Re: align particles on deformed surface by tangent?

2013-09-19 Thread Bk
hi Kris,
If its on an animated surface, you'll need to rotate the vectors comparing 
point reference frame on the static to the post-deformed mesh, so that the 
vector flow is relative to the mesh and not world space.
If that isn't clear, I'll do a video tomorrow.
Paul


On 19 Sep 2013, at 02:16, Kris Rivel krisri...@gmail.com wrote:

 Unfortunately, Paul's method doesn't seem to work.  I followed each step but 
 it seems somewhat dependent on the geo's global coordinates.  Moving the mesh 
 and curve around causes them to move/spin around.  Where the mesh bends, it 
 changes direction as well.  Not sure why...its an easy setup to repo but my 
 instances do not flow like his does in the video.
 
 Kris
 
 
 On Wed, Sep 18, 2013 at 6:46 PM, Kris Rivel krisri...@gmail.com wrote:
 Ah yes...thanks..I'll check that out for sure.
 
 Kris
 
 
 On Wed, Sep 18, 2013 at 6:29 PM, Vincent Ullmann 
 vincent.ullm...@googlemail.com wrote:
 Another thing you could try:
 
 Vector Flow (by Paul Smith)
 Part 1: https://vimeo.com/36709750
 Part 2: https://vimeo.com/36710386
 
 Am 19.09.2013 00:27, schrieb Kris Rivel:
 That kind of works...but some are still pointed in random directions.  But 
 good to know how it should work!
 
 Kris
 
 
 On Wed, Sep 18, 2013 at 6:19 PM, Kris Rivel krisri...@gmail.com wrote:
 oh so you basically lay out the UV like a grid...so everything is lined up?  
 This surface is too high res and detailed to do that.  But perhaps I can use 
 a neighboring surface that is a simple tube to extract the value from.
 
 Kris
 
 
 On Wed, Sep 18, 2013 at 5:54 PM, Vincent Ullmann 
 vincent.ullm...@googlemail.com wrote:
 How is your UV-Map set up? You should make sure the UV-Shells are all 
 aligned along the same Axis (U or V).
 As i build this compound, i made 2 UV-Sets. One for Texturing and one for 
 Particle-Alignment.
 
 Vincent
 
 
 Am 18.09.2013 23:40, schrieb Kris Rivel:
 Oh and I took a look at this but it doesn't work well for me for some 
 reason.  They're just pointing in various directions.  And I have a good uv 
 map:  https://vimeo.com/46081934
 
 
 On Wed, Sep 18, 2013 at 5:39 PM, Kris Rivel krisri...@gmail.com wrote:
 Ugh, sounds like its going to be a head trip for me :-/  The deformed mesh 
 is a polymesh tube.  I can't change that.  But maybe I can have a nurbs 
 tube deformed along the curve too and extract its values?  I'm fine with 
 getting point normals but not sure the best way to translate and apply it.
 
 Kris
 
 
 On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi alok.gandhi2...@gmail.com 
 wrote:
 They wont because in effect what you are doing is just taking the normal, 
 World Yup and crossing them which will result in a vector perpendicular to 
 both the normal and the Yup. So during a bend, this result vector is not 
 tangential to the surface.
 
 You definitely need a vector which is tangential to the surface at the 
 point where the normal is coming out of the surface.
 
 I would suggest looking in the approach of getting neighbour points closest 
 to the normal location and generating a vector from that instead of using a 
 cross product   at all. 
 Though you have to take care of the logic around edge vertex. But it can be 
 a good start.
 
 
 On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin vfor...@gmail.com wrote:
 Do you want the axis perpendicular to the normal? If so use a cross 
 product, plug the normal in the first input and try something like 0,1,0 
 for the second input.
 
 
 On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel krisri...@gmail.com wrote:
 I'm trying to make a simple setup where I can align particles along a 
 deformed/animated surface based on another vector.  No problem aligning 
 them on their normal but I want them to all flow in the same direction 
 along their other axis...all point forward.  Is there anyway to do this 
 with a polymesh?  Maybe through UV data?
 
 Kris
 
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Re: Navigating relationships in Softimage (new to the software)

2013-09-19 Thread Andreas Böinghoff

nice trick!

On 9/18/2013 5:43 PM, David Barosin wrote:
You can sort of get that with the XSI Explorer - (alt + 8)  and set 
the viewer menu's display to schematic.



On Wed, Sep 18, 2013 at 11:21 AM, Sergio Mucino 
sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote:


Thanks Eric! Yes, the Hypergraph can get complicated, but I'm used
to finding my way through it rather reasonably.

I was actually thinking about the scripting side of things... I'm
not sure how scriptable the behavior of the Schematic View is, but
if I could get it to only display the selected node and any other
connected nodes and hide the rest, that would already get me a
long way towards a happier healthier life :-) .

I will do the search you suggested. Thanks again!

-- 
*Sergio Mucino*

Lead Rigger
Modus FX

On 18/09/2013 11:12 AM, Eric Thivierge wrote:

Schematic view is probably as close to the Hypergraph workflow
you're going to get honestly. If your rig structure is clean and
organized it shouldn't be too bad to deal with. I will say that
even the Hypergraph can get a bit soupie.

You may need to write yourself some scripts to present the data
to you in a way you understand.

If I recall there was a command that you can get the connection
info in xml form that shows the 2 way connections and parse it
from there. Check the google group archive and search for Alan
Fregtman's post about it. I think it's been discussed a few times
before.

Eric T.

On September-18-13 10:47:28 AM, Sergio Mucino wrote:

Hello. I have a very basic question for anyone who might be able
to help.
I just got started using Softimage, and I'm having the usual
problems
anyone faces when starting to use new software they're not
familiar with
(just for background information purposes, I'm coming from Maya
and Max.
I state this just so that it gives you an idea of the language I
might
be using). One of the things that I'm having a hard time right
now is
navigating scene relationships.

I'm trying to find a tool that will help me to efficiently find
scene
relationships, and so far, I haven't found an easy way to
navigate these
relationships. I'm trying to find my way through someone else's
files,
and finding what's related to each object is a bit of a PITA at
this
point. I'm using the Explorer as a starting point, but it
doesn't get me
there the entire way. Let me give you an example.

I've got a mesh selected. In the Explorer, I can see it's being
deformed
by a Lattice, and an Envelope Operator. I need to find the
actual scene
objects that are driving these deformations. For the Envelope
Op, I know
I can go to Deform/Envelope/Select Deformer from Envelope, and
it will
select in the scene the objects that are driving the envelope's
deformations (I'd rather not lose my selection, just get a list
of the
objects used as deformers, but I'm ok with Softimage working
this way).
However, the Lattice is an entirely different story. If I select
the
Lattice operator and inspect its properties, the only reference
I can
find in the Properties dialog is to its cluster. If I then find
that
cluster in the Cluster folder for my object, and check its
properties, I
get nothing. There seems to be no way I can get to the actual
Lattice
object in the scene deforming this cluster easily.

The only way I've found so far has been to use the Schematic
View. If I
turn on all the Links (for the selected object only, of course.
Otherwise, I just get a noodle soup), with my geo selected I can
see
links going to different objects in the scene. I had to track
down each
link (which in a scene this size took a lot of scrolling,
especially
since zooming out gets rid of the names on the links) until I
found the
link that had Lattice written on it. Then I could follow it
and find
the scene object that the Lattice operator refers to.

I would like to know if there's a more efficient way of
navigating scene
relationships than this. I'm sure than being completely new to the
software, I'm missing a lot. I've tried googling around, and asking
people at work, but haven't been able to uncover much. If
someone has
some pointers towards getting stuff done faster, I'll be very
glad to
hear them. Just for information purposes only, I'm trying to get
the
same information I'd get my graphing an object in the Maya
Hypergraph...
a view or list of all relationships for the selected object(s).
If this is not possible (I understand Softimage might have a
totally
different way of doing quite a few things), if someone else could
describe how they tend to work to find their way in the scene,
 

SDK: Iterate open PPGs

2013-09-19 Thread Helge Mathee
Hey guys,

is there any way to iterate all opened (floating + docked) Property 
Editor type views
and figure out what they are showing?

I don't seem to be able to retrieve the floating views out of the 
Desktop.ActiveLayout.Views,
and also I don't know what to pass to GetAttributeValue on the view to 
get the inspected
object(s).

Thanks!

Helge
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Re: SIC London next week

2013-09-19 Thread Simon Reeves
I wouldn't mind popping along though though it might be tricky timing for
me. Maybe I can drag along a couple of other guys from work (with or
without me)



Simon Reeves
London, UK
*si...@simonreeves.com*
*www.simonreeves.com*
*
*


On 19 September 2013 11:09, Matt Morris matt...@gmail.com wrote:

 Be great to see you again Ola!


 On 17 September 2013 17:19, ola.mad...@digitalcontext.se 
 ola.mad...@digitalcontext.se wrote:

 I'm in London next week so there's at least one person attending =)

 -
 Ola

 17 sep 2013 kl. 17:23 skrev Matt Morris matt...@gmail.com:

 C'mon dan, imagine how many names to virtual faces you'll be able to put
 together! Register anyway and if you find time pop along for an hour or two
 ;)



 On 17 September 2013 16:20, Dan Yargici danyarg...@gmail.com wrote:

 I am actually in the country this time for once, but it's two days
 before a big delivery here so I can't imagine I'd be able to
 unfortunately... :(

 DAN




 On Tue, Sep 17, 2013 at 4:10 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

 ** ** ** ** **

 Come on you lot, get yourselves registered for the Londonevent 
 next week, it's for YOUR benefit!!!
 

 ** **

 ** **

 http://www.softimagecreatives.com/siclondon/?page_id=1288

 ** **

 ** **

 a

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


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

 www.fluid-pictures.com 

 ** **

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

 ** **

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Re: SDK: Iterate open PPGs

2013-09-19 Thread Stephen Blair
Hi Helge

A ppg is not a view, so it won't show up in a Views collection.
Unless something changed since 2007 when I answered this question for 
someone else...

On 19/09/2013 5:11 AM, Helge Mathee wrote:
 Hey guys,

 is there any way to iterate all opened (floating + docked) Property
 Editor type views
 and figure out what they are showing?

 I don't seem to be able to retrieve the floating views out of the
 Desktop.ActiveLayout.Views,
 and also I don't know what to pass to GetAttributeValue on the view to
 get the inspected
 object(s).

 Thanks!

 Helge
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Re: SDK: Iterate open PPGs

2013-09-19 Thread Stefan Kubicek
That bit me more than once in the past too, it's quite a bummer there is no SDK-paved way of doing it (afaik).I ended up using Pythons the win32 extensions to get the floating window under the mouse and from the window name deduct whether it is a Property Editor or something else.But in order to get all floating windows (as opposed to all floating views!) I think you might have to resort to some low-level win32 hacking.As for getting the inspected objects shown in a Property Editor:http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=""> Hey guys, is there any way to iterate all opened (floating + docked) Property Editor type views and figure out what they are showing? I don't seem to be able to retrieve the floating views out of the Desktop.ActiveLayout.Views, and also I don't know what to pass to GetAttributeValue on the view to get the inspected object(s). Thanks! Helge -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with   subject "unsubscribe" and reply to the confirmation email.-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only
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Python Debugging Interfaces message

2013-09-19 Thread Eric Thivierge
Every time I run a python script in softimage I get the following message:

# INFO : Debugging interfaces not available - debugging is disabled..

Started happening randomly a week or so ago. Anyone know the cause?

Eric T.

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Re: Python Debugging Interfaces message

2013-09-19 Thread Tim Crowson
We had this last year as well, in 2012SAP, when we switched Soft to use 
the Windows Python/PyWin instead of the built-in Python.
The odd thing was that in fact, debugging seemed to continue just fine, 
despite this message.


-Tim

On 9/19/2013 8:55 AM, Eric Thivierge wrote:

Every time I run a python script in softimage I get the following message:

# INFO : Debugging interfaces not available - debugging is disabled..

Started happening randomly a week or so ago. Anyone know the cause?

Eric T.

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Signature

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Re: Python Debugging Interfaces message

2013-09-19 Thread Stephen Blair

Perhaps this?

C:\Program Files\Autodesk\Softimage 
2014\Application\python\Lib\site-packages\win32comext\axscript\client\framework.py

 def SetScriptSite(self, site):
 # We should still work with an existing site (or so MSXML 
believes :)
 self.scriptSite = site
 if self.debugManager is not None:
 self.debugManager.Close()
 import traceback
 try:
 import win32com.axdebug.axdebug # see if the core exists.
 import debug
 self.debugManager = debug.DebugManager(self)
 except pythoncom.com_error:
 # COM errors will occur if the debugger interface has never 
been
 # seen on the target system
 trace(Debugging interfaces not available - debugging is 
disabled..)
 self.debugManager = None


Debugging interfaces not available - debugging is disabled has been 
around, on and off, for almost a decade now.

It was in the xsibase faq:
http://web.archive.org/web/20120715063059/http://www.xsibase.com/forum/index.php?board=14;action=display;threadid=9773



On 19/09/2013 9:55 AM, Eric Thivierge wrote:
 Every time I run a python script in softimage I get the following message:

 # INFO : Debugging interfaces not available - debugging is disabled..

 Started happening randomly a week or so ago. Anyone know the cause?

 Eric T.

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Question about using ICE to move points

2013-09-19 Thread Sergio Mucino
Okay. I'm trying to figure out how I'd need to go about getting this to 
work.
I have a character with two different models for its head. One has a 
nose, one doesn't. At one point, the animators will need to switch to 
one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged and 
deforming. The rig and the deformations stack is rather complex, with 
this head making references to another head model via an ICE tree, plus 
an Envelope that references other objects. My entire point with this, is 
that I cannot just transfer the deformations from one model to another 
via GATOR, since I cannot get the deformations from just one place.


So, my idea was to create an ICE tree on the head without nose (lets 
call it HeadNoseless), and make it reference the points on HeadNose to 
use the same positions. This effectively 'snaps' the verts on this head 
to the other one. Both models are exactly the same topology (the nose 
was removed by sculpting it flat, basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes back, 
since the points for it that were flattened are repositioned to match 
the existing nose. To avoid this, I thought of using a Linear 
Interpolation between both heads, using a Weight Map I painted just on 
the nose area to determine which points will move based on whom (I of 
course used the HeadNoseless PointPos attribute as the source of the 
second position for the points). This worked, leaving the nose 
flattened, but it creates the problem that HeadNoseless follows the 
deformations of HeadNose correctly, except in the nose area (since it 
was painted out), leaving the flattened nose floating in space.


So, I decided that what I  need to do is to keep the nose flattened like 
this, but get it to read the positions of its matching points on 
HeadNose, and move the same amount but keeping the existing delta 
between them. That way, I could get to keep the nose's current flattened 
shape, but it'd move matching the movements of the HeadNose object.


And that's where I'm stuck. I've tried to implement this in different 
ways, but I can't seem to be able to get the proper nodes and operations 
to get this to work. I know I need to add movement to the existing point 
positions, but it has to be relative to these positions.

If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX
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Re: Question about using ICE to move points

2013-09-19 Thread Sergio Mucino
Okay, I think I misunderstood what you suggested. I was referring to 
Point Clusters, whereas you mentioned Shape Cluster. I will look into 
that right now.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:18 PM, Sergio Mucino wrote:

Thanks Christian. Couple of questions...

1. Which property in a cluster can I save vector data onto? I can't 
seem to find any. I also looked at adding my own custom parameter, but 
there seems to be no support for vector data types. Am I missing 
something? (Forgive me, this is my 4th day using SI) (And it seems 
that Set Data doesn't like Clusters in general... I can't get it to 
select anything).


2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in 
it, right? This particular model uses two ICE trees at different parts 
in the stack. Under the Modeling section, I have an ICE Tree that just 
gets and sets point position data. I use it to reference into the 
model some shape changes that come from revisions. It's basically a 
simple Shape 'morpher'. That way, if another revision comes in, I'll 
just reference it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is 
under the Animation section. I'm not sure how I'd go about freezing 
the stack and keeping these trees alive. Can you elaborate if you have 
some time about what you meant?

Thanks again!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 3:54 PM, Christian Freisleder wrote:

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in that 
cluster.
then you freeze the stack and and add the value of that property to 
the point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting this 
to work.
I have a character with two different models for its head. One has a 
nose, one doesn't. At one point, the animators will need to switch 
to one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged and 
deforming. The rig and the deformations stack is rather complex, 
with this head making references to another head model via an ICE 
tree, plus an Envelope that references other objects. My entire 
point with this, is that I cannot just transfer the deformations 
from one model to another via GATOR, since I cannot get the 
deformations from just one place.


So, my idea was to create an ICE tree on the head without nose (lets 
call it HeadNoseless), and make it reference the points on HeadNose 
to use the same positions. This effectively 'snaps' the verts on 
this head to the other one. Both models are exactly the same 
topology (the nose was removed by sculpting it flat, basically), so 
in essence, this works.
The problem, of course, is that by doing this, the nose comes back, 
since the points for it that were flattened are repositioned to 
match the existing nose. To avoid this, I thought of using a Linear 
Interpolation between both heads, using a Weight Map I painted just 
on the nose area to determine which points will move based on whom 
(I of course used the HeadNoseless PointPos attribute as the source 
of the second position for the points). This worked, leaving the 
nose flattened, but it creates the problem that HeadNoseless follows 
the deformations of HeadNose correctly, except in the nose area 
(since it was painted out), leaving the flattened nose floating in 
space.


So, I decided that what I  need to do is to keep the nose flattened 
like this, but get it to read the positions of its matching points 
on HeadNose, and move the same amount but keeping the existing delta 
between them. That way, I could get to keep the nose's current 
flattened shape, but it'd move matching the movements of the 
HeadNose object.


And that's where I'm stuck. I've tried to implement this in 
different ways, but I can't seem to be able to get the proper nodes 
and operations to get this to work. I know I need to add movement to 
the existing point positions, but it has to be relative to these 
positions.

If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX


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RE: Navigating relationships in Softimage (new to the software)

2013-09-19 Thread Matt Lind
It will also select above the scene root - which is not a problem for lattices 
as lattices cannot exist above the scene root, but other types like custom 
properties can.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christian 
Gotzinger
Sent: Thursday, September 19, 2013 10:02 AM
To: softimage@listproc.autodesk.com
Subject: Re: Navigating relationships in Softimage (new to the software)

Just a quick tip: you can also press Ctrl+A, which always respects your 
selection filter. If the filter is set to lattice, Ctrl+A selects all lattices 
in the scene.


For example, if you want to find all lattices in the scene, you can set the 
selection filter to lattice then do a rectangular selection around the entire 
scene (or in schematic view).

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ApplyICEOp disable pick session?

2013-09-19 Thread Eric Thivierge
Is there a way to disable the pick session when using the ApplyICEOp 
command? It seems that some compounds are insisting on entering a pick 
session and some aren't. I'd like to not have the pick session but have 
the PPG for the main compound to open when clicking on the ICETree operator.

Thoughts? Thanks,

Eric T.

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Re: ApplyICEOp disable pick session?

2013-09-19 Thread Stephen Blair

Depends on the compound. The docs say

 *

   Input ports withPicking string for operatordefined in their port
   properties launch a picking session using the string as the prompt.

 *

   IfPicking string for operatorhas not been defined for any input
   port, then a picking session is launched for every scene reference
   input.




On 19/09/2013 3:00 PM, Eric Thivierge wrote:

While that is probably so, it wasn't the case as I am applying 3
compounds one after another and the 1st one asked for no pick session,
second asked for it, then third did not.

On September-19-13 1:55:05 PM, Matt Lind wrote:

Pick session is an option the user can assign to the ICE compound at time of 
creation for the purpose of forcing the user to pick an input when it's 
missing.  Somebody must've activated that feature.

Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, September 19, 2013 10:21 AM
To: softimage@listproc.autodesk.com
Subject: Re: ApplyICEOp disable pick session?

Not sure what the issue was, but exploding the compound and repackaging fixed 
it. Also I added pass through nodes to the get data nodes that may also be 
fixing it.

Carry on,

Eric T.

On September-19-13 12:59:22 PM, Eric Thivierge wrote:

Is there a way to disable the pick session when using the ApplyICEOp
command? It seems that some compounds are insisting on entering a pick
session and some aren't. I'd like to not have the pick session but
have the PPG for the main compound to open when clicking on the ICETree 
operator.

Thoughts? Thanks,

Eric T.

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Re: Question about using ICE to move points (NOT SOLVED... yet)

2013-09-19 Thread Sergio Mucino
Okay. I discovered another funky issue. The nose points are 
double-transforming. I'll have to check why they are doing this.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 5:10 PM, Sergio Mucino wrote:

SOLVED!
There was a 'broken' reference in a different ICE Tree on another 
object (I have no idea how it broke. I'll double check before calling 
it a day).

But this solution works. Thanks a lot Christian!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:28 PM, Sergio Mucino wrote:
Okay, I think I misunderstood what you suggested. I was referring to 
Point Clusters, whereas you mentioned Shape Cluster. I will look into 
that right now.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:18 PM, Sergio Mucino wrote:

Thanks Christian. Couple of questions...

1. Which property in a cluster can I save vector data onto? I can't 
seem to find any. I also looked at adding my own custom parameter, 
but there seems to be no support for vector data types. Am I missing 
something? (Forgive me, this is my 4th day using SI) (And it seems 
that Set Data doesn't like Clusters in general... I can't get it to 
select anything).


2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in 
it, right? This particular model uses two ICE trees at different 
parts in the stack. Under the Modeling section, I have an ICE Tree 
that just gets and sets point position data. I use it to reference 
into the model some shape changes that come from revisions. It's 
basically a simple Shape 'morpher'. That way, if another revision 
comes in, I'll just reference it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is 
under the Animation section. I'm not sure how I'd go about freezing 
the stack and keeping these trees alive. Can you elaborate if you 
have some time about what you meant?

Thanks again!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 3:54 PM, Christian Freisleder wrote:

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in that 
cluster.
then you freeze the stack and and add the value of that property to 
the point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting 
this to work.
I have a character with two different models for its head. One has 
a nose, one doesn't. At one point, the animators will need to 
switch to one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged 
and deforming. The rig and the deformations stack is rather 
complex, with this head making references to another head model 
via an ICE tree, plus an Envelope that references other objects. 
My entire point with this, is that I cannot just transfer the 
deformations from one model to another via GATOR, since I cannot 
get the deformations from just one place.


So, my idea was to create an ICE tree on the head without nose 
(lets call it HeadNoseless), and make it reference the points on 
HeadNose to use the same positions. This effectively 'snaps' the 
verts on this head to the other one. Both models are exactly the 
same topology (the nose was removed by sculpting it flat, 
basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes 
back, since the points for it that were flattened are repositioned 
to match the existing nose. To avoid this, I thought of using a 
Linear Interpolation between both heads, using a Weight Map I 
painted just on the nose area to determine which points will move 
based on whom (I of course used the HeadNoseless PointPos 
attribute as the source of the second position for the points). 
This worked, leaving the nose flattened, but it creates the 
problem that HeadNoseless follows the deformations of HeadNose 
correctly, except in the nose area (since it was painted out), 
leaving the flattened nose floating in space.


So, I decided that what I  need to do is to keep the nose 
flattened like this, but get it to read the positions of its 
matching points on HeadNose, and move the same amount but keeping 
the existing delta between them. That way, I could get to keep the 
nose's current flattened shape, but it'd move matching the 
movements of the HeadNose object.


And that's where I'm stuck. I've tried to implement this in 
different ways, but I can't seem to be able to get the proper 
nodes and operations to get this to work. I know I need to add 
movement to the existing point positions, but it has to be 
relative to these positions.

If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX


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Re: Defining GL textures

2013-09-19 Thread Simon van de Lagemaat
Thanks a ton Steve, I'd never seen that little tab before... just when you
think you've dug around everywhere there's always a usefull little
something that stays hidden.


On Thu, Sep 19, 2013 at 3:16 PM, Steven Caron car...@gmail.com wrote:

 inspect the root part of the material, opengl display tab... various
 options.


 On Thu, Sep 19, 2013 at 3:03 PM, Simon van de Lagemaat 
 si...@theembassyvfx.com wrote:

 How can I specify which clipss on a surface appear in GL viewports?
  Currently it seems like Soft is picking up whatever clip I have loaded
 last.  If I change the clip in the UV editor it changes but the moment I
 close it it resets back.

 Changing the clips to not use auto also resets after closing the window.
  There must be a way to define what clips are used for an object GL display
 right?



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RE: Defining GL textures

2013-09-19 Thread Matt Lind
It's based on the 'current' texture displayed in the shader.

You can find the setting by inspecting the material which the shader is 
connected on the OpenGL tab.  However, if you're in realtime shader  OpenGL 
shade mode or High quality viewport, the shader can override that parameter and 
display something else - assuming the shader is a realtime shader such as GLSL, 
CgFX, etc...

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de 
Lagemaat
Sent: Thursday, September 19, 2013 3:04 PM
To: softimage@listproc.autodesk.com
Subject: Defining GL textures

How can I specify which clipss on a surface appear in GL viewports?  Currently 
it seems like Soft is picking up whatever clip I have loaded last.  If I change 
the clip in the UV editor it changes but the moment I close it it resets back.

Changing the clips to not use auto also resets after closing the window.  There 
must be a way to define what clips are used for an object GL display right?


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Re: Navigating relationships in Softimage (new to the software)

2013-09-19 Thread Christian Gotzinger
Just a quick tip: you can also press Ctrl+A, which always respects your
selection filter. If the filter is set to lattice, Ctrl+A selects all
lattices in the scene.


For example, if you want to find all lattices in the scene, you can set the
 selection filter to lattice then do a rectangular selection around the
 entire scene (or in schematic view).

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RE: ApplyICEOp disable pick session?

2013-09-19 Thread Matt Lind
Pick session is an option the user can assign to the ICE compound at time of 
creation for the purpose of forcing the user to pick an input when it's 
missing.  Somebody must've activated that feature.

Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, September 19, 2013 10:21 AM
To: softimage@listproc.autodesk.com
Subject: Re: ApplyICEOp disable pick session?

Not sure what the issue was, but exploding the compound and repackaging fixed 
it. Also I added pass through nodes to the get data nodes that may also be 
fixing it.

Carry on,

Eric T.

On September-19-13 12:59:22 PM, Eric Thivierge wrote:
 Is there a way to disable the pick session when using the ApplyICEOp 
 command? It seems that some compounds are insisting on entering a pick 
 session and some aren't. I'd like to not have the pick session but 
 have the PPG for the main compound to open when clicking on the ICETree 
 operator.

 Thoughts? Thanks,

 Eric T.

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Re: ApplyICEOp disable pick session?

2013-09-19 Thread Eric Thivierge
Not sure what the issue was, but exploding the compound and repackaging 
fixed it. Also I added pass through nodes to the get data nodes that 
may also be fixing it.

Carry on,

Eric T.

On September-19-13 12:59:22 PM, Eric Thivierge wrote:
 Is there a way to disable the pick session when using the ApplyICEOp
 command? It seems that some compounds are insisting on entering a pick
 session and some aren't. I'd like to not have the pick session but have
 the PPG for the main compound to open when clicking on the ICETree operator.

 Thoughts? Thanks,

 Eric T.

 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
 unsubscribe and reply to the confirmation email.

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Re: Question about using ICE to move points

2013-09-19 Thread Sergio Mucino
Okay. I think this sorta worked, but I cannot be too sure for one 
reason... only the hair on the head is moving.
The reason for this might be that the head has a Weight Map that has the 
hair weighted to 1 on it. This map is then referenced by the Modeling 
ICE tree (which I moved over to Shapes before freezing the Modeling 
stack, to avoid losing it) so that I can quickly update any modeling 
revisions done to the hair.
So, for some reason, it seems this weight map is preventing the rest of 
the head from moving. However, I cannot know if it has something to do 
with the ICE Tree in the Shapes stack (since they cannot be muted, I 
have no idea), or with the data stored in the Shape Cluster. Is there 
any way I can visualize the data stored in the attribute holding the 
deltas? That would allow me to know if the stored deltas are wrong, or 
if it has something to do with the other operators in the stack.

Thanks!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:28 PM, Sergio Mucino wrote:
Okay, I think I misunderstood what you suggested. I was referring to 
Point Clusters, whereas you mentioned Shape Cluster. I will look into 
that right now.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:18 PM, Sergio Mucino wrote:

Thanks Christian. Couple of questions...

1. Which property in a cluster can I save vector data onto? I can't 
seem to find any. I also looked at adding my own custom parameter, 
but there seems to be no support for vector data types. Am I missing 
something? (Forgive me, this is my 4th day using SI) (And it seems 
that Set Data doesn't like Clusters in general... I can't get it to 
select anything).


2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in 
it, right? This particular model uses two ICE trees at different 
parts in the stack. Under the Modeling section, I have an ICE Tree 
that just gets and sets point position data. I use it to reference 
into the model some shape changes that come from revisions. It's 
basically a simple Shape 'morpher'. That way, if another revision 
comes in, I'll just reference it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is 
under the Animation section. I'm not sure how I'd go about freezing 
the stack and keeping these trees alive. Can you elaborate if you 
have some time about what you meant?

Thanks again!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 3:54 PM, Christian Freisleder wrote:

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in that 
cluster.
then you freeze the stack and and add the value of that property to 
the point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting 
this to work.
I have a character with two different models for its head. One has 
a nose, one doesn't. At one point, the animators will need to 
switch to one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged 
and deforming. The rig and the deformations stack is rather 
complex, with this head making references to another head model via 
an ICE tree, plus an Envelope that references other objects. My 
entire point with this, is that I cannot just transfer the 
deformations from one model to another via GATOR, since I cannot 
get the deformations from just one place.


So, my idea was to create an ICE tree on the head without nose 
(lets call it HeadNoseless), and make it reference the points on 
HeadNose to use the same positions. This effectively 'snaps' the 
verts on this head to the other one. Both models are exactly the 
same topology (the nose was removed by sculpting it flat, 
basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes back, 
since the points for it that were flattened are repositioned to 
match the existing nose. To avoid this, I thought of using a Linear 
Interpolation between both heads, using a Weight Map I painted just 
on the nose area to determine which points will move based on whom 
(I of course used the HeadNoseless PointPos attribute as the source 
of the second position for the points). This worked, leaving the 
nose flattened, but it creates the problem that HeadNoseless 
follows the deformations of HeadNose correctly, except in the nose 
area (since it was painted out), leaving the flattened nose 
floating in space.


So, I decided that what I  need to do is to keep the nose flattened 
like this, but get it to read the positions of its matching points 
on HeadNose, and move the same amount but keeping the existing 
delta between them. That way, I could get to keep the nose's 
current flattened shape, but it'd move matching the movements of 
the HeadNose object.


Re: Defining GL textures

2013-09-19 Thread Steven Caron
inspect the root part of the material, opengl display tab... various
options.


On Thu, Sep 19, 2013 at 3:03 PM, Simon van de Lagemaat 
si...@theembassyvfx.com wrote:

 How can I specify which clipss on a surface appear in GL viewports?
  Currently it seems like Soft is picking up whatever clip I have loaded
 last.  If I change the clip in the UV editor it changes but the moment I
 close it it resets back.

 Changing the clips to not use auto also resets after closing the window.
  There must be a way to define what clips are used for an object GL display
 right?



 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
 unsubscribe and reply to the confirmation email.

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Re: ApplyICEOp disable pick session?

2013-09-19 Thread Eric Thivierge
That would explain it Stephen and also explain why putting a pass 
through fixes my issue.

Stephen, the best Softimage support technician... working for Solid 
Angle. :P


On September-19-13 3:18:45 PM, Stephen Blair wrote:
 Depends on the compound. The docs say

  *

 Input ports withPicking string for operatordefined in their port
 properties launch a picking session using the string as the prompt.

  *

 IfPicking string for operatorhas not been defined for any input
 port, then a picking session is launched for every scene reference
 input.




 On 19/09/2013 3:00 PM, Eric Thivierge wrote:
 While that is probably so, it wasn't the case as I am applying 3
 compounds one after another and the 1st one asked for no pick session,
 second asked for it, then third did not.

 On September-19-13 1:55:05 PM, Matt Lind wrote:
 Pick session is an option the user can assign to the ICE compound at time 
 of creation for the purpose of forcing the user to pick an input when it's 
 missing.  Somebody must've activated that feature.

 Matt




 -Original Message-
 From:softimage-boun...@listproc.autodesk.com  
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, September 19, 2013 10:21 AM
 To:softimage@listproc.autodesk.com
 Subject: Re: ApplyICEOp disable pick session?

 Not sure what the issue was, but exploding the compound and repackaging 
 fixed it. Also I added pass through nodes to the get data nodes that may 
 also be fixing it.

 Carry on,

 Eric T.

 On September-19-13 12:59:22 PM, Eric Thivierge wrote:
 Is there a way to disable the pick session when using the ApplyICEOp
 command? It seems that some compounds are insisting on entering a pick
 session and some aren't. I'd like to not have the pick session but
 have the PPG for the main compound to open when clicking on the ICETree 
 operator.

 Thoughts? Thanks,

 Eric T.

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Re: Question about using ICE to move points

2013-09-19 Thread Sergio Mucino

Thanks Christian. Couple of questions...

1. Which property in a cluster can I save vector data onto? I can't seem 
to find any. I also looked at adding my own custom parameter, but there 
seems to be no support for vector data types. Am I missing something? 
(Forgive me, this is my 4th day using SI) (And it seems that Set Data 
doesn't like Clusters in general... I can't get it to select anything).


2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in it, 
right? This particular model uses two ICE trees at different parts in 
the stack. Under the Modeling section, I have an ICE Tree that just gets 
and sets point position data. I use it to reference into the model some 
shape changes that come from revisions. It's basically a simple Shape 
'morpher'. That way, if another revision comes in, I'll just reference 
it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is under 
the Animation section. I'm not sure how I'd go about freezing the stack 
and keeping these trees alive. Can you elaborate if you have some time 
about what you meant?

Thanks again!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 3:54 PM, Christian Freisleder wrote:

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in that 
cluster.
then you freeze the stack and and add the value of that property to 
the point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting this 
to work.
I have a character with two different models for its head. One has a 
nose, one doesn't. At one point, the animators will need to switch to 
one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged and 
deforming. The rig and the deformations stack is rather complex, with 
this head making references to another head model via an ICE tree, 
plus an Envelope that references other objects. My entire point with 
this, is that I cannot just transfer the deformations from one model 
to another via GATOR, since I cannot get the deformations from just 
one place.


So, my idea was to create an ICE tree on the head without nose (lets 
call it HeadNoseless), and make it reference the points on HeadNose 
to use the same positions. This effectively 'snaps' the verts on this 
head to the other one. Both models are exactly the same topology (the 
nose was removed by sculpting it flat, basically), so in essence, 
this works.
The problem, of course, is that by doing this, the nose comes back, 
since the points for it that were flattened are repositioned to match 
the existing nose. To avoid this, I thought of using a Linear 
Interpolation between both heads, using a Weight Map I painted just 
on the nose area to determine which points will move based on whom (I 
of course used the HeadNoseless PointPos attribute as the source of 
the second position for the points). This worked, leaving the nose 
flattened, but it creates the problem that HeadNoseless follows the 
deformations of HeadNose correctly, except in the nose area (since it 
was painted out), leaving the flattened nose floating in space.


So, I decided that what I  need to do is to keep the nose flattened 
like this, but get it to read the positions of its matching points on 
HeadNose, and move the same amount but keeping the existing delta 
between them. That way, I could get to keep the nose's current 
flattened shape, but it'd move matching the movements of the HeadNose 
object.


And that's where I'm stuck. I've tried to implement this in different 
ways, but I can't seem to be able to get the proper nodes and 
operations to get this to work. I know I need to add movement to the 
existing point positions, but it has to be relative to these positions.

If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX


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Re: Question about using ICE to move points (SOLVED)

2013-09-19 Thread Sergio Mucino

SOLVED!
There was a 'broken' reference in a different ICE Tree on another object 
(I have no idea how it broke. I'll double check before calling it a day).

But this solution works. Thanks a lot Christian!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:28 PM, Sergio Mucino wrote:
Okay, I think I misunderstood what you suggested. I was referring to 
Point Clusters, whereas you mentioned Shape Cluster. I will look into 
that right now.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:18 PM, Sergio Mucino wrote:

Thanks Christian. Couple of questions...

1. Which property in a cluster can I save vector data onto? I can't 
seem to find any. I also looked at adding my own custom parameter, 
but there seems to be no support for vector data types. Am I missing 
something? (Forgive me, this is my 4th day using SI) (And it seems 
that Set Data doesn't like Clusters in general... I can't get it to 
select anything).


2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in 
it, right? This particular model uses two ICE trees at different 
parts in the stack. Under the Modeling section, I have an ICE Tree 
that just gets and sets point position data. I use it to reference 
into the model some shape changes that come from revisions. It's 
basically a simple Shape 'morpher'. That way, if another revision 
comes in, I'll just reference it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is 
under the Animation section. I'm not sure how I'd go about freezing 
the stack and keeping these trees alive. Can you elaborate if you 
have some time about what you meant?

Thanks again!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 3:54 PM, Christian Freisleder wrote:

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in that 
cluster.
then you freeze the stack and and add the value of that property to 
the point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting 
this to work.
I have a character with two different models for its head. One has 
a nose, one doesn't. At one point, the animators will need to 
switch to one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged 
and deforming. The rig and the deformations stack is rather 
complex, with this head making references to another head model via 
an ICE tree, plus an Envelope that references other objects. My 
entire point with this, is that I cannot just transfer the 
deformations from one model to another via GATOR, since I cannot 
get the deformations from just one place.


So, my idea was to create an ICE tree on the head without nose 
(lets call it HeadNoseless), and make it reference the points on 
HeadNose to use the same positions. This effectively 'snaps' the 
verts on this head to the other one. Both models are exactly the 
same topology (the nose was removed by sculpting it flat, 
basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes back, 
since the points for it that were flattened are repositioned to 
match the existing nose. To avoid this, I thought of using a Linear 
Interpolation between both heads, using a Weight Map I painted just 
on the nose area to determine which points will move based on whom 
(I of course used the HeadNoseless PointPos attribute as the source 
of the second position for the points). This worked, leaving the 
nose flattened, but it creates the problem that HeadNoseless 
follows the deformations of HeadNose correctly, except in the nose 
area (since it was painted out), leaving the flattened nose 
floating in space.


So, I decided that what I  need to do is to keep the nose flattened 
like this, but get it to read the positions of its matching points 
on HeadNose, and move the same amount but keeping the existing 
delta between them. That way, I could get to keep the nose's 
current flattened shape, but it'd move matching the movements of 
the HeadNose object.


And that's where I'm stuck. I've tried to implement this in 
different ways, but I can't seem to be able to get the proper nodes 
and operations to get this to work. I know I need to add movement 
to the existing point positions, but it has to be relative to these 
positions.

If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX


--
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unsubscribe and reply to the confirmation email.




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Re: Question about using ICE to move points

2013-09-19 Thread Christian Freisleder

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in that cluster.
then you freeze the stack and and add the value of that property to the 
point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting this 
to work.
I have a character with two different models for its head. One has a 
nose, one doesn't. At one point, the animators will need to switch to 
one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged and 
deforming. The rig and the deformations stack is rather complex, with 
this head making references to another head model via an ICE tree, 
plus an Envelope that references other objects. My entire point with 
this, is that I cannot just transfer the deformations from one model 
to another via GATOR, since I cannot get the deformations from just 
one place.


So, my idea was to create an ICE tree on the head without nose (lets 
call it HeadNoseless), and make it reference the points on HeadNose to 
use the same positions. This effectively 'snaps' the verts on this 
head to the other one. Both models are exactly the same topology (the 
nose was removed by sculpting it flat, basically), so in essence, this 
works.
The problem, of course, is that by doing this, the nose comes back, 
since the points for it that were flattened are repositioned to match 
the existing nose. To avoid this, I thought of using a Linear 
Interpolation between both heads, using a Weight Map I painted just on 
the nose area to determine which points will move based on whom (I of 
course used the HeadNoseless PointPos attribute as the source of the 
second position for the points). This worked, leaving the nose 
flattened, but it creates the problem that HeadNoseless follows the 
deformations of HeadNose correctly, except in the nose area (since it 
was painted out), leaving the flattened nose floating in space.


So, I decided that what I  need to do is to keep the nose flattened 
like this, but get it to read the positions of its matching points on 
HeadNose, and move the same amount but keeping the existing delta 
between them. That way, I could get to keep the nose's current 
flattened shape, but it'd move matching the movements of the HeadNose 
object.


And that's where I'm stuck. I've tried to implement this in different 
ways, but I can't seem to be able to get the proper nodes and 
operations to get this to work. I know I need to add movement to the 
existing point positions, but it has to be relative to these positions.

If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX


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Re: ApplyICEOp disable pick session?

2013-09-19 Thread Eric Thivierge
While that is probably so, it wasn't the case as I am applying 3 
compounds one after another and the 1st one asked for no pick session, 
second asked for it, then third did not.

On September-19-13 1:55:05 PM, Matt Lind wrote:
 Pick session is an option the user can assign to the ICE compound at time of 
 creation for the purpose of forcing the user to pick an input when it's 
 missing.  Somebody must've activated that feature.

 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, September 19, 2013 10:21 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ApplyICEOp disable pick session?

 Not sure what the issue was, but exploding the compound and repackaging fixed 
 it. Also I added pass through nodes to the get data nodes that may also be 
 fixing it.

 Carry on,

 Eric T.

 On September-19-13 12:59:22 PM, Eric Thivierge wrote:
 Is there a way to disable the pick session when using the ApplyICEOp
 command? It seems that some compounds are insisting on entering a pick
 session and some aren't. I'd like to not have the pick session but
 have the PPG for the main compound to open when clicking on the ICETree 
 operator.

 Thoughts? Thanks,

 Eric T.

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Defining GL textures

2013-09-19 Thread Simon van de Lagemaat
How can I specify which clipss on a surface appear in GL viewports?
 Currently it seems like Soft is picking up whatever clip I have loaded
last.  If I change the clip in the UV editor it changes but the moment I
close it it resets back.

Changing the clips to not use auto also resets after closing the window.
 There must be a way to define what clips are used for an object GL display
right?
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RE: 2014

2013-09-19 Thread Eric Cosky
 

Matt, it looks like you are right, as usual. The delta positions and
constraints are silently failing to be applied on scene load. The deltas are
there, just not being applied. Using the “Models to reconnect to” has no
apparent effect. Re-adding the constraints just adds another entry in the
delta which is ignored just like the first one when the scene is loaded. At
least it doesn’t crash which is what I think it used to do.. looks like I’m
back to embedding models though, at least on the animation authoring scenes.
So that’s a slight improvement.

 

I am really surprised something as potentially useful as referenced models
remain so broken after so many years. Is there some trick to making it work?
External deltas perhaps? I’m going to give up again on these unless I hear
of something that might work. 

 

Out of curiosity, does max or maya have truly functioning refmodels? Or any
app?

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, September 18, 2013 8:14 PM
To: softimage@listproc.autodesk.com
Subject: RE: 2014

 

I do not advise using nested models.

 

When you get to the more complicated relationships such as model deltas,
group relations, animation mixer propagation, instances, and so on, you’re
just asking for trouble.

 

Glad to see improvements, however, as it has far reaching effects beyond
nesting.

 

 

Matt

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nick Angus
Sent: Wednesday, September 18, 2013 8:10 PM
To: softimage@listproc.autodesk.com
Subject: RE: 2014

 

Thanks Eric, we had huge troubles with nested references in 2013, in fact we
gave up on it. So that is definitely a tick in the pro box!

Cheers, Nick

Sent from my Windows Phone

  _  

From: Eric Cosky mailto:e...@cosky.com 
Sent: ‎19/‎09/‎2013 9:18 AM
To: softimage@listproc.autodesk.com
Subject: RE: 2014

I’ve been successfully using referenced models that contain other reference
models with SI2014. This used to cause stability problems in earlier
versions, but it’s been a while since I checked.. it might have been 2012 or
earlier that I last checked. I’m pretty happy to see it working these days,
regardless. My usage is generally limited to game export related stuff
without referenced material libs, so YMMV. There’s been enough problems with
refmodels over the years I’m not about to say it’s problem free but being
able to nest referenced models is pretty useful for my workflow and I’m glad
it is working for me. 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nick Angus
Sent: Tuesday, September 17, 2013 10:12 PM
To: softimage@listproc.autodesk.com
Subject: 2014

 

About to take the plunge and update from 2013 (not sp1) to 2014 (latest
build). 

Are there any caveats I should be wary of?

 

Appreciate any advice either way!

 

Cheers, Nick

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Re: 2014

2013-09-19 Thread Raffaele Fragapane
They aren't broken, referencing references is a million miles away from a
trivial problem.

The key to it is order of execution, which is neigh impossible to guarantee
without responsabilizing users well beyond what your average seat warmer
can deal with from a technical stand point.

The way Soft deals with name spaces and hierarchies and referencing within
models when you have nested models you assume an order of operations that
is simply not guaranteed.

So it's perfectly possible, in example, that a model depending on its
father receives a namespace and before the parent does.
When you factor in deltas and cross dependencies the problem becomes even
worse.

It's simply an incredibly hard problem to solve generically in the context
of a pipeline (end user's) which the provider client (Soft) can't have any
notion of.

We and others spend untold amount of hours to develop tools and procedures
to allow cross model connections, and they are a brittle, nasty thing to
deal with, and it only works because we're extremely well serviced on the
asset dynamicism and management side of the pipe, and everything users do
that establishes those cross namespace connections is managed by wrappers
that also take care of establishing order of stashes and stacking within
the stash.

Offering the same thing arbitrarily in a DCC client would be exceedingly
hard, or would greatly restrict what you could do with those namespaces and
referencing.

This isn't to say ref models are perfect, but refs of refs is one of those
things people take for granted is just buggy when it's actually an
exceedingly hard problem to work out generically if you want the app to
remain friendly to all levels of technical competence.


On Fri, Sep 20, 2013 at 1:03 PM, Eric Cosky e...@cosky.com wrote:

 ** **

 Matt, it looks like you are right, as usual. The delta positions and
 constraints are silently failing to be applied on scene load. The deltas
 are there, just not being applied. Using the “Models to reconnect to” has
 no apparent effect. Re-adding the constraints just adds another entry in
 the delta which is ignored just like the first one when the scene is
 loaded. At least it doesn’t crash which is what I think it used to do..
 looks like I’m back to embedding models though, at least on the animation
 authoring scenes. So that’s a slight improvement.

 ** **

 I am really surprised something as potentially useful as referenced models
 remain so broken after so many years. Is there some trick to making it
 work? External deltas perhaps? I’m going to give up again on these unless I
 hear of something that might work. 

 ** **

 Out of curiosity, does max or maya have truly functioning refmodels? Or
 any app?

 ** **

 ** **

 **

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Toggle viewport zoom lock from script when rotoscope

2013-09-19 Thread Edy Susanto Lim
Hi,
Anyone knows if it's possible to set the viewport zoom lock from script.
It seems that that flag is per camera becouse when I click that zoom icon
from one viewport it also affect other viewport zoom lock.
p.s. what I mean by zoom lock it the icon that appears next to the X Y Z on
each view when rotoscope is enabled.

-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com
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Re: Toggle viewport zoom lock from script when rotoscope

2013-09-19 Thread Edy Susanto Lim
SOLVED
bummer found it 2 minutes after posting the question..
so it was the subpixelzoom parameter of the Camera object

edy



On Fri, Sep 20, 2013 at 12:18 PM, Edy Susanto Lim edysusant...@gmail.comwrote:

 Hi,
 Anyone knows if it's possible to set the viewport zoom lock from script.
 It seems that that flag is per camera becouse when I click that zoom icon
 from one viewport it also affect other viewport zoom lock.
 p.s. what I mean by zoom lock it the icon that appears next to the X Y Z
 on each view when rotoscope is enabled.

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




-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com
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RE: 2014

2013-09-19 Thread Eric Cosky
Hi Raffaele,

 

I appreciate your response and since you are saying they work I will take
that at face value and I apologize for jumping the gun by saying they are
broken. That being said, there are clearly usability issues that make them
hard to use effectively and this has left a lot of people thinking they are
broken (it wasn't that long ago they were implicated in crashes on a regular
basis, too).

 

I'm not about to advocate dumbing down the ref model system; I'd much rather
learn the tricks and make it work for me. Unfortunately the docs don't
explain much about how to work through problems when ref models don't work
as expected. We really don't have many clues to work with when things don't
work as we think it should - things just stop working as previously
configured without any indication beyond the visual results which can easy
to overlook. If I could make one suggestion, some error messages when a
scene is loaded and deltas can't be applied for some reason would be really
helpful. 

 

Here's a practical example of what I'm trying to do, it seems pretty simple
and maybe there is a simple explanation of what I did wrong and how to
correct it that would make the process more clear. 

 

I have a scene two top level models: a local model of a weapon (a rifle),
and a referenced model of a biped rig. The biped rig has one nested model
inside of it which contains the mesh of the game character and the null
hierarchy it is enveloped to. In the biped rig scene that creates the biped
rig EMDL, the mesh model deformers are constrained to the biped rig. Back to
the weapon scene: the weapon model was created first, and then the biped rig
(and in turn it's nested mesh model for the character) was imported as a
referenced model. I then constrained the hands of the biped rig to the
weapon so that moving the weapon around would cause the biped rig to track
it. Looks good so far, saved it, loaded it and tried moving the weapon
around. The constraints were no longer active. They are visible in the
delta, but not doing anything. 

 

Any idea what might make those hand constraints work in this scenario? This
seems pretty straightforward, but it's not working and I have no idea why.
It seems like the order of model creation is correct, assuming that's
relevant here for dependencies which I'm not sure is the case here. One
thing I want to point out is I expect that the use of nested models here is
a non-issue; I don't actually manipulate the mesh model at all here, I'm
only adding constraints and position deltas to the biped rig at the topmost
level. The mesh is basically a passive preview of the game character, not
being directly manipulated at all although it does have a StoredPositions
delta due to the hands of the biped rig moving onto the weapon.

 

Despite having used Softimage for several years now (mostly on the
technical/api/custom exporter side of things) I always feel like I have a
lot to learn and I appreciate any suggestions you might have. I wouldn't be
surprised if I completely overlooked something dumb, but I reproduced the
same exact steps except one which was to convert the biped rig to a local
model and that scene loaded with the constraints intact and active.

 

Thanks for any insights,

 

Eric

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: Thursday, September 19, 2013 8:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: 2014

 

They aren't broken, referencing references is a million miles away from a
trivial problem.

 

The key to it is order of execution, which is neigh impossible to guarantee
without responsabilizing users well beyond what your average seat warmer can
deal with from a technical stand point.

 

The way Soft deals with name spaces and hierarchies and referencing within
models when you have nested models you assume an order of operations that is
simply not guaranteed.

 

So it's perfectly possible, in example, that a model depending on its father
receives a namespace and before the parent does.

When you factor in deltas and cross dependencies the problem becomes even
worse.

 

It's simply an incredibly hard problem to solve generically in the context
of a pipeline (end user's) which the provider client (Soft) can't have any
notion of.

 

We and others spend untold amount of hours to develop tools and procedures
to allow cross model connections, and they are a brittle, nasty thing to
deal with, and it only works because we're extremely well serviced on the
asset dynamicism and management side of the pipe, and everything users do
that establishes those cross namespace connections is managed by wrappers
that also take care of establishing order of stashes and stacking within the
stash.

 

Offering the same thing arbitrarily in a DCC client would be exceedingly
hard, or would greatly restrict what you could do with those namespaces and
referencing.

 

This isn't to say