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

2015-05-06 Thread Leonard Koch
The solution to this problem is to have the splice operator output onto the
PolygonMesh port of a dummy object, one that doesn't have anything to do
with the cloud we're pulling the data from. To then force evaluation in a
session without a viewport we just need to access the geometry of that
dummy object through a script. For Example:

 
Application.LogMessage(Application.ActiveSceneRoot.FindChild(Dummy).ActivePrimitive.Geometry);

Accessing the geometry forces the evaluation of the spliceOP because the
geometry of the dummy is its output. Evaluation of the spliceOP causes the
icetree on the pointcloud to be evaluated and because the operator lives on
a different object the full icetree can be evaluated before the spliceOP
pulls data from it, which avoids the error of pulling the ice attributes
when they haven't been set yet aka Invalid offset specified while
extracting data from this attribute.

I hope this helps somebody should they stumble upon the same issue.

-Leonard

On Wed, May 6, 2015 at 12:23 AM, Mathieu Leclaire mlecl...@hybride.com
wrote:

  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 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

2015-05-06 Thread Leonard Koch
Yep it can be.
If you want to trigger the evaluation by rendering instead of through a
script, then having an empty mesh might make a difference, but it shouldn't
as the renderer still has to query the empty geometry to find out if it is
empty, forcing the evaluation.

On Wed, May 6, 2015 at 1:54 PM, Eric Turman i.anima...@gmail.com wrote:

 Thanks for posting your workaround Leonard. I haven't had a chance to
 check out your solution but can the geometry even be an empty polygon
 object?

 On Wed, May 6, 2015 at 5:32 AM, Leonard Koch leonardkoch...@gmail.com
 wrote:

 The solution to this problem is to have the splice operator output onto
 the PolygonMesh port of a dummy object, one that doesn't have anything to
 do with the cloud we're pulling the data from. To then force evaluation in
 a session without a viewport we just need to access the geometry of that
 dummy object through a script. For Example:

  
 Application.LogMessage(Application.ActiveSceneRoot.FindChild(Dummy).ActivePrimitive.Geometry);

 Accessing the geometry forces the evaluation of the spliceOP because the
 geometry of the dummy is its output. Evaluation of the spliceOP causes the
 icetree on the pointcloud to be evaluated and because the operator lives on
 a different object the full icetree can be evaluated before the spliceOP
 pulls data from it, which avoids the error of pulling the ice attributes
 when they haven't been set yet aka Invalid offset specified while
 extracting data from this attribute.

 I hope this helps somebody should they stumble upon the same issue.

 -Leonard

 On Wed, May 6, 2015 at 12:23 AM, Mathieu Leclaire mlecl...@hybride.com
 wrote:

  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 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 

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

2015-05-06 Thread Eric Turman
Thanks for posting your workaround Leonard. I haven't had a chance to check
out your solution but can the geometry even be an empty polygon object?

On Wed, May 6, 2015 at 5:32 AM, Leonard Koch leonardkoch...@gmail.com
wrote:

 The solution to this problem is to have the splice operator output onto
 the PolygonMesh port of a dummy object, one that doesn't have anything to
 do with the cloud we're pulling the data from. To then force evaluation in
 a session without a viewport we just need to access the geometry of that
 dummy object through a script. For Example:

  
 Application.LogMessage(Application.ActiveSceneRoot.FindChild(Dummy).ActivePrimitive.Geometry);

 Accessing the geometry forces the evaluation of the spliceOP because the
 geometry of the dummy is its output. Evaluation of the spliceOP causes the
 icetree on the pointcloud to be evaluated and because the operator lives on
 a different object the full icetree can be evaluated before the spliceOP
 pulls data from it, which avoids the error of pulling the ice attributes
 when they haven't been set yet aka Invalid offset specified while
 extracting data from this attribute.

 I hope this helps somebody should they stumble upon the same issue.

 -Leonard

 On Wed, May 6, 2015 at 12:23 AM, Mathieu Leclaire mlecl...@hybride.com
 wrote:

  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 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 

Re: contacting autodesk support is really tricky these days

2015-05-06 Thread Steven Caron
thanks for the tips stephen!

On Wed, May 6, 2015 at 1:55 PM, Stephen Blair stephenrbl...@gmail.com
wrote:

 There is no direct e-mail address for technical support (unless that
 changed in the last 2.5 years)

 If you're off subs, then it's the forums or @AutodeskHelp (
 https://twitter.com/autodeskhelp)

 Or maybe this

 http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en

 Or go through your sales contact, if you have one

 On Wed, May 6, 2015 at 4:07 PM, Steven Caron car...@gmail.com wrote:

 Does anyone have any tips on getting an actual email address or some form
 for contacting Autodesk?

 I can't find it through my subscription account (probably because I let
 it lapse). They are so proud about their knowledge base they send you in
 circles and circles right back to the knowledge base, but never any direct
 contact...

 Thanks
 Steven





Re: contacting autodesk support is really tricky these days

2015-05-06 Thread Jordi Bares Dominguez
Lovely

 On 6 May 2015, at 22:30, Mario Reitbauer cont...@marioreitbauer.at wrote:
 
 And then in case you reach someone, what you hope for :D
 I hope you don't need a bug fixed ;)
 
 2015-05-06 23:21 GMT+02:00 Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com:
 If it wasn’t so sad I would laugh..
 
 jb
 
 On 6 May 2015, at 21:55, Stephen Blair stephenrbl...@gmail.com 
 mailto:stephenrbl...@gmail.com wrote:
 
 There is no direct e-mail address for technical support (unless that changed 
 in the last 2.5 years)
 
 If you're off subs, then it's the forums or @AutodeskHelp 
 (https://twitter.com/autodeskhelp https://twitter.com/autodeskhelp)
 
 Or maybe this
 http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en
  
 http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en
 
 Or go through your sales contact, if you have one
 
 On Wed, May 6, 2015 at 4:07 PM, Steven Caron car...@gmail.com 
 mailto:car...@gmail.com wrote:
 Does anyone have any tips on getting an actual email address or some form 
 for contacting Autodesk?
 
 I can't find it through my subscription account (probably because I let it 
 lapse). They are so proud about their knowledge base they send you in 
 circles and circles right back to the knowledge base, but never any direct 
 contact...
 
 Thanks
 Steven
 
 
 



Re: contacting autodesk support is really tricky these days

2015-05-06 Thread Steven Caron
no it is licensing and it is actually for maya, not softimage. there might
be hope for me ;)

On Wed, May 6, 2015 at 3:20 PM, Jordi Bares Dominguez jordiba...@gmail.com
wrote:

 Lovely

 On 6 May 2015, at 22:30, Mario Reitbauer cont...@marioreitbauer.at
 wrote:

 And then in case you reach someone, what you hope for :D
 I hope you don't need a bug fixed ;)

 2015-05-06 23:21 GMT+02:00 Jordi Bares Dominguez jordiba...@gmail.com:

 If it wasn’t so sad I would laugh..

 jb

 On 6 May 2015, at 21:55, Stephen Blair stephenrbl...@gmail.com wrote:

 There is no direct e-mail address for technical support (unless that
 changed in the last 2.5 years)

 If you're off subs, then it's the forums or @AutodeskHelp (
 https://twitter.com/autodeskhelp)

 Or maybe this

 http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en

 Or go through your sales contact, if you have one

 On Wed, May 6, 2015 at 4:07 PM, Steven Caron car...@gmail.com wrote:

 Does anyone have any tips on getting an actual email address or some
 form for contacting Autodesk?

 I can't find it through my subscription account (probably because I let
 it lapse). They are so proud about their knowledge base they send you in
 circles and circles right back to the knowledge base, but never any direct
 contact...

 Thanks
 Steven








Re: contacting autodesk support is really tricky these days

2015-05-06 Thread Stephen Blair
There is no direct e-mail address for technical support (unless that
changed in the last 2.5 years)

If you're off subs, then it's the forums or @AutodeskHelp (
https://twitter.com/autodeskhelp)

Or maybe this
http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en

Or go through your sales contact, if you have one

On Wed, May 6, 2015 at 4:07 PM, Steven Caron car...@gmail.com wrote:

 Does anyone have any tips on getting an actual email address or some form
 for contacting Autodesk?

 I can't find it through my subscription account (probably because I let it
 lapse). They are so proud about their knowledge base they send you in
 circles and circles right back to the knowledge base, but never any direct
 contact...

 Thanks
 Steven



contacting autodesk support is really tricky these days

2015-05-06 Thread Steven Caron
Does anyone have any tips on getting an actual email address or some form
for contacting Autodesk?

I can't find it through my subscription account (probably because I let it
lapse). They are so proud about their knowledge base they send you in
circles and circles right back to the knowledge base, but never any direct
contact...

Thanks
Steven


Re: contacting autodesk support is really tricky these days

2015-05-06 Thread Mario Reitbauer
And then in case you reach someone, what you hope for :D
I hope you don't need a bug fixed ;)

2015-05-06 23:21 GMT+02:00 Jordi Bares Dominguez jordiba...@gmail.com:

 If it wasn’t so sad I would laugh..

 jb

 On 6 May 2015, at 21:55, Stephen Blair stephenrbl...@gmail.com wrote:

 There is no direct e-mail address for technical support (unless that
 changed in the last 2.5 years)

 If you're off subs, then it's the forums or @AutodeskHelp (
 https://twitter.com/autodeskhelp)

 Or maybe this

 http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en

 Or go through your sales contact, if you have one

 On Wed, May 6, 2015 at 4:07 PM, Steven Caron car...@gmail.com wrote:

 Does anyone have any tips on getting an actual email address or some form
 for contacting Autodesk?

 I can't find it through my subscription account (probably because I let
 it lapse). They are so proud about their knowledge base they send you in
 circles and circles right back to the knowledge base, but never any direct
 contact...

 Thanks
 Steven






Re: contacting autodesk support is really tricky these days

2015-05-06 Thread Jordi Bares Dominguez
If it wasn’t so sad I would laugh..

jb

 On 6 May 2015, at 21:55, Stephen Blair stephenrbl...@gmail.com wrote:
 
 There is no direct e-mail address for technical support (unless that changed 
 in the last 2.5 years)
 
 If you're off subs, then it's the forums or @AutodeskHelp 
 (https://twitter.com/autodeskhelp https://twitter.com/autodeskhelp)
 
 Or maybe this
 http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en
  
 http://autodesk.force.com/ExternalWebForm/StillNeedAssistanceWebForm?language=en
 
 Or go through your sales contact, if you have one
 
 On Wed, May 6, 2015 at 4:07 PM, Steven Caron car...@gmail.com 
 mailto:car...@gmail.com wrote:
 Does anyone have any tips on getting an actual email address or some form for 
 contacting Autodesk?
 
 I can't find it through my subscription account (probably because I let it 
 lapse). They are so proud about their knowledge base they send you in circles 
 and circles right back to the knowledge base, but never any direct contact...
 
 Thanks
 Steven
 



Re: Alembic trouble again

2015-05-06 Thread Simon Reeves
The operators just have a time property with an expression that reads all
the controls from the time control for ease.

Instead you could just add a '*T*' expression and it will update the frame
(time).

And say you want to slip the cache by 5 frames and your framerate is 25 -
the expression would be *T + ((1/25)*5)*



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*

On 6 May 2015 at 17:28, Morten Bartholdy x...@colorshopvfx.dk wrote:

   The Crate documentation is kind of slim so I don't know the proper
 anatomy of alembic in a scene. The operators are gone - the time control
 remains. How can the operators work without the time control? I just tried
 deleting the time control and animation stopped evaluating.


Morten







 Den 6. maj 2015 kl. 18:02 skrev Simon Reeves si...@simonreeves.com:

  Have the operators gone or just their links to the time control? If they
 still exist... you could simplify it and not rely on a time control



 Simon Reeves
  London, UK
  * si...@simonreeves.com si...@simonreeves.com *
  * www.simonreeves.com http://www.simonreeves.com *
  * www.analogstudio.co.uk http://www.analogstudio.co.uk *

  On 6 May 2015 at 16:32, Morten Bartholdy  x...@colorshopvfx.dk  wrote:

   In the scene root - I was actually thinking of trying to put it in the
 model and see how that works. A different idea is to plot the animation to
 the mixer, which I would be quite happy with, but initial attempts have
 failed as it doesn't find any parameters to plot :/


Morten





 Den 6. maj 2015 kl. 17:21 skrev Eric Thivierge  ethivie...@hybride.com
 :

  Where does the alembic time control live?
 
  On Wednesday, May 06, 2015 11:20:05 AM, Morten Bartholdy wrote:
   I have a heavy model with refmodel sub parts - onto this I import
   alembic animation data attaching it to existing nodes. This works fine
   so far. Saving the scene and loading it again I find that the
   animation is gone.
  
   I am guessing the alembic file is evaluated before the refmodels are
   loaded, thus throwing it off.
  
  
   Can this be the case, and how can I force loading refmodels before the
   alembic file?
  
  
  
   Morten
  
  
  
 






Re: Alembic trouble again

2015-05-06 Thread Morten Bartholdy
Thanks for the explanation. Do you know how to select the items with an
alembix_xform op, say from a selected set of alembic ops? I can figure out
how to select the ops, but not the nulls under which it lives.

Morten







Den 6. maj 2015 kl. 18:37 skrev Simon Reeves si...@simonreeves.com:

 The operators just have a time property with an expression that reads all
 the controls from the time control for ease.
 
 Instead you could just add a ' T ' expression and it will update the frame
 (time).
 
 And say you want to slip the cache by 5 frames and your framerate is 25 -
 the expression would be T + ((1/25)*5)
 
 
 
 Simon Reeves
 London, UK
 si...@simonreeves.com mailto:si...@simonreeves.com
 www.simonreeves.com http://www.simonreeves.com
 www.analogstudio.co.uk http://www.analogstudio.co.uk
 
 On 6 May 2015 at 17:28, Morten Bartholdy  x...@colorshopvfx.dk
 mailto:x...@colorshopvfx.dk  wrote:
  The Crate documentation is kind of slim so I don't know the proper anatomy
  of alembic in a scene. The operators are gone - the time control remains.
  How can the operators work without the time control? I just tried deleting
  the time control and animation stopped evaluating.
  
  Morten
  
  
  
  
  
  
  
  
  Den 6. maj 2015 kl. 18:02 skrev Simon Reeves  si...@simonreeves.com
  mailto:si...@simonreeves.com :
  
   Have the operators gone or just their links to the time control? If they
   still exist... you could simplify it and not rely on a time control
   
   
   
   Simon Reeves
   London, UK
   si...@simonreeves.com mailto:si...@simonreeves.com
   www.simonreeves.com http://www.simonreeves.com
   www.analogstudio.co.uk http://www.analogstudio.co.uk
   
   On 6 May 2015 at 16:32, Morten Bartholdy  x...@colorshopvfx.dk
   mailto:x...@colorshopvfx.dk  wrote:
In the scene root - I was actually thinking of trying to put it in the
model and see how that works. A different idea is to plot the animation
to
the mixer, which I would be quite happy with, but initial attempts have
failed as it doesn't find any parameters to plot :/

Morten





Den 6. maj 2015 kl. 17:21 skrev Eric Thivierge  ethivie...@hybride.com
mailto:ethivie...@hybride.com :

 Where does the alembic time control live?

 On Wednesday, May 06, 2015 11:20:05 AM, Morten Bartholdy wrote:
  I have a heavy model with refmodel sub parts - onto this I import
  alembic animation data attaching it to existing nodes. This works
  fine
  so far. Saving the scene and loading it again I find that the
  animation is gone.
 
  I am guessing the alembic file is evaluated before the refmodels are
  loaded, thus throwing it off.
 
 
  Can this be the case, and how can I force loading refmodels before
  the
  alembic file?
 
 
 
  Morten
 
 
 


  
  


Re: Alembic trouble again

2015-05-06 Thread Morten Bartholdy
The Crate documentation is kind of slim so I don't know the proper anatomy
of alembic in a scene. The operators are gone - the time control remains.
How can the operators work without the time control? I just tried deleting
the time control and animation stopped evaluating.

Morten







Den 6. maj 2015 kl. 18:02 skrev Simon Reeves si...@simonreeves.com:

 Have the operators gone or just their links to the time control? If they
 still exist... you could simplify it and not rely on a time control
 
 
 
 Simon Reeves
 London, UK
 si...@simonreeves.com mailto:si...@simonreeves.com
 www.simonreeves.com http://www.simonreeves.com
 www.analogstudio.co.uk http://www.analogstudio.co.uk
 
 On 6 May 2015 at 16:32, Morten Bartholdy  x...@colorshopvfx.dk
 mailto:x...@colorshopvfx.dk  wrote:
  In the scene root - I was actually thinking of trying to put it in the
  model and see how that works. A different idea is to plot the animation to
  the mixer, which I would be quite happy with, but initial attempts have
  failed as it doesn't find any parameters to plot :/
  
  Morten
  
  
  
  
  
  Den 6. maj 2015 kl. 17:21 skrev Eric Thivierge  ethivie...@hybride.com
  mailto:ethivie...@hybride.com :
  
   Where does the alembic time control live?
  
   On Wednesday, May 06, 2015 11:20:05 AM, Morten Bartholdy wrote:
I have a heavy model with refmodel sub parts - onto this I import
alembic animation data attaching it to existing nodes. This works fine
so far. Saving the scene and loading it again I find that the
animation is gone.
   
I am guessing the alembic file is evaluated before the refmodels are
loaded, thus throwing it off.
   
   
Can this be the case, and how can I force loading refmodels before the
alembic file?
   
   
   
Morten
   
   
   
  
  


Re: Alembic trouble again

2015-05-06 Thread Eric Thivierge

Where does the alembic time control live?

On Wednesday, May 06, 2015 11:20:05 AM, Morten Bartholdy wrote:

I have a heavy model with refmodel sub parts - onto this I import
alembic animation data attaching it to existing nodes. This works fine
so far. Saving the scene and loading it again I find that the
animation is gone.

I am guessing the alembic file is evaluated before the refmodels are
loaded, thus throwing it off.


Can this be the case, and how can I force loading refmodels before the
alembic file?



Morten







Re: Alembic trouble again

2015-05-06 Thread Morten Bartholdy
In the scene root - I was actually thinking of trying to put it in the
model and see how that works. A different idea is to plot the animation to
the mixer, which I would be quite happy with, but initial attempts have
failed as it doesn't find any parameters to plot :/

Morten




Den 6. maj 2015 kl. 17:21 skrev Eric Thivierge ethivie...@hybride.com:

 Where does the alembic time control live?

 On Wednesday, May 06, 2015 11:20:05 AM, Morten Bartholdy wrote:
  I have a heavy model with refmodel sub parts - onto this I import
  alembic animation data attaching it to existing nodes. This works fine
  so far. Saving the scene and loading it again I find that the
  animation is gone.
 
  I am guessing the alembic file is evaluated before the refmodels are
  loaded, thus throwing it off.
 
 
  Can this be the case, and how can I force loading refmodels before the
  alembic file?
 
 
 
  Morten
 
 
 


Alembic trouble again

2015-05-06 Thread Morten Bartholdy
I have a heavy model with refmodel sub parts - onto this I import alembic
animation data attaching it to existing nodes. This works fine so far.
Saving the scene and loading it again I find that the animation is gone.

I am guessing the alembic file is evaluated before the refmodels are
loaded, thus throwing it off.

Can this be the case, and how can I force loading refmodels before the
alembic file?


Morten

Re: Alembic trouble again

2015-05-06 Thread Simon Reeves
Have the operators gone or just their links to the time control? If they
still exist... you could simplify it and not rely on a time control



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*

On 6 May 2015 at 16:32, Morten Bartholdy x...@colorshopvfx.dk wrote:

   In the scene root - I was actually thinking of trying to put it in the
 model and see how that works. A different idea is to plot the animation to
 the mixer, which I would be quite happy with, but initial attempts have
 failed as it doesn't find any parameters to plot :/


Morten




 Den 6. maj 2015 kl. 17:21 skrev Eric Thivierge ethivie...@hybride.com:

  Where does the alembic time control live?
 
  On Wednesday, May 06, 2015 11:20:05 AM, Morten Bartholdy wrote:
   I have a heavy model with refmodel sub parts - onto this I import
   alembic animation data attaching it to existing nodes. This works fine
   so far. Saving the scene and loading it again I find that the
   animation is gone.
  
   I am guessing the alembic file is evaluated before the refmodels are
   loaded, thus throwing it off.
  
  
   Can this be the case, and how can I force loading refmodels before the
   alembic file?
  
  
  
   Morten