Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread Dan Yargici
I would pay 20 dollars if it worked like the Blender grease pencil for sure.

http://www.youtube.com/watch?v=RwMS5Gc8GGg


On Sat, Apr 13, 2013 at 6:13 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 production ready and version support ? i'd go 20$, but i would make it a
 package with something like production ready motion trails (like taro but
 prod tested, see Rray) even a small bundal of 4 animation essentials addons
 would be well received i expect ;)


 On 13 April 2013 04:21, Adam Sale adamfs...@gmail.com wrote:

 I'd go in the 5 - 15 dollar range for plugins like that.


 On Fri, Apr 12, 2013 at 6:08 PM, Steven Caron car...@gmail.com wrote:

 one with those features could earn a higher return, $50 is maybe still a
 little steep. not because i think the work will so easy it doesn't deserve
 $50 but to make sure it isn't too steep and dissuade people to buy it


 On Fri, Apr 12, 2013 at 5:57 PM, Miquel Campos 
 miquel.cam...@gmail.comwrote:

 I am also interested, and pretty sure all the animators at Shed are
 also interested  :)

 About Maya grease pencil. was one before but not free:
 http://zurbrigg.com/blue-pencil  maybe was more than one .






Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread Upinder Dhaliwal
I agree with what Sebastien mentioned above.

production ready and version support ? i'd go 20$, but i would make it a
 package with something like production ready motion trails (like taro but
 prod tested, see Rray) even a small bundal of 4 animation essentials addons
 would be well received i expect ;)


Maybe have a look at tradigiTOOLS plugin for Maya
http://funhouseinteractive.biz/tradigitools.html

I've used that a lot and personally feel its got a bunch of good tools for
animators in one place.

Cheers,
*--
Upinder Dhaliwal*
www.upinderdhaliwal.com



On Sat, Apr 13, 2013 at 5:51 PM, Dan Yargici danyarg...@gmail.com wrote:

 I would pay 20 dollars if it worked like the Blender grease pencil for
 sure.

 http://www.youtube.com/watch?v=RwMS5Gc8GGg


 On Sat, Apr 13, 2013 at 6:13 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 production ready and version support ? i'd go 20$, but i would make it a
 package with something like production ready motion trails (like taro but
 prod tested, see Rray) even a small bundal of 4 animation essentials addons
 would be well received i expect ;)


 On 13 April 2013 04:21, Adam Sale adamfs...@gmail.com wrote:

 I'd go in the 5 - 15 dollar range for plugins like that.


 On Fri, Apr 12, 2013 at 6:08 PM, Steven Caron car...@gmail.com wrote:

 one with those features could earn a higher return, $50 is maybe still
 a little steep. not because i think the work will so easy it doesn't
 deserve $50 but to make sure it isn't too steep and dissuade people to buy
 it


 On Fri, Apr 12, 2013 at 5:57 PM, Miquel Campos miquel.cam...@gmail.com
  wrote:

 I am also interested, and pretty sure all the animators at Shed are
 also interested  :)

 About Maya grease pencil. was one before but not free:
 http://zurbrigg.com/blue-pencil  maybe was more than one .







Re: How to make a deformer absolute ?

2013-04-13 Thread Bartek Opatowiecki
Primitive prim = (CRef)ctx.GetInputValue(0,0);
PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeAnimation));
CVertexRefArray outPoints = outMesh.GetVertices();
CVector3Array pos = outPoints.GetPositionArray();

I'm calling that block of code from inside of a customOperator, ok ?
There is an Envelope Operator below. It has some bones
 so the mesh is being deformed by that bones.

PolygonMesh
 - Secondary Shape Modeling
 - Animation
  - MyOperator
  - EnvelopeOperator -
  -Shape Modeling
 - Modeling

How to get result of  EnvelopeOperator as an Array of absolute vectors, from
within MyOperator Update callback ?
Actually  pos  is filled with zeroes.

Hope, you get what I mean :)

Thanks





On Sat, Apr 13, 2013 at 3:04 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 If you transform the vectors by the global kine transform of the object
 they come from they will be in world space.
 Assuming you are reading from another object and getting its point
 positions (and those are local) and want their global coordinates the above
 step is what you need.
 If you want them in the space of another object then you will have to do
 the above and also multiply by the inverse of the object's global transform
 you want them to be in the space of.

 You can chain those two matrices outside the loop taking care of the
 pointpos vectors, as they are per object, to save some cycles.

 Unless you were asking for something else.


 On Sat, Apr 13, 2013 at 6:45 AM, Bartosz Opatowiecki 
 b.opatowie...@gmail.com wrote:

  Actually it is false, because I got deformed vertices
 into my deformer any way. So anything I do inside my operator
 is relative to the previous operator in the stack...

 Instead, I want to get vertices in world space or in X3DObject space
 fed into my deformer. How can I do that ?

 W dniu 2013-04-12 22:33, Alan Fregtman pisze:

 Yeah, it should.

  You're reading from the Modeling stack, so the envelope didn't happen
 at that point.

  Then you're setting the positions, so anything between your operator
 and the Modeling marker might as well not exist because it's overridden by
 your data.



 On Fri, Apr 12, 2013 at 4:26 PM, Bartosz Opatowiecki 
 b.opatowie...@gmail.com wrote:

  Hey,

 Lets forget about node transformations, only vertices are being deformed.
 If, within an update function I get a geometry like this:

 Primitive prim = (CRef)ctx.GetInputValue(0,0);
 PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeModeling));
 CVertexRefArray outPoints = outMesh.GetVertices();
 CVector3Array pos = outPoints.GetPositionArray();

 and put its data back:

 Primitive outPrim(ctx.GetOutputTarget());
 PolygonMesh outMesh(outPrim.GetGeometry(0,siConstructionModeModeling));
 CVertexRefArray outPoints = outMesh.GetVertices();
 outPoints.PutPositionArray(pos);

 my output mesh should stay still even if envelope operator is below it.
 Am I right ?

 W dniu 2013-04-12 20:10, Alan Fregtman pisze:

 From what you said you're already setting the pointpositions (aka
 deforming), so you have *already* *taken over*. You can set the
 deformation to be absolute if your data is absolute and taking the object's
 transform into consideration.

  If you mean if you can disable operators downwards... no, you can't.



 On Fri, Apr 12, 2013 at 12:18 PM, Bartek Opatowiecki 
 b.opatowie...@gmail.com wrote:

 Hi,

  I'm working on a customOperator which is deforimg a mesh.
 It is sitting at the top of an animation construction mode .
 I would like it to take over the deformation at some point
 and ignore entire construction stack below it.

  thanks,
 Bartek








 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: Friday Flashback #115

2013-04-13 Thread Luc-Eric Rousseau
I don't think it's that crazy to print books in low volume for a 3000$
product today, but iI recall it was  quite a burden to have to finish the
doc and the screenshots long in advance of shipping. i'm pretty sure those
books quickly became stale and didn't include the new features but just the
generalities that didn't change.  you didn't get all the books for an
upgrade.  I think everyone dropped books firstly to shorten that release
window and then to cut any extra expense. I recall there was an app that
you could pay something like 200$ extra for printed manual, can't recall if
that was us.

On Saturday, April 13, 2013, Chris Chia wrote:

 Yes Matt. That was what I meant as I didn't know the price of XSI 1.0.
 Assuming if it was the price of the current Softimage, then those packaging
 and thick copies of printed docs would have constitute to a big portion of
 the cost price.


 On 13 Apr, 2013, at 11:32 AM, Matt Lind 
 ml...@carbinestudios.comjavascript:;
 wrote:

  printing wasn't a huge concern in those days as the software sold for
 nearly $13,000 USD with about $200 going towards printing and manufacturing
 materials.  The extra materials acted as a way to help justify the high
 cost of the software in the eyes of a pre-internet sales business climate.
  When people spend more, they expect more in the box.
 
 



shiffman for the win.. math tuts

2013-04-13 Thread Sebastian Kowalski
https://vimeo.com/shiffman/videos

great math explanations, mainly in Processing context but worth a look.


Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread wavo
Same, very helpful and will/must buy If not for Free. :-).
Walt
--
Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail gesendet.



Ahmidou Lyazidi ahmidou@gmail.com schrieb:

Hello guys,
I'm thinking of making a grease pencil tool, but I would like to know if there 
is a real interest in it, and what would be a faire price for this kind of tool

Thanks

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



Re: shiffman for the win.. math tuts

2013-04-13 Thread Thomas Volkmann

Awesome!! Danke!

/Thomas

On 04/13/2013 03:13 PM, Sebastian Kowalski wrote:

https://vimeo.com/shiffman/videos

great math explanations, mainly in Processing context but worth a look.





Re: Modo's Deformation (Weight Containers)

2013-04-13 Thread Christopher
I watched the video, 
interesting stuff, I'd like to see a comparison between what was shown 
in the video and Softimage, specifically what I liked in the Modo video 
was the sliding skin effect.

Christopher

   	   
   	Matt Lind  
  Friday, April 12,
 2013 11:19 PM
  





Basically the guy took 24 minutes to explain a 2 minute concept.

The main point is Modo can define the order in 
which deformers are evaluated to solve envelope weights, and envelope 
weights are assigned using 'weight containers' which are logical 
assignments of points to deformers. A different kind
 of weight map.

The example shows an arm enveloped over 2 bones
 (3 joints). In Softimage you'd normally place the bones into a 
hierarchy and assign the weights to the joints. as you rotate the 
shoulder, the elbow and wrist would tag along for the
 ride via inheritance of the shoulder's transformation. If you rotate 
the elbow, the shoulder is unaffected, but the wrist moves because it 
inherit's the elbow's transformation. The point being the deformer has 
to reside in the location of the envelope deformation,
 and this can be inconvenient for thinking/viewing certain problems such
 as wanting to only rotate a deformer by a few degrees. in the case of 
the elbow, it may already be rotated to some arbitrary angle making 
adding/subtracting a few degrees difficult to
 visualize.

In Modo, the weights were assigned to the 
individual bones via 'weight containers' (their version of a weight 
map), but the bones were not placed into a hiearchy. they were 
scattered about wherever was convenient. This allowed the
 artist to work with the deformations in the local space of the deformer
 so if he wanted to say, limit envelope deformations to rotations of 10 
degrees or less, the artist could easily see a 10 degree rotation and 
work with the deformer weights. think of it
 as compensation mode for vertices of an envelope. You apply the 
envelope to the defomers, but you can then offset the vertices where you
 want and maintain that relationship as metadata in the weight 
container. This allows the envelope to deform as desired,
 but not require the bones to be moving around with the envelope. 
Personally I don't find that useful in the general case, but maybe in a 
few rare niche cases it might have some benefit. The part I take issue 
with is not having bones in their usual places
 will make it difficult for animators to judge how the character is 
moving when adjusting keys. After all, you don't generally envelope a 
rig unless it's expected to be animated, so why disassociate the bones 
from the animator's perspective?

The part of greater interest was pre-evaluation
 and post-evaluation events which gives the artist the opportunity to 
further modify the resulting deformation as each deformer is evaluated.
 The example given was not very good as it
 could be easily replicated using linked parameters to drive a lattice 
or some other easy control, but in more complex cases could be useful 
for sculpting the envelope deformation in very specific ways.

You can replicate most of it in softimage using
 a different strategy than is typically used, but some of the more 
advanced stuff, such as compensation, would require a custom envelope 
operator or ICE.

Matt






From: 
softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron 
[car...@gmail.com]
Sent: Friday, April 12, 2013 6:53 PM
To: softimage@listproc.autodesk.com
Subject: Re: Modo's Deformation (Weight Containers)




i want to watch it, but the speed is killing me... anyone
 care to summarize the feature(s)?







  
   	   
   	Marco Peixoto  
  Friday, April 12,
 2013 5:37 PM
  
  


  
This seems really interesting and a new way of dealing with Envelope
  Weights:
  
  
  http://vimeo.com/63720234

  




Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread Christopher
I'd be interested, I'd pay
 $25.00 :)

Christopher


   	   
   	wavo  
  Saturday, April 
13, 2013 10:20 AM
  
Same,
 very helpful and will/must  buy If not for  Free. :-).
Walt 
-- 
Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail 
gesendet.




Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread Nasser Al-Ostath
Any link for this tool ?
On Apr 13, 2013 6:11 PM, Christopher christop...@thecreativesheep.ca
wrote:

 I'd be interested, I'd pay $25.00 :)

 Christopher

   wavo w...@fiftyeight.com
  Saturday, April 13, 2013 10:20 AM
  Same, very helpful and will/must buy If not for Free. :-).
 Walt
 --
 Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail
 gesendet.


compose-unknown-contact.jpg

Regarding the new unfold pack feature

2013-04-13 Thread Eric Cosky
Hi,

 

I'm testing out SI2014 and the Unfold Pack feature. I created a cylinder
mesh with a cylinder projection and a sphere mesh with a spherical
projection. I selected both, went into the texture uv editor and used the
tools-Unfold/Pack command, went to the pack tab and hit pack. All good so
far, it packed the two projections as expected into the UV range of 0..1 (==
nice). I was using the Textured display and had set the noicon texture to
the diffuse of the default material so I could see what was happening to the
UVs before and after the pack.

 

So at this point, I wanted to test changing the input projection transform
to simulate how I expected to be using this feature. I rotated the cylinder
projection just to make it change to something noticeably different. The
visible texture UVs didn't change, which I wasn't surprised by because
obviously the packing algorithm takes some work and wouldn't make sense to
be running all the time on the inputs. What I was surprised by was that
repacking didn't grab the modified projection UVs.. from what I can tell,
once you use the pack, the original projection is no longer used (however
deleting the projection deletes the UV set). Looking at the cylinder's
Texture_Coordinates_AUTO cluster branch in the SDK explorer I see there is a
ClsSetValuesOp with input and output ports hooked into the cylinder
projection, but the cylinder projection isn't restored (== tracking cylinder
projection transform) until I delete this operator. It's acting like it's
ignoring the input projection once it's been packed the one time. This seems
counterintuitive and not like how most of Softimage seems to work with the
construction stack and propagation of changes to dependant objects via
operator ports. 

 

Is there any way to modify the UVs that are set up by the projection (for
example by rotating the cylinder projection in my case) and use Unfold Pack
again? Or is this intended to be a onetime operator that I suppose you would
generally freeze?

 

I feel like I'm missing something here so please excuse any obvious
oversights.. Thanks in advance for any tips on making the most of this
feature.

 

-Eric Cosky



Re: shiffman for the win.. math tuts

2013-04-13 Thread philipp seis
i hate math ;),  but thats really good stuff ! Thanks for the link !


2013/4/13 Thomas Volkmann li...@thomasvolkmann.com

 Awesome!! Danke!

 /Thomas


 On 04/13/2013 03:13 PM, Sebastian Kowalski wrote:

 https://vimeo.com/shiffman/**videos https://vimeo.com/shiffman/videos

 great math explanations, mainly in Processing context but worth a look.





Re: Modo's Deformation (Weight Containers)

2013-04-13 Thread Sebastien Sterling
(this may be a stupid assumption) i didn't exactly follow all the dude was
saying, thx matt for the clarification, his examples where very abstract...
would being able to disassociate parent hierarchy have any effect on gimble
lock ? making it easier to evade ?


On 13 April 2013 17:23, Marco Peixoto mpe...@gmail.com wrote:

  At first I thought that it was a simple Pose based Deformation like
 Secondary Shape Modeling, but its not. He says that Modo has now a very
 similar Weighting System that Pixar uses (he doesnt say that on the video
 but he did on the forums) and that video was to show what Hippodrome (ex
 Pixar character Modeler) will be teaching on its coming iBook Art of
 Moving Points:

 http://hippydrome.com/iBookExmpls.html






 On 13-04-2013 16:06, Christopher wrote:

 I watched the video, interesting stuff, I'd like to see a comparison
 between what was shown in the video and Softimage, specifically what I
 liked in the Modo video was the sliding skin effect.

 Christopher

   Matt Lind ml...@carbinestudios.com
  Friday, April 12, 2013 11:19 PM
   Basically the guy took 24 minutes to explain a 2 minute concept.

 The main point is Modo can define the order in which deformers are
 evaluated to solve envelope weights, and envelope weights are assigned
 using 'weight containers' which are logical assignments of points to
 deformers.  A different kind of weight map.

 The example shows an arm enveloped over 2 bones (3 joints).  In Softimage
 you'd normally place the bones into a hierarchy and assign the weights to
 the joints.  as you rotate the shoulder, the elbow and wrist would tag
 along for the ride via inheritance of the shoulder's transformation.  If
 you rotate the elbow, the shoulder is unaffected, but the wrist moves
 because it inherit's the elbow's transformation.  The point being the
 deformer has to reside in the location of the envelope deformation, and
 this can be inconvenient for thinking/viewing certain problems such as
 wanting to only rotate a deformer by a few degrees.  in the case of the
 elbow, it may already be rotated to some arbitrary angle making
 adding/subtracting a few degrees difficult to visualize.

 In Modo, the weights were assigned to the individual bones via 'weight
 containers' (their version of a weight map), but the bones were not placed
 into a hiearchy.  they were scattered about wherever was convenient.  This
 allowed the artist to work with the deformations in the local space of the
 deformer so if he wanted to say, limit envelope deformations to rotations
 of 10 degrees or less, the artist could easily see a 10 degree rotation and
 work with the deformer weights.  think of it as compensation mode for
 vertices of an envelope.  You apply the envelope to the defomers, but you
 can then offset the vertices where you want and maintain that relationship
 as metadata in the weight container.  This allows the envelope to deform as
 desired, but not require the bones to be moving around with the envelope.
 Personally I don't find that useful in the general case, but maybe in a few
 rare niche cases it might have some benefit.  The part I take issue with is
 not having bones in their usual places will make it difficult for animators
 to judge how the character is moving when adjusting keys.  After all, you
 don't generally envelope a rig unless it's expected to be animated, so why
 disassociate the bones from the animator's perspective?

 The part of greater interest was pre-evaluation and post-evaluation events
 which gives the artist the opportunity to further modify the resulting
 deformation as each deformer is evaluated.  The example given was not very
 good as it could be easily replicated using linked parameters to drive a
 lattice or some other easy control, but in more complex cases could be
 useful for sculpting the envelope deformation in very specific ways.

 You can replicate most of it in softimage using a different strategy than
 is typically used, but some of the more advanced stuff, such as
 compensation, would require a custom envelope operator or ICE.

 Matt




  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron [
 car...@gmail.com]
 *Sent:* Friday, April 12, 2013 6:53 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Modo's Deformation (Weight Containers)

  i want to watch it, but the speed is killing me... anyone care to
 summarize the feature(s)?



 Marco Peixoto mpe...@gmail.com
  Friday, April 12, 2013 5:37 PM
   This seems really interesting and a new way of dealing with Envelope
 Weights:


 http://vimeo.com/63720234



compose-unknown-contact.jpg

Re: shiffman for the win.. math tuts

2013-04-13 Thread Gene Crucean
Check out https://www.khanacademy.org also. Good stuff.


On Sat, Apr 13, 2013 at 6:13 AM, Sebastian Kowalski l...@sekow.com wrote:

 https://vimeo.com/shiffman/videos

 great math explanations, mainly in Processing context but worth a look.




-- 
-Gene


Re: Softimage promo

2013-04-13 Thread Sebastien Sterling
is it me, or did all the max features look ..Mickey Mouse ? they didn't
look like very useful or serious additions
, with the exception of the little search box thing, which in fairness is a
blessing for max (modifier list anyone ?), but nothing outside of this
seemed to give max an edge.


On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:


  No problem. As we all know, emails can be easily misunderstood. =)

 **


 What exactly did you mean by that comment, Ed?  :-Z



Re: Softimage promo

2013-04-13 Thread Gustavo Eggert Boehs
3ds max users I know were vey excited with this release. Specially
regarding small annoying things, with viewport performance
enhancemants/dx11 in a close seccond.

A direct quote:
Man now I can maximize my viewport only hovering the mouse. No need to
make it active!

This wowed me a lot as an SI user ;-)
Em 13/04/2013 13:57, Sebastien Sterling sebastien.sterl...@gmail.com
escreveu:

 is it me, or did all the max features look ..Mickey Mouse ? they didn't
 look like very useful or serious additions
 , with the exception of the little search box thing, which in fairness is
 a blessing for max (modifier list anyone ?), but nothing outside of this
 seemed to give max an edge.


 On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:


  No problem. As we all know, emails can be easily misunderstood. =)

 **


 What exactly did you mean by that comment, Ed?  :-Z





Re: Modo's Deformation (Weight Containers)

2013-04-13 Thread jo benayoun
actually, this is not really new and is quite similar to the way
envelopping is done for years in the in-house 3D package at R+H from what
I remember.  They had a complete different way to do rigging/skinning that
I was used to see in other studios.  I wouldn't be surprised, this
feature is coming from one of those big.
-- jon


Le samedi 13 avril 2013, Sebastien Sterling a écrit :

 (this may be a stupid assumption) i didn't exactly follow all the dude was
 saying, thx matt for the clarification, his examples where very abstract...
 would being able to disassociate parent hierarchy have any effect on gimble
 lock ? making it easier to evade ?


 On 13 April 2013 17:23, Marco Peixoto mpe...@gmail.com wrote:

  At first I thought that it was a simple Pose based Deformation like
 Secondary Shape Modeling, but its not. He says that Modo has now a very
 similar Weighting System that Pixar uses (he doesnt say that on the video
 but he did on the forums) and that video was to show what Hippodrome (ex
 Pixar character Modeler) will be teaching on its coming iBook Art of
 Moving Points:

 http://hippydrome.com/iBookExmpls.html






 On 13-04-2013 16:06, Christopher wrote:

 I watched the video, interesting stuff, I'd like to see a comparison
 between what was shown in the video and Softimage, specifically what I
 liked in the Modo video was the sliding skin effect.

 Christopher

   Matt Lind
  Friday, April 12, 2013 11:19 PM
   Basically the guy took 24 minutes to explain a 2 minute concept.

 The main point is Modo can define the order in which deformers are
 evaluated to solve envelope weights, and envelope weights are assigned
 using 'weight containers' which are logical assignments of points to
 deformers.  A different kind of weight map.

 The example shows an arm enveloped over 2 bones (3 joints).  In Softimage
 you'd normally place the bones into a hierarchy and assign the weights to
 the joints.  as you rotate the shoulder, the elbow and wrist would tag
 along for the ride via inheritance of the shoulder's transformation.  If
 you rotate the elbow, the shoulder is unaffected, but the wrist moves
 because it inherit's the elbow's transformation.  The point being the
 deformer has to reside in the location of the envelope deformation, and
 this can be inconvenient for thinking/viewing certain problems such as
 wanting to only rotate a deformer by a few degrees.  in the case of the
 elbow, it may already be rotated to some arbitrary angle making
 adding/subtracting a few degrees difficult to visualize.

 In Modo, the weights were assigned to the individual bones via 'weight
 containers' (their version of a weight map), but the bones were not placed
 into a hiearchy.  they were scattered about wherever was convenient.  This
 allowed the artist to work with the deformations in the local space of the
 deformer so if he wanted to say, limit envelope deformations to rotations
 of 10 degrees or less, the artist could easily see a 10 degree rotation and
 work with the deformer weights.  think of it as compensation mode for
 vertices of an envelope.  You apply the envelope to the defomers, but


compose-unknown-contact.jpg

Re: Softimage promo

2013-04-13 Thread Sebastien Sterling
na the dx 11 is cool but its seems to becoming standardised, max was over
due for some UI enhancements, view port switching was painful before, i
remember that, but I was speaking more specifically about the larger
features. which is ironic when you think about it, the little tweaks and
fixes are more interesting then the key features discussed.


On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com wrote:

 3ds max users I know were vey excited with this release. Specially
 regarding small annoying things, with viewport performance
 enhancemants/dx11 in a close seccond.

 A direct quote:
 Man now I can maximize my viewport only hovering the mouse. No need to
 make it active!

 This wowed me a lot as an SI user ;-)
 Em 13/04/2013 13:57, Sebastien Sterling sebastien.sterl...@gmail.com
 escreveu:

 is it me, or did all the max features look ..Mickey Mouse ? they didn't
 look like very useful or serious additions
 , with the exception of the little search box thing, which in fairness is
 a blessing for max (modifier list anyone ?), but nothing outside of this
 seemed to give max an edge.


 On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:


  No problem. As we all know, emails can be easily misunderstood. =)

 **


 What exactly did you mean by that comment, Ed?  :-Z





Re: Modo's Deformation (Weight Containers)

2013-04-13 Thread Eric Turman
It reminds me of weighting in Maya how each of the maps
were separate...what a PITA! Maya had (and maybe still has --I haven't
looked at 2014) the worst enveloping blech!


On Sat, Apr 13, 2013 at 1:33 PM, jo benayoun jobenay...@gmail.com wrote:

 actually, this is not really new and is quite similar to the way
 envelopping is done for years in the in-house 3D package at R+H from what
 I remember.  They had a complete different way to do rigging/skinning that
 I was used to see in other studios.  I wouldn't be surprised, this
 feature is coming from one of those big.
 -- jon


 Le samedi 13 avril 2013, Sebastien Sterling a écrit :

 (this may be a stupid assumption) i didn't exactly follow all the dude was
 saying, thx matt for the clarification, his examples where very abstract...
 would being able to disassociate parent hierarchy have any effect on gimble
 lock ? making it easier to evade ?


 On 13 April 2013 17:23, Marco Peixoto mpe...@gmail.com wrote:

  At first I thought that it was a simple Pose based Deformation like
 Secondary Shape Modeling, but its not. He says that Modo has now a very
 similar Weighting System that Pixar uses (he doesnt say that on the video
 but he did on the forums) and that video was to show what Hippodrome (ex
 Pixar character Modeler) will be teaching on its coming iBook Art of
 Moving Points:

 http://hippydrome.com/iBookExmpls.html






 On 13-04-2013 16:06, Christopher wrote:

 I watched the video, interesting stuff, I'd like to see a comparison
 between what was shown in the video and Softimage, specifically what I
 liked in the Modo video was the sliding skin effect.

 Christopher

   Matt Lind
  Friday, April 12, 2013 11:19 PM
   Basically the guy took 24 minutes to explain a 2 minute concept.

 The main point is Modo can define the order in which deformers are
 evaluated to solve envelope weights, and envelope weights are assigned
 using 'weight containers' which are logical assignments of points to
 deformers.  A different kind of weight map.

 The example shows an arm enveloped over 2 bones (3 joints).  In Softimage
 you'd normally place the bones into a hierarchy and assign the weights to
 the joints.  as you rotate the shoulder, the elbow and wrist would tag
 along for the ride via inheritance of the shoulder's transformation.  If
 you rotate the elbow, the shoulder is unaffected, but the wrist moves
 because it inherit's the elbow's transformation.  The point being the
 deformer has to reside in the location of the envelope deformation, and
 this can be inconvenient for thinking/viewing certain problems such as
 wanting to only rotate a deformer by a few degrees.  in the case of the
 elbow, it may already be rotated to some arbitrary angle making
 adding/subtracting a few degrees difficult to visualize.

 In Modo, the weights were assigned to the individual bones via 'weight
 containers' (their version of a weight map), but the bones were not placed
 into a hiearchy.  they were scattered about wherever was convenient.  This
 allowed the artist to work with the deformations in the local space of the
 deformer so if he wanted to say, limit envelope deformations to rotations
 of 10 degrees or less, the artist could easily see a 10 degree rotation and
 work with the deformer weights.  think of it as compensation mode for
 vertices of an envelope.  You apply the envelope to the defomers, but




-- 




-=T=-
compose-unknown-contact.jpg

Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread Toonafish
I think Thiago Costa already made one a while ago : 
http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/


The link to the addon is dead, but lucky for us there's www.rray.de, 
just do a search for TC Sketch there.


- Ronald

On 4/13/2013 2:34, Ahmidou Lyazidi wrote:

Hello guys,
I'm thinking of making a grease pencil tool, but I would like to know 
if there is a real interest in it, and what would be a faire price for 
this kind of tool


Thanks

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





Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread Christopher
You're right, well this is
 no longer a wish. What Thiago built could be 'enhanced' by a brush 
type thickness instead of bland curves.

Christopher


   	   
   	Toonafish  
  Saturday, April 
13, 2013 7:47 PM
  I think Thiago Costa already 
made one a while ago : 
http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/

The link to the addon is dead, but lucky for us there's www.rray.de,
 
just do a search for "TC Sketch" there.

- Ronald




   	   
   	Ahmidou Lyazidi  
  Friday, April 12,
 2013 8:34 PM
  Hello guys,I'm
 thinking of making a grease pencil tool, but I would like to know if 
there is a real interest in it, and what would be a faire price for this
 kind of toolThanks
---Ahmidou
 LyazidiDirector | TD | CG artisthttp://vimeo.com/ahmidou/videos



  




Re: Custom Documentation

2013-04-13 Thread Xavier Lapointe
You can set the .Help attribute in your registration method (I think it's
.Help .. might be something else; look up the ppg examples)

reg.Help  = 'Path to your html help'


Re: Custom Documentation

2013-04-13 Thread Xavier Lapointe
AAAhhh, sorry Alok, just saw your reply. -__-


On Sun, Apr 14, 2013 at 12:03 PM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:

 You can set the .Help attribute in your registration method (I think it's
 .Help .. might be something else; look up the ppg examples)

 reg.Help  = 'Path to your html help'




-- 
Xavier


testing 123

2013-04-13 Thread Tim Crowson

is this thing on?
--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com




Re: testing 123

2013-04-13 Thread Eric Turman
nope ;)

...yes receiving loud and clear :)


On Sat, Apr 13, 2013 at 10:06 PM, Tim Crowson 
tim.crow...@magneticdreams.com wrote:

  is this thing on?
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com




-- 




-=T=-


Re: Custom Documentation

2013-04-13 Thread Leonard Koch
Alright that works for some of what I need.
So there is no way for compounds huh?


On Sun, Apr 14, 2013 at 4:05 AM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:

 AAAhhh, sorry Alok, just saw your reply. -__-


 On Sun, Apr 14, 2013 at 12:03 PM, Xavier Lapointe 
 xl.mailingl...@gmail.com wrote:

 You can set the .Help attribute in your registration method (I think it's
 .Help .. might be something else; look up the ppg examples)

 reg.Help  = 'Path to your html help'




 --
 Xavier



Re: Custom Documentation

2013-04-13 Thread Xavier Lapointe
I don't have xsi in front of me, but you can have a look if you right
click/properties on your custom compound..


Re: Custom Documentation

2013-04-13 Thread Leonard Koch
Thanks for the suggestion Xavier, but that is the first place I checked.
Unfortunately that functionality isn't there as far as I could see.
Seems like kind of an oversight and also an easy to implement feature.


On Sun, Apr 14, 2013 at 5:35 AM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:

 I don't have xsi in front of me, but you can have a look if you right
 click/properties on your custom compound..



Re: Custom Documentation

2013-04-13 Thread Leonard Koch
Oh my bad, I checked it again and there is indeed something there just not
like I hoped.
After putting in the URL you can right click on the compound and choose
Open Netview on URL.

It's unfortunate that one can't utilize the property page's help button,
but this is definitely adequate.

Thanks for the nudge in the right direction.


On Sun, Apr 14, 2013 at 5:37 AM, Leonard Koch leonardkoch...@gmail.comwrote:

 Thanks for the suggestion Xavier, but that is the first place I checked.
 Unfortunately that functionality isn't there as far as I could see.
 Seems like kind of an oversight and also an easy to implement feature.


 On Sun, Apr 14, 2013 at 5:35 AM, Xavier Lapointe xl.mailingl...@gmail.com
  wrote:

 I don't have xsi in front of me, but you can have a look if you right
 click/properties on your custom compound..





Re: Modo's Deformation (Weight Containers)

2013-04-13 Thread Richard Hurrey
Hey guys, Tim showed me this thread and I figured I would try to explain things 
a bit if I can. But first let me say I'm a big fan of XSI and the work you guys 
do, though I have never used it myself, my officemate does and i find it pretty 
awesome overall.

OK... I'm going to start with going through Matt's mail and see if I can 
clarify things

Basically the guy took 24 minutes to explain a 2 minute concept.

Its true, I did take the long way around. My goal was to make sure that 
everyone... if they were complete newbies, or seasoned veterans could grasp 
things. I have been amazed at how hard the idea of abstracted weights has been 
for people so I took my time. I was also asked by Hippy to breakdown somethings 
in the way he wanted so there was some time there too.

The main point is Modo can define the order in which deformers are evaluated 
to solve envelope weights, and envelope weights are assigned using 'weight 
containers' which are logical assignments of points to deformers.  A 
different kind of weight map.

You can assign a standard weight map to a deformer too, weight containers are 
just another method to do so. As Tim points out, a Weight Container is really 
more like a Weight Map Item (or Proxy) it allows you to feed them into 
deformers even when no points or weighting has been added to them. The key 
concept here is that with WCs you can build a complete rig with no mesh 
involved at all... load this into a scene and then just add the points you want 
to weight into the WCs and the deformation setup will work on them. Once you do 
add the points in them, you can adjust the weights like you would with any 
weight map. 

SNIPIn Softimage you'd normally place the bones into a hierarchy and assign 
the weights to the joints. SNIP

In Modo, the weights were assigned to the individual bones via 'weight 
containers' (their version of a weight map), but the bones were not placed 
into a hiearchy. SNIP


Modo allows you to work in this traditional method too... add a set of joints, 
in a hierarchy, to a mesh through the bind command and all of the joints will 
be assigned a set of weight maps. You can then add or subtract weights like you 
are used too... if you add to one joint it will take away from another. The WC 
way of working is not the only way.


Also there is no metadata on a Weight Container, as far as the system is 
concerned its just another weight map. Its just defined a bit differently and 
provides a more flexible approach to how weights, rigs are applied and created.

The part I take issue with is not having bones in their usual places will 
make it difficult for animators to judge how the character is moving when 
adjusting keys.  After all, you don't generally envelope a rig unless it's 
expected to be animated, so why disassociate the bones from the animator's 
perspective?

I did not cover all the different ways to use Order of Operation (OOO) 
deformations with using a hierarchy... so let me try and clarify a bit. You can 
use a standard hierarchy of bones if you want with the OOO method (with or 
without using Weight Containers) you just need to tell your joints to pass 
their local transformations into the deformer (which is just setting on the 
joints themselves). So you could have your standard set of joints and the 
animator can have access to them in the way you describe there. There are also 
other ways to provide controls to animators that don't require the joints... 
more on that another time.

Anyway, I didn't show local transformations in the video because I was trying 
to make the idea of OOO very clear. To show the joints moving in local space 
seemed like it would cause more confusion.

The part of greater interest was pre-evaluation and post-evaluation events 
which gives the artist the opportunity to further modify the resulting 
deformation as each 
deformer is evaluated.  


This is THE most important part of modo's deformation pipeline... Order of 
Operation. Its something I was exposed to at Rhythm and Hues and it was a mind 
blowing, eye opening experience for me. When I saw that modo was tackling 
deformations in the same way I was very excited. I was also impressed that 
Luxology was able to come up with a way to provide the standard normalized 
approach to weighting in a OOO system (using normalization groups). Basically 
you can have your deformation cake and eat it too.

The example given was not very good as it could be easily replicated using 
linked parameters to drive a lattice or some other easy control, but in more 
complex cases could be useful for sculpting the envelope deformation in very 
specific ways.


That example was more illustrative of the issue at hand than a true practical 
case, that said, its how I would handle sculpt offsets for an elbow I was 
rigging too. I personally find it about as strait forward as you can get. I 
like having explicit point control over my shape.

You can replicate most of it in softimage using a 

Re: Modo's Deformation (Weight Containers)

2013-04-13 Thread Christopher
Modo system is not hundred
 percent, quite different from Softimage. How come Modo can do sliding 
skin and it seems that Softimage method I need amount of time to setup, 
no walks in the park nothing ? :)





Christopher





 	   
   	Richard Hurrey  
  Sunday, April 14,
 2013 12:27 AM
  Hey guys, Tim showed me this 
thread and I figured I would try toexplainthings
 a bit if I can. But first let me say I'm a big fan of XSI and the work 
you guys do, though I have never used it myself, my officemate does and i
 find it pretty awesome overall.OK...
 I'm going to start with going through Matt's mail and see if I can 
clarify thingsBasically the guy took 
24 minutes to explain a 2 minute concept.Its true, I did take the 
long way around. My goal was to make sure that everyone... if they were
 complete newbies, or seasonedveteranscould grasp things. I have been 
amazed at how hard the idea of abstracted weights has been for people so
 I took my time. I was also asked by Hippy to breakdown somethings in 
the way he wanted so there was some time there too.The main point is Modo can define 
the order in which deformers are evaluated to solve envelope weights, 
and envelope weights are assigned using 'weight containers'which are 
logical assignments of points to deformers. A different
 kind of weight map.You can assign a 
standard weight map to a deformer too, weight containers are just 
anothermethodto do so.As Tim points out, a Weight Container is
 really more like a Weight Map Item (or Proxy) it allows you to feed 
them into deformers even when no points or "weighting" has been added to
 them. The key concept here is that with WCs you can build a
 complete rig with no mesh involved at all... load this into a scene and
 then just add the points you want to weight into the WCs and the 
deformation setup will work on them. Once you do add the points in them,
 you can adjust the weights like you would with any weight map.SNIPIn Softimage you'd normally place
 the bones into a hierarchy and assign the weights to the
 joints. SNIPIn Modo, the weights were assigned 
to the individual bones via 'weight containers' (their version of a 
weight map), but the bones were not placed into a hiearchy. SNIPModo


 allows you to work in this traditional method too... add a set of 
joints, in a hierarchy, to a mesh through the "bind" command and all of 
the joints will be assigned a set of weight maps. You can then add or 
subtractweightslike


 you are used too... if you add to one joint it will take away from 
another. The WC way of working is not the only way.Also there is no "metadata" on a Weight Container, as far 
as the system is concerned its just another weight map. Its just defined
 a bit differently and provides a more flexible approach to how weights,
 rigs are applied and created.The part I take issue 
with is not having bones in their usual places will make it difficult 
for animators to judge how the character is moving when adjusting keys. After all, you don't generally envelope a rig 
unless it's expected to be animated, so why disassociate the bones from 
the animator's perspective?I did not cover all the different ways to use Order of 
Operation (OOO) deformations with using a hierarchy... so let me try and
 clarify a bit. You can use astandardhierarchy of bones if you want 
with the OOO method (with or without using Weight Containers) you just
 need to tell your joints to pass their local transformations into the 
deformer (which is just setting on the joints themselves). So you could 
have your standard set of joints and the animator can have access to 
them in the way you describe there. There are also other ways to provide
 controls to animators that don't require the joints... more on that 
another time.Anyway, I didn't show local transformations in the 
videobecauseI was trying to make the idea of OOO
 very clear. To show the joints moving in local space seemed like it 
wouldcausemore confusion.The 
part of greater interest was pre-evaluation and post-evaluation events 
which gives the artist the opportunity to further modify the resulting 
deformation as eachdeformer is evaluated. This is THE most important part of modo's 
deformation pipeline... Order of Operation. Its something I was exposed 
to atRhythmand Hues and it was a mind blowing, eye opening experience 
for me. When I saw that modo was tackling
 deformations in the same way I was very excited. I was also impressed 
that Luxology was able to come up with a way to provide the standard 
normalized approach to weighting in a OOO system (using normalization 
groups). Basically you can have your deformation cake and eat it too.The 
example given was not very good as it could be easily replicated using 
linked parameters to drive a lattice or some other easy control, but in 
more complex cases could be useful for sculpting
 the envelope deformation in very specific ways.That example was more illustrative of the issue at hand than a 
true