Storing Plugins in a UserPath
Hey, all our scripting stuff is mixed between the WG-Plugins-Folder and a custom Python-Module-Folder. That was ok all the time, but now we are switching between SI2013 and SI2014 and I found it annoying to sync the pipeline plugins between the Version-WGs. I'm thinking of storing all plugins inside the python module and add this Path to the XSI_Plugins Environment Variable. Is this the recommended way to do that, or are there smarter ways? Andy -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793
Re: Storing Plugins in a UserPath
Hey Andreas, I used to work with a similar setup until I discovered that there are real symbolic links in Windows since Vista (mklink in a prompt). Now I simply symlink plugin files to any location is needed keeping everything in sync by free. It works great :) Cheers
GEar again
Ok, you must annoyed, but... How can I set a different hand orientation? I mean, now the arm plane defines the orientation of the hand, and thanks to the character artists, they invented some idiot pose for the arms and hands that is quite impossible to rig normally (just for visualize the issue. Stand up, drop your arm. When your hand is quite relaxed, raise your hand only, trying to maintain a more or less 45 degree angle between your arm and body. Now, move your hand closer to your body along an imaginary line between your wrist and shoulder, but maintain the hand orientation (the back of the hand points about the sky, no tilt, no pitch. If you are doing it fine, your elbow start to drop. Now that's the pose I need to rig) So how can I do it with Gear, where the hand orientation is achieved apparently from the arm's IK resolution plane? Cheers Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
OT: particle insanity
im trying to render a lot of particles the particle clouds are generated from LIDAR scans, new header data added to the original scan format, imported into SPARTA, exported as realflow bin files, imported into soft (i know, pain) each scan has about 10 million particles (and this is only 10percent of the original data) and there are 25 scans i need to render in one scene as you can imagine, soft is being a royal pain in the a$$ anyone have any experience with rendering lots of particles? open to suggestions at this point, including krakatoa, maya, you name it! someone suggested partIO, into maya, then out to krakatoa (via partIO -- prt files) anyone had to render a billion points before? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Friday Flashback #160
Friday Flashback #160 *Softimage. For years those three little syllables rolled off the tongues of 3D artists everywhere with wonder. But then something happened. 3D Studio became 3D Studio Max. PowerAnimator became Maya. And Softimage ... well, Softimage remained the same.* -- Gamasutra, 2001 http://wp.me/powV4-2Z8
Re: Friday Flashback #160
...ooh the lack of polygon tools in 1.0 was such a pain... And coming from Power Animator doubly so... (Just like the author wrote: I had to learn Soft|3D AND XSI at the same time...) luckily, though later on XSI became such an amazing polymodeller... Imho still unbeaten to this very day. o/ -Chris On 21/02/14 18:13, Stephen Blair wrote: Friday Flashback #160 /Softimage. For years those three little syllables rolled off the tongues of 3D artists everywhere with wonder. But then something happened. 3D Studio became 3D Studio Max. PowerAnimator became Maya. And Softimage … well, Softimage remained the same./ -- Gamasutra, 2001 http://wp.me/powV4-2Z8
Re: OT: particle insanity
Not sure if it will help, but what about Mootzoid's emRPC tool? Rob \/-\/\/ On 21-2-2014 18:02, adrian wyer wrote: im trying to render a lot of particles the particle clouds are generated from LIDAR scans, new header data added to the original scan format, imported into SPARTA, exported as realflow bin files, imported into soft (i know, pain) each scan has about 10 million particles (and this is only 10percent of the original data) and there are 25 scans i need to render in one scene as you can imagine, soft is being a royal pain in the a$$ anyone have any experience with rendering lots of particles? open to suggestions at this point, including krakatoa, maya, you name it! someone suggested partIO, into maya, then out to krakatoa (via partIO -- prt files) anyone had to render a billion points before? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4259 / Virus Database: 3705/7114 - Release Date: 02/21/14
Re: Friday Flashback #160
That's a line I haven't seen in a long, long time... ;-) /The XSI Interface with an imported polygonal model from Softimage 3D./ Rob \/-\/\/ On 21-2-2014 18:13, Stephen Blair wrote: Friday Flashback #160 /Softimage. For years those three little syllables rolled off the tongues of 3D artists everywhere with wonder. But then something happened. 3D Studio became 3D Studio Max. PowerAnimator became Maya. And Softimage ... well, Softimage remained the same./ -- Gamasutra, 2001 http://wp.me/powV4-2Z8 No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4259 / Virus Database: 3705/7114 - Release Date: 02/21/14
Re: OT: particle insanity
You can also use Exocortex Fury which has the ability to use proxies to load the data at render time only -- I think that proxies are only available in Maya at this point. I wrote Krakatoa to render billion particle data sets originally (we were rendering Doc Bailey's fractals: http://www.imagesavant.com/ with +1B particle counts ) so I suspect it still works for that use case. -ben On Fri, Feb 21, 2014 at 12:02 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: im trying to render a lot of particles the particle clouds are generated from LIDAR scans, new header data added to the original scan format, imported into SPARTA, exported as realflow bin files, imported into soft (i know, pain) each scan has about 10 million particles (and this is only 10percent of the original data) and there are 25 scans i need to render in one scene as you can imagine, soft is being a royal pain in the a$$ anyone have any experience with rendering lots of particles? open to suggestions at this point, including krakatoa, maya, you name it! someone suggested partIO, into maya, then out to krakatoa (via partIO -- prt files) anyone had to render a billion points before? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
RE: OT: particle insanity
Thanks Ben, interesting about working with Richard, I had the pleasure of talking with him a few times about his fractal projects, he is deeply missed... Interesting about Fury using proxies (would my Softimage Fury license let me run a maya version?) a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: 21 February 2014 17:40 To: softimage@listproc.autodesk.com Subject: Re: OT: particle insanity You can also use Exocortex Fury which has the ability to use proxies to load the data at render time only -- I think that proxies are only available in Maya at this point. I wrote Krakatoa to render billion particle data sets originally (we were rendering Doc Bailey's fractals: http://www.imagesavant.com/ with +1B particle counts ) so I suspect it still works for that use case. -ben On Fri, Feb 21, 2014 at 12:02 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: im trying to render a lot of particles the particle clouds are generated from LIDAR scans, new header data added to the original scan format, imported into SPARTA, exported as realflow bin files, imported into soft (i know, pain) each scan has about 10 million particles (and this is only 10percent of the original data) and there are 25 scans i need to render in one scene as you can imagine, soft is being a royal pain in the a$$ anyone have any experience with rendering lots of particles? open to suggestions at this point, including krakatoa, maya, you name it! someone suggested partIO, into maya, then out to krakatoa (via partIO -- prt files) anyone had to render a billion points before? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
Re: OT: particle insanity
Hi Adrian, Richard was a genius in what he was creating, so far ahead of everyone else. If you have a license for Fury 2, it will work with Maya. :) Rendering a billion particles is challenging. If you want to do volumetric lighting on it, that requires all of the particles to be loaded at once, it isn't really going to work with Fury. But if you just want to render them with mattes and light objects you can do that with Fury. If you wanted to do complex per-point lighting, you can load each data set into ICE, do arbitrary per particle color calculations, save it out to *.icecache files which Fury for Maya can load in its proxies and render directly those colors. Best regards, Ben Houston On Fri, Feb 21, 2014 at 1:08 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: Thanks Ben, interesting about working with Richard, I had the pleasure of talking with him a few times about his fractal projects, he is deeply missed... Interesting about Fury using proxies (would my Softimage Fury license let me run a maya version?) a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: 21 February 2014 17:40 To: softimage@listproc.autodesk.com Subject: Re: OT: particle insanity You can also use Exocortex Fury which has the ability to use proxies to load the data at render time only -- I think that proxies are only available in Maya at this point. I wrote Krakatoa to render billion particle data sets originally (we were rendering Doc Bailey's fractals: http://www.imagesavant.com/ with +1B particle counts ) so I suspect it still works for that use case. -ben On Fri, Feb 21, 2014 at 12:02 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: im trying to render a lot of particles the particle clouds are generated from LIDAR scans, new header data added to the original scan format, imported into SPARTA, exported as realflow bin files, imported into soft (i know, pain) each scan has about 10 million particles (and this is only 10percent of the original data) and there are 25 scans i need to render in one scene as you can imagine, soft is being a royal pain in the a$$ anyone have any experience with rendering lots of particles? open to suggestions at this point, including krakatoa, maya, you name it! someone suggested partIO, into maya, then out to krakatoa (via partIO -- prt files) anyone had to render a billion points before? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
Re: OT: particle insanity
Here's a pretty high amount that rendered ok in fury 1 http://www.flickr.com/photos/60938335@N03/5552294835/
Re: Friday Flashback #160
When you first start XSI, you realize it is not your average Windows application. It appears as if Avid's Macintosh legacy has heavily influenced the interface. I want to slap that guy in the face. On Fri, Feb 21, 2014 at 12:38 PM, Rob Wuijster r...@casema.nl wrote: On 21-2-2014 18:13, Stephen Blair wrote: Friday Flashback #160 Softimage. For years those three little syllables rolled off the tongues of 3D artists everywhere with wonder. But then something happened. 3D Studio became 3D Studio Max. PowerAnimator became Maya. And Softimage ... well, Softimage remained the same. -- Gamasutra, 2001 http://wp.me/powV4-2Z8
Re: Friday Flashback #160
I'm guessing you're bringing some of that to Maya now Luc-Eric? On Friday, February 21, 2014 3:40:45 PM, Luc-Eric Rousseau wrote: When you first start XSI, you realize it is not your average Windows application. It appears as if Avid's Macintosh legacy has heavily influenced the interface. I want to slap that guy in the face. On Fri, Feb 21, 2014 at 12:38 PM, Rob Wuijster r...@casema.nl wrote: On 21-2-2014 18:13, Stephen Blair wrote: Friday Flashback #160 Softimage. For years those three little syllables rolled off the tongues of 3D artists everywhere with wonder. But then something happened. 3D Studio became 3D Studio Max. PowerAnimator became Maya. And Softimage ... well, Softimage remained the same. -- Gamasutra, 2001 http://wp.me/powV4-2Z8
RE: Friday Flashback #160
I'll keep that as evidence. ;-) Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Friday, February 21, 2014 12:41 PM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #160 When you first start XSI, you realize it is not your average Windows application. It appears as if Avid's Macintosh legacy has heavily influenced the interface. I want to slap that guy in the face. On Fri, Feb 21, 2014 at 12:38 PM, Rob Wuijster r...@casema.nl wrote: On 21-2-2014 18:13, Stephen Blair wrote: Friday Flashback #160 Softimage. For years those three little syllables rolled off the tongues of 3D artists everywhere with wonder. But then something happened. 3D Studio became 3D Studio Max. PowerAnimator became Maya. And Softimage ... well, Softimage remained the same. -- Gamasutra, 2001 http://wp.me/powV4-2Z8