'invalid pointer' trying to delete user normal cluster
Hello, imported some furniture model from 3ds max via 'Send to Softimage', and the result is somewhat corrupted. Render hangs, but also when I try to change shaders, Softimage locks up. There are user normal clusters on the meshes, which I suspect to be the culprits. Trying to delete those gives an 'invalid pointer' error. Anything I can do about this? Thanks!! Best regards, Eugen --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com
Rendering to multichannel EXR
Hi all: So I'm wrapping up a little short animation test in XSI, and I haven't touched the default MR renderer in it for quite awhile...was wondering if there was actually a way to now render multichannel EXRs natively with mental ray shaders? I tried searching around for the old ctrl_pass shaders thingy, but couldn't find it anywhere. (I don't have access to VRay at home, which is why I'm asking =\ ) But it seems that looking through the docs there still isn't any mention about it... -- Yours sincerely, Siew Yi Liang
Interesting 'feature' on ATI cards in Softimage
Hey list, Just a short FYI... I recently had the situation when it was useful to have captured OGL flipbooks with an alpha channel. I never needed animatics with alpha and I was surprised that it only worked on one workstation with a ATI card but not on the others with nvidia cards (quadroFX and quadro4000). After all the years avoiding ATI with softimage, there seems to be at least one (largely unknown?) feature of ATI cards. I tried different settings on the nvidia quadro driver to mimic the behavior of the ATI card but did not succeed. Not sure if its entirely by the graphics cards but it was the only difference on these workstation far as I know. Happy easter, sven
Re: Rendering to multichannel EXR
yes... still there. define the render channel (ambient, specular, etc.), then change the format to EXR look here: http://softimage.wiki.softimage.com/xsidocs/renderchannels_RenderingBuiltInandPresetChannels.htm#Rgu19596 On Fri, Apr 18, 2014 at 6:36 AM, Siew Yi Liang soni...@gmail.com wrote: Hi all: So I'm wrapping up a little short animation test in XSI, and I haven't touched the default MR renderer in it for quite awhile...was wondering if there was actually a way to now render multichannel EXRs natively with mental ray shaders? I tried searching around for the old ctrl_pass shaders thingy, but couldn't find it anywhere. (I don't have access to VRay at home, which is why I'm asking =\ ) But it seems that looking through the docs there still isn't any mention about it... -- Yours sincerely, Siew Yi Liang -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
RE: Alembic scene unit
Hey Guys Anybody knows about unit size for alembic? Or it is just pure values that alembic uses? Cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Friday, April 18, 2014 7:49 AM To: softimage@listproc.autodesk.com Subject: Alembic scene unit Guys, am I right that alembic uses in Softimage 2015 a 1 unit = 1 cm scale? Apparently it is, when I load such a geom cache to maya, my maya unit changes to 1 unit = 1cm scale too... ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
RE: Alembic scene unit
There is no unit specified in alembic files. It is unit free. On 18 Apr 2014 10:40, Szabolcs Matefy szabol...@crytek.com wrote: Hey Guys Anybody knows about unit size for alembic? Or it is just pure values that alembic uses? Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy *Sent:* Friday, April 18, 2014 7:49 AM *To:* softimage@listproc.autodesk.com *Subject:* Alembic scene unit Guys, am I right that alembic uses in Softimage 2015 a 1 unit = 1 cm scale? Apparently it is, when I load such a geom cache to maya, my maya unit changes to 1 unit = 1cm scale too… ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: getting a baked ICE cache over to max?
Exocortex crate can likely do it. Try the demo to see if it works for you... On 17 Apr 2014 23:34, Chris Johnson chr...@topixfx.com wrote: So I baked a cache of a pointcloud with instanced shapes. Then I reimported that cache and cut it up in the animation mixer and re-timed itbkaed it down to a final cache. However I was going to use this Grahame fuller's method ( http://www.si-community.com/community/viewtopic.php?f=19t=3588) to export it but that only works when the instance shapes are live. now that the sim is baked down I need another method to get this over. I tried exporting the cloud as .fbx and writing a .pc2 cache but max didn't like that. Thanks in advance.
(OT) Softimage Character Animator Needed
Hey everyone We're actually in need of 1, maybe 2 freelance animators for a 1'30'' teaser. This is a 8 days job starting middle of next week, probably Thursday. It will be a remote job, so all you will need is your own version of Softimage 2014 and we provide the rest. It's a very subtle character animation that will be asked to you, cartoony, but certainly feature like performance, so no juniors animators please. you can contact me at j...@moondog-animation.com with your online reel and resume. Please include your name and the mention Character Animator in the subject. Thanks guys jm -- *JM Khayat* Founder / COO www.moondog-animation.com mobile: +1 843-847-1284 *CONFIDENTIALITY NOTICE: Privileged/Confidential information may be contained in this message and is intended only for the use of the addressee. Please advise immediately if you or your employer do not consent to Internet e-mail for messages of this kind. Moondog Animation assumes no responsibility for errors, losses, damages, or costs arising from the use of this email. Moondog Animation reserves its common law copyright to all contents of this email. The contents of this email may not be revised, copied, distributed to or used by any other parties without written permission of Moondog Animation.*
Re: getting a baked ICE cache over to max?
Hi Chris, why not just re-attach the instances to your incoming cache so then they will be live, it does not matter they are 'in' the cache, on fact you can copy and paste the instance part of your original Ice tree into one on the incoming cache tree, which means you can do your retiming on the cache too. Sandy On 18 Apr 2014 7:30 PM, Chris Johnson chr...@topixfx.com wrote: yeah I tried that and didn't seem to work...also tried and fbx export and driving that with a .pc2 in max and that didn't work either. On Fri, Apr 18, 2014 at 12:40 PM, Ben Houston b...@exocortex.com wrote: Exocortex crate can likely do it. Try the demo to see if it works for you... On 17 Apr 2014 23:34, Chris Johnson chr...@topixfx.com wrote: So I baked a cache of a pointcloud with instanced shapes. Then I reimported that cache and cut it up in the animation mixer and re-timed itbkaed it down to a final cache. However I was going to use this Grahame fuller's method ( http://www.si-community.com/community/viewtopic.php?f=19t=3588) to export it but that only works when the instance shapes are live. now that the sim is baked down I need another method to get this over. I tried exporting the cloud as .fbx and writing a .pc2 cache but max didn't like that. Thanks in advance.
Re: getting a baked ICE cache over to max?
cool Sandy I'll give that a try! On Fri, Apr 18, 2014 at 3:47 PM, Sandy Sutherland sandy.mailli...@gmail.com wrote: Hi Chris, why not just re-attach the instances to your incoming cache so then they will be live, it does not matter they are 'in' the cache, on fact you can copy and paste the instance part of your original Ice tree into one on the incoming cache tree, which means you can do your retiming on the cache too. Sandy On 18 Apr 2014 7:30 PM, Chris Johnson chr...@topixfx.com wrote: yeah I tried that and didn't seem to work...also tried and fbx export and driving that with a .pc2 in max and that didn't work either. On Fri, Apr 18, 2014 at 12:40 PM, Ben Houston b...@exocortex.com wrote: Exocortex crate can likely do it. Try the demo to see if it works for you... On 17 Apr 2014 23:34, Chris Johnson chr...@topixfx.com wrote: So I baked a cache of a pointcloud with instanced shapes. Then I reimported that cache and cut it up in the animation mixer and re-timed itbkaed it down to a final cache. However I was going to use this Grahame fuller's method ( http://www.si-community.com/community/viewtopic.php?f=19t=3588) to export it but that only works when the instance shapes are live. now that the sim is baked down I need another method to get this over. I tried exporting the cloud as .fbx and writing a .pc2 cache but max didn't like that. Thanks in advance.