RE: CrowdFX help again
However I can't find the setting the minimum speed of the animations as it's indicated in the Documentation... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 9:30 AM To: softimage@listproc.autodesk.com Subject: RE: CrowdFX help again I RESOLVED!!! THANKS FOR EVEN thinking on it! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 9:15 AM To: softimage@listproc.autodesk.com Subject: CrowdFX help again Guys, I made a simple Crowd, made out of our characters. However, when I start the playback, the animation speed of our characters is a lot faster than it should be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and the character should go forward 3.5 unit in one cycle. When I set the target speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate ratio) I receive a funny, but annoying extreme speed of animation playback... ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
RE: CrowdFX help again
OK, now I did my very first crowd simulation with CrowdFX! Finally I start to understand how it works, and actually, it's real fun...When I'm ready I'll share (and if my boss allows it of course) Now I have to find out, if bones could be exported as FBX and not just Crowd pointcache :D Cheers! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Thursday, May 09, 2013 11:14 AM To: softimage@listproc.autodesk.com Subject: RE: CrowdFX help again Hi Szabolcs, I have sent you the file and have modified your scene. All I can say is the walk cycle action clips need not have different actions such as Run_Idle_Front and Idle_Run_Front. The new crowdfx is doing the blending for you. Hint: follow the default pedestrian walk cycle to be on the Safe side. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 4:07 PM To: softimage@listproc.autodesk.com Subject: RE: CrowdFX help again However I can't find the setting the minimum speed of the animations as it's indicated in the Documentation... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 9:30 AM To: softimage@listproc.autodesk.com Subject: RE: CrowdFX help again I RESOLVED!!! THANKS FOR EVEN thinking on it! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 9:15 AM To: softimage@listproc.autodesk.com Subject: CrowdFX help again Guys, I made a simple Crowd, made out of our characters. However, when I start the playback, the animation speed of our characters is a lot faster than it should be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and the character should go forward 3.5 unit in one cycle. When I set the target speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate ratio) I receive a funny, but annoying extreme speed of animation playback... ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
RE: CrowdFX help again
|| Now I have to find out, if bones could be exported as FBX and not just Crowd pointcache :D If you are on 2014 subscription, do login and check the freebies for Crowd. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 5:51 PM To: softimage@listproc.autodesk.com Subject: RE: CrowdFX help again OK, now I did my very first crowd simulation with CrowdFX! Finally I start to understand how it works, and actually, it's real fun...When I'm ready I'll share (and if my boss allows it of course) Cheers! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Thursday, May 09, 2013 11:14 AM To: softimage@listproc.autodesk.com Subject: RE: CrowdFX help again Hi Szabolcs, I have sent you the file and have modified your scene. All I can say is the walk cycle action clips need not have different actions such as Run_Idle_Front and Idle_Run_Front. The new crowdfx is doing the blending for you. Hint: follow the default pedestrian walk cycle to be on the Safe side. Regards, Chris From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 4:07 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: CrowdFX help again However I can't find the setting the minimum speed of the animations as it's indicated in the Documentation... From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 9:30 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: CrowdFX help again I RESOLVED!!! THANKS FOR EVEN thinking on it! From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, May 09, 2013 9:15 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: CrowdFX help again Guys, I made a simple Crowd, made out of our characters. However, when I start the playback, the animation speed of our characters is a lot faster than it should be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and the character should go forward 3.5 unit in one cycle. When I set the target speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate ratio) I receive a funny, but annoying extreme speed of animation playback... ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli attachment: winmail.dat
Re: Yeti for Softimage
Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com wrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello Paul, i have in fact seen the demo for the hair module, and in general the fabric engine looks amazing, up until now i was under the impression it was going to be some external application that would instance things back into softimage or maya, i was not aware that you intended to integrate it into both applications, i'm curious and very eager to see what this might look like :) the thing i like with yeti after having seen it in action is the interaction model is really solid, you have a node based editor to build your simulation tree where your setting live like ice, but you can also come in and comb and tweek the guides manually, its also really cleaver about instancing. more to the point its very specifically built for artists to create production quality hair. On 20 April 2013 18:15, Paul Doyle technove...@gmail.comwrote: Just to clarify - the Creation moduleshttp://fabricengine.com/creation-modules/are
Re: ICE: Get Polygon (or whatever) by ID
So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be? A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes have? On 9 May 2013 14:09, Thomas Volkmann li...@thomasvolkmann.com wrote: ** Hi, we found a working solution to a current problem (set UV per Polygon), but I'm not fully satisfied with it, because it breaks when we have triangles in the mesh (which we can avoid, so it's more a personal problem of not being able to do what I want to do in ICE). Problem: We want to set a vector per node. Depending on the index of that node when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space. Solution for Quads only: GetNodeID - find in array the array: Get PolygonToNodes - build array from set we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3 This solution breaks of course when there is a single polygon that has more or less than 4 points. What I would like to do but can't figure out: Get NodeToPolygon (because we need to be in a perNode context) Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION! Then I could check which index the Node has that I got in the beginning. Unfortunately I have some real work to do, and can't continue on this right now, but in the back of my head it's driving me mad. So if anyone can offer salvation it'll be much appreciated! Even if it's a complete different solution) cheers, Thomas
Re: ICE: Get Polygon (or whatever) by ID
You can probably see how much vertices a polygon has and then interpolate around the UV-space, but the problem is more the general question, since we have a working solution for our needs. cheers, Thomas Peter Agg peter@googlemail.com hat am 9. Mai 2013 um 15:19 geschrieben: So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be? A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes have? On 9 May 2013 14:09, Thomas Volkmann li...@thomasvolkmann.com mailto:li...@thomasvolkmann.com wrote: Hi, we found a working solution to a current problem (set UV per Polygon), but I'm not fully satisfied with it, because it breaks when we have triangles in the mesh (which we can avoid, so it's more a personal problem of not being able to do what I want to do in ICE). Problem: We want to set a vector per node. Depending on the index of that node when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space. Solution for Quads only: GetNodeID - find in array the array: Get PolygonToNodes - build array from set we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3 This solution breaks of course when there is a single polygon that has more or less than 4 points. What I would like to do but can't figure out: Get NodeToPolygon (because we need to be in a perNode context) Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION! Then I could check which index the Node has that I got in the beginning. Unfortunately I have some real work to do, and can't continue on this right now, but in the back of my head it's driving me mad. So if anyone can offer salvation it'll be much appreciated! Even if it's a complete different solution) cheers, Thomas
Re: ICE: Get Polygon (or whatever) by ID
Thanks Fabricio, I dont have time to test it right now. From the look of it I would think that we are in a perPolygon context and not perNode. But Ill check if that gets me somewhere. It definitely helps to see different approaches! thanks, Thomas Fabricio Chamon xsiml...@gmail.com hat am 9. Mai 2013 um 15:51 geschrieben: Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?) responding to the main question only, does this icetree work ? desired node index range should be: 0 to (num vertices for that polygon -1) 2013/5/9 Thomas Volkmann li...@thomasvolkmann.com You can probably see how much vertices a polygon has and then interpolate around the UV-space, but the problem is more the general question, since we have a working solution for our needs. cheers, Thomas Peter Agg peter@googlemail.com hat am 9. Mai 2013 um 15:19 geschrieben: So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be? A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes have? On 9 May 2013 14:09, Thomas Volkmann li...@thomasvolkmann.com wrote: Hi, we found a working solution to a current problem (set UV per Polygon), but Im not fully satisfied with it, because it breaks when we have triangles in the mesh (which we can avoid, so its more a personal problem of not being able to do what I want to do in ICE). Problem: We want to set a vector per node. Depending on the index of that node when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space. Solution for Quads only: GetNodeID - find in array the array: Get PolygonToNodes - build array from set we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3 This solution breaks of course when there is a single polygon that has more or less than 4 points. What I would like to do but cant figure out: Get NodeToPolygon (because we need to be in a perNode context) Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION! Then I could check which index the Node has that I got in the beginning. Unfortunately I have some real work to do, and cant continue on this right now, but in the back of my head its driving me mad. So if anyone can offer salvation itll be much appreciated! Even if its a complete different solution) cheers, Thomas
Re: Latest work from SHED - Behind-The-Scenes
Amazing work! Great lighting, characters, everything top-notch!! 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, May 9, 2013 at 8:36 AM, Sylvain Lebeau s...@shedmtl.com wrote: Thank you all! Forgot to mention Philippe Sylvain at lighting/comp... ;-) *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM http://www.shedmtl.com/ On 2013-05-09, at 3:42, Jordi Bares jordiba...@gmail.com wrote: Thanks for the insight and detailed info, really appreciate Seems you have a great team and setup, love the approach and I am sure it had not been easy to bring that culture up. Excellent work. Look forward to see more. Jb Sent from my iPhone On 9 May 2013, at 02:32, Sylvain Lebeau s...@shedmtl.com wrote: JM, Timeframe would be around 2 months from concept art, character design, storyboard and revisions, 2D animatic, 3D animatic, to all the 3D stuffs we all love. Shed is a little army/familly of passionate peoples. Maybe around 12-14 artists participated on the project. Here is the breakdown of our resources, human and machines… (wow…that sounded weird to say) …. feel's like the matrix.. *Here's the credits to my team:* 1 Illustrator/story artist = Benoit Theriault Our lead modeller Mikhail Semionov with the help of Marc Lebuis and Isabelle Mainville 4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine Houle 1 Character TD/Pipeline = Miquel Campos 1 ICEman for hair grooming and sims = Luc Girard 1 FX artist for smoke and PES (particles in suspension) Dominik Kirouac 2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame 2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis 1 Onliner on the Flame = Nicolas Pellicelli I've only participated into client meetings, approbations, and all the political stuffs. ;-) …. i may have suspended a pass or 2 on the farm because it was failing….. wow my job is too cool!! *Software and hardware:* * * * Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox, Framecycler……. but mostly Windows Explorer V156… hep. I prefer dolphin but for now we are mostly windows 7 x64. * We use Gear with a bit of customizing for rigging our characters, (correct me if i am wrong Miquel)… We use Exocortex Alembic for all of our animation caches needs except for the hairs (for now). Our render farm (used along with deadline 5.1) consist of a couples of older blades for Nuke and 25 for Arnold long hours crushing. Wich some of the latest are 24 threaded machines with 16 to 32 gigs of ram. That's pretty it…. nothing very fancy except from very talented artists with big hearts and ambitions. Kudos to them! sly *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote: very nice! -- *From:* jm khayat j...@moondog-animation.com *To:* softimage@listproc.autodesk.com *Sent:* Wednesday, May 8, 2013 10:08 AM *Subject:* Re: Latest work from SHED - Behind-The-Scenes Beautiful work guys, loved every part of it, character design, layout, animation, render, FX Congrats!! What was the time frame and ressources avaliable for this commercial ? -- *JM Khayat* Founder / COO www.moondog-animation.com mobile: +33 6 99 79 56 98 *CONFIDENTIALITY NOTICE: Privileged/Confidential information may be contained in this message and is intended only for the use of the addressee. Please advise immediately if you or your employer do not consent to Internet e-mail for messages of this kind. Moondog Animation assumes no responsibility for errors, losses, damages, or costs arising from the use of this email. Moondog Animation reserves its common law copyright to all contents of this email. The contents of this email may not be revised, copied, distributed to or used by any other parties without written permission of Moondog Animation. * ** 2013/5/8 Sylvain Lebeau s...@shedmtl.com Hi Chris! .. It was 2013 sp1 x64, rendered in Arnold. But we will jump on 2014 as soon as my subscription problems are worked out. sly *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On 5/8/2013 1:06 AM, Chris Chia wrote: So which version of XSI is used in this production? Regards, Chris -Original Message- From: softimage-boun...@listproc.autodesk.com
Re: Yeti for Softimage
awesome! btw, merged with mine? what do you mean? *written with my thumbs On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com wrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello Paul, i have in fact seen the demo for the hair module, and in general the fabric engine looks amazing, up until now i was under the impression it was going to be some external application that would instance things back into softimage or maya, i was not aware that you intended to integrate it into both applications, i'm curious and very eager to see what this might look like :) the thing i like with yeti after having seen it in action is the interaction model is really solid, you have a node based editor to build your simulation tree where your setting live like ice, but you can also come in and comb and tweek the guides manually, its also really cleaver about instancing. more to the point its very specifically built for artists to create production quality hair. On 20 April 2013
Re: Yeti for Softimage
i seem to be getting the same error as some people on the si community: ERROR object expected line 1 ... i do infact have the latest version of MS visual C++ 2010 redis...x64. the plugin also comes up with a little red triangle in the list :- ( On 9 May 2013 14:21, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com wrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello Paul, i have in fact seen the demo for the hair module, and in general the fabric engine looks amazing, up until now i was under the impression it was going to be some external application that would instance things back into softimage or maya, i was not aware that you intended to integrate it into both applications, i'm curious and very eager to see what this might look like :) the thing i like with yeti after having seen it in action is the interaction model is really solid, you have a node based editor to build your simulation tree where your setting live like ice, but you can also come
Re: Yeti for Softimage
am runing win7 softimage 2013 x64 On 9 May 2013 17:20, Sebastien Sterling sebastien.sterl...@gmail.comwrote: i seem to be getting the same error as some people on the si community: ERROR object expected line 1 ... i do infact have the latest version of MS visual C++ 2010 redis...x64. the plugin also comes up with a little red triangle in the list :- ( On 9 May 2013 14:21, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.comwrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.comwrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello Paul, i have in fact seen the demo for the hair module, and in general the fabric engine looks amazing, up until now i was under the impression it was going to be some external application that would instance things back into softimage or maya, i was not aware that you intended to integrate it into both applications, i'm curious and very eager to see what this might look like :) the thing i like with yeti after having seen it in action is the interaction model is really solid, you
Re: ICE: Get Polygon (or whatever) by ID
Hey gray I don't see any of the images you post. Not even in IE or Chrome when I go to the Google group. I just see a winmail.dat attachment...are you sending in RTF format (just a guess as to why this happens) ? On 09/05/2013 11:28 AM, Grahame Fuller wrote: Is this what you want? [cid:image001.jpg@01CE4CA8.5D485040] gray
RE: ICE: Get Polygon (or whatever) by ID
Now that I see it, I feel so embarrassed that I had to ask :/ Thanks a ton Grahame! cheers, Thomas Grahame Fuller grahame.ful...@autodesk.com hat am 9. Mai 2013 um 17:28 geschrieben: Is this what you want? [cid:image001.jpg@01CE4CA8.5D485040] gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann Sent: Thursday, May 09, 2013 10:34 AM To: softimage@listproc.autodesk.com Subject: Re: ICE: Get Polygon (or whatever) by ID some pseudocode (maybe that's easiest to describe what i want): for node on mesh: poly = node.getPolygon() nodes = poly.GetNodes() index = nodes.index(node) node.StoreSomeAttribute(doSomethingWith(index)) Fabricio Chamon xsiml...@gmail.commailto:xsiml...@gmail.com hat am 9. Mai 2013 um 15:51 geschrieben: Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?) responding to the main question only, does this icetree work ? desired node index range should be: 0 to (num vertices for that polygon -1) [Imagem inline 1] 2013/5/9 Thomas Volkmann li...@thomasvolkmann.commailto:li...@thomasvolkmann.com You can probably see how much vertices a polygon has and then interpolate around the UV-space, but the problem is more the general question, since we have a working solution for our needs. cheers, Thomas Peter Agg peter@googlemail.commailto:peter@googlemail.com hat am 9. Mai 2013 um 15:19 geschrieben: So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be? A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes have? On 9 May 2013 14:09, Thomas Volkmann li...@thomasvolkmann.commailto:li...@thomasvolkmann.com wrote: Hi, we found a working solution to a current problem (set UV per Polygon), but I'm not fully satisfied with it, because it breaks when we have triangles in the mesh (which we can avoid, so it's more a personal problem of not being able to do what I want to do in ICE). Problem: We want to set a vector per node. Depending on the index of that node when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space. Solution for Quads only: GetNodeID - find in array the array: Get PolygonToNodes - build array from set we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3 This solution breaks of course when there is a single polygon that has more or less than 4 points. What I would like to do but can't figure out: Get NodeToPolygon (because we need to be in a perNode context) Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION! Then I could check which index the Node has that I got in the beginning. Unfortunately I have some real work to do, and can't continue on this right now, but in the back of my head it's driving me mad. So if anyone can offer salvation it'll be much appreciated! Even if it's a complete different solution) cheers, Thomas
Looking for exporting tips with ICE topology - SI2014
Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before diving into more assets. If freezing is required, so be it, would be nice to know if I'm just doing something wrong though. Also, I am occasionally finding SI2014 gets into a strange state where one or more of the ICE models just doesn't appear. It is selectable, but has zero triangles/verts. When this happens the only thing I found to make them reappear was to move the object in the hierarchy, which of course seems like a bug but perhaps I am just missing something here. If nobody else is seeing this I wonder if it has something to do with the use of RTShaders. I was thinking perhaps shuffling the current frame to/from the first frame of the scene might help but it doesn't, the only thing that fixed it for me was moving the objects in the hierarchy. Any tips or suggestions on typical problems workarounds for dealing with ice models in the context of exporting the assets would be appreciated, thanks. attachment: winmail.dat
Re: Looking for exporting tips with ICE topology - SI2014
Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before diving into more assets. If freezing is required, so be it, would be nice to know if I'm just doing something wrong though. Also, I am occasionally finding SI2014 gets into a strange state where one or more of the ICE models just doesn't appear. It is selectable, but has zero triangles/verts. When this happens the only thing I found to make them reappear was to move the object in the hierarchy, which of course seems like a bug but perhaps I am just missing something here. If nobody else is seeing this I wonder if it has something to do with the use of RTShaders. I was thinking perhaps shuffling the current frame to/from the first frame of the scene might help but it doesn't, the only thing that fixed it for me was moving the objects in the hierarchy. Any tips or suggestions on typical problems workarounds for dealing with ice models in the context of exporting the assets would be appreciated, thanks.
RE: Looking for exporting tips with ICE topology - SI2014
I'm not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I'm seeing. Thanks for the suggestion. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon Sent: Thursday, May 09, 2013 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: Looking for exporting tips with ICE topology - SI2014 Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before diving into more assets. If freezing is required, so be it, would be nice to know if I'm just doing something wrong though. Also, I am occasionally finding SI2014 gets into a strange state where one or more of the ICE models just doesn't appear. It is selectable, but has zero triangles/verts. When this happens the only thing I found to make them reappear was to move the object in the hierarchy, which of course seems like a bug but perhaps I am just missing something here. If nobody else is seeing this I wonder if it has something to do with the use of RTShaders. I was thinking perhaps shuffling the current frame to/from the first frame of the scene might help but it doesn't, the only thing that fixed it for me was moving the objects in the hierarchy. Any tips or suggestions on typical problems workarounds for dealing with ice models in the context of exporting the assets would be appreciated, thanks.
RE: Looking for exporting tips with ICE topology - SI2014
I wonder if there is something I could do in the C++ exporter code to disable the optimizations or otherwise trigger a full update; it would be nice to not have to modify ice trees in order to get them to export correctly. From: Eric Cosky [mailto:e...@cosky.com] Sent: Thursday, May 09, 2013 12:18 PM To: 'softimage@listproc.autodesk.com' Subject: RE: Looking for exporting tips with ICE topology - SI2014 I'm not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I'm seeing. Thanks for the suggestion. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon Sent: Thursday, May 09, 2013 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: Looking for exporting tips with ICE topology - SI2014 Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before diving into more assets. If freezing is required, so be it, would be nice to know if I'm just doing something wrong though. Also, I am occasionally finding SI2014 gets into a strange state where one or more of the ICE models just doesn't appear. It is selectable, but has zero triangles/verts. When this happens the only thing I found to make them reappear was to move the object in the hierarchy, which of course seems like a bug but perhaps I am just missing something here. If nobody else is seeing this I wonder if it has something to do with the use of RTShaders. I was thinking perhaps shuffling the current frame to/from the first frame of the scene might help but it doesn't, the only thing that fixed it for me was moving the objects in the hierarchy. Any tips or suggestions on typical problems workarounds for dealing with ice models in the context of exporting the assets would be appreciated, thanks.
Re: Looking for exporting tips with ICE topology - SI2014
The aggressive optimization problem is that ICE won't evaluate chunks of a tree if it doesn't feel you are genuinely using it. So if I make some crazy math and store an attribute, if I don't use the attribute anywhere, it actual doesn't really exist and its tree won't evaluate fully. Show Values forces it to eval, as it needs this to display the values. On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote: I’m not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I’m seeing. Thanks for the suggestion. ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon *Sent:* Thursday, May 09, 2013 12:12 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 ** ** Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. ** ** 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before diving into more assets. If freezing is required, so be it, would be nice to know if I'm just doing something wrong though. Also, I am occasionally finding SI2014 gets into a strange state where one or more of the ICE models just doesn't appear. It is selectable, but has zero triangles/verts. When this happens the only thing I found to make them reappear was to move the object in the hierarchy, which of course seems like a bug but perhaps I am just missing something here. If nobody else is seeing this I wonder if it has something to do with the use of RTShaders. I was thinking perhaps shuffling the current frame to/from the first frame of the scene might help but it doesn't, the only thing that fixed it for me was moving the objects in the hierarchy. Any tips or suggestions on typical problems workarounds for dealing with ice models in the context of exporting the assets would be appreciated, thanks. ** **
Re: Looking for exporting tips with ICE topology - SI2014
If you don't want to modify the icetrees, you can still do Get Property-Attribute Display and set it to show your fancy attribute. This is the exact same as Show Values, but at the object level. On Thu, May 9, 2013 at 3:32 PM, Eric Cosky e...@cosky.com wrote: I wonder if there is something I could do in the C++ exporter code to disable the optimizations or otherwise trigger a full update; it would be nice to not have to modify ice trees in order to get them to export correctly. ** ** ** ** *From:* Eric Cosky [mailto:e...@cosky.com] *Sent:* Thursday, May 09, 2013 12:18 PM *To:* 'softimage@listproc.autodesk.com' *Subject:* RE: Looking for exporting tips with ICE topology - SI2014 ** ** I’m not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I’m seeing. Thanks for the suggestion. ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon *Sent:* Thursday, May 09, 2013 12:12 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 ** ** Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. ** ** 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before diving into more assets. If freezing is required, so be it, would be nice to know if I'm just doing something wrong though. Also, I am occasionally finding SI2014 gets into a strange state where one or more of the ICE models just doesn't appear. It is selectable, but has zero triangles/verts. When this happens the only thing I found to make them reappear was to move the object in the hierarchy, which of course seems like a bug but perhaps I am just missing something here. If nobody else is seeing this I wonder if it has something to do with the use of RTShaders. I was thinking perhaps shuffling the current frame to/from the first frame of the scene might help but it doesn't, the only thing that fixed it for me was moving the objects in the hierarchy. Any tips or suggestions on typical problems workarounds for dealing with ice models in the context of exporting the assets would be appreciated, thanks. ** **
Re: Yeti for Softimage
I mean using some parts of your simple brush, currently I'm not using the pickBuffer but raycasting. Le 10 mai 2013 à 01:17, Steven Caron car...@gmail.com a écrit : awesome! btw, merged with mine? what do you mean? *written with my thumbs On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com wrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello Paul, i have in fact seen the demo for the hair module, and in general the fabric engine looks amazing, up until now i was under the impression it was going to be some external application that would instance things back into softimage or maya, i was not aware that you intended to integrate it into both applications, i'm curious and very eager to see what this might look like :) the thing i like with yeti after having seen it in action is the interaction model is really solid, you have a node based editor to build your simulation tree where your setting live
Re: Yeti for Softimage
Which SI version are you using? The plugin is compiled on 2014, that may be the reason, I'll run some test. Le 10 mai 2013 à 01:20, Sebastien Sterling sebastien.sterl...@gmail.com a écrit : i seem to be getting the same error as some people on the si community: ERROR object expected line 1 ... i do infact have the latest version of MS visual C++ 2010 redis...x64. the plugin also comes up with a little red triangle in the list :- ( On 9 May 2013 14:21, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com wrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello Paul, i have in fact seen the demo for the hair module, and in general the fabric engine looks amazing, up until now i was under the impression it was going to be some external application that would instance things back into softimage or maya, i was not aware that you intended to integrate it into both applications, i'm curious and very eager to see what this might look like :)
Re: Yeti for Softimage
oh cool! ya, would be nice to share what you learned make the generic brush better for others wishing to make their own brush based tool s On Thu, May 9, 2013 at 1:03 PM, Ahmidou.xsi ahmidou@gmail.com wrote: I mean using some parts of your simple brush, currently I'm not using the pickBuffer but raycasting. Le 10 mai 2013 à 01:17, Steven Caron car...@gmail.com a écrit : awesome! btw, merged with mine? what do you mean? *written with my thumbs On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videoshttp://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.comcar...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.com ahmidou@gmail.com wrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videoshttp://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.comcar...@gmail.comwrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com technove...@gmail.com wrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien
CrowdFX: Animation States
I'm trying to set up a basic stadium crowd. I have tried following the help docs and used the New Crowd with Collision Avoidance and also New Basic Crowd. I have the actors emitting properly and I have set the velocity to 0 since I want them to stay put. I'm getting tripped up with the States though. In the *Behavior* tree the *Set Animation State *node does not include the 3 animations I chose when I imported the actor. I do see those animations if I drill into the *Get Animations Sources Core* node. How do I get those actions to show up for use in the States tree?
Re: Yeti for Softimage
sounds like you two could really make something great of this brush system. :) On 9 May 2013 22:13, Steven Caron car...@gmail.com wrote: oh cool! ya, would be nice to share what you learned make the generic brush better for others wishing to make their own brush based tool s On Thu, May 9, 2013 at 1:03 PM, Ahmidou.xsi ahmidou@gmail.com wrote: I mean using some parts of your simple brush, currently I'm not using the pickBuffer but raycasting. Le 10 mai 2013 à 01:17, Steven Caron car...@gmail.com a écrit : awesome! btw, merged with mine? what do you mean? *written with my thumbs On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videoshttp://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.comcar...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.com ahmidou@gmail.com wrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videoshttp://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.comcar...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com technove...@gmail.com wrote: Don't get me wrong - Yeti is great
Re: Yeti for Softimage
its a shell really. i am busy on other projects right now so simplebrush wont get any attention at this time *written with my thumbs On May 9, 2013, at 2:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: sounds like you two could really make something great of this brush system. :) On 9 May 2013 22:13, Steven Caron car...@gmail.com wrote: oh cool! ya, would be nice to share what you learned make the generic brush better for others wishing to make their own brush based tool s On Thu, May 9, 2013 at 1:03 PM, Ahmidou.xsi ahmidou@gmail.com wrote: I mean using some parts of your simple brush, currently I'm not using the pickBuffer but raycasting. Le 10 mai 2013 à 01:17, Steven Caron car...@gmail.com a écrit : awesome! btw, merged with mine? what do you mean? *written with my thumbs On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours. By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643 Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron car...@gmail.com @ahmidou if you don't have plans to market/sell it, maybe share the code? On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Sebastien, There is a 64bit version in the archive, and you can smooth/relax by choosing the option in the RMB menu. By the way I have an updated version at home with the undo working, I'll post it tonight --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Sebastien Sterling sebastien.sterl...@gmail.com I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished version with relax and symmetry, I have stated as much on previous threads. (i don't know much about development costs) On 9 May 2013 02:09, Steven Caron car...@gmail.com wrote: no, the first post shows he updated it. ya, no relax... maybe ask him for the source code so you can make the changes? or offer to pay him? s On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes i have seen this before, however it is only for 32 bit ? i still think it is impressive, but it doesn't have the most important tool the relax tool, the one tool that would complete mudbox... so they horde it as a maya exclusive... On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote: for the time being... LivePaint - Ahmidou http://www.si-community.com/community/viewtopic.php?t=1735 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: yes building ice in maya does sound excessively enterprising, which is why i asked if it would be doable as supposed to viable. i'm much more interested in a simple artisan tool counterpart for softimage there would be a nice place for it, right on the shelf beneath the weight painting tooles :P On 8 May 2013 23:58, Alan Fregtman alan.fregt...@gmail.com wrote: Code in html? They don't do the browser plugin anymore. You're right about the other things as far as I know though. Write a tool in Fabric and it's usable from Maya and Softimage. Their hair system example is essentially an example of that. Their viewport integration seems to be cross-platform. They have painting samples already, and a brush API, so it's not so far fetched to make an artisan tools clone if you were so inclined, and can code. An ICE clone? That's harder. :p On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Apologies for resurrecting this topic, only i was chatting to our character fx supervisor about Fabric, and it got me thinking, would it be possible to create something like ice in fabric engine, but for maya? i mean possible, not viable, i don't want to see ice in maya, i was just wondering what are the limits, it sounds like an sdk away from home, could one make deformers operators, could you make a version of artisan sculpt tools for softimage with deformers linked to brushes ? would it all have to happen in a second interface, or is there a way of integrating it seamlessly with what is already there in maya and softimages UI, also i was told that you can code in html and the KL core does the heavy lifting is this right ? sorry again if any of this in inacurate On 20 April 2013 21:02, Paul Doyle technove...@gmail.com wrote: Don't get me wrong - Yeti is great software, and the guys at Peregrine are very smart. I was just responding to the comments about Fabric :) On 20 April 2013 13:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello Paul, i have in fact seen the demo for the hair module, and
RE: Looking for exporting tips with ICE topology - SI2014
Makes sense. I'd have hoped the results of the Create Copies from Polygon Mesh node wouldn't be subject to that kind of logic though. For example, here's the tree I am using in my scene: https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-4 0.png I'm not much of an ICE guy, but I don't see how to hook in a log values node without digging deep into the Create Copies node. The other thing is, it does have the correct UVs if I render it, just not at the time of export (but not consistently.. which is stranger than never having the right uvs). This leads me to believe I am not requesting the data correctly, somehow. I'm just using a geometry accessor, the ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is giving me the raw, unprocessed pre-ice UV data and I need to look somewhere else for the final result. That wouldn't explain why one model has the right data and the other doesn't, but maybe that could be a different kind of issue.. who knows. Thanks for the suggestions/comments From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Thursday, May 09, 2013 12:52 PM To: XSI Mailing List Subject: Re: Looking for exporting tips with ICE topology - SI2014 The aggressive optimization problem is that ICE won't evaluate chunks of a tree if it doesn't feel you are genuinely using it. So if I make some crazy math and store an attribute, if I don't use the attribute anywhere, it actual doesn't really exist and its tree won't evaluate fully. Show Values forces it to eval, as it needs this to display the values. On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote: I'm not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I'm seeing. Thanks for the suggestion. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon Sent: Thursday, May 09, 2013 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: Looking for exporting tips with ICE topology - SI2014 Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before diving into more assets. If freezing is required, so be it, would be nice to know if I'm just doing something wrong though. Also, I am occasionally finding SI2014 gets into a strange state where one or more of the ICE models just doesn't appear. It is selectable, but has zero triangles/verts. When this happens the only thing I found to make them reappear was to move the object in the hierarchy, which of course seems like a bug but perhaps I am just missing something here. If nobody else is seeing this I wonder if it has something to do with the use of RTShaders. I was thinking perhaps shuffling the current frame to/from the first frame of the scene might help but it doesn't, the
Re: Looking for exporting tips with ICE topology - SI2014
create copies from mesh uses an ice attribute called 'Texture_Projection' it doesn't set the uvs of a cluster property directly. you want to get the ice attribute and you will probably be good. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d On Thu, May 9, 2013 at 3:01 PM, Eric Cosky e...@cosky.com wrote: Makes sense. I’d have hoped the results of the “Create Copies from Polygon Mesh” node wouldn’t be subject to that kind of logic though. For example, here’s the tree I am using in my scene: https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png ** ** I’m not much of an ICE guy, but I don’t see how to hook in a log values node without digging deep into the Create Copies node. ** ** The other thing is, it does have the correct UVs if I render it, just not at the time of export (but not consistently.. which is stranger than never having the right uvs). This leads me to believe I am not requesting the data correctly, somehow. I’m just using a geometry accessor, the ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is giving me the raw, unprocessed pre-ice UV data and I need to look somewhere else for the final result. That wouldn’t explain why one model has the right data and the other doesn’t, but maybe that could be a different kind of issue.. who knows. ** ** Thanks for the suggestions/comments ** ** ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Thursday, May 09, 2013 12:52 PM *To:* XSI Mailing List *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 ** ** The aggressive optimization problem is that ICE won't evaluate chunks of a tree if it doesn't feel you are genuinely using it. ** ** So if I make some crazy math and store an attribute, if I don't use the attribute anywhere, it actual doesn't really exist and its tree won't evaluate fully. Show Values forces it to eval, as it needs this to display the values. ** ** ** ** On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote: I’m not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I’m seeing. Thanks for the suggestion. *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon *Sent:* Thursday, May 09, 2013 12:12 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the UVs to be available. Is this a typical thing to need to do with ICE modeling? Hopefully freezing isn't a requirement for proper export. The strange part about it is the inconsistency between the two ring parts, how one of them exports the uvs properly and the other doesn't despite being identically configured (as far as I can tell). This isn't a huge problem, just a workflow thing I'm trying to understand optimize before
RE: Looking for exporting tips with ICE topology - SI2014
Thanks! That's very helpful. I suppose it's probably possible to add some nodes to push the attributes into the cluster so the exporter will see the final results..? I'm not sure what the limits are there with respect to ICE working with UVs like this. While I'd hoped to not have to specialize the ice tree, if this is a valid option it might be easier/simpler to do this than modify the exporter to look for the ice attributes. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Thursday, May 09, 2013 3:55 PM To: softimage@listproc.autodesk.com Subject: Re: Looking for exporting tips with ICE topology - SI2014 create copies from mesh uses an ice attribute called 'Texture_Projection' it doesn't set the uvs of a cluster property directly. you want to get the ice attribute and you will probably be good. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index. html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geo metry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d On Thu, May 9, 2013 at 3:01 PM, Eric Cosky e...@cosky.com wrote: Makes sense. I'd have hoped the results of the Create Copies from Polygon Mesh node wouldn't be subject to that kind of logic though. For example, here's the tree I am using in my scene: https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-4 0.png I'm not much of an ICE guy, but I don't see how to hook in a log values node without digging deep into the Create Copies node. The other thing is, it does have the correct UVs if I render it, just not at the time of export (but not consistently.. which is stranger than never having the right uvs). This leads me to believe I am not requesting the data correctly, somehow. I'm just using a geometry accessor, the ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is giving me the raw, unprocessed pre-ice UV data and I need to look somewhere else for the final result. That wouldn't explain why one model has the right data and the other doesn't, but maybe that could be a different kind of issue.. who knows. Thanks for the suggestions/comments From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Thursday, May 09, 2013 12:52 PM To: XSI Mailing List Subject: Re: Looking for exporting tips with ICE topology - SI2014 The aggressive optimization problem is that ICE won't evaluate chunks of a tree if it doesn't feel you are genuinely using it. So if I make some crazy math and store an attribute, if I don't use the attribute anywhere, it actual doesn't really exist and its tree won't evaluate fully. Show Values forces it to eval, as it needs this to display the values. On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote: I'm not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I'm seeing. Thanks for the suggestion. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon Sent: Thursday, May 09, 2013 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: Looking for exporting tips with ICE topology - SI2014 Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models,
Re: Looking for exporting tips with ICE topology - SI2014
Yeah, in your example scene, you've created a texture projection on your copy geometry and you're attempting to write the UVs that. Forget about using standard texture projections with ICE topo - just store UV data in a custom vector ICE attribute. Of course, you'll have to modify your exporter to pull the data from ICE not from a cluster property. On Thu, May 9, 2013 at 11:54 PM, Steven Caron car...@gmail.com wrote: create copies from mesh uses an ice attribute called 'Texture_Projection' it doesn't set the uvs of a cluster property directly. you want to get the ice attribute and you will probably be good. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d On Thu, May 9, 2013 at 3:01 PM, Eric Cosky e...@cosky.com wrote: Makes sense. I’d have hoped the results of the “Create Copies from Polygon Mesh” node wouldn’t be subject to that kind of logic though. For example, here’s the tree I am using in my scene: https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png ** ** I’m not much of an ICE guy, but I don’t see how to hook in a log values node without digging deep into the Create Copies node. ** ** The other thing is, it does have the correct UVs if I render it, just not at the time of export (but not consistently.. which is stranger than never having the right uvs). This leads me to believe I am not requesting the data correctly, somehow. I’m just using a geometry accessor, the ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is giving me the raw, unprocessed pre-ice UV data and I need to look somewhere else for the final result. That wouldn’t explain why one model has the right data and the other doesn’t, but maybe that could be a different kind of issue.. who knows. ** ** Thanks for the suggestions/comments ** ** ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Thursday, May 09, 2013 12:52 PM *To:* XSI Mailing List *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 ** ** The aggressive optimization problem is that ICE won't evaluate chunks of a tree if it doesn't feel you are genuinely using it. ** ** So if I make some crazy math and store an attribute, if I don't use the attribute anywhere, it actual doesn't really exist and its tree won't evaluate fully. Show Values forces it to eval, as it needs this to display the values. ** ** ** ** On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote: I’m not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I’m seeing. Thanks for the suggestion.*** * *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon *Sent:* Thursday, May 09, 2013 12:12 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made of the two parts shown in front, and it's using just a fraction of a 128x128 texture. If anyone is interested in looking at the scene, it's here: https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip The modeling technique generally works as expected, but I am finding that the UVs are not reliably available in the final ice model during export. For instance, the inner ring was exporting the UVs correctly, but not the outer - all UVs on the outer were the same (I think [0,1], possibly the original projection values which ICE was supposed to override). The exporter is written in C++ and works correctly for exporting UVs on normal models, but it seems like I have to freeze the modeling to get the
Re: Looking for exporting tips with ICE topology - SI2014
change the c++ to get ice attribute directly or change the ice tree to set the uv cluster property... its up to you :) On Thu, May 9, 2013 at 4:08 PM, Eric Cosky e...@cosky.com wrote: Thanks! That’s very helpful. I suppose it’s probably possible to add some nodes to push the attributes into the cluster so the exporter will see the final results..? I’m not sure what the limits are there with respect to ICE working with UVs like this. While I’d hoped to not have to specialize the ice tree, if this is a valid option it might be easier/simpler to do this than modify the exporter to look for the ice attributes. **
Re: Looking for exporting tips with ICE topology - SI2014
In ICE, you can pull an attribute from a node context and write it back to a UV property, but I wouldn't exactly say it's a stable or recommended workflow. Honestly, updating your exporter would be simpler, but in that case you almost certainly will encounter the previously mentioned aggresive ICE optimizations... On Fri, May 10, 2013 at 12:08 AM, Eric Cosky e...@cosky.com wrote: Thanks! That’s very helpful. I suppose it’s probably possible to add some nodes to push the attributes into the cluster so the exporter will see the final results..? I’m not sure what the limits are there with respect to ICE working with UVs like this. While I’d hoped to not have to specialize the ice tree, if this is a valid option it might be easier/simpler to do this than modify the exporter to look for the ice attributes. ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Thursday, May 09, 2013 3:55 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 ** ** create copies from mesh uses an ice attribute called 'Texture_Projection' it doesn't set the uvs of a cluster property directly. you want to get the ice attribute and you will probably be good. ** ** http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d ** ** On Thu, May 9, 2013 at 3:01 PM, Eric Cosky e...@cosky.com wrote: Makes sense. I’d have hoped the results of the “Create Copies from Polygon Mesh” node wouldn’t be subject to that kind of logic though. For example, here’s the tree I am using in my scene: https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png I’m not much of an ICE guy, but I don’t see how to hook in a log values node without digging deep into the Create Copies node. The other thing is, it does have the correct UVs if I render it, just not at the time of export (but not consistently.. which is stranger than never having the right uvs). This leads me to believe I am not requesting the data correctly, somehow. I’m just using a geometry accessor, the ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is giving me the raw, unprocessed pre-ice UV data and I need to look somewhere else for the final result. That wouldn’t explain why one model has the right data and the other doesn’t, but maybe that could be a different kind of issue.. who knows. Thanks for the suggestions/comments *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Thursday, May 09, 2013 12:52 PM *To:* XSI Mailing List *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 The aggressive optimization problem is that ICE won't evaluate chunks of a tree if it doesn't feel you are genuinely using it. So if I make some crazy math and store an attribute, if I don't use the attribute anywhere, it actual doesn't really exist and its tree won't evaluate fully. Show Values forces it to eval, as it needs this to display the values. On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote: I’m not familiar with the ice optimization problem but it sounds like a reasonable explanation for what I’m seeing. Thanks for the suggestion. *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon *Sent:* Thursday, May 09, 2013 12:12 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Looking for exporting tips with ICE topology - SI2014 Probably hitting the ice optimization problem? Make sure your UVs are correctly set by putting a log values just before your set data node. 2013/5/9 Eric Cosky e...@cosky.com Hi, I've recently started using ICE modeling to help with some low poly models with tiny textures. The general idea is to make very small components, set up the UVs as needed, then make a larger model that is composed of many copies of the component. I like this approach because it lets me adjust pieces after they have been put into place, including the texture projections which will be propagated at any time in the future when the original model changes unlike how clone seems to work. With the low poly/low res textures, it's not always obvious what the best look is going to be until it's all together so being able to edit everything including texture projections is pretty helpful to the workflow. Here's an example: https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring is made
PyQtForSoftimage with PySide support
Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven
Re: PyQtForSoftimage with PySide support
Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven
Re: PyQtForSoftimage with PySide support
mostly licensing yes, but some other differences outlined here... http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Thu, May 9, 2013 at 5:25 PM, Jeremie Passerin gerem@gmail.comwrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven
Re: PyQtForSoftimage with PySide support
PySide is much more pythonic with data, strings etc are just strings not QStrings. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.comwrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven
Re: PyQtForSoftimage with PySide support
The nice part about the licensing is that it can be shipped with applications. Nuke, Hiero and I believe Maya as of 2014, all ship with it. -tony On Thu, May 9, 2013 at 8:31 PM, Steven Caron car...@gmail.com wrote: mostly licensing yes, but some other differences outlined here... http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Thu, May 9, 2013 at 5:25 PM, Jeremie Passerin gerem@gmail.comwrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven -- -tony
Re: PyQtForSoftimage with PySide support
Ohh Nice ! On 9 May 2013 17:33, joshxsi josh...@gmail.com wrote: PySide is much more pythonic with data, strings etc are just strings not QStrings. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.comwrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven
Re: PyQtForSoftimage with PySide support
is pyside just a more up to date version of the version of python currently supported by softimage ? On 10 May 2013 02:36, Jeremie Passerin gerem@gmail.com wrote: Ohh Nice ! On 9 May 2013 17:33, joshxsi josh...@gmail.com wrote: PySide is much more pythonic with data, strings etc are just strings not QStrings. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.comwrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven
Re: PyQtForSoftimage with PySide support
PySide runs fine in 2.6 if that's what you mean. Might have to compile it yourself though. Not sure what binaries they are distributing. On Thu, May 9, 2013 at 9:03 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: is pyside just a more up to date version of the version of python currently supported by softimage ? On 10 May 2013 02:36, Jeremie Passerin gerem@gmail.com wrote: Ohh Nice ! On 9 May 2013 17:33, joshxsi josh...@gmail.com wrote: PySide is much more pythonic with data, strings etc are just strings not QStrings. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.comwrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven -- -tony
Re: PyQtForSoftimage with PySide support
found an artical about the key differences between pyqt and pyside and as Stephen said the main difference seems to be the licensing : GPL for pyqt, and LGPL for Pyside. also piside is being maintained by nokia. here is the article if any other laymen are wondering. http://stackoverflow.com/questions/1297660/pyside-vs-pyqt On 10 May 2013 03:31, Tony Barbieri great...@gmail.com wrote: PySide runs fine in 2.6 if that's what you mean. Might have to compile it yourself though. Not sure what binaries they are distributing. On Thu, May 9, 2013 at 9:03 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: is pyside just a more up to date version of the version of python currently supported by softimage ? On 10 May 2013 02:36, Jeremie Passerin gerem@gmail.com wrote: Ohh Nice ! On 9 May 2013 17:33, joshxsi josh...@gmail.com wrote: PySide is much more pythonic with data, strings etc are just strings not QStrings. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.com wrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven -- -tony
Re: PyQtForSoftimage with PySide support
That's great to hear, guys! I've heard rumors that PySide isn't being maintained nearly as actively as PyQt. Is this true, and does it matter? -Tim On 5/9/2013 8:38 PM, Sebastien Sterling wrote: found an artical about the key differences between pyqt and pyside and as Stephen said the main difference seems to be the licensing : GPL for pyqt, and LGPL for Pyside. also piside is being maintained by nokia. here is the article if any other laymen are wondering. http://stackoverflow.com/questions/1297660/pyside-vs-pyqt On 10 May 2013 03:31, Tony Barbieri great...@gmail.com mailto:great...@gmail.com wrote: PySide runs fine in 2.6 if that's what you mean. Might have to compile it yourself though. Not sure what binaries they are distributing. On Thu, May 9, 2013 at 9:03 PM, Sebastien Sterling sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com wrote: is pyside just a more up to date version of the version of python currently supported by softimage ? On 10 May 2013 02:36, Jeremie Passerin gerem@gmail.com mailto:gerem@gmail.com wrote: Ohh Nice ! On 9 May 2013 17:33, joshxsi josh...@gmail.com mailto:josh...@gmail.com wrote: PySide is much more pythonic with data, strings etc are just strings not QStrings. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.com mailto:gerem@gmail.com wrote: Can I ask what's the main differences between PySide and PyQt4 ? Is that just licensing ? Jeremie On 9 May 2013 17:04, Steven Caron car...@gmail.com mailto:car...@gmail.com wrote: Hey Gang Tony Barbieri and I have been working on official support for PySide with the PyQtForSoftimage plugin and I need some testers... Who here wants to use PySide instead of PyQt4? It is a little rough right now so, only people that really want to use PySide should contact me. Thanks Steven -- -tony -- Signature
Re: PyQtForSoftimage with PySide support
i have heard this too. i think that is one good thing about pyqt's license, it makes money with its licensing and those dollars support its development. but you also have to consider qt's changing of hands recently (digia) so that might be a reason for it being a bit quiet but there has been some movement since and discussions are taking place about its future. either way i think its (pyside) license means it will always be available for the community. On Thu, May 9, 2013 at 6:48 PM, Tim Crowson tim.crow...@magneticdreams.comwrote: I've heard rumors that PySide isn't being maintained nearly as actively as PyQt. Is this true, and does it matter?
RE: CrowdFX: Animation States
Hello Byron, You could do the following. 1. CrowdFx Simulation New Basic Crowd 2. CrowdFx Actors Inspect Actor Proxies 3. Use the Import in the ActorProxies PPG 4. In the same PPG, Select your model and Click on Inspect Animations 5. Bring your action sources and apply the actions. 6. CrowdFx Crowd Draw Directional Emitter 7. CrowdFx Simulation Inspect Crowd Simulation Tree 8. You can now Define the Animation States in the Crowd.Point_Cloud.Animation_Blending,Animation_Definition. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, May 10, 2013 4:18 AM To: softimage@listproc.autodesk.com Subject: CrowdFX: Animation States I'm trying to set up a basic stadium crowd. I have tried following the help docs and used the New Crowd with Collision Avoidance and also New Basic Crowd. I have the actors emitting properly and I have set the velocity to 0 since I want them to stay put. I'm getting tripped up with the States though. In the Behavior tree the Set Animation State node does not include the 3 animations I chose when I imported the actor. I do see those animations if I drill into the Get Animations Sources Core node. How do I get those actions to show up for use in the States tree? attachment: winmail.dat