Re: Maya - what were they thinking 2 - transforms

2017-09-15 Thread Anto Matkovic
Whatever works for you. For example I never tried to key the global transform 
in SI, always used constraint instead, because this clearly shows what's going 
on. Also followed 'one object one transform' 'rule', that is, never more than 
one constraint or expression per object - this makes it easier to connect to 
another structure, reset, so on. But that's just me. It's always possible to 
hide some null, after all.

  From: Jason S 
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 
 Sent: Friday, September 15, 2017 5:05 PM
 Subject: Re: Maya - what were they thinking 2 - transforms
   
 On 09/15/17 5:15, Anto Matkovic wrote:
  
  There's neutral pose in SI. However, that ''hidden parenting'' could be a 
risky business, too.    
 I'm sure sometimes access to some under the belly things in these "higher 
level centers" could be useful, or to perhaps have some yet more basic nulls?, 
 but for the overwhelming majority of the time, it sure made things easier to 
understand conceptually what was happening and why, while taking  bunch of 
complication away.
 which I presume were made to be higherlevel, precicely for that reason.. (with 
usefriendliness in mind)
 for something as basic or as elemental as kinematics.
 
 Not necessarily or only for isolated relationships between a few items (like 
camera rigs), 
 but mostly when following these relationship while making a mental image of 
what is doing what, 
 in what can quickly become  a sea of relationships  (and of complication and 
confusion) the moment setups need to be even moderately elaborate.
 And consequently involves quite a bit more "brainload" even after getting use 
to it.
 
 And I have to agree with what Thomas said;
 
 On 09/09/17 7:07, Tom Kleinenberg wrote:
   Unless you've used XSI you're unlikely to understand how useful that 
"dual-coordinate" method was.
 
 
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Re: Maya - what were they thinking 2 - transforms

2017-09-15 Thread Jason S

  
  
On 09/15/17 5:15, Anto Matkovic wrote:


  
There's
  neutral pose in SI. However, that ''hidden parenting''
  could be a risky business, too.  
  

I'm sure sometimes access to some under the belly
  things in these "higher level centers" could be useful, or to
  perhaps have some
  yet more basic nulls?, 
  but for the overwhelming majority of the time, it sure made things
  easier to understand conceptually what was happening and why,
  while taking  bunch of complication away.
which I presume were made to be
higherlevel, precicely for that reason.. (with usefriendliness
in mind)
for something as basic
  or as elemental as kinematics.

  Not necessarily or only for isolated relationships between
  a few items (like camera rigs), 
  but mostly when following these relationship while making a mental
  image of what is doing what, 
  in what can quickly become  a sea of relationships  (and of
  complication and confusion) the moment setups need to be even
  moderately elaborate.
  And consequently involves quite a bit more "brainload" even after
  getting use to it.
  
  And I have to agree with what Thomas said;

On 09/09/17 7:07, Tom Kleinenberg
  wrote:

 Unless you've used XSI you're unlikely to understand
  how useful that "dual-coordinate" method was.
  
  

  

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Re: softimage pass trick in houdini

2017-09-15 Thread Ognjen Vukovic
Hi Jordi,

Quick question, is the new transition guide expecting a release soon?
Looking foreward to it.



On Fri, Sep 15, 2017 at 3:57 PM, Jordi Bares  wrote:

> FYI all this is documented on my transition guides
> jb
>
> On 15 Sep 2017, at 14:56, Ognjen Vukovic  wrote:
>
> 1. Create a new ROP
> 2. Create a bundle
> 3. Place bundle in Rop / objects / forced matte ( or whatever its called.)
> 4. Render new rop.
>
> On Wed, Sep 13, 2017 at 1:00 PM, Gerbrand Nel  wrote:
>
>> Thanks.
>> They seem a bit above my IQ grade, but will give them a go :)
>> G
>>
>> On 2017/09/13 10:59 AM, ralph.schoeneb...@t-online.de wrote:
>>
>> Hi
>> You could a use scenewide stylesheet for that, should be quite fast to
>> setup
>> (hope the jpg comes through)
>> Ralph
>>
>>
>> -- Originalnachricht --
>> Von: "Gerbrand Nel"  
>> An: softimage@listproc.autodesk.com
>> Gesendet: 13.09.2017 10:16:16
>> Betreff: softimage pass trick in houdini
>>
>> Hey guys and girls.
>>
>> Back when life was simple and softimage was still a thing in my life,
>> There was this thing called passes.
>>
>> I know houdini has takes, and they are awesome, but There was this nifty
>> trick in soft where a new empty pass automatically had everything in
>> your scene grouped under a "background partition". This gave you the
>> ability to assign one material to everything in your scene. You could
>> then remove certain elements from that partition to isolate them for
>> render passes.
>>
>> Can this be done in houdini without having to manually select everything
>> you want to overwrite?
>>
>> My client has asked me to render out a matt of a single object in my
>> scene. I would like to make everything black, and this one thing white
>> without spending half a day
>>
>> Thanks
>>
>> G
>>
>> --
>> 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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>> http://www.avg.com
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Re: softimage pass trick in houdini

2017-09-15 Thread Ognjen Vukovic
2.5 :), place objects in bundle.

Got a bit ahead of myself.

On Fri, Sep 15, 2017 at 3:56 PM, Ognjen Vukovic  wrote:

> 1. Create a new ROP
> 2. Create a bundle
> 3. Place bundle in Rop / objects / forced matte ( or whatever its called.)
> 4. Render new rop.
>
> On Wed, Sep 13, 2017 at 1:00 PM, Gerbrand Nel  wrote:
>
>> Thanks.
>> They seem a bit above my IQ grade, but will give them a go :)
>> G
>>
>> On 2017/09/13 10:59 AM, ralph.schoeneb...@t-online.de wrote:
>>
>> Hi
>> You could a use scenewide stylesheet for that, should be quite fast to
>> setup
>> (hope the jpg comes through)
>> Ralph
>>
>>
>> -- Originalnachricht --
>> Von: "Gerbrand Nel"  
>> An: softimage@listproc.autodesk.com
>> Gesendet: 13.09.2017 10:16:16
>> Betreff: softimage pass trick in houdini
>>
>> Hey guys and girls.
>>
>> Back when life was simple and softimage was still a thing in my life,
>> There was this thing called passes.
>>
>> I know houdini has takes, and they are awesome, but There was this nifty
>> trick in soft where a new empty pass automatically had everything in
>> your scene grouped under a "background partition". This gave you the
>> ability to assign one material to everything in your scene. You could
>> then remove certain elements from that partition to isolate them for
>> render passes.
>>
>> Can this be done in houdini without having to manually select everything
>> you want to overwrite?
>>
>> My client has asked me to render out a matt of a single object in my
>> scene. I would like to make everything black, and this one thing white
>> without spending half a day
>>
>> Thanks
>>
>> G
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> ---
>> This email has been checked for viruses by AVG.
>> http://www.avg.com
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: softimage pass trick in houdini

2017-09-15 Thread Jordi Bares
FYI all this is documented on my transition guides
jb

> On 15 Sep 2017, at 14:56, Ognjen Vukovic  wrote:
> 
> 1. Create a new ROP
> 2. Create a bundle
> 3. Place bundle in Rop / objects / forced matte ( or whatever its called.)
> 4. Render new rop. 
> 
> On Wed, Sep 13, 2017 at 1:00 PM, Gerbrand Nel  > wrote:
> Thanks.
> They seem a bit above my IQ grade, but will give them a go :)
> G
> 
> On 2017/09/13 10:59 AM, ralph.schoeneb...@t-online.de 
>  wrote:
>> Hi 
>> You could a use scenewide stylesheet for that, should be quite fast to setup 
>> (hope the jpg comes through) 
>> Ralph 
>> 
>> 
>> -- Originalnachricht -- 
>> Von: "Gerbrand Nel"   
>> An: softimage@listproc.autodesk.com  
>> Gesendet: 13.09.2017 10:16:16 
>> Betreff: softimage pass trick in houdini 
>> 
>>> Hey guys and girls. 
>>> 
>>> Back when life was simple and softimage was still a thing in my life, 
>>> There was this thing called passes. 
>>> 
>>> I know houdini has takes, and they are awesome, but There was this nifty 
>>> trick in soft where a new empty pass automatically had everything in 
>>> your scene grouped under a "background partition". This gave you the 
>>> ability to assign one material to everything in your scene. You could 
>>> then remove certain elements from that partition to isolate them for 
>>> render passes. 
>>> 
>>> Can this be done in houdini without having to manually select everything 
>>> you want to overwrite? 
>>> 
>>> My client has asked me to render out a matt of a single object in my 
>>> scene. I would like to make everything black, and this one thing white 
>>> without spending half a day 
>>> 
>>> Thanks 
>>> 
>>> G 
>>> 
>>> -- 
>>> Softimage Mailing List. 
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>>  with "unsubscribe" in the 
>>> subject, and reply to confirm. 
>> 
>> --- 
>> This email has been checked for viruses by AVG. 
>> http://www.avg.com  
>> 
>> 
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>  with "unsubscribe" in the 
>> subject, and reply to confirm.
> 
> 
> --
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>  with "unsubscribe" in the 
> subject, and reply to confirm.
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Re: softimage pass trick in houdini

2017-09-15 Thread Ognjen Vukovic
1. Create a new ROP
2. Create a bundle
3. Place bundle in Rop / objects / forced matte ( or whatever its called.)
4. Render new rop.

On Wed, Sep 13, 2017 at 1:00 PM, Gerbrand Nel  wrote:

> Thanks.
> They seem a bit above my IQ grade, but will give them a go :)
> G
>
> On 2017/09/13 10:59 AM, ralph.schoeneb...@t-online.de wrote:
>
> Hi
> You could a use scenewide stylesheet for that, should be quite fast to
> setup
> (hope the jpg comes through)
> Ralph
>
>
> -- Originalnachricht --
> Von: "Gerbrand Nel"  
> An: softimage@listproc.autodesk.com
> Gesendet: 13.09.2017 10:16:16
> Betreff: softimage pass trick in houdini
>
> Hey guys and girls.
>
> Back when life was simple and softimage was still a thing in my life,
> There was this thing called passes.
>
> I know houdini has takes, and they are awesome, but There was this nifty
> trick in soft where a new empty pass automatically had everything in
> your scene grouped under a "background partition". This gave you the
> ability to assign one material to everything in your scene. You could
> then remove certain elements from that partition to isolate them for
> render passes.
>
> Can this be done in houdini without having to manually select everything
> you want to overwrite?
>
> My client has asked me to render out a matt of a single object in my
> scene. I would like to make everything black, and this one thing white
> without spending half a day
>
> Thanks
>
> G
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> ---
> This email has been checked for viruses by AVG.
> http://www.avg.com
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: Maya - what were they thinking 2 - transforms

2017-09-15 Thread Anto Matkovic
There's neutral pose in SI. However, that ''hidden parenting'' could be a risky 
business, too. For example, XSI built in biped rig creator has a nasty habit to 
''zero out'' the rotation of COG (hips) controller. So, by moving and keying 
that controller horizontally, in Animation Editor there's a slight small 
movement along Y axis. Or, zero Y movement in animation editor is small up - 
down of cog bone.
Somehow contradictory, to use these hidden offsets properly, someone has to be 
able to visualize them.
As some rule of thumb, positional offset is more or less harmless, rotational 
offset is ( more or less) dangerous. SI has nicely exposed options to set 
neutral pose only on position. In Maya world, let's say that Maya pivot is OK 
to use, as only positional offset. While Maya Joint Orient, as rotational 
offset, it is a problem in many cases -  setting that thing to zero, whenever 
is possible, is condition for easier life...


  From: Jason S 
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 
 Sent: Thursday, September 14, 2017 12:20 AM
 Subject: Re: Maya - what were they thinking 2 - transforms
   
 
 
 Hum.
 
 I guess these "intermediate items" are probably part of XSI's internalized 
abstractions (?)
 
 I'm sure there must be advantages of having it this way, (1 null (& hierarchy 
level) for each axis of rotation ?)
 but I feel that these abstractions remove quite a bit of redundancy and 
clutter in sometimes already quite cluttered and deep hierarchies.
 

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