InspectPreference

2013-08-29 Thread Eugen Sares

Hi,
it is possible to open the preferences of a certain category via script, 
like

InspectPreferences(General);

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences(Tools.Camera); does not work.
Thanks!
Eugen


RE: InspectPreference

2013-08-29 Thread Songqiong Yang
Try InspectPreferences(Camera);.It's required to pass a category name.   

In the preferences window, click the Preferences root folder, you can see all 
preference categories. Camera is one of category.

Thanks,
Joany

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Thursday, August 29, 2013 3:10 PM
To: softimage@listproc.autodesk.com
Subject: InspectPreference

Hi,
it is possible to open the preferences of a certain category via script, like 
InspectPreferences(General);

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences(Tools.Camera); does not work.
Thanks!
Eugen
attachment: winmail.dat

Re: InspectPreference

2013-08-29 Thread Eugen Sares

Thanks, of course... ;q
Is it possible to open a tab, too, like TransformProperties/Increments?


Am 29.08.2013 09:21, schrieb Songqiong Yang:

Try InspectPreferences(Camera);.It's required to pass a category name.

In the preferences window, click the Preferences root folder, you can see all 
preference categories. Camera is one of category.

Thanks,
Joany

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Thursday, August 29, 2013 3:10 PM
To: softimage@listproc.autodesk.com
Subject: InspectPreference

Hi,
it is possible to open the preferences of a certain category via script, like 
InspectPreferences(General);

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences(Tools.Camera); does not work.
Thanks!
Eugen




Re: InspectPreference

2013-08-29 Thread Martin
I don't think so, Tabs are not separated.

BTW you can also use InspectObj if you want to open it without the
preferences View.

Ex:
InspectObj(preferences.Camera)

You can also open your Explorer, press A for Application and go to the
Preferences folder to view all the preferences categories.

Martin


On Thu, Aug 29, 2013 at 4:51 PM, Eugen Sares sof...@mail.sprit.org wrote:

 Thanks, of course... ;q
 Is it possible to open a tab, too, like TransformProperties/**Increments?


 Am 29.08.2013 09:21, schrieb Songqiong Yang:

  Try InspectPreferences(Camera);.It's required to pass a category
 name.

 In the preferences window, click the Preferences root folder, you can
 see all preference categories. Camera is one of category.

 Thanks,
 Joany

 -Original Message-
 From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Eugen Sares
 Sent: Thursday, August 29, 2013 3:10 PM
 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: InspectPreference

 Hi,
 it is possible to open the preferences of a certain category via script,
 like InspectPreferences(General);

 How do I open the prefs of, say, Camera? It's under a folder.
 InspectPreferences(Tools.**Camera); does not work.
 Thanks!
 Eugen





Re: InspectPreference

2013-08-29 Thread Eugen Sares

Got it. Thanks, guys!

Am 29.08.2013 10:02, schrieb Martin:

I don't think so, Tabs are not separated.

BTW you can also use InspectObj if you want to open it without the 
preferences View.


Ex:
InspectObj(preferences.Camera)

You can also open your Explorer, press A for Application and go to the 
Preferences folder to view all the preferences categories.


Martin


On Thu, Aug 29, 2013 at 4:51 PM, Eugen Sares sof...@mail.sprit.org 
mailto:sof...@mail.sprit.org wrote:


Thanks, of course... ;q
Is it possible to open a tab, too, like
TransformProperties/Increments?


Am 29.08.2013 09:21, schrieb Songqiong Yang:

Try InspectPreferences(Camera);.It's required to pass a
category name.

In the preferences window, click the Preferences root
folder, you can see all preference categories. Camera is one
of category.

Thanks,
Joany

-Original Message-
From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Eugen Sares
Sent: Thursday, August 29, 2013 3:10 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: InspectPreference

Hi,
it is possible to open the preferences of a certain category
via script, like InspectPreferences(General);

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences(Tools.Camera); does not work.
Thanks!
Eugen







Re: How to read .MEL script in Softimage

2013-08-29 Thread Nicolas Esposito
@Martin: sounds good!

Well, looks like Autodesk is goin towards the renting options with Maya LT

http://www.autodesk.com/products/maya-lt/overview


2013/8/26 Martin furik...@gmail.com

 Well I'm starting my own little business in a couple of months, but until
 then I'm working for a small company that only have 3 years in the market.
 We don't develope games for ourselves, we create assets and cutscenes for
 games, slot machines and other media. That's why we have to use the version
 our client uses, or the game SDK supports. Only in pre-rendered works we
 have some liberty but we mainly do real time.

 What's going on here? well, comparing it to a few years ago, we do more
 complex models with almost the same schedule, and almost the same budget :D

 Cheers,

 Martin


 On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito 3dv...@gmail.comwrote:

 Thats a news! Anyway something like pay for what you export in my case
 would be perfect, but hey, at least if there are some plans for renting
 that is a step in the right direction

 Martin, are you in game development in Japan? sounds awesome
 If you can tell it, which studio you're working for?
 I never met someone into game development in Japan, so I'm really curious
 to see whats going on there

 Cheers


 2013/8/26 Martin furik...@gmail.com

 Thanks Stefan, Great news!

 Now I just hope they offer a rent option for old versions ( I don't
 think they will ).

 We usually never use the latest version in game development here in
 Japan. I'm using SI 2011 in my current project that started 1 year ago.
 Using a 3 years old version is almost the standard so it kinda obligates
 you to use a subscription, if you haven't already purchased a permanent
 license 3 years ago.
 And paying a Max subscription only to convert my SI data before sending
 it to my client is just too expensive.

 Damn I hate this system, but let's hope that something better comes with
 this evolution.

 Regards,

 Martin



 On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

 For these cases, it would be great if you could rent Autodesk's packages
 like you can with Adobe's. Sometimes I need 3DS Max for a couple of
 months
 but buying a Max license just isn't worth it.

 Martin


 You have been heard!
 http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
 to-offer-rental-model/http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/


  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and
 below
 the float precision threshold between Soft and Maya), and in the end
 the
 only way to propely re-interpret from or to Maya was a large hash
 table for
 some elements like the handles. The Maya SDK doco and Devkit examples
 don't
 help either since they largely revolve around exporting animation (a
 plot),
 not FCurves, sidestepping entirely the problem of sparse animation
 with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the ass
 that
 takes a handful of days, not hours, to write.


 On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  Converting a Maya ASCII file (I suppose this is what you refer to as
 MEL?) to a softimage scene is very hard to do, there are some
 concepts in
 Maya that don't translate well over to Softimage. For simple
 animation and
 Polygon Meshes it should be a bit easier, I thought about writing a
 Maya
 ASCII reader for Soft, but demand wasn't really high so I never dug
 deeper.

 Try baking your animations first before exporting the fbx file, and
 make
 sure you have checked the animation export flag in the exporter
 settings in
 the first place.



  As far as I saw there is the possiblity to modify the python script
 in

 order to be read from Softimage...but programming is not my thing...
 I was just looking for animation to transfer over SI ( basically the
 scene
 is some animated nulls )


 2013/8/25 Alan Fregtman alan.fregt...@gmail.com

  No, there isn't. It'd be a good learning experience to try making
 one

 though. :)

 Do you expect a full 1:1 conversion of MEL to the Softimage SDK?
 Or just
 for animation to transfer over?



 On Sun, Aug 25, 2013 at 11:23 AM, Nicolas Esposito 
 3dv...@gmail.com
 wrote:

  Hello there,

 I'm currently testing a software to expand my pipeline, but the
 main
 problem is that currently it only supports Maya scripts as export
 (
 MEL )
 I succesfully exported the MEL script from Maya to Softimage and
 everything is working properly ( however don't know why in FBX the
 animations are not recognized, while with Collada .DAE files
 animations are
 ok ) but I don't own Maya, so:
 Is there any kind of converter for Mel scripts in order to be
 read from
 Softimage?
 Something like Mel to Python/FBX or something 

Re: How to read .MEL script in Softimage

2013-08-29 Thread Martin
Thanks, but I already saw that in sicommunity. I though it would have been
great news for small companies, but it just doesn't adapt to my work.

I don't do too much mobile, so I would still need Maya to deliver ma / mb
files to my clients, and the lack of mel and SDK doesn't help to customize
my pipeline, so MLT is totally out of my list.

It could work with temporal personal who doesn't mind to work with MayaLT
for a few weeks or months. Maya as it is out of the box, and I haven't met
a single Maya user who doesn't rely in plugins and scripts. Maya out of the
box is getting much better though.

An Essentials or Foundation version would have been better but I don't see
that coming. I'm considering Modo too, but I'll have to stick with
Softimage and Maya at least a few licenses because I need to deliver ma, mb
and scn files, even if that means a huge investment for a small company,
specially with outrageous japanese prices.

btw, MLT is about US$1300 here.

Martin


On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 @Martin: sounds good!

 Well, looks like Autodesk is goin towards the renting options with Maya LT

 http://www.autodesk.com/products/maya-lt/overview


 2013/8/26 Martin furik...@gmail.com

 Well I'm starting my own little business in a couple of months, but until
 then I'm working for a small company that only have 3 years in the market.
 We don't develope games for ourselves, we create assets and cutscenes for
 games, slot machines and other media. That's why we have to use the version
 our client uses, or the game SDK supports. Only in pre-rendered works we
 have some liberty but we mainly do real time.

 What's going on here? well, comparing it to a few years ago, we do more
 complex models with almost the same schedule, and almost the same budget :D

 Cheers,

 Martin


 On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito 3dv...@gmail.comwrote:

 Thats a news! Anyway something like pay for what you export in my case
 would be perfect, but hey, at least if there are some plans for renting
 that is a step in the right direction

 Martin, are you in game development in Japan? sounds awesome
 If you can tell it, which studio you're working for?
 I never met someone into game development in Japan, so I'm really
 curious to see whats going on there

 Cheers


 2013/8/26 Martin furik...@gmail.com

 Thanks Stefan, Great news!

 Now I just hope they offer a rent option for old versions ( I don't
 think they will ).

 We usually never use the latest version in game development here in
 Japan. I'm using SI 2011 in my current project that started 1 year ago.
 Using a 3 years old version is almost the standard so it kinda
 obligates you to use a subscription, if you haven't already purchased a
 permanent license 3 years ago.
 And paying a Max subscription only to convert my SI data before sending
 it to my client is just too expensive.

 Damn I hate this system, but let's hope that something better comes
 with this evolution.

 Regards,

 Martin



 On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

 For these cases, it would be great if you could rent Autodesk's
 packages
 like you can with Adobe's. Sometimes I need 3DS Max for a couple of
 months
 but buying a Max license just isn't worth it.

 Martin


 You have been heard!
 http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
 to-offer-rental-model/http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/


  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and
 below
 the float precision threshold between Soft and Maya), and in the end
 the
 only way to propely re-interpret from or to Maya was a large hash
 table for
 some elements like the handles. The Maya SDK doco and Devkit
 examples don't
 help either since they largely revolve around exporting animation (a
 plot),
 not FCurves, sidestepping entirely the problem of sparse animation
 with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the
 ass that
 takes a handful of days, not hours, to write.


 On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

  Converting a Maya ASCII file (I suppose this is what you refer to as
 MEL?) to a softimage scene is very hard to do, there are some
 concepts in
 Maya that don't translate well over to Softimage. For simple
 animation and
 Polygon Meshes it should be a bit easier, I thought about writing a
 Maya
 ASCII reader for Soft, but demand wasn't really high so I never dug
 deeper.

 Try baking your animations first before exporting the fbx file, and
 make
 sure you have checked the animation export flag in the exporter
 settings in
 the first place.



  As far as I saw there is the possiblity to modify the 

Re: How to read .MEL script in Softimage

2013-08-29 Thread Alan Fregtman
Maya without MEL or Python?! LOL! So no third party scripted tools then? *
Great!*

I seriously didn't believe you til I saw the comparison page:
http://www.autodesk.com/products/maya-lt/compare




On Thu, Aug 29, 2013 at 7:03 AM, Martin furik...@gmail.com wrote:

 Thanks, but I already saw that in sicommunity. I though it would have been
 great news for small companies, but it just doesn't adapt to my work.

 I don't do too much mobile, so I would still need Maya to deliver ma / mb
 files to my clients, and the lack of mel and SDK doesn't help to customize
 my pipeline, so MLT is totally out of my list.

 It could work with temporal personal who doesn't mind to work with MayaLT
 for a few weeks or months. Maya as it is out of the box, and I haven't met
 a single Maya user who doesn't rely in plugins and scripts. Maya out of the
 box is getting much better though.

 An Essentials or Foundation version would have been better but I don't see
 that coming. I'm considering Modo too, but I'll have to stick with
 Softimage and Maya at least a few licenses because I need to deliver ma, mb
 and scn files, even if that means a huge investment for a small company,
 specially with outrageous japanese prices.

 btw, MLT is about US$1300 here.

 Martin


 On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito 3dv...@gmail.comwrote:

 @Martin: sounds good!

 Well, looks like Autodesk is goin towards the renting options with Maya LT

 http://www.autodesk.com/products/maya-lt/overview


 2013/8/26 Martin furik...@gmail.com

 Well I'm starting my own little business in a couple of months, but
 until then I'm working for a small company that only have 3 years in the
 market. We don't develope games for ourselves, we create assets and
 cutscenes for games, slot machines and other media. That's why we have to
 use the version our client uses, or the game SDK supports. Only in
 pre-rendered works we have some liberty but we mainly do real time.

 What's going on here? well, comparing it to a few years ago, we do more
 complex models with almost the same schedule, and almost the same budget :D

 Cheers,

 Martin


 On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito 3dv...@gmail.comwrote:

 Thats a news! Anyway something like pay for what you export in my
 case would be perfect, but hey, at least if there are some plans for
 renting that is a step in the right direction

 Martin, are you in game development in Japan? sounds awesome
 If you can tell it, which studio you're working for?
 I never met someone into game development in Japan, so I'm really
 curious to see whats going on there

 Cheers


 2013/8/26 Martin furik...@gmail.com

 Thanks Stefan, Great news!

 Now I just hope they offer a rent option for old versions ( I don't
 think they will ).

 We usually never use the latest version in game development here in
 Japan. I'm using SI 2011 in my current project that started 1 year ago.
 Using a 3 years old version is almost the standard so it kinda
 obligates you to use a subscription, if you haven't already purchased a
 permanent license 3 years ago.
 And paying a Max subscription only to convert my SI data before
 sending it to my client is just too expensive.

 Damn I hate this system, but let's hope that something better comes
 with this evolution.

 Regards,

 Martin



 On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

 For these cases, it would be great if you could rent Autodesk's
 packages
 like you can with Adobe's. Sometimes I need 3DS Max for a couple of
 months
 but buying a Max license just isn't worth it.

 Martin


 You have been heard!
 http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
 to-offer-rental-model/http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/


  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and
 below
 the float precision threshold between Soft and Maya), and in the
 end the
 only way to propely re-interpret from or to Maya was a large hash
 table for
 some elements like the handles. The Maya SDK doco and Devkit
 examples don't
 help either since they largely revolve around exporting animation
 (a plot),
 not FCurves, sidestepping entirely the problem of sparse animation
 with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the
 ass that
 takes a handful of days, not hours, to write.


 On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

  Converting a Maya ASCII file (I suppose this is what you refer to
 as
 MEL?) to a softimage scene is very hard to do, there are some
 concepts in
 Maya that don't translate well over to Softimage. For simple
 animation and
 Polygon Meshes it should be a bit easier, I thought about writing
 a Maya
 ASCII reader for Soft, but 

RE: How to read .MEL script in Softimage

2013-08-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
:) You can't have Maya without MEL. That's just silly. MEL is the glue which 
holds the entire app together.

Does this mean they locked the scripting interface?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Thursday, August 29, 2013 9:53 AM
To: XSI Mailing List
Subject: Re: How to read .MEL script in Softimage

Maya without MEL or Python?! LOL! So no third party scripted tools then? Great!

I seriously didn't believe you til I saw the comparison page: 
http://www.autodesk.com/products/maya-lt/compare



On Thu, Aug 29, 2013 at 7:03 AM, Martin 
furik...@gmail.commailto:furik...@gmail.com wrote:
Thanks, but I already saw that in sicommunity. I though it would have been 
great news for small companies, but it just doesn't adapt to my work.

I don't do too much mobile, so I would still need Maya to deliver ma / mb files 
to my clients, and the lack of mel and SDK doesn't help to customize my 
pipeline, so MLT is totally out of my list.

It could work with temporal personal who doesn't mind to work with MayaLT for a 
few weeks or months. Maya as it is out of the box, and I haven't met a single 
Maya user who doesn't rely in plugins and scripts. Maya out of the box is 
getting much better though.

An Essentials or Foundation version would have been better but I don't see that 
coming. I'm considering Modo too, but I'll have to stick with Softimage and 
Maya at least a few licenses because I need to deliver ma, mb and scn files, 
even if that means a huge investment for a small company, specially with 
outrageous japanese prices.

btw, MLT is about US$1300 here.

Martin

On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito 
3dv...@gmail.commailto:3dv...@gmail.com wrote:
@Martin: sounds good!

Well, looks like Autodesk is goin towards the renting options with Maya LT

http://www.autodesk.com/products/maya-lt/overview

2013/8/26 Martin furik...@gmail.commailto:furik...@gmail.com
Well I'm starting my own little business in a couple of months, but until then 
I'm working for a small company that only have 3 years in the market. We don't 
develope games for ourselves, we create assets and cutscenes for games, slot 
machines and other media. That's why we have to use the version our client 
uses, or the game SDK supports. Only in pre-rendered works we have some liberty 
but we mainly do real time.

What's going on here? well, comparing it to a few years ago, we do more complex 
models with almost the same schedule, and almost the same budget :D

Cheers,

Martin

On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito 
3dv...@gmail.commailto:3dv...@gmail.com wrote:
Thats a news! Anyway something like pay for what you export in my case would 
be perfect, but hey, at least if there are some plans for renting that is a 
step in the right direction

Martin, are you in game development in Japan? sounds awesome
If you can tell it, which studio you're working for?
I never met someone into game development in Japan, so I'm really curious to 
see whats going on there

Cheers

2013/8/26 Martin furik...@gmail.commailto:furik...@gmail.com
Thanks Stefan, Great news!

Now I just hope they offer a rent option for old versions ( I don't think they 
will ).

We usually never use the latest version in game development here in Japan. I'm 
using SI 2011 in my current project that started 1 year ago.
Using a 3 years old version is almost the standard so it kinda obligates you to 
use a subscription, if you haven't already purchased a permanent license 3 
years ago.
And paying a Max subscription only to convert my SI data before sending it to 
my client is just too expensive.

Damn I hate this system, but let's hope that something better comes with this 
evolution.

Regards,

Martin


On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
s...@tidbit-images.commailto:s...@tidbit-images.com wrote:
For these cases, it would be great if you could rent Autodesk's packages
like you can with Adobe's. Sometimes I need 3DS Max for a couple of months
but buying a Max license just isn't worth it.

Martin

You have been heard!
http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/

On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
Maya doesn't make it easy either thanks to a staggeringly retarded
descriptor of the FCurves.

We did write such a thing (something to move curves seamlessly and below
the float precision threshold between Soft and Maya), and in the end the
only way to propely re-interpret from or to Maya was a large hash table for
some elements like the handles. The Maya SDK doco and 

Re: How to read .MEL script in Softimage

2013-08-29 Thread Nicolas Esposito
Looking at the removed features I think that they want to sell it just as a
modeling/UV/animation baking toolset to work with game engines on mobile (
thats why the 25k polys FBX export limit ), so thats what you get out of
the box ( even because rendering is completely removed, not even watermarks
like the SI Mod Tool )
I don't know...I mean, 800$, considering other 3d softwares seems a bit too
much, considering that nowdays you can create a lot inside a game engine


2013/8/29 Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov

  J You can’t have Maya without MEL. That’s just silly. MEL is the glue
 which holds the entire app together. 

 ** **

 Does this mean they locked the scripting interface?

 ** **

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Thursday, August 29, 2013 9:53 AM
 *To:* XSI Mailing List
 *Subject:* Re: How to read .MEL script in Softimage

 ** **

 Maya without MEL or Python?! LOL! So no third party scripted tools then? *
 Great!*

 ** **

 I seriously didn't believe you til I saw the comparison page:
 http://www.autodesk.com/products/maya-lt/compare

 ** **

 ** **

 ** **

 On Thu, Aug 29, 2013 at 7:03 AM, Martin furik...@gmail.com wrote:

 Thanks, but I already saw that in sicommunity. I though it would have been
 great news for small companies, but it just doesn't adapt to my work.

 ** **

 I don't do too much mobile, so I would still need Maya to deliver ma / mb
 files to my clients, and the lack of mel and SDK doesn't help to customize
 my pipeline, so MLT is totally out of my list.

 ** **

 It could work with temporal personal who doesn't mind to work with MayaLT
 for a few weeks or months. Maya as it is out of the box, and I haven't met
 a single Maya user who doesn't rely in plugins and scripts. Maya out of the
 box is getting much better though.

 ** **

 An Essentials or Foundation version would have been better but I don't see
 that coming. I'm considering Modo too, but I'll have to stick with
 Softimage and Maya at least a few licenses because I need to deliver ma, mb
 and scn files, even if that means a huge investment for a small company,
 specially with outrageous japanese prices.

 ** **

 btw, MLT is about US$1300 here.

 ** **

 Martin

 ** **

 On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 @Martin: sounds good!

 ** **

 Well, looks like Autodesk is goin towards the renting options with Maya LT
 

 ** **

 http://www.autodesk.com/products/maya-lt/overview

 ** **

 2013/8/26 Martin furik...@gmail.com

 Well I'm starting my own little business in a couple of months, but until
 then I'm working for a small company that only have 3 years in the market.
 We don't develope games for ourselves, we create assets and cutscenes for
 games, slot machines and other media. That's why we have to use the version
 our client uses, or the game SDK supports. Only in pre-rendered works we
 have some liberty but we mainly do real time.

 ** **

 What's going on here? well, comparing it to a few years ago, we do more
 complex models with almost the same schedule, and almost the same budget :D
 

 ** **

 Cheers,

 ** **

 Martin

 ** **

 On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Thats a news! Anyway something like pay for what you export in my case
 would be perfect, but hey, at least if there are some plans for renting
 that is a step in the right direction

 ** **

 Martin, are you in game development in Japan? sounds awesome

 If you can tell it, which studio you're working for?

 I never met someone into game development in Japan, so I'm really curious
 to see whats going on there

 ** **

 Cheers

 ** **

 2013/8/26 Martin furik...@gmail.com

 Thanks Stefan, Great news!

 ** **

 Now I just hope they offer a rent option for old versions ( I don't think
 they will ).

 ** **

 We usually never use the latest version in game development here in Japan.
 I'm using SI 2011 in my current project that started 1 year ago.

 Using a 3 years old version is almost the standard so it kinda obligates
 you to use a subscription, if you haven't already purchased a permanent
 license 3 years ago.

 And paying a Max subscription only to convert my SI data before sending it
 to my client is just too expensive.

 ** **

 Damn I hate this system, but let's hope that something better comes with
 this evolution.

 ** **

 Regards,

 ** **

 

FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
Hey gang,

I would like to write a simple tool that locally scales selected keys from
multiple fcurves (relative to each curve's start/average/end value), as one
of our animators convinced me it would speed up his daily work alot.

Is this possible at all? I could not find a way to get the selected curves
and keys via scripting or the SDK. Custom Tools also seem to work in the
3D views only. Am I missing something or is the FCurve Editor just not
customizable?

Another thing is, I'd like to add a custom menu to the FCurve Editor that
provides easy access to features like, for example, absolute/relative
pasting (hidden in the preferences) but had no luck again: There's no
appropriate menu anchor point available.

Thanks,
Michael


Re: FCurve Editor SDK?

2013-08-29 Thread Eric Thivierge

Do they know about the Q tool in the FCurve editor?

You can access the selected fcurves I believe from finding the FCurve 
editor View object from the Views collection. Then you can use the 
GetAttributeValue for the selected fcurves (look up in the docs for the 
correct argument to pass).



On August-29-13 10:49:34 AM, Michael Heberlein wrote:

Hey gang,

I would like to write a simple tool that locally scales selected keys
from multiple fcurves (relative to each curve's start/average/end
value), as one of our animators convinced me it would speed up his
daily work alot.

Is this possible at all? I could not find a way to get the selected
curves and keys via scripting or the SDK. Custom Tools also seem to
work in the 3D views only. Am I missing something or is the FCurve
Editor just not customizable?

Another thing is, I'd like to add a custom menu to the FCurve Editor
that provides easy access to features like, for example,
absolute/relative pasting (hidden in the preferences) but had no luck
again: There's no appropriate menu anchor point available.

Thanks,
Michael





Re: FCurve Editor SDK?

2013-08-29 Thread Stephen Blair

FcurveEditor ?
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/FCurveEditor.html,topicNumber=si_om_FCurveEditor_html

On 29/08/2013 10:49 AM, Michael Heberlein wrote:
I could not find a way to get the selected curves and keys via 
scripting or the SDK.




Re: FCurve Editor SDK?

2013-08-29 Thread Stephen Blair

On 29/08/2013 10:49 AM, Michael Heberlein wrote:
I'd like to add a custom menu to the FCurve Editor that provides easy 
access to features like, for example, absolute/relative pasting 
(hidden in the preferences) but had no luck again: There's no 
appropriate menu anchor point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
 siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
 siMenuAnchorPoints.siMenuFCurveEditorSelectID


Re: FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
Eric, yes they know the Q tool but if I got it right, this only works for
one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like these anchors were
introduced in 2013?
I should have found the FCurveEditor page though ;D thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair stephenrbl...@gmail.comwrote:

 On 29/08/2013 10:49 AM, Michael Heberlein wrote:

 I'd like to add a custom menu to the FCurve Editor that provides easy
 access to features like, for example, absolute/relative pasting (hidden in
 the preferences) but had no luck again: There's no appropriate menu anchor
 point available.


 Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

 siMenuAnchorPoints.**siMenuFCurveEditorTopLevelID // 3500
 siMenuAnchorPoints.**siMenuFCurveEditorFileID // 3501
 siMenuAnchorPoints.**siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.**siMenuFCurveEditorViewID // 3503
 siMenuAnchorPoints.**siMenuFCurveEditorKeysID // 3504
 siMenuAnchorPoints.**siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.**siMenuFCurveEditorSelectID



Re: FCurve Editor SDK?

2013-08-29 Thread Eric Thivierge

Works on multiple for me.

On August-29-13 11:16:30 AM, Michael Heberlein wrote:

Eric, yes they know the Q tool but if I got it right, this only works
for one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like these anchors
were introduced in 2013?
I should have found the FCurveEditor page though ;D thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:

On 29/08/2013 10:49 AM, Michael Heberlein wrote:

I'd like to add a custom menu to the FCurve Editor that
provides easy access to features like, for example,
absolute/relative pasting (hidden in the preferences) but had
no luck again: There's no appropriate menu anchor point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.__siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.__siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.__siMenuFCurveEditorEditID // 3502
 siMenuAnchorPoints.__siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.__siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.__siMenuFCurveEditorCurvesID // 3505
 siMenuAnchorPoints.__siMenuFCurveEditorSelectID






Re: ICE in name

2013-08-29 Thread Alan Fregtman
I think you're looking for this_model.

There's also:
self
this
this_parent



On Thu, Aug 29, 2013 at 11:35 AM, Eric Lampi ericla...@gmail.com wrote:

 When referencing objects, I was pretty sure you could put something like
 thismodel. in front of the name of the object to reference any object of
 that name under a model with the ICE tree. Am I just using the wrong name?

 Eric

  Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work



ICE in name

2013-08-29 Thread Eric Lampi
When referencing objects, I was pretty sure you could put something like
thismodel. in front of the name of the object to reference any object of
that name under a model with the ICE tree. Am I just using the wrong name?

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: ICE in name

2013-08-29 Thread Sandy Sutherland

this_model.  with the underscore.

S..
On 2013/08/29 4:35 PM, Eric Lampi wrote:
When referencing objects, I was pretty sure you could put something 
like thismodel. in front of the name of the object to reference any 
object of that name under a model with the ICE tree. Am I just using 
the wrong name?


Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work




Re: ICE in name

2013-08-29 Thread Sebastian Kowalski
this_model.



Am 29.08.2013 um 16:35 schrieb Eric Lampi ericla...@gmail.com:

 When referencing objects, I was pretty sure you could put something like 
 thismodel. in front of the name of the object to reference any object of that 
 name under a model with the ICE tree. Am I just using the wrong name?
 
 Eric
 
 Freelance 3D and VFX animator
 
 http://vimeopro.com/user7979713/3d-work



Re: How to read .MEL script in Softimage

2013-08-29 Thread Luc-Eric Rousseau
On Thu, Aug 29, 2013 at 10:31 AM, Nicolas Esposito 3dv...@gmail.com wrote:

 Looking at the removed features I think that they want to sell it just as a 
 modeling/UV/animation baking toolset to work with game engines on mobile ( 
 thats why the 25k polys FBX export limit ), so thats what you get out of the 
 box ( even because rendering is completely removed, not even watermarks like 
 the SI Mod Tool )
 I don't know...I mean, 800$, considering other 3d softwares seems a bit too 
 much, considering that nowdays you can create a lot inside a game engine

The Maya LT model is really rental, it's between 33$ to 40$ per month



Re: How to read .MEL script in Softimage

2013-08-29 Thread Greg Maguire
More like Maya LT will be offered on $50/Month. With Quarterly, and Annual
rental options that will also be available.

No scripting and no set-driven keys is a deal-breaker for me.


On Thu, Aug 29, 2013 at 4:40 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 On Thu, Aug 29, 2013 at 10:31 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:
 
  Looking at the removed features I think that they want to sell it just
 as a modeling/UV/animation baking toolset to work with game engines on
 mobile ( thats why the 25k polys FBX export limit ), so thats what you get
 out of the box ( even because rendering is completely removed, not even
 watermarks like the SI Mod Tool )
  I don't know...I mean, 800$, considering other 3d softwares seems a bit
 too much, considering that nowdays you can create a lot inside a game engine

 The Maya LT model is really rental, it's between 33$ to 40$ per month




-- 

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
g...@inlifesize.com | www.inlifesize.com


Re: FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
If it's already possible and you know the magic button to press, that would
be perfect!

[image: Inline image 3]   [image: Inline image 4]



On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge ethivie...@hybride.comwrote:

 Works on multiple for me.


 On August-29-13 11:16:30 AM, Michael Heberlein wrote:

 Eric, yes they know the Q tool but if I got it right, this only works
 for one curve at a time and not with multiple curves.

 Stephen, I was searching the 2012 docs and it looks like these anchors
 were introduced in 2013?
 I should have found the FCurveEditor page though ;D thank you!

 Cheers,
 Michael


 On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
 stephenrbl...@gmail.com 
 mailto:stephenrblair@gmail.**comstephenrbl...@gmail.com
 wrote:

 On 29/08/2013 10:49 AM, Michael Heberlein wrote:

 I'd like to add a custom menu to the FCurve Editor that
 provides easy access to features like, for example,
 absolute/relative pasting (hidden in the preferences) but had
 no luck again: There's no appropriate menu anchor point available.


 Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

 siMenuAnchorPoints.__**siMenuFCurveEditorTopLevelID // 3500
 siMenuAnchorPoints.__**siMenuFCurveEditorFileID // 3501
 siMenuAnchorPoints.__**siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.__**siMenuFCurveEditorViewID // 3503
 siMenuAnchorPoints.__**siMenuFCurveEditorKeysID // 3504
 siMenuAnchorPoints.__**siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.__**siMenuFCurveEditorSelectID




local_scale_002_bad.giflocal_scale_001_good.gif

Re: FCurve Editor SDK?

2013-08-29 Thread Eric Thivierge
Ah, I got you. grab all of them and act on the keyframes relative to 
each fcurves average's not all together. I've wanted that interaction 
forever. Would be nice if the Devs could implement this by default.


Good luck on implementing it. I'm sure it's doable.

On August-29-13 11:56:51 AM, Michael Heberlein wrote:

Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
If it's already possible and you know the magic button to press, that
would be perfect!

Inline image 3 Inline image 4



On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

Works on multiple for me.


On August-29-13 11:16:30 AM, Michael Heberlein wrote:

Eric, yes they know the Q tool but if I got it right, this
only works
for one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like these
anchors
were introduced in 2013?
I should have found the FCurveEditor page though ;D thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com
mailto:stephenrblair@gmail.__com
mailto:stephenrbl...@gmail.com wrote:

On 29/08/2013 10:49 AM, Michael Heberlein wrote:

I'd like to add a custom menu to the FCurve Editor that
provides easy access to features like, for example,
absolute/relative pasting (hidden in the preferences)
but had
no luck again: There's no appropriate menu anchor
point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
 siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
 siMenuAnchorPoints.siMenuFCurveEditorSelectID








Re: FCurve Editor SDK?

2013-08-29 Thread Martin
You can get the selected FCurves with FCurveSelection. Then all you would
have to do is get the keys values, find the average value and move your
keys.
adapt the tangents to keep your curves would be a little problematic, but
for something linear it shouldn't be that hard.

Martin


On Fri, Aug 30, 2013 at 12:59 AM, Eric Thivierge ethivie...@hybride.comwrote:

 Ah, I got you. grab all of them and act on the keyframes relative to each
 fcurves average's not all together. I've wanted that interaction forever.
 Would be nice if the Devs could implement this by default.

 Good luck on implementing it. I'm sure it's doable.


 On August-29-13 11:56:51 AM, Michael Heberlein wrote:

 Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
 If it's already possible and you know the magic button to press, that
 would be perfect!

 Inline image 3 Inline image 4




 On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge
 ethivie...@hybride.com mailto:ethivie...@hybride.com** wrote:

 Works on multiple for me.


 On August-29-13 11:16:30 AM, Michael Heberlein wrote:

 Eric, yes they know the Q tool but if I got it right, this
 only works
 for one curve at a time and not with multiple curves.

 Stephen, I was searching the 2012 docs and it looks like these
 anchors
 were introduced in 2013?
 I should have found the FCurveEditor page though ;D thank you!

 Cheers,
 Michael


 On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
 stephenrbl...@gmail.com 
 mailto:stephenrblair@gmail.**comstephenrbl...@gmail.com
 
 mailto:stephenrblair@gmail.__**com

 mailto:stephenrblair@gmail.**com stephenrbl...@gmail.com
 wrote:

 On 29/08/2013 10:49 AM, Michael Heberlein wrote:

 I'd like to add a custom menu to the FCurve Editor that
 provides easy access to features like, for example,
 absolute/relative pasting (hidden in the preferences)
 but had
 no luck again: There's no appropriate menu anchor
 point available.


 Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

 siMenuAnchorPoints.**siMenuFCurveEditorTopLevelID // 3500
 siMenuAnchorPoints.**siMenuFCurveEditorFileID // 3501
 siMenuAnchorPoints.**siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.**siMenuFCurveEditorViewID // 3503
 siMenuAnchorPoints.**siMenuFCurveEditorKeysID // 3504
 siMenuAnchorPoints.**siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.**siMenuFCurveEditorSelectID








Re: FCurve Editor SDK?

2013-08-29 Thread wavo

  
  
Hello Michael :-) 
  
  Its not exactly what you need and I guess your version will be
  smarter but did you also try the HLC(HighLevelEditing)
  
  Select the Curves then change in Fcurve-editor to "Absolute
  Scaling" and now you got a New Fcurve ,controlling the others
  (Lord of the Fcurves)
  
  bin Raus...
  
  
  Walt
  
  Am 8/29/2013 5:56 PM, schrieb Michael Heberlein:


  
Here's a dancing fcurve gif of what he wants. Am i an
  animator now? ;)
If it's already possible and you know the magic button to
  press, that would be perfect!


 


  
  

On Thu, Aug 29, 2013 at 5:29 PM, Eric
  Thivierge ethivie...@hybride.com
  wrote:
  Works on
multiple for me.

  
  On August-29-13 11:16:30 AM, Michael Heberlein wrote:


  
Eric, yes they know the Q tool but if I got it right,
this only works
for one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like
these anchors
were introduced in 2013?
I should have found the FCurveEditor page though ;D
thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
  
  
stephenrbl...@gmail.com
mailto:stephenrbl...@gmail.com
wrote:

  On 29/08/2013 10:49 AM, Michael Heberlein wrote:

I'd like to add a custom menu to the FCurve
Editor that
provides easy access to features like, for
example,
absolute/relative pasting (hidden in the
preferences) but had
no luck again: There's no appropriate menu
anchor point available.


  Wouldn't siMenuFCurveEditorTopLevelID be
appropriate?

  
siMenuAnchorPoints.__siMenuFCurveEditorTopLevelID //
  3500
siMenuAnchorPoints.__siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.__siMenuFCurveEditorEditID // 3502
siMenuAnchorPoints.__siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.__siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.__siMenuFCurveEditorCurvesID //
  3505
siMenuAnchorPoints.__siMenuFCurveEditorSelectID
  
  


  


  



-- 
  
  
  Walter Volbers
  

Senior Animator


Re: FCurve Editor SDK?

2013-08-29 Thread Luc-Eric Rousseau
isn't there a command-based way to hook into the fcurve editor for
other versions, stephen? can't find referneces to it in the doc

On Thu, Aug 29, 2013 at 10:58 AM, Stephen Blair stephenrbl...@gmail.com wrote:
 On 29/08/2013 10:49 AM, Michael Heberlein wrote:

 I'd like to add a custom menu to the FCurve Editor that provides easy
 access to features like, for example, absolute/relative pasting (hidden in
 the preferences) but had no luck again: There's no appropriate menu anchor
 point available.


 Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

 siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
 siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
 siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
 siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
 siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.siMenuFCurveEditorSelectID


Re: How to read .MEL script in Softimage

2013-08-29 Thread Luc-Eric Rousseau
n Thu, Aug 29, 2013 at 11:49 AM, Greg Maguire g...@inlifesize.com wrote:
 The Maya LT model is really rental, it's between 33$ to 40$ per month

 More like Maya LT will be offered on $50/Month. With Quarterly, and Annual
 rental options that will also be available.

 No scripting and no set-driven keys is a deal-breaker for me.



it's 50$ month-to-month, 41$ per for 3 months, and 33$ per month for 12 months.


Re: FCurve Editor SDK?

2013-08-29 Thread Stephen Blair

Yes, there is: the FcurveEditor command category:

siFCurveCategory

Category of commands which operate on fcurves and appear in the Edit 
menu of the fcurve editor. They cannot be invoked from Scripting. They 
take a single argument which is the FCurveEditor context object


So you would do something like:
Application.CreateCommand(FCurveEditorInfo, siFCurveCategory)

There's an example on the FcurveEditor object page.


On 29/08/2013 12:33 PM, Luc-Eric Rousseau wrote:

isn't there a command-based way to hook into the fcurve editor for
other versions, stephen? can't find referneces to it in the doc

On Thu, Aug 29, 2013 at 10:58 AM, Stephen Blair stephenrbl...@gmail.com wrote:

On 29/08/2013 10:49 AM, Michael Heberlein wrote:

I'd like to add a custom menu to the FCurve Editor that provides easy
access to features like, for example, absolute/relative pasting (hidden in
the preferences) but had no luck again: There's no appropriate menu anchor
point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.siMenuFCurveEditorSelectID




Re: ICE in name

2013-08-29 Thread Eric Lampi
Hey! Who put that extra model null in my hierarchy?

Some people... Jeez... Don't they know that having extra model null in
there can totally mess things up when you use something like this_model??
No wonder it wasn't working.

(oops)

Thanks guys,

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Thu, Aug 29, 2013 at 11:36 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 I think you're looking for this_model.

 There's also:
 self
 this
 this_parent



 On Thu, Aug 29, 2013 at 11:35 AM, Eric Lampi ericla...@gmail.com wrote:

 When referencing objects, I was pretty sure you could put something like
 thismodel. in front of the name of the object to reference any object of
 that name under a model with the ICE tree. Am I just using the wrong name?

 Eric

  Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work





Re: FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
The siFCurveCategory way this is what I'm doing now.
I'll post the plugin here if I get everything working. Thanks all!



On Thu, Aug 29, 2013 at 8:46 PM, Michael Heberlein
micheberl...@gmail.comwrote:

 Hey Walt! Cool, I didn't know this mode. It looks more like a lattice
 effect but may be handy in some cases. Cheers :)



 On Thu, Aug 29, 2013 at 6:10 PM, wavo w...@fiftyeight.com wrote:

  Hello Michael :-)

 Its not exactly what you need and I guess your version will be smarter
 but did you also try the HLC(HighLevelEditing)

 Select the Curves then change in Fcurve-editor to Absolute Scaling and
 now you got a New Fcurve ,controlling the others (Lord of the Fcurves)

 bin Raus...


 Walt

 Am 8/29/2013 5:56 PM, schrieb Michael Heberlein:

  Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
 If it's already possible and you know the magic button to press, that
 would be perfect!

  [image: Inline image 3]   [image: Inline image 4]



 On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge 
 ethivie...@hybride.comwrote:

 Works on multiple for me.


 On August-29-13 11:16:30 AM, Michael Heberlein wrote:

  Eric, yes they know the Q tool but if I got it right, this only works
 for one curve at a time and not with multiple curves.

 Stephen, I was searching the 2012 docs and it looks like these anchors
 were introduced in 2013?
 I should have found the FCurveEditor page though ;D thank you!

 Cheers,
 Michael


 On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
  stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:

 On 29/08/2013 10:49 AM, Michael Heberlein wrote:

 I'd like to add a custom menu to the FCurve Editor that
 provides easy access to features like, for example,
 absolute/relative pasting (hidden in the preferences) but had
 no luck again: There's no appropriate menu anchor point
 available.


 Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

  siMenuAnchorPoints.__siMenuFCurveEditorTopLevelID // 3500
 siMenuAnchorPoints.__siMenuFCurveEditorFileID // 3501
 siMenuAnchorPoints.__siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.__siMenuFCurveEditorViewID // 3503
 siMenuAnchorPoints.__siMenuFCurveEditorKeysID // 3504
 siMenuAnchorPoints.__siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.__siMenuFCurveEditorSelectID






 --


 *Walter Volbers***
  Senior Animator

 *FIFTYEIGHT*** 3D
 **Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15

 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com
 *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

 *http://www.ESC58.de
 *
  **



image/gifimage/gif

Poly islands in ICE

2013-08-29 Thread Mario Domingos
Hi list! I hope you can help me here.


Please refer to the attached image.


Is there a way to disconnect the edges as outline instead of disconnecting all 
of them?


At the right side of the image I show an example of what I want to achieve. 


I hope I was clear. :P


Tks


M


Click to view 'islands.PNG' on Dropbox




—
Sent from Mailbox for iPhone

Re: Poly islands in ICE

2013-08-29 Thread Alan Fregtman
Maybe this will get you closer to your goal: https://vimeo.com/11558894



On Thu, Aug 29, 2013 at 3:30 PM, Mario Domingos mdomingos.p...@gmail.comwrote:

  Hi list! I hope you can help me here.

   Please refer to the attached image.

   Is there a way to disconnect the edges as outline instead of
 disconnecting all of them?

   At the right side of the image I show an example of what I want to
 achieve.

   I hope I was clear. :P

   Tks

   M

  Click to view 'islands.PNG' on 
 Dropboxhttps://www.dropbox.com/s/h7qjrrfjsr1b554/islands.PNG

  —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone



Re: Poly islands in ICE

2013-08-29 Thread Mario Domingos
Tks Alan I'll take a look at it!

—
Sent from Mailbox for iPhone

On Thu, Aug 29, 2013 at 9:07 PM, Alan Fregtman alan.fregt...@gmail.com
wrote:

 Maybe this will get you closer to your goal: https://vimeo.com/11558894
 On Thu, Aug 29, 2013 at 3:30 PM, Mario Domingos 
 mdomingos.p...@gmail.comwrote:
  Hi list! I hope you can help me here.

   Please refer to the attached image.

   Is there a way to disconnect the edges as outline instead of
 disconnecting all of them?

   At the right side of the image I show an example of what I want to
 achieve.

   I hope I was clear. :P

   Tks

   M

  Click to view 'islands.PNG' on 
 Dropboxhttps://www.dropbox.com/s/h7qjrrfjsr1b554/islands.PNG

  —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone


Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
We spent a bit of time working on a car asset to show the portability of
the asset and rig controls - it's pretty cool to see the same rig in
Softimage and Maya. it's also showing some interesting stuff around rigging
that can't be tackled with the standard approaches. It also shows that
Softimage is more fun when it comes to interactive playback ;)

https://vimeo.com/73417850


On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc and
 then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using python
 and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may then
 compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need to
 start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the way
 it works is a fixture of the rig. For example, if you want to manipulate an
 object's rotation with a position in 3D you can only do that by building an
 auxiliary rig. If you need further options and more versatility these rigs
 can grow extremely complex and hard to manage. Furthermore, the evaluation
 of heavy rigs like this really slows down the application, which has a
 direct impact on the speed and quality of animation work.

 Splice Manipulation provides a new way of adding custom manipulation to
 any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice manipulation
 system ties deeply into the host application's animation system, so you can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented without a problem.
 The complex math can happen only at manipulation time, so that the rig's
 performance isn't affected by the complexity of the manipulation features.
 This allows for powerful, flexible authoring capabilities _and_
 high-performance of the rigs themselves.
 Splice Manipulation in Maya and Softimage

 Maya: https://vimeo.com/73146827

 Softimage https://vimeo.com/73147499

 If you'd like to learn more about the rigging paradigm in Creation, you
 can read the article here http://fabricengine.com/2012/08/2800/”

 http://fabricengine.com/splice/spliced-rigging/




  --




 -=T=-





  --
 ---
 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
Nice, its exciting to see the same thing in both apps :)


On Thu, Aug 29, 2013 at 5:23 PM, Paul Doyle technove...@gmail.com wrote:

 We spent a bit of time working on a car asset to show the portability of
 the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc and
 then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may then
 compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need to
 start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation to
 any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice manipulation
 system ties deeply into the host application's animation system, so you can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented without a problem.
 The complex math can happen only at manipulation time, so that the rig's
 performance isn't affected by the complexity of the manipulation features.
 This allows for powerful, flexible authoring capabilities _and_
 high-performance of the rigs themselves.
 Splice Manipulation in Maya and Softimage

 Maya: https://vimeo.com/73146827

 Softimage https://vimeo.com/73147499

 If you'd like to learn more about the rigging paradigm in Creation, you
 can read the article here 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Great stuff guys! Can't wait to get my hands on it. :)


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.com wrote:

 We spent a bit of time working on a car asset to show the portability of
 the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc and
 then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may then
 compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need to
 start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation to
 any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice manipulation
 system ties deeply into the host application's animation system, so you can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented without a problem.
 The complex math can happen only at manipulation time, so that the rig's
 performance isn't affected by the complexity of the manipulation features.
 This allows for powerful, flexible authoring capabilities _and_
 high-performance of the rigs themselves.
 Splice Manipulation in Maya and Softimage

 Maya: https://vimeo.com/73146827

 Softimage https://vimeo.com/73147499

 If you'd like to learn more about the 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
We have decided not to distribute it to people with beards that live in
Quebec. Sorry.


On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.com wrote:

 We spent a bit of time working on a car asset to show the portability of
 the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc and
 then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation to
 any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice manipulation
 system ties deeply into the host application's animation system, so you can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented without a problem.
 The complex math can happen only at manipulation time, so that the rig's
 performance isn't affected by the complexity of the manipulation features.
 This allows for powerful, flexible authoring capabilities _and_
 high-performance of the rigs 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Your winter sales are going to suck sir...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 7:39 PM, Paul Doyle technove...@gmail.com wrote:

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability of
 the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation
 to any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice 
 manipulation
 system ties deeply into the host application's animation system, so you 
 can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented without a problem.
 The complex math can happen only at 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Miquel Campos
Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
than Eric. That should compensate the equation :D




Miquel Campos
www.miquelTD.com



2013/8/29 Paul Doyle technove...@gmail.com

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability of
 the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation
 to any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice 
 manipulation
 system ties deeply into the host application's animation system, so you 
 can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
There's an exemption if your name is not Eric.


On 29 August 2013 19:47, Miquel Campos miquel.cam...@gmail.com wrote:

 Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
 than Eric. That should compensate the equation :D


 

 Miquel Campos
 www.miquelTD.com



 2013/8/29 Paul Doyle technove...@gmail.com

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, and 
 our
 aim is to make a drop of this available to the Splice test group sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do 
 that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation
 to any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice 
 manipulation
 system ties deeply into the host application's animation system, so you 
 can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Sylvain Lebeau
pouhahahahahahahahaha


Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM

On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com wrote:

 We have decided not to distribute it to people with beards that live in 
 Quebec. Sorry.
 
 
 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:
 Great stuff guys! Can't wait to get my hands on it. :)
 
 
 Eric Thivierge
 http://www.ethivierge.com
 
 
 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.com wrote:
 We spent a bit of time working on a car asset to show the portability of the 
 asset and rig controls - it's pretty cool to see the same rig in Softimage 
 and Maya. it's also showing some interesting stuff around rigging that can't 
 be tackled with the standard approaches. It also shows that Softimage is more 
 fun when it comes to interactive playback ;)
 
 https://vimeo.com/73417850
 
 
 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:
 Hey Stefan,
 
 yes - you'd have to implement that. You could also use the python callbacks 
 to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc and then 
 during the cleanup callback remove the
 object again. It's all about the workflow you define.
 
 -H
 
 
 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
 I've spent so much time trying to come up with a modular rigging system that 
 comes close to the haptics of CAT and Character Studio in terms of limb 
 creation and direct joint manipulation, but this is the only thing that 
 comes close to it, and even surpasses it in terms of flexibility by miles.
 I can't wait to start playing with this! 
 
 One question: What if I needed to snap such a Splice manipulator to another 
 object in the scene? I suppose I'd need to implement my own snapping 
 function?
 
 
 Well - that's a good question really. You can script splice using python and 
 jscript inside soft, 
 using mel + python inside maya. So I'd say you'd use python (common 
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then 
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may then 
 compose operators
 using KL and Splice to reflect your manipulation and rig runtime.
 
 Done.
 
 Seriously it's not far away and it's something I have hoped that people 
 would extrapolate to. 
 
 :-)
 
 On 8/26/2013 6:46 PM, Eric Turman wrote:
 This is very very intriguing indeed. What components exactly do I need to 
 start creating a generalized rigging system using this as a frameworks?
 
 
 On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:
 character rigs portable between applications... isn’t that like the holy 
 grail?
 this sounds like a HUGE step in freeing productions from a single DCC 
 application.
  
  
 From: Paul Doyle
 Sent: Monday, August 26, 2013 6:23 PM
 To: softimage@listproc.autodesk.com
 Subject: Fabric Engine - portable characters and manipulation
  
 Hi guys – we’ve been working hard on the rigging and manipulation work for 
 Splice. I’m happy to say we’re able to show you that work, and our aim is 
 to make a drop of this available to the Splice test group sometime in 
 September. We will be opening up Splice to the general Creation list soon 
 (October/November), but please   mail me if 
 you’d like to get on board now (our minimum requirement is coding 
 experience with Python as a TA/TD/programmer in production).
 
 Below is an excerpt from the webpage. We’d really appreciate your feedback 
 on this, as it’s an area we think is ripe for some innovation.
 
 Cheers,
 Paul
 
 “In most DCC applications (Maya, Softimage etc)  manipulation and the way 
 it works is a fixture of the rig. For example, if you want to manipulate an 
 object's rotation with a position in 3D you can only do that by building an 
 auxiliary rig. If you need further options and more versatility these rigs 
 can grow extremely complex and hard to manage. Furthermore, the evaluation 
 of heavy rigs like this really slows down the application, which has a 
 direct impact on the speed and quality of animation work.
 
 Splice Manipulation provides a new way of adding custom manipulation to any 
 Spliced application in a portable fashion. Any KL object can now implement 
 callbacks for manipulation, allowing TDs to build their own workflows very 
 easily. Essentially, these rigs and their manipulation framework can be 
 moved freely between applications. The Splice manipulation system ties 
 deeply into the host application's animation system, so you can animate 
 Splice manipulation components as if they were native objects.
 
 The Splice manipulation framework is only present at the time of the 
 manipulation. This means that cyclic dependencies in the data 

RE: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Matt Lind
His name isn't  'not Eric' .  ;)


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Doyle
Sent: Thursday, August 29, 2013 4:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: Fabric Engine - portable characters and manipulation

There's an exemption if your name is not Eric.

On 29 August 2013 19:47, Miquel Campos 
miquel.cam...@gmail.commailto:miquel.cam...@gmail.com wrote:
Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald than 
Eric. That should compensate the equation :D




Miquel Campos
www.miquelTD.comhttp://www.miquelTD.com


2013/8/29 Paul Doyle technove...@gmail.commailto:technove...@gmail.com
We have decided not to distribute it to people with beards that live in Quebec. 
Sorry.

On 29 August 2013 19:37, Eric Thivierge 
ethivie...@gmail.commailto:ethivie...@gmail.com wrote:
Great stuff guys! Can't wait to get my hands on it. :)


Eric Thivierge
http://www.ethivierge.com

On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle 
technove...@gmail.commailto:technove...@gmail.com wrote:
We spent a bit of time working on a car asset to show the portability of the 
asset and rig controls - it's pretty cool to see the same rig in Softimage and 
Maya. it's also showing some interesting stuff around rigging that can't be 
tackled with the standard approaches. It also shows that Softimage is more fun 
when it comes to interactive playback ;)

https://vimeo.com/73417850

On 26 August 2013 16:04, Helge Mathee 
helge.mat...@gmx.netmailto:helge.mat...@gmx.net wrote:
Hey Stefan,

yes - you'd have to implement that. You could also use the python callbacks to 
create a temporary softimage object,
connect it using expressions to the channels, let's say, snap it etc and then 
during the cleanup callback remove the
object again. It's all about the workflow you define.

-H


On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
I've spent so much time trying to come up with a modular rigging system that 
comes close to the haptics of CAT and Character Studio in terms of limb 
creation and direct joint manipulation, but this is the only thing that comes 
close to it, and even surpasses it in terms of flexibility by miles.
I can't wait to start playing with this!

One question: What if I needed to snap such a Splice manipulator to another 
object in the scene? I suppose I'd need to implement my own snapping function?


Well - that's a good question really. You can script splice using python and 
jscript inside soft,
using mel + python inside maya. So I'd say you'd use python (common nominator) 
inside the
DCCs, with slight adaptations concerning the command for each one. Then you'd 
build your
picking, synaptics, workflow using python and Qt or whatnot. You may then 
compose operators
using KL and Splice to reflect your manipulation and rig runtime.

Done.

Seriously it's not far away and it's something I have hoped that people would 
extrapolate to.

:-)

On 8/26/2013 6:46 PM, Eric Turman wrote:
This is very very intriguing indeed. What components exactly do I need to start 
creating a generalized rigging system using this as a frameworks?

On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.bemailto:pete...@skynet.be 
wrote:
character rigs portable between applications... isn't that like the holy grail?
this sounds like a HUGE step in freeing productions from a single DCC 
application.


From: Paul Doylemailto:technove...@gmail.com
Sent: Monday, August 26, 2013 6:23 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Fabric Engine - portable characters and manipulation


Hi guys - we've been working hard on the rigging and manipulation work for 
Splice. I'm happy to say we're able to show you that work, and our aim is to 
make a drop of this available to the Splice test group sometime in September. 
We will be opening up Splice to the general Creation list soon 
(October/November), but please mail me if you'd like to get on board now (our 
minimum requirement is coding experience with Python as a TA/TD/programmer in 
production).

Below is an excerpt from the webpage. We'd really appreciate your feedback on 
this, as it's an area we think is ripe for some innovation.

Cheers,

Paul

In most DCC applications (Maya, Softimage etc)  manipulation and the way it 
works is a fixture of the rig. For example, if you want to manipulate an 
object's rotation with a position in 3D you can only do that by building an 
auxiliary rig. If you need further options and more versatility these rigs can 
grow extremely complex and hard to manage. Furthermore, the evaluation of heavy 
rigs like this really slows down the application, which has a direct impact on 
the speed and quality of animation work.

Splice Manipulation provides a new way of adding custom manipulation to any 
Spliced application in a portable fashion. Any KL 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
Good thing I don't live in Quebec then ;)


On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 pouhahahahahahahahaha


 *Sylvain Lebeau // SHED**
 *V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com wrote:

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability of
 the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation
 to any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice 
 manipulation
 system ties deeply into the host application's animation system, so you 
 can
 animate Splice manipulation components as if they were native objects.

 The Splice 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
You're missing out on the wonderful February weather and pleasant summer
evenings.


On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote:

 Good thing I don't live in Quebec then ;)


 On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 pouhahahahahahahahaha


 *Sylvain Lebeau // SHED**
 *V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com wrote:

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, and 
 our
 aim is to make a drop of this available to the Splice test group sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do 
 that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation
 to any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice 
 manipulation
 system 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
True...it is hotter than hades right now down here in Texas :P ...not as
bad as prior years though


On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle technove...@gmail.com wrote:

 You're missing out on the wonderful February weather and pleasant summer
 evenings.



 On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote:

 Good thing I don't live in Quebec then ;)


 On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 pouhahahahahahahahaha


 *Sylvain Lebeau // SHED**
 *V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
  http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com wrote:

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around 
 rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only 
 thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I
 need to start creating a generalized rigging system using this as a
 frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, and 
 our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and
 the way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do 
 that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down 
 the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation
 to any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
I'm a delicate English flower. 6 years into Quebec life and I still go into
shock in winter and summer :)


On 29 August 2013 19:59, Eric Turman i.anima...@gmail.com wrote:

 True...it is hotter than hades right now down here in Texas :P ...not as
 bad as prior years though


 On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle technove...@gmail.com wrote:

 You're missing out on the wonderful February weather and pleasant summer
 evenings.



 On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote:

 Good thing I don't live in Quebec then ;)


 On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 pouhahahahahahahahaha


 *Sylvain Lebeau // SHED**
 *V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
  http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com wrote:

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around 
 rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only 
 thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator
 to another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I
 need to start creating a generalized rigging system using this as a
 frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, 
 and our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and
 the way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do 
 that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down 
 the
 application, which has a direct impact on the speed and quality of
 animation work.

 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
I hate you all...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle technove...@gmail.com wrote:

 There's an exemption if your name is not Eric.


 On 29 August 2013 19:47, Miquel Campos miquel.cam...@gmail.com wrote:

 Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
 than Eric. That should compensate the equation :D


 

 Miquel Campos
 www.miquelTD.com



 2013/8/29 Paul Doyle technove...@gmail.com

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around 
 rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only 
 thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I
 need to start creating a generalized rigging system using this as a
 frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, and 
 our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and
 the way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do 
 that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down 
 the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation
 to any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice 
 manipulation
 system ties deeply into the 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
Come on everyone, stop making jokes at Eric's expense.

I appear to have derailed my own thread.


On 29 August 2013 20:07, Eric Thivierge ethivie...@gmail.com wrote:

 I hate you all...

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle technove...@gmail.com wrote:

 There's an exemption if your name is not Eric.


 On 29 August 2013 19:47, Miquel Campos miquel.cam...@gmail.com wrote:

 Oh S***t !!! I also have beard and live in Quebec. : ( But I am more
 bald than Eric. That should compensate the equation :D


 

 Miquel Campos
 www.miquelTD.com



 2013/8/29 Paul Doyle technove...@gmail.com

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around 
 rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only 
 thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator
 to another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I
 need to start creating a generalized rigging system using this as a
 frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, 
 and our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and
 the way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do 
 that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down 
 the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom
 manipulation to any Spliced application in a portable fashion. Any KL
 object can now implement callbacks for manipulation, allowing TDs to 
 build
 their own 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Delicate is an understatement...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 8:07 PM, Paul Doyle technove...@gmail.com wrote:

 I'm a delicate English flower. 6 years into Quebec life and I still go
 into shock in winter and summer :)


 On 29 August 2013 19:59, Eric Turman i.anima...@gmail.com wrote:

 True...it is hotter than hades right now down here in Texas :P ...not as
 bad as prior years though


 On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle technove...@gmail.comwrote:

 You're missing out on the wonderful February weather and pleasant summer
 evenings.



 On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote:

 Good thing I don't live in Quebec then ;)


 On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.comwrote:

 pouhahahahahahahahaha


 *Sylvain Lebeau // SHED**
 *V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COMhttp://www.shedmtl.com/
  http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com wrote:

 We have decided not to distribute it to people with beards that live
 in Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge ethivie...@gmail.com wrote:

 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle technove...@gmail.comwrote:

 We spent a bit of time working on a car asset to show the
 portability of the asset and rig controls - it's pretty cool to see the
 same rig in Softimage and Maya. it's also showing some interesting stuff
 around rigging that can't be tackled with the standard approaches. It 
 also
 shows that Softimage is more fun when it comes to interactive playback 
 ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee helge.mat...@gmx.net wrote:

  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it
 etc and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only 
 thing
 that comes close to it, and even surpasses it in terms of flexibility 
 by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator
 to another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You
 may then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I
 need to start creating a generalized rigging system using this as a
 frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, 
 and our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation 
 list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some 
 innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and
 the way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do 
 that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow 

Replacing materials from one render engine to another

2013-08-29 Thread Emilio Hernandez
Hello folks!

Just want to know if there is already a tool that can automate changing
shaders from one render engine to another instead of having to open the
material manager and replace manually each one of the shaders.

Ex:  Change the MR arch for the Arnold Standard Shader.

Thanks and have a good one!

--