Re: maya uv tool broken?
Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone On 2014/09/07, at 11:21, Raffaele Fragapane raffsxsil...@googlemail.com wrote: As for all those issues, can't say I've had them, and we've been working on multimillion LIDAR scans for weeks. Sounds like busted graphic drivers to be honest. Selection is wonky, has always been compared to xsi's excellent and streamlined model, but it's not random or unpredictable, just laborious. On 6 Sep 2014 22:43, Manuel Huertas Marchena lito...@hotmail.com wrote: @Raffaele, I never assume anything is crap just by default. That being said I ve been experiencing tons of small anoying bugs this last week using maya (besides the uvtool) while doing modeling on a very highres asset. (ex: viewport goes suddenly completely black.. then comes back after a while and keeps doing it repeatedly, All of the wires in my objects suddenly change color when going in/out isolate mode, maya constantly crashes combining meshes, edge selection issues (maya was keeping some edges selected although I deselect them and changed component mode, also It was not selecting some edges although having click onto (this happened rarely but still!) and some other stuff like that (btw, I tried a similar mesh in xsi without any of these issues). That without mentioning workflow compared with xsi... but well that I understand is personal preference. So yes, I was not in the best mood, when I tried the uvtool yesterday. And it was good to know that at least it was not working correctly because of the service pack not being installed yet. So far I can say that my modeling workflow is 90% similar to xsi ( I have almost everything mapped to hotkeys and tend to rarely use the shelf buttons/hotbox at least for modeling, hotkeys do similar operations in both maya and xsi in my setup) but I have the impression that the tools are not well implemented, example the modeling toolkit. Why does maya need two modeling workflows? ex: you have the regular extrude and also the modeling toolkit extrude tool...! (I mostly use the mod kit tool tools) so yes tools are there, but I feel it is a bit convoluted the way they are implemented. ex: some colleagues were not aware of the modeling kit tool operations and used legacy ones, although there are tons of good stuff in the modeling toolkit (dR_...), but because its a bit under the hood it might not be obvious. Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? In any case, I look forward to improve my experience with maya. I am not a software fanboy at all and understand this are just tools in the end. But surely its a bit hard to hold back on comparing having used xsi previously :) btw, yeah is good to know about the tension display and shell management, I ll definitely will take a look on that, thanks! cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Sat, 6 Sep 2014 12:57:37 +1000 Subject: Re: maya uv tool broken? From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to actually be better than most stuff out there that isn't strictly UV centric (and the UI isn't a throwback to the early 90s SGI like UVL's). Unfolding works as well as it did in Soft, like Luke said, but on top you have tension display and better shell management. Worth a shot instead of resisting it and assuming it's crap by default. On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: sp1 was not installed yet indeed!! thanks for the help From: cgc...@gmail.com Date: Fri, 5 Sep 2014 22:37:49 +0100 Subject: Re: maya uv tool broken? To: softimage@listproc.autodesk.com Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately.
Re: maya uv tool broken?
Honestly, I'd have to see it to figure it out. I have had general wonkyness here and there, the uncomfortable click and key combinations and stuff it uses can make for some odd interaction in my experience, but usually it's just that uncomfortable, not random. A couple colleagues around me, who've never used anything other than Maya, had more or less the same experience, but tended to attribute it to randomness, until I took them over what the behaviour actually is in what conditions, and they eventually got over it and got used to the MTK in 2014/15 (some changes between the two). Pre-2014 though I can't help you, I'd rather chew on broken glass and infected syringes than model something in Maya 2013 or prior. On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.com wrote: Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone
Re: maya uv tool broken?
Personally I never really got on with the interactive split tool when it was added, and would always revert back to the original Split Poly. I’m really liking the updated Multi-Cit tool in 2015 though, which combines a few features, including those two. G From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Sunday, 7 September 2014 07:26 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Honestly, I'd have to see it to figure it out. I have had general wonkyness here and there, the uncomfortable click and key combinations and stuff it uses can make for some odd interaction in my experience, but usually it's just that uncomfortable, not random. A couple colleagues around me, who've never used anything other than Maya, had more or less the same experience, but tended to attribute it to randomness, until I took them over what the behaviour actually is in what conditions, and they eventually got over it and got used to the MTK in 2014/15 (some changes between the two). Pre-2014 though I can't help you, I'd rather chew on broken glass and infected syringes than model something in Maya 2013 or prior. On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.commailto:furik...@gmail.com wrote: Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone attachment: winmail.dat
Re: Delta Mush ICE
Looks cool ! is this all in Ice ? or does it require another mesh to be smoothed out ? On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote: Hello, I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK. (Very slow that is true ) This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest polygons. This artifacts normally show up with higher mush iterations. One little trick that I found is apply a relax before apply Delta Mush. So this uniform a little the size of the polygons Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;) Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect. https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar I hope you like it! if you have any improvement or smoothing algorithm, please share it :) Cheers, Miquel PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack. PS2: Eddy share your OCD compounds, we want it!! ;) Miquel Campos www.miquelTD.com
Re: Delta Mush ICE
100% ICE Miquel Campos www.miquelTD.com On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Looks cool ! is this all in Ice ? or does it require another mesh to be smoothed out ? On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote: Hello, I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK. (Very slow that is true ) This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest polygons. This artifacts normally show up with higher mush iterations. One little trick that I found is apply a relax before apply Delta Mush. So this uniform a little the size of the polygons Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;) Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect. https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar I hope you like it! if you have any improvement or smoothing algorithm, please share it :) Cheers, Miquel PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack. PS2: Eddy share your OCD compounds, we want it!! ;) Miquel Campos www.miquelTD.com
Re: maya uv tool broken?
The only thing I like about the interactive tool is it's snapping working correctly, but it's main feature, drawing edges, doesn't do it well. It happens specially when I'm drawing lots of edges before right clicking. And drawing edges on polygons (not over edges) works 1 of 10. 9 times it does something totally unpredictable. The old split one is a little more reliable. What we though was a basic tool in XSI, was actually an awesomely good tool that Maya couldn't match until the mtk versions. Sadly, for us, Maya 2013 is still very used here. I've always modeled in Softimage before sending it to Maya but lately I'm trying to do it all in Maya. I wish Autodesk had killed Softimage when 2014 was the minimum standard version. Martin Sent from my iPhone On 2014/09/07, at 20:55, Graham Bell graham.b...@autodesk.com wrote: Personally I never really got on with the interactive split tool when it was added, and would always revert back to the original Split Poly. I’m really liking the updated Multi-Cit tool in 2015 though, which combines a few features, including those two. G From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Sunday, 7 September 2014 07:26 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Honestly, I'd have to see it to figure it out. I have had general wonkyness here and there, the uncomfortable click and key combinations and stuff it uses can make for some odd interaction in my experience, but usually it's just that uncomfortable, not random. A couple colleagues around me, who've never used anything other than Maya, had more or less the same experience, but tended to attribute it to randomness, until I took them over what the behaviour actually is in what conditions, and they eventually got over it and got used to the MTK in 2014/15 (some changes between the two). Pre-2014 though I can't help you, I'd rather chew on broken glass and infected syringes than model something in Maya 2013 or prior. On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.commailto:furik...@gmail.com wrote: Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone winmail.dat
Re: Delta Mush ICE
What I dont understand is, how does it smooth-out the visible yanks in the mesh, but while not also shoothing-out the nose for example? does it use the base static mesh shape or? nevertheless, 100% nice! :) On 09/07/14 9:19, Miquel Campos wrote: 100% ICE Miquel Campos www.miquelTD.com On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Looks cool ! is this all in Ice ? or does it require another mesh to be smoothed out ? On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote: Hello, I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK. (Very slow that is true ) This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest polygons. This artifacts normally show up with higher mush iterations. One little trick that I found is apply a relax before apply Delta Mush. So this uniform a little the size of the polygons Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;) Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect. https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar I hope you like it! if you have any improvement or smoothing algorithm, please share it :) Cheers, Miquel PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack. PS2: Eddy share your OCD compounds, we want it!! ;) Miquel Campos www.miquelTD.com
Re: Delta Mush ICE
Delta mush isn't a smooth di per se', it's a binding state trick. You smooth a mesh and save the delta of points from full detail to smooth in the bind pose, you then deform and smooth out the full mesh, and lastly re-apply the deltas back on the deformed smooth mesh to reinstate the high frequency detail and irregularities. A basic implementation like that is quite simple actually, and that's why it's kinda brilliant. It's pretty easy to do with OOTB XSI actually if you use ICE to apply shapes after the envelope, or use ICE to skin things in the modelling stack. Take mesh, smooth it, shape animate from smooth to HR with shapes set to local (it will use the local reference frame of each point). Then apply your skinning, and apply a smooth deformer on top. Lastly apply the local shape through ICE to recomputed point framesets. The reference frameset is trivial, Y is the normal, X or Z is the first edge projected on the normal's plane, the last axis is the cross product of the two. You also have ICE facilities for that, I believe, and if they match the same system used by local shapes they should just work. If you instead do the skinning in ICE in the modelling stack, then you have even less work to do, as you can use local shapes OOTB (they are meant to preserve local transforms in shape with something live going on in the modelling stack). On Mon, Sep 8, 2014 at 6:28 AM, Jason S jasonsta...@gmail.com wrote: What I dont understand is, how does it smooth-out the visible yanks in the mesh, but while not also shoothing-out the nose for example? does it use the base static mesh shape or? nevertheless, 100% nice! :) On 09/07/14 9:19, Miquel Campos wrote: 100% ICE Miquel Campos www.miquelTD.com On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Looks cool ! is this all in Ice ? or does it require another mesh to be smoothed out ? On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote: Hello, I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK. (Very slow that is true ) This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest polygons. This artifacts normally show up with higher mush iterations. One little trick that I found is apply a relax before apply Delta Mush. So this uniform a little the size of the polygons Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;) Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect. https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar I hope you like it! if you have any improvement or smoothing algorithm, please share it :) Cheers, Miquel PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack. PS2: Eddy share your OCD compounds, we want it!! ;) Miquel Campos www.miquelTD.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Delta Mush ICE
I prototyped a delta mush in ICE to figure out my splice version (http://www.chris-g.net/2014/09/05/delta-mush-in-splice/) just cos I wasn't that familiar with fabric. Disturbingly easy! On Mon, Sep 8, 2014 at 10:21 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Delta mush isn't a smooth di per se', it's a binding state trick. You smooth a mesh and save the delta of points from full detail to smooth in the bind pose, you then deform and smooth out the full mesh, and lastly re-apply the deltas back on the deformed smooth mesh to reinstate the high frequency detail and irregularities. A basic implementation like that is quite simple actually, and that's why it's kinda brilliant. It's pretty easy to do with OOTB XSI actually if you use ICE to apply shapes after the envelope, or use ICE to skin things in the modelling stack. Take mesh, smooth it, shape animate from smooth to HR with shapes set to local (it will use the local reference frame of each point). Then apply your skinning, and apply a smooth deformer on top. Lastly apply the local shape through ICE to recomputed point framesets. The reference frameset is trivial, Y is the normal, X or Z is the first edge projected on the normal's plane, the last axis is the cross product of the two. You also have ICE facilities for that, I believe, and if they match the same system used by local shapes they should just work. If you instead do the skinning in ICE in the modelling stack, then you have even less work to do, as you can use local shapes OOTB (they are meant to preserve local transforms in shape with something live going on in the modelling stack). On Mon, Sep 8, 2014 at 6:28 AM, Jason S jasonsta...@gmail.com wrote: What I dont understand is, how does it smooth-out the visible yanks in the mesh, but while not also shoothing-out the nose for example? does it use the base static mesh shape or? nevertheless, 100% nice! :) On 09/07/14 9:19, Miquel Campos wrote: 100% ICE Miquel Campos www.miquelTD.com On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Looks cool ! is this all in Ice ? or does it require another mesh to be smoothed out ? On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote: Hello, I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK. (Very slow that is true ) This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest polygons. This artifacts normally show up with higher mush iterations. One little trick that I found is apply a relax before apply Delta Mush. So this uniform a little the size of the polygons Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;) Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect. https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar I hope you like it! if you have any improvement or smoothing algorithm, please share it :) Cheers, Miquel PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack. PS2: Eddy share your OCD compounds, we want it!! ;) Miquel Campos www.miquelTD.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Delta Mush ICE
Oh! Woah! Thanks for sharing it Chris! :) And thnks Raffaele for the explanation. That is what i did with the 2 nodes. On Monday, September 8, 2014, Chris Gardner chrisg.dot@gmail.com wrote: I prototyped a delta mush in ICE to figure out my splice version ( http://www.chris-g.net/2014/09/05/delta-mush-in-splice/) just cos I wasn't that familiar with fabric. Disturbingly easy! On Mon, Sep 8, 2014 at 10:21 AM, Raffaele Fragapane raffsxsil...@googlemail.com javascript:_e(%7B%7D,'cvml','raffsxsil...@googlemail.com'); wrote: Delta mush isn't a smooth di per se', it's a binding state trick. You smooth a mesh and save the delta of points from full detail to smooth in the bind pose, you then deform and smooth out the full mesh, and lastly re-apply the deltas back on the deformed smooth mesh to reinstate the high frequency detail and irregularities. A basic implementation like that is quite simple actually, and that's why it's kinda brilliant. It's pretty easy to do with OOTB XSI actually if you use ICE to apply shapes after the envelope, or use ICE to skin things in the modelling stack. Take mesh, smooth it, shape animate from smooth to HR with shapes set to local (it will use the local reference frame of each point). Then apply your skinning, and apply a smooth deformer on top. Lastly apply the local shape through ICE to recomputed point framesets. The reference frameset is trivial, Y is the normal, X or Z is the first edge projected on the normal's plane, the last axis is the cross product of the two. You also have ICE facilities for that, I believe, and if they match the same system used by local shapes they should just work. If you instead do the skinning in ICE in the modelling stack, then you have even less work to do, as you can use local shapes OOTB (they are meant to preserve local transforms in shape with something live going on in the modelling stack). On Mon, Sep 8, 2014 at 6:28 AM, Jason S jasonsta...@gmail.com javascript:_e(%7B%7D,'cvml','jasonsta...@gmail.com'); wrote: What I dont understand is, how does it smooth-out the visible yanks in the mesh, but while not also shoothing-out the nose for example? does it use the base static mesh shape or? nevertheless, 100% nice! :) On 09/07/14 9:19, Miquel Campos wrote: 100% ICE Miquel Campos www.miquelTD.com On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling sebastien.sterl...@gmail.com javascript:_e(%7B%7D,'cvml','sebastien.sterl...@gmail.com'); wrote: Looks cool ! is this all in Ice ? or does it require another mesh to be smoothed out ? On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com javascript:_e(%7B%7D,'cvml','miquel.cam...@gmail.com'); wrote: Hello, I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK. (Very slow that is true ) This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest polygons. This artifacts normally show up with higher mush iterations. One little trick that I found is apply a relax before apply Delta Mush. So this uniform a little the size of the polygons Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;) Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect. https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar I hope you like it! if you have any improvement or smoothing algorithm, please share it :) Cheers, Miquel PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack. PS2: Eddy share your OCD compounds, we want it!! ;) Miquel Campos www.miquelTD.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- Miquel Campos www.miquelTD.com
Re: Delta Mush ICE
Given smoothing in ICE is always going to be fairly slow, I imagine if you wanted some performance out of it using the DQ skinning compound, or even just building up your own linear skinning, in ICE in the modelling stack and using local shapes and the native smooth for the mush would be by far the fastest option before taking on it with full fledged C++ custom nodes. Unless you're only using ICE to re-apply the shape and not doing any smoothing inside it, in which case you're probably on par. On Mon, Sep 8, 2014 at 10:44 AM, Miquel Campos miquel.cam...@gmail.com wrote: Oh! Woah! Thanks for sharing it Chris! :) And thnks Raffaele for the explanation. That is what i did with the 2 nodes.