RE: ERROR : 2000 - Mesh structure error (corruption)
Whatever this is, it's just insidious. I have models that are reading fine for days then suddenly out of nowhere it is corrupted upon opening a saved scene. It's almost as if the corruption is occurring upon the previous scene save. I can go back to the scene save prior and compare the edges or vertices or poly that are reported bad and in the prior save they are different components than the ones being reported corrupt in the current scene. At least they are in different places on the geometry. A lot of these models do have user normal clusters but that's all as far as clusters go. I guess I'll try to hunt them all down and delete them. The worst offenders weren't created in SI and I have no pedigree on what they were made in but it's clear that SI can't handle them safely. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) MYMIC Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage- boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Monday, July 06, 2015 3:22 PM To: softimage@listproc.autodesk.com Subject: RE: ERROR : 2000 - Mesh structure error (corruption) You are experiencing exactly what I experienced at Carbine that prevented upgrade from Softimage 7.5 for 5+ years. If you can tell me with certainty which version of Softimage you made the geometry, I may be able to help you salvage some stuff. I reported a ton of corruption issues from XSI v6.x thru 2012 SP2. All those versions have hidden gremlins like what you just uncorked. The specific gremlin and it's solution varies depending on the version of the software the geometry was created and/or last modified prior to being opened to 2013 or later. Geometry created in 2013 SP1 or later should not have any of these issues. One thing you could check is to see if your geometry has polygon clusters. If so, try rebuilding them, then deleting the original polygon cluster(s). I suggest doing while geometry operator loading/evaluation is disabled in your user preferences. That tended to fix a lot of our problems. Triangulating geometry also helped. I also suggest you fix the issues in the version of Softimage which they were created and not try to fix it in 2014 or later as the fixes to those problems actually prevent you from fixing them in the latter versions. For example, if the scene was created in Softimage 2011, then fix the problems in Softimage 2011. Matt Date: Mon, 6 Jul 2015 13:51:34 + From: Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov Subject: RE: ERROR : 2000 - Mesh structure error (corruption) To: softimage@listproc.autodesk.com It would seem that this is mostly geometry related. It also seems that it is an age issue as I have some Models that were created in Soft about 5 years ago and created no problems then but are demonstrating issues now. What's more bizarre is that one mesh has topology errors that I am certain did not exist back then. It literally boils down to a simple 64x64 square grid of quads that was generated from a loft and later converted to a mesh. There is an area of about 15 or so polys that are mangled, missing, and non-manifold, kind of like you see in some DWG to mesh conversions. But there is absolutely no apparent reason for it. I have other geometry that came over from Maya that was originally NURBS and a lot of older Viewpoint geometry as well. I see the problem a lot with those models. But that isn't what surprises me. It's the custom modeling created in Maya and Softimage about 5 years ago that really doesn't make sense. It's like the entire mesh database for any geometry that exhibits the problem is unstable. The minute you delete offending points, edges or polys the problem moves to a different part of the mesh. Its as if the geometry, when read by SI, was read wrong and mangled. You have to delete the entire mesh and recreate it. Just as you said, it's a lost cause. The only thing with these models that seems to be consistent is their age and the fact that they started existence as a NURBS model and at some point converted to mesh. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) MYMIC Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
RE: ERROR : 2000 - Mesh structure error (corruption)
I have models that are reading fine for days then suddenly out of nowhere it is corrupted upon opening a saved scene. It's almost as if the corruption is occurring upon the previous scene save. Yes, that is exactly *one* of the bugs. XSI 6.x, Softimage 2010, Softimage 2011, and Softimage 2012 are quite afflicted with this problem. The aggravating part about the bug is it will develop during a session, but you won't see the effects of the bug until you open the scene in a new session. That is, you can save multiple times during a session and all those scenes will not display the bug until you quit Softimage then restart the application and try to open those scenes. Often not until another windows session on another calendar day. Most of the artists bitten by this bug didn't see the problem until the following morning after a day's work. Drove me bats tracking that one down and trying to replicate it. I found it more pronounced on scenes using ICE, which is one reason why I didn't deploy it's use in production on Wildstar. Matt Date: Tue, 7 Jul 2015 18:55:53 + From: Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov Subject: RE: ERROR : 2000 - Mesh structure error (corruption) To: softimage@listproc.autodesk.com Whatever this is, it's just insidious. I have models that are reading fine for days then suddenly out of nowhere it is corrupted upon opening a saved scene. It's almost as if the corruption is occurring upon the previous scene save. I can go back to the scene save prior and compare the edges or vertices or poly that are reported bad and in the prior save they are different components than the ones being reported corrupt in the current scene. At least they are in different places on the geometry. A lot of these models do have user normal clusters but that's all as far as clusters go. I guess I'll try to hunt them all down and delete them. The worst offenders weren't created in SI and I have no pedigree on what they were made in but it's clear that SI can't handle them safely. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) MYMIC Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
Re: data stream
Nice. The set up is allowing you to change the path, I assume. It's an interesting task, visualizing this and what leeway you might take. Are you planning on doing something more with the reveal? Sent on the new Sprint Network - Reply message - From: Kris Rivel krisri...@gmail.com To: Softimage List softimage@listproc.autodesk.com Subject: data stream Date: Mon, Jul 6, 2015 12:03 PM Yeah sure! Sorry for the bad dropbox compression...download if you want a better look. Just 3 passes..thin strands, lots of small digits and a few larger ones: https://www.dropbox.com/s/03gsttazwz3r9b2/Strands_v03_Comp3.mp4?dl=0 On Fri, Jul 3, 2015 at 3:10 PM, Scott Lange sc...@turbulenceffects.com wrote: Kris, can we see a WIP? I understand if you would prefer not to. SCL From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Friday, July 03, 2015 2:54 PM To: Softimage List Subject: Re: data stream I keep solving my own problems...happy to report I did this with some simple spawning of random characters! Didn't think it would be that easy! On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:Trying to think of the best way to create a data stream effect. I have some nice flowing strands but I want to add random digits, bits of text, etc. I would love if each particle flowing along my path was randomly dropping a different character at each frame or specific intervals. Any suggestions? Kris
Re: modo / houdini + fabric engine
they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini?
modo / houdini + fabric engine
For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini?
Re: modo / houdini + fabric engine
I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: data stream
Thanks! Just a test for a potential project at this point. On Tue, Jul 7, 2015 at 8:16 AM, Scott sc...@turbulenceffects.com wrote: Nice. The set up is allowing you to change the path, I assume. It's an interesting task, visualizing this and what leeway you might take. Are you planning on doing something more with the reveal? Sent on the new Sprint Network - Reply message - From: Kris Rivel krisri...@gmail.com To: Softimage List softimage@listproc.autodesk.com Subject: data stream Date: Mon, Jul 6, 2015 12:03 PM Yeah sure! Sorry for the bad dropbox compression...download if you want a better look. Just 3 passes..thin strands, lots of small digits and a few larger ones: https://www.dropbox.com/s/03gsttazwz3r9b2/Strands_v03_Comp3.mp4?dl=0 On Fri, Jul 3, 2015 at 3:10 PM, Scott Lange sc...@turbulenceffects.com wrote: Kris, can we see a WIP? I understand if you would prefer not to. SCL *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Friday, July 03, 2015 2:54 PM *To:* Softimage List *Subject:* Re: data stream I keep solving my own problems...happy to report I did this with some simple spawning of random characters! Didn't think it would be that easy! On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote: Trying to think of the best way to create a data stream effect. I have some nice flowing strands but I want to add random digits, bits of text, etc. I would love if each particle flowing along my path was randomly dropping a different character at each frame or specific intervals. Any suggestions? Kris
Re: modo / houdini + fabric engine
There is nothing stopping you from creating solvers currently. We have a Hair simulation solver going at Hybride currently that Ahmidou is pushing on. Getting some awesome results. Utilizing Fabric for the calculations and pushing back into Softimage to strands. Nothing stopping us doing the same in Maya I don't think either. I wouldn't say that Fabric is just working on Rigging. It's the easiest thing to target currently as it's mostly just driving transforms, but there isn't anything stopping you from doing some work in other areas. For solvers, we'll be shipping Kraken with a few standard ones that you'll be able to use and build your own components from: 2 Bone IK / FK N Bone IK / FK Bezier Spine Multi Pose Constraint Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
Is there something like softs constrain to cluster ? On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote: There is nothing stopping you from creating solvers currently. We have a Hair simulation solver going at Hybride currently that Ahmidou is pushing on. Getting some awesome results. Utilizing Fabric for the calculations and pushing back into Softimage to strands. Nothing stopping us doing the same in Maya I don't think either. I wouldn't say that Fabric is just working on Rigging. It's the easiest thing to target currently as it's mostly just driving transforms, but there isn't anything stopping you from doing some work in other areas. For solvers, we'll be shipping Kraken with a few standard ones that you'll be able to use and build your own components from: 2 Bone IK / FK N Bone IK / FK Bezier Spine Multi Pose Constraint Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
And then stuff like this happens :P http://www.awn.com/news/mpc-fabric-software-unveil-fabric-pixar-s-renderman?utm_source=dlvr.itutm_medium=facebook On 7 July 2015 at 15:23, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
Fabric doesn't have a concept of clusters currently so no. I'm sure you could implement something similar though. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:39 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Is there something like softs constrain to cluster ? On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote: There is nothing stopping you from creating solvers currently. We have a Hair simulation solver going at Hybride currently that Ahmidou is pushing on. Getting some awesome results. Utilizing Fabric for the calculations and pushing back into Softimage to strands. Nothing stopping us doing the same in Maya I don't think either. I wouldn't say that Fabric is just working on Rigging. It's the easiest thing to target currently as it's mostly just driving transforms, but there isn't anything stopping you from doing some work in other areas. For solvers, we'll be shipping Kraken with a few standard ones that you'll be able to use and build your own components from: 2 Bone IK / FK N Bone IK / FK Bezier Spine Multi Pose Constraint Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi