Re: Change default settings?
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
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
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
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
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
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
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
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 !!!
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
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 !!!
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?
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
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
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
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 !!!
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
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
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
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
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
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
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
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
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] http://www.facebook.com/triggerfishanimation [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] http://www.twitter.com/triggerfishza 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
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
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
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 !!!
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