Re: A new cage deformer

2013-12-18 Thread Andreas Böinghoff

I got the same error here with SI 2013 SP1.

Andreas

On 12/18/2013 5:34 AM, Alok Gandhi wrote:

Hi Ahmidou,

I am getting the same error as Jeremie. From what I concur, the phi 
distribution on sphere node furnishes an array of position which is 
plugged into the direction of the a raycast node. The direction can be 
either a single vector or vector per point of the deformee while you 
are are supplying an array of vector, thereby causing incompatible 
types error.


I did not have time to compare your implementation with the paper to 
further debug this, but this can give you an direction to further 
solve this issue.


Either that or we are not setting up in the tree in the correct way.


On Tue, Dec 17, 2013 at 9:09 PM, Jeremie Passerin gerem@gmail.com 
mailto:gerem@gmail.com wrote:


Not sure, I'll try again tomorrow morning..

if anyone else on the list is testing it, let me know if it works
for you.

thanks again for sharing, that might be a nice addition to my tool
set !


On 17 December 2013 17:32, Ahmidou.xsi ahmidou@gmail.com
mailto:ahmidou@gmail.com wrote:

I'm not in front on my computer, but what kind of error did
you got?

Le 18 déc. 2013 à 11:52, Jeremie Passerin gerem@gmail.com
mailto:gerem@gmail.com a écrit :


Nice job Ahmidou !
Looks pretty straight forward but I wasn't able to make it
work yet. :D
I got an error on the phi distribution on Sphere... I might
be doing something wrong.
I'm using XSI 2013, could that be it ?

Here is what I've done


# python
xsi = Application

# Your path here !
compoundPath =

source\\source\\dev\\passerin\\blurdev\\workgroups\\xsi_blurdev\\data\\Compounds

xsi.CreatePrim(Sphere, MeshSurface, , )
xsi.SetValue(sphere.polymsh.geom.subdivu, 24, )
xsi.SetValue(sphere.polymsh.geom.subdivv, 24, )
xsi.FreezeObj(, , )
xsi.CreatePrim(Cube, MeshSurface, , )
xsi.SetValue(cube.cube.length, 9, )
xsi.ApplyTopoOp(TriangulatePolygons, cube,
siUnspecified, siPersistentOperation, )
xsi.FreezeObj(, , )

xsi.SelectObj(sphere, , True)
xsi.ApplyOp(ICETree, sphere, siNode, , , 0)
xsi.AddICECompoundNode(compoundPath+\\initPMVC.xsicompound,
sphere.polymsh.ICETree)
xsi.ConnectICENodes(sphere.polymsh.ICETree.port1,
sphere.polymsh.ICETree.initPMVC.Execute)
xsi.SelectObj(cube, , )
xsi.AddICENode(GetDataNode, sphere.polymsh.ICETree)
xsi.SetValue(sphere.polymsh.ICETree.SceneReferenceNode.reference,
cube, )
xsi.ConnectICENodes(sphere.polymsh.ICETree.initPMVC.cage,
sphere.polymsh.ICETree.SceneReferenceNode.outname)
xsi.SelectObj(sphere, , True)
xsi.ApplyOp(ICETree, sphere, siNode, , , 0)
xsi.MoveOperatorAfter(sphere.polymsh,
sphere.polymsh.ICETree1, sphere.polymsh.shapemarker)
xsi.AddICECompoundNode(compoundPath+\\PMVC.xsicompound,
sphere.polymsh.ICETree1)
xsi.ConnectICENodes(sphere.polymsh.ICETree1.port1,
sphere.polymsh.ICETree1.PMVC.Execute)
xsi.SelectObj(cube, , )
xsi.AddICENode(GetDataNode, sphere.polymsh.ICETree1)
xsi.SetValue(sphere.polymsh.ICETree1.SceneReferenceNode.reference,
cube, )
xsi.ConnectICENodes(sphere.polymsh.ICETree1.PMVC.cage,
sphere.polymsh.ICETree1.SceneReferenceNode.outname)



On 17 December 2013 15:37, Alok Gandhi
alok.gandhi2...@gmail.com
mailto:alok.gandhi2...@gmail.com wrote:

Will check that out, thanks Ahmidou!


On Tue, Dec 17, 2013 at 6:28 PM, Ahmidou Lyazidi
ahmidou@gmail.com mailto:ahmidou@gmail.com wrote:

Here is a new cage defomer based on this paper:
http://www.wisdom.weizmann.ac.il/~ylipman/pmvc/pmvc.htm
http://www.wisdom.weizmann.ac.il/%7Eylipman/pmvc/pmvc.htm

The result is very close the Harmonic coordinates
deformation done by Pixar, but faster to compute,
it's also better deformation than the Softimage
factory one.
To use it, just connect the initPMVC compound in the
modeling region, and the PMVC one in the animation
region, both on the deformed object.
The cage must be triangulated! .. but once your happy
with the deformation the initPMVC compound may be
frozen , and then cage can be quadrangulated.
The only limitation is that all the point of the
deformee must be inside the cage.

http://www.si-community.com/community/viewtopic.php?f=19t=4683

Cheers
---
Ahmidou Lyazidi

Old Tool UV strip projection ?

2013-12-18 Thread Sebastien Sterling
Hello list

Recently i was approached by some maya people looking for an old tool in
softimage (GASP!)

They want to create uv's for a road, and they think there is some kind of
tool in softimage, where if you create a projection for a strip of polygons
on the road, there
is some kind of automated function using the u and v coordinates which
automatically finds the rest of the uv's.

This would have been an old tool, ring any bells ?


Re: A new cage deformer

2013-12-18 Thread Matt Morris
Using 2014sp2 and have the same error when trying to connect the initPMVC.

Thanks for being so generous with your compounds ahmidou!


On 18 December 2013 08:09, Andreas Böinghoff boeingh...@s-farm.de wrote:

  I got the same error here with SI 2013 SP1.

 Andreas


 On 12/18/2013 5:34 AM, Alok Gandhi wrote:

  Hi Ahmidou,

  I am getting the same error as Jeremie. From what I concur, the phi
 distribution on sphere node furnishes an array of position which is plugged
 into the direction of the a raycast node. The direction can be either a
 single vector or vector per point of the deformee while you are are
 supplying an array of vector, thereby causing incompatible types error.

  I did not have time to compare your implementation with the paper to
 further debug this, but this can give you an direction to further solve
 this issue.

  Either that or we are not setting up in the tree in the correct way.


 On Tue, Dec 17, 2013 at 9:09 PM, Jeremie Passerin gerem@gmail.comwrote:

 Not sure, I'll try again tomorrow morning..

  if anyone else on the list is testing it, let me know if it works for
 you.

  thanks again for sharing, that might be a nice addition to my tool set !


 On 17 December 2013 17:32, Ahmidou.xsi ahmidou@gmail.com wrote:

  I'm not in front on my computer, but what kind of error did you got?

 Le 18 déc. 2013 à 11:52, Jeremie Passerin gerem@gmail.com a
 écrit :

Nice job Ahmidou !
 Looks pretty straight forward but I wasn't able to make it work yet. :D
 I got an error on the phi distribution on Sphere... I might be doing
 something wrong.
 I'm using XSI 2013, could that be it ?

  Here is what I've done


  # python
  xsi = Application

  # Your path here !
 compoundPath =
 source\\source\\dev\\passerin\\blurdev\\workgroups\\xsi_blurdev\\data\\Compounds

  xsi.CreatePrim(Sphere, MeshSurface, , )
 xsi.SetValue(sphere.polymsh.geom.subdivu, 24, )
 xsi.SetValue(sphere.polymsh.geom.subdivv, 24, )
 xsi.FreezeObj(, , )
 xsi.CreatePrim(Cube, MeshSurface, , )
 xsi.SetValue(cube.cube.length, 9, )
 xsi.ApplyTopoOp(TriangulatePolygons, cube, siUnspecified,
 siPersistentOperation, )
 xsi.FreezeObj(, , )

  xsi.SelectObj(sphere, , True)
 xsi.ApplyOp(ICETree, sphere, siNode, , , 0)
 xsi.AddICECompoundNode(compoundPath+\\initPMVC.xsicompound,
 sphere.polymsh.ICETree)
 xsi.ConnectICENodes(sphere.polymsh.ICETree.port1,
 sphere.polymsh.ICETree.initPMVC.Execute)
 xsi.SelectObj(cube, , )
 xsi.AddICENode(GetDataNode, sphere.polymsh.ICETree)
 xsi.SetValue(sphere.polymsh.ICETree.SceneReferenceNode.reference,
 cube, )
 xsi.ConnectICENodes(sphere.polymsh.ICETree.initPMVC.cage,
 sphere.polymsh.ICETree.SceneReferenceNode.outname)
 xsi.SelectObj(sphere, , True)
 xsi.ApplyOp(ICETree, sphere, siNode, , , 0)
 xsi.MoveOperatorAfter(sphere.polymsh, sphere.polymsh.ICETree1,
 sphere.polymsh.shapemarker)
 xsi.AddICECompoundNode(compoundPath+\\PMVC.xsicompound,
 sphere.polymsh.ICETree1)
 xsi.ConnectICENodes(sphere.polymsh.ICETree1.port1,
 sphere.polymsh.ICETree1.PMVC.Execute)
 xsi.SelectObj(cube, , )
 xsi.AddICENode(GetDataNode, sphere.polymsh.ICETree1)
 xsi.SetValue(sphere.polymsh.ICETree1.SceneReferenceNode.reference,
 cube, )
 xsi.ConnectICENodes(sphere.polymsh.ICETree1.PMVC.cage,
 sphere.polymsh.ICETree1.SceneReferenceNode.outname)



  On 17 December 2013 15:37, Alok Gandhi alok.gandhi2...@gmail.comwrote:

 Will check that out, thanks Ahmidou!


 On Tue, Dec 17, 2013 at 6:28 PM, Ahmidou Lyazidi ahmidou@gmail.com
  wrote:

  Here is a new cage defomer based on this paper:
 http://www.wisdom.weizmann.ac.il/~ylipman/pmvc/pmvc.htm

 The result is very close the Harmonic coordinates deformation done by
 Pixar, but faster to compute, it's also better deformation than the
 Softimage factory one.
 To use it, just connect the initPMVC compound in the modeling region,
 and the PMVC one in the animation region, both on the deformed object.
 The cage must be triangulated! .. but once your happy with the
 deformation the initPMVC compound may be frozen , and then cage can be
 quadrangulated.
 The only limitation is that all the point of the deformee must be
 inside the cage.

 http://www.si-community.com/community/viewtopic.php?f=19t=4683

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




   --






  --



 --




-- 
www.matinai.com


Re: Old Tool UV strip projection ?

2013-12-18 Thread Vladimir Jankijevic
It's called Contour Stretch UVs. -
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/tex_basicproc_TypesofTextureProjection.htm#WSF3670244173DE845B36001FAA69DB62C-0067

Cheers
Vladimir


On Wed, Dec 18, 2013 at 10:15 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Hello list

 Recently i was approached by some maya people looking for an old tool in
 softimage (GASP!)

 They want to create uv's for a road, and they think there is some kind of
 tool in softimage, where if you create a projection for a strip of polygons
 on the road, there
 is some kind of automated function using the u and v coordinates which
 automatically finds the rest of the uv's.

 This would have been an old tool, ring any bells ?



Re: Old Tool UV strip projection ?

2013-12-18 Thread Sebastien Sterling
Thank you Vlad :)


On 18 December 2013 10:30, Vladimir Jankijevic
vladi...@elefantstudios.chwrote:

 It's called Contour Stretch UVs. -
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/tex_basicproc_TypesofTextureProjection.htm#WSF3670244173DE845B36001FAA69DB62C-0067

 Cheers
 Vladimir


 On Wed, Dec 18, 2013 at 10:15 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Hello list

 Recently i was approached by some maya people looking for an old tool in
 softimage (GASP!)

 They want to create uv's for a road, and they think there is some kind of
 tool in softimage, where if you create a projection for a strip of polygons
 on the road, there
 is some kind of automated function using the u and v coordinates which
 automatically finds the rest of the uv's.

 This would have been an old tool, ring any bells ?





Re: Old Tool UV strip projection ?

2013-12-18 Thread peter_b
I don’t remember the one you describe, but there was a gator-like tool, that 
would create UVs on a polymesh from a nearby nurbs surface.
shouldn’t be too hard to replicate in XSI: extract an edge loop, create an 
extrusion (nurbs) and gator the UVs from the extrusion to the poly road.

in XSI there is “walking the mesh” in the texture editor, which should be fine 
for a road – without the need to go through a nurbs object. when it works, its 
pretty cool.



From: Sebastien Sterling 
Sent: Wednesday, December 18, 2013 10:15 AM
To: softimage@listproc.autodesk.com 
Subject: Old Tool UV strip projection ?

Hello list


Recently i was approached by some maya people looking for an old tool in 
softimage (GASP!)


They want to create uv's for a road, and they think there is some kind of tool 
in softimage, where if you create a projection for a strip of polygons on the 
road, there

is some kind of automated function using the u and v coordinates which 
automatically finds the rest of the uv's.


This would have been an old tool, ring any bells ?


Re: does anyone use aaOcean?

2013-12-18 Thread Daniel Kim
It's weird. I might be missing something else.
I downloaded files from the link 'bitbucket' and tried it, but it's not
working for me. Only the way I could try is opening sample scene, and
modify the water surface... : /


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Mon, Dec 16, 2013 at 10:33 PM, Daniel Kim danielki...@gmail.com wrote:

 Thank you Amaan :D
 I will try it tomorrow. Thank you~

 Daniel


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Mon, Dec 16, 2013 at 8:42 PM, Amaan Akram xsil...@warpedspace.orgwrote:

 Hi Daniel,

 All download links point to this location

 https://bitbucket.org/amaanakram/aaocean/downloads

 if you are using arnold, then the spdl form the download may be missing.
 you can download it from the repository


 https://bitbucket.org/amaanakram/aaocean/src/8905a16856263172d25b6dd73dce3440a97bb47b/Shaders/Arnold/aaOcean/SPDLs/?at=default

 amaan


 On 15 December 2013 22:13, Daniel Kim danielki...@gmail.com wrote:

 Hi guys.

 I like to try aaOcean plugin, but it seems not working now. I am using
 SI 2013 now. Does anyone using aaOcean on SI 2013? If it is working, please
 help me which version I should use.
 Its website, and version snapshots are different, so it's confusing. : /

 Thanks
 Daniel

 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---





 --
 3D Artist/TD @ The Mill, London
 http://www.amaanakram.com





Re: Old Tool UV strip projection ?

2013-12-18 Thread Sebastien Sterling
I think it is the contour stretch UV's, but it doesn't seem to be working
very well, i make my selection and add the projection but it doesn't tile
it as you would expect along the other faces, they are all weird, am i
missing a step ?.

Yes peter, there is a Walking the mesh function in the Stretch contour UV's
menu, however none of the options seem to do much, :(.

anyone else use this recently ?


On 18 December 2013 10:45, pete...@skynet.be wrote:

   I don’t remember the one you describe, but there was a gator-like tool,
 that would create UVs on a polymesh from a nearby nurbs surface.
 shouldn’t be too hard to replicate in XSI: extract an edge loop, create an
 extrusion (nurbs) and gator the UVs from the extrusion to the poly road.

 in XSI there is “walking the mesh” in the texture editor, which should be
 fine for a road – without the need to go through a nurbs object. when it
 works, its pretty cool.



  *From:* Sebastien Sterling sebastien.sterl...@gmail.com
 *Sent:* Wednesday, December 18, 2013 10:15 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Old Tool UV strip projection ?

Hello list

 Recently i was approached by some maya people looking for an old tool in
 softimage (GASP!)

 They want to create uv's for a road, and they think there is some kind of
 tool in softimage, where if you create a projection for a strip of polygons
 on the road, there
 is some kind of automated function using the u and v coordinates which
 automatically finds the rest of the uv's.

 This would have been an old tool, ring any bells ?



Re: does anyone use aaOcean?

2013-12-18 Thread wavo

hello,

 in 2014Sp2 its running as desired,

create grid
Animate/Property   aaOcean_menu

create ice-tree  connect the aaOceanCompound
create simulated icetree and connect the aaoceanCompound again

but this is the 2014

Walt

--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_







Am 12/18/2013 10:50 AM, schrieb Daniel Kim:

It's weird. I might be missing something else.
I downloaded files from the link 'bitbucket' and tried it, but it's 
not working for me. Only the way I could try is opening sample scene, 
and modify the water surface... : /



---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Mon, Dec 16, 2013 at 10:33 PM, Daniel Kim danielki...@gmail.com 
mailto:danielki...@gmail.com wrote:


Thank you Amaan :D
I will try it tomorrow. Thank you~

Daniel


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Mon, Dec 16, 2013 at 8:42 PM, Amaan Akram
xsil...@warpedspace.org mailto:xsil...@warpedspace.org wrote:

Hi Daniel,

All download links point to this location

https://bitbucket.org/amaanakram/aaocean/downloads

if you are using arnold, then the spdl form the download may
be missing. you can download it from the repository


https://bitbucket.org/amaanakram/aaocean/src/8905a16856263172d25b6dd73dce3440a97bb47b/Shaders/Arnold/aaOcean/SPDLs/?at=default

amaan


On 15 December 2013 22:13, Daniel Kim danielki...@gmail.com
mailto:danielki...@gmail.com wrote:

Hi guys.

I like to try aaOcean plugin, but it seems not working
now. I am using SI 2013 now. Does anyone using aaOcean on
SI 2013? If it is working, please help me which version I
should use.
Its website, and version snapshots are different, so it's
confusing. : /

Thanks
Daniel

---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---





-- 
3D Artist/TD @ The Mill, London

http://www.amaanakram.com









Re: Old Tool UV strip projection ?

2013-12-18 Thread peter_b
contour stretch interprets the geometry as if it were a grid (with a U and V 
direction) – likely deformed in space
walking the mesh lets you drive the layout by indicating the four corners of 
this grid.
it works on the whole geometry at once – not on a single strip and the rest by 
extrapolation.

in order for this to work it has to find the borders of the object – in case of 
a tube you have to open it (select an edge loop and disconnect it) – for a 
donut you’ll have to open it in both directions
if the road (a flat ribbon) is circular you’ll have to disconnect an edge loop 
as well.

in the texture select the samples on an existing projection, click on walking 
the mesh, and in the viewport click the 4 points in the proper order (which can 
be difficult with complex forms) and then right click to end – then it should 
give you a rectangular UV layout.

if the object is very twisted, or deviates a lot from the organised grid 
topology (forks in the road for instance) – it might fail or just give useless 
results. a long and winding road (pun intended) should work – but a 
labyrinthine road won’t – or would need to be approached one path at a time.
also – it usually requires a serious workover to minimize distortions.

(if you want you can mail me a geometry and I can have a go)



From: Sebastien Sterling 
Sent: Wednesday, December 18, 2013 10:55 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Old Tool UV strip projection ?

I think it is the contour stretch UV's, but it doesn't seem to be working very 
well, i make my selection and add the projection but it doesn't tile it as you 
would expect along the other faces, they are all weird, am i missing a step ?.


Yes peter, there is a Walking the mesh function in the Stretch contour UV's 
menu, however none of the options seem to do much, :(.


anyone else use this recently ?




On 18 December 2013 10:45, pete...@skynet.be wrote:

  I don’t remember the one you describe, but there was a gator-like tool, that 
would create UVs on a polymesh from a nearby nurbs surface.
  shouldn’t be too hard to replicate in XSI: extract an edge loop, create an 
extrusion (nurbs) and gator the UVs from the extrusion to the poly road.

  in XSI there is “walking the mesh” in the texture editor, which should be 
fine for a road – without the need to go through a nurbs object. when it works, 
its pretty cool.



  From: Sebastien Sterling 
  Sent: Wednesday, December 18, 2013 10:15 AM
  To: softimage@listproc.autodesk.com 
  Subject: Old Tool UV strip projection ?

  Hello list


  Recently i was approached by some maya people looking for an old tool in 
softimage (GASP!)


  They want to create uv's for a road, and they think there is some kind of 
tool in softimage, where if you create a projection for a strip of polygons on 
the road, there

  is some kind of automated function using the u and v coordinates which 
automatically finds the rest of the uv's.


  This would have been an old tool, ring any bells ?



ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Nicolas Esposito
Hi all,

I'm building a set that will be imported into a game engine ( UDK )

So what I need to do is to create for each mesh a low poly version of
itself, that will basically behave as an invisible geometry physical
entity inside the game engine, means that the player can't go through the
object ( for example a wall ) as its blocking the player
So I'm not too concern about the low poly mesh to be 100% accurate, I just
need some kind of simple geometry.

I'm doing something similar by duplicating by meshes, join some of them
together, and then apply the polygon reduction tool in order to have a low
poly mesh of the object

I would like to make a quicker way to create low poly meshes, maybe by
creating a compound that can be shared among the high poly meshes ( or
applied to a group of meshes ), and if possible be able to rename the
created low poly mesh with a suffix named UCX_ ( which renamer do you
suggest to batch rename meshes?)

I haven't tried yet to build geometry in ICE, so I was wondering if
something like this can be done quickly in ICE

Cheers


Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Matt Morris
You Could try Guillaume Laforge's convex hull custom ice node:
http://frenchdog.wordpress.com/2012/01/05/happy-2012/




On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I just
 need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




-- 
www.matinai.com


Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Simon Reeves
Polygon reduction does a pretty good job for this kind of thing really
especially as you can preserve volume etc.

Maybe you just need a basic script?
Select some objects, duplicate, rename apply poly reduction to them?
Would that be enough?



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*


On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:

 You Could try Guillaume Laforge's convex hull custom ice node:
 http://frenchdog.wordpress.com/2012/01/05/happy-2012/




 On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I
 just need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




 --
 www.matinai.com



Re: Old Tool UV strip projection ?

2013-12-18 Thread Sebastien Sterling
its cool i got it working now :) was selecting  a single strip of poly's
didn't realize you had to select the whole area. works well on simple
strips, doesn't work well with... anything else :(


There is an amazing Modo tool where you select an edge and it does a an
unfold, like in softimage, but neat and tidy.

thanks for the help Pete your a credit to this list :)




On 18 December 2013 11:46, pete...@skynet.be wrote:

   contour stretch interprets the geometry as if it were a grid (with a U
 and V direction) – likely deformed in space
 walking the mesh lets you drive the layout by indicating the four corners
 of this grid.
 it works on the whole geometry at once – not on a single strip and the
 rest by extrapolation.

 in order for this to work it has to find the borders of the object – in
 case of a tube you have to open it (select an edge loop and disconnect it)
 – for a donut you’ll have to open it in both directions
 if the road (a flat ribbon) is circular you’ll have to disconnect an edge
 loop as well.

 in the texture select the samples on an existing projection, click on
 walking the mesh, and in the viewport click the 4 points in the proper
 order (which can be difficult with complex forms) and then right click to
 end – then it should give you a rectangular UV layout.

 if the object is very twisted, or deviates a lot from the organised grid
 topology (forks in the road for instance) – it might fail or just give
 useless results. a long and winding road (pun intended) should work – but a
 labyrinthine road won’t – or would need to be approached one path at a time.
 also – it usually requires a serious workover to minimize distortions.

 (if you want you can mail me a geometry and I can have a go)



  *From:* Sebastien Sterling sebastien.sterl...@gmail.com
 *Sent:* Wednesday, December 18, 2013 10:55 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Old Tool UV strip projection ?

   I think it is the contour stretch UV's, but it doesn't seem to be
 working very well, i make my selection and add the projection but it
 doesn't tile it as you would expect along the other faces, they are all
 weird, am i missing a step ?.

 Yes peter, there is a Walking the mesh function in the Stretch contour
 UV's menu, however none of the options seem to do much, :(.

 anyone else use this recently ?


 On 18 December 2013 10:45, pete...@skynet.be wrote:

   I don’t remember the one you describe, but there was a gator-like
 tool, that would create UVs on a polymesh from a nearby nurbs surface.
 shouldn’t be too hard to replicate in XSI: extract an edge loop, create
 an extrusion (nurbs) and gator the UVs from the extrusion to the poly road.

 in XSI there is “walking the mesh” in the texture editor, which should be
 fine for a road – without the need to go through a nurbs object. when it
 works, its pretty cool.



  *From:* Sebastien Sterling sebastien.sterl...@gmail.com
 *Sent:* Wednesday, December 18, 2013 10:15 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Old Tool UV strip projection ?

 Hello list

 Recently i was approached by some maya people looking for an old tool in
 softimage (GASP!)

 They want to create uv's for a road, and they think there is some kind of
 tool in softimage, where if you create a projection for a strip of polygons
 on the road, there
 is some kind of automated function using the u and v coordinates which
 automatically finds the rest of the uv's.

 This would have been an old tool, ring any bells ?





RE: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread gareth bell
Yes, I agree with Simon on this. A simple script that dupes, merges, rename's 
and poly reduces would probably do the trick

From: si...@simonreeves.com
Date: Wed, 18 Dec 2013 11:17:24 +
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes
To: softimage@listproc.autodesk.com

Polygon reduction does a pretty good job for this kind of thing really 
especially as you can preserve volume etc.
Maybe you just need a basic script?Select some objects, duplicate, rename apply 
poly reduction to them?

Would that be enough?

Simon Reeves

London, UK
si...@simonreeves.com


www.simonreeves.comwww.analogstudio.co.uk





On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:


You Could try Guillaume Laforge's convex hull custom ice node: 
http://frenchdog.wordpress.com/2012/01/05/happy-2012/






On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:



Hi all,
I'm building a set that will be imported into a game engine ( UDK )



So what I need to do is to create for each mesh a low poly version of itself, 
that will basically behave as an invisible geometry physical entity inside 
the game engine, means that the player can't go through the object ( for 
example a wall ) as its blocking the player



So I'm not too concern about the low poly mesh to be 100% accurate, I just need 
some kind of simple geometry.
I'm doing something similar by duplicating by meshes, join some of them 
together, and then apply the polygon reduction tool in order to have a low poly 
mesh of the object




I would like to make a quicker way to create low poly meshes, maybe by creating 
a compound that can be shared among the high poly meshes ( or applied to a 
group of meshes ), and if possible be able to rename the created low poly mesh 
with a suffix named UCX_ ( which renamer do you suggest to batch rename 
meshes?) 




I haven't tried yet to build geometry in ICE, so I was wondering if something 
like this can be done quickly in ICE
Cheers


-- 
www.matinai.com


  

Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Mirko Jankovic
can also even add another shrink wrap on top of it to get reduced mesh
closer to original one if needed


On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.comwrote:

 Yes, I agree with Simon on this. A simple script that dupes, merges,
 rename's and poly reduces would probably do the trick


 --
 From: si...@simonreeves.com
 Date: Wed, 18 Dec 2013 11:17:24 +
 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 To: softimage@listproc.autodesk.com


 Polygon reduction does a pretty good job for this kind of thing really
 especially as you can preserve volume etc.

 Maybe you just need a basic script?
 Select some objects, duplicate, rename apply poly reduction to them?
 Would that be enough?



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:

 You Could try Guillaume Laforge's convex hull custom ice node:
 http://frenchdog.wordpress.com/2012/01/05/happy-2012/




 On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I just
 need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




 --
 www.matinai.com





Re: does anyone use aaOcean?

2013-12-18 Thread Amaan Akram
Only the way I could try is opening sample scene, and modify the water
surface..

so when you open the sample scene, the deformer works. But when you try to
set it up yourself, it doesn't?

Have you got a grid with a UV planar texture projection on it? If not,
that's what you need. Apply the ocean ice setup on that.


On 18 December 2013 10:00, wavo w...@fiftyeight.com wrote:

  hello,

  in 2014Sp2 its running as desired,

 create grid
 Animate/Property   aaOcean_menu

 create ice-tree  connect the aaOceanCompound
 create simulated icetree and connect the aaoceanCompound again

 but this is the 2014

 Walt

 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.ESC58.de *







 Am 12/18/2013 10:50 AM, schrieb Daniel Kim:

 It's weird. I might be missing something else.
 I downloaded files from the link 'bitbucket' and tried it, but it's not
 working for me. Only the way I could try is opening sample scene, and
 modify the water surface... : /


  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Mon, Dec 16, 2013 at 10:33 PM, Daniel Kim danielki...@gmail.comwrote:

 Thank you Amaan :D
 I will try it tomorrow. Thank you~

  Daniel


  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




   On Mon, Dec 16, 2013 at 8:42 PM, Amaan Akram 
 xsil...@warpedspace.orgwrote:

 Hi Daniel,

  All download links point to this location

  https://bitbucket.org/amaanakram/aaocean/downloads

  if you are using arnold, then the spdl form the download may be
 missing. you can download it from the repository


 https://bitbucket.org/amaanakram/aaocean/src/8905a16856263172d25b6dd73dce3440a97bb47b/Shaders/Arnold/aaOcean/SPDLs/?at=default

  amaan


 On 15 December 2013 22:13, Daniel Kim danielki...@gmail.com wrote:

 Hi guys.

  I like to try aaOcean plugin, but it seems not working now. I am
 using SI 2013 now. Does anyone using aaOcean on SI 2013? If it is working,
 please help me which version I should use.
 Its website, and version snapshots are different, so it's confusing. : /

  Thanks
 Daniel

  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---





   --
 3D Artist/TD @ The Mill, London
 http://www.amaanakram.com









-- 
3D Artist/TD @ The Mill, London
http://www.amaanakram.com


Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Nicolas Esposito
 @Simon: Yes, for my purpose that would be enough

I'll try by best to create a simple script that allows me to do that, and
also adding a shrink wrap which is a good advice ;)
In case I'll bother you guys with some help for the script :D

Thanks


2013/12/18 Mirko Jankovic mirkoj.anima...@gmail.com

 can also even add another shrink wrap on top of it to get reduced mesh
 closer to original one if needed


 On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.comwrote:

 Yes, I agree with Simon on this. A simple script that dupes, merges,
 rename's and poly reduces would probably do the trick


 --
 From: si...@simonreeves.com
 Date: Wed, 18 Dec 2013 11:17:24 +
 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 To: softimage@listproc.autodesk.com


 Polygon reduction does a pretty good job for this kind of thing really
 especially as you can preserve volume etc.

 Maybe you just need a basic script?
 Select some objects, duplicate, rename apply poly reduction to them?
 Would that be enough?



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:

 You Could try Guillaume Laforge's convex hull custom ice node:
 http://frenchdog.wordpress.com/2012/01/05/happy-2012/




 On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I
 just need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




 --
 www.matinai.com






Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Simon Reeves
Well I made one anyway as I was bored with waiting for renders :) worked ok
when I tested it on the elephant, the shrink wrap gave dodgy results so I
skipped it

You'll want to change the suffix variable at the start, and could tweak the
numbers in the polygon reduction

http://pastebin.com/Z86YNmLN




Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*


On 18 December 2013 11:53, Nicolas Esposito 3dv...@gmail.com wrote:

  @Simon: Yes, for my purpose that would be enough

 I'll try by best to create a simple script that allows me to do that, and
 also adding a shrink wrap which is a good advice ;)
 In case I'll bother you guys with some help for the script :D

 Thanks


 2013/12/18 Mirko Jankovic mirkoj.anima...@gmail.com

 can also even add another shrink wrap on top of it to get reduced mesh
 closer to original one if needed


 On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.comwrote:

 Yes, I agree with Simon on this. A simple script that dupes, merges,
 rename's and poly reduces would probably do the trick


 --
 From: si...@simonreeves.com
 Date: Wed, 18 Dec 2013 11:17:24 +
 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 To: softimage@listproc.autodesk.com


 Polygon reduction does a pretty good job for this kind of thing really
 especially as you can preserve volume etc.

 Maybe you just need a basic script?
 Select some objects, duplicate, rename apply poly reduction to them?
 Would that be enough?



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:

 You Could try Guillaume Laforge's convex hull custom ice node:
 http://frenchdog.wordpress.com/2012/01/05/happy-2012/




 On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I
 just need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




 --
 www.matinai.com







RE: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread gareth bell



try this ( I hacked some of from Steve Caron's script here - 
https://groups.google.com/forum/#!msg/xsi_list/-mDMXnp28aI/9YB0ue8xP9AJ ):



import win32com

xsi = Application

coll = win32com.client.Dispatch( XSI.Collection )
coll.AddItems (xsi.Selection)

#get first objects name so you can use it on the new mesh once it's made
meshName = coll(0).Name

ops = xsi.ApplyGenOp(MeshMerge, , , 3, siPersistentOperation, 
siKeepGenOpInputs, )
   
# ApplyGenOp returns a collection, if there is a count then the operator was 
successfully applied
if ops.Count:
op = ops(0)
op.tolerance.Value = 0
   
# get new merged object
mergedMesh = op.OutputPorts(0).Target2.Parent

xsi.ApplyTopoOp(PolygonReduction, mergedMesh, siUnspecified, 
siPersistentOperation, )

#name the new mesh
mergedMesh.Name = str(meshName) + _merged

Date: Wed, 18 Dec 2013 12:53:49 +0100
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes
From: 3dv...@gmail.com
To: softimage@listproc.autodesk.com

 @Simon: Yes, for my purpose that would be enough
I'll try by best to create a simple script that allows me to do that, and also 
adding a shrink wrap which is a good advice ;)
In case I'll bother you guys with some help for the script :D
Thanks

2013/12/18 Mirko Jankovic mirkoj.anima...@gmail.com

can also even add another shrink wrap on top of it to get reduced mesh closer 
to original one if needed 


On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.com wrote:





Yes, I agree with Simon on this. A simple script that dupes, merges, rename's 
and poly reduces would probably do the trick


From: si...@simonreeves.com


Date: Wed, 18 Dec 2013 11:17:24 +
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes
To: softimage@listproc.autodesk.com



Polygon reduction does a pretty good job for this kind of thing really 
especially as you can preserve volume etc.
Maybe you just need a basic script?Select some objects, duplicate, rename apply 
poly reduction to them?



Would that be enough?

Simon Reeves

London, UK
si...@simonreeves.com




www.simonreeves.comwww.analogstudio.co.uk







On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:




You Could try Guillaume Laforge's convex hull custom ice node: 
http://frenchdog.wordpress.com/2012/01/05/happy-2012/








On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:



Hi all,
I'm building a set that will be imported into a game engine ( UDK )



So what I need to do is to create for each mesh a low poly version of itself, 
that will basically behave as an invisible geometry physical entity inside 
the game engine, means that the player can't go through the object ( for 
example a wall ) as its blocking the player





So I'm not too concern about the low poly mesh to be 100% accurate, I just need 
some kind of simple geometry.
I'm doing something similar by duplicating by meshes, join some of them 
together, and then apply the polygon reduction tool in order to have a low poly 
mesh of the object






I would like to make a quicker way to create low poly meshes, maybe by creating 
a compound that can be shared among the high poly meshes ( or applied to a 
group of meshes ), and if possible be able to rename the created low poly mesh 
with a suffix named UCX_ ( which renamer do you suggest to batch rename 
meshes?) 






I haven't tried yet to build geometry in ICE, so I was wondering if something 
like this can be done quickly in ICE
Cheers


-- 
www.matinai.com


  




  

Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Simon Reeves
Actually mine didn't work with multiple objects as it reassigns selection
during the script, school boy error

here it is fixed

http://pastebin.com/hxTjBvLr



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*


On 18 December 2013 12:20, gareth bell garethb...@outlook.com wrote:

  try this ( I hacked some of from Steve Caron's script here -
 https://groups.google.com/forum/#!msg/xsi_list/-mDMXnp28aI/9YB0ue8xP9AJ ):



 import win32com

 xsi = Application

 coll = win32com.client.Dispatch( XSI.Collection )
 coll.AddItems (xsi.Selection)

 #get first objects name so you can use it on the new mesh once it's made
 meshName = coll(0).Name

 ops = xsi.ApplyGenOp(MeshMerge, , , 3, siPersistentOperation,
 siKeepGenOpInputs, )

 # ApplyGenOp returns a collection, if there is a count then the operator
 was successfully applied
 if ops.Count:
 op = ops(0)
 op.tolerance.Value = 0

 # get new merged object
 mergedMesh = op.OutputPorts(0).Target2.Parent

 xsi.ApplyTopoOp(PolygonReduction, mergedMesh, siUnspecified,
 siPersistentOperation, )

 #name the new mesh
 mergedMesh.Name = str(meshName) + _merged


 --
 Date: Wed, 18 Dec 2013 12:53:49 +0100

 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 From: 3dv...@gmail.com
 To: softimage@listproc.autodesk.com


  @Simon: Yes, for my purpose that would be enough

 I'll try by best to create a simple script that allows me to do that, and
 also adding a shrink wrap which is a good advice ;)
 In case I'll bother you guys with some help for the script :D

 Thanks


 2013/12/18 Mirko Jankovic mirkoj.anima...@gmail.com

 can also even add another shrink wrap on top of it to get reduced mesh
 closer to original one if needed


 On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.comwrote:

 Yes, I agree with Simon on this. A simple script that dupes, merges,
 rename's and poly reduces would probably do the trick


 --
 From: si...@simonreeves.com
 Date: Wed, 18 Dec 2013 11:17:24 +
 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 To: softimage@listproc.autodesk.com


 Polygon reduction does a pretty good job for this kind of thing really
 especially as you can preserve volume etc.

 Maybe you just need a basic script?
 Select some objects, duplicate, rename apply poly reduction to them?
 Would that be enough?



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:

 You Could try Guillaume Laforge's convex hull custom ice node:
 http://frenchdog.wordpress.com/2012/01/05/happy-2012/




 On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I just
 need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




 --
 www.matinai.com







cache not loading

2013-12-18 Thread adrian wyer
i have a field of wheat generated with particle instances, that stick to an
underlying surface, as a lattice pushes the surface out of the way of a
table moving through the field (gotta love commercials eh!)

 

the sim works fine, so i cache it out using the cache manager (adding ALL
properties, just in case)

 

i load the cache onto a new cloud, and when i scrub it moves, all good

 

when i render on the farm it renders the same frame, like it's not loading
the cache data for anything but frame one

 

the weird thing is, earlier versions of this setup work just fine! and have
been for days

 

i guess i'll just have to re-cache or re-create the reader cloud/model

 

but gah!!! bloody caching is a PITA

 

/end rant

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Nicolas Esposito
Wow, that was fast!
Thanks Simon, I'll try it out soon as possible, and I'll take a look at the
script to see whats going on there :)

Thanks again!


2013/12/18 Simon Reeves si...@simonreeves.com

 Actually mine didn't work with multiple objects as it reassigns selection
 during the script, school boy error

 here it is fixed

 http://pastebin.com/hxTjBvLr



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 12:20, gareth bell garethb...@outlook.com wrote:

  try this ( I hacked some of from Steve Caron's script here -
 https://groups.google.com/forum/#!msg/xsi_list/-mDMXnp28aI/9YB0ue8xP9AJ):



 import win32com

 xsi = Application

 coll = win32com.client.Dispatch( XSI.Collection )
 coll.AddItems (xsi.Selection)

 #get first objects name so you can use it on the new mesh once it's made
 meshName = coll(0).Name

 ops = xsi.ApplyGenOp(MeshMerge, , , 3, siPersistentOperation,
 siKeepGenOpInputs, )

 # ApplyGenOp returns a collection, if there is a count then the operator
 was successfully applied
 if ops.Count:
 op = ops(0)
 op.tolerance.Value = 0

 # get new merged object
 mergedMesh = op.OutputPorts(0).Target2.Parent

 xsi.ApplyTopoOp(PolygonReduction, mergedMesh, siUnspecified,
 siPersistentOperation, )

 #name the new mesh
 mergedMesh.Name = str(meshName) + _merged


 --
 Date: Wed, 18 Dec 2013 12:53:49 +0100

 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 From: 3dv...@gmail.com
 To: softimage@listproc.autodesk.com


  @Simon: Yes, for my purpose that would be enough

 I'll try by best to create a simple script that allows me to do that, and
 also adding a shrink wrap which is a good advice ;)
 In case I'll bother you guys with some help for the script :D

 Thanks


 2013/12/18 Mirko Jankovic mirkoj.anima...@gmail.com

 can also even add another shrink wrap on top of it to get reduced mesh
 closer to original one if needed


 On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.comwrote:

 Yes, I agree with Simon on this. A simple script that dupes, merges,
 rename's and poly reduces would probably do the trick


 --
 From: si...@simonreeves.com
 Date: Wed, 18 Dec 2013 11:17:24 +
 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 To: softimage@listproc.autodesk.com


 Polygon reduction does a pretty good job for this kind of thing really
 especially as you can preserve volume etc.

 Maybe you just need a basic script?
 Select some objects, duplicate, rename apply poly reduction to them?
 Would that be enough?



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:

 You Could try Guillaume Laforge's convex hull custom ice node:
 http://frenchdog.wordpress.com/2012/01/05/happy-2012/




 On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I
 just need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




 --
 www.matinai.com








Re: cache not loading

2013-12-18 Thread David Barosin
Is there a simulation phase in the stack on the cloud reading the cache?

Maybe try reading the cache from a newly created cloud.


On Wed, Dec 18, 2013 at 7:23 AM, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

   i have a field of wheat generated with particle instances, that
 stick to an underlying surface, as a lattice pushes the surface out of the
 way of a table moving through the field (gotta love commercials eh!)



 the sim works fine, so i cache it out using the cache manager (adding ALL
 properties, just in case)



 i load the cache onto a new cloud, and when i scrub it moves, all good



 when i render on the farm it renders the same frame, like it's not loading
 the cache data for anything but frame one



 the weird thing is, earlier versions of this setup work just fine! and
 have been for days



 i guess i'll just have to re-cache or re-create the reader cloud/model



 but gah!!! bloody caching is a PITA



 /end rant



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71





RE: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread gareth bell
an amend for single selection ;)

http://pastebin.com/sWMQp9Ph



Date: Wed, 18 Dec 2013 13:28:16 +0100
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes
From: 3dv...@gmail.com
To: softimage@listproc.autodesk.com

Wow, that was fast!Thanks Simon, I'll try it out soon as possible, and I'll 
take a look at the script to see whats going on there :)
Thanks again!


2013/12/18 Simon Reeves si...@simonreeves.com

Actually mine didn't work with multiple objects as it reassigns selection 
during the script, school boy error
here it is fixed
http://pastebin.com/hxTjBvLr





Simon Reeves
London, UK


si...@simonreeves.com
www.simonreeves.com


www.analogstudio.co.uk






On 18 December 2013 12:20, gareth bell garethb...@outlook.com wrote:









try this ( I hacked some of from Steve Caron's script here - 
https://groups.google.com/forum/#!msg/xsi_list/-mDMXnp28aI/9YB0ue8xP9AJ ):






import win32com

xsi = Application

coll = win32com.client.Dispatch( XSI.Collection )
coll.AddItems (xsi.Selection)

#get first objects name so you can use it on the new mesh once it's made



meshName = coll(0).Name

ops = xsi.ApplyGenOp(MeshMerge, , , 3, siPersistentOperation, 
siKeepGenOpInputs, )
   
# ApplyGenOp returns a collection, if there is a count then the operator was 
successfully applied



if ops.Count:
op = ops(0)
op.tolerance.Value = 0
   
# get new merged object
mergedMesh = op.OutputPorts(0).Target2.Parent

xsi.ApplyTopoOp(PolygonReduction, mergedMesh, siUnspecified, 
siPersistentOperation, )




#name the new mesh
mergedMesh.Name = str(meshName) + _merged


Date: Wed, 18 Dec 2013 12:53:49 +0100
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes



From: 3dv...@gmail.com
To: softimage@listproc.autodesk.com




 @Simon: Yes, for my purpose that would be enough
I'll try by best to create a simple script that allows me to do that, and also 
adding a shrink wrap which is a good advice ;)
In case I'll bother you guys with some help for the script :D
Thanks

2013/12/18 Mirko Jankovic mirkoj.anima...@gmail.com




can also even add another shrink wrap on top of it to get reduced mesh closer 
to original one if needed 


On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.com wrote:





Yes, I agree with Simon on this. A simple script that dupes, merges, rename's 
and poly reduces would probably do the trick


From: si...@simonreeves.com





Date: Wed, 18 Dec 2013 11:17:24 +
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes
To: softimage@listproc.autodesk.com






Polygon reduction does a pretty good job for this kind of thing really 
especially as you can preserve volume etc.
Maybe you just need a basic script?Select some objects, duplicate, rename apply 
poly reduction to them?






Would that be enough?

Simon Reeves

London, UK
si...@simonreeves.com







www.simonreeves.comwww.analogstudio.co.uk










On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:







You Could try Guillaume Laforge's convex hull custom ice node: 
http://frenchdog.wordpress.com/2012/01/05/happy-2012/











On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:



Hi all,
I'm building a set that will be imported into a game engine ( UDK )



So what I need to do is to create for each mesh a low poly version of itself, 
that will basically behave as an invisible geometry physical entity inside 
the game engine, means that the player can't go through the object ( for 
example a wall ) as its blocking the player








So I'm not too concern about the low poly mesh to be 100% accurate, I just need 
some kind of simple geometry.
I'm doing something similar by duplicating by meshes, join some of them 
together, and then apply the polygon reduction tool in order to have a low poly 
mesh of the object









I would like to make a quicker way to create low poly meshes, maybe by creating 
a compound that can be shared among the high poly meshes ( or applied to a 
group of meshes ), and if possible be able to rename the created low poly mesh 
with a suffix named UCX_ ( which renamer do you suggest to batch rename 
meshes?) 









I haven't tried yet to build geometry in ICE, so I was wondering if something 
like this can be done quickly in ICE
Cheers


-- 
www.matinai.com


  




  



  

Re: ICE - How to quickly build low-poly geometry on high poly meshes

2013-12-18 Thread Nicolas Esposito
Thanks Gareth!


2013/12/18 gareth bell garethb...@outlook.com

 an amend for single selection ;)

 http://pastebin.com/sWMQp9Ph




 --
 Date: Wed, 18 Dec 2013 13:28:16 +0100

 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 From: 3dv...@gmail.com
 To: softimage@listproc.autodesk.com

 Wow, that was fast!
 Thanks Simon, I'll try it out soon as possible, and I'll take a look at
 the script to see whats going on there :)

 Thanks again!


 2013/12/18 Simon Reeves si...@simonreeves.com

 Actually mine didn't work with multiple objects as it reassigns selection
 during the script, school boy error

 here it is fixed

 http://pastebin.com/hxTjBvLr



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 12:20, gareth bell garethb...@outlook.com wrote:

  try this ( I hacked some of from Steve Caron's script here -
 https://groups.google.com/forum/#!msg/xsi_list/-mDMXnp28aI/9YB0ue8xP9AJ ):



 import win32com

 xsi = Application

 coll = win32com.client.Dispatch( XSI.Collection )
 coll.AddItems (xsi.Selection)

 #get first objects name so you can use it on the new mesh once it's made
 meshName = coll(0).Name

 ops = xsi.ApplyGenOp(MeshMerge, , , 3, siPersistentOperation,
 siKeepGenOpInputs, )

 # ApplyGenOp returns a collection, if there is a count then the operator
 was successfully applied
 if ops.Count:
 op = ops(0)
 op.tolerance.Value = 0

 # get new merged object
 mergedMesh = op.OutputPorts(0).Target2.Parent

 xsi.ApplyTopoOp(PolygonReduction, mergedMesh, siUnspecified,
 siPersistentOperation, )

 #name the new mesh
 mergedMesh.Name = str(meshName) + _merged


 --
 Date: Wed, 18 Dec 2013 12:53:49 +0100

 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 From: 3dv...@gmail.com
 To: softimage@listproc.autodesk.com


  @Simon: Yes, for my purpose that would be enough

 I'll try by best to create a simple script that allows me to do that, and
 also adding a shrink wrap which is a good advice ;)
 In case I'll bother you guys with some help for the script :D

 Thanks


 2013/12/18 Mirko Jankovic mirkoj.anima...@gmail.com

 can also even add another shrink wrap on top of it to get reduced mesh
 closer to original one if needed


 On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.comwrote:

 Yes, I agree with Simon on this. A simple script that dupes, merges,
 rename's and poly reduces would probably do the trick


 --
 From: si...@simonreeves.com
 Date: Wed, 18 Dec 2013 11:17:24 +
 Subject: Re: ICE - How to quickly build low-poly geometry on high poly
 meshes
 To: softimage@listproc.autodesk.com


 Polygon reduction does a pretty good job for this kind of thing really
 especially as you can preserve volume etc.

 Maybe you just need a basic script?
 Select some objects, duplicate, rename apply poly reduction to them?
 Would that be enough?



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 December 2013 11:09, Matt Morris matt...@gmail.com wrote:

 You Could try Guillaume Laforge's convex hull custom ice node:
 http://frenchdog.wordpress.com/2012/01/05/happy-2012/




 On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I'm building a set that will be imported into a game engine ( UDK )

 So what I need to do is to create for each mesh a low poly version of
 itself, that will basically behave as an invisible geometry physical
 entity inside the game engine, means that the player can't go through the
 object ( for example a wall ) as its blocking the player
 So I'm not too concern about the low poly mesh to be 100% accurate, I just
 need some kind of simple geometry.

 I'm doing something similar by duplicating by meshes, join some of them
 together, and then apply the polygon reduction tool in order to have a low
 poly mesh of the object

 I would like to make a quicker way to create low poly meshes, maybe by
 creating a compound that can be shared among the high poly meshes ( or
 applied to a group of meshes ), and if possible be able to rename the
 created low poly mesh with a suffix named UCX_ ( which renamer do you
 suggest to batch rename meshes?)

 I haven't tried yet to build geometry in ICE, so I was wondering if
 something like this can be done quickly in ICE

 Cheers




 --
 www.matinai.com









SIC London Christmas Drinks tonight

2013-12-18 Thread adrian wyer
afternoon all, just a polite reminder that we're meeting at the White Horse
on Newburgh St (just off Carnaby St) tonight for some festive ales

 

i would imagine from about 6:30 ish

 

bring your drinking pants, or not, as the case may be

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: FCurve Information

2013-12-18 Thread Andreas Böinghoff

Ok, it works. This was the solution:
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/FCurveKey.LeftTanX.html

Here my working example:
from win32com.client import constants as c
xsi = Application
log = Application.LogMessage

# Convenience function to get the user-friendly string describing the 
contraint type

def GetConstraintType( in_fcrvkey ) :
ConstraintTypes = {
c.siParameterConstraint:LockParameter,
c.siLeftRightValuesConstraint:LeftRightParameter,
c.siG1ContinuousConstraint:G1Continuous,
c.siLeftRightTangentDirectionConstraint:LeftRightTangentDirection,
c.siLeftRightTangentLengthConstraint:LeftRightTangentLength,
c.siLockConstraint:LockAll,
c.siHorizontalTangentConstraint:HorizontalTangent,
c.siExtremumHorizontalTangentConstraint:ExtremumHorizontalTangent,
c.siAdjustedTangentConstraint:AdjustedTangent,
c.siZeroLengthTangentConstraint:ZeroLengthTangent,
c.siSameLengthTangentConstraint:SameLengthTangent,
c.siNeighborTangentConstraint:NeighborTangent,
c.siMirrorTangentConstraint:MirrorTangent,
c.siAutoPlateauTangentConstraint:AutoPlateauTangent
}
str = 
for k in ConstraintTypes.keys() :
if ( in_fcrvkey.Constraint(k) ) :
str += ConstraintTypes[k] +  
return str

# Convenience function to print the FCurveKeys
def PrintKeys( in_fcrv ) :
for fckey in in_fcrv.Keys :
log(--)
log(key\t\t:\t + str(fckey.Index))
log(frame\t\t:\t + str(fckey.Time))
log(value\t\t:\t + str(fckey.Value))
log(tangents:\t\t + str(fckey.LeftTanX) +  |  + 
str(fckey.LeftTanY) +   |  + str(fckey.RightTanX) +  |  + 
str(fckey.RightTanY))

log(constraints\t:\t + str(GetConstraintType( fckey )))
return None


fc = Application.Selection[0].posx.Source

key0 = fc.Keys(0)
key1 = fc.Keys(1)
key2 = fc.Keys(2)

PrintKeys( fc )

Andreas

On 12/18/2013 10:44 AM, Andreas Böinghoff wrote:

Hi Everyone,

without good math knowledge I try to get FCurve information via 
scripting in python.


What I try to achive is, to get the tangent Points (time and value) of 
a Key. (See image)


With the help of this script I get all key information:
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/GetKeyInfo.html,topicNumber=si_cmds_GetKeyInfo_html

How can I caluclate the time and value of the tangent point out of this.
' INFO : Key: 0
' KeyParam : 0.04
' LeftValue: 0
' RightValue: 0
' LeftTanParam: -0.299087049316944
' LeftTanValue: -14.6261458405396
' RightTanParam: 0.661960978223807
' RightTanValue: 32.3716383920979
' RightSegKind: 3
' Constraints: 4

Thanks!

Andreas
--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793









--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








RE: cache not loading

2013-12-18 Thread adrian wyer
hmmm weirder and weirder

 

new cloud, pulled in the old cache, and get the same issue

 

to add to the strangeness, the cloud is reading the cache fine, with
expected behaviour in the viewport

 

but renders incorrectly

 

even when the viewport in on frame 200, i get the render (even region) of
frame 1

 

totally broken!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin
Sent: 18 December 2013 12:31
To: xsi
Subject: Re: cache not loading

 

Is there a simulation phase in the stack on the cloud reading the cache?  

Maybe try reading the cache from a newly created cloud.  

 

On Wed, Dec 18, 2013 at 7:23 AM, adrian wyer
adrian.w...@fluid-pictures.com wrote:

i have a field of wheat generated with particle instances, that stick to an
underlying surface, as a lattice pushes the surface out of the way of a
table moving through the field (gotta love commercials eh!)

 

the sim works fine, so i cache it out using the cache manager (adding ALL
properties, just in case)

 

i load the cache onto a new cloud, and when i scrub it moves, all good

 

when i render on the farm it renders the same frame, like it's not loading
the cache data for anything but frame one

 

the weird thing is, earlier versions of this setup work just fine! and have
been for days

 

i guess i'll just have to re-cache or re-create the reader cloud/model

 

but gah!!! bloody caching is a PITA

 

/end rant

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829  


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3462 / Virus Database: 3658/6929 - Release Date: 12/17/13



RE: cache not loading

2013-12-18 Thread adrian wyer
bloody human error, deformed by strand instances don't update the deform in
the viewport (which i knew) but my underlying sim had changed so the root
particle moved, but not the strand.

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: 18 December 2013 13:15
To: softimage@listproc.autodesk.com
Subject: RE: cache not loading

 

hmmm weirder and weirder

 

new cloud, pulled in the old cache, and get the same issue

 

to add to the strangeness, the cloud is reading the cache fine, with
expected behaviour in the viewport

 

but renders incorrectly

 

even when the viewport in on frame 200, i get the render (even region) of
frame 1

 

totally broken!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin
Sent: 18 December 2013 12:31
To: xsi
Subject: Re: cache not loading

 

Is there a simulation phase in the stack on the cloud reading the cache?  

Maybe try reading the cache from a newly created cloud.  

 

On Wed, Dec 18, 2013 at 7:23 AM, adrian wyer
adrian.w...@fluid-pictures.com wrote:

i have a field of wheat generated with particle instances, that stick to an
underlying surface, as a lattice pushes the surface out of the way of a
table moving through the field (gotta love commercials eh!)

 

the sim works fine, so i cache it out using the cache manager (adding ALL
properties, just in case)

 

i load the cache onto a new cloud, and when i scrub it moves, all good

 

when i render on the farm it renders the same frame, like it's not loading
the cache data for anything but frame one

 

the weird thing is, earlier versions of this setup work just fine! and have
been for days

 

i guess i'll just have to re-cache or re-create the reader cloud/model

 

but gah!!! bloody caching is a PITA

 

/end rant

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829  


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3462 / Virus Database: 3658/6929 - Release Date: 12/17/13

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3462 / Virus Database: 3658/6929 - Release Date: 12/17/13



Re: SIC London Christmas Drinks tonight

2013-12-18 Thread Jordi Bares
I won't be there unfortunately. On my way to Spain for holidays. :-/

Enjoy

Sent from my iPhone

 On 18 Dec 2013, at 12:51, adrian wyer adrian.w...@fluid-pictures.com 
 wrote:
 
 afternoon all, just a polite reminder that we're meeting at the White Horse 
 on Newburgh St (just off Carnaby St) tonight for some festive ales
  
 i would imagine from about 6:30 ish
  
 bring your drinking pants, or not, as the case may be
  
 a
  
 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY 
 ++44(0) 207 580 0829
 
 adrian.w...@fluid-pictures.com
 www.fluid-pictures.com
  
 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71
  


RE: SIC London Christmas Drinks tonight

2013-12-18 Thread adrian wyer
that's a shame Jordi, have a great christmas!

 

and bring back some meat!

 

;o)

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: 18 December 2013 13:47
To: softimage@listproc.autodesk.com
Cc: softimage@listproc.autodesk.com
Subject: Re: SIC London Christmas Drinks tonight

 

I won't be there unfortunately. On my way to Spain for holidays. :-/

Enjoy


Sent from my iPhone


On 18 Dec 2013, at 12:51, adrian wyer adrian.w...@fluid-pictures.com
wrote:

afternoon all, just a polite reminder that we're meeting at the White Horse
on Newburgh St (just off Carnaby St) tonight for some festive ales

 

i would imagine from about 6:30 ish

 

bring your drinking pants, or not, as the case may be

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3462 / Virus Database: 3658/6929 - Release Date: 12/17/13



Re: Old Tool UV strip projection ?

2013-12-18 Thread peter_b


 From: Sebastien Sterling 
 its cool i got it working now :) 

great!

 was selecting  a single strip of poly's didn't realize you had to select the 
 whole area. works well on simple strips, doesn't work well with... anything 
 else :(
 There is an amazing Modo tool where you select an edge and it does a an 
 unfold, like in softimage, but neat and tidy
 thanks for the help Pete your a credit to this list :)

now now, you’re making me blush. 
This list – and the ones before it, have been a never ending stream of helpful 
info – and I’m glad when among all the ICE and coding mails that are way above 
my head, there’s an occasional topic where I can help out myself.







On 18 December 2013 11:46, pete...@skynet.be wrote:

  contour stretch interprets the geometry as if it were a grid (with a U and V 
direction) – likely deformed in space
  walking the mesh lets you drive the layout by indicating the four corners of 
this grid.
  it works on the whole geometry at once – not on a single strip and the rest 
by extrapolation.

  in order for this to work it has to find the borders of the object – in case 
of a tube you have to open it (select an edge loop and disconnect it) – for a 
donut you’ll have to open it in both directions
  if the road (a flat ribbon) is circular you’ll have to disconnect an edge 
loop as well.

  in the texture select the samples on an existing projection, click on walking 
the mesh, and in the viewport click the 4 points in the proper order (which can 
be difficult with complex forms) and then right click to end – then it should 
give you a rectangular UV layout.

  if the object is very twisted, or deviates a lot from the organised grid 
topology (forks in the road for instance) – it might fail or just give useless 
results. a long and winding road (pun intended) should work – but a 
labyrinthine road won’t – or would need to be approached one path at a time.
  also – it usually requires a serious workover to minimize distortions.

  (if you want you can mail me a geometry and I can have a go)



  From: Sebastien Sterling 
  Sent: Wednesday, December 18, 2013 10:55 AM
  To: softimage@listproc.autodesk.com 
  Subject: Re: Old Tool UV strip projection ?

  I think it is the contour stretch UV's, but it doesn't seem to be working 
very well, i make my selection and add the projection but it doesn't tile it as 
you would expect along the other faces, they are all weird, am i missing a step 
?.


  Yes peter, there is a Walking the mesh function in the Stretch contour UV's 
menu, however none of the options seem to do much, :(.


  anyone else use this recently ?




  On 18 December 2013 10:45, pete...@skynet.be wrote:

I don’t remember the one you describe, but there was a gator-like tool, 
that would create UVs on a polymesh from a nearby nurbs surface.
shouldn’t be too hard to replicate in XSI: extract an edge loop, create an 
extrusion (nurbs) and gator the UVs from the extrusion to the poly road.

in XSI there is “walking the mesh” in the texture editor, which should be 
fine for a road – without the need to go through a nurbs object. when it works, 
its pretty cool.



From: Sebastien Sterling 
Sent: Wednesday, December 18, 2013 10:15 AM
To: softimage@listproc.autodesk.com 
Subject: Old Tool UV strip projection ?

Hello list


Recently i was approached by some maya people looking for an old tool in 
softimage (GASP!)


They want to create uv's for a road, and they think there is some kind of 
tool in softimage, where if you create a projection for a strip of polygons on 
the road, there

is some kind of automated function using the u and v coordinates which 
automatically finds the rest of the uv's.


This would have been an old tool, ring any bells ?




Re: Old Tool UV strip projection ?

2013-12-18 Thread Sebastien Sterling
i might have to ask something else about vertex id's, I've never had to
transfer them in softimage :P


On 18 December 2013 15:06, pete...@skynet.be wrote:



  * From:* Sebastien Sterling sebastien.sterl...@gmail.com
   its cool i got it working now :)

 great!

  was selecting  a single strip of poly's didn't realize you had to select
 the whole area. works well on simple strips, doesn't work well with...
 anything else :(
  There is an amazing Modo tool where you select an edge and it does a an
 unfold, like in softimage, but neat and tidy
  thanks for the help Pete your a credit to this list :)

 now now, you’re making me blush.
 This list – and the ones before it, have been a never ending stream of
 helpful info – and I’m glad when among all the ICE and coding mails that
 are way above my head, there’s an occasional topic where I can help out
 myself.




 On 18 December 2013 11:46, pete...@skynet.be wrote:

   contour stretch interprets the geometry as if it were a grid (with a U
 and V direction) – likely deformed in space
 walking the mesh lets you drive the layout by indicating the four corners
 of this grid.
 it works on the whole geometry at once – not on a single strip and the
 rest by extrapolation.

 in order for this to work it has to find the borders of the object – in
 case of a tube you have to open it (select an edge loop and disconnect it)
 – for a donut you’ll have to open it in both directions
 if the road (a flat ribbon) is circular you’ll have to disconnect an edge
 loop as well.

 in the texture select the samples on an existing projection, click on
 walking the mesh, and in the viewport click the 4 points in the proper
 order (which can be difficult with complex forms) and then right click to
 end – then it should give you a rectangular UV layout.

 if the object is very twisted, or deviates a lot from the organised grid
 topology (forks in the road for instance) – it might fail or just give
 useless results. a long and winding road (pun intended) should work – but a
 labyrinthine road won’t – or would need to be approached one path at a time.
 also – it usually requires a serious workover to minimize distortions.

 (if you want you can mail me a geometry and I can have a go)



  *From:* Sebastien Sterling sebastien.sterl...@gmail.com
 *Sent:* Wednesday, December 18, 2013 10:55 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Old Tool UV strip projection ?

I think it is the contour stretch UV's, but it doesn't seem to be
 working very well, i make my selection and add the projection but it
 doesn't tile it as you would expect along the other faces, they are all
 weird, am i missing a step ?.

 Yes peter, there is a Walking the mesh function in the Stretch contour
 UV's menu, however none of the options seem to do much, :(.

 anyone else use this recently ?


 On 18 December 2013 10:45, pete...@skynet.be wrote:

   I don’t remember the one you describe, but there was a gator-like
 tool, that would create UVs on a polymesh from a nearby nurbs surface.
 shouldn’t be too hard to replicate in XSI: extract an edge loop, create
 an extrusion (nurbs) and gator the UVs from the extrusion to the poly road.

 in XSI there is “walking the mesh” in the texture editor, which should
 be fine for a road – without the need to go through a nurbs object. when it
 works, its pretty cool.



  *From:* Sebastien Sterling sebastien.sterl...@gmail.com
 *Sent:* Wednesday, December 18, 2013 10:15 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Old Tool UV strip projection ?

 Hello list

 Recently i was approached by some maya people looking for an old tool in
 softimage (GASP!)

 They want to create uv's for a road, and they think there is some kind
 of tool in softimage, where if you create a projection for a strip of
 polygons on the road, there
 is some kind of automated function using the u and v coordinates which
 automatically finds the rest of the uv's.

 This would have been an old tool, ring any bells ?







Transfering vertex id's between cat claws

2013-12-18 Thread Sebastien Sterling
I have a series of cat claws with blendshapes for in and out, but recently
i've been informed that 2 new claws need to be added, which i did but of
course the vertex id, no longer matches :(

This is a fairly noob request but I've never had to transfer vertex id's in
softimage, (i try to avoid that).

is there a popular method, or simple ICE solution ?

any help appreciated


Re: Transfering vertex id's between cat claws

2013-12-18 Thread Matt Morris
Sorry for the simplistic suggestion, but could you not just gator shapes
across using closest vertex?


On 18 December 2013 14:40, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:

 I have a series of cat claws with blendshapes for in and out, but recently
 i've been informed that 2 new claws need to be added, which i did but of
 course the vertex id, no longer matches :(

 This is a fairly noob request but I've never had to transfer vertex id's
 in softimage, (i try to avoid that).

 is there a popular method, or simple ICE solution ?

 any help appreciated




-- 
www.matinai.com


Re: SIC London Christmas Drinks tonight

2013-12-18 Thread Rob Chapman
see you there from 7pm  - with bells on!


On 18 December 2013 12:51, adrian wyer adrian.w...@fluid-pictures.comwrote:

   afternoon all, just a polite reminder that we're meeting at the
 White Horse on Newburgh St (just off Carnaby St) tonight for some festive
 ales



 i would imagine from about 6:30 ish



 bring your drinking pants, or not, as the case may be



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71





Re: SIC London Christmas Drinks tonight

2013-12-18 Thread Matt Morris
Stuck in Bath with a project, can't make it down tonight. Humbug. Enjoy the
festive boozin sesh!


On 18 December 2013 14:51, Rob Chapman tekano@gmail.com wrote:

 see you there from 7pm  - with bells on!


 On 18 December 2013 12:51, adrian wyer adrian.w...@fluid-pictures.comwrote:

   afternoon all, just a polite reminder that we're meeting at the
 White Horse on Newburgh St (just off Carnaby St) tonight for some festive
 ales



 i would imagine from about 6:30 ish



 bring your drinking pants, or not, as the case may be



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71







-- 
www.matinai.com


Re: Transfering vertex id's between cat claws

2013-12-18 Thread Sebastien Sterling
i've used gator to great effects in the past for transferring face shapes
left to right, but never on 2 meshes that are not perfectly aligned one on
to of the other. i tried somthing similar with shrink wrap, but it just
doesn't quite match up.


On 18 December 2013 15:43, Matt Morris matt...@gmail.com wrote:

 Sorry for the simplistic suggestion, but could you not just gator shapes
 across using closest vertex?


 On 18 December 2013 14:40, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I have a series of cat claws with blendshapes for in and out, but
 recently i've been informed that 2 new claws need to be added, which i did
 but of course the vertex id, no longer matches :(

 This is a fairly noob request but I've never had to transfer vertex id's
 in softimage, (i try to avoid that).

 is there a popular method, or simple ICE solution ?

 any help appreciated




 --
 www.matinai.com



Re: SIC London Christmas Drinks tonight

2013-12-18 Thread Chris Marshall
anyone in Cardiff friday for beer? Not wanting to hijack this thread...


On 18 December 2013 14:58, Matt Morris matt...@gmail.com wrote:

 Stuck in Bath with a project, can't make it down tonight. Humbug. Enjoy
 the festive boozin sesh!


 On 18 December 2013 14:51, Rob Chapman tekano@gmail.com wrote:

 see you there from 7pm  - with bells on!


 On 18 December 2013 12:51, adrian wyer adrian.w...@fluid-pictures.comwrote:

   afternoon all, just a polite reminder that we're meeting at the
 White Horse on Newburgh St (just off Carnaby St) tonight for some festive
 ales



 i would imagine from about 6:30 ish



 bring your drinking pants, or not, as the case may be



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71







 --
 www.matinai.com




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: SIC London Christmas Drinks tonight

2013-12-18 Thread Graham Bell

Sadly can’t make tonight, but happy to try and catch up in the new year.

Have a good one.

G


From: Chris Marshall 
chrismarshal...@gmail.commailto:chrismarshal...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Wed, 18 Dec 2013 15:31:24 +
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: SIC London Christmas Drinks tonight

anyone in Cardiff friday for beer? Not wanting to hijack this thread...


On 18 December 2013 14:58, Matt Morris 
matt...@gmail.commailto:matt...@gmail.com wrote:
Stuck in Bath with a project, can't make it down tonight. Humbug. Enjoy the 
festive boozin sesh!


On 18 December 2013 14:51, Rob Chapman 
tekano@gmail.commailto:tekano@gmail.com wrote:
see you there from 7pm  - with bells on!


On 18 December 2013 12:51, adrian wyer 
adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote:
afternoon all, just a polite reminder that we're meeting at the White Horse on 
Newburgh St (just off Carnaby St) tonight for some festive ales

i would imagine from about 6:30 ish

bring your drinking pants, or not, as the case may be

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829

adrian.w...@fluid-pictures.com
www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71





--
www.matinai.comhttp://www.matinai.com



--
[http://mintmotion.co.uk/img/mint.png]
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.ukhttp://www.mintmotion.co.uk

attachment: winmail.dat

Re: Transfering vertex id's between cat claws

2013-12-18 Thread peter_b
there was a thread on the list last year – with subject “script for grouping of 
meshs based on vertex order”.
Christian Gotzinger posted an ICE compound for reodering vertex ID’s on 
*identical meshes*.
(I’ve forwarded the old mail with compound to you)

I’m not sure what you are after, matching vertex ID’s on non-identical meshes? 
Topology’s different, so vertex order is kind of moot – or not?


From: Sebastien Sterling 
Sent: Wednesday, December 18, 2013 3:40 PM
To: softimage@listproc.autodesk.com 
Subject: Transfering vertex id's between cat claws

I have a series of cat claws with blendshapes for in and out, but recently i've 
been informed that 2 new claws need to be added, which i did but of course the 
vertex id, no longer matches :(


This is a fairly noob request but I've never had to transfer vertex id's in 
softimage, (i try to avoid that).


is there a popular method, or simple ICE solution ?


any help appreciated


Re: cache not loading

2013-12-18 Thread olivier jeannel

Eliminate humans at all level.
They cost money, they do errors.


Le 18/12/2013 14:38, adrian wyer a écrit :


bloody human error, deformed by strand instances don't update the 
deform in the viewport (which i knew) but my underlying sim had 
changed so the root particle moved, but not the strand.


a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian 
wyer

*Sent:* 18 December 2013 13:15
*To:* softimage@listproc.autodesk.com
*Subject:* RE: cache not loading

hmmm weirder and weirder

new cloud, pulled in the old cache, and get the same issue

to add to the strangeness, the cloud is reading the cache fine, with 
expected behaviour in the viewport


but renders incorrectly

even when the viewport in on frame 200, i get the render (even region) 
of frame 1


totally broken!

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *David 
Barosin

*Sent:* 18 December 2013 12:31
*To:* xsi
*Subject:* Re: cache not loading

Is there a simulation phase in the stack on the cloud reading the cache?

Maybe try reading the cache from a newly created cloud.

On Wed, Dec 18, 2013 at 7:23 AM, adrian wyer 
adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com wrote:


i have a field of wheat generated with particle instances, that stick 
to an underlying surface, as a lattice pushes the surface out of the 
way of a table moving through the field (gotta love commercials eh!)


the sim works fine, so i cache it out using the cache manager (adding 
ALL properties, just in case)


i load the cache onto a new cloud, and when i scrub it moves, all good

when i render on the farm it renders the same frame, like it's not 
loading the cache data for anything but frame one


the weird thing is, earlier versions of this setup work just fine! and 
have been for days


i guess i'll just have to re-cache or re-create the reader cloud/model

but gah!!! bloody caching is a PITA

/end rant

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71



No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3462 / Virus Database: 3658/6929 - Release Date: 12/17/13



No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3462 / Virus Database: 3658/6929 - Release Date: 12/17/13





Re: Transfering vertex id's between cat claws

2013-12-18 Thread olivier jeannel
If you have an object 3 claws with Shapes, and then an object 2 
claws with shapes.

If you merge the 2 objects the shapes should follow, no ?

You should end up with one object containing both shape.


Le 18/12/2013 16:26, Sebastien Sterling a écrit :
i've used gator to great effects in the past for transferring face 
shapes left to right, but never on 2 meshes that are not perfectly 
aligned one on to of the other. i tried somthing similar with shrink 
wrap, but it just doesn't quite match up.



On 18 December 2013 15:43, Matt Morris matt...@gmail.com 
mailto:matt...@gmail.com wrote:


Sorry for the simplistic suggestion, but could you not just gator
shapes across using closest vertex?


On 18 December 2013 14:40, Sebastien Sterling
sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com wrote:

I have a series of cat claws with blendshapes for in and out,
but recently i've been informed that 2 new claws need to be
added, which i did but of course the vertex id, no longer
matches :(

This is a fairly noob request but I've never had to transfer
vertex id's in softimage, (i try to avoid that).

is there a popular method, or simple ICE solution ?

any help appreciated




-- 
www.matinai.com http://www.matinai.com







Re: oculus rift sdk

2013-12-18 Thread Andy Moorer
I'm also playing with the rift and recently a couple of guys at an important 
Softimage using studio mentioned to me they were using the rift and unity. So 
Softimage tools for the rift clearly has value, glad to see this thread.

Sent from my iPad

On Dec 17, 2013, at 12:17 PM, francisco criado malcriad...@gmail.com wrote:

 Hi Mirko, nice to see at least two Softimage users with the rift, i´m 
 currently learning unity and c#, and already imported material from Soft in 
 Unity without any trouble. Just realized that having access to the complete 
 c++ and c# code in the sdk  is like having a Mercedes and don´t know how to 
 turn it on :S
 If i get into something useful i wil let you know. By now the only autodesk 
 dcc app having access to the rift is Maya, which plugin is being sold for 
 more than 200 bucks (no comments). And is just a python script that works 
 with the viewport 2.0 and uses the stereo cams that already come in Autodesk 
 products.
 Trying to figure out if it is posible in Softimage through HQ viewport. 
 Again, if any of you guys want to give us a hand here, you are more than 
 welcome, it would be great to see Softimage getting involved in VR.
 
 F.
 
 
 
 2013/12/17 Mirko Jankovic mirkoj.anima...@gmail.com
 I have no idea about coding I'm afraid but do have Oculus rift dev kit here 
 so if you need testing I'm there :)
 
 
 On Tue, Dec 17, 2013 at 5:42 PM, francisco criado malcriad...@gmail.com 
 wrote:
 Hi guys,
 
 Just wanted to ask you if any of you is interested in helping on developing 
 an Oculus plugin for Softimage. The idea is to build a free plugin that 
 would help our comunity to use this when the consumer product comes to the 
 market. I have access to the sdk and the c# sources that may help (a lot), 
 and i´m trying by my self, but since i began learning coding a few months 
 ago, its getting quite difficult.Thought that maybe any of you great coding 
 gurus around here :)) might be interested. If so, let me know!
 
 Greetings,
 Francisco.
 


Procedural buildings, job in la

2013-12-18 Thread Andy Moorer
If anyone has been exploring generating procedural building geo via ICE in the 
Los Angeles area and is interested in a contract gig... send me a note :) 

(andymoo...@gmail.com)

Job is supposedly not too demanding, fairly simple/stylized geo, still getting 
details. -AM




Re: oculus rift sdk

2013-12-18 Thread Francisco Criado
Hi Andy,

tried last night to send the sdk pdf to the mailing list,but it seems mail
couldn´t make because of the attachment. My ftp is currently down, but it
would be great to share sdk documentation and the c# files in case someone
wants to get a look inside. Maybe wetransfer, but it has a certain amount
of time on line.

F.



2013/12/18 Andy Moorer andymoo...@gmail.com

 I'm also playing with the rift and recently a couple of guys at an
 important Softimage using studio mentioned to me they were using the rift
 and unity. So Softimage tools for the rift clearly has value, glad to see
 this thread.

 Sent from my iPad

 On Dec 17, 2013, at 12:17 PM, francisco criado malcriad...@gmail.com
 wrote:

 Hi Mirko, nice to see at least two Softimage users with the rift, i´m
 currently learning unity and c#, and already imported material from Soft in
 Unity without any trouble. Just realized that having access to the complete
 c++ and c# code in the sdk  is like having a Mercedes and don´t know how to
 turn it on :S
 If i get into something useful i wil let you know. By now the only
 autodesk dcc app having access to the rift is Maya, which plugin is being
 sold for more than 200 bucks (no comments). And is just a python script
 that works with the viewport 2.0 and uses the stereo cams that already come
 in Autodesk products.
 Trying to figure out if it is posible in Softimage through HQ viewport.
 Again, if any of you guys want to give us a hand here, you are more than
 welcome, it would be great to see Softimage getting involved in VR.

 F.



 2013/12/17 Mirko Jankovic mirkoj.anima...@gmail.com

 I have no idea about coding I'm afraid but do have Oculus rift dev kit
 here so if you need testing I'm there :)


 On Tue, Dec 17, 2013 at 5:42 PM, francisco criado 
 malcriad...@gmail.comwrote:

 Hi guys,

 Just wanted to ask you if any of you is interested in helping on
 developing an Oculus plugin for Softimage. The idea is to build a free
 plugin that would help our comunity to use this when the consumer product
 comes to the market. I have access to the sdk and the c# sources that may
 help (a lot), and i´m trying by my self, but since i began learning coding
 a few months ago, its getting quite difficult.Thought that maybe any of you
 great coding gurus around here :)) might be interested. If so, let me know!

 Greetings,
 Francisco.






Re: SIC London Christmas Drinks tonight

2013-12-18 Thread Graham D. Clark
On my way!
My first London Soft group :)
BTW looking for DEV people here, will send a separate email under [JOB] to
the list.
-- 
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark


On Wed, Dec 18, 2013 at 8:06 AM, Graham Bell graham.b...@autodesk.comwrote:


 Sadly can’t make tonight, but happy to try and catch up in the new year.

 Have a good one.

 G


 From: Chris Marshall chrismarshal...@gmail.commailto:
 chrismarshal...@gmail.com
 Reply-To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Date: Wed, 18 Dec 2013 15:31:24 +
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Subject: Re: SIC London Christmas Drinks tonight

 anyone in Cardiff friday for beer? Not wanting to hijack this thread...


 On 18 December 2013 14:58, Matt Morris matt...@gmail.commailto:
 matt...@gmail.com wrote:
 Stuck in Bath with a project, can't make it down tonight. Humbug. Enjoy
 the festive boozin sesh!


 On 18 December 2013 14:51, Rob Chapman tekano@gmail.commailto:
 tekano@gmail.com wrote:
 see you there from 7pm  - with bells on!


 On 18 December 2013 12:51, adrian wyer adrian.w...@fluid-pictures.com
 mailto:adrian.w...@fluid-pictures.com wrote:
 afternoon all, just a polite reminder that we're meeting at the White
 Horse on Newburgh St (just off Carnaby St) tonight for some festive ales

 i would imagine from about 6:30 ish

 bring your drinking pants, or not, as the case may be

 a

 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829

 adrian.w...@fluid-pictures.com
 www.fluid-pictures.com

 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71





 --
 www.matinai.comhttp://www.matinai.com



 --
 [http://mintmotion.co.uk/img/mint.png]
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.ukhttp://www.mintmotion.co.uk




Re: Transfering vertex id's between cat claws

2013-12-18 Thread Sebastien Sterling
i'm not sure. , does merging preserve vertex id ?, will check .


On 18 December 2013 19:05, olivier jeannel olivier.jean...@noos.fr wrote:

  If you have an object 3 claws with Shapes, and then an object 2
 claws with shapes.
 If you merge the 2 objects the shapes should follow, no ?

 You should end up with one object containing both shape.


 Le 18/12/2013 16:26, Sebastien Sterling a écrit :

 i've used gator to great effects in the past for transferring face shapes
 left to right, but never on 2 meshes that are not perfectly aligned one on
 to of the other. i tried somthing similar with shrink wrap, but it just
 doesn't quite match up.


 On 18 December 2013 15:43, Matt Morris matt...@gmail.com wrote:

 Sorry for the simplistic suggestion, but could you not just gator shapes
 across using closest vertex?


 On 18 December 2013 14:40, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

   I have a series of cat claws with blendshapes for in and out, but
 recently i've been informed that 2 new claws need to be added, which i did
 but of course the vertex id, no longer matches :(

  This is a fairly noob request but I've never had to transfer vertex
 id's in softimage, (i try to avoid that).

  is there a popular method, or simple ICE solution ?

  any help appreciated




   --
 www.matinai.com






Old plugin for getting and flash file into soft as a mesh

2013-12-18 Thread Daniel Sweeney
Hi list.

Didn't know if anyone would be able to shine some light on this. This was
an old plugin I remember. But it would import a flash file in and covert
all layers to meshes so you could rig your 2d characters in 3d.

Can any one remember what it was called and hopefully where to find it??

Thanks!

Merry happy Christmasy bob

Daniel


Re: Old plugin for getting and flash file into soft as a mesh

2013-12-18 Thread Paul Griswold
I believe you are looking for Swfi:  http://www.inframez.com/dev_swfi.htm

HTH

-Paul

ᐧ


On Wed, Dec 18, 2013 at 5:18 PM, Daniel Sweeney dan...@northforge.co.ukwrote:

 Hi list.

 Didn't know if anyone would be able to shine some light on this. This was
 an old plugin I remember. But it would import a flash file in and covert
 all layers to meshes so you could rig your 2d characters in 3d.

 Can any one remember what it was called and hopefully where to find it??

 Thanks!

 Merry happy Christmasy bob

 Daniel