Re: Nerdcorps and Softimage

2015-08-25 Thread jentzen mooney
 They are using maya for sure on one of their projects.

On Tuesday, August 25, 2015, Eugene Flormata eug...@flormata.com wrote:

 I have a friend there in concept art, said my first XSI teacher is from
 there. they're switching to maya slowly last i heard


 On Sun, Aug 23, 2015 at 11:04 PM, Pierre Schiller 
 activemotionpictu...@gmail.com
 javascript:_e(%7B%7D,'cvml','activemotionpictu...@gmail.com'); wrote:

 Hello. Does anyone on the list works on Nerdcorps? Does anyone know
 if they are still using softimage?
 Thanks.

 Nerd Corps Entertainment http://www.youtube.com/watch?v=hyIvsZW3dhk

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





Re: Exported compound failing nodes when importing back.

2015-08-25 Thread Jason S

  
  
That's truely awesome Pedro!
  
  Like a super-bend with a twist ;p
  
  The video is indeed a bit longish, but can serve at least as a
  reference to jump to different bits while working with it.
  
  Quite impressive work, and nice trick with the shapes to lock
  deforms in Y to keep branches from shrinking/stetching! 
  
  Kudos!
  
  On 08/21/15 17:44, pedro santos wrote:


  Hi Olivier
Well I fixed some of the LERPs that were notoriously returning
bad results and for now the only one returning an error is the
good old Build Array from Set. I was asking about because it's a
bit annoying to track which LERP is problematic when you have
tens of them.

It works overall after that. If you or anyone wants to play with
it, I can provide a test scene, and appreciate feedback.
DISCLAIMER: It's a WIP. The UI is a parameter dump, the video I
did for a friend to test it is long (18 minutes) and boring
(lack of sleep) and it shows there's probably too many options
thought I hope they pay off when one feels it wants more. So...
You've been warned from the start :D
scene: https://app.box.com/s/s6wyu8t9kcgotgqsq9zjjf5aikjr3qfn
vid: http://mab.to/5F8I6efgL

Some parameters you can override with a single Item reference,
using the item kine channels instead of the UI or ports.


The Top and Bottom Offsets XYZ mean this actually:


My approach to this was a very strict one so there's probably
times where the cut-off doesn't please you.

Can't way to finish putting this in code and move on to
something else :D

Cheers
Pedro




  On Fri, Aug 21, 2015 at 3:59 PM,
Olivier Jeannel facialdel...@gmail.com
wrote:

  Bad functiuning nodes are turning red usualy
( yes, i bet you already noticed :p ). Does the compound
work overal ?
  

  Le 21 août 2015 13:20, "pedro
santos" probi...@gmail.com

a écrit :

  

  

  
Hi again.
Finished my bend compound and
exported it fine, but when importing
I get this:
http://prntscr.com/876og0

The highlighted numbers seems to
identify the node in question but
there's not a way I can use that to
jump on the explorer or even the
tree to replace the node in question
with a good one is there? :/

I usually have stuff like this with
Build Array from Set not Linear
Interpolation. Clean install is due?

Thanks.
  

  

  

  

  

  
  
  
  
  
  -- 
  

  

  
  
  

  

  
  


  Pedro

Alpiarça dos Santos 
   

http://probiner.xyz/

  

  



  

  

  


  



test

2015-08-25 Thread Dave Gallagher Softimage

test


ping

2015-08-25 Thread Tim Leydecker

1,2,3


test

2015-08-25 Thread olivier jeannel




Cone generator

2015-08-25 Thread olivier jeannel

Hi list,
Sorry for the bizarre name, but I couldn't find anything better.

I'm bangging my head at reproducing a pointcloud that does this :
Inline image 1
Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4)
How could i for example generate a pointcloud that counts
10 points at id 0
20 points at id 1
30 points at id 2
40 points at id 3
50 points at id 4

??

I'm able to generate clusters of points, but aways the same number per 
point. Like this :

Inline image 2
Does anyone knows how to achieve this ?









Re: Momentum setup ?

2015-08-25 Thread Olivier Jeannel
4.something
I watched again, tried some demo scenes. Things seem a bit tricky at ice
level with bizarre results :/
Le 21 août 2015 13:11, Rob Chapman tekano@gmail.com a écrit :

 which version of Momentum are you using?  it was the later versions that
 introduced some kind of 'ICE control' over the each elements bullet sim
 settings - more details here of the example scenes provided which looks
 like it gives you the effect you are after in several different ways

 https://vimeo.com/29084388

 On 21 August 2015 at 11:36, Olivier Jeannel facialdel...@gmail.com
 wrote:

 Back from hollydays, I'm at some Momentum test again.
 Does anybody knows how the States are working with Momentum ?
 I've tried the classic State+State Machine combination to change the Mass
 of the particles from 0 (State 0) to 1 (State 1), but Momentum seems to
 ignore it.

 I can see a State Attribute in the SetRigidBodyAttributes, but I don't
 know how to use it.

 Thank you !

 On Fri, Aug 7, 2015 at 4:54 PM, Mario Reitbauer 
 cont...@marioreitbauer.at wrote:

 Go back to the Softimage version Momentum was introduced with and work
 with that.
 Might be the safest thing to do when you want to work with it nowadays.

 2015-08-07 15:48 GMT+01:00 Simon Reeves si...@simonreeves.com:

 Aha, yes that's the video I followed, same kind of thing as François :)



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

 On 7 August 2015 at 14:32, Olivier Jeannel facialdel...@gmail.com
 wrote:

 Thank you François !
 Beautifull shot and clever technique !

 Thanks for the topolizer tutorial, will keep that one in the back of
 my head ;)
 Unfortunatly my debris will have to colide on the ground so I'll give
 Mom a go, at least until it stop working...

 I'm glad people keep answering on the list :)
 Le 7 août 2015 14:41, Francois Lord flordli...@gmail.com a écrit :

 I did that just yesterday and indeed... it gives you lots of control
 and speed. You have no collisions, but sometimes it's enough. For
 destruction stuff however, I doubt it.
 I used the same technique on this shot 2 years ago.
 https://vimeo.com/55545305
 The length of the shot and the deadline didn't allow for RBD
 simulation. I needed something quicker.

 Olivier, you can always have a look at this tutorial.
 http://vimeo.com/50751483
 You need emTopolizer and the workflow is a bit convoluted, but it's
 true you can work faster this way. Maybe it's possible to use Simulate
 Bullet RigidBody on the particles at the end and set the particles sizes 
 to
 match the poly chunks. That could work for real simple stuff.

 Don't give up on Houdini. For destruction stuff, that's where the fun
 is.

 On 07-Aug-15 05:34, Simon Reeves wrote:

 I think it's simpler to not involve ICE if you just want rigid bodies
 with momentum (just simulation I mean).

 Recently though I used a setup which was non-simulated, cracking geo
 with implosia and then using emtools of some variety (I think from a
 mootzoid video) - creating a pointcloud from polygon islands, 
 manipulating
 the pointcloud, and then that drives another copy of the original mesh,
 worked well! Lots of control.



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

 On 7 August 2015 at 10:18, Olivier Jeannel facialdel...@gmail.com
 wrote:

 You are killing me with answer like that, but yes, it seems deeply
 bugged, some demo scene makes xsi crash. That's really a shame.

 So far I've found a working solution : Pimping the Mom Emit Deform
 Control and setting the Mass to 0 (passive RBD)  when inside an 
 Geometry
 and back to 1 (active RBD) when outside seems workable.
 Wish I could play with some states, will try later.

 I'll rely on ice magic. I gave up on Houdini, Maybe I'll look at
 some more tutorials during hollydays...

 On Fri, Aug 7, 2015 at 1:04 AM, Christian Keller 
 chris3...@me.comchris3...@me.com wrote:

 Try another software package like Houdini for that, or be prepared
 for maybe more pain than you'd expect.
 Momentum is a bit p.i.t.a dir complex Thinges
 Sorry couldn't resist ;)
 Every second time you playback it works.
 Sim is never the same you press the button, always cache it,
 otherwise you'll never get the same result. The sim engine itself is 
 pretty
 cool if you use it in another package, but the soft implementation is 
 half
 baked and feels dirty. No offense to the developers, if it's a 
 softimage
 problem or what else ...

 --
 Christian Keller
 Visual effects|direction
 m  +49 179 69 36 248 %2B49%20179%2069%2036%20248

 chris3...@me.com
 Vimeo.com/channels/96149

  Am 06.08.2015 um 22:02 schrieb olivier jeannel 
 olivier.jean...@noos.fr:
 
  Hi gang,
 
  I'm doing simple tests for an upcoming job that should involve
 

Re: Cone generator

2015-08-25 Thread olivier jeannel

Solution !
Inline image 1

On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel facialdel...@gmail.com 
mailto:facialdel...@gmail.com wrote:


   Hi list,
   Sorry for the bizarre name, but I couldn't find anything better.

   I'm bangging my head at reproducing a pointcloud that does this :
   Inline image 1
   Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4)
   How could i for example generate a pointcloud that counts
   10 points at id 0
   20 points at id 1
   30 points at id 2
   40 points at id 3
   50 points at id 4

   ??

   I'm able to generate clusters of points, but aways the same number
   per point. Like this :
   Inline image 2
   Does anyone knows how to achieve this ?










Referenced models crashing Softimage

2015-08-25 Thread Morten Bartholdy
I sent this yesterday but it didn't turn up yet, so I am reposting.
Apologies if it results in doubleposting.


Through time I have used Referenced models quite a bit so I know more than
the basics of how to use them, but with my current project I have run in to
a problem. I have 5 different referenced models where res1 is a full
resolution model and res2 is a proxy model which loads an Arnold standin.
My problem is that when I change resolution on all 5 models Softimage
crashes. If I take them one at a time and change resolution, it works for
the first four, but the fifth crashes Softimage. I have changed order and
it seems it is not one particular model which causes the crash - it is just
the fifth I chose to change. I have tried changing it in the scntoc file
too  which also causes a crash.



I am suspecting some sort of problem with the delta, but I can't see how it
could have become corrupted - I have pose constrained a null in the ref
model to an animated null in the scene, and the constrained null is the
same in each resolution of the ref model. The other thing could be the
reference switch does somehow not like the Arnold property with a standin
path, but why then only on the last resolution switch?



Do any of you with ref model experience have an inkling of an idea about
what might cause this?



Best

Morten

Re: test

2015-08-25 Thread Luc-Eric Rousseau
Test


test

2015-08-25 Thread Luc-Eric Rousseau
test


Re: animate polygon faces individually

2015-08-25 Thread Chris Marshall
it's cold in here.

On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com
wrote:

 Any thoughts or pointers? I know this is really simple and can't believe
 I'm struggling, but I've never had to do this before.
 Cheers


 On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Hi All,
 I'm having some brain fade here. I need to take a logo, break it into
 individual faces and animate them around separately. Should be easy enough,
 but I can't think how. I've broken the object up using DisconnectComponent.
 So what's the easiest way to simply explode the faces, or animate them in
 some interesting way? This will be a logo forming together, so just some
 basic Mograph type animation.

 Thanks

 Chris




 --
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 www.dot3d.com





-- 
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk
www.dot3d.com


animate polygon faces individually

2015-08-25 Thread Chris Marshall
Hi All,
I'm having some brain fade here. I need to take a logo, break it into
individual faces and animate them around separately. Should be easy enough,
but I can't think how. I've broken the object up using DisconnectComponent.
So what's the easiest way to simply explode the faces, or animate them in
some interesting way? This will be a logo forming together, so just some
basic Mograph type animation.

Thanks

Chris


Re: Continued use of Softimage question

2015-08-25 Thread Kris Rivel
Great thread and great to see everyone hanging on! We're very small and I
still just use Soft mostly. I too love and use Redshift for everything. I
just can't see anything that comes close in terms of flexibility and speed.
We mostly do commercial and marketing stuff. No time for pipeline
development...just jumping in and getting dirty fast. I need passes and
rely heavily on the operator stack and overrides. The only challenge I have
is whenever I need people in Soft it's a very small pool. Luckily most of
my needs are modeling so I don't care what they use but a few times I've
needed a Soft user and my list is much smaller than it used to be.

Kris

On Fri, Aug 21, 2015 at 10:34 AM, Andy Goehler lists.andy.goeh...@gmail.com
 wrote:

 Yes, it’s great to work that way.

 SolidAngle have just recently added polysoup support and tickets are in
 place for packed primitives and alembic procedural for HtoA.


  On Aug 21, 2015, at 16:28, Francois Lord flordli...@gmail.com wrote:
 
  Yeah I tested that last night at home. It's even better than Delayed
 Load shaders because you see the geo in the viewport and you can assign
 materials.
  This is a huge advantage over Arnold. In fact, I'm surprised SolidAngle
 doesn't provide an Alembic procedural.




Re: animate polygon faces individually

2015-08-25 Thread Chris Marshall
Any thoughts or pointers? I know this is really simple and can't believe
I'm struggling, but I've never had to do this before.
Cheers


On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com
wrote:

 Hi All,
 I'm having some brain fade here. I need to take a logo, break it into
 individual faces and animate them around separately. Should be easy enough,
 but I can't think how. I've broken the object up using DisconnectComponent.
 So what's the easiest way to simply explode the faces, or animate them in
 some interesting way? This will be a logo forming together, so just some
 basic Mograph type animation.

 Thanks

 Chris




-- 
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk
www.dot3d.com


test

2015-08-25 Thread Olivier Jeannel



Referenced models crashing Softimage

2015-08-25 Thread Morten Bartholdy
Through time I have used Referenced models quite a bit so I know more than
the basics of how to use them, but with my current project I have run in to
a problem. I have 5 different referenced models where res1 is a full
resolution model and res2 is a proxy model which loads an Arnold standin.
My problem is that when I change resolution on all 5 models Softimage
crashes. If I take them one at a time and change resolution, it works for
the first four, but the fifth crashes Softimage. I have changed order and
it seems it is not one particular model which causes the crash - it is just
the fifth I chose to change. I have tried changing it in the scntoc file
too  which also causes a crash.

I am suspecting some sort of problem with the delta, but I can't see how it
could have become corrupted - I have pose constrained a null in the ref
model to an animated null in the scene, and the constrained null is the
same in each resolution of the ref model.

Do any of you with ref model experience have an inkling of an idea about
what might cause this?

Best
Morten

test

2015-08-25 Thread Olivier Jeannel



Ping

2015-08-25 Thread Morten Bartholdy
Ping

Re: Pretty OT :)

2015-08-25 Thread Eric Turman
Sorry for the noise...0:38 looked very similar to another app done in Unity
3D for oculus.

Congrats to the creators.

Cheers
-=Eric

On Sat, Aug 22, 2015 at 7:35 PM, Eric Turman i.anima...@gmail.com wrote:

 ...unless it is a different oculus application using the same assets that
 I believe are being used.

 On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman i.anima...@gmail.com wrote:

 But it was not the Unreal engine at 0:38...It was Unity 3D

 On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com
 wrote:

 As soon as we can show the content, i'll post another video.
 Don't expect too much :)
 Nico, about the difference between Oculus and GearVR at a first glimp i
 was impressed about resolution, here in the studio we have dk2 in each
 machine and we are used to oculus grid screen and you wont see it gearvr.
 In terms of apk i exported the ride using 360 export plugin from unreal
 as hdr and then in afterfx  made the mp4.
 The project was done ue 4.8.2 and its wonderfull bugs didnt let me
 export to android properly.
 Must say its a nice experience doing 3d animation out of the screen
 with all what it demands, always in mind there is no behind the camera in
 terms of environment.
 The nicest part was kids reaction! Here in Argentina its not usual this
 kind of experiences and less in a public hospital :s

 Greetings,
 Francisco.
 El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió:

 For what it is worth, all the assets @ 0:38 were done in Softimage =)

 On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Wonderfull!
 Francisco, regarding the technical side, there are gigantic
 differences in terms of performance between the DK2 and GearVR?

 I'm tempted to go wireless with the GearVR, but compared to the DK2 (
 desktop ) I think that there is no match, but I would like to hear some
 opinions about that.

 Very nice job and for a good cause :)

 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl:

 Looks very fascinating. Do tell us more!
 Might even be a worth amaking-of for the si-community.
 Contact me,  if you agree...

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





 --




 -=T=-




 --




 -=T=-




 --




 -=T=-




-- 




-=T=-


Re: Cone generator

2015-08-25 Thread Olivier Jeannel
Actuamy it is not quite working well.
I'm having troubles getting xsi recgnize how many points there is per
cluster.

Still looking for a decent proper solution. If anyone knows...

On Mon, Aug 24, 2015 at 7:22 PM, Olivier Jeannel facialdel...@gmail.com
wrote:

 Solution !
 [image: Inline image 1]

 On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel facialdel...@gmail.com
 wrote:

 Hi list,
 Sorry for the bizarre name, but I couldn't find anything better.

 I'm bangging my head at reproducing a pointcloud that does this :
 [image: Inline image 1]
 Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4)
 How could i for example generate a pointcloud that counts
 10 points at id 0
 20 points at id 1
 30 points at id 2
 40 points at id 3
 50 points at id 4

 ??

 I'm able to generate clusters of points, but aways the same number per
 point. Like this :
 [image: Inline image 2]
 Does anyone knows how to achieve this ?











Cone generator

2015-08-25 Thread Olivier Jeannel
Hi list,
Sorry for the bizarre name, but I couldn't find anything better.

I'm bangging my head at reproducing a pointcloud that does this :
[image: Inline image 1]
Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4)
How could i for example generate a pointcloud that counts
10 points at id 0
20 points at id 1
30 points at id 2
40 points at id 3
50 points at id 4

??

I'm able to generate clusters of points, but aways the same number per
point. Like this :
[image: Inline image 2]
Does anyone knows how to achieve this ?


Re: Cone generator

2015-08-25 Thread olivier jeannel

Actuamy it is not quite working well.
I'm having troubles getting xsi recgnize how many points there is per 
cluster.


Still looking for a decent proper solution. If anyone knows...

On Mon, Aug 24, 2015 at 7:22 PM, Olivier Jeannel facialdel...@gmail.com 
mailto:facialdel...@gmail.com wrote:


   Solution !
   Inline image 1

   On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel
   facialdel...@gmail.com mailto:facialdel...@gmail.com wrote:

   Hi list,
   Sorry for the bizarre name, but I couldn't find anything better.

   I'm bangging my head at reproducing a pointcloud that does this :
   Inline image 1
   Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4)
   How could i for example generate a pointcloud that counts
   10 points at id 0
   20 points at id 1
   30 points at id 2
   40 points at id 3
   50 points at id 4

   ??

   I'm able to generate clusters of points, but aways the same
   number per point. Like this :
   Inline image 2
   Does anyone knows how to achieve this ?











Re: Ping

2015-08-25 Thread Tenshi .
wtf guys =S , i received a lot of emails in my cellphone for this test,
only one is enough haha

On Tue, Aug 25, 2015 at 7:02 AM, Morten Bartholdy x...@colorshopvfx.dk
wrote:

 Ping



Re: Pretty OT :)

2015-08-25 Thread Jason S

  
  
I never tried a Rift yet, but one of my
  colleges at MPC showed me a VR device which was actually just a
  harness that housed his phone together with an app (using the
  phone's display, audio  accelerometer), 
   and I found it surprisingly immersive and fluid and also hirez
  (must depend on the phone I guess)
  
  And I don't know the price of that harness/app, but couldn't that
  be  a very cost-effective solution?
  
  Perhaps also for studios doing stereoscopic productions?
  
  
  For the VR environment, the bit we see, it looks like a road
  leading to a toy castle in a sunny room.
  Did you light, surface, and perhaps bake everything in soft? or
  was material application done in UE?
  
  
  For clip of the event itself, as mentioned we only got a glimpse
  of the kids reaction which was indeed very short but apparently
  very sweet :)
    
   
  Congratz!
  
  
  
  
  
  On 08/22/15 9:48, Nicolas Esposito wrote:


  Wonderfull!
Francisco, regarding the technical side, there are gigantic
  differences in terms of performance between the DK2 and
  GearVR?


I'm tempted to go wireless with the GearVR, but compared to
  the DK2 ( desktop ) I think that there is no match, but I
  would like to hear some opinions about that.


Very nice job and for a good cause :)
  
  
2015-08-22 15:10 GMT+02:00 Leendert A.
  Hartog hirazib...@live.nl:
  Looks very
fascinating. Do tell us more!
Might even be a worth a"making-of" for the si-community.
Contact me,  if you agree...

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

  


  


  



Nerdcorps and Softimage

2015-08-25 Thread Pierre Schiller
Hello. Does anyone on the list works on Nerdcorps? Does anyone know
if they are still using softimage?
Thanks.

http://www.youtube.com/watch?v=hyIvsZW3dhk

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


Re: Cone generator

2015-08-25 Thread Olivier Jeannel
Solution !
[image: Inline image 1]

On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel facialdel...@gmail.com
wrote:

 Hi list,
 Sorry for the bizarre name, but I couldn't find anything better.

 I'm bangging my head at reproducing a pointcloud that does this :
 [image: Inline image 1]
 Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4)
 How could i for example generate a pointcloud that counts
 10 points at id 0
 20 points at id 1
 30 points at id 2
 40 points at id 3
 50 points at id 4

 ??

 I'm able to generate clusters of points, but aways the same number per
 point. Like this :
 [image: Inline image 2]
 Does anyone knows how to achieve this ?










Re: animate polygon faces individually

2015-08-25 Thread Eugene Flormata
https://vimeo.com/46425839
have you tried this?

On Tue, Aug 25, 2015 at 5:09 AM, Chris Marshall chrismarshal...@gmail.com
wrote:

 it's cold in here.

 On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Any thoughts or pointers? I know this is really simple and can't believe
 I'm struggling, but I've never had to do this before.
 Cheers


 On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Hi All,
 I'm having some brain fade here. I need to take a logo, break it into
 individual faces and animate them around separately. Should be easy enough,
 but I can't think how. I've broken the object up using DisconnectComponent.
 So what's the easiest way to simply explode the faces, or animate them in
 some interesting way? This will be a logo forming together, so just some
 basic Mograph type animation.

 Thanks

 Chris




 --
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 www.dot3d.com





 --
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 www.dot3d.com





Re: Exported compound failing nodes when importing back.

2015-08-25 Thread Jason S

  
  
That's truely awesome Pedro!
  
  Like a super-bend with a twist ;p
  
  The video is indeed a bit longish, but can serve at least as a
  reference to jump to different bits while working with it.
  
  Quite impressive work, and nice trick with the shapes to lock
  deforms in Y to keep branches from shrinking/stetching! 
  
  Kudos!
  
  On 08/21/15 17:44, pedro santos wrote:


  Hi Olivier
Well I fixed some of the LERPs that were notoriously returning
bad results and for now the only one returning an error is the
good old Build Array from Set. I was asking about because it's a
bit annoying to track which LERP is problematic when you have
tens of them.

It works overall after that. If you or anyone wants to play with
it, I can provide a test scene, and appreciate feedback.
DISCLAIMER: It's a WIP. The UI is a parameter dump, the video I
did for a friend to test it is long (18 minutes) and boring
(lack of sleep) and it shows there's probably too many options
thought I hope they pay off when one feels it wants more. So...
You've been warned from the start :D
scene: https://app.box.com/s/s6wyu8t9kcgotgqsq9zjjf5aikjr3qfn
vid: http://mab.to/5F8I6efgL

Some parameters you can override with a single Item reference,
using the item kine channels instead of the UI or ports.


The Top and Bottom Offsets XYZ mean this actually:


My approach to this was a very strict one so there's probably
times where the cut-off doesn't please you.

Can't way to finish putting this in code and move on to
something else :D

Cheers
Pedro




  On Fri, Aug 21, 2015 at 3:59 PM,
Olivier Jeannel facialdel...@gmail.com
wrote:

  Bad functiuning nodes are turning red usualy
( yes, i bet you already noticed :p ). Does the compound
work overal ?
  

  Le 21 août 2015 13:20, "pedro
santos" probi...@gmail.com
a écrit :

  

  

  
Hi again.
Finished my bend compound and
exported it fine, but when importing
I get this:
http://prntscr.com/876og0

The highlighted numbers seems to
identify the node in question but
there's not a way I can use that to
jump on the explorer or even the
tree to replace the node in question
with a good one is there? :/

I usually have stuff like this with
Build Array from Set not Linear
Interpolation. Clean install is due?

Thanks.
  

  

  

  

  

  
  
  
  
  
  -- 
  

  

  
  
  

  

  
  


  Pedro
Alpiarça dos Santos 
   
http://probiner.xyz/

  

  



  

  

  


  



Re: Pretty OT :)

2015-08-25 Thread Eric Turman
...unless it is a different oculus application using the same assets that I
believe are being used.

On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman i.anima...@gmail.com wrote:

 But it was not the Unreal engine at 0:38...It was Unity 3D

 On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com
 wrote:

 As soon as we can show the content, i'll post another video.
 Don't expect too much :)
 Nico, about the difference between Oculus and GearVR at a first glimp i
 was impressed about resolution, here in the studio we have dk2 in each
 machine and we are used to oculus grid screen and you wont see it gearvr.
 In terms of apk i exported the ride using 360 export plugin from unreal
 as hdr and then in afterfx  made the mp4.
 The project was done ue 4.8.2 and its wonderfull bugs didnt let me export
 to android properly.
 Must say its a nice experience doing 3d animation out of the screen
 with all what it demands, always in mind there is no behind the camera in
 terms of environment.
 The nicest part was kids reaction! Here in Argentina its not usual this
 kind of experiences and less in a public hospital :s

 Greetings,
 Francisco.
 El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió:

 For what it is worth, all the assets @ 0:38 were done in Softimage =)

 On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Wonderfull!
 Francisco, regarding the technical side, there are gigantic differences
 in terms of performance between the DK2 and GearVR?

 I'm tempted to go wireless with the GearVR, but compared to the DK2 (
 desktop ) I think that there is no match, but I would like to hear some
 opinions about that.

 Very nice job and for a good cause :)

 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl:

 Looks very fascinating. Do tell us more!
 Might even be a worth amaking-of for the si-community.
 Contact me,  if you agree...

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





 --




 -=T=-




 --




 -=T=-




-- 




-=T=-


Re: Pretty OT :)

2015-08-25 Thread Eric Turman
But it was not the Unreal engine at 0:38...It was Unity 3D

On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com
wrote:

 As soon as we can show the content, i'll post another video.
 Don't expect too much :)
 Nico, about the difference between Oculus and GearVR at a first glimp i
 was impressed about resolution, here in the studio we have dk2 in each
 machine and we are used to oculus grid screen and you wont see it gearvr.
 In terms of apk i exported the ride using 360 export plugin from unreal as
 hdr and then in afterfx  made the mp4.
 The project was done ue 4.8.2 and its wonderfull bugs didnt let me export
 to android properly.
 Must say its a nice experience doing 3d animation out of the screen with
 all what it demands, always in mind there is no behind the camera in
 terms of environment.
 The nicest part was kids reaction! Here in Argentina its not usual this
 kind of experiences and less in a public hospital :s

 Greetings,
 Francisco.
 El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió:

 For what it is worth, all the assets @ 0:38 were done in Softimage =)

 On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Wonderfull!
 Francisco, regarding the technical side, there are gigantic differences
 in terms of performance between the DK2 and GearVR?

 I'm tempted to go wireless with the GearVR, but compared to the DK2 (
 desktop ) I think that there is no match, but I would like to hear some
 opinions about that.

 Very nice job and for a good cause :)

 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl:

 Looks very fascinating. Do tell us more!
 Might even be a worth amaking-of for the si-community.
 Contact me,  if you agree...

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





 --




 -=T=-




-- 




-=T=-


Re: Pretty OT :)

2015-08-25 Thread Jason S

  
  
I never tried a Rift yet, but one of my
  colleges at MPC showed me a VR device which was actually just a
  harness that housed his phone together with an app (using the
  phone's display, audio  accelerometer), 
   and I found it surprisingly immersive and fluid and also hirez
  (must depend on the phone I guess)
  
  And I don't know the price of that harness/app, but couldn't that
  be  a very cost-effective solution?
  
  Perhaps also for studios doing stereoscopic productions?
  
  
  For the VR environment, the bit we see, it looks like a road
  leading to a toy castle in a sunny room.
  Did you light, surface, and perhaps bake everything in soft? or
  was material application done in UE?
  
  
  For clip of the event itself, as mentioned we only got a glimpse
  of the kids reaction which was indeed very short but apparently
  very sweet :)
    
   
  Congratz!
  
  
  
  
  
  On 08/22/15 9:48, Nicolas Esposito wrote:


  Wonderfull!
Francisco, regarding the technical side, there are gigantic
  differences in terms of performance between the DK2 and
  GearVR?


I'm tempted to go wireless with the GearVR, but compared to
  the DK2 ( desktop ) I think that there is no match, but I
  would like to hear some opinions about that.


Very nice job and for a good cause :)
  
  
2015-08-22 15:10 GMT+02:00 Leendert A.
  Hartog hirazib...@live.nl:
  Looks very
fascinating. Do tell us more!
Might even be a worth a"making-of" for the si-community.
Contact me,  if you agree...

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

  


  


  



Re: Nerdcorps and Softimage

2015-08-25 Thread Eugene Flormata
I have a friend there in concept art, said my first XSI teacher is from
there. they're switching to maya slowly last i heard


On Sun, Aug 23, 2015 at 11:04 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Hello. Does anyone on the list works on Nerdcorps? Does anyone know
 if they are still using softimage?
 Thanks.

 http://www.youtube.com/watch?v=hyIvsZW3dhk

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



Re: animate polygon faces individually

2015-08-25 Thread phil harbath
I like emtopolizer. if you want to use ICE.

From: Eugene Flormata 
Sent: Tuesday, August 25, 2015 8:50 PM
To: softimage@listproc.autodesk.com 
Subject: Re: animate polygon faces individually

https://vimeo.com/46425839
have you tried this? 

On Tue, Aug 25, 2015 at 5:09 AM, Chris Marshall chrismarshal...@gmail.com 
wrote:

  it's cold in here.


  On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com wrote:

Any thoughts or pointers? I know this is really simple and can't believe 
I'm struggling, but I've never had to do this before.

Cheers



On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com 
wrote:

  Hi All,

  I'm having some brain fade here. I need to take a logo, break it into 
individual faces and animate them around separately. Should be easy enough, but 
I can't think how. I've broken the object up using DisconnectComponent. So 
what's the easiest way to simply explode the faces, or animate them in some 
interesting way? This will be a logo forming together, so just some basic 
Mograph type animation.


  Thanks


  Chris






-- 

Chris Marshall

Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk

www.dot3d.com






  -- 

  Chris Marshall

  Mint Motion Limited
  029 20 37 27 57
  07730 533 115
  www.mintmotion.co.uk

  www.dot3d.com





Re: Pretty OT :)

2015-08-25 Thread Francisco Criado
Hi Eric,

at that moment you can see the unreal engine menues :) since i couldnt
compile it because of 4.82 version errors, so i decided to play from the
editor :s the argentinian way jejejejj...
For being a project done by 3 people on free time we were pretty happy the
result.
Leendert it would be great to share what we have done, i'm sending you an
email.
Francisco.

On Monday, August 24, 2015, Eric Turman i.anima...@gmail.com wrote:

 Sorry for the noise...0:38 looked very similar to another app done in
 Unity 3D for oculus.

 Congrats to the creators.

 Cheers
 -=Eric

 On Sat, Aug 22, 2015 at 7:35 PM, Eric Turman i.anima...@gmail.com
 javascript:_e(%7B%7D,'cvml','i.anima...@gmail.com'); wrote:

 ...unless it is a different oculus application using the same assets that
 I believe are being used.

 On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman i.anima...@gmail.com
 javascript:_e(%7B%7D,'cvml','i.anima...@gmail.com'); wrote:

 But it was not the Unreal engine at 0:38...It was Unity 3D

 On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com
 javascript:_e(%7B%7D,'cvml','malcriad...@gmail.com'); wrote:

 As soon as we can show the content, i'll post another video.
 Don't expect too much :)
 Nico, about the difference between Oculus and GearVR at a first glimp i
 was impressed about resolution, here in the studio we have dk2 in each
 machine and we are used to oculus grid screen and you wont see it gearvr.
 In terms of apk i exported the ride using 360 export plugin from unreal
 as hdr and then in afterfx  made the mp4.
 The project was done ue 4.8.2 and its wonderfull bugs didnt let me
 export to android properly.
 Must say its a nice experience doing 3d animation out of the screen
 with all what it demands, always in mind there is no behind the camera in
 terms of environment.
 The nicest part was kids reaction! Here in Argentina its not usual this
 kind of experiences and less in a public hospital :s

 Greetings,
 Francisco.
 El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com
 javascript:_e(%7B%7D,'cvml','i.anima...@gmail.com'); escribió:

 For what it is worth, all the assets @ 0:38 were done in Softimage =)

 On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com
 javascript:_e(%7B%7D,'cvml','3dv...@gmail.com'); wrote:

 Wonderfull!
 Francisco, regarding the technical side, there are gigantic
 differences in terms of performance between the DK2 and GearVR?

 I'm tempted to go wireless with the GearVR, but compared to the DK2 (
 desktop ) I think that there is no match, but I would like to hear some
 opinions about that.

 Very nice job and for a good cause :)

 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl
 javascript:_e(%7B%7D,'cvml','hirazib...@live.nl');:

 Looks very fascinating. Do tell us more!
 Might even be a worth amaking-of for the si-community.
 Contact me,  if you agree...

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





 --




 -=T=-




 --




 -=T=-




 --




 -=T=-




 --




 -=T=-



-- 
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