Re: A custom openGL Icons for TD/riggers (SI-2014+ only)
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
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
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
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 schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793
RE: ICC Profile to LUT
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)
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
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….
… 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….
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….
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….
@_@;;; 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….
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
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
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
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 -- No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3345 / Virus Database: 3199/6409 - Release Date: 06/13/13* ***
Re: [plug]Creation:Splice - coming soon for Softimage
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
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
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
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
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
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)
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)
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)
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...