Re: Dorito´s double transformation when parented onto the Head Bone.

2015-02-05 Thread pedro santos
Just to check:
KineState Reset nulls > Cluster Constrained to vertices of the Blendshape
face and not the copy?

Cheers



On Fri, Feb 6, 2015 at 2:47 AM, Mario Reitbauer 
wrote:

> You need to set the static kine state to the transforms of the parent null
> so your actual deforming null doesn't use those transforms for the weight
> calculation.
> Just drag and drop the kinematics of the parent null to the static kine
> state of the deformer.
>
> I think thats how it was working. Otherwise theres also a video out in the
> web which explains it in detail.
>
> 2015-02-06 3:22 GMT+01:00 David Rivera :
>
>> Hi I´ve uploaded a video with the problem I have:
>> DoritoDouble Transforms 
>>
>> I setup an offset null with point to cluster on the original head, cloned
>> that head, make that null parent
>> of the deformer null, so I can weightpaint on the clone whatever
>> influence I want to sculpt later for posing
>> the head shapes.
>>
>> So the dorito approach offers the convenience for the blendshapes from
>> the original head, but uses the clone
>> head to ride over the top of those shapes with additional deformers (all
>> good until that part)
>>
>> But I don´t know where I am missing it.
>> When I do object to cluster on the original head, I get my offset null
>> (parent of the deformer null) in non zero
>> positions. So no matter what I do my values are always passed down as non
>> zero (freeze all transforms, doesn´t work).
>>
>> So if anyone could please, please help me out on this one...I´m going
>> nuts what´s to do to avoid those double transformations?
>> (I also thought about the order of operators, but I can´t get anywhere,
>> the result still gives me double transformation).
>>
>> Thanks.
>>
>>
>> [image: image] 
>>
>>
>>
>>
>>
>> DoritoDouble Transforms 
>> View on youtu.be 
>> Preview by Yahoo
>>
>>
>>
>> *David Rivera*
>> *3D Compositor/Animator*
>> LinkedIN 
>> Behance 
>> VFX Reel 
>>
>
>


-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator >>
http://probiner.x10.mx/ *


Re: Dorito´s double transformation when parented onto the Head Bone.

2015-02-05 Thread Mario Reitbauer
You need to set the static kine state to the transforms of the parent null
so your actual deforming null doesn't use those transforms for the weight
calculation.
Just drag and drop the kinematics of the parent null to the static kine
state of the deformer.

I think thats how it was working. Otherwise theres also a video out in the
web which explains it in detail.

2015-02-06 3:22 GMT+01:00 David Rivera :

> Hi I´ve uploaded a video with the problem I have:
> DoritoDouble Transforms 
>
> I setup an offset null with point to cluster on the original head, cloned
> that head, make that null parent
> of the deformer null, so I can weightpaint on the clone whatever influence
> I want to sculpt later for posing
> the head shapes.
>
> So the dorito approach offers the convenience for the blendshapes from the
> original head, but uses the clone
> head to ride over the top of those shapes with additional deformers (all
> good until that part)
>
> But I don´t know where I am missing it.
> When I do object to cluster on the original head, I get my offset null
> (parent of the deformer null) in non zero
> positions. So no matter what I do my values are always passed down as non
> zero (freeze all transforms, doesn´t work).
>
> So if anyone could please, please help me out on this one...I´m going
> nuts what´s to do to avoid those double transformations?
> (I also thought about the order of operators, but I can´t get anywhere,
> the result still gives me double transformation).
>
> Thanks.
>
>
> [image: image] 
>
>
>
>
>
> DoritoDouble Transforms 
> View on youtu.be 
> Preview by Yahoo
>
>
>
> *David Rivera*
> *3D Compositor/Animator*
> LinkedIN 
> Behance 
> VFX Reel 
>


Dorito´s double transformation when parented onto the Head Bone.

2015-02-05 Thread David Rivera
Hi I´ve uploaded a video with the problem I have:DoritoDouble Transforms
I setup an offset null with point to cluster on the original head, cloned that 
head, make that null parentof the deformer null, so I can weightpaint on the 
clone whatever influence I want to sculpt later for posingthe head shapes.
So the dorito approach offers the convenience for the blendshapes from the 
original head, but uses the clonehead to ride over the top of those shapes with 
additional deformers (all good until that part)
But I don´t know where I am missing it.When I do object to cluster on the 
original head, I get my offset null (parent of the deformer null) in non 
zeropositions. So no matter what I do my values are always passed down as non 
zero (freeze all transforms, doesn´t work).
So if anyone could please, please help me out on this one...I´m going nuts 
what´s to do to avoid those double transformations?(I also thought about the 
order of operators, but I can´t get anywhere, the result still gives me double 
transformation).
Thanks.
|   |
|   |  |   |   |   |   |   |
| DoritoDouble Transforms |
|  |
| View on youtu.be | Preview by Yahoo |
|  |
|   |

   David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Know the ID of an Object in an Envelope and Group? Copy Weights? Partial Gator?

2015-02-05 Thread Matt Lind


A) Internally, Softimage stores IDs by order of creation.  This has nothing 
to do with the setting in the explorer/schematic views.  Any setting to view 
the data in another order (alphabetical, size, etc..) is separate and done 
purely for visual feedback purposes.


B) The provided script excerpt only demonstrated how to get/set weights 
using a griddata object.  To make it functional in context of what you're 
doing you'll need to provide more infrastructure.


Matt




Date: Thu, 5 Feb 2015 10:14:55 +
From: pedro santos 
Subject: Re: Know the ID of an Object in an Envelope and Group? Copy
Weights? Partial Gator?
To: Softimage Mailing List 


@Matt Lind
A) Indeed I seem to be at fault for having the order to "Type +
Alphabetical" instead of "None(creation)": http://prntscr.com/61ahpv. With
that selected the group does show in it's ID order. Thanks

B) Agreed that some of these are certainly more script oriented operations,
tweaks, that do not require non-destructibility and dynamic feedback. ICE
is comfy though... Deals with "API" details, comes with a UI almost for
free and you can see the algorithms results as you build them, certainly
not always important, but it's nice when coupled with the "display
properties" in context.
I ended up making some compounds even though I recognize they are not the
most practical.
https://vimeo.com/118719552
Thanks for the script example, I couldn't make it run as it returned an
error: http://prntscr.com/61ao2j


Thank you all I'm sorted :D

Always love when exploring programmatic solutions, be it by code or ICE, I
end up building up small algorithmic solutions that help me in other tasks
:)

Cheers



Re: Softimage Digest, Vol 75, Issue 46

2015-02-05 Thread Matt Lind

This is best suited for a compositing system that has a tracker.

Render an object to be tracked (eg; your null), then import that sequence 
into a compositor.  In the compositor import your sprite image and apply it 
to the tracked object.  Specifics how to do that vary with the compositing 
program of choice.  Might be able to use Byron's old XSI to AE script to 
dump the position information of the null if necessary.



Matt






Date: Thu, 5 Feb 2015 19:18:59 +
From: "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
Subject: sprite?
To: "softimage@listproc.autodesk.com"


Hi yall


I have a null in my scene.

I want to constrain a bitmap to it and always have it face the camera.

I know how to do this, position constrain grid with texture to null, orient 
constrain grid to camera, blah blah.  But I want to maintain a grid size 
that is screen relevant not scene relevant. So I don't want to do this old 
school.


Instead I'd like to attach a sprite to the null instead, have it render a 
set pixel size instead of a world space size, but I don't really want to use 
ICE or particles since it's only a single object, that just seems overkill.


Is there a simpler way to accomplish this kind of thing?


--
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.



Re: sprite?

2015-02-05 Thread Andy Nicholas
You can set an expression for scale like this:

5.0 * ctr_dist(myobject., mycamera.)

Change "5.0" to whatever gives you the right size. This just makes it bigger 
the further away it is and compensates the appearance of it getting smaller 
with distance.

You can also use the ctr_dist_cam function if you want it to automatically use 
the output camera. Not sure how reliable it is at updating though.

Cheers,
A

> On 5 Feb 2015, at 19:49, Ed Manning  wrote:
> 
> Maybe...
> 
> start with camera facing straight along, say, Z-axis
> make your sprite a poly grid
> set a 2 point constraint to the camera and the animated null; disable it for 
> now
> put the polygon at the right distance infront of camera for the pixel 
> coverage you want.
> set a position limit in Z with current Z coordinate as both max and min
> enable the 2-point constraint
> if the camera has to animate, then I think you could parent the whole thing 
> to a null and have it work in camera local space
> Alternatively, you could just do the 2-point constraint and write an 
> expression that scales the sprite poly according to camera distance, but that 
> seems like math to me, so I normally wouldn't try.  ;-)
> 
> 
> 
>> On Thu, Feb 5, 2015 at 2:18 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
>>  wrote:
>> Hi yall….
>> 
>>  
>> 
>>  
>> 
>> I have a null in my scene.
>> 
>>  
>> 
>> I want to constrain a bitmap to it and always have it face the camera.
>> 
>>  
>> 
>> I know how to do this, position constrain grid with texture to null, orient 
>> constrain grid to camera, blah blah.  But I want to maintain a grid size 
>> that is screen relevant not scene relevant. So I don’t want to do this old 
>> school.
>> 
>>  
>> 
>> Instead I’d like to attach a sprite to the null instead, have it render a 
>> set pixel size instead of a world space size, but I don’t really want to use 
>> ICE or particles since it’s only a single object, that just seems overkill.
>> 
>>  
>> 
>> Is there a simpler way to accomplish this kind of thing?
>> 
>>  
>> 
>>  
>> 
>> --
>> 
>> 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.
>> 
> 


Re: exocortex

2015-02-05 Thread Tim Crowson

Ben,

I've been trying to reach you at this email address as well. The first 
time it eventually bounced back as undeliverable (3-4 days after 
sending). Have since resent...


-Tim Crowson
Magnetic Dreams

On 2/4/2015 1:38 PM, Ben Houston wrote:

Hi Chris,

We chatted off list.  I believe you have everything sorted out now.

Bes regards,
-ben
Best regards,
Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter: @exocortexcom)
https://Clara.io - Online 3D Modeling and Rendering


On Wed, Feb 4, 2015 at 10:54 AM, Chris Marshall
 wrote:

Hi,
Is anyone from Exocortex on here?
Thanks
Chris




--
Signature



Re: deleting disconnected clusterkeys

2015-02-05 Thread David Barosin
Not sure if I picked the right classID so if it doesn't find a match try
some others

http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siClassID.html



On Thursday, February 5, 2015, David Gallagher 
wrote:

>  Great! I will try it.
> On 2/5/2015 5:37 AM, David Barosin wrote:
>
>  This is untested but the idea is there.
>
> ###
> import win32com
> from win32com.client import constants as c
>
> oCls = Application.FindObjects2(c.siClusterID)
>
> for i in oCls:
> if "clskey<" in i.Name:
> Application.DeleteObj(i)
>
> ###
>
> On Thu, Feb 5, 2015 at 12:59 AM, David Gallagher <
> davegsoftimagel...@gmail.com
> > wrote:
>
>>
>> Does anyone know how I can purge my scene from these clusterkeys I can't
>> seem to delete? It errors with this each time I save this file.
>>
>> ' WARNING : 3000 - Save: [6] objects were not saved normally
>> ' WARNING : 3000 - -- [clskey<267>] was saved, but is disconnected from
>> the scene. (Floating object)
>> ' WARNING : 3000 - -- [clskey<52056>] was saved, but is disconnected from
>> the scene. (Floating object)
>> ' WARNING : 3000 - -- [clskey<3221>] was saved, but is disconnected from
>> the scene. (Floating object)
>> ' WARNING : 3000 - -- [clskey<18389>] was saved, but is disconnected from
>> the scene. (Floating object)
>> ' WARNING : 3000 - -- [clskey<52757>] was saved, but is disconnected from
>> the scene. (Floating object)
>> ' WARNING : 3000 - -- [clskey<21774>] was saved, but is disconnected from
>> the scene. (Floating object)
>>
>>
>
>


Re: Maya Modeling : first Impressions/Requests/Questions

2015-02-05 Thread Sebastien Sterling
I just hope that the next iteration of zbrush comes with an editable mesh
brush, every time i open maya and try to use it, i always hit a wall, that
"Nope..! i'm not dealing with this shit, not when i know there are better
tools out there to do what i need!".

On 5 February 2015 at 09:44, julien carmagnac 
wrote:

> 10. Yes that works, thanks.
>
> 2015-02-05 10:08 GMT+01:00 Martin Yara :
>
>> Hi,
>>
>> Kinda busy right now so a quick reply.
>>
>> 10. I don't remember very well, but try Reference and disable shade.
>>
>> Martin
>>
>> On 2/5/15, julien carmagnac  wrote:
>> > Hi Martin, Thank you for your feedback.
>> >
>> > *3+*. +1 for double edges highlighting !
>> > You reminds me that case of double edges that sharing their vertices.
>> > I merge all double vertices but double edges still here. I need to use
>> > cleanup tool to merge these edges.
>> > Is this may have an interest or is it just a bug ?
>> >
>> > *10.* There is the "Template" option in the "Object Display" but in this
>> > mode I can't snap anything to this object.
>> >
>> > 2015-02-05 7:26 GMT+01:00 Martin Yara :
>> >
>> >> Hi Julien,
>> >>
>> >> A little feedback
>> >>
>> >> 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often
>> as
>> >> I use selection filters.
>> >> You could create your own Marking Menu too.
>> >>
>> >> 3. AFAIK You can't change border edges colors, a simple but very useful
>> >> SI
>> >> feature.
>> >> I also want double edges highlighting.
>> >>
>> >> 6. No, you need to code it or use someone else code.
>> >> I use detatch and separate from someone on creative crash and edited
>> the
>> >> part where it deletes the original faces to work with a key modifier
>> so I
>> >> can keep or delete the original part.
>> >> It doesn't work well if the object is not in under the scene root, but
>> it
>> >> does the work done, until I decide to write my own or find something
>> >> better.
>> >>
>> >> 7. I don't think so, but I'm still using 2014 and I don't like that
>> much
>> >> MTK because of it's symmetry, not being able to use it with skinned
>> >> objects
>> >> or using any deformer, etc., for some reason I still don't know
>> sometimes
>> >> the highlight selection isn't accurate, and the Multi-Component auto
>> >> seleciton is even worse. It looks like SI but in the practice it isn't
>> >> close.
>> >>
>> >> It seemed cool at first though.
>> >>
>> >> Just like the Interactive Split Tool and MTK Multi Cut, they looked
>> good
>> >> at first, but most of the time I still use the old crappy prehistoric
>> >> split
>> >> tool. It sucks, but it is way more reliable.
>> >>
>> >> 10. With drawing overrides in your object's attributes.
>> >>
>> >>
>> >> Martin
>> >>
>> >>
>> >> On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac <
>> >> carmagnacjul...@gmail.com> wrote:
>> >>
>> >>> Hello list !
>> >>> I'm more a reader than a writer for now, but I want share my quick
>> >>> experience (one week) on Maya.
>> >>> It's a personal point of view and I'm curious to know your opinion
>> about
>> >>> it.
>> >>>
>> >>>
>> >>> I like HotBox ! Relatively quick to access, probably not as quick as a
>> >>> direct shortcut but can manage more quick tools with just a combo :
>> >>> shorcut
>> >>> + mouse move direction.
>> >>> For now, I use it to select component (one of the more repeated action
>> >>> during a day of work) but I have problem with its "context behavior" :
>> >>> - it doesn't select components of my current selection, but those
>> of
>> >>> the object under my mouse cursor.
>> >>> - get strange selection result (components of the first one) when
>> I
>> >>> use the "select all" command in a second time, with many objects in
>> >>> component mode.
>> >>> *1)* Why the hotbox component selection behavior isn't the same as
>> with
>> >>> the F8 to F12 keyboards ?
>> >>> Is there a way to remove this "context behavior" ?
>> >>> workaround :
>> >>>   - F8 to F12 keyboards : I don't konw for you but just my own
>> >>> opinion is that isn't easy to use (too far from "alt" navigation
>> >>> keyboard
>> >>> and need to look keyboard to select the good one)
>> >>> - alt + q + left click : ok but another shortcut just as a
>> >>> workaround
>> >>> and the layout of each button component aren't the same than the main
>> >>> hotbox menu.
>> >>>
>> >>> *2)* "Channel Box/Layer Editor" window is not bad for a quick access
>> to
>> >>> last tool :
>> >>> - Is there a way to automatically expand the last input "operator"
>> >>> when we select an object.
>> >>> For example when I create a cube, I need to expand (one clic) and
>> >>> then tweak param of With, Height, etc.
>> >>>
>> >>> *3)* On preference option, we can highlight border edge, but is there
>> a
>> >>> way to just set a different color (ok ok like softimage I admit)
>> instead
>> >>> of
>> >>> a not really elegant and visible strong edge.
>> >>>
>> >>>
>> >>> *With Modeling Toolkit active :*
>> >>>
>> >>> *4)* A cool thing is the shift + tr

Re: sprite?

2015-02-05 Thread Ed Manning
Maybe...


   1. start with camera facing straight along, say, Z-axis
   2. make your sprite a poly grid
   3. set a 2 point constraint to the camera and the animated null; disable
   it for now
   4. put the polygon at the right distance infront of camera for the pixel
   coverage you want.
   5. set a position limit in Z with current Z coordinate as both max and
   min
   6. enable the 2-point constraint
   7. if the camera has to animate, then I think you could parent the whole
   thing to a null and have it work in camera local space

Alternatively, you could just do the 2-point constraint and write an
expression that scales the sprite poly according to camera distance, but
that seems like math to me, so I normally wouldn't try.  ;-)



On Thu, Feb 5, 2015 at 2:18 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

>  Hi yall….
>
>
>
>
>
> I have a null in my scene.
>
>
>
> I want to constrain a bitmap to it and always have it face the camera.
>
>
>
> I know how to do this, position constrain grid with texture to null,
> orient constrain grid to camera, blah blah.  But I want to maintain a grid
> size that is screen relevant not scene relevant. So I don’t want to do this
> old school.
>
>
>
> Instead I’d like to attach a sprite to the null instead, have it render a
> set pixel size instead of a world space size, but I don’t really want to
> use ICE or particles since it’s only a single object, that just seems
> overkill.
>
>
>
> Is there a simpler way to accomplish this kind of thing?
>
>
>
>
>
> --
>
> 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.
>
>
>


Re: deleting disconnected clusterkeys

2015-02-05 Thread David Gallagher

Great! I will try it.
On 2/5/2015 5:37 AM, David Barosin wrote:

This is untested but the idea is there.

###
import win32com
from win32com.client import constants as c

oCls = Application.FindObjects2(c.siClusterID)

for i in oCls:
if "clskey<" in i.Name:
Application.DeleteObj(i)

###

On Thu, Feb 5, 2015 at 12:59 AM, David Gallagher 
mailto:davegsoftimagel...@gmail.com>> 
wrote:



Does anyone know how I can purge my scene from these clusterkeys I
can't seem to delete? It errors with this each time I save this file.

' WARNING : 3000 - Save: [6] objects were not saved normally
' WARNING : 3000 - -- [clskey<267>] was saved, but is disconnected
from the scene. (Floating object)
' WARNING : 3000 - -- [clskey<52056>] was saved, but is
disconnected from the scene. (Floating object)
' WARNING : 3000 - -- [clskey<3221>] was saved, but is
disconnected from the scene. (Floating object)
' WARNING : 3000 - -- [clskey<18389>] was saved, but is
disconnected from the scene. (Floating object)
' WARNING : 3000 - -- [clskey<52757>] was saved, but is
disconnected from the scene. (Floating object)
' WARNING : 3000 - -- [clskey<21774>] was saved, but is
disconnected from the scene. (Floating object)






sprite?

2015-02-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Hi yall


I have a null in my scene.

I want to constrain a bitmap to it and always have it face the camera.

I know how to do this, position constrain grid with texture to null, orient 
constrain grid to camera, blah blah.  But I want to maintain a grid size that 
is screen relevant not scene relevant. So I don't want to do this old school.

Instead I'd like to attach a sprite to the null instead, have it render a set 
pixel size instead of a world space size, but I don't really want to use ICE or 
particles since it's only a single object, that just seems overkill.

Is there a simpler way to accomplish this kind of thing?


--
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.



Re: @autodesk maya request

2015-02-05 Thread John Richard Sanchez
am I missing something? It has been a while since using light linking. ( a
while since I worked in Maya primarily) But is there a way to just exclude
one object from the lights illumination. Instead of selecting everything I
want to it to illuminate and linking it to a light set? In XSI you just set
the light to exlude and just put the item in its associated group.

On Thu, Feb 5, 2015 at 12:52 AM, Martin Yara  wrote:

> What I do in those cases is get the first object attribute value and apply
> the inverse value to the rest of selected objects, that way it will toggle
> everything to the same value.
>
> Something like this:
>
> int $curValue = getAttr ($selection[0] +".displayRotatePivot");
>
> And then
>
> setAttr ($object + ".displayRotatePivot", 1-$curValue);
>
>
> Martin
>
>
> On Wed, Feb 4, 2015 at 9:23 PM, Mario Reitbauer  > wrote:
>
>> Yea ty.
>>
>> I am using 2 custom commands now (using a toggle isn't the best way in
>> that case)
>>
>> string $selection[] = `ls -selection -long`;
>> string $object;
>> for ( $object in $selection ) {
>> catch(eval(setAttr ($object + ".displayRotatePivot", 1)));
>> }
>>
>>
>>
>> 2015-02-04 13:20 GMT+01:00 Tim Leydecker :
>>
>>>  Ctrl-Shift-A will let you select everything in a scene.
>>>
>>> Setting the Scripteditor to "Echo All Commands"
>>>
>>> then for example reveals:
>>>
>>> ToggleRotationPivots;
>>>
>>> From there, it´s just a drag of this line to the shelve.
>>>
>>> That at least let´s you switch things after creation.
>>>
>>> If you want to get this globally, all the time, you probably would
>>> start by trying to modify your:
>>>
>>> userPrefs.mel
>>>
>>> or
>>>
>>> Maya.env
>>>
>>> even if that may be the completely wrong place.
>>>
>>> I can´t help with that really except for having a hunch that
>>> things usually follow a simple kind of
>>>
>>> RotationPivots = 1;
>>>
>>> way of switching on (1) or off (0) in Maya.
>>>
>>> I wouldn´t do it but that doesn´t mean it shouldn´t be done.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Am 04.02.2015 um 12:39 schrieb Mario Reitbauer:
>>>
>>> But that "Display>Transform Display" is on per object context right ?
>>> I am searching for a way to globally show the axis. For all objects in
>>> the scene (also newly created ones).
>>> But because showing/hiding those axis is controlled by local object
>>> attributes I guess that's not possible.
>>>
>>> 2015-02-04 12:33 GMT+01:00 Tim Leydecker :
>>>
  Check out Display>Transform Display>..


 No need to apologize for asking questions.

 It´s impossible to know it all, imo.

 There´s a difference in being lazy, ignorant, etc or just a feeling of
 genuinly stupid.

 The joys of getting answers may vary, depending on how one´s question
 has been understood to fall into any of the above short list of
 categories.

 I had my fair share of both stupid questions and stupid replies.

 The hardest part is realizing one did it wrong but insisted anyway.
 Those opportunities to realize exactly that seem to grow with age.

 In regards to Maya, I am glad they have this green spoiler thingy on
 new/changed/improved
 menue entries available as option. It helps realize there´s been
 something done.

 It took me actually years to realize there is a whole new "Assets"
 menue entry...

 Cheers,

 tim


 Am 04.02.2015 um 12:07 schrieb Mario Reitbauer:

 In the end I don't care too much.
 It just feels embarrassing asking for stuff which is there but which
 you just didn't find.
 But as long as no one is annoyed by noobs like me asking for those
 things, then at least I am fine with it ;)

  Oh, I allways used ctrl-shift-right click to get into that menu you
 described :D Your way is less painful for my fingers.

  Now I got a last question. How do you enable rotation axis globally.
 Under Display the Transform Display is on per object base and in the
 preferences I didn't find anything to turn it on globally.

 2015-02-04 11:57 GMT+01:00 Raffaele Fragapane <
 raffsxsil...@googlemail.com>:

>   It is, but the problem with dexterity based workflows is that
> you're unlikely to bump into the literal category for it, wherever the
> stuff ends up being stashed in.
>  QWERTY interaction mode, X and V for quick snap (grid/discrete and
> snap to point) and so on are hard to bump into unless you watch some
> tutorial or someone tells you.
>
>  The same goes for several other shortcuts that every expert knows but
> every noob misses (shift changing the contextual menu on click), and some
> that even experts rarely seem to know about (hold down a manipulation
> shortcut like W and left click for a nice surprise, inline snapping
> options, swim UVs, tweak, discrete steps and the such).
>
>  It doesn't help that, unlike XSI, Maya has no right click for tool
>

Re: deleting disconnected clusterkeys

2015-02-05 Thread David Barosin
This is untested but the idea is there.

###
import win32com
from win32com.client import constants as c

oCls = Application.FindObjects2(c.siClusterID)

for i in oCls:
if "clskey<" in i.Name:
Application.DeleteObj(i)

###

On Thu, Feb 5, 2015 at 12:59 AM, David Gallagher <
davegsoftimagel...@gmail.com> wrote:

>
> Does anyone know how I can purge my scene from these clusterkeys I can't
> seem to delete? It errors with this each time I save this file.
>
> ' WARNING : 3000 - Save: [6] objects were not saved normally
> ' WARNING : 3000 - -- [clskey<267>] was saved, but is disconnected from
> the scene. (Floating object)
> ' WARNING : 3000 - -- [clskey<52056>] was saved, but is disconnected from
> the scene. (Floating object)
> ' WARNING : 3000 - -- [clskey<3221>] was saved, but is disconnected from
> the scene. (Floating object)
> ' WARNING : 3000 - -- [clskey<18389>] was saved, but is disconnected from
> the scene. (Floating object)
> ' WARNING : 3000 - -- [clskey<52757>] was saved, but is disconnected from
> the scene. (Floating object)
> ' WARNING : 3000 - -- [clskey<21774>] was saved, but is disconnected from
> the scene. (Floating object)
>
>


Re: OT houdini questions

2015-02-05 Thread philipp seis
Hello Rob, hope you do well.

*"It seems one cannot move/snap the pivot on the model itself, which seems
to be very counter intuitive..."*
I'm on H14 and have a test Sphere. When i right click on the handle in
Object level, i can choose Pivot Mode (same as "Insert" as you mentioned).
When Point snapping is on it's showing me little dotties on
my Sphere's surface, which i can snap the pivot to.

i only found this:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=86344&sid=4690b3b606a7110b0958e302cd8a2827


Re: OT houdini questions

2015-02-05 Thread Rob Wuijster
Can someone help out on a working snapping workflow in Houdini regarding 
the Insert and ' keys?


Temporarily moving the pivot for moving stuff around in space?
It seems one cannot move/snap the pivot on the model itself, which seems 
to be very counter intuitive...

Haven't found anything useful on the Interweb so far for H14

thanks!

Rob

\/-\/\/

On 5-2-2015 11:05, Gerbrand Nel wrote:

Thanks for the reply.
I almost always create nodes in the network window by pressing "tab" 
after dragging out a wire from my object.
It might be a wacom problem, now that I think about it, my pointer has 
been jumping all over my screen lately.

G

On 05/02/2015 11:50, Cristobal Infante wrote:

Hi Gerbrand,

What you need to realise is that the "interactive behaviour" of a 
node will depend on where you create it.


You can create nodes in the obj panel or on the viewport (with tab). 
I am guessing sometimes you are creating the copy in the viewport 
which asks you for a primitive.


Depending on what you are doing, you will be deciding where to create 
the nodes.


On 5 February 2015 at 09:23, Gerbrand Nel > wrote:


Just another question:
sometimes when I create a copy node in the network view, it asks
me to select primitives and press enter.
Sometimes it doesn't.
Can someone shed some light on this behaviour?
Thanks
G




No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2015.0.5646 / Virus Database: 4281/9056 - Release Date: 02/04/15





Re: exocortex

2015-02-05 Thread Chris Marshall
Yes thanks Ben

On 4 February 2015 at 19:38, Ben Houston  wrote:

> Hi Chris,
>
> We chatted off list.  I believe you have everything sorted out now.
>
> Bes regards,
> -ben
> Best regards,
> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
> @exocortexcom)
> https://Clara.io - Online 3D Modeling and Rendering
>
>
> On Wed, Feb 4, 2015 at 10:54 AM, Chris Marshall
>  wrote:
> > Hi,
> > Is anyone from Exocortex on here?
> > Thanks
> > Chris
> >
> >
>



-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: Know the ID of an Object in an Envelope and Group? Copy Weights? Partial Gator?

2015-02-05 Thread pedro santos
@Eric Thivierge
A) Thanks, I was wondering if there was something more integrated but the
script below certainly helps.
si = Application
sel = si.Selection
for i in xrange(len(sel[0].Envelopes(0).Deformers)):
print i, sel[0].Envelopes(0).Deformers[i]

B) Thanks, GEAR indeed has a lot of little utilities that I was looking for
including this one.

@Matt Lind
A) Indeed I seem to be at fault for having the order to "Type +
Alphabetical" instead of "None(creation)": http://prntscr.com/61ahpv. With
that selected the group does show in it's ID order. Thanks

B) Agreed that some of these are certainly more script oriented operations,
tweaks, that do not require non-destructibility and dynamic feedback. ICE
is comfy though... Deals with "API" details, comes with a UI almost for
free and you can see the algorithms results as you build them, certainly
not always important, but it's nice when coupled with the "display
properties" in context.
I ended up making some compounds even though I recognize they are not the
most practical.
https://vimeo.com/118719552
Thanks for the script example, I couldn't make it run as it returned an
error: http://prntscr.com/61ao2j


Thank you all I'm sorted :D

Always love when exploring programmatic solutions, be it by code or ICE, I
end up building up small algorithmic solutions that help me in other tasks
:)

Cheers




On Wed, Jan 28, 2015 at 8:08 PM, Jeremie Passerin 
wrote:

> Not sure there is a tool for that in Gear, but there is some code you can
> use to write such a tool. I'm pretty sure.
>
>
> On 27 January 2015 at 13:13, Eric Thivierge  wrote:
>
>> A) mesh.Envelopes(0).Deformers should give you the object collection in
>> the proper order. You can recreate the group by using the Envelope > Select
>> Deformers and once selected, create a group.
>>
>> B) You'll have to write a script for that. Check the GEAR tools I think
>> there might be a tool in there for that.
>>
>> Eric T.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Tue, Jan 27, 2015 at 4:07 PM, pedro santos  wrote:
>>
>>> A - Something that always bugged me is that I don't know a way to
>>> inspect the Order ID of and object in a Group or in an Envelope. So say I
>>> have Null_H Which in the deformers or group list shows up in 8th position
>>> (ID7) because it comes after Null_A, Null_B, etc. But that doesn't mean
>>> that when the group was made that was the selection order. So when you do a
>>> Set Envelope and select the group, again it uses the same order, even
>>> though the lists are ordered alphabetically.
>>> Now... I can do this in ICE like this... http://i.imgur.com/OIegAAA.png But
>>> feels cumbersome... :/
>>>
>>> B - How do I copy the all the weight information from one point to other
>>> points. If one has to have parts to have plain weight values that match a
>>> nearby point it's handy to sort of Constrain "Object To Cluster", but
>>> there's no Copy Paste in the Weight Editor for a single point whole info.
>>> Again, I can do it in ICE... but..
>>>
>>> Cheers
>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos Animator  3DModeler  Illustrator >>
>>> http://probiner.x10.mx/ *
>>>
>>
>>
>



On Tue, Jan 27, 2015 at 11:11 PM, Matt Lind  wrote:

> A - The default behavior in Softimage is to use chronological order of
> creation, not alphabetical order.  If a tool takes it's input from the
> selection list, items are processed in the order which they were selected.
>
> B - the easiest way to copy weights is to store them in a GridData object
> as a scratchpad, modify the weights values as desired, then apply the
> GridData weights back onto the envelope.  The GridData is a 2D array just
> like you see in the envelope weights editor.  Each row of the GridData is a
> point on the envelope.  Each column of the GridData represents a deformer.
> To copy the weights between points, you copy the weights from one row and
> paste onto another.
>
> // example - JScript
>
> // get reference to selected enveloped geometry
> var oObject = Selection(0);
>
> // get envelope operator from enveloped geometry
> // NOTE: should verify Object.Envelopes.Count > 0
> // before grabbing the envelope operator
> var oEnvelope = oObject.Envelopes(0).Envelope;
>
> // store weights in a temporary GridData object (2D array)
> var oWeightData = XSIFactory.CreateGridData();
> oWeightData.Data = oEnvelope.Weights.Array;
>
> // Make modifications (example, copy weights from vertex 23 to vertex 164)
> var aVertexWeightValues = oWeightData.GetRowValues( 23 ).toArray();
> oWeightData.SetRowValues( 164, aVertexWeightValues );
>
>
> // update the envelope with modified weights.
> // (this will trigger the scene graph to re-evaluate the envelope.)
> oEnvelope.Weights.Array = oWeightData.Data;
>
>
> The SDK docs show much the same in more de

Re: OT houdini questions

2015-02-05 Thread Gerbrand Nel

Thanks for the reply.
I almost always create nodes in the network window by pressing "tab" 
after dragging out a wire from my object.
It might be a wacom problem, now that I think about it, my pointer has 
been jumping all over my screen lately.

G

On 05/02/2015 11:50, Cristobal Infante wrote:

Hi Gerbrand,

What you need to realise is that the "interactive behaviour" of a node 
will depend on where you create it.


You can create nodes in the obj panel or on the viewport (with tab). I 
am guessing sometimes you are creating the copy in the viewport which 
asks you for a primitive.


Depending on what you are doing, you will be deciding where to create 
the nodes.


On 5 February 2015 at 09:23, Gerbrand Nel > wrote:


Just another question:
sometimes when I create a copy node in the network view, it asks
me to select primitives and press enter.
Sometimes it doesn't.
Can someone shed some light on this behaviour?
Thanks
G






Re: OT houdini questions

2015-02-05 Thread Cristobal Infante
Hi Gerbrand,

What you need to realise is that the "interactive behaviour" of a node will
depend on where you create it.

You can create nodes in the obj panel or on the viewport (with tab). I am
guessing sometimes you are creating the copy in the viewport which asks you
for a primitive.

Depending on what you are doing, you will be deciding where to create the
nodes.

On 5 February 2015 at 09:23, Gerbrand Nel  wrote:

> Just another question:
> sometimes when I create a copy node in the network view, it asks me to
> select primitives and press enter.
> Sometimes it doesn't.
> Can someone shed some light on this behaviour?
> Thanks
> G
>


Re: Maya Modeling : first Impressions/Requests/Questions

2015-02-05 Thread julien carmagnac
10. Yes that works, thanks.

2015-02-05 10:08 GMT+01:00 Martin Yara :

> Hi,
>
> Kinda busy right now so a quick reply.
>
> 10. I don't remember very well, but try Reference and disable shade.
>
> Martin
>
> On 2/5/15, julien carmagnac  wrote:
> > Hi Martin, Thank you for your feedback.
> >
> > *3+*. +1 for double edges highlighting !
> > You reminds me that case of double edges that sharing their vertices.
> > I merge all double vertices but double edges still here. I need to use
> > cleanup tool to merge these edges.
> > Is this may have an interest or is it just a bug ?
> >
> > *10.* There is the "Template" option in the "Object Display" but in this
> > mode I can't snap anything to this object.
> >
> > 2015-02-05 7:26 GMT+01:00 Martin Yara :
> >
> >> Hi Julien,
> >>
> >> A little feedback
> >>
> >> 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often
> as
> >> I use selection filters.
> >> You could create your own Marking Menu too.
> >>
> >> 3. AFAIK You can't change border edges colors, a simple but very useful
> >> SI
> >> feature.
> >> I also want double edges highlighting.
> >>
> >> 6. No, you need to code it or use someone else code.
> >> I use detatch and separate from someone on creative crash and edited the
> >> part where it deletes the original faces to work with a key modifier so
> I
> >> can keep or delete the original part.
> >> It doesn't work well if the object is not in under the scene root, but
> it
> >> does the work done, until I decide to write my own or find something
> >> better.
> >>
> >> 7. I don't think so, but I'm still using 2014 and I don't like that much
> >> MTK because of it's symmetry, not being able to use it with skinned
> >> objects
> >> or using any deformer, etc., for some reason I still don't know
> sometimes
> >> the highlight selection isn't accurate, and the Multi-Component auto
> >> seleciton is even worse. It looks like SI but in the practice it isn't
> >> close.
> >>
> >> It seemed cool at first though.
> >>
> >> Just like the Interactive Split Tool and MTK Multi Cut, they looked good
> >> at first, but most of the time I still use the old crappy prehistoric
> >> split
> >> tool. It sucks, but it is way more reliable.
> >>
> >> 10. With drawing overrides in your object's attributes.
> >>
> >>
> >> Martin
> >>
> >>
> >> On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac <
> >> carmagnacjul...@gmail.com> wrote:
> >>
> >>> Hello list !
> >>> I'm more a reader than a writer for now, but I want share my quick
> >>> experience (one week) on Maya.
> >>> It's a personal point of view and I'm curious to know your opinion
> about
> >>> it.
> >>>
> >>>
> >>> I like HotBox ! Relatively quick to access, probably not as quick as a
> >>> direct shortcut but can manage more quick tools with just a combo :
> >>> shorcut
> >>> + mouse move direction.
> >>> For now, I use it to select component (one of the more repeated action
> >>> during a day of work) but I have problem with its "context behavior" :
> >>> - it doesn't select components of my current selection, but those
> of
> >>> the object under my mouse cursor.
> >>> - get strange selection result (components of the first one) when I
> >>> use the "select all" command in a second time, with many objects in
> >>> component mode.
> >>> *1)* Why the hotbox component selection behavior isn't the same as with
> >>> the F8 to F12 keyboards ?
> >>> Is there a way to remove this "context behavior" ?
> >>> workaround :
> >>>   - F8 to F12 keyboards : I don't konw for you but just my own
> >>> opinion is that isn't easy to use (too far from "alt" navigation
> >>> keyboard
> >>> and need to look keyboard to select the good one)
> >>> - alt + q + left click : ok but another shortcut just as a
> >>> workaround
> >>> and the layout of each button component aren't the same than the main
> >>> hotbox menu.
> >>>
> >>> *2)* "Channel Box/Layer Editor" window is not bad for a quick access to
> >>> last tool :
> >>> - Is there a way to automatically expand the last input "operator"
> >>> when we select an object.
> >>> For example when I create a cube, I need to expand (one clic) and
> >>> then tweak param of With, Height, etc.
> >>>
> >>> *3)* On preference option, we can highlight border edge, but is there a
> >>> way to just set a different color (ok ok like softimage I admit)
> instead
> >>> of
> >>> a not really elegant and visible strong edge.
> >>>
> >>>
> >>> *With Modeling Toolkit active :*
> >>>
> >>> *4)* A cool thing is the shift + translate to extrude edge, but it
> would
> >>> be good if that work with face too !
> >>>
> >>> *5)* With components, discrete mode (SRT increment snap : "J" on
> >>> keyboard) doesn't work on this mode.
> >>>
> >>> *6)* Is there a direct tool like the "Extract Polygons (keep)" in
> >>> softimage ?
> >>> Actually I need to :
> >>> a) "Duplicate Face"
> >>> b) "Extract Faces"
> >>> And that pollutes my outliner hierarchy with a group of 2 objects plus
> 

Re: OT houdini questions

2015-02-05 Thread Gerbrand Nel

Just another question:
sometimes when I create a copy node in the network view, it asks me to 
select primitives and press enter.

Sometimes it doesn't.
Can someone shed some light on this behaviour?
Thanks
G


Re: Maya Modeling : first Impressions/Requests/Questions

2015-02-05 Thread Martin Yara
Hi,

Kinda busy right now so a quick reply.

10. I don't remember very well, but try Reference and disable shade.

Martin

On 2/5/15, julien carmagnac  wrote:
> Hi Martin, Thank you for your feedback.
>
> *3+*. +1 for double edges highlighting !
> You reminds me that case of double edges that sharing their vertices.
> I merge all double vertices but double edges still here. I need to use
> cleanup tool to merge these edges.
> Is this may have an interest or is it just a bug ?
>
> *10.* There is the "Template" option in the "Object Display" but in this
> mode I can't snap anything to this object.
>
> 2015-02-05 7:26 GMT+01:00 Martin Yara :
>
>> Hi Julien,
>>
>> A little feedback
>>
>> 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often as
>> I use selection filters.
>> You could create your own Marking Menu too.
>>
>> 3. AFAIK You can't change border edges colors, a simple but very useful
>> SI
>> feature.
>> I also want double edges highlighting.
>>
>> 6. No, you need to code it or use someone else code.
>> I use detatch and separate from someone on creative crash and edited the
>> part where it deletes the original faces to work with a key modifier so I
>> can keep or delete the original part.
>> It doesn't work well if the object is not in under the scene root, but it
>> does the work done, until I decide to write my own or find something
>> better.
>>
>> 7. I don't think so, but I'm still using 2014 and I don't like that much
>> MTK because of it's symmetry, not being able to use it with skinned
>> objects
>> or using any deformer, etc., for some reason I still don't know sometimes
>> the highlight selection isn't accurate, and the Multi-Component auto
>> seleciton is even worse. It looks like SI but in the practice it isn't
>> close.
>>
>> It seemed cool at first though.
>>
>> Just like the Interactive Split Tool and MTK Multi Cut, they looked good
>> at first, but most of the time I still use the old crappy prehistoric
>> split
>> tool. It sucks, but it is way more reliable.
>>
>> 10. With drawing overrides in your object's attributes.
>>
>>
>> Martin
>>
>>
>> On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac <
>> carmagnacjul...@gmail.com> wrote:
>>
>>> Hello list !
>>> I'm more a reader than a writer for now, but I want share my quick
>>> experience (one week) on Maya.
>>> It's a personal point of view and I'm curious to know your opinion about
>>> it.
>>>
>>>
>>> I like HotBox ! Relatively quick to access, probably not as quick as a
>>> direct shortcut but can manage more quick tools with just a combo :
>>> shorcut
>>> + mouse move direction.
>>> For now, I use it to select component (one of the more repeated action
>>> during a day of work) but I have problem with its "context behavior" :
>>> - it doesn't select components of my current selection, but those of
>>> the object under my mouse cursor.
>>> - get strange selection result (components of the first one) when I
>>> use the "select all" command in a second time, with many objects in
>>> component mode.
>>> *1)* Why the hotbox component selection behavior isn't the same as with
>>> the F8 to F12 keyboards ?
>>> Is there a way to remove this "context behavior" ?
>>> workaround :
>>>   - F8 to F12 keyboards : I don't konw for you but just my own
>>> opinion is that isn't easy to use (too far from "alt" navigation
>>> keyboard
>>> and need to look keyboard to select the good one)
>>> - alt + q + left click : ok but another shortcut just as a
>>> workaround
>>> and the layout of each button component aren't the same than the main
>>> hotbox menu.
>>>
>>> *2)* "Channel Box/Layer Editor" window is not bad for a quick access to
>>> last tool :
>>> - Is there a way to automatically expand the last input "operator"
>>> when we select an object.
>>> For example when I create a cube, I need to expand (one clic) and
>>> then tweak param of With, Height, etc.
>>>
>>> *3)* On preference option, we can highlight border edge, but is there a
>>> way to just set a different color (ok ok like softimage I admit) instead
>>> of
>>> a not really elegant and visible strong edge.
>>>
>>>
>>> *With Modeling Toolkit active :*
>>>
>>> *4)* A cool thing is the shift + translate to extrude edge, but it would
>>> be good if that work with face too !
>>>
>>> *5)* With components, discrete mode (SRT increment snap : "J" on
>>> keyboard) doesn't work on this mode.
>>>
>>> *6)* Is there a direct tool like the "Extract Polygons (keep)" in
>>> softimage ?
>>> Actually I need to :
>>> a) "Duplicate Face"
>>> b) "Extract Faces"
>>> And that pollutes my outliner hierarchy with a group of 2 objects plus
>>> one transform object.
>>> c) clean outliner hierarchy
>>>
>>> *7)* "Transform options" of the modeling toolkit :
>>> YES really good to see and edit numerical local transform value of
>>> component !
>>> BUT is there a way to do some math operation like other text box ?
>>> And it would be good to have this on the "ChannelBox

Re: Maya Modeling : first Impressions/Requests/Questions

2015-02-05 Thread julien carmagnac
Hi Martin, Thank you for your feedback.

*3+*. +1 for double edges highlighting !
You reminds me that case of double edges that sharing their vertices.
I merge all double vertices but double edges still here. I need to use
cleanup tool to merge these edges.
Is this may have an interest or is it just a bug ?

*10.* There is the "Template" option in the "Object Display" but in this
mode I can't snap anything to this object.

2015-02-05 7:26 GMT+01:00 Martin Yara :

> Hi Julien,
>
> A little feedback
>
> 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often as
> I use selection filters.
> You could create your own Marking Menu too.
>
> 3. AFAIK You can't change border edges colors, a simple but very useful SI
> feature.
> I also want double edges highlighting.
>
> 6. No, you need to code it or use someone else code.
> I use detatch and separate from someone on creative crash and edited the
> part where it deletes the original faces to work with a key modifier so I
> can keep or delete the original part.
> It doesn't work well if the object is not in under the scene root, but it
> does the work done, until I decide to write my own or find something better.
>
> 7. I don't think so, but I'm still using 2014 and I don't like that much
> MTK because of it's symmetry, not being able to use it with skinned objects
> or using any deformer, etc., for some reason I still don't know sometimes
> the highlight selection isn't accurate, and the Multi-Component auto
> seleciton is even worse. It looks like SI but in the practice it isn't
> close.
>
> It seemed cool at first though.
>
> Just like the Interactive Split Tool and MTK Multi Cut, they looked good
> at first, but most of the time I still use the old crappy prehistoric split
> tool. It sucks, but it is way more reliable.
>
> 10. With drawing overrides in your object's attributes.
>
>
> Martin
>
>
> On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac <
> carmagnacjul...@gmail.com> wrote:
>
>> Hello list !
>> I'm more a reader than a writer for now, but I want share my quick
>> experience (one week) on Maya.
>> It's a personal point of view and I'm curious to know your opinion about
>> it.
>>
>>
>> I like HotBox ! Relatively quick to access, probably not as quick as a
>> direct shortcut but can manage more quick tools with just a combo : shorcut
>> + mouse move direction.
>> For now, I use it to select component (one of the more repeated action
>> during a day of work) but I have problem with its "context behavior" :
>> - it doesn't select components of my current selection, but those of
>> the object under my mouse cursor.
>> - get strange selection result (components of the first one) when I
>> use the "select all" command in a second time, with many objects in
>> component mode.
>> *1)* Why the hotbox component selection behavior isn't the same as with
>> the F8 to F12 keyboards ?
>> Is there a way to remove this "context behavior" ?
>> workaround :
>>   - F8 to F12 keyboards : I don't konw for you but just my own
>> opinion is that isn't easy to use (too far from "alt" navigation keyboard
>> and need to look keyboard to select the good one)
>> - alt + q + left click : ok but another shortcut just as a workaround
>> and the layout of each button component aren't the same than the main
>> hotbox menu.
>>
>> *2)* "Channel Box/Layer Editor" window is not bad for a quick access to
>> last tool :
>> - Is there a way to automatically expand the last input "operator"
>> when we select an object.
>> For example when I create a cube, I need to expand (one clic) and
>> then tweak param of With, Height, etc.
>>
>> *3)* On preference option, we can highlight border edge, but is there a
>> way to just set a different color (ok ok like softimage I admit) instead of
>> a not really elegant and visible strong edge.
>>
>>
>> *With Modeling Toolkit active :*
>>
>> *4)* A cool thing is the shift + translate to extrude edge, but it would
>> be good if that work with face too !
>>
>> *5)* With components, discrete mode (SRT increment snap : "J" on
>> keyboard) doesn't work on this mode.
>>
>> *6)* Is there a direct tool like the "Extract Polygons (keep)" in
>> softimage ?
>> Actually I need to :
>> a) "Duplicate Face"
>> b) "Extract Faces"
>> And that pollutes my outliner hierarchy with a group of 2 objects plus
>> one transform object.
>> c) clean outliner hierarchy
>>
>> *7)* "Transform options" of the modeling toolkit :
>> YES really good to see and edit numerical local transform value of
>> component !
>> BUT is there a way to do some math operation like other text box ?
>> And it would be good to have this on the "ChannelBox/LayerEditor" (ok ok
>> like softimage too) to regroup a little bit all informations.
>>
>> *8)* Actually, snap tool must be activated before begin transformation,
>> it would be good if it can be activating during the operation (like
>> Softimage and probably other applications).
>> Small thing but can be real