Re: maya timeline

2017-03-28 Thread Eugene Flormata
so I guess the proper way to do it is to just run alembic caches
that won't ruin the timeline right? it's frame by frame?

On Tue, Mar 28, 2017 at 5:15 PM, Eric Turman  wrote:

> We had some assets that were done in a different time format referenced in
> and blew up our playblast. I mean "crashing Maya" blowing up the
> playblasts. An impressive feat if you are into that sort of thing :P
>
> Sometimes I feel like Marvin from Hitchhiker's guide:
> "...and then there's Maya timelines...don't even get me started on Maya
> timelines..."
>
>
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Re: maya timeline

2017-03-28 Thread Eric Turman
We had some assets that were done in a different time format referenced in
and blew up our playblast. I mean "crashing Maya" blowing up the
playblasts. An impressive feat if you are into that sort of thing :P

Sometimes I feel like Marvin from Hitchhiker's guide:
"...and then there's Maya timelines...don't even get me started on Maya
timelines..."

On Tue, Mar 28, 2017 at 5:39 PM, Artur W  wrote:

> It's possessed!!!
>
> Artur
>
> 2017-03-28 17:31 GMT+02:00 Steven Caron :
>
>> It's like Will said, the plugin is sampling the scene at different times
>> for motion blur. Exocortex crate does some weird stuff with the timeline
>> too.
>>
>> *written with my thumbs
>>
>> On Mar 28, 2017 12:36 AM, "Artur W"  wrote:
>>
>> It's doing the same thing with arnold.
>>
>> Artur
>>
>> 2017-03-28 2:39 GMT+02:00 Will Sharkey :
>>
>>> I believe this has to do with how your Render Engine is handling
>>> sampling/motion blur. Cant speak for Arnold but this is usually the case
>>> with Redshift.
>>>
>>> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>>>
 When I setup renders in Maya, the first thing that struck me was, when
 you hit render, sometimes, timeline starts to live its own life. It goes
 fraction of a frame forwards and then backwards or vice versa. The first
 couple of times i was like, WTF is happening?

 It's maya.

 Artur

 2017-03-28 0:39 GMT+02:00 Anto Matkovic :

> You can write them in userPrefs.mel directly, "workingUnitTime" "pal"
> or else, "workingUnitTimeDefault" is able to set default, too. Can't say
> anything about possible consequences :)
>
>
> --
> *From:* Eugene Flormata 
> *To:* Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list <
> softimage@listproc.autodesk.com>
> *Sent:* Monday, March 27, 2017 11:37 PM
> *Subject:* Re: maya timeline
>
> ahh I havne't found any settings that changes the fractional numbers
> maybe I'll post in the autodesk forums and get a response next week
>
>
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Re: maya timeline

2017-03-28 Thread Artur W
It's possessed!!!

Artur

2017-03-28 17:31 GMT+02:00 Steven Caron :

> It's like Will said, the plugin is sampling the scene at different times
> for motion blur. Exocortex crate does some weird stuff with the timeline
> too.
>
> *written with my thumbs
>
> On Mar 28, 2017 12:36 AM, "Artur W"  wrote:
>
> It's doing the same thing with arnold.
>
> Artur
>
> 2017-03-28 2:39 GMT+02:00 Will Sharkey :
>
>> I believe this has to do with how your Render Engine is handling
>> sampling/motion blur. Cant speak for Arnold but this is usually the case
>> with Redshift.
>>
>> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>>
>>> When I setup renders in Maya, the first thing that struck me was, when
>>> you hit render, sometimes, timeline starts to live its own life. It goes
>>> fraction of a frame forwards and then backwards or vice versa. The first
>>> couple of times i was like, WTF is happening?
>>>
>>> It's maya.
>>>
>>> Artur
>>>
>>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>>
 You can write them in userPrefs.mel directly, "workingUnitTime" "pal"
 or else, "workingUnitTimeDefault" is able to set default, too. Can't say
 anything about possible consequences :)


 --
 *From:* Eugene Flormata 
 *To:* Official Softimage Users Mailing List.
 https://groups.google.com/forum/#!forum/xsi_list <
 softimage@listproc.autodesk.com>
 *Sent:* Monday, March 27, 2017 11:37 PM
 *Subject:* Re: maya timeline

 ahh I havne't found any settings that changes the fractional numbers
 maybe I'll post in the autodesk forums and get a response next week


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Re: Random Thoughts about H.

2017-03-28 Thread Olivier Jeannel
I'm a morron, but I'd love to have exclusive pure Ice minded HDA library.

2017-03-28 20:29 GMT+02:00 Rob Chapman :

> Thought I'd pipe in since tekano got invoked, also slowly attemting to
> transition and agree with most already said and thanks, is already a huge
> pointer to as yet unknown aspects and features of how complex houdini is.
>  also would be interested in a more 'compounded' way of learning Houdini
> like ice was introduced. Everything a compound node of nested compound
> logic with exact same UI logic and Core nodes and complexity under the hood
> but still accessable in a single click and an 'easy for artists' ability to
> follow the logic flow into further nested compounds and see how it was
> made. Not so with houdini yet  open one compound and is equivalent to
> inside of the neighborhood telephone junction box. Part of the enjoyment,
> for me, was building own logic and then seeing the contrast of the
> 'Softimage' way, and for sure, if you are building something fairly complex
> requiring macro detailed interactions with something of a much larger
> scale, eg characters running through a several fields of flowers,  then
> somethings can be improved or optimised from the off the shelf examples.
> Otherwise prepare for big data and long iteration times. It seems covering
> all bases like the 'houdini' way is fine for examples and base setup but
> not so in more complicated tasks is better to be good at understanding
> which bits to leave out.  or be able rapidly prototype your own. I think
> like Mr Bolland has done and Pooby is asking for is these intermediate
> compounds between that Softimage bought with it to help us poor artists out
> 
>
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Re: Random Thoughts about H.

2017-03-28 Thread Rob Chapman
Thought I'd pipe in since tekano got invoked, also slowly attemting to
transition and agree with most already said and thanks, is already a huge
pointer to as yet unknown aspects and features of how complex houdini is.
 also would be interested in a more 'compounded' way of learning Houdini
like ice was introduced. Everything a compound node of nested compound
logic with exact same UI logic and Core nodes and complexity under the hood
but still accessable in a single click and an 'easy for artists' ability to
follow the logic flow into further nested compounds and see how it was
made. Not so with houdini yet  open one compound and is equivalent to
inside of the neighborhood telephone junction box. Part of the enjoyment,
for me, was building own logic and then seeing the contrast of the
'Softimage' way, and for sure, if you are building something fairly complex
requiring macro detailed interactions with something of a much larger
scale, eg characters running through a several fields of flowers,  then
somethings can be improved or optimised from the off the shelf examples.
Otherwise prepare for big data and long iteration times. It seems covering
all bases like the 'houdini' way is fine for examples and base setup but
not so in more complicated tasks is better to be good at understanding
which bits to leave out.  or be able rapidly prototype your own. I think
like Mr Bolland has done and Pooby is asking for is these intermediate
compounds between that Softimage bought with it to help us poor artists out

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Re: Random Thoughts about H.

2017-03-28 Thread Jonathan Moore
Personally I think it makes sense to do something independent of qLib but
at the same time I think it's worthwhile consulting with the qLib chaps.

Someone else I think is worth involving is Nick Taylor. He's UK based and
has already put a library together inspired by qLib.

https://github.com/Aeoll/Aelib

https://vimeo.com/user27356169

The thing that worries me about a qLib only approach is not only a natural
avoidance I have for monolithic libraries but also a cultural one. Many in
the Houdini community are blind to it's faults because they've grown
accustomed to it's idiosyncrasies over the years. As Andy says theirs a lot
of passion in both communities which can be counter productive.

In saying all that if the qLib guy's are open to the direction of what's
being suggested here, qLib already has a very healthy install base so any
new workflows can be put in front of a significant community of Houdini
artists and that would benefit the feedback loop as 'compound' tools are
incrementally improved.


On 28 March 2017 at 17:41, Andy Nicholas  wrote:

> Haha! You're always the eternal optimist Jordi, to your credit :) Yep, I
> totally see what you're getting at. There's definitely value in the
> cross-pollenisation of experience, just as long as it doesn't become a
> clash of ideologies. We all know how passionate people can get!
>
> I guess I think of it more in terms of software libraries. I wouldn't ever
> recommend having a single monolithic library containing everything. Modular
> is good. Plus there's nothing stopping people bringing in some of the QLib
> guys to give advice anyway.
>
> A
>
>
> On 28/03/2017 17:26, Jordi Bares wrote:
>
>
> With regards to a Softimage library of tools. Great idea. Personally, I'd
> recommend doing it as a separate project to QLib as you'll no doubt want to
> introduce the Softimage "feel" to the tools that may or may not sit well
> with the other tools in QLib. Plus you'll want to have your own editorial
> control as to what you think a Softimage artist would want and collaborate
> with other Soft'ies. Definitely worth taking a look at QLib's assets though
> as you can learn a lot about what's possible.
>
> BTW, for those who haven't seen Houdini Galleries in action, I'd strongly
> recommend having a look as a nice fast alternative to having to build
> digital assets. Workflow wise, I find them much easier to use than HDA’s.
>
>
> Don’t you think it is precisely the balance between Softimage and Houdini
> together with in-depth qLib guys expertise that provides the real value?
>
> Let’s imagine you put all Softimage users in a room, they will try to copy
> Softimage… not good… Let’s imagine it is all Houdini users, they will
> ignore Softimage so my point really is that there is huge potential synergy
> in a mixed approach.
>
> Or I am being optimistic..  ;-)
> jb
>
> A
>
>
> On 28/03/2017 16:17, p...@bustykelp.com wrote:
>
> Yes. I have spent most of my time in VOPs so far and I have to say. I
> don’t find it as fun or fast as ICE to get stuff done and I don’t think its
> simply because I’m unfamiliar with it. Although of course that’s true to an
> extent.
> Not suggesting they have to replicate the ICE of doing things, but it
> could do with a bit of a user-friendly overhaul. I’m finding that I’m
> usually using about 3 times as many nodes to get things done, and finding
> it hard to ‘compound’ them because the compounds require a lot more inputs
> than in ICE.
> Can I save a ‘location’? and read it later? That would help.
> I also miss being able to execute lines..
>
>
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Re: Random Thoughts about H.

2017-03-28 Thread Andy Nicholas
Haha! You're always the eternal optimist Jordi, to your credit :) Yep, I 
totally see what you're getting at. There's definitely value in the 
cross-pollenisation of experience, just as long as it doesn't become a 
clash of ideologies. We all know how passionate people can get!


I guess I think of it more in terms of software libraries. I wouldn't 
ever recommend having a single monolithic library containing everything. 
Modular is good. Plus there's nothing stopping people bringing in some 
of the QLib guys to give advice anyway.


A

On 28/03/2017 17:26, Jordi Bares wrote:


With regards to a Softimage library of tools. Great idea. Personally, 
I'd recommend doing it as a separate project to QLib as you'll no 
doubt want to introduce the Softimage "feel" to the tools that may or 
may not sit well with the other tools in QLib. Plus you'll want to 
have your own editorial control as to what you think a Softimage 
artist would want and collaborate with other Soft'ies. Definitely 
worth taking a look at QLib's assets though as you can learn a lot 
about what's possible.


BTW, for those who haven't seen Houdini Galleries in action, I'd 
strongly recommend having a look as a nice fast alternative to having 
to build digital assets. Workflow wise, I find them much easier to 
use than HDA’s.


Don’t you think it is precisely the balance between Softimage and 
Houdini together with in-depth qLib guys expertise that provides the 
real value?


Let’s imagine you put all Softimage users in a room, they will try to 
copy Softimage… not good… Let’s imagine it is all Houdini users, they 
will ignore Softimage so my point really is that there is huge 
potential synergy in a mixed approach.


Or I am being optimistic..  ;-)
jb


A


On 28/03/2017 16:17, p...@bustykelp.com wrote:
Yes. I have spent most of my time in VOPs so far and I have to say. 
I don’t find it as fun or fast as ICE to get stuff done and I don’t 
think its simply because I’m unfamiliar with it. Although of course 
that’s true to an extent.
Not suggesting they have to replicate the ICE of doing things, but 
it could do with a bit of a user-friendly overhaul. I’m finding that 
I’m usually using about 3 times as many nodes to get things done, 
and finding it hard to ‘compound’ them because the compounds require 
a lot more inputs than in ICE.

Can I save a ‘location’? and read it later? That would help.
I also miss being able to execute lines..


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Re: Random Thoughts about H.

2017-03-28 Thread Jordi Bares

> With regards to a Softimage library of tools. Great idea. Personally, I'd 
> recommend doing it as a separate project to QLib as you'll no doubt want to 
> introduce the Softimage "feel" to the tools that may or may not sit well with 
> the other tools in QLib. Plus you'll want to have your own editorial control 
> as to what you think a Softimage artist would want and collaborate with other 
> Soft'ies. Definitely worth taking a look at QLib's assets though as you can 
> learn a lot about what's possible.
> 
> BTW, for those who haven't seen Houdini Galleries in action, I'd strongly 
> recommend having a look as a nice fast alternative to having to build digital 
> assets. Workflow wise, I find them much easier to use than HDA’s.

Don’t you think it is precisely the balance between Softimage and Houdini 
together with in-depth qLib guys expertise that provides the real value?

Let’s imagine you put all Softimage users in a room, they will try to copy 
Softimage… not good… Let’s imagine it is all Houdini users, they will ignore 
Softimage so my point really is that there is huge potential synergy in a mixed 
approach.

Or I am being optimistic..  ;-)
jb

> A
> 
> 
> On 28/03/2017 16:17, p...@bustykelp.com  wrote:
>> Yes. I have spent most of my time in VOPs so far and I have to say. I don’t 
>> find it as fun or fast as ICE to get stuff done and I don’t think its simply 
>> because I’m unfamiliar with it. Although of course that’s true to an extent.
>> Not suggesting they have to replicate the ICE of doing things, but it could 
>> do with a bit of a user-friendly overhaul. I’m finding that I’m usually 
>> using about 3 times as many nodes to get things done, and finding it hard to 
>> ‘compound’ them because the compounds require a lot more inputs than in ICE.
>> Can I save a ‘location’? and read it later? That would help.
>> I also miss being able to execute lines..
> 
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Re: Random Thoughts about H.

2017-03-28 Thread Andy Nicholas
Yep, totally agree with what's been said. Houdini tends to be a lot 
slower to develop stuff. Even simple tools can be tricky when you 
realise that you ideally need to take care of a lot of edge cases to 
make your tool work. E.g. what happens if someone supplies packed 
primitives instead of regular primitives to your inputs? Or volumes? How 
do you give visual feedback? Most people ignore these sorts of issues 
when making nodes including SideFX unfortunately.


Actually, error handling and user response is one of my most regular 
frustrations. Especially in DOPs where solvers are basically black 
boxes. So many times things just don't work but you have no idea why. It 
might be that your velocity field needs to be a VBD vector field instead 
of 3 x normal volumes called V.x, V.y, and V.z (see POP Advect By 
Volumes!). Or maybe you just named your DOP data slightly wrong in one 
node. Good luck finding that if you're in a rush, because it generally 
won't be shown as an error, and the documentation can be sorely lacking 
in the necessary details. I wish there was a mechanism in Houdini for 
digital assets to run some sort of test on its inputs to say "I expect 
" as I'm sure it would speed up peoples workflow.


Anyway, yes, compounds in XSI were so easy, just define your inputs and 
off you go. Houdini's a bit of a mixed bag, it gives you fantastic 
control and versatility at the expense of development speed.


With regards to a Softimage library of tools. Great idea. Personally, 
I'd recommend doing it as a separate project to QLib as you'll no doubt 
want to introduce the Softimage "feel" to the tools that may or may not 
sit well with the other tools in QLib. Plus you'll want to have your own 
editorial control as to what you think a Softimage artist would want and 
collaborate with other Soft'ies. Definitely worth taking a look at 
QLib's assets though as you can learn a lot about what's possible.


BTW, for those who haven't seen Houdini Galleries in action, I'd 
strongly recommend having a look as a nice fast alternative to having to 
build digital assets. Workflow wise, I find them much easier to use than 
HDA's.


A


On 28/03/2017 16:17, p...@bustykelp.com wrote:
Yes. I have spent most of my time in VOPs so far and I have to say. I 
don’t find it as fun or fast as ICE to get stuff done and I don’t 
think its simply because I’m unfamiliar with it. Although of course 
that’s true to an extent.
Not suggesting they have to replicate the ICE of doing things, but it 
could do with a bit of a user-friendly overhaul. I’m finding that I’m 
usually using about 3 times as many nodes to get things done, and 
finding it hard to ‘compound’ them because the compounds require a lot 
more inputs than in ICE.

Can I save a ‘location’? and read it later? That would help.
I also miss being able to execute lines..


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Re: Random Thoughts about H.

2017-03-28 Thread Jordi Bares
IMHO adding onto qLib is a winner because you will have top support on their 
side on how to do it correctly so if there is any initiative, these guys know 
their stuff (I have contributed 2 tools myself and believe me, took me a while 
to get approved which is great)

jb

> On 28 Mar 2017, at 16:21, Jonathan Moore  wrote:
> 
> I don’t have the all-round programming experience for this but I’d be more 
> than happy to meet up with a few willing volunteers to explore how we can 
> work together as a team. qLib is a fantastic achievement and I’m sure 
> something similar could be achieved. Whether it would be part and parcel of 
> the qLib library or something new, it’s a great idea.
>   <>
> From: softimage-boun...@listproc.autodesk.com 
>  
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Jordi Bares
> Sent: 28 March 2017 16:12
> To: Official Softimage Users Mailing List. 
> https://groups.google.com/forum/#!forum/xsi_list 
>   >
> Subject: Re: Random Thoughts about H.
>  
> If there is one initiative I would love to see is those things you miss to be 
> shared via qLib (for example)
>  
> Anyone?
>  
> jb
>  
>> On 28 Mar 2017, at 16:08, Olivier Jeannel > > wrote:
>>  
>> My guess is that maybe we can improve VOP a lot ourselves by bringing some 
>> ICE in it. There are a lot of ICE logic and Ice compound that could be 
>> translated. Of course, it would be a benefit for side SideFX to hire a 
>> hardcore ICE guy.
>>  
>> 2017-03-28 16:56 GMT+02:00 Andy Goehler > >:
>>> Very well put about the ICE ‘macros’.
>>>  
>>> Not to forget to mention that until such ‘factory’ nodes are provided, 
>>> there’s always the option to do it yourself and save it as an asset (HDA).
>>>  
>>> Andy
>>>  
 On Mar 28, 2017, at 4:49 PM, Jonathan Moore > wrote:
  
 I think the thing that can cause frustration when applying an ICE mindset 
 to Houdini is that ICE had quite a few macro helpers even when working at 
 a micro level. VEX and VOP functions in Houdini by comparison are often 
 far more granular. That means that functionality provided by a single node 
 in XSI often requires multiple nodes/functions in Houdini. I’m hoping that 
 VOPs is further developed to include a library of ‘Compound’ like macros. 
 If there’s any area’s where former XSI artists could help the SideFX 
 developers improve Houdini, this seems like a winner to me. <>
  
>>> 
>>> 
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Re: maya timeline

2017-03-28 Thread Steven Caron
It's like Will said, the plugin is sampling the scene at different times
for motion blur. Exocortex crate does some weird stuff with the timeline
too.

*written with my thumbs

On Mar 28, 2017 12:36 AM, "Artur W"  wrote:

It's doing the same thing with arnold.

Artur

2017-03-28 2:39 GMT+02:00 Will Sharkey :

> I believe this has to do with how your Render Engine is handling
> sampling/motion blur. Cant speak for Arnold but this is usually the case
> with Redshift.
>
> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>
>> When I setup renders in Maya, the first thing that struck me was, when
>> you hit render, sometimes, timeline starts to live its own life. It goes
>> fraction of a frame forwards and then backwards or vice versa. The first
>> couple of times i was like, WTF is happening?
>>
>> It's maya.
>>
>> Artur
>>
>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>
>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
>>> else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>> anything about possible consequences :)
>>>
>>>
>>> --
>>> *From:* Eugene Flormata 
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list <
>>> softimage@listproc.autodesk.com>
>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>> *Subject:* Re: maya timeline
>>>
>>> ahh I havne't found any settings that changes the fractional numbers
>>> maybe I'll post in the autodesk forums and get a response next week
>>>
>>>
>>> --
>>> 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: Random Thoughts about H.

2017-03-28 Thread Jonathan Moore
I don’t have the all-round programming experience for this but I’d be more than 
happy to meet up with a few willing volunteers to explore how we can work 
together as a team. qLib is a fantastic achievement and I’m sure something 
similar could be achieved. Whether it would be part and parcel of the qLib 
library or something new, it’s a great idea.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: 28 March 2017 16:12
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Random Thoughts about H.

 

If there is one initiative I would love to see is those things you miss to be 
shared via qLib (for example)

 

Anyone?

 

jb

 

On 28 Mar 2017, at 16:08, Olivier Jeannel  > wrote:

 

My guess is that maybe we can improve VOP a lot ourselves by bringing some ICE 
in it. There are a lot of ICE logic and Ice compound that could be translated. 
Of course, it would be a benefit for side SideFX to hire a hardcore ICE guy.

 

2017-03-28 16:56 GMT+02:00 Andy Goehler  >:

Very well put about the ICE ‘macros’.

 

Not to forget to mention that until such ‘factory’ nodes are provided, there’s 
always the option to do it yourself and save it as an asset (HDA).

 

Andy

 

On Mar 28, 2017, at 4:49 PM, Jonathan Moore  > wrote:

 

I think the thing that can cause frustration when applying an ICE mindset to 
Houdini is that ICE had quite a few macro helpers even when working at a micro 
level. VEX and VOP functions in Houdini by comparison are often far more 
granular. That means that functionality provided by a single node in XSI often 
requires multiple nodes/functions in Houdini. I’m hoping that VOPs is further 
developed to include a library of ‘Compound’ like macros. If there’s any area’s 
where former XSI artists could help the SideFX developers improve Houdini, this 
seems like a winner to me.

 


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Re: Random Thoughts about H.

2017-03-28 Thread paul
Yes. I have spent most of my time in VOPs so far and I have to say. I don’t 
find it as fun or fast as ICE to get stuff done and I don’t think its simply 
because I’m unfamiliar with it. Although of course that’s true to an extent.
Not suggesting they have to replicate the ICE of doing things, but it could do 
with a bit of a user-friendly overhaul. I’m finding that I’m usually using 
about 3 times as many nodes to get things done, and finding it hard to 
‘compound’ them because the compounds require a lot more inputs than in ICE.
Can I save a ‘location’? and read it later? That would help.
I also miss being able to execute lines..

From: Olivier Jeannel 
Sent: Tuesday, March 28, 2017 4:08 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

My guess is that maybe we can improve VOP a lot ourselves by bringing some ICE 
in it. There are a lot of ICE logic and Ice compound that could be translated. 
Of course, it would be a benefit for side SideFX to hire a hardcore ICE guy.

2017-03-28 16:56 GMT+02:00 Andy Goehler :

  Very well put about the ICE ‘macros’.

  Not to forget to mention that until such ‘factory’ nodes are provided, 
there’s always the option to do it yourself and save it as an asset (HDA).

  Andy


On Mar 28, 2017, at 4:49 PM, Jonathan Moore  
wrote:

I think the thing that can cause frustration when applying an ICE mindset 
to Houdini is that ICE had quite a few macro helpers even when working at a 
micro level. VEX and VOP functions in Houdini by comparison are often far more 
granular. That means that functionality provided by a single node in XSI often 
requires multiple nodes/functions in Houdini. I’m hoping that VOPs is further 
developed to include a library of ‘Compound’ like macros. If there’s any area’s 
where former XSI artists could help the SideFX developers improve Houdini, this 
seems like a winner to me.


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Re: Random Thoughts about H.

2017-03-28 Thread Tim Bolland
I started translating some of the ICE compounds in VOPs, and by 'start', I made 
3... But I plan to keep adding more. So far I have "get closest location", 
"turbulize value by range", and "linear interperlate". For the stuff that's 
basically maths you can go into the compounds and copy it one for one. However 
I find the whole digital asset system a massive overkill considering how simple 
the compound workflow is in Soft.


Cheers,

Tim


From: softimage-boun...@listproc.autodesk.com 
 on behalf of Olivier Jeannel 

Sent: 28 March 2017 16:08
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Random Thoughts about H.

My guess is that maybe we can improve VOP a lot ourselves by bringing some ICE 
in it. There are a lot of ICE logic and Ice compound that could be translated. 
Of course, it would be a benefit for side SideFX to hire a hardcore ICE guy.

2017-03-28 16:56 GMT+02:00 Andy Goehler 
>:
Very well put about the ICE ‘macros’.

Not to forget to mention that until such ‘factory’ nodes are provided, there’s 
always the option to do it yourself and save it as an asset (HDA).

Andy

On Mar 28, 2017, at 4:49 PM, Jonathan Moore 
> wrote:

I think the thing that can cause frustration when applying an ICE mindset to 
Houdini is that ICE had quite a few macro helpers even when working at a micro 
level. VEX and VOP functions in Houdini by comparison are often far more 
granular. That means that functionality provided by a single node in XSI often 
requires multiple nodes/functions in Houdini. I’m hoping that VOPs is further 
developed to include a library of ‘Compound’ like macros. If there’s any area’s 
where former XSI artists could help the SideFX developers improve Houdini, this 
seems like a winner to me.


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Re: Random Thoughts about H.

2017-03-28 Thread Olivier Jeannel
My guess is that maybe we can improve VOP a lot ourselves by bringing some
ICE in it. There are a lot of ICE logic and Ice compound that could be
translated. Of course, it would be a benefit for side SideFX to hire a
hardcore ICE guy.

2017-03-28 16:56 GMT+02:00 Andy Goehler :

> Very well put about the ICE ‘macros’.
>
> Not to forget to mention that until such ‘factory’ nodes are provided,
> there’s always the option to do it yourself and save it as an asset (HDA).
>
> Andy
>
> On Mar 28, 2017, at 4:49 PM, Jonathan Moore 
> wrote:
>
> I think the thing that can cause frustration when applying an ICE mindset
> to Houdini is that ICE had quite a few macro helpers even when working at a
> micro level. VEX and VOP functions in Houdini by comparison are often far
> more granular. That means that functionality provided by a single node in
> XSI often requires multiple nodes/functions in Houdini. I’m hoping that
> VOPs is further developed to include a library of ‘Compound’ like macros.
> If there’s any area’s where former XSI artists could help the SideFX
> developers improve Houdini, this seems like a winner to me.
>
>
>
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Re: Random Thoughts about H.

2017-03-28 Thread Andy Goehler
Very well put about the ICE ‘macros’.

Not to forget to mention that until such ‘factory’ nodes are provided, there’s 
always the option to do it yourself and save it as an asset (HDA).

Andy

> On Mar 28, 2017, at 4:49 PM, Jonathan Moore  wrote:
> 
> I think the thing that can cause frustration when applying an ICE mindset to 
> Houdini is that ICE had quite a few macro helpers even when working at a 
> micro level. VEX and VOP functions in Houdini by comparison are often far 
> more granular. That means that functionality provided by a single node in XSI 
> often requires multiple nodes/functions in Houdini. I’m hoping that VOPs is 
> further developed to include a library of ‘Compound’ like macros. If there’s 
> any area’s where former XSI artists could help the SideFX developers improve 
> Houdini, this seems like a winner to me. <>
>  
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RE: Random Thoughts about H.

2017-03-28 Thread Jonathan Moore
I think the thing that can cause frustration when applying an ICE mindset to 
Houdini is that ICE had quite a few macro helpers even when working at a micro 
level. VEX and VOP functions in Houdini by comparison are often far more 
granular. That means that functionality provided by a single node in XSI often 
requires multiple nodes/functions in Houdini. I’m hoping that VOPs is further 
developed to include a library of ‘Compound’ like macros. If there’s any area’s 
where former XSI artists could help the SideFX developers improve Houdini, this 
seems like a winner to me.

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon
Sent: 28 March 2017 15:26
To: p...@bustykelp.com; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Random Thoughts about H.

 

putting my little knowledge to action:

 

from what I understand about your question, you need to store your calculated 
data as an attribute (per point, in this case). Then just refer to it at other 
nodes on your tree. While at the object context there's no such a thing as a 
generalized "get" node, because you'll be using the attribute value directly 
inside nodes (at input parameters or inside vex on the "...wrangle" nodes). 
Inside VOPs the equivalent to ICE "get data" is the "bind" node and equivalent 
to "set data" node is "bind export" node.

 

Is that what you asked?

 

2017-03-28 16:07 GMT+02:00  >:

thanks for the replies. much appreciated 

What I really want to know is not so much how to do the maths to calculate a 
PRF , as I have that working. 

In ICE, when you ‘get pointreferenceframe’ it automatically calculates it on 
the location and feeds you the result but its just a GET .. Is there a way of 
triggering a similar behaviour, rather than literally connecting maths nodes to 
calculate it yourself. for example would it have to be done in VEX? so you have 
one node which does the work and feeds you a PRF?

 

 

 

From: Olivier Jeannel   

Sent: Tuesday, March 28, 2017 12:24 PM

To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
  

Subject: Re: Random Thoughts about H.

 

Not exactly the Point Reference frame, but I used this method to get "solid" 
rotation on a projetc. Not sure it's simple enough, as you have to feed the 
orient attribute with something to start using it localy. 

https://vimeo.com/207626604

 

2017-03-28 11:51 GMT+02:00 Fabricio Chamon  >:

whaaat? that is do comforting. =) 

nice job sidefx

 

2017-03-28 11:42 GMT+02:00 Jonathan Moore  >:

Very impressive indeed.

 

From:   
softimage-boun...@listproc.autodesk.com [mailto: 
 
softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 28 March 2017 09:47
To:   softimage@listproc.autodesk.com


Subject: Re: Random Thoughts about H.

 

Hahahaha! That's amazing :) When I got an email from SideFX changing the status 
of the RFE to "Fixed", I just assumed that they had agreed that it was a valid 
request that they'd look into, not that they'd actually gone and bloody done 
it. Well done SideFX!

In case he's still reading this thread, thanks to Mark Tucker at SideFX who 
dealt with this so promptly.

A

On 28/03/2017 08:31, Andy Goehler wrote:

Good morning,

 

this is the awesome support at SideFX

 

Available in the daily builds.


yesterday


   

Houdini 16.0.561

Added a hotkey to temporary toggle the state of the "Allow Dropping Nodes on 
Wires" preference while in the middle of dragging a node.

 

 

On Mon, 27 Mar 2017 at 12:22, Andy Nicholas <  
a...@andynicholas.com> wrote:

No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or 
in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
doesn't work during a drag operation though, so I've gone back and explained 
the desired workflow of having a modifier key to toggle the behaviour during 
the dragging of nodes. I just thought I'd post this in here now case it's 
useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in this thread 
there wasn't an equivalent view of Softimage's Explorer view where you can see 
clean hierarchies of objects. You can do it in the Tree View. You just need to 
enable 

Re: Random Thoughts about H.

2017-03-28 Thread Fabricio Chamon
putting my little knowledge to action:

from what I understand about your question, you need to store your
calculated data as an attribute (per point, in this case). Then just refer
to it at other nodes on your tree. While at the object context there's no
such a thing as a generalized "get" node, because you'll be using the
attribute value directly inside nodes (at input parameters or inside vex on
the "...wrangle" nodes). Inside VOPs the equivalent to ICE "get data" is
the "bind" node and equivalent to "set data" node is "bind export" node.

Is that what you asked?

2017-03-28 16:07 GMT+02:00 :

> thanks for the replies. much appreciated
> What I really want to know is not so much how to do the maths to calculate
> a PRF , as I have that working.
> In ICE, when you ‘get pointreferenceframe’ it automatically calculates it
> on the location and feeds you the result but its just a GET .. Is there a
> way of triggering a similar behaviour, rather than literally connecting
> maths nodes to calculate it yourself. for example would it have to be done
> in VEX? so you have one node which does the work and feeds you a PRF?
>
>
>
> *From:* Olivier Jeannel 
> *Sent:* Tuesday, March 28, 2017 12:24 PM
> *To:* Official Softimage Users Mailing List.https://groups.google.
> com/forum/#!forum/xsi_list 
> *Subject:* Re: Random Thoughts about H.
>
> Not exactly the Point Reference frame, but I used this method to get
> "solid" rotation on a projetc. Not sure it's simple enough, as you have to
> feed the orient attribute with something to start using it localy.
> https://vimeo.com/207626604
>
> 2017-03-28 11:51 GMT+02:00 Fabricio Chamon :
>
>> whaaat? that is do comforting. =)
>> nice job sidefx
>>
>> 2017-03-28 11:42 GMT+02:00 Jonathan Moore :
>>
>>> Very impressive indeed.
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy Nicholas
>>> *Sent:* 28 March 2017 09:47
>>> *To:* softimage@listproc.autodesk.com
>>>
>>> *Subject:* Re: Random Thoughts about H.
>>>
>>>
>>>
>>> Hahahaha! That's amazing :) When I got an email from SideFX changing the
>>> status of the RFE to "Fixed", I just assumed that they had agreed that it
>>> was a valid request that they'd look into, not that they'd actually gone
>>> and bloody done it. Well done SideFX!
>>>
>>> In case he's still reading this thread, thanks to Mark Tucker at SideFX
>>> who dealt with this so promptly.
>>>
>>> A
>>>
>>> On 28/03/2017 08:31, Andy Goehler wrote:
>>>
>>> Good morning,
>>>
>>>
>>>
>>> this is the awesome support at SideFX
>>>
>>>
>>>
>>> Available in the daily builds.
>>>
>>> yesterday
>>>
>>> Houdini 16.0.561
>>>
>>> Added a hotkey to temporary toggle the state of the "Allow Dropping
>>> Nodes on Wires" preference while in the middle of dragging a node.
>>>
>>>
>>>
>>>
>>>
>>> On Mon, 27 Mar 2017 at 12:22, Andy Nicholas 
>>> wrote:
>>>
>>> No problem Jonathan.
>>>
>>> A quick update to this following discussions with SideFX:
>>>
>>> 1) I don't recall if this was mentioned in the thread earlier, but they
>>> mentioned that you can enable/disable the auto-connect on wires using
>>> CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on
>>> Wires. This doesn't work during a drag operation though, so I've gone back
>>> and explained the desired workflow of having a modifier key to toggle the
>>> behaviour during the dragging of nodes. I just thought I'd post this in
>>> here now case it's useful to anyone in the mean time.
>>>
>>> 2) They pointed out that I was incorrect when I said earlier in this
>>> thread there wasn't an equivalent view of Softimage's Explorer view where
>>> you can see clean hierarchies of objects. You can do it in the Tree View.
>>> You just need to enable the Object Filter (the first button in the Tree
>>> View's tool bar). You can also right click on the Tree View toolbar, and
>>> there are various other options in there which can be helpful for sorting
>>> and grouping the objects in a tree structure. Definitely worth playing with
>>> anyway. Sorry for the misinformation before!
>>>
>>> Cheers,
>>> A
>>>
>>>
>>>
>>> On 26/03/2017 13:55, Jonathan Moore wrote:
>>>
>>> Thanks Andy.
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> mailto:softimage-boun...@listproc.autodesk.com
>>> ] *On Behalf Of *Andy Nicholas
>>> *Sent:* 26 March 2017 00:37
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list
>>>  
>>> *Subject:* Re: Random Thoughts about H.
>>>
>>>
>>>
>>> I also like Pauls idea of a modifier key to disable the auto connection
>>> on demand. Definitely seems a worthwhile enhancement request.
>>>
>>>
>>>
>>> FYI, I’ve 

Re: Random Thoughts about H.

2017-03-28 Thread paul
thanks for the replies. much appreciated 
What I really want to know is not so much how to do the maths to calculate a 
PRF , as I have that working. 
In ICE, when you ‘get pointreferenceframe’ it automatically calculates it on 
the location and feeds you the result but its just a GET .. Is there a way of 
triggering a similar behaviour, rather than literally connecting maths nodes to 
calculate it yourself. for example would it have to be done in VEX? so you have 
one node which does the work and feeds you a PRF?



From: Olivier Jeannel 
Sent: Tuesday, March 28, 2017 12:24 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

Not exactly the Point Reference frame, but I used this method to get "solid" 
rotation on a projetc. Not sure it's simple enough, as you have to feed the 
orient attribute with something to start using it localy. 
https://vimeo.com/207626604


2017-03-28 11:51 GMT+02:00 Fabricio Chamon :

  whaaat? that is do comforting. =) 
  nice job sidefx

  2017-03-28 11:42 GMT+02:00 Jonathan Moore :

Very impressive indeed.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 28 March 2017 09:47
To: softimage@listproc.autodesk.com


Subject: Re: Random Thoughts about H.


Hahahaha! That's amazing :) When I got an email from SideFX changing the 
status of the RFE to "Fixed", I just assumed that they had agreed that it was a 
valid request that they'd look into, not that they'd actually gone and bloody 
done it. Well done SideFX!

In case he's still reading this thread, thanks to Mark Tucker at SideFX who 
dealt with this so promptly.

A



On 28/03/2017 08:31, Andy Goehler wrote:

  Good morning,



  this is the awesome support at SideFX



  Available in the daily builds.

yesterday
   

   Houdini 16.0.561
   Added a hotkey to temporary toggle the state of the "Allow Dropping 
Nodes on Wires" preference while in the middle of dragging a node.
   





  On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:

No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or 
in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
doesn't work during a drag operation though, so I've gone back and explained 
the desired workflow of having a modifier key to toggle the behaviour during 
the dragging of nodes. I just thought I'd post this in here now case it's 
useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in this 
thread there wasn't an equivalent view of Softimage's Explorer view where you 
can see clean hierarchies of objects. You can do it in the Tree View. You just 
need to enable the Object Filter (the first button in the Tree View's tool 
bar). You can also right click on the Tree View toolbar, and there are various 
other options in there which can be helpful for sorting and grouping the 
objects in a tree structure. Definitely worth playing with anyway. Sorry for 
the misinformation before!

Cheers,
A



On 26/03/2017 13:55, Jonathan Moore wrote:

  Thanks Andy. 



  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
  Sent: 26 March 2017 00:37
  To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

  Subject: Re: Random Thoughts about H.



I also like Pauls idea of a modifier key to disable the auto 
connection on demand. Definitely seems a worthwhile enhancement request.



  FYI, I’ve submitted an RFE to Side Effects and sent them the link to 
this thread.



  A







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Re: Random Thoughts about H.

2017-03-28 Thread Olivier Jeannel
Not exactly the Point Reference frame, but I used this method to get
"solid" rotation on a projetc. Not sure it's simple enough, as you have to
feed the orient attribute with something to start using it localy.
https://vimeo.com/207626604

2017-03-28 11:51 GMT+02:00 Fabricio Chamon :

> whaaat? that is do comforting. =)
> nice job sidefx
>
> 2017-03-28 11:42 GMT+02:00 Jonathan Moore :
>
>> Very impressive indeed.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy Nicholas
>> *Sent:* 28 March 2017 09:47
>> *To:* softimage@listproc.autodesk.com
>>
>> *Subject:* Re: Random Thoughts about H.
>>
>>
>>
>> Hahahaha! That's amazing :) When I got an email from SideFX changing the
>> status of the RFE to "Fixed", I just assumed that they had agreed that it
>> was a valid request that they'd look into, not that they'd actually gone
>> and bloody done it. Well done SideFX!
>>
>> In case he's still reading this thread, thanks to Mark Tucker at SideFX
>> who dealt with this so promptly.
>>
>> A
>>
>> On 28/03/2017 08:31, Andy Goehler wrote:
>>
>> Good morning,
>>
>>
>>
>> this is the awesome support at SideFX
>>
>>
>>
>> Available in the daily builds.
>>
>> yesterday
>>
>> Houdini 16.0.561
>>
>> Added a hotkey to temporary toggle the state of the "Allow Dropping Nodes
>> on Wires" preference while in the middle of dragging a node.
>>
>>
>>
>>
>>
>> On Mon, 27 Mar 2017 at 12:22, Andy Nicholas 
>> wrote:
>>
>> No problem Jonathan.
>>
>> A quick update to this following discussions with SideFX:
>>
>> 1) I don't recall if this was mentioned in the thread earlier, but they
>> mentioned that you can enable/disable the auto-connect on wires using
>> CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on
>> Wires. This doesn't work during a drag operation though, so I've gone back
>> and explained the desired workflow of having a modifier key to toggle the
>> behaviour during the dragging of nodes. I just thought I'd post this in
>> here now case it's useful to anyone in the mean time.
>>
>> 2) They pointed out that I was incorrect when I said earlier in this
>> thread there wasn't an equivalent view of Softimage's Explorer view where
>> you can see clean hierarchies of objects. You can do it in the Tree View.
>> You just need to enable the Object Filter (the first button in the Tree
>> View's tool bar). You can also right click on the Tree View toolbar, and
>> there are various other options in there which can be helpful for sorting
>> and grouping the objects in a tree structure. Definitely worth playing with
>> anyway. Sorry for the misinformation before!
>>
>> Cheers,
>> A
>>
>>
>>
>> On 26/03/2017 13:55, Jonathan Moore wrote:
>>
>> Thanks Andy.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> ] *On Behalf Of *Andy Nicholas
>> *Sent:* 26 March 2017 00:37
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>>  
>> *Subject:* Re: Random Thoughts about H.
>>
>>
>>
>> I also like Pauls idea of a modifier key to disable the auto connection
>> on demand. Definitely seems a worthwhile enhancement request.
>>
>>
>>
>> FYI, I’ve submitted an RFE to Side Effects and sent them the link to this
>> thread.
>>
>>
>>
>> A
>>
>>
>>
>>
>>
>> --
>>
>> 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.
>>
>>
>>
>>
>> --
>>
>> 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.
>>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Random Thoughts about H.

2017-03-28 Thread Fabricio Chamon
whaaat? that is do comforting. =)
nice job sidefx

2017-03-28 11:42 GMT+02:00 Jonathan Moore :

> Very impressive indeed.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Andy Nicholas
> *Sent:* 28 March 2017 09:47
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: Random Thoughts about H.
>
>
>
> Hahahaha! That's amazing :) When I got an email from SideFX changing the
> status of the RFE to "Fixed", I just assumed that they had agreed that it
> was a valid request that they'd look into, not that they'd actually gone
> and bloody done it. Well done SideFX!
>
> In case he's still reading this thread, thanks to Mark Tucker at SideFX
> who dealt with this so promptly.
>
> A
>
> On 28/03/2017 08:31, Andy Goehler wrote:
>
> Good morning,
>
>
>
> this is the awesome support at SideFX
>
>
>
> Available in the daily builds.
>
> yesterday
>
> Houdini 16.0.561
>
> Added a hotkey to temporary toggle the state of the "Allow Dropping Nodes
> on Wires" preference while in the middle of dragging a node.
>
>
>
>
>
> On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:
>
> No problem Jonathan.
>
> A quick update to this following discussions with SideFX:
>
> 1) I don't recall if this was mentioned in the thread earlier, but they
> mentioned that you can enable/disable the auto-connect on wires using
> CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on
> Wires. This doesn't work during a drag operation though, so I've gone back
> and explained the desired workflow of having a modifier key to toggle the
> behaviour during the dragging of nodes. I just thought I'd post this in
> here now case it's useful to anyone in the mean time.
>
> 2) They pointed out that I was incorrect when I said earlier in this
> thread there wasn't an equivalent view of Softimage's Explorer view where
> you can see clean hierarchies of objects. You can do it in the Tree View.
> You just need to enable the Object Filter (the first button in the Tree
> View's tool bar). You can also right click on the Tree View toolbar, and
> there are various other options in there which can be helpful for sorting
> and grouping the objects in a tree structure. Definitely worth playing with
> anyway. Sorry for the misinformation before!
>
> Cheers,
> A
>
>
>
> On 26/03/2017 13:55, Jonathan Moore wrote:
>
> Thanks Andy.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com ] *On
> Behalf Of *Andy Nicholas
> *Sent:* 26 March 2017 00:37
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> 
> *Subject:* Re: Random Thoughts about H.
>
>
>
> I also like Pauls idea of a modifier key to disable the auto connection on
> demand. Definitely seems a worthwhile enhancement request.
>
>
>
> FYI, I’ve submitted an RFE to Side Effects and sent them the link to this
> thread.
>
>
>
> A
>
>
>
>
>
> --
>
> 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.
>
>
>
>
> --
>
> 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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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Latest Houdini Wrangle Masterclass

2017-03-28 Thread Dan Yargici
Packed Primitives are so ace that it's hard to put into words.  Polysoups
are awesome also...

The only corner case niggle I've encountered with Packed Primitives so far
is that you if you simulate them with a Pop Solver you need to manually
update the primitive Transform intrinsic to reflect the changes to Orient
etc.  It's really trivial to fix, but it'd be nice if there was a toggle on
the Pop solver to handle this for you.

DAN


On Tue, Mar 28, 2017 at 10:41 AM, Fabricio Chamon 
wrote:

> thank you all. The packed prim route looks like exactly what I wanted.
> cheers.
>
> 2017-03-28 0:24 GMT+02:00 Andy Nicholas :
>
>> It’s actually a special seed that causes the rand() function to cycle its
>> value every 100 frames ;)
>>
>>
>> On 27 Mar 2017, at 22:50, Jonathan Moore 
>> wrote:
>>
>> I was waiting for ‘who at all the pies?’
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:softim
>> age-boun...@listproc.autodesk.com
>> ] *On Behalf Of *Jordi Bares
>> *Sent:* 27 March 2017 22:48
>> *To:* Official Softimage Users Mailing List. https://groups.google.co
>> m/forum/#!forum/xsi_list 
>> *Subject:* Re: Latest Houdini Wrangle Masterclass
>>
>> Nice seed
>>
>> Sent from my iPhone
>>
>>
>> On 27 Mar 2017, at 22:36, Andy Nicholas  wrote:
>>
>> Here’s a variant that doesn’t require you to type any names, plus you get
>> super efficient packed primitives.
>>
>> Basically, you just pack each set of primitives (i.e. one for each
>> sphere, torus, etc) first, then merge them all together in a Merge SOP. Now
>> you can just grab them as individual primitives inside VEX which is
>> incredibly convenient. It works because each packed primitive has the @path
>> attribute to indicate where it came from that you can use directly in the
>> @instancepath attribute.
>>
>> Hopefully the attached image should show up below.
>>
>> A
>>
>>
>> 
>>
>>
>>
>> On 27 Mar 2017, at 18:47, Fabricio Chamon  wrote:
>>
>> hijacking the thread, while staying on topic =) :
>>
>> I'd like to instance randomly between 3 objects on the resulting points
>> of a scatter node. Here`s my take at it:
>>
>> 
>>
>> now the question: while this works I don't like the idea of typing in
>> object names on the string array..I'd prefer something like wiring inputs
>> to a merge node and querying the connected nodes from that merge node from
>> inside attrib wrangle. Is that possible, or are there more clever ways to
>> accomplish the same task?
>>
>> thanks!
>>
>>
>> 2017-03-21 10:13 GMT+01:00 Fabricio Chamon :
>>
>> thanks for the link Jonathan. It is so informative! And it clearly points
>> a beginner to the right direction performance-wise, as there are many ways
>> to do the same thing in vex.
>>
>> 2017-03-21 0:42 GMT+01:00 Eugene Flormata :
>>
>> so this hasn't changed much since in the 16 update? I just started some
>> tutorials on game tutors
>> and bought https://vimeo.com/195580569, it got into vex pretty quickly.
>> coding in general is pretty outside my skillset, so I'm looking for
>> basics in houdini to pick up.
>> https://www.pluralsight.com/courses/houdini-practical-math-tips I even
>> bought a month of pluralsight to learn this, which I think Jordi posted in
>> a thread a while back?
>>
>>
>> I'm trying to find more things to learn houdini and upgrade my skillset
>> thanks for the post!
>>
>> On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>> Something for those of you that are trying to get to grips with VEX
>> Wrangles in Houdini
>>
>> https://vimeo.com/173658697
>>
>> It’s a Jeff Wagner 2hr session so it has plenty of (valuable)
>> digressions, and on that basis it’s one that you’ll want to watch a few
>> times. Be sure to download the deck and example files too (I’d download the
>> Vimeo video as well so you can setup bookmarks in VLC). Jeff has been with
>> SideFX since the very beginning so his webinars are always full of great
>> insights into Houdini’s mysterious ways. 
>>
>> This was released soon after 15.5 was introduced so it’s the most up to
>> date VEX Wrangles material available from SideFX.
>>
>> --
>> 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.
>>
>>
>>
>>
>> --
>> 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
>> 

RE: Random Thoughts about H.

2017-03-28 Thread Jonathan Moore
Very impressive indeed.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 28 March 2017 09:47
To: softimage@listproc.autodesk.com
Subject: Re: Random Thoughts about H.

 

Hahahaha! That's amazing :) When I got an email from SideFX changing the
status of the RFE to "Fixed", I just assumed that they had agreed that it
was a valid request that they'd look into, not that they'd actually gone and
bloody done it. Well done SideFX!

In case he's still reading this thread, thanks to Mark Tucker at SideFX who
dealt with this so promptly.

A



On 28/03/2017 08:31, Andy Goehler wrote:

Good morning,

 

this is the awesome support at SideFX

 

Available in the daily builds.


yesterday


   

Houdini 16.0.561

Added a hotkey to temporary toggle the state of the "Allow Dropping Nodes on
Wires" preference while in the middle of dragging a node.

 

 

On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  > wrote:

No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but they
mentioned that you can enable/disable the auto-connect on wires using CTRL+8
or in the Network View menu under Tools-> Allow Dropping Nodes on Wires.
This doesn't work during a drag operation though, so I've gone back and
explained the desired workflow of having a modifier key to toggle the
behaviour during the dragging of nodes. I just thought I'd post this in here
now case it's useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in this thread
there wasn't an equivalent view of Softimage's Explorer view where you can
see clean hierarchies of objects. You can do it in the Tree View. You just
need to enable the Object Filter (the first button in the Tree View's tool
bar). You can also right click on the Tree View toolbar, and there are
various other options in there which can be helpful for sorting and grouping
the objects in a tree structure. Definitely worth playing with anyway. Sorry
for the misinformation before!

Cheers,
A

 

On 26/03/2017 13:55, Jonathan Moore wrote:

Thanks Andy. 

 

From: softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 26 March 2017 00:37
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list

 
Subject: Re: Random Thoughts about H.

 

I also like Pauls idea of a modifier key to disable the auto connection on
demand. Definitely seems a worthwhile enhancement request.

 

FYI, I've submitted an RFE to Side Effects and sent them the link to this
thread.

 

A

 





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  with "unsubscribe" in the
subject, and reply to confirm.

 

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Re: Latest Houdini Wrangle Masterclass

2017-03-28 Thread Fabricio Chamon
thank you all. The packed prim route looks like exactly what I wanted.
cheers.

2017-03-28 0:24 GMT+02:00 Andy Nicholas :

> It’s actually a special seed that causes the rand() function to cycle its
> value every 100 frames ;)
>
>
> On 27 Mar 2017, at 22:50, Jonathan Moore 
> wrote:
>
> I was waiting for ‘who at all the pies?’
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Jordi Bares
> *Sent:* 27 March 2017 22:48
> *To:* Official Softimage Users Mailing List. https://groups.google.
> com/forum/#!forum/xsi_list 
> *Subject:* Re: Latest Houdini Wrangle Masterclass
>
> Nice seed
>
> Sent from my iPhone
>
>
> On 27 Mar 2017, at 22:36, Andy Nicholas  wrote:
>
> Here’s a variant that doesn’t require you to type any names, plus you get
> super efficient packed primitives.
>
> Basically, you just pack each set of primitives (i.e. one for each sphere,
> torus, etc) first, then merge them all together in a Merge SOP. Now you can
> just grab them as individual primitives inside VEX which is incredibly
> convenient. It works because each packed primitive has the @path attribute
> to indicate where it came from that you can use directly in the
> @instancepath attribute.
>
> Hopefully the attached image should show up below.
>
> A
>
>
> 
>
>
>
> On 27 Mar 2017, at 18:47, Fabricio Chamon  wrote:
>
> hijacking the thread, while staying on topic =) :
>
> I'd like to instance randomly between 3 objects on the resulting points of
> a scatter node. Here`s my take at it:
>
> 
>
> now the question: while this works I don't like the idea of typing in
> object names on the string array..I'd prefer something like wiring inputs
> to a merge node and querying the connected nodes from that merge node from
> inside attrib wrangle. Is that possible, or are there more clever ways to
> accomplish the same task?
>
> thanks!
>
>
> 2017-03-21 10:13 GMT+01:00 Fabricio Chamon :
>
> thanks for the link Jonathan. It is so informative! And it clearly points
> a beginner to the right direction performance-wise, as there are many ways
> to do the same thing in vex.
>
> 2017-03-21 0:42 GMT+01:00 Eugene Flormata :
>
> so this hasn't changed much since in the 16 update? I just started some
> tutorials on game tutors
> and bought https://vimeo.com/195580569, it got into vex pretty quickly.
> coding in general is pretty outside my skillset, so I'm looking for basics
> in houdini to pick up.
> https://www.pluralsight.com/courses/houdini-practical-math-tips I even
> bought a month of pluralsight to learn this, which I think Jordi posted in
> a thread a while back?
>
>
> I'm trying to find more things to learn houdini and upgrade my skillset
> thanks for the post!
>
> On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore 
> wrote:
>
> Something for those of you that are trying to get to grips with VEX
> Wrangles in Houdini
>
> https://vimeo.com/173658697
>
> It’s a Jeff Wagner 2hr session so it has plenty of (valuable) digressions,
> and on that basis it’s one that you’ll want to watch a few times. Be sure
> to download the deck and example files too (I’d download the Vimeo video as
> well so you can setup bookmarks in VLC). Jeff has been with SideFX since
> the very beginning so his webinars are always full of great insights into
> Houdini’s mysterious ways. 
>
> This was released soon after 15.5 was introduced so it’s the most up to
> date VEX Wrangles material available from SideFX.
>
> --
> 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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>
>
>
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>
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Re: Random Thoughts about H.

2017-03-28 Thread Andy Nicholas
> Firstly. I don’t see that you can store a matrix per-point attribute. 
Is it possible?


Yes, it is possible. It works as an array of 16 (or 9) floats. Just make 
a Point Wrangle with some points going in and put "matrix @mat;" in it 
to see.


> How would an experienced Houdini person deal with getting/calculating 
Pointreferenceframe on a surface?


Polyframe SOP should get you there pretty quickly. It doesn't create a 
matrix attribute though as it won't interpolate correctly across 
primitives. It just creates normal, tangent, and bi-tangent vectors.


You can use xyzdist() and primuv() to find and interpolate those 
vectors. Those functions give you the Houdini equivalent functionality 
of locations. You can then calculate the matrix in Vex using 
"maketransform(vector zaxis, vector xaxis)" 
(http://www.sidefx.com/docs/houdini/vex/functions/maketransform)


Worth mentioning that the Attribute Interpolate SOP can do the same 
thing as primuv() if you prefer.


A


On 28/03/2017 10:04, p...@bustykelp.com wrote:
They fixed it quicker than it took me to make a video showing how 
annoying it could be!
I have a question regarding attributes.. In ICE. I use 
‘pointreferenceframe’ all the time for finding the orientation at a 
surface for making deformers.
In Houdini, there are not all these useful attributes that ICE has by 
default. I can make a thing that calculates a homemade orientation 
a-la PointReferenceFrame, and it works but it takes up a huge amount 
of nodes. Also, you can’t just ‘get’ it. It needs loads of inputs on 
the tree that’s finding it.
Firstly. I don’t see that you can store a matrix per-point attribute. 
Is it possible?
How would an experienced Houdini person deal with getting/calculating 
Pointreferenceframe on a surface?

*From:* Jordi Bares 
*Sent:* Tuesday, March 28, 2017 9:44 AM
*To:* Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 


*Subject:* Re: Random Thoughts about H.
I can tell you, that is not unusual.
jb
On 28 Mar 2017, at 08:31, Andy Goehler > wrote:

Good morning,
this is the awesome support at SideFX
Available in the daily builds.
yesterday
	Houdini 16.0.561 	Added a hotkey to temporary toggle the state of 
the "Allow Dropping Nodes on Wires" preference while in the middle of 
dragging a node.


On Mon, 27 Mar 2017 at 12:22, Andy Nicholas > wrote:


No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier,
but they mentioned that you can enable/disable the auto-connect
on wires using CTRL+8 or in the Network View menu under Tools->
Allow Dropping Nodes on Wires. This doesn't work during a drag
operation though, so I've gone back and explained the desired
workflow of having a modifier key to toggle the behaviour during
the dragging of nodes. I just thought I'd post this in here now
case it's useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in
this thread there wasn't an equivalent view of Softimage's
Explorer view where you can see clean hierarchies of objects. You
can do it in the Tree View. You just need to enable the Object
Filter (the first button in the Tree View's tool bar). You can
also right click on the Tree View toolbar, and there are various
other options in there which can be helpful for sorting and
grouping the objects in a tree structure. Definitely worth
playing with anyway. Sorry for the misinformation before!

Cheers,
A


On 26/03/2017 13:55, Jonathan Moore wrote:


Thanks Andy.

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Andy Nicholas
*Sent:* 26 March 2017 00:37
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list

mailto:softimage@listproc.autodesk.com
*Subject:* Re: Random Thoughts about H.

I also like Pauls idea of a modifier key to disable the auto
connection on demand. Definitely seems a worthwhile
enhancement request.

FYI, I’ve submitted an RFE to Side Effects and sent them the
link to this thread.

A



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  with "unsubscribe" in the 
subject, and reply to confirm.


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 with

Re: Random Thoughts about H.

2017-03-28 Thread Matt Lind
I haven't used Houdini in this context, but I do know a little math.

The point reference frame in Softimage not much more than an orthogonal 
basis comprised of the U tangent, V tangent, and surface Normal (for 
surfaces).  For polygon meshes it follows some rules such as the winding of 
the polygon to determine the first edge which becomes a pseudo X axis.  That 
crossed with the normal produces the Z axis.  The combination of the three 
produces the matrix which represents the frame.

In other words, if you know the rules of the geometry construction, creating 
the reference frame shouldn't be more than a few cross products and 
normalizing.  Actually, you don't need to know the rules, you just need 'a' 
rule which is consistently followed.


Matt




Date: Tue, 28 Mar 2017 10:04:47 +0100
From: 
Subject: Re: Random Thoughts about H.
To: "Official Softimage Users Mailing


They fixed it quicker than it took me to make a video showing how annoying 
it could be!

I have a question regarding attributes.. In ICE. I use ?pointreferenceframe? 
all the time for finding the orientation at a surface for making deformers.
In Houdini, there are not all these useful attributes that ICE has by 
default. I can make a thing that calculates a homemade orientation a-la 
PointReferenceFrame, and it works but it takes up a huge amount of nodes. 
Also, you can?t just ?get? it. It needs loads of inputs on the tree that?s 
finding it.
Firstly. I don?t see that you can store a matrix per-point attribute. Is it 
possible?
How would an experienced Houdini person deal with getting/calculating 
Pointreferenceframe on a surface?


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Re: Random Thoughts about H.

2017-03-28 Thread paul
They fixed it quicker than it took me to make a video showing how annoying it 
could be!

I have a question regarding attributes.. In ICE. I use ‘pointreferenceframe’ 
all the time for finding the orientation at a surface for making deformers.
In Houdini, there are not all these useful attributes that ICE has by default. 
I can make a thing that calculates a homemade orientation a-la 
PointReferenceFrame, and it works but it takes up a huge amount of nodes. Also, 
you can’t just ‘get’ it. It needs loads of inputs on the tree that’s finding it.
Firstly. I don’t see that you can store a matrix per-point attribute. Is it 
possible? 
How would an experienced Houdini person deal with getting/calculating 
Pointreferenceframe on a surface?

From: Jordi Bares 
Sent: Tuesday, March 28, 2017 9:44 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

I can tell you, that is not unusual.

jb


  On 28 Mar 2017, at 08:31, Andy Goehler  wrote:

  Good morning,

  this is the awesome support at SideFX

  Available in the daily builds.
yesterday 
   Houdini 16.0.561 Added a hotkey to temporary toggle the state of the 
"Allow Dropping Nodes on Wires" preference while in the middle of dragging a 
node. 



  On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:

No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or 
in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
doesn't work during a drag operation though, so I've gone back and explained 
the desired workflow of having a modifier key to toggle the behaviour during 
the dragging of nodes. I just thought I'd post this in here now case it's 
useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in this thread 
there wasn't an equivalent view of Softimage's Explorer view where you can see 
clean hierarchies of objects. You can do it in the Tree View. You just need to 
enable the Object Filter (the first button in the Tree View's tool bar). You 
can also right click on the Tree View toolbar, and there are various other 
options in there which can be helpful for sorting and grouping the objects in a 
tree structure. Definitely worth playing with anyway. Sorry for the 
misinformation before!

Cheers,
A



On 26/03/2017 13:55, Jonathan Moore wrote:

  Thanks Andy. 



  From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
  Sent: 26 March 2017 00:37
  To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
mailto:softimage@listproc.autodesk.com
  Subject: Re: Random Thoughts about H.



I also like Pauls idea of a modifier key to disable the auto connection 
on demand. Definitely seems a worthwhile enhancement request.



  FYI, I’ve submitted an RFE to Side Effects and sent them the link to this 
thread.



  A




   

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Re: Random Thoughts about H.

2017-03-28 Thread Andy Nicholas
Hahahaha! That's amazing :) When I got an email from SideFX changing the 
status of the RFE to "Fixed", I just assumed that they had agreed that 
it was a valid request that they'd look into, not that they'd actually 
gone and bloody done it. Well done SideFX!


In case he's still reading this thread, thanks to Mark Tucker at SideFX 
who dealt with this so promptly.


A


On 28/03/2017 08:31, Andy Goehler wrote:

Good morning,

this is the awesome support at SideFX

Available in the daily builds.
yesterday
	Houdini 16.0.561 	Added a hotkey to temporary toggle the state of the 
"Allow Dropping Nodes on Wires" preference while in the middle of 
dragging a node.




On Mon, 27 Mar 2017 at 12:22, Andy Nicholas > wrote:


No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but
they mentioned that you can enable/disable the auto-connect on
wires using CTRL+8 or in the Network View menu under Tools-> Allow
Dropping Nodes on Wires. This doesn't work during a drag operation
though, so I've gone back and explained the desired workflow of
having a modifier key to toggle the behaviour during the dragging
of nodes. I just thought I'd post this in here now case it's
useful to anyone in the mean time.

2) They pointed out that I was incorrect when I said earlier in
this thread there wasn't an equivalent view of Softimage's
Explorer view where you can see clean hierarchies of objects. You
can do it in the Tree View. You just need to enable the Object
Filter (the first button in the Tree View's tool bar). You can
also right click on the Tree View toolbar, and there are various
other options in there which can be helpful for sorting and
grouping the objects in a tree structure. Definitely worth playing
with anyway. Sorry for the misinformation before!

Cheers,
A


On 26/03/2017 13:55, Jonathan Moore wrote:


Thanks Andy.

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Andy Nicholas
*Sent:* 26 March 2017 00:37
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list



*Subject:* Re: Random Thoughts about H.

I also like Pauls idea of a modifier key to disable the auto
connection on demand. Definitely seems a worthwhile
enhancement request.

FYI, I’ve submitted an RFE to Side Effects and sent them the link
to this thread.

A



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Re: Random Thoughts about H.

2017-03-28 Thread Jordi Bares
I can tell you, that is not unusual.

jb


> On 28 Mar 2017, at 08:31, Andy Goehler  wrote:
> 
> Good morning,
> 
> this is the awesome support at SideFX
> 
> Available in the daily builds.
> yesterday
>   Houdini 16.0.561Added a hotkey to temporary toggle the state of 
> the "Allow Dropping Nodes on Wires" preference while in the middle of 
> dragging a node.
> 
> 
> On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  > wrote:
> No problem Jonathan.
> 
> A quick update to this following discussions with SideFX:
> 
> 1) I don't recall if this was mentioned in the thread earlier, but they 
> mentioned that you can enable/disable the auto-connect on wires using CTRL+8 
> or in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
> doesn't work during a drag operation though, so I've gone back and explained 
> the desired workflow of having a modifier key to toggle the behaviour during 
> the dragging of nodes. I just thought I'd post this in here now case it's 
> useful to anyone in the mean time.
> 
> 2) They pointed out that I was incorrect when I said earlier in this thread 
> there wasn't an equivalent view of Softimage's Explorer view where you can 
> see clean hierarchies of objects. You can do it in the Tree View. You just 
> need to enable the Object Filter (the first button in the Tree View's tool 
> bar). You can also right click on the Tree View toolbar, and there are 
> various other options in there which can be helpful for sorting and grouping 
> the objects in a tree structure. Definitely worth playing with anyway. Sorry 
> for the misinformation before!
> 
> Cheers,
> A
> 
> 
> On 26/03/2017 13:55, Jonathan Moore wrote:
>> Thanks Andy.
>> 
>>   <>
>> From: softimage-boun...@listproc.autodesk.com 
>>  
>> [mailto:softimage-boun...@listproc.autodesk.com 
>> ] On Behalf Of Andy Nicholas
>> Sent: 26 March 2017 00:37
>> To: Official Softimage Users Mailing List. 
>> https://groups.google.com/forum/#!forum/xsi_list 
>>  
>>  
>> Subject: Re: Random Thoughts about H.
>> 
>>  
>> 
>> I also like Pauls idea of a modifier key to disable the auto connection on 
>> demand. Definitely seems a worthwhile enhancement request.
>> 
>>  
>> 
>> FYI, I’ve submitted an RFE to Side Effects and sent them the link to this 
>> thread.
>> 
>>  
>> 
>> A
>> 
>>  
>> 
>> 
>> 
>> --
>> 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 
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> subject, and reply to confirm.
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Re: Random Thoughts about H.

2017-03-28 Thread paul
What?? that’s mental !!

Its also extremely impressive. Thanks guys.

From: Andy Goehler 
Sent: Tuesday, March 28, 2017 8:31 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

Good morning,

this is the awesome support at SideFX

Available in the daily builds.
  yesterday 
 Houdini 16.0.561 Added a hotkey to temporary toggle the state of the 
"Allow Dropping Nodes on Wires" preference while in the middle of dragging a 
node. 



On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:

  No problem Jonathan.

  A quick update to this following discussions with SideFX:

  1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or 
in the Network View menu under Tools-> Allow Dropping Nodes on Wires. This 
doesn't work during a drag operation though, so I've gone back and explained 
the desired workflow of having a modifier key to toggle the behaviour during 
the dragging of nodes. I just thought I'd post this in here now case it's 
useful to anyone in the mean time.

  2) They pointed out that I was incorrect when I said earlier in this thread 
there wasn't an equivalent view of Softimage's Explorer view where you can see 
clean hierarchies of objects. You can do it in the Tree View. You just need to 
enable the Object Filter (the first button in the Tree View's tool bar). You 
can also right click on the Tree View toolbar, and there are various other 
options in there which can be helpful for sorting and grouping the objects in a 
tree structure. Definitely worth playing with anyway. Sorry for the 
misinformation before!

  Cheers,
  A



  On 26/03/2017 13:55, Jonathan Moore wrote:

Thanks Andy. 



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 26 March 2017 00:37
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
mailto:softimage@listproc.autodesk.com
Subject: Re: Random Thoughts about H.



  I also like Pauls idea of a modifier key to disable the auto connection 
on demand. Definitely seems a worthwhile enhancement request.



FYI, I’ve submitted an RFE to Side Effects and sent them the link to this 
thread.



A




 

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Re: maya timeline

2017-03-28 Thread Artur W
It's doing the same thing with arnold.

Artur

2017-03-28 2:39 GMT+02:00 Will Sharkey :

> I believe this has to do with how your Render Engine is handling
> sampling/motion blur. Cant speak for Arnold but this is usually the case
> with Redshift.
>
> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>
>> When I setup renders in Maya, the first thing that struck me was, when
>> you hit render, sometimes, timeline starts to live its own life. It goes
>> fraction of a frame forwards and then backwards or vice versa. The first
>> couple of times i was like, WTF is happening?
>>
>> It's maya.
>>
>> Artur
>>
>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>
>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
>>> else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>> anything about possible consequences :)
>>>
>>>
>>> --
>>> *From:* Eugene Flormata 
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list <
>>> softimage@listproc.autodesk.com>
>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>> *Subject:* Re: maya timeline
>>>
>>> ahh I havne't found any settings that changes the fractional numbers
>>> maybe I'll post in the autodesk forums and get a response next week
>>>
>>>
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>>>
>>>
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>>
>>
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>
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Re: Random Thoughts about H.

2017-03-28 Thread Andy Goehler
Good morning,

this is the awesome support at SideFX

Available in the daily builds.
yesterday
Houdini 16.0.561 Added a hotkey to temporary toggle the state of the "Allow
Dropping Nodes on Wires" preference while in the middle of dragging a node.


On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:

> No problem Jonathan.
>
> A quick update to this following discussions with SideFX:
>
> 1) I don't recall if this was mentioned in the thread earlier, but they
> mentioned that you can enable/disable the auto-connect on wires using
> CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on
> Wires. This doesn't work during a drag operation though, so I've gone back
> and explained the desired workflow of having a modifier key to toggle the
> behaviour during the dragging of nodes. I just thought I'd post this in
> here now case it's useful to anyone in the mean time.
>
> 2) They pointed out that I was incorrect when I said earlier in this
> thread there wasn't an equivalent view of Softimage's Explorer view where
> you can see clean hierarchies of objects. You can do it in the Tree View.
> You just need to enable the Object Filter (the first button in the Tree
> View's tool bar). You can also right click on the Tree View toolbar, and
> there are various other options in there which can be helpful for sorting
> and grouping the objects in a tree structure. Definitely worth playing with
> anyway. Sorry for the misinformation before!
>
> Cheers,
> A
>
>
> On 26/03/2017 13:55, Jonathan Moore wrote:
>
> Thanks Andy.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Andy Nicholas
> *Sent:* 26 March 2017 00:37
> *To:* Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
>  
> *Subject:* Re: Random Thoughts about H.
>
>
>
> I also like Pauls idea of a modifier key to disable the auto connection on
> demand. Definitely seems a worthwhile enhancement request.
>
>
>
> FYI, I’ve submitted an RFE to Side Effects and sent them the link to this
> thread.
>
>
>
> A
>
>
>
>
> --
> 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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