Re: ICE Syflex conversion to animation clip?

2015-04-20 Thread Pierre Schiller
@Rob, thank you for your .scn
I see you have cached the simulation and then applied a live operator
(turbulize mesh)
I see the syflex ICE tree under the simulation operator stack. Grid has a
syflex sim, grid1 has a turbulize mesh with a cached sim.

My original intent is to cache the syflex sim (via cache manager) write it,
and then read it so that heavy particle numbers will not crash the scene.
Once It is reading the syflex cache from the main instance grid, I pretend
to use it on my pCloud to generate many grids (around 300) with a picture
on them.
Each individual picture comes from an image sequence.

All works until that point.

Then, when I scrub over my timeline (1-200) I stop on frame 155 to make it
my initial state for the pCloud. Then the cached simulation that´s reading
from the
main instance gets read, I scrub forwards, it plays, all good.

But now I cache the pCloud in order to make the scene simulation the same
everytime I open it (otherwise random positions on the pCloud will happen,
and also
sequenced pictures play along timeline (frame 1 shows picture 1, frame 2
shows picture 2 in all of the pCloud´s instances).

So once the pCloud is cached, then the main instance grid is read no more
and thus all the particles are "stuck" in 1 (random) frame of the original
cached animation
from the grid. It stays there, but I see no animation for the instanced
grids on the pCloud.

I´m further explaining the ICE behavior, but I am trying to solve the 2
questions I posted previous to this comment.

All I´m left with is to launch fulll sim on 300 instances, leave the
machine overnight on render and hope there will be no changes from the art
director on the next morning :(

On Mon, Apr 20, 2015 at 5:32 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> If anyone has encounter this ICE graphic on Arnold, please help me with
> the following question:
> Could a pCloud use animated cached instance animation and then cache the
> pCloud with initial state? (say frame 200 as initial state).
>
>
> On Mon, Apr 20, 2015 at 2:10 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> So this is the result so far. I get to cache the pcloud, but then it
>> doesn´t pick up the deformations (cached) from the papers. So the cached
>> pcloud just plays the papers but the papers don´t move, they´re freezed in
>> time, and don´t play the cached animation.
>>
>> Any clues to move on with the setup?
>> Thanks.
>>
>> On Mon, Apr 20, 2015 at 11:58 AM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Hi, this is how the original paper (syflex simulation on a 3 x4 grid) is
>>> live. I´ve been using the cache manager to create a cached clip on the
>>> mixer (orange color). Works.
>>> * Then, I use the set instance geometry and control displacement
>>> instance animation, so that the cached track on the mixer works feeding the
>>> particle system a different fame for the animation. Works (I can see the
>>> papers/grids animate)
>>> * Then I assign the random sequence texture to the instance master with
>>> the Ice get data ->self.mySpriteID as the time source so the particles will
>>> pick up the texture a different frame for each picture. Works.
>>> * I render region on the viewport (I see all instances with different
>>> pictures from the sequence, and they stay like so until the end of the
>>> timeline). Works.
>>>
>>> I render the timeline, then I don´t see the cached papers move (they
>>> draw a frame and then another they don´t! (0_0) or some other renders what
>>> they do is they are following their path curve (flow along curve) and they
>>> jam 1 or 2 frames and then frame 3 they come back to their trajectories.
>>>
>>> I´ll try to upload a video later today...
>>> Thank you guys for giving me a helping hand with this.
>>>
>>> David.
>>>
>>> On Sat, Apr 18, 2015 at 6:38 AM, Rob Chapman 
>>> wrote:
>>>
 also, who knows how you currently have this set up in the operator
 stack. As a heads up, you cannot deform on top of a cache if the
 deform is in the simulation stack because each frame gets overwritten
 by the cache. therefore you need to apply it in the modelling region
 but above the cache / mixer op . I made you a quick example scene with
 a simple grid with a syflex grid that has been cached and then the Ice
 turbulize mesh applied correctly afterwards


 https://drive.google.com/file/d/0B0WD7fSUkxAMRmFvbk9XU0hWMzQ/view?usp=sharing



 On 18 April 2015 at 09:51, Rob Chapman  wrote:
 > ok  thats two issues, lets stick with one at a time.
 >
 > what you are saying is that turbulize on top of syflex will not work?
 >  this is to be expected. Are you seeing the additional turbulize
 > deformation in the viewport?  here I try and see nothing, so if you
 > want additional deformations on top of a cloth sim best to cache sim
 > first and then deform on top of that?
 >
 > On 18 April 2015 at 07:5

RE: Pose based deformations/corrections in Maya

2015-04-20 Thread Sofronis Efstathiou
Thanks batman!

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]  
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Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
 


[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: 20 April 2015 06:49
To: softimage@listproc.autodesk.com
Subject: Re: Pose based deformations/corrections in Maya

This might be helpful too:
https://vimeo.com/120117324

Hi,

Quick question – has anyone seen this way of creating pose based 
deformations/corrections in Maya, we are not having much success -

https://www.youtube.com/watch?v=t6ab0kKBlHQ

When I try to implement this (it’s not that hard – like an input and output 
between two nodes!), I get a few problems. For example, it appears that this 
only works correctly if the manipulation of the points is sympathetic to Global 
transforms. If I try for example to rotate the lower leg backwards, and move 
some points around the knee and calf to simulate a better pose deformation; 
when I reset the joints back to zero, the points do not keep their relative 
offsets correctly. Instead it appears the offsets are global values - not 
relative. Therefore the points begin to collapse into the mesh. I know there 
are a few plugins we can use -  but thought this may have been a tidier 
approach.

Anyway – if anyone got it to work we would love to know.

Cheers

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]  
[Description: Description: C:\Users\sefstathiou\Documents\My 
Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
 


[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

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charter. Information about the accessibility of University buildings can be 
found on the BU DisabledGo webpages This email is intended only for the person 
to whom it is addressed and may contain confidential information. If you have 
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--
---
Stefan Kubicek
---
keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at ste...@keyvis.at
-- This email and its attachments are --
--confidential and for the recipient only--
BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer 
charter. Information about the accessibility of University buildings can be 
found on the BU DisabledGo webpages This email is intended only for the person 
to whom it is addressed and may contain confidential information. If you have 
received this email in error, please notify the sender and delete this email, 
which must not be copied, distributed or disclosed to any other person. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of Bournemouth University or its subsidiary 
companies. Nor can any contract be formed on behalf of the University or its 
subsidiary companies via email.


RE: Pose based deformations/corrections in Maya

2015-04-20 Thread Sofronis Efstathiou
Thanks Miquel,

That’s very interesting – will take a peek and see if I can get that working as 
a possible workround.

Cheers

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]  
[Description: Description: C:\Users\sefstathiou\Documents\My 
Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
 


[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Miquel Campos
Sent: 20 April 2015 02:12
To: softimage@listproc.autodesk.com
Subject: Re: Pose based deformations/corrections in Maya

Soup morph node have it http://www.soup-dev.com/examples2_1.htm

Copy/paste from wiki:

morph

< Morph is fast, multithreaded and memory efficient blend shape deformer that 
can handle thousands of targets with ease and without degrading performance.
It can be used for pre-deformation blend shapes and post-
deformation corrective shapes.
Key features:
- fast, multithreaded computation
- primary, inbetween and combination targets (combos are currently not 
accessible through the GUI)
- standard (for editing of targets) and performance modes
- interactive per-frame caching for even better performance
- explicit control over inbetween targets - add, remove, edit inbetweens at any 
point
- per-target world, dag_node and surface transformation spaces
- per-target inMesh connections
- paintable targets
- comprehensive python API
- streamlined GUI




Miquel Campos
www.miquel-campos.com


On Mon, Apr 20, 2015 at 8:52 AM, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:
Shapes in Maya, AFAIK, only have the equivalent of the object mode of Soft, 
which means the displacement is relative to the transform of the object. If 
you're after the local frameset, which is in tangent space and accomodates 
previous mesh transforms, you won't find it.

If it's something else you are having issues with it's not entirely clear what 
it might be. When these things happen and you're after help it's extremely 
useful to make a video of the problem. Given how easy it is these days to 
upload a screen capture to youtube I'd say you should consider that for the 
sake of expediency :)

On Mon, Apr 20, 2015 at 8:56 AM, Adam Sale 
mailto:adamfs...@gmail.com>> wrote:
Saf, I forwarded your mail to the guy who made the video as I work with him 
here in Vancouver. I will fwd you any correspondence I get back
My first thought might be node order. Select your mesh, and RMB on it. Choose 
Inputs > All Inputs. In the stack, drag your blend shape node below your skin 
cluster. (MMB) I can't remember if its mmb drag the skin cluster above the 
blend shape, or vice versa. One of them should do it though.

One heads up... If you use NG skin tools, I noticed a weird bug where an NG 
skin display layer node inserted somehow into the stack prevents re-ordering. 
If you can find this node in your node editor, delete it, and you are good to 
go. I have only had this happen once, but thought I would bring it up anyways.

PS. one of my colleagues Derik Gokstorp is down your way doing his Masters at 
NCAA . I imagine you've run into him a few times.

Adam

On Sun, Apr 19, 2015 at 11:42 AM, Sofronis Efstathiou 
mailto:sefstath...@bournemouth.ac.uk>> wrote:
Hi,

Quick question – has anyone seen this way of creating pose based 
deformations/corrections in Maya, we are not having much success -

https://www.youtube.com/watch?v=t6ab0kKBlHQ

When I try to implement this (it’s not that hard – like an input and output 
between two nodes!), I get a few problems. For example, it appears that this 
only works correctly if the manipulation of the points is sympathetic to Global 
transforms. If I try for example to rotate the lower leg backwards, and move 
some points around the knee and calf to simulate a better pose deformation; 
when I reset the joints back to zero, the points do not keep their relative 
offsets correctly. Instead it appears the offsets are global values - not 
relative. Therefore the points begin to collapse into the mesh. I know there 
are a few plugins we can use -  but thought this may have been a tidier 
approach.

Anyway – if anyone got it to work we would love to know.

Cheers

Sofronis

Re: Pose based deformations/corrections in Maya

2015-04-20 Thread Nicolas Esposito
I'm using this and its working pretty good

Corrective shapes using bonus tools from Maya 2013


2015-04-20 21:15 GMT+02:00 Sofronis Efstathiou <
sefstath...@bournemouth.ac.uk>:

>  Thanks batman!
>
>
>
> Sofronis (Saf) Efstathiou
>
> Postgraduate Framework Leader and BFX Competition & Festival Director
>
> Computer Animation Academic Group
>
> *National Centre for Computer Animation*
>
>
> Email: sefstath...@bournemouth.ac.uk
>
>
>
> Tel: +44 (0) 1202 965805
>
>
>
> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>
>
> Student Work:
>
> http://www.youtube.com/NCCA3DAnimation
>
> http://www.youtube.com/NCCADigitalFX
>
> http://www.youtube.com/NCCAAnimation
>
>
>
> [image: Description: Description:
> C:\Users\sefstathiou\Pictures\nccalogo.jpg]
>   [image: Description: Description:
> C:\Users\sefstathiou\Documents\My
> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
> 
>
>
>
>
>
> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>
>
>
> *Awarded for world-class computer animation teaching *
>
> *with wide scientific and creative applications*
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Kubicek
> *Sent:* 20 April 2015 06:49
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Pose based deformations/corrections in Maya
>
>
>
> This might be helpful too:
>
> https://vimeo.com/120117324
>
>
>
> Hi,
>
>
>
> Quick question – has anyone seen this way of creating pose based
> deformations/corrections in Maya, we are not having much success -
>
>
>
> https://www.youtube.com/watch?v=t6ab0kKBlHQ
>
>
>
> When I try to implement this (it’s not that hard – like an input and
> output between two nodes!), I get a few problems. For example, it appears
> that this only works correctly if the manipulation of the points is
> sympathetic to Global transforms. If I try for example to rotate the lower
> leg backwards, and move some points around the knee and calf to simulate a
> better pose deformation; when I reset the joints back to zero, the points
> do not keep their relative offsets correctly. Instead it appears the
> offsets are global values - not relative. Therefore the points begin to
> collapse into the mesh. I know there are a few plugins we can use -  but
> thought this may have been a tidier approach.
>
>
>
> Anyway – if anyone got it to work we would love to know.
>
>
>
> Cheers
>
>
>
> Sofronis (Saf) Efstathiou
>
> Postgraduate Framework Leader and BFX Competition & Festival Director
>
> Computer Animation Academic Group
>
> *National Centre for Computer Animation*
>
>
> Email: sefstath...@bournemouth.ac.uk
>
>
>
> Tel: +44 (0) 1202 965805
>
>
>
> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>
>
> Student Work:
>
> http://www.youtube.com/NCCA3DAnimation
>
> http://www.youtube.com/NCCADigitalFX
>
> http://www.youtube.com/NCCAAnimation
>
>
>
> [image: Description: Description:
> C:\Users\sefstathiou\Pictures\nccalogo.jpg]
>   [image: Description: Description:
> C:\Users\sefstathiou\Documents\My
> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
> 
>
>
>
>
>
> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>
>
>
> *Awarded for world-class computer animation teaching *
>
> *with wide scientific and creative applications*
>
>
>
> BU is a Disability Two Ticks Employer and has signed up to the Mindful
> Employer charter. Information about the accessibility of University
> buildings can be found on the BU DisabledGo webpages This email is intended
> only for the person to whom it is addressed and may contain confidential
> information. If you have received this email in error, please notify the
> sender and delete this email, which must not be copied, distributed or
> disclosed to any other person. Any views or opinions presented are solely
> those of the author and do not necessarily represent those of Bournemouth
> University or its subsidiary companies. Nor can any contract be formed on
> behalf of the University or its subsidiary companies via email.
>
>
>
>   --
>
> ---
> Stefan Kubicek
> ---
> keyvis digital imagery
> Alfred Feierfeilstraße 3
> A-2380 Perchtoldsdorf bei Wien
> Phone: +43/699/12614231
> www.keyvis.at ste...@keyvis.at
> -- This email and its attachments are --
> --confidential and for the recipient only--
>   BU is a Disability Two Ticks Employer and has signed up to the Mindful
> Employer charter. Information about the accessibility of University
> buildings can be found on the BU DisabledGo webpages This email is intended
> only for the person to whom it is addressed and may contain confidential
> information. If you have 

RE: Pose based deformations/corrections in Maya

2015-04-20 Thread Sofronis Efstathiou
Hi Adam,

Thanks for the heads up and forwarding this on to your colleague, that’s much 
appreciated. I did check the Inputs and all was as it should be.

@Raffaele, Adam
I’ve uploaded a video of the how the relative offset is not working as expected 
(I should have thought of that in the first place!) - 
https://dl.dropboxusercontent.com/u/5781634/Shape_Correction_using_node_Editor/Shape_Correction_using_node_Editor.mp4
 . it’s a simple rotation from the lower leg – the duplicate leg mesh on screen 
right deforms and follows as expected. However once I sculpt any changes on the 
duplicate, return the original leg to its zeroed pose -  then the sculpted 
change is not maintained relative to the joint. I draw a few red squiggles to 
outline approx where the offset points should be when we return that original 
leg to its original position. I hope that’s clear. For the this video I didn’t 
bother assigning a blend shape corrective as its working as required – I did 
however test this on earlier experimentation and it still wouldn’t work (for 
obvious reasons).

Anyway – I’m sure I’m missing something stupid – although Raffaele explanation 
sounds like the root cause.

P.S. - @Adam – Yes I have run into Derik a few times, he is taking the MA 
Digital Effects course – I shared some biscuits with him a few months back, 
nice chap!

Cheers

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]  
[Description: Description: C:\Users\sefstathiou\Documents\My 
Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
 


[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: 19 April 2015 23:57
To: softimage@listproc.autodesk.com
Subject: Re: Pose based deformations/corrections in Maya

Saf, I forwarded your mail to the guy who made the video as I work with him 
here in Vancouver. I will fwd you any correspondence I get back
My first thought might be node order. Select your mesh, and RMB on it. Choose 
Inputs > All Inputs. In the stack, drag your blend shape node below your skin 
cluster. (MMB) I can't remember if its mmb drag the skin cluster above the 
blend shape, or vice versa. One of them should do it though.

One heads up... If you use NG skin tools, I noticed a weird bug where an NG 
skin display layer node inserted somehow into the stack prevents re-ordering. 
If you can find this node in your node editor, delete it, and you are good to 
go. I have only had this happen once, but thought I would bring it up anyways.

PS. one of my colleagues Derik Gokstorp is down your way doing his Masters at 
NCAA . I imagine you've run into him a few times.

Adam

On Sun, Apr 19, 2015 at 11:42 AM, Sofronis Efstathiou 
mailto:sefstath...@bournemouth.ac.uk>> wrote:
Hi,

Quick question – has anyone seen this way of creating pose based 
deformations/corrections in Maya, we are not having much success -

https://www.youtube.com/watch?v=t6ab0kKBlHQ

When I try to implement this (it’s not that hard – like an input and output 
between two nodes!), I get a few problems. For example, it appears that this 
only works correctly if the manipulation of the points is sympathetic to Global 
transforms. If I try for example to rotate the lower leg backwards, and move 
some points around the knee and calf to simulate a better pose deformation; 
when I reset the joints back to zero, the points do not keep their relative 
offsets correctly. Instead it appears the offsets are global values - not 
relative. Therefore the points begin to collapse into the mesh. I know there 
are a few plugins we can use -  but thought this may have been a tidier 
approach.

Anyway – if anyone got it to work we would love to know.

Cheers

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]

Re: Arnold plug-in install failure

2015-04-20 Thread Dave Sisk
Solved: It turns out it was a conflict with emFluid5.

On Mon, Apr 20, 2015 at 12:10 PM, Stephen Blair 
wrote:

> Solid Angle Support has a lot of experience with these sorts of issues.
> https://www.solidangle.com/support/
>
> Sounds like a missing DLL dependency, or a DLL conflict. Do you have the
> VC 2010 runtimes installed yet?
>
> On Mon, Apr 20, 2015 at 12:57 PM, Dave Sisk  wrote:
>
>> Hopefully someone here has some experience with this sort of issue:
>>
>> We're setting up some new workstations with Softimage 2015 SP1 and SItoA
>> 3.4.0 2015, and I'm getting an error on startup, as follows:
>>
>> // ERROR : 2006 - Unexpected failure. - [line 53 in
>> C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldTools.js]
>> // ERROR : 21000 - Unspecified failure - [line 4 in
>> C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldCommonShaderDef.js]
>>
>> Additionally, Softimage says it cannot find the sitoa.dll library
>> although it it is present and accounted for.
>>
>> Any advice you guys can send my way would be most appreciated.
>>
>
>


Re: Arnold plug-in install failure

2015-04-20 Thread Stephen Blair
Solid Angle Support has a lot of experience with these sorts of issues.
https://www.solidangle.com/support/

Sounds like a missing DLL dependency, or a DLL conflict. Do you have the VC
2010 runtimes installed yet?

On Mon, Apr 20, 2015 at 12:57 PM, Dave Sisk  wrote:

> Hopefully someone here has some experience with this sort of issue:
>
> We're setting up some new workstations with Softimage 2015 SP1 and SItoA
> 3.4.0 2015, and I'm getting an error on startup, as follows:
>
> // ERROR : 2006 - Unexpected failure. - [line 53 in
> C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldTools.js]
> // ERROR : 21000 - Unspecified failure - [line 4 in
> C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldCommonShaderDef.js]
>
> Additionally, Softimage says it cannot find the sitoa.dll library although
> it it is present and accounted for.
>
> Any advice you guys can send my way would be most appreciated.
>


Arnold plug-in install failure

2015-04-20 Thread Dave Sisk
Hopefully someone here has some experience with this sort of issue:

We're setting up some new workstations with Softimage 2015 SP1 and SItoA
3.4.0 2015, and I'm getting an error on startup, as follows:

// ERROR : 2006 - Unexpected failure. - [line 53 in
C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldTools.js]
// ERROR : 21000 - Unspecified failure - [line 4 in
C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldCommonShaderDef.js]

Additionally, Softimage says it cannot find the sitoa.dll library although
it it is present and accounted for.

Any advice you guys can send my way would be most appreciated.


Momentum, 'invalid offset specified'

2015-04-20 Thread Jules Stevenson
Hi list,

Apologies for the cross post with the momentum list, but not sure anyone's
reading it these days.

I'm getting an odd error with Momentum (same error occurs in 3.12 and 4.5)
in soft 2015 using fracture bodies. Script log spits out the following on
every frame:

# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#
# ERROR : 2392 - Invalid offset specified while extracting data from this
attribute: 
# 
#

But the sim runs regardless, however I get crashes whenever I try and
playblast anything

Anyone seen this before?

Cheers,

Jules


Job | TD

2015-04-20 Thread Greg Punchatz
We are about to start looking for a full time TD to add to our staff at
Janimation and I thought I would start here first.

We are looking for someone who has a good deal of pipeline experience and
is also a good general production TD. Must speak Python Fluently and know
Softimage well.  Shotgun/FTrack ,Nuke, and Maya knowledge are big bonuses.

We are currently using Shotgun but are considering a move to Ftrack, there
are several reasons for the possible switch away from Shotgun. We are not
happy with the lack of integration of non AD tools atm or the rate of dev
since AD bought them. The first job this TD will have is to help us with
making this decision, then implementing it for all of our software and
processes

Thanks folks!
Greg
BTW-You can ping me directly.


Looking for ICE/Nuke freelancer ASAP

2015-04-20 Thread Greg Punchatz
Hey all,
We are looking for some FX freelance support to work onsite here at
Janimation to work on a game trailer we are doing.

The ideal person would be able to be able to handle the effects from
particles to comp and all steps in between.

We are running Soft still, but we have Maya and Max if needed (I don't
think we even installed them yet ;) We are doing most of our comps in Nuke
but its feasible to do some work in AE.

We will also be looking for a pipeline type TD very soon, so if you fit
that description you might as well send me your resume.

Greg


Re: Union bool for polygon-islands?

2015-04-20 Thread Thomas Volkmann
I didn't get any satisfying results with a polygonizer so far (losing the pointy
tips and getting some jitter during the growing). Maybe I just have to try
harder ;)
 
thx

> Alok Gandhi  hat am 20. April 2015 um 12:12
> geschrieben:
> 
>  you can use the oob polygonizer (Surface from point cloud) or better em
> polygonizer.
> 
>  On Mon, Apr 20, 2015 at 3:19 PM, Thomas Volkmann   > wrote:
>> >Hi,
> > 
> >is it still ok to post Softimage questions? :/
> >I need to do some growing roots and I'm still not sure which way to go
> > for a clean geometry on the branch connections. GrowFX is using some
> > Metaball/Polygonizer stuff in these areas, and so far it seems to be the
> > best I can get. I would really love to do it in ICE for better control and
> > customization instead. But how do I get a nice geometry?
> >Imagine a couple of cylinders that are stuck into each other. When I do a
> > bool-Union operation on these (one after another) I get the topology I am
> > after.
> >But having only a single mesh with each cylinder being a polygon-island I
> > am a bit lost. Since there will be animation the whole system has to be live
> > as well...
> >Any ideas, or will it be GrowFX and my beloved 3dsMax then?
> > 
> >thanks,
> >Thomas
> >  > 
> 
>   
>  --
> 

 

Re: Union bool for polygon-islands?

2015-04-20 Thread Alok Gandhi
you can use the oob polygonizer (Surface from point cloud) or better em
polygonizer.

On Mon, Apr 20, 2015 at 3:19 PM, Thomas Volkmann 
wrote:

>  Hi,
>
> is it still ok to post Softimage questions? :/
> I need to do some growing roots and I'm still not sure which way to go for
> a clean geometry on the branch connections. GrowFX is using some
> Metaball/Polygonizer stuff in these areas, and so far it seems to be the
> best I can get. I would really love to do it in ICE for better control and
> customization instead. But how do I get a nice geometry?
> Imagine a couple of cylinders that are stuck into each other. When I do a
> bool-Union operation on these (one after another) I get the topology I am
> after.
> But having only a single mesh with each cylinder being a polygon-island I
> am a bit lost. Since there will be animation the whole system has to be
> live as well...
> Any ideas, or will it be GrowFX and my beloved 3dsMax then?
>
> thanks,
> Thomas
>



--


Union bool for polygon-islands?

2015-04-20 Thread Thomas Volkmann
Hi,
 
is it still ok to post Softimage questions? :/
I need to do some growing roots and I'm still not sure which way to go for a
clean geometry on the branch connections. GrowFX is using some
Metaball/Polygonizer stuff in these areas, and so far it seems to be the best I
can get. I would really love to do it in ICE for better control and
customization instead. But how do I get a nice geometry?
Imagine a couple of cylinders that are stuck into each other. When I do a
bool-Union operation on these (one after another) I get the topology I am after.
But having only a single mesh with each cylinder being a polygon-island I am a
bit lost. Since there will be animation the whole system has to be live as
well...
Any ideas, or will it be GrowFX and my beloved 3dsMax then?
 
thanks,
Thomas