RE: CrowdFX help again

2013-05-09 Thread Szabolcs Matefy
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 
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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

2013-05-09 Thread Szabolcs Matefy
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

2013-05-09 Thread Chris Chia
|| 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

2013-05-09 Thread Ahmidou Lyazidi
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

2013-05-09 Thread Peter Agg
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

2013-05-09 Thread Thomas Volkmann
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

2013-05-09 Thread Thomas Volkmann

 
  
 
 
  
   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

2013-05-09 Thread Chris Covelli
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
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 **


 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

2013-05-09 Thread Steven Caron

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

2013-05-09 Thread Sebastien Sterling
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

2013-05-09 Thread Sebastien Sterling
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

2013-05-09 Thread Stephen Blair

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

2013-05-09 Thread Thomas Volkmann
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

2013-05-09 Thread Eric Cosky
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

2013-05-09 Thread Fabricio Chamon
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

2013-05-09 Thread Eric Cosky
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

2013-05-09 Thread Eric Cosky
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

2013-05-09 Thread Alan Fregtman
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

2013-05-09 Thread Alan Fregtman
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

2013-05-09 Thread Ahmidou.xsi
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

2013-05-09 Thread Ahmidou.xsi
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

2013-05-09 Thread Steven Caron
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

2013-05-09 Thread Byron Nash
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

2013-05-09 Thread Sebastien Sterling
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

2013-05-09 Thread Steven Caron
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

2013-05-09 Thread Eric Cosky
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

2013-05-09 Thread Steven Caron
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

2013-05-09 Thread Eric Cosky
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

2013-05-09 Thread Ciaran Moloney
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

2013-05-09 Thread Steven Caron
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

2013-05-09 Thread Ciaran Moloney
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

2013-05-09 Thread Steven Caron
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

2013-05-09 Thread Jeremie Passerin
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

2013-05-09 Thread Steven Caron
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

2013-05-09 Thread joshxsi
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

2013-05-09 Thread Tony Barbieri
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

2013-05-09 Thread Jeremie Passerin
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

2013-05-09 Thread Sebastien Sterling
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

2013-05-09 Thread Tony Barbieri
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

2013-05-09 Thread Sebastien Sterling
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

2013-05-09 Thread Tim Crowson

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

2013-05-09 Thread Steven Caron
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

2013-05-09 Thread Chris Chia
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