Re: open/save override
I'm also interested in overriding the save dialog. Has someone a working example in the meantime? Andreas On 11/18/2013 8:34 AM, Eric Turman wrote: Yes we have been doing so for quite a while now, but we leave the save as alone as a failsafe to be able to save without invoking and custom stuff. Basically you need to handle it through the event handler. On Mon, Nov 18, 2013 at 1:07 AM, Martin Yara furik...@gmail.com mailto:furik...@gmail.com wrote: I haven't tried that but a custom save command + changing the hot key, or creating a key event doesn't work? Martin On Mon, Nov 18, 2013 at 3:21 PM, Nick Angus n...@altvfx.com mailto:n...@altvfx.com wrote: Is anyone successfully overriding the open/save dialog with something custom? We want to tie in our asset management to this as we do in Maya and Nuke, currently we have to use a custom open/save as we cannot figure out how to tie this in to the built ins... Cheers, Nick -- -=T=-
Re: Static Turbulence
assuming you used “turbulize mesh” – if you go inside the compound, and then inside the “turbulize around value” compound – you’ll see a “turbulence” node. That’s the one giving you the turbulence. You’ll see there is a “get_particle_position“ going into an “add” node, that goes into the turbulence. So simply put, the turbulence value is dependent on the point’s position in space. So it’s perfectly normal on a deforming mesh, that the turbulence values are not the same each frame – resulting in the “swimming” you describe. (I reproduced it by putting two ice trees, each with turbulize mesh – the second turbulize is swimming. If your object is a regular horizontal grid, with only vertical deformation the solution is very simple: after the add you can put a multiply, with the vector set to 1,0,1. This way the turbulence value is generated as if it were a flat grid, hence no swimming. If the base object and/or deformation are more complex, you can set_data the position on the first frame to a custom vector, and use that for the rest of the timeline going into the turbulence - instead of the “get_particle_position”. That way the turbulence is spatially coherent while sticking on the deforming mesh. Wether or not it will “look right” is another question. From: Byron Nash Sent: Tuesday, December 10, 2013 11:18 PM To: softimage@listproc.autodesk.com Subject: Re: Static Turbulence Yes, it wasn't that. The issue was my ground was moving around and ended up getting different turbulence values as it moved through space. Maybe it's a result of the FBX cache? I think I found a way to fix it, however un-elegant. I made a copy of the original and froze it. Created an ice tree to calculate the turbulence offset and stored it. Then in the animated version added that offset value to the mesh. Seems to work. On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: Did you turn off Is Animated? gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: softimage@listproc.autodesk.com Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron
SI2012 crash on scene close: access violation in dsprsr.dll
Hey list, We have many Softimage 2012 crashes, even with very simple scenes. The debugger identified dsprsr.dll as where an access violation happens, so I copied the same file from newer Softimage versions and with 2013 or later it works. So the question is, will it be safe to use this newer DLL or is it a bad idea? I could not find anything related in the release notes or knowledge base but on my local machine everything looks good so far. :) I also sent an official error report but was curious if anyone else experienced this or knows what dsprsr.dll is used for? Link: repro scene and call stackhttps://www.dropbox.com/sh/7rvslj0a7eu16ud/ZAlEw7PZOS Cheers, Michael
Re: SI2012 crash on scene close: access violation in dsprsr.dll
Hi Michael, what version of SI 2012 are you using exactly? SP1, SAP, none of them..? SI 2012 (no SP1, SAP) had quite a few bugs, that's why. Cheers, Eric - Original Message - From: Michael Heberlein To: Softimage List Sent: Wednesday, December 11, 2013 1:48 PM Subject: SI2012 crash on scene close: access violation in dsprsr.dll Hey list, We have many Softimage 2012 crashes, even with very simple scenes. The debugger identified dsprsr.dll as where an access violation happens, so I copied the same file from newer Softimage versions and with 2013 or later it works. So the question is, will it be safe to use this newer DLL or is it a bad idea? I could not find anything related in the release notes or knowledge base but on my local machine everything looks good so far. :) I also sent an official error report but was curious if anyone else experienced this or knows what dsprsr.dll is used for? Link: repro scene and call stack Cheers, Michael
Re: ICE deformation not rendering on the farm
No simulated trees. I will try the copy method and see what it does. MB Den 10. december 2013 kl. 16:55 skrev Eric Thivierge ethivie...@hybride.com: I've had really consistent results with ICE deformers over the years. Various little issues but nothing that would deter me from using them or thinking they are buggy. Just to double check, you have a non-simulated ICE tree, but do you have a simulated tree as well? What if you copy all the ICE nodes (select all of them, ctrl+c) then delete the ICE Tree, and past them back in. Does that work? Eric T.
Re: SI2012 crash on scene close: access violation in dsprsr.dll
That scene doesn't crash Softimage 2012 SP1. But I don't have all the textures, or emFluid. dsprsr = ds parser for image file parsing On Wed, Dec 11, 2013 at 7:52 AM, Eric Mootz e...@mootzoid.com wrote: Hi Michael, what version of SI 2012 are you using exactly? SP1, SAP, none of them..? SI 2012 (no SP1, SAP) had quite a few bugs, that's why. Cheers, Eric - Original Message - *From:* Michael Heberlein micheberl...@gmail.com *To:* Softimage List softimage@listproc.autodesk.com *Sent:* Wednesday, December 11, 2013 1:48 PM *Subject:* SI2012 crash on scene close: access violation in dsprsr.dll Hey list, We have many Softimage 2012 crashes, even with very simple scenes. The debugger identified dsprsr.dll as where an access violation happens, so I copied the same file from newer Softimage versions and with 2013 or later it works. So the question is, will it be safe to use this newer DLL or is it a bad idea? I could not find anything related in the release notes or knowledge base but on my local machine everything looks good so far. :) I also sent an official error report but was curious if anyone else experienced this or knows what dsprsr.dll is used for? Link: repro scene and call stackhttps://www.dropbox.com/sh/7rvslj0a7eu16ud/ZAlEw7PZOS Cheers, Michael
Re: SI2012 crash on scene close: access violation in dsprsr.dll
I find the thought of randomly copying a dll from another build of XSI revolting. it's crashing loading one of the images, as you can tell. On Wed, Dec 11, 2013 at 8:22 AM, Stephen Blair stephenrbl...@gmail.com wrote: That scene doesn't crash Softimage 2012 SP1. But I don't have all the textures, or emFluid. dsprsr = ds parser for image file parsing On Wed, Dec 11, 2013 at 7:52 AM, Eric Mootz e...@mootzoid.com wrote: Hi Michael, what version of SI 2012 are you using exactly? SP1, SAP, none of them..? SI 2012 (no SP1, SAP) had quite a few bugs, that's why. Cheers, Eric - Original Message - From: Michael Heberlein To: Softimage List Sent: Wednesday, December 11, 2013 1:48 PM Subject: SI2012 crash on scene close: access violation in dsprsr.dll Hey list, We have many Softimage 2012 crashes, even with very simple scenes. The debugger identified dsprsr.dll as where an access violation happens, so I copied the same file from newer Softimage versions and with 2013 or later it works. So the question is, will it be safe to use this newer DLL or is it a bad idea? I could not find anything related in the release notes or knowledge base but on my local machine everything looks good so far. :) I also sent an official error report but was curious if anyone else experienced this or knows what dsprsr.dll is used for? Link: repro scene and call stack Cheers, Michael
can you generate an object anywhere you want?
Howdy folks, I'm trying to repair an old jscript. The primary command being used is ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, null) I'm attempting to use a custom name for the resulting object in detachName which looks like this Model.transfogroup.polymsh_separate The intent is to have the new object, as a result of the extraction, created under Scene_Root Model transfogroup polymsh_separate Only problem is it creates the extraction under root instead of Model as Scene_Root Model_transfogroup_polymsh_separate I suppose I could move the new object from Root to Model.transfogroup after the fact but I'm curious if anyone knows if it's possible to direct object creation in this manner and how it would be done. Or is root the default, and only, location for new objects created this way? -- 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.
RE: SI2012 crash on scene close: access violation in dsprsr.dll
The dont call it dll hell for nothing. To many unknowns appear when you just copy across dlls. It might fix your current issue but chances are you will get other possibly unfixable errors down the line. From: Luc-Eric Rousseau [luceri...@gmail.com] Sent: 11 December 2013 03:51 PM To: softimage@listproc.autodesk.com Subject: Re: SI2012 crash on scene close: access violation in dsprsr.dll I find the thought of randomly copying a dll from another build of XSI revolting. it's crashing loading one of the images, as you can tell. On Wed, Dec 11, 2013 at 8:22 AM, Stephen Blair stephenrbl...@gmail.com wrote: That scene doesn't crash Softimage 2012 SP1. But I don't have all the textures, or emFluid. dsprsr = ds parser for image file parsing On Wed, Dec 11, 2013 at 7:52 AM, Eric Mootz e...@mootzoid.com wrote: Hi Michael, what version of SI 2012 are you using exactly? SP1, SAP, none of them..? SI 2012 (no SP1, SAP) had quite a few bugs, that's why. Cheers, Eric - Original Message - From: Michael Heberlein To: Softimage List Sent: Wednesday, December 11, 2013 1:48 PM Subject: SI2012 crash on scene close: access violation in dsprsr.dll Hey list, We have many Softimage 2012 crashes, even with very simple scenes. The debugger identified dsprsr.dll as where an access violation happens, so I copied the same file from newer Softimage versions and with 2013 or later it works. So the question is, will it be safe to use this newer DLL or is it a bad idea? I could not find anything related in the release notes or knowledge base but on my local machine everything looks good so far. :) I also sent an official error report but was curious if anyone else experienced this or knows what dsprsr.dll is used for? Link: repro scene and call stack Cheers, Michael = table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: can you generate an object anywhere you want?
The active Scene_Root is the default and only location for new objects created in this manner (and most other manners.) Also, separating with periods to define the hierarchy is not an actual convention. That said, it's trivial to use the .AddChild() method of any object to put one or more objects under it as children, after they are made. On Wed, Dec 11, 2013 at 11:27 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Howdy folks, I’m trying to repair an old jscript. The primary command being used is ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, null) I’m attempting to use a custom name for the resulting object in “detachName” which looks like this Model.transfogroup.polymsh_separate The intent is to have the new object, as a result of the extraction, created under Scene_Root Model transfogroup polymsh_separate Only problem is it creates the extraction under root instead of Model as Scene_Root Model_transfogroup_polymsh_separate I suppose I could move the new object from Root to Model.transfogroup after the fact but I’m curious if anyone knows if it’s possible to direct object creation in this manner and how it would be done. Or is root the default, and only, location for new objects created this way? -- 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.
OT FYI Mark Schonnagal will be presenting at the Maya User Group in NYC tonight
*Ddnt see thismposted here so sorry if it's a duplicate. Mark Schonnagal will be presenting at the Maya User Group in NYC tonight*. I have been going to the Maya user group in NYC pretty regularly and met lots of cool people. I cant even when the last XSI user group event in NY was. www.johnrichardsanchez.com
Re: OT FYI Mark Schonnagal will be presenting at the Maya User Group in NYC tonight
Maya?? Well... One more abduction... El dic 11, 2013 11:22 AM, John Richard Sanchez youngupstar...@gmail.com escribió: *Ddnt see thismposted here so sorry if it's a duplicate. Mark Schonnagal will be presenting at the Maya User Group in NYC tonight*. I have been going to the Maya user group in NYC pretty regularly and met lots of cool people. I cant even when the last XSI user group event in NY was. www.johnrichardsanchez.com
Re: OT FYI Mark Schonnagal will be presenting at the Maya User Group in NYC tonight
No he will be presenting Softimage. Sorry I forgot to put the link to the event. http://nymayausersgroup.blogspot.com/ On Wed, Dec 11, 2013 at 12:25 PM, Emilio Hernandez emi...@e-roja.comwrote: Maya?? Well... One more abduction... El dic 11, 2013 11:22 AM, John Richard Sanchez youngupstar...@gmail.com escribió: *Ddnt see thismposted here so sorry if it's a duplicate. Mark Schonnagal will be presenting at the Maya User Group in NYC tonight*. I have been going to the Maya user group in NYC pretty regularly and met lots of cool people. I cant even when the last XSI user group event in NY was. www.johnrichardsanchez.com -- www.johnrichardsanchez.com
Re: OT FYI Mark Schonnagal will be presenting at the Maya User Group in NYC tonight
Ohhh. Ok thx for the clarification. Well that is good news then! El dic 11, 2013 11:29 AM, John Richard Sanchez youngupstar...@gmail.com escribió: No he will be presenting Softimage. Sorry I forgot to put the link to the event. http://nymayausersgroup.blogspot.com/ On Wed, Dec 11, 2013 at 12:25 PM, Emilio Hernandez emi...@e-roja.comwrote: Maya?? Well... One more abduction... El dic 11, 2013 11:22 AM, John Richard Sanchez youngupstar...@gmail.com escribió: *Ddnt see thismposted here so sorry if it's a duplicate. Mark Schonnagal will be presenting at the Maya User Group in NYC tonight*. I have been going to the Maya user group in NYC pretty regularly and met lots of cool people. I cant even when the last XSI user group event in NY was. www.johnrichardsanchez.com -- www.johnrichardsanchez.com
Re: Static Turbulence
Paul Smith propose something, I think in this video : https://vimeo.com/66054707 Le 11/12/2013 04:13, Eric Lampi a écrit : No it wouldn't, I misunderstood what he was using it with. Thanks Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 7:16 PM, Benoit Delaunay delaunay@gmail.com mailto:delaunay@gmail.com wrote: Eric, I don't think it would work if the mesh is animated with an enveloppe or another deformer. Byron I had the exact same problem a few weeks ago and fixed it with the xocean compound. Voronoi noise is quite nice :)
RE: can you generate an object anywhere you want?
So I can name the file on output through the command via detachName, but I can't be sure if the name won't be incremented if it uses a name that matches an object that already exists for whatever reason. Is there a way to capture the resulting name? I've been unable to do this through ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, dr_obj) Or var dr_obj = ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, null) -- 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 Alan Fregtman Sent: Wednesday, December 11, 2013 11:56 AM To: XSI Mailing List Subject: Re: can you generate an object anywhere you want? The active Scene_Root is the default and only location for new objects created in this manner (and most other manners.) Also, separating with periods to define the hierarchy is not an actual convention. That said, it's trivial to use the .AddChild() method of any object to put one or more objects under it as children, after they are made. On Wed, Dec 11, 2013 at 11:27 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote: Howdy folks, I'm trying to repair an old jscript. The primary command being used is ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, null) I'm attempting to use a custom name for the resulting object in detachName which looks like this Model.transfogroup.polymsh_separate The intent is to have the new object, as a result of the extraction, created under Scene_Root Model transfogroup polymsh_separate Only problem is it creates the extraction under root instead of Model as Scene_Root Model_transfogroup_polymsh_separate I suppose I could move the new object from Root to Model.transfogroup after the fact but I'm curious if anyone knows if it's possible to direct object creation in this manner and how it would be done. Or is root the default, and only, location for new objects created this way? -- 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.
Re: can you generate an object anywhere you want?
On the docs it tells you this command *uses output arguments* and *returns an ISIVTCollection which you can use to get the output arguments*. What this means is you can do: var dr_obj = ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, null)(OutputObjs)(0) The (0) bit is because (OutputObjs) returns a collection, but if you're only doing this for 1 mesh, it'll be just 1 object, thus (0) gets the first and only item in it. On Wed, Dec 11, 2013 at 12:49 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: So I can name the file on output through the command via detachName, but I can’t be sure if the name won’t be incremented if it uses a name that matches an object that already exists for whatever reason. Is there a way to capture the resulting name? I’ve been unable to do this through ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, dr_obj) Or var dr_obj = ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, null) -- 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 *Alan Fregtman *Sent:* Wednesday, December 11, 2013 11:56 AM *To:* XSI Mailing List *Subject:* Re: can you generate an object anywhere you want? The active Scene_Root is the default and only location for new objects created in this manner (and most other manners.) Also, separating with periods to define the hierarchy is not an actual convention. That said, it's trivial to use the .AddChild() method of any object to put one or more objects under it as children, after they are made. On Wed, Dec 11, 2013 at 11:27 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Howdy folks, I’m trying to repair an old jscript. The primary command being used is ExtractFromComponents(ExtractPolygonsOp, , detachName, true, siImmediateOperation, siKeepGenOpInputs, null) I’m attempting to use a custom name for the resulting object in “detachName” which looks like this Model.transfogroup.polymsh_separate The intent is to have the new object, as a result of the extraction, created under Scene_Root Model transfogroup polymsh_separate Only problem is it creates the extraction under root instead of Model as Scene_Root Model_transfogroup_polymsh_separate I suppose I could move the new object from Root to Model.transfogroup after the fact but I’m curious if anyone knows if it’s possible to direct object creation in this manner and how it would be done. Or is root the default, and only, location for new objects created this way? -- 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.
Re: SI2012 crash on scene close: access violation in dsprsr.dll
Ok thanks everyone, looks like it was a good idea to be cautious about mixing versions.. ;) I had previously removed all images/clips from the scene but didn't notice they were still in that repro file. It was a Quicktime MOV that caused the crash and knowing this is great news for the render farm! We're also going to switch to 2014 SP2 soon but have to migrate a few scripts and plugins first. Thanks again, Michael On Wed, Dec 11, 2013 at 5:37 PM, Angus Davidson angus.david...@wits.ac.zawrote: The dont call it dll hell for nothing. To many unknowns appear when you just copy across dlls. It might fix your current issue but chances are you will get other possibly unfixable errors down the line. From: Luc-Eric Rousseau [luceri...@gmail.com] Sent: 11 December 2013 03:51 PM To: softimage@listproc.autodesk.com Subject: Re: SI2012 crash on scene close: access violation in dsprsr.dll I find the thought of randomly copying a dll from another build of XSI revolting. it's crashing loading one of the images, as you can tell. On Wed, Dec 11, 2013 at 8:22 AM, Stephen Blair stephenrbl...@gmail.com wrote: That scene doesn't crash Softimage 2012 SP1. But I don't have all the textures, or emFluid. dsprsr = ds parser for image file parsing On Wed, Dec 11, 2013 at 7:52 AM, Eric Mootz e...@mootzoid.com wrote: Hi Michael, what version of SI 2012 are you using exactly? SP1, SAP, none of them..? SI 2012 (no SP1, SAP) had quite a few bugs, that's why. Cheers, Eric - Original Message - From: Michael Heberlein To: Softimage List Sent: Wednesday, December 11, 2013 1:48 PM Subject: SI2012 crash on scene close: access violation in dsprsr.dll Hey list, We have many Softimage 2012 crashes, even with very simple scenes. The debugger identified dsprsr.dll as where an access violation happens, so I copied the same file from newer Softimage versions and with 2013 or later it works. So the question is, will it be safe to use this newer DLL or is it a bad idea? I could not find anything related in the release notes or knowledge base but on my local machine everything looks good so far. :) I also sent an official error report but was curious if anyone else experienced this or knows what dsprsr.dll is used for? Link: repro scene and call stack Cheers, Michael = table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Query Timeline Selected Region
Hello! Does anyone know if it's possible and if so how to query the start and end frame of a selected region in the timeline? Thanks! -- -tony
Re: Query Timeline Selected Region
It's not possible and I've requested it many times before... On Wednesday, December 11, 2013 3:05:19 PM, Tony Barbieri wrote: Hello! Does anyone know if it's possible and if so how to query the start and end frame of a selected region in the timeline? Thanks! -- -tony
Re: Query Timeline Selected Region
Damn. Thanks Eric and hope all is well! -tony On Wed, Dec 11, 2013 at 3:12 PM, Eric Thivierge ethivie...@hybride.comwrote: It's not possible and I've requested it many times before... On Wednesday, December 11, 2013 3:05:19 PM, Tony Barbieri wrote: Hello! Does anyone know if it's possible and if so how to query the start and end frame of a selected region in the timeline? Thanks! -- -tony -- -tony
Re: Query Timeline Selected Region
It's not, cause we can't query the timeline region selection :P Things are well. Trying to grow my beard out to something 1/100th of the awesomeness of yours to keep warm up north here. Anywho, yeah devs... if you're listening, we need to be able to query this! Eric T. On Wednesday, December 11, 2013 3:18:48 PM, Tony Barbieri wrote: Damn. Thanks Eric and hope all is well! -tony On Wed, Dec 11, 2013 at 3:12 PM, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: It's not possible and I've requested it many times before... On Wednesday, December 11, 2013 3:05:19 PM, Tony Barbieri wrote: Hello! Does anyone know if it's possible and if so how to query the start and end frame of a selected region in the timeline? Thanks! -- -tony -- -tony
Re: Query Timeline Selected Region
+1 for this feature. My current use case is for our custom capture tool and allowing it to query if there is a selected region in the timeline. If there is, it will only capture that range. I am able to currently support this in Maya and I'm hoping Softimage in a future version... On Wed, Dec 11, 2013 at 3:20 PM, Eric Thivierge ethivie...@hybride.comwrote: It's not, cause we can't query the timeline region selection :P Things are well. Trying to grow my beard out to something 1/100th of the awesomeness of yours to keep warm up north here. Anywho, yeah devs... if you're listening, we need to be able to query this! Eric T. On Wednesday, December 11, 2013 3:18:48 PM, Tony Barbieri wrote: Damn. Thanks Eric and hope all is well! -tony On Wed, Dec 11, 2013 at 3:12 PM, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: It's not possible and I've requested it many times before... On Wednesday, December 11, 2013 3:05:19 PM, Tony Barbieri wrote: Hello! Does anyone know if it's possible and if so how to query the start and end frame of a selected region in the timeline? Thanks! -- -tony -- -tony -- -tony
Pointer for Cage Deformer Logic/Implementation
Hi All, Very soon, I am starting on my own generic custom cage deformer. A mix of C++/Cython/Python. I am thinking of implementing fast calculations on barycentric coordinates with affine transformations. I have some good papers (in my treasure trove but haven't checked it yet). Anyone suggest a different approach other than barycentring coordinates. The reason I will be writing this is for (proof of concept / prototype for now) is to be able to get point cache data from a low res geometry and then use this outside of an DCC to convert to high res deformations. This ways existing animation pipelines which have to rely on switching to higher resolutions before caching out do not have to do so. Simply export out point caches (alembic, pc2, mdd, bgeo, icecache etc.) and then apply this to a high res point data outside of any DCC as post process, even on farms from command line for example. --
Re: Pointer for Cage Deformer Logic/Implementation
My knowledge is out of date, but off the top of my head Cage deformers are often written using a cubic interpolant rather than affine ones. If you use a grid cage you can use Bezier Volumes, which are just a generalization of https://en.wikipedia.org/wiki/B%C3%A9zier_surface. If you are using a regular grid, you can just take 3D coordinates relative to each grid. If you use a tetrahedral mesh, you can use generalization of the Cubic Triangle for deformation: https://en.wikipedia.org/wiki/B%C3%A9zier_triangle and then you need to use barycentric coordinates to get a relative spatial relationship. So I think yes, barycentric coordinates within a space filling discretization of space, either a grid or a tetrahedralization with a cubic interpolate as you start to deform them. I implemented the grid-based deformation with cubic volumes and got this result: http://www.exocortex.org/ben_software/hd-ffd.zip I have also implemented the tetrahedral-based discretization with Christopher Batty to deform a high resolution object to follow the path of a low resolution object to really good success. The only issue is that tetrahedral meshes suck to create and maintain efficiently. It is the bunny getting crushed in the gears at the end of this video -- the actual simulation bunny was super low res, but we uprezed it for rendering: http://vimeo.com/874168 Best regards, -ben On Wed, Dec 11, 2013 at 5:09 PM, Alok Gandhi alok.gandhi2...@gmail.comwrote: Hi All, Very soon, I am starting on my own generic custom cage deformer. A mix of C++/Cython/Python. I am thinking of implementing fast calculations on barycentric coordinates with affine transformations. I have some good papers (in my treasure trove but haven't checked it yet). Anyone suggest a different approach other than barycentring coordinates. The reason I will be writing this is for (proof of concept / prototype for now) is to be able to get point cache data from a low res geometry and then use this outside of an DCC to convert to high res deformations. This ways existing animation pipelines which have to rely on switching to higher resolutions before caching out do not have to do so. Simply export out point caches (alembic, pc2, mdd, bgeo, icecache etc.) and then apply this to a high res point data outside of any DCC as post process, even on farms from command line for example. -- -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
Re: OT FYI Mark Schonnagal will be presenting at the Maya User Group in NYC tonight
Wow that was a great presentation. I actually learned some new ice tricks that I didnt know. I also got a better idea on some of the workflows of getting ice into Maya. There will be a new webinar on it soon. On Wed, Dec 11, 2013 at 12:32 PM, Emilio Hernandez emi...@e-roja.comwrote: Ohhh. Ok thx for the clarification. Well that is good news then! El dic 11, 2013 11:29 AM, John Richard Sanchez youngupstar...@gmail.com escribió: No he will be presenting Softimage. Sorry I forgot to put the link to the event. http://nymayausersgroup.blogspot.com/ On Wed, Dec 11, 2013 at 12:25 PM, Emilio Hernandez emi...@e-roja.comwrote: Maya?? Well... One more abduction... El dic 11, 2013 11:22 AM, John Richard Sanchez youngupstar...@gmail.com escribió: *Ddnt see thismposted here so sorry if it's a duplicate. Mark Schonnagal will be presenting at the Maya User Group in NYC tonight*. I have been going to the Maya user group in NYC pretty regularly and met lots of cool people. I cant even when the last XSI user group event in NY was. www.johnrichardsanchez.com -- www.johnrichardsanchez.com -- www.johnrichardsanchez.com