Re: help cant install Soft

2020-01-22 Thread Martin Yara
I don't know if it is related, but we were having problems with Softimage
2015 a couple of weeks ago. We are using Softimage 2013 for a project, and
when tried to use the already installed 2015 that we were using a few
months ago, It just didn't work and the license number didn't pass either.
The reseller told us everything was fine, so we tried, and successfully
reinstalled it with a 2018 license number with the Maya with Softimage 2016
installer (Softimage 2015 R2).
So I'm still not sure what was the problem, but it works now.

On Thu, Jan 23, 2020 at 9:32 AM Kris Rivel  wrote:

> This is the pop up I get, maya connects fine via my autodesk login, but
> not sure what to do about Soft now.
>
> Kris
>
> On Wed, Jan 22, 2020 at 7:18 PM Kris Rivel  wrote:
>
>> Update, I've managed to install it but installing .NET 3.5 first, but now
>> it says I need to establish a connection to the internet...ugh. I am
>> connected!! Is Autodesk lic. server down?
>>
>> Kris
>>
>> On Wed, Jan 22, 2020 at 6:16 PM Kris Rivel  wrote:
>>
>>> Have a brand new threadripper box and I can not seem to get Soft to
>>> install!! I'm installing 2015 R2/SP2 and I keep getting an error at the end
>>> resulting in the attached log. Any ideas??
>>>
>>> Kris
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Re: Softimage mailing list: 2019 by the numbers

2020-01-14 Thread Martin Yara
We are using it everyday now. We have currently 2 game projects being done
in Softimage.
The rest is Maya.

Martin

On Sat, Jan 11, 2020 at 9:39 AM Matt Lind  wrote:

> Most telling statistic is that Stephen Blair is the top poster of the
> year, and he typically only posts the Friday Flashback thread.  I almost
> tried to avoid the list this year and I still ended up in the top ten.
>
> Once support left the product, so did the users.
>
> I'm curious to know how many people are still actively using XSI. I don't
> mean tinker with it, but actually using it regularly for meaningful work.
>
>
> Matt
>
>
>
> --
>
> Date: Thu, 9 Jan 2020 02:33:28 +
>
> From: Matt Morris 
>
> Subject: Re: Softimage mailing list: 2019 by the numbers
>
> To: "Official Softimage Users Mailing List.
>
>
> Feeling a little maudlin at those figures.
>
> Had a quick look back at list activity:
>
> 2011 – 2013: holding pretty steady at around 12k posts a year. 2014: 14k
> posts (eol announcement) 2015: 4055 (crazy drop off) 2016: 3282 2017: 2311
> 2018: 1058 2019: 657
>
>
>
>
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Selecting Collapsed UVs in Softimage

2019-11-20 Thread Martin Yara
Hi list

We are still using Softimage in one of our projects, and we've just changed
to Softimage 2015 a few months ago when I finally could find a workaround
to the 2015 vertex color problem (basically I had to write my own editor).

Anyway, now I have a new problem with the UVs. It's not a big problem, but
still I can't find a solution.

If I collapse a UV Island, set Tearing Mode on, and Select filter mode in
Points, I can't select the collapsed UVs anymore. I have to deactivate
tearing mode, or change to edge or poly selection to be able to select. I
can still select in any other mode but point +tearing, so it's not a
crucial problem, but I was wondering if there was any solution to this.

Windows 10
Softimage 2015 SP1 and SP2

with the old pick in the setenv,bat
set XSI_DISABLE_NEW_PICK=1
set PYTHONHOME=C:\Python27

Thanks,

Martin
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Re: OTish - Maya Camera Projection?

2019-08-30 Thread Martin Yara
In Maya you can create a Projection Node and put it in a Material. The
Texture will be projected to the objects using this material, but it won't
affect the UVs.
I don't know if there is anything like the Softimage UV projections.

Martin

On Thu, Aug 29, 2019 at 10:47 PM  wrote:

> Apologies for asking Maya related questions here, but Autocraps Forums are
> no help and you guys are the closest I get to a comprehensive likeminded
> hivemind with some Maya knowledge :)
>
> I am doing some modeling work based on reference photos in Maya currently,
> and in XSI I would just set up a camera, camera project the reference photo
> onto a rough model and work from there.
>
> Maya apparently has the ability to do camera projection based UV's (a new
> UV set, not rendertime projection), but it seems to sort of normalize the
> UV's making them useless for directly applying the reference photo as
> texture, and the documentation is bloody useless (as usual) since it
> doesn't provide any camera options information.
>
> Is there a trick to do this in Maya or is it just another of those
> gazillion annoying things that are soo much easier to do in XSI?
>
> Thanks Morten
>
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Re: Questions about PPGs

2018-07-21 Thread Martin Yara
Ok I solved all my problems so I'm just here to report how I did it, just
in case someone may still working in this EOL software like me.

- PPG is not defined (when calling it from an outsider function)
I solved this by creating a Global Variable of the Property with SetGlobal,
and getting it with GetGlobal when I'm in an outside function.

- Change minimum value of a Parameter
I think it's not possible, so I created 2 parameters and used
parameter.show(False) in my OnInit to hide one.
Then switch the show value with a PPG event. It looks that the slider
settings have changed, but in fact they are different sliders.
A little more complicated than what I wanted, but it works.

- Event to trigger after I change the value of a parameter.
Well, this was specific to my slider parameter, so it was doable with the
Event Scrubbing.
I couldn't find any way to create a Mouse Event, so my idea of getting the
value when the click ended was useless, but the Scrubbing worked.
I had some problems with the undo and the PPG Event so I dropped this
feature.

- Grid Color Cell
This one was tricky for me, the Grid Color cell seemed to accept only a
number or string as a color definition so I expected a hex value or
something.
After reading a Unity article, I decided to try something similar to the
Unity approach and it worked. It turned out to be like this:

R | G << 8 | B <<16 | A <<24

Since VColors are floatings from 0 to 1 you would have to convert it to
integers from 0 to 255:

R = int(round(R*255))
and so on.

Now my custom V Color Editor is almost finished, it changes the grid colors
in real time and it feels as fast as Softimage 2013 so it seems that we may
be able to work in Softimage 2015 now.

Cheers,

Martin


On Thu, Jul 19, 2018 at 8:42 PM, Jonathan Moore 
wrote:

> Raphael's course isn't available anywhere unfortunately. I even went so
> far as to send CGSociety a mail and their attitude could be summed up by
> 'Soft is dead, so we're unwilling to sell the course material &
> recordings'. Not great, especially seeing as I've had a number of people
> recommend it to me over the years.
>
> If Raphael is willing, it's the sort of thing that would be great to have
> over on si-community.com
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzZlUeTlN9JmDfeOY6mvCXf-2D2FOuDhDUdYMRAbCsvNwkR8PdTpbjcxHtoxK50W2zPqm6pw3-2D2FXAcPaV-2D2Bv8gDNyAdiG3JlFWR-2D2BmA67uulvzWqpJSHwZDgp6udHsVXhxkgLIAFeV-2D2F-2D2FYLPHr2VNO6Fj5i-2D2F8PAD79v5OEG00VR9K72zHw6D6zOVyrz2E7UMvntjKuE-2D2B2ex2xl6cHAUnOb0PmgUnDaKZ-2D2FqzgTUqVWDnK1bua9o-2D2B0Uk6NTqK8H2rvfAm6WDRar70HxDf9oyIB5hSbDSG7SalIMsCZ-2D2Bpb-2D2BKsAmsu-2D2Bqa-2D2BRbZ-2D2FGYr1jwC0DD4LRxYuTayO-5FhRVZ0H1Mohp6PnbdsfG9V7fsaeUd8Pp-2D2FKspk8e2EVserXEL2yNKhqlma5H8Q9lPWvhujO5jra8i37jpDIrAIuslL-2D2BvLO04SWeT226DRw8a4v9KiUKJpzNmrComdvzwNAfVratsnZAx5XO56uzkt3unUKkJdzrlMFfpa1wbbDacRBM2KPX49Gfg7A6Ad1Jk-2D2BQ7yVcpi1BdgZASBeG7x06zSoFF3vFMY-2D2FZnfqIIyV-2D2FlN8-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=h_iPZaPKRh7U9GjFwAJzcxUGSrsS1Zr1QRu8jzmlA2s=lfwx3I1--LGEmRpJzFXFweCp9HWfelaIu6fK4u37bWU=>
>
> On Thu, 19 Jul 2018 at 10:04, Martin Yara  wrote:
>
>> I haven't watched Raphael's course, btw is it available somewhere?
>> But I've solved my problem with the " PPG is not defined." by using a
>> Global Variable for my property before using it in a View.
>>
>> Like this for creating a View with a property
>> Prop = XSIFactory.CreateObject("mVColor_Prop")
>> xsi.SetGlobal('mVColor_Prop', Prop)
>>
>> and getting it again in a function outside
>> xsi.GetGlobal('mVColor_Prop')
>>
>> So I can change the values of the properties like I would be doing it
>> with the variable PPG.
>>
>> I still can't change the min value though.
>>
>> Martin
>>
>> On Thu, Jul 19, 2018 at 5:52 PM, kenny wood  wrote:
>>
>>> There is a command to get a hook to the ppg but I can't remember what it
>>> was.
>>> It's clearly explained in Raphael fragapanes technical direction course.
>>>
>>> Kenny
>>>
>>>
>>>
>>> On Thu, 19 Jul 2018, 13:41 Martin Yara,  wrote:
>>>
>>>> I'm recreating a Weight Editor for Vertex Colors to get a faster
>>>> version of the crappy SI 2015 Weight Editor. I already did the grid
>>>> and it's pretty fast, like 3 seconds for the same model, almost like
>>>> Softimage 2013 and with Python only.
>>>>
>>>> Now I'm having some problems with the PPG, so here are my questions,
>>>> hopefully someone can give me some hints to put me into the right 
>>>> direction:
>>>

Re: Questions about PPGs

2018-07-19 Thread Martin Yara
I haven't watched Raphael's course, btw is it available somewhere?
But I've solved my problem with the " PPG is not defined." by using a
Global Variable for my property before using it in a View.

Like this for creating a View with a property
Prop = XSIFactory.CreateObject("mVColor_Prop")
xsi.SetGlobal('mVColor_Prop', Prop)

and getting it again in a function outside
xsi.GetGlobal('mVColor_Prop')

So I can change the values of the properties like I would be doing it with
the variable PPG.

I still can't change the min value though.

Martin

On Thu, Jul 19, 2018 at 5:52 PM, kenny wood  wrote:

> There is a command to get a hook to the ppg but I can't remember what it
> was.
> It's clearly explained in Raphael fragapanes technical direction course.
>
> Kenny
>
>
>
> On Thu, 19 Jul 2018, 13:41 Martin Yara,  wrote:
>
>> I'm recreating a Weight Editor for Vertex Colors to get a faster version
>> of the crappy SI 2015 Weight Editor. I already did the grid and it's
>> pretty fast, like 3 seconds for the same model, almost like Softimage 2013
>> and with Python only.
>>
>> Now I'm having some problems with the PPG, so here are my questions,
>> hopefully someone can give me some hints to put me into the right direction:
>>
>> - PPG is not defined.
>> I'm trying to create a event that refresh my PPG eveytime the selection
>> changes, but I can't find a way to get my property. As expected, the global
>> variable PPG doesn't work inside this event.
>> How can I call my property from this event?
>>
>> - Change minimum value of a Parameter in an already defined Property.
>> I want to do something like the Weight Editor that changes the minimum
>> value from 0 to -1 when changing from Abs to Add.
>>
>> - Event to trigger after I change the value of a parameter
>> The Weight Editor slider seems to trigger a command after I stopped
>> moving it. I'd like to replicate that but it seems impossible. Is it ?
>> In the PPG events I have "changed" but it triggers while I'm sliding the
>> bar, not when I finished, increasing a lot the Undo list.
>>
>> - Grid Color cell
>> I'm still lost about the grid color. It seems that it wants one "number"
>> or something. I tried different combinations like RGB888 and RGB555 but it
>> stills give me a different color.
>>
>> Thanks
>>
>> Martin
>>
>>
>> --
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>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Questions about PPGs

2018-07-19 Thread Martin Yara
I'm recreating a Weight Editor for Vertex Colors to get a faster version of
the crappy SI 2015 Weight Editor. I already did the grid and it's pretty
fast, like 3 seconds for the same model, almost like Softimage 2013 and
with Python only.

Now I'm having some problems with the PPG, so here are my questions,
hopefully someone can give me some hints to put me into the right direction:

- PPG is not defined.
I'm trying to create a event that refresh my PPG eveytime the selection
changes, but I can't find a way to get my property. As expected, the global
variable PPG doesn't work inside this event.
How can I call my property from this event?

- Change minimum value of a Parameter in an already defined Property.
I want to do something like the Weight Editor that changes the minimum
value from 0 to -1 when changing from Abs to Add.

- Event to trigger after I change the value of a parameter
The Weight Editor slider seems to trigger a command after I stopped moving
it. I'd like to replicate that but it seems impossible. Is it ?
In the PPG events I have "changed" but it triggers while I'm sliding the
bar, not when I finished, increasing a lot the Undo list.

- Grid Color cell
I'm still lost about the grid color. It seems that it wants one "number" or
something. I tried different combinations like RGB888 and RGB555 but it
stills give me a different color.

Thanks

Martin
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Re: Vertex Colors (Weight Editor) in 2015

2018-07-17 Thread Martin Yara
About the grid color, No, it wasn't RGB888 and it's not RGB565, or hex, or
10bit either. I'm lost.

Martin

On Tue, Jul 17, 2018 at 8:17 PM, Martin Yara  wrote:

> Thanks Matt.
>
> Actually the problem with the Weights Editor is present in 2014 too.
>
> We can't increase 2013 licenses, so we are considering moving into 2015
> but we have this problem with the vertices colors. And it seems that it
> will be impossible to solve it.
>
> So I'm starting to create a cheap Weight Editor version with just
> scripting to test if I can get better performance before trying anything in
> C++.
>
> So I made a grid data to emulate the Weight Editor grid and made the last
> cell a "color" cell. Now I'm not sure how to change this color. I think it
> wants a RGB888 code and I'm don't know how to change RGB values that the
> Vertex Color gives to RGB888. A little help here please?
>
> Martin
>
>
> On Mon, Jul 16, 2018 at 4:57 AM, Matt Lind  wrote:
>
>> 2015 has regressions in a number of areas, that's why I suggest sticking
>> with 2014 SP2. 2014 SP2 is much more stable than 2013.
>>
>> Any time you edit the mesh with the weight editor open, Softimage has to
>> evaluate the entire object construction history to see if any changes were
>> made to envelope weights, vertex colors, texture UVs, user normals, point
>> positions, etc… That's why it's so slow.
>>
>> To use an analogy, it's similar in nature to when you're working in the
>> windows explorer in a folder that has thousands of files and you want to
>> rename one or more of them. Every little edit you make takes forever
>> because the entire folder has to be evaluated to update the display of all
>> the icons and selection status. If you perform the same task from the
>> command line, you'll get instant response and none of that extra baggage.
>>
>> It's the approach you take to the problem, not the speed of the tools.
>>
>> Matt
>>
>> Date: Sun, 15 Jul 2018 16:55:08 +0900 From: Martin Yara <
>> furik...@gmail.com> Subject: Vertex Colors (Weight Editor) in 2015 To:
>> "Official Softimage Users Mailing List.
>>
>> Hi list
>>
>> I'm still working here in Softimage 2013 ! This is because Softimage 2015
>> new Weight Editor is really slow with Vertices Colors. And it's an old game
>> that started before Autodesk killed Softimage.
>>
>> Doing some tests and playing with all the options I can see I've noticed
>> that deactivating the “Filter” (Select Zero Cells Filter Off), it improves
>> quite a lot the performance, but it is still way slower than 2013.
>>
>> These are my results with a polygon mesh with 2400 points. This test
>> consist in select all 2400 points from scratch and measure how much does it
>> take to be refreshed in the Weight Editor from the moment I end my click to
>> Softimage come back to live:
>>
>> 2013: 3 seconds 2015: 1 minute 2015 w/o Filter : 14 seconds
>>
>> (measured by hand with a phone chronometer)
>>
>> So, my new “discovery” improves quite a lot the performance, as you can
>> see, but it is still super slow.
>>
>> Is there anyway to get back the 2013 performance ?
>>
>> This without going into full C++ creating a Weight Editor clone only for
>> Vertices Colors and hope that it performs better ? I'm considering that
>> option, although I'm not a C++ expert and don't have any guarantee that it
>> will work better.
>>
>> Thanks
>>
>> Martin
>>
>> -- Softimage Mailing List. To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with “unsubscribe” in the
>> subject, and reply to confirm.
>>
>
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Vertex Colors (Weight Editor) in 2015

2018-07-17 Thread Martin Yara
Thanks Matt.

Actually the problem with the Weights Editor is present in 2014 too.

We can't increase 2013 licenses, so we are considering moving into 2015 but
we have this problem with the vertices colors. And it seems that it will be
impossible to solve it.

So I'm starting to create a cheap Weight Editor version with just scripting
to test if I can get better performance before trying anything in C++.

So I made a grid data to emulate the Weight Editor grid and made the last
cell a "color" cell. Now I'm not sure how to change this color. I think it
wants a RGB888 code and I'm don't know how to change RGB values that the
Vertex Color gives to RGB888. A little help here please?

Martin


On Mon, Jul 16, 2018 at 4:57 AM, Matt Lind  wrote:

> 2015 has regressions in a number of areas, that's why I suggest sticking
> with 2014 SP2. 2014 SP2 is much more stable than 2013.
>
> Any time you edit the mesh with the weight editor open, Softimage has to
> evaluate the entire object construction history to see if any changes were
> made to envelope weights, vertex colors, texture UVs, user normals, point
> positions, etc… That's why it's so slow.
>
> To use an analogy, it's similar in nature to when you're working in the
> windows explorer in a folder that has thousands of files and you want to
> rename one or more of them. Every little edit you make takes forever
> because the entire folder has to be evaluated to update the display of all
> the icons and selection status. If you perform the same task from the
> command line, you'll get instant response and none of that extra baggage.
>
> It's the approach you take to the problem, not the speed of the tools.
>
> Matt
>
> Date: Sun, 15 Jul 2018 16:55:08 +0900 From: Martin Yara <
> furik...@gmail.com> Subject: Vertex Colors (Weight Editor) in 2015 To:
> "Official Softimage Users Mailing List.
>
> Hi list
>
> I'm still working here in Softimage 2013 ! This is because Softimage 2015
> new Weight Editor is really slow with Vertices Colors. And it's an old game
> that started before Autodesk killed Softimage.
>
> Doing some tests and playing with all the options I can see I've noticed
> that deactivating the “Filter” (Select Zero Cells Filter Off), it improves
> quite a lot the performance, but it is still way slower than 2013.
>
> These are my results with a polygon mesh with 2400 points. This test
> consist in select all 2400 points from scratch and measure how much does it
> take to be refreshed in the Weight Editor from the moment I end my click to
> Softimage come back to live:
>
> 2013: 3 seconds 2015: 1 minute 2015 w/o Filter : 14 seconds
>
> (measured by hand with a phone chronometer)
>
> So, my new “discovery” improves quite a lot the performance, as you can
> see, but it is still super slow.
>
> Is there anyway to get back the 2013 performance ?
>
> This without going into full C++ creating a Weight Editor clone only for
> Vertices Colors and hope that it performs better ? I'm considering that
> option, although I'm not a C++ expert and don't have any guarantee that it
> will work better.
>
> Thanks
>
> Martin
>
> -- Softimage Mailing List. To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com with “unsubscribe” in the
> subject, and reply to confirm.
>
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Vertex Colors (Weight Editor) in 2015

2018-07-15 Thread Martin Yara
Hi list

I'm still working here in Softimage 2013 ! This is because Softimage 2015
new Weight Editor is really slow with Vertices Colors. And it's an old game
that started before Autodesk killed Softimage.

Doing some tests and playing with all the options I can see I've noticed
that deactivating the "Filter" (Select Zero Cells Filter Off), it improves
quite a lot the performance, but it is still way slower than 2013.

These are my results with a polygon mesh with 2400 points. This test
consist in select all 2400 points from scratch and measure how much does it
take to be refreshed in the Weight Editor from the moment I end my click to
Softimage come back to live:

2013: 3 seconds
2015: 1 minute
2015 w/o Filter : 14 seconds

(measured by hand with a phone chronometer)

So, my new "discovery" improves quite a lot the performance, as you can
see, but it is still super slow.

Is there anyway to get back the 2013 performance ?

This without going into full C++ creating a Weight Editor clone only for
Vertices Colors and hope that it performs better ? I'm considering that
option, although I'm not a C++ expert and don't have any guarantee that it
will work better.

Thanks

Martin
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Re: Any Dinosaurs Still Lurking?

2018-05-15 Thread Martin Chatterjee
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=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=kX3Zgb7lCEO5N6JKV1Fz-lg1Miq5_WEJmCMrS5ETiek=V6Fagoj9EL4_HKqccTEUsrZY4nrBtSXlIX-lxDfli4c=
   ]
[ 
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_chatterjee=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=kX3Zgb7lCEO5N6JKV1Fz-lg1Miq5_WEJmCMrS5ETiek=5wlNHnjJDODxhHu9Qzm2FbqgOm0pkba68Sq1KY9KUIs=
 ]

On Fri, May 11, 2018 at 6:23 PM, Bradley Gabe <witha...@gmail.com> 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
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Re: XSI - +license files

2018-02-26 Thread Martin
License numbers don’t change with windows versions.
If you have an activated perpetual license then you should be able to install 
it again and use it for as long as you want.

Martin
Sent from my iPhone

> On Feb 26, 2018, at 17:45, Mirko Jankovic <mirkoj.anima...@gmail.com> wrote:
> 
> I'm all for SI till death do us apart really!
> BUT in case of such long project I would advise of going with something that 
> will be probably supported and advance by then. 
> If you are working alone then sure stick to SI and in case of any problems 
> you can always get "that other"version and get done with it :)
> But again 5 years is long period.. .you can even start in Houdini learn on 
> the way. Will transition to progressing software that will probably be 
> supported then as well, 
> I assume that 4k is enough for that project so indie license for 2 years is 
> 400 usd, so with current prices it is total of like 967 USD for indie Houdini 
> rental. 
> Compared to maya and what like 3 years  license 5800 eur plus 2 more years on 
> top of that... and getting crappy bug fest that is mess for small teams...
> Anyway digging too deep into math and stuff. 
> But yes even tho I'm; all SI guy, time does go buy, a lot of stuff can happen 
> and is it worth of risk loosing a lot of work 3-4 years down the road?
> In theory yes you will always be able to find comp and install old windows 
> and stuff. but... is it worth of risk?
> 
> Sorry for not being so helpfull but just thinking out loud.
> Depending on Autodesk to provide ANY help at all with Softimtage is really 
> gambling.
> They were bad providing any details even back when people wanted to buy 
> Softimage, they just kept pushing for maya and entertainment packets and what 
> not. 
> Really dependign on them to provide any deailts to software they killed and 
> never planed to support at all honestly??? Think about it :)
> 
> Looking into Houdini lake and even thinking to deep dive in it in longe term 
> project is trully scary at the moment, that is true. but maybe bets way to 
> learn swimming is drop down and wave your hands like crazy! :)
> And yes I would never sugest maya to anyone as long as you have luxury of 
> choice.. that is road to hell.
> 
> 
> 
> 
>> On Mon, Feb 26, 2018 at 8:51 AM, Nicole Beeckmans-Jacqmain 
>> <arc.ann...@gmail.com> wrote:
>> 
>> 
>> Hi.
>> 
>>  starting a new modelisation/animation/render for a new movie.
>> It will take me at least 5 years of work.
>> 
>> I am not sure AD would not s t o p sn  providing you with a new licence 
>> file, if you have new computer.
>> my computer is a Z620 hp
>> I am using Softimage on a windows8.1platform. 
>> intel(r) xeon(r) E-5 2620 v2 @ 2.10 GHz 2.10 Ghz (2processors)
>> nvidia quadro k4 32gb ram.
>> it seems ok as i bought it in december2014
>> and there is no sign of slowing down (or fragmentation problem)
>> is there any sound risk of obsolescence?
>> 
>> is there sound advises: like going ahead and asking AD a windows10 licence 
>> key,
>> even if i am still on 8.1 64bits at the moment ?
>> 
>> thank you!!
>> Mathyas
>> 
>> 
>> 
>> 
>> 
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> 
> 
> -- 
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> 
> Need to find freelancers fast?
> www.cgfolio.com
> 
> Need some help with rendering an Redshift project?
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpuoven.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=fr2gylJv32xSbQpwj9uAyIo1nVxXNL0gd0e2aT_5ho0=jv1GAF2eTiwg3Nos9zmF0Cz3Qc2213dHvp287rJr3IM=
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Re: Maya's reassign locally?

2018-02-12 Thread Martin
If you want a pick tool like Softimage’s, well there isn’t.

You have Stefan’s way with the paint skin weights tool, or you could do it in 
your component the editor, which I think it’s easier. Like you would do it with 
softimage weight editor.

Or you could script it, or use someone else script :D

Years ago, when I couldn’t script in Maya I used to use a mel script called Max 
Skinning Weight Tool.

Martin
Sent from my iPhone

> On Feb 13, 2018, at 3:32, Stefan Kubicek <s...@tidbit-images.com> wrote:
> 
> Select the mesh that contains the skinned vertices you want to assign, 
> open the paint skin weights tool panel. Select all vertices you want to 
> assign to a single joint manually, or right-click on one of the joints 
> in the tool panel joint list and choose "Select Vertices".
> Select the joint you want to assign them to and enter 1.0 for the paint 
> "Value", then press "Flood". This will assign a weight of 1,0 to all 
> selected vertices for the joint selected in the weight painter tool 
> joint list.
> 
> 
> Stefan
> 
>> On 12.02.2018 18:17, David Saber wrote:
>> How can I select a bunch of vertex in Maya and tell him they should be
>> assigned to one bone only?
>> 
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Re: OTish - todays Maya rant and Q - selecting items

2018-02-01 Thread Martin Yara
Then you should really change to Maya 2016 Ext2. AKA 2016.5.
I'm not sure what are you doing, but here the transition from 2016 to
2016.5 has been totally smooth and the data is retro compatible with 2016,
and the selection is not as bad as it used to.

I've heard a lot that those kind of problems can be caused by using a GeForce.
So, a few years ago, about a GPU generetion ago, I bought an old Quadro.
Just to see if I should upgrade to a newer and more expensive Quadro later.
Maya selection was as bad as it was, and my overall experience didn't
change at all. I've already switched back to a GeForce,

Martin



On Thu, Feb 1, 2018 at 7:54 PM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> I should have mentioned I am on Maya 2016 SP6, due to collaborative
> compatibility requirements. I think I am looking forward to switching to
> 2018...
>
> MB
>
>
> > Den 1. februar 2018 klokken 11:35 skrev Martin Yara <furik...@gmail.com
> >:
> >
> >
> > No you're not the only one. And that's one of the main reasons why I work
> > in Softimage when I can, before exporting to Maya and get crazy again.
> >
> > Maya has had these problems since forever. Maya 2016 Extension 2 was
> > supposed to fix this selection problem, and in that moment after reading
> > the news I though, finally ! we will be able to select what we actually
> > want to select ! Which is ironic considering how may years of development
> > this software has, but so far I've noticed that it is just a little
> better
> > than before.
> >
> > I haven't had problems like yours at object level, but in component
> level,
> > yes. A lot. It doesn't let me select some components and select a near
> one.
> > Sometimes I have to try quite a few times to select a simple point.
> > Another similar problem is that Multi-cut sometimes doesn't let me
> select a
> > point to add an edge. It just doesn't let me click. So I have to use the
> > old split edge tool that isn't anywhere anymore in the GUI but you can
> call
> > it by command. And although it isn't as fancy as Multi-cut, at least it
> > does what I want all the time. Add an edge !
> >
> > The tweak mode is also a nightmare. Probably 5 out of 10 times it doesn't
> > select the point I want, or doesn't select anything at all. Oh I miss
> > Softimage's M key.
> >
> > Martin
> >
> >
> >
> > On Thu, Feb 1, 2018 at 7:19 PM, Morten Bartholdy <x...@colorshopvfx.dk>
> > wrote:
> >
> > > Am I the only one being seriously annoyed by the seeming inaccuracy of
> > > selection of items in Maya viewports?
> > >
> > > I click directly on geometry with plenty of screenspace around, and
> Maya
> > > selects an adjacent object. Orbit a bit and dolly in, try again - Maya
> > > selects another irrelevant adjacent object. Click elsewhere on object I
> > > want to select, and finally I get to select it. WTF were they thinking?
> > >
> > > I find myself selecting adjacent objects and rig elements, making quick
> > > selection sets (so I can quickly find and unhide them again) and hiding
> > > them, just to select one particular object. Needless to say it is a
> massive
> > > waste of time.
> > >
> > > Is there a reason behind this madness or is is something like depth
> > > sorting inaccuracy or what??
> > >
> > >
> > > Morten
> > > --
> > > Softimage Mailing List.
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> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
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Re: OTish - todays Maya rant and Q - selecting items

2018-02-01 Thread Martin Yara
No you're not the only one. And that's one of the main reasons why I work
in Softimage when I can, before exporting to Maya and get crazy again.

Maya has had these problems since forever. Maya 2016 Extension 2 was
supposed to fix this selection problem, and in that moment after reading
the news I though, finally ! we will be able to select what we actually
want to select ! Which is ironic considering how may years of development
this software has, but so far I've noticed that it is just a little better
than before.

I haven't had problems like yours at object level, but in component level,
yes. A lot. It doesn't let me select some components and select a near one.
Sometimes I have to try quite a few times to select a simple point.
Another similar problem is that Multi-cut sometimes doesn't let me select a
point to add an edge. It just doesn't let me click. So I have to use the
old split edge tool that isn't anywhere anymore in the GUI but you can call
it by command. And although it isn't as fancy as Multi-cut, at least it
does what I want all the time. Add an edge !

The tweak mode is also a nightmare. Probably 5 out of 10 times it doesn't
select the point I want, or doesn't select anything at all. Oh I miss
Softimage's M key.

Martin



On Thu, Feb 1, 2018 at 7:19 PM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> Am I the only one being seriously annoyed by the seeming inaccuracy of
> selection of items in Maya viewports?
>
> I click directly on geometry with plenty of screenspace around, and Maya
> selects an adjacent object. Orbit a bit and dolly in, try again - Maya
> selects another irrelevant adjacent object. Click elsewhere on object I
> want to select, and finally I get to select it. WTF were they thinking?
>
> I find myself selecting adjacent objects and rig elements, making quick
> selection sets (so I can quickly find and unhide them again) and hiding
> them, just to select one particular object. Needless to say it is a massive
> waste of time.
>
> Is there a reason behind this madness or is is something like depth
> sorting inaccuracy or what??
>
>
> Morten
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Re: ICE set Color by samples

2017-12-12 Thread Martin Yara
Thanks Matt.

I can't really change the shader, but I guess I could make an alternative
shader to temporary edit the vertex colors and then put back the original
shader after that.

Martin

On Tue, Dec 12, 2017 at 5:46 AM, Matt Lind <speye...@hotmail.com> wrote:

> A more effective solution would be to implement a debug mode into the
> shaders to render only the selected channel(s).  It's significantly easier
> and more reliable than what you're proposing.
>
> Matt
>
>
> Date: Mon, 11 Dec 2017 21:55:54 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: ICE set Color by samples
> To: softimage@listproc.autodesk.com
>
> Hi,
>
> We are using vertex colors as data to manipulate the real time shaders.
> Each channel has a different effect.
>
> The problem is that when I'm using too many things in the same spot it gets
> really colorfull and I can't tell right away how much of each channel I'm
> using.
>
> For that I wrote a simple tool to separate the RGBA channels (display only
> the selected channel in the viewport) using ICE and scripting. For this I
> simply create an additional vertex color property and copy the values of
> the desired channel. It gets the job done, but I though it would be cool if
> I could use the Color property (self.color) so it won't appear in my Weight
> Editor. I just couldn't because it seems to work only with points.
>
> Is it possible to do this while keeping my colors per sample (different
> colors per sample in the same vertex)
>
> Thanks
>
> Martin
>
>
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ICE set Color by samples

2017-12-11 Thread Martin Yara
Hi,

We are using vertex colors as data to manipulate the real time shaders.
Each channel has a different effect.

The problem is that when I'm using too many things in the same spot it gets
really colorfull and I can't tell right away how much of each channel I'm
using.

For that I wrote a simple tool to separate the RGBA channels (display only
the selected channel in the viewport) using ICE and scripting. For this I
simply create an additional vertex color property and copy the values of
the desired channel. It gets the job done, but I though it would be cool if
I could use the Color property (self.color) so it won't appear in my Weight
Editor. I just couldn't because it seems to work only with points.

Is it possible to do this while keeping my colors per sample (different
colors per sample in the same vertex)

Thanks

Martin
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Re: UV Island Border

2017-10-25 Thread Martin
Thanks I’ve got no idea how to do that in ICE. I’ll probably go with scripting 
even if it will be much slower.

Martin
Sent from my iPhone

> On Oct 25, 2017, at 17:46, Matt Lind <speye...@hotmail.com> wrote:
> 
> Comparing the UV coordinates at each vertex is generally correct, but it 
> sounds like the comparison wasn't deep enough.
> 
> Consider this:
> 
> for each edge of mesh:
>If edge == boundary:
>UV coordinates of edge are UV island border
>else:
>if edge's UV coordinates at vertex 0 are same value AND
>edge's UV coordinates at vertex 1 are same value AND
>sign of polygon A's determinant == sign of polygon B's determinant:
>edge is an interior edge of same UV Island.
> 
> Use UV coordinate values of the first 3 vertices comprising the polygon, in 
> proper winding order, to compute the determinant.
> 
> Overall level of difficulty is low, but Softimage data structures are not 
> ideal for this task as they're designed for efficient drilling downwards 
> (e.g. object -> polygon -> edge -> vertex -> polygon node).  There's little 
> support for going the other direction  (e.g. polygon node -> vertex -> 
> edge -> polygon -> object).  You'll spend more time figuring out how to 
> traverse the mesh efficiently than on the problem of which UV island a 
> polygon node belongs.  There are multiple solutions, but running time varies 
> significantly.
> 
> Matt
> 
> 
> Date: Wed, 25 Oct 2017 16:56:19 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: UV Island Border
> To: "softimage@listproc.autodesk.com"
> 
> Any idea how to get the island border through scripting ? (or ICE)
> 
> I was using a compound rray uploaded in si-community where the logic is
> comparing every edge's sample UV positions. If they don't share the same
> position, or is a border edge, then it's a UV border.
> 
> The problem with this is that it doesn't recognize the borders of islands
> that are symmetric and overlapped (like folded in the middle).
> 
> Any ideas ?
> 
> I'm trying to reproduce a tool I wrote in Maya to verify the distance
> between all the islands to check if they are not too close and cause
> bleeding problems.
> 
> Martin 
> 
> 
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UV Island Border

2017-10-25 Thread Martin Yara
Any idea how to get the island border through scripting ? (or ICE)

I was using a compound rray uploaded in si-community where the logic is
comparing every edge's sample UV positions. If they don't share the same
position, or is a border edge, then it's a UV border.

The problem with this is that it doesn't recognize the borders of islands
that are symmetric and overlapped (like folded in the middle).

Any ideas ?

I'm trying to reproduce a tool I wrote in Maya to verify the distance
between all the islands to check if they are not too close and cause
bleeding problems.

Martin
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Re: Porting to Maya

2017-10-10 Thread Martin Yara
1. I mostly do characters for games. Used to do animation too, but not
lately and I've only done one project that involved this Maya-Softimage
workflow with animation.
We had to port characters animations made in Softimage to Maya and baking
transforms and exporting in FBX was good enough. Now that I remember, the
Maya rig wasn't "compatible" with the Softimage one so I had to write a few
things to constrain the Maya rig to the FBX, bake to the Maya rig, and
delete the original FBX data.
Doing manually for all the characters would have been a nightmare.

2. The Softimage data had RGBA. I'm not sure how Maya handles Vertex Color
because I only found how to get a vertex color through a vertex, not
sample, so it may be giving me the average RGBA values.
I just tried again, with an FBX that has some vertex color rotated.
Selected 1 vertex, get the RGBA values : 0.37, 0.0, 0.0, 1.0.
The Alpha value was already in 1.0, but if I set Alpha to 1.0, it fixes it.

3. I meant UV as in samples inside the UV editor, not Texture Projection.
And with merge I meant something like heal. In Maya there is no "Tearing
mode", but cut and merge.

In Maya you need to have at least 1 UV Set (Texture Projection) called
"map1", and this will be the default UV Set any texture in any material
will use. So if you renamed your Texture Projection in Softimage to "map1"
before exporting, this will be the primary UV as default. If you didn't
then Maya will create a map1 and all your objects will have 1 more UV Set
and it will a little troublesome to fix. So, be sure you have a map1.

If you want to select which UV is going to use a texture, you can do it in
Maya too through the UV linking editor tool. So you can have for example
multiple objects using the same texture (and material) using UVSet "map1",
and only one of them has multiple UVs and is set to use UVSet "map2".
As always in Maya, you don't have this option anywhere near the texture
node or object node, but in a totally separated "Relationship Editor" in
your Windows Menu. Traditional Maya workflow.

4. Maya doesn't have Neutral Pose. Joints have something similar called
Joint Orientation where you can have an angle in your joint while having
different rotation values. You can Freeze your joint to set your rotations
to 0, and by doing that the old rotation values will be merged with the
orientation values. But you can't do the opposite (without coding). I mean,
set your orientation to 0 to get your rotation value back, why do you need
to do that ? No idea, but I've been asked to do that sometimes.

Normal Transform nodes don't have this orientation attribute and they would
need an additional transform node as a parent to have this double
coordinate.

If you export in FBX a Softimage object with Neutral Pose, it will be
exported as 2 nodes. If it was a envelope deformer (bone, null) with
Neutral Pose, you will have 2 joints in Maya.

5. I haven't done much rigging in Maya other than simple characters a few
times, so It's been more like a try and error without too much researching.
I can't really remember exactly but trying with a few nodes in the Node
Editor worked for my needs. I haven't done any complicated though.

6. In one Softimage project, we had Maya designers doing it, so it was
kinda the opposite. The bones (nulls) in Softimage had ICE expressions to
the elbow, shoulder, knees, etc. Export to Maya through FBX and recreate
the ICE expressions to simple Maya expresions. It worked fine and the Maya
designers could see the deformations just like they were in Softimage.
When sending the data back to Softimage, we only used the Maya meshes and
their weights with the Softimage bones.

7. Since we do mainly characters, the workflow is always similar in one
project. So for the first character it can take me a day to modify my
scripted workflow to the new project. And a few more days to tweak it and
make it more efficient. After that, the conversion is a matter of minutes,
unless you have some unexpected error or mistakes.

In the project I was talking in the 6th point, it was just a few minutes to
execute a few scripts. The main script consisted in cleaning Softimage
data, renaming to map1 and those things, create a Maya project folder, copy
textures, export to FBX, open it in maya batch, run a mel script to clean
it up, fix materials, texture paths, and all that can be automatized, and
save as .ma ( I don't know if it can be done in Python instead of mel, but
I couldn't make it work back then ). For Maya to Softimage exactly the same
but in reverse, using xsibatch. Nothing too complicated but saved a lot of
time with that.

After that conversion there isn't really much to do but check if everything
is ok and tweak a little.

And a few scripts to export only weights or point position (for blend
shapes) to be readed in Maya.

Martin



On Wed, Oct 11, 2017 at 12:27 AM, Matt Lind <speye...@hotmail.com&g

Re: Porting to Maya

2017-10-08 Thread Martin Yara
I've been using that workflow for a few years. Softimage to Maya, Maya to
Softimage. Mainly for character modeling and animation, shape animation.

I scripted most of it. Softimage Script -> FBX -> Maya batch with a Maya
Script. Works pretty fine, but it has to be a little customized depending
on the project. It can be done in one click, and the part that takes the
most time is the FBX conversion.

1. Modeling (including bones, weights, all except rig), Animation (baked
and using 2 compatibles rigs in Softimage and Maya).

2 and 3.
Lots of things, and I'm sure a lot of them you already know, but just in
case:

- Vertex Color. Usually if you match the FBX version to the Maya version it
will export fine. The problem is Softimage only has FBX 2015, so exporting
to 2016 didn't work very well sometimes.
We were doing a Maya 2016 project and exporting to FBX caused the Vertex
Color to be "rotated" like the old FBX UV problem. Weird enough, if I clean
the mesh by export / importing to OBJ, copy weights from my old mesh and
other things before exporting to FBX, it usually works fine. But even more
weird, importing this bugged FBX into Maya, and setting the Alpha Channel
to 1.0 fixed it. Yeah, I don't know why.

- UVs. You have to rename at least your main Tex.Projection to map1 before
exporting or it will get messy inside Maya. And merge all UVs in Maya once
imported, because all your UVs will be separated. Selecting All UVs and
merge them with a very low threshold value works fine.

- Materials. Depending on the Maya version and how complicated your
Materials are you will have to rebuild them. And obviously fix the texture
paths. Delete Scene Material.

- Delete Neutral Pose in Softimage before exporting or you will have an
extra locator or bone.

- Unlock Normals. When you import into Maya, the normals will be locked,
and if you don't unlock them before doing anything in your mesh, your
normals will get messed up pretty quickly.

- Remove Namespaces in Maya.

- Just in case, check that the weights are normalized. I don't know if that
is normal, but I had a few problems with this so I normalize everytime I
import into Maya.

- Vertices numbers are the same. So if you are using shape animation with
different objects, then it will be easily exportable with a custom script,
just write the points positions and load them in Maya without having to use
FBX everytime. I did it with JSON and OpenMaya.
The same with weights if necessary. I used Comet, and Alan Fregtman's
Softimage version. Comet script is an old mel, so it could be faster with
JSON and OpenMaya, but it works. I haven't look out how to do it with
vertex colors or UVs.

- Animation is pretty straight forward as long the objects have the same
name and don't have neutral pose. Obviously Constraints, expressions or any
deformer other than envelope won't work so you'll have to rebuild them in
Maya. I guess that could be scripted too.

- Internal triangle edges orientation change, so be sure to triangulate
before exporting if needed.

- Maya has different default frame rate values, so match frame rate, start
and end frame before importing if needed.


>From Maya to Softimage:
- Once imported into Softimage, rebuild the Envelope or any weight
operation won't work as expected. I'm not sure but something get a
different order when imported, deformers, points, I'm not sure, haven't
looked up either.

- Symmetry Template will fail if you don't rebuild your envelope. And any
script that depends on the Symmetry Template may crash Softimage if you
don't do it.

- Again just in case, I normalize the weights.

- Be sure to export with Smoothing Groups to be able to import hard edges
in Softimage.

I think that's pretty much all I do.
Hope it helps.

Martin

On Mon, Oct 9, 2017 at 3:22 AM, Matt Lind <speye...@hotmail.com> wrote:

> I'm curious to know how many other people are still using Softimage and
> porting their work to Maya via .fbx or another route?
>
> 1) What kind of work are you doing in this workflow?  (character rigging?
> environment modeling?  motion graphics?, ...)
>
> 2) Which features can you not get across (or not get across easily)?
>
> 3) What do you still have to do after conversion of data (repair, polish,
> cleanup, ...), and how much time does it take to do it?
>
>
> Matt
>
> PS - Please trim your responses to only carry the immediate post you are
> responding to.  For those of us on the digest form of the list, it's
> difficult to find the message in the sea of reply-included text on threads
> with long histories.
>
>
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Re: I'm lost / Which Software fills the void / help!?

2017-10-07 Thread Martin
Oh yes Maya is very customizable and getting even better, and Iツ’m sure that 
even if you have some limits like the history and operation stacks, you can 
customize it to fill your needs like big studios do. And thatツ’s why they have 
programmers and technical artists.

You asked as a freelancer generalist, or at least that I assumed.

And I agree with Daniel, if you plan to work inside a company, learn what they 
use.

Martin
Sent from my iPhone

> On Oct 7, 2017, at 19:55, skuby <sku...@gmail.com> wrote:
> 
> I was really hoping to hear that people had made the full jump to Maya and 
> had left a map as to best practices and essential plug-ins / preference 
> settings (necessary workflow strategies).  Basically the end result being a 
> very workable Maya solution that wouldnツ’t leave a Softimage veteran fully 
> insane/handicapped.
> 
> Is there no customized way to make Maya fit like a designer glove yet 
> (according to veteran Softimage users)?  What did all the Vancouver and 
> Japanese Softimage studios do?
> 
>> On Sat, Oct 7, 2017 at 5:19 PM, Daniel Kim <danielki...@gmail.com> wrote:
>> My opinion is, it is depending where you are working at this moment. 
>> If you are working in Game industry, MODO could be an alternative option for 
>> you. I know many studios are using Maya but it is pain. If you are working 
>> in VFX or Animation industry, Maya, Maya + Houdini, Maya + Cinema 4D will be 
>> the option. If you are working in education industry as a lecturer, anything 
>> could be possible but Maya or Blender will be the choice for future 
>> students' job searching. 
>> 
>> It is always depending on what software is being used in the studios and 
>> industry, but there are small chances that you can use your own software I 
>> guess. the best thing is you follow what they use for your job search. Many 
>> studios use Maya as their main but one or two alternative tools for your 
>> task will be also great.
>> This is just my opinion, and I guess many other SI users here will show you 
>> their option.
>> 
>> Daniel
>> 
>>> On Sat, Oct 7, 2017 at 11:47 AM Martin Yara <furik...@gmail.com> wrote:
>>> If you have a Softimage license, I'd stick to it. Specially if your final 
>>> product is not data, but a rendered, processed movie I don't see the 
>>> necessity for a complete change.
>>> 
>>> You could still use Softimage as your base for modeling and animation, and 
>>> add let's say 3DCoat for texturing, ZBrush for sculpting, Redshift for 
>>> rendering, Houdini for FX, etc.
>>> I mean, for example, for modeling and animation I could still use XSI 7 
>>> with a few plugins without affecting very much my workflow and I'm sure I 
>>> would still be faster than using Maya.
>>> 
>>> The only reason why I use Maya is because that's what the market is using 
>>> and the game projects we get are mostly in Maya, but I don't see Maya, Max 
>>> or Modo creating a new revolutionary feature that would force you to change 
>>> anytime soon.
>>> 
>>> Even if the final product is in Maya, I'm still using Softimage for 
>>> modeling and weights. FBX and some scripts work fine to exchange the data 
>>> between them, so why would I stick to use only Maya if I've got both 
>>> licenses.
>>> 
>>> Now, if you don't have a Softimage license, then it is a hard decision.
>>> 
>>> Martin
>>> 
>>> 
>>>> On Sat, Oct 7, 2017 at 6:07 PM, Pierre Schiller 
>>>> <activemotionpictu...@gmail.com> wrote:
>>>> Skuby have you heard?
>>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__3dcinetv.com_blender-2Dsoftimage-2Dtheme-2Dsoftimage-2Dmod-2Dtheme_=DwIFEA=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ya4rtAu-dweudAOdS3kfQojSkaw68gUQGMcUQQdj1T4=VBJb7JQt-SF_El4xgVTdsfue8CiUKk5FZ37CwY4rCzc=
>>>> 
>>>> Some things are replaceable, others hard wired. The fact that is free and 
>>>> real time powerful for the next version will appeal your thoughts about 
>>>> leaving. 
>>>> Read the post. Leave feedback. Now you'll be the first one on the list.
>>>> I went using modo, 3d coat, now on Blender. Hu is my next target.
>>>> 
>>>> Cheers.
>>>> 
>>>> On Oct 7, 2017 3:44 AM, "kenny wood" <k3nnyw...@gmail.com> wrote:
>>>> I asked this question myself . After starting to use maya for a year after 
>>>> a 10 year break .I dumped it and went back to xsi...nothing else comes 
>>>

Re: mTextureEditor

2017-10-05 Thread Martin Yara
Thanks. I uploaded a video about 1 month ago when it was a work in
progress, beta version. I just released it last night.

I think it got usable enough, but yeah, probably add a few tools in the
future if needed.

Right now I have to focus on our Maya projects...

Martin

On Thu, Oct 5, 2017 at 7:59 PM, kenny wood <k3nnyw...@gmail.com> wrote:

> I saw the video for this last week. Looks awesome . Are you still adding
> more features to it in the future ?
>
>
>
> On 5 Oct 2017 12:56, "Martin Yara" <furik...@gmail.com> wrote:
>
>> Hi, I just released a custom Texture Editor I hope some of you find it
>> useful.
>>
>> I started to write this because we have 2 Softimage projects that are
>> going to last at least 1 more year (at least one of them), and the UV work
>> is pretty heavy so using default tools is a little slow and painful.
>>
>> I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks
>> for the code and permission !
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=fOYnE9ZBDNfLp3Z8p8htq-2-745pMEwzsqNulufjWr0=HwmFQsPA3LcLubelZH4ny0v3LqqLJ1FK1k7onecQG6g=
>>  
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=rB5xRIqUx0dITeyxknE_1lFLBT29b91AbjQ0PU181hU=sBJ1p4w3xWOIfhyHJdLP06WCsY_IqYrWiAVseVWdn2Q=>
>>
>> Martin
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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mTextureEditor

2017-10-05 Thread Martin Yara
Hi, I just released a custom Texture Editor I hope some of you find it
useful.

I started to write this because we have 2 Softimage projects that are going
to last at least 1 more year (at least one of them), and the UV work is
pretty heavy so using default tools is a little slow and painful.

I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks for
the code and permission !

https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=rB5xRIqUx0dITeyxknE_1lFLBT29b91AbjQ0PU181hU=sBJ1p4w3xWOIfhyHJdLP06WCsY_IqYrWiAVseVWdn2Q=
 

Martin
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Re: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Martin Yara
I have to manually move those cameras when I'm modeling big things or in a
weird scale.

About the Zoom, Maya does have a zoom tool. Or should I say 2 zoom tools.

1. 2D Zoom : Hotkey : \
Press \ and right click to zoom. \ and middle click to Pan.
Press again \ to toggle between this zoom and normal view
This Zoom and Pan doesn't change your camera settings and doesn't render. I
don't really know what people use this for.

2. 3D Zoom: View > Camera Tools > Zoom Tool
No hotkey by default AFAIK, but you can create your hotkey.
This one is linked to the camera Focal Length.

Martin

On Thu, Oct 5, 2017 at 7:15 PM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> Holy crap, this is lame, even for Maya. Your suggestion works - upon
> inspection the default cameras are too close to the large objects, which
> effectively clips the closest parts. I had no idea, as there is still a ton
> of stuff I don't know about Maya. This is after framing the objects using
> both A and F in order to see what might fix it, plus trying to dolly away
> to no avail.
>
> What I do know about Maya - never expect it to act or behave sensibly nor
> logically :-/
>
> Since you know the ins and outs - it drives me crazy that there apparently
> is no actual zoom function in Maya wievports, like the one we know from
> Softimage. I am talking about changing camera fov using Z interactively
> while working on framing in a scene. Asking our Maya residents they reply
> they don't use that so they don't know how. They say to select camera and
> change fov in the Attribute Editor.
>
> How do you manage stuff like that (assuming you have found a smarter way).
>
> Thanks
> Morten
>
>
>
>
>
> > Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
> >
> >
> > So it seems I was wrong. The 1000.1 value can change when using the
> Framing function. The F key. But It doesn’t change when attempting to zoom
> or dolly in the front, top or side viewport using the mouse.
> >
> > What I am seeing is the part of a really large object closest the camera
> is clipped and the near clip is incapable of seeing anything because the
> camera head is not actually in front of the object. And I can't set near
> clip to a negative value. Is this what you are experiencing?
> >
> > To replicate, in a new scene create a sphere with a radius of 1500
> units. Select the sphere and hit F key in the Front viewport. This
> illustrates that part of the 1500 radius sphere is past the normal position
> of the Front camera which is 1000.1 units Z. You can clearly see the
> problem if you have the viewport set to shading. So in Front camera for
> example you have to manually set camera Z to a value which places the
> camera in front of all geometry, such as 1600 units Z, which means you have
> to know the geometry extent relative that camera. And then make sure the
> far clipping plane is beyond the far side.
> >
> > It seems that you can somewhat correct the situation by executing
> View>Default View for the viewport in question, executing the A key or
> selecting the object or objects then hit the F key. Then suddenly it will
> set the Z extent in front of the selected geometry without difficulty.
> >
> > I'm seeing this in 2018 and all the way back to 2014. As long as your
> scene is never beyond 2000 units wide, or twice the distance wide of the
> camera position to world center, you're not likely to ever see the problem.
> Further, the inability to frame on the object appears to be affected by the
> size of the object rather than its position. In other words multiple
> objects at a distance of 3000 units apart but at normalized sizes seem less
> likely to exhibit the framing problem than one object that is 3000 units
> across.
> >
> > I don’t recall if this is how it worked in the past. This does not seem
> normal. But this seems to not be framing the objects correctly nor
> permitting the user to dolly the orthographic cameras in a predictable
> fashion without first executing Default View which apparently knows how to
> correctly set the orthographic camera's lens position outside the volume of
> the existing geometry.
> >
> > Joey
> >
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES
> II]
> > Sent: Wednesday, October 04, 2017 11:56 AM
> > To: softimage@listproc.autodesk.com
> > Subject: RE: OT Maya Q - default cameras clipping planes
> >
> >
> > I'm seeing them work even after 1 Billion units in the front camera.
> Having iss

Re: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Martin
This kind of problem also occurs in SI. If the parent has a rotation the 
children objects gimbal axis can get really messed up. I'm having this problem 
myself in Softimage now with a character skeleton that who knows why has her 
hip bone rotated (client's data) and doesn't have a rig, so some of the skirt 
bones Im adding are impossible to animate.
I can workaround with controllers and constraints though and I only need to do 
some test animations so no big deal. A Neutral Pose could work too but I can't 
modify the bones.
In Maya you could do the same, although only joints have a Neutral Pose kind of 
thing, extra controllers and constraints should work.

Martin
Sent from my iPhone

> On Sep 12, 2017, at 0:01, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
> 
> Thanks guys - there is plenty to investigate here :)
> 
> //MB
> 
> 
> 
>> Den 11. september 2017 klokken 16:50 skrev "Ponthieux, Joseph G. 
>> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
>> 
>> 
>> Here is another example which is probably closer to what you really want. 
>> I'm making that assumption of course with no knowledge of your scene. (BTW, 
>> ignore the cone2 and pipe2, they are left behind as a result of my editing 
>> the MEL. 
>> 
>> There are some details in the original MEL which are left out or cryptic. 
>> This is an attempt to explain that.
>> 
>> What you can't easily see in the MEL that I am doing at several steps, is 
>> that when the Pipe and Cone are resting as children to locator2 I am 
>> executing Freeze Transformations then Reset Transformations on both the Pipe 
>> and Cone  after all repositioning is final. This effectively zeroes them out 
>> in relation to their parent. This works if everything is aligned properly in 
>> original construction. 
>> 
>> The MEL command below that represents that freezing action on the transforms 
>> is "makeIdentity". I use Freeze then Reset because Freeze zeroes out the 
>> pivots, Reset zeroes out the transforms sending the transform "center" back 
>> to "world zero". The actual MEL commands are :
>> 
>> FreezeTransformations;
>> ResetTransformations;
>> 
>> They are normally executed from Modify. They can be seen in MEL if you set 
>> the script editor to Echo All Commands. It may not look like Reset is doing 
>> anything if you have not moved the object away from world center. Reset's 
>> action will only be evident if you move the object to something of non-zero 
>> translation. Generally its just habit after 20 years, I always execute 
>> Freeze then Reset as a default part of the process. If the object wasn't 
>> moved, it wont hurt it.
>> 
>> 
>> A synopsis of the process is as follows:
>> 
>> Create, rotate and move the pipe. Preferably at world center and its length 
>> aligned with z axis. 
>> Create, rotate, and move the  cone (analog for a bullet I guess). Also at 
>> world center and also aligned with z axis for z translation in relation to 
>> the pipe.
>> Parent both under a locator. Also at World center. Do not move or change its 
>> position or orientation.
>> Execute Freeze/Reset on both Pipe and Cone.
>> Move & rotate the locator at will. Cone should follow the pipe and be 
>> keyable as translation only in the z axis to follow the pipe.
>> 
>> 
>> Here is the MEL to demonstrate.
>> 
>> 
>> 
>> file -f -new;
>> CreatePolygonCone;
>> polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; 
>> setAttr "pCone1.rotateX" -90;
>> CreatePolygonPipe;
>> polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1;
>> setAttr "pPipe1.rotateX" -90;
>> select -cl  ;
>> spaceLocator -p 0 0 0;
>> spaceLocator -p 0 0 0; 
>> select -r locator1 ;
>> selectKey -clear ;
>> select -r locator2 ;
>> selectKey -clear ;
>> parent locator2 locator1 ;
>> parent pPipe1 locator2 ; 
>> select -r pCone1 ;
>> selectKey -clear ;
>> parent pCone1 locator2 ; 
>> select -r locator2 ;
>> selectKey -clear ;
>> select -r pPipe1 ;
>> selectKey -clear ;
>> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
>> select -r pCone1 ;
>> selectKey -clear ;
>> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
>> select -r pPipe1 ;
>> selectKey -clear ;
>> setAttr "pPipe1.scaleZ" 10;
>> select -addFirst polyPipe1 ;
>> setAttr "polyPipe1.thickness" .1;
>> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
>> select -r locator1 ;
>> s

Re: Prevent Softimage from translating (English to Japanese)

2017-09-06 Thread Martin Yara
Nope, I was wrong. The PPG.refresh command only prevents the progressive
shrinking when pressing the checkbox button, because it will refresh after
every click.

Now I realized that changing the values of the slides (parameters) also
affects the buttons sizes, and without a PPG.refresh after their values
have changed, they keep shrinking.

I think it's got something to do with the label and buttons width. If I use
only 4 buttons and labels with 2 digits, it works fine. And if I add one 3
digits numbers, only this one shrinks once.

Is frustrating that I don't have any problem at all in english, but I guess
I'll have to live with it.

Martin

On Wed, Sep 6, 2017 at 11:03 PM, Martin Yara <furik...@gmail.com> wrote:

> Found the problem ! at least one of the problems.
>
> I wasn't updating the PPG with PPG.refresh().
> I added the refresh command and now, it only shrinks once and goes back to
> normal size when using 1 digit numbers.
>
> Strange, but not refreshing the PPG after changing the buttons' labels
> causes the progressive shrinking.
>
> In english numbers size don't change at all.
>
> Well at least it is now readable even if it shrinks a little. I can live
> with this.
>
> Thanks !
>
> Martin
>
>
>
>
> On Wed, Sep 6, 2017 at 10:34 PM, Matt Lind <speye...@hotmail.com> wrote:
>
>> Double check your PPG Logic code to make sure you aren't inadvertently
>> setting the font or button size.
>>
>> the buttons in the 2nd and 3rd rows seem to be better behaved.  The 2nd
>> row
>> decreases in size slightly after the first iteration of presses, but
>> stabilizes thereafter.  The 3rd row seems to be fine.  Are you using the
>> same function to define the labels of the buttons, or is the code unique
>> per
>> button?   What happens if the last value is something other than 256?  Do
>> the button fonts still decrease recursively?  What happens if the 256 is
>> defined as 256.0?
>>
>> Matt
>>
>>
>>
>> Date: Wed, 6 Sep 2017 20:14:58 +0900
>> From: Martin Yara <furik...@gmail.com>
>> Subject: Prevent Softimage from translating (English to Japanese)
>> To: "softimage@listproc.autodesk.com"
>>
>> Is there a way to prevent Softimage translating words?
>>
>> If someone is using Softimage in Japanese, it will translate my PPG
>> options
>> and destroying the whole layout.
>>
>> I managed to keep some words in my group titles by adding a few spaces,
>> but
>> I can't prevent Softimage from trying to "translate" my numbers. If that
>> makes any sense.
>>
>> I think it is a font problem, but I don't see any option for font size or
>> font type.
>>
>> I have a small button with numbers in it like 2.0.
>> This number changes to 256 if I check a checkbox.
>> If I uncheck the checkbox, it will be back to 2.0
>> Pretty simple, and it works fine in English.
>>
>> But in Japanese, the fonts are automatically shrinked once they change.
>> If I uncheck the box it will be back to 2.0 with the shrinked font.
>> And if I check again the box, it will change to 256 and shrink even more !
>> And so on until you can't see anything.
>>
>> I recorded it :
>> https://www.youtube.com/watch?v=9E-gTSIDULE
>>
>> Does anyone have an idea to prevent this from happening ?
>>
>> Martin
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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Re: Prevent Softimage from translating (English to Japanese)

2017-09-06 Thread Martin Yara
Found the problem ! at least one of the problems.

I wasn't updating the PPG with PPG.refresh().
I added the refresh command and now, it only shrinks once and goes back to
normal size when using 1 digit numbers.

Strange, but not refreshing the PPG after changing the buttons' labels
causes the progressive shrinking.

In english numbers size don't change at all.

Well at least it is now readable even if it shrinks a little. I can live
with this.

Thanks !

Martin




On Wed, Sep 6, 2017 at 10:34 PM, Matt Lind <speye...@hotmail.com> wrote:

> Double check your PPG Logic code to make sure you aren't inadvertently
> setting the font or button size.
>
> the buttons in the 2nd and 3rd rows seem to be better behaved.  The 2nd row
> decreases in size slightly after the first iteration of presses, but
> stabilizes thereafter.  The 3rd row seems to be fine.  Are you using the
> same function to define the labels of the buttons, or is the code unique
> per
> button?   What happens if the last value is something other than 256?  Do
> the button fonts still decrease recursively?  What happens if the 256 is
> defined as 256.0?
>
> Matt
>
>
>
> Date: Wed, 6 Sep 2017 20:14:58 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: Prevent Softimage from translating (English to Japanese)
> To: "softimage@listproc.autodesk.com"
>
> Is there a way to prevent Softimage translating words?
>
> If someone is using Softimage in Japanese, it will translate my PPG options
> and destroying the whole layout.
>
> I managed to keep some words in my group titles by adding a few spaces, but
> I can't prevent Softimage from trying to "translate" my numbers. If that
> makes any sense.
>
> I think it is a font problem, but I don't see any option for font size or
> font type.
>
> I have a small button with numbers in it like 2.0.
> This number changes to 256 if I check a checkbox.
> If I uncheck the checkbox, it will be back to 2.0
> Pretty simple, and it works fine in English.
>
> But in Japanese, the fonts are automatically shrinked once they change.
> If I uncheck the box it will be back to 2.0 with the shrinked font.
> And if I check again the box, it will change to 256 and shrink even more !
> And so on until you can't see anything.
>
> I recorded it :
> https://www.youtube.com/watch?v=9E-gTSIDULE
>
> Does anyone have an idea to prevent this from happening ?
>
> Martin
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Prevent Softimage from translating (English to Japanese)

2017-09-06 Thread Martin Yara
Is there a way to prevent Softimage translating words?

If someone is using Softimage in Japanese, it will translate my PPG options
and destroying the whole layout.

I managed to keep some words in my group titles by adding a few spaces, but
I can't prevent Softimage from trying to "translate" my numbers. If that
makes any sense.

I think it is a font problem, but I don't see any option for font size or
font type.

I have a small button with numbers in it like 2.0.
This number changes to 256 if I check a checkbox.
If I uncheck the checkbox, it will be back to 2.0
Pretty simple, and it works fine in English.

But in Japanese, the fonts are automatically shrinked once they change.
If I uncheck the box it will be back to 2.0 with the shrinked font.
And if I check again the box, it will change to 256 and shrink even more !
And so on until you can't see anything.

I recorded it :
https://www.youtube.com/watch?v=9E-gTSIDULE

Does anyone have an idea to prevent this from happening ?

Martin
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Re: add command to hotkey

2017-09-06 Thread Martin Yara
Thanks, just what I though. I guess I'll have to include a few wrappers.


On Wed, Sep 6, 2017 at 1:56 PM, Matt Lind <speye...@hotmail.com> wrote:

> Directly - no.  You'll have to hack into the keyboard preferences file to
> add arguments, but doing so would be risking corruption as those files are
> really finicky, and even if you don't corrupt the file, chances of getting
> the functionality you want are pretty low.
>
> Your primary option is to write a self installing command with several
> wrapper functions, exposed as registered commands, containing fixed
> argument
> lists matching what you want.  Users map their hotkeys to call the
> wrappers.
> When the wrappers are called, they call the main plugin with their fixed
> argument lists.  The main plugin is the brains that does the usual
> validation and error checking.  If the main plugin is a native Softimage
> command, then you only write the wrappers in your self installing plugin.
>
> Matt
>
>
> Date: Wed, 6 Sep 2017 13:32:06 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: add command to hotkey
> To: "softimage@listproc.autodesk.com"
>
> Hi, this may be a pretty basic question but is it possible to add a Command
> with arguments to a hotkey ?
>
> Like:
> command ( "arg1", "arg2")
>
> Or do I have to create a custom command for every combination if I want to
> make them "hotkeyable" ?
>
> Thanks
>
> Martin
>
>
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add command to hotkey

2017-09-05 Thread Martin Yara
Hi, this may be a pretty basic question but is it possible to add a Command
with arguments to a hotkey ?

Like:
command ( "arg1", "arg2")

Or do I have to create a custom command for every combination if I want to
make them "hotkeyable" ?

Thanks

Martin
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Re: What were they thinking....

2017-08-30 Thread Martin Yara
When I'm scripting, and testing I usually have both hands on the keyboard,
so Ctrl+A, Ctrl+Enter has been the less painful workflow I've found.

Well, that or use Sublime, which was fine but didn't work quite well on
multiple instances of Maya. I think I'm going to try a few more IDEs.
Charcoal looks good.



On Wed, Aug 30, 2017 at 10:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
<j.ponthi...@nasa.gov> wrote:

> Try using the Execute All command. It’s the >> icon about top center of
> the script editor. That should do what you want.
>
>
>
> Ideally it should have been be hotkeyed to CTRL-Numberpad Enter.
>
>
>
> Joey
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Martin Yara
> *Sent:* Wednesday, August 30, 2017 8:04 AM
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list <softimage@listproc.autodesk.com>
> *Subject:* Re: What were they thinking
>
>
>
>
>
> About the Scripting Editor, I also hate that I have to select all the code
> ctrl+A  before pressing ctrl+Enter or my code disappears.
>
>
>
> Martin
>
>
>
>
>
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Re: What were they thinking....

2017-08-30 Thread Martin Yara
Yeah, that's what I meant. All the F keys work fine but they are in the
other side of the keyboard.

The right click flick, on the other hand, is incredible fast so I really
like to use it. But it doesn't work like the F keys and that's a pity. I
have to uncheck the joints filter or hide my joints everytime I want to
manipulate components. I have yet to see any usefulness in this behavior.

Martin

On Wed, Aug 30, 2017 at 9:32 PM, Toonafish <ron...@toonafish.nl> wrote:

> You can use F8 to switch to component mode, that way only the components
> of the active item will be selected.
>
> - Ronald
>
> >
> > Instead of F9, right click change to select vertices, drag your mouse
> > all over the character, and you will be selecting it's bones and your
> > selection filter will be back to object mode. WTF!
> >
> > I have to uncheck joints in the filter on the top menu so they can't
> > be selected if I want to manipulate components.
>
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Re: What were they thinking....

2017-08-30 Thread Martin Yara
I've always hated the CTRL + Q (Quit) and the 8 (Paint Effect) so much that
it is the first thing I do when I'm customizing. Change 8 to Outliner and
disable Quit.

That and disable that thing pink selection thing (Affected Highlighting I
think it is).

About the Scripting Editor, I also hate that I have to select all the code
ctrl+A  before pressing ctrl+Enter or my code disappears.

What I hate the most is that the right click to change selection filter to
vertices, edges, polygons doesn't work in the same way than the F8, F9, etc
hotkeys, which are perfect.
The right click flick movement is so easy and fast to change, but why does
it work different ?

Ex:
- Having a character with bones:
Press F9 to change selection filter to vertices, drag your mouse all over
the character and select it's vertices.
Simple workflow.

Instead of F9, right click change to select vertices, drag your mouse all
over the character, and you will be selecting it's bones and your selection
filter will be back to object mode. WTF!

I have to uncheck joints in the filter on the top menu so they can't be
selected if I want to manipulate components.

And, when you use the right click flick thing and your mouse is over a
joint, you may end adding a joint somewhere. Although this may be may fault
for not being careful enough, I hate it.

I do like the G Repeat though, it is closer to my fingers than . (period)
so I changed that in my Softimage hotkeys too.

Martin


On Wed, Aug 30, 2017 at 8:25 PM, Andy Nicholas <a...@andynicholas.com>
wrote:

> > I still have yet to be presented a viable case where deleting all the
> code
> > in the script editor upon execute is a beneficial feature.
>
>
> Haha! Too true :) Nuke does the same. Annoying as hell.
>
> I do seem to remember hearing that it was a specific design decision to do
> it that way. Something to do with emulating some sort of console input.
>
> Pfft. Join the 21st century I say ;)
>
>
> > On 30 Aug 2017, at 09:44, Matt Lind <speye...@hotmail.com> wrote:
> >
> > I've bumped into a few myself:
> >
> > G - repeats last command.  Especially annoying if you accidentally press
> it
> > after importing a file as you cannot undo an import.
> >
> > A - resets the UI to animation layout, including rearranging all your
> > windows.  Considering "A" is used heavily for 'frame all' in the
> viewports,
> > whoever thought this was a good idea should be shot.  If you don't pay
> > attention to your mouse cursor location, your user experience will be
> > upendednot that you could ever measure the difference in
> productivity.
> >
> > I still have yet to be presented a viable case where deleting all the
> code
> > in the script editor upon execute is a beneficial feature.
> >
> >
> >
> > Date: Tue, 29 Aug 2017 09:22:16 + (UTC)
> > From: Anto Matkovic <a...@matkovic.com>
> > Subject: Re: What were they thinking
> > To: "Official Softimage Users Mailing List.
> >
> > I've also experienced 'ghost' hotkeys in some other cases. Here it
> happens
> > with certain modeling operators, let's say when M or R is pressed after
> > extruding, Maya tries to switch the worskpace to modeling or rigging,
> > something like that - for now I'm not completely sure about "procedure'',
> > which by the way leads to dismantled interface, not to certain workspace
> > suddenly requested by Maya (not me...). ?While I'm pretty sure I do not
> have
> > any hotkey related to workspaces. Thanks for posting this, at least I
> know
> > I'm not alone :).
> > Regarding constraints, IK and 'famous'' pairBlend node, somehow got
> > everything smoother by avoiding Maya constraints, IK and especially
> > pairBlend thing as much as possible, trying to replace them as much by
> > simple nodal setups, something like bunch of ''remap value'' nodes,
> driven
> > by position of locator, or even a part of 2 bone IK chain driven only by
> > node setup (still using orient constrain for global orientation of IK
> > chain) - but, yeah, this really is not a solution for quick setups.The
> way
> > how pairBlend is implemented, by deleting the node, once there is no
> > animated blend, makes it completely and definitively unusable for quick
> > setups.Also, only no scripted way to safely copy - paste a part of rig,
> > seems to be saving the copy of scene, deleting everything else, checking
> out
> > are all necessary nodes still in place (as deleting can take unwanted
> parts
> > of networks) - and finally, copying back into original scene. So, yeah,
> yet
> > another one, unusable for quick work.
> >
> >
> >
> > -

Re: XSI SelectTool context menus.

2017-08-18 Thread Martin Yara
So you mean just generic context menus, no one in specific.

I'm not sure if I understood well, but you don't want to add buttons to
these context menus, but create your own context menu for your custom tool,
right?
I don't think you can do it with scripting only. Other than using PySide /
PyQT, and even using PySide, this would work only over the PySide window,
not the SI viewer.

You could use rray's XPOP to do something similar too without having to
create it by yourself.
http://rray.de/xsi/xpop/

Martin


On Fri, Aug 18, 2017 at 5:22 PM, Andrew Prostrelov <prostre...@gmail.com>
wrote:

> This menus: http://imgur.com/a/oUyLa
>
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Re: XSI SelectTool context menus.

2017-08-18 Thread Martin Yara
What is a Select Tool Context Menu ?

On Fri, Aug 18, 2017 at 4:53 PM, Andrew Prostrelov 
wrote:

> Yes, i already use custom context menus. The point was in a SelectTool
> context menus. But anyway thanks.
>
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Re: Softimage license transfer

2017-08-06 Thread Martin
I hate what Adsk did, we all do.
But a refund?! for "wasting your time studying it"?
Come on...!

Should we get a refund for every software that I have bought, study and went 
EOL or stop getting updates? like Mudbox, all Macromedia stuff like Flash Free 
Hand, etc, or even Softimage 3D? (I didn't buy that one though)

I understand all the irrational rants because we were all affected, but it's 
been 3 years and we are still having these threads ?

My only complain now are the prices and rental systems. Now we have to pay more 
than twice the maintenance price for the subscription (rental) and the prices 
per project in the industry aren't exactly getting that much higher.

Btw we haven't changed to subscription yet. Does it worth it to do it now? I 
didn't have that option when I renovated our maintenance licenses but now I see 
a "special discount" campaign if you change to subscription now.
I did my maths, and their "special discount" campaign doesn't make much sense 
so I must be missing something, which could be the unannounced increasing rate 
of the price of Maintenance after 3 years.

Btw, we are still using Softimage in some of our projects. The rest is Maya 
2016, and using Softimage as an external tool.

Martin
Sent from my iPhone

> On Aug 6, 2017, at 1:53, Pierre Schiller <activemotionpictu...@gmail.com> 
> wrote:
> 
> What is even beyond all of us, it´s the fact no user gets funded back nothing 
> (who will pay for your hous/years invested in learning the software)?, you 
> may answer: You did commercial work after paying the licence. Then this gets 
> even better, since "breaking your businness" as a decision without your 
> consent, up until where I remember that is called_ .
> 
> Well...I let you fill in the blank
> 
>> On Fri, Aug 4, 2017 at 2:50 PM, Leoung O'Young <digim...@digimata.com> wrote:
>> It is beyond me, how come the U.S. government let them buy these competing 
>> software.
>> Now we have Adobe and Autodesk and not much other choices.
>> 
>> 
>>> On 8/4/2017 3:31 PM, Nicole Beeckmans-Jacqmain wrote:
>>> is there no labor unions or anything like user clubs or unions to organize,
>>> crowdfund website a public group, try to crowdfund and buy the whole of 
>>> autodesk (seriously)-
>>> they seem dark evil, hollywood industry does plenty of movies against 
>>> lesser imaginary evil forces,
>>> let's keep entertaining and promise that could be organized to attract any 
>>> person giving 100$ would be granted a
>>> re-installation of a softimage seat in a new softimage company (there need 
>>> be hopes!)- let's re-base it in
>>> montreal. there's a lack of logic in their robbery. it was a quality 
>>> product. when you look at the people
>>> who get inspired from, like adama smith the philosopher of the 18th 
>>> century, everything is full of Logic.
>>> something is hidden. light must be made. softimage seats disappear, we get 
>>> hints on this now? it's sad. let's not give up
>>> our seats!
>>> 
>>> 2017-08-04 20:52 GMT+02:00 Michael Amasio <michael.ama...@gmail.com>:
>>>> Any updates on this topic would be greatly appreciated.  Especially any 
>>>> success stories.
>>>> 
>>>> I feel like companies willing to part with theirs would be smaller.  But 
>>>> animal logic (in Vancouver) is dropping xsi after this current show. ( 
>>>> though they've rumored that before ).  I'll walk across the street and see 
>>>> if that's really happening.
>>>> 
>>>> and the studio formerly known as nerdcorp is transitioning right now.
>>>> I called autodesk daily ( and our CTO )  almost every day in March of this 
>>>> year and tried to get them to sell our company a new license but they 
>>>> stood firm against it, all the way up the chain.
>>>> 
>>> 
>>> 
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>> 
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> 
> 
> 
> -- 
> Portfolio 2013
> Cinema & TV production
> Video Reel
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Re: Softimage license transfer

2017-08-04 Thread Martin
You don't lose your Softimage license when you chose to change to Maya & 
Softimage package and AFAIK you won't lose it as long as you have activated 
those licenses and stay on maintenance or even change to subscription.

We have all our licenses like that, with Maya, and still using Softimage. 
Curiously I have yet to install Maya 2017 and we already have a 2018.

Martin
Sent from my iPhone

> On Aug 5, 2017, at 0:20, Tom Kleinenberg <zagan...@gmail.com> wrote:
> 
> I think Autodesk tried to circumvent this by getting studios over onto newer 
> licenses of Maya which then replaced the Softimage licenses. I may be wrong, 
> but I think that people who decided to stay the course with XSI are still 
> using theirs and everybody else changed over, barring one or two licenses for 
> opening legacy files.
> 
>> On 4 August 2017 at 12:34, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>> There was a thread about buying Softimage licenses from other users a while 
>> ago. Autodesk does not permit selling licenses but in the EU this practise 
>> has been established as unlawful:
>> 
>> http://www.worldcadaccess.com/blog/2012/07/autodesks-loses-battle-against-resold-software-in-eu.html
>> 
>> https://www.cadnauseam.com/2017/04/18/you-can-still-buy-autodesk-perpetual-licenses-in-europe/
>> 
>> Did any of you find out if it is currently possible to get Autodesk to make 
>> a license transfer if you have managed to find someone to buy a license 
>> from? I found this on the topic:
>> 
>> http://forums.cgsociety.org/showthread.php?f=6=1445035
>> 
>> https://knowledge.autodesk.com/customer-service/account-management/manage-licensing/transfer-licenses/transfer-ownership-licenses
>> 
>> After all there should be plenty unused Softimage licenses around these 
>> days, so it should be possible.
>> Is anyone here interested in selling their copy of Softimage?
>> 
>> 
>> Cheers
>> Morten
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Re: Redshift_plugged_into_XSI

2017-07-11 Thread Martin Yara
If you have your textures inside your Project Folder, keep the textures in
local path, and keep the [system] folder when you move your Project Folder,
your texture paths will never break no matter what.

When you use paths like  C:\OldPC\Pictures\texture.tga , you are using Full
Paths, meaning Softimage looks for that precise folder.
If you use Pictures\texture.tga, Softimage will look into the Picture
folder that is inside your current Project Folder. That's a local path.
I use a script to fix it pretty quickly. It's a script that changes full
paths to local paths if the texture has been found inside the Project
Folder. If you want, I could upload it somewhere.

Now, to fix it without using scripting or any other tool, since you don't
want to add anything to your Softimage (something that I don't really
understand why but I'm a scripting maniac who likes to work as less as
possible), use that external files option.

If your paths are something like C:\OldPC\Pictures\texture.tga and you want
to change them to your new path D:\NewPC\Pictures\texture.tga, then you
search for the string you want to replace:
strings to search (for): C:\OldPC\
strings to replace (with) : D:\NewPC\

And now your paths will be D:\NewPC\Pictures\...


Martin



On Thu, Jul 6, 2017 at 12:14 AM, Nicole Beeckmans-Jacqmain <
arc.ann...@gmail.com> wrote:

>
> Also do you know a quick way to re-assign textures files to meshes when
> you change computer to access Softimage files? (I can do that manually,
> it's okay, and tried via "external files" but got stuck with "string to
> search", "strings to replace" ? do not know what to put there, and cannot
> understand if it's worth the pain, or if doing everything by hand is just
> not quicker...
>
>
>
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Re: Commands in Texture Editor

2017-07-04 Thread Martin Yara
Hi,

I kept digging about this problem and found that I can at least create
buttons in a Toolbar with these hidden commands with their UIDs and
CreateToolbarButton. And I can get the commands UIDs with the keymap xml
file.

They are not in the Customize Toolbar All Commands list, and after creating
a button I can't "edit" them so I can't see any info about this command.

I had the wrong impression that all commands were inside
Application.Commands but after checking out, it seems that it only has 2
groups. XSI Commands and Custom Commands. Meaning that the Texture Editor
commands and others are not inside Application Commands.

Where are they ? Is there any way to reach them by script?

A sample code to create a toolbar and add a button by it's UID.
The second one is "Contour Selection" from "Texture Editor" that I can only
reach by this UID, and can't find a way to execute it by scripting either.

[code]
uidToolbar = Application.CreateToolbar( "My Toolbar" )

comUID = Application.Commands("Info Scene").UID
Application.CreateToolbarButton( uidToolbar, comUID )

comUID =
"{33E79508-A801-11D3-B3AE-00105A1E70DE}:{3D73B61A-D0AF-47E3-9304-3DD0D56D726D}"
Application.CreateToolbarButton( uidToolbar, comUID )
[/code]

Thanks

Martin


On Mon, Jul 3, 2017 at 6:56 PM, Martin Yara <furik...@gmail.com> wrote:

> We are still working in Softimage (2013 btw) in a new project that will
> last about another 2 years.
>
> Anyway, I'm trying to make some custom tools for this project and I've got
> stuck with the Texture Editor, as always.
>
> Is there anyway to use the Texture Editor 'hidden' commands in a script ?
>
> This time I want to specifically use Contour Selection in the Selection
> Menu but I can't find any info on that.
>
> I've searched in the Application.Commands list but nothing obvious that I
> could catch.
>
> Thanks
>
> Martin
>
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Commands in Texture Editor

2017-07-03 Thread Martin Yara
We are still working in Softimage (2013 btw) in a new project that will
last about another 2 years.

Anyway, I'm trying to make some custom tools for this project and I've got
stuck with the Texture Editor, as always.

Is there anyway to use the Texture Editor 'hidden' commands in a script ?

This time I want to specifically use Contour Selection in the Selection
Menu but I can't find any info on that.

I've searched in the Application.Commands list but nothing obvious that I
could catch.

Thanks

Martin
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Re: super OT : unreal or unity

2017-07-02 Thread Martin
If it helps, in the game industry here in Japan both engines are very used. We 
use Unity for mobile and Unreal for big PS4 titles.

I've seen and participated in a few projects that use Unity or Unreal for pre 
rendered movies (render the movie with a real time renderer and add post 
processing and effects later) 

Martin
Sent from my iPhone

> On Jul 3, 2017, at 0:00, Rob Wuijster <r...@casema.nl> wrote:
> 
> This question is almost the same as Windows or OSX/Linux, iPhone or Android 
> etc.
> The discussion can turn ugly very quickly ;-)
> 
> Both engines deliver stunning work in the right hands, but for a less 
> programming savvy person Unreal might be a better choice.
> But both have a very active community with a thriving marketplace.
> 
> I've dabbled with both and stuck with Unreal for archviz reasons. But I'm 
> pretty sure you can do the same in Unity as well.
> You already have some experience with Unity now, wouldn't the best thing to 
> do is DL'ing Unreal and see if that fits your needs better?
> 
> Hope it helps,
> 
> Rob
> 
> \/-\/\/
>> On 1-7-2017 22:27, Olivier Jeannel wrote:
>> Hi guys,
>> 
>> The work is very calm these days, I'm having a vague desire to have a look 
>> at game engines.
>> I think I have this old fantasma of working on a video game is coming to 
>> visit me again...
>> 
>> 
>> I have started a beautiful shooter space tutorial on unity, I'm starting to 
>> see my limit with the C-sharp language. This is a all new unknown area to 
>> learn, and while I'm not completly lost, I'm wondering if this is worth 
>> learning...
>> On the other hand I've heard about Unreal, and well, I'm not sure which one 
>> is the best.
>> 
>> Does any of you have an advice or an opinion ?
>> 
>> 
>> Thank's !
>> 
>> 
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-26 Thread Martin
Maya must have one UVset called map1. If the data you are importing doesn't 
have it, Maya will create it.

What I do is rename all my UVs in Softimage before exporting to Maya.

Martin
Sent from my iPhone

> On May 26, 2017, at 19:57, Anto Matkovic <a...@matkovic.com> wrote:
> 
> I think Relationship Editor is only way through UI. Action in Relationship 
> Editor creates UV Chooser node, which then allows to choose something else 
> than first member of array of UV Sets, so theoretically it's possible to 
> invoke this by some script, and un-hide the node in Hypergraph (it's visible 
> in Node Editor). But, once you're in node un-hiding business, it easily shows 
> what you do not want to see, in this case, perhaps all objects having this 
> texture assigment. So, imho only solution is what Ivan suggested, to use some 
> plugin, written by Maya guru.
> By the way it's full of such crazy, partial workarounds over twenty year old 
> framework. This seems to be a tradition, even in newer versions. For example, 
> new ''improved'' Connect Tool (Subdivide Edges in SI) in Maya 2017, creates 
> one operator for each subdivision, or twice if symmetry modeling is used - 
> first operator is subdivide at 0.5, second is 0.5 of previous 0.5, or 0.5 of 
> previous 0.66, so on. Unbelievable in any other 3d on planet, even for quick 
> user solution posted on some forum, but in ''official'' Maya, this is 
> ''normal''.
> Funny enough, long time ago exactly the same nodal framework had great 
> reputation, comparable with our opinions about Softimage ICE, while these 
> 'duct tape' workarounds were considered as temporary, not important stuff for 
> smart Maya people. Today I think for everyone, it is just a chore, an old 
> fashion can-do everything-but-poorly thing.
> 
> From: Morten Bartholdy <x...@colorshopvfx.dk>
> To: "Userlist, Softimage" <softimage@listproc.autodesk.com> 
> Sent: Tuesday, May 23, 2017 10:45 AM
> Subject: OTish and F** Mayaish rant - or the multiple UV sets conundrum
> 
> I am late to the sad and boring party of learning Maya and have run into what 
> looks like total idiosyncracy in the way you manage and use multiple UV sets 
> in Maya.
> 
> Trying to keep an open mind and keeping the learning hat on, I am willing to 
> accept there might be a good reason for the way Maya does it, but having to 
> Link each UV set to a given texture using the Relationship Editor rather than 
> just selecting the desired UV set in a texture projection node like in Soft 
> is beyond my imagination. It seems like programmers harassment.
> 
> Can someone here indicate a good reason for this, expanded functionality, or 
> perhaps a simpler workaround for using multiple UV sets in shader networks in 
> Maya?
> 
> Thanks, and apologies for blowing off steam.
> 
> 
> Morten
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Re: [OT] Autodesk - another angry customer

2017-03-09 Thread Martin
They have only announced an increase in the maintenance price, not subs so I 
asume the price won't change. The price would of course depend on where do you 
live. Right now, the subscription (rental) costs about 2.5 times a maintenance 
(old subscription) if we don't count the initial price of a perpetual license.

Switching from Maintenance to Subs this year in June will make you save a few 
hundreds until 2020 while losing your perpetual license.

From then on, the subs price will be x2.5 again and it would be more expensive 
than staying in maintenance, unless of course they increase the maintenance 
price even more or just stop offering it at all. It wouldn't make sense, 
business wise, to keep a low income maintenance when you can force everyone to 
pay you 2.5 times more with subscription.

Those who can't really choose outside Autodesk, will be paying more, and lose 
their perpetual licenses.

Martin
Sent from my iPhone

> On Mar 9, 2017, at 21:28, Cristobal Infante <cgc...@gmail.com> wrote:
> 
> What would be the cost of Maya in 2019 if you are on subscription?
> 
>> On 9 March 2017 at 08:13, Andi Farhall <hack...@outlook.com> wrote:
>> 
>> 
>> ...and once you're all on subscription see what we do to the sub prices 
>> then
>> 
>> even more reason to be on the Houdini boat
>> From: softimage-boun...@listproc.autodesk.com 
>> <softimage-boun...@listproc.autodesk.com> on behalf of gareth bell 
>> <garethb...@outlook.com>
>> Sent: 08 March 2017 20:04:39
>> To: softimage@listproc.autodesk.com
>> Subject: [OT] Autodesk - another angry customer
>>  
>> https://solidedging.wordpress.com/2017/03/07/autodesks-patronizing-screw-you-love-letter/
>> 
>> 
>> Autodesk’s Patronizing Screw You Love Letter
>> solidedging.wordpress.com
>> So today it was my turn to get the notice from Autodesk of their new and 
>> improved upcoming subscription only paradigm. I really wonder what goes on 
>> in the minds of corporate and marketing officers …
>> 
>> 
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Re: SaveSceneAs strange behaviour

2017-03-01 Thread Martin Chatterjee
Hey Tim,

I just checked, and SaveSceneAs works as expected on my side.

The only scenario I can think of where this might happen is if your
compiledPath is either illegal or does not point into a valid Softimage
project.
But if I understood you correctly that can not be your issue as the Save
Dialog opens in the correct target folder and also lets you save
successfully, right?

If you just execute those two lines directly from the Script Editor does it
also behave in the same way?


Cheers, Martin


--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]

On Wed, Mar 1, 2017 at 12:11 PM, Tim Bolland <tim_boll...@hotmail.co.uk>
wrote:

> Hi, I had a script that would compile a filepath and run a SaveSceneAs
> command with that filepath correctly parsed.  It used to be that the
> command in the script would save with the correctly and the PPG used to
> generate the filepath would close. Now however when I run the
> Application.SaveSceneAs() command, I get a file pop-up opening on the
> correct directory with the correct name. This is really frustrating because
> I already know the location and the name and I just want it to save, I
> shouldn't need to reaffirm this.
>
>
> What's strange is this script didn't use to do this before, it would work
> correctly and just save. Any ideas what's going on?
>
>
> sCompiledPath = "...\\sceneName.scn"
>
> Application.SaveSceneAs(sCompiledPath, 0)
>
>
> Regards,
>
>
> Tim
>
>
>
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Re: Math behind Smooth Weights

2017-01-27 Thread Martin Yara
Thanks Matt, I kinda understand the logic, but I can't figure out how to do
it yet. I'll have to study it a little more.

Thanks Michael, but he is using just the default smooth brush and the
default Weight Hammer.

Using Maya's brush (artUserPaintCtx) through scripting without a brush has
better results than Weight Hammer sometimes, but you can't undo.

I guess I'll have to keep my Maya to Softimage workflow until I find
something better.

Martin

On Fri, Jan 27, 2017 at 10:09 PM, michael malinowski <hejherb...@hotmail.com
> wrote:

> Hey Martin,
>
> This tool has a similar smoothing brush in it. It's all python so you can
> browse the math behind it there if you didn't want to use the tool in its
> entirety.
>
> Maya has a long way to go before it's skinning tools have any sort of
> parity with Soft!
>
> https://www.highend3d.com/maya/script/skinning-tool-for-maya
>
> Mike
>
> On 27 Jan 2017, at 11:07, Martin Yara <furik...@gmail.com> wrote:
>
> Hi, Does any have some light to shed about this ?
>
> I really like Softimage's Smooth Weights, and really hate Maya's Weight
> Hammer. So I would like to implement, if it is possible, a Smooth Weights
> tool for Maya that work as good as the SI one, or at least better than
> Weight Hammer.
>
> Meanwhile I'm just sending my data to Softimage, work with weights in
> Softimage (way faster!) and then send only the weights data in a custom
> format back to Maya.
>
> Martin
>
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Math behind Smooth Weights

2017-01-27 Thread Martin Yara
Hi, Does any have some light to shed about this ?

I really like Softimage's Smooth Weights, and really hate Maya's Weight
Hammer. So I would like to implement, if it is possible, a Smooth Weights
tool for Maya that work as good as the SI one, or at least better than
Weight Hammer.

Meanwhile I'm just sending my data to Softimage, work with weights in
Softimage (way faster!) and then send only the weights data in a custom
format back to Maya.

Martin
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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Martin
Hi,

I'm not a developer but I write some stuff we need from time to time. I wrote 
and released a weights tool some time ago because we are still working in 
Softimage and we will be using it, even if partially, for at least a few years 
so I'm trying to make our current pipeline as comfortable as possible (we are 
using SI as our main tool in our biggest project right now and probably will be 
using it for at least 1 more year).

Being said that, I totally agree with Cesar. You can't develop advanced tools 
with a closed black box. You'll eventually hit a wall and you'll have nobody to 
ask for support or even a hint. If someone has the courage to work under this 
circumstances, then I'll try to support as much as possible. But implement new 
technologies that weren't considered in SI 2015 such as a new viewport, ptex, 
etc, is not very realistic. I'd be happy with 4K resolution GUI support.

A probably better idea would be adding Softimage features into other packages 
like Maya, Max, Modo, etc. I'm doing what I can in Maya but it isn't an easy 
task either.

Martin
Sent from my iPhone

> On 26 Jan 2017, at 0:58, Cesar Saez <cesa...@gmail.com> wrote:
> 
> Hi there,
> 
> Going back to the original post, most of what you describe is not doable by 
> individual developers working as freelancers (I'm assuming you are referring 
> to integrating open source technologies like USD, OpenSubD, PTex and so on). 
> These tasks are big and fairly involved, it's like asking for a full cg movie 
> finance by a tiny community through Patreon.
> 
> In addition to that, and even if there were savvy developers interested, I've 
> serious doubts that it's even possible to do properly considering you have to 
> work on top of closed source software not being in development, Softimage's 
> current scenario directly translate to the developer having to workaround the 
> missing bits of the SDK in creative ways by adding all sorts of hacks to the 
> project (certainly not a pleasant work to do, you usually aim to find 
> generalization and elegant solutions... going back to the movie example: this 
> is equivalent to throw a unmodifiable bad script on top of it).
> 
> I get the good intentions behind the original question, but I'm afraid all 
> you can ask for at a patreon/gumroad level are scripts and relatively simple 
> tools automating certain tasks that are already possible to do in Softimage, 
> all the big tickets are out of the table at this point.
> 
> I don't like to burst people's bubbles, but I thought a developer POV would 
> help to bring some perspective to the whole Softimage survival landscape.
> 
> 
> Cheers!
> C.
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Re: Executing a Command without undo (Scripting)

2017-01-14 Thread Martin
Thanks, I'm also using that Undo wrapping but it doesn't work with the Repeat 
command.

I ended up changing my code adding the refresh command in my Paste Weights and 
other commands I wanted to use with Repeat, and using them in the same plugin 
file.

The updated tool is here:
http://skymill.co.jp/tools/Softimage/mSkin/Manual/index.html

Martin
Sent from my iPhone

> On 14 Jan 2017, at 15:56, Steven Caron <car...@gmail.com> wrote:
> 
> Could you wrap your code with an OpenUndo/CloseUndo. Then all commands 
> between will be treated as one distinct command? I use it all the time to 
> collapse all commands into a single high-level command named "do man awesome 
> things" ;)
> 
> *written with my thumbs
> 
> On Jan 13, 2017 10:34 PM, "Martin" <furik...@gmail.com> wrote:
> I didn't know that difference in calling a command inside a function with 
> executecommand . It sounds like exactly what I need. I'll try it as soon as I 
> get to my office. Thanks !
> 
> Martin
> Sent from my iPhone
> 
>> On 14 Jan 2017, at 5:18, Matt Lind <speye...@hotmail.com> wrote:
>> 
>> If you could provide a code snippet, that would help.
>> 
>> Off the top of my head, I think you need to revise how you're calling 
>> GetWeights() inside your plugin.  If you just call it directly as var 
>> aWeights = GetWeights(), then that will be recorded as a discrete call in 
>> the script log and be affected by the undo/redo commands.   If you use 
>> Application.ExecuteCommand( "GetWeights", aArguments );, it will be 
>> considered just another line of code in your plugin.  This is likely what 
>> you're looking for.
>> 
>> There's a 3rd method to invoke a command from inside of a plugin, but I'd 
>> have to exhume a lot of old code to remember what that was.  Just be aware 
>> it exists.
>> 
>> 
>> Matt
>> 
>> 
>> 
>> Date: Fri, 13 Jan 2017 20:55:57 +0900
>> From: Martin <furik...@gmail.com>
>> Subject: Re: Executing a Command without undo (Scripting)
>> To: "Official Softimage Users Mailing List.
>> 
>> Thanks for your answer.
>> 
>> I had the misconception that the undo stack was related with the repeat 
>> command. I realized it isn't.
>> 
>> I have a jscript command that gives me the weights array to work it on my 
>> python plugin because getting the array in Python is like 3 times slower.
>> 
>> I use this command to refresh my weights GUI so not being able to undo it 
>> shouldn't give any problems since it isn't changing anything.
>> 
>> So I use another command like paste weights and then my refresh command run 
>> automatically and I can't repeat my paste weights command because the last 
>> command was the Jscript GetWeights.
>> 
>> 
>> 
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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Martin
I didn't know that difference in calling a command inside a function with 
executecommand . It sounds like exactly what I need. I'll try it as soon as I 
get to my office. Thanks !

Martin
Sent from my iPhone

> On 14 Jan 2017, at 5:18, Matt Lind <speye...@hotmail.com> wrote:
> 
> If you could provide a code snippet, that would help.
> 
> Off the top of my head, I think you need to revise how you're calling 
> GetWeights() inside your plugin.  If you just call it directly as var 
> aWeights = GetWeights(), then that will be recorded as a discrete call in 
> the script log and be affected by the undo/redo commands.   If you use 
> Application.ExecuteCommand( "GetWeights", aArguments );, it will be 
> considered just another line of code in your plugin.  This is likely what 
> you're looking for.
> 
> There's a 3rd method to invoke a command from inside of a plugin, but I'd 
> have to exhume a lot of old code to remember what that was.  Just be aware 
> it exists.
> 
> 
> Matt
> 
> 
> 
> Date: Fri, 13 Jan 2017 20:55:57 +0900
> From: Martin <furik...@gmail.com>
> Subject: Re: Executing a Command without undo (Scripting)
> To: "Official Softimage Users Mailing List.
> 
> Thanks for your answer.
> 
> I had the misconception that the undo stack was related with the repeat 
> command. I realized it isn't.
> 
> I have a jscript command that gives me the weights array to work it on my 
> python plugin because getting the array in Python is like 3 times slower.
> 
> I use this command to refresh my weights GUI so not being able to undo it 
> shouldn't give any problems since it isn't changing anything.
> 
> So I use another command like paste weights and then my refresh command run 
> automatically and I can't repeat my paste weights command because the last 
> command was the Jscript GetWeights.
> 
> 
> 
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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Martin
Thanks for your answer.

I had the misconception that the undo stack was related with the repeat 
command. I realized it isn't.

I have a jscript command that gives me the weights array to work it on my 
python plugin because getting the array in Python is like 3 times slower.

I use this command to refresh my weights GUI so not being able to undo it 
shouldn't give any problems since it isn't changing anything.

So I use another command like paste weights and then my refresh command run 
automatically and I can't repeat my paste weights command because the last 
command was the Jscript GetWeights.


Martin
Sent from my iPhone

> On 13 Jan 2017, at 19:42, Matt Lind <speye...@hotmail.com> wrote:
> 
> First question is - why on earth do you need to not leave a trace in the 
> undo stack?  What are you doing that requires this line of thinking in 
> execution?
> 
> To answer your question - only the Softimage developers know for sure, but I 
> don't think it's possible.  If it were, I would think it would open a big 
> can of worms leading to lots of problems you really don't want to deal with 
> as you're basically asking Softimage to selectively ignore something while 
> still going about it's business as if nothing happened.
> 
> The problem is anything you do in the application has many dependencies 
> which are linked and synchronized.  If you have to undo operations, that 
> dependency chain gets all messed up as undoing operations will lead to a 
> situation where the 'undo' will create a scenario that never existed in the 
> first place.  For example, create a cube, subdivide it with the dice option, 
> extrude one polygon with 10 subdivisions, delete one of the subdivisions, 
> then smooth the mesh.  Oh, and tell Softimage to remove the dice operation 
> from the undo stack as if it never happened, but keep the results it 
> produced.  The minute you undo past the extrude operation, you'll 
> essentially rewrite history of the scene because the extrusion is dependent 
> on the outcome of the dice operation to know which polygon to extrude.  If 
> the polygon chosen has an index greater than 5, then it's not physically 
> possible to undo the extrude because a cube only has 6 polygons in range 
> [0...5].  Softimage would likely freak out trying to resolve this problem 
> and crash.  If it survived, I'm pretty sure you wouldn't want to the data as 
> it would likely be very corrupted.  A host of other issues are possible too.
> 
> The commands you found only address whether the execution of a command 
> appears in the script history log, or whether they can be undone by a single 
> key stroke vs. multiple key strokes.  That is not the same as the undo stack 
> which records the state of the scene.
> 
>> From experience I'll say if you ever have to consider undo as a necessary 
> step in your workflow, then something is very, very wrong with your plan.
> 
> Matt
> 
> 
> 
> 
> Date: Thu, 12 Jan 2017 17:44:52 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: Executing a Command without undo (Scripting)
> To: "softimage@listproc.autodesk.com"
> 
> Hi,
> 
> Is it possible, in Scripting, to execute a command without leaving a trace
> in the undo stack?
> 
> I want to execute 2 commands a() and b() in that order, but I want to be
> able to use Repeat to use a() again, not b().
> 
> b() command is only a command to get data so it shouldn't break anything if
> I skip that command when undoing or repeating.
> 
> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
> 
> Thanks
> 
> Martin 
> 
> 
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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Martin Yara
I can't find a solution to this but I finally understood 2 things:

The Cmd.SetFlag(262144,false) makes the command undoable, but if this
command is using other commands inside, they will be undoable.
This Flag don't affect at all Repeat last command.

Is there anyway to manipulate, or manually set which command Repeat should
use as the last executed command?

Martin

On Thu, Jan 12, 2017 at 7:53 PM, Martin Yara <furik...@gmail.com> wrote:

> Thanks for your answer.
>
> I tried that but it resets all the Undo History so both a() and b() won't
> be undoable.
> And worst, b() is still in the Repeat list.
>
> I want to keep a() undoable and repeatable while making b() invisible.
>
> It seems to work fine when b() is called by an event, undo and repeat will
> ignore the event. A workaround would probably be using a few onEndCommand
> events.
>
> Martin
>
> On Thu, Jan 12, 2017 at 7:42 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
> wrote:
>
>> You can set
>> preferences.General.undo': 0
>> before calling b().
>>
>> In python this can be easily done through a decorator
>> <http://www.softimageblog.com/index.php?s=decorators>
>>
>>
>> On Thu, Jan 12, 2017 at 6:20 PM, Martin Yara <furik...@gmail.com> wrote:
>>
>>> I've found SetFlag(262144, false) in an old message in the list but I
>>> don't understand how does it work.
>>>
>>> I create a command a() with these flags in JScript.
>>> oCmd.SetFlag(siNoLogging,true);
>>> oCmd.SetFlag(siSupportsKeyAssignment,false) ;
>>> oCmd.SetFlag(262144,false);
>>> Just like the commands inside GlobalVarPlugin.js from the Softimage
>>> Commands folder..
>>>
>>> The command does a simple duplicate Component, just for testing.
>>>
>>> Then I execute:
>>>
>>> Translate("",0,0,1)
>>> a()
>>>
>>> As expected, it moves the selected point and then, duplicate it.
>>> If I use Repeat, it repeats a()
>>> If I undo, it undoes a(), and if undo again it undoes Translate.
>>>
>>> So I don't see any change with a not flagged command.
>>>
>>> Is this behavior normal? I though it wouldn't undo the a() command and
>>> hoped that Repeat would ignore it too, but i doesn't.
>>>
>>>
>>> Martin
>>>
>>>
>>>
>>>
>>> On Thu, Jan 12, 2017 at 5:44 PM, Martin Yara <furik...@gmail.com> wrote:
>>>
>>>> Hi,
>>>>
>>>> Is it possible, in Scripting, to execute a command without leaving a
>>>> trace in the undo stack?
>>>>
>>>> I want to execute 2 commands a() and b() in that order, but I want to
>>>> be able to use Repeat to use a() again, not b().
>>>>
>>>> b() command is only a command to get data so it shouldn't break
>>>> anything if I skip that command when undoing or repeating.
>>>>
>>>> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
>>>>
>>>> Thanks
>>>>
>>>> Martin
>>>>
>>>
>>>
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>>>
>>
>>
>>
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Re: Executing a Command without undo (Scripting)

2017-01-12 Thread Martin Yara
Thanks for your answer.

I tried that but it resets all the Undo History so both a() and b() won't
be undoable.
And worst, b() is still in the Repeat list.

I want to keep a() undoable and repeatable while making b() invisible.

It seems to work fine when b() is called by an event, undo and repeat will
ignore the event. A workaround would probably be using a few onEndCommand
events.

Martin

On Thu, Jan 12, 2017 at 7:42 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
wrote:

> You can set
> preferences.General.undo': 0
> before calling b().
>
> In python this can be easily done through a decorator
> <http://www.softimageblog.com/index.php?s=decorators>
>
>
> On Thu, Jan 12, 2017 at 6:20 PM, Martin Yara <furik...@gmail.com> wrote:
>
>> I've found SetFlag(262144, false) in an old message in the list but I
>> don't understand how does it work.
>>
>> I create a command a() with these flags in JScript.
>> oCmd.SetFlag(siNoLogging,true);
>> oCmd.SetFlag(siSupportsKeyAssignment,false) ;
>> oCmd.SetFlag(262144,false);
>> Just like the commands inside GlobalVarPlugin.js from the Softimage
>> Commands folder..
>>
>> The command does a simple duplicate Component, just for testing.
>>
>> Then I execute:
>>
>> Translate("",0,0,1)
>> a()
>>
>> As expected, it moves the selected point and then, duplicate it.
>> If I use Repeat, it repeats a()
>> If I undo, it undoes a(), and if undo again it undoes Translate.
>>
>> So I don't see any change with a not flagged command.
>>
>> Is this behavior normal? I though it wouldn't undo the a() command and
>> hoped that Repeat would ignore it too, but i doesn't.
>>
>>
>> Martin
>>
>>
>>
>>
>> On Thu, Jan 12, 2017 at 5:44 PM, Martin Yara <furik...@gmail.com> wrote:
>>
>>> Hi,
>>>
>>> Is it possible, in Scripting, to execute a command without leaving a
>>> trace in the undo stack?
>>>
>>> I want to execute 2 commands a() and b() in that order, but I want to be
>>> able to use Repeat to use a() again, not b().
>>>
>>> b() command is only a command to get data so it shouldn't break anything
>>> if I skip that command when undoing or repeating.
>>>
>>> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
>>>
>>> Thanks
>>>
>>> Martin
>>>
>>
>>
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>>
>
>
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Re: Executing a Command without undo (Scripting)

2017-01-12 Thread Martin Yara
I've found SetFlag(262144, false) in an old message in the list but I don't
understand how does it work.

I create a command a() with these flags in JScript.
oCmd.SetFlag(siNoLogging,true);
oCmd.SetFlag(siSupportsKeyAssignment,false) ;
oCmd.SetFlag(262144,false);
Just like the commands inside GlobalVarPlugin.js from the Softimage
Commands folder..

The command does a simple duplicate Component, just for testing.

Then I execute:

Translate("",0,0,1)
a()

As expected, it moves the selected point and then, duplicate it.
If I use Repeat, it repeats a()
If I undo, it undoes a(), and if undo again it undoes Translate.

So I don't see any change with a not flagged command.

Is this behavior normal? I though it wouldn't undo the a() command and
hoped that Repeat would ignore it too, but i doesn't.


Martin




On Thu, Jan 12, 2017 at 5:44 PM, Martin Yara <furik...@gmail.com> wrote:

> Hi,
>
> Is it possible, in Scripting, to execute a command without leaving a trace
> in the undo stack?
>
> I want to execute 2 commands a() and b() in that order, but I want to be
> able to use Repeat to use a() again, not b().
>
> b() command is only a command to get data so it shouldn't break anything
> if I skip that command when undoing or repeating.
>
> I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.
>
> Thanks
>
> Martin
>
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Executing a Command without undo (Scripting)

2017-01-12 Thread Martin Yara
Hi,

Is it possible, in Scripting, to execute a command without leaving a trace
in the undo stack?

I want to execute 2 commands a() and b() in that order, but I want to be
able to use Repeat to use a() again, not b().

b() command is only a command to get data so it shouldn't break anything if
I skip that command when undoing or repeating.

I've found 'TermUndoRedo' in the SDK manual but it is only for C++ API.

Thanks

Martin
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Re: Wacom Cintiq 13

2016-12-29 Thread Martin
Btw, you can use an iPad Pro as a Cintiq replacement with Duet Pro. It would be 
a simple solution if you already have an iPad.

I had a surface pro 3. The stylus buttons functions are not configurable, you 
can only use right click and eraser. Since I use a lot middle click in almost 
every software (XSI, Maya, Zbrush, 3DCoat, etc) I really hate it.

The Wacom Companion is very bulky. I don't own one but one of our designers 
does and I've borrow it a few times. The screen looks too grainy for my taste 
but otherwise it seems quite useful. You can use it as a another screen in your 
desktop PC but have some limitations in the resolution if you want to use it as 
a mirror display.

The new MobileStudio looks very nice in the pictures, but I haven't touch one 
yet and I'm not very interested in portable solutions.

Personally I'm still using my old Intuos and waiting for the new Cintiqs.

Martin
Sent from my iPhone

> On 28 Dec 2016, at 19:51, <pete...@skynet.be> <pete...@skynet.be> wrote:
> 
> My suggestion for the surface book as alternative to a Cintiq was *as a 
> standalone with digitizer and a keyboard*.
> If you want an input device for an existing workstation - replacing an intuos 
> with a cintiq - then a Surface will do you no good.
>  
> The Cintiq Companion is interesting as it can do double service as ‘mobile 
> studio’ and input device. (at least certain models can)
> You pay for it of course, and they are very bulky tablets. One that almost 
> made sense to me was the Companion Hybrid: reasonably priced (for a Wacom) - 
> about the same as a Cintiq 13 – so its like you get the Android tablet part 
> for free. Also rather outdated now - and drawing in an app is too gimmicky 
> for real work.
>  
> If you swear by Wacom as a brand, the pen in the surface hasn’t been Wacom 
> since the surface 2 – it’s N-trig now (bought by microsoft).
> Wacom remains superior for drawing, but when considering the complete 
> picture, with display quality, form factor, performance, storage, price, 
> battery life – it certainly doesn’t come without its flaws.
>  
> Bottom line: input device and/or mobile studio – it’s an ongoing quest.
>  
>  
>  
> From: Martin Yara
> Sent: Tuesday, December 27, 2016 3:39 PM
> To: Official Softimage Users Mailing 
> List.https://groups.google.com/forum/#!forum/xsi_list
> Subject: Re: Wacom Cintiq 13
>  
> If you can live with a stencil with useless buttons that can't be changed, no 
> nibs options, lower sensitivity, no tilt feature and generally less 
> precision, then a Surface Book isn't bad.
>  
> The buttons were a deal breaker for me. I'm not really sure if you can use it 
> as a tablet in another PC. I know that you can do that with a Wacom Companion 
> but not sure about Surface.
>  
> I'd choose a new Cintiq 16" that will be available next year.
>  
>  
>  
>  
>  
>> On Tue, Dec 27, 2016 at 7:34 PM, Olivier Jeannel <facialdel...@gmail.com> 
>> wrote:
>> Can the Surface Book screen replace a Cintiq on a regular" workstation ?
>>  
>> 2016-12-27 11:20 GMT+01:00 Rob Wuijster <r...@casema.nl>:
>>> Surface Studio?? ;)
>>> 
>>> Rob
>>> \/-\/\/
>>>> On 25-12-2016 22:10, pete...@skynet.be wrote:
>>>> A bit late to get one under the tree.
>>>>  
>>>> If I had that kind of money, I’d much rather get a Surface Book.
>>>> Cintiq keyboard options are underwhelming - that’s a dealbreaker for 3D I 
>>>> think.
>>>>  
>>>>  
>>>>  
>>>> From: Olivier Jeannel
>>>> Sent: Sunday, December 25, 2016 3:17 PM
>>>> To: sidefx-houdini-l...@sidefx.com ; softimage@listproc.autodesk.com
>>>> Subject: Wacom Cintiq 13
>>>>  
>>>> Is anyone using a Cintiq for 3D work (Houdini/XSI) ?
>>>>  
>>>> Just wondering, my intuos is slowly dying...
>>>>  
>>>> Cheers and Mery Christmas
>>>> --
>>>> Softimage Mailing List.
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>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>> 
>>>> 
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>>>> with "unsubscribe" in the subject, and reply to confirm.
>>> 
>>> 
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Re: Wacom Cintiq 13

2016-12-27 Thread Martin Yara
If you can live with a stencil with useless buttons that can't be changed,
no nibs options, lower sensitivity, no tilt feature and generally less
precision, then a Surface Book isn't bad.

The buttons were a deal breaker for me. I'm not really sure if you can use
it as a tablet in another PC. I know that you can do that with a Wacom
Companion but not sure about Surface.

I'd choose a new Cintiq 16" that will be available next year.





On Tue, Dec 27, 2016 at 7:34 PM, Olivier Jeannel 
wrote:

> Can the Surface Book screen replace a Cintiq on a regular" workstation ?
>
> 2016-12-27 11:20 GMT+01:00 Rob Wuijster :
>
>> Surface Studio?? ;)
>>
>> Rob
>> \/-\/\/
>>
>> On 25-12-2016 22:10, pete...@skynet.be wrote:
>>
>> A bit late to get one under the tree.
>>
>> If I had that kind of money, I’d much rather get a Surface Book.
>> Cintiq keyboard options are underwhelming - that’s a dealbreaker for 3D I
>> think.
>>
>>
>>
>> *From:* Olivier Jeannel 
>> *Sent:* Sunday, December 25, 2016 3:17 PM
>> *To:* sidefx-houdini-l...@sidefx.com ; softimage@listproc.autodesk.com
>> *Subject:* Wacom Cintiq 13
>>
>> Is anyone using a Cintiq for 3D work (Houdini/XSI) ?
>>
>> Just wondering, my intuos is slowly dying...
>>
>> Cheers and Mery Christmas
>>
>> --
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
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Re: Find cluster from polygon - script

2016-12-13 Thread Martin Yara
If you are using python, you can get all clusters elements with
Cluster.Elements and then search in that list with 'if .. in", that would
save you from looping through all the elements.

But, since you can have one poly index in multiple clusters you'll still
need to loop through all the PolyClusters.

# PolyIndex = The Index of your Polygon in integer.
cls = obj.ActivePrimitive.Geometry.Clusters.Filter('poly')
for cl in cls:
elms = cl.Elements
if PolyIndex in elms:
print "[%s] in [%s]" % (PolyIndex,cl.Name)

Martin

On Wed, Dec 14, 2016 at 12:59 PM, Matt Lind <speye...@hotmail.com> wrote:

> Depends how the polygon is referenced in your code.
>
> A Polygon is a geometry component and part of the object's primitive.  A
> Cluster is a type of metadata and lives outside the geometry, but makes
> references to parts of the geometry.  Most methods provided in the SDK work
> in a top-down fashion.  That is, they start with a major object or
> primitive, then the methods dig down to find subcomponents or elements of
> smaller stature.  What you're requesting is the ability to go the other
> direction (bottom-up).  While some examples of that do exist in the SDK,
> they're pretty scarce and I don't think any exist for your particular
> request.
>
> If you have a reference to a polygon as a ClusterElement you may be able to
> call the .Parent property to crawl up the graph to get the Cluster that
> owns
> it.
>
> If you have a reference to a polygon as a PolygonFace as obtained through
> most of the geometry methods, then no.  You must traverse the clusters and
> query if the polygon is contained within.
>
> If you want to bypass the object model and go completely old school command
> based manipulating of strings, you may (in some cases) dump the full path
> of
> the polygon, then tokenize it by '.' characters and crawl up the path until
> you find the cluster.  There are limitations with this method as the number
> of path components is not consistent and will change depending on various
> factors such as whether the object is part of a model or not, the type of
> cluster applied (polygon, point, sample, ...), the context in which the
> polygon reference was obtained, etc...  Any solution using this tactic can
> work for specific situations, but will be error prone for the general case.
>
> In some back door esoteric secret handshake situations, you might be able
> to
> use a SubComponent Object to find the cluster, but if you do that you
> already know the cluster, so creating the SubComponent is irrelevant.
>
> Long story short, if you only need to find the owning cluster once or
> twice,
> then just traverse the clusters and query if the polygon is in the cluster.
> If you have to do this en masse, then it might pay off to create reverse
> lookups maps using a simple associative array to store references to the
> cluster in the indices (eg; Array[PolygonIndex] = Cluster).  Creating the
> maps will take some time, but once they're established your lookups will be
> very fast.
>
>
> Matt
>
>
>
>
> Date: Tue, 13 Dec 2016 18:45:36 -0200
> From: Fabricio Chamon <xsiml...@gmail.com>
> Subject: Find cluster from polygon - script
> To: "softimage@listproc.autodesk.com"
>
> Hey guys,
>
> is there a quick way to find which cluster(s) a polygon belongs to without
> looping over all cluster elements?
>
> thanks.
>
>
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Re: Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-08 Thread Martin
The old subscription model is now called Maintenance and is only available for 
those who already own a license and were in subscription before the new rental 
model.

The new subscription (rental) is now the only way you can get an Autodesk 
product, you can't buy anything anymore, so selling a bad product to get more 
subscribers is a flawed conspiracy theory.

I don't like Maya either, but don't exaggerate it.

I don't find Maya's UI to take that much space, some menus are huge but nothing 
that critical. You don't have a layout with an automatic slide menu like XSI 
but you have shortcuts to hide/unhide some parts of the GUI and you have a few 
customization options.

1152 x 864? do you really use that resolution? I don't think I've used less 
than 1920x1080 for like 10 years?

BTW, I wish SI GUI were updated to have dpi scaling support for high 
resolutions.

In my experience Maya doesn't crash that much with the latest SPs. I haven't 
used 2017 but 2016 used to crash every 5 minutes if I used Target Weld and Undo 
has never been reliable in Maya.

Choosing your next software should depend on what do you do and how is your 
market moving. We are still using natively Softimage for some games here but it 
is slowly changing too, most of the time moving towards Maya.

Still, I think Softimage should be, technically, very competitive for at least 
5 more years but we all will have to move on someday. For modeling and envelope 
weights and things that you can easily port to another software but work way 
faster in Softimage, it may last a lot more years. 

Martin Yara
Sent from my iPhone

> On 9 Dec 2016, at 4:24, <srecko.mi...@gmail.com> <srecko.mi...@gmail.com> 
> wrote:
> 
> If you stop paying subscription you can not use Maya anyway, isn’t that how 
> this subscription work? Or you can still buy perpetual license? Sorry for 
> stupid question, I am not using AD products anymore.
>  
> -- 
> Micic Srecko
> ---
> Mail:
> srecko.mi...@gmail.com
> Skype:srecko.micic
> ---
>  
> From: Mirko Jankovic
> Sent: Thursday, December 8, 2016 19:45
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage EOL 2017 - The chronicles of a giant (documentary)
>  
> Q2: * Why maya crashes around 5 times in 1 hour with an older service pack? 
> need the new one to only crash once per hour...
>  
> Because you need strong reason to SELL subscription ie.. with subscription 
> you have latest patches fixes and so on bla bla PR crap.
> Otherwise if you don't keep paying subscription non stop it will be 
> impossible for you to work close to normally.
> So imagine an version of Maya that works just fine no problems nothing. You 
> really think anyone would stick to subscriptions and keep paying for new 
> buggy crap that comes out every couple months?
> Simple math AD would be happiest on planet if you can access their software 
> cloud only paying every second you are using it.
> There is such thing as profit, but there is also such thing as pure greed at 
> cost of user experience and needs.
> ᐧ
>  
> On Thu, Dec 8, 2016 at 7:20 PM, Pierre Schiller 
> <activemotionpictu...@gmail.com> wrote:
> Thank you all for stating your perspectives on this matter.
> 
> Let me ask couple of questions, just real honest ones:
> 
> Q1: * How much screen space must take for *2016-beyond* software to work 
> well? (Modo/Blender/Maya...) Why keep filling the screen with icons/redundant 
> menus?
> Q2: * Why maya crashes around 5 times in 1 hour with an older service pack? 
> need the new one to only crash once per hour
> Q3: * How much code does it need to be re-written to (inflate) work for the 
> *current2015-beyond software* on the latest OS?
> Q4: * How many more community/users (counting by the hundreds) would be 
> needed to make a "switch layout" petition on *current2016-beyond* software?
> 
> If all this doesn´t point to bad planning/design UIX (and not just 
> aesthetics, but code, as well)...I don´t know how possible
> is for a *current2016-beyond* app defeat an already good software like we had 
> on Softimage (back 2 years ago until EOL).
>  
> A1: Softimage as it is, can even run on a Netbook (1152 x 864) collapsible 
> panels.
> A2: SI only needed 1 or 2 SP at most, each year. Solid code only needs 
> upgrades, not bug-patching service packs.
> A3: SI will be limited for some OS but that's architecture and Core 
> processing (not source code related) and will stay running like originally 
> intended.
> A4: SI only had 5k people sign the "NO EOL" to SI, which is as far as we know 
> *active users*; I can´t picture why 5,6,8K user community can´t
> make a petition to make a software more stable.
> 
> I don´t want to make this post extensive. I ca

Re: Weights Plugin

2016-11-19 Thread Martin Yara
I almost never use painting for weights but, creating groups (list of
components), or clusters, to lock their weights with buttons in a PPG
should be very easy to code.

Or do you mean something like Maya's ngSkinTools ? That looks pretty cool,
but since I rarely use painting weights I haven't tried it that much.

Martin



On Sat, Nov 19, 2016 at 2:01 AM, pedro santos <probi...@gmail.com> wrote:

> Something I would like to see as a standard weight painting workflow is to
> be able to groups weights to rapidly decide which layers are locked and
> which aren't, so I don't destroy good work I've done so far, by quickly
> setting up my desired mask. Unlike as of now that I have to lock manually
> weight by weight.
> So with groups I would select the "Torso" and the "Head" groups, I would
> paint over those but not over the "Arm_L" and "Arm_R" groups. And if none
> is selected, than it's like all are selected and I paint all over them,
> none is locked. Single exclusion would be done by selecting something and
> than inverting that selection.
>
> Cheers
>
>
>
> On Fri, Nov 18, 2016 at 1:01 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
> wrote:
>
>> Hey Martin,
>>
>> Good Job! I haven't gone through the code but for performance issue with
>> python, did you think about using `numpy` or perhaps `cython`(to write `C`
>> extensions) or you are already using one of these.
>>
>> - Alok
>>
>> On Fri, Nov 18, 2016 at 8:42 PM, toonafish <ron...@toonafish.nl> wrote:
>>
>>> Looks very cool, muchas gracias senior !
>>>
>>> - Ronald
>>>
>>> On 18 Nov 2016, at 12:17, Martin Yara <furik...@gmail.com> wrote:
>>>
>>> I finally decided to share the weights tool I've been writing for the
>>> last few months.
>>>
>>> https://vimeo.com/191796419
>>>
>>> Everything is in Python and Jscript. I rewrote some commands in JScript
>>> to make it faster because Python was like 3 times slower to just get the
>>> Weights array. Now that I think about it VBScript would have been a little
>>> faster.
>>> Probably I should try C to handle more deformers faster, but it is doing
>>> the job for our current game project.
>>>
>>> I've included a workgroup with PySide and PyQtForSoftimage for easy
>>> installation but I'm not sure if I'm infringing something with this. If
>>> there is any problem please let me know and I'll pull it out.
>>>
>>> Martin
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
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>>>
>>
>>
>>
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>
>
>
> --
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>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>
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Re: Weights Plugin

2016-11-19 Thread Martin Yara
No I'm not using any additional module, only vanilla Python included in
Softimage. I though it would be more difficult to distribute and to be
honest I've never figured out how to even install numpy :P

My problem was that in my test model ( 10,000 points, 240 deformers )
getting the array was taking like 0.7 seconds

weights = envOp.Weights.Array

while doing it with JScript was 0.2 seconds

var VBWeights = new VBArray( envOp.Weights.Array )

and since I'm recalculating the average weights with every selection or
weight change, 0.7 seconds feels like a long time. Waiting 0.3 seconds is
more bearable.

So I created a JScript command and call it from Python to only get the
final results and it became 3 times faster.

I'll try to test numpy as soon as I can figure out how to install it.

Martin



On Fri, Nov 18, 2016 at 10:01 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
wrote:

> Hey Martin,
>
> Good Job! I haven't gone through the code but for performance issue with
> python, did you think about using `numpy` or perhaps `cython`(to write `C`
> extensions) or you are already using one of these.
>
> - Alok
>
> On Fri, Nov 18, 2016 at 8:42 PM, toonafish <ron...@toonafish.nl> wrote:
>
>> Looks very cool, muchas gracias senior !
>>
>> - Ronald
>>
>> On 18 Nov 2016, at 12:17, Martin Yara <furik...@gmail.com> wrote:
>>
>> I finally decided to share the weights tool I've been writing for the
>> last few months.
>>
>> https://vimeo.com/191796419
>>
>> Everything is in Python and Jscript. I rewrote some commands in JScript
>> to make it faster because Python was like 3 times slower to just get the
>> Weights array. Now that I think about it VBScript would have been a little
>> faster.
>> Probably I should try C to handle more deformers faster, but it is doing
>> the job for our current game project.
>>
>> I've included a workgroup with PySide and PyQtForSoftimage for easy
>> installation but I'm not sure if I'm infringing something with this. If
>> there is any problem please let me know and I'll pull it out.
>>
>> Martin
>> --
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>>
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>>
>
>
>
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Weights Plugin

2016-11-18 Thread Martin Yara
I finally decided to share the weights tool I've been writing for the last
few months.

https://vimeo.com/191796419

Everything is in Python and Jscript. I rewrote some commands in JScript to
make it faster because Python was like 3 times slower to just get the
Weights array. Now that I think about it VBScript would have been a little
faster.
Probably I should try C to handle more deformers faster, but it is doing
the job for our current game project.

I've included a workgroup with PySide and PyQtForSoftimage for easy
installation but I'm not sure if I'm infringing something with this. If
there is any problem please let me know and I'll pull it out.

Martin
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Re: Warcraft Creating The Horde

2016-11-17 Thread Martin
Awesome !
Great to see Fabric + Softimage in action.

Thanks for sharing !

Martin
Sent from my iPhone

2016/11/18 3:24、Pierre Schiller <activemotionpictu...@gmail.com> のメッセージ:

> Ohh thank you sooo much!!! This is great news Thank you
> 
> 
>> On Nov 17, 2016 12:55 PM, "Jonathan Moore" <jonathan.moo...@gmail.com> wrote:
>> Ace to see Softimage and Fabric Engine singing in perfect harmony.
>> 
>>> On 17 November 2016 at 15:56, Eric Thivierge <ethivie...@gmail.com> wrote:
>>> Hey all,
>>> 
>>> This new video from ILM has a few clips and information about the work we 
>>> did on Warcraft at Hybride. We used Softimage and Fabric Engine to make the 
>>> crowds. Was a great project to work on and just as great of a challenge too.
>>> 
>>> https://www.youtube.com/watch?v=C0MRBrJlvkQ
>>> Hybride crowds around 3:30
>>> 
>>> Cheers,
>>> 
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>> 
>>> --
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>> 
>> 
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Re: Maya with Softimage 2016 - license questions

2016-11-01 Thread Martin Chatterjee
Thanks Maurice, that's great to hear.

Cheers, Martin

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On Tue, Nov 1, 2016 at 2:38 PM, Maurice Patel <maurice.pa...@autodesk.com>
wrote:

> I have an update.
> The support person is incorrect. There is an exception for Softimage. Our
> backend systems were  modified recently and the exception was not migrated
> to the new system creating the problem. Since the system no longer reflects
> the exception support is just giving you a standard response.  We are
> trying to figure out a way to fix this at the moment. There is a workaround
> path apparently I am also trying to get details on that. Will keep you
> posted
> maurice
>
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
>
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of xabian dreiD
> Sent: Tuesday, November 01, 2016 9:30 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Maya with Softimage 2016 - license questions
>
> hey martin,
>
> thanks for sharing your experience! i bought the maya softimage bundle
> mainly because of softimage and the maintenance plan because i thought its
> nice mayabe to migrate to mayalater  and also to have the possibility to
> use previous versions of softimage.. but after another contact with
> autodesk support it seems they making really no difference between maya and
> softimage versions:
>
> "The software you're trying to activate remains not eligible for use.
> In regards to our upgrade policy, as newer versions of the software are
> released, the older ones become not eligible, using your example, by next
> year you would have the right to the newest version of Maya with Softimage,
> and indeed, the 2014 would not be available for use as it is now.
> I can't be certain of what happened to the other user you mentioned,
> perhaps if you manage to get in touch with him he can explain exactly how
> he managed to activate the software."
>
>
> i wonder what will happen if i cancel my subscription now? will i hold
> maya 2017 and also softimage 2016 (2015R2)? my reseller said these where
> perpetual licenses i can use forever!
>
> i hope also maurice can maybe help to get my 2013 activated and clarify
> these questions!?
>
> 2016-11-01 10:04 GMT+01:00 Martin Yara <furik...@gmail.com<mailto:fur
> ik...@gmail.com>>:
> AFAIK, and that's what I could understand from my experience with SI 2013,
> it means 3 versions previous to their latest series, being that 2017 and
> soon to be 2018. It doesn't matter what is the latest Softimage version.
>
> So in 2019 (I think 2015R2 would still be in the 2015 group)  you won't be
> able to use Softimage at all if you haven't activated your licenses yet,
> not without your reseller doing some magic for you at least.
>
> I hope Maurice can do something for you.
>
> btw, If you haven't activated your 2014 license, do it now.
>
> Martin
>
> On Tue, Nov 1, 2016 at 5:56 PM, xabian dreiD <xabia...@gmail.com xabia...@gmail.com>> wrote:
> Hmmm, that is interesting... but also strange, because the subscription
> contract says its allowed to use the last 3 versions.
> The funny thing is the last Softimage version  in my Autodesk Account is
> 2016, which is 2015 R2 in reality :)
> [Inline-Bild 1]
> So 3 versions back would be 2013 and my account also offers me the
> possibility to download 2013 and clearly says: "Your contract includes
> access to this products"
>
> [Inline-Bild 2]
>
> But the support says i'm now on Maya with Softimage 2017 and 3 version
> back will be 2014. But this is only for Maya in my opinion because there is
> certainly no Softimage 2017. So next year we also would not be allowed to
> use 2014 and one year later not 2015 and one more not even 2016 (which is
> 2015 R2) ???
>
> 2016-11-01 2:37 GMT+01:00 Martin <furik...@gmail.com<mailto:fur
> ik...@gmail.com>>:
> I had a similar problem with SI2013 in May this year.
> It took a few days but my reseller managed to get me those licenses after
> the 3 years period but explained me that normally, you need to activate
> your licenses before the 3 years expiration.
>
> Martin
> Sent from my iPhone
>
> 2016/11/01 1:50、Maurice Patel <maurice.pa...@autodesk.com maurice.pa...@autodesk.com>> のメッセージ:
>
> > Hi, I am not sure what is going on and will look into this at our end
> (Autodesk) too.
> > maurice
> >
> > Maurice Patel
> > Tél:  514 954-7134<tel:514%20954-7134>
> > Cell: 514 242-6549<tel:514%20242-6549>
> >
> > From: softimage-bo

Re: Maya with Softimage 2016 - license questions

2016-10-31 Thread Martin
I had a similar problem with SI2013 in May this year.
It took a few days but my reseller managed to get me those licenses after the 3 
years period but explained me that normally, you need to activate your licenses 
before the 3 years expiration.

Martin
Sent from my iPhone

2016/11/01 1:50、Maurice Patel <maurice.pa...@autodesk.com> のメッセージ:

> Hi, I am not sure what is going on and will look into this at our end 
> (Autodesk) too.
> maurice
> 
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of xabian dreiD
> Sent: Monday, October 31, 2016 12:05 PM
> To: softimage@listproc.autodesk.com
> Subject: Maya with Softimage 2016 - license questions
> 
> hi gang,
> 
> i bought maya with softimage 2016 bundle last year and i'm on subsbcription, 
> which allows me to use the last 3 versions. now i need softimage 2013 for an 
> older project and i could download it through my account but autodesk support 
> won't give me a serial because they saying i'm now on maya with softimage 
> 2017 and they just can give me softimage 2014 because this would be 3 
> versions back!?  this must be a halloween joke or not!?  if this would be 
> true so what will happen in year 2020? then i can not use any softimage or 
> what? my reseller said maya and softimage 2016 is perpetual for both maya and 
> softimage!. what will happen if i cancel my subscription? i originally bought 
> that package for a perpetual softimage and did subscription because my 
> reseller said then i can upgrade maya, but softimage will be the same 
> perpetual license.
> 
> i tried already to reach out autodesk support to get further information, but 
> the support acts like an autoresponder.. also my reseller could't help for 
> now, they trying to talk to autodesk. i hope somebody here can bring some 
> light into the darkness?!
> 
> thx! -xabian
> 
> 
> --
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Re: Some Maya modeling/UV tools questions

2016-10-28 Thread Martin
Maya 2016.5 is actually pretty good for modeling, I really like the symmetry 
working in almost all tools, if you don't mind to use copy weights a lot to 
workaround the lack of weights preservation.

For UV I've found the NightShade script very friendly in comparison to the 
default tool. It still take a while to get used to it though.

Martin
Sent from my iPhone

2016/10/29 0:40、Steven Caron <car...@gmail.com> のメッセージ:

> The modeling tools have made strides and our very own Brent McPherson is on 
> that team.
> 
> Start with the Modeling toolkit, and also use the right click context menus.
> 
> *written with my thumbs
> 
> 
>> On Oct 28, 2016 3:17 AM, "Morten Bartholdy" <x...@colorshopvfx.dk> wrote:
>> Nah, they are not going to do it ;-)
>> 
>> // MB
>> 
>> 
>> > Den 28. oktober 2016 klokken 12:02 skrev Olivier Jeannel 
>> > <facialdel...@gmail.com>:
>> >
>> >
>> > Autodesk ?
>> >
>> > On Fri, Oct 28, 2016 at 11:51 AM, Rob Wuijster <r...@casema.nl> wrote:
>> >
>> > > First of all... Apologies ;-)
>> > >
>> > > I'm doing some modeling and UV stuff in Maya atm, but the scattered tools
>> > > for modeling and UV'ing are slowly getting on my nerves here...
>> > >
>> > > Are there brave people out there, that created tools/menu's/windows that
>> > > make this whole process more logical and enjoyable?
>> > >
>> > > Oh.. Maya 2016 btw...
>> > >
>> > > --
>> > >
>> > > cheers!
>> > >
>> > > Rob
>> > > \/-\/\/
>> > >
>> > >
>> > > --
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>> > > with "unsubscribe" in the subject, and reply to confirm.
>> > >
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About Licenses

2016-10-28 Thread Martin Yara
Hi, I'm about to finish a weight tool for Softimage and I'd like to share
it but I don't fully understand all those license terms.

I'm using some snippets and parts of functions that I've found in Gear and
Alan Fregtman's blog.
Since Gear is GNU Lesser Public I've read that I need to include the
original code and I'm not sure what should I do.

Thanks

Martin
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Re: SI on Windows 10 with anniversary update not working anymore?

2016-10-27 Thread Martin Chatterjee
Hey Stephan, long time no see!  :)

Sorry, no further help from my side except that I can confirm that
everything still works on my side on Windows 10 with exactly your
build. ( Version
1607, Build 14393.321)

Cheers, -M

--
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[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]

On Thu, Oct 27, 2016 at 12:51 PM, Stephan Haitz <sha...@3d-agenten.de>
wrote:

> Ok thx for reply...
>
> strange, as I tested this on another Computer... I have to investigate
> further...
>
> my Win: Version 1607 (Build 14393.321)
>
>
>
> Am 27.10.2016 um 12:36 schrieb Mirko Jankovic:
>
> never mind found it
>
> Press *Win+R.*
> Type *winver*
> *. Press *Enter:
>
> Yes got anniversary and still works fine. So doesn't seems to be windows
> issue?
>
> ᐧ
>
> On Thu, Oct 27, 2016 at 12:34 PM, Mirko Jankovic <
> mirkoj.anima...@gmail.com> wrote:
>
>> Hmm everything still works here... btw where to check exactly if I
>> actually got that update for win 10 or not?
>> ᐧ
>>
>> On Thu, Oct 27, 2016 at 12:33 PM, Stephan Haitz <sha...@3d-agenten.de>
>> wrote:
>>
>>> #Excuse for Repost, wrong thread...
>>> Hi List,
>>>
>>> If I am right Softimage 2015 SP2 won´t start on actual Windows 10 +
>>> anniversary update anymore. Tested on my Workstation and my Notebook. On
>>> Startup I get a "Failed to save scene before system failure". Visual
>>> Studio Debugger says something with combase.dll, dont know if relevant,
>>> I am not a developer...
>>>
>>> Can somebody confirm this issue? Any workarounds other then back to Win
>>> 7/8?
>>>
>>> Reinstallation didn´t help...
>>>
>>> This moment came faster than expected...
>>>
>>> Greets
>>>
>>> Stephan
>>>
>>>
>>>
>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Mirko Jankovic
>> *http://www.cgfolio.com/mirko-jankovic
>> <http://www.cgfolio.com/mirko-jankovic>*
>>
>> Need to find freelancers fast?
>> www.cgfolio.com
>>
>> Need some help with rendering an Redshift project?
>> http://www.gpuoven.com/
>>
>
>
>
> --
> Mirko Jankovic
> *http://www.cgfolio.com/mirko-jankovic
> <http://www.cgfolio.com/mirko-jankovic>*
>
> Need to find freelancers fast?
> www.cgfolio.com
>
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> http://www.gpuoven.com/
>
>
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Re: Ping

2016-10-05 Thread Martin
We are using Softimage and Maya in our projects (PS4 game), and coding like 
crazy in Maya (although still writing for Softimage too).

For modeling I'm still using Softimage as much as I can, it is way faster.

Martin
Sent from my iPhone

> On 6 Oct 2016, at 2:06, Jordi Bares <jordiba...@gmail.com> wrote:
> 
> Still around on the list but pretty much 100% of my time on Houdini now 
> except occasional projects.
> 
> Jb
> 
> 
>> On 5 Oct 2016, at 17:58, Tim Borgmann <i...@bt-3d.de> wrote:
>> 
>> Same here. Still using SI for most of my work.
>> 
>> send from mobil
>> 
>>> Am 05.10.2016 um 11:38 schrieb Oliver Weingarten <li...@pixelpanic.de>:
>>> 
>>> Still Softimage|XSI for most of the work I do, learning Houdini in 
>>> parallel..both in combo with Redshift.
>>> 
>>> As AD keeps on "making better software faster"(Marc Stevens in March 2014) 
>>> without giving a proper replacement for XSI, Houdini seems one of a very 
>>> few applications to make progress and evolve with.
>>> 
>>>> Am 05.10.2016 um 11:22 schrieb Jean-Louis:
>>>> Softimage is still our primary tool, and probably for at least the next 
>>>> couple of years (together with Redshift and Arnold, of course).
>>>> 
>>>> JL
>>>> 
>>>> 
>>>> 
>>>> Jean-Louis Billard
>>>> -
>>>> Digital Golem
>>>> BE: +32 (0) 484 263 563
>>>> UK: +44 (0) 7973 660 119
>>>> jean-lo...@digitalgolem.com
>>>> http://www.digitalgolem.com/
>>>> 53 Rue Gustave Huberti
>>>> 1030 Brussels
>>>> -
>>>> 
>>>> 
>>>>> On 4 Oct 2016, at 12:00, Simon Reeves <si...@simonreeves.com> wrote:
>>>>> 
>>>>> I'd unsubscribe but I'm afraid of being one of those who sends an email 
>>>>> to everyone that just says 'unsubscribe'.
>>>>> 
>>>>> Otherwise... Full steam ahead Houdini! It's great. Any uncertainty after 
>>>>> the demise of xsi is behind me.
>>>>> 
>>>>> Add to that, Maya's only function as an 'easier' app that everyone uses, 
>>>>> has hopefully improved greatly (as in, satisfactorily) with the  XSI 
>>>>> style render layers in 2017.
>>>>> 
>>>>> 
>>>>>> On Tue, 4 Oct 2016, 10:39 patrick nethercoat, <patr...@brandtanim.co.uk> 
>>>>>> wrote:
>>>>>> still hanging on.
>>>>>> 
>>>>>> On 4 October 2016 at 10:28, Morten Bartholdy <x...@colorshopvfx.dk> 
>>>>>> wrote:
>>>>>> Pong from Copenhagen, Denmark :)
>>>>>> 
>>>>>> 
>>>>>> > Den 4. oktober 2016 klokken 09:42 skrev Thomas Volkmann 
>>>>>> > <li...@thomasvolkmann.com>:
>>>>>> >
>>>>>> >
>>>>>> > anybody out there?--
>>>>>> > Softimage Mailing List.
>>>>>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>>>>> > with "unsubscribe" in the subject, and reply to confirm.
>>>>>> --
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>>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> -- 
>>>>>> Brandt Animation
>>>>>> www.brandtanim.co.uk
>>>>>> 020 7734 0196
>>>>>> 07717 38 39 40
>>>>>> --
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>>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>> 
>>>>> -- 
>>>>> Simon Reeves
>>>>> London, UK
>>>>> si...@simonreeves.com
>>>>> www.simonreeves.com
>>>>> www.analogstudio.co.uk
>>>>> --
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>> 
>>>> 
>>>> 
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Re: Wiki EOL soon

2016-09-13 Thread Martin Chatterjee
I thought, Matt Lind had offered to host it?

Matt, would you still be up for it?

Thanks, Martin

On Thu, Aug 18, 2016 at 10:51 PM, Matt Lind <speye...@hotmail.com> wrote:

> Addendum:
>
> I recently renewed my web hosting for 3 more years.  I can host the
> softimage wiki if a package and installation instructions are provided as
> the disc space and traffic are well within my hosting plans limits.
>
>
> Matt
>



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Add Button to Shelf through Scripting

2016-09-06 Thread Martin Yara
Is this possible ?

The only way I can think of would be to edit the shelf xsitb file.
Is there any other way?

Martin
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Re: Do you reckon this might be made with fabric ?

2016-09-05 Thread Martin Contel
We used that tool at Square Enix. Very useful.


On Monday 5 September 2016, Jordi Bares <jordiba...@gmail.com> wrote:

> I am afraid it is not and the interface is a bit of a rip off from
> Houdini, even the icons are “inspired” but there you go.
> jg
>
> On 5 Sep 2016, at 16:00, Sebastien Sterling <sebastien.sterl...@gmail.com
> <javascript:_e(%7B%7D,'cvml','sebastien.sterl...@gmail.com');>> wrote:
>
> https://vimeo.com/181450922
>
> it looks a little like the interface, that said i't probably isnt, still
> cool stuff.
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Re: Get Closest Point in another geometry

2016-07-15 Thread Martin Yara
Thanks for your answers!

I already coded it with my original idea, and so far it works fine.

Since I guess an ICE alternative would faster for high poly objects, I'll
try that later.

Martin


On Fri, Jul 15, 2016 at 8:01 PM, Tom Kleinenberg <zagan...@gmail.com> wrote:

> Hi Martin
>
> Paul's answered how to copy weight values from one object to another. He's
> got an old video where he showed how to write to a weight map, which may be
> useful : https://vimeo.com/19031487 . It's uses a distance test rather
> than copying values but the set up for how to write a weight map may be of
> interest.
>
> There are a number of really good videos in that channel on geometry
> manipulation, if you have the time it's probably worth going through them.
>
>
>
>
>
> On 15 July 2016 at 09:22, <p...@bustykelp.com> wrote:
>
>> Its very easy in ICE. but you will have to have a map existing to write
>> to as ICE cant generate Maps.
>>
>> There is a get closest points node. Which returns an array of locations.
>> If you just want one point, then the nearest will be the first in the array
>>
>> so in ICE its a bit like this
>>
>> OTHER OBJECT--GETCLOSESTPOINTSSELECT IN ARRAY (select the
>> first, which is 0)GETDATA(weightmap.weights)SETDATA(this
>> object’s weightmap that you have made to write it to)
>>
>> If you freeze the ICE tree, its now permanent.
>>
>> *From:* Martin Yara <furik...@gmail.com>
>> *Sent:* Friday, July 15, 2016 8:06 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Get Closest Point in another geometry
>>
>> Hi list,
>>
>> I'm trying to write a tool to snap to the closest points and copy their
>> weights, so these points would have the same position and the same weights.
>> But I can't find a method or property besides Geometry.GetClosestLocation,
>> which gives me the location in the geometry, not the closest point.
>>
>> My only idea would be to use the GetClosestLocation and then get the
>> points from the polygon in that location and iterate between those points.
>>
>> Is there any easier or direct way to do this?
>>
>> I would try ICE but I'm don't know how to copy the weights with ICE, or
>> if this is possible, or how to get the ICE information to use it to copy
>> weights through scripting.
>>
>> Thanks
>>
>> Martin
>>
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>
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Get Closest Point in another geometry

2016-07-15 Thread Martin Yara
Hi list,

I'm trying to write a tool to snap to the closest points and copy their
weights, so these points would have the same position and the same weights.
But I can't find a method or property besides Geometry.GetClosestLocation,
which gives me the location in the geometry, not the closest point.

My only idea would be to use the GetClosestLocation and then get the points
from the polygon in that location and iterate between those points.

Is there any easier or direct way to do this?

I would try ICE but I'm don't know how to copy the weights with ICE, or if
this is possible, or how to get the ICE information to use it to copy
weights through scripting.

Thanks

Martin
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-07-01 Thread Martin Chatterjee
Hey Steven,


> *Are you setup to compile the C++ part of the plugin on Windows 10? If you
> could do that and replace the one in the workgroup and see what happens
> that would be great.*
>

I gave it a quick try yesterday night. I built the plugin with VS 2012
against Soft 2015 R2-SP2 and QT 4.8.5, and it errors out as well.

I guess I'll bow out of this now as Takayoshi seems to have sorted it out
already. :)

Cheers, Martin

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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-30 Thread Martin Chatterjee
> * To get the "internal" Python back, you'd have to delete the "PYTHONHOME"
> environment variable again...*
>

Yeah of course, I get that.

But as far as I remember (it's been a few years since we've actually done
that facility-wide) having to set PYTHONHOME was not a requirement for
using an external Python inside Soft.

Apparently now you have to manage setting the environment variable and
setting a softimage preference in sync for this to work...

-M


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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-30 Thread Martin Chatterjee
Hi Leendert, hi Steven,


* Did you try creating and setting the environment variable "PYTHONHOME" to
> the path of your "external" Python?*
>


Oh, is that supposed to be necessary? Having to set that sort of defies the
usefulness of the Soft preferences checkbox, doesn't it?

*Anyway, I gave it a try:*

a.) With PYTHONHOME set to my external Python and 'use external Python' *off
*I don't have Python support at all anymore inside Soft.

b.) But with PYTHONHOME set to my external Python and 'use external
Python' *on
*I can sucessfully use my external Python inside Soft.
 ( verified by calling *import os; LogMessage(os.__file__) *
)




*Now that I have that part up and running I did:*

a.) install *PySide 1.2.2 *into my external Python (verified by running   *from
PySide.QtCore import **   in a standalone Python shell)

b.) verify that Pyside can be imported inside Softimage (again verified by
running   *from PySide.QtCore import **   in the Script Editor)

c.) installed* PyQtForSoftimage_beta6.xsiaddon* into a fresh workgroup, and
restarted Soft.

d.) After startup verified that there are no errors on load, checked the
Plugin Manager to make sure that all plugins got loaded without errors

e.) Called *Application.ExampleDialog().*


*This fails with this error on my side as well:  *

*# ERROR : Traceback (most recent call last):*
*#   File 

Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-30 Thread Martin Chatterjee
Hi Steven,

> *To anyone else listening... has anyone gotten PyQtForSoftimage working on
> Windows 10? If so what is your configuration... Softimage version, python
> version, pyqt or PySide version, etc.*
>

I've got one relatively new box on Windows 10 Pro and just gave it a try.

I can confirm that on my side Softimage does already crash on start up when
trying to use the external python at all. This is without PySide or the
PyQtForSoftimage addon involved.

Windows 10 Pro
Softimage 2015 R2 SP2
Python 2.7.11 x64
PyWin32 Build 220
No PySide/PyQT installation


Unfortunately I don't have the time right now to try to hunt down a
potentially working set of software versions, just wanted to give you a
heads up.

Thanks, -M

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Re: "external" Python crashes Softimage onstartup

2016-06-28 Thread Martin Yara
I've tried with Python 2.7.11 + pywin32 213, 217, 220 and failed miserably.

I had similar problems wtih previous Softimage versions and Python 2.6.6

I may try later but since I'm quite ok with the internal Python, I'll stick
with it for the time being.

Thanks



On Tue, Jun 28, 2016 at 5:46 PM, 松本 隆芳 <yamahiga...@gmail.com> wrote:

> FYI, It work well on 2015(sp1) + Win10 + external python 2.7.11 (and the
> print command also work)
> but, if you don't install pywin module, softimage crashes on every startup.
>
> Takayoshi
>
> On 6/28/2016 4:44 PM, Martin Yara wrote:
> > Thanks. It worked here with 2.7.7.
> >
> > The print command doesn't seems to work though.
> > Is there any advantage using an external Python ?
> >
> > Martin
> >
> > On Tue, Jun 28, 2016 at 12:12 AM, Leendert A. Hartog <hirazib...@live.nl
> >
> > wrote:
> >
> >> That would explain it. Will have to try if that helps. Thanks a lot...
> >>
> >> Greetz
> >> Leendert
> >> AKA Hirazi Blue
> >> Softimage hobbyist, admin at si-community.com & xsiforum.de
> >>
> >> --
> >> From: 3d.alla...@gmail.com
> >> Date: Mon, 27 Jun 2016 16:21:41 +0200
> >> Subject: Re: "external" Python crashes Softimage onstartup
> >> To: softimage@listproc.autodesk.com
> >>
> >>
> >> Hi Leendert,
> >>
> >> I can share with you my partial experience with a similar problem.
> >>
> >> Using Softimage 2015 (or more) and *NOT *"Use Python Installed with
> >> Softimage (Windows Only)" on windows 7 (or more)  Softimage can crash on
> >> startup if you use a *newer version of python than 2.7.7*
> >>
> >> So if you want to use an external python, you need to use at max 2.7.7
> >>
> >> I tried just with python 2.X.X not with 3.X.X
> >>
> >>
> >> Hope that could help you...
> >>
> >>
> >>
> >>
> >>
> >> 2016-06-27 14:58 GMT+02:00 Leendert A. Hartog <hirazib...@live.nl>:
> >>
> >> I probably should add that the problem occurs on Softimage 2015 R2-SP2
> on
> >> Windows 10...
> >>
> >> Greetz
> >> Leendert
> >> AKA Hirazi Blue
> >> Softimage hobbyist, admin at si-community.com & xsiforum.de
> >>
> >>
> >> On 27/06/2016 14:46:37, Leendert A. Hartog <hirazib...@live.nl> wrote:
> >> Let me BUMP this, as this problem is annoying me immensely and I do not
> >> have a clue what could be going on...
> >>
> >> Greetz
> >> Leendert
> >> AKA Hirazi Blue
> >> Softimage hobbyist, admin at si-community.com & xsiforum.de
> >>
> >>
> >> On 25/06/2016 14:25:22, Leendert A. Hartog <hirazib...@live.nl> wrote:
> >> Just noticed something extremely worrisome...
> >> Unchecking the "Use Python Installed with Softimage (Windows Only)" flag
> >> in the Script Editor Preferences causes Softimage to crash at
> (re-)startup,
> >> making it impossible to use an "external" Python with Softimage as far
> as
> >> I can tell...
> >> Is there something I am overlooking? I installed an "external" Python
> 2.7
> >> and the corresponding Pywin32...
> >>
> >> Greetz
> >> Leendert
> >> AKA Hirazi Blue
> >> Softimage hobbyist, admin at si-community.com & xsiforum.de
> >>
> >>
> >> -- 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
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> >> subject, and reply to confirm.
> >>
> >>
> >> --
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> >> with "unsubscribe" in the subject, and reply to confirm.
> >>
> >>
> >>
> >>
> >> --
> >> Emmanuel Allasia - R
> >> 3D MatchMovers <http://www.3d-matchmovers.com/> | Gobi Studio
> >> <http://www.gobistudio.fr/>
> >> +33 663 713 381 / +33 491 088 916
> >>
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> >
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Re: "external" Python crashes Softimage onstartup

2016-06-28 Thread Martin Yara
Thanks. It worked here with 2.7.7.

The print command doesn't seems to work though.
Is there any advantage using an external Python ?

Martin

On Tue, Jun 28, 2016 at 12:12 AM, Leendert A. Hartog <hirazib...@live.nl>
wrote:

> That would explain it. Will have to try if that helps. Thanks a lot...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
> --
> From: 3d.alla...@gmail.com
> Date: Mon, 27 Jun 2016 16:21:41 +0200
> Subject: Re: "external" Python crashes Softimage onstartup
> To: softimage@listproc.autodesk.com
>
>
> Hi Leendert,
>
> I can share with you my partial experience with a similar problem.
>
> Using Softimage 2015 (or more) and *NOT *"Use Python Installed with
> Softimage (Windows Only)" on windows 7 (or more)  Softimage can crash on
> startup if you use a *newer version of python than 2.7.7*
>
> So if you want to use an external python, you need to use at max 2.7.7
>
> I tried just with python 2.X.X not with 3.X.X
>
>
> Hope that could help you...
>
>
>
>
>
> 2016-06-27 14:58 GMT+02:00 Leendert A. Hartog <hirazib...@live.nl>:
>
> I probably should add that the problem occurs on Softimage 2015 R2-SP2 on
> Windows 10...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 27/06/2016 14:46:37, Leendert A. Hartog <hirazib...@live.nl> wrote:
> Let me BUMP this, as this problem is annoying me immensely and I do not
> have a clue what could be going on...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 25/06/2016 14:25:22, Leendert A. Hartog <hirazib...@live.nl> wrote:
> Just noticed something extremely worrisome...
> Unchecking the "Use Python Installed with Softimage (Windows Only)" flag
> in the Script Editor Preferences causes Softimage to crash at (re-)startup,
> making it impossible to use an "external" Python with Softimage as far as
> I can tell...
> Is there something I am overlooking? I installed an "external" Python 2.7
> and the corresponding Pywin32...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> -- 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
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> subject, and reply to confirm.
>
>
> --
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>
>
>
>
> --
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> 3D MatchMovers <http://www.3d-matchmovers.com/> | Gobi Studio
> <http://www.gobistudio.fr/>
> +33 663 713 381 / +33 491 088 916
>
> -- Softimage Mailing List. To unsubscribe, send a mail to
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-27 Thread Martin
I used a workgroup to load PySide if it isn't loaded yet, because it would be 
easier to move and share it as a part of my own workgroup tools.

Martin
Sent from my iPhone

> On 2016/06/27, at 21:50, Leendert A. Hartog <hirazib...@live.nl> wrote:
> 
> I was able to use the Windows installer for PySide 
> ("PySide-1.2.2.win-amd64-py2.7.exe"), after setting 
> "HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.7\InstallPath" in the 
> registry to point to the "internal" Python and running the installer "as an 
> Administrator" (as I have my Softimage installed in the "Program 
> Files"directory).
> 
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
> 
> 
>> On 26/06/2016 17:07:12, Martin <furik...@gmail.com> wrote:
>> 
>> I'll have to go to my office to verify all the versions but I think SI 
>> crashed with every version of Python and Softimage I tried, independently if 
>> I used PyQT for Softimage plugin, PySide, or not.
>> 
>> What I did was installing a the same Python version SI is using, then 
>> PySide, copy this PySide folder to my Workgroup, use the internal Python and 
>> load this PySide folder and PyQT for SI plugin.
>> 
>> Martin
>> Sent from my iPhone
>> 
>>> On 2016/06/26, at 14:50, Leendert A. Hartog <hirazib...@live.nl> wrote:
>>> 
>>> Oh... and 64 bit, obviously...
>>> 
>>> Greetz
>>> Leendert
>>> AKA Hirazi Blue
>>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>> 
>>> 
>>>> On 26/06/2016 07:44:14, Leendert A. Hartog <hirazib...@live.nl> wrote:
>>>> 
>>>> Windows 10
>>>> Softimage 2015 R2-SP2
>>>> "internal" Python 2.7.3
>>>> Pyside 1.2.2
>>>> PyQtForSoftimage_beta6.xsiaddon
>>>> 
>>>> Greetz
>>>> Leendert
>>>> AKA Hirazi Blue
>>>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>>> 
>>>> 
>>>>> On 26/06/2016 04:57:07, Steven Caron <car...@gmail.com> wrote:
>>>>> 
>>>>> Ok, I have windows 7 and everything is working as expected. Let's debug 
>>>>> this?
>>>>> 
>>>>> Win 7 64bit, check...
>>>>> Softimage version?
>>>>> Python version?
>>>>> PyQt or PySide? which version exactly...
>>>>> Version of PyQtForSoftimage plugin?
>>>>> 
>>>>> 
>>>>>> On Sat, Jun 25, 2016 at 7:50 PM, Martin <furik...@gmail.com> wrote:
>>>>>>  I'm on Windows 7 Ultimate.
>>>>>> 
>>>>>> Martin
>>>>>> Sent from my iPhone
>>>>>> 
>>>>>>> On 2016/06/26, at 11:36, Steven Caron <car...@gmail.com> wrote:
>>>>>>> 
>>>>>>> which operating system are you guys on?
>>>>>>> 
>>>>>>>> On Sat, Jun 25, 2016 at 7:11 PM, Martin <furik...@gmail.com> wrote:
>>>>>>>> Yeah that's the same problem I had a few months ago.
>>>>>>>> 
>>>>>>>> My "solution" was to use the internal Python and load pyside modules 
>>>>>>>> in a workgroup. I can send you that workgroup folder if you want.
>>>>>>>> 
>>>>>>>> Martin
>>>>>>>> Sent from my iPhone
>>>>>>>> 
>>>>>>>>> On 2016/06/26, at 1:30, Leendert A. Hartog <hirazib...@live.nl> wrote:
>>>>>>>>> 
>>>>>>>>> I have tried installing the PyQtForSoftimage addon today, after 
>>>>>>>>> having successfully installed PyQt and PySide, but the PyQt_EXamples 
>>>>>>>>> all return a "COM Error: Out of present range. (0x-7ffdfff6) (...) # 
>>>>>>>>> ERROR : OLE error 0x80020101"-error... I haven't got a clue what is 
>>>>>>>>> going on...
>>>>>>>>> 
>>>>>>>>> Greetz
>>>>>>>>> Leendert
>>>>>>>>> AKA Hirazi Blue
>>>>>>>>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>>>>>>>> 
>>>>>>>>> 
>>>>>>>>> --
>>>>>>>>> Softimage Mailing List.
>>>>>>>>> To unsubscribe, send a mail to 
>>>>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the 
>>>>>>>>> subject, and reply to confirm.
>>>>>>>> 
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>>>>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>>> 
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>>>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>> 
>>>>>> --
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>>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>> 
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-26 Thread Martin
I'll have to go to my office to verify all the versions but I think SI crashed 
with every version of Python and Softimage I tried, independently if I used 
PyQT for Softimage plugin, PySide, or not.

What I did was installing a the same Python version SI is using, then PySide, 
copy this PySide folder to my Workgroup, use the internal Python and load this 
PySide folder and PyQT for SI plugin.

Martin
Sent from my iPhone

> On 2016/06/26, at 14:50, Leendert A. Hartog <hirazib...@live.nl> wrote:
> 
> Oh... and 64 bit, obviously...
> 
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
> 
> 
>> On 26/06/2016 07:44:14, Leendert A. Hartog <hirazib...@live.nl> wrote:
>> 
>> Windows 10
>> Softimage 2015 R2-SP2
>> "internal" Python 2.7.3
>> Pyside 1.2.2
>> PyQtForSoftimage_beta6.xsiaddon
>> 
>> Greetz
>> Leendert
>> AKA Hirazi Blue
>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>> 
>> 
>>> On 26/06/2016 04:57:07, Steven Caron <car...@gmail.com> wrote:
>>> 
>>> Ok, I have windows 7 and everything is working as expected. Let's debug 
>>> this?
>>> 
>>> Win 7 64bit, check...
>>> Softimage version?
>>> Python version?
>>> PyQt or PySide? which version exactly...
>>> Version of PyQtForSoftimage plugin?
>>> 
>>> 
>>>> On Sat, Jun 25, 2016 at 7:50 PM, Martin <furik...@gmail.com> wrote:
>>>>  I'm on Windows 7 Ultimate.
>>>> 
>>>> Martin
>>>> Sent from my iPhone
>>>> 
>>>>> On 2016/06/26, at 11:36, Steven Caron <car...@gmail.com> wrote:
>>>>> 
>>>>> which operating system are you guys on?
>>>>> 
>>>>>> On Sat, Jun 25, 2016 at 7:11 PM, Martin <furik...@gmail.com> wrote:
>>>>>> Yeah that's the same problem I had a few months ago.
>>>>>> 
>>>>>> My "solution" was to use the internal Python and load pyside modules in 
>>>>>> a workgroup. I can send you that workgroup folder if you want.
>>>>>> 
>>>>>> Martin
>>>>>> Sent from my iPhone
>>>>>> 
>>>>>>> On 2016/06/26, at 1:30, Leendert A. Hartog <hirazib...@live.nl> wrote:
>>>>>>> 
>>>>>>> I have tried installing the PyQtForSoftimage addon today, after having 
>>>>>>> successfully installed PyQt and PySide, but the PyQt_EXamples all 
>>>>>>> return a "COM Error: Out of present range. (0x-7ffdfff6) (...) # ERROR 
>>>>>>> : OLE error 0x80020101"-error... I haven't got a clue what is going 
>>>>>>> on...
>>>>>>> 
>>>>>>> Greetz
>>>>>>> Leendert
>>>>>>> AKA Hirazi Blue
>>>>>>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>>>>>> 
>>>>>>> 
>>>>>>> --
>>>>>>> Softimage Mailing List.
>>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>> 
>>>>>> --
>>>>>> Softimage Mailing List.
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>>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>> 
>>>>> --
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>> 
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-25 Thread Martin
 I'm on Windows 7 Ultimate.

Martin
Sent from my iPhone

> On 2016/06/26, at 11:36, Steven Caron <car...@gmail.com> wrote:
> 
> which operating system are you guys on?
> 
>> On Sat, Jun 25, 2016 at 7:11 PM, Martin <furik...@gmail.com> wrote:
>> Yeah that's the same problem I had a few months ago.
>> 
>> My "solution" was to use the internal Python and load pyside modules in a 
>> workgroup. I can send you that workgroup folder if you want.
>> 
>> Martin
>> Sent from my iPhone
>> 
>>> On 2016/06/26, at 1:30, Leendert A. Hartog <hirazib...@live.nl> wrote:
>>> 
>>> I have tried installing the PyQtForSoftimage addon today, after having 
>>> successfully installed PyQt and PySide, but the PyQt_EXamples all return a 
>>> "COM Error: Out of present range. (0x-7ffdfff6) (...) # ERROR : OLE error 
>>> 0x80020101"-error... I haven't got a clue what is going on...
>>> 
>>> Greetz
>>> Leendert
>>> AKA Hirazi Blue
>>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>> 
>>> 
>>> --
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>>> "unsubscribe" in the subject, and reply to confirm.
>> 
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Re: Convert PIC files

2016-06-21 Thread Martin Yara
Thanks Doug.

I'm not sure what kind of shaders this data is using, or if FBX will
recognize everything fine but that's definitely something worth trying.

Martin


On Tue, Jun 21, 2016 at 5:53 PM, Doug Kennedy <dougkenn...@undabo.com>
wrote:

> Hi Martin
>
> If you're after something super simple and fast to get the TGAs into Maya
> from the Softimage data, don't forget that you can convert all the textures
> to TGAs on export when using the FBX exporter, it might same you some
> additional steps if your data is such that textures will export.
>
> Doug
>
>
> Doug Kennedy  / Director / 3D Animator / 2D Compositor / VFX TD
>
> Undabo Studios
> UK: +44 (0)208 144 9000
> UK: +44 (0)7767 606 628
> IT: +39 393 688 70 61
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>
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> On 21 June 2016 at 09:37, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
>> Flipbook will do it and I guess is scriptable.
>>
>> //MB
>>
>>
>>
>>
>> > Den 21. juni 2016 klokken 06:25 skrev Martin Yara <furik...@gmail.com>:
>> >
>> >
>> > Thank you all !
>> >
>> > I'm trying to automatize data conversion from Softimage data that is
>> using
>> > PIC textures, to Maya with TGA. So I wanted something simple and fast to
>> > use it through command line so I can call it from a script.
>> >
>> > XNview's NConvert was perfect, except for the $100 I don't want to pay
>> for
>> > just converting a few hundred textures.
>> >
>> > I didn't know about XnConvert but I found it great, if you need a GUI.
>> It
>> > doesn't support command line (not without launching the GUI)
>> >
>> > Irfanview was also promising, it can be run in command line but it's TGA
>> > converter doesn't convert the Alpha Channel, it just ignore it. And
>> > Irfanview stopped supporting Softimage's PIC a few versions ago.
>> >
>> > I didn't know about imf_copy or imgconv ! It seems to be exactly what I
>> > need. Matt's reng also seems to be perfect for what I'm doing.
>> >
>> > Thanks !
>> >
>> > Martin
>> >
>> >
>> >
>> > On Tue, Jun 21, 2016 at 12:19 PM, Matt Lind <speye...@hotmail.com>
>> wrote:
>> >
>> > > The 'imgconv.exe' standalone in your Softimage installation can
>> convert
>> > > images between file formats and do limited image processing on top of
>> that.
>> > > imgconve.exe supports sequences, but it's capabilities are a bit
>> limited.
>> > > You might also have the 'soft2tga.exe' standalone which is much
>> older, but
>> > > will get the job done too.
>> > >
>> > > Many moons ago I wrote "reng.exe" (rename engine) for exactly the
>> task you
>> > > face.  Reng runs from the command line, is very fast, well battle
>> tested
>> > > amongst other Softimage users, and has the primary purpose of
>> handling the
>> > > renaming component of file processing acting as a manager of command
>> line
>> > > tasks.  That is, it enables you to run most command line tools
>

Re: Convert PIC files

2016-06-20 Thread Martin Yara
Thank you all !

I'm trying to automatize data conversion from Softimage data that is using
PIC textures, to Maya with TGA. So I wanted something simple and fast to
use it through command line so I can call it from a script.

XNview's NConvert was perfect, except for the $100 I don't want to pay for
just converting a few hundred textures.

I didn't know about XnConvert but I found it great, if you need a GUI. It
doesn't support command line (not without launching the GUI)

Irfanview was also promising, it can be run in command line but it's TGA
converter doesn't convert the Alpha Channel, it just ignore it. And
Irfanview stopped supporting Softimage's PIC a few versions ago.

I didn't know about imf_copy or imgconv ! It seems to be exactly what I
need. Matt's reng also seems to be perfect for what I'm doing.

Thanks !

Martin



On Tue, Jun 21, 2016 at 12:19 PM, Matt Lind <speye...@hotmail.com> wrote:

> The 'imgconv.exe' standalone in your Softimage installation can convert
> images between file formats and do limited image processing on top of that.
> imgconve.exe supports sequences, but it's capabilities are a bit limited.
> You might also have the 'soft2tga.exe' standalone which is much older, but
> will get the job done too.
>
> Many moons ago I wrote "reng.exe" (rename engine) for exactly the task you
> face.  Reng runs from the command line, is very fast, well battle tested
> amongst other Softimage users, and has the primary purpose of handling the
> renaming component of file processing acting as a manager of command line
> tasks.  That is, it enables you to run most command line tools repeatedly
> as
> a sequence or from batch files.  In this case you can use reng to issue
> imgconv.exe (or other command line tool) repeatedly to both rename and
> convert your files, or do more complex stuff if needed.  Very versatile
> tool.
>
> You can download reng from my website:
>
> www.mantom.net/download/files/reng_v9_7.zip
>
> Installation and usage instructions included in the zip.  Main help page
> available by typing 'reng' at the command prompt.  Additional help with
> usage examples available by typing 'reng -h' and following the
> instructions.
>
> Matt
>
>
>
>
>
> Date: Mon, 20 Jun 2016 16:07:12 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: Convert PIC files
> To: "softimage@listproc.autodesk.com"
>
> I have to convert tons of Softimage PIC files to TGAs, is there any fast
> way to do this ?
>
> I think I'll be doing it with Photoshop batches, but I would like a faster
> / better solution if there is any.
>
> Thanks
>
> Martin
>
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Convert PIC files

2016-06-20 Thread Martin Yara
I have to convert tons of Softimage PIC files to TGAs, is there any fast
way to do this ?

I think I'll be doing it with Photoshop batches, but I would like a faster
/ better solution if there is any.

Thanks

Martin
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2013 Licenses

2016-05-17 Thread Martin Yara
Is anyone having problems with their 2013 licenses?

We have a few stand alone Maya with SI licenses with subscription and a few
days ago (about a week or maybe more), SI 2013 licenses have stopped
working and they are not longer in my Account License Manager. I've
contacted my reseller but I'm still waiting for their response.

At this rate, eventually we won't be able to use Softimage anymore?

Martin
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Re: Open Weight Editor with specific properties

2016-05-14 Thread Martin Yara
I figured out my problem.

My solution was to create a new Weight Editor view, select  the property
you want, refresh the View and select back your selection.

In case someone need it, here is the script I'm using to open a Vertex
Color Editor.

#Python
from win32com.client import Dispatch as disp
xsi = Application

layout = xsi.Desktop.ActiveLayout
views = layout.Views

#Lock Weight Editor
xsi.SetValue("preferences.weighteditor.selectlock", True, "")

#Create New Weight Editor
WEview = views('VColor')
if not WEview:
WEview = layout.CreateView('Weight Editor', 'VColor')

#Get Selection
sel = xsi.GetValue('selectionlist')

#Gather All VColor Props
VCCol = disp( "XSI.Collection" )

for i in range(sel.Count):
item = sel(i)
itemType = str(item.type)
if itemType.find('SubComponent')!=-1:
obj = item.SubComponent.Parent3DObject
else:
obj = item

samplesCls = obj.ActivePrimitive.Geometry.Clusters.Filter('sample')
for sampleCl in samplesCls:
sampleClprops = sampleCl.Properties
for prop in sampleClprops:
if prop.type == 'vertexcolor':
VCCol.Add(prop)

#Select All Vertex Color Properties
xsi.SelectObj(VCCol)

#Select Back Original Selection
xsi.SelectObj(sel)

#Refresh View
WEview.Refresh()

On Wed, May 11, 2016 at 11:19 PM, Martin Yara <furik...@gmail.com> wrote:

> Hi, we are using the Vertex Color info for real time shading in our
> project, so we need to constantly edit the vertex colors, while dealing
> with envelope weights.
>
> I know that I can use the Open Weight Editor from the View menu or the
> Paint Tools panel to open multiple Editors and specify the property with
> the Select Property button. Now I'd like to automatize that, is it possible?
>
> Thanks
>
> Martin
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Re: Query Tweak Component Tool (Move Tool)

2016-05-12 Thread Martin Yara
Nevermind, I remembered it:

ActiveToolName

Martin


On Thu, May 12, 2016 at 7:33 PM, Martin Yara <furik...@gmail.com> wrote:

> Is there any way to know if the Tweak Tool (M key) is active?
>
> I've been having problems with SI 2013 and the selection tools. It doesn't
> update the selection if I use Add Selection (it works fine with a new
> selection). I've been able to workaround with a few lines that change the
> selection mode to object mode and back to the original one in my selection
> event.
>
> The problem is that it also affects the Tweak Tool because it triggers the
> selection event so I want to include an exception to my workaround if Tweak
> Tools is active.
>
> Is this possible?
>
> Thanks
>
> Martin
>
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Query Tweak Component Tool (Move Tool)

2016-05-12 Thread Martin Yara
Is there any way to know if the Tweak Tool (M key) is active?

I've been having problems with SI 2013 and the selection tools. It doesn't
update the selection if I use Add Selection (it works fine with a new
selection). I've been able to workaround with a few lines that change the
selection mode to object mode and back to the original one in my selection
event.

The problem is that it also affects the Tweak Tool because it triggers the
selection event so I want to include an exception to my workaround if Tweak
Tools is active.

Is this possible?

Thanks

Martin
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Re: OT: Don´t you just Aghh-moment now, when they see something we *had* been using on SI?

2016-05-05 Thread Martin
Modelers that don't have an idea of what a variable or an array is, animators 
who can't rig or script, that's what I call an average user.

Generalists with technical knowledge (including ICE) isn't your average user in 
any package. Most of the designers I know are specialists who don't use or even 
need ICE.

I consider that you can't use Maya comfortably and to its potential if you 
don't have a minimum knowledge of Mel or Python, but the reality is that most 
Maya users can't script.

I'd say that besides technical people, riggers or VFX specialists, only 
generalists that are usually involved in vfx or rigging have a decent knowledge 
of ICE.

I don't have numbers but I'm pretty sure most SI users don't use ICE directly. 
Personally I rarely use it at all.

Most of the projects (games) I've been involved in, have been done with SI 2011 
and previous versions so ICE wasn't very useful for modeling until recently 
when I finally get to use SI 2013 and 2014 and that's because I also view some 
technical parts of our projects and use ICE in some of our tools.

And that's how it is in the game industry here in Japan. Sadly, it is very 
probably that SI 2015 won't be used at all. And most SI users won't learn ICE 
before learning basic Maya, or Max, or Modo, or any other tool that isn't EOL.

Martin
Sent from my iPhone


> On 2016/05/05, at 13:59, Pierre Schiller <activemotionpictu...@gmail.com> 
> wrote:
> 
> By average you mean "with more than 5+ years" on softimage, or UNDER -5 
> years? Because ICE was long due before that time.
> :)
> 
>> On Wed, May 4, 2016 at 11:45 PM, Martin <furik...@gmail.com> wrote:
>> But honestly, the Modo feature looks cool. I'd like to have that in Maya.
>> 
>> And to be fair, your average SI user doesn't know what an array is, just 
>> like the average Maya, Modo, Max, etc. user.
>> 
>> Martin
>> Sent from my iPhone
>> 
>>> On 2016/05/05, at 1:18, Pierre Schiller <activemotionpictu...@gmail.com> 
>>> wrote:
>>> 
>>> Good day. I came across this:
>>> https://vimeo.com/162972719
>>> 
>>> That´s a "Wait-a-minute-we-had-that-feature-for-years-before-in-softimage" 
>>> moment.
>>> 
>>> Had Softimage been exposed in such way in the past, will those features 
>>> still be jaw opening to this generation users? Don´t think so.
>>> 
>>> This is how much AD kept SI word silent, so now other packages will show 
>>> "future".
>>> 
>>> All SI users know procedural modeling has been going on for years on ICE.
>>> 
>>> Dang. Another stab on the heartIMHO.
>>> 
>>> Cheers?
>>> 
>>> 
>>> -- 
>>> Portfolio 2013
>>> Cinema & TV production
>>> Video Reel
>>> --
>>> Softimage Mailing List.
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>>> "unsubscribe" in the subject, and reply to confirm.
>> 
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> 
> 
> 
> -- 
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> Cinema & TV production
> Video Reel
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Re: OT: Don´t you just Aghh-moment now, when they see something we *had* been using on SI?

2016-05-04 Thread Martin
But honestly, the Modo feature looks cool. I'd like to have that in Maya.

And to be fair, your average SI user doesn't know what an array is, just like 
the average Maya, Modo, Max, etc. user.

Martin
Sent from my iPhone

> On 2016/05/05, at 1:18, Pierre Schiller <activemotionpictu...@gmail.com> 
> wrote:
> 
> Good day. I came across this:
> https://vimeo.com/162972719
> 
> That´s a "Wait-a-minute-we-had-that-feature-for-years-before-in-softimage" 
> moment.
> 
> Had Softimage been exposed in such way in the past, will those features still 
> be jaw opening to this generation users? Don´t think so.
> 
> This is how much AD kept SI word silent, so now other packages will show 
> "future".
> 
> All SI users know procedural modeling has been going on for years on ICE.
> 
> Dang. Another stab on the heartIMHO.
> 
> Cheers?
> 
> 
> -- 
> Portfolio 2013
> Cinema & TV production
> Video Reel
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Re: OT: Don´t you just Aghh-moment now, when they see something we *had* been using on SI?

2016-05-04 Thread Martin
Well, one of the great features in Maya 2016.5 is that you can (almost) select 
what you actually want to select. Almost like Softimage.

I bet most SI users though this was something basic you could do in any 3d 
software.

To be honest I though some parts of XSI were cumbersome or buggy, until I 
started using Maya (Maya 6 or 7 back then )

Martin
Sent from my iPhone

> On 2016/05/05, at 1:57, Tenshi . <tenshu...@gmail.com> wrote:
> 
> I have to agree. That's just only one example. AD lie all the time and hide 
> SI to the point people THINK it was very basic app. I hate when people tell 
> me "you can do that in Softimage?? I can do that in Maya very easy" and i'm 
> like "wtf dude.. are you nuts? Just shut the f... up! Your blind. SI can do 
> this since Methuselah".   
> 
> pissed me off all the time...
> 
>> On Wed, May 4, 2016 at 11:18 AM, Pierre Schiller 
>> <activemotionpictu...@gmail.com> wrote:
>> Good day. I came across this:
>> https://vimeo.com/162972719
>> 
>> That´s a "Wait-a-minute-we-had-that-feature-for-years-before-in-softimage" 
>> moment.
>> 
>> Had Softimage been exposed in such way in the past, will those features 
>> still be jaw opening to this generation users? Don´t think so.
>> 
>> This is how much AD kept SI word silent, so now other packages will show 
>> "future".
>> 
>> All SI users know procedural modeling has been going on for years on ICE.
>> 
>> Dang. Another stab on the heartIMHO.
>> 
>> Cheers?
>> 
>> 
>> -- 
>> Portfolio 2013
>> Cinema & TV production
>> Video Reel
>> 
>> --
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>> "unsubscribe" in the subject, and reply to confirm.
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Re: OpenGL in Object View

2016-04-29 Thread Martin Yara
Thanks a lot that was it !

When I change my camera's mode to shaded, constant, etc, it also changes
the Object View's camera because they are the same camera. But when I
change it to OpenGL, or HighQuality in my camera (main view), everything in
my Object View disappear and the view mode turns blank.

I have to manually change the view mode in my Object View when using OpenGL
or HighQuality. Once my Object View is in OpenGL, it doesn't change it's
view mode with my main view, so I can have the same camera with different
view modes, which I don't think it was intended but it's kinda cool and
useful.

Thanks again

Martin



On Sat, Apr 30, 2016 at 6:41 AM, Matt Lind <speye...@hotmail.com> wrote:

> There are certain features that do not work for OpenGL shade setting in
> object view.  However, you need to write your own custom shaders to run
> into
> those limitations.
>
> That said, make sure your viewport shading settings are set to "Realtime
> Shaders -> OpenGL" and not just "Realtime Shaders".  Realtime Shaders is a
> parent menu option setting for the type of shading you want for the
> viewport
> (e.g; OpenGL, DirectX, HLSL, CGFX, ...).  In some versions of Softimage
> choosing Realtime Shaders will default to also setting "OpenGL", but latter
> versions of the application stopped doing that.  Therefore you must
> manually
> click and set the menu explicitly.
>
>
> Matt
>
>
>
>
> Date: Fri, 29 Apr 2016 18:35:01 +0900
> From: Martin Yara <furik...@gmail.com>
> Subject: OpenGL in Object View
> To: "softimage@listproc.autodesk.com"
>
> Hi, I've always used Object View as a separated floating viewport to check
> the results of my scene outside of my main viewers, but I've just realized
> that it doesn't work with OpenGL.
>
> Is there any way to make it work?
>
> I need to check the real time shaders results, and it would improve my
> workflow if I could do it in my secondary monitor.
>
> BTW, I'm working with SI 2013.
>
> Thanks
>
> Martin
>
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OpenGL in Object View

2016-04-29 Thread Martin Yara
Hi, I've always used Object View as a separated floating viewport to check
the results of my scene outside of my main viewers, but I've just realized
that it doesn't work with OpenGL.

Is there any way to make it work?

I need to check the real time shaders results, and it would improve my
workflow if I could do it in my secondary monitor.

BTW, I'm working with SI 2013.

Thanks

Martin
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Re: Autodesk acquires Solid Angle

2016-04-19 Thread Martin
If Arnold is included with Maya, replacing MR, then great! That would be good 
news for people like me that don't render that often and when we do we have to 
use MR, and have to keep using and paying Maya's subscription for a very long 
time.

But Autodesk will probably sell it separated.

Martin
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Re: Weight Tools

2016-04-12 Thread Martin Yara
Gracias Cesar por los links!

I'll take a look and hopefully, get an idea of what to do ^^;

Martin

On Sat, Apr 9, 2016 at 6:15 PM, Cesar Saez <cesa...@gmail.com> wrote:

> Hi Martin,
>
> That's great! here are a few relevant links on licensing.
>
> tl;dr:Legal
> - PySide (LGPL v2.1)
> <https://tldrlegal.com/license/gnu-lesser-general-public-license-v2.1-%28lgpl-2.1%29>
> - PyQt (GPL v3)
> <https://tldrlegal.com/license/gnu-general-public-license-v3-%28gpl-3%29>.
>
> There's also a License FAQ
> <https://www.riverbankcomputing.com/commercial/license-faq> on PyQt's
> website (the trickiest one).
>
> Cheers!
>
> On Sat, Apr 9, 2016 at 3:08 PM, Martin <furik...@gmail.com> wrote:
>
>> Hi, I have my Weight tool almost finished and I'm thinking in releasing
>> it once it's been tested on our current project.
>>
>> I'm using PySide for 2.6 (SI 2013) and 2.7 (2014 and 2015), and
>> PyQTforSoftimage. Since its been a little tricky to get PySide working with
>> Softimage, I'd like to release a "ready to use" workgroup version including
>> those PySide module folders and PyQTfS.
>>
>> I have no idea about intellectual property licenses (I'm reading, but
>> those legal terms and license types are kinda confusing), is there any
>> legal issue I should be aware of? Can I include PySide ?
>>
>> Thanks
>>
>> Martin
>> Sent from my iPhone
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ICE : Selecting subarray from array

2016-04-12 Thread Martin Yara
Hi, ICE isn't one of my strengths but I wrote a tool to colorize the
influenced part of a deformer, with an ICETree, like an isolated deformer's
weight map.

I'm using [ Select SubArray in Array ] from [ EnvelopeWeightsPerDeformer ]
 to get the weights of an specified deformer.

Everything works fine, but I'm wondering if it is possible to select
multiple subarrays in an array without having to create a fixed number of
 [ Select SubArray in Array ] nodes.

Is it possible ?

by the way, the test tool is here:

https://vimeo.com/160730061

Martin
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Re: Weight Tools

2016-04-08 Thread Martin
Hi, I have my Weight tool almost finished and I'm thinking in releasing it once 
it's been tested on our current project.

I'm using PySide for 2.6 (SI 2013) and 2.7 (2014 and 2015), and 
PyQTforSoftimage. Since its been a little tricky to get PySide working with 
Softimage, I'd like to release a "ready to use" workgroup version including 
those PySide module folders and PyQTfS.

I have no idea about intellectual property licenses (I'm reading, but those 
legal terms and license types are kinda confusing), is there any legal issue I 
should be aware of? Can I include PySide ?

Thanks

Martin
Sent from my iPhone
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Re: convert edge/poly collections to points

2016-04-02 Thread Martin
Thanks Matt for your detailed response. I'll need to read it again when I get 
to my office but I think I understand it a little better now.

About the tool I'm writing, It's a simple weight tool.

Martin
Sent from my iPhone

> On 2016/04/03, at 8:28, Matt Lind <speye...@hotmail.com> wrote:
> 
> How you grab the points is very important as it dictates the type of 
> information returned, and options for converting to/from other subcomponent 
> types.  Also, Softimage differentiates between the generic subcomponent 
> classes vs. geometry-specific subcomponent classes.  You need to pay 
> attention to these details to write successful efficient code.
> 
> When you access points using Object.ActivePrimitive.Geometry.Points, you are 
> accessing the generic "Point" class which is intended to abstract details 
> away so you can deal with any type of geometry that has points (polygon 
> mesh, NURBS Curve, NURBS Surface, ...) in your code without having to fork 
> it for each case.  The downside is the Point class only has trivial 
> information about the points common to all the supported geometry types. 
> You won't get too much beyond the point's position, id, and a few other 
> simple details.  When you query the class's type, it will return "Point". 
> The other generic subcomponent classes are 'Samples', 'Segments', and 
> 'Facets'.
> 
> When you access points using Object.ActivePrimitive.Geometry.Vertices (in 
> the case of a polygon mesh), you are accessing the geometry-specific 
> "Vertex" class.  You gain deep access to whatever is available for vertices 
> on a polygon mesh including polygon nodes, edges, and so on, and you also 
> gain methods to give your code more options to do it's job.  The downside is 
> it is not compatible with other types of geometries such as NURBS Curves, 
> NURBS Surfaces, and so on.  You should use geometry-specific classes any 
> time you are working with geometries at more than a trivial level (such as 
> modeling operations).
> 
> So the tradeoff is knowing when your code will deal with geometry 
> specifically vs. generically.  Other than selection filters or other general 
> tools, you won't use the generic subcomponent classes very often.  If you're 
> writing a tool which deforms an object by manipulating point positions, you 
> can probably get away with using the generic point class so you can support 
> all geometry types with one simple set of coded instructions.  However, if 
> you only plan to support one type of geometry or need deeper access to the 
> guts of the object, then you'll likely have to use the geometry-specific 
> classes.
> 
> When you access subcomponents through the selection list, the subcomponents 
> are packaged together and tucked into a 'CollectionItem' object.  That is, 
> if there are 3 selected objects in the scene and each object has selected 
> subcomponents, then the Selection list will contain only 3 indices, each 
> with a CollectionItem object representing the selected subcomponents of each 
> object - no matter how many individual subcomponents are selected.  So 
> querying the selection list for subcomponents will return a CollectionItem 
> object containing the selected subcomponents for each selected object in the 
> scene.
> 
> To gain access to the individual subcomponents, you must convert the 
> CollectionItem to a collection of SubComponents using 
> CollectionItem.SubComponent methods.  For example, if points are selected, 
> then to get access to the individual points you use:
> 
> // Get selection from the selection list
> // returns a CollectionItem with all subcomponents grouped together in a 
> single package.
> var oItem = Selection(0);
> 
> // get the object owning the subcomponents.
> // (useful downstream when you need to know what methods you'll have 
> available.)
> var oObject = oItem.SubComponent.Parent3DObject;
> 
> // convert to a collection of subcomponent objects so they can be accessed 
> individually.
> // This will be much faster than iterating through a loop using 
> Geometry.CreateSubComponent()
> var oSubComponents = oItem.SubComponent.ComponentCollection;
> 
> // verify
> for ( var i = 0; i < oSubComponents .Count; i++ ) {
>var oSubComponents = oSubComponents(i);
>LogMessage( "SubComponent[type, class, id]: " + oSubComponents .Type + 
> ", " + ClassName( oSubComponents ) + ", " + oSubComponents .Index, 
> siComment );
> }
> 
> // by checking the object type, we learn what methods or classes we have 
> available:
> 
> if ( oObject.Type == "polymsh" ) {
>// polygon mesh - polygon nodes, vertices, edges, polygons
>var oVertices = oObject.ActivePr

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