Re: Change object visibility with another object?

2016-05-12 Thread Jason S

  
  
    On 05/12/16 15:24, Jason S wrote:
      > Indeed, and it was also the first :-]
  
  Sorry, rather JJ_Islands was the first, (while wondering about
  your own implementation of it if you'd care to elaborate? :) )
  
  On 05/12/16 15:24, Jason S wrote:


  
  Indeed, and it was also the first :-]


On 05/12/16 14:38, Olivier Jeannel wrote:
  
  
if you want to manipulate islands, I made a set
  of ice nodes, a bit like the POLY ones, but for islands.
  It is using Julian Johnson JJ_Islands.
  It's a dozen time faster than the Create Instances for
Islands.


  On Thu, May 12, 2016 at 5:12 PM,
Jason S 
wrote:

   Hi sorry if
double-posting but I didnt see it show up, (also more
links at the end)

from Em-Tools Compound Descriptions ;
(any of these may be useful, but check especially the
marked link.)

  

  

  Vertex Islands
  
  Initialize Island Data
  
  Initializes the vertex island data.
  An example on how to use this compound can
  be found here:
  emTopolizer 1.00
Tutorial 03 - Vertex Islands
   
   
  
  Create Particles from Island Centers
  Creates one particle for each island
  center.
  An example on how to use this compound can
  be found here:    
  emTopolizer 1.00
Tutorial 03 - Vertex Islands  



  <--- Check
  this link,  also @ 5;50  builds a
  simple tree from scratch
  

  
  Transform Islands
  Transforms the vertex islands.
  An example on how to use this compound can
  be found here:
  emTopolizer 1.00
Tutorial 03 - Vertex Islands

  
  
  Getters
  A bunch of compounds to get diverse
  island related data.
  The compounds are self-explanatory.
  
  


  

  
  
  

Also perhaps even yet easier, from MotionTools Doc

  

  

  
Controling Polygons and Polygon Islands

There are some special cases, in
Motion Tools, that deviate from the
basic setup. We stumble upon such cases
when you want to, for example, control
polygon islands from a fracture object,
or text object. Also, when we want to
dice a object into many polygons and
control those disconnected elements.
 
For both this situations you can
use the menu “ICE  >  Create  >
 Motion Tools  >  Create Instances
from Islands” and then choose the option
that fits you best, either, “Use
Exisiting Polygon Islands”, or, “Dice
Polygons into Polygon Islands”.

Both situations will yeld a
similiar setup that we can describe this
way. Firstly the object in which the
Polygon Islands exist (or in which the
polygons 

RE: PLUG: Fabric 2.2 Released!

2016-05-12 Thread Tim Bolland
That's really cool! Thank you for the updates guys.
Tim

Date: Wed, 11 May 2016 23:29:45 +0200
Subject: Re: PLUG: Fabric 2.2 Released!
From: sebastien.sterl...@gmail.com
To: softimage@listproc.autodesk.com

"Python! Canvas has been converted to a Python app making it 
straightforward to create purpose-built applications. Using the source 
code to the Canvas python files, you can automate the creation and 
modification of Canvas graphs without needing to know C++."

Does this mean Canvas is no longer powered by KL ?

On 11 May 2016 at 19:24, Eric Thivierge  wrote:
A Fabric point release - 2.2 is here! Python bindings have been introduced and 
TDs no longer need to go through build environment woes. :) Tons of bug fixes 
as well so checkout the release notes here for a list of many of them:
http://docs.fabric-engine.com/FabricEngine/2.2.0/HTML/ReleaseNotes/2.2.0.html

We're also shipping v1.0 of the MODO integration and have moved to the next 
phase of the Max integration.2.2 Release Blog: 
http://fabricengine.com/fabric-engine-2-2/
Python 
overview:http://fabricengine.com/fabric-engine-2-2-python-bindings-making-easier-build-fabric-applications/


Eric Thivierge
http://www.ethivierge.com


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Re: Change object visibility with another object?

2016-05-12 Thread Jason S

  
  
Indeed, and it was also the first :-]
  
  
  On 05/12/16 14:38, Olivier Jeannel wrote:


  if you want to manipulate islands, I made a set of
ice nodes, a bit like the POLY ones, but for islands.
It is using Julian Johnson JJ_Islands.
It's a dozen time faster than the Create Instances for
  Islands.
  
  
On Thu, May 12, 2016 at 5:12 PM, Jason
  S 
  wrote:
  
 Hi sorry if
  double-posting but I didnt see it show up, (also more
  links at the end)
  
  from Em-Tools Compound Descriptions ;
  (any of these may be useful, but check especially the
  marked link.)
  

  

  
Vertex Islands

Initialize Island Data

Initializes the vertex island data.
An example on how to use this compound can
be found here:
emTopolizer 1.00 Tutorial
  03 - Vertex Islands
 
 

Create Particles from Island Centers
Creates one particle for each island
center.
An example on how to use this compound can
be found here:    
emTopolizer 1.00 Tutorial
  03 - Vertex Islands  


<--- Check this
link,  also @ 5;50  builds a simple tree
from scratch

  

Transform Islands
Transforms the vertex islands.
An example on how to use this compound can
be found here:
emTopolizer 1.00 Tutorial
  03 - Vertex Islands
  


Getters
A bunch of compounds to get diverse
island related data.
The compounds are self-explanatory.


  
  

  



  
  Also perhaps even yet easier, from MotionTools Doc
  

  

  

  Controling Polygons and Polygon Islands 
  There are some special cases, in
  Motion Tools, that deviate from the basic
  setup. We stumble upon such cases when you
  want to, for example, control polygon
  islands from a fracture object, or text
  object. Also, when we want to dice a
  object into many polygons and control
  those disconnected elements.
   
  For both this situations you can use
  the menu “ICE  >  Create  >  Motion
  Tools  >  Create Instances from Islands”
  and then choose the option that fits you
  best, either, “Use Exisiting Polygon
  Islands”, or, “Dice Polygons into Polygon
  Islands”.
  
  Both situations will yeld a similiar
  setup that we can describe this way.
  Firstly the object in which the Polygon
  Islands exist (or in which the polygons
  will be sliced into Polygon Islands)
  receives a ICETree that looks like this:
  
  
The ICETree is created at the
uppermost position of the Modeling Stack
In it you will find only one node
that geathers info about the geometry
This node works in two ways, it
either stores info on your 

Re: PLUG: Fabric 2.2 Released!

2016-05-12 Thread Sebastien Sterling
Awesome :)

On 12 May 2016 at 06:52, Eric Thivierge  wrote:

> No and start up time has been improved a lot!
>
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Re: Change object visibility with another object?

2016-05-12 Thread Nono
Hi Morten,
This super simple, you juste have to group your object and use that group
to feed an ice tree who generate a point cloud with the very same object
but this time in instance shapes.
You get the point position of the group, then you get the instance shape.
>From that you just have to kill the particle by volume or similar ;-)

With that technique you just have to populate the group to make them
automatically animated, plus you're not limited by just killing particles
you can make thinks sizing or moving.

Hopes you can figure out the Ice tree by yourself because i don't have an
easy access to soft anymore on OSX... maybe i can post it this week-end.

Noël

On 12 May 2016 at 20:38, Olivier Jeannel  wrote:

> if you want to manipulate islands, I made a set of ice nodes, a bit like
> the POLY ones, but for islands.
> It is using Julian Johnson JJ_Islands.
> It's a dozen time faster than the Create Instances for Islands.
>
> On Thu, May 12, 2016 at 5:12 PM, Jason S  wrote:
>
>> Hi sorry if double-posting but I didnt see it show up, (also more links
>> at the end)
>>
>> from Em-Tools Compound Descriptions
>>  ;
>> (any of these may be useful, but check especially the marked link.)
>> Vertex Islands Initialize Island Data
>>
>> Initializes the vertex island data.
>> An example on how to use this compound can be found here:
>> emTopolizer 1.00 Tutorial 03 - Vertex Islands 
>>
>>
>> Create Particles from Island Centers
>>
>> Creates one particle for each island center.
>> An example on how to use this compound can be found here:
>> emTopolizer 1.00 Tutorial 03 - Vertex Islands
>> 
>>
>> *<--- Check this link,  also @ 5;50  builds a simple tree from scratch *
>> Transform Islands
>>
>> Transforms the vertex islands.
>> An example on how to use this compound can be found here:
>> emTopolizer 1.00 Tutorial 03 - Vertex Islands
>>
>> 
>> Getters
>>
>> A bunch of compounds to get diverse island related data.
>> The compounds are self-explanatory.
>>
>>
>>
>>
>> Also perhaps even yet easier, from MotionTools Doc
>> 
>> Controling Polygons and Polygon Islands
>>
>> There are some special cases, in Motion Tools, that deviate from the
>> basic setup. We stumble upon such cases when you want to, for example,
>> control polygon islands from a fracture object, or text object. Also,
>> when we want to dice a object into many polygons and control
>> those disconnected elements.
>>
>> For both this situations you can use the menu “ICE  >  Create  >  Motion
>> Tools  >  Create Instances from Islands” and then choose the option that
>> fits you best, either, “Use Exisiting Polygon Islands”, or, “Dice
>> Polygons into Polygon Islands”.
>>
>>
>> 
>>
>> Both situations will yeld a similiar setup that we can describe this way.
>> Firstly the object in which the Polygon Islands exist (or in which the
>> polygons will be sliced into Polygon Islands) receives a ICETree that looks
>> like this:
>>
>>
>> 
>>
>>1. The ICETree is created at the uppermost position of the Modeling
>>Stack
>>2. In it you will find only one node that geathers info about the
>>geometry
>>3. This node works in two ways, it either stores info on your current
>>Polygon Islands, or it makes every polygon a Polygon Island and then 
>> stores
>>the information.
>>
>> The information created by this node then feeds another ICETree that
>> lives in a Pointcloud and resembles a basic Motion Tools setup, with minor
>> differences, as follows:
>>
>>
>> 
>>
>>1. Points are created solely based on the information provided by the
>>geometry with the “Create Points from Polygon Islands” node
>>2. Constraint PolyIslands to Pointcloud will feed the information
>>from your Motion Tools ICETree back to your geomtry, keeping both in sinc.
>>In case you are using simulations, this node should be place in the
>>Post-Simulation area.
>>
>>
>>
>> MT Clip specific to islands; https://vimeo.com/44039628
>>
>> General MT use clip;  https://vimeo.com/46425839
>>
>>
>> MT Islands can also super-easily be simed  (uses RBD with easy
>> trigger-object setup).
>>
>> Hope that could help, & keep us posted!
>>
>>
>>
>> On 05/12/16 8:34, Morten Bartholdy wrote:
>>
>> That's a thought. Not too familiar with ICE and poly island stuff though.
>>
>> //MB
>>
>>
>>
>>
>> Den 12. maj 2016 klokken 14:22 skrev Jason S  
>> :
>>
>>
>> I think you could merge everything and have a particle per island, or a
>> similar 

Re: Change object visibility with another object?

2016-05-12 Thread Olivier Jeannel
if you want to manipulate islands, I made a set of ice nodes, a bit like
the POLY ones, but for islands.
It is using Julian Johnson JJ_Islands.
It's a dozen time faster than the Create Instances for Islands.

On Thu, May 12, 2016 at 5:12 PM, Jason S  wrote:

> Hi sorry if double-posting but I didnt see it show up, (also more links at
> the end)
>
> from Em-Tools Compound Descriptions
>  ;
> (any of these may be useful, but check especially the marked link.)
> Vertex Islands Initialize Island Data
>
> Initializes the vertex island data.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands 
>
>
> Create Particles from Island Centers
>
> Creates one particle for each island center.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands  
>
>
> *<--- Check this link,  also @ 5;50  builds a simple tree from scratch *
> Transform Islands
>
> Transforms the vertex islands.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands
>
> 
> Getters
>
> A bunch of compounds to get diverse island related data.
> The compounds are self-explanatory.
>
>
>
>
> Also perhaps even yet easier, from MotionTools Doc
> 
> Controling Polygons and Polygon Islands
>
> There are some special cases, in Motion Tools, that deviate from the basic
> setup. We stumble upon such cases when you want to, for example, control
> polygon islands from a fracture object, or text object. Also, when we
> want to dice a object into many polygons and control
> those disconnected elements.
>
> For both this situations you can use the menu “ICE  >  Create  >  Motion
> Tools  >  Create Instances from Islands” and then choose the option that
> fits you best, either, “Use Exisiting Polygon Islands”, or, “Dice
> Polygons into Polygon Islands”.
>
>
> 
>
> Both situations will yeld a similiar setup that we can describe this way.
> Firstly the object in which the Polygon Islands exist (or in which the
> polygons will be sliced into Polygon Islands) receives a ICETree that looks
> like this:
>
>
> 
>
>1. The ICETree is created at the uppermost position of the Modeling
>Stack
>2. In it you will find only one node that geathers info about the
>geometry
>3. This node works in two ways, it either stores info on your current
>Polygon Islands, or it makes every polygon a Polygon Island and then stores
>the information.
>
> The information created by this node then feeds another ICETree that lives
> in a Pointcloud and resembles a basic Motion Tools setup, with minor
> differences, as follows:
>
>
> 
>
>1. Points are created solely based on the information provided by the
>geometry with the “Create Points from Polygon Islands” node
>2. Constraint PolyIslands to Pointcloud will feed the information from
>your Motion Tools ICETree back to your geomtry, keeping both in sinc. In
>case you are using simulations, this node should be place in the
>Post-Simulation area.
>
>
>
> MT Clip specific to islands; https://vimeo.com/44039628
>
> General MT use clip;  https://vimeo.com/46425839
>
>
> MT Islands can also super-easily be simed  (uses RBD with easy
> trigger-object setup).
>
> Hope that could help, & keep us posted!
>
>
>
> On 05/12/16 8:34, Morten Bartholdy wrote:
>
> That's a thought. Not too familiar with ICE and poly island stuff though.
>
> //MB
>
>
>
>
> Den 12. maj 2016 klokken 14:22 skrev Jason S  
> :
>
>
> I think you could merge everything and have a particle per island, or a
> similar method to braking apart/fracturing objects.
>
> Will fetch a few links later-on, but you can check out some of the
> em-tools for that purpose.
>
>
> On 05/12/16 7:54, Morten Bartholdy wrote:
>
> Quick question: The idea is to build a house from the individual parts, 
> inside and out, much like a timelapse shot, but you don't see stuff moving in 
> to place, it just appears where it is supposed to be.
>
> This will probably be many hundred if not thousands of parts, many of which 
> can not be positioned with particles (which would be easy to reveal) so is 
> there perhaps a way to take the content of a group and use as input for an 
> ICE tree like this, so I don't have to set up an ICE tree for each part?
>
> //Morten
>
>
>
>
> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez  
> :
>
>
> You could try something 

Re: Xsi particles to 3dmax

2016-05-12 Thread Max Crow
Yes it is. I've done it by exporting through the cache manager {addon} not
through ice cache- to a .pc2 or ncache .xml.   Create  a standard pflow
source then delete the birth, speed and position, then add a birth file and
bring in your cache from ice.


On Thu, May 12, 2016 at 4:32 PM, Ben Beckett  wrote:

> Hi
>
> I was a XSI user but we switch to 3d max. We currently are using max 2106
> and am looking at doing some particle in XSI because maya is becoming a
> problem, and ice is what I know.
>
> If we are able to (Someone is looking into it) it would be Soft 2015/max
> 2016.
>
> Caching them to Alembic would I guess be the way. Thanks for your help.
>
> Ben
>
> On 12 May 2016 at 16:11, Pierre Schiller 
> wrote:
>
>> What kind of particles? there´s an Ice strand to fibermesh er... brush..
>> to maya and another Softimage ICE particle sims to MAX on youtube.
>> It is always armed (build) from softimage to external apps.
>>
>> Basically you CACHE your particles to NCache or you Export them by
>> Caching your sim and using Alembic exporter. What version of SI and MX are
>> you using?
>>
>> On Thu, May 12, 2016 at 9:46 AM, Ben Beckett 
>> wrote:
>>
>>> Hi all
>>>
>>> Is it possible!
>>>
>>> Thanks
>>> Ben
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
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Creative Director
NSC Creative

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

http://www.NSCcreative.com 
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Re: Xsi particles to 3dmax

2016-05-12 Thread Joe Laffey
On Thu, 12 May 2016, Ben Beckett wrote:

> Hi
>
> I was a XSI user but we switch to 3d max. We currently are using max 2106
> and am looking at doing some particle in XSI because maya is becoming a
> problem, and ice is what I know.
>
> If we are able to (Someone is looking into it) it would be Soft 2015/max
> 2016.
>
> Caching them to Alembic would I guess be the way. Thanks for your help.

At some point I think there was a PRT exporter for XSI. This would be my 
prefered method for loading particles into Max.

PRTLoader is wicked efficient. It lets you apply deformations to your 
particles, retime them, etc.



-- 
Joe Laffey
The Stable
Visual Effects
http://TheStable.tv/?e39276M/
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Re: Xsi particles to 3dmax

2016-05-12 Thread Ben Beckett
Hi

I was a XSI user but we switch to 3d max. We currently are using max 2106
and am looking at doing some particle in XSI because maya is becoming a
problem, and ice is what I know.

If we are able to (Someone is looking into it) it would be Soft 2015/max
2016.

Caching them to Alembic would I guess be the way. Thanks for your help.

Ben

On 12 May 2016 at 16:11, Pierre Schiller 
wrote:

> What kind of particles? there´s an Ice strand to fibermesh er... brush..
> to maya and another Softimage ICE particle sims to MAX on youtube.
> It is always armed (build) from softimage to external apps.
>
> Basically you CACHE your particles to NCache or you Export them by Caching
> your sim and using Alembic exporter. What version of SI and MX are you
> using?
>
> On Thu, May 12, 2016 at 9:46 AM, Ben Beckett  wrote:
>
>> Hi all
>>
>> Is it possible!
>>
>> Thanks
>> Ben
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Change object visibility with another object?

2016-05-12 Thread Jason S

  
  
Hi sorry if double-posting but I didnt see it show up, (also more
links at the end)

from Em-Tools

  Compound Descriptions ;
(any of these may be useful, but check especially the marked link.)

  

  

  Vertex Islands
  
  Initialize Island Data
  
  Initializes the vertex island data.
  An example on how to use this compound can be found
  here:
  emTopolizer

1.00 Tutorial 03 - Vertex Islands
   
   
  
  Create Particles
from Island Centers
  Creates one particle for each island center.
  An example on how to use this compound can be found
  here:    
  emTopolizer

1.00 Tutorial 03 - Vertex Islands  

  <--- Check this link, 
  also @ 5;50  builds a simple tree from scratch
  

  
  Transform Islands
  Transforms the vertex islands.
  An example on how to use this compound can be found
  here:
  emTopolizer

1.00 Tutorial 03 - Vertex Islands

  
  
  Getters
  A bunch of compounds to get diverse island
  related data.
  The compounds are self-explanatory.
  
  


  

  
  
  

Also perhaps even yet easier, from MotionTools
  Doc

  

  

  
Controling Polygons and Polygon Islands 
There are some special cases, in Motion Tools,
that deviate from the basic setup. We stumble upon
such cases when you want to, for example, control
polygon islands
from a fracture object, or text object. Also, when
we want to dice a object into many polygons and
control those disconnected elements.


For both this situations you can use the menu
“ICE
 >  Create  >  Motion Tools  >  Create
Instances from Islands” and then
choose the option that fits you best, either, “Use
Exisiting Polygon Islands”, or, “Dice
Polygons into Polygon Islands”.

Both situations will yeld a similiar setup
that we can describe this way. Firstly the object in
which the Polygon Islands exist (or in which the
polygons will be sliced into Polygon Islands)
receives a ICETree that looks like this:


  The ICETree is created at the uppermost
  position of the Modeling Stack
  In it you will find only one node that
  geathers info about the geometry
  This node works in two ways, it either
  stores info on your current Polygon Islands, or it
  makes every polygon a Polygon Island and then
  stores the information.



The information created by this node then
feeds another ICETree that lives in a Pointcloud and
resembles a basic Motion Tools setup, with minor
differences, as follows:






  Points are created solely based on the
  information provided by the geometry with the
  “Create Points from Polygon Islands” node
  Constraint PolyIslands to Pointcloud will
  feed the information from your Motion Tools
  ICETree back to your geomtry, keeping both in
  sinc. In case you are using simulations, this node
  should be place in the Post-Simulation area.
  


 
  
 
   
 
  
   
  MT Clip specific to islands; https://vimeo.com/44039628
  
  General MT use clip;  https://vimeo.com/46425839
  
  
  MT Islands can also super-easily be simed  (uses RBD with easy
  trigger-object setup).


Hope that could help, & keep us posted!


  

Re: Xsi particles to 3dmax

2016-05-12 Thread Pierre Schiller
What kind of particles? there´s an Ice strand to fibermesh er... brush.. to
maya and another Softimage ICE particle sims to MAX on youtube.
It is always armed (build) from softimage to external apps.

Basically you CACHE your particles to NCache or you Export them by Caching
your sim and using Alembic exporter. What version of SI and MX are you
using?

On Thu, May 12, 2016 at 9:46 AM, Ben Beckett  wrote:

> Hi all
>
> Is it possible!
>
> Thanks
> Ben
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
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Cinema & TV production
Video Reel 
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If you Own 3d max or your on subscription can you use a copy of Xsi

2016-05-12 Thread Ben Beckett
Hi all

If you Own 3d max or your on subscription for 3dmax, can you use a copy of
Xsi in production.

Thanks
Ben
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Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread Pierre Schiller
Wait, so could we see how did it ended up resulting? and the setup? Please?
:D

Cheers.

On Thu, May 12, 2016 at 7:12 AM, Jason S  wrote:

> Like the story of life  :P
>
>
> On 05/12/16 7:36, pedro santos wrote:
>
> First time using Syflex, so after that fact clicked much simpler to get to
> what I wanted, yes! Some wasted time on the way, though.
>
> Cheers
>
> On Thu, May 12, 2016 at 12:21 PM, Olivier Jeannel 
> wrote:
>
>> this was ...simple in the end ?
>>
>>
>> On Thu, May 12, 2016 at 12:46 PM, pedro santos 
>> wrote:
>>
>>> Just to conclude for any late readers. Constrains need some value in
>>> distance so the weight map does. Until this clicked it was a bit annoying.
>>> Going through the old operator documentation helped :)
>>>
>>> [image: Inline image 1]
>>>
>>> Cheers
>>>
>>> On Mon, May 9, 2016 at 3:17 PM, pedro santos  wrote:
>>>
 @Olivier The interpolation I was looking for was more in terms of
 "influence" as a force and not of the point positions as I do that with the
 Delta Mush, but I'll give it another try on that front. Thanks.

 @Paul Will give that a stab as ICE one is stabbing me.

 Cheers


 On Mon, May 9, 2016 at 9:53 AM,  wrote:

> One thing I’d say about Syflex is that the original non ICE version,
> produces far better results in general than the ICE one, especially when
> using things like Pinning. Its a totally different and more complex /
> interesting result.
> Worth trying to see the difference anyway.
>
> *From:* Olivier Jeannel 
> *Sent:* Monday, May 09, 2016 8:51 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Is there a well know workflow to have deformers
> drive/blendnicely with Syflex?
>
> A blend between positions ?
> I think instead of using the exe out port of Syflex, you can dive
> inside and output the point position.
> Then blend (linear interpolate) between your "shape" point position
> with a weightmap.
> Not always ideal, because you usualy feels the "over the top"
> deformation.
> I sometimes used Mimic, but I had to fight with the stiff result.
>
> On Mon, May 9, 2016 at 8:53 AM, pedro santos 
> wrote:
>
>> I like to build setups that are immediate, so I usually avoid
>> simulation venues as they bring a processing overhead and visualization
>> restriction (you have to build up from frame 0/1), but this time I 
>> couldn't
>> escape and I'm struggling to have to artistic direction with Syflex.
>> So you have a reference of what I have in hands and accomplished so
>> far: https://gfycat.com/WearyHappygoluckyAnole
>>
>> Issues:
>> - I need to something like silk under water. I'm struggling to get
>> the right mesh density/parameters/setup/forces for this and it seems
>> whenever I change Syflex to something it's closer to it I bring it to a
>> halt.
>> - It's not clear to me the best way to blend between deformers and
>> cloth so everything before the Syflex ICE operator can drive the sim but
>> also be changed by it:
>> a) I tried Mimic to another mesh, but although I could even animate
>> the weight map to have a transition the interpretation of the weight map
>> values is too abrupt: I can only get some transition effect between 
>> around
>> .01 and down, otherwise it will Mimic completely.
>> b) I went with Pin instead but the weight map in this one doesn't
>> even work. So it's just the cluster which is also quit abrupt but I like
>> more the simulation in this one of the unaffected parts. If there's no
>> simulation stack can use the object it"self" to as Pin input. Simulated 
>> ICE
>> tree also seems quite slower.
>>
>> I've read some threads but nothing conclusive, especially because
>> it's a subject that requires lootttss of testing. So thank you for any
>> insight.
>>
>> Cheers
>> Pedro
>>
>>
>> --
>>
>>
>>
>> * -- [image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>  *
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
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Xsi particles to 3dmax

2016-05-12 Thread Ben Beckett
Hi all

Is it possible!

Thanks
Ben
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Re: Alembic advices

2016-05-12 Thread Ed Manning
On Thu, May 12, 2016 at 7:41 AM, Morten Bartholdy 
wrote:

> Actually I meant Animate->Plot->Shape
>

Huh! Not disagreeing -- I'm pretty sure your judgement is better than mine
on this  :-)  -- just wondering, why use shape plots? I thought they had
downsides compared to pointcaches (temporal sampling/interpolation, heavier
data).
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Re: Change object visibility with another object?

2016-05-12 Thread Morten Bartholdy
That's a thought. Not too familiar with ICE and poly island stuff though.

//MB



> Den 12. maj 2016 klokken 14:22 skrev Jason S :
> 
> 
> I think you could merge everything and have a particle per island, or a 
> similar method to braking apart/fracturing objects.
> 
> Will fetch a few links later-on, but you can check out some of the 
> em-tools for that purpose.
> 
> 
> On 05/12/16 7:54, Morten Bartholdy wrote:
> > Quick question: The idea is to build a house from the individual parts, 
> > inside and out, much like a timelapse shot, but you don't see stuff moving 
> > in to place, it just appears where it is supposed to be.
> >
> > This will probably be many hundred if not thousands of parts, many of which 
> > can not be positioned with particles (which would be easy to reveal) so is 
> > there perhaps a way to take the content of a group and use as input for an 
> > ICE tree like this, so I don't have to set up an ICE tree for each part?
> >
> > //Morten
> >
> >
> >
> >> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez 
> >> :
> >>
> >>
> >> You could try something like this:
> >>
> >> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
> >>
> >> if any point is inside a volume the visibility get turns off. You could
> >> play with averages and thresholds so it fits better to your needs.
> >>
> >> On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy 
> >> wrote:
> >>
> >>> I would like to unhide a number of objects by animating a volume and as
> >>> the objects get to be inside that volume their visibility is set to 1.0.
> >>>
> >>> I can do this for instance by setting an expression on position on a
> >>> particular axis for the controlling object, but I don't know how to test 
> >>> if
> >>> the geometry is inside another one and if so set the visibility to 1.0
> >>>
> >>> I know that in ICE I can test if polygons are inside a volume and get a
> >>> boolean value from that, but it is per polygon so I can't find a way to 
> >>> set
> >>> object visibility with these values.
> >>>
> >>> Is there a simple way to do this either via expressions or in ICE?
> >>>
> >>>
> >>> Thanks - Morten
> >>> --
> >>> Softimage Mailing List.
> >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >>> with "unsubscribe" in the subject, and reply to confirm.
> >>>
> >> --
> >> Softimage Mailing List.
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> >> with "unsubscribe" in the subject, and reply to confirm.
> > --
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Re: Change object visibility with another object?

2016-05-12 Thread Jason S
I think you could merge everything and have a particle per island, or a 
similar method to braking apart/fracturing objects.

Will fetch a few links later-on, but you can check out some of the 
em-tools for that purpose.


On 05/12/16 7:54, Morten Bartholdy wrote:
> Quick question: The idea is to build a house from the individual parts, 
> inside and out, much like a timelapse shot, but you don't see stuff moving in 
> to place, it just appears where it is supposed to be.
>
> This will probably be many hundred if not thousands of parts, many of which 
> can not be positioned with particles (which would be easy to reveal) so is 
> there perhaps a way to take the content of a group and use as input for an 
> ICE tree like this, so I don't have to set up an ICE tree for each part?
>
> //Morten
>
>
>
>> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez 
>> :
>>
>>
>> You could try something like this:
>>
>> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
>>
>> if any point is inside a volume the visibility get turns off. You could
>> play with averages and thresholds so it fits better to your needs.
>>
>> On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy 
>> wrote:
>>
>>> I would like to unhide a number of objects by animating a volume and as
>>> the objects get to be inside that volume their visibility is set to 1.0.
>>>
>>> I can do this for instance by setting an expression on position on a
>>> particular axis for the controlling object, but I don't know how to test if
>>> the geometry is inside another one and if so set the visibility to 1.0
>>>
>>> I know that in ICE I can test if polygons are inside a volume and get a
>>> boolean value from that, but it is per polygon so I can't find a way to set
>>> object visibility with these values.
>>>
>>> Is there a simple way to do this either via expressions or in ICE?
>>>
>>>
>>> Thanks - Morten
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
> --
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> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread Jason S

  
  
Like the story of life  :P
  
  On 05/12/16 7:36, pedro santos wrote:


  First time using Syflex, so after that fact clicked
much simpler to get to what I wanted, yes! Some wasted time on
the way, though.

Cheers
  
On Thu, May 12, 2016 at 12:21 PM,
  Olivier Jeannel 
  wrote:
  
this was ...simple in the end ?
  
  


  

  On Thu, May 12, 2016 at 12:46
PM, pedro santos 
wrote:

  Just to conclude for any late
readers. Constrains need some value in distance
so the weight map does. Until this clicked it
was a bit annoying. Going through the old
operator documentation helped :)



Cheers
  

  
On Mon, May 9, 2016
  at 3:17 PM, pedro santos 
  wrote:
  
@Olivier The
  interpolation I was looking for was
  more in terms of "influence" as a
  force and not of the point positions
  as I do that with the Delta Mush, but
  I'll give it another try on that
  front. Thanks.
  
  @Paul Will give that a stab as ICE one
  is stabbing me.
  
  Cheers
  

  
On Mon,
  May 9, 2016 at 9:53 AM, 
  wrote:
  

  

  One thing I’d say
about Syflex is that
the original non ICE
version, produces
far better results
in general than the
ICE one, especially
when using things
like Pinning. Its a
totally different
and more complex /
interesting result.
  
  Worth trying to
see the difference
anyway.
  

   
  
From:
  Olivier
  Jeannel 
Sent:
  Monday, May
  09, 2016 8:51
  AM
To:
  softimage@listproc.autodesk.com 
Subject:
  Re: Is there a
  well know
  workflow to
  have deformers
  drive/blendnicely
  with Syflex?
   

Re: Query Tweak Component Tool (Move Tool)

2016-05-12 Thread Martin Yara
Nevermind, I remembered it:

ActiveToolName

Martin


On Thu, May 12, 2016 at 7:33 PM, Martin Yara  wrote:

> Is there any way to know if the Tweak Tool (M key) is active?
>
> I've been having problems with SI 2013 and the selection tools. It doesn't
> update the selection if I use Add Selection (it works fine with a new
> selection). I've been able to workaround with a few lines that change the
> selection mode to object mode and back to the original one in my selection
> event.
>
> The problem is that it also affects the Tweak Tool because it triggers the
> selection event so I want to include an exception to my workaround if Tweak
> Tools is active.
>
> Is this possible?
>
> Thanks
>
> Martin
>
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Re: Change object visibility with another object?

2016-05-12 Thread Morten Bartholdy
Quick question: The idea is to build a house from the individual parts, inside 
and out, much like a timelapse shot, but you don't see stuff moving in to 
place, it just appears where it is supposed to be.

This will probably be many hundred if not thousands of parts, many of which can 
not be positioned with particles (which would be easy to reveal) so is there 
perhaps a way to take the content of a group and use as input for an ICE tree 
like this, so I don't have to set up an ICE tree for each part?

//Morten



> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez :
> 
> 
> You could try something like this:
> 
> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
> 
> if any point is inside a volume the visibility get turns off. You could
> play with averages and thresholds so it fits better to your needs.
> 
> On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy 
> wrote:
> 
> > I would like to unhide a number of objects by animating a volume and as
> > the objects get to be inside that volume their visibility is set to 1.0.
> >
> > I can do this for instance by setting an expression on position on a
> > particular axis for the controlling object, but I don't know how to test if
> > the geometry is inside another one and if so set the visibility to 1.0
> >
> > I know that in ICE I can test if polygons are inside a volume and get a
> > boolean value from that, but it is per polygon so I can't find a way to set
> > object visibility with these values.
> >
> > Is there a simple way to do this either via expressions or in ICE?
> >
> >
> > Thanks - Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
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Re: Alembic advices

2016-05-12 Thread Morten Bartholdy
Actually I meant Animate->Plot->Shape

//MB


> Den 11. maj 2016 klokken 22:21 skrev Ed Manning :
> 
> 
> On Wed, May 11, 2016 at 11:28 AM, Olivier Jeannel 
> wrote:
> 
> > Shape plot ?
> >
> > Think he means Plot>Shape Manager>Write>ICEcache?
> 
> ;-)
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Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread pedro santos
First time using Syflex, so after that fact clicked much simpler to get to
what I wanted, yes! Some wasted time on the way, though.

Cheers

On Thu, May 12, 2016 at 12:21 PM, Olivier Jeannel 
wrote:

> this was ...simple in the end ?
>
>
> On Thu, May 12, 2016 at 12:46 PM, pedro santos  wrote:
>
>> Just to conclude for any late readers. Constrains need some value in
>> distance so the weight map does. Until this clicked it was a bit annoying.
>> Going through the old operator documentation helped :)
>>
>> [image: Inline image 1]
>>
>> Cheers
>>
>> On Mon, May 9, 2016 at 3:17 PM, pedro santos  wrote:
>>
>>> @Olivier The interpolation I was looking for was more in terms of
>>> "influence" as a force and not of the point positions as I do that with the
>>> Delta Mush, but I'll give it another try on that front. Thanks.
>>>
>>> @Paul Will give that a stab as ICE one is stabbing me.
>>>
>>> Cheers
>>>
>>>
>>> On Mon, May 9, 2016 at 9:53 AM,  wrote:
>>>
 One thing I’d say about Syflex is that the original non ICE version,
 produces far better results in general than the ICE one, especially when
 using things like Pinning. Its a totally different and more complex /
 interesting result.
 Worth trying to see the difference anyway.

 *From:* Olivier Jeannel 
 *Sent:* Monday, May 09, 2016 8:51 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Is there a well know workflow to have deformers
 drive/blendnicely with Syflex?

 A blend between positions ?
 I think instead of using the exe out port of Syflex, you can dive
 inside and output the point position.
 Then blend (linear interpolate) between your "shape" point position
 with a weightmap.
 Not always ideal, because you usualy feels the "over the top"
 deformation.
 I sometimes used Mimic, but I had to fight with the stiff result.

 On Mon, May 9, 2016 at 8:53 AM, pedro santos 
 wrote:

> I like to build setups that are immediate, so I usually avoid
> simulation venues as they bring a processing overhead and visualization
> restriction (you have to build up from frame 0/1), but this time I 
> couldn't
> escape and I'm struggling to have to artistic direction with Syflex.
> So you have a reference of what I have in hands and accomplished so
> far: https://gfycat.com/WearyHappygoluckyAnole
>
> Issues:
> - I need to something like silk under water. I'm struggling to get the
> right mesh density/parameters/setup/forces for this and it seems whenever 
> I
> change Syflex to something it's closer to it I bring it to a halt.
> - It's not clear to me the best way to blend between deformers and
> cloth so everything before the Syflex ICE operator can drive the sim but
> also be changed by it:
> a) I tried Mimic to another mesh, but although I could even animate
> the weight map to have a transition the interpretation of the weight map
> values is too abrupt: I can only get some transition effect between around
> .01 and down, otherwise it will Mimic completely.
> b) I went with Pin instead but the weight map in this one doesn't even
> work. So it's just the cluster which is also quit abrupt but I like more
> the simulation in this one of the unaffected parts. If there's no
> simulation stack can use the object it"self" to as Pin input. Simulated 
> ICE
> tree also seems quite slower.
>
> I've read some threads but nothing conclusive, especially because it's
> a subject that requires lootttss of testing. So thank you for any insight.
>
> Cheers
> Pedro
>
>
> --
>
>
>
> * -- [image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
>  *
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


 --
 --
 Softimage Mailing List.
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 with "unsubscribe" in the subject, and reply to confirm.


 --
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 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>
>>
>>
>> --
>>
>>
>>
>> 

Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread Olivier Jeannel
this was ...simple in the end ?


On Thu, May 12, 2016 at 12:46 PM, pedro santos  wrote:

> Just to conclude for any late readers. Constrains need some value in
> distance so the weight map does. Until this clicked it was a bit annoying.
> Going through the old operator documentation helped :)
>
> [image: Inline image 1]
>
> Cheers
>
> On Mon, May 9, 2016 at 3:17 PM, pedro santos  wrote:
>
>> @Olivier The interpolation I was looking for was more in terms of
>> "influence" as a force and not of the point positions as I do that with the
>> Delta Mush, but I'll give it another try on that front. Thanks.
>>
>> @Paul Will give that a stab as ICE one is stabbing me.
>>
>> Cheers
>>
>>
>> On Mon, May 9, 2016 at 9:53 AM,  wrote:
>>
>>> One thing I’d say about Syflex is that the original non ICE version,
>>> produces far better results in general than the ICE one, especially when
>>> using things like Pinning. Its a totally different and more complex /
>>> interesting result.
>>> Worth trying to see the difference anyway.
>>>
>>> *From:* Olivier Jeannel 
>>> *Sent:* Monday, May 09, 2016 8:51 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Is there a well know workflow to have deformers
>>> drive/blendnicely with Syflex?
>>>
>>> A blend between positions ?
>>> I think instead of using the exe out port of Syflex, you can dive inside
>>> and output the point position.
>>> Then blend (linear interpolate) between your "shape" point position with
>>> a weightmap.
>>> Not always ideal, because you usualy feels the "over the top"
>>> deformation.
>>> I sometimes used Mimic, but I had to fight with the stiff result.
>>>
>>> On Mon, May 9, 2016 at 8:53 AM, pedro santos  wrote:
>>>
 I like to build setups that are immediate, so I usually avoid
 simulation venues as they bring a processing overhead and visualization
 restriction (you have to build up from frame 0/1), but this time I couldn't
 escape and I'm struggling to have to artistic direction with Syflex.
 So you have a reference of what I have in hands and accomplished so
 far: https://gfycat.com/WearyHappygoluckyAnole

 Issues:
 - I need to something like silk under water. I'm struggling to get the
 right mesh density/parameters/setup/forces for this and it seems whenever I
 change Syflex to something it's closer to it I bring it to a halt.
 - It's not clear to me the best way to blend between deformers and
 cloth so everything before the Syflex ICE operator can drive the sim but
 also be changed by it:
 a) I tried Mimic to another mesh, but although I could even animate the
 weight map to have a transition the interpretation of the weight map values
 is too abrupt: I can only get some transition effect between around .01 and
 down, otherwise it will Mimic completely.
 b) I went with Pin instead but the weight map in this one doesn't even
 work. So it's just the cluster which is also quit abrupt but I like more
 the simulation in this one of the unaffected parts. If there's no
 simulation stack can use the object it"self" to as Pin input. Simulated ICE
 tree also seems quite slower.

 I've read some threads but nothing conclusive, especially because it's
 a subject that requires lootttss of testing. So thank you for any insight.

 Cheers
 Pedro


 --



 * -- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
  *

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
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>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--

Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread pedro santos
Just to conclude for any late readers. Constrains need some value in
distance so the weight map does. Until this clicked it was a bit annoying.
Going through the old operator documentation helped :)

[image: Inline image 1]

Cheers

On Mon, May 9, 2016 at 3:17 PM, pedro santos  wrote:

> @Olivier The interpolation I was looking for was more in terms of
> "influence" as a force and not of the point positions as I do that with the
> Delta Mush, but I'll give it another try on that front. Thanks.
>
> @Paul Will give that a stab as ICE one is stabbing me.
>
> Cheers
>
>
> On Mon, May 9, 2016 at 9:53 AM,  wrote:
>
>> One thing I’d say about Syflex is that the original non ICE version,
>> produces far better results in general than the ICE one, especially when
>> using things like Pinning. Its a totally different and more complex /
>> interesting result.
>> Worth trying to see the difference anyway.
>>
>> *From:* Olivier Jeannel 
>> *Sent:* Monday, May 09, 2016 8:51 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Is there a well know workflow to have deformers
>> drive/blendnicely with Syflex?
>>
>> A blend between positions ?
>> I think instead of using the exe out port of Syflex, you can dive inside
>> and output the point position.
>> Then blend (linear interpolate) between your "shape" point position with
>> a weightmap.
>> Not always ideal, because you usualy feels the "over the top" deformation.
>> I sometimes used Mimic, but I had to fight with the stiff result.
>>
>> On Mon, May 9, 2016 at 8:53 AM, pedro santos  wrote:
>>
>>> I like to build setups that are immediate, so I usually avoid simulation
>>> venues as they bring a processing overhead and visualization restriction
>>> (you have to build up from frame 0/1), but this time I couldn't escape and
>>> I'm struggling to have to artistic direction with Syflex.
>>> So you have a reference of what I have in hands and accomplished so far:
>>> https://gfycat.com/WearyHappygoluckyAnole
>>>
>>> Issues:
>>> - I need to something like silk under water. I'm struggling to get the
>>> right mesh density/parameters/setup/forces for this and it seems whenever I
>>> change Syflex to something it's closer to it I bring it to a halt.
>>> - It's not clear to me the best way to blend between deformers and cloth
>>> so everything before the Syflex ICE operator can drive the sim but also be
>>> changed by it:
>>> a) I tried Mimic to another mesh, but although I could even animate the
>>> weight map to have a transition the interpretation of the weight map values
>>> is too abrupt: I can only get some transition effect between around .01 and
>>> down, otherwise it will Mimic completely.
>>> b) I went with Pin instead but the weight map in this one doesn't even
>>> work. So it's just the cluster which is also quit abrupt but I like more
>>> the simulation in this one of the unaffected parts. If there's no
>>> simulation stack can use the object it"self" to as Pin input. Simulated ICE
>>> tree also seems quite slower.
>>>
>>> I've read some threads but nothing conclusive, especially because it's a
>>> subject that requires lootttss of testing. So thank you for any insight.
>>>
>>> Cheers
>>> Pedro
>>>
>>>
>>> --
>>>
>>>
>>>
>>> * -- [image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>>  *
>>>
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>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*
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Query Tweak Component Tool (Move Tool)

2016-05-12 Thread Martin Yara
Is there any way to know if the Tweak Tool (M key) is active?

I've been having problems with SI 2013 and the selection tools. It doesn't
update the selection if I use Add Selection (it works fine with a new
selection). I've been able to workaround with a few lines that change the
selection mode to object mode and back to the original one in my selection
event.

The problem is that it also affects the Tweak Tool because it triggers the
selection event so I want to include an exception to my workaround if Tweak
Tools is active.

Is this possible?

Thanks

Martin
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