Re: Plant Factory

2013-05-30 Thread Sebastien Sterling
is it Realistic to ask for an ICE version of every third party ware that
comes out ? don't get me wrong it sounds like an ideal solution and I think
it would be awesome, but is it actually doable ?


On 30 May 2013 11:17, olivier jeannel olivier.jean...@noos.fr wrote:

  Unless, in a few weeks I'd have an emergency film that include plants
 everywhere, I'd wait for Creation Flora.



 Le 30/05/2013 09:06, Eugen Sares a écrit :

 Not bad at all, although a some native ICE version would be ideal, with
 parameter tweaking, animation and all.
 (Don't know how you feel, but I always roll my eyes when it comes to
 stand-alone applications. Not just another, mostly crappy, interface.)
 Fabric engine plants...?

 Nice how you can draw a tree with a spline. Impressive, yet not too hard
 to implement, I believe, since practically every tree generator supports
 curves/splines for the trunks/branches, you just would have to add some
 interactive tool for drawing them.
 In fact, Softimage already has a curvesketch, yet how would you integrate
 that into a live ICE graph?
 ICE nurbs(curves)... when will they come...?


 Am 30.05.2013 07:21, schrieb Stephen Davidson:

 examples of Plant Factory integrated within  MAYA, 3DsMAX and SOFTIMAGE
 shown here:

 http://www.theplantfactory-tech.com/index.php?post/2013/03/25/The-Plant-Factory-Technology-in-Your-3D-Application



 On Wed, May 29, 2013 at 11:44 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Ow... Good times ?


  On 30 May 2013 05:28, Stephen Davidson magic...@bellsouth.net wrote:

 quoted from their site:
 Plants created using The Plant Factory technology can be exported to any
 3D Application using multiple export formats such as FBX, 3DS, OBJ, etc.


 On Wed, May 29, 2013 at 11:23 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I know, they say it will come as stand alone and as a plugin for other
 applications, but they don't mention which ones, same goes for supported
 file formats...



  On 30 May 2013 05:19, Daniel Kim danielki...@gmail.com wrote:

 That looks great @_@ but no info for price


 On Thu, May 30, 2013 at 3:08 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Has anyone seen this yet ? it looks delightful !


 http://www.theplantfactory-tech.com/index.php?category/Feature-Video


 http://www.youtube.com/watch?v=FgSxH4GdJcMfeature=youtu.be




   --
 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---






   --

  Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


  - Arthur C. Clarke

 http://www.3danimationmagic.com





  --

  Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com






Re: Plant Factory

2013-05-30 Thread Tim Leydecker

In this link, there is some info about support for rigging and vertex/point 
caching (MDD style).

http://www.theplantfactory-tech.com/index.php?post/2013/03/25/The-Plant-Factory-Technology-in-Your-3D-Application

That should be enough to add collision support or modification of 
pointpositions in ICE,
depending on individual needs and levels of refinement?

Cheers,

tim

On 30.05.2013 13:39, Sebastien Sterling wrote:

is it Realistic to ask for an ICE version of every third party ware that comes 
out ? don't get me wrong it sounds like an ideal solution and I think it would 
be awesome, but is it
actually doable ?


On 30 May 2013 11:17, olivier jeannel olivier.jean...@noos.fr 
mailto:olivier.jean...@noos.fr wrote:

Unless, in a few weeks I'd have an emergency film that include plants 
everywhere, I'd wait for Creation Flora.



Le 30/05/2013 09:06, Eugen Sares a écrit :

Not bad at all, although a some native ICE version would be ideal, with 
parameter tweaking, animation and all.
(Don't know how you feel, but I always roll my eyes when it comes to 
stand-alone applications. Not just another, mostly crappy, interface.)
Fabric engine plants...?

Nice how you can draw a tree with a spline. Impressive, yet not too hard to 
implement, I believe, since practically every tree generator supports 
curves/splines for the
trunks/branches, you just would have to add some interactive tool for 
drawing them.
In fact, Softimage already has a curvesketch, yet how would you integrate 
that into a live ICE graph?
ICE nurbs(curves)... when will they come...?


Am 30.05.2013 07:21, schrieb Stephen Davidson:

examples of Plant Factory integrated within  MAYA, 3DsMAX and SOFTIMAGE 
shown here:

http://www.theplantfactory-tech.com/index.php?post/2013/03/25/The-Plant-Factory-Technology-in-Your-3D-Application



On Wed, May 29, 2013 at 11:44 PM, Sebastien Sterling sebastien.sterl...@gmail.com 
mailto:sebastien.sterl...@gmail.com wrote:

Ow... Good times ?


On 30 May 2013 05:28, Stephen Davidson magic...@bellsouth.net 
mailto:magic...@bellsouth.net wrote:

quoted from their site:
Plants created using The Plant Factory technology can be exported 
to any 3D Application using multiple export formats such as FBX, 3DS, OBJ, etc.


On Wed, May 29, 2013 at 11:23 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com wrote:

I know, they say it will come as stand alone and as a plugin 
for other applications, but they don't mention which ones, same goes for 
supported file formats...



On 30 May 2013 05:19, Daniel Kim danielki...@gmail.com 
mailto:danielki...@gmail.com wrote:

That looks great @_@ but no info for price


On Thu, May 30, 2013 at 3:08 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com wrote:

Has anyone seen this yet ? it looks delightful !



http://www.theplantfactory-tech.com/index.php?category/Feature-Video



http://www.youtube.com/watch?v=FgSxH4GdJcMfeature=youtu.be




--

---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com

---






--

Best Regards,
*  Stephen P. Davidson**
**(954) 552-7956 tel:%28954%29%20552-7956
* sdavid...@3danimationmagic.com 
mailto:sdavid...@3danimationmagic.com

/Any sufficiently advanced technology is indistinguishable from 
magic/

 - Arthur C. Clarke

http://www.3danimationmagic.com





--

Best Regards,
*  Stephen P. Davidson**
**(954) 552-7956 tel:%28954%29%20552-7956
* sdavid...@3danimationmagic.com mailto:sdavid...@3danimationmagic.com

/Any sufficiently advanced technology is indistinguishable from magic/

   - Arthur C. Clarke

http://www.3danimationmagic.com








Re: Looking for Autodesk high-res logos

2013-05-30 Thread Eric Thivierge

Anything large enough for desktop backgrounds? :)

 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 30/05/2013 7:53 AM, Marc-Andre Carbonneau wrote:


Ya I did try it. the only version that came out are the big 288px! ;)

It's ok, someone from Autodesk emailed me what I needed.

Merci Xavier,

MAC

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Xavier 
Lapointe

*Sent:* 29 mai 2013 22:32
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Looking for Autodesk high-res logos

Have you tried drag n dropping a smaller version of the logos in 
images.google.com http://images.google.com? It'll search for similar 
images in all format .. maybe you can get lucky (no pun intended) and 
find a higher res by tweaking the search options.


Cheers





Re: Plant Factory

2013-05-30 Thread Rob Wuijster

Ah... yes...
I always wanted to use my iPad for proper work... /s

So a desktop version isn't there? Shame, as it looks nice.


Rob

\/-\/\/

On 30-5-2013 15:29, Alan Fregtman wrote:
Anyone with an ipad, have you guys tried the TreeSketch app? It works 
really well, it's free, it's tactile and it saves to fbx.


https://vimeo.com/27366282
https://itunes.apple.com/us/app/treesketch/id421230117?mt=8

I'm sure the feature sets are different, but drawing trees is really 
nice with this app.




On Thu, May 30, 2013 at 9:01 AM, Eugen Sares sof...@mail.sprit.org 
mailto:sof...@mail.sprit.org wrote:


Is it realistic... I don't know, why not. People created hair or
feather systems already, and there are numerous experiments with
ICE strands for plants/trees.
Isn't that the whole idea of ICE anyway... being relatively quick
with things like that (given the necessary skills)?

Of course, if there's no luxury version, we'll have to stick to
the import-it-all workflow, like the last 10 years.
If it's really simple and headache-free (UVs, shaders...), it
might be allright for 95% of the cases.
Growth animations would be something you couldn't do that way,
though - a rare case maybe.
Reminds me of Maya's PaintFX tools... how long has those been
around? 13 years? Still nothing comparable in SI, is there.

Go for gold, or for compromises... what's better?


Am 30.05.2013 13:50, schrieb Tim Leydecker:

In this link, there is some info about support for rigging and
vertex/point caching (MDD style).


http://www.theplantfactory-tech.com/index.php?post/2013/03/25/The-Plant-Factory-Technology-in-Your-3D-Application


That should be enough to add collision support or modification
of pointpositions in ICE,
depending on individual needs and levels of refinement?

Cheers,

tim

On 30.05.2013 13:39, Sebastien Sterling wrote:

is it Realistic to ask for an ICE version of every third
party ware that comes out ? don't get me wrong it sounds
like an ideal solution and I think it would be awesome,
but is it
actually doable ?


On 30 May 2013 11:17, olivier jeannel
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr
mailto:olivier.jean...@noos.fr
mailto:olivier.jean...@noos.fr wrote:

Unless, in a few weeks I'd have an emergency film that
include plants everywhere, I'd wait for Creation Flora.



Le 30/05/2013 09:06, Eugen Sares a écrit :

Not bad at all, although a some native ICE version
would be ideal, with parameter tweaking, animation and
all.
(Don't know how you feel, but I always roll my
eyes when it comes to stand-alone applications. Not
just another, mostly crappy, interface.)
Fabric engine plants...?

Nice how you can draw a tree with a spline.
Impressive, yet not too hard to implement, I believe,
since practically every tree generator supports
curves/splines for the
trunks/branches, you just would have to add some
interactive tool for drawing them.
In fact, Softimage already has a curvesketch, yet
how would you integrate that into a live ICE graph?
ICE nurbs(curves)... when will they come...?


Am 30.05.2013 07:21, schrieb Stephen Davidson:

examples of Plant Factory integrated within
 MAYA, 3DsMAX and SOFTIMAGE shown here:

http://www.theplantfactory-tech.com/index.php?post/2013/03/25/The-Plant-Factory-Technology-in-Your-3D-Application



On Wed, May 29, 2013 at 11:44 PM, Sebastien
Sterling sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com wrote:

Ow... Good times ?


On 30 May 2013 05:28, Stephen Davidson
magic...@bellsouth.net
mailto:magic...@bellsouth.net
mailto:magic...@bellsouth.net
mailto:magic...@bellsouth.net wrote:

quoted from their site:
Plants created using The Plant Factory
technology can be exported to any 3D Application
using multiple export formats such as FBX, 3DS,
OBJ, etc.


On Wed, May 29, 2013 at 11:23 PM,
Sebastien Sterling 

CrowdFX actor target speed

2013-05-30 Thread Jonny Grew
Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000
people.

If I set a target speed directly in the particle simulation tree on the
simulation crowd the actors behave and try to achieve that target speed.
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of
my actors to go into a run and the other two to be pretty much static -
nowhere near their min speed of 10.  There is no animation on the
randomize. Tried blowing away the randomize node and starting with that
again but same result. Used turbulize but same result.  Changes the seed of
the simulation cloud. Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors
populate the whole sim and the same issue arises but this time with one
running and the other being static.  I can't see that there's any
instruction to tell the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny


Re: Looking for Autodesk high-res logos

2013-05-30 Thread Thomas Volkmann
Want to play a prank on your workmates?


 Eric Thivierge ethivie...@hybride.com hat am 30. Mai 2013 um 15:31
 geschrieben:
 
  Anything large enough for desktop backgrounds? :)
 
 
  Eric Thivierge
  ===
  Character TD / RnD
  Hybride Technologies
 
 
  On 30/05/2013 7:53 AM, Marc-Andre Carbonneau wrote:
 

   Ya I did try it. the only version that came out are the big 288px! ;)
  
  
  
   It’s ok, someone from Autodesk emailed me what I needed.
  
   Merci Xavier,
  
   MAC
  
  
  
   From: softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Xavier
  Lapointe
   Sent: 29 mai 2013 22:32
   To: softimage@listproc.autodesk.com
  mailto:softimage@listproc.autodesk.com
   Subject: Re: Looking for Autodesk high-res logos
  
  
  
   Have you tried drag n dropping a smaller version of the logos
  inhttp://images.google.com ? It'll search for similar images in all format
  .. maybe you can get lucky (no pun intended) and find a higher res by
  tweaking the search options.
  
  
  
   Cheers
  




Re: CrowdFX actor target speed

2013-05-30 Thread Jonny Grew
Not to worry It seems a full shutdown and a rebuild of that section of
the tree has solved the problem If we weren't mid-job it would seem
from other posts that a 2014 switch over would solve some other textural
issues on the farm but we're getting there!

*-- *
*Jonny Grew Ltd *
*www.Jonnygrew.com*
*http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013
*07855 212722*

Jonny Grew Limited is registered in **England** and Wales.
Company number:07735521
VAT number: 122713057


This email and any attachments to it may be confidential and are intended
solely for the use of the individual to whom it is addressed. Any views or
opinions expressed are solely those of the author and do not necessarily
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take
any action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in
error.

*
*


On 30 May 2013 15:01, Jonny Grew jonny.g...@gmail.com wrote:

 Hello list.

 Using 2013 doing some crowd stuff. Got 4 actors and simulating about
 10,000 people.

 If I set a target speed directly in the particle simulation tree on the
 simulation crowd the actors behave and try to achieve that target speed.
 However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of
 my actors to go into a run and the other two to be pretty much static -
 nowhere near their min speed of 10.  There is no animation on the
 randomize. Tried blowing away the randomize node and starting with that
 again but same result. Used turbulize but same result.  Changes the seed of
 the simulation cloud. Everything seems to have the same result.

 Removing the actors that are misbehaving means that the remaining 2 actors
 populate the whole sim and the same issue arises but this time with one
 running and the other being static.  I can't see that there's any
 instruction to tell the 0,1,2 or 3rd actor to behave any differently.

 Any thoughts people?!

 Cheers
 Jonny




RE: CrowdFX actor target speed

2013-05-30 Thread Jeff McFall

Are you using the default settings for the anticipation settings?  Ie a high 
anticipation factor and low anticipation contrast can create overly aggressive 
collision avoidance which would cause your actors to stall and try to change 
direction.

Also what happens if you force the fixed minimum speed of 10 across all actors 
via the simulate collision avoidance node.Do they all show this same slow 
behavior?  Do they go into and out of this behavior if you jiggle the target 
speed high and low during the simulation?


jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 10:02 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX actor target speed

Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 
people.

If I set a target speed directly in the particle simulation tree on the 
simulation crowd the actors behave and try to achieve that target speed. 
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my 
actors to go into a run and the other two to be pretty much static - nowhere 
near their min speed of 10.  There is no animation on the randomize. Tried 
blowing away the randomize node and starting with that again but same result. 
Used turbulize but same result.  Changes the seed of the simulation cloud. 
Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors 
populate the whole sim and the same issue arises but this time with one running 
and the other being static.  I can't see that there's any instruction to tell 
the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny



RE: CrowdFX actor target speed

2013-05-30 Thread Jeff McFall
 some other textural issues on the farm
I had big headaches with this as well till someone on this list was kind enough 
to point out the need and supply a node to force the texture attribute to 
update each frame

Looking forward to trying out the improved 2014 crowd myself

jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 10:38 AM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX actor target speed

Not to worry It seems a full shutdown and a rebuild of that section of the 
tree has solved the problem If we weren't mid-job it would seem from other 
posts that a 2014 switch over would solve some other textural issues on the 
farm but we're getting there!

--
Jonny Grew Ltd
www.Jonnygrew.comhttp://www.Jonnygrew.com
http://vimeo.com/jonnygrew/showreel2013
07855 212722

Jonny Grew Limited is registered in England and Wales.
Company number:07735521
VAT number: 122713057



This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.



On 30 May 2013 15:01, Jonny Grew 
jonny.g...@gmail.commailto:jonny.g...@gmail.com wrote:
Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 
people.

If I set a target speed directly in the particle simulation tree on the 
simulation crowd the actors behave and try to achieve that target speed. 
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my 
actors to go into a run and the other two to be pretty much static - nowhere 
near their min speed of 10.  There is no animation on the randomize. Tried 
blowing away the randomize node and starting with that again but same result. 
Used turbulize but same result.  Changes the seed of the simulation cloud. 
Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors 
populate the whole sim and the same issue arises but this time with one running 
and the other being static.  I can't see that there's any instruction to tell 
the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny




RE: CrowdFX actor target speed

2013-05-30 Thread Jeff McFall
 I do what Adam said...but before I make sure the ice projection is 
 calculated correclty (not bypassed by those evil ice optimizations) by using 
 the attached compound at the very end of in the first icetree on each 
 actor_copies mesh. It's really simple, it ensures the attribute is set by 
 using it inside a null equation that get/set point positions.


Here it is in case you have trouble.  Thanks to Fabricio Chamon for sending 
this in the original thread - it was a life saver, really :)
I shudder to think how many rebuilds I did trying to get these to render.  This 
seemed to fix it in a snap.
I know the feeling well.  Live and learn I guess

Best
Jeff






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 2:48 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX actor target speed


Cheers for your reply, Jeff.

I'll try and look out that previous thread with the update every frame setup 
for the texture problems-it would certainly speed things up rather than local 
renders! That many actors rendering with mental ray ain't quick! Wish we were 
using Arnold!

As for the speed issue I realised it was my cock-up. Somewhat of a school-boy 
error. We had a previous issue so I rebuilt the scene but dropped a randomize 
around value rather than a randomize by range then couldn't see the wood for 
the trees! Whooops! What a knob!

Cheers
Jonny
On May 30, 2013 4:31 PM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
 some other textural issues on the farm
I had big headaches with this as well till someone on this list was kind enough 
to point out the need and supply a node to force the texture attribute to 
update each frame

Looking forward to trying out the improved 2014 crowd myself

jeff

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 10:38 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: CrowdFX actor target speed

Not to worry It seems a full shutdown and a rebuild of that section of the 
tree has solved the problem If we weren't mid-job it would seem from other 
posts that a 2014 switch over would solve some other textural issues on the 
farm but we're getting there!

--
Jonny Grew Ltd
www.Jonnygrew.comhttp://www.Jonnygrew.com
http://vimeo.com/jonnygrew/showreel2013
07855 212722

Jonny Grew Limited is registered in England and Wales.
Company number:07735521
VAT number: 122713057



This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.



On 30 May 2013 15:01, Jonny Grew 
jonny.g...@gmail.commailto:jonny.g...@gmail.com wrote:
Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 
people.

If I set a target speed directly in the particle simulation tree on the 
simulation crowd the actors behave and try to achieve that target speed. 
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my 
actors to go into a run and the other two to be pretty much static - nowhere 
near their min speed of 10.  There is no animation on the randomize. Tried 
blowing away the randomize node and starting with that again but same result. 
Used turbulize but same result.  Changes the seed of the simulation cloud. 
Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors 
populate the whole sim and the same issue arises but this time with one running 
and the other being static.  I can't see that there's any instruction to tell 
the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny




Force Attribute Eval.xsicompound
Description: Force Attribute Eval.xsicompound


Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Jeremie Passerin
Writting to the envelope array is usually pretty fast for me... what's
taking time (in my case) is doing all the normalization of values...

This is how I read my weights :

def getWeights(envelopeOp):
 weightsTuple = envelopeOp.Weights.Array
return [weightsTuple[j][i] for i in range(len(weightsTuple[0])) for j in
range(len(weightsTuple))]

This is an example of how I set the weights (average weights) :

def averageWeights(envelopeOp, points=None):
'''
\remarks set the weights of given points to the average weights of given
points
\param envelopeOp Envelope Operator - the envelope operator.
\param points List of Integer - Index of vertices to average.
'''

deformerCount = envelopeOp.Deformers.Count
weightsTuple = envelopeOp.Weights.Array
weights = getWeights(envelopeOp)
 if points is None:
points = range(mesh.ActivePrimitive.Geometry.Points.Count)
 a = [0] * deformerCount
for pointIndex in points:
for def_index in range(deformerCount):
a[def_index] +=  weightsTuple[def_index][pointIndex]

for pointIndex in points:
for def_index in range(deformerCount):
weights[pointIndex*deformerCount + def_index] = a[def_index]/len(points)
 envelopeOp.Weights.Array = weights


On 30 May 2013 12:58, Eric Thivierge ethivie...@hybride.com wrote:

 Anyone know if there is a way to speed up reading and writing speeds to
 the Weights Array for envelopes? It's extremely slow on high point count /
 high deformer count meshes.

 I'm using Python but I'm not sure if that is the reason for the slowness.
 Anyone else already do some testing or have any findings that may help?

 I'm writing some common tools that many have already done such as
 normalizing weights, pruning, symmetrizing, etc.

 Any experiences confirming this slowness or experiences where it is
 exponentially faster in other languages are welcome too.

 Thanks,

 --
  Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies





Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Eric Thivierge

Thanks Jeremie,

I was referencing your code when I ran into the slowness to see if we 
are doing anything different and we aren't really.


As a test I'm grabbing the XSI Man Armored and selecting the body mesh 
and doing a local subdiv refinement with a setting of 2 then freezing 
modeling. Then running the following code with the body mesh selected:


# Python
# =
from platform import system as OStype
from time import clock

xsi = Application
log = xsi.LogMessage
sel = xsi.Selection

start_time = clock()

weights = [list(x) for x in sel(0).Envelopes(0).Weights.Array]

timeTaken = clock() - start_time

units = [seconds if OStype() is Windows else milliseconds][0]
msg = It took +str(timeTaken)+ +units+ to process your code.

log(msg)
# =

It's taking around 6 seconds for me.

 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 30/05/2013 4:05 PM, Jeremie Passerin wrote:
Writting to the envelope array is usually pretty fast for me... what's 
taking time (in my case) is doing all the normalization of values...


This is how I read my weights :

def getWeights(envelopeOp):
weightsTuple = envelopeOp.Weights.Array
return [weightsTuple[j][i] for i in range(len(weightsTuple[0])) for j 
in range(len(weightsTuple))]


This is an example of how I set the weights (average weights) :

def averageWeights(envelopeOp, points=None):
'''
\remarksset the weights of given points to the average weights of 
given points

\paramenvelopeOp Envelope Operator - the envelope operator.
\parampoints List of Integer - Index of vertices to average.
'''

deformerCount = envelopeOp.Deformers.Count
weightsTuple = envelopeOp.Weights.Array
weights = getWeights(envelopeOp)
if points is None:
points = range(mesh.ActivePrimitive.Geometry.Points.Count)
a = [0] * deformerCount
for pointIndex in points:
for def_index in range(deformerCount):
a[def_index] +=  weightsTuple[def_index][pointIndex]

for pointIndex in points:
for def_index in range(deformerCount):
weights[pointIndex*deformerCount + def_index] = a[def_index]/len(points)
envelopeOp.Weights.Array = weights


On 30 May 2013 12:58, Eric Thivierge ethivie...@hybride.com 
mailto:ethivie...@hybride.com wrote:


Anyone know if there is a way to speed up reading and writing
speeds to the Weights Array for envelopes? It's extremely slow on
high point count / high deformer count meshes.

I'm using Python but I'm not sure if that is the reason for the
slowness. Anyone else already do some testing or have any findings
that may help?

I'm writing some common tools that many have already done such as
normalizing weights, pruning, symmetrizing, etc.

Any experiences confirming this slowness or experiences where it
is exponentially faster in other languages are welcome too.

Thanks,

-- 
 Eric Thivierge

===
Character TD / RnD
Hybride Technologies







Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Jeremie Passerin
just tested your scenario... got the same result here :D
Actually your code is faster than mine


On 30 May 2013 13:21, Eric Thivierge ethivie...@hybride.com wrote:

  Thanks Jeremie,

 I was referencing your code when I ran into the slowness to see if we are
 doing anything different and we aren't really.

 As a test I'm grabbing the XSI Man Armored and selecting the body mesh and
 doing a local subdiv refinement with a setting of 2 then freezing modeling.
 Then running the following code with the body mesh selected:

 # Python
 # =
 from platform import system as OStype
 from time import clock

 xsi = Application
 log = xsi.LogMessage
 sel = xsi.Selection

 start_time = clock()

 weights = [list(x) for x in sel(0).Envelopes(0).Weights.Array]

 timeTaken = clock() - start_time

 units = [seconds if OStype() is Windows else milliseconds][0]
 msg = It took +str(timeTaken)+ +units+ to process your code.

 log(msg)
 # =

 It's taking around 6 seconds for me.



 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 30/05/2013 4:05 PM, Jeremie Passerin wrote:

 Writting to the envelope array is usually pretty fast for me... what's
 taking time (in my case) is doing all the normalization of values...

 This is how I read my weights :

 def getWeights(envelopeOp):
   weightsTuple = envelopeOp.Weights.Array
  return [weightsTuple[j][i] for i in range(len(weightsTuple[0])) for j in
 range(len(weightsTuple))]

  This is an example of how I set the weights (average weights) :

 def averageWeights(envelopeOp, points=None):
  '''
  \remarks set the weights of given points to the average weights of given
 points
  \param envelopeOp Envelope Operator - the envelope operator.
  \param points List of Integer - Index of vertices to average.
  '''

  deformerCount = envelopeOp.Deformers.Count
  weightsTuple = envelopeOp.Weights.Array
  weights = getWeights(envelopeOp)
   if points is None:
  points = range(mesh.ActivePrimitive.Geometry.Points.Count)
   a = [0] * deformerCount
  for pointIndex in points:
  for def_index in range(deformerCount):
  a[def_index] +=  weightsTuple[def_index][pointIndex]

  for pointIndex in points:
  for def_index in range(deformerCount):
  weights[pointIndex*deformerCount + def_index] = a[def_index]/len(points)
   envelopeOp.Weights.Array = weights


 On 30 May 2013 12:58, Eric Thivierge ethivie...@hybride.com wrote:

 Anyone know if there is a way to speed up reading and writing speeds to
 the Weights Array for envelopes? It's extremely slow on high point count /
 high deformer count meshes.

 I'm using Python but I'm not sure if that is the reason for the slowness.
 Anyone else already do some testing or have any findings that may help?

 I'm writing some common tools that many have already done such as
 normalizing weights, pruning, symmetrizing, etc.

 Any experiences confirming this slowness or experiences where it is
 exponentially faster in other languages are welcome too.

 Thanks,

 --
  Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies







Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Eric Thivierge
Well all my code is doing is creating a list of lists from the weights 
array nothing more.


Should I consider this speed not slow then? When running various tools 
that use this call to the weights array it seems extremely slow. Am I 
just being impatient or on meshes with this density and number of 
deformers is it to be expected? Should I accept it or look for other 
ways to speed it up?


Opinions welcome.

 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 30/05/2013 4:38 PM, Jeremie Passerin wrote:

just tested your scenario... got the same result here :D
Actually your code is faster than mine


On 30 May 2013 13:21, Eric Thivierge ethivie...@hybride.com 
mailto:ethivie...@hybride.com wrote:


Thanks Jeremie,

I was referencing your code when I ran into the slowness to see if
we are doing anything different and we aren't really.

As a test I'm grabbing the XSI Man Armored and selecting the body
mesh and doing a local subdiv refinement with a setting of 2 then
freezing modeling. Then running the following code with the body
mesh selected:

# Python
# =
from platform import system as OStype
from time import clock

xsi = Application
log = xsi.LogMessage
sel = xsi.Selection

start_time = clock()

weights = [list(x) for x in sel(0).Envelopes(0).Weights.Array]

timeTaken = clock() - start_time

units = [seconds if OStype() is Windows else milliseconds][0]
msg = It took +str(timeTaken)+ +units+ to process your code.

log(msg)
# =

It's taking around 6 seconds for me.


  
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
  


On 30/05/2013 4:05 PM, Jeremie Passerin wrote:

Writting to the envelope array is usually pretty fast for me...
what's taking time (in my case) is doing all the normalization of
values...

This is how I read my weights :

def getWeights(envelopeOp):
weightsTuple = envelopeOp.Weights.Array
return [weightsTuple[j][i] for i in range(len(weightsTuple[0]))
for j in range(len(weightsTuple))]

This is an example of how I set the weights (average weights) :

def averageWeights(envelopeOp, points=None):
'''
\remarksset the weights of given points to the average weights of
given points
\paramenvelopeOp Envelope Operator - the envelope operator.
\parampoints List of Integer - Index of vertices to average.
'''

deformerCount = envelopeOp.Deformers.Count
weightsTuple = envelopeOp.Weights.Array
weights = getWeights(envelopeOp)
if points is None:
points = range(mesh.ActivePrimitive.Geometry.Points.Count)
a = [0] * deformerCount
for pointIndex in points:
for def_index in range(deformerCount):
a[def_index] +=  weightsTuple[def_index][pointIndex]

for pointIndex in points:
for def_index in range(deformerCount):
weights[pointIndex*deformerCount + def_index] =
a[def_index]/len(points)
envelopeOp.Weights.Array = weights


On 30 May 2013 12:58, Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com wrote:

Anyone know if there is a way to speed up reading and writing
speeds to the Weights Array for envelopes? It's extremely
slow on high point count / high deformer count meshes.

I'm using Python but I'm not sure if that is the reason for
the slowness. Anyone else already do some testing or have any
findings that may help?

I'm writing some common tools that many have already done
such as normalizing weights, pruning, symmetrizing, etc.

Any experiences confirming this slowness or experiences where
it is exponentially faster in other languages are welcome too.

Thanks,

-- 
 Eric Thivierge

===
Character TD / RnD
Hybride Technologies










Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Alok Gandhi
Use numpy : http://www.numpy.org/


On Thu, May 30, 2013 at 4:42 PM, Eric Thivierge ethivie...@hybride.comwrote:

  Well all my code is doing is creating a list of lists from the weights
 array nothing more.

 Should I consider this speed not slow then? When running various tools
 that use this call to the weights array it seems extremely slow. Am I just
 being impatient or on meshes with this density and number of deformers is
 it to be expected? Should I accept it or look for other ways to speed it up?

 Opinions welcome.


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 30/05/2013 4:38 PM, Jeremie Passerin wrote:

 just tested your scenario... got the same result here :D
 Actually your code is faster than mine


 On 30 May 2013 13:21, Eric Thivierge ethivie...@hybride.com wrote:

  Thanks Jeremie,

 I was referencing your code when I ran into the slowness to see if we are
 doing anything different and we aren't really.

 As a test I'm grabbing the XSI Man Armored and selecting the body mesh
 and doing a local subdiv refinement with a setting of 2 then freezing
 modeling. Then running the following code with the body mesh selected:

 # Python
 # =
 from platform import system as OStype
 from time import clock

 xsi = Application
 log = xsi.LogMessage
 sel = xsi.Selection

 start_time = clock()

 weights = [list(x) for x in sel(0).Envelopes(0).Weights.Array]

 timeTaken = clock() - start_time

 units = [seconds if OStype() is Windows else milliseconds][0]
 msg = It took +str(timeTaken)+ +units+ to process your code.

 log(msg)
 # =

 It's taking around 6 seconds for me.



 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


   On 30/05/2013 4:05 PM, Jeremie Passerin wrote:

 Writting to the envelope array is usually pretty fast for me... what's
 taking time (in my case) is doing all the normalization of values...

 This is how I read my weights :

 def getWeights(envelopeOp):
   weightsTuple = envelopeOp.Weights.Array
  return [weightsTuple[j][i] for i in range(len(weightsTuple[0])) for j
 in range(len(weightsTuple))]

  This is an example of how I set the weights (average weights) :

 def averageWeights(envelopeOp, points=None):
  '''
  \remarks set the weights of given points to the average weights of
 given points
  \param envelopeOp Envelope Operator - the envelope operator.
  \param points List of Integer - Index of vertices to average.
  '''

  deformerCount = envelopeOp.Deformers.Count
  weightsTuple = envelopeOp.Weights.Array
  weights = getWeights(envelopeOp)
   if points is None:
  points = range(mesh.ActivePrimitive.Geometry.Points.Count)
   a = [0] * deformerCount
  for pointIndex in points:
  for def_index in range(deformerCount):
  a[def_index] +=  weightsTuple[def_index][pointIndex]

  for pointIndex in points:
  for def_index in range(deformerCount):
  weights[pointIndex*deformerCount + def_index] = a[def_index]/len(points)
   envelopeOp.Weights.Array = weights


 On 30 May 2013 12:58, Eric Thivierge ethivie...@hybride.com wrote:

 Anyone know if there is a way to speed up reading and writing speeds to
 the Weights Array for envelopes? It's extremely slow on high point count /
 high deformer count meshes.

 I'm using Python but I'm not sure if that is the reason for the
 slowness. Anyone else already do some testing or have any findings that may
 help?

 I'm writing some common tools that many have already done such as
 normalizing weights, pruning, symmetrizing, etc.

 Any experiences confirming this slowness or experiences where it is
 exponentially faster in other languages are welcome too.

 Thanks,

 --
  Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies









--


Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Eric Thivierge

Thanks Alok,

I do not think that the slowness is from converting the tuple to lists 
more that the access time to the Weights.Array is slow as I see the 
slowness (~5 seconds) when I don't even convert it.


 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 30/05/2013 4:56 PM, Alok Gandhi wrote:

Use numpy : http://www.numpy.org/


On Thu, May 30, 2013 at 4:42 PM, Eric Thivierge 
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:


Well all my code is doing is creating a list of lists from the
weights array nothing more.

Should I consider this speed not slow then? When running various
tools that use this call to the weights array it seems extremely
slow. Am I just being impatient or on meshes with this density and
number of deformers is it to be expected? Should I accept it or
look for other ways to speed it up?

Opinions welcome.

  
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
  


On 30/05/2013 4:38 PM, Jeremie Passerin wrote:

just tested your scenario... got the same result here :D
Actually your code is faster than mine


On 30 May 2013 13:21, Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com wrote:

Thanks Jeremie,

I was referencing your code when I ran into the slowness to
see if we are doing anything different and we aren't really.

As a test I'm grabbing the XSI Man Armored and selecting the
body mesh and doing a local subdiv refinement with a setting
of 2 then freezing modeling. Then running the following code
with the body mesh selected:

# Python
# =
from platform import system as OStype
from time import clock

xsi = Application
log = xsi.LogMessage
sel = xsi.Selection

start_time = clock()

weights = [list(x) for x in sel(0).Envelopes(0).Weights.Array]

timeTaken = clock() - start_time

units = [seconds if OStype() is Windows else
milliseconds][0]
msg = It took +str(timeTaken)+ +units+ to process your
code.

log(msg)
# =

It's taking around 6 seconds for me.


  
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
  


On 30/05/2013 4:05 PM, Jeremie Passerin wrote:

Writting to the envelope array is usually pretty fast for
me... what's taking time (in my case) is doing all the
normalization of values...

This is how I read my weights :

def getWeights(envelopeOp):
weightsTuple = envelopeOp.Weights.Array
return [weightsTuple[j][i] for i in
range(len(weightsTuple[0])) for j in range(len(weightsTuple))]

This is an example of how I set the weights (average weights) :

def averageWeights(envelopeOp, points=None):
'''
\remarksset the weights of given points to the average
weights of given points
\paramenvelopeOp Envelope Operator - the envelope operator.
\parampoints List of Integer - Index of vertices to average.
'''

deformerCount = envelopeOp.Deformers.Count
weightsTuple = envelopeOp.Weights.Array
weights = getWeights(envelopeOp)
if points is None:
points = range(mesh.ActivePrimitive.Geometry.Points.Count)
a = [0] * deformerCount
for pointIndex in points:
for def_index in range(deformerCount):
a[def_index] +=  weightsTuple[def_index][pointIndex]

for pointIndex in points:
for def_index in range(deformerCount):
weights[pointIndex*deformerCount + def_index] =
a[def_index]/len(points)
envelopeOp.Weights.Array = weights


On 30 May 2013 12:58, Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com wrote:

Anyone know if there is a way to speed up reading and
writing speeds to the Weights Array for envelopes? It's
extremely slow on high point count / high deformer count
meshes.

I'm using Python but I'm not sure if that is the reason
for the slowness. Anyone else already do some testing or
have any findings that may help?

I'm writing some common tools that many have already
done such as normalizing weights, pruning, symmetrizing,
etc.

Any experiences confirming this slowness or experiences
where it is exponentially faster in other languages are
welcome too.

Thanks,

-- 
 Eric Thivierge

===
Character TD / RnD
Hybride Technologies











--




Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Alan Fregtman
You can convert it much faster with:

weights = map(list, sel(0).Envelopes(0).Weights.Array)


In my box here at work it went from 17.81 seconds down to 7.9s with the
line above.



On Thu, May 30, 2013 at 4:59 PM, Eric Thivierge ethivie...@hybride.comwrote:

  Thanks Alok,

 I do not think that the slowness is from converting the tuple to lists
 more that the access time to the Weights.Array is slow as I see the
 slowness (~5 seconds) when I don't even convert it.


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 30/05/2013 4:56 PM, Alok Gandhi wrote:

 Use numpy : http://www.numpy.org/


 On Thu, May 30, 2013 at 4:42 PM, Eric Thivierge ethivie...@hybride.comwrote:

  Well all my code is doing is creating a list of lists from the weights
 array nothing more.

 Should I consider this speed not slow then? When running various tools
 that use this call to the weights array it seems extremely slow. Am I just
 being impatient or on meshes with this density and number of deformers is
 it to be expected? Should I accept it or look for other ways to speed it up?

 Opinions welcome.


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


   On 30/05/2013 4:38 PM, Jeremie Passerin wrote:

 just tested your scenario... got the same result here :D
 Actually your code is faster than mine


 On 30 May 2013 13:21, Eric Thivierge ethivie...@hybride.com wrote:

  Thanks Jeremie,

 I was referencing your code when I ran into the slowness to see if we
 are doing anything different and we aren't really.

 As a test I'm grabbing the XSI Man Armored and selecting the body mesh
 and doing a local subdiv refinement with a setting of 2 then freezing
 modeling. Then running the following code with the body mesh selected:

 # Python
 # =
 from platform import system as OStype
 from time import clock

 xsi = Application
 log = xsi.LogMessage
 sel = xsi.Selection

 start_time = clock()

 weights = [list(x) for x in sel(0).Envelopes(0).Weights.Array]

 timeTaken = clock() - start_time

 units = [seconds if OStype() is Windows else milliseconds][0]
 msg = It took +str(timeTaken)+ +units+ to process your code.

 log(msg)
 # =

 It's taking around 6 seconds for me.



 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


   On 30/05/2013 4:05 PM, Jeremie Passerin wrote:

 Writting to the envelope array is usually pretty fast for me... what's
 taking time (in my case) is doing all the normalization of values...

 This is how I read my weights :

 def getWeights(envelopeOp):
   weightsTuple = envelopeOp.Weights.Array
  return [weightsTuple[j][i] for i in range(len(weightsTuple[0])) for j
 in range(len(weightsTuple))]

  This is an example of how I set the weights (average weights) :

 def averageWeights(envelopeOp, points=None):
  '''
  \remarks set the weights of given points to the average weights of
 given points
  \param envelopeOp Envelope Operator - the envelope operator.
  \param points List of Integer - Index of vertices to average.
  '''

  deformerCount = envelopeOp.Deformers.Count
  weightsTuple = envelopeOp.Weights.Array
  weights = getWeights(envelopeOp)
   if points is None:
  points = range(mesh.ActivePrimitive.Geometry.Points.Count)
   a = [0] * deformerCount
  for pointIndex in points:
  for def_index in range(deformerCount):
  a[def_index] +=  weightsTuple[def_index][pointIndex]

  for pointIndex in points:
  for def_index in range(deformerCount):
  weights[pointIndex*deformerCount + def_index] =
 a[def_index]/len(points)
   envelopeOp.Weights.Array = weights


 On 30 May 2013 12:58, Eric Thivierge ethivie...@hybride.com wrote:

 Anyone know if there is a way to speed up reading and writing speeds to
 the Weights Array for envelopes? It's extremely slow on high point count /
 high deformer count meshes.

 I'm using Python but I'm not sure if that is the reason for the
 slowness. Anyone else already do some testing or have any findings that may
 help?

 I'm writing some common tools that many have already done such as
 normalizing weights, pruning, symmetrizing, etc.

 Any experiences confirming this slowness or experiences where it is
 exponentially faster in other languages are welcome too.

 Thanks,

 --
  Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies









  --





Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Eric Thivierge

Same time for me. 6 seconds.

 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 30/05/2013 5:02 PM, Alan Fregtman wrote:

map(list, sel(0).Envelopes(0).Weights.Array)





Re: Looking for Autodesk high-res logos

2013-05-30 Thread Alan Fregtman
Easy prank for a pipeline guy or TD with sufficient privileges:
1. Find the splashscreen for Maya,
2. Save as BMP somewhere,
3. Before launching Soft, sneak in the env var XSI_SPLASH pointing to
that filepath.

*Oh god! Why is it opening Maya?! N*

;p



On Thu, May 30, 2013 at 10:11 AM, Eric Thivierge ethivie...@hybride.comwrote:

  Uhm...  no. I have no idea what you're talking about. :P


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 30/05/2013 10:09 AM, Thomas Volkmann wrote:

  Want to play a prank on your workmates?


 Eric Thivierge ethivie...@hybride.com ethivie...@hybride.com hat am
 30. Mai 2013 um 15:31 geschrieben:

  Anything large enough for desktop backgrounds? :)


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 30/05/2013 7:53 AM, Marc-Andre Carbonneau wrote:

  Ya I did try it. the only version that came out are the big 288px! ;)



 It’s ok, someone from Autodesk emailed me what I needed.

 Merci Xavier,

 MAC



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Xavier Lapointe
 *Sent:* 29 mai 2013 22:32
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Looking for Autodesk high-res logos



 Have you tried drag n dropping a smaller version of the logos in
 images.google.com? It'll search for similar images in all format .. maybe
 you can get lucky (no pun intended) and find a higher res by tweaking the
 search options.



 Cheers








Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Jens Lindgren
I just tried these examples myself.
Got 4.5 seconds with Erics example and 4.6 seconds with map(). Using Soft
2014 on Windows 8.
It took longer time to subdivide the mesh.

/Jens


On Thu, May 30, 2013 at 11:14 PM, Eric Thivierge ethivie...@hybride.comwrote:

 Same time for me. 6 seconds.


  Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies

 On 30/05/2013 5:02 PM, Alan Fregtman wrote:

 map(list, sel(0).Envelopes(0).Weights.**Array)






-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


RE: Python Multiprocessing in Softimage

2013-05-30 Thread Matt Lind
Outside of ICE, the SDK is not thread safe.

Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, May 30, 2013 3:34 PM
To: softimage@listproc.autodesk.com
Subject: Python Multiprocessing in Softimage

Hi List,

i tried to optimize performance of a scripted operator i wrote, by adding 
multithread-support.
So i got a Test-Script working fine in Sublime-Text, but as soon as i try to 
run is from inside Softimage's ScriptEditor or in a ScriptedOperator it breaks.

It gives me this error:
# PicklingError: Can't pickle class '__ax_main__.Worker': it's not found as 
__ax_main__.Worker

Cant find any results in Google, but maybe someone here know how to do it

PS:
No, in this case i cant go to ICE and do my stuff there. ;-)




Re: Python Multiprocessing in Softimage

2013-05-30 Thread Vincent Ullmann

Hmm... ok, thanks

Is it possible to write a multiThreaded CustomOperator in C++ ?
I already build a simpler version of my ScriptedOp in C, so i might 
just make it multiThreaded ;-)

But first it would be nice to know if Softimage could handle this


Am 31.05.2013 00:36, schrieb Matt Lind:

Outside of ICE, the SDK is not thread safe.

Matt




Re: Slow Reading / Writing Envelope.Weights.Array

2013-05-30 Thread Eric Thivierge
On Thu, May 30, 2013 at 6:35 PM, Alok Gandhi alok.gan...@modusfx.comwrote:

 Maybe you can still get some optimization using numpy, I think. Throw your
 weights array directly into numpy. It is worth a try at least.


I'll give it a shot tomorrow. :)


Eric Thivierge
http://www.ethivierge.com


RE: Python Multiprocessing in Softimage

2013-05-30 Thread Matt Lind
Outside of ICE, the SDK is not thread safe.

Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, May 30, 2013 3:43 PM
To: softimage@listproc.autodesk.com
Subject: Re: Python Multiprocessing in Softimage

Hmm... ok, thanks

Is it possible to write a multiThreaded CustomOperator in C++ ?
I already build a simpler version of my ScriptedOp in C, so i might just make 
it multiThreaded ;-) But first it would be nice to know if Softimage could 
handle this


Am 31.05.2013 00:36, schrieb Matt Lind:
 Outside of ICE, the SDK is not thread safe.

 Matt




Re: Python Multiprocessing in Softimage

2013-05-30 Thread jo benayoun
Hey Vincent,
multithreading is different of multiprocessing...
short long story, multithreading is about running many threads in the same
memory space (so shared memory and so use of patterns such as mutex,
semaphore,...)
while multiprocessing is about running different external processes (all
having their own memory space)...
It becomes tedious when you want to share data then across those different
processes as they don't share a common memory space, Python designers
achieve this by simply pickling the datas you want to share
(and so you have to be sure they are pickable) and saving them somewhere in
memory or on disk (where processes known where to look for).
multiprocessing is a powerful concept equivalent in theory to pipes or even
co-routines.
As Matt said, the sdk is not thread-safe, so forgetting about
multithreading is a good rule to follow, while I wouldnt even think about
multiprocessing to access scene graph components.
To boost your operator, review and be sure your code is optimized (thats
just all what it takes 90% of the cases) !  if this is still too slow, move
to Cpp...
--jon



2013/5/30 Matt Lind ml...@carbinestudios.com

 Outside of ICE, the SDK is not thread safe.

 Matt


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
 Sent: Thursday, May 30, 2013 3:43 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Python Multiprocessing in Softimage

 Hmm... ok, thanks

 Is it possible to write a multiThreaded CustomOperator in C++ ?
 I already build a simpler version of my ScriptedOp in C, so i might just
 make it multiThreaded ;-) But first it would be nice to know if
 Softimage could handle this


 Am 31.05.2013 00:36, schrieb Matt Lind:
  Outside of ICE, the SDK is not thread safe.
 
  Matt





Re: Python Multiprocessing in Softimage

2013-05-30 Thread Raffaele Fragapane
Even without considering all the good points brought up insofar, the GIL in
Python (CPy at least) makes multithreading live, in general, somewhere
between downright impossible and not worth trying.

Depending on the process your only option might be to manage the threading
yourself inside a cpp op, or you might have no options at all if you too
frequently have to halt and listen to something (going between Soft's own
callbacks, event loop and so on).

ICE, on the other hand, is a bit blackboxed but ultimately very comfortable
and efficient at threading in some scenarios.
So if you want to parallelize simply because you work on a very large set
of points or something like that, then writing it in ICE form (as in an ICE
node) would most likely be both the easiest and the safest way.


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


Re: MiaMaterialAdv not writing to framebuffer after override ?

2013-05-30 Thread Christopher
?

Vladimir Jankijevic wrote:
 I created an arc on the left side of a motorcycle, toggled on
 the buttons I want to to react to the emotion from the
 Mia_Material_Adv leather, those buttons are not showing up in the
 emotion ?

 If I toggle the buttons I want to react to the emotion on a vehicle
 by vehicle basis, the buttons get reacting to the emotion, it appears
 that the arc is preventing the buttons to be reacting to the
 emotion ?


 On Wed, May 29, 2013 at 8:31 PM, Christopher
 christop...@thecreativesheep.ca
 mailto:christop...@thecreativesheep.ca wrote:

 I created an override on the background partition of a pass,
 toggled on
 the channels I want to to write to the framebuffer from the
 Mia_Material_Adv shader, those channels are not showing up in the
 framebuffer ?

 If I toggle the channels I want to write to the framebuffer on a
 object
 by object basis, the channels get written to the framebuffer, it
 appears
 that the override is preventing the channels to be written to the
 framebuffer ?

 ::Christopher




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