Re: Softimage 2014 SP2 - Crashing when opening material editor

2016-11-08 Thread Tenshi Sama
Exactly, turn off the thumbnail preview. I have the same issues a while
ago, now i only have "text" materials.; but only in the Material Manager;
in the render tree i always have thumbnails on.

On Tue, Nov 8, 2016 at 4:55 PM, Stephen Davidson 
wrote:

> Turn off the material ball preview, then load your scene.
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956>*sdavid...@3danimationmagic.com
>
> 3D Animation Magic Facebook page
> 
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
> On Tue, Nov 8, 2016 at 4:43 PM Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Hello everyone. I´m on a tight deadline, and I have been using arnold
>> 3.13.0 for my renders.
>> It all went fine until 2 days ago. My scene crashes every time I dare to
>> touch the material editor /or/ resize it. I´m cheking the sources for all
>> of my textures to be path relative to the user of the project folder,
>> instead of a full path. (pictures/texture/diffuse1K.jpg - is desired) so
>> I can later share the project.
>>
>> But SI crashes. I can´t repath all my textures.
>>
>> I followed the recommendations on ex-xsi about leaving the mat editor
>> open, then opening the scene, but I can´t even start scrolling and the
>> material editor window, crashes softimage (goes blank). I tested it on
>> another machine with SI 2015 and goes kap00t as well.
>>
>> Please, if anyone could give me directions on where to check, I´d be more
>> than thankful.
>>
>> ps: I have also deleted all backup folders for the scene. Cleared all
>> .tmp files from windows. but I can´t think of a work around on this one.
>>
>> Best regards.
>> David.
>>
>> --
>> 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: Softimage 2014 SP2 - Crashing when opening material editor

2016-11-08 Thread Stephen Davidson
Turn off the material ball preview, then load your scene.

Best Regards,
*  Stephen P. Davidson*

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

3D Animation Magic Facebook page


*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke



On Tue, Nov 8, 2016 at 4:43 PM Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hello everyone. I´m on a tight deadline, and I have been using arnold
> 3.13.0 for my renders.
> It all went fine until 2 days ago. My scene crashes every time I dare to
> touch the material editor /or/ resize it. I´m cheking the sources for all
> of my textures to be path relative to the user of the project folder,
> instead of a full path. (pictures/texture/diffuse1K.jpg - is desired) so I
> can later share the project.
>
> But SI crashes. I can´t repath all my textures.
>
> I followed the recommendations on ex-xsi about leaving the mat editor
> open, then opening the scene, but I can´t even start scrolling and the
> material editor window, crashes softimage (goes blank). I tested it on
> another machine with SI 2015 and goes kap00t as well.
>
> Please, if anyone could give me directions on where to check, I´d be more
> than thankful.
>
> ps: I have also deleted all backup folders for the scene. Cleared all .tmp
> files from windows. but I can´t think of a work around on this one.
>
> Best regards.
> David.
>
> --
> 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 2014 SP2 - Crashing when opening material editor

2016-11-08 Thread Pierre Schiller
Hello everyone. I´m on a tight deadline, and I have been using arnold
3.13.0 for my renders.
It all went fine until 2 days ago. My scene crashes every time I dare to
touch the material editor /or/ resize it. I´m cheking the sources for all
of my textures to be path relative to the user of the project folder,
instead of a full path. (pictures/texture/diffuse1K.jpg - is desired) so I
can later share the project.

But SI crashes. I can´t repath all my textures.

I followed the recommendations on ex-xsi about leaving the mat editor open,
then opening the scene, but I can´t even start scrolling and the material
editor window, crashes softimage (goes blank). I tested it on another
machine with SI 2015 and goes kap00t as well.

Please, if anyone could give me directions on where to check, I´d be more
than thankful.

ps: I have also deleted all backup folders for the scene. Cleared all .tmp
files from windows. but I can´t think of a work around on this one.

Best regards.
David.

-- 
Portfolio 2013 
Cinema & TV production
Video Reel 
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Re: [SItoA] Babies

2016-11-08 Thread Chris Marshall
very good!


On 8 November 2016 at 14:26, toonafish  wrote:

>
> Thanks peeps :-)
>
> -Ronald
>
>
>
>
>
> On 8 Nov 2016, at 15:08, Pablo Tufaro  wrote:
>
> EXCELLENT!
>
>
> On Nov 7, 2016, at 5:28 PM, toonafish  wrote:
>
> Just a funny litte Mixamo experiment that went overboard ;-)
>
> https://youtu.be/CSjReQFFPRw
>
>
> -Ronald
>
>
>
>
> --
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> "SItoA" group.
> To unsubscribe from this group and stop receiving emails from it, send an
> email to sitoa+unsubscr...@solidangle.com.
>
>
>
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Re: [SItoA] Babies

2016-11-08 Thread toonafish

Thanks peeps :-)

-Ronald


 


> On 8 Nov 2016, at 15:08, Pablo Tufaro  wrote:
> 
> EXCELLENT!
> 
> 
>> On Nov 7, 2016, at 5:28 PM, toonafish > > wrote:
>> 
>> Just a funny litte Mixamo experiment that went overboard ;-)
>> 
>> https://youtu.be/CSjReQFFPRw 
>> 
>> 
>> -Ronald
>> 
>> 
>> 
>> 
>> -- 
>> You received this message because you are subscribed to the Google Groups 
>> "SItoA" group.
>> To unsubscribe from this group and stop receiving emails from it, send an 
>> email to sitoa+unsubscr...@solidangle.com 
>> .
> 
> 
> -- 
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Re: Exploding fractured mesh

2016-11-08 Thread Olivier Jeannel
I would advice to use the current version of Houdini. They do enhance it
each time, it would be a shame not to use the last one.

Other than that, the expressions are really mental. You can speak to every
bit of what is in your scene.
Of course, you don't "have to", but try considering this as part of the
learning curve. And you don't have to start by this.
I don't think I will ever completly master Houdini. But that's precisely
what i find exciting. Your progresses will be endless. And that's a big
difference with our dead xsi.

Le 8 nov. 2016 11:15, "Gerbrand Nel"  a écrit :

> Rohan Dalvi made a few tutorials worth buying.
> The floating island one is probably the most fun and comprehensive
> course you could take.
> He approaches it from an artist point of view, rather than coding and
> scripting stuff.
> He also has a few free vids on vimeo.
> Peter Quint is another guy who tends to stay away from too much coding,
> and he has some very useful tutorials!
>
> One thing about sidefx, they change the software all the time.
> This makes for great cutting-edge software, but really painful to learn
> if you use old tutorials.
> My advice is to use the version of houdini that was used in the
> tutorial, until you get the hang of it.
> Oh and the "vop sop" is now the "attribute vop" :)(this is basically
> an ice tree)
> Good luck, and ask if you get stuck!
> I hate seeing fellow softies forced into maya-bondage
>
> G
>
>
>
>
>
> On 2016/11/08 11:41 AM, Morten Bartholdy wrote:
> > Thanks for the advice Gerbrand, it is much appreciated. I have no love
> for Maya and if anything, that might help me get over the steep part of the
> learning curve with Houdini, knowing greener grass fields lay ahead.
> >
> > I guess it is time to give it some attention.
> >
> > BTW did you learn these expressions from tutorials?
> >
> >
> > Cheers
> > Morten
> >
> >
> >
> >
> >> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel <
> nagv...@gmail.com>:
> >>
> >>
> >> I just want to jump in regarding the scripting and expressions in
> houdini.
> >> I also hate scripts and expressions.. I want to make pictures with
> >> pictures, not pictures with words.
> >> In Houdini so far I've learned about 10 expressions and scripts.
> >> The are short things like:
> >> fit01() and rand($PT)
> >> I call them spells, cause it takes the "maya" out of it, and you need
> >> spells to make magic.
> >> These 10 spells gets used every day for almost everything I do in
> >> houdini, but most of the time I'm connecting nodes like its xmas.
> >> You also can avoid vex wrangling completely by using vops instead. (Vops
> >> are almost exactly like ice trees)
> >> Whenever I do a tutorial involving wrangle nodes, I either do it in
> >> vops, or cut my losses and look for another tutorial.
> >>
> >> I think its fair to say that I use houdini in a very non-td kind of way.
> >> That being said, I'm creating things I couldn't after 10 years in soft,
> >> and going home at 5pm almost every day.
> >> Walking past my friends who chose Maya, knowing they'll be at their
> >> desks for another 2 hours at least, is the hardest part.
> >>
> >> The point I'm trying to make is: There are a few scripts you'll have to
> >> learn, but its not so bad, and well worth it!
> >> G
> >> On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> >>> Thanks for all the good suggestions. I am actually using IFX+Momentum4
> too which didn't quite manage, as it quickly gets slow with many polygon
> islands, and very unstable after ground impact. So I was looking for
> something simpler without collisions between fractured pieces where I could
> just make them start flying off the surface.
> >>>
> >>> Imagine a person covered with a thin shell of metal, which fractures,
> then pieces start flying away locally and eventually all remaining pieces
> drop and tumble to the floor.
> >>>
> >>> The first part could be done without collisions, then the later action
> need simulation with collisions. they are separate cuts so I have some
> freedom here, regarding methods.
> >>>
> >>> I found Gustavos Motion Tools bullet implementation faster and more
> stable than Momentums (!) but need to check with the full amount of
> geometry. The trouble is the shell is not very thick, so the solvers have a
> hard time handling intercollisions between fractured pieces.
> >>>
> >>> I would say I am inclined to give Houdini a try after the descriptions
> here after all, but likely not for this job.
> >>>
> >>>
> >>>
> >>>
>  Den 3. november 2016 klokken 17:12 skrev Simon Reeves <
> si...@simonreeves.com>:
> 
> 
>  I did lots of fracturing and deforming (rather than simulated) on a
> job a
>  year or so ago in xsi with momentum ice etc. Though I was fairly
> happy with
>  the system I had (based on a vimeo video from eric mootz by the way!
> About
>  controlling pieces in ICE) really it was pretty buggy and slow, had
> to be
>  really delicate with xsi to avoid crashes.
> 
>

Re: Babies

2016-11-08 Thread Kofi Opoku-Ansah
Brilliant! This might go viral!

On 8 November 2016 at 09:44, Simon Reeves  wrote:

> very nice
>
> On Tue, 8 Nov 2016 at 05:19 Olivier Jeannel 
> wrote:
>
>> Excellent !
>>
>>
>> On Mon, Nov 7, 2016 at 9:28 PM, toonafish  wrote:
>>
>> Just a funny litte Mixamo experiment that went overboard ;-)
>>
>> https://youtu.be/CSjReQFFPRw
>>
>>
>> -Ronald
>>
>>
>>
>>
>> --
>> 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.
>
> --
> Simon Reeves
> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com *
> *www.analogstudio.co.uk *
>
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Re: Exploding fractured mesh

2016-11-08 Thread Morten Bartholdy
Thanks Simon. It looks like a good repository, but I have to say it makes my 
head hurt straight away.
Back to XSI for now.

Morten



> Den 8. november 2016 klokken 10:54 skrev Simon Reeves :
> 
> 
> Completely agree APART from the spells obviously.
> 
> I have been using vops all the time and now am starting to think I should
> learn some more basic vex code for wrangles. When I have seen more
> experienced working I see how they could be really useful. On the other
> hand vop networks (the ones like ICE, people say vopsop as thats the old
> name) are very clear whats going if someone else was to pick it up.?
> 
> To have the option is the best bit!
> 
> Morten as I said I looking to do some more vex, I found this, looks handy,
> Im sure there are many others, the docs are quite good too
> https://sites.google.com/site/fujitarium/Houdini/sop/wrangle
> 
> On Tue, 8 Nov 2016 at 09:41 Morten Bartholdy  wrote:
> 
> > Thanks for the advice Gerbrand, it is much appreciated. I have no love for
> > Maya and if anything, that might help me get over the steep part of the
> > learning curve with Houdini, knowing greener grass fields lay ahead.
> >
> > I guess it is time to give it some attention.
> >
> > BTW did you learn these expressions from tutorials?
> >
> >
> > Cheers
> > Morten
> >
> >
> >
> >
> > > Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel  > >:
> > >
> > >
> > > I just want to jump in regarding the scripting and expressions in
> > houdini.
> > > I also hate scripts and expressions.. I want to make pictures with
> > > pictures, not pictures with words.
> > > In Houdini so far I've learned about 10 expressions and scripts.
> > > The are short things like:
> > > fit01() and rand($PT)
> > > I call them spells, cause it takes the "maya" out of it, and you need
> > > spells to make magic.
> > > These 10 spells gets used every day for almost everything I do in
> > > houdini, but most of the time I'm connecting nodes like its xmas.
> > > You also can avoid vex wrangling completely by using vops instead. (Vops
> > > are almost exactly like ice trees)
> > > Whenever I do a tutorial involving wrangle nodes, I either do it in
> > > vops, or cut my losses and look for another tutorial.
> > >
> > > I think its fair to say that I use houdini in a very non-td kind of way.
> > > That being said, I'm creating things I couldn't after 10 years in soft,
> > > and going home at 5pm almost every day.
> > > Walking past my friends who chose Maya, knowing they'll be at their
> > > desks for another 2 hours at least, is the hardest part.
> > >
> > > The point I'm trying to make is: There are a few scripts you'll have to
> > > learn, but its not so bad, and well worth it!
> > > G
> > > On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> > > > Thanks for all the good suggestions. I am actually using IFX+Momentum4
> > too which didn't quite manage, as it quickly gets slow with many polygon
> > islands, and very unstable after ground impact. So I was looking for
> > something simpler without collisions between fractured pieces where I could
> > just make them start flying off the surface.
> > > >
> > > > Imagine a person covered with a thin shell of metal, which fractures,
> > then pieces start flying away locally and eventually all remaining pieces
> > drop and tumble to the floor.
> > > >
> > > > The first part could be done without collisions, then the later action
> > need simulation with collisions. they are separate cuts so I have some
> > freedom here, regarding methods.
> > > >
> > > > I found Gustavos Motion Tools bullet implementation faster and more
> > stable than Momentums (!) but need to check with the full amount of
> > geometry. The trouble is the shell is not very thick, so the solvers have a
> > hard time handling intercollisions between fractured pieces.
> > > >
> > > > I would say I am inclined to give Houdini a try after the descriptions
> > here after all, but likely not for this job.
> > > >
> > > >
> > > >
> > > >
> > > >> Den 3. november 2016 klokken 17:12 skrev Simon Reeves <
> > si...@simonreeves.com>:
> > > >>
> > > >>
> > > >> I did lots of fracturing and deforming (rather than simulated) on a
> > job a
> > > >> year or so ago in xsi with momentum ice etc. Though I was fairly
> > happy with
> > > >> the system I had (based on a vimeo video from eric mootz by the way!
> > About
> > > >> controlling pieces in ICE) really it was pretty buggy and slow, had
> > to be
> > > >> really delicate with xsi to avoid crashes.
> > > >>
> > > >> After having used Houdini for a couple of months my life would have
> > been
> > > >> s much easier in there for that job.
> > > >> I really haven't found the learning curve as steep as I thought (read
> > > >> about).
> > > >> I've used it most of 2016 now, I haven't touched xsi other than
> > modelling
> > > >> (TODO: learn something not-dead for modelling)
> > > >>
> > > >> You can forget about those concerns about having to rely on
> > expressions! If
> > > >

Re: Exploding fractured mesh

2016-11-08 Thread Gerbrand Nel
Rohan Dalvi made a few tutorials worth buying.
The floating island one is probably the most fun and comprehensive 
course you could take.
He approaches it from an artist point of view, rather than coding and 
scripting stuff.
He also has a few free vids on vimeo.
Peter Quint is another guy who tends to stay away from too much coding, 
and he has some very useful tutorials!

One thing about sidefx, they change the software all the time.
This makes for great cutting-edge software, but really painful to learn 
if you use old tutorials.
My advice is to use the version of houdini that was used in the 
tutorial, until you get the hang of it.
Oh and the "vop sop" is now the "attribute vop" :)(this is basically 
an ice tree)
Good luck, and ask if you get stuck!
I hate seeing fellow softies forced into maya-bondage

G





On 2016/11/08 11:41 AM, Morten Bartholdy wrote:
> Thanks for the advice Gerbrand, it is much appreciated. I have no love for 
> Maya and if anything, that might help me get over the steep part of the 
> learning curve with Houdini, knowing greener grass fields lay ahead.
>
> I guess it is time to give it some attention.
>
> BTW did you learn these expressions from tutorials?
>
>
> Cheers
> Morten
>
>
>
>
>> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel :
>>
>>
>> I just want to jump in regarding the scripting and expressions in houdini.
>> I also hate scripts and expressions.. I want to make pictures with
>> pictures, not pictures with words.
>> In Houdini so far I've learned about 10 expressions and scripts.
>> The are short things like:
>> fit01() and rand($PT)
>> I call them spells, cause it takes the "maya" out of it, and you need
>> spells to make magic.
>> These 10 spells gets used every day for almost everything I do in
>> houdini, but most of the time I'm connecting nodes like its xmas.
>> You also can avoid vex wrangling completely by using vops instead. (Vops
>> are almost exactly like ice trees)
>> Whenever I do a tutorial involving wrangle nodes, I either do it in
>> vops, or cut my losses and look for another tutorial.
>>
>> I think its fair to say that I use houdini in a very non-td kind of way.
>> That being said, I'm creating things I couldn't after 10 years in soft,
>> and going home at 5pm almost every day.
>> Walking past my friends who chose Maya, knowing they'll be at their
>> desks for another 2 hours at least, is the hardest part.
>>
>> The point I'm trying to make is: There are a few scripts you'll have to
>> learn, but its not so bad, and well worth it!
>> G
>> On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
>>> Thanks for all the good suggestions. I am actually using IFX+Momentum4 too 
>>> which didn't quite manage, as it quickly gets slow with many polygon 
>>> islands, and very unstable after ground impact. So I was looking for 
>>> something simpler without collisions between fractured pieces where I could 
>>> just make them start flying off the surface.
>>>
>>> Imagine a person covered with a thin shell of metal, which fractures, then 
>>> pieces start flying away locally and eventually all remaining pieces drop 
>>> and tumble to the floor.
>>>
>>> The first part could be done without collisions, then the later action need 
>>> simulation with collisions. they are separate cuts so I have some freedom 
>>> here, regarding methods.
>>>
>>> I found Gustavos Motion Tools bullet implementation faster and more stable 
>>> than Momentums (!) but need to check with the full amount of geometry. The 
>>> trouble is the shell is not very thick, so the solvers have a hard time 
>>> handling intercollisions between fractured pieces.
>>>
>>> I would say I am inclined to give Houdini a try after the descriptions here 
>>> after all, but likely not for this job.
>>>
>>>
>>>
>>>
 Den 3. november 2016 klokken 17:12 skrev Simon Reeves 
 :


 I did lots of fracturing and deforming (rather than simulated) on a job a
 year or so ago in xsi with momentum ice etc. Though I was fairly happy with
 the system I had (based on a vimeo video from eric mootz by the way! About
 controlling pieces in ICE) really it was pretty buggy and slow, had to be
 really delicate with xsi to avoid crashes.

 After having used Houdini for a couple of months my life would have been
 s much easier in there for that job.
 I really haven't found the learning curve as steep as I thought (read
 about).
 I've used it most of 2016 now, I haven't touched xsi other than modelling
 (TODO: learn something not-dead for modelling)

 You can forget about those concerns about having to rely on expressions! If
 you dont want to have to use expressions all the time avoid Maya not
 Houdini :)


 On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:

 It was long ago and I know Houdini has progressed immensely, but from what
 I hear you still have to use expressions a lot, and I am much more a
 connect no

Re: Exploding fractured mesh

2016-11-08 Thread Simon Reeves
Completely agree APART from the spells obviously.

I have been using vops all the time and now am starting to think I should
learn some more basic vex code for wrangles. When I have seen more
experienced working I see how they could be really useful. On the other
hand vop networks (the ones like ICE, people say vopsop as thats the old
name) are very clear whats going if someone else was to pick it up.?

To have the option is the best bit!

Morten as I said I looking to do some more vex, I found this, looks handy,
Im sure there are many others, the docs are quite good too
https://sites.google.com/site/fujitarium/Houdini/sop/wrangle

On Tue, 8 Nov 2016 at 09:41 Morten Bartholdy  wrote:

> Thanks for the advice Gerbrand, it is much appreciated. I have no love for
> Maya and if anything, that might help me get over the steep part of the
> learning curve with Houdini, knowing greener grass fields lay ahead.
>
> I guess it is time to give it some attention.
>
> BTW did you learn these expressions from tutorials?
>
>
> Cheers
> Morten
>
>
>
>
> > Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel  >:
> >
> >
> > I just want to jump in regarding the scripting and expressions in
> houdini.
> > I also hate scripts and expressions.. I want to make pictures with
> > pictures, not pictures with words.
> > In Houdini so far I've learned about 10 expressions and scripts.
> > The are short things like:
> > fit01() and rand($PT)
> > I call them spells, cause it takes the "maya" out of it, and you need
> > spells to make magic.
> > These 10 spells gets used every day for almost everything I do in
> > houdini, but most of the time I'm connecting nodes like its xmas.
> > You also can avoid vex wrangling completely by using vops instead. (Vops
> > are almost exactly like ice trees)
> > Whenever I do a tutorial involving wrangle nodes, I either do it in
> > vops, or cut my losses and look for another tutorial.
> >
> > I think its fair to say that I use houdini in a very non-td kind of way.
> > That being said, I'm creating things I couldn't after 10 years in soft,
> > and going home at 5pm almost every day.
> > Walking past my friends who chose Maya, knowing they'll be at their
> > desks for another 2 hours at least, is the hardest part.
> >
> > The point I'm trying to make is: There are a few scripts you'll have to
> > learn, but its not so bad, and well worth it!
> > G
> > On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> > > Thanks for all the good suggestions. I am actually using IFX+Momentum4
> too which didn't quite manage, as it quickly gets slow with many polygon
> islands, and very unstable after ground impact. So I was looking for
> something simpler without collisions between fractured pieces where I could
> just make them start flying off the surface.
> > >
> > > Imagine a person covered with a thin shell of metal, which fractures,
> then pieces start flying away locally and eventually all remaining pieces
> drop and tumble to the floor.
> > >
> > > The first part could be done without collisions, then the later action
> need simulation with collisions. they are separate cuts so I have some
> freedom here, regarding methods.
> > >
> > > I found Gustavos Motion Tools bullet implementation faster and more
> stable than Momentums (!) but need to check with the full amount of
> geometry. The trouble is the shell is not very thick, so the solvers have a
> hard time handling intercollisions between fractured pieces.
> > >
> > > I would say I am inclined to give Houdini a try after the descriptions
> here after all, but likely not for this job.
> > >
> > >
> > >
> > >
> > >> Den 3. november 2016 klokken 17:12 skrev Simon Reeves <
> si...@simonreeves.com>:
> > >>
> > >>
> > >> I did lots of fracturing and deforming (rather than simulated) on a
> job a
> > >> year or so ago in xsi with momentum ice etc. Though I was fairly
> happy with
> > >> the system I had (based on a vimeo video from eric mootz by the way!
> About
> > >> controlling pieces in ICE) really it was pretty buggy and slow, had
> to be
> > >> really delicate with xsi to avoid crashes.
> > >>
> > >> After having used Houdini for a couple of months my life would have
> been
> > >> s much easier in there for that job.
> > >> I really haven't found the learning curve as steep as I thought (read
> > >> about).
> > >> I've used it most of 2016 now, I haven't touched xsi other than
> modelling
> > >> (TODO: learn something not-dead for modelling)
> > >>
> > >> You can forget about those concerns about having to rely on
> expressions! If
> > >> you dont want to have to use expressions all the time avoid Maya not
> > >> Houdini :)
> > >>
> > >>
> > >> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy 
> wrote:
> > >>
> > >> It was long ago and I know Houdini has progressed immensely, but from
> what
> > >> I hear you still have to use expressions a lot, and I am much more a
> > >> connect nodes and click buttons guy. It is awesome what can be done
> with
> > >> Ho

Re: Babies

2016-11-08 Thread Simon Reeves
very nice

On Tue, 8 Nov 2016 at 05:19 Olivier Jeannel  wrote:

> Excellent !
>
>
> On Mon, Nov 7, 2016 at 9:28 PM, toonafish  wrote:
>
> Just a funny litte Mixamo experiment that went overboard ;-)
>
> https://youtu.be/CSjReQFFPRw
>
>
> -Ronald
>
>
>
>
> --
> 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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-- 
Simon Reeves
London, UK
*si...@simonreeves.com *
*www.simonreeves.com *
*www.analogstudio.co.uk *
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Re: Exploding fractured mesh

2016-11-08 Thread Morten Bartholdy
Thanks for the advice Gerbrand, it is much appreciated. I have no love for Maya 
and if anything, that might help me get over the steep part of the learning 
curve with Houdini, knowing greener grass fields lay ahead.

I guess it is time to give it some attention.

BTW did you learn these expressions from tutorials?


Cheers
Morten




> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel :
> 
> 
> I just want to jump in regarding the scripting and expressions in houdini.
> I also hate scripts and expressions.. I want to make pictures with 
> pictures, not pictures with words.
> In Houdini so far I've learned about 10 expressions and scripts.
> The are short things like:
> fit01() and rand($PT)
> I call them spells, cause it takes the "maya" out of it, and you need 
> spells to make magic.
> These 10 spells gets used every day for almost everything I do in 
> houdini, but most of the time I'm connecting nodes like its xmas.
> You also can avoid vex wrangling completely by using vops instead. (Vops 
> are almost exactly like ice trees)
> Whenever I do a tutorial involving wrangle nodes, I either do it in 
> vops, or cut my losses and look for another tutorial.
> 
> I think its fair to say that I use houdini in a very non-td kind of way.
> That being said, I'm creating things I couldn't after 10 years in soft, 
> and going home at 5pm almost every day.
> Walking past my friends who chose Maya, knowing they'll be at their 
> desks for another 2 hours at least, is the hardest part.
> 
> The point I'm trying to make is: There are a few scripts you'll have to 
> learn, but its not so bad, and well worth it!
> G
> On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> > Thanks for all the good suggestions. I am actually using IFX+Momentum4 too 
> > which didn't quite manage, as it quickly gets slow with many polygon 
> > islands, and very unstable after ground impact. So I was looking for 
> > something simpler without collisions between fractured pieces where I could 
> > just make them start flying off the surface.
> >
> > Imagine a person covered with a thin shell of metal, which fractures, then 
> > pieces start flying away locally and eventually all remaining pieces drop 
> > and tumble to the floor.
> >
> > The first part could be done without collisions, then the later action need 
> > simulation with collisions. they are separate cuts so I have some freedom 
> > here, regarding methods.
> >
> > I found Gustavos Motion Tools bullet implementation faster and more stable 
> > than Momentums (!) but need to check with the full amount of geometry. The 
> > trouble is the shell is not very thick, so the solvers have a hard time 
> > handling intercollisions between fractured pieces.
> >
> > I would say I am inclined to give Houdini a try after the descriptions here 
> > after all, but likely not for this job.
> >
> >
> >
> >
> >> Den 3. november 2016 klokken 17:12 skrev Simon Reeves 
> >> :
> >>
> >>
> >> I did lots of fracturing and deforming (rather than simulated) on a job a
> >> year or so ago in xsi with momentum ice etc. Though I was fairly happy with
> >> the system I had (based on a vimeo video from eric mootz by the way! About
> >> controlling pieces in ICE) really it was pretty buggy and slow, had to be
> >> really delicate with xsi to avoid crashes.
> >>
> >> After having used Houdini for a couple of months my life would have been
> >> s much easier in there for that job.
> >> I really haven't found the learning curve as steep as I thought (read
> >> about).
> >> I've used it most of 2016 now, I haven't touched xsi other than modelling
> >> (TODO: learn something not-dead for modelling)
> >>
> >> You can forget about those concerns about having to rely on expressions! If
> >> you dont want to have to use expressions all the time avoid Maya not
> >> Houdini :)
> >>
> >>
> >> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:
> >>
> >> It was long ago and I know Houdini has progressed immensely, but from what
> >> I hear you still have to use expressions a lot, and I am much more a
> >> connect nodes and click buttons guy. It is awesome what can be done with
> >> Houdini, but it is just not very userfriendly that you have to remember or
> >> keep a repository of expressions to get things done.
> >>
> >> I wish it they would make an effort to get everything working with their
> >> nodes so it would just be a matter of connecting them right - how hard
> >> would that be, since the functionality is there..?
> >>
> >> //Morten
> >>
> >>
> >>
> >>
> >>> Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
> >> cgc...@gmail.com>:
> >>>
> >>> "To get anything working"
> >>>
> >>> That's simply not true. Yes you can use some expressions here and there,
> >>> and some of it is the houdini way. Once you learn expression they make
> >> your
> >>> life easier. I personally use Evernote to write them down, eventually you
> >>> will learn them.
> >>>
> >>> The setup you described can be done with no e