FBX: all takes in one import?

2015-08-26 Thread Leendert A. Hartog
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?

2015-08-26 Thread Pierre Schiller
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...

2015-08-26 Thread Pierre Schiller
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 :)

2015-08-26 Thread Pierre Schiller
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

2015-08-26 Thread Martin Yara
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

2015-08-26 Thread peter_b
 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

2015-08-26 Thread Cristobal Infante
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

2015-08-26 Thread peter_b
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

2015-08-26 Thread Morten Bartholdy
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

2015-08-26 Thread Juan Brockhaus
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

2015-08-26 Thread Olivier Jeannel
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

2015-08-26 Thread Morten Bartholdy

   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 ?

2015-08-26 Thread Cristobal Infante
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

2015-08-26 Thread Jordi Bares Dominguez
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

2015-08-26 Thread Chris Marshall
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

2015-08-26 Thread Nono
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 ?

2015-08-26 Thread Jason S

  
  
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?

2015-08-26 Thread Jason S

  
  
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

2015-08-26 Thread Martin
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