 
my knowledge gap as well.  It may help to note these uv's were created with the 
built in unfold tool, and are named as such, I do recall having trouble at one 
point with unfold but I can't remember if it was related.

Cheers, Nick



Re: Project Structure

2012-05-01 Thread Eric Thivierge
I'm not sure I see the benefit of having a project for each shot and could
lead to some issues referencing outside of the project structure if you are
using relative paths to keep the project portable in case it needs to be
remounted somewhere else. I believe the only file that needs to exist in a
directory to make it a valid XSI Project is the hidden xsiproject file.
>From there you can have the sub-directories laid out the way you want.

You can create a dummy project to create the xsiproject file which you can
store somewhere (maybe in an addon with your pipeline tools). Delete that
project directory. Then another script that creates the directory structure
and copies the xsiproject file into the project's root folder making it
play nice with Softimage. I did this at the last studio I was at and worked
quite well and made it easy to simply run a command with some arguments
that named the root project folder and a file path where to create the
project and have all of our custom folders setup without having to do it
all by hand for each of the new projects that came in. I had the directory
structure laid out in an XML file so pretty much anyone could go in and
tweak it if needed.

As for the unfold double UV sets I can only suggest to check that the
Unfold operators are frozen out and maybe also deleting the "Unfold"
properties that may still be living on the meshes.


Eric Thivierge
http://www.ethivierge.com


On Wed, May 2, 2012 at 11:07 AM, Nick Angus  wrote:

>  Hi Folks, 
>
> ** **
>
> I am slowly but surely porting my facility over from Maya to XSI, it will
> be a tricky process as I traverse the pro’s and cons (many more pros of
> course!)
>
> Our directory structure is currently broken into two categories, Global
> and Shots.  Global has an XSI project which contains all assets, and Shots
> contains an XSI project (per shot) where we do the
> layout/animation/lighting.
>
> I am curious as to what best practice is in this case, is it going to
> cause problems referencing models from a separate project for instance?***
> *
>
> ** **
>
> The main reason for this question is a strange (and not very
> re-producible) problem we are having on referenced models where we get a
> second blank set of UV’s. I have checked the Delta and they don’t seem to
> be being created post referencing, but they are also not in the original
> model file, so it stands to reason that they must be being created post
> reference!  
>
> Referencing is the area I most need to catch up in, so it may be a symptom
> of my knowledge gap as well.  It may help to note these uv’s were created
> with the built in unfold tool, and are named as such, I do recall having
> trouble at one point with unfold but I can’t remember if it was related.**
> **
>
> ** **
>
> Cheers, Nick
>
> 
>


Project Structure

2012-05-01 Thread Nick Angus
Hi Folks,

I am slowly but surely porting my facility over from Maya to XSI, it will be a 
tricky process as I traverse the pro's and cons (many more pros of course!)
Our directory structure is currently broken into two categories, Global and 
Shots.  Global has an XSI project which contains all assets, and Shots contains 
an XSI project (per shot) where we do the layout/animation/lighting.
I am curious as to what best practice is in this case, is it going to cause 
problems referencing models from a separate project for instance?

The main reason for this question is a strange (and not very re-producible) 
problem we are having on referenced models where we get a second blank set of 
UV's. I have checked the Delta and they don't seem to be being created post 
referencing, but they are also not in the original model file, so it stands to 
reason that they must be being created post reference!
Referencing is the area I most need to catch up in, so it may be a symptom of 
my knowledge gap as well.  It may help to note these uv's were created with the 
built in unfold tool, and are named as such, I do recall having trouble at one 
point with unfold but I can't remember if it was related.

Cheers, Nick


Re: What's the best video introduction to ICE?

2012-05-01 Thread Votch
It's hard to describe to Maya/Houdini TD's how ICE can effect so many
datatypes within the same graph. Once the particle side is understood it's
much easier to describe the rest of the features and hooks.

I've used Bradley Gabe's Artist Intro's many times to explain ICE to Maya
TD's. These in particular have worked very well as a primer.

https://vimeo.com/1392786
https://vimeo.com/1349449

Plus his voice has an effect on Maya guys that puts them into a hypnotic
state much like flipping a bunny upside down and rubbing it's belly. Once
under his spell they accept any truth!

On Tue, May 1, 2012 at 1:41 PM, Luc-Eric Rousseau wrote:

> Say you wanted to explain to someone (let's say someone who has
> already has a TD background ) what ICE is by sending him a link.
>
> Which online video is the best?
>
> I'd like something that eventually covers some of the fundamentals
> that make ICE interesting, like contexts..
>
> There is a Bradley Gabe Masterclass on The Area
> (http://area.autodesk.com/masterclasses/class09_softimage), I think it
> might be a little too long, even though there is a great stuff in
> there
>


Re: What's the best video introduction to ICE?

2012-05-01 Thread Eric Thivierge
I agree with Paul and Steven. Thiago's gives a great primer on what ICE is
and how to use it in a simplistic way at first and build up to a more
creative use. Paul are fun and informative as they are coming from someone
who is walking themselves through the system from minimal use.


Eric Thivierge
http://www.ethivierge.com


On Wed, May 2, 2012 at 6:59 AM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> CMIVFX has some pretty nice videos.  Thiago's ICE for a production
> pipeline is very good.
>
> -Paul
>


Re: What's the best video introduction to ICE?

2012-05-01 Thread Kiril Aronofski
This might not be what youre looking for, because, to a TD you'd want to
show something more in depth, but the best demo has to be **Mark's "Amazing
ICE" video:

http://www.youtube.com/watch?v=do1kzR6gVYk

On Tue, May 1, 2012 at 11:04 PM, Steven Caron  wrote:

> i suggest all of paul's videos...
>
> https://vimeo.com/40589904
>
> some of the most creative usages of ice out there. there are a lot of
> them, varying lengths, varying subject matter, easily digestible
>
> s
>
> On Tue, May 1, 2012 at 1:59 PM, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>> CMIVFX has some pretty nice videos.  Thiago's ICE for a production
>> pipeline is very good.
>>
>> -Paul
>>
>>
>> On Tue, May 1, 2012 at 4:41 PM, Luc-Eric Rousseau wrote:
>>
>>> Say you wanted to explain to someone (let's say someone who has
>>> already has a TD background ) what ICE is by sending him a link.
>>>
>>> Which online video is the best?
>>>
>>> I'd like something that eventually covers some of the fundamentals
>>> that make ICE interesting, like contexts..
>>>
>>> There is a Bradley Gabe Masterclass on The Area
>>> (http://area.autodesk.com/masterclasses/class09_softimage), I think it
>>> might be a little too long, even though there is a great stuff in
>>> there
>>>
>>
>>
>


Re: Custom Renderer Abort Callback

2012-05-01 Thread Steven Caron
wouldn't you want to use it with multi threaded render be sure all threads
get shut down? this is just a guess as i have no experience with the abort
callback on a custom renderer, but i think halfdan wrote the example and i
personally think he is a pretty smart dood.

s

On Tue, May 1, 2012 at 4:25 PM, Nicolas Burtnyk wrote:

> Yeah that's the doc page that got me worried/confused.
>
> The critical section indeed seems completely unnecessary as well.
>
> Thanks for your help.
>
>
> On Tue, May 1, 2012 at 4:16 PM, Ben Houston  wrote:
>
>> I assume you are referring to this:
>>
>>
>> http://softimage.wiki.softimage.com/sdkdocs/cb_Renderer_Abort.htm#Rzmcb_Renderer_Abort
>>
>> Currently we are not locking and unlocking the scene, but may be we
>> should be.  I will look into that.  I guess if the user modifies the
>> scene during our data query, they could get inconsistent results, but
>> it is just a preview so I am not sure that is the end of the world
>> unless it causes a crash.  I must admit I am not that clear on what
>> scene locks are.
>>
>> I think the critical section around a boolean is unnecessary
>> personally.  A boolean is already atomic generally and you don't need
>> perfect synchronization for an abort process.
>>
>> -ben
>>
>> On Tue, May 1, 2012 at 7:10 PM, Nicolas Burtnyk 
>> wrote:
>> > That part I get. I guess I'm confused by some of the statements in the
>> docs
>> > about calling UnlockScene before checking the abort flag and by the
>> example
>> > code which seems to use a simple abort flag in some cases and a Win32
>> Event
>> > in others.
>> >
>> >
>> > On Tue, May 1, 2012 at 3:56 PM, Ben Houston  wrote:
>> >>
>> >> A very easy way of using it would be to set a global boolean
>> >> somewhere, such as "bool gAbortRequested" on start of render to
>> >> "false".  Then check it periodically on your render thread.  When
>> >> abort is called just set gAbordRender to "true" and eventually your
>> >> renderer thread will check that variable, notice it is "true" and
>> >> stop.  It does take a bit of engineering to make sure it can stop
>> >> without memory leaks.
>> >> -ben
>> >>
>> >> On Tue, May 1, 2012 at 6:52 PM, Nicolas Burtnyk <
>> nico...@redshift3d.com>
>> >> wrote:
>> >> > Understood - so given that I should use it, how do I use it properly?
>> >> >
>> >> >
>> >> > On Tue, May 1, 2012 at 3:48 PM, Ben Houston 
>> wrote:
>> >> >>
>> >> >> You can technically ignore it, but if your render is long, user's
>> will
>> >> >> get annoyed with it and complain.  Thus for the best user
>> experience,
>> >> >> you want to pay attention to it.
>> >> >> -ben
>> >> >>
>> >> >> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk
>> >> >> 
>> >> >> wrote:
>> >> >> > Hey guys,
>> >> >> >
>> >> >> > Does anyone have any experience with the Custom Render Abort
>> >> >> > callback?
>> >> >> > I'm confused by some statements and the example code in the docs.
>> >> >> >
>> >> >> > The docs say that in response to the abort callback we should halt
>> >> >> > further
>> >> >> > processing as soon as possible and return CStatus::Abort from the
>> >> >> > Process
>> >> >> > callback.
>> >> >> > What is an acceptable "as soon as possible"? Obviously we can't
>> check
>> >> >> > whether the abort flag is set for every line of code.
>> >> >> > Are there functions that will fail or hang if used after Abort has
>> >> >> > been
>> >> >> > called? Anything else we should be aware of here? For instance is
>> it
>> >> >> > technically legal (albeit not nice to the user) to ignore the
>> Abort
>> >> >> > callback
>> >> >> > and just keep on extracting data and sending fragments to Soft?
>> >> >> >
>> >> >> > Also, I'm confused by this statement in the docs on the Abort
>> >> >> > callback:
>> >> >> > "The
>> >> >> > optimal way of doing this is to unlock the scene graph first, and
>> >> >> > then
>> >> >> > check
>> >> >> > whether the flag has been set, in which case it should stop
>> >> >> > immediately,
>> >> >> > otherwise then lock the scene graph again and carry on." What is
>> the
>> >> >> > purpose
>> >> >> > of unlocking the scene graph prior to checking the abort flag? Why
>> >> >> > not
>> >> >> > just
>> >> >> > unlock if we find that the abort flag has been set?
>> >> >> >
>> >> >> > Finally, in the ColorRenderer example in the docs, why is the
>> abort
>> >> >> > check
>> >> >> > that's done after sending each new fragment waiting on an event
>> >> >> > rather
>> >> >> > than
>> >> >> > simply calling isAborted()?
>> >> >> > Why the distinction here?
>> >> >> >
>> >> >> > Thanks!
>> >> >> >
>> >> >> > -Nicolas
>> >> >>
>> >> >>
>> >> >>
>> >> >> --
>> >> >> Best regards,
>> >> >> Ben Houston
>> >> >> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> >> >> http://Exocortex.com - Passionate CG Software Professionals.
>> >> >>
>> >> >
>> >>
>> >>
>> >>
>> >> --
>> >> Best regards,
>> >> Ben Houston
>> >> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> >> http://Exocortex.co

Re: Custom Renderer Abort Callback

2012-05-01 Thread Nicolas Burtnyk
Yeah that's the doc page that got me worried/confused.

The critical section indeed seems completely unnecessary as well.

Thanks for your help.


On Tue, May 1, 2012 at 4:16 PM, Ben Houston  wrote:

> I assume you are referring to this:
>
>
> http://softimage.wiki.softimage.com/sdkdocs/cb_Renderer_Abort.htm#Rzmcb_Renderer_Abort
>
> Currently we are not locking and unlocking the scene, but may be we
> should be.  I will look into that.  I guess if the user modifies the
> scene during our data query, they could get inconsistent results, but
> it is just a preview so I am not sure that is the end of the world
> unless it causes a crash.  I must admit I am not that clear on what
> scene locks are.
>
> I think the critical section around a boolean is unnecessary
> personally.  A boolean is already atomic generally and you don't need
> perfect synchronization for an abort process.
>
> -ben
>
> On Tue, May 1, 2012 at 7:10 PM, Nicolas Burtnyk 
> wrote:
> > That part I get. I guess I'm confused by some of the statements in the
> docs
> > about calling UnlockScene before checking the abort flag and by the
> example
> > code which seems to use a simple abort flag in some cases and a Win32
> Event
> > in others.
> >
> >
> > On Tue, May 1, 2012 at 3:56 PM, Ben Houston  wrote:
> >>
> >> A very easy way of using it would be to set a global boolean
> >> somewhere, such as "bool gAbortRequested" on start of render to
> >> "false".  Then check it periodically on your render thread.  When
> >> abort is called just set gAbordRender to "true" and eventually your
> >> renderer thread will check that variable, notice it is "true" and
> >> stop.  It does take a bit of engineering to make sure it can stop
> >> without memory leaks.
> >> -ben
> >>
> >> On Tue, May 1, 2012 at 6:52 PM, Nicolas Burtnyk  >
> >> wrote:
> >> > Understood - so given that I should use it, how do I use it properly?
> >> >
> >> >
> >> > On Tue, May 1, 2012 at 3:48 PM, Ben Houston 
> wrote:
> >> >>
> >> >> You can technically ignore it, but if your render is long, user's
> will
> >> >> get annoyed with it and complain.  Thus for the best user experience,
> >> >> you want to pay attention to it.
> >> >> -ben
> >> >>
> >> >> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk
> >> >> 
> >> >> wrote:
> >> >> > Hey guys,
> >> >> >
> >> >> > Does anyone have any experience with the Custom Render Abort
> >> >> > callback?
> >> >> > I'm confused by some statements and the example code in the docs.
> >> >> >
> >> >> > The docs say that in response to the abort callback we should halt
> >> >> > further
> >> >> > processing as soon as possible and return CStatus::Abort from the
> >> >> > Process
> >> >> > callback.
> >> >> > What is an acceptable "as soon as possible"? Obviously we can't
> check
> >> >> > whether the abort flag is set for every line of code.
> >> >> > Are there functions that will fail or hang if used after Abort has
> >> >> > been
> >> >> > called? Anything else we should be aware of here? For instance is
> it
> >> >> > technically legal (albeit not nice to the user) to ignore the Abort
> >> >> > callback
> >> >> > and just keep on extracting data and sending fragments to Soft?
> >> >> >
> >> >> > Also, I'm confused by this statement in the docs on the Abort
> >> >> > callback:
> >> >> > "The
> >> >> > optimal way of doing this is to unlock the scene graph first, and
> >> >> > then
> >> >> > check
> >> >> > whether the flag has been set, in which case it should stop
> >> >> > immediately,
> >> >> > otherwise then lock the scene graph again and carry on." What is
> the
> >> >> > purpose
> >> >> > of unlocking the scene graph prior to checking the abort flag? Why
> >> >> > not
> >> >> > just
> >> >> > unlock if we find that the abort flag has been set?
> >> >> >
> >> >> > Finally, in the ColorRenderer example in the docs, why is the abort
> >> >> > check
> >> >> > that's done after sending each new fragment waiting on an event
> >> >> > rather
> >> >> > than
> >> >> > simply calling isAborted()?
> >> >> > Why the distinction here?
> >> >> >
> >> >> > Thanks!
> >> >> >
> >> >> > -Nicolas
> >> >>
> >> >>
> >> >>
> >> >> --
> >> >> Best regards,
> >> >> Ben Houston
> >> >> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> >> >> http://Exocortex.com - Passionate CG Software Professionals.
> >> >>
> >> >
> >>
> >>
> >>
> >> --
> >> Best regards,
> >> Ben Houston
> >> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> >> http://Exocortex.com - Passionate CG Software Professionals.
> >>
> >
>
>
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Exocortex.com - Passionate CG Software Professionals.
>
>


Re: Custom Renderer Abort Callback

2012-05-01 Thread Ben Houston
I assume you are referring to this:

http://softimage.wiki.softimage.com/sdkdocs/cb_Renderer_Abort.htm#Rzmcb_Renderer_Abort

Currently we are not locking and unlocking the scene, but may be we
should be.  I will look into that.  I guess if the user modifies the
scene during our data query, they could get inconsistent results, but
it is just a preview so I am not sure that is the end of the world
unless it causes a crash.  I must admit I am not that clear on what
scene locks are.

I think the critical section around a boolean is unnecessary
personally.  A boolean is already atomic generally and you don't need
perfect synchronization for an abort process.

-ben

On Tue, May 1, 2012 at 7:10 PM, Nicolas Burtnyk  wrote:
> That part I get. I guess I'm confused by some of the statements in the docs
> about calling UnlockScene before checking the abort flag and by the example
> code which seems to use a simple abort flag in some cases and a Win32 Event
> in others.
>
>
> On Tue, May 1, 2012 at 3:56 PM, Ben Houston  wrote:
>>
>> A very easy way of using it would be to set a global boolean
>> somewhere, such as "bool gAbortRequested" on start of render to
>> "false".  Then check it periodically on your render thread.  When
>> abort is called just set gAbordRender to "true" and eventually your
>> renderer thread will check that variable, notice it is "true" and
>> stop.  It does take a bit of engineering to make sure it can stop
>> without memory leaks.
>> -ben
>>
>> On Tue, May 1, 2012 at 6:52 PM, Nicolas Burtnyk 
>> wrote:
>> > Understood - so given that I should use it, how do I use it properly?
>> >
>> >
>> > On Tue, May 1, 2012 at 3:48 PM, Ben Houston  wrote:
>> >>
>> >> You can technically ignore it, but if your render is long, user's will
>> >> get annoyed with it and complain.  Thus for the best user experience,
>> >> you want to pay attention to it.
>> >> -ben
>> >>
>> >> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk
>> >> 
>> >> wrote:
>> >> > Hey guys,
>> >> >
>> >> > Does anyone have any experience with the Custom Render Abort
>> >> > callback?
>> >> > I'm confused by some statements and the example code in the docs.
>> >> >
>> >> > The docs say that in response to the abort callback we should halt
>> >> > further
>> >> > processing as soon as possible and return CStatus::Abort from the
>> >> > Process
>> >> > callback.
>> >> > What is an acceptable "as soon as possible"? Obviously we can't check
>> >> > whether the abort flag is set for every line of code.
>> >> > Are there functions that will fail or hang if used after Abort has
>> >> > been
>> >> > called? Anything else we should be aware of here? For instance is it
>> >> > technically legal (albeit not nice to the user) to ignore the Abort
>> >> > callback
>> >> > and just keep on extracting data and sending fragments to Soft?
>> >> >
>> >> > Also, I'm confused by this statement in the docs on the Abort
>> >> > callback:
>> >> > "The
>> >> > optimal way of doing this is to unlock the scene graph first, and
>> >> > then
>> >> > check
>> >> > whether the flag has been set, in which case it should stop
>> >> > immediately,
>> >> > otherwise then lock the scene graph again and carry on." What is the
>> >> > purpose
>> >> > of unlocking the scene graph prior to checking the abort flag? Why
>> >> > not
>> >> > just
>> >> > unlock if we find that the abort flag has been set?
>> >> >
>> >> > Finally, in the ColorRenderer example in the docs, why is the abort
>> >> > check
>> >> > that's done after sending each new fragment waiting on an event
>> >> > rather
>> >> > than
>> >> > simply calling isAborted()?
>> >> > Why the distinction here?
>> >> >
>> >> > Thanks!
>> >> >
>> >> > -Nicolas
>> >>
>> >>
>> >>
>> >> --
>> >> Best regards,
>> >> Ben Houston
>> >> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> >> http://Exocortex.com - Passionate CG Software Professionals.
>> >>
>> >
>>
>>
>>
>> --
>> Best regards,
>> Ben Houston
>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> http://Exocortex.com - Passionate CG Software Professionals.
>>
>



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.



Re: Custom Renderer Abort Callback

2012-05-01 Thread Nicolas Burtnyk
That part I get. I guess I'm confused by some of the statements in the docs
about calling UnlockScene before checking the abort flag and by the example
code which seems to use a simple abort flag in some cases and a Win32 Event
in others.


On Tue, May 1, 2012 at 3:56 PM, Ben Houston  wrote:

> A very easy way of using it would be to set a global boolean
> somewhere, such as "bool gAbortRequested" on start of render to
> "false".  Then check it periodically on your render thread.  When
> abort is called just set gAbordRender to "true" and eventually your
> renderer thread will check that variable, notice it is "true" and
> stop.  It does take a bit of engineering to make sure it can stop
> without memory leaks.
> -ben
>
> On Tue, May 1, 2012 at 6:52 PM, Nicolas Burtnyk 
> wrote:
> > Understood - so given that I should use it, how do I use it properly?
> >
> >
> > On Tue, May 1, 2012 at 3:48 PM, Ben Houston  wrote:
> >>
> >> You can technically ignore it, but if your render is long, user's will
> >> get annoyed with it and complain.  Thus for the best user experience,
> >> you want to pay attention to it.
> >> -ben
> >>
> >> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk  >
> >> wrote:
> >> > Hey guys,
> >> >
> >> > Does anyone have any experience with the Custom Render Abort callback?
> >> > I'm confused by some statements and the example code in the docs.
> >> >
> >> > The docs say that in response to the abort callback we should halt
> >> > further
> >> > processing as soon as possible and return CStatus::Abort from the
> >> > Process
> >> > callback.
> >> > What is an acceptable "as soon as possible"? Obviously we can't check
> >> > whether the abort flag is set for every line of code.
> >> > Are there functions that will fail or hang if used after Abort has
> been
> >> > called? Anything else we should be aware of here? For instance is it
> >> > technically legal (albeit not nice to the user) to ignore the Abort
> >> > callback
> >> > and just keep on extracting data and sending fragments to Soft?
> >> >
> >> > Also, I'm confused by this statement in the docs on the Abort
> callback:
> >> > "The
> >> > optimal way of doing this is to unlock the scene graph first, and then
> >> > check
> >> > whether the flag has been set, in which case it should stop
> immediately,
> >> > otherwise then lock the scene graph again and carry on." What is the
> >> > purpose
> >> > of unlocking the scene graph prior to checking the abort flag? Why not
> >> > just
> >> > unlock if we find that the abort flag has been set?
> >> >
> >> > Finally, in the ColorRenderer example in the docs, why is the abort
> >> > check
> >> > that's done after sending each new fragment waiting on an event rather
> >> > than
> >> > simply calling isAborted()?
> >> > Why the distinction here?
> >> >
> >> > Thanks!
> >> >
> >> > -Nicolas
> >>
> >>
> >>
> >> --
> >> Best regards,
> >> Ben Houston
> >> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> >> http://Exocortex.com - Passionate CG Software Professionals.
> >>
> >
>
>
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Exocortex.com - Passionate CG Software Professionals.
>
>


Re: Custom Renderer Abort Callback

2012-05-01 Thread Ben Houston
A very easy way of using it would be to set a global boolean
somewhere, such as "bool gAbortRequested" on start of render to
"false".  Then check it periodically on your render thread.  When
abort is called just set gAbordRender to "true" and eventually your
renderer thread will check that variable, notice it is "true" and
stop.  It does take a bit of engineering to make sure it can stop
without memory leaks.
-ben

On Tue, May 1, 2012 at 6:52 PM, Nicolas Burtnyk  wrote:
> Understood - so given that I should use it, how do I use it properly?
>
>
> On Tue, May 1, 2012 at 3:48 PM, Ben Houston  wrote:
>>
>> You can technically ignore it, but if your render is long, user's will
>> get annoyed with it and complain.  Thus for the best user experience,
>> you want to pay attention to it.
>> -ben
>>
>> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk 
>> wrote:
>> > Hey guys,
>> >
>> > Does anyone have any experience with the Custom Render Abort callback?
>> > I'm confused by some statements and the example code in the docs.
>> >
>> > The docs say that in response to the abort callback we should halt
>> > further
>> > processing as soon as possible and return CStatus::Abort from the
>> > Process
>> > callback.
>> > What is an acceptable "as soon as possible"? Obviously we can't check
>> > whether the abort flag is set for every line of code.
>> > Are there functions that will fail or hang if used after Abort has been
>> > called? Anything else we should be aware of here? For instance is it
>> > technically legal (albeit not nice to the user) to ignore the Abort
>> > callback
>> > and just keep on extracting data and sending fragments to Soft?
>> >
>> > Also, I'm confused by this statement in the docs on the Abort callback:
>> > "The
>> > optimal way of doing this is to unlock the scene graph first, and then
>> > check
>> > whether the flag has been set, in which case it should stop immediately,
>> > otherwise then lock the scene graph again and carry on." What is the
>> > purpose
>> > of unlocking the scene graph prior to checking the abort flag? Why not
>> > just
>> > unlock if we find that the abort flag has been set?
>> >
>> > Finally, in the ColorRenderer example in the docs, why is the abort
>> > check
>> > that's done after sending each new fragment waiting on an event rather
>> > than
>> > simply calling isAborted()?
>> > Why the distinction here?
>> >
>> > Thanks!
>> >
>> > -Nicolas
>>
>>
>>
>> --
>> Best regards,
>> Ben Houston
>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> http://Exocortex.com - Passionate CG Software Professionals.
>>
>



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.



Re: Custom Renderer Abort Callback

2012-05-01 Thread Ben Houston
BTW checking it once or even a couple times a second is by far
responsive enough.
-ben

On Tue, May 1, 2012 at 6:48 PM, Ben Houston  wrote:
> You can technically ignore it, but if your render is long, user's will
> get annoyed with it and complain.  Thus for the best user experience,
> you want to pay attention to it.
> -ben
>
> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk  
> wrote:
>> Hey guys,
>>
>> Does anyone have any experience with the Custom Render Abort callback?
>> I'm confused by some statements and the example code in the docs.
>>
>> The docs say that in response to the abort callback we should halt further
>> processing as soon as possible and return CStatus::Abort from the Process
>> callback.
>> What is an acceptable "as soon as possible"? Obviously we can't check
>> whether the abort flag is set for every line of code.
>> Are there functions that will fail or hang if used after Abort has been
>> called? Anything else we should be aware of here? For instance is it
>> technically legal (albeit not nice to the user) to ignore the Abort callback
>> and just keep on extracting data and sending fragments to Soft?
>>
>> Also, I'm confused by this statement in the docs on the Abort callback: "The
>> optimal way of doing this is to unlock the scene graph first, and then check
>> whether the flag has been set, in which case it should stop immediately,
>> otherwise then lock the scene graph again and carry on." What is the purpose
>> of unlocking the scene graph prior to checking the abort flag? Why not just
>> unlock if we find that the abort flag has been set?
>>
>> Finally, in the ColorRenderer example in the docs, why is the abort check
>> that's done after sending each new fragment waiting on an event rather than
>> simply calling isAborted()?
>> Why the distinction here?
>>
>> Thanks!
>>
>> -Nicolas
>
>
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Exocortex.com - Passionate CG Software Professionals.



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.



Re: Custom Renderer Abort Callback

2012-05-01 Thread Nicolas Burtnyk
Understood - so given that I should use it, how do I use it properly?


On Tue, May 1, 2012 at 3:48 PM, Ben Houston  wrote:

> You can technically ignore it, but if your render is long, user's will
> get annoyed with it and complain.  Thus for the best user experience,
> you want to pay attention to it.
> -ben
>
> On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk 
> wrote:
> > Hey guys,
> >
> > Does anyone have any experience with the Custom Render Abort callback?
> > I'm confused by some statements and the example code in the docs.
> >
> > The docs say that in response to the abort callback we should halt
> further
> > processing as soon as possible and return CStatus::Abort from the Process
> > callback.
> > What is an acceptable "as soon as possible"? Obviously we can't check
> > whether the abort flag is set for every line of code.
> > Are there functions that will fail or hang if used after Abort has been
> > called? Anything else we should be aware of here? For instance is it
> > technically legal (albeit not nice to the user) to ignore the Abort
> callback
> > and just keep on extracting data and sending fragments to Soft?
> >
> > Also, I'm confused by this statement in the docs on the Abort callback:
> "The
> > optimal way of doing this is to unlock the scene graph first, and then
> check
> > whether the flag has been set, in which case it should stop immediately,
> > otherwise then lock the scene graph again and carry on." What is the
> purpose
> > of unlocking the scene graph prior to checking the abort flag? Why not
> just
> > unlock if we find that the abort flag has been set?
> >
> > Finally, in the ColorRenderer example in the docs, why is the abort check
> > that's done after sending each new fragment waiting on an event rather
> than
> > simply calling isAborted()?
> > Why the distinction here?
> >
> > Thanks!
> >
> > -Nicolas
>
>
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Exocortex.com - Passionate CG Software Professionals.
>
>


Re: Custom Renderer Abort Callback

2012-05-01 Thread Ben Houston
You can technically ignore it, but if your render is long, user's will
get annoyed with it and complain.  Thus for the best user experience,
you want to pay attention to it.
-ben

On Tue, May 1, 2012 at 6:15 PM, Nicolas Burtnyk  wrote:
> Hey guys,
>
> Does anyone have any experience with the Custom Render Abort callback?
> I'm confused by some statements and the example code in the docs.
>
> The docs say that in response to the abort callback we should halt further
> processing as soon as possible and return CStatus::Abort from the Process
> callback.
> What is an acceptable "as soon as possible"? Obviously we can't check
> whether the abort flag is set for every line of code.
> Are there functions that will fail or hang if used after Abort has been
> called? Anything else we should be aware of here? For instance is it
> technically legal (albeit not nice to the user) to ignore the Abort callback
> and just keep on extracting data and sending fragments to Soft?
>
> Also, I'm confused by this statement in the docs on the Abort callback: "The
> optimal way of doing this is to unlock the scene graph first, and then check
> whether the flag has been set, in which case it should stop immediately,
> otherwise then lock the scene graph again and carry on." What is the purpose
> of unlocking the scene graph prior to checking the abort flag? Why not just
> unlock if we find that the abort flag has been set?
>
> Finally, in the ColorRenderer example in the docs, why is the abort check
> that's done after sending each new fragment waiting on an event rather than
> simply calling isAborted()?
> Why the distinction here?
>
> Thanks!
>
> -Nicolas



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.



Custom Renderer Abort Callback

2012-05-01 Thread Nicolas Burtnyk
Hey guys,

Does anyone have any experience with the Custom Render Abort callback?
I'm confused by some statements and the example code in the docs.

The docs say that in response to the abort callback we should halt further
processing as soon as possible and return CStatus::Abort from the Process
callback.
What is an acceptable "as soon as possible"? Obviously we can't check
whether the abort flag is set for every line of code.
Are there functions that will fail or hang if used after Abort has been
called? Anything else we should be aware of here? For instance is it
technically legal (albeit not nice to the user) to ignore the Abort
callback and just keep on extracting data and sending fragments to Soft?

Also, I'm confused by this statement in the docs on the Abort callback:
"The optimal way of doing this is to unlock the scene graph first, and then
check whether the flag has been set, in which case it should stop
immediately, otherwise then lock the scene graph again and carry on." What
is the purpose of unlocking the scene graph prior to checking the abort
flag? Why not just unlock if we find that the abort flag has been set?

Finally, in the ColorRenderer example in the docs, why is the abort check
that's done after sending each new fragment waiting on an event rather than
simply calling isAborted()?
Why the distinction here?

Thanks!

-Nicolas


Re: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Bradley Gabe
Sure, have at it:

def FindClosestPoint( inObj, inPos):
 dist = 1
ID = -1
 Pos = XSIMath.CreateVector3()
PosArr = inObj.ActivePrimitive.Geometry.Points.PositionArray
 for index in range(inObj.ActivePrimitive.Geometry.Points.Count):
 Pos.Set(
PosArr[0][index],
 PosArr[1][index],
PosArr[2][index]
 )
Pos.SubInPlace(inPos)
 D = Pos.Length()
if D < dist:
 dist = D
ID = index
 return ID




On Tue, May 1, 2012 at 5:52 PM, Alan Fregtman wrote:

> Care to share a sample snippet? Maybe there are even faster ways to
> approach it.
>
>
> On Tue, May 1, 2012 at 5:42 PM, Bradley Gabe  wrote:
>
>> UPDATE:
>>
>> All things considered, it's not too horrible simply looping through every
>> position from the Geometry.Points.PositionArray, and comparing the distance
>> in order to find the closest point in the cloud. So far, that technique is
>> faster than anything else I've attempted to cook up.
>>
>> -Bradley
>>
>>
>> On Tue, May 1, 2012 at 3:01 PM, Bradley Gabe  wrote:
>>
>>> Nah, it was raising errors when I tried it before starting this thread,
>>> and it still is now [?]:
>>>
>>> # ERROR : 2028 - Traceback (most recent call last):
>>> #   File "

Re: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Alan Fregtman
Care to share a sample snippet? Maybe there are even faster ways to
approach it.


On Tue, May 1, 2012 at 5:42 PM, Bradley Gabe  wrote:

> UPDATE:
>
> All things considered, it's not too horrible simply looping through every
> position from the Geometry.Points.PositionArray, and comparing the distance
> in order to find the closest point in the cloud. So far, that technique is
> faster than anything else I've attempted to cook up.
>
> -Bradley
>
>
> On Tue, May 1, 2012 at 3:01 PM, Bradley Gabe  wrote:
>
>> Nah, it was raising errors when I tried it before starting this thread,
>> and it still is now [?]:
>>
>> # ERROR : 2028 - Traceback (most recent call last):
>> #   File "

Re: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Bradley Gabe
UPDATE:

All things considered, it's not too horrible simply looping through every
position from the Geometry.Points.PositionArray, and comparing the distance
in order to find the closest point in the cloud. So far, that technique is
faster than anything else I've attempted to cook up.

-Bradley


On Tue, May 1, 2012 at 3:01 PM, Bradley Gabe  wrote:

> Nah, it was raising errors when I tried it before starting this thread,
> and it still is now [?]:
>
> # ERROR : 2028 - Traceback (most recent call last):
> #   File "

Re: What's the best video introduction to ICE?

2012-05-01 Thread Steven Caron
i suggest all of paul's videos...

https://vimeo.com/40589904

some of the most creative usages of ice out there. there are a lot of them,
varying lengths, varying subject matter, easily digestible

s

On Tue, May 1, 2012 at 1:59 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> CMIVFX has some pretty nice videos.  Thiago's ICE for a production
> pipeline is very good.
>
> -Paul
>
>
> On Tue, May 1, 2012 at 4:41 PM, Luc-Eric Rousseau wrote:
>
>> Say you wanted to explain to someone (let's say someone who has
>> already has a TD background ) what ICE is by sending him a link.
>>
>> Which online video is the best?
>>
>> I'd like something that eventually covers some of the fundamentals
>> that make ICE interesting, like contexts..
>>
>> There is a Bradley Gabe Masterclass on The Area
>> (http://area.autodesk.com/masterclasses/class09_softimage), I think it
>> might be a little too long, even though there is a great stuff in
>> there
>>
>
>


Re: What's the best video introduction to ICE?

2012-05-01 Thread Paul Griswold
CMIVFX has some pretty nice videos.  Thiago's ICE for a production pipeline
is very good.

-Paul


On Tue, May 1, 2012 at 4:41 PM, Luc-Eric Rousseau wrote:

> Say you wanted to explain to someone (let's say someone who has
> already has a TD background ) what ICE is by sending him a link.
>
> Which online video is the best?
>
> I'd like something that eventually covers some of the fundamentals
> that make ICE interesting, like contexts..
>
> There is a Bradley Gabe Masterclass on The Area
> (http://area.autodesk.com/masterclasses/class09_softimage), I think it
> might be a little too long, even though there is a great stuff in
> there
>


What's the best video introduction to ICE?

2012-05-01 Thread Luc-Eric Rousseau
Say you wanted to explain to someone (let's say someone who has
already has a TD background ) what ICE is by sending him a link.

Which online video is the best?

I'd like something that eventually covers some of the fundamentals
that make ICE interesting, like contexts..

There is a Bradley Gabe Masterclass on The Area
(http://area.autodesk.com/masterclasses/class09_softimage), I think it
might be a little too long, even though there is a great stuff in
there


Re: linear workflow

2012-05-01 Thread Olivier Jeannel

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

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

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


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

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


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


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


setup so far so good

but;

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


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


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


a

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


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


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

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





Re: [C++][CustomOp]

2012-05-01 Thread jo benayoun
Hey Oleg,
most of times, GetSource() with operators returns empty references in cpp.
You can still try it, with some luck, you should get the operator itself
and then by a call to GetParent3DObject() whhat you're looking for.
jo



2012/5/1 Steven Caron 

> can't you use the OperatorContext and use either GetOutputTarget ? or
> maybe use GetSource to get the operator itself and navigate up?
>
> i haven't tried it in c++ but a simple runtime SCOP with this in the
> Update callback works...
>
> Application.LogMessage(In_UpdateContext.Operator.Parent3DObject)
> # INFO : sphere
>
> s
>
>
> On Tue, May 1, 2012 at 11:33 AM, Oleg Bliznuk  wrote:
>
>> Hi List,
>> a simple question about custom op. I have a custom op which can has
>> either 1 or 2 input geometries and connected to polymesh of created geo as
>> output target ( see screenshot ).I need to get name of the global parent (
>> X3DObject ) of the object on which this operator is applied ( "grid_FR" in
>> my case ). The SDK says that I am unable to do it from the operator update
>> callback, only from ExecuteCommand. So is there way to obtain this name
>> without creating any additional properties\userdatas etc in the op update
>> callback ? Something like this which works validly in executeCommand
>> callback :
>>
>>  Application().LogMessage ( "GLOB NAME: " +
>> mainMeshObj.GetActivePrimitive().GetParent3DObject().GetName() );
>>
>> Many thanks,
>> -Oleg
>>
>>
>>
>


Re: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Bradley Gabe
Nah, it was raising errors when I tried it before starting this thread, and
it still is now [?]:

# ERROR : 2028 - Traceback (most recent call last):
#   File "

Re: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Bradley Gabe
I was going by the following quote from the docs:

Note: Point locators are currently only supported by
NurbsSurfaceMeshand
> PolygonMeshobjects.


But I'll still give it a shot...


On Tue, May 1, 2012 at 2:54 PM, Stephen Blair wrote:

> But doesn't a PointCloudGeometry support GetClosestLocations? Can you use
> that (I didn't try it yet) ?
>
>


RE: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Matt Lind
Try PointcloudGeometry.SetupPointLocationQueries() with search method set to 
closest vertex/knot.  If it doesn't crash or throw errors, you're in business 
using the regular GetClosestLocations() method.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, May 01, 2012 11:49 AM
To: softimage@listproc.autodesk.com
Subject: Re: Scripting: Closest Point On a Point Cloud?

I'm not finding that anywhere in the docs, is that available for Point Cloud 
Geometry?
On Tue, May 1, 2012 at 2:44 PM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Can you use GetClosestVertex()?


Matt



From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bradley Gabe
Sent: Tuesday, May 01, 2012 11:42 AM
To: softimage@listproc.autodesk.com
Subject: Scripting: Closest Point On a Point Cloud?

For a current tool, I need to get the closest point ID in a particle cloud to a 
global position.
I'm familiar with using Geometry.GetClosestLocations(pos) which would 
accomplish this if I were targeting a polygon mesh. Is there an analogue that 
would work for a Point Cloud?

I do have another trick I can use to solve the problem, but I was hoping for 
something that performed a tad faster. If there is no more direct solution, 
I'll explain my approach.

-Bradley





RE: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Stephen Blair
But doesn't a PointCloudGeometry support GetClosestLocations? Can you use that 
(I didn't try it yet) ?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: May-01-12 2:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: Scripting: Closest Point On a Point Cloud?

I'm not finding that anywhere in the docs, is that available for Point Cloud 
Geometry?
On Tue, May 1, 2012 at 2:44 PM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Can you use GetClosestVertex()?


Matt



From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bradley Gabe
Sent: Tuesday, May 01, 2012 11:42 AM
To: softimage@listproc.autodesk.com
Subject: Scripting: Closest Point On a Point Cloud?

For a current tool, I need to get the closest point ID in a particle cloud to a 
global position.
I'm familiar with using Geometry.GetClosestLocations(pos) which would 
accomplish this if I were targeting a polygon mesh. Is there an analogue that 
would work for a Point Cloud?

I do have another trick I can use to solve the problem, but I was hoping for 
something that performed a tad faster. If there is no more direct solution, 
I'll explain my approach.

-Bradley



<>

Re: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Bradley Gabe
I'm not finding that anywhere in the docs, is that available for Point
Cloud Geometry?

On Tue, May 1, 2012 at 2:44 PM, Matt Lind  wrote:

> Can you use GetClosestVertex()?
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe
> *Sent:* Tuesday, May 01, 2012 11:42 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Scripting: Closest Point On a Point Cloud?
>
> ** **
>
> For a current tool, I need to get the closest point ID in a particle
> cloud to a global position. 
>
> I'm familiar with using Geometry.GetClosestLocations(pos) which would
> accomplish this if I were targeting a polygon mesh. Is there an analogue
> that would work for a Point Cloud? 
>
> ** **
>
> I do have another trick I can use to solve the problem, but I was hoping
> for something that performed a tad faster. If there is no more direct
> solution, I'll explain my approach.
>
> ** **
>
> -Bradley
>
> ** **
>
> ** **
>


Re: [C++][CustomOp]

2012-05-01 Thread Steven Caron
can't you use the OperatorContext and use either GetOutputTarget ? or maybe
use GetSource to get the operator itself and navigate up?

i haven't tried it in c++ but a simple runtime SCOP with this in the Update
callback works...

Application.LogMessage(In_UpdateContext.Operator.Parent3DObject)
# INFO : sphere

s

On Tue, May 1, 2012 at 11:33 AM, Oleg Bliznuk  wrote:

> Hi List,
> a simple question about custom op. I have a custom op which can has either
> 1 or 2 input geometries and connected to polymesh of created geo as output
> target ( see screenshot ).I need to get name of the global parent (
> X3DObject ) of the object on which this operator is applied ( "grid_FR" in
> my case ). The SDK says that I am unable to do it from the operator update
> callback, only from ExecuteCommand. So is there way to obtain this name
> without creating any additional properties\userdatas etc in the op update
> callback ? Something like this which works validly in executeCommand
> callback :
>
>  Application().LogMessage ( "GLOB NAME: " +
> mainMeshObj.GetActivePrimitive().GetParent3DObject().GetName() );
>
> Many thanks,
> -Oleg
>
>
>


RE: Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Matt Lind
Can you use GetClosestVertex()?


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, May 01, 2012 11:42 AM
To: softimage@listproc.autodesk.com
Subject: Scripting: Closest Point On a Point Cloud?

For a current tool, I need to get the closest point ID in a particle cloud to a 
global position.
I'm familiar with using Geometry.GetClosestLocations(pos) which would 
accomplish this if I were targeting a polygon mesh. Is there an analogue that 
would work for a Point Cloud?

I do have another trick I can use to solve the problem, but I was hoping for 
something that performed a tad faster. If there is no more direct solution, 
I'll explain my approach.

-Bradley




Scripting: Closest Point On a Point Cloud?

2012-05-01 Thread Bradley Gabe
For a current tool, I need to get the closest point ID in a particle
cloud to a global position.
I'm familiar with using Geometry.GetClosestLocations(pos) which would
accomplish this if I were targeting a polygon mesh. Is there an analogue
that would work for a Point Cloud?

I do have another trick I can use to solve the problem, but I was hoping
for something that performed a tad faster. If there is no more direct
solution, I'll explain my approach.

-Bradley


[C++][CustomOp]

2012-05-01 Thread Oleg Bliznuk
Hi List,
a simple question about custom op. I have a custom op which can has either
1 or 2 input geometries and connected to polymesh of created geo as output
target ( see screenshot ).I need to get name of the global parent (
X3DObject ) of the object on which this operator is applied ( "grid_FR" in
my case ). The SDK says that I am unable to do it from the operator update
callback, only from ExecuteCommand. So is there way to obtain this name
without creating any additional properties\userdatas etc in the op update
callback ? Something like this which works validly in executeCommand
callback :

 Application().LogMessage ( "GLOB NAME: " +
mainMeshObj.GetActivePrimitive().GetParent3DObject().GetName() );

Many thanks,
-Oleg
<>

RE: Ice syflex integration

2012-05-01 Thread Matt Lind
Well, get ready from some shocking news.  This is how Softimage has developed 
for the past 20 years.  As end users you generally don't see this because 
you're not looking under the hood of the features.

The trend has been to develop and implement the main feature, then expand the 
SDK just enough to support what was implemented.  This often doesn't leave much 
room to expand or augment and why you don't see things like custom geometry 
area lights,  falloff icons for point lights, NURBS Curve and surface tools 
support, or other expected features for years to come.  It's also why the user 
base has limited contributions.  The recent SDK Toolkit for making manipulators 
and such only works in 3D views, for example.  You want it in a 2D view or data 
view?  You have to wait for the next iteration from Softimage to do that 
because the current SDK will not support development in that direction.

ICE isn't much different in this regard.  I don't think the intention was to 
leave people hanging, but when implementing a new core architecture into an 
existing legacy product, there are going to be limitations as to what you can 
do.  Some of your cited limitations could be removed, but would require 
significant time and energy as it involves rewriting portions of the software 
which have been in place for many years and possibly risk destabilizing the 
application as a whole.  Local Kinematics, for example, could possibly be made 
functional for ICE, but might break the out-of-box skeleton tools in the 
process.  The sticky part is making something that works and performs well for 
both cases - that's not always possible.


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Tuesday, May 01, 2012 9:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Ice syflex integration

It may not be high on the priority list, but I'm starting to see a trend where 
we get the beginnings of a lot of really cool tools in ICE, but they are never 
really fully flushed out to make them usable to the average user. Syflex, and 
ICE kine as well as ICE modeling come to mind. Some great promise, but highly 
inaccessible to the normal lay person.

Why shouldn't it be a priority to finish a tool like Syflex? Isn't that what 
made SOftimage so great for all those years.. that the user base actually had 
flushed out tools that were stable...

I can't imagine that the philosophy of ICE is to build it halfway, and let the 
user finish off development...
Well, I mean, I guess that is the point of ICE, but there should at least be a 
baseline standard that those tools should have to meet OTS, which would include 
making it work straight away without having to hack the compounds.
On Tue, May 1, 2012 at 3:56 AM, Guillaume Laforge 
mailto:guillaume.laforge...@gmail.com>> wrote:
Let me +1 too.

Syflex devs spent quite some time before being able to run Syflex custom ICE 
nodes as fast (or faster) than the custom operators they did before. Things are 
not always easy I guess...

So for this version 1, it was not possible to support per point values on 
various parameters.

I don't know if this feature is high on the to do list though...

Guillaume

On Tue, May 1, 2012 at 5:20 AM, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> wrote:
+1

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


adrian.w...@fluid-pictures.com

www.fluid-pictures.com



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

-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bk
Sent: 01 May 2012 10:07
To: softimage@listproc.autodesk.com
Subject: Re: Ice syflex integration

Syflex Within ICE. I can still remember how the first news of that set my
imagination alight with possibilities.
Then I played with it and, no, hold on. What's this? no weightmap inputs?
But that's even in the regular version.
It's like they've taken ICE. Stuck Syflex in, but didn't quite get the point
of what the visual programming environment of ICE is actually for.
On the up side. You can edit the base mesh and not have to reapply
everything from scratch.  It does have some minor advantages.
I do hope that we are going to see Syflex in ICE completed at some point,
though.



On 30 Apr 2012, at 22:17, Fabricio Chamon 
mailto:xsiml...@gmail.com>> wrote:

> ...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.
-
No virus found in this messa

RE: Beginners Guide to Python

2012-05-01 Thread Stephen Blair
print works with Python shipped with Softimage, because we re-compiled 
something Python stuff with VC 2010.
It doesn't work with the Python installed on your system.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: May-01-12 1:24 PM
To: softimage@listproc.autodesk.com
Subject: Re: Beginners Guide to Python

I could be wrong, but I believe that they had to deprecate "print" in Softimage 
for release 2013.
On Tue, May 1, 2012 at 11:59 AM, Michal Doniec 
mailto:doni...@gmail.com>> wrote:
print works in Softimage, since v. 2010 I believe,

On Tue, May 1, 2012 at 4:44 PM, Peter Agg 
mailto:peter@googlemail.com>> wrote:
> There's certainly an element of truth to that, yeah. On the other hand the
> biggest thing with leaning Python in practice - and using it in a program
> you use every day is the best way to do that. If you every have to do
> anything more than 3 times then there's really no excuse not to work with a
> Script Editor always open, and if you have one open anyway, you might as
> well learn how to write it better!
>
> There's certainly a lot of... oddities to using it in XSI (having to use 2.5
> in Linux, having to live with no print statement on the PC, modules being a
> bit of a faff etc) but if that's the difference between using it every day
> and using it a couple of times a week I'd say that's a good compromise to
> make. You just have to make sure you to keep pushing yourself to learn
> Python as opposed to 'Python in XSI'.
>
>
>
> On 1 May 2012 16:30, Bradley Gabe 
> mailto:witha...@gmail.com>> wrote:
>>
>> I'd helped to train a bunch of people into Python for XSI over a range of
>> time, so my advice would be with respect to the process of learning.
>>
>> First learn Python.
>> Then work on Python in the context of XSI.
>>
>> Why?
>>
>> It's important for you to understand the syntax and logic structure of
>> Python as its own entity before you inject the idiosyncrasies of XSI, with
>> ActiveX, and the Object Model.
>>
>> You want to review each data type in Python, learn about their built in
>> methods, learn how to convert between them. During this process you will
>> quickly come to realize how powerful Python is compared to VBscript, and how
>> Python rewards you for being clever which makes it more fun to work with.
>> The O'Reilly book on learning basic Python is excellent for learning in this
>> structure.
>>
>> From personal experience, I had been tinkering with Python in XSI for
>> about a year (after many years of coding in jscript) before I shifted into
>> building a pipeline using a Python-based web development language that had
>> nothing to do with XSI. It was only after my experience dealing with
>> building custom data structures, and eventually messing around with the guts
>> of Python to manipulate information at the core that I really developed an
>> appreciation and love for the language, and ultimately progressed towards
>> being a power user once back in XSI.
>>
>> -B
>
>


--
--
Michal
http://uk.linkedin.com/in/mdoniec



--




-=T=-
<>

Re: Beginners Guide to Python

2012-05-01 Thread Eric Turman
I could be wrong, but I believe that they had to deprecate "print" in
Softimage for release 2013.

On Tue, May 1, 2012 at 11:59 AM, Michal Doniec  wrote:

> print works in Softimage, since v. 2010 I believe,
>
> On Tue, May 1, 2012 at 4:44 PM, Peter Agg 
> wrote:
> > There's certainly an element of truth to that, yeah. On the other hand
> the
> > biggest thing with leaning Python in practice - and using it in a program
> > you use every day is the best way to do that. If you every have to do
> > anything more than 3 times then there's really no excuse not to work
> with a
> > Script Editor always open, and if you have one open anyway, you might as
> > well learn how to write it better!
> >
> > There's certainly a lot of... oddities to using it in XSI (having to use
> 2.5
> > in Linux, having to live with no print statement on the PC, modules
> being a
> > bit of a faff etc) but if that's the difference between using it every
> day
> > and using it a couple of times a week I'd say that's a good compromise to
> > make. You just have to make sure you to keep pushing yourself to learn
> > Python as opposed to 'Python in XSI'.
> >
> >
> >
> > On 1 May 2012 16:30, Bradley Gabe  wrote:
> >>
> >> I'd helped to train a bunch of people into Python for XSI over a range
> of
> >> time, so my advice would be with respect to the process of learning.
> >>
> >> First learn Python.
> >> Then work on Python in the context of XSI.
> >>
> >> Why?
> >>
> >> It's important for you to understand the syntax and logic structure of
> >> Python as its own entity before you inject the idiosyncrasies of XSI,
> with
> >> ActiveX, and the Object Model.
> >>
> >> You want to review each data type in Python, learn about their built in
> >> methods, learn how to convert between them. During this process you will
> >> quickly come to realize how powerful Python is compared to VBscript,
> and how
> >> Python rewards you for being clever which makes it more fun to work
> with.
> >> The O'Reilly book on learning basic Python is excellent for learning in
> this
> >> structure.
> >>
> >> From personal experience, I had been tinkering with Python in XSI for
> >> about a year (after many years of coding in jscript) before I shifted
> into
> >> building a pipeline using a Python-based web development language that
> had
> >> nothing to do with XSI. It was only after my experience dealing with
> >> building custom data structures, and eventually messing around with the
> guts
> >> of Python to manipulate information at the core that I really developed
> an
> >> appreciation and love for the language, and ultimately progressed
> towards
> >> being a power user once back in XSI.
> >>
> >> -B
> >
> >
>
>
>
> --
> --
> Michal
> http://uk.linkedin.com/in/mdoniec
>
>


-- 




-=T=-


Re: Beginners Guide to Python

2012-05-01 Thread Michal Doniec
print works in Softimage, since v. 2010 I believe,

On Tue, May 1, 2012 at 4:44 PM, Peter Agg  wrote:
> There's certainly an element of truth to that, yeah. On the other hand the
> biggest thing with leaning Python in practice - and using it in a program
> you use every day is the best way to do that. If you every have to do
> anything more than 3 times then there's really no excuse not to work with a
> Script Editor always open, and if you have one open anyway, you might as
> well learn how to write it better!
>
> There's certainly a lot of... oddities to using it in XSI (having to use 2.5
> in Linux, having to live with no print statement on the PC, modules being a
> bit of a faff etc) but if that's the difference between using it every day
> and using it a couple of times a week I'd say that's a good compromise to
> make. You just have to make sure you to keep pushing yourself to learn
> Python as opposed to 'Python in XSI'.
>
>
>
> On 1 May 2012 16:30, Bradley Gabe  wrote:
>>
>> I'd helped to train a bunch of people into Python for XSI over a range of
>> time, so my advice would be with respect to the process of learning.
>>
>> First learn Python.
>> Then work on Python in the context of XSI.
>>
>> Why?
>>
>> It's important for you to understand the syntax and logic structure of
>> Python as its own entity before you inject the idiosyncrasies of XSI, with
>> ActiveX, and the Object Model.
>>
>> You want to review each data type in Python, learn about their built in
>> methods, learn how to convert between them. During this process you will
>> quickly come to realize how powerful Python is compared to VBscript, and how
>> Python rewards you for being clever which makes it more fun to work with.
>> The O'Reilly book on learning basic Python is excellent for learning in this
>> structure.
>>
>> From personal experience, I had been tinkering with Python in XSI for
>> about a year (after many years of coding in jscript) before I shifted into
>> building a pipeline using a Python-based web development language that had
>> nothing to do with XSI. It was only after my experience dealing with
>> building custom data structures, and eventually messing around with the guts
>> of Python to manipulate information at the core that I really developed an
>> appreciation and love for the language, and ultimately progressed towards
>> being a power user once back in XSI.
>>
>> -B
>
>



-- 
--
Michal
http://uk.linkedin.com/in/mdoniec



Re: Ice syflex integration

2012-05-01 Thread Adam Sale
It may not be high on the priority list, but I'm starting to see a trend
where we get the beginnings of a lot of really cool tools in ICE, but they
are never really fully flushed out to make them usable to the average user.
Syflex, and ICE kine as well as ICE modeling come to mind. Some great
promise, but highly inaccessible to the normal lay person.

Why shouldn't it be a priority to finish a tool like Syflex? Isn't that
what made SOftimage so great for all those years.. that the user base
actually had flushed out tools that were stable...

I can't imagine that the philosophy of ICE is to build it halfway, and let
the user finish off development...
Well, I mean, I guess that is the point of ICE, but there should at least
be a baseline standard that those tools should have to meet OTS, which
would include making it work straight away without having to hack the
compounds.

On Tue, May 1, 2012 at 3:56 AM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:

> Let me +1 too.
>
> Syflex devs spent quite some time before being able to run Syflex custom
> ICE nodes as fast (or faster) than the custom operators they did before.
> Things are not always easy I guess...
>
> So for this version 1, it was not possible to support per point values on
> various parameters.
>
> I don't know if this feature is high on the to do list though...
>
> Guillaume
>
> On Tue, May 1, 2012 at 5:20 AM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
>> +1
>>
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bk
>> Sent: 01 May 2012 10:07
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Ice syflex integration
>>
>> Syflex Within ICE. I can still remember how the first news of that set my
>> imagination alight with possibilities.
>> Then I played with it and, no, hold on. What's this? no weightmap inputs?
>> But that's even in the regular version.
>> It's like they've taken ICE. Stuck Syflex in, but didn't quite get the
>> point
>> of what the visual programming environment of ICE is actually for.
>> On the up side. You can edit the base mesh and not have to reapply
>> everything from scratch.  It does have some minor advantages.
>> I do hope that we are going to see Syflex in ICE completed at some point,
>> though.
>>
>>
>>
>> On 30 Apr 2012, at 22:17, Fabricio Chamon  wrote:
>>
>> > ...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.
>>
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12
>>
>>
>


Re: Beginners Guide to Python

2012-05-01 Thread Peter Agg
There's certainly an element of truth to that, yeah. On the other hand the
biggest thing with leaning Python in practice - and using it in a program
you use every day is the best way to do that. If you every have to do
anything more than 3 times then there's really no excuse not to work with a
Script Editor always open, and if you have one open anyway, you might as
well learn how to write it better!

There's certainly a lot of... oddities to using it in XSI (having to use
2.5 in Linux, having to live with no print statement on the PC, modules
being a bit of a faff etc) but if that's the difference between using it
every day and using it a couple of times a week I'd say that's a good
compromise to make. You just have to make sure you to keep pushing yourself
to learn Python as opposed to 'Python in XSI'.



On 1 May 2012 16:30, Bradley Gabe  wrote:

> I'd helped to train a bunch of people into Python for XSI over a range of
> time, so my advice would be with respect to the process of learning.
>
> First learn Python.
> Then work on Python in the context of XSI.
>
> Why?
>
> It's important for you to understand the syntax and logic structure of
> Python as its own entity before you inject the idiosyncrasies of XSI, with
> ActiveX, and the Object Model.
>
> You want to review each data type in Python, learn about their built in
> methods, learn how to convert between them. During this process you will
> quickly come to realize how powerful Python is compared to VBscript, and
> how Python rewards you for being clever which makes it more fun to work
> with. The O'Reilly book on learning basic 
> Pythonis
>  excellent for learning in this structure.
>
> From personal experience, I had been tinkering with Python in XSI for
> about a year (after many years of coding in jscript) before I shifted into
> building a pipeline using a Python-based web development language that had
> nothing to do with XSI. It was only after my experience dealing with
> building custom data structures, and eventually messing around with the
> guts of Python to manipulate information at the core that I really
> developed an appreciation and love for the language, and ultimately
> progressed towards being a power user once back in XSI.
>
> -B
>


Re: Beginners Guide to Python

2012-05-01 Thread Paul Griswold
A great place to start is a series on YouTube by a guy named "Bucky".  He
starts from scratch and walks you through strings, tuples, dictionaries,
if-else, elif, etc.

Here's his stuff:
http://www.youtube.com/playlist?list=PLEA1FEF17E1E5C0DA&feature=plcp

-Paul




On Tue, May 1, 2012 at 11:30 AM, Bradley Gabe  wrote:

> I'd helped to train a bunch of people into Python for XSI over a range of
> time, so my advice would be with respect to the process of learning.
>
> First learn Python.
> Then work on Python in the context of XSI.
>
> Why?
>
> It's important for you to understand the syntax and logic structure of
> Python as its own entity before you inject the idiosyncrasies of XSI, with
> ActiveX, and the Object Model.
>
> You want to review each data type in Python, learn about their built in
> methods, learn how to convert between them. During this process you will
> quickly come to realize how powerful Python is compared to VBscript, and
> how Python rewards you for being clever which makes it more fun to work
> with. The O'Reilly book on learning basic 
> Pythonis
>  excellent for learning in this structure.
>
> From personal experience, I had been tinkering with Python in XSI for
> about a year (after many years of coding in jscript) before I shifted into
> building a pipeline using a Python-based web development language that had
> nothing to do with XSI. It was only after my experience dealing with
> building custom data structures, and eventually messing around with the
> guts of Python to manipulate information at the core that I really
> developed an appreciation and love for the language, and ultimately
> progressed towards being a power user once back in XSI.
>
> -B
>


Re: Beginners Guide to Python

2012-05-01 Thread Bradley Gabe
I'd helped to train a bunch of people into Python for XSI over a range of
time, so my advice would be with respect to the process of learning.

First learn Python.
Then work on Python in the context of XSI.

Why?

It's important for you to understand the syntax and logic structure of
Python as its own entity before you inject the idiosyncrasies of XSI, with
ActiveX, and the Object Model.

You want to review each data type in Python, learn about their built in
methods, learn how to convert between them. During this process you will
quickly come to realize how powerful Python is compared to VBscript, and
how Python rewards you for being clever which makes it more fun to work
with. The O'Reilly book on learning basic
Pythonis
excellent for learning in this structure.

>From personal experience, I had been tinkering with Python in XSI for about
a year (after many years of coding in jscript) before I shifted into
building a pipeline using a Python-based web development language that had
nothing to do with XSI. It was only after my experience dealing with
building custom data structures, and eventually messing around with the
guts of Python to manipulate information at the core that I really
developed an appreciation and love for the language, and ultimately
progressed towards being a power user once back in XSI.

-B


RE: Beginners Guide to Python

2012-05-01 Thread Gareth Bell
Fantastic stuff. I'll be giving this a peruse this evening

 

thanks

 



From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: 01 May 2012 16:20
To: softimage@listproc.autodesk.com
Subject: Re: Beginners Guide to Python

 

Yep! That's the one.

On 1 May 2012 16:17, Alan Fregtman  wrote:

Hmm, apparently there's more than one Luma. http://luma.co.za/About-Luma

Anyhow... Luma made this pdf.


On Tue, May 1, 2012 at 11:15 AM, Alan Fregtman 
wrote:
> This one? http://s3.darkvertex.com/mirror/XSIScriptingUsingPython.pdf
>
> ;)  -- [original source: Luma Pictures]
>
>
> On Tue, May 1, 2012 at 11:14 AM, Gustavo Eggert Boehs
>  wrote:
>> I came across an old PDF talking about Python for XSI, it was great
stuff,
>> very well written. Probably the same one you are talking about. I
never came
>> across it again, if anyone has it and is kind enough to share, that'd
be
>> awesome :D
>>
>>
>> 2012/5/1 Mitchell Lotierzo 
>>>
>>> cmiVFX has some good videos on Python. I remember watching one that
was
>>> just a basic introduction to Python and wasn't focused on any
particular
>>> software, but I don't seem to see it in their store anymore. It may
be there
>>> though.
>>>
>>> Other than that, I referred to this book a lot when I was first
starting
>>> out in Python:
>>>
>>>
http://www.amazon.com/Learning-Python-Powerful-Object-Oriented-Programmi
ng/dp/0596158068/ref=sr_1_7?s=books&ie=UTF8&qid=1335881009&sr=1-7
>>>
>>> After that, like Peter said, I would dive into the Object Model and
look
>>> at some of the various examples in the SDK.
>>>
>>> Just my thoughts. :)
>>
>>
>>
>>
>> --
>> Gustavo E Boehs
>> 3d Artist
>> http://www.gustavoeb.com.br/blog

 



Re: Beginners Guide to Python

2012-05-01 Thread Peter Agg
Yep! That's the one.

On 1 May 2012 16:17, Alan Fregtman  wrote:

> Hmm, apparently there's more than one Luma. http://luma.co.za/About-Luma
>
> Anyhow... Luma made this pdf.
>
> On Tue, May 1, 2012 at 11:15 AM, Alan Fregtman 
> wrote:
> > This one? http://s3.darkvertex.com/mirror/XSIScriptingUsingPython.pdf
> >
> > ;)  -- [original source: Luma Pictures]
> >
> >
> > On Tue, May 1, 2012 at 11:14 AM, Gustavo Eggert Boehs
> >  wrote:
> >> I came across an old PDF talking about Python for XSI, it was great
> stuff,
> >> very well written. Probably the same one you are talking about. I never
> came
> >> across it again, if anyone has it and is kind enough to share, that'd be
> >> awesome :D
> >>
> >>
> >> 2012/5/1 Mitchell Lotierzo 
> >>>
> >>> cmiVFX has some good videos on Python. I remember watching one that was
> >>> just a basic introduction to Python and wasn't focused on any
> particular
> >>> software, but I don't seem to see it in their store anymore. It may be
> there
> >>> though.
> >>>
> >>> Other than that, I referred to this book a lot when I was first
> starting
> >>> out in Python:
> >>>
> >>>
> http://www.amazon.com/Learning-Python-Powerful-Object-Oriented-Programming/dp/0596158068/ref=sr_1_7?s=books&ie=UTF8&qid=1335881009&sr=1-7
> >>>
> >>> After that, like Peter said, I would dive into the Object Model and
> look
> >>> at some of the various examples in the SDK.
> >>>
> >>> Just my thoughts. :)
> >>
> >>
> >>
> >>
> >> --
> >> Gustavo E Boehs
> >> 3d Artist
> >> http://www.gustavoeb.com.br/blog
>
>


Re: Beginners Guide to Python

2012-05-01 Thread Alan Fregtman
Hmm, apparently there's more than one Luma. http://luma.co.za/About-Luma

Anyhow... Luma made this pdf.

On Tue, May 1, 2012 at 11:15 AM, Alan Fregtman  wrote:
> This one? http://s3.darkvertex.com/mirror/XSIScriptingUsingPython.pdf
>
> ;)  -- [original source: Luma Pictures]
>
>
> On Tue, May 1, 2012 at 11:14 AM, Gustavo Eggert Boehs
>  wrote:
>> I came across an old PDF talking about Python for XSI, it was great stuff,
>> very well written. Probably the same one you are talking about. I never came
>> across it again, if anyone has it and is kind enough to share, that'd be
>> awesome :D
>>
>>
>> 2012/5/1 Mitchell Lotierzo 
>>>
>>> cmiVFX has some good videos on Python. I remember watching one that was
>>> just a basic introduction to Python and wasn't focused on any particular
>>> software, but I don't seem to see it in their store anymore. It may be there
>>> though.
>>>
>>> Other than that, I referred to this book a lot when I was first starting
>>> out in Python:
>>>
>>> http://www.amazon.com/Learning-Python-Powerful-Object-Oriented-Programming/dp/0596158068/ref=sr_1_7?s=books&ie=UTF8&qid=1335881009&sr=1-7
>>>
>>> After that, like Peter said, I would dive into the Object Model and look
>>> at some of the various examples in the SDK.
>>>
>>> Just my thoughts. :)
>>
>>
>>
>>
>> --
>> Gustavo E Boehs
>> 3d Artist
>> http://www.gustavoeb.com.br/blog



Re: Beginners Guide to Python

2012-05-01 Thread Alan Fregtman
This one? http://s3.darkvertex.com/mirror/XSIScriptingUsingPython.pdf

;)  -- [original source: Luma Pictures]


On Tue, May 1, 2012 at 11:14 AM, Gustavo Eggert Boehs
 wrote:
> I came across an old PDF talking about Python for XSI, it was great stuff,
> very well written. Probably the same one you are talking about. I never came
> across it again, if anyone has it and is kind enough to share, that'd be
> awesome :D
>
>
> 2012/5/1 Mitchell Lotierzo 
>>
>> cmiVFX has some good videos on Python. I remember watching one that was
>> just a basic introduction to Python and wasn't focused on any particular
>> software, but I don't seem to see it in their store anymore. It may be there
>> though.
>>
>> Other than that, I referred to this book a lot when I was first starting
>> out in Python:
>>
>> http://www.amazon.com/Learning-Python-Powerful-Object-Oriented-Programming/dp/0596158068/ref=sr_1_7?s=books&ie=UTF8&qid=1335881009&sr=1-7
>>
>> After that, like Peter said, I would dive into the Object Model and look
>> at some of the various examples in the SDK.
>>
>> Just my thoughts. :)
>
>
>
>
> --
> Gustavo E Boehs
> 3d Artist
> http://www.gustavoeb.com.br/blog


Re: Beginners Guide to Python

2012-05-01 Thread Gustavo Eggert Boehs
I came across an old PDF talking about Python for XSI, it was great stuff,
very well written. Probably the same one you are talking about. I never
came across it again, if anyone has it and is kind enough to share, that'd
be awesome :D

2012/5/1 Mitchell Lotierzo 

> cmiVFX has some good videos on Python. I remember watching one that was
> just a basic introduction to Python and wasn't focused on any particular
> software, but I don't seem to see it in their store anymore. It may be
> there though.
>
> Other than that, I referred to this book a lot when I was first starting
> out in Python:
>
> http://www.amazon.com/Learning-Python-Powerful-Object-Oriented-Programming/dp/0596158068/ref=sr_1_7?s=books&ie=UTF8&qid=1335881009&sr=1-7
>
> After that, like Peter said, I would dive into the Object Model and look
> at some of the various examples in the SDK.
>
> Just my thoughts. :)
>



-- 
Gustavo E Boehs
3d Artist
http://www.gustavoeb.com.br/blog


Re: Belly Wobble Ice

2012-05-01 Thread Alan Fregtman
Also if you look for the Rabbit ICE rigging example in your
XSI_SAMPLES, he's got some verlet-based belly wobble stuff you can
pick apart.


On Mon, Apr 30, 2012 at 5:52 PM, Ben Beckett  wrote:
> 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
>>>  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
>  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
>>  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: Beginners Guide to Python

2012-05-01 Thread Mitchell Lotierzo
cmiVFX has some good videos on Python. I remember watching one that was
just a basic introduction to Python and wasn't focused on any particular
software, but I don't seem to see it in their store anymore. It may be
there though.

Other than that, I referred to this book a lot when I was first starting
out in Python:

http://www.amazon.com/Learning-Python-Powerful-Object-Oriented-Programming/dp/0596158068/ref=sr_1_7?s=books&ie=UTF8&qid=1335881009&sr=1-7

After that, like Peter said, I would dive into the Object Model and look at
some of the various examples in the SDK.

Just my thoughts. :)


Re: Beginners Guide to Python

2012-05-01 Thread Peter Agg
Damnit. I knew *someone* would regret me typing that, just hoped that it
wouldn't be me! ;)



On 1 May 2012 14:58, Gareth Bell  wrote:

> ** ** **
>
> Haha! Tell me about it. 
>
> ** **
>
> "Though by far the best thing is to find someone who knows Python and just
> bug the crap out of them"
>
> ** **
>
> A great suggestion - looks like I'll be firing a shed-load of emails your
> way then Pete!
>
> ** **
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Peter Agg
> *Sent:* 01 May 2012 14:43
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Beginners Guide to Python
>
> ** **
>
> Finally moving on from VB?! Took you long enough. :)
>
> There's an old pdf which crops up in google searches: "XSI Scripting Using
> Python" which I used to give myself a bit of a booster after the uni
> lessons. Actually forcing myself to sit down and do the
> questions/challenges was a big help to get started on it.
>
> Though by far the best thing is to find someone who knows Python and just
> bug the crap out of them. Also learn the Object Model way of doing things -
> every time you use GetValue() or SetValue() a part of you should die, just
> a little.
>
> 
>
> On 1 May 2012 14:30, Gareth Bell  wrote:*
> ***
>
> Afternoon all,
>
>  
>
> I'm in the need of learning some serious Python - specifically geared
> towards Softimage. Does anyone have any recommendations for literature or
> useful web-based resources in order for me to get acquainted? I'm
> reasonably proficient in VBScript (self-taught) if that makes any
> difference.
>
>  
>
> cheers
>
>  
>
> gareth bell | xsi artist
>
>  
>
> t: +44 (0)20 7565 1000
>
> e: gareth.b...@primefocusworld.com
>
> a: 37, dean street, **london**, w1d 4pt, uk.
>
>  
>
> www.primefocusworld.com
>
>  
>
> ** **
>


RE: Beginners Guide to Python

2012-05-01 Thread Gareth Bell
Haha! Tell me about it. 

 

"Though by far the best thing is to find someone who knows Python and
just bug the crap out of them"

 

A great suggestion - looks like I'll be firing a shed-load of emails
your way then Pete!

 



From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: 01 May 2012 14:43
To: softimage@listproc.autodesk.com
Subject: Re: Beginners Guide to Python

 

Finally moving on from VB?! Took you long enough. :)

There's an old pdf which crops up in google searches: "XSI Scripting
Using Python" which I used to give myself a bit of a booster after the
uni lessons. Actually forcing myself to sit down and do the
questions/challenges was a big help to get started on it.

Though by far the best thing is to find someone who knows Python and
just bug the crap out of them. Also learn the Object Model way of doing
things - every time you use GetValue() or SetValue() a part of you
should die, just a little.



On 1 May 2012 14:30, Gareth Bell 
wrote:

Afternoon all,

 

I'm in the need of learning some serious Python - specifically geared
towards Softimage. Does anyone have any recommendations for literature
or useful web-based resources in order for me to get acquainted? I'm
reasonably proficient in VBScript (self-taught) if that makes any
difference.

 

cheers

 

gareth bell | xsi artist

 

t: +44 (0)20 7565 1000

e: gareth.b...@primefocusworld.com

a: 37, dean street, london, w1d 4pt, uk.

 

www.primefocusworld.com

 

 



Re: Beginners Guide to Python

2012-05-01 Thread Peter Agg
Finally moving on from VB?! Took you long enough. :)

There's an old pdf which crops up in google searches: "XSI Scripting Using
Python" which I used to give myself a bit of a booster after the uni
lessons. Actually forcing myself to sit down and do the
questions/challenges was a big help to get started on it.

Though by far the best thing is to find someone who knows Python and just
bug the crap out of them. Also learn the Object Model way of doing things -
every time you use GetValue() or SetValue() a part of you should die, just
a little.


On 1 May 2012 14:30, Gareth Bell  wrote:

> ** ** **
>
> Afternoon all,
>
> ** **
>
> I'm in the need of learning some serious Python - specifically geared
> towards Softimage. Does anyone have any recommendations for literature or
> useful web-based resources in order for me to get acquainted? I'm
> reasonably proficient in VBScript (self-taught) if that makes any
> difference.
>
> ** **
>
> cheers
>
> ** **
>
> gareth bell | xsi artist
>
>  
>
> t: +44 (0)20 7565 1000
>
> e: gareth.b...@primefocusworld.com
>
> a: 37, dean street, **london**, w1d 4pt, uk.
>
>  
>
> www.primefocusworld.com
>
> ** **
>


Beginners Guide to Python

2012-05-01 Thread Gareth Bell
Afternoon all,

 

I'm in the need of learning some serious Python - specifically geared
towards Softimage. Does anyone have any recommendations for literature
or useful web-based resources in order for me to get acquainted? I'm
reasonably proficient in VBScript (self-taught) if that makes any
difference.

 

cheers

 

gareth bell | xsi artist

 

t: +44 (0)20 7565 1000

e: gareth.b...@primefocusworld.com

a: 37, dean street, london, w1d 4pt, uk.

 

www.primefocusworld.com

 



RE: uk subscription pricing

2012-05-01 Thread adrian wyer
don't worry chaps, it'll all be on the cloud soon anyway. we'll be
paying per pixel, or per mouse click!

 

a

 

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


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

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

 

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

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Sweeney
Sent: 01 May 2012 14:01
To: softimage@listproc.autodesk.com
Subject: Re: uk subscription pricing

 

yeh I have not renewed my subs either because of this as i cannot justify
the increase. 

 

bit of a joke. a friend said its pretty much the same price for the bottom
subs of the creation suite.

 





Daniel Sweeney
3D Generalist

Mobile: +44 (0)7743429771
Email:   danielbswee...@gmail.com
 




On Tue, May 1, 2012 at 1:36 PM, Matt Morris  wrote:

I remember bringing this up a while back, talking about the lack of a silver
subscription and an imminent uk price jump. I believe Maurice replied to say
they were looking into it. However, since then it appears its been basically
shelved because softimage customers are mostly on subscription and it could
mean a revenue drop.

 

So that leaves UK customers with a 70% price increase from last year's
subscription. 70%!!! That's a huge amount, and will directly lead to me
cancelling my second licence (which was only used periodically) and thinking
hard about renewing the other. Given that commercials have had budgets
slashed I just can't justify spending that much on a yearly basis. Its a
shocking decision. Way to go Autodesk.

 

 

 

-- 
www.matinai.com

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12



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

2012-05-01 Thread Marc-Andre Belzile
I say  CRefArray copy ctor is buggy!

thanks for reporting.

-mab

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Burtnyk
Sent: Monday, April 30, 2012 9:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: CRefArray doesn't respect C++ copy semantics

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 
mailto:alok.gan...@modusfx.com>> 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 !

Error! Filename not specified.

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 
mailto:piotrek.marc...@gmail.com>>
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
 &


Re: uk subscription pricing

2012-05-01 Thread Daniel Sweeney
yeh I have not renewed my subs either because of this as i cannot justify
the increase.

bit of a joke. a friend said its pretty much the same price for the bottom
subs of the creation suite.





Daniel Sweeney
3D Generalist

*Mobile:* +44 (0)7743429771
*Email:* danielbswee...@gmail.com **



On Tue, May 1, 2012 at 1:36 PM, Matt Morris  wrote:

> I remember bringing this up a while back, talking about the lack of a
> silver subscription and an imminent uk price jump. I believe Maurice
> replied to say they were looking into it. However, since then it appears
> its been basically shelved because softimage customers are mostly on
> subscription and it could mean a revenue drop.
>
> So that leaves UK customers with a 70% price increase from last year's
> subscription. 70%!!! That's a huge amount, and will directly lead to me
> cancelling my second licence (which was only used periodically) and
> thinking hard about renewing the other. Given that commercials have had
> budgets slashed I just can't justify spending that much on a yearly basis.
> Its a shocking decision. Way to go Autodesk.
>
>
>
> --
> www.matinai.com
>


uk subscription pricing

2012-05-01 Thread Matt Morris
I remember bringing this up a while back, talking about the lack of a
silver subscription and an imminent uk price jump. I believe Maurice
replied to say they were looking into it. However, since then it appears
its been basically shelved because softimage customers are mostly on
subscription and it could mean a revenue drop.

So that leaves UK customers with a 70% price increase from last year's
subscription. 70%!!! That's a huge amount, and will directly lead to me
cancelling my second licence (which was only used periodically) and
thinking hard about renewing the other. Given that commercials have had
budgets slashed I just can't justify spending that much on a yearly basis.
Its a shocking decision. Way to go Autodesk.



-- 
www.matinai.com


Re: chess

2012-05-01 Thread Christian Keller

http://www.inside-chess.de/content/most-famous-games


Am 01.05.2012 12:58, schrieb adrian wyer:

good call, thanks

a

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


adrian.w...@fluid-pictures.com

www.fluid-pictures.com



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


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston
Sent: 01 May 2012 11:51
To: softimage@listproc.autodesk.com
Subject: Re: chess

I would suggest having a ton of moves in a text file, one per line --
position to position moves.  I'd also have another text file that
defines the positions on the board.  Then I would write some python to
read the position to position file and applly it to pieces.  I know
you can find position--to-position files on the internet of real
games.
-ben

On Tue, May 1, 2012 at 6:46 AM, adrian wyer
  wrote:

kind of, doesn't have to be able to play someone...



just figure out if a piece can move to a position, then move it (these

could

be animation clips) but not move to an occupied position



like i said, probably fake it, it's supposed to be millions of moves in a
few seconds



a



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


adrian.w...@fluid-pictures.com

www.fluid-pictures.com



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



From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: 01 May 2012 11:36
To: softimage@listproc.autodesk.com
Subject: Re: chess



Setting up what exactly? Having them take turns and moving correctly ?


On 1 May 2012, at 11:28, adrian wyer

wrote:

random shot in the dark, will probably fake it (as it will be motion

blurred

to all hell) but.



has anyone tried setting up a chess game in ICE



a



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


adrian.w...@fluid-pictures.com

www.fluid-pictures.com



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





No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12






--
christian keller
visual effects|direction

m +49 179 69 36 248
f +49 40 386 835 33
chris3...@me.com



RE: chess

2012-05-01 Thread adrian wyer
good call, thanks

a

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


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

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


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston
Sent: 01 May 2012 11:51
To: softimage@listproc.autodesk.com
Subject: Re: chess

I would suggest having a ton of moves in a text file, one per line --
position to position moves.  I'd also have another text file that
defines the positions on the board.  Then I would write some python to
read the position to position file and applly it to pieces.  I know
you can find position--to-position files on the internet of real
games.
-ben

On Tue, May 1, 2012 at 6:46 AM, adrian wyer
 wrote:
> kind of, doesn't have to be able to play someone...
>
>
>
> just figure out if a piece can move to a position, then move it (these
could
> be animation clips) but not move to an occupied position
>
>
>
> like i said, probably fake it, it's supposed to be millions of moves in a
> few seconds
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
> 
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
> Sent: 01 May 2012 11:36
> To: softimage@listproc.autodesk.com
> Subject: Re: chess
>
>
>
> Setting up what exactly? Having them take turns and moving correctly ?
>
>
> On 1 May 2012, at 11:28, adrian wyer 
wrote:
>
> random shot in the dark, will probably fake it (as it will be motion
blurred
> to all hell) but.
>
>
>
> has anyone tried setting up a chess game in ICE
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
> 
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.
-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12



Re: Ice syflex integration

2012-05-01 Thread Guillaume Laforge
Let me +1 too.

Syflex devs spent quite some time before being able to run Syflex custom
ICE nodes as fast (or faster) than the custom operators they did before.
Things are not always easy I guess...

So for this version 1, it was not possible to support per point values on
various parameters.

I don't know if this feature is high on the to do list though...

Guillaume

On Tue, May 1, 2012 at 5:20 AM, adrian wyer
wrote:

> +1
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bk
> Sent: 01 May 2012 10:07
> To: softimage@listproc.autodesk.com
> Subject: Re: Ice syflex integration
>
> Syflex Within ICE. I can still remember how the first news of that set my
> imagination alight with possibilities.
> Then I played with it and, no, hold on. What's this? no weightmap inputs?
> But that's even in the regular version.
> It's like they've taken ICE. Stuck Syflex in, but didn't quite get the
> point
> of what the visual programming environment of ICE is actually for.
> On the up side. You can edit the base mesh and not have to reapply
> everything from scratch.  It does have some minor advantages.
> I do hope that we are going to see Syflex in ICE completed at some point,
> though.
>
>
>
> On 30 Apr 2012, at 22:17, Fabricio Chamon  wrote:
>
> > ...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.
>
> -
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12
>
>


Re: chess

2012-05-01 Thread Ben Houston
I would suggest having a ton of moves in a text file, one per line --
position to position moves.  I'd also have another text file that
defines the positions on the board.  Then I would write some python to
read the position to position file and applly it to pieces.  I know
you can find position--to-position files on the internet of real
games.
-ben

On Tue, May 1, 2012 at 6:46 AM, adrian wyer
 wrote:
> kind of, doesn't have to be able to play someone...
>
>
>
> just figure out if a piece can move to a position, then move it (these could
> be animation clips) but not move to an occupied position
>
>
>
> like i said, probably fake it, it's supposed to be millions of moves in a
> few seconds
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
> 
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
> Sent: 01 May 2012 11:36
> To: softimage@listproc.autodesk.com
> Subject: Re: chess
>
>
>
> Setting up what exactly? Having them take turns and moving correctly ?
>
>
> On 1 May 2012, at 11:28, adrian wyer  wrote:
>
> random shot in the dark, will probably fake it (as it will be motion blurred
> to all hell) but.
>
>
>
> has anyone tried setting up a chess game in ICE
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
> 
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


RE: chess

2012-05-01 Thread adrian wyer
kind of, doesn't have to be able to play someone... 

 

just figure out if a piece can move to a position, then move it (these could
be animation clips) but not move to an occupied position

 

like i said, probably fake it, it's supposed to be millions of moves in a
few seconds

 

a

 

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


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

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

 

Fluid Pictures Limited is registered in England and Wales.
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From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: 01 May 2012 11:36
To: softimage@listproc.autodesk.com
Subject: Re: chess

 

Setting up what exactly? Having them take turns and moving correctly ?


On 1 May 2012, at 11:28, adrian wyer  wrote:

random shot in the dark, will probably fake it (as it will be motion blurred
to all hell) but.

 

has anyone tried setting up a chess game in ICE

 

a

 

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


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

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

 

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

 

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Re: chess

2012-05-01 Thread Simon Reeves
Setting up what exactly? Having them take turns and moving correctly ?


On 1 May 2012, at 11:28, adrian wyer  wrote:

  random shot in the dark, will probably fake it (as it will be motion
blurred to all hell) but.



has anyone tried setting up a chess game in ICE



a



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


adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com>

www.fluid-pictures.com



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


chess

2012-05-01 Thread adrian wyer
random shot in the dark, will probably fake it (as it will be motion blurred
to all hell) but.

 

has anyone tried setting up a chess game in ICE

 

a

 

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


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

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

 

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

 



Re: Ice syflex integration

2012-05-01 Thread Raffaele Fragapane
I wouldn't be so sure about that. Bullet has quite a few solvers and
options that work out to be some of the most solid and scalable publicly
available, and at least you might stand a chance of having per point
control over its angular constraints for when you need to stiffen locally.
On May 1, 2012 7:17 AM, "Fabricio Chamon"  wrote:

> ...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: Ice syflex integration

2012-05-01 Thread adrian wyer
+1

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


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

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

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bk
Sent: 01 May 2012 10:07
To: softimage@listproc.autodesk.com
Subject: Re: Ice syflex integration

Syflex Within ICE. I can still remember how the first news of that set my
imagination alight with possibilities. 
Then I played with it and, no, hold on. What's this? no weightmap inputs?
But that's even in the regular version. 
It's like they've taken ICE. Stuck Syflex in, but didn't quite get the point
of what the visual programming environment of ICE is actually for.
On the up side. You can edit the base mesh and not have to reapply
everything from scratch.  It does have some minor advantages. 
I do hope that we are going to see Syflex in ICE completed at some point,
though.



On 30 Apr 2012, at 22:17, Fabricio Chamon  wrote:

> ...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.

-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1913 / Virus Database: 2411/4970 - Release Date: 04/30/12



Re: Ice syflex integration

2012-05-01 Thread Bk
Syflex Within ICE. I can still remember how the first news of that set my 
imagination alight with possibilities. 
Then I played with it and, no, hold on. What's this? no weightmap inputs? But 
that's even in the regular version. 
It's like they've taken ICE. Stuck Syflex in, but didn't quite get the point of 
what the visual programming environment of ICE is actually for.
On the up side. You can edit the base mesh and not have to reapply everything 
from scratch.  It does have some minor advantages. 
I do hope that we are going to see Syflex in ICE completed at some point, 
though.



On 30 Apr 2012, at 22:17, Fabricio Chamon  wrote:

> ...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.