Re: Fabric engine is gone

2017-11-12 Thread Gustavo Eggert Boehs
Hey Jonathan, glad to hear Motion Tools is still of service. I'm also a
very happy Mootzoid customer and can only wish Eric all the best.

Cheers,

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gustavoeb.com.br_&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NeozuXeR62nTS6Z7_Zo9TUwQCN4FTdWfP3WC30gAUSs&s=6ZbN0m2JYzF3d6d-v9BjR9VStXK2qpmG4CgvTCC-8q0&e=

2017-11-10 19:38 GMT-02:00 Jonathan Moore :

> Hey list, having used Fabric Engine intensively for the last few years I
>> thought it would be nice to share a few words about what it was and the
>> void it leaves as it is no longer developed.
>> Here is the link for that post: 
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NeozuXeR62nTS6Z7_Zo9TUwQCN4FTdWfP3WC30gAUSs&s=ySJbUDUSehMnpTtTcCLz_s4OxbWra5WbnirueJsgmhM&e=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=8vfFVN7WW3wJXUesMte3sebPE52q1bEjTyaCqzlI6k0&s=fSCXc6xiM5wmSc4Gv2-dSKhGMiLKLxo1r2mbLW-Sbs0&e=>
>
>
> Look forward to reading this. I've followed what you've been up to ref
> neural networks and suchlike.
>
> I still make use of Motion Tools on a regular basis as they make perfect
> bedfellows to Eric M's wonderful suit of delights. Really hope Eric isn't
> out in the cold for too long. A man with Eric's talents should have his
> pick of roles in an ideal and fair world.
>
> On 10 November 2017 at 18:41, Gustavo Eggert Boehs 
> wrote:
>
>> Hey list, having used Fabric Engine intensively for the last few years I
>> thought it would be nice to share a few words about what it was and the
>> void it leaves as it is no longer developed.
>> Here is the link for that post: 
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NeozuXeR62nTS6Z7_Zo9TUwQCN4FTdWfP3WC30gAUSs&s=ySJbUDUSehMnpTtTcCLz_s4OxbWra5WbnirueJsgmhM&e=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=8vfFVN7WW3wJXUesMte3sebPE52q1bEjTyaCqzlI6k0&s=fSCXc6xiM5wmSc4Gv2-dSKhGMiLKLxo1r2mbLW-Sbs0&e=>
>>
>> Cheers,
>> Gustavo E Boehs
>> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gustavoeb.com.br_&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NeozuXeR62nTS6Z7_Zo9TUwQCN4FTdWfP3WC30gAUSs&s=6ZbN0m2JYzF3d6d-v9BjR9VStXK2qpmG4CgvTCC-8q0&e=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gustavoeb.com.br_&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=8vfFVN7WW3wJXUesMte3sebPE52q1bEjTyaCqzlI6k0&s=jbOPhbqmV3ZCDUP5f8d_wLKimvJjLNOcX59U9koOapc&e=>
>>
>> 2017-11-07 12:14 GMT-02:00 Enter Reality <3dv...@gmail.com>:
>>
>>> Just received the email, Lagoa is also gone
>>>
>>> 2017-11-02 22:53 GMT+01:00 Andreas Bystrom :
>>>
>>>> "What's funny is, I interviewed with Weta and Dneg recently and they
>>>> both asked me a lot about fabricengine (it occupied the majority of the
>>>> interviews) and expressed their intentions to leverage it more.
>>>> When this was announced, we had a meeting at Dneg.  It was like, "Crap,
>>>> well, there goes a few years of invested time for our new system built
>>>> around fabricEngine"
>>>> Weta mentioned that they were tossing their in-house node based system
>>>> they'd spent several years developing in favour of fabric."
>>>>
>>>> do you really think you should be posting something that was discussed
>>>> during a private interview at these companies on a public forum like this?
>>>>
>>>>
>>>> On Fri, Nov 3, 2017 at 10:34 AM, Michael Amasio <
>>>> michael.ama...@gmail.com> wrote:
>>>>
>>>>> What's funny is, I interviewed with Weta and Dneg recently and they
>>>>

Re: Fabric engine is gone

2017-11-10 Thread Gustavo Eggert Boehs
Hey list, having used Fabric Engine intensively for the last few years I
thought it would be nice to share a few words about what it was and the
void it leaves as it is no longer developed.
Here is the link for that post: 
https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=8vfFVN7WW3wJXUesMte3sebPE52q1bEjTyaCqzlI6k0&s=fSCXc6xiM5wmSc4Gv2-dSKhGMiLKLxo1r2mbLW-Sbs0&e=

Cheers,
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gustavoeb.com.br_&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=8vfFVN7WW3wJXUesMte3sebPE52q1bEjTyaCqzlI6k0&s=jbOPhbqmV3ZCDUP5f8d_wLKimvJjLNOcX59U9koOapc&e=

2017-11-07 12:14 GMT-02:00 Enter Reality <3dv...@gmail.com>:

> Just received the email, Lagoa is also gone
>
> 2017-11-02 22:53 GMT+01:00 Andreas Bystrom :
>
>> "What's funny is, I interviewed with Weta and Dneg recently and they both
>> asked me a lot about fabricengine (it occupied the majority of the
>> interviews) and expressed their intentions to leverage it more.
>> When this was announced, we had a meeting at Dneg.  It was like, "Crap,
>> well, there goes a few years of invested time for our new system built
>> around fabricEngine"
>> Weta mentioned that they were tossing their in-house node based system
>> they'd spent several years developing in favour of fabric."
>>
>> do you really think you should be posting something that was discussed
>> during a private interview at these companies on a public forum like this?
>>
>>
>> On Fri, Nov 3, 2017 at 10:34 AM, Michael Amasio > > wrote:
>>
>>> What's funny is, I interviewed with Weta and Dneg recently and they both
>>> asked me a lot about fabricengine (it occupied the majority of the
>>> interviews) and expressed their intentions to leverage it more.
>>>
>>> When this was announced, we had a meeting at Dneg.  It was like, "Crap,
>>> well, there goes a few years of invested time for our new system built
>>> around fabricEngine"
>>>
>>> Weta mentioned that they were tossing their in-house node based system
>>> they'd spent several years developing in favour of fabric.
>>>
>>> Really sad to see it go.  It looks like it needed just a few more years
>>> to find it's footing.  I hope someone buys it and hires a few of the
>>> developers to continue its progress.
>>> Crap is anyone at Weta right now?  Are they buying it? Go rumors!!!
>>>
>>> I feel like the core team of Fabric was like "Here's what you want, you
>>> just don't know it yet" and even though it was an uphill slog through the
>>> mire, companies were just starting to be like, "Yeah, that is what we want".
>>> If anything, I've seen real progress at a few places to start replacing
>>> DCC's with standalone python inputs.
>>> GUI's that gather the core information for things like rigging and CFX
>>> in generic containers and then pass it to the DCC for actual execution.
>>> I've really enjoyed writing some stuff using USD and passing information
>>> between Unreal and Clarisse and Maya.
>>> Unreal isn't going anywhere and a lot of work I'm doing could
>>> potentially leave the heavy lifting deformers for a product like Ziva.
>>> I'm really hoping that the progress some people are making to have
>>> Unreal operate as a legitimate animation package continues.  It's still a
>>> ways off, but the potential is exciting and Unreal isn't running out of
>>> money anytime soon.
>>>
>>> It's nice seeing people start to realize that Maya isn't the
>>> here-all-end-all of necessity.
>>> I personally couldn't be happier if it died a quick and extremely
>>> unprofitable demise.
>>>
>>> I just spent the day rewriting very elegant ICE deformers into hacky
>>> Maya versions. *frown*
>>>
>>> Anywho upwards and downwards!
>>>
>>>
>>> On Oct 28, 2017 5:46 AM, "Jason S"  wrote:
>>>
 I agree with everything you said..

 And I'm also saddened to see fabric close-up it's doors, especially in
 this already diversity deprived environment.
 & all the best to the FE team!

 On 10/27/17 17:59, Jonathan Moore wrote:

 MPC and PSYOP output some great work with Fabric Engine but in the end
 I always felt it was too narrowly aimed at senior TD's with plenty of
 programming experience. The success of ICE was fuelled by the compounds
 that acted as a gateway drug to the inner workings. I thought maybe that
 Kraken would develop into that gateway drug, but after seeing experienced
 riggers feeling out of their comfort zone, soon realised it wasn't to be.

 When Eric Mootz joined the team I thought maybe that would bring about
 tools for technically minded artists who weren't necessarily TD's.

 Whatever the reasons I feel for the FE team after all their hard
 efforts. But I feel as one door closes oth

Re: Going to Brasil, any users/studios up for a visit?

2015-11-24 Thread Gustavo Eggert Boehs
Very good work Pedro! If you are ever by Florianópolis and want to visit
the local university, drop me a line. In case you want to visit some
studios here, I can point you some people, but they are mostly small and
neither Softimage nor Lightwave oriented.

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/

2015-11-23 13:58 GMT-02:00 Derek Jenson :

> Your node work is excellent!
>
> --
> Date: Sun, 22 Nov 2015 14:26:52 +
> Subject: Going to Brasil, any users/studios up for a visit?
> From: probi...@gmail.com
> To: softimage@listproc.autodesk.com
>
>
> Olá
> I'm going to visit family in Brasil, since Decemeber 1st and will be
> around São Paulo, Curitíba and Ribeirão Preto. Maybe Rio de Janeiro if I
> end up making good contacts there.
>
> I was wondering about any users that would be up for a "chope" or any
> studio open to a visit so I grasp what is going on there and I can redeem
> my time, so it's not just leisure :)
>
> Let me know if you are up to. You can get a glimpse of what I've been up
> to at: http://probiner.xyz
>
> Cheers
> Pedro Alpiarça dos Santos
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>


Re: ICE - text file & string manipulation

2015-11-10 Thread Gustavo Eggert Boehs
I guess you would have to do what you need via scripting, and then store
custom atributes you can read in ICE. I dont get exactly what your 'value'
stands for.
If you can tolerate just assinging particles to polygon islands, there are
existing tools for that:
http://www.gustavoeb.com.br/mtools/documentation/#special-cases-16. But you
would have to tolerate some unwanted behaviours in letters there are
composed by more then one island... like the letter "i".

Best regards,

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/

2015-11-10 10:51 GMT-02:00 :

> Hi all,
> I would need to read in a text file, and extract it's information into ICE,
>
> for example:
> ABCD DDBB BCCA ABCD   'value': 4.0
> CCDBA AABBD CCCAB 'value' : 456
> ABC CDA ABB CBB 'value' : 0.345
>
> I would want to assign letters to an array of particles that adapts to the
> what's in the text,
> line 1 would be the situation for frame 1, line 2 situation for frame 2
> and so on.
> and recover 'value' as a scalar
>
> I haven’t started digging yet, it’s probably a case of rtfm, so no offense
> if you point that out to me :-).
>
> I have some clues about how to do this in scripting, but not at all in ICE.
> how to access a text file in ICE (ideally - if needed I could paste the
> contents of the text file into a custom property or a comment) , how to
> find and filter stuff, strip the part I need, converting the string into
> scalars -
>
> if anyone has any pointers on where to start and read up, or any gotcha's
> - it would be much appreciated.
>
>
>
>


Re: End of the ride

2015-05-12 Thread Gustavo Eggert Boehs
Good luck Graham! Thanks for the interaction through all this years.

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/

2015-05-12 20:29 GMT-03:00 Adam Sale :

> I echo the sentiments of Eric and Angus. You have been a great help to our
> community Graham.
> Best of luck in your future endeavours!
>
> Adam
>
> On Tue, May 12, 2015 at 4:11 PM, Angus Davidson  > wrote:
>
>>  Dear Graham
>>
>>
>>
>> Thank you for all you have been able to do , both here, on places like
>> si-community and via email.
>>
>>
>>
>> Where ever you end up I hope its at least free of Adobe installers ;)
>>
>>
>>
>> Kind regards
>>
>>
>>
>> Angus
>>
>>
>>
>> --
>>
>>  *From:* Graham Bell [bell...@gmail.com]
>> *Sent:* 13 May 2015 12:59 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* End of the ride
>>
>>   I hadn't wanted to make any kind of announcement, but reading Stephens
>> latest Flashback thread and the discussions on where peoples journey with
>> Softimage first started, it's kinda made me realise that mine has basically
>> ended.
>> And as I'm posting here, I didn't want to fly under false colours, so to
>> speak.
>>
>>  As of the start of this month, I'm no longer at Autodesk, The bloodline
>> of european Softimage AE's from Ben, Chinny, and James, to myself has now
>> ended.
>>
>>  Perhaps it's time to start earning an honest living again. lol :-)
>>
>>  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.
>>
>>
>


Re: News from mootzoid: updates and stuff (Softimage)

2015-03-02 Thread Gustavo Eggert Boehs
emF5 is solid. hope Eric can find a proper (and profitable) venue for his
efforts on this project :D

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/

2015-02-27 20:07 GMT-03:00 Oliver Weingarten :

>  ...that´s right...but it´s absolut production proven. Try it out! AD´s
> EOL announcement did not help...so you might see emf5 in other packages..in
> proper ones...and most likely nothings AD related...who knows ;)
>
> Am 27.02.2015 20:39, schrieb Sven Constable:
>
>  emfluid5 is in beta since years? Holy cow :) I hope it will be
> officially released soon. Nice work btw, Morten.
>
>
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Morten Bartholdy
> *Sent:* Thursday, February 26, 2015 4:09 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: News from mootzoid: updates and stuff (Softimage)
>
>
>
> Sven, I have been using emFluid5 for several years now and while I am no
> ICE specialist I find it fairly easy to use and much more powerful than
> emFluid4. Also, whenever I run into a snag, Eric or someone else on the
> google list are quick to help out so I can get on with my shots. Here is an
> example of a production shot I have used it for:
>
>
>
> https://vimeo.com/94191468
>
>
>
> I can really recommend emFluid5 for its speed and versatility.
>
>
>
> Cheers
>
> Morten
>
>
>
>
>
>
>
>
> Den 24. februar 2015 kl. 21:37 skrev Sven Constable <
> sixsi_l...@imagefront.de>:
>
> --> -->
>
> Great stuff! I will definetly update my emfluid4 license to v5 when its
> out of beta. I kickass renderer you developed there, Eric.
>
> sven
>
>
>
> *From: *softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of* Oliver
> Weingarten
> *Sent:* Tuesday, February 24, 2015 8:09 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* News from mootzoid: updates and stuff (Softimage)
>
>
>
> *Hello there! *
>
> Eric entitled me to post this here ;)
>
> Some updates...and emFluid5 open beta!
>
> * Updates (Softimage): *
>
> New versions of emFlock2  ,
> emNewton2  and emRPC4
>  are available.
> The multithreading has been revised and things simulate/render a bit
> faster than before.
>
> A new version of emTools  is
> available with the following main new features:
>
>- new compounds "Image Reader/Writer" and "Create Particles from
>Image" *(*)* .
>- new compound "Liquid Particle Killer" (including a demo scene).
>- new compound "Calculate Normals from Positions".
>- new compound "Per Point to Per Node Color".
>- new compound "Get XSI Home Path".
>- a few bug fixes.
>
> *(*)* the development of the ICE/image tools was sponsored by Oliver " *mister
> si-community"* Weingarten a.k.a. "owei" .
> Many thanks for the support, owei!
>
> Note: if you are working with Softimage 2015 or Softimage 2015 SP1 then
> you should definitely update the addons to benefit from a bug fix in the
> Softimage ICE SDK!
>
>
> *emFluid5 beta (Softimage): *
>
> As of today, anybody can download and try the beta of emFluid5 for
> Softimage.
> Real volumes for Softimage, yay!
>
> The addon, a few demo scenes and links to tutorials can all be found on
> the emFluid5 web page  (scroll
> down to see the links to the tutorials).
> The emFluid5 documentation
>  is,
> ahem, a bit lean, but if you want to dive deeper into emFluid5 and need
> some support then let me know and I will sign you up to the Mootzoid beta
> list (i.e. a private Google group) where you can get help from experienced
> emFluid5 users who have been using the beta for several years.
> Finally, if you are interested in purchasing or upgrading to the new
> emFluid version, please get back to me via email.
>
>
> *RLM **(Reprise License Manager) : *
>
> Last but not least there is a new version of the license manager
> available.
> It is recommended to update your license manager to the new version,
> because all the above updates will only work properly with the newest RLM.
> RLM for Windows 64 bit
> 
> RLM for Mac OS X 64 bit
> 
> RLM for Linux 64 bit
> 
>
> Hope you like it!
>
> cheers,
> oli
>
>
>
>
>
>


Re: Gray Scott diffusion anyone ?

2014-10-07 Thread Gustavo Eggert Boehs
this is one beautiful algorithm

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/

2014-10-07 16:21 GMT-03:00 Jason S :

>  Great scott! a gray-scott reaction-diffusion ICE implementation? :]
>
>
> On 10/07/14 6:20, olivier jeannel wrote:
>
> Excellent ! Thank's a lot for sharing this !
> I'm going to have a look at it !
>
> Le 07/10/2014 12:05, Vladimir Jankijevic a écrit :
>
> Hey,
>
>  I made a gray-scott reaction-diffusion system in the early days with ICE
> for learning purposes. You can have a look at it here
> https://vimeo.com/1931408 and download the compound here:
> http://area.autodesk.com/downloads/compounds/gray_scott_reaction_diffusion_system
>
>
>  It's very old and not very clean inside. So use at your own risk :)
>
>  Best,
> Vladimir
>
> On Tue, Oct 7, 2014 at 5:59 AM, philipp seis  wrote:
>
>> Nice Find Olivier ! Looks like a darn beautiful challenge. Keep us
>> updated :)
>>
>> 2014-10-07 11:41 GMT+02:00 olivier jeannel :
>>
>>> For the sake of learning and curiousity, I was wondering if someone has
>>> managed to recreate a Gray Scott diffusion simulation within ice ?
>>> There's a nice tut here :
>>> http://www.karlsims.com/rd.html
>>>
>>
>>
>
>
>


Re: This is what Mark Schoennagel is upto these days

2014-08-27 Thread Gustavo Eggert Boehs
:D go Mark

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-08-27 10:42 GMT-03:00 Stephen Davidson :

> Thanks for the link. Mark is one of the good guys. I'm sure he will do
> well there.
>
>
> On Wed, Aug 27, 2014 at 4:44 AM, Alok Gandhi 
> wrote:
>
>> http://youtu.be/RxP3pfl9QYg
>>
>>
>> Sent from my iPhone
>>
>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956>*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>


Re: SI and Houdini

2014-04-08 Thread Gustavo Eggert Boehs
rigging

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-04-08 6:11 GMT-03:00 Srecko Micic :

> Rigging :D
>
>
> On Tue, Apr 8, 2014 at 11:07 AM, Jordi Bares  wrote:
>
>> And another one!!!
>>
>> Please let me know if you prefer me to jump to Data management for the
>> next one or Rigging...
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31012&start=200
>>
>>
>> Cheers
>>
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 4 Apr 2014, at 23:26, Christian Lattuada 
>> wrote:
>>
>> Cheers mate!
>> Have a beer, we owe you.
>>
>> .:.
>> Christian Lattuada
>>
>> tel +39 3331277475
>> ...
>>
>>
>> On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares wrote:
>>
>>> :-)))
>>>
>>> In the meantime check the new HDA guides
>>>
>>>
>>> https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o
>>>
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>> On 3 Apr 2014, at 13:01, David Saber  wrote:
>>>
>>>  we have to contribute! ;)
>>>
>>> On 2014-04-02 17:08, Jordi Bares wrote:
>>>
>>> I will buy her some nice present once it is finished.
>>>
>>>
>>>
>>>
>>>
>>
>>
>
>
> --
> Micic Srecko
> ---
> Mail:
> srecko.mi...@gmail.com
> Skype:srecko.micic
> ---
> 3D/Graphic Portfolio:
> http://www.coroflot.com/SreckoM
>


Baking / flattening envelope weightmaps

2014-04-07 Thread Gustavo Eggert Boehs
When I partial gator things I end up with a  unneeded (unwanted) surplus of
envelope operators and weightmaps in my object. Is it possible to bake /
flat different envelope weightmaps?


Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: ICE trigger animation?

2014-03-24 Thread Gustavo Eggert Boehs
Hi Eugen,

Sorry for the shameles plug, but: http://www.gustavoeb.com.br/mtools/
At about 16' I start to show the 'Get Animation from Clip Modifier' which
you can then modulate by any modulator (nulls included) as shown at the 18'
mark.


Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-24 11:25 GMT-03:00 Eugen Sares :

>  Hi,
> never learned ICE thoroughly enough to know this:
> What I'd like to do is some kind of simple 2D motion graphics video intro
> - an ornament pattern of rings of different sizes appears by the effect of
> scaling up each single ring from 0 to 100%, and with a 'swiping' motion
> from left to right on the screen. Left rings appear first, right ones last.
> Position of the rings always remains the same.
> The ring's pattern has to look a certain way in the end (it's an ornament).
>
> Should I use a pointcloud to attach the ring objects to? How would I do
> this?
>
> Second, I'd like to trigger the ring's scaling animations by a null that
> is 'flying by' in some way.
>
> Is it possible to trigger animation clips by the proximity of another
> object?
>
> Thanks a lot!
> Best regards,
> Eugen
>
>
> --
>
>
> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
> AntivirusSchutz ist aktiv.
>
>


Re: What use is ICE really?

2014-03-22 Thread Gustavo Eggert Boehs
2014-03-22 20:47 GMT-03:00 Sebastien Sterling 
:

> Is this "volume grid context" something that ICE can't deal with. or is it
> just a matter of their not being a specific solver written to demonstrate
> this behaviour, like Raff is saying for Lagoa.


I'm not saying you cant do ice with ICE (:p). It is just that in the
specific video you pointed to the guy specifically explains that they use
particles to define the mass, but velocity and collision calculation
happens on grids. ICE is great at dealing with particles, you can even
build a grid with particles, but you dont have many tools for dealing with
grids (which are often used in smoke simulatores) specifically, nor a
native grid context (ie: no self.VolumePosition or GridPosition like we
have PointPosition, VertexPosition, PolyPosition and so on...). I have no
experience in trying to recreate such a thing in ICE, but I assume it is
not easy to implement the nicest papers out there which describe dynamic
and even adaptive ways to do this...

emFluid5, for example, is a not only a nice fluid solver but also a tool
for creating and messing with such grids. but vanilla ICE does not have
that.


Re: What use is ICE really?

2014-03-22 Thread Gustavo Eggert Boehs
For one, ICE does not have a built in volume grid context.

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-22 20:17 GMT-03:00 Sebastien Sterling 
:

> Frozen, snow Tech Demo, can anyone think of a reason why these sorts of
> behaviours, could not be reproduced in ICE ?
>
> That would be a fun one to demonstrate at SIGGRAPH, funny to think, the
> technology existed several years before frozen was even in production.
>
>
> http://www.mirror.co.uk/news/weird-news/video-disney-reveal-frozen-snow-2852130
>
>
> On 22 March 2014 22:59, Stefan Kubicek  wrote:
>
>> It looks like http://rray.de/xsi/
>>
>>
>>
>>  Yes it's very nice, does it exist online?
>>>
>>
>>
>> --
>> ---
>>Stefan Kubicek
>> ---
>>keyvis digital imagery
>>   Alfred Feierfeilstraße 3
>>A-2380 Perchtoldsdorf bei Wien
>>  Phone:+43/699/12614231
>>   www.keyvis.at  ste...@keyvis.at
>> --  This email and its attachments are   --
>> --confidential and for the recipient only--
>>
>>
>


Re: Maya render region!

2014-03-19 Thread Gustavo Eggert Boehs
so they might be financing AD ;)


Re: Siggraph in Vancouver this year

2014-03-19 Thread Gustavo Eggert Boehs
What?! Chicken hearts are the best we have man...


Re: Maya render region!

2014-03-19 Thread Gustavo Eggert Boehs
thats great and all, but AD holds the patent for the renderregion now, so
unless it has expired this would be... illegal?

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-19 20:07 GMT-03:00 Emilio Hernandez :

> Guess what?  Finally a render region for Maya!
>
> And it is not from Autodesk.  Free with no subscription!
>
> https://vimeo.com/82524686
>
> You can still include it in Maya 2015 along with Bifrost propietary
> technology!
>
> Well you can actually upgrade your Maya 2014 free license that comes with
> Softimage.
>
>
> ---
> Emilio Hernández   VFX & 3D animation.
>


RE: Mental ray volumetric shader errors

2014-03-19 Thread Gustavo Eggert Boehs
Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
Splitting kicking in. It separates dense meshes into separate objects
before passing them on to MR. Therefore, some shaders get artifacts, like
volumetrics and bumpmapping also.

Real headache but easy fix...

Under MR > Optimizations, look for Mesh Splitting Factor, increase the
value up to infinity and be happy :D
Em 19/03/2014 19:20, "Ola Madsen"  escreveu:

> I can only confirm this nasty little bug as I experienced it a couple of
> years ago. If I remember correctly I managed to get rid of the artifacts on
> some objects by actually tessellating the geometry instead of using to +
> key. Some object still had the artifacts and I had to work around it by
> splitting the scene and rendering the objects in in different passes...
>
>
>
> Cheers
>
> Ola
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
> *Sent:* Wednesday, March 19, 2014 11:05 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Mental ray volumetric shader errors
>
>
>
> ...forgot to say that I'm using "Particle_Volume_Cloud", which used to
> work fine on meshes since always.
>
>
>
> 2014-03-19 18:56 GMT-03:00 Fabricio Chamon :
>
> Hi,
>
>
>
> I'm trying to do some volumetrics in mray, but the shader is giving me all
> kinds of wierdness on heavy meshes. Have anyone experienced this before ?
>
>
>
> For the sake of simplicity, I have this test scene with only one default
> sphere. If I crank up the sphere U/V subd to 200, it starts to show some
> strange black areas. At subd 300, it renders all flat.
>
> I'm guessing it's not a lookup table cell size problem...tried very small
> values, and the volume renders almost completely solid (when it works).
> here's some images to illustrate:
>
>
>
> [image: Imagem inline 1]
>
>
>
>
>
> I really need dense meshes because I want the fine control over the volume
> silhouette to be on the mesh itself, not through shader trees.
>
>
>
> anyone ?
>
>
>
<>

Re: Softimage webinar - Q/A - finally uploaded

2014-03-19 Thread Gustavo Eggert Boehs
There is a vacant space by the Foundry... maybe they´ll sponsor it :p


Re: Are we being blind choosing Maya over MAX?

2014-03-17 Thread Gustavo Eggert Boehs
just saying... the licenses are for the core, you'll be able to move them
wherever (once a plugin is in place)


Re: Are we being blind choosing Maya over MAX?

2014-03-17 Thread Gustavo Eggert Boehs
2014-03-17 9:06 GMT-03:00 Gerbrand Nel :

> I own 2 Arnold licenses, and I've grown very attached to them :)


so... HtoA?

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-16 Thread Gustavo Eggert Boehs
a talk about modo as a plataform (Nexus) vs a modeler only product...

sorta directed at ex-XSI users

http://community.thefoundry.co.uk/discussion/topic.aspx?f=3&t=85865

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-16 7:45 GMT-03:00 Demian Kurejwowski :

> the shader tree is fun and easy to work, you can override many materials
> and have groups of materials sharing certains part, that make it easy to
> modify and lighter for rendering since doesn't have to compile deiferent
> chonks of shaders all the time.
>
> shader tree oppose to other 3d packages, can work on polygon level, object
> lvl, groups, etc... or if the artist likes to work in a simple matter they
> still can do, one material for each object, or a material for each material
> group.
>
> the only thing to have in mind, is organization, since it save all the
> shaders in the same place, is no like xsi, that you go to the material, and
> you get the tree of only that particular one, here you get to see
> everything,  but is easy as put things in a folder and name it. =).
>
>
>   El Viernes, 14 de marzo, 2014 9:25:57, Kevin mc bride 
> escribió:
>  Certainly considering Modo, looks like it has a lot of potential. Had my
> eye on it for a good while but never could find the time to delve into it.
> kev@gmail.com
>
>
> On 14 March 2014 13:56, Tim Crowson wrote:
>
>  Yeah Greg Leuenberger (who made those vids) is a really awesome guy and
> knows his Modo very well. I hadn't seen that video yet, but it seemed very
> insightful!
>
> The Shader Tree is probably (almost certainly?) the most controversial
> area of Modo. But honestly I find that the people who are dead-set against
> it are those who don't fully understand it. Once people understand it, some
> may still want to interact with nodes (cause who doesn't like nodes?), but
> in most cases they realize the strength of the Shader Tree and are less
> up-in-arms against it. Most nay-sayers just don't know anything other than
> nodes, and don't want to bother learning anything new. They just see a 2D
> representation and assume it's "just like Photoshop" and that's not
> accurate. I think Greg's videos and others like them go a long way to
> demystifying it. And let's face it... it needs demystifying!  LOL!   :-D
>
> -Tim
>
>
>
> On 3/14/2014 8:19 AM, Perry Harovas wrote:
>
> Tim, thank you so much!
> Great explanation, and thanks for taking the time to explain.
>
>  Here is more info:
> I also found that these three videos are VERY well put together to describe
> these concepts in depth.
>
>  https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg
>
>  The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and
> *really* goes in depth explaining the concept behind the modo Shader Tree.
> I watched it this morning, and already feel *far *more comfortable in
> modo.
>
>  https://www.youtube.com/watch?v=qRUGaS7AdQw
>
>  Hope you all find theses as useful as I did...
>
>
>
>
>
>
>
>
>
>
>
> --
>
>
>
>
>


Re: A germ of an idea.

2014-03-14 Thread Gustavo Eggert Boehs
wow the thing is shifty... too much people editing. but I got my details in
there, waiting for the invite


Re: No money for Softimage, but plenty for an IM client?

2014-03-13 Thread Gustavo Eggert Boehs
AD is the only company capable of creating an IM that uses a viewcube, they
hold the patent for it:
http://www.google.com/patents/US20130332889

So, beware Whatsapp!


Re: A germ of an idea.

2014-03-13 Thread Gustavo Eggert Boehs
Nika I get your enthusiasm. But really Pauls idea is sound. It is hosted by
a reconizable character (both inside and outside the cg community) to which
he holds the rights, it is devisable, it is fun.
As others have said, this is a done deal... but at least we go out with a
bang.

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-13 16:31 GMT-03:00 Daniel Sweeney :

> I'm still with Paul's idea. As he said its a frame work for the individual
> to build on. Its just fleshing out shots now. It has to be doable with
> peoples spare time and within the next month and a half else momentum will
> start slowing.
>
> What next? I have an idea for a scene. But just need a bit of free time
> now!!
> On Mar 13, 2014 5:19 PM, "Nika Ragua"  wrote:
>
>> aha, great, cauldrons began to boil at last  ahahahaha )))
>> developing the relay race idea and mixing it with great ufo bombing
>> origami - look what i imagine - for example if anybody will want to make a
>> car with  xsi logo on radiator - it comes to camera in the end of the shot
>> - and a hand of the next episode character is taking it ( breaking from
>> radiator)  thaen he does his stuff and in the end of the shot he  throws
>> logo like a pebble jumpung on the surface of the water , and in the last
>> jump, it turns into ufo and flies over an origami forest and bombs it or
>> disrupts with rays
>>
>>
>> 2014-03-13 20:40 GMT+04:00 Paulo César Duarte :
>>
>>> Yes of course the idea of Paul needs to be shaped.
>>>
>>> I post an idea on the si-community forum, about a battlefield with tanks
>>> and one tank represents Softimage and the soldiers are the users or the dev
>>> team.
>>>
>>>
>>> http://www.si-community.com/community/viewtopic.php?f=26&t=5021&p=42767#p42767
>>>
>>>
>>> But I agree with Paul that couldn't be a  'CGI geeks grumbling about
>>> software'
>>>
>>>
>>> 2014-03-13 13:38 GMT-03:00 Angus Davidson :
>>>
>>>  Personally if I had the time  I would be up for creating alien craft
 (proper xsi logo inspired)  to bomb the hell out of the origami logos ;)


   --
 *From:* Nika Ragua [nikaragu...@gmail.com]
 *Sent:* 13 March 2014 06:34 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: A germ of an idea.

   so i`m not against the Paul`s idea by ITSELF, but i really hate the
 passivity and conformism of people


 2014-03-13 20:28 GMT+04:00 Nika Ragua :

> not behind - i surely meant freezes above the thrash can
>
>
> 2014-03-13 20:26 GMT+04:00 Nika Ragua :
>
>  i think its good - it has intrigue, drama, it has some sense, all
>> would be united with a thin red line - what do you think  ?
>>
>>
>> 2014-03-13 20:23 GMT+04:00 Nika Ragua :
>>
>>  ok, i have an idea how to unite all this pieces - imagine that all
>>> what is going on as an relay race - something like  bringing an olympic
>>> fire - we can use a gem, a softimage logo or burning heart instead - and
>>>  each character giving it to the other - they all enduring through the
>>> hostile environment, really ENDURING, EPIC ENDURING - enemies, deserts,
>>> swamps, snow peaks -  and in the end all this efforts to throw the
>>> softimage logo to the thrash can  and the logo holds in a bullet 
>>> time
>>> behind the can and appears yes or no dialog. and all ends.
>>>
>>>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.



>>>
>>>
>>> --
>>> www.pauloduarte.ws
>>>
>>
>>


Re: Carbine Studio's Wildstar will Launch June 3rd (3D art created by Softimage)

2014-03-13 Thread Gustavo Eggert Boehs
Congrats to Matt and all involved!! Very stylish look :)


Re: Softimage Has Been Killed, the Future of CG Softwares Is Now in TD's Hands

2014-03-12 Thread Gustavo Eggert Boehs
They better ask a lot of cash to maintain such huge set of functionality. I
am sure they're reputation would be very powerful in driving peoples
interest.

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-12 14:20 GMT-03:00 Christopher Crouzet <
christopher.crou...@gmail.com>:

> That would indeed be a great news! A software fine-tuned for years by its
> own users on intense productions can only be welcomed.
> I'm just wondering how they're planning to grab some market from Maya
> though. Would their credibility be enough for some to make a transition
> from Autodesk?
>
>
>
> On 12 March 2014 12:02, Paul Doyle  wrote:
>
>> Yes it was Brad, but he doesn't know anything more than what he said in
>> his post. From what I read on the Voodoo webpage it seems like they're
>> trying to make it work for Prana first.
>>
>> I'm guessing here, but I suppose if that goes well then much of the work
>> to make Voodoo more generic would be done and it would be closer to a
>> commercial product. It could be quite awesome to have a new DCC on the
>> scene - Voodoo looks amazing.
>>
>>
>> On 12 March 2014 12:40, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> Sweet, thanks Paul!
>>>
>>>
>>>
>>> On 12 March 2014 11:36, Paul Doyle  wrote:
>>>
 I just pinged Brad to ask him - I'll let you know if he gets back to me
 (or he may contact you directly)


 On 12 March 2014 12:33, Christopher Crouzet <
 christopher.crou...@gmail.com> wrote:

> I didn't manage to contact the author yet to check if it was a HOAX or
> not but check out the comment #2 by Brad Hielbert:
> "[...] Since their bankruptcy, the new owners are going to be taking
> R&Hs in house software and making it availbe to the public. IT is 
> brilliant
> software that FAR out paces the capabilities of Maya or Max. [...]"
>
> Maybe there's hope? Someone here knows the guy to check if he's the
> actual author of that comment?
>
>
>
> On 7 March 2014 17:30, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> Hey Stefan!
>>
>> A quickie before I bail on week-end.
>>
>> I think that there has been a misunderstanding. I didn't mean to say
>> that, I was referring to Autodesk not wanting to maintain Softimage 
>> because
>> it's being costly and they'd rather focus on Maya to the detriment of 
>> each
>> Softimage user. I've updated the line to reflect this, let me know if 
>> it's
>> beter.
>>
>> I totally agree with you when you say that all-rounded packages are
>> not necessarily a bad thing for the smaller shops and the individuals.
>>
>> Got to go now, cheers and thank for the comments!
>>
>>
>>
>> On 7 March 2014 17:09, Stefan Kubicek  wrote:
>>
>>>  Hi Christopher,
>>>
>>> cice blog post. I can't entirely agree on the allround
>>> software inevitably being shut down sooner or later because it's hard to
>>> maintain part though.
>>> I too feel like it's worth investing into proprietary software to
>>> minimize the risk  of exposure to third party technology, but there are 
>>> so
>>> many people
>>> that do not write code, hence their own tools, either because they
>>> can't for time or monetary reasons, or simply because they don't know 
>>> how
>>> to.
>>> These are mainly the single user shows and small shops. They deserve
>>> a cost-effective solution to their production problems too, and that is
>>> usually catered for by big, all-in-one CG applications like Max, Maya,
>>> Softimage, C4D. Yes, there are special-purpose applications like 
>>> Marvelous
>>> Designer, RealFlow, SpeedTree,etc, but they cover rarely-encountered 
>>> niche
>>> cases, compared to the vast amount of other stuff that is produced
>>> everywhere every day. Imagine you'd have to use one app for modeling,
>>> another for animation, another for simulation, one for hair & fur, 
>>> etc..on
>>> a daily basis and concurrently. And each one had a different interface 
>>> and
>>> required a different way of thinking.
>>> If you were working in a department and working with one of those,
>>> that would be a different thing, but constantly jumping between those 
>>> apps,
>>> and having to transfer data between them, would soon drive you crazy. 
>>> It's
>>> for this reason everybody I have ever met in this industry was searching
>>> for the one tool to rule them all. Even Lightwave, that consists of only
>>> two parts (modeler and layout), can drive you nuts.
>>> Modern software is modular, I think it's well possible to maintain
>>> and improve it, even change the paradigms it's built on, it just needs a
>>> bit of forward thinking and the will to do it. I remember stori

Re: A germ of an idea.

2014-03-11 Thread Gustavo Eggert Boehs
not much time here, but in case it is need... generalist, leaning towards
ice/fx stuff, can composite in nuke and after... but I guess if this is to
be purist somene might shout "we need to use the fxtree" (:p)

have access to mocap and red cameras, but not many world class landmarks
around me... we got a little bridge (
http://www.riozinho.net/wp-content/uploads/2010/12/Ponte-Hercilio-Luz-12-of-771.jpg)
and a disgusting clone of the statue of liberty outside a department store (
http://www.lojashavan.com.br/upload/fotos_lojas/5b5d83b294828f68e9951f5d6797e2bf.jpg
).

lol

//hides in shame//


Re: just my 2 cents [Re:] Open letter to Autodesk

2014-03-11 Thread Gustavo Eggert Boehs
Twice the team, twice the Maya seats. $!

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-11 19:22 GMT-03:00 Raffaele Fragapane :

> There seems to be this mis-conception that benefits to small freelancers
> are irrelevant to larger teams working on longer schedules and bigger
> volumes.
>
> Of course the priorities of a place doing feature animation differ from
> those of one producing MMOs, to those of a high end TVC boutique like the
> Mill, to those of the individual hopping between 5 members rock-bands doing
> 30 seconds skits.
>
> That said, there are good reasons, and considerable advantages, that are
> shared across fields.
>
> If you look at something like brick-blur in the LEGO movie (objects
> becoming a streak made of bricks representing large, real world volume
> pixel equivalents past a certain velocity threshold) of course we could
> have done it in another app. Parts of it towards the very end of it in fact
> are in-house. But you know what? In the end it's practically a full
> rendering engine that includes sampling options, bias adjustment and all,
> and it was all done in ICE until the brick replacement and injection stage
> that represents maybe 20% of the final effect.
> Could I have done it in Maya? Yeah, I could, but for the same amount of
> time I would have had a polished but really slow solution that would have
> had mandatory flipbooks, instead of a 60fps brixel rendering engine running
> in the viewport for animators to tweak in real time with controls
> indistinguishable from the rig's own controls.
> Could I have got it to run to 60fps in Maya? Again, probably yes, but I
> would have had to manually and painfully write, tweak and debug some fairly
> involved thread management, instead of being able to simply re-commit an
> ICE graph that transparently updated for animators, and focus instead on
> the creative challenges of nailing the effect.
>
> In the end ICE was preferred to both Houdini and custom solutions that we
> had plenty knowledge and fire power to deal with had the need arisen. These
> things add up, and they add up to the reason why Softimage has survived in
> the rare film shop so long despite the added challenges of adopting a non
> mainstream software.
>
> I've seen people genuinely surprised when they learnt that all the animals
> in Life of Pi were handled by three riggers and one supervisor. Normally
> that quality and amount of work would require more than double that crew if
> you look at most credit rolls.
> Well, Walking with dinosaurs was done with an average staff of 3.5 riggers
> and one supervisor for its duration, and it had close to 20 unique species
> and dozens and dozens of rigs once variations and ages are considered, with
> 10 unique hero characters, and that's for a department that also took care
> of a lot of conceptual work, creative iterations, simulations, and was
> later migrated to take care of character FX. I think by the end of the
> project the whole rigging department hadn't made it to the 100 hours of
> overtime mark, and that's several people over two years.
>
> What do those have in common? Neither used Maya for rigging (Pi was
> Voodoo, not Soft, just in case people don't know) :p
> Had we used Maya several hundred hours worth of RnD and asset triage would
> have been added to the bid, and the team would have probably have had to be
> close to twice the size.
>


Re: Migrate Ice

2014-03-09 Thread Gustavo Eggert Boehs
I hope it gets as broad a scope as ICE and can be used for other things
than flip fluid sims...
Although just those great flip fluid sims will attract much attention by
itself I bet...

ducks


Re: Maya feature request from Softimage users

2014-03-07 Thread Gustavo Eggert Boehs
>
> Maya doesn't even have a real attribute map primitive


seriously?! WTF!

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-07 16:23 GMT-03:00 Raffaele Fragapane :

> Clusters aren't really the key part to it, you do have equivalents in Maya
> after all and they do work and allow for isolation.
> The problem is XSI was the perfect storm for Shapes, some of its qualities
> that are shortcomings in some regards (stack instead of open nodes and so
> on) simply shone when it came to shapes.
> Its propertyToObject approach, diametrically opposite to Maya's, can be a
> pain in the arse some times, but it's so damn perfect for Shapes.
> Its more atomic components and the whole user experience around it,
> attribute maps, has always been top notch and catered for, building a slew
> of versatile tools and UIs around it, Maya doesn't even have a real
> attribute map primitive and only recently added blind data.
>
> Don't expect anything to even barely scratch the surface of what Soft
> could do with shapes for years to come.
>
>
> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu  wrote:
>
>> Perhaps this is one of the features we should have AD take a look at.
>>  Though I think clusters is the foundation that allows shapes in Soft to be
>> so powerful.  Are we still decapitating heads in 2014?
>>
>> -Lu
>>
>>
>> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Bear in mind when dealing with shape work in Maya, and this is in
>>> general, that anything outside of Soft is primitive, half arsed, and
>>> generally painful.
>>> In those regards (shapes) Soft was and will probably always remain
>>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>>> difference between -anything- and Soft is a gaping chasm.
>>>
>>> I know of some very large, very prominent shops that are known to NOT
>>> use Soft that picked it up solely for that at times.
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>>>
 Another one.

 That I don't need to specify the blendshape node if there is only one
 blend shape node in that object, while I have other objects with blendshape
 nodes, each time I add a new blend shape to an object, if I have other
 objects with blendshapes nodes.  I need to specify to which blendshape node
 I want to add, even if the object that I want to add the shape only has one
 blendshape node.

 ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-07 13:07 GMT-06:00 Chris Covelli :

 I would be very happy to see Maya make their hypershade more like the
> XSI rendertree.  The hypershade  feels like its "trying" to be node based,
> but not quite getting it.  In XSI ou can see the ports and know instantly
> how everything is connected, whereas the hypershade just has boxes with
> lines between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
> luceri...@gmail.com> wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
>> wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names
>> and you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be
>> part of the
>> > default GUI, though right now I just save this to my shelf as a
>> script and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>

>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: SI and Houdini

2014-03-07 Thread Gustavo Eggert Boehs
Thanks for your generosity Mr. Bares. Great homework for the weekend!

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-07 7:30 GMT-03:00 MauricioPC (gonebadfx) :

>  You até fast. Will take a look. Thanls for the efforts.
>  --
> From: Jordi Bares 
> Sent: 07/03/2014 06:57
>
> To: softimage@listproc.autodesk.com
> Subject: Re: SI and Houdini
>
> The wheels are moving... if you go to the forum
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31012&start=25
>
> you will have access to my dropbox PDFs so you can download them..
>
> More to come.
>
>  Jordi Bares
> jordiba...@gmail.com
>
>  On 6 Mar 2014, at 23:40, Javier El Elástico 
> wrote:
>
>  That it is very interesting. Jordi, where you will putting this basic
> guides? In the Houdini Forums?
>
> El 06/03/2014 20:22, olivier jeannel escribió:
>
> Please, drop a line here when you have something ready.
>
> Le 06/03/2014 11:52, Morten Bartholdy a écrit :
>
> Wow, that is very geerous of you Jordi - much appreciated.
>
>
> Morten
>
>
>
>
> Den 6. marts 2014 kl. 10:18 skrev Jordi Bares 
> :
>
>
>  for those who have not read what is going on in the Houdini forums, I
> will be putting together some basic guides to transition to Houdini easily
> and maintain your workflows under the new philosophy, from partitions, to
> overrides, to...
>
> I may need help so guys so don't hesitate to pop and drop a line,
> specially if you have already done the transition.
>
> see you very soon!
>
>  Jordi Bares
> jordiba...@gmail.com
>
>  On 6 Mar 2014, at 02:33, Francisco Criado < malcriad...@gmail.com >
> wrote:
>
> Already signed in, and must say it feels very comfortable how sidefx is
> receiving ex-si users!
> Thanks a lot!
> F.
>
>
> On Wednesday, March 5, 2014, Halfdan Ingvarsson < half...@sidefx.com >
> wrote:
>
>  I was young and I needed the money!
>
> And the beer.
>
> Mmm... beer.
>
>  - 1/2
>
> On 14-03-05 06:55 PM, Raffaele Fragapane wrote:
>
> On account of having furthered something like Mental Ray in the past, even
> if with the best intentions, I reckon all beer debt is forfeit. He's lucky
> he's getting away lightly with just a beer forfeiting.
> At least he seems to be working on something that's not qualified as a
> crime against humanity these days.
>
>
> On Thu, Mar 6, 2014 at 10:50 AM, Meng-Yang Lu < ntmon...@gmail.com > wrote:
>
>
> So what's the deal?  Do we still owe him beers or are we absolved?  :P
>
> Good to see you Halfy!
>
> -Lu
>
>
>  On Wed, Mar 5, 2014 at 2:07 PM, Halfdan Ingvarsson < half...@sidefx.com> 
> wrote:
>
>
> Hello there
>
> It's been a while.
>
> I thought I'd post here and let you know, since there's been a lot of
> interest in Houdini, that we've created a dedicated forum for SI users on
> the SideFX site. ( http://goo.gl/cixz4s ). Feel free to swing by and ask
> any questions you'd like about Houdini and SideFX. I know this is a pretty
> tough time for everyone, but I just wanted to let you know that you're all
> welcome in our community.
>
> Hope to see you there!
>
> All the best,
>
> - 1/2
>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>
>
>
>
>
>
>


Re: Article in La Presse, Montreal Newspaper about Softimage's retirement

2014-03-06 Thread Gustavo Eggert Boehs
The bugs will be fixed... click
The bugs will be fixed... click
The bugs will be fixed... click

:)
Em 06/03/2014 18:33, "Alan Fregtman"  escreveu:

> They've said all over the place that bugfixes and service packs will come
> until its funeral in April 2016. That's roughly 2 years of bugfixing.
>
>
>
> On Thu, Mar 6, 2014 at 4:24 PM, Mirko Jankovic 
> wrote:
>
>> btw anyone have idea if there will be any SP for 2015 is that planned?
>> I mean every new version comes with couple new introduces bugs as well.
>> So is there plan for SP1 or more or just.. 2015 and that  is it...
>>
>>
>> On Thu, Mar 6, 2014 at 10:17 PM, Jason S  wrote:
>>
>>>  Google translation of Marc Petit is "Mr. Small" lol
>>>
>>>
>>>
>>> On 03/06/14 14:39, Paulo César Duarte wrote:
>>>
>>> Right, after the acquisition of Softimage by Autodesk, I never more see
>>> a banner or a advertising page of Softimage.
>>>
>>>
>>> 2014-03-06 16:35 GMT-03:00 Mirko Jankovic :
>>>
  "The damage has been done by AVID. Autodesk has continued for six
 years, but has never been able to reverse the sales curve. "

  Actually should've say:

  "The damage has been done by AVID. Autodesk has continued for six
 years, but *NEVER WANTED TO* to reverse the sales curve. "


 On Thu, Mar 6, 2014 at 8:31 PM, Rob Chapman wrote:

>  the fine bouquet of BULLSHIT
>
>  ah well what goes around, comes around.
>
>
> On 6 March 2014 19:28, David Gallagher 
> wrote:
>
>>
>> "Softimage would have turned 30 in 2016, he said. It's the end of an
>> era for many people. Softimage community is very united and very
>> passionate and it makes a lot of noise in it. "
>>
>>  Also includes the decision. "The damage has been done by AVID. Autodesk
>> has continued for six years, but has never been able to reverse the sales
>> curve. "
>>
>>  A lot of noise. We can't figure why.
>>
>> Despite their mighty efforts, they were never able to turn the sales
>> around.
>>
>>
>>
>>
>> On 3/6/2014 12:08 PM, Marc-Andre Carbonneau wrote:
>>
>>  You can read what Marc Petit and Pierre Raymond(Hybride founder)
>> think of Autodesk's move.
>>
>>
>>
>> Google Translate :
>>
>>
>> http://translate.google.com/translate?sl=fr&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Ftechno.lapresse.ca%2Fnouvelles%2Flogiciels%2F201403%2F06%2F01-4745102-derniere-version-de-softimage-la-fin-dune-epoque.php
>>
>>
>>
>> Original french article :
>>
>>
>> http://techno.lapresse.ca/nouvelles/logiciels/201403/06/01-4745102-derniere-version-de-softimage-la-fin-dune-epoque.php
>>
>>
>>
>>
>>
>

>>>
>>>
>>>  --
>>> www.pauloduarte.ws
>>>
>>>
>>>
>>
>


Re: SI and Houdini

2014-03-05 Thread Gustavo Eggert Boehs
>
> On account of having furthered something like Mental Ray in the past, even
> if with the best intentions, I reckon all beer debt is forfeit


lol


Re: Softimage 14... 15...

2014-03-05 Thread Gustavo Eggert Boehs
To my experience they work fine William...

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-05 17:30 GMT-03:00 WilliamP :

>  Thanks!
>
> ICE was to work with models, which it did not officially do in 7.01...
> does it work well?
>
> Polygonizer?
>
> - Original Message -
> *From:* Gustavo Eggert Boehs 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Wednesday, March 05, 2014 3:17 PM
> *Subject:* Re: Softimage 14... 15...
>
> Important things I can recall: claimed speed and stabity upgrade, ice and
> scene tools for accessing performance, Lagoa (it's not real flow but it is
> good for simulating a few splashes here and there), polygonizer, strands
> are really usable for hair and fur specially if you can render them outside
> mental ray, there is syflex in ice, a slightly more accessible interface to
> ice through some menus and... I guess that is that for the purposes you
> describe.
> Anything important I am missing?
>
>
> Em quarta-feira, 5 de março de 2014, WilliamP 
> escreveu:
>
>>  Hi All
>>
>> As my business partner Leoung has mentioned on here, we're still using
>> 7.01 and were pondering upgrading to the new version and then coasting
>> again for a few more years with the 2014-15 version and saving a switch to
>> another software for a later date when it might be clearer where to jump to.
>>
>> Can anyone give me a short rundown of the most useful changes that have
>> come out in Softimage since Autodesk took over? If they are like many
>> changes, ICE, or subdivision surfaces, for example, I did not know ahead of
>> time how useful they going to be till I was working with them, so I am not
>> sure looking at a simple list of the changes is going to tell me which
>> one's will mean anything significant in production. We work primarily in
>> medical and technical(CAD based) animation... no games or movie work.
>>
>> Thanks ahead for any time you can give me... this is a difficult time for
>> everyone...
>>
>> William
>>
>
>
> --
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>
>


Mark's good bye

2014-03-05 Thread Gustavo Eggert Boehs
http://area.autodesk.com/blogs/marks/thanks-for-all-your-brilliance


Re: Softimage 14... 15...

2014-03-05 Thread Gustavo Eggert Boehs
Important things I can recall: claimed speed and stabity upgrade, ice and
scene tools for accessing performance, Lagoa (it's not real flow but it is
good for simulating a few splashes here and there), polygonizer, strands
are really usable for hair and fur specially if you can render them outside
mental ray, there is syflex in ice, a slightly more accessible interface to
ice through some menus and... I guess that is that for the purposes you
describe.
Anything important I am missing?


Em quarta-feira, 5 de março de 2014, WilliamP 
escreveu:

>  Hi All
>
> As my business partner Leoung has mentioned on here, we're still using
> 7.01 and were pondering upgrading to the new version and then coasting
> again for a few more years with the 2014-15 version and saving a switch to
> another software for a later date when it might be clearer where to jump to.
>
> Can anyone give me a short rundown of the most useful changes that have
> come out in Softimage since Autodesk took over? If they are like many
> changes, ICE, or subdivision surfaces, for example, I did not know ahead of
> time how useful they going to be till I was working with them, so I am not
> sure looking at a simple list of the changes is going to tell me which
> one's will mean anything significant in production. We work primarily in
> medical and technical(CAD based) animation... no games or movie work.
>
> Thanks ahead for any time you can give me... this is a difficult time for
> everyone...
>
> William
>


-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: let me fan the flames....

2014-03-05 Thread Gustavo Eggert Boehs
Yes, but what they might do (are doing imho) is just keeping updates as
irrelevant as possible for animation, not to encourage new users to pick it
up with that in mind.

Em quarta-feira, 5 de março de 2014, Steven Caron 
escreveu:

> i agree with the first two, just 3dsmax has too much installed user base.
> i know we are mad and we are making a stink about it... but if they axed
> max?! autodesk might have to consider extra security...
>
>
> On Wed, Mar 5, 2014 at 11:06 AM, Jordi Bares 
> 
> > wrote:
>
>> The writing is on the wall. This is my take.
>>
>> 1 - Mudbox is next as Zbrush has truly wiped the market.
>>
>> 2 - Morion Builder next as they implement some tech in maya.
>>
>> 3 - 3DMax goes next.
>>
>> Anyone want to bet?
>>
>>

-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: Fabric Engine Q&A thread

2014-03-05 Thread Gustavo Eggert Boehs
Thanks Paul, thorough explanation. Also I want to thank Eric and Marc for
explaining (in that other thread) how they are making use of this
mysterious tech. Now onto reading the docs.

Em quarta-feira, 5 de março de 2014, Mirko Jankovic <
mirkoj.anima...@gmail.com> escreveu:

> A bit more cleared things now :)
> But let me be stupid now once and learn instead of not asking and staying
> stupid.
> So if I understood correctly.. for example tool that someone create for
> rigging and animation for example, should be, in theory possible to work in
> all supported applications  via Splice.
> So you can use that tool, rig in Maya, animate in SI or vice verse or
> completely in one and use in another?
> Just trying to figure out if I got a grasp of idea  Thanks!
>
>
> On Wed, Mar 5, 2014 at 7:18 PM, Paul Doyle  wrote:
>
> (cross-posted to SI-Community and to our mailing list)
>
> Hi everyone,
>
> We've been mentioned in a few places recently in relation to what has
> happened to Softimage, and particularly in discussions regarding 'what
> now?'. I'm going to try and cover everything that's come up in various
> emails and forum threads. If I missed anything, let me know and I'll do my
> best to get back to you. You can reach me directly using
> p...@fabric-engine.com, and I will track responses in the places this is
> posted.
>
> Before getting into anything else, you need to know that *FABRIC IS FREE* to
> individuals. Freelancers, hobbyists, students, professionals - we don't
> care. We strongly believe that the way for Fabric to become successful is
> for people to have easy access to it. We make money from studios adopting
> the technology, not from people trying to use it.
> "What the &^%$ is Fabric Engine?"
>
> Fabric Engine is a platform for building custom tools and applications.
> It's designed to be open and extensible. That doesn't really mean much
> though, so let me explain a bit about the major components.
>
> *Fabric Core - *this is a high-performance multi-threading engine. It
> takes the code you write in KL, and makes sure that it runs as fast as
> possible on the hardware you're running it on.
>
> *Kernel Language (KL)* - this is the high-level language used for writing
> this code. KL has been designed to be accessible to someone that is most
> comfortable writing Python code - it behaves as a dynamic language, so you
> can iterate quickly. However, it is as fast as statically compiled code.
> Soon we will be able to execute KL on your graphics card, without needing
> to change a line of code - GPU compute for free, using a language that
> anyone can learn. You can learn a lot more about the KL language here:
> http://fabricengine.com/splice/kernel-language-kl/
>
> *Extensions - *we ship a range of libraries that Fabric can use. Alembic,
> FBX, Bullet, Open Image IO, hardware devices and so on. We also ship the
> EDK to make your own extensions, and all the source code to our extensions,
> and tools to make it as easy possible. This means that you can use these
> libraries inside of your existing DCCs.
>
> *Splice API - *this API makes it possible for you to use the Fabric Core
> and KL within other applications. That might be a commercial DCC  - we
> currently support Maya, Softimage, Arnold and Nuke (Max and Houdini coming
> soon) - or it could be a custom framework. This allows you to use Fabric to
> build tools that are DCC-agnostic - you can easily move them between
> applications, which can be very powerful. There is a full demo here:
> https://vimeo.com/76325922
>
>

-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: shrinking strands

2014-03-05 Thread Gustavo Eggert Boehs
It really wont Adrian. See, if you would try to simpto rescale a set of
point positions in object space, they would move.

What you could do is get the length from each segment and find out where
exactly you want to cut it based on length. Not trivial but I think
Kristinka does it.

Or you could scale the whole thing but you would have to scale the point
position array respective to the particle ((point position array -
particle point position)*scale factor + particle point position). Scale
factor would be  = newlength/oldlength.


First solution might be really what you are going after.

Em quarta-feira, 5 de março de 2014, adrian wyer <
adrian.w...@fluid-pictures.com> escreveu:

>
>
>
>
> i thought this might work...maybe i'm just not getting it?
>
>
>
> a
>
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com ] On Behalf
> Of Grahame Fuller
> Sent: 05 March 2014 16:39
> To: softimage@listproc.autodesk.com 
> Subject: RE: shrinking strands
>
>
>
> StrandLength is just a custom attribute that gets set by some of the stand
> compounds as a convenience, e.g., if you want to use it to drive something
> else. It doesn't actually control the strand length, it's just the sum of
> deltas in the StrandPosition array.
>
>
>
> If you want to make the strand shrink, you can remove the last item from
> the
> StrandPostion array instead.
>
>
>
> gray
>
>
>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com ] On Behalf
> Of adrian wyer
>
> Sent: Wednesday, March 05, 2014 11:29 AM
>
> To: softimage@listproc.autodesk.com 
>
> Subject: shrinking strands
>
>
>
> quick question (work goes on even after yesterday)
>
>
>
> i have a particle system firing points that have strands trailing after
> them, they stick to a surface on collision
>
>
>
> i have a state machine which, for starters, won't let me use "IsStuck" as a
> trigger, i can work around this, but it's bloody annoying
>
>
>
> the problem is that once the particle enters state 1, IE is stuck on the
> floor, i want the strand trail to shrink over time
>
>
>
> i have tried starting a timer on enter state 1, then grabbing values from
> the timer and subtracting them from .strandlength, but it only shrinks on
> the first frame, even though this is plugged into execute on every frame
>
>
>
> i can post a scene i f someone fancies having a look, or if anyone knows
> how
> to plot rocket trajectories and have them fade on impact, i'm all ears!
>
>
>
> thanks
>
>
>
>
>
> Adrian Wyer
>
> Fluid Pictures
>
> 75-77 Margaret St.
>
> London
>
> W1W 8SY
>
> ++44(0) 207 580 0829
>
>
>
> adrian.w...@fluid-pictures.com 
> mailto:ad 
> rian.w...@fluid-pictures.com >
>
> www.fluid-pictures.com http://www.fluid-
> pictures.com/>
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
>
> Company number:5657815
>
> VAT number: 872 6893 71
>
>
>
>

-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: Salvage the list.

2014-03-05 Thread Gustavo Eggert Boehs
Xsi orphans

Em quarta-feira, 5 de março de 2014, Leendert A. Hartog <
leender...@planet.nl> escreveu:

>
>  Naming it shouldn't pose too much of a problem: simply recall it the
> XSI-mailing list as opposed to Autodeskian Softimage one
>
> Leendert
>
> Leendert A. Hartog - Softimage hobbyist
> AKA Hirazi Blue - Administrator @, NOT the owner of si-community.com
>
>>
>>
>
>


-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: survey on visual programming

2014-03-02 Thread Gustavo Eggert Boehs
Done

Em domingo, 2 de março de 2014, Simon Reeves 
escreveu:

> Done!
>
> On Sunday, 2 March 2014, Sebastien Sterling 
> >
> wrote:
>
>> Done.
>>
>>
>> On 2 March 2014 06:36, Francisco Criado  wrote:
>>
>>> done!
>>>
>>>
>>> On Saturday, March 1, 2014, Jon Swindells 
>>> wrote:
>>>
  +1

 admittedly, i put 'b00bs' as every answer :)

 j/k

 --
  Jon Swindells
  jon_swinde...@fastmail.fm



 On Sun, Mar 2, 2014, at 04:40 AM, Alok Gandhi wrote:

 Done!

 Sent from my iPhone

 On Mar 2, 2014, at 5:25, Paul Doyle  wrote:


 Hi everyone - there has been some interesting discussion on the ICE
 thread about likes and dislikes. Fabric 2.0 will lend itself well to visual
 programming, and this is an area our team has a lot of experience in (most
 of our engineers worked on ICE) - we have our own views on what we want to
 achieve with FE over the next year or so, and now is a very good time for
 us to get your views. Hopefully they're aligned ;)



 I have setup a survey to enable us to collect responses, and I will
 share the results in the next few weeks - the questions are quite generic,
 there is nothing specific to Fabric.



 https://www.surveymonkey.com/s/7GGKHML



 Thanks,



 Paul


>>
>
> --
>
>
> Simon Reeves
> London, UK
> *si...@simonreeves.com
> *
> *www.simonreeves.com *
> *www.analogstudio.co.uk *
>
>

-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: new upgrade policy

2014-03-01 Thread Gustavo Eggert Boehs
If emF could be ported to KL and supported as an integral part of the
framework that would be of great benefit to the plataform. I dont mean the
solver itself but the volume editing part. The solver itself could be sold
separatly.
Em 01/03/2014 11:26, "Eric Mootz"  escreveu:

>  At the moment I am finishing the brand new polygonizer core. It produces
> really clean meshes, is faster, less blobby and less flickery than all its
> predecessors. It will be available in the up-coming emTopolizer2 update in
> March.
> Then there is the new emTools. It will have some new and handy little
> compounds as well as the so-called "Liquid Particle Shaper". An example of
> latter can be seen here https://vimeo.com/84752755 and here
> https://vimeo.com/86033749. The next emTools will be released together
> with emTopolizer2.
>
> In April I will finally release emFluid5... providing Softimage with real
> volumes, yeah! In fact the beta of emFluid5 has already been used in quite
> some productions and the only real reason why it has not been released is
> the lack of documentation and video tutorials (emFluid5 is currently rather
> techy). It will nevertheless get released as "public alpha version" and
> things like demo scenes, tutorials, etc. will follow shortly.
>
> Finally there are also some first Fabric Engine plugins in the pipeline:
> for starters there will be the previously mentioned new polygonizer core
> available as a so-called "Fabric Extension", meaning that KL will have a
> new function/class called something like "polygonize" that one can use in
> its code. After that the plan is to start implementing a liquid solver KL.
> There are also plans to port emFluid5 to Fabric Engine.
>
>
> - Original Message -
> *From:* Sebastien Sterling 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Saturday, March 01, 2014 2:27 PM
> *Subject:* Re: new upgrade policy
>
> Working on anything special at the mo Eric ? if you would like to share ?
>
>


Re: new upgrade policy

2014-03-01 Thread Gustavo Eggert Boehs
Heck even the Aliás buyout

Em sábado, 1 de março de 2014, Gustavo Eggert Boehs 
escreveu:

> Anti monopoly rules Should have prevented xsi's buyout for that matter...
>
> Em sábado, 1 de março de 2014, Jordi Bares 
> >
> escreveu:
>
>> The point is that IF Softimage was abandoned, still has legs to last
>> another 3-5 years in production while we users retrain to something other
>> than Maya.
>>
>> The irony is (provided they kill it) I won't be putting my money into
>> Autodesk if I can avoid it.
>>
>> My only fear is The Foundry being sold to Autodesk but I am confident
>> anti monopoly laws would stop such a deal.
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 1 Mar 2014, at 07:00, Angus Davidson 
>> wrote:
>>
>> Probably AD are smiling that we are doing as expected. Either way however
>> its has  been managed incredibly poorly. Its particularly telling that
>> there has not been any word from AD to wait and see. The only activity on
>> the subject from AD has been a Maya person (Brent ) very kindly offering to
>> help folks migrate to Maya. Not particularly reassuring.
>>
>>  Yes this happens every year, however if you look at the Max community
>> when folks started out bemoaning their lack of development and there was a
>> build up of momentum, the AD management sent a very clear signal for them
>> not to worry. Where as on the Softimage side we have had sweet blow all.
>> For people paying the same money the imbalance is very large.
>>
>>  That is why people are very upset.
>>
>>
>>  *From:* Graham D Clark [mailgrahamdcl...@gmail.com]
>> *Sent:* 01 March 2014 08:28 AM
>> *To:* softimage@listproc.autodesk.com
>> *Cc:* softimage@listproc.autodesk.com
>> *Subject:* Re: new upgrade policy
>>
>>   Self fulfilling prophecy.
>>
>> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
>> phone: why-I-stereo
>> http://www.linkedin.com/in/grahamclark
>>
>> On Feb 27, 2014, at 9:11 AM, Mirko Jankovic 
>> wrote:
>>
>>   Kris,
>> Dead for certain? Not yet, it is still rumor and hope to stay that way
>> only.
>>
>>
>>  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.
>>
>>
>
> --
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>
>

-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: new upgrade policy

2014-03-01 Thread Gustavo Eggert Boehs
Anti monopoly rules Should have prevented xsi's buyout for that matter...

Em sábado, 1 de março de 2014, Jordi Bares  escreveu:

> The point is that IF Softimage was abandoned, still has legs to last
> another 3-5 years in production while we users retrain to something other
> than Maya.
>
> The irony is (provided they kill it) I won't be putting my money into
> Autodesk if I can avoid it.
>
> My only fear is The Foundry being sold to Autodesk but I am confident anti
> monopoly laws would stop such a deal.
>
> Jb
>
> Sent from my iPhone
>
> On 1 Mar 2014, at 07:00, Angus Davidson 
> >
> wrote:
>
> Probably AD are smiling that we are doing as expected. Either way however
> its has  been managed incredibly poorly. Its particularly telling that
> there has not been any word from AD to wait and see. The only activity on
> the subject from AD has been a Maya person (Brent ) very kindly offering to
> help folks migrate to Maya. Not particularly reassuring.
>
>  Yes this happens every year, however if you look at the Max community
> when folks started out bemoaning their lack of development and there was a
> build up of momentum, the AD management sent a very clear signal for them
> not to worry. Where as on the Softimage side we have had sweet blow all.
> For people paying the same money the imbalance is very large.
>
>  That is why people are very upset.
>
>
>  *From:* Graham D Clark 
> [mailgrahamdcl...@gmail.com
> ]
> *Sent:* 01 March 2014 08:28 AM
> *To:* 
> softimage@listproc.autodesk.com
> *Cc:* 
> softimage@listproc.autodesk.com
> *Subject:* Re: new upgrade policy
>
>   Self fulfilling prophecy.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Feb 27, 2014, at 9:11 AM, Mirko Jankovic 
> >
> wrote:
>
>   Kris,
> Dead for certain? Not yet, it is still rumor and hope to stay that way
> only.
>
>
>  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.
>
>

-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: Softimage Devs petition

2014-02-28 Thread Gustavo Eggert Boehs
The unnanounced announcement. Odd times


Re: ICE migration thread. no tears here )))

2014-02-28 Thread Gustavo Eggert Boehs
Hey Paul, I see you active on this "migration" threads, which is quite nice
by the way, and I have some questions.

I tried Fabric once but learning curve was a bit steeper then I predicted
(coming from an ICE user / no ofense intended). V 2.0 looks like it has
greater benefits, so even if the price is steeper then a visual, higher
level thing like Houdini it might pay off...
Do you have a timeframe for F2.0? Since the [2.0] video points at some
significant changes I would rather wait before diving in that pool again.

Another question is one that regards functionality. Houdini has a lot of
functionallity built in that could be exposed through its "Engine". I know
you guys are a small company and you cant aim at covering great areas for
now. We all have seen many great FE videos exploring topics like rendering,
motion capture, procedural animation, crowds and so on... And we all agree
the plataform is great, flexible and fast. But my question is: what can one
TD or a small TD group expect from FE RIGHT NOW?! I know MPC and Hybride
can do great stuff with it, but where would I be able to apply my FE
knowladge on a day to day basis, and what should I leave to the houdinis
and mayas for now?

I have great respect for what you guys are doing, the way you do business
and the way you do software keeps me confident an investment in FE would be
a solid one. But I want to know where I am going in order to applie the
right time investment in each tool from now on.

Best regards,
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/

Ps: if you ever sell to AD please... well dont ever sell to AD ;)


Re: Anyone having issues with accessing si-community?

2014-02-28 Thread Gustavo Eggert Boehs
its fine here... maybe some corporat IT thing blocking you?

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-02-28 11:16 GMT-03:00 Eric Thivierge :

> Anyone having issues with accessing si-community?
>
> Eric T.
>
>


Re: new upgrade policy

2014-02-27 Thread Gustavo Eggert Boehs
Well their main target was not VFX itself. They do care about parts of the
VFX pipeline since the beggining, but they also market themselves in every
other market.
3d printing, product rendering, architectural visualisation... well a bit
of what Max does too


Re: Voice-O-Matic anyone?

2014-02-13 Thread Gustavo Eggert Boehs
Aparantly all of Luc's posts were removed? Does not show as author anymore
on the right column

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-02-13 13:18 GMT-02:00 Alan Fregtman :

> Hey Steven,
>
> The undocumented lipsync commands post was removed for some reason. It
> used to be here:
> http://www.softimageblog.com/archives/517
>
> Luckily, *the internet never forgets...*
>
> https://web.archive.org/web/20110808160120/http://www.softimageblog.com/archives/517
>
> :p
>
>
>
> On Wed, Feb 12, 2014 at 5:37 PM, Steven Caron  wrote:
>
>> damnit! i looked up that article (you?) someone wrote on this subject at
>> softimage blog but got no results. i would have explored this if i could
>> have remembered the command name.
>>
>> i was aware they used the same tech, which is why i chose face fx.
>>
>> On Wed, Feb 12, 2014 at 2:34 PM, Luc-Eric Rousseau 
>> wrote:
>>
>>>
>>> If you're a cheap bastard with loads of free time, you can get the
>>> data out of face robot with the ImportSpeech command without ever
>>> using Face Robot.
>>
>>
>


Re: asset library + version control

2014-01-29 Thread Gustavo Eggert Boehs
I have tried Mercurial (hg) on personal projects with some success.
http://tortoisehg.bitbucket.org/

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-01-29 Angus Davidson 

>  https://github.com/csaez/gitforsoftimage
>
>
>  --
> *From:* Alok Gandhi [alok.gandhi2...@gmail.com]
> *Sent:* 29 January 2014 08:31 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: asset library + version control
>
>   You should check out git.
>
>  It can work any kind of binary data and gives you control over
> versioning.
>
>  You can ofcourse make a python app with qt as front end and some kind
> database as back end - MySql, Mongo etc.
>
>  You can also make web based front end woth python using django if you
> want.
>
> Sent from my iPhone
>
> On Jan 29, 2014, at 12:41, Andreas Böinghoff  wrote:
>
>  Hey!
>
> Over the last months, I've done some research what's the best way to store
> our assets in an library with a version control.
>
> I've tried an self programmed custom python solution, Tactic and Perforce.
> Everything works somehow, but it's all not as nice as I wish.
>
> Knows someone of you guys a good solution to handle all types of assets
> (abc, obj, fbx, emdl, ass, psd, tif, sgi, exr, hdr...) with a version
> control?
>
> We don't need it in combination with an job- user- taskmanagment, but just
> as an server+database where we could upload our files and drag-and-drop our
> assets to softimage.
>
> Any advices?
>
> Andreas
>
> --
>
>
>
>
>  ANDREAS BÖINGHOFF
>
> 3D Artist
>
>
>
>
>  schönheitsfarm production
>
> GmbH & Co. KG
>
>
>schönheitsfarm
>
> hamburg
>
>   lippmannstrasse 79
>
>   22769 hamburg
>
>   t   +4940 432 91 200
>
>   f   +4940 432 91 222
>
>
>
>
>
> schönheitsfarm
>
> düsseldorf
>
>   steinstraße 11
>
>   40212 düsseldorf
>
>   t   +49211 913 701 0
>
>   f   +49211 913 701 99
>
>
>
>
>
> schönheitsfarm
>
> frankfurt
>
>   hanauer landstrasse 151-153
>
>   60314 frankfurt
>
>   t   +4969 484 484 90
>
>
>
>
>
>
>
>
>w   www.s-farm.de
>
>
>
>  Geschäftsführung Manfred Brunwey
>
> DE 214892548 | Amtsgericht Hamburg HRA 95793
>
>
>
>
>
>
>
>
>   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.
>
>


Re: VES Award Nominations

2014-01-15 Thread Gustavo Eggert Boehs
Congrats to all, well diserved. The 98% human thing is really outstanding.

I would so love to teach my students Si instead of Max. I feel evil for
teaching them crap :p

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014/1/15 William Morrison 

> Congrats
>
>
> On Wed, Jan 15, 2014 at 2:01 PM, Steven Caron  wrote:
>
>> oh very cool to see student softimage work being recognized!
>>
>>
>> On Wed, Jan 15, 2014 at 1:02 PM, Vincent Ullmann <
>> vincent.ullm...@googlemail.com> wrote:
>>
>>>  There are also some active Softimage Users as well:
>>>
>>> Outstanding Visual Effects in a Student Project:
>>> Morphium
>>> Linus Stetter
>>>
>>> PS (a quick making of):
>>> https://vimeo.com/83544819
>>>
>>>
>


Re: Object Label Framebuffer is different on each frame

2014-01-04 Thread Gustavo Eggert Boehs
I remember having that change because of animated object visibility, but it
wasn't every frame.
Em 03/01/2014 19:24, "Byron Nash"  escreveu:

> I just rendered a pass and added a, Object Label framebuffer to it. Every
> frame is a different color for each object. I've never seen this before and
> am not sure how to correct it.
> Thanks for any help.
>
> Byron
>


RE: Mailing list year in review

2014-01-02 Thread Gustavo Eggert Boehs
As we dwell on counting methods Raff's post should have a multiplier of 2
for length.
Em 02/01/2014 16:53, "Ed Harriss"  escreveu:

>  It’s all about quality not quantity.
>
>
>
> Ed
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
> *Sent:* Thursday, January 02, 2014 1:49 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Mailing list year in review
>
>
>
> 382 posts and I’m #2?This list is definitely slowing down.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Stephen Blair
> *Sent:* Thursday, January 02, 2014 8:03 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Mailing list year in review
>
>
>
> http://wp.me/powV4-2WA
>
>
>
> A few top-10-type lists for the year that just ended.
>


Re: Mailing list year in review

2014-01-02 Thread Gustavo Eggert Boehs
Nice to see "difference between force and velocity" up there. :)

Miss that thread, maybe we could resurrect it!
Em 02/01/2014 14:42, "Alan Fregtman"  escreveu:

> I do other things than reply here, I swear! :p Nice stats.
>
> Happy new year everyone! :)
>
>
>
> On Thu, Jan 2, 2014 at 11:08 AM, Eric Thivierge wrote:
>
>> I always like to see these stats.
>>
>> Super happy to see that Raf beat me this year on post count. :) Not
>> surprised Mr. Fregtman still sits atop his throne as well.
>>
>> Good luck in the New Year everyone!
>>
>> Eric T.
>>
>>
>> On Thursday, January 02, 2014 11:02:46 AM, Stephen Blair wrote:
>>
>>> http://wp.me/powV4-2WA
>>>
>>> A few top-10-type lists for the year that just ended.
>>>
>>
>>
>


Re: rumor, Soft dead within the next year

2014-01-02 Thread Gustavo Eggert Boehs
As somebody said before on this list we are all grown ups, if SI dies we
will adapt.
I have to teach kids to do 3d animation using Max on a daily basis, so when
questions of workflow come up you can imagine I feel like the devil. "Do we
really need to do this?" "There has got to be an easier way for this by
now". It is freaking 2014 and we have to tell them about editmesh,
editpoly, gpoly, it is a mess... but we get through it!
For now it is great to use SI as a personal secret weapon and be able to
cook custom deformers, simulators, rig components and have other people's
jaw drop. Will use it for as long as I can. After that things like FE or HE
may come to substitute it.
May everyone have a great 2015!
Em 02/01/2014 15:57, "Francisco Criado"  escreveu:

> Hi guys, happy new year!
>
> Would like to add that as an example the Argentinian market, not an
> industry reference but last year with Metegol film (
> http://www.youtube.com/watch?v=6o8_iHpXZyw) has changed. in the last 10
> years from having the majority of 3d houses (the ones that opened up the
> market here) from Softimage to Maya, leaving a few companies, less than 3
> working with Softimage. And i´m talking that nowadays there are more than
> 200 studios in Buenos Aires. I´ve been lucky to get the chance of being an
> influence on other latin american countries, like Mexico, for an animated
> feature film, and decided to go with Softimage all the way, and since i was
> out of the project, the person that took my job decided to go through maya
> and all kind of problems appeared.
> What i´m trying to say here is that softimage users we know the big
> advantages it has compared to 3dsmax and maya, in my case as freelance
> working on studios for short term, when i see the rest of the project team
> running against issues in maya, that in softimage doesn´t even exist, or
> taking maybe three times longer  for doing a simple thing, just try to show
> them soft as a simple life saver.Despite this is getting harder and harder
> foe me to get a job in the market, and (in my case) forget about getting a
> work in London, Vancouver, or somewhere in the US, getting a work visa is
> almost impossible.
> So yes, time to time learning maya, waiting for feeling comfortable enough
> to move definitely, and suffering it a lot!
> Just my 2 cents.
>
> F.
>
>
>
>
> 2014/1/2 Andy Jones 
>
>> It doesn't change anything about the job market, but one thing to keep in
>> mind about rumors from Autodesk:
>>
>> I may have it wrong, as I'm by no means a lawyer but I believe if there
>> were an actual rumor about Autodesk's plans that wasn't issued publicly in
>> a press release, it would be illegal, since people "in the know" could sell
>> Autodesk stock on any rumors that Softimage would be getting shelved (the
>> assumption being that the surge of new Houdini & Modo users would have some
>> negative impact on AD stock prices).
>>
>> It's certainly possible for a legitimate leak of information to occur,
>> but it most likely wouldn't be coming from anyone who _really_ knows what
>> the plan is.  If it were, that person would be taking a very big risk.
>>
>> Point being, I would take anything labeled as a "rumor" with a grain of
>> salt.  I'm not naive -- most things like this do originate somewhere.  My
>> guess would be that most such rumors are coming from AD employees trying to
>> fend off ongoing questions about the future from industry people like us.
>>  So they might have some grain of truth behind them, but anything with a
>> timestamp like "within the year" is likely to be somebody's own speculation.
>>
>>
>>
>> On Thu, Jan 2, 2014 at 9:03 AM, Stephen Davidson 
>> wrote:
>>
>>> I am extremely lucky to work freelance, so that I am not directed to use
>>> any
>>> particular software for any particular project. As long as it looks good,
>>> my customers are oblivious to what software I am using.
>>>
>>> Whenever I did work for a production facility, on site, I have always
>>> managed
>>> to justify their license purchase. It has a lot to do with the length of
>>> experience
>>> that I have on Softimage.
>>>
>>> So... I use what works best for me ... Softimage ... has since version
>>> 1.0
>>> At least, with all my 3D work. I have tried 3D Max and Maya, just to see
>>> if
>>> they could improve my workflow. I guess I am too entrenched in Softimage
>>> to be able to wrap my head around other 3D app's interface. The others
>>> just seem so clumsy. I realize it is because I am used to a certain
>>> ingrained
>>> workflow that I have developed over the years. The recent addition of
>>> RedShift3D
>>> render software has improved the render speeds, and quality, immensely.
>>> I doubt RedShift would put that much effort into supporting Softimage,
>>> as well as
>>> Maya, if they thought Softimage was going away any time soon.
>>>
>>> If Softimage goes away, which I doubt it will, I will probably learn to
>>> work
>>> Blender, as open source seems to live on forever. It pr

Re: Particle clone counter

2013-12-19 Thread Gustavo Eggert Boehs
Hi Gareth, that is what I am doing, and for 1 clone that is alright. But I
want to have many clones and dont want to resort to randomize like the
spawn compounds do.
So I would need a PER CLONE offset... at least that was my initial
thought...

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2013/12/19 gareth bell 

> I think you can get the "parent" point's position and then use those
> coordinates to offset the clone
>
>
> --
> Date: Thu, 19 Dec 2013 14:16:59 -0200
> Subject: Particle clone counter
> From: gustav...@gmail.com
> To: softimage@listproc.autodesk.com
>
>
> Hello wonderful list!
>
> Do any of you know of the existense of an attribute (or hidden attribute)
> that holds a counter for clones generated with the clone particle node?
>
> The use of it would be to be able to offset each of the clones along a
> vector, so they are not placed on top of each other.
>
> Thanks for any help!
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>


Particle clone counter

2013-12-19 Thread Gustavo Eggert Boehs
Hello wonderful list!

Do any of you know of the existense of an attribute (or hidden attribute)
that holds a counter for clones generated with the clone particle node?

The use of it would be to be able to offset each of the clones along a
vector, so they are not placed on top of each other.

Thanks for any help!
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: "Add operator to menu" crippled?

2013-12-06 Thread Gustavo Eggert Boehs
>
> Your memory may be faulty


my bad. maybe it is leaking :D

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2013/12/6 Stephen Blair 

> Your memory may be faulty. 2014, 2013, and 2012 all add to menus in the
> ICE and Simulation modules only.
>
>
> On Fri, Dec 6, 2013 at 12:25 PM, Gustavo Eggert Boehs  > wrote:
>
>> Hi I was trying to add ice compounds to menus today and noticed that only
>> ICE and Simulation tabs are available. I rememeber being able to add
>> deformes to the modeling tab. Has this been deprecated in 2014, or am I
>> doing something wrong?
>>
>> This was nice since no modeler needs to know the operator was cooked in
>> ICE...
>>
>>
>> Gustavo E Boehs
>> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
>> http://www.gustavoeb.com.br/
>>
>
>


"Add operator to menu" crippled?

2013-12-06 Thread Gustavo Eggert Boehs
Hi I was trying to add ice compounds to menus today and noticed that only
ICE and Simulation tabs are available. I rememeber being able to add
deformes to the modeling tab. Has this been deprecated in 2014, or am I
doing something wrong?

This was nice since no modeler needs to know the operator was cooked in
ICE...


Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: Lagoa realistic water

2013-12-04 Thread Gustavo Eggert Boehs
Hey Morten, in my experience those don't suffer as much.

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2013/12/4 Morten Bartholdy 

>   That makes sense - I was looking for a scale parameter in Lagoa, but
> there you go. I guess the other parameters determining how the water reacts
> need scaling too - viscocity etc. no!?
>
>
>
> Morten
>
>
>
>
>
>
> Den 2. december 2013 kl. 16:52 skrev Gustavo Eggert Boehs <
> gustav...@gmail.com>:
>
>  Lagoa's presets are set up with a SI unit of 1 meter in mind, therefore
> you will get slo-mo behaviour (maybe they have one-click workflow to max
> and maya in mind). If you use SI units as decimeters (like many people do)
> you will want to multiply your gravity force by 10 to correct that. You
> will probably need more substeps as stuff gains speed.
>
>  Gustavo E Boehs
> Dpto. de Expressão Gráfica |  Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>
>
>  2013/12/2 Morten Bartholdy < x...@colorshopvfx.dk >
>
>   Hi David
>
>
>
>  You will want to go with the Splashy Water preset , and like Olivier
> says, it is quite slow, which is also clear from the stats in those videos.
>
>
>I made a test a while ago to see what could be achieved and stuck with
> a fairly small volume of water as I didn't quite have the patience.
>
>
>
> https://dl.dropboxusercontent.com/u/763668/ICE/Lagoa%20Water%20Funnelsplash%2001-1.mp4
>
>
>If you want to get started with something like this you can grab my
> scene here:
>
>
>
> https://dl.dropboxusercontent.com/u/763668/ICE/Lagoa_Water_PourSplash_Funnel_07.rar
>
>
>One thing I never found out how to do was to make the simulated water
> move realtime - this scene is very slowmotion and I just couldn't figure
> out how to change that, so I would actually speed this up 4-6 times in post
> (or more practically render every 4th or 6th frame).
>
>
>Have fun
>
>  Morten
>
>
>
>
>
> Den 1. december 2013 kl. 02:29 skrev David Saber < davidsa...@sfr.fr >:
>
> > hello
> > Is there a tutorial or a video that could explain how to get realistic
> > water? I'd like to get something like this:
> > http://vimeo.com/28915976
> > Can't seem to find the right settings tonight :(
> > Thanks
> > David
>
>
>
>


Re: Lagoa realistic water

2013-12-02 Thread Gustavo Eggert Boehs
Lagoa's presets are set up with a SI unit of 1 meter in mind, therefore you
will get slo-mo behaviour (maybe they have one-click workflow to max and
maya in mind). If you use SI units as decimeters (like many people do) you
will want to multiply your gravity force by 10 to correct that. You will
probably need more substeps as stuff gains speed.

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2013/12/2 Morten Bartholdy 

>   Hi David
>
>
>
>  You will want to go with the Splashy Water preset , and like Olivier
> says, it is quite slow, which is also clear from the stats in those videos.
>
>
>I made a test a while ago to see what could be achieved and stuck with
> a fairly small volume of water as I didn't quite have the patience.
>
>
>
> https://dl.dropboxusercontent.com/u/763668/ICE/Lagoa%20Water%20Funnelsplash%2001-1.mp4
>
>
>If you want to get started with something like this you can grab my
> scene here:
>
>
>
> https://dl.dropboxusercontent.com/u/763668/ICE/Lagoa_Water_PourSplash_Funnel_07.rar
>
>
>One thing I never found out how to do was to make the simulated water
> move realtime - this scene is very slowmotion and I just couldn't figure
> out how to change that, so I would actually speed this up 4-6 times in post
> (or more practically render every 4th or 6th frame).
>
>
>Have fun
>
>  Morten
>
>
>
>
> Den 1. december 2013 kl. 02:29 skrev David Saber :
>
> > hello
> > Is there a tutorial or a video that could explain how to get realistic
> > water? I'd like to get something like this:
> > http://vimeo.com/28915976
> > Can't seem to find the right settings tonight :(
> > Thanks
> > David
>


Re: Copying/transferring weight maps

2013-11-22 Thread Gustavo Eggert Boehs
UVs and vertex maps are drag and dropable if topology matches.
Other properties are drag and dropable either way.
Em 22/11/2013 20:00, "Sergio Mucino"  escreveu:

>  Thanks a lot everyone! I actually noticed that even if the sub-ops didn't
> come along for the hike, the weight map still works! I will for sure go
> back and freeze the original. Looks like everything is still just fine at
> the OK corral. ;-)
>
>
> On 22/11/2013 4:36 PM, Eric Thivierge wrote:
>
> Select the weight map you are trying to copy. Hit the freeze button to
> freeze the weights. Then you'll be able to Ctrl+ drag and drop on the other
> mesh with weights in tact. You should make sure you freeze those properties
> and ops when you're satisfied with the weights.
>
> On Friday, November 22, 2013 4:31:36 PM, Sergio Mucino wrote:
>
> Another "n00b" question... how do I go about copying a weight map
> between objects? I have two meshes that are exactly, the same, just
> under different models. I've painted a weight map on one that I'm
> using to modulate the effect of a deformer. Now I need the other mesh
> to deform identically. I though I'd be able to just copy/paste the
> weight map, but that seems to not work. Ctrl-dragging the weight map
> does copy the weight map node, but it does not bring with it the two
> sub-operators that are needed for it to work (a weightmapop, and
> weightpainter). I've tried to copy/paste and drag-n-drop these, but
> Soft won't have it. Any ideas? (I can't use the ICE approach because
> my target mesh has some ICE trees and operators at the modeling level
> already, so I wouldn't be able to freeze the ICE tree used to copy the
> map afterwards).
> Thanks for any help!
>
>
>
>
<>

Re: Link to help on an ICE Compound

2013-11-13 Thread Gustavo Eggert Boehs
If developers are listening this and other small annoying things regarding
ice compounds (Im looking at you undraggable-and-undropabble ports, and you
properties unexposed through operators), if vanished, would make it all
just perfect :D


Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/ 


2013/11/13 Simon Reeves 

> Well I guess I can use the open help url in netview... Or install the
> helpfile locally and make my pages there! Not the most practical!
>
> D:\Autodesk_2013\Softimage 2013
> SP1\Doc\en\Help\en_us\userguide\files\iceref_sr_Get_Distance_from_Object.htm
>
>
>
> Simon Reeves
> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com *
>
>
>
> On 13 November 2013 11:39, Simon Reeves  wrote:
>
>> Thanks Leonard,
>>
>> That's so annoying.. Especially as this one that Steven Caron posted in
>> the PPG Logic works for render tree!
>>
>>
>> https://groups.google.com/forum/#!searchin/xsi_list/help$20compound/xsi_list/K2wvLJvXrOs/TYhFRYhCh4oJ
>>
>>
>>
>>
>>
>> Simon Reeves
>>  London, UK
>> *si...@simonreeves.com *
>> *www.simonreeves.com *
>>
>>
>>
>> On 13 November 2013 11:14, Leonard Koch  wrote:
>>
>>> I looked into this previously and it is not possible. You can only do it
>>> with custom ice-nodes as far as I know.
>>> The thread I made about it is somewhere on the list too.
>>>
>>>
>>> On Wed, Nov 13, 2013 at 12:11 PM, Simon Reeves wrote:
>>>
 Does anyone know if it's possible (I checked xsisupport ;) ) to connect
 up the help *(?)* button to a html page on custom compounds?
 I checked the xml of a premade compound that links to softimage's
 support pages but unfortunately I don't see it in there, I wonder how it's
 linked?..

 It would be incredibly useful to have, being able to release some
 compounds and have their help files online to reference easily!

 Cheers,
 Simon


 Simon Reeves
 London, UK
 *si...@simonreeves.com *
 *www.simonreeves.com *
 *www.analogstudio.co.uk* 


>>>
>>
>


Re: Mootz!!! What we reallly need is EM_SewingMachine

2013-11-12 Thread Gustavo Eggert Boehs
we too have arcaic hair/fur and cloth :p

so... we only miss arcaic sculpt now :D

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/ 


2013/11/12 Sebastien Sterling 

> Cloth, hair/fur, Sculpt, it's what is missing, we need a character pipe :P
> Maya only wins this because it has them, there archaic and most good stuff
> is third party, but they are available.
>
>
> On 13 November 2013 02:17, Greg Punchatz  wrote:
>
>> Forget my request to move on to em_tree (although I want it) but here is
>> a plug in I think a lot of us need.  Something like Marvelous Designer but
>> inside Softimage and most importantly without such a embarrassing bad name
>> J
>>
>>
>>
>> Might be a good place to start thinking about using FABRIC engine to
>> drive your plug ins… and you could open up a new revenue steam, buy selling
>> it to maya users for twice as much ;)
>>
>>
>>
>> Seriously there is nothing like Marvelous Designer for high end work...
>> (did I say I hate that name and every time I say or read it I think of
>> Billy Crystal)
>>
>>
>>
>> Thanks for hearing our plea!
>>
>> Greg
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>> Sterling
>> *Sent:* Sunday, November 10, 2013 10:46 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Cloth Character Workflow in Soft
>>
>>
>>
>> Never heard of Qualoth, there don't seem to be many examples on there
>> site, though there client list is extensive to say the least
>>
>>
>>
>> On 10 November 2013 00:25, Luc-Eric Rousseau  wrote:
>>
>> In film, people love Maya nCloth.  But another one that comes up a bit is
>> Qualoth.  also a maya plug-in.  http://www.qualoth.com
>>
>>
>>
>
>


Re: About SI spring tails

2013-11-01 Thread Gustavo Eggert Boehs
Mt Spring is very polished, but if you need collisions why not use rbds?
There are also some nice icekine videos on the web, but I can't recall
nothing as polished as mt being distributed freely out there, so you would
have to cook your own.


Re: SI selections driving me nuts...

2013-10-30 Thread Gustavo Eggert Boehs
Might be punishement for choosing to use Maya's layout

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/ 


2013/10/30 Martin 

> That explain it !
>
> For some reason Maya keyboard layout F11 doesn't use the same command as
> the filters buttons under the select menu.
>
> If you ever want to customize your toggle selection tools, this may give
> you a hint:
> https://www.4shared.com/download/9znQ84u6/mToggleSelectionTool.js
>
> It's a plugin that adds 3 commands that toggles between raycast and
> rectangle. And for points and edges also lasso.
>
> Martin
>
>
>
>
> On Thu, Oct 31, 2013 at 12:06 AM, Stephen Blair 
> wrote:
>
>> No need for a screen capture, I believe you.
>> F11 calls the SetPolygonSelectionFilter command.
>> SetPolygonSelectionFilter changes the selection mode to raycast.
>>
>>
>> On Wed, Oct 30, 2013 at 9:53 AM, Sergio Mucino > > wrote:
>>
>>>  I'm really really not doing this manually. It happens when I hit F11 to
>>> go into Polygon selection mode (Maya keyboard layout).
>>> I wish I could do a screen capture for you guys.
>>>
>>>
>>> On 30/10/2013 6:49 AM, Martin wrote:
>>>
>>> Are you sure you're not changing to Raycast Polygon mode? I can't repro
>>> that.
>>>
>>>  If you use the options inside the Select Menu / Modes it will change
>>> the selection mode and selection tool to whatever you are selecting. So if
>>> you are using this option and select "Raycast Polygon" your tool will be a
>>> raycast no matter what you were using before.
>>>
>>>  If you use the buttons under the Select Menu it will only change the
>>> selection mode (filter).
>>>
>>>  Raycast Point isn't very useful. I would recommend you these two
>>> options:
>>>
>>>  1. Use lasso to select points in front, and rectangle to select all
>>> points.
>>> or
>>> 2. Change your preferences to select Raycast in Shaded Mode with the
>>> Rectangle tool. This way you can switch between wireframe (or xray) and
>>> shaded to select backfaces.
>>>
>>>  Martin
>>>
>>>
>>> On Wed, Oct 30, 2013 at 2:41 AM, Sergio Mucino <
>>> sergio.muc...@modusfx.com> wrote:
>>>
  I've noticed it goes back to Raycast in step 5, when I go back to
 Polygon selection mode. I'll see if I can find a preference for the
 selection method for said mode.


 On 29/10/2013 1:13 PM, Sergio Mucino wrote:

 I use the pop-over menu inside the "Select" button, at the top right of
 the UI.
 Raycast is pretty useless for me too in Point mode, but it just keeps
 coming back...
 Thanks for  the hotkey tip! I do use a Maya-based keyboard layout, but
 I'll find it. Cheers!


 On 29/10/2013 12:42 PM, Grahame Fuller wrote:

 Using the buttons at the top right changes only the filter not the tool, 
 and it seems like activating point selection using Select Adjacent also 
 changed the tool from Raycast to Rectangle. (Raycast selection being not 
 that handy for points.)

 I'd suggest using keys: Y is Polygon Rectangle in SI mode -- I'm not sure 
 whether there is an equivalent in Maya mode by default but you can always 
 make one.

 gray

 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 ] On Behalf Of Martin
 Sent: Tuesday, October 29, 2013 12:18 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: SI selections driving me nuts...

 I use my own selection toggle tools, but I've never had a problem like 
 that and I can't reproduce your problem even if I try it only using my 
 mouse. SI remembers the last tool I used when changing between selection 
 modes.

 How are you changing your selection modes?

 On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino 
 mailto:sergio.muc...@modusfx.com> 
 > wrote:
 Okay. I'm not sure if there's a preference for this, but I REALLY want to 
 turn it off.
 This is what I'm doing...
 1. Go into Polygon selection mode. For some reason, the selection tool is 
 set to Raycast, so I'll switch it back to Rectangle.
 2. Select some polygons.
 3. Select Adjacent -> Points
 4. Smooth Envelope Weights on the selected points.
 5. Go back to Polygon selection mode.
 The select tool is set back to Raycast!! I have to change it with EVERY 
 CHANGE I do! And I have to repeat this operation several dozens of times. 
 SI is driving me crazy with this. Is there a preference somewhere to NEVER 
 change the selection tool unless I explicitly do it? Thanks for any help!
 --
 [cid:image001.gif@01CED4A3.D66FEC20]



>>>
>>
>
<><><>

Re: Skin shading

2013-10-08 Thread Gustavo Eggert Boehs
Hey Szabolcs, might want to check this out (if you havent already):
http://www.si-community.com/community/viewtopic.php?f=4&t=2294&hilit=sss2

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/10/8 Szabolcs Matefy 

> Hey folks,
>
> ** **
>
> I heard some rumors of SSS2 shaders, and those are for mental ray 3.11 and
> they need no lightmap. Is that true? I was out of skin shading for a year
> or more, and it’s time to get back to businessJ
>
> ** **
>
> So if anyone have information, feel free to share with me :D
>
> ** **
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabolcs
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
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> guaranteed to be secure or error-free as information could be intercepted,
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> 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
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> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
> --
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> "unsubscribe" and reply to the confirmation email.
>
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Re: Siggraph Tech papers 2013

2013-10-06 Thread Gustavo Eggert Boehs
Hi David,

Most of them are available at: http://dl.acm.org/
You need to be a member to access it. Membership is around $40 a year.

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/10/6 David Rivera 

> Hello, I was wondering if anyone has had the chance to see or download one
> of the
> white tech papers from this year´s Siggraph? Are they available to
> download from somewhere?
> I went to the official page, but there´s not a link.
>
> Anyone knows where to get them?
> Thanks.
>
> David R.
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
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Re: Unofficial Softimage user voice

2013-10-04 Thread Gustavo Eggert Boehs
Oops, just registered and found out one has 1000 votes... that kind of
defeats the purpose. If I could make any suggestions it would be to dial
that down to ADs levels which seem to work in order to make people
prioritize stuff...

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/10/4 Gustavo Eggert Boehs 

> Ha! this looks a whole lot like ADs version. Nice job!
> Are we constrained in the same way? As far as votes are concearned?
>
> Gustavo E Boehs
> Dpto. de Expressão Gráfica
> Universidade Federal de Santa Catarina
> http://www.gustavoeb.com.br/blog
>
>
> 2013/10/4 Gregory Ducatel 
>
>> Hi Guys,
>>
>> In order to centralise ideas, features... In one place I have opened
>> an unofficial Softimage user voice.
>>
>> https://softimage.uservoice.com/
>>
>> Please fell free to add any ideas, features or improvements that pop
>> in your mind I will be glad to spam Autodesk using this platform.
>>
>> Cheers,
>>
>> Greg
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
--
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Re: Unofficial Softimage user voice

2013-10-04 Thread Gustavo Eggert Boehs
Ha! this looks a whole lot like ADs version. Nice job!
Are we constrained in the same way? As far as votes are concearned?

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/10/4 Gregory Ducatel 

> Hi Guys,
>
> In order to centralise ideas, features... In one place I have opened
> an unofficial Softimage user voice.
>
> https://softimage.uservoice.com/
>
> Please fell free to add any ideas, features or improvements that pop
> in your mind I will be glad to spam Autodesk using this platform.
>
> Cheers,
>
> Greg
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
--
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Re: Google knows best

2013-10-01 Thread Gustavo Eggert Boehs
There are un-bubbled search engines available like:
https://duckduckgo.com/

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/10/1 olivier jeannel 

>  This world is getting better and better ...
> Very interesting. Though finaly I'm unable to say if myself I'm under
> Filter bubble already. How could I know...
>
>
> Le 01/10/2013 21:16, Gustavo Eggert Boehs a écrit :
>
> http://en.wikipedia.org/wiki/Filter_bubble
>
>  Gustavo E Boehs
> Dpto. de Expressão Gráfica
> Universidade Federal de Santa Catarina
> http://www.gustavoeb.com.br/blog
>
>
> 2013/10/1 Greg Punchatz 
>
>>  I was trying to find an image of an animation that autodesk has been
>> using recently of some characters from a swamp..including some great
>> alligators.
>>
>> So I searched google images for "Autodesk Alligator"," Animated Short
>> Film Alligator" and several combination of those .. could not find it so i
>> finally typed this "alligator animation maya short film"... I did not find
>> the image I was looking for BUT for some reason there were a TON of
>> Softimage screen shots... and only a few Maya screen shots..
>>
>> Google knows whats best...
>>
>> BTW- Anyone know where I can find that image let me know!
>> --
>>  --
>> *Greg Punchatz*
>>  *Sr. Creative Director*
>> Janimation
>> 214.823.7760
>> www.janimation.com
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
> "unsubscribe" and reply to the confirmation email.
>
>
>
> --
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>
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Re: Google knows best

2013-10-01 Thread Gustavo Eggert Boehs
http://en.wikipedia.org/wiki/Filter_bubble

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/10/1 Greg Punchatz 

>  I was trying to find an image of an animation that autodesk has been
> using recently of some characters from a swamp..including some great
> alligators.
>
> So I searched google images for "Autodesk Alligator"," Animated Short Film
> Alligator" and several combination of those .. could not find it so i
> finally typed this "alligator animation maya short film"... I did not find
> the image I was looking for BUT for some reason there were a TON of
> Softimage screen shots... and only a few Maya screen shots..
>
> Google knows whats best...
>
> BTW- Anyone know where I can find that image let me know!
> --
>  --
> *Greg Punchatz*
>  *Sr. Creative Director*
> Janimation
> 214.823.7760
> www.janimation.com
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
--
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Re: Looking for artists

2013-09-26 Thread Gustavo Eggert Boehs
NAN

Em quinta-feira, 26 de setembro de 2013, Dan Yargici escreveu:

> +1bazillion
>
> On 25 Sep 2013 18:58, "Eric Lampi"  'cvml', 'ericla...@gmail.com');>>
> wrote:
> >
> > You are illustrating exactly what is a consistent problem with artists
> in our industry. If people like yourself would pose the obvious questions
> and treat this as a business, we would all be far better off.
> >
> > As we all know far too well, if it hasn't happened to you, you certainly
> know more than a few people who haven't gotten paid or had to suffer
> through awful working conditions. 99% of the time it's because they didn't
> treat the situation as business. This isn't a social relationship we are
> talking about here, it's a business relationship. The more you go into it
> without asking the obvious questions the more likely you will have a
> misunderstanding or even a situation where you are completely being taken
> advantage of.
> >
> > If you ever encounter someone who is personally offended by you asking
> specific questions about the terms of your future employment, or later on,
> that you expect them to live up to the terms you both agreed on, you should
> probably think twice about trusting them.
> >
> > I am not saying that there is anything unsavory going on with this
> studio, just using this to make a few points.
> >
> > Eric
> >
> >
> > Freelance 3D and VFX animator
> >
> > http://vimeopro.com/user7979713/3d-work
> >
>


-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog
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To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
"unsubscribe" and reply to the confirmation email.

mocap data streaming (vicom blade)

2013-09-23 Thread Gustavo Eggert Boehs
Hello list!
Does anyone here have experience in streaming data from Vicom's Blade 2 to
SI? Any pitfalls? Should mobu necessarily be thrown in te mix?

Best regards to all



-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
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Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-26 Thread Gustavo Eggert Boehs
Very kind of you to share Miquel. Looks packed with good stuff!
I would ask a lot of questions, but I guess I will just wait for the funny
video :D

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/8/26 Miquel Campos 

> Hello,
>
> I have just uploaded to github my custom fork of Jeremie Passerin's GEAR
> project.
>
> https://github.com/miquelcampos/GEAR_mc
>
> Here is a little list of what's the new:
>
> -New Menu re-arrange
> -New Facial components
> -New options for icon creator
> -Selection sets and poseLib not part of Gear
> -poseLib should work now in Linux (but not tested)
> -Zipper tool for curves
> -New solvers
> -Wireframe color tool
> -Guides support for store wireframe color
> -New commands for inspect Guides PPG and solvers options
> -Command for merge symmetry mapping templates.
>
> Some of these new features were initially developed by Jeremie, who kindly
> shared with me some of his personal WIP code.
>
>  BIG THANKS to Jeremie for the original code and all the help. And also
> BIG THANKS to Sly and PH from Shed  Montreal to allow me to release some
> internal code for the poseLib, selection sets and some of the facial
> components.
>
> I will prepare with Alan some videos explaining the new features and
> tools. Stay tune to TDsurvival ;)
>
> Cheers,
> Miquel
>
>
> 
>
> Miquel Campos
> www.miquelTD.com
>
>


Re: What free biped rig out there would you recommend?

2013-08-13 Thread Gustavo Eggert Boehs
What about species? Used it in a comercial back in the day (when it was
called grow rig). Concept is quite nice, and now it should be a looot
better (from what I can gather from the videos).


2013/8/13 Szabolcs Matefy 

> Gear is the most versatile stuff so far. Give it a try
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *David Rivera
> *Sent:* Tuesday, August 13, 2013 3:56 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* What free biped rig out there would you recommend?
>
> ** **
>
> Hello, list.
>
> I was thinking about getting a free biped (could be toon biped) rig to try
> out for some animation
>
> tests I´d like to do for a toon character. What rig would you recommend?**
> **
>
> So far I´ve downloaded Malcom from Animation School. It´s superb. But the
> character is already
>
> rigged and weighted. Moom was another favorite of mine, back a few years.*
> ***
>
> ** **
>
> But with Gear and other systems I´ve seen, I would like you guys to
> recommend me one to setup
>
> to my own character.
>
> Any feedback would be greatly appreciated.
>
> Pic attached.
>
> ** **
>
> Regards.
>
> David.
>



-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-06 Thread Gustavo Eggert Boehs
Well Tony literally has beard in his last name:
http://www.wordreference.com/iten/Barbieri


2013/8/6 Eric Thivierge 

> Well, we were in Anaheim California...  maybe it was the smog?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Tue, Aug 6, 2013 at 8:26 PM, Ahmidou Lyazidi wrote:
>
>> Well he wasn't when he was in OZ, is it a canadian thing?
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2013/8/7 Guillaume Laforge 
>>
>>> He's not blurred at all! He is like this in real life too. A very rare
>>> "skill"... or maybe I need some new glasses.
>>>
>>>
>>> On Tue, Aug 6, 2013 at 8:10 PM, Eric Thivierge wrote:
>>>
 Only way it's possible to capture the awesomeness of my face is to
 blur...
 On Aug 6, 2013 8:08 PM, "Paul Doyle"  wrote:

> That's just the effect his face has - I shared a room with him for ten
> days. I need therapy.
>
>
> On 6 August 2013 19:59, Aloys Baillet  wrote:
>
>> The subliminal images of Andrea's face disturbed me more than seing
>> Eric though!
>>
>>
>> On Wed, Aug 7, 2013 at 8:09 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> You have clearly never met Chris Bone :)
>>>
>>>
>>> On Wed, Aug 7, 2013 at 7:56 AM, Eric Lampi wrote:
>>>
 It's between Tony at Psyop and Wyatt over at The Mill, the most epic
 beards in VFX.

 Eric

 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work


 On Tue, Aug 6, 2013 at 5:54 PM, Eric Thivierge <
 ethivie...@hybride.com> wrote:
 > Not arguing that point at all. Tony wins by leaps and bounds.
 >
 > Eric Thivierge
 > ===
 > Character TD / RnD
 > Hybride Technologies
 >
 >
 > On August-06-13 5:42:17 PM, Paul Doyle wrote:
 >>
 >> I think Tony at Psyop has you on the beard. Glorious confection
 that
 >> it is.
 >>
 >

>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it!
>>> Ship it and let them flee like the dogs they are!
>>>
>>
>>
>>
>> --
>> Aloys Baillet
>> Lead Software Developer
>> Research & Development - Animal Logic
>> --
>> *Eat Real Food! I buy my sustainable produce from local farmers
>> through Food Connect Sydney. http://sydney.foodconnect.com.au*
>> --
>>
>
>
>>>
>>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Nike Evolution and a community thank you

2013-08-02 Thread Gustavo Eggert Boehs
Nice job and story tools! Congrats to all involved, and thanks for sharing
Andy :D


2013/8/2 Daniel Brassard 

> Thanks Andy for the inspiring story.
>
> Link added to this story and the ad on "Great Work done with Softimage" on
> si-community.
>
> Cheers!
>
> Dan
>
>
> On Fri, Aug 2, 2013 at 7:33 AM, olivier jeannel 
> wrote:
>
>>  Super movie, super story and super pluggin !
>>
>>
>> Le 02/08/2013 12:56, Leonard Koch a écrit :
>>
>> This was intense but fun.
>> LK Fabric is indeed soon coming to a Softimage near you.
>> Thanks for the write-up Andy!
>>
>>
>> On Fri, Aug 2, 2013 at 12:34 PM, Vladimir Jankijevic <
>> vladi...@elefantstudios.ch> wrote:
>>
>>> Very cool! This should actually be something for Autodesk to make a
>>> Marketing Case out of it. This is how Softimage should be marketed and
>>> sold. This is the real power of the tool we all are using day in day out.
>>> Congrats to all involved!
>>>
>>>  Cheers
>>>  Vladimir
>>>
>>>
>>> On Fri, Aug 2, 2013 at 4:53 AM, Darren Macpherson 
>>> wrote:
>>>
  Awesome spot guys, well done to everyone involved.  Thanks for
 sharing Andy, a nice little ray of Soft sunshine after some heavy reading
 on the list this week.  Looking forward to seeing the others.

 D


 --
 darren macpherson | 3d artist | +2772 355 0924<%2B2772%20355%200924> |
 www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
 darren.macpherson



 On 2013/08/02 06:05 AM, Andy Moorer wrote:

 Hi gang. I wanted to give a shout out to the folks who worked on Nike
 Evolution, it just posted. Those who weren't involved, this is a pretty
 nice story...

  A young studio, Royale, got interested in this ICE buzz and invited a
 number of us from the list to visit the studio and work on a commercial.
 Their designers had been watching cool stuff on ICE for a while, admiring
 Tim Borgmanns work and the tools Eric was writing, and had tried
 Exocortex's tools for maya. They decided this was pretty neat and when they
 got a chance to reach out, they took it.

  The brief was to take what Digital Domain had accomplished (about a
 year ago?) with "Biomorph" and introduce a new product with an effect
 similar to the Biomorph knitting sequence... But with a small team, for a
 very short produvtion duration and a fraction of the budget.

  Oh and three commercials, not 1.

  These are the times we live in.

  Given this challenge, Royale turned to the ICE community they had
 been eyeing... names were passed around and folks talked to and consulted.
 In the end I wound up CG sup, leaning heavily on Ciaran Moloney as lighting
 lead and Leonard Kotch as a tool builder. Steven Caron took a short break
 from Whiskytree to lend a hand with some pipeline tools and general
 expertise, Billy Morrison dove in with me on VFX, and aside from that we
 had the help and assistance of Royale's maya artists and designers. And not
 a few of you on the list helped by offering the studio names and advice
 when contacted.

  So the job was greenlit and we started the clock - about three weeks,
 from installing Softimage to delivery.

   http://youtu.be/932FiLPe4kc

  We rented a farm and populated it with 25 Arnold nodes, the folks at
 SolidAngle were awesome, plugged everything in and made the spot. Our
 principal tool was ICE, specifically a very cool and robust system Leonard
 Kotch put many hard hours in to create which we called "LKFabric" and
 inspired by the example Psyop's Jonah Froedman has set earlier, Anto's
 "knit the strands," and earlier work Polynoid did with their "carbon" spot.

  Leonard went all the way with LKFabric... it let us manage some of
 the complexity of trying to get the major components of the shoe to weave
 themselves procedurally, from fibers, to threads, to cloth. Because the
 next spot, which we're wrapping up right now, required us to get in on
 individual fibers in extreme macro shots, Leonard built the system in an
 abstracted out manner, unsimulated, and supporting motion blur etc. I would
 send him pages and pages of feedback and requests, and he chewed away at it
 like a trouper. Pretty outstanding Leonard, I owe you many beers.

  Royale has been kind enough to agree to share the system out to the
 community, through Leonard, some time after the final project wraps.

  Ciaran, Billy and Steven worked similarly hard and with the same good
 cheer we see so often here on the list. This is why I like Softimage so
 much, it attracts artists of this calibre and can do mindset. I should
 add that emTools, emTopo and polygonizer were used as well, though largely
 in the design phase and for an effect that was later cut (no fault of the
 tools lol the idea just didn't gel with the 

Re: Why did I pay support?? Why did I buy a suite ? I want my money back!

2013-07-30 Thread Gustavo Eggert Boehs
oh yeah 360cloudadvantagepack, almost forgot :D


2013/7/31 Gustavo Eggert Boehs 

> ...MoBuCad123456d?
>
>
> 2013/7/31 Sylvain Lebeau 
>
>> nnn …
>>
>> SoftiMayaMudFBXmax
>>
>> *Sylvain Lebeau // SHED**
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/> <
>> http://WWW.SHEDMTL.COM <http://www.shedmtl.com/>>
>>
>> On Wednesday, 31 July, 2013 at 12:06 AM, Emilio Hernandez wrote:
>>
>> Softimaya...
>>
>>
>> 2013/7/30 Ahmidou Lyazidi 
>>
>> Nah, maya FX! ;)
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2013/7/31 Raffaele Fragapane 
>>
>> You mean Bifrost? :p
>>
>> On Wed, Jul 31, 2013 at 1:56 PM, Sylvain Lebeau  wrote:
>>
>> fun facts folks….i admit….
>>
>> how about what's comming up next?….
>>
>>
>>
>>
>>
>> --
>>
>>
>>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>



-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Why did I pay support?? Why did I buy a suite ? I want my money back!

2013-07-30 Thread Gustavo Eggert Boehs
...MoBuCad123456d?


2013/7/31 Sylvain Lebeau 

> nnn …
>
> SoftiMayaMudFBXmax
>
> *Sylvain Lebeau // SHED**
> *V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
> http://WWW.SHEDMTL.COM >
>
> On Wednesday, 31 July, 2013 at 12:06 AM, Emilio Hernandez wrote:
>
> Softimaya...
>
>
> 2013/7/30 Ahmidou Lyazidi 
>
> Nah, maya FX! ;)
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/7/31 Raffaele Fragapane 
>
> You mean Bifrost? :p
>
> On Wed, Jul 31, 2013 at 1:56 PM, Sylvain Lebeau  wrote:
>
> fun facts folks….i admit….
>
> how about what's comming up next?….
>
>
>
>
>
> --
>
>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Why did I pay support?? Why did I buy a suite ? I want my money back!

2013-07-30 Thread Gustavo Eggert Boehs
what a mess :/


Re: OT: The making of Pacific Rim

2013-07-19 Thread Gustavo Eggert Boehs
>
> Zbrush is an AD M&E product??


Its SIGGRAPH time, who knows? Time to buy a new company?
lol


Re: Mixed Context

2013-07-18 Thread Gustavo Eggert Boehs
arrg... "point data" not "point that" sorry


Re: houdini engine

2013-07-16 Thread Gustavo Eggert Boehs
I dont think their idea is to make it run in real time. it is probably more
directed at making procedural levels that are baked off once they are
satisfied with results... right?


2013/7/16 Stefan Kubicek 

> That's one thing artists and programmers have in common: their tendency to
> occasionally bite off more than they can chew (like replacing a REYES-based
> rendercore with a bidirectional path tracer and maintaining backwards
> compatibility ;-).
>
>
>  If you want to become a "slave of the machine", learn programming.
>>
>> On 2013-07-12, at 11:45 AM, Matt Lind  wrote:
>>
>>  If you want to protect yourself, learn programming.  It’ll free you from
>>> being a slave to applications and their trendy nature….or at least give you
>>> a buffer.
>>>
>>> Matt
>>>
>>>
>>>
>>>
>>> From: 
>>> softimage-bounces@listproc.**autodesk.com[mailto:
>>> softimage-bounces@**listproc.autodesk.com]
>>> On Behalf Of Kris Rivel
>>> Sent: Thursday, July 11, 2013 8:30 PM
>>> To: Softimage List
>>> Subject: Re: houdini engine
>>>
>>> Uh...I guess not.  But for me...as I've been getting more into games
>>> and Unity...it opens up a whole new range of possibilities.   I'm now
>>> thinking of building "smart objects" in Houdini maybe to bring into Unity.
>>>  Something I can't do with Soft.  Just trying to pick the right path of
>>> what I dedicate my time to next.
>>>
>>>
>>> On Thu, Jul 11, 2013 at 11:12 PM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>> Was your reason to use Soft a superior interoperability with Houdini?
>>>
>>>
>>> On Fri, Jul 12, 2013 at 1:07 PM, Kris Rivel  wrote:
>>> S..whats this mean for Soft I wonder?  Anything?  Another reason to
>>> not use it?
>>>
>>> Kris
>>>
>>>
>>> On Thu, Jul 11, 2013 at 5:20 PM, Stephen Davidson <
>>> magic...@bellsouth.net> wrote:
>>> s... should we start a website for artist to share/sell their ICE
>>> assets?
>>> We could call it Andbolt.com (the url is available)
>>> Then develop an ICE Engine app that could port ICE assets
>>> into Houdini, Cinema3D, 3DStudioMax, Maya, etc.
>>>
>>>
>>> On Thu, Jul 11, 2013 at 4:36 PM, Emilio Hernandez 
>>> wrote:
>>> The ICE solution to Maya...  finally...
>>>
>>>
>>> 2013/7/11 John Richard Sanchez 
>>> Dont think there will be a rush to get this into XSI. Maya will be the
>>> app to get it,
>>>
>>>
>>> On Thu, Jul 11, 2013 at 2:57 PM, Vladimir Jankijevic <
>>> vladi...@elefantstudios.ch> wrote:
>>> very much so :)
>>>
>>>
>>> On Thu, Jul 11, 2013 at 1:05 PM, adrian wyer <
>>> adrian.wyer@fluid-pictures.**com >
>>> wrote:
>>> interesting!
>>>
>>> https://vimeo.com/70073569
>>>
>>> a
>>>
>>> Adrian Wyer
>>> Fluid Pictures
>>> 75-77 Margaret St.
>>> London
>>> W1W 8SY
>>> ++44(0) 207 580 0829
>>>
>>> adrian.w...@fluid-pictures.com
>>> www.fluid-pictures.com
>>>
>>> Fluid Pictures Limited is registered in England and Wales.
>>> Company number:5657815
>>> VAT number: 872 6893 71
>>>
>>>
>>>
>>>
>>> --
>>> www.johnrichardsanchez.com
>>>
>>>
>>> --
>>>
>>>
>>>
>>> --
>>>
>>> Best Regards,
>>>   Stephen P. Davidson
>>>(954) 552-7956
>>> sdavid...@3danimationmagic.com
>>>
>>> Any sufficiently advanced technology is indistinguishable from magic
>>>
>>>
>>>  - Arthur C. Clarke
>>>
>>>
>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>>
>
> --
> --**---
>   Stefan Kubicek   ste...@keyvis.at
> --**---
>keyvis digital imagery
>   Alfred Feierfeilstraße 3
>A-2380 Perchtoldsdorf bei Wien
> Phone:  +43 (0) 699 12614231
>  www.keyvis.at
> --   This email and its attachments are--
> -- confidential and for the recipient only --
>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: ICE arrays again

2013-07-12 Thread Gustavo Eggert Boehs
You can get data at a given frame as long as it is stored in a Action.
There is a get data from action node with a frame parameter.
Em 12/07/2013 13:20, "Ponthieux, Joseph G. (LARC-E1A)[LITES]" <
j.ponthi...@nasa.gov> escreveu:

> Hello,
>
> ** **
>
> I have a scalar node in an ICE tree which has been keyframed. I want to
> load the sequence of values(represented by the animation curve) into an ICE
> array so that I can extract a value from any frame by selecting that
> corresponding index. 
>
> ** **
>
> For example, if I am on frame 99 I want to get the animation value from
> Frame 3. I thought arrays would permit me to do this but it seems I’ve only
> been able to insert or set a value on a specific frame, the minute I move
> to another frame the index value is lost. I can’t figure out if this is
> possible. What am I doing wrong?
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


Re: MT Strand Extrude for 2013/2014

2013-07-11 Thread Gustavo Eggert Boehs
buy it?


hehe, sorry could not resist


2013/7/11 Malcolm Zaloon 

> oh, this is commercial, and i found no mesher in free LK1.5
>
> suggestions?
>
>
> On Thu, Jul 11, 2013 at 4:05 PM, Malcolm Zaloon wrote:
>
>> Create Extrusion Along Strands 2;0 have serious issues with flipping in
>> my setups... i will look this LK mesher, thanks Leonard!
>>
>>
>>
>> On Thu, Jul 11, 2013 at 3:41 PM, Leonard Koch 
>> wrote:
>>
>>> I don't think something like that is out there unfortunately.
>>> But there is a compound in softimage called "Create Extrusion Along
>>> Strands" and the mesher in LK Lightning 2.0 which both fulfil the same
>>> purpose.
>>>
>>>
>>> On Thu, Jul 11, 2013 at 6:09 PM, Malcolm Zaloon wrote:
>>>
 Hello Guys!

 I´m seaching for mt strand extrude addon to work with SI 2014, this
 does exist?
 where can be downloaded?

 Thanks in advance.

 --
 __
 Malcolm Zaloon - Lighting TD - XSI Generalist
 Quote:
 "Everything can be interconnected and will update according by
 interface"

>>>
>>>
>>
>>
>> --
>> __
>> Malcolm Zaloon - Lighting TD - XSI Generalist
>> Quote:
>> "Everything can be interconnected and will update according by interface"
>>
>
>
>
> --
> __
> Malcolm Zaloon - Lighting TD - XSI Generalist
> Quote:
> "Everything can be interconnected and will update according by interface"
>



-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: OT rayfire voxels

2013-07-05 Thread Gustavo Eggert Boehs
In max any procedural texture can be used in all the builtin modifiers that
support mapping  and stuff (as input or as mask), which is very nice. dont
know if that applies to custom built procedural textures...
that is not the same things as viewing procedural textures in the viewport
(rendering), which is now possible in SI with HQV


2013/7/5 adrian wyer 

> ** ** ** ** **
>
> but that's a texture map, an image (or sequence of images) NOT a
> procedural texture
>
> ** **
>
> a
>
> ** **
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
> *Sent:* 05 July 2013 15:00
> *To:* XSI Mailing List
>
> *Subject:* Re: OT rayfire voxels
> 
>
>  ** **
>
> *>> **What's really nice is the procedural texture support in realtime
> (at least I'm under the impression it's not only render time) in the
> viewport though, not sure if that's possible with SI atm.*
>
> ** **
>
> That's easier than the voxels actually.
>
> ** **
>
> Set a texturemap on the object then "Get Closest Location" ->
> InputLocation on "Get Texture Map Color" (set to Input Location mode) ->
> Set Particle Color. Piece of cake!
>
> ** **
>
> ** **
>
> On Fri, Jul 5, 2013 at 5:27 AM, Stefan Kubicek 
> wrote:
>
> Not much in there that cannot be done with ICE, there are plenty of
> ready-made compounds being shared by others for this kind of stuff. What's
> really nice is the procedural texture support in realtime (at least I'm
> under the impression it's not only render time) in the viewport though, not
> sure if that's possible with SI atm.
>
>
>
>
> 
>
> most of this easily done in ICE, but, as usual, max guys get an 'out of the
> box' push button solution
>
>
> http://www.youtube.com/watch?v=hak829qxBLc
>
> 
> 
>
>
> &feature=player_embedded#at=16
>
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> mailto:adrian.w...@fluid-pictures.com>
>
> www.fluid-pictures.com
> http://www.fluid-pictures.com/>
>
>
>
>
> Fluid Pictures Limited is registered in **England** and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
> 
>
>
>
> --
> -
>   Stefan Kubicek   ste...@keyvis.at
> -
>keyvis digital imagery
>   Alfred Feierfeilstraße 3
>A-2380 Perchtoldsdorf bei Wien
> Phone:  +43 (0) 699 12614231
>  www.keyvis.at
> --   This email and its attachments are--
> -- confidential and for the recipient only --
>
> ** **
>  --
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2013.0.3345 / Virus Database: 3204/6465 - Release Date: 07/04/13*
> ***
>



-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Closest Location in UV space?

2013-06-28 Thread Gustavo Eggert Boehs
Nice find Alan! C++ implementation should be snapier, glad Julian was so
kind to share.
Looks like a perfect fit for Erics task...


2013/6/28 Eric Thivierge 

> Thanks Alan will take a look.
>
> Matt, the UVs overlap in that object A's UVs are in the same UV space as
> object B's. If you watch this video it exemplifies what I'm trying to
> achieve.
>
> http://www.youtube.com/watch?**v=B7ZwPjCubs0
>
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On June-28-13 1:19:25 PM, Alan Fregtman wrote:
>
>> Have you seen this from Julian Johnson?
>> http://julianjohnsonsblog.**blogspot.ca/2013/06/texture-**
>> uv-to-location.html
>>
>>
>>
>> On Fri, Jun 28, 2013 at 11:12 AM, Eric Thivierge
>> mailto:ethivie...@hybride.com**>> wrote:
>>
>> So I have 2 meshes. Both have UVs. The UVs overlap in UV space.
>> Point order is different. Is there a way to get a location or
>> point position on object b from object a using UV space?
>>
>> Anyone familiar with Maya, I'm trying to recreate the transfer
>> attribute tool (point positions) in UV space.
>>
>> Any help is appreciated. Running into issues because of different
>> point counts and unable to get closest location using UV space.
>>
>> --
>>  Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>>
>>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Pointlocators out of sync

2013-06-26 Thread Gustavo Eggert Boehs
Thanks Vladimir, your approach is solid :D
Just what I needed to keep me sane!


2013/6/26 Vladimir Jankijevic 

> that's a no go. I think the simplest way is to have a non-deforming and a
> deforming mesh in your scene. first take the ref from the non-deforming and
> then reinterpret the location on the deforming. this can be built really
> easily  with a switch.
> I never managed to cache locations safely. Softimage behaves really weird
> concerning location interpretation.
>
> Cheers
> Vladimir
>
>
> On Wed, Jun 26, 2013 at 6:13 PM, Gustavo Eggert Boehs  > wrote:
>
>> Hi guys, I am adding fur to a character and having a hard time with
>> pointlocator consistency across
>> ref models.
>>
>> I have a scene where I do my combing and am outputing a model that loads
>> a combing cache. I intended to cache the strandspositions, the initial
>> pointposition and normal, and a pointlocator to get the current position
>> and normal on the surface to deform the strands acordingly.
>>
>> Sadly I get quite an incosistent behaviour with this locators across
>> models. Simply cant get ref models to cooperate, and even regular models
>> easily loose sync. This is the message I get:
>>
>>> # WARNING : 3000 - "Caching : PointLocator data gb_kH_EmmitLocation was
>>> generated from a different geometry. Cachefile is out of sync."
>>
>>
>> I am pretty sure the mesh is exactly the same. Is my workflow not ideal?
>> How are you guys performing such task?
>>
>> Best regards,
>> --
>> Gustavo E Boehs
>> http://www.gustavoeb.com.br/blog
>>
>
>
>
> --
> ---
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---
>



-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Pointlocators out of sync

2013-06-26 Thread Gustavo Eggert Boehs
Hi guys, I am adding fur to a character and having a hard time with
pointlocator consistency across
ref models.

I have a scene where I do my combing and am outputing a model that loads a
combing cache. I intended to cache the strandspositions, the initial
pointposition and normal, and a pointlocator to get the current position
and normal on the surface to deform the strands acordingly.

Sadly I get quite an incosistent behaviour with this locators across
models. Simply cant get ref models to cooperate, and even regular models
easily loose sync. This is the message I get:

> # WARNING : 3000 - "Caching : PointLocator data gb_kH_EmmitLocation was
> generated from a different geometry. Cachefile is out of sync."


I am pretty sure the mesh is exactly the same. Is my workflow not ideal?
How are you guys performing such task?

Best regards,
-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Gear mirror animation attribute

2013-06-25 Thread Gustavo Eggert Boehs
Hey Jeremie, thanks very much, works perfectly now :D
Best regards


2013/6/25 Jeremie Passerin 

> Hi Gustavo !
>
> Yeah I saw that the other day, I'm surprized that nobody noticed it
> before.
> We've started using it here at Blur and I fixed it.
> I'm attaching the new file ;-)
>
> Jeremie
>
>
> On 25 June 2013 09:33, Gustavo Eggert Boehs  wrote:
>
>> Hello guys, sorry for crossposting this here (from Si-Community), as I
>> understand many gear users hang around here, might get a bit more help...
>>
>> I am using gear for mirroring poses and animation, as it already has
>> template making built in and stuff... very neat.
>> Mirror pose works like a charm. The command called is
>> xsi.Gear_MirrorPose() no arguments needed. It applies mirroring to selected
>> controlers.
>>
>> Mirror animation on the other hand (called by xsi.Gear_mirrorAnimation())
>> asks for 1 argument (controlers). Funny enough the menu does not seem to
>> pass any attribute when calling this functions. Therefore I get an error. I
>> try (by hand) passing xsi.Selection (as the first thing the function does
>> is checking if selection is null) with no luck. I have also tried to pass
>> object names as string, no luck
>>
>> Error without passing anything:
>>>
>>> # ERROR : Traceback (most recent call last):
>>> # TypeError: gear_MirrorAnimation_Execute() takes exactly 1 argument (0
>>> given)
>>> #  - [line 4294967295 in
>>> \Addons\gear\Application\Plugins\gear_mirrorAnimation.py]
>>> # ERROR : OLE error 0x80020101
>>
>>
>> Error without passing selection:
>>
>>> Application.gear_MirrorAnimation()
>>> # ERROR : Unexpected Python Error: Traceback (most recent call last):
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32com\server\policy.py", line
>>> 324, in _InvokeEx_
>>> # return self._invokeex_(dispid, lcid, wFlags, args, kwargs,
>>> serviceProvider)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32com\server\policy.py", line
>>> 585, in _invokeex_
>>> # return func(*args)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\framework.py",
>>> line 538, in ParseScriptText
>>> # return self.DoParseScriptText(code, sourceContextCookie,
>>> startLineNumber, bWantResult, flags)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",
>>> line 334, in DoParseScriptText
>>> # return self.ExecInScriptedSection(codeBlock, globs)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\framework.py",
>>> line 907, in ExecInScriptedSection
>>> # self.HandleException(codeBlock)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\framework.py",
>>> line 950, in HandleException
>>> # codeBlock, exc_type, exc_value, exc_traceback)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\error.py",
>>> line 77, in __init__
>>> # self.__BuildFromException(site, exc_type, exc_value, exc_traceback)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\error.py",
>>> line 87, in __BuildFromException
>>> # self._BuildFromOther(site, type, value, tb)
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\error.py",
>>> line 180, in _BuildFromOther
>>> # bits[i] = bits[i].decode('utf8')
>>> #   File "C:\Program Files\Autodesk\Softimage
>>> 2014\Application\python\lib\encodings\utf_8.py", line 16, in decode
>>> # return codecs.utf_8_decode(input, errors, True)
>>> # UnicodeDecodeError: 'utf8' codec can't decode byte 0xfa in position
>>> 12: invalid start byte
>>
>>
>>
>> Anybody had any luck with these?
>> Cheers,
>> Gustavo E Boehs
>>
>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Gear mirror animation attribute

2013-06-25 Thread Gustavo Eggert Boehs
Hello guys, sorry for crossposting this here (from Si-Community), as I
understand many gear users hang around here, might get a bit more help...

I am using gear for mirroring poses and animation, as it already has
template making built in and stuff... very neat.
Mirror pose works like a charm. The command called is xsi.Gear_MirrorPose()
no arguments needed. It applies mirroring to selected controlers.

Mirror animation on the other hand (called by xsi.Gear_mirrorAnimation())
asks for 1 argument (controlers). Funny enough the menu does not seem to
pass any attribute when calling this functions. Therefore I get an error. I
try (by hand) passing xsi.Selection (as the first thing the function does
is checking if selection is null) with no luck. I have also tried to pass
object names as string, no luck

Error without passing anything:
>
> # ERROR : Traceback (most recent call last):
> # TypeError: gear_MirrorAnimation_Execute() takes exactly 1 argument (0
> given)
> #  - [line 4294967295 in
> \Addons\gear\Application\Plugins\gear_mirrorAnimation.py]
> # ERROR : OLE error 0x80020101


Error without passing selection:

> Application.gear_MirrorAnimation()
> # ERROR : Unexpected Python Error: Traceback (most recent call last):
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32com\server\policy.py", line
> 324, in _InvokeEx_
> # return self._invokeex_(dispid, lcid, wFlags, args, kwargs,
> serviceProvider)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32com\server\policy.py", line
> 585, in _invokeex_
> # return func(*args)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\framework.py",
> line 538, in ParseScriptText
> # return self.DoParseScriptText(code, sourceContextCookie,
> startLineNumber, bWantResult, flags)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\pyscript.py",
> line 334, in DoParseScriptText
> # return self.ExecInScriptedSection(codeBlock, globs)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\framework.py",
> line 907, in ExecInScriptedSection
> # self.HandleException(codeBlock)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\framework.py",
> line 950, in HandleException
> # codeBlock, exc_type, exc_value, exc_traceback)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\error.py",
> line 77, in __init__
> # self.__BuildFromException(site, exc_type, exc_value, exc_traceback)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\error.py",
> line 87, in __BuildFromException
> # self._BuildFromOther(site, type, value, tb)
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\Lib\site-packages\win32comext\axscript\client\error.py",
> line 180, in _BuildFromOther
> # bits[i] = bits[i].decode('utf8')
> #   File "C:\Program Files\Autodesk\Softimage
> 2014\Application\python\lib\encodings\utf_8.py", line 16, in decode
> # return codecs.utf_8_decode(input, errors, True)
> # UnicodeDecodeError: 'utf8' codec can't decode byte 0xfa in position 12:
> invalid start byte



Anybody had any luck with these?
Cheers,
Gustavo E Boehs


Re: PointLocators in ICE

2013-06-13 Thread Gustavo Eggert Boehs
Yes, it is part of the Motion Tools thingy I released a while ago:
http://gustavoeb.com.br/mtools
I also published an old version in a SI-Community thread, while looking
for help on how to make it (a bit) faster:
http://www.si-community.com/community/viewtopic.php?f=15&t=1954&p=14417&hilit=optimizing+ice+tree+barycentric#p14417


2013/6/12 Vincent Fortin 

> Gustavo, are you saying the compound is available somewhere for me to dive
> into, update my brain with latest firmware and waste another night of
> sleep? please sign me up
>
>
> On Wed, Jun 12, 2013 at 3:00 PM, Gustavo Eggert Boehs  > wrote:
>
>> It is pretty much Helge's pixel particles but implemented through
>> (slower) ICE implementation. Basically it uses barycentric coordinates to
>> get the equivalent position in a 2d (uv) and 3d (xyz) triangle.
>>
>> I remember some bottlenecks like:
>>
>>
>>- Having to create a triangulated clone of the geometry, because it
>>makes difference to how stuff works in 2d. I rember trying to avoid it 
>> with
>>all my efforts, but it was useless...
>>- Outputing locations instead of positions was a problem, but now
>>thinking about it I cant remember why. It should be quite possible with
>>reinterpret location on geo, right? I dont know...
>>
>> It should be fairly documented if you want to dive into it (at least that
>> is how I recall it).
>>
>>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: PointLocators in ICE

2013-06-12 Thread Gustavo Eggert Boehs
It is pretty much Helge's pixel particles but implemented through (slower)
ICE implementation. Basically it uses barycentric coordinates to get the
equivalent position in a 2d (uv) and 3d (xyz) triangle.

I remember some bottlenecks like:


   - Having to create a triangulated clone of the geometry, because it
   makes difference to how stuff works in 2d. I rember trying to avoid it with
   all my efforts, but it was useless...
   - Outputing locations instead of positions was a problem, but now
   thinking about it I cant remember why. It should be quite possible with
   reinterpret location on geo, right? I dont know...

It should be fairly documented if you want to dive into it (at least that
is how I recall it).


Re: The Expert Challenge

2013-05-25 Thread Gustavo Eggert Boehs
> 2nd - Considering the video was recorded 2 months ago, you'd think the
> new guy would've introduced himself by now.
>
>

He did a shy introduction on the unofficial Si-Community(.com).


Re: bend a grid

2013-05-24 Thread Gustavo Eggert Boehs
Fold?


2013/5/24 Doeke Wartena 

> I want to bend a grid a bit like in the image:
> http://support-au.canon.com.au/img/80002999EN_03RQ00345_05.jpg
>
> It has to be animated from a flat grid to that, how can i do that?
>
> I tried deform by curve and bend and some other stuff but it all didn't
> work.
>



-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Mill 98% Human

2013-05-20 Thread Gustavo Eggert Boehs
Jesus, this is insane!

Muscle system looks superb, would you care to further comment on how the
face is controlled vs. simulated?

Congratulations to all involved!


2013/5/20 olivier jeannel 

> Particle systems nowadays :)
>
> They used regular hairs ?
>
>
>
> Le 20/05/2013 20:26, Kris Rivel a écrit :
>
>  Just wanted to say congrats to anyone at the Mill for the 98% human spot.
>>  An amazing piece of CG and probably one of the most impressive examples of
>> Softimage that I've ever seen.  Here's links to the spot and a brief making
>> of for anyone who hasn't seen it:
>>
>> Spot: http://youtu.be/McD0dKuj5mA
>>
>> Making of: http://youtu.be/wLmVm0nc5Gg
>>
>> Kris
>>
>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: 2014 in production anyone?

2013-05-07 Thread Gustavo Eggert Boehs
http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html (from
50min on)


2013/5/7 Alan Fregtman 

> This one maybe? http://www.youtube.com/watch?v=9yJqUpUX4Pc
> He briefly touches on CrowdFX around 16 minutes in.
>
> I physically attended the Unfold 2014 event and this video is not recorded
> in the same room at all, so I think this is not the same as what people saw
> in the live stream during the actual event. In the live one I saw, he made
> a giant killer null that made the crowd agents die. lol (He was also quite
> rushed for time.) I can't find a video of what I saw anywhere though.
>
>
>
> On Tue, May 7, 2013 at 8:29 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Holy F'in quotes batman! Trim them up guys, especially when AD staff
>> participate in threads with whatever bogus client they use tha manages to
>> upset both TBird and GMail :p
>>
>> Szabolc, have you watched the AD demo of the 2014 line-up where Adam Sale
>> did Crowd FX? It's practically more a tutorial than a demo really,
>> inclusive of 20m straight of graph noodling. Myabe it was FMX? Anyway, it
>> was posted on the list, and it's one of the official AD streams.
>>
>>
>> On Tue, May 7, 2013 at 10:08 PM, Szabolcs Matefy wrote:
>>
>>>
>>> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html
>>> 
>>>
>>> ** **
>>>
>>> Actually we think to create a crowd scene in our game, and I try to set
>>> up a simple scene. It seems that the Aniamtion state definition is not
>>> created when I simple select my actor source model, and press Actors|Get
>>> From Scene
>>>
>>> **
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: HQV Reliability

2013-04-17 Thread Gustavo Eggert Boehs
>From my experience it seems to be pretty reliable on most cases, although
slow in 2013. One thing that seems to make it really slow on my old nVidia
card is Bump mapping. On an iMac ATI bump mapping will just make it crash.


2013/4/17 Christopher 

>  I want to know how many people can get HQV to work and how many cannot ?
>
> A simple sphere will work without any crashes, if I load an object and
> turn on HQV, Softimage will crash, each and every time.  With software,
> little things can break other things, I changed the shader profile from
> nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that would
> solve the HQV crashes which did not solve anything.
>
>
>
> ::Christopher
>



-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog
<>

Re: Softimage promo

2013-04-13 Thread Gustavo Eggert Boehs
3ds max users I know were vey excited with this release. Specially
regarding small annoying things, with viewport performance
enhancemants/dx11 in a close seccond.

A direct quote:
"Man now I can maximize my viewport only hovering the mouse. No need to
make it active!"

This wowed me a lot as an SI user ;-)
Em 13/04/2013 13:57, "Sebastien Sterling" 
escreveu:

> is it me, or did all the max features look ..Mickey Mouse ? they didn't
> look like very useful or serious additions
> , with the exception of the little search box thing, which in fairness is
> a blessing for max (modifier list anyone ?), but nothing outside of this
> seemed to give max an edge.
>
>
> On 13 April 2013 00:34, Bradley Gabe  wrote:
>
>>
>>  No problem. As we all know, emails can be easily misunderstood. =)
>>>
>>> **
>>>
>>
>> What exactly did you mean by that comment, Ed?  :-Z
>>
>
>


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