FBX: all takes in one import?
While trying to evaluate akeytsu (www.nukeygara.com) I am faced with the following problem: akeytsu exports fbx files with multiple takes embedded within them. Is it possible to import all these takes in one go as separate action sources without having to suffer the scenic route of manually importing all takes one at a time? Greetz Leendert AKA Hirazi Blue
MentalRay .EXR multipass? - Is it available on SI 2015?
Hi, appearently my other post didn´t pass through. So I´m reposting again. How possible is it to render out multi-layered .exr images from mental ray from softimage? AO+Radiance+Shadows+Reflective, etc... on a single .exr? Thanks. David R. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: Multi-Layered .EXR - The revival...
bump On Mon, Aug 17, 2015 at 7:28 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: bump. On Sun, Aug 16, 2015 at 4:23 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: Hi team. I know this has been posted a lot of times, but I was wondering if AD did ever fixed the issue with multilayered .exr images on a single file from MR? (mental ray). I know all other render motors work normally when rendering layered .exr images (arnold, vray, etc..) But SI 2015 can already render .exr layered image (zdepth,normals, etc.) on a single file? Store in channels work well... I guess, but I was asking this if there´s any possibility to work those layered passes directly from the render manager? Thanks. David. -- 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 -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: Pretty OT :)
I tested this on Sunday this week. It was so outstanding, to walk/drive the controller for the app (not necessary to walk, but I was sooo immersed) This really is the future, much better than being wired to a computer for 1280X resolution screen. Phones and wireless Bluetooth controllers are putting these apps across the winners! U4 vs Unity. I´m going back to Unity of course. U4 it´s like Mayathere...I said it. Here´s the device for $27 bucks only: http://amzn.to/1KkHLO3 On Tue, Aug 25, 2015 at 8:47 PM, Francisco Criado malcriad...@gmail.com wrote: 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 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=- -- Sent from Gmail Mobile -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
SI 2015 selection in Xray
Hi, I'm having some troubles with SI2015 selection tools. In previous versions, when I used Xray in the view port I could select the bones (null as bones) that are inside the character without selecting the mesh. Now in 2015 I can't. It selects the meshes, or meshes + bones so I have to select them through the Schematic, or drag select and deselect the meshes. Is there any option there to make it work like it used to? I've been looking around without luck. Thanks
Re: animate polygon faces individually
it's cold in here. because it isn’t as simple as you think? best is to go the ICE way, disconnect/poly islands driven by particles’ SRTs works fine and fast. There was also the older ICE method, (was it guillaume’s?) exploding the object into it’s poly islands, and using them as instances on particles – but that got slow on hundreds of parts. then there is the old school non ice way: create a cluster center for each poly island and animate these directly or by pose constraining to nulls. 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: Referenced models crashing Softimage
maybe a bit obvious, but could there be an object your setup is relaying on that is being left behind in the exporting scene? maybe you've forgotten to put it inside your model.. On Tuesday, 25 August 2015, Morten Bartholdy x...@colorshopvfx.dk wrote: 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: Referenced models crashing Softimage
does it happen in one particular direction only - ex. res1 to res2 works fine but not the other way around? can you change the resolution back and forth ten times in a row on the same model without any issues? what if you change resolution on four of them, save scene, restart xsi, open scene and change the res on the 5th one? If it crashes I’d say something is wrong in the setup - but as you say, they work fine separately, so that’s hard to pin down. But if it works fine, IMO it points to a performance problem. Is the geo very heavy, lots of objects, materials? are there fancy overrides? You could lower the amount of undo’s or disable them altogether – see if that makes a difference? From: Morten Bartholdy Sent: Monday, August 24, 2015 3:53 PM To: softimage@listproc.autodesk.com Subject: Referenced models crashing Softimage 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
Re: Referenced models crashing Softimage
Thanks for all the suggestions. I will try the delta operation Mario suggested and currently I am testing if the Arnold Standin property has any influence on it. The scene is pretty simple, few overrides and nothing fancy going on. The order of switching or direction, ie. 1-2 or 2-1 makes no difference. I am actually leaning to thinking I have a semi corrupt scene, as Softimage crashes when I close the scene (Ctrl+N) and there is a group I can't inspect without Softimage crashing, so I am thinking major clean-up or rebuild anyway. This is rare for me - long time since I last had a really corrupt scene :/ MB Den 26. august 2015 kl. 10:20 skrev pete...@skynet.be: does it happen in one particular direction only - ex. res1 to res2 works fine but not the other way around? can you change the resolution back and forth ten times in a row on the same model without any issues? what if you change resolution on four of them, save scene, restart xsi, open scene and change the res on the 5th one? If it crashes I’d say something is wrong in the setup - but as you say, they work fine separately, so that’s hard to pin down. But if it works fine, IMO it points to a performance problem. Is the geo very heavy, lots of objects, materials? are there fancy overrides? You could lower the amount of undo’s or disable them altogether – see if that makes a difference? From: Morten Bartholdy mailto:x...@colorshopvfx.dk Sent: Monday, August 24, 2015 3:53 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Referenced models crashing Softimage 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
Re: Ping
hi, forcing myself at the moment to use Maya on the project I'm doing... at the moment mainly for previs/animation stuff... everything feels like a few clicks more... and yes, it feels pretty unorganized and bolted together... using 2015, btw... and if I have a problem, I try to solve it in Fabric and not to search/use some of the gazillion MelScripts/PlugIns scattered around the GUI and the web... ;-) ...but the rendering I will do in Softimage... I'm too scared about the renderlayer stuff in Maya... ;-) oh, and also doing an explosion in Houdini Indie... trying to get a feel for that beast, too... which definetly feels nicer than Maya ;-P cheers, Juan On Wed, Aug 26, 2015 at 12:04 PM, Morten Bartholdy x...@colorshopvfx.dk wrote: We also still use Softimage here, while I am slowly learning Maya as part of a gradual transition. Messy crap it is, especially in terms of scene organisation and overview on scene content. All these various editors to find out what is applied where and how - tsk, tsk. I do like some of the modeling tools though and the 2016 UI overhaul is not half bad. Soft is the goto for the technically complex stuff btw, where Maya fails without having a hardcore Maya TD on the team. Morten Den 26. august 2015 kl. 10:56 skrev Jordi Bares Dominguez jordiba...@gmail.com: Still using Softimage here!!! yoo-hoo and houdini. jb On 26 Aug 2015, at 01:34, Tenshi . tenshu...@gmail.com wrote: 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: animate polygon faces individually
I have a nice (ultra messy setup) that rotate, scale and flow polygon aways. I can share it. It's fully copied from Christian Gotzinger here https://vimeo.com/groups/ice/videos/62966820 On Wed, Aug 26, 2015 at 2:59 AM, phil harbath phil.harb...@jamination.com wrote: I like emtopolizer. if you want to use ICE. *From:* Eugene Flormata eug...@flormata.com *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: Ping
We also still use Softimage here, while I am slowly learning Maya as part of a gradual transition. Messy crap it is, especially in terms of scene organisation and overview on scene content. All these various editors to find out what is applied where and how - tsk, tsk. I do like some of the modeling tools though and the 2016 UI overhaul is not half bad. Soft is the goto for the technically complex stuff btw, where Maya fails without having a hardcore Maya TD on the team. Morten Den 26. august 2015 kl. 10:56 skrev Jordi Bares Dominguez jordiba...@gmail.com: Still using Softimage here!!! yoo-hoo and houdini. jb On 26 Aug 2015, at 01:34, Tenshi . tenshu...@gmail.com mailto:tenshu...@gmail.com wrote: 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 mailto:x...@colorshopvfx.dk wrote: Ping
Re: Momentum setup ?
I agree with what most people have said here, it's just not worth the hussle to go at it with MOM, but if you insist rollback softimage to the exact version MOM3 was released for. At least your demo files should work. Like many I used MOM3, but found it unreliable at least with newer versions of soft. However it will be a very lonely place, the MOM exocortex list is pretty much dead, and you may find some big hurdles ahead. Why not give Houdini a shot? it seems like a perfect proyect to get started, and you can get a lot of help from odforce and sidefx.. On Tuesday, 25 August 2015, Olivier Jeannel facialdel...@gmail.com wrote: 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 javascript:_e(%7B%7D,'cvml','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 javascript:_e(%7B%7D,'cvml','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 javascript:_e(%7B%7D,'cvml','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 javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');: Aha, yes that's the video I followed, same kind of thing as François :) Simon Reeves London, UK *si...@simonreeves.com javascript:_e(%7B%7D,'cvml','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 javascript:_e(%7B%7D,'cvml','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 javascript:_e(%7B%7D,'cvml','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 javascript:_e(%7B%7D,'cvml','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 javascript:_e(%7B%7D,'cvml','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
Re: Ping
Still using Softimage here!!! yoo-hoo and houdini. jb On 26 Aug 2015, at 01:34, Tenshi . tenshu...@gmail.com wrote: 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 mailto:x...@colorshopvfx.dk wrote: Ping
Re: animate polygon faces individually
OK Thanks All. Not sure the list was working yesterday or last couple of days. I broke up the mesh and used particles to animate. Figured it out myself in the end. Works ok even with 900 individual polys. Thanks for all the input today. Cheers On 26 August 2015 at 09:43, pete...@skynet.be wrote: it's cold in here. because it isn’t as simple as you think? best is to go the ICE way, disconnect/poly islands driven by particles’ SRTs works fine and fast. There was also the older ICE method, (was it guillaume’s?) exploding the object into it’s poly islands, and using them as instances on particles – but that got slow on hundreds of parts. then there is the old school non ice way: create a cluster center for each poly island and animate these directly or by pose constraining to nulls. 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 -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com
Re: SI 2015 selection in Xray
Hi, sounds familiar, i though this bug was fixed in sp1 SOFT-10264 http://knowledge.autodesk.com/sites/default/files/file_downloads/softimage_2015_SP1_R2_readme_enu.htm . Are you on sp1 ? cheers, Noël On 26 August 2015 at 12:37, Martin Yara furik...@gmail.com wrote: Hi, I'm having some troubles with SI2015 selection tools. In previous versions, when I used Xray in the view port I could select the bones (null as bones) that are inside the character without selecting the mesh. Now in 2015 I can't. It selects the meshes, or meshes + bones so I have to select them through the Schematic, or drag select and deselect the meshes. Is there any option there to make it work like it used to? I've been looking around without luck. Thanks
Re: Momentum setup ?
I dont know, unless things seriously broke, I've done some pretty elaborate simulations (with large chunks and *tons* of tiny peices) using just the first momentum + IFX combo, and since then in subsequent MOM versions if anything suposedly got considerably faster (was already *fast*) and more directable. (and quite probably still way faster/easier than Houdini point simulations) But if you want your peices to then be say washed away by fluid particles, then Houdini would probably be best, Houdini for FX you cant go wrong, and it's community hasn't been and is unlikely to be displaced. On 08/26/15 3:26, Cristobal Infante wrote: I agree with what most people have said here, it's just not worth the hussle to go at it with MOM, but if you insist rollback softimage to the exact version MOM3 was released for. At least your demo files should work. Like many I used MOM3, but found it unreliable at least with newer versions of soft. However it will be a very lonely place, the MOM exocortex list is pretty much dead, and you may find some big hurdles ahead. Why not give Houdini a shot? it seems like a perfect proyect to get started, and you can get a lot of help from odforce and sidefx.. On Tuesday, 25 August 2015, Olivier Jeannel facialdel...@gmail.com wrote: 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
Re: MentalRay .EXR multipass? - Is it available on SI 2015?
I checked the 'what's new' PDF and it's not in there, but for the heck of it, you can try giving each channel output the same name that's how Arnold, Redshift (and 3Delight?) go about multichannel outputs in SI. By the way, the free 3Delight for one machine now has an 8 core limit (for slightly slower path-tracing than Arnold) Cheers, On 08/26/15 15:49, Pierre Schiller wrote: Hi, appearently my other post didn´t "pass" through. So I´m reposting again. How possible is it to render out multi-layered .exr images from mental ray from softimage? AO+Radiance+Shadows+Reflective, etc... on a single .exr? Thanks. David R. -- Portfolio 2013 Cinema TV production Video Reel
Re: SI 2015 selection in Xray
Thanks I think that was it! I'll try installing the SP1 version. I installed 2015 when it came out but I've been using only 2014 and 2011 all this time. Martin Sent from my iPhone On 2015/08/26, at 19:43, Nono nnois...@gmail.com wrote: Hi, sounds familiar, i though this bug was fixed in sp1 SOFT-10264 http://knowledge.autodesk.com/sites/default/files/file_downloads/softimage_2015_SP1_R2_readme_enu.htm;. Are you on sp1 ? cheers, Noël On 26 August 2015 at 12:37, Martin Yara furik...@gmail.com wrote: Hi, I'm having some troubles with SI2015 selection tools. In previous versions, when I used Xray in the view port I could select the bones (null as bones) that are inside the character without selecting the mesh. Now in 2015 I can't. It selects the meshes, or meshes + bones so I have to select them through the Schematic, or drag select and deselect the meshes. Is there any option there to make it work like it used to? I've been looking around without luck. Thanks