Re: A new cage deformer
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 ?
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
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 ?
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 ?
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 ?
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?
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 ?
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?
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 ?
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
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
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
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 ?
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
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
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?
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
@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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 ?
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 ?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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