RE: Exocortex Species 1.5 Released!

2012-07-10 Thread Eric Turman
The funny thing is, Eric was against such a tool back in 2008. Funny how
productions can change a persons perspective. ;)
On Jul 10, 2012 12:52 AM, Szabolcs Matefy szabol...@crytek.com wrote:

 Amazing tool. Though I was originally against such a tool, as a character
artist it helped me the most in the recent months. I love it!

 You rock guys!

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
 Sent: Monday, July 09, 2012 6:31 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Exocortex Species 1.5 Released!

 yeah looks really handy stuff!, now if only I was involved in a
production that needed loads of different sized type of characters
rigged..! :)

 On 9 July 2012 17:26, Oleg Bliznuk gbo...@gmail.com wrote:
  Congrats with the release guys!



Re: Exocortex Species 1.5 Released!

2012-07-10 Thread Eric Thivierge
Well from recent discussions and from getting my hands dirty in some real
production you definitely appreciate tools that can speed up your
iterations. :)

Relating Species to the recent post from Brad Gabe, I believe that the
Species AnimRig has been designed well to give a very good base rig that
can be extended for a wide range of productions. I think that focussing
Species Hominid on a solid Biped setup helps make it less fragmented than
other generic auto-rig tools as well. There is a time and place for those
too though.


Eric Thivierge
http://www.ethivierge.com


On Tue, Jul 10, 2012 at 4:16 PM, Eric Turman i.anima...@gmail.com wrote:

 The funny thing is, Eric was against such a tool back in 2008. Funny how
 productions can change a persons perspective. ;)



new Altima ad from Framestore NY

2012-07-10 Thread Nick Angus
Was anyone from here involved?  Has ICE written all over it

https://vimeo.com/44288380


N

[Description: ALT_signature_NANGUS]

inline: image001.gif

Re: new Altima ad from Framestore NY

2012-07-10 Thread Ahmidou Lyazidi
That would be cool as Framestore is not Softimage based AFAIK

2012/7/10 Nick Angus n...@altvfx.com

  Was anyone from here involved?  Has ICE written all over it….

 ** **

 https://vimeo.com/44288380

 ** **

 ** **

 N

 ** **

 [image: Description: ALT_signature_NANGUS]

 ** **




-- 
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
image001.gif

Re: new Altima ad from Framestore NY

2012-07-10 Thread Martin Chatterjee
Yeah,  AFAIK Tim Borgmann, Eric Mootz and Chris Keller have been heavily
involved in this one - so definitely a lot of ICE in there... ;-)

Cheers, -M
--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]



On Tue, Jul 10, 2012 at 9:19 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That would be cool as Framestore is not Softimage based AFAIK


 2012/7/10 Nick Angus n...@altvfx.com

  Was anyone from here involved?  Has ICE written all over it….

 ** **

 https://vimeo.com/44288380

 ** **

 ** **

 N

 ** **

 [image: Description: ALT_signature_NANGUS]

 ** **




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


image001.gif

Re: new Altima ad from Framestore NY

2012-07-10 Thread Andreas Bystrom
yes, ice+arnold for the particle stuff.

Tim Borgmann, Chris Keller and mr Mootz

On Tue, Jul 10, 2012 at 7:19 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That would be cool as Framestore is not Softimage based AFAIK


 2012/7/10 Nick Angus n...@altvfx.com

  Was anyone from here involved?  Has ICE written all over it….

 ** **

 https://vimeo.com/44288380

 ** **

 ** **

 N

 ** **

 [image: Description: ALT_signature_NANGUS]

 ** **




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




-- 
Andreas Byström
Lighting TD - Weta Digital
image001.gif

custom ICE attribute to Maya

2012-07-10 Thread Leo Quensel
Hey guys,

since I have not been able to de-instance my simulation so far,
my next approach is to send the particle simulation to Maya (where it gets 
rendered anyway), re-assign the instances and de-instance there.
I thought this should be possible creating a custom integer attribute 
containing the instance index per point.

However, I have not found a way to load this attribute inside Maya. I forced
it to cache by enabling an attribute display for it, and it is inside
the .xml file for the nCache, so it should be there.
Unfortunately that is not the case - he always tells me the attribute does not 
exist.

I found this thread:
https://groups.google.com/forum/?fromgroups#!topic/xsi_list/qXnL5-86mLI

Where Chris Gardner successfully does the same thing, so I am probably doing
something wrong here.
Has anyone done something like this and could give me a step-by-step 
instruction?

Cheers,
Leo


Re: custom ICE attribute to Maya

2012-07-10 Thread Leo Quensel
Just to answer my own question:

The attribute has to exist in Maya has to exist BEFORE
loading in the cache -_-.
Afterwards, it work fine - cache the shape ID to a
custom attribute, create a float per particle attribute
in Maya that has the same name as in Soft and now attach the cache.

Leo


 Original-Nachricht 
 Datum: Tue, 10 Jul 2012 10:58:31 +0200
 Von: Leo Quensel le...@gmx.de
 An: softimage@listproc.autodesk.com
 Betreff: custom ICE attribute to Maya

 Hey guys,
 
 since I have not been able to de-instance my simulation so far,
 my next approach is to send the particle simulation to Maya (where it gets
 rendered anyway), re-assign the instances and de-instance there.
 I thought this should be possible creating a custom integer attribute
 containing the instance index per point.
 
 However, I have not found a way to load this attribute inside Maya. I
 forced
 it to cache by enabling an attribute display for it, and it is inside
 the .xml file for the nCache, so it should be there.
 Unfortunately that is not the case - he always tells me the attribute does
 not exist.
 
 I found this thread:
 https://groups.google.com/forum/?fromgroups#!topic/xsi_list/qXnL5-86mLI
 
 Where Chris Gardner successfully does the same thing, so I am probably
 doing
 something wrong here.
 Has anyone done something like this and could give me a step-by-step
 instruction?
 
 Cheers,
 Leo


Re: Exocortex Species 1.5 Released!

2012-07-10 Thread Chris Covelli
Hi Everyone,

Just an FYI, we discovered a small bug with our licensing code that was
causing a few crashes for some of our users.

The problem has been fixed and we have issued an update which can be found
here -
http://exocortex.com/releases/ExocortexSpecies1.5.1.zip

On Tue, Jul 10, 2012 at 3:49 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 Well, it’s not just production J Actually it decreases the time I spend
 on technical parts (basemesh, posing, skinning), and let me be creative J*
 ***

 ** **

 Thanks guys,

 ** **

 ** **

 Szabolcs

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Turman
 *Sent:* Tuesday, July 10, 2012 8:17 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Exocortex Species 1.5 Released!

 ** **

 The funny thing is, Eric was against such a tool back in 2008. Funny how
 productions can change a persons perspective. ;)
 On Jul 10, 2012 12:52 AM, Szabolcs Matefy szabol...@crytek.com wrote:
 
  Amazing tool. Though I was originally against such a tool, as a
 character artist it helped me the most in the recent months. I love it!
 
  You rock guys!
 
  -Original Message-
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
  Sent: Monday, July 09, 2012 6:31 PM
  To: softimage@listproc.autodesk.com
  Subject: Re: Exocortex Species 1.5 Released!
 
  yeah looks really handy stuff!, now if only I was involved in a
 production that needed loads of different sized type of characters
 rigged..! :)
 
  On 9 July 2012 17:26, Oleg Bliznuk gbo...@gmail.com wrote:
   Congrats with the release guys!
 




-- 
Chris Covelli
http://kylevargas.net/


RE: Profile Curve for Apply Extrude Polygon Along Axis?

2012-07-10 Thread Stephen Blair
There's a warning when you import this compound into 2012:
http://dl.dropbox.com/u/5533643/Softimage/Compounds/Random%20Extrusion.xsicompound

// WARNING : 3000-EDIT-AddICECompoundNode - Could not find node : 
BuildArrayFromSetNode

If you put back the missing Build Array from Set node, then it appears to work 
in 2012 SAP.
(it goes between the If and the Find in Array)
 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: July-10-12 8:39 AM
To: softimage@listproc.autodesk.com
Subject: Re: Profile Curve for Apply Extrude Polygon Along Axis?

and it appears not... the compound loads in 2012 ok and there are no
red nodes inside.. it just appears not to work...   so I think
Christian mentions in another thread how to build a random array by

'To get a random integer array, you plug an array (e.g. via the Build
Index Array node) into the ID port of the Random Value node'

but whatever I do with this I always get a context mismatch when
trying to connect this to anything - it is always expecting 'per
object'

So the question remains,  is it possible to randomly extrude polygons
with random lengths in Ice Modelling 2012?

cheers

Rob



On 10 July 2012 12:57, Rob Chapman tekano@gmail.com wrote:
 Hi , we are still on 2012 here, is there a reason that this compound
 is 2013 only or can it be made with the compounds that come with 2012
 Sap?

 cheers

 Rob


 The compound is for Softimage 2013 only.

 Cheers,

 Guillaume Laforge

attachment: winmail.dat

RE: Profile Curve for Apply Extrude Polygon Along Axis?

2012-07-10 Thread adrian wyer
thanks for that, weirdly, i tried it 'as is' in 2013SP1 and it works
perfectly without the missing BuildArrayFromSet

a

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: 10 July 2012 14:50
To: softimage@listproc.autodesk.com
Subject: RE: Profile Curve for Apply Extrude Polygon Along Axis?

There's a warning when you import this compound into 2012:
http://dl.dropbox.com/u/5533643/Softimage/Compounds/Random%20Extrusion.xsico
mpound

// WARNING : 3000-EDIT-AddICECompoundNode - Could not find node :
BuildArrayFromSetNode

If you put back the missing Build Array from Set node, then it appears to
work in 2012 SAP.
(it goes between the If and the Find in Array)
 

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: July-10-12 8:39 AM
To: softimage@listproc.autodesk.com
Subject: Re: Profile Curve for Apply Extrude Polygon Along Axis?

and it appears not... the compound loads in 2012 ok and there are no
red nodes inside.. it just appears not to work...   so I think
Christian mentions in another thread how to build a random array by

'To get a random integer array, you plug an array (e.g. via the Build
Index Array node) into the ID port of the Random Value node'

but whatever I do with this I always get a context mismatch when
trying to connect this to anything - it is always expecting 'per
object'

So the question remains,  is it possible to randomly extrude polygons
with random lengths in Ice Modelling 2012?

cheers

Rob



On 10 July 2012 12:57, Rob Chapman tekano@gmail.com wrote:
 Hi , we are still on 2012 here, is there a reason that this compound
 is 2013 only or can it be made with the compounds that come with 2012
 Sap?

 cheers

 Rob


 The compound is for Softimage 2013 only.

 Cheers,

 Guillaume Laforge



-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2195 / Virus Database: 2437/5122 - Release Date: 07/09/12



RE: Profile Curve for Apply Extrude Polygon Along Axis?

2012-07-10 Thread Stephen Blair
Hi

In 2013 SP1, the node isn't missing and I didn't get the warning.

S

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: July-10-12 9:59 AM
To: softimage@listproc.autodesk.com
Subject: RE: Profile Curve for Apply Extrude Polygon Along Axis?

thanks for that, weirdly, i tried it 'as is' in 2013SP1 and it works
perfectly without the missing BuildArrayFromSet

a

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: 10 July 2012 14:50
To: softimage@listproc.autodesk.com
Subject: RE: Profile Curve for Apply Extrude Polygon Along Axis?

There's a warning when you import this compound into 2012:
http://dl.dropbox.com/u/5533643/Softimage/Compounds/Random%20Extrusion.xsico
mpound

// WARNING : 3000-EDIT-AddICECompoundNode - Could not find node :
BuildArrayFromSetNode

If you put back the missing Build Array from Set node, then it appears to
work in 2012 SAP.
(it goes between the If and the Find in Array)
 

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: July-10-12 8:39 AM
To: softimage@listproc.autodesk.com
Subject: Re: Profile Curve for Apply Extrude Polygon Along Axis?

and it appears not... the compound loads in 2012 ok and there are no
red nodes inside.. it just appears not to work...   so I think
Christian mentions in another thread how to build a random array by

'To get a random integer array, you plug an array (e.g. via the Build
Index Array node) into the ID port of the Random Value node'

but whatever I do with this I always get a context mismatch when
trying to connect this to anything - it is always expecting 'per
object'

So the question remains,  is it possible to randomly extrude polygons
with random lengths in Ice Modelling 2012?

cheers

Rob



On 10 July 2012 12:57, Rob Chapman tekano@gmail.com wrote:
 Hi , we are still on 2012 here, is there a reason that this compound
 is 2013 only or can it be made with the compounds that come with 2012
 Sap?

 cheers

 Rob


 The compound is for Softimage 2013 only.

 Cheers,

 Guillaume Laforge



-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2195 / Virus Database: 2437/5122 - Release Date: 07/09/12

attachment: winmail.dat

Re: Exocortex Species 1.5 Released!

2012-07-10 Thread Chris Covelli
Hi Gavin,

The scale change was actually implemented with v1.1, so if you're using
that version you should be working at the same scale as v1.5 ( now v1.5.1 ).

As Eric mentioned it may be better to keep using the same version you
started the project with.  If you really need to update mid-project here
are a few things you can do to quickly transfer your older characters to
the new rigs:


   - If you have characters at the original 1.0 scale follow this tutorial
   video - https://vimeo.com/37260802

Otherwise:


   - You can store the configuration of your old PropRigs using our PropRig
   StorePose tool.  Next, import a 1.5 PropRig into your scene and drag and
   drop the stored pose from your old PropRig into the new PropRig's mixer.
   Now you can select the pose in the new PropRig and run the PropRig
   ApplyPose command to resize the new PropRig to match the old PropRig.  You
   may need to adjust the hands and fingers slightly to match your old
   character as our default hand poses have changed.


   - Next you can use the PropRig ReplaceMesh function to transfer the mesh
   from your old character to the new resized PropRig.  If you have a custom
   envelope on your old character you should be able to load it after this
   step as the names of our deformers have all remained the same.  After
   loading a custom envelope, be sure to rename the envelope ( under the
   EnvelopeWeightCls ) to Envelope_Weights and do a Freeze M on the mesh.


Hope this helps!

-Chris


On Tue, Jul 10, 2012 at 9:49 AM, Chris Covelli kylevar...@gmail.com wrote:

 Hi Everyone,

 Just an FYI, we discovered a small bug with our licensing code that was
 causing a few crashes for some of our users.

 The problem has been fixed and we have issued an update which can be found
 here -
 http://exocortex.com/releases/ExocortexSpecies1.5.1.zip


 On Tue, Jul 10, 2012 at 3:49 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 Well, it’s not just production J Actually it decreases the time I spend
 on technical parts (basemesh, posing, skinning), and let me be creative J
 

 ** **

 Thanks guys,

 ** **

 ** **

 Szabolcs

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Turman
 *Sent:* Tuesday, July 10, 2012 8:17 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Exocortex Species 1.5 Released!

 ** **

 The funny thing is, Eric was against such a tool back in 2008. Funny how
 productions can change a persons perspective. ;)
 On Jul 10, 2012 12:52 AM, Szabolcs Matefy szabol...@crytek.com wrote:
 
  Amazing tool. Though I was originally against such a tool, as a
 character artist it helped me the most in the recent months. I love it!
 
  You rock guys!
 
  -Original Message-
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
  Sent: Monday, July 09, 2012 6:31 PM
  To: softimage@listproc.autodesk.com
  Subject: Re: Exocortex Species 1.5 Released!
 
  yeah looks really handy stuff!, now if only I was involved in a
 production that needed loads of different sized type of characters
 rigged..! :)
 
  On 9 July 2012 17:26, Oleg Bliznuk gbo...@gmail.com wrote:
   Congrats with the release guys!
 




 --
 Chris Covelli
 http://kylevargas.net/




-- 
Chris Covelli
http://kylevargas.net/


Re: Exocortex Species 1.5 Released!

2012-07-10 Thread Eric Thivierge
Hey Gavin,

You can go two ways, keep using Species 1.1 for the sequel to keeps things
consistent. Or re-rig the meshes from the first one with the new Species
version. I would not suggest mixing them as it will be very hectic on your
part to be going back and forth when edits are needed. Species doesn't have
dependencies on the plugin version however the AnimTools won't work with
the older rigs (alignments changed a bit).

You could save the weights out from your original Species 1.1 rigs and
reapply them when you get them redone with the 1.5 version.


Eric Thivierge
http://www.ethivierge.com


On Tue, Jul 10, 2012 at 11:48 PM, Gavin Marais grumpymu...@gmail.comwrote:

 Hi guys, I used Species 1 and 1.1 for an entire project. I didn't upgrade
 to 1.2 due to the size increase. Now that 1.5 has arrived, I have the
 problem that there will be a sequel to the first project, needing both the
 original characters + new ones. I guess I'd now have to re-rig these? Could
 I at least use the weighting to skin them, or are there subtle changes to
 some of the hierarchies that will not allow this? Any other recommendations
 on how to proceed?

 Thanks very much!


 On Monday, July 9, 2012 4:03:06 PM UTC+2, Chris Covelli wrote:

 Exocortex Species 1.5 Released!
 Species 1.5 is now available at 
 Exocortex.comhttp://exocortex.com/plugins/species.
 This is the third major update in six months that adds functionality and
 further optimizes user work flow.

 What is Species? Exocortex Species simplifies the process of human
 character creation from designing your character’s unique attributes,
 integrating sculpting results, to rig creation, even animation. With
 Species, you will create higher quality animated characters faster and at a
 lower cost, while avoiding the generic look that often come when purchasing
 off-the-shelf models. Exocortex Species supports Autodesk Softimage 2010
 through 2013 on both Windows and Linux. Floating and node locked licenses
 are available starting at $299.
 Improvements in Species 1.5
 Documentation


- Expanded Docs to include Installation instructions and more
detailed info on many features
- New easy to read Google Docs format


 New Feature Anim Tools! - A new set of tools to speed up working
 with our AnimRig

- Mirror Pose allows you to mirror the pose of the selected controls
to the opposite side of the animation rig
- Mirror Select swaps the selected control to the opposite side
- Biped MatchFKIK will switch the selected limb from the current FK
or IK mode to the opposite while maintaining the same pose.


 AnimRig Changes

- New preset hand poses!
- Hand Follow IK Option
- IK Offset controls for Arms and Legs
- Hand Anchor control to AnimRig for attaching props and other objects
- HeadLookAt Control Option
- Align LegIK controls to world


 AnimRig Build Changes


- AnimRig build option to adding Transform Setups for Fingers


 Synoptics


- Update synoptics with new controls
- Add hand poses to AnimRig Synoptics


 Bug Fixes


- Left ForearmRoll deformers misaligned
- Hide FK arm bones on PropRig by default ( hides IK arm bones when
switched to FK)
- Bank Param on right foot inverted
- AnimRig build cancel button doesn't cancel
- Only display Dual Quat option if available
- Change preferences to be per user not per addon


 Getting Species 1.5
 If you are not yet using Exocortex Species, give it a try by downloading
 the trial from the Exocortex Species product 
 page.http://exocortex.com/plugins/species

 For those already using Exocortex Species, you can download the 1.5
 update directly from 
 herehttp://exocortex.com/releases/ExocortexSpecies1.5.zip.


 Join the Species User Community
 Get the most out of Exocortex Species by joining our user support and
 discussion mailing 
 list,https://groups.google.com/forum/?fromgroups#%21forum/species_mailing_listand
  check out our many tutorial videos on our Vimeo
 group http://vimeo.com/groups/species.  These are the best places to
 learn about Species and get the latest news directly from the developers.




Re: Freeze ICE tree to geometry?

2012-07-10 Thread Leo Quensel
This is one of the features I miss the most.
Baking particle instances to real geometry retaining UVs and Materials.


 Original-Nachricht 
 Datum: Tue, 10 Jul 2012 10:06:54 -0500
 Von: Tim Crowson tim.crow...@magneticdreams.com
 An: softimage@listproc.autodesk.com
 Betreff: Re: Freeze ICE tree to geometry?

 I'm rendering this with Mental Ray. I found a solution that lets me 
 render what I want without having to freeze it to geo. But it would 
 still be nice to know how to do it.
 
 -Tim
 
 On 7/10/2012 12:45 AM, Sandy Sutherland wrote:
  What are you rendering with?
 
  S.
 
  _
  Sandy Sutherland
  Technical Supervisor
  sandy.sutherl...@triggerfish.co.za
  _
 
 
 
 
  
  *From:* softimage-boun...@listproc.autodesk.com 
  [softimage-boun...@listproc.autodesk.com] on behalf of phil harbath 
  [phil.harb...@jamination.com]
  *Sent:* 10 July 2012 07:05
  *To:* softimage@listproc.autodesk.com
  *Subject:* Re: Freeze ICE tree to geometry?
 
  momentum instancer perhaps.
 
  - Original Message -
  *From:* Tim Crowson mailto:tim.crow...@magneticdreams.com
  *To:* softimage@listproc.autodesk.com
  mailto:softimage@listproc.autodesk.com
  *Sent:* Monday, July 09, 2012 6:24 PM
  *Subject:* Freeze ICE tree to geometry?
 
  I'm needing to freeze the results of my non-simulated ICE tree to
  geometry so I can optimize its use in another ICE tree. (wanting
  to scatter something that was built by a scatter to beginwith).
 
  Concerns about geo density not-withstanding, is there a way to
  freeze a non-simulated ICE tree to editable geometry?
 
  -- 
 
  *Tim Crowson
  */Lead CG Artist/
 
  
 
  *Magnetic Dreams Animation Studio, Inc.
  *2525 Lebanon Pike, Building C. Nashville, TN 37214
  *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
  tim.crow...@magneticdreams.com
 
 
 -- 
 
 
 
   
 


Re: Freeze ICE tree to geometry?

2012-07-10 Thread Chris Marshall
would be very very useful for Shapeways printing!


On 10 July 2012 16:10, Leo Quensel le...@gmx.de wrote:

 This is one of the features I miss the most.
 Baking particle instances to real geometry retaining UVs and Materials.


  Original-Nachricht 
  Datum: Tue, 10 Jul 2012 10:06:54 -0500
  Von: Tim Crowson tim.crow...@magneticdreams.com
  An: softimage@listproc.autodesk.com
  Betreff: Re: Freeze ICE tree to geometry?

  I'm rendering this with Mental Ray. I found a solution that lets me
  render what I want without having to freeze it to geo. But it would
  still be nice to know how to do it.
 
  -Tim
 
  On 7/10/2012 12:45 AM, Sandy Sutherland wrote:
   What are you rendering with?
  
   S.
  
   _
   Sandy Sutherland
   Technical Supervisor
   sandy.sutherl...@triggerfish.co.za
   _
  
  
  
  
  
 
   *From:* softimage-boun...@listproc.autodesk.com
   [softimage-boun...@listproc.autodesk.com] on behalf of phil harbath
   [phil.harb...@jamination.com]
   *Sent:* 10 July 2012 07:05
   *To:* softimage@listproc.autodesk.com
   *Subject:* Re: Freeze ICE tree to geometry?
  
   momentum instancer perhaps.
  
   - Original Message -
   *From:* Tim Crowson mailto:tim.crow...@magneticdreams.com
   *To:* softimage@listproc.autodesk.com
   mailto:softimage@listproc.autodesk.com
   *Sent:* Monday, July 09, 2012 6:24 PM
   *Subject:* Freeze ICE tree to geometry?
  
   I'm needing to freeze the results of my non-simulated ICE tree to
   geometry so I can optimize its use in another ICE tree. (wanting
   to scatter something that was built by a scatter to beginwith).
  
   Concerns about geo density not-withstanding, is there a way to
   freeze a non-simulated ICE tree to editable geometry?
  
   --
  
   *Tim Crowson
   */Lead CG Artist/
  
  
  
   *Magnetic Dreams Animation Studio, Inc.
   *2525 Lebanon Pike, Building C. Nashville, TN 37214
   *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
   tim.crow...@magneticdreams.com
  
 
  --
 
 
 
 
 




-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


Simulate Bullet Rigid Bodies evaluates even when condition is False?!

2012-07-10 Thread Alan Fregtman
Hey guys,

It would appear that even when I have an If node presumably preventing
executation of Simulate Bullet Rigid Bodies, it STILL EVALUATES. :o

Ever seen this happen? I'm trying to disable it when I don't need it. I
even tried setting particles as passive RBDs but they still react and
stuff. I need them to stay still until a given frame.

Everything else in my If node respects the condition, except the sim rbds
node. :(

Any help appreciated.
Cheers,

   -- Alan


RE: Simulate Bullet Rigid Bodies evaluates even when condition is False?!

2012-07-10 Thread Stephen Blair
How about muting the Simulate Bullet Rigid Bodies based on the condition you 
were feeding into the If?

And yes, I got the same thing with an If node.
I event tried plugging in a second, muted Simulate Bullet Rigid Bodies node 
into the False port

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: July-10-12 1:55 PM
To: XSI Mailing List
Subject: Simulate Bullet Rigid Bodies evaluates even when condition is False?!

Hey guys,

It would appear that even when I have an If node presumably preventing 
executation of Simulate Bullet Rigid Bodies, it STILL EVALUATES. :o

Ever seen this happen? I'm trying to disable it when I don't need it. I even 
tried setting particles as passive RBDs but they still react and stuff. I need 
them to stay still until a given frame.

Everything else in my If node respects the condition, except the sim rbds node. 
:(

Any help appreciated.
Cheers,

   -- Alan

attachment: winmail.dat

Re: Simulate Bullet Rigid Bodies evaluates even when condition is False?!

2012-07-10 Thread Alan Fregtman
Tried that already and it's still doing something to my particles. Evil
node!! :/


On Tue, Jul 10, 2012 at 2:38 PM, Stephen Blair
stephen.bl...@autodesk.comwrote:

 How about muting the Simulate Bullet Rigid Bodies based on the condition
 you were feeding into the If?

 And yes, I got the same thing with an If node.
 I event tried plugging in a second, muted Simulate Bullet Rigid Bodies
 node into the False port

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
 Sent: July-10-12 1:55 PM
 To: XSI Mailing List
 Subject: Simulate Bullet Rigid Bodies evaluates even when condition is
 False?!

 Hey guys,

 It would appear that even when I have an If node presumably preventing
 executation of Simulate Bullet Rigid Bodies, it STILL EVALUATES. :o

 Ever seen this happen? I'm trying to disable it when I don't need it. I
 even tried setting particles as passive RBDs but they still react and
 stuff. I need them to stay still until a given frame.

 Everything else in my If node respects the condition, except the sim rbds
 node. :(

 Any help appreciated.
 Cheers,

-- Alan




Inherit from a Softimage class

2012-07-10 Thread Jeremie Passerin
Hi list,

I'm pretty sure I know the answer to that one but just wondering.
Do we have a way in Python to create a class that inherits from a class of
the softimage SDK ?

Let's say I want to extend the SIVector3 or the Null object ?

Any chance I could do something like that  ?

class mySIVector3( SIVector3 )
or
class myCustomNull( Null )


Jeremie