Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Andreas Böinghoff

Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
Haven't looked at Noel's take on this, but here's a dumb jiggly sphere 
demo scene I did long ago for a friend who asked me about a 
Verlet-based setup:


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn

Hit Play and drag the null around, rotate or scale it.

/sphere_jiggly/ has a sim and a weightmap to define the jiggly zones. 
Play with the VerletFramework compound's /Iterations/ slider (for 
stiffness) and with gravity, damping and restitution force intensities 
to adjust the feel of it. --- You can take off the gravity force if 
you want, but I like it because when the character leans the fat still 
droops downward.


/sphere_rigged/ has an envelope with one deformer to the controlling 
null, meant to represent a rigged character. (If it's not obvious: 
topo of both rigged and jiggly meshes must be identical in this setup.)


FYI, the more Iterations in the VerletFramework compound, the stiffer 
the effect BUT also the slower the computation will be.


It could be more polished of course, but hey, it's pretty fast and it 
works. :p

Cheers,

   -- Alan


ps: I'll probably make this a TDSurvival tutorial at some point, also.




On Wed, Feb 5, 2014 at 6:11 PM, Noel FROGER nnois...@gmail.com 
mailto:nnois...@gmail.com wrote:


So here is a 2014 model working, just press play.
In fact i'm sorry i totally forgotted, i've altered the Andy
compounds to work with a moving object and a weight map.
you'll find the weight map part on the unsimulated animated
mesh... yes you need 2 mesh...

https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl

A+
Noël



On Wed, Feb 5, 2014 at 9:46 PM, Noel FROGER nnois...@gmail.com
mailto:nnois...@gmail.com wrote:

Hi,

Because i found the softimage verlet integration don't really
preserve volume, I recently used as a basis theses coumpounds
linked bellow.

This is verlet but simplified with a working volume
preservation as a simple spring system.

If you disconnect the collision part you'll normally end up
with a simple spring verlet system ;-)



http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+

Noël






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Symmetry tools and symmetry weightmap

2014-02-06 Thread Nicolas Esposito
Hi guys,

I'm looking for some tools in order to speed up some tedious process using
Facerobot

First, I would like to know if there is a tool that allows to symmetrize
the position of the FR controllers ( the yellow rig bones ) from one side
of the face to the other. I tried to use Constraint  symmetry but usually
I end up having messed up results ( I think because of the soft tissue )
and if I try to manually input the values from one controller to the other
one ( left to right eye for example ) as soon as I paste the value into the
controller that I want to mirror the value keep changing roughly around its
double amount...
It would be great if I can create a custom template ala MOTOR, where I just
need to pick up the controller, save the template and re-apply it again
every time I need, since the names are always the same

Second, since in Facerobot there no mirror weightmap from one region of
the face to the other I would like to know if is possible to create mirror
maps for one side of the face, save them individually, mirror them and
apply those mirrored weightmaps to the other side of the face

Cheers

Nicolas


Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Rob Wuijster

Hi all,

Are there any people here that use Maya for rendering too, and can point 
me to some Renderpass/Partition alike workflows in Maya.


I haven't touched Maya in quite a while now, but have to tweak an 
already excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition 
stuff for shader overrides, hiding objects etc., but I'm not sure on the 
Maya terminology.


Thanks a lot for any tips, links etc.

--



Rob

\/-\/\/



Gear Head question

2014-02-06 Thread Szabolcs Matefy
Hey Gear riggers

So I have a cartoony character, and we'd like to have few options when 
animating the spine


1.   The head and neck follows the movement of the spine

2.   The neck follows the movement of the spine, but keeps orientation to 
the world





Option 1st is achieved easily, but 2nd seems to be tricky. The neck effector 
stays in place, so the neck is bending in the opposite direction as the spine, 
and it looks terrible...





Any idea?







Cheers





Szabolcs

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OT: simples?

2014-02-06 Thread adrian wyer
https://vimeo.com/groups/vfx/videos/85717887

 

 

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

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Hair shading

2014-02-06 Thread Szabolcs Matefy
Hey folks,

What shader do you suggest to render hair and fur with MR?

Cheers


Szabolcs

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does not accept liability for any errors or omissions in the contents of this 
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RE: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Nick Angus
You want render layers Rob,  there should be some good tutorials about.  There 
are some things about them that are actually easier to do.  They have been a 
little unstable in the past but are probably ok now.

Once you add something to a renderlayer you can generally right click on most 
parameters and add the override there.

They are actually one of the more logical things in Maya. Which I usually find 
to be an unstable pile of legacy garbage.

N

Sent from my Windows Phone

From: Rob Wuijstermailto:r...@casema.nl
Sent: ‎6/‎02/‎2014 8:29 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Softimage Renderpass/Partition alike workflow question for Maya?

Hi all,

Are there any people here that use Maya for rendering too, and can point me to 
some Renderpass/Partition alike workflows in Maya.

I haven't touched Maya in quite a while now, but have to tweak an already 
excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition stuff for 
shader overrides, hiding objects etc., but I'm not sure on the Maya terminology.

Thanks a lot for any tips, links etc.

--



Rob

\/-\/\/


Re: OT (offtopic): 2D animation software combined with 3D vectors

2014-02-06 Thread Stephen Bell

It certainly isn't. Bit of a breackdown of the process here:

http://www.youtube.com/watch?v=OKl9mpGMCiA#t=223

On 05/02/2014 21:35, Sebastien Sterling wrote:

I doubt the look of paperman is a fully automated effect.


On 5 February 2014 21:18, David Rivera activemotionpictu...@yahoo.com 
mailto:activemotionpictu...@yahoo.com wrote:


at: 2:54 we see the one I´m asking for (software):
http://www.youtube.com/watch?v=4gAlsk9t950




On Wednesday, February 5, 2014 3:08 PM, David Rivera
activemotionpictu...@yahoo.com
mailto:activemotionpictu...@yahoo.com wrote:
Hi, since I saw paperman I was shocked on how they accomplished
such beautiful stylized
animations with 2D vectors on 3D space. My question is: is this
software out now? or is it only Disney-propietary?

I´d also like to ask anyone of you who have experience in working
2D animation titles, on which
software do you feel most comfortable working the first rough (2d)
animations, for timming and such.

Long ago, I saw a software that looks like this:

http://www.animationandvideo.com/2012/04/synfig-studio-free-professional-2d.html
But it´s interface it´s black. You know: layers at the bottom,
character and pieces to the right, tools on left.
I know it´s pretty generic reference, but if anyone of you could
help me out with that description, I´d greatly appreciate it.

Thanks.
Bests.
David R.







Re: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Stefan Kubicek

Not sure about partitions, but what I did use successfully were render layers, 
which is the equivalent of a pass in Soft.
There is a default render layer like in Soft, and every additional render layer 
can have it's own render settings and overrides per parameter and object. There 
is even a mode to automatically create an override as soon as you change any 
value when the non-default render layer is active, which is quite convenient 
when you need to work quickly and the project is not too complex. It requires 
some discipline though and awareness of what render layer you are currently 
working on or you get a a mess quickly.



Hi all,

Are there any people here that use Maya for rendering too, and can point
me to some Renderpass/Partition alike workflows in Maya.

I haven't touched Maya in quite a while now, but have to tweak an
already excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition
stuff for shader overrides, hiding objects etc., but I'm not sure on the
Maya terminology.

Thanks a lot for any tips, links etc.




--
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-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at
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Re: OT: simples?

2014-02-06 Thread Mr Alexei Godek
hilarious


On 6 February 2014 11:46, adrian wyer adrian.w...@fluid-pictures.comwrote:

   https://vimeo.com/groups/vfx/videos/85717887





 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






-- 

ale...@xtfx.co.uk
http://www.xtfx.co.uk/


Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm not
sure I can open those files. I'll give it a shot.
@Alan: Thanks Alan! Sounds like the ticket for me. I want to keep
this as lightweight as possible. All I need is exactly that... to be
able to paint weightmaps for the jiggly parts, that's all. The
jiggle will be damped quite a bit, I just need to see the motion
there. I'll echk out your scene.

Thanks all again!

On 06/02/2014 3:09 AM, Andreas
  Binghoff wrote:


  
  Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
  
  
Haven't looked at Noel's take on this, but here's
  a dumb jiggly sphere demo scene I did long ago for a friend
  who asked me about a Verlet-based setup:
  


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn
  
  
  
  Hit Play and drag the null around, rotate or scale it.

  
  
  sphere_jiggly has a sim and a weightmap to
define the jiggly zones. Play with the VerletFramework
compound's Iterations slider (for stiffness) and
with gravity, damping and restitution force intensities
to adjust the "feel" of it.  You can take off the
gravity force if you want, but I like it because when
the character leans the fat still droops downward.
  
  
  sphere_rigged has an envelope with one
deformer to the controlling null, meant to represent a
rigged character. (If it's not obvious: topo of both
rigged and jiggly meshes must be identical in this
setup.)
  
  
  FYI, the more Iterations in the VerletFramework
compound, the stiffer the effect BUT also the slower the
computation will be.
  
  
  It could be more polished of course, but hey, it's
pretty fast and it works. :p
  Cheers,
  
  
   -- Alan
  
  
  
  
  ps: I'll probably make this a TDSurvival tutorial at
some point, also.





  

 
  
  On Wed, Feb 5, 2014 at 6:11 PM, Noel
FROGER nnois...@gmail.com
wrote:

  So
  here is a 2014 model working, just press play.
In

  fact i'm sorry i totally forgotted, i've altered the
  Andy compounds to work with a moving object and a
  weight map.
you'll

  find the weight map part on the unsimulated animated
  mesh... yes you need 2 mesh...


https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl



A+
Nol


  
  

  

On Wed, Feb 5, 2014 at 9:46
  PM, Noel FROGER nnois...@gmail.com
  wrote:
  

  Hi,
  Because i found the softimage verlet
integration don't really preserve volume, I
recently used as a basis theses coumpounds
linked bellow.
  This is verlet but simplified with a
working volume preservation as a simple
spring system.
  If you disconnect the collision part you'll
normally end up with a simple spring verlet
system ;-)
  
  
  http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195
  
  
  A+
  Nol

  


  

  

  
  

  
  
  
  -- 











  

  


ANDREAS BINGHOFF
3D Artist
   

Re: OT (offtopic): 2D animation software combined with 3D vectors

2014-02-06 Thread Alan Fregtman
...and it most certainly is not publicly available technology.

The few tools they have opensourced are here and it's been a long while
since they added anything new:
http://www.disneyanimation.com/technology/opensource




On Thu, Feb 6, 2014 at 7:53 AM, Stephen Bell ste...@interferencepattern.com
 wrote:

  It certainly isn't. Bit of a breackdown of the process here:

 http://www.youtube.com/watch?v=OKl9mpGMCiA#t=223


 On 05/02/2014 21:35, Sebastien Sterling wrote:

 I doubt the look of paperman is a fully automated effect.


 On 5 February 2014 21:18, David Rivera activemotionpictu...@yahoo.comwrote:

  at: 2:54 we see the one I´m asking for (software):
 http://www.youtube.com/watch?v=4gAlsk9t950




   On Wednesday, February 5, 2014 3:08 PM, David Rivera 
 activemotionpictu...@yahoo.com wrote:
Hi, since I saw paperman I was shocked on how they accomplished such
 beautiful stylized
 animations with 2D vectors on 3D space. My question is: is this software
 out now? or is it only Disney-propietary?

  I´d also like to ask anyone of you who have experience in working 2D
 animation titles, on which
  software do you feel most comfortable working the first rough (2d)
 animations, for timming and such.

  Long ago, I saw a software that looks like this:
 http://www.animationandvideo.com/2012/04/synfig-studio-free-professional-2d.html
 But it´s interface it´s black. You know: layers at the bottom, character
 and pieces to the right, tools on left.
 I know it´s pretty generic reference, but if anyone of you could help me
 out with that description, I´d greatly appreciate it.

  Thanks.
 Bests.
  David R.







Re: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Siew Yi Liang

Oh boy something I can finally contribute to!

Are you using mental ray? If you are, it's kind of silly. There's the 
concept of render layers, each of which can have a pass contribution map 
(that can themselves also exclude certain objects), and then optionally 
each of those contribution maps can be associated to individual render 
passes.


I guess the best question is what are you trying to achieve? Do you need 
custom AOVs with special shaders applied that won't work in mental ray 
or do you just want standard passes like ZDepth, UV, Ppass mattes etc.? 
If you want something more complicated or if your shaders are special 
then you might have to play with renderlayers to assign specific 
material overrides for certain passes. Otherwise, I'd just stick with 
the masterLayer and use pass contribution maps to exclude/include 
objects during rendering of your various passes.


The reason is that I've found render layers to be extremely buggy with 
Maya, no matter which version you're using: sometimes they will fail to 
render at all, sometimes they will render with the wrong datatype 
framebuffer (even if the override is explicity set in the render 
settings), and the only way I've gotten them to render reliably is to 
render them seperately through a batch file instead of through the GUI 
batch render option. I usually stay away from renderLayers at all costs 
unless they are necessary.


Yours sincerely,
Siew Yi Liang

On 2/6/2014 4:51 AM, Stefan Kubicek wrote:
Not sure about partitions, but what I did use successfully were render 
layers, which is the equivalent of a pass in Soft.
There is a default render layer like in Soft, and every additional 
render layer can have it's own render settings and overrides per 
parameter and object. There is even a mode to automatically create an 
override as soon as you change any value when the non-default render 
layer is active, which is quite convenient when you need to work 
quickly and the project is not too complex. It requires some 
discipline though and awareness of what render layer you are currently 
working on or you get a a mess quickly.




Hi all,

Are there any people here that use Maya for rendering too, and can point
me to some Renderpass/Partition alike workflows in Maya.

I haven't touched Maya in quite a while now, but have to tweak an
already excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition
stuff for shader overrides, hiding objects etc., but I'm not sure on the
Maya terminology.

Thanks a lot for any tips, links etc.








Re: OT (offtopic): 2D animation software combined with 3D vectors

2014-02-06 Thread Siew Yi Liang
I dunno about others, but for 2D animation TVPaint is about as good as 
it gets. Even better than having a lightbox and a stack of paper, I'll 
say. The UI is a bit oddly designed, but once you customize it to be 
more like Photoshop, it's really awesome to work with. Plus it's true 
rasters, not vector or anything like that, so it really does feel like 
what Photoshop's animation featureset should have been.


http://paperless-animation.blogspot.sg/

Yours sincerely,
Siew Yi Liang

On 2/6/2014 4:53 AM, Stephen Bell wrote:

It certainly isn't. Bit of a breackdown of the process here:

http://www.youtube.com/watch?v=OKl9mpGMCiA#t=223

On 05/02/2014 21:35, Sebastien Sterling wrote:

I doubt the look of paperman is a fully automated effect.


On 5 February 2014 21:18, David Rivera 
activemotionpictu...@yahoo.com 
mailto:activemotionpictu...@yahoo.com wrote:


at: 2:54 we see the one I´m asking for (software):
http://www.youtube.com/watch?v=4gAlsk9t950




On Wednesday, February 5, 2014 3:08 PM, David Rivera
activemotionpictu...@yahoo.com
mailto:activemotionpictu...@yahoo.com wrote:
Hi, since I saw paperman I was shocked on how they accomplished
such beautiful stylized
animations with 2D vectors on 3D space. My question is: is this
software out now? or is it only Disney-propietary?

I´d also like to ask anyone of you who have experience in working
2D animation titles, on which
software do you feel most comfortable working the first rough
(2d) animations, for timming and such.

Long ago, I saw a software that looks like this:

http://www.animationandvideo.com/2012/04/synfig-studio-free-professional-2d.html
But it´s interface it´s black. You know: layers at the bottom,
character and pieces to the right, tools on left.
I know it´s pretty generic reference, but if anyone of you could
help me out with that description, I´d greatly appreciate it.

Thanks.
Bests.
David R.









Re: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Rob Wuijster

Hi,

Thanks to all for replying. So far I've found and watched a bunch of 
videos about all this, and as usual Maya's workflow is all over the 
place. :-\
Also the numerous mentioning of buggy renders in forums doesn't really 
make me feel comfortable.


@Siew Yi Lang: I forgot to say the renderer in question is Arnold.
So far I'm not sure if the pass contribution maps will work with that, 
as I only could find references to the mia_x materials.


It seems the 'old' way of creating render layers and directly overriding 
materials for that layer is the most trouble free way of working.


Will look into this a bit more. If people have some Maya-Arnold comments 
on the subject as well, please share ;-)


Rob

\/-\/\/

On 6-2-2014 16:06, Siew Yi Liang wrote:

Oh boy something I can finally contribute to!

Are you using mental ray? If you are, it's kind of silly. There's the 
concept of render layers, each of which can have a pass contribution 
map (that can themselves also exclude certain objects), and then 
optionally each of those contribution maps can be associated to 
individual render passes.


I guess the best question is what are you trying to achieve? Do you 
need custom AOVs with special shaders applied that won't work in 
mental ray or do you just want standard passes like ZDepth, UV, Ppass 
mattes etc.? If you want something more complicated or if your shaders 
are special then you might have to play with renderlayers to assign 
specific material overrides for certain passes. Otherwise, I'd just 
stick with the masterLayer and use pass contribution maps to 
exclude/include objects during rendering of your various passes.


The reason is that I've found render layers to be extremely buggy with 
Maya, no matter which version you're using: sometimes they will fail 
to render at all, sometimes they will render with the wrong datatype 
framebuffer (even if the override is explicity set in the render 
settings), and the only way I've gotten them to render reliably is to 
render them seperately through a batch file instead of through the GUI 
batch render option. I usually stay away from renderLayers at all 
costs unless they are necessary.


Yours sincerely,
Siew Yi Liang
On 2/6/2014 4:51 AM, Stefan Kubicek wrote:
Not sure about partitions, but what I did use successfully were 
render layers, which is the equivalent of a pass in Soft.
There is a default render layer like in Soft, and every additional 
render layer can have it's own render settings and overrides per 
parameter and object. There is even a mode to automatically create an 
override as soon as you change any value when the non-default render 
layer is active, which is quite convenient when you need to work 
quickly and the project is not too complex. It requires some 
discipline though and awareness of what render layer you are 
currently working on or you get a a mess quickly.




Hi all,

Are there any people here that use Maya for rendering too, and can 
point

me to some Renderpass/Partition alike workflows in Maya.

I haven't touched Maya in quite a while now, but have to tweak an
already excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition
stuff for shader overrides, hiding objects etc., but I'm not sure on 
the

Maya terminology.

Thanks a lot for any tips, links etc.






No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2014.0.4259 / Virus Database: 3684/7066 - Release Date: 02/05/14





Re: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Mirko Jankovic
render in SI, all problems solved ;)


On Thu, Feb 6, 2014 at 4:23 PM, Rob Wuijster r...@casema.nl wrote:

  Hi,

 Thanks to all for replying. So far I've found and watched a bunch of
 videos about all this, and as usual Maya's workflow is all over the
 place. :-\
 Also the numerous mentioning of buggy renders in forums doesn't really
 make me feel comfortable.

 @Siew Yi Lang: I forgot to say the renderer in question is Arnold.
 So far I'm not sure if the pass contribution maps will work with that, as
 I only could find references to the mia_x materials.

 It seems the 'old' way of creating render layers and directly overriding
 materials for that layer is the most trouble free way of working.

 Will look into this a bit more. If people have some Maya-Arnold comments
 on the subject as well, please share ;-)

  Rob

 \/-\/\/

 On 6-2-2014 16:06, Siew Yi Liang wrote:

 Oh boy something I can finally contribute to!

 Are you using mental ray? If you are, it's kind of silly. There's the
 concept of render layers, each of which can have a pass contribution map
 (that can themselves also exclude certain objects), and then optionally
 each of those contribution maps can be associated to individual render
 passes.

 I guess the best question is what are you trying to achieve? Do you need
 custom AOVs with special shaders applied that won't work in mental ray or
 do you just want standard passes like ZDepth, UV, Ppass mattes etc.? If you
 want something more complicated or if your shaders are special then you
 might have to play with renderlayers to assign specific material overrides
 for certain passes. Otherwise, I'd just stick with the masterLayer and use
 pass contribution maps to exclude/include objects during rendering of your
 various passes.

 The reason is that I've found render layers to be extremely buggy with
 Maya, no matter which version you're using: sometimes they will fail to
 render at all, sometimes they will render with the wrong datatype
 framebuffer (even if the override is explicity set in the render settings),
 and the only way I've gotten them to render reliably is to render them
 seperately through a batch file instead of through the GUI batch render
 option. I usually stay away from renderLayers at all costs unless they are
 necessary.

  Yours sincerely,
 Siew Yi Liang

 On 2/6/2014 4:51 AM, Stefan Kubicek wrote:

 Not sure about partitions, but what I did use successfully were render
 layers, which is the equivalent of a pass in Soft.
 There is a default render layer like in Soft, and every additional render
 layer can have it's own render settings and overrides per parameter and
 object. There is even a mode to automatically create an override as soon as
 you change any value when the non-default render layer is active, which is
 quite convenient when you need to work quickly and the project is not too
 complex. It requires some discipline though and awareness of what render
 layer you are currently working on or you get a a mess quickly.


 Hi all,

 Are there any people here that use Maya for rendering too, and can point
 me to some Renderpass/Partition alike workflows in Maya.

 I haven't touched Maya in quite a while now, but have to tweak an
 already excisting project for rendering purposes.
 I'm looking for the equivalent workflow for pass setup and partition
 stuff for shader overrides, hiding objects etc., but I'm not sure on the
 Maya terminology.

 Thanks a lot for any tips, links etc.




 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2014.0.4259 / Virus Database: 3684/7066 - Release Date: 02/05/14





3d fulltime position

2014-02-06 Thread Richard Merrigan
Hi guys,

I posted this last week and got a great response. Much
better than from any of the websites I put the ad up on.
I'm just going to post it one more time.

We're looking for a fulltime 3d generalist with at least 4
years experience here in Windmill Lane Dublin.
http://www.windmilllane.com/

Please mail me any reels or work.

Kind regards,

Richard.


3d fulltime position - contact e-mail

2014-02-06 Thread Richard Merrigan
... and here's my e-mail

richard.merri...@windmilllane.com


Re: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Siew Yi Liang

Hi Rob:

I have less experience in MitoA, but I think Arnold is infinitely easier 
to work with than mental ray for this sort of thing. If you are 
rendering to EXRs (and if you're using Arnold I don't see why not) I 
suggest looking at rendering seperate AOVs and using object sets to 
partition out your scene instead and assigning those to the AOVs? That 
way you can avoid buggy render layers altogether (and having to set 
per-layer framebuffer/sampling settings, instead keeping those settings 
specific to the AOV itself. Much easier to manage... o_O )


https://support.solidangle.com/display/AFMUG/Override+Sets

https://support.solidangle.com/display/AFMUG/AOVs

I know most tutorials will talk about render layers (because they are 
frankly the most straightforward to set up in Maya) but I've had nothing 
but issues with them when rendering more complicated scenes, so I'm now 
biased against them out of principle :P


If you do end up using render layers with Arnold, though, in case you 
encounter problems with layers not rendering later down the line, just 
try rendering each layer seperately via batch script. Usually will solve 
those issues.


Hope this helps! :D

Yours sincerely,
Siew Yi Liang

On 2/6/2014 7:23 AM, Rob Wuijster wrote:

Hi,

Thanks to all for replying. So far I've found and watched a bunch of 
videos about all this, and as usual Maya's workflow is all over the 
place. :-\
Also the numerous mentioning of buggy renders in forums doesn't really 
make me feel comfortable.


@Siew Yi Lang: I forgot to say the renderer in question is Arnold.
So far I'm not sure if the pass contribution maps will work with that, 
as I only could find references to the mia_x materials.


It seems the 'old' way of creating render layers and directly 
overriding materials for that layer is the most trouble free way of 
working.


Will look into this a bit more. If people have some Maya-Arnold 
comments on the subject as well, please share ;-)


Rob

\/-\/\/
On 6-2-2014 16:06, Siew Yi Liang wrote:

Oh boy something I can finally contribute to!

Are you using mental ray? If you are, it's kind of silly. There's the 
concept of render layers, each of which can have a pass contribution 
map (that can themselves also exclude certain objects), and then 
optionally each of those contribution maps can be associated to 
individual render passes.


I guess the best question is what are you trying to achieve? Do you 
need custom AOVs with special shaders applied that won't work in 
mental ray or do you just want standard passes like ZDepth, UV, Ppass 
mattes etc.? If you want something more complicated or if your 
shaders are special then you might have to play with renderlayers to 
assign specific material overrides for certain passes. Otherwise, I'd 
just stick with the masterLayer and use pass contribution maps to 
exclude/include objects during rendering of your various passes.


The reason is that I've found render layers to be extremely buggy 
with Maya, no matter which version you're using: sometimes they will 
fail to render at all, sometimes they will render with the wrong 
datatype framebuffer (even if the override is explicity set in the 
render settings), and the only way I've gotten them to render 
reliably is to render them seperately through a batch file instead of 
through the GUI batch render option. I usually stay away from 
renderLayers at all costs unless they are necessary.


Yours sincerely,
Siew Yi Liang
On 2/6/2014 4:51 AM, Stefan Kubicek wrote:
Not sure about partitions, but what I did use successfully were 
render layers, which is the equivalent of a pass in Soft.
There is a default render layer like in Soft, and every additional 
render layer can have it's own render settings and overrides per 
parameter and object. There is even a mode to automatically create 
an override as soon as you change any value when the non-default 
render layer is active, which is quite convenient when you need to 
work quickly and the project is not too complex. It requires some 
discipline though and awareness of what render layer you are 
currently working on or you get a a mess quickly.




Hi all,

Are there any people here that use Maya for rendering too, and can 
point

me to some Renderpass/Partition alike workflows in Maya.

I haven't touched Maya in quite a while now, but have to tweak an
already excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition
stuff for shader overrides, hiding objects etc., but I'm not sure 
on the

Maya terminology.

Thanks a lot for any tips, links etc.






No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2014.0.4259 / Virus Database: 3684/7066 - Release Date: 02/05/14







Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Damn... Alan, which version are you using? I can't open your file.
Thanks!

On 06/02/2014 9:58 AM, Sergio Mucino
  wrote:


  
  Thanks a lot guys!
  @Noel: Thanks a bunch! We're running 2012 here though... I'm not
  sure I can open those files. I'll give it a shot.
  @Alan: Thanks Alan! Sounds like the ticket for me. I want to keep
  this as lightweight as possible. All I need is exactly that... to
  be able to paint weightmaps for the jiggly parts, that's all. The
  jiggle will be damped quite a bit, I just need to see the motion
  there. I'll echk out your scene.
  
  Thanks all again!
  
  On 06/02/2014 3:09 AM, Andreas
Binghoff wrote:
  
  

Nice Example Alan!
  
  On 2/6/2014 1:26 AM, Alan Fregtman wrote:


  Haven't looked at Noel's take on this, but
here's a dumb jiggly sphere demo scene I did long ago for a
friend who asked me about a Verlet-based setup:

  
  
  https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn



Hit Play and drag the null around, rotate or scale it.
  


sphere_jiggly has a sim and a weightmap to
  define the jiggly zones. Play with the VerletFramework
  compound's Iterations slider (for stiffness)
  and with gravity, damping and restitution force
  intensities to adjust the "feel" of it.  You can take
  off the gravity force if you want, but I like it
  because when the character leans the fat still droops
  downward.


sphere_rigged has an envelope with one
  deformer to the controlling null, meant to represent a
  rigged character. (If it's not obvious: topo of both
  rigged and jiggly meshes must be identical in this
  setup.)


FYI, the more Iterations in the VerletFramework
  compound, the stiffer the effect BUT also the slower
  the computation will be.


It could be more polished of course, but hey, it's
  pretty fast and it works. :p
Cheers,


 -- Alan




ps: I'll probably make this a TDSurvival tutorial
  at some point, also.
  
  
  
  
  

  
   

On Wed, Feb 5, 2014 at 6:11 PM,
  Noel FROGER nnois...@gmail.com
  wrote:
  
So

here is a 2014 model working, just press play.
  In


fact i'm sorry i totally forgotted, i've altered the
Andy compounds to work with a moving object and a
weight map.
  you'll


find the weight map part on the unsimulated animated
mesh... yes you need 2 mesh...
  
  
  https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl
  
  
  
  A+
  Nol
  
  


  

  
  On Wed, Feb 5, 2014 at
9:46 PM, Noel FROGER nnois...@gmail.com
wrote:

  
Hi,
Because i found the softimage verlet
  integration don't really preserve volume,
  I recently used as a basis theses
  coumpounds linked bellow.
This is verlet but simplified with a
  working volume preservation as a simple
  spring system.
If you disconnect the collision part
  you'll normally end up with a simple
  spring verlet system ;-)


http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+
Nol
  

Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
2013, but it's all factory compounds which you could reproduce in a previous version.
You might even be able to copy and paste the icetrees between two open Softimage sessions. It works within the same version, but maybe also between generations?

On Thu, Feb 06, 2014 at 10:34 AM, Sergio Mucino sergio.muc...@modusfx.com wrote:
  

  
  
Damn... Alan, which version are you using? I can't open your file.
Thanks!

On 06/02/2014 9:58 AM, Sergio Mucino
  wrote:


  
  Thanks a lot guys!
  @Noel: Thanks a bunch! We're running 2012 here though... I'm not
  sure I can open those files. I'll give it a shot.
  @Alan: Thanks Alan! Sounds like the ticket for me. I want to keep
  this as lightweight as possible. All I need is exactly that... to
  be able to paint weightmaps for the jiggly parts, that's all. The
  jiggle will be damped quite a bit, I just need to see the motion
  there. I'll echk out your scene.
  
  Thanks all again!
  
  On 06/02/2014 3:09 AM, Andreas
Böinghoff wrote:
  
  

Nice Example Alan!
  
  On 2/6/2014 1:26 AM, Alan Fregtman wrote:


  Haven't looked at Noel's take on this, but
here's a dumb jiggly sphere demo scene I did long ago for a
friend who asked me about a Verlet-based setup:

  
  
  https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn



Hit Play and drag the null around, rotate or scale it.
  


sphere_jiggly has a sim and a weightmap to
  define the jiggly zones. Play with the VerletFramework
  compound's Iterations slider (for stiffness)
  and with gravity, damping and restitution force
  intensities to adjust the "feel" of it. — You can take
  off the gravity force if you want, but I like it
  because when the character leans the fat still droops
  downward.


sphere_rigged has an envelope with one
  deformer to the controlling null, meant to represent a
  rigged character. (If it's not obvious: topo of both
  rigged and jiggly meshes must be identical in this
  setup.)


FYI, the more Iterations in the VerletFramework
  compound, the stiffer the effect BUT also the slower
  the computation will be.


It could be more polished of course, but hey, it's
  pretty fast and it works. :p
Cheers,


 -- Alan




ps: I'll probably make this a TDSurvival tutorial
  at some point, also.
  
  
  
  
  

  
   

On Wed, Feb 5, 2014 at 6:11 PM,
  Noel FROGER nnois...@gmail.com
  wrote:
  
So

here is a 2014 model working, just press play.
  In


fact i'm sorry i totally forgotted, i've altered the
Andy compounds to work with a moving object and a
weight map.
  you'll


find the weight map part on the unsimulated animated
mesh... yes you need 2 mesh...
  
  
  https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl
  
  
  
  A+
  Noël
  
  


  

  
  On Wed, Feb 5, 2014 at
9:46 PM, Noel FROGER nnois...@gmail.com
wrote:

  
Hi,
Because i found the softimage verlet
  integration don't really preserve volume,
  I recently used as a basis theses
  coumpounds linked bellow.
This is verlet but simplified with a
  working volume preservation as a simple
  spring system.
If you disconnect the collision part
  you'll normally end up with a simple
  spring 

Re: 3d fulltime position

2014-02-06 Thread Matt Morris
Hey Richard, you might want to try http://www.si-community.com as well,
that's the main forum for softimagers these days...


On 6 February 2014 15:33, Richard Merrigan 
richard.merri...@windmilllane.com wrote:

 Hi guys,

 I posted this last week and got a great response. Much
 better than from any of the websites I put the ad up on.
 I'm just going to post it one more time.

 We're looking for a fulltime 3d generalist with at least 4
 years experience here in Windmill Lane Dublin.
 http://www.windmilllane.com/

 Please mail me any reels or work.

 Kind regards,

 Richard.




-- 
www.matinai.com


Re: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Rob Wuijster

Hi,

Thanks for that! Didn't occur to me to visit the Arnold Maya Helpfiles ;-)
Those examples already look far more useful.

cheers!

Rob

\/-\/\/

On 6-2-2014 16:32, Siew Yi Liang wrote:

Hi Rob:

I have less experience in MitoA, but I think Arnold is infinitely 
easier to work with than mental ray for this sort of thing. If you are 
rendering to EXRs (and if you're using Arnold I don't see why not) I 
suggest looking at rendering seperate AOVs and using object sets to 
partition out your scene instead and assigning those to the AOVs? That 
way you can avoid buggy render layers altogether (and having to set 
per-layer framebuffer/sampling settings, instead keeping those 
settings specific to the AOV itself. Much easier to manage... o_O )


https://support.solidangle.com/display/AFMUG/Override+Sets

https://support.solidangle.com/display/AFMUG/AOVs

I know most tutorials will talk about render layers (because they are 
frankly the most straightforward to set up in Maya) but I've had 
nothing but issues with them when rendering more complicated scenes, 
so I'm now biased against them out of principle :P


If you do end up using render layers with Arnold, though, in case you 
encounter problems with layers not rendering later down the line, just 
try rendering each layer seperately via batch script. Usually will 
solve those issues.


Hope this helps! :D
Yours sincerely,
Siew Yi Liang
On 2/6/2014 7:23 AM, Rob Wuijster wrote:

Hi,

Thanks to all for replying. So far I've found and watched a bunch of 
videos about all this, and as usual Maya's workflow is all over the 
place. :-\
Also the numerous mentioning of buggy renders in forums doesn't 
really make me feel comfortable.


@Siew Yi Lang: I forgot to say the renderer in question is Arnold.
So far I'm not sure if the pass contribution maps will work with 
that, as I only could find references to the mia_x materials.


It seems the 'old' way of creating render layers and directly 
overriding materials for that layer is the most trouble free way of 
working.


Will look into this a bit more. If people have some Maya-Arnold 
comments on the subject as well, please share ;-)


Rob

\/-\/\/
On 6-2-2014 16:06, Siew Yi Liang wrote:

Oh boy something I can finally contribute to!

Are you using mental ray? If you are, it's kind of silly. There's 
the concept of render layers, each of which can have a pass 
contribution map (that can themselves also exclude certain objects), 
and then optionally each of those contribution maps can be 
associated to individual render passes.


I guess the best question is what are you trying to achieve? Do you 
need custom AOVs with special shaders applied that won't work in 
mental ray or do you just want standard passes like ZDepth, UV, 
Ppass mattes etc.? If you want something more complicated or if your 
shaders are special then you might have to play with renderlayers to 
assign specific material overrides for certain passes. Otherwise, 
I'd just stick with the masterLayer and use pass contribution maps 
to exclude/include objects during rendering of your various passes.


The reason is that I've found render layers to be extremely buggy 
with Maya, no matter which version you're using: sometimes they will 
fail to render at all, sometimes they will render with the wrong 
datatype framebuffer (even if the override is explicity set in the 
render settings), and the only way I've gotten them to render 
reliably is to render them seperately through a batch file instead 
of through the GUI batch render option. I usually stay away from 
renderLayers at all costs unless they are necessary.


Yours sincerely,
Siew Yi Liang
On 2/6/2014 4:51 AM, Stefan Kubicek wrote:
Not sure about partitions, but what I did use successfully were 
render layers, which is the equivalent of a pass in Soft.
There is a default render layer like in Soft, and every additional 
render layer can have it's own render settings and overrides per 
parameter and object. There is even a mode to automatically create 
an override as soon as you change any value when the non-default 
render layer is active, which is quite convenient when you need to 
work quickly and the project is not too complex. It requires some 
discipline though and awareness of what render layer you are 
currently working on or you get a a mess quickly.




Hi all,

Are there any people here that use Maya for rendering too, and can 
point

me to some Renderpass/Partition alike workflows in Maya.

I haven't touched Maya in quite a while now, but have to tweak an
already excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition
stuff for shader overrides, hiding objects etc., but I'm not sure 
on the

Maya terminology.

Thanks a lot for any tips, links etc.






No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2014.0.4259 / Virus Database: 

Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Well, the thing is that we're on 2012... I can't open it, or merge
it, it seems (so I have no way of inspecting what's inside, unless
you know of some black magic I can use). Kinda screwed, I guess...
but thanks for the effort man. I'll keep trying stuff out.

On 06/02/2014 10:42 AM, Alan Fregtman
  wrote:


  2013, but it's all factory compounds which you could
reproduce in a previous version.
  You might even be able to copy and paste the icetrees
between two open Softimage sessions. It works within the same
version, but maybe also between generations?
  
  
  
  On Thu, Feb 06, 2014
at 10:34 AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
  
  
 Damn... Alan, which version are you using?
  I can't open your file. Thanks!
  
  On 06/02/2014 9:58 AM, Sergio
Mucino wrote:
  
   Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm
not sure I can open those files. I'll give it a shot.
@Alan: Thanks Alan! Sounds like the ticket for me. I want to
keep this as lightweight as possible. All I need is exactly
that... to be able to paint weightmaps for the jiggly parts,
that's all. The jiggle will be damped quite a bit, I just
need to see the motion there. I'll echk out your scene.

Thanks all again!

On 06/02/2014 3:09 AM, Andreas
  Böinghoff wrote:


  Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
  
  
Haven't looked at Noel's take on this,
  but here's a dumb jiggly sphere demo scene I did long
  ago for a friend who asked me about a Verlet-based
  setup:
  


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn
  
  
  
  Hit Play and drag the null around, rotate or
scale it.

  
  
  sphere_jiggly has a sim and a
weightmap to define the jiggly zones. Play with
the VerletFramework compound's Iterations
slider (for stiffness) and with gravity, damping
and restitution force intensities to adjust the
"feel" of it. — You can take off the gravity
force if you want, but I like it because when
the character leans the fat still droops
downward.
  
  
  sphere_rigged has an envelope with one
deformer to the controlling null, meant to
represent a rigged character. (If it's not
obvious: topo of both rigged and jiggly meshes
must be identical in this setup.)
  
  
  FYI, the more Iterations in the
VerletFramework compound, the stiffer the effect
BUT also the slower the computation will be.
  
  
  It could be more polished of course, but hey,
it's pretty fast and it works. :p
  Cheers,
  
  
     -- Alan
  
  
  
  
  ps: I'll probably make this a TDSurvival
tutorial at some point, also.





  

 
  
  On Wed, Feb 5, 2014 at 6:11
PM, Noel FROGER nnois...@gmail.com
wrote:

  So


  here is a 2014 model working, just press play.
In



  fact i'm sorry i totally forgotted, i've
  altered the Andy compounds to work with a
  moving object and a weight map.
you'll



  find the weight map part on the unsimulated
  animated mesh... yes you need 2 mesh...



Re: New Plugin: LK Fabric

2014-02-06 Thread Emilio Hernandez
Amazing job!  Well done!

And thank you for sharing!




2014-02-06 10:01 GMT-06:00 Leonard Koch leonardkoch...@gmail.com:

 Hey everyone,

 thanks to a project at The Mill, LK Fabric is now available for Linux.
 CentOS 6.2 to be exact.
 Particular thanks for this goes to Jeffrey Dates and Ruben Vandebroek. So
 if your operating system has been keeping you from using LK Fabric, send
 free beer and flowers over to them.

 The new linux-version (and of course also the windows version) are
 available for download here: http://leonardkoch.com/download/

 I hope you guys on CentOS get some good use out of it!

 On Fri, Oct 11, 2013 at 1:03 AM, Steve Pratt pratt...@gmail.com wrote:

 Thanks sooo much Leonard.
 Awesomely generous.
 Steve


 On 9 October 2013 21:31, Leonard Koch leonardkoch...@gmail.com wrote:

 Hey list, today I have a new plugin for you.

 LK Fabric is an unsimulated tool-set made up of 50+ components, designed
 for the creation and animation of fabrics and cloths.
 Here is a video https://vimeo.com/76474426 giving a tour of the basic
 functionality: https://vimeo.com/76474426

 LK Fabric gives you control over the geometry of the cloth down to the
 fibres which make up the threads which then in turn make up the fabric.
 It supports motionblur, strand-texturing directly in ICE, fabric flowing
 over multiple surfaces and many more things.

 This tool has come out of a series of commercials for Nike, which I got
 to work on at *Royale* http://www.weareroyale.com/ this summer. Here
 is their site: http://www.weareroyale.com/
 They have graciously given me permission to release this tool-set for
 free to the community. Major thanks to them for that!

 Big thanks also go to Billy Morrison and Andy Moorer who provided pages
 and pages of feedback during production and then used the tools to create
 all the pretty images.

 The two spots are available on Vimeo.
 Nike Tech Fleece https://vimeo.com/73986114
 Nike Evolution https://vimeo.com/70825432

 Andy did a nice write-up about the production here on the list:
 https://groups.google.com/d/msg/xsi_list/hOECya3-bOA/JMNTPhu2qXUJ

 *You can download LK Fabric http://leonardkoch.com/download for free
 at: **http://leonardkoch.com/download* http://leonardkoch.com/download

 If you find any bugs or have suggestions, feel free to shoot me an email
 to lkplug...@gmail.com.

 I hope you guys check out the tool and that it helps you out in
 production.

 Thanks!

 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.




 --
 *Twenty years from now you will be more disappointed with the things
 that you didn't do than by the ones you did do. So throw off the bowlines.
 Sail away from the safe harbour. Catch the trade winds in your sails.
 Explore. Dream. Discover.* - Mark Twain





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
I don't know why I'm so nice, but...
https://dl.dropboxusercontent.com/u/441883/xsi/ICE_jigglyVerlet_example_si2012.emdl

On Thu, Feb 06, 2014 at 11:04 AM, Sergio Mucino sergio.muc...@modusfx.com wrote:
  

  
  
Well, the thing is that we're on 2012... I can't open it, or merge
it, it seems (so I have no way of inspecting what's inside, unless
you know of some black magic I can use). Kinda screwed, I guess...
but thanks for the effort man. I'll keep trying stuff out.

On 06/02/2014 10:42 AM, Alan Fregtman
  wrote:


  2013, but it's all factory compounds which you could
reproduce in a previous version.
  You might even be able to copy and paste the icetrees
between two open Softimage sessions. It works within the same
version, but maybe also between generations?
  
  
  
  On Thu, Feb 06, 2014
at 10:34 AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
  
  
 Damn... Alan, which version are you using?
  I can't open your file. Thanks!
  
  On 06/02/2014 9:58 AM, Sergio
Mucino wrote:
  
   Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm
not sure I can open those files. I'll give it a shot.
@Alan: Thanks Alan! Sounds like the ticket for me. I want to
keep this as lightweight as possible. All I need is exactly
that... to be able to paint weightmaps for the jiggly parts,
that's all. The jiggle will be damped quite a bit, I just
need to see the motion there. I'll echk out your scene.

Thanks all again!

On 06/02/2014 3:09 AM, Andreas
  Böinghoff wrote:


  Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
  
  
Haven't looked at Noel's take on this,
  but here's a dumb jiggly sphere demo scene I did long
  ago for a friend who asked me about a Verlet-based
  setup:
  


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn
  
  
  
  Hit Play and drag the null around, rotate or
scale it.

  
  
  sphere_jiggly has a sim and a
weightmap to define the jiggly zones. Play with
the VerletFramework compound's Iterations
slider (for stiffness) and with gravity, damping
and restitution force intensities to adjust the
"feel" of it. — You can take off the gravity
force if you want, but I like it because when
the character leans the fat still droops
downward.
  
  
  sphere_rigged has an envelope with one
deformer to the controlling null, meant to
represent a rigged character. (If it's not
obvious: topo of both rigged and jiggly meshes
must be identical in this setup.)
  
  
  FYI, the more Iterations in the
VerletFramework compound, the stiffer the effect
BUT also the slower the computation will be.
  
  
  It could be more polished of course, but hey,
it's pretty fast and it works. :p
  Cheers,
  
  
 -- Alan
  
  
  
  
  ps: I'll probably make this a TDSurvival
tutorial at some point, also.





  

 
  
  On Wed, Feb 5, 2014 at 6:11
PM, Noel FROGER nnois...@gmail.com
wrote:

  So


  here is a 2014 model working, just press play.
In



  fact i'm sorry i totally forgotted, i've
  altered the Andy compounds to work with a
  moving object and a weight map.
you'll



  find the weight map part on the 

Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Eric Thivierge
You're hoping for beer as a reward, and to this day no one has 
fulfilled their pledge to send someone beer on the list...  but you 
still hold out hope.


- Eric T.

On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

I don't know why I'm so nice, but...




Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
Let's just say if I had a beer for every time I've helped someone with
Softimage... I'd probably be a raging alcoholic. :p

Nonetheless I can still dream though, right? right?? lol -- I'll settle
for *raging
optimist*.



On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge ethivie...@hybride.comwrote:

 You're hoping for beer as a reward, and to this day no one has fulfilled
 their pledge to send someone beer on the list...  but you still hold out
 hope.

 - Eric T.


 On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

 I don't know why I'm so nice, but...





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Rob Chapman
I vaguely remember someone receiving a crate of fine beers as kudos for
assist and posting to the list...  sometime around 2002 ish


On 6 February 2014 16:31, Eric Thivierge ethivie...@hybride.com wrote:

 You're hoping for beer as a reward, and to this day no one has fulfilled
 their pledge to send someone beer on the list...  but you still hold out
 hope.

 - Eric T.


 On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

 I don't know why I'm so nice, but...





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Alan, I definitely owe you a beer 
:-) . Really.
Thanks a lot man!!

On 06/02/2014 11:31 AM, Eric Thivierge
  wrote:

You're
  hoping for beer as a reward, and to this day no one has fulfilled
  their pledge to send someone beer on the list...  but you still
  hold out hope.
  
  
  - Eric T.
  
  
  On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:
  
  I don't know why I'm so nice, but...

  
  
  


-- 
  

  



Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
As much as it is a better option, for some reason, saying "Alan, I
owe you some bacon slices" just doesn't sound right...  ;-) 

On 06/02/2014 11:39 AM, Alan Fregtman
  wrote:


  Let's just say if I had a beer for every time I've
helped someone with Softimage... I'd probably be a raging
alcoholic. :p


Nonetheless I can still dream though, right?
  right?? lolI'll
  settle for raging optimist.


  
  

On Thu, Feb 6, 2014 at 11:31 AM, Eric
  Thivierge ethivie...@hybride.com
  wrote:
  You're
hoping for beer as a reward, and to this day no one has
fulfilled their pledge to send someone beer on the list...
but you still hold out hope.

- Eric T.

  

On Thursday, February 06, 2014 11:26:26 AM, Alan
Fregtman wrote:

  I don't know why I'm so nice, but...


  

  


  


-- 
  

  



Mod single particle in point cloud

2014-02-06 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Hello,

I have a static point cloud, again no emitter, no dynamics. All particles are 
constructed manually. I want to change one or all parameters(color, size, 
orientation etc) for a single identified point in that cloud. Is that possible?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



Re: Mod single particle in point cloud

2014-02-06 Thread Stephen Blair
Sure. Filter by point id, that would be one way.


On Thu, Feb 6, 2014 at 11:56 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Hello,



 I have a static point cloud, again no emitter, no dynamics. All particles
 are constructed manually. I want to change one or all parameters(color,
 size, orientation etc) for a single identified point in that cloud. Is that
 possible?



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Eric Thivierge

Don't worry, Alan hates bacon anyway.

On Thursday, February 06, 2014 11:57:33 AM, Sergio Mucino wrote:

As much as it is a better option, for some reason, saying Alan, I owe
you some bacon slices just doesn't sound right... ;-)

On 06/02/2014 11:39 AM, Alan Fregtman wrote:

Let's just say if I had a beer for every time I've helped someone
with Softimage... I'd probably be a raging alcoholic. :p

Nonetheless I can still dream though, right? right?? lol — I'll
settle for /raging optimist/.



On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

You're hoping for beer as a reward, and to this day no one has
fulfilled their pledge to send someone beer on the list...  but
you still hold out hope.

- Eric T.


On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

I don't know why I'm so nice, but...





--





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Eric Thivierge

Ah, I was just graduating high school...

Eric T.

On 2/6/2014 11:39 AM, Rob Chapman wrote:
I vaguely remember someone receiving a crate of fine beers as kudos 
for assist and posting to the list... sometime around 2002 ish



On 6 February 2014 16:31, Eric Thivierge ethivie...@hybride.com 
mailto:ethivie...@hybride.com wrote:


You're hoping for beer as a reward, and to this day no one has
fulfilled their pledge to send someone beer on the list...  but
you still hold out hope.

- Eric T.


On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

I don't know why I'm so nice, but...







RE: Mod single particle in point cloud

2014-02-06 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Unfortunately there is no emitter. Cloud is static. Filter by Particle IDs 
wants to execute on emit.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, February 06, 2014 12:09 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mod single particle in point cloud

Sure. Filter by point id, that would be one way.

On Thu, Feb 6, 2014 at 11:56 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

I have a static point cloud, again no emitter, no dynamics. All particles are 
constructed manually. I want to change one or all parameters(color, size, 
orientation etc) for a single identified point in that cloud. Is that possible?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




Re: Mod single particle in point cloud

2014-02-06 Thread Stephen Blair
http://screencast.com/t/0AGbWhPf


On Thu, Feb 6, 2014 at 12:38 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Unfortunately there is no emitter. Cloud is static. Filter by Particle
 IDs wants to execute on emit.



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* Thursday, February 06, 2014 12:09 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Mod single particle in point cloud



 Sure. Filter by point id, that would be one way.



 On Thu, Feb 6, 2014 at 11:56 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

 Hello,



 I have a static point cloud, again no emitter, no dynamics. All particles
 are constructed manually. I want to change one or all parameters(color,
 size, orientation etc) for a single identified point in that cloud. Is that
 possible?



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.







RE: Mod single particle in point cloud

2014-02-06 Thread Grahame Fuller
If the particles were not emitted, then they don't have unique IDs (although ID 
shows up in the list of attributes, it hasn't actually been set). However they 
should still have a point index, which can get reused, but if you do not delete 
particles then the index will also be unique.

Use the Get Point ID compound. It will fall back on the index if the ID has not 
been set. Then you can compare it with the value you want to use with Filter or 
If.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Thursday, February 06, 2014 12:38 PM
To: softimage@listproc.autodesk.com
Subject: RE: Mod single particle in point cloud

Unfortunately there is no emitter. Cloud is static. Filter by Particle IDs 
wants to execute on emit.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, February 06, 2014 12:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Mod single particle in point cloud

Sure. Filter by point id, that would be one way.

On Thu, Feb 6, 2014 at 11:56 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

I have a static point cloud, again no emitter, no dynamics. All particles are 
constructed manually. I want to change one or all parameters(color, size, 
orientation etc) for a single identified point in that cloud. Is that possible?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.


attachment: winmail.dat

RE: Mod single particle in point cloud

2014-02-06 Thread adrian wyer
test inside geometry/null  ?

a

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: 06 February 2014 17:49
To: softimage@listproc.autodesk.com
Subject: RE: Mod single particle in point cloud

If the particles were not emitted, then they don't have unique IDs (although
ID shows up in the list of attributes, it hasn't actually been set). However
they should still have a point index, which can get reused, but if you do
not delete particles then the index will also be unique.

Use the Get Point ID compound. It will fall back on the index if the ID has
not been set. Then you can compare it with the value you want to use with
Filter or If.

gray

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux,
Joseph G. (LARC-E1A)[LITES]
Sent: Thursday, February 06, 2014 12:38 PM
To: softimage@listproc.autodesk.com
Subject: RE: Mod single particle in point cloud

Unfortunately there is no emitter. Cloud is static. Filter by Particle IDs
wants to execute on emit.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From:
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.au
todesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Stephen Blair
Sent: Thursday, February 06, 2014 12:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Mod single particle in point cloud

Sure. Filter by point id, that would be one way.

On Thu, Feb 6, 2014 at 11:56 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

I have a static point cloud, again no emitter, no dynamics. All particles
are constructed manually. I want to change one or all parameters(color,
size, orientation etc) for a single identified point in that cloud. Is that
possible?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
Blasphemy! I like bacon as much as the next guy, but in moderation. I much
prefer a refreshing beer; Sapporo preferably.



On Thu, Feb 6, 2014 at 12:11 PM, Eric Thivierge ethivie...@hybride.comwrote:

 Don't worry, Alan hates bacon anyway.


 On Thursday, February 06, 2014 11:57:33 AM, Sergio Mucino wrote:

 As much as it is a better option, for some reason, saying Alan, I owe
 you some bacon slices just doesn't sound right... ;-)

 On 06/02/2014 11:39 AM, Alan Fregtman wrote:

 Let's just say if I had a beer for every time I've helped someone
 with Softimage... I'd probably be a raging alcoholic. :p

 Nonetheless I can still dream though, right? right?? lol -- I'll
 settle for /raging optimist/.




 On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge
 ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

 You're hoping for beer as a reward, and to this day no one has
 fulfilled their pledge to send someone beer on the list...  but
 you still hold out hope.

 - Eric T.


 On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

 I don't know why I'm so nice, but...




 --





RE: Mod single particle in point cloud

2014-02-06 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Thanks. I've got a test scene of this working. However, I'm trying to mix 
strands and particles using multiple add point nodes in the same cloud. It 
seems that what is happening is that it works of there are no strands in the 
cloud. When the strand setup is present the filtered settings applied to the 
second add node ignore the filtering and I get two groups of particles/strands? 
with the two different settings for every particle. The filtering just simply 
fails. If it is anything but point or segment it works. This will need more 
research. Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Thursday, February 06, 2014 12:49 PM
To: softimage@listproc.autodesk.com
Subject: RE: Mod single particle in point cloud

If the particles were not emitted, then they don't have unique IDs (although ID 
shows up in the list of attributes, it hasn't actually been set). However they 
should still have a point index, which can get reused, but if you do not delete 
particles then the index will also be unique.

Use the Get Point ID compound. It will fall back on the index if the ID has not 
been set. Then you can compare it with the value you want to use with Filter or 
If.

gray

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Thursday, February 06, 2014 12:38 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Mod single particle in point cloud

Unfortunately there is no emitter. Cloud is static. Filter by Particle IDs 
wants to execute on emit.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, February 06, 2014 12:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Mod single particle in point cloud

Sure. Filter by point id, that would be one way.

On Thu, Feb 6, 2014 at 11:56 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

I have a static point cloud, again no emitter, no dynamics. All particles are 
constructed manually. I want to change one or all parameters(color, size, 
orientation etc) for a single identified point in that cloud. Is that possible?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
A Sapporo it is then!
Alan... you made a grammatical mistake there... one cannot use
"bacon" and "in moderation" in the same sentence. The sentence makes
no sense at all anymore. There. Just so you know...  ;-) 

On 06/02/2014 1:24 PM, Alan Fregtman
  wrote:


  Blasphemy! I like bacon as much as the next guy,
but in moderation. I much prefer a refreshing beer; Sapporo
preferably.


  
  

On Thu, Feb 6, 2014 at 12:11 PM, Eric
  Thivierge ethivie...@hybride.com
  wrote:
  Don't
worry, Alan hates bacon anyway.

  
  On Thursday, February 06, 2014 11:57:33 AM, Sergio Mucino
  wrote:


  
As much as it is a better option, for some reason,
saying "Alan, I owe
you some bacon slices" just doesn't sound right... ;-)

  
  
On 06/02/2014 11:39 AM, Alan Fregtman wrote:
  
  

  Let's just say if I had a beer for every time I've
  helped someone
  with Softimage... I'd probably be a raging alcoholic.
  :p
  
  Nonetheless I can still dream though, right? right??
  lol  I'll

settle for /raging optimist/.

  
  
  
  On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge


  ethivie...@hybride.com
  mailto:ethivie...@hybride.com
  wrote:
  
You're hoping for beer as a reward, and to this
  day no one has
fulfilled their pledge to send someone beer on the
  list... but
you still hold out hope.
  
- Eric T.
  
  
On Thursday, February 06, 2014 11:26:26 AM, Alan
  Fregtman wrote:
  
  I don't know why I'm so nice, but...
  
  
  

  
  
  --
  


  


  


-- 
  

  



Re: New Plugin: LK Fabric

2014-02-06 Thread Alan Fregtman
Very nice of you and Royale to give this stuff away for free. :) Thank you.



On Thu, Feb 6, 2014 at 11:06 AM, Emilio Hernandez emi...@e-roja.com wrote:

 Amazing job!  Well done!

 And thank you for sharing!




 2014-02-06 10:01 GMT-06:00 Leonard Koch leonardkoch...@gmail.com:

 Hey everyone,

 thanks to a project at The Mill, LK Fabric is now available for Linux.
 CentOS 6.2 to be exact.
 Particular thanks for this goes to Jeffrey Dates and Ruben Vandebroek. So
 if your operating system has been keeping you from using LK Fabric, send
 free beer and flowers over to them.

 The new linux-version (and of course also the windows version) are
 available for download here: http://leonardkoch.com/download/

 I hope you guys on CentOS get some good use out of it!

 On Fri, Oct 11, 2013 at 1:03 AM, Steve Pratt pratt...@gmail.com wrote:

 Thanks sooo much Leonard.
 Awesomely generous.
 Steve


 On 9 October 2013 21:31, Leonard Koch leonardkoch...@gmail.com wrote:

 Hey list, today I have a new plugin for you.

 LK Fabric is an unsimulated tool-set made up of 50+ components,
 designed for the creation and animation of fabrics and cloths.
 Here is a video https://vimeo.com/76474426 giving a tour of the
 basic functionality: https://vimeo.com/76474426

 LK Fabric gives you control over the geometry of the cloth down to the
 fibres which make up the threads which then in turn make up the fabric.
 It supports motionblur, strand-texturing directly in ICE, fabric
 flowing over multiple surfaces and many more things.

 This tool has come out of a series of commercials for Nike, which I got
 to work on at *Royale* http://www.weareroyale.com/ this summer. Here
 is their site: http://www.weareroyale.com/
 They have graciously given me permission to release this tool-set for
 free to the community. Major thanks to them for that!

 Big thanks also go to Billy Morrison and Andy Moorer who provided pages
 and pages of feedback during production and then used the tools to create
 all the pretty images.

 The two spots are available on Vimeo.
 Nike Tech Fleece https://vimeo.com/73986114
 Nike Evolution https://vimeo.com/70825432

 Andy did a nice write-up about the production here on the list:
 https://groups.google.com/d/msg/xsi_list/hOECya3-bOA/JMNTPhu2qXUJ

 *You can download LK Fabric http://leonardkoch.com/download for free
 at: **http://leonardkoch.com/download*http://leonardkoch.com/download

 If you find any bugs or have suggestions, feel free to shoot me an
 email to lkplug...@gmail.com.

 I hope you guys check out the tool and that it helps you out in
 production.

 Thanks!

 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.




 --
 *Twenty years from now you will be more disappointed with the things
 that you didn't do than by the ones you did do. So throw off the bowlines.
 Sail away from the safe harbour. Catch the trade winds in your sails.
 Explore. Dream. Discover.* - Mark Twain






RE: creating offsetmap on a mixer clip

2014-02-06 Thread Matt Lind
Actually, I think I figured it out.  SetMappingRule().

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, February 06, 2014 11:47 AM
To: softimage@listproc.autodesk.com
Subject: SDK: creating offsetmap on a mixer clip

I need to create fundamental tools for working with sources and clips in the 
animation mixer, but am hitting roadblocks in the SDK.

One block is the ability to create an offset map and modify the 'clip effect' 
field as shown in the mixer clip's clip properties PPG (clip item information 
tab).  I need the ability to modify the clip effect for specific parameters in 
the clip, not the clip as a whole.  The object model exposes the ability to 
read clip effect values, but I have not found any way to create/modify them.

So far I found the CreateOffsetEffect() and OffsetValueMap() commands, but they 
only create an empty offset map, or compute an offset map with the same 
limitations as the UI respectively.

Has anybody found a way to create/modify clip effect values of a mixer clip?


Matt




Re: scene and versioning plugin

2014-02-06 Thread Daniel Sweeney
Thanks for the suggestion guys.

Eventually had a little play and I'm using two plugins together. Cf save
for initial save and folder management, thanks christian. And I'm using
another plugin called Mia_scene manager. Also has a model manager with it
but for some reason can't Get this to work like it should. The scene
manager does what I wanted though and keeps the original scene a pushes the
saves into a archive folder!

Definitely a good fix for now. Thanks everyone.

PS sorry I can't reme Ber off the top of my head the Dev for the second
plugin.
On Feb 3, 2014 8:30 PM, Christian Freisleder m...@buntepixel.eu wrote:

  hey Daniel,

 have read your post, but also read that you want something that's not
 saving a version and mine does.
 If you don't mind that, I think you might like  cf_save.
 does everything in one database and it organizes the folders for you.
 It also does a incremental save.

 maybe you find it useful

 Christian



 On 03.02.2014 17:13, gareth bell wrote:

 I haven't used it but I seem to remember Christian Freisleder's
 cf_filemanagment looking useful:

 http://www.buntepixel.eu/downloads


  --
 Date: Mon, 3 Feb 2014 15:37:39 +
 Subject: Re: scene and versioning plugin
 From: dan...@northforge.co.uk
 To: softimage@listproc.autodesk.com

  Thanks for the head up Cesar.

  look interesting, but its this more of a platform to create a plugin
 that does the kind of thing. unfortunately I'm not very good at coding.

  will have a look though.

  what's everyone else take on this?

  Daniel




 Daniel Sweeney
 3D Creative Director

 *Mobile:* +44 (0)7743429771
 *Email:* dan...@northforge.co.uk
  *Web:* http://northforge.co.uk


 On Fri, Jan 31, 2014 at 5:36 PM, Cesar Saez cesa...@gmail.com wrote:

  I started a project called 
 GitForSoftimagehttps://github.com/csaez/gitforsoftimagesome time ago, it's 
 a sort of graphical git client for softimage projects
 (it runs within softimage).

  If you like the git ways give it a try, it's free and open :)
 http://github.com/csaez/gitforsoftimage/wiki/GitForSoftimage


 On Fri, Jan 31, 2014 at 12:35 PM, Daniel Sweeney 
 dan...@northforge.co.ukwrote:

  Hi List,

  just wondering what option their are out there plugin wise for scene and
 versioning management. I remember using one at passion picture ages ago
 that was pretty cool. what was cool about that one was it created the name
 of your file lets say, Shot_001_take_1, but it did not put the version
 number on, instead when it created the next version that you saved, it
 shifted the old one, incremented that then saved the scene again with no
 version number, so all your render paths from tokens held up in your scenes.

  in reference to this plugin https://vimeo.com/64647758 by Niclas
 schlapmann.
 now I thought this had some real potential and to be honest its pretty
 cool what he has achieved, but it got a little over complicated for what is
 needed.

  I don't want a Softimage folder structure for each shot as Niclas has
 implemented, might be really helpful on a feature length movie but for
 smaller work a bit to over kill.

  one of the older version was nearly perfect but just needed to create a
 neat folder structures in the overall Scene folder. like Modelling | treeA
 | name of file   orAnimation | shot001 | name of file.

  be awesome if something was out there or if niclas would consider doing
 a slightly dummed down version of his plugin.

  anyone got any ideas if something out there is like this or shed some
 light on what they use.

  thanks Peeps


 Daniel Sweeney







Re: Softimage Renderpass/Partition alike workflow question for Maya?

2014-02-06 Thread Sebastien Sterling
Ha i remember stumbeling out of 3ds max and into SI and being shocked that
such a pass system existed !


On 6 February 2014 16:59, Rob Wuijster r...@casema.nl wrote:

  Hi,

 Thanks for that! Didn't occur to me to visit the Arnold Maya Helpfiles ;-)
 Those examples already look far more useful.

 cheers!

 Rob

 \/-\/\/

 On 6-2-2014 16:32, Siew Yi Liang wrote:

 Hi Rob:

 I have less experience in MitoA, but I think Arnold is infinitely easier
 to work with than mental ray for this sort of thing. If you are rendering
 to EXRs (and if you're using Arnold I don't see why not) I suggest looking
 at rendering seperate AOVs and using object sets to partition out your
 scene instead and assigning those to the AOVs? That way you can avoid buggy
 render layers altogether (and having to set per-layer framebuffer/sampling
 settings, instead keeping those settings specific to the AOV itself. Much
 easier to manage... o_O )

 https://support.solidangle.com/display/AFMUG/Override+Sets

 https://support.solidangle.com/display/AFMUG/AOVs

 I know most tutorials will talk about render layers (because they are
 frankly the most straightforward to set up in Maya) but I've had nothing
 but issues with them when rendering more complicated scenes, so I'm now
 biased against them out of principle :P

 If you do end up using render layers with Arnold, though, in case you
 encounter problems with layers not rendering later down the line, just try
 rendering each layer seperately via batch script. Usually will solve those
 issues.

 Hope this helps! :D

 Yours sincerely,
 Siew Yi Liang

 On 2/6/2014 7:23 AM, Rob Wuijster wrote:

 Hi,

 Thanks to all for replying. So far I've found and watched a bunch of
 videos about all this, and as usual Maya's workflow is all over the
 place. :-\
 Also the numerous mentioning of buggy renders in forums doesn't really
 make me feel comfortable.

 @Siew Yi Lang: I forgot to say the renderer in question is Arnold.
 So far I'm not sure if the pass contribution maps will work with that, as
 I only could find references to the mia_x materials.

 It seems the 'old' way of creating render layers and directly overriding
 materials for that layer is the most trouble free way of working.

 Will look into this a bit more. If people have some Maya-Arnold comments
 on the subject as well, please share ;-)

  Rob

 \/-\/\/

 On 6-2-2014 16:06, Siew Yi Liang wrote:

 Oh boy something I can finally contribute to!

 Are you using mental ray? If you are, it's kind of silly. There's the
 concept of render layers, each of which can have a pass contribution map
 (that can themselves also exclude certain objects), and then optionally
 each of those contribution maps can be associated to individual render
 passes.

 I guess the best question is what are you trying to achieve? Do you need
 custom AOVs with special shaders applied that won't work in mental ray or
 do you just want standard passes like ZDepth, UV, Ppass mattes etc.? If you
 want something more complicated or if your shaders are special then you
 might have to play with renderlayers to assign specific material overrides
 for certain passes. Otherwise, I'd just stick with the masterLayer and use
 pass contribution maps to exclude/include objects during rendering of your
 various passes.

 The reason is that I've found render layers to be extremely buggy with
 Maya, no matter which version you're using: sometimes they will fail to
 render at all, sometimes they will render with the wrong datatype
 framebuffer (even if the override is explicity set in the render settings),
 and the only way I've gotten them to render reliably is to render them
 seperately through a batch file instead of through the GUI batch render
 option. I usually stay away from renderLayers at all costs unless they are
 necessary.

  Yours sincerely,
 Siew Yi Liang

 On 2/6/2014 4:51 AM, Stefan Kubicek wrote:

 Not sure about partitions, but what I did use successfully were render
 layers, which is the equivalent of a pass in Soft.
 There is a default render layer like in Soft, and every additional render
 layer can have it's own render settings and overrides per parameter and
 object. There is even a mode to automatically create an override as soon as
 you change any value when the non-default render layer is active, which is
 quite convenient when you need to work quickly and the project is not too
 complex. It requires some discipline though and awareness of what render
 layer you are currently working on or you get a a mess quickly.


 Hi all,

 Are there any people here that use Maya for rendering too, and can point
 me to some Renderpass/Partition alike workflows in Maya.

 I haven't touched Maya in quite a while now, but have to tweak an
 already excisting project for rendering purposes.
 I'm looking for the equivalent workflow for pass setup and partition
 stuff for shader overrides, hiding objects etc., but I'm not 

Re: Gear Head question

2014-02-06 Thread Enrique Caballero
the head or chest curve icons that live above your character i meant to type


On Fri, Feb 7, 2014 at 2:45 PM, Enrique Caballero 
enriquecaball...@gmail.com wrote:

 im pretty sure that option already lives under your anim setup property
 page.  just select the head or chest and press f3, open up the property
 page. there are like 4 different orientation options already built in


 On Thu, Feb 6, 2014 at 7:05 PM, Szabolcs Matefy szabol...@crytek.comwrote:

 Hey Gear riggers



 So I have a cartoony character, and we'd like to have few options when
 animating the spine



 1.   The head and neck follows the movement of the spine

 2.   The neck follows the movement of the spine, but keeps
 orientation to the world





 Option 1st is achieved easily, but 2nd seems to be tricky. The neck
 effector stays in place, so the neck is bending in the opposite direction
 as the spine, and it looks terrible...





 Any idea?







 Cheers





 Szabolcs
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 delete this e-mail from your system. E-mail transmission cannot be
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 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
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Re: Gear Head question

2014-02-06 Thread Enrique Caballero
im pretty sure that option already lives under your anim setup property
page.  just select the head or chest and press f3, open up the property
page. there are like 4 different orientation options already built in


On Thu, Feb 6, 2014 at 7:05 PM, Szabolcs Matefy szabol...@crytek.comwrote:

 Hey Gear riggers



 So I have a cartoony character, and we'd like to have few options when
 animating the spine



 1.   The head and neck follows the movement of the spine

 2.   The neck follows the movement of the spine, but keeps
 orientation to the world





 Option 1st is achieved easily, but 2nd seems to be tricky. The neck
 effector stays in place, so the neck is bending in the opposite direction
 as the spine, and it looks terrible...





 Any idea?







 Cheers





 Szabolcs
 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli



RE: Gear Head question

2014-02-06 Thread Szabolcs Matefy
Yep I figured iy out :)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero
Sent: Friday, February 07, 2014 7:46 AM
To: softimage@listproc.autodesk.com
Subject: Re: Gear Head question

the head or chest curve icons that live above your character i meant to type

On Fri, Feb 7, 2014 at 2:45 PM, Enrique Caballero 
enriquecaball...@gmail.commailto:enriquecaball...@gmail.com wrote:
im pretty sure that option already lives under your anim setup property page.  
just select the head or chest and press f3, open up the property page. there 
are like 4 different orientation options already built in

On Thu, Feb 6, 2014 at 7:05 PM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
Hey Gear riggers

So I have a cartoony character, and we'd like to have few options when 
animating the spine


1.   The head and neck follows the movement of the spine

2.   The neck follows the movement of the spine, but keeps orientation to 
the world





Option 1st is achieved easily, but 2nd seems to be tricky. The neck effector 
stays in place, so the neck is bending in the opposite direction as the spine, 
and it looks terrible...





Any idea?







Cheers





Szabolcs
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli