RE: The Softimage mailing list

2019-11-12 Thread Jeff McFall
Adios everyone, it is finally time for me to move on.  I am very grateful to 
have been a part of the Soft user community since 1994.  I think we all saw the 
writing on the wall when Autodesk acquired Softimage.   I am pretty  sure they 
could not have done a better job of driving an established user base away.   
Things change and survival is about adapting to the current situation.
My world is now Houdini and to some degree C4D as well as some dabbling with 
real time engines.
I see some of you around those places from time to time and it is a nice 
feeling to see acquaintances and friends from days past.   I am glad to have 
had the opportunities I had with Soft and with the great community around it.  
Thanks to those who have kept this going for as long as it has.

My best to everyone.
Jeff




From: softimage-boun...@listproc.autodesk.com 
 On Behalf Of Tekano Bob
Sent: Tuesday, November 12, 2019 6:50 AM
To: Official Softimage Users Mailing List. 
https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchiLG9o7ECJDJ0Mw-2FRzSlfldhFWvv2G7M9xrogMv-2BiUgrG-2BmCVAfC2HxBWG0Czpbw8UUe9Xkbh68Twjp-2FiA-2FSErMU-2FEk2CkvoTC04KpO5Ly475MLQNUViwPoaAMpEaEjwAYOu4T567ozlZeZdMMtM3KXVN7uiAm1z1BQ0qjBHp2w-2F-2FQwXlBtX2tzzsgIZeJUn-2BNDHd-2F8uwGE5ZF2Eq-2FY2ZqG25EXwG-2BLEzMTk59RKD8QW25aP4hk8jTxp8IyJWT3zBYxu0Xdq8H-2F9GfiqQjmbt6yO7siqnrsC7MVtmh-2BLhHoSqmV7Q776eyPnP42h3Cnz2a90M7fPXQdFYM-2B4QU7Q4ow-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuTIWIVwt6JfGT5Iy9-2F3fObPTdI7BZejPkujBM0T2LVSKtRF7Qyv8hYOCRsRuw-2B5gbT5Z5oLxh-2FeTI5KlA1kKpxl7dSDLopuWqqNvJ7AUNbPle-2FWDITjAjvD5ITxhV-2BkO2fJxwao51BxjAV1ZaRkLua42WN24N19bqNdHCLt9P4x3yUeEfWAfoxpDIiMgRf2WA8-3D
  
Subject: Re: The Softimage mailing list


EXTERNAL
this is the google groups list or the backup of it or...?

On Tue, 12 Nov 2019 at 10:42, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> wrote:
this list was my rock during the early years of xsi
coming from using softimage 3D at a small games company, it was amazing to 
arrive in london, working on commercials, and connecting with a truly unique 
group
of users. We helped and were helped in equal measure, we commiserated the late 
nights and failed renders, and cajoled and tormented each other like only a 
group of
like minded friends could

there were monkeys and cheese, and porl and chinny and kim and countless others 
who crossed the line from virtual comrades to real world friends

i still use soft at least a couple of times a week, and constantly have the 
internal mantra mumbling away "if i was doing this in soft i'd be done by now"

maya has it's occasional moments of "oh, that's clever" but these are far 
outweighed by the constant "why does it have to be that way"

blender looks interesting, might have to give it a try, but getting to the age 
where the knowledge just doesn't go in like it used to
so the struggle with maya (with which i've dabbled since the beta) continues

anyway, im babbling...

thanks for all the help, support and chuckles over the years guys

i'll always have a place in my heart for the list... and cheese

A

Adrian Wyer
Fluid Pictures
4th Floor
4 Bath Place
Rivington Street
London
EC2A 3DR
++44(0) 207 684 5575

adrian.w...@fluid-pictures.com
https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4IwbU-2BeHvtoxntfL8t-2B7V0CtS5d0Pan4XZnl-2BViBoC3en2fJ-2Fcro7oihUmN85RpmtV1r3yDt-2Bs-2B5PUDbD4pjcPGjVkiZW58-2F575BzC7d4-2BPVACT9yn5eudCCq-2F37itII6Zt9iD24Dhh0TEx9qeD3LM3V-2FR5n94wptcNJU-2B1ColIdFCHZEmGHQdFIR7ooYuq5O-2BhNYSgyK1lh6RtXo2DUoFwtN7eiFhojtGWlcS2UCoa6Juj018Hj1VYXC-2BnaX8-2FDnUvY0hKS3GVdniTb2t-2FTNwswmiD-2FUs4WoYGkIqIiVdSs5_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuTIWIVwt6JfGT5Iy9-2F3fObPTdI7BZejPkujBM0T2LVSKi-2Fem1puaUcQU1tAg7jfFax5q8SmuJcOPFZt-2B-2BKsGt170xntAvf-2FKzkXJNfiRpe0ZLrW7RDVU88yx2HawuSeDXq462xiPOW74p5Hcjkuq0sVDbIIoxJiZJqrgW9kaW8CB7DblPDKLkMscpxx7KKG4UE-3D
 


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

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

RE: Any Dinosaurs Still Lurking?

2018-05-24 Thread Jeff McFall
I don’t pay as much attention as I used to but I am still here.

started in Softimage 2.66 and stayed till the end.
working pretty much exclusively in Houdini the past couple of years.

I am continually amazed by the potential and flexibility of Houdini but it does 
come at a price.
It really is a different animal than Soft.

If I have any regrets it is that I didn’t discover Houdini earlier.
However a lot of the stuff I learned in ICE prepared and set a foundation me 
for me to use in Houdini.
I would have been totally lost without that.
I don’t have much of a technical background so what I do understand has pretty 
much been learned on the spot.

Jeff



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Thursday, May 24, 2018 3:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Any Dinosaurs Still Lurking?


EXTERNAL

Still lurking as well, here and on si-community.

Started fiddling with SI|3D NT (up to 3.9), after that moved on to XSI 3.0 and 
beyond.
Mostly Maya these days for the generic stuff, but still using XSI for my own 
jobs.

Also doing a bit of Unity-Unreal / real-time stuff lately, and keeping an 
interested eye on the Blender v.2.8 development.





Rob







\/-\/\/
On 22-5-2018 18:55, Robert Cole wrote:

Yes, sill here, forced to work in MAX for real-time asset baking and industrial 
animations, but I get to sneak over into XSI world when nobody's looking to do 
the serious work that can be ported back to MAX. Luckily I can work from my 
studio in Hawaii most the time.

Robert



On 5/11/2018 6:23 AM, Bradley Gabe wrote:

Just curious?

Now that I’m a resident in San Antonio, I was reminiscing about old SIGGRAPHs 
on the Riverwalk, and came to the realization that the Softimage mailing lists, 
for me at least, were my Facebook before there was official social media.

San Antonio still owes me a camera! -- Softimage Mailing List. To 
unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with “unsubscribe” in the subject, and reply to confirm.






--



Softimage Mailing List.



To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.


--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Any Dinosaurs Still Lurking?

2018-05-24 Thread Jeff McFall
Topaz and Tips!
Have not seen those apps mentioned in a while

Probably running on an ATVista I would guess



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Prodeep Ghosh
Sent: Wednesday, May 16, 2018 1:41 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3kNDP-zPIWNVO9rjmAHR9gdmEmi_h0t2p0dJTQQs39I=S8tYX_zqcPT9Q8Tz7Mwm-fq4EKSgbnxZOX3euhOJz48=
 
Subject: Re: Any Dinosaurs Still Lurking?


EXTERNAL
Still lurking.. from the days of Softimage3D and Eddie on Silicon Graphics 
Indigo Extreme and a trial version of Alias and Jeremy videos on the rack!:) 
And prior to that Cubicomp, Topaz and Tips.

Your subject line caught my eye:)

Cheers.

On Wed, May 16, 2018 at 10:11 AM, Pierre Schiller 
> wrote:
@Cesar, glad to know that!!

//

I think that anyone who used the particle system up to version 6 may as well 
qualify as Dino. :)

How was everyone experience with the transition to the new particle system on 
version 7? :)

On Tue, May 15, 2018, 17:42 Cesar Saez 
> wrote:
Not sure I qualify as a dinasour, but I'm still around. Although just like 
Alan, I moved to software development/pipeline.

By the way, we are still using Softimage on Lego movies at Animal Logic 
(rigging, layout and animation), we have moved away on other IPs but lego stuff 
is still on the legacy pipeline :)

On Wed, May 16, 2018, 5:02 AM Martin Chatterjee 
>
 wrote:
Not sure if I qualify as a dinosaur, but I'm still around. :)

I rarely spend time working Softimage nowadays, but am still glancing over the 
thread subjects of the mailing list regularly and read threads that seem 
interesting and not too rant'y (if that's a word)

Cheers, Martin

--
   Martin Chatterjee

[ Freelance Technical Director ]
[   
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.chatterjee.de=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3kNDP-zPIWNVO9rjmAHR9gdmEmi_h0t2p0dJTQQs39I=UW2TqOtLGZvpZMpA0Je7ny1rnxE_tO39ubz05L1Qtc4=
   ]
[ 

RE: OTish - Soft2Maya transition list

2017-06-05 Thread Jeff McFall
very nice
no time like the old time to make one appreciate the possibilities in the 
present


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Sunday, June 4, 2017 9:37 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: OTish - Soft2Maya transition list


EXTERNAL
There actually is a cult you can turn to for this kind of stuff
http://www.cultofrig.com

And now I will fade into the silent background for another year or two, after 
having incidentally proven right both the comment about turning to faith, and 
the one about old timers lurking.

Cheers,
Raff

On 31 May 2017 11:28 PM, "Olivier Jeannel" 
> wrote:
You may want to join a suicidal-group hotline, or maybe turn yourself to a 
religion ?

Sorry, couldn't resist :

Good luck ;)

2017-05-31 15:19 GMT+02:00 Enter Reality 
<3dv...@gmail.com>:
After 3 years here is my situation:

- Modeling: Trying with Maya, fuck it, use Softimage
- Animation: some good tools, but overall the flexibility of Sofimage still is 
a strong advantage point
- Rigging: Surprisingly I feel more comfortable with constraints in Maya then 
Soft, and overall ( using the ART toolkit in order to build characters for the 
Unreal Engine 4 ) the entire process is quite good...when it comes to skinning, 
the rule "Fuck it, export to Soft then import the finished product in Maya" 
still wins
- Texturing/shading: Jesus...it's a mess
- Rendering: almost gave up

Overall I still rely on Soft A LOT almost every day

I feel your pain Morten, but I honestly don't even want to join another mailing 
list where all the answers are "You need to code that"

On youtube you an still find the videos made by Autodesk about the transition 
Soft to Maya

2017-05-31 14:45 GMT+02:00 Morten Bartholdy 
>:
I seem to have seen someone mentioning it here in the past, but can't remember. 
Is there a Maya userlist somewhere, hopefully as helpful as this one, or 
perhaps a forum for suffering Soft2Maya transitioners like myself?

And what a godawful piece of shit software that is!

Thanks.

Morten
--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.


--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.


--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Houdini is amazing even in its path file

2017-04-17 Thread Jeff McFall
thanks for sharing that

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: Monday, April 10, 2017 10:57 AM
To: softimage@listproc.autodesk.com
Subject: Houdini is amazing even in its path file

Just to chat,

I had to track a camera movement (by hand) other a footage.
In Houdini, in the camera "view" tab, you can "Enable Background Image", pick 
an image sequence and voila.
The file name for a sequence goes like this : "filename.$F5.jpg"

The thing is, each time I was keying the transform of the camera, the sequence 
was freezing  into a single image, so for example if I keyed at frame 35, the 
file name in the file path changed into : "filename.00035.jpg"

So each time I was keying I had to re-enter the file path.

Took me two day to figure it out.

If I "Alt click" in the path file name, it gets a key and then no longer change.

In houdini, even expressions are keyframable !
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Softimage mailing 2016 year in review

2017-01-09 Thread Jeff McFall
bah, next to last then

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of phil harbath
Sent: Monday, January 9, 2017 2:01 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: Softimage mailing 2016 year in review

I’m pretty sure that was for Creative Sheep.

From: Sven Constable
Sent: Monday, January 9, 2017 1:59 PM
To: 'Official Softimage Users MailingList. 
https://groups.google.com/forum/#!forum/xsi_list'
Subject: RE: Softimage mailing 2016 year in review

The last post is already reserved by Ed Harriss.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Monday, January 09, 2017 7:44 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: RE: Softimage mailing 2016 year in review

Never posted much myself and don’t meant to sound morbid, but I am silently 
waiting to see if I can get the final post in.   Might take a while though…



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, January 6, 2017 1:34 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Softimage mailing 2016 year in review

http://wp.me/powV4-3nR

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Softimage mailing 2016 year in review

2017-01-09 Thread Jeff McFall
Never posted much myself and don’t meant to sound morbid, but I am silently 
waiting to see if I can get the final post in.   Might take a while though…



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, January 6, 2017 1:34 PM
To: softimage@listproc.autodesk.com
Subject: Softimage mailing 2016 year in review

http://wp.me/powV4-3nR
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: OT XSI UV to Location Tutorial inside Houdini

2016-03-08 Thread Jeff McFall
One here,  awesome – thanks!
XSI to Houdini is one of my favorite topics



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nika Ragua
Sent: Tuesday, March 8, 2016 11:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT XSI UV to Location Tutorial inside Houdini

Surely someone IS interested ))) Thank you again!!! Great job!

2016-03-08 17:35 GMT+03:00 Olivier Jeannel 
>:
Hello crew,

In case someone is interested, I made a little tutorial (my first) that rebuild 
the ice UV to Location within Houdini.
https://vimeo.com/158037926


Cheers

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: 1 texture per polygon

2016-02-24 Thread Jeff McFall
Here is a nice example of setting the uv’s part….
I know it is instances but seems it could work for a mesh as well.

http://xsisupport.com/2015/02/26/using-ice-to-do-uv-remapping-on-instances/

jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
Sent: Wednesday, February 24, 2016 11:55 AM
To: Softimage Mailing List 
Subject: Re: 1 texture per polygon

Yeah like I said, put all 100 pics in a 10x10 picture array pic and use ICE an 
manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that 10x10 pic is 
doable for you.

Cheers

On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel 
> wrote:
Do you have a method to do this ?
Right now I'm connecting my 100 textures in a Texture Array Switch. I feel like 
in 1984...
I can't believe this was never addressed ...

On Wed, Feb 24, 2016 at 5:04 PM, pedro santos 
> wrote:
I don't know what is the project you are working on, but if you are able to 
compromise with just one huge texture, it's doable I think: 
http://screencast.com/t/SDUHtvLdf4P9

Cheers

On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel 
> wrote:
Concatenate strings maybe. But I'don't know how...

On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel 
> wrote:
I'm around 100 pictures.

On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
> wrote:
yes, but then you are limited to a few images, and it does not scale 
procedurally to hundreds of images for example...but if just a few images 
already do the work, then you can use the multi-color switch I believe.

2016-02-24 12:22 GMT-03:00 Olivier Jeannel 
>:
Yes, that's what I'm thinking too.
Can't we build a "select case" thinguy within the render tree ?

On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
> wrote:
looks like the "Time Source" parameter on the image file nodes does not accept 
ice attributes on a mesh.

2016-02-24 12:14 GMT-03:00 Olivier Jeannel 
>:
I just solved the uv part, meaning each polygon is now  covering the hole 0-1 
UV Space.
But I'm not sure it helps, I've tried all sort of indices in the render tree 
but it's not working.


On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
> wrote:
What do you mean you solved the 1 picture per polygon bit?

In my case you see it's a grid of the images I want. So, it's just one file I 
have to deal with. I don't know how you would do the switch for 100 pics. For 
index though can't you just call an ICE Attribute in the Render Tree.

Sorry not being much help. Didn't spent much time in the Render Tree.

Cheers


On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
> wrote:
I solved the UV with a python script (attached) from  Piotrek Marczak. Wish I 
could do it in ICE...
Now I'm fighting to have one picture per polygon index :/
If someone has something

On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
> wrote:
https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
> wrote:
Hmmm I've done that the other day, but in LightWave... ahaha

I basically transformed the UV coordinates per polygon based on it's index to 
fit a grid of images. insteading of having separate image files.. Can you do it 
in ICE... dunno, never tried it x)

Good luck


On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel 
> wrote:
Hi there,

Imagine I have a collection of 100 pictures, numbered from 0 to 99.
I'd like to have one picture applied per polygon of a polymesh. (picture0 goes 
to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
- How do I set the UVs ?
- How do I tell the Shader to pick one image according to the Polygon ID ?

I can do it with particles, but I would like to do it with polygons.

I'm sure someone already did this ...

Thank you !

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.



--

[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
>>  http://probiner.xyz/





--

[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
>>  http://probiner.xyz/



--
Softimage Mailing List.
To 

RE: Free Animation?

2016-01-28 Thread Jeff McFall
Apologies if this is obvious but there are a few samples in the Character shelf 
that might fit the bill if looking for a quick and easy setup.




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of gareth bell
Sent: Thursday, January 28, 2016 6:38 AM
To: softimage@listproc.autodesk.com
Subject: OT: Free Animation?

Hey guys,

I'm doing some dynamics hair/fur tests in Houdini - does anyone know of a 
source I can get a free or cheap character model + animation data to test my 
hair setups on?

Cheers


RE: Soft and Windows 10

2015-08-13 Thread Jeff McFall
Thanks - sounds promising

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Thursday, August 13, 2015 1:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: Soft and Windows 10

Jeff McFall schreef op 13-8-2015 om 17:53:
I am curious if anyone has had a chance to try and use Soft on Windows 10  yet?

Jeff

www.si-community.com/community/viewtopic.php?f=12t=5918http://www.si-community.com/community/viewtopic.php?f=12t=5918

Greetz
Leendert
AKA Hirazi Blue




--



Leendert A. Hartog AKA Hirazi Blue

Administrator NOT the owner of si-community.com




Soft and Windows 10

2015-08-13 Thread Jeff McFall
I am curious if anyone has had a chance to try and use Soft on Windows 10  yet?

Jeff






RE: Houdini 15 teaser

2015-08-10 Thread Jeff McFall
+1

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Monday, August 10, 2015 7:32 AM
To: softimage@listproc.autodesk.com
Subject: Houdini 15 teaser

https://www.sidefx.com/index.php?option=com_contenttask=viewid=3118Itemid=226
 

So what do you think? As for me I like what I see. Many things we liked in Soft!
Cheers
David



RE: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Jeff McFall
This looks fantastic and familiar.  I am so looking forward to this.

Thank you!



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Doyle
Sent: Friday, March 06, 2015 3:32 PM
To: softimage@listproc.autodesk.com
Subject: Introducing Canvas - visual programming for Fabric Engine 2.0

Hi guys - I know you've been waiting for quite a while for us to start showing 
you what we've been up to since Siggraph. Finally we're there and can give you 
a look :)

I'm really happy and proud to give you the first proper look at Canvas, our 
visual programming system for Fabric 2.0.

Quick highlight video: https://vimeo.com/121492305

Tons more information here: http://fabricengine.com/canvas-videos/

This is the first part of the FE2.0 plan, and we'll be showing this in more 
detail at GTC on March 18th - please contact me if you want to meet up.

Looking forward to hearing what you have to say, and hopefully getting you on 
the alpha/beta when we open things up (there is a sign up form on the Canvas 
page).

Cheers,

Paul and the rest of the Fabric team


RE: ICE instances with sequence sprite particles - double side?

2015-02-19 Thread Jeff McFall
Not sure if this is it but isn’t the mib_twosided meant to be placed after the 
illumination shader and not before?

So that you essentially have two distinct materials/w texture plugged into 
mib_twosided  one for front and one for back.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: Thursday, February 19, 2015 4:42 PM
To: softimage@listproc.autodesk.com
Subject: ICE instances with sequence sprite particles - double side?

Hi, I´m following this:
http://softimage.wiki.softimage.com/xsidocs/ICE_particle_shaders_SpritesonICEParticles.htm
and this: http://xsisupport.com/2010/02/21/sprite-sequences-on-ice-particles/

..to get an image sequence into instances on ICE. Works well. The shader reads, 
I cycle, etc..
But once I connect the mib_twosided into the diffuse port of the main material 
(a phong), then all goes kaput. I only see the first frame of the sequence. I´m 
using the attribute MySpriteID on the
time source parameter for the image sequence.

The general idea is to generate a bunch of pictures : front side with the 
picture, back side white texture.
What should I check to keep this working?

Thanks.
David R.



RE: merge parent and children through scripting?

2015-02-10 Thread Jeff McFall
Thank you, Martin
This looks very cool.  I will check it out.  I ended up using the script Matt 
sent but this looks very useful too.

I really appreciate you sending it.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Tuesday, February 10, 2015 3:26 AM
To: softimage@listproc.autodesk.com
Subject: Re: merge parent and children through scripting?

It isn't a short script so I won't be able to write everything again for you. I 
would do it using an addon I wrote, so If you download and install my addon, 
you can use the code below:

addon:
http://skymill.co.jp/tools/Softimage/mCombine/mCombine.xsiaddon

video to see what it does:
http://vimeo.com/78735229


Then select the parents objects and run this script:

// Jscript

// Specify the Merge Tolerance Value
var mergevalue = 0.1
//-

var sel = getvalue(selectionlist)
for ( var i=0; i  sel.Count; i++ ) {
var obj = sel(i)
var oChildren = obj.FindChildren2(,polymsh)
var aChildren =[]
for ( var j=0; j  oChildren.Count ; j++ ) {
aChildren.push(oChildren(j))
}
var children = obj.FindChildren(,polymsh)
mCombine( aChildren+,+obj, mergevalue, 1, 1, 0, 0 )
}


Martin


On Tue, Feb 10, 2015 at 10:35 AM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
I have a large set of extruded poly objects which have their detached caps as 
children.
I need to merge these caps into the parent geometry.  There are several hundred 
of these and manually doing each is pretty daunting.  This is beyond my 
scripting abilities.

Anyone have any suggestions or know of a script they could point me to as 
reference to get started?


Many thanks
Jeff







RE: merge parent and children through scripting?

2015-02-10 Thread Jeff McFall
Awesome! - thanks so much, Matt
This worked like a charm.  Somehow each of the objects came out half size, 
(maybe I had some odd scaling in the hierarchy? ) but that was a very easy fix 
and this problem is solved.  3500 button clicks reduced to about 10.


The hardest part of moving away from Soft for me will be leaving all the help 
and insight I get from this list.  I am more a designer than technical artist 
but I do love my ICE.  The help I get from this list really raises my abilities 
especially in the technical areas.  I just wish I could offer more in return 
for all I have received from everyone here.

Jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, February 10, 2015 4:27 AM
To: softimage@listproc.autodesk.com
Subject: Re: merge parent and children through scripting?

Try this.

1) paste script into script editor (JScript)
2) Select parent polygon meshes
3) run script


main();
function main()
{
var oObjects = SIFilter( null, siPolyMeshFilter, true, siQuickSearch );

for ( var i = 0; i  oObjects.Count; i++ )
{
var oObject = oObjects(i);

var oItems= XSIFactory.CreateActiveXObject( XSI.Collection );
oItems.Unique = true;

oItems.Add( oObject );

var oChildren = oObject.FindChildren2( , siPolyMeshType );

for ( var j = 0; j  oChildren.Count; j++ )
{
oItems.Add( oChildren(j) );
}

if ( oItems.Count  1 )
{
// merge
var oOperators = ApplyGenOp( MeshMerge, , 
oItems.GetAsText(), siUnspecified, siPersistentOperation, siKeepGenOpInputs, 
null );
var oMergeOperator = oOperators(0);

oMergeOperator.Parameters( tolerance ).value = 1.00;
oMergeOperator.Parameters( blend ).value = false;

//
var oMergedObject = oMergeOperator.Parent3DObject;

TransferallPropertiesAcrossGenOp( oMergeOperator.FullName, 
oMergedObject.FullName, null, true, true );

FreezeObj( oMergedObject );

// match the center
var oTransform = oObject.Kinematics.Global.Transform;
oMergedObject.Kinematics.Global.Transform = oTransform;

try {
DeleteObj( oItems );
} catch(e) {
LogMessage( Cannot delete objects:  + e.description, siError 
);
}
}
}

return(0);
}




Matt




Date: Tue, 10 Feb 2015 01:35:28 +
From: Jeff McFall jeff.mcf...@sas.commailto:jeff.mcf...@sas.com
Subject: merge parent and children through scripting?
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

I have a large set of extruded poly objects which have their detached caps as 
children.
I need to merge these caps into the parent geometry.  There are several hundred 
of these and manually doing each is pretty daunting.  This is beyond my 
scripting abilities.

Anyone have any suggestions or know of a script they could point me to as 
reference to get started?


Many thanks
Jeff


merge parent and children through scripting?

2015-02-09 Thread Jeff McFall
I have a large set of extruded poly objects which have their detached caps as 
children.
I need to merge these caps into the parent geometry.  There are several hundred 
of these and manually doing each is pretty daunting.  This is beyond my 
scripting abilities.

Anyone have any suggestions or know of a script they could point me to as 
reference to get started?


Many thanks
Jeff






panorama shader and camera FOV

2015-02-06 Thread Jeff McFall
Hi all,
I am using the Panoramic lens shader and trying to understand the relationship 
between the Panoramic shader FOV setting and that of my camera.

I have a very wide aspect ratio of 9:1 for the render/camera.  The image will 
be ultimately be projected on a panoramic screen that is approximately a 160 
degree arc.

Doing a little noodling with the settings the image appears mostly correct with 
a camera FOV of 112 (horizontal).
This does not have need to be exact, I am just looking for a natural looking 
result.

Assuming I am not missing the obvious, does anyone have any tips for how to 
arrive at the correct camera settings for this setup?

Thanks
Jeff





RE: panorama shader and camera FOV

2015-02-06 Thread Jeff McFall
Should also have mentioned that I have set the Panoramic shader to 160 degrees


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Friday, February 06, 2015 5:00 PM
To: 'softimage@listproc.autodesk.com'
Subject: panorama shader and camera FOV

Hi all,
I am using the Panoramic lens shader and trying to understand the relationship 
between the Panoramic shader FOV setting and that of my camera.

I have a very wide aspect ratio of 9:1 for the render/camera.  The image will 
be ultimately be projected on a panoramic screen that is approximately a 160 
degree arc.

Doing a little noodling with the settings the image appears mostly correct with 
a camera FOV of 112 (horizontal).
This does not have need to be exact, I am just looking for a natural looking 
result.

Assuming I am not missing the obvious, does anyone have any tips for how to 
arrive at the correct camera settings for this setup?

Thanks
Jeff





RE: mountain collapse

2015-02-02 Thread Jeff McFall
I might try to  progressively “activate” the individual particles/chunks by 
using a “test in null” or volume.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: Monday, February 02, 2015 1:30 PM
To: softimage@listproc.autodesk.com
Subject: Re: mountain collapse

OK Thanks.
Well I've got something going, but I need the simulation to be a collapse, like 
huge icebergs crumbling, but the simulation starts with a 'pop', so all chunks 
explode outwards initially. I'll keep digging.
Any thoughts?



On 2 February 2015 at 18:17, John Richard Sanchez 
youngupstar...@gmail.commailto:youngupstar...@gmail.com wrote:
yes

On Mon, Feb 2, 2015 at 12:58 PM, Chris Marshall 
chrismarshal...@gmail.commailto:chrismarshal...@gmail.com wrote:
OK So I've managed to shatter my object quite nicely following Adam Sales Vimeo 
demo, which is very useful indeed. But he then uses Momentum to do the 
simulation. Is it not possible to use the factory bullet rigid bodies?
Thanks

On 2 February 2015 at 17:03, Chris Marshall 
chrismarshal...@gmail.commailto:chrismarshal...@gmail.com wrote:
OK Thanks I'll see how I go.

On 2 February 2015 at 16:58, Mario Reitbauer 
cont...@marioreitbauer.atmailto:cont...@marioreitbauer.at wrote:
Implosia 2.5 is still out there. You could try that for shattering.

http://traypen.com/rr/bak/iamvfx/ImplosiaTools25.xsiaddon

Best would still to use Momentum but as you might not want to spend money on 
that one you can try breaking your pieces with implosia and then simulate with 
with bullet in ice.

2015-02-02 17:46 GMT+01:00 Chris Marshall 
chrismarshal...@gmail.commailto:chrismarshal...@gmail.com:
the Shatter script?

On 2 February 2015 at 16:42, John Richard Sanchez 
youngupstar...@gmail.commailto:youngupstar...@gmail.com wrote:
Of the top pf my head. Use the shatter script then use rigid bodies. Plot it 
and in the Animation editor you can play with the timing.

On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall 
chrismarshal...@gmail.commailto:chrismarshal...@gmail.com wrote:
hi All,
I need to very quickly destroy a mountain, well a bit like those iceberg shots 
of them collapsing into the sea, but without the sea. This is kind of a quick n 
dirty effect, but I need to sort it pretty quickly. I'm not running any plugins 
here so could do with some quick thoughts on how to breakup a mountain very 
randomly into lots of chunks, then make it collapse (I can probably do that 
bit).
Any thoughts would be great.

Thanks
Chris



RE: Softimage WIKI dead?

2015-01-27 Thread Jeff McFall
That would be a shame, I noticed it not responding a couple of days ago as well

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Tuesday, January 27, 2015 2:38 PM
To: softimage@listproc.autodesk.com
Subject: Softimage WIKI dead?

This was just reported on the si-community:
it seems the Softimage WIKI has gone offline and it apparently has been offline 
for at least a week.
Is this a temporary outage or has it finally been killed?

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com




RE: This is your brain...this is your brain on ICE

2014-08-14 Thread Jeff McFall
Very nice and thanks for posting
I love to see work still being done with ICE

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: Tuesday, August 12, 2014 6:17 PM
To: softimage@listproc.autodesk.com
Subject: This is your brain...this is your brain on ICE

This was done as an internal project, its an imaginative look at the future of 
Nuro Medicine. Nanobots doing brain surgery..  Lots of ICE and Arnold


https://www.youtube.com/watch?v=Zw6IB-_8Uws

Greg


Kinect 2 data to Softimage

2014-07-31 Thread Jeff McFall
Hi everyone,
We are just starting to look into some of the possibilities of using the new 
Kinect 2 for some production ideas.
Would anyone have any initial advice or links to share of resources to get 
started?

At first glance the areas to explore would be


-Bringing a pointcloud single file and cache into Softimage for use 
with ICE

-Generating useful meshes and texture mapping from pointclouds and 
importing to Soft

-Motion tracking - skeleton export

At first glance I am not finding much info on how to get a basic pointcloud 
from Kinect into Soft.
Motion tracking to skeleton and mesh generation seem a bit more detailed and 
covered

Brekel.com seems to have several apps and examples...
anyone have good experience with others?



thanks in advance
Jeff




RE: Kinect 2 data to Softimage

2014-07-31 Thread Jeff McFall
Thank you Francisco, yes this information is very helpful as we are just 
starting down this path.
And not a bad dance at all.

Thanks again
jeff




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Thursday, July 31, 2014 12:21 PM
To: softimage@listproc.autodesk.com
Subject: Re: Kinect 2 data to Softimage

Hi Jeff,
don´t know for V2 but for the first one, i couldn´t found a direct methodlogy 
for working in softimage with kinect.
For 3d scanning, i highly recommend you skanect, is simple, cheap and powerfull 
enough for kinect capabilities, and then doing retopo in zbrush worked ok for 
us. We never used the vertex colors from the scan since V1 has a very bad 
quality in its rgb camera. We use to take photos with a dslr and then paint 
textures on Mari.
About motion tracking, we used Ipi soft for doing some tests (see link 
attached, sorry i´m a bad dancer) with 2 kinects (it demands a lot of time in 
setup and calibration) becuse with one camera tracking wasn´t enough stable.

https://vimeo.com/79887493

Kinect V2 is not supported in Ipisoft, but in FAQ they state that: Kinect 2 
for Xbox is not possible to use. We will include support of Kinect 2 for 
Windows as soon as it is released (expected in summer 2014)
Quite interested in seeing Kinect for Windows 2 capabilities for 3d production.
Hope this helps of something.
F.


2014-07-31 12:31 GMT-03:00 Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com:
Hi everyone,
We are just starting to look into some of the possibilities of using the new 
Kinect 2 for some production ideas.
Would anyone have any initial advice or links to share of resources to get 
started?

At first glance the areas to explore would be


-Bringing a pointcloud single file and cache into Softimage for use 
with ICE

-Generating useful meshes and texture mapping from pointclouds and 
importing to Soft

-Motion tracking – skeleton export

At first glance I am not finding much info on how to get a basic pointcloud 
from Kinect into Soft.
Motion tracking to skeleton and mesh generation seem a bit more detailed and 
covered

Brekel.com seems to have several apps and examples…
anyone have good experience with others?



thanks in advance
Jeff





RE: Kinect 2 data to Softimage

2014-07-31 Thread Jeff McFall
Thanks Tim
I had not looked into 3Dcoat before.  It seems very interesting in and of 
itself for a modeling app.

Scanect certainly looks good and is very reasonably priced, it now high on my 
list.
Naively I expected the existing Kinect apps to easily move to supporting Kinect 
2 by now.  I guess there are enough differences to make this not so simple.  
Also found a thread on their forum about this and support for v2 seems to be 
eagerly awaited so maybe soon.

If I can get far enough along in this to make it worthwhile I will follow with 
a summary of what worked for us.

Much appreciated
jeff



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Thursday, July 31, 2014 4:24 PM
To: softimage@listproc.autodesk.com
Subject: Re: Kinect 2 data to Softimage

The Kinect2 for windows is announced/available via the microsoft online shop 
since july 15th.
It is working with a pc, no proprietary connector as in the xboxone kinect.

An sdk public preview should be available here:

http://www.microsoft.com/en-us/download/details.aspx?id=43661


I have a skanect+kinect1 setup at home to fiddle with.

I liked 3DCoat better to merge/edit/fill/whatever scans saved out from skanect 
in Voxelmode.

Haven´t done too fancy stuff with it but already liked what was possible with 
that.

Others on the net hinted me towards meshlab for baking vertexcolors to textures 
or filling holes.

Keep us updated!

tim

Am 31.07.2014 18:47, schrieb Jeff McFall:
Thank you Francisco, yes this information is very helpful as we are just 
starting down this path.
And not a bad dance at all.

Thanks again
jeff




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Thursday, July 31, 2014 12:21 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Kinect 2 data to Softimage

Hi Jeff,
don´t know for V2 but for the first one, i couldn´t found a direct methodlogy 
for working in softimage with kinect.
For 3d scanning, i highly recommend you skanect, is simple, cheap and powerfull 
enough for kinect capabilities, and then doing retopo in zbrush worked ok for 
us. We never used the vertex colors from the scan since V1 has a very bad 
quality in its rgb camera. We use to take photos with a dslr and then paint 
textures on Mari.
About motion tracking, we used Ipi soft for doing some tests (see link 
attached, sorry i´m a bad dancer) with 2 kinects (it demands a lot of time in 
setup and calibration) becuse with one camera tracking wasn´t enough stable.

https://vimeo.com/79887493

Kinect V2 is not supported in Ipisoft, but in FAQ they state that: Kinect 2 
for Xbox is not possible to use. We will include support of Kinect 2 for 
Windows as soon as it is released (expected in summer 2014)
Quite interested in seeing Kinect for Windows 2 capabilities for 3d production.
Hope this helps of something.
F.


2014-07-31 12:31 GMT-03:00 Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com:
Hi everyone,
We are just starting to look into some of the possibilities of using the new 
Kinect 2 for some production ideas.
Would anyone have any initial advice or links to share of resources to get 
started?

At first glance the areas to explore would be


-Bringing a pointcloud single file and cache into Softimage for use 
with ICE

-Generating useful meshes and texture mapping from pointclouds and 
importing to Soft

-Motion tracking – skeleton export

At first glance I am not finding much info on how to get a basic pointcloud 
from Kinect into Soft.
Motion tracking to skeleton and mesh generation seem a bit more detailed and 
covered

Brekel.com seems to have several apps and examples…
anyone have good experience with others?



thanks in advance
Jeff






RE: A freelance job.... really?

2014-06-27 Thread Jeff McFall
He he  made me laugh too



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Friday, June 27, 2014 9:54 AM
To: softimage@listproc.autodesk.com
Subject: A freelance job really?

I just thought I would post this freelance 3D animation Job, from Craigslist,
for our professional animation group's ammusement.

I sure gave me a good laugh

http://miami.craigslist.org/mdc/cpg/4529563953.html

--

Best Regards,
  Stephen P. Davidson
   (954) 552-7956
sdavid...@3danimationmagic.commailto:sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

[http://www.3danimationmagic.com/3Danimation_magic_logo_sign.jpg]http://www.3danimationmagic.com


RE: SI and Houdini

2014-04-02 Thread Jeff McFall

These are awesome - thank you so much for taking the time / effort to produce

jeff


RE: Wake is happening now at

2014-03-13 Thread Jeff McFall
A virtual cheers from me!

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ismini Sigala
Sent: Thursday, March 13, 2014 2:51 PM
To: softimage@listproc.autodesk.com
Subject: Wake is happening now at 


The Shakespeare's Head - come and cry with us! :-p
 







RE: YOUR TOP 5

2014-03-13 Thread Jeff McFall
1.ICE

2.   Passes/Partitions

3.   Modeling

4.   Animation Mixer

5.   20 years of familiarity with the product  3D and XSI

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
Sent: Thursday, March 13, 2014 5:55 AM
To: softimage@listproc.autodesk.com
Subject: YOUR TOP 5

Hello

It seems as if I may have some contact with Autodesk shortly! I want to be 
armed with some points. What I'd like is your top 5 features that make 
Softimage great that we'd miss if we migrated to something else.

Please don't give me more than 5 and please don't go on too long describing 
them (It takes a while to read all the posts).

Thanks

Alastair
--
Alastair Hearsum
Head of 3d
[GLASSWORKS]
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.ukhttp://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
confidential and are intended solely for the stated recipient(s). Any views or 
opinions presented are solely those of the author and do not necessarily 
represent those of the Company. If you are not the intended recipient, be 
advised that you have received this e-mail in error and that any use, 
dissemination, forwarding, printing, or copying of this e-mail is strictly 
prohibited. If this transmission is received in error please kindly return it 
to the sender and delete this message from your system.


RE: Sadness about the state of the list...

2014-03-09 Thread Jeff McFall
What happened is a big deal and it will take a while to settle.

I also look forward to seeing the future of this list whatever it is.

It seems  there are and will continue to be  some very interesting 
opportunities  in using both Softimage and otherwise.

jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of phil harbath
Sent: Sunday, March 09, 2014 6:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: Sadness about the state of the list...

I think anything is fair during these times,  and I support everybody on 
however they wish to voice themselves.

From: joshxsimailto:josh...@gmail.com
Sent: Sunday, March 09, 2014 5:46 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Sadness about the state of the list...

http://en.wikipedia.org/wiki/K%C3%BCbler-Ross_model


On Mon, Mar 10, 2014 at 8:38 AM, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
+1

:/


On Sun, Mar 9, 2014 at 10:30 AM, Jordi Bares 
jordiba...@gmail.commailto:jordiba...@gmail.com wrote:
+1

Let's steer the ship then.

Sent from my iPhone

On 9 Mar 2014, at 13:20, Eric Thivierge 
ethivie...@gmail.commailto:ethivie...@gmail.com wrote:

+1




RE: Matte from Geo intersection

2014-01-23 Thread Jeff McFall
There is a handy booltrace shader by Alan Jones on http://rray.de/xsi/

That maybe sounds similar to what you are looking for

Jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
Sent: Thursday, January 23, 2014 10:55 AM
To: softimage@listproc.autodesk.com
Subject: Matte from Geo intersection

Can anyone offer a suggestion how to achieve this?
Just a simple matte on an object where another one is intersecting, so the 
surface inside the volume is white, outside is black. The volume itself would 
be hidden.
The geo isn't very dense, someone here suggested generating a wieghtmap via 
ICE, but it won't have enough resolution.

Eric

Freelance 3D and VFX animator

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


RE: Fwd: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Jeff McFall
We could always log in and ask lots of questions about how one may do the 
things that Softimage already does really well with Maya and Max.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Massimo Galluzzo
Sent: Tuesday, October 29, 2013 12:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: Fwd: Join the Expert Challenge on November 12th, 2013

Maybe they didnt have experts available for Softimage!!
Working as intended i suppose. Depressing even tho i'm not surpised anymore.

The future is bright


From: Paul Griswoldmailto:pgrisw...@fusiondigitalproductions.com
Sent: Tuesday, October 29, 2013 5:11 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Fwd: Join the Expert Challenge on November 12th, 2013

Seriously Autodesk WTF?

There seems to be something missing here:




[Autodesk]


The Expert Challenge - Your opportunity to chat with our 3D experts LIVE!

Register for The Expert Challenge Now!


Join the Expert Challenge on November 12th, 2013, where you can ask our experts 
your toughest 3D questions.

Meet the people behind the products, from product managers and designers to our 
technical specialists, they will all be there. So get your product, industry, 
workflow and development questions ready!

Don't miss your opportunity, register today and submit your questions.

[Register 
Now]https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30LID=d28c4f62bbfe3b399b4b3e8e688e872c

Choose from the following sessions designed to fit your schedule.

Autodesk(r) Mudbox(r) software

Tuesday, November 12th, 2013

7:00 AM PST/
10:00 AM EST

Autodesk(r) 3ds Max(r) software

Tuesday, November 12th, 2013

8:30 AM PST/
11:30 AM EST

Autodesk(r) Maya(r) software

Tuesday, November 12th, 2013

10:30 AM PST/
1:30 PM EST

Autodesk(r) Maya(r) software

Tuesday, November 12th, 2013

6:00 PM PST/
9:00 PM EST

Autodesk(r) 3ds Max(r) software

Tuesday, November 12th, 2013

7:30 PM PST/
10:30 PM EST

Autodesk(r) Mudbox(r) software

Tues/Wed November 12th/13th, 2013

9:30 PM PST/
12:30 AM EST




[industry image]

(c) 2013 Autodesk, Inc. All rights reserved.  |  Update Your 
Profilehttps://leads.autodesk.com/aprimoportal/url.aspx?D=7f98cd601ea567f8649a5d74b1958a30T=1L=114801M=5e5f3890014b39d1C=3Z=1A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25
  |   Legal Notices  
Trademarkshttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/company/legal-notices-trademarks
  |  Privacy 
Policyhttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=22d5ea20053816472db955dc21233d18INTID=57512d0d8c10bbedcdb9808b2c69ccb7AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25DECODE=1URL=http://usa.autodesk.com/privacy/



Autodesk, Inc. * 111 McInnis Parkway * San Rafael, CA 94903

Thank you for your continued interest in Autodesk products. Autodesk respects 
your time and privacy. If you prefer not to receive future emails about 
Autodesk products or events, or have received this email in error, please click 
on the unsubscribe link at the bottom of this page, and we will remove you from 
this mailing database.

Please do not reply to this email. Replies to this email will not be responded 
to or read.


Autodesk, the Autodesk logo, Maya, Mudbox and 3ds Max are registered trademarks 
or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in 
the USA and/or other countries. All other brand names, product names, or 
trademarks belong to their respective holders. Autodesk reserves the right to 
alter product and services offerings, and specifications and pricing at any 
time without notice, and is not responsible for typographical or graphical 
errors that may appear in this document. (c) 2013 Autodesk, Inc. All rights 
reserved.









Click here to opt out of the Autodesk emailing 
listhttps://leads.autodesk.com/aprimoportal/url.aspx?L=526010D=7f98cd601ea567f8649a5d74b1958a30T=2M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5
  |  Forward to a 
Friendhttps://leads.autodesk.com/aprimoportal/url.aspx?L=419110D=7f98cd601ea567f8649a5d74b1958a30T=3M=5e5f3890014b39d1C=3A=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25Z=b333208886639fd5



RE: Friday Flashback #142

2013-10-18 Thread Jeff McFall
I remember that.  I was sooo looking forward to having a particle system again 
after moving from a Wavefront system.
It wasn't quite what I had hoped for but way better than nothing and I was able 
to make a lot of use it.

Kind of ironic about how Soft was NOT known for its Particle System 
capabilities back then.

I like this quote
Render the particle animation. Then composite the particle animation using the 
depth information from the z-channel of the SOFTIMAGE 3D rendered images to 
create seamless three-dimensional
animation with a particle effect.

That was fine if you did not mind a fully aliased comp  :)  Not to mention that 
I only had about a 500 MB hard drive if I remember correctly...
Those Zpics were kind of heavy for the time and with that size of storage.

Jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, October 18, 2013 11:17 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #142

Friday Flashback #142
SOFTIMAGE|PARTICLE
http://wp.me/powV4-2Sk


RE: Particle overlap

2013-08-23 Thread Jeff McFall
Could you use the default constant shader?
You can adjust overall transparency and the alpha does not accumulate when 
stacked.  Not sure that is the best way to express the effect but it sounds 
somewhat like what you are looking for.
The only problem may be that by default the alpha from this cuts through the 
rendered image.

Jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Friday, August 23, 2013 10:34 AM
To: softimage@listproc.autodesk.com
Subject: Particle overlap

I've got several particle strands which overlap. They are also transparent. 
When they render the transparency is additive where they overlap. I want to 
render them as though they were a matte, but still transparent. In other words 
if I were to render them as 100% opaque white as a pass, then reduce 
transparency in composite, thats the appearance I want. But I want to do this 
at render time, not comp. Transparency should not be additive. Is that possible?

And I'm trying to avoid doing this as a pass.

Thanks.

--
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: Rendering crowds on a farm

2013-06-17 Thread Jeff McFall
Manny,
Just curious - when you say well documented do you mean via forums or is there 
an active/up to date Autodesk link which covers these kinds of details?
I had similar issues early this year and would say that I struggled to find any 
information for this or other issues other than asking via the forums.
Wondering if there is an Autodesk go to location that would be a good place to 
start when having troubles like this...

Apologies if I am missing the obvious

Jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manny Papamanos
Sent: Tuesday, June 11, 2013 1:05 PM
To: softimage@listproc.autodesk.com
Subject: RE: Rendering crowds on a farm

This is a known issue and well documented.

From my tests at the time, I would repro this if I rendered on several 
computers with
'xsibatch -render' and the -skip flag.
If your render management app is using the same flag internally, it will have 
the same issue.

However, there was no issue when I tested on two computers with:

On one:
xsibatch -render [path to .scn in quotes] -frames 1,100,2
on the other:
xsibatch -render [path to .scn in quotes] -frames 2,100,2

run this on a SI command prompt.


Manny Papamanos
Autodesk Softimage and MotionBuilder Support


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: Tuesday, June 11, 2013 12:01 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Rendering crowds on a farm

Hello, having got completely stuffed by crowd texturing and FBX exporting i've 
taken the fairly drastic measure of not using textured characters and just 
using a coloured shader, and also reverted to the conventional point cache way 
of caching rather than using fbx which is much simpler and much quicker 
However. i'm getting issues when rendering on the farm, i.e all my actors 
are now a single colour. Load the scene and render it locally and it's fine 
which makes debugging it rather tricky

I'm using a technique i saw on Stephen Blairs blog for colouring crowds which 
works a treat but i can't be sure if the farm is disliking this, but i've added 
the user attributes to the cache list, i've cached from frame one, rendered 
from frame one and it still comes out incorrectly. I've tried a get and set for 
all the custom attributes on the cached cloud, I even locked the farm 
submission to one machine for the whole sequence and still i'm not getting the 
goods.

I have spoken to someone from another company who was doing crowd stuff 
recently and he said they had to render everything locally as the their farm 
did exactly the same thing.

I'm just wondering if there's anything i've missed before i resign myself to 
rendering everything locally myself.


cheers,

Andi.



...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/

This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.
If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.
Please contact the sender if you believe you have received this email in error.



RE: CrowdFX actor target speed

2013-05-30 Thread Jeff McFall

Are you using the default settings for the anticipation settings?  Ie a high 
anticipation factor and low anticipation contrast can create overly aggressive 
collision avoidance which would cause your actors to stall and try to change 
direction.

Also what happens if you force the fixed minimum speed of 10 across all actors 
via the simulate collision avoidance node.Do they all show this same slow 
behavior?  Do they go into and out of this behavior if you jiggle the target 
speed high and low during the simulation?


jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 10:02 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX actor target speed

Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 
people.

If I set a target speed directly in the particle simulation tree on the 
simulation crowd the actors behave and try to achieve that target speed. 
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my 
actors to go into a run and the other two to be pretty much static - nowhere 
near their min speed of 10.  There is no animation on the randomize. Tried 
blowing away the randomize node and starting with that again but same result. 
Used turbulize but same result.  Changes the seed of the simulation cloud. 
Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors 
populate the whole sim and the same issue arises but this time with one running 
and the other being static.  I can't see that there's any instruction to tell 
the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny



RE: CrowdFX actor target speed

2013-05-30 Thread Jeff McFall
 some other textural issues on the farm
I had big headaches with this as well till someone on this list was kind enough 
to point out the need and supply a node to force the texture attribute to 
update each frame

Looking forward to trying out the improved 2014 crowd myself

jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 10:38 AM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX actor target speed

Not to worry It seems a full shutdown and a rebuild of that section of the 
tree has solved the problem If we weren't mid-job it would seem from other 
posts that a 2014 switch over would solve some other textural issues on the 
farm but we're getting there!

--
Jonny Grew Ltd
www.Jonnygrew.comhttp://www.Jonnygrew.com
http://vimeo.com/jonnygrew/showreel2013
07855 212722

Jonny Grew Limited is registered in England and Wales.
Company number:07735521
VAT number: 122713057



This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.



On 30 May 2013 15:01, Jonny Grew 
jonny.g...@gmail.commailto:jonny.g...@gmail.com wrote:
Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 
people.

If I set a target speed directly in the particle simulation tree on the 
simulation crowd the actors behave and try to achieve that target speed. 
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my 
actors to go into a run and the other two to be pretty much static - nowhere 
near their min speed of 10.  There is no animation on the randomize. Tried 
blowing away the randomize node and starting with that again but same result. 
Used turbulize but same result.  Changes the seed of the simulation cloud. 
Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors 
populate the whole sim and the same issue arises but this time with one running 
and the other being static.  I can't see that there's any instruction to tell 
the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny




RE: CrowdFX actor target speed

2013-05-30 Thread Jeff McFall
 I do what Adam said...but before I make sure the ice projection is 
 calculated correclty (not bypassed by those evil ice optimizations) by using 
 the attached compound at the very end of in the first icetree on each 
 actor_copies mesh. It's really simple, it ensures the attribute is set by 
 using it inside a null equation that get/set point positions.


Here it is in case you have trouble.  Thanks to Fabricio Chamon for sending 
this in the original thread - it was a life saver, really :)
I shudder to think how many rebuilds I did trying to get these to render.  This 
seemed to fix it in a snap.
I know the feeling well.  Live and learn I guess

Best
Jeff






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 2:48 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX actor target speed


Cheers for your reply, Jeff.

I'll try and look out that previous thread with the update every frame setup 
for the texture problems-it would certainly speed things up rather than local 
renders! That many actors rendering with mental ray ain't quick! Wish we were 
using Arnold!

As for the speed issue I realised it was my cock-up. Somewhat of a school-boy 
error. We had a previous issue so I rebuilt the scene but dropped a randomize 
around value rather than a randomize by range then couldn't see the wood for 
the trees! Whooops! What a knob!

Cheers
Jonny
On May 30, 2013 4:31 PM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
 some other textural issues on the farm
I had big headaches with this as well till someone on this list was kind enough 
to point out the need and supply a node to force the texture attribute to 
update each frame

Looking forward to trying out the improved 2014 crowd myself

jeff

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 10:38 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: CrowdFX actor target speed

Not to worry It seems a full shutdown and a rebuild of that section of the 
tree has solved the problem If we weren't mid-job it would seem from other 
posts that a 2014 switch over would solve some other textural issues on the 
farm but we're getting there!

--
Jonny Grew Ltd
www.Jonnygrew.comhttp://www.Jonnygrew.com
http://vimeo.com/jonnygrew/showreel2013
07855 212722

Jonny Grew Limited is registered in England and Wales.
Company number:07735521
VAT number: 122713057



This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.



On 30 May 2013 15:01, Jonny Grew 
jonny.g...@gmail.commailto:jonny.g...@gmail.com wrote:
Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 
people.

If I set a target speed directly in the particle simulation tree on the 
simulation crowd the actors behave and try to achieve that target speed. 
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my 
actors to go into a run and the other two to be pretty much static - nowhere 
near their min speed of 10.  There is no animation on the randomize. Tried 
blowing away the randomize node and starting with that again but same result. 
Used turbulize but same result.  Changes the seed of the simulation cloud. 
Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors 
populate the whole sim and the same issue arises but this time with one running 
and the other being static.  I can't see that there's any instruction to tell 
the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny




Force Attribute Eval.xsicompound
Description: Force Attribute Eval.xsicompound


RE: Mill 98% Human

2013-05-20 Thread Jeff McFall
Yeah, it made me rather uncomfortable, which means it really works.  Very 
awesome job.

The first time I played heard the VO only, without the video I thought it was 
about working in the CG industry.  We have a lot in common.  ☺

jeff




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
Sent: Monday, May 20, 2013 4:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human

I was actually waiting for the cg to begin... :)

Awesome Job!

Thomas
Kris Rivel krisri...@gmail.commailto:krisri...@gmail.com hat am 20. Mai 
2013 um 20:26 geschrieben:
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




RE: syflex ice cache and renderfarm issues

2013-05-10 Thread Jeff McFall
Just a guess but is your scene saved with the play head on the first frame of 
the timeline or before the cache begins?
I believe I have seen issues with actions/caches not working as expected when 
done otherwise.

jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Friday, May 10, 2013 3:43 PM
To: softimage@listproc.autodesk.com
Subject: syflex ice cache and renderfarm issues

Hi all,

quick question on caches and renderfarms.

I have a Syflec ICE based cached sim, all works so far.
When exporting the sequence to the farm, it will not render properly.
In that I mean the rendered sequence shows the last frame on all rendered 
frames.
Locally it all renders just fine to a proper sequence of frames.
All related files and cache files are on the server.

Is there something I'm missing here? SI 2013SP1, Arnold and Royal Render.

Cheers for any tips and insights.


--







Rob



\/-\/\/


RE: Friday Flashback #118

2013-05-08 Thread Jeff McFall
They sure have.  I can't wait to tell my children the stories of how we did 3D 
back in the 20th century.
I wonder if they will be impressed by our accomplishments or just pity us...


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, May 03, 2013 12:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #118

99, maybe 2000, I don't really know :)

On 03/05/2013 12:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
 Stephen,

 Wow, can't believe how times have changed. What year was that, 99?


 --
 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.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen 
 Blair
 Sent: Friday, May 03, 2013 12:18 PM
 To: softimage@listproc.autodesk.com
 Subject: Friday Flashback #118

 Friday Flashback #118
 SOFTIMAGE|3D Eye Candy
 http://wp.me/powV4-2I0







RE: Pinnochio 3D characters

2013-04-05 Thread Jeff McFall
I will echo all the comments about it being VERY slow.  I tried again today but 
it is the same.
And the models are indeed not very impressive, at least the high res ones I 
saw.  They appear to just be up interpolated versions of the low res version.  
In fact they all seem to share the same primary structure.  I guess this is why 
dresses are not an option.  :)The low res ones could be useful I think as 
distant crowd elements.


That said, having an easily accessible catalog of usable characters is a real 
bonus.  I would really welcome something like this especially if the rig was 
assured to integrate easily.
It puts features like CrowdFX in a much more useful position for situations 
where resources may not provide other options (as has already been said as well)

Seems like a good idea, maybe just not implemented as well as could be.  I 
realize that is easy for me to say.
I can certainly find use for this as is, but it seems to have a lot of 
unexploited potential as well.

My 2c

Jeff




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of ivan tay
Sent: Thursday, April 04, 2013 1:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: Pinnochio 3D characters

Yes! Give it a try and let us know how you feel about it. We like to hear from 
you :)

-Ivan
ivan@nospam.autodesk.commailto:ivan@nospam.autodesk.com (remove 
nospam. from email)

On Fri, Apr 5, 2013 at 1:51 AM, Adam Sale 
adamfs...@gmail.commailto:adamfs...@gmail.com wrote:
yeah, its been nice to use it for some crowd work I was doing, and the 
characters work well with Motionbuilder too.

On Thu, Apr 4, 2013 at 10:41 AM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
I thought this was pretty cool, wish I had discovered it a few months ago.

http://projectpinocchio.autodesk.com/






RE: Pinnochio 3D characters

2013-04-05 Thread Jeff McFall
I had looked at that earlier and it really does look very interesting.  Once I 
get over a current crunch I will check out the demo.

Maybe I am missing something but the fact that clothing has to be developed 
separately was an aspect that I found lacking for my needs at the time which 
was just a crowd of normal looking peeps.
This looks ideal for creature and high quality characters.  I look forward to 
checking it out.

Jeff



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Friday, April 05, 2013 1:31 PM
To: softimage@listproc.autodesk.com
Subject: Re: Pinnochio 3D characters

Shamelessly plugging Species here.

We have a good amount of preset body types which can be enhanced beyond that 
with the various blend shapes that come with it as well. Our tool allows for 
pretty decent amount of customization with the ability to generate an animation 
rig out of the Proportional Rig. Rig generates within ~1-2 minutes. The rig 
structure we provide is easily simplified for CrowdFX as well. With our 1.6 
release we provide a low res mesh for Crowd work and also helps for speeding up 
animation playback as well.

Our meshes, deformers, and skinning goes over to Maya via FBX export very well 
and our deformers can be plotted and exported if you have anim on it as well.

Download trial here:
http://exocortex.com/products/species

Eric Thivierge
http://www.ethivierge.com

On Fri, Apr 5, 2013 at 1:14 PM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
I will echo all the comments about it being VERY slow.  I tried again today but 
it is the same.
And the models are indeed not very impressive, at least the high res ones I 
saw.  They appear to just be up interpolated versions of the low res version.  
In fact they all seem to share the same primary structure.  I guess this is why 
dresses are not an option.  :)The low res ones could be useful I think as 
distant crowd elements.


That said, having an easily accessible catalog of usable characters is a real 
bonus.  I would really welcome something like this especially if the rig was 
assured to integrate easily.
It puts features like CrowdFX in a much more useful position for situations 
where resources may not provide other options (as has already been said as well)

Seems like a good idea, maybe just not implemented as well as could be.  I 
realize that is easy for me to say.
I can certainly find use for this as is, but it seems to have a lot of 
unexploited potential as well.

My 2c

Jeff




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of ivan tay
Sent: Thursday, April 04, 2013 1:58 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Pinnochio 3D characters

Yes! Give it a try and let us know how you feel about it. We like to hear from 
you :)

-Ivan
ivan@nospam.autodesk.commailto:ivan@nospam.autodesk.com (remove 
nospam. from email)

On Fri, Apr 5, 2013 at 1:51 AM, Adam Sale 
adamfs...@gmail.commailto:adamfs...@gmail.com wrote:
yeah, its been nice to use it for some crowd work I was doing, and the 
characters work well with Motionbuilder too.

On Thu, Apr 4, 2013 at 10:41 AM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
I thought this was pretty cool, wish I had discovered it a few months ago.

http://projectpinocchio.autodesk.com/






finding the hidden variable

2013-04-05 Thread Jeff McFall
Hi all,

I thought this would be a common question but I have not found anything so 
makes me wonder where I missed the obvious.

Is there not a way to do a search on ice trees to find where in the tree that 
specific variables are accessed or set?

thanks
jeff


attachment: winmail.dat

RE: finding the hidden variable

2013-04-05 Thread Jeff McFall
Thanks!

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, April 05, 2013 2:47 PM
To: softimage@listproc.autodesk.com
Subject: Re: finding the hidden variable

Hi

Bradley Gabe's ICE Tree Trace:
https://docs.google.com/open?id=0B1YpeWdrXDofSEFYWW9LUG5LclE

On 05/04/2013 1:53 PM, Jeff McFall wrote:
 Hi all,

 I thought this would be a common question but I have not found anything so 
 makes me wonder where I missed the obvious.

 Is there not a way to do a search on ice trees to find where in the tree that 
 specific variables are accessed or set?

 thanks
 jeff








adding each element from two differrent arrays

2013-03-28 Thread Jeff McFall
Hi all,
Anyone have an elegant tip for how I could take each element of Array A with n 
elements and add those to each element in Array B with n elements, storing all 
into a single array?
So that if Array A had 2 elements and Array B had 4 elements the new array size 
would be 8

As an example  Array A contains (1,2) and Array B contains (1,2,3,4)  so the 
result I am looking for is an array with (2,3,4,5,3,4,5,6).  I need the overall 
size of the output array to be based on the size of the two input arrays, it is 
not fixed.
Hope that is clear enough.  I suspect this is probably pretty simple but I 
can't figure out how to iterate through the multiple elements of the arrays add 
them and combine them into the new one. I have only been able to add the first 
element of Array A to all the elements in Array B and combine with the original 
array.

What I am trying to accomplish is to filter through the same set of points on 
copied geometry (via ICE Create copies from Mesh) by identifying the ID's I 
want on the source and then adding the total point count  of the original to 
generate the ID's of the same point locations on the duplicated geometry.  
Maybe there is a better way to do this as well but it is the path I am 
following at the moment...


Many thanks
Jeff


attachment: winmail.dat

RE: adding each element from two differrent arrays

2013-03-28 Thread Jeff McFall
Vincent, 
Thank you so much, I would never have arrived at this on my own  

Jeff

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, March 28, 2013 11:37 AM
To: softimage@listproc.autodesk.com
Subject: Re: adding each element from two differrent arrays

Hi,

try this:
(See Attatch)

There might be a cooler Solution using the good old Generate Sample 
Set-Trick, but i think this one might be quite stable

Am 28.03.2013 15:26, schrieb Jeff McFall:
 Hi all,
 Anyone have an elegant tip for how I could take each element of Array A with 
 n elements and add those to each element in Array B with n elements, storing 
 all into a single array?
 So that if Array A had 2 elements and Array B had 4 elements the new 
 array size would be 8

 As an example  Array A contains (1,2) and Array B contains (1,2,3,4)  so the 
 result I am looking for is an array with (2,3,4,5,3,4,5,6).  I need the 
 overall size of the output array to be based on the size of the two input 
 arrays, it is not fixed.
 Hope that is clear enough.  I suspect this is probably pretty simple but I 
 can't figure out how to iterate through the multiple elements of the arrays 
 add them and combine them into the new one. I have only been able to add the 
 first element of Array A to all the elements in Array B and combine with the 
 original array.

 What I am trying to accomplish is to filter through the same set of points on 
 copied geometry (via ICE Create copies from Mesh) by identifying the ID's I 
 want on the source and then adding the total point count  of the original to 
 generate the ID's of the same point locations on the duplicated geometry.  
 Maybe there is a better way to do this as well but it is the path I am 
 following at the moment...


 Many thanks
 Jeff







RE: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Jeff McFall
I have been following this thread and have been wondering if the fact that the 
K6X0 and Quadro K5000 are more tuned for single precision is making the 
difference between them and Titan which from what I understand is more tuned 
for double precision?   Or does that even matter for this or other renderers?  
I admit my knowledge in this area is pretty scarce.

We just got some K5000's and were trying to get a handle on all of this before 
we purchased them.  We never sorted it out so we went ahead with the K5000 
which seem to be fine so far but I admit they have not yet been pushed for 
compute or rendering.


jeff




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Burtnyk
Sent: Wednesday, March 27, 2013 6:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

The TITAN is not a gimmick with respect to Redshift.
It's almost twice as fast as a GTX 670 on all the tests we've run.  We don't 
have a GTX 680 so I don't have the numbers to compare against.  Pricing wise, 
there TITAN costs $1K and the 680 4GB is $550 so the 680 wins for 
price/performance ratio (but probably not by a whole lot).  For 
performance/watt, the TITAN wins by a lot.

On Wed, Mar 27, 2013 at 3:09 PM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
Don't call it a gimmick then (although it is with all the fashion and hype 
elements around it), call it a singularity, but if you're looking at benching 
and sorting videocards for performance and bang for buck you should exclude it. 
Unless you also want to include that massive liquid cooled asus radeon that is 
sold in a military grade carrying case and other things like that :)

I've tried it btw as a friend's shop had a review return they kindly lent me 
for a week (they work closely with GB since one of the partners is an ex 
employee and another moonlights reviewing hardware).
It was hardly a noticeable improvement over the GB OC 680 4GB I had (and still 
have) in there.

The practical performance gains are far, far inferior to 35%. Only the added 
ram is nice, but nothing justifies a price tag that is more than doubled 
compared to the 680. It's a gimmick because you need a serious hardware fetish 
to justify forking out 1250-1400$ out for it compared to a benched OC 680 with 
4GB that you can have for 550$ and have chances to trivially overclock and 
narrow the gap again.

I run a dell 2711 and an additional 1980x1200 monitor with it btw.

On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
The GTX Titan is not a gimmick but uses the successor to the chip series
used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.

You could describe the GTX690 as a gimmick, as it uses two GK104 on one card
to maximize performance at the cost of higher powerconsumption, noise and heat.

The performance gain between a GTX680 and a GTX Titan is roughly 35%
and can be felt nicely when using it with higher screenresolutions like
1920x1200 or 2560x1440 and higher antialiasing in games.

That´s where the 6GB VRAM of the GTX Titan come in handy, too.

Cheers,

tim






On 27.03.2013 05tel:27.03.2013%2005:24, Raffaele Fragapane wrote:
Benchmarking is more driver tuning than it's videocard performance, and if
you want to look at number crunching you should look at the most recent
gens.

The 680 has brought nVIDIA back up top for number crunching (forgetting the
silver editions or gimmicks like the titan), and close enough to bang for
buck best, but AMD's response to that still has to come.

Ironically, though, the 6xx gen is reported as a crippled, bad performer in
DCC apps, although I can't say I noticed it myself. It sure as hell works
admirably well in mudbox, mari, cuda work, and I've had no issues in maya
or soft. I don't really benchmrak or obsess over numbers much though.

When this will obsolesce, I will considering AMD again, probably in a
couple years.

For GPU rendering though, well, that's something you CAN bench reliably
with the engine, and AMD might still win the FLOP per dollar run there, so
it's not to be discounted.

Would be good to know what the redshift guys have to say about it
themselves though if they can spare the thought and can actually disclose.

On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.comwrote:
well no idea about pro cards.. really never got financial justification to
get one, quadro 4000 in old company didn;t really felt anything much better
than gaming cards so...
but in gaming segment..
opengl scores in sinebench for example:
gtx 580: ~55
7970: ~90

to start with
not to mention annoying issue with high segment rotating cube in viewport
in SI.
7970 smooth at ~170 fps
with gtx580 bfore that.. to point out that the rest of comp 

RE: Softimage 2014

2013-03-26 Thread Jeff McFall
I was thinking the same thing

Thanks Autodesk,  I appreciate the public expression of commitment and think 
the details of this release look reasonably interesting

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: Tuesday, March 26, 2013 10:43 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

It's as if the chap is directly talking to this list ;)



Simon Reeves
Freelance 3D VFX Artist

London, UK
email: si...@simonreeves.commailto:si...@simonreeves.com
website: http://www.simonreeves.com


On 26 March 2013 14:30, Jens Lindgren 
jens.lindgren@gmail.commailto:jens.lindgren@gmail.com wrote:
This is interesting... i think.
http://area.autodesk.com/2014unfold/products/softimage.html#future

/Jens

On Tue, Mar 26, 2013 at 3:21 PM, Doeke Wartena 
clankil...@gmail.commailto:clankil...@gmail.com wrote:
well softimage is listed in top products so that's nice.
Now in the list if you click products would be nice.

2013/3/26 Ben Davis 
benjamincliffordda...@gmail.commailto:benjamincliffordda...@gmail.com
Everything after AutoCAD is alphabetically ordered, not as biased for a change.

--
Benjamin Clifford Davis

3D artist - Senior Modeler
Senior 3D Generalist

www.moondog-animation.comhttp://www.moondog-animation.com

office:   +33 9 50 04 76 15
mobile: +33 6 88 48 54 50

6 bis avenue des Iles
74000 Annecy
FRANCE

On Tue, Mar 26, 2013 at 3:15 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Interesting. So did anyone notice this?

http://www.autodesk.com/products


--
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.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Stephen Blair
Sent: Tuesday, March 26, 2013 5:58 AM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

That's never going to happen, so best get over it.


Python v2.7.3 for Linux!

On 26/03/2013 4:59 AM, Mirko Jankovic wrote:
not cool.. not cool at all...

On Tue, Mar 26, 2013 at 9:57 AM, Doeke Wartena 
clankil...@gmail.commailto:clankil...@gmail.com wrote:
And I treat as an insult that Softimage is not in the direct product list 
after few years under the Autodesk flag...

+1 for that

2013/3/26 Piotrek Marczak 
piotrek.marc...@gmail.commailto:piotrek.marc...@gmail.com
Thanks, that's cool :)
2013/3/26 Ahmidou.xsi ahmidou@gmail.commailto:ahmidou@gmail.com

It's a c++ plugin in which you draw openGL like the custom tools, but it's 
hosted by an object. You also have a callback to define what to do when 
concerting to real geometry.

Le 26 mars 2013 à 19:36, Piotrek Marczak 
piotrek.marc...@gmail.commailto:piotrek.marc...@gmail.com a écrit :
I dont see it in SDK, how do actually customize the way primitive is drawn in 
viewport (like implicit rings etc)..
2013/3/26 Mirko Jankovic 
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com
It would be good to see that list as well, maybe that would help out easy 
bashing all around. people are pretty much disappointed and if new features are 
only thing that they actually see.. it is understandable that everyone is 
asking what has bin done in the last full year and that this should be maybe .5 
release instead :)

On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares 
softim...@keyvis.atmailto:softim...@keyvis.at wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the new guys did a mighty good job, no matter what 
new features anybody is still going to miss, and the wheel will keep on turning 
for another while...


Am 26.03.2013 09tel:26.03.2013%2009:04, schrieb Mirko Jankovic:
Is there complete release notes with all bug fixes as well?

On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares 
softim...@keyvis.atmailto:softim...@keyvis.at wrote:
Worth mentioning is also that more than 200 bugs have been fixed.


Am 26.03.2013 07tel:26.03.2013%2007:55, schrieb Juhani Karlsson:
This makes interesting contrast with the latest Modo release. : )
- J
On 26 March 2013 08:10, Ahmidou Lyazidi 
ahmidou@gmail.commailto:ahmidou@gmail.com wrote:
Also, the HQV demo is kind of a fail, the ambient occlusion is full of
artifacts, and you can see how slow it is to refresh at the end when
he move the PPG...


---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
2013/3/26 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com:
 It's funny, one of the most relevant ones that got quite a few TDs excited
 is 

RE: ice crowds and rendering

2013-03-05 Thread Jeff McFall
Just wanted to say thanks again for the help on this and a big thanks to 
Fabricio for sending that compound.
These texture issues I was having seem to be alleviated by using this compound.
In addition I was also having all sort of problems with the crowd not sticking 
to the ground and with custom variables not being read correctly by the render 
tree.  With a few tweaks of this compound all of the issues I was having  seem 
fixed and all is working as expected now.

What a drag to have gone around in circles so many times trying to fix this.  I 
recall seeing the topic of these problems being caused by overly aggressive 
optimization before but had not assumed it was as widespread as I was 
experiencing.  This was really key a lot of the problems I was having and I am 
looking forward to more warm dinners in my future.

Also thanks to Adam and Stephen for their insight and suggestion on the issue 
as well.  Being a somewhat isolated user I would never be able to make as much 
use of this software without all the help and insight this list provides.

Jeff





From: Jeff McFall
Sent: Tuesday, February 26, 2013 8:58 PM
To: 'softimage@listproc.autodesk.com'
Subject: RE: ice crowds and rendering

Thanks all, this compound seemed to lock them pretty well in my first test.


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon
Sent: Tuesday, February 26, 2013 3:40 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ice crowds and rendering

I do what Adam said...but before I make sure the ice projection is calculated 
correclty (not bypassed by those evil ice optimizations) by using the attached 
compound at the very end of in the first icetree on each actor_copies mesh. 
It's really simple, it ensures the attribute is set by using it inside a null 
equation that get/set point positions.



2013/2/26 Jeff McFall jeff.mcf...@sas.commailto:jeff.mcf...@sas.com
Thanks Adam, I appreciate your response
Yeah, I have done that a gazillion times and they still seem to disconnect when 
rendering.  Though I have been jiggling with the materials quite a bit...
However I'll try again as my experience seems to indicate that things magically 
begin to work *after* after posting on the list

I don't do much scripting so would like to ask if it is conceivable that one 
could create a script that would execute every frame and snap those connections 
together?

Thanks again
Jeff


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Adam Sale
Sent: Tuesday, February 26, 2013 1:37 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ice crowds and rendering

Hi Jeff.. This is a known issue for sure.

I work around the issue by doing the following,

I generally just get in and edit the texture projection in the render tree per 
image node on each actor copy. You have to point each image to the 
TextureProjection UV available to each ActorCopy.)
On the Mesh Proxy you have to set the UV's to the correct projection in the Set 
Mesh Proxy compound in the ICE tree.

Once I do that, I have no problems with textures showing on rendered sequences.

Adam

On Tue, Feb 26, 2013 at 9:08 AM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
I have been working with crowds and am excited about some of the results I am 
getting but have one nagging problem that I have not been able to overcome.

That problem has to do with rendering and the fact that texture projections 
seem to become broken/disconnected from the material when the job distributed 
to a farm (we are using RR).
When submitting jobs as a continuous sequence that begin on the first frame 
(frame 1) all seems to work fine.  However when the job is spread across 
machines the textures are broken.

As a quick overview of my setup I am using an random integer to drive a color 
switch in the render tree which basically selects the appropriate texture.
As I said this all works fine as long as I render from the first frame of the 
sequence.

Just a guess but I suspect this has something to do with the fact that the 
texture projections are created when the ice tree initializes on the first 
frame.
Has anyone else experienced this and maybe know of a fix or workaround?

I am wondering if I can tweak the scene or render software somehow to force the 
simulation to begin on frame 1 for each frame rendered?
Seems I recall some scripts that may do this but I have been unable to track 
any down.

Any suggestions much appreciated
Thanks
Jeff




ice crowds and rendering

2013-02-26 Thread Jeff McFall
I have been working with crowds and am excited about some of the results I am 
getting but have one nagging problem that I have not been able to overcome.

That problem has to do with rendering and the fact that texture projections 
seem to become broken/disconnected from the material when the job distributed 
to a farm (we are using RR).
When submitting jobs as a continuous sequence that begin on the first frame 
(frame 1) all seems to work fine.  However when the job is spread across 
machines the textures are broken.

As a quick overview of my setup I am using an random integer to drive a color 
switch in the render tree which basically selects the appropriate texture.
As I said this all works fine as long as I render from the first frame of the 
sequence.

Just a guess but I suspect this has something to do with the fact that the 
texture projections are created when the ice tree initializes on the first 
frame.
Has anyone else experienced this and maybe know of a fix or workaround?

I am wondering if I can tweak the scene or render software somehow to force the 
simulation to begin on frame 1 for each frame rendered?
Seems I recall some scripts that may do this but I have been unable to track 
any down.

Any suggestions much appreciated
Thanks
Jeff


attachment: winmail.dat

RE: ice crowds and rendering

2013-02-26 Thread Jeff McFall
Thanks Adam, I appreciate your response
Yeah, I have done that a gazillion times and they still seem to disconnect when 
rendering.  Though I have been jiggling with the materials quite a bit...
However I'll try again as my experience seems to indicate that things magically 
begin to work *after* after posting on the list

I don't do much scripting so would like to ask if it is conceivable that one 
could create a script that would execute every frame and snap those connections 
together?

Thanks again
Jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Tuesday, February 26, 2013 1:37 PM
To: softimage@listproc.autodesk.com
Subject: Re: ice crowds and rendering

Hi Jeff.. This is a known issue for sure.

I work around the issue by doing the following,

I generally just get in and edit the texture projection in the render tree per 
image node on each actor copy. You have to point each image to the 
TextureProjection UV available to each ActorCopy.)
On the Mesh Proxy you have to set the UV's to the correct projection in the Set 
Mesh Proxy compound in the ICE tree.

Once I do that, I have no problems with textures showing on rendered sequences.

Adam

On Tue, Feb 26, 2013 at 9:08 AM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
I have been working with crowds and am excited about some of the results I am 
getting but have one nagging problem that I have not been able to overcome.

That problem has to do with rendering and the fact that texture projections 
seem to become broken/disconnected from the material when the job distributed 
to a farm (we are using RR).
When submitting jobs as a continuous sequence that begin on the first frame 
(frame 1) all seems to work fine.  However when the job is spread across 
machines the textures are broken.

As a quick overview of my setup I am using an random integer to drive a color 
switch in the render tree which basically selects the appropriate texture.
As I said this all works fine as long as I render from the first frame of the 
sequence.

Just a guess but I suspect this has something to do with the fact that the 
texture projections are created when the ice tree initializes on the first 
frame.
Has anyone else experienced this and maybe know of a fix or workaround?

I am wondering if I can tweak the scene or render software somehow to force the 
simulation to begin on frame 1 for each frame rendered?
Seems I recall some scripts that may do this but I have been unable to track 
any down.

Any suggestions much appreciated
Thanks
Jeff




RE: Interest/Opinions on a (possible) rigging workshop

2013-02-25 Thread Jeff McFall
I would be interested as well  - thank you

jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, February 13, 2013 1:30 AM
To: softimage@listproc.autodesk.com
Subject: Interest/Opinions on a (possible) rigging workshop

Heya all,

I'm currently fishing around for interest and feedback on a potential rigging 
(for animation) workshop.

The format and venue would be the same of my technical direction one, 
CGSociety, Videos+Literature+Forums Feedback for eight weeks. The costs, media 
access, infrastructure etc. are the usual they provide these days.

I'm basically interested in knowing how many people would be genuinely 
interested, and to get a rough idea of what level would be the most popular.

Currently I have a couple curriculum sketched out, and am inclined to do 
something that ranges from basics (familiarity with the software the pre-req 
but not aimed to veteran character TDs) to intermediate techniques for the 
animation end of things, so deformation, other than the basics, and layered 
proceduralism absent, but definitely touch on design, dev, modularity and 
maths/tech fundamentals on building user facing rigs.

If interest seems to be skewed away from that though, I could consider 
offsetting towards something of a more advanced level, but I have a hunch it'd 
get a lot of lip service but less pull.

Timeframe would be a start some time between May and August, depending on 
several factors.

Anyway, any expressions of interest, public or private, and feedback would be 
sincerely appreciated.

Cheers,
Raff


RE: Copy and paste ICE trees from two instances of Soft

2013-02-20 Thread Jeff McFall
Yes that is so useful, I found by accident too.   I've wondered why that works 
but one can't copy/past other stuff like geo, passes or lights
I am sure there is a good reason for it.  Just sayin' it would be nice as well

jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Wednesday, February 20, 2013 5:28 PM
To: softimage@listproc.autodesk.com
Subject: Copy and paste ICE trees from two instances of Soft

I never knew you could do this. ... accidentally came up upon it today
So useful !!


Crowd textures - how to fix

2013-01-03 Thread Jeff McFall
I have this issue where the texture projection in my crowd actors is not the 
default name.
The fix as posted on this video works fine -  http://vimeo.com/41930182

However I am tiring of reconnecting each time I work through a problem or build 
a new crowd.
My thought was to just fix the texture name and be done with it, so I have done 
this manually through the explorer

The problem I am now having is that somehow the original texture name is 
sticking when Ice builds the crowd mesh as though it had not been renamed.
And this leaves me in a place where I still have to manually go and connect the 
correct projection.
But even more troubling is that it does not stick throughout an animation so 
that different frames rendered on the farm sometimes have the correct 
projection and sometimes they don't.

Would anyone know if there is a way to rename these texture projections so that 
they will work correctly and Crowd will recognize them?


Also struggling a bit with performance here as well.  Some earlier threads 
mentioned some similar issues.
Would anyone know if there is an update coming in 2014?


Also would be curious if anyone has some suggestions regarding caching a large 
crowd scene?
I have tried the .fbx option as it is in the crowd menu, but it is also 
extremely slow as well for both import and export (as in hours)
It almost seems to be as effective to just render with the sim active

All in all this is a pretty slick feature so looking forward to making some 
nice use of it if I can get past these details  :)

thanks in advance


Jeff

attachment: winmail.dat

RE: connection mapping template?

2012-11-30 Thread Jeff McFall
Hi all,
I am losing some hair over this.

I want to share some actions between models with differently named parts and am 
getting absolutely getting nowhere with creating connection templates.

The link below no longer works, any chance this is still available somewhere?

A pointer to a demo or something would be much appreciated as well

many thanks in advance

Jeff





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: Wednesday, June 08, 2011 4:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: connection mapping template?



Thanks Brad! I will check it out.

On 6/8/2011 2:05 PM, Bradley Gabe wrote:
Here's another solution that should help. It's a tool that does Action Source 
Item string replacements:
https://docs.google.com/leaf?id=0B1YpeWdrXDofYzAzYmZmYWUtMmY1NC00ODBjLWIxYTQtNjJjOTVhNzgyYmNihl=en_US


[ActionFindReplace.png]

On Wed, Jun 8, 2011 at 11:11 AM, Grahame Fuller 
grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote:
Just click Connect. Those parameters will be unmapped but it will create a 
mapping template which you can edit at leisure, and then bring the action in 
again with the template active.

gray

-Original Message-
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of David Gallagher
Sent: Wednesday, June 08, 2011 11:40 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: connection mapping template?


Hi. I'm trying to load a pose from an older version of a character, back
when I was using slightly different naming, such as

ctlFingerLfA2
instead of the current
ctlFingerA2Lf

and so on through the whole hands and lip controls.

Plus a few other assorted changes.


So, when I bring the Action into the mixer from a file, the mapping
template pops up and expect me to remember everything because I can't do
anything until I dismiss the dialog. What is a good workflow here?

I wish there were a Gator for making mapping templates!

I welcome any ideas. Thanks!
Dave


inline: image001.png

RE: Raafal

2012-10-10 Thread Jeff McFall
Heck yeah!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Wednesday, October 10, 2012 2:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Raafal

Via Google Translate:

Hello, I am announcing the creation of the project raafal.

This is an application framework 3d, free, open source and cross-platform for 
professional use and an alternative to blender. internal code will be inspired 
concepts Blender and use of open-source libraries Pixar, ILM, Disney, Sony, 
etc. .. but with an interface and ergonomic blender completely different, 
closer to that of SOFTIMAGE | XSI.

The framework and the UI will be fully coded in PureBasic (but probably much 
more than that.) No precipitation however, I realize that this is a project 
spanning several years see decades. This project was born after years of 
frustration at the behavior of some companies developing dcc tools such as 
Autodesk. Experts PureBasic 3d experts and developers are welcome.

This project is sponsored by my company, radfac. I worked as R  D Manager and 
as Technical Director 3d for over 15 years. The site will be hosted at: 
http://www.raafal.org Several mailing lists are already in place: 
http://raafal.org/mailman/listinfo

Thank you for your attention. Sincerely, Guy.


On Wed, Oct 10, 2012 at 1:58 PM, Greg Punchatz 
g...@janimation.commailto:g...@janimation.com wrote:
 Based on a few comments on this list and reading the fine print, it looks
 like Guy Rabiller is making a fabric engine type dev platform but
 instead he is going open source. Look forward to both of these projects
 bringing us truly next generation tools.
 
 Greg Punchatz
 Sr. Creative Director
 Janimation
 214.823.7760
 www.janimation.comhttp://www.janimation.com
 On 10/10/2012 11:40 AM, benjamin malartre wrote:

 Hello list, a message from the future:

 http://raafal.org/fr/





RE: unique data for instances?

2012-09-28 Thread Jeff McFall
Thank you,  but I should have specified I am just setting the particle Shape to 
be the instance of another ICE tree which contains the Turbulence node that I 
am trying to vary.


Jeff


_
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Friday, September 28, 2012 5:35 PM
To: softimage@listproc.autodesk.com
Subject: RE: unique data for instances?


When you say intanced ICE tree, do you mean that you're using a script or 
something to apply the same tree to multiple objects? If so, then...

Multi-select the objects with the trees and add a custom parameter (Animate  
Create  Parameter  New Custom Parameter). Call it TurbSeed or whatever, 
make it an integer, and make sure to change the default Max value to something 
a good deal higher than 1 :). Open all the custom properties in multi mode 
(right-click on Selection in the MCP and choose Custom Properties) and 
randomize their values by entering  r(0, max). Now you can use 
Self.CustomPSet.TurbSeed in the tree.

gray

_
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jeff McFall
Sent: Friday, September 28, 2012 05:16 PM
To: 'softimage@listproc.autodesk.com'
Subject: unique data for instances?


Hi all,
Is it possible to read unique data into an instanced ICE tree, per each 
instance?
Specifically I would like to make a Seed value on a turbulence node unique on 
each of the instance ICE trees.

I have tried several approaches but they either end in a context problem or at 
best do not seem to be consistently evaluated.


many thanks in advance
Jeff



RE: unique data for instances?

2012-09-28 Thread Jeff McFall
Gray, thank you very much for your help

Jeff




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Friday, September 28, 2012 6:37 PM
To: softimage@listproc.autodesk.com
Subject: RE: unique data for instances?

OK, in that case I'm not aware of a way to do that directly. One workaround 
might be to generate a single mesh and then apply the turbulence to that. Since 
the point positions in the single mesh are now all different, a single seed for 
turbulence should be enough to stop all instances from looking identical. I 
think you could probably still reseed based on instance ID if you want, but 
that might be slow.

Guillaume Laforge wrote an instance-to-mesh compound available here: 
http://www.si-community.com/community/viewtopic.php?f=15t=1579. It works 
well if you have just a few instance masters that you can explicitly reference. 
If you are using a group for the instance masters, I'm attaching some compounds 
I posted a while ago (but for some reason aren't showing up in the Google 
Groups archive).

Usage notes:

To use, put Convert Instances to Mesh in an ICE tree on an empty mesh. It works 
only with the self object. You also need to store the shape index on the 
point cloud and reference it in the compound's ppg. To transfer attributes, 
attach one of the Transfer compounds to the Execute port - there's one for each 
component type.

If you transfer the MaterialIDs, then you can use the Copy Materials checkbox. 
This works only if all objects in the group have identical Materials arrays.

The transfer is based on finding locations on the group geometry, so it's best 
to move the instance masters apart if they overlap.

It uses the 2013 version of Build Array from Set which supports topology-type 
attributes. To use it with Softimage v2012, you'll need to replace it with 
Build Array from Per Point Data.

gray

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jeff McFall
Sent: Friday, September 28, 2012 06:05 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: unique data for instances?

Thank you, but I should have specified I am just setting the particle Shape to 
be the instance of another ICE tree which contains the Turbulence node that I 
am trying to vary.


Jeff


_
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Friday, September 28, 2012 5:35 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: unique data for instances?


When you say intanced ICE tree, do you mean that you're using a script or 
something to apply the same tree to multiple objects? If so, then...

Multi-select the objects with the trees and add a custom parameter (Animate  
Create  Parameter  New Custom Parameter). Call it TurbSeed or whatever, 
make it an integer, and make sure to change the default Max value to something 
a good deal higher than 1 :). Open all the custom properties in multi mode 
(right-click on Selection in the MCP and choose Custom Properties) and 
randomize their values by entering  r(0, max). Now you can use 
Self.CustomPSet.TurbSeed in the tree.

gray

_
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jeff McFall
Sent: Friday, September 28, 2012 05:16 PM
To: 'softimage@listproc.autodesk.com'
Subject: unique data for instances?


Hi all,
Is it possible to read unique data into an instanced ICE tree, per each 
instance?
Specifically I would like to make a Seed value on a turbulence node unique on 
each of the instance ICE trees.

I have tried several approaches but they either end in a context problem or at 
best do not seem to be consistently evaluated.


many thanks in advance
Jeff



light exclusion and particle volume

2012-09-20 Thread Jeff McFall
It seems that I can't exclude / Include lights when using the ICE Particle 
Volume shader.
Looks like it considers them at all times regardless of the Inclusion/Exclusion 
setting

I have a recollection of seeing that as in issue before.  Just looking for a 
confirmation that I am not doing something dumb

many thanks
Jeff





attachment: winmail.dat

RE: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Jeff McFall
is there a cat involved?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 9:04 PM
To: softimage@listproc.autodesk.com
Subject: ICE Setting a Switch for Random Pairs?

Let's say I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute.
I need to build a logic structure where, if one particle is True, its paired 
particle is False. And it needs to be randomly distributed through the cloud.

Does anyone have a logic solution for this, preferably one that does not 
require a repeat loop?

-B




RE: In case you missed it..

2012-09-12 Thread Jeff McFall
my thoughts and situation exactly
+ 1cent

Jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leoung O'Young
Sent: Wednesday, September 12, 2012 12:29 PM
To: softimage@listproc.autodesk.com
Subject: Re: In case you missed it..

In the end it doesn't make sense for AD to own all 3 products. It  makes hard 
for the marketing and sales people to promote and sell  3 somewhat competing 
products
The suite idea only make sense with something like the Adobe's suites when they 
are all different products.
There are too much overlapped in the AD suite to justify the cost for small 
studio like ours.
We have been strictly using Softimage/XSI over all these years, we just hope it 
doesn't go away. like TDI and Wavefront

My cents,
L.



On 9/12/2012 12:09 PM, Paul Griswold wrote:
The gut feeling I get from this thread is, AD views Softimage as a product that 
cannot stand on its own outside of perhaps Japan.

I have no idea why it's a better idea to spend marketing money trying to 
up-sell Max and Maya users on Suites than it is to take that marketing budget 
and try to build a larger customer base: whether they buy Max, Maya, Softimage 
or one of the Suites.  Wouldn't it be a much wiser use of marketing dollars to 
highlight the value in each of the 3 and cast a wide net?

The only conclusion I can come to is, other than Mark Schoennagel, there really 
is no evangelist for Softimage left.  When the majority of people making the 
decisions apparently don't see the value in Softimage, why would anyone expect 
it to receive more than what it's gotten so far?

ICE, Face Robot, the animation mixer, the FX Tree, and so on.  You'd think this 
is the perfect mix to market to small studios, freelancers, etc.  And, I'm 
fairly certain a lot more licenses can be sold to those markets than you'll 
sell to Dreamworks.  I realize it's a lot more sexy to show Shrek on a demo at 
SIGGRAPH than a commercial for vacuum cleaners, but seriously I am pretty sure 
commercial work makes up a much larger volume of animation compared to feature 
work overall.

I seriously hope the new dev team isn't disheartened by all this talk.  I 
continue to have high hopes that in spite of AD's continued attempts to treat 
Softimage as the red-headed step-child of the family, it will live on and 
thrive.

-PG




RE: Bye Bye

2012-09-04 Thread Jeff McFall
Wouldn't that be grand if somehow Autodesk were to sell Softimage and it could 
become independent again.

Best of luck on your future endeavors Guillaume




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Monday, September 03, 2012 6:21 PM
To: softimage@listproc.autodesk.com
Subject: Re: Bye Bye

Starting to look like Fabric needs to buy the Softimage brand from AD. It's not 
like they're using it anyway :p
Best of luck Guillaume, hopefully you won't disappear completely from the list.

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


RE: Small Annoying Things

2012-08-17 Thread Jeff McFall
If the render tree window is open and one assigns a new material to the 
selected object the window does not automatically refresh to show the new 
material

Not sure if this is intent or not but I often end up changing the wrong 
material because I expected my new material to be there

everything else is perfect

jeff


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Thursday, August 16, 2012 8:42 AM
To: softimage@listproc.autodesk.com
Subject: Small Annoying Things

Hi list,
Softimage has one of the slickest interfaces known to man, but nothing's 
perfect.
Let's be nit-picky for a moment... what glitches, small flaws or 
inconsistencies annoy you most in Softimage?
Any SPDL hacks worth doing when SI is installed freshly?
This is about polishing, not cool new features (borders are blurry of course).

Maybe the new developer team has nothing better to do (ha ha) and feels 
motivated to do a little mop-up...

Here we go:

- Render Tree
When multiple objects are selected and all share the same Material, the RT 
should not nag with the message Update can't be done with two objects 
selected and display that Material.
(besides, it says two, even when more are selected) 3ds max can even display 
multiple shader trees... would this make sense?

- Material Manager
...should remember it's layout, expecially the horizontal divider.
There's a bug with the text input field of the Shader balls names. It sometimes 
does not update, and you have to type blindly. After pressing enter it updates, 
however.

- Timeslider
When the Range Slider is moved, the timeslider should update with it 
interactively (does so in Maya).

- Project Manager
Would be nice if a double-click would open a scene in the list on the right 
hand side.

- Operator Stack
A double click on a Construction Mode Marker in the Explorer should activate 
that mode.
Also, highlighting the markers in some way (bold or different color or
whatever) would clarify which mode is active in the Stack, besides looking at 
the dropdown in the menu bar.

- Operator Context Menu
... should contain all Commands related to Operators. Now they are strewn 
across the interface - some are to find in menu Edit  Operator, others in MCP 
 Edit  Operator.
Collapse Operators is a good example. Would you go looking for that in the 
MCP menu?
Freeze in the menu freezes everything below an operator, not the whole stack. 
Thus it could be named Freeze down or Freeze all below or whatever.

- Texture Projection Operator Stack
The Texture_Projection_Def property has buttons Reset and Freeze - 
somewhat hidden. Could reside in the Op Stack context menu as well.

- Texture Support
... should show parameters GeoX, GeoY, GeoZ by default. This can be fixed with 
a litte hack of texture.spdl.
I see no reason why it should not be possible to set the size of a TS 
numerically. I need this often.

-  Texture_Projection_Def property
Checkboxes U,V,W are off by default. Should be on, because when texture coords 
are outside the 0,0 - 1,0 range, textures render black, and the head-scratching 
begins.
3D-Coat AppLink for example shifts UVs around that way.

- UI graphics
The browse icon (...) besides a path input field tends to draw artifacts when 
the PPG is resized. Could be graphics driver related (GeForce 460 here).
Does one need to go for an expensive Quadro card for this?

- Render Region Options  Use current Pass options should be on by default.
Often enough I have drawn an Render Region, tweaked the render parameters in 
the Render Manager and wondered why nothing happens...

More to come...

Thanks for reading!
Best regards,
Eugen







RE: Particle collision behaves differently after particle count 4000

2012-08-07 Thread Jeff McFall
I ran the sim all the way through and it looks correct here.  None of the burst 
effect from the video.


in your video example it almost looks like the particle count suddenly jumps


Jeff


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Tuesday, August 07, 2012 9:44 AM
To: softimage@listproc.autodesk.com
Subject: Particle collision behaves differently after particle count  4000

Hi,
I've got a simple setup here with Simulate Bullet Rigid Bodies, where I'm 
trying to fill a volume with small spherical particles (radius 0,1). 
Testing 2013SP1.
As long as the particle count is below 4000 (for whatever reason), particles 
tend to penetrate/clump.
Suddenly at the frame where the count reaches 4000, all particles push 
themselves out of their neighbours at once, then simulation continues normally, 
with no penetrations.
A bug? I didn't touch any simulation range settings.

Video (possibly not converted yet):
https://vimeo.com/47089050

Scene:
http://www.sendspace.com/file/c0xke5

Thanks a lot!
Eugen










RE: Particle collision behaves differently after particle count 4000

2012-08-07 Thread Jeff McFall
they do not appear to intersect in my sim here.

I did notice that they do seem to intersect prior to the burst in your video, 
but I could not tell for sure.
Also I tried to compare the last frame resting positions of the particles in my 
sim and they were close but not exact to that you posted, for whatever that is 
worth.

Strange effect as it seems to be a pretty basic setup.  Precision here is 60 as 
well. 
That is weird.I would think it should work as is.
Reboot and a fresh cup of coffee?













-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Tuesday, August 07, 2012 12:38 PM
To: softimage@listproc.autodesk.com
Subject: Re: Particle collision behaves differently after particle count  4000

Am 07.08.2012 17:27, schrieb Jeff McFall:
 I ran the sim all the way through and it looks correct here.  None of the 
 burst effect from the video.
Thanks for answering, Jeff!
Do the particles penetrate each other? They do here.

in your video example it almost looks like the particle count suddenly jumps

Nope, the count is continuous.

Strangely, after closing and opening the scene, the burst effect at frame 200 
does not show up any more, meaning the particles overlap quite often.
Weird...
Precision is set to 60 in the Simulate node. Am I missing some other parameter 
relevant for collision?


 Jeff


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen 
 Sares
 Sent: Tuesday, August 07, 2012 9:44 AM
 To: softimage@listproc.autodesk.com
 Subject: Particle collision behaves differently after particle count  
 4000

 Hi,
 I've got a simple setup here with Simulate Bullet Rigid Bodies, where I'm 
 trying to fill a volume with small spherical particles (radius 0,1).
 Testing 2013SP1.
 As long as the particle count is below 4000 (for whatever reason), particles 
 tend to penetrate/clump.
 Suddenly at the frame where the count reaches 4000, all particles push 
 themselves out of their neighbours at once, then simulation continues 
 normally, with no penetrations.
 A bug? I didn't touch any simulation range settings.

 Video (possibly not converted yet):
 https://vimeo.com/47089050

 Scene:
 http://www.sendspace.com/file/c0xke5

 Thanks a lot!
 Eugen













RE: Maya trying to get credit for Softimage ( Mootzoids) work

2012-08-03 Thread Jeff McFall
I think this is really interesting treatment, i love it

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Friday, August 03, 2012 6:57 AM
To: softimage@listproc.autodesk.com
Subject: Maya trying to get credit for Softimage ( Mootzoids) work

Hi guys, since its friday have you seen this?   https://vimeo.com/46478843   Is 
this what the ex Softimage devs moved over to Maya for - because it can't do 
this yet? ;)


interesting in the comments the credits are given to Maya and some third party 
plugins...did some research and it looks like it was made by some guys at a 
place called Piranha Bar who use 8 seats of Softimage  3Dsmax - not a Maya in 
the house


 /shakes fist at the world for promoting further Softimage ignorance :)

have a great Friday folks

Rob




RE: using ice to drive text ?

2012-07-30 Thread Jeff McFall
This looks like a perfect example for what I need to get started
many thanks!

Jeff



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Monday, July 30, 2012 10:20 AM
To: softimage@listproc.autodesk.com
Subject: Re: using ice to drive text ?

You can also do... 
http://darkvertex.com/wp/2010/11/15/softimage-ice-string-to-particles/

On Mon, Jul 30, 2012 at 10:06 AM, Jeff McFall 
jeff.mcf...@sas.commailto:jeff.mcf...@sas.com wrote:
Thank you, I am beginning to see that this approach is probably going to be the 
best way to handle lots of live text, especially when using instances
Trying to use the text operator is coming up short in terms of speed and does 
not work well as an instance if at all

Jeff


--Original Message-
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of pete...@skynet.bemailto:pete...@skynet.be
Sent: Saturday, July 28, 2012 9:19 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: using ice to drive text ?

I haven't checked Vincent's example - so don't know what it does inside.
But here's (hopefully) another approach.

it's a bit low tech, but can be used outside the scope of ICE, and more
interesting: it can display arbitrary data or symbols - the numericals 0 to 9, 
the letters of the alphabet, musical notes, cards in a deck, symbols on slot 
machine, anything you want really.

the trick is in finding how to get the different symbols by just changing a 
parameter.

an easy way in ICE, is by making an Instance group out of the individual 
symbols, and driving the ID in the set instance shape with the 
parameter/variable you want.

I used this approach way back in Soft3D - driving a shape animation with 
expressions.
it was for a digital clock that had to do a countdown - and the shapes were 
turning around the individual LEDs that made up the digits.

in the case of cards in a deck, you could have a card textured with an 
animation - one frame for each card - and drive the offset of the texture.
Or a single image containing all images, and animating the texture support.
For the slot machine it would simply be a textured cylinder you turn around.

there's probably more fancy and efficient ways to drive data in ICE but this 
approach is almost universal.










-Original Message-
From: Jeff McFall
Sent: Friday, July 27, 2012 10:34 PM
To: 'softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com'
Subject: using ice to drive text ?

Hello,

I thought I had seen a demo at one time of using ice to drive the character
values of text.

ie I want to display text that reflects the changing numeric values of
variables

Is that possible?  I am not seeing anything to grab that would allow me to
do this

many thanks in advance

Jeff







using ice to drive text ?

2012-07-27 Thread Jeff McFall
Hello,

I thought I had seen a demo at one time of using ice to drive the character 
values of text.

ie I want to display text that reflects the changing numeric values of variables

Is that possible?  I am not seeing anything to grab that would allow me to do 
this

many thanks in advance

Jeff



attachment: winmail.dat

RE: using ice to drive text ?

2012-07-27 Thread Jeff McFall
nice!
thank you

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Friday, July 27, 2012 4:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: using ice to drive text ?

Yes its possible, but a bit tricky...

here is a little compound i made some time ago.
The Naming of the ports are currently in german, becouse it was just a Test a 
made.

You could also check out the emTool_NumberToString-Compund from the free 
emTools by Eric Mootz. It does basicly the same (also internaly)


traveling the shortest distance between two points on a sphere?

2012-07-11 Thread Jeff McFall
Hi all,

I am trying to find the best way to move a point along a path of the shortest 
distance between two points on the surface of a sphere.
Probably a pretty basic geometry function but I am having trouble even starting.
From what I can gather the way to solve this is through a Great Circle 
calculation

I am getting hung up on the long/lat conversion to 3Dspace, not to mention how 
to interpolate the movement along this path once calculated

Anyone happen to have a tutorial or know of a compound that could help?
in ICE of course

many thanks
Jeff



attachment: winmail.dat

RE: mail...

2012-05-30 Thread Jeff McFall
check, check   1,2,3    anyone here?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
Sent: Sunday, May 27, 2012 2:22 AM
To: softimage@listproc.autodesk.com
Subject: Re: mail...

Yeah!! All good. Receiving loud and clear again!

On Sunday, 27 May 2012, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
 Finally some mail. Tumbleweeds be gone! :D

 On Sat, May 26, 2012 at 9:39 PM, J. Jones 
 jgjones...@gmail.commailto:jgjones...@gmail.com wrote:

 Ditto. Whatever was haywire appears to be fixed.

 On Sat, May 26, 2012 at 6:34 PM, Eric Thivierge 
 ethivie...@gmail.commailto:ethivie...@gmail.com wrote:

 Whoo hooo!! I got it!
 
 Eric Thivierge
 http://www.ethivierge.com


 On Sun, May 27, 2012 at 11:32 AM, jim bough 
 jimbo...@hotmail.commailto:jimbo...@hotmail.com wrote:

 I second that. First two emails in last 10 days.

 
 Date: Sat, 26 May 2012 21:29:01 -0400
 Subject: Re: mail...
 From: guillaume.laforge...@gmail.commailto:guillaume.laforge...@gmail.com
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

 Hey Matt,
 You are the first email a received from this list (from my gmail) since 10 
 days !
 Is the problem fixed for others too?

 On Sat, May 26, 2012 at 8:44 PM, Matt Morris 
 matt...@gmail.commailto:matt...@gmail.com wrote:

 Hi Gray,
 I unsubscribed and resubscribed to the list by sending mails to 
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

 Got the verification mails etc so it feels like it should have worked but 
 still not receiving mail from the xsi list - am getting everything from 
 other lists I'm on such as sitoa.

 --
 www.matinai.comhttp://www.matinai.com






--
www.matinai.comhttp://www.matinai.com