Re: Path constrained camera and endless loop

2016-06-23 Thread Pierre Schiller
Thank you guys. This thread is like golden nuggets on the 3d river.
Thanks Matt...going over 100% will loop...dang...why did I over complicated
myself? Thank you very much everyone, great responses.
On Jun 23, 2016 4:11 PM, "Stephen Davidson"  wrote:

> Never played with "cycle with offset". Sound interesting.
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956>*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
> On Thu, Jun 23, 2016 at 2:09 PM Jason S  wrote:
>
>> One I didn't know about was 'Cycle with offset', which is like a hybrid
>> between 'linear extrapolation' and 'cycle',
>> where it continuously cycles the animation but re-starts it from the
>> point of the last keyframe, instead of restarting from 0 at every loop.
>>
>> On 06/22/16 15:23, Matt Lind wrote:
>> >
>> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/fcurves_ExtrapolatingFunctionCurves.htm
>> >
>> > However, even if you don't use pre/post extrapolation, all you have to
>> do is
>> > enter a value above 100% along the path.  Softimage will internally
>> make the
>> > adjustment to preserve continuity.
>> >
>> > It's all in the manuals.
>> >
>> >
>> > Matt
>> >
>> >
>> >
>> > Date: Tue, 21 Jun 2016 14:58:01 -0500
>> > From: Pierre Schiller 
>> > Subject: Re: Path constrained camera and endless loop
>> > To: softimage@listproc.autodesk.com
>> >
>> > Thank you Matt. Would be a plus, to show the method.
>> > I initially solved as posted, but I didn't know one can extrapolate the
>> > curve for ever.
>> > On Jun 17, 2016 8:56 PM, "pedro santos"  wrote:
>> >
>> >> @Matt
>> >> I'm confused: what do you mean by: "All you need to do is extrapolate
>> the
>> >> FCurve linearly beyond 100%."Curve Extrapolation to Cycle? That
>> works
>> >> fine if you just want to loop exactly the same thing but not if you
>> want
>> >> to
>> >> "travel" between loops. And if that is what you mean how it wouldn't
>> >> destroy the Motion Blur too?
>> >>
>> >> Cheers
>> > --
>> > 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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>>
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Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
Thank you Matt for detailed answer.

>If the weights are ( 0.05, 0.05, 0.9 ), then vertex 8 should get the most
bias.

Nice to hear, that mean i get the logic right.


> And no, they do not reorder the mesh. PolygonMesh.Set() uses the vertex
index ordering you specify and will only change if you change them yourself.

Are you sure ? I write a plugin that add new edges to mesh via XSI
SplitEdge and then apply Operator that should move this new edges in
Update() callback.
At first i use PolygonMesh.Get() & PolygonMesh.Set() algorithm. But then i
found that after i use PolygonMesh.Set() i have wrong selections on a mesh.
And can't get write
components indices even from previously created clusters. So i change
algorithm to CPointRefArray.GetPositionArray() &
CPointRefArray.PutPositionArray() and have no problems with selections. But
lets temporarily suspend this subject. If in the end of a day there is no
way i can use AddPointInteriorToPolygon(), i provide a code and test
examples to have more constructive dialogue about PolygonMesh.Get() &
PolygonMesh.Set() algorithm. Maybe i lose something again.

So far, if i understand you right, i can't use command
AddPointInteriorToPolygon() with triangles other then 0,1,2 without
additional barycentric corrections?
Maybe you know the algorithm or some kind of a workaround for this
corrections ? If command can calculate this barycentric values then we also
can, i suppose.
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Re: Kraken 1.2 Released!

2016-06-23 Thread Greg Punchatz
Great news!!! The weighting bit for the future has me intrigued.

Secretly I hope that Kraken and fabric end up being a full felged
character animation app. We need a program that is to animation and rigging
what Zbrush was to modeling...



On Thursday, June 23, 2016, Eric Thivierge  wrote:

> Hey Sebastien,
>
> We'll be tackling geometry deformation in our 1.4 release where we will be
> integrating the work Phil Taylor did with the Rigging Toolbox. With that
> we'll also be providing tools for exporting geometry + skin weights to
> Alembic and maybe some other tools for painting skin weights in a Fabric
> tool.
>
> Keep an eye on the Github Issues page of Kraken for all the issues we're
> working on and the milestones they are slated for.
> https://github.com/fabric-engine/Kraken/milestones
>
> Best,
> Eric T.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Thu, Jun 23, 2016 at 7:43 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com
> > wrote:
>
>> Re-Release the Kraken !!! looking Cool Eric ;).
>>
>> Is it possible to skin or paint weight maps in Kraken, or Fabric engine ?
>> and then pipe them back into other apps, is there a ui for this?
>>
>>
>>
>> On 23 June 2016 at 23:57, Eric Thivierge > > wrote:
>>
>>> Hi everyone,
>>>
>>> I just wanted to share that we've just release Kraken 1.2. You can get
>>> more details here:
>>> http://fabricengine.com/kraken-1-2/
>>>
>>> High Level Overview Video:
>>> https://vimeo.com/171764840
>>>
>>> What's New in Kraken 1.2 Video:
>>> https://vimeo.com/171764841
>>>
>>>
>>> Kraken is an Open Source rigging solution for Fabric Engine that allows
>>> you to use and define rigs and solvers that produce identical results
>>> across different animation applications. Some advantages to using Kraken
>>> include:
>>>
>>> – Leverages Fabric Engine to give consistent results across applications
>>> – Flexible, customizable, and extendable
>>> – Portable rigs between Maya and Softimage
>>> – Easy to use Biped workflow
>>> – Node based Kraken editor
>>> – Open Source
>>>
>>> For those lucky enough to be going to Siggraph this year, be sure to
>>> check out the Kraken presentation at the Fabric Engine User Group.
>>>
>>> We also have a presentation at DigiPro about the work Oculus Story
>>> Studio and Fabric Engine's Helge Mathee is doing with Kraken for VR and
>>> Unreal Engine (Yes we have a prototype of Kraken rigs running in Unreal!).
>>>
>>>
>>> Best,
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>> --
>>> 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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>> 
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>>
>
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Re: Kraken 1.2 Released!

2016-06-23 Thread Eric Thivierge
Hey Sebastien,

We'll be tackling geometry deformation in our 1.4 release where we will be
integrating the work Phil Taylor did with the Rigging Toolbox. With that
we'll also be providing tools for exporting geometry + skin weights to
Alembic and maybe some other tools for painting skin weights in a Fabric
tool.

Keep an eye on the Github Issues page of Kraken for all the issues we're
working on and the milestones they are slated for.
https://github.com/fabric-engine/Kraken/milestones

Best,
Eric T.


Eric Thivierge
http://www.ethivierge.com

On Thu, Jun 23, 2016 at 7:43 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Re-Release the Kraken !!! looking Cool Eric ;).
>
> Is it possible to skin or paint weight maps in Kraken, or Fabric engine ?
> and then pipe them back into other apps, is there a ui for this?
>
>
>
> On 23 June 2016 at 23:57, Eric Thivierge  wrote:
>
>> Hi everyone,
>>
>> I just wanted to share that we've just release Kraken 1.2. You can get
>> more details here:
>> http://fabricengine.com/kraken-1-2/
>>
>> High Level Overview Video:
>> https://vimeo.com/171764840
>>
>> What's New in Kraken 1.2 Video:
>> https://vimeo.com/171764841
>>
>>
>> Kraken is an Open Source rigging solution for Fabric Engine that allows
>> you to use and define rigs and solvers that produce identical results
>> across different animation applications. Some advantages to using Kraken
>> include:
>>
>> – Leverages Fabric Engine to give consistent results across applications
>> – Flexible, customizable, and extendable
>> – Portable rigs between Maya and Softimage
>> – Easy to use Biped workflow
>> – Node based Kraken editor
>> – Open Source
>>
>> For those lucky enough to be going to Siggraph this year, be sure to
>> check out the Kraken presentation at the Fabric Engine User Group.
>>
>> We also have a presentation at DigiPro about the work Oculus Story Studio
>> and Fabric Engine's Helge Mathee is doing with Kraken for VR and Unreal
>> Engine (Yes we have a prototype of Kraken rigs running in Unreal!).
>>
>>
>> Best,
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> --
>> 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: Kraken 1.2 Released!

2016-06-23 Thread Sebastien Sterling
Re-Release the Kraken !!! looking Cool Eric ;).

Is it possible to skin or paint weight maps in Kraken, or Fabric engine ?
and then pipe them back into other apps, is there a ui for this?



On 23 June 2016 at 23:57, Eric Thivierge  wrote:

> Hi everyone,
>
> I just wanted to share that we've just release Kraken 1.2. You can get
> more details here:
> http://fabricengine.com/kraken-1-2/
>
> High Level Overview Video:
> https://vimeo.com/171764840
>
> What's New in Kraken 1.2 Video:
> https://vimeo.com/171764841
>
>
> Kraken is an Open Source rigging solution for Fabric Engine that allows
> you to use and define rigs and solvers that produce identical results
> across different animation applications. Some advantages to using Kraken
> include:
>
> – Leverages Fabric Engine to give consistent results across applications
> – Flexible, customizable, and extendable
> – Portable rigs between Maya and Softimage
> – Easy to use Biped workflow
> – Node based Kraken editor
> – Open Source
>
> For those lucky enough to be going to Siggraph this year, be sure to check
> out the Kraken presentation at the Fabric Engine User Group.
>
> We also have a presentation at DigiPro about the work Oculus Story Studio
> and Fabric Engine's Helge Mathee is doing with Kraken for VR and Unreal
> Engine (Yes we have a prototype of Kraken rigs running in Unreal!).
>
>
> Best,
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> --
> 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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Kraken 1.2 Released!

2016-06-23 Thread Eric Thivierge
Hi everyone,

I just wanted to share that we've just release Kraken 1.2. You can get more
details here:
http://fabricengine.com/kraken-1-2/

High Level Overview Video:
https://vimeo.com/171764840

What's New in Kraken 1.2 Video:
https://vimeo.com/171764841


Kraken is an Open Source rigging solution for Fabric Engine that allows you
to use and define rigs and solvers that produce identical results across
different animation applications. Some advantages to using Kraken include:

– Leverages Fabric Engine to give consistent results across applications
– Flexible, customizable, and extendable
– Portable rigs between Maya and Softimage
– Easy to use Biped workflow
– Node based Kraken editor
– Open Source

For those lucky enough to be going to Siggraph this year, be sure to check
out the Kraken presentation at the Fabric Engine User Group.

We also have a presentation at DigiPro about the work Oculus Story Studio
and Fabric Engine's Helge Mathee is doing with Kraken for VR and Unreal
Engine (Yes we have a prototype of Kraken rigs running in Unreal!).


Best,


Eric Thivierge
http://www.ethivierge.com
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Re: Path constrained camera and endless loop

2016-06-23 Thread Stephen Davidson
Never played with "cycle with offset". Sound interesting.

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke



On Thu, Jun 23, 2016 at 2:09 PM Jason S  wrote:

> One I didn't know about was 'Cycle with offset', which is like a hybrid
> between 'linear extrapolation' and 'cycle',
> where it continuously cycles the animation but re-starts it from the
> point of the last keyframe, instead of restarting from 0 at every loop.
>
> On 06/22/16 15:23, Matt Lind wrote:
> >
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/fcurves_ExtrapolatingFunctionCurves.htm
> >
> > However, even if you don't use pre/post extrapolation, all you have to
> do is
> > enter a value above 100% along the path.  Softimage will internally make
> the
> > adjustment to preserve continuity.
> >
> > It's all in the manuals.
> >
> >
> > Matt
> >
> >
> >
> > Date: Tue, 21 Jun 2016 14:58:01 -0500
> > From: Pierre Schiller 
> > Subject: Re: Path constrained camera and endless loop
> > To: softimage@listproc.autodesk.com
> >
> > Thank you Matt. Would be a plus, to show the method.
> > I initially solved as posted, but I didn't know one can extrapolate the
> > curve for ever.
> > On Jun 17, 2016 8:56 PM, "pedro santos"  wrote:
> >
> >> @Matt
> >> I'm confused: what do you mean by: "All you need to do is extrapolate
> the
> >> FCurve linearly beyond 100%."Curve Extrapolation to Cycle? That
> works
> >> fine if you just want to loop exactly the same thing but not if you want
> >> to
> >> "travel" between loops. And if that is what you mean how it wouldn't
> >> destroy the Motion Blur too?
> >>
> >> Cheers
> > --
> > 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: Path constrained camera and endless loop

2016-06-23 Thread Jason S
One I didn't know about was 'Cycle with offset', which is like a hybrid 
between 'linear extrapolation' and 'cycle',
where it continuously cycles the animation but re-starts it from the 
point of the last keyframe, instead of restarting from 0 at every loop.

On 06/22/16 15:23, Matt Lind wrote:
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/fcurves_ExtrapolatingFunctionCurves.htm
>
> However, even if you don't use pre/post extrapolation, all you have to do is
> enter a value above 100% along the path.  Softimage will internally make the
> adjustment to preserve continuity.
>
> It's all in the manuals.
>
>
> Matt
>
>
>
> Date: Tue, 21 Jun 2016 14:58:01 -0500
> From: Pierre Schiller 
> Subject: Re: Path constrained camera and endless loop
> To: softimage@listproc.autodesk.com
>
> Thank you Matt. Would be a plus, to show the method.
> I initially solved as posted, but I didn't know one can extrapolate the
> curve for ever.
> On Jun 17, 2016 8:56 PM, "pedro santos"  wrote:
>
>> @Matt
>> I'm confused: what do you mean by: "All you need to do is extrapolate the
>> FCurve linearly beyond 100%."Curve Extrapolation to Cycle? That works
>> fine if you just want to loop exactly the same thing but not if you want
>> to
>> "travel" between loops. And if that is what you mean how it wouldn't
>> destroy the Motion Blur too?
>>
>> Cheers
> --
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Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
I try do not use PolygonMesh.Set() and PolygonMesh.Get().
since this functions change all verts indices. And in this particular case
i didn't have heavy topology operations.
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Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
I'm sorry Matt, but i still can get it work right.
Let's return to the test code:
CreatePrim "Grid", "MeshSurface"
SetValue "grid.polymsh.geom.subdivu", 1
SetValue "grid.polymsh.geom.subdivv", 1
DuplicateMeshComponent "grid.edge[2]", siPersistentOperation
SelectGeometryComponents "grid.edge[5]"
Translate , 7.32439942142811, 0, 0, siRelative, siView, siObj, siXYZ, ,
, , , , , , , , 0
SplitEdge "grid.edge[4]", 64.9271844660194, False, True,
siPersistentOperation
ApplyOp "AddEdge", "grid.pnt[6];grid.edge[6];grid.poly[1]"

When i use "Add Edge Tool" i mentioned that in this positions:
http://imgur.com/a/PmLdN
sum of all barycentric weights is bigger than 1.0 value.
And i always thought that it should be equal to 1.0

Also i supposed that if i set barycentric values this way 1, 0, 0
the result vertex should stick with vertex that have weight 1.
But sometimes it didn't. Here is an example.

When we receive vertices from a PolygonFace instance, we receive them in
order relative to the polygon.
If we get vertices of polygon 1, we would get them in this order (order
numbers are blue): http://i.imgur.com/4ZXzYNi.png
So after we apply this two lines in a test code
SplitEdge "grid.edge[4]", 64.9271844660194, False, True,
siPersistentOperation
ApplyOp "AddEdge", "grid.pnt[6];grid.edge[6];grid.poly[1]"
we would have this verts order: http://i.imgur.com/1fsDOef.png

But here is what happens if we run this code:
AddPointInteriorToPolygon "grid.polymsh.addedgeop", 1, 0, 2, 3, 0.05, 0.05,
0.9
http://i.imgur.com/epeAHB8.png
I supposed that in this case new vertex should be placed somewhere near the
red square, but its not.
Thats why i can't understand the logic of this command without additional
examples.
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Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Matt Lind
AddPointInteriorToPolygon() requires vertex indices relative to the polygon. 
That is, for a 4-sided polygon, the vertex indices are always 0, 1, 2, and 3 
respectively.  The vertex indices you specified (3,5,2) are relative to the 
object.  Also make sure your barycentric weights sum to 1.0, and follow the 
command with a call to TerminateAddEdgeWithInteriorPoints().

You might want to consider PolygonMesh.Set() and PolygonMesh.Get() if you're 
doing heavy topology operations as you can do bulk edits much more quickly.

Matt





Date: Thu, 23 Jun 2016 11:19:41 +0300
From: Andrew Prostrelov 
Subject: AddPointInteriorToPolygon() command args problem
To: softimage@listproc.autodesk.com

Hi. Does some one also had problems with AddPointInteriorToPolygon() XSI
command ?
I tried to add new vertex inside polygon via this command and spend a lot
of time te get it work right but haven't succeeded yet.
Each time newly created vertex appear somewhere inside of a mesh even if we
set barycentric weights to 0,0,0 values.
At first i try to use vertex indices as arguments. It didn't work.
So i try to use polygon nodes ids. It didn't work also.
I try to get polygon triangle verts. The same here.
And triangle nodes. No result.

So here is a main question:
what should i use as command arguments , ,
 ?
I know that we have this little tip in SDK: Pt = Weight1 *
Polygon.Node(Offset1).Pos + Weight2 * Polygon.Node(Offset2).Pos + Weight3 *
Polygon.Node(Offset3).Pos
But i guess it can be interpreted many ways and my way of interpretation
isn't right.
Here is a simple VBScript code:
CreatePrim "Grid", "MeshSurface"
SetValue "grid.polymsh.geom.subdivu", 1
SetValue "grid.polymsh.geom.subdivv", 1
DuplicateMeshComponent "grid.edge[2]", siPersistentOperation
SelectGeometryComponents "grid.edge[5]"
Translate , 7.32439942142811, 0, 0, siRelative, siView, siObj, siXYZ, ,
, , , , , , , , 0
SplitEdge "grid.edge[4]", 64.9271844660194, False, True,
siPersistentOperation
ApplyOp "AddEdge", "grid.pnt[6];grid.edge[6];grid.poly[1]"
AddPointInteriorToPolygon "grid.polymsh.addedgeop", 1, 3, 5, 2, 0, 0, 0
As you can see the new vertex placed to the center of polygon with index 0,
and i want it in center of polygon with index 1.

The next thing that i mentioned is log output when i use "Add Edge Tool" to
add new verts to polys.
We alwayse have the same  argument. Its odd.
Here is a simple VBScript code that creates a test grid:
CreatePrim "Grid", "MeshSurface"
SetValue "grid.polymsh.geom.subdivu", 1
SetValue "grid.polymsh.geom.subdivv", 1
DuplicateMeshComponent "grid.edge[2]", siPersistentOperation
SelectGeometryComponents "grid.edge[5]"
Translate , 7.32439942142811, 0, 0, siRelative, siView, siObj, siXYZ, ,
, , , , , , , , 0
Now, if you try to create new edges as shown on this shot (red ones):
http://i.imgur.com/p64c39J.png
You get this log output: http://i.imgur.com/O1HxOCB.png

Its strange i guess, since first cut we made on poly 0 and second one on
poly 1.

And here is a C++ part that i use to get nodes and polygon triangles.
http://i.imgur.com/A9zsfyO.png
Maybe i get them wrong way.

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Re: Friday Flashback #269

2016-06-23 Thread Cristobal Infante
I got a couple of those laying around...

On 23 June 2016 at 11:12, Chris Marshall  wrote:

> Did they ever sell any of these at £100K ?
>
> On 17 June 2016 at 20:27, Stephen Blair  wrote:
>
>> SOFTIMAGE|Face Robot banner
>> http://wp.me/powV4-3kz
>>
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>>
>
>
>
> --
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> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
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AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
Hi. Does some one also had problems with AddPointInteriorToPolygon() XSI
command ?
I tried to add new vertex inside polygon via this command and spend a lot
of time te get it work right but haven't succeeded yet.
Each time newly created vertex appear somewhere inside of a mesh even if we
set barycentric weights to 0,0,0 values.
At first i try to use vertex indices as arguments. It didn't work.
So i try to use polygon nodes ids. It didn't work also.
I try to get polygon triangle verts. The same here.
And triangle nodes. No result.

So here is a main question:
what should i use as command arguments , ,
 ?
I know that we have this little tip in SDK: Pt = Weight1 *
Polygon.Node(Offset1).Pos + Weight2 * Polygon.Node(Offset2).Pos + Weight3 *
Polygon.Node(Offset3).Pos
But i guess it can be interpreted many ways and my way of interpretation
isn't right.
Here is a simple VBScript code:
CreatePrim "Grid", "MeshSurface"
SetValue "grid.polymsh.geom.subdivu", 1
SetValue "grid.polymsh.geom.subdivv", 1
DuplicateMeshComponent "grid.edge[2]", siPersistentOperation
SelectGeometryComponents "grid.edge[5]"
Translate , 7.32439942142811, 0, 0, siRelative, siView, siObj, siXYZ, ,
, , , , , , , , 0
SplitEdge "grid.edge[4]", 64.9271844660194, False, True,
siPersistentOperation
ApplyOp "AddEdge", "grid.pnt[6];grid.edge[6];grid.poly[1]"
AddPointInteriorToPolygon "grid.polymsh.addedgeop", 1, 3, 5, 2, 0, 0, 0
As you can see the new vertex placed to the center of polygon with index 0,
and i want it in center of polygon with index 1.

The next thing that i mentioned is log output when i use "Add Edge Tool" to
add new verts to polys.
We alwayse have the same  argument. Its odd.
Here is a simple VBScript code that creates a test grid:
CreatePrim "Grid", "MeshSurface"
SetValue "grid.polymsh.geom.subdivu", 1
SetValue "grid.polymsh.geom.subdivv", 1
DuplicateMeshComponent "grid.edge[2]", siPersistentOperation
SelectGeometryComponents "grid.edge[5]"
Translate , 7.32439942142811, 0, 0, siRelative, siView, siObj, siXYZ, ,
, , , , , , , , 0
Now, if you try to create new edges as shown on this shot (red ones):
http://i.imgur.com/p64c39J.png
You get this log output: http://i.imgur.com/O1HxOCB.png

Its strange i guess, since first cut we made on poly 0 and second one on
poly 1.

And here is a C++ part that i use to get nodes and polygon triangles.
http://i.imgur.com/A9zsfyO.png
Maybe i get them wrong way.
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