Re: Swap instance master
Thanks a lot, Thomas!
Re: Swap instance master
tried it in a simple scene and it definitely works. Remove instances from old instance group - they just become empty models - add to the new masters' instance group. (create one instance first to make the group, then delete that instance). it works immediately - but in the past I remember having to save and reload the scene - so you might give that a go. -Original Message- From: David Saber Sent: Thursday, October 17, 2013 1:45 PM To: softimage@listproc.autodesk.com Subject: Re: Swap instance master Thank you Nono After a search in the mailing list archive, I have already tried this, but it didn't work... I'm sure I did something wrong. I guess both master models must have the same name? If that's possible. I'll test this again. Greetings, David
Re: Swap instance master
Giving it another thought why not just simply change the content of the model? pete...@skynet.be hat am 18. Oktober 2013 um 11:30 geschrieben: tried it in a simple scene and it definitely works. Remove instances from old instance group - they just become empty models - add to the new masters' instance group. (create one instance first to make the group, then delete that instance). it works immediately - but in the past I remember having to save and reload the scene - so you might give that a go. -Original Message- From: David Saber Sent: Thursday, October 17, 2013 1:45 PM To: softimage@listproc.autodesk.com Subject: Re: Swap instance master Thank you Nono After a search in the mailing list archive, I have already tried this, but it didn't work... I'm sure I did something wrong. I guess both master models must have the same name? If that's possible. I'll test this again. Greetings, David
Re: Softimage Digest, Vol 59, Issue 119
I wonder if this could be made faster implemented with the Splice API? Jakob That's a good question! I am on the Splice Beta but am only now starting to get actually into it - the fact that the mesh class is going to change soon had me keeping my hands off so far, so I really can't comment on it's performance atm. E.g. it could easily be that internal data conversion from Softimage to Fabric is taking up some more time than you gain from potentially faster ray casting and multithreading, and it also depends on how you are doing it in ICE atm (will the tree evaluate multithreaded, or is it running only single threaded?). And what data would you generate through Splice? Your own curves? You can't implement a true plugin renderer via Splice (afaik), so you can only generate intermediate data for later rendering with an existing renderer. Or you could create your own frame buffer to render into to later comp the result (the lines) onto your image, but then you will need to take care of a lot of things related to passes, overrides, etc...not to mention motion blur, DOF (though DOF and motion blur defeat the cartoon style, but at least that's one of the things Mental Ray can do with inks). -- jakob schindegger perceptual activist since 1993 www.fakob.com trondheim / norway / europe +47 939 73 491 On Oct 15, 2013, at 7:59 PM, softimage-requ...@listproc.autodesk.com wrote: Message: 6 Date: Tue, 15 Oct 2013 10:59:45 -0700 (PDT) From: David Rivera activemotionpictu...@yahoo.com Subject: Re: Silhouette Edge Drawing with ICE To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Message-ID: 1381859985.20759.yahoomail...@web140906.mail.bf1.yahoo.com Content-Type: text/plain; charset=iso-8859-1 Jakob, I?d love to try your ICE compound with this: https://vimeo.com/76961204 It?s a recent project of mine and I was wondering what other parameters I?d need to config correctly before the right npr arrives for this style. I?d gladly provide you the head of the model so you can toy around with your compound. Regards. David. On Tuesday, October 15, 2013 11:38 AM, Stefan Kubicek s...@tidbit-images.com wrote: Welcome to the list Jakob! That looks promising, I've been playing with the very same idea for over two years now but never had a production to actually use it on, hence no time to develop it past the concept stage. Good luck sorting out the ramaining issues, I'm looking forward to the first public version :-) Stefan Hi there! May I introduce myself shortly. My name is Jakob Schindegger and I am a motion graphics designer who likes to develope new looks and also likes to code (still on a low level though) I was always interested in NPR Rendering, especially silhouette edge drawing. So I took on the challenge, working with ICE and programming a custom ICE Node. I have developed an ICE Compound generating at first just particles along the silhouette of an object, orienting along the outline and towards the camera. As a next step I tried to generate as few splines as possible on the outline. To be eventually able to smoothen these splines and also to generate some more turbulized overlaying ones to simulate a hand drawn (with strokes) / animated object. As soon as I have cleaned up the compound and made it a bit more efficient I will upload it. Problems I still have: -Performance -Jumpiness in Animation (as every calculation is only frame based, I might have to bring in a simulation level so the lines get more consistent over time -Still too many gaps in the silhouette (I might have to bring the splines into screen space and connect them there) This is how far I got right now. The animation down below is in some cases still very jumpy. http://www.fakob.com/2013/silhouette-edge-drawing-ice-development/ It is a work in progress and maybe as I am not a real programmer, some things might have been done not very efficiently, but I appreciate any comments you have. Even the ones where you say why did you do it like this, there is a button which does all that already :-) Thanks Jakob -- jakob schindegger perceptual activist since 1993 www.fakob.com trondheim / norway / europe +47 939 73 491 -- - ? Stefan Kubicek??? ??? ? ste...@keyvis.at - ? ? ? ? ? ? keyvis digital imagery ? ? ? ? ? Alfred Feierfeilstra?e 3 ? ? ? ? A-2380 Perchtoldsdorf bei Wien ? ? ? ? Phone:? +43 (0) 699 12614231 ? ? ? ??? ??? www.keyvis.at --? This email and its attachments are? ? -- -- confidential and for the recipient only -- -- next part -- An HTML attachment was scrubbed... URL: http://listproc.autodesk.com/pipermail/softimage/attachments/20131015/25787b99/attachment.html -- -- - Stefan Kubicek
Friday Flashback #142
Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
Re: Global Python interpreter?
On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: If you want something to be available across the board you can simply write it, register it as a module, and push it. No need for it to exist as a file. I've read the link, but I can't see how you could use this to push functions to a different instance of the python interpreter without using some file on disk (or copy/pasting the code between script editor tabs)
RE: Friday Flashback #142
Have to say I rarely used the standalone particle system in production at this time but played a lot with it. And it was as unstable as Charles Manson... lol And not to forget the funky Go with the flowfeature! To import particle animation back into Softimage to combine it with the meta-clay system for example! Liquids and all kind of particle animation applied to 3d-objects... Yeahh! :) sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi Sent: Friday, October 18, 2013 5:36 PM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #142 Ahh yes. When I first started learning to use it I had a Deskside Onyx all to myself, around 1995 I think it was. I did a 5 minute simulation just keying on and off forces just to get an idea what they did. I think I still have it on a D1 tape somewhere. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Oct 18, 2013 at 11:17 AM, Stephen Blair stephenrbl...@gmail.com wrote: Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
Re: Global Python interpreter?
i have to admit confusion on this topic too. to be able to push your temp module onto pythons sys you'd need a constantly running instance surely ? python cmd line in the background seems a trifle silly (if that is what's needed) when you might as well just make a command and have done with it On 18 October 2013 18:46, Luc-Eric Rousseau luceri...@gmail.com wrote: On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: If you want something to be available across the board you can simply write it, register it as a module, and push it. No need for it to exist as a file. I've read the link, but I can't see how you could use this to push functions to a different instance of the python interpreter without using some file on disk (or copy/pasting the code between script editor tabs) -- Jon Swindells squi...@gmail.com
RE: Friday Flashback #142
I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn't quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp :) Not to mention that I only had about a 500 MB hard drive if I remember correctly... Those Zpics were kind of heavy for the time and with that size of storage. Jeff From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, October 18, 2013 11:17 AM To: softimage@listproc.autodesk.com Subject: Friday Flashback #142 Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
RE: Friday Flashback #142
I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall Sent: Friday, October 18, 2013 11:29 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn't quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp :) Not to mention that I only had about a 500 MB hard drive if I remember correctly... Those Zpics were kind of heavy for the time and with that size of storage. Jeff From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, October 18, 2013 11:17 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Friday Flashback #142 Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
RE: Friday Flashback #142
Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:33 PM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall Sent: Friday, October 18, 2013 11:29 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn't quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp J Not to mention that I only had about a 500 MB hard drive if I remember correctly. Those Zpics were kind of heavy for the time and with that size of storage. Jeff From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, October 18, 2013 11:17 AM To: softimage@listproc.autodesk.com Subject: Friday Flashback #142 Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
RE: Friday Flashback #142
It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows NT along with Softimage|3D v3.51 (1996) The SGI version was pretty stable. I personally didn't have issues with crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen series card at the time. Intergraph was the king of the windows field until Intel screwed them over. 3DLabs worked really hard at providing good drivers and/or frequent updates. Maxon, Elsa, Matrox, ATI, and the other brands didn't do a very good job with drivers and seemed to focus more on the texture fill aspect for video and games. Anybody that made good cards back then usually had to do some proprietary hardware and drivers to get around windows' lack of graphics infrastructure. Anybody remember the SGI windows workstations? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Friday, October 18, 2013 11:47 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall Sent: Friday, October 18, 2013 11:29 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn't quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp :) Not to mention that I only had about a 500 MB hard drive if I remember correctly... Those Zpics were kind of heavy for the time and with that size of storage. Jeff From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, October 18, 2013 11:17 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Friday Flashback #142 Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
RE: Friday Flashback #142
There was a fatal flaw in the way that the particle scene was saved. Even on SGI. You could start a new scene, build something and it would work perfectly until you saved it and closed it. The next time you reopened it, it became buggy and unstable. I can't recall what the specifics of the flaw was anymore, I just know that I got so good at hacking the saved files to correct the flaw it became a routine activity. For its day, it was quite useful and it holds a nostalgic appeal. But looking at it in retrospect to ICE, I'd never want to go back to using it. -- 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 Matt Lind Sent: Friday, October 18, 2013 2:59 PM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows NT along with Softimage|3D v3.51 (1996) The SGI version was pretty stable. I personally didn't have issues with crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen series card at the time. Intergraph was the king of the windows field until Intel screwed them over. 3DLabs worked really hard at providing good drivers and/or frequent updates. Maxon, Elsa, Matrox, ATI, and the other brands didn't do a very good job with drivers and seemed to focus more on the texture fill aspect for video and games. Anybody that made good cards back then usually had to do some proprietary hardware and drivers to get around windows' lack of graphics infrastructure. Anybody remember the SGI windows workstations? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Friday, October 18, 2013 11:47 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall Sent: Friday, October 18, 2013 11:29 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn't quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp :) Not to mention that I only had about a 500 MB hard drive if I remember correctly... Those Zpics were kind of heavy for the time and with that size of storage. Jeff From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, October 18, 2013 11:17 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Friday Flashback #142 Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
RE: Friday Flashback #142
Yes, that would explain it. I had to use a cheap Matrox/ATI card or something in that class. I later switched to 3DLabs for my personal workstation. Did a better job with Softimage|3D, but I didn't touch the particle standalone anymore. PhoenixTools came up with some sort of an integrated particle solver inside Softimage|3D at that time. To replace the standalone particle system. If memory serves me right, this very old particle solution or at least the base code around it, was integrated in XSI until ICE came out? Just because of the .ptp cache files it spats out. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:59 PM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows NT along with Softimage|3D v3.51 (1996) The SGI version was pretty stable. I personally didn't have issues with crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen series card at the time. Intergraph was the king of the windows field until Intel screwed them over. 3DLabs worked really hard at providing good drivers and/or frequent updates. Maxon, Elsa, Matrox, ATI, and the other brands didn't do a very good job with drivers and seemed to focus more on the texture fill aspect for video and games. Anybody that made good cards back then usually had to do some proprietary hardware and drivers to get around windows' lack of graphics infrastructure. Anybody remember the SGI windows workstations? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Friday, October 18, 2013 11:47 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:33 PM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall Sent: Friday, October 18, 2013 11:29 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn't quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp J Not to mention that I only had about a 500 MB hard drive if I remember correctly. Those Zpics were kind of heavy for the time and with that size of storage. Jeff From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, October 18, 2013 11:17 AM To: softimage@listproc.autodesk.com Subject: Friday Flashback #142 Friday Flashback #142 SOFTIMAGE|PARTICLE http://wp.me/powV4-2Sk
[ICE] Attributes
Hey list ! Is there a way to list the ICE Attribute of an object ? I'm storing some information in a ICE attribute : self.foo I'm creating a second ICE Tree and I want to check if the object already has this attribute, because if it's the case I want to use another one (self.foo2) Any idea how to do that ? Jeremie
Re: [ICE] Attributes
attr = object.ActivePrimitive.Geometry.ICEAttributes(foo) Will not return none if it is there. The ProjectItem object also supports the ICEAttributes collection. On Friday, October 18, 2013 3:30:18 PM, Jeremie Passerin wrote: Hey list ! Is there a way to list the ICE Attribute of an object ? I'm storing some information in a ICE attribute : self.foo I'm creating a second ICE Tree and I want to check if the object already has this attribute, because if it's the case I want to use another one (self.foo2) Any idea how to do that ? Jeremie
Re: [ICE] Attributes
Great! i'll look into that ;-) On 18 October 2013 12:34, Eric Thivierge ethivie...@hybride.com wrote: attr = object.ActivePrimitive.**Geometry.ICEAttributes(foo) Will not return none if it is there. The ProjectItem object also supports the ICEAttributes collection. On Friday, October 18, 2013 3:30:18 PM, Jeremie Passerin wrote: Hey list ! Is there a way to list the ICE Attribute of an object ? I'm storing some information in a ICE attribute : self.foo I'm creating a second ICE Tree and I want to check if the object already has this attribute, because if it's the case I want to use another one (self.foo2) Any idea how to do that ? Jeremie
RE: Friday Flashback #142
Phoenix Tools particles were integrated into XSI back in version 1.5 around in the winter of 2000. Not the old standalone particle. I was the particle QA at the time and we had them setup in the Softimage library because at the time there was over 150+ developers on XSI! They were quite fun and complaining about our bad coffee. ;) Ricardo Savarè was driving the project from their side if my memory serves me well. Then Francois Painchaud took the lead from Montreal. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: 18 octobre 2013 15:27 To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 Yes, that would explain it. I had to use a cheap Matrox/ATI card or something in that class. I later switched to 3DLabs for my personal workstation. Did a better job with Softimage|3D, but I didn't touch the particle standalone anymore. PhoenixTools came up with some sort of an integrated particle solver inside Softimage|3D at that time. To replace the standalone particle system. If memory serves me right, this very old particle solution or at least the base code around it, was integrated in XSI until ICE came out? Just because of the .ptp cache files it spats out. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:59 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows NT along with Softimage|3D v3.51 (1996) The SGI version was pretty stable. I personally didn't have issues with crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen series card at the time. Intergraph was the king of the windows field until Intel screwed them over. 3DLabs worked really hard at providing good drivers and/or frequent updates. Maxon, Elsa, Matrox, ATI, and the other brands didn't do a very good job with drivers and seemed to focus more on the texture fill aspect for video and games. Anybody that made good cards back then usually had to do some proprietary hardware and drivers to get around windows' lack of graphics infrastructure. Anybody remember the SGI windows workstations? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Friday, October 18, 2013 11:47 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall Sent: Friday, October 18, 2013 11:29 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn't quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp :) Not to mention that I only had about a 500 MB hard drive if I remember correctly... Those Zpics were kind of heavy for the time and with that size of storage. Jeff From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
Re: Friday Flashback #142
Hehehe I remember loosing all animation curves every time I exited the program! On Fri, Oct 18, 2013 at 3:38 PM, Eric Lampi ericla...@gmail.com wrote: The other thing about it that was awesome was the fact that if you stopped the render and started it again where you left off, the simulation would not be the same. You had to render start to finish in one go. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Oct 18, 2013 at 3:23 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: There was a fatal flaw in the way that the particle scene was saved. Even on SGI. You could start a new scene, build something and it would work perfectly until you saved it and closed it. The next time you reopened it, it became buggy and unstable. I can’t recall what the specifics of the flaw was anymore, I just know that I got so good at hacking the saved files to correct the flaw it became a routine activity. For its day, it was quite useful and it holds a nostalgic appeal. But looking at it in retrospect to ICE, I’d never want to go back to using it. ** ** ** ** -- 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 *Matt Lind *Sent:* Friday, October 18, 2013 2:59 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: Friday Flashback #142 ** ** It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows NT along with Softimage|3D v3.51 (1996) ** ** The SGI version was pretty stable. I personally didn’t have issues with crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen series card at the time. Intergraph was the king of the windows field until Intel screwed them over. 3DLabs worked really hard at providing good drivers and/or frequent updates. Maxon, Elsa, Matrox, ATI, and the other brands didn’t do a very good job with drivers and seemed to focus more on the texture fill aspect for video and games. Anybody that made good cards back then usually had to do some proprietary hardware and drivers to get around windows’ lack of graphics infrastructure. Anybody remember the SGI windows workstations? ** ** ** ** Matt ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable *Sent:* Friday, October 18, 2013 11:47 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: Friday Flashback #142 ** ** Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Friday, October 18, 2013 8:33 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: Friday Flashback #142 ** ** I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. ** ** The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Jeff McFall *Sent:* Friday, October 18, 2013 11:29 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: Friday Flashback #142 ** ** I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasn’t quite what I had hoped for but way better than nothing and I was able to make a lot of use it. ** ** Kind of ironic about how Soft was NOT known for its “Particle System” capabilities back then. ** ** I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect.” ** ** That was fine if you did not mind a fully aliased comp
Re: Friday Flashback #142
I never really used it beyond doing a tutorial, but I loved the interface, the widgets and the opengl look. It had manipulators which softimage 3D also did not have. So much more modern than softimage|3D; hard to believe it's from 1995, and you would only get a new softimage GUI 5 years later. I think it was written internally, with some particle code from a company called ArSciMed.
RE: Friday Flashback #142
ArcSciMed! Now that's a farfetched name. LOL! I totally agree with you Luc-Eric, it had some pretty slick stuff that Softimage didn't have. I don't remember how many particles you could have in your scene before slowing it down? Jason Stambollian was the Particles king pin from the Softimage Content Group. He's here on the list and could probably talk about all the features and his stories using it. :) -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 18 octobre 2013 16:18 To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #142 I never really used it beyond doing a tutorial, but I loved the interface, the widgets and the opengl look. It had manipulators which softimage 3D also did not have. So much more modern than softimage|3D; hard to believe it's from 1995, and you would only get a new softimage GUI 5 years later. I think it was written internally, with some particle code from a company called ArSciMed.
RE: Friday Flashback #142
Yes that's correct, except the curves weren't lost actually, rather the scene information was formatted with an error or omitted something very simple. All you had to do was edit the file and reformat the description to remove the error andhows it they used to sayvoila!...the scene would open intact just the way you saved it. I recall discovering the flaw when comparing the failed scene description with one of the default sample scenes. -- 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 Vincent Fortin Sent: Friday, October 18, 2013 4:12 PM To: softimage Subject: Re: Friday Flashback #142 Hehehe I remember loosing all animation curves every time I exited the program! On Fri, Oct 18, 2013 at 3:38 PM, Eric Lampi ericla...@gmail.commailto:ericla...@gmail.com wrote: The other thing about it that was awesome was the fact that if you stopped the render and started it again where you left off, the simulation would not be the same. You had to render start to finish in one go. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Oct 18, 2013 at 3:23 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote: There was a fatal flaw in the way that the particle scene was saved. Even on SGI. You could start a new scene, build something and it would work perfectly until you saved it and closed it. The next time you reopened it, it became buggy and unstable. I can't recall what the specifics of the flaw was anymore, I just know that I got so good at hacking the saved files to correct the flaw it became a routine activity. For its day, it was quite useful and it holds a nostalgic appeal. But looking at it in retrospect to ICE, I'd never want to go back to using it. -- 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.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 2:59 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows NT along with Softimage|3D v3.51 (1996) The SGI version was pretty stable. I personally didn't have issues with crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen series card at the time. Intergraph was the king of the windows field until Intel screwed them over. 3DLabs worked really hard at providing good drivers and/or frequent updates. Maxon, Elsa, Matrox, ATI, and the other brands didn't do a very good job with drivers and seemed to focus more on the texture fill aspect for video and games. Anybody that made good cards back then usually had to do some proprietary hardware and drivers to get around windows' lack of graphics infrastructure. Anybody remember the SGI windows workstations? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Friday, October 18, 2013 11:47 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From:
RE: Friday Flashback #142
Yes, ArcSciMed who later renamed themselves Animation Science. One of my former employers was going to buy the ArcSciMed simulation library until I told them it was the same library used by Softimage|Particle, which we were already using. They didn't like the looks of Softimage|Particle (for the purposes of generating weather system data), so they rolled their own. As for other nice widgets, you could click on any text edit box or button in the UI and drag the mouse left or right to increment/decrement the value. The rate of increase/decrease would vary depending on which mouse button you used. The workflow was equivalent to the current workflow of clicking the parameter name in a PPG to mark it then activate the virtual slider to change value, but the Softimage|Particle workflow was more slick. When I first saw 'Sumatra' and how the PPGs, parameter marking, and other things worked, I immediately thought of Softimage|Particle as the inspiration. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Friday, October 18, 2013 1:18 PM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #142 I never really used it beyond doing a tutorial, but I loved the interface, the widgets and the opengl look. It had manipulators which softimage 3D also did not have. So much more modern than softimage|3D; hard to believe it's from 1995, and you would only get a new softimage GUI 5 years later. I think it was written internally, with some particle code from a company called ArSciMed.
RE: Friday Flashback #142
Wasn't it Jean-Luc Corenthin the dev that was the intermediary on Soft side? -Original Message- From: Marc-Andre Carbonneau [mailto:marc-andre.carbonn...@ubisoft.com] Sent: October-18-13 4:50 PM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 ArcSciMed! Now that's a farfetched name. LOL! I totally agree with you Luc-Eric, it had some pretty slick stuff that Softimage didn't have. I don't remember how many particles you could have in your scene before slowing it down? Jason Stambollian was the Particles king pin from the Softimage Content Group. He's here on the list and could probably talk about all the features and his stories using it. :) -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 18 octobre 2013 16:18 To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #142 I never really used it beyond doing a tutorial, but I loved the interface, the widgets and the opengl look. It had manipulators which softimage 3D also did not have. So much more modern than softimage|3D; hard to believe it's from 1995, and you would only get a new softimage GUI 5 years later. I think it was written internally, with some particle code from a company called ArSciMed.
Re: Friday Flashback #142
On Fri, Oct 18, 2013 at 4:50 PM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: I totally agree with you Luc-Eric, it had some pretty slick stuff that Softimage didn't have. I don't remember how many particles you could have in your scene before slowing it down? In 1997 we were running Pentium Pro at 200Mhz with probably 128 megs of RAM tops, so I would say it stated to slow down as soon as you launched the app.
Re: Friday Flashback #142
Oh, yes! They actually looked pretty attractive until you took a deeper dive into the specs. Their semi-proprietary Windows install, the controlled hardware, and especially, the shared memory design between the system and the graphics pipeline became deal breakers. I guess SGI missed the fact that Windows users liked that environment due to how much tweaking you can do to your machine (I mean... if you can't even upgrade your graphics card, you're basically buying something that would be obsolete in a few years). The O2 at the time seemed to be a better option, but it didn't provide enough horse power for serious use (at least in the tests we ran at the time... the studio I worked for was running Soft 3.5 under NT, and we were Intergraph dealers... we got an O2 with Power Animator installed as an evaluation loan for a while... didn't go anywhere). On 18/10/2013 2:58 PM, Matt Lind wrote: It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows NT along with Softimage|3D v3.51 (1996) The SGI version was pretty stable. I personally didnt have issues with crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen series card at the time. Intergraph was the king of the windows field until Intel screwed them over. 3DLabs worked really hard at providing good drivers and/or frequent updates. Maxon, Elsa, Matrox, ATI, and the other brands didnt do a very good job with drivers and seemed to focus more on the texture fill aspect for video and games. Anybody that made good cards back then usually had to do some proprietary hardware and drivers to get around windows lack of graphics infrastructure. Anybody remember the SGI windows workstations? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Friday, October 18, 2013 11:47 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 I was a student learning Softimage|3D and the standalone particle system was really hard to use because of that. I remember saving my particle scene every 5 minutes. Maybe it was a driver/system/graphics cards issue back then. I was on NT back then. Did the particle standalone also exists on SGI? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Friday, October 18, 2013 8:33 PM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember the system being very fast and interactive compared to softimage|3D, but yeah, PITA to have to composite everything. The manipulators for SI Particle were actually pretty nice and intuitive. They needed to be as the software lacked the mouse driven manipulation found in most 3d packages. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall Sent: Friday, October 18, 2013 11:29 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #142 I remember that. I was sooo looking forward to having a particle system again after moving from a Wavefront system. It wasnt quite what I had hoped for but way better than nothing and I was able to make a lot of use it. Kind of ironic about how Soft was NOT known for its Particle System capabilities back then. I like this quote Render the particle animation. Then composite the particle animation using the depth information from the z-channel of the SOFTIMAGE 3D rendered images to create seamless three-dimensional animation with a particle effect. That was fine if you did not mind a fully aliased comp J