Re: caching the tool context pick buffer
There are raycast methods in xsisdk http://www.si-community.com/community/viewtopic.php?f=16t=2595p=20942#p20942 From: Steven Caron Sent: Tuesday, July 31, 2012 10:38 PM To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer thanks, i am going to use the fps counter for now ... i made some progress last night... i am caching the pickbuffer properly now and can reuse it, its a single view only now and just compares a CTransformation i get off the view camera. removing snap reduced the lag a fair bit. the reason to use the snap was to get the hit position on the surface. while not complete i changed to use the polygon's vertices average position and their average normals to setup a CPlane which i then intersect the world ray with. i am not checking to see if i am inside the triangle yet but even this saves me considerable time and effort in making my own intersection routines. i haven't got my brush orientation perfect yet but i think that's just a matter of wrangling my oglRotate calls. fun stuff! steven On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson brent.mcpher...@autodesk.com wrote: The longer a tool takes to process an input event the less events that gets generated by the window system so you would have a bigger distances between mouse move events. (which could lead to gaps in brush spacing in a paint tool etc) I guess you really want to measure mps - mouse events per second. ;-) The fps counter should work because when interacting the tool generates a redraw after each mouse event but you would need to try it to be sure. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 20:59 To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer @brent, can i use softimage's fps counter to do speed testing? does that counter represent the entire ogl rendering pipeline? no biggie if not, i just didn't want to have to make my own profiling/fps counter. s On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron car...@gmail.commailto:car...@gmail.com wrote: well the CGeometryAccessor is a dump of everything too, but its just float/long data arrays instead of full fledged classes. at least i could cache this data easily without loops... should be a fun exercise, which is available here for anyone who is interested... https://github.com/caron/SimpleBrush On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: I would say use the GeometryAccessor but I have probably used the SDK less than most of you guys. ;-). One thing that always bugged me about GetPolygons and related geometry calls is that they return an array of *all* the polygons in the object so it is a really inefficient way to access a single polygon when you know its index. l_polymesh.GetPolygons().GetItem(l_compIdx); GeometryAccessor seems designed to address this shortcoming.
Re: caching the tool context pick buffer
hey piotrek i was avoiding setting up point locators thinking they would be slower but i will be attempting to implement a few different methods and compare performance. s On Tue, Jul 31, 2012 at 11:41 PM, piotrek marczak piotrek.marc...@gmail.com wrote: There are raycast methods in xsisdk http://www.si-community.com/community/viewtopic.php?f=16t=2595p=20942#p20942
Re: caching the tool context pick buffer
Maybe this will help, im using it in softtransform plugin: http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast MinimumStorage RayTriangle Intersection.pdf From: Steven Caron Sent: Wednesday, August 01, 2012 8:50 AM To: softimage@listproc.autodesk.com Subject: Re: caching the tool context pick buffer hey piotrek i was avoiding setting up point locators thinking they would be slower but i will be attempting to implement a few different methods and compare performance. s On Tue, Jul 31, 2012 at 11:41 PM, piotrek marczak piotrek.marc...@gmail.com wrote: There are raycast methods in xsisdk http://www.si-community.com/community/viewtopic.php?f=16t=2595p=20942#p20942
Re: A good Cap All Holes script?
Neat, thanks for the share Alan! A little suggestion - personally I like using the OpenUndo/CloseUndo with a try-except structure like so: xsi = Application xsi.OpenUndo(somefunction) try: dostuff except: pass finally: xsi.CloseUndo() This way, any errors that may occur while doing stuff will always be undoable. Of course, you can handle your exceptions more cleanly than in my crude example :p -Nic On Tue, Jul 31, 2012 at 4:04 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Hmmm, last second improvement: this one's got OpenUndo and CloseUndo to pack all the actions into one undo step... xsi = Application def capMeshHoles(mesh, freezeModeling = True): '''Caps holes in given mesh.''' originalSelection = xsi.Selection.GetAsText() boundaryEdges = [ e for e in mesh.ActivePrimitive.Geometry.Edges if e.IsBoundary ] xsi.OpenUndo(Cap holes in %s % mesh.FullName) if len(boundaryEdges) 0: xsi.SelectGeometryComponents(boundaryEdges) oSel = xsi.Selection(0) xsi.DuplicateMeshComponent(oSel) xsi.SelectAdjacent(oSel, Point) xsi.ApplyTopoOp(Collapse, oSel) oSel = xsi.SetSelFilter(Vertex) xsi.ApplyTopoOp(Collapse, oSel) if freezeModeling: xsi.FreezeModeling(mesh) xsi.Selection.SetAsText( originalSelection ) xsi.CloseUndo() return mesh # capMeshHoles(xsi.Selection(0)) On Tue, Jul 31, 2012 at 11:01 AM, Alan Fregtman alan.fregt...@gmail.comwrote: I have made my own Python function since creating this thread long ago. In the interest of sharing: xsi = Application def capMeshHoles(mesh, freezeModeling = True): '''Caps holes in given mesh.''' originalSelection = xsi.Selection.GetAsText() boundaryEdges = [ e for e in mesh.ActivePrimitive.Geometry.Edges if e.IsBoundary ] if len(boundaryEdges) 0: xsi.SelectGeometryComponents(boundaryEdges) oSel = xsi.Selection(0) xsi.DuplicateMeshComponent(oSel) xsi.SelectAdjacent(oSel, Point) xsi.ApplyTopoOp(Collapse, oSel) oSel = xsi.SetSelFilter(Vertex) xsi.ApplyTopoOp(Collapse, oSel) if freezeModeling: xsi.FreezeModeling(mesh) xsi.Selection.SetAsText( originalSelection ) return mesh # capMeshHoles(xsi.Selection(0)) On Tue, Jul 31, 2012 at 10:46 AM, Malcolm Zaloon mzalo...@gmail.comwrote: Hi Oleg! I´m wondering if can you provide the download link again for modified cap hole compound? the old link is broken...(404 file not found) Thanks in advance! :) On Mon, Feb 13, 2012 at 1:47 PM, Oleg Bliznuk gbo...@gmail.com wrote: Hi Alan, you can also do it with a little bit modified cap holes compound via ICE, we are using it in ImplosiaFX http://clip2net.com/s/1ABrt -Oleg -- __ Malcolm Zaloon - Lighting TD - XSI Generalist Quote: Everything can be interconnected and will update according by interface -- Technical Pretty Picture Making Person Kettle http://www.kettlestudio.co.uk/
RE: SDK : caching the tool context pick buffer
Sounds cool Steven! Feel free to log suggestions for the tool SDK with support. I had ideas for adding methods to the pickbuffer to get surface position, normals etc but I am not directly involved with this anymore... -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 21:39 To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer thanks, i am going to use the fps counter for now ... i made some progress last night... i am caching the pickbuffer properly now and can reuse it, its a single view only now and just compares a CTransformation i get off the view camera. removing snap reduced the lag a fair bit. the reason to use the snap was to get the hit position on the surface. while not complete i changed to use the polygon's vertices average position and their average normals to setup a CPlane which i then intersect the world ray with. i am not checking to see if i am inside the triangle yet but even this saves me considerable time and effort in making my own intersection routines. i haven't got my brush orientation perfect yet but i think that's just a matter of wrangling my oglRotate calls. fun stuff! steven On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: The longer a tool takes to process an input event the less events that gets generated by the window system so you would have a bigger distances between mouse move events. (which could lead to gaps in brush spacing in a paint tool etc) I guess you really want to measure mps - mouse events per second. ;-) The fps counter should work because when interacting the tool generates a redraw after each mouse event but you would need to try it to be sure. -- Brent From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 20:59 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer @brent, can i use softimage's fps counter to do speed testing? does that counter represent the entire ogl rendering pipeline? no biggie if not, i just didn't want to have to make my own profiling/fps counter. s On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron car...@gmail.commailto:car...@gmail.commailto:car...@gmail.commailto:car...@gmail.com wrote: well the CGeometryAccessor is a dump of everything too, but its just float/long data arrays instead of full fledged classes. at least i could cache this data easily without loops... should be a fun exercise, which is available here for anyone who is interested... https://github.com/caron/SimpleBrush On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: I would say use the GeometryAccessor but I have probably used the SDK less than most of you guys. ;-). One thing that always bugged me about GetPolygons and related geometry calls is that they return an array of *all* the polygons in the object so it is a really inefficient way to access a single polygon when you know its index. l_polymesh.GetPolygons().GetItem(l_compIdx); GeometryAccessor seems designed to address this shortcoming. attachment: winmail.dat
Re: A good Cap All Holes script?
Are the difficult scenarios you mention not ultimately a non-manifold geometry problem? This reminds me on the Any tips to fix non-manifold vertices in Soft? thread as of June 26th. We came up with: A vertex is non-manifold if more than two of its adjacent edges do not share their second vertex with any other of said adjacent edge's second vertices. Or as Martin Chatterjee put it slightly differently: I'd check if a vertex has a neighborPolygon that does *not *share an edge with any of the other neighborPolygons According to this it should be possible to identify problematic vertices and split the capping process up on a per island basis. Back several years ago I spent quite a bit of time trying to develop a Fill Hole script similar to Maya's. Beware this activity when using something automated. I ran into immense difficulty trying to develop a method for sealing winged holes. In general holes which are an island upon themselves are easy to fill. That means that if a quad hole has an adjacent poly present at each edge and more importantly each vertex, totalling 8 polys surrounding the quad hole, the hole is extremely easy to fill. I succeeded quite well at accomplishing an automated script to fill all holes on a mesh in one click. The problem however is if any hole has another adjacent hole present at a shared vertex (oxymoron? since you can't really share vertices for something that technically is a void), but separated by two polys winged at the vertex, its extremely difficult by conventional standards to not identify the two holes that are winged as a single hole. If memory serves me right even Maya had an issue with this as you could delete a single poly on a mesh and if the sphere was selected as an object running Fill Hole would automatically seal all valid holes. However if their were two holes and they were adjacent, or winged at a vertex, Maya was smart enough to know how to avoid the situation and would prevent the winged holes from being filled with a single poly. The point is, its fairly easy to to write a script to fill the hole, but it must be smart enough to prevent the winged holes from becoming a single poly, which is very very bad. If you have a script that was written to do this task, test it on an example with winged holes before you proceed. You won't regret the extra effort. Incidentally this tool is not impossible to write, but as a script or plugin it requires special information about the topology be available for the user to query. In my experience XSI did not provide enough vertex, facet and edge info to give the developer enough information to easily script a bulletproof fill hole tool. Joey Ponthieux ATOL Experiment Specialist LaRC Information Technology Enhanced Services (LITES) Science Systems and Applications, Inc. NASA Langley Research Center 15 Langley Blvd B1268 R1051 Hampton, VA, 23681 Phone: 757-864-6754 EMail: j.ponthi...@nasa.gov Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. On 2/13/2012 1:12 PM, Alan Fregtman wrote: Sweet! Thanks, Mr.Core! ;) On 2/13/2012 11:47 AM, Oleg Bliznuk wrote: Hi Alan, you can also do it with a little bit modified cap holes compound via ICE, we are using it in ImplosiaFX http://clip2net.com/s/1ABrt -Oleg -- --- Stefan Kubicek Co-founder --- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
Crowd FX Help
I'm struggling with extreme slowdowns and erratic actions in CrowdFX. Specifically, when I reload a scene and then try and add new actor sources a) the new actor source takes ages to load and b) often the new source's animations are somehow corrupted with either a weird animation cycle, stuttering or a permanent static pose. These same cycles work fine in solo scenes. If I recreate the scene from scratch everything works fine but as soon as I quit and reload it seems like from that point onwards I can't really add/remove actors or change actions without some of the behaviours above. I think it seems worse with actors that have been unloaded and reloaded (using Get From Scene). The only solution I can think of is to script the building of the whole scene from scratch each time. Has anyone else experienced this or found any workarounds? Julian
Re: ICE Topo grow polygon array
Here's the video! :-) https://vimeo.com/46750915 On 1 August 2012 11:28, Chris Marshall chrismarshal...@gmail.com wrote: Hi Rob, The Test Polygon Index and Test Vertex Index nodes are both set to Integer Array. I added a Filter node after the second IF and ran the Test Vertex Index result into that, which removes everything set to -1, but then realised this could all be simplified anyway, see the attached. And a sample output of how running the result through some extrude nodes, in a loop, can give an interesting result. Chris On 31 July 2012 17:27, Rob Chapman tekano@gmail.com wrote: Nice one Chris, sort of following cluelessly and trying to rebuild something similar - quick question - what are the Test nodes testing mode? Is Element, Integer Array or Comparison? Cheers Rob
RE: A good Cap All Holes script?
I believe this is the issue that Joey was referring to. You's need to somehow consider the hole islands rather than the polygon islands. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek Sent: Wednesday, August 01, 2012 04:37 AM To: softimage@listproc.autodesk.com Subject: Re: A good Cap All Holes script? Are the difficult scenarios you mention not ultimately a non-manifold geometry problem? This reminds me on the Any tips to fix non-manifold vertices in Soft? thread as of June 26th. We came up with: A vertex is non-manifold if more than two of its adjacent edges do not share their second vertex with any other of said adjacent edge's second vertices. Or as Martin Chatterjee put it slightly differently: I'd check if a vertex has a neighborPolygon that does *not *share an edge with any of the other neighborPolygons According to this it should be possible to identify problematic vertices and split the capping process up on a per island basis. Back several years ago I spent quite a bit of time trying to develop a Fill Hole script similar to Maya's. Beware this activity when using something automated. I ran into immense difficulty trying to develop a method for sealing winged holes. In general holes which are an island upon themselves are easy to fill. That means that if a quad hole has an adjacent poly present at each edge and more importantly each vertex, totalling 8 polys surrounding the quad hole, the hole is extremely easy to fill. I succeeded quite well at accomplishing an automated script to fill all holes on a mesh in one click. The problem however is if any hole has another adjacent hole present at a shared vertex (oxymoron? since you can't really share vertices for something that technically is a void), but separated by two polys winged at the vertex, its extremely difficult by conventional standards to not identify the two holes that are winged as a single hole. If memory serves me right even Maya had an issue with this as you could delete a single poly on a mesh and if the sphere was selected as an object running Fill Hole would automatically seal all valid holes. However if their were two holes and they were adjacent, or winged at a vertex, Maya was smart enough to know how to avoid the situation and would prevent the winged holes from being filled with a single poly. The point is, its fairly easy to to write a script to fill the hole, but it must be smart enough to prevent the winged holes from becoming a single poly, which is very very bad. If you have a script that was written to do this task, test it on an example with winged holes before you proceed. You won't regret the extra effort. Incidentally this tool is not impossible to write, but as a script or plugin it requires special information about the topology be available for the user to query. In my experience XSI did not provide enough vertex, facet and edge info to give the developer enough information to easily script a bulletproof fill hole tool. Joey Ponthieux ATOL Experiment Specialist LaRC Information Technology Enhanced Services (LITES) Science Systems and Applications, Inc. NASA Langley Research Center 15 Langley Blvd B1268 R1051 Hampton, VA, 23681 Phone: 757-864-6754 EMail: j.ponthi...@nasa.gov Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. On 2/13/2012 1:12 PM, Alan Fregtman wrote: Sweet! Thanks, Mr.Core! ;) On 2/13/2012 11:47 AM, Oleg Bliznuk wrote: Hi Alan, you can also do it with a little bit modified cap holes compound via ICE, we are using it in ImplosiaFX http://clip2net.com/s/1ABrt -Oleg -- --- Stefan Kubicek Co-founder --- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only-- attachment: winmail.dat
Re: ICE Topo grow polygon array
Thanks Chris kind of looks like a hedge made out of eels :) so Got it working my end (sort of) on a simple example Ice Modelling tree that randomly selects a percentage of polygons and then extrudes them., If I use the above technique on my random selection indices it selects the surrounding polygons as described, adds them to the 'array' but it extrudes each polygon independently. I wonder if its possible, for each initial random polygon, to grow the selection but merge the growth into one polygon and make a new array out of these merged polygons for the extrusion? Im getting context problems when trying to connect my array of integers into the polygon index (this is how my setup worked for the apply extrusion) so in essence I need to repeat, for each polygon in my first array to feed the 'Apply merge polygon' with an integer array of the surrounding polygons and make a new array out of these to feed to the repeat extrusion...this is not so easy to do is it when trying to grasp the idea of selection arrays inside of ICE modelling, I kind of know what I want to do but have no way of achieving it yet without a lot more practice, further painful trial and error and hopefully some more Ice modelling hints ;) cheers Rob On 1 August 2012 15:03, Chris Marshall chrismarshal...@gmail.com wrote: Here's the video! :-) https://vimeo.com/46750915 On 1 August 2012 11:28, Chris Marshall chrismarshal...@gmail.com wrote: Hi Rob, The Test Polygon Index and Test Vertex Index nodes are both set to Integer Array. I added a Filter node after the second IF and ran the Test Vertex Index result into that, which removes everything set to -1, but then realised this could all be simplified anyway, see the attached. And a sample output of how running the result through some extrude nodes, in a loop, can give an interesting result. Chris On 31 July 2012 17:27, Rob Chapman tekano@gmail.com wrote: Nice one Chris, sort of following cluelessly and trying to rebuild something similar - quick question - what are the Test nodes testing mode? Is Element, Integer Array or Comparison? Cheers Rob
Re: Crowd FX Help
On 01/08/2012 15:12, Guillaume Laforge wrote: Hello Julian, It sounds like a known bug reported by Steven Caron about extreme slowdown when adding new actor sources. It was fixed in 2013SP1 (several optimization in the scene graph validation and topology update were done). Hi Guillaume, Thanks for the quick response. Yes, we're on SP1 (build 11.1.57)...and the slowdown is quite dramatic. Cheers, Julian
Re: A good Cap All Holes script?
My function fails in a scenario like this because it thinks the boundary edges are one hole, as they are connected. When I have some time I'll try to revise it. On Wed, Aug 1, 2012 at 11:22 AM, Grahame Fuller grahame.ful...@autodesk.com wrote: I believe this is the issue that Joey was referring to. You's need to somehow consider the hole islands rather than the polygon islands. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek Sent: Wednesday, August 01, 2012 04:37 AM To: softimage@listproc.autodesk.com Subject: Re: A good Cap All Holes script? Are the difficult scenarios you mention not ultimately a non-manifold geometry problem? This reminds me on the Any tips to fix non-manifold vertices in Soft? thread as of June 26th. We came up with: A vertex is non-manifold if more than two of its adjacent edges do not share their second vertex with any other of said adjacent edge's second vertices. Or as Martin Chatterjee put it slightly differently: I'd check if a vertex has a neighborPolygon that does *not *share an edge with any of the other neighborPolygons According to this it should be possible to identify problematic vertices and split the capping process up on a per island basis. Back several years ago I spent quite a bit of time trying to develop a Fill Hole script similar to Maya's. Beware this activity when using something automated. I ran into immense difficulty trying to develop a method for sealing winged holes. In general holes which are an island upon themselves are easy to fill. That means that if a quad hole has an adjacent poly present at each edge and more importantly each vertex, totalling 8 polys surrounding the quad hole, the hole is extremely easy to fill. I succeeded quite well at accomplishing an automated script to fill all holes on a mesh in one click. The problem however is if any hole has another adjacent hole present at a shared vertex (oxymoron? since you can't really share vertices for something that technically is a void), but separated by two polys winged at the vertex, its extremely difficult by conventional standards to not identify the two holes that are winged as a single hole. If memory serves me right even Maya had an issue with this as you could delete a single poly on a mesh and if the sphere was selected as an object running Fill Hole would automatically seal all valid holes. However if their were two holes and they were adjacent, or winged at a vertex, Maya was smart enough to know how to avoid the situation and would prevent the winged holes from being filled with a single poly. The point is, its fairly easy to to write a script to fill the hole, but it must be smart enough to prevent the winged holes from becoming a single poly, which is very very bad. If you have a script that was written to do this task, test it on an example with winged holes before you proceed. You won't regret the extra effort. Incidentally this tool is not impossible to write, but as a script or plugin it requires special information about the topology be available for the user to query. In my experience XSI did not provide enough vertex, facet and edge info to give the developer enough information to easily script a bulletproof fill hole tool. Joey Ponthieux ATOL Experiment Specialist LaRC Information Technology Enhanced Services (LITES) Science Systems and Applications, Inc. NASA Langley Research Center 15 Langley Blvd B1268 R1051 Hampton, VA, 23681 Phone: 757-864-6754 EMail: j.ponthi...@nasa.gov Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. On 2/13/2012 1:12 PM, Alan Fregtman wrote: Sweet! Thanks, Mr.Core! ;) On 2/13/2012 11:47 AM, Oleg Bliznuk wrote: Hi Alan, you can also do it with a little bit modified cap holes compound via ICE, we are using it in ImplosiaFX http://clip2net.com/s/1ABrt -Oleg -- --- Stefan Kubicek Co-founder --- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
RE: Crowd FX Help
Hi You don't need to be on support to report a bug. http://wp.me/powV4-1Z3 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge Sent: August-01-12 12:10 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help Too bad :(. If you've got access to support, please send a repro scene! Did you try to delete the simulated ICETree and then re-generate all the actions (from the Apply Action in the CrowdFX Actor Proxy PPG) ? It would re-create a new simulated ICETree and so could fix the problem (but you will need to re-do any edit you made in the original Tree...). On Wed, Aug 1, 2012 at 11:37 AM, Julian Johnson jul...@exch.demon.co.ukmailto:jul...@exch.demon.co.uk wrote: On 01/08/2012 15:12, Guillaume Laforge wrote: Hello Julian, It sounds like a known bug reported by Steven Caron about extreme slowdown when adding new actor sources. It was fixed in 2013SP1 (several optimization in the scene graph validation and topology update were done). Hi Guillaume, Thanks for the quick response. Yes, we're on SP1 (build 11.1.57)...and the slowdown is quite dramatic. Cheers, Julian attachment: winmail.dat
Re: ICE Topo grow polygon array
ok, no worries. I just wish there were a few more examples that could be taken apart and put back together, just to see how these things work. It's so hard to know what'll work when there are so few examples available. On 1 August 2012 17:12, Rob Chapman tekano@gmail.com wrote: Chris, extrude polygon island is inside the compound of apply extrude polygon along axis :) I tried it anyways from your suggestion by bypassing the merge polygons and plugging directly into integer array - it sort of works with low numbers of random selection but breaks dramatically with higher numbers, thanks for the pointer though! best Rob On 1 August 2012 16:48, Chris Marshall chrismarshal...@gmail.com wrote: Hi Rob, I was having the opposite problem with extruding polygons, wanted individual ones to extrude but it was always merging them. Are you using Apply Extrude Polygon Along Axis? If so it might be worth trying the Extrude Polygon Island compound. On 1 August 2012 16:35, Rob Chapman tekano@gmail.com wrote: Thanks Chris kind of looks like a hedge made out of eels :) so Got it working my end (sort of) on a simple example Ice Modelling tree that randomly selects a percentage of polygons and then extrudes them., If I use the above technique on my random selection indices it selects the surrounding polygons as described, adds them to the 'array' but it extrudes each polygon independently. I wonder if its possible, for each initial random polygon, to grow the selection but merge the growth into one polygon and make a new array out of these merged polygons for the extrusion? Im getting context problems when trying to connect my array of integers into the polygon index (this is how my setup worked for the apply extrusion) so in essence I need to repeat, for each polygon in my first array to feed the 'Apply merge polygon' with an integer array of the surrounding polygons and make a new array out of these to feed to the repeat extrusion...this is not so easy to do is it when trying to grasp the idea of selection arrays inside of ICE modelling, I kind of know what I want to do but have no way of achieving it yet without a lot more practice, further painful trial and error and hopefully some more Ice modelling hints ;) cheers Rob On 1 August 2012 15:03, Chris Marshall chrismarshal...@gmail.comwrote: Here's the video! :-) https://vimeo.com/46750915 On 1 August 2012 11:28, Chris Marshall chrismarshal...@gmail.comwrote: Hi Rob, The Test Polygon Index and Test Vertex Index nodes are both set to Integer Array. I added a Filter node after the second IF and ran the Test Vertex Index result into that, which removes everything set to -1, but then realised this could all be simplified anyway, see the attached. And a sample output of how running the result through some extrude nodes, in a loop, can give an interesting result. Chris On 31 July 2012 17:27, Rob Chapman tekano@gmail.com wrote: Nice one Chris, sort of following cluelessly and trying to rebuild something similar - quick question - what are the Test nodes testing mode? Is Element, Integer Array or Comparison? Cheers Rob -- Chris Marshall Mint Motion Limited 029 2002 5762 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 2002 5762 07730 533 115 www.mintmotion.co.uk
Re: ICE Topo grow polygon array
Cool!! On 1 August 2012 17:32, Rob Chapman tekano@gmail.com wrote: and here is where I got to with this - kind of a kung fu practice dummy :) am going to try and apply Stephen Blair's tutorial 'make points into a circle' http://xsisupport.com/2012/02/06/using-vector-subtraction-to-move-a-point-onto-a-circle/ before extruding. Also doing it this way does not need Alok's C++ compound to delete duplicates from selection - it just extrudes the lot anyways :) cheers Rob On 1 August 2012 17:12, Rob Chapman tekano@gmail.com wrote: Chris, extrude polygon island is inside the compound of apply extrude polygon along axis :) I tried it anyways from your suggestion by bypassing the merge polygons and plugging directly into integer array - it sort of works with low numbers of random selection but breaks dramatically with higher numbers, thanks for the pointer though! best Rob On 1 August 2012 16:48, Chris Marshall chrismarshal...@gmail.com wrote: Hi Rob, I was having the opposite problem with extruding polygons, wanted individual ones to extrude but it was always merging them. Are you using Apply Extrude Polygon Along Axis? If so it might be worth trying the Extrude Polygon Island compound. On 1 August 2012 16:35, Rob Chapman tekano@gmail.com wrote: Thanks Chris kind of looks like a hedge made out of eels :) so Got it working my end (sort of) on a simple example Ice Modelling tree that randomly selects a percentage of polygons and then extrudes them., If I use the above technique on my random selection indices it selects the surrounding polygons as described, adds them to the 'array' but it extrudes each polygon independently. I wonder if its possible, for each initial random polygon, to grow the selection but merge the growth into one polygon and make a new array out of these merged polygons for the extrusion? Im getting context problems when trying to connect my array of integers into the polygon index (this is how my setup worked for the apply extrusion) so in essence I need to repeat, for each polygon in my first array to feed the 'Apply merge polygon' with an integer array of the surrounding polygons and make a new array out of these to feed to the repeat extrusion...this is not so easy to do is it when trying to grasp the idea of selection arrays inside of ICE modelling, I kind of know what I want to do but have no way of achieving it yet without a lot more practice, further painful trial and error and hopefully some more Ice modelling hints ;) cheers Rob On 1 August 2012 15:03, Chris Marshall chrismarshal...@gmail.comwrote: Here's the video! :-) https://vimeo.com/46750915 On 1 August 2012 11:28, Chris Marshall chrismarshal...@gmail.comwrote: Hi Rob, The Test Polygon Index and Test Vertex Index nodes are both set to Integer Array. I added a Filter node after the second IF and ran the Test Vertex Index result into that, which removes everything set to -1, but then realised this could all be simplified anyway, see the attached. And a sample output of how running the result through some extrude nodes, in a loop, can give an interesting result. Chris On 31 July 2012 17:27, Rob Chapman tekano@gmail.com wrote: Nice one Chris, sort of following cluelessly and trying to rebuild something similar - quick question - what are the Test nodes testing mode? Is Element, Integer Array or Comparison? Cheers Rob
Re: Crowd FX Help
i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. s On Wed, Aug 1, 2012 at 7:12 AM, Guillaume Laforge guillaume.lafo...@autodesk.com wrote: Hello Julian, It sounds like a known bug reported by Steven Caron about extreme slowdown when adding new actor sources. It was fixed in 2013SP1 (several optimization in the scene graph validation and topology update were done). Are you on SP1? Thanks, Guillaume -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Julian Johnson Sent: Wednesday, August 01, 2012 9:50 AM To: softimage@listproc.autodesk.com Subject: Crowd FX Help I'm struggling with extreme slowdowns and erratic actions in CrowdFX. Specifically, when I reload a scene and then try and add new actor sources a) the new actor source takes ages to load and b) often the new source's animations are somehow corrupted with either a weird animation cycle, stuttering or a permanent static pose. These same cycles work fine in solo scenes. If I recreate the scene from scratch everything works fine but as soon as I quit and reload it seems like from that point onwards I can't really add/remove actors or change actions without some of the behaviours above. I think it seems worse with actors that have been unloaded and reloaded (using Get From Scene). The only solution I can think of is to script the building of the whole scene from scratch each time. Has anyone else experienced this or found any workarounds? Julian
Re: SDK : caching the tool context pick buffer
i didn't realize the pickbuffer in ogl could provide that or maybe it was a convenience function the sdk would provide over the standard ogl pick buffer? regardless, i will bring this up as a suggestion. s On Wed, Aug 1, 2012 at 1:32 AM, Brent McPherson brent.mcpher...@autodesk.com wrote: Sounds cool Steven! Feel free to log suggestions for the tool SDK with support. I had ideas for adding methods to the pickbuffer to get surface position, normals etc but I am not directly involved with this anymore... -- Brent From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 21:39 To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer thanks, i am going to use the fps counter for now ... i made some progress last night... i am caching the pickbuffer properly now and can reuse it, its a single view only now and just compares a CTransformation i get off the view camera. removing snap reduced the lag a fair bit. the reason to use the snap was to get the hit position on the surface. while not complete i changed to use the polygon's vertices average position and their average normals to setup a CPlane which i then intersect the world ray with. i am not checking to see if i am inside the triangle yet but even this saves me considerable time and effort in making my own intersection routines. i haven't got my brush orientation perfect yet but i think that's just a matter of wrangling my oglRotate calls. fun stuff! steven On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: The longer a tool takes to process an input event the less events that gets generated by the window system so you would have a bigger distances between mouse move events. (which could lead to gaps in brush spacing in a paint tool etc) I guess you really want to measure mps - mouse events per second. ;-) The fps counter should work because when interacting the tool generates a redraw after each mouse event but you would need to try it to be sure. -- Brent From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 20:59 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer @brent, can i use softimage's fps counter to do speed testing? does that counter represent the entire ogl rendering pipeline? no biggie if not, i just didn't want to have to make my own profiling/fps counter. s On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron car...@gmail.commailto: car...@gmail.commailto:car...@gmail.commailto:car...@gmail.com wrote: well the CGeometryAccessor is a dump of everything too, but its just float/long data arrays instead of full fledged classes. at least i could cache this data easily without loops... should be a fun exercise, which is available here for anyone who is interested... https://github.com/caron/SimpleBrush On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto: brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: I would say use the GeometryAccessor but I have probably used the SDK less than most of you guys. ;-). One thing that always bugged me about GetPolygons and related geometry calls is that they return an array of *all* the polygons in the object so it is a really inefficient way to access a single polygon when you know its index. l_polymesh.GetPolygons().GetItem(l_compIdx); GeometryAccessor seems designed to address this shortcoming.
RE: SDK : caching the tool context pick buffer
The pickbuffer doesn't have the information but intenally we could look it up on the mesh more efficiently than you can using either the geometry accessor or polygon arrays in the SDK. (both of which don't seem to be very efficient) -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 01 August 2012 18:18 To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer i didn't realize the pickbuffer in ogl could provide that or maybe it was a convenience function the sdk would provide over the standard ogl pick buffer? regardless, i will bring this up as a suggestion. s On Wed, Aug 1, 2012 at 1:32 AM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: Sounds cool Steven! Feel free to log suggestions for the tool SDK with support. I had ideas for adding methods to the pickbuffer to get surface position, normals etc but I am not directly involved with this anymore... -- Brent From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 21:39 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer thanks, i am going to use the fps counter for now ... i made some progress last night... i am caching the pickbuffer properly now and can reuse it, its a single view only now and just compares a CTransformation i get off the view camera. removing snap reduced the lag a fair bit. the reason to use the snap was to get the hit position on the surface. while not complete i changed to use the polygon's vertices average position and their average normals to setup a CPlane which i then intersect the world ray with. i am not checking to see if i am inside the triangle yet but even this saves me considerable time and effort in making my own intersection routines. i haven't got my brush orientation perfect yet but i think that's just a matter of wrangling my oglRotate calls. fun stuff! steven On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: The longer a tool takes to process an input event the less events that gets generated by the window system so you would have a bigger distances between mouse move events. (which could lead to gaps in brush spacing in a paint tool etc) I guess you really want to measure mps - mouse events per second. ;-) The fps counter should work because when interacting the tool generates a redraw after each mouse event but you would need to try it to be sure. -- Brent From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 31 July 2012 20:59 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer @brent, can i use softimage's fps counter to do speed testing? does that counter represent the entire ogl rendering pipeline? no biggie if not, i just didn't want to have to make my own profiling/fps counter. s On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron car...@gmail.commailto:car...@gmail.commailto:car...@gmail.commailto:car...@gmail.commailto:car...@gmail.commailto:car...@gmail.commailto:car...@gmail.commailto:car...@gmail.com wrote: well the CGeometryAccessor is a dump of everything too, but its just float/long data arrays instead of full fledged classes. at least i could cache this data easily without loops... should be a fun exercise, which is available here for anyone who is interested... https://github.com/caron/SimpleBrush On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: I would say use the GeometryAccessor but I have probably used the SDK less than most of you guys. ;-). One thing that always bugged me about GetPolygons and related geometry calls is that they return an array of *all* the polygons in the object so it is a really inefficient way to access a single polygon when you know its index. l_polymesh.GetPolygons().GetItem(l_compIdx); GeometryAccessor
Re: Crowd FX Help
On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with: # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port failed. Again, this only happens if I reload an existing crowd scene. The same model adds fine provided I don't close and reload the scene. It also works properly in a neutral scene on it's own... Cheers, Julian
Re: SDK : caching the tool context pick buffer
cheers! s On Wed, Aug 1, 2012 at 10:26 AM, Brent McPherson brent.mcpher...@autodesk.com wrote: The pickbuffer doesn't have the information but intenally we could look it up on the mesh more efficiently than you can using either the geometry accessor or polygon arrays in the SDK. (both of which don't seem to be very efficient) -- Brent From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 01 August 2012 18:18 To: softimage@listproc.autodesk.com Subject: Re: SDK : caching the tool context pick buffer i didn't realize the pickbuffer in ogl could provide that or maybe it was a convenience function the sdk would provide over the standard ogl pick buffer? regardless, i will bring this up as a suggestion. s
Re: Crowd FX Help
i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.com wrote: Hey Guys ! ** ** I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. ** ** Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. ** ** Your opinions would be appreciated, ** ** Thx ! ** ** ** ** ** ** ** ** *Luc Girard // SHED* artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM ** ** prenez note que mon nouveau courriel est le: l...@shedmtl.com ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* August-01-12 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Crowd FX Help ** ** i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. ** ** i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) ** ** s ** ** On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson jul...@exch.demon.co.uk wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with: # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port failed. Again, this only happens if I reload an existing crowd scene. The same model adds fine provided I don't close and reload the scene. It also works properly in a neutral scene on it's own... Cheers, Julian ** **
RE: Crowd FX Help
Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 http://WWW.SHEDMTL.COM WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.com wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 tel:514%20849-1555 F 514 849-5025 tel:514%20849-5025 http://WWW.SHEDMTL.COM WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson jul...@exch.demon.co.uk wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with: # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port failed. Again, this only happens if I reload an existing crowd scene. The same model adds fine provided I don't close and reload the scene. It also works properly in a neutral scene on it's own... Cheers, Julian
Re: Crowd FX Help
its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard l...@shedmtl.com wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. ** ** Your said this earlier being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) ** ** thx a lot ! ** ** ** ** *Luc Girard // SHED* artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM ** ** prenez note que mon nouveau courriel est le: l...@shedmtl.com ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* August-01-12 3:08 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Crowd FX Help ** ** i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. ** ** s ** ** On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.com wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! *Luc Girard // SHED* artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* August-01-12 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson jul...@exch.demon.co.uk wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with: # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port failed. Again, this only happens if I reload an existing crowd scene. The same model adds fine provided I don't close and reload the scene. It also works properly in a neutral scene on it's own... Cheers, Julian ** **
RE: Crowd FX Help
Basically what's needed is an ASCII/text scene file format so we can modify not just crowds, but anything in the scene as long as the edits conform to specs. Need the same for models and other data types. Sorely needed and is more than long overdue. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 12:42 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard l...@shedmtl.commailto:l...@shedmtl.com wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555tel:514%20849-1555 F 514 849-5025tel:514%20849-5025 WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.commailto:l...@shedmtl.com From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.commailto:l...@shedmtl.com wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555tel:514%20849-1555 F 514 849-5025tel:514%20849-5025 WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.commailto:l...@shedmtl.com From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson jul...@exch.demon.co.ukmailto:jul...@exch.demon.co.uk wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new
Re: Crowd FX Help
Is there any room for an Alembic based solution? It isn't text but it is great at storing deforming meshes or animated bone hierarchies and we can write any type of importer or direct rendering solution. -ben On Wed, Aug 1, 2012 at 4:40 PM, Matt Lind ml...@carbinestudios.com wrote: Basically what’s needed is an ASCII/text scene file format so we can modify not just crowds, but anything in the scene as long as the edits conform to specs. Need the same for models and other data types. Sorely needed and is more than long overdue. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 12:42 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard l...@shedmtl.com wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.com wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson jul...@exch.demon.co.uk wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with:
RE: Crowd FX Help
Alembic is essentially point caching, no? May work for crowds and particles, but for us what we really need access to is shader parameters, partition settings, which models are referenced, custom properties/operators deployed in the scene, animation data, etc... Alembic wouldn't address that stuff. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Wednesday, August 01, 2012 1:51 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help Is there any room for an Alembic based solution? It isn't text but it is great at storing deforming meshes or animated bone hierarchies and we can write any type of importer or direct rendering solution. -ben On Wed, Aug 1, 2012 at 4:40 PM, Matt Lind ml...@carbinestudios.com wrote: Basically what’s needed is an ASCII/text scene file format so we can modify not just crowds, but anything in the scene as long as the edits conform to specs. Need the same for models and other data types. Sorely needed and is more than long overdue. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 12:42 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard l...@shedmtl.com wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.com wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson jul...@exch.demon.co.uk wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being
Re: Crowd FX Help
@ben, yes i think alembic has a use here for crowds not for matt's suggestion about the softimage scene file format. email me and i can send you my thoughts on this. On Wed, Aug 1, 2012 at 2:08 PM, Matt Lind ml...@carbinestudios.com wrote: Alembic is essentially point caching, no? May work for crowds and particles, but for us what we really need access to is shader parameters, partition settings, which models are referenced, custom properties/operators deployed in the scene, animation data, etc... Alembic wouldn't address that stuff. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Wednesday, August 01, 2012 1:51 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help Is there any room for an Alembic based solution? It isn't text but it is great at storing deforming meshes or animated bone hierarchies and we can write any type of importer or direct rendering solution. -ben On Wed, Aug 1, 2012 at 4:40 PM, Matt Lind ml...@carbinestudios.com wrote: Basically what’s needed is an ASCII/text scene file format so we can modify not just crowds, but anything in the scene as long as the edits conform to specs. Need the same for models and other data types. Sorely needed and is more than long overdue. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 12:42 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard l...@shedmtl.com wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.com wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the
RE: Crowd FX Help
Generally speaking, softimage has steered towards forcing everything through the SDK inside the application. So getting a proper API to read/write an external file is probably not gonna happen. There are a million ways to skin this cat. Granted it'll take more disc space and take longer to read a text/ASCII file than a binary equivalent, but that doesn't mean it will be slow. How data is represented can have a large impact towards performance. I have my own internal XML file format for the purpose of transferring data between versions of softimage. The files are huge on disc and loaded with bloat, but they can still be read/written quite fast. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 2:10 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help sure, the whole ascii scene file format is desirable but that feature doesn't change how i want to work with crowdfx nor does it address the issue with updating assets that are already connected to crowdfx. i dont want to have to close softimage, edit my file, then re open the file in order to see an updated crowdfx actor or an action used by the actor. and since we are talking about speed, i would prefer binary format as long as it had a proper api to read and write that format. this could be icecache for all i care, as long as i dont have to create my own routines for reading and writing the format. On Wed, Aug 1, 2012 at 1:40 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Basically what's needed is an ASCII/text scene file format so we can modify not just crowds, but anything in the scene as long as the edits conform to specs. Need the same for models and other data types. Sorely needed and is more than long overdue. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 12:42 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Crowd FX Help its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard l...@shedmtl.commailto:l...@shedmtl.com wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555tel:514%20849-1555 F 514 849-5025tel:514%20849-5025 WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.commailto:l...@shedmtl.com From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard l...@shedmtl.commailto:l...@shedmtl.com wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555tel:514%20849-1555 F 514 849-5025tel:514%20849-5025 WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COM prenez note que
GetResolvedPath broken?
Hello list, Can anyone confirm that Framebuffer.GetResolvedPath() is broken? I'm trying to get the resolved path for each framebuffer of each pass but the returned path using this method always replace the [Pass] token by the currentPass instead of the pass the framebuffer belongs to. As a workaround I can change the current pass with SetCurrentPass and then GetResolvedPath returns the correct string, But I would like to avoid this. Thanks In advance, Orlando. -- -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
Re: ICE Topo grow polygon array
Some cool ref : https://www.youtube.com/watch?v=dsMCVMVTdn0feature=player_embedded