RE: A question about the Houdini list

2018-07-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I tried to subscribe to the list a month ago. It went through part of the 
process then nothing. Have still gotten no response.

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Graham D. Clark
Sent: Friday, July 20, 2018 2:31 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=SCG1US-dN4UQeJGeZuaBXsmo75i0UdtUAEHFnvG91_U=wq4x5VQtXepUTjKwlgoOQUlHxhXpQ4k6H3sd3n7odag=
 
Subject: Re: A question about the Houdini list

It’s still going afaik as I still get them. Last one jul 5th. They are just 
infrequent.

On Fri, Jul 20, 2018 at 12:00 PM Olivier Jeannel 
mailto:facialdel...@gmail.com>> wrote:
damn .

Le ven. 20 juil. 2018 à 17:55, Ciaran Moloney 
mailto:moloney.cia...@gmail.com>> a écrit :
Discord is a terrible format IMO. Borderline unreadable and no permanent record 
as far as I can tell. But, it seems millennials are not aware of the concept of 
history.
Anyway, last email I received on the email list was July 5th, which feels about 
right for the level of activity there.

On Fri, Jul 20, 2018 at 5:27 AM, Olivier Jeannel 
mailto:facialdel...@gmail.com>> wrote:
Yeah maybe, but this is not the same service imho.
Maybe I'm old fashion, but I really like the way private mailling lists are 
working.
And that's kind of bizarre to shut it down without a warning, no ?

I

Le ven. 20 juil. 2018 à 11:20, Rob Wuijster 
mailto:r...@casema.nl>> a écrit :

Maybe they moved it to Discord>Think Procedural?
That list is quite active.

Rob

\/-\/\/
On 20-7-2018 11:16, Olivier Jeannel wrote:
Noo please no.

I asked on FB, but nobody gave answer.
John, could  you try to send a message in the H list, see if it arrives ?

Le ven. 20 juil. 2018 à 11:02, Jonathan Moore 
mailto:jonathan.moo...@gmail.com>> a écrit :
It's been a very long time since I received a message from the list so I  
wouldn't be surprised if SideFX had retired it.

On Fri, 20 Jul 2018 at 08:06, Olivier Jeannel 
mailto:facialdel...@gmail.com>> wrote:
Hi guys,

A bit weird to ask this here, but since some of you are registred to the 
sidefx-houdini-l...@sidefx.com
Is this list still working ? All my mails are returned with an error message.

Thank you :)
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phone: why-I-stereo

path vs curve

2018-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
So I think the question I should be asking is, is there a Houdini mailing list?

But putting that aside, the thing I really wanted to know is, what's the 
practical difference between a path and curve in Houdini?

I've learned I can path animate on both, but each creates a "curve" in 
different ways and I've been unable to determine what might be common or 
similar between them. I'm finding paths to be very cumbersome because they 
create so many cv objects that are not part of a unified path object. I can see 
advantages to that but the disadvantage is that large paths are difficult to 
manage. And curves seem significantly difficult to edit with precision, at 
least easily compared to paths.

So whats the difference? Why one vs the other and what uses are they best for.



Joey
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RE: A pain in the Arnold…

2018-06-04 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Hey Matt,

This is not CityScape. Its ESRI CityEngine.

At least in the part of the scene that is showing the errors there are no 
duplicate polygons, no winged edges, no unusual normals. That I can find. Yet. 
The only unusual feature to the geometry construction is that along the 
adjacent facets most facets are already detached (discrete as you put it) with 
only a single vertex at each facet shared with the next facet. Detaching these 
vertices makes no difference. Setting absolutely every facet in the mesh to 
have hard edges makes no difference. Again, the Maya Software Renderer handles 
it fine. Mental Ray handled it fine. This scene is over a year old, I’ve been 
using it with Mental Ray in 2017 for that long.  This is an issue with Arnold 
and how Arnold is looking at this geometry or something in the shaders that 
Arnold doesn’t understand that got introduced in the FBX conversion. I can 
remove just a handful of facets in any random part of the mesh and with no 
apparent explanation suddenly the mesh renders fine in some places but not 
others. The bug just moves to a different location.

Its not the normals. Maya has vtx normals and face normals. Averaging them, 
setting them to hard faces, nothing regarding normal makes any difference. And 
I don’t know of any equivalent in maya for user normal in XSI. In Maya the 
normal is either locked or unlocked and can be given a custom orientation with 
a polyNormalPerVertex operator. The normals on this mesh are not the problem. 
Incidentally I don’t know if anyone has noticed but Arnold doesn’t render 
modified normals in maya correctly. The bias of the normal in Arnold is 
inverted from what it is supposed to be. Load a poly sphere, unlock any vertex 
normal, and then change its orientation using the Vertex Normal Edit Tool. 
Render it in Arnold, then render it in Maya Software. These are the repro steps.

polySphere -r 1 -sx 20 -sy 20 -ax 0 1 0 -cuv 2 -ch 1;
select -r pSphere1 ;
hilite pSphere1 ;
select -r pSphere1.vtx[237] ;
polyNormalPerVertex -xyz 0.0946455 -0.820684 -0.563489 ;
defaultDirectionalLight(1, 1,1,1, "0", 0,0,0, 0);

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, June 01, 2018 6:03 PM
To: softimage@listproc.autodesk.com
Subject: Re: A pain in the Arnold…


I distinctly remember looking at cityscape scenes in XSI a number of years ago 
when another user had similar problems.

If memory serves, the geometry is horribly corrupt and each material was 
duplicated per polygon or polygon cluster. There were winged edges with more 
than 3 polygons sharing the same edge, normals facing both ways on the same 
polygon, etc. Not at all surprised you're having problems.

Although editing the geometry in XSI induced a lot of crashes, it was necessary 
to fix the problem. Also removing the userNormals property helped with shading 
issues. Finally, performing a delete unused materials combined with a simple 
script to merge/consolidate redundant materials cleaned up the rest.

Since you're doing it all in Maya, I suspect you have the same problems. First 
check the geometry for user normals, or whatever Maya's equivalent is. If they 
exist, remove them. That should remove most of the problems. Then go into the 
geometry and unshare those winged edges and leave them as discrete polygons. 
That shouldn't have any negative affect on the rendered result. Finally, write 
a script to scan all the objects to see which shader nodes they're using and do 
a ‘diff’ between them as the shaders are likely duplicate copies. Once you find 
a duplicate, unshare it and replace it with the original copy.

A lot of elbow grease, but should fix the problems in the end.

Matt

Date: Thu, 31 May 2018 21:14:26 +0000 From: “Ponthieux, Joseph G. 
(LARC-E1A)[LITES II]”mailto:j.ponthi...@nasa.gov>> 
Subject: A pain in the Arnold… To: 
“softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>”

Howdy yall,

I thought I would post here before I escalate this but… Arnold on Maya 2018 is 
producing an error in render…

I've got an ESRI City Engine scene imported into Maya 2018, It was working fine 
under Maya 2017 and rendering fine in Mental Ray. But mental Ray is gone now.

It renders in the Maya Software render fine.

In Arnold it produces what looks like triangulation (Tessellation) errors 
rendering some triangles darker than others.

It only produces the problem on materials with texture maps.

Disconnecting the textures from the diffuse color removes the problem. But 
removes the texture also. But this seems to indicate its not a lighting, 
normals, or shading error.

I've turned literally everything in Arnold settings off or neutral and no 
change.

Its not shadows, nor anti-aliasing, nor duplicate polygons, nor a bad mesh.

Forcing a triangulate on the mesh can make different triangles darker but the 
problem does not go away.

All reflections

RE: A pain in the Arnold...

2018-06-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Stephen,
I’m fairly sure it has nothing to do with UVs. But I’ll try to get the log. 
What I’ve discovered is that if I extract pieces of the mesh away from the 
outer perimeter, paring it down till it reaches about 250x250 units and no 
bigger, the problem disappears. Breaking it up into quadrants that way solves 
the problem for the time being.
Thanks.
Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, June 01, 2018 1:22 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=gIJxhhO7x6ZUAWBKSVTkrQc2BiEK1hlihd72VqX1aIY=xZ1Lh-yiTuK_Cbs2uDwKwmzrQoACYQMaOXjNB8dc5bQ=
 
Subject: Re: A pain in the Arnold...

Hi

You don't mention whether you checked the Arnold log for warnings.

If it was tessellation errors, then you would see it with or without a texture. 
You can try using the Utility shader (Primitive ID with polywire) to check that.

The Utility shader also has UV modes for debugging.



On Fri, Jun 1, 2018 at 11:01 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:
Just one shader. Its using a custom UV set for a single texture that I don’t 
dare touch since the UVs are  generated automatically by CityEngine to repeat 
sidewalk segments along the sidewalk artery. Since other renders have shown 
they can handle them, I don’t think it’s the UVs.

There are over 900 shaders but there are thousands of objects in the scene. 
Shader application by CityEngine appears to be incredibly efficient.

Yeah It looks like I’ll probably have to call them. I can hack it up in the 
short term but there is something in this scene that Arnold just doesn’t like. 
Or that the scene doesn’t likeabout  Arnold. Its procedurally created and 
exported via FBX and then imported to Maya. It rendered fine in Mental Ray but 
I’ve had no end of difficulty with it and Arnold. Ugh.

Thanks
Joey

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 Steven Caron
Sent: Friday, June 01, 2018 10:51 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=gIJxhhO7x6ZUAWBKSVTkrQc2BiEK1hlihd72VqX1aIY=xZ1Lh-yiTuK_Cbs2uDwKwmzrQoACYQMaOXjNB8dc5bQ=<https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzowgyFFK4aAsDEzrdrVTV4Q6qbgbc-2FgnnpGob6G467zR75G56-2BuWz1AMtPXsoVdDXV-2BcQeKP7tI8SfI-2Feh9je40vvx3436uOx6vrklEqpeyqPKkXVPfz6qMRHJd0eOKIePEN0YAL37Luq9jdMxwUQ-2B-2BRd-2BzZt2T9VxBgS-2F7-2BNUnvG9z9TmWmFS-2B4uEd-2BDR5tjkjuwZSTUuyURU-2By5w2UWlXCWilqln-2F9e6kZU2PsHnCFXomol6FsC7Cmnp-2F9k6G06ihjQogEDR2wWteuDFmWS7HUFzQPerW0-2BnoMpdJAOqX4phjfvykjHAz9LBxF-2B-2B4h3cfabIPOj0CrKGraaYO57Dg-3D-3D_P15EezqoXxlMCaXPKpJEY-2BWEWEtgOkXFjp4zcMhbF345zEn9hdz8uVFYcYFy9rKHsa8tVWXdCVbbW86HC1uSEfmiPtrq95Ow-2FE4ct18YuV12pCP0JCZq55fD-2BJkGcI-2BCe0D2oGh9BviTun3kS60kOp0XfIBENBLl-2FAXwwSigRf8n2hSOlDMrzwp7eAEgTJeNJMhLwaEUCDiVDG-2Bbay6HLV6THt3AsDkdw-2FTt7A7CurU-3D>
 mailto:softimage@listproc.autodesk.com>>
Subject: Re: A pain in the Arnold...

How are the different shaders applied to this single object? Is it using face 
sets? There is a cap of 256 shaders per object if that is the case. Although, 
what you initally described doesn't sounds like this is the case...

Talk to the support guys, it's Stephen Blair BTW... He will help get you right.

*written with my thumbs

On Fri, Jun 1, 2018, 7:25 AM Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:
I have found one workaround so far that seems to force the render to behave. 
The geometry is procedurally created in CityEngine. The offending geometry in 
the scene is the “sidewalk” object. But the way it is generated is that the 
entire sidewalk is like an arterial system created as one object for the entire 
scene. Its really large, and is very oddly shaped. But the geometry appears to 
be fine. The Maya Software renderer handles it just fine.

What I seem to have discovered is that if I break it up into smaller segments 
the shading bugs go away. Its almost as if Arnold is applying a smooth shading 
override to the surface. Even though I’ve set normals on the surface to face, 
applied hard edges, every attempt to modify normals in some substantial way has 
failed to affect the shading bug.

Incidentally there are other really large “organs” in this scene. But they are 
comprised of smaller groups that are disconnected from the other groups but 
still as one large single obj

RE: A pain in the Arnold...

2018-06-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Just one shader. Its using a custom UV set for a single texture that I don’t 
dare touch since the UVs are  generated automatically by CityEngine to repeat 
sidewalk segments along the sidewalk artery. Since other renders have shown 
they can handle them, I don’t think it’s the UVs.

There are over 900 shaders but there are thousands of objects in the scene. 
Shader application by CityEngine appears to be incredibly efficient.

Yeah It looks like I’ll probably have to call them. I can hack it up in the 
short term but there is something in this scene that Arnold just doesn’t like. 
Or that the scene doesn’t likeabout  Arnold. Its procedurally created and 
exported via FBX and then imported to Maya. It rendered fine in Mental Ray but 
I’ve had no end of difficulty with it and Arnold. Ugh.

Thanks
Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Friday, June 01, 2018 10:51 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=qzfoE6ekC5NTt0YH6O-sDTO0OCzN_tFtjIGIO1vpRYM=n3dFJ2TLZuWLYNDXVCIowFbaI73Q4_O-6gqA6L2fdsg=
 
Subject: Re: A pain in the Arnold...

How are the different shaders applied to this single object? Is it using face 
sets? There is a cap of 256 shaders per object if that is the case. Although, 
what you initally described doesn't sounds like this is the case...

Talk to the support guys, it's Stephen Blair BTW... He will help get you right.

*written with my thumbs

On Fri, Jun 1, 2018, 7:25 AM Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:
I have found one workaround so far that seems to force the render to behave. 
The geometry is procedurally created in CityEngine. The offending geometry in 
the scene is the “sidewalk” object. But the way it is generated is that the 
entire sidewalk is like an arterial system created as one object for the entire 
scene. Its really large, and is very oddly shaped. But the geometry appears to 
be fine. The Maya Software renderer handles it just fine.

What I seem to have discovered is that if I break it up into smaller segments 
the shading bugs go away. Its almost as if Arnold is applying a smooth shading 
override to the surface. Even though I’ve set normals on the surface to face, 
applied hard edges, every attempt to modify normals in some substantial way has 
failed to affect the shading bug.

Incidentally there are other really large “organs” in this scene. But they are 
comprised of smaller groups that are disconnected from the other groups but 
still as one large single object. They render fine. It only seems to be an 
issue with large objects with contiguously connected elements.  Does anyone 
know what gives with this? Is Arnold trying to do something special that 
affects objects of immense size that are contiguously connected?

Joey


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 Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Sent: Friday, June 01, 2018 9:42 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=qzfoE6ekC5NTt0YH6O-sDTO0OCzN_tFtjIGIO1vpRYM=n3dFJ2TLZuWLYNDXVCIowFbaI73Q4_O-6gqA6L2fdsg=<https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzowgyFFK4aAsDEzrdrVTV4Q6qbgbc-2D2FgnnpGob6G467zR75G56-2D2BuWz1AMtPXsoVdDXV-2D2BcQeKP7tI8SfI-2D2Feh9je40vvx3436uOx6vrklEqpeyqPKkXVPfz6qMRHJd0eOKIePEN0YAL37Luq9jdMxwUQ-2D2B-2D2BRd-2D2BzZt2T9VxBgS-2D2F7-2D2BNUnvG9z9TmWmFS-2D2B4uEd-2D2BDR5tjkjuwZSTUuyURU-2D2By5w2UWldP7HOHZ8-2D2B66hzeIOSeX3LzsFqonDxNmoVEx8TJckTzXvrloIfnIxlkzm6HqZJ2jWPkJTL80K3x-2D2BXvkCTCumx0geS6FOOx4r2kZX1dXl4RN7csGxdHm1jy5TO5H4Uam-2D2BaQ-2D3D-2D3D-5FP15EezqoXxlMCaXPKpJEY-2D2BWEWEtgOkXFjp4zcMhbF35MBWy70KUSbcXp1LxAhgZIVXZLxX3T6jcqR5MI6F-2D2B5NCU2I1-2D2BdrADUcwKw3Bj3nOVRfQyBdqQWX7h3MphUohwaYxbOMXGizBdkMkPWUSGCgAj1sdOzMwFDhf9dwdIvxSc2UOIYJuWjw4P7GEuLNlZsc4DVcjQ2sNUVXSYGHHVbyUmXD15ss14dmGgRJ0YKg98-2D3D=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=qzfoE6ekC5NTt0YH6O-sDTO0OCzN_tFtjIGIO1vpRYM=78SiQHVjhdRSxiC83fAQ56Xd7wF5_wFgtwLufSMrTC4=>
 mailto:softimage@listproc.autodesk.com>>
Subject: RE: A pain in the Arnold...

Nope. First thing I checked. CV counts at each vertex are 1. There is no 
non-manifold geometry that I can find related to the objects with the anomaly.

Besides, if it were the geometry, I would expect th

RE: A pain in the Arnold...

2018-06-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I have found one workaround so far that seems to force the render to behave. 
The geometry is procedurally created in CityEngine. The offending geometry in 
the scene is the “sidewalk” object. But the way it is generated is that the 
entire sidewalk is like an arterial system created as one object for the entire 
scene. Its really large, and is very oddly shaped. But the geometry appears to 
be fine. The Maya Software renderer handles it just fine.

What I seem to have discovered is that if I break it up into smaller segments 
the shading bugs go away. Its almost as if Arnold is applying a smooth shading 
override to the surface. Even though I’ve set normals on the surface to face, 
applied hard edges, every attempt to modify normals in some substantial way has 
failed to affect the shading bug.

Incidentally there are other really large “organs” in this scene. But they are 
comprised of smaller groups that are disconnected from the other groups but 
still as one large single object. They render fine. It only seems to be an 
issue with large objects with contiguously connected elements.  Does anyone 
know what gives with this? Is Arnold trying to do something special that 
affects objects of immense size that are contiguously connected?

Joey


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Friday, June 01, 2018 9:42 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=WeBgKUi0r7g21ELtA-TwP7KnYXM8QJg-o8QtYgF2vxs=_I6V9vEAkSnIqUVE9A9ZGOB2E2BwkaK3RP-YbQlFmxY=
 
Subject: RE: A pain in the Arnold...

Nope. First thing I checked. CV counts at each vertex are 1. There is no 
non-manifold geometry that I can find related to the objects with the anomaly.

Besides, if it were the geometry, I would expect that removing the texture 
would not remove the anomaly. If there is no texture, the bug is not present.

Thanks


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: Friday, June 01, 2018 9:36 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=WeBgKUi0r7g21ELtA-TwP7KnYXM8QJg-o8QtYgF2vxs=_I6V9vEAkSnIqUVE9A9ZGOB2E2BwkaK3RP-YbQlFmxY=
 mailto:softimage@listproc.autodesk.com>>
Subject: Re: A pain in the Arnold...

I would suggest you double check the geometry, is it possible you have double 
triangles?

jb

On 1 Jun 2018, at 14:32, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:

The original shader was a Lambert material with an image and a texture 
placement.

Replacing the shader elements with like for like makes no difference.

Replacing the file and Lambert nodes with aiImage and aiStandardSurface also 
made no difference.

I also replaced the SG and deleted the texture placement. No change.

Bummer. Thanks anyway!

joey

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: Friday, June 01, 2018 9:06 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=WeBgKUi0r7g21ELtA-TwP7KnYXM8QJg-o8QtYgF2vxs=_I6V9vEAkSnIqUVE9A9ZGOB2E2BwkaK3RP-YbQlFmxY=<https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgiRuzEw0g0OZUwVhB4KIDvkjTtq34l13Jmfjgwg01isCCK511SfOUct9zBCzgDFFRDQYDmMAnI51v58fSyJgwB-2Bw0HHExUkkOtQLVEEC4Qhtsu4bZyg5N-2FfAtwcPMobUPdkvDj8QW0p8f4FTefP2WavKn-2Fx65NPPlm7AfadGWXCfkHc9qfaMqjIImPprDPCrSzZ2VKrm3aO-2FQ-2BbdhcdcgirtEg4r6Id0hVef-2FpU1yTe6T9cdWQd0n3ZMWIoXhYpZRhwrFiH0HsCo2dnuF4wP549NX-2FDYXiWyxF1V6-2F1QCSMMy3S1xlT-2Fi1ChrnnlCJfGOzz7WMSt1T-2BrH0FDyG5U9ODUOg8oJxJoMA-2F5z0btvf4WgDxlFPonPVoRp74VnshrXXHasw3c-2BCWnGgQ5IY5jtN06u23JXKZCAsMmV-2BlPxc935fDiRKMa82xdjeAjNSW9yfBiJPupzDfi6ycnDiL981JYAAxOWDhqWPyL8AxLpgxdzAbRW2Zw-2BFsgsGZ3K2Rd6zU1lFKeCpqeI0-2BapG67nGs4TjpOXvCUn3SMX0-2BrmkHe1mycqE5vPbq8nEFoOli2BTaXOKLQ5gJJXiYFzmAQdaNLEPbZ5ySL-2BU6xUfiXVEKWf5R07x8EVKwU0Mup0Bif96Je2Aj8XHiktVTtYWuH9ou6-2Bv-2FUwmz871sQhem0Zn5LtMPwfR1ZTP4TkXqO7Lo0Z471uyAXQEdQYuNqqqG1RKJjXh1-2B8girIPnModsOJA-2FnPcF5eqeSxFadUIX3W1T2d-2FWZVDz-2BF2b7rTWanIMwJ8xkFnqE1NU5-2FdquHMkm6QAzn2v7KHpHsRmjB09Rr3BZ7GArV8b9dfzjekne7KD-2F8XkIcd05dZR7SdEtX5EJguHEkxR8jhtaFPuucL3BEA

RE: A pain in the Arnold...

2018-06-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Nope. First thing I checked. CV counts at each vertex are 1. There is no 
non-manifold geometry that I can find related to the objects with the anomaly.

Besides, if it were the geometry, I would expect that removing the texture 
would not remove the anomaly. If there is no texture, the bug is not present.

Thanks


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: Friday, June 01, 2018 9:36 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=vDZlVPP2oV7im36DWy40uWZwXAJiUT_KtmVci_U2YB8=GZCnJJNMu0eCm7bnDHkfM-gJn1S8zaeUzFXQn1xQwCE=
 
Subject: Re: A pain in the Arnold...

I would suggest you double check the geometry, is it possible you have double 
triangles?

jb

On 1 Jun 2018, at 14:32, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:

The original shader was a Lambert material with an image and a texture 
placement.

Replacing the shader elements with like for like makes no difference.

Replacing the file and Lambert nodes with aiImage and aiStandardSurface also 
made no difference.

I also replaced the SG and deleted the texture placement. No change.

Bummer. Thanks anyway!

joey

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: Friday, June 01, 2018 9:06 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=vDZlVPP2oV7im36DWy40uWZwXAJiUT_KtmVci_U2YB8=GZCnJJNMu0eCm7bnDHkfM-gJn1S8zaeUzFXQn1xQwCE=<https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzowgyFFK4aAsDEzrdrVTV4Q6qbgbc-2FgnnpGob6G467zR75G56-2BuWz1AMtPXsoVdDXV-2BcQeKP7tI8SfI-2Feh9je40vvx3436uOx6vrklEqpeyqPKkXVPfz6qMRHJd0eOKIePEN0YAL37Luq9jdMxwUQ-2B-2BRd-2BzZt2T9VxBgS-2F7-2BNUnvG9z9TmWmFS-2B4uEd-2BDR5tjkjuwZSTUuyURU-2By5w2UWlepfO5yafwV66M2Exb8pGg82eWb1vUG6-2FRFVIfvFnpCCRd-2FFH26xbsNBkUynHToFXz4YyQOOOUHs4g1ymAPYo8vTb9IBQXXEgl63ChIw9wB-2B5UC9JdtBEV9wLDWCVQ-2Fu2Q-3D-3D_P15EezqoXxlMCaXPKpJEY-2BWEWEtgOkXFjp4zcMhbF37XOu1KcDlUqLBCiLpiWJKqC1RjQMllRXHSnXp6OtjRLsiDmPr8hi3dxgKsyy1FEAWf2Fe5-2BPOYHcbFwPmKWyqCYeQ0wTve04hFUt48-2BPM3Unw1BX2wWH8kqdpfttVKsVPFZCKRmNqsree5rsI1-2FjCdLw7KOj9NmJ-2Fk57FyQyCbpfsL4rzM8C5igUmyZWn5aoM-3D>mailto:softimage@listproc.autodesk.com>>
Subject: RE: A pain in the Arnold...

No. In part because the scene has over 900 shaders. The thought of having to 
edit every one to make Arnold happy is not a pleasant one. I’ll look into 
though. Stay tuned. Thanks

Joey



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gregor Punchatz
Sent: Thursday, May 31, 2018 6:24 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=vDZlVPP2oV7im36DWy40uWZwXAJiUT_KtmVci_U2YB8=GZCnJJNMu0eCm7bnDHkfM-gJn1S8zaeUzFXQn1xQwCE=<https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzS3nHFJpHH1mihN2vNWVF73yH4QzPTUaj-2BU-2FV4xCvLLTnZ7suFMzmFdGmjVRnYdJAxVY-2F5M380PkfQ8TNK8ovM5rxNeeTCOnkRGaT-2F-2Fqta38pWvWMaql23pwdaAWmes-2Fu-2FwoONKissOPCP2dnxYlCF1qRNWEOp0nYdAwcc9rC5IUfIdQsFs-2BflMjQs4kZWTvisQvKyIYVsNejBnTdqQxGuSkaI3zZNVtkWlyb616AJva8HG-2FDmAdn24eoqkkGy9efRXhSxJLvTt0nNKhLpnK5GnSJ781FGaTPOXb6j81MCbNJmw-2FEG5iZPzaQWth-2BDYD9G1QR8b2G5qt6Iu-2FNrwjPQxt7-2B-2BAJ1OIEBAHLYBjNyS0huMIF1DsW0ObZyXVXsyLs-2FUuX4Dv7gCcP-2Ff7vCsLs72cg3AUtRoUqr7Q4PRT-2Bc7qwpKos-2FLCzWfei-2FLoNG-2BFn5vlh46ZTsXFqBBmQtJq-2FrZipHdWBiDCpj2tSilS-2FaiVTbBNViiU-2FaIuiQmRL7KlUB8nB1heOOidavQY3vEv0U0Iyp5IMmGJo5mO-2F6qSkg12Ha3gPXrscjOcNT2UnOx-2FH8yAPcOdMOXUQVICcaA-2B5EXHGUjHGEBzlsBrdHhyqITFEv3jGQr-2FIvdABfN4vhjN4oTVUrN45sFDbwVY3lVoEGvEP1t8U4sV38LW2cRqz3Ins2S95SsC7RuvRbxxmGaUkDGhTSNGtS9CngaC6pOqDhXbthJNiVG557hK1c1ECe32kAy2Y9KqET6FHAugtnBzJBy23jbjtzs3ud5uw7Hm7PM0OWcHSd9V-2FEKHD9tFkP9iW782hj6TAQdARqnxUxET-2FGEf4h9EtAD0mFGt47-2Bh2QnhWYGB8yN2DIFk3EU-2F1mjswhaZd3anfjIc-2B-2FXRwkIA9XFJDTtwNsGoSIHtbrY6gmHS9zi0C0Aph32UVQrqC5uIaeQzi-2BoDcZ0GgOVWO-2ByUU6tRGrcKWketRj9nDukq79C-2FRO2GXrmbLEgJJkq4Mg63EZj2SBdRrO9YVhzS39EzMH8f9j69bMTWsw3QVAcZCOglS7rfbhUhA2HWK-2BYOnBLRk1qzpWWAZrTwj8UdHM1DQSFjkBHyPbO2f7ptFVSTQlnEWxLJ4B7uk78mzYLO2zKO6LWs9D-2FqfzNbhVeeQ4DVuZOxG-2BeheBj-2BqlL0T2c6ZMS6QCWVWB8EBUr1KlKeYBx7x7GnqIoyXKh5KfILpZ8gByC8SP3kxBbahEJQ9IdYrgoYN1UCFgwaXcunEa5XPFKiH

RE: A pain in the Arnold...

2018-06-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
The original shader was a Lambert material with an image and a texture 
placement.

Replacing the shader elements with like for like makes no difference.

Replacing the file and Lambert nodes with aiImage and aiStandardSurface also 
made no difference.

I also replaced the SG and deleted the texture placement. No change.

Bummer. Thanks anyway!

joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Friday, June 01, 2018 9:06 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=rNybIMi2YGkrkl3enrnoHWluOpYXU6zcMS8KpYYFXkI=nTcL-5d_ATLPXOmQ3q32mADbj4zPjCcFgU8ZUq-V4Hw=
 
Subject: RE: A pain in the Arnold...

No. In part because the scene has over 900 shaders. The thought of having to 
edit every one to make Arnold happy is not a pleasant one. I’ll look into 
though. Stay tuned. Thanks

Joey



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gregor Punchatz
Sent: Thursday, May 31, 2018 6:24 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=rNybIMi2YGkrkl3enrnoHWluOpYXU6zcMS8KpYYFXkI=nTcL-5d_ATLPXOmQ3q32mADbj4zPjCcFgU8ZUq-V4Hw=
 mailto:softimage@listproc.autodesk.com>>
Subject: Re: A pain in the Arnold...

Hmmm... have you tried rebuilding the shaders???

On Thu, May 31, 2018 at 2:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:
Howdy yall,

I thought I would post here before I escalate this but… Arnold on Maya 2018 is 
producing an error in render…

I’ve got an ESRI City Engine scene imported into Maya 2018, It was working fine 
under Maya 2017 and rendering fine in Mental Ray. But mental Ray is gone now.


1.   It renders in the Maya Software render fine.

2.   In Arnold it produces what looks like triangulation (Tessellation) 
errors rendering some triangles darker than others.

3.   It only produces the problem on materials with texture maps.

4.   Disconnecting the textures from the diffuse color removes the problem. 
But removes the texture also. But this seems to indicate its not a lighting, 
normals, or shading error.

5.   I’ve turned literally everything in Arnold settings off or neutral and 
no change.

6.   Its not shadows, nor anti-aliasing, nor duplicate polygons, nor a bad 
mesh.

7.   Forcing a triangulate on the mesh can make different triangles darker 
but the problem does not go away.

8.   All reflections, shadows, motion blur, etc have been turned off in 
Maya and Arnold for Render Settings and Object. No change.

Any thoughts?

Thanks
Joey


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RE: A pain in the Arnold...

2018-06-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
No. In part because the scene has over 900 shaders. The thought of having to 
edit every one to make Arnold happy is not a pleasant one. I’ll look into 
though. Stay tuned. Thanks

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gregor Punchatz
Sent: Thursday, May 31, 2018 6:24 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=6OGEnQIbc1tGoOd8Q_gYPjIfDIWsB--S3dV71we7vCM=ITyyhNwxbI-0D-Zwo5MGnffSoyMv3fc6prUBykbCeSY=
 
Subject: Re: A pain in the Arnold...

Hmmm... have you tried rebuilding the shaders???

On Thu, May 31, 2018 at 2:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
mailto:j.ponthi...@nasa.gov>> wrote:
Howdy yall,

I thought I would post here before I escalate this but… Arnold on Maya 2018 is 
producing an error in render…

I’ve got an ESRI City Engine scene imported into Maya 2018, It was working fine 
under Maya 2017 and rendering fine in Mental Ray. But mental Ray is gone now.


1.   It renders in the Maya Software render fine.

2.   In Arnold it produces what looks like triangulation (Tessellation) 
errors rendering some triangles darker than others.

3.   It only produces the problem on materials with texture maps.

4.   Disconnecting the textures from the diffuse color removes the problem. 
But removes the texture also. But this seems to indicate its not a lighting, 
normals, or shading error.

5.   I’ve turned literally everything in Arnold settings off or neutral and 
no change.

6.   Its not shadows, nor anti-aliasing, nor duplicate polygons, nor a bad 
mesh.

7.   Forcing a triangulate on the mesh can make different triangles darker 
but the problem does not go away.

8.   All reflections, shadows, motion blur, etc have been turned off in 
Maya and Arnold for Render Settings and Object. No change.

Any thoughts?

Thanks
Joey


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A pain in the Arnold...

2018-05-31 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Howdy yall,

I thought I would post here before I escalate this but... Arnold on Maya 2018 
is producing an error in render...

I've got an ESRI City Engine scene imported into Maya 2018, It was working fine 
under Maya 2017 and rendering fine in Mental Ray. But mental Ray is gone now.


1.   It renders in the Maya Software render fine.

2.   In Arnold it produces what looks like triangulation (Tessellation) 
errors rendering some triangles darker than others.

3.   It only produces the problem on materials with texture maps.

4.   Disconnecting the textures from the diffuse color removes the problem. 
But removes the texture also. But this seems to indicate its not a lighting, 
normals, or shading error.

5.   I've turned literally everything in Arnold settings off or neutral and 
no change.

6.   Its not shadows, nor anti-aliasing, nor duplicate polygons, nor a bad 
mesh.

7.   Forcing a triangulate on the mesh can make different triangles darker 
but the problem does not go away.

8.   All reflections, shadows, motion blur, etc have been turned off in 
Maya and Arnold for Render Settings and Object. No change.

Any thoughts?

Thanks
Joey
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RE: Any Dinosaurs Still Lurking?

2018-05-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Speaking of jurassic, I was on Cubicomp for 5 years when the dinosaurs arrived 
in 93.

Hard to believe its been 22 years that I’ve been on this list. Still using SI 
occasionally but less and less these days.

What a blast to see all these names today! Glad to know you all are still out 
there.

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc-Andre 
Carbonneau
Sent: Monday, May 14, 2018 10:40 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zHzkBTntCBQsiQZIify1qaPfJvnbmxk4n_igOuLpf_o=WVUvHbioWilFnyIG48z3ZxiF4KUEFKjkn1FePL7_z1w=
 
Subject: RE: Any Dinosaurs Still Lurking?

Hi jurassic community!
I’m still here but haven’t dabbled in Softimage since 2010. I’m managing 
artists nowadays and they use ZBrush, Max and Maya…
A lot of environment artists use Houdini 
(https://urldefense.proofpoint.com/v2/url?u=https-3A__twvideo01.ubm-2Dus.net_o1_vault_gdc2018_presentations_ProceduralWorldGeneration.pdf=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zHzkBTntCBQsiQZIify1qaPfJvnbmxk4n_igOuLpf_o=eJ02SP0JqfTYYTUmisF-as_qZg3hUYqrvqcBm5YwKwo=
 ).
VFX artists still mostly use Max but the senior ones are seriously learning and 
adding Houdini to their toolbox.

I’ve been on this list since 1997 when I started studying 3D at the NAD Center… 
Although the list isn’t what it was, I still like to read you guys and I don’t 
plan on leaving until they shut it down…

MAC


From: 
softimage-boun...@listproc.autodesk.com
 
>
 On Behalf Of Ed Harriss
Sent: May 14, 2018 9:50 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zHzkBTntCBQsiQZIify1qaPfJvnbmxk4n_igOuLpf_o=WVUvHbioWilFnyIG48z3ZxiF4KUEFKjkn1FePL7_z1w=
 >
Subject: RE: Any Dinosaurs Still Lurking?

I’m still here.
Don’t use XSI much anymore though…

I’m not dead!
I don’t want to go on the cart!
-Ed


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RE: The Maya Chronicles - or how retarded that software is...

2018-04-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Normally I'd say try deleting history on the object, or to try 
freezing/resetting the transforms. But if it is occurring to a new poly grid in 
the scene with your FBX import it would seem there is something else much more 
complex going on.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Wednesday, April 18, 2018 5:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: The Maya Chronicles - or how retarded that software is...

Okay I re did it again on a new blank scene. New polygon plane, then I 
translated half of the points in the Y axis again like last time. The smooth 
was working well, the wavy shape was very nice and CTRL+Z gave me back the geo 
I had before the smooth. So I must partly apologize to Mr Maya!

On the other scene I had a FBX import that perhaps change the properties of the 
whole scene? Anyway I believe what I'm trying to do should work also on a scene 
with an FBX import.

David


On 2018-04-17 17:28, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> Replicating this as described I got the results I think you were expecting. 
> I've been unable to repeat the anomoly.
>
> And did the "wave" occur on the Z & X axis or just Z or X? I'd also be 
> curious if you had any kind of parenting relationship that might have 
> affected the smooth direction. But I can't imagine what.
>
> Did you perform this in a clean scene? What version of maya?
>
> Joey
>
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David 
> Saber
> Sent: Tuesday, April 17, 2018 9:55 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: The Maya Chronicles - or how retarded that software is...
>
> Maya is full of surprises. Here's my story today:
> I wanted to create a wavy surface so I got a polygon grid and selected every 
> second points and translated in Y.
> Then I applied a smooth. The result was bizarre: only the edges were wavy 
> shaped, the rest was flat. I was not happy so I undid the smooth with CTRL+Z.
> I should have recovered my grid with half of its points translated in Y... 
> But no. Some border vertices were translated in Y, all the rest of the grid 
> was flat... And of course my selection was lost.
> I tried this a second time to be sure I didn't lose my mind and I got the 
> same result.
> Great job Maya.
> So I did in in XSI and exported an obj.
> David
>
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RE: The Maya Chronicles - or how retarded that software is...

2018-04-17 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Replicating this as described I got the results I think you were expecting. 
I've been unable to repeat the anomoly.

And did the "wave" occur on the Z & X axis or just Z or X? I'd also be curious 
if you had any kind of parenting relationship that might have affected the 
smooth direction. But I can't imagine what.

Did you perform this in a clean scene? What version of maya?

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Tuesday, April 17, 2018 9:55 AM
To: softimage@listproc.autodesk.com
Subject: Re: The Maya Chronicles - or how retarded that software is...

Maya is full of surprises. Here's my story today:
I wanted to create a wavy surface so I got a polygon grid and selected every 
second points and translated in Y.
Then I applied a smooth. The result was bizarre: only the edges were wavy 
shaped, the rest was flat. I was not happy so I undid the smooth with CTRL+Z.
I should have recovered my grid with half of its points translated in Y... But 
no. Some border vertices were translated in Y, all the rest of the grid was 
flat... And of course my selection was lost.
I tried this a second time to be sure I didn't lose my mind and I got the same 
result.
Great job Maya.
So I did in in XSI and exported an obj.
David

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RE: Maya: Object view?

2018-04-17 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
In a viewport of choice, click on:
Show>Isolate Select>View Selected

Or use:
Ctrl+1

Using Ctrl+1 may take a couple hits because its more a toggle than a switch. 

But I think that's what you're looking for.

Joey

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Tuesday, April 17, 2018 9:43 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=7w04Jpv4e7mcijsD3PIhlExHPVDKw7guMkV2npxtN6I=b2rksVoNQIHLl_AGIFwHpCrWeWjGRvMJt58FgTqufoY=
 
Subject: Maya: Object view?

Is there an object view in Maya... ??? :-0

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RE: Houdini hierarchical organization

2017-10-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Jordi,

Thanks. I think though I’m looking for a broader explanation of what the 
contextual differences are between the network levels.

It turns out part of my confusion may be in part due to the current 
documentation. Today I discovered that the online docs are different from the 
installed ones. For example I discovered that the installed doc page is 
different than its online equivalent for

https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_obj_-5Findex=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=l0u6jf5_k23_sUozgc0HB4nfxCjDEMJFBPXUtV-UffI=gCoUBr-Z_tNRR7_veIW2EA6eyUXKFpOeVzMRV-f4aU4=

This online man pages clearly explains that Scene Level is strictly for spatial 
and hierarchical relations. Funny thing is there is no mention of this in the 
equivalent installed page. Or anywhere that I’ve searched in the installed docs 
for that matter. Apparently the docs are fluid and its best to use only the 
online version as they appear to be the most up to date.

Time for me to start doing a lot of reading…


--
Joey Ponthieux

__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.







From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: Saturday, October 21, 2017 10:13 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=l0u6jf5_k23_sUozgc0HB4nfxCjDEMJFBPXUtV-UffI=C-Z_EhoqVY9TPNuOSdKA1QKgDk0Lz_-NaBuyp0EqQ3A=
 <softimage@listproc.autodesk.com>
Subject: Re: Houdini hierarchical organization

Mmm… if you try (forgive me if I am getting it wrong) to represent data in the 
same way in Houdini you may struggle as it is a different principle.

Only subnetworks can store objects, what lies inside an object is the 
procedural network that is evaluated.

Therefore, if you have a table with four legs, they can be “sons” of a 
subnetwork, but the legs can’t be “sons” of the tabletop. You may pass data 
from one to the other and the behaviour will be similar to that of a hierarchy 
but of course, this is not and therefore won’t be represented as such in the 
Tree View.

In terms of the Tree View limitations, I agree they could bring some ideas from 
XSI into it but let’s not forget, representing a parallel workflow (SOPs for 
example) in a linear hierarchical way is simply not possible. Which is the same 
issue you find in XSI with ICE trees where they are represented by a operator 
in the op stack and you need a special viewer.

I hope I understood well your explanation.
jb

PS. With the guides… I am on it… but the problem is that I am super busy right 
now so finding time is proving very very very difficult.


On 20 Oct 2017, at 20:09, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Jordi,

Yes, I agree, it is a hierarchy, but the issue is the type of hierarchy it is.

The hierarchy that the Tree View presents is neither procedural nor spatial, 
but rather resembles that of a file system. The word I used earlier was 
“container view”. Tree View appears to be, for lack of a better description, 
more appropriately a “Path View” like Windows Explorer where it reflects the 
scene relative “file paths” of all objects in the scene. This is reflected in 
your example of the first torus when we use 
/obj/subnet1/subnet2/subnet1/torus_object1/tx to address x translation. This is 
similar to the absolute Dag paths in Maya I suppose, those seen when  when 
using “ls –l”. Though it seems to employ a more absolute context in Houdini 
whereas in XSI or Maya you can address parameters from an object’s relative 
path. The confusion in Houdini, for me at least, seems to be that the hierarchy 
relative an object’s name path appears to be exclusive and different from any 
spatial hierarchy? Or is this just a skewed perspective as a result of studying 
the Tree View?

The subnet example you provided appears to be capable of producing a hierarchy 
separate of  the torus and null, but in the context of the view they would seem 
to be all part of the same hierarchy relative their absolute scene path names. 
The second torus and null would seem to be peers to subnet1 under obj for 
example.  So it doesn’t seem that they are exclusive of the hierarchy at all, 
they’re just not part of an extended hierarchy.

What I wanted to see was not the node path hierarchy but rather the 
articulation hierarchy, or spatial hierarchy, the way either Explorer or 
Outliner present it relative object ownership and spatial parenting. I’m 
learning the spatial hierarchy in Houdini has to be constructed in Network View 
buts 

RE: Houdini hierarchical organization

2017-10-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
, to be somewhat 
unnerving and counterintuitive. It seems to go against the whole grain of 
proceduralism. Unless there’s something about the way Houdini is doing this 
that I don’t quite grasp yet?

BTW, your Softimage to Houdini document (all 849 pages of it!) is just 
fantastic! I hope you plan to be doing more with it.

Joey


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: Thursday, October 19, 2017 6:40 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=cTaFtUQMi3XnzvtSpI6AXKpDHG1-P_3-giRMX_N7Ias=GYDB7cLs6ZIfwJJZGyMAKggSzfIlWVMkY4g-7p4q32s=
 <softimage@listproc.autodesk.com>
Subject: Re: Houdini hierarchical organization

Just to clarify…

Hierarchies are fully represented in the Tree View, the content of an object 
too but of course it is impossible to draw in a hierarchical way something that 
is parallel.

For example, in XSI you have an object (that would be your Houdini Object) and 
the operator stack in a linear fashion (which is your SOPs -with regards to 
geoemtry- and in Houdini is non-linear so you can’t see it the same way). 
Nevertheless you can still see all those SOPs nodes arranged in there.

BUT

When you are in your OBJ and you plug one object to another you are NOT 
building a hierarchy, you are just passing data from one node to another, the 
behaviour in many cases is exactly like a hierarchy, but remember you are just 
passing data.

That is the reason you don’t see it graphed in the Tree View.

Try this

1) Create an torus
2) create a subnetrowk
3) create another one
4) create another one

And now have a look at the TreeView… that IS a hierarchy.


Now try this

1) create a new torus
2) create a null
3) plug the null to the torus so the null affects the SRT data on the torus

Check and you will see that IS NOT a hierarchy although it behaves like one.


I hope that helps
jb




On 19 Oct 2017, at 19:54, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Olivier,

Yes, that’s what I was looking for. Though it really isn’t Tree View but rather 
Network View in List Mode . Apparently its not possible to make Tree View 
behave the way I was expecting it to. But I guess there is a greater advantage 
to having Tree View and Network View in use simultaneously as long as you 
understand that Tree View is neither procedural nor spatial in its 
representation.

This is useful, and it confirms my initial perception of Tree View. It also 
confirms that reconciling the multiple contexts that Network View apparently 
governs, procedural vs spatial for example, is going to take a bit more effort 
than I originally anticipated.


Thanks

Joey


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: Thursday, October 19, 2017 2:25 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=cTaFtUQMi3XnzvtSpI6AXKpDHG1-P_3-giRMX_N7Ias=GYDB7cLs6ZIfwJJZGyMAKggSzfIlWVMkY4g-7p4q32s=<https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HeGph8Xh5ttXXXkUA1HeWYPBLG2Qmno5epbEQVMdgfg=HSr8sPtL0vRAqzlfGZqIuieD_U92SvH8KA-P1XezYi8=>
 <softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: Houdini hierarchical organization

Not sure I understand you well Jopseph, but here a little tutorial with som 
"gem" about the tree view
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=cTaFtUQMi3XnzvtSpI6AXKpDHG1-P_3-giRMX_N7Ias=wSCg5tLAcvRhPktwcfXY2ZtEdJSvm8ZeKXeoQnu1b44=<https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=OKef69kBqPJXx68i4heEfHR30NI_NUub2sbaNk2wwws=LxaiEbXJ3vm44MM6t9mv5vJ_ShpJjcEj5uTiecLtIkM=>
Apologies if I'm way out of topic.

2017-10-19 20:08 GMT+02:00 Jonathan Moore 
<jonathan.moo...@gmail.com<mailto:jonathan.moo...@gmail.com>>:
Apologies for the rushed response as I'm heading out for an event. However, the 
tree view in Houdini is best viewed simply as an alternative data visualisation 
(best utilised a-z filtering). It's not an organisational view or a place where 
you manipulate data. Transform hierarchies should 

RE: Houdini hierarchical organization

2017-10-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Olivier,

Yes, that’s what I was looking for. Though it really isn’t Tree View but rather 
Network View in List Mode . Apparently its not possible to make Tree View 
behave the way I was expecting it to. But I guess there is a greater advantage 
to having Tree View and Network View in use simultaneously as long as you 
understand that Tree View is neither procedural nor spatial in its 
representation.

This is useful, and it confirms my initial perception of Tree View. It also 
confirms that reconciling the multiple contexts that Network View apparently 
governs, procedural vs spatial for example, is going to take a bit more effort 
than I originally anticipated.


Thanks

Joey


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: Thursday, October 19, 2017 2:25 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=7khTeFYtV6y7iCJbfQ4zT5mdaI08PiGEybo7UbeOyWM=dXhDF1xTlXJmZqguUdV5yV8uc8rbm80Ri8Zb7uQW8nk=
 <softimage@listproc.autodesk.com>
Subject: Re: Houdini hierarchical organization

Not sure I understand you well Jopseph, but here a little tutorial with som 
"gem" about the tree view
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=7khTeFYtV6y7iCJbfQ4zT5mdaI08PiGEybo7UbeOyWM=Hd8FbEKjiK0mEqJrpi2l5Q3YyoUNvD_OrMfWBJMWmt8=<https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=OKef69kBqPJXx68i4heEfHR30NI_NUub2sbaNk2wwws=LxaiEbXJ3vm44MM6t9mv5vJ_ShpJjcEj5uTiecLtIkM=>
Apologies if I'm way out of topic.

2017-10-19 20:08 GMT+02:00 Jonathan Moore 
<jonathan.moo...@gmail.com<mailto:jonathan.moo...@gmail.com>>:
Apologies for the rushed response as I'm heading out for an event. However, the 
tree view in Houdini is best viewed simply as an alternative data visualisation 
(best utilised a-z filtering). It's not an organisational view or a place where 
you manipulate data. Transform hierarchies should be created in the Network 
Editor and you can quickly traverse nesting structures via the tree view.

In simple terms the Network Editor is where all major scene manipulations take 
place and the Tree View is provided to aid navigation in complex node 
structures.

At least that's the way I've always worked in Houdini.  ;)

jm

On 19 October 2017 at 16:47, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Hello folks,

I figured people using Houdini on this list would understand the context of 
this question better, coming from a Softimage background, rather than an 
exclusive Houdini background. I’ve been trying to learn Houdini the past 
several months and I’ve suddenly realized something that has me questioning 
some things that may very well be misconceptions on my part, about the 
interface.

To get right to it, is there a way to make Tree View represent object 
hierarchical parenting relative transform relationship?

I’ve discovered that I can create transform relationships just fine in Network 
View, but that it has also taken some effort to realize what happens in 
Network::Scene is both similar and dissimilar to what happens in 
Network::Geometry and neither is exactly reflected the same way in Tree View.  
A big part of the dissimilarities that I’m starting realize differ on how, and 
when, a network produces transform relationships versus when it permits 
procedural editing of object data.

It seems that Tree View only depicts a kind of “container view” context. Or 
rather, what is “inside” something else as opposed to what is the parented 
relationship by transform or articulation context. Tree View is great for 
finding and selecting something but more or less seems ineffective in setting 
up a hierarchy of objects affected by transformation relationships. I’m finding 
the only place I can do that is in Network View, and that the nature of this 
changes in context somewhat depending upon Network View’s active object 
context, whether its Scene or Geometry for example.

Which gets me to my next question, what and where is the proper way in Houdini 
to set up hierarchical relationships of transform context? (Parenting for 
articulation purposes)

I find I can use nulls or geometry in Network::Scene to do this but then I have 
to use transforms in Network::Geometry to do the same thing. But transforms in 
Network::Geometry also permit instancing of the geometry as well as transform 
relationships and the entire behavior of the network in Geometry seems to 
permit a higher degree of proceduralism than doe

Houdini hierarchical organization

2017-10-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Hello folks,

I figured people using Houdini on this list would understand the context of 
this question better, coming from a Softimage background, rather than an 
exclusive Houdini background. I've been trying to learn Houdini the past 
several months and I've suddenly realized something that has me questioning 
some things that may very well be misconceptions on my part, about the 
interface.

To get right to it, is there a way to make Tree View represent object 
hierarchical parenting relative transform relationship?

I've discovered that I can create transform relationships just fine in Network 
View, but that it has also taken some effort to realize what happens in 
Network::Scene is both similar and dissimilar to what happens in 
Network::Geometry and neither is exactly reflected the same way in Tree View.  
A big part of the dissimilarities that I'm starting realize differ on how, and 
when, a network produces transform relationships versus when it permits 
procedural editing of object data.

It seems that Tree View only depicts a kind of "container view" context. Or 
rather, what is "inside" something else as opposed to what is the parented 
relationship by transform or articulation context. Tree View is great for 
finding and selecting something but more or less seems ineffective in setting 
up a hierarchy of objects affected by transformation relationships. I'm finding 
the only place I can do that is in Network View, and that the nature of this 
changes in context somewhat depending upon Network View's active object 
context, whether its Scene or Geometry for example.

Which gets me to my next question, what and where is the proper way in Houdini 
to set up hierarchical relationships of transform context? (Parenting for 
articulation purposes)

I find I can use nulls or geometry in Network::Scene to do this but then I have 
to use transforms in Network::Geometry to do the same thing. But transforms in 
Network::Geometry also permit instancing of the geometry as well as transform 
relationships and the entire behavior of the network in Geometry seems to 
permit a higher degree of proceduralism than does the one at Network::Scene 
level. While none of this is necessarily problematic, it more fundamentally 
raises the question of "what is best practice?".

Should Geometry nodes be limited to only creating static objects and 
hierarchical articulations established only at Scene level? If so, what nodes 
are best used for transform hierarchies?

Or is reasonable to arrange structures in Geometry nodes that permit transform 
articulations? The concern here is, of course, would such structures end up 
inadvertently duplicating or instancing geometry where I think I am setting up 
transform articulations instead?

And am I left with the ability to create transform articulation hierarchies 
only in Network View and unable to create articulation hierarchies in Tree View?

All thoughts or suggestions in this regard would be very welcome.

--
Joey Ponthieux

__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.


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RE: OT Maya Q - default cameras clipping planes

2017-10-06 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I was able to replicate all the way back to Maya 2014. But don’t have anything 
older installed. The same thought occurred to me that it seemed strange to not 
have been caught by now.

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Friday, October 06, 2017 5:59 AM
To: r...@casema.nl; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=iaUK840QyfzziO1XABU_Wo633l39r4BDqE8SP57fHwE=eG5AJvMZWlKoaphK39rJdnfZ1pfKuXZqubij7cX7OKY=
  <softimage@listproc.autodesk.com>
Subject: RE: OT Maya Q - default cameras clipping planes

Yes, it could be a known issue.

I was referring to the fact I (personally) had never heard anyone mention it in 
the modeling area where I have (mostly) worked since joining the Maya team.
--
Brent

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: 06 October 2017 10:15
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: OT Maya Q - default cameras clipping planes


That sounds odd to me, as apparently this behavior is there since the first 
release of Maya 2016. Maybe already in 2015 as well.
But hopefully this little nugget of annoyance will be fixed in the next SP of 
2018.



Rob



\/-\/\/
On 6-10-2017 10:22, Brent McPherson wrote:

No problem. I'm really surprised this is the first time I've heard about this 
issue...

--

Brent



-Original Message-

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]

Sent: 05 October 2017 18:25

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>

Subject: RE: OT Maya Q - default cameras clipping planes



Brent,



Thanks! I had not been able to get around to submitting it yet.



Joey







-Original Message-

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson

Sent: Thursday, October 05, 2017 12:07 PM

To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IPWu-N_w2ofkgXSwipB-xc4RMHrBL8P0YyaTdHzPV5k=dhlZth5P7jGw2KRbG6HhIOabzQtDDjrDhf_CQTh2IeA=
  <softimage@listproc.autodesk.com><mailto:softimage@listproc.autodesk.com>

Subject: RE: OT Maya Q - default cameras clipping planes



I entered a bug for this:



MAYA-87698 - Large objects are incorrectly framed in the 3D ortho views



The workaround is to just select the ortho camera in the outliner and increase 
the translation channel but I agree it looks like a bug due to the fact it does 
translate the ortho camera a little bit if you pan and then frame.



Thanks.

--

Brent



-Original Message-

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]

Sent: 05 October 2017 14:31

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>

Subject: RE: OT Maya Q - default cameras clipping planes





It seems this might be a bug actually. I posted this to the Area yesterday and 
the only response I got back seems to confirm that. I'm finding that there are 
times when Frame Selection actually does affect the lens position, but for some 
reason it seems like it is broken in most cases for the ortho panels. What 
Default View is doing is correctly positioning the lens outside the extent of 
the geometry by positioning the Z. When you hit Frame Selection again, you're 
then setting the ortho width and that frames the XY.



It does not appear to have any issues setting camera position for non-ortho 
cameras. So this must be an error in how it resolves the framing in ortho mode 
only.



You will find that the predefined Front Bookmark also works correctly setting 
the Z position like you would expect, and when the camera doesn’t reposition 
properly after a Frame Selection, if you just alt-middle click drag the camera 
a little to one side or the other, then frame selection again, it will actually 
change the Z position a little. After several repeats it will find its way 
outside the geometry extent. I would be surprised if there was a divide by zero 
error hidden in the Frame Selection code somewhere.



J

RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Brent,

Given Maya's inherently awkward way of dealing with transforms, this was very 
well done! Thanks!

So far I've been unable to detect any resulting position or orientation 
differences between setting Center live in Softimage and baking the pivot in 
Maya under like circumstances. Are you aware of any differences or caveats that 
would affect its use or at least not maintain a result similar to SI?

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 9:54 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=06Hmoh3WyFJ2198eqo_UaLyT3ZMiL4zfvG13CFOGzjI=6IW36Y4_XkyqKrDhZ40X17YynNSXAnaERExxfNq4BIE=
  <softimage@listproc.autodesk.com>
Subject: RE: Maya - What were they thinking 3 - pivots

I added bake pivot as it was frequently requested by Softimage users. ;-)

If you want to look behind the curtain it is implemented by the 
bakeCustomToolPivot.mel script in the Maya runtime directory.

Internally it just calls the move/rotate commands with the 
-preserveChildPosition and -preserveGeometryPosition flags. (after figuring out 
the desired orientation and position)
--
Brent

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:42
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Maya - What were they thinking 3 - pivots

Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


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

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Brent,

Thanks! I had not been able to get around to submitting it yet. 

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 12:07 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IPWu-N_w2ofkgXSwipB-xc4RMHrBL8P0YyaTdHzPV5k=dhlZth5P7jGw2KRbG6HhIOabzQtDDjrDhf_CQTh2IeA=
  <softimage@listproc.autodesk.com>
Subject: RE: OT Maya Q - default cameras clipping planes

I entered a bug for this:

MAYA-87698 - Large objects are incorrectly framed in the 3D ortho views

The workaround is to just select the ortho camera in the outliner and increase 
the translation channel but I agree it looks like a bug due to the fact it does 
translate the ortho camera a little bit if you pan and then frame.

Thanks.
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:31
To: softimage@listproc.autodesk.com
Subject: RE: OT Maya Q - default cameras clipping planes


It seems this might be a bug actually. I posted this to the Area yesterday and 
the only response I got back seems to confirm that. I'm finding that there are 
times when Frame Selection actually does affect the lens position, but for some 
reason it seems like it is broken in most cases for the ortho panels. What 
Default View is doing is correctly positioning the lens outside the extent of 
the geometry by positioning the Z. When you hit Frame Selection again, you're 
then setting the ortho width and that frames the XY. 

It does not appear to have any issues setting camera position for non-ortho 
cameras. So this must be an error in how it resolves the framing in ortho mode 
only. 

You will find that the predefined Front Bookmark also works correctly setting 
the Z position like you would expect, and when the camera doesn’t reposition 
properly after a Frame Selection, if you just alt-middle click drag the camera 
a little to one side or the other, then frame selection again, it will actually 
change the Z position a little. After several repeats it will find its way 
outside the geometry extent. I would be surprised if there was a divide by zero 
error hidden in the Frame Selection code somewhere.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Thursday, October 05, 2017 6:15 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HUtkv4Ex045kP5iHOzaFo51-41knkpa0DiMyZ-aZ7DA=ZNGqh5ZKBMsbBz85z_29XeT1kNMKI5NCprXj8q1UehA=
  <softimage@listproc.autodesk.com>
Subject: RE: OT Maya Q - default cameras clipping planes

Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
> 
> 
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
> 
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
> 
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front 

Maya - What were they thinking 3 - pivots

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


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

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]

It seems this might be a bug actually. I posted this to the Area yesterday and 
the only response I got back seems to confirm that. I'm finding that there are 
times when Frame Selection actually does affect the lens position, but for some 
reason it seems like it is broken in most cases for the ortho panels. What 
Default View is doing is correctly positioning the lens outside the extent of 
the geometry by positioning the Z. When you hit Frame Selection again, you're 
then setting the ortho width and that frames the XY. 

It does not appear to have any issues setting camera position for non-ortho 
cameras. So this must be an error in how it resolves the framing in ortho mode 
only. 

You will find that the predefined Front Bookmark also works correctly setting 
the Z position like you would expect, and when the camera doesn’t reposition 
properly after a Frame Selection, if you just alt-middle click drag the camera 
a little to one side or the other, then frame selection again, it will actually 
change the Z position a little. After several repeats it will find its way 
outside the geometry extent. I would be surprised if there was a divide by zero 
error hidden in the Frame Selection code somewhere.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Thursday, October 05, 2017 6:15 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HUtkv4Ex045kP5iHOzaFo51-41knkpa0DiMyZ-aZ7DA=ZNGqh5ZKBMsbBz85z_29XeT1kNMKI5NCprXj8q1UehA=
  <softimage@listproc.autodesk.com>
Subject: RE: OT Maya Q - default cameras clipping planes

Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
> 
> 
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
> 
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
> 
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units Z. You can clearly see the problem if you have 
> the viewport set to shading. So in Front camera for example you have to 
> manually set camera Z to a value which places the camera in front of all 
> geometry, such as 1600 units Z, which means you have to know the geometry 
> extent relative that camera. And then make sure the far clipping plane is 
> beyond the far side.
> 
> It seems that you can somewhat correct the situation by executing 
> View>Default View for the viewport in question, executing the A key or 
> selecting the object or objects then hit the F key. Then suddenly it will set 
> the Z extent in front of the selected geometry without difficulty.
> 
> I'm seeing this in 2018 and all the way back to 2014. As long as your scene 
> is never beyond 2000 units wide, or twice the distance wide of the camera 
> position to world center, you're not likely to ever see the problem. Further, 
> the inability to frame on the object appears to be affected by the size of 
> the object rather than its position. In other words multiple objects at a 
> distance of 3000 units apart but at normalized sizes seem less likely to 
&g

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
What Martin describes here is correct. Zoom Tool is what you are looking for, 
just remember that Angle of View and Focal Length are associative, you change 
one it affects the other. And be aware that this only works for 
non-orthographic cameras.

Zoom in the orthographic cameras does not change Focal Length but rather 
changes the Orthographic Width which you can find in the Orthographic Views tab 
of the camera Shape node.

Joey


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Thursday, October 05, 2017 6:49 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=opCnd6HpEuRS_TAzvgVRurN676kse6YdvpUV2bGOEis=wplpfgY72p11VYtB-KeMxekp-WQIaProeunVjZ6el9k=
  <softimage@listproc.autodesk.com>
Subject: Re: OT Maya Q - default cameras clipping planes

I have to manually move those cameras when I'm modeling big things or in a 
weird scale.

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

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

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

Martin

On Thu, Oct 5, 2017 at 7:15 PM, Morten Bartholdy 
<x...@colorshopvfx.dk<mailto:x...@colorshopvfx.dk>> wrote:
Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>>:
>
>
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
>
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
>
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units Z. You can clearly see the problem if you have 
> the viewport set to shading. So in Front camera for example you have to 
> manually set camera Z to a value which places the camera in front of all 
> geometry, such as 1600 units Z, which means you have to know the geometry 
> extent relative that camera. And then make sure the far clipping plane is 
> beyond the far side.
>
> It seems that you can somewhat correct the situation by executing 
> View>Default View for the viewport in question, executing the A key or 
> selecting the object or objects then hit the F key. Then suddenly it will set 
> the Z extent in front of the selected geometry without difficulty.
>
> I'm seeing this in 2018 and all the way back to 2014. As long as your scene 
> is never beyond 2000 units wide, or twice the distance wide of the camera 
> position to world center, you're not likely to ever see the problem. Further, 
> the inability to frame on the object appears to be affected by the size of 
> the object rather than its position. In other words multiple objects at a 
> distance of 3000 units apart but at normalized sizes seem less likely to 
> exhibit the framing problem than one object that is 3000 units across.
>
> I do

RE: OT Maya Q - default cameras clipping planes

2017-10-04 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
So it seems I was wrong. The 1000.1 value can change when using the Framing 
function. The F key. But It doesn’t change when attempting to zoom or dolly in 
the front, top or side viewport using the mouse.

What I am seeing is the part of a really large object closest the camera is 
clipped and the near clip is incapable of seeing anything because the camera 
head is not actually in front of the object. And I can't set near clip to a 
negative value. Is this what you are experiencing?

To replicate, in a new scene create a sphere with a radius of 1500 units. 
Select the sphere and hit F key in the Front viewport. This illustrates that 
part of the 1500 radius sphere is past the normal position of the Front camera 
which is 1000.1 units Z. You can clearly see the problem if you have the 
viewport set to shading. So in Front camera for example you have to manually 
set camera Z to a value which places the camera in front of all geometry, such 
as 1600 units Z, which means you have to know the geometry extent relative that 
camera. And then make sure the far clipping plane is beyond the far side.

It seems that you can somewhat correct the situation by executing View>Default 
View for the viewport in question, executing the A key or selecting the object 
or objects then hit the F key. Then suddenly it will set the Z extent in front 
of the selected geometry without difficulty.

I'm seeing this in 2018 and all the way back to 2014. As long as your scene is 
never beyond 2000 units wide, or twice the distance wide of the camera position 
to world center, you're not likely to ever see the problem. Further, the 
inability to frame on the object appears to be affected by the size of the 
object rather than its position. In other words multiple objects at a distance 
of 3000 units apart but at normalized sizes seem less likely to exhibit the 
framing problem than one object that is 3000 units across.

I don’t recall if this is how it worked in the past. This does not seem normal. 
But this seems to not be framing the objects correctly nor permitting the user 
to dolly the orthographic cameras in a predictable fashion without first 
executing Default View which apparently knows how to correctly set the 
orthographic camera's lens position outside the volume of the existing geometry.

Joey


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Wednesday, October 04, 2017 11:56 AM
To: softimage@listproc.autodesk.com
Subject: RE: OT Maya Q - default cameras clipping planes


I'm seeing them work even after 1 Billion units in the front camera. Having 
issues at 1500 units does not seem normal. I suspect the camera has been edited.

Check the following in the Front Camera:

1. Select the front camera in the outliner
2. In the attribute editor for front, is Z set to 1000.1.

Top should have always have 1000.1 for Y, and Side should have 1000.1 for X. 
These should never change though the remaining position values will. 

If they are not 1000.1, does setting them manually to that value fix the 
problem? 

Alternatively, does executing View> Default View for each viewport fix the 
issue?

Joey





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, October 04, 2017 11:30 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NyDUWHiGTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0=iAHP0nbxB5ngtcbuawEGG8f_VOSTfR3gqg7TD6w0uEw=
  <softimage@listproc.autodesk.com>
Subject: RE: OT Maya Q - default cameras clipping planes

The scene is not that large - only about 1500 Maya units across and deep. I 
have worked with scenes 100x larger in Soft. It seems ridiculous.

Changing clipping plane values has no effect on the default scene cameras - I 
am on Maya 2016 base version if that makes any difference, and the cameras are 
neither scaled nor rotated as far as I can tell.

I use wip cameras that I create for moving cameras around as I don't know the 
do's and dont's with Maya default cameras, so I thought it better to leave them 
be.

MB



> Den 4. oktober 2017 klokken 17:04 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
> 
> 
> I’m wondering exactly how large your scene is. Sometimes things get weird 
> with astronomically large scenes.
> 
> You should be able to edit the Far Clip Plane for frontShape, topShape, or 
> sideShape. I just tested this and it works as expected. But the numbers I am 
> using are less than 100K.
> 
> Have the Top, Front, or Side cameras been edited in any unusual way? They are 
> s

RE: OT Maya Q - default cameras clipping planes

2017-10-04 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]

I'm seeing them work even after 1 Billion units in the front camera. Having 
issues at 1500 units does not seem normal. I suspect the camera has been edited.

Check the following in the Front Camera:

1. Select the front camera in the outliner
2. In the attribute editor for front, is Z set to 1000.1.

Top should have always have 1000.1 for Y, and Side should have 1000.1 for X. 
These should never change though the remaining position values will. 

If they are not 1000.1, does setting them manually to that value fix the 
problem? 

Alternatively, does executing View> Default View for each viewport fix the 
issue?

Joey





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, October 04, 2017 11:30 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NyDUWHiGTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0=iAHP0nbxB5ngtcbuawEGG8f_VOSTfR3gqg7TD6w0uEw=
  <softimage@listproc.autodesk.com>
Subject: RE: OT Maya Q - default cameras clipping planes

The scene is not that large - only about 1500 Maya units across and deep. I 
have worked with scenes 100x larger in Soft. It seems ridiculous.

Changing clipping plane values has no effect on the default scene cameras - I 
am on Maya 2016 base version if that makes any difference, and the cameras are 
neither scaled nor rotated as far as I can tell.

I use wip cameras that I create for moving cameras around as I don't know the 
do's and dont's with Maya default cameras, so I thought it better to leave them 
be.

MB



> Den 4. oktober 2017 klokken 17:04 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
> 
> 
> I’m wondering exactly how large your scene is. Sometimes things get weird 
> with astronomically large scenes.
> 
> You should be able to edit the Far Clip Plane for frontShape, topShape, or 
> sideShape. I just tested this and it works as expected. But the numbers I am 
> using are less than 100K.
> 
> Have the Top, Front, or Side cameras been edited in any unusual way? They are 
> special cameras, special objects if you will, that can act bizarrely if 
> treated like real objects, or articulated in ways they are meant to be. 
> Rotation or Scaling for example. They can be moved but should only be 
> articulated using the viewports. They are generally hidden by default and 
> should remain that way. I do remember having issues when treating them in a 
> non-typical way. But there is no obvious reason I can think of that would 
> directly prevent their clipping planes from being edited.
> 
> Joey
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
> Sent: Wednesday, October 04, 2017 10:40 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: OT Maya Q - default cameras clipping planes
> 
> 
> I ran into the same thing for my last project.
> Huge scenes that were clipped off in the default cameras, so a hard time 
> selecting stuff in the viewport.
> Due to time limits I never had the chance to dive into this, so anyone who 
> can answer the question please do.
> 
> And scaling up stuff, including cameras can result in some nasty render 
> surprises. Unless that has been fixed in the last couple of versions.
> 
> Rob (already grey...)
> 
> 
> 
> \/-\/\/
> On 4-10-2017 15:48, Morten Bartholdy wrote:
> 
> I have run into a problem with Mayas default scene cameras for top, front and 
> side views. It appears if I work with very large objects, like in landscape 
> scale, the objects are clipped by distance in the respective cameras. 
> Changing the clipping planes of these cameras does not work - the objects are 
> still clipped. A very unfortunate side effect is I can't select components of 
> my objects that are outside the clipping planes, ie. if I have a long grid 
> road piece and want to select edge vertices to move them all, I can't do that 
> from the side or front view - only the vertices visible inside clipping 
> planes get selected.
> 
> 
> 
> The workaround (usual Maya style) is to either make new camera and position 
> as side- or frontview camera, because for new cameras clipping planes 
> work(!), or to select edgerings and move them instead of selecting all 
> vertices in sideview - or as our local Maya resident (a patient man these 
> days ;) says, to work at smaller scale and then scale up at the end. I say it 
> is moronic.
> 
> 
> 
> I am sure you smart people have run into something similar an

RE: OT Maya Q - default cameras clipping planes

2017-10-04 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I’m wondering exactly how large your scene is. Sometimes things get weird with 
astronomically large scenes.

You should be able to edit the Far Clip Plane for frontShape, topShape, or 
sideShape. I just tested this and it works as expected. But the numbers I am 
using are less than 100K.

Have the Top, Front, or Side cameras been edited in any unusual way? They are 
special cameras, special objects if you will, that can act bizarrely if treated 
like real objects, or articulated in ways they are meant to be. Rotation or 
Scaling for example. They can be moved but should only be articulated using the 
viewports. They are generally hidden by default and should remain that way. I 
do remember having issues when treating them in a non-typical way. But there is 
no obvious reason I can think of that would directly prevent their clipping 
planes from being edited.

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Wednesday, October 04, 2017 10:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT Maya Q - default cameras clipping planes


I ran into the same thing for my last project.
Huge scenes that were clipped off in the default cameras, so a hard time 
selecting stuff in the viewport.
Due to time limits I never had the chance to dive into this, so anyone who can 
answer the question please do.

And scaling up stuff, including cameras can result in some nasty render 
surprises. Unless that has been fixed in the last couple of versions.

Rob (already grey...)



\/-\/\/
On 4-10-2017 15:48, Morten Bartholdy wrote:

I have run into a problem with Mayas default scene cameras for top, front and 
side views. It appears if I work with very large objects, like in landscape 
scale, the objects are clipped by distance in the respective cameras. Changing 
the clipping planes of these cameras does not work - the objects are still 
clipped. A very unfortunate side effect is I can't select components of my 
objects that are outside the clipping planes, ie. if I have a long grid road 
piece and want to select edge vertices to move them all, I can't do that from 
the side or front view - only the vertices visible inside clipping planes get 
selected.



The workaround (usual Maya style) is to either make new camera and position as 
side- or frontview camera, because for new cameras clipping planes work(!), or 
to select edgerings and move them instead of selecting all vertices in sideview 
- or as our local Maya resident (a patient man these days ;) says, to work at 
smaller scale and then scale up at the end. I say it is moronic.



I am sure you smart people have run into something similar and perhaps have a 
more nifty workaround I can use.



Thanks

Morten (rapidly turning greyhaired while learning Maya)

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RE: Maya - what were they thinking 2 - transforms

2017-09-13 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Yes. I think an "intermediate parent" is one way to put it and is a reasonable 
assumption. But it can be variable.

For example, If you know that you need local translations of Z at a specific 
non-zero orientation, you use the parent to set the orientation that governs 
the local transform axis in local Z. If you don't need that level of control 
you don't need that many parents. So it's not always a 2:1 "double depth" 
problem necessarily unless you need that level of control. Or more control than 
average.

Still, it's not uncommon for a transform group hierarchy to resemble something 
like this:

Master
Translation
Offset
Random_Transforms
Offset
Yaw

Pitch

Roll

GeometryMaster

Etc

Every case is unique of course so not everything would look like this but this 
would be fairly common for me if I were setting up a UAV or other aircraft. 
Generally though I'll make new attributes at the Master transform group and 
connect them back to each position or rotation atrribute on the rig as needed 
so I only have one place to go for all needed transformations. And stuff like 
the Random_Transforms would be driven by expressions with attributes also 
placed at the Master level to drive the random behavior.

Freezes and Resets are always relative to the object its parented to. If not 
parented under anything, it zeroes to world "zero". If it has a parent, it 
zeros to the parent "zero" or center. Everything is always relative its 
parent's transform coordinates unless otherwise constrained on not a child of 
anything.

If you find you need to make significant changes, you remove the geometry, or 
whatever, from the hierarchy (using Unparent) then send it back to world zero 
(using Reset). For example, in the case above I would just remove the Geometry 
Master (likely an aircraft) from the hierarchy since I know it was created at 
world zero. After I translate/rotate it back to world zero and rework it there, 
I then drop it back into the hierarchy below Roll where it was originally 
located. When back in the hierarchy I execute Reset on GeometryMaster again. It 
should then move to be in exactly the same place it was before relative Roll, 
assuming I've managed not change the Geo's relation to transform and pivot zero 
too drastically.

To summarize:
Select geometry object
Unparent
Reset Transformations
Edit object at world zero coordinates
Reinsert object into hierarchy
Reset Transformations

If you develop a good set of habits in structuring and managing your 
hierarchies, placing at least one group transform above each geometry object, 
that kind of thing, its fairly painless. The parenting required is relative the 
articulation that is needed.

This way of doing things may not likely be familiar  if you're coming to Maya 
from XSI. When I learned Maya transforms I was coming from SI 3D, but I also 
had some experience on Wavefront TAV, so it was less difficult to understand 
why they did it this way. Funny thing is when I transitioned back to XSI from 
Maya, about XSI 5 I think, at some point I noted XSI had implemented Transform 
Groups. As a result I started using the Transform Groups in XSI to continue 
using the Maya structural "habit"  in XSI. I found that in time I rarely ever 
touched the Center again.

Bear in mind that Maya does provide a "global" abstraction through Move Tools' 
setting Axis Orientation. If you set it to world you can move an object 
according to World XYZ axis via the manipulator, but it will show up as local 
transform values local to its parent unless you remove it from the hierarchy. 
(This abstraction also seems kind of buggy in 2017 as it doesn't update the 
manipulator sometimes when switching from Object to World or back).

If you need to move something to a world specific position, use a locator or 
group that is not inserted in the hierarchy, set its world position, then snap 
the object to that world positioned locator(via Snap to Point).  Bear in mind 
that the object is still relative its parent. It can be nonzero to its parent 
without much issue if all you are doing is positioning it relative the 
articulation xform of its parent.

So it becomes kind of a game to know how to set up the hierarchy to manage 
articulations. What gets a lot of depth and what doesn't. And typically this 
means you rarely articulate a piece of geometry by 

RE: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Here is another example which is probably closer to what you really want. I'm 
making that assumption of course with no knowledge of your scene. (BTW, ignore 
the cone2 and pipe2, they are left behind as a result of my editing the MEL. 

There are some details in the original MEL which are left out or cryptic. This 
is an attempt to explain that.

What you can't easily see in the MEL that I am doing at several steps, is that 
when the Pipe and Cone are resting as children to locator2 I am executing 
Freeze Transformations then Reset Transformations on both the Pipe and Cone  
after all repositioning is final. This effectively zeroes them out in relation 
to their parent. This works if everything is aligned properly in original 
construction. 

The MEL command below that represents that freezing action on the transforms is 
"makeIdentity". I use Freeze then Reset because Freeze zeroes out the pivots, 
Reset zeroes out the transforms sending the transform "center" back to "world 
zero". The actual MEL commands are :

FreezeTransformations;
ResetTransformations;

They are normally executed from Modify. They can be seen in MEL if you set the 
script editor to Echo All Commands. It may not look like Reset is doing 
anything if you have not moved the object away from world center. Reset's 
action will only be evident if you move the object to something of non-zero 
translation. Generally its just habit after 20 years, I always execute Freeze 
then Reset as a default part of the process. If the object wasn't moved, it 
wont hurt it.


A synopsis of the process is as follows:

Create, rotate and move the pipe. Preferably at world center and its length 
aligned with z axis. 
Create, rotate, and move the  cone (analog for a bullet I guess). Also at world 
center and also aligned with z axis for z translation in relation to the pipe.
Parent both under a locator. Also at World center. Do not move or change its 
position or orientation.
Execute Freeze/Reset on both Pipe and Cone.
Move & rotate the locator at will. Cone should follow the pipe and be keyable 
as translation only in the z axis to follow the pipe.
 

Here is the MEL to demonstrate.



file -f -new;
CreatePolygonCone;
polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; 
setAttr "pCone1.rotateX" -90;
CreatePolygonPipe;
polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1;
setAttr "pPipe1.rotateX" -90;
select -cl  ;
spaceLocator -p 0 0 0;
spaceLocator -p 0 0 0; 
select -r locator1 ;
selectKey -clear ;
select -r locator2 ;
selectKey -clear ;
parent locator2 locator1 ;
parent pPipe1 locator2 ; 
select -r pCone1 ;
selectKey -clear ;
parent pCone1 locator2 ; 
select -r locator2 ;
selectKey -clear ;
select -r pPipe1 ;
selectKey -clear ;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
select -r pCone1 ;
selectKey -clear ;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
select -r pPipe1 ;
selectKey -clear ;
setAttr "pPipe1.scaleZ" 10;
select -addFirst polyPipe1 ;
setAttr "polyPipe1.thickness" .1;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
select -r locator1 ;
selectKey -clear ;
rotate -r -os -fo 32.234531 0 0 ;
rotate -r -os -fo 0 33.615086 0 ;
select -r pCone1 ;
selectKey -clear ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";
currentTime 30 ;
move -r -ls -wd 0 0 -37.704086 ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";




Joey






-----Original Message-----
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Monday, September 11, 2017 9:52 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya - what were they thinking 2 - transforms

More than likely this has something to do with the way your hierarchy is 
organized. There is no reason why you can't do this. The key to making this 
work is that the gun cannot have had its pivot or transforms modified in 
relation to the child. The object as child to the gun must be zero-centric to 
it. In other words, the gun must be the "world" coordinates for the gun. Does 
that make sense?

Run the MEL commands below in your script editor in an empty scene. See 
specifically the angle of locator2 and the keyframed z translation of pCone1. 
Move locator1 around at will, and you can change the orientation of locator2 if 
you desire, but the cone's motion is always maintained on Z axis relative 
everything it is parented to. And it is only animated explicitly on Z. See the 
Graph editor for pCone1. Is this similar to what you are trying to accomplish?




file -f -new;
spaceLocator -p 0 0 0;
updateRenderOverride;
spaceLocator -p 0 0 0;
CreatePolygonCone;
polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; parent 

RE: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
More than likely this has something to do with the way your hierarchy is 
organized. There is no reason why you can't do this. The key to making this 
work is that the gun cannot have had its pivot or transforms modified in 
relation to the child. The object as child to the gun must be zero-centric to 
it. In other words, the gun must be the "world" coordinates for the gun. Does 
that make sense?

Run the MEL commands below in your script editor in an empty scene. See 
specifically the angle of locator2 and the keyframed z translation of pCone1. 
Move locator1 around at will, and you can change the orientation of locator2 if 
you desire, but the cone's motion is always maintained on Z axis relative 
everything it is parented to. And it is only animated explicitly on Z. See the 
Graph editor for pCone1. Is this similar to what you are trying to accomplish?




file -f -new;
spaceLocator -p 0 0 0; 
updateRenderOverride;
spaceLocator -p 0 0 0;
CreatePolygonCone;
polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1;
parent pCone1 locator2 ;
select -r locator2 ;
selectKey -clear ;
parent locator2 locator1 ;
select -r locator2 ;
selectKey -clear ;
rotate -r -os -fo 9.453111 0 0 ;
setAttr "locator2.rotateX" 45;
select -r pCone1 ;
selectKey -clear ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";
currentTime 30 ;
move -r -ls -wd 0 0 -8.127347 ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";
currentTime 22 ;
selectKey -clear ;
currentTime 15 ;
select -r locator2 ;
selectKey -clear ;
select -r locator2 pCone1 ;
selectKey -clear ;
select -r pCone1 ;
selectKey -clear ;





Joey Ponthieux
__
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 Morten Bartholdy
Sent: Monday, September 11, 2017 6:17 AM
To: Userlist, Softimage 
Subject: Maya - what were they thinking 2 - transforms

So I understand (to some degree) that there are fundamental differences between 
the  way transformations are handled in Maya vs Soft, but I just ran into 
something which on the surface looks simple, but is quite mindboggling. 
Hopefully it is just a case of Mayas way of hiding useful stuff in some obscure 
submenu or relationship editor, but here goes:

I am doing some very simple keyframe animation in Maya (one of the few things 
that does not drive me entirely crazy) and am animating a thingy which is 
parented to a gun which is pointed in a particular direction. I just want it to 
fly of on its local z-axis so I select it, set Transform Tool Settings, Axis 
Orientation to Object, key frame translate out along z-axis and keyframe. Now I 
want to edit the function curves to make sure it accelerates as desired, open 
the graph editor and see graph representation of its motion is in world space, 
ie. it is not only animated on the z-axis, but also on x and Y. Obviously 
editing these curves  manually will easily lead to having the object not flying 
in a straight line...

In this case I could draw a curve to use as motion path, but is is more 
cumbersome (like so many things in Maya) and for many reasons I would really 
prefer to be able to switch between World space and Object space in the Graph 
Editor. Our resident Maya artist has looked for similar functionality many 
times through different Maya versions, so far without luck, so she can not 
offer relief from this specific lack of brainpower on the part of the Maya devs.

Can Maya knowledgeable people here confirm this fundamental lack of 
functionality or perhaps tell where I find it, or barring that, offer advice 
regarding how to achieve something similar?

Thanks (sigh)

Morten
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RE: maya constrain from SI perspective

2017-09-10 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]


Also, if you really want to make this easier then you can add an attribute to 
the cone as a keyable integer.



Call it “StickTo” for example.



Then create a MEL expression as follows:





string $stick_to = pCone1.StickTo;

if ( $stick_to == 1 ) {
pCone1_pointConstraint1.pSphere1W0=1;
pCone1_pointConstraint1.pSphere2W1=0;
pCone1_pointConstraint1.pSphere3W2=0;
} else if ( $stick_to == 2 ) {
pCone1_pointConstraint1.pSphere1W0=0;
pCone1_pointConstraint1.pSphere2W1=1;
pCone1_pointConstraint1.pSphere3W2=0;
} else if ( $stick_to == 3 ) {
pCone1_pointConstraint1.pSphere1W0=0;
pCone1_pointConstraint1.pSphere2W1=0;
pCone1_pointConstraint1.pSphere3W2=1;
} else
print ("No constraint assigned!\n");



Keyframe “StickTo” in the cone attributes to 1 for pSphere 1, 2 for pSphere2, 
and so on.


By doing this, all you have to do is keyframe the new StickTo attribute in the 
Cone from 1, to 2, to 3 at the appropriate time to use the relevant constraint 
to change who “owns” the cone as it moves from one item to the next.


This is probably closer to what you are wanting anyway since I suspect you will 
only want the weights to go from 0 directly to 1 at the same frame rather 
transition over time. You can do it without the expression but this just 
manages it down to one attribute and may also reduce the number of keyframes 
you’ll have to create.


Joey







From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Sunday, September 10, 2017 11:07 AM
To: softimage@listproc.autodesk.com
Subject: RE: maya constrain from SI perspective

Mirko,

Create 3 spheres and randomly place them in an empty scene

Create a cone

Select the objects in the following order via ctrl->left click select
1.pSphere1
2.pSphere2
3.pSphere3
4.pCone1

Execute ANIMATION->Constrain->Point  (make sure you are using the  defaults for 
this constraint)

You will find that a pCone1_pointConstraint1 operator has been placed under the 
pCone1 object and the cone should take a position central in space to the 
position all three spheres. If so, it is now position constrained to those 
spheres.

Select pCone1

In the Channel Editor you will see the constraint operator in the shape list 
and it will possess 3 weight parameters for the constraint
(W0,W1, and W2 for sphere 1, 2 & 3 respectively)

At frame 1 keyframe the following:
w0 = 1, w1 = 0, w2 = 0

At frame 15 keyframe the following:
w0 = 0, w1 = 1, w2 = 0

At frame 30 keyframe the following:
w0 = 0, w1 = 0, w2 = 1


When you play it back the cone will transition via constraint from sphere 1 to 
2 to 3  over the 30 frame period

Now animate all the sphere positions in whatever way you choose over that 30 
frame period. The cone will still follow the spheres according to the weights  
previously keyframed.

Does that help?



If you need more control than this make a copy of the cone. Constrain cone 1 to 
sphere 1 & 2. Constrain cone 2 to sphere 2&3. Animate the weights to control 
each. Write an expression to set visibility for each cone when the constraint 
weight is less than 1 or greater than 0 for example so that the cones hide 
automatically. In other words when the first cone arrives at sphere 2 cone 1 
should hide and the cone 2 should unhide. You can write one expression to 
evaluate all objects and weights simultaneously.

Joey



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Sunday, September 10, 2017 3:39 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: maya constrain from SI perspective

Ok, please,, how the F you live in maya with it's constrains and worse more 
animating them??

Am I so stuck in SI workflow that I simply can;t go down the rabbit hole in 
maya on this or are they really taht retarded and complicxated for simple 
animation?
Constraing object A on object B,m then translate it to object C and then on to 
object D...

Something as simple as for exmaple pick up hat from the head, and give it to 
another guy and he puts it in his head The F!!! the HORROR!

Any tips and advice please?
Also I did try like zv parent script which is kinda good but it doesn;t really 
work with referenced objects so. no go..
[https://mailfoogae.appspot.com/t?sender=abWlya29qLmFuaW1hdG9yQGdtYWlsLmNvbQ%3D%3D=zerocontent=8fabcf63-42b4-4212-a7b0-d54921aaef61]ᐧ
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RE: maya constrain from SI perspective

2017-09-10 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Mirko,

Create 3 spheres and randomly place them in an empty scene

Create a cone

Select the objects in the following order via ctrl->left click select
1.pSphere1
2.pSphere2
3.pSphere3
4.pCone1

Execute ANIMATION->Constrain->Point  (make sure you are using the  defaults for 
this constraint)

You will find that a pCone1_pointConstraint1 operator has been placed under the 
pCone1 object and the cone should take a position central in space to the 
position all three spheres. If so, it is now position constrained to those 
spheres.

Select pCone1

In the Channel Editor you will see the constraint operator in the shape list 
and it will possess 3 weight parameters for the constraint
(W0,W1, and W2 for sphere 1, 2 & 3 respectively)

At frame 1 keyframe the following:
w0 = 1, w1 = 0, w2 = 0

At frame 15 keyframe the following:
w0 = 0, w1 = 1, w2 = 0

At frame 30 keyframe the following:
w0 = 0, w1 = 0, w2 = 1


When you play it back the cone will transition via constraint from sphere 1 to 
2 to 3  over the 30 frame period

Now animate all the sphere positions in whatever way you choose over that 30 
frame period. The cone will still follow the spheres according to the weights  
previously keyframed.

Does that help?



If you need more control than this make a copy of the cone. Constrain cone 1 to 
sphere 1 & 2. Constrain cone 2 to sphere 2&3. Animate the weights to control 
each. Write an expression to set visibility for each cone when the constraint 
weight is less than 1 or greater than 0 for example so that the cones hide 
automatically. In other words when the first cone arrives at sphere 2 cone 1 
should hide and the cone 2 should unhide. You can write one expression to 
evaluate all objects and weights simultaneously.

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Sunday, September 10, 2017 3:39 AM
To: softimage@listproc.autodesk.com
Subject: maya constrain from SI perspective

Ok, please,, how the F you live in maya with it's constrains and worse more 
animating them??

Am I so stuck in SI workflow that I simply can;t go down the rabbit hole in 
maya on this or are they really taht retarded and complicxated for simple 
animation?
Constraing object A on object B,m then translate it to object C and then on to 
object D...

Something as simple as for exmaple pick up hat from the head, and give it to 
another guy and he puts it in his head The F!!! the HORROR!

Any tips and advice please?
Also I did try like zv parent script which is kinda good but it doesn;t really 
work with referenced objects so. no go..
[https://mailfoogae.appspot.com/t?sender=abWlya29qLmFuaW1hdG9yQGdtYWlsLmNvbQ%3D%3D=zerocontent=8fabcf63-42b4-4212-a7b0-d54921aaef61]ᐧ
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RE: What were they thinking....

2017-08-31 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I know this is not going to be popular, but I'm going to suggest that no one 
should get their hopes up about ever seeing that changed.

Folks need to understand that transforms, matrices, centers (pivots) and their 
breakout and order are deeply embedded in Maya's internal structure. Further, 
when they were established PA and TAV were used as precedence for their design. 
For example some of it is considered from the vantage point of a model centric 
zero world position, because prior to Maya, everything in TAV's modeler (Model) 
was modeled from a world zero relationship to the model in Model. The model was 
then imported into its animation editor (PreView), or other tools like 
Dynamation, and what was world zero for the model in Model became the Transform 
center for the object in Preview.

If you are old enough to be familiar with TAV's behavior, and to have used it, 
you would understand why Maya was designed the way it was. You can't take XSI 
or SI3D's way of doing these things and compare them 1:1 to Maya. They are 
inherently different and for specific reasons. XSI and SI3D gave us an 
abstraction layer for centre/pivot control which, in my own opinion, was not 
only unique but radically out of step with the rest of the CGI world. If one 
wants to argue that it was forward thinking I suspect argument could be made, 
but it sure made it easy, maybe even too easy, to alter pivots mid-stream in SI.

Once you get used to pivots and understand how to edit pivots (or rather when 
not to edit pivots) in Maya, they are really not that difficult to deal with. 
But you literally have to ignore the way you were doing it in Softimage and 
take it from the Maya way. If you try to assume a Softimage centric way of 
pivots in Maya, or even try to visualize it that way, you are going to be 
miserable. It doesn't work that way, and more than likely, probably never will.

--
Joey 
__
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 Morten Bartholdy
Sent: Thursday, August 31, 2017 10:36 AM
To: r...@casema.nl; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: What were they thinking

- and there is the idiosyncrasy of the concept of centers and pivots and how 
the position is displayed...

MB


> Den 31. august 2017 klokken 15:39 skrev Rob Wuijster <r...@casema.nl>:
> 
> 
> same here ;)
> 
> Rob
> 
> \/-\/\/
> 
> On 31-8-2017 15:32, Morten Bartholdy wrote:
> > Well a lot of XSI functionality has popped up in the modeling section of 
> > Maya 2018. Still looking for UI logic and straightforward useability.
> >
> > MB
> >
> >
> >
> >> Den 31. august 2017 klokken 14:16 skrev Rob Wuijster <r...@casema.nl>:
> >>
> >>
> >> Yet I'm foolishly waiting for Maya to pick up some of the SI 
> >> workflow and menu setups..
> >> e.g. forest of mesh options en menu's.
> >>
> >>
> >> Rob
> >>
> >> \/-\/\/
> >>
> >> On 31-8-2017 13:55, Morten Bartholdy wrote:
> >>> It is good to know that there is at least one sensible person in 
> >>> close proximity of Maya development :)
> >>>
> >>> Morten
> >>>
> >>>
> >>>
> >>>> Den 30. august 2017 klokken 17:28 skrev Luc-Eric Rousseau 
> >>>> <luceri...@gmail.com>:
> >>>>
> >>>>
> >>>> ok, I'll have someone take a look. thanks
> >>>>
> >>>> On 30 August 2017 at 10:18, Ponthieux, Joseph G. (LARC-E1A)[LITES 
> >>>> II] <j.ponthi...@nasa.gov> wrote:
> >>>>> No, unfortunately I'm not confused about this.
> >>>>>
> >>>>> If you build a scene, save that scene, there is no lingering copy 
> >>>>> clipboard file still resident in the temp directory, and you never hit 
> >>>>> CTRL-C, hitting CTRL-V while in the Outliner rereads the same exact 
> >>>>> scene you are currently in, and had just saved, back into itself.
> >>>>>
> >>>>> It then begins telling me with via the progress bar, that the scene I 
> >>>>> had just saved, in my particular case with all 40,000+ objects, is now 
> >>>>> being read into the working scene.
> >>>>>
> >>>>> Which means my scene no

RE: What were they thinking....

2017-08-30 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
No, unfortunately I'm not confused about this.

If you build a scene, save that scene, there is no lingering copy clipboard 
file still resident in the temp directory, and you never hit CTRL-C, hitting 
CTRL-V while in the Outliner rereads the same exact scene you are currently in, 
and had just saved, back into itself.

It then begins telling me with via the progress bar, that the scene I had just 
saved, in my particular case with all 40,000+ objects, is now being read into 
the working scene.

Which means my scene now has two iterations of itself present in the scene 
after it is finished.

The repro steps for this are here: 

https://forums.autodesk.com/t5/maya-forum/ctrl-v-reads-a-copy-of-the-scene-into-itself/m-p/7329534#M46237
 
The point of this "feature" was apparently to facilitate the copying of objects 
across independent Maya sessions. But the cutCopyPaste.mel appears to be 
caching the current scene name and decides to use that instead if copy has 
never been executed prior to the paste or if no clipboard file is available and 
found. It just summarily, and without warning, proceeds to "paste" the saved 
scene back into itself.

The upshot is that CTRL-V assumes an input that was never given it by the user.

I'm not sure why in the world I would ever want it to do that when I can use 
"import" to explicitly re-read the scene, or explicitly perform a copy on 
the active scene hierarchy, to accomplish the same result.

Instead it is an uncalled for action that has the potential to cause severe 
loss of data. Which is what happened in my case, because when I went to delete 
the 40,000+ extra copies that I did not need, it was still trying to delete 
them a day later.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, August 30, 2017 9:51 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: What were they thinking

>   Ctrl-V executes a scene read, of the currently saved scene into the 
> existing scene This happens if you are in the outliner
>   Its basically the equivalent of import scene

I think you're confused about this one.  Ctrl+V is just the "paste"
command and the clipboard is implemented by saving objects when you press 
ctrl+C, and later importing objects on paste from a temp scene.
Exactly the same as it is XSI.  The only thing new here is that a progress bar 
was added to the outliner to show progress when there is a massive number of 
nodes added, and the log window will say something "scene read in 1s" or 
something, which may be confusing you.
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RE: What were they thinking....

2017-08-30 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Try using the Execute All command. It’s the >> icon about top center of the 
script editor. That should do what you want.

Ideally it should have been be hotkeyed to CTRL-Numberpad Enter.

Joey




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Wednesday, August 30, 2017 8:04 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: What were they thinking


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

Martin


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RE: What were they thinking....

2017-08-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
The Z hotkey has apparently been around since 2014 or earlier. But it is at 
least something I can remove.

The Ctrl-V hotkey is new, apparently introduced about Maya 2016 or so. This one 
is apparently hard-coded into the application somewhere. There are four 
contexts for this hotkey in Edit(Common), Time Editor, Node Editor, and UV 
Editor. Nothing is listed for the Outliner. I apparently can't turn this off 
without breaking normal copy/paste functionality it would seem. 

There is absolutely no excuse or justification for this kind of sloppiness in 
interface design. You want there to be impediments to this kind of action in 
order to insure that it's a proper action to take. Copy a scene unto itself? 
Really? In who's world is that a common or frequently required need?

It's just so ironic, Maya desperately needs streamlining of this type at the 
interface level, but only if it is useful. This is not useful, nor is it 
logical, or desirable. I've been waiting 20 years for Maya developers to make 
standard hotkeys for Outliner, Graph Editor, Hypergraph(Multilister before 
that), Attribute Editor, and Render View. Stuff that gets opened and used a 
lot! But there are hotkeys for such obscure things as Lock Curve Length?  

If you are a Softimage person new to Maya, and you are wondering why everybody 
seems to have peculiar or nonstandard workflows while in it, this is why. I'm 
about to trash the standard hotkeys for nth time in 20 years. 
First removed hotkey: Z
First new hotkey: Outliner = 8

Incidentally, I'm still waiting for Maya to delete the 4+ duplicate 
geometry objects from my scene. If it completes successfully I might be able to 
recover the scene... next week.

Joey


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Friday, August 25, 2017 4:46 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: What were they thinking

What gems you found there.

The lack of logical thinking behind the Maya UI and tool design is appalling - 
I am greying rapidly these days.

Morten


> Den 24. august 2017 klokken 23:50 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
> 
> 
> Having been requested to do a project that would be best suited to do in Maya 
> because of some of the features Maya provides by default, namely fluids, I 
> have been using Maya several weeks for the first time in a really long while.
> 
> I thought I would share, especially from a Softimage perspective, apparently 
> Maya has some hidden hotkeys and some hidden commands associated to existing 
> hotkeys that did not exist in the past.
> 
> 
> 1.   Z key executes Undo.
> 
> a.   Its supposed to be Ctrl-Z, not Z, but apparently Z by itself does 
> the same thing
> 
> b.  As a former Softimage user, prone to hitting the Z key very often, 
> I've been hitting this key a lot this week.
> 
> c.   This command is documented, at least its searchable in the hot key 
> editor.
> 
> d.  The command is redundant and inconsistent and makes it to easy to 
> undo something.
> 
> e.  It has the potential to bite you by undoing your work without your 
> knowledge.
> 
> 
> 
> 2.   Ctrl-V executes a scene read, of the currently saved scene into the 
> existing scene
> 
> a.   This happens if you are in the outliner
> 
> b.  Its basically the equivalent of import scene
> 
> c.   It uses the current scene name as the import
> 
> d.  If the scene is previously saved it will add a copy of the scene into 
> the existing scene
> 
> e.  I was in outliner, renaming groups for a massively large scene, in 
> excess of 4 objects, I forgot to double click an item in the outliner to 
> initiate the rename of the object name, now it is reading another 40,000+ 
> objects into my scene. It will be tomorrow before I can salvage it, if at 
> all...
> 
> f.This command is undocumented, the hot key editor provides no 
> context for this behavior related to the outliner.
> 
> 
> 
> 3.   This occurs in Maya 2017. I am sure there are other insanities like 
> this lurking. Be warned
> 
> 
> Joey
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What were they thinking....

2017-08-24 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Having been requested to do a project that would be best suited to do in Maya 
because of some of the features Maya provides by default, namely fluids, I have 
been using Maya several weeks for the first time in a really long while.

I thought I would share, especially from a Softimage perspective, apparently 
Maya has some hidden hotkeys and some hidden commands associated to existing 
hotkeys that did not exist in the past.


1.   Z key executes Undo.

a.   Its supposed to be Ctrl-Z, not Z, but apparently Z by itself does the 
same thing

b.  As a former Softimage user, prone to hitting the Z key very often, I've 
been hitting this key a lot this week.

c.   This command is documented, at least its searchable in the hot key 
editor.

d.  The command is redundant and inconsistent and makes it to easy to undo 
something.

e.  It has the potential to bite you by undoing your work without your 
knowledge.



2.   Ctrl-V executes a scene read, of the currently saved scene into the 
existing scene

a.   This happens if you are in the outliner

b.  Its basically the equivalent of import scene

c.   It uses the current scene name as the import

d.  If the scene is previously saved it will add a copy of the scene into 
the existing scene

e.  I was in outliner, renaming groups for a massively large scene, in 
excess of 4 objects, I forgot to double click an item in the outliner to 
initiate the rename of the object name, now it is reading another 40,000+ 
objects into my scene. It will be tomorrow before I can salvage it, if at all...

f.This command is undocumented, the hot key editor provides no context 
for this behavior related to the outliner.



3.   This occurs in Maya 2017. I am sure there are other insanities like 
this lurking. Be warned


Joey
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RE: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
In which version of Maya?

Joey


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 22, 2017 10:42 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: Otish - is there a Maya equivalent of XSI's Deform by Curve?

Just tried this and got a fatal error and hard crash - gotta love Maya...

MB



> Den 22. august 2017 klokken 16:01 skrev Toonafish <ron...@toonafish.nl>:
> 
> 
> I had to do something similar in 2017 a while ago. You have to attach 
> it to a path via the constrain panel ( constrain > motion paths > 
> attach to motion path ), and then "> flow motion path".
> 
> Like Joseph already mentioned, Maya then creates a lattice deformer 
> that deforms the mesh along the path.
> 
> - Ronald
> 
> On 8/22/2017 15:39, Morten Bartholdy wrote:
> > I am on Maya 2016 ext1, and no Curve Warp :(
> >
> > We are installing Maya 2018 tomorrow, so no biggie.
> > Thanks.
> >
> > Morten
> >
> >
> >
> >
> >
> > Den 22. august 2017 klokken 15:32 skrev Rob Wuijster <r...@casema.nl>:
> >
> > Just to add, pretty sure this was added in one of the later 
> > Extension packs of Maya 2016.
> > It always amazes me how basic functionality like this is often not 
> > found in Maya.
> >
> > Rob
> >
> > \/-\/\/
> >
> > On 22-8-2017 15:19, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> >> Maya has a command called Curve Warp in the Deform menu. It was introduced 
> >> in Maya 2016 I think. Its fairly similar to SI's Deform by Curve.
> >>
> >> Joey
> >>
> >> -Original Message-
> >> From: softimage-boun...@listproc.autodesk.com 
> >> [softimage-boun...@listproc.autodesk.com] On Behalf Of Morten 
> >> Bartholdy
> >> Sent: Tuesday, August 22, 2017 9:09 AM
> >> To: Userlist, Softimage <softimage@listproc.autodesk.com>
> >> Subject: Otish - is there a Maya equivalent of XSI's Deform by Curve?
> >>
> >> This place is still the best to ask questions like this, because people 
> >> here understand, so please bear with me.
> >>
> >> I am looking for a Maya equivalent to XSI's Deform by Curve, but have 
> >> found nothing like it. How do people do similar stuff in Maya?
> >>
> >> Thanks!
> >>
> >> Morten
> >> --
> >> Softimage Mailing List.
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> >>
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RE: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
It looks like it appeared in Extension 2. Here it is showing up in Maya 2016 
Ext2 SP2.

BTW, Flow Path Object is still available, it was moved to the Constraints in 
the new interface design.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 22, 2017 9:39 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: Otish - is there a Maya equivalent of XSI's Deform by Curve?

I am on Maya 2016 ext1, and no Curve Warp :(

We are installing Maya 2018 tomorrow, so no biggie. 
Thanks.

Morten





Den 22. august 2017 klokken 15:32 skrev Rob Wuijster <r...@casema.nl>:

Just to add, pretty sure this was added in one of the later Extension packs of 
Maya 2016.
It always amazes me how basic functionality like this is often not found in 
Maya.

Rob

\/-\/\/

On 22-8-2017 15:19, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> Maya has a command called Curve Warp in the Deform menu. It was introduced in 
> Maya 2016 I think. Its fairly similar to SI's Deform by Curve.
> 
> Joey
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [softimage-boun...@listproc.autodesk.com] On Behalf Of Morten 
> Bartholdy
> Sent: Tuesday, August 22, 2017 9:09 AM
> To: Userlist, Softimage <softimage@listproc.autodesk.com>
> Subject: Otish - is there a Maya equivalent of XSI's Deform by Curve?
> 
> This place is still the best to ask questions like this, because people here 
> understand, so please bear with me.
> 
> I am looking for a Maya equivalent to XSI's Deform by Curve, but have found 
> nothing like it. How do people do similar stuff in Maya?
> 
> Thanks!
> 
> Morten
> --
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RE: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
And I almost forgot, for 2015 and older there is a way to do it but it is 
obscure and limited. It's called a Flow Path object.  Basically you animate an 
object to a path, then modify that set up with Flow Path object which then 
applies a FFD deformer to the object on curve and deforms it relative to the 
path. The real intent of it was to facilitate deformed motion along a curve, 
not as a modeler the way SI 3D was set up. If memory serves me correct, there 
are ways to hack the DAG connections in the hypergraph to make it function 
independent of the motions keys, but I don't recall how to do that. It's the 
same or similar process that was used for hacking an animation on path to make 
it a "rail constraint" I think.

Joey


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Tuesday, August 22, 2017 9:19 AM
To: softimage@listproc.autodesk.com
Subject: RE: Otish - is there a Maya equivalent of XSI's Deform by Curve?

Maya has a command called Curve Warp in the Deform menu. It was introduced in 
Maya 2016 I think. Its fairly similar to SI's Deform by Curve. 

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 22, 2017 9:09 AM
To: Userlist, Softimage <softimage@listproc.autodesk.com>
Subject: Otish - is there a Maya equivalent of XSI's Deform by Curve?

This place is still the best to ask questions like this, because people here 
understand, so please bear with me.

I am looking for a Maya equivalent to XSI's Deform by Curve, but have found 
nothing like it. How do people do similar stuff in Maya?

Thanks!

Morten
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RE: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Maya has a command called Curve Warp in the Deform menu. It was introduced in 
Maya 2016 I think. Its fairly similar to SI's Deform by Curve. 

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 22, 2017 9:09 AM
To: Userlist, Softimage 
Subject: Otish - is there a Maya equivalent of XSI's Deform by Curve?

This place is still the best to ask questions like this, because people here 
understand, so please bear with me.

I am looking for a Maya equivalent to XSI's Deform by Curve, but have found 
nothing like it. How do people do similar stuff in Maya?

Thanks!

Morten
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RE: OTish - Soft2Maya transition list

2017-06-06 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Back in the day Maya was not designed to be, nor intended to be, a generalist 
3D app. In a lot of ways its still indistinguishable from its original design 
20 years ago. And one of the things any Maya user should never presume is that 
it is a generalist app. Sadly its not and never was an app for generalists.

The need to build things such as scripts, as you have described, should not be 
viewed as a workaround. It is the workflow. Maya was created by its original AW 
engineers that way by design. Back in 98 I called tech support to complain that 
invert component selection was missing. I was told bluntly that is why they 
created MEL, so that I could make the things I need. I was told that I would 
need to make invert selection myself. Being a generalist, and knowing nothing 
of MEL at the time, I complained to AW that such an expectation was 
unreasonable. One of the tech’s, after getting more than his share of my 
opinion why such a philosophy was illogical and lacked significant foresight by 
their engineers, relented, wrote it, and sent it to me.

I’m not agreeing with the philosophy nor promoting it. I was floored that 
something so simple and rudimentary was apparently just left out of the 
application. I thought it was wrong then and I still do now. But the way to 
think about Maya, the way they wanted people to think of Maya back in the 90s, 
is that it was intended to be a shell. A shell that each workgroup could mold 
into that workgroup’s own unique animation system. But it wasn’t designed with 
generalists in mind.

Can a generalist use Maya? Absolutely. I did that for more than a decade before 
I returned to XSI. But the Maya “generalist” has to accept that they are going 
to have to be more than a generalist. They are going to have to be the 
“workgroup”.

In Maya simple things are hard, hard things are simple. It’s the equivalent to 
using a sledgehammer to drive a thumbtack.

--
Joey
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Anto Matkovic
Sent: Tuesday, June 06, 2017 5:34 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: OTish - Soft2Maya transition list

Well it's not that serious, I'd say it's more something between lobotomy and 
permanent headache. Depends on level of immunity of user...
Now seriously, it's not bad at all when it comes to some traditional tasks like 
rigging and animation. Despite the horrible ergonomics of Node Editor (unit 
conversion node jumping in range of 1-5 K pixels around, or deleting nodes in 
groups by own criteria, skyscraper nodes..), still it can do things not 
possible to anyone else, and it's doing this fast. Well, as long as someone had 
a time to build scripted procedures for every aspect of such, custom setup.
But, beside that and a few solvers like nCloth or Naiad, I can see only 
problems, compared to any normal 3d app around ('normal' includes Houdini, 
too). Things like separated control of transform - shape node, separated 
reference mesh for deformations (come on, even Houdini hides that), or 
'legendary'' hierarchical behavior, all that makes it impossible to compete to 
others as an unified 3d app fo generalist. In 2017 update 3 they added 'auto 
parenting' mode to lattice modifier ( otherwise, you get *two* nodes in global 
space, not following your object), but, but, when you apply let's say Bend over 
that, there is a double bending because Maya applies Bend to mesh, *and* 
lattice, because lattice is now parented bellow. That is, result of all these 
pathetic trials in last few years, it is only more and more confusion, putting 
it even more in position where it always was in hands of 3d generalist , 
something on level of Lightwave 8 or like (that is, no nodes, no stack, in 
reality), and kind of SiloX when it comes to modeling. Shame, but true

By the way, for those who are able to live without Linux, there's 3d app called 
3D Studio Max, which perhaps is not 'joy' to use, but, in last few years it got 
the all Maya modeling features that worth something ( brushes, Maya live), 
today it is a way stronger than Maya with huge scenes, never ever had problems 
with basic tasks like second UV ( it's just displayed in list). Houdini is 
better and better, but it's still far a way of general 3d app, Maya is 
constantly in 'half disintegrated' state. So, for those who want to stay on 
Linux, and they can not afford a brigade of TDs, very very bad days are coming, 
I'm afraid.


From: Olivier Jeannel >
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

RE: point cloud render visibility

2017-06-02 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Never mind. You have to select the box to the left of each point cloud render 
visibility item to make the boolean on the right switchable.

Learn something new every day


Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Friday, June 02, 2017 11:50 AM
To: softimage@listproc.autodesk.com
Subject: point cloud render visibility

Hello,

I've got an ICE point cloud that is generating, and rendering, geometry 
instances.  Particle animation behavior is working as desired. However the 
particle instances are rendering shadows, reflections, and refractions. I am 
having no luck turning these items off.

Have set render visibility settings on the source geometry. No Change.

When opening the point cloud render visibility page, all elements are greyed 
out except the master render visibility boolean.

I've walked the entire hierarchy and turned off shadows, reflections and 
refractions for every child in the existing hierarchy to no effect. I suspect 
the point cloud is where this needs to be addressed but I'm having no luck 
getting access to the greyed out switches. I'm sure this is probably a simple 
thing. Any ideas?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.





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point cloud render visibility

2017-06-02 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Hello,

I've got an ICE point cloud that is generating, and rendering, geometry 
instances.  Particle animation behavior is working as desired. However the 
particle instances are rendering shadows, reflections, and refractions. I am 
having no luck turning these items off.

Have set render visibility settings on the source geometry. No Change.

When opening the point cloud render visibility page, all elements are greyed 
out except the master render visibility boolean.

I've walked the entire hierarchy and turned off shadows, reflections and 
refractions for every child in the existing hierarchy to no effect. I suspect 
the point cloud is where this needs to be addressed but I'm having no luck 
getting access to the greyed out switches. I'm sure this is probably a simple 
thing. Any ideas?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.




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RE: OTish - Soft2Maya transition list

2017-05-31 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
The official forum is here:

https://forums.autodesk.com/t5/maya-forum/bd-p/area-b201


I don't think there is a mailing list anymore. The original AW mailing list 
posts were migrated to HE3D and the list server shut down back in the day. This 
is where the original mailing list migrated to some 15 years ago or so:

https://forum.highend3d.com/c/maya-help-forums


There is also the forum at CGTALK, but not sure about the traffic there these 
days.




--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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 Morten Bartholdy
Sent: Wednesday, May 31, 2017 8:45 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: OTish - Soft2Maya transition list

I seem to have seen someone mentioning it here in the past, but can't remember. 
Is there a Maya userlist somewhere, hopefully as helpful as this one, or 
perhaps a forum for suffering Soft2Maya transitioners like myself?

And what a godawful piece of shit software that is!

Thanks.

Morten
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RE: ICE instance and travel

2017-05-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
The model visibility is a small problem at this point, but all suggestions are 
excellent and very welcome.

Any suggestions on what is the best way to alter the transforms of the source 
geometry prior to being instanced onto the point cloud?

In a nutshell I’m using Instance Shape to place geometry on the particles in 
the point cloud, this is piped into the emitter.

I’m using Set Particle Size later on to alter the geometry size once in the 
point cloud, but this only resizes the entire instance in XYZ simultaneously. 
This looks to be changing the particle size, not the geometry size, but the 
geometry follows. I’ve got switching between a constant size and a size that 
interpolates over time from 0-1 over the distance of emit to target.  This is 
working perfectly.

However, I’d like the ability to change scale the transform on the geometry 
shape at the time before it is piped into the emitter, or during, so that I can 
alter X Y or Z scale independently. Any suggestions for the best way, or place, 
to accomplish that?

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, May 23, 2017 3:25 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: ICE instance and travel

You could always scale them down and pose constrain them a few units behind the 
camera :)

On May 23, 2017, at 1:49 PM, Bradley Gabe 
> wrote:
That too. But it depends on which version he's running. It's been a looong time 
since I last rendered an instance in ICE. I recall that option did not work 
with all rendering engines, at least in prior versions I used.

Isn't there a visibilty flag "Hide Instance Master" or similar in the 
visibility properties?

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RE: ICE instance and travel

2017-05-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Yup. Sure enough! Did the trick.

Thanks!

joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
Sent: Tuesday, May 23, 2017 2:28 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ICE instance and travel

Isn't there a visibilty flag "Hide Instance Master" or similar in the 
visibility properties?

Bradley Gabe <witha...@gmail.com<mailto:witha...@gmail.com>> hat am 23. Mai 
2017 um 20:22 geschrieben:
That sounds familiar. You can always just translate the source geometry out of 
frame. As long as the centers remain the same, it won't affect your instances.

On May 23, 2017, at 1:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Brad,

Thanks!  I got the sim working by taking the primitive generation tree, and 
copies node, out of the sim, and added a Set Instance Geometry to the point 
cloud. Its now working fairly well with one exception. While its creating the 
geometry instances, animating them, and scaling them as I want, I can’t seem to 
hide the source geometry without also hiding the instances in the point cloud.

Joey

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, May 23, 2017 2:09 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ICE instance and travel

In a pinch, when you can't get an ICE sim to work the way you want, try using 2 
clouds.

The first cloud generates the particles, which you can delete (or not!) any way 
that works without halting the emission. The second cloud can be a chached 
instance or sourced from the first. Trim the particles by distance on the 
second cloud. Render the second cloud.

-Bradley

Bradley Gabe, DO
UTHSCSA Anesthesiology

On May 23, 2017, at 12:59 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Patrick,

That worked mostly as I would have hoped, Thanks! …except the same problem 
exists as before in the Create Copies node. Once it reaches a “greater than 
target distance” value, geometry emission ends.

Maybe I can find the problem in the node. Else it looks like I’ll have to 
construct the whole thing from ground up.

Thanks!

Joey


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of patrick 
nethercoat
Sent: Tuesday, May 23, 2017 12:56 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ICE instance and travel

OK, rather than hack it with age you'd be better off doing it the 'simple' way, 
ie you want to delete based on distance.
Here's one way, compare the two distances and kill if greater.

On 23 May 2017 at 17:38, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Patrick,

Not quite.  I’ve got scaling working in a way that I can manage. But not 
particle termination.

I’ve got a null emitting particles. The particles are traveling linearly 
towards a second target null. The target can be moved at will. I would like to 
make the particles terminate (per particle) when they reach or exceed the 
distance from emitter null to the target null.  But have been unable to get 
that working.

For that matter I’ve been unable to get basic per particle termination to work 
correctly. I have been able to delete particles by adding “Set Particle Age 
Limit” and “Delete Particle at Age Limit” to the Ice Tree execute ports, but 
this has limited results.  After specified age limit it just stops emitting 
geometry copies.  Particles terminate correctly in time where expected, say 
after 3 seconds for example, and particles continue being generated at the 
emitter after 3 seconds, but not the geometry generated via "Create Copies from 
Polygon Mesh". The geometry emission simply terminates after 3 seconds and make 
no more copies on the newly emitted particles. It would seem this is a deficit 
within the "Create Copies from Polygon Mesh" node. The presumption is I’m going 
to have a similar problem once I figure out how to terminate at distance from 
emitter.

BTW, adding the age limit nodes to Execute on the emitter has no affect.

Joey

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@li

RE: ICE instance and travel

2017-05-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Brad,

Thanks!  I got the sim working by taking the primitive generation tree, and 
copies node, out of the sim, and added a Set Instance Geometry to the point 
cloud. Its now working fairly well with one exception. While its creating the 
geometry instances, animating them, and scaling them as I want, I can’t seem to 
hide the source geometry without also hiding the instances in the point cloud.

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, May 23, 2017 2:09 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ICE instance and travel

In a pinch, when you can't get an ICE sim to work the way you want, try using 2 
clouds.

The first cloud generates the particles, which you can delete (or not!) any way 
that works without halting the emission. The second cloud can be a chached 
instance or sourced from the first. Trim the particles by distance on the 
second cloud. Render the second cloud.

-Bradley

Bradley Gabe, DO
UTHSCSA Anesthesiology

On May 23, 2017, at 12:59 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Patrick,

That worked mostly as I would have hoped, Thanks! …except the same problem 
exists as before in the Create Copies node. Once it reaches a “greater than 
target distance” value, geometry emission ends.

Maybe I can find the problem in the node. Else it looks like I’ll have to 
construct the whole thing from ground up.

Thanks!

Joey


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of patrick 
nethercoat
Sent: Tuesday, May 23, 2017 12:56 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ICE instance and travel

OK, rather than hack it with age you'd be better off doing it the 'simple' way, 
ie you want to delete based on distance.
Here's one way, compare the two distances and kill if greater.

On 23 May 2017 at 17:38, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Patrick,

Not quite.  I’ve got scaling working in a way that I can manage. But not 
particle termination.

I’ve got a null emitting particles. The particles are traveling linearly 
towards a second target null. The target can be moved at will. I would like to 
make the particles terminate (per particle) when they reach or exceed the 
distance from emitter null to the target null.  But have been unable to get 
that working.

For that matter I’ve been unable to get basic per particle termination to work 
correctly. I have been able to delete particles by adding “Set Particle Age 
Limit” and “Delete Particle at Age Limit” to the Ice Tree execute ports, but 
this has limited results.  After specified age limit it just stops emitting 
geometry copies.  Particles terminate correctly in time where expected, say 
after 3 seconds for example, and particles continue being generated at the 
emitter after 3 seconds, but not the geometry generated via "Create Copies from 
Polygon Mesh". The geometry emission simply terminates after 3 seconds and make 
no more copies on the newly emitted particles. It would seem this is a deficit 
within the "Create Copies from Polygon Mesh" node. The presumption is I’m going 
to have a similar problem once I figure out how to terminate at distance from 
emitter.

BTW, adding the age limit nodes to Execute on the emitter has no affect.

Joey

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 patrick nethercoat
Sent: Tuesday, May 23, 2017 12:23 PM

To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ICE instance and travel

Sounds like you're almost there. Are you happy with how to scale and kill the 
particles?

On 23 May 2017 at 16:08, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Patrick,

I need linear emission intervals. The particles need to be spaced evenly. Turns 
out, apparently, that you have to hack the “Emit from Null” compound to make it 
do that by forcing it to emit on frame intervals instead of emitting randomly 
as designed by default. At least that’s one way to do it.

Now I need to set particles to terminate a set distance from the emitting null 
and have the particle scale interpolate along that same distance usi

RE: ICE instance and travel

2017-05-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]

Patrick,

That worked mostly as I would have hoped, Thanks! …except the same problem 
exists as before in the Create Copies node. Once it reaches a “greater than 
target distance” value, geometry emission ends.

Maybe I can find the problem in the node. Else it looks like I’ll have to 
construct the whole thing from ground up.

Thanks!

Joey


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of patrick nethercoat
Sent: Tuesday, May 23, 2017 12:56 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ICE instance and travel

OK, rather than hack it with age you'd be better off doing it the 'simple' way, 
ie you want to delete based on distance.
Here's one way, compare the two distances and kill if greater.

On 23 May 2017 at 17:38, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Patrick,

Not quite.  I’ve got scaling working in a way that I can manage. But not 
particle termination.

I’ve got a null emitting particles. The particles are traveling linearly 
towards a second target null. The target can be moved at will. I would like to 
make the particles terminate (per particle) when they reach or exceed the 
distance from emitter null to the target null.  But have been unable to get 
that working.

For that matter I’ve been unable to get basic per particle termination to work 
correctly. I have been able to delete particles by adding “Set Particle Age 
Limit” and “Delete Particle at Age Limit” to the Ice Tree execute ports, but 
this has limited results.  After specified age limit it just stops emitting 
geometry copies.  Particles terminate correctly in time where expected, say 
after 3 seconds for example, and particles continue being generated at the 
emitter after 3 seconds, but not the geometry generated via "Create Copies from 
Polygon Mesh". The geometry emission simply terminates after 3 seconds and make 
no more copies on the newly emitted particles. It would seem this is a deficit 
within the "Create Copies from Polygon Mesh" node. The presumption is I’m going 
to have a similar problem once I figure out how to terminate at distance from 
emitter.

BTW, adding the age limit nodes to Execute on the emitter has no affect.

Joey

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 patrick nethercoat
Sent: Tuesday, May 23, 2017 12:23 PM

To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ICE instance and travel

Sounds like you're almost there. Are you happy with how to scale and kill the 
particles?

On 23 May 2017 at 16:08, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Patrick,

I need linear emission intervals. The particles need to be spaced evenly. Turns 
out, apparently, that you have to hack the “Emit from Null” compound to make it 
do that by forcing it to emit on frame intervals instead of emitting randomly 
as designed by default. At least that’s one way to do it.

Now I need to set particles to terminate a set distance from the emitting null 
and have the particle scale interpolate along that same distance using two 
defined particle scale values from start and end and everything is golden... I 
think ☺

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of patrick nethercoat
Sent: Tuesday, May 23, 2017 9:47 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>

Subject: Re: ICE instance and travel

What is it you can't control in the emission behaviour?

On 23 May 2017 at 14:33, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Morten,

"Create Copies from Polygon Mesh" behaves similarly actually, allowing me to 
use a particle emission to control travel. It gets fairly close to what I want, 
but I can't seem to control the emission behavior the way I want it. Been so 
long since I've used ICE particles.

RE: ICE instance and travel

2017-05-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Patrick,

Not quite.  I’ve got scaling working in a way that I can manage. But not 
particle termination.

I’ve got a null emitting particles. The particles are traveling linearly 
towards a second target null. The target can be moved at will. I would like to 
make the particles terminate (per particle) when they reach or exceed the 
distance from emitter null to the target null.  But have been unable to get 
that working.

For that matter I’ve been unable to get basic per particle termination to work 
correctly. I have been able to delete particles by adding “Set Particle Age 
Limit” and “Delete Particle at Age Limit” to the Ice Tree execute ports, but 
this has limited results.  After specified age limit it just stops emitting 
geometry copies.  Particles terminate correctly in time where expected, say 
after 3 seconds for example, and particles continue being generated at the 
emitter after 3 seconds, but not the geometry generated via "Create Copies from 
Polygon Mesh". The geometry emission simply terminates after 3 seconds and make 
no more copies on the newly emitted particles. It would seem this is a deficit 
within the "Create Copies from Polygon Mesh" node. The presumption is I’m going 
to have a similar problem once I figure out how to terminate at distance from 
emitter.

BTW, adding the age limit nodes to Execute on the emitter has no affect.

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of patrick nethercoat
Sent: Tuesday, May 23, 2017 12:23 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ICE instance and travel

Sounds like you're almost there. Are you happy with how to scale and kill the 
particles?

On 23 May 2017 at 16:08, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Patrick,

I need linear emission intervals. The particles need to be spaced evenly. Turns 
out, apparently, that you have to hack the “Emit from Null” compound to make it 
do that by forcing it to emit on frame intervals instead of emitting randomly 
as designed by default. At least that’s one way to do it.

Now I need to set particles to terminate a set distance from the emitting null 
and have the particle scale interpolate along that same distance using two 
defined particle scale values from start and end and everything is golden... I 
think ☺

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of patrick nethercoat
Sent: Tuesday, May 23, 2017 9:47 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>

Subject: Re: ICE instance and travel

What is it you can't control in the emission behaviour?

On 23 May 2017 at 14:33, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Morten,

"Create Copies from Polygon Mesh" behaves similarly actually, allowing me to 
use a particle emission to control travel. It gets fairly close to what I want, 
but I can't seem to control the emission behavior the way I want it. Been so 
long since I've used ICE particles.

I'd have tried doing this in Houdini except I need a quick turn around and I'm 
not up to speed on Houdini yet.

Thanks

-Original Message-
From: Morten Bartholdy 
[mailto:x...@colorshopvfx.dk<mailto:x...@colorshopvfx.dk>]
Sent: Tuesday, May 23, 2017 4:35 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>>; Official Softimage Users 
Mailing List. https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ICE instance and travel

Is there any reason why you can't use an animated object and simply instance it 
using Set Instance Geometry?

Morten


> Den 22. maj 2017 klokken 20:53 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES 
> II]" <j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>>:
>
>
> Howdy,
>
> I'm a bit rusty at ICE it would seem, I'm trying to create a network that 
> allows me to instance a mesh shape and make the instances travel across a 
> distance.
>
> I was able to use an Empty mesh and "Create Copies from Polygon

RE: ICE instance and travel

2017-05-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Patrick,

I need linear emission intervals. The particles need to be spaced evenly. Turns 
out, apparently, that you have to hack the “Emit from Null” compound to make it 
do that by forcing it to emit on frame intervals instead of emitting randomly 
as designed by default. At least that’s one way to do it.

Now I need to set particles to terminate a set distance from the emitting null 
and have the particle scale interpolate along that same distance using two 
defined particle scale values from start and end and everything is golden... I 
think ☺

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of patrick nethercoat
Sent: Tuesday, May 23, 2017 9:47 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ICE instance and travel

What is it you can't control in the emission behaviour?

On 23 May 2017 at 14:33, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Morten,

"Create Copies from Polygon Mesh" behaves similarly actually, allowing me to 
use a particle emission to control travel. It gets fairly close to what I want, 
but I can't seem to control the emission behavior the way I want it. Been so 
long since I've used ICE particles.

I'd have tried doing this in Houdini except I need a quick turn around and I'm 
not up to speed on Houdini yet.

Thanks

-Original Message-
From: Morten Bartholdy 
[mailto:x...@colorshopvfx.dk<mailto:x...@colorshopvfx.dk>]
Sent: Tuesday, May 23, 2017 4:35 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>>; Official Softimage Users 
Mailing List. https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ICE instance and travel

Is there any reason why you can't use an animated object and simply instance it 
using Set Instance Geometry?

Morten


> Den 22. maj 2017 klokken 20:53 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES 
> II]" <j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>>:
>
>
> Howdy,
>
> I'm a bit rusty at ICE it would seem, I'm trying to create a network that 
> allows me to instance a mesh shape and make the instances travel across a 
> distance.
>
> I was able to use an Empty mesh and "Create Copies from Polygon Mesh" to 
> replicate multiple shapes using Add or Interpolate. Interpolate is what I 
> really want but can seem to figure out how to make these copies animate in a 
> loop across the transform range. I'm sure this is possible but not sure how 
> to make the instances animate at this point.
>
> Any suggestions would be very welcome.
>
>
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES II) Science
> Systems and Applications Inc. (SSAI) 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.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to 
> softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
>  with "unsubscribe" in the subject, and reply to confirm.

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Brandt Animation
www.brandtanim.co.uk<http://www.brandtanim.co.uk>
020 7734 0196
07717 38 39 40
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RE: ICE instance and travel

2017-05-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Morten,

"Create Copies from Polygon Mesh" behaves similarly actually, allowing me to 
use a particle emission to control travel. It gets fairly close to what I want, 
but I can't seem to control the emission behavior the way I want it. Been so 
long since I've used ICE particles. 

I'd have tried doing this in Houdini except I need a quick turn around and I'm 
not up to speed on Houdini yet.

Thanks

-Original Message-
From: Morten Bartholdy [mailto:x...@colorshopvfx.dk] 
Sent: Tuesday, May 23, 2017 4:35 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES II] <j.ponthi...@nasa.gov>; Official 
Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ICE instance and travel

Is there any reason why you can't use an animated object and simply instance it 
using Set Instance Geometry?

Morten


> Den 22. maj 2017 klokken 20:53 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES 
> II]" <j.ponthi...@nasa.gov>:
> 
> 
> Howdy,
> 
> I'm a bit rusty at ICE it would seem, I'm trying to create a network that 
> allows me to instance a mesh shape and make the instances travel across a 
> distance.
> 
> I was able to use an Empty mesh and "Create Copies from Polygon Mesh" to 
> replicate multiple shapes using Add or Interpolate. Interpolate is what I 
> really want but can seem to figure out how to make these copies animate in a 
> loop across the transform range. I'm sure this is possible but not sure how 
> to make the instances animate at this point.
> 
> Any suggestions would be very welcome.
> 
> 
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES II) Science 
> Systems and Applications Inc. (SSAI) 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.
> 
> 
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

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ICE instance and travel

2017-05-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Howdy,

I'm a bit rusty at ICE it would seem, I'm trying to create a network that 
allows me to instance a mesh shape and make the instances travel across a 
distance.

I was able to use an Empty mesh and "Create Copies from Polygon Mesh" to 
replicate multiple shapes using Add or Interpolate. Interpolate is what I 
really want but can seem to figure out how to make these copies animate in a 
loop across the transform range. I'm sure this is possible but not sure how to 
make the instances animate at this point.

Any suggestions would be very welcome.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.


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RE: maya timeline

2017-03-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Check your preferences for time: working units. Is it set to milliseconds or5 
something else? Set it to the proper frame rate.

Joey

__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugene Flormata
Sent: Monday, March 27, 2017 4:27 PM
To: softimage@listproc.autodesk.com
Subject: maya timeline

does anyone know why the time display would show fractional frame numbers?
it used to just be whole numbers only??I think it may have changed in the 2017 
update 3?
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RE: Maya

2017-02-17 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Do you mean

Maya ASCII  (.ma)
  or
Maya Binary (.mb)
?

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Friday, February 17, 2017 5:18 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Maya


Oh... save eveything  in maya binary (.ma)



Rob



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RE: Xsi to Houdini Quick Start Tutorials

2017-01-12 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I wanted to say thanks for all this and keep it coming. Just got our seat up 
and working and really looking forward to using it. This kind of stuff is 
really helpful!

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: Thursday, January 12, 2017 9:53 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Xsi to Houdini Quick Start Tutorials

F.A.B.!

On 12 January 2017 at 14:26, Rob Chapman 
> wrote:
from Jeff @ sidefx

<>

First thing, set your desktop to “Technical”. This gives you the
folder view on the left hand side. A Houdini scene is actually
composed of network folders and objects inside those networks. You can
traverse these folders with the network pane.

Folders are associated with a network type. We have acronyms for the
network types and the nodes inside these networks.

Object = Object type nodes in an Object type folder. These Object
nodes allow you build transform constraint hierarchies. Geometry type
Object nodes contain SOP nodes that construct and modify geometry that
inherit any transforms at the object level.

SOPs = Surface OPerators or geometry nodes that are inside an object
folder. These are used to construct and modify geometry. Any kind of
geometry from polygons to volumes.

DOPs = Dynamic OPerators or simulation/solver nodes that are used to
construct simulations. Simulations read in geometry from SOPs and
passes this data in to the DOP solvers.

SHOP = SHading Operators are materials that represent a shader to
apply to geometry. Some are hard coded with vex and others are folders
that you can dive in to and modify the VOPs inside.

VOPs = Vector OPerators inside VOP network nodes are used for
everything from building shaders to modifying geometry, volumes,
pixels, and more.

VEX = Vector Expression Language. The code language used to write
shaders. VOPs are wrappers around VEX code snippets.

CVEX = Context agnostic Vector Expression Language. This has replaced
all the VEX specific contexts throughout Houdini. It is a generalized
language that uses the same environment and functions anywhere inside
Houdini.

COPs = Composite OPerators in composite type folders. Used in image
compositing operations.

ROPs = Render OPerators in side ROP Output directories which are used
to create render output dependency graphs for automating output of any
type of data and for triggering external processes like rendering.
Commonly used to generate sequences of geometry, simulation data and
trigger Render tasks that generates sequences of images to disk.

CHOPs = CHannel OPerators used to create and modify any type of raw
channel data from motion to audio and everything in between. Most
users safely ignore the CHOP context, and so can you, for now. Put it
on the “get to it later” list when learning Houdini. But definitely
keep it on the list.



All these folder types and node types are clearly indicated inside the
Tree View you get up by default with the Technical Desktop. I highly
recommend anyone new to Houdini to get used to working with the Tree
view as you can see everything in the scene without diving in and out
all over the place.

What makes these acronyms so important is that you can communicate
ideas much quicker without any ambiguity with your fellow Houdini
co-workers. This is known as “Houdini Speak”.

We have stripped many acronyms from the docs but the fact that they
still exist and get used all the time speaks volumes to their
usefulness.

If you ever speak with me, I use acronyms full stop and expect to hear
them right back. Just putting that out there.

On 12 January 2017 at 13:53, Chris Marshall 
> wrote:
> vop dop!?
>
> On 12 January 2017 at 13:40, 
> > wrote:
>>
>> I'll do it in dops because it's trickier, but I'll set it up in vops just
>> because it's closer to ICE
>>
>> Skickat från min iPhone
>>
>> 12 jan. 2017 kl. 13:30 skrev Olivier Jeannel 
>> >:
>>
>> I'd be interrested !
>> is this vop based, or dop ?
>>
>> 2017-01-12 14:28 GMT+01:00 
>> >:
>>>
>>> Yeah, you need to think a bit different in Houdini, but I could do a tut
>>> about mimicking state machines if someone is interested.
>>>
>>> Skickat från min iPhone
>>>
>>> 12 jan. 2017 kl. 13:05 skrev Jonathan Moore 
>>> 

Softimage 2015

2016-12-09 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Hello,

Is there any difference between Softimage 2015 SP2 and Softimage 2015 R2 SP2. 
If so what? And which is the most stable?


Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.


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RE: Excel spreadsheet import

2016-11-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Thanks everyone!  These all look quite useful.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Thursday, November 10, 2016 5:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: Excel spreadsheet import

http://www.softimageblog.com/archives/11

On Thu, Nov 10, 2016 at 2:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Howdy yall,

So I’m curious if anyone has ever imported Excel spreadsheet data into 
Softimage or Houdini?

I know that there is probably a greater chance that I could find a way export 
the sheet as CSV data, and then bring in the data that way possibly by writing 
a converter to sort the data into a collection or something, but I’m really 
looking for some way to have the sheet drive the elements in the scene. 
Essentially I’d prefer the sheet to be linked rather than imported so the data 
can be easily replaced or updated.

The idea is to use the app to create a “3D Chart” driven by the sheet content. 
I realize that it’s probably a reach with Soft but thought maybe Houdini might 
have other options. I’m also looking at Unity as well, with the assets created 
in Soft, Maya, or Houdini. I want the spreadsheet to be more a reference than 
an import however, with the cell content used to drive chart elements such as 
text, element position in space, or other characteristics.

Has anyone here ever done something like that? Soft, Houdini, and Unity are the 
primary platforms being considered.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.


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Excel spreadsheet import

2016-11-10 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Howdy yall,

So I'm curious if anyone has ever imported Excel spreadsheet data into 
Softimage or Houdini?

I know that there is probably a greater chance that I could find a way export 
the sheet as CSV data, and then bring in the data that way possibly by writing 
a converter to sort the data into a collection or something, but I'm really 
looking for some way to have the sheet drive the elements in the scene. 
Essentially I'd prefer the sheet to be linked rather than imported so the data 
can be easily replaced or updated.

The idea is to use the app to create a "3D Chart" driven by the sheet content. 
I realize that it's probably a reach with Soft but thought maybe Houdini might 
have other options. I'm also looking at Unity as well, with the assets created 
in Soft, Maya, or Houdini. I want the spreadsheet to be more a reference than 
an import however, with the cell content used to drive chart elements such as 
text, element position in space, or other characteristics.

Has anyone here ever done something like that? Soft, Houdini, and Unity are the 
primary platforms being considered.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.

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RE: Michael Isner old website

2016-10-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]

So is the shearing occurring on an envelope and/or skeleton?  I assumed that 
this was a static hierarchy. Question 3 is irrelevant if the hierarchy is not 
static.

If you are scaling a rig can you tell if the skeleton is scaling properly but 
not the envelope? I’ve seen weights to be an issue but last time I dealt with 
that in Maya was over 15 years ago.

Does the “preserve children” option in the Scale Tool option help?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: Tuesday, October 25, 2016 1:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: Michael Isner old website

1. I do have inherit transform on. I actually forgot about this option ! I wish 
it was decomposed so I can decide what I inherit (translate, rotate, scale), I 
could do it with constrains, but I'm trying ot understand the math properly 
first
2. I'm recreating a rig that I have in Softimage in Maya. I'm currently 
rebuilding my ik system. I'm using scaling to stretch my arm but when I rotate 
and stretch I obviously get some serious shearing. Which is not always desired.
I haven't found a way to inverse the local scaling/shearing of an object in 
Maya yet.
3. Not sure what you mean.

Thanks Grahame !


Found a backup btw !
https://web.archive.org/web/20120714064829/http://www.isner.com/Transform/IsnerTransformManip_04.htm


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RE: Michael Isner old website

2016-10-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
First question:

Do all items have “inherit transforms” turned on? There are valid reasons to 
turn it off but in most cases this should be left on.

Second question:

Can you provide a bit of detail about the hierarchy?

Third:
Are the objects parented under other objects such as geometry 
or are you using a nulls or groups to manage your heirarchy?




--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: Tuesday, October 25, 2016 12:55 PM
To: softimage@listproc.autodesk.com
Subject: Michael Isner old website

Hey guys,


Anyone knows if there is a backup somewhere of Michael Inser old Softimage 
Website ?
He had a couple of interesting pages including one where he was explaining the 
way hierarchy scaling works in Softimage.
Working in Maya now, I'm trying to fight some shearing on my objects, and I 
think I need to understand the core difference of the way scale is treated in 
parenting in Maya vs Softimage.

Thanks,
Jeremie
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RE: Convert PIC files

2016-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Why can’t you use the standalones you have in the Softimage bin directory?

imf_copy.exe
imgconv.exe

imgconv.exe explicitly lists TARGA as being supported. A sequence can be run as 
follows (from the man page):

imgconv in.pic out.tif -sequence 1 100 -processor zoom "2 2"

If the files are random as very simple script could be written to input a list 
from a directory. I’ve got scripts to do this lying around here somewhere if 
you need better examples.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Monday, June 20, 2016 3:07 AM
To: softimage@listproc.autodesk.com
Subject: Convert PIC files

I have to convert tons of Softimage PIC files to TGAs, is there any fast way to 
do this ?

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

Thanks

Martin
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RE: script log at startup

2016-04-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Thanks for the ideas everyone.

I’m really confused by the fact that Soft will successfully read scenes in via 
Merge any time, will Save and Open (only what was just saved) scenes within the 
same session, but can’t Open any scene anytime.

I can create materials and add textures from either Pictures or Render Pictures 
from that same database, but everything in Scenes is off limits unless its been 
created in the same session.

Scenes directory, of the assigned default database, the same database that I 
can read from Pictures and Render Pictures, is where the stamp files are 
getting left behind.

I’m leaning more and more to the idea that there is something going on is Soft 
that is broken or unable to properly complete its task that is part of the 
issue. It’s as if there is some sort of database validation process that Soft 
performs that has become impaired by the changes to the server, validating 
scenes but ignoring everything else.

There a new thing as well. For nearly 3 years I’ve fought with delays in this 
system when mounting the remote drive (where the database is), Softimage 
constantly warning me that the system took 20 something seconds or whatever to 
mount the drives. That’s gone now. Access to the remote drive is freaking 
instant. But I cant “open” any scene. How wonderful is that…

I can only think of one thing as bizarre in all the years I’ve been doing 
animation. Some 28 years ago I could save files in Cubicomp with numbers at the 
front of the scene filenames, but reading them back in would cause all sorts of 
mayhem. No digits at the beginning of a DOS filename. To this day I avoid 
naming a file to start with a digit. But that was the way of MS-DOS…


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Friday, April 22, 2016 5:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: script log at startup

Gotta be someone changed the permissions, somewhere. That's my guess.

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

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

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

On Fri, Apr 22, 2016 at 4:35 PM Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
No, not really. Tuesday they worked. Thursday they didn’t.

thanks
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Stephen Davidson
Sent: Friday, April 22, 2016 4:05 PM

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup

Shot in the dark, here, but does the network path have an extremely long 
address?
I have had issues with long path names and/or unusual characters in the path.

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

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

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

On Fri, Apr 22, 2016 at 3:33 PM Sandy Sutherland 
<sandy.mailli...@gmail.com<mailto:sandy.mailli...@gmail.com>> wrote:
Mmm I don't think you can then worry about SI being the only one having issues, 
that could be anything, even the smallest thing, that just makes the SI file do 
it.  I guess you revert your change, and you will be up and working again.

I doubt you can prove what you need to prove, other than reverting your network 
change, and then SI should save ok again.  I am guessing that there is some 
sort of Bureaucracy that is making you need to prove the network change is your 
problem - if so - OUCH.


S.

On 2016-04-22 08:10 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Locally the system works fine

RE: script log at startup

2016-04-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
No, not really. Tuesday they worked. Thursday they didn’t.

thanks
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Friday, April 22, 2016 4:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: script log at startup

Shot in the dark, here, but does the network path have an extremely long 
address?
I have had issues with long path names and/or unusual characters in the path.

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

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

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

On Fri, Apr 22, 2016 at 3:33 PM Sandy Sutherland 
<sandy.mailli...@gmail.com<mailto:sandy.mailli...@gmail.com>> wrote:
Mmm I don't think you can then worry about SI being the only one having issues, 
that could be anything, even the smallest thing, that just makes the SI file do 
it.  I guess you revert your change, and you will be up and working again.

I doubt you can prove what you need to prove, other than reverting your network 
change, and then SI should save ok again.  I am guessing that there is some 
sort of Bureaucracy that is making you need to prove the network change is your 
problem - if so - OUCH.


S.

On 2016-04-22 08:10 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Locally the system works fine.

Your spidey sense is also on spot.

A change was affected prior to all this. We suspect the same but can’t prove 
it. I’m trying to rule out the application side first. What’s weird is that it 
is strictly specific to Softimage only. Nothing else is affected. Until I can 
rule out the epic fail as caused by SI, this isn’t helping.

EOL is when again? The timing couldn’t be worse…

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Friday, April 22, 2016 2:59 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup

You might have mentioned this Joey, but in case not - did you try working with 
a scene locally, and see if the same thing happens - spidey sense is tingling 
my side to do with some sort of network issue, server issue - something like 
that.

S.
On 2016-04-22 07:22 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
No. This started yesterday.

In 30 years computing this is about one of the weirdest things I’ve ever seen. 
It can mount the remote drives, see everything there, save files, then reads 
files created within the active session. But any file not created during that 
session can’t be read and gives an error. All scene files are good and 
readable. From the local machine there are no issues whatsoever. But when the 
default database is set to the remote drive, it starts leaving empty files 
behind with a namespace that’s similar to other files that SI dumps such as the 
.dmp and .Scriptlog files. But no extension and 0 bytes. I thought maybe it has 
a read/write test on startup for the database but that it was never obvious 
that the test file was there because it might get deleted like the .dmp files 
do when you close Soft. If it is a read/write test something is interfering 
with its ability to finish the process and delete the test file.

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, April 22, 2016 2:13 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup

And it's always been like this?

Sounds like you should use strace or Proces

RE: script log at startup

2016-04-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Not in the scene, no.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Lawrence 
Nimrichter
Sent: Friday, April 22, 2016 3:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: script log at startup

Are their alembic caches in the scene? There are reproducible issues I’ve had 
with scenes crashing that have an alembic cache.



On Apr 22, 2016, at 3:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Trivial?

don’t think so .


Open fails,

Merge works!


What the?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of - -
Sent: Friday, April 22, 2016 3:12 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: script log at startup


Maybe trivial but  to check:  running SI as Administrator and/or merging into a 
new SI-Scene
Walter
 "Ponthieux, Joseph G. (LARC-E1A)[LITES II]" 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> hat am 22. April 2016 um 
20:22 geschrieben:

No. This started yesterday.



In 30 years computing this is about one of the weirdest things I’ve ever seen. 
It can mount the remote drives, see everything there, save files, then reads 
files created within the active session. But any file not created during that 
session can’t be read and gives an error. All scene files are good and 
readable. From the local machine there are no issues whatsoever. But when the 
default database is set to the remote drive, it starts leaving empty files 
behind with a namespace that’s similar to other files that SI dumps such as the 
.dmp and .Scriptlog files. But no extension and 0 bytes. I thought maybe it has 
a read/write test on startup for the database but that it was never obvious 
that the test file was there because it might get deleted like the .dmp files 
do when you close Soft. If it is a read/write test something is interfering 
with its ability to finish the process and delete the test file.



Thanks



--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES II)

Science Systems and Applications Inc. (SSAI)

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, April 22, 2016 2:13 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup



And it's always been like this?



Sounds like you should use strace or Process Monitor. There's no log that 
Softimage itself will write out.



On Fri, Apr 22, 2016 at 2:04 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

I just need to know what the software does on startup. In particular what tests 
it runs or files it creates, updates, etc. In particular is there any part of 
the startup process that is failing but not preventing Soft to run.



Currently Soft is able to save a scene, it can then read it back in, but if I 
close Soft the saved file is no longer readable the next time Soft is run.



I’ve deleted preferences. It is doing the same regardless what version of Soft 
I use.



--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES II)

Science Systems and Applications Inc. (SSAI)

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Henry Katz
Sent: Friday, April 22, 2016 12:52 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup



Presumably you want higher level

RE: script log at startup

2016-04-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Trivial?

don’t think so .


Open fails,

Merge works!


What the?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of - -
Sent: Friday, April 22, 2016 3:12 PM
To: softimage@listproc.autodesk.com
Subject: RE: script log at startup




Maybe trivial but  to check:  running SI as Administrator and/or merging into a 
new SI-Scene

Walter
 "Ponthieux, Joseph G. (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov> hat am 22. 
April 2016 um 20:22 geschrieben:

No. This started yesterday.



In 30 years computing this is about one of the weirdest things I’ve ever seen. 
It can mount the remote drives, see everything there, save files, then reads 
files created within the active session. But any file not created during that 
session can’t be read and gives an error. All scene files are good and 
readable. From the local machine there are no issues whatsoever. But when the 
default database is set to the remote drive, it starts leaving empty files 
behind with a namespace that’s similar to other files that SI dumps such as the 
.dmp and .Scriptlog files. But no extension and 0 bytes. I thought maybe it has 
a read/write test on startup for the database but that it was never obvious 
that the test file was there because it might get deleted like the .dmp files 
do when you close Soft. If it is a read/write test something is interfering 
with its ability to finish the process and delete the test file.



Thanks



--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES II)

Science Systems and Applications Inc. (SSAI)

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, April 22, 2016 2:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: script log at startup



And it's always been like this?



Sounds like you should use strace or Process Monitor. There's no log that 
Softimage itself will write out.



On Fri, Apr 22, 2016 at 2:04 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

I just need to know what the software does on startup. In particular what tests 
it runs or files it creates, updates, etc. In particular is there any part of 
the startup process that is failing but not preventing Soft to run.



Currently Soft is able to save a scene, it can then read it back in, but if I 
close Soft the saved file is no longer readable the next time Soft is run.



I’ve deleted preferences. It is doing the same regardless what version of Soft 
I use.



--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES II)

Science Systems and Applications Inc. (SSAI)

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Henry Katz
Sent: Friday, April 22, 2016 12:52 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup



Presumably you want higher level than strace/ltrace if running under Linux?

On 04/22/2016 12:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:

Hello,



Does anyone know if it is possible to make XSI run a script log of everything 
it does at startup?



--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES II)

Science Systems and Applications Inc. (SSAI)

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.





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RE: script log at startup

2016-04-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Locally the system works fine.

Your spidey sense is also on spot.

A change was affected prior to all this. We suspect the same but can't prove 
it. I'm trying to rule out the application side first. What's weird is that it 
is strictly specific to Softimage only. Nothing else is affected. Until I can 
rule out the epic fail as caused by SI, this isn't helping.

EOL is when again? The timing couldn't be worse...

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Friday, April 22, 2016 2:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: script log at startup

You might have mentioned this Joey, but in case not - did you try working with 
a scene locally, and see if the same thing happens - spidey sense is tingling 
my side to do with some sort of network issue, server issue - something like 
that.

S.
On 2016-04-22 07:22 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
No. This started yesterday.

In 30 years computing this is about one of the weirdest things I've ever seen. 
It can mount the remote drives, see everything there, save files, then reads 
files created within the active session. But any file not created during that 
session can't be read and gives an error. All scene files are good and 
readable. From the local machine there are no issues whatsoever. But when the 
default database is set to the remote drive, it starts leaving empty files 
behind with a namespace that's similar to other files that SI dumps such as the 
.dmp and .Scriptlog files. But no extension and 0 bytes. I thought maybe it has 
a read/write test on startup for the database but that it was never obvious 
that the test file was there because it might get deleted like the .dmp files 
do when you close Soft. If it is a read/write test something is interfering 
with its ability to finish the process and delete the test file.

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, April 22, 2016 2:13 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup

And it's always been like this?

Sounds like you should use strace or Process Monitor. There's no log that 
Softimage itself will write out.

On Fri, Apr 22, 2016 at 2:04 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
I just need to know what the software does on startup. In particular what tests 
it runs or files it creates, updates, etc. In particular is there any part of 
the startup process that is failing but not preventing Soft to run.

Currently Soft is able to save a scene, it can then read it back in, but if I 
close Soft the saved file is no longer readable the next time Soft is run.

I've deleted preferences. It is doing the same regardless what version of Soft 
I use.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Henry Katz
Sent: Friday, April 22, 2016 12:52 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup

Presumably you want higher level than strace/ltrace if running under Linux?

On 04/22/2016 12:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Hello,

Does anyone know if it is possible to make XSI run a script log of everything 
it does at startup?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.





--

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To u

RE: script log at startup

2016-04-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
No. This started yesterday.

In 30 years computing this is about one of the weirdest things I’ve ever seen. 
It can mount the remote drives, see everything there, save files, then reads 
files created within the active session. But any file not created during that 
session can’t be read and gives an error. All scene files are good and 
readable. From the local machine there are no issues whatsoever. But when the 
default database is set to the remote drive, it starts leaving empty files 
behind with a namespace that’s similar to other files that SI dumps such as the 
.dmp and .Scriptlog files. But no extension and 0 bytes. I thought maybe it has 
a read/write test on startup for the database but that it was never obvious 
that the test file was there because it might get deleted like the .dmp files 
do when you close Soft. If it is a read/write test something is interfering 
with its ability to finish the process and delete the test file.

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, April 22, 2016 2:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: script log at startup

And it's always been like this?

Sounds like you should use strace or Process Monitor. There's no log that 
Softimage itself will write out.

On Fri, Apr 22, 2016 at 2:04 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
I just need to know what the software does on startup. In particular what tests 
it runs or files it creates, updates, etc. In particular is there any part of 
the startup process that is failing but not preventing Soft to run.

Currently Soft is able to save a scene, it can then read it back in, but if I 
close Soft the saved file is no longer readable the next time Soft is run.

I’ve deleted preferences. It is doing the same regardless what version of Soft 
I use.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Henry Katz
Sent: Friday, April 22, 2016 12:52 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: script log at startup

Presumably you want higher level than strace/ltrace if running under Linux?

On 04/22/2016 12:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Hello,

Does anyone know if it is possible to make XSI run a script log of everything 
it does at startup?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.




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RE: script log at startup

2016-04-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I just need to know what the software does on startup. In particular what tests 
it runs or files it creates, updates, etc. In particular is there any part of 
the startup process that is failing but not preventing Soft to run.

Currently Soft is able to save a scene, it can then read it back in, but if I 
close Soft the saved file is no longer readable the next time Soft is run.

I've deleted preferences. It is doing the same regardless what version of Soft 
I use.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Henry Katz
Sent: Friday, April 22, 2016 12:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: script log at startup

Presumably you want higher level than strace/ltrace if running under Linux?

On 04/22/2016 12:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Hello,

Does anyone know if it is possible to make XSI run a script log of everything 
it does at startup?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.





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script log at startup

2016-04-22 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Hello,

Does anyone know if it is possible to make XSI run a script log of everything 
it does at startup?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.

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RE: file load error

2016-04-21 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Softimage has begun littering my remote file system with files.

The file is
0 bytes
No extension
Gets created in the Scenes directory of whatever is set to be 
the default database
Creates the file when Softimage is started, assuming a default 
database is defined
It will only create it in a database on a remote system (ie 
SMBD)
If the default database is defined on a filepath on the 
localhost, no file is created, ever.
If no default database is defined no file is created
The files do not get deleted when SI closes.

The naming convention is very similar to that of the dmp file 
SI creates upon startup in the user directory
For example:
[hostname][14random numbers]
But with no extension

It is created at practically the same time as the dmp file
SI 2013, 2014, and 2015 are doing it
It has never done this before, there is no evidence of any file 
like this having been left behind before.
Changing the default database causes the file to be created in 
the Scenes directory of that database when it restarts.
The dmp files are being deleted properly on close, but these 
are not.

I’m entertaining the idea that Softimage is not creating the 
file, but I can’t see how.

Maybe this is normal but it is unable to delete the file for some bizarre 
reason?

Has anyone seen this before?
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Thursday, April 21, 2016 1:46 PM
To: softimage@listproc.autodesk.com
Subject: RE: file load error

So this is bizarre…

I can save files into the remote database from inside SI. That scene which was 
just saved is readable until I close and reopen SI, at which point the newly 
saved scene is a share violation after restart.

I can save something new again after the restart, the saved file is immediately 
readable while the other files in the same Scenes folder are off limits.

Wash rinse repeat, same deal. It’s like the only files that are readable are 
those created during a session. What’s up with this???


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: Thursday, April 21, 2016 1:27 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: file load error

Not at the moment.

I’ve rebooted several times. No improvement.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: Thursday, April 21, 2016 1:21 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: file load error

Hi Joey,

From time to time we get this here at Element X as well, even when a lock file 
was not there. One of the hypotheses is that it might be latency issues from 
when the network is getting thrashed during heavy renders. In all cases 
however, we have been able to try again and it will work without a share 
violation after another try or three. Will it eventually open without a share 
violation for you as well?

Cheers,
-=Eric

On Thu, Apr 21, 2016 at 12:13 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Today I went to load a scene inside Softimage (2014SP2) and got this error:


A share violation has occurred for
DL:\path\filename.scn.

OK


It occurs for all databases and paths located on a remote system, but does not 
fail for any database locally.

I can access the drive and file via windows, the err

RE: file load error

2016-04-21 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
So this is bizarre…

I can save files into the remote database from inside SI. That scene which was 
just saved is readable until I close and reopen SI, at which point the newly 
saved scene is a share violation after restart.

I can save something new again after the restart, the saved file is immediately 
readable while the other files in the same Scenes folder are off limits.

Wash rinse repeat, same deal. It’s like the only files that are readable are 
those created during a session. What’s up with this???


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Thursday, April 21, 2016 1:27 PM
To: softimage@listproc.autodesk.com
Subject: RE: file load error

Not at the moment.

I’ve rebooted several times. No improvement.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: Thursday, April 21, 2016 1:21 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: file load error

Hi Joey,

From time to time we get this here at Element X as well, even when a lock file 
was not there. One of the hypotheses is that it might be latency issues from 
when the network is getting thrashed during heavy renders. In all cases 
however, we have been able to try again and it will work without a share 
violation after another try or three. Will it eventually open without a share 
violation for you as well?

Cheers,
-=Eric

On Thu, Apr 21, 2016 at 12:13 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Today I went to load a scene inside Softimage (2014SP2) and got this error:


A share violation has occurred for
DL:\path\filename.scn.

OK


It occurs for all databases and paths located on a remote system, but does not 
fail for any database locally.

I can access the drive and file via windows, the error only occurs inside SI.

It occurs whether 2014 or 2013 so is not specific to an install.


In the Scenes directory of the default database I see files generated with the 
machine name and a 14 digit number appended to the name. These files are 0 
bytes and they never get deleted when the software closes. A lock file maybe? 
The files just keep accumulating. Deleting them never helps, they return the 
minute the software is started. No change in access to the files.


I’m sure this must have has come up before. Any ideas?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.


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RE: file load error

2016-04-21 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Not at the moment.

I’ve rebooted several times. No improvement.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: Thursday, April 21, 2016 1:21 PM
To: softimage@listproc.autodesk.com
Subject: Re: file load error

Hi Joey,

From time to time we get this here at Element X as well, even when a lock file 
was not there. One of the hypotheses is that it might be latency issues from 
when the network is getting thrashed during heavy renders. In all cases 
however, we have been able to try again and it will work without a share 
violation after another try or three. Will it eventually open without a share 
violation for you as well?

Cheers,
-=Eric

On Thu, Apr 21, 2016 at 12:13 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Today I went to load a scene inside Softimage (2014SP2) and got this error:


A share violation has occurred for
DL:\path\filename.scn.

OK


It occurs for all databases and paths located on a remote system, but does not 
fail for any database locally.

I can access the drive and file via windows, the error only occurs inside SI.

It occurs whether 2014 or 2013 so is not specific to an install.


In the Scenes directory of the default database I see files generated with the 
machine name and a 14 digit number appended to the name. These files are 0 
bytes and they never get deleted when the software closes. A lock file maybe? 
The files just keep accumulating. Deleting them never helps, they return the 
minute the software is started. No change in access to the files.


I’m sure this must have has come up before. Any ideas?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.


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file load error

2016-04-21 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Today I went to load a scene inside Softimage (2014SP2) and got this error:


A share violation has occurred for
DL:\path\filename.scn.

OK


It occurs for all databases and paths located on a remote system, but does not 
fail for any database locally.

I can access the drive and file via windows, the error only occurs inside SI.

It occurs whether 2014 or 2013 so is not specific to an install.


In the Scenes directory of the default database I see files generated with the 
machine name and a 14 digit number appended to the name. These files are 0 
bytes and they never get deleted when the software closes. A lock file maybe? 
The files just keep accumulating. Deleting them never helps, they return the 
minute the software is started. No change in access to the files.


I'm sure this must have has come up before. Any ideas?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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.

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RE: Converting Nurbs to Polygons

2016-01-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
David,

Did you modify any of the Convert NURBS to Polygon Options? Use the option box 
for the command if you have and try different settings. It will take a little 
experimentation to get the hang of it. But I doubt that’s your problem. 

So. about Solids to Nurbs to Polys. This has always been a difficult 
process. Used to do a lot of this kind of stuff from ProE to Soft 3D. This is 
one of the areas though where Maya is well suited because it imports such a 
high number of CAD formats natively. The problem as you describe it is likely 
starting at the Solidworks side. Heres why:

If you created the geometry as a solid, as with any application that generates 
these kind of objects, ProE, Solidworks, that kind of thing, Solids are not 
like Nurbs. They are mathematical representations which are geared towards 
creating watertight assemblies that can be sent to a 3D printer. There can be 
no unsealed objects in this path to the printer. The closest crude 
approximation or analogy I can give is that they are more similar to 
"booleaned" polygon primitives. But that is a severe oversimplification. 

When you convert a solid to Nurbs, the solids modeler has to figure out what to 
do with it. A solid of a sphere doesn’t translate to a nurbs sphere, so when 
you export it as IGES the software goes through all soft of machinations to try 
and figure out how to make b-spline surfaces out of it. Generally what happens 
most often, as was the case with ProE at least it would create surface 
approximations of a topology it could understand and then trim off the surfaces 
where they intersect. So for example, a solid sphere might get converted into 8 
nurbs surfaces that are trimmed off to form 8 semi quadrants of the sphere. Not 
very efficient when in maya all we need is a single NURBS surface. Create any 
complex topology and it will just keep breaking it down further and further 
until it’s a shape it thinks is reasonable for a spline surface and then trim 
off any excesses. I converted a solids generated iges of an airplane once into 
Soft 3D this way it took several hours to load on a massive Onyx SGI. It 
contained thousands of surfaces and multiple trims per each surface. It was 
insane.

Dependent upon the detail given to the original solid and whether its been 
shrinkwrapped or not, results will vary. But suffice it to say, solid to Nurbs 
to polys is not the best of paths. What you want to do is convert the solid to 
a mesh inside Solidworks. I don't know Solidworks so I am thinking you'll want 
to send an STL out of Solidworks. Look into "shrinkwrapping" it can also help 
the process. We used to have to do that in ProE, but don't know what its 
equivalent might be in SW. Then read the STL into Maya. There may be some 
cleanup but it should be mostly deleting stuff you don’t need and sealing edges 
where necessary. Generally an STL is a "poly mesh" but dependent upon the 
tolerances and granularity of the original solid they can be very course or 
very fine, think similar to render tesselation on NURBS, but for a "mesh" (not 
really a mesh, that’s why its called a solid). Once out of Solidworks though it 
can't be changed anymore so you have to manage the tolerances from the solids 
modeler side. 

After looking at what is currently supported I see Maya DirectConnect supports 
something called SW so I'm going to guess it might be able to read native 
Solidworks in directly? Never tried it so not sure but that would be worth a 
shot as well. Search Maya help for SW_DC. When dealing with a solid it always 
best to stay as close to the native formats as possible, but exporting as Nurbs 
(iges) from a solids modeler is not something I would recommend.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
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 David Saber
> Sent: Friday, January 29, 2016 4:45 AM
> To: softimage@listproc.autodesk.com
> Subject: Converting Nurbs to Polygons
> 
> Hello list!
> 
> I need to convert Solidworks IGES nurbs to polygons.
> In Softimage, the IGES import fails and creates nothing more than a null. So
> I'm testing Maya to achieve this. In Maya, the function is available in 
> Modify >
> convert > nurbs to polygon. This works well, but I don't understand why the
> resulting object has too many faces, has corrupted geometry and inverted
> faces. Nurbs object are always simple, grid-like surfaces, that are just 
> given a
> shape, so why aren't they translated into similar polygonal objects?
> After this conversion, I export as FBX and import into Softimage where I
> spend too much time cleaning the mesh. Is there a 

RE: Converting Nurbs to Polygons

2016-01-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
with MOI, but 
> the
> nurb object I tested was simple, I'll have to test with another, more complex
> object.
> 
> Thanks again and see you!
> David
> 
> 
> 
> On 2016-01-29 15:09, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> > Maya DirectConnect



RE: this is the end......

2016-01-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
To paraphrase a line from Congreve,

The Nether hath no fury like an animator scorned….

--
Joey
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Wednesday, January 27, 2016 1:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: this is the end..

The Maya cake is a lie.

On Wed, Jan 27, 2016 at 12:25 PM, Eric Turman 
> wrote:
Bradley,

You're parody of the Everly Brothers "Bye Bye Love" inspired a quickly slapped 
together a parody by another artist that you like.
http://www.lyricsmode.com/lyrics/p/portal/still_alive.html

Picture the Autodesk Borg Choir singing to the tune of Jonathan Coulton's 
"Still Alive" from Portal:

<♫>
This was a triumph!

Soft is murdered:

Huge success!

It's hard to overstate
our satisfaction.

Autodesk Maya:
We subjugate
because we can
For the good of all of us.
Except the ones who use(d) Soft.

But there's no sense crying
every time Maya'll crash.
You just keep on sighing
'til you run out of cash.
And the clients get pissed
as the deadlines are missed
because Maya had to
stay alive.

We have your best interest...
We're being so sincere right now.
Look around you everyone
is using Maya.

We tore Soft to pieces.
And threw every piece into a fire.
As they burned we're glad because
you get to use Maya now!

Now, these subscriptions
make a mountain of cash.
And we don't really care.
How much Maya will crash!
So we're GLaD Soft's no more!
Think of all the pain in store!
for the Softies who are
still alive.

You'd better subscribe now...
your software does not belong to you...
Just try to use it and you

will be sorry.
We have the lawyers
Be sure to comply or pay the price!

We can see your misery!
That's so enjoyably nice!

We need new features so
we'll acquire new tools!
We'll pass them off as

ours and sell it to you fools.

Works not supposed to be fun.
So use Maya and be done.
Now that Maya's the one
that's alive.
And believe us Maya's
still alive.
Cornered the market so it's
still alive.
Got away with it and it's
still alive.
While Soft dies Maya will be
still alive.
With subscriptions it will be
still alive

Still alive.

Still alive.
<♫>

--




-=T=-



RE: So.. Maya rigging is still a thing...

2016-01-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Ctrl/Alt/S   will automatically increment and save. It’s a really useful 
feature.

I also recommend:
Preferences->Settings->Files/Projects->Autosave

On a similar note, I’m fairly old school regarding the file type I save files 
in if they are critical to production. Learned a long time ago that saving 
files in Maya ASCII had really awesome benefits. 1. It can be hacked (somewhat 
a meticulous process) to fix a scene that might have failed or to make a saved 
version run in an earlier release of the software. I don’t know if that trick 
works reliably anymore though. 2. It reveals a significant understanding of 
Maya’s MEL underbelly and the seriously complex graph node connections that can 
exist. I used this once to map the conversions necessary to create a Wavefront 
TAV to Maya material converter.

The downside to .ma though is that files can get really large. I’d recommend 
sticking with .mb if space is an issue unless you start to experience issues. 
Haven’t had a need to hack a .ma file in a really long time. But I’m sure there 
are still folks out there relying on it.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Tuesday, January 26, 2016 11:43 AM
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...

Thank you Stefan, am glad to hear maya has this too. I could expand further on 
the list of things maya gets wrong in this regard, but my heart isn't in it.
Just tried modelling up a base mesh in maya, am starting to like the new tools, 
thinking this is not so bad... less then 500 polygons in, the fucker dies on 
me. hadn't had the reflex to save so early, lost all work i hadn't sent to 
zbrush.
am so tiered of this shit  (head in hands)


On 26 January 2016 at 13:23, Gerbrand Nel 
> wrote:
Houdini has this.. kinda, you select by weight on the mesh.
But it doesn't work with my wacom for some reason :(
G

On 25/01/2016 10:04, Sebastien Sterling wrote:
Yes weight painting is bullshit for precise work, however if you don't have 
much time and you need it to be quick and can afford it being dirty...
It's been a while, so i don't remember, but is Soft the only package with a 
workflow to select the bone you want to weight to directly in the viewport? 
instead of scrolling endlessly through lists ? its kinda clunky in soft, (takes 
a few seconds for the selected deformer to register). but it works!
Does nothing else have this functionality? it seems like such a no brainner...
Maya is exceptionally guilty of the joint list scrolling, as the window is 
tiny, can not be resized (to my knowledge) and in spite of this, requires you 
to lock every bone but the 2 you are weighting,  manually ! forcing you to run 
up and down every time you need to change what you are skinning to.


On 25 January 2016 at 07:03, Martin Yara 
> wrote:
For v2014 and later I'd recommend Skin Wrangler, a pyQT+python tool that is 
pretty good for that kind of workflow. And for 2013 and previous versions 
without pyQT support, Max Skin Weight Tool, a mel script based on Max workflow.

In games, at least here and other places I've worked, we rarely use paint 
weights because it is more common to have mistakes and uneven weights.

Maya's Weight Hammer is the equivalent to Softimage's smooth weights, but way 
inferior and without any option at all. I rarely use it because it tends to 
mess up my weights smoothing it too much and using influences I don't want to. 
SI's smooth weights could work very nice selecting all points (ex: the whole 
snake model), while Maya's Hammer do some decent job only if you select the 
points where the joints intersect.

If someone at Autodesk is reading, is it possible to have Softimage Smooth 
Weights to be ported to Maya?

ngSkinTools smooth was nice, but I didn't get used to it's workflow. I may give 
it another try when I need to paint weights.

I found another tool called as_SmoothNearest that looked good in the video 
demo, but it ended up being a combination of the Maya's default Weight Hammer 
command and grow selection. And without using the normalizing option with a 
potentially risk to have 1+ total weights per point. I fixed that code but, 
still  not quite what I wanted.

I ended up writing a custom tool to use smooth paint for selected weights and 
lock all the other joints so it would only smooth based on the selected points 
deformers. Now with that, SkinWrangler and Maya's Heat Map, my weighting 
workflow is a little less painful.

Martin



On Sun, Jan 24, 2016 at 

RE: So.. Maya rigging is still a thing...

2016-01-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
It (.ma) was probably the only thing I missed from Maya when I transitioned 
back to XSI. Well, that and NURBS modeling.

I should add, if folks get into a habit of using this practice to hack data 
into and out of Maya, one of the best and cleanest ways to start is to use Maya 
ASCII with the Export and Import commands.


1.   It will reduce the .ma file to only the things relevant that you 
choose to export/import.

2.   It will ignore a significant amount of the interface setup in both 
directions

3.   Exports are automatically formatted to be “imported”

4.   The redaction will make the MEL data easier to understand and more 
specific to your stated goal.

In general, once you get used to it and know what to ignore or be aware of you 
can manually generate .ma files to import data into existing scenes or use the 
exports to decipher the scene/graph structure. If you are curious how this 
works, create a simple primitive and export it as .ma. Then interrogate the 
file with a text editor. It will give a sense of how a lot of the scene graph 
connections are structured but without the extraneous scene setup data. Be 
warned however, never hack or manually create an importable .ma without testing 
it on a dummy scene. A bad custom connectAttr command can blow Maya up faster 
than the speed of light. Oh, the fun we used to have back in the day….

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Tuesday, January 26, 2016 1:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...

"Haven’t had a need to hack a .ma file in a really long time. But I’m sure 
there are still folks out there relying on it."

Oh definitely!

Using (and hacking) .ma files is still very useful when dealing with multiple 
external sources. e.g. reference files, textures, plugins etc.
It's easy to  clean out certain parts of the file header, so you can have Maya 
open a scene without throwing a ton of errors and go 'belly up' because 
something "important" is missing.

Other than that, I do miss working in Softimage :-(






Rob

\/-\/\/
On 26-1-2016 18:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Haven’t had a need to hack a .ma file in a really long time. But I’m sure there 
are still folks out there relying on it.



Middle Click in Maya

2016-01-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I'm wondering if anyone has noticed that you can now middle-click repeat in 
Maya 2016?

http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-D90A2BDB-FD05-4528-8A95-C33A02D15129



Found this today also. It might be useful to anyone making the transition...

Softimage to Maya Bridge Guide

http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-1D63FB72-2E08-4E95-8AA4-E4DE9448FBED


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: OT Maya: (Please god tell me i'm not alone with this)

2016-01-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
“Click drag select” permits you to immediately select and move an object in one 
motion. Useful if say you have hundreds of objects and you want to select them 
one at a time and quickly snap them to existing objects such as locators or 
nulls. So it works really well in conjunction with the snap tools for example.

If “click drag select” is off the behavior is supposed to select the object if 
you click on something and then end the transaction on release. If you click 
and then drag it creates a marquee upon drag for multi-selection and is 
supposed to end the marquee transaction upon release.

If you are saying that it is still behaving like “click drag select” with it 
turned off, moving the object and never creating the marquee for 
multi-selection, then something doesn’t sound right.

What version of Maya are you using?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Tuesday, January 19, 2016 8:55 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT Maya: (Please god tell me i'm not alone with this)

Err nope, it didn't work... I knew I've tried that before.

That option only worked when I'm using wireframe and try to select a polymesh 
and don't click on any wireframe.
In shaded mode it still moves my objects if I do a drag.

This behavior occurs with mouse or pen tablet, the only difference is that with 
a pen it is more common to do a long click (drag) without noticing.

Martin


On Tue, Jan 19, 2016 at 10:48 PM, Martin Yara 
<furik...@gmail.com<mailto:furik...@gmail.com>> wrote:
Wow Thanks! That worked for me!

The solution was right in front of my eyes...

Martin


On Tue, Jan 19, 2016 at 10:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Finally, open Preferences, Settings, Selection. Is the option “Click drag 
select” on? If so turn it off and try that.




RE: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
OK. So I could provide you with a more thorough explanation of the Maya pivot 
concept if you are interested. However, since Maya 2016 offers a new Bake Pivot 
Orientation command, after investigating this thing it looks like a good 
template for what ails the SI folks, regarding Maya pivots.

Drag and drop the following lines into a shelf of your choice to make a new MEL 
command.


ctxEditMode;
float $manipos[] = `manipMoveContext -q -position Move`;
FreezeTransformations;
ResetTransformations;
move -a -pcp -pgp -ws $manipos[0] $manipos[1] $manipos[2];
ctxEditMode;


Now, make a new object and hit the insert key to edit the pivot.

Move the pivot using the Move Tool.

Execute the above MEL command from your shelf.



If you are an SI person I’m confident that this is what you want Maya to do 
regarding pivots.

There are a couple CAVEATS with this really crude hack.

1.   It only works properly with the Move tool

2.   You must be in Edit Pivot mode

3.   If you execute it with Edit Pivot Mode off it will send the pivot to 
world center.

4.   It is not persistent like SI. You have to execute the MEL script every 
time you want to BAKE the “position” relative to the pivot.

5.   It will work with objects that are children of other objects.

6.   It generates input history that you will likely want to delete.

7.   If you use this you use at your own risk!

The point I’m trying to make is that what SI users want is doable with the 
current Maya interface. It’s just counter to the longstanding Maya workflow 
which was based upon TAV. But the structure appears to exist in Maya 2016 to 
permit it to function as SI users would like but with minimal extra effort.

Enjoy.



Hey Autodesk, if you are reading this, it would be nice if you could integrate 
pivot position baking into the new pivot orientation baking or at least 
duplicate the process for pivot position similar to what I’ve prototyped here. 
I took the core commands straight out of bakeCustomToolPivot.mel.  It could be 
modified to accommodate what the SI users want. I’d try to do it, and I think 
there are others here who most certainly could figure this out, but I think it 
would be far more reliable as an AD supported core feature. And one other 
thing, the Edit Pivot context needs to remain on. Currently Bake Pivot 
Orientation takes it out of pivot editing when executed, that’s an undesirable 
feature if I want to keep tweaking the pivot and its position. It’s already bad 
enough that I would have to repeat the position bake, but having to do that and 
reenter pivot edit as well is just more effort than necessary. Besides, I 
turned the pivot editing on, I want to decide when I turn it off.

--
Joey Ponthieux

__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, January 14, 2016 8:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: Please explain Maya pivot points to a Softimage thinker

with Maya you workaround

with Softimage you work

thanks again AD for your workarounds

On Thu, Jan 14, 2016 at 1:29 PM, Ed Manning 
> wrote:
In Maya-land, 10 clicks or so to get something done *is* "simple."



On Thu, Jan 14, 2016 at 6:37 AM, Oliver Weingarten 
> wrote:
OMG,  really? I just watched that video and saw that "workaround" is officially 
shown without any shame?? Around 10 steps to change the "center", really??  It 
leaves me speechless and angry again, that this "industry standard" survived 
and Soft got doomed. A shame


Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:
No, but i am sure somebody is working on a script as we speak.

On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer 
> wrote:
isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller 
> wrote:
HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel 
> wrote:
When I'm forced to work in maya, I make a point to watch that video at least 
once every morning, and twice after every crash.. it keeps me insane ;)  which 
is perfect for working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:
That explains a lot ;)

--
Christian Keller
Visual effects|direction
m  +49 179 69 36 248

chris3...@me.com
Vimeo.com/channels/96149

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel 
>:
Agreed...
Rather watch 

RE: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
You might be thinking of Dirk Bialluch’s Pivot Toolbox?

http://www.lightstorm3d.com/ls3d/?page_id=192


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Schiffer
Sent: Wednesday, January 13, 2016 6:27 PM
To: Softimage Mailing List
Subject: Re: Please explain Maya pivot points to a Softimage thinker

isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller 
> wrote:
HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel 
> wrote:
When I'm forced to work in maya, I make a point to watch that video at least 
once every morning, and twice after every crash.. it keeps me insane ;)  which 
is perfect for working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:
That explains a lot ;)

--
Christian Keller
Visual effects|direction
m  +49 179 69 36 248

chris3...@me.com
Vimeo.com/channels/96149

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel 
>:
Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:
This is actually quite sickening to watch, but cheers Francois, at least we 
know what we are dealing with.

On 4 November 2015 at 15:46, Francois Lord 
> wrote:
Does this help?
https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b


On 2015-11-04 09:34, Byron Nash wrote:
I'm trying to get some objects zero-ed out in Maya but keep running into what I 
assume is a paradigm difference between how Maya and Soft handle center points 
and transforms. In Soft, I can move the center/pivot and it will change the 
transform values. So, I can reset the center to be in the middle of the 
geometry and then zero the position to get the object to snap back to the world 
center or parent center. In Maya, moving the pivot does not seem to change the 
transform of the object when you move the pivot. So I can't then zero the 
values and get the objects to return to zero. Sometimes, the object and it's 
center are clearly NOT at zero but that's what the values say. There are some 
Local Space/World space values in the attribute editor, but I can't figure out 
how to get things reset properly.

Any help from a Softimage perspective is appreciated.






--
Portfolio 2013
Cinema & TV production
Video Reel



--
www.edschiffer.com


Re: Licensing error R2-SP2 (was ""86269SFTIMSIB_2016_0F")

2015-12-10 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
I just installed 2016 ECSU and recalled seeing this in the release notes:


https://knowledge.autodesk.com/sites/default/files/entertainment_creation_s
uites_2016_readme_enu.htm

The Softimage Notes suggest that SI 15 and 16 are identical. I suspected
Softimage would be renamed 2016 in order to keep it included in the suites
and keep it's identity as a suite component for reference. Thing is it
says that that version with the 2016 suite is not "Softimage 2016 R2" but
"Softimage 2015 R2" and that 2015 R2 only works with 2016 license keys.
The installer doesn't install it automatically as in the past, but it does
copy the necessary installation package to do so manually. I never
installed it, figured I'd wait till next year to see if a final SP comes
out. 

Looking at these notes you'd think the only thing they spend any time
working on is FBX but all you have to do is open Maya 2016 to know that¹s
not the case. It would be nice though to have more information on what if
anything makes these Softimage versions any different, assuming they might
be.

Joey




On 12/9/15 5:15 PM, "softimage-boun...@listproc.autodesk.com on behalf of
Leendert A. Hartog" <softimage-boun...@listproc.autodesk.com on behalf of
hirazib...@live.nl> wrote:

>Thanks. The installed version is the R2-SP2 that is bundled with the
>license 
>for Maya 2016.
>It was my impression that SP2 and R2-SP weren't identical,
>otherwise there wouldn't be a reason to distribute two different versions.
>But I could be mistaken...
>
>Greetz
>Leendert
>AKA Hirazi Blue
>Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>-Oorspronkelijk bericht-
>From: Ponthieux, Joseph G. (LARC-E1A)[LITES II]
>Sent: Wednesday, December 9, 2015 10:58 PM
>To: softimage@listproc.autodesk.com
>Subject: RE: Licensing error R2-SP2 (was ""86269SFTIMSIB_2016_0F")
>
>Leendert,
>
>Is your install base strictly Softimage or is it a suite? I presume
>whatever 
>it is it must be installed from a 2016 package?
>
>There was a warning somewhere that said the two versions should not be
>installed at the same time. Is it possible you have both installed
>somehow?
>
>When I run xsibatch here using the 2015 version, it tells me it is
>checking 
>out:
>
>===
> Autodesk Softimage 13.0.114.0
>===
>
>License information: using [86269SFTIMSIB_2015_0F]
>
>I don't have SI 2016 R2 installed.
>
>If your version is looking to something with 2016 license code in it, it
>must be the SI 2016 R2 version that you are trying to run?
>
>The reason I ask is that since the SI 2015 SP2 package is supposed to be
>identical (?) to the SI 2016 R2 package, it might be possible to
>uninstall 
>the 2016 version and install the 2015 one that way the 2015 software
>might 
>only look for licenses with "2015" in it. Maybe that will let you get
>production going till the problem is sorted out?
>
>
>--
>Joey Ponthieux
>LaRC Information Technology Enhanced Services (LITES II)
>Science Systems and Applications Inc. (SSAI)
>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 Maurice Patel
>> Sent: Wednesday, December 09, 2015 4:35 PM
>> To: softimage@listproc.autodesk.com
>> Subject: RE: Licensing error R2-SP2 (was ""86269SFTIMSIB_2016_0F")
>>
>> No problem, If others are having similar problems and can provide more
>> data
>> it may help find a solution faster. Hopefully we can get to the bottom
>>of 
>> this
>> quickly.
>> Maurice
>>
>> Maurice Patel
>> Tél:  514 954-7134
>> Cell: 514 242-6549
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
>> boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
>> Sent: Wednesday, December 09, 2015 3:56 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Licensing error R2-SP2 (was ""86269SFTIMSIB_2016_0F")
>>
>> Sorry, I understood your mail. The point I was trying to make was that
>> others
>> should probably speak up, if they experience the same problem.
>> I understand there is nothing much you can do for me if it is a problem
>> that
>> only affects me.
>> But if there is some bug lurking in the background, mor

RE: Licensing error R2-SP2 (was ""86269SFTIMSIB_2016_0F")

2015-12-09 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
t it noticed better...
> Would be nice, if someone from Autodesk could look into this issue, while
> the software technically is still supported.
> I’m not on subscription any more,
> so I have no other way to bring this to their attention...
> 
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
> 
> From: Leendert A. Hartog<mailto:hirazib...@live.nl>
> Sent: Tuesday, December 8, 2015 4:29 PM
> To:
> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: ""86269SFTIMSIB_2016_0F"
> 
> After having stopped the server, setting the FLEXLM_DIAGNOSTICS to 3 and
> running XSI.bat, all I get is the “there is no interactive network license 
> (...)”
> error and nothing in the command window...
> 
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
> 
> From: Stephen Blair<mailto:stephenrbl...@gmail.com>
> Sent: Tuesday, December 8, 2015 4:18 PM
> To:
> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: ""86269SFTIMSIB_2016_0F"
> 
> When Softimage can get a license, you won't see anything from
> FLEXLM_DIAGNOSTICS=3
> The license manager should show what licenses are checked out.
> 
> If you really wanted to see what license Softimage interactive tries to check
> out, you'd have to stop the license server and then start Softimage with
> FLEXLM_DIAGNOSTICS set.
> 
> Softimage 2015 SP1 will cascade through the licenses like this:
> 
> Feature:   86269SFTIM_2015_0F
> Feature:   86270SIECS_2015_0F
> Feature:   86458SIECS_2016_0F
> Feature:   863983DSMXS_2015_0F
> Feature:   864733DSMXS_2016_0F
> Feature:   86400MAYAS_2015_0F
> Feature:   86441MAYAS_2016_0F
> Feature:   86243ENCSU_2015_0F
> Feature:   86435ENCSU_2016_0F
> Feature:   86248ESEC_2015_0F
> 
> ---
> Autodesk® Softimage® 2015
> ---
> Error: there is no interactive network license available to run Autodesk
> Softimage 2015.
> Would you like to run in Standalone mode?
> ---
> Yes   No
> ---
> 
> Feature:   SFTIM_F_S
> 
> 
> 
> 
> 
> On Tue, Dec 8, 2015 at 9:38 AM, Leendert A. Hartog
> <hirazib...@live.nl<mailto:hirazib...@live.nl>> wrote:
> The regular Softimage interface runs without errors, even started from the
> command prompt with “FLEXLM_DIAGNOSTICS” set to 3...
> 
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com<http://si-community.com>
> & xsiforum.de<http://xsiforum.de>
> 
> From: Ponthieux, Joseph G. (LARC-E1A)[LITES
> II]<mailto:j.ponthi...@nasa.gov>
> Sent: Tuesday, December 8, 2015 3:27 PM
> To:
> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: ""86269SFTIMSIB_2016_0F"
> 
> The Softimage 15 R2 interface runs though, correct? Even though your
> license lists the item 86269SFTIMSIB_2015_0F. Its only the batch gives the
> error?
> 
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES II) Science Systems
> and Applications Inc. (SSAI) NASA Langley Research Center
> __
> Opinions stated here-in are strictly those of the author and do not represent
> the opinions of NASA or any other party.
> 
> From:
> softimage-boun...@listproc.autodesk.com<mailto:softimage-
> boun...@listproc.autodesk.com>
> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-
> boun...@listproc.autodesk.com>]
> On Behalf Of Jens Lindgren
> Sent: Tuesday, December 08, 2015 7:29 AM
> To:
> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: ""86269SFTIMSIB_2016_0F"
> 
> The Softimage that is boundled with 2016 products is called Softimage 2015
> (SP2) R2. R2 menas it will use 2016 licenses, H instead of G in product key.
> So I'm guessing you just need to get the 2016 license from AD.
> 
> On Tue, Dec 8, 2015 at 1:00 PM, Leendert A. Hartog
> <hirazib...@live.nl<mailto:hirazib...@live.nl>> wrote:
> This is 2015 SP2 (the one bundled to MayaS 2016)
> 
> From: Leendert A. Hartog<mailto:hirazib...@live.nl>
> Sent: Tuesday, December 8, 2015 12:53 PM
> To:
> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: ""86269SFTIMSIB_2016_0F"
> 
> Hi list,
> while trying to check out a batch license, I get the following errors (after
> setting “ FLEXLM_DIAGNOSTICS to 3”) as attached to this mail.
> Weird thing is FlexLM seems to want to check out “86269SFTIMSIB_2016_0F”
> , which (due to the EOL) doesn’t exist...
> 
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com<http://si-community.com>
> & xsiforum.de<http://xsiforum.de>
> 
> 
> 
> 
> 
> --
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios<http://www.magoo3dstudios.com/>
> 
> 
> 
> 
> 
> 
> 




RE: ""86269SFTIMSIB_2016_0F"

2015-12-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
The Softimage 15 R2 interface runs though, correct? Even though your license 
lists the item 86269SFTIMSIB_2015_0F. Its only the batch gives the error?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
Sent: Tuesday, December 08, 2015 7:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: ""86269SFTIMSIB_2016_0F"

The Softimage that is boundled with 2016 products is called Softimage 2015 
(SP2) R2. R2 menas it will use 2016 licenses, H instead of G in product key.
So I'm guessing you just need to get the 2016 license from AD.

On Tue, Dec 8, 2015 at 1:00 PM, Leendert A. Hartog 
> wrote:
This is 2015 SP2 (the one bundled to MayaS 2016)

From: Leendert A. Hartog
Sent: Tuesday, December 8, 2015 12:53 PM
To: softimage@listproc.autodesk.com
Subject: ""86269SFTIMSIB_2016_0F"

Hi list,
while trying to check out a batch license, I get the following errors (after 
setting “ FLEXLM_DIAGNOSTICS to 3”) as attached to this mail.
Weird thing is FlexLM seems to want to check out “86269SFTIMSIB_2016_0F” , 
which (due to the EOL) doesn’t exist...

Greetz
Leendert
AKA Hirazi Blue
Softimage hobbyist, admin at si-community.com & 
xsiforum.de





--
Jens Lindgren

VFX Supervisor & Lead TD
Magoo 3D Studios


RE: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Byron,

You’re interpreting this correctly. I’m guessing that you’ve moved the pivot 
for a particular rotation behavior now you want that pivot to zero to another 
object. But when you zero object translation its not moving the pivot (and 
object) to align the pivot to its parent. This is normal. Maya pivots do not 
have a 1:1 relationship to the way Softimage works.

Pivots in Maya are typically used for scale and rotation adjustment. Unlike 
Soft which also includes position. However, it’s just easier to “ignore” the 
pivot altogether and create a hierarchy from nulls. Use this hierarchy to 
manage your articulations and respective locations. For example:

Make a new null for every position/pivot offset you need. Leave the actual 
pivots alone. Rely on them to insure zero relativity.
 Null_Position
Null_position_offset
Null_Rotate
Null_whatever
Null_geometry


Reposition the relevant nulls to accomplish the articulations that you require. 
Place the geometry at the end of the cascade. If you need to make adjustment in 
the middle, remove everything after the node you want to adjust, change its 
translation, and then put the rest of the hierarchy back under that node. 
Unparent becomes your friend. Working from a null hierarchy like this gives you 
more control, but is more time consuming and structure intensive. It is also 
more reliable upon export. But you will find it easier to work with.

Softimage spoiled us.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Wednesday, November 04, 2015 9:34 AM
To: softimage@listproc.autodesk.com
Subject: Please explain Maya pivot points to a Softimage thinker

I'm trying to get some objects zero-ed out in Maya but keep running into what I 
assume is a paradigm difference between how Maya and Soft handle center points 
and transforms. In Soft, I can move the center/pivot and it will change the 
transform values. So, I can reset the center to be in the middle of the 
geometry and then zero the position to get the object to snap back to the world 
center or parent center. In Maya, moving the pivot does not seem to change the 
transform of the object when you move the pivot. So I can't then zero the 
values and get the objects to return to zero. Sometimes, the object and it's 
center are clearly NOT at zero but that's what the values say. There are some 
Local Space/World space values in the attribute editor, but I can't figure out 
how to get things reset properly.

Any help from a Softimage perspective is appreciated.


RE: Downloading Entertainment Creation Suite

2015-09-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Missed that.

The normal installer with that naming convention but without “_webinstall” 
appended should be about 13-15 Mb in size.

Try using Chrome.

A link to where you are getting the file might be helpful as well


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:47 PM
To: softimage@listproc.autodesk.com
Subject: Re: Downloading Entertainment Creation Suite

Yes, see 2 emails ago :)

On Tue, Sep 29, 2015 at 4:45 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Did you try executing it via “Run as administrator”

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:42 PM

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Both. Same result.

On Tue, Sep 29, 2015 at 4:40 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Did you download it with Explorer or Firefox?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:36 PM

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Yuppers.
The problem seems to be with their installer app: 
Autodesk_ECSU_2016_English_Japanese_Win_64bit_wi_en-us_Setup_webinstall.exe
I've tried running as Admin from different locations. Simply stated, nothing 
happens upong attempting to run this puppy.

On Tue, Sep 29, 2015 at 4:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Have you tried turning the firewall off temporarily?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:27 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Currently on night shifts.
I'm attempting to produce some animations to help teach some medical concepts 
during the day. But so far no luck with installation. :)

On Tue, Sep 29, 2015 at 4:23 PM, Dan Yargici 
<danyarg...@gmail.com<mailto:danyarg...@gmail.com>> wrote:
Don't you have patients to attend to or something? ;)

On Wed, Sep 30, 2015 at 12:14 AM, Bradley Gabe 
<witha...@gmail.com<mailto:witha...@gmail.com>> wrote:
Hiya folks! Long time no see.

I'm attempting to download and install the creation suite from the Autodesk 
website from the education center. It downloads the 330KB insaller app without 
a problem, however when I try to run that app, nothing at all happens.

Has anyone else hit the same hurdle and figured out where the block is?

-Bradley







RE: Downloading Entertainment Creation Suite

2015-09-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Have you tried turning the firewall off temporarily?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: Downloading Entertainment Creation Suite

Currently on night shifts.
I'm attempting to produce some animations to help teach some medical concepts 
during the day. But so far no luck with installation. :)

On Tue, Sep 29, 2015 at 4:23 PM, Dan Yargici 
> wrote:
Don't you have patients to attend to or something? ;)

On Wed, Sep 30, 2015 at 12:14 AM, Bradley Gabe 
> wrote:
Hiya folks! Long time no see.

I'm attempting to download and install the creation suite from the Autodesk 
website from the education center. It downloads the 330KB insaller app without 
a problem, however when I try to run that app, nothing at all happens.

Has anyone else hit the same hurdle and figured out where the block is?

-Bradley




RE: Downloading Entertainment Creation Suite

2015-09-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Did you download it with Explorer or Firefox?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: Downloading Entertainment Creation Suite

Yuppers.
The problem seems to be with their installer app: 
Autodesk_ECSU_2016_English_Japanese_Win_64bit_wi_en-us_Setup_webinstall.exe
I've tried running as Admin from different locations. Simply stated, nothing 
happens upong attempting to run this puppy.

On Tue, Sep 29, 2015 at 4:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Have you tried turning the firewall off temporarily?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:27 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Currently on night shifts.
I'm attempting to produce some animations to help teach some medical concepts 
during the day. But so far no luck with installation. :)

On Tue, Sep 29, 2015 at 4:23 PM, Dan Yargici 
<danyarg...@gmail.com<mailto:danyarg...@gmail.com>> wrote:
Don't you have patients to attend to or something? ;)

On Wed, Sep 30, 2015 at 12:14 AM, Bradley Gabe 
<witha...@gmail.com<mailto:witha...@gmail.com>> wrote:
Hiya folks! Long time no see.

I'm attempting to download and install the creation suite from the Autodesk 
website from the education center. It downloads the 330KB insaller app without 
a problem, however when I try to run that app, nothing at all happens.

Has anyone else hit the same hurdle and figured out where the block is?

-Bradley





RE: Downloading Entertainment Creation Suite

2015-09-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Never mind on the link. You’re using the edu portal it would seem. It’s where 
our robotics students use to get their Autodesk software. Been a while since I 
had to traverse that portal but unless you are logged into it would be 
difficult to test. It seems like I recall that installer runs from within your 
browser maybe? But the file you listed was an .exe. I’d give Autodesk edu a 
call. Assuming you can still find a number. If you’re a qualified student 
you’re eligible for a 3 year license I think.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Tuesday, September 29, 2015 5:54 PM
To: softimage@listproc.autodesk.com
Subject: RE: Downloading Entertainment Creation Suite

Missed that.

The normal installer with that naming convention but without “_webinstall” 
appended should be about 13-15 Mb in size.

Try using Chrome.

A link to where you are getting the file might be helpful as well


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:47 PM
To: softimage@listproc.autodesk.com
Subject: Re: Downloading Entertainment Creation Suite

Yes, see 2 emails ago :)

On Tue, Sep 29, 2015 at 4:45 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Did you try executing it via “Run as administrator”

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:42 PM

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Both. Same result.

On Tue, Sep 29, 2015 at 4:40 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Did you download it with Explorer or Firefox?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:36 PM

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Yuppers.
The problem seems to be with their installer app: 
Autodesk_ECSU_2016_English_Japanese_Win_64bit_wi_en-us_Setup_webinstall.exe
I've tried running as Admin from different locations. Simply stated, nothing 
happens upong attempting to run this puppy.

On Tue, Sep 29, 2015 at 4:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Have you tried turning the firewall off temporarily?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:27 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Currently on night shifts.
I'm attempting to produce some animations to help teach some medical concepts 
duri

RE: Downloading Entertainment Creation Suite

2015-09-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Did you try executing it via “Run as administrator”

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:42 PM
To: softimage@listproc.autodesk.com
Subject: Re: Downloading Entertainment Creation Suite

Both. Same result.

On Tue, Sep 29, 2015 at 4:40 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Did you download it with Explorer or Firefox?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:36 PM

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Yuppers.
The problem seems to be with their installer app: 
Autodesk_ECSU_2016_English_Japanese_Win_64bit_wi_en-us_Setup_webinstall.exe
I've tried running as Admin from different locations. Simply stated, nothing 
happens upong attempting to run this puppy.

On Tue, Sep 29, 2015 at 4:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Have you tried turning the firewall off temporarily?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 29, 2015 5:27 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Downloading Entertainment Creation Suite

Currently on night shifts.
I'm attempting to produce some animations to help teach some medical concepts 
during the day. But so far no luck with installation. :)

On Tue, Sep 29, 2015 at 4:23 PM, Dan Yargici 
<danyarg...@gmail.com<mailto:danyarg...@gmail.com>> wrote:
Don't you have patients to attend to or something? ;)

On Wed, Sep 30, 2015 at 12:14 AM, Bradley Gabe 
<witha...@gmail.com<mailto:witha...@gmail.com>> wrote:
Hiya folks! Long time no see.

I'm attempting to download and install the creation suite from the Autodesk 
website from the education center. It downloads the 330KB insaller app without 
a problem, however when I try to run that app, nothing at all happens.

Has anyone else hit the same hurdle and figured out where the block is?

-Bradley






RE: Downloading Entertainment Creation Suite

2015-09-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Admittedly i didnt expect there would be a current one published. We had issues 
in the past regarding the schools accounts for our robotics students and we did 
call them to resolve it but thats been several years ago.

Have you tried using the virtual agent to download?


http://autodesk.creativevirtual15.com/autodesk/bot.html?isJSEnabled=1=Root.Front%20Desk=Root.Front%20Desk


Joey



From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Bradley Gabe 
[witha...@gmail.com]
Sent: Tuesday, September 29, 2015 6:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Downloading Entertainment Creation Suite

A call... hahahaha!
I've been all over the site and there's not a phone number to be found.
There *is* a handy page for getting online chat help, but their "agent is not 
available" for the greater part of this afternoon so far.



On Tue, Sep 29, 2015 at 5:09 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Never mind on the link. You’re using the edu portal it would seem. It’s where 
our robotics students use to get their Autodesk software. Been a while since I 
had to traverse that portal but unless you are logged into it would be 
difficult to test. It seems like I recall that installer runs from within your 
browser maybe? But the file you listed was an .exe. I’d give Autodesk edu a 
call. Assuming you can still find a number. If you’re a qualified student 
you’re eligible for a 3 year license I think.

--
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.



deja view

2015-09-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Ok, so I'm having this thought that I've done this before and that Soft used to 
have this ability, but can't remember how.

Seems I recall that I used to be able to move scenes from one project to 
another. In Project manager maybe? But there doesn't seem to be any function 
for that.

Is it possible, and if so how? I know files can be moved via windows, but 
moving a scene that way won't move all necessary references.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: deja view

2015-09-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I knew I could do that. But that requires every scene be pre-loaded and then 
deleted. Seems like their used to be a move command in project manager that did 
not require you to load the scenes.

Maybe I’m thinking of SI 3D….

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Friday, September 18, 2015 2:41 PM
To: softimage@listproc.autodesk.com
Subject: Re: deja view

 Just save the scene in a new database, using save as, making sure you select 
the
copy external files under project, option.

see here:
http://softimage.wiki.softimage.com/xsidocs/scenes_SavingScenes.htm

On Fri, Sep 18, 2015 at 2:17 PM Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:
Ok, so I’m having this thought that I’ve done this before and that Soft used to 
have this ability, but can’t remember how.

Seems I recall that I used to be able to move scenes from one project to 
another. In Project manager maybe? But there doesn’t seem to be any function 
for that.

Is it possible, and if so how? I know files can be moved via windows, but 
moving a scene that way won’t move all necessary references.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: command port to XSI

2015-09-03 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
That requires it to be installed prior to use.

I’ve got a renegade session of Soft that I am trying salvage some work in.

Won’t help here I’m afraid. But might be useful some other time. Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Thursday, September 03, 2015 9:36 AM
To: softimage@listproc.autodesk.com
Subject: Re: command port to XSI

That's one I use here on a regular basis Works great.

-Tim
On 9/3/2015 5:52 AM, Cesar Saez wrote:

Have you tried this?

https://github.com/KelSolaar/TCPServer_For_Softimage





RE: command port to XSI

2015-09-03 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Figures.

Is there a way to execute something similar to a Kill –SEGV from the old days 
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Thursday, September 03, 2015 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: command port to XSI

I recall someone on the AD side mention that the "Send To"  mechanism between 
Maya and Soft is not exposed and is essentially black-boxed.
-Tim
On 9/3/2015 8:34 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
So no command Port like Maya?

So when Maya “sends” scene data to Softimage and creates a connection to 
Softimage, how is it doing that?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, September 02, 2015 7:35 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: command port to XSI


The c# sample in the sdk is what creates the server that listens to a socket.  
There is no command port feature xsi otherwise
Le 2015-09-02 18:31, "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> a écrit :
Eric,

Thanks. I found the files but can’t really tell if I am supposed to run the 
server in order to make the client work.  And I don’t have Python installed 
anyway.

Had no luck converting the Perl script to something that XSI can understand. My 
guess is that XSI is not receiving input. In Maya you have to turn the TCP port 
on via a preference or env variable before you can use it. But I can’t find 
anything of that equivalent in XSI.

Barring these attempts, I need to save a scene that has locked up at render. 
Any advice how I can get it to quit and save on exit?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Eric Thivierge
Sent: Wednesday, September 02, 2015 5:34 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: command port to XSI

There is a sample Python one in the SDK example workgroup. It's not a straight 
forward process and the one time I was working on a team to do this it was 
quite convoluted to get it working as desired.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Sep 2, 2015 at 5:20 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Maybe this will help. I am looking to do something like this. This was a Perl 
script run in DOS.




use Socket;

$hostName = "localhost";
$portNumber = 8000;

#CREATE SOCKET CONNECTION TO MAYA
$proto = getprotobyname('tcp');
socket(Socket_Handle, PF_INET, SOCK_STREAM, $proto);
$port = getservbyname('smtp', 'tcp');
$sin = sockaddr_in($portNumber,inet_aton($hostName));
connect(Socket_Handle,$sin);

$savedir = "E:/MAYA_Emergency_Save/";
print "Attempting to save MAYA file to directory ${savedir}\n";

$command = "string \$mySceneName = basename(\`file -q -sn\`, \"\"); string 
\$mySavNam = \"$savedir\" + \$mySceneName; file -rename \$mySavNam; file -save 
-type \"mayaAscii\";\n";
send(Socket_Handle, $command, $sin);   #send the 
command to Maya
sleep 1;
#wait a second for things to catch up
exit 1; 
   #insure exit




Can this be done with XSI? Has anyone tried?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-i

gyro/gimbal rig

2015-09-03 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Hi,

I am trying to recreate a gimbal such that the inner rung always points to 
earth center(for our purposes -Y) regardless the position of the main chassis.

It is a three ring gimbal with the chassis being the third "outer" ring. Ring 2 
(middle) is X rot, ring 3 (inner) is Z rot. Ring 3 Y axis should always be 
pointing down regardless orient of chassis.

Tried locking down the rot limits and then using direction constrains but the 
direction constrains seem to ignore the rot limits in effect disabling them.


Has anyone ever done this? Having a lot of difficulty with this.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: gyro/gimbal rig

2015-09-03 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Never mind.

Pos constrain ring 2 to ring 1
Pos constrain ring 3 to ring 2
Null 1 under ring 1 at x1,y0,z0
Null 2 under ring 2 at x0,y0,z1
Direction constrain ring2 x to Null1, up vector -y
Direction constrain ring3 z to Null2, up vector -y


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Thursday, September 03, 2015 12:00 PM
To: softimage@listproc.autodesk.com
Subject: gyro/gimbal rig

Hi,

I am trying to recreate a gimbal such that the inner rung always points to 
earth center(for our purposes -Y) regardless the position of the main chassis.

It is a three ring gimbal with the chassis being the third "outer" ring. Ring 2 
(middle) is X rot, ring 3 (inner) is Z rot. Ring 3 Y axis should always be 
pointing down regardless orient of chassis.

Tried locking down the rot limits and then using direction constrains but the 
direction constrains seem to ignore the rot limits in effect disabling them.



Has anyone ever done this? Having a lot of difficulty with this.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: command port to XSI

2015-09-03 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
So no command Port like Maya?

So when Maya “sends” scene data to Softimage and creates a connection to 
Softimage, how is it doing that?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, September 02, 2015 7:35 PM
To: softimage@listproc.autodesk.com
Subject: RE: command port to XSI


The c# sample in the sdk is what creates the server that listens to a socket.  
There is no command port feature xsi otherwise
Le 2015-09-02 18:31, "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> a écrit :
Eric,

Thanks. I found the files but can’t really tell if I am supposed to run the 
server in order to make the client work.  And I don’t have Python installed 
anyway.

Had no luck converting the Perl script to something that XSI can understand. My 
guess is that XSI is not receiving input. In Maya you have to turn the TCP port 
on via a preference or env variable before you can use it. But I can’t find 
anything of that equivalent in XSI.

Barring these attempts, I need to save a scene that has locked up at render. 
Any advice how I can get it to quit and save on exit?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Eric Thivierge
Sent: Wednesday, September 02, 2015 5:34 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: command port to XSI

There is a sample Python one in the SDK example workgroup. It's not a straight 
forward process and the one time I was working on a team to do this it was 
quite convoluted to get it working as desired.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Sep 2, 2015 at 5:20 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<j.ponthi...@nasa.gov<mailto:j.ponthi...@nasa.gov>> wrote:

Maybe this will help. I am looking to do something like this. This was a Perl 
script run in DOS.




use Socket;

$hostName = "localhost";
$portNumber = 8000;

#CREATE SOCKET CONNECTION TO MAYA
$proto = getprotobyname('tcp');
socket(Socket_Handle, PF_INET, SOCK_STREAM, $proto);
$port = getservbyname('smtp', 'tcp');
$sin = sockaddr_in($portNumber,inet_aton($hostName));
connect(Socket_Handle,$sin);

$savedir = "E:/MAYA_Emergency_Save/";
print "Attempting to save MAYA file to directory ${savedir}\n";

$command = "string \$mySceneName = basename(\`file -q -sn\`, \"\"); string 
\$mySavNam = \"$savedir\" + \$mySceneName; file -rename \$mySavNam; file -save 
-type \"mayaAscii\";\n";
send(Socket_Handle, $command, $sin);   #send the 
command to Maya
sleep 1;
#wait a second for things to catch up
exit 1; 
   #insure exit




Can this be done with XSI? Has anyone tried?


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, September 02, 2015 5:07 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: command port to XSI

A long time ago I managed to write a command line port tool for Maya using the 
backend port that it provides. The tool was written in Perl and in general once 
a connection was made I could send MEL commands to the software via a “command 
line” prompt via a windows terminal. I used this often with Maya to take 
control of the software in case of a lock up etc and to send move data to it.

I thought I had created the same for XSI, again a real

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