Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Ivan Tay
Those are installer folders under c:\autodesk. Safe to delete them

Ivan

Sent from my iPhone, please excuse for typos.

On 10 Dec, 2013, at 4:34 am, Paul Griswold 
mailto:pgrisw...@fusiondigitalproductions.com>>
 wrote:


Is there a FAQ or any documentation anywhere that can explain what can and 
cannot be deleted from the C:\Autodesk folder?

I'm in the process of cloning a system drive over to a 1TB SSD and noticed the 
C:\Autodesk folder contained around 31GB worth of files going back to Softimage 
2010.

I don't want to break anything, but I'd love to free up space.

On top of that folder, are there other folders that can be occasionally swept 
clean?

Thanks,

Paul

[https://mailfoogae.appspot.com/t?guid=2b66c9c8-41db-4b11-92c5-ca1b182de584]
ᐧ
<>

Re: [Pool] Any interest for a grease pencil tool?

2013-12-09 Thread Enrique Caballero
yay!


On Tue, Dec 10, 2013 at 10:56 AM, David Rivera <
activemotionpictu...@yahoo.com> wrote:

> YES!! Awesome news!!
>
>
>
>
>   On Thursday, December 5, 2013 6:23 PM, Ahmidou Lyazidi <
> ahmidou@gmail.com> wrote:
>  Hey everyone,
> Sorry for the (very) late reply! I've been extended on the project I was
> working on and didn't found the time to polish things, but the prototype
> is still there and functional,
> The good news is I'm finishing next week for good, and will have a few
> weeks off to finish this thing. I'll keep you informed as soon as I'll be
> on this project again.
>
> Cheers
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/12/3 David Rivera 
>
> YES!! Grease pencil, PLEASE Totally useful for the 2D artist to motion
> the 3D model!
>
>
>
>
>   On Monday, December 2, 2013 5:05 AM, javier gonzalez <
> javi09warr...@gmail.com> wrote:
>   Any news?
>
>
> 2013/12/2 Sebastien Sterling 
>
> +1
>
>
> On 2 December 2013 09:13, Enrique Caballero wrote:
>
> still interested in this btw :)
>
>
> On Wed, Sep 4, 2013 at 11:58 AM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
> hows the grease pencil plugin lookin? The animators here are eagerly
> looking forward to it
>
>
> On Mon, Jul 1, 2013 at 8:30 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
> awesome ahmidou :) keep us posted.
>
>
> On Mon, Jul 1, 2013 at 9:52 AM, Ahmidou Lyazidi wrote:
>
> Hi Enrique,
> I'm working on it on my spare time, all the interactive manipulation is
> working, and I'm currently on the window resizing part.
> the next steps are:
> - a custom display host to display when not manipulating
> - some way to move the keys, there are differant way to do that, it's not
> fixed yet, but I was thinking using the animation mixer
>  or a pyQt view, or even the netview.
>
> it's probably going to be released sometime in august :)
>
> Cheers.
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/28 Enrique Caballero 
>
> After reading a recent thread about 3rd party plugins, it reminded me.
>
> Totally still willing to buy this plugin for our 25+ animators, if you are
> developing it.
>
> -Enrique
>
>
> On Mon, Apr 22, 2013 at 2:03 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
> Hey Ahmidou, I will ask the animators for their feedback and forward you
> the results.
>
>  That sounds pretty awesome already :)
>
>
>
> On Fri, Apr 19, 2013 at 7:36 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> i just gota say this is pretty heart warming to see, i think I'll buy one
> on principal even if I'm not necessarily an animator these days, i can use
> it to mark stuff out on models :)
>
>
> On 19 April 2013 09:50, Ahmidou Lyazidi  wrote:
>
> Hi Enrique, good to know :)
> Do you have any special special expectation on it? currently I'm planning
> those features:
>
> 2D paint and erase
> screen space
> onion skin
> scene persistance
> ability to move frames on the timeline
>
> I'll eventually add those in a second time:
> multi layers
> per layer depth distance
> per layer opacity
> surface object space strokes (to draw on objects)
> wacom presure
>
>
> Cheers
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>
> 2013/4/18 Enrique Caballero 
>
> Not to drive the point too strongly, but if you make this tool Ahmidou and
> you do a really good job on it, and price it reasonably, I can promise to
> buy between 30-40 licenses of it.
>
>  The animators here are driving me absolutely insane about the topic
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>


Re: [Pool] Any interest for a grease pencil tool?

2013-12-09 Thread David Rivera
YES!! Awesome news!!





On Thursday, December 5, 2013 6:23 PM, Ahmidou Lyazidi  
wrote:
 
Hey everyone,
Sorry for the (very) late reply!  I've been extended on the project I was 
working on and didn't found the time to polish things, but the prototype is 
still there and functional, 
The good news is I'm finishing next week for good, and will have a few weeks 
off to finish this thing. I'll keep you informed as soon as I'll be on this 
project again.

Cheers



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



2013/12/3 David Rivera 

YES!! Grease pencil, PLEASE Totally useful for the 2D artist to motion the 
3D model!
>
>
>
>
>
>
>
>On Monday, December 2, 2013 5:05 AM, javier gonzalez  
>wrote:
> 
>Any news?
>
>
>
>
>2013/12/2 Sebastien Sterling 
>
>+1
>>
>>
>>
>>
>>On 2 December 2013 09:13, Enrique Caballero  
>>wrote:
>>
>>still interested in this btw :)
>>>
>>>
>>>
>>>On Wed, Sep 4, 2013 at 11:58 AM, Enrique Caballero 
>>> wrote:
>>>
>>>hows the grease pencil plugin lookin? The animators here are eagerly looking 
>>>forward to it



On Mon, Jul 1, 2013 at 8:30 PM, Enrique Caballero 
 wrote:

awesome ahmidou :) keep us posted.
>
>
>
>On Mon, Jul 1, 2013 at 9:52 AM, Ahmidou Lyazidi  
>wrote:
>
>Hi Enrique, 
>>I'm working on it on my spare time, all the interactive manipulation is 
>>working, and I'm currently on the window resizing part.
>>
>>the next steps are:
>>
>>- a custom display host to display when not manipulating
>>- some way to move the keys, there are differant way to do that, it's not 
>>fixed yet, but I was thinking using the animation mixer
>>
or a pyQt view, or even the netview.
>>
>>it's probably going to be released sometime in august :)
>>
>>Cheers.
>>
>>
>>
>>---
>>Ahmidou Lyazidi
>>Director | TD | CG artist
>>http://vimeo.com/ahmidou/videos
>>http://www.cappuccino-films.com
>>
>>
>>
>>
>>2013/6/28 Enrique Caballero 
>>
>>After reading a recent thread about 3rd party plugins, it reminded me.
>>>
>>>
>>>Totally still willing to buy this plugin for our 25+ animators, if you 
>>>are developing it.
>>>
>>>
>>>-Enrique
>>>
>>>
>>>
>>>On Mon, Apr 22, 2013 at 2:03 PM, Enrique Caballero 
>>> wrote:
>>>
>>>Hey Ahmidou, I will ask the animators for their feedback and forward you 
>>>the results.


That sounds pretty awesome already :)





On Fri, Apr 19, 2013 at 7:36 PM, Sebastien Sterling 
 wrote:

i just gota say this is pretty heart warming to see, i think I'll buy 
one on principal even if I'm not necessarily an animator these days, i 
can use it to mark stuff out on models :)
>
>
>
>
>On 19 April 2013 09:50, Ahmidou Lyazidi  wrote:
>
>Hi Enrique, good to know :)
>>
>>Do you have any special special expectation on it? currently I'm 
>>planning those features:
>>
>>2D paint and erase
>>screen space
>>onion skin
>>scene persistance
>>ability to move frames on the timeline
>>
>>I'll eventually add those in a second time:
>>multi layers
>>per layer depth distance
>>per layer opacity
>>surface object space strokes (to draw on objects)
>>wacom presure
>>
>>
>>
>>
>>Cheers
>>
>>---
>>Ahmidou Lyazidi
>>Director | TD | CG artist
>>http://vimeo.com/ahmidou/videos
>>
>>
>>2013/4/18 Enrique Caballero 
>>
>>Not to drive the point too strongly, but if you make this tool 
>>Ahmidou and you do a really good job on it, and price it reasonably, 
>>I can promise to buy between 30-40 licenses of it.
>>>
>>>
>>>The animators here are driving me absolutely insane about the topic
>>>
>>>
>>>
>>
>

>>>
>>
>

>>>
>>
>
>
>

Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Paul Griswold
Maybe..

And it's not just Softimage.  It's everything Autodesk.  I have Inventor
Fusion in there, SketchBookPro, etc.  So it's an Autodesk problem as a
whole.

ᐧ


On Mon, Dec 9, 2013 at 3:58 PM, Eric Thivierge wrote:

>  Maybe something worth officially requesting...
>
>
>
> On 12/9/2013 3:55 PM, Paul Griswold wrote:
>
>  That's my impression, but better safe than sorry.
>
>  You'd think Autodesk would give the option of removing installation
> files once completed.
>
>


Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Stephen Blair
C:\Autodesk is where the downloaded installers extract themselves. You can
delete them if you want. Those folders having nothing to do with the
installed applications.


On Mon, Dec 9, 2013 at 4:00 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> Maybe..
>
> And it's not just Softimage.  It's everything Autodesk.  I have Inventor
> Fusion in there, SketchBookPro, etc.  So it's an Autodesk problem as a
> whole.
>
> ᐧ
>
>
> On Mon, Dec 9, 2013 at 3:58 PM, Eric Thivierge wrote:
>
>>  Maybe something worth officially requesting...
>>
>>
>>
>> On 12/9/2013 3:55 PM, Paul Griswold wrote:
>>
>>  That's my impression, but better safe than sorry.
>>
>>  You'd think Autodesk would give the option of removing installation
>> files once completed.
>>
>>
>


Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Eric Thivierge

Maybe something worth officially requesting...


On 12/9/2013 3:55 PM, Paul Griswold wrote:

That's my impression, but better safe than sorry.

You'd think Autodesk would give the option of removing installation 
files once completed.




Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Sergio Mucino

  
  
I think it's just where all installation files are uncompressed.


On 09/12/2013 3:48 PM, Rob Wuijster
  wrote:


  
  Isn't that just the default temp install folder?

Rob
\/-\/\/
On 9-12-2013 21:34, Paul Griswold wrote:
  
  

  
  
  Is

there a FAQ or any documentation anywhere that can explain
what can and cannot be deleted from the C:\Autodesk folder?
  
  
  I'm

in the process of cloning a system drive over to a 1TB SSD
and noticed the C:\Autodesk folder contained around 31GB
worth of files going back to Softimage 2010.
  
  
  I
don't want to break anything, but I'd love to free up space.
  
  
  On

top of that folder, are there other folders that can be
occasionally swept clean?
  
  
  Thanks,
  

  
  Paul
  
  
  
ᐧ
No virus
  found in this message.
  Checked by AVG - www.avg.com
  Version: 2014.0.4259 / Virus Database: 3658/6904 - Release
  Date: 12/09/13
  
  


-- 
  

  



Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Paul Griswold
That's my impression, but better safe than sorry.

You'd think Autodesk would give the option of removing installation files
once completed.



ᐧ


On Mon, Dec 9, 2013 at 3:48 PM, Rob Wuijster  wrote:

>  Isn't that just the default temp install folder?
>
>
> Rob
> \/-\/\/
>
> On 9-12-2013 21:34, Paul Griswold wrote:
>
>
>  Is there a FAQ or any documentation anywhere that can explain what can
> and cannot be deleted from the C:\Autodesk folder?
>
>  I'm in the process of cloning a system drive over to a 1TB SSD and
> noticed the C:\Autodesk folder contained around 31GB worth of files going
> back to Softimage 2010.
>
>  I don't want to break anything, but I'd love to free up space.
>
>  On top of that folder, are there other folders that can be occasionally
> swept clean?
>
>  Thanks,
>
>  Paul
>
>
> ᐧ
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2014.0.4259 / Virus Database: 3658/6904 - Release Date: 12/09/13
>
>
>


Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Rob Wuijster

Isn't that just the default temp install folder?


Rob
\/-\/\/

On 9-12-2013 21:34, Paul Griswold wrote:


Is there a FAQ or any documentation anywhere that can explain what can 
and cannot be deleted from the C:\Autodesk folder?


I'm in the process of cloning a system drive over to a 1TB SSD and 
noticed the C:\Autodesk folder contained around 31GB worth of files 
going back to Softimage 2010.


I don't want to break anything, but I'd love to free up space.

On top of that folder, are there other folders that can be 
occasionally swept clean?


Thanks,

Paul


ᐧ

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2014.0.4259 / Virus Database: 3658/6904 - Release Date: 12/09/13





Re: The Autodesk folder - what goes and what stays?

2013-12-09 Thread Ben Houston
I think everything can be deleted?  It just holds temporarly installation
files I thought.  But get confirmation from someone else before deleting it
just so that I am not held responsible if there is other stuff. :)

Maybe post the top level contents of the direction to confirm that it is
just the setup files.
-ben


On Mon, Dec 9, 2013 at 3:34 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

>
> Is there a FAQ or any documentation anywhere that can explain what can and
> cannot be deleted from the C:\Autodesk folder?
>
> I'm in the process of cloning a system drive over to a 1TB SSD and noticed
> the C:\Autodesk folder contained around 31GB worth of files going back to
> Softimage 2010.
>
> I don't want to break anything, but I'd love to free up space.
>
> On top of that folder, are there other folders that can be occasionally
> swept clean?
>
> Thanks,
>
> Paul
>
>
> ᐧ
>



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation


The Autodesk folder - what goes and what stays?

2013-12-09 Thread Paul Griswold
Is there a FAQ or any documentation anywhere that can explain what can and
cannot be deleted from the C:\Autodesk folder?

I'm in the process of cloning a system drive over to a 1TB SSD and noticed
the C:\Autodesk folder contained around 31GB worth of files going back to
Softimage 2010.

I don't want to break anything, but I'd love to free up space.

On top of that folder, are there other folders that can be occasionally
swept clean?

Thanks,

Paul


ᐧ


Re: ICE deformation not rendering on the farm

2013-12-09 Thread Alan Fregtman
ICE deformers preexisting in refmodels is fine.

Creating a new ICE op on a refmodel is *usually* fine, but sometimes not.



On Mon, Dec 9, 2013 at 11:41 AM, Eric Thivierge wrote:

> Ref models are fine with ICE Deformers. You just need to ensure that the
> 'Get Data' nodes are using 'this_model' and / or 'self' instead of the full
> name. Since when you import a ref model it will most likely change the top
> model name and your ICE deformations will crap out.
>
> Can you open the rig on one of the farm machines and VNC / remote in and
> see if it's functioning and check if the ICE Trees are evaluating properly?
>
>
> On Monday, December 09, 2013 11:37:28 AM, Benoit Delaunay wrote:
>
>> Are refmodels a bit buggy ?
>>
>>
>> On Mon, Dec 9, 2013 at 4:00 PM, Alan Fregtman > > wrote:
>>
>> Are you using refmodels?
>>
>>
>>
>> On Mon, Dec 9, 2013 at 10:58 AM, Morten Bartholdy
>> mailto:x...@colorshopvfx.dk>> wrote:
>>
>> __
>>
>>
>> I have a weird problem, which might have a simple fix, but I
>> don't know what.
>>
>>
>> I have a mesh which I deform with Turbulize Mesh in a non
>> simulated ICE tree. It works fine in the viewport and the
>> renderregion, plus when rendering on my workstation. However
>> when I render on the farm (RoyalRender) the ICE deformation is
>> lost. I have inserted a Log Values node to see if it is ICE
>> optimization causing this, but same, same, no deformation. I
>> guess I can cache the deformation and then it should render
>> fine, but I wonder what might be the issue here. I see no
>> problems in the render logs.
>>
>> Softimage 2013 SP1, no installation changes recently.
>>
>> - Morten
>>
>>
>>
>>
>>
>> --
>>
>> http://www.bendelaunay.com/
>>
>
>


Re: ICE deformation not rendering on the farm

2013-12-09 Thread Eric Thivierge
Ref models are fine with ICE Deformers. You just need to ensure that 
the 'Get Data' nodes are using 'this_model' and / or 'self' instead of 
the full name. Since when you import a ref model it will most likely 
change the top model name and your ICE deformations will crap out.


Can you open the rig on one of the farm machines and VNC / remote in 
and see if it's functioning and check if the ICE Trees are evaluating 
properly?


On Monday, December 09, 2013 11:37:28 AM, Benoit Delaunay wrote:

Are refmodels a bit buggy ?


On Mon, Dec 9, 2013 at 4:00 PM, Alan Fregtman mailto:alan.fregt...@gmail.com>> wrote:

Are you using refmodels?



On Mon, Dec 9, 2013 at 10:58 AM, Morten Bartholdy
mailto:x...@colorshopvfx.dk>> wrote:

__

I have a weird problem, which might have a simple fix, but I
don't know what.


I have a mesh which I deform with Turbulize Mesh in a non
simulated ICE tree. It works fine in the viewport and the
renderregion, plus when rendering on my workstation. However
when I render on the farm (RoyalRender) the ICE deformation is
lost. I have inserted a Log Values node to see if it is ICE
optimization causing this, but same, same, no deformation. I
guess I can cache the deformation and then it should render
fine, but I wonder what might be the issue here. I see no
problems in the render logs.

Softimage 2013 SP1, no installation changes recently.

- Morten





--

http://www.bendelaunay.com/




Re: ICE deformation not rendering on the farm

2013-12-09 Thread Benoit Delaunay
Are refmodels a bit buggy ?


On Mon, Dec 9, 2013 at 4:00 PM, Alan Fregtman wrote:

> Are you using refmodels?
>
>
>
> On Mon, Dec 9, 2013 at 10:58 AM, Morten Bartholdy wrote:
>
>>   I have a weird problem, which might have a simple fix, but I don't
>> know what.
>>
>>
>>I have a mesh which I deform with Turbulize Mesh in a non simulated
>> ICE tree. It works fine in the viewport and the renderregion, plus when
>> rendering on my workstation. However when I render on the farm
>> (RoyalRender) the ICE deformation is lost. I have inserted a Log Values
>> node to see if it is ICE optimization causing this, but same, same, no
>> deformation. I guess I can cache the deformation and then it should render
>> fine, but I wonder what might be the issue here. I see no problems in the
>> render logs.
>>
>> Softimage 2013 SP1, no installation changes recently.
>>
>> - Morten
>>
>>
>>
>>
>>
>
>


-- 

http://www.bendelaunay.com/


Re: ICE deformation not rendering on the farm

2013-12-09 Thread Alan Fregtman
Are you using refmodels?



On Mon, Dec 9, 2013 at 10:58 AM, Morten Bartholdy wrote:

>   I have a weird problem, which might have a simple fix, but I don't know
> what.
>
>
>I have a mesh which I deform with Turbulize Mesh in a non simulated
> ICE tree. It works fine in the viewport and the renderregion, plus when
> rendering on my workstation. However when I render on the farm
> (RoyalRender) the ICE deformation is lost. I have inserted a Log Values
> node to see if it is ICE optimization causing this, but same, same, no
> deformation. I guess I can cache the deformation and then it should render
> fine, but I wonder what might be the issue here. I see no problems in the
> render logs.
>
> Softimage 2013 SP1, no installation changes recently.
>
> - Morten
>
>
>
>
>


ICE deformation not rendering on the farm

2013-12-09 Thread Morten Bartholdy
I have a weird problem, which might have a simple fix, but I don't know
what.

I have a mesh which I deform with Turbulize Mesh in a non simulated ICE
tree. It works fine in the viewport and the renderregion, plus when
rendering on my workstation. However when I render on the farm
(RoyalRender) the ICE deformation is lost. I have inserted a Log Values
node to see if it is ICE optimization causing this, but same, same, no
deformation. I guess I can cache the deformation and then it should render
fine, but I wonder what might be the issue here. I see no problems in the
render logs.

Softimage 2013 SP1, no installation changes recently.
- Morten



Re: xsibatch 2014 crashes on CentOS 6.5

2013-12-09 Thread Michal Doniec
Sorry, email sent too quick.
If the above works (moving the folder), delete all registry* files from
~/Autodesk.


On 9 December 2013 15:46, Michal Doniec  wrote:

> Move ~/Autodesk folder from affected machine/user to somewhere else and
> try again.
>
> BTW: Your problem with XGetRequest is not related to running on a VM, it's
> Centos 6.5 issue.
>
>
> On 8 December 2013 05:14, Chris Chia  wrote:
>
>> Does it happen to CentOS 6.2?
>> 1. Does your vm have a graphic card?
>> 2. Could you try using a desktop instead of vm?
>>
>> It seems like your OpenGL lib driver is the problem...
>>
>> And are you trying to run vms for rendering ?
>>
>> Regards,
>> Chris
>>
>>
>> On 6 Dec, 2013, at 6:20 am, Félix-Antoine Fortin <
>> felix-antoine.for...@calculquebec.ca> wrote:
>>
>> Could you elaborate on the "usual backup/remove preferences"? I am not
>> exactly familiar with Softimage. I am currently trying to setup a new user
>> who wishes to use our cluster for rendering. Therefore, I apologize in
>> advance if I have missed something that is obvious...
>>
>> Ideally it would be on a render blade, and the installation would not be
>> on the default install path. However, since it was not working on the
>> render blade, I have simply reproduced our working environment in a VM, in
>> which I can run a X session.
>>
>> I was unable to start xsi 2013 for a different reason, a missing symbol
>> in libGL.
>> /usr/Softimage/Softimage_2013_SP1/Application/bin/XSI.bin: symbol lookup
>> error: /usr/lib64/libGL.so.1: undefined symbol: _XGetRequest
>>
>> Although, for now I suppose it could be related to the fact that I am
>> running it in a VM. The missing symbol error is not triggered when using
>> xsibatch.
>>
>> Thank you for your help,
>> Félix-Antoine
>>
>> Le 2013-12-05 à 16:44, Xavier  a écrit :
>>
>> Well, that's a starting point (:
>> Have you tried the usual backup/remove preferences? Is that on a render
>> blade or your machine running a X session? Have you started 2013
>> successfully on the same machine the same way?
>>
>>
>>
>
>
> --
> --
> Michal
> http://uk.linkedin.com/in/mdoniec
>



-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: xsibatch 2014 crashes on CentOS 6.5

2013-12-09 Thread Michal Doniec
Move ~/Autodesk folder from affected machine/user to somewhere else and try
again.

BTW: Your problem with XGetRequest is not related to running on a VM, it's
Centos 6.5 issue.


On 8 December 2013 05:14, Chris Chia  wrote:

> Does it happen to CentOS 6.2?
> 1. Does your vm have a graphic card?
> 2. Could you try using a desktop instead of vm?
>
> It seems like your OpenGL lib driver is the problem...
>
> And are you trying to run vms for rendering ?
>
> Regards,
> Chris
>
>
> On 6 Dec, 2013, at 6:20 am, Félix-Antoine Fortin <
> felix-antoine.for...@calculquebec.ca> wrote:
>
> Could you elaborate on the "usual backup/remove preferences"? I am not
> exactly familiar with Softimage. I am currently trying to setup a new user
> who wishes to use our cluster for rendering. Therefore, I apologize in
> advance if I have missed something that is obvious...
>
> Ideally it would be on a render blade, and the installation would not be
> on the default install path. However, since it was not working on the
> render blade, I have simply reproduced our working environment in a VM, in
> which I can run a X session.
>
> I was unable to start xsi 2013 for a different reason, a missing symbol in
> libGL.
> /usr/Softimage/Softimage_2013_SP1/Application/bin/XSI.bin: symbol lookup
> error: /usr/lib64/libGL.so.1: undefined symbol: _XGetRequest
>
> Although, for now I suppose it could be related to the fact that I am
> running it in a VM. The missing symbol error is not triggered when using
> xsibatch.
>
> Thank you for your help,
> Félix-Antoine
>
> Le 2013-12-05 à 16:44, Xavier  a écrit :
>
> Well, that's a starting point (:
> Have you tried the usual backup/remove preferences? Is that on a render
> blade or your machine running a X session? Have you started 2013
> successfully on the same machine the same way?
>
>
>


-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: rendering multiple cameras not working?

2013-12-09 Thread Stefan Kubicek

Better forward this to the guys from Redshift, they are very quick fixing stuff.



I see, thanks for fixing this!
Best regards,
Eugen

Am 09.12.2013 04:41, schrieb John Voltaire Tensuan:

This has been a legacy issue with 3rd party renderers when using the 
Framebuffer C++ SDK class to resolve the output path (basically, aside from the 
current pass being rendered, the framebuffer has no other information on which 
actual camera is being rendered currently). Because of this,  new SDK function 
overloads has been added to correctly resolve specific cameras in a camera 
group:

Framebuffer::GetResolvedPath( const CTime& in_rTime, const CRef& in_rCtx );
Framebuffer::GetResolvedPath( const CRef& in_rCtx );

They work exactly as the old Framebuffer::GetResolvedPath functions but this 
time they require a renderer context which would tell the function exactly what 
camera is currently being used.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 6:38 PM
To: softimage@listproc.autodesk.com
Subject: Re: rendering multiple cameras not working?

Hi, thanks for replying!
Redshift it is...

Am 06.12.2013 11:08, schrieb John Voltaire Tensuan:

Hi,

Are you rendering using Mental Ray or a third party renderer?

Thanks
-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 8:14 AM
To: softimage@listproc.autodesk.com
Subject: rendering multiple cameras not working?

Hello,
is it possible that the 'render multiple cameras' feature is buggy?
(2014SP2)
I created a camera group, chose it in the pass, added the [Camera] token to the 
channels filenames, and the images overwrite each other. Looks like the camera 
name is not updated.
Thanks!
Eugen

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--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
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Phone:  +43 (0) 699 12614231
 www.keyvis.at
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Re: ICE// Instance Geometry to unique geometry?

2013-12-09 Thread Tim Leydecker

EUR 199,- for emtopolizer is not to much for what it offers.


But for all I need at the moment, here´s a link to a compound
from Guillaume Laforge (comes with an explanatory video)

http://www.si-community.com/community/viewtopic.php?f=15&t=1579

and an set of compounds from Grahame Fuller

http://www.si-community.com/community/viewtopic.php?f=19&t=3588

Cheers,

tim







On 09.12.2013 11:49, Christian Keller wrote:

http://www.mootzoid.com/plugin/emtopolizer2

or search the list

--
christian keller
visual effects|direction

+49 179 69 36 248
chris3...@me.com
http://vimeo.com/channels/96149


Am 09. Dezember 2013 um 11:23 schrieb Tim Leydecker :


Hi,


I have simple crates I´m filling with ICE Instancing using a Simulate Rigid 
Bodies approach.

The collisionobject´s shape is put together out of even simpler boxes to avoid 
any
problems with convex/concav geometry interpretation.

All this works reasonably nice and is fast enough to iterate and play with the 
result.

I don´t know how to convert the Particle>Set Instance Geometry used with the 
Emitter
to unique Polygon geometry?

Is that possible? How? I´d need "real" geo I can export, no instances.

I have a workaround using arrayed Rigid Bodies in Maya and freezing the sim 
when happy,
but the interaction and scene performance is nowhere near Softimage´s ICE 
speed, I´d prefer
to use ICE simply for the more fun factor while working on filling crates all 
day.

Cheers,

tim








Re: ICE// Instance Geometry to unique geometry?

2013-12-09 Thread Christian Keller
http://www.mootzoid.com/plugin/emtopolizer2or search the list-- 
christian keller
visual effects|direction

+49 179 69 36 248
chris3...@me.com
http://vimeo.com/channels/96149Am 09. Dezember 2013 um 11:23 schrieb Tim Leydecker :Hi,   I have simple crates I´m filling with ICE Instancing using a Simulate Rigid Bodies approach.  The collisionobject´s shape is put together out of even simpler boxes to avoid any problems with convex/concav geometry interpretation.  All this works reasonably nice and is fast enough to iterate and play with the result.  I don´t know how to convert the Particle>Set Instance Geometry used with the Emitter to unique Polygon geometry?  Is that possible? How? I´d need "real" geo I can export, no instances.  I have a workaround using arrayed Rigid Bodies in Maya and freezing the sim when happy, but the interaction and scene performance is nowhere near Softimage´s ICE speed, I´d prefer to use ICE simply for the more fun factor while working on filling crates all day.  Cheers,  tim  

Re: ICE// Instance Geometry to unique geometry?

2013-12-09 Thread Sebastian Kowalski
this has been covered several times here. search the list for more in depth 
explanation.
you could do this via ice topology, there are some compounds for that.
or even better, support eric mootz and buy the em topolizer. that one is great!

sebastian

Am 09.12.2013 um 11:23 schrieb Tim Leydecker :

> Hi,
> 
> 
> I have simple crates I´m filling with ICE Instancing using a Simulate Rigid 
> Bodies approach.
> 
> The collisionobject´s shape is put together out of even simpler boxes to 
> avoid any
> problems with convex/concav geometry interpretation.
> 
> All this works reasonably nice and is fast enough to iterate and play with 
> the result.
> 
> I don´t know how to convert the Particle>Set Instance Geometry used with the 
> Emitter
> to unique Polygon geometry?
> 
> Is that possible? How? I´d need "real" geo I can export, no instances.
> 
> I have a workaround using arrayed Rigid Bodies in Maya and freezing the sim 
> when happy,
> but the interaction and scene performance is nowhere near Softimage´s ICE 
> speed, I´d prefer
> to use ICE simply for the more fun factor while working on filling crates all 
> day.
> 
> Cheers,
> 
> tim
> 
> 
> 
> 
> 
> 




ICE// Instance Geometry to unique geometry?

2013-12-09 Thread Tim Leydecker

Hi,


I have simple crates I´m filling with ICE Instancing using a Simulate Rigid 
Bodies approach.

The collisionobject´s shape is put together out of even simpler boxes to avoid 
any
problems with convex/concav geometry interpretation.

All this works reasonably nice and is fast enough to iterate and play with the 
result.

I don´t know how to convert the Particle>Set Instance Geometry used with the 
Emitter
to unique Polygon geometry?

Is that possible? How? I´d need "real" geo I can export, no instances.

I have a workaround using arrayed Rigid Bodies in Maya and freezing the sim 
when happy,
but the interaction and scene performance is nowhere near Softimage´s ICE 
speed, I´d prefer
to use ICE simply for the more fun factor while working on filling crates all 
day.

Cheers,

tim








Re: rendering multiple cameras not working?

2013-12-09 Thread Eugen Sares

I see, thanks for fixing this!
Best regards,
Eugen

Am 09.12.2013 04:41, schrieb John Voltaire Tensuan:

This has been a legacy issue with 3rd party renderers when using the 
Framebuffer C++ SDK class to resolve the output path (basically, aside from the 
current pass being rendered, the framebuffer has no other information on which 
actual camera is being rendered currently). Because of this,  new SDK function 
overloads has been added to correctly resolve specific cameras in a camera 
group:

Framebuffer::GetResolvedPath( const CTime& in_rTime, const CRef& in_rCtx );
Framebuffer::GetResolvedPath( const CRef& in_rCtx );

They work exactly as the old Framebuffer::GetResolvedPath functions but this 
time they require a renderer context which would tell the function exactly what 
camera is currently being used.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 6:38 PM
To: softimage@listproc.autodesk.com
Subject: Re: rendering multiple cameras not working?

Hi, thanks for replying!
Redshift it is...

Am 06.12.2013 11:08, schrieb John Voltaire Tensuan:

Hi,

Are you rendering using Mental Ray or a third party renderer?

Thanks
-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 8:14 AM
To: softimage@listproc.autodesk.com
Subject: rendering multiple cameras not working?

Hello,
is it possible that the 'render multiple cameras' feature is buggy?
(2014SP2)
I created a camera group, chose it in the pass, added the [Camera] token to the 
channels filenames, and the images overwrite each other. Looks like the camera 
name is not updated.
Thanks!
Eugen

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