Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

2013-06-24 Thread Ahmidou Lyazidi
That's why I thought custom primitives would be faster, but apparently the
SDK overhead defeat my expectations...


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


2013/6/24 Raffaele Fragapane raffsxsil...@googlemail.com

 Curves are generally slower to use as controls during drawing, but it's
 not just because of the drawing expenses (almost not at all because of that
 in fact, there is hardly any difference between a 20 points icon and a 6
 points multi emulating a null).

 A striaght OGL drawing of those lines in a null would be considerably
 faster.

 On playback, in a half decent rig, you wouldn't be displaying curves
 though, and at that point who cares? :)


 On Mon, Jun 24, 2013 at 1:42 PM, Edy Susanto Lim 
 edysusant...@gmail.comwrote:

 Merci Ahmidou. I'm fluent!   :p
 btw, is that comparison is 16 points lin curve againts a null with circle
 shape (which has 16 points) ?

 -edy


 On Mon, Jun 24, 2013 at 10:05 AM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 Thanks Edy :)
 From my test, a 16 point linear curve is 30% slower than a null... I
 didn't expect that.

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


 2013/6/24 Edy Susanto Lim edysusant...@gmail.com

 slightly off topic.. I'm now wondering how much is the time difference
 of a null object drawing compared to a linear curve...
 Congrats for the release btw :) (shake hands)

 -edy


 On Fri, Jun 21, 2013 at 10:03 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Unfortunatly we don't have 2014 at work, and I'm on win7 at home, but
 you can get the sources here:
 https://bitbucket.org/ahmidou_lyazidi/al_icons/src

 About the benefits, well not that much :)
 I was frustrated by the null's icons and the fact that you can't
 rotate them, so when the custom primitive came out,
 that was an occasion to play with them. Actually I was excpecting a
 better performance... but that still OK
 The two things I see is it's typed as an Icon, so it's easier and more
 robust to filter and you can't accidentaly edit them.


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


 2013/6/21 Alan Fregtman alan.fregt...@gmail.com

 Any chance for Linux support?

 Also, what do you see as the benefits to OpenGL icons over say,
 curve-based ones?



 On Fri, Jun 21, 2013 at 9:12 AM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Hi gang,
 I was missing this feature since a long time so I gave it a go
 This plugin use a json file as definition so you can add as many
 shapes as you want.

 things to know:
 -It have SRT offset and size parameters, and currently support only
 one closed curve per icon.
 -The icon.json file must be in the same directory than the dll (in
 the plugin folder), and the definition is a flat array of formatted
 like this [x0,x1,x2...,y0,y1,y2...,z0,z1,z2...].
 -Performance wise, a quick benchmark showed that it's ~7% slower
 than a curve equivalent, but the good thing is that it has it's own type
 (Icon) and can be filtered .
 -The primitive is located in the createprimitive menu

 -You need to install this: http://www.microsoft
 .com/en-us/download/details.aspx?id=30679
 -It's not tested that much, use it at you own risk!!!


 Download: 
 AL_Iconshttp://www.si-community.com/community/download/file.php?id=2981

 Cheers
 A.
 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 http://www.cappuccino-films.com






 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com





 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com




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



Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Paul Doyle
Hi guys – we’re pretty stoked to tell you that we have branch-based
multi-threading working in the Maya graph. Our expectation is that we will
also be able to do this in Softimage, so we're pretty excited - we have to
get through Siggraph before we can start on it, but it should only be a
week or two of work.

https://vimeo.com/6904

“This video demonstrates a feature of our Creation Core technology:
performing multi-threading across branches of graphs. Creation: Splice can
use this technology inside of Maya and perform multi-threading across
branches in the Maya dependency graph. This is extremely useful when the
computation per node is rather small, like in a character rig. Parts of the
rig can be computed in parallel using this approach, and the overall
performance of the graph is improved.”

Very cool to see this working (in my unbiased opinion).

Paul


On 22 June 2013 16:14, Paul Doyle technove...@gmail.com wrote:


 On 22 June 2013 15:08, Tim Leydecker bauero...@gmx.de wrote:

 I guess the reason why the general plattform is less easy to sell
 than the modules is that it needs a bit more abstraction to see
 the benefit of investing into it in comparison to a module that
 either already does solve a specific problem or seems like a good
 basis to start modifications off from.

 It requires a lot of faith to start from scratch.


 Agreed - the problem with a platform is you have to search for
 problems/justifications to start using it. What we found was the complexity
 of getting started was a bit much for people that initially take a look in
 their spare time - it's rare to get a studio that allocates time to
 investigating new technology, and when they do, you really need to get them
 somewhere valuable quickly. The challenge we had was that the investment
 required to get somewhere useful with Creation kind of meant that the value
 of the solutions had to be much more than just a simple tool, which meant
 more time was required, etc etc ad infinitum

 Our aim with Splice is to get people to see immediate value with our core
 - then they can either continue to exploit it within their existing tools,
 or they can move to Creation Platform and start building more complete
 applications. I think RD teams are more likely to get sign off on
 something like this if they have already demonstrated the core performance
 capability elsewhere. It also helps establish trust in the company with
 relatively low risk - let's try and write a KL deformer in Maya and see
 what we think is a lot less involved than let's implement our custom data
 type in their real time renderer.

 There are a few companies that immediately 'got' Creation Platform -
 generally because we either knew them well already, or they had a similar
 design philosophy with their existing tools. The cool thing is they are
 starting to push on Creation in interesting ways, so I'm looking forward to
 some case studies from them later this year. It's pretty awesome to see
 people building things we didn't even think of yet!

 If things continue to go well I promise to give Fabric dunce caps to those
 that want them :)





Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Matt Morris
Can see that's going to get people's attention. Seriously impressive stuff!
Look forward to seeing it working with soft too.

Would love to see a fight off, basic rig and splice rig framerates :)


On 24 June 2013 13:34, Paul Doyle technove...@gmail.com wrote:

 Hi guys – we’re pretty stoked to tell you that we have branch-based
 multi-threading working in the Maya graph. Our expectation is that we will
 also be able to do this in Softimage, so we're pretty excited - we have to
 get through Siggraph before we can start on it, but it should only be a
 week or two of work.

 https://vimeo.com/6904

 “This video demonstrates a feature of our Creation Core technology:
 performing multi-threading across branches of graphs. Creation: Splice can
 use this technology inside of Maya and perform multi-threading across
 branches in the Maya dependency graph. This is extremely useful when the
 computation per node is rather small, like in a character rig. Parts of the
 rig can be computed in parallel using this approach, and the overall
 performance of the graph is improved.”

 Very cool to see this working (in my unbiased opinion).

 Paul


 On 22 June 2013 16:14, Paul Doyle technove...@gmail.com wrote:


 On 22 June 2013 15:08, Tim Leydecker bauero...@gmx.de wrote:

 I guess the reason why the general plattform is less easy to sell
 than the modules is that it needs a bit more abstraction to see
 the benefit of investing into it in comparison to a module that
 either already does solve a specific problem or seems like a good
 basis to start modifications off from.

 It requires a lot of faith to start from scratch.


 Agreed - the problem with a platform is you have to search for
 problems/justifications to start using it. What we found was the complexity
 of getting started was a bit much for people that initially take a look in
 their spare time - it's rare to get a studio that allocates time to
 investigating new technology, and when they do, you really need to get them
 somewhere valuable quickly. The challenge we had was that the investment
 required to get somewhere useful with Creation kind of meant that the value
 of the solutions had to be much more than just a simple tool, which meant
 more time was required, etc etc ad infinitum

 Our aim with Splice is to get people to see immediate value with our core
 - then they can either continue to exploit it within their existing tools,
 or they can move to Creation Platform and start building more complete
 applications. I think RD teams are more likely to get sign off on
 something like this if they have already demonstrated the core performance
 capability elsewhere. It also helps establish trust in the company with
 relatively low risk - let's try and write a KL deformer in Maya and see
 what we think is a lot less involved than let's implement our custom data
 type in their real time renderer.

 There are a few companies that immediately 'got' Creation Platform -
 generally because we either knew them well already, or they had a similar
 design philosophy with their existing tools. The cool thing is they are
 starting to push on Creation in interesting ways, so I'm looking forward to
 some case studies from them later this year. It's pretty awesome to see
 people building things we didn't even think of yet!

 If things continue to go well I promise to give Fabric dunce caps to
 those that want them :)






-- 
www.matinai.com


Re: Ice Spring Constraint

2013-06-24 Thread Andreas Böinghoff

Hey Julian,

a few minutes ago I had a look at your scene. Great setup for the null. 
Easy and fast! Thanks for that.


Andreas

On 6/16/2013 6:27 PM, Julian Johnson wrote:
Not sure how helpful this is but it shows how to drive the kinematics 
of a 'Follower' null with a spring constraint acting on its ICE 
Kinematics. It requires a simulated tree. I don't think there's any 
way of producing the same effect without simulation. With only a 
modeling stack you only have access to the current frame's data. To 
use just press play and drag the 'Master' null around. You can play 
with damping, mass and stiffness.


There's also an example of a projectile simulation (using the standard 
particle system and Simulate Particles) compared with a Null which has 
it's kinematics driven by a hand-built 'simulate' compound using a 
basic Euler integration technique (the same one, I think, they use in 
the built-in compound). All the concepts are directly transferable 
e.g. in this example both systems use the built in Gravity force and 
it works in the same way.


Scene (2013 SP1) here:
https://dl.dropboxusercontent.com/u/69741069/jj_spring_null_euler.rar

Julian



--




ANDREAS BÖINGHOFF

3D Artist




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RE: ICC Profile to LUT

2013-06-24 Thread Nicholas Breslow
If you have access to After Effects this should do it: 
http://fnordware.blogspot.com/2012/05/opencolorio-for-after-effects.html

-Nick Breslow

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Sunday, June 23, 2013 4:21 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICC Profile to LUT

I can't find the windows executables on the page. I've download (3) different 
compressed files that I thought could have been Windows executables.

::Christopher::

Maybe ociobakelut from http://opencolorio.org/ can do it.

On 06/23/2013 08:49 PM, Christopher wrote:

Nuke is only capable of converting a ICC profile to LUT, is there any

other methods besides Nuke ? I don't think that Composite loads a video

cards ICC profile ?



::Christopher::





Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

2013-06-24 Thread Steven Caron
i am still an opengl noob but maybe don't use fixed function calls? the
data set is very small so you might find the results negligible but might
be interesting to know for certain?

On Mon, Jun 24, 2013 at 4:05 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That's why I thought custom primitives would be faster, but apparently the
 SDK overhead defeat my expectations...




Re: ICC Profile to LUT

2013-06-24 Thread Christopher
I use AF, nothing for Toxik sigh

::Christopher::

 If you have access to After Effects this should do it:
 http://fnordware.blogspot.com/2012/05/opencolorio-for-after-effects.html

  

 -Nick Breslow

  

 *From:*softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
 *Christopher
 *Sent:* Sunday, June 23, 2013 4:21 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICC Profile to LUT

  

 I can't find the windows executables on the page. I've download (3)
 different compressed files that I thought could have been Windows
 executables.

 ::Christopher::

 Maybe ociobakelut from http://opencolorio.org/ can do it.

 On 06/23/2013 08:49 PM, Christopher wrote:

 Nuke is only capable of converting a ICC profile to LUT, is there any

 other methods besides Nuke ? I don't think that Composite loads a 
 video

 cards ICC profile ?

  

 ::Christopher::

  

  



a long time ago….

2013-06-24 Thread Stefan Andersson
… in a galaxy far far away…. softimage was loved and respected :)

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

and with a few familiar faces, fun to see :)

regards
stefan



Stefan Andersson | Digital Janitor
blog | showreel | twitter | LinkedIn | Instagram
cell SE: +46-736268850
cell UK: +44-7513792996





Re: a long time ago….

2013-06-24 Thread Daniel Kim
Agreed x 1

On Tue, Jun 25, 2013 at 11:22 AM, Stefan Andersson sander...@gmail.comwrote:

 … in a galaxy far far away…. softimage was loved and respected :)

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

 and with a few familiar faces, fun to see :)

 regards
 stefan



 *Stefan Andersson | Digital Janitor**
 *
 blog http://sanders3d.wordpress.com/ | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss
  | twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d
  | Instagram http://instagram.com/sanders3d_
 cell SE: +46-736268850
 cell UK: +44-7513792996






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


Re: a long time ago….

2013-06-24 Thread Raffaele Fragapane
Holy shit, Kim with colour in his hair?!
That can't be 99, must be at the latest the second half of the seventies.


On Tue, Jun 25, 2013 at 9:22 AM, Stefan Andersson sander...@gmail.comwrote:

 … in a galaxy far far away…. softimage was loved and respected :)

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

 and with a few familiar faces, fun to see :)

 regards
 stefan



 *Stefan Andersson | Digital Janitor**
 *
 blog http://sanders3d.wordpress.com/ | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss
  | twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d
  | Instagram http://instagram.com/sanders3d_
 cell SE: +46-736268850
 cell UK: +44-7513792996






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


Re: a long time ago….

2013-06-24 Thread Daniel Kim
@_@;;;

On Tue, Jun 25, 2013 at 11:28 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Holy shit, Kim with colour in his hair?!
 That can't be 99, must be at the latest the second half of the seventies.


 On Tue, Jun 25, 2013 at 9:22 AM, Stefan Andersson sander...@gmail.comwrote:

 … in a galaxy far far away…. softimage was loved and respected :)

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

 and with a few familiar faces, fun to see :)

 regards
 stefan



 *Stefan Andersson | Digital Janitor**
 *
 blog http://sanders3d.wordpress.com/ | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss
  | twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d
  | Instagram http://instagram.com/sanders3d_
  cell SE: +46-736268850
 cell UK: +44-7513792996






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




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


Re: a long time ago….

2013-06-24 Thread Andre De Angelis
Wow, a real trip down memory lane.

Some fond memories and familiar faces indeed.


On Tue, Jun 25, 2013 at 9:22 AM, Stefan Andersson sander...@gmail.comwrote:

 … in a galaxy far far away…. softimage was loved and respected :)

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

 and with a few familiar faces, fun to see :)

 regards
 stefan



 *Stefan Andersson | Digital Janitor**
 *
 blog http://sanders3d.wordpress.com/ | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss
  | twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d
  | Instagram http://instagram.com/sanders3d_
 cell SE: +46-736268850
 cell UK: +44-7513792996






-- 
Andre De Angelis


Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Sebastien Sterling
Call me whatever you want (sticks and stones.etc) I fail to see what
is grande about Fabric Engine !

I think Chris that regardless off your doubts concerning the uses of Fabric
engine, surely even you can appreciate that they are taking the time to
develop this for softimage, i can't imagine this is easier then integrating
it into maya, In an age where there is almost no 3rd party plug-ins for
soft, why can't people understand that this is a good thing, we need more
hi quality third party releases for softimage, not just pieces of ICE,
these are what makes a package live. If you look at Maya's development, the
current trend for autodesk seems to be buying up third party ware and
offering it as a new feature, as much as this practice is questionable...
it makes sense, integrating adroit solutions you didn't have to pay to
develop that have already found a proofing ground among a vast number of
users,

Maybe in the future autodesk will sees developing for max/maya/xsi opting
for a light maintenance and deebuging, and promoting a third party App
system where people can sell there plugins/addons. Hopefully such a shift
in business models would be accompanied with a full unchaining of the SDK
allowing more access to devs.

But that is neither here nor there,

Personally I find what Paul, Helge and the other FE people to be doing to
be quite exemplary, it demonstrates a profound appreciation and commitment
to Softimage, in an age where they could probably just develop for maya and
call it a day.

it's really a choice of sticking with your principles over doing what is
easy.

You ask why ? well (and this is speculation) but I'd say, it offers
licence, a framework to expand and grow what is currently denied or
hindered by the SDK and AD policies. A new canvas for devs, you see its not
their software its our software we the user brought it to where it is, and
maybe... don't you think its about time we took back our software ?

(beg forgiveness for such a late response)


On 24 June 2013 15:23, Matt Morris matt...@gmail.com wrote:

 Can see that's going to get people's attention. Seriously impressive
 stuff! Look forward to seeing it working with soft too.

 Would love to see a fight off, basic rig and splice rig framerates :)


 On 24 June 2013 13:34, Paul Doyle technove...@gmail.com wrote:

 Hi guys – we’re pretty stoked to tell you that we have branch-based
 multi-threading working in the Maya graph. Our expectation is that we will
 also be able to do this in Softimage, so we're pretty excited - we have to
 get through Siggraph before we can start on it, but it should only be a
 week or two of work.

 https://vimeo.com/6904

 “This video demonstrates a feature of our Creation Core technology:
 performing multi-threading across branches of graphs. Creation: Splice can
 use this technology inside of Maya and perform multi-threading across
 branches in the Maya dependency graph. This is extremely useful when the
 computation per node is rather small, like in a character rig. Parts of the
 rig can be computed in parallel using this approach, and the overall
 performance of the graph is improved.”

 Very cool to see this working (in my unbiased opinion).

 Paul


 On 22 June 2013 16:14, Paul Doyle technove...@gmail.com wrote:


 On 22 June 2013 15:08, Tim Leydecker bauero...@gmx.de wrote:

 I guess the reason why the general plattform is less easy to sell
 than the modules is that it needs a bit more abstraction to see
 the benefit of investing into it in comparison to a module that
 either already does solve a specific problem or seems like a good
 basis to start modifications off from.

 It requires a lot of faith to start from scratch.


 Agreed - the problem with a platform is you have to search for
 problems/justifications to start using it. What we found was the complexity
 of getting started was a bit much for people that initially take a look in
 their spare time - it's rare to get a studio that allocates time to
 investigating new technology, and when they do, you really need to get them
 somewhere valuable quickly. The challenge we had was that the investment
 required to get somewhere useful with Creation kind of meant that the value
 of the solutions had to be much more than just a simple tool, which meant
 more time was required, etc etc ad infinitum

 Our aim with Splice is to get people to see immediate value with our
 core - then they can either continue to exploit it within their existing
 tools, or they can move to Creation Platform and start building more
 complete applications. I think RD teams are more likely to get sign off on
 something like this if they have already demonstrated the core performance
 capability elsewhere. It also helps establish trust in the company with
 relatively low risk - let's try and write a KL deformer in Maya and see
 what we think is a lot less involved than let's implement our custom data
 type in their real time renderer.

 There are a few companies that 

Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Raffaele Fragapane
I don't think I've -ever- seen more third party support for Softimage than
there is these days to be honest.

Don't get me wrong, the general sentiment of the post I can agree with to
some extent, more support and more choice is always a good sign, but saying
there's no 3rd party support for Soft? There's never been so much and so
frequently updated.

All the Exocortex stuff, Fabric, 3Delight, VRay, Arnold, new and upcoming
rendering engines soon, Mootz (emFluid, polygonizer etc)...
At what point in post Softimage|3D history do you remember seeing more than
this?

It's also debatable whether there's all this 3rd party availability for
Maya these days.
If anything it's somewhat skimpier than it was in the past. These days most
of the historical extensive and expensive plugins for Maya have all died or
are about to. Yeti (not available in the US), and now Fabric are probably
the only things of real notice outside of rendering engines I've seen in a
while. Nex used to be a small but must-have one too, but that's been
absorbed.

You also seemed to have missed AD's exchange, where AD did exactly what you
mentioned (offering a cheap, official, protected channel to distribute and
all, like an App Store).
There was a bit of a quiet commotion about Softimage not being an available
choice. A few months in it looks like it's simply not picking up, and every
developer I talked to insofar doesn't trust it one bit (how long will the
current 0% fee hold, and what's the benefit of publishing there when all
they offer is paypal payment and no promotion whatsoever).

I appreciate what Fabric does and their (and Exo's, and Mootz's and so on)
loyalty to the platform just as much as anybody else, but if you have some
feelings of abandonment, which might or might not be legit, at least make
sure the context is accurate.
You're painting a picture that is statistically miles away from the reality
of things.

Splice has just yesterday become very, very interesting for me, but for its
own good it'd better not be a loyalist software IMO.
The Softimage community over the years has provided some great lip service
for many developers, but very few toolsets/software saw any return
whatsoever in investing into it. It'd be healtier for everybody if instead
of a loyalist approach a more cool headed one was taken by all involved,
developers and userbase alike.


On Tue, Jun 25, 2013 at 10:40 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Call me whatever you want (sticks and stones.etc) I fail to see what
 is grande about Fabric Engine !

 I think Chris that regardless off your doubts concerning the uses of
 Fabric engine, surely even you can appreciate that they are taking the time
 to develop this for softimage, i can't imagine this is easier then
 integrating it into maya, In an age where there is almost no 3rd party
 plug-ins for soft, why can't people understand that this is a good thing,
 we need more hi quality third party releases for softimage, not just pieces
 of ICE, these are what makes a package live. If you look at Maya's
 development, the current trend for autodesk seems to be buying up third
 party ware and offering it as a new feature, as much as this practice is
 questionable... it makes sense, integrating adroit solutions you didn't
 have to pay to develop that have already found a proofing ground among a
 vast number of users,

 Maybe in the future autodesk will sees developing for max/maya/xsi opting
 for a light maintenance and deebuging, and promoting a third party App
 system where people can sell there plugins/addons. Hopefully such a shift
 in business models would be accompanied with a full unchaining of the SDK
 allowing more access to devs.

 But that is neither here nor there,

 Personally I find what Paul, Helge and the other FE people to be doing to
 be quite exemplary, it demonstrates a profound appreciation and commitment
 to Softimage, in an age where they could probably just develop for maya and
 call it a day.

 it's really a choice of sticking with your principles over doing what is
 easy.

 You ask why ? well (and this is speculation) but I'd say, it offers
 licence, a framework to expand and grow what is currently denied or
 hindered by the SDK and AD policies. A new canvas for devs, you see its not
 their software its our software we the user brought it to where it is, and
 maybe... don't you think its about time we took back our software ?

 (beg forgiveness for such a late response)


 On 24 June 2013 15:23, Matt Morris matt...@gmail.com wrote:

 Can see that's going to get people's attention. Seriously impressive
 stuff! Look forward to seeing it working with soft too.

 Would love to see a fight off, basic rig and splice rig framerates :)


 On 24 June 2013 13:34, Paul Doyle technove...@gmail.com wrote:

 Hi guys – we’re pretty stoked to tell you that we have branch-based
 multi-threading working in the Maya graph. Our expectation is that we will
 also be able to do this in 

RE: scene saver/loader

2013-06-24 Thread Daniel Sweeney
The one thing that the last one does not do unless I missed it in the video
is have the scene be saved in folder like the rendered pictures do. That
would be awesome! But it does look very good non the less. Bravo to the
Dev. :-)
On Jun 14, 2013 10:15 AM, adrian wyer adrian.w...@fluid-pictures.com
wrote:

 ** ** ** ** ** **

 thanks everyone, this one below is the one i wanted

 ** **

 as someone said previously, this should really be default functionality in
 Soft

 ** **

 a

 ** **
  --

 *From:* **softimage-boun...@listproc.autodesk.com** [mailto:**
 softimage-boun...@listproc.autodesk.com**] *On Behalf Of *Alexander
 Siquans
 *Sent:* 14 June 2013 08:51
 *To:* **softimage@listproc.autodesk.com**
 *Subject:* Re: scene saver/loader

 ** **

 Hello Adrian,

 ** **

 Here is an other one! I can really recommend it.

 ** **

 http://www.enoni.de/wordpress/?p=1796

 ** **

 http://www.enoni.de/wordpress/?p=1588

 ** **

 br

 alex

 ** **

 2013/6/13 adrian wyer adrian.w...@fluid-pictures.com

 someone posted an addon to do (amongst other things) incremental saving,
 slates etc

  

 lost the post and can't find it in the archive...

  

 anyone jog my failing memory?

  

 was it fifty eight 3D maybe?

  

 anyone?

  

 a

  

 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829 


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com 

  

 Fluid Pictures Limited is registered in **England** and Wales.
 Company number:5657815
 VAT number: 872 6893 71

  



 

 ** **

 --
 mfg

 Alexander Siquans

 www.siquans.com

 
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Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Sebastien Sterling
Hello Raff, yes i have seen the maya app store presentation but i
wasn't referring to it specifically, i actually share your sentiments
regarding its current implementation, i was just reflecting that it might
one day become a business model and that the only positive development I
could see come out of that would be a better SDK as it would be a logical
development.

Yes there has been some epic third party content for soft, however they are
greatly focused on one area, particles, and they are a great strength to
the package but it does create a singular conundrum softimage can't just
be a particle package.

For instance As amazing and user friendly as Soft is with particles, can it
compete with Houdini in the context of a feature production ? An app that
is after all devoted almost exclusively to that purpose. I believe that
softs great advantage there is that it isn't just a good particle package
but a complete solution, it would be great to see other areas get some TLC
modelling, uv's, rigging, animation, hair and fur, and i don't just mean
ICE solutions, or at least not exclusively ice solutions.

Exocortex products as well as Arnold and 3Dlight are also available on
Maya, they are not exclusives, and the thing is, Maya doesn't need third
party plugins, it exists for that reason, TD's can just take it apart and
make there own pipe tools.  and they do so regarding any aspect in which
maya is week.

I'm not trying to start a war on what are the better applications for soft,
or what direction it should go in, I just want to see it be the best
package it can be, and a more viable feature solution.

I apologies if my previous statement seemed overzealous Raff.






On 25 June 2013 03:23, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 I don't think I've -ever- seen more third party support for Softimage than
 there is these days to be honest.

 Don't get me wrong, the general sentiment of the post I can agree with to
 some extent, more support and more choice is always a good sign, but saying
 there's no 3rd party support for Soft? There's never been so much and so
 frequently updated.

 All the Exocortex stuff, Fabric, 3Delight, VRay, Arnold, new and upcoming
 rendering engines soon, Mootz (emFluid, polygonizer etc)...
 At what point in post Softimage|3D history do you remember seeing more
 than this?

 It's also debatable whether there's all this 3rd party availability for
 Maya these days.
 If anything it's somewhat skimpier than it was in the past. These days
 most of the historical extensive and expensive plugins for Maya have all
 died or are about to. Yeti (not available in the US), and now Fabric are
 probably the only things of real notice outside of rendering engines I've
 seen in a while. Nex used to be a small but must-have one too, but that's
 been absorbed.

 You also seemed to have missed AD's exchange, where AD did exactly what
 you mentioned (offering a cheap, official, protected channel to distribute
 and all, like an App Store).
 There was a bit of a quiet commotion about Softimage not being an
 available choice. A few months in it looks like it's simply not picking up,
 and every developer I talked to insofar doesn't trust it one bit (how long
 will the current 0% fee hold, and what's the benefit of publishing there
 when all they offer is paypal payment and no promotion whatsoever).

 I appreciate what Fabric does and their (and Exo's, and Mootz's and so on)
 loyalty to the platform just as much as anybody else, but if you have some
 feelings of abandonment, which might or might not be legit, at least make
 sure the context is accurate.
 You're painting a picture that is statistically miles away from the
 reality of things.

 Splice has just yesterday become very, very interesting for me, but for
 its own good it'd better not be a loyalist software IMO.
 The Softimage community over the years has provided some great lip service
 for many developers, but very few toolsets/software saw any return
 whatsoever in investing into it. It'd be healtier for everybody if instead
 of a loyalist approach a more cool headed one was taken by all involved,
 developers and userbase alike.


 On Tue, Jun 25, 2013 at 10:40 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Call me whatever you want (sticks and stones.etc) I fail to see what
 is grande about Fabric Engine !

 I think Chris that regardless off your doubts concerning the uses of
 Fabric engine, surely even you can appreciate that they are taking the time
 to develop this for softimage, i can't imagine this is easier then
 integrating it into maya, In an age where there is almost no 3rd party
 plug-ins for soft, why can't people understand that this is a good thing,
 we need more hi quality third party releases for softimage, not just pieces
 of ICE, these are what makes a package live. If you look at Maya's
 development, the current trend for autodesk seems to be buying up third
 party ware and offering it as a new 

Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Raffaele Fragapane
But FX is where you NEED those third parties, because if you don't have
polygonyzer, or a fluid system, or a rendering engine, there is no way you
can work your way towards shot completion by hacking thru, or working
around, the software in other ways.
Other fields are hard to serve, and historically always turn out into
horrible ROI.

Beside that, lets not forget species, GEAR and so on, all not FX focused.
Or how about Blur/Steve's pyQt efforts? Also OSS and fully functional.
Hey, half the stuff in crate is actually NOT effects related.
But anyway...

I'd love to hear what people think would be 3rd party software development
they feel Softimage could use, and how much they would pay for it. I guess
that's what it boils down to.

These days there's this tendency to think everything should be like the app
store and cost between 99c and 5 bucks, but unlike iOS or Android Soft and
Maya together probably don't make it to 100k potential clients, and you'd
be hard pressed to find 1k actual buyers in any given domain.

That's one of the problems. As a developer myself I have tons of uninished,
or even finished and unreleased stuff at home which will never see the
light of public releases because the effort to polish and maintain
something people are unlikely to want to pay more than a few bucks is
simply not worth it.

In the past even big, production proven, fully functional and OSS projects
got tons of lip service but absolutely ZERO adoption. For years forums were
abuzz with people clamoring for RMan support in Softimage. At the end of
Charlotte's Web we released Affogato, a fully functional, production proven
bridge with in-client support for 3Delight (free first seat commercial
license) and job support for PRMan.
That put a stop to the buzz alright, and got exactly ZERO source code
contributions and only a handful of hacks downloading it and then bitching
on mailing lists they couldn't use it (down to a blatant ignorance of how
RMan worked).

This is for a translator that was top of its game. Keep in mind back then
there were only three options, PRMan studio (limited and costly), Liquid
(which was also maintained in RSP at the times as Colin Doncaster, now of
Yeti fame, worked with us), and Affogato (free, OSS, modern, functional,
completely unadopted).

Kim Aldis' shell operator and other efforts went the same way. Lots of lip
service, cheap, very solid release, disappointing adoption. Only the buzz
died because people had nothing to bitch about anymore, but as for paying a
few quids? No sir.

So, with that in mind, what is a plugin/software/field you can promise me
you'd pay a hundred bucks for, and will sell more than 100 units? Not lip
service, what would you REALLY immediately put hands to your wallet for to
make it worth my time? And that's assuming months of slaving away at home
I'd be willing to do for just 10 grands gross and the maintenance
afterwards (which it's not, but lets assume for the sake of argument).

That is one of the biggest problems Fabric has faced IMO, a lot of lip
service and enthused people, but nobody putting their money where their
mouth is at the end of the day.
The Softimage userbase at large with is heroes and praise is actually one
of the stingiest around in those regards.

So, what would you reckon would get enough people to open their wallet
these days? I reckon nearly nothing, and cross-platform support is the
smartest thing Fabric could do, because Softimage just doesn't pay the
bills very often.

You want it to change? You'll have to start voting with your wallet and
actually BUY Fabric BECAUSE it's supported in a Softimage client and let
them know, otherwise don't be surprised if and when they drop it. That they
support it at all to begin with is a great display of good will and
affection of many people involved who have a sentimental attachment to Soft.
Praise it, by all means, but pay for it as well, or be ready to see it
disappear if the Maya end of things turns out more successful.

Soft has one of the, if not THE, best communities around, particularly in
this list, but I don't think non-developers have the faintest clue about
what a hard living it is to be a third party for just the one platform.
Hell, how hard it is to just support it on the side even unless you are the
rare singularity like Arnold.


On Tue, Jun 25, 2013 at 12:52 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Hello Raff, yes i have seen the maya app store presentation but i
 wasn't referring to it specifically, i actually share your sentiments
 regarding its current implementation, i was just reflecting that it might
 one day become a business model and that the only positive development I
 could see come out of that would be a better SDK as it would be a logical
 development.

 Yes there has been some epic third party content for soft, however they
 are greatly focused on one area, particles, and they are a great strength
 to the package but it does create a singular conundrum 

Unique ProgID

2013-06-24 Thread Christopher
How do I give a custom compound a unique ProgID ? I gave the compound a
name, that doesn't change the progID which remains; XSIRTCOMPOUND, most
likely there is a method ?

::Christopher::


Cloud invisible after deleting some particles

2013-06-24 Thread Leonard Koch
Hey guys,

I've run into this issue where if I delete a couple of particles from a
cloud it sometimes makes the whole cloud invisible.
It's a cloud with a couple thousand particles in it that have strands of
varying lengths. The particles and strands are generated by an unsimulated
ice-tree.

When this happens the cloud is completely invisible, but *you can still
select the remaining particles by pressing Ctrl+A.* And when you focus on
them then by pressing F the camera doesn't focus on {0,0,0} but instead on
the exact spot where those particles should be.

*The deletion happens at the very very end of the ice tree. Nothing else
gets executed after it*.

How those particles are deleted doesn't seem to matter either.
I have the same issues occuring if I delete based on strandlength, a random
value or just simply ID.
Some deletions simply cause the cloud to disappear.

*Here are some examples:*
If I delete all particles with an ID less than 5500 everything is working
fine.
If I delete all particles with an ID less than 5540 the cloud disappears.
If I delete all particles with an ID less than 5610 everything is working
fine.

Let's say I generate a random value between 0 and 1.
If I delete all particles with a random value less than 0,834 the cloud
disappears.
If I delete all particles with a random value less than 0,720 everything is
working fine.
If I delete all particles with a random value less than 0,69 the cloud
disappears.
If I delete all particles with a random value less than 0,36 everything is
working fine.
If I delete all particles with a random value less than 0,21 the cloud
disappears.

It appears to be pretty much completely random if the cloud disappears or
works fine.

Right now the work around is to set the particles I don't want to position
{0, 10, 0} instead of deleting them which is okay for a quick
production fix, but ultimately a really dirty solution.

I've already wasted a good part of the day poking at this problem and
haven't been able to figure out the source of this what do I call it? A bug?

If you've encountered this before or have a hunch what might be causing
this, then please let me know.

Thanks a lot guys.


Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Steven Caron
really? i think there is a pretty decent spread of various plugins
available. i agree with raff, there has never been a better time for
softimage and 3rd party tools/plugins.

On Mon, Jun 24, 2013 at 7:52 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:


 Yes there has been some epic third party content for soft, however they
 are greatly focused on one area, particles...



Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-24 Thread Steven Caron
On Mon, Jun 24, 2013 at 8:20 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:


 That's one of the problems. As a developer myself I have tons of
 uninished, or even finished and unreleased stuff at home which will never
 see the light of public releases because the effort to polish and maintain
 something people are unlikely to want to pay more than a few bucks is
 simply not worth it.


this is why i release most everything i have for free. i don't want to
support or maintain it and i am hoping someone might contribute and return
the favor i extended to them.


 You want it to change? You'll have to start voting with your wallet


yes, and yes!


Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

2013-06-24 Thread Ahmidou Lyazidi
I'll try drawing nothing tonight, but I doubt it's going to change
anything. The bottleneck seem to be the draw callback itself


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


2013/6/25 Steven Caron car...@gmail.com

 i am still an opengl noob but maybe don't use fixed function calls? the
 data set is very small so you might find the results negligible but might
 be interesting to know for certain?

 On Mon, Jun 24, 2013 at 4:05 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 That's why I thought custom primitives would be faster, but apparently
 the SDK overhead defeat my expectations...




Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

2013-06-24 Thread Steven Caron
draw nothing? i was thinking replacing it with vbos or vertex arrays...


On Mon, Jun 24, 2013 at 10:02 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 I'll try drawing nothing tonight, but I doubt it's going to change
 anything. The bottleneck seem to be the draw callback itself


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


 2013/6/25 Steven Caron car...@gmail.com

 i am still an opengl noob but maybe don't use fixed function calls? the
 data set is very small so you might find the results negligible but might
 be interesting to know for certain?

 On Mon, Jun 24, 2013 at 4:05 AM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 That's why I thought custom primitives would be faster, but apparently
 the SDK overhead defeat my expectations...





Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

2013-06-24 Thread Ahmidou Lyazidi
Yes drawing nothing, if the perf is the same, a VBO wouldn't be faster
eitherI guess

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


2013/6/25 Steven Caron car...@gmail.com

 draw nothing? i was thinking replacing it with vbos or vertex arrays...



 On Mon, Jun 24, 2013 at 10:02 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 I'll try drawing nothing tonight, but I doubt it's going to change
 anything. The bottleneck seem to be the draw callback itself


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


 2013/6/25 Steven Caron car...@gmail.com

 i am still an opengl noob but maybe don't use fixed function calls? the
 data set is very small so you might find the results negligible but might
 be interesting to know for certain?

 On Mon, Jun 24, 2013 at 4:05 AM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 That's why I thought custom primitives would be faster, but apparently
 the SDK overhead defeat my expectations...