Re: Bifrost graph - Really trying but it's not happening
Houdini works why waste your time On Tue, 18 Feb 2020 at 20:59, Ben Beckett wrote: > Hi > > Why do you just make it work like Naiad that worked perfectly > > Please > > Something is defo wrong now > > On Tue, 18 Feb 2020 at 20:36, Jonah Friedman wrote: > >> Hi Chris, I'm the Product Owner of the Bifrost graph. I'd be happy to >> answer any questions about it. What specifically are you trying to do? >> >> The graph is different from ICE in several ways, but it's very open and >> very powerful. >> >> On Tue, Feb 18, 2020 at 4:16 AM Chris Marshall >> wrote: >> >>> OK So is Bifrost graph years away from getting close to ICE or am I >>> missing something? >>> I really am trying to figure it out, but either I'm doing something >>> wrong or it's very very limited. >>> Anyone got anywhere with it? >>> Thanks >>> Chris >>> >>> -- >>> 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.
Re: Bifrost graph - Really trying but it's not happening
Hi Why do you just make it work like Naiad that worked perfectly Please Something is defo wrong now On Tue, 18 Feb 2020 at 20:36, Jonah Friedman wrote: > Hi Chris, I'm the Product Owner of the Bifrost graph. I'd be happy to > answer any questions about it. What specifically are you trying to do? > > The graph is different from ICE in several ways, but it's very open and > very powerful. > > On Tue, Feb 18, 2020 at 4:16 AM Chris Marshall > wrote: > >> OK So is Bifrost graph years away from getting close to ICE or am I >> missing something? >> I really am trying to figure it out, but either I'm doing something wrong >> or it's very very limited. >> Anyone got anywhere with it? >> Thanks >> Chris >> >> -- >> 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.
Re: [Maya] Spring equivalent?
Hi David Hair curves driving a bone chain. Ben On Tue, 28 Jan 2020 at 08:00, David Saber wrote: > Hey all, I hope you are still alive and kicking!! > > I'd like to know what's the Maya equivalent for Softimage's springs? To > animate follow through on joints? > > Thanks! > > David > > -- > 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.
Re: who's busy
Get him to contact David at animated people, or Simon Percy at Darkside animation On 22 September 2017 at 14:17, Chris Marshallwrote: > I should also mention he's previously worked in TV motion graphics, so has > a number of years experience in the industry. He took a year out to do the > MA and wanted to move to London. > Cheers > > > On 22 September 2017 at 14:16, Chris Marshall > wrote: > >> Hi All, >> I'm trying to help a young guy who was one of my students when I ran the >> VFX MA in University of South Wales last year. He's just moved to London is >> desperately looking for a break into the industry. He's very capable on >> Nuke and After effects and is looking for any roto type work to get him >> some experience. So does anyone know who might be hiring at the moment? >> >> Cheers >> >> Chris >> >> > > > -- > Chris Marshall > Mint Motion Limited > 029 20 37 27 57 > 07730 533 115 > www.mintmotion.co.uk > www.dot3d.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.
Re: Using Agile Scrum in vfx production
Its defiantly assumes we don't mind working weekends! On 6 January 2017 at 17:06, Marc-Andre Carbonneau < marc-andre.carbonn...@ubisoft.com> wrote: > Oh and I know Jira looks very ugly to artists but you can customize it to > make it work and "look" the way you want. > ;) > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] On Behalf Of Marc-Andre Carbonneau > Sent: January-06-17 11:45 AM > To: Official Softimage Users Mailing List. https://groups.google.com/ > forum/#!forum/xsi_list> Subject: RE: Using Agile Scrum in vfx production > > I don't believe this was mentionned yet but Jira from Atlassian is a very > good task tracking tool and has all the Agile methodology implemented > (Kabaan waterfalls, Agile etc...) and about 3 years ago, Shotgun > implemented a way to talk to Jira. Might be worth checking it out. Haven't > tested myself yet and now I can't find it on Shotgun's website... :S > > MAC > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] On Behalf Of Maurice Patel > Sent: January-05-17 1:40 PM > To: Official Softimage Users Mailing List. https://groups.google.com/ > forum/#!forum/xsi_list > Subject: RE: Using Agile Scrum in vfx production > > It is hard to say - it is whatever tools work best for you and your team > to understand the scope of the backlog. It could well be a whiteboard that > you update every meeting to start. I'd at least start there for a few > tests. Once you get an understanding for it and feel it works you can > formalize it with some digital tools. This is actually not really the hard > part of agile. > > There are a few other things to take into consideration when implementing > agile: > - How ready is the team to change the way they work? If the team is > hierarchical or you have team leaders who very much want to be in control > (micromanage) it is going to take a cultural shift in the team before agile > can be successful > - How good is the team at scoping work? The better you are at that the > easier it is to migrate to agile methods > > Scrum works well when everyone is aligned as to what needs to get done its > priority and its effort. The meeting than can focus on impediments and > resolving them. This is the real value of agile the continual course > correction that can happen on a daily basis. But its only effective if > everyone has a voice and everyone has a common if understanding on terms > and scope. Agile works badly if you spend the entire meeting discussing how > long it takes to do each task. > > You also need a strong scrum master to keep meetings on track (they are > facilitators not managers but they need to be empowered) and the product > owner (vfx sup) needs to understand their role is not to micromanage or > even to direct the scrum but to provide guidance on what needs to be done. > So team dynamics are pretty critical here. The product owner defines what > needs to be done - the scrum team figures out how much it can do and how it > needs to be done. > > You will have to go through several sprints before you can figure out > exactly how much can be done realistically and whether you are scoping > correctly. > > The challenge is that agile is a means of fast iteration and collaboration > - but to work you actually need to establish some things well in advance - > such as methods of scoping and prioritizing work. Agile methods can provide > tools for that too - such as epics and stories that are used to define the > importance of a feature set - but you can use your own. An important thing > to consider is ROI of work. Although it is impossible to actually quantify > you typically need some way of establishing the value of different types of > work. Having a good knowledge of the priority, effort and ROI of every item > in the backlog leads for much easier discussions > > Maurice Patel > Tél: 514 954-7134 > Cell: 514 242-6549 > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] On Behalf Of javier gonzalez > Sent: Thursday, January 05, 2017 12:43 PM > To: Official Softimage Users Mailing List. https://groups.google.com/ > forum/#!forum/xsi_list > Subject: Re: Using Agile Scrum in vfx production > > About the implementation, its better a simple white board for the kanban > board or use some agile tools for this and to calculate a burndown chart > etc? > Thank for the link maurice, i think i will ask to some software > development friends. > > 2017-01-05 11:42 GMT-05:00, Maurice Patel : > > It is an interesting article and as pointed out VFX shares a lot of > > commonality with the problems faced in software development where > > iterations, ‘feature creep,’ the subjective nature of
Re: Maya Help (Legacy Particles)
Thank you Ben On 6 December 2016 at 15:06, Ben Barker <ben.bar...@gmail.com> wrote: > It's been awhile for me but I believe you can use a per-particle age > attribute, (agePP maybe?) to check the age of the particle in your > expression. > > From there you can do a few things to apply the force. You could manually > read/add the force inside the runtime expression rather than connecting the > force. You could simply add velocity purely in the expression (ease of this > depends on the force you want to emulate). Or Maya also has this somewhat > dirty feature where if you give the particle a PP attribute with the > correct name it will allow you to control field magnitude inside the > expression on a PP basis: > > https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/ > cloudhelp/2017/ENU/Maya/files/GUID-CFEFD7A0-0236-4CE9-8C71- > B7A94C7C1E7D-htm.html > > > On Tue, Dec 6, 2016 at 9:08 AM, Ben Beckett <nebbeck...@gmail.com> wrote: > >> I would love to do it in ice but if I leave no one can fix it, not that >> any one can use Maya particles there any way! >> >> On 6 December 2016 at 13:17, Rob Wuijster <r...@casema.nl> wrote: >> >>> Just do it in ICE, and forget about the Maya legacy stuff. It's a >>> unworkable system, keen on afflicting massive headaches.. >>> >>> Or just grab Houdini ;-) >>> >>> Rob >>> >>> \/-\/\/ >>> >>> On 6-12-2016 14:03, Ben Beckett wrote: >>> >>> Hi all >>> >>> Easy to do in ice and any other software, but particles in Maya is nuts. >>> >>> All I want to do is birth spheres from a objects surface (easy), But >>> then have them grow a bit (scale up) and then on a "per particle basis" >>> when they get to a certain size move away from there position of birth with >>> a force. >>> >>> In ice I would of done it with a state machine, any thing like that in >>> maya. >>> >>> Its like a alka seltzer effects. >>> >>> Any help would be great! >>> >>> Thanks >>> Ben >>> >>> >>> -- >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >>> "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> -- >>> 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.
Re: Maya Help (Legacy Particles)
I would love to do it in ice but if I leave no one can fix it, not that any one can use Maya particles there any way! On 6 December 2016 at 13:17, Rob Wuijster <r...@casema.nl> wrote: > Just do it in ICE, and forget about the Maya legacy stuff. It's a > unworkable system, keen on afflicting massive headaches.. > > Or just grab Houdini ;-) > > > Rob > > \/-\/--------\/ > > On 6-12-2016 14:03, Ben Beckett wrote: > > Hi all > > Easy to do in ice and any other software, but particles in Maya is nuts. > > All I want to do is birth spheres from a objects surface (easy), But then > have them grow a bit (scale up) and then on a "per particle basis" when > they get to a certain size move away from there position of birth with a > force. > > In ice I would of done it with a state machine, any thing like that in > maya. > > Its like a alka seltzer effects. > > Any help would be great! > > Thanks > Ben > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. > > > > -- > 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.
Maya Help (Legacy Particles)
Hi all Easy to do in ice and any other software, but particles in Maya is nuts. All I want to do is birth spheres from a objects surface (easy), But then have them grow a bit (scale up) and then on a "per particle basis" when they get to a certain size move away from there position of birth with a force. In ice I would of done it with a state machine, any thing like that in maya. Its like a alka seltzer effects. Any help would be great! Thanks Ben -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Xsi particles to 3dmax
Hi I was a XSI user but we switch to 3d max. We currently are using max 2106 and am looking at doing some particle in XSI because maya is becoming a problem, and ice is what I know. If we are able to (Someone is looking into it) it would be Soft 2015/max 2016. Caching them to Alembic would I guess be the way. Thanks for your help. Ben On 12 May 2016 at 16:11, Pierre Schiller <activemotionpictu...@gmail.com> wrote: > What kind of particles? there´s an Ice strand to fibermesh er... brush.. > to maya and another Softimage ICE particle sims to MAX on youtube. > It is always armed (build) from softimage to external apps. > > Basically you CACHE your particles to NCache or you Export them by Caching > your sim and using Alembic exporter. What version of SI and MX are you > using? > > On Thu, May 12, 2016 at 9:46 AM, Ben Beckett <nebbeck...@gmail.com> wrote: > >> Hi all >> >> Is it possible! >> >> Thanks >> Ben >> >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Portfolio 2013 <http://be.net/3dcinetv> > Cinema & TV production > Video Reel <https://vimeo.com/3dcinetv/reel2012> > > -- > 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.
If you Own 3d max or your on subscription can you use a copy of Xsi
Hi all If you Own 3d max or your on subscription for 3dmax, can you use a copy of Xsi in production. Thanks Ben -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Xsi particles to 3dmax
Hi all Is it possible! Thanks Ben -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Max question
Hi All I was just wondering. Whats the best way to set a project in Max, without adding any additional default structure folders. like Maya set project. This help me navigate to my scene quickly, its a pain going through a big drive with loads of other jobs. Have I missed something. Cheers Ben
Re: Max question
cheers On 28 April 2015 at 21:06, Vladimir Jankijevic v.jankije...@gmail.com wrote: you said willy? - https://www.youtube.com/watch?v=qrBj3u5dPgM - watch at your own risk :) On Tue, Apr 28, 2015 at 3:58 PM, Chris Johnson chr...@topixfx.com wrote: Not sure there is a way? You can set the original structure path to anywhere via CustomizeConfigure user paths. However that will set up a folder structure. I find from my short time being in Max that users don't tend use that folder structure and tend to make up their own and save things a little willy nilly? But that could just be my co-workers. On Tue, Apr 28, 2015 at 10:57 AM, Ben Beckett nebbeck...@gmail.com wrote: Hi All I was just wondering. Whats the best way to set a project in Max, without adding any additional default structure folders. like Maya set project. This help me navigate to my scene quickly, its a pain going through a big drive with loads of other jobs. Have I missed something. Cheers Ben
Re: Billowing smoke
sexy voice! On 31 March 2015 at 17:01, Cristobal Infante cgc...@gmail.com wrote: Cool! thanks for the workflow tip ;) On 31 March 2015 at 16:23, Ciaran Moloney moloney.cia...@gmail.com wrote: He's not using the super-secret workflow that makes opencl in Houdini smoke at least a little worthwhile: http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=25234 On Tue, Mar 31, 2015 at 4:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: 40 frames per minute vs 1.2 frames per second not exactly blowing my mind. On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante cgc...@gmail.com wrote: and if you have a nice GPU like a titan X: https://vimeo.com/123128103 On 31 March 2015 at 16:04, Cristobal Infante cgc...@gmail.com wrote: This appeared today on the sidefx vimeo channel, possibly to late and not what you need but still interesting :) https://vimeo.com/123657201 On 31 March 2015 at 13:05, Chris Marshall chrismarshal...@gmail.com wrote: Oh yes, cool! I think that'll do what I need. Thanks a lot! On 30 March 2015 at 20:59, Schoenberger x...@digidragon.de wrote: For the old school way: Check the SI sample scenes. https://vimeo.com/123662527 I have created some ICE nodes to mimic the rotation of the cloud chunks. It is simply based on the observation that particles rotate away from the center. No Fluids= fast to simulate+render, over-all movement/scale can be adjusted with splines and cages, refinement without changing the movement. You just need a few particles. And you should probably not use many more, otherwise you loose the cell shape. Many overlapping particles with small density break the billowing look. And do not reduce the size. If you want to use use more, carve more of the particle away, that you have a few cell spikes. Render even less particles to view how you shape them via the render tree. And use the thumbnails in the render tree that you know what you are tweaking. Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman *Sent:* Monday, March 30, 2015 6:11 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Billowing smoke heres an old school particle volume way you could still use slipstream with. demo scene with link https://vimeo.com/45430754 On 30 March 2015 at 16:50, Chris Marshall chrismarshal...@gmail.com wrote: OK yes looks very cool Thanks On 30 March 2015 at 16:37, adrian wyer adrian.w...@fluid-pictures.com wrote: emfluid for sure! -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* 30 March 2015 16:34 *To:* softimage@listproc.autodesk.com *Subject:* Billowing smoke Hi, i need to do some thick billowing smoke and have Slipstream and Fury, but I'm struggling to get that thick smoke look. Just wondering if anyone can help or what alternative solutions are there? Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: Aw: OT Maya: ncache hell
Maya 2016! On 18 February 2015 at 04:23, Adrian Graham adrian.gra...@autodesk.com wrote: Hey guys, the best way to retime nCaches is in the Trax editor. Select the cached node and open the editor. You’ll see a bar representing the length of your cache on disk. You can expand/compress this bar to achieve the retiming you desire. You can’t ramp-in/ramp-out the speed, unfortunately. Not without extremely unpredictable results, that is. Now it gets tricky, so I recorded a couple of videos (in .swf format) to maybe provide a bit of insight: nCache_retiming_01.swf https://autodesk.box.com/s/ves0ye66ny9sc0y78a8ck8xi8af2zyns nCache_retiming_02.swf https://autodesk.box.com/s/bxwfnuupxw11fz9tvfr94k72djb9fwfv Also, as I mentioned at the end of the second video, a suggestion from one of our devs here is to goal ‘classic’ particles to your nParticles (post-retiming), cache those out and render them, rather than the nParticles: You could export it as a classic particle cache (with dynExport) , and then create a classic particle shape with exactly the same set of attributes as you exported. (which means that you either have to explicitly specify the list of PP attrs so that you don't end up with ramp input attrs, or you may need to add any extra cached attrs to the classic particle system). Hope this helps, Adrian From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Gerbrand Nel Sent: Monday, February 16, 2015 4:59 AM To: softimage@listproc.autodesk.com Subject: Re: Aw: OT Maya: ncache hell Ugh Well thanks for the heads-up. G On 16/02/2015 11:50, Leo Quensel wrote: I've been through this hell. Long story short: Do it in Softimage, it is next to impossible to do it properly in Maya and it is a buggy mess. Gesendet: Montag, 16. Februar 2015 um 10:45 Uhr Von: Gerbrand Nel nagv...@gmail.commailto:nagv...@gmail.com An: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Betreff: OT Maya: ncache hell Hey guys So I have to re-time my particles in Maya, and no one seems to know how to do this properly. Do you guys know if I can bring them into softimage, re-time, and then re-export the ncache to maya? Even if you know how to do it with houdini, please shout! Thanks guys
Re: Sad days...
It does not need to stop here, we all going to be trying out new software, Were a knowledgeable bunch. It could evolve. Ben On 3 February 2015 at 19:25, Jordi Bares Dominguez jordiba...@gmail.com wrote: Such an amazing job you did with Softimage Creatives… sad thing to loose it but you are right. sniff. jb On 3 Feb 2015, at 18:23, a...@andynicholas.com wrote: The timing is to do with the expiry of the web hosting. It's not really about the money, but more to do with the fact that we stopped having the meetings over a year ago after The Announcement, and we currently don't have any plans to restart. Cheers, A On 03 February 2015 at 18:00 olivier jeannel olivier.jean...@noos.fr wrote: Does it really have to close ? Is this about money for the website ? Le 02/02/2015 10:39, Jon Hunt a écrit : This is sad times, A big thanks to the Softimage Creatives Team. I always left these event either inspired, informed, half cut or well networked. Truth be told it usually would be all of these! Its a shame I got to only meet a few of you Softies and if the community should arise in a different from and some spare hands/help/supoort is needed then give us a hola. Thanks again, Jon On Mon, Feb 2, 2015 at 8:27 AM, Laurence Dodd laure...@porkpie.tv mailto:laure...@porkpie.tv wrote: Denial is getting much harder these days. Thanks guys. On 2 February 2015 at 01:27, Jason S jasonsta...@gmail.com mailto:jasonsta...@gmail.com wrote: I would rather identify Softimage related declines as Bullshit days. On 02/01/15 18:49, Matt Morris wrote: Man I loved the atmosphere of that first meeting! Ok we had some sound troubles, but the enthusiasm and just the sheer amount of people there made it feel like SI still had a future. Thanks for the good times Andy and everyone there! On Sunday, 1 February 2015, Jacob Gonzalez jacobgo...@gmail.com mailto:jacobgo...@gmail.com wrote: sad indeed!! it was certainly great stuff what you guys put together with SIC!! J On Sunday, 1 February 2015, a...@andynicholas.com a...@andynicholas.com wrote: One last tribute as our web hosting is about to run out... http://www.softimagecreatives.com http://www.softimagecreatives.com A huge thanks to all of you who supported us. Andy -- www.matinai.com http://www.matinai.com -- Laurence Dodd Porkpie Animation E: laure...@porkpie.tv mailto:laure...@porkpie.tv W: www.porkpie.tv http://www.porkpie.tv M: 07570 702 576 T: 01273 278 382
Re: more maya......
Its a easy fix. go, file, new scene, click the little box set it once in there. Once you open one new scene from there all scenes will be it until you change it. If you crash before you close maya you will need to redo it. Ben On 4 November 2014 13:39, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Chin up buddies, chin up. (cry) On 4 November 2014 11:17, Gerbrand Nel nagv...@gmail.com wrote: Yup.. been there.. still waiting for my composure though G On 2014-11-04 12:47 PM, Andi Farhall wrote: maybe i just need to sit quietly here for a bit a regain my composure. The first hour of my day taken up by figuring out why my fps resets itself every time I start a new scene. They should have called it Caveat. as you were. ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error.
.emp and .emp2
Does any one know if the above are the same. Has any one ever used emReader to read .emp files with out the 2 at the end! Cheers Ben
Re: .emp and .emp2
Thank you On 15 September 2014 16:09, Eric Mootz e...@mootzoid.com wrote: Hi Ben, .emp2 is the file format that came with 2nd version of emPolygonizer, i.e. emPolygonizer2, and .emp is a very old format of the very first emPolygonizer. It is in fact so old I ask myself where those files possibly come from ;) Any way, neither emReader nor any of the current emPolygonizer versions can read is. Maybe those files aren't even polygonizer files? Best, Eric Am 15.09.2014 15:38, schrieb Ben Beckett: Does any one know if the above are the same. Has any one ever used emReader to read .emp files with out the 2 at the end! Cheers Ben
Re: OT Maya: Skinning
In fairness it 's the same, it just looks different, less colourful. Though you should consider you morph's first before you bind your mesh. Adding additional morphs target after a bind can cause you headaches. Ben On 3 September 2014 20:34, Eric Thivierge ethivie...@hybride.com wrote: Yes that is the one and only skinning tool I hear of these days in Maya. :) On Wednesday, September 03, 2014 3:29:58 PM, Will Sharkey wrote: Im attempting to paint weights on a fairly complex creature and it is a bit of a pain. I seem to recall people saying that the built in weighting tools in Maya aren't great. What were other options? I think somebody mentioned ngSkinTools and that seems pretty cool. Is that still a top choice? At least the relax/smooth tool looks like it works in the ngSkinTools demo, the built in smooth tool in Maya frustrating. cheers
Re: OT Maya: Skinning
I see what your saying. But i have been know to Bind then remove the default weights and then paint it back, as per what I need. But I suggest some loud music in your head phones, to drown out the angry voices in your head! or do it in soft and fbx it back save off the weights and load them on to your maya rig. Ben On 3 September 2014 21:20, Will Sharkey willjshar...@gmail.com wrote: honestly I have a lot of joints in this character and Im finding it difficult to get even smoothing along many joints. The only way I can see to do this is to 'flood' the mesh, which isnt what i want, I was hoping just to paint the smooth but thats not giving me good results either. On Wed, Sep 3, 2014 at 4:12 PM, Rob Chapman tekano@gmail.com wrote: What is the issue, speed of interaction with dense geometry or complexity of model hierarchies? On 3 Sep 2014 20:30, Will Sharkey willjshar...@gmail.com wrote: Im attempting to paint weights on a fairly complex creature and it is a bit of a pain. I seem to recall people saying that the built in weighting tools in Maya aren't great. What were other options? I think somebody mentioned ngSkinTools and that seems pretty cool. Is that still a top choice? At least the relax/smooth tool looks like it works in the ngSkinTools demo, the built in smooth tool in Maya frustrating. cheers
Lagoa
Hi all Am having a play with Lagoa It would be nice to achieve a look like in Thiago video (In Particular the first 4 clips) where when the particles crash and there still is larger chunks remaining in the sim. http://vimeo.com/13457383 Can any one recommend any setting, for inelastic and Elasticity. Am using the highly Breakable material at the moment. Any idea would be fantastic. Thanks Ben
Re: Lagoa
Just saw this, http://vimeo.com/11250519 1 million inelastic points does that also mean elastic setting are set zero or solve Elasticity is switched off. Cheers On 24 August 2014 11:56, Ben Beckett nebbeck...@gmail.com wrote: Hi all Am having a play with Lagoa It would be nice to achieve a look like in Thiago video (In Particular the first 4 clips) where when the particles crash and there still is larger chunks remaining in the sim. http://vimeo.com/13457383 Can any one recommend any setting, for inelastic and Elasticity. Am using the highly Breakable material at the moment. Any idea would be fantastic. Thanks Ben
Re: OT Maya: push deformer
Thanks Gerbrand On 20 August 2014 14:39, Jason S jasonsta...@gmail.com wrote: Lol! Yeah I know I parethesise lots :) On 08/20/14 9:04, Francois Lord wrote: Hey Jason, have you been programming in Lisp lately? Just askin'. ;) On 20-Aug-14 01:05, Jason S wrote: As mentionned, I may totally be disproven, (especially with the all the expectation for it to be at least ICE (or more) ) And to be honest, while being fully aware that many dedicated people including yourself are working hard to make Bifrost something great, (which is the main thing that I'm sure will make it at least very good) I must admit that despite that, I -do- wish it would somewhat more or less 'fail' just enough for the floor to be, lets say freed-up (in a non-aggressive/non-invasive way) for other players also making great things to have a shot, but while not being completely bent on having the entire floor for themselves. Cause as it stands now, it could very well be the case that good or less good, there would just not be any comparison base, or any (remaining) choices to choose from, like it can arguably be (already) the case today. (being -clearly- not out of mere circumstance or (at-all) achieved with means that anyone (except AD) would identify as being -fair- or 'non-destructive') And if hoping for an outcome (with diversity) is being delusional, (which I hardly think it is) then may that be as it may.
Re: OT Maya: push deformer
On the subject of Soup I love these plugins as well and also for them hard to install. My shelf never worked as well. If any one out there has any idea's that would be great. Ben On 16 August 2014 12:51, Marco Godinho macgodi...@gmail.com wrote: does maya have a relax or smooth deformer? Yes, the cMuscleSystem node can be used as smooth or relax deformer. http://download.autodesk.com/us/maya/2010help/files/Muscle_Nodes_cMuscleSystem_node_.htm The rest point positions are stored when you create the node but I believe you can reset this rest state later (never tried, sorry) . The scripts that create the deformer will throw an error if you try to stack more than one, you can change those scripts or trick them by creating any other deformer before applying a new cMuscleSystem, afterwards you can delete the extra deformer (a cluster does the trick just fine). Hope it helps, Marco On 13 August 2014 12:24, Gerbrand Nel nagv...@gmail.com wrote: Ok now for the next problem.. does maya have a relax or smooth deformer? G On 2014-08-13 12:29 PM, Raffaele Fragapane wrote: That's probably a better way to do it, working on components isn't a Deformer and will eventually bite you in the arse. On 13 Aug 2014 19:18, Gerbrand Nel nagv...@gmail.com wrote: oh cool, thanks Ben. I just figured out another way. I used a texture deformer, with no texture, just a white color and set my strength to -1. Seems to work pretty well too. G On 2014-08-13 11:07 AM, Ben Beckett wrote: it's in Edit Mesh Transform component select your mesh and pull the z translate in or out Ben On 13 August 2014 09:33, Gerbrand Nel nagv...@gmail.com wrote: Hey guys Doing a bifrost job at the moment, and I would like to flatten my liguid mesh a bit. I'm thinking something like the softimage push deformer would work. Is there something like this in Maya, and would it work on a bifrost mesh? Thanks guys G
Re: OT Maya: push deformer
it's in Edit Mesh Transform component select your mesh and pull the z translate in or out Ben On 13 August 2014 09:33, Gerbrand Nel nagv...@gmail.com wrote: Hey guys Doing a bifrost job at the moment, and I would like to flatten my liguid mesh a bit. I'm thinking something like the softimage push deformer would work. Is there something like this in Maya, and would it work on a bifrost mesh? Thanks guys G
Re: OT Maya: Spring Dynamics in Maya
We have to ask why do autodesk feel the need to add bonus tool. They should just come with the software. On 2 August 2014 01:22, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hey Will, Maya bonus tools might be what you are looking for (free addon for maya): https://www.youtube.com/watch?v=F5oPTUHN-5U#t=67 Dynamic joints added in bonus tools 2013 Hope this helps. Give everyone at PB my best ;P On 1 August 2014 22:52, Jeremie Passerin gerem@gmail.com wrote: Hey Will, I think they attach rig to a simulated hair strand... I'm not quite sure but heard something like that. Also MT_springs = Gear Springs. It's part of the contribution from Helge to Gear. The code is open source by the way, so it shouldn't be too difficult to port it to Maya. Good luck in your research. Jeremie On 1 August 2014 14:12, Will Sharkey willjshar...@gmail.com wrote: Hello, I posted this at maya_he3d google group but there is so little traffic, only 2 posts over there today and I think they were all from me! I wonder if you all could shed some light on spring dynamics in Maya, maybe something similar to mt springs or the cool spring solvers in gear. What are some good solutions or tools to achieve this? I noticed there is a Jiggle Deformer but that seems point based as opposed to an offset on a controller. Any information would be much appreciated. Thanks!
Re: Alembic workflow question/problem
You could prebake there positions On 25 July 2014 10:36, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote: You might have to also export the parent hierarchy of those extra items, cause the animation is in their transforms. Do you have a scene we can help look into? From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, July 25, 2014 1:42 AM To: softimage@listproc.autodesk.com Subject: Alembic workflow question/problem I'm testing out the Alembic cache workflow to get characters from Maya to Softimage. The enveloped characters are coming in good but sometimes the parented objects don't receive the animation. Extra items like hats, glasses and eyeballs are having trouble because they aren't enveloped. It seems like I'm just missing a checkbox or something when I send it out but I can't figure it out. Right now we are using Maya 2014 and Softimage 2015. Could go to Maya 2015 if needed. Thanks for any tips! Byron
Re: Alembic workflow question/problem
In the past I cached and then cached with Alembic On 25 July 2014 12:11, Ben Beckett nebbeck...@gmail.com wrote: You could prebake there positions On 25 July 2014 10:36, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote: You might have to also export the parent hierarchy of those extra items, cause the animation is in their transforms. Do you have a scene we can help look into? From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, July 25, 2014 1:42 AM To: softimage@listproc.autodesk.com Subject: Alembic workflow question/problem I'm testing out the Alembic cache workflow to get characters from Maya to Softimage. The enveloped characters are coming in good but sometimes the parented objects don't receive the animation. Extra items like hats, glasses and eyeballs are having trouble because they aren't enveloped. It seems like I'm just missing a checkbox or something when I send it out but I can't figure it out. Right now we are using Maya 2014 and Softimage 2015. Could go to Maya 2015 if needed. Thanks for any tips! Byron
Re: Hanging basket
ncloth is your baby On 27 June 2014 20:57, Byron Nash byronn...@gmail.com wrote: Is there an obvious out of the box solution for simulating a basket or other rigid object being held by multiple ropes/chains? It's definitely beyond the rope sim since the rigid object has mass and is affected by gravity. Probably don't have time to RD a complex ICE solution from scratch.
Re: OT: What strong features have you found in your new transition software that SI didn´t have?
Maya is VERY SLOW On 2 June 2014 10:47, Cristobal Infante cgc...@gmail.com wrote: I believe nodal shading for C4D is coming very soon, it's one of the top requests from uesrs.. On 2 June 2014 10:30, David Saber davidsa...@sfr.fr wrote: Thanks Perry for your testimonial about C4D. How does non linearity feels? Obvious example: going back to modelling after skining? David
Re: Free Student version of Softimage - Doesn't allow batch render - Any workarounds
Does this work just a idea good luck put the following code into a Nopepad .txt change the .txt to .exe . add your file path and the pass name. run the file @echo off call C:\Program Files\Autodesk\Softimage 2012 SP1\Application\bin\setenv.bat C:\Program Files\Autodesk\Softimage 2012 SP1\Application\bin\XSIBatch.exe %* xsibatch -r -scene Filepath\###.scn -pass PassName -verbose full On 26 April 2014 12:08, Angus Davidson angus.david...@wits.ac.za wrote: No worries. I haven’t tried it on Maya. I seem to recall when I was grumbling to Graham about it a few years back he did mention that it was across the board I could be wrong though. From: Jon Hunt jonathan.m.h...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Saturday 26 April 2014 at 12:51 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Free Student version of Softimage - Doesn't allow batch render - Any workarounds Thanks for the response Angus, The student has a 3 minute film to render, each scene has 70 or so reference models. When you load each scene you have to press OK this many times to the dialogue box that says its been created in a student version. Absolute hindrance. Got a fix but its a good 20 minute fix per shot just to be able to render... Hate asking this but I wonder if this is the the same with Maya? If so, I shall definatley need to start looking at our licensing. Thanks, Jon On Sat, Apr 26, 2014 at 4:28 AM, Angus Davidson angus.david...@wits.ac.za wrote: Hi Jon This is the major reason why we switched to the arc Licences. The EDU, Commercial and the Free Student version all had interop issues. The worst begin the contamination from the free version. What we do now is allow the students to bring in their own workstations and we lend them a licences for the duration of the course. That way we ensure that we are all on the same version,. Its bloody stupid that we have to do that . But its the only way we could practically not run into batch render issues. This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Mornning Autodesk
https://www.youtube.com/watch?v=FWBUl7oT9sA
Mayas Render Layers Can Really Kill a job
If your not working on the master layer, there lot of pain to be endured. Working with Maya's render layers is like working with a red hot poker up ya bum! It lts like a child you need to have eyes in the back of your head to make sure it does not screw up. If I owned a small studio and wanted to waste a lot of time redoing shading I would use maya. What can we do about render layers, nothing!, because autodesk has done nothing about fixing it since some wonky person over at mental ray added them. Heck the words pass *contribution*https://www.google.co.uk/search?client=firefox-ahs=cLIrls=org.mozilla:en-GB:officialchannel=rcsq=contributionspell=1sa=Xei=pdMqU5GFDoSihgfBjIBoved=0CCoQvwUoAAbiw=1606bih=678maps puts the shiver through me. Ben
mdd writer for maya
Hi I need your help does any one know of a of a free mmd plugin for maya. Its needs to be a mdd nothing else. point oven licence is taking to long to come through. Cheers# Ben
Re: Retirement.....
Houdini On 4 March 2014 11:55, nick name creator3dstu...@gmail.com wrote: The future is bright. Not for XSI users, obviously. On Tue, Mar 4, 2014 at 1:45 PM, Sofronis Efstathiou sefstath...@bournemouth.ac.uk wrote: Was it announced - been in lectures all morning? Arse http://www.jigsaw24.com/news/news/11949-autodesk-softimages-retirement-what-you-need-to-know/ Sofronis Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group *National Centre for Computer Animation* Email: sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation [image: cid:image006.jpg@01CF21AB.FD567660]http://www.bfxfestival.com/competition/ [image: Description: Description: C:\Users\sefstathiou\Pictures\nccalogo.jpg]http://ncca.bournemouth.ac.uk/ [image: Description: Description: C:\Users\sefstathiou\Documents\My Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]http://www.bfxfestival.com/ [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] *Awarded for world-class computer animation teaching * *with wide scientific and creative applications* BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpageshttp://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email. -- This message has been scanned for viruses and dangerous content by *MailScanner* http://www.mailscanner.info/, and is believed to be clean. inline: image004.jpginline: image001.jpginline: image002.jpginline: image003.png
Re: tips on working with dense reference models?
I had a very heavy crab once in a scene, I had the Low d mesh visable and non renderable, and the HD mesh Hidden and renderable. I did this so I did not have to switch out my ref's The scenes may have take a few min more to open but it work great. But Standin are brill Ben On 24 December 2013 01:29, Peter Agg peter@googlemail.com wrote: If moving between resolutions is a pain then you can always have visible low-res geo with the high res stuff hidden. You don't get the same speed boost that you get with multiple resolutions, but sometimes it's enough to make it workable. On 23 December 2013 18:33, Cristobal Infante cgc...@gmail.com wrote: another way is to use 2 resolutions for your reference models. One very low res, and only switch to the highres when you are ready to render. The trick is to use the same rig so the animation sticks. If you want to give this a shot I recommend you download the scn toc manager created by Alok to switch those models from outside the scene. The standin route is great if you are rendering with Arnold IMHO. good luck! On Monday, 23 December 2013, Paul Griswold wrote: Thanks Alan! Yep, this is all solid, non-deforming stuff (CAD data). I have rigged it all with nulls the way you mention. The problem I'm having is just updating when I scrub the timeline. Even if the object has zero animation, simply scrubbing the timeline causes Softimage to freeze for several seconds. I'm actually testing Redshift for this one. They've got a stand-in, but it's very alpha IMHO. You either get a box or a full representation of the geometry. There's nothing in-between, yet. VRay's implementation looks somewhat nifty - I think they give you a bunch of points in the shape of your object. It sounds like the fastest solution would be to decimate the geometry and use it as a stand-in. I just wasn't sure why there's such a huge difference in performance between local and reference. It's really significant. Thanks! Paul ᐧ On Mon, Dec 23, 2013 at 1:05 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Is it as simple as building low res stand-ins and offloading? Pretty much... yeah. Is it a solid, (mostly if not completely) non-deforming thing like a vehicle? If that's the case, you may wanna consider making a null hierarchy where each null contains a selection of meshes that move as one. For example, a regular solid car's rig might be: car body, left/right front/back wheel rotation and left/right front/back wheel brakes, so 9 nulls. Animating those 9 nulls will be way lighter than dealing with hundreds or thousands of parts deforming or individually constrained to whatever, plus it's less data for the Delta property to keep track of. By the way, I like to call these nulls segment nulls. If you're dealing with mentalray or Arnold, both have the standins concept that works quite well, especially in Arnold. (Maybe XSI Vray does it too, not sure.) You'll want a standin per segment and if you name your standins the same as your segment nulls in a separate resolution, then it's very easy to animate a very light rig that is high-res compatible. Also makes it a piece of cake to republish update geo and shading by simply reexporting the standin files. At work we had stupid mesh density in Pacific Rim's control pod stilts and this *segmented workflow *of standin nulls constrained to a rig worked out great. ;) On Mon, Dec 23, 2013 at 11:09 AM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: I don't work a lot with reference models, but I am now. The mesh is dense and has a lot of parts to deal with. When the mesh is local, Softimage handles it fine. But when it's reference, just moving through the timeline takes 8-10 seconds per frame. Even in Bounding Box mode, Softimage grinds to a halt. Can anyone point me to any FAQs or guidelines on working with heavy reference models? Is it as simple as building low res stand-ins and offloading? Thanks Merry Christmas! -Paul ᐧ
Inspire GLG
I know a few of us crossed this chaps path! http://www.shropshirestar.com/news/crime/2012/10/02/shropshire-businessmen-to-face-trial-for-theft-and-fraud/ Ben
Re: mb feathertools cache issue
With the re grooming you could just save out your old weight maps and reapply them Maybe as long as you have not edited the mesh! Ben On 5 November 2013 15:41, Jonny Grew jonny.g...@gmail.com wrote: Just thought I'd give you an update about this... Mr MB had a look at our scenes and encountered the same problem with reading the cache - the feather instances appeared on frame 1 but disappeared on subsequent frames. As there were some nested models under the main chicken model it was thought that there was confusion with ICE recognising certain elements of the setup... I ran a test by removing the nested models and there was no change - still a problem reading the cache. His suggestion was it was a soft cache reading error as it was a little sporadic with the errors we were getting. After much faffing and eliminating every conceivable thing from the list of things that could cause an issue we started over. Removed EVERYTHING other than the meshes to be surfaced with feathers. The feathers were remade and then I reapplied the rig with saved out envelope weights. So far so good. Maybe the issue was with the initial build of the feather system? No answer but problem solved. Although the re-grooming of the feathers obviously adds time, at least we have a setup that works including writing the cache out from referenced animation models and applying it to referenced render models. Thanks for your thoughts. Jonny On 4 November 2013 19:53, Sandy Sutherland sandy.mailli...@gmail.comwrote: You might be right Jonny, been a while since I used it. I am sure you can look see what attributes are being written and find the instance one - it is most likely an integer that can then be fed into an instance node. S. On 2013/11/04 9:01 PM, Jonny Grew wrote: The problem is, Sandy, that I cannot recreate the instancing section of the ice tree. The compound for MB feather tools is not explorable. You simply point it at an instance group but the allocation of each individual feather instance is defined by an envelope weight on a duplicate of the render mesh (called the envelope mesh) Under the hood this will give the particles a custom attribute (I'm guessing) that is used to inform which instance each particle should use-the same goes for size and rate but driven by a weight map that is local to the render mesh. Determining which attribute is being used and how is what I would need to know in order to use on a secondary ice tree by using the set instance geometry node in my 'cache read' particle cloud. MB looking at it but cache issue could be down to how the feather tools were set up originally or some kind of internal confusion due to the fact we have 3 separate feather tool setups all referencing the same instance feather group. Will report back when I know more. Jonny
Re: mb feathertools cache issue
I have been working with this feather tool for two years now my formula to make it work is: Step1 In scene one Create the feathers with mbfeather tool on your character save this as a base scene Step2 PolyMesh Duplicate the feathers (this example is for one type of feathers) Step3 With that *poly mesh* of the feathers, save it out as a obj and texturing that.(remeber to set the UVs before export) Step4 In scene two, I animate the bird. Then point caching animated Character and a applying the cache to the mbfeather character in your base scene, the character now movers and the feathers go with him. Step5 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers sim Step6 apply the cache to the exported obj, in scene two, the animated scene. Works nicely Ben On 4 November 2013 16:05, Jonny Grew jonny.g...@gmail.com wrote: Hello list, Just wondered if anyone can shed any light on some issues we have with mb feather tools When we're caching out the pointcloud we're getting sporadic results in reading the cache back. We have 3 separate mb feather tool setups (body, head and wings) all under different models. These all reference the same feather group in it's own model) and all nodes have been switched to say 'this_model' as advised within the documentation. We're using 6 different feathers and populating the surface using the envelope weights on the 'envelope mesh' that determines which feather within the feather group goes where. This all works great when live but when caching out we're finding that either: 1/The instances aren't there (the particles are - you can see if you change the pointcloud display property to point) 2/Certain feathers are missing (ie feather 3 and 4). You can force the instances to be visible by adding another ice tree on the empty cache read point cloud with a 'set instance geometry' node, however this only populates with the first feather in the feather group. - As the compounds are locked we're not sure what attribute we could use to ensure that the correct feathers are in the correct place. It appears that when things do sporadicly work that they only do from a single scene. Exporting the model from this scene and caching causes even weirder results which means it looks like using reference models in our animation scenes is a no-go. We'll have to export animation action clips, apply them into this scene that sporadicly works and export the ICE Cache into our render scene. Any pointers much appreciated on stating our blindingly obvious faults or hooky work-arounds. Cheers Jonny
Re: mb feathertools cache issue
I found this plugin brill but its a bit of a fiddle, There is a addon out there that will export all the feathers together as one mesh. I've seen at Glassworks, if that person want to give it out I suggest you set up a new thread to see if this person comes forward. He all over this list, so he may! Start your title with some thing like, this was once a thread Freeze ICE tree to geometry? Ben On 4 November 2013 16:53, Jonny Grew jonny.g...@gmail.com wrote: Cheers, guys. So it appears that with either of these methods we can only get it to work with one feather type? Am I missing something? As we can't access the attribute that defines the feather type (1-6 within the group) the set instance doesn't look like an option and the polymesh duplicator only allows one instance object too? I seem to remember that momentum has an instance to geometry function but the studio I'm at doesn't have it. Is there another instance to geometry script out there? I can't seen to find one. Cheers On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com wrote: We did it this way too on Zam - but you can only use one instance this way, unless things have changed since then? S. On 2013/11/04 6:22 PM, Ben Beckett wrote: I have been working with this feather tool for two years now my formula to make it work is: Step1 In scene one Create the feathers with mbfeather tool on your character save this as a base scene Step2 PolyMesh Duplicate the feathers (this example is for one type of feathers) Step3 With that *poly mesh* of the feathers, save it out as a obj and texturing that.(remeber to set the UVs before export) Step4 In scene two, I animate the bird. Then point caching animated Character and a applying the cache to the mbfeather character in your base scene, the character now movers and the feathers go with him. Step5 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers sim Step6 apply the cache to the exported obj, in scene two, the animated scene. Works nicely Ben
Expression help please
Hi all If I had 2 nulls, null1 and null2 and I want null2 to move 50% of the distance null1 has moved what would the expression be, that would write in the kine.global.posx, posy posz of null2 This sound like a good old fashion maths question!! Any help would be brill. Cheers Ben
Re: Expression help please
Ok alls good thanks I made it work thanks On 2 July 2013 14:08, Alok Gandhi alok.gandhi2...@gmail.com wrote: In case you want to know the distance traveled from the current position of the null, what you need is a scripted operator. It will not be possible with expressions. On Tue, Jul 2, 2013 at 8:59 AM, Vladimir Jankijevic vladi...@elefantstudios.ch wrote: you are still not clear in respect to what the first null is moving. How should the second null know what distance the first null has moved, if you don't specify the point from which you measure the distance. Thank about it --
Re: Creation: Horde - new Softimage integration
It looks birll, but now much coding do you need to know to make it work On 1 May 2013 22:21, Jeremie Passerin gerem@gmail.com wrote: Woow, this is very impressive. The integration of the real-time render in amazing. On 1 May 2013 08:02, olivier jeannel olivier.jean...@noos.fr wrote: Not at all, SI is just the best software ever ^^ Le 01/05/2013 15:30, Alan Fregtman a écrit : Almost unavoidable when the majority of your staff worked at Softimage in the past. hehe :p http://fabricengine.com/company/team/ Outstanding work yet again. Kudos, Fabric Team! :D On Wed, May 1, 2013 at 9:11 AM, Enrique Caballero enriquecaball...@gmail.com wrote: yep amazing. I love how they actually care about integrating into Softimage as well. On Wed, May 1, 2013 at 8:55 PM, olivier jeannel olivier.jean...@noos.fr wrote: Wow ! Super innovative ! Makes me hyper enthousiastic (the hysteric way) each time I watch your demos guys :D Le 01/05/2013 03:42, Paul Doyle a écrit : Hi guys – I've held off posting any updates on Horde as I knew we had a sweet Softimage/ICE integration in the pipe. The nice thing with our locomotion system is that it lends itself well to closer shots when you're working with a few characters - and combined with ICE that makes for some really interesting options. Helge has only scratched the surface with this, but already you can see just how awesome the combination is. 1) Reel: https://vimeo.com/61358674 2) Maya integration info: http://fabricengine.com/creation-modules/inside-maya/ (there's more of a breakdown here that we don't duplicate in the Softimage section, so I recommend looking here first). 3) Softimage integration: http://fabricengine.com/creation-modules/inside-softimage/ 4) Main page: http://fabricengine.com/creation-modules/horde/ We're currently in closed alpha/beta - if you're a commercial studio and you'd like to help with the testing program, please drop me a line. Cheers, Paul
Re: Triggerfish?
It's no trick you. Firstly you have to tell the company concerned you will be billing through a company so you do not go no there books. When you do your return it is better if the are multi sources of income coming from different places. The best thing to do is talk to a good accountant he or she may cost more but you will be better off for it. On 26 April 2013 08:45, Ben Davis benjamincliffordda...@gmail.com wrote: @Ben - Out of curiosity, what are the limits of doing your company trick? Can you stay more than 3 months for a long job? What if you have family, kids in school, etc? -- Ben Davis www.moondog-animation.com +33 6 88 48 54 50 On Fri, Apr 26, 2013 at 12:40 AM, Ben Beckett nebbeck...@gmail.comwrote: If you works as a company director, selling your services as a company the visa problem goes away (effectively a freelancer). Meaning you pay your tax as a reg company in the place were your company is Reg, a little more paper work, but you can travel, and the employer pays a company not a person. If your single I highly recommend marring a accountant like me. it make for a easy life! All the big companies sell there services every were! one bonus, More paper work = less tax just my two cents or pence On 25 April 2013 22:22, David Gallagher davegsoftimagel...@gmail.comwrote: On 4/25/2013 4:16 PM, Andy Moorer wrote: There are some seriously skilled softimage talents who were at triggerfish, if there are any producers lurking the list this downsizing has resulted in a number of at-large artists of a caliber and experience level which would ordinarily be very difficult to find at all.. It's frustrating seeing studios in LA and NyC desperate for experienced softimage talent but unable to hire outside of the states because of visa issues. Time to grumble at my congressional rep (that's sure to fix it, right?) Which L.A./N.Y. Softimage studios are hiring?
Re: Triggerfish?
If you works as a company director, selling your services as a company the visa problem goes away (effectively a freelancer). Meaning you pay your tax as a reg company in the place were your company is Reg, a little more paper work, but you can travel, and the employer pays a company not a person. If your single I highly recommend marring a accountant like me. it make for a easy life! All the big companies sell there services every were! one bonus, More paper work = less tax just my two cents or pence On 25 April 2013 22:22, David Gallagher davegsoftimagel...@gmail.comwrote: On 4/25/2013 4:16 PM, Andy Moorer wrote: There are some seriously skilled softimage talents who were at triggerfish, if there are any producers lurking the list this downsizing has resulted in a number of at-large artists of a caliber and experience level which would ordinarily be very difficult to find at all.. It's frustrating seeing studios in LA and NyC desperate for experienced softimage talent but unable to hire outside of the states because of visa issues. Time to grumble at my congressional rep (that's sure to fix it, right?) Which L.A./N.Y. Softimage studios are hiring?
Camera Focal Length
Hi Maya's cameras clearly have a defined Focal Length Tab. Where in Soft is this because sitting with the Driector yesterday soft really did it self no favours, I was telling him how it a great app is but he now not having any of it. On the camera prop's menu there is the Focal Length but its in (mm) , can it be switch, and why mm's. Thanks Ben
Re: Camera Focal Length
Sorry maybe I have confussed I mean the standard numbers such as 40mm 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in soft Thanks On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.com wrote: Yeah the Film Aperture should really be in mm in Softimage... Don't get why it's in inches. /Jens On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch leonardkoch...@gmail.comwrote: I would think because mm is the standard in focal lengths. Lenses' focallengths and also sensor sizes - which also play a role in how much the camera sees - are always given in mm. On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote: Hi Maya's cameras clearly have a defined Focal Length Tab. Where in Soft is this because sitting with the Driector yesterday soft really did it self no favours, I was telling him how it a great app is but he now not having any of it. On the camera prop's menu there is the Focal Length but its in (mm) , can it be switch, and why mm's. Thanks Ben -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Camera Focal Length
Thanks that brill to know, thankyou everyone On 18 April 2013 11:32, Jens Lindgren jens.lindgren@gmail.com wrote: On the Projection Plane tab: Enable it, set Film Aperture X to 0.9354 (the value of a Arri Alexa camera), chose whatever lens in mm in the Focal Length field. /Jens On Thu, Apr 18, 2013 at 12:26 PM, Ben Beckett nebbeck...@gmail.comwrote: Sorry maybe I have confussed I mean the standard numbers such as 40mm 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in soft Thanks On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.comwrote: Yeah the Film Aperture should really be in mm in Softimage... Don't get why it's in inches. /Jens On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch leonardkoch...@gmail.com wrote: I would think because mm is the standard in focal lengths. Lenses' focallengths and also sensor sizes - which also play a role in how much the camera sees - are always given in mm. On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote: Hi Maya's cameras clearly have a defined Focal Length Tab. Where in Soft is this because sitting with the Driector yesterday soft really did it self no favours, I was telling him how it a great app is but he now not having any of it. On the camera prop's menu there is the Focal Length but its in (mm) , can it be switch, and why mm's. Thanks Ben -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Camera Focal Length
Well there is no confussion in Maya as such, it just seem very odd in soft. It maybe base on real world settings, but for a dum nut like me some times maya seem to have it nailed. On 18 April 2013 11:37, Rob Wuijster r...@casema.nl wrote: not really getting it. If you set the proper settings for the backplane, the focal length lens settings are as they are. There's no 'equate in soft' setting for lenses, all 3D apps follow real world mechanics. Rob \/-\/\/ On 18-4-2013 12:26, Ben Beckett wrote: Sorry maybe I have confussed I mean the standard numbers such as 40mm 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in soft Thanks On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.com wrote: Yeah the Film Aperture should really be in mm in Softimage... Don't get why it's in inches. /Jens On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch leonardkoch...@gmail.comwrote: I would think because mm is the standard in focal lengths. Lenses' focallengths and also sensor sizes - which also play a role in how much the camera sees - are always given in mm. On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote: Hi Maya's cameras clearly have a defined Focal Length Tab. Where in Soft is this because sitting with the Driector yesterday soft really did it self no favours, I was telling him how it a great app is but he now not having any of it. On the camera prop's menu there is the Focal Length but its in (mm) , can it be switch, and why mm's. Thanks Ben -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3272 / Virus Database: 3162/6252 - Release Date: 04/17/13
Re: Camera Focal Length
NIce thanks, this is what am saying. On 18 April 2013 11:48, Martin furik...@gmail.com wrote: You need to enable Projection Plane and specify the Film Aperture. You may need to convert mms to inches because SI only uses inches for Film Aperture. You could also create a custom property like this: http://www.softimageblog.com/archives/65 This addon is a little old so you may need to modify it to support newer standards. It works even with the default film aperture locked and automatically converts the orientation to the vertical/horizontal equivalent. SI should have something like that by default. M.Yara
Re: deleating Particals
The modula works good but the random value is better in this case thanks for all your help guys Cool Ben On 10 April 2013 20:52, Peter Agg peter@googlemail.com wrote: For what it's worth, I'd actually recommend giving every each particle a random value between 0 and 1, then delete any over 0.5. It's not as clear cut as the modulo way, but it means you get to re-seed the values if you don;t like the result - where as you're kinda suck with whatever ID the particle is given otherwise. Depends on what you're doing, of course. If you have a billion points to make a vapour you're probably not as fussed! On 10 April 2013 20:23, Rob Chapman tekano@gmail.com wrote: welcome to logic my fren On 10 April 2013 21:19, Ben Beckett nebbeck...@gmail.com wrote: Sweet it work Am no sort why but I will read it through Thanks On 10 April 2013 20:11, Gustavo Eggert Boehs gustav...@gmail.comwrote: Not infront of SI but you could Get IDs and run them through modulo node (using 2 as input). It basically returns the leftover of a division... in your case, odds will always return 1. More here: http://xsisupport.com/2009/10/24/using-the-modulo-node/ 2013/4/10 Ben Beckett nebbeck...@gmail.com Hi Everyone I have to may particals and I want to reduce the cache by haft. I want to deleat if your odd or even with a condition. Am playing but if any one could say how to to save me some time thta would be brill Thanks All Ben -- Gustavo E Boehs http://www.gustavoeb.com.br/blog
Re: deleating Particals
Yep I made a super heavy bug swarm and I need to take out a few to render it. On 11 April 2013 03:51, Andy Moorer andymoo...@gmail.com wrote: Sometimes when the opportunity presents itself (such as a weekend available to cache on a local machine) I like to save out the maximum density I can in a given timeframe simply because its easier to remove data than to not have it at all or build up density by interpolating between particles or the like. In regards to simple workflows... I have a couple of easy-to-build compounds I keep handy (though its just as easy to build them as you go) one which assigns particles a random number between 1-100, another which tests for that value against a defined threshold for deletion or whatever. It makes it very quick to be able to build structures which act on a certain percentage of particles or to modulate other values with that number. By always using the same compound/logic I free myself from having to give it any particular attention or thought, I just drop the compounds in and know what I'm going to get. Simple but useful, and since it is (for better or worse) my own logic instead of one of the factory compounds I know what is happening under the hood and don't have to worry about unexpected results, pre-set contexts, or other caveats. Same goes for a number of other simple tools - the most useful being one which returns a uniformly random vector of a defined magnitude. The factory randomize by cone compounds irritate me. :)
Re: Maya realtime viewport
thats nice but: Why don't you now in 2014 sort your render layers out so we can remove objects. or spank the Muppet that created the the system at mental ray! On 11 March 2013 18:13, Szabolcs Matefy szabol...@crytek.com wrote: http://www.youtube.com/watch?v=X6vnCotQ5Yw ** ** TheExtension pack with Dx11 for Maya again (of course) ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy *Sent:* Monday, March 11, 2013 6:49 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: Maya realtime viewport ** ** Actually if it can display realtime tessellation, and a complex shader, I do not think that animation playback is crappy…I think, I start to understand, why game developers turn to maya…And it doesn’t matter how much I love modeling in Softimage, the once glorious viewport is now mediocre…* *** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Marc-Andre Carbonneau *Sent:* Monday, March 11, 2013 6:26 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: Maya realtime viewport ** ** Very nice but how’s the animation playback? ;) ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy *Sent:* 11 mars 2013 13:13 *To:* softimage@listproc.autodesk.com *Subject:* Maya realtime viewport ** ** http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be ** ** Now that IS what I call High Quality Viewport… ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: FBX I/O camera weirdness
One word Crosswalk On 14 January 2013 12:08, Xavier Lapointe xl.mailingl...@gmail.com wrote: It's been a while since I touched fbx ( :D ), but I remember having that kind of issue and it was somehow related to the fbx/crosswalk version. Using an older one would avoid weird behaviour (Something like 2010 .. ). Or at least the same version between Maya and Soft ... is that the case?
Re: Motion vector for ReelSmart MB
Hi Olivier Your best using this http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm Create a pass, add the shader as a over ride, Setting you render options here is key so follow the section *2) Render Options Settings* *and* *3) Normalize* Ben On 14 January 2013 12:34, Ian Baxter ianbaxt...@gmail.com wrote: What are you comping in? I would try Raster Motion and make sure you render scanline or you won't get the camera contribution. On Mon, Jan 14, 2013 at 10:24 AM, olivier jeannel olivier.jean...@noos.fr wrote: Hi list, I'm post processing a crowdFX sequence. I'd like to enhance the motion blur a bit, I'm having a rotative camera movement. I thought I'd output a MotionVector Pass using Motion_Vector(mip) pass shader. I'm just running some test atm. 1/Is this the correct shader ? 2/It's a bit long to render, it's computing several frames, right ? 3/Then I guess I'm supposed to cache the whole sim, right ? Thank's
Re: Particle Sim question
Brill Rob That's sorted it. Thanks On 13 January 2013 12:45, Rob Chapman tekano@gmail.com wrote: and.. if you wanted to try the other way of splitting your particles into numerical amounts use the 'modulo' math node like below - this basically splits your particle amount into half ive used element index as input because no doubt, like myself, you never used to bother to save the Particle ID with the cache when you were starting out with ICE :) cheers Rob On 13 January 2013 11:58, Rob Chapman tekano@gmail.com wrote: few things Ben, so you are using MR? - have you tried creating Stand-ins and instancing these rather than geometry? Ive managed to get a animated crowd of 80k+ low to mid res characters with stand-ins that normal instanced particles would not render due to memory limitations. easiest way (imo) to split the cache up would be to partition it. get some very big cubes to divide up the scene space and use If the 'point in volume' node to detect if the particle is inside the cube or not delete. cheers Rob On 13 January 2013 11:44, Ben Beckett nebbeck...@gmail.com wrote: Hi All I was wondering I have a particle sim that is cached I need to instance the cache with a bug there quite a few and when it goes to render it said no way! Computer said NO. So it bring me to ask a question does any one know how I could split the cache or even split it in to 5 scenes, am thinking. What am thinking is that I need is to delete every second particle lets say with a condition. I have tried with no luck maybe this does not work with a cache am thinking! I would love to to keep every other like every 5th or 9th for example. Is there any one that could point me in the right direction please. Thanks Ben Happy new year everyone!
Re: Particle clumping technique
Hi Vladimir What does self.partID do am a little lost in the sim stack wondered if you had time to basically explain nice job though Thanks Ben On 8 January 2013 11:42, Tim tim_boll...@hotmail.co.uk wrote: I'm just playing around with it now, and I'm wondering if there is a way to generate clumps in simulation mode, and still get the forces to work correctly? I have set it up so clumps are created every frame (which works as expected) but It seems when I try to apply forces to this It breaks the simulation completely and all the points disapear. I'm not sure if I'm setting this up wrong, or it's a limitation with this kind of set up. Basically I'm trying to get smokey dirt to fall from a character over time. I have attached an image to show how I structured the tree. Regards, Tim On 07/01/2013 19:17, Sebastian Kowalski wrote: here you go, thats one of the first prototypes I've made. the whole system evolved a bit after the catrice project (had to reuse it on an other job), but the essential idea seems not to differ from vladimirs solution. (hope thats true, didn't had a look yet ;) ) you need to set a custom id value to each member of a cluster of points (clump id). in that case all clumps have the same amount of points. in that scene file its just a drag force, dissolving the clumps. when you need some more forces you have to use the position average of every clump, and apply the needed force from that. i am gonna share the more sophisticated scenes too, just need to comment them a bit. i should say that the initial idea came from tim borgmann, I've just implemented it in an icy way ;) take care sebastian
Re: FBX and soft is rubbish
Hi Chris Alls good, Sorry if I was a bit well way! But Cross walk is brill all. I was give a load of mocap to sort very late. Importing them in to XSI seems never to work the way one would expect, the key are all over the place. I guess they come in at 30 or 24 fps never 25. But Importing via Maya back to xsi via crosswalk works a treat. but bit long winded! So It leaves me with one question why can't we force the FPS on FBX imports into XSI. Hope everyone a happy new thanks Ben On 29 December 2012 10:12, Chris Chia chris.c...@autodesk.com wrote: Hi Ben, Have you tried Crosswalk? And what exactly do you wish to achieve? Regards, Chris On 28 Dec, 2012, at 8:12 AM, Ben Beckett nebbeck...@gmail.commailto: nebbeck...@gmail.com wrote: more option on import would be nice. On 28 December 2012 00:07, Ben Beckett nebbeck...@gmail.commailto: nebbeck...@gmail.com wrote: Am I missing something To import a FBX in to soft is pile of #$%?? there no FPS seting so it all was Fup Sort it out Autodesk So the only way for a while one has been able to do it is via another app like Maya So the way I do it is maya import FBX check it at the right FPS expoxt via cros walk back to soft TIT wa#k
Re: FBX and soft is rubbish
more option on import would be nice. On 28 December 2012 00:07, Ben Beckett nebbeck...@gmail.com wrote: Am I missing something To import a FBX in to soft is pile of #$%?? there no FPS seting so it all was Fup Sort it out Autodesk So the only way for a while one has been able to do it is via another app like Maya So the way I do it is maya import FBX check it at the right FPS expoxt via cros walk back to soft TIT wa#k
Re: congrats to centreNAD
Can we see a wire mesh On 20 December 2012 11:01, Cristobal Infante cgc...@gmail.com wrote: Well done! http://www.lapresse.ca/videos/actualites/201212/19/46-1-canular-de-laigle-le-making-of-.php/ebcdcf6cf0a240b9872184f400d7522e C On 20 December 2012 10:57, Matt Morris matt...@gmail.com wrote: For the 16 million views and counting in under 48 hours, amazing job by the students there! http://youtu.be/CE0Q904gtMI -- www.matinai.com
Re: congrats to centreNAD
Sweet just seen it very good, I think I saw it first on the Suns website On 20 December 2012 11:04, Ben Beckett nebbeck...@gmail.com wrote: Can we see a wire mesh On 20 December 2012 11:01, Cristobal Infante cgc...@gmail.com wrote: Well done! http://www.lapresse.ca/videos/actualites/201212/19/46-1-canular-de-laigle-le-making-of-.php/ebcdcf6cf0a240b9872184f400d7522e C On 20 December 2012 10:57, Matt Morris matt...@gmail.com wrote: For the 16 million views and counting in under 48 hours, amazing job by the students there! http://youtu.be/CE0Q904gtMI -- www.matinai.com
Easy Ice question
HI all If I had a bunch of particles shaped as a cone and a way from zero, how would one rotate them from there center using ice. Currently am freezing the ice tree and then rotating them this works, but I would love to know how to rotate a bunch of points in ice. Any ideas would be brill Thanks Ben
Re: Easy Ice question
the need to spin lets say like a tornado Thanks for helping On 11 December 2012 15:27, Stephen Blair stephenrbl...@gmail.com wrote: Set Particle Orientation? On 11/12/2012 10:25 AM, Andi Farhall wrote: you could try spin particle or the rotate vector nodes for an automated approach. If you want to rotate each one very specifically in a different way you could have more trouble….. no idea about that one. ** ** cheers, ** ** Andi. ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Ben Beckett *Sent:* 11 December 2012 15:04 *To:* softimage@listproc.autodesk.com *Subject:* Easy Ice question ** ** HI all ** ** If I had a bunch of particles shaped as a cone and a way from zero, how would one rotate them from there center using ice. ** ** Currently am freezing the ice tree and then rotating them this works, but I would love to know how to rotate a bunch of points in ice. ** ** Any ideas would be brill ** ** ** ** Thanks Ben
Re: Easy Ice question
well it not missing but he never got that far to explain the funnel up bit. Thanks Ben On 11 December 2012 16:13, Ben Beckett nebbeck...@gmail.com wrote: Those tut's are brill but it the rotation around the curve bit he missing B On 11 December 2012 15:55, César Sáez cesa...@gmail.com wrote: Bradley Gabe to the rescue :) ICE Demo: Building a Force from a Curve http://vimeo.com/1313863 Vortex Control http://vimeo.com/1330615
Re: Easy Ice question
Am going to give it a bash in a hour or so, I will let you know how I get on thanks every one On 11 December 2012 16:33, patrick nethercoat patr...@brandtanim.co.ukwrote: not quite sure what you're missing from Brad'z vidz. the 'funnel up bit' (I'm guessing you mean the force along the curve rather than around it?) is dealt with in the first 'build force from curve' vid. This one adds the rotational component. Or am I missing the point? P On 11 December 2012 16:14, Ben Beckett nebbeck...@gmail.com wrote: well it not missing but he never got that far to explain the funnel up bit. Thanks Ben On 11 December 2012 16:13, Ben Beckett nebbeck...@gmail.com wrote: Those tut's are brill but it the rotation around the curve bit he missing B On 11 December 2012 15:55, César Sáez cesa...@gmail.com wrote: Bradley Gabe to the rescue :) ICE Demo: Building a Force from a Curve http://vimeo.com/1313863 Vortex Control http://vimeo.com/1330615
Re: Any one running Window 8 yet
Hi Thanks Forgetting back, on that i think am going to stay with what works at the mo, until am force to do it. Ben On 10 December 2012 16:45, Leoung O'Young digim...@digimata.com wrote: I upgraded one of my systems from win7 pro to win8 and I tried to install XSI V7.1, everything went fine with the installation, sees the license servers but when I tried to run XSI, it gave me an error can't find an interactive license. I even open the up the ports in the firewall On 12/10/2012 6:02 AM, Ben Beckett wrote: Before the end of the year I hear it cheep, has any one switch is it any good Any thoughts Thanks Ben
Re: Exporting ASS for rendering standin
Cool thanks On 14 November 2012 23:13, Gene Crucean emailgeneonthel...@gmail.comwrote: Not to mention that time savings is only one aspect of why you would want to use a standin. As far as speed is concerned though... look at it this way. If you have a huge asset that doesn't move, you export once. Render frame 1. Now what happens at frame 2? No more export, just render ;) On Wed, Nov 14, 2012 at 3:08 PM, Steven Caron car...@gmail.com wrote: the time savings is in scene export time. look for this line in the script editor history pane... # INFO : [sitoa] Exported Frame 1001 to Arnold in 12.245 sg render your scene without the standing and with the standin, compare them and see what your savings is. if there is no savings there must be something wrong. s On Wed, Nov 14, 2012 at 2:48 PM, Ben Beckett nebbeck...@gmail.comwrote: Hi All Just quick one. The way I see it is that if I export a large scene to the ass format so when I render it renders quicker. Though I still have to export the Ass file before I render, So if am not doing it when I render, were is the time saving it still needs to be exported either way . Any one have any thoughts on this or am I talking rubbish! Thanks Ben -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~
Re: Python Heads Please spread the love
Thanks you guys your brill. Am at home now but in the morning I will look at it again. If any one has any other idea's thats great. Thankyou Ben On 6 November 2012 22:47, Xavier Lapointe xl.mailingl...@gmail.com wrote: Should have been a little more explicit on that one. Like Raff and Eric said, don't patch it. Use the dispatch fix coming with pywin32. Also, make sure to use the Python installer (64bits), and reinstall pywin32 64 bit. You can use the 2.7 version I think without having trouble: http://python.org/download/ One you have both 64bit version installed if python 2.7 and pywin32, you should be ok.
Re: Strands Question
Hi Adam In the create Strand node, It might fix your problem if you tick on reverse strand direction. Thanks Ben On 22 October 2012 17:54, Adam Sale adamfs...@gmail.com wrote: Dang.. forgot that I had built it in a 2014 Beta.. Here is a link with a similar simple setup for 2012 https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn Frame 27 is the first instance of this extra tail on the newly spawned blue particles.. Just not remembering how to fix this one.. Thanks for any help.. Adam On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann li...@thomasvolkmann.com wrote: ** Unfortunately the scene crashes at startup... at least on my machine :/ /Thomas Adam Sale adamfs...@gmail.com hat am 22. Oktober 2012 um 05:35 geschrieben: Hey folks, Its been a while since I've used strands, and I recently came across an issue that I can't remember how to fix. Searching archives yields no useful results, as I'm not sure how to frame my query. If I emit Strands from particles ( like rain streaks), and then spawning particles based on collisions with say a grid, the spawned particles inherit the strands, but they have this behavior where the strands are actually ahead of the actual particle from which they are supposed to trail. In the create Strands Dialogue, there is a Reverse Strand direction option, but this doesn't do it. Its easiest to see this on frames 15 and 16 of the dropbox attach. Heres a link to a scene so you can see what I mean.. I feel like this is one of those duh moments... https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9 Thanks for any thoughts.. Adam
Setting a value on a emiter
Hi List I was wondering if I had two emitters, and I wanted to give the particles coming out of emitter 1 a value of 1 and particles coming out of emitter 2 a value 2. Or in another terms, emitter 1 would all have a ID of 1 and emitter 2 would all have a ID of 2 so later I could filter and make them do something different. Any help would be brill Thanks Ben
Re: Soft - Maya : 23.98 to 24 FPS Problem
While we are on this subject, does am one know how to force maya to open and have the scene prefs all ready set at lets say 25fps not 24fps. its caused us some problems in the past. Ben On 27 September 2012 14:35, Alok Gandhi alok.gandhi2...@gmail.com wrote: I agree, personally I would stay with 24.00. But in this case it was clients requirement. We received the plates at 23.98 and delivery will be at 23.98. On Thu, Sep 27, 2012 at 9:27 AM, Christian Keller chris3...@me.comwrote: I'd stay with 24 fps. 23.98 could give you all sort of headaches with im and export . Also motionblur in 3d and rendered motion vectors could behave strangely. We had this in a recent project with nuke and si/Arnold . But there was no time to investigate where the origin of the problems had been ... -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 27.09.2012 um 14:39 schrieb Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com: Ahaha same for 3DSMAX. Oh and sot rue about the multi-ppg…grr! The comfort Softimage gives makes it so hard to switch to other DCC. ** ** Now is it possible to do all this in Modo? ;) ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Greg Punchatz *Sent:* 26 septembre 2012 17:12 *To:* softimage@listproc.autodesk.com *Subject:* Re: Soft - Maya : 23.98 to 24 FPS Problem ** ** We bring the animation in Maya, but in Maya there is no custom FPS setting available Wow is that true??? and this is the next generation app AD thinks is the strongest of the lotLOL next thing you will tell me is that in maya you cant edit PPGs in multi mode ;) -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com On 9/26/2012 4:03 PM, Alok wrote: We have tracked and animated objects in Softimage at 23.98 fps. We bring the animation in Maya, but in Maya there is no custom FPS setting available. The closest is 24 FPS, so obviously the animation does not match. The only solution I can think is to quickly script to scale the FCurves. Does that seems to be the approach or is there anything else I can do differently. Any help much appreciated. Thanks. -- image001.gif ** ** --
Re: Soft - Maya : 23.98 to 24 FPS Problem
You Star! Luc On 27 September 2012 16:12, Luc-Eric Rousseau luceri...@gmail.com wrote: On Thu, Sep 27, 2012 at 9:47 AM, Ben Beckett nebbeck...@gmail.com wrote: While we are on this subject, does am one know how to force maya to open and have the scene prefs all ready set at lets say 25fps not 24fps. its caused us some problems in the past. there is a magic trick to set your scene defaults.. In File menu, click the [ ] option button next to New Scene and that will change your default for all new scene.
Re: Random offset image sequence based on particle ID
Hi Olivier Could you test the particle id with a condition if the id is in this range set this! if in another range set this! Ben On 18 September 2012 07:56, olivier jeannel olivier.jean...@noos.fr wrote: Hi gang, I know how to set image-texture based on particle ID (image01 set to particle ID 01, image02 set to particle ID 02,etc.) I'd like to have one image sequence (a video), with time offseted based on Particle ID. Example : Particle 01 gets sequence from 0 to 100, particle 02 gets sequence from 50 to 150, etc. How do I achieve that ? I'd really like to avoid having 100 various videos filling my hard drive... Thanks !
Re: Ping
Thanks On 10 September 2012 12:59, Leonard Koch leonardkoch...@gmail.com wrote: Yes, this is visible for me. On Mon, Sep 10, 2012 at 1:57 PM, Ben Beckett nebbeck...@gmail.com wrote: Just want to know if any one can see this mail Thanks Ben
Re: Belly Wobble Ice
Tim that would be nice if you get time Thanks Ben On 30 April 2012 08:59, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: We wish - due to getting stung by the node disconnecting thing on our last show - we have stuck with 2011 SAP SP1 for this show - so we just look with longing at the new versions - don't even have time to play with them! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Tim Marinov [ tim.mari...@gmail.com] *Sent:* 30 April 2012 09:39 *To:* softimage@listproc.autodesk.com *Subject:* Re: Belly Wobble Ice BTW You can also use syflex.The cool thing about it is that doesn't have to be under simulation stack so you don't have to create a second mesh to do the jiggle over envelope.And also is very fast.When I get a time(hope today or tomorrow)I will post a video on Vimeo how it works. On Mon, Apr 30, 2012 at 9:29 AM, Adam Sale adamfs...@gmail.com wrote: yes.. And fast.. On Sun, Apr 29, 2012 at 11:18 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: BTW Verlet is suprisingly simple - we are using it in our fur and feather system now. Cheers S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Ben Beckett [ nebbeck...@googlemail.com] *Sent:* 28 April 2012 18:36 *To:* softimage@listproc.autodesk.com *Subject:* Re: Belly Wobble Ice Thats the word it all come flowing back, Thanks On 28 April 2012 16:55, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm Good info there! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of pete...@skynet.be[ pete...@skynet.be] *Sent:* 28 April 2012 15:14 *To:* softimage@listproc.autodesk.com *Subject:* Re: Belly Wobble Ice search for ‘verlet’ in the ice tree – that should get you started you can drive it with a weightmap *From:* Ben Beckett nebbeck...@googlemail.com *Sent:* Saturday, April 28, 2012 2:37 PM *To:* softimage@listproc.autodesk.com *Subject:* Belly Wobble Ice Hi list Some time ago there was a video out there that a very kind person made on how to use ice to achieve some secondary motion in a characters belly thought the painting of a weight map. I did save it for times like this but it gone! Would any one know of this or have some suggestion how could do it. Thanks a bunch Ben
Curves
Hi List I have a couple of characters which have had a mocap applied as a action. Effectively there baked curves. Am cleaning up the curves and and doing a bit of retiming but what am finding the curves won't let me switch them to either stepped linear or spine in fact these option is greyed out. It would be nice if I could spine them! Am using 2012 All the best Ben
Belly Wobble Ice
Hi list Some time ago there was a video out there that a very kind person made on how to use ice to achieve some secondary motion in a characters belly thought the painting of a weight map. I did save it for times like this but it gone! Would any one know of this or have some suggestion how could do it. Thanks a bunch Ben
Re: Intro to the new team (was RE: Softimage development)
If it takes the soft boys and girls to fix maya than that can't be a bad thing, we know we love the way they made soft work. let hope no one from the Maya team is trying to better soft! Ben On 20 April 2012 14:33, Rob Chapman tekano@gmail.com wrote: Thanks Brent, I'm not sure what to believe, still pretty shocked, from my perspective it looks right now like things are changing for the better of Maya and for worse for Softimage. Survival of the fittest and all that, is this why we got a dinosaur primitive in the last SAP release - a not so subtle hint of things to come. Oh and am expected to believe all of the previous Soft Dev team collectively came up with the idea of working on Maya themselves did they? and they suggested it to the powers that be at AD and they said - wow what a fantastic idea, lets do it! Cynical and glass half empty perhaps, but you really expect us last remaining folk who work within a Softimage only based pipeline to be happy and optimistic about this? A smooth transition to what? On 20 April 2012 14:11, Brent McPherson brent.mcpher...@autodesk.com wrote: Things change. It is a simple fact of life. Sometimes change is good and sometimes it is bad. You can believe what you want but some of us are optimistic and have done everything we can to try and make this a smooth transition. Now excuse me while I go and refill my half-full coffee cup... ;-) -- Brent -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: 20 April 2012 13:57 To: softimage@listproc.autodesk.com Subject: Re: Intro to the new team (was RE: Softimage development) 'Until you manage to reverse the information flow, then the people will remain subjected to the sick message dished out from the top' , Noam Chomsky On 20 April 2012 13:35, Stefan Andersson ste...@madcrew.se wrote: hahaha!! So the whole team is gone, and replaced by games people in Singapore. Do you actually believe that WE will believe that nothing will change?? Excuse me but... what? Yeah right On Fri, Apr 20, 2012 at 1:24 PM, Brent McPherson brent.mcpher...@autodesk.com wrote: Ummm, all the devs are moving on to the new project and we are keeping the team together. All the Softies have had a hand in training the Singapore team to make sure the transition is a smooth one. They have not been scared to jump into such a large product so I'm excited to see what they can do. As Chun-Pong mentioned there are some very experienced Softimage devs in the consulting team in Montreal that still work on Softimage and many of their fixes get rolled into each release. Everyone involved with Softimage over the past few years is still around so the knowledge is not going anywhere. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 19 April 2012 22:41 To: softimage@listproc.autodesk.com Subject: Re: Intro to the new team (was RE: Softimage development) stay calm, there are others still around... unless they are leaving too. sean, marc-andre, yanick, brent... those are just off the top of my head. dont forget all the support guys too! stephen, graham, siddarth, matthew.. i am sure i am missing someone... s On Thu, Apr 19, 2012 at 2:33 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: incredulous, absolve the the entire known dev team ( except Brent stays yes?) into fecking Maya, plan it for over year, whilst denying everything and that nothing is going to happen to Softimage. seriously? -- STEFAN ANDERSSON // Creative Director // Mad Crew AB // http://www.madcrew.se
Re: 2012 SAP stability (or... not so much...)
Hi I had similar problems and they we solve through switching off, under Pref data management, Detect corrupted meshes. Thanks Ben On 18 April 2012 15:28, Tim Crowson tim.crow...@magneticdreams.com wrote: So... I renamed my User directory. Soft created a new one of course. The first thing I did was start adding some of my projects back in the Project Manager. I added 5 projects, and as I set my Default project, Softimage froze and required me to kill it. I'll get familiar with Process Monitor and see if I can learn more about what's causing this. Could something in a project's system file cause a crash? -Tim On 4/18/2012 9:19 AM, Tim Crowson wrote: Thanks, I'll try renaming my User folder. I have already stripped out unnecesary plugins, but there are a few that I still need to use that must be kept locally to my User directory. I'll see what renaming does. -Tim On 4/18/2012 6:14 AM, Stephen Blair wrote: Hi Support hasn't seen any trend in general instability cases for 2012.SAP. I would suspect something specific to your situation. That post is more about a startup crash. Here's an intro to Process Monitor:http://xsisupport.wordpress.com/2011/04/19/process-monitor-101/ You can try running Process Monitor to see what's going on. Often I use it to look for conflicts (wrong DLLs, other apps, ...) Do you get a chance to send a CER report? Did runonce.bat report any errors? Try renaming your User folder, so that you are running with the default preferences and settings, and with no extra plugins or workgroups. (User folder = C:\Users\blairs\Autodesk\Softimage_2013) If you install anything in the Factory install folder (C:\Program Files\Autodesk\Softimage2013), remove it. There was a similar thread awhile ago: From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] On Behalf Of Len Krenzler Sent: March-15-12 12:58 PM To: softimage@listproc.autodesk.com Subject: Re: 2012 SAP stability Hi Adrian, I had some similar issues a about a month ago. In my case this is what solved it. Turn OFF Threaded Optimization in the Nvidia control panel (assuming you're using Nvidia cards). This seemed to be causing all sorts of UI related crashes, especially with render region and the rendertree. Of course I have no idea if this is the same issue for you but it's worth a try. Cheers - Len On 3/15/2012 10:40 AM, adrian wyer wrote: how's everyone getting on with 2012 SAP? just lately we seem to have hit a wall of crashes and scene corruption, and im not sure whether this is caused by our new server, changed working practice or general ropeyness in the software artists will be working on scenes, that seem fine, then out of the blue, when, for example, opening a ppg, or a rendertree soft will hang, or just plain disappear! once this has happened the scene becomes practically unusable some respite after blowing away the local user folder, but generally crippling to workflow this is all on win7x64, wondering whether it's a windows update related issue. driving me insane! /end rant a From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson Sent: April-17-12 10:04 PM To: softimage@listproc.autodesk.com Subject: Re: 2012 SAP stability (or... not so much...) Thank you Xavier, I'll take a look at these. -Tim C. On 4/17/2012 8:50 PM, Xavier Lapointe wrote: An article from xsisupport that might be related: http://xsisupport.wordpress.com/2011/08/27/the-case-of-the-missing-registry-values/ 2012/4/17 Xavier Lapointe xl.mailingl...@gmail.commailto:xl.mailingl...@gmail.com xl.mailingl...@gmail.com Might be handy: http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx 2012/4/17 Xavier Lapointe xl.mailingl...@gmail.commailto:xl.mailingl...@gmail.com xl.mailingl...@gmail.com I don't know what you've tried so far except runonce and the user's Autodesk folder reset, but I would also suggest to remove all external addons/plugins/workgroup (not provided with Soft), and see if you experience the same crash. If you don't, then you know your problem lies somewhere in there. Having a virgin Autodesk directory would be a good thing too, I've seen crashes with custom UI Layout sometimes, even if they were not in use. You could also try any equivalent of strace (linux) on windows ... I think there's one. Might tell you at which point it's crashing. -- Xavier -- Xavier -- Tim Crowson Lead CG Artist [cid:image001.gif@01CD1D31.E8BDAC80] Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.comhttp://www.magneticdreams.com