C++ : custom ice node with custom data type
does anyone know why the ICENodeDef.AddOutputPort() method asks for a CStringArray of custom data types? http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1ICENodeDef.html,topicNumber=si_cpp_classXSI_1_1ICENodeDef_html,hash=ac0713341d32a19f748fec65f6837e6d3 i am trying to understand what benefit or feature providing multiple custom data type identifiers would do here. the documentation isn't clear on this, and since i am a n00b i need straight and to the point. thanks steven
RE: Exocortex Species 1.6 Released
Deep respect guys! :D From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, April 10, 2013 7:15 PM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.6 Released We had a few rather annoying bugs in the 1.6 release and we've now fixed them. See below for fixes. 1. Fix custom menu enable The system tried creating the custom menus before it checked the validity of the directory. It now checks first and if not valid it won't generate the menu list. 2. Fix shutil import error Missing module import in one of the modules and is now fixed. 3. ReplaceMesh skip source meshes if not found During a replace mesh process, if the system doesn't find the source mesh, it is skipped and info is logged in the script history. Also we added a dialogue informing you that the ReplaceMesh command finished. 4. Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh We added a few hierarchies and meshes to the PropRigs for 1.6 and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all necessary nulls are present. We do NOT add the Low or Proxy meshes though, just the group nulls. Get Species 1.6.1 here: http://exocortex.com/products/species Eric Thivierge http://www.ethivierge.com On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli ch...@polygonpusherinc.com wrote: For the record, our package is a zip file upon download, and does in fact include an xsi addon file. We recommend using the workgroup method however, because we find it much easier to upgrade rather than uninstalling the previous version and installing the new version. Something to consider is that we do not release patch updates. Every version we put out is a full version, and you cannot have 2 versions of Species running at the same time, so every time you want to upgrade, you have to uninstall and reinstall. We give you the option to go addon, but from our experience, our customers have a much easier time and fewer problems with the workgroups. Chris Covelli http://www.polygonpusherinc.com/ On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster r...@casema.nl wrote: A zip file might be more convenient in some cases?? Rob \/-\/\/ On 5-4-2013 4:00, Alok Gandhi wrote: Can't you guys ship it as si addon. That way the user will have to do nothing other than to install the addon (drag and drop). Just a small suggestion . . . Sent from my iPhone On 2013-04-04, at 6:10 PM, Eric Thivierge ethivie...@gmail.com wrote: Just as a reminder, we recommend extracting the workgroup from the .zip file and connecting to it through the workgroups tab in the plug-in manager and not pulling the files out and overwriting the previous version. Some files get re-organized and new files are put in place and as such old files may end up persisting when they shouldn't. We got Tim squared away and if anyone else has any issues please be sure to send us an email and we'll get you up and running again. Eric Thivierge http://www.ethivierge.com On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge ethivie...@gmail.com wrote: I'll be in touch offlist Tim. Eric Thivierge http://www.ethivierge.com On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Hi Chris, We've updated it here but get an error when starting Softimage, saying the species module can't be found (I'm guessing this module is new to 1.6). Whether we're using XSI's python or Windows python makes no difference. Any suggestions? Looks like a great update though! -Tim On 4/4/2013 9:49 AM, Chris Covelli wrote: Exocortex Species 1.6 Create Better Characters Even Faster Species 1.6 is now available at Exocortex.com http://exocortex.com/plugins/species . We created this video overview of the new features: http://vimeo.com/62914955 https://vimeo.com/62914955 What is Species? Exocortex Species simplifies the process of human character creation from designing your
Re: Exocortex Species 1.6 Released
Is that better or worse than being widely respected? On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy szabol...@crytek.comwrote: Deep respect guys! :D ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge *Sent:* Wednesday, April 10, 2013 7:15 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Exocortex Species 1.6 Released ** ** We had a few rather annoying bugs in the 1.6 release and we've now fixed them. See below for fixes. 1. *Fix custom menu enable* The system tried creating the custom menus before it checked the validity of the directory. It now checks first and if not valid it won't generate the menu list. 2. *Fix shutil import error* Missing module import in one of the modules and is now fixed. 3. *ReplaceMesh skip source meshes if not found* During a replace mesh process, if the system doesn't find the source mesh, it is skipped and info is logged in the script history. Also we added a dialogue informing you that the ReplaceMesh command finished. 4. *Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh* We added a few hierarchies and meshes to the PropRigs for 1.6 and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all necessary nulls are present. We do NOT add the Low or Proxy meshes though, just the group nulls. * Get Species 1.6.1 here:* http://exocortex.com/products/species Eric Thivierge http://www.ethivierge.com ** ** On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli ch...@polygonpusherinc.com wrote: For the record, our package is a zip file upon download, and does in fact include an xsi addon file. We recommend using the workgroup method however, because we find it much easier to upgrade rather than uninstalling the previous version and installing the new version. Something to consider is that we do not release patch updates. Every version we put out is a full version, and you cannot have 2 versions of Species running at the same time, so every time you want to upgrade, you have to uninstall and reinstall. We give you the option to go addon, but from our experience, our customers have a much easier time and fewer problems with the workgroups. Chris Covelli http://www.polygonpusherinc.com/ ** ** On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster r...@casema.nl wrote: A zip file might be more convenient in some cases?? Rob \/-\/\/ On 5-4-2013 4:00, Alok Gandhi wrote: Can't you guys ship it as si addon. That way the user will have to do nothing other than to install the addon (drag and drop). ** ** Just a small suggestion . . . Sent from my iPhone On 2013-04-04, at 6:10 PM, Eric Thivierge ethivie...@gmail.com wrote:*** * Just as a reminder, we recommend extracting the workgroup from the .zip file and connecting to it through the workgroups tab in the plug-in manager and not pulling the files out and overwriting the previous version. Some files get re-organized and new files are put in place and as such old files may end up persisting when they shouldn't. We got Tim squared away and if anyone else has any issues please be sure to send us an email and we'll get you up and running again. Eric Thivierge http://www.ethivierge.com ** ** On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge ethivie...@gmail.com wrote: I'll be in touch offlist Tim. Eric Thivierge http://www.ethivierge.com ** ** On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Hi Chris, We've updated it here but get an error when starting Softimage, saying the species module can't be found (I'm guessing this module is new to 1.6). Whether we're using XSI's python or Windows python makes no difference. Any suggestions? Looks like a great update though! -Tim ** ** On 4/4/2013 9:49 AM, Chris Covelli wrote: Exocortex Species 1.6 ** ** *Create Better Characters Even Faster* ** ** Species 1.6 is now available at Exocortex.comhttp://exocortex.com/plugins/species . ** ** We created this video overview of the new features: http://vimeo.com/62914955 https://vimeo.com/62914955 ** **What is Species?** **Exocortex Species simplifies the process of human character creation from designing your character’s unique attributes, integrating sculpting results, to rig creation, even animation. With Species, you will create higher quality animated characters faster and at a lower cost, while avoiding the generic look that often come when purchasing off-the-shelf models. Exocortex Species
Re: Exocortex Species 1.6 Released
Mind the gap
RE: Exocortex Species 1.6 Released
UhmNice work! J From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Thursday, April 11, 2013 9:03 AM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.6 Released Is that better or worse than being widely respected? On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy szabol...@crytek.com wrote: Deep respect guys! :D From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, April 10, 2013 7:15 PM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.6 Released We had a few rather annoying bugs in the 1.6 release and we've now fixed them. See below for fixes. 1. Fix custom menu enable The system tried creating the custom menus before it checked the validity of the directory. It now checks first and if not valid it won't generate the menu list. 2. Fix shutil import error Missing module import in one of the modules and is now fixed. 3. ReplaceMesh skip source meshes if not found During a replace mesh process, if the system doesn't find the source mesh, it is skipped and info is logged in the script history. Also we added a dialogue informing you that the ReplaceMesh command finished. 4. Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh We added a few hierarchies and meshes to the PropRigs for 1.6 and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all necessary nulls are present. We do NOT add the Low or Proxy meshes though, just the group nulls. Get Species 1.6.1 here: http://exocortex.com/products/species Eric Thivierge http://www.ethivierge.com On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli ch...@polygonpusherinc.com wrote: For the record, our package is a zip file upon download, and does in fact include an xsi addon file. We recommend using the workgroup method however, because we find it much easier to upgrade rather than uninstalling the previous version and installing the new version. Something to consider is that we do not release patch updates. Every version we put out is a full version, and you cannot have 2 versions of Species running at the same time, so every time you want to upgrade, you have to uninstall and reinstall. We give you the option to go addon, but from our experience, our customers have a much easier time and fewer problems with the workgroups. Chris Covelli http://www.polygonpusherinc.com/ On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster r...@casema.nl wrote: A zip file might be more convenient in some cases?? Rob \/-\/\/ On 5-4-2013 4:00, Alok Gandhi wrote: Can't you guys ship it as si addon. That way the user will have to do nothing other than to install the addon (drag and drop). Just a small suggestion . . . Sent from my iPhone On 2013-04-04, at 6:10 PM, Eric Thivierge ethivie...@gmail.com wrote: Just as a reminder, we recommend extracting the workgroup from the .zip file and connecting to it through the workgroups tab in the plug-in manager and not pulling the files out and overwriting the previous version. Some files get re-organized and new files are put in place and as such old files may end up persisting when they shouldn't. We got Tim squared away and if anyone else has any issues please be sure to send us an email and we'll get you up and running again. Eric Thivierge http://www.ethivierge.com On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge ethivie...@gmail.com wrote: I'll be in touch offlist Tim. Eric Thivierge http://www.ethivierge.com On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Hi Chris, We've updated it here but get an error when starting Softimage, saying the species module can't be found (I'm guessing this module is new to 1.6). Whether we're using XSI's python or Windows python makes no difference. Any suggestions? Looks like a great update though! -Tim On 4/4/2013 9:49 AM, Chris Covelli wrote: Exocortex Species 1.6 Create Better Characters Even Faster Species 1.6 is now available at Exocortex.com
Re: Exocortex Species 1.6 Released
I was just kidding :) Deeply respected is actually perfectly fine, widely respected normally means by a large number of people. It was just some silliness because Eric's threads can't be left untouched by some non-sense, it would be improper. On Thu, Apr 11, 2013 at 5:26 PM, Szabolcs Matefy szabol...@crytek.comwrote: Actually it might be a language barrier, deep respect is here in Hungary the best of the respects. Wide respect is a bit funny, because wide is something like me (wide on X axis, quite OK on Y axis, and a bit wide on Z axis)…:D ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane *Sent:* Thursday, April 11, 2013 9:03 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Exocortex Species 1.6 Released ** ** Is that better or worse than being widely respected? ** ** On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy szabol...@crytek.com wrote: Deep respect guys! :D *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge *Sent:* Wednesday, April 10, 2013 7:15 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Exocortex Species 1.6 Released We had a few rather annoying bugs in the 1.6 release and we've now fixed them. See below for fixes. 1. *Fix custom menu enable* The system tried creating the custom menus before it checked the validity of the directory. It now checks first and if not valid it won't generate the menu list. 2. *Fix shutil import error* Missing module import in one of the modules and is now fixed. 3. *ReplaceMesh skip source meshes if not found* During a replace mesh process, if the system doesn't find the source mesh, it is skipped and info is logged in the script history. Also we added a dialogue informing you that the ReplaceMesh command finished. 4. *Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh* We added a few hierarchies and meshes to the PropRigs for 1.6 and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all necessary nulls are present. We do NOT add the Low or Proxy meshes though, just the group nulls. * Get Species 1.6.1 here:* http://exocortex.com/products/species Eric Thivierge http://www.ethivierge.com On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli ch...@polygonpusherinc.com wrote: For the record, our package is a zip file upon download, and does in fact include an xsi addon file. We recommend using the workgroup method however, because we find it much easier to upgrade rather than uninstalling the previous version and installing the new version. Something to consider is that we do not release patch updates. Every version we put out is a full version, and you cannot have 2 versions of Species running at the same time, so every time you want to upgrade, you have to uninstall and reinstall. We give you the option to go addon, but from our experience, our customers have a much easier time and fewer problems with the workgroups. Chris Covelli http://www.polygonpusherinc.com/ On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster r...@casema.nl wrote: A zip file might be more convenient in some cases?? Rob \/-\/\/ On 5-4-2013 4:00, Alok Gandhi wrote: Can't you guys ship it as si addon. That way the user will have to do nothing other than to install the addon (drag and drop). Just a small suggestion . . . Sent from my iPhone On 2013-04-04, at 6:10 PM, Eric Thivierge ethivie...@gmail.com wrote:*** * Just as a reminder, we recommend extracting the workgroup from the .zip file and connecting to it through the workgroups tab in the plug-in manager and not pulling the files out and overwriting the previous version. Some files get re-organized and new files are put in place and as such old files may end up persisting when they shouldn't. We got Tim squared away and if anyone else has any issues please be sure to send us an email and we'll get you up and running again. Eric Thivierge http://www.ethivierge.com On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge ethivie...@gmail.com wrote: I'll be in touch offlist Tim. Eric Thivierge http://www.ethivierge.com On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Hi Chris, We've updated it here but get an error when starting Softimage, saying the species module can't be found (I'm guessing this module is new to 1.6). Whether we're using XSI's python or Windows python makes no
RE: Exocortex Species 1.6 Released
Sure! :D So what about widely deep respect? ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Thursday, April 11, 2013 10:07 AM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.6 Released I was just kidding :) Deeply respected is actually perfectly fine, widely respected normally means by a large number of people. It was just some silliness because Eric's threads can't be left untouched by some non-sense, it would be improper. On Thu, Apr 11, 2013 at 5:26 PM, Szabolcs Matefy szabol...@crytek.com wrote: Actually it might be a language barrier, deep respect is here in Hungary the best of the respects. Wide respect is a bit funny, because wide is something like me (wide on X axis, quite OK on Y axis, and a bit wide on Z axis)...:D From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Thursday, April 11, 2013 9:03 AM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.6 Released Is that better or worse than being widely respected? On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy szabol...@crytek.com wrote: Deep respect guys! :D From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, April 10, 2013 7:15 PM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.6 Released We had a few rather annoying bugs in the 1.6 release and we've now fixed them. See below for fixes. 1. Fix custom menu enable The system tried creating the custom menus before it checked the validity of the directory. It now checks first and if not valid it won't generate the menu list. 2. Fix shutil import error Missing module import in one of the modules and is now fixed. 3. ReplaceMesh skip source meshes if not found During a replace mesh process, if the system doesn't find the source mesh, it is skipped and info is logged in the script history. Also we added a dialogue informing you that the ReplaceMesh command finished. 4. Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh We added a few hierarchies and meshes to the PropRigs for 1.6 and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all necessary nulls are present. We do NOT add the Low or Proxy meshes though, just the group nulls. Get Species 1.6.1 here: http://exocortex.com/products/species Eric Thivierge http://www.ethivierge.com On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli ch...@polygonpusherinc.com wrote: For the record, our package is a zip file upon download, and does in fact include an xsi addon file. We recommend using the workgroup method however, because we find it much easier to upgrade rather than uninstalling the previous version and installing the new version. Something to consider is that we do not release patch updates. Every version we put out is a full version, and you cannot have 2 versions of Species running at the same time, so every time you want to upgrade, you have to uninstall and reinstall. We give you the option to go addon, but from our experience, our customers have a much easier time and fewer problems with the workgroups. Chris Covelli http://www.polygonpusherinc.com/ On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster r...@casema.nl wrote: A zip file might be more convenient in some cases?? Rob \/-\/\/ On 5-4-2013 4:00, Alok Gandhi wrote: Can't you guys ship it as si addon. That way the user will have to do nothing other than to install the addon (drag and drop). Just a small suggestion . . . Sent from my iPhone On 2013-04-04, at 6:10 PM, Eric Thivierge ethivie...@gmail.com wrote: Just as a reminder, we recommend extracting the workgroup from the .zip file and connecting to it through the workgroups tab in the plug-in manager and not pulling the files out and overwriting the previous version. Some files get re-organized and new files are put in place and as such old files may end up persisting when they shouldn't. We got Tim squared away and if anyone else has any issues please be sure to send us an email and we'll get you up and running again. Eric Thivierge http://www.ethivierge.com On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge ethivie...@gmail.com wrote: I'll be in touch offlist Tim. Eric Thivierge
Re: deleating Particals
The reason to do it post-emittion is because then you know that whatever's left will be doing the same thing (presuming you're not doing any neighbour lookups or anything) that it did before, but there'll just be less of them. It's the path of least resistance when a client's looked at something and says 'I like it... just fewer'. On 11 April 2013 04:31, Raffaele Fragapane raffsxsil...@googlemail.comwrote: I'm aware of plenty cases where one might need to, especially post-facto stuff where you just can't go back upstream (caches, things produced as manually operated chains for hacks, LODding something, bracketing something and so on). In this case I was more proposing it's worth looking at that. 90% of the stuff that starts simply emitted can usually be halved more cheaply, and interacted with in more complexity producing better results, by reduing the emission rule hits and then a straight forward tweaking of any frequency based on the ID (if you have any). More of a food for thought than anything, I guess. Maybe should have not been formulated as a question. On Thu, Apr 11, 2013 at 12:51 PM, Andy Moorer andymoo...@gmail.comwrote: Sometimes when the opportunity presents itself (such as a weekend available to cache on a local machine) I like to save out the maximum density I can in a given timeframe simply because its easier to remove data than to not have it at all or build up density by interpolating between particles or the like. In regards to simple workflows... I have a couple of easy-to-build compounds I keep handy (though its just as easy to build them as you go) one which assigns particles a random number between 1-100, another which tests for that value against a defined threshold for deletion or whatever. It makes it very quick to be able to build structures which act on a certain percentage of particles or to modulate other values with that number. By always using the same compound/logic I free myself from having to give it any particular attention or thought, I just drop the compounds in and know what I'm going to get. Simple but useful, and since it is (for better or worse) my own logic instead of one of the factory compounds I know what is happening under the hood and don't have to worry about unexpected results, pre-set contexts, or other caveats. Same goes for a number of other simple tools - the most useful being one which returns a uniformly random vector of a defined magnitude. The factory randomize by cone compounds irritate me. :) -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
needing help with writing a custom display callbacks
Hi everyone, I've been working on display callbacks and am having some trouble. I am trying to display some information for the animators at One Animation. From my understanding of opengl render sequence, 3D objects are render before 2D displays: // drawing 3D world push GL_PROJECTION loadIdentity set ortho push GL_MODELVIEW loadIdentity clear color and depth buffer // draw 2D information pop GL_MODELVIEW pop GL_PROJECTION I placed my 2D drawing codes in the function below based off the Sample Display Callback example from the Softimage SDK. void MyClearScreenBuffer_Execute ( XSI::CRef, LPVOID * ); The problem I'm facing is that the 2D information is drawing behind the 3D objects. Thanks Angeline Junior TD One Animation
Re: Exocortex Species 1.6 Released
Im all for people arguing over how best to congratulate us, lol. Seriously, though, thanks so much for the support! Chris Covelli http://www.polygonpusherinc.com/ http://exocortex.com/products/species TurboSquid Modelshttp://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher On Thu, Apr 11, 2013 at 4:12 AM, Szabolcs Matefy szabol...@crytek.comwrote: Sure! :D ** ** So what about widely deep respect? ;) ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane *Sent:* Thursday, April 11, 2013 10:07 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Exocortex Species 1.6 Released ** ** I was just kidding :) Deeply respected is actually perfectly fine, widely respected normally means by a large number of people. It was just some silliness because Eric's threads can't be left untouched by some non-sense, it would be improper. ** ** On Thu, Apr 11, 2013 at 5:26 PM, Szabolcs Matefy szabol...@crytek.com wrote: Actually it might be a language barrier, deep respect is here in Hungary the best of the respects. Wide respect is a bit funny, because wide is something like me (wide on X axis, quite OK on Y axis, and a bit wide on Z axis)…:D *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane *Sent:* Thursday, April 11, 2013 9:03 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Exocortex Species 1.6 Released Is that better or worse than being widely respected? On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy szabol...@crytek.com wrote: Deep respect guys! :D *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge *Sent:* Wednesday, April 10, 2013 7:15 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Exocortex Species 1.6 Released We had a few rather annoying bugs in the 1.6 release and we've now fixed them. See below for fixes. 1. *Fix custom menu enable* The system tried creating the custom menus before it checked the validity of the directory. It now checks first and if not valid it won't generate the menu list. 2. *Fix shutil import error* Missing module import in one of the modules and is now fixed. 3. *ReplaceMesh skip source meshes if not found* During a replace mesh process, if the system doesn't find the source mesh, it is skipped and info is logged in the script history. Also we added a dialogue informing you that the ReplaceMesh command finished. 4. *Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh* We added a few hierarchies and meshes to the PropRigs for 1.6 and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all necessary nulls are present. We do NOT add the Low or Proxy meshes though, just the group nulls. * Get Species 1.6.1 here:* http://exocortex.com/products/species Eric Thivierge http://www.ethivierge.com On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli ch...@polygonpusherinc.com wrote: For the record, our package is a zip file upon download, and does in fact include an xsi addon file. We recommend using the workgroup method however, because we find it much easier to upgrade rather than uninstalling the previous version and installing the new version. Something to consider is that we do not release patch updates. Every version we put out is a full version, and you cannot have 2 versions of Species running at the same time, so every time you want to upgrade, you have to uninstall and reinstall. We give you the option to go addon, but from our experience, our customers have a much easier time and fewer problems with the workgroups. Chris Covelli http://www.polygonpusherinc.com/ On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster r...@casema.nl wrote: A zip file might be more convenient in some cases?? Rob \/-\/\/ On 5-4-2013 4:00, Alok Gandhi wrote: Can't you guys ship it as si addon. That way the user will have to do nothing other than to install the addon (drag and drop). Just a small suggestion . . . Sent from my iPhone On 2013-04-04, at 6:10 PM, Eric Thivierge ethivie...@gmail.com wrote:*** * Just as a reminder, we recommend extracting the workgroup from the .zip file and connecting to it through the workgroups tab in the plug-in manager and not pulling the files out and overwriting the previous version. Some files get re-organized and new files are put in place and as such old files may end up persisting when they shouldn't. We got Tim squared away
Re: Particle instances Look-up UV
Hey Gustavo, I'm going to try your approach. Never manipulated uvs in ice before :) Hey Leonard, This is far beyond what I know :) Would use some already made compound in that case :) Thank you guys, this should keep me busy this afternoon, I'll let you know. Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit : Ps, not all renders support Projection and Image Lookup nodes :( 2013/4/11 Gustavo Eggert Boehs gustav...@gmail.com mailto:gustav...@gmail.com Hi Olivier, Leonards approach sounds very good and not much complicated... Still I was intrigued to see if what you suggested was possible, and it is if you do some magic in the render tree. What you need to do is get closest location on the projection you want to evaluate and store this values as a ICE attribute, like UVoffset, for example. Then in the render tree get a image lookup node, so you can roll your own texture projection, bring in the ICE attribute you created, and the original UVs of your particles (with Projeciton Lookup Node). Basically what you need to do then is to rescale your projection so it matches the world size of your particles, and add the pre-calculated offset. Hope it makes sense, here are some images... -- Gustavo E Boehs http://www.gustavoeb.com.br/blog
Re: LK Lightning 2.0 is out!
Impressive, nice job Leonard! Thanks for sharing this out! Sent from my iPad On Apr 11, 2013, at 9:40 AM, Leonard Koch leonardkoch...@gmail.com wrote: Hey guys, LK Lightning 2.0 is out! image.jpeg Here is a video walking through the Sample Scenes for Version 2: https://vimeo.com/63808713 There is a ton of new features and improvements across the board. The video and the change-log: http://leonardkoch.com/lklightning2-0changelog go into more detail about that. You can get LK Lightning 2.0 at http://leonardkoch.com/ If there are any questions left unanswered please don't hesitate to ask. I hope you have fun with it and that it helps some of you in production. Leonard
Re: Particle instances Look-up UV
Thinking more deeply about it, my approach can become quite a bit more complicated when you throw rotations in the mix, plus there is the 3rd party renderer limitation I later warned about... so in the end, Leonards approach might be the most fail safe one... 2013/4/11 olivier jeannel olivier.jean...@noos.fr Hey Gustavo, I'm going to try your approach. Never manipulated uvs in ice before :) Hey Leonard, This is far beyond what I know :) Would use some already made compound in that case :) Thank you guys, this should keep me busy this afternoon, I'll let you know. Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit : Ps, not all renders support Projection and Image Lookup nodes :( 2013/4/11 Gustavo Eggert Boehs gustav...@gmail.com Hi Olivier, Leonards approach sounds very good and not much complicated... Still I was intrigued to see if what you suggested was possible, and it is if you do some magic in the render tree. What you need to do is get closest location on the projection you want to evaluate and store this values as a ICE attribute, like UVoffset, for example. Then in the render tree get a image lookup node, so you can roll your own texture projection, bring in the ICE attribute you created, and the original UVs of your particles (with Projeciton Lookup Node). Basically what you need to do then is to rescale your projection so it matches the world size of your particles, and add the pre-calculated offset. Hope it makes sense, here are some images... -- Gustavo E Boehs http://www.gustavoeb.com.br/blog -- Gustavo E Boehs http://www.gustavoeb.com.br/blog
Re: Exocortex Species 1.6 Released
On Thu, Apr 11, 2013 at 4:07 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: It was just some silliness because Eric's threads can't be left untouched by some non-sense, it would be improper. It's how I know Raf cares. :) Eric Thivierge http://www.ethivierge.com
Re: needing help with writing a custom display callbacks
Hi Angeline, You can try disabling depth testing before drawing your 2d stuff, using glDisable(GL_DEPTH_TEST). -Nicolas On Thu, Apr 11, 2013 at 3:16 AM, Angeline angel...@oneanimation.com wrote: Hi everyone, I've been working on display callbacks and am having some trouble. I am trying to display some information for the animators at One Animation. From my understanding of opengl render sequence, 3D objects are render before 2D displays: // drawing 3D world push GL_PROJECTION loadIdentity set ortho push GL_MODELVIEW loadIdentity clear color and depth buffer // draw 2D information pop GL_MODELVIEW pop GL_PROJECTION I placed my 2D drawing codes in the function below based off the Sample Display Callback example from the Softimage SDK. void MyClearScreenBuffer_Execute ( XSI::CRef, LPVOID * ); The problem I'm facing is that the 2D information is drawing behind the 3D objects. Thanks Angeline Junior TD One Animation
Re: Particle instances Look-up UV
Hey Leonard ! That's very kind of you :) I managed to do something. It's on stanby for today, need some more info on that project atm. I'll re-drop a mail here if I need some more help :) Anyway, thanks both you and Gustavo :) Olivier Le 11/04/2013 18:16, Leonard Koch a écrit : If you end up having trouble down the line, just contact me. I'm sure we can get together on Skype or over email and hash something out that works for you. On Thu, Apr 11, 2013 at 6:05 PM, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: That's the conclusion i'm coming to. I can't find a way to counter rotate the particles Projection look up. Not tried Leonard's approach yet. Makes me a bit nervous to generate geometry... I liked the idea to stick to particles ^^ 11/04/2013 17:10, Gustavo Eggert Boehs a écrit : Thinking more deeply about it, my approach can become quite a bit more complicated when you throw rotations in the mix, plus there is the 3rd party renderer limitation I later warned about... so in the end, Leonards approach might be the most fail safe one... 2013/4/11 olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr Hey Gustavo, I'm going to try your approach. Never manipulated uvs in ice before :) Hey Leonard, This is far beyond what I know :) Would use some already made compound in that case :) Thank you guys, this should keep me busy this afternoon, I'll let you know. Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit : Ps, not all renders support Projection and Image Lookup nodes :( 2013/4/11 Gustavo Eggert Boehs gustav...@gmail.com mailto:gustav...@gmail.com Hi Olivier, Leonards approach sounds very good and not much complicated... Still I was intrigued to see if what you suggested was possible, and it is if you do some magic in the render tree. What you need to do is get closest location on the projection you want to evaluate and store this values as a ICE attribute, like UVoffset, for example. Then in the render tree get a image lookup node, so you can roll your own texture projection, bring in the ICE attribute you created, and the original UVs of your particles (with Projeciton Lookup Node). Basically what you need to do then is to rescale your projection so it matches the world size of your particles, and add the pre-calculated offset. Hope it makes sense, here are some images... -- Gustavo E Boehs http://www.gustavoeb.com.br/blog -- Gustavo E Boehs http://www.gustavoeb.com.br/blog
Softimage promo
Hi guys, as part of the Autodesk Unfold event in Montreal, Softimage was a part of the show. A montage of the presentation can be seen here: http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox There´s quite a bit of interesting stuff to be seen in the above, maybe not in the ultrahighest level of finishing but at least at a glance that allows to get updated on possibilities. Cheers, tim
Python and PyQt on a shared drive?
In Softimage 2013 running on Windows 7 64-bit, is it possible to use a version of Python and PyQt installed on a server shared drive? Thanks, François
Re: Transferring pointcloud colors to a polygonizer mesh?
Hi Morten, if you are you using the Polygonizer in EMTopolizer, it definitely works. you would be already using a get_vertex_array to look up the positions of the pointcloud, plugged into the positions input of the Polygonizer preset. You can just duplicate that vertex array and change it to lookup the colors instead and plug that into the color input of the Polygonizer. I vaguely recall something like it not being exposed by default, but you can dig into the preset and expose the color input, and as Rob would say: et voila! Oh, you might still need to add a “set colors” compound from the colors output of Polygonizer to the main ice tree. From: Morten Bartholdy Sent: Thursday, April 11, 2013 4:54 PM To: softimage@listproc.autodesk.com Subject: Transferring pointcloud colors to a polygonizer mesh? I am coloring particles in a pointcloud using Turbulize Color by Gradient - then I Polygonize the pointcloud and would like to render the polygonized mesh with colors from the particles. I have been suggested to apply an ICE tree on the Polygonize mesh and Get Closest Location to get a location on the point cloud, get the color from that location and store that as user data or vertex colors on the mesh. My problem is that when trying getting data from a pointcloud and trying to write it to a mesh, I keep running into having nodes that will not hook up due to type mismatch or just nodes going red. Is there an example scene or tutorial somewhere that explains this workflow (which I think should be built in like simple get and set data stuff that just works grr)? I checked the getters and setters scenes in the sample project but none of them transfer pointcloud colors to a mesh, so they were not very helpful. Morten
Re: Softimage promo
Yeay Adam Sale ! On 11 April 2013 19:32, Tim Leydecker bauero...@gmx.de wrote: Hi guys, as part of the Autodesk Unfold event in Montreal, Softimage was a part of the show. A montage of the presentation can be seen here: http://area.autodesk.com/**2014unfold/live/unfoldevent/**workflow.htmlhttp://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox There´s quite a bit of interesting stuff to be seen in the above, maybe not in the ultrahighest level of finishing but at least at a glance that allows to get updated on possibilities. Cheers, tim
Re: Invitation to connect on LinkedIn
We're all invited! Woo. :p On Thu, Apr 11, 2013 at 3:20 PM, Steffen Dünner mem...@linkedin.com wrote: [image: LinkedIn Logo] http://www.linkedin.com/ Bradley, ** Steffen Dünner wants to connect with you on LinkedIn. 2 shared connections Steffen Dünner Independent Animation Professional View Profile » http://www.linkedin.com/e/-ddsry2-hfebb17c-5o/rso/59591948/uVxa/name/3869272_I597630896_15/eml-comm_invm-b-pro_txt-inv28/?hs=falsetok=0qtjP97vd8klI1 Accepthttp://www.linkedin.com/e/-ddsry2-hfebb17c-5o/LEXaBD3QFO_KGWxGyBTts8D-Q7MKEecAnVv28hx9HLwE3Xe/blk/I597630896_15/3wOtCVFbmdxnSVFbm8JrnpKqlZJrmZzbmNJpjRQnOpBtn9QfmhBt71BoSd1p65Lr6lOfPkNnPoVe30PdzsVdkALcQNcq4tKgSILdzgPd3cTcjsQcj4LrCBxbOYWrSlI/eml-comm_invm-b-in_ac-inv28/?hs=falsetok=3vtWMkzuJ8klI1 ** You are receiving Invitation emails. Unsubscribehttps://www.linkedin.com/e/-ddsry2-hfebb17c-5o/LEXaBD3QFO_KGWxGyBTts8D-Q7MKEecAnVv28hx9HLwE3Xe/uns/20008/3869272/cf5m2cpfn61v0l3/softimage%40listproc%2Eautodesk%2Ecom/-ddsry2-hfebb17c-5o/eml-comm_invm-f-unsub-inv28/?hs=falsetok=1X_m30f018klI1. This email was intended for Bradley Kachel (Graphics/Character Team lead at Ubisoft). Learn why we included thishttp://www.linkedin.com/e/-ddsry2-hfebb17c-5o/plh/http%3A%2F%2Fhelp%2Elinkedin%2Ecom%2Fapp%2Fanswers%2Fdetail%2Fa_id%2F4788/-GXI/?hs=falsetok=2tr6gvf0d8klI1. © 2013, LinkedIn Corporation. 2029 Stierlin Ct. Mountain View, CA 94043, USA
Re: Softimage promo
Adam Sale rocked the house... and in the end, ALL died! Awesome presentation! Cheers Steffen 2013/4/11 Tim Leydecker bauero...@gmx.de Hi guys, as part of the Autodesk Unfold event in Montreal, Softimage was a part of the show. A montage of the presentation can be seen here: http://area.autodesk.com/**2014unfold/live/unfoldevent/**workflow.htmlhttp://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox There´s quite a bit of interesting stuff to be seen in the above, maybe not in the ultrahighest level of finishing but at least at a glance that allows to get updated on possibilities. Cheers, tim
Re: Softimage 2014
Why not petition SDK improvement ? on a side note, has anyone seen the updates to mudbox ?! the new topology tools look pretty sassy ! On 10 April 2013 18:21, Eric Cosky e...@cosky.com wrote: Just to add to the discussion, when I made EssGeo (a geometry plugin, http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple of features due to problems with cluster management. Namely, a random cluster op and a greeble op. I think they could have been pretty useful tools. ** ** I made an imgur gallery that showed the features I had to abandon, check it out here: http://imgur.com/a/5T7v0 ** ** It’s been a while since I wrote all this, but if memory serves I couldn’t find what I needed for cluster management in the C++ API, so I had to resort to this sort of thing which basically builds a VB command to make changes to clusters: ** ** CString prefix = cluster.GetFullName() + L, + pname + L.poly[; if(ecount 0) { CString arg = prefix + L0- + CString(CValue(pcount-1)) + L]; args[0] = arg; status = Application().ExecuteCommand(LRemoveFromCluster, args, val);*** * DEBUG_ASSERT_OK(status); } ** ** This of course is pretty slow compared to a proper native API, but it generally solved that part of the problem and in practice wasn’t a performance problem since clusters didn’t change all the time. ** ** Unfortunately I had to yank these features because I could never get them stable. Changing anything that changed cluster data had the potential to crash Softimage. I usually assume when something doesn’t work that it’s my fault, because there always seems to be a tendency for things to actually turn out to be my fault the moment I point the finger somewhere else, but in this case I wound up convinced the cluster management internals of Softimage was buggy and there was nothing I could do about it. I’d love to be wrong so I could fix my plugin but this thread suggests otherwise. ** ** If someone on the Softimage dev team would like the source code to this plugin along with an already-built version with these features enabled in order to fix the crash and see a specific example of what cluster API changes would be useful, I’d be happy to provide it. ** ** -Eric Cosky ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling *Sent:* Tuesday, April 09, 2013 5:40 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Softimage 2014 ** ** If these things are to hard to accomplish for third party people, then what realistic chance is there that they will ever be implemented ? is what i want to know, Autodesk don't exactly have a good track record of treating there customers as a valid source of input... is there some secret ballot where this stuff gets decided ? Also, is the problem that the SDK is just too archaic ? does it need a complete rewrite ? or are aspects of the code unavailable or illegal to be changed to/by scripters ? if so does Autodesk have the ability to make the code available ? ** ** On 9 April 2013 09:27, Eugen Sares softim...@keyvis.at wrote: Oil on my fire. That cluster SDK restriction really really sucks. It is the reason why there never were any good topology/modelling addons from 3rd parties, which leads to stagantion if there aren't any new factory modelling tools brought also. In 3ds max or Maya, all kinds of plugins are available, completely natural. Not so in Softimage. The few ICE modelling tools like Cap are nice, but slow. Native code is nice and fast. Luc-Eric mentioned once, ICE was meant to be the new SDK, that's why this cluster update mechanism has been implemented for ICE already. Imho that's an excuse. ICE complements the SDK, it is NOT a replacement! Cluster updates should be supported by the SDK as well, even if it is complicated, and thus somewhat of a challenge for a 3rd party dev. Try us! Provide a good code example alongside, and we'll do fine. Be wise and do it. Please. Am 09.04.2013 09:08, schrieb Piotrek Marczak: Just give us proper SDK and let community do the rest. ** ** Softimage currently does not fully support custom topology operators. The problem is that any cluster or cluster property will not properly update when a topology operator adds or removes points that belong to the cluster. In the worst case Softimage may crash. Hence custom topology operators should only be used in the more limited scenario of objects that do not have any clusters. Once the geometry is ready it would be possible to freeze the object to remove the custom topology operators (but leave the result of their evaluation), then to add the clusters and other operators. ?? ** ** 2013/4/8 olivier jeannel olivier.jean...@noos.fr They do modo for
Re: Softimage 2014
Don't you have some Canadian jobs to steal? On Fri, Apr 12, 2013 at 7:31 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Why not petition SDK improvement ? on a side note, has anyone seen the updates to mudbox ?! the new topology tools look pretty sassy ! On 10 April 2013 18:21, Eric Cosky e...@cosky.com wrote: Just to add to the discussion, when I made EssGeo (a geometry plugin, http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple of features due to problems with cluster management. Namely, a random cluster op and a greeble op. I think they could have been pretty useful tools. ** ** I made an imgur gallery that showed the features I had to abandon, check it out here: http://imgur.com/a/5T7v0 ** ** It’s been a while since I wrote all this, but if memory serves I couldn’t find what I needed for cluster management in the C++ API, so I had to resort to this sort of thing which basically builds a VB command to make changes to clusters: ** ** CString prefix = cluster.GetFullName() + L, + pname + L.poly[; if(ecount 0) { CString arg = prefix + L0- + CString(CValue(pcount-1)) + L]; args[0] = arg; status = Application().ExecuteCommand(LRemoveFromCluster, args, val);** ** DEBUG_ASSERT_OK(status); } ** ** This of course is pretty slow compared to a proper native API, but it generally solved that part of the problem and in practice wasn’t a performance problem since clusters didn’t change all the time. ** ** Unfortunately I had to yank these features because I could never get them stable. Changing anything that changed cluster data had the potential to crash Softimage. I usually assume when something doesn’t work that it’s my fault, because there always seems to be a tendency for things to actually turn out to be my fault the moment I point the finger somewhere else, but in this case I wound up convinced the cluster management internals of Softimage was buggy and there was nothing I could do about it. I’d love to be wrong so I could fix my plugin but this thread suggests otherwise. ** ** If someone on the Softimage dev team would like the source code to this plugin along with an already-built version with these features enabled in order to fix the crash and see a specific example of what cluster API changes would be useful, I’d be happy to provide it. ** ** -Eric Cosky ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling *Sent:* Tuesday, April 09, 2013 5:40 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Softimage 2014 ** ** If these things are to hard to accomplish for third party people, then what realistic chance is there that they will ever be implemented ? is what i want to know, Autodesk don't exactly have a good track record of treating there customers as a valid source of input... is there some secret ballot where this stuff gets decided ? Also, is the problem that the SDK is just too archaic ? does it need a complete rewrite ? or are aspects of the code unavailable or illegal to be changed to/by scripters ? if so does Autodesk have the ability to make the code available ? ** ** On 9 April 2013 09:27, Eugen Sares softim...@keyvis.at wrote: Oil on my fire. That cluster SDK restriction really really sucks. It is the reason why there never were any good topology/modelling addons from 3rd parties, which leads to stagantion if there aren't any new factory modelling tools brought also. In 3ds max or Maya, all kinds of plugins are available, completely natural. Not so in Softimage. The few ICE modelling tools like Cap are nice, but slow. Native code is nice and fast. Luc-Eric mentioned once, ICE was meant to be the new SDK, that's why this cluster update mechanism has been implemented for ICE already. Imho that's an excuse. ICE complements the SDK, it is NOT a replacement! Cluster updates should be supported by the SDK as well, even if it is complicated, and thus somewhat of a challenge for a 3rd party dev. Try us! Provide a good code example alongside, and we'll do fine. Be wise and do it. Please. Am 09.04.2013 09:08, schrieb Piotrek Marczak: Just give us proper SDK and let community do the rest. ** ** Softimage currently does not fully support custom topology operators. The problem is that any cluster or cluster property will not properly update when a topology operator adds or removes points that belong to the cluster. In the worst case Softimage may crash. Hence custom topology operators should only be used in the more limited scenario of objects that do not have any clusters. Once the geometry is ready it would be possible to freeze the object to remove the custom topology operators (but leave the result of their evaluation), then to
Re: Softimage 2014
Holy Shit Gmail! Sorry, this was supposed to be a reply to Eric in another thread, how it literally jumped me to this thread upon hitting send I have not the faintest clue about :) On Fri, Apr 12, 2013 at 8:45 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Don't you have some Canadian jobs to steal? On Fri, Apr 12, 2013 at 7:31 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Why not petition SDK improvement ? on a side note, has anyone seen the updates to mudbox ?! the new topology tools look pretty sassy ! On 10 April 2013 18:21, Eric Cosky e...@cosky.com wrote: Just to add to the discussion, when I made EssGeo (a geometry plugin, http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple of features due to problems with cluster management. Namely, a random cluster op and a greeble op. I think they could have been pretty useful tools. ** ** I made an imgur gallery that showed the features I had to abandon, check it out here: http://imgur.com/a/5T7v0 ** ** It’s been a while since I wrote all this, but if memory serves I couldn’t find what I needed for cluster management in the C++ API, so I had to resort to this sort of thing which basically builds a VB command to make changes to clusters: ** ** CString prefix = cluster.GetFullName() + L, + pname + L.poly[; if(ecount 0) { CString arg = prefix + L0- + CString(CValue(pcount-1)) + L]; args[0] = arg; status = Application().ExecuteCommand(LRemoveFromCluster, args, val);* *** DEBUG_ASSERT_OK(status); } ** ** This of course is pretty slow compared to a proper native API, but it generally solved that part of the problem and in practice wasn’t a performance problem since clusters didn’t change all the time. ** ** Unfortunately I had to yank these features because I could never get them stable. Changing anything that changed cluster data had the potential to crash Softimage. I usually assume when something doesn’t work that it’s my fault, because there always seems to be a tendency for things to actually turn out to be my fault the moment I point the finger somewhere else, but in this case I wound up convinced the cluster management internals of Softimage was buggy and there was nothing I could do about it. I’d love to be wrong so I could fix my plugin but this thread suggests otherwise. ** ** If someone on the Softimage dev team would like the source code to this plugin along with an already-built version with these features enabled in order to fix the crash and see a specific example of what cluster API changes would be useful, I’d be happy to provide it. ** ** -Eric Cosky ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling *Sent:* Tuesday, April 09, 2013 5:40 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Softimage 2014 ** ** If these things are to hard to accomplish for third party people, then what realistic chance is there that they will ever be implemented ? is what i want to know, Autodesk don't exactly have a good track record of treating there customers as a valid source of input... is there some secret ballot where this stuff gets decided ? Also, is the problem that the SDK is just too archaic ? does it need a complete rewrite ? or are aspects of the code unavailable or illegal to be changed to/by scripters ? if so does Autodesk have the ability to make the code available ? ** ** On 9 April 2013 09:27, Eugen Sares softim...@keyvis.at wrote: Oil on my fire. That cluster SDK restriction really really sucks. It is the reason why there never were any good topology/modelling addons from 3rd parties, which leads to stagantion if there aren't any new factory modelling tools brought also. In 3ds max or Maya, all kinds of plugins are available, completely natural. Not so in Softimage. The few ICE modelling tools like Cap are nice, but slow. Native code is nice and fast. Luc-Eric mentioned once, ICE was meant to be the new SDK, that's why this cluster update mechanism has been implemented for ICE already. Imho that's an excuse. ICE complements the SDK, it is NOT a replacement! Cluster updates should be supported by the SDK as well, even if it is complicated, and thus somewhat of a challenge for a 3rd party dev. Try us! Provide a good code example alongside, and we'll do fine. Be wise and do it. Please. Am 09.04.2013 09:08, schrieb Piotrek Marczak: Just give us proper SDK and let community do the rest. ** ** Softimage currently does not fully support custom topology operators. The problem is that any cluster or cluster property will not properly update when a topology operator adds or removes points that belong to the cluster. In the worst case Softimage may crash. Hence custom
Re: Exocortex Species 1.6 Released
Don't you have some Canadian jobs to steal? On Fri, Apr 12, 2013 at 1:25 AM, Eric Thivierge ethivie...@gmail.comwrote: On Thu, Apr 11, 2013 at 4:07 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: It was just some silliness because Eric's threads can't be left untouched by some non-sense, it would be improper. It's how I know Raf cares. :) Eric Thivierge http://www.ethivierge.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Python and PyQt on a shared drive?
Network installs in windows are kinda meh, but if it's mapped then windows does a transparent enough job of it that you should get away with it. Have you tried? That'd be the easiest way to figure out :) On Fri, Apr 12, 2013 at 4:49 AM, François Painchaud fpainch...@gmail.comwrote: In Softimage 2013 running on Windows 7 64-bit, is it possible to use a version of Python and PyQt installed on a server shared drive? Thanks, François -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Exocortex Species 1.6 Released
When there are none left in the states what else can I do? :) On Apr 11, 2013 6:47 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Don't you have some Canadian jobs to steal? On Fri, Apr 12, 2013 at 1:25 AM, Eric Thivierge ethivie...@gmail.comwrote: On Thu, Apr 11, 2013 at 4:07 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: It was just some silliness because Eric's threads can't be left untouched by some non-sense, it would be improper. It's how I know Raf cares. :) Eric Thivierge http://www.ethivierge.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Softimage promo
Where is the annoying things for Softimage ? Christopher Who is the guy talking in the video, anyone know him ? Vincent Ullmann Thursday, April 11, 2013 7:23 PM ;) https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D https://groups.google.com/forum/#%21topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D Steffen Dnner Thursday, April 11, 2013 5:19 PM Adam Sale rocked the house... and in the end, ALL died!Awesome presentation!CheersSteffen Tim Leydecker Thursday, April 11, 2013 1:32 PM Hi guys, as part of the Autodesk Unfold event in Montreal, Softimage was a part of the show. A montage of the presentation can be seen here: http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox Theres quite a bit of interesting stuff to be seen in the above, maybe not in the ultrahighest level of finishing but at least at a glance that allows to get updated on possibilities. Cheers, tim
RE: Softimage promo
The list was too short, so they didn't bother. ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 7:59 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage promo Where is the annoying things for Softimage ?
Re: Softimage promo
Honestly it was too short, not even (1) thing ? Ten things for Mudbox arghhh I gotta watch the video soon to know them, I always seem to run into them. Christopher Ed Harriss Thursday, April 11, 2013 8:28 PM The list was too short, so they didnt bother. ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 7:59 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage promo Where is the annoying things for Softimage ? Christopher Thursday, April 11, 2013 7:58 PM Where is the annoying things for Softimage ? Christopher Who is the guy talking in the video, anyone know him ? Vincent Ullmann Thursday, April 11, 2013 7:23 PM ;) https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D https://groups.google.com/forum/#%21topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D Steffen Dnner Thursday, April 11, 2013 5:19 PM Adam Sale rocked the house... and in the end, ALL died!Awesome presentation!CheersSteffen Tim Leydecker Thursday, April 11, 2013 1:32 PM Hi guys, as part of the Autodesk Unfold event in Montreal, Softimage was a part of the show. A montage of the presentation can be seen here: http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox Theres quite a bit of interesting stuff to be seen in the above, maybe not in the ultrahighest level of finishing but at least at a glance that allows to get updated on possibilities. Cheers, tim
Re: Softimage promo
Small Annoying Things is the name of a Max website that became an internal mini-dev model. Maya and Mudbox adopted it, but I guess the team shuffling and the complete lack of a product manager for months on Soft's side left it late for that bandwagon. I'd be surprised if they didn't adopt it for the next version. On Fri, Apr 12, 2013 at 10:33 AM, Christopher christop...@thecreativesheep.ca wrote: Honestly it was too short, not even (1) thing ? Ten things for Mudbox arghhh I gotta watch the video soon to know them, I always seem to run into them. Christopher Ed Harriss ed.harr...@sas.com Thursday, April 11, 2013 8:28 PM The list was too short, so they didn’t bother. ;) ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Christopher *Sent:* Thursday, April 11, 2013 7:59 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Softimage promo ** ** Where is the annoying things for Softimage ? ** ** Christopher christop...@thecreativesheep.ca Thursday, April 11, 2013 7:58 PM Where is the annoying things for Softimage ? Christopher Who is the guy talking in the video, anyone know him ? Vincent Ullmann vincent.ullm...@googlemail.com Thursday, April 11, 2013 7:23 PM ;) https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5Dhttps://groups.google.com/forum/#%21topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D https://groups.google.com/forum/#%21topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5Dhttps://groups.google.com/forum/#%21topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D Steffen Dünner steffen.duen...@gmail.com Thursday, April 11, 2013 5:19 PM Adam Sale rocked the house... and in the end, ALL died! Awesome presentation! Cheers Steffen Tim Leydecker bauero...@gmx.de Thursday, April 11, 2013 1:32 PM Hi guys, as part of the Autodesk Unfold event in Montreal, Softimage was a part of the show. A montage of the presentation can be seen here: http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox There´s quite a bit of interesting stuff to be seen in the above, maybe not in the ultrahighest level of finishing but at least at a glance that allows to get updated on possibilities. Cheers, tim -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! postbox-contact.jpgcompose-unknown-contact.jpg
RE: Softimage promo
I was joking... Notice the ;) at the end. I don't think that there is any piece of software on this planet that doesn't have at least 1 annoying thing in it. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 8:33 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage promo Honestly it was too short, not even (1) thing ? Ten things for Mudbox arghhh I gotta watch the video soon to know them, I always seem to run into them. Christopher [cid:image001.jpg@01CE36F7.3AA69220] Ed Harrissmailto:ed.harr...@sas.com Thursday, April 11, 2013 8:28 PM The list was too short, so they didn't bother. ;) From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 7:59 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Softimage promo Where is the annoying things for Softimage ? inline: image001.jpg
Re: Softimage promo
I know you were Joking, I wanted to see if the last comment was going to be taking literal :) No hard feelings, it's all good :) Christopher Ed Harriss Thursday, April 11, 2013 8:57 PM I was joking Notice the ;) at the end. I dont think that there is any piece of software on this planet that doesnt have at least 1 annoying thing in it. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 8:33 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage promo Honestly it was too short, not even (1) thing ? Ten things for Mudbox arghhh I gotta watch the video soon to know them, I always seem to run into them. Christopher Ed Harriss Thursday, April 11, 2013 8:28 PM The list was too short, so they didnt bother. ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 7:59 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage promo Where is the annoying things for Softimage ? Christopher Thursday, April 11, 2013 8:33 PM Honestly it was too short, not even (1) thing ? Ten things for Mudbox arghhh I gotta watch the video soon to know them, I always seem to run into them. Christopher Ed Harriss Thursday, April 11, 2013 8:28 PM The list was too short, so they didnt bother. ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 7:59 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage promo Where is the annoying things for Softimage ? Christopher Thursday, April 11, 2013 7:58 PM Where is the annoying things for Softimage ? Christopher Who is the guy talking in the video, anyone know him ? Vincent Ullmann Thursday, April 11, 2013 7:23 PM ;) https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D https://groups.google.com/forum/#%21topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D
RE: Softimage promo
No problem. As we all know, emails can be easily misunderstood. =) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 9:04 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage promo I know you were Joking, I wanted to see if the last comment was going to be taking literal :) No hard feelings, it's all good :) Christopher [cid:image001.jpg@01CE36FA.32496DC0] Ed Harrissmailto:ed.harr...@sas.com Thursday, April 11, 2013 8:57 PM I was joking... Notice the ;) at the end. I don't think that there is any piece of software on this planet that doesn't have at least 1 annoying thing in it. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 8:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Softimage promo Honestly it was too short, not even (1) thing ? Ten things for Mudbox arghhh I gotta watch the video soon to know them, I always seem to run into them. Christopher [cid:image002.jpg@01CE36FA.32496DC0] Ed Harrissmailto:ed.harr...@sas.com Thursday, April 11, 2013 8:28 PM The list was too short, so they didn't bother. ;) From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 7:59 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Softimage promo Where is the annoying things for Softimage ? [cid:image003.jpg@01CE36FA.32496DC0] Christophermailto:christop...@thecreativesheep.ca Thursday, April 11, 2013 8:33 PM Honestly it was too short, not even (1) thing ? Ten things for Mudbox arghhh I gotta watch the video soon to know them, I always seem to run into them. Christopher [cid:image001.jpg@01CE36FA.32496DC0] Ed Harrissmailto:ed.harr...@sas.com Thursday, April 11, 2013 8:28 PM The list was too short, so they didn't bother. ;) From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Sent: Thursday, April 11, 2013 7:59 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Softimage promo Where is the annoying things for Softimage ? inline: image001.jpginline: image002.jpginline: image003.jpg
Re: Softimage 2014
I... LOVE Canadians :( On 12 April 2013 00:46, Raffaele Fragapane raffsxsil...@googlemail.comwrote: Holy Shit Gmail! Sorry, this was supposed to be a reply to Eric in another thread, how it literally jumped me to this thread upon hitting send I have not the faintest clue about :) On Fri, Apr 12, 2013 at 8:45 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Don't you have some Canadian jobs to steal? On Fri, Apr 12, 2013 at 7:31 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Why not petition SDK improvement ? on a side note, has anyone seen the updates to mudbox ?! the new topology tools look pretty sassy ! On 10 April 2013 18:21, Eric Cosky e...@cosky.com wrote: Just to add to the discussion, when I made EssGeo (a geometry plugin, http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple of features due to problems with cluster management. Namely, a random cluster op and a greeble op. I think they could have been pretty useful tools. ** ** I made an imgur gallery that showed the features I had to abandon, check it out here: http://imgur.com/a/5T7v0 ** ** It’s been a while since I wrote all this, but if memory serves I couldn’t find what I needed for cluster management in the C++ API, so I had to resort to this sort of thing which basically builds a VB command to make changes to clusters: ** ** CString prefix = cluster.GetFullName() + L, + pname + L.poly[; if(ecount 0) { CString arg = prefix + L0- + CString(CValue(pcount-1)) + L]; args[0] = arg; status = Application().ExecuteCommand(LRemoveFromCluster, args, val); DEBUG_ASSERT_OK(status); } ** ** This of course is pretty slow compared to a proper native API, but it generally solved that part of the problem and in practice wasn’t a performance problem since clusters didn’t change all the time. ** ** Unfortunately I had to yank these features because I could never get them stable. Changing anything that changed cluster data had the potential to crash Softimage. I usually assume when something doesn’t work that it’s my fault, because there always seems to be a tendency for things to actually turn out to be my fault the moment I point the finger somewhere else, but in this case I wound up convinced the cluster management internals of Softimage was buggy and there was nothing I could do about it. I’d love to be wrong so I could fix my plugin but this thread suggests otherwise. ** ** If someone on the Softimage dev team would like the source code to this plugin along with an already-built version with these features enabled in order to fix the crash and see a specific example of what cluster API changes would be useful, I’d be happy to provide it. ** ** -Eric Cosky ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling *Sent:* Tuesday, April 09, 2013 5:40 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Softimage 2014 ** ** If these things are to hard to accomplish for third party people, then what realistic chance is there that they will ever be implemented ? is what i want to know, Autodesk don't exactly have a good track record of treating there customers as a valid source of input... is there some secret ballot where this stuff gets decided ? Also, is the problem that the SDK is just too archaic ? does it need a complete rewrite ? or are aspects of the code unavailable or illegal to be changed to/by scripters ? if so does Autodesk have the ability to make the code available ? ** ** On 9 April 2013 09:27, Eugen Sares softim...@keyvis.at wrote: Oil on my fire. That cluster SDK restriction really really sucks. It is the reason why there never were any good topology/modelling addons from 3rd parties, which leads to stagantion if there aren't any new factory modelling tools brought also. In 3ds max or Maya, all kinds of plugins are available, completely natural. Not so in Softimage. The few ICE modelling tools like Cap are nice, but slow. Native code is nice and fast. Luc-Eric mentioned once, ICE was meant to be the new SDK, that's why this cluster update mechanism has been implemented for ICE already. Imho that's an excuse. ICE complements the SDK, it is NOT a replacement! Cluster updates should be supported by the SDK as well, even if it is complicated, and thus somewhat of a challenge for a 3rd party dev. Try us! Provide a good code example alongside, and we'll do fine. Be wise and do it. Please. Am 09.04.2013 09:08, schrieb Piotrek Marczak: Just give us proper SDK and let community do the rest. ** ** Softimage currently does not fully support custom topology operators. The problem is that any cluster or cluster property will not properly update when a topology
RE: C++ : custom ice node with custom data type
You can connect to the SDK example workgroup and check out this custom ICE node InstallationPath\XSISDK\examples\workgroup\Addons\CustomICENodes\cppsrc_gridwalker\GridWalker.cpp (To connect, go to File Plugin Manager Workgroup Connect Try SDK Examples workgroup) The demo scene for this ICE node is here: InstallationPath\XSISDK\examples\workgroup\Addons\CustomICENodes\Data\Project\Scenes\GridWalker.scn The node registers a custom ICE data type called GridWalkState_v1 st = nodeDef.DefineCustomType(LGridWalkState_v1, LGrid Walk State, LHold particle states used for moving them on a grid., 23, 255, 255); And the custom data structure is actually: struct GridWalkerState { ULONG m_nRandomSequencePosition; ULONG m_nCurrentStep; LONG m_nCurrentPositionX, m_nCurrentPositionY; LONG m_nDirectionX, m_nDirectionY; }; There is no constraint between what you register and what data structure you actually use. You will still be using CDataArrayCustomType to read and write to the data passing between nodes. And you're also have to take care of resizing the elements in that array before writing to it. Custom data can have varying size, so you can have string or dynamic array in it if you'd like. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Thursday, April 11, 2013 2:18 PM To: softimage@listproc.autodesk.com Subject: C++ : custom ice node with custom data type does anyone know why the ICENodeDef.AddOutputPort() method asks for a CStringArray of custom data types? http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1ICENodeDef.html,topicNumber=si_cpp_classXSI_1_1ICENodeDef_html,hash=ac0713341d32a19f748fec65f6837e6d3 i am trying to understand what benefit or feature providing multiple custom data type identifiers would do here. the documentation isn't clear on this, and since i am a n00b i need straight and to the point. thanks steven attachment: winmail.dat
Re: C++ : custom ice node with custom data type
hey ho chung thanks for the response! i am well aware of this example code and have been referencing it already, my question still stands. if you look at the example at line 118-124 CStringArray outStateCustomType(1); outStateCustomType[0] = LGridWalkState_v1; st = nodeDef.AddOutputPort(ID_OUT_OutState, outStateCustomType, siICENodeStructureSingle, siICENodeContextComponent0D, LOut State,LOutState, ID_UNDEF,ID_UNDEF,ID_CTXT_CNS); why is it a string array? why not just a single CString? can i put two data types into one output port? doesn't make sense. i am trying to understand if there is some trick or benefit for having the argument be an array of strings vs a single string s On Thu, Apr 11, 2013 at 8:07 PM, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote: You can connect to the SDK example workgroup and check out this custom ICE node InstallationPath\XSISDK\examples\workgroup\Addons\CustomICENodes\cppsrc_gridwalker\GridWalker.cpp
RE: Softimage promo
Adam rocks, indeed a good presenter! -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Friday, April 12, 2013 1:32 AM To: softimage@listproc.autodesk.com Subject: Softimage promo Hi guys, as part of the Autodesk Unfold event in Montreal, Softimage was a part of the show. A montage of the presentation can be seen here: http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox There´s quite a bit of interesting stuff to be seen in the above, maybe not in the ultrahighest level of finishing but at least at a glance that allows to get updated on possibilities. Cheers, tim attachment: winmail.dat