Re: Change default settings?

2013-01-10 Thread Arvid Björn
Trying it again directly in the script editor, this line actually does
work, just not in the context of the plugin for some reason:

oDef.InputParamDefs.GetParamDefByName(reflectivity).DefaultValue = 0.3

Either way, it's working now, but I can't figure out how to change a color
value such as the diffuse color and possibly other more complex properties.
I really can't find any reference to these objects in the SDK. The only
thing that works is assigning single numbers, how do you assign a color to
DefaultValue?

Sorry if this is obvious ;)


On Wed, Jan 9, 2013 at 3:50 PM, Arvid Björn arvidbj...@gmail.com wrote:

 Great! I was a bit confused by the example as it did it all on one line of
 code. This wouldn't work:

 oDef.InputParamDefs.GetParamDefByName( reflectivity ).DefaultValue = 0.3

 I'll try yours, thanks!



 On Wed, Jan 9, 2013 at 3:32 PM, Stephen Blair stephenrbl...@gmail.comwrote:

  Hi

 If you wanted to change the default value, you do something like this:


 from siutils import si# Application
 from siutils import log# LogMessage
 from siutils import disp# win32com.client.Dispatch
 from siutils import C# win32com.client.constants

 # Get ShaderDef for the Environment shader
 sProgID = Softimage.mia_material_phen.1.0
 oDef = si.GetShaderDef( sProgID )

 # Get ShaderParamDef for the Tranformation parameter
 oReflectivity = oDef.InputParamDefs.GetParamDefByName( reflectivity )

 # Change the default value
 oReflectivity.DefaultValue = 0.333









 On 09/01/2013 8:58 AM, Arvid Björn wrote:


 Honestly didn't know that existed, but I'd rather have it as a plugin on
 the workgroup so I can keep it general across our workstations and future
 versions, thanks though. =)




  On Wed, Jan 9, 2013 at 2:39 PM, César Sáez cesa...@gmail.com wrote:

 Or just use the preset manager :)


 On Wed, Jan 9, 2013 at 2:33 PM, Arvid Björn arvidbj...@gmail.comwrote:

 Thanks, sounds good! A default scene takes care of everything except
 default shader definitions.

 Can't get it to work though, I'm using the example in that article to
 try and change the architectural shader, but using the examples and looking
 through the SDK I can't figure out how to actually set the values, which
 method or syntax should I use?

 if Softimage.mia_material_phen.1.0 in sProgID:
 oDef.InputParamDefs.GetParamDefByName( reflectivity ) -- ???




  On Wed, Jan 9, 2013 at 12:02 PM, Stephen Blair 
 stephenrbl...@gmail.com wrote:

 You could use events eg OnNewScene.
 Or create your own presets?

 I'd avoid editing the factory SPDLs and presets (I think you can
 probably find a number of posts from Luc-Eric about defaults and spdls and
 the factory location)

 For shaders, you can use events to override SPDL defaults with a
 OnCreateShaderDef
 http://xsisupport.com/2012/02/27/overriding-spdl-defaults/





 On 09/01/2013 5:20 AM, Arvid Björn wrote:

 Hi,

 Is it possible to change default settings of the rendering ppg,
 architectural shader settings, geo approx, lights etc?

 There are so many things that I constantly edit because the default
 settings isn't really up to date. I've made a few script buttons for it,
 but I'd rather just have different default settings.

 I'd be interested in hearing how you all solve this on a daily basis.
 Can you dig up the SPDLs and just edit those? Could it even be put in a
 workgroup so it works globally?


 Cheers










RE: Place Highlight Tool

2013-01-10 Thread Brent McPherson
Julian,

If I had to approach this in the tool SDK I would probably just store the 
relative mouse offset that was applied while shift-dragging and add this onto 
the input mouse position when not shift-dragging.

That way the spotlight position wouldn't jump or change when using 
shift-dragging. (because the offset would cancel out the effect of 
shift-dragging)

You should also consider sharing the source code so others can help you improve 
the tool.
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Julian
Sent: 09 January 2013 22:26
To: softimage@listproc.autodesk.com
Subject: Re: Place Highlight Tool

On 09/01/2013 21:00, Brent McPherson wrote:
 Just curious.

 Did you keep the shift modifier key from the original tool as a way to 
 adjust the distance of the light from the surface? (Don't have a build 
 I can use to install the tool right now...)
 --
 Brent
Hi Brent,  I intended all along to do that but I couldn't figure out how to 
resolve the fact that if you adjusted the mouse position with the Shift key 
down (adjusting the distance the light travelled from the intersection point) 
and then released the Shift key the specular highlight would then snap to the 
new mouse position. Ideally, it would be nice if the scroll wheel on the mouse 
could be used to control the light 'height'...
Julian
attachment: winmail.dat

Re: OT Utopia people

2013-01-10 Thread David Saber
Hey Luca thanks for the info. 
By registering, do you mean there is a fee? Free registration does not seem to 
give you access to the employers’ contact.
Perhaps we should wait for the new version



From: Luca 
Sent: Wednesday, January 09, 2013 23:42
To: softimage@listproc.autodesk.com 
Subject: Re: OT Utopia people

@David Saber


I sent the website, a letter, about the UI that seems not to have a search by 
category, software and so on, and I received the response :

Hi,

Thanks for sharing your thoughts with us!
The website that you see is different than what our clients see. They are able 
to search as narrow as they want, for example, you can serach on software or 
particular skills as ability to make great steam, hair, fur and so on, or a 
specific camera, sound equipment.
However, our site is getting dated and we are launching a new version in the 
very near future!
Take care,
Hanna Kallin


So, maybe one needs to registers...




2013/1/9 Olwen Nash ollimat...@googlemail.com

  Hi folks,

  I recently had a very bad experience with an 'agent' (using the term loosely, 
as parasite / shark would be a much better description).  He consistently 
withheld payment, despite having been paid by the client for the work I was 
doing.  I am still currently owed over £2k for final invoices that were paid by 
my client back in October.  

  I will name names in due course. In the meantime, be vary wary people.  

  Cheers,
Olly : ) 



  On Tue, Jan 8, 2013 at 9:54 PM, Len Krenzler l...@creativecontrol.ca wrote:

I would assume that sites like this need a critical mass of people using 
them to be effective.  I'm not sure SI only would be enough and would it be 
much different from the Jobs section of the si-community?  As a note, there 
hasn't been a new job posted there in about 3 months so not exactly highly 
active thing. 



On 1/8/2013 2:28 PM, olivier jeannel wrote:

  Exactly, we should have something similar and free. 

  Le 08/01/2013 21:04, Eric Lampi a écrit :

Perhaps I am misunderstanding you? (If so, sorry) You're not advocating 
using this service but think a similar, free service should be set up?


On Tue, Jan 8, 2013 at 2:53 PM, olivier jeannel 
olivier.jean...@noos.fr wrote:

  That was my point, no need to pay.
  But the site interface is well done. I was thinking something like 
that for us could be cool.
  Maybe hosted @ si community or RRay.
  That's just an idea. But I pretty like what's happening at the moment 
with the softimage community. Small community, very helpfull and active (lots 
of tuts and giveaways). I believe this kind of tool could help being even more 
organized.

  Just a thought


  Le 08/01/2013 20:34, Eric Lampi a écrit :

From the website:

Working with TV, Film, VFX or New media? 
It's free to join utopiapeople and we represent you on a 
non-exclusive basis.
We take a 15% fee on agency bookings (not permanent).

I am absolutely against this sort of thing. Paying someone else a 
hefty fee just to get introduced to a company that desperately needs you? Be 
careful what you wish for, it might not work out for us in the long run, and I 
think that as an industry, we really better off discouraging these people as 
much as possible.

What's next? You supply your own software and workstation? Oh yeah, 
wait... That's already happening to some people.

Eric




On Tue, Jan 8, 2013 at 1:12 PM, Andy Nicholas 
a...@andynicholas.com wrote:

  It's free to register, but they take 15% commission from your 
daily rate.



  On 08 January 2013 at 17:40 Javier Vega javierelas...@gmail.com 
wrote:

   it is a paying service? Im user of Utopia People, but I think 
that is a paying
   service just for the companies that search freelancers here. 
For the
   freelancers is free.
  
   Javier Vega
   jav...@zao3d.com
   http://www.zao3d.com
   http://blog.zao3d.com
  
   El 08/01/2013, a las 18:36, olivier jeannel 
olivier.jean...@noos.fr
   escribió:
  
Does anyone know this site service ?
http://www.utopiapeople.com/
   
I think the concept is great. I won't use it since this is a 
paying service
(for what I've red).
   
Would be nice to have something similar for xsi lancers 
around the globe.
   
   
Olivier
  
  





-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work






-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work






-- 

Re: Place Highlight Tool

2013-01-10 Thread Stefan Kubicek

Awesome!


Just get ready for the inevitable flood of feature requests! ;-)


Here's one:

When no light is selected, create a new one. When a light is selected, use that 
to place the highlight instead of creating a new one.

For inspiration:
I stumbled over the HDR Light Studio website after following some links from 
yesterdays thread about PiVR.
Here's a video demonstrating the workflow: 
http://www.hdrlightstudio.com/video.php?vid=49753201

That looks really slick. It creates an HDR image instead of lights, but the 
workflow looks really refined.
I love the fact that you can create area lights too and adjust their shape.


--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of julian
Sent: 09 January 2013 18:56
To: softimage@listproc.autodesk.com
Subject: Re: Place Highlight Tool

On 04/12/2012 10:23, Brent McPherson wrote:

Hi Eugen,

Yes, it would be simple to do with the Tool SDK.

In fact, we already have a spot light creation tool example that ships with 
Softimage (search for SpotLightCreateTool in the custom tools addon) so only 
the reflected ray part would need to be added.

Anyone up for the challenge? ;-)


Belatedly picking up the gauntlet and thread. Had some time to fiddle around 
with the Tool SDK over the Christmas holidays and cannibalised the 
SpotLightCreateTool as Brent suggested. Tool SDK has been great to work with. 
I'm in renewed awe of Piotrek Marczak's work (Meshpaint, Soft
Transform) using the SDK. First usable stab linked below (addon and movie).

http://julianjohnsonsblog.blogspot.co.uk/2013/01/place-specular-highlights.html

Julian






--
---
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: Place Highlight Tool

2013-01-10 Thread julian

On 10/01/2013 09:42, Brent McPherson wrote:

Julian,

If I had to approach this in the tool SDK I would probably just store the 
relative mouse offset that was applied while shift-dragging and add this onto 
the input mouse position when not shift-dragging.

That way the spotlight position wouldn't jump or change when using 
shift-dragging. (because the offset would cancel out the effect of 
shift-dragging)

You should also consider sharing the source code so others can help you improve 
the tool.


Thanks Brent, that sounds good. I guess it would mean that once the user 
had done some Shift+LMB dragging the mouse cursor itself would no longer 
sit on the specular highlight but the OGL target point would?


Source is woefully ropey and unstructured at the moment:
https://dl.dropbox.com/u/69741069/jj_SpecularPlaceTool.0.5.source.rar

Lots of structural questions like whether  for performance reasons it 
would be better to remove the GetGeometry() queries from MouseDrag and 
only renew/cache geometry when the object under the cursor has changed 
and, at the same time, setup Closest Location Queries with the relevant 
transforms on that change. Was getting a huge number of PointLocator 
errors with my initial attemptsso it all remains dumped in the 
MouseDrag function. I'm sure there are much, much better ways of doing it.

Julian




Re: Place Highlight Tool

2013-01-10 Thread julian

On 10/01/2013 09:54, Stefan Kubicek wrote:

Awesome!


Just get ready for the inevitable flood of feature requests! ;-)


Here's one:

When no light is selected, create a new one. When a light is selected, 
use that to place the highlight instead of creating a new one.


For inspiration:
I stumbled over the HDR Light Studio website after following some 
links from yesterdays thread about PiVR.
Here's a video demonstrating the workflow: 
http://www.hdrlightstudio.com/video.php?vid=49753201


That looks really slick. It creates an HDR image instead of lights, 
but the workflow looks really refined.
I love the fact that you can create area lights too and adjust their 
shape.


Stefan - agreed on the idea of creating a light with none selected and 
modifying and existing light if one is. Loved the video.

Julian


Re: Place Highlight Tool

2013-01-10 Thread olivier jeannel
A few years ago Guillaume posted a similar method. This was hosted at 
vol2nuit, but the site no longer exist.
Basicly he was building his HDR image within the fxtree using gradients 
and fills, and there was an immediate update/feedback in the render region.


Last time I tried this, it was working ok, but had troubles having the 
fxtree generated picture work in 32 or 16 bits. I mean, although I know 
it was supposed to  work in hdr range, there was no way I could crush 
the whites.

But probably I missed something.


Le 10/01/2013 11:22, Eugen Sares a écrit :
Holy cow, that's what I call a decent lighting workflow! I want that 
in Softimage!

(and where's progressive refinement in VRay or mental ray...??)

Hmm... basically, what's the better approach: use lights or a light 
map? Does it actually make any big difference?
Separate lights might be simpler to adjust (for now). Are they also 
faster?


But for now, here's another wish for the tool:
allow for any object to be reflect-aligned, not just lights!
That way you can place whatever geometry you want to see reflected, 
also mesh lights.



Am 10.01.2013 10:54, schrieb Stefan Kubicek:

Awesome!


Just get ready for the inevitable flood of feature requests! ;-)


Here's one:

When no light is selected, create a new one. When a light is 
selected, use that to place the highlight instead of creating a new one.


For inspiration:
I stumbled over the HDR Light Studio website after following some 
links from yesterdays thread about PiVR.
Here's a video demonstrating the workflow: 
http://www.hdrlightstudio.com/video.php?vid=49753201


That looks really slick. It creates an HDR image instead of lights, 
but the workflow looks really refined.
I love the fact that you can create area lights too and adjust their 
shape.



--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of julian

Sent: 09 January 2013 18:56
To: softimage@listproc.autodesk.com
Subject: Re: Place Highlight Tool

On 04/12/2012 10:23, Brent McPherson wrote:

Hi Eugen,

Yes, it would be simple to do with the Tool SDK.

In fact, we already have a spot light creation tool example that 
ships with Softimage (search for SpotLightCreateTool in the custom 
tools addon) so only the reflected ray part would need to be added.


Anyone up for the challenge? ;-)


Belatedly picking up the gauntlet and thread. Had some time to 
fiddle around with the Tool SDK over the Christmas holidays and 
cannibalised the SpotLightCreateTool as Brent suggested. Tool SDK 
has been great to work with. I'm in renewed awe of Piotrek Marczak's 
work (Meshpaint, Soft
Transform) using the SDK. First usable stab linked below (addon and 
movie).


http://julianjohnsonsblog.blogspot.co.uk/2013/01/place-specular-highlights.html 



Julian














Re: Place Highlight Tool

2013-01-10 Thread Stefan Kubicek

On second thought, here's a variation of that idea:

On LMB pressed, place the selected light to create a highlight. On MMB pressed 
(or LMB + modifier key)
copy the selected light and use the copy to place the new highlight.

This way, you will never need to query the user for what type of new light he 
wants to create for the highlight(e.g. you won't need any custom preference or 
pick session). What needs to be palced or created and then placed is alwas 
defined by the selection. Some heuristic will still be needed I think, like: 
Was even a light selected or something else? Was the Light, or its target, or 
its root selected? Were several lights selected? And what if? Copy and place 
them all, maintaining their spacial relationship, or just use the first one?. 
Just some thoughts.







On 10/01/2013 09:54, Stefan Kubicek wrote:

Awesome!


Just get ready for the inevitable flood of feature requests! ;-)


Here's one:

When no light is selected, create a new one. When a light is selected,
use that to place the highlight instead of creating a new one.

For inspiration:
I stumbled over the HDR Light Studio website after following some
links from yesterdays thread about PiVR.
Here's a video demonstrating the workflow:
http://www.hdrlightstudio.com/video.php?vid=49753201

That looks really slick. It creates an HDR image instead of lights,
but the workflow looks really refined.
I love the fact that you can create area lights too and adjust their
shape.


Stefan - agreed on the idea of creating a light with none selected and
modifying and existing light if one is. Loved the video.
Julian




--
---
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: URGENT Softimage license question within a company !!!

2013-01-10 Thread Stephan Haidacher

maybe he could lease this workstation from the company then? ;)
he could simply pay 10 bucks a month for it.. with a proper invoice what 
could AD do?


(..this hole issue is IMHO totally f***ed up, to say the least i`m 
waiting for the

day i can`t drive my car over border because of licensing issues)

--stephan

On 1/8/2013 12:13 PM, Stephen Blair wrote:

Is it leased by you?

I'm not a lawyer, but I understand that clause as meaning that you 
personally have to own, lease, or control the computer where you 
install Softimage.


On 08/01/2013 6:10 AM, Sebastien Sterling wrote:

if i work for the compagny, is the machine i am working with not Leased ?

On 8 January 2013 12:06, Stephen Blair stephenrbl...@gmail.com 
mailto:stephenrbl...@gmail.com wrote:


Hi

The License Agreement defines the terms of use:

http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=10235425#section29

Territory and number of installs are the most obvious restrictions.
Assuming you purchased your license in the EU, then you can use
it anywhere in that territory.

However, Section 2.1.1 does say

...no license is granted (whether expressly, by implication or
otherwise) under this Agreement...for Installation of the
Licensed Materials on any Computer other than a Computer owned or
leased, and controlled by Licensee, unless otherwise authorized
in writing by Autodesk...






On 08/01/2013 4:36 AM, Sebastien Sterling wrote:

Greeting good day good evening everyone, Fellow Softimage
users, my name is Sebastien Sterling, recently i purchesed my
own softimage license so as i was going to work for nWave
digital a Belgium feature film studio, and that i know of no
better tool for the work i do, mine is a character modeling
position.

The place uses maya, but i was told that if i was able to
provide my own license that this should not be a problem.
however there seems to be a schism in the company. and the
higher up IT peoples stance is: they require confirmation
from Autodesk that i can use my my license in the this company.

My question is this, has anyone ever brought their softimage
to work for a company ? if so how did this come about...\

or

Alternatively, what would autodesks stance be on this, as the
issue seems to hinge on the leagle ramification of package
controls.




I love this package, i bought it, even in these uneasy
questionable times, and i love this community, please guys,
Help me !





No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.2805 / Virus Database: 2637/6000 - Release Date: 12/31/12
Internal Virus Database is out of date.




--
Untitled Document
Stephan Haidacher
Freelance 3D Artist/Compositor
www.shaidacher.com http://www.shaidacher.com



Re: Force ppg to open on script launch

2013-01-10 Thread Stephen Blair
You could use AutoInspect() on the ops returned by ApplyOp, which is 
what Softimage does in the code Matt mentioned.

http://wp.me/powV4-2qW


On 08/01/2013 6:47 PM, Matt Lind wrote:


Generally speaking, you don't want PPGs and other UI displaying when 
running code.  That's why ApplyOp() doesn't spawn a PPG.  The menu 
that calls the smooth deformer probably has a little code wrapped 
around ApplyOp() to open the PPG if successful.


Matt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale

*Sent:* Tuesday, January 08, 2013 3:40 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Force ppg to open on script launch

I'm a little confused as to why the following does not work:

Get a sphere

Run Deform   Smooth

PPG appears and all is good.

Now, take the generated command and run it through the script editor

ApplyOp(Smooth, torus, 3, siPersistentOperation, null, 0);

This time, no PPG appears.

Any idea why? And is there a way to force a ppg launch when I tun the 
command from a button or from the script editor?


Thanks :-)


Adam





Re: URGENT Softimage license question within a company !!!

2013-01-10 Thread Tim Leydecker

Hey Sebastian,

no harm done.

I´m with Stephan, owner and licensee is a nasty difference.

The old days where nice, a physical dongle providing prove, control
and means of actually bringing your license to where you needed it.

It was easy to forget or snap the USB one, too :-)

Cheers,

tim



On 10.01.2013 12:38, Stephan Haidacher wrote:

maybe he could lease this workstation from the company then? ;)
he could simply pay 10 bucks a month for it.. with a proper invoice what could 
AD do?

(..this hole issue is IMHO totally f***ed up, to say the least i`m waiting 
for the
day i can`t drive my car over border because of licensing issues)

 --stephan

On 1/8/2013 12:13 PM, Stephen Blair wrote:

Is it leased by you?

I'm not a lawyer, but I understand that clause as meaning that you personally 
have to own, lease, or control the computer where you install Softimage.

On 08/01/2013 6:10 AM, Sebastien Sterling wrote:

if i work for the compagny, is the machine i am working with not Leased ?

On 8 January 2013 12:06, Stephen Blair stephenrbl...@gmail.com 
mailto:stephenrbl...@gmail.com wrote:

Hi

The License Agreement defines the terms of use:

http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=10235425#section29

Territory and number of installs are the most obvious restrictions.
Assuming you purchased your license in the EU, then you can use it anywhere 
in that territory.

However, Section 2.1.1 does say

...no license is granted (whether expressly, by implication or otherwise) 
under this Agreement...for Installation of the Licensed Materials on any 
Computer other than a
Computer owned or leased, and controlled by Licensee, unless otherwise 
authorized in writing by Autodesk...






On 08/01/2013 4:36 AM, Sebastien Sterling wrote:

Greeting good day good evening everyone, Fellow Softimage users, my 
name is Sebastien Sterling, recently i purchesed my own softimage license so as 
i was going to work
for nWave digital a Belgium feature film studio, and that i know of no 
better tool for the work i do, mine is a character modeling position.

The place uses maya, but i was told that if i was able to provide my 
own license that this should not be a problem. however there seems to be a 
schism in the company.
and the higher up IT peoples stance is: they require confirmation from 
Autodesk that i can use my my license in the this company.

My question is this, has anyone ever brought their softimage to work 
for a company ? if so how did this come about...\

or

Alternatively, what would autodesks stance be on this, as the issue 
seems to hinge on the leagle ramification of package controls.




I love this package, i bought it, even in these uneasy questionable 
times, and i love this community, please guys, Help me !





No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.2805 / Virus Database: 2637/6000 - Release Date: 12/31/12
Internal Virus Database is out of date.




--
Untitled Document
Stephan Haidacher
Freelance 3D Artist/Compositor
www.shaidacher.com http://www.shaidacher.com



Re: Change default settings?

2013-01-10 Thread Stephen Blair

Here's a hint:
oRefl_Color = oDef.InputParamDefs.GetParamDefByName( refl_color )
print si.ClassName( oRefl_Color )

also, I had to use dispFix on oRefl_Color


On 10/01/2013 3:38 AM, Arvid Björn wrote:
Trying it again directly in the script editor, this line actually does 
work, just not in the context of the plugin for some reason:


oDef.InputParamDefs.GetParamDefByName(reflectivity).DefaultValue = 0.3

Either way, it's working now, but I can't figure out how to change a 
color value such as the diffuse color and possibly other more complex 
properties. I really can't find any reference to these objects in the 
SDK. The only thing that works is assigning single numbers, how do you 
assign a color to DefaultValue?


Sorry if this is obvious ;)


On Wed, Jan 9, 2013 at 3:50 PM, Arvid Björn arvidbj...@gmail.com 
mailto:arvidbj...@gmail.com wrote:


Great! I was a bit confused by the example as it did it all on one
line of code. This wouldn't work:

oDef.InputParamDefs.GetParamDefByName( reflectivity
).DefaultValue = 0.3

I'll try yours, thanks!



On Wed, Jan 9, 2013 at 3:32 PM, Stephen Blair
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:

Hi

If you wanted to change the default value, you do something
like this:


from siutils import si# Application
from siutils import log# LogMessage
from siutils import disp# win32com.client.Dispatch
from siutils import C# win32com.client.constants

# Get ShaderDef for the Environment shader
sProgID = Softimage.mia_material_phen.1.0
oDef = si.GetShaderDef( sProgID )

# Get ShaderParamDef for the Tranformation parameter
oReflectivity = oDef.InputParamDefs.GetParamDefByName(
reflectivity )

# Change the default value
oReflectivity.DefaultValue = 0.333









On 09/01/2013 8:58 AM, Arvid Björn wrote:


Honestly didn't know that existed, but I'd rather have it as
a plugin on the workgroup so I can keep it general across our
workstations and future versions, thanks though. =)




On Wed, Jan 9, 2013 at 2:39 PM, César Sáez cesa...@gmail.com
mailto:cesa...@gmail.com wrote:

Or just use the preset manager :)


On Wed, Jan 9, 2013 at 2:33 PM, Arvid Björn
arvidbj...@gmail.com mailto:arvidbj...@gmail.com wrote:

Thanks, sounds good! A default scene takes care of
everything except default shader definitions.

Can't get it to work though, I'm using the example in
that article to try and change the architectural
shader, but using the examples and looking through
the SDK I can't figure out how to actually set the
values, which method or syntax should I use?

if Softimage.mia_material_phen.1.0 in sProgID:
oDef.InputParamDefs.GetParamDefByName( reflectivity
) -- ???




On Wed, Jan 9, 2013 at 12:02 PM, Stephen Blair
stephenrbl...@gmail.com
mailto:stephenrbl...@gmail.com wrote:

You could use events eg OnNewScene.
Or create your own presets?

I'd avoid editing the factory SPDLs and presets
(I think you can probably find a number of posts
from Luc-Eric about defaults and spdls and the
factory location)

For shaders, you can use events to override SPDL
defaults with a OnCreateShaderDef
http://xsisupport.com/2012/02/27/overriding-spdl-defaults/






On 09/01/2013 5:20 AM, Arvid Björn wrote:

Hi,

Is it possible to change default settings of
the rendering ppg, architectural shader
settings, geo approx, lights etc?

There are so many things that I constantly
edit because the default settings isn't
really up to date. I've made a few script
buttons for it, but I'd rather just have
different default settings.

I'd be interested in hearing how you all
solve this on a daily basis. Can you dig up
the SPDLs and just edit those? Could it even
be put in a workgroup so it works globally?


Cheers













RE: Maya 2013 dotXSI Plugin

2013-01-10 Thread Graham Bell
I'm setting up a new laptop and this has caught me out as well.

Though, I've set the relevant PATH and it still doesn't work.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of ivan t
Sent: 02 January 2013 10:27
To: softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Hi Marc,

It could be the path var. Does this happen for previous Crosswalk version ?

Thanks
Ivan
On Sat, Dec 15, 2012 at 3:35 AM, Marc Brinkley 
marc.brink...@microsoft.commailto:marc.brink...@microsoft.com wrote:
I have no idea if it does. Clearly I was missing the path var. So I have no 
idea if that gets called.

___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.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 Stephen Blair
Sent: Thursday, December 13, 2012 1:47 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Yes, but the deployment tool must run the Crosswalk installer in the end, no?

On 13/12/2012 4:13 PM, Marc Brinkley wrote:
Hmm. I install only with the Deployment tool and not use the standalone 
installer.



___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.com

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, December 13, 2012 12:46 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Nope, it's the installer that [should] set the environment.



On 13/12/2012 3:29 PM, Marc Brinkley wrote:
Its missing.

Is that something where running runonce would fix stuff like that?

___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.com

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, December 13, 2012 12:19 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Is the Softimage Common Files location in your PATH?

C:\Program Files\Common Files\Softimage

If it isn't, that will cause the error you are getting.


On 13/12/2012 2:59 PM, Marc Brinkley wrote:
Hey everyone

I have installed the 2013 Crosswalk plugin for all my ADSK apps that I have.

When I enter into the Maya 2013sp1 plugin manager to turn on the 
dotXSISceneConverter.mll I get this error

// Error: Unable to dynamically load : C:/Program 
Files/Autodesk/Maya2013/bin/plug-ins/dotXSISceneConverter.mll
The specified module could not be found.
//
// Error: The specified module could not be found.
//
// Error: The specified module could not be found.
(dotXSISceneConverter) //



The .mll file is in the proper plugin folder.

Not sure what I am missing. Anyone else run into this?

___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.com





attachment: winmail.dat

Re: Maya 2013 dotXSI Plugin

2013-01-10 Thread Stephen Blair

Hi Graham

I would...

- double-check your PATH setting
- take a look at dotXSISceneConverter.mll in Dependency Walker
- check what's happening in Process Monitor



On 10/01/2013 9:23 AM, Graham Bell wrote:

I'm setting up a new laptop and this has caught me out as well.

Though, I've set the relevant PATH and it still doesn't work.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of ivan t
Sent: 02 January 2013 10:27
To: softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Hi Marc,

It could be the path var. Does this happen for previous Crosswalk version ?

Thanks
Ivan
On Sat, Dec 15, 2012 at 3:35 AM, Marc Brinkley 
marc.brink...@microsoft.commailto:marc.brink...@microsoft.com wrote:
I have no idea if it does. Clearly I was missing the path var. So I have no 
idea if that gets called.

___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.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 Stephen Blair
Sent: Thursday, December 13, 2012 1:47 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Yes, but the deployment tool must run the Crosswalk installer in the end, no?

On 13/12/2012 4:13 PM, Marc Brinkley wrote:
Hmm. I install only with the Deployment tool and not use the standalone 
installer.



___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.com

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, December 13, 2012 12:46 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Nope, it's the installer that [should] set the environment.



On 13/12/2012 3:29 PM, Marc Brinkley wrote:
Its missing.

Is that something where running runonce would fix stuff like that?

___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.com

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, December 13, 2012 12:19 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Is the Softimage Common Files location in your PATH?

C:\Program Files\Common Files\Softimage

If it isn't, that will cause the error you are getting.


On 13/12/2012 2:59 PM, Marc Brinkley wrote:
Hey everyone

I have installed the 2013 Crosswalk plugin for all my ADSK apps that I have.

When I enter into the Maya 2013sp1 plugin manager to turn on the 
dotXSISceneConverter.mll I get this error

// Error: Unable to dynamically load : C:/Program 
Files/Autodesk/Maya2013/bin/plug-ins/dotXSISceneConverter.mll
The specified module could not be found.
//
// Error: The specified module could not be found.
//
// Error: The specified module could not be found.
(dotXSISceneConverter) //



The .mll file is in the proper plugin folder.

Not sure what I am missing. Anyone else run into this?

___
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.comhttp://microsoft.com








RE: Maya 2013 dotXSI Plugin

2013-01-10 Thread Graham Bell
Fixed now

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: 10 January 2013 14:45
To: softimage@listproc.autodesk.com
Subject: Re: Maya 2013 dotXSI Plugin

Hi Graham

I would...

- double-check your PATH setting
- take a look at dotXSISceneConverter.mll in Dependency Walker
- check what's happening in Process Monitor



On 10/01/2013 9:23 AM, Graham Bell wrote:
 I'm setting up a new laptop and this has caught me out as well.

 Though, I've set the relevant PATH and it still doesn't work.


 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of ivan t
 Sent: 02 January 2013 10:27
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya 2013 dotXSI Plugin

 Hi Marc,

 It could be the path var. Does this happen for previous Crosswalk version ?

 Thanks
 Ivan
 On Sat, Dec 15, 2012 at 3:35 AM, Marc Brinkley 
 marc.brink...@microsoft.commailto:marc.brink...@microsoft.com wrote:
 I have no idea if it does. Clearly I was missing the path var. So I have no 
 idea if that gets called.

 ___
 Marc Brinkley
 GO GO GO
 Microsoft Studios
 [Fun]ction Studio
 marc.brinkley [at] microsoft.comhttp://microsoft.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 Stephen Blair
 Sent: Thursday, December 13, 2012 1:47 PM

 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: Maya 2013 dotXSI Plugin

 Yes, but the deployment tool must run the Crosswalk installer in the end, no?

 On 13/12/2012 4:13 PM, Marc Brinkley wrote:
 Hmm. I install only with the Deployment tool and not use the standalone 
 installer.



 ___
 Marc Brinkley
 GO GO GO
 Microsoft Studios
 [Fun]ction Studio
 marc.brinkley [at] microsoft.comhttp://microsoft.com

 From: 
 softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
 Sent: Thursday, December 13, 2012 12:46 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: Maya 2013 dotXSI Plugin

 Nope, it's the installer that [should] set the environment.



 On 13/12/2012 3:29 PM, Marc Brinkley wrote:
 Its missing.

 Is that something where running runonce would fix stuff like that?

 ___
 Marc Brinkley
 GO GO GO
 Microsoft Studios
 [Fun]ction Studio
 marc.brinkley [at] microsoft.comhttp://microsoft.com

 From: 
 softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
 Sent: Thursday, December 13, 2012 12:19 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: Maya 2013 dotXSI Plugin

 Is the Softimage Common Files location in your PATH?

 C:\Program Files\Common Files\Softimage

 If it isn't, that will cause the error you are getting.


 On 13/12/2012 2:59 PM, Marc Brinkley wrote:
 Hey everyone

 I have installed the 2013 Crosswalk plugin for all my ADSK apps that I have.

 When I enter into the Maya 2013sp1 plugin manager to turn on the 
 dotXSISceneConverter.mll I get this error

 // Error: Unable to dynamically load : C:/Program 
 Files/Autodesk/Maya2013/bin/plug-ins/dotXSISceneConverter.mll
 The specified module could not be found.
 //
 // Error: The specified module could not be found.
 //
 // Error: The specified module could not be found.
 (dotXSISceneConverter) //



 The .mll file is in the proper plugin folder.

 Not sure what I am missing. Anyone else run into this?

 ___
 Marc Brinkley
 GO GO GO
 Microsoft Studios
 [Fun]ction Studio
 marc.brinkley [at] microsoft.comhttp://microsoft.com





attachment: winmail.dat

RE: URGENT Softimage license question within a company !!!

2013-01-10 Thread Graham Bell
I'm not really in a position or qualified to comment on this legally.
Transferring a license will often incur a fee.
But there is the transfer utility that Stephen mentioned in an earlier post.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 10 January 2013 13:55
To: softimage@listproc.autodesk.com
Subject: Re: URGENT Softimage license question within a company !!!

maybe he could lease this workstation from the company then? ;)
he could simply pay 10 bucks a month for it.. with a proper invoice

This sounds interesting Stephan. Graham in your experience would this work from 
a Legal standpoint ? im assuming i could transfer the licence back onto my 
laptop after i finish ?
On 10 January 2013 13:15, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
Hey Sebastian,

no harm done.

I´m with Stephan, owner and licensee is a nasty difference.

The old days where nice, a physical dongle providing prove, control
and means of actually bringing your license to where you needed it.

It was easy to forget or snap the USB one, too :-)

Cheers,

tim




On 10.01.2013 12:38, Stephan Haidacher wrote:
maybe he could lease this workstation from the company then? ;)
he could simply pay 10 bucks a month for it.. with a proper invoice what could 
AD do?

(..this hole issue is IMHO totally f***ed up, to say the least i`m waiting 
for the
day i can`t drive my car over border because of licensing issues)

 --stephan

On 1/8/2013 12:13 PM, Stephen Blair wrote:
Is it leased by you?

I'm not a lawyer, but I understand that clause as meaning that you personally 
have to own, lease, or control the computer where you install Softimage.

On 08/01/2013 6:10 AM, Sebastien Sterling wrote:
if i work for the compagny, is the machine i am working with not Leased ?
On 8 January 2013 12:06, Stephen Blair 
stephenrbl...@gmail.commailto:stephenrbl...@gmail.com 
mailto:stephenrbl...@gmail.commailto:stephenrbl...@gmail.com wrote:

Hi

The License Agreement defines the terms of use:

http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=10235425#section29

Territory and number of installs are the most obvious restrictions.
Assuming you purchased your license in the EU, then you can use it anywhere 
in that territory.

However, Section 2.1.1 does say

...no license is granted (whether expressly, by implication or otherwise) 
under this Agreement...for Installation of the Licensed Materials on any 
Computer other than a
Computer owned or leased, and controlled by Licensee, unless otherwise 
authorized in writing by Autodesk...






On 08/01/2013 4:36 AM, Sebastien Sterling wrote:

Greeting good day good evening everyone, Fellow Softimage users, my 
name is Sebastien Sterling, recently i purchesed my own softimage license so as 
i was going to work
for nWave digital a Belgium feature film studio, and that i know of no 
better tool for the work i do, mine is a character modeling position.

The place uses maya, but i was told that if i was able to provide my 
own license that this should not be a problem. however there seems to be a 
schism in the company.
and the higher up IT peoples stance is: they require confirmation from 
Autodesk that i can use my my license in the this company.

My question is this, has anyone ever brought their softimage to work 
for a company ? if so how did this come about...\

or

Alternatively, what would autodesks stance be on this, as the issue 
seems to hinge on the leagle ramification of package controls.




I love this package, i bought it, even in these uneasy questionable 
times, and i love this community, please guys, Help me !



No virus found in this message.
Checked by AVG - www.avg.comhttp://www.avg.com http://www.avg.com

Version: 2013.0.2805 / Virus Database: 2637/6000 - Release Date: 12/31/12
Internal Virus Database is out of date.


--
Untitled Document

Stephan Haidacher
Freelance 3D Artist/Compositor
www.shaidacher.comhttp://www.shaidacher.com http://www.shaidacher.com

attachment: winmail.dat

Property editor losing tabs

2013-01-10 Thread Darrin Hofmeyr
My shader properties open in one long tab and not multiple.
Plus the names of each property is not diffuse or reflection etc but kd
color and kr color etc.
This is only on a select few.
And also if there are multiple illumination nodes in a shader, not all of
them do this.
Creating a new material works fine.
Anybody else experience similar?

-- 
Darrin Hofmeyr
Animation Supervisor
BlackGinger
+27 21 4881188


Re: Cage deform by cluster

2013-01-10 Thread Alan Fregtman
Years ago I rigged some braids to deform by low res poly strips. There is a
simpler way. Cage is overkill.

You could constrain a null per polygon (cluster) and turn on all the
options (in the Constrain-Object to Cluster constraint) so it locks to the
poly orientation well. You can then use those nulls as an envelope for your
proper mesh. The default weighting with Envelope-Smooth Envelope Weights
and some minor slider fiddling will work pretty much perfect.

You can also build the poly constraint in ICE kinematics too, if you like,
though you won't see any improvements as ICE only excels when
iterating/multithreading over a big dataset

Of course you can build your own cage deform — the factory Hull Deformer
isn't very good — but you will find out soon enough that it doesn't
interpolate and although your geo will follow, it will only bend as nice as
the number of divisions in your low res stripes, forcing you to increase
them, but then what's the point, right?

Hope that helps.
Cheers,

   -- Alan




On Thu, Jan 10, 2013 at 11:32 AM, Nuno Conceicao 
nunoalexconcei...@gmail.com wrote:

 Hi guys, have a problem here that havent found a solution yet.

 Problem:
 Basically I want to do a special cage deform where I have several braids
 of hair being deformed by a simple simulated mesh of low res stripes.
 My problem is when i want to transfer the animation from the low res mesh
 to the high res, where the high res braids get badly deformed by the low
 res cage because basically they dont know how to split properly since they
 are very close together and where a single hi res braid can be intersecting
 one or two different lowres.

 Possible solution:?
 So I thought the solution could be in separating each braid by a cluster
 in both the high res and low res cage, then somehow change the hull cage
 deformer to filter by clusters.
 The issue here is that i can filter the location by cluster on the high
 res mesh, but i dont know how to just pick the equivalent locations per
 cluster on my lores cage deformer.

 Does this make sense? Or maybe am i being silly and there is a simpler
 solution?





Re: Property editor losing tabs

2013-01-10 Thread Stephen Blair

Hi

Did you try refreshing the ppg?
http://xsisupport.com/2010/07/27/refreshing-a-ppg-to-see-changes-to-plugin-code/


On 10/01/2013 1:12 PM, Darrin Hofmeyr wrote:

My shader properties open in one long tab and not multiple.
Plus the names of each property is not diffuse or reflection etc but 
kd color and kr color etc.

This is only on a select few.
And also if there are multiple illumination nodes in a shader, not all 
of them do this.

Creating a new material works fine.
Anybody else experience similar?

--
Darrin Hofmeyr
Animation Supervisor
BlackGinger
+27 21 4881188 tel:%2B27%2021%204881188




Re: Cage deform by cluster

2013-01-10 Thread Nuno Conceicao
Thanks Alan
Even though I think this solution using clusters would be interesting and
probably easier to setup ill try to use your method.
Couple questions though:
1. The object to cluster constraint doesn't seem to constrain to polys,
only points, am i missing any option here or I need to constrain to a point
then offset it manually?
2. I have 140 braids and each poly-stripe has 8 polygons, obviously the way
to go here is using scripting, just wondering if you have or know a plugin
or script to do this process of creating a null for each poly


On Thu, Jan 10, 2013 at 6:52 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Years ago I rigged some braids to deform by low res poly strips. There is
 a simpler way. Cage is overkill.

 You could constrain a null per polygon (cluster) and turn on all the
 options (in the Constrain-Object to Cluster constraint) so it locks to the
 poly orientation well. You can then use those nulls as an envelope for your
 proper mesh. The default weighting with Envelope-Smooth Envelope Weights
 and some minor slider fiddling will work pretty much perfect.

 You can also build the poly constraint in ICE kinematics too, if you like,
 though you won't see any improvements as ICE only excels when
 iterating/multithreading over a big dataset

 Of course you can build your own cage deform — the factory Hull
 Deformer isn't very good — but you will find out soon enough that it
 doesn't interpolate and although your geo will follow, it will only bend as
 nice as the number of divisions in your low res stripes, forcing you to
 increase them, but then what's the point, right?

 Hope that helps.
 Cheers,

-- Alan




 On Thu, Jan 10, 2013 at 11:32 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 Hi guys, have a problem here that havent found a solution yet.

 Problem:
 Basically I want to do a special cage deform where I have several braids
 of hair being deformed by a simple simulated mesh of low res stripes.
 My problem is when i want to transfer the animation from the low res mesh
 to the high res, where the high res braids get badly deformed by the low
 res cage because basically they dont know how to split properly since they
 are very close together and where a single hi res braid can be intersecting
 one or two different lowres.

 Possible solution:?
 So I thought the solution could be in separating each braid by a cluster
 in both the high res and low res cage, then somehow change the hull cage
 deformer to filter by clusters.
 The issue here is that i can filter the location by cluster on the high
 res mesh, but i dont know how to just pick the equivalent locations per
 cluster on my lores cage deformer.

 Does this make sense? Or maybe am i being silly and there is a simpler
 solution?






Re: Property editor losing tabs

2013-01-10 Thread Francois Lord
Sounds like you are working on a scene that was built by someone else 
and made for Arnold.

And you don't have Arnold.

On 10/01/2013 13:12, Darrin Hofmeyr wrote:

My shader properties open in one long tab and not multiple.
Plus the names of each property is not diffuse or reflection etc but 
kd color and kr color etc.

This is only on a select few.
And also if there are multiple illumination nodes in a shader, not all 
of them do this.

Creating a new material works fine.
Anybody else experience similar?

--
Darrin Hofmeyr
Animation Supervisor
BlackGinger
+27 21 4881188 tel:%2B27%2021%204881188




Re: Property editor losing tabs

2013-01-10 Thread Stephen Blair

That's true.
But Black Ginger has Arnold so I didn't think to mention it.


On 10/01/2013 3:15 PM, Francois Lord wrote:
Sounds like you are working on a scene that was built by someone else 
and made for Arnold.

And you don't have Arnold.

On 10/01/2013 13:12, Darrin Hofmeyr wrote:

My shader properties open in one long tab and not multiple.
Plus the names of each property is not diffuse or reflection etc but 
kd color and kr color etc.

This is only on a select few.
And also if there are multiple illumination nodes in a shader, not 
all of them do this.

Creating a new material works fine.
Anybody else experience similar?

--
Darrin Hofmeyr
Animation Supervisor
BlackGinger
+27 21 4881188 tel:%2B27%2021%204881188






Re: Cage deform by cluster

2013-01-10 Thread Alan Fregtman
On Thu, Jan 10, 2013 at 2:18 PM, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 1. The object to cluster constraint doesn't seem to constrain to polys,
 only points, am i missing any option here or I need to constrain to a point
 then offset it manually?
 2. I have 140 braids and each poly-stripe has 8 polygons, obviously the
 way to go here is using scripting, just wondering if you have or know a
 plugin or script to do this process of creating a null for each poly



1. Yes it does. Try it! Select a face, make a cluster, make a null,
Constrain-Object to Cluster and pick the cluster in the Explorer. It works!

2. Python is your friend:

from win32com.client import constants as c

Application.OpenUndo('Nullify faces on selected meshes')for obj in
Application.Selection:
geo = obj.ActivePrimitive.Geometry
for idx in range(geo.Facets.Count):
newCls = geo.AddCluster(c.siPolygonCluster, face_%s % idx, idx)
newNull = obj.AddNull('%s_faceNull_%s' % (obj.name, idx))
newNull.Parameters(primary_icon).Value = 8
newCns = newNull.Kinematics.AddConstraint(ObjectToCluster, newCls)
newCns.Parameters(tangent).Value = True
newCns.Parameters(upvct_active).Value = True
Application.CloseUndo()


The above code will make a series of nulls, one per face, clsconstrained
per poly, as children of the original mesh object.


RE: Property editor losing tabs

2013-01-10 Thread Sandy Sutherland
They are using Arnold so it is something else.

S.


Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 
http://triggerfish.co.za/en
[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 
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From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Francois Lord 
[flordli...@gmail.com]
Sent: 10 January 2013 22:15
To: softimage@listproc.autodesk.com
Subject: Re: Property editor losing tabs

Sounds like you are working on a scene that was built by someone else and made 
for Arnold.
And you don't have Arnold.

On 10/01/2013 13:12, Darrin Hofmeyr wrote:
My shader properties open in one long tab and not multiple.
Plus the names of each property is not diffuse or reflection etc but kd color 
and kr color etc.
This is only on a select few.
And also if there are multiple illumination nodes in a shader, not all of them 
do this.
Creating a new material works fine.
Anybody else experience similar?

--
Darrin Hofmeyr
Animation Supervisor
BlackGinger
+27 21 4881188tel:%2B27%2021%204881188



Re: Cage deform by cluster

2013-01-10 Thread Nuno Conceicao
thanks for the help Alan, I do need to get more into Python, this script 
makes it look soo simple :)



On 10-01-2013 20:25, Alan Fregtman wrote:


On Thu, Jan 10, 2013 at 2:18 PM, Nuno Conceicao 
nunoalexconcei...@gmail.com mailto:nunoalexconcei...@gmail.com wrote:


1. The object to cluster constraint doesn't seem to constrain to
polys, only points, am i missing any option here or I need to
constrain to a point then offset it manually?
2. I have 140 braids and each poly-stripe has 8 polygons,
obviously the way to go here is using scripting, just wondering if
you have or know a plugin or script to do this process of creating
a null for each poly



1. Yes it does. Try it! Select a face, make a cluster, make a null, 
Constrain-Object to Cluster and pick the cluster in the Explorer. It 
works!


2. Python is your friend:
from  win32com.clientimport  constants as c

Application.OpenUndo('Nullify faces on selected meshes')
for  objin  Application.Selection:
 geo=  obj.ActivePrimitive.Geometry
 for  idxin  range(geo.Facets.Count):
 newCls=  geo.AddCluster(c.siPolygonCluster,  face_%s  %  idx,  idx)
 newNull=  obj.AddNull('%s_faceNull_%s'  %  (obj.name,  idx))
 newNull.Parameters(primary_icon).Value=  8
 newCns=  newNull.Kinematics.AddConstraint(ObjectToCluster,  newCls)
 newCns.Parameters(tangent).Value=  True
 newCns.Parameters(upvct_active).Value=  True
Application.CloseUndo()

The above code will make a series of nulls, one per face, 
clsconstrained per poly, as children of the original mesh object.







Re: Cage deform by cluster

2013-01-10 Thread Rob Chapman
woops sorry that extra get data on point 2 should be  primitive 

On 10 January 2013 23:06, Rob Chapman tekano@gmail.com wrote:

 On Thu, Jan 10, 2013 at 2:18 PM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 1. The object to cluster constraint doesn't seem to constrain to polys,
 only points, am i missing any option here or I need to constrain to a point
 then offset it manually?
 2. I have 140 braids and each poly-stripe has 8 polygons, obviously the
 way to go here is using scripting, just wondering if you have or know a
 plugin or script to do this process of creating a null for each poly


 and in ICE..  may be faster than python for 1120 nulls..  :D

 1.create/Duplicate all the nulls you will need beforehand , and put all
 your 140 polystrips into a group
 2.make an empty pointcloud, and in this use Get groupGet Data
 PolygonPositionadd point (see pic)

 3.select all your Nulls and from the menuIceKinematicsEffectsTransform
 Objects by Particles
 4. select the pointcloud. et viola - 1120 nulls translated and constrained
 to the particles

 the particles should already move when the polystrips are deformed, which
 in turn moves the constrained nulls.

 cheers

 Rob




Re: Cage deform by cluster

2013-01-10 Thread Alan Fregtman
As per your screenshot, I don't believe your particles are getting any
Orientation. That's sort of important.



On Thu, Jan 10, 2013 at 6:06 PM, Rob Chapman tekano@gmail.com wrote:

 On Thu, Jan 10, 2013 at 2:18 PM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 1. The object to cluster constraint doesn't seem to constrain to polys,
 only points, am i missing any option here or I need to constrain to a point
 then offset it manually?
 2. I have 140 braids and each poly-stripe has 8 polygons, obviously the
 way to go here is using scripting, just wondering if you have or know a
 plugin or script to do this process of creating a null for each poly


 and in ICE..  may be faster than python for 1120 nulls..  :D

 1.create/Duplicate all the nulls you will need beforehand , and put all
 your 140 polystrips into a group
 2.make an empty pointcloud, and in this use Get groupGet Data
 PolygonPositionadd point (see pic)

 3.select all your Nulls and from the menuIceKinematicsEffectsTransform
 Objects by Particles
 4. select the pointcloud. et viola - 1120 nulls translated and constrained
 to the particles

 the particles should already move when the polystrips are deformed, which
 in turn moves the constrained nulls.

 cheers

 Rob




Re: URGENT Softimage license question within a company !!!

2013-01-10 Thread Daniel Harjanto
This is the challenge IT Dept facing now.
They are bound by ISMS of the company, and usually it's a written policies
in IT Security policies.
They have to protect the company from un-necessary hassle such as legal
issue.

In broader way it include challenge to BYOD policies, some company doesn't
allow you to use your own device to work in corporate network, because it
introduce another threat for Information Security.

It need a holistic solution from them software vendor, how software vendor
adopt the changes in IT landscape for example. Cloud computing and mobility
will be the trend in next couple of year.
So the question is what the software vendor see in this changes.

But as I deal with both position, it will never be easy to solve the issue,
from legal and pipeline perspective.

Cheers,

On Thu, Jan 10, 2013 at 7:15 PM, Tim Leydecker bauero...@gmx.de wrote:

 Hey Sebastian,

 no harm done.

 I´m with Stephan, owner and licensee is a nasty difference.

 The old days where nice, a physical dongle providing prove, control
 and means of actually bringing your license to where you needed it.

 It was easy to forget or snap the USB one, too :-)

 Cheers,

 tim




 On 10.01.2013 12:38, Stephan Haidacher wrote:

 maybe he could lease this workstation from the company then? ;)
 he could simply pay 10 bucks a month for it.. with a proper invoice what
 could AD do?

 (..this hole issue is IMHO totally f***ed up, to say the least i`m
 waiting for the
 day i can`t drive my car over border because of licensing issues)

  --stephan

 On 1/8/2013 12:13 PM, Stephen Blair wrote:

 Is it leased by you?

 I'm not a lawyer, but I understand that clause as meaning that you
 personally have to own, lease, or control the computer where you install
 Softimage.

 On 08/01/2013 6:10 AM, Sebastien Sterling wrote:

 if i work for the compagny, is the machine i am working with not Leased
 ?

 On 8 January 2013 12:06, Stephen Blair stephenrbl...@gmail.commailto:
 stephenrblair@gmail.**com stephenrbl...@gmail.com wrote:

 Hi

 The License Agreement defines the terms of use:
 http://usa.autodesk.com/adsk/**servlet/index?siteID=123112**
 id=10235425#section29http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=10235425#section29

 Territory and number of installs are the most obvious restrictions.
 Assuming you purchased your license in the EU, then you can use it
 anywhere in that territory.

 However, Section 2.1.1 does say

 ...no license is granted (whether expressly, by implication or
 otherwise) under this Agreement...for Installation of the Licensed
 Materials on any Computer other than a
 Computer owned or leased, and controlled by Licensee, unless
 otherwise authorized in writing by Autodesk...






 On 08/01/2013 4:36 AM, Sebastien Sterling wrote:

 Greeting good day good evening everyone, Fellow Softimage
 users, my name is Sebastien Sterling, recently i purchesed my own softimage
 license so as i was going to work
 for nWave digital a Belgium feature film studio, and that i
 know of no better tool for the work i do, mine is a character modeling
 position.

 The place uses maya, but i was told that if i was able to
 provide my own license that this should not be a problem. however there
 seems to be a schism in the company.
 and the higher up IT peoples stance is: they require
 confirmation from Autodesk that i can use my my license in the this 
 company.

 My question is this, has anyone ever brought their softimage to
 work for a company ? if so how did this come about...\

 or

 Alternatively, what would autodesks stance be on this, as the
 issue seems to hinge on the leagle ramification of package controls.




 I love this package, i bought it, even in these uneasy
 questionable times, and i love this community, please guys, Help me !




 No virus found in this message.
 Checked by AVG - www.avg.com http://www.avg.com

 Version: 2013.0.2805 / Virus Database: 2637/6000 - Release Date: 12/31/12
 Internal Virus Database is out of date.



 --
 Untitled Document

 Stephan Haidacher
 Freelance 3D Artist/Compositor
 www.shaidacher.com http://www.shaidacher.com




-- 
Daniel Harjanto
Infinite Frameworks Studios
TD
http://misterdi.cgpot.com