fuel 3d scanner

2014-02-11 Thread Angus Davidson
Has anyone used this scanner yet

http://www.fuel-3d.com/product/


We are looking at getting a hand held scanner that can give us a
reasonably dense mesh and colour textures.

Kind regards

Angus

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Re: fuel 3d scanner

2014-02-11 Thread Nicolas Esposito
I would suggest to try both Skanect and ReconstructMe which use Kinect ( so
3d data on the fly ) and Agisoft photoscan ( which extract 3d data from
pictures )

I've scanned some heads and, together with Zbrush and decimation
master/Zremesher, it gives pretty good results
Texturing wise I would go with Agisoft, both Skanect and ReconstructMe
lacks in texture quality due to the poor resolution of the Kinect camera

Cheers

Nicolas


2014-02-11 14:27 GMT+01:00 Angus Davidson angus.david...@wits.ac.za:

 Has anyone used this scanner yet

 http://www.fuel-3d.com/product/


 We are looking at getting a hand held scanner that can give us a
 reasonably dense mesh and colour textures.

 Kind regards

 Angus

 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font face=arial,sans-serif
 size=1 color=#99span style=font-size:11px;This communication
 is intended for the addressee only. It is confidential. If you have
 received this communication in error, please notify us immediately and
 destroy the original message. You may not copy or disseminate this
 communication without the permission of the University. Only authorised
 signatories are competent to enter into agreements on behalf of the
 University and recipients are thus advised that the content of this message
 may not be legally binding on the University and may contain the personal
 views and opinions of the author, which are not necessarily the views and
 opinions of The University of the Witwatersrand, Johannesburg. All
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 African Law unless the University agrees in writing to the contrary.
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Re: fuel 3d scanner

2014-02-11 Thread Francisco Criado
If you want to begin doing tests on the fly, kinect and skanect are the
best choices. I am currently using them for scanning sets for later
reference on matchmoving and fx.
For scanning people is not the best but gives good results for extras in
crowds.
A simple example i made for human figure:
http://vimeo.com/79236919

Hope it helps!

F.




2014-02-11 10:36 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:

 I would suggest to try both Skanect and ReconstructMe which use Kinect (
 so 3d data on the fly ) and Agisoft photoscan ( which extract 3d data from
 pictures )

 I've scanned some heads and, together with Zbrush and decimation
 master/Zremesher, it gives pretty good results
 Texturing wise I would go with Agisoft, both Skanect and ReconstructMe
 lacks in texture quality due to the poor resolution of the Kinect camera

 Cheers

 Nicolas


 2014-02-11 14:27 GMT+01:00 Angus Davidson angus.david...@wits.ac.za:

 Has anyone used this scanner yet

 http://www.fuel-3d.com/product/


 We are looking at getting a hand held scanner that can give us a
 reasonably dense mesh and colour textures.

 Kind regards

 Angus

 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
 style=font-size:11px;This communication is intended for the addressee
 only. It is confidential. If you have received this communication in error,
 please notify us immediately and destroy the original message. You may not
 copy or disseminate this communication without the permission of the
 University. Only authorised signatories are competent to enter into
 agreements on behalf of the University and recipients are thus advised that
 the content of this message may not be legally binding on the University
 and may contain the personal views and opinions of the author, which are
 not necessarily the views and opinions of The University of the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees in
 writing to the contrary. /span/font/td
 /tr
 /table






Re: fuel 3d scanner

2014-02-11 Thread Ed Manning
The Fuel scanner looks nice, but I can't help noticing it doesn't exist as
a shipping product yet!  The sample scans look nice, but there's no way to
tell from what they make available on their site how much work is involved
in getting from raw scan data to finished mesh.  That said, if they can
deliver that quality at that price with reasonable ease of use, I might
want one too.


Re: fuel 3d scanner

2014-02-11 Thread Francisco Criado
Downloaded the models from their site and for that money is not the best on
the market...primesense carmine is also recomendable, or asus xtion...if
you have budget go for artec. Although new kinect for xbox one rocks, but
still there is no windows version available on the market...

F.



2014-02-11 11:49 GMT-03:00 Ed Manning etmth...@gmail.com:

 The Fuel scanner looks nice, but I can't help noticing it doesn't exist as
 a shipping product yet!  The sample scans look nice, but there's no way to
 tell from what they make available on their site how much work is involved
 in getting from raw scan data to finished mesh.  That said, if they can
 deliver that quality at that price with reasonable ease of use, I might
 want one too.



ice syflex rest pose

2014-02-11 Thread Matt Morris
Hi chaps,

is there any way to reset the initial rest pose for a syflex sim without
deleting and recreating the syflex cloth node?

cheers,
matt


-- 
www.matinai.com


Re: AnimSchool Picker for Softimage

2014-02-11 Thread David Rivera
THANK YOU SO VERY MUCH!! :) :) This made my day.
David.




On Monday, February 10, 2014 2:29 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:
 
Hey all!

We are soon releasing our AnimSchool Picker plugin for Softimage. We 
offer this free to the public.
http://www.animschool.com/pickerInfo.aspx

If anyone would like to test it, please email me:
da...@animschool.com

Thanks!
Dave G

Re: AnimSchool Picker for Softimage

2014-02-11 Thread Emilio Hernandez
Amazing David!

Thank you for sharing this!




2014-02-11 9:55 GMT-06:00 David Rivera activemotionpictu...@yahoo.com:

 THANK YOU SO VERY MUCH!! :) :) This made my day.
 David.


   On Monday, February 10, 2014 2:29 PM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:
  Hey all!

 We are soon releasing our AnimSchool Picker plugin for Softimage. We
 offer this free to the public.
 http://www.animschool.com/pickerInfo.aspx

 If anyone would like to test it, please email me:
 da...@animschool.com

 Thanks!
 Dave G





Re: ice syflex rest pose

2014-02-11 Thread Alan Fregtman
Hi Matt,

Classic Syflex or ICE Syflex?



On Tue, Feb 11, 2014 at 10:35 AM, Matt Morris matt...@gmail.com wrote:

 Hi chaps,

 is there any way to reset the initial rest pose for a syflex sim without
 deleting and recreating the syflex cloth node?

 cheers,
 matt


 --
 www.matinai.com



Re: ice syflex rest pose

2014-02-11 Thread Matt Morris
Hi Alan, talking ice syflex, 2014sp2.

cheers,
matt




On 11 February 2014 16:05, Alan Fregtman alan.fregt...@gmail.com wrote:

 Hi Matt,

 Classic Syflex or ICE Syflex?



 On Tue, Feb 11, 2014 at 10:35 AM, Matt Morris matt...@gmail.com wrote:

 Hi chaps,

 is there any way to reset the initial rest pose for a syflex sim without
 deleting and recreating the syflex cloth node?

 cheers,
 matt


 --
 www.matinai.com





-- 
www.matinai.com


Re: ice syflex rest pose

2014-02-11 Thread Eric Thivierge
Try moving the ice tree up / down in the construction stack then back 
under the simulation. This has been working for me this week.


Eric T.

On Tuesday, February 11, 2014 11:37:13 AM, Matt Morris wrote:

Hi Alan, talking ice syflex, 2014sp2.

cheers,
matt




On 11 February 2014 16:05, Alan Fregtman alan.fregt...@gmail.com
mailto:alan.fregt...@gmail.com wrote:

Hi Matt,

Classic Syflex or ICE Syflex?



On Tue, Feb 11, 2014 at 10:35 AM, Matt Morris matt...@gmail.com
mailto:matt...@gmail.com wrote:

Hi chaps,

is there any way to reset the initial rest pose for a syflex
sim without deleting and recreating the syflex cloth node?

cheers,
matt


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





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




Re: ice syflex rest pose

2014-02-11 Thread Matt Morris
Hey Eric,

thanks, I'll give it a go. cheers!


On 11 February 2014 16:49, Eric Thivierge ethivie...@hybride.com wrote:

 Try moving the ice tree up / down in the construction stack then back
 under the simulation. This has been working for me this week.

 Eric T.


 On Tuesday, February 11, 2014 11:37:13 AM, Matt Morris wrote:

 Hi Alan, talking ice syflex, 2014sp2.

 cheers,
 matt




 On 11 February 2014 16:05, Alan Fregtman alan.fregt...@gmail.com
 mailto:alan.fregt...@gmail.com wrote:

 Hi Matt,

 Classic Syflex or ICE Syflex?



 On Tue, Feb 11, 2014 at 10:35 AM, Matt Morris matt...@gmail.com
 mailto:matt...@gmail.com wrote:

 Hi chaps,

 is there any way to reset the initial rest pose for a syflex
 sim without deleting and recreating the syflex cloth node?

 cheers,
 matt


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





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





-- 
www.matinai.com


Survey - how would you do this?

2014-02-11 Thread Matt Lind
An artist came to my desk yesterday asking how to do what I felt was a simple 
task, but after getting 80% through it I ran into a speed bump realizing it 
needed custom scripting or other advanced tools to fully resolve to 
satisfaction.  I had to give him a procedure that was 'good enough'.  This 
problem has multiple solutions, but I am curious how others would solve it:

The problem:

Artist must create an asteroid belt around a planet.  The asteroids are likely 
2D sprites which must face the camera and tumble as they orbit, but could be 3D 
objects as well.  Asteroids must vary in size, shape, and animation speed 
(linear as well as rotational).  Asteroids cannot collide with anything.  
Movement is generally slow - like a screen saver for your computer desktop.  
Asteroid positions are jittered within the belt.

The question:

Dispersing objects into a ring is fairly straightforward through a number of 
techniques, but how do you apply the random jitter to the object positions?

The rules:


-  Cannot use ICE

-  Cannot use custom scripts, custom operators, or shaders.

-  Must only use tools out of the box that a junior or staff level 
artist would know how to use.

-  Must be able to create the asteroid belt, from scratch to 
completion, in less than 30 minutes - and be iteration friendly to react to art 
director feedback.

-  Ideally, the belt could be made a child of the planet in encompasses 
so it can be reoriented with respect to changes in the planet's 
size/shape/tilt/orbit.

-  Final output must be able to exist with full integrity on its own in 
a vacuum.  Cannot not have dependencies on custom code, external assets, or 
special case logic.

-  Asteroid belt fits within the default grid as seen in the scene 
camera.  Think torus with diameter 40 SI units, and cross section of roughly 3 
SI Units diameter


Ready.GO!




Matt


Re: point clouds from soft to Max?

2014-02-11 Thread Chris Johnson
Got the clouds in just fine through the send to function. Found it worked
better when I started the sofware conversation from Max.

Any body know how to send over the rotations? Seems they're currently just
points in space...can you even send rotations?



On Mon, Feb 10, 2014 at 7:24 PM, Chris Johnson chr...@topixfx.com wrote:

 Thanks guystried the send too max but it didn't work...kept getting an
 error. I'll simplify the scene and try again. Real flow is an option as I
 have a license...I'll give that a try too. Cheers.
 On Feb 10, 2014 6:06 PM, Bruno-Pierre Jobin bpjo...@gmail.com wrote:

 I had this problem three months ago and I used the realflow plugins in
 order to get my point from xsi to Max. You can export (cache) your point
 cloud in bin format and import it back in max using the plugin that's
 available in pflow. Remember to set the padding correctly when reading in
 Max though otherwise particles won't show up.

 You can download them for free on the nextlimit website.

 Hope this helps
 --
 Bruno-Pierre Jobin

  On Feb 10, 2014, at 5:09 PM, Chris Johnson chr...@topixfx.com wrote:
 
  I'm sure this has been covered a dozen timesI'll have to go dig
 through the google groups. Thought I'd ask though. I have a point
 cloud/particle system I'm liking in Softimage and now want to bring it too
 max and apply Geo instances to the point cloud in Max. I can get Alembic
 over fine but can't access it in p-flow. Importing an nCache doesn't look
 right...points are not doing the same thing they were in Softimage?
 
  Is there a set in stone work flow out there for this?




Re: Survey - how would you do this?

2014-02-11 Thread Eric Thivierge
With those restrictions, get a super fast animator to animate them by 
hand.


Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:

An artist came to my desk yesterday asking how to do what I felt was a
simple task, but after getting 80% through it I ran into a speed bump
realizing it needed custom scripting or other advanced tools to fully
resolve to satisfaction.  I had to give him a procedure that was ‘good
enough’.  This problem has multiple solutions, but I am curious how
others would solve it:

The problem:

Artist must create an asteroid belt around a planet.  The asteroids
are likely 2D sprites which must face the camera and tumble as they
orbit, but could be 3D objects as well.  Asteroids must vary in size,
shape, and animation speed (linear as well as rotational).  Asteroids
cannot collide with anything.  Movement is generally slow – like a
screen saver for your computer desktop.  Asteroid positions are
jittered within the belt.

The question:

Dispersing objects into a ring is fairly straightforward through a
number of techniques, but how do you apply the random jitter to the
object positions?

The rules:

-Cannot use ICE

-Cannot use custom scripts, custom operators, or shaders.

-Must only use tools out of the box that a junior or staff level
artist would know how to use.

-Must be able to create the asteroid belt, from scratch to completion,
in less than 30 minutes – and be iteration friendly to react to art
director feedback.

-Ideally, the belt could be made a child of the planet in encompasses
so it can be reoriented with respect to changes in the planet’s
size/shape/tilt/orbit.

-Final output must be able to exist with full integrity on its own in
a vacuum.  Cannot not have dependencies on custom code, external
assets, or special case logic.

-Asteroid belt fits within the default grid as seen in the scene
camera.  Think torus with diameter 40 SI units, and cross section of
roughly 3 SI Units diameter

Ready…..GO!

Matt





Re: Survey - how would you do this?

2014-02-11 Thread Helge Mathee

use Fabric. but I guess that's considered custom. :-)

On 2/11/2014 8:46 PM, Eric Thivierge wrote:
With those restrictions, get a super fast animator to animate them by 
hand.


Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:

An artist came to my desk yesterday asking how to do what I felt was a
simple task, but after getting 80% through it I ran into a speed bump
realizing it needed custom scripting or other advanced tools to fully
resolve to satisfaction.  I had to give him a procedure that was ‘good
enough’.  This problem has multiple solutions, but I am curious how
others would solve it:

The problem:

Artist must create an asteroid belt around a planet.  The asteroids
are likely 2D sprites which must face the camera and tumble as they
orbit, but could be 3D objects as well.  Asteroids must vary in size,
shape, and animation speed (linear as well as rotational). Asteroids
cannot collide with anything.  Movement is generally slow – like a
screen saver for your computer desktop.  Asteroid positions are
jittered within the belt.

The question:

Dispersing objects into a ring is fairly straightforward through a
number of techniques, but how do you apply the random jitter to the
object positions?

The rules:

-Cannot use ICE

-Cannot use custom scripts, custom operators, or shaders.

-Must only use tools out of the box that a junior or staff level
artist would know how to use.

-Must be able to create the asteroid belt, from scratch to completion,
in less than 30 minutes – and be iteration friendly to react to art
director feedback.

-Ideally, the belt could be made a child of the planet in encompasses
so it can be reoriented with respect to changes in the planet’s
size/shape/tilt/orbit.

-Final output must be able to exist with full integrity on its own in
a vacuum.  Cannot not have dependencies on custom code, external
assets, or special case logic.

-Asteroid belt fits within the default grid as seen in the scene
camera.  Think torus with diameter 40 SI units, and cross section of
roughly 3 SI Units diameter

Ready…..GO!

Matt







RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
You wouldn't last long in games with that attitude.


Matt




-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com] 
Sent: Tuesday, February 11, 2014 11:46 AM
To: softimage@listproc.autodesk.com
Cc: Matt Lind
Subject: Re: Survey - how would you do this?

With those restrictions, get a super fast animator to animate them by hand.

Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was a 
 simple task, but after getting 80% through it I ran into a speed bump 
 realizing it needed custom scripting or other advanced tools to fully 
 resolve to satisfaction.  I had to give him a procedure that was ‘good 
 enough’.  This problem has multiple solutions, but I am curious how 
 others would solve it:

 The problem:

 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.

 The question:

 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?

 The rules:

 -Cannot use ICE

 -Cannot use custom scripts, custom operators, or shaders.

 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.

 -Must be able to create the asteroid belt, from scratch to completion, 
 in less than 30 minutes – and be iteration friendly to react to art 
 director feedback.

 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.

 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.

 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter

 Ready…..GO!

 Matt





RE: Survey - how would you do this?

2014-02-11 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Wouldn't restricting use of ICE mean you have no access to the out of the box 
particle tools?

--
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.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 2:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

With those restrictions, get a super fast animator to animate them by hand.

Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was a 
 simple task, but after getting 80% through it I ran into a speed bump 
 realizing it needed custom scripting or other advanced tools to fully 
 resolve to satisfaction.  I had to give him a procedure that was ‘good 
 enough’.  This problem has multiple solutions, but I am curious how 
 others would solve it:

 The problem:

 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.

 The question:

 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?

 The rules:

 -Cannot use ICE

 -Cannot use custom scripts, custom operators, or shaders.

 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.

 -Must be able to create the asteroid belt, from scratch to completion, 
 in less than 30 minutes – and be iteration friendly to react to art 
 director feedback.

 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.

 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.

 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter

 Ready…..GO!

 Matt





Re: Survey - how would you do this?

2014-02-11 Thread Bradley Gabe
Considering that the typical distance from one asteroid to the next is many 
thousands of kilometers,  you really shouldn't have any issues with collisions 
if you scale them properly. 

At your scale of 40 SI units for the asteroid belt, each asteroid would be well 
sub-pixel in diameter anyway, so I would create a torus to represent the belt, 
make it only very slightly opaque and call it a day. 


Sent from my iPhone

 On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com wrote:
 
 An artist came to my desk yesterday asking how to do what I felt was a simple 
 task, but after getting 80% through it I ran into a speed bump realizing it 
 needed custom scripting or other advanced tools to fully resolve to 
 satisfaction.  I had to give him a procedure that was ‘good enough’.  This 
 problem has multiple solutions, but I am curious how others would solve it:
  
 The problem:
  
 Artist must create an asteroid belt around a planet.  The asteroids are 
 likely 2D sprites which must face the camera and tumble as they orbit, but 
 could be 3D objects as well.  Asteroids must vary in size, shape, and 
 animation speed (linear as well as rotational).  Asteroids cannot collide 
 with anything.  Movement is generally slow – like a screen saver for your 
 computer desktop.  Asteroid positions are jittered within the belt.
  
 The question:
  
 Dispersing objects into a ring is fairly straightforward through a number of 
 techniques, but how do you apply the random jitter to the object positions?
  
 The rules:
  
 -  Cannot use ICE
 -  Cannot use custom scripts, custom operators, or shaders.
 -  Must only use tools out of the box that a junior or staff level 
 artist would know how to use.
 -  Must be able to create the asteroid belt, from scratch to 
 completion, in less than 30 minutes – and be iteration friendly to react to 
 art director feedback.
 -  Ideally, the belt could be made a child of the planet in 
 encompasses so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.
 -  Final output must be able to exist with full integrity on its own 
 in a vacuum.  Cannot not have dependencies on custom code, external assets, 
 or special case logic.
 -  Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of roughly 
 3 SI Units diameter
  
  
 Ready…..GO!
  
  
  
  
 Matt


RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
F*ck.  Fat finger.

The rest:

We have tight restrictions for making MMORPG style games.  One of them being we 
have to think simple as there's no way to fully predict how an asset will be 
used once it's made available in the game.  Designers and scripters will pull 
whatever they can get their hands on and use them for whatever purpose they can 
think of.  Kind of the everything looks like a nail when you have a hammer 
problem.

Matt



-Original Message-
From: Matt Lind 
Sent: Tuesday, February 11, 2014 11:47 AM
To: 'Eric Thivierge'; softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

You wouldn't last long in games with that attitude.


Matt




-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com]
Sent: Tuesday, February 11, 2014 11:46 AM
To: softimage@listproc.autodesk.com
Cc: Matt Lind
Subject: Re: Survey - how would you do this?

With those restrictions, get a super fast animator to animate them by hand.

Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was a 
 simple task, but after getting 80% through it I ran into a speed bump 
 realizing it needed custom scripting or other advanced tools to fully 
 resolve to satisfaction.  I had to give him a procedure that was ‘good 
 enough’.  This problem has multiple solutions, but I am curious how 
 others would solve it:

 The problem:

 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.

 The question:

 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?

 The rules:

 -Cannot use ICE

 -Cannot use custom scripts, custom operators, or shaders.

 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.

 -Must be able to create the asteroid belt, from scratch to completion, 
 in less than 30 minutes – and be iteration friendly to react to art 
 director feedback.

 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.

 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.

 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter

 Ready…..GO!

 Matt





Re: Survey - how would you do this?

2014-02-11 Thread Eric Thivierge

Are all games made in an environment from what seems to be the early 90's?

And true I probably wouldn't last long in games. I like using new 
technology too much. :)


Eric T.

On 2/11/2014 2:47 PM, Matt Lind wrote:

You wouldn't last long in games with that attitude.


Matt




-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com]
Sent: Tuesday, February 11, 2014 11:46 AM
To: softimage@listproc.autodesk.com
Cc: Matt Lind
Subject: Re: Survey - how would you do this?

With those restrictions, get a super fast animator to animate them by hand.

Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:

An artist came to my desk yesterday asking how to do what I felt was a
simple task, but after getting 80% through it I ran into a speed bump
realizing it needed custom scripting or other advanced tools to fully
resolve to satisfaction.  I had to give him a procedure that was ‘good
enough’.  This problem has multiple solutions, but I am curious how
others would solve it:

The problem:

Artist must create an asteroid belt around a planet.  The asteroids
are likely 2D sprites which must face the camera and tumble as they
orbit, but could be 3D objects as well.  Asteroids must vary in size,
shape, and animation speed (linear as well as rotational).  Asteroids
cannot collide with anything.  Movement is generally slow – like a
screen saver for your computer desktop.  Asteroid positions are
jittered within the belt.

The question:

Dispersing objects into a ring is fairly straightforward through a
number of techniques, but how do you apply the random jitter to the
object positions?

The rules:

-Cannot use ICE

-Cannot use custom scripts, custom operators, or shaders.

-Must only use tools out of the box that a junior or staff level
artist would know how to use.

-Must be able to create the asteroid belt, from scratch to completion,
in less than 30 minutes – and be iteration friendly to react to art
director feedback.

-Ideally, the belt could be made a child of the planet in encompasses
so it can be reoriented with respect to changes in the planet’s
size/shape/tilt/orbit.

-Final output must be able to exist with full integrity on its own in
a vacuum.  Cannot not have dependencies on custom code, external
assets, or special case logic.

-Asteroid belt fits within the default grid as seen in the scene
camera.  Think torus with diameter 40 SI units, and cross section of
roughly 3 SI Units diameter

Ready…..GO!

Matt






Re: Survey - how would you do this?

2014-02-11 Thread Ed Manning
re: collision avoidance -- how big are the asteroids WRT the toroidal
volume?  the requirement for varying linear (meaning orbital I guess?)
speeds needs to be balanced against the volume of space that each sweeps
through.

the position jitter I guess I would try to do via clever parenting and use
of the randomize data entry command for transform values.


On Tue, Feb 11, 2014 at 2:46 PM, Eric Thivierge ethivie...@hybride.comwrote:

 With those restrictions, get a super fast animator to animate them by hand.

 Eric T.


 On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:

 An artist came to my desk yesterday asking how to do what I felt was a
 simple task, but after getting 80% through it I ran into a speed bump
 realizing it needed custom scripting or other advanced tools to fully
 resolve to satisfaction.  I had to give him a procedure that was 'good
 enough'.  This problem has multiple solutions, but I am curious how
 others would solve it:

 The problem:

 Artist must create an asteroid belt around a planet.  The asteroids
 are likely 2D sprites which must face the camera and tumble as they
 orbit, but could be 3D objects as well.  Asteroids must vary in size,
 shape, and animation speed (linear as well as rotational).  Asteroids
 cannot collide with anything.  Movement is generally slow - like a
 screen saver for your computer desktop.  Asteroid positions are
 jittered within the belt.

 The question:

 Dispersing objects into a ring is fairly straightforward through a
 number of techniques, but how do you apply the random jitter to the
 object positions?

 The rules:

 -Cannot use ICE

 -Cannot use custom scripts, custom operators, or shaders.

 -Must only use tools out of the box that a junior or staff level

 artist would know how to use.

 -Must be able to create the asteroid belt, from scratch to completion,

 in less than 30 minutes - and be iteration friendly to react to art
 director feedback.

 -Ideally, the belt could be made a child of the planet in encompasses

 so it can be reoriented with respect to changes in the planet's
 size/shape/tilt/orbit.

 -Final output must be able to exist with full integrity on its own in

 a vacuum.  Cannot not have dependencies on custom code, external
 assets, or special case logic.

 -Asteroid belt fits within the default grid as seen in the scene

 camera.  Think torus with diameter 40 SI units, and cross section of
 roughly 3 SI Units diameter

 Ready.GO!

 Matt





RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
Softimage doesn't have a particle system anymore.  ICE replaced it.

To answer your question - yes.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Tuesday, February 11, 2014 11:48 AM
To: softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

Wouldn't restricting use of ICE mean you have no access to the out of the box 
particle tools?

--
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.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 2:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

With those restrictions, get a super fast animator to animate them by hand.

Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was a 
 simple task, but after getting 80% through it I ran into a speed bump 
 realizing it needed custom scripting or other advanced tools to fully 
 resolve to satisfaction.  I had to give him a procedure that was ‘good 
 enough’.  This problem has multiple solutions, but I am curious how 
 others would solve it:

 The problem:

 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.

 The question:

 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?

 The rules:

 -Cannot use ICE

 -Cannot use custom scripts, custom operators, or shaders.

 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.

 -Must be able to create the asteroid belt, from scratch to completion, 
 in less than 30 minutes – and be iteration friendly to react to art 
 director feedback.

 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.

 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.

 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter

 Ready…..GO!

 Matt






RE: Survey - how would you do this?

2014-02-11 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
No ICE huh..

I know! I know! Go to the grocery store. Buy a pack of lunch meat, the 
smelliest cheese you can find, and some monkey bread. Return to work and make 
your lunch from the ingredients. Whilst everyone is running away from the smell 
of the cheese, cheat and use ICE. 

I know, I broke the spirit of the challenge. Guilty as charged. But I bet Ed 
liked the solution.

:)

--
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.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, February 11, 2014 2:54 PM
To: softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

Softimage doesn't have a particle system anymore.  ICE replaced it.

To answer your question - yes.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Tuesday, February 11, 2014 11:48 AM
To: softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

Wouldn't restricting use of ICE mean you have no access to the out of the box 
particle tools?

--
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.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 2:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

With those restrictions, get a super fast animator to animate them by hand.

Eric T.

On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was a 
 simple task, but after getting 80% through it I ran into a speed bump 
 realizing it needed custom scripting or other advanced tools to fully 
 resolve to satisfaction.  I had to give him a procedure that was ‘good 
 enough’.  This problem has multiple solutions, but I am curious how 
 others would solve it:

 The problem:

 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.

 The question:

 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?

 The rules:

 -Cannot use ICE

 -Cannot use custom scripts, custom operators, or shaders.

 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.

 -Must be able to create the asteroid belt, from scratch to completion, 
 in less than 30 minutes – and be iteration friendly to react to art 
 director feedback.

 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.

 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.

 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter

 Ready…..GO!

 Matt







RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
The focus in games is to make software that is entertaining for our customers.  
Much of the problem solving in 3D is on the engine side.

On the content creation side, such as in Softimage, the focus is to integrate 
or mimic the engine or find ways of efficiently getting data to/from the 
engine.  The critical part is to abstract game specific data so it is not tied 
to the content creation software, and inversely abstract the content creation 
software's isms from making it into the game engine.  Do this while still 
providing an environment that artists can work quickly and efficiently.  Not as 
easy as it sounds.

The problem that is most encountered in Softimage and other 3D apps is you 
can't go low level enough to do what you need.  Softimage doesn't really 
support custom classes and data structures as first class citizens in their 
API.  Therefore, most implementations of toolsets are working around those 
limitations which often requires venturing into the dusty corners of the 
software where few people travel resulting in discovery of many bugs preventing 
you from reaching your goals.

As for making games, it taxes your brain a lot more than film/video to figure 
out how to pull off an effect or implement an idea.  Basically, your MacGyver 
skills are really put to the test.

Matt




-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com] 
Sent: Tuesday, February 11, 2014 11:50 AM
To: Matt Lind; softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Are all games made in an environment from what seems to be the early 90's?

And true I probably wouldn't last long in games. I like using new technology 
too much. :)

Eric T.

On 2/11/2014 2:47 PM, Matt Lind wrote:
 You wouldn't last long in games with that attitude.


 Matt




 -Original Message-
 From: Eric Thivierge [mailto:ethivie...@hybride.com]
 Sent: Tuesday, February 11, 2014 11:46 AM
 To: softimage@listproc.autodesk.com
 Cc: Matt Lind
 Subject: Re: Survey - how would you do this?

 With those restrictions, get a super fast animator to animate them by hand.

 Eric T.

 On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was 
 a simple task, but after getting 80% through it I ran into a speed 
 bump realizing it needed custom scripting or other advanced tools to 
 fully resolve to satisfaction.  I had to give him a procedure that 
 was ‘good enough’.  This problem has multiple solutions, but I am 
 curious how others would solve it:

 The problem:

 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.

 The question:

 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?

 The rules:

 -Cannot use ICE

 -Cannot use custom scripts, custom operators, or shaders.

 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.

 -Must be able to create the asteroid belt, from scratch to 
 completion, in less than 30 minutes – and be iteration friendly to 
 react to art director feedback.

 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.

 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.

 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter

 Ready…..GO!

 Matt






RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
I should probably mention we don’t do realism here.  Think comic book style 
with a little Anime thrown in.

Given the dimensions of the belt, asteroids could be up to 1 SI unit in 
diameter for the really large rocks.  The camera might move through this belt, 
so the fact they’re small shouldn’t be so readily dismissed.  This isn’t 
film/video where you can sweep the stuff you don’t see under the carpet.


Matt






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, February 11, 2014 11:48 AM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Considering that the typical distance from one asteroid to the next is many 
thousands of kilometers,  you really shouldn't have any issues with collisions 
if you scale them properly.

At your scale of 40 SI units for the asteroid belt, each asteroid would be well 
sub-pixel in diameter anyway, so I would create a torus to represent the belt, 
make it only very slightly opaque and call it a day.


Sent from my iPhone

On Feb 11, 2014, at 1:23 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
An artist came to my desk yesterday asking how to do what I felt was a simple 
task, but after getting 80% through it I ran into a speed bump realizing it 
needed custom scripting or other advanced tools to fully resolve to 
satisfaction.  I had to give him a procedure that was ‘good enough’.  This 
problem has multiple solutions, but I am curious how others would solve it:

The problem:

Artist must create an asteroid belt around a planet.  The asteroids are likely 
2D sprites which must face the camera and tumble as they orbit, but could be 3D 
objects as well.  Asteroids must vary in size, shape, and animation speed 
(linear as well as rotational).  Asteroids cannot collide with anything.  
Movement is generally slow – like a screen saver for your computer desktop.  
Asteroid positions are jittered within the belt.

The question:

Dispersing objects into a ring is fairly straightforward through a number of 
techniques, but how do you apply the random jitter to the object positions?

The rules:


-  Cannot use ICE

-  Cannot use custom scripts, custom operators, or shaders.

-  Must only use tools out of the box that a junior or staff level 
artist would know how to use.

-  Must be able to create the asteroid belt, from scratch to 
completion, in less than 30 minutes – and be iteration friendly to react to art 
director feedback.

-  Ideally, the belt could be made a child of the planet in encompasses 
so it can be reoriented with respect to changes in the planet’s 
size/shape/tilt/orbit.

-  Final output must be able to exist with full integrity on its own in 
a vacuum.  Cannot not have dependencies on custom code, external assets, or 
special case logic.

-  Asteroid belt fits within the default grid as seen in the scene 
camera.  Think torus with diameter 40 SI units, and cross section of roughly 3 
SI Units diameter


Ready…..GO!




Matt


Re: Survey - how would you do this?

2014-02-11 Thread Chris Johnson
I have to plus one on the hand animation...do a couple meteors on a circle
scale each one a litte differently. Duplicate that a number of time and
offset that. Then look for nasty collisions...done.


On Tue, Feb 11, 2014 at 3:01 PM, Matt Lind ml...@carbinestudios.com wrote:

 The focus in games is to make software that is entertaining for our
 customers.  Much of the problem solving in 3D is on the engine side.

 On the content creation side, such as in Softimage, the focus is to
 integrate or mimic the engine or find ways of efficiently getting data
 to/from the engine.  The critical part is to abstract game specific data so
 it is not tied to the content creation software, and inversely abstract the
 content creation software's isms from making it into the game engine.  Do
 this while still providing an environment that artists can work quickly and
 efficiently.  Not as easy as it sounds.

 The problem that is most encountered in Softimage and other 3D apps is you
 can't go low level enough to do what you need.  Softimage doesn't really
 support custom classes and data structures as first class citizens in their
 API.  Therefore, most implementations of toolsets are working around those
 limitations which often requires venturing into the dusty corners of the
 software where few people travel resulting in discovery of many bugs
 preventing you from reaching your goals.

 As for making games, it taxes your brain a lot more than film/video to
 figure out how to pull off an effect or implement an idea.  Basically, your
 MacGyver skills are really put to the test.

 Matt




 -Original Message-
 From: Eric Thivierge [mailto:ethivie...@hybride.com]
 Sent: Tuesday, February 11, 2014 11:50 AM
 To: Matt Lind; softimage@listproc.autodesk.com
 Subject: Re: Survey - how would you do this?

 Are all games made in an environment from what seems to be the early 90's?

 And true I probably wouldn't last long in games. I like using new
 technology too much. :)

 Eric T.

 On 2/11/2014 2:47 PM, Matt Lind wrote:
  You wouldn't last long in games with that attitude.
 
 
  Matt
 
 
 
 
  -Original Message-
  From: Eric Thivierge [mailto:ethivie...@hybride.com]
  Sent: Tuesday, February 11, 2014 11:46 AM
  To: softimage@listproc.autodesk.com
  Cc: Matt Lind
  Subject: Re: Survey - how would you do this?
 
  With those restrictions, get a super fast animator to animate them by
 hand.
 
  Eric T.
 
  On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
  An artist came to my desk yesterday asking how to do what I felt was
  a simple task, but after getting 80% through it I ran into a speed
  bump realizing it needed custom scripting or other advanced tools to
  fully resolve to satisfaction.  I had to give him a procedure that
  was 'good enough'.  This problem has multiple solutions, but I am
  curious how others would solve it:
 
  The problem:
 
  Artist must create an asteroid belt around a planet.  The asteroids
  are likely 2D sprites which must face the camera and tumble as they
  orbit, but could be 3D objects as well.  Asteroids must vary in size,
  shape, and animation speed (linear as well as rotational).  Asteroids
  cannot collide with anything.  Movement is generally slow - like a
  screen saver for your computer desktop.  Asteroid positions are
  jittered within the belt.
 
  The question:
 
  Dispersing objects into a ring is fairly straightforward through a
  number of techniques, but how do you apply the random jitter to the
  object positions?
 
  The rules:
 
  -Cannot use ICE
 
  -Cannot use custom scripts, custom operators, or shaders.
 
  -Must only use tools out of the box that a junior or staff level
  artist would know how to use.
 
  -Must be able to create the asteroid belt, from scratch to
  completion, in less than 30 minutes - and be iteration friendly to
  react to art director feedback.
 
  -Ideally, the belt could be made a child of the planet in encompasses
  so it can be reoriented with respect to changes in the planet's
  size/shape/tilt/orbit.
 
  -Final output must be able to exist with full integrity on its own in
  a vacuum.  Cannot not have dependencies on custom code, external
  assets, or special case logic.
 
  -Asteroid belt fits within the default grid as seen in the scene
  camera.  Think torus with diameter 40 SI units, and cross section of
  roughly 3 SI Units diameter
 
  Ready.GO!
 
  Matt
 






Re: Survey - how would you do this?

2014-02-11 Thread Emilio Hernandez
Well, a quick solution will be

1. create a group of asteroids and add the animation of the asteroids.
2. create the torus that will hold up the asteroids belt.
3. Instanciate the group of asteroids.
4. Create a object to cluster constrain of the asteroids group in dispersed
points in the torus.
5. Randomize the torus to create the jittering of the position of the
asteroids group.
6. Animate the rotation of the torus.





2014-02-11 14:06 GMT-06:00 Matt Lind ml...@carbinestudios.com:

 I should probably mention we don't do realism here.  Think comic book
 style with a little Anime thrown in.



 Given the dimensions of the belt, asteroids could be up to 1 SI unit in
 diameter for the really large rocks.  The camera might move through this
 belt, so the fact they're small shouldn't be so readily dismissed.  This
 isn't film/video where you can sweep the stuff you don't see under the
 carpet.





 Matt













 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe
 *Sent:* Tuesday, February 11, 2014 11:48 AM
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Survey - how would you do this?



 Considering that the typical distance from one asteroid to the next is
 many thousands of kilometers,  you really shouldn't have any issues with
 collisions if you scale them properly.



 At your scale of 40 SI units for the asteroid belt, each asteroid would be
 well sub-pixel in diameter anyway, so I would create a torus to represent
 the belt, make it only very slightly opaque and call it a day.



 Sent from my iPhone


 On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I felt was a
 simple task, but after getting 80% through it I ran into a speed bump
 realizing it needed custom scripting or other advanced tools to fully
 resolve to satisfaction.  I had to give him a procedure that was 'good
 enough'.  This problem has multiple solutions, but I am curious how others
 would solve it:



 The problem:



 Artist must create an asteroid belt around a planet.  The asteroids are
 likely 2D sprites which must face the camera and tumble as they orbit, but
 could be 3D objects as well.  Asteroids must vary in size, shape, and
 animation speed (linear as well as rotational).  Asteroids cannot collide
 with anything.  Movement is generally slow - like a screen saver for your
 computer desktop.  Asteroid positions are jittered within the belt.



 The question:



 Dispersing objects into a ring is fairly straightforward through a number
 of techniques, but how do you apply the random jitter to the object
 positions?



 The rules:



 -  Cannot use ICE

 -  Cannot use custom scripts, custom operators, or shaders.

 -  Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 -  Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes - and be iteration friendly to react to
 art director feedback.

 -  Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in the planet's
 size/shape/tilt/orbit.

 -  Final output must be able to exist with full integrity on its
 own in a vacuum.  Cannot not have dependencies on custom code, external
 assets, or special case logic.

 -  Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, and cross section of
 roughly 3 SI Units diameter





 Ready.GO!









 Matt




Re: Survey - how would you do this?

2014-02-11 Thread Tim Leydecker

Do it by hand.

Create null in center of Planet.

Call it Parent_Mom.

Create Volume Previz Torus Helper.

Create Asteroid in Origin.

Create Null.

Name Null Asteroid_P001.

Parent Asteroid to Asteroid_P001.

Animate Asteroid Rotation (its tumbling) in Origin.

Snap Asteroid_P001 to Torus.

Parent Asteroid_P001 to Parent_Mom.

Duplicate Asteroid_P001, resulting in Asteroid_P002.

Snap Asteroid_P002 to Torus.

Create Null, call it Parent_Spin.

Parent Parent_Mom to Parent_Spin.

Animate Rotation (Y) of Parent_Spin.

Create Null, name it Parent_Dad.

Name Planet Forever21Planet, parent Forever21 and Parent_Spin to Parent_Dad.

Duplicate Asteroid_P002 as often as you need and snap to Torus.

Duplicate Parent_Spin, rename Parent_Spin_faster. Adjust Animation to spin 
faster.

Delete any Asteroids you don´t like, offset animations where neccessary or 
desired.

Rinse, repeat.

Play.











On 11.02.2014 20:23, Matt Lind wrote:

The question:
but how do you apply the random jitter to the object positions?


Re: Survey - how would you do this?

2014-02-11 Thread Eric Thivierge

$10 says you can't use instances

On Tuesday, February 11, 2014 3:13:50 PM, Emilio Hernandez wrote:

Well, a quick solution will be

1. create a group of asteroids and add the animation of the asteroids.
2. create the torus that will hold up the asteroids belt.
3. Instanciate the group of asteroids.
4. Create a object to cluster constrain of the asteroids group in
dispersed points in the torus.
5. Randomize the torus to create the jittering of the position of the
asteroids group.
6. Animate the rotation of the torus.





2014-02-11 14:06 GMT-06:00 Matt Lind ml...@carbinestudios.com
mailto:ml...@carbinestudios.com:

I should probably mention we don’t do realism here.  Think comic
book style with a little Anime thrown in.

__ __

Given the dimensions of the belt, asteroids could be up to 1 SI
unit in diameter for the really large rocks.  The camera might
move through this belt, so the fact they’re small shouldn’t be so
readily dismissed.  This isn’t film/video where you can sweep the
stuff you don’t see under the carpet.

__ __

__ __

Matt

__ __

__ __

__ __

__ __

__ __

__ __

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Bradley Gabe
*Sent:* Tuesday, February 11, 2014 11:48 AM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com


*Subject:* Re: Survey - how would you do this?

__ __

Considering that the typical distance from one asteroid to the
next is many thousands of kilometers,  you really shouldn't have
any issues with collisions if you scale them properly. 

__ __

At your scale of 40 SI units for the asteroid belt, each asteroid
would be well sub-pixel in diameter anyway, so I would create a
torus to represent the belt, make it only very slightly opaque and
call it a day. 



Sent from my iPhone


On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com
mailto:ml...@carbinestudios.com wrote:

An artist came to my desk yesterday asking how to do what I
felt was a simple task, but after getting 80% through it I ran
into a speed bump realizing it needed custom scripting or
other advanced tools to fully resolve to satisfaction.  I had
to give him a procedure that was ‘good enough’.  This problem
has multiple solutions, but I am curious how others would
solve it:



The problem:



Artist must create an asteroid belt around a planet.  The
asteroids are likely 2D sprites which must face the camera and
tumble as they orbit, but could be 3D objects as well.
Asteroids must vary in size, shape, and animation speed
(linear as well as rotational).  Asteroids cannot collide with
anything.  Movement is generally slow – like a screen saver
for your computer desktop.  Asteroid positions are jittered
within the belt.



The question:



Dispersing objects into a ring is fairly straightforward
through a number of techniques, but how do you apply the
random jitter to the object positions?



The rules:



__-__Cannot use ICE

__-__Cannot use custom scripts, custom operators, or shaders.

__-__Must only use tools out of the box that a junior or staff
level artist would know how to use.

__-__Must be able to create the asteroid belt, from scratch to
completion, in less than 30 minutes – and be iteration
friendly to react to art director feedback.

__-__Ideally, the belt could be made a child of the planet in
encompasses so it can be reoriented with respect to changes in
the planet’s size/shape/tilt/orbit.

__-__Final output must be able to exist with full integrity on
its own in a vacuum.  Cannot not have dependencies on custom
code, external assets, or special case logic.

__-__Asteroid belt fits within the default grid as seen in the
scene camera.  Think torus with diameter 40 SI units, and
cross section of roughly 3 SI Units diameter





Ready…..GO!









Matt






RE: Survey - how would you do this?

2014-02-11 Thread Graham Bell
I'd go with animated sprites for the asteroids.

As for jitter, the old school way would be to the coder to do it in the game 
engine. Otherwise, I'd animated the torus size very slightly with some offsets

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: 11 February 2014 20:16
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

$10 says you can't use instances

On Tuesday, February 11, 2014 3:13:50 PM, Emilio Hernandez wrote:
 Well, a quick solution will be

 1. create a group of asteroids and add the animation of the asteroids.
 2. create the torus that will hold up the asteroids belt.
 3. Instanciate the group of asteroids.
 4. Create a object to cluster constrain of the asteroids group in 
 dispersed points in the torus.
 5. Randomize the torus to create the jittering of the position of the 
 asteroids group.
 6. Animate the rotation of the torus.





 2014-02-11 14:06 GMT-06:00 Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com:

 I should probably mention we don’t do realism here.  Think comic
 book style with a little Anime thrown in.

 __ __

 Given the dimensions of the belt, asteroids could be up to 1 SI
 unit in diameter for the really large rocks.  The camera might
 move through this belt, so the fact they’re small shouldn’t be so
 readily dismissed.  This isn’t film/video where you can sweep the
 stuff you don’t see under the carpet.

 __ __

 __ __

 Matt

 __ __

 __ __

 __ __

 __ __

 __ __

 __ __

 *From:*softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
 *Bradley Gabe
 *Sent:* Tuesday, February 11, 2014 11:48 AM
 *To:* softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com


 *Subject:* Re: Survey - how would you do this?

 __ __

 Considering that the typical distance from one asteroid to the
 next is many thousands of kilometers,  you really shouldn't have
 any issues with collisions if you scale them properly. 

 __ __

 At your scale of 40 SI units for the asteroid belt, each asteroid
 would be well sub-pixel in diameter anyway, so I would create a
 torus to represent the belt, make it only very slightly opaque and
 call it a day. 



 Sent from my iPhone


 On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I
 felt was a simple task, but after getting 80% through it I ran
 into a speed bump realizing it needed custom scripting or
 other advanced tools to fully resolve to satisfaction.  I had
 to give him a procedure that was ‘good enough’.  This problem
 has multiple solutions, but I am curious how others would
 solve it:

 

 The problem:

 

 Artist must create an asteroid belt around a planet.  The
 asteroids are likely 2D sprites which must face the camera and
 tumble as they orbit, but could be 3D objects as well.
 Asteroids must vary in size, shape, and animation speed
 (linear as well as rotational).  Asteroids cannot collide with
 anything.  Movement is generally slow – like a screen saver
 for your computer desktop.  Asteroid positions are jittered
 within the belt.

 

 The question:

 

 Dispersing objects into a ring is fairly straightforward
 through a number of techniques, but how do you apply the
 random jitter to the object positions?

 

 The rules:

 

 __-__Cannot use ICE

 __-__Cannot use custom scripts, custom operators, or 
 shaders.

 __-__Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 __-__Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes – and be iteration
 friendly to react to art director feedback.

 __-__Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in
 the planet’s size/shape/tilt/orbit.

 __-__Final output must be able to exist with full integrity on
 its own in a vacuum.  Cannot not have dependencies on custom
 code, external assets, or special case logic.

 __-__Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, 

Re: Survey - how would you do this?

2014-02-11 Thread Alan Fregtman
It's too bad about the *No ICE* rule because it's not terribly hard to
write a pointcloud exporter to whatever format the engine takes.



On Tue, Feb 11, 2014 at 2:23 PM, Matt Lind ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I felt was a
 simple task, but after getting 80% through it I ran into a speed bump
 realizing it needed custom scripting or other advanced tools to fully
 resolve to satisfaction.  I had to give him a procedure that was 'good
 enough'.  This problem has multiple solutions, but I am curious how others
 would solve it:



 The problem:



 Artist must create an asteroid belt around a planet.  The asteroids are
 likely 2D sprites which must face the camera and tumble as they orbit, but
 could be 3D objects as well.  Asteroids must vary in size, shape, and
 animation speed (linear as well as rotational).  Asteroids cannot collide
 with anything.  Movement is generally slow - like a screen saver for your
 computer desktop.  Asteroid positions are jittered within the belt.



 The question:



 Dispersing objects into a ring is fairly straightforward through a number
 of techniques, but how do you apply the random jitter to the object
 positions?



 The rules:



 -  Cannot use ICE

 -  Cannot use custom scripts, custom operators, or shaders.

 -  Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 -  Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes - and be iteration friendly to react to
 art director feedback.

 -  Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in the planet's
 size/shape/tilt/orbit.

 -  Final output must be able to exist with full integrity on its
 own in a vacuum.  Cannot not have dependencies on custom code, external
 assets, or special case logic.

 -  Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, and cross section of
 roughly 3 SI Units diameter





 Ready.GO!









 Matt



Re: Survey - how would you do this?

2014-02-11 Thread Mirko Jankovic
create couple models of asteroids for variety, LOD for each of them.
let programmers do instancing, duplication and animation in engine and deal
with nasty math


On Tue, Feb 11, 2014 at 9:19 PM, Tim Leydecker bauero...@gmx.de wrote:

 Do it by hand.

 Create null in center of Planet.

 Call it Parent_Mom.

 Create Volume Previz Torus Helper.

 Create Asteroid in Origin.

 Create Null.

 Name Null Asteroid_P001.

 Parent Asteroid to Asteroid_P001.

 Animate Asteroid Rotation (its tumbling) in Origin.

 Snap Asteroid_P001 to Torus.

 Parent Asteroid_P001 to Parent_Mom.

 Duplicate Asteroid_P001, resulting in Asteroid_P002.

 Snap Asteroid_P002 to Torus.

 Create Null, call it Parent_Spin.

 Parent Parent_Mom to Parent_Spin.

 Animate Rotation (Y) of Parent_Spin.

 Create Null, name it Parent_Dad.

 Name Planet Forever21Planet, parent Forever21 and Parent_Spin to
 Parent_Dad.

 Duplicate Asteroid_P002 as often as you need and snap to Torus.

 Duplicate Parent_Spin, rename Parent_Spin_faster. Adjust Animation to spin
 faster.

 Delete any Asteroids you don´t like, offset animations where neccessary or
 desired.

 Rinse, repeat.

 Play.











 On 11.02.2014 20:23, Matt Lind wrote:

 The question:

 but how do you apply the random jitter to the object positions?




Re: Survey - how would you do this?

2014-02-11 Thread Eric Thivierge
I meant that Matt was going to say that you can't instance stuff as one 
additional restriction...


On 2/11/2014 3:28 PM, Emilio Hernandez wrote:

Well not $10 bucks but a sample scene will say yes.

https://dl.dropboxusercontent.com/u/49626349/Asteroids.scn




2014-02-11 14:19 GMT-06:00 Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de:


Do it by hand.

Create null in center of Planet.

Call it Parent_Mom.

Create Volume Previz Torus Helper.

Create Asteroid in Origin.

Create Null.

Name Null Asteroid_P001.

Parent Asteroid to Asteroid_P001.

Animate Asteroid Rotation (its tumbling) in Origin.

Snap Asteroid_P001 to Torus.

Parent Asteroid_P001 to Parent_Mom.

Duplicate Asteroid_P001, resulting in Asteroid_P002.

Snap Asteroid_P002 to Torus.

Create Null, call it Parent_Spin.

Parent Parent_Mom to Parent_Spin.

Animate Rotation (Y) of Parent_Spin.

Create Null, name it Parent_Dad.

Name Planet Forever21Planet, parent Forever21 and Parent_Spin to
Parent_Dad.

Duplicate Asteroid_P002 as often as you need and snap to Torus.

Duplicate Parent_Spin, rename Parent_Spin_faster. Adjust Animation
to spin faster.

Delete any Asteroids you don´t like, offset animations where
neccessary or desired.

Rinse, repeat.

Play.











On 11.02.2014 20:23, Matt Lind wrote:

The question:

but how do you apply the random jitter to the object positions?






Re: Survey - how would you do this?

2014-02-11 Thread Emilio Hernandez
ahhh  ok.

hahaha.

I double checked the instructions and it didn't say anything about not
using instances...

Cheers!





2014-02-11 14:36 GMT-06:00 Eric Thivierge ethivie...@hybride.com:

  I meant that Matt was going to say that you can't instance stuff as one
 additional restriction...


 On 2/11/2014 3:28 PM, Emilio Hernandez wrote:

 Well not $10 bucks but a sample scene will say yes.

 https://dl.dropboxusercontent.com/u/49626349/Asteroids.scn




 2014-02-11 14:19 GMT-06:00 Tim Leydecker bauero...@gmx.de:

 Do it by hand.

 Create null in center of Planet.

 Call it Parent_Mom.

 Create Volume Previz Torus Helper.

 Create Asteroid in Origin.

 Create Null.

 Name Null Asteroid_P001.

 Parent Asteroid to Asteroid_P001.

 Animate Asteroid Rotation (its tumbling) in Origin.

 Snap Asteroid_P001 to Torus.

 Parent Asteroid_P001 to Parent_Mom.

 Duplicate Asteroid_P001, resulting in Asteroid_P002.

 Snap Asteroid_P002 to Torus.

 Create Null, call it Parent_Spin.

 Parent Parent_Mom to Parent_Spin.

 Animate Rotation (Y) of Parent_Spin.

 Create Null, name it Parent_Dad.

 Name Planet Forever21Planet, parent Forever21 and Parent_Spin to
 Parent_Dad.

 Duplicate Asteroid_P002 as often as you need and snap to Torus.

 Duplicate Parent_Spin, rename Parent_Spin_faster. Adjust Animation to
 spin faster.

 Delete any Asteroids you don´t like, offset animations where neccessary
 or desired.

 Rinse, repeat.

 Play.











 On 11.02.2014 20:23, Matt Lind wrote:

 The question:

 but how do you apply the random jitter to the object positions?






Re: Survey - how would you do this?

2014-02-11 Thread Emilio Hernandez
I mean, I used the regular model instance of the
Edit-duplicate/instantiate-single model.  No ICE instances in the sample
scene.


Cheers.




2014-02-11 14:39 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 ahhh  ok.

 hahaha.

 I double checked the instructions and it didn't say anything about not
 using instances...

 Cheers!





 2014-02-11 14:36 GMT-06:00 Eric Thivierge ethivie...@hybride.com:

  I meant that Matt was going to say that you can't instance stuff as one
 additional restriction...


 On 2/11/2014 3:28 PM, Emilio Hernandez wrote:

 Well not $10 bucks but a sample scene will say yes.

 https://dl.dropboxusercontent.com/u/49626349/Asteroids.scn




 2014-02-11 14:19 GMT-06:00 Tim Leydecker bauero...@gmx.de:

 Do it by hand.

 Create null in center of Planet.

 Call it Parent_Mom.

 Create Volume Previz Torus Helper.

 Create Asteroid in Origin.

 Create Null.

 Name Null Asteroid_P001.

 Parent Asteroid to Asteroid_P001.

 Animate Asteroid Rotation (its tumbling) in Origin.

 Snap Asteroid_P001 to Torus.

 Parent Asteroid_P001 to Parent_Mom.

 Duplicate Asteroid_P001, resulting in Asteroid_P002.

 Snap Asteroid_P002 to Torus.

 Create Null, call it Parent_Spin.

 Parent Parent_Mom to Parent_Spin.

 Animate Rotation (Y) of Parent_Spin.

 Create Null, name it Parent_Dad.

 Name Planet Forever21Planet, parent Forever21 and Parent_Spin to
 Parent_Dad.

 Duplicate Asteroid_P002 as often as you need and snap to Torus.

 Duplicate Parent_Spin, rename Parent_Spin_faster. Adjust Animation to
 spin faster.

 Delete any Asteroids you don´t like, offset animations where neccessary
 or desired.

 Rinse, repeat.

 Play.











 On 11.02.2014 20:23, Matt Lind wrote:

 The question:

 but how do you apply the random jitter to the object positions?







Re: Survey - how would you do this?

2014-02-11 Thread Bradley Gabe
Can you use ICE to plot out a layout, and then convert it over to explicit 
controls? Or are you trying to design a system that can randomize, in game, on 
the fly?


Sent from my iPad

 On Feb 11, 2014, at 1:49 PM, Matt Lind ml...@carbinestudios.com wrote:
 
 F*ck.  Fat finger.
 
 The rest:
 
 We have tight restrictions for making MMORPG style games.  One of them being 
 we have to think simple as there's no way to fully predict how an asset will 
 be used once it's made available in the game.  Designers and scripters will 
 pull whatever they can get their hands on and use them for whatever purpose 
 they can think of.  Kind of the everything looks like a nail when you have a 
 hammer problem.
 
 Matt
 
 
 
 -Original Message-
 From: Matt Lind 
 Sent: Tuesday, February 11, 2014 11:47 AM
 To: 'Eric Thivierge'; softimage@listproc.autodesk.com
 Subject: RE: Survey - how would you do this?
 
 You wouldn't last long in games with that attitude.
 
 
 Matt
 
 
 
 
 -Original Message-
 From: Eric Thivierge [mailto:ethivie...@hybride.com]
 Sent: Tuesday, February 11, 2014 11:46 AM
 To: softimage@listproc.autodesk.com
 Cc: Matt Lind
 Subject: Re: Survey - how would you do this?
 
 With those restrictions, get a super fast animator to animate them by hand.
 
 Eric T.
 
 On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was a 
 simple task, but after getting 80% through it I ran into a speed bump 
 realizing it needed custom scripting or other advanced tools to fully 
 resolve to satisfaction.  I had to give him a procedure that was ‘good 
 enough’.  This problem has multiple solutions, but I am curious how 
 others would solve it:
 
 The problem:
 
 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.
 
 The question:
 
 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?
 
 The rules:
 
 -Cannot use ICE
 
 -Cannot use custom scripts, custom operators, or shaders.
 
 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.
 
 -Must be able to create the asteroid belt, from scratch to completion, 
 in less than 30 minutes – and be iteration friendly to react to art 
 director feedback.
 
 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.
 
 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.
 
 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter
 
 Ready…..GO!
 
 Matt
 
 



Houdini to Softimage

2014-02-11 Thread Paulo César Duarte
Hello.
I created a Flip simulation in Houdini and I'm trying to bring the
Particles to Softimage, I'm exporting Alembic in Houdini, but I can't
import in Softimage, I'm using Exocortex Alembic 1.1 in Softimage.

' ERROR : Alembic: [alembic] Error reading file: IArchive::IArchive(
iFileName )

I search in internet a solution with the realflow plugin .bin, but it would
be much better to have a control with Alembic

Any help?

Cheers.
Paulo Duarte

-- 
www.pauloduarte.ws


Re: Survey - how would you do this?

2014-02-11 Thread Jordi Bares
Nice challenge… 

I would approach in a brute force way by using path animation with multiple 
nulls, apply a linear interpolation L(0,100) to the nulls and copy a few rocks 
onto the nulls (instances). Then apply jitter to the curve, The rotation on the 
rocks I would apply on the rocks themselves before they are instanced as with 
so many copies any chance of seeing a pattern would be minimal.

Then I would copy paste the curves as many times required and change the radius 
of the curve.

Surely will be heavy but you could do this in 20 minutes.

If you have to exactly mimic a torus then you could first extract the curves 
although then  you would have to copy paste for ages… may be a hybrid by using 
a shape key to the curves to match the curves extracted?

Jordi Bares
jordiba...@gmail.com

On 11 Feb 2014, at 19:23, Matt Lind ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I felt was a simple 
 task, but after getting 80% through it I ran into a speed bump realizing it 
 needed custom scripting or other advanced tools to fully resolve to 
 satisfaction.  I had to give him a procedure that was ‘good enough’.  This 
 problem has multiple solutions, but I am curious how others would solve it:
  
 The problem:
  
 Artist must create an asteroid belt around a planet.  The asteroids are 
 likely 2D sprites which must face the camera and tumble as they orbit, but 
 could be 3D objects as well.  Asteroids must vary in size, shape, and 
 animation speed (linear as well as rotational).  Asteroids cannot collide 
 with anything.  Movement is generally slow – like a screen saver for your 
 computer desktop.  Asteroid positions are jittered within the belt.
  
 The question:
  
 Dispersing objects into a ring is fairly straightforward through a number of 
 techniques, but how do you apply the random jitter to the object positions?
  
 The rules:
  
 -  Cannot use ICE
 -  Cannot use custom scripts, custom operators, or shaders.
 -  Must only use tools out of the box that a junior or staff level 
 artist would know how to use.
 -  Must be able to create the asteroid belt, from scratch to 
 completion, in less than 30 minutes – and be iteration friendly to react to 
 art director feedback.
 -  Ideally, the belt could be made a child of the planet in 
 encompasses so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.
 -  Final output must be able to exist with full integrity on its own 
 in a vacuum.  Cannot not have dependencies on custom code, external assets, 
 or special case logic.
 -  Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of roughly 
 3 SI Units diameter
  
  
 Ready…..GO!
  
  
  
  
 Matt



RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
Instances are allowed


Matt

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 12:37 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

I meant that Matt was going to say that you can't instance stuff as one 
additional restriction...
On 2/11/2014 3:28 PM, Emilio Hernandez wrote:
Well not $10 bucks but a sample scene will say yes.

https://dl.dropboxusercontent.com/u/49626349/Asteroids.scn

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014-02-11 14:19 GMT-06:00 Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de:
Do it by hand.

Create null in center of Planet.

Call it Parent_Mom.

Create Volume Previz Torus Helper.

Create Asteroid in Origin.

Create Null.

Name Null Asteroid_P001.

Parent Asteroid to Asteroid_P001.

Animate Asteroid Rotation (its tumbling) in Origin.

Snap Asteroid_P001 to Torus.

Parent Asteroid_P001 to Parent_Mom.

Duplicate Asteroid_P001, resulting in Asteroid_P002.

Snap Asteroid_P002 to Torus.

Create Null, call it Parent_Spin.

Parent Parent_Mom to Parent_Spin.

Animate Rotation (Y) of Parent_Spin.

Create Null, name it Parent_Dad.

Name Planet Forever21Planet, parent Forever21 and Parent_Spin to Parent_Dad.

Duplicate Asteroid_P002 as often as you need and snap to Torus.

Duplicate Parent_Spin, rename Parent_Spin_faster. Adjust Animation to spin 
faster.

Delete any Asteroids you don´t like, offset animations where neccessary or 
desired.

Rinse, repeat.

Play.











On 11.02.2014 20:23, Matt Lind wrote:
The question:

but how do you apply the random jitter to the object positions?




RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
Pay up ;-)

Matt

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

$10 says you can't use instances

On Tuesday, February 11, 2014 3:13:50 PM, Emilio Hernandez wrote:
 Well, a quick solution will be

 1. create a group of asteroids and add the animation of the asteroids.
 2. create the torus that will hold up the asteroids belt.
 3. Instanciate the group of asteroids.
 4. Create a object to cluster constrain of the asteroids group in 
 dispersed points in the torus.
 5. Randomize the torus to create the jittering of the position of the 
 asteroids group.
 6. Animate the rotation of the torus.





 2014-02-11 14:06 GMT-06:00 Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com:

 I should probably mention we don’t do realism here.  Think comic
 book style with a little Anime thrown in.

 __ __

 Given the dimensions of the belt, asteroids could be up to 1 SI
 unit in diameter for the really large rocks.  The camera might
 move through this belt, so the fact they’re small shouldn’t be so
 readily dismissed.  This isn’t film/video where you can sweep the
 stuff you don’t see under the carpet.

 __ __

 __ __

 Matt

 __ __

 __ __

 __ __

 __ __

 __ __

 __ __

 *From:*softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
 *Bradley Gabe
 *Sent:* Tuesday, February 11, 2014 11:48 AM
 *To:* softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com


 *Subject:* Re: Survey - how would you do this?

 __ __

 Considering that the typical distance from one asteroid to the
 next is many thousands of kilometers,  you really shouldn't have
 any issues with collisions if you scale them properly. 

 __ __

 At your scale of 40 SI units for the asteroid belt, each asteroid
 would be well sub-pixel in diameter anyway, so I would create a
 torus to represent the belt, make it only very slightly opaque and
 call it a day. 



 Sent from my iPhone


 On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I
 felt was a simple task, but after getting 80% through it I ran
 into a speed bump realizing it needed custom scripting or
 other advanced tools to fully resolve to satisfaction.  I had
 to give him a procedure that was ‘good enough’.  This problem
 has multiple solutions, but I am curious how others would
 solve it:

 

 The problem:

 

 Artist must create an asteroid belt around a planet.  The
 asteroids are likely 2D sprites which must face the camera and
 tumble as they orbit, but could be 3D objects as well.
 Asteroids must vary in size, shape, and animation speed
 (linear as well as rotational).  Asteroids cannot collide with
 anything.  Movement is generally slow – like a screen saver
 for your computer desktop.  Asteroid positions are jittered
 within the belt.

 

 The question:

 

 Dispersing objects into a ring is fairly straightforward
 through a number of techniques, but how do you apply the
 random jitter to the object positions?

 

 The rules:

 

 __-__Cannot use ICE

 __-__Cannot use custom scripts, custom operators, or 
 shaders.

 __-__Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 __-__Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes – and be iteration
 friendly to react to art director feedback.

 __-__Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in
 the planet’s size/shape/tilt/orbit.

 __-__Final output must be able to exist with full integrity on
 its own in a vacuum.  Cannot not have dependencies on custom
 code, external assets, or special case logic.

 __-__Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, and
 cross section of roughly 3 SI Units diameter

 

 

 Ready…..GO!

 

 

 

 

RE: Survey - how would you do this?

2014-02-11 Thread Manny Papamanos
Here's something quick and dirty just I made.
http://youtu.be/-77ALwrySsQ
Hope this gives you some inspiration.


-manny
SI Mobu Support



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, February 11, 2014 5:03 PM
To: softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

Pay up ;-)

Matt

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

$10 says you can't use instances

On Tuesday, February 11, 2014 3:13:50 PM, Emilio Hernandez wrote:
 Well, a quick solution will be

 1. create a group of asteroids and add the animation of the asteroids.
 2. create the torus that will hold up the asteroids belt.
 3. Instanciate the group of asteroids.
 4. Create a object to cluster constrain of the asteroids group in 
 dispersed points in the torus.
 5. Randomize the torus to create the jittering of the position of the 
 asteroids group.
 6. Animate the rotation of the torus.





 2014-02-11 14:06 GMT-06:00 Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com:

 I should probably mention we don’t do realism here.  Think comic
 book style with a little Anime thrown in.

 __ __

 Given the dimensions of the belt, asteroids could be up to 1 SI
 unit in diameter for the really large rocks.  The camera might
 move through this belt, so the fact they’re small shouldn’t be so
 readily dismissed.  This isn’t film/video where you can sweep the
 stuff you don’t see under the carpet.

 __ __

 __ __

 Matt

 __ __

 __ __

 __ __

 __ __

 __ __

 __ __

 *From:*softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
 *Bradley Gabe
 *Sent:* Tuesday, February 11, 2014 11:48 AM
 *To:* softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com


 *Subject:* Re: Survey - how would you do this?

 __ __

 Considering that the typical distance from one asteroid to the
 next is many thousands of kilometers,  you really shouldn't have
 any issues with collisions if you scale them properly. 

 __ __

 At your scale of 40 SI units for the asteroid belt, each asteroid
 would be well sub-pixel in diameter anyway, so I would create a
 torus to represent the belt, make it only very slightly opaque and
 call it a day. 



 Sent from my iPhone


 On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I
 felt was a simple task, but after getting 80% through it I ran
 into a speed bump realizing it needed custom scripting or
 other advanced tools to fully resolve to satisfaction.  I had
 to give him a procedure that was ‘good enough’.  This problem
 has multiple solutions, but I am curious how others would
 solve it:

 

 The problem:

 

 Artist must create an asteroid belt around a planet.  The
 asteroids are likely 2D sprites which must face the camera and
 tumble as they orbit, but could be 3D objects as well.
 Asteroids must vary in size, shape, and animation speed
 (linear as well as rotational).  Asteroids cannot collide with
 anything.  Movement is generally slow – like a screen saver
 for your computer desktop.  Asteroid positions are jittered
 within the belt.

 

 The question:

 

 Dispersing objects into a ring is fairly straightforward
 through a number of techniques, but how do you apply the
 random jitter to the object positions?

 

 The rules:

 

 __-__Cannot use ICE

 __-__Cannot use custom scripts, custom operators, or 
 shaders.

 __-__Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 __-__Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes – and be iteration
 friendly to react to art director feedback.

 __-__Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in
 the planet’s size/shape/tilt/orbit.

 __-__Final output must be able to exist with full integrity on
 its own in a vacuum.  

Re: Survey - how would you do this?

2014-02-11 Thread Eric Thivierge

Sorry my money is tied up in my MMO accounts right now...

On 2/11/2014 5:03 PM, Matt Lind wrote:

Pay up ;-)

Matt





Re: Survey - how would you do this?

2014-02-11 Thread Emilio Hernandez
Thanks for clarifying Matt.

So then my sample scene is totaly feasible in this scenario.

Ok Eric.  One beer to go on your tab.

Cheers!




2014-02-11 16:36 GMT-06:00 Eric Thivierge ethivie...@hybride.com:

 Sorry my money is tied up in my MMO accounts right now...

 On 2/11/2014 5:03 PM, Matt Lind wrote:

 Pay up ;-)

 Matt





Re: Survey - how would you do this?

2014-02-11 Thread Christian Gotzinger
Here's my take on it (will take an hour or so before the link shows up)
https://vimeo.com/86461624
7 minutes to set up, but no collision avoidance.

Not sure how best to automate collision avoidance without ICE or scripting.
Maybe rigid body dynamics with a big convex hull? But that's not allowed I
suppose ;-)

Christian


On Tue, Feb 11, 2014 at 8:23 PM, Matt Lind ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I felt was a
 simple task, but after getting 80% through it I ran into a speed bump
 realizing it needed custom scripting or other advanced tools to fully
 resolve to satisfaction.  I had to give him a procedure that was 'good
 enough'.  This problem has multiple solutions, but I am curious how others
 would solve it:



 The problem:



 Artist must create an asteroid belt around a planet.  The asteroids are
 likely 2D sprites which must face the camera and tumble as they orbit, but
 could be 3D objects as well.  Asteroids must vary in size, shape, and
 animation speed (linear as well as rotational).  Asteroids cannot collide
 with anything.  Movement is generally slow - like a screen saver for your
 computer desktop.  Asteroid positions are jittered within the belt.



 The question:



 Dispersing objects into a ring is fairly straightforward through a number
 of techniques, but how do you apply the random jitter to the object
 positions?



 The rules:



 -  Cannot use ICE

 -  Cannot use custom scripts, custom operators, or shaders.

 -  Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 -  Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes - and be iteration friendly to react to
 art director feedback.

 -  Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in the planet's
 size/shape/tilt/orbit.

 -  Final output must be able to exist with full integrity on its
 own in a vacuum.  Cannot not have dependencies on custom code, external
 assets, or special case logic.

 -  Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, and cross section of
 roughly 3 SI Units diameter





 Ready.GO!









 Matt



Re: Survey - how would you do this?

2014-02-11 Thread olivier jeannel

Excellent !

Le 11/02/2014 23:22, Manny Papamanos a écrit :

Here's something quick and dirty just I made.
http://youtu.be/-77ALwrySsQ
Hope this gives you some inspiration.


-manny
SI Mobu Support



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, February 11, 2014 5:03 PM
To: softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

Pay up ;-)

Matt

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

$10 says you can't use instances

On Tuesday, February 11, 2014 3:13:50 PM, Emilio Hernandez wrote:

Well, a quick solution will be

1. create a group of asteroids and add the animation of the asteroids.
2. create the torus that will hold up the asteroids belt.
3. Instanciate the group of asteroids.
4. Create a object to cluster constrain of the asteroids group in
dispersed points in the torus.
5. Randomize the torus to create the jittering of the position of the
asteroids group.
6. Animate the rotation of the torus.





2014-02-11 14:06 GMT-06:00 Matt Lind ml...@carbinestudios.com
mailto:ml...@carbinestudios.com:

 I should probably mention we don’t do realism here.  Think comic
 book style with a little Anime thrown in.

 __ __

 Given the dimensions of the belt, asteroids could be up to 1 SI
 unit in diameter for the really large rocks.  The camera might
 move through this belt, so the fact they’re small shouldn’t be so
 readily dismissed.  This isn’t film/video where you can sweep the
 stuff you don’t see under the carpet.

 __ __

 __ __

 Matt

 __ __

 __ __

 __ __

 __ __

 __ __

 __ __

 *From:*softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
 *Bradley Gabe
 *Sent:* Tuesday, February 11, 2014 11:48 AM
 *To:* softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com


 *Subject:* Re: Survey - how would you do this?

 __ __

 Considering that the typical distance from one asteroid to the
 next is many thousands of kilometers,  you really shouldn't have
 any issues with collisions if you scale them properly. 

 __ __

 At your scale of 40 SI units for the asteroid belt, each asteroid
 would be well sub-pixel in diameter anyway, so I would create a
 torus to represent the belt, make it only very slightly opaque and
 call it a day. 



 Sent from my iPhone


 On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I
 felt was a simple task, but after getting 80% through it I ran
 into a speed bump realizing it needed custom scripting or
 other advanced tools to fully resolve to satisfaction.  I had
 to give him a procedure that was ‘good enough’.  This problem
 has multiple solutions, but I am curious how others would
 solve it:

 

 The problem:

 

 Artist must create an asteroid belt around a planet.  The
 asteroids are likely 2D sprites which must face the camera and
 tumble as they orbit, but could be 3D objects as well.
 Asteroids must vary in size, shape, and animation speed
 (linear as well as rotational).  Asteroids cannot collide with
 anything.  Movement is generally slow – like a screen saver
 for your computer desktop.  Asteroid positions are jittered
 within the belt.

 

 The question:

 

 Dispersing objects into a ring is fairly straightforward
 through a number of techniques, but how do you apply the
 random jitter to the object positions?

 

 The rules:

 

 __-__Cannot use ICE

 __-__Cannot use custom scripts, custom operators, or
shaders.

 __-__Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 __-__Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes – and be iteration
 friendly to react to art director feedback.

 __-__Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in
 the planet’s size/shape/tilt/orbit.

 __-__Final output must be able to exist with 

Re: Survey - how would you do this?

2014-02-11 Thread olivier jeannel

Link not working here..


Le 11/02/2014 23:58, Christian Gotzinger a écrit :

Here's my take on it (will take an hour or so before the link shows up)
https://vimeo.com/86461624
7 minutes to set up, but no collision avoidance.

Not sure how best to automate collision avoidance without ICE or 
scripting. Maybe rigid body dynamics with a big convex hull? But 
that's not allowed I suppose ;-)


Christian


On Tue, Feb 11, 2014 at 8:23 PM, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:


An artist came to my desk yesterday asking how to do what I felt
was a simple task, but after getting 80% through it I ran into a
speed bump realizing it needed custom scripting or other advanced
tools to fully resolve to satisfaction.  I had to give him a
procedure that was 'good enough'.  This problem has multiple
solutions, but I am curious how others would solve it:

The problem:

Artist must create an asteroid belt around a planet.  The
asteroids are likely 2D sprites which must face the camera and
tumble as they orbit, but could be 3D objects as well.  Asteroids
must vary in size, shape, and animation speed (linear as well as
rotational). Asteroids cannot collide with anything.  Movement is
generally slow -- like a screen saver for your computer desktop. 
Asteroid positions are jittered within the belt.


The question:

Dispersing objects into a ring is fairly straightforward through a
number of techniques, but how do you apply the random jitter to
the object positions?

The rules:

-Cannot use ICE

-Cannot use custom scripts, custom operators, or shaders.

-Must only use tools out of the box that a junior or staff level
artist would know how to use.

-Must be able to create the asteroid belt, from scratch to
completion, in less than 30 minutes -- and be iteration friendly
to react to art director feedback.

-Ideally, the belt could be made a child of the planet in
encompasses so it can be reoriented with respect to changes in the
planet's size/shape/tilt/orbit.

-Final output must be able to exist with full integrity on its own
in a vacuum.  Cannot not have dependencies on custom code,
external assets, or special case logic.

-Asteroid belt fits within the default grid as seen in the scene
camera.  Think torus with diameter 40 SI units, and cross section
of roughly 3 SI Units diameter

Ready.GO!

Matt






Re: Survey - how would you do this?

2014-02-11 Thread Christian Gotzinger
Vimeo tells me that the video starts converting in 35 minutes. Link should
work then, sorry about the inconvenience.


On Wed, Feb 12, 2014 at 12:03 AM, olivier jeannel
olivier.jean...@noos.frwrote:

  Link not working here..


 Le 11/02/2014 23:58, Christian Gotzinger a écrit :

  Here's my take on it (will take an hour or so before the link shows up)
 https://vimeo.com/86461624
 7 minutes to set up, but no collision avoidance.

 Not sure how best to automate collision avoidance without ICE or
 scripting. Maybe rigid body dynamics with a big convex hull? But that's not
 allowed I suppose ;-)

  Christian


 On Tue, Feb 11, 2014 at 8:23 PM, Matt Lind ml...@carbinestudios.comwrote:

  An artist came to my desk yesterday asking how to do what I felt was a
 simple task, but after getting 80% through it I ran into a speed bump
 realizing it needed custom scripting or other advanced tools to fully
 resolve to satisfaction.  I had to give him a procedure that was 'good
 enough'.  This problem has multiple solutions, but I am curious how others
 would solve it:



 The problem:



 Artist must create an asteroid belt around a planet.  The asteroids are
 likely 2D sprites which must face the camera and tumble as they orbit, but
 could be 3D objects as well.  Asteroids must vary in size, shape, and
 animation speed (linear as well as rotational).  Asteroids cannot collide
 with anything.  Movement is generally slow - like a screen saver for your
 computer desktop.  Asteroid positions are jittered within the belt.



 The question:



 Dispersing objects into a ring is fairly straightforward through a number
 of techniques, but how do you apply the random jitter to the object
 positions?



 The rules:



 -  Cannot use ICE

 -  Cannot use custom scripts, custom operators, or shaders.

 -  Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 -  Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes - and be iteration friendly to react to
 art director feedback.

 -  Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in the planet's
 size/shape/tilt/orbit.

 -  Final output must be able to exist with full integrity on its
 own in a vacuum.  Cannot not have dependencies on custom code, external
 assets, or special case logic.

 -  Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, and cross section of
 roughly 3 SI Units diameter





 Ready.GO!









 Matt






RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
...and how do you propose we get the ICE data into the engine while fitting 
into existing game play AND not introducing bugs AND not introducing more work 
for the engineering staff AND not requiring file format changes which would 
force us to re-export all assets which precede it - we have nearly 9 year of 
backlog which would need to be supported?

In film/video terms, imagine introducing your next tool required you re-submit 
every shot back to the render farm to be re-rendered and forwarded to every 
department afterwards to redo their work (compositing, fx, color correct, 
audio, editing, conforming, etc...)  - when 90% of the work is in the can and 
people are already working 16 hours days 7 days a week.  Probably wouldn't be a 
popular decision.

When resources are scarce, solutions issued to artists of limited 
knowledge/skill must be in a form they can manage unsupervised which are also 
safe from jeopardizing the production.


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, February 11, 2014 12:33 PM
To: XSI Mailing List
Subject: Re: Survey - how would you do this?

It's too bad about the No ICE rule because it's not terribly hard to write a 
pointcloud exporter to whatever format the engine takes.


On Tue, Feb 11, 2014 at 2:23 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
An artist came to my desk yesterday asking how to do what I felt was a simple 
task, but after getting 80% through it I ran into a speed bump realizing it 
needed custom scripting or other advanced tools to fully resolve to 
satisfaction.  I had to give him a procedure that was 'good enough'.  This 
problem has multiple solutions, but I am curious how others would solve it:

The problem:

Artist must create an asteroid belt around a planet.  The asteroids are likely 
2D sprites which must face the camera and tumble as they orbit, but could be 3D 
objects as well.  Asteroids must vary in size, shape, and animation speed 
(linear as well as rotational).  Asteroids cannot collide with anything.  
Movement is generally slow - like a screen saver for your computer desktop.  
Asteroid positions are jittered within the belt.

The question:

Dispersing objects into a ring is fairly straightforward through a number of 
techniques, but how do you apply the random jitter to the object positions?

The rules:


-  Cannot use ICE

-  Cannot use custom scripts, custom operators, or shaders.

-  Must only use tools out of the box that a junior or staff level 
artist would know how to use.

-  Must be able to create the asteroid belt, from scratch to 
completion, in less than 30 minutes - and be iteration friendly to react to art 
director feedback.

-  Ideally, the belt could be made a child of the planet in encompasses 
so it can be reoriented with respect to changes in the planet's 
size/shape/tilt/orbit.

-  Final output must be able to exist with full integrity on its own in 
a vacuum.  Cannot not have dependencies on custom code, external assets, or 
special case logic.

-  Asteroid belt fits within the default grid as seen in the scene 
camera.  Think torus with diameter 40 SI units, and cross section of roughly 3 
SI Units diameter


Ready.GO!




Matt



RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
Very nice.  Very similar to what I told the artist yesterday.  The main 
difference being I advised him to use the NURBS torus instead of NURBS disc.

My thinking at the time was to activate tangency and normal in the surface 
constraint to align their axes along the surface tangents, then deactivate the 
constraint using the R(-N,N), where N is the # SI Units to translate the 
asteroids in local Y,  to push the asteroids in/out of the torus' surface to 
jitter the positions.  The problem I ran into is Softimage treated the 
selection of asteroids like a branch selection and translated them uniformly in 
the same direction, instead of translating them individually along their own 
axes.

Plan B was to increase subdivisions on the torus and use the shape 
randomization like you and Emilio did to provide the randomization.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manny Papamanos
Sent: Tuesday, February 11, 2014 2:22 PM
To: softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

Here's something quick and dirty just I made.
http://youtu.be/-77ALwrySsQ
Hope this gives you some inspiration.


-manny
SI Mobu Support



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, February 11, 2014 5:03 PM
To: softimage@listproc.autodesk.com
Subject: RE: Survey - how would you do this?

Pay up ;-)

Matt

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 11, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

$10 says you can't use instances

On Tuesday, February 11, 2014 3:13:50 PM, Emilio Hernandez wrote:
 Well, a quick solution will be

 1. create a group of asteroids and add the animation of the asteroids.
 2. create the torus that will hold up the asteroids belt.
 3. Instanciate the group of asteroids.
 4. Create a object to cluster constrain of the asteroids group in 
 dispersed points in the torus.
 5. Randomize the torus to create the jittering of the position of the 
 asteroids group.
 6. Animate the rotation of the torus.





 2014-02-11 14:06 GMT-06:00 Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com:

 I should probably mention we don’t do realism here.  Think comic
 book style with a little Anime thrown in.

 __ __

 Given the dimensions of the belt, asteroids could be up to 1 SI
 unit in diameter for the really large rocks.  The camera might
 move through this belt, so the fact they’re small shouldn’t be so
 readily dismissed.  This isn’t film/video where you can sweep the
 stuff you don’t see under the carpet.

 __ __

 __ __

 Matt

 __ __

 __ __

 __ __

 __ __

 __ __

 __ __

 *From:*softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
 *Bradley Gabe
 *Sent:* Tuesday, February 11, 2014 11:48 AM
 *To:* softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com


 *Subject:* Re: Survey - how would you do this?

 __ __

 Considering that the typical distance from one asteroid to the
 next is many thousands of kilometers,  you really shouldn't have
 any issues with collisions if you scale them properly. 

 __ __

 At your scale of 40 SI units for the asteroid belt, each asteroid
 would be well sub-pixel in diameter anyway, so I would create a
 torus to represent the belt, make it only very slightly opaque and
 call it a day. 



 Sent from my iPhone


 On Feb 11, 2014, at 1:23 PM, Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I
 felt was a simple task, but after getting 80% through it I ran
 into a speed bump realizing it needed custom scripting or
 other advanced tools to fully resolve to satisfaction.  I had
 to give him a procedure that was ‘good enough’.  This problem
 has multiple solutions, but I am curious how others would
 solve it:

 

 The problem:

 

 Artist must create an asteroid belt around a planet.  The
 asteroids are likely 2D sprites which must face the camera and
 tumble as they orbit, but could be 3D objects as well.
 Asteroids must vary in size, shape, and animation speed
 (linear as well as rotational).  Asteroids cannot collide with
 anything.  Movement is generally slow – like a screen saver
 

RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
1 Beer for you.  :)


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Tuesday, February 11, 2014 2:39 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Thanks for clarifying Matt.
So then my sample scene is totaly feasible in this scenario.
Ok Eric.  One beer to go on your tab.
Cheers!

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014-02-11 16:36 GMT-06:00 Eric Thivierge 
ethivie...@hybride.commailto:ethivie...@hybride.com:
Sorry my money is tied up in my MMO accounts right now...

On 2/11/2014 5:03 PM, Matt Lind wrote:
Pay up ;-)

Matt




Re: Survey - how would you do this?

2014-02-11 Thread Peter Agg
...and how do you propose we get the ICE data into the engine while fitting
into existing game play AND not introducing bugs AND not introducing more
work for the engineering staff AND not requiring file format changes which
would force us to re-export all assets which precede it - we have nearly 9
year of backlog which would need to be supported?

By writing as script that will convert the ICE Tree animation into regular
objects with baked out animation. Then you're free to use whatever archaic
devilry on them you normally would.



On 11 February 2014 23:26, Matt Lind ml...@carbinestudios.com wrote:

 1 Beer for you.  J





 Matt







 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Emilio Hernandez
 *Sent:* Tuesday, February 11, 2014 2:39 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Survey - how would you do this?



 Thanks for clarifying Matt.

 So then my sample scene is totaly feasible in this scenario.

 Ok Eric.  One beer to go on your tab.

 Cheers!




 2014-02-11 16:36 GMT-06:00 Eric Thivierge ethivie...@hybride.com:

 Sorry my money is tied up in my MMO accounts right now...

 On 2/11/2014 5:03 PM, Matt Lind wrote:

 Pay up ;-)

 Matt







RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
You're ignoring one of the rules - no scripting.


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: Tuesday, February 11, 2014 3:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

...and how do you propose we get the ICE data into the engine while fitting 
into existing game play AND not introducing bugs AND not introducing more work 
for the engineering staff AND not requiring file format changes which would 
force us to re-export all assets which precede it - we have nearly 9 year of 
backlog which would need to be supported?

By writing as script that will convert the ICE Tree animation into regular 
objects with baked out animation. Then you're free to use whatever archaic 
devilry on them you normally would.


On 11 February 2014 23:26, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
1 Beer for you.  :)


Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Emilio Hernandez
Sent: Tuesday, February 11, 2014 2:39 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Thanks for clarifying Matt.
So then my sample scene is totaly feasible in this scenario.
Ok Eric.  One beer to go on your tab.
Cheers!

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014-02-11 16:36 GMT-06:00 Eric Thivierge 
ethivie...@hybride.commailto:ethivie...@hybride.com:
Sorry my money is tied up in my MMO accounts right now...

On 2/11/2014 5:03 PM, Matt Lind wrote:
Pay up ;-)

Matt





Re: Survey - how would you do this?

2014-02-11 Thread Christian Gotzinger
Whoops, while cleaning up my account I managed to delete the video.
The correct (and now working) link is:
https://vimeo.com/86464710


On Tue, Feb 11, 2014 at 11:58 PM, Christian Gotzinger cgo...@googlemail.com
 wrote:

 Here's my take on it (will take an hour or so before the link shows up)



RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
Good job - very impressive!  Not sure collisions will be avoided, but looks 
very convincing.

What I find interesting is every solution so far has gravitated towards the 
parameter randomization feature - R(start,end).  I thought for sure at least 
one person would open the expression editor and plot out some randomized 
FCurves or do something in the animation mixer.

I'm curious to know if everybody would choose the same solution if the 
asteroids had to be 2D sprites?  Or if the number of polygons and keyframes 
were capped to specific amount of data?


Matt






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christian 
Gotzinger
Sent: Tuesday, February 11, 2014 4:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Whoops, while cleaning up my account I managed to delete the video.
The correct (and now working) link is:
https://vimeo.com/86464710

On Tue, Feb 11, 2014 at 11:58 PM, Christian Gotzinger 
cgo...@googlemail.commailto:cgo...@googlemail.com wrote:
Here's my take on it (will take an hour or so before the link shows up)



Re: Survey - how would you do this?

2014-02-11 Thread Sylvain Lebeau
Maybe it could work as well.I think of rendering sequences of a bunch of individual rotating asteriods with camera locked down on them, maybe 10 different ones. So you end up with small rez little videos with a rotating asteroid in the middle.And use the same technique with simple gridsbut with orientation constraints to the camera? Worth to try. Only thing is lighting will be baked out in thoses sprite textures.. So hopefully your camera doesnt travel to much and keeps looking in the same light/sprite light direction relation...cool to see everyone chipping in!!sly
Sylvain Lebeau // SHEDV-P/Visual effects supervisor1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COMVFX Curriculum 03: Compositing Basicsmail to: s...@shedmtl.com

On Feb 11, 2014, at 7:43 PM, Matt Lind ml...@carbinestudios.com wrote:Good job - very impressive! Not sure collisions will be avoided, but looks very convincing.What I find interesting is every solution so far has gravitated towards the parameter randomization feature - R(start,end). I thought for sure at least one person would open the _expression_ editor and plot out some randomized FCurves or do something in the animation mixer.I’m curious to know if everybody would choose the same solution if the asteroids had to be 2D sprites? Or if the number of polygons and keyframes were capped to specific amount of data?MattFrom:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com]On Behalf OfChristian GotzingerSent:Tuesday, February 11, 2014 4:14 PMTo:softimage@listproc.autodesk.comSubject:Re: Survey - how would you do this?Whoops, while cleaning up my account I managed to delete the video.The correct (and now working) link is:https://vimeo.com/86464710On Tue, Feb 11, 2014 at 11:58 PM, Christian Gotzinger cgo...@googlemail.com wrote:Here's my take on it (will take an hour or so before the link shows up)

Re: Houdini to Softimage

2014-02-11 Thread Sylvain Lebeau
Hi Paulo,Have you tried to post on the Exocortex alembic list? I am sure Marshall and Ben can help you out with this.You should enroll ... exocortex-alem...@googlegroups.comcheers!slySylvain Lebeau // SHEDV-P/Visual effects supervisor1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COMVFX Curriculum 03: Compositing Basicsmail to: s...@shedmtl.com

On Feb 11, 2014, at 4:34 PM, Paulo César Duarte paulocdua...@gmail.com wrote:Hello.I created a Flip simulation in Houdini and I'm trying to bring the Particles to Softimage, I'm exporting Alembic in Houdini, but I can't import in Softimage, I'm using Exocortex Alembic 1.1 in Softimage.
' ERROR : Alembic: [alembic] Error reading file: IArchive::IArchive( iFileName )I search in internet a solution with the realflow plugin .bin, but it would be much better to have a control with Alembic
Any help?Cheers.Paulo Duarte-- www.pauloduarte.ws



Re: Houdini to Softimage

2014-02-11 Thread Vincent Fortin
If you're on H13, use the Alembic ROP and make sure you're not using the
default format. Use HDF5 instead.


On Tue, Feb 11, 2014 at 8:24 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 Hi Paulo,

 Have you tried to post on the Exocortex alembic list?  I am sure Marshall
 and Ben can help you out with this.
 You should enroll  ... exocortex-alem...@googlegroups.com

 cheers!

 sly

 *Sylvain Lebeau // SHED*
  V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/


 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Feb 11, 2014, at 4:34 PM, Paulo César Duarte paulocdua...@gmail.com
 wrote:

 Hello.
 I created a Flip simulation in Houdini and I'm trying to bring the
 Particles to Softimage, I'm exporting Alembic in Houdini, but I can't
 import in Softimage, I'm using Exocortex Alembic 1.1 in Softimage.

 ' ERROR : Alembic: [alembic] Error reading file: IArchive::IArchive(
 iFileName )

 I search in internet a solution with the realflow plugin .bin, but it
 would be much better to have a control with Alembic

 Any help?

 Cheers.
 Paulo Duarte

 --
 www.pauloduarte.ws



inline: Screen Shot 2013-10-03 at 12.15.25 AM.png

Re: Houdini to Softimage

2014-02-11 Thread Sylvain Lebeau
i was expecting you Vincei swear...lolsly
Sylvain Lebeau // SHEDV-P/Visual effects supervisor1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COMVFX Curriculum 03: Compositing Basicsmail to: s...@shedmtl.com

On Feb 11, 2014, at 8:55 PM, Vincent Fortin vfor...@gmail.com wrote:If you're on H13, use the Alembic ROP and make sure you're not using the default format. Use HDF5 instead.On Tue, Feb 11, 2014 at 8:24 PM, Sylvain Lebeau s...@shedmtl.com wrote:

Hi Paulo,Have you tried to post on the Exocortex alembic list? I am sure Marshall and Ben can help you out with this.

You should enroll ... exocortex-alem...@googlegroups.comcheers!sly

Sylvain Lebeau // SHED



V-P/Visual effects supervisor1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8

T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COMhttp://WWW.SHEDMTL.COM



Screen Shot 2013-10-03 at 12.15.25 AM.png

VFX Curriculum 03: Compositing Basics

mail to: s...@shedmtl.com







On Feb 11, 2014, at 4:34 PM, Paulo César Duarte paulocdua...@gmail.com wrote:

Hello.I created a Flip simulation in Houdini and I'm trying to bring the Particles to Softimage, I'm exporting Alembic in Houdini, but I can't import in Softimage, I'm using Exocortex Alembic 1.1 in Softimage.


' ERROR : Alembic: [alembic] Error reading file: IArchive::IArchive( iFileName )I search in internet a solution with the realflow plugin .bin, but it would be much better to have a control with Alembic


Any help?Cheers.Paulo Duarte-- www.pauloduarte.ws




Re: Houdini to Softimage

2014-02-11 Thread Ben Houston
Hi Paulo,

Can you share an *.abc file with us so we can investigate why it is
crashing?  We should support both Ogawa and HDF5 formats, but
something could be going wrong.

Best regards,
-ben

On Tue, Feb 11, 2014 at 4:34 PM, Paulo César Duarte
paulocdua...@gmail.com wrote:
 Hello.
 I created a Flip simulation in Houdini and I'm trying to bring the Particles
 to Softimage, I'm exporting Alembic in Houdini, but I can't import in
 Softimage, I'm using Exocortex Alembic 1.1 in Softimage.

 ' ERROR : Alembic: [alembic] Error reading file: IArchive::IArchive(
 iFileName )

 I search in internet a solution with the realflow plugin .bin, but it would
 be much better to have a control with Alembic

 Any help?

 Cheers.
 Paulo Duarte

 --
 www.pauloduarte.ws



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation



RE: Survey - how would you do this?

2014-02-11 Thread Sven Constable
I did this with a curve deform, animating a few values. It give the
inner-circle rocks a faster motion than the outmost parts. The belt is a
single object. You can adjust the gaps between the rings if you switch the
viewport to 'Sync with current mode and using modeling construction mode.
Not very interactive though.

There is no avoidance or collision. THe belt geo is heavy, maybe to much for
a game engine, I dont know. But the scene is very light. 

 

https://vimeo.com/86475294





 

From:  mailto:softimage-boun...@listproc.autodesk.com
softimage-boun...@listproc.autodesk.com [
mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, February 11, 2014 8:24 PM
To:  mailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
Subject: Survey - how would you do this?

 

An artist came to my desk yesterday asking how to do what I felt was a
simple task, but after getting 80% through it I ran into a speed bump
realizing it needed custom scripting or other advanced tools to fully
resolve to satisfaction.  I had to give him a procedure that was 'good
enough'.  This problem has multiple solutions, but I am curious how others
would solve it:

 

The problem:

 

Artist must create an asteroid belt around a planet.  The asteroids are
likely 2D sprites which must face the camera and tumble as they orbit, but
could be 3D objects as well.  Asteroids must vary in size, shape, and
animation speed (linear as well as rotational).  Asteroids cannot collide
with anything.  Movement is generally slow - like a screen saver for your
computer desktop.  Asteroid positions are jittered within the belt.

 

The question:

 

Dispersing objects into a ring is fairly straightforward through a number of
techniques, but how do you apply the random jitter to the object positions?

 

The rules:

 

-  Cannot use ICE

-  Cannot use custom scripts, custom operators, or shaders.

-  Must only use tools out of the box that a junior or staff level
artist would know how to use.

-  Must be able to create the asteroid belt, from scratch to
completion, in less than 30 minutes - and be iteration friendly to react to
art director feedback.

-  Ideally, the belt could be made a child of the planet in
encompasses so it can be reoriented with respect to changes in the planet's
size/shape/tilt/orbit.

-  Final output must be able to exist with full integrity on its own
in a vacuum.  Cannot not have dependencies on custom code, external assets,
or special case logic.

-  Asteroid belt fits within the default grid as seen in the scene
camera.  Think torus with diameter 40 SI units, and cross section of roughly
3 SI Units diameter

 

 

Ready...GO!

 

 

 

 

Matt



RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
The solution is 100% art driven in this case and cannot rely on game engine 
logic or engineering resources.  If it could, there wouldn't be a challenge ;-)

Cannot use ICE, but you can use expressions, constraints, or animation mixer to 
set up and plot out to explicit controls later if you prefer.

A junior or staff level artist must be able to setup and complete the task 
unsupervised in 30 minutes or less.  Must also avoid creating any bugs such as 
leaving temporary data in the scene or methods that require such tactics.  Bugs 
that make their way into the game engine are very expensive to find, fix, and 
QA.  Therefore, great emphasis should be placed on technique and working 
cleanly.



Matt


 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, February 11, 2014 1:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Can you use ICE to plot out a layout, and then convert it over to explicit 
controls? Or are you trying to design a system that can randomize, in game, on 
the fly?


Sent from my iPad

 On Feb 11, 2014, at 1:49 PM, Matt Lind ml...@carbinestudios.com wrote:
 
 F*ck.  Fat finger.
 
 The rest:
 
 We have tight restrictions for making MMORPG style games.  One of them being 
 we have to think simple as there's no way to fully predict how an asset will 
 be used once it's made available in the game.  Designers and scripters will 
 pull whatever they can get their hands on and use them for whatever purpose 
 they can think of.  Kind of the everything looks like a nail when you have a 
 hammer problem.
 
 Matt
 
 
 
 -Original Message-
 From: Matt Lind
 Sent: Tuesday, February 11, 2014 11:47 AM
 To: 'Eric Thivierge'; softimage@listproc.autodesk.com
 Subject: RE: Survey - how would you do this?
 
 You wouldn't last long in games with that attitude.
 
 
 Matt
 
 
 
 
 -Original Message-
 From: Eric Thivierge [mailto:ethivie...@hybride.com]
 Sent: Tuesday, February 11, 2014 11:46 AM
 To: softimage@listproc.autodesk.com
 Cc: Matt Lind
 Subject: Re: Survey - how would you do this?
 
 With those restrictions, get a super fast animator to animate them by hand.
 
 Eric T.
 
 On Tuesday, February 11, 2014 2:23:31 PM, Matt Lind wrote:
 An artist came to my desk yesterday asking how to do what I felt was 
 a simple task, but after getting 80% through it I ran into a speed 
 bump realizing it needed custom scripting or other advanced tools to 
 fully resolve to satisfaction.  I had to give him a procedure that 
 was ‘good enough’.  This problem has multiple solutions, but I am 
 curious how others would solve it:
 
 The problem:
 
 Artist must create an asteroid belt around a planet.  The asteroids 
 are likely 2D sprites which must face the camera and tumble as they 
 orbit, but could be 3D objects as well.  Asteroids must vary in size, 
 shape, and animation speed (linear as well as rotational).  Asteroids 
 cannot collide with anything.  Movement is generally slow – like a 
 screen saver for your computer desktop.  Asteroid positions are 
 jittered within the belt.
 
 The question:
 
 Dispersing objects into a ring is fairly straightforward through a 
 number of techniques, but how do you apply the random jitter to the 
 object positions?
 
 The rules:
 
 -Cannot use ICE
 
 -Cannot use custom scripts, custom operators, or shaders.
 
 -Must only use tools out of the box that a junior or staff level 
 artist would know how to use.
 
 -Must be able to create the asteroid belt, from scratch to 
 completion, in less than 30 minutes – and be iteration friendly to 
 react to art director feedback.
 
 -Ideally, the belt could be made a child of the planet in encompasses 
 so it can be reoriented with respect to changes in the planet’s 
 size/shape/tilt/orbit.
 
 -Final output must be able to exist with full integrity on its own in 
 a vacuum.  Cannot not have dependencies on custom code, external 
 assets, or special case logic.
 
 -Asteroid belt fits within the default grid as seen in the scene 
 camera.  Think torus with diameter 40 SI units, and cross section of 
 roughly 3 SI Units diameter
 
 Ready…..GO!
 
 Matt
 
 




RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
This could work if normal mapping was used on the sprites, but animated texture 
sequences would likely be too expensive for a slow sequence like this.  If the 
asteroids moved quickly, then it could be more doable as fewer frames would be 
needed.

The tricky part with the sprite solution is to keep the asteroids from staring 
at the camera and flipping in an attention-grabbing way if the camera should 
travel through the asteroid belt and get close to some of the rocks.


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Tuesday, February 11, 2014 5:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Maybe it could work as well.

I think of rendering sequences of a bunch of individual rotating asteriods with 
camera locked down on them, maybe 10 different ones. So you end up with small 
rez little videos with a rotating asteroid in the middle.

And use the same technique with simple gridsbut with orientation 
constraints to the camera? Worth to try.  Only thing is lighting will be baked 
out in thoses sprite textures.. So hopefully your camera doesnt travel to much 
and keeps looking in the same light/sprite light direction relation...

cool to see everyone chipping in!!

sly



Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COMhttp://www.shedmtl.com/ 
http://WWW.SHEDMTL.COMhttp://www.shedmtl.com/

[cid:image001.jpg@01CF2760.D4051400]

VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.commailto:s...@shedmtl.com





On Feb 11, 2014, at 7:43 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:


Good job - very impressive!  Not sure collisions will be avoided, but looks 
very convincing.

What I find interesting is every solution so far has gravitated towards the 
parameter randomization feature - R(start,end).  I thought for sure at least 
one person would open the expression editor and plot out some randomized 
FCurves or do something in the animation mixer.

I'm curious to know if everybody would choose the same solution if the 
asteroids had to be 2D sprites?  Or if the number of polygons and keyframes 
were capped to specific amount of data?


Matt






From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christian 
Gotzinger
Sent: Tuesday, February 11, 2014 4:14 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Whoops, while cleaning up my account I managed to delete the video.
The correct (and now working) link is:
https://vimeo.com/86464710

On Tue, Feb 11, 2014 at 11:58 PM, Christian Gotzinger 
cgo...@googlemail.commailto:cgo...@googlemail.com wrote:
Here's my take on it (will take an hour or so before the link shows up)

inline: image001.jpg

RE: Survey - how would you do this?

2014-02-11 Thread Matt Lind
We don't miss ICE as much as you'd think.  What hurts us more is the lack of 
development in the fundamental tools outside of ICE such as the texture editor, 
modeling, data management, animation and envelope editing, and so on.

ICE allows you to create many arbitrary effects on a whim, but is also locked 
into the way Softimage works and not the way we need to work.  ICE doesn't 
really address the kinds of problems we need solved, or issues that can't 
already be solved by other means even if they aren't as slick.  ICE doesn't 
support the data we need supported.  For example, we'd like to make some ICE 
modeling tools, but since ICE doesn't support custom properties and other 
userdata in topology operations, any time an artist makes a topology edit to an 
asset, the meta data would be lost creating bugs in our game next time the 
asset is exported.

For the few areas where ICE would be useful, it either has bugs or feature 
limitations making it more of a liability than a help.  That's why we don't use 
it.  ICE needs more work to be a viable option for us.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Tuesday, February 11, 2014 8:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

of course!!!

my god... how doest it's like to be hand cuffed?
no ice, no nothing!!

good luck Matt!
good challenge!

sly


Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COMhttp://www.shedmtl.com/ 
http://WWW.SHEDMTL.COMhttp://www.shedmtl.com/

[cid:image001.jpg@01CF2769.1560ABA0]

VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.commailto:s...@shedmtl.com





On Feb 11, 2014, at 10:38 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:


This could work if normal mapping was used on the sprites, but animated texture 
sequences would likely be too expensive for a slow sequence like this.  If the 
asteroids moved quickly, then it could be more doable as fewer frames would be 
needed.

The tricky part with the sprite solution is to keep the asteroids from staring 
at the camera and flipping in an attention-grabbing way if the camera should 
travel through the asteroid belt and get close to some of the rocks.


Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Tuesday, February 11, 2014 5:17 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Maybe it could work as well.

I think of rendering sequences of a bunch of individual rotating asteriods with 
camera locked down on them, maybe 10 different ones. So you end up with small 
rez little videos with a rotating asteroid in the middle.

And use the same technique with simple gridsbut with orientation 
constraints to the camera? Worth to try.  Only thing is lighting will be baked 
out in thoses sprite textures.. So hopefully your camera doesnt travel to much 
and keeps looking in the same light/sprite light direction relation...

cool to see everyone chipping in!!

sly



Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COMhttp://www.shedmtl.com/ 
http://WWW.SHEDMTL.COMhttp://www.shedmtl.com/

image001.jpg

VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.commailto:s...@shedmtl.com






On Feb 11, 2014, at 7:43 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:



Good job - very impressive!  Not sure collisions will be avoided, but looks 
very convincing.

What I find interesting is every solution so far has gravitated towards the 
parameter randomization feature - R(start,end).  I thought for sure at least 
one person would open the expression editor and plot out some randomized 
FCurves or do something in the animation mixer.

I'm curious to know if everybody would choose the same solution if the 
asteroids had to be 2D sprites?  Or if the number of polygons and keyframes 
were capped to specific amount of data?


Matt






From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christian 
Gotzinger
Sent: Tuesday, February 11, 2014 4:14 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Survey - how would you do this?

Whoops, while cleaning up my account I managed to delete the video.
The correct (and now working) link is:
https://vimeo.com/86464710

On Tue, Feb 11, 2014 at 11:58 PM, Christian Gotzinger 
cgo...@googlemail.commailto:cgo...@googlemail.com wrote:
Here's my take on it (will take an hour or so before 

Nesting custom properties

2014-02-11 Thread Mathias N
Evening

I will be managing an obscene number of parameters, a number that requires
that I keep things somewhat structured rather than just dumping everything
into a single custom property.

Since we are apparently unable to create hierarchies of parameters (see
https://groups.google.com/d/topic/xsi_list/OkUqJFjOqP0/discussion )
my current plan is to use nested CustomProperties in the following manner:

Gradient
  Marker_1
Red
Green
Blue
  Marker_2
Red
Green
...
Where gradient and marker_1/marker_2 are custom properties, and
red/green/blue are parameters.

I am primarily posting to ask whether there isn't a better way of doing
this, but assuming the answer to that is no, I was wonder if it is possible
to accomplish purely with C++.

With scripting you would just use AddProp to create the CustomProperty,
setting the parent property as the input.
In C++ the only way to add a custom property is, as far as I can tell, by
calling AddCustomProperty, but this method is not available to a
CustomProperty as it is not derived from SceneItem.

Calling the native AddProp to do the job wouldn't be much of a problem, but
I do prefer to keep my code, ehem, *pure*. Also not a fan of spamming the
console.

Cheers