Re: open/save override

2013-12-11 Thread Andreas Böinghoff
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

2013-12-11 Thread peter_b
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

2013-12-11 Thread Michael Heberlein
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

2013-12-11 Thread Eric Mootz
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

2013-12-11 Thread Morten Bartholdy
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

2013-12-11 Thread Stephen Blair
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

2013-12-11 Thread Luc-Eric Rousseau
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?

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

2013-12-11 Thread Angus Davidson
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
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/table




Re: can you generate an object anywhere you want?

2013-12-11 Thread Alan Fregtman
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

2013-12-11 Thread John Richard Sanchez
*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

2013-12-11 Thread Emilio Hernandez
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

2013-12-11 Thread John Richard Sanchez
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

2013-12-11 Thread Emilio Hernandez
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

2013-12-11 Thread olivier jeannel

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?

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

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?

2013-12-11 Thread Alan Fregtman
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

2013-12-11 Thread Michael Heberlein
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
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Query Timeline Selected Region

2013-12-11 Thread Tony Barbieri
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

2013-12-11 Thread Eric Thivierge

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

2013-12-11 Thread Tony Barbieri
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

2013-12-11 Thread Eric Thivierge

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

2013-12-11 Thread Tony Barbieri
+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

2013-12-11 Thread Alok Gandhi
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

2013-12-11 Thread Ben Houston
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

2013-12-11 Thread John Richard Sanchez
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