RE: ot: unreal engine

2014-11-20 Thread Brent McPherson
Yes, the right-click menus activate object-component mode in Maya.

Apparently it is used for some commands where you need to make a hybrid 
object+component selection and I agree it is confusing.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: 19 November 2014 11:04
To: softimage@listproc.autodesk.com
Subject: Re: ot: unreal engine

Hi Nico,

I agree that the inconsistency between right click (vertex) and F8 component 
selection mode is
REALLY annoying. Hopefully the are working in unifying them since it I don't 
see the point of having them disjointed.

It feels that if you right-click select vertex Maya should just switch to 
component mode..




On 18 November 2014 20:44, Nicolas Esposito 
3dv...@gmail.commailto:3dv...@gmail.com wrote:
Hi Francisco,
Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works 
pretty good!

Not knowing python scripting is a huge downside for me, so having this free 
rigging tool is really a huge timesaver.
Step by step I'm extending this rig functionality in order to integrate my 
custom ( re-usable ) facial rig into the body rig and everything works fine.
I'm really digging Unreal Engine 4, the Blueprint system has a similar feel to 
ICE, and its really intuitive :)

2014-11-18 21:32 GMT+01:00 Francisco Criado 
malcriad...@gmail.commailto:malcriad...@gmail.com:
Nicolas,
may i ask if you are using unreal toolset for rigging?
thanks,
F.



--
Francisco Criado
visual geek
DCA Lab


attachment: winmail.dat

weightmap visible in textured view

2014-11-20 Thread adrian wyer
simple request... i need to paint a weightmap to affect texture blending...
but i need to see the texture while i'm painting the weightmap

 

never had to do this before and can't find a way of having texture decal
mode on, but have weightmap visible at the same time

 

anyone?

 

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

 



Re: weightmap visible in textured view

2014-11-20 Thread Adam Seeley
Not perfect but a quick solution could be using two views with a different
camera in each (one cam pose constrained to the other)  different viewing
modes per camera.

Depends how accurate you need to be.

Adam.

On 20 November 2014 12:04, adrian wyer adrian.w...@fluid-pictures.com
wrote:

   simple request... i need to paint a weightmap to affect texture
 blending... but i need to see the texture while i'm painting the
 weightmap



 never had to do this before and can't find a way of having texture decal
 mode on, but have weightmap visible at the same time



 anyone?



 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





Perforce Plugins

2014-11-20 Thread Angus Davidson
Hi all

I was enquiring about the 2015 P4GT plugins for Maya and Softimage  from 
Perforce and I found out that they have open sourced them

http://t.co/b0RzmQpfsF

Kind Regards

Angus

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RE: complaints channel?

2014-11-20 Thread Jill Ramsay (Contractor)
Leendert, will contact you offline to find out more about your particular issue.

Jill

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: November-19-14 6:13 AM
To: softimage@listproc.autodesk.com
Subject: complaints channel?

So, I am a bit conflicted this morning: I am very happy with @AutodeskHelp in 
the Twitterverse, but at the same time rather unhappy with the handling of an 
unrelated query by Support over at the Subscription Center. What would be the 
proper channel to log an - albeit mild - complaint (about the IMHO premature 
closing of an in my opinion as of yet unresolved case)? And I know I can reopen 
the case, but that's slightly besides the point. Getting a mail stating 
something like we don't know what's wrong, so now we're closing the case does 
sound weird to me.

Again: not angry or anything, merely somewhat puzzled and displeased...

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com


attachment: winmail.dat

[JOB] Rigger, Blur Studio, California

2014-11-20 Thread Jeremie Passerin
Hey guys,
We're looking for a rigger here at Blur.Blur is historically a Softimage
Studio for Rigging and Animation but we are transitioning to Maya in the
next 12 months.

-



Blur Studio is looking for a highly experienced Rigger to work onsite at
our Culver City facility.  Qualified candidates will have strong experience
in the design, development and implementation of rigging systems and will
bring valuable ideas to the team through methodologies and/or tool and rig
development skills. Great communication and teamwork skills are required in
addition to the ability to deliver quality work on schedule.  Duties may
include the training and mentoring of other team members as needed.

*Responsibilities:*
- Use Blur production tools to build and maintain production rigs that meet
technical and artistic quality standards .  Work under the direction of
supervisors and leads.
- Communicate progress, problems or suggestions to supervisors and leads.
- Suggest and/or develop tools and methodologies as appropriate to solve
problems help improve the department.
- Participate in Blur’s training program and mentor less experienced
artists as needed

*Skills:*
- 3+ years of experience in Rigging on films or commercials
- Strong knowledge of Maya for Rigging and Deformation
- Good sense of deformation and human anatomy
- Knowledge of the Maya API with MEL or Python is highly recommended
- Excellent communication and organization Skills
- Bonus : Softimage, C++, Animation, Modeling experience


*To Apply:*
Please send your resume, rate, reel and reel breakdown to j...@blur.com.
Candidates must be currently authorized to work in the U.S.


Sticking Ice Strands

2014-11-20 Thread Lawrence Nimrichter
Hey guys, if you have ice strands that are all curly, do you know how to make 
it stick to the surface of geo as is. When the emitting point sticks to 
deforming geo, it stretches and does dynamics etc to the strand (which normally 
is great, but not this time). I wish they were each frozen to the particle and 
just moved with it. does that make sense? 

Any thoughts on this?

Thanks!

Lawrence Nimrichter




Re: Sticking Ice Strands

2014-11-20 Thread David Barosin
If I understand correctly you need to...
1) Store the initial StrandPosition in the local particle space.(by
multiplying the strandPosition array by the inverted particle transform)
-- get particle transform -- invert --- multiply (strandPosition)
by matrix-- set data (myLocalStrandPosition)

2) Multiply the stored StrandPosition (myLocalStrandPosition) by the
current particle transform



On Thu, Nov 20, 2014 at 3:34 PM, Lawrence Nimrichter xsiuse...@gmail.com
wrote:

 Hey guys, if you have ice strands that are all curly, do you know how to
 make it stick to the surface of geo as is. When the emitting point sticks
 to deforming geo, it stretches and does dynamics etc to the strand (which
 normally is great, but not this time). I wish they were each frozen to the
 particle and just moved with it. does that make sense?

 Any thoughts on this?

 Thanks!

 Lawrence Nimrichter