Re: Transferring shape keys

2015-06-18 Thread Tim Crowson
Eric, if I understand you correctly, that's honestly what I'd rather do. 
Seems so much simpler to leave the shape keys in place and simply update 
whatever data they contain. But I simply don't know how to script this. 
I just haven't done much scripting with mesh attributes like this. How 
do I get the positions attribute from one shape key and apply it to another?


On 6/17/2015 6:21 PM, Eric Thivierge wrote:

Hey Tim,

Any reason you're not using scripting to regenerate these and not just 
use copy / paste? You can script the creation of the shape nodes and 
then copy the positions attribute over.


Another thing you could do is apply ICE Ops to copy the values of 
shapes on one mesh to another. Don't forget that ICE isn't always for 
Live operators, but you can design ops that are only there for 
utilities and then get frozen off. Especially when you use the 
ApplyICEOp() command which takes a compounds execute port (it has to 
have one) and connects it directly and then you can script the hook 
ups of get data nodes or you can fill in the reference inputs that 
point to the right objects / properties.


You can update data in shape keys through scripting or ICE.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


I'm working on a tool for updating shapeKeys inside a mesh's Shape
cluster. I can't use GATOR to transfer the shapes (that creates a
new Shape cluster anyway, which I don't want). My original intent
was to:
1. compare my rig model with my shapes model, storing any
animation or expressions on shape keys
2. delete shape keys out of my rig model
3. copy over the updated shape keys (same names) from the shapes model
4. re-apply anim/expressions

The problem I'm having is between steps 2 and 3. I am not sure
what the best method is for transferring shape keys. GATOR just
dumps the whole lot into a new Shape cluster, which I don't want.
So I'm falling back on Application.CopyPaste(). Now this works
fine when dragging and dropping via the mouse. But for some
reason, when firing the exact same command in code, it bombs and
throws an error on that command. However, if instead of deleting
specific shape keys, I delete the entire parent Shape cluster,
then CopyPaste() works just fine. It's almost like the CopyPaste()
command fails when fired from code AND a Shape cluster already
exists. But clearly, I can't just delete the Shape cluster, as we
might have custom shapes inside it that aren't in whatever model
we're sourcing from for the update..

Any ideas?

Honestly this would all be much easier (I think) if there was a
way to update point data inside a shape key, but I can't tell if
that's possible or not, hence my current method of deleting and
re-applying anim/expressions.

-- 


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/
/




--
Signature




Re: Transferring shape keys

2015-06-18 Thread Eric Thivierge
If you get to the shape node through the object model you can then 
access the ClusterProperty (your shape key property that is on the 
cluster). From there its the .Elements.Array that stores the values. 
It'll return a Tuple of Tuples. 1 tuple per axis that will store the 
shape's delta from the base shape.


A simple script to do this is:

# Python
sel = Application.Selection
sel(1).Elements.Array = sel(0).Elements.Array

However Python won't be efficient with heavy meshes. Thus why i think 
ICE would be a better solution.


Through ICE you'd pull in the shape properties and connect their 
positions attributes.


Lastly to note, this also applies to weight maps as well.

Eric T.


On Thursday, June 18, 2015 9:33:33 AM, Tim Crowson wrote:

Eric, if I understand you correctly, that's honestly what I'd rather
do. Seems so much simpler to leave the shape keys in place and simply
update whatever data they contain. But I simply don't know how to
script this. I just haven't done much scripting with mesh attributes
like this. How do I get the positions attribute from one shape key and
apply it to another?

On 6/17/2015 6:21 PM, Eric Thivierge wrote:

Hey Tim,

Any reason you're not using scripting to regenerate these and not
just use copy / paste? You can script the creation of the shape nodes
and then copy the positions attribute over.

Another thing you could do is apply ICE Ops to copy the values of
shapes on one mesh to another. Don't forget that ICE isn't always for
Live operators, but you can design ops that are only there for
utilities and then get frozen off. Especially when you use the
ApplyICEOp() command which takes a compounds execute port (it has to
have one) and connects it directly and then you can script the hook
ups of get data nodes or you can fill in the reference inputs that
point to the right objects / properties.

You can update data in shape keys through scripting or ICE.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

I'm working on a tool for updating shapeKeys inside a mesh's
Shape cluster. I can't use GATOR to transfer the shapes (that
creates a new Shape cluster anyway, which I don't want). My
original intent was to:
1. compare my rig model with my shapes model, storing any
animation or expressions on shape keys
2. delete shape keys out of my rig model
3. copy over the updated shape keys (same names) from the shapes
model
4. re-apply anim/expressions

The problem I'm having is between steps 2 and 3. I am not sure
what the best method is for transferring shape keys. GATOR just
dumps the whole lot into a new Shape cluster, which I don't want.
So I'm falling back on Application.CopyPaste(). Now this works
fine when dragging and dropping via the mouse. But for some
reason, when firing the exact same command in code, it bombs and
throws an error on that command. However, if instead of deleting
specific shape keys, I delete the entire parent Shape cluster,
then CopyPaste() works just fine. It's almost like the
CopyPaste() command fails when fired from code AND a Shape
cluster already exists. But clearly, I can't just delete the
Shape cluster, as we might have custom shapes inside it that
aren't in whatever model we're sourcing from for the update..

Any ideas?

Honestly this would all be much easier (I think) if there was a
way to update point data inside a shape key, but I can't tell if
that's possible or not, hence my current method of deleting and
re-applying anim/expressions.

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com

/
/




--
Signature






JOB: remote fluid artist needed

2015-06-18 Thread Kris Rivel
I'm looking for a fluid artist for a highend liquid soap animation. I need
someone possibly as early as next week for 3 weeks. This could be an
ongoing project with many versions so it could be reoccurring work. Please
let me know if you or someone you know would be interested. Send info and
samples to me at k...@activeblack.com.

Kris


Re: Transferring shape keys

2015-06-18 Thread Tim Crowson
Yeah I see what you're saying about Elements.Array being a bit sluggish. 
Doesn't seem to take much to slow it down. Really appreciate your help 
in this... anyone of these options will save me a lot of headaches. Thanks!

-Tim

On 6/18/2015 9:03 AM, Eric Thivierge wrote:
As a last addition to this, it's also worth mentioning you can query 
ICEAttribute values directly from scripting too using the 
ICEAttribute.DataArray and you may be able to use that more 
efficiently than the Elements.Array


Eric T

On 6/18/2015 9:49 AM, Eric Thivierge wrote:
If you get to the shape node through the object model you can then 
access the ClusterProperty (your shape key property that is on the 
cluster). From there its the .Elements.Array that stores the values. 
It'll return a Tuple of Tuples. 1 tuple per axis that will store the 
shape's delta from the base shape.


A simple script to do this is:

# Python
sel = Application.Selection
sel(1).Elements.Array = sel(0).Elements.Array

However Python won't be efficient with heavy meshes. Thus why i think 
ICE would be a better solution.


Through ICE you'd pull in the shape properties and connect their 
positions attributes.


Lastly to note, this also applies to weight maps as well.

Eric T.


On Thursday, June 18, 2015 9:33:33 AM, Tim Crowson wrote:

Eric, if I understand you correctly, that's honestly what I'd rather
do. Seems so much simpler to leave the shape keys in place and simply
update whatever data they contain. But I simply don't know how to
script this. I just haven't done much scripting with mesh attributes
like this. How do I get the positions attribute from one shape key and
apply it to another?

On 6/17/2015 6:21 PM, Eric Thivierge wrote:

Hey Tim,

Any reason you're not using scripting to regenerate these and not
just use copy / paste? You can script the creation of the shape nodes
and then copy the positions attribute over.

Another thing you could do is apply ICE Ops to copy the values of
shapes on one mesh to another. Don't forget that ICE isn't always for
Live operators, but you can design ops that are only there for
utilities and then get frozen off. Especially when you use the
ApplyICEOp() command which takes a compounds execute port (it has to
have one) and connects it directly and then you can script the hook
ups of get data nodes or you can fill in the reference inputs that
point to the right objects / properties.

You can update data in shape keys through scripting or ICE.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

I'm working on a tool for updating shapeKeys inside a mesh's
Shape cluster. I can't use GATOR to transfer the shapes (that
creates a new Shape cluster anyway, which I don't want). My
original intent was to:
1. compare my rig model with my shapes model, storing any
animation or expressions on shape keys
2. delete shape keys out of my rig model
3. copy over the updated shape keys (same names) from the shapes
model
4. re-apply anim/expressions

The problem I'm having is between steps 2 and 3. I am not sure
what the best method is for transferring shape keys. GATOR just
dumps the whole lot into a new Shape cluster, which I don't want.
So I'm falling back on Application.CopyPaste(). Now this works
fine when dragging and dropping via the mouse. But for some
reason, when firing the exact same command in code, it bombs and
throws an error on that command. However, if instead of deleting
specific shape keys, I delete the entire parent Shape cluster,
then CopyPaste() works just fine. It's almost like the
CopyPaste() command fails when fired from code AND a Shape
cluster already exists. But clearly, I can't just delete the
Shape cluster, as we might have custom shapes inside it that
aren't in whatever model we're sourcing from for the update..

Any ideas?

Honestly this would all be much easier (I think) if there was a
way to update point data inside a shape key, but I can't tell if
that's possible or not, hence my current method of deleting and
re-applying anim/expressions.

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com

/
/




--
Signature







--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and 

Re: Transferring shape keys

2015-06-18 Thread Eric Thivierge
As a last addition to this, it's also worth mentioning you can query 
ICEAttribute values directly from scripting too using the 
ICEAttribute.DataArray and you may be able to use that more efficiently 
than the Elements.Array


Eric T

On 6/18/2015 9:49 AM, Eric Thivierge wrote:
If you get to the shape node through the object model you can then 
access the ClusterProperty (your shape key property that is on the 
cluster). From there its the .Elements.Array that stores the values. 
It'll return a Tuple of Tuples. 1 tuple per axis that will store the 
shape's delta from the base shape.


A simple script to do this is:

# Python
sel = Application.Selection
sel(1).Elements.Array = sel(0).Elements.Array

However Python won't be efficient with heavy meshes. Thus why i think 
ICE would be a better solution.


Through ICE you'd pull in the shape properties and connect their 
positions attributes.


Lastly to note, this also applies to weight maps as well.

Eric T.


On Thursday, June 18, 2015 9:33:33 AM, Tim Crowson wrote:

Eric, if I understand you correctly, that's honestly what I'd rather
do. Seems so much simpler to leave the shape keys in place and simply
update whatever data they contain. But I simply don't know how to
script this. I just haven't done much scripting with mesh attributes
like this. How do I get the positions attribute from one shape key and
apply it to another?

On 6/17/2015 6:21 PM, Eric Thivierge wrote:

Hey Tim,

Any reason you're not using scripting to regenerate these and not
just use copy / paste? You can script the creation of the shape nodes
and then copy the positions attribute over.

Another thing you could do is apply ICE Ops to copy the values of
shapes on one mesh to another. Don't forget that ICE isn't always for
Live operators, but you can design ops that are only there for
utilities and then get frozen off. Especially when you use the
ApplyICEOp() command which takes a compounds execute port (it has to
have one) and connects it directly and then you can script the hook
ups of get data nodes or you can fill in the reference inputs that
point to the right objects / properties.

You can update data in shape keys through scripting or ICE.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

I'm working on a tool for updating shapeKeys inside a mesh's
Shape cluster. I can't use GATOR to transfer the shapes (that
creates a new Shape cluster anyway, which I don't want). My
original intent was to:
1. compare my rig model with my shapes model, storing any
animation or expressions on shape keys
2. delete shape keys out of my rig model
3. copy over the updated shape keys (same names) from the shapes
model
4. re-apply anim/expressions

The problem I'm having is between steps 2 and 3. I am not sure
what the best method is for transferring shape keys. GATOR just
dumps the whole lot into a new Shape cluster, which I don't want.
So I'm falling back on Application.CopyPaste(). Now this works
fine when dragging and dropping via the mouse. But for some
reason, when firing the exact same command in code, it bombs and
throws an error on that command. However, if instead of deleting
specific shape keys, I delete the entire parent Shape cluster,
then CopyPaste() works just fine. It's almost like the
CopyPaste() command fails when fired from code AND a Shape
cluster already exists. But clearly, I can't just delete the
Shape cluster, as we might have custom shapes inside it that
aren't in whatever model we're sourcing from for the update..

Any ideas?

Honestly this would all be much easier (I think) if there was a
way to update point data inside a shape key, but I can't tell if
that's possible or not, hence my current method of deleting and
re-applying anim/expressions.

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com

/
/




--
Signature







Re: Mixamo 2015 tutorial for Softimage (video)

2015-06-18 Thread Stephen Davidson
No, They are not bones. They are animated nulls. It is better to rig your
Character in Softimage, with real bones, envelope the character, and then
use Motor, to attach the animated nulls from BVH file. I have also had
some nice success with using GATOR to copy the enveloping from a rigged and
enveloped character, such as the ones from Mixamo, Look at the instructions
on how to do this here:
https://vimeo.com/54481940
Just pay attention to the section where they are adding clothing to a
rigged Species rig. Think of the Mixamo Animated Charater as the Species
rig in the video, and your Softimage Character as the model that you will
be copying the envelope attributes to.

Also, if you do end up using 3D Studio as a translator to funnel the FBX
files from Mixamo to XSI (That actually works) Then you can
access the baked animation (it is shape animation) in the animation mixer.
Not a lot of control, and I haven't figured out how to mix
more than one motion, yet. It is too much of a kluge to get anything that
is usable, though, so that it why I am looking at the GATOR
method, until Maximo write as tagged rig script for Softimage (which is not
likely) Someone already requested that on their site.
I am not a script writer, so I am forced to work with what is available.

Good Luck. Post back, if you makes any breakthroughs, and I will do the
same.



On Thu, Jun 18, 2015 at 7:18 PM Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Thank you Stephen. The link was useful.
 The only thing is that when I export mixamo .bvh I get on softimage real
 softimage bones! so I don´t know how these would work (tag) if they´re real
 softimage bones.
 I´ll keep trying tho´.
 Thanks.

 On Thu, Jun 18, 2015 at 6:07 PM, Stephen Davidson magic...@bellsouth.net
 wrote:

 I think this will help:

 http://softimage.wiki.softimage.com/xsidocs/mocap_RetargetingC3DMocapData.htm

 On Thu, Jun 18, 2015 at 3:09 PM Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hi guys, I was trying MIXAMO, a company now bought for ADOBE (soon to be
 fully integrated exporting/importing .fbx bones and animations). Meanwhile,
 if you need behaviors for crowd effects, this seems to be the route. :D

 Does anyone know how to solve the end of the video? (tagging bone BVH
 files - tagging rigs?) Please help on the last part.

 https://youtu.be/QbSb_jmL_l0

 .fbx from mixamo are animations baked on the mesh. I was trying to fix
 a pipeline where I could upload a bunch of humans (to make crowds with ICE)
 and then receive from mixamo all animations into 1 model (I have not
 discovered how to place all animations into 1 model only).

 The video shows 1 animation per character, but I don´t know how to place
 multiple animations into 1 character.

 Even if this is possible: how would the behavior tree on crowdFX know
 from which frame to which frame is walking or running, if everything was
 baked in a single .fbx timeline? .

 This is the kind of questions I asked before on a pevious post where I
 was addressing new 2015 CrowdFX -ICE- tutorials.

 But any help on these questions, would be greatly appreciated. I know
 you guys are many times busy, but really any help directing these issues,
 would be awesome.
 Thanks.

 David R.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: proper render settings for redshift

2015-06-18 Thread Pierre Schiller
Straight to the pie:
1. For shaders (so they don´t look washed out) place a Color correction
node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders
will look nice again.
2. For the texture files (images), go to their adjust tab, find Color
Profile (should be on linear) and there for you see it washed out. Set it
to SRGB and you should see your textures in wondercolor. :)

This is all assuming you already checked the boxes on
FilePreferencesDisplayColor managment and ticked:
Apply to:
Render regions and viewports
Render pass and preview
Shader balls
UI widgets
FX Viewers.
And of course checking all your gamma values are on 2.2

Hope this helps.
David.


On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old school and
 render out 8bit stuff mostly. I noticed in reshift, the default gamma
 setting makes everything in the region, render, etc. look light and washed
 out. Changing it to 1 looks normal. But if I want to properly render out
 exr, what should I have these set to? After rendering and wanting to do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


proper render settings for redshift

2015-06-18 Thread Kris Rivel
I'm a virgin to the whole linear/gamma lighting method. I'm old school and
render out 8bit stuff mostly. I noticed in reshift, the default gamma
setting makes everything in the region, render, etc. look light and washed
out. Changing it to 1 looks normal. But if I want to properly render out
exr, what should I have these set to? After rendering and wanting to do
some post work in photoshop...what should my space be set to so I'm
seeing/working with the right thing?

Kris


Re: proper render settings for redshift

2015-06-18 Thread Ognjen Vukovic
Actually i dont think you should be color correcting your shader nodes,
that doesnt sound like a very smart thing to do. All the native color
managment settings in the softimage settings should be off by default, and
then you leave redshift to correct everything for you, all you have to do
is to make sure that your displacement images are set to linear in the
image node, and color textures are set to srgb, and that you have
Automatically correct color inputs switched on in the redshift settings
to correct all your shader color parameters. Theres no need for anything
else then that. In redshift your display gamma will be set to 2.2 and
output will be linear for exr by default.

On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking each
 shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Straight to the pie:
 1. For shaders (so they don´t look washed out) place a Color correction
 node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders
 will look nice again.
 2. For the texture files (images), go to their adjust tab, find Color
 Profile (should be on linear) and there for you see it washed out. Set it
 to SRGB and you should see your textures in wondercolor. :)

 This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
 Apply to:
 Render regions and viewports
 Render pass and preview
 Shader balls
 UI widgets
 FX Viewers.
 And of course checking all your gamma values are on 2.2

 Hope this helps.
 David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old school
 and render out 8bit stuff mostly. I noticed in reshift, the default gamma
 setting makes everything in the region, render, etc. look light and washed
 out. Changing it to 1 looks normal. But if I want to properly render out
 exr, what should I have these set to? After rendering and wanting to do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012





Re: proper render settings for redshift

2015-06-18 Thread Ognjen Vukovic
Thats the look you will usually get compared to a wrong set up with linear
workflow, the picture generally look a bit more washed out, but when your
start working with composting operations in your shader tree you will get
the correct calculations, especialy with multiply nodes between textures
and simmilar. The rest is down to the lighting, or you could plug in a
redshift photographic exposure node and tone map your image the way you
like it, or do it in composite.

Check out the rs documentation, theres plenty of stuff in there, also check
that your render region is using the same settings as your global scene
settings, it could be that its different and it didnt pick up on the
correct color inputs tab.

http://docs.redshift3d.com/Default.html#I/Gamma.html

On Thu, Jun 18, 2015 at 9:54 PM, Kris Rivel krisri...@gmail.com wrote:

 Thanks Ognjen. I did what you suggested but I'm still getting a slightly
 washed out render that's a bit brighter. Must be something else I'm missing?

 On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 Actually i dont think you should be color correcting your shader nodes,
 that doesnt sound like a very smart thing to do. All the native color
 managment settings in the softimage settings should be off by default, and
 then you leave redshift to correct everything for you, all you have to do
 is to make sure that your displacement images are set to linear in the
 image node, and color textures are set to srgb, and that you have
 Automatically correct color inputs switched on in the redshift settings
 to correct all your shader color parameters. Theres no need for anything
 else then that. In redshift your display gamma will be set to 2.2 and
 output will be linear for exr by default.

 On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking
 each shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Straight to the pie:
 1. For shaders (so they don´t look washed out) place a Color correction
 node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders
 will look nice again.
 2. For the texture files (images), go to their adjust tab, find Color
 Profile (should be on linear) and there for you see it washed out. Set it
 to SRGB and you should see your textures in wondercolor. :)

 This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
 Apply to:
 Render regions and viewports
 Render pass and preview
 Shader balls
 UI widgets
 FX Viewers.
 And of course checking all your gamma values are on 2.2

 Hope this helps.
 David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com
 wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old school
 and render out 8bit stuff mostly. I noticed in reshift, the default gamma
 setting makes everything in the region, render, etc. look light and washed
 out. Changing it to 1 looks normal. But if I want to properly render out
 exr, what should I have these set to? After rendering and wanting to do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012







Re: proper render settings for redshift

2015-06-18 Thread Kris Rivel
Thanks Ognjen. I did what you suggested but I'm still getting a slightly
washed out render that's a bit brighter. Must be something else I'm missing?

On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 Actually i dont think you should be color correcting your shader nodes,
 that doesnt sound like a very smart thing to do. All the native color
 managment settings in the softimage settings should be off by default, and
 then you leave redshift to correct everything for you, all you have to do
 is to make sure that your displacement images are set to linear in the
 image node, and color textures are set to srgb, and that you have
 Automatically correct color inputs switched on in the redshift settings
 to correct all your shader color parameters. Theres no need for anything
 else then that. In redshift your display gamma will be set to 2.2 and
 output will be linear for exr by default.

 On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking
 each shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Straight to the pie:
 1. For shaders (so they don´t look washed out) place a Color correction
 node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders
 will look nice again.
 2. For the texture files (images), go to their adjust tab, find Color
 Profile (should be on linear) and there for you see it washed out. Set it
 to SRGB and you should see your textures in wondercolor. :)

 This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
 Apply to:
 Render regions and viewports
 Render pass and preview
 Shader balls
 UI widgets
 FX Viewers.
 And of course checking all your gamma values are on 2.2

 Hope this helps.
 David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com
 wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old school
 and render out 8bit stuff mostly. I noticed in reshift, the default gamma
 setting makes everything in the region, render, etc. look light and washed
 out. Changing it to 1 looks normal. But if I want to properly render out
 exr, what should I have these set to? After rendering and wanting to do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012






Re: proper render settings for redshift

2015-06-18 Thread Ognjen Vukovic
http://docs.redshift3d.com/Default.html#I/Photographic%20Exposure%20Physical.html

Heres the physical camera docs, this should help you tone the image yo your
liking.
Just plug it into the camera, or pass shader tree.

On Thu, Jun 18, 2015 at 10:18 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 Thats the look you will usually get compared to a wrong set up with linear
 workflow, the picture generally look a bit more washed out, but when your
 start working with composting operations in your shader tree you will get
 the correct calculations, especialy with multiply nodes between textures
 and simmilar. The rest is down to the lighting, or you could plug in a
 redshift photographic exposure node and tone map your image the way you
 like it, or do it in composite.

 Check out the rs documentation, theres plenty of stuff in there, also
 check that your render region is using the same settings as your global
 scene settings, it could be that its different and it didnt pick up on the
 correct color inputs tab.

 http://docs.redshift3d.com/Default.html#I/Gamma.html

 On Thu, Jun 18, 2015 at 9:54 PM, Kris Rivel krisri...@gmail.com wrote:

 Thanks Ognjen. I did what you suggested but I'm still getting a slightly
 washed out render that's a bit brighter. Must be something else I'm missing?

 On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com
 wrote:

 Actually i dont think you should be color correcting your shader nodes,
 that doesnt sound like a very smart thing to do. All the native color
 managment settings in the softimage settings should be off by default, and
 then you leave redshift to correct everything for you, all you have to do
 is to make sure that your displacement images are set to linear in the
 image node, and color textures are set to srgb, and that you have
 Automatically correct color inputs switched on in the redshift settings
 to correct all your shader color parameters. Theres no need for anything
 else then that. In redshift your display gamma will be set to 2.2 and
 output will be linear for exr by default.

 On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking
 each shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Straight to the pie:
 1. For shaders (so they don´t look washed out) place a Color
 correction node. And set their gama into 0.45 (that´s 1 divided by 2.2).
 The shaders will look nice again.
 2. For the texture files (images), go to their adjust tab, find
 Color Profile (should be on linear) and there for you see it washed out.
 Set it to SRGB and you should see your textures in wondercolor. :)

 This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
 Apply to:
 Render regions and viewports
 Render pass and preview
 Shader balls
 UI widgets
 FX Viewers.
 And of course checking all your gamma values are on 2.2

 Hope this helps.
 David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com
 wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old
 school and render out 8bit stuff mostly. I noticed in reshift, the 
 default
 gamma setting makes everything in the region, render, etc. look light and
 washed out. Changing it to 1 looks normal. But if I want to properly 
 render
 out exr, what should I have these set to? After rendering and wanting to 
 do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012








Mixamo 2015 tutorial for Softimage (video)

2015-06-18 Thread Pierre Schiller
Hi guys, I was trying MIXAMO, a company now bought for ADOBE (soon to be
fully integrated exporting/importing .fbx bones and animations). Meanwhile,
if you need behaviors for crowd effects, this seems to be the route. :D

Does anyone know how to solve the end of the video? (tagging bone BVH files
- tagging rigs?) Please help on the last part.

https://youtu.be/QbSb_jmL_l0

.fbx from mixamo are animations baked on the mesh. I was trying to fix a
pipeline where I could upload a bunch of humans (to make crowds with ICE)
and then receive from mixamo all animations into 1 model (I have not
discovered how to place all animations into 1 model only).

The video shows 1 animation per character, but I don´t know how to place
multiple animations into 1 character.

Even if this is possible: how would the behavior tree on crowdFX know from
which frame to which frame is walking or running, if everything was
baked in a single .fbx timeline? .

This is the kind of questions I asked before on a pevious post where I was
addressing new 2015 CrowdFX -ICE- tutorials.

But any help on these questions, would be greatly appreciated. I know you
guys are many times busy, but really any help directing these issues, would
be awesome.
Thanks.

David R.

-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: proper render settings for redshift

2015-06-18 Thread Kris Rivel
Great thanks...was hoping it was just a few settings and not tweaking each
shader...but it is what it is. Is there another way via just exposure
settings in Photoshop and render settings in Soft?

On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Straight to the pie:
 1. For shaders (so they don´t look washed out) place a Color correction
 node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders
 will look nice again.
 2. For the texture files (images), go to their adjust tab, find Color
 Profile (should be on linear) and there for you see it washed out. Set it
 to SRGB and you should see your textures in wondercolor. :)

 This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
 Apply to:
 Render regions and viewports
 Render pass and preview
 Shader balls
 UI widgets
 FX Viewers.
 And of course checking all your gamma values are on 2.2

 Hope this helps.
 David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old school
 and render out 8bit stuff mostly. I noticed in reshift, the default gamma
 setting makes everything in the region, render, etc. look light and washed
 out. Changing it to 1 looks normal. But if I want to properly render out
 exr, what should I have these set to? After rendering and wanting to do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



licensing

2015-06-18 Thread Kris Rivel
Who can I reach out to at Autodesk regarding licensing issues/questions? I
don't want to bother with my reseller. I'd like an actual human that can
guide me through the transfer process...you know...like how it used to be
in the good-ol days. Thanks.

Kris


Re: Mixamo 2015 tutorial for Softimage (video)

2015-06-18 Thread Stephen Davidson
I think this will help:
http://softimage.wiki.softimage.com/xsidocs/mocap_RetargetingC3DMocapData.htm

On Thu, Jun 18, 2015 at 3:09 PM Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Hi guys, I was trying MIXAMO, a company now bought for ADOBE (soon to be
 fully integrated exporting/importing .fbx bones and animations). Meanwhile,
 if you need behaviors for crowd effects, this seems to be the route. :D

 Does anyone know how to solve the end of the video? (tagging bone BVH
 files - tagging rigs?) Please help on the last part.

 https://youtu.be/QbSb_jmL_l0

 .fbx from mixamo are animations baked on the mesh. I was trying to fix a
 pipeline where I could upload a bunch of humans (to make crowds with ICE)
 and then receive from mixamo all animations into 1 model (I have not
 discovered how to place all animations into 1 model only).

 The video shows 1 animation per character, but I don´t know how to place
 multiple animations into 1 character.

 Even if this is possible: how would the behavior tree on crowdFX know from
 which frame to which frame is walking or running, if everything was
 baked in a single .fbx timeline? .

 This is the kind of questions I asked before on a pevious post where I was
 addressing new 2015 CrowdFX -ICE- tutorials.

 But any help on these questions, would be greatly appreciated. I know you
 guys are many times busy, but really any help directing these issues, would
 be awesome.
 Thanks.

 David R.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: Mixamo 2015 tutorial for Softimage (video)

2015-06-18 Thread Pierre Schiller
Thank you Stephen. The link was useful.
The only thing is that when I export mixamo .bvh I get on softimage real
softimage bones! so I don´t know how these would work (tag) if they´re real
softimage bones.
I´ll keep trying tho´.
Thanks.

On Thu, Jun 18, 2015 at 6:07 PM, Stephen Davidson magic...@bellsouth.net
wrote:

 I think this will help:

 http://softimage.wiki.softimage.com/xsidocs/mocap_RetargetingC3DMocapData.htm

 On Thu, Jun 18, 2015 at 3:09 PM Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hi guys, I was trying MIXAMO, a company now bought for ADOBE (soon to be
 fully integrated exporting/importing .fbx bones and animations). Meanwhile,
 if you need behaviors for crowd effects, this seems to be the route. :D

 Does anyone know how to solve the end of the video? (tagging bone BVH
 files - tagging rigs?) Please help on the last part.

 https://youtu.be/QbSb_jmL_l0

 .fbx from mixamo are animations baked on the mesh. I was trying to fix
 a pipeline where I could upload a bunch of humans (to make crowds with ICE)
 and then receive from mixamo all animations into 1 model (I have not
 discovered how to place all animations into 1 model only).

 The video shows 1 animation per character, but I don´t know how to place
 multiple animations into 1 character.

 Even if this is possible: how would the behavior tree on crowdFX know
 from which frame to which frame is walking or running, if everything was
 baked in a single .fbx timeline? .

 This is the kind of questions I asked before on a pevious post where I
 was addressing new 2015 CrowdFX -ICE- tutorials.

 But any help on these questions, would be greatly appreciated. I know you
 guys are many times busy, but really any help directing these issues, would
 be awesome.
 Thanks.

 David R.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: Transferring shape keys

2015-06-18 Thread Matt Lind
The reason it's slow is because you're accessing the ClusterProperties through 
the selection list triggering additional cascading callbacks.  If you use 
direct references to the clusterproperty objects, copying the data will go much 
faster.  The GridData object is useful here as it can make coding simpler while 
abstracting away from the overhead of Python.  There's also no need to use ICE 
for this task:

example (JScript):

var oPointPositionData = XSIFactory.CreateGridData();
oPointPositionData.ColumnCount = 3;

var oSourceClusterProperty = Selection(0);
var oTargetClusterProperty = Selection(1);

// Copy point positions from source cluster property
oPointPositionData.Data = oSourceClusterProperty.Elements.Array;

// Paste point positions to target cluster property
oTargetClusterProperty.Elements.Array = oPointPositionData.Data;


This, of course, assumes point counts between source and target cluster 
properties are identical.

Matt







Date: Thu, 18 Jun 2015 09:49:13 -0400
From: Eric Thivierge ethivie...@hybride.com
Subject: Re: Transferring shape keys
To: softimage@listproc.autodesk.com

If you get to the shape node through the object model you can then 
access the ClusterProperty (your shape key property that is on the 
cluster). From there its the .Elements.Array that stores the values. 
It'll return a Tuple of Tuples. 1 tuple per axis that will store the 
shape's delta from the base shape.

A simple script to do this is:

# Python
sel = Application.Selection
sel(1).Elements.Array = sel(0).Elements.Array

However Python won't be efficient with heavy meshes. Thus why i think 
ICE would be a better solution.

Through ICE you'd pull in the shape properties and connect their 
positions attributes.

Lastly to note, this also applies to weight maps as well.

Eric T.


On Thursday, June 18, 2015 9:33:33 AM, Tim Crowson wrote:
 Eric, if I understand you correctly, that's honestly what I'd rather
 do. Seems so much simpler to leave the shape keys in place and simply
 update whatever data they contain. But I simply don't know how to
 script this. I just haven't done much scripting with mesh attributes
 like this. How do I get the positions attribute from one shape key and
 apply it to another?

 On 6/17/2015 6:21 PM, Eric Thivierge wrote:
 Hey Tim,

 Any reason you're not using scripting to regenerate these and not
 just use copy / paste? You can script the creation of the shape nodes
 and then copy the positions attribute over.

 Another thing you could do is apply ICE Ops to copy the values of
 shapes on one mesh to another. Don't forget that ICE isn't always for
 Live operators, but you can design ops that are only there for
 utilities and then get frozen off. Especially when you use the
 ApplyICEOp() command which takes a compounds execute port (it has to
 have one) and connects it directly and then you can script the hook
 ups of get data nodes or you can fill in the reference inputs that
 point to the right objects / properties.

 You can update data in shape keys through scripting or ICE.

 Eric T.

 
 Eric Thivierge
 http://www.ethivierge.com

 On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson
 tim.crow...@magneticdreams.com
 mailto:tim.crow...@magneticdreams.com wrote:

 I'm working on a tool for updating shapeKeys inside a mesh's
 Shape cluster. I can't use GATOR to transfer the shapes (that
 creates a new Shape cluster anyway, which I don't want). My
 original intent was to:
 1. compare my rig model with my shapes model, storing any
 animation or expressions on shape keys
 2. delete shape keys out of my rig model
 3. copy over the updated shape keys (same names) from the shapes
 model
 4. re-apply anim/expressions

 The problem I'm having is between steps 2 and 3. I am not sure
 what the best method is for transferring shape keys. GATOR just
 dumps the whole lot into a new Shape cluster, which I don't want.
 So I'm falling back on Application.CopyPaste(). Now this works
 fine when dragging and dropping via the mouse. But for some
 reason, when firing the exact same command in code, it bombs and
 throws an error on that command. However, if instead of deleting
 specific shape keys, I delete the entire parent Shape cluster,
 then CopyPaste() works just fine. It's almost like the
 CopyPaste() command fails when fired from code AND a Shape
 cluster already exists. But clearly, I can't just delete the
 Shape cluster, as we might have custom shapes inside it that
 aren't in whatever model we're sourcing from for the update..

 Any ideas?

 Honestly this would all be much easier (I think) if there was a
 way to update point data inside a shape key, but I can't tell if
 that's possible or not, hence my current method of deleting and
 re-applying anim/expressions.

 --

 *Tim Crowson
 */Lead CG Artist/

 *Magnetic Dreams, Inc.