Re: importing ply

2013-10-29 Thread Angus Davidson
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.

2013-10-29 Thread Matt Morris
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

2013-10-29 Thread Tim Leydecker

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

2013-10-29 Thread Angus Davidson
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...

2013-10-29 Thread Sergio Mucino

  
  
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

2013-10-29 Thread Luc-Eric Rousseau
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

2013-10-29 Thread Paul Griswold
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...

2013-10-29 Thread Sergio Mucino

  
  
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...

2013-10-29 Thread Martin
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...

2013-10-29 Thread Grahame Fuller
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

2013-10-29 Thread Massimo Galluzzo
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

2013-10-29 Thread Jeff McFall
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...

2013-10-29 Thread Sergio Mucino

  
  
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

2013-10-29 Thread Szabolcs Matefy
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

2013-10-29 Thread Maurice Patel
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...

2013-10-29 Thread Sergio Mucino

  
  
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

2013-10-29 Thread Matt Lind
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

2013-10-29 Thread Ed Manning
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...

2013-10-29 Thread Sergio Mucino

  
  
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...

2013-10-29 Thread Steven Caron
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...

2013-10-29 Thread David Barosin
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...

2013-10-29 Thread Sergio Mucino

  
  
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...

2013-10-29 Thread Sergio Mucino

  
  
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...

2013-10-29 Thread Steven Caron
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...

2013-10-29 Thread Jeremie Passerin
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...

2013-10-29 Thread Manny Papamanos
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...

2013-10-29 Thread Sergio Mucino

  
  
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

2013-10-29 Thread Sebastien Sterling
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...

2013-10-29 Thread Manny Papamanos
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

2013-10-29 Thread Sven Constable
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

2013-10-29 Thread Sebastien Sterling
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...

2013-10-29 Thread Leonard Koch
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.

2013-10-29 Thread Jack Kao
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