Re: OT: Fabric for vr and kinect mocap

2015-11-17 Thread Gerbrand Nel

Thanks guys.. now where would I start?
Do I need to go through basic tutorials and properly learn it before I 
can play with oculus and kinect, or is there a shortcut?
I know this sounds extremely lazy, but I'm sooo tired of learning new 
software at the moment.. For once I just want to get some work done :)

I suppose the fabric google group is where I should continue this.
Thanks guys :)
G
On 17/11/2015 14:08, Juan Brockhaus wrote:

Hi Gerbarnd,


yes, Simon is right. it's yes to all of your questions actually.
been to a workshop of FE and we did a similar thing of what your 
asking for as a test/dev.

they're activly working on vr integration.

cheers,

Juan




On Tue, Nov 17, 2015 at 12:33 PM, Simon Reeves > wrote:


Have had good contact recently with fabric guys and I think the
answer is yes to all of that, saw some really good demos live
mocap and live camera systems

fabric has mailing lists too, google groups in fact

On Tue, 17 Nov 2015 at 11:21 Gerbrand Nel > wrote:

Hey guys
I've opened fabric a few times, made a torus, searched for
things that
doesn't exist, and then closed it again.
It feels like ICE but so far I've been too overwhelmed by
houdini/blender/octane/unreal to get into fabric.

I'm not sure where to ask these questions, so I'm just gonna
ask the
smartest people I know :)

I'm working on a pre rendered vr presentation at the moment,
and I'm
finding it a huge ball-ache to position the camera.
I have to guess the position, render, convert to movie, and
then play
through a vr player.
My question is:
Would fabric be able to help me position my camera(oculus
point of view)
in the scene, save a key frame, move to the next place in
time, and set
another key frame?
Then hit play to see the results through the oculus?

The other thing I was wondering about is:
Can fabric be used to make a crude mocap system from a kinect
sensor?

Thanks for reading, oh and do you guys know of a list like
this for
fabric? I hate web forums for these kinds of questions.
G

-- 
Simon Reeves

London, UK
/si...@simonreeves.com /
/www.simonreeves.com /
/www.analogstudio.co.uk /






OT: Fabric for vr and kinect mocap

2015-11-17 Thread Gerbrand Nel

Hey guys
I've opened fabric a few times, made a torus, searched for things that 
doesn't exist, and then closed it again.
It feels like ICE but so far I've been too overwhelmed by 
houdini/blender/octane/unreal to get into fabric.


I'm not sure where to ask these questions, so I'm just gonna ask the 
smartest people I know :)


I'm working on a pre rendered vr presentation at the moment, and I'm 
finding it a huge ball-ache to position the camera.
I have to guess the position, render, convert to movie, and then play 
through a vr player.

My question is:
Would fabric be able to help me position my camera(oculus point of view) 
in the scene, save a key frame, move to the next place in time, and set 
another key frame?

Then hit play to see the results through the oculus?

The other thing I was wondering about is:
Can fabric be used to make a crude mocap system from a kinect sensor?

Thanks for reading, oh and do you guys know of a list like this for 
fabric? I hate web forums for these kinds of questions.

G



Re: OT: Fabric for vr and kinect mocap

2015-11-17 Thread Simon Reeves
Have had good contact recently with fabric guys and I think the answer is
yes to all of that, saw some really good demos live mocap and live camera
systems

fabric has mailing lists too, google groups in fact

On Tue, 17 Nov 2015 at 11:21 Gerbrand Nel  wrote:

> Hey guys
> I've opened fabric a few times, made a torus, searched for things that
> doesn't exist, and then closed it again.
> It feels like ICE but so far I've been too overwhelmed by
> houdini/blender/octane/unreal to get into fabric.
>
> I'm not sure where to ask these questions, so I'm just gonna ask the
> smartest people I know :)
>
> I'm working on a pre rendered vr presentation at the moment, and I'm
> finding it a huge ball-ache to position the camera.
> I have to guess the position, render, convert to movie, and then play
> through a vr player.
> My question is:
> Would fabric be able to help me position my camera(oculus point of view)
> in the scene, save a key frame, move to the next place in time, and set
> another key frame?
> Then hit play to see the results through the oculus?
>
> The other thing I was wondering about is:
> Can fabric be used to make a crude mocap system from a kinect sensor?
>
> Thanks for reading, oh and do you guys know of a list like this for
> fabric? I hate web forums for these kinds of questions.
> G
>
> --
Simon Reeves
London, UK
*si...@simonreeves.com *
*www.simonreeves.com *
*www.analogstudio.co.uk *


Re: OT: Fabric for vr and kinect mocap

2015-11-17 Thread Juan Brockhaus
Hi Gerbarnd,


yes, Simon is right. it's yes to all of your questions actually.
been to a workshop of FE and we did a similar thing of what your asking for
as a test/dev.
they're activly working on vr integration.

cheers,

Juan




On Tue, Nov 17, 2015 at 12:33 PM, Simon Reeves 
wrote:

> Have had good contact recently with fabric guys and I think the answer is
> yes to all of that, saw some really good demos live mocap and live camera
> systems
>
> fabric has mailing lists too, google groups in fact
>
> On Tue, 17 Nov 2015 at 11:21 Gerbrand Nel  wrote:
>
>> Hey guys
>> I've opened fabric a few times, made a torus, searched for things that
>> doesn't exist, and then closed it again.
>> It feels like ICE but so far I've been too overwhelmed by
>> houdini/blender/octane/unreal to get into fabric.
>>
>> I'm not sure where to ask these questions, so I'm just gonna ask the
>> smartest people I know :)
>>
>> I'm working on a pre rendered vr presentation at the moment, and I'm
>> finding it a huge ball-ache to position the camera.
>> I have to guess the position, render, convert to movie, and then play
>> through a vr player.
>> My question is:
>> Would fabric be able to help me position my camera(oculus point of view)
>> in the scene, save a key frame, move to the next place in time, and set
>> another key frame?
>> Then hit play to see the results through the oculus?
>>
>> The other thing I was wondering about is:
>> Can fabric be used to make a crude mocap system from a kinect sensor?
>>
>> Thanks for reading, oh and do you guys know of a list like this for
>> fabric? I hate web forums for these kinds of questions.
>> G
>>
>> --
> Simon Reeves
> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com *
> *www.analogstudio.co.uk *
>


Re: OT: Fabric for vr and kinect mocap

2015-11-17 Thread Eric Thivierge
Hi Gerbrand,

You can join the Fabric list here:
https://groups.google.com/forum/#!forum/fabricengine

Directly related to your VR questions this blog post and video samples
should interest you a lot:
http://fabricengine.com/the-challenges-of-authoring-content-for-vr/

You'll probably want to watch the tutorial videos that we've recently
created (and are continuing to create) here too:
https://groups.google.com/forum/#!topic/fabricengine/FCJMFbVGha8

Best,
Eric T.


Re: ahem......

2015-11-17 Thread Max Crow
I have been lucky enough to be part of the beta process and have been
surprised how good this tool has turned out. It started out as a script
that made a cube map and stitched it through the FX tree and to be honest I
thought that was great. However, Andrew wanted it in line with the Maya
version so he has pushed Playblast VR far beyond that effectively reducing
the chain from scene to head set to two quick clicks of a button.  It's
purpose is to be a previz review tool to get you looking at your work in a
VR environment as quickly as possible. What's brilliant about it is that it
supports a considerable number of playback tools and devices including the
ones we commonly use, like Whirligig and the Oculus Dk2, and it also adds
metadata to the renders so that it works when uploaded to You tube, which
recognises it as a 360 movie.

VR is a lot of fun but still abit of a wild west free for all, so a tool
that breaks down that barrier to entry and allows you to creatively explore
this new arena from inside Softimage is well worth exploring.

VR the shit out it!








On Mon, Nov 16, 2015 at 9:19 PM, Rob Chapman  wrote:

> as fa as am aware its an opengl renderer for previz purposes and output is
> in a variety of pre stitched formats as image files which are viewed in an
> appropriate vr viewer
>
> *"When a render is complete it can be viewed in the Softimage Flipbook or
> standard professional image viewers like RV or djv_view; in specialist VR
> viewers like DomeViewer or Whirligig; or via an Oculus Rift."*
>
> On 16 November 2015 at 21:03, Steven Caron  wrote:
>
>> Does it render 360 pano directly in the viewport? Or does it render to
>> disk smaller frames and show you the stitched result?
>>
>> *written with my thumbs
>> On Nov 16, 2015 10:10 AM, "Nuno Conceicao" 
>> wrote:
>>
>>> Yeap, I was contacted by Andrew, because he also saw my posts.
>>> I ended up beta testing his plugin, so yes, it pretty much does what I
>>> was asking on the list a few weeks ago.
>>>
>>> Cheers
>>>
>>> Nuno
>>>
>>>
>>> On Mon, Nov 16, 2015 at 4:10 PM, Jason S  wrote:
>>>
 Nuno? doesn't this sound like exactly what you were looking for?

 On 10/11/15 18:27, Nuno Conceicao wrote: ... assuming I get someone
 with some good coding experience if its possible to actually write a
 plugin/viewport shader or whatnot in order to enable the possibility of
 doing panoramic (up to 360 degree) realtime previews.
 Article quote:
 *PlayblastVR for Softimage is intended to create fast OpenGL-based
 previz renders of VR scenes.*

 *It can render standard Softimage scene elements including animated
 polygon and NURBS geometry, lights, effects created with Softimage’s ICE
 system, hair and fur, cloth and procedural shading networks.*

 Could you post other wishes?  ¦P


 On 11/16/15 10:12, Andres Stephens wrote:




 I agree.



  Original message 
 From: Mirko Jankovic 
 
 Date: 16/11/2015 06:01 (GMT-05:00)
 To: softimage@listproc.autodesk.com
 Subject: Re: ahem..

 YES thank you for link!
 just the thing I'm looking in rght now, s6 is here, watiing on GearVR
 and dusted of DK1 heeh.
 Thsi is perfect timing and fantastic to keep SI rolling for years to
 come.

 Thanks for post and cheers to developers :)

 On Mon, Nov 16, 2015 at 11:27 AM, adrian wyer <
 adrian.w...@fluid-pictures.com> wrote:


 http://www.cgchannel.com/2015/11/andrew-hazelden-releases-playblastvr-for-so
 ftimage/
 







 "...the release is testament to the continuing activity in the
 Softimage
 user community, even 18 months after Autodesk officially stopped
 developing
 the software."



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com
 >>> adrian.wyer@fluid-pictu
 res.com>

 www.fluid-pictures.com
 >>> http://www.fluid-pictures.com/
 >



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71






>>>
>


-- 
Max Crow
Creative Supervisor
NSC Creative

National Space Centre, Exploration Drive, Leicester, LE4 5NS, UK

http://www.NSCcreative.com 


Re: Friday Flashback #249

2015-11-17 Thread Morten Bartholdy
I remember it looked absolutely awesome coming from the old Soft :)

MB



Den 13. november 2015 kl. 19:52 skrev Stephen Blair
:

> Softimage Sumatra screenshot from 2000 showing the render tree for a “rust”
> effect
> http://wp.me/powV4-3f5