RE: DAT showreel 2015

2015-05-05 Thread Sven Constable
Solid reel. And interesting idea btw, delivering the model-texture-shading part 
only. Especially since startups tend to go fullservice. Good luck to you guys.

 

sven   

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ivan Vasiljevic
Sent: Monday, May 04, 2015 10:32 PM
To: softimage@listproc.autodesk.com
Subject: OT: DAT showreel 2015

 

Hi guys,

 

Sorry for this off topic. This is our first show reel ever! :)

So I wanted to post it here, plenty of SI works...

 

http://digitalassettailors.com/portfolio/showreel-2015/

 

We will be at FMX this year, so if anybody wants to chat with us let me know!

 

Best.

Ivan


 

-- 

Ivan Vasiljevic
-

Lighting TD

Founder, Digital Asset Tailors
-
web:http://digitalassettailors.com/

email:  i...@digitalassettailors.com

 

 



Forcing Softimage to evaluate its graph in a batch session

2015-05-05 Thread Leonard Koch
We're running splice in Softimage to render out a pointcloud using a
renderer written in KL. So the renderer lives in an operator on the
pointcloud.

When we open this scene using xsibatch the splice operator doesn't get
evaluated.

Just like any other part of the scene wouldn't. Because it doesn't have to,
because it isn't displayed anywhere.

Is there a way to force softimage to evaluate its graph without a viewport?

Would really appreciate some input on this.
Thanks!

-Leonard


Re: Softimage Icon Removed from Mudbox?

2015-05-05 Thread Tenshi S.
Hi, i'm not into coding, but if it's something easy as replacing some lines
i could try. I've using the Softimage 2014SP2 as my base, i have installed
the 2015(soon i'll update that), for Mudbox i have the last 2014, and the
last 2015 versions. I'm not planing to use Softimage 2015 until SP2 comes
out, so i would love to send files from Mudbox 2015 to Softimage 2014, and
viceversa. I know in practice it's impossible but in theory what you say
could work.
Hope you could remember what you need to do or test that again, it could
help a lot of guys here. Thanks,

On Tue, May 5, 2015 at 3:21 PM, skuby sku...@gmail.com wrote:

 I've manually fixed this in the past with version mis-matches.
 C:\Users\All Users\Autodesk\Synergy\.  Somewhere in there you'll find
 editable files that are in ascii.  It might take a little trial and error,
 but last I remember I figured the whole thing out and had it working in 10
 minutes.  that got like a 2013/14 version of Soft sending/recieving to a
 2015 version mb/ -something like that, been a while and I dont' have any of
 the apps handy on this machine to give perfect instructions.  You will
 probably have an easier time if you have an old MB 2014/2015 install which
 you can refer to / copy/pasta bits from.  -pretty confident you could get
 this working somehow if you really wanted

 On Fri, May 1, 2015 at 10:44 PM, Tenshi S. tenshu...@gmail.com wrote:

 I think Mudbox will be better with a tool like Zspheres, when they put
 a solution like that to create the base for models, i'll be more than
 happy; because Mudbox it's easy and most of the tools necessary are there.
 More brushes and presets are welcome, too.


 On Thu, Apr 30, 2015 at 7:17 PM, Tim Leydecker bauero...@gmx.de wrote:

  a 1:1 copy of some of the best ZBrush brushes (dam standard springs to
 mind)
 would have been nice, something ZBrush Dynamesh as a surprise extension,
 too.

 How about some new presets, some vector tooltips/brush images, just a
 little well deserved love.

 Mudbox is so nice in how easy it can be picked up and used (compared to
 ZBrush´s GUI and methodology)
 it´s sad that it´s been left out like that.

 Still, I took the treetrunk example, retopoed, subdivided it to some 50
 million polygons by mistake and Mudbox
 kept itself responsive...




 Am 01.05.2015 um 01:03 schrieb Tenshi S.:

 Your right. Few updates in 2016. Less than 4 features and a few bug
 fixes. For a new version one will expect something more. At least 10
 features and 20 bug fixes. =/

 On Thu, Apr 30, 2015 at 3:00 PM, Tim Leydecker bauero...@gmx.de wrote:

  Relax. I don´t want to miss the new Relax  brush in Mudbox 2016.

 That´s the only green bracketed (highlight what´s new option = 1) I
 found sofar.

 I´m sure there´s more inovations but it´s in another package?


 Am 30.04.2015 um 21:50 schrieb Mirko Jankovic:

 well just stay on mudbox 2015 then as well. not like they made anything
 interesting in 2016 anyway

 On Thu, Apr 30, 2015 at 9:07 PM, Tenshi S. tenshu...@gmail.com wrote:

 Mudbox to Softimage, It's something i'll miss a lot then, it works
 really good. Maya to Softimage and viceversa, too. Damn... how the heck
 they remove this thing? It's really important feature, it saves a lot of
 time. If they don't want to give us a 2016 version, at least they'll try 
 to
 put those lines of codes to make it work in the 2015SP2(i hope that's
 coming?) version.

 On Thu, Apr 30, 2015 at 12:34 AM, Tim Leydecker bauero...@gmx.de
 wrote:

  It would be a very welcome functionality, especially when being dealt
 an old Softimage 2015 along with everything else labeled 2016 as part
 of
 a new suite package.

 In the past, I found it difficult to run differently labeled
 versions, e.g. Softimage 2012
 with Maya 2014 or Mudbox 2014 simultaneously, due to lmtools telling
 me there´s
 no license available, that could well be a setup error on my end or a
 misunderstanding
 of the suite licensing scheme but if that´s the root of the problem,
 that Softimage2015
 +Mudbox2016 will not easily serve themselves in sharing a
 (suite)license, then it
 would be a good time to adress that, too?

 Cheers,

 tim






 Am 30.04.2015 um 06:20 schrieb Raffaele Fragapane:

 Yeah, I reckon they should add it back in. AD has back pedalled on
 some minor things like this before, so it might still happen, and it 
 would
 be a welcome grace to a userbase that has, frankly speaking, already been
 slighted pretty hard.

  It certainly won't happen though if part of that user base takes
 the pessimist approach and claims it never worked, when it did, or 
 because
 they don't need it assumes other don't either.

 On Thu, Apr 30, 2015 at 12:52 PM, Greg Punchatz g...@janimation.com
 wrote:

  It and goZ are huge time savers! Huge!

  It does seem to me this would fall into the  AD should do it I
 the SPs until the Soft support being promised until 2016

  It is just a few lines of code Luc, can you do us old softies a
 favor and send the request  the 

Storing edge selection to list in python

2015-05-05 Thread Ognjen Vukovic
Hi guys,
Could someone maybe give a pointer on how to solve this little puzzle.
I have an some edges selected on an object, i need to store their index's
to a list in python and call it back, but i have no clue on how to access
the edge id's and write it down.

If anyone could help me out here it would be awesome.
Cheers,
Ogi.


Re: How do you get distance from output camera via a script

2015-05-05 Thread Jens Lindgren
Here's one way to do it:
http://darkvertex.com/wp/2010/06/05/python-distance-between-2-vectors/

/Jens

On Mon, May 4, 2015 at 9:39 PM, Bradley Gabe witha...@gmail.com wrote:

 Here's the pseudo code

 -Create 3 vector3 objects
 -Set the first two to the global transforms of the first 2 scene objects
 -Set the third vector3 to the subtraction of the first 2 vector objects
 -Return the length of the third vector3 object

 Sent from my iPhone

  On May 4, 2015, at 1:57 PM, Greg Punchatz g...@janimation.com wrote:
 
  Hey all we are trying to figure out how to get an objects distance from
 the camera vis a script.
 
  I am not doing the coding but I thought I could help Dave find an answer
 here.He is neck deep in another script an and  he was struggling fining it
 via the documentation.
 
  I thought maybe one of you nice people might be able to point us in the
 right direction.
 
  Thanks
  Greg
 
 




-- 
Jens Lindgren

VFX Supervisor  Lead TD
Magoo 3D Studios http://www.magoo3dstudios.com/


Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread Nicolas Esposito
I can answer some of the Maya LT related questions:
Trax absence is a minus, but overall I'm used to the graph editor, so no
big deal.
- Some of the deformers are missing, one of them is the cage deformer who I
use extensively in Soft and in Maya LT I really miss it...also the delta
mush is missing, which is quite a nice addition, but I also notice that in
standard Maya its kinda broken, not sure if its only a problem that I
have or the model I'm currently working is broken, but it works whenever it
feels...strange...
I'm currently using Apex Cloth plugin, and it works pretty well...I've used
it for both cloth simulation ( takes 5 minutes to setup ) and for hair
simulation with good results.

Gator is why I currently switch back and forth to Softimage in order to get
things done quickly, and the transfering attributes in Maya is a bit
annoying, but its there ( not as good as Gator however ).

Big problem which currently Maya LT have is the lack of python scripting,
which kills the UE4 plugin called ART ( autorigger ) which I use a lot
currently and its pretty good.
You can of course build or use other rigs, but overall with UE4 I found
very easy and quick the rigging process.

Cheers

2015-05-05 16:37 GMT+02:00 skuby sku...@gmail.com:

 Hey yall, long time no see.  Thought I would give you guys an over-view of
 my Softimage transition to Blender, 1 year in.  (Been with Softimage for
 almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
 years, then off and on use, before that I was 3DSMax/just starting out).

 If there is any interest, I can suggest some options/settings/tips/tricks
 for Blender to help anyone trying to get into it from a Softimage
 background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -

 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and Customize-ability is one of Blender's best features *but
 it's not immediately apparent, and takes reasonable dedication to fully
 appreciate.  It's better than Softimage and Maya on this front (for
 indie/small studio), however nothing to this day matches Softimages
 perfected defaults and standard hot-key set and it's near perfect
 consistency through-out different sections of the system, out of the box,
 -but surprisingly, Blender is by far, the closest of all to Softimage's
 elegance even though that is a tall order to fill.

 Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
 out the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.

 UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops the
 entire grade (it would be very difficult to explain in text).  I found
 Softimage to have B+/A- UV features once you mastered it.

 Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being
 my favorite of the two, aka. I hate the ZBrush UI)  However, if you follow
 some specific workflow 

Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread Fabian Schnuer Gohde
Thank you for taking the time, I'm still in xsi and will probably stay
there for another 2-3 years before making a choice. This info is
interesting as realtime is getting more important. The thing I'd be
interested in case you have run into it in is how blender handles huge
amounts of objects and curves. (10k+) which is the only thing that has ever
bothered me in xsi. Think for example landscape data with tons of curves.

thank you,
Fabian

On 5 May 2015 at 16:37, skuby sku...@gmail.com wrote:

 Hey yall, long time no see.  Thought I would give you guys an over-view of
 my Softimage transition to Blender, 1 year in.  (Been with Softimage for
 almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
 years, then off and on use, before that I was 3DSMax/just starting out).

 If there is any interest, I can suggest some options/settings/tips/tricks
 for Blender to help anyone trying to get into it from a Softimage
 background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -

 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and Customize-ability is one of Blender's best features *but
 it's not immediately apparent, and takes reasonable dedication to fully
 appreciate.  It's better than Softimage and Maya on this front (for
 indie/small studio), however nothing to this day matches Softimages
 perfected defaults and standard hot-key set and it's near perfect
 consistency through-out different sections of the system, out of the box,
 -but surprisingly, Blender is by far, the closest of all to Softimage's
 elegance even though that is a tall order to fill.

 Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
 out the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.

 UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops the
 entire grade (it would be very difficult to explain in text).  I found
 Softimage to have B+/A- UV features once you mastered it.

 Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being
 my favorite of the two, aka. I hate the ZBrush UI)  However, if you follow
 some specific workflow guidelines, Blender has quite an amazing sculpting
 tool-set and so far it is my favorite sculpting package overall because of
 the ability to go back and forth between low-res base mesh poly-modeling
 and right back to sculpting detail and or  proto-typing.  Two types of
 sculpting, traditional for normal map/displacement/finished work and
 another type for rapid proto-typing, that allows you to create/collapse
 geometry on the fly, so you can proto-sculpt infinitely without caring 1
 bit about the underlying mesh as it will create or delete geo as needed.
 Has all your standard base brush needs, can make most any brush, some
 limitations but minor and I only have 1 single sculpting add-on for Boolean
 cuts which works nicely, I've seen many, 

Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread skuby
Dude, Nicolas.  Thank you so much!

Fabian.  Honestly, I have no idea I would just be guessing.  Feel free to
send me a scene in .fbx and I will try it and see if I can come to any
opinion on the performance.

On Tue, May 5, 2015 at 9:57 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 I can answer some of the Maya LT related questions:
 Trax absence is a minus, but overall I'm used to the graph editor, so no
 big deal.
 - Some of the deformers are missing, one of them is the cage deformer who
 I use extensively in Soft and in Maya LT I really miss it...also the delta
 mush is missing, which is quite a nice addition, but I also notice that in
 standard Maya its kinda broken, not sure if its only a problem that I
 have or the model I'm currently working is broken, but it works whenever it
 feels...strange...
 I'm currently using Apex Cloth plugin, and it works pretty well...I've
 used it for both cloth simulation ( takes 5 minutes to setup ) and for hair
 simulation with good results.

 Gator is why I currently switch back and forth to Softimage in order to
 get things done quickly, and the transfering attributes in Maya is a bit
 annoying, but its there ( not as good as Gator however ).

 Big problem which currently Maya LT have is the lack of python scripting,
 which kills the UE4 plugin called ART ( autorigger ) which I use a lot
 currently and its pretty good.
 You can of course build or use other rigs, but overall with UE4 I found
 very easy and quick the rigging process.

 Cheers

 2015-05-05 16:37 GMT+02:00 skuby sku...@gmail.com:

 Hey yall, long time no see.  Thought I would give you guys an over-view
 of my Softimage transition to Blender, 1 year in.  (Been with Softimage for
 almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
 years, then off and on use, before that I was 3DSMax/just starting out).

 If there is any interest, I can suggest some options/settings/tips/tricks
 for Blender to help anyone trying to get into it from a Softimage
 background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -

 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and Customize-ability is one of Blender's best features *but
 it's not immediately apparent, and takes reasonable dedication to fully
 appreciate.  It's better than Softimage and Maya on this front (for
 indie/small studio), however nothing to this day matches Softimages
 perfected defaults and standard hot-key set and it's near perfect
 consistency through-out different sections of the system, out of the box,
 -but surprisingly, Blender is by far, the closest of all to Softimage's
 elegance even though that is a tall order to fill.

 Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
 out the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.

 UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops the
 

Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread skuby
Hey yall, long time no see.  Thought I would give you guys an over-view of
my Softimage transition to Blender, 1 year in.  (Been with Softimage for
almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
years, then off and on use, before that I was 3DSMax/just starting out).

If there is any interest, I can suggest some options/settings/tips/tricks
for Blender to help anyone trying to get into it from a Softimage
background, just ask, I'm happy to oblige.

I also I have some questions about Maya LT 2016 owners at the very end.

TLDR:  I'm seriously pursuing an independent project in UE4 in my free-time
 Blender has been pretty awesome, it has shortcomings, has promise, has
some stuff that is better than anything out there, it's a mixed bag overall.

-Probably going to have to get a Maya LT 2016 subscription very soon
(because of the sad state of Blender FBX and reading a litany of eerily
similar FBX issues in Houdini which would have been my first choice before
Maya),  literally going to use Maya as a glorified exporter, otherwise
mostly quite happy in Blender!.
-

Blender FBX/Normals (grade D-) :  Current biggest problems with Blender for
game dev, is it's pretty horrible custom FBX solution and it's lackluster
support (and only recently) for direct control over normals, tangents,
bi-normals, etc..  It does have solid SMD export for Valve workshop stuff,
but if your focus is on Unity/UE4, expect difficulties frustrations that I
suspect will last until late into the year if not much longer.

Poly-modeling (B+):  A few settings you need to know about, and whalakazam,
you get something that is nearly as good as Softimage poly modeling.  It
even does a few things far better than Softimage ever did, I find it to be
far superior to Maya in this category.  It has become, and will remain my
full-time go to modeling application.  (I have fully abandoned Softimage
for better or worse)

UI/Customizability (A-): It's fully open to customize or extend, and the
Blender hot-key system once you learn it, is quite good  the default
hotkeys aren't even half-bad but they aren't perfect either.  There are a
plethora of very well done free and paid add-ons.  UI seems quirky at
first, but once you learn it, you realize it's hiding a lot of power under
the hood.  UI and Customize-ability is one of Blender's best features *but
it's not immediately apparent, and takes reasonable dedication to fully
appreciate.  It's better than Softimage and Maya on this front (for
indie/small studio), however nothing to this day matches Softimages
perfected defaults and standard hot-key set and it's near perfect
consistency through-out different sections of the system, out of the box,
-but surprisingly, Blender is by far, the closest of all to Softimage's
elegance even though that is a tall order to fill.

Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
out the wazzzooo.  The only software out there that I have used with equal
tutorial/community support is Unreal Engine 4.

UV's: (C-): Do-able, and the automatic stuff just works a lot better than
Maya 2015's when I last tried it.  Some fine tune editing works quite well,
while a few things related to fine tuning after automatic results, are
frustratingly/maddening and time consuming, and that's what drops the
entire grade (it would be very difficult to explain in text).  I found
Softimage to have B+/A- UV features once you mastered it.

Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being
my favorite of the two, aka. I hate the ZBrush UI)  However, if you follow
some specific workflow guidelines, Blender has quite an amazing sculpting
tool-set and so far it is my favorite sculpting package overall because of
the ability to go back and forth between low-res base mesh poly-modeling
and right back to sculpting detail and or  proto-typing.  Two types of
sculpting, traditional for normal map/displacement/finished work and
another type for rapid proto-typing, that allows you to create/collapse
geometry on the fly, so you can proto-sculpt infinitely without caring 1
bit about the underlying mesh as it will create or delete geo as needed.
Has all your standard base brush needs, can make most any brush, some
limitations but minor and I only have 1 single sculpting add-on for Boolean
cuts which works nicely, I've seen many, quite nice looking sculpting
add-ons that I haven't yet explored, it's deep and it's being actively
developed.

Texture Painting (B+/A- to use  but quirky to learn): First time setup is
a bit to learn, but once you figure it out, you get VERY nice easy to work
with multi-layered texture painting, full pressure sensitive painting
support / basic but reasonable default brush library and good brush
settings available for each, can paint into any map slot you like with
multiple layers.

Animation/Rigging/Blend Shapes(D-/A-  great in it's own right but needs
FBX/etc. 

Re: Storing edge selection to list in python

2015-05-05 Thread Eric Thivierge

si = Application
log = LogMessage
sel = si.Selection

if sel.Count  0:

   if SubComponent in sel(0).Type:
   log(list(sel(0).SubComponent.ElementArray))

On Tuesday, May 05, 2015 10:03:11 AM, Ognjen Vukovic wrote:

Hi guys,
Could someone maybe give a pointer on how to solve this little puzzle.
I have an some edges selected on an object, i need to store their
index's to a list in python and call it back, but i have no clue on
how to access the edge id's and write it down.

If anyone could help me out here it would be awesome.
Cheers,
Ogi.




Re: Forcing Softimage to evaluate its graph in a batch session

2015-05-05 Thread Leonard Koch
Thanks Jason.
Yeah that is interesting information. I had already figured that part out
though (see my response to Renaud).
It is very neat though to see it all described in detail.

We're now having this weird issue of splice not being able to pull ice
attributes when forced to evaluate this way.
I will report back here once I have that sorted out.

On Tue, May 5, 2015 at 8:31 PM, Jason S jasonsta...@gmail.com wrote:


 On 05/05/15 9:15, Leonard Koch wrote:

 We're running splice in Softimage to render out a pointcloud using a
 renderer written in KL.


 Sounds cool!

 Would this help?  (see related tip)
 from here:
 http://softimage.wiki.softimage.com/index.php?title=Custom_Operators_%28XSISDK%29#Forcing_an_operator_to_update

  Forcing an operator to update

 A common scripting problem is that a scene that works well in the UI may
 not work properly when processed via a script, especially when running in
 batch mode. This happens most frequently when dealing with simulation
 situations such as Syflex, Hair, Particles or export of animation or with
 Custom Operators.

 The reason is because XSI is highly optimized and does not call the update
 method of an operator unless something pulls the objects that the
 operator outputs too. In other words, XSI does not generate data unless it
 is asked for. This *pull* often occurs when the object is drawn on the
 screen because XSI wants to determine the exact accurate visual
 representation of the script. The result is that an operator may have its
 inputs changed, which puts it into a *dirty* state, but not automatically
 update itself.

 Fortunately XSI is not dependent on its UI, so other scenarios, including
 the SDK and rendering can also cause a pull of the scene graph.
 For example if an operator modifies the geometry of an object, then any
 SDK code that retrieves the geometry will provoke the necessary Updates.

 So a script that wishes to perform some sort of batch simulation or
 animation export should be sure to access the affected objects using the
 SDK at each frame change.

 *Related Tip: *Some custom operators that run simulations need to be
 dirty each time the frame position changes.
 Use the CustomOperator.AlwaysEvaluate property to establish this behavior.
 (The older workaround was animate a parameter of the operator. This
 parameter could be hidden and just served the purpose of making the
 operator dirty at each frame)



 On 05/05/15 9:15, Leonard Koch wrote:

 We're running splice in Softimage to render out a pointcloud using a
 renderer written in KL. So the renderer lives in an operator on the
 pointcloud.

 When we open this scene using xsibatch the splice operator doesn't get
 evaluated.

  Just like any other part of the scene wouldn't. Because it doesn't have
 to, because it isn't displayed anywhere.

 Is there a way to force softimage to evaluate its graph without a viewport?

  Would really appreciate some input on this.
 Thanks!

  -Leonard





Re: Forcing Softimage to evaluate its graph in a batch session

2015-05-05 Thread Mathieu Leclaire
Yeah, we had the same problem but for us it was for rendering. We had 
put our SpliceOp on a Null and since Arnold was never pulling the null 
data, the operator was never evaluated and it didn't render. So we put 
the Splice Op on a mesh, a very tiny sphere that was being passed to 
Arnold so the SpliceOp was then evaluated. That worked for us, but I've 
been wondering if there's a better way to force the evaluation of the 
SpliceOp in Batch mode. Let us know if you find anything better, but you 
could try something like that. Put the SpliceOp on an object and force a 
render of that object (render a temporary black frame if you need to) 
and that will pull the SpliceOp evaluation and do what you want it to 
do. It's not the most elegant solution, but it's an idea worth trying I 
think.


-Mathieu

On 05/05/2015 6:04 PM, Leonard Koch wrote:

Thanks Jason.
Yeah that is interesting information. I had already figured that part 
out though (see my response to Renaud).

It is very neat though to see it all described in detail.

We're now having this weird issue of splice not being able to pull ice 
attributes when forced to evaluate this way.

I will report back here once I have that sorted out.

On Tue, May 5, 2015 at 8:31 PM, Jason S jasonsta...@gmail.com 
mailto:jasonsta...@gmail.com wrote:



On 05/05/15 9:15, Leonard Koch wrote:

We're running splice in Softimage to render out a pointcloud
using a renderer written in KL.


Sounds cool!

Would this help?  (see related tip)
from here:

http://softimage.wiki.softimage.com/index.php?title=Custom_Operators_%28XSISDK%29#Forcing_an_operator_to_update


Forcing an operator to update

A common scripting problem is that a scene that works well in
the UI may not work properly when processed via a script,
especially when running in batch mode. This happens most
frequently when dealing with simulation situations such as
Syflex, Hair, Particles or export of animation or with Custom
Operators.

The reason is because XSI is highly optimized and does not
call the update method of an operator unless something pulls
the objects that the operator outputs too. In other words, XSI
does not generate data unless it is asked for. This /pull/
often occurs when the object is drawn on the screen because
XSI wants to determine the exact accurate visual
representation of the script. The result is that an operator
may have its inputs changed, which puts it into a /dirty/
state, but not automatically update itself.

Fortunately XSI is not dependent on its UI, so other
scenarios, including the SDK and rendering can also cause a
pull of the scene graph.
For example if an operator modifies the geometry of an object,
then any SDK code that retrieves the geometry will provoke the
necessary Updates.

So a script that wishes to perform some sort of batch
simulation or animation export should be sure to access the
affected objects using the SDK at each frame change.

*Related Tip: *Some custom operators that run simulations need
to be dirty each time the frame position changes.
Use the CustomOperator.AlwaysEvaluate property to establish
this behavior.
(The older workaround was animate a parameter of the operator.
This parameter could be hidden and just served the purpose of
making the operator dirty at each frame)



On 05/05/15 9:15, Leonard Koch wrote:

We're running splice in Softimage to render out a pointcloud
using a renderer written in KL. So the renderer lives in an
operator on the pointcloud.

When we open this scene using xsibatch the splice operator
doesn't get evaluated.

Just like any other part of the scene wouldn't. Because it
doesn't have to, because it isn't displayed anywhere.

Is there a way to force softimage to evaluate its graph without a
viewport?

Would really appreciate some input on this.
Thanks!

-Leonard







Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread skuby
Fabian.  I remembered this here for nature stuff (I have no experience with
it but that might give you some ideas on large/nature scenes)
http://thenatureacademy.blenderguru.com/sp/7612-the-nature-academy-live-now

Also, less nature specific, but creating/editing curves in blender isn't
great atm, it works but it's not great ( you start with a default s curve
and have to edit it, no drawing points ).  Animating along a path I think
works fine.  However, extruding/lofting along a curve in Blender is a
complete mess, just fyi.  I finally got it to work months back when I was
learning, it's implemented really weirdly.  I don't like how it works at
all, it's just odd and cumbersome and seems like something they just
haven't gotten around to updating in a long while.  There maybe be separate
modeling add-ons that do a better job for lofting/extruding along a curve.
It's not a feature that I use all of the time, but it's annoying when-ever
it comes up.

On Tue, May 5, 2015 at 10:25 PM, skuby sku...@gmail.com wrote:

 Dude, Nicolas.  Thank you so much!

 Fabian.  Honestly, I have no idea I would just be guessing.  Feel free to
 send me a scene in .fbx and I will try it and see if I can come to any
 opinion on the performance.

 On Tue, May 5, 2015 at 9:57 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 I can answer some of the Maya LT related questions:
 Trax absence is a minus, but overall I'm used to the graph editor, so no
 big deal.
 - Some of the deformers are missing, one of them is the cage deformer who
 I use extensively in Soft and in Maya LT I really miss it...also the delta
 mush is missing, which is quite a nice addition, but I also notice that in
 standard Maya its kinda broken, not sure if its only a problem that I
 have or the model I'm currently working is broken, but it works whenever it
 feels...strange...
 I'm currently using Apex Cloth plugin, and it works pretty well...I've
 used it for both cloth simulation ( takes 5 minutes to setup ) and for hair
 simulation with good results.

 Gator is why I currently switch back and forth to Softimage in order to
 get things done quickly, and the transfering attributes in Maya is a bit
 annoying, but its there ( not as good as Gator however ).

 Big problem which currently Maya LT have is the lack of python scripting,
 which kills the UE4 plugin called ART ( autorigger ) which I use a lot
 currently and its pretty good.
 You can of course build or use other rigs, but overall with UE4 I found
 very easy and quick the rigging process.

 Cheers

 2015-05-05 16:37 GMT+02:00 skuby sku...@gmail.com:

 Hey yall, long time no see.  Thought I would give you guys an over-view
 of my Softimage transition to Blender, 1 year in.  (Been with Softimage for
 almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
 years, then off and on use, before that I was 3DSMax/just starting out).

 If there is any interest, I can suggest some
 options/settings/tips/tricks for Blender to help anyone trying to get into
 it from a Softimage background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -

 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and 

Re: Softimage Icon Removed from Mudbox?

2015-05-05 Thread skuby
I've manually fixed this in the past with version mis-matches.
C:\Users\All Users\Autodesk\Synergy\.  Somewhere in there you'll find
editable files that are in ascii.  It might take a little trial and error,
but last I remember I figured the whole thing out and had it working in 10
minutes.  that got like a 2013/14 version of Soft sending/recieving to a
2015 version mb/ -something like that, been a while and I dont' have any of
the apps handy on this machine to give perfect instructions.  You will
probably have an easier time if you have an old MB 2014/2015 install which
you can refer to / copy/pasta bits from.  -pretty confident you could get
this working somehow if you really wanted

On Fri, May 1, 2015 at 10:44 PM, Tenshi S. tenshu...@gmail.com wrote:

 I think Mudbox will be better with a tool like Zspheres, when they put a
 solution like that to create the base for models, i'll be more than happy;
 because Mudbox it's easy and most of the tools necessary are there. More
 brushes and presets are welcome, too.


 On Thu, Apr 30, 2015 at 7:17 PM, Tim Leydecker bauero...@gmx.de wrote:

  a 1:1 copy of some of the best ZBrush brushes (dam standard springs to
 mind)
 would have been nice, something ZBrush Dynamesh as a surprise extension,
 too.

 How about some new presets, some vector tooltips/brush images, just a
 little well deserved love.

 Mudbox is so nice in how easy it can be picked up and used (compared to
 ZBrush´s GUI and methodology)
 it´s sad that it´s been left out like that.

 Still, I took the treetrunk example, retopoed, subdivided it to some 50
 million polygons by mistake and Mudbox
 kept itself responsive...




 Am 01.05.2015 um 01:03 schrieb Tenshi S.:

 Your right. Few updates in 2016. Less than 4 features and a few bug
 fixes. For a new version one will expect something more. At least 10
 features and 20 bug fixes. =/

 On Thu, Apr 30, 2015 at 3:00 PM, Tim Leydecker bauero...@gmx.de wrote:

  Relax. I don´t want to miss the new Relax  brush in Mudbox 2016.

 That´s the only green bracketed (highlight what´s new option = 1) I
 found sofar.

 I´m sure there´s more inovations but it´s in another package?


 Am 30.04.2015 um 21:50 schrieb Mirko Jankovic:

 well just stay on mudbox 2015 then as well. not like they made anything
 interesting in 2016 anyway

 On Thu, Apr 30, 2015 at 9:07 PM, Tenshi S. tenshu...@gmail.com wrote:

 Mudbox to Softimage, It's something i'll miss a lot then, it works
 really good. Maya to Softimage and viceversa, too. Damn... how the heck
 they remove this thing? It's really important feature, it saves a lot of
 time. If they don't want to give us a 2016 version, at least they'll try to
 put those lines of codes to make it work in the 2015SP2(i hope that's
 coming?) version.

 On Thu, Apr 30, 2015 at 12:34 AM, Tim Leydecker bauero...@gmx.de
 wrote:

  It would be a very welcome functionality, especially when being dealt
 an old Softimage 2015 along with everything else labeled 2016 as part
 of
 a new suite package.

 In the past, I found it difficult to run differently labeled versions,
 e.g. Softimage 2012
 with Maya 2014 or Mudbox 2014 simultaneously, due to lmtools telling
 me there´s
 no license available, that could well be a setup error on my end or a
 misunderstanding
 of the suite licensing scheme but if that´s the root of the problem,
 that Softimage2015
 +Mudbox2016 will not easily serve themselves in sharing a
 (suite)license, then it
 would be a good time to adress that, too?

 Cheers,

 tim






 Am 30.04.2015 um 06:20 schrieb Raffaele Fragapane:

 Yeah, I reckon they should add it back in. AD has back pedalled on
 some minor things like this before, so it might still happen, and it would
 be a welcome grace to a userbase that has, frankly speaking, already been
 slighted pretty hard.

  It certainly won't happen though if part of that user base takes the
 pessimist approach and claims it never worked, when it did, or because 
 they
 don't need it assumes other don't either.

 On Thu, Apr 30, 2015 at 12:52 PM, Greg Punchatz g...@janimation.com
 wrote:

  It and goZ are huge time savers! Huge!

  It does seem to me this would fall into the  AD should do it I the
 SPs until the Soft support being promised until 2016

  It is just a few lines of code Luc, can you do us old softies a
 favor and send the request  the send up the ranks to send to apps back 
 in?
 Did Maya and Max lose their send to soft connections too?

  I think we are in our right to ask for this small gesture from AD

  Thanks for listening Luc... I know there is nothing you can
 promise, but give it a shot for those of us you used to your clients.

  g

 Sent from my iPhone











Re: Forcing Softimage to evaluate its graph in a batch session

2015-05-05 Thread Jason S

  
  

  On 05/05/15 9:15, Leonard Koch wrote:
  
We're running splice in Softimage to render out a
  pointcloud using a renderer written in KL.

  
  
  Sounds cool!
  
  Would this help?  (see related tip)
  from here:  http://softimage.wiki.softimage.com/index.php?title=Custom_Operators_%28XSISDK%29#Forcing_an_operator_to_update
  
 Forcing an operator to update 
A common scripting problem is that a scene that works well in
  the UI may not work properly when processed via a script,
  especially when running in batch mode. This happens most
  frequently when dealing with simulation situations such
  as Syflex, Hair, Particles or export of animation or with
  Custom Operators.

The reason is because XSI is highly optimized and does not
  call the update method of an operator unless something "pulls"
  the objects that the operator outputs too. In other words, XSI
  does not generate data unless it is asked for.
  This pull often occurs when the object is drawn on the
  screen because XSI wants to determine the exact accurate
  visual representation of the script. The result is that an
  operator may have its inputs changed, which puts it into a dirty
  state, but not automatically update itself.

Fortunately XSI is not dependent on its UI, so other
  scenarios, including the SDK and rendering can also cause a
  "pull of the scene graph". 
  For example if an operator modifies the geometry of an object,
  then any SDK code that retrieves the geometry will provoke the
  necessary Updates.

So a script that wishes to perform some sort of batch
  simulation or animation export should be sure to access the
  affected objects using the SDK at each frame change.

Related Tip: Some custom operators that run
  simulations need to be dirty each time the frame position
  changes. 
  Use the CustomOperator.AlwaysEvaluate property to establish
  this behavior. 
  (The older workaround was animate a parameter of the operator.
  This parameter could be hidden and just served the purpose of
  making the operator dirty at each frame)

  
  
  
  On 05/05/15 9:15, Leonard Koch wrote:


  We're running splice in Softimage to render out a
pointcloud using a renderer written in KL. So the renderer lives
in an operator on the pointcloud.

When we open this scene using xsibatch the splice operator
doesn't get evaluated.


Just like any other part of the scene wouldn't. Because it
  doesn't have to, because it isn't displayed anywhere.
  
  Is there a way to force softimage to evaluate its graph
  without a viewport?


Would really appreciate some input on this.
Thanks!


-Leonard
  


  



Re: OT: DAT showreel 2015

2015-05-05 Thread Francisco Criado
Very nice reel! congratulations for your work.

F.


On Monday, May 4, 2015, Fabricio Chamon xsiml...@gmail.com wrote:

 Great reel Ivan!!
 Keep up the good work

 Em segunda-feira, 4 de maio de 2015, Ivan Vasiljevic klebed...@gmail.com
 javascript:_e(%7B%7D,'cvml','klebed...@gmail.com'); escreveu:

 Hi guys,

 Sorry for this off topic. This is our first show reel ever! :)
 So I wanted to post it here, plenty of SI works...

 http://digitalassettailors.com/portfolio/showreel-2015/

 We will be at FMX this year, so if anybody wants to chat with us let me
 know!

 Best.
 Ivan

 --
 Ivan Vasiljevic
 -
 Lighting TD
 Founder, Digital Asset Tailors
 -
 web:http://digitalassettailors.com/
 email:  i...@digitalassettailors.com




-- 
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