Re: Move action source from one model to another via OM?

2014-12-03 Thread Peter Agg
Through the UI? Just drag it into the Mixer of the model (or ctrl drag to
copy). If there's no mixer then just open the panel and it'll make a new
one.

On Wed, 3 Dec 2014 19:05 Eric Thivierge ethivie...@hybride.com wrote:

 Hi all, having a brain fart / can't recall how to do this.

 Is there a way to re-parent an action source from one model to the other
 without using the CopyPaste command?

 Thanks,
 Eric T.




Re: Move action source from one model to another via OM?

2014-12-03 Thread Peter Agg
Model.AddActionSource should do the trick then. You should be able to pull
the array data from your existing source.SourceItems, from what I can tell.

On Wed, 3 Dec 2014 19:57 Eric Turman i.anima...@gmail.com wrote:

 DD resorts to a CopyPaste command under the hood. CopyPaste is much
 slower than using an Object Model

 On Wed, Dec 3, 2014 at 1:48 PM, Peter Agg peter@googlemail.com
 wrote:

 Through the UI? Just drag it into the Mixer of the model (or ctrl drag to
 copy). If there's no mixer then just open the panel and it'll make a new
 one.


 On Wed, 3 Dec 2014 19:05 Eric Thivierge ethivie...@hybride.com wrote:

 Hi all, having a brain fart / can't recall how to do this.

 Is there a way to re-parent an action source from one model to the other
 without using the CopyPaste command?

 Thanks,
 Eric T.




 --




 -=T=-



Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-28 Thread Peter Agg
'p' should do it, or are you after something else?

On Fri Nov 28 2014 at 17:17:25 Francois Lord flordli...@gmail.com wrote:

  However, I would prefer to have a shortcut key pressed to be able to
 reparent things in the explorer. Right now, it's too easy to mess a
 hierarchy when selecting an object and slipping the mouse too much. You
 don't even realize you did it.


 On 26-Nov-14 05:39, adrian wyer wrote:

Eric hit most of the salient points, however one thing i would add is
 selection modes



 it's massively intuitive and productive being able to select a hierarchy
 with middle click



 add to this the drag and drop features in the softimage explorer (for both
 parenting and copying materials/properties) and you can do a huge amount of
 work with minimal clicks



 a







Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-26 Thread Peter Agg
Generally I find the Outliner kinda okay in isolation - there's a lot of
filters, you can drag and drop (although there's one option that stops you
being able to... I can't remember what it is now), the lack of good context
menus for things like sets is very annoying and slows me down, but that's
the only thing that springs to mind.

The main differences are deeper, imo:

   - connection editors rather than being able to drag and drop connections
   which makes seeing parameters in an explorer - having Attributes exposed in
   Maya isn't going to make much odds without that
   - The Outliner ends up looking like an unorganized mess and namespaces
   in Maya are a blight on humanity, but when you don't have a model
   equivalent to parent things under this is what you get.

I guess the main thing with the Outliner is that I find it very hard to
keep just the stuff I want in there. I don't want to hide all the sets, but
I also don't want to see all the ViewSelected ones at the same time.

I also have to really, *really*, highlight what Eric said about the F3
quick-menu. It's up there with the middle mouse button in terms of basic
functionality I'm going to miss. It make everything flow much quicker than
having to navigate menus - but, again, because I can do a lot of stuff from
there: I can see what operators are on the object, all the different
properties etc, access them quickly and set up a connection from there.

On 26 November 2014 at 10:02, Marco Peixoto mpe...@gmail.com wrote:

 A nice addition would an option to LOCK the Attribute editor like we can
 with Softimage PPGs so it wont change when selecting another object.

 On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com
 wrote:

 110% to what Mirko is saying, outliner and node editor, just not even
 close to explorer/render tree + passes and those are things that make me
 fill like home when working in XSI.

 On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 Again +1 as well for make it like SI
 It is not overstatement that SI explorer/outliner sister is best out
 there. gives you complete overview and scene organisation AND access to
 every single needed attribute and anything you can possibly need in working
 with scene.
 Softimage scene explorer is one of main workhorses and not without
 reason so be sure to see what was done there in any case.
 Not holding any fingers ofc but just an idea..
 There will always be comment make it like SI so that is completely
 natural, but SI scene explorer and render pass system should be No1 on list
 to push them into maya if possible at all.

 On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 +1 Gerbrand, it's good to remember that the ui reflects the way stuff
 was initially setup, and not the other way around. thhere will most likely
 come a time where surface polishing won't be enough without delving deeper.





 --
 Ivan Vasiljevic
 -
 Lighting TD
 Founder, Digital Asset Tailors
 -
 reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
 email:  i...@digitalassettailors.com
ivan_vasilje...@hotmail.com






Re: more maya......

2014-11-19 Thread Peter Agg
Okay, another one of these little things that confuse me! Does anyone know
if there's a way to get Maya to use a Softimage-style selection
highlighting? I can only find a way to make it do that weird thing where
half of the screen turns pink/bright green or turn it off so I have no
selection feedback whatsoever (which is preferable, but not ideal).

Just want to make sure I'm not missing a small check-box somewhere.

On 5 November 2014 21:14, Jill Ramsay (Contractor) jill.ram...@autodesk.com
 wrote:

 Yes, I agree it's confusing and should be revisited.  Glad you like the
 default scene thing, though!

 Humanize Maya is an ongoing initiative that will not be completed in a
 single release, but you can expect to reap the first round of benefits from
 it in the next major release, assuming all goes as planned.

 Regards,
 Jill


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
 Sent: November-05-14 6:34 AM
 To: softimage@listproc.autodesk.com
 Subject: RE: more maya..

 Hi Jill,

 Sofimage has one preference page to set fps, the only time I've ever had a
 problem is when a scene with an incorrect frame rate gets merged in. No
 need for two completely disconnected preference locations to do it. This is
 an example of why maya needs rethinking.

 Clearly what Ben described is the answer to the specific issue (thanks
 Ben) but would you agree that this messy and disconnected  approach to UI
 is something that really should have been addressed in the market leader?

 When will the meat of the humanize maya project be available to see?


 cheers,

 Andi

 P.s I quite like the default scene setting in Maya. I made a button in
 soft to do the same thing so Maya is one click ahead as far as that's
 concerned ;-)







Re: more maya......

2014-11-19 Thread Peter Agg
Yeah, that was a surprisingly helpful vid. Unfortunately though that option
won't stop everything else turning pink, which is the bit that makes life
painful for me.

I guess I was hoping that's an option to toggle off the 'Active Affected'
highlighting. Doesn't seem like that's the case though so I might just do a
hotkey that toggles selection highlighting.

On 19 November 2014 14:16, Eric Thivierge ethivie...@hybride.com wrote:

 There is a check box in the prefs to not highlight children. Unfortunately
 there is no way to branch select in Maya. You should check out the learning
 channel for the Softimage  Maya transition vids. They had a decent one
 about the differences in selection between the two apps. I found it pretty
 helpful and it had one or two little things I didn't realize were in there.
 Nothing ground breaking but helpful.

 Eric T.

 On Wednesday, November 19, 2014 7:06:35 AM, Peter Agg wrote:

 Okay, another one of these little things that confuse me! Does anyone
 know if there's a way to get Maya to use a Softimage-style selection
 highlighting? I can only find a way to make it do that weird thing
 where half of the screen turns pink/bright green or turn it off so I
 have no selection feedback whatsoever (which is preferable, but not
 ideal).

 Just want to make sure I'm not missing a small check-box somewhere.

 On 5 November 2014 21:14, Jill Ramsay (Contractor)
 jill.ram...@autodesk.com mailto:jill.ram...@autodesk.com wrote:

 Yes, I agree it's confusing and should be revisited.  Glad you
 like the default scene thing, though!

 Humanize Maya is an ongoing initiative that will not be completed
 in a single release, but you can expect to reap the first round of
 benefits from it in the next major release, assuming all goes as
 planned.

 Regards,
 Jill


 From: softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com
 mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
 Andi Farhall
 Sent: November-05-14 6:34 AM
 To: softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com
 Subject: RE: more maya..

 Hi Jill,

 Sofimage has one preference page to set fps, the only time I've
 ever had a problem is when a scene with an incorrect frame rate
 gets merged in. No need for two completely disconnected preference
 locations to do it. This is an example of why maya needs rethinking.

 Clearly what Ben described is the answer to the specific issue
 (thanks Ben) but would you agree that this messy and disconnected
 approach to UI is something that really should have been addressed
 in the market leader?

 When will the meat of the humanize maya project be available to see?


 cheers,

 Andi

 P.s I quite like the default scene setting in Maya. I made a
 button in soft to do the same thing so Maya is one click ahead as
 far as that's concerned ;-)









Re: more maya......

2014-11-19 Thread Peter Agg

 *Did you try Preferences \ Display \ Affected highlighting ?*


Martin wins himself a virtual beer! That does the job, combined with the
option that Eric shows above: Now when I select something only the thing I
clicked on changes colour.

One more small step. :)


On 19 November 2014 14:54, Eric Thivierge ethivie...@hybride.com wrote:

  That what you're looking for?



 On 11/19/2014 9:27 AM, Peter Agg wrote:

 Yeah, that was a surprisingly helpful vid. Unfortunately though that
 option won't stop everything else turning pink, which is the bit that makes
 life painful for me.

 I guess I was hoping that's an option to toggle off the 'Active Affected'
 highlighting. Doesn't seem like that's the case though so I might just do a
 hotkey that toggles selection highlighting.





Re: more maya......

2014-11-19 Thread Peter Agg
Good point Andrew - I'm sure there's a logic in keeping the highlighting
on. But when you have something like a rig or muscle system to pick things
from having a haze of locators and curves all turn the same colour isn't
helpful at all.

No doubt I'll discover a way this will bite me later, but it's very helpful
at the moment.

On 19 November 2014 15:13, Andrew Nicholas a...@andynicholas.com wrote:

 In my rather limited experience of Maya, I’ve found it’s far better to
 leave the highlighting on. So that if you want to apply a material to an
 object, you can be sure you’re applying it to the shape node, rather than
 it’s transform (and thereby causing all children to inherit the same
 material).



 On 19 Nov 2014, at 15:04, Peter Agg peter@googlemail.com wrote:

 *Did you try Preferences \ Display \ Affected highlighting ?*


 Martin wins himself a virtual beer! That does the job, combined with the
 option that Eric shows above: Now when I select something only the thing I
 clicked on changes colour.

 One more small step. :)


 On 19 November 2014 14:54, Eric Thivierge ethivie...@hybride.com wrote:

  That what you're looking for?

 MayaNoHighlightChild.jpg

 On 11/19/2014 9:27 AM, Peter Agg wrote:

 Yeah, that was a surprisingly helpful vid. Unfortunately though that
 option won't stop everything else turning pink, which is the bit that makes
 life painful for me.

 I guess I was hoping that's an option to toggle off the 'Active Affected'
 highlighting. Doesn't seem like that's the case though so I might just do a
 hotkey that toggles selection highlighting.







Re: more maya......

2014-11-19 Thread Peter Agg
You can middle click drag them in. It's getting them out again that's
painful. :)

On 19 November 2014 15:31, Cristobal Infante cgc...@gmail.com wrote:

 I turned that highlight off as well, I couldn't deal with all the colors.

 One thing that is baffling me are sets, can't find a way of adding members
 to an existing set.. Is this even possible?



 On 19 November 2014 15:27, Andrew Nicholas a...@andynicholas.com wrote:

 Yeah, I can imagine ;)


 On 19 Nov 2014, at 15:21, Peter Agg peter@googlemail.com wrote:

 Good point Andrew - I'm sure there's a logic in keeping the highlighting
 on. But when you have something like a rig or muscle system to pick things
 from having a haze of locators and curves all turn the same colour isn't
 helpful at all.

 No doubt I'll discover a way this will bite me later, but it's very
 helpful at the moment.

 On 19 November 2014 15:13, Andrew Nicholas a...@andynicholas.com wrote:

 In my rather limited experience of Maya, I’ve found it’s far better to
 leave the highlighting on. So that if you want to apply a material to an
 object, you can be sure you’re applying it to the shape node, rather than
 it’s transform (and thereby causing all children to inherit the same
 material).



 On 19 Nov 2014, at 15:04, Peter Agg peter@googlemail.com wrote:

 *Did you try Preferences \ Display \ Affected highlighting ?*


 Martin wins himself a virtual beer! That does the job, combined with the
 option that Eric shows above: Now when I select something only the thing I
 clicked on changes colour.

 One more small step. :)


 On 19 November 2014 14:54, Eric Thivierge ethivie...@hybride.com
 wrote:

  That what you're looking for?

 MayaNoHighlightChild.jpg

 On 11/19/2014 9:27 AM, Peter Agg wrote:

 Yeah, that was a surprisingly helpful vid. Unfortunately though that
 option won't stop everything else turning pink, which is the bit that makes
 life painful for me.

 I guess I was hoping that's an option to toggle off the 'Active
 Affected' highlighting. Doesn't seem like that's the case though so I might
 just do a hotkey that toggles selection highlighting.










Re: ICE is not FX and hard to use..

2014-08-15 Thread Peter Agg
No issues with what he said tbh. In fact it seemed that he had a pretty
good understanding of what ICE is, which seems positive for Bifrost in the
future.


On 15 August 2014 10:52, Simon Reeves si...@simonreeves.com wrote:

 His comments on flow at that point were quite interesting... The way he
 described how bifrost works as data flow seemed like ICE to me but sounds
 more of an underlying thing.

 Cristobal: I agree, along with the math part I think that and there is
 some initial logic to get your head around in terms of getting/setting
 data.. Which in some ways is not the same as generrraall work flow in 3d
 apps... It's more like the logic you need to use when scripting in that
 respect.

 People initially think they can't do it, but it'll click..





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


 On 15 August 2014 10:06, Cristobal Infante cgc...@gmail.com wrote:

 I personally think the reason why some people considered ICE hard was
 because in order to use it fluently you had to understand some of the math
 behind it. An artist couldn't care less about how the data flows, so they
 will find bifrost hard as well.




 On 15 August 2014 08:54, Andre De Angelis andre.deange...@gmail.com
 wrote:

 Not really a fair representation of what he said. I think his comments
 were pretty reasonable


 On Fri, Aug 15, 2014 at 4:30 PM, Sebastian Kowalski l...@sekow.com
 wrote:

 https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m






 --
 Andre De Angelis






Re: Maya 2015 Node Editor

2014-07-15 Thread Peter Agg
To be fair it's easier than using the Hypergraph + Connection Editor if
you're used to modern software. But yeah, it doesn't offer anything new or
anything. It's the same workflow with lipstick on.


On 15 July 2014 14:59, Gerbrand Nel nagv...@gmail.com wrote:

 It is there to show you just how old and useless Maya is.
 So far I've only found one cool thing it can do. You can re-connect
 expressions with ituuhhm yes.. it realy blows the mind -_-
 The more I learn, the angrier I get.
 G

 On 2014/07/15 03:00 PM, Sergio Mucino wrote:

 Yep, it's called the Node Editor (to make the difference with the
 Hypergraph and Hypershade). As to improved... Well, I guess you already
 found out for yourself. It's basically a new look with the same old
 workflows from 20 years ago (ok, not really... Now you can drag connection
 wires instead of using the Connection Editor... Yay).

 Sergio Muciño.
 Sent from my iPad.

  On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:

 Hey guys,

 Just installed Maya 2015, because I need its SDK to compile some plugins.

 Out of curiosity I took a look at the new version, especially the node
 editor. A few weeks ago I heard or read that they had improved the node
 editor, but from what I saw it is the same unusable piece of crap as
 before... not even close to the ICE Tree editor in Softimage.

 Did I miss something?? Is there a new node editor in Maya 2015 or not?

 Thanks!
 Eric







Re: Maya 2015 Node Editor

2014-07-15 Thread Peter Agg
If they do get one, please someone make sure that they make it work with
auto arrange! My CTRL+R addiction in ICE renders Soft's one useless. :(


On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote:

  No, Modo doesn't not *yet *have a Group Comment node.
 -Tim


 On 7/15/2014 3:01 PM, Sebastien Sterling wrote:

 This! there is a term for it, but i can't remember.  :P gathering nodes
 and organizing them.


 http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


 On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:

  I'm not sure what you mean by with a statement. Can you elaborate?


 Sergio Muciño.
 Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

   Ooo ! does it have a system for gathering a group of nodes with a
 statement and moving them around ?,






Re: Maya strengts (anyone?)

2014-05-22 Thread Peter Agg
I'd say that it is better now though, if only because Soft hasn't really
had much development.


On 22 May 2014 14:31, Eric Turman i.anima...@gmail.com wrote:

 Propaganda.


 It wasn't bad, just not really any better and in some areas (like trax)
 worse.


 On Thu, May 22, 2014 at 8:25 AM, Leendert A. Hartog hirazib...@live.nlwrote:

 Okay, a more specific question. Back in the day I always heard that Maya
 was the most useful tool for Character Animation (discounting Softimage
 from the equation). Was this just myth or is it just outdated info?


 --

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




 --




 -=T=-



Re: First Softimage - Maya transition videos posted

2014-05-13 Thread Peter Agg
...and then you had the Soft script editor that clears itself out when it
closes. Apparently no one gets this stuff right!


On 13 May 2014 15:21, Francois Lord flordli...@gmail.com wrote:

  I remember when The Foundry asked me what I wanted in a script editor. I
 said: make it work like the XSI one. They said: everybody already said that
 but about the Maya one. I didn't know how the Maya one worked so I assumed
 it would be similar.
 When Nuke finally came with a script editor, I was shocked! I never
 understood why would someone want that. If you want to run commands and
 forget about them, make it a shell, not a script editor!
 Fortunately, they added an option not to clear the script. Problem solved.

 F


 On 13-May-14 03:34, Andy Goehler wrote:


 Nukes script editor behaves the same way. Down to the Selection and
 Ctrl-Enter to execute. For the reason Raf has mentioned.

  Looking into Houdini there seems to be all options: the python shell and
 the editor which does not delete the code :-)

  Andy

 On 13.05.2014, at 05:01, Matt Lind ml...@carbinestudios.com wrote:

   Honestly, I cannot think of another ‘script editor’ in any application
 that behaves in the way Maya’s does by deleting code upon clicking the
 execute button.





Re: First Softimage - Maya transition videos posted

2014-05-13 Thread Peter Agg
Basically I want my scripts to stay there - whether I run them or close the
program. I'll delete them when I'm good and ready, damnit!


On 13 May 2014 15:42, Eric Thivierge ethivie...@hybride.com wrote:

 What do you mean? Close and reopen it and your scripts are still there. If
 you're talking about when you close Softimage, that is expected. That kind
 of functionality is weird to me in Maya. It's like reloading your last
 scene you had open before you closed the last time.


 On Tuesday, May 13, 2014 10:39:26 AM, Peter Agg wrote:

 ...and then you had the Soft script editor that clears itself out when
 it closes. Apparently no one gets this stuff right!


 On 13 May 2014 15:21, Francois Lord flordli...@gmail.com
 mailto:flordli...@gmail.com wrote:

 I remember when The Foundry asked me what I wanted in a script
 editor. I said: make it work like the XSI one. They said:
 everybody already said that but about the Maya one. I didn't know
 how the Maya one worked so I assumed it would be similar.
 When Nuke finally came with a script editor, I was shocked! I
 never understood why would someone want that. If you want to run
 commands and forget about them, make it a shell, not a script editor!
 Fortunately, they added an option not to clear the script. Problem
 solved.

 F


 On 13-May-14 03:34, Andy Goehler wrote:


 Nukes script editor behaves the same way. Down to the Selection
 and Ctrl-Enter to execute. For the reason Raf has mentioned.

 Looking into Houdini there seems to be all options: the python
 shell and the editor which does not delete the code :-)

 Andy

 On 13.05.2014, at 05:01, Matt Lind ml...@carbinestudios.com
 mailto:ml...@carbinestudios.com wrote:

  Honestly, I cannot think of another ‘script editor’ in any
 application that behaves in the way Maya’s does by deleting code
 upon clicking the execute button.







Re: SI and Houdini

2014-04-08 Thread Peter Agg
Rigging before data management?

I think the phrase cart before horse comes to mind! :)


On 8 April 2014 17:26, Jordi Bares jordiba...@gmail.com wrote:

 My aim with Data Management was to discuss the benefits of approaching the
 workflow given all the files are external to the scene, from models,
 textures, animation caches, motion, etc...

 Referencing is great but brings some major organisation and infrastructure
 problems too... for example, we have just finished a job with fluids and has
 taken 14 Tb of data!

 This was a ver small 80 shots movie done but a couple of guy only so you
 can imagine the implications...

 Because some of these are not obvious may be Rigging would be a good start
 given that you will see the face of caching things out so later when I talk
 about that it will make sense...

 :-P

 On the other hand it may be a good thing to go through that before so the
 concepts make sense when rigging...

 Difficult decision...

 Still up for rigging then?

  Jordi Bares
 jordiba...@gmail.com

 On 8 Apr 2014, at 16:08, wavo w...@fiftyeight.com wrote:

  RIGGING...RIGGING...RIGGING


 Am 4/8/2014 11:07 AM, schrieb Jordi Bares:

 And another one!!!

  Please let me know if you prefer me to jump to Data management for the
 next one or Rigging...


 http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=200


  Cheers


  Jordi Bares
 jordiba...@gmail.com

  On 4 Apr 2014, at 23:26, Christian Lattuada christian.lattu...@gmail.com
 wrote:

  Cheers mate!
  Have a beer, we owe you.

   .:.
 Christian Lattuada

  tel +39 3331277475
 ...


 On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares jordiba...@gmail.com wrote:

  :-)))

  In the meantime check the new HDA guides


 https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o


  Jordi Bares
 jordiba...@gmail.com

  On 3 Apr 2014, at 13:01, David Saber davidsa...@sfr.fr wrote:

  we have to contribute! ;)

 On 2014-04-02 17:08, Jordi Bares wrote:

 I will buy her some nice present once it is finished.








 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com/ *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.esc58.de/ *





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Peter Agg
Now I'm curious if it was even on anyone's top 5 list. ;-)

In all honesty I've never even considered life without it...

...

Damnit., Now I have. :(


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Peter Agg
I'm not 100% sure what you mean by what 'the main case uses are' - I just
use it to do exactly what it says it does! It's just a flexible and
intuative way of working.

For example: if I've made a rig control that floats outside some geometry,
but I want it's pivot to match an object I have in the rig already (maybe a
bone it's meant to control... something like that). I can make and shape
the control curve how I like, turn on Centre mode, do a Match Transforms to
that object and hit Freeze. Very quick and very easy to do.


On 2 April 2014 09:55, Brent McPherson brent.mcpher...@autodesk.com wrote:

 So, do you folks really use Center mode all that much?

 That was really a pre-pivot workflow that XSI inherited from SI|3D and it
 simply applies a transform to the object and a mirror transform to the
 geometry thereby giving the *illusion* that that center has changed. Of
 course, reset transforms will mess up the center. (unless you also set the
 neutral  pose)

 As someone who worked on that area in SI I'm really curious to know what
 the  main use cases for Center are?

 Thanks.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez
 Sent: 27 March 2014 16:38
 To: XSI List to post
 Subject: Re: humanize Maya, SOFT top 5

 So I got my first Maya job in years and here I am trying to figure out how
 to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
 can just move it. WTF





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Peter Agg
No problem - it's always hard to answer these questions when all these
things have been so deeply ingrained into your work patterns. :)




On 2 April 2014 10:33, Brent McPherson brent.mcpher...@autodesk.com wrote:

 Thanks. That is an interesting use of center I hadn't thought of before...

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 02 April 2014 10:19
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 I'm not 100% sure what you mean by what 'the main case uses are' - I just
 use it to do exactly what it says it does! It's just a flexible and
 intuative way of working.

 For example: if I've made a rig control that floats outside some geometry,
 but I want it's pivot to match an object I have in the rig already (maybe a
 bone it's meant to control... something like that). I can make and shape
 the control curve how I like, turn on Centre mode, do a Match Transforms to
 that object and hit Freeze. Very quick and very easy to do.

 On 2 April 2014 09:55, Brent McPherson brent.mcpher...@autodesk.com
 mailto:brent.mcpher...@autodesk.com wrote:
 So, do you folks really use Center mode all that much?

 That was really a pre-pivot workflow that XSI inherited from SI|3D and it
 simply applies a transform to the object and a mirror transform to the
 geometry thereby giving the *illusion* that that center has changed. Of
 course, reset transforms will mess up the center. (unless you also set the
 neutral  pose)

 As someone who worked on that area in SI I'm really curious to know what
 the  main use cases for Center are?

 Thanks.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard
 Sanchez
 Sent: 27 March 2014 16:38
 To: XSI List to post
 Subject: Re: humanize Maya, SOFT top 5

 So I got my first Maya job in years and here I am trying to figure out how
 to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
 can just move it. WTF





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Peter Agg
I think the key thing with something like this is that Centre mode isn't
something that's used for a specific, single problem - say you implemented
a 'Match Centre to Object' button in Maya, that would only solve that
single workflow I mentioned earlier.

Having the Centre mode work the way it does in Soft, I know I can carry on
working the same way I would normally - I can Match Transforms (Maya really
needs this as well, btw :) ), use constraints or whatever I feel like and
the Centre mode toggle handles it all behind the scenes. It's a far more
elegant way of adding functionality than throwing more buttons and tools at
each individual problem.

On the flip side there's Child Compensation in Soft, which is really nice
and everything, but doesn't work with Match Transforms, which turns a
useful tool into something very frustrating. Keeping things consistent is
key with this kind of working.

Anyway, I'm sure you're fully aware of all this, Brent. But better to say
it than to not.



On 2 April 2014 11:50, Rob Wuijster r...@casema.nl wrote:

  'center to vertices' command, just another way to quicly change the
 center of an object.
 And using the TAB key for quickly moving the pivot around for snapping,
 moving stuff around is a no-brainer.
 Things I use a lot on a daily basis..

  Rob

 \/-\/\/

 On 2-4-2014 12:38, Eric Thivierge wrote:

 Yeah that is something that I do very often as well.

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2014.0.4355 / Virus Database: 3722/7284 - Release Date: 04/01/14





Re: March 28, 2014

2014-04-01 Thread Peter Agg
Dare I ask the issues with Maya Muscles?


On 1 April 2014 10:25, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 For the record, I would probably chew on broken glass, lead, salt and
 lemon mixed up before I'd use Maya's muscle system.
 Of all the OOTB things Maya offers very few are truly stellar in my
 experience, possibly none, and only a handful total are actually nice and
 useful.
 For a while nCloth was one, in example, and compared to XSI's lack
 thereof, paired with several other things, it contributed to the feeling of
 old that Maya was more open AND, however wonky, had more canned tools as
 well (fluids, cloth, muscles etc.).

 Very few of those stood the test of time.



 On Tue, Apr 1, 2014 at 8:00 PM, Jordi Bares jordiba...@gmail.com wrote:

 May be the status quo but don't fool yourself, animators don't tend to
 need much other than a good rig and toolset around and decent performance,
 I don't think it is a defining factor and here at Realise we have tested it
 in production yet again.

 With our latest project we animated using Maya for a number of good
 reasons at the time (service provider using maya, rigger available,
 animators available, tracking guys needing licenses) and I will regret all
 my life.

 The amount of paint inflicted on us because of Maya instability with
 muscles (major bugs there), or an extremely painful manipulation tools to
 create corrective shapes and poses, or substandard toolset for animators
 (yes, I am talking ATOM here) made yet another scar on my skin.

 To be honest, before animation we were 3 weeks *ahead* of schedule, when
 we finessed animation we ate that advantage so you tell me if it is the
 least problematic animation tool and I have a nervous laugh every single
 time.

 The good news is that I saw it coming and prepared myself for it so the
 situation was correctly managed (we extended everybody 1 more week too
 which btw means $$$) and we got out of it without affecting the quality of
 the project.

 Sorry to be negative here, Maya may be the standard and as such
 unavoidable, but like someone else on the list said, it is like making love
 to a cheese grater.

 jb



 On 31 Mar 2014, at 22:47, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 Currently Maya is the one that involves the least problems with
 animators, and it has OK rigging facilities and is expansible enough to
 cover what gaps are left.





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



Re: humanize Maya, SOFT top 5

2014-03-27 Thread Peter Agg
A couple of things form someone making the transition:

1. The script editor dumping my script once its been run is very painful
2. This might just be a linux thing - but if I have, say, a muscle weights
menu open, I have to select something in the viewport before I can adjust
brush size etc
3. Not every impressed by the muscle weight paint tools so far - I can't
work out a way to easily see the selected muscle through the mesh while
painting and not being able to see the weights in XSI's 'everything in all
the colours' style - would be good to have a similar option. On first
glance the skinning tools are a bit nicer, at least.
4. Easily locking and tearing off channel boxes and attribute tabs would be
immensely handy - I'm very used to having the mute envelope box around (for
example), or being able to easily compare two object's attributes.

I know the voxel weighting is coming in 2015, fingers crossed that the
weight painting process is improved as well (not that Soft's couldn't have
had extensive work done to it either, of course). I'll probably reserve
comment until I've had a play with that.




On 27 March 2014 09:52, Martin Yara furik...@gmail.com wrote:

 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the

 The GUI is not as simple and straight forward as the M key, but it does
 the job done and I guess a simple script to change the options
 automatically and assign it to a hotkey may do the trick.

 - Move Tool
 Select your object, Active Multi-Component in the MTK, press W to change
 the mode to Translate,  Activate Tweak/Marquee option and now you have your
 Move Tool.

 - Slide Components
 If you want to slide like the magnet tool, Change the Transform
 Constraints. I asked this in another thread.

 - Weld point
 Although you have the Merge Vertex Tool for this, MTK has also it's own
 Target Weld. Pretty similar to the M key + weld, but this one works with
 edges too.

 - Split Edges
 The equivalent to Split Edge would be MTK Connect, MMB to control the
 number of segments. The same Connect tool has an option of Slide that would
 be the equivalent to Split Edge with split Control (slide with MMB).

 - Raycast
 This MTK also has a selection mode with a Raycast Option that would work
 just like SI raycast.

 The good thing is that now with MTK, unlike the previous Maya preferences,
 you can select backfaces that you are seeing in wireframe mode ala
 Softimage.

 The problem with the Raycast/Marquee option is that the Marquee only works
 if you start to drag outside the object. So if you want to do a drag select
 a bunch of polygons in the center of your object just like you could with
 Lasso or Raycast Rectangle in SI, you can't. You'll have to do it with a
 Raycast.

 I miss SI Lasso tool.


 Martin




 On Thu, Mar 27, 2014 at 3:48 PM, Tim Leydecker bauero...@gmx.de wrote:

 Can I trade the MMB functionality against the M key workflow?

 Personally, I don´t use MMB much because when modeling, I will usually
 resort to using either the M key or rick-clicking to access polygon
 operations.

 Sliding a component (selection) around on a polygon surface is a
 wonderful feature
 in Softimage.

 I would say that using a combination of variations of the M key settings,
 add edge,
 and extrude is covering 65% of my work for modeling, with a Split Edge
 (with split control)
 here and there. I tend to model my bevels due to legacy shortcomings in
 tools.

 A good 15% is the ease of using U/T/E with raycast perference
 options that prevent
 selecting unwanted (backfaced) areas.

 10% is viewport interaction. Tumbling around and view modes.

 10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

 Using wheighting edges in subD models I refuse to use until it is
 consistenly supported
 in something as reliable as a blank *.obj format in any other app
 available.

 There´s no point in wheighting a (subD style) edge hardness when you
 realize you can´t import/export it anywhere
 like that.

 Cheers,

 tim

 P.S: Merging vertices in Maya is nicer, with it´s treshhold options.




Re: humanize Maya, SOFT top 5

2014-03-27 Thread Peter Agg
Oh, and another one for my list: Maya's propensity for removing my
selection is also fairly annoying - simple things like toggling visibility
become a bit of a pain (of course the lack of a visibility toggle doesn't
help in the first place).


On 27 March 2014 11:07, Brent McPherson brent.mcpher...@autodesk.comwrote:

 True, that has always been a problem with US-centric keyboard layouts and
 it always makes sense to do some basic personal customization for
 international keyboards...

 P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
 normally is!? I think I'll start calling it the Hawking key for lack of a
 better name. ;-)

 http://markinns.com/articles/full/apple_keyboards
 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
 Sent: 27 March 2014 10:32
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5

 Oops I pressed send too soon. I meant it is now pretty close to Softimage
 but without the non destructive workflow (edit topology without breaking
 your weights) which is a huge difference but still modeling is better than
 a few years ago.

 Thanks Brent for those tips !
 I don't think the backtick is usable in a japanese keyboard though. I
 can't find the japanese equivalent.

 Martin

 On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara furik...@gmail.commailto:
 furik...@gmail.com wrote:
 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the





Re: ICE - When will we have todays functionality in Maya?

2014-03-24 Thread Peter Agg
Surely if the Fabric guys can deal with those things in multiple programs
Autodesk can find a way as well.


On 24 March 2014 10:01, Chris Marshall chrismarshal...@gmail.com wrote:

 Sebastien, Exactly right, which was the idea of this thread. Will we
 actually ever get to where we are today with ICE, with the approach AD are
 taking with Bifrost? Nothing they can tell us in an open forum like this
 will actually answer that question. So read into that what you will.




 On 24 March 2014 05:37, Sebastien Sterling 
 sebastien.sterl...@gmail.comwrote:

 If they are already talking about it being a stand alone engine that can
 plug into Maya AND Max, how exactly would it be able to deal with:


 - building custom deformers (thereby reading and driving polygon mesh
 point positions)
  - manipulating shape data (-- reading and driving the per-point shape
 vectors per polygon mesh point position)
 - manipulating UV's
 - manipulating kinematic transforms

 Would there be two context libraries ? one for Maya and one for Max ?
 cause that sounds like an awful amount of work, not that there are any
 plans to port to max i would not think.

 Plus you often hear that phrase, Maya is aware of bitfrost but bitfrost
 is unaware of Maya, it doesn't know where the data it crunches is going.

 At any rate for now its a FLIP solver, next year will it be a FLIP solver
 with a Node based interface ? and a year and X$ subscription dollars after
 that? what will it be ?

 It is going to take at least 3 years for it to be something other then
 what we can expect.



 On 23 March 2014 17:21, Aleksa Orlov aleksaor...@gmail.com wrote:

 Or, to put it more bluntly, we already waited and invested those 5
 years. It is now expected to do it all over again. *Cui bono*?


 On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares jordiba...@gmail.comwrote:

 Adrian, we are talking years (5?) of development here to get a full
 solid stable platform... don't you think it is quite a lot to ask to 
 someone
 that already has almost all of that?

 Jordi Bares
 jordiba...@gmail.com

 On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com
 wrote:

  Look, I can't comment exactly on where we're going with Bifrost, this
 is where I run into all sorts of SEC limitations and stuff. I could defer
 to ChrisV to answer those questions in a more official manner.
 
  Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.
 
  Adrian
 
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian
 Kowalski
  Sent: Friday, March 21, 2014 10:38 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: ICE - When will we have todays functionality in Maya?
 
  thats is my concern too. as much as I embrace a decoupling from maya,
 its how ICE is capable to talk to different scene elements that makes it so
 powerful.
  managing data until the very least work process  at render time. and
 we are in full control.
  as beautiful big ass fluid sims look, its not what we day for day.
  please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
  thanks
 
  Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
  Hi Adrian
 
  I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?
 
  Alastair
  Alastair Hearsum
  Head of 3d
  [GLASSWORKS]
  33/34 Great Pulteney Street
  London
  W1F 9NP
  +44 (0)20 7434 1182
  glassworks.co.ukhttp://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.ukhttp://glassworks.co.uk/
  (Company registered in England with number 04759979. Registered
 office 25 Harley Street, London, W1G 9BR. VAT registration number:
 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 16:53, Adrian Graham wrote:
 
  Ah, but may I respectfully point out that this was one of the
 problems with ICE, in that its complete and total integration into
 

Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Peter Agg
Future releases could encompass more types of solvers (rigid, cloth,
fluid, liquid, etc, all interacting). And from there, it would be amazing
to see more procedural geometry generation, destruction and stuff like
that.

Just stepping away from solvers etc for a moment though: could I use
Bifrost to do something un-simulated and simple like (for argument's sake)
add the frame number onto the vertex y positions on an object if they're
inside the volume of a polygon sphere?

I know personally I'm not worried about the big effects, it's the small
day-to-day 'simple' stuff which is where I'm concerned about not having
ICE.


On 21 March 2014 16:53, Adrian Graham adrian.gra...@autodesk.com wrote:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.

 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.

 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.

 Adrian

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
 Sent: Friday, March 21, 2014 6:52 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 I think we can see there's some reason to look into Bifrost, but I also
 have a nagging feeling it's simply never going to achieve the same level of
 functionality as ICE, for the very reason ICE is essentially being shut
 down. ICE does what it does and is so much more than a particle system,
 because it is built into the very core of Softimage. To attempt to make
 Bifrost 'future proof' they are deliberately *not* building it into the
 core of Maya, thus allowing for the potential for it to be standalone and /
 or plugged into other software / platforms at a later date. But by
 approaching it in this way, it'll only ever be a bolt on, that surely can
 never achieve that level of flexibility that we have with ICE at the heart
 of Softimage. It feels that the very thing that makes ICE such an amazing
 tool is actually causing it's downfall, and is the reason Bifrost can never
 replace it. And that totally sucks!



 On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.commailto:
 juanxsil...@gmail.com wrote:

 Hey Adrian,
 this is some great info here. and makes me suddenly feel spmehow better ;-)
 maybe in two/three years time, when Soft slowly falls back (just due to no
 further development) BiFrost will be in a state where it can take over...?
 (wishful thinking)
 If I read between the lines I feel there is hope that BiFrost is not
 'just' a fluid simulation system and can be used for far more.

 Exactly what I personally (and many others) love about ICE. It is
 (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a
 swiss army tool which can manipulate almost every aspect of data in my
 scene/objects and build, create, deform, etc...
 ie at the moment I build shapes/objects made out of dominos. All
 procedurally build in ICE. I made different compounds to stack and pile
 dominoes in different ways and methods. And if the objects I have to create
 (and even the domino) change (as usual in commercials..) it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is basically the
 last 5% of what I use ICE for.
 If I can do stuff like this in BiFrost in the future I'm a happy camper.
 Right now the only other software capable of that would be Houdini...
 I'll keep an eye on BiFrost ;-)
 Cheers,
 Juan





 On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.commailto:
 josh...@gmail.com wrote:
 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.


 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:

 Yes, definitely giving them a chance! If 

Re: A confession

2014-03-19 Thread Peter Agg
The way I see it, there are *things* that Maya is undoubtedly better at
than Soft (nCloth, muscles, fluid, the new modelling tools etc), it's just
the way it's all put together that's terrible. I never have many issues if
I have to jump into one of the many black boxes that's been shoved into the
system, but it makes me very glad that I'm not the generalist that has to
pull it all together!

There is some truth in 3D program relativism, and we'd all do well to
remember that when we jump into whatever package we find ourselves in. But
the annoyance I find when I try to use Modo/Houdini is a very different
beast to the frustration of using an out-of-the-box Maya.


On 19 March 2014 11:42, Jacob Gonzalez jacobgo...@gmail.com wrote:

 The point I was trying to make is that not having partitions makes
 rendering in Maya much more difficult and less efficient than rendering in
 XSI. This is one the features I am put off by when switching to Maya.

  Agreed,  different 3D applications behave in different manners, and so
 you just need to change your way of working to adapt to it. Then it's not
 as horrible as you thought it was at first.But in the case of partitions I
 haven't come across any Maya user who had a workaround or method which was
 even close to XSI's built in features. And I have worked 4 years on a Maya
 / XSI based post house.

 J


 On Wed, Mar 19, 2014 at 11:31 AM, Graham Bell graham.b...@autodesk.comwrote:

 I've use both Maya and Softimage (XSI) for years, and the problem (imo)
 that many will make is that they're two different applications. You simply
 can't go into one and expect it to work in the same way to something else.
 This is no different to when jumping to Modo, Houdini, or Max.


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
 Sent: 19 March 2014 11:19
 To: softimage@listproc.autodesk.com
 Subject: Re: A confession

 You shouldn't rely too much on the outliners, they are nowhere near what
 SI Explorer is. But if you must, and want to open multiple outliners ala
 Softimage, you can do it with something like this:

 // MEL
 //-
 window -t Outliner -wh 200 500;
 frameLayout -labelVisible false;
 string $panel = `outlinerPanel`;
 showWindow;
 //-

 Yeah, you have to script a lot in Maya. Even for stupid things like this.

 Knowing basic scripting in SI is very useful, but in Maya, not knowing
 basic scripting may be critical.

 Martin


 On Wed, Mar 19, 2014 at 6:51 PM, Ivan Vasiljevic klebed...@gmail.com
 mailto:klebed...@gmail.com wrote:
 You should go with something more simpler for start:
 Try opening few outliners as you would often have few explorer opened in
 SI.





Re: YOUR TOP 5

2014-03-13 Thread Peter Agg
1) Passes/Partitions
2) ICE is obvious, but one of the main reasons it's so handy is because
of...
3) The Stack - how easy it is to order and reorder, remove individual
operators etc.
4) Plugins that are easily hooked into the existing GUI
5) GATOR




On 13 March 2014 09:54, Alastair Hearsum hear...@glassworks.co.uk wrote:

  Hello

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

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

 Thanks

 Alastair

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



Re: MODO XSI layout and Shorcut keys

2014-03-07 Thread Peter Agg
@Peter: what do you mean by 'Simple Select?'

Basically, when you aren't clicking on a manipulator I like the Maya-style
of being able to select other objects. The equivalent in Soft is setting
PreferencesToolsTransformClick Outside Manipulator to 'Select Tool'.

I suspect that it's just the way Modo works though (like that weird 'Rick
Click to Lasso' style of selection) and I'll have to get used to should I
ever start using it properly.


On 7 March 2014 14:21, Tim Crowson tim.crow...@magneticdreams.com wrote:

  @Peter: what do you mean by 'Simple Select?'

 @David: yes this is what I meant by 'partial' success... the mouse input
 preset is really for navigation only. I don't think it attempts to
 translate the keyboard shortcuts.


 And to the question about a keyboard remapper in Modo You have two
 options:

 1) The Input Editor gives you access to all of that. *Menu Bar  System 
 Input Editor*. Unlike the Soft equivalent, this doesn't present you with
 a keyboard representation. It's a massive, filterable table that lets you
 assign any command (with args if you like) to any key combination.

 2) On-the-Fly:
 - Run a tool or command
 - Pull up the cHist (Command History). Most layouts have a little command
 line entry in the very bottom right of the UI. Drag the divider above it to
 expand the full command history.
 - Find the command you just fired, right-click on it, and choose 'Map
 Command to Key'

 Any customizations you make to the keyboard mapping will be automatically
 saved *when you close the app*, unless you go to *File  Config Save*.

 -Tim




 On 3/6/2014 6:14 PM, Peter Agg wrote:

 Another navigation tip: For some reason that God-forsaken trackball
 rotation setting is in the Open GL menu.

  If anyone can tell me how to make the equivalent of Simple Select when
 I'm not clicking on a manipulator I'll buy them a beer.


 On 6 March 2014 23:44, David Rivera activemotionpictu...@yahoo.comwrote:

  Amazing!! Thanks for the link.
 Also: I notice the Preferences Remapping  Mouse input presets, only
 cover MOUSE modding.
 What about the keyboard?
 Thanks.

 David R.




   On Thursday, March 6, 2014 6:26 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:
By the way, one of the Modo users, Adam O'Hern, put a good bit of
 thought into his cadjunkie zen http://cadjunkie.com/zen layout. It's
 not geared toward every single step of the process, but it's very well
 thought-out and gives you an idea of how flexible the UI is.

 -Tim



  On 3/6/2014 4:59 PM, David Rivera wrote:

  Hi I was wondering if anyone knows a layout for MODO that looks like
 XSI?
 And also what shortcut keys is this post referring to?? - The keyboard
 shortcuts in Modo can resemble
 XSI´s?
 http://community.thefoundry.co.uk/discussion/topic.aspx?f=32t=7369

  Thanks.
 David R.


 --






 --






Re: MODO XSI layout and Shorcut keys

2014-03-07 Thread Peter Agg
I guess it hasn't quite clicked for me then - I suspect I keep on trying to
box-select things using the left mouse button rather than the right and
moving the manipulator instead. Ah well, I'll get it eventually.


On 7 March 2014 15:15, Tim Crowson tim.crow...@magneticdreams.com wrote:

  There is a feature in Modo called 'Select Through' that is enabled by
 default, so that if you're in Item mode, select an object, transform it,
 then click on another object, you're still in whatever transform tool you
 were in, but your selection has changed. Just keeps you from having to drop
 and reactivate the tool you were using. Now the transform tools themselves
 don't require you to be interacting with an actual handle, so in the case
 of the Move tool, you could very well click off somewhere in the viewport
 and move the item. But if a different item is under your cursor when you
 click, it will select that item instead.

 You can disable this if you like by  going to the Lists tab (3 over from
 Properties, along the right), then in the Pipeline section, with your tool
 active, right click on the tool's entry in the Pipeline view and uncheck
 'Select Through'.

 Not sure if that's what you're looking for?

 -Tim


 On 3/7/2014 9:02 AM, Peter Agg wrote:

  @Peter: what do you mean by 'Simple Select?'

  Basically, when you aren't clicking on a manipulator I like the
 Maya-style of being able to select other objects. The equivalent in Soft is
 setting PreferencesToolsTransformClick Outside Manipulator to 'Select
 Tool'.

  I suspect that it's just the way Modo works though (like that weird 'Rick
 Click to Lasso' style of selection) and I'll have to get used to should I
 ever start using it properly.


 On 7 March 2014 14:21, Tim Crowson tim.crow...@magneticdreams.com wrote:

  @Peter: what do you mean by 'Simple Select?'

 @David: yes this is what I meant by 'partial' success... the mouse input
 preset is really for navigation only. I don't think it attempts to
 translate the keyboard shortcuts.


 And to the question about a keyboard remapper in Modo You have two
 options:

 1) The Input Editor gives you access to all of that. *Menu Bar  System
  Input Editor*. Unlike the Soft equivalent, this doesn't present you
 with a keyboard representation. It's a massive, filterable table that lets
 you assign any command (with args if you like) to any key combination.

 2) On-the-Fly:
 - Run a tool or command
 - Pull up the cHist (Command History). Most layouts have a little command
 line entry in the very bottom right of the UI. Drag the divider above it to
 expand the full command history.
 - Find the command you just fired, right-click on it, and choose 'Map
 Command to Key'

 Any customizations you make to the keyboard mapping will be automatically
 saved *when you close the app*, unless you go to *File  Config Save*.

 -Tim




 On 3/6/2014 6:14 PM, Peter Agg wrote:

 Another navigation tip: For some reason that God-forsaken trackball
 rotation setting is in the Open GL menu.

  If anyone can tell me how to make the equivalent of Simple Select when
 I'm not clicking on a manipulator I'll buy them a beer.


 On 6 March 2014 23:44, David Rivera activemotionpictu...@yahoo.comwrote:

  Amazing!! Thanks for the link.
 Also: I notice the Preferences Remapping  Mouse input presets, only
 cover MOUSE modding.
 What about the keyboard?
 Thanks.

 David R.




   On Thursday, March 6, 2014 6:26 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:
By the way, one of the Modo users, Adam O'Hern, put a good bit of
 thought into his cadjunkie zen http://cadjunkie.com/zen layout. It's
 not geared toward every single step of the process, but it's very well
 thought-out and gives you an idea of how flexible the UI is.

 -Tim



  On 3/6/2014 4:59 PM, David Rivera wrote:

  Hi I was wondering if anyone knows a layout for MODO that looks like
 XSI?
 And also what shortcut keys is this post referring to?? - The keyboard
 shortcuts in Modo can resemble
 XSI´s?
 http://community.thefoundry.co.uk/discussion/topic.aspx?f=32t=7369

  Thanks.
 David R.


 --






  --





 --





Re: Maya feature request from Softimage users

2014-03-07 Thread Peter Agg
Ability to drag and drop objects in the outliner under other objects like
the explorer.

Use the middle mouse button.

Ability to have non transformation groups

You mean like XSI's groups? They're called sets - you can drag things in
but you need to use a Connection Editor to take things out. .


On 7 March 2014 18:22, Emilio Hernandez emi...@e-roja.com wrote:

 Ability to drag and drop objects in the outliner under other objects like
 the explorer.
 Ability to have non transformation groups

 Pfff I am working in Maya right now, as I am required to do so, the list
 is so long as I continue to do stuff.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:18 GMT-06:00 Jason S jasonsta...@gmail.com:

  Problem-solving  without  problem-solving-code-departments

 On 03/07/14 13:15, Emilio Hernandez wrote:

 +1

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:14 GMT-06:00 Rob Chapman tekano@gmail.com:

 No icons..?  :D
  On 7 Mar 2014 18:10, Emilio Hernandez emi...@e-roja.com wrote:

 Independency of child parameters from parent objects.  LIke for example
 if you want to hide the parent and leave the child visible, and not spread
 all of this throught the hierarchy.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:05 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Ability to change the same parameters in a multi selection objects

  ---
 Emilio Hernández   VFX  3D animation.


  2014-03-07 12:03 GMT-06:00 Adam Sale adamfs...@gmail.com:

  Gator
 Decent set of shatter and sim tools ala implosia and momentum
 Face robot type functionality
   On Mar 7, 2014 10:00 AM, Emilio Hernandez emi...@e-roja.com
 wrote:

 Oh I thought it was mentioned officialy by Autodesk.  If that was
 the case probably will be the opposite.  But if it is a rumor then it 
 might
 be there  We just need like 6 years so it will become true.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 11:54 GMT-06:00 Nic Sievers siev...@gmail.com:

  nope, I haven't used it.   I should have specifically said its a
 rumor, instead of I believe.


 On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 And I believe you're breaking the NDA here?



 On 7 March 2014 12:47, Nic Sievers siev...@gmail.com wrote:

  I believe Maya 2015 adds a new unfold3D tool...


  On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

  uv unfold please!!

  ...really dont like maya uv's tools!



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| 
 Vimeohttp://vimeo.com/manuelhuertasmarchena|
 Linkedin http://www.linkedin.com/in/manuelhuertas


  --
 Date: Fri, 7 Mar 2014 17:30:22 +
 Subject: Re: Maya feature request from Softimage users
 From: sebastien.sterl...@gmail.com
 To: softimage@listproc.autodesk.com


  the ability to show/hide components, like in every other DCC
 ever made.

  the ability to relax selections of polygons edges and vertexes.

  neither of these should prove to be too difficult... baby steps


 On 7 March 2014 17:23, Oscar Juarez 
 tridi.animei...@gmail.comwrote:

 You nailed right there Jeremie, basically being flexible when
 rigging, every day I go splitting geometry, regatoring meshes, and 
 merging
 again, transfering everything seamlessly.

  Multi attribute editor, it's really stupid that when you
 select multiple things you only see one at a time in the attribute 
 editor,
 there is the spreadsheet editor but that sucks in comparison.


 On Fri, Mar 7, 2014 at 6:11 PM, Jason S 
 jasonsta...@gmail.comwrote:

  Maya 2039 (rewritten)

 On 03/07/14 12:06, Mirko Jankovic wrote:

 stable non destructive workflow








   --
 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com











Re: Maya feature request from Softimage users

2014-03-07 Thread Peter Agg
Well I just tried to use the middle mouse button in the outliner and it
does not work.

Well, it certainly should!

http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Nodes_and_attributes_View_and_edit_the_hierarchy_of_nodes.htm,topicNumber=d30e25645




On 7 March 2014 18:28, Emilio Hernandez emi...@e-roja.com wrote:

 Well I just tried to use the middle mouse button in the outliner and it
 does not work.

 Yes, then you need to get the connection editor to remove things

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:25 GMT-06:00 Peter Agg peter@googlemail.com:

 Ability to drag and drop objects in the outliner under other objects like
 the explorer.

 Use the middle mouse button.


 Ability to have non transformation groups

 You mean like XSI's groups? They're called sets - you can drag things in
 but you need to use a Connection Editor to take things out. .


 On 7 March 2014 18:22, Emilio Hernandez emi...@e-roja.com wrote:

 Ability to drag and drop objects in the outliner under other objects
 like the explorer.
 Ability to have non transformation groups

 Pfff I am working in Maya right now, as I am required to do so, the list
 is so long as I continue to do stuff.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:18 GMT-06:00 Jason S jasonsta...@gmail.com:

  Problem-solving  without  problem-solving-code-departments

 On 03/07/14 13:15, Emilio Hernandez wrote:

 +1

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:14 GMT-06:00 Rob Chapman tekano@gmail.com:

 No icons..?  :D
  On 7 Mar 2014 18:10, Emilio Hernandez emi...@e-roja.com wrote:

 Independency of child parameters from parent objects.  LIke for
 example if you want to hide the parent and leave the child visible, and 
 not
 spread all of this throught the hierarchy.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:05 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Ability to change the same parameters in a multi selection objects

  ---
 Emilio Hernández   VFX  3D animation.


  2014-03-07 12:03 GMT-06:00 Adam Sale adamfs...@gmail.com:

  Gator
 Decent set of shatter and sim tools ala implosia and momentum
 Face robot type functionality
   On Mar 7, 2014 10:00 AM, Emilio Hernandez emi...@e-roja.com
 wrote:

 Oh I thought it was mentioned officialy by Autodesk.  If that
 was the case probably will be the opposite.  But if it is a rumor 
 then it
 might be there  We just need like 6 years so it will become true.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 11:54 GMT-06:00 Nic Sievers siev...@gmail.com:

  nope, I haven't used it.   I should have specifically said its
 a rumor, instead of I believe.


 On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 And I believe you're breaking the NDA here?



 On 7 March 2014 12:47, Nic Sievers siev...@gmail.com wrote:

  I believe Maya 2015 adds a new unfold3D tool...


  On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

  uv unfold please!!

  ...really dont like maya uv's tools!



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| 
 Vimeohttp://vimeo.com/manuelhuertasmarchena|
 Linkedin http://www.linkedin.com/in/manuelhuertas


  --
 Date: Fri, 7 Mar 2014 17:30:22 +
 Subject: Re: Maya feature request from Softimage users
 From: sebastien.sterl...@gmail.com
 To: softimage@listproc.autodesk.com


  the ability to show/hide components, like in every other DCC
 ever made.

  the ability to relax selections of polygons edges and
 vertexes.

  neither of these should prove to be too difficult... baby
 steps


 On 7 March 2014 17:23, Oscar Juarez tridi.animei...@gmail.com
  wrote:

 You nailed right there Jeremie, basically being flexible when
 rigging, every day I go splitting geometry, regatoring meshes, 
 and merging
 again, transfering everything seamlessly.

  Multi attribute editor, it's really stupid that when you
 select multiple things you only see one at a time in the 
 attribute editor,
 there is the spreadsheet editor but that sucks in comparison.


 On Fri, Mar 7, 2014 at 6:11 PM, Jason S jasonsta...@gmail.com
  wrote:

  Maya 2039 (rewritten)

 On 03/07/14 12:06, Mirko Jankovic wrote:

 stable non destructive workflow








   --
 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com













Re: Maya feature request from Softimage users

2014-03-07 Thread Peter Agg
Nope, it's been the default behaviour for ages. Certainly in 2013.


On 7 March 2014 18:36, Emilio Hernandez emi...@e-roja.com wrote:

 Oh that is a new feature in 2014?

 If that is so I am in 2013.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:33 GMT-06:00 Peter Agg peter@googlemail.com:

 Well I just tried to use the middle mouse button in the outliner and it
 does not work.

 Well, it certainly should!


 http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Nodes_and_attributes_View_and_edit_the_hierarchy_of_nodes.htm,topicNumber=d30e25645




 On 7 March 2014 18:28, Emilio Hernandez emi...@e-roja.com wrote:

 Well I just tried to use the middle mouse button in the outliner and it
 does not work.

 Yes, then you need to get the connection editor to remove things

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:25 GMT-06:00 Peter Agg peter@googlemail.com:

 Ability to drag and drop objects in the outliner under other objects
 like the explorer.

 Use the middle mouse button.


 Ability to have non transformation groups

 You mean like XSI's groups? They're called sets - you can drag things
 in but you need to use a Connection Editor to take things out. .


 On 7 March 2014 18:22, Emilio Hernandez emi...@e-roja.com wrote:

 Ability to drag and drop objects in the outliner under other objects
 like the explorer.
 Ability to have non transformation groups

 Pfff I am working in Maya right now, as I am required to do so, the
 list is so long as I continue to do stuff.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:18 GMT-06:00 Jason S jasonsta...@gmail.com:

  Problem-solving  without  problem-solving-code-departments

 On 03/07/14 13:15, Emilio Hernandez wrote:

 +1

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:14 GMT-06:00 Rob Chapman tekano@gmail.com:

 No icons..?  :D
  On 7 Mar 2014 18:10, Emilio Hernandez emi...@e-roja.com wrote:

 Independency of child parameters from parent objects.  LIke for
 example if you want to hide the parent and leave the child visible, 
 and not
 spread all of this throught the hierarchy.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:05 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Ability to change the same parameters in a multi selection objects

  ---
 Emilio Hernández   VFX  3D animation.


  2014-03-07 12:03 GMT-06:00 Adam Sale adamfs...@gmail.com:

  Gator
 Decent set of shatter and sim tools ala implosia and momentum
 Face robot type functionality
   On Mar 7, 2014 10:00 AM, Emilio Hernandez emi...@e-roja.com
 wrote:

 Oh I thought it was mentioned officialy by Autodesk.  If that
 was the case probably will be the opposite.  But if it is a rumor 
 then it
 might be there  We just need like 6 years so it will become 
 true.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 11:54 GMT-06:00 Nic Sievers siev...@gmail.com:

  nope, I haven't used it.   I should have specifically said
 its a rumor, instead of I believe.


 On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 And I believe you're breaking the NDA here?



 On 7 March 2014 12:47, Nic Sievers siev...@gmail.com wrote:

  I believe Maya 2015 adds a new unfold3D tool...


  On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

  uv unfold please!!

  ...really dont like maya uv's tools!



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| 
 Vimeohttp://vimeo.com/manuelhuertasmarchena|
 Linkedin http://www.linkedin.com/in/manuelhuertas


  --
 Date: Fri, 7 Mar 2014 17:30:22 +
 Subject: Re: Maya feature request from Softimage users
 From: sebastien.sterl...@gmail.com
 To: softimage@listproc.autodesk.com


  the ability to show/hide components, like in every other
 DCC ever made.

  the ability to relax selections of polygons edges and
 vertexes.

  neither of these should prove to be too difficult... baby
 steps


 On 7 March 2014 17:23, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 You nailed right there Jeremie, basically being flexible
 when rigging, every day I go splitting geometry, regatoring 
 meshes, and
 merging again, transfering everything seamlessly.

  Multi attribute editor, it's really stupid that when you
 select multiple things you only see one at a time in the 
 attribute editor,
 there is the spreadsheet editor but that sucks in comparison.


 On Fri, Mar 7, 2014 at 6:11 PM, Jason S 
 jasonsta...@gmail.com wrote:

  Maya 2039 (rewritten)

 On 03

Re: Maya feature request from Softimage users

2014-03-07 Thread Peter Agg
Ability to open more than one outliner?

If you want a quick workaround then you can go to 'Panels' and click on
'Tear off Copy'.

I didn't realise that about the MMB parenting either! That's... not a good
feature.


On 7 March 2014 18:44, Dave Thomlison dthomli...@gmail.com wrote:

 Ability to open more than one outliner?


 On Fri, Mar 7, 2014 at 1:41 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin gerem@gmail.com
 wrote:
  I would really like to hear Autodesk plan to incorporate some of those
  features in Maya.
  I'm guessing there not all super easy to merge, but some of them would
 be
  considered as amazing new feature by the Maya users.

 we have been furiously collecting feedback about what's missing in
 Maya from a Softimage point of view.
 Can't talk about the action plans, but we welcome the feedback, it is
 not futile.




 --
 Dave Thomlison



Re: Listening

2014-03-07 Thread Peter Agg
Are you kidding me?? You're saying he's just a receiver of orders, and
didn't know anything about what was actually being decided? And if that's
the case, when he ALSO eventually found out, he still continues to work for
such people? Or what are you saying exactly?

http://www.quaternary.group.cam.ac.uk/future/DSCN0138web.jpg


On 7 March 2014 21:55, Mihai Iliuta mihai...@gmail.com wrote:

 Are you kidding me?? You're saying he's just a receiver of orders, and
 didn't know anything about what was actually being decided? And if that's
 the case, when he ALSO eventually found out, he still continues to work for
 such people? Or what are you saying exactly?

 More of his bullshit:
 This leads me to my next point. Autodesk is not a person and people
 posting Autodesk did this or said this on this board is surreal for us and
 it alienates the community from the company we listen here or
 at Siggraph or on customer visits and we go back and we all work to make
 you guys happy and help you make the awesome stuff you do every day. Making
 it seem like old white guys in robes are pulling the strings actually takes
 away from this forum as it is a place where the top companies and artists
 get to talk like we were at the pub or waiting for a render.

 So when somebody lies to your face, repeatedly, what do you call them? How
 much respect do you still have for them?


 On Fri, Mar 7, 2014 at 10:51 PM, Daniel Kim danielki...@gmail.com wrote:

 Agree with Mauricio


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sat, Mar 8, 2014 at 10:46 AM, Maurício PC goneba...@gmail.com wrote:

 Come on ... is not like he has the final say on things. Attacking him
 personally won't solve a thing.

 Let's all act like grown ups.


 I curse AD as a company ... but as a company it has employees and most
 of the time they don't have a fault on how things worked out.


 Anyway ... just chill out on the personal attacks.


 On Fri, Mar 7, 2014 at 6:43 PM, Mihai Iliuta mihai...@gmail.com wrote:

 You are listening??

 Ok, listen to your own bullshit:

 The first is to flatly call out that the rumor that the eol of
 Softimage and 3dsmax is upon us is totally false.

 Cory Mogk is now also responsible for Softimage and we have been
 working with the team on the future of the product with lots of key
 customers.

 We understand people make their living from this software and that
 they make huge decisions about their projects and companies and we take
 that responsibility very seriously.

 Again the door is open to contact us or challenge us. Please let
 everyone you know their products are safe.


 So today, we can safely say you are a lying piece of shit. You have no
 dignity, you have no character, and you have no word. I can't imagine any
 developer feeling any pride anymore working for you or this fucked up
 company. What you have done here and HOW you've done it, is irreparable and
 you and your company is from now on going downhill. You expect anybody to
 ever trust you or your company again? Is that worth anything for a
 business? It's worth everything.

 Nobody finds it in the least suspicious why SI was killed now? When the
 whole community around SI and the nr of independent developers working
 developing tools for it was at an all time high???

 I don't know when you lost your balls and your word Mr. Vienneau, but
 good luck regaining both.

 Piece of shit.






 On Fri, Mar 7, 2014 at 10:05 PM, Perry Harovas 
 perryharo...@gmail.comwrote:

 While Dan's heart is breaking (and so is mine), I still have (at
 least) one nagging question:

 Clearly this has been under discussion for a while at Autodesk, so why
 were the following comments
 from September 5th of 2012 made:

 *The rumor that the EOL of Softimage and 3DS Max is upon us is
 totally false.*

 So, if I understand this correctly, what I get out of it is that when
 Autodesk assures customers that their product is not on the chopping 
 block,
 that statement is really only good for about a year and a half (less
 if you take into account that this EOL must have been decided a while 
 back).

 That doesn't imbue anyone with much confidence. I am not a 3DS Max
 user, but if I was, I think I'd be worried, and would take any Autodesk
 assurances that there was no reason to worry
 with a very large grain of salt.

 Can someone please, finally, address this?

 Thank you




 On Fri, Mar 7, 2014 at 3:47 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Thanks Chris! And thanks as well for the update to the licensing
 terms. That's a big deal.
 -Tim


 On 3/7/2014 2:14 PM, Dan Pejril wrote:

 Good to know you are listening.

 If you listen closely, you can heart my heart breaking

 On 3/7/2014 3:01 PM, Chris Vienneau wrote:

 Hi everyone,

 I just want to let you know there 

Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler

2014-03-06 Thread Peter Agg
A webinar would be interesting, though trying to sync across time-zones
would be a challenge. I've been looking at modo a little bit over the past
few days and am starting to build a little list of positives and negatives:
it'd certainly be interesting to know whether areas that concern me are
areas that concern them as well...


On 6 March 2014 17:07, Paul Griswold pgrisw...@fusiondigitalproductions.com
 wrote:

 I'd love to sit in on a webinar.  Modo scares me a little bit in that they
 still seem to have the LW mentality there.

 -Paul

 ᐧ


 On Thu, Mar 6, 2014 at 12:04 PM, Chris Johnson chr...@topixfx.com wrote:

 I'm in for the Webinar. and what is the contact information again to
 e-mail him directly?


 On Thu, Mar 6, 2014 at 11:50 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  More contact from Brad off-list He says the following...

  *I've been thinking about how this all went down and I'm feeling a bit
 sad about it. I have a new idea. People should not feel like they have to
 rush to make a move. They don't! Soft is still awesome and will be for
 years to come. Rather than offering another promo code what I would like to
 do is offer an extended trial of MODO for anyone who wants it. They can
 contact me directly and I'll get them setup with a 60 day license. My offer
 still stands that anyone who talks to me directly will also find that I am
 a man of my word (with regard to the code). Wink wink. I can't publicly
 extend that offer but I will stand by it for anyone on that list.*

  *I would also be willing to set up an invitation only webinar for the
 list so we can talk openly under a gentlemens NDA. I'd love to clear up
 some of the confusion about MODO being built as a modeler only and share
 some short, mid and long term goals for the product. Finally, I'm getting
 quite a bit of email this week so if someone doesn't hear from me straight
 away please feel free to send your email again. I won't be offended to get
 spammed. :)*


 If you guys are interested in taking him up in his webinar idea, please
 voice it! I'm pretty sure he can read these messages on the Google group,
 but if not I'm happy to convey your corporate response.

 -Tim







Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler

2014-03-06 Thread Peter Agg
The latest nodal stuff they've added in is certainly a step in the right
direction - as I say I haven't been able to tinker as much as I'd like but
at the least the nodes I can see give access to lower-level maths
functionality, which is a good sign (albeit non-polymorphic though :( ).


On 6 March 2014 17:25, Paul Griswold pgrisw...@fusiondigitalproductions.com
 wrote:

 Well Modo is essentially Lightwave Part 2, since it came from the original
 programmers of Lightwave and at one point was supposed to replace
 Lightwave.  I feel like they tend to want to build specific tools to fill
 specific needs instead of opening things up the way ICE does.
 ᐧ


 On Thu, Mar 6, 2014 at 12:13 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Lightwave mentality Paul ?


 On 6 March 2014 17:07, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

 I'd love to sit in on a webinar.  Modo scares me a little bit in that
 they still seem to have the LW mentality there.

 -Paul

 ᐧ


 On Thu, Mar 6, 2014 at 12:04 PM, Chris Johnson chr...@topixfx.comwrote:

 I'm in for the Webinar. and what is the contact information again to
 e-mail him directly?


 On Thu, Mar 6, 2014 at 11:50 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  More contact from Brad off-list He says the following...

  *I've been thinking about how this all went down and I'm feeling a
 bit sad about it. I have a new idea. People should not feel like they have
 to rush to make a move. They don't! Soft is still awesome and will be for
 years to come. Rather than offering another promo code what I would like 
 to
 do is offer an extended trial of MODO for anyone who wants it. They can
 contact me directly and I'll get them setup with a 60 day license. My 
 offer
 still stands that anyone who talks to me directly will also find that I am
 a man of my word (with regard to the code). Wink wink. I can't publicly
 extend that offer but I will stand by it for anyone on that list.*

  *I would also be willing to set up an invitation only webinar for
 the list so we can talk openly under a gentlemens NDA. I'd love to clear
 up some of the confusion about MODO being built as a modeler only and 
 share
 some short, mid and long term goals for the product. Finally, I'm getting
 quite a bit of email this week so if someone doesn't hear from me straight
 away please feel free to send your email again. I won't be offended to get
 spammed. :)*


 If you guys are interested in taking him up in his webinar idea,
 please voice it! I'm pretty sure he can read these messages on the Google
 group, but if not I'm happy to convey your corporate response.

 -Tim









Re: MODO XSI layout and Shorcut keys

2014-03-06 Thread Peter Agg
Another navigation tip: For some reason that God-forsaken trackball
rotation setting is in the Open GL menu.

If anyone can tell me how to make the equivalent of Simple Select when I'm
not clicking on a manipulator I'll buy them a beer.


On 6 March 2014 23:44, David Rivera activemotionpictu...@yahoo.com wrote:

 Amazing!! Thanks for the link.
 Also: I notice the Preferences Remapping  Mouse input presets, only
 cover MOUSE modding.
 What about the keyboard?
 Thanks.

 David R.




   On Thursday, March 6, 2014 6:26 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:
   By the way, one of the Modo users, Adam O'Hern, put a good bit of
 thought into his cadjunkie zen http://cadjunkie.com/zen layout. It's
 not geared toward every single step of the process, but it's very well
 thought-out and gives you an idea of how flexible the UI is.

 -Tim



 On 3/6/2014 4:59 PM, David Rivera wrote:

  Hi I was wondering if anyone knows a layout for MODO that looks like XSI?
 And also what shortcut keys is this post referring to?? - The keyboard
 shortcuts in Modo can resemble
 XSI´s?
 http://community.thefoundry.co.uk/discussion/topic.aspx?f=32t=7369

  Thanks.
 David R.


 --







Re: shrinking strands

2014-03-05 Thread Peter Agg
Another way would be to get the StrandPostion, subtract the PointPosition
(or the first value of the StrandPosition array), Multiply By Scalar by
some factor less than zero, add back on the Point Position, then set as the
StrandPosition again..


On 5 March 2014 17:00, adrian wyer adrian.w...@fluid-pictures.com wrote:





 i thought this might work...maybe i'm just not getting it?



 a



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame
 Fuller
 Sent: 05 March 2014 16:39
 To: softimage@listproc.autodesk.com
 Subject: RE: shrinking strands



 StrandLength is just a custom attribute that gets set by some of the stand
 compounds as a convenience, e.g., if you want to use it to drive something
 else. It doesn't actually control the strand length, it's just the sum of
 deltas in the StrandPosition array.



 If you want to make the strand shrink, you can remove the last item from
 the
 StrandPostion array instead.



 gray



 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

 Sent: Wednesday, March 05, 2014 11:29 AM

 To: softimage@listproc.autodesk.com

 Subject: shrinking strands



 quick question (work goes on even after yesterday)



 i have a particle system firing points that have strands trailing after
 them, they stick to a surface on collision



 i have a state machine which, for starters, won't let me use IsStuck as a
 trigger, i can work around this, but it's bloody annoying



 the problem is that once the particle enters state 1, IE is stuck on the
 floor, i want the strand trail to shrink over time



 i have tried starting a timer on enter state 1, then grabbing values from
 the timer and subtracting them from .strandlength, but it only shrinks on
 the first frame, even though this is plugged into execute on every frame



 i can post a scene i f someone fancies having a look, or if anyone knows
 how
 to plot rocket trajectories and have them fade on impact, i'm all ears!



 thanks





 Adrian Wyer

 Fluid Pictures

 75-77 Margaret St.

 London

 W1W 8SY

 ++44(0) 207 580 0829



 adrian.w...@fluid-pictures.comblocked::blocked::blocked::blocked::mailto:
 ad
 rian.w...@fluid-pictures.com

 www.fluid-pictures.comblocked::blocked::blocked::blocked::
 http://www.fluid-
 pictures.com/



 Fluid Pictures Limited is registered in England and Wales.

 Company number:5657815

 VAT number: 872 6893 71






Re: shrinking strands

2014-03-05 Thread Peter Agg
Well, if you put 0.5 in the multiply node then every frame the strand will
(or should!) half in size, which will probably be way too quick. So give
something like 0.9 a try.


On 5 March 2014 17:19, Grahame Fuller grahame.ful...@autodesk.com wrote:

 I would have used Pop from Array but Resize should work too. Is there
 something else in the tree that's creating strands at a default length
 every frame?

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: Wednesday, March 05, 2014 12:05 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: shrinking strands

 Another way would be to get the StrandPostion, subtract the PointPosition
 (or the first value of the StrandPosition array), Multiply By Scalar by
 some factor less than zero, add back on the Point Position, then set as the
 StrandPosition again..

 On 5 March 2014 17:00, adrian wyer adrian.w...@fluid-pictures.commailto:
 adrian.w...@fluid-pictures.com wrote:




 i thought this might work...maybe i'm just not getting it?



 a



 -Original Message-
 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
 Sent: 05 March 2014 16:39
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 
 Subject: RE: shrinking strands



 StrandLength is just a custom attribute that gets set by some of the stand
 compounds as a convenience, e.g., if you want to use it to drive something
 else. It doesn't actually control the strand length, it's just the sum of
 deltas in the StrandPosition array.



 If you want to make the strand shrink, you can remove the last item from
 the
 StrandPostion array instead.



 gray



 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

 Sent: Wednesday, March 05, 2014 11:29 AM

 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 

 Subject: shrinking strands



 quick question (work goes on even after yesterday)



 i have a particle system firing points that have strands trailing after
 them, they stick to a surface on collision



 i have a state machine which, for starters, won't let me use IsStuck as a
 trigger, i can work around this, but it's bloody annoying



 the problem is that once the particle enters state 1, IE is stuck on the
 floor, i want the strand trail to shrink over time



 i have tried starting a timer on enter state 1, then grabbing values from
 the timer and subtracting them from .strandlength, but it only shrinks on
 the first frame, even though this is plugged into execute on every frame



 i can post a scene i f someone fancies having a look, or if anyone knows
 how
 to plot rocket trajectories and have them fade on impact, i'm all ears!



 thanks





 Adrian Wyer

 Fluid Pictures

 75-77 Margaret St.

 London

 W1W 8SY

 ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829



 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com
 blocked::blocked::blocked::blocked::mailto:admailto:ad
 rian.w...@fluid-pictures.commailto:rian.w...@fluid-pictures.com

 www.fluid-pictures.comhttp://www.fluid-pictures.com
 blocked::blocked::blocked::blocked::http://www.fluid-
 pictures.com/http://pictures.com/



 Fluid Pictures Limited is registered in England and Wales.

 Company number:5657815

 VAT number: 872 6893 71






Re: Retirement.....

2014-03-04 Thread Peter Agg
I'm reading that as in 2015 is the last version, but I imagine that they're
required to keep it usable for 2 years.


On 4 March 2014 13:09, Jens Lindgren jens.lindgren@gmail.com wrote:

 So lets assume the last version of Softimage will probably be Softimage
 2016 SP1 then. That's two more years of development! Lets make those two
 years count and really try to push the dev team to invest their time into
 what really counts: Polish badly implemented features, fixing bugs and open
 up the API/SDK more.

 /Jens


 On Tue, Mar 4, 2014 at 2:03 PM, Sven Constable 
 sixsi_l...@imagefront.dewrote:

 Beeing a small one man company, rarely doing freelance work at other
 companys anymore, I'll stay with softimage until I'll die:) I will update
 to the latest version, be it 2015 or whatever and I will be very happy for
 the next ten years.



 For the 3dsmax and maya users, it's not an ideal situation either.
 Because if AD integrates softimage's functionality into the other packages,
 it will be only a glimpse of the real strength of softimage. A half-arsed
 implemented sugarcoat on two gravestones (especially max) with stone-aged
 architectures that maya and max are. Seems strange to me,  that the most
 modern software of all tree will be retired. In an ideal world ( with a
 company focusing on innovation and developing) it should be the other way
 around. Killing max first, then maya. Integrating some of their features
 into Soft. Of course we're not in an ideal world but in Autodesk world. Oh
 well.



 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Clausing
 *Sent:* Tuesday, March 04, 2014 1:24 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Retirement.



 It also says support till April 2016



 As for me, as a freelancer, gotta go Maya. But I'm going to learn Modo
 and Houdini

 Sent from my iPhone


 On Mar 4, 2014, at 7:22 AM, Daniel Sweeney dan...@northforge.co.uk
 wrote:

 So they have spoken.

 Slow transition to another DCC then it is. I will use soft for as long as
 possible, But time to get the thinking hat on.



 What is everyone thinking of going too? I am going to look into modo for
 my own work I think but will probably need to know a bit about maya for
 freelance work.



 utter bullshit, but not a shock to be honest. probably the worse thing
 that could do is alienate there user base. like the blind leading the blind.








 Daniel Sweeney
 3D Creative Director

 *Mobile:* +44 (0)7743429771
 *Email:* dan...@northforge.co.uk
 *Web**:* http://northforge.co.uk



 On Tue, Mar 4, 2014 at 12:15 PM, Stefan Kubicek s...@tidbit-images.com
 wrote:

 Not that I know of. And it says at the top: Slated for release in 2015?
 What?


 Was it announced - been in lectures all morning?

 Arse


 http://www.jigsaw24.com/news/news/11949-autodesk-softimages-retirement-what-you-need-to-know/



 Sofronis Efstathiou

 Postgraduate Framework Leader and BFX Competition  Festival Director
 Computer Animation Academic Group
 National Centre for Computer Animation

 Email: sefstath...@bournemouth.ac.ukmailto:sefstath...@bournemouth.ac.uk
 



 Tel: +44 (0) 1202 965805

 Profile: http://uk.linkedin.com/in/sofronisefstathiou

 Student Work:
 http://www.youtube.com/NCCA3DAnimation
 http://www.youtube.com/NCCADigitalFX
 http://www.youtube.com/NCCAAnimation

 [cid:image001.jpg@01CF379F.4F6AC9C0]
 http://www.bfxfestival.com/competition/

 [cid:image002.jpg@01CF379F.4F6AC9C0]http://ncca.bournemouth.ac.uk/  [
 cid:image003.png@01CF379F.4F6AC9C0] http://www.bfxfestival.com/


 [cid:image004.jpg@01CF379F.4F6AC9C0]



 Awarded for world-class computer animation teaching
 with wide scientific and creative applications

 [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

 BU is a Disability Two Ticks Employer and has signed up to the Mindful
 Employer charter. Information about the accessibility of University
 buildings can be found on the BU DisabledGo webpages
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 Any views or opinions presented are solely those of the author and do not
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 --
 -
   Stefan Kubicek   ste...@keyvis.at
 -
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- 

Re: License to END if you migrate?!

2014-03-04 Thread Peter Agg
I imagine this is Autodesk protecting itself legally - if they sell you a
product then I'm pretty sure they're obliged to provide a level of support
for it.

Doesn't make it any less silly for us though, of course.


On 4 March 2014 18:09, Kris Rivel krisri...@gmail.com wrote:

 Ha...I read too fast the first time...now its even more confusing!  So if
 you want to continue to use it, don't renew...but doing so forfeits the
 right to upgrade Max or Maya?  That doesn't make any sense.  Please tell me
 this an error.  Everyone that is a paid customer should get transitioned to
 either one and always be able to run Softimage.  I agree this needs to be
 revised.

 Kris


 On Tue, Mar 4, 2014 at 1:04 PM, Jens Lindgren jens.lindgren@gmail.com
  wrote:

 My translation of it:
 *If you want to use Softimage after the transition period, stop paying
 the Subscription. If you also want to continue using Max or Maya that you
 have had the pleasure to try for free for two years, you are welcome to buy
 a license. Thank you for being a Autodesk Customer. Now please drop your
 pants and bend over.*

 /Jens




 On Tue, Mar 4, 2014 at 6:50 PM, Adam Sale adamfs...@gmail.com wrote:

 I totally agree Arvid. I know I will need to revisit old scenes and
 projects, and this totally shoots us in the foot/ head.
 This is a completely unacceptable move on the part of AD.
 Let us keep our old licenses, AND migrate. What harm is there in keeping
 the old licenses around?



 On Tue, Mar 4, 2014 at 9:43 AM, Arvid Björn arvidbj...@gmail.comwrote:

 Excuse me, but THIS IS BULLSHIT:

 *Please note that the right to use the Softimage license will
 terminate at the end of the transition period if you are still on
 Subscription. You will be transitioned to the latest release of either 3ds
 Max or Maya depending on your initial choice. If you want to continue to
 use your Softimage license after Feb 1, 2016 you should not renew your
 Subscription contract for a period beyond that date. You will be able to
 continue to use Softimage but will forfeit any future updates to either 3ds
 Max or Maya. *

 I can see how offering Maya/Max might be a parting gift, but how can
 you deny the continued use of Softimage after the two year transition
 period? No fucking way in hell we'll just throw all of our data from almost
 10 years back into the lake, we'll need the ability to open older Softimage
 projects INDEFINITELY.

 Basically, there is absolutely NO way forward with Autodesk at this
 pont, I have to keep access available. Rethink, respond and change this
 policy ASAP, thanks.





 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/





Re: Constrain in only one axis instead of all 3?

2014-02-28 Thread Peter Agg
It should be fine if you're applying the expression to the camera's root
though, no? You'd still be able to move the camera itself around just fine,
after all.


On 28 February 2014 17:21, Siew Yi Liang soni...@gmail.com wrote:

  Hmm maybe let me describe my problem a bit more...

 I have a character that I'm planning to make run/jump forward etc. I would
 like to make an animation camera that follows his movement as he moves
 forward in space but without manually keying it (for now). So what I
 usually do elsewhere is just constrain the camera to his COG and then
 disable the constraint for axes that I don't need (otherwise vertical and
 horizontal movement combined in a camera is really vomit-inducing :P)

 Right now my solution is:
 null constrained to hip control (where this control's translates do not
 change as the animation progress)
 direct expression camera root axis = null axis

 But this doesn't let me keep the initial offset that the camera had
 (turning on ChildComp doesn't help unfortunately)...for now this is a
 simple workaround but I'm worried about in future what if I have to tackle
 a similar issue but with this exact same problem? Which is why I was
 wondering if anyone uses a simpler solution or if I have missed something
 about XSI constraints that allow for this...

 Yours sincerely,
 Siew Yi Liang

 On 2/28/2014 9:01 AM, patrick nethercoat wrote:

 ah yes, i see.
 how about setting the neutral pose on the constraining object (use current
 pose) before drag/dropping? May be a workaround for your situation if you
 can cope with the offset in your fcurves.



 On 28 February 2014 16:29, Siew Yi Liang soni...@gmail.com wrote:

  Hi patrick:

 Yes, I could make an expression that way, but I want a kind of automatic
 way to keep the constrained object at its original position (sort of having
 constraint compensation on) while making the expression...other than
 manually typing the offset values myself I was wondering if there was a
 better way to do this? (As sometimes the offset values won't always be
 readily available if there is a neutral pose, other things interfering
 etc...)

 Yours sincerely,
 Siew Yi Liang

   On 2/28/2014 8:08 AM, patrick nethercoat wrote:

  you can drag+drop fcurve widgets to create a constraint. that way you
 choose which axes are affected.
  or am i missing?



  On 28 February 2014 16:00, Siew Yi Liang soni...@gmail.com wrote:

   http://i.imgur.com/1rTjJXd.png

 I can only do offsets so far using the standard UI...I've been looking
 through the docs as well for something that can help me out but I haven't
 seen anything yet that relates to this :X

 Yours sincerely,
 Siew Yi Liang

  On 2/28/2014 7:51 AM, Sebastien Sterling wrote:

 isn't it an option in the pose constrain PPG ?


 On 28 February 2014 16:43, Siew Yi Liang soni...@gmail.com wrote:

 Hello!

 Had a quick question among all this current hullabuloo, hopefully it's
 not too silly...I was actually looking for a way to limit constrain to
 one/two axes in XSI on pos/rot/scale constraints, is there a way to do this
 in the constraint parameters itself? I can't find any such option...

 Right now what I'm doing is making a null, using an expression to link
 whatever axes I want to the first constraining object, and then
 constraining my 2nd object to that null to get around the problem (because
 I need the 2nd object to remain in place. I feel like what I'm doing is a
 little silly though, does anyone use a better way or have I missed
 something really obvious in the constraint PPG?

 Been doing some searching around and I couldn't find anything on this...

 Any help would be appreciated! :D

 Yours sincerely,
 Siew Yi Liang












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

2014-02-28 Thread Peter Agg
Just to get the thread on track a bit (sort of) - would people share what
it is they like/dislike about ICE (or any other visual programming system)?

Big thumbs up

Clean interface
Low level access to basic maths functions (see also Houdini equivalent
whose name always eludes me)
Clear visualisation of different data types
Definable position in the evaluation stack
Polymorphic ports
Locations


What could be improved:

The ICE modelling was probably *too* low level to be generally useful
Can't easily control when to read data from other objects
Kinematics was still a mess
Some types of data were impossible to make shareable/procedural (e.g
object references, object names and fcurves)



On 28 February 2014 23:36, Nika Ragua nikaragu...@gmail.com wrote:


 Just to get the thread on track a bit (sort of) - would people share what
 it is they like/dislike about ICE (or any other visual programming system)?
 My experience is there are often two camps: one group that are not
 programmers (not even python), so ICE gives them a level of customization
 previously closed to them. The other group like the emergent/tinkering
 behaviour that node systems provide. I'm just wondering if the 'where do we
 go next?' question is going to vary between those two sets.

 Hi, Paul, thanks for looking to the thread - i can give you a fundamental
 feedback on this topic, if you would like to read it, because its very
 important to me, i don`t know about the other guys exactly, how they feel
 and where they were stuck, but in ICE there are some  flaws -  cryptic
 parts, where people were stuck, and it took a lot of efforts to go through
 them



 2014-03-01 2:38 GMT+04:00 Eric Thivierge ethivie...@hybride.com:

 Haha, it's actually a bit interesting to see how much people are getting
 bent out of shape from my comment. You all know I'm a super huge fan of
 Softimage I hope. I've been around long enough contributing to the
 community enough to know that I think Softimage IS the best software to be
 doing rigging. I know Animal Logic is serious, erm, I worked there I should
 know. :P

 I'll try to clear it up a bit...

 Sorry I didn't understand it was for the pure ICE users here. For pure
 ICE related stuff, I'm not sure what to tell you. Probably Houdini? Maya's
 node graph isn't great by far. Not sure what the new versions are going to
 bring but it is clunky.

 I don't use ICE for rigging. I only use it for custom deformers and other
 tools. If I need to do some of that in the future Fabric is probably going
 to be the choice, but within Maya.

 Softimage is my preferred software and I'm going to be using it still
 within the next few years. However, during the same time I'm going to be
 working in Maya (I've been in both the past 9 months) and starting the
 transition over to Maya. Why switch? Well, you can't wait until Softimage
 no longer runs / isn't getting bug fixes that are crucial to getting your
 work done. If you're serious about working in this business, it's my
 opinion that you have to be pushing your tools and use of technology as
 much as you can or else you're going to stagnate and won't be able to pull
 in the work. It's nice to hear everyone that is going to continue to use
 and develop on Softimage once it's canned, but there have been many
 instances where there is a bug that needs to get fixed to get a project or
 plug-in done. If there is no one to fix it, how are you going to finish
 your tool? You're not.

 Animation wise, what other tool has the same level of animation editing
 tools with the level of rigging tools that we have in Softimage, other than
 Softimage?

 My classification of serious film work was meant that you need the full
 breadth of features that you find in Softimage and Maya to get the same
 work done that you're doing in Softimage. Do you have those tools currently
 in Modo? Houdini? I'm sorry but I can't take those apps seriously for
 rigging at this moment.

 I apologize for tossing in the film part in that statement. There are
 some insane work coming out of the commercial space as well. I know full
 well as I've done my fair share of freelance at some of those studios.

 Please trust me when I say I'd rather not use Maya. It's clunky, not a
 lot of essential small tools out of the box, full of bugs itself, but
 honestly it's the only valid app I see that anim and rigging can move to.

 Eric T.





Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Peter Agg
Yep, I do as Mirko does for this stuff, the envelope tools are fairly
limited for a lot of this fiddly kind of things.


If you're merging existing geo together make sure everything is welded -
Polygon Islands are a pain to deal with as well. Ideally you want some kind
of single mesh body-glove for the 'master' envelope.


On 17 February 2014 10:34, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 Not sure how others deal with it but when having character that will have
 cltoth weighted and simulated I like to have an mesh with full body, and
 then 2nd mesh with only visible parts, hands, neck, head etc...
 Then painting weights on full body  mesh only, GATOR-ing everything else
 and then for animationa nd everything els using only cloth and partialy
 bodu mesh, and full body mesh is left out of model not used for anything
 esle but for painting and GATOR-ing weights to all other meshes on
 characters.



 On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.com wrote:

  Hi all, sorry for another silly question, but I've just spent the
 better part of 3 hours trying to find a solution: is there actually a way
 in XSI to paint across multiple envelopes at the same time, assuming they
 have the same deformer influences? I've been searching around for a way to
 do so but it doesn't seem like I can, and the best I can hope for is to
 GATOR over the points I want?

 The problem is that I have a character split up into several parts, so
 weighting the areas where neck meets shirt, torso meets pants etc. is a
 little annoying when I can't paint across them seamlessly. I've actually
 never had to deal with this before in XSI, so I have no idea if this is
 actually possible?

 Additionally, when trying to create a symmetry mapping template for a
 certain geometry, I'm getting:

 Application.CreateSymmetryMappingTemplate(, , , )
 # ERROR : 2057-GetSkeleton - Input object is not a skeleton object -
 [line 492 in C:\Program Files\Autodesk\Softimage 2013
 SP1\Application\DSScripts\enveloping.vbs]

 The deformers affecting it are just implicit bones, so I'm not sure what
 exactly the error is referring to -  I tried manually creating the symmetry
 template myself and mirroring the weights, but nothing happened. No error
 message appeared, but the weights didn't mirror either.

 The scene file is available at: http://1drv.ms/1cfWE34 , I'd really
 appreciate it if anyone has run into this situation before and could spare
 a few minutes to take a quick look! The head geometry is the one giving
 problems (I thought it might have had something to do with the ICE facial
 rig, but I froze those operators and tried doing the symmetry template
 again and it still gave the same issue...)

 --
 Yours sincerely,
 Siew Yi Liang





Re: Survey - how would you do this?

2014-02-11 Thread Peter Agg
...and how do you propose we get the ICE data into the engine while fitting
into existing game play AND not introducing bugs AND not introducing more
work for the engineering staff AND not requiring file format changes which
would force us to re-export all assets which precede it - we have nearly 9
year of backlog which would need to be supported?

By writing as script that will convert the ICE Tree animation into regular
objects with baked out animation. Then you're free to use whatever archaic
devilry on them you normally would.



On 11 February 2014 23:26, Matt Lind ml...@carbinestudios.com wrote:

 1 Beer for you.  J





 Matt







 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Emilio Hernandez
 *Sent:* Tuesday, February 11, 2014 2:39 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Survey - how would you do this?



 Thanks for clarifying Matt.

 So then my sample scene is totaly feasible in this scenario.

 Ok Eric.  One beer to go on your tab.

 Cheers!




 2014-02-11 16:36 GMT-06:00 Eric Thivierge ethivie...@hybride.com:

 Sorry my money is tied up in my MMO accounts right now...

 On 2/11/2014 5:03 PM, Matt Lind wrote:

 Pay up ;-)

 Matt







Re: concealing error messages

2014-01-20 Thread Peter Agg
I'd hardly call an if statement 'coding jiggery-pokery', seems like best
practice to me.


On 20 January 2014 12:05, Jon Swindells jon_swinde...@fastmail.fm wrote:

  code looks clean to me.

 if you don't like the error output from commands then don't use them

 the time spent finding and coding jiggery-pokery is much better spent
 developing an OM parenting function. replete with your own error messages
 :)





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



 On Mon, Jan 20, 2014, at 11:25 AM, Eugen Sares wrote:

 Hi,
 for the sake of cleanness in my code - is there a way to hide the error
 message that shows when trying to parent an object to something that it is
 already child of?
 Can't get that try catch trick to work.
 Thanks!
 Eugen


 var oObj= CreatePrim(Cube, MeshSurface, null, null);
 var oParent = ActiveSceneRoot;
 //ParentObj(oParent, oObj); // WARNING : 3030-EDIT-ParentObj - Command was
 cancelled.
 try
 {
  ParentObj(oParent, oObj);
 }
 catch(e)
 {
  //LogMessage(e);
 }




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Re: concealing error messages

2014-01-20 Thread Peter Agg
Is there even an Object Model method for parenting? I thought it was one of
those areas that was command-only.


On 20 January 2014 12:30, Jon Swindells jon_swinde...@fastmail.fm wrote:

  it was more in relation to where the use of commands typically lead you.

 disabling logging being a most heinous artifact

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



 On Mon, Jan 20, 2014, at 02:11 PM, Peter Agg wrote:

 I'd hardly call an if statement 'coding jiggery-pokery', seems like best
 practice to me.


 On 20 January 2014 12:05, Jon Swindells jon_swinde...@fastmail.fm wrote:




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Re: Urgent help needed in scripting

2014-01-16 Thread Peter Agg
I'm not 100% sure what you need exactly, but this will make a Transform
object that's been rotated 90 degrees around the world centre in X.

__

m_data = [1.0, 0.0, -0.0, 0.0,
  0.0, 0.0,  1.0, 0.0,
  0.0, -1.0, 0.0, 0.0,
  0.0, 0.0, 0.0, 1.0]

matrix = XSIMath.CreateMatrix4()
matrix.Set(*m_data)
trans = XSIMath.CreateTransform()
trans.SetMatrix4(matrix)


obj = Application.Selection(0) # --replace as
you see fit
obj_transform = obj.Kinematics.Global.Transform
obj_transform.MulInPlace(trans)

print obj_transform.RotX, obj_transform.RotY, obj_transform.RotZ
__


On 16 January 2014 09:41, Szabolcs Matefy szabol...@crytek.com wrote:

 Hey folks,



 I have a task. I need to export some geometries from XSI, and create an
 XML file that contains the local translate and rotation. That’s fine. But
 it turned out, that the application reading this data accepts
 transformation in Z-up system (a la Max, goddamn). I swapped the Y and Z
 for position and seemed to work, but for rotation it’s not working.



 My export script is vbscript, but I have little clue. What I read so far
 is that I might have to rotate the transformation matrix around X axis by
 90 degrees. Fairly well, but HOW THE HECK???



 I’m open to learn math, anytime, but now it’s deadline…





 Cheers, and appreciate for any help







 Szabolcs
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Re: tips on working with dense reference models?

2013-12-23 Thread Peter Agg
If moving between resolutions is a pain then you can always have visible
low-res geo with the high res stuff hidden. You don't get the same speed
boost that you get with multiple resolutions, but sometimes it's enough to
make it workable.


On 23 December 2013 18:33, Cristobal Infante cgc...@gmail.com wrote:

 another way is to use 2 resolutions for your reference models. One very
 low res, and only switch to the highres when you are ready to render. The
 trick is to use the same rig so the animation sticks.

 If you want to give this a shot I recommend you download the scn toc
 manager created by Alok to switch those models from outside the scene.

 The standin route is great if you are rendering with Arnold IMHO.

 good luck!



 On Monday, 23 December 2013, Paul Griswold wrote:

 Thanks Alan!  Yep, this is all solid, non-deforming stuff (CAD data).  I
 have rigged it all with nulls the way you mention.  The problem I'm having
 is just updating when I scrub the timeline.  Even if the object has zero
 animation, simply scrubbing the timeline causes Softimage to freeze for
 several seconds.

 I'm actually testing Redshift for this one.  They've got a stand-in, but
 it's very alpha IMHO.  You either get a box or a full representation of the
 geometry.  There's nothing in-between, yet.  VRay's implementation looks
 somewhat nifty - I think they give you a bunch of points in the shape of
 your object.

 It sounds like the fastest solution would be to decimate the geometry and
 use it as a stand-in.

 I just wasn't sure why there's such a huge difference in performance
 between local and reference.  It's really significant.

 Thanks!

 Paul

  ᐧ


 On Mon, Dec 23, 2013 at 1:05 PM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

  Is it as simple as building low res stand-ins and offloading?

 Pretty much... yeah.

 Is it a solid, (mostly if not completely) non-deforming thing like a
 vehicle? If that's the case, you may wanna consider making a null hierarchy
 where each null contains a selection of meshes that move as one.

 For example, a regular solid car's rig might be: car body, left/right
 front/back wheel rotation and left/right front/back wheel brakes, so 9
 nulls. Animating those 9 nulls will be way lighter than dealing with
 hundreds or thousands of parts deforming or individually constrained to
 whatever, plus it's less data for the Delta property to keep track of. By
 the way, I like to call these nulls segment nulls.

 If you're dealing with mentalray or Arnold, both have the standins
 concept that works quite well, especially in Arnold. (Maybe XSI Vray does
 it too, not sure.)

 You'll want a standin per segment and if you name your standins the
 same as your segment nulls in a separate resolution, then it's very easy to
 animate a very light rig that is high-res compatible. Also makes it a piece
 of cake to republish update geo and shading by simply reexporting the
 standin files.

 At work we had stupid mesh density in Pacific Rim's control pod stilts
 and this *segmented workflow *of standin nulls constrained to a rig
 worked out great. ;)


 On Mon, Dec 23, 2013 at 11:09 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

 I don't work a lot with reference models, but I am now.  The mesh is
 dense and has a lot of parts to deal with.  When the mesh is local,
 Softimage handles it fine.  But when it's reference, just moving through
 the timeline takes 8-10 seconds per frame.  Even in Bounding Box mode,
 Softimage grinds to a halt.

 Can anyone point me to any FAQs or guidelines on working with heavy
 reference models?

 Is it as simple as building low res stand-ins and offloading?

 Thanks  Merry Christmas!

 -Paul

 ᐧ






Re: Whiskeytree Athens tech demo

2013-11-22 Thread Peter Agg
What's that soundtrack from? Seems familiar but I can't quite place it...


On 22 November 2013 16:58, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:

 Hairy ballz of the Gods !!!


 On 22 November 2013 17:46, Sylvain Lebeau s...@shedmtl.com wrote:

  holy mother of god..

 you guys rock at WT!

 sly



 On 11/22/2013 09:04 AM, adrian wyer wrote:

  congrats to everyone at Whiskeytree for this epic demo!



 https://vimeo.com/71148018



 your library toolset is a thing of beauty!



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



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








Re: Softimage and Alembic?

2013-11-20 Thread Peter Agg
Yeah, I think there's a big difference between ICE being difficult to
understand and difficult to use. I've seen people with a good maths
background start doing shots after a half hour introduction and I've seen
people with no maths knowledge struggle to use it after years of experience.

I do think it's objectively better than either Maya's or Houdini's
equivalents.


On 20 November 2013 15:37, Guillaume Laforge guillaume.laforge...@gmail.com
 wrote:

 I agree with Sergio.

 Lets not oversimplify the user experience. Of course ICE is not a simple
 user interface as it is not just some menu/buttons/PPG to clicks on.
 But it is very well designed for what it does and it does is quiet well !
 I'm still impressed by such technology knowing that XSI was not design for
 ICE at its beginning.

 Cheers

 Guillaume Laforge

 PS: As soon as I'm hearing the word user experience, I'm scared and run
 far away from any Apple store :).


 On Wed, Nov 20, 2013 at 10:18 AM, Sergio Mucino sergio.muc...@modusfx.com
  wrote:

  I guess I'll have to be a part of the minority here. I had never worked
 with XSI before 2 months ago (although curiously, I got started in 3D with
 Softimage ~ 18 years ago). I jumped into ICE a few days, and it literally
 took me less than an hour to wrap my head around it. Granted, I'm not using
 it for super advanced stuff yet, and my experience with XSI is limited to
 the rigging department, but I found ICE to be one of the most user-friendly
 node-based environments I've used (along with Modo's schematic workspaces).
 I was delighted with how easy was to understand what the nodes do. Their
 names are clear, and their ports have names that actually depict what they
 do (in contrast to Maya's nodes, which require plain experience to
 understand what they do... and good luck if you're trying a few nodes by
 yourself at first!). Maya's nodes could really use a kick in the butt (a
 hard one) in the usability department, and Softimage should be the model to
 follow here.
 As for the rest of the Maya UI goes, I really don't understand what is
 the problem people have with it. I find it easy to go around once you know
 where things are (which will happen with ANY application you move into
 anyway), and I can work at a pretty good pace with it. I guess it's just a
 matter of familiarity... SI was difficult for me the first week. After
 that, I was able to start being productive.
 Anyway, I don't want to make this unnecessarily longer than needed. I
 just wanted to share my experience with SI in the usability department (and
 being an ex-software designer, I tend to unconsciously keep an eye on these
 kind of things).
 Okay... my only pseudo-nag is the overall plastic-y look of the SI UI
 (and it's brighter-than-I'd-like, non-customizable gray color scheme). It
 looks like my blender at home. That's all! *ducks* ;-)


 On 20/11/2013 7:58 AM, Luc-Eric Rousseau wrote:

  Given the rate of development judging by past releases I'd say it's off by
 at least another
 three years, and even only if you guys manage to cram Bifrost into it in a
 usable way like ICE
 was crammed into Softimage, and do some major rework of the GUI.

  ICE in a conversation about usability? It's the most complex thing you
 need to spend time learning in Softimage, and I think most users have
 not wrapped their heads around it (? would need some statistics). I'll
 never be at ease with it myself, you need to need it and invest in it.

 This isn't the right thread for it, but it's always good in any case
 to send feedback about what you think makes Softimage more usable. It
 often boiled down to familiarity as opposed to actual ease of use
 (which should be measurable on a new user).   You will always find
 your way around and be more productive in the software that you're the
 most invested in, it becomes second nature to you.  You've got the hot
 keys burned into your muscle, you've got your habits (sometimes
 workarounds), etc.  It depends when you learn it, too. There is an
 Anthony Rossano book out there about XSI that teaches new users in the
 first chapter how to make XSI awesome by turning all the preferences
 back to Softimage|3D emulation modes.  F** those sticky keys and
 manipulators, right?  There is a certain age (the 30s?) when we stop
 learning new things if we don't push ourselves in the butt..

 On Wed, Nov 20, 2013 at 3:22 AM, Stefan Kubicek s...@tidbit-images.com 
 s...@tidbit-images.com wrote:

  Luc, that sounds like Maya will finally have it's user interface replaced
 with a usable interface.
 It's still a pity, I'd much rather see you working on Softimage than on
 anything else :-/

 Five years ago I was arguing with a former colleague that if you'd start to
 develop Maya in
 the right directions it would still take at least five years to get it up to
 the reliability
 and userfriendliness we have in Softimage, and only if Softs development was
 stagnant during
 that period. In hindsight this estimate was overly 

Re: Global Python interpreter?

2013-10-22 Thread Peter Agg
Whilst I prefer Soft's approach in general it would still be nice to have *
some* kind of access to global python objects. In a couple of moments of
madness I've even taken to using pickle and the Set/GetGlobal commands.


On 22 October 2013 00:57, Chris Chia softimage...@gmail.com wrote:

 I know this is a bit foolish suggestion which is to write your global data
 (in py format) to a temp file on disk. Then load that file as a py file.
 This is a quick workaround.

 Chris


 On 22 Oct, 2013, at 5:46 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 To be perfectly honest I'm still on the fence about that behaviour.
 In some ways it's nice, and it's relatively easier to debug Maya live
 because of it than it is Softimage.

 On the other hand multiple runs and coarsely grained iterations tend to
 pollute the environment beyond belief, and God forbid you change your mind
 about a name, or commit a typo that you repeat further down the line or
 other similar mistakes, since you get those odd to debug situations but
 without the benefit of having everything plain to read, and your work is
 committed to some transient void somewhere.

 All in all it's occasionally convenient, but generally a horrible way to
 work.

 Ultimately I find that either way (Soft's or Maya) you have a trade off
 somewhere, in Soft you have to spend extra time on a framework for
 persistent items, in Maya on one to investigate and clean up the mess.

 Between the two I probably prefer Soft's by a small margin, while overly
 safe it's not as infuriating as Maya's constant, undoable, easily mis
 triggered nuking and committing of anything you happen to dump in a script
 editor tab.
 I'm not sure I'd consider it a nice to have feature to make Soft equally
 twitchy, especially since we have successfully hooked debuggers and all to
 it and it's easy to write a simple framework to work with for transient
 objects and experimentation (while Maya's infamous editor nuke is
 impossible to prevent).

 Try to invest a little bit of time in how you work through it, and you
 might find the same way of working will trickle to your Maya work as well
 after a while with its added safety and structure.


 On Tue, Oct 22, 2013 at 12:51 AM, Sergio Mucino sergio.muc...@modusfx.com
  wrote:

  Thanks Raffaele. Yes, in both applications I've used (Maya and Max) this
 is how it works. Any functions and variables I declare or define at the
 global scope remain in memory throughout the session. This makes it very
 easy to iterate over different version of tool development.
 It seems SI won't be as user-friendly in the same department (Modo used
 to be like that, but they just released a Python API with 7.1 that allows
 for a persistent interpreter, which solves the same problem). Given that
 this is one of those things I can't really work around, I'll just consider
 it as a little would be really nice to address note for the Softimage
 team.
 Thanks a lot for all the comments!

 Sergio Mucino_Signature_email.gif

 On 20/10/2013 5:44 PM, Raffaele Fragapane wrote:

 I might have been unclear, sorry.
 No, it won't work across tabs of course, but it gets closer to Maya's way
 of working within each tab (which I understand is where Sergio comes from),
 and it allows to expand or contract module functionality on the fly.
 For it to work across different interpreters yes, you need to extend it
 with some files, a directory parser, and a push to dir wrapper to extend
 the magic module.


  On Sat, Oct 19, 2013 at 2:46 AM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  If you want something to be available across the board you can simply
 write
  it, register it as a module, and push it. No need for it to exist as a
 file.


  I've read the link, but I can't see how you could use this to push
 functions to a different instance of the python interpreter without
 using some file on disk (or copy/pasting the code between script
 editor tabs)




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




 --
 Our users will know fear and cower before our software! Ship it! Ship it
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Re: Scripting question

2013-10-09 Thread Peter Agg
I just used some try/except filth:

for env in obj.Envelopes:
try:
map = env.InputPorts(6).Target2
except:
LogMessage(Could not find Envelope Map on %s % obj.FullName,
constants.siError)
continue

path = _buildPath(obj)
Application.SavePreset(map, path, , siDefaultLocation, , ,
)




On 9 October 2013 15:05, Szabolcs Matefy szabol...@crytek.com wrote:

 Hey folks

 ** **

 Anybody have idea how can I export envelope preset from script without
 recycling all clusters looking for the envelop cluster?

 ** **

 Cheers

 ** **

 ** **

 ** **

 Szabolcs
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 The sender therefore does not accept liability for any errors or omissions
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Re: ICE Shape Node expressions linked to Custom Property Parms breaking on reload

2013-10-08 Thread Peter Agg
Though, as a small word of warning, the tools in the user menu do a
straight name swap. So if you have a model called 'Bob' and a shape name
called 'Bob_smiling' it'll rename that Get Data node to
'this_model_smiling', making it go that lovely shade of red we all know and
love.

Not a game-ender by any stretch, just something to keep an eye out for.
Might be that they've fixed it since anyway.


On 8 October 2013 00:41, Eric Thivierge ethivie...@gmail.com wrote:

 Yeah go the way that Dave is suggesting. No reason to have expressions
 when you can pull the params directly. Just make sure you use the tools I'm
 the user menu to use this model.
  On Oct 7, 2013 6:30 PM, David Barosin dbaro...@gmail.com wrote:

 I would bring the parameters in directly into the ice tree using a get
 data node rather than an expression.


 On Mon, Oct 7, 2013 at 6:14 PM, Jeffrey Dates jda...@kungfukoi.comwrote:

 Hiya guys,

 I'm running into something I don't remember coming across before and was
 hoping you guys can point out what I'm doing wrong.

 I have an ICE Shape mixer controlled by a Custom Property Params..   (
 just expressioned an == to the weight.  )  Nothing fancy.

 However, when the scene is reloaded or a model is exported, the
 expressions set themselves to Pass.Through and nullifies the connection.

 What are some things to look at that cause this!?

 OR, if the flaw is my workflow, how are you guys typically controlling
 the ICE Shape mixer!?

 I feel like this has come up before.. but I've never experienced it
 myself as of late.

 thanks in advance.

 Jeff

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Re: ICE Shape Node expressions linked to Custom Property Parms breaking on reload

2013-10-07 Thread Peter Agg
Yep, always with a straight Get Data node - just be sure to use
'this_model' as there can be some issues if you export with one name and
import with another.


On 7 October 2013 23:30, David Barosin dbaro...@gmail.com wrote:

 I would bring the parameters in directly into the ice tree using a get
 data node rather than an expression.


 On Mon, Oct 7, 2013 at 6:14 PM, Jeffrey Dates jda...@kungfukoi.comwrote:

 Hiya guys,

 I'm running into something I don't remember coming across before and was
 hoping you guys can point out what I'm doing wrong.

 I have an ICE Shape mixer controlled by a Custom Property Params..   (
 just expressioned an == to the weight.  )  Nothing fancy.

 However, when the scene is reloaded or a model is exported, the
 expressions set themselves to Pass.Through and nullifies the connection.

 What are some things to look at that cause this!?

 OR, if the flaw is my workflow, how are you guys typically controlling
 the ICE Shape mixer!?

 I feel like this has come up before.. but I've never experienced it
 myself as of late.

 thanks in advance.

 Jeff

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Re: Anyone have an idea what this error message means?

2013-09-18 Thread Peter Agg
You can just run the command Application.DeleteObj( --string of name inside
square brackets-- ) to get rid of the floating object (in Python, that is).
So for you it'd be:

Application.DeleteObj(Framebuffer2400)

I always do it as a matter of course: floating objects have always been
something of a red flag for me.


On 18 September 2013 11:57, Daniel Kim danielki...@gmail.com wrote:

 I figured that error message is from reference models. I deleted it, but
 still saw the message. What I tried was loading each models as reference
 into new scene, and that message no more popped up.
 Unfortunately, I have no knowledge of editing .scntoc file or coding, so
 that was all I could do the best. : /
 I've never had that message from myself. It's always unpredictable working
 with many people.
 I just hope not seeing weird warnings anymore @_@


 On Wed, Sep 18, 2013 at 10:08 PM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

 I've seen similar error messages with texture projections and was able to
 track it down to deleting and undoing the deletion that would result in
 diconnected objects when saving the scene. Maybe something similar can
 happen with Frame Buffer objects?

 That is:
 Create the projection (or frame buffer?), delete it, undo the deletion,
 save the scene, and you will get that error.

 I had no time to report that bug yet, and with texture projections it
 doesn't seem to be so problematic (it seems to fix itself on the next load,
 or at least does not crash).
 Does removing or editing the scntoc file have any positive effect when
 you try to load that file?






  I get this message all of sudden, and have no idea what it means.
  ' WARNING : 3000 - -- [Framebuffer2400] was saved, but is disconnected
  from the scene. (Floating object)
  Anyone have an idea?
 
  Daniel
 


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 -
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 http://www.danielkim3d.com
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Re: Event gets aborted (scene save)

2013-08-09 Thread Peter Agg
...or 1, if you didn't make the plugin with the plugin manager. Or just
don't return anything.

But yeah, this has had me stumped for hours before. Just one of those thing
you have to just know.



On 9 August 2013 12:48, Stephen Blair stephenrbl...@gmail.com wrote:

  return true to abort?


 On 09/08/2013 7:45 AM, Michael Heberlein wrote:

 Hey all,

  I registered a siOnBeginSceneSave2 event and Softimage runs my code
 but doesn't save the scene.
 Has anyone seen this before? I know I had this working without
 problems before but now I'm stuck. :(

  Here's the stripped-down plugin code:

  01   from siutils import C
 02   def XSILoadPlugin( in_reg ):
  03 in_reg.Name = plugin_onSceneSave_test; in_reg.Major = 1;
 in_reg.Minor = 0
 04 in_reg.RegisterEvent( beginSceneSave, C.siOnBeginSceneSave2 )
 05 return True
 06  def beginSceneSave_OnEvent( in_ctxt ):
  07 Application.LogMessage( saving %s % in_ctxt.GetAttribute(
 FileName ), C.siInfo )
 08 return True

  And the message log after pressing Ctrl+S:

  # INFO : cheers
 # INFO : 4373 - This event was aborted:
 # name: beginSceneSave
 # plug-in:
 L:\pipeline\user\mh\workgroups\pnToolbox\Addons\pnPipeline\Application\Plugins\pnPipeline_OnSave_AddVersionProperty.py
 #
 # WARNING : 3030-FILE-SaveScene - Command was cancelled.
 Application.SaveScene()

  Thanks,
 Michael





Re: Finding a group in python

2013-08-07 Thread Peter Agg
If you know the name of the group then model.Groups(groups_name) will
return it.



On 7 August 2013 09:33, Sandy Sutherland sandy.mailli...@gmail.com wrote:

 Thanks Michal,

 I can find the model easily enough - and I will just iterate through it's
 groups

 S.




 On 2013/08/07 9:20 AM, Michal Doniec wrote:

 This

 Application.FindObjects(None, {9D0673C2-6741-11D1-BE9F-**00A024EE478D})

 will find all groups in the scene.






Re: OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game

2013-07-11 Thread Peter Agg
The rig and animation was done in Maya with the rendering done in
Soft/Arnold. To be honest decisions like that are usually down to what
people are available - if you have a Maya rigger and Soft lighting and
renderers that's generally how the project gets done.





On 11 July 2013 09:31, Michal Doniec doni...@gmail.com wrote:

 looks like it was lit and rendered in softimage and arnold i would
 guess.

 I didn't work on it directly, but it was rendered in Arnold/Softimage. I
 still use a couple of scenes as my tests for new sitoa releases, they are
 very demanding.

 Lots of work went into it and the final effect is in my opinion awesome.



 On 11 July 2013 01:03, Steven Caron car...@gmail.com wrote:

 looks like it was lit and rendered in softimage and arnold i would guess.


 On Wed, Jul 10, 2013 at 5:01 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Does anyone know what was done in Soft ? was it modelled in soft ?




 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec



Re: Models and ICE

2013-06-20 Thread Peter Agg
I would not recommend using ICE on models, to be honest - have a null
underneath it and apply it to that instead. In my (kinda) humble opinion;
if a model is anywhere but world zero I disprove. :)

On 20 June 2013 16:31, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Is there a standard procedure for how to use ICE with Models?

 Is it not recommended to apply ICE to Models then?

 --
 Joey Ponthieux
 LaRC Information Technology Enhanced Services (LITES)
 Mymic Technical Services
 NASA Langley Research Center
 __
 Opinions stated here-in are strictly those of the author and do not
 represent the opinions of NASA or any other party.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, June 20, 2013 11:27 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Models and ICE

 That may return the scene root if the model is under the scene root though.


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On June-20-13 11:17:02 AM, Matt Morris wrote:
  If its a model you might try using this_model instead of self?
 
 
  On 20 June 2013 15:56, Ponthieux, Joseph G. (LARC-E1A)[LITES]
  j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov wrote:
 
  I’ve run into the situation where I attempt to apply an ICE tree
  to a Model, but the ICE window browser gives the status
 
  __ __
 
  “All items hidden due to a filter”
 
  __ __
 
  If I proceed to create an ICE tree on the Model, it works, but
  does not behave as expected.
 
  __ __
 
  __ __
 
  Further, if the Model’s name is “Test”, and I attempt to Set data
  on it with
 
  __ __
 
  Test.kine.pathcns.perc
 
  __ __
 
  It is valid,
 
  __ __
 
  __ __
 
  But this:
 
  __ __
 
  self.kine.pathcns.perc
 
  __ __
 
  is not valid and lights up like a stop light.
 
  __ __
 
  __ __
 
  What did I get wrong?
 
  __ __
 
  __ __
 
  --
 
  Joey Ponthieux
 
  LaRC Information Technology Enhanced Services (LITES)
 
  Mymic Technical Services
 
  NASA Langley Research Center
 
  __
 
  Opinions stated here-in are strictly those of the author and do
  not 
 
  represent the opinions of NASA or any other party.
 
  __ __
 
 
 
 
  --
  www.matinai.com http://www.matinai.com





Re: Anyone done corrective shapes when SecondaryShapeModeling is not an option?

2013-06-17 Thread Peter Agg
This is the process I've found works best for me - it's from memory as I
don't have Soft at home so hopefully it's all in the right order. I have
used an ICE PointRefFrame technique to try to get the rotational changes,
but the result never seemed to work as well as this:

1) Move the rig from it's bind to the pose you want to correct
2) Export the mesh as an obj, store an action clip of the bind pose, the
corrective pose and a preset for the envelope
3) Fix the obj
4) Back in the rig scene; import the fixed obj, give it an envelope and
apply the preset so it matches the main mesh
5) Apply the corrective pose to the rig
6) Reset the Static Kinestate of the bones whilst still in the corrective
pose
7) Apply the bind pose again
8) Export the mesh as an obj, then bring it in later to use as a standard
shape in whatever system you use

A bit convoluted, but such is the way of these things. :)


On 17 June 2013 22:57, Bk p...@bustykelp.com wrote:

 See what you think of this technique

 https://vimeo.com/67402407

 I find the results are far more natural looking and easier to manage and
 edit. I doubt I'll ever use that shapes-before-bones method again for
 correctives on limbs.


 On 17 Jun 2013, at 20:27, Alan Fregtman alan.fregt...@gmail.com wrote:

  Hey guys,
 
  I'm curious if anyone has already tackled the problem of creating a
 corrective shape (that is, a shape difference in a pose that has been
 readjusted to be relative to the neutral character pose) when
 SecondaryShapeModeling isn't viable?
 
  If you use classic envelopes and the ClusterShapeCombiner, you can make
 adjustments in SecondaryShape mode and store a shape that is automatically
 adjusted to the neutral pose for you, and that's cool, but if you have
 anything much fancier, it doesn't do the neutralization right.
 
  I'm contemplating perhaps storing the shape vector difference relative
 to the PointReferenceFrame matrices; maybe that'll do it. Any other/better
 ideas?
 
  Cheers,
 
 -- Alan
 




Re: 'find' command not respecting current partition

2013-06-13 Thread Peter Agg
It's only slightly more annoying than when the Explorer is *sure* you want
to find the object in a random group rather than in the hierarchy.

On 13 June 2013 18:19, Simon van de Lagemaat si...@theembassyvfx.comwrote:

 Dooohhh... ya pass not partition sorry.


 On Thu, Jun 13, 2013 at 10:15 AM, Gareth Bell 
 gareth.b...@primefocusworld.com wrote:

  Do mean current pass?



 If that's the case, I find hitting U for current pass and then hitting
 F works.

 --

  *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Simon van de
 Lagemaat [si...@theembassyvfx.com]
 *Sent:* 13 June 2013 18:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* 'find' command not respecting current partition

   Does this drive anyone else up the damn wall?  You have an object
 selected and when you hit F to find it in the partitions in explorer it
 takes you to an inactive partition?  HAIR PULLING

  Sorry for the rant.





Re: Poll: Blend Shape workflow ICE or Mixer

2013-06-05 Thread Peter Agg
Ever since we started losing shapes stored in a reference model mixer I've
moved over to ICE where ever possible - same as you we basically
piggy-backing on the existing commands then clean up afterwards. I guess I
could try to research making my own clusters with the CopyShape operator,
but that's somewhere in the lower end of the 'to-do' pile at the moment.



On 5 June 2013 14:27, Eric Thivierge ethivie...@hybride.com wrote:

 Just wanted to take a poll to see who is using what for creating blend
 shape operators out in our little community.

 I'm wondering if anyone is doing any serious work with the Mixer or have
 most if not all people moved to ICE? I'm asking as it would only make sense
 in my opinion to have some resources dumped into updating the workflow in
 Softimage to use ICE instead of the Mixer as there are many benefits which
 include putting having multiple blend shape operators and being able to
 place them anywhere in the stack.

 All of the built in commands are still using the Mixer and adding the
 infuriating Cluster Shape Combiner which leads to an annoying amount of
 scripting to clean up after running said commands to rid your mesh of that
 evil operator.

 --
  Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies





Re: Hiding background partitions etc

2013-05-21 Thread Peter Agg
Yep, you're entirely correct on this one - don't let them try to tell you
otherwise. :)




On 21 May 2013 10:49, Dan Yargici danyarg...@gmail.com wrote:

 Hi Andi.

 I agree with you %10.  Working any other way is asking for trouble IMO.

 DAN


 On Tue, May 21, 2013 at 12:38 PM, Andi Farhall hack...@outlook.comwrote:

 My particular workflow is to always hide background partitions for both
 geometry and lights and to explicitly set visibility of all partitions, and
 I do this as i feel it gives me a more secure control over what shows up in
 renders. I currently experiencing some scenes which use a much more relaxed
 approach to object visibility and whilst i wrestle with them i'm
 contemplating making some suggestions to my superiors, but thought it wise
 to garner some opinions here, just in case i'm completey wrong

 cheers,

 Andi.




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


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





Re: Hiding background partitions etc

2013-05-21 Thread Peter Agg
I'll normally have a working/Default pass where I set visibilty properties
locally on objects so I can throw stuff around but I like to know when it
needs rendering again it will actually get rendered.

Same with me, being able to go to a 'clean' default_pass to deal with
general scene issues is always handy - I want to be able to hide/un-hide in
there to my heart's content and know that when I submit back to the farm,
all my passes will be ok.



On 21 May 2013 12:48, Adam Seeley adam_see...@yahoo.com wrote:

 Funny, I'm almost opposite...

 I get very uncomfortable (physically uneasy) dealing with no effect
 partitions floating around containing a mix of hidden and unhidden objects,
 especially in large scenes, I need everything locked down and explicit.

 I'll normally have a working/Default pass where I set visibilty properties
 locally on objects so I can throw stuff around but I like to know when it
 needs rendering again it will actually get rendered.

 Can't push the case for well named partitions  passes enough, it's always
 worth the time.

 I also stack all the cutlery in the dishwasher strictly by type so my ocd
 tendencies probably show through a bit.

  Adam
 -
 Yoyo Digital Ltd.
 07956 976 245
 http://www.linkedin.com/in/adamseeleyukhttp://www.linkedin.com/profile/view?id=21162305
  https://vimeo.com/adamseeley https://vimeo.com/album/2280465




   --
  *From:* pete...@skynet.be pete...@skynet.be
 *To:* softimage@listproc.autodesk.com
 *Sent:* Tuesday, 21 May 2013, 12:14
 *Subject:* Re: Hiding background partitions etc

   yes and no.

 hiding the default partitions for geo and lights is common practice –
 almost an absolute rule afaic for lighting/rendering scenes. (it’s
 inexcusable not to do this in production scenes for rendering with more
 than a handful of passes)
 every newly added object gets hidden by default – which is great for not
 messing up an existing setup, but not so user friendly to work in the scene
 – for layout and modeling in particular.
 To accommodate this - you can keep the default pass with both (or just the
 geometry one) on “no effect”  - so it’s easy to work in the default pass -
 just make sure to never render it.

 However, I am strongly opposed to explicitly setting visibility (= using
 “show members”) on all or most partitions – as I’ve seen some people do.
 This will unhide hidden objects and is almost guaranteed to cause trouble
 at some point. If an object was hidden, manually or otherwise, it should
 stay so by default – so use “no effect on members” on pretty much every
 partition other than the default one.
 This way – if you have a scene with plenty of passes – and then hide an
 object  – it will be hidden in all passes. To hide it only for this pass,
 just drop it in the default partition. Very intuitive.

 Only exceptionally should partitions force visibility with “show members”
 – and only for the very purpose of unhiding hidden objects – and I’d put
 something in the name of that partition to make this very clear (“unhide”
 or “show all” or ...)

 I’m also not a big fan of display overrides on partitions – such as
 setting the wireframe color – as the override doesn’t let you change other
 display settings such as putting an object to hidden line or shaded or so -
 it's just more trouble than it’s worth.


 if you have a clearly defined workflow / pipeline /departments you can be
 more heavy handed with the overrides and partitions – especially in scenes
 for lighting. But if you have a more organic or freestyle workflow –
 switching back and forth between different tasks, from modeling to
 rendering, in the same scene, shared among people – then there is a fine
 line to thread, being properly organized in scenes while keeping them
 unintuitive for all to work in.



  *From:* Andi Farhall hack...@outlook.com
 *Sent:* Tuesday, May 21, 2013 11:38 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Hiding background partitions etc

  My particular workflow is to always hide background partitions for both
 geometry and lights and to explicitly set visibility of all partitions, and
 I do this as i feel it gives me a more secure control over what shows up in
 renders. I currently experiencing some scenes which use a much more relaxed
 approach to object visibility and whilst i wrestle with them i'm
 contemplating making some suggestions to my superiors, but thought it wise
 to garner some opinions here, just in case i'm completey wrong

 cheers,

 Andi.



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


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





Re: Hiding background partitions etc

2013-05-21 Thread Peter Agg
So how do you handle visibility animation? That gets screwed on “show
members” partitions doesn’t it?

Animating visibility is something on my 'don't do this' list anyway, so no
problems on that account!

On 21 May 2013 13:32, pete...@skynet.be wrote:


   Funny, I'm almost opposite...

 Arrgghhh.

 Oh well – any system has its weaknesses. Indeed in the one I use, if you
 go and mess around, debugging, and hide some objects temporarily, and
 forget to unhide them, they will not be forced back to be visible. That can
 be inconvenient.
 An advantage of my approach is you can just branch select a model (or
 models) and assign them to a partition or create a new one – and objects
 that are supposed to be hidden will remain so.
 In an “everything locked down” approach – I hope feeding the passes and
 partitions is also fairly automated (with named groups within models?) so
 every kind of object goes to it’s dedicated partition?
 So how do you handle visibility animation? That gets screwed on “show
 members” partitions doesn’t it?

  I get very uncomfortable (physically uneasy) dealing with no effect
 partitions floating around containing a mix of hidden and unhidden objects,
 especially in large scenes, I need everything locked down and explicit.
  I'll normally have a working/Default pass where I set visibilty
 properties locally on objects so I can throw stuff around but I like to
 know when it needs rendering again it will actually get rendered.
  Can't push the case for well named partitions  passes enough, it's
 always worth the time.

  I also stack all the cutlery in the dishwasher strictly by type so my
 ocd tendencies probably show through a bit.
 For me, the dishwasher is like Tetris. If there’s a hole left, I’ll cram
 something in it.





 Adam
 -
 Yoyo Digital Ltd.
 07956 976 245
 http://www.linkedin.com/in/adamseeleyukhttp://www.linkedin.com/profile/view?id=21162305
 https://vimeo.com/adamseeley https://vimeo.com/album/2280465




   --
 *From:* pete...@skynet.be pete...@skynet.be
 *To:* softimage@listproc.autodesk.com
 *Sent:* Tuesday, 21 May 2013, 12:14
 *Subject:* Re: Hiding background partitions etc

   yes and no.

 hiding the default partitions for geo and lights is common practice –
 almost an absolute rule afaic for lighting/rendering scenes. (it’s
 inexcusable not to do this in production scenes for rendering with more
 than a handful of passes)
 every newly added object gets hidden by default – which is great for not
 messing up an existing setup, but not so user friendly to work in the scene
 – for layout and modeling in particular.
 To accommodate this - you can keep the default pass with both (or just the
 geometry one) on “no effect”  - so it’s easy to work in the default pass -
 just make sure to never render it.

 However, I am strongly opposed to explicitly setting visibility (= using
 “show members”) on all or most partitions – as I’ve seen some people do.
 This will unhide hidden objects and is almost guaranteed to cause trouble
 at some point. If an object was hidden, manually or otherwise, it should
 stay so by default – so use “no effect on members” on pretty much every
 partition other than the default one.
 This way – if you have a scene with plenty of passes – and then hide an
 object  – it will be hidden in all passes. To hide it only for this pass,
 just drop it in the default partition. Very intuitive.

 Only exceptionally should partitions force visibility with “show members”
 – and only for the very purpose of unhiding hidden objects – and I’d put
 something in the name of that partition to make this very clear (“unhide”
 or “show all” or ...)

 I’m also not a big fan of display overrides on partitions – such as
 setting the wireframe color – as the override doesn’t let you change other
 display settings such as putting an object to hidden line or shaded or so -
 it's just more trouble than it’s worth.


 if you have a clearly defined workflow / pipeline /departments you can be
 more heavy handed with the overrides and partitions – especially in scenes
 for lighting. But if you have a more organic or freestyle workflow –
 switching back and forth between different tasks, from modeling to
 rendering, in the same scene, shared among people – then there is a fine
 line to thread, being properly organized in scenes while keeping them
 unintuitive for all to work in.



  *From:* Andi Farhall hack...@outlook.com
 *Sent:* Tuesday, May 21, 2013 11:38 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Hiding background partitions etc

  My particular workflow is to always hide background partitions for both
 geometry and lights and to explicitly set visibility of all partitions, and
 I do this as i feel it gives me a more secure control over what shows up in
 renders. I currently experiencing some scenes which use a much more relaxed
 approach to object visibility and whilst i wrestle with them i'm
 contemplating making some 

Re: Mill 98% Human

2013-05-21 Thread Peter Agg
Just to add to what Jimmy nicely rounded up: the facial animation rig was
pretty much all done with envelope deformers rather than blend shapes.
Chimp lips are surprisingly flexible so having the deformers being driven
by curves was certainly the way to go with that.

The eyelids were also controlled with nulls looking at curves so the
animators could define pretty much exactly what kind of shape they wanted -
there's a lot of nice, subtle movement in them which is pretty much all
down to their keen eyes and decision-making, really. Not much of it was
automated so they did a really nice job - pretty much everything you see
was something they chose to move, I just gave them the option!

Throw on a few sticky controls in key areas for secondary movement and
you've pretty much got it as far as the control rig went. Then off it went
to Vince's muscle system (though by that stage I unfortunately had to head
back to the UK office, so I never got to see the cool stuff in action).


On 21 May 2013 22:05, jimmy gass ji...@nervegass.net wrote:

 No strand caching. We wanted to save our self the extra step, since there
 were already like 5 stages of cache and sim. So the strands were left live.
 To get Motion blur to behave properly, I just made a compound at the front
 of the entire system, that calculated the strand velocity and stored that
 every frame, but then set it back to what it was the frame before at the
 beginning of the sim to keep the behavior right. Basically just forcing the
 velocities for the rendered to do what it needs to do. That node has become
 quite popular here for that purpose.




Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Peter Agg
So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be?

A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes
have?


On 9 May 2013 14:09, Thomas Volkmann li...@thomasvolkmann.com wrote:

 **
  Hi,
  we found a working solution to a current problem (set UV per Polygon),
 but I'm not fully satisfied with it, because it breaks when we have
 triangles in the mesh (which we can avoid, so it's more a personal problem
 of not being able to do what I want to do in ICE).

  Problem:
  We want to set a vector per node. Depending on the index of that node
 when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in
 UV-space.

  Solution for Quads only:
  GetNodeID - find in array
  the array:
  Get PolygonToNodes - build array from set
  we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3

  This solution breaks of course when there is a single polygon that has
 more or less than 4 points.

  What I would like to do but can't figure out:
  Get NodeToPolygon  (because we need to be in a perNode context)
  Use the PolygonID that I get this way, and get PolygonToNodes for that
 Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION!
  Then I could check which index the Node has that I got in the beginning.

  Unfortunately I have some real work to do, and can't continue on this
 right now, but in the back of my head it's driving me mad.
  So if anyone can offer salvation it'll be much appreciated! Even if it's
 a complete different solution)

  cheers,
  Thomas



Re: Test inside geometry failing

2013-05-07 Thread Peter Agg
Is this the thing where you get giant cubes of bad volume data, or
something else?


On 7 May 2013 19:54, Eric Thivierge ethivie...@hybride.com wrote:

 Anyone notice how many times this just doesn't work correctly? Even
 toggling the Closed volume inside often doesn't give the correct results as
 well...

 I have a voxel setup with particles and testing inside a geometry to keep
 the ones that are within, works, however there are many points still
 outside the geo that remain and aren't deleted. The ones left outside
 changes each frame as well.

 Anyone have any sure fire methods / workarounds that don't involve having
 helper nulls to delete the remaining ones outside?

 --
 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies





Re: GEAR question

2013-04-24 Thread Peter Agg
I'd also avoid doing things with weightmaps as much as possible - far
better to do all those calculations outside the rig and then freezing the
shape on export. It's better to keep them live when you're working on the
rig as then any changes you make to the reference mesh will be carried over
without needing to re-make the cluster.


On 24 April 2013 09:36, Sebastian Kowalski l...@sekow.com wrote:

 when performance is an issue with an ice shape rig, try to freeze the
 shape clusters into ice attributes ;)
 a smart setup would allow regeneration or addition of new shapes.

 sebastian


 Am 24.04.2013 um 10:24 schrieb Sandy Sutherland sandy.mailli...@gmail.com
 :

  Enrique -
 
  Here are 3 snips - the one is showing the very basic compound that I
 load in when first building the tree that allows me to connect a shape on
 one input and a controller on the other - then the shape is hooked up ready
 to go!  Second one is in that basic compound and the third one is modified
 to allow inputting one shape such as a blink modelled both sides and
 splitting it using a weight map, instead of using modulate by weight map
 and making two shapes - this one also allows a switch so you switch which
 side you want the shape to be!  This sort of stuff is so easy using ICE, as
 you can also use this method to modify a shape with a weight map rather
 than makng a new shape!  Notice alsoe the rescale node this allows me to
 use controllers that go negative values say - in my example the Face GUI
 had the controllers working in the direction the shape would go i.e. cheeks
 puffing to make it intuitive for the animators - I then rescale 0 to -1 to
 +1 and done!  Beats the hassle o!
  f wiring up a linked setup!
 
  S.
 
 
  On 2013/04/24 5:15 AM, Enrique Caballero wrote:
  Very good point.  And the plug-in play nature of an ICETree compound is
 incredibly attractive.
 
  I'm always open to trying something new and different if time allows.
 
  If anyone can screenshot how they set up their ICE Tree Shape mixer
 that would be awesome.  I think my knowledge about optimising ICETree's is
 quite lacking
 
 
 
 
  Shape_TREE_one.JPGShape_ICE.JPGShape_TREE_three.JPG





Re: dumb simulated/unsimulated ICE trees question

2013-04-12 Thread Peter Agg
Have you still got a simulated stack on there? Just select it and delete it
on the sphere.


On 12 April 2013 23:54, Sam sbowl...@cox.net wrote:

 I have created a very basic push deform that deforms a sphere based on the
 distance from a null. It works fine as an unsumulated ICE tree as long as
 the timeline isn’t playing, but once I hit play on the timeline it does
 nothing. I’ve tried moving it to the simulated tree, but it adds to the
 “push” on every frame (as expected). I know I’m missing something simple,
 but can’t seem to get my head around it.



Re: deleating Particals

2013-04-11 Thread Peter Agg
The reason to do it post-emittion is because then you know that whatever's
left will be doing the same thing (presuming you're not doing any neighbour
lookups or anything) that it did before, but there'll just be less of them.
It's the path of least resistance when a client's looked at something and
says 'I like it... just fewer'.


On 11 April 2013 04:31, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 I'm aware of plenty cases where one might need to, especially post-facto
 stuff where you just can't go back upstream (caches, things produced as
 manually operated chains for hacks, LODding something, bracketing something
 and so on).

 In this case I was more proposing it's worth looking at that. 90% of the
 stuff that starts simply emitted can usually be halved more cheaply, and
 interacted with in more complexity producing better results, by reduing the
 emission rule hits and then a straight forward tweaking of any frequency
 based on the ID (if you have any).

 More of a food for thought than anything, I guess. Maybe should have not
 been formulated as a question.


 On Thu, Apr 11, 2013 at 12:51 PM, Andy Moorer andymoo...@gmail.comwrote:

 Sometimes when the opportunity presents itself (such as a weekend
 available to cache on a local machine) I like to save out the maximum
 density I can in a given timeframe simply because its easier to remove data
 than to not have it at all or build up density by interpolating between
 particles or the like.

 In regards to simple workflows... I have a couple of easy-to-build
 compounds I keep handy (though its just as easy to build them as you go)
 one which assigns particles a random number between 1-100, another which
 tests for that value against a defined threshold for deletion or whatever.
 It makes it very quick to be able to build structures which act on a
 certain percentage of particles or to modulate other values with that
 number.

 By always using the same compound/logic I free myself from having to give
 it any particular attention or thought, I just drop the compounds in and
 know what I'm going to get. Simple but useful, and since it is (for better
 or worse) my own logic instead of one of the factory compounds I know what
 is happening under the hood and don't have to worry about unexpected
 results, pre-set contexts, or other caveats.

 Same goes for a number of other simple tools - the most useful being one
 which returns a uniformly random vector of a defined magnitude. The factory
 randomize by cone compounds irritate me. :)




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



Re: set raycast direction with a Null?

2013-04-07 Thread Peter Agg
Just to expand on what Matt said:

If you want a direction with any object in ICE, the easiest way is to get
it's global kinematics and pipe that into a 'Matrix 4x4 to Vector 3D' node.
The node will spit out 4 vectors - ignore the one labeled 'translation' and
pick one of the 3 depending on what axis you want to get the direction of.
The order is XYZ as you'd expect.

You can then pipe out your chosen axis into the direction of the raycast
node and the translation into the position. You can then use that null as a
complete raycast controller.


On 7 April 2013 07:54, Sam sbowl...@cox.net wrote:

 I couldn’t figure this one out. Andy’s compound used a Select Case and a
 rotate vector to convert the orientation of the null to a vector (Thanks
 Andy!). I was wondering if you could elaborate on your method if you have
 time. Learning the different ways to do things in ICE could come in handy
 in the future.

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
 *Sent:* Friday, March 29, 2013 7:10 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: set raycast direction with a Null?

 ** **

 All you need to do is pluck an axis out of the transform and use that as
 your direction vector.  You can do that with the matrix to 3D vector
 converters.  

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Sam
 *Sent:* Friday, March 29, 2013 6:55 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* set raycast direction with a Null?

 ** **

 I have a null I’m using to raycast onto a mesh and it working pretty good,
 but I want to be able to adjust the direction by rotating the null and I
 can’t seem to get this to work. There is a direction to rotation node, but
 there doesn’t seem to be a rotation to direction node. Any help is
 appreciated.



Re: set raycast direction with a Null?

2013-04-07 Thread Peter Agg
Though, saying that, ICE is one of the bast ways to learn the fundamental
maths anyway. You just have to be a nosy bastard and visualise anything
you're not fully understanding (with the core nodes, that is, ignore the
compounds as much as you can unless you're in a rush) until you can see the
patterns. Sprinkle with a bit of Khan Academy/Wikipedia for core concepts
like, say, what a dot or cross product does and you'll slowly start to
build up the knowledge.


On 7 April 2013 23:20, Christopher christop...@thecreativesheep.ca wrote:

 Sam - Raffaele is right. Hopefully someone can give you guidance, ICE is
 not easy if you don't know the math. I'm still learning and studying and
 have made a step up :)

 Christopher

   Raffaele Fragapane raffsxsil...@googlemail.com
  Sunday, April 07, 2013 5:39 PM
 I would argue your biggest stumbling block is more not knowing the math
 fundamentals involved, and then thinking it's because you don't know what
 nodes do what, when if you knew those fundamentals you wouldn't be left
 wondering in first place.
 I mean absolutely no offense with this, Sam, just pointing you in the
 general direction of what you'd be best off studying next IMO.





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!
Sam sbowl...@cox.net
  Sunday, April 07, 2013 3:21 PM

 Thanks Peter, that works great! The problem I was having was that I was
 trying to plug in the Ori data into the Matrix to Vector node. This seems
 to be my biggest stumbling block with ICE. I know what needs to be done,
 but sometimes I just can’t figure out what nodes need to be plugged in to
 what to make it work.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Peter Agg
 *Sent:* Sunday, April 07, 2013 3:36 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: set raycast direction with a Null?

 ** **

 Just to expand on what Matt said:

 ** **

 If you want a direction with any object in ICE, the easiest way is to get
 it's global kinematics and pipe that into a 'Matrix 4x4 to Vector 3D' node.
 The node will spit out 4 vectors - ignore the one labeled 'translation' and
 pick one of the 3 depending on what axis you want to get the direction of.
 The order is XYZ as you'd expect.

 ** **

 You can then pipe out your chosen axis into the direction of the raycast
 node and the translation into the position. You can then use that null as a
 complete raycast controller.

 ** **

 On 7 April 2013 07:54, Sam sbowl...@cox.net wrote:

 I couldn’t figure this one out. Andy’s compound used a Select Case and a
 rotate vector to convert the orientation of the null to a vector (Thanks
 Andy!). I was wondering if you could elaborate on your method if you have
 time. Learning the different ways to do things in ICE could come in handy
 in the future.

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
 *Sent:* Friday, March 29, 2013 7:10 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: set raycast direction with a Null?

  

 All you need to do is pluck an axis out of the transform and use that as
 your direction vector.  You can do that with the matrix to 3D vector
 converters.  

  

 Matt

  

  

  

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Sam
 *Sent:* Friday, March 29, 2013 6:55 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* set raycast direction with a Null?

  

 I have a null I’m using to raycast onto a mesh and it working pretty good,
 but I want to be able to adjust the direction by rotating the null and I
 can’t seem to get this to work. There is a direction to rotation node, but
 there doesn’t seem to be a rotation to direction node. Any help is
 appreciated.

 ** **
   Peter Agg peter@googlemail.com
  Sunday, April 07, 2013 6:35 AM
 Just to expand on what Matt said:

 If you want a direction with any object in ICE, the easiest way is to get
 it's global kinematics and pipe that into a 'Matrix 4x4 to Vector 3D' node.
 The node will spit out 4 vectors - ignore the one labeled 'translation' and
 pick one of the 3 depending on what axis you want to get the direction of.
 The order is XYZ as you'd expect.

 You can then pipe out your chosen axis into the direction of the raycast
 node and the translation into the position. You can then use that null as a
 complete raycast controller.



   Sam sbowl...@cox.net
  Sunday, April 07, 2013 2:54 AM

 I couldn’t figure this one out. Andy’s compound used a Select Case and a
 rotate vector to convert the orientation of the null to a vector (Thanks
 Andy!). I was wondering if you could elaborate on your

Re: set raycast direction with a Null?

2013-04-07 Thread Peter Agg
I've never been at home learning maths from a book, but I found Khan
Academy videos to be really handy. The site's all changed since I used it
but it looks like all the vector/matrix stuff is in the Linear Algebra
section and the physics video can be pretty handy for applying the maths as
well.


On 8 April 2013 01:11, Sam sbowl...@cox.net wrote:

 You are most likely correct on that. I never did very well in math. I’ve
 probably learned a lot more about math since I’ve been using Softimage,
 than I ever did in school (My high school math teacher spent most of his
 time reading Isaac Asimov instead of teaching, so that may have something
 to do with it). Do you have any recommendations on a good book to help me
 get up to speed on this subject? 

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Sunday, April 07, 2013 2:39 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: set raycast direction with a Null?

 ** **

 I would argue your biggest stumbling block is more not knowing the math
 fundamentals involved, and then thinking it's because you don't know what
 nodes do what, when if you knew those fundamentals you wouldn't be left
 wondering in first place.

 I mean absolutely no offense with this, Sam, just pointing you in the
 general direction of what you'd be best off studying next IMO.

 ** **

 On Mon, Apr 8, 2013 at 5:21 AM, Sam sbowl...@cox.net wrote:

 Thanks Peter, that works great! The problem I was having was that I was
 trying to plug in the Ori data into the Matrix to Vector node. This seems
 to be my biggest stumbling block with ICE. I know what needs to be done,
 but sometimes I just can’t figure out what nodes need to be plugged in to
 what to make it work.

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Peter Agg
 *Sent:* Sunday, April 07, 2013 3:36 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: set raycast direction with a Null?

  

 Just to expand on what Matt said:

  

 If you want a direction with any object in ICE, the easiest way is to get
 it's global kinematics and pipe that into a 'Matrix 4x4 to Vector 3D' node.
 The node will spit out 4 vectors - ignore the one labeled 'translation' and
 pick one of the 3 depending on what axis you want to get the direction of.
 The order is XYZ as you'd expect.

  

 You can then pipe out your chosen axis into the direction of the raycast
 node and the translation into the position. You can then use that null as a
 complete raycast controller.

  

 On 7 April 2013 07:54, Sam sbowl...@cox.net wrote:

 I couldn’t figure this one out. Andy’s compound used a Select Case and a
 rotate vector to convert the orientation of the null to a vector (Thanks
 Andy!). I was wondering if you could elaborate on your method if you have
 time. Learning the different ways to do things in ICE could come in handy
 in the future.

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
 *Sent:* Friday, March 29, 2013 7:10 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: set raycast direction with a Null?

  

 All you need to do is pluck an axis out of the transform and use that as
 your direction vector.  You can do that with the matrix to 3D vector
 converters.  

  

 Matt

  

  

  

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Sam
 *Sent:* Friday, March 29, 2013 6:55 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* set raycast direction with a Null?

  

 I have a null I’m using to raycast onto a mesh and it working pretty good,
 but I want to be able to adjust the direction by rotating the null and I
 can’t seem to get this to work. There is a direction to rotation node, but
 there doesn’t seem to be a rotation to direction node. Any help is
 appreciated.

  



 

 ** **

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



F3 Explorer rather than Synoptic/Annotation?

2013-04-06 Thread Peter Agg
Just a quick one: Does anyone have any idea if there's a way to force the
F3 button to always display a pop-up explorer rather than a synoptic or
annotation?

I can't see anything in the prefs, just holding out in the hope that
there's some trick I've missed!


Re: F3 Explorer rather than Synoptic/Annotation?

2013-04-06 Thread Peter Agg
That'll be the one!

Cheers.


On 6 April 2013 17:50, Stephen Blair stephenrbl...@gmail.com wrote:

 Change your keyboard mapping?
 Shift F3 is currently mapped to Open Transient Explorer, and F3 to Open
 Attachment, so...


 On 06/04/2013 12:19 PM, Peter Agg wrote:

 Just a quick one: Does anyone have any idea if there's a way to force the
 F3 button to always display a pop-up explorer rather than a synoptic or
 annotation?

 I can't see anything in the prefs, just holding out in the hope that
 there's some trick I've missed!





Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-05 Thread Peter Agg
Some nice handy features in there, the Tab menu and bookmarks in
particular.

I still have no idea why they feel the need to make the Maya icons and GUI
so bemusingly ugly though - there's no need any more, they updated to QT
then just left everything as it was!


On 5 April 2013 18:10, Miquel Campos miquel.cam...@gmail.com wrote:

 I think the comment is more about the tab shortcut and things like that.
 For a speed up workflow


 

 Miquel Campos
 www.akaosaru.com



 2013/4/5 Christopher christop...@thecreativesheep.ca

 Correct me if I'm wrong, but Maya new node editor appears to be ICE and
 Render Graph blended into one ?

 Christopher

   Eric Thivierge ethivie...@gmail.com
  Friday, April 05, 2013 12:35 PM
 http://www.youtube.com/watch?v=BI2MYFg6G0cfeature=player_embedded

 
 Eric Thivierge
 http://www.ethivierge.com



postbox-contact.jpg

Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-05 Thread Peter Agg
In their defence I'd take  Ctrl+R over grid snap any day of the week.

...of course if it would also preserve group comments I'd also be able to
stop moaning about it. So I can only go so far. :)


On 5 April 2013 18:42, Steven Caron car...@gmail.com wrote:

 well users have asked for this for years in ice tree view, so thats kinda
 'needed'. i use ctrl+f all the time, but i have to drag the node in...i
 know i know, i am whining right?... NO i am not, i have dragged in
 thousands upon thousands of nodes over the years and we need anything and
 everything that will speed this process up. all we have gotten as far as
 workflow improvements in the icetree view since it came out has been middle
 clicking on connections to show values and the 'hide all values' command
 for the view. don't get me wrong, thats a great feature/update, and i know
 it has saved me time and frustration.

 also, we can't even get decent SDK functionality for the views so we can
 create this ourselves. see andy's 'Tab Menu', 'QMenu' from Keyvis guys and
 my pyqt attempt at an exact copy of Nuke's node search menu.

 in short, let's not continue to defend the old developers/managers reasons
 for not making this possible.


 On Fri, Apr 5, 2013 at 10:33 AM, Graham Bell graham.b...@autodesk.comwrote:

 The Tab menu is good, but you kinda need it because the Node Editor
 doesn't have sidebar manager like Softs ICE/Rendertree.




Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-05 Thread Peter Agg
Nope! All minor features must be distributed evenly across all packages! No
sharing.


On 5 April 2013 18:51, Steven Caron car...@gmail.com wrote:

 why choose one or the other? can both not be implemented? :)

 On Fri, Apr 5, 2013 at 10:49 AM, Peter Agg peter@googlemail.comwrote:

 In their defence I'd take  Ctrl+R over grid snap any day of the week.




Re: Softimage Jedi Training

2013-03-28 Thread Peter Agg
I imagine that time-zones are probably going to get in the way of a live
session though. I guess you could always do the lesson, then get a bit of
feedback and do a 'FAQ' follow up episode.


On 28 March 2013 14:07, Ben Davis benjamincliffordda...@gmail.com wrote:

 Like Byron, I think some kind of interaction would be great beyond just
 the standard tutorial type of learning.

 --
 Ben Davis

 www.moondog-animation.com

 +33 6 88 48 54 50


 On Thu, Mar 28, 2013 at 2:55 PM, Byron Nash byronn...@gmail.com wrote:

 What about fxPHD? Downloadable classes with personal forum interaction? I
 agree with Brad that some level of interaction between students and
 professor is important.


 On Thu, Mar 28, 2013 at 9:47 AM, Nasser Al-Ostath 
 mushin@gmail.comwrote:

 Yes  seems that recording and downloading maybe is a good idea
 On Mar 28, 2013 4:29 PM, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 +1 for recorded. it is already hard to plan day to get everything done
 in time... being able to watch recorded when you can... huge bonus


 On Thu, Mar 28, 2013 at 2:25 PM, Nasser Al-Ostath mushin@gmail.com
  wrote:

 I agree  making it recorded or web based is much better and most
 of us will get the benefit of it
  On Mar 28, 2013 4:22 PM, Daniel H vfxc...@gmail.com wrote:

 Based on scheduling, the GoToMeeting might not work well. How about
 recording the videos and selling them with Vimeo's new Video on Demand
 service; requires a Pro account.

 Daniel
 VFXM


 On Thu, Mar 28, 2013 at 7:52 AM, javier gonzalez 
 javi09warr...@gmail.com wrote:

 Record the class and more people will be interested.





 2013/3/28 Adam Sale adamfs...@gmail.com

 The whole kit looks like it would be interesting. A scheduled class
 would be tough for me to make as well what with kids / sched. If there 
 were
 some sort of archived classes we could check out on our own time after
 delivery of your live sessions, that would be awesome.




 On Thu, Mar 28, 2013 at 8:28 AM, John Clausing 
 jclausin...@yahoo.com wrote:

 It would be impossible for me to make any scheduled
 class,. But if you record it a la Ted, I'll buy it!

 ICE, rigging, ICE

 Sent from my iPhone

 On Mar 28, 2013, at 12:53 AM, Bradley Gabe witha...@gmail.com
 wrote:

 Hi Softimage Users!

 I have only a few more months before I'm off to grad school full
 time and thought it might be mutually beneficial for our community to 
 come
 up with some sort of Softimage Jedi training regimen in order to 
 impart
 some wisdom, while at the same time helping me stash away some funds 
 to pay
 for cappuccinos when I have to pull all-nighters  for my exams.

 Something I was thinking about, (in an effort not to overlap any
 of Raffaele's excellent training work) rather than creating a bunch of
 videos, was to set up a class using GoToMeeting where we can 
 distribute
 scene data and solve problems interactively. This would allow real 
 time
 questions and feedback, but more importantly,  provide insight into 
 the
 problem solving process, and how decisions are made along the way, 
 which is
 something the video course format doesn't provide. For all students, I
 would provide an extensive package of custom tools to add to the 
 problem
 solving arsenal.

 What I'm curious to learn is, what areas of technical animation in
 Softimage would users be most interested in learning? For example:

- Basic rigging (fundamentals)
- Advanced rigging (secondary and tertiary animation control)
- Designing custom deformers using ICE (facial animation,
volume retention, etc)
- Adding secondary effects under short deadline (flesh jiggle,
springs, muscle effects)
- Using scripting for problem solving
- Developing custom tools using the Softimage UI
- Developing custom tools using PySide UI
- Understanding ICE (fundamentals)
- Other

 -Bradley










Re: Softimage 2014

2013-03-26 Thread Peter Agg
I just want to be able to re-order my constraints...

On 26 March 2013 21:05, Sebastien Sterling sebastien.sterl...@gmail.comwrote:

 i wish there was something like artisan/sculpt deformation/paint
 deformation, softimage has an awsome modeling flow that hardly ever gets
 broken by tedious navigation, and where as there are ways  of pluging
 weightmaps, i'd really love to see some form of sculpting deformation a la
 push pull smooth and most of all Relax ! maya still get notable modelling
 updates, maybe softimage doesn't need them as much but it would really
 consolidate the modelling.


 On 26 March 2013 21:35, Stephan Haidacher ca...@gmx.net wrote:

  nice list i had to laugh when i saw that one: HQV: Fast
 Manipulation mode is not fast. :)


 On 3/26/2013 3:08 PM, Doeke Wartena wrote:

 yeah here the bug fixes:
 http://images.autodesk.com/adsk/files/softimage-readme-2014.htm



  2013/3/26 Rob Chapman tekano@gmail.com

 there once was an ugly duckling..

  http://i.imgur.com/DZoaBZU.jpg



  On 26 March 2013 09:57, Doeke Wartena clankil...@gmail.com wrote:

 And I treat as an insult that Softimage is not in the direct product
 list after few years under the Autodesk flag…

  +1 for that

  2013/3/26 Piotrek Marczak piotrek.marc...@gmail.com

 Thanks, that's cool :)

 2013/3/26 Ahmidou.xsi ahmidou@gmail.com

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

 Le 26 mars 2013 à 19:36, Piotrek Marczak piotrek.marc...@gmail.com
 a écrit :

   I dont see it in SDK, how do actually customize the way primitive
 is drawn in viewport (like implicit rings etc)..

 2013/3/26 Mirko Jankovic mirkoj.anima...@gmail.com

 It would be good to see that list as well, maybe that would help out
 easy bashing all around. people are pretty much disappointed and if new
 features are only thing that they actually see.. it is understandable 
 that
 everyone is asking what has bin done in the last full year and that this
 should be maybe .5 release instead :)


 On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares softim...@keyvis.atwrote:

  For now, it's only in the beta forum, as it looks.
 216 is the exact count, so the new guys did a mighty good job, no
 matter what new features anybody is still going to miss, and the wheel 
 will
 keep on turning for another while...


 Am 26.03.2013 09 26.03.2013%2009:04, schrieb Mirko Jankovic:

 Is there complete release notes with all bug fixes as well?


 On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares 
 softim...@keyvis.atwrote:

  Worth mentioning is also that more than 200 bugs have been fixed.


 Am 26.03.2013 07 26.03.2013%2007:55, schrieb Juhani Karlsson:

 This makes interesting contrast with the latest Modo release. : )
 - J

 On 26 March 2013 08:10, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 Also, the HQV demo is kind of a fail, the ambient occlusion is
 full of
 artifacts, and you can see how slow it is to refresh at the end
 when
 he move the PPG...


 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


  2013/3/26 Raffaele Fragapane raffsxsil...@googlemail.com:
   It's funny, one of the most relevant ones that got quite a
 few TDs excited
  is probably going to fly miles under the radar :)
 
 
  On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com
  wrote:
 
  The custom primitives are missing from the new feature list...
  ---
  Ahmidou Lyazidi
  Director | TD | CG artist
  http://vimeo.com/ahmidou/videos
 
 
  2013/3/26 Luc-Eric Rousseau luceri...@gmail.com:
   http://www.autodesk.com/products/autodesk-softimage/overview
 
 
 
 
  --
  Our users will know fear and cower before our software! Ship
 it! Ship it and
  let them flee like the dogs they are!




 --
   --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Pursimiehenkatu 29-31 b 2krs.
 00150 Helsinki
 +358 443443088 %2B358%20443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi










  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
 Internal Virus Database is out of date.



 --
   Stephan Haidacher  Freelance 3D Artist/Compositor  www.shaidacher.com





Re: 2014 New feature list... minor corrections list... you decide

2013-03-14 Thread Peter Agg
Personally I'm fine with a version every now and then which just cleans up
after itself, maybe just adding in one or two things on the side.
I imagine the kinds of updates which get me excited are the kinds which
send most other people to sleep. :)

But then I work at a large company, so have no need to justify a
subscription cost or anything.



On 14 March 2013 22:38, Johan Forsgren johan.forsg...@edithouse.se wrote:

 I don't think this is a question of dev team. The same is true for Maya ,
 not to the same extent but still the same.  The only real innovation has
 been wiewport 2.0, which granted is great but Im a motion graphics guy,
 while game devs might find it useful my use for it is fairly limited.
 I'm not saying there isn't good features in the updates, but they're
 hardly worth The cost of the subscription we have now.





 On Thursday, March 14, 2013, Alan Fregtman wrote:

 I think what Francois was probably trying to say (and what I would say)
 is it takes some time to truly understand the core of an enormous codebase
 like that of any DCC, and to expect core/architectural changes this early
 is probably too optimistic. I don't think one should jump to conclusions
 off a lack of considerable core changes in the first year. There's probably
 millions of lines of code from various eras and authors.

 If this is it for 2014, I for one will give them the benefit of the doubt
 for this first release with the new team, and look with hopeful eyes at
 what 2015 might enhance or bring.



 On Thu, Mar 14, 2013 at 5:06 PM, Matt Lind ml...@carbinestudios.comwrote:

 I wouldn’t go that far.

 ** **

 Sure, the entire team was changed, but to say they cannot make core
 changes implies the product cannot be further developed.  In which case,
 why make the dev team change at all?  Seems rather pointless to move
 development to an entirely different country and hire specialists for a
 short term maintenance project.  Who would want to be employed in that
 scenario knowing that was the case?  Not exactly job stability.

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francois Lord
 *Sent:* Thursday, March 14, 2013 12:54 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: 2014 New feature list... minor corrections list... you
 decide

 ** **

 I wouldn't expect many changes in the core since the development team has
 changed entirely.
 From what I've heard, 3dsMax has the same problem. The core engineers
 have all left over time and the new team can only add new buttons. I
 suspect the same is happening for Softimage.

 This is unfortunate, but very understandable.

 

 On 14/03/2013 14:50, Matt Lind wrote:

 WTF?  There are **plenty** of areas that need improvement in Softimage:**
 **

  

 **-  **ASCII file format support for forward/backwards
 compatibility and external access for custom development

 **-  **Realtime Shaders (High Quality Viewport) can use a
 complete rebuild as the current one is near useless.

 **



 --
  JOHAN FORSGREN CG ARTISTPhone + 46 31 752 20 00
 johan.forsg...@edithouse.se Direct  + 46 31 752 20 07 Follow Edithouse at
 at twitter.com/edithouse http://www.twitter.com/edithouse [image:
 example's logo] http://www.edithouse.se/ Edit house Film Works
 www.edithouse.se Lilla Bommen 4a, S-411 04 Göteborg, Sweden
 www.twitter.com/edithouse




Re: emit from surface interaction for fast objects

2013-03-12 Thread Peter Agg
You could get the emit location's Point Position from this and the previous
frame, then do a linear interpolate between them with a random blend
between 0 and 1. Depends on the movement speed and the kinds of rotations
the sword is doing though - it could still look very square.



On 12 March 2013 18:03, Kris Rivel krisri...@gmail.com wrote:

 Any suggestions how to emit more particles when using two colliding or
 intersecting objects when the interaction is fast?  I have a sword slicing
 through a body and emitting particles based on the intersection.  It works
 but its very broken up as the interaction only happens for a few frames.
  So I get a little blob of particles in spot, then a little blob somewhere
 else vs. a solid line.  Any suggestions?  Or should I just be doing
 something more manual and slow?  I don't want to waste my time if it won't
 work due to any limitation.

 Kris



Re: Setting envelope weights via ICE

2013-03-11 Thread Peter Agg
Even with the DQ compound you still have to paint a regular envelope, mute
the operator and replace it with an ICE one. You also have to be very
careful about the group ordering you give the compound as, if the order
changes, it can get a bit funky!

Basically I wouldn't really recommend it unless you need DQ. :) Still fun
to check out.



On 11 March 2013 17:23, Jules Stevenson droolz...@googlemail.com wrote:

 Ahh, interesting, thanks Alan. Will have a look...


 On Mon, Mar 11, 2013 at 5:11 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Perhaps ditch the classic EnvelopeOp for the ICE envelope equivalent? The
 Dual Quaternion Deformation compound can do Linear (classic) Blend
 Skinning.

 If you want to ditch DQ altogether you can dig into the compound and
 strip out the DQ logic, leaving only the linear bind.




 On Mon, Mar 11, 2013 at 5:58 AM, Jules Stevenson 
 droolz...@googlemail.com wrote:

 Hey Gang, is there any documentation for correctly setting envelope
 weights via ice?

 I can see from dialing down the available properties of the cluster you
 have the per point envelope weights per deformer array, plus another
 attribute of per point envelope weights (so not referenced against the
 deformer index array, I'm presuming this is just for data visualization).
 However when I set these I can see the weight colours pop into existence in
 the view-port, but the actual envelope operator does nothing, it fails to
 bind these new weights to the object - the mesh stays still as the
 deformers move.

 Is there a best practice involved here?

 Many thanks for any help,

 Jules






Re: copy transform value

2013-03-08 Thread Peter Agg
The usual thing is to write a general use command in Python, then just call
that command in vb in the synoptic.

On 8 March 2013 18:19, Kris Rivel krisri...@gmail.com wrote:

 Wow Raff...you really don't like FK chains...lol!  Thanks guys for the
 tips.  I'll have to figure it out for vbs as its in a pretty big synoptic
 page already that I won't have time to recode in something elseunless
 there's a way to insert a flag so that some things in the synoptic can be
 run in something other than vbs :-/

 Kris


 On Thu, Mar 7, 2013 at 8:40 PM, Eric Thivierge ethivie...@gmail.comwrote:

 Takes obj1's rotation and puts it on obj2's while keeping it's position:

 # Python
 xsi = Application
 collSel = xsi.Selection

 obj1 = collSel(0)
 obj2 = collSel(1)

 xformTemp = XSIMath.CreateTransform()
 xform1 = obj1.Kinematics.Local.GetTransform2(None)
 xform2 = obj2.Kinematics.Local.GetTransform2(None)

 xformTemp.SetTranslation(xform2.Translation)
 xformTemp.SetRotation(xform1.Rotation)

 obj2.Kinematics.Local.PutTransform2(None, xformTemp)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Mar 7, 2013 at 8:37 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Application.Selection(0).Kinematics.Global.Transform =
 Application.Selection(1).Kinematics.Global.Transform

 Will match one object in the selection to the other.






Re: Pyton: Connect ice ports together via object model?

2013-03-04 Thread Peter Agg
Prepare yourself for some ugly, ugly code when it comes to ICE! Nice long
command names as well. :)

On 4 March 2013 17:55, Jules Stevenson droolz...@googlemail.com wrote:

 I'm thinking it's not possible? I can't find anything that would let me do
 it, please tell me I'm wrong :).

 Many thanks,

 Jules



Re: Pyton: Connect ice ports together via object model?

2013-03-04 Thread Peter Agg
I would say that this is where a more functional programming approach may
be neater. That way you can hide all the nastyness away in small functions
elsewhere and then just stick a suspiciously tidy looking map() in the main
Execute.


On 4 March 2013 18:02, Eric Thivierge ethivie...@gmail.com wrote:


 On Mon, Mar 4, 2013 at 12:58 PM, Peter Agg peter@googlemail.comwrote:

 Prepare yourself for some ugly, ugly code when it comes to ICE! Nice long
 command names as well. :)


 Indeed. A mix of OM and commands is necessary. You can query ports via OM
 but you'll need to use commands to connect stuff. Have fun you'll find it
 to be frustrating.

 
 Eric Thivierge
 http://www.ethivierge.com



Re: Exporting animated weightmap

2013-02-27 Thread Peter Agg
Off the top of my head: can you use a Map Lookup in the Render Tree and
then Rendermap it out?



On 27 February 2013 15:50, Philip Melancon philip.melan...@modusfx.comwrote:

 Hello list, I was wondering if any of you knew of a convenient way of
 exporting an animated weightmap from an ice tree to an image sequence?

 I think I remember seeing something about this a while back but I can't
 seem to remember when and where.

 Thanks for any help you can provide!




Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
Hey all,

I'm trying to rotate a vector in a Python Script and seem to be running
into an odd block. For example: I want to rotate the vector [0, 1, 0] by
[-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
using a Rotate Vector node) but I can't seem to work out how to do this via
scripting.

What I tried:

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
 XSIMath.DegreesToRadians( 0 ),
 XSIMath.DegreesToRadians( 0 ))
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0

...which makes me think that I've misunderstood what MulByRotation does!

Any ideas?


Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
0, -1]) :)

On 21 February 2013 14:15, Peter Agg peter@googlemail.com wrote:

 Hey all,

 I'm trying to rotate a vector in a Python Script and seem to be running
 into an odd block. For example: I want to rotate the vector [0, 1, 0] by
 [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
 using a Rotate Vector node) but I can't seem to work out how to do this via
 scripting.

 What I tried:

 vec = XSIMath.CreateVector3(0, 1, 0)
 rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
  XSIMath.DegreesToRadians( 0 ),
  XSIMath.DegreesToRadians( 0 ))
 vec.MulByRotationInPlace( rot)
 print vec.X, vec.Y, vec.Z
 # 0.0 6.12323399574e-17 -1.0

 ...which makes me think that I've misunderstood what MulByRotation does!

 Any ideas?



Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
Hum, seems to be giving me the same result.

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation()
rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
XSIMath.DegreesToRadians( -90 ) )
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0


On 21 February 2013 14:31, Stephen Blair stephenrbl...@gmail.com wrote:

  vec = XSIMath.CreateVector3(0, 1, 0)
 #rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
 # XSIMath.DegreesToRadians( 0 ),
 # XSIMath.DegreesToRadians( 0 ))
 rot = XSIMath.CreateRotation()
 rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
 XSIMath.DegreesToRadians( -90 ) )

 vec.MulByRotationInPlace( rot)
 print vec.X, vec.Y, vec.Z
 #  0.0 6.12323399574e-17 -1.0


 On 21/02/2013 9:21 AM, Peter Agg wrote:

 (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
 0, -1]) :)

 On 21 February 2013 14:15, Peter Agg peter@googlemail.com wrote:

 Hey all,

 I'm trying to rotate a vector in a Python Script and seem to be running
 into an odd block. For example: I want to rotate the vector [0, 1, 0] by
 [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
 using a Rotate Vector node) but I can't seem to work out how to do this via
 scripting.

 What I tried:

 vec = XSIMath.CreateVector3(0, 1, 0)
 rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
  XSIMath.DegreesToRadians( 0 ),
  XSIMath.DegreesToRadians( 0 ))
 vec.MulByRotationInPlace( rot)
 print vec.X, vec.Y, vec.Z
 # 0.0 6.12323399574e-17 -1.0

 ...which makes me think that I've misunderstood what MulByRotation does!

 Any ideas?






Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
Ah yeah, sorry. That was just a correction to my original example.


On 21 February 2013 15:02, Stephen Blair stephenrbl...@gmail.com wrote:

  Sorry, I was confused by this:


 (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
 0, -1]) :)


 On 21/02/2013 9:46 AM, Peter Agg wrote:

 Hum, seems to be giving me the same result.

 vec = XSIMath.CreateVector3(0, 1, 0)
 rot = XSIMath.CreateRotation()
 rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
 XSIMath.DegreesToRadians( -90 ) )
 vec.MulByRotationInPlace( rot)
 print vec.X, vec.Y, vec.Z
 # 0.0 6.12323399574e-17 -1.0


 On 21 February 2013 14:31, Stephen Blair stephenrbl...@gmail.com wrote:

  vec = XSIMath.CreateVector3(0, 1, 0)
  #rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
 # XSIMath.DegreesToRadians( 0 ),
 # XSIMath.DegreesToRadians( 0 ))
 rot = XSIMath.CreateRotation()
 rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
 XSIMath.DegreesToRadians( -90 ) )

 vec.MulByRotationInPlace( rot)
 print vec.X, vec.Y, vec.Z
 #  0.0 6.12323399574e-17 -1.0


   On 21/02/2013 9:21 AM, Peter Agg wrote:

 (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
 0, -1]) :)

 On 21 February 2013 14:15, Peter Agg peter@googlemail.com wrote:

 Hey all,

 I'm trying to rotate a vector in a Python Script and seem to be running
 into an odd block. For example: I want to rotate the vector [0, 1, 0] by
 [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
 using a Rotate Vector node) but I can't seem to work out how to do this via
 scripting.

 What I tried:

 vec = XSIMath.CreateVector3(0, 1, 0)
 rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
  XSIMath.DegreesToRadians( 0 ),
  XSIMath.DegreesToRadians( 0 ))
 vec.MulByRotationInPlace( rot)
 print vec.X, vec.Y, vec.Z
 # 0.0 6.12323399574e-17 -1.0

 ...which makes me think that I've misunderstood what MulByRotation does!

 Any ideas?








Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
/sighs

The point appears to be that I completely blanked on the e-17 bit!  .

You see, this is the kind of crap you have to deal with when you start
cutting down on caffeine!


On 21 February 2013 15:20, Martin Chatterjee 
martin.chatterjee.li...@googlemail.com wrote:

 Hi Peter,


 as far as I see it your result is correct?  The resulting vector should be
  * [0.0,  0.0,  -1.0]* - which is effectively the result of your print
 statement.

 in your example *vec.Y* has a value of *6.12323399574e-17*  which
 essentially is  *0.0* (due to floating point math precision).

 So all is fine - or did I not get your point?


 Cheers, Martin
 --
Martin Chatterjee

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


 On Thu, Feb 21, 2013 at 3:21 PM, Peter Agg peter@googlemail.comwrote:

 (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
 0, -1]) :)


 On 21 February 2013 14:15, Peter Agg peter@googlemail.com wrote:

 Hey all,

 I'm trying to rotate a vector in a Python Script and seem to be running
 into an odd block. For example: I want to rotate the vector [0, 1, 0] by
 [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
 using a Rotate Vector node) but I can't seem to work out how to do this via
 scripting.

 What I tried:

 vec = XSIMath.CreateVector3(0, 1, 0)
 rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
  XSIMath.DegreesToRadians( 0 ),
  XSIMath.DegreesToRadians( 0 ))
 vec.MulByRotationInPlace( rot)
 print vec.X, vec.Y, vec.Z
 # 0.0 6.12323399574e-17 -1.0

 ...which makes me think that I've misunderstood what MulByRotation does!

 Any ideas?






Re: Changing Upvector axis on an IK Chain

2013-02-14 Thread Peter Agg
Jeremie wins the virtual beer. I knew there was going to be some random
slider I was missing. :)

Cheers!

On 13 February 2013 22:26, Jeremie Passerin gerem@gmail.com wrote:

 Nope Manny,
 this is not what I suggested and I don't think that's what Peter is
 looking for :D

 Bone Axis Offset is right under the length of the bone



Changing Upvector axis on an IK Chain

2013-02-13 Thread Peter Agg
Well, I've been stumped! According to all the docs I've read when you apply
an Upvector to a Bone Chain it always points at it in the Y axis. However,
I'd like the Bone to bend in a different axis. Oh well, you might think,
will have to work around it somehow - at the every least I can have an
offset null or somesuch.

However, taking a look at some of our other rigs, someone managed to work
out a way to change this axis. Now I've tried copying all the Joint
parameters over but I can't find anything which gives it the same behaviour
Any ideas what I'm missing? I've attached a couple of pictures to explain
what I'm after.
attachment: ik_correct.pngattachment: ik_wrong.png

Re: ICE Kinematics

2013-02-08 Thread Peter Agg
*
That said, ICE as a proto for a SCOP is a bit non-sensical. If you can get
something done in ICE there are very good chances you just got something
that will work much faster than a SCOP to begin with.*

Sure, I just haven't found an ICE Rig I can't break yet, especially with
anything which needs simulation-style behaviour. That might just me having
a couple of bad experiences and writing off the whole thing forever, mind.
Should probably give it another go if/when it comes up...




On 8 February 2013 03:06, Raffaele Fragapane raffsxsil...@googlemail.comwrote:


 That said, ICE as a proto for a SCOP is a bit non-sensical. If you can get
 something done in ICE there are very good chances you just got something
 that will work much faster than a SCOP to begin with.

 Given SCOPs suffer from many of the same limitations (I/O needs to be
 explicit etc.) I can't think of more than a handful of mixing deck style
 ops kind of cases where I'd use one these days.

 For pipeline work and proto there's Python, for some ops there's ICE, the
 rest you have C++ for. Anything else is crippling IMO.


 On Fri, Feb 8, 2013 at 1:51 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 i agree with ahmidou.

 I avoid SCOPS like the plague, usually i can do it with pure ICE.

 if for some reason it cant be done with ICE then I insist that people
 here use jscript. Otherwise your animators are paying a big price speed
 wise.

 Truthfully though, since ICE came out, i've been able to avoid using
 SCOPS 100%. I consider it obsolete tech now.







 On Thu, Feb 7, 2013 at 8:56 PM, Peter Agg peter@googlemail.comwrote:

 I see it more as a trade off of speed with quality of life. :)


 On 7 February 2013 12:39, Ahmidou.xsi ahmidou@gmail.com wrote:

 I'd never use python for SCOPs, it's way slower than jscript.

 Le 7 févr. 2013 à 20:47, Peter Agg peter@googlemail.com a écrit :

 I tend to use ICE as a sort of SCOP testbed, especially if the maths is
 a little complicated it's easier to dev the system there and re-write into
 Python later. The only exception would be if I needed to make use of
 locations/geometry queries. But then it's still easier to store a custom
 attribute then read that into a script.



 On 7 February 2013 02:02, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 I mean output to an ICE par, not to a CP par, which is akin to hitting
 your testicles with a large mallet.


 On Thu, Feb 7, 2013 at 11:07 AM, joshxsi josh...@gmail.com wrote:

 FYI, outputting to a parameter to ICE is around 10x slower than
 outputting to a transform, so I highly recommend that if performance is a
 requirement, never output from ICE into a parameter.

 Cheers,
 -j


 On Thu, Feb 7, 2013 at 10:42 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 You might be better off decoupling the length computation, which
 tends to be expensive with any high order surface or curve, and output 
 it
 to a parameter you fetch from graphs further down the stream.
 That way you should save a fair chunk of cycles.

 If you need to keep them aligned you could also use some tricks to
 basically reduce the dirtyness to a simpler check, like comparing point
 positions before you start integrating your length function.





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







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



Re: ICE Kinematics

2013-02-07 Thread Peter Agg
I see it more as a trade off of speed with quality of life. :)

On 7 February 2013 12:39, Ahmidou.xsi ahmidou@gmail.com wrote:

 I'd never use python for SCOPs, it's way slower than jscript.

 Le 7 févr. 2013 à 20:47, Peter Agg peter@googlemail.com a écrit :

 I tend to use ICE as a sort of SCOP testbed, especially if the maths is a
 little complicated it's easier to dev the system there and re-write into
 Python later. The only exception would be if I needed to make use of
 locations/geometry queries. But then it's still easier to store a custom
 attribute then read that into a script.



 On 7 February 2013 02:02, Raffaele Fragapane 
 raffsxsil...@googlemail.comwrote:

 I mean output to an ICE par, not to a CP par, which is akin to hitting
 your testicles with a large mallet.


 On Thu, Feb 7, 2013 at 11:07 AM, joshxsi josh...@gmail.com wrote:

 FYI, outputting to a parameter to ICE is around 10x slower than
 outputting to a transform, so I highly recommend that if performance is a
 requirement, never output from ICE into a parameter.

 Cheers,
 -j


 On Thu, Feb 7, 2013 at 10:42 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 You might be better off decoupling the length computation, which tends
 to be expensive with any high order surface or curve, and output it to a
 parameter you fetch from graphs further down the stream.
 That way you should save a fair chunk of cycles.

 If you need to keep them aligned you could also use some tricks to
 basically reduce the dirtyness to a simpler check, like comparing point
 positions before you start integrating your length function.





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





Re: debug display attributes

2013-02-06 Thread Peter Agg
These are the moments where the Log Values node comes in handy. See also:
long arrays.

On 6 February 2013 13:14, Fabricio Chamon xsiml...@gmail.com wrote:

 no, afaik.
 here's something: it displays the attribute on the closest point to the
 bbox center of the cloud. (ignores default values)



Re: Softimage and Python For Linux

2013-02-01 Thread Peter Agg
 We use 2.65 here, and are nervous as to whether our tools will continue
to work in linux
You'll probably be fine. There's not THAT many changes between 2.5 and 2.6,
frankly.

Exception handling is the major one though and can certainly affect common
modules and the like (keep an eye out for unhelpful 'Error on line n' when
you import things into 2.5). The fact that the Python folks decided to
change syntax in a minor version is a little mind boggling, but there have
you.




On 1 February 2013 05:04, Alan Fregtman alan.fregt...@gmail.com wrote:


  It says in the documentation that Softimage only works with Python 2.5
 in linux, is this factual?
 Yes, yes it is.

  We use 2.65 here, and are nervous as to whether our tools will continue
 to work in linux
 You'll probably be fine. There's not THAT many changes between 2.5 and
 2.6, frankly.

  can we use alternative versions of python with softimage in linux?
 Nope! You can only use Softimage's, which is heavily tied with the
 ActiveScripting technology and Mainwin's grubby win32com hooks.

 It's not unimaginable that a future version of XSI may come with a newer
 build of Python. Only time will tell.



 On Thu, Jan 31, 2013 at 11:49 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 Hey guys,
   Im not a linux guy, but we are transfering some of our machines over to
 Linux here at the studio, and its our first time doing this so we are a bit
 clueless.

 It says in the documentation that Softimage only works with Python 2.5 in
 linux,  is this factual? We use 2.65 here, and are nervous as to whether
 our tools will continue to work in linux

 can we use alternative versions of python with softimage in linux?

 thanks,

  Enrique





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