Re: Mesh jiggle (secondary motion)
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 -- 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
Symmetry tools and symmetry weightmap
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?
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
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
OT: simples?
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 www.fluid-pictures.com blocked::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
Hair shading
Hey folks, What shader do you suggest to render hair and fur with MR? 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: Softimage Renderpass/Partition alike workflow question for Maya?
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
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?
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. -- - Stefan Kubicek ste...@keyvis.at - keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at -- This email and its attachments are-- -- confidential and for the recipient only -- --- This email is free from viruses and malware because avast! Antivirus protection is active. http://www.avast.com
Re: OT: simples?
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)
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
...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?
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
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?
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?
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
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3d fulltime position - contact e-mail
... and here's my e-mail richard.merri...@windmilllane.com
Re: Softimage Renderpass/Partition alike workflow question for Maya?
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)
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)
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
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?
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)
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
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)
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)
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)
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)
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)
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)
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
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
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)
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)
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
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
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
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
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)
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
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)
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
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
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
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?
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
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 ___ 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
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
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