FBX exporting and features

2013-11-12 Thread Szabolcs Matefy
Guys,

Does anybody know if there is possibility to add time markers in XSI and export 
them in FBX file?


Cheers


Szabolcs

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Re: semi OT: flying from space to street level

2013-11-12 Thread Ed Manning
Depends on so many factors -- how quickly you're moving, does your landing
zone stay in frame the whole time or do you fly over the horizon to get
there, can you fly through clouds to create a transition, etc. etc.

Mainly try very hard to map out a single smooth trajectory and stick to it
-- don't try to use, say, an aerial still from the wrong perspective for a
section.  Try to keep everything truly 3D -- there's a surprising amount of
parallax on things like landforms, clouds and buildings when you're moving
ridiculously fast.  It's also super hard to match color, sun angle,
contrast, detail, and noise from multiple stills at different scales.

Good luck, let us see the final!


On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 Has anyone on the list done the shot where you start from space and fly
 towards the earth, eventually landing at street level?

 In this case, I'm being asked about flying in to a recognizable location
 rather than a generic city in the future/alternative sci-fi universe.
  Specifically Soho in NY.

 I'd appreciate any tips or warnings about what methods work well  what to
 avoid.

 Thanks,

 Paul




Re: semi OT: flying from space to street level

2013-11-12 Thread Morten Bartholdy
Scale of your scene becomes important here, as you will likely find
numerical inaccuracies in one end of the animation if you don't make sure
the scale is somewhere between what is comfortable in either end.

If possible, it can help you to do transitions between LOD versions of your
scene in obscuring cloudlayers or motionblurred camera shakes.
It requires a lot of hard work making it seamless - no satellite generated
map will get you all the way in, and I have often found it difficult to get
sufficient detail in the middle range between satellite texturemaps and
aerial stills. Prepare for a lot of landscaping, and, going into a city
with skyscrapers, a fair amount of citymodeling too.

Good luck!

Morten




Den 12. november 2013 kl. 13:41 skrev Ed Manning etmth...@gmail.com:

 Depends on so many factors -- how quickly you're moving, does your landing
 zone stay in frame the whole time or do you fly over the horizon to get
 there, can you fly through clouds to create a transition, etc. etc.
 
 Mainly try very hard to map out a single smooth trajectory and stick to it
 -- don't try to use, say, an aerial still from the wrong perspective for a
 section.  Try to keep everything truly 3D -- there's a surprising amount of
 parallax on things like landforms, clouds and buildings when you're moving
 ridiculously fast.  It's also super hard to match color, sun angle,
 contrast, detail, and noise from multiple stills at different scales.
 
 Good luck, let us see the final!
 
 
 On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com
 mailto:pgrisw...@fusiondigitalproductions.com  wrote:
  Has anyone on the list done the shot where you start from space and fly
  towards the earth, eventually landing at street level?
  
  In this case, I'm being asked about flying in to a recognizable location
  rather than a generic city in the future/alternative sci-fi universe.
  Specifically Soho in NY.
  
  I'd appreciate any tips or warnings about what methods work well  what to
  avoid.
  
  Thanks,
  
  Paul
  


Re: How to trigger particle emissions?

2013-11-12 Thread olivier jeannel
This https://vimeo.com/1392786 is nice to understand progressive 
changing of state.

Could be with a weightmap.
For the destination, you could play with goals compound.
Or for a better understanding make your own following this :
https://vimeo.com/1502921


Le 12/11/2013 15:24, Morten Bartholdy a écrit :


I am looking to emit particles from a modeled volume, but starting in 
one place and then gradually from an area moving through the object. 
Imagine a solid item starting to dissolve into dust which flies away, 
but not the whole thing at once but starting in one place, then 
gradually dissolving all of it.


I guess I will need to work with states, but the factory sample scenes 
were not incredibly helpful here, so I am wondering if there are any 
tutorials or other places to look for this type of effect.


Morten





Re: semi OT: flying from space to street level

2013-11-12 Thread Alan Fregtman
If it's any use, Andrew Kramer of Videocopilot has a nice old free tutorial
on doing an Earth zoom and how to line up multiple textures of increasing
resolution:
http://www.videocopilot.net/tutorials/earth_zoom/

Have you tried this map site? -- http://www.flashearth.com/ It uses
Microsoft and Yahoo map data, and unlike Google's, they don't watermark all
over it.



On Tue, Nov 12, 2013 at 9:20 AM, olivier jeannel olivier.jean...@noos.frwrote:

  http://www.allallsoft.com/
 That things grabs square kilometers of datas, but I think Googlemap has
 some kind of quantity restrictions.
 I remember the Microsoft Visual Earth equivalent to Googlemap offered less
 restrictions, pictures are less nice though.


 Le 12/11/2013 15:12, olivier jeannel a écrit :

 There are programs that allow to grab images from google earth or
 microsoft equivalent at certain (rather high) level of detail.
 Also OSM openstreetmap are good bases to grab.
 Programs like City Engine comes to mind.

 But in the end, it depends if your client has a decent budget, or just
 enoug to pay the copyrights.

 Le 12/11/2013 14:25, Paul Griswold a écrit :

  We're going to have a conference call today so I can get more info from
 the director, but I'm guessing they're going to want a fairly fast move.

  What about map data?  Google Earth Pro has some good high res imagery,
 but their licensing requires credits on screen while the images are shown.
  Same thing goes for DigitalGlobe.
 This is for a documentary, so a lot is going to be determined by the
 budget.


 On Tue, Nov 12, 2013 at 7:41 AM, Ed Manning etmth...@gmail.com wrote:

 Depends on so many factors -- how quickly you're moving, does your
 landing zone stay in frame the whole time or do you fly over the horizon to
 get there, can you fly through clouds to create a transition, etc. etc.

  Mainly try very hard to map out a single smooth trajectory and stick to
 it -- don't try to use, say, an aerial still from the wrong perspective for
 a section.  Try to keep everything truly 3D -- there's a surprising amount
 of parallax on things like landforms, clouds and buildings when you're
 moving ridiculously fast.  It's also super hard to match color, sun angle,
 contrast, detail, and noise from multiple stills at different scales.

  Good luck, let us see the final!




 On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

  Has anyone on the list done the shot where you start from space and fly
 towards the earth, eventually landing at street level?

  In this case, I'm being asked about flying in to a recognizable
 location rather than a generic city in the future/alternative sci-fi
 universe.  Specifically Soho in NY.

  I'd appreciate any tips or warnings about what methods work well  what
 to avoid.

  Thanks,

  Paul







RE: How to trigger particle emissions?

2013-11-12 Thread Ola Madsen
Hi Morten,

 

No need to use states. I wrote a tutorial for 3D World on a similar subjects a 
couple of years ago which might help you get started. 

http://caffeineabuse.blogspot.se/2011/07/ice-destruction.html

 

 

cheers

ola

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, November 12, 2013 3:24 PM
To: softimage@listproc.autodesk.com
Subject: How to trigger particle emissions?

 

I am looking to emit particles from a modeled volume, but starting in one place 
and then gradually from an area moving through the object. Imagine a solid item 
starting to dissolve into dust which flies away, but not the whole thing at 
once but starting in one place, then gradually dissolving all of it. 

  

I guess I will need to work with states, but the factory sample scenes were not 
incredibly helpful here, so I am wondering if there are any tutorials or other 
places to look for this type of effect. 

  

Morten 



Re: semi OT: flying from space to street level

2013-11-12 Thread Alan Fregtman
...and I guess you probably already know of NASA's Blue Marble page where
you can download relatively fresh Earth textures at a whopping 21K res:
http://visibleearth.nasa.gov/view_cat.php?categoryID=1484

Those are probably better/cooler for the space images than the consumer map
data.



On Tue, Nov 12, 2013 at 10:00 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 If it's any use, Andrew Kramer of Videocopilot has a nice old free
 tutorial on doing an Earth zoom and how to line up multiple textures of
 increasing resolution:
 http://www.videocopilot.net/tutorials/earth_zoom/

 Have you tried this map site? -- http://www.flashearth.com/ It uses
 Microsoft and Yahoo map data, and unlike Google's, they don't watermark all
 over it.



 On Tue, Nov 12, 2013 at 9:20 AM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  http://www.allallsoft.com/
 That things grabs square kilometers of datas, but I think Googlemap has
 some kind of quantity restrictions.
 I remember the Microsoft Visual Earth equivalent to Googlemap offered
 less restrictions, pictures are less nice though.


 Le 12/11/2013 15:12, olivier jeannel a écrit :

 There are programs that allow to grab images from google earth or
 microsoft equivalent at certain (rather high) level of detail.
 Also OSM openstreetmap are good bases to grab.
 Programs like City Engine comes to mind.

 But in the end, it depends if your client has a decent budget, or just
 enoug to pay the copyrights.

 Le 12/11/2013 14:25, Paul Griswold a écrit :

  We're going to have a conference call today so I can get more info from
 the director, but I'm guessing they're going to want a fairly fast move.

  What about map data?  Google Earth Pro has some good high res imagery,
 but their licensing requires credits on screen while the images are shown.
  Same thing goes for DigitalGlobe.
 This is for a documentary, so a lot is going to be determined by the
 budget.


 On Tue, Nov 12, 2013 at 7:41 AM, Ed Manning etmth...@gmail.com wrote:

 Depends on so many factors -- how quickly you're moving, does your
 landing zone stay in frame the whole time or do you fly over the horizon to
 get there, can you fly through clouds to create a transition, etc. etc.

  Mainly try very hard to map out a single smooth trajectory and stick
 to it -- don't try to use, say, an aerial still from the wrong perspective
 for a section.  Try to keep everything truly 3D -- there's a surprising
 amount of parallax on things like landforms, clouds and buildings when
 you're moving ridiculously fast.  It's also super hard to match color, sun
 angle, contrast, detail, and noise from multiple stills at different scales.

  Good luck, let us see the final!




 On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

  Has anyone on the list done the shot where you start from space and
 fly towards the earth, eventually landing at street level?

  In this case, I'm being asked about flying in to a recognizable
 location rather than a generic city in the future/alternative sci-fi
 universe.  Specifically Soho in NY.

  I'd appreciate any tips or warnings about what methods work well 
 what to avoid.

  Thanks,

  Paul








Pick multiple element with py

2013-11-12 Thread Ognjen Vukovic
Hi guys,
me again :)

One quick question, how would one go about editing the pick element command
in python so that it takes in multiple selections whilst the shift modifier
is down?

destMDLPicked = si.PickElement(c.siModelFilter, 'Pick Destination Model',
'Pick Destination Model')
destMDLObject = destMDLPicked[2]

Thanks in advance,
Ogi.


Re: Pick multiple element with py

2013-11-12 Thread Eric Thivierge

http://darkvertex.com/wp/2012/07/05/xsi-picking-forever-in-python/

On Tuesday, November 12, 2013 10:31:52 AM, Ognjen Vukovic wrote:

Hi guys,
me again :)

One quick question, how would one go about editing the pick element
command in python so that it takes in multiple selections whilst the
shift modifier is down?

destMDLPicked = si.PickElement(c.siModelFilter, 'Pick Destination
Model', 'Pick Destination Model')
destMDLObject = destMDLPicked[2]

Thanks in advance,
Ogi.




Re: semi OT: flying from space to street level

2013-11-12 Thread Stephen Davidson
One of the cheats, to keep the project within budget, is to fly through
some clouds,
masking the change from an earth texturemap, to satellite photos.


On Tue, Nov 12, 2013 at 9:20 AM, olivier jeannel olivier.jean...@noos.frwrote:

  http://www.allallsoft.com/
 That things grabs square kilometers of datas, but I think Googlemap has
 some kind of quantity restrictions.
 I remember the Microsoft Visual Earth equivalent to Googlemap offered less
 restrictions, pictures are less nice though.


 Le 12/11/2013 15:12, olivier jeannel a écrit :

 There are programs that allow to grab images from google earth or
 microsoft equivalent at certain (rather high) level of detail.
 Also OSM openstreetmap are good bases to grab.
 Programs like City Engine comes to mind.

 But in the end, it depends if your client has a decent budget, or just
 enoug to pay the copyrights.

 Le 12/11/2013 14:25, Paul Griswold a écrit :

  We're going to have a conference call today so I can get more info from
 the director, but I'm guessing they're going to want a fairly fast move.

  What about map data?  Google Earth Pro has some good high res imagery,
 but their licensing requires credits on screen while the images are shown.
  Same thing goes for DigitalGlobe.
 This is for a documentary, so a lot is going to be determined by the
 budget.


 On Tue, Nov 12, 2013 at 7:41 AM, Ed Manning etmth...@gmail.com wrote:

 Depends on so many factors -- how quickly you're moving, does your
 landing zone stay in frame the whole time or do you fly over the horizon to
 get there, can you fly through clouds to create a transition, etc. etc.

  Mainly try very hard to map out a single smooth trajectory and stick to
 it -- don't try to use, say, an aerial still from the wrong perspective for
 a section.  Try to keep everything truly 3D -- there's a surprising amount
 of parallax on things like landforms, clouds and buildings when you're
 moving ridiculously fast.  It's also super hard to match color, sun angle,
 contrast, detail, and noise from multiple stills at different scales.

  Good luck, let us see the final!




 On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

  Has anyone on the list done the shot where you start from space and fly
 towards the earth, eventually landing at street level?

  In this case, I'm being asked about flying in to a recognizable
 location rather than a generic city in the future/alternative sci-fi
 universe.  Specifically Soho in NY.

  I'd appreciate any tips or warnings about what methods work well  what
 to avoid.

  Thanks,

  Paul







-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


RE: DQ Deformation compound and scaling...

2013-11-12 Thread Grahame Fuller
Right, the shipped version 3.0 should support scaling, but it doesn't handle 
animated bone length.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: Tuesday, November 12, 2013 12:42 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

At some point the factory compound was updated to support scaling. The current 
version of the scaling compound is 3.0 which one are you using ?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/11/12 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
By default DQ doesn't consider scaling. The original paper omits it too as it's 
not that common at bone anim level in games (which is what the paper focused 
on).

We had the same issue with the DQ compounds when they were offered and we 
tested them, so we ended up cooking our own to account for scaling. It's not 
that hard to do, but it's more than just adding scaling up or downstream from 
DQ unaltered.

As it's work done for Animal I can't disclose details, sorry about that, but if 
it's worth anything to you to know: it's perfectly possible with no noticeable 
effect on performance and not particularly hard to do.

On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:
I have an interesting issue at hand. It seems that the shipping Dual Quaternion 
Deformation ICE compound does not take into account scaling. I'm using it for 
one of our rigs, and scaling down the rig scales things properly, but the 
deformations on the mesh are still being calculated in a non-scaled space, it 
seems (they are quite exaggerated when the rig is scaled down).
First, I thought I could try fixing it myself by multiplying the calculated 
deformations by the scale factor from the rig, but that didn't work. I googled 
a bit, and found a Dual Quaternion Deformations 2 compound, which seems to 
support scaling. I downloaded it, but it made no difference. Taking a closer 
look at it, it's doing exactly what we were doing here to fix the first 
compound (taking the matrix from the mesh, inverting it, and multiplying it by 
the vector coming from the skinning nodes), but it made no difference. The 
deformations are still not scaling down.
I turned off the ICE tree and re-enabled my envelope (it's still there, I just 
mute it when enabling the ICE tree), and the deformations are ok there (I just 
need to use DQ on this mesh, that's why I'm not using the envelope), but 
re-enabling the ICE DQ deformer gives me the wrong deformations.
Has anyone seen this before? Any known cures for this ailment? Thanks!
--
[cid:image001.gif@01CEDF9E.37293F80]



--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!

attachment: winmail.dat

Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
How would I be able to check this? I'm using the stock compound that
comes with SI 2012, and the one we got from the web called "Dual
Quaternion Deformation.2.0.xsicompound". The latter didn't improve
things.

  

On 12/11/2013 12:42 AM, Ahmidou Lyazidi wrote:

  At some point the factory compound was updated to
support scaling. The current version of the scaling compound is
3.0 which one are you using ?
  
  

  
---
  Ahmidou Lyazidi
  Director | TD | CG artist
  http://vimeo.com/ahmidou/videos
  http://www.cappuccino-films.com

  



2013/11/12 Raffaele Fragapane raffsxsil...@googlemail.com
  
By default DQ doesn't consider scaling. The
  original paper omits it too as it's not that common at
  bone anim level in games (which is what the paper focused
  on).
  
  
  We had the same issue with the DQ compounds when they
were offered and we tested them, so we ended up cooking
our own to account for scaling. It's not that hard to
do, but it's more than just adding scaling up or
downstream from DQ unaltered.
  
  
  As it's work done for Animal I can't disclose
details, sorry about that, but if it's worth anything to
you to know: it's perfectly possible with no noticeable
effect on performance and not particularly hard to do.


  

  
  On Tue, Nov 12, 2013 at 8:16
AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:

   I have an
interesting issue at hand. It seems that the
shipping Dual Quaternion Deformation ICE
compound does not take into account scaling. I'm
using it for one of our rigs, and scaling down
the rig scales things properly, but the
deformations on the mesh are still being
calculated in a non-scaled space, it seems (they
are quite exaggerated when the rig is scaled
down).
First, I thought I could try fixing it myself by
multiplying the calculated deformations by the
scale factor from the rig, but that didn't work.
I googled a bit, and found a Dual Quaternion
Deformations 2 compound, which seems to support
scaling. I downloaded it, but it made no
difference. Taking a closer look at it, it's
doing exactly what we were doing here to fix the
first compound (taking the matrix from the mesh,
inverting it, and multiplying it by the vector
coming from the skinning nodes), but it made no
difference. The deformations are still not
scaling down.
I turned off the ICE tree and re-enabled my
envelope (it's still there, I just mute it when
enabling the ICE tree), and the deformations are
ok there (I just need to use DQ on this mesh,
that's why I'm not using the envelope), but
re-enabling the ICE DQ deformer gives me the
wrong deformations.
Has anyone seen this before? Any known cures for
this ailment? Thanks!
-- 
  
  

  
  
  
  
  

  
  -- 
  Our users will know fear and cower before our
  software! Ship it! Ship it and let them flee like the
  dogs they are!

  


  

  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
Thanks Raffaele! We'll keep investigating. Cheers!

  

On 11/11/2013 11:48 PM, Raffaele Fragapane wrote:

  By default DQ doesn't consider scaling. The
original paper omits it too as it's not that common at bone anim
level in games (which is what the paper focused on).


We had the same issue with the DQ compounds when
  they were offered and we tested them, so we ended up cooking
  our own to account for scaling. It's not that hard to do, but
  it's more than just adding scaling up or downstream from DQ
  unaltered.


As it's work done for Animal I can't disclose
  details, sorry about that, but if it's worth anything to you
  to know: it's perfectly possible with no noticeable effect on
  performance and not particularly hard to do.
  
  

On Tue, Nov 12, 2013 at 8:16 AM, Sergio
  Mucino sergio.muc...@modusfx.com
  wrote:
  
 I have an interesting
  issue at hand. It seems that the shipping Dual Quaternion
  Deformation ICE compound does not take into account
  scaling. I'm using it for one of our rigs, and scaling
  down the rig scales things properly, but the deformations
  on the mesh are still being calculated in a non-scaled
  space, it seems (they are quite exaggerated when the rig
  is scaled down).
  First, I thought I could try fixing it myself by
  multiplying the calculated deformations by the scale
  factor from the rig, but that didn't work. I googled a
  bit, and found a Dual Quaternion Deformations 2 compound,
  which seems to support scaling. I downloaded it, but it
  made no difference. Taking a closer look at it, it's doing
  exactly what we were doing here to fix the first compound
  (taking the matrix from the mesh, inverting it, and
  multiplying it by the vector coming from the skinning
  nodes), but it made no difference. The deformations are
  still not scaling down.
  I turned off the ICE tree and re-enabled my envelope (it's
  still there, I just mute it when enabling the ICE tree),
  and the deformations are ok there (I just need to use DQ
  on this mesh, that's why I'm not using the envelope), but
  re-enabling the ICE DQ deformer gives me the wrong
  deformations.
  Has anyone seen this before? Any known cures for this
  ailment? Thanks!
  -- 


  





-- 
Our users will know fear and cower before our software! Ship it!
Ship it and let them flee like the dogs they are!
  

  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
I guess you're talking about SI 2014. We're on 2012, so no go for us
on this one.
Thanks! Still good to know.

  

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

  Right, the shipped version 3.0 should support scaling, but it doesn't handle animated bone length.

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: Tuesday, November 12, 2013 12:42 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

At some point the factory compound was updated to support scaling. The current version of the scaling compound is 3.0 which one are you using ?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/11/12 Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
By default DQ doesn't consider scaling. The original paper omits it too as it's not that common at bone anim level in games (which is what the paper focused on).

We had the same issue with the DQ compounds when they were offered and we tested them, so we ended up cooking our own to account for scaling. It's not that hard to do, but it's more than just adding scaling up or downstream from DQ unaltered.

As it's work done for Animal I can't disclose details, sorry about that, but if it's worth anything to you to know: it's perfectly possible with no noticeable effect on performance and not particularly hard to do.

On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:
I have an interesting issue at hand. It seems that the shipping Dual Quaternion Deformation ICE compound does not take into account scaling. I'm using it for one of our rigs, and scaling down the rig scales things properly, but the deformations on the mesh are still being calculated in a non-scaled space, it seems (they are quite exaggerated when the rig is scaled down).
First, I thought I could try fixing it myself by multiplying the calculated deformations by the scale factor from the rig, but that didn't work. I googled a bit, and found a Dual Quaternion Deformations 2 compound, which seems to support scaling. I downloaded it, but it made no difference. Taking a closer look at it, it's doing exactly what we were doing here to fix the first compound (taking the matrix from the mesh, inverting it, and multiplying it by the vector coming from the skinning nodes), but it made no difference. The deformations are still not scaling down.
I turned off the ICE tree and re-enabled my envelope (it's still there, I just mute it when enabling the ICE tree), and the deformations are ok there (I just need to use DQ on this mesh, that's why I'm not using the envelope), but re-enabling the ICE DQ deformer gives me the wrong deformations.
Has anyone seen this before? Any known cures for this ailment? Thanks!
--
[cid:image001.gif@01CEDF9E.37293F80]



--
Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!



  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Serguei Kalentchouk
Disney gave a talk at Siggraph this year about their implementation of DQ.
I haven't checked, but if you're lucky the talk material might be up on the ACM
library.

http://s2013.siggraph.org/attendees/talks/events/enhanced-dual-quaternion-skinning-production-use


On Tuesday, November 12, 2013, Sergio Mucino wrote:

  Thanks Raffaele! We'll keep investigating. Cheers!


 On 11/11/2013 11:48 PM, Raffaele Fragapane wrote:

 By default DQ doesn't consider scaling. The original paper omits it too as
 it's not that common at bone anim level in games (which is what the paper
 focused on).

  We had the same issue with the DQ compounds when they were offered and
 we tested them, so we ended up cooking our own to account for scaling. It's
 not that hard to do, but it's more than just adding scaling up or
 downstream from DQ unaltered.

  As it's work done for Animal I can't disclose details, sorry about that,
 but if it's worth anything to you to know: it's perfectly possible with no
 noticeable effect on performance and not particularly hard to do.


 On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
 sergio.muc...@modusfx.comjavascript:_e({}, 'cvml', 
 'sergio.muc...@modusfx.com');
  wrote:

  I have an interesting issue at hand. It seems that the shipping Dual
 Quaternion Deformation ICE compound does not take into account scaling. I'm
 using it for one of our rigs, and scaling down the rig scales things
 properly, but the deformations on the mesh are still being calculated in a
 non-scaled space, it seems (they are quite exaggerated when the rig is
 scaled down).
 First, I thought I could try fixing it myself by multiplying the
 calculated deformations by the scale factor from the rig, but that didn't
 work. I googled a bit, and found a Dual Quaternion Deformations 2 compound,
 which seems to support scaling. I downloaded it, but it made no difference.
 Taking a closer look at it, it's doing exactly what we were doing here to
 fix the first compound (taking the matrix from the mesh, inverting it, and
 multiplying it by the vector coming from the skinning nodes), but it made
 no difference. The deformations are still not scaling down.
 I turned off the ICE tree and re-enabled my envelope (it's still there, I
 just mute it when enabling the ICE tree), and the deformations are ok there
 (I just need to use DQ on this mesh, that's why I'm not using the
 envelope), but re-enabling the ICE DQ deformer gives me the wrong
 deformations.
 Has anyone seen this before? Any known cures for this ailment? Thanks!
 --




  --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



-- 
Technical Director @ DreamWorks Animation
Sergio Mucino_Signature_email.gifimage/gif

RE: DQ Deformation compound and scaling...

2013-11-12 Thread Grahame Fuller
V3.0 was added quite a while ago. Right-click on the compound in the preset 
manager and choose Open Containing Folder. What's the version number on the 
file name?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, November 12, 2013 11:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

I guess you're talking about SI 2014. We're on 2012, so no go for us on this 
one.
Thanks! Still good to know.

[cid:image001.gif@01CEDFA0.08A007F0]

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

Right, the shipped version 3.0 should support scaling, but it doesn't handle 
animated bone length.



gray



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi

Sent: Tuesday, November 12, 2013 12:42 AM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling...



At some point the factory compound was updated to support scaling. The current 
version of the scaling compound is 3.0 which one are you using ?



---

Ahmidou Lyazidi

Director | TD | CG artist

http://vimeo.com/ahmidou/videos

http://www.cappuccino-films.com



2013/11/12 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper omits it too as it's 
not that common at bone anim level in games (which is what the paper focused 
on).



We had the same issue with the DQ compounds when they were offered and we 
tested them, so we ended up cooking our own to account for scaling. It's not 
that hard to do, but it's more than just adding scaling up or downstream from 
DQ unaltered.



As it's work done for Animal I can't disclose details, sorry about that, but if 
it's worth anything to you to know: it's perfectly possible with no noticeable 
effect on performance and not particularly hard to do.



On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com
 wrote:

I have an interesting issue at hand. It seems that the shipping Dual Quaternion 
Deformation ICE compound does not take into account scaling. I'm using it for 
one of our rigs, and scaling down the rig scales things properly, but the 
deformations on the mesh are still being calculated in a non-scaled space, it 
seems (they are quite exaggerated when the rig is scaled down).

First, I thought I could try fixing it myself by multiplying the calculated 
deformations by the scale factor from the rig, but that didn't work. I googled 
a bit, and found a Dual Quaternion Deformations 2 compound, which seems to 
support scaling. I downloaded it, but it made no difference. Taking a closer 
look at it, it's doing exactly what we were doing here to fix the first 
compound (taking the matrix from the mesh, inverting it, and multiplying it by 
the vector coming from the skinning nodes), but it made no difference. The 
deformations are still not scaling down.

I turned off the ICE tree and re-enabled my envelope (it's still there, I just 
mute it when enabling the ICE tree), and the deformations are ok there (I just 
need to use DQ on this mesh, that's why I'm not using the envelope), but 
re-enabling the ICE DQ deformer gives me the wrong deformations.

Has anyone seen this before? Any known cures for this ailment? Thanks!

--

[cid:image001.gif@01CEDF9E.37293F80]







--

Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!


attachment: winmail.dat

Re: semi OT: flying from space to street level

2013-11-12 Thread Paul Griswold
I want to be careful with what imagery I use.  All the sites I've
researched so far require you to post their logo on screen the entire time
you use their satellite imagery.
I don't want to be the guy that got the production sued because I pissed
off Google's lawyers.

I think some well placed clouds will hide a lot when we get really close to
the ground.  But overall, my guess is the director really doesn't have any
idea what things cost  budget is going to dictate a lot.


Thanks!

Paul




On Tue, Nov 12, 2013 at 10:49 AM, Stephen Davidson
magic...@bellsouth.netwrote:

 One of the cheats, to keep the project within budget, is to fly through
 some clouds,
 masking the change from an earth texturemap, to satellite photos.


 On Tue, Nov 12, 2013 at 9:20 AM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  http://www.allallsoft.com/
 That things grabs square kilometers of datas, but I think Googlemap has
 some kind of quantity restrictions.
 I remember the Microsoft Visual Earth equivalent to Googlemap offered
 less restrictions, pictures are less nice though.


 Le 12/11/2013 15:12, olivier jeannel a écrit :

 There are programs that allow to grab images from google earth or
 microsoft equivalent at certain (rather high) level of detail.
 Also OSM openstreetmap are good bases to grab.
 Programs like City Engine comes to mind.

 But in the end, it depends if your client has a decent budget, or just
 enoug to pay the copyrights.

 Le 12/11/2013 14:25, Paul Griswold a écrit :

  We're going to have a conference call today so I can get more info from
 the director, but I'm guessing they're going to want a fairly fast move.

  What about map data?  Google Earth Pro has some good high res imagery,
 but their licensing requires credits on screen while the images are shown.
  Same thing goes for DigitalGlobe.
 This is for a documentary, so a lot is going to be determined by the
 budget.


 On Tue, Nov 12, 2013 at 7:41 AM, Ed Manning etmth...@gmail.com wrote:

 Depends on so many factors -- how quickly you're moving, does your
 landing zone stay in frame the whole time or do you fly over the horizon to
 get there, can you fly through clouds to create a transition, etc. etc.

  Mainly try very hard to map out a single smooth trajectory and stick
 to it -- don't try to use, say, an aerial still from the wrong perspective
 for a section.  Try to keep everything truly 3D -- there's a surprising
 amount of parallax on things like landforms, clouds and buildings when
 you're moving ridiculously fast.  It's also super hard to match color, sun
 angle, contrast, detail, and noise from multiple stills at different scales.

  Good luck, let us see the final!




 On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

  Has anyone on the list done the shot where you start from space and
 fly towards the earth, eventually landing at street level?

  In this case, I'm being asked about flying in to a recognizable
 location rather than a generic city in the future/alternative sci-fi
 universe.  Specifically Soho in NY.

  I'd appreciate any tips or warnings about what methods work well 
 what to avoid.

  Thanks,

  Paul







 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



Re: Pick multiple element with py

2013-11-12 Thread Alan Fregtman
Bonus function to get modifier key states for anyone confused by bitmasks
in Python:

def getModifierStates():
bits = Application.GetKeyboardState()('Shift')
return { 'shift': bool( bits  1 ),
 'ctrl':  bool( bits  2 ),
 'alt':   bool( bits  4 ) }
print getModifierStates()


You can take my pickForever() function and in the while 1: part, change
it for while getModifierStates()['shift']:.

;)



On Tue, Nov 12, 2013 at 10:33 AM, Eric Thivierge ethivie...@hybride.comwrote:

 http://darkvertex.com/wp/2012/07/05/xsi-picking-forever-in-python/


 On Tuesday, November 12, 2013 10:31:52 AM, Ognjen Vukovic wrote:

 Hi guys,
 me again :)

 One quick question, how would one go about editing the pick element
 command in python so that it takes in multiple selections whilst the
 shift modifier is down?

 destMDLPicked = si.PickElement(c.siModelFilter, 'Pick Destination
 Model', 'Pick Destination Model')
 destMDLObject = destMDLPicked[2]

 Thanks in advance,
 Ogi.





Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
Hmmm... interesting. There are three DQ compounds in there. What
would appear to be a 1.0 (since it has no version number), a 2.2,
and a 3.0.
There are differences internally for each compound version, and
after examining the files I've been working on, it seems we've been
using v3.0 (even though there are three DQ compounds in the folder,
only one is displayed in SI's node list, which I guess means SI will
list the one with the highest version number).

  

On 12/11/2013 12:09 PM, Grahame Fuller wrote:

  V3.0 was added quite a while ago. Right-click on the compound in the preset manager and choose Open Containing Folder. What's the version number on the file name?

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, November 12, 2013 11:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

I guess you're talking about SI 2014. We're on 2012, so no go for us on this one.
Thanks! Still good to know.

[cid:image001.gif@01CEDFA0.08A007F0]

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

Right, the shipped version 3.0 should support scaling, but it doesn't handle animated bone length.



gray



From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi

Sent: Tuesday, November 12, 2013 12:42 AM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling...



At some point the factory compound was updated to support scaling. The current version of the scaling compound is 3.0 which one are you using ?



---

Ahmidou Lyazidi

Director | TD | CG artist

http://vimeo.com/ahmidou/videos

http://www.cappuccino-films.com



2013/11/12 Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper omits it too as it's not that common at bone anim level in games (which is what the paper focused on).



We had the same issue with the DQ compounds when they were offered and we tested them, so we ended up cooking our own to account for scaling. It's not that hard to do, but it's more than just adding scaling up or downstream from DQ unaltered.



As it's work done for Animal I can't disclose details, sorry about that, but if it's worth anything to you to know: it's perfectly possible with no noticeable effect on performance and not particularly hard to do.



On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:

I have an interesting issue at hand. It seems that the shipping Dual Quaternion Deformation ICE compound does not take into account scaling. I'm using it for one of our rigs, and scaling down the rig scales things properly, but the deformations on the mesh are still being calculated in a non-scaled space, it seems (they are quite exaggerated when the rig is scaled down).

First, I thought I could try fixing it myself by multiplying the calculated deformations by the scale factor from the rig, but that didn't work. I googled a bit, and found a Dual Quaternion Deformations 2 compound, which seems to support scaling. I downloaded it, but it made no difference. Taking a closer look at it, it's doing exactly what we were doing here to fix the first compound (taking the matrix from the mesh, inverting it, and multiplying it by the vector coming from the skinning nodes), but it made no difference. The deformations are still not scaling down.

I turned off the ICE tree and re-enabled my envelope (it's still there, I just mute it when enabling the ICE tree), and the deformations are ok there (I just need to use DQ on this mesh, that's why I'm not using the envelope), but re-enabling the ICE DQ deformer gives me the wrong deformations.

Has anyone seen this before? Any known cures for this ailment? Thanks!

--

[cid:image001.gif@01CEDF9E.37293F80]







--

Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!




  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Eric Thivierge
After you import an ICE Compound to the ICE Tree, right click on the 
node and go to properties. You can see the version number in there. Yes 
the highest versioned compound is used as well.


The rig is probably changing bone lengths instead of scaling which is 
probably where you're hitting the problems.


On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:

Hmmm... interesting. There are three DQ compounds in there. What would
appear to be a 1.0 (since it has no version number), a 2.2, and a 3.0.
There are differences internally for each compound version, and after
examining the files I've been working on, it seems we've been using
v3.0 (even though there are three DQ compounds in the folder, only one
is displayed in SI's node list, which I guess means SI will list the
one with the highest version number).


On 12/11/2013 12:09 PM, Grahame Fuller wrote:

V3.0 was added quite a while ago. Right-click on the compound in the preset 
manager and choose Open Containing Folder. What's the version number on the 
file name?

gray

From:softimage-boun...@listproc.autodesk.com  
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, November 12, 2013 11:58 AM
To:softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

I guess you're talking about SI 2014. We're on 2012, so no go for us on this 
one.
Thanks! Still good to know.

[cid:image001.gif@01CEDFA0.08A007F0]

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

Right, the shipped version 3.0 should support scaling, but it doesn't handle 
animated bone length.



gray



From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi

Sent: Tuesday, November 12, 2013 12:42 AM

To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling...



At some point the factory compound was updated to support scaling. The current 
version of the scaling compound is 3.0 which one are you using ?



---

Ahmidou Lyazidi

Director | TD | CG artist

http://vimeo.com/ahmidou/videos

http://www.cappuccino-films.com



2013/11/12 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper omits it too as it's 
not that common at bone anim level in games (which is what the paper focused 
on).



We had the same issue with the DQ compounds when they were offered and we 
tested them, so we ended up cooking our own to account for scaling. It's not 
that hard to do, but it's more than just adding scaling up or downstream from 
DQ unaltered.



As it's work done for Animal I can't disclose details, sorry about that, but if 
it's worth anything to you to know: it's perfectly possible with no noticeable 
effect on performance and not particularly hard to do.



On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com
 wrote:

I have an interesting issue at hand. It seems that the shipping Dual Quaternion 
Deformation ICE compound does not take into account scaling. I'm using it for 
one of our rigs, and scaling down the rig scales things properly, but the 
deformations on the mesh are still being calculated in a non-scaled space, it 
seems (they are quite exaggerated when the rig is scaled down).

First, I thought I could try fixing it myself by multiplying the calculated 
deformations by the scale factor from the rig, but that didn't work. I googled 
a bit, and found a Dual Quaternion Deformations 2 compound, which seems to 
support scaling. I downloaded it, but it made no difference. Taking a closer 
look at it, it's doing exactly what we were doing here to fix the first 
compound (taking the matrix from the mesh, inverting it, and multiplying it by 
the vector coming from the skinning nodes), but it made no difference. The 
deformations are still not scaling down.

I turned off the ICE tree and re-enabled my envelope (it's still there, I just 
mute it when enabling the ICE tree), and the deformations are ok there (I just 
need to use DQ on this mesh, that's why I'm not using the envelope), but 
re-enabling the ICE DQ deformer gives me the wrong deformations.

Has anyone seen this before? Any known cures for this ailment? Thanks!

--

[cid:image001.gif@01CEDF9E.37293F80]







--

Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!






Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
Comments below...

  

On 12/11/2013 1:11 PM, Eric Thivierge wrote:
After
  you import an ICE Compound to the ICE Tree, right click on the
  node and go to properties. You can see the version number in
  there. Yes the highest versioned compound is used as well.
  

[SM]: Ah, nice! There's also a little sub-menu from where I
can apparently switch version numbers... neat!

  
  The rig is probably changing bone lengths instead of scaling which
  is probably where you're hitting the problems.
  

[SM]: The deformers are actually a bunch of nulls that are
constrained to objects constrained to other objects that are
constrained to a path (it'd take me time to explain the entire
rig... this is just a part concerning the deformers). The scaling is
handled by a master control at the top of the hierarchy, and the rig
elements inherit the scale change. Everything works fine, and if I
stick to using linear deformations (using an envelope operator),
things are peachy. The problems start when I disable the envelope
operator and use the DQ node in ICE instead.

  
  On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:
  
  Hmmm... interesting. There are three DQ
compounds in there. What would

appear to be a 1.0 (since it has no version number), a 2.2, and
a 3.0.

There are differences internally for each compound version, and
after

examining the files I've been working on, it seems we've been
using

v3.0 (even though there are three DQ compounds in the folder,
only one

is displayed in SI's node list, which I guess means SI will list
the

one with the highest version number).



On 12/11/2013 12:09 PM, Grahame Fuller wrote:

V3.0 was added quite a while ago.
  Right-click on the compound in the preset manager and choose
  Open Containing Folder. What's the version number on the file
  name?
  
  
  gray
  
  
  From:softimage-boun...@listproc.autodesk.com 
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
  Sergio Mucino
  
  Sent: Tuesday, November 12, 2013 11:58 AM
  
  To:softimage@listproc.autodesk.com
  
  Subject: Re: DQ Deformation compound and scaling...
  
  
  I guess you're talking about SI 2014. We're on 2012, so no go
  for us on this one.
  
  Thanks! Still good to know.
  
  
  [cid:image001.gif@01CEDFA0.08A007F0]
  
  
  On 12/11/2013 11:56 AM, Grahame Fuller wrote:
  
  
  Right, the shipped version 3.0 should support scaling, but it
  doesn't handle animated bone length.
  
  
  
  
  gray
  
  
  
  
  From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com 
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
  Ahmidou Lyazidi
  
  
  Sent: Tuesday, November 12, 2013 12:42 AM
  
  
To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
  
  
  Subject: Re: DQ Deformation compound and scaling...
  
  
  
  
  At some point the factory compound was updated to support
  scaling. The current version of the scaling compound is 3.0
  which one are you using ?
  
  
  
  
  ---
  
  
  Ahmidou Lyazidi
  
  
  Director | TD | CG artist
  
  
  http://vimeo.com/ahmidou/videos
  
  
  http://www.cappuccino-films.com
  
  
  
  
  2013/11/12 Raffaele Fragapane
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
  
  By default DQ doesn't consider scaling. The original paper
  omits it too as it's not that common at bone anim level in
  games (which is what the paper focused on).
  
  
  
  
  We had the same issue with the DQ compounds when they were
  offered and we tested them, so we ended up cooking our own to
  account for scaling. It's not that hard to do, but it's more
  than just adding scaling up or downstream from DQ unaltered.
  
  
  
  
  As it's work done for Animal I can't disclose 

RE: semi OT: flying from space to street level

2013-11-12 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]


A remarkable resource for the low altitude image data you might  need is at the 
USGS.

http://earthexplorer.usgs.gov/

You will be most interested in the High Resolution Orthoimagery from the Aerial 
Imagery dataset, though they have a lot of other data as well . This is largely 
unprocessed aerial photos  which at a minimum have been geo-referenced, but not 
much more.

You will have to register with the site to get access to the high resolution 
data.

As to your concern regarding public domain access, copyright, etc, I do 
recommend you contact USGS  directly for information regarding usage rights. 
There is a web portal contact and phone number listed from their site.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: Tuesday, November 12, 2013 12:10 PM
To: softimage@listproc.autodesk.com
Subject: Re: semi OT: flying from space to street level

I want to be careful with what imagery I use.  All the sites I've researched so 
far require you to post their logo on screen the entire time you use their 
satellite imagery.
I don't want to be the guy that got the production sued because I pissed off 
Google's lawyers.

I think some well placed clouds will hide a lot when we get really close to the 
ground.  But overall, my guess is the director really doesn't have any idea 
what things cost  budget is going to dictate a lot.


Thanks!

Paul



On Tue, Nov 12, 2013 at 10:49 AM, Stephen Davidson 
magic...@bellsouth.netmailto:magic...@bellsouth.net wrote:
One of the cheats, to keep the project within budget, is to fly through some 
clouds,
masking the change from an earth texturemap, to satellite photos.

On Tue, Nov 12, 2013 at 9:20 AM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
http://www.allallsoft.com/
That things grabs square kilometers of datas, but I think Googlemap has some 
kind of quantity restrictions.
I remember the Microsoft Visual Earth equivalent to Googlemap offered less 
restrictions, pictures are less nice though.


Le 12/11/2013 15:12, olivier jeannel a écrit :
There are programs that allow to grab images from google earth or microsoft 
equivalent at certain (rather high) level of detail.
Also OSM openstreetmap are good bases to grab.
Programs like City Engine comes to mind.

But in the end, it depends if your client has a decent budget, or just enoug to 
pay the copyrights.

Le 12/11/2013 14:25, Paul Griswold a écrit :
We're going to have a conference call today so I can get more info from the 
director, but I'm guessing they're going to want a fairly fast move.

What about map data?  Google Earth Pro has some good high res imagery, but 
their licensing requires credits on screen while the images are shown.  Same 
thing goes for DigitalGlobe.
This is for a documentary, so a lot is going to be determined by the budget.

On Tue, Nov 12, 2013 at 7:41 AM, Ed Manning 
etmth...@gmail.commailto:etmth...@gmail.com wrote:
Depends on so many factors -- how quickly you're moving, does your landing zone 
stay in frame the whole time or do you fly over the horizon to get there, can 
you fly through clouds to create a transition, etc. etc.

Mainly try very hard to map out a single smooth trajectory and stick to it -- 
don't try to use, say, an aerial still from the wrong perspective for a 
section.  Try to keep everything truly 3D -- there's a surprising amount of 
parallax on things like landforms, clouds and buildings when you're moving 
ridiculously fast.  It's also super hard to match color, sun angle, contrast, 
detail, and noise from multiple stills at different scales.

Good luck, let us see the final!


On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com
 wrote:
Has anyone on the list done the shot where you start from space and fly towards 
the earth, eventually landing at street level?

In this case, I'm being asked about flying in to a recognizable location rather 
than a generic city in the future/alternative sci-fi universe.  Specifically 
Soho in NY.

I'd appreciate any tips or warnings about what methods work well  what to 
avoid.

Thanks,

Paul







--

Best Regards,
  Stephen P. Davidson
   (954) 552-7956tel:%28954%29%20552-7956
sdavid...@3danimationmagic.commailto:sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

http://www.3danimationmagic.com
 http://www.3danimationmagic.com


Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
No need to worry about this for now anymore. We tested a linear
deformation rig (standard envelope), and the animator much preferred
it to the ICE/DQ rig, so we'll leave it at that. We live to fight
another day!
Thanks a lot everyone!

  

On 12/11/2013 1:25 PM, Sergio Mucino wrote:

  
  Comments below...
  

  
  On 12/11/2013 1:11 PM, Eric Thivierge wrote:
  After

you import an ICE Compound to the ICE Tree, right click on the
node and go to properties. You can see the version number in
there. Yes the highest versioned compound is used as well. 
  
  [SM]: Ah, nice! There's also a little sub-menu from where I
  can apparently switch version numbers... neat!
   
The rig is probably changing bone lengths instead of scaling
which is probably where you're hitting the problems. 
  
  [SM]: The deformers are actually a bunch of nulls that are
  constrained to objects constrained to other objects that are
  constrained to a path (it'd take me time to explain the entire
  rig... this is just a part concerning the deformers). The scaling
  is handled by a master control at the top of the hierarchy, and
  the rig elements inherit the scale change. Everything works fine,
  and if I stick to using linear deformations (using an envelope
  operator), things are peachy. The problems start when I disable
  the envelope operator and use the DQ node in ICE instead.
   
On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote: 
Hmmm... interesting. There are three DQ
  compounds in there. What would 
  appear to be a 1.0 (since it has no version number), a 2.2,
  and a 3.0. 
  There are differences internally for each compound version,
  and after 
  examining the files I've been working on, it seems we've been
  using 
  v3.0 (even though there are three DQ compounds in the folder,
  only one 
  is displayed in SI's node list, which I guess means SI will
  list the 
  one with the highest version number). 
  
  
  On 12/11/2013 12:09 PM, Grahame Fuller wrote: 
  V3.0 was added quite a while ago.
Right-click on the compound in the preset manager and choose
Open Containing Folder. What's the version number on the
file name? 

gray 

From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Sergio Mucino 
Sent: Tuesday, November 12, 2013 11:58 AM 
To:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling... 

I guess you're talking about SI 2014. We're on 2012, so no
go for us on this one. 
Thanks! Still good to know. 

[cid:image001.gif@01CEDFA0.08A007F0]


On 12/11/2013 11:56 AM, Grahame Fuller wrote: 

Right, the shipped version 3.0 should support scaling, but
it doesn't handle animated bone length. 



gray 



From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Ahmidou Lyazidi 

Sent: Tuesday, November 12, 2013 12:42 AM 

To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com


Subject: Re: DQ Deformation compound and scaling... 



At some point the factory compound was updated to support
scaling. The current version of the scaling compound is 3.0
which one are you using ? 



--- 

Ahmidou Lyazidi 

Director | TD | CG artist 

http://vimeo.com/ahmidou/videos


http://www.cappuccino-films.com




2013/11/12 Raffaele Fragapane
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper
omits it too as it's not that common at bone anim level in
games (which is what the paper focused on). 



We had the same issue with the DQ compounds when they were
  

Re: semi OT: flying from space to street level

2013-11-12 Thread peter_b
make sure your director understands that just downloading a map from nasa and 
sticking it on a sphere is not going to allow you to zoom to street level - 
actually, manhattan is hardly distinguishable on those maps – get the highest 
res that is available, zoom in and you’ll be sorely disappointed  – and that a 
google printscreen is not going to allow you to zoom out, (well, a few hundred 
printscreens is more like it) - it is just going to look like a lousy 2D zoom 
on a photograph.
It’s exactly like Morten says, it’s the difficult part in between those two 
that will sell the zoom.
And everything you can model ofcourse on ground/city level – decent hires roof 
imagery is not so easy to come by.
I’m not a big fan of a cloud transition, especially if it serves to cut out the 
middle part of the zoom, going from an earth scene to a city scene. But it can 
facilitate the task considerably...

The camera movement is crucial - you’re likely to go from a top down (-90 
degree angle) to a somewhat horizontal view – and where/when exactly you do 
that rotation determines what you really need to model – a couple of houses, a 
city block, a whole city or even the landscape around it?

As for ref: the opening scene of Ted is one of the best takes on the “earth to 
street level”zoom I’ve seen.
http://iloura.com/film/opening-sequence-of-ted-vfx-breakdown/ (video is 
unavailable for me but you might have more luck)
Go rent it, perhaps even look at it together with the director – make him see 
how much work is involved.
hint: if the budget is for a two week job for one person, you know what time it 
is .



From: Morten Bartholdy 
Sent: Tuesday, November 12, 2013 3:06 PM
To: softimage@listproc.autodesk.com 
Subject: Re: semi OT: flying from space to street level

Scale of your scene becomes important here, as you will likely find numerical 
inaccuracies in one end of the animation if you don't make sure the scale is 
somewhere between what is comfortable in either end. 


If possible, it can help you to do transitions between LOD versions of your 
scene in obscuring cloudlayers or motionblurred camera shakes. 


It requires a lot of hard work making it seamless - no satellite generated map 
will get you all the way in, and I have often found it difficult to get 
sufficient detail in the middle range between satellite texturemaps and aerial 
stills. Prepare for a lot of landscaping, and, going into a city with 
skyscrapers, a fair amount of citymodeling too. 




Good luck! 




Morten 









Den 12. november 2013 kl. 13:41 skrev Ed Manning etmth...@gmail.com: 


  Depends on so many factors -- how quickly you're moving, does your landing 
zone stay in frame the whole time or do you fly over the horizon to get there, 
can you fly through clouds to create a transition, etc. etc. 

  Mainly try very hard to map out a single smooth trajectory and stick to it -- 
don't try to use, say, an aerial still from the wrong perspective for a 
section.  Try to keep everything truly 3D -- there's a surprising amount of 
parallax on things like landforms, clouds and buildings when you're moving 
ridiculously fast.  It's also super hard to match color, sun angle, contrast, 
detail, and noise from multiple stills at different scales.

  Good luck, let us see the final!



  On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold  
pgrisw...@fusiondigitalproductions.com  wrote: 

Has anyone on the list done the shot where you start from space and fly 
towards the earth, eventually landing at street level?

In this case, I'm being asked about flying in to a recognizable location 
rather than a generic city in the future/alternative sci-fi universe.  
Specifically Soho in NY.

I'd appreciate any tips or warnings about what methods work well  what to 
avoid.

Thanks,

Paul


  wlEmoticon-smile[1].png

Re: DQ Deformation compound and scaling...

2013-11-12 Thread Ahmidou.xsi
The bone lenght shouldn't be a problem, it not used in the deformation, only 
the SRT are.

 Le 13 nov. 2013 à 05:11, Eric Thivierge ethivie...@hybride.com a écrit :
 
 After you import an ICE Compound to the ICE Tree, right click on the node and 
 go to properties. You can see the version number in there. Yes the highest 
 versioned compound is used as well.
 
 The rig is probably changing bone lengths instead of scaling which is 
 probably where you're hitting the problems.
 
 On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:
 Hmmm... interesting. There are three DQ compounds in there. What would
 appear to be a 1.0 (since it has no version number), a 2.2, and a 3.0.
 There are differences internally for each compound version, and after
 examining the files I've been working on, it seems we've been using
 v3.0 (even though there are three DQ compounds in the folder, only one
 is displayed in SI's node list, which I guess means SI will list the
 one with the highest version number).
 
 
 On 12/11/2013 12:09 PM, Grahame Fuller wrote:
 V3.0 was added quite a while ago. Right-click on the compound in the preset 
 manager and choose Open Containing Folder. What's the version number on the 
 file name?
 
 gray
 
 From:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
 Sent: Tuesday, November 12, 2013 11:58 AM
 To:softimage@listproc.autodesk.com
 Subject: Re: DQ Deformation compound and scaling...
 
 I guess you're talking about SI 2014. We're on 2012, so no go for us on 
 this one.
 Thanks! Still good to know.
 
 [cid:image001.gif@01CEDFA0.08A007F0]
 
 On 12/11/2013 11:56 AM, Grahame Fuller wrote:
 
 Right, the shipped version 3.0 should support scaling, but it doesn't 
 handle animated bone length.
 
 
 
 gray
 
 
 
 From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
   [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou 
 Lyazidi
 
 Sent: Tuesday, November 12, 2013 12:42 AM
 
 To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 
 Subject: Re: DQ Deformation compound and scaling...
 
 
 
 At some point the factory compound was updated to support scaling. The 
 current version of the scaling compound is 3.0 which one are you using ?
 
 
 
 ---
 
 Ahmidou Lyazidi
 
 Director | TD | CG artist
 
 http://vimeo.com/ahmidou/videos
 
 http://www.cappuccino-films.com
 
 
 
 2013/11/12 Raffaele Fragapane 
 raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
 
 By default DQ doesn't consider scaling. The original paper omits it too as 
 it's not that common at bone anim level in games (which is what the paper 
 focused on).
 
 
 
 We had the same issue with the DQ compounds when they were offered and we 
 tested them, so we ended up cooking our own to account for scaling. It's 
 not that hard to do, but it's more than just adding scaling up or 
 downstream from DQ unaltered.
 
 
 
 As it's work done for Animal I can't disclose details, sorry about that, 
 but if it's worth anything to you to know: it's perfectly possible with no 
 noticeable effect on performance and not particularly hard to do.
 
 
 
 On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
 sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com
  wrote:
 
 I have an interesting issue at hand. It seems that the shipping Dual 
 Quaternion Deformation ICE compound does not take into account scaling. I'm 
 using it for one of our rigs, and scaling down the rig scales things 
 properly, but the deformations on the mesh are still being calculated in a 
 non-scaled space, it seems (they are quite exaggerated when the rig is 
 scaled down).
 
 First, I thought I could try fixing it myself by multiplying the calculated 
 deformations by the scale factor from the rig, but that didn't work. I 
 googled a bit, and found a Dual Quaternion Deformations 2 compound, which 
 seems to support scaling. I downloaded it, but it made no difference. 
 Taking a closer look at it, it's doing exactly what we were doing here to 
 fix the first compound (taking the matrix from the mesh, inverting it, and 
 multiplying it by the vector coming from the skinning nodes), but it made 
 no difference. The deformations are still not scaling down.
 
 I turned off the ICE tree and re-enabled my envelope (it's still there, I 
 just mute it when enabling the ICE tree), and the deformations are ok there 
 (I just need to use DQ on this mesh, that's why I'm not using the 
 envelope), but re-enabling the ICE DQ deformer gives me the wrong 
 deformations.
 
 Has anyone seen this before? Any known cures for this ailment? Thanks!
 
 --
 
 [cid:image001.gif@01CEDF9E.37293F80]
 
 
 
 
 
 
 
 --
 
 Our users will know fear and cower before our software! Ship it! 

vray artifacts

2013-11-12 Thread Kris Rivel
Just curious...playing around with vray.  I'm getting an occasional white
artifact here or there with reflective/glossy surfaces.  Is there a setting
or quick fix to kill them?  The 1 billion options in vray doesn't make it
easy.

Kris


Re: vray artifacts

2013-11-12 Thread Kris Rivel
Nevermind...sub pixel mapping and clamp output did it...cool!

Kris


On Tue, Nov 12, 2013 at 5:53 PM, Kris Rivel krisri...@gmail.com wrote:

 Just curious...playing around with vray.  I'm getting an occasional white
 artifact here or there with reflective/glossy surfaces.  Is there a setting
 or quick fix to kill them?  The 1 billion options in vray doesn't make it
 easy.

 Kris



Mootz!!! What we reallly need is EM_SewingMachine

2013-11-12 Thread Greg Punchatz
Forget my request to move on to em_tree (although I want it) but here is a
plug in I think a lot of us need.  Something like Marvelous Designer but
inside Softimage and most importantly without such a embarrassing bad nameJ 

 

Might be a good place to start thinking about using FABRIC engine to drive
your plug ins. and you could open up a new revenue steam, buy selling it to
maya users for twice as much ;)  

 

Seriously there is nothing like Marvelous Designer for high end work... (did
I say I hate that name and every time I say or read it I think of Billy
Crystal)  

 

Thanks for hearing our plea!

Greg

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien
Sterling
Sent: Sunday, November 10, 2013 10:46 AM
To: softimage@listproc.autodesk.com
Subject: Re: Cloth Character Workflow in Soft

 

Never heard of Qualoth, there don't seem to be many examples on there site,
though there client list is extensive to say the least

 

On 10 November 2013 00:25, Luc-Eric Rousseau luceri...@gmail.com wrote:

In film, people love Maya nCloth.  But another one that comes up a bit is
Qualoth.  also a maya plug-in.  http://www.qualoth.com
http://www.qualoth.com/ 

 



spreadsheet - setting UIItems in combo box items

2013-11-12 Thread Matt Lind
I have many spreadsheet queries which display information stored in custom 
properties in the scene.  Some of the custom property parameters are integers 
represented by combo boxes in their respective PPGs.  When I dump the values of 
those parameters into the spreadsheet, the spreadsheet only shows integers.  I 
would like to convert the cells with those values to be combo boxes with the 
same label/value pairs as the combo boxes of the custom properties.  I see some 
of the native Softimage spreadsheet queries have this capability, but I don't 
see any documentation how to do it.  I have dissected some of those queries and 
they use GUID/CLSID values to pull the combo box enumerations.

Anybody know how to display a combo box in a cell of a spreadsheet query for 
custom spreadsheet queries?

Thanks,


Matt




Re: Mootz!!! What we reallly need is EM_SewingMachine

2013-11-12 Thread Sebastien Sterling
Cloth, hair/fur, Sculpt, it's what is missing, we need a character pipe :P
Maya only wins this because it has them, there archaic and most good stuff
is third party, but they are available.


On 13 November 2013 02:17, Greg Punchatz g...@janimation.com wrote:

 Forget my request to move on to em_tree (although I want it) but here is a
 plug in I think a lot of us need.  Something like Marvelous Designer but
 inside Softimage and most importantly without such a embarrassing bad name
 J



 Might be a good place to start thinking about using FABRIC engine to drive
 your plug ins… and you could open up a new revenue steam, buy selling it to
 maya users for twice as much ;)



 Seriously there is nothing like Marvelous Designer for high end work...
 (did I say I hate that name and every time I say or read it I think of
 Billy Crystal)



 Thanks for hearing our plea!

 Greg



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
 *Sent:* Sunday, November 10, 2013 10:46 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Cloth Character Workflow in Soft



 Never heard of Qualoth, there don't seem to be many examples on there
 site, though there client list is extensive to say the least



 On 10 November 2013 00:25, Luc-Eric Rousseau luceri...@gmail.com wrote:

 In film, people love Maya nCloth.  But another one that comes up a bit is
 Qualoth.  also a maya plug-in.  http://www.qualoth.com





Re: Mootz!!! What we reallly need is EM_SewingMachine

2013-11-12 Thread Gustavo Eggert Boehs
we too have arcaic hair/fur and cloth :p

so... we only miss arcaic sculpt now :D

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/ http://www.gustavoeb.com.br/blog


2013/11/12 Sebastien Sterling sebastien.sterl...@gmail.com

 Cloth, hair/fur, Sculpt, it's what is missing, we need a character pipe :P
 Maya only wins this because it has them, there archaic and most good stuff
 is third party, but they are available.


 On 13 November 2013 02:17, Greg Punchatz g...@janimation.com wrote:

 Forget my request to move on to em_tree (although I want it) but here is
 a plug in I think a lot of us need.  Something like Marvelous Designer but
 inside Softimage and most importantly without such a embarrassing bad name
 J



 Might be a good place to start thinking about using FABRIC engine to
 drive your plug ins… and you could open up a new revenue steam, buy selling
 it to maya users for twice as much ;)



 Seriously there is nothing like Marvelous Designer for high end work...
 (did I say I hate that name and every time I say or read it I think of
 Billy Crystal)



 Thanks for hearing our plea!

 Greg



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
 Sterling
 *Sent:* Sunday, November 10, 2013 10:46 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Cloth Character Workflow in Soft



 Never heard of Qualoth, there don't seem to be many examples on there
 site, though there client list is extensive to say the least



 On 10 November 2013 00:25, Luc-Eric Rousseau luceri...@gmail.com wrote:

 In film, people love Maya nCloth.  But another one that comes up a bit is
 Qualoth.  also a maya plug-in.  http://www.qualoth.com







ICE Topology transfer UVs from a group? HALP!

2013-11-12 Thread Pedro Alpiarça dos Santos
Hi

Learning ICE. I've done a compound to add some stuff to Create Copies
from Polygon Mesh as seen here
http://www.si-community.com/community/viewtopic.php?f=15t=4484 to
LWSI transition. A guy asked me what about random shapes. And I
proceeded to actually do a compound from scratch to support groups. Made
some cool advancements added more stuff. But when it comes to UV
transfer I can't advance.
Tried to simple copypaste the UV transfer bit from Create Copies from
Polygon Mesh and doesn't work with groups, since PolygonToNodes just
turns red. I guess one way around could be that instead of a group I
have to bring to ICE each group's polymesh and treat them split ways and
use them in the same order as their group ID. That's really not
practical though :(
Also even if I pass that I don't know how Modulo modulate instead by a
fixed number, say 3 for example: ABC-DEF-GHI use an array 2-4-1-3 like
in AB-CDEF-G-HIJ, that array would be the order and the number of nodes
of each copy, like: cube(24), tetrahedron (12), cube(24), wedge(18), etc...

Pics help I guess:
https://dl.dropboxusercontent.com/u/143766132/Forums/SI-MailingList/Group-UV.png

If a scene it's needed I'll provide a simple clean one (yeah it's quite
messy up to now)

Sometimes I wish all these properties were a bit more sticky, ehehe :)

Thanks in advance.
Pedro Alpiarça dos Santos


ICE Topology transfer UVs from a group?

2013-11-12 Thread pedro santos
Hi

Learning ICE. I've done a compound to add some stuff to Create Copies from
Polygon Mesh as seen
herehttp://www.si-community.com/community/viewtopic.php?f=15t=4484to
LWSI transition. A guy asked me what about random shapes. And I
proceeded to actually do a compound from scratch to support groups. Made
some cool advancements added more stuff. But when it comes to UV transfer I
can't advance.
Tried to simple copypaste the UV transfer bit from Create Copies from
Polygon Mesh and doesn't work with groups, since PolygonToNodes just turns
red. I guess one way around could be that instead of a group I have to
bring to ICE each group's polymesh and treat them split ways and use them
in the same order as their group ID. That's really not practical though :(
Also even if I pass that I don't know how Modulo modulate instead by a
fixed number, say 3 for example: ABC-DEF-GHI use an array 2-4-1-3 like in
AB-CDEF-G-HIJ, that array would be the order and the number of nodes of
each copy, like: cube(24), tetrahedron (12), cube(24), wedge(18), etc...

Pics help I guess:
https://dl.dropboxusercontent.com/u/143766132/Forums/SI-MailingList/Group-UV.png

If a scene it's needed I'll provide a simple clean one (yeah it's quite
messy up to now)

Sometimes I wish all these properties were a bit more sticky, ehehe :)

Thanks in advance.
Pedro Alpiarça dos Santos


Re: semi OT: flying from space to street level

2013-11-12 Thread Stephen Davidson
Also...check out Google's 3D warehouse...LOTS of cities, an buildings, in
there
http://www.sketchup.com/products/3D-warehouse

It is worth the purchase of Sketchup Pro.
It can export many 3D file formats


On Tue, Nov 12, 2013 at 7:09 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 Has anyone on the list done the shot where you start from space and fly
 towards the earth, eventually landing at street level?

 In this case, I'm being asked about flying in to a recognizable location
 rather than a generic city in the future/alternative sci-fi universe.
  Specifically Soho in NY.

 I'd appreciate any tips or warnings about what methods work well  what to
 avoid.

 Thanks,

 Paul




-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: About SI spring tails

2013-11-12 Thread Martin Yara
I was a little busy dealing with these spring tails. I decided to continue
with this annoying workflow until I get some time to learn how to use MT
Spring or give the gear version a try. So far I haven't been able to find a
way to automatize it in my workflow. I mean I can do it manually with one
or two chars, but doing it with dozens of characters...

I think I would still need to polish the animation manually so I don't
really need collisions, but it would be nice to have it.

Thanks Alan ! I'm looking forward to your next video.

Martin


On Sat, Nov 2, 2013 at 4:26 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 You can do some nice springs with strands, too. I might make a TDSurvival
 video about it when I get the chance.



 On Fri, Nov 1, 2013 at 11:40 AM, Alok Gandhi alok.gandhi2...@gmail.comwrote:

 Yes MT Spring is the way to go. Recently I used it on one of my game
 characters. I was looking for a nice jiggle and a tail. I used MT Spring on
 both. It works great for the fat jiggle as well.


 On Fri, Nov 1, 2013 at 11:19 AM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 Mt Spring is very polished, but if you need collisions why not use rbds?
 There are also some nice icekine videos on the web, but I can't recall
 nothing as polished as mt being distributed freely out there, so you would
 have to cook your own.




 --