Re: Transferring shape keys
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
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
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
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
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)
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
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
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
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
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
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
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)
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
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
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)
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)
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
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.