Re: File Referencing Editing In Situe
Hello, Depending on how much time you have, this may help. I made a layout maker which did something similar. For our purposes a layout is essentially a collection of models (referenced or otherwise). Our emdl exporter attached a custom property to each model which stored the current scene path and the path the model was exported to. Modifying a model in the layout meant hitting a button which would, if required, swap out a referenced model for a local version (to modify geo). After modifications, hit another button which would: 1. Export the new emdl file (the path to export to was taken from the custom property) 2. Start a batch process which would update the original scene file (path of the original scene file was taken from the custom property) 3. If required, import back the newly imported model as a reference. The above is a somewhat simplified because I had to cater to versioning, shot specific modifications and more. Sajjad On 24 June 2014 02:16, Avinash Sunnasy sa.69...@konami.com wrote: Hello all, Our artists would like to: 1) Merge many .scns into the current .scn 2) Make some modifications e.g. move vertices. 3) Save each model back to the original .scn [The problem!] Does anyone have any good solutions for this problem? I am open to using existing plugin-ins and scripts as well as making my own. Thanks! Avinash.
Re: PyQt or PySide
Hey Alok, I'm curious about where you're getting information about development of PySide. When I had to pick a horse I chose PyQt partly because the most popular thread on PySide was about PySide being dead :-) Things may have of course changed over the last few years. On 10 June 2014 15:45, Luc-Eric Rousseau luceri...@gmail.com wrote: Not a lot of development going on in Pyside -- it doesn't even have a clear roadmap to support Qt 5. It's very frustrating. On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone On Jun 10, 2014, at 10:09 AM, Halim Negadi hneg...@gmail.com wrote: Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H.
Re: Nike The Last Game
Not sure what kind of production details you're after, but software-wise, we used: Primarily Modo, Zbrush, Mudbox for modelling Mari and Photoshop for texturing Softimage for animation, crowds, fx Rendered with Arnold for Softimage Nuke for comping Marvelous Designer for cloth Houdini was used for stuff too Maya had a bit part (in modelling) Probably peaked at around 100 people. On 9 June 2014 22:17, Meng-Yang Lu ntmon...@gmail.com wrote: Just finished watching it. So much fun. Great work and great message too. -Lu On Mon, Jun 9, 2014 at 2:01 PM, Jordi Bares jordiba...@gmail.com wrote: Really great project, love the environment work and the character design. Love to see Softimage project coming out at such incredible standard. Jordi Bares jordiba...@gmail.com On 9 Jun 2014, at 19:17, Paulo César Duarte paulocdua...@gmail.com wrote: By Passion Pictures, anyone know details about the production? And congratulations to the team, amazing work. http://www.passion-london.com/featured-video/nike-the-last-game/26c7845d9393ecc2e72fca6f11e76fb0 Cheers. Paulo Duarte -- www.pauloduarte.ws
Re: Any notable advancements in Cloth ?
You can add Numerion's Carbon to the list. http://www.numerion-software.com/ On 30 May 2014 09:19, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Have there been any new advancements in cloth sim recently ? New upcoming solvers, new workflows, gpu handled simulations ? compared to other areas it seems to be moving along at a crawl. ncloth Syflex Houdini cloth Qualoth Marvelous Designer (what's up with that? arguably the best we have and it's not even production intended?).
Re: Houdini Weaknesses
How much custom plugin development do you have to do with Houdini compared to Softimage, Maya, etc...? Let's define a plugin as something you'd write as a script or C++ lib that gets included in the software as a reusable tool, perhaps providing it's own GUI front end (if applicable) and is responsible enough to do proper error checking (as opposed to a couple line hack script like many artists do). if you're talking about the lines of code to get the same stuff done in Softimage or Maya, I would say it really depends on how you approach the problem. As with all things Houdini, there are multiple ways of making plug-ins/nodes with custom GUIs. You can create the whole layout dynamically (similar to using parameters and PPGLayout in Softimage), or you can manually create the layout and connect it through scripts. I tend to do everything programmatically to keep everything in one place. I've written plenty of plug-ins which provide exactly the same functionality in various DCCs including Houdini. The code for Houdini was similar in length to the others. If you're talking about general custom plug-in development, I guess the answer would be the same for any DCC that needs to be integrated in to the production pipeline. I'm assuming, for a game studio, you have very strict rules to govern where things go in the file system. Based on your previous posts on the topic (of moving away from Softimage), I think it's safe to assume you'll need to do a fair bit of custom development. Is there much of an SDK for writing GUI's as front ends for tool In short, yes. My personal experience with the Houdini SDK has been fantastic. I don't recall hitting a brick wall. Going off on a slight tangent, the only thing which irritated me was lack of Python support for viewport capture. However, that can be easily done through Hscript. The good news is that it will come for Python (it's in the roadmap). For GUIs, Houdini allows using native widgets or going down the PyQt path. Thankfully, there's none of that event loop issues that Softimage has when using PyQt. My personal preference is to use native widgets as they allow for a consistent UI experience. As mentioned earlier, you can create GUIs manually (drag and drop) and link them through scripting, or you can create them programmatically. Both approaches have their merits. The Houdini Python Shell is best of breed. Imagine getting a reference to an ICE node in Softimage by dragging said ICE node in to the Script Editor, this works in Houdini. Also, hurray for auto-complete virtually wherever you can write scripts. From a pipeline integration point of view, I think the biggest mistake people make during transition is to try and find one-to-one correlation between workflows and concepts. The best you can hope for is similarity of some concepts. There are no workgroups or custom parameter sets, however, there are equivalents which work perfectly well. Some find it strange that Houdini has no default project structure, I rather like it (now). The lack of a project structure is a testament to the fact that Houdini can be integrated in to whatever structure you're using currently. Sajjad
Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler
And here I was, making some popcorn. Guess it's back to the mindless violence threads for me. On 10 Mar 2014 06:04, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Bugger! That last mail was supposed to be private. Apologies in advance if anybody finds it out of line, particularly to Sam. Doesn't read all that bad, nor was it meant to, but still, I was in another Mailing List's mode (default is to reply to poster, not to list) and sent it to an ever so slightly wider audience than intended.
Re: Pose space deformation in ICE? i.e. how I maek posereaders?
Hello and welcome to the list, I'm not sure if I completely understand your question but you can certainly read orientations (bone, nulls, etc.) in ICE and you can also drive shape weights. I think it should then be possible to do what you require. Outside of ICE, have you looked at the Link Deform with Orientation command? This sits in: Animate Deform Shape Deform Keys. Docs here: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340 Hope this helps, Sajjad On 16 February 2014 08:42, Siew Yi Liang soni...@gmail.com wrote: Hi all! First time posting on the list, so if this is too simple/inane a question, sorry. (I did google and si-community search this but didn't see anything on the subject so I thought I'd ask) I know of the Deform Shape Keys function for handling pose space deformation in XSI. However, as part of a small little project I'm working on, I was wondering if there was a way to emulate the workflow I use in Maya for such a task, which is to create pose readers, that read the angle between two joints, and then use that angle to drive a corrective shape...in ICE. I'm not super experienced in ICE, so I just wanted to ask if this was advisable/possible to do via ICE? I've poked around and bit and seen that I can get angle between two vectors, so I'm thinking it should? (though making that into an actual ICE poseReader compound is another matter of course) I would like to know if any pro riggers are willing to offer their advice on what you guys do to deal with this (short of doing actual muscle simulation), or if there's a common tutorial on such a subject or a specific compound made for this that I don't know of. Also would it be faster to use deform keys, or ICE for this sort of thing? I'm still not very clear on what tasks should/shouldn't be done via ICE, from a performance standpoint. The bigger part of this question is because I am thinking of (attempting to, at least) making a similar tool eventually in ICE that could emulate a corrective sculpting solution similar to Daniel S. Lima's blendshape corrective sculpt tools for Maya: http://danielslima.com/ Which allows for intermediate corrective sculpts to be made to the model, all in an interactive fashion. Would be really nice to have for simple rigs in lieu of a more elaborate muscle system. Thank you! -- Yours sincerely, Siew Yi Liang
Re: Finding a group in python
Hi Sandy, What about iterating through model.Groups (this returns a GroupCollection)? On 7 August 2013 08:26, Sandy Sutherland sandy.mailli...@gmail.com wrote: Hi All, How does one find a group - it appears FindChild does not support finding groups? Thanks Sandy
Re: softimage and it's binary format
Some oil for the fire: The terms 'non-trivial' and 'cost benefit to the customer' come to mind. * ducks out * On 28 January 2013 14:55, Ciaran Moloney moloney.cia...@gmail.com wrote: This has been a commonly requested feature over the years On Mon, Jan 28, 2013 at 2:29 PM, Stefan Andersson sander...@gmail.comwrote: Hello Everyone, Something that is bothering me, and has been bothering me for a long while, is the constant use of binary files in Softimage. 1.) emdl Would it be so wrong to have this as a ascii format? So that you can parse through the model and change data which might be needed? 2.) preset files SERIOUSLY... if I save out a single shader I should be able to edit the contents in the file. 3.) scn files Would be most helpful if this also could have THE OPTION of being ascii. 4.) dsprojectinfo I would love if this could be a ascii file so that it can be edited or created without Softimage Is there a way around this somehow? I've been lurking around to see if there was someone that had posted some ninja skills regarding this. anyhow, insights and thoughts are welcomed best regards stefan andersson -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | skype:sanders3d
Re: softimage and it's binary format
Just to clarify, those are some of the terms I heard from the AD end whenever someone brought this issue up. Like Ciaran said, this request has been brought up frequently. Anyone involved with trouble-shooting knows the benefits of having ASCII files, just need to convince the devs. On 28 January 2013 15:33, Ponthieux, Joey j.ponthi...@nasa.gov wrote: On 1/28/2013 9:29 AM, Stefan Andersson wrote: Hello Everyone, Something that is bothering me, and has been bothering me for a long while, is the constant use of binary files in Softimage. 3.) scn files Would be most helpful if this also could have THE OPTION of being ascii. -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | skype:sanders3d Second that! Why? I've been writing out Maya .ma files for almost 12 years. That would have been 14 years except in 98 and 99 I did not have the foresight to understand that Maya's binary .mb files might need to be edited. On rare occasions we ran into scene files that would get corrupted or otherwise take a mind of their own. ASCII .ma files could be edited and the scene resurrected, an activity that occurred more frequently as the files got really large. Other reasons? Old scene files(decade old), and which were not corrupted, but had old texture file links that were no longer valid could be edited to relink the textures to their new location. Old .ma file, new file server, Perl script, no problem. The loss of hard disk space and extra time to load .ma files became trade-offs that were well worth the investment. As an added advantage interrogating the .ma scene structure yielded vast amounts of interesting information about Maya internals and structure. It was after all nothing but a huge Mel file. An example of a significant benefit? I once wrote a material file converter for Wavefront TAV .mtl files to Maya. Something Alias Wavefront never created...go figure. I used a .ma file to decipher what the materials should look like in Maya and converted the .mtl files straight to .ma. Without the ASCII scene information from the .ma file it would have been practically impossible to accomplish. With this habit somewhat ingrained, I have often wondered what a Softimage scene file would look like in ASCII. I would welcome this capability in Softimage. Going back even farther, I had my own database management tools written in Perl for Softimage 3D back in the day. So having ascii access to dsprojectinfo would also be useful. As would the other files. Granted I can understand the performance issues related to having some of these files as ascii, but each should be optional. 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: filename length limit
It's not really a Windows limitation anymore. My guess is that Softimage isn't converting paths to UNC (internally or accepting the forced UNC path format i.e. \\?\d:\32k path), details: http://msdn.microsoft.com/en-us/library/aa365247.aspx#maxpath On 30 November 2012 12:20, Alok Gandhi alok.gandhi2...@gmail.com wrote: It should work only thing is it will not show in the PPGs. But I am not sure. On Friday, November 30, 2012, Ales Dlabac wrote: Hey guys, I would like to know if somebody found solution how to use filename longer than 260 chars. Filename here is path + filename + frame + extension. You can test it yourself if you run this command in VBscript SetValue Passes.Default_Pass.Main.Filename, c:\aabbccddeeffgghhiijjkkllmmnnooppqqrrssttuuvvwwxxyy If you delete one or more chars it starts to work. Unfortunately we sometimes run over this length due to folder structure and I can not think other solution than shortening folder names what is awkward for me. Thank you Ales --
Re: Compound Combo Value in spdl
Hi Keith, This isn't a direct solution, but you might want to have a look at the PPG logic in the 'Particle Renderer' factory compound, they use the siControlCombo. Hope this helps, Sajjad On 8 October 2012 13:10, Keith Fallon keithmfal...@gmail.com wrote: Hi there, I'm adding a UI to a material compound but can't get the value of the combo drop-down. Under the compound properties I've added code in the PPG Logic section. Snippets below: function OnInit_RebuildLayout() { var oLayout = PPG.PPGLayout; oLayout.Language = JScript ; oLayout.Clear(); var oShader_Types = new Array( Constant, 0, Flat Light, 1, Lambert, 2, Phong, 3, Architectural,4, AO, 5, SSS, 6, Hair, 7, Sprite, 8 ); // oLayout.AddGroup(Shader) ; oLayout.AddEnumControl( Type, oShader_Types ); oLayout.EndGroup() ; PPG.Refresh(); } function Type_OnChanged() { var oLayout = PPG.PPGLayout; var oSafeArray = oLayout.Item(Type).UIItems ; var arr = (new VBArray(oSafeArray)).toArray(); Application.LogMessage( Combo Items : + typeof(arr) + : + arr); // // find the selected item in the drop down var oFoo = oLayout.Item(Type); Application.LogMessage( Foo : + typeof(oFoo) + : + oFoo.Name); } The name of the Combo is Type... oFoo.Name When I change to a different item in the drop-down the output is : // INFO : Combo Items : object : Constant,0,Flat Light,1,Lambert,2,Phong,3,Architectural,4,AO,5,SSS,6,Hair,7,Sprite,8 // INFO : Foo : object : Type But can anyone help with getting the selected item's name or value? Have tried oFoo.Value but it returns as undefined. // INFO : Foo : object : undefined I'm ultimately looking for the selected index !?!?!? Many thanks, Keith
Re: rendermap on a farm with xsibatch
Hi Kris, I wrote this a while ago, it may help: http://www.sajjadamjad.com/plugins.html#Mapify It includes a command which enables render mapping through xsibatch. After installing the add-on read the help file for more info, I can't remember much :-) Cheers, Sajjad On 5 October 2012 17:07, Kris Rivel krisri...@gmail.com wrote: I figured...any simple script examples for a non-coder like me? Just want to list a bunch of objects and regenerate their rendermap...preferably all at once since I assume thats faster than doing each one separately. Kris On Fri, Oct 5, 2012 at 12:01 PM, Sebastian Kowalski l...@sekow.comwrote: you can execute a script via xsibatch Am 05.10.2012 um 17:58 schrieb Kris Rivel krisri...@gmail.com: Anyway to rendermap objects on a farm with xsibatch? Kris
Re: [BUG] Softimage crashing on workgroup unload containing a custom renderer and at least on .xsirtcompound file
Apologies for bringing this slightly old thread back to life. I have been testing workgroup switching without having to restart Softimage. Specifically, I have two workgroups, where each workgroup has just one add-on installed in it. No .xsirtcompound files exist in any workgroup. The addon in each of the two workgroups is a unique version of VRay. I want to ideally trigger the workgroup switch using the onEndSceneOpen event (as every scene defines it's renderer version in a custom property) If I use the siOnEndSceneOpen event for switching, Softimage always crashes. Unlike Martins case, the rate of success is 0. However, if I attach the logic inside the event callback to a buttons OnClicked callback, the switching works flawlessly after the button is clicked. Martins original post required an xsirtcompound file to be present in the workgroup for Softimage to reliably crash, but I can reproduce this crash every time without the file. It seems to me that this problem is a bit deeper than it seems. Seng-Siong Lim wrote saying that it was only reproduced when using a script for switching and manual switching worked fine. In my case, the switching in either case is triggered through a script (OnClicked or OnEvent) but only fails when fired through an OnEvent callback. If anyone else has notes to share on this, please share. Cheers, Sajjad On 16 August 2012 16:31, Nic Groot Bluemink nicgrootbluem...@gmail.comwrote: Oh aye, I wouldn't argue with that. It's that at the time live loading/unloading of renderers was a (poorly) 'known limitation' of sorts - the kind of annoyance you have to live with and work around. If changes have been made to the system since and it's now a bug, then +1 to fixing that :) On Thu, Aug 16, 2012 at 4:17 PM, Steffen Dünner steffen.duen...@gmail.com wrote: I would rather vote for fixing it where it's broken, i.e. on the Softimage side. :) Cheers 2012/8/15 Nic Groot Bluemink nicgrootbluem...@gmail.com Hey Martin, Though it's little help, I recall running across a warning in the SI docs that unloading custom renderers in-session could introduce instabilities back when I was investigating the same thing. I can't find the exact entry for you, it was weeks before I accidentally stumbled across it last time, but that's pretty much where I threw my hands in the air and wrote a workgroup switcher that would restart sessions instead here at Kettle. Nic -- Technical Pretty Picture Making Person Kettle http://www.kettlestudio.co.uk/
Re: Friday Flashback
O_o On 31 August 2012 11:54, Stephen Blair stephenrbl...@gmail.com wrote: Friday Flashback #85 The end part II http://wp.me/powV4-24o On Fri, Aug 24, 2012 at 3:42 PM, Chris Chia chris.c...@autodesk.comwrote: My memories working with Softimage 3D on a SGI... Sent from my iPhone On 24 Aug, 2012, at 10:47 PM, Stephen Blair stephen.bl...@autodesk.com mailto:stephen.bl...@autodesk.com wrote: Friday Flashback #84 Japanese brochure for good ol' #SOFTIMAGE 3D http://wp.me/powV4-23R From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: August-17-12 10:21 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: RE: Friday Flashback Friday Flashback 83 2000 - Softimage hit the ground running with XSI a beautifully constructed environment to work in http://wp.me/powV4-232 From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: August-10-12 10:52 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: Re: Friday Flashback Oh my Darwin, SO much red! My yeess On Fri, Aug 10, 2012 at 8:08 AM, Stephen Blair stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.com wrote: Friday Flashback #82 XSI's first SIGGRAPH http://wp.me/powV4-22f From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: August-03-12 10:44 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: RE: Friday Flashback Friday Flashback 81 From 2004, Softimage XSI the perfect fit: - Everything you need - Everything you want - Everything there is http://wp.me/powV4-21j From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: July-30-12 4:00 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: Friday Flashback I think Olivier can still be seen shuddering when Batchserve is mentioned in his vicinity :) On Sat, Jul 28, 2012 at 4:58 AM, Stephen Blair stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.commailto: stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.com wrote: Friday Flashback #80 BatchServe 1.5 the Experience http://wp.me/powV4-1YW
Re: Friday Flashback
Hi Stephen, Just wanted to thank you for the tremendous support you offered for Softimage over the last few years. Your move might be a drop in the ocean for Autodesk but I'm fairly certain it's going to be felt heavily by the Softimage community. Thanks for all the fish and good luck, Sajjad On 31 August 2012 11:58, Sajjad Amjad sajjad.am...@gmail.com wrote: O_o On 31 August 2012 11:54, Stephen Blair stephenrbl...@gmail.com wrote: Friday Flashback #85 The end part II http://wp.me/powV4-24o On Fri, Aug 24, 2012 at 3:42 PM, Chris Chia chris.c...@autodesk.comwrote: My memories working with Softimage 3D on a SGI... Sent from my iPhone On 24 Aug, 2012, at 10:47 PM, Stephen Blair stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.com wrote: Friday Flashback #84 Japanese brochure for good ol' #SOFTIMAGE 3D http://wp.me/powV4-23R From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: August-17-12 10:21 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: RE: Friday Flashback Friday Flashback 83 2000 - Softimage hit the ground running with XSI a beautifully constructed environment to work in http://wp.me/powV4-232 From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: August-10-12 10:52 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: Re: Friday Flashback Oh my Darwin, SO much red! My yeess On Fri, Aug 10, 2012 at 8:08 AM, Stephen Blair stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.com wrote: Friday Flashback #82 XSI's first SIGGRAPH http://wp.me/powV4-22f From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: August-03-12 10:44 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: RE: Friday Flashback Friday Flashback 81 From 2004, Softimage XSI the perfect fit: - Everything you need - Everything you want - Everything there is http://wp.me/powV4-21j From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: July-30-12 4:00 AM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: Friday Flashback I think Olivier can still be seen shuddering when Batchserve is mentioned in his vicinity :) On Sat, Jul 28, 2012 at 4:58 AM, Stephen Blair stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.commailto: stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.com wrote: Friday Flashback #80 BatchServe 1.5 the Experience http://wp.me/powV4-1YW
Re: Autodesk Layoffs
For what it's worth, FTA: An Autodesk representative tell us that while the company eliminated close to 500 positions Thursday, it plans to create that many new jobs over the course of the year. On 24 August 2012 16:24, Greg Punchatz g...@janimation.com wrote: Not wanting to start a doom and gloom thread, just wanted to know if this is going to affect us sooner than later, and whether or not we have lost any of our friends at soft to this. http://mashable.com/2012/08/23/autodesk-lays-off-7-of-entire-staff/ ( -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com
Re: Graphic card for a workstation again
Just a note that Adobe has been moving away from CUDA on to OpenCL.I recall reading some news items a while ago which announced this shift ( http://www.amd.com/us/press-releases/Pages/amd-and-adobe-creative-suite-6-2012apr23.aspx ) According to the GPU FAQ for CS6, the new Mercury Graphics Engine doesn't use CUDA at all. (http://forums.adobe.com/thread/979969?start=0tstart=0) This of course is for Photoshop only. However, some quick research shows that pretty much all that can be done in CUDA can also be done in OpenCL ( http://blogs.adobe.com/premiereprotraining/2012/05/opencl-and-premiere-pro-cs6.html). On 21 August 2012 15:05, Byron Nash byronn...@gmail.com wrote: This is an aside, but if you plan on using Adobe stuff at all NVIDIA is the way to go. CS6 relies heavily on the Cuda technology. I know many of you on here probably don't use After Effects and Premiere but many small shops run these apps on a workstation with 3D stuff. On Mon, Aug 20, 2012 at 8:20 PM, Matt Lind ml...@carbinestudios.comwrote: For working at home I use a Quadro as they’re more stable and glitch free for GPU stuff. You can get a good Quadro for cheap on Ebay. ** ** If you insist on GeForce, I’d go with a 560, 295, or 260. ** ** Matt ** ** ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu *Sent:* Monday, August 20, 2012 11:56 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Graphic card for a workstation again ** ** So glad I asked. Hahaha. I knew your thorough personality yields the best answers. Thanks much! ** ** -Lu On Mon, Aug 20, 2012 at 11:53 AM, Matt Lind ml...@carbinestudios.com wrote: Anybody using Softimage in our building only use Nvidia GeForce. We have many models and found some better than others. The 200 series is very stable, the 400 series should be avoided at all costs, the 500 series is a mixed bag (560 good, 580 tempermental). We just got a few computers with the 670 and breaking them in as we speak. I’m the only person in the company using a Quadro as I have to determine if bugs experienced in production are due to hardware or software before filing a bug report.*** * On the few occasions we experience problems, it’s usually an OpenGL crash to blue screen or overheating – both are driver issues. We also discovered mixing and matching consumer and professional components in the same box is a bad idea. Either buy a consumer level computer with a consumer level graphics card, or buy a professional workstation with a professional graphics card. When you mix and match you run into driver related issues as the consumer lines like GeForce don’t go through the same level of QA and certification as the Quadro line – GeForces seem to be tested on a much narrower band of hardware configurations. Although Nvidia releases driver updates more frequently for the GeForce product line, you’ll be waiting much longer for patches to fix things in Softimage than with the Quadro line. About 6 months in my unscientific observations. As much as people complain here about Quadros being crappy, crash prone, and over priced, I will say I have significantly fewer problems than my colleagues here at the studio. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu *Sent:* Monday, August 20, 2012 11:37 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Graphic card for a workstation again Can you say which cards you guys are using, Matt? In the process of building a system to do some GPU stuff alongside some 3D tests at home. Thanks, -Lu On Mon, Aug 20, 2012 at 11:22 AM, Matt Lind ml...@carbinestudios.com wrote: We are a games development studio making MMORPG games. Most of the computers we buy come stocked with ATI Radeons, but no matter how much we try to make them work, they just don’t. Crashes, glitches, overheating, etc… We always have to swap them out for Nvidia GeForce cards to get stability. Framerate isn’t everything, stability often matters more. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic *Sent:* Friday, August 17, 2012 10:30 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Graphic card for a workstation again Maybe it is so but it still doesn't change the fact that after replacing gtx580 with radeon7970 I got HUGE improvement in frame rates in viewport and no problems at all as well :) It seems that all new gtx cards after 280 are crippled in an effort to push
Re: bbc olympics titles
As far as I know, the jiggle on the pants is deliberate, under the arms not so much :-) I think the point being made is that MD allowed us to do cloth sims to a much higher quality given the time constraints. For the sake of comparison, we have a lot of experience with Syflex, and it still has limited purposes (for us). However, Syflex wouldn't have allowed us to do even half the stuff we managed with MD. As Jamie said, MD isn't perfect, but it's leaps and bounds ahead of Syflex. I mean, it's not often that you actually enjoy doing cloth sims :-) On 6 July 2012 10:49, Vladimir Jankijevic vladi...@elefantstudios.chwrote: that's cool to hear. But when I watched it the first time I especially noticed some jiggling on the cloth. Like in the shot on second 27 under her arms and on second 39, his pants are jiggling. But this is surely accented by the jiggle of his arms and the shadow on the pants from them. nonetheless a really stunning piece of work! congrats On Fri, Jul 6, 2012 at 11:32 AM, Jamie Franks jamiefra...@live.co.ukwrote: Hey guys, I thought I’d share some info regarding Marvelous as it seams to be generating a fair bit of interest over here and it completely deserves some of the positive comments it’s getting. I understand why it can be seen as a bit on the expensive side. But when you consider the amount of time it can save in a production and the quality of the simulation, I think its well worth the price. That said, I do feel there is still a good amount of development needed for it to slot nicely into everyone’s workflows and is still lacking a few fundamental features which they have promised to implement. It has many pros, but it does also come with cons which you will need to workaround. The accuracy of the simulation was incredible and extremely fast. We were literally 80-90% of the way with the first pass of simulation and were left with very little tweaks and managed to avoid any secondary modifications in Softimage. Also, there was absolutely no mesh jittering in the sims, providing that the collision mesh was well prepared and there was enough space for the cloth to move between arms, legs and bodies. Sajjad developed a very useful ICE compound for fixing this and other self intersect geometry between arm pits and the groin area, some of the extreme poses would have been very difficult to simulate without this. Approaching cloth simulation using the traditional method of pattern making meant that we could reference pattern templates of real sportswear and tailor them to fit the characters proportions perfectly. I'm pretty confident its this approach which helps give more realism to cloth simulation in general and deffinately made it easier to generate the creases and deformations that everyone was expecting. We found that the whole process of modelling the clothes, developing a cloth setup and simulating a shot could be condensed into a single process which obviously saved a huge amount of time. Being able to simulate and interact with the garment as you model is a massive understated feature of Marvelous and it simply enabled us to achieve the director’s vision sooner and allowed us to tackle a larger volume of work, which gave more time to focus on raising the quality of the simulations. hope this helps answer some of the questions Jamie -- Subject: RE: bbc olympics titles Date: Thu, 5 Jul 2012 08:44:44 +0200 From: szabol...@crytek.com To: softimage@listproc.autodesk.com Congratulations guys, I loved the style and the whole stuff! I hope there will be some breakdown also. And, as a character artist, I’d like to see more characters as well! By the way, MD is quite pricey, isn’t it? As I tested it’s the best cloth stuff compared to anything I have ever seen, but the license fee was extreme then… Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney *Sent:* Wednesday, July 04, 2012 4:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: bbc olympics titles On Tue, Jul 3, 2012 at 10:37 PM, Steven Caron car...@gmail.com wrote: is mario ucci still there? cause i think i see his hand in every character... and all of the characters are awesome! (not just modeling, animation, and shading too!) You're right. Good eye! As I recall there was a specific reason we used Arnold to render Naiad sims, not sure though, perhaps Ciaran can explain. Actually, all the Naiad stuff was straight V-ray, which worked well. I had to use Arnold for just one or two of the shots with lots of particles. e.g. the long jumper is landing in a sand pit of maybe 20 million particles. Rendering all of those with full GI was possible with Arnold. Ciaran -- You received this message because you are subscribed to the Google Groups Softimage Mailing List
Re: bbc olympics titles
Hi Mirko, Thanks. The cost of Arnold is a bit much for a studio our size. We found V-Ray to be an entirely capable (read better) replacement of MR. As I recall there was a specific reason we used Arnold to render Naiad sims, not sure though, perhaps Ciaran can explain. On 4 July 2012 11:22, Mirko Jankovic mirko.janko...@aeonproduction.comwrote: Any reason why not Arnold for all rendering? just curious :) And to join congratulations, amazing work! On Wed, Jul 4, 2012 at 11:43 AM, Sajjad Amjad sajjad.am...@gmail.comwrote: Hi Guys, Just confirming some of the stuff said previously. We used: - Softimage as the primary 3D app with V-Ray (no MR), lots of ICE (as expected) - Some 3DS Max for FumeFx - Marvelous Designer for all the Cloth (no Syflex) - Naiad for fluids (rendered with Arnold) Cheers, Sajjad
Re: bbc olympics titles
I can confirm the statement about MD :-) On 4 July 2012 11:37, Simon Reeves si...@simonreeves.com wrote: Great job! That Marvelous Designer looks pretty magic Simon Reeves Freelance 3D VFX Artist London, UK *email: si...@simonreeves.com* *website: http://www.simonreeves.com* * * On 4 July 2012 11:22, Mirko Jankovic mirko.janko...@aeonproduction.comwrote: Any reason why not Arnold for all rendering? just curious :) And to join congratulations, amazing work! On Wed, Jul 4, 2012 at 11:43 AM, Sajjad Amjad sajjad.am...@gmail.comwrote: Hi Guys, Just confirming some of the stuff said previously. We used: - Softimage as the primary 3D app with V-Ray (no MR), lots of ICE (as expected) - Some 3DS Max for FumeFx - Marvelous Designer for all the Cloth (no Syflex) - Naiad for fluids (rendered with Arnold) Cheers, Sajjad
Re: Get Scene File Version
Depending on the complexity of control you want, the following may not work. You could make a custom preference file per project. These preferences, amongst other things, could hold what app versions are allowed. A beginsceneload event could then check that the correct app version is the host. On 10 May 2012 21:28, Jens Lindgren jens.lindgren@gmail.com wrote: I just tried both a .scn and .emdl and none of them worked :( On Thu, May 10, 2012 at 9:02 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Actually, it might have been an *.emdl now that I think about it. On Thu, May 10, 2012 at 2:30 PM, Jeremie Passerin gerem@gmail.comwrote: *One time I opened a .scn with WinRAR by accident and to my surprise, it was a compressed archive with several files* really ? I gave it a quick try... and it's not working for me :-| On 10 May 2012 10:43, Martin furik...@gmail.com wrote: Thanks. The problem is that I don't always have a scntoc. I guess I'll have to manage a way to use printver.exe. M.Yara -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/