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