Re: importing ply
As a side question has anyone been trying the Fuel-3d Scanner. Anyone got decent results ? Secondly what workflow are you using to bake out the UV¹s and texture map? Kind regards Angus On 2013/10/29, 2:57 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Francisco, I´m also using meshlab to get vertexcolor baked into a UV based texture and export to *.obj (with UV settexture generated in meshlab). 3D-coat has *.ply format support but I haven´t tested if it brings in the vertex colors from. let´s say a 3d scan with vertex colors. Might do, too. The 3D-coat fully working trial is good for 30 days. Cheers, tim On 28.10.2013 23:40, Francisco wrote: I think i´ve found a solution, http://meshlab.sourceforge.net/ if anyone knows a better idea, i´ll apreciate it. Greetings, Francisco Criado vfx artist On Monday, October 28, 2013 3:29 PM, Francisco fra...@yahoo.com wrote: Hi to all! just trying to get a workaround for importing ply geometry and its color vertex data to generate its texture, does anyone already tried or acomplished this? Thanks in advance, Francisco Criado vfx artist table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Online render farm recommendations.
I hope you don't mind a thread resurrection! Did any of these work out for you? I'm on the lookout for online renderfarm options, but I can't find anything out about adding custom shaders to a scene submission (in this case p_hair shaders for MR in soft 2014 sp2) Cheers, matt On 5 September 2013 22:25, Pingo van der Brinkloev xsil...@comxnet.dkwrote: Oh, rebusfarm has an iPhone/android app so you can keep track of your renders from the poolside ;) P On 05/09/2013, at 23.23, Pingo van der Brinkloev xsil...@comxnet.dk wrote: Foxrenderfarm.com http://foxrenderfarm.com/ is indeed very good, very helpful via skype chat and quite inexpensive. You need to upload your project yourself and I think you can upload caches for sims as well - haven't tried this. Good thing about the self administered upload is if you make a mistake you just re-upload the scene, and not the whole sherbang again. Rebusfarm.net http://rebusfarm.net/ is also good. You can chat them too. They have a submitter that works from within SI. and collects all your images and uploads them for you. Very sleek. They cost the same as foxrenderfarm, if you can wait a while for your frames (or find the holes where nobody else is rendering) otherwise it's double up, but then your frames start immediately and auto-download to your HD on completion. You should try both to see what suits you. They both have free intro deals. Also they both have cost calculators that work. You do need to make sure they're using the same version of SI as you. Also I don't know how they deal with passes so check that out. Consider the size of your files. EXR files take up more space and take longer to download (obviously) Good luck! Pingo On 04/09/2013, at 01.17, Adam Seeley adam_see...@yahoo.com wrote: Hi Cristobel, Looks good, thanks for pointer. Adam. - http://www.linkedin.com/in/adamseeleyukhttp://www.linkedin.com/profile/view?id=21162305 https://vimeo.com/adamseeley https://vimeo.com/album/2280465 -- *From:* Cristobal Infante cgc...@gmail.com *To:* Adam Seeley adam_see...@yahoo.com; softimage@listproc.autodesk.com softimage@listproc.autodesk.com *Sent:* Tuesday, 3 September 2013, 18:11 *Subject:* Re: Online render farm recommendations. Hi Adam, I gave http://www.foxrenderfarm.com/ a shot and they were all right. You have to option to rent on a weekly basis instead of per frame which I think is the way foward. So you can let that stuff cook without worrying if it burns ;) C On 3 September 2013 17:25, Adam Seeley adam_see...@yahoo.com wrote: Hi, This hasn't been up for a while so... Does anybody have recommendations for good value , easy to use render farms. I'll have a few minutes worth of renders at 3500x5000 pixels to crack out soon. Standard Mental Ray is fine although good to know if they are Arnolded up as well. Many thanks, Adam. - http://www.linkedin.com/in/adamseeleyukhttp://www.linkedin.com/profile/view?id=21162305 https://vimeo.com/adamseeley https://vimeo.com/album/2280465 -- www.matinai.com
Re: importing ply
Hi Angus, here´s a Blender/meshlab tutorial focusing on using/baking vertex colors. http://www.youtube.com/watch?v=0-Oh8pMbTS8 (part1) But Meshlab offers loads of other options to generate UVs/textures. When I did the vertex color (from a *.ply) file to UV/texture thing, I did it directly in meshlab and exported to *.obj with per face UVs. That said, it seems I don´t have to do that anymore, using skanect 1.5, I lets me export directly to *.obj with autoUVs and a texture. The advantage of meshlab would be that you can use higher resolution texture output, skanect defaults to a 1k texture map. Those workflows are constantly changing of course. Personally, I´m pretty happy making first steps with a kinect, skanectPro and 3D coat but I wouldn´t describe my output as production ready. Cheers, tim On 29.10.2013 12:35, Angus Davidson wrote: As a side question has anyone been trying the Fuel-3d Scanner. Anyone got decent results ? Secondly what workflow are you using to bake out the UV¹s and texture map? Kind regards Angus On 2013/10/29, 2:57 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Francisco, I´m also using meshlab to get vertexcolor baked into a UV based texture and export to *.obj (with UV settexture generated in meshlab). 3D-coat has *.ply format support but I haven´t tested if it brings in the vertex colors from. let´s say a 3d scan with vertex colors. Might do, too. The 3D-coat fully working trial is good for 30 days. Cheers, tim On 28.10.2013 23:40, Francisco wrote: I think i´ve found a solution, http://meshlab.sourceforge.net/ if anyone knows a better idea, i´ll apreciate it. Greetings, Francisco Criado vfx artist On Monday, October 28, 2013 3:29 PM, Francisco fra...@yahoo.com wrote: Hi to all! just trying to get a workaround for importing ply geometry and its color vertex data to generate its texture, does anyone already tried or acomplished this? Thanks in advance, Francisco Criado vfx artist table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: importing ply
Hi Tim Thanks for that. We are still battling to get our input scans of good enough quality to be concerned to much about textures just yet. Unfortunately they are out side heritage scans and the people doing them are still busy learning. Kind regards Angus On 2013/10/29, 1:54 PM, Tim Leydecker bauero...@gmx.de wrote: Hi Angus, here´s a Blender/meshlab tutorial focusing on using/baking vertex colors. http://www.youtube.com/watch?v=0-Oh8pMbTS8 (part1) But Meshlab offers loads of other options to generate UVs/textures. When I did the vertex color (from a *.ply) file to UV/texture thing, I did it directly in meshlab and exported to *.obj with per face UVs. That said, it seems I don´t have to do that anymore, using skanect 1.5, I lets me export directly to *.obj with autoUVs and a texture. The advantage of meshlab would be that you can use higher resolution texture output, skanect defaults to a 1k texture map. Those workflows are constantly changing of course. Personally, I´m pretty happy making first steps with a kinect, skanectPro and 3D coat but I wouldn´t describe my output as production ready. Cheers, tim On 29.10.2013 12:35, Angus Davidson wrote: As a side question has anyone been trying the Fuel-3d Scanner. Anyone got decent results ? Secondly what workflow are you using to bake out the UV¹s and texture map? Kind regards Angus On 2013/10/29, 2:57 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Francisco, I´m also using meshlab to get vertexcolor baked into a UV based texture and export to *.obj (with UV settexture generated in meshlab). 3D-coat has *.ply format support but I haven´t tested if it brings in the vertex colors from. let´s say a 3d scan with vertex colors. Might do, too. The 3D-coat fully working trial is good for 30 days. Cheers, tim On 28.10.2013 23:40, Francisco wrote: I think i´ve found a solution, http://meshlab.sourceforge.net/ if anyone knows a better idea, i´ll apreciate it. Greetings, Francisco Criado vfx artist On Monday, October 28, 2013 3:29 PM, Francisco fra...@yahoo.com wrote: Hi to all! just trying to get a workaround for importing ply geometry and its color vertex data to generate its texture, does anyone already tried or acomplished this? Thanks in advance, Francisco Criado vfx artist table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Finding polygons...
Wow... that's funny. This script does exactly what I needed to do :-) . I had to have the file published by this morning, so I found a way of bashing through it manually, and it wasn't too bad. But these snippets do come in handy often, so thanks a lot for sharing! Cheers Alan! On 28/10/2013 8:11 PM, Alan Fregtman wrote: Here's a piece I took out from one of my tools. It's a good example of using locations in scripting: xsi = Application log = xsi.LogMessage from win32com.client import constants as C def main(): if xsi.Selection.Count == 0: log('Please select your objects to constrain.', C.siError) return False rtn = xsi.PickElement( C.siPolyMeshFilter, 'Select geometry - for VERTEX cluster', 'Select geometry - for POLY cluster' ) option, picked = rtn.Value('ButtonPressed'), rtn.Value('PickedElement') clsType = [None, C.siVertexCluster, C.siPolygonCluster][option] if not clsType: # cancelled return False geo = picked.ActivePrimitive.Geometry xsi.OpenUndo('constrain to closest point/poly') for null in xsi.Selection: pos = null.Kinematics.Global.Transform.GetTranslationValues2() locations = geo.GetClosestLocations(pos) # locations = geo.GetClosestLocationsWithinRadius(pos, 0.1, 1) clusterName = 'CLS_'+null.Name if clsType == C.siVertexCluster: component = geo.GetTriangleVertexIndexArray(locations)[-1] elif clsType == C.siPolygonCluster: component = geo.GetPolygonIndexArray(locations)[0] log( 'Making cluster for %s at #%s' % (null.Name, component), C.siVerbose ) newCluster = geo.AddCluster(clsType, clusterName, component) xsi.RemoveCnsType('ObjectToCluster', null) newCns = null.Kinematics.AddConstraint('ObjectToCluster', newCluster) if clsType == C.siPolygonCluster: newCns.Parameters('tangent').Value = True newCns.Parameters('upvct_active').Value = True xsi.CloseUndo() main() On Mon, Oct 28, 2013 at 6:11 PM, Sergio Mucino sergio.muc...@modusfx.com wrote: Thanks Matt! On 28/10/2013 5:42 PM, Matt Lind wrote: You can convert the null’s position to the local space of the polygon mesh, then do a PolygonMesh.GetClosestLocation() to return a PointLocator object, then select the polygon from the ID stored in the PointLocator object. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Monday, October 28, 2013 2:36 PM To: softimage@listproc.autodesk.com Subject: Finding polygons... Okay, this is going to be a real long shot... Lets say you have a null sitting squarely at the center of a polygon. Is there a way to select said polygon, based on the selected null? In other words, I want to select the null, and I want to be able to select the polygon that this null is positioned over. Maybe a raycasting function, or something similar? Any ideas? Thanks! (I know... definitely a long shot...) --
Re: FaceRobot
the flag makes XSI connect to the FaceRobot workgroup, and all the code to face robot is in that workgroup. I don't have the time to test it, but in theory if the workgroup is not present I think it could just do nothing and fail gracefully. If that doesn't work, actually enabling face robot on the render farm could fix it, because I recall that it's pretty drastic when face robot needs to be enabled during scene load: I think it cancels the scene load, enable the workgroup, and load the scene again. Perhaps some software are parsing the log output of xsibatch and finding something they don't like. It's also possible that an error message box poped up, and that aborts xsibatch. On Mon, Oct 28, 2013 at 4:36 PM, Angus Davidson angus.david...@wits.ac.zawrote: Had exactly the same issue as Alan. We were trialing Royal Render at the time. It also didnt work in xsi batch called from a dos batch file.(command line). Its the same if you happen to have one of the students use the free version and try and batch render in the EDU version. Kind regards Angus This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Fwd: Join the Expert Challenge on November 12th, 2013
Seriously Autodesk WTF? There seems to be something missing here: ** [image: Autodesk] The Expert Challenge – Your opportunity to chat with our 3D experts LIVE! *Register for The Expert Challenge Now!* Join the Expert Challenge on November 12th, 2013, where you can ask our experts your toughest 3D questions. Meet the people behind the products, from product managers and designers to our technical specialists, they will all be there. So get your product, industry, workflow and development questions ready! Don't miss your opportunity, register today and submit your questions. [image: Register Now]https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30LID=d28c4f62bbfe3b399b4b3e8e688e872c Choose from the following sessions designed to fit your schedule. Autodesk® Mudbox® software Tuesday, November 12th, 2013 7:00 AM PST/ 10:00 AM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 8:30 AM PST/ 11:30 AM EST Autodesk® Maya® software Tuesday, November 12th, 2013 10:30 AM PST/ 1:30 PM EST Autodesk® Maya® software Tuesday, November 12th, 2013 6:00 PM PST/ 9:00 PM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 7:30 PM PST/ 10:30 PM EST Autodesk® Mudbox® software Tues/Wed November 12th/13th, 2013 9:30 PM PST/ 12:30 AM EST [image: industry image] © 2013 Autodesk, Inc. All rights reserved. | Update Your Profilehttps://leads.autodesk.com/aprimoportal/url.aspx?D=7f98cd601ea567f8649a5d74b1958a30T=1L=114801M=5e5f3890014b39d1C=3Z=1A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25 | Legal Notices Trademarkshttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/company/legal-notices-trademarks | Privacy Policyhttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/privacy/ Autodesk, Inc. • 111 McInnis Parkway • San Rafael, CA 94903 Thank you for your continued interest in Autodesk products. Autodesk respects your time and privacy. If you prefer not to receive future emails about Autodesk products or events, or have received this email in error, please click on the unsubscribe link at the bottom of this page, and we will remove you from this mailing database. Please do not reply to this email. Replies to this email will not be responded to or read. Autodesk, the Autodesk logo, Maya, Mudbox and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2013 Autodesk, Inc. All rights reserved. -- Click here to opt out of the Autodesk emailing listhttps://leads.autodesk.com/aprimoportal/url.aspx?L=526010D=7f98cd601ea567f8649a5d74b1958a30T=2M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5 | Forward to a Friendhttps://leads.autodesk.com/aprimoportal/url.aspx?L=419110D=7f98cd601ea567f8649a5d74b1958a30T=3M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5
SI selections driving me nuts...
Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off. This is what I'm doing... 1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle. 2. Select some polygons. 3. Select Adjacent - Points 4. Smooth Envelope Weights on the selected points. 5. Go back to Polygon selection mode. The select tool is set back to Raycast!! I have to change it with EVERY CHANGE I do! And I have to repeat this operation several dozens of times. SI is driving me crazy with this. Is there a preference somewhere to NEVER change the selection tool unless I explicitly do it? Thanks for any help! --
Re: SI selections driving me nuts...
I use my own selection toggle tools, but I've never had a problem like that and I can't reproduce your problem even if I try it only using my mouse. SI remembers the last tool I used when changing between selection modes. How are you changing your selection modes? On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino sergio.muc...@modusfx.comwrote: Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off. This is what I'm doing... 1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle. 2. Select some polygons. 3. Select Adjacent - Points 4. Smooth Envelope Weights on the selected points. 5. Go back to Polygon selection mode. The select tool is set back to Raycast!! I have to change it with EVERY CHANGE I do! And I have to repeat this operation several dozens of times. SI is driving me crazy with this. Is there a preference somewhere to NEVER change the selection tool unless I explicitly do it? Thanks for any help! -- Sergio Mucino_Signature_email.gif
RE: SI selections driving me nuts...
Using the buttons at the top right changes only the filter not the tool, and it seems like activating point selection using Select Adjacent also changed the tool from Raycast to Rectangle. (Raycast selection being not that handy for points.) I'd suggest using keys: Y is Polygon Rectangle in SI mode -- I'm not sure whether there is an equivalent in Maya mode by default but you can always make one. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Sent: Tuesday, October 29, 2013 12:18 PM To: softimage@listproc.autodesk.com Subject: Re: SI selections driving me nuts... I use my own selection toggle tools, but I've never had a problem like that and I can't reproduce your problem even if I try it only using my mouse. SI remembers the last tool I used when changing between selection modes. How are you changing your selection modes? On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off. This is what I'm doing... 1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle. 2. Select some polygons. 3. Select Adjacent - Points 4. Smooth Envelope Weights on the selected points. 5. Go back to Polygon selection mode. The select tool is set back to Raycast!! I have to change it with EVERY CHANGE I do! And I have to repeat this operation several dozens of times. SI is driving me crazy with this. Is there a preference somewhere to NEVER change the selection tool unless I explicitly do it? Thanks for any help! -- [cid:image001.gif@01CED4A3.D66FEC20] attachment: winmail.dat
Re: Fwd: Join the Expert Challenge on November 12th, 2013
Maybe they didnt have experts available for Softimage!! Working as intended i suppose. Depressing even tho i’m not surpised anymore. The future is bright From: Paul Griswold Sent: Tuesday, October 29, 2013 5:11 PM To: softimage@listproc.autodesk.com Subject: Fwd: Join the Expert Challenge on November 12th, 2013 Seriously Autodesk WTF? There seems to be something missing here: The Expert Challenge – Your opportunity to chat with our 3D experts LIVE! Register for The Expert Challenge Now! Join the Expert Challenge on November 12th, 2013, where you can ask our experts your toughest 3D questions. Meet the people behind the products, from product managers and designers to our technical specialists, they will all be there. So get your product, industry, workflow and development questions ready! Don't miss your opportunity, register today and submit your questions. Choose from the following sessions designed to fit your schedule. Autodesk® Mudbox® software Tuesday, November 12th, 2013 7:00 AM PST/ 10:00 AM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 8:30 AM PST/ 11:30 AM EST Autodesk® Maya® software Tuesday, November 12th, 2013 10:30 AM PST/ 1:30 PM EST Autodesk® Maya® software Tuesday, November 12th, 2013 6:00 PM PST/ 9:00 PM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 7:30 PM PST/ 10:30 PM EST Autodesk® Mudbox® software Tues/Wed November 12th/13th, 2013 9:30 PM PST/ 12:30 AM EST © 2013 Autodesk, Inc. All rights reserved. | Update Your Profile | Legal Notices Trademarks | Privacy Policy Autodesk, Inc. • 111 McInnis Parkway • San Rafael, CA 94903 Thank you for your continued interest in Autodesk products. Autodesk respects your time and privacy. If you prefer not to receive future emails about Autodesk products or events, or have received this email in error, please click on the unsubscribe link at the bottom of this page, and we will remove you from this mailing database. Please do not reply to this email. Replies to this email will not be responded to or read. Autodesk, the Autodesk logo, Maya, Mudbox and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2013 Autodesk, Inc. All rights reserved. Click here to opt out of the Autodesk emailing list | Forward to a Friend
RE: Fwd: Join the Expert Challenge on November 12th, 2013
We could always log in and ask lots of questions about how one may do the things that Softimage already does really well with Maya and Max. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Massimo Galluzzo Sent: Tuesday, October 29, 2013 12:44 PM To: softimage@listproc.autodesk.com Subject: Re: Fwd: Join the Expert Challenge on November 12th, 2013 Maybe they didnt have experts available for Softimage!! Working as intended i suppose. Depressing even tho i'm not surpised anymore. The future is bright From: Paul Griswoldmailto:pgrisw...@fusiondigitalproductions.com Sent: Tuesday, October 29, 2013 5:11 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Fwd: Join the Expert Challenge on November 12th, 2013 Seriously Autodesk WTF? There seems to be something missing here: [Autodesk] The Expert Challenge - Your opportunity to chat with our 3D experts LIVE! Register for The Expert Challenge Now! Join the Expert Challenge on November 12th, 2013, where you can ask our experts your toughest 3D questions. Meet the people behind the products, from product managers and designers to our technical specialists, they will all be there. So get your product, industry, workflow and development questions ready! Don't miss your opportunity, register today and submit your questions. [Register Now]https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30LID=d28c4f62bbfe3b399b4b3e8e688e872c Choose from the following sessions designed to fit your schedule. Autodesk(r) Mudbox(r) software Tuesday, November 12th, 2013 7:00 AM PST/ 10:00 AM EST Autodesk(r) 3ds Max(r) software Tuesday, November 12th, 2013 8:30 AM PST/ 11:30 AM EST Autodesk(r) Maya(r) software Tuesday, November 12th, 2013 10:30 AM PST/ 1:30 PM EST Autodesk(r) Maya(r) software Tuesday, November 12th, 2013 6:00 PM PST/ 9:00 PM EST Autodesk(r) 3ds Max(r) software Tuesday, November 12th, 2013 7:30 PM PST/ 10:30 PM EST Autodesk(r) Mudbox(r) software Tues/Wed November 12th/13th, 2013 9:30 PM PST/ 12:30 AM EST [industry image] (c) 2013 Autodesk, Inc. All rights reserved. | Update Your Profilehttps://leads.autodesk.com/aprimoportal/url.aspx?D=7f98cd601ea567f8649a5d74b1958a30T=1L=114801M=5e5f3890014b39d1C=3Z=1A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25 | Legal Notices Trademarkshttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/company/legal-notices-trademarks | Privacy Policyhttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/privacy/ Autodesk, Inc. * 111 McInnis Parkway * San Rafael, CA 94903 Thank you for your continued interest in Autodesk products. Autodesk respects your time and privacy. If you prefer not to receive future emails about Autodesk products or events, or have received this email in error, please click on the unsubscribe link at the bottom of this page, and we will remove you from this mailing database. Please do not reply to this email. Replies to this email will not be responded to or read. Autodesk, the Autodesk logo, Maya, Mudbox and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. (c) 2013 Autodesk, Inc. All rights reserved. Click here to opt out of the Autodesk emailing listhttps://leads.autodesk.com/aprimoportal/url.aspx?L=526010D=7f98cd601ea567f8649a5d74b1958a30T=2M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5 | Forward to a Friendhttps://leads.autodesk.com/aprimoportal/url.aspx?L=419110D=7f98cd601ea567f8649a5d74b1958a30T=3M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5
Re: SI selections driving me nuts...
I use the pop-over menu inside the "Select" button, at the top right of the UI. Raycast is pretty useless for me too in Point mode, but it just keeps coming back... Thanks for the hotkey tip! I do use a Maya-based keyboard layout, but I'll find it. Cheers! On 29/10/2013 12:42 PM, Grahame Fuller wrote: Using the buttons at the top right changes only the filter not the tool, and it seems like activating point selection using Select Adjacent also changed the tool from Raycast to Rectangle. (Raycast selection being not that handy for points.) I'd suggest using keys: Y is Polygon Rectangle in SI mode -- I'm not sure whether there is an equivalent in Maya mode by default but you can always make one. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Sent: Tuesday, October 29, 2013 12:18 PM To: softimage@listproc.autodesk.com Subject: Re: SI selections driving me nuts... I use my own selection toggle tools, but I've never had a problem like that and I can't reproduce your problem even if I try it only using my mouse. SI remembers the last tool I used when changing between selection modes. How are you changing your selection modes? On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off. This is what I'm doing... 1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle. 2. Select some polygons. 3. Select Adjacent - Points 4. Smooth Envelope Weights on the selected points. 5. Go back to Polygon selection mode. The select tool is set back to Raycast!! I have to change it with EVERY CHANGE I do! And I have to repeat this operation several dozens of times. SI is driving me crazy with this. Is there a preference somewhere to NEVER change the selection tool unless I explicitly do it? Thanks for any help! -- [cid:image001.gif@01CED4A3.D66FEC20]
Giving texture coordinates to an ICE pointcloud
Hoi I have a wireframe I created with an ICE node out of a mesh. I'd like to adjust the transparency of this cloud with a vertical gradient texture. How can I add projection to the cloud to drive the gradient? Cheers Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
RE: Join the Expert Challenge on November 12th, 2013
Sorry about that. The sessions were created for the extension releases. This is a little clearer if you click on the registration link but seems to have been shortened in the email notification. Only 3ds Max, Maya and Mudbox had extensions this Q. Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: Tuesday, October 29, 2013 12:11 PM To: softimage@listproc.autodesk.com Subject: Fwd: Join the Expert Challenge on November 12th, 2013 Seriously Autodesk WTF? There seems to be something missing here: [Autodesk] The Expert Challenge - Your opportunity to chat with our 3D experts LIVE! Register for The Expert Challenge Now! Join the Expert Challenge on November 12th, 2013, where you can ask our experts your toughest 3D questions. Meet the people behind the products, from product managers and designers to our technical specialists, they will all be there. So get your product, industry, workflow and development questions ready! Don't miss your opportunity, register today and submit your questions. [Register Now]https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30LID=d28c4f62bbfe3b399b4b3e8e688e872c Choose from the following sessions designed to fit your schedule. Autodesk® Mudbox® software Tuesday, November 12th, 2013 7:00 AM PST/ 10:00 AM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 8:30 AM PST/ 11:30 AM EST Autodesk® Maya® software Tuesday, November 12th, 2013 10:30 AM PST/ 1:30 PM EST Autodesk® Maya® software Tuesday, November 12th, 2013 6:00 PM PST/ 9:00 PM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 7:30 PM PST/ 10:30 PM EST Autodesk® Mudbox® software Tues/Wed November 12th/13th, 2013 9:30 PM PST/ 12:30 AM EST [industry image] © 2013 Autodesk, Inc. All rights reserved. | Update Your Profilehttps://leads.autodesk.com/aprimoportal/url.aspx?D=7f98cd601ea567f8649a5d74b1958a30T=1L=114801M=5e5f3890014b39d1C=3Z=1A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25 | Legal Notices Trademarkshttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/company/legal-notices-trademarks | Privacy Policyhttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/privacy/ Autodesk, Inc. * 111 McInnis Parkway * San Rafael, CA 94903 Thank you for your continued interest in Autodesk products. Autodesk respects your time and privacy. If you prefer not to receive future emails about Autodesk products or events, or have received this email in error, please click on the unsubscribe link at the bottom of this page, and we will remove you from this mailing database. Please do not reply to this email. Replies to this email will not be responded to or read. Autodesk, the Autodesk logo, Maya, Mudbox and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2013 Autodesk, Inc. All rights reserved. Click here to opt out of the Autodesk emailing listhttps://leads.autodesk.com/aprimoportal/url.aspx?L=526010D=7f98cd601ea567f8649a5d74b1958a30T=2M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5 | Forward to a Friendhttps://leads.autodesk.com/aprimoportal/url.aspx?L=419110D=7f98cd601ea567f8649a5d74b1958a30T=3M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5 attachment: winmail.dat
Re: SI selections driving me nuts...
I've noticed it goes back to Raycast in step 5, when I go back to Polygon selection mode. I'll see if I can find a preference for the selection method for said mode. On 29/10/2013 1:13 PM, Sergio Mucino wrote: I use the pop-over menu inside the "Select" button, at the top right of the UI. Raycast is pretty useless for me too in Point mode, but it just keeps coming back... Thanks for the hotkey tip! I do use a Maya-based keyboard layout, but I'll find it. Cheers! On 29/10/2013 12:42 PM, Grahame Fuller wrote: Using the buttons at the top right changes only the filter not the tool, and it seems like activating point selection using Select Adjacent also changed the tool from Raycast to Rectangle. (Raycast selection being not that handy for points.) I'd suggest using keys: Y is Polygon Rectangle in SI mode -- I'm not sure whether there is an equivalent in Maya mode by default but you can always make one. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Sent: Tuesday, October 29, 2013 12:18 PM To: softimage@listproc.autodesk.com Subject: Re: SI selections driving me nuts... I use my own selection toggle tools, but I've never had a problem like that and I can't reproduce your problem even if I try it only using my mouse. SI remembers the last tool I used when changing between selection modes. How are you changing your selection modes? On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off. This is what I'm doing... 1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle. 2. Select some polygons. 3. Select Adjacent - Points 4. Smooth Envelope Weights on the selected points. 5. Go back to Polygon selection mode. The select tool is set back to Raycast!! I have to change it with EVERY CHANGE I do! And I have to repeat this operation several dozens of times. SI is driving me crazy with this. Is there a preference somewhere to NEVER change the selection tool unless I explicitly do it? Thanks for any help! -- [cid:image001.gif@01CED4A3.D66FEC20]
Unsharing texture projections
Unique problem that should be easy to solve but isn't at first glance. Softimage, by default, shares texture projections across objects in a duplicate process. The duplicate will reuse the texture projection from the source object. While we can certainly adjust the duplicate/instantiate options to force a copy of the texture projection, it doesn't help for cases where the duplicate has already been made and heavily modified. So, short of me digging into the SDK, does anybody have any readymade out of the box ideas how to expand the shared texture projection so each object has it's own copy of the texture projection? Matt
Re: Giving texture coordinates to an ICE pointcloud
easier to do it without projection; get global y-position per point and use a rescale node driving a gradient, then set either alpha of point color or an attribute of your own naming. bring the appropriate attribute into your render tree. On Tue, Oct 29, 2013 at 1:27 PM, Szabolcs Matefy szabol...@crytek.comwrote: Hoi ** ** I have a wireframe I created with an ICE node out of a mesh. I’d like to adjust the transparency of this cloud with a vertical gradient texture. How can I add projection to the cloud to drive the gradient? ** ** Cheers ** ** ** ** Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: Equivalent to Maya's Wrap Deformer...
Reviving this topic... I got back to working on this issue, and found a couple of issues. First, I'll describe what's going on. I've got a character's coat, to which we're attaching some mud patches. To do this, I selected the polys under the mud patches, and extracted them as suggested before. Everything works (the extracted mesh does follow the original coat's deformations). My idea was to use these extracted polys as a cage for a cage deformer on the mud patches. I'm having two issues. First, creating the cage deformer on the mud patches mesh, using the extracted mesh as the cage, has thrown out any sense of interactivity out the window, big time. The rig went from real time to "wait 10 seconds for anything to happen". The animators will definitely not work with this. Second, I don't know if it's related to the above or not, but it seems the cage deformer is not really working (as expected, at least). There's a mud splat on the forearm, for example. When SI finished applying the cage deformer to the mud patches, I can see the weight points all over the mud mesh. Fine. However when I rotate the forearm up (and after waiting for a while for anything to happen), the patch on the forearm loses all its weight colors and goes completely blue, staying in its place, instead of following the forearm. Its as if the cage that influences it walked away, leaving it with no weights (instead of it following the cage). I don't know if its because the deformer does not understand the procedural deformations happening on the extracted mesh or what. I also tried moving the cage operator from the Modeling stack over to the Animation stack. It made no difference. In any case, the complete grind in performance may stop me from using this approach at all. I'm open to additional suggestions. If anyone knows of alternative ways (ICE?) of deforming a mesh with another, I'm all ears. Before anyone suggests this one... GATOR is not an option (the original coat uses a very complex system of layered deformations involving envelopes, lattices, and ICE trees. GATOR seems to ignore a lot of these things). Cheers!! On 24/10/2013 6:03 PM, Sergio Mucino wrote: This is definitely gonna work. Thanks Grahame! I'll continue tomorrow. On 24/10/2013 5:54 PM, Sergio Mucino wrote: Ah, if I had known that... :-) I spent like half an hour deleting polys on my copy. But of course, I ended up with a completely independent object. Sound like what you suggest would retain a connection to the original object, which is what I'd need. I will give it a go. On 24/10/2013 5:53 PM, Grahame Fuller wrote: Oh I must have missed that, sorry. On the original object, select the polygons that you don't want to delete and choose Model Create Poly Mesh Extract Polygons (keep). The selected polygons will be copied to a new object (the old ones will be left alone). As long as you don't freeze the Extract Polygons operator, it should update properly. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Thursday, October 24, 2013 5:45 PM To: softimage@listproc.autodesk.com Subject: Re: Equivalent to Maya's Wrap Deformer... Looks like I will have a few problems here... 1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not crazy polygon counts, but still). I need to attach to it a copy of itself, but with lots of polygons deleted. Kinda like attaching polygon patches that need to follow it. So, I'm trying to get a lower-res mesh to follow the high-res 2. The high-res mesh is deforming. It actually has its points set to follow another mesh (another copy) via ICE. The original mesh is the one with all the deformation operators on it (pretty complicated stack of deformations). We don't touch this third mesh... that's why this second high-res has a get/set point positions ICE tree. It's the render mesh. I'm thinking of a different solution... hold on... I might have something that works... [cid:image001.gif@01CED0E1.ECFD10F0] On 24/10/2013 5:35 PM, Grahame Fuller wrote: It's used for a few things, but mostly to keep track of the bind pose so that Softimage knows when a deformer has moved. If it's there it means that at some point you used that object as a deformer. If you're not currently using it as a deformer then you can safely get rid of it, then try to add the object as a cage deformer again. A new property will get created with the current transform values. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
Re: Equivalent to Maya's Wrap Deformer...
did you freeze the weights? the performance should pick up once you freeze the weights. also, use settings like where mentioned earlier in this thread (search distances and such) also, i don't know much about your pipeline but why does animation need to see these mud patches? surely this could be a job for character effects department? or maybe they are hidden right before point caching? lastly, an ICE cage deformer is possible, here is one way to do it... http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/idef_deforms.htm,topicNumber=d30e295689 not the most ideal because of the mesh copy required, which can that can be removed if one knows the cavaets with ICE attributes, ref models, and ICE optimizations On Tue, Oct 29, 2013 at 12:16 PM, Sergio Mucino sergio.muc...@modusfx.comwrote: Reviving this topic... I got back to working on this issue, and found a couple of issues. First, I'll describe what's going on. I've got a character's coat, to which we're attaching some mud patches. To do this, I selected the polys under the mud patches, and extracted them as suggested before. Everything works (the extracted mesh does follow the original coat's deformations). My idea was to use these extracted polys as a cage for a cage deformer on the mud patches. I'm having two issues. First, creating the cage deformer on the mud patches mesh, using the extracted mesh as the cage, has thrown out any sense of interactivity out the window, big time. The rig went from real time to wait 10 seconds for anything to happen. The animators will definitely not work with this. Second, I don't know if it's related to the above or not, but it seems the cage deformer is not really working (as expected, at least). There's a mud splat on the forearm, for example. When SI finished applying the cage deformer to the mud patches, I can see the weight points all over the mud mesh. Fine. However when I rotate the forearm up (and after waiting for a while for anything to happen), the patch on the forearm loses all its weight colors and goes completely blue, staying in its place, instead of following the forearm. Its as if the cage that influences it walked away, leaving it with no weights (instead of it following the cage). I don't know if its because the deformer does not understand the procedural deformations happening on the extracted mesh or what. I also tried moving the cage operator from the Modeling stack over to the Animation stack. It made no difference. In any case, the complete grind in performance may stop me from using this approach at all. I'm open to additional suggestions. If anyone knows of alternative ways (ICE?) of deforming a mesh with another, I'm all ears. Before anyone suggests this one... GATOR is not an option (the original coat uses a very complex system of layered deformations involving envelopes, lattices, and ICE trees. GATOR seems to ignore a lot of these things). Cheers!! On 24/10/2013 6:03 PM, Sergio Mucino wrote: This is definitely gonna work. Thanks Grahame! I'll continue tomorrow. On 24/10/2013 5:54 PM, Sergio Mucino wrote: Ah, if I had known that... :-) I spent like half an hour deleting polys on my copy. But of course, I ended up with a completely independent object. Sound like what you suggest would retain a connection to the original object, which is what I'd need. I will give it a go. On 24/10/2013 5:53 PM, Grahame Fuller wrote: Oh I must have missed that, sorry. On the original object, select the polygons that you don't want to delete and choose Model Create Poly Mesh Extract Polygons (keep). The selected polygons will be copied to a new object (the old ones will be left alone). As long as you don't freeze the Extract Polygons operator, it should update properly. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Thursday, October 24, 2013 5:45 PM To: softimage@listproc.autodesk.com Subject: Re: Equivalent to Maya's Wrap Deformer... Looks like I will have a few problems here... 1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not crazy polygon counts, but still). I need to attach to it a copy of itself, but with lots of polygons deleted. Kinda like attaching polygon patches that need to follow it. So, I'm trying to get a lower-res mesh to follow the high-res 2. The high-res mesh is deforming. It actually has its points set to follow another mesh (another copy) via ICE. The original mesh is the one with all the deformation operators on it (pretty complicated stack of deformations). We don't touch this third mesh... that's why this second high-res has a get/set point positions ICE tree. It's the render mesh. I'm thinking of a different solution... hold on... I might have something that works...
Re: Equivalent to Maya's Wrap Deformer...
My guess is that when you extract polygons it makes a new object with the center at world 0,0,0. The extracted polygons are not really deforming with the source geo but rather getting extracted at each frame in the new pose. So the cage deformer is seeing this as a new bind pose rather than a deformation. On Tue, Oct 29, 2013 at 3:28 PM, Steven Caron car...@gmail.com wrote: did you freeze the weights? the performance should pick up once you freeze the weights. also, use settings like where mentioned earlier in this thread (search distances and such) also, i don't know much about your pipeline but why does animation need to see these mud patches? surely this could be a job for character effects department? or maybe they are hidden right before point caching? lastly, an ICE cage deformer is possible, here is one way to do it... http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/idef_deforms.htm,topicNumber=d30e295689 not the most ideal because of the mesh copy required, which can that can be removed if one knows the cavaets with ICE attributes, ref models, and ICE optimizations On Tue, Oct 29, 2013 at 12:16 PM, Sergio Mucino sergio.muc...@modusfx.com wrote: Reviving this topic... I got back to working on this issue, and found a couple of issues. First, I'll describe what's going on. I've got a character's coat, to which we're attaching some mud patches. To do this, I selected the polys under the mud patches, and extracted them as suggested before. Everything works (the extracted mesh does follow the original coat's deformations). My idea was to use these extracted polys as a cage for a cage deformer on the mud patches. I'm having two issues. First, creating the cage deformer on the mud patches mesh, using the extracted mesh as the cage, has thrown out any sense of interactivity out the window, big time. The rig went from real time to wait 10 seconds for anything to happen. The animators will definitely not work with this. Second, I don't know if it's related to the above or not, but it seems the cage deformer is not really working (as expected, at least). There's a mud splat on the forearm, for example. When SI finished applying the cage deformer to the mud patches, I can see the weight points all over the mud mesh. Fine. However when I rotate the forearm up (and after waiting for a while for anything to happen), the patch on the forearm loses all its weight colors and goes completely blue, staying in its place, instead of following the forearm. Its as if the cage that influences it walked away, leaving it with no weights (instead of it following the cage). I don't know if its because the deformer does not understand the procedural deformations happening on the extracted mesh or what. I also tried moving the cage operator from the Modeling stack over to the Animation stack. It made no difference. In any case, the complete grind in performance may stop me from using this approach at all. I'm open to additional suggestions. If anyone knows of alternative ways (ICE?) of deforming a mesh with another, I'm all ears. Before anyone suggests this one... GATOR is not an option (the original coat uses a very complex system of layered deformations involving envelopes, lattices, and ICE trees. GATOR seems to ignore a lot of these things). Cheers!! On 24/10/2013 6:03 PM, Sergio Mucino wrote: This is definitely gonna work. Thanks Grahame! I'll continue tomorrow. On 24/10/2013 5:54 PM, Sergio Mucino wrote: Ah, if I had known that... :-) I spent like half an hour deleting polys on my copy. But of course, I ended up with a completely independent object. Sound like what you suggest would retain a connection to the original object, which is what I'd need. I will give it a go. On 24/10/2013 5:53 PM, Grahame Fuller wrote: Oh I must have missed that, sorry. On the original object, select the polygons that you don't want to delete and choose Model Create Poly Mesh Extract Polygons (keep). The selected polygons will be copied to a new object (the old ones will be left alone). As long as you don't freeze the Extract Polygons operator, it should update properly. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Thursday, October 24, 2013 5:45 PM To: softimage@listproc.autodesk.com Subject: Re: Equivalent to Maya's Wrap Deformer... Looks like I will have a few problems here... 1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not crazy polygon counts, but still). I need to attach to it a copy of itself, but with lots of polygons deleted. Kinda like attaching polygon patches that need to follow it. So, I'm trying to get a lower-res mesh to follow the high-res 2. The high-res mesh is deforming. It actually has its points set to
Re: Equivalent to Maya's Wrap Deformer...
You're right. Freezing the weights did help. However, for whatever reason, the mesh is still not picking up the cage's deformations. It just stays still... no idea what's going on here. I'll look into the ICE alternative. I'll see what I can come up with. I'll also check with the CG sup about having these patches bypass the anim dept. We cache everything afterwards anyway, but I need them to move first. Thanks Steven! On 29/10/2013 3:28 PM, Steven Caron wrote: did you freeze the weights? the performance should pick up once you freeze the weights. also, use settings like where mentioned earlier in this thread (search distances and such) also, i don't know much about your pipeline but why does animation need to see these mud patches? surely this could be a job for character effects department? or maybe they are hidden right before point caching? lastly, an ICE cage deformer is possible, here is one way to do it... http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=""> not the most ideal because of the mesh copy required, which can that can be removed if one knows the cavaets with ICE attributes, ref models, and ICE optimizations On Tue, Oct 29, 2013 at 12:16 PM, Sergio Mucino sergio.muc...@modusfx.com wrote: Reviving this topic... I got back to working on this issue, and found a couple of issues. First, I'll describe what's going on. I've got a character's coat, to which we're attaching some mud patches. To do this, I selected the polys under the mud patches, and extracted them as suggested before. Everything works (the extracted mesh does follow the original coat's deformations). My idea was to use these extracted polys as a cage for a cage deformer on the mud patches. I'm having two issues. First, creating the cage deformer on the mud patches mesh, using the extracted mesh as the cage, has thrown out any sense of interactivity out the window, big time. The rig went from real time to "wait 10 seconds for anything to happen". The animators will definitely not work with this. Second, I don't know if it's related to the above or not, but it seems the cage deformer is not really working (as expected, at least). There's a mud splat on the forearm, for example. When SI finished applying the cage deformer to the mud patches, I can see the weight points all over the mud mesh. Fine. However when I rotate the forearm up (and after waiting for a while for anything to happen), the patch on the forearm loses all its weight colors and goes completely blue, staying in its place, instead of following the forearm. Its as if the cage that influences it walked away, leaving it with no weights (instead of it following the cage). I don't know if its because the deformer does not understand the procedural deformations happening on the extracted mesh or what. I also tried moving the cage operator from the Modeling stack over to the Animation stack. It made no difference. In any case, the complete grind in performance may stop me from using this approach at all. I'm open to additional suggestions. If anyone knows of alternative ways (ICE?) of deforming a mesh with another, I'm all ears. Before anyone suggests this one... GATOR is not an option (the original coat uses a very complex system of layered deformations involving envelopes, lattices, and ICE trees. GATOR seems to ignore a lot of these things). Cheers!! On 24/10/2013 6:03 PM, Sergio Mucino wrote: This is definitely gonna work. Thanks Grahame! I'll continue tomorrow. On 24/10/2013 5:54 PM, Sergio Mucino wrote: Ah, if I had known that... :-) I spent like half an hour deleting polys on my copy. But of course, I ended up with a completely independent object. Sound like what you suggest would
Re: Equivalent to Maya's Wrap Deformer...
Ah, that makes sense. And unfortunately for me, throws this solution out the window. Time to look at something else. Thanks David! On 29/10/2013 3:38 PM, David Barosin wrote: My guess is that when you extract polygons it makes a new object with the center at world 0,0,0. The extracted polygons are not really deforming with the source geo but rather getting extracted at each frame in the new pose. So the cage deformer is seeing this as a new bind pose rather than a deformation. On Tue, Oct 29, 2013 at 3:28 PM, Steven Caron car...@gmail.com wrote: did you freeze the weights? the performance should pick up once you freeze the weights. also, use settings like where mentioned earlier in this thread (search distances and such) also, i don't know much about your pipeline but why does animation need to see these mud patches? surely this could be a job for character effects department? or maybe they are hidden right before point caching? lastly, an ICE cage deformer is possible, here is one way to do it... http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=""> not the most ideal because of the mesh copy required, which can that can be removed if one knows the cavaets with ICE attributes, ref models, and ICE optimizations On Tue, Oct 29, 2013 at 12:16 PM, Sergio Mucino sergio.muc...@modusfx.com wrote: Reviving this topic... I got back to working on this issue, and found a couple of issues. First, I'll describe what's going on. I've got a character's coat, to which we're attaching some mud patches. To do this, I selected the polys under the mud patches, and extracted them as suggested before. Everything works (the extracted mesh does follow the original coat's deformations). My idea was to use these extracted polys as a cage for a cage deformer on the mud patches. I'm having two issues. First, creating the cage deformer on the mud patches mesh, using the extracted mesh as the cage, has thrown out any sense of interactivity out the window, big time. The rig went from real time to "wait 10 seconds for anything to happen". The animators will definitely not work with this. Second, I don't know if it's related to the above or not, but it seems the cage deformer is not really working (as expected, at least). There's a mud splat on the forearm, for example. When SI finished applying the cage deformer to the mud patches, I can see the weight points all over the mud mesh. Fine. However when I rotate the forearm up (and after waiting for a while for anything to happen), the patch on the forearm loses all its weight colors and goes completely blue, staying in its place, instead of following the forearm. Its as if the cage that influences it walked away, leaving it with no weights (instead of it following the cage). I don't know if its because the deformer does not understand the procedural deformations happening on the extracted mesh or what. I also tried moving the cage operator from the Modeling stack over to the Animation stack. It made no difference. In any case, the complete grind in performance may stop me from using this approach at all. I'm open to additional suggestions. If anyone knows of alternative ways (ICE?) of deforming a mesh
Re: Equivalent to Maya's Wrap Deformer...
you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.comwrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers!
Re: Equivalent to Maya's Wrap Deformer...
Hi Steven, Well this is something I have created recently so maybe I haven't spotted the issues you're talking about. Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed. My version use a similar approach, I simplified a little bit and added blend and scale support. Jeremie On 29 October 2013 12:55, Steven Caron car...@gmail.com wrote: you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.com wrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers!
RE: Equivalent to Maya's Wrap Deformer...
Don't mean to hijack. From my tests on an envelope using extract then using those extracted polys as a cage, won't work. Use the actual skin mesh instead or duplicate it and delete what you don't need and use that as a cage. The solution I would use is to GATOR the mud to the char. Merge all the mud if you want to have a single element. Gator that to the character. Freeze the GATOR op. Gator is mostly practical because you will be dealing with 'weight deform' once frozen which is very fast. Also, you can save alot of time by testing on a simple scenario first and not on the production sample. Manny Papamanos Product Support Specialist Softimage and Motionbuilder From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, October 29, 2013 4:11 PM To: softimage Subject: Re: Equivalent to Maya's Wrap Deformer... Hi Steven, Well this is something I have created recently so maybe I haven't spotted the issues you're talking about. Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed. My version use a similar approach, I simplified a little bit and added blend and scale support. Jeremie On 29 October 2013 12:55, Steven Caron car...@gmail.commailto:car...@gmail.com wrote: you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers! attachment: winmail.dat
Re: Equivalent to Maya's Wrap Deformer...
Thanks Manny. Earlier in the thread I explained why GATOR won't work for me in this case. Thanks anyway! On 29/10/2013 4:24 PM, Manny Papamanos wrote: Don't mean to hijack. From my tests on an envelope using extract then using those extracted polys as a cage, won't work. Use the actual skin mesh instead or duplicate it and delete what you don't need and use that as a cage. The solution I would use is to GATOR the mud to the char. Merge all the mud if you want to have a single element. Gator that to the character. Freeze the GATOR op. Gator is mostly practical because you will be dealing with 'weight deform' once frozen which is very fast. Also, you can save alot of time by testing on a simple scenario first and not on the production sample. Manny Papamanos Product Support Specialist Softimage and Motionbuilder From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, October 29, 2013 4:11 PM To: softimage Subject: Re: Equivalent to Maya's Wrap Deformer... Hi Steven, Well this is something I have created recently so maybe I haven't spotted the issues you're talking about. Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed. My version use a similar approach, I simplified a little bit and added blend and scale support. Jeremie On 29 October 2013 12:55, Steven Caron car...@gmail.commailto:car...@gmail.com wrote: you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers!
Re: Join the Expert Challenge on November 12th, 2013
Extensions ? well that makes it all better i guess... :( On 29 October 2013 18:33, Maurice Patel maurice.pa...@autodesk.com wrote: Sorry about that. The sessions were created for the extension releases. This is a little clearer if you click on the registration link but seems to have been shortened in the email notification. Only 3ds Max, Maya and Mudbox had extensions this Q. Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: Tuesday, October 29, 2013 12:11 PM To: softimage@listproc.autodesk.com Subject: Fwd: Join the Expert Challenge on November 12th, 2013 Seriously Autodesk WTF? There seems to be something missing here: [Autodesk] The Expert Challenge - Your opportunity to chat with our 3D experts LIVE! Register for The Expert Challenge Now! Join the Expert Challenge on November 12th, 2013, where you can ask our experts your toughest 3D questions. Meet the people behind the products, from product managers and designers to our technical specialists, they will all be there. So get your product, industry, workflow and development questions ready! Don't miss your opportunity, register today and submit your questions. [Register Now] https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30LID=d28c4f62bbfe3b399b4b3e8e688e872c Choose from the following sessions designed to fit your schedule. Autodesk® Mudbox® software Tuesday, November 12th, 2013 7:00 AM PST/ 10:00 AM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 8:30 AM PST/ 11:30 AM EST Autodesk® Maya® software Tuesday, November 12th, 2013 10:30 AM PST/ 1:30 PM EST Autodesk® Maya® software Tuesday, November 12th, 2013 6:00 PM PST/ 9:00 PM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 7:30 PM PST/ 10:30 PM EST Autodesk® Mudbox® software Tues/Wed November 12th/13th, 2013 9:30 PM PST/ 12:30 AM EST [industry image] © 2013 Autodesk, Inc. All rights reserved. | Update Your Profile https://leads.autodesk.com/aprimoportal/url.aspx?D=7f98cd601ea567f8649a5d74b1958a30T=1L=114801M=5e5f3890014b39d1C=3Z=1A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25 | Legal Notices Trademarks https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/company/legal-notices-trademarks | Privacy Policy https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/privacy/ Autodesk, Inc. * 111 McInnis Parkway * San Rafael, CA 94903 Thank you for your continued interest in Autodesk products. Autodesk respects your time and privacy. If you prefer not to receive future emails about Autodesk products or events, or have received this email in error, please click on the unsubscribe link at the bottom of this page, and we will remove you from this mailing database. Please do not reply to this email. Replies to this email will not be responded to or read. Autodesk, the Autodesk logo, Maya, Mudbox and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2013 Autodesk, Inc. All rights reserved. Click here to opt out of the Autodesk emailing list https://leads.autodesk.com/aprimoportal/url.aspx?L=526010D=7f98cd601ea567f8649a5d74b1958a30T=2M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5 | Forward to a Friend https://leads.autodesk.com/aprimoportal/url.aspx?L=419110D=7f98cd601ea567f8649a5d74b1958a30T=3M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5
RE: Equivalent to Maya's Wrap Deformer...
Don't know if you have the option but you can use Plotshape on the point cached mesh . I then tested Cage and that worked, GATOR also worked even when frozen . -manny From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Tuesday, October 29, 2013 4:32 PM To: softimage@listproc.autodesk.com Subject: Re: Equivalent to Maya's Wrap Deformer... Thanks Manny. Earlier in the thread I explained why GATOR won't work for me in this case. Thanks anyway! [cid:image001.gif@01CED4D1.2F309710] On 29/10/2013 4:24 PM, Manny Papamanos wrote: Don't mean to hijack. From my tests on an envelope using extract then using those extracted polys as a cage, won't work. Use the actual skin mesh instead or duplicate it and delete what you don't need and use that as a cage. The solution I would use is to GATOR the mud to the char. Merge all the mud if you want to have a single element. Gator that to the character. Freeze the GATOR op. Gator is mostly practical because you will be dealing with 'weight deform' once frozen which is very fast. Also, you can save alot of time by testing on a simple scenario first and not on the production sample. Manny Papamanos Product Support Specialist Softimage and Motionbuilder From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, October 29, 2013 4:11 PM To: softimage Subject: Re: Equivalent to Maya's Wrap Deformer... Hi Steven, Well this is something I have created recently so maybe I haven't spotted the issues you're talking about. Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed. My version use a similar approach, I simplified a little bit and added blend and scale support. Jeremie On 29 October 2013 12:55, Steven Caron car...@gmail.commailto:car...@gmail.commailto:car...@gmail.commailto:car...@gmail.com wrote: you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers! attachment: winmail.dat
RE: Join the Expert Challenge on November 12th, 2013
hm, I don't have a problem seeing 3dsmax and Maya as an extension to Softimage. :) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: Tuesday, October 29, 2013 11:05 PM To: softimage@listproc.autodesk.com Subject: Re: Join the Expert Challenge on November 12th, 2013 Extensions ? well that makes it all better i guess... :( On 29 October 2013 18:33, Maurice Patel maurice.pa...@autodesk.com wrote: Sorry about that. The sessions were created for the extension releases. This is a little clearer if you click on the registration link but seems to have been shortened in the email notification. Only 3ds Max, Maya and Mudbox had extensions this Q. Maurice Maurice Patel Autodesk : Tél: 514 954-7134 tel:514%20954-7134 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: Tuesday, October 29, 2013 12:11 PM To: softimage@listproc.autodesk.com Subject: Fwd: Join the Expert Challenge on November 12th, 2013 Seriously Autodesk WTF? There seems to be something missing here: [Autodesk] The Expert Challenge - Your opportunity to chat with our 3D experts LIVE! Register for The Expert Challenge Now! Join the Expert Challenge on November 12th, 2013, where you can ask our experts your toughest 3D questions. Meet the people behind the products, from product managers and designers to our technical specialists, they will all be there. So get your product, industry, workflow and development questions ready! Don't miss your opportunity, register today and submit your questions. [Register Now]https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f 8649a5d74b1958a30 https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649 a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbed cdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECO DE=1URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark .aspx?DSN=7f98cd601ea567f8649a5d74b1958a30LID=d28c4f62bbfe3b399b4b3e8e688e8 72c FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69c cb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http s://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f9 8cd601ea567f8649a5d74b1958a30LID=d28c4f62bbfe3b399b4b3e8e688e872c Choose from the following sessions designed to fit your schedule. Autodesk® Mudbox® software Tuesday, November 12th, 2013 7:00 AM PST/ 10:00 AM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 8:30 AM PST/ 11:30 AM EST Autodesk® Maya® software Tuesday, November 12th, 2013 10:30 AM PST/ 1:30 PM EST Autodesk® Maya® software Tuesday, November 12th, 2013 6:00 PM PST/ 9:00 PM EST Autodesk® 3ds Max® software Tuesday, November 12th, 2013 7:30 PM PST/ 10:30 PM EST Autodesk® Mudbox® software Tues/Wed November 12th/13th, 2013 9:30 PM PST/ 12:30 AM EST [industry image] © 2013 Autodesk, Inc. All rights reserved. | Update Your Profilehttps://leads.autodesk.com/aprimoportal/url.aspx?D=7f98cd601ea567f86 49a5d74b1958a30 https://leads.autodesk.com/aprimoportal/url.aspx?D=7f98cd601ea567f8649a5d74 b1958a30T=1L=114801M=5e5f3890014b39d1C=3Z=1A=5c8d210e821e82719f214fa97 9e8b95a66a6a76bf1b1ea25 T=1L=114801M=5e5f3890014b39d1C=3Z=1A=5c8d210e821e82719f214fa979e8b95a6 6a6a76bf1b1ea25 | Legal Notices Trademarkshttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601 ea567f8649a5d74b1958a30 https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649 a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbed cdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECO DE=1URL=http://usa.autodesk.com/company/legal-notices-trademarks FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69c cb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http ://usa.autodesk.com/company/legal-notices-trademarks | Privacy Policyhttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea56 7f8649a5d74b1958a30 https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649 a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbed cdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECO DE=1URL=http://usa.autodesk.com/privacy/ FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69c cb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http ://usa.autodesk.com/privacy/ Autodesk, Inc. * 111 McInnis Parkway * San Rafael, CA 94903 Thank you for your continued interest in Autodesk products. Autodesk respects your time and privacy. If you prefer not to receive future emails about Autodesk products or events, or have received this email in error, please click on the unsubscribe link at the bottom of this page, and we will remove you from
Re: OT: Rodeo FX's Pacific Rim breakdown reel
We don't need their snooty AD expert challenges, we have all our experts right here :) on the list. awesome break down, lot of stuff i didn't even tweak where not there, cracking integration. On 28 October 2013 01:43, Alan Fregtman alan.fregt...@gmail.com wrote: Hey guys, My employer has put up a breakdown reel of our work on Pacific Rim: http://vimeo.com/77822882 Done with Softimage, rendered in Arnold and comped with Nuke. You can read about some of the work on this old thread of mine: https://groups.google.com/forum/#!topic/xsi_list/irlFhq_7U-o Enjoy! :) -- Alan
RE: Equivalent to Maya's Wrap Deformer...
If I'm understanding you correctly, then LK Skinner should solve your problem. You can get it on http://www.rray.de and http://www.leonardkoch.com On Oct 29, 2013 5:07 PM, Manny Papamanos manny.papama...@autodesk.com wrote: Don't know if you have the option but you can use Plotshape on the point cached mesh . I then tested Cage and that worked, GATOR also worked even when frozen . -manny From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Tuesday, October 29, 2013 4:32 PM To: softimage@listproc.autodesk.com Subject: Re: Equivalent to Maya's Wrap Deformer... Thanks Manny. Earlier in the thread I explained why GATOR won't work for me in this case. Thanks anyway! [cid:image001.gif@01CED4D1.2F309710] On 29/10/2013 4:24 PM, Manny Papamanos wrote: Don't mean to hijack. From my tests on an envelope using extract then using those extracted polys as a cage, won't work. Use the actual skin mesh instead or duplicate it and delete what you don't need and use that as a cage. The solution I would use is to GATOR the mud to the char. Merge all the mud if you want to have a single element. Gator that to the character. Freeze the GATOR op. Gator is mostly practical because you will be dealing with 'weight deform' once frozen which is very fast. Also, you can save alot of time by testing on a simple scenario first and not on the production sample. Manny Papamanos Product Support Specialist Softimage and Motionbuilder From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, October 29, 2013 4:11 PM To: softimage Subject: Re: Equivalent to Maya's Wrap Deformer... Hi Steven, Well this is something I have created recently so maybe I haven't spotted the issues you're talking about. Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed. My version use a similar approach, I simplified a little bit and added blend and scale support. Jeremie On 29 October 2013 12:55, Steven Caron car...@gmail.commailto: car...@gmail.commailto:car...@gmail.commailto:car...@gmail.com wrote: you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers!
Help! Problems with referenced models Mixer.
Help! We are running into this obscure problem in our production with Mixers in referenced models not updating. Even when we delete the Mixer altogether and save it out as a new scene, the Mixer would magically reappear upon reloading this newly saved scene. All of the settings in the referenced model Delta are default, and the model that’s being referenced has no innate animation/Mixer/Delta information to speak of and functions fine in other scenes. I am at my wits end and have no idea what may be causing this issue or how to even reproduce it. Has anyone run into this kind of problem and what are your solutions? Thank you so much! Jack