Re: Friday Flashback #144

2013-11-02 Thread Sergio Mucino

  
  
Well, ain't that how the new world works? "You're totally free...
don't mind us keeping a very close eye on what you do"...?
;-)

  

On 01/11/2013 2:10 PM, Luc-Eric Rousseau wrote:

  mixed feelings about this one.  The word says freedom, but the design
says big brother.

On Fri, Nov 1, 2013 at 6:59 AM, Stephen Blair stephenrbl...@gmail.com wrote:

  
Friday Flashback #144
FREEDOM circa 2001
http://wp.me/powV4-2TN

  
  



  



Re: variable FK ICE kinematics

2013-11-02 Thread Renato Polimeno
For sure,
just follow the original explanation https://vimeo.com/72424469 and then
translate that to XSI :)




On Sat, Nov 2, 2013 at 1:26 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Can this be done... without  Ice ? (GASP!)


 On 1 November 2013 22:30, Renato Polimeno rntpolim...@gmail.com wrote:

 Hi Philipp,
 I might be able to put that into work for you..

 Does your dragon is already rigged/skinned?
 How many bones are driving the tail?
 How many controls do you need?


 On Thu, Oct 31, 2013 at 8:18 PM, philipp seis dpi...@gmail.com wrote:

 very interesting behaviour,...looks as if you created your own
 solver...i d love to try it on a dragon-tail, but i would not know how to
 build a propper control rig around it. I bet it would involve a lot of
 global/local conversion in ICE, no ? Or,...how would you make that rig
 controllable if you wanted to avoid manipulating a PPG ? Is there a simple
 way to go about it ? Any Info on that would be appreciated.


 2013/10/31 Jeremie Passerin gerem@gmail.com

 Nice !



 On 31 October 2013 05:58, Renato Polimeno rntpolim...@gmail.comwrote:

 Hey guys,
 I´ve done a recent study inside ICE based on Jeff Brodsky's trunk rig
 demo and I´d like to share with you guys not only the video but also all
 the progress files (.zip includes scenes, wips, compounds) I did for:

 renatopolimeno.com/variable-fk-using-softimage-ice

 By the way I´ve tried dozen of techniques but I couldn´t figure out a
 better way to make it more automaticly so I would appreciate any inputs or
 ideas to update it =]

 Sincerely,

 __

 - Renato Polimeno
 twt @renatopolimeno http://www.twitter.com/renatopolimeno
 G+ gplus/renatopolimeno http://gplus.to/renatopolimeno






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 - Renato Polimeno
 +55 11 9 7539 3615 (VIVO)
 fb renato.polimeno http://www.facebook.com/renato.polimeno
 twt @renatopolimeno http://www.twitter.com/renatopolimeno
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-- 
__

- Renato Polimeno
+55 11 9 7539 3615 (VIVO)
fb renato.polimeno http://www.facebook.com/renato.polimeno
twt @renatopolimeno http://www.twitter.com/renatopolimeno
G+ gplus/renatopolimeno http://gplus.to/renatopolimeno
skype. renatopolimeno


Re: variable FK ICE kinematics

2013-11-02 Thread philipp seis
Thanks Renato, i ll Check your none ICE recommendation first , but would
come back with some icier questions if time allows...

Am Samstag, 2. November 2013 schrieb Renato Polimeno :

 For sure,
 just follow the original explanation https://vimeo.com/72424469 and then
 translate that to XSI :)




 On Sat, Nov 2, 2013 at 1:26 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Can this be done... without  Ice ? (GASP!)


 On 1 November 2013 22:30, Renato Polimeno rntpolim...@gmail.com wrote:

 Hi Philipp,
 I might be able to put that into work for you..

 Does your dragon is already rigged/skinned?
 How many bones are driving the tail?
 How many controls do you need?


 On Thu, Oct 31, 2013 at 8:18 PM, philipp seis dpi...@gmail.com wrote:

 very interesting behaviour,...looks as if you created your own solver...i
 d love to try it on a dragon-tail, but i would not know how to build a
 propper control rig around it. I bet it would involve a lot of global/local
 conversion in ICE, no ? Or,...how would you make that rig controllable if
 you wanted to avoid manipulating a PPG ? Is there a simple way to go about
 it ? Any Info on that would be appreciated.


 2013/10/31 Jeremie Passerin gerem@gmail.com

 Nice !



 On 31 October 2013 05:58, Renato Polimeno rntpolim...@gmail.com wrote:

 Hey guys,
 I´ve done a recent study inside ICE based on Jeff Brodsky's trunk rig demo
 and I´d like to share with you guys not only the video but also all the
 progress files (.zip includes scenes, wips, compounds) I did for:

 renatopolimeno.com/variable-fk-using-softimage-ice

 By the way I´ve tried dozen of techniques but I couldn´t figure out a
 better way to make it more automaticly so I would appreciate any inputs or
 ideas to update it =]

 Sincerely,

 __

 - Renato Polimeno
 twt @renatopolimeno http://www.twitter.com/renatopolimeno
 G+ gplus/renatopolimeno http://gplus.to/renatopolimeno






 --
 __

 - Renato Polimeno
 +55 11 9 7539 3615 (VIVO)
 fb renato.polimeno http://www.facebook.com/renato.polimeno
 twt @renatopolimeno http://www.twitter.com/renatopolimeno
 G+ gplus/renatopolimeno http://gplus.to/renatopolimeno
 skype. renatopolimeno





 --
 __




A Custom ICE Node for directly reading .pc2 file

2013-11-02 Thread Alok Gandhi
Hey All,

I made a custom ice node for directly reading .pc2 file in ICE. Not sure if
somebody already wrote that, but it was fun spending almost an hour of
weekend.

This implements most of the logic from KP_PointCache by Kai Wolter
(available with source code on http://rray.de/xsi/)

You can download the addon here http://bit.ly/Hn9kJ3 (Windows 64 bit only
/ Works with Softimage 2011 and upwards)

The addon has two files:
1. A Custom ICE node for reading .pc2 files. Almost all parameters from
KP_PointCache are available in the node.

2. A Compound as wrapper around the low level node to implement the PPG (as
there is no way to write a PPG Layout for a Custom ICE node in C++).

It is not super useful as you can always put a point cache operator on a
mesh and read point positions from that in an ICE Tree but it eliminates
altogether the need of an .obj / mesh to read .pc2.

Hope it helps somebody somewhere.