Re: path vs curve

2018-06-20 Thread Sandy Sutherland
There is indeed -

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.sidefx.com_mailing-2Dlist_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zZYd7LGTBZr5KXssJO0Wtr4BnaJkK0CVj05yb_bnSHc=UDlQXat8oN7nmGjkMlDEg7KItVI4xhIIvgFvI39SRzg=

S.

On 20 June 2018 at 15:52, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov> wrote:

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

Re: Any Dinosaurs Still Lurking?

2018-05-11 Thread Sandy Sutherland
Yep still around as one of them 'from before'

S.

On 11 May 2018 at 17:23, Bradley Gabe  wrote:

> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old
> SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage
> mailing lists, for me at least, were my Facebook before there was official
> social media.
>
> San Antonio still owes me a camera! -- Softimage Mailing List. To
> unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> “unsubscribe” in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Arnold old and new

2018-04-20 Thread Sandy Sutherland
Set them up as plugins on a network share, and then modify the environment
variables at launch time to point to the required version, we are doing
that with everything we do here at Axis.

S.

On 20 April 2018 at 09:40, Laurence Dodd  wrote:

> We have just moved to Arnold 5, but have now to revisit some older
> projects which are not happy to render anymore with Arrnold 5, has anyone
> had success with having multiple workgroups for Arnold?
> Our IT guy swears that we cant run the old Arnold, because AD have changed
> the licence server setup and it doesnt pick up the new Licence.
> Basically if we can then I just update some textures, but if we can't I
> have to rebuild all the shaders.
>
> Cheers
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> 
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OTish - Setting RoyalRender up with Redshift ?

2018-01-03 Thread Sandy Sutherland
Morten - can Holger not help you out directly, he was always very helpful
when I was using RR. I would strongly suggest sticking with RR, Deadline is
way way more complicated than RR in every way, unless you have strong
Python, even to setup a basic server RR is a piece of cake compared to DL.
Sorry I cannot help you more, been away from RR for over 2.5 years now and
not kept up with it - and before you all ask, we use Deadline here at Axis
and I have been working with it, so it is not an unknown - basically have
used both quite extensively!

S.

On 3 January 2018 at 17:23, Jeremy Smith <
jeremy.sm...@jellyfishpictures.co.uk> wrote:

> Hello Morten,
>
>
>
> We have been using Royal Render and RedShift for about two years now
> without issue (Softimage and Maya – but more recently Maya only).  If you
> want a hand setting this up, please drop me an email at jeremy.smith@
> jellyfishpictures.co.uk and will be happy to give you a hand getting this
> running (can do a remote session if you would like).
>
>
>
> Few questions for you.
>
>
>
>1. Are you running Windows or Linux (I assume Windows)?
>2. What version of Royal Render are you using?
>
>
>
> All the best and will keep an eye out for your email!
>
>
>
> Jeremy
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Morten Bartholdy
> *Sent:* 03 January 2018 15:34
> *To:* Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=k-_BfRVA3Er-Lg9J4wdHMufQVnpCAvUEorlC1aAinXY=SKirvg7v_bnEUPVXqsVbAEGunHbXRkpkP97EFQhsDGE=
> forum/#!forum/xsi_list 
> *Subject:* Re: OTish - Setting RoyalRender up with Redshift ?
>
>
>
> Hi Mirko,
>
> We are long time RR users but stuff like this might make us look
> elsewhere. I have no time for tinkering with sysadmin stuff that I just
> really want to work, and quickly :) Time spent on that is less time for
> producing pixels.
>
> So what is the basic setup procedure in Deadline?
> One thing though - Thinkbox can apparently not be bothered with posting
> pricing - you actually have to contact them to get to know -> oldschool ->
> sucks.
>
> Morten
>
>
>
>
> > Den 3. januar 2018 klokken 16:18 skrev Mirko Jankovic <
> mirkoj.anima...@gmail.com>:
> >
> >
> > this is not helping and maybe a bit out of the place but have you tried
> > deadline instead? it has fantastic redshift support and stupid simple to
> > setup as well
> >
> > On Wed, Jan 3, 2018 at 3:47 PM, Morten Bartholdy 
> > wrote:
> >
> > > I am trying to set up RoyalRender for Redshift, and have run into a
> snag.
> > >
> > > Holger explains the proces in the documentation like shown below. My
> > > problem is I have no idea how to add a commandline flag in the options
> of
> > > the RR/win_rrClient.bat link. I am sure many of you have done this, so
> a
> > > nudge in the right direction will be much appreciated.
> > >
> > > Thanks - Morten
> > >
> > >
> > > 
> > > Dual Mode: service + interactive application mode
> > > 
> > >
> > > If you do not have a second GPU card, then you have to start the
> rrClient
> > > manually in your interactive session (Application Mode).
> > >
> > > To start the client in interactive mode, you can just add a link to the
> > > win_rrClient.bat file in the RR Root and place it into your "Startup"
> > > start-menu folder.
> > >
> > >
> > > The disadvantage of an interactive mode is that you have to login on
> the
> > > machine.
> > >
> > > And if you have not setup an (plain password) auto-login, then your
> > > rrClient is not running if you startup the machine.
> > >
> > > Therefore you can run two clients.
> > > Keep the service running as usual.
> > >
> > >
> > > Create a link to RR/win_rrClient.bat (via right-click in windows
> explorer).
> > > Edit the properties and add the commandline flag -UITakeOverService
> > > The interactive client will start and stays in an invisible mode.
> > > The service will disable itself, but it does NOT abort a render that
> is in
> > > progress.
> > > Once the service is disabled, the service puts itself into invisible
> mode.
> > > And the interactive client takes over.
> > >
> > >
> > > You might want to use additional commandline flags like:
> > >
> > > -IgnoreWorkingHours
> > >
> > >
> > > Do not disable the interactive client during working hours
> > >
> > > -ShutdownEvenIfLoggedIn
> > >
> > >
> > > Temporally enables the setting "Shutdown even if a user is logged in"
> > >
> > > -MapGlobalDrives
> > >
> > >
> > > Map the drives set in rrConfig at startup.
> > >
> > > -NoPassOnClose
> > >
> > >
> > > The Client does not ask for a password if you try to close it.
> > >
> > > (Overrides the setting rrConfig,Tab Logins 

Re: New Deadline Submission Tool

2017-11-28 Thread Sandy Sutherland
Chris -

https://urldefense.proofpoint.com/v2/url?u=https-3A__lists.sidefx.com_mailman_listinfo_sidefx-2Dhoudini-2Dlist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=FZ8O46wtqXmGamfL64IvlS7N2nx4S9O085qygN7Ew08=PolnF7i1JpJ0pvumu6kc7x1TrhOEikusidFyi0FaVpI=

Cheers

Sandy

On 28 November 2017 at 14:06, Chris Johnson 
wrote:

> Is there a link to join the Houdini Mailing list? I'm just getting my feet
> wet.
>
> On Mon, Jul 10, 2017 at 7:59 AM, Andy Nicholas 
> wrote:
>
>> Hi all,
>> Just cross posting this here in case it’s of interest and you’re not
>> signed up to the Houdini mailing list yet. I’ve released a new open source
>> tool for Houdini to make job submissions to Deadline a bit easier.
>>
>> More info here: 
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.andynicholas.com_-3Fp-3D1877=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=FZ8O46wtqXmGamfL64IvlS7N2nx4S9O085qygN7Ew08=mBF2ss3nyGaJObb8u55RjzsZCiGs4J8Tyz8Md8LjmWs=
>> 
>>  
>> > 
>> >
>>
>> Let me know if you find it useful or have any feedback.
>>
>> Cheers,
>> Andy
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
> Chris Johnson | www.someonescousin.com
> 
>  | 416.473.1624
>
>
> 
>
> 
>
> 
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: ramp up motion blur

2017-03-20 Thread Sandy Sutherland
Not touched Softimage for a few years now, but can you not use ICE to add a
multiplier to PointVelocity and AngularVeocilty?

S.

On Mon, Mar 20, 2017 at 5:42 PM, Chris Marshall 
wrote:

> If it was a one-off, I'd just render each of the 10 frames separately with
> different settings. it's just a slight pain. Maybe 10 passes could do it.
> Thanks
>
>
> On 20 March 2017 at 17:40, patrick nethercoat 
> wrote:
>
>> Hi Chris,
>> Brute force with separate passes is the first thing to come to mind.
>> Can't think of a smart way.
>>
>> On 20 March 2017 at 17:34, Chris Marshall 
>> wrote:
>>
>>> Hi there,
>>> I have a motion graphic animation which suddenly speeds up over the last
>>> 30 frames. So I'd like to not have motion blur switched on up to that
>>> point, then ramp it in over eg 10 frames. There's no animation divot on the
>>> motion blur property, so I was wondering if anyone knows of a solution to
>>> this?
>>> Thanks
>>> Chris
>>>
>>>
>>> --
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>> www.dot3d.com
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Brandt Animation
>> www.brandtanim.co.uk
>> 020 7734 0196
>> 07717 38 39 40
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Emit particles frm surfaces facing a particular direction?

2017-03-14 Thread Sandy Sutherland
Paul - are you subscribed to the Houdini list - it can be really helpful.

Send an email with subscribe in body to
sidefx-houdini-list-requ...@sidefx.com - I think it is.

S.





On Tue, Mar 14, 2017 at 4:36 PM,  wrote:

> I am doing Houdini a bit, but spend a lot more time with Softimage to be
> honest. I don't have anyone to help me with Houdini and find it hard going
> when I get stuck.
>
>
>
> -Original Message-
> From: Morten Bartholdy
> Sent: Tuesday, March 14, 2017 4:00 PM
> To: p...@bustykelp.com ; Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
> Subject: Re: Emit particles frm surfaces facing a particular direction?
>
> Great explanation Paul. I was missing the emit location part, which I guess
> will explain why I did not see the desired effect :)
>
> I miss your tutorials, but I guess you are diving into Houdini. Maybe you
> can make that more accessible to people like me - you have a great talent
> for teaching.
>
> Thanks
> Morten
>
>
>
> > Den 14. marts 2017 klokken 16:06 skrev p...@bustykelp.com:
> >
> >
> > https://vimeo.com/208318679  watch this
> >
> >
> > -Original Message-
> > From: Morten Bartholdy
> > Sent: Tuesday, March 14, 2017 2:47 PM
> > To: Official Softimage Users Mailing
> > List.https://groups.google.com/forum/#!forum/xsi_list
> > Subject: Re: Emit particles frm surfaces facing a particular direction?
> >
> > Oh goodie. I thought I had almost got it right, and I saw a reaction, but
> > clearly not the desired one :)
> >
> >
> > MB
> >
> >
> >
> >
> > > Den 14. marts 2017 klokken 15:27 skrev p...@bustykelp.com:
> > >
> > >
> > > I'm making you a video if you can hold out a moment and I'll send the
> > > link
> > >
> > >
> > >
> > > -Original Message-
> > > From: Morten Bartholdy
> > > Sent: Tuesday, March 14, 2017 2:13 PM
> > > To: Official Softimage Users Mailing
> > > List.https://groups.google.com/forum/#!forum/xsi_list
> > > Subject: Re: Emit particles frm surfaces facing a particular direction?
> > >
> > > Also seems replies with attachments don't get through...
> > >
> > > MB
> > >
> > >
> > >
> > >
> > > > Den 14. marts 2017 klokken 13:34 skrev Morten Bartholdy
> > > > :
> > > >
> > > >
> > > > It seems I am doing something wrong - I am not getting the right
> > > > values.
> > > >
> > > > MB
> > > >
> > > >
> > > >
> > > > > Den 14. marts 2017 klokken 12:40 skrev p...@bustykelp.com:
> > > > >
> > > > >
> > > > > The easiest thing is to emit over the whole object then do what you
> > > > > did
> > > > > and
> > > > > plug the output of your 'Less than' into a Delete Particle node.
> > > > >
> > > > > -Original Message-
> > > > > From: Morten Bartholdy
> > > > > Sent: Tuesday, March 14, 2017 11:19 AM
> > > > > To: Official Softimage Users Mailing List.
> > > > > https://groups.google.com/forum/#!forum/xsi_list ;
> > > > > p...@bustykelp.com
> > > > > Subject: Re: Emit particles frm surfaces facing a particular
> > > > > direction?
> > > > >
> > > > > Thanks Paul. I know stuf like this is trivial to you, but it is not
> > > > > so
> > > > > much
> > > > > the method that escapes me as the lack of a tool that does this.
> > > > >
> > > > > I can figure out how to get a vector from a nulls position and Get
> > > > > Point
> > > > > Normals from my geometry, I can then get the angle between them and
> > > > > put
> > > > > than
> > > > > into a Less than or equal to node, but how to transform a threshold
> > > > > value
> > > > > into either weightmap values, creating a sample set to emit from or
> > > > > filtering an emission, I don't know.
> > > > >
> > > > > I was sort of hoping there would be a node or compound I had
> > > > > overlooked
> > > > > which provided something I could use :)
> > > > >
> > > > > cheers
> > > > > Morten
> > > > >
> > > > >
> > > > > > Den 14. marts 2017 klokken 11:11 skrev p...@bustykelp.com:
> > > > > >
> > > > > >
> > > > > > You can either
> > > > > >
> > > > > > Emit from the whole and delete the ones that aren't pointing in
> > > > > > the
> > > > > > right
> > > > > > direction, (based on comparing the normal angle to your preferred
> > > > > > vector)
> > > > > >
> > > > > > Or create a weightmap on the object and use ICE to set the values
> > > > > > based
> > > > > > upon
> > > > > > the normal angle and use the weightmap in the Emit node. (This
> > > > > > wont
> > > > > > work
> > > > > > on
> > > > > > low poly meshes for obvious reasons)
> > > > > >
> > > > > > Or make a duplicate of the surface, and use ICE to delete Polys
> > > > > > that
> > > > > > aren't
> > > > > > pointing in the right direction, then emit from the resulting
> > > > > > object.
> > > > > >
> > > > > >
> > > > > > Number 1 is the easiest to set up.
> > > > > >
> > > > > > Paul
> > > > > >
> > > > > >
> > > > > > -Original Message-
> > > > > > From: Morten Bartholdy
> > > > > > Sent: Tuesday, March 14, 2017 10:05 AM
> > > > > > To: 

Re: Workgroup equivilent for Maya

2017-03-09 Thread Sandy Sutherland
Hi Darren,

You can launch Maya with a set of environment variables set before launch,
as Andy mentioned you can use Rez or we are using a modified version of
Ecosystem here.

Starting from this page, you can see which ones you might need to set.

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-925EB3B5-1839-45ED-AA2E-3184E3A45AC7-htm.html

You could also write a small python script that sets these, then launches
Maya using Popen or similar.

Cheers

Sandy

On Thu, Mar 9, 2017 at 11:21 AM, Darren Macpherson 
wrote:

> Hi all,
>
> Its been awhile since I was around these parts. I know this has been
> covered a fair amount and I have been going through previous posts and
> general looking around on line, so sorry if there's a bit of overlap and
> noise.
>
> We're looking to give Maya a try on a shot with a current project. I was
> hoping some of you might have some advice when it comes to working with
> maya on a project server. Right now my biggest question is how people are
> structuring there maya workflow when it comes to plugins or setting up the
> equivalent of a workgroup for maya.
>
> We would prefer to work with absolute paths (//servername/projects/) if
> possible. Currently we create a workgroup per project in the relevant
> project folder. That way the workgroup for that project looks at all the
> relevant addons, keeps the correct addon version for the project and helps
> with keeping everything consolidated when the project is backed up. Has
> anyone done something similar with maya where a project only points to the
> plugins that are relevant to the project?
>
> I might have a few more questions that I think of as I go along but any
> advice or help would be appreciated.
>
> Cheers
>
> Darren
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Am I being an idiot, probably

2017-03-01 Thread Sandy Sutherland
Ah - not had much time to look at 16.x.x here, just set it up in our
pipeline, but not had a decent look yet.

S.

On Wed, Mar 1, 2017 at 4:59 PM, Laurence Dodd <laure...@porkpie.tv> wrote:

> Hi sandy
> It's the Indie I just bought, it's version 16.0.504.20. I just installed
> it on Monday
> To tell the truth, I may have bitten off more than I can chew, a job
> landed straight in my lap, and it might well be out of my leage after about
> ten days on houdini
>
> On 1 March 2017 at 16:55, Sandy Sutherland <sandy.mailli...@gmail.com>
> wrote:
>
>> What version of Houdini are you using Lawrence - I currently have
>> 15.5.606 and if I switch to /shop in the network editor and hit tab - start
>> typing princ... I immediately see principled shader.  I did not try the
>> rest of the tutorial, so I don't know if there is anything further on that
>> might be different.
>>
>> S.
>>
>> On Wed, Mar 1, 2017 at 4:39 PM, Laurence Dodd <laure...@porkpie.tv>
>> wrote:
>>
>>> This is a Houdini question, I feel too stupid to ask on the Houdini
>>> forum.
>>> I am just trying to set up a layered shader in Mantra, if I look at this
>>> tutorial
>>> https://www.sidefx.com/tutorials/curvature-vop/
>>> it looks so easy, but when I go to SHOP as she does I get no option for
>>> principled shader, I have to use a material Shader builder node, it's all
>>> different, and doesn't work nearly as well.
>>> My main problem is that the shader puts my texture one to each poly, it
>>> does have UV's.
>>> Arrgh this is taking me too long.
>>>
>>> Am I missing something basic?
>>>
>>> Thanks everyone
>>>
>>> --
>>>
>>> Laurence Dodd
>>> Porkpie Animation
>>> E: laure...@porkpie.tv
>>> W: www.porkpie.tv
>>> M: 07570 702 576
>>> T: 01273 278 382
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Am I being an idiot, probably

2017-03-01 Thread Sandy Sutherland
Also works if I drop a shopnet in /obj... if you are on a 15.5.x version,
did you install from the normall installer, and run as normal, or do you
have some sort of environment build going on before running?

S.

On Wed, Mar 1, 2017 at 4:55 PM, Sandy Sutherland <sandy.mailli...@gmail.com>
wrote:

> What version of Houdini are you using Lawrence - I currently have 15.5.606
> and if I switch to /shop in the network editor and hit tab - start typing
> princ... I immediately see principled shader.  I did not try the rest of
> the tutorial, so I don't know if there is anything further on that might be
> different.
>
> S.
>
> On Wed, Mar 1, 2017 at 4:39 PM, Laurence Dodd <laure...@porkpie.tv> wrote:
>
>> This is a Houdini question, I feel too stupid to ask on the Houdini forum.
>> I am just trying to set up a layered shader in Mantra, if I look at this
>> tutorial
>> https://www.sidefx.com/tutorials/curvature-vop/
>> it looks so easy, but when I go to SHOP as she does I get no option for
>> principled shader, I have to use a material Shader builder node, it's all
>> different, and doesn't work nearly as well.
>> My main problem is that the shader puts my texture one to each poly, it
>> does have UV's.
>> Arrgh this is taking me too long.
>>
>> Am I missing something basic?
>>
>> Thanks everyone
>>
>> --
>>
>> Laurence Dodd
>> Porkpie Animation
>> E: laure...@porkpie.tv
>> W: www.porkpie.tv
>> M: 07570 702 576
>> T: 01273 278 382
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Am I being an idiot, probably

2017-03-01 Thread Sandy Sutherland
What version of Houdini are you using Lawrence - I currently have 15.5.606
and if I switch to /shop in the network editor and hit tab - start typing
princ... I immediately see principled shader.  I did not try the rest of
the tutorial, so I don't know if there is anything further on that might be
different.

S.

On Wed, Mar 1, 2017 at 4:39 PM, Laurence Dodd  wrote:

> This is a Houdini question, I feel too stupid to ask on the Houdini forum.
> I am just trying to set up a layered shader in Mantra, if I look at this
> tutorial
> https://www.sidefx.com/tutorials/curvature-vop/
> it looks so easy, but when I go to SHOP as she does I get no option for
> principled shader, I have to use a material Shader builder node, it's all
> different, and doesn't work nearly as well.
> My main problem is that the shader puts my texture one to each poly, it
> does have UV's.
> Arrgh this is taking me too long.
>
> Am I missing something basic?
>
> Thanks everyone
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: value field expression input not working anymore

2017-02-27 Thread Sandy Sutherland
Keyboard setting - if your keyboard is set to some layout that messes with
commas etc.. it messes with the in field expressions like that.

S.

On Mon, Feb 27, 2017 at 9:37 AM, Oscar Juarez 
wrote:

> Is your decimal mark ","? If that is the case, I think it doesn't work,
> you need to have "." as decimal mark.
>
> On Mon, Feb 27, 2017 at 8:48 AM, Toonafish  wrote:
>
>> Did you try "L(100)" ?
>>
>> - Ronald
>>
>>
>> On 2/27/2017 2:46, Fabian Schnuer Gohde wrote:
>>
>> Hi,
>> entering expressions like r(0,360) or l(0,100) in the MCP panel transform
>> fields doesn't work anymore. I've had this before a long time ago but can't
>> remember how I fixed it. Any suggestions?
>> Thank you,
>> Fabian
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Looking for character rigger!

2017-01-25 Thread Sandy Sutherland
Grrr - would have loved this, but not touched Soft in over 3 years now,
been Houdini pipelining and RND.

S.

On Wed, Jan 25, 2017 at 2:39 PM, Rob Wuijster  wrote:

> Hi,
>
> I'm looking for a character rigger in the first -two or so- weeks in
> February.
>
> If there are freelance SI character riggers still out here, and have time
> let me know.
> You can work of-site if you want, but preferably be in the European time
> zone.
>
> Just drop me an email with all info, and I'll reroute it to the persons in
> charge. :-)
>
> --
>
> cheers!
>
> Rob
> \/-\/\/
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: User attributes from Houdini to XSI?

2016-12-08 Thread Sandy Sutherland
Hi Morten,

Sorry not used Crate, or even alembic in Soft , so not much help that
side.

S.

On Thu, Dec 8, 2016 at 2:30 PM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> Hi Sandy,
>
> I actually got it to not complain in ICE and can visualize values in ICE
> by using Cd, but see nothing in the Vertex_Colors. This is unfamiliar
> territory for me, so most likely simple user error somewhere, but slightly
> clueless atm
>
> I am guessing I need to apply a vertex_color property for ICE to write to,
> but don't really know.
>
> The funny thing is using fbx this just works straight away, but we would
> like to get the alembic exchange working.
>
> Morten
>
>
>
>
>
> > Den 8. december 2016 klokken 14:48 skrev Sandy Sutherland <
> sandy.mailli...@gmail.com>:
> >
> >
> > Morten - Houdini normally stores vertex colour data in Cd, try that
> instead
> > of H_vertex_color.
> >
> > S.
> >
> > On Thu, Dec 8, 2016 at 1:39 PM, Morten Bartholdy <x...@colorshopvfx.dk>
> > wrote:
> >
> > > I am using Crate to import alembic from Houdini into XSI for rendering,
> > > and we would like to transfer custom data, in this case actually just
> > > simple vertex colors.
> > >
> > > Reading up on Crate documentation there is one page about Custom
> Attribute
> > > Import using ICE to import alembic data, and it is not terribly
> > > explanatory, so this far I don't have things working, but I think I
> can see
> > > there is an attribute named H_vertex_color when I have set up the
> string
> > > stuff, but I get this error:
> > >
> > > # ERROR : ExocortexAlembicSoftimage1.1 - Alembic: float_array node
> error:
> > > Could not find H_vertex_color
> > >
> > > Does anyone here have tips or pointers regarding importing custom data
> > > from Houdini?
> > >
> > >
> > > Cheers
> > > Morten
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: User attributes from Houdini to XSI?

2016-12-08 Thread Sandy Sutherland
Morten - Houdini normally stores vertex colour data in Cd, try that instead
of H_vertex_color.

S.

On Thu, Dec 8, 2016 at 1:39 PM, Morten Bartholdy 
wrote:

> I am using Crate to import alembic from Houdini into XSI for rendering,
> and we would like to transfer custom data, in this case actually just
> simple vertex colors.
>
> Reading up on Crate documentation there is one page about Custom Attribute
> Import using ICE to import alembic data, and it is not terribly
> explanatory, so this far I don't have things working, but I think I can see
> there is an attribute named H_vertex_color when I have set up the string
> stuff, but I get this error:
>
> # ERROR : ExocortexAlembicSoftimage1.1 - Alembic: float_array node error:
> Could not find H_vertex_color
>
> Does anyone here have tips or pointers regarding importing custom data
> from Houdini?
>
>
> Cheers
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT Model shelf in Houdini missing

2016-09-30 Thread Sandy Sutherland
I would try uninstall and re-install.

BTW the shelf buttons actually just run code that setup the network for the
necessary 'tool' - so you could build the network yourself - it is just
easier to do it from the buttons. 

S.

On Fri, Sep 30, 2016 at 1:06 PM, Chris Marshall <chrismarshal...@gmail.com>
wrote:

> no, I just installed for the first time, so wouldn't know what or where
> the python variables are.
>
>
> On 30 September 2016 at 13:01, Cristobal Infante <cgc...@gmail.com> wrote:
>
>> I have had issue like this before when I messed up with my python
>> variables. I couldn't see any of the shelves actually.
>>
>> Have you been messing about with those?
>>
>> On 30 September 2016 at 12:58, Sandy Sutherland <
>> sandy.mailli...@gmail.com> wrote:
>>
>>> Mmm ok - don't have apprentice, so not sure if it should be there -
>>> should imagine so, but cannot check for you - maybe someone else here is
>>> running apprentice?
>>>
>>> S.
>>>
>>> On Fri, Sep 30, 2016 at 12:55 PM, Chris Marshall <
>>> chrismarshal...@gmail.com> wrote:
>>>
>>>> This is the Apprentice version
>>>>
>>>> On 30 September 2016 at 12:54, Sandy Sutherland <
>>>> sandy.mailli...@gmail.com> wrote:
>>>>
>>>>> Model should always be there in both hescape and hmaster.
>>>>>
>>>>> S.
>>>>>
>>>>> On Fri, Sep 30, 2016 at 12:53 PM, Lawrence Jaeger <
>>>>> rence.jae...@gmail.com> wrote:
>>>>>
>>>>>> I have had shelf items not being there before, I realized after some
>>>>>> time I wasn't launching "Houdini FX", I was launching "Houdini"
>>>>>> Not sure if that helps..
>>>>>>
>>>>>> On Fri, Sep 30, 2016 at 1:49 PM, Sandy Sutherland <
>>>>>> sandy.mailli...@gmail.com> wrote:
>>>>>>
>>>>>>> Chris are you doing anything funky on launching Houdini??  You
>>>>>>> should be in build or model desktop and should see icons along the top
>>>>>>> below the menus?  if you do and Model is not there, you can click the + 
>>>>>>> to
>>>>>>> right of the tool tab bunch and should find Model there?
>>>>>>>
>>>>>>> S.
>>>>>>>
>>>>>>> On Fri, Sep 30, 2016 at 12:37 PM, Chris Marshall <
>>>>>>> chrismarshal...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Hi All,
>>>>>>>> I'm just starting with Houdini, and the second tutorial on modeling
>>>>>>>> is revolving a curve. So i don't appear to have a Model Shelf? That's a
>>>>>>>> strange thing.
>>>>>>>>
>>>>>>>> Can anyone help?
>>>>>>>>
>>>>>>>> Thanks
>>>>>>>> Chris
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Softimage Mailing List.
>>>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Softimage Mailing List.
>>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Lawrence Jaeger
>>>>>> Drummer | 3D Graphics | Motion Designer
>>>>>> Grassy Spark
>>>>>> CELL: (+2772) 199 9110
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Chris Marshall
>>>> Mint Motion Limited
>>>> 029 20 37 27 57
>>>> 07730 533 115
>>>> www.mintmotion.co.uk
>>>> www.dot3d.com
>>>>
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT Model shelf in Houdini missing

2016-09-30 Thread Sandy Sutherland
Mmm ok - don't have apprentice, so not sure if it should be there - should
imagine so, but cannot check for you - maybe someone else here is running
apprentice?

S.

On Fri, Sep 30, 2016 at 12:55 PM, Chris Marshall <chrismarshal...@gmail.com>
wrote:

> This is the Apprentice version
>
> On 30 September 2016 at 12:54, Sandy Sutherland <sandy.mailli...@gmail.com
> > wrote:
>
>> Model should always be there in both hescape and hmaster.
>>
>> S.
>>
>> On Fri, Sep 30, 2016 at 12:53 PM, Lawrence Jaeger <rence.jae...@gmail.com
>> > wrote:
>>
>>> I have had shelf items not being there before, I realized after some
>>> time I wasn't launching "Houdini FX", I was launching "Houdini"
>>> Not sure if that helps..
>>>
>>> On Fri, Sep 30, 2016 at 1:49 PM, Sandy Sutherland <
>>> sandy.mailli...@gmail.com> wrote:
>>>
>>>> Chris are you doing anything funky on launching Houdini??  You should
>>>> be in build or model desktop and should see icons along the top below the
>>>> menus?  if you do and Model is not there, you can click the + to right of
>>>> the tool tab bunch and should find Model there?
>>>>
>>>> S.
>>>>
>>>> On Fri, Sep 30, 2016 at 12:37 PM, Chris Marshall <
>>>> chrismarshal...@gmail.com> wrote:
>>>>
>>>>> Hi All,
>>>>> I'm just starting with Houdini, and the second tutorial on modeling is
>>>>> revolving a curve. So i don't appear to have a Model Shelf? That's a
>>>>> strange thing.
>>>>>
>>>>> Can anyone help?
>>>>>
>>>>> Thanks
>>>>> Chris
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>>
>>> --
>>> Lawrence Jaeger
>>> Drummer | 3D Graphics | Motion Designer
>>> Grassy Spark
>>> CELL: (+2772) 199 9110
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT Model shelf in Houdini missing

2016-09-30 Thread Sandy Sutherland
Model should always be there in both hescape and hmaster.

S.

On Fri, Sep 30, 2016 at 12:53 PM, Lawrence Jaeger <rence.jae...@gmail.com>
wrote:

> I have had shelf items not being there before, I realized after some time
> I wasn't launching "Houdini FX", I was launching "Houdini"
> Not sure if that helps..
>
> On Fri, Sep 30, 2016 at 1:49 PM, Sandy Sutherland <
> sandy.mailli...@gmail.com> wrote:
>
>> Chris are you doing anything funky on launching Houdini??  You should be
>> in build or model desktop and should see icons along the top below the
>> menus?  if you do and Model is not there, you can click the + to right of
>> the tool tab bunch and should find Model there?
>>
>> S.
>>
>> On Fri, Sep 30, 2016 at 12:37 PM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> Hi All,
>>> I'm just starting with Houdini, and the second tutorial on modeling is
>>> revolving a curve. So i don't appear to have a Model Shelf? That's a
>>> strange thing.
>>>
>>> Can anyone help?
>>>
>>> Thanks
>>> Chris
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Lawrence Jaeger
> Drummer | 3D Graphics | Motion Designer
> Grassy Spark
> CELL: (+2772) 199 9110
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT Model shelf in Houdini missing

2016-09-30 Thread Sandy Sutherland
Chris are you doing anything funky on launching Houdini??  You should be in
build or model desktop and should see icons along the top below the menus?
 if you do and Model is not there, you can click the + to right of the tool
tab bunch and should find Model there?

S.

On Fri, Sep 30, 2016 at 12:37 PM, Chris Marshall 
wrote:

> Hi All,
> I'm just starting with Houdini, and the second tutorial on modeling is
> revolving a curve. So i don't appear to have a Model Shelf? That's a
> strange thing.
>
> Can anyone help?
>
> Thanks
> Chris
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Aw: Re: Friday Flashback #277

2016-09-04 Thread Sandy Sutherland
Pretty sure it was Chinny was it not?

On 4 Sep 2016 12:37, "wavo"  wrote:

> Maybe Carl B. ?
> !
> --
> Diese Nachricht wurde von meinem Android Mobiltelefon mit 1&1 Mail
> gesendet.
>
> Am 03.09.2016, 21:34, Bradley Gabe  schrieb:
>>
>> Did we ever find out who was behind the hoodie?
>>
>> On Sat, Sep 3, 2016 at 11:10 AM, Stephen Blair 
>> wrote:
>>
>>> Softimage XSI6 mr hoodie brochure
>>>
>>> http://xsisupport.com/2016/09/02/friday-flashback-277
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: script log at startup

2016-04-22 Thread Sandy Sutherland
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] *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-bo

Re: script log at startup

2016-04-22 Thread Sandy Sutherland
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] *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] > 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
] *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.



--

Softimage Mailing List.

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


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



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




---
This email has been checked for viruses by Avast antivirus software.
https://www.avast.com/antivirus
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the 

Re: Autodesk acquires Solid Angle

2016-04-18 Thread Sandy Sutherland
Mmm given their track record, won't be too long before they EOL HtoA, so
that they can prop up the Geriatric that is Maya.

On Mon, Apr 18, 2016 at 1:32 PM, Jordi Bares  wrote:

> It will be fine guys, Autodesk do not have any competing product so it
> actually may be a good thing.
>
> jb
>
> On 18 Apr 2016, at 13:27, Artur W  wrote:
>
> I don't believe it. NO. I refuse t believe this.
>
> 2016-04-18 14:26 GMT+02:00 Artur W :
>
>> FUCK YOU AUTODESK.
>>
>> 2016-04-18 14:18 GMT+02:00 Oliver Weingarten :
>>
>>> Hey there...some news..so it seems. Take a look
>>>
>>> "SAN FRANCISCO---Autodesk, Inc
>>> .
>>> (NASDAQ:ADSK) has acquired Solid Angle, developer of Arnold, an advanced,
>>> ray-tracing image renderer for high-quality 3D animation and visual effects
>>> creation used in film, television and advertising worldwide. Acquisition
>>> terms were not disclosed."
>>>
>>>
>>> http://news.autodesk.com/press-release/autodesk-boosts-advanced-rendering-capabilities-through-acquisition-solid-angle
>>>
>>> Cheers,
>>> oli
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Jscript question, building a shader.

2016-02-25 Thread Sandy Sutherland
+1 on Python - I did and have not looked back!

S.

On Thu, Feb 25, 2016 at 5:20 PM, Cristobal Infante  wrote:

> If you are really considering learning programming, I would recommend you
> learn python instead.
>
> You will be able to use it another apps like maya or houdini.
>
> On 25 February 2016 at 17:12, Olivier Jeannel 
> wrote:
>
>> That's awfully complicated :/  (for me)
>> I renamed my files with zero digit
>>
>> :)
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: XSI 2015 hangs when opening

2016-02-10 Thread Sandy Sutherland
Ha - so something I passed on, finally has been useful!  Success, next 
...the WORLD! :-P


On 2016-02-10 07:27 PM, Tom Kleinenberg wrote:


Sandy always told me to renamed the user prefs folder in Documents so 
that XSI generated new ones when weird things started happening. Does 
that help anything?


On 10 Feb 2016 19:22, "George Schermer" > wrote:


Hi all,

My XSI 2015 had been working fine a couple weeks ago, but today
when I tried to launch it I got the splash screen and the menu
bar, (with "MCP, KPL,PPG" tabs in the right corner,) but nothing
else.  And then it says that XSI is unresponsive.

Has anyone else come across this error before?  Any fixes?

Any help would be much appreciated!

Thanks!
George





---
This email has been checked for viruses by Avast antivirus software.
https://www.avast.com/antivirus


Re: Goodbyes (was this is the end...)

2016-02-09 Thread Sandy Sutherland
There is a Houdini list?  Pray do point us in the direction of said list, I
have only found ODForce etc...

S.

On Tue, Feb 9, 2016 at 3:42 PM, Cristobal Infante  wrote:

> I am pretty sure the creative sheep has just made it's way to the houdini
> list, and it's somehow entertaining all the expert with his questions.
>
> I have to say people on the houdini list are extremely kind and but that
> can't last surely!!!
>
> C
>
> On 8 February 2016 at 08:40, Rob Wuijster  wrote:
>
>> ssh. don't jinx it ;-P
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 6-2-2016 3:02, Adam Sale wrote:
>>
>> Whatever happened to Creative Sheep?
>>
>> or Luke?
>>
>>
>>
>> On Fri, Feb 5, 2016 at 3:06 PM, David Saber  wrote:
>>
>>> You'll take my XSI list from my dead cold hands! :)
>>>
>>> On 2016-02-05 02:16, Andre De Angelis wrote:
>>>
>>> Me too, even though I left the industry 4 years ago.  I still love the
>>> app and the community.
>>>
>>> I guess I'm still in denial that it's all coming to an end.  I might
>>> well be the last person to unsubscribe to the list.
>>>
>>>
>>>
>> Geen virus gevonden in dit bericht.
>> Gecontroleerd door AVG - www.avg.com
>> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van uitgifte:
>> 02/08/16
>>
>>
>>
>


Re: Goodbyes (was this is the end...)

2016-02-09 Thread Sandy Sutherland
Ah - I guess I didn't look very far, must be the experience with looking
for Maya lists that hindered me.

Thanks so much -

Sandy

On Tue, Feb 9, 2016 at 3:56 PM, Cristobal Infante <cgc...@gmail.com> wrote:

> https://www.sidefx.com/index.php?option=com_mailarchive=212
>
> here ;)
>
> On 9 February 2016 at 15:51, Sandy Sutherland <sandy.mailli...@gmail.com>
> wrote:
>
>> There is a Houdini list?  Pray do point us in the direction of said list,
>> I have only found ODForce etc...
>>
>> S.
>>
>> On Tue, Feb 9, 2016 at 3:42 PM, Cristobal Infante <cgc...@gmail.com>
>> wrote:
>>
>>> I am pretty sure the creative sheep has just made it's way to the
>>> houdini list, and it's somehow entertaining all the expert with his
>>> questions.
>>>
>>> I have to say people on the houdini list are extremely kind and but that
>>> can't last surely!!!
>>>
>>> C
>>>
>>> On 8 February 2016 at 08:40, Rob Wuijster <r...@casema.nl> wrote:
>>>
>>>> ssh. don't jinx it ;-P
>>>>
>>>> Rob
>>>>
>>>> \/-\/\/
>>>>
>>>> On 6-2-2016 3:02, Adam Sale wrote:
>>>>
>>>> Whatever happened to Creative Sheep?
>>>>
>>>> or Luke?
>>>>
>>>>
>>>>
>>>> On Fri, Feb 5, 2016 at 3:06 PM, David Saber <davidsa...@sfr.fr> wrote:
>>>>
>>>>> You'll take my XSI list from my dead cold hands! :)
>>>>>
>>>>> On 2016-02-05 02:16, Andre De Angelis wrote:
>>>>>
>>>>> Me too, even though I left the industry 4 years ago.  I still love the
>>>>> app and the community.
>>>>>
>>>>> I guess I'm still in denial that it's all coming to an end.  I might
>>>>> well be the last person to unsubscribe to the list.
>>>>>
>>>>>
>>>>>
>>>> Geen virus gevonden in dit bericht.
>>>> Gecontroleerd door AVG - www.avg.com
>>>> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van uitgifte:
>>>> 02/08/16
>>>>
>>>>
>>>>
>>>
>>
>


Re: Goodbyes (was this is the end...)

2016-02-02 Thread Sandy Sutherland
Egads - Adrian, you are really just a nipper..

S.

On Tue, Feb 2, 2016 at 6:02 PM, adrian wyer 
wrote:

> what's that... speak up, us old folks don't hear too good... dang gummit,
> kids today with your ice trees and your terra flops
>
>
>
> i remember when all this was fields, and the discussion list was all about
> cheese and monkeys.
>
>
>
>
>
> why when i was a lad.. mumble mumble..
>
>
>
>
>
> NURSE!!   need some fresh sheets over here
>
>
>
> a
>
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe
> *Sent:* 02 February 2016 15:24
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Goodbyes (was this is the end...)
>
>
>
> I appreciate the sentiment folks, you've already thanked me enough over
> the years. :-)
>
>
>
> For the first time, I am concerned that the list might disappear once and
> for all, and possibly without warning. At the moment, this has been my only
> contact with the old user base. I'm afraid if the list goes, I won't be
> able to keep up as I am being sucked into an entirely different,
> all-consuming vortex.
>
>
>


RE: Goodbyes (was this is the end...)

2016-02-02 Thread Sandy Sutherland
Serious blast from the wy back past right there
On 2 Feb 2016 18:44, "Ed Harriss"  wrote:

> …and Monkeys!
>
>
>
> Where’s Porl?
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Scott Lange
> *Sent:* Tuesday, February 02, 2016 1:24 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Goodbyes (was this is the end...)
>
>
>
> Cheese!
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *adrian wyer
> *Sent:* Tuesday, February 02, 2016 1:02 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Goodbyes (was this is the end...)
>
>
>
> what's that... speak up, us old folks don't hear too good... dang gummit,
> kids today with your ice trees and your terra flops
>
>
>
> i remember when all this was fields, and the discussion list was all about
> cheese and monkeys.
>
>
>
>
>
> why when i was a lad.. mumble mumble..
>
>
>
>
>
> NURSE!!   need some fresh sheets over here
>
>
>
> a
>
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Bradley Gabe
> *Sent:* 02 February 2016 15:24
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Goodbyes (was this is the end...)
>
>
>
> I appreciate the sentiment folks, you've already thanked me enough over
> the years. :-)
>
>
>
> For the first time, I am concerned that the list might disappear once and
> for all, and possibly without warning. At the moment, this has been my only
> contact with the old user base. I'm afraid if the list goes, I won't be
> able to keep up as I am being sucked into an entirely different,
> all-consuming vortex.
>
>
>


Re: this is the end......

2016-01-27 Thread Sandy Sutherland
Er...cough...at Axis Animation now, working between Maya and Houdini,
pipeline etc... but yes, Softimage is the Soul Mate of the 3d world, so if
things don't work out here, I would be interested in looking back into
Soft.  Although mind you, loving the Houdini side.

S.

On Wed, Jan 27, 2016 at 3:13 PM, Greg Punchatz  wrote:

> Still using it everyday here at Janimation, but the end is getting to be
> in sight.
>
> Yet the path for us is not clear yet. Maya looks like its headed in the
> right direction, I am hopeful.
>
>  Houdini just seems a bit heavy handed for a lot of our work.
>
> C4d with Arnold looks great for a good deal of our work, but the character
> tools are not so good, and it does not seem to scale well.
>
> Modo seems like the sanest of the apps from a UI and design POV, but its
> animation speed makes fairly useless for anything complicated.
>
>  Max, I simply do not like, a pile of plug ins ready to fall apart.
>
> On Wed, Jan 27, 2016 at 8:20 AM, Jordi Bares  wrote:
>
>> I am using it at Glassworks and still miss it for quite a few things,
>> nevertheless I must confess I miss now Houdini even more… clearly something
>> wrong is going on with me.
>>
>> ;-)
>>
>> Joking apart, the level of missing either Softimage or Houdini depend on
>> the project.
>> jb
>>
>>
>> On 27 Jan 2016, at 14:08, Javier Vega (Elástico) 
>> wrote:
>>
>> Yes, this is the end, but I’m still using it in some projects when I need
>> to work more fast and quickly. Anyway, the users of this list which
>> software are using right now? Just curiosity. I know that you, Jordi Bares,
>> are still using it. In my case, as a freelance, I switch it to Maya for
>> some projects and I’m touching with a lot of satisfaction, Blender.
>>
>> See you!
>>
>> El 27 ene 2016, a las 15:01, Mirko Jankovic 
>> escribió:
>>
>> well I really don;t see that everybody that used SI will just forget
>> everything so far.
>> it could be just harder to get in contact with them :)
>> there is still mailing list and si-community so... :)
>>
>> On Wed, Jan 27, 2016 at 2:59 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Goodnight sweet prince.
>>>
>>>
>>>
>>> On 27 January 2016 at 13:53, Greg Punchatz  wrote:
>>>
 Sigh... and yes freelancers are way harder to find : (





 On Wed, Jan 27, 2016 at 7:46 AM, adrian wyer <
 adrian.w...@fluid-pictures.com> wrote:

> well seeing as today is the final day you can purchase stand alone
> licenses of Softimage, i guess i'll be the first to say
>
>
>
> farewell old friend, long will you be remembered as the better app
>
>
>
> a
>
>
>
> ps. still use it everyday, but freelancers are hard to find..
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>


>>>
>>
>>
>>
>


Re: So.. Maya rigging is still a thing...

2016-01-22 Thread Sandy Sutherland
We never got you rigging in Softimage then Tom - ;)

S.

On Fri, Jan 22, 2016 at 10:05 AM, Tom Kleinenberg 
wrote:

> At college we were taught Max and Maya. Maya was by far the most popular
> with students. I never much cared for it, so I always asked "What do you
> like about it over Max?" I couldn't ever get a straight answer and was
> generally fobbed off with something like "Well, they used it in the
> Matrix/Lord of the Rings/etc". Made me sad.
>
> On 22 January 2016 at 09:42, Olivier Jeannel 
> wrote:
>
>> That is very true Stefan.
>> And people look at you weird just because you're not in the Maya
>> majority...
>> It's like speaking of the taste of chiken inside a kfc, nobody get's a
>> clue.
>>
>> On Fri, Jan 22, 2016 at 9:10 AM, Stefan Kubicek 
>> wrote:
>>
>>> There are only two kinds of 3D Artists:
>>> Those who use Softimage, and those who never tried.
>>>
>>> The story of Softimage's demise is one of ignorance.
>>>
>>>
>>>
>>> But they don;t know for better so burning bed for them is as good as it
>>> gets.
>>> They have no idea what is a fluffy feeling of Softimage around you :(
>>>
>>> On Fri, Jan 22, 2016 at 8:26 AM, Gerbrand Nel  wrote:
>>>
 I know many of us are forced by employers or situations to convert to
 maya.
 My heart goes out to you!
 But the rest of you fuckers who choose to go to maya over all the other
 options out there.
 You have made your beds, now burn in them.

>>>
>>
>


Re: Can't start Softimage - system failure

2016-01-12 Thread Sandy Sutherland
Bizarre that different user works, but not renaming the user prefs - as
effectively all that exists within the user is maybe a shortcut and the
prefs folders.

S.

On Tue, Jan 12, 2016 at 11:44 AM, Sven Constable <sixsi_l...@imagefront.de>
wrote:

> Yes, a bummer. Maybe less work with just reinstalling softimage..if it
> will work then. I'm not sure if tried to reistalling Softimage back then to
> fix it but I probably did. I think deleting the user account was my last
> hope.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten Bartholdy
> *Sent:* Tuesday, January 12, 2016 10:34 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Can't start Softimage - system failure
>
>
>
> Interesting - this actually worked. I still can't start Soft on the usual
> account, so I guess I will have to proceed with deleting it and rename the
> new working one. Lots of crap to reestablish though. Bummer.
>
>
>
> It would be really nice to know how it can become corrupted like this.
> Last thing I did before it broke was exit Softimage without closing the
> scene I had been working on.
>
>
>
> Thanks Sven.
>
>
>
>
>
> Morten
>
>
>
>
>
>
>
>
>
>
> Den 11. januar 2016 kl. 18:42 skrev Sven Constable <
> sixsi_l...@imagefront.de>:
>
> --> -->
>
> Can you log into the workstation with a different user and start
> softimage? Or create a new user and  log in with that account to test? If
> so, the "holzhammer method" would be to delete the non working account and
> create a new one with the same name. IRRC I had a similar problem
> (Softimage simply didn't start without a message) . I didn't resolved the
> issue but fortunatly I was in the position to kill the account. The
> workstation was fubar btw, so it didn’t matter :)
>
>
>
> sven
>
>
>
> *From: *softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of* Morten
> Bartholdy
> *Sent:* Monday, January 11, 2016 6:06 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Can't start Softimage - system failure
>
>
>
> That wasn't it :/
>
>
>
> MB
>
>
> Den 11. januar 2016 kl. 17:59 skrev Sandy Sutherland <
> sandy.mailli...@gmail.com >:
>
> Rename prefs folder to test if it is something in there.
>
>
>
> S.
>
>
>
> On Mon, Jan 11, 2016 at 4:55 PM, Morten Bartholdy < x...@colorshopvfx.dk >
> wrote:
>
> It is too long ago I had trouble like this, so I plain don't remember how
> to deal with it.
>
>
>
> Suddenly after a normal days work and submitting renders to RR after
> closing Softimage I can't start it again. It crashes and I get "Failed to
> save before system failure". Tried restarting the computer and same problem.
>
>
>
> I have tried renaming default.xsipref and start again, and I have run
> runonce.bat - both without any luck. How do I proceed from here?
>
>
>
> Help is much appreciated - I don't really fancy reiinstalling, although
> thtat would be my backup plan.
>
>
>
>
>
> Morten
>
>
>
>
>
>
>
>


Re: Can't start Softimage - system failure

2016-01-11 Thread Sandy Sutherland
Rename prefs folder to test if it is something in there.

S.

On Mon, Jan 11, 2016 at 4:55 PM, Morten Bartholdy 
wrote:

> It is too long ago I had trouble like this, so I plain don't remember how
> to deal with it.
>
>
>
> Suddenly after a normal days work and submitting renders to RR after
> closing Softimage I can't start it again. It crashes and I get "Failed to
> save before system failure". Tried restarting the computer and same problem.
>
>
>
> I have tried renaming default.xsipref and start again, and I have run
> runonce.bat - both without any luck. How do I proceed from here?
>
>
>
> Help is much appreciated - I don't really fancy reiinstalling, although
> thtat would be my backup plan.
>
>
>
>
>
> Morten
>
>
>
>


Re: Bizarre jump in character animation when rendering

2016-01-07 Thread Sandy Sutherland
Long ago, I adopted the method of creating different 'models' for assets.
One of them being a render version.  Always cached out, then apply cache to
render model and render scene.  Too many issues can pop up with rigs on a
farm.  Any pipeline I have been involved in setting up since then, has a
caching section firmly entrenched!

S.

On Thu, Jan 7, 2016 at 3:49 PM, Matt Morris  wrote:

> Don't have any answers for solving the gear issue, other than to say I've
> faced that too and had to cache out the geo to render. Deformers works as
> well as you've found.
>
>
>
> On 7 January 2016 at 15:45, Christopher McCabe <
> christopher.mccabe...@gmail.com> wrote:
>
>> Hey Mirko,
>>
>> Can you talk more about the controller issue in Gear? We just started
>> using it and found the same popping issue. Everything is fine in the view
>> port, but gear goes crazy on the farm. We ended up plotting the deformers
>> to get the job out. But would like to know where to focus my energy on
>> trying to fix this issue. I found it was mostly prominent in the leg
>> components.
>>
>> I also came across a cycle dependency error when trying to rig custom sub
>> components. I found this on several characters that I have completed with
>> Gear. So it is consistent.
>>
>> If anyone could chime in it would be very helpful.
>>
>> Thanks,
>>
>> On Wed, Jan 6, 2016 at 4:57 AM, Morten Bartholdy 
>> wrote:
>>
>>> No, they are very simple manual rigs.
>>>
>>>
>>>
>>> Morten
>>>
>>>
>>> Den 6. januar 2016 kl. 10:51 skrev Mirko Jankovic <
>>> mirkoj.anima...@gmail.com>:
>>>
>>> Are characters by any chance rigged with GEAR?
>>>
>>> On Wed, Jan 6, 2016 at 10:47 AM, Morten Bartholdy < x...@colorshopvfx.dk
>>> > wrote:
>>>
>>> I have a number of referenced characters which are animated using clips
>>> in the animation mixer. It has been a very smooth proces, but in one shot
>>> on one character I get a weird jump on a couple of controllers at a
>>> particular frame when rendering on the farm. Done it twice now with jump at
>>> the same frame. It is in the middle of an action clip, so no cut or mixing
>>> going on and a hardware capture is smooth.
>>>
>>>
>>> Could this be some dirty delta info perhaps, and how do I clean it up if
>>> that is the case?
>>>
>>>
>>> Only thing I have not tried yet is rendering the whole sequence on one
>>> computer - kind of slow, so that would be last resort, and I would really
>>> like to know what might cause it.
>>>
>>>
>>>
>>> Morten
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>
>
> --
> www.matinai.com
>


Re: OT:Houdini indie render solution

2015-10-26 Thread Sandy Sutherland
Gerbrand - Redshift may well be appearing in a Houdini near you soon'ish,
just a FYI.

S.

On Mon, Oct 26, 2015 at 9:37 AM, Ognjen Vukovic  wrote:

> Generally fur with redshift isnt a problem at all. I have rendered Paul's
> fuzz plug-in a couple of times, and its a breeze to work with. Hair cached
> as alembic should work without a problem. Theres one gotcha and its if the
> points are created in ice as any shape other then segment, it wont render.
>
> On Mon, Oct 26, 2015 at 9:02 AM, Tim Leydecker  wrote:
>
>> Hi Gerbrand,
>>
>> for curves, e.g. fur, the latest versions of redshift are supposed to
>> support Maya´s Xgen
>> for fur descriptions, I think there´s one or two guys here on the list
>> who render fur with redshift.
>>
>> Also version 2.10 of yeti was announced to support redshift, which would
>> mean rendering
>> yeti data using redshift.
>>
>> Both I haven´t gotten around to try yet (i have no yeti license at home
>> and no redshift at work...)
>> but would love to get some info. The difficult bit would be how to get
>> such data from Houdini Indie into Maya?
>>
>> For volumes, I have no news from redshift but it´s on their list afaik.
>>
>> Cheers,
>>
>> tim
>>
>>
>> Am 26.10.2015 um 08:11 schrieb Gerbrand Nel:
>>
>>> Hi guys.
>>> I have been doing most of my jobs in houdini since the start of 2015,
>>> and I'm loving the work flow.
>>> Most things just work, and although I have to re-learn allot of skills,
>>> I feel like this is an upgrade to my skill set.
>>> There is one huge problem though.
>>> Everything needs to get rendered at the end of the day.
>>> Mantra is beautiful, and amazingly powerful, and can get the job done,
>>> but its kinda slow.
>>> Well slow in my incapable hands.
>>> I've done a few tutorials on rendering, but no matter how much I tweak,
>>> a render still takes around 15 to 20 min per frame.
>>> As far as cpu renders go, this is not so bad, but I'm a freelancer, and
>>> most of the other freelancers around me have switched to redshift.
>>> I've done a few comparisons, and most of the times redshift will give
>>> you the same results in 1/5 of the time.
>>> Rendering normal geometry via alembic in soft or maya is not the end of
>>> the world, but how would I render fur or volumes?
>>> I'm using houdini indie, so 3rd party renders in houdini are out of the
>>> question for me.
>>> Do you guys know of a way to get fur or volumes from houdini into
>>> maya/softimage?
>>> I would like to give Blender/Cycles a go, but I have never used blender
>>> for anything other than camera tracking.
>>> Cycles seems like it is up for the task, but without alembic, how would
>>> this work?
>>> Any input on this matter would rock!!
>>> Thanks guys
>>> Gerbrand
>>>
>>>
>>
>


Re: [JOB] Blur Studio's looking for a Rigger

2015-09-16 Thread Sandy Sutherland
Booo - pity I am not available - really seriously missing Rigging in Soft,
well rigging at all now -

S.

On Wed, Sep 16, 2015 at 5:09 PM, Jeremie Passerin 
wrote:

> Hey guys,
>
>
> We're looking for a freelance Rigger for 3 to 6 month.
> We're still using Softimage on this project.
>
> You can apply by sending an email to
> j...@blur.com
>
> thanks !
>
> Jeremie
>


Re: Continued use of Softimage question

2015-08-20 Thread Sandy Sutherland
At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote a
tool to submit renders from Houdini to RR that had the main render job wait
for the IFD job to finish, before starting - easy to do.  The IFD
generating was pretty quick, so we did not really have machines waiting to
render.

On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com
wrote:

 Pretty sure that applies also to Mantra renders. But, most places have a
 smaller pool of engine licenses and export all frames to .ass or .ifd for
 rendering. Since export times are usually shorter than render times, it
 works out quite efficiently. But yeah, definitely another expense to
 consider.


 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan m...@smoke-mirrors.com
 wrote:

  One thing that is a bummer with HTOA is that you will need to purchase a
 Houdini Engine license for every node on your farm unless all the geometry
 creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.







Re: Continued use of Softimage question

2015-08-19 Thread Sandy Sutherland
Francois - I setup a Houdini Mantra rendering pipeline at Sunrise in Cape
Town, must say Mantra is not quite Arnold, but it is still a very good
renderer!  Also Houdini is a pipeline TDs wet dream! I did want to get
Arnold in there, but Budget in South Africa is all too often a problem.

S.

On Wed, Aug 19, 2015 at 3:39 PM, Francois Lord flordli...@gmail.com wrote:

 Hi Andy.

 Did you move to Mantra, or stayed with Arnold?

 Softimage crashing too often in lookdev is the #1 reason why I'm actively
 looking elsewhere.


 On 19-Aug-15 10:35, Andy Goehler wrote:

 We at Fiftyeight moved on from Softimage to Houdini for scene assembly
 and rendering. While Houdini’s offerings may not be the designed/perfect
 pass system currently, we’ve managed to adjust to a level of comfort.
 Shading and lighting productivity has gone way up. Houdini has proven to be
 very stable during shading and lighting, contrary to my frustration with
 Soft crashing unacceptably often.

 We were not looking for the best solution currently available either, we
 were looking for a platform to build upon. And are very happy with Side
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature
 requests and implementation and daily builds make us a satisfied customer.

 Andy





Continued use of Softimage question

2015-08-19 Thread Sandy Sutherland
Hi all,

After a stint out of the Softimage fold - mainly in setting up a Houdini
rendering and VFX pipeline somewhere, and now I am at Axis animation, doing
pipeline tools and setup - I wanted to get a feel for this -

Who in the world is continuing to use Softimage?  Who might still be on the
lookout for high end Soft Riggers, pipeline, tools etc...?

Just wondering, as I consider the future for myself and family.

Thanks

Sandy


Re: getting a baked ICE cache over to max?

2014-04-18 Thread Sandy Sutherland
Hi Chris, why not just re-attach the instances to your incoming cache so
then they will be live, it does not matter they are 'in' the cache, on fact
you can copy and paste the instance part of your original Ice tree into one
on the incoming cache tree, which means you can do your retiming on the
cache too.
Sandy
On 18 Apr 2014 7:30 PM, Chris Johnson chr...@topixfx.com wrote:

 yeah I tried that and didn't seem to work...also tried and fbx export and
 driving that with a .pc2 in max and that didn't work either.


 On Fri, Apr 18, 2014 at 12:40 PM, Ben Houston b...@exocortex.com wrote:

 Exocortex crate can likely do it. Try the demo to see if it works for
 you...
 On 17 Apr 2014 23:34, Chris Johnson chr...@topixfx.com wrote:

 So I baked a cache of a pointcloud with instanced shapes. Then I
 reimported that cache and cut it up in the animation mixer and re-timed
 itbkaed it down to a final cache. However I was going to use this
 Grahame fuller's method (
 http://www.si-community.com/community/viewtopic.php?f=19t=3588) to
 export it but that only works when the instance shapes are live. now that
 the sim is baked down I need another method to get this over. I tried
 exporting the cloud as .fbx and writing a .pc2 cache but max didn't like
 that.

 Thanks in advance.





Re: A germ of an idea.

2014-03-12 Thread Sandy Sutherland
I can try and help where I Can - count me in - will also pass the word 
around Cape Town and ex-Triggerfish people.


S.

On 2014/03/12 12:10 PM, p...@bustykelp.com wrote:
I think the documentary idea should be put to a different thread, as 
its really worth doing, but I feel that having multiple ideas in one 
thread will just serve to confuse all of them. It would be good to 
show both as one piece if they both get made. The CGI piece could work 
as a 40 second introduction to the other.

So far, on the CGI idea, we potentially have these artists interested
1 Paul SmithGeneralist, ICE skills and character / 
mocap and animation
2 Artur Wozniak3D Generalist, non-character animation, 
rendering, some nuke, VFX
3 Perry Harovas  I am a generalist, but have good 
modeling skills and lighting/rendering skills. I am also a Nuke user, 
and could help composite.

4 Francisco Criadogeneralist , can also do compositing.
5 Paul Griswold
6 Eugene Flormatageneralist, I'd prefer to animate 
something though. I never get to do that enough at work.
7 Emilio Hernandez   3D generalist, character-modeling, 
rigging.  mid ICE level. Comp, editing and VFX here ready for battle.

8 Jason S  Generalist/comp/matte paintings
9 Christian Lattuada
10 Rob Chapman  ICE FX artist/TD, Softimage user for 
EIGHTEEN YEARS
11 Sebastian SterlingIm a Modeller, prefer characters but 
Multi-purpose.
12 Dan Pejril I am a generalist in Softimage with 
ICE skills, animation and rendering (recently I have been using 
3delight and Redshift).I have a background in character animation and 
medical animation.

13 David Saber
14 Greg Punchatz   I would be happy to edit it all 
together into a cohesive  piece . Put music to it etc
15 Gustave Eggert Boehs  generalist, leaning towards ice/fx stuff, can 
composite in nuke

16 Rares Halmagean
17 Alok Gandhi   custom tools/ plugins development 
required, custom ICE nodes in C++ or any other tech stuff that needs 
to be developed.

18 Scott-turb- generalist
19 Jens Lindgren  VFX Supervisor with broad knowledge 
of ICE and compositing in Nuke
20 Richard CostinI bring character and prop modeling, 
shading, lighting, rendering, and some animation. Storyboards, matte 
painting and concept design experience as well.

21 Nicolas Esposito
22 Arvid Bjorn cg sup and generalist, leaned 
towards lighting and shading.

23 Siew Yi Lianganimation
*From:* olivier jeannel mailto:olivier.jean...@noos.fr
*Sent:* Wednesday, March 12, 2014 10:05 AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: A germ of an idea.
Thinking outloud here,

I like the after life of pi format, very human very easy to set-up, 
a camera, a micro, a light. But not every one is an actor, and someone 
wrote somewhere that animators make their creatures do things they 
can't do in real life. So an open patchwork aproach is IMHO a good 
way to go, at least diversity should show richness.
A little introduction of SI history, asking Steve Blair maybe, his the 
memory here, he could compile an efficient short intro.
Imho, gathering the letters from Glasswork, Seshsusht, Mills, 
Janimation, etc. would make a strong backbone to the documentary 
with orbitting around intervention from Artist such as Tim Borgmaan to 
show the single/personnal level.
The movie should show IMHO, the state of the today industry, the 
consequences/impact of AD decision at industry and personnal level.
it should show how bad was the behavior of AD since it buy Softimage, 
with facts. Interviewing ex Coders should give good anecdotes
I'm all for expressing the anger of people the one that is unpolite, 
not everyone can hold himself ...that's nature and that's entertaining.

There's plenty  to tell with a lot of logic and a common will .




Le 12/03/2014 10:19, Nicolas Esposito a écrit :

Thats would be lovely!
In addition to what have been proposed, I was thinking ( since 
Softimage has been around for a very long time ) to do an 
action-oriented video thats shows the history of Softimage and all 
the great stuff that have been made with it-
A small T-Rex walks around looking for food being hunted by Snake 
from Metal Gear Solid 4 in its camouflage suit.
Camera change angle and up on a tree Ezio Auditore from Assassins 
Creed do a leap of faith into a lake from where one of the creature 
from MIB emerges.
MIB guys shows up and start following the creature, then the creature 
is blasted away by Dante from Devil May Cry.
Meanwhile Marv from Sin City start fighting a giant T-Rex, and Lego 
Batman is helping him with his lego-gadgets.
Cut up in the sky where Final Fantasy guys are fighting monsters from 
Aaron Sims weird design, panning over giant spaceships dogfighting...

Well, the list goes on 

Re: A list like this one but for Maya

2014-03-07 Thread Sandy Sutherland
Very little worthwhile lists for the dark side G.  but we are running 
houdini here now and Blackginger do too, in quite a big way - so it is 
very much gaining ground.


S.

On 2014/03/07 9:53 AM, Gerbrand Nel wrote:

Hey guys
This goes against my grain, but I can sit around bitching, or I can 
move on.
My initial instinct says not to support AD, but I'm a freelancer and 
it is important for me to slot into a team, or lead a team with the 
same software.
Right now the South African market has a nice collection of both Soft 
and Maya freelancers and studios.

Not much Houdini near where I live.
It stands to reason that in the future there will be more Maya than 
anything else.
Only time will tell, but for now it can't hurt to get really good in 
Maya (I hear one needs to be in order to fix all its fucking bugs)
So the question is: Does a mailing list like this exist for the dark 
side, and if not, will you join me in making sure there is such a list 
for us orphans who needs to bend over and take it in the dark place?

Thanks
G





Re: A list like this one but for Maya

2014-03-07 Thread Sandy Sutherland

Hi Angus,

Blackginger do not really use Maya at all - they used to use it for 
Ncloth, but are now using Marvelous Designer.  They use Softimage for 
everything up to end of animation, where they use Houdini for VFX and 
rendering in Mantra - they have been that way for about 4 -5 years now.


We are using Maya up to animation, then we are doing the same with 
Houdini - VFX and rendering using Mantra.


I do not know anyone else doing this, and as for Modo - not sure - they 
was an ad for someone looking for Modo people, but I do not know who 
they are.


S.

On 2014/03/07 2:31 PM, Angus Davidson wrote:

Hi Sandy

Here at wits we have reached out to the places that have traditionally
used softimage to see what they were thinking of switching to. Its
interesting to hear Blackginger is also using Houdini as well as I was
under the impression it was mostly a Maya place.

Do you know any other places that are using Houdini and even Modo in their
Pipelines here in SA

Kind regards

Angus


On 2014/03/07, 11:55 AM, Sandy Sutherland sandy.mailli...@gmail.com
wrote:


Very little worthwhile lists for the dark side G.  but we are running
houdini here now and Blackginger do too, in quite a big way - so it is
very much gaining ground.

S.

On 2014/03/07 9:53 AM, Gerbrand Nel wrote:

Hey guys
This goes against my grain, but I can sit around bitching, or I can
move on.
My initial instinct says not to support AD, but I'm a freelancer and
it is important for me to slot into a team, or lead a team with the
same software.
Right now the South African market has a nice collection of both Soft
and Maya freelancers and studios.
Not much Houdini near where I live.
It stands to reason that in the future there will be more Maya than
anything else.
Only time will tell, but for now it can't hurt to get really good in
Maya (I hear one needs to be in order to fix all its fucking bugs)
So the question is: Does a mailing list like this exist for the dark
side, and if not, will you join me in making sure there is such a list
for us orphans who needs to bend over and take it in the dark place?
Thanks
G


table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span 
style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify 
us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are 
competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University 
and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All 
agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td
/tr
/table








Re: A list like this one but for Maya

2014-03-07 Thread Sandy Sutherland
LOL - yep Cape Town - just a quick reminder G.  Gauteng doesn't have the 
number plate GP for nothing - Gangsters Paradise.


S.

On 2014/03/07 12:57 PM, Gerbrand Nel wrote:
Were are you at the moment Sandy, cause Cape-town, while being in SA 
is still far from Gauteng :)


On 2014/03/07 11:55 AM, Sandy Sutherland wrote:

Very little worthwhile lists for the dark side G.  but we are running
houdini here now and Blackginger do too, in quite a big way - so it is
very much gaining ground.

S.





Re: positivity

2013-12-20 Thread Sandy Sutherland

Hear hear - 1000+ on this Adrian, well said!

S.

On 2013/12/20 1:50 PM, adrian wyer wrote:


Hey guys, just wanted to raise some points regarding the general mood 
of users and the future of our little group


Lately the list has been falling into the habit of turning many 
threads into a doom saying, end-of-the-world kind of vibe (not 
discounting my self here)


When i first joined this list (and the much missed Discussion list) it 
was an invaluable resource for shared knowledge, instruction, 
encouragement and feedback (both positive and negative) also it was 
great place to find out about cheese and monkeys! (i'm looking at you Ed)


While i still find the list to be a hugely valuable resource for 
techniques and news, we are occasionally running into the doom laden 
tech equivalent of Godwin's law!


This list is a gift, as many of you know, when compared with other 
online forums/mailing lists, in that it's mostly self moderated and, 
on the whole, a nice place to hang out.


There's obviously been some doubt and uncertainty regarding the future 
of our software (no different from many other package's forums, the 
industry IS constantly shifting), and believe me i have a VERY vested 
interest in the continued use of Soft, i have NO intention of 
abandoning ship at the first sign of choppy waters. (frankly i'd 
rather step away from the computer, than be forced to learn an 
older/inferior application) But there IS a future, the app isn't 
dead, the community might be smaller, but there is still a wealth of 
skill and experience here, and i hope, by force of will, we'll be able 
to keep the fires burning!


If anything is going to bring about the end of Softimage as we know 
it, it won't be some bean counter in an office at Autodyne 
(cyberdesk?) it will be the lack of users


While we can't 'make' autodesk push soft, our work speaks volumes for 
it's quality, and that work is getting better and more high profile 
than it's been in ages.


What we CAN do is tell people in the industry how enabling the 
software is, how it helps us hit deadlines, create amazing imagery and 
break technical boundaries that other DCC apps really do struggle 
with. By spreading the word other software users and students get to 
hear what a great app it is, they might try it, they might get hooked, 
and then we benefit by having a new talent pool. If there's demand, 
then more courses will be taught using the app and as long as 
freelancers keep coming up through the ranks, there'll be a demand for 
new versions of the software (and new innovations and features)


I have friends who've come across from other apps to use Soft, 
primarily for ICE, but then have realised what a great all round app 
it is come for the ICE, stay for the object 
model/rendertree/passes etc, etc, etc!


I'm not preaching/ranting (much) i just want to put it on a public 
space that i love my software, i believe we are empowered to help keep 
it alive, and they'll get it off me when they pry it from my cold dead 
fingers!!


oh and merry christmas, you cheesy monkey boys (and girls)

a

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


adrian.w...@fluid-pictures.com 
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com


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


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





Re: positivity

2013-12-20 Thread Sandy Sutherland
Raise you a ZX81 - must be similar year'ish - all of a whopping 1K of 
RAM :-P


S.

On 2013/12/21 12:11 AM, Alok Gandhi wrote:

Mine was this http://en.wikipedia.org/wiki/ZX_Spectrum

Did some cool graphics/pixel programs on it. I guess during 1987 to 
1989. Still have it somewhere in my attic.


ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com mailto:alok.gan...@modusfx.com

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com http://www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook http://www.facebook.com/ModusFX



Twitter https://twitter.com/Modusfx
**
On 12/20/2013 5:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


I can say I miss the cheese and monkeys humor and do wonder what Porl 
is up to these days.


But as for old…. Maybe we should have a contest.

What’s the oldest computer graphics system you worked on, and the year?

It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It 
just had to be a computer than did any kind of graphics.


Takers?

--

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 
*sc...@turbulenceffects.com

*Sent:* Friday, December 20, 2013 2:24 PM
*To:* softimage@listproc. autodesk. com
*Subject:* Re: positivity

Ha ha yeah Ed, you're old. But dang, so am I.

Sent from my HTC EVO 4G LTE exclusively from Sprint

- Reply message -
From: Ed Harriss ed.harr...@sas.com mailto:ed.harr...@sas.com
To: softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

Subject: positivity
Date: Fri, Dec 20, 2013 2:07 PM

Maybe we need to go back to a multi-address list system like we had 
in the old days. There was the discussion list, which was all 
fun/monkeys/cheese/Porl and there was the Softimage list, which is 
pretty much what we are using now. There were even other lists like 
eddie, particle, etc.. (Yea, I’m old..) Anyway, we could have this 
list stay a Softimage list and create another one for all the gloom 
and doom.


Perfect!

Now get to work Autodesk listproc person! ;)

Thanks!

Happy Holidays!

Ed “cheese and monkeys” Harriss

*From:*softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris 
Rivel

*Sent:* Friday, December 20, 2013 1:33 PM
*To:* Softimage List
*Subject:* Re: positivity

Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start 
anything...just want to see if I'm the only one hearing this.  I told 
the guys that told me to go tell the people that said this to go F 
themselves for what its worth.  It does piss me off to see rumors 
like this butI do sit at home mostly working all day and night. 
 I don't get to mingle with my peers as much as I used to so I didn't 
know if this may be old news or something new.  Sounds bunk so I'll 
leave it at that :-)


Kris

On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge 
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:


Only thing I have beef with myself is the thread hijacking that
snowballs into a long slog of boohooism. I'm tired of it. In
recent times I have to think twice about posting to the list
because I'm afraid my thread will get pulled into the black hole
of negativity and what could have been a helpful / informative
thread will be turned into a bitch-fest.

The emPolygonizer thread yesterday that was heading in that
direction seriously almost made me unsubscribe.

If you want to complain about the demise of a software, have at
it. Just stop hijacking threads with it (not aimed specifically
Mr. Lampi, in general)..

- Eric T.







Re: positivity

2013-12-20 Thread Sandy Sutherland
OOoo missed the 'graphics' part - mine was a Commodore Amiga 500 and 
1000 if I remember right, and the first modelling package I had was used 
by plotting on graph paper co-ordinates, then you enter these into the 
computer to make a geometry!  Can't really remember the year.


S.

On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


I can say I miss the cheese and monkeys humor and do wonder what Porl 
is up to these days.


But as for old…. Maybe we should have a contest.

What’s the oldest computer graphics system you worked on, and the year?

It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It 
just had to be a computer than did any kind of graphics.


Takers?

--

Joey Ponthieux

__

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

represent the opinions of NASA or any other party.






Re: PC2\MDD\MC format Question

2013-11-08 Thread Sandy Sutherland

Nope, pretty sure all those formats are locked topology!

S.

On 2013/11/08 10:25 PM, Marc Brinkley wrote:


Hey gang

Does PC2\MDD\MC formats support the creation of new points\verts in 
the animation?


I have this animated Boolean that I want to cache out. I know that I 
can use Alembic since it supports that but the tool I am using in 
Unity supports PC2\MDD\MC formats


TIA

___

*Marc Brinkley*

GO GO GO

Microsoft Studios

[Fun]ction Studio

marc.brinkley [at] microsoft.com





Re: Crowd FX in production

2013-11-05 Thread Sandy Sutherland
We used it earlier this year for a commercial - must say I was pretty 
impressed with it.  The blending was pretty cool, but misses control 
over the threshold to blend, and we had jittering where the blend was 
obviously borderline between two actions and was swapping in and out.  
It looked like there used to be some control over that, but they took it 
out.  The other thing that it misses is a true geometry collision as it 
only has a radius setting per particle so for characters with length 
such as the cats we were doing, it is easy to have them running through 
each other's tails or trying to avoid each other with huge gaps and when 
you have lots of them together, this tends to force a lot of 'searching' 
- twitching one way then the other 'looking' for enough space.


Stability was pretty good - I had something like 4000 cats in one shot 
and it it did it and did it pretty quickly too.  Ooo - only thing is 
that one shot was pretty big scale and the constrain to geometry did not 
work correctly for some reason - the cats kept on going round in circles 
as it was coming down a hill - so I did a post sim constrain to surface 
on another cloud.


my 0.02c on it - would certainly use it again for doing crowds on a budget!

S.

On 2013/11/05 8:11 PM, David Barosin wrote:
I'm hoping to get some opinions (positive or negative) for crowd fx in 
production.  I've only looked at it in soft_2013 briefly and I know it 
went through some changes since.  We're using 2013 now but if there is 
a major benefit to 2014 we could do that too.


I'm considering it because it can blend animations and can constrain 
joints (e.g. look direction)


Basically I'd like to hear how stable it is and if there are any 
limitations/gotchas.


Thanks,
 -Dave


(also we'll be rendering in Arnold)




Re: Crowd FX in production

2013-11-05 Thread Sandy Sutherland
We went to 2014 to use the FBX export tools, then didn't use them.  We 
actually ICE cached out and then used Instances with caches on - purely 
to fit in with the pipeline that exists at the place I was working on 
this!  As it was rendering arnold, the instance root also helped.


S.

On 2013/11/05 9:32 PM, David Barosin wrote:

Excellent thanks Sandy!   Very much appreciated. Were you in 2013 or 2014?


On Tue, Nov 5, 2013 at 1:51 PM, Sandy Sutherland 
sandy.mailli...@gmail.com mailto:sandy.mailli...@gmail.com wrote:


We used it earlier this year for a commercial - must say I was
pretty impressed with it.  The blending was pretty cool, but
misses control over the threshold to blend, and we had jittering
where the blend was obviously borderline between two actions and
was swapping in and out.  It looked like there used to be some
control over that, but they took it out.  The other thing that it
misses is a true geometry collision as it only has a radius
setting per particle so for characters with length such as the
cats we were doing, it is easy to have them running through each
other's tails or trying to avoid each other with huge gaps and
when you have lots of them together, this tends to force a lot of
'searching' - twitching one way then the other 'looking' for
enough space.

Stability was pretty good - I had something like 4000 cats in one
shot and it it did it and did it pretty quickly too.  Ooo - only
thing is that one shot was pretty big scale and the constrain to
geometry did not work correctly for some reason - the cats kept on
going round in circles as it was coming down a hill - so I did a
post sim constrain to surface on another cloud.

my 0.02c on it - would certainly use it again for doing crowds on
a budget!

S.


On 2013/11/05 8:11 PM, David Barosin wrote:

I'm hoping to get some opinions (positive or negative) for
crowd fx in production.  I've only looked at it in soft_2013
briefly and I know it went through some changes since.  We're
using 2013 now but if there is a major benefit to 2014 we
could do that too.

I'm considering it because it can blend animations and can
constrain joints (e.g. look direction)

Basically I'd like to hear how stable it is and if there are
any limitations/gotchas.

Thanks,
 -Dave


(also we'll be rendering in Arnold)







Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
I have found it is safest, and I presume you are using ICE Cache?  
..to setup the instancing on the point cloud reading the cache in - 
i.e. I copy and paste the instance section from the original cloud to 
the in cloud.  So you can either read in the cache into the mixer, or a 
cache node - then if mixer add a simple ICE tree that does just instancing.


Does this make any sense?

S.

On 2013/11/04 6:05 PM, Jonny Grew wrote:

Hello list,

Just wondered if anyone can shed any light on some issues we have with 
mb feather tools


When we're caching out the pointcloud we're getting sporadic results 
in reading the cache back.


We have 3 separate mb feather tool setups (body, head and wings) all 
under different models. These all reference the same feather group in 
it's own model) and all nodes have been switched to say 'this_model' 
as advised within the documentation.


We're using 6 different feathers and populating the surface using the 
envelope weights on the 'envelope mesh' that determines which feather 
within the feather group goes where. This all works great when live 
but when caching out we're finding that either:
1/The instances aren't there (the particles are - you can see if you 
change the pointcloud display property to point)

2/Certain feathers are missing (ie feather 3 and 4).

You can force the instances to be visible by adding another ice tree 
on the empty cache read point cloud with a 'set instance geometry' 
node, however this only populates with the first feather in the 
feather group. - As the compounds are locked we're not sure what 
attribute we could use to ensure that the correct feathers are in the 
correct place.


It appears that when things do sporadicly work that they only do from 
a single scene.  Exporting the model from this scene and caching 
causes even weirder results which means it looks like using reference 
models in our animation scenes is a no-go. We'll have to export 
animation action clips, apply them into this scene that sporadicly 
works and export the ICE Cache into our render scene.


Any pointers much appreciated on stating our blindingly obvious faults 
or hooky work-arounds.


Cheers
Jonny






Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
ICEcache mode should work fine - you just need to possible recreate or 
copy the Instancing section on the cloud in.


S.

On 2013/11/04 6:53 PM, Jonny Grew wrote:


Cheers, guys.

So it appears that with either of these methods we can only get it to 
work with one feather type?


Am I missing something?

As we can't access the attribute that defines the feather type (1-6 
within the group) the set instance doesn't look like an option and the 
polymesh duplicator only allows one instance object too? I seem to 
remember that momentum has an instance to geometry function but the 
studio I'm at doesn't have it. Is there another instance to geometry 
script out there? I can't seen to find one.


Cheers

On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com 
mailto:sandy.mailli...@gmail.com wrote:


We did it this way too on Zam - but you can only use one instance
this way, unless things have changed since then?

S.

On 2013/11/04 6:22 PM, Ben Beckett wrote:

I have been working with this feather tool for two years now my
formula to make it work is:

Step1
In scene one
Create the feathers with mbfeather tool on your character save
this as a base scene

Step2
PolyMesh Duplicate the feathers (this example is for one type of
feathers)

Step3
With that *poly mesh* of the feathers, save it out as a obj and
texturing that.(remeber to set the UVs before export)

Step4
In scene two, I animate the bird.
Then point caching animated Character and a applying the cache to
the mbfeather character in your base scene, the character now
movers and the feathers go with him.

Step5
cache the mbfeathers* Poly mesh* as it still is linked to the
mbfeathers sim

Step6
apply the cache to the exported obj, in scene two, the animated
scene.

Works nicely
Ben







Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
You might be right Jonny, been a while since I used it.  I am sure you 
can look see what attributes are being written and find the instance one 
- it is most likely an integer that can then be fed into an instance node.


S.

On 2013/11/04 9:01 PM, Jonny Grew wrote:



The problem is, Sandy, that I cannot recreate the instancing section 
of the ice tree. The compound for MB feather tools is not explorable. 
You simply point it at an instance group but the allocation of each 
individual feather instance is defined by an envelope weight on a 
duplicate of the render mesh (called the envelope mesh) Under the hood 
this will give the particles a custom attribute (I'm guessing) that is 
used to inform which instance each particle should use-the same goes 
for size and rate but driven by a weight map that is local to the 
render mesh.  Determining which attribute is being used and how is 
what I would need to know in order to use on a secondary ice tree by 
using the set instance geometry node in my 'cache read' particle cloud.


MB looking at it but cache issue could be down to how the feather 
tools were set up originally or some kind of internal confusion due to 
the fact we have 3 separate feather tool setups all referencing the 
same instance feather group.


Will report back when I know more.

Jonny






Re: plotting animation and sending too cinema 4D?

2013-10-30 Thread Sandy Sutherland
Apparently there is an MDD reader in Cinema4D - so just do PO Export 
MDD out of Soft and export an OBJ - then import the OBJ into C4d and 
read the MDD onto it.


S.

On 2013/10/30 8:58 PM, Chris Johnson wrote:

Alembic is not an option unfortunatley.

I'm going from XSI 2014 too an older version of cinema.

I try plotting the shapes but when I export .fbx the shapes don't seem 
to ride with the geo...any thoughts? Is there a setting I'm missing 
when pltting the shapes to output to .fbx? The cinema guy can send me 
animated fbx geos and they seem fine but going the other way sin't happy.







Re: weightmap driven by velocity?

2013-10-23 Thread Sandy Sutherland
If you emit from geometry, then stick the particles to the emit 
location, you do get a pointvelocity from the emitlocation.  This works 
for enveloped or cached or just transforming.


S.

On 2013/10/23 7:35 PM, Steven Caron wrote:

if the particles are simulated, it should still work.


On Wed, Oct 23, 2013 at 10:23 AM, Andi Farhall hack...@outlook.com 
mailto:hack...@outlook.com wrote:


would that be the case with a basic cached character mesh? It was
a few years ago but i'm sure i ran into trouble. Or maybe i just
assumed i would and did it that way.

A





Re: Secondary shapes woes

2013-10-17 Thread Sandy Sutherland

  
  
Just thinking out loud or rather in
  typing - I would try the following -
  
  Use a base rest shape and the new shape and calculate the offsets
  based on that. Then in an ICE tree after the cache node add that
  offset back each frame. If you want to send over the meshes and a
  couple of cache frames I will have a look see if I can figure it
  out?
  
  Cheers
  
  S.
  
  On 2013/10/17 10:48 AM, Matt Morris wrote:


  I don't know if you've seen this, sounds like it
should apply:


https://vimeo.com/70124932



You could try using a duplicate base mesh, picking the
  cached hand as one shape and blending to the other shape when
  needed - linear interp in ice? It would depend how your other
  shape is modelled, you're always going to face some
  difficulties when the first hand has been cached so the bone
  translation is also in the shape...




  
  

On 16 October 2013 21:09, Sergio Mucino
  sergio.muc...@modusfx.com
  wrote:
  
 Well, I managed to
  reorder the operators to work (deleting the point cache,
  applying the shape, and reloading the point cache), but
  it's not working as expected. I'll have to figure out
  something else.
  Cheers!
  

  

  

  


  



Re: SIC London next week

2013-09-17 Thread Sandy Sutherland
Would LOVE to have, a bit far away right now - back in Cape Town.  Pity 
this did not happen when I was in London last.


S.

On 2013/09/17 5:10 PM, adrian wyer wrote:


Come on you lot, get yourselves registered for the London event next 
week, it's for YOUR benefit!!!


http://www.softimagecreatives.com/siclondon/?page_id=1288

a

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


adrian.w...@fluid-pictures.com 
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com


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


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



--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
unsubscribe and reply to the confirmation email.


--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
unsubscribe and reply to the confirmation email.

Re: Seting Custom Attribute on object to control textures

2013-09-10 Thread Sandy Sutherland
I should think the Texture in Self.Texture is a reserved name - so you 
should use something else - Self.SS_texture - and use that in the render 
tree.


S.

On 2013/09/10 11:17 AM, pingo van der brinkloev wrote:

This should be so simple.

I need to create several packshots with only Material, but different textures - 
so I only have to make corrections one place - Clients, pffh. Anyway

I create a custom attribute on my object by making an ICE Tree (under modeling) 
with a Set Data node(Self.Texture)

I connect an Integer to the Value 1 (and already here it fails)

In my material I have a Color Multi Switch with all my textures controlled by 
an Integer_Attribute, where I can select mu Texture attribute.

Why wont this work?

My problem is somehow setting the data. The Set Data node stays red no matter 
what I do.

What's the trick?

Cheers!




Re: ICE in name

2013-08-29 Thread Sandy Sutherland

this_model.  with the underscore.

S..
On 2013/08/29 4:35 PM, Eric Lampi wrote:
When referencing objects, I was pretty sure you could put something 
like thismodel. in front of the name of the object to reference any 
object of that name under a model with the ICE tree. Am I just using 
the wrong name?


Eric

Freelance 3D and VFX animator

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




Re: Deform ICE pointcloud, not

2013-08-27 Thread Sandy Sutherland
I am not in front of Soft now - but I know you can lattice a pointcloud, 
I did it on a job last month - so I would be suprised if you could not - 
maybe try a lattice then deform the lattice with a bend.


S.

On 2013/08/27 8:32 AM, Pingo van der Brinkloev wrote:

Hey list,

I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud 
and I just assumed that I could. But I can't deform an ICE pointcloud? Was that 
the old legacy particles?

- Would I have to build the deformer in ICE (with getters and setters and some 
math) and apply it under post sim?

Cheers!




Re: Strand length on the rendertree

2013-08-16 Thread Sandy Sutherland
You should be able to break that live link - as you really only need the 
curves from the original hair to generate the strands from - you can 
then use ICE to do the rest.


S.

On 2013/08/16 1:30 PM, Fabricio Chamon wrote:
sorry for the confusion. by strands and not using ice I mean using 
soft built-in Hair system. On the rendertree, Scalar State set to 
Barycentric B outputs a normalized length, which I don't want.
I've implemented something similar to Leonard's tree in ice, but it 
really doesn't help, unless there's a way to transfer all the render 
hairs (not guides) to ice strands. I've tried melena and it works 
great, except there's a 1 million hairs limit, plus it keeps a live 
link with the original hair that hurts performance badly (It was not 
designed to work this way I believe). Maybe I'll have to dig into c++ 
and use the render hair accessor to bake xsi hair into a new 
pointcloud and do the gradient math on the icetree.



2013/8/16 Alan Fregtman alan.fregt...@gmail.com 
mailto:alan.fregt...@gmail.com


Looks like the moderator approved it... twice.



On Thu, Aug 15, 2013 at 11:07 PM, Leonard Koch
leonardkoch...@gmail.com mailto:leonardkoch...@gmail.com wrote:

Hey,

I think you'll need ICE to do this. Here is an image of a
setup which should accomplish what you are after:
https://leonard-koch.squarespace.com/s/StrandLengthInRenderTree.jpg







Finding a group in python

2013-08-07 Thread Sandy Sutherland

Hi All,

How does one find a group - it appears FindChild does not support 
finding groups?


Thanks

Sandy


Re: Finding a group in python

2013-08-07 Thread Sandy Sutherland

Thanks Sajjad,

Will try that.

S.

On 2013/08/07 8:51 AM, Sajjad Amjad wrote:

Hi Sandy,
What about iterating through model.Groups (this returns a 
GroupCollection)?



On 7 August 2013 08:26, Sandy Sutherland sandy.mailli...@gmail.com 
mailto:sandy.mailli...@gmail.com wrote:


Hi All,

How does one find a group - it appears FindChild does not support
finding groups?

Thanks

Sandy






Re: Finding a group in python

2013-08-07 Thread Sandy Sutherland

Thanks Michal,

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


S.



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

This

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

will find all groups in the scene.






Re: Finding a group in python

2013-08-07 Thread Sandy Sutherland
I actually know the full name of this group in our current setup so 
could just pipe it in as is, but am trying to leave Sam a tool that can 
accept different naming scenarios.


Thanks

S.

n 2013/08/07 9:37 AM, Peter Agg wrote:
If you know the name of the group then model.Groups(groups_name) 
will return it.




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


Thanks Michal,

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

S.





Re: FBX issues

2013-07-21 Thread Sandy Sutherland

Chris,

I am using the Crosswalk  Import FBX to come in and export fbx with 
nulls off the crowdFX tools to export.


Thanks

Sandy

On 2013/07/22 4:02 AM, Chris Chia wrote:

Hi Sandy,
Were you using File  Import and Export FBX option?


Regards,
Chris





Re: FBX issues

2013-07-20 Thread Sandy Sutherland

Hi Chris,

Currently I am working on a workaround, not ideal.

There seems to be no way to get the FPS right, it defaults to 30fps and 
no options.


Do you think you guys can help?  We purely need the FBX exporter to 
allow us to either default to the FPS set in Softimage or allow us to 
select it on export.


Thanks

Sandy

On 2013/07/20 12:46 AM, Chris Chia wrote:

Sandy, is this fixed?


On 19 Jul, 2013, at 11:00 PM, Sandy Sutherland sandy.mailli...@gmail.com 
wrote:


OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with nulls.  
Problem - our scenes are all PAL so 25fps settings. The FBX seems to default to 
30 fps so when we import the FBX file it sets our scene to 30 - and there seems 
to be no way to stop that or avoid it!  So - how do we do this now?  There used 
to be an FPS setting in the FBX options, it has gone AWOL and it is really 
needed!

We did try then resetting the scene to 25, but this seems to introduce a couple 
of bumps and slight pops in the animation so is not really a solution as we do 
not want to have to go in and try and clean animation up!

Any ideas how to get round this?

Thanks

S.






CrowdFX emitter orientation question

2013-07-19 Thread Sandy Sutherland

Hi again,

I am trying to emit from a directional emitter and then use group 
indexes on goals to make the different 'emitted' group go to their 
assigned goals - for some reason this does not work - the group index 
does not seem to filter through to the goal group index on the 
initialize collision avoidance node.


So I loaded the one scene in the sample scenes that has two groups 
moving towards each other on curves. These actors are emitted off normal 
mesh geometry so I am now trying that.  When I select from emitter and 
use a grid, the actors are rotated in random directions on spawn.  
According to the docs they should emit pointing down Z.


Any ideas?

Thanks

S.


Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland

Hi Chris,

Many thanks for reply.

Your screenshot did not get through for some reason. - any chance you 
can send it again?


Thanks

Sandy

On 2013/07/18 7:35 AM, Chris Chia wrote:

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move Animation 
State node.
And to help you troubleshoot on your own to see whether the crowd is playing the right animation sources, 
please check the Update Move Params node in the Define Move Animation State and check 
the value for the Weights connection output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node.
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris





Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland
Hi Chris - not sure what is going on, but the attachment always seems to 
be stripped off - all I am getting this side is winmail.dat.


Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:

Sure! See attached.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 4:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions

Hi Chris,

Many thanks for reply.

Your screenshot did not get through for some reason. - any chance you can send 
it again?

Thanks

Sandy

On 2013/07/18 7:35 AM, Chris Chia wrote:

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move Animation 
State node.
And to help you troubleshoot on your own to see whether the crowd is playing the right animation sources, 
please check the Update Move Params node in the Define Move Animation State and check 
the value for the Weights connection output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node.
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris





Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland
Hi Chris - any chance you can send that to me direct rather, as I am 
still not getting it.


Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:

Sure! See attached.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 4:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions

Hi Chris,

Many thanks for reply.

Your screenshot did not get through for some reason. - any chance you can send 
it again?

Thanks

Sandy

On 2013/07/18 7:35 AM, Chris Chia wrote:

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move Animation 
State node.
And to help you troubleshoot on your own to see whether the crowd is playing the right animation sources, 
please check the Update Move Params node in the Define Move Animation State and check 
the value for the Weights connection output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node.
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris





Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland

Thanks Chris.

S.

On 2013/07/18 12:04 PM, Chris Chia wrote:

Posted online for you:
http://img571.imageshack.us/img571/7770/a7f.png






CrowdFX Define Move questions

2013-07-17 Thread Sandy Sutherland

Hi All,

Am deep in crowdFX world and generally loving it - quite impressed with 
it.  A couple of questions if I may-


1.  Is it possible to put more than one action into a define move node?  
I am trying trot - run - faster run, when I do this, the middle action 
does not work correctly it seems to lose cycles (some of these actions 
are several cycles long, not just one exact cycle) - if I change it to 
two, and have trot - run - then the run works as expected.


2. Is it possible to change the speed at which crowdfx blends in the 
motions included in the define move setup - I see in the legacy stuff 
you were able to change this speed setting, but I cannot find it now?  I 
am asking as my current trot would be nice if it held a tad longer.  I 
am guessing if I speed it up a little it might work - i.e. the action as 
I am guessing the reason that the original options were removed was the 
system now thinks it is clever enough to make the switch when the actor 
gets to the speed that the action was at anyway?


3. Is there anything that I can use to flag turning?  i.e. would love a 
default attribute that I could use to trigger a lean or something like that?


Thanks

Sandy


Re: [SDK] Force ICE-Tree refresh

2013-07-15 Thread Sandy Sutherland

Have you tried using a Mixer input rather than cache node?

S.

On 2013/07/15 9:54 PM, Vincent Ullmann wrote:

Hey List,

Iam looking for a way to reset/reEvaluate a ICE-Tree.
There are currently two examples were i need this.

1.)
I have a Render-Scene with some Point-Clouds reading a single 
icecache-file.
When i change the icecache-file on the Disk, my PointCloud wont 
update, until i reOpen the Scene or change the Frame-Input on the 
Cache-on-File-Node


2.)
I startet to write a Custom-Tool, wich uses the nice new Feature in 
2014 to directly write ICE-Attributes. Everything is working write 
now. So i can change a Attribute via a Python_Script or Cpp-Tool, but 
the Changes are only visible if i somehow force an Update (eg. Change 
something else in my ICETree)


I think this should be possible, but had no succes so far.




Re: Open source json camera I/O platform

2013-07-10 Thread Sandy Sutherland
Gene - this would be of huge interest I think - every studio I have been 
at we have needed to do this, and have always fudged it - never had the 
time to even start looking at creating a tool!


So - a big yes from me!

S.

On 2013/07/10 5:09 AM, Gene Crucean wrote:

Hey folks,

Who's in the mood for some open-source camera I/O code? I'm kind of 
getting bummed out on having to write the same camera tools at every 
studio just to get a simple, lightweight and most importantly reliable 
camera pushed around from app to app. FBX does *not* cut it, not to 
mention it's not available for all apps that could make use of it. So 
I thought I would whip up a spec based on json and offer it up open 
source so anyone willing to donate some time, could create some simple 
tools to import/export for their favorite app. The spec is VERY 
lightweight and doesn't include some things that I'm sure someone will 
want... but please let me know your thoughts.


I already have a Softimage plugin working (consider it alpha). At this 
point it only has minor sanity checking and logic tests and I'm sure 
there are a zillion ways to improve it. But it's a start. The goal is 
to at least have plugins that all read and write the same spec from 
Houdini, Softimage, Maya, Max, Blender, Nuke... and more. I've built 
the Soft one using PyQt and it would be nice to maintain some 
consistency between apps, so I'm hopeful that the other versions could 
be based off of the same .ui file.


What do you guys think? Any interest in this? I know it's a simple 
thing but I'm sure a lot of you also write these tools at studios 
quite a bit too and could possibly be into something like this.


Check out the spec and source, and if you have time, play with the 
Soft plugin here: https://bitbucket.org/crewshin/json-cam



If you have completely zero interest in this... no worries. Thanks for 
looking.



--
-Gene
www.genecrucean.com http://www.genecrucean.com




Re: limit access to workgroup

2013-07-09 Thread Sandy Sutherland
As fas I know SI does not write into the WG folder - so you should be 
able to set user based permissions on the folder so that your admin can 
read and write, while all the std users can only read - but as mentioned 
here if they can read, then they can copy!


S.

On 2013/07/09 11:34 AM, Rob Wuijster wrote:

Not sure if SI likes it, but you could make the WG folder read only?
Depending on the server OS, you have to take care of users roles and such.
Shouldn't be that hard I guess.
Rob

\/-\/\/
On 9-7-2013 12:22, Martin wrote:

Hi list,

This isn't exactly an SI question but I was wondering if there is any 
way to limit direct access to a SI Workgroup allocated in a server so 
it could be used by SI, but not copied or altered.


Martin

No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3349 / Virus Database: 3204/6475 - Release Date: 07/08/13







Re: Child objects not following animation (GEAR?)

2013-07-06 Thread Sandy Sutherland
Michael - just a note on this, I have before had random rigs (not only 
gear rigs) display this behavior, where suddenly child nodes did not 
follow parents for absolutely no reason.  This is mostly in animation 
scenes and I just replaced the rig from the stored asset to correct.


S.

 On 2013/07/06 2:18 PM, Michael Heberlein wrote:

Thanks, I checked the schematic but could not find anything special.
It's still randomly working or not. I can work around it by waking up 
the evaluation (move child and undo) but will also rebuild the rig to 
see if it happens again.


Michael


On Fri, Jul 5, 2013 at 4:42 PM, Manny Papamanos 
manny.papama...@autodesk.com mailto:manny.papama...@autodesk.com 
wrote:


I can't say I've ever had issues with this and I have quite an
elaborate rig added to a GEAR rig.
The schematic helps me to quickly discover unusual problems like..
enveloped deformers.. or something...
In the Shematic, enable Show'Operator links' and 'Associated
Model links' and perhaps disable 'Links on selected'


Manny Papamanos
Autodesk Softimage and MotionBuilder Support

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
Michael Heberlein
Sent: Thursday, July 04, 2013 6:46 AM
To: Softimage List
Subject: Child objects not following animation (GEAR?)

Hey gang,

I have a GEAR rig here (hats off to Jeremie for this great tool)
that's not very complex but some child objects are not updating
when their parent control is animated. However, they follow when I
move the parent by hand.

Making all children visible all the time or adding local transform
expressions, pose constraints, etc. didn't help.

After I also moved one of the children manually, their evaluation
wakes up and everything works fine for the current session. It
falls back to the odd behavoir when I reload the scene or model
(tested on different machines).

Has anyone experienced this before and am I missing something
obvious? I could not reproduce the problem in a simple scene so it
may be related to some GEAR magic.

Thanks,
Michael






Re: 2014-2013

2013-07-05 Thread Sandy Sutherland
It would be easy to get the caches back - just use MDD I should think - 
the only problem is getting textured geometry back - otherwise use obj 
and then redo texturing in the earlier version - or try .xsi/crosswalk - 
whichever - somehow think it will be difficult that side.


S.

On 2013/07/05 12:30 PM, Mirko Jankovic wrote:
and if you have animated characters situation gets even worse :( not 
sure if anyone tried to create geometry cache in 2014 and then get 
that cache into meshes in 2013?

I guess it is easy to check that fast just to get some time :)





Re: 2014-2013

2013-07-05 Thread Sandy Sutherland
Well you could write out caches - then export obj of geometry - go into 
the previous Softimage, import the obj - load the cache onto it and redo 
the texture - UV should go with the obj - camera you could try fbx.


S.


On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote:

I don't evern have caches. This scene is so simple. I'm using 2 texture maps 
and everything else is super simple animation and geo.

Isn't there a cheat? Somehow to get soft to think it's a 2013 scene?

P

On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote:





Re: Visual feedback from batch rendering.. What's that thing called??

2013-07-04 Thread Sandy Sutherland
Is imf_disp what you are looking for? As far as I remember you can use 
it to display images such as exr files as they are being rendered.


S.

On 2013/07/04 2:08 PM, pingo van der brinkloev wrote:

Lst!

I want visual feedback during batch rendering.. I can't remember how I do it. 
It's an app right? What's it called!?

yeah rtfm, but I dunno what to look for :-/

Yeah beers on me

Yeah yeah yeah

P




Re: Softimage 2014 SP2 released

2013-07-03 Thread Sandy Sutherland
Stephen - I hope you are sending Autodesk a bill every month for your 
ongoing Softimage support - :-P


S.

On 2013/07/03 8:21 PM, Stephen Blair wrote:

Autodesk Softimage 2014 Service Pack 2 has been released
http://goo.gl/6LWRd


Bugs Fixed in this Release

SOFT-9094
Caching a Crowd FX simulation is broken

SOFT-9089
Very slow access to the ICE attribute arrays

*Note:
You may need to recompile your plugins, if they were compiled using 
Softimage versions prior to 2014 SP2.






Re: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread Sandy Sutherland

I have emailed you off-list Jo.

S.

On 2013/06/27 1:05 PM, Jo Plaete wrote:
Just to be clear.. we're not using CrowdFX, we got a modest in-house 
tool named ALICE for that kind of stuff :)

We're just hooking ICE onto it for some specific simulation purposes.

Jo


On Thu, Jun 27, 2013 at 11:29 AM, adrian wyer 
adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com wrote:


someone using CrowdFX on a film is MORE than intriguing!!

a



*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
*Raffaele Fragapane
*Sent:* 27 June 2013 11:11
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: [OT] Looking for ICE TD at MPC London

ICE at MPC? That's intriguing :)

On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com
mailto:jo.pla...@gmail.com wrote:

Hi guys,

we're keen to speak to Senior Softimage ICE TDs for work here at
MPC London starting end of August. Preferably with strong
experience in Simulation/Crowds/Flocking.

Give me a shout if you're interested or know somebody!

Thanks

Jo



-- 


- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com mailto:j...@plaete.com



-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!



No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date:
06/26/13




--

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com mailto:j...@plaete.com




Re: Experienced ICE particle freelance gig

2013-06-06 Thread Sandy Sutherland
Andy - sorry, before I contact them directly, do you know if they would 
consider remote work?


Thanks

Sandy

On 2013/06/06 7:18 PM, Andy Moorer wrote:

Hi gang.

A producer from a New Zealand studio, blockhead, contacted me looking 
for a skilled (not junior) ICE particle artist, for a freelance job. I 
don't have any details and am booked.


I've sent some of you a direct mail but in case anyone else is 
interested here's her info (she know's I'm posting it of course. :)



Libby Behrens
Producer
li...@blockhead.co.nz mailto:li...@blockhead.co.nz

*
*
Blockhead Visual Effects
T +64 9 376 2951
M: +64 22 685 0755
54 Ponsonby Road
Ponsonby
Auckland
New Zealand*


http://www.blockhead.co.nz/
www.blockhead.co.nz http://www.blockhead.co.nz/

*





Re: Poll: Blend Shape workflow ICE or Mixer

2013-06-05 Thread Sandy Sutherland

ICE definitely!  Been so since start of Zam.

S.

On 2013/06/05 2:27 PM, Eric Thivierge wrote:
Just wanted to take a poll to see who is using what for creating blend 
shape operators out in our little community.


I'm wondering if anyone is doing any serious work with the Mixer or 
have most if not all people moved to ICE? I'm asking as it would only 
make sense in my opinion to have some resources dumped into updating 
the workflow in Softimage to use ICE instead of the Mixer as there are 
many benefits which include putting having multiple blend shape 
operators and being able to place them anywhere in the stack.


All of the built in commands are still using the Mixer and adding the 
infuriating Cluster Shape Combiner which leads to an annoying amount 
of scripting to clean up after running said commands to rid your mesh 
of that evil operator.






Re: Persistent objects ids

2013-06-04 Thread Sandy Sutherland
Create an annotation and write a ID into that - we used that in our 
asset system, worked fine for us.


S.

On 2013/06/04 12:49 PM, Michal Doniec wrote:

Hi,

Is there any obvious way I am missing which would allow me to identify 
objects in the scene, but not by name?
Something like ObjectID, but persistent between scene saves and 
loads. I can generate UUID or something similar using ObjectAdded 
event and store custom property but I'd rather avoid it.


I want to be able to track objects regardless if they were renamed or not.

--
--
Michal
http://uk.linkedin.com/in/mdoniec




Re: rotate vector field by envelope

2013-05-29 Thread Sandy Sutherland

Gerbrand,

Why do you not just use the Melena stuff to create the strands? The 
Store Groom etc... depends on a bunch of attributes that are set by 
melena and also the way the melena strands are generated is a bit 
different to the normal ice way of generating strands - they setup 
arrays of pointpositions and strandpositions, so this is probably why 
the store is not working.


The easiest way I would think of is to do the Softimage hair, combed 
down the arm, then run the melena stuff and maybe grab the Triggerfish 
nodes is you want to use dynamics, otherwise just stick with melena.


Cheers

S.

On 29/05/2013 11:53, Gerbrand Nel wrote:

Thanks for the reply Vladimir
It does seem to be my problem, but the fix Paul is demonstrating 
doesn't work for me.

Anyone else?
Thanks guys
On 2013/05/29 11:15 AM, Vladimir Jankijevic wrote:

this explains your situation: https://vimeo.com/66054707
it's a common problem which isn't always easy to solve :)


On Wed, May 29, 2013 at 11:09 AM, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Hey guys
I've created fur on a character with ICE strands, and I've combed
it with a vector field.
Now when I animate the character, the vector field doesn't rotate
with the deformation of the envelope.
The vector field is frozen, and the ice strands are created on
frame 1, and simulated there after.
I also have the melena store groom and restore groom in
place, but it's not working out.
Here are a few pics to show the problem.
these are the right vectors


but this is what happens if I animate the arm.





--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch http://www.elefantstudios.ch
---






Re: rotate vector field by envelope

2013-05-29 Thread Sandy Sutherland

Cool stuff!

S.

On 29/05/2013 12:15, Gerbrand Nel wrote:
Good news guys!! Paul's trick works if you pay attention to how he 
does it and connect the multiplies the right way around :)
Sandy: My fur is mostly based on the triggerfish/melena fur you guys 
shared, but the store groom didn't hold up for my stuff for some reason.

Thanks for the input guys.
Once again my ass is saved :)
G




Re: Moving Particle segments?

2013-05-29 Thread Sandy Sutherland
Yep - you can basically get the position of the emitter and add it to 
the point positions of the cloud.  In the Ice tree of the cloud get a 
get pointposition, put it through an add then plug that into a set 
pointposition - then if you plug the emitter pos into the empty 
connector on the add node - move the emitter and the points move too.


S.

On 29/05/2013 16:09, Morten Bartholdy wrote:


I am making clouds with ICE particles emitting from 2 geometry 
volumes. I need to move these clouds around, but if I emit x number of 
particles (total no of particles) at frame 1 and then move the 
emitters, the particles stick at their initial emission position.



Now I can make them move using goals, but am thinking if there is a 
more direct way to make each segment of particles follow the emitting 
geometry?


Thanks!

Morten





Re: Mill 98% Human

2013-05-22 Thread Sandy Sutherland
We had this too - we used end on frame setting in the end to get as 
close as possible!


S.

On 21/05/2013 22:17, Steven Caron wrote:
ok, thanks. we tried strand velocity but had issues with underlying 
geometry being blurred differently.




On Tue, May 21, 2013 at 2:05 PM, jimmy gass ji...@nervegass.net 
mailto:ji...@nervegass.net wrote:


No strand caching. We wanted to save our self the extra step,
since there were already like 5 stages of cache and sim. So the
strands were left live.
To get Motion blur to behave properly, I just made a compound at
the front of the entire system, that calculated the strand
velocity and stored that every frame, but then set it back to what
it was the frame before at the beginning of the sim to keep the
behavior right. Basically just forcing the velocities for the
rendered to do what it needs to do. That node has become quite
popular here for that purpose.






Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Sandy Sutherland
I did - and we locked everything that was not supposed to move/key.  
Worked fine and it is not so difficult to write the tools to do a model 
update.  Also one BIG plus to this method against referencing is that 
you avoid surprises when something changes in the rig that affects 
animation and it gets auto updated in a reference, THAT has happened to 
me before, largely due to the nature of the overlapping schedules we 
work with in SA.


S.

On 22/05/2013 04:48, Enrique Caballero wrote:
Jeremie, I considered letting them animate in local mode but i decided 
that the risks outweighed the benefits.


I am just 100% uncomfortable with trusting the animators with Local 
models. They will start deleting objects and changing heirarchy.


So instead I stripped down the rig of unecessary stuff.  I took all 
the cloth controls away and seperated it into a different rig, and 
then aggressively cut down the amount of keyable params.


Its at least manageable now.

Are you really comfortable letting the animators animate local models? 
 I don't think I could ever let it happen






Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Sandy Sutherland
Yep you are right Raff - but at that time we did not have any asset 
system going, ask Simon - he and I had the brunt of that.


S.

On 22/05/2013 09:51, Raffaele Fragapane wrote:
That's only an issue with live referencing, which is a pretty bad way 
to go about it.
Versioned referencing will not hold any surprises as you control when 
a rig reaches what shots. It's a matter of asset management, not of 
referencing VS localized.
If anything localizing takes a liberty away from you, it doesn't ADD 
security :)



On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland 
sandy.mailli...@gmail.com mailto:sandy.mailli...@gmail.com wrote:


I did - and we locked everything that was not supposed to
move/key.  Worked fine and it is not so difficult to write the
tools to do a model update.  Also one BIG plus to this method
against referencing is that you avoid surprises when something
changes in the rig that affects animation and it gets auto updated
in a reference, THAT has happened to me before, largely due to the
nature of the overlapping schedules we work with in SA.

S.





Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Sandy Sutherland
Tim - it would be a system that controls VERSIONS of rig models for 
e.g., they would be tested, then passed on to become the 'current' 
version, which would then update the references.  Basically to avoid say 
a rigger just writing out the model that is used by a bunch of 
animators, possibly adding some 'feature' or changing a hierarchy or 
whatever that then breaks the animation in the scene on the reference model.


S.

On 22/05/2013 17:40, Tim Crowson wrote:
Just to make sure I understand the terminology... when you say 
'versionned' referencing, do you mean a workflow that uses controlled 
'resolutions'?


-Tim C.






Re: Running Softimage without installing it.

2013-05-17 Thread Sandy Sutherland
At Triggerfish my IT guy had setup a kickstart sytem that deployed both 
a Linux setup to our render nodes and a windows one to the 
workstations.  If you like I can find out the procedure to do it.  It 
did work very well, especially on the Linux side, we could build a 
render node complete in about 10 - 15 mins ready to render again.


S.

On 16/05/2013 19:04, Francois Lord wrote:

Hi.

In my never ending quest to find a way to install Softimage 
automatically and simply on all machines, I have yet again hit a road 
block.
Last year, after several days of failed attempts, I resorted to 
installing it manually on my machine and copying the folder on the 
other machines. I had to copy the ProductInformation.pit file from 
C:\Program Data and I had to run the runonce.bat file. And then all 
was well and dandy. Easily scriptable and no human intervention required.


This year however, things seem different. When I do the same, 
Softimage can't find a license. This is where the 
ProductInformation.pit file was required last year, but it seems it's 
not enough now.


I noticed there is a new License.env file in the Application\bin 
folder. But it contains the right informations about our license 
server since I ran the installer on my machine. I don't know if it has 
anything to do with all this.


Any one has bits of info on this?

Thanks.


Francois




Re: Awkward center of object after freeze transform

2013-05-13 Thread Sandy Sutherland

Check there is not a neutral pose set.

S.

On 13/05/2013 11:39, Szabolcs Matefy wrote:


Thanbks Guys,

We use 2014, and model format wouldn't help too much since there's no 
backward compatibility.


I tried all the reset transforms, etc, that's the issue. The center is 
not where it should be. When I display the center, it's not at the 
same position as the transform manipulator display in local mode, but 
all the transform data are zeroed (Scaling is 1). So the transform 
should be in the origin, but it's not. There is no neutral pose too.







Re: How to bake animation data for Exporting Unity3D

2013-05-13 Thread Sandy Sutherland
You can use a command to convert the implicit to real geometry - I 
tested it and it works fine here and keeps animation - I did not check 
constraints etc..


Application.Convert(MeshSurface, 'torus' )

This converts an implicit torus called torus to an equivalent mesh.

S.

On 13/05/2013 11:40, Daniel Kim wrote:

Hi

I am trying to export a charactor rigged with Gear to Unity 3d, and having 
issue now.

Because FBX diesn't support implicit object, i get a lot error messages. 
Message show me to convert implicit dara to geometry, but don't know how.

I like to try baking animation data, and export with FBX only mesh. Anyone have 
an idea how to do this?

Thanks
Daniel

Sent from my iPhone




Re: Question about method

2013-05-10 Thread Sandy Sutherland
That is pretty much how the TF feathers worked, a central strand - 
basically fur - with vane strands growing off the central strand.


S.

On 10/05/2013 10:03, olivier jeannel wrote:
I might be completly off, but when I saw these, they reminded me of 
the Procedural Feather compound of Tim Marinov.

1 big central strand with thousands of smaller lateral strands...
http://vimeo.com/timmarinov
Just an idea...


Le 10/05/2013 10:31, Morten Bartholdy a écrit :


Hi Guys


I am working on some look development and think the stuff in 
Polynoyds Infiniti - Blue Essence looks really cool, particularly 
some of the glowing soft billowing clothlike trails - see attached.



I am not quite sure how to create something similar - considering 
particles/strands, cloth simulated geometry either texturemapped or 
combined with particles, but clever ideas or even simple methods 
suggestions are very welcome :)



Thanks - Morten











Re: Render a single frame without frame number in file name

2013-05-08 Thread Sandy Sutherland
I suspect Raff is correct as you used to have to put in the frame token, 
which now I looked because of your question has gone!


S.

On 07/05/2013 23:55, Raffaele Fragapane wrote:
I think it used to be before the arbitrary tokenization was added, but 
then disappeared.
I might be spectacularly wrong though, it was quite a while ago now 
last I had to deal with it.



On Wed, May 8, 2013 at 8:07 AM, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:


It is possible to render without a frame number in the file name. 
I don’t remember how to do it off the top of my head, but I do

remember reading about it in the manuals.

Have a look.

Matt

*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
*Christian Gotzinger
*Sent:* Tuesday, May 07, 2013 3:03 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com


*Subject:* Re: Render a single frame without frame number in file name

Thank you all for clearing it up. Just wanted to make sure that
there is indeed no way to set it up using SI options.

I added file renaming to the script, and that works nicely.

Christian

On Tue, May 7, 2013 at 12:09 PM, Raffaele Fragapane
raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com
wrote:

AFAIK it's not part of the tokenization.
If you are generating them by script though it should be trivial
to rename them by the same script after the fact, unless your
script is just a submitter unaware of when the rendering is
finished, in that case, if you use any, render management
softwares usually allow for post-write procedures and you should
be calling the job with one passed on to do it after the fact.

On Tue, May 7, 2013 at 7:36 PM, Christian Gotzinger
cgo...@googlemail.com mailto:cgo...@googlemail.com wrote:

I'm rendering hundreds of different files via script. I can rename
the files afterwards, but it'd be nice if I could render them out
correctly right away.

On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds
pete3dmu...@gmail.com mailto:pete3dmu...@gmail.com wrote:

can't you rename it once it rendered?

On 7 May 2013 10:07, Christian Gotzinger cgo...@googlemail.com
mailto:cgo...@googlemail.com wrote:

Hi list,

Is there a way to set up a pass such that the rendered file does
not contain the frame number?
I want my file to be called filename.png, not filename.1.png.

Thank you

Christian



-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!




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




Re: Triggerfish?

2013-04-26 Thread Sandy Sutherland
Ben - are you in London by any chance? Would not mind chatting if you 
are, I am coming over there for May still looking for something and 
doing a gig while I am there.


BTW instead of me posting about myself on this thread to bore everyone, 
anyone who might be interested, I have a linkedin profile - 
http://www.linkedin.com/profile/view?id=164301689trk=hb_tab_pro_top. 
Only thing I did not yet put on there is that I was also involved in 
interviewing some of the hires at Triggerfish so can act at that level too.


Cheers

S.

On 2013/04/26 11:49 AM, Ben Beckett wrote:
It's no trick you. Firstly you have to tell the company concerned you 
will be billing through a company so you do not go no there books. 
When you do your return it is better if the are multi sources of 
income coming from different places.


The best thing to do is talk to a good accountant he or she may cost 
more but you will be better off for it.





On 26 April 2013 08:45, Ben Davis benjamincliffordda...@gmail.com 
mailto:benjamincliffordda...@gmail.com wrote:


@Ben - Out of curiosity, what are the limits of doing your company
trick? Can you stay more than 3 months for a long job? What if you
have family, kids in school, etc?

--
Ben Davis

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

+33 6 88 48 54 50


On Fri, Apr 26, 2013 at 12:40 AM, Ben Beckett
nebbeck...@gmail.com mailto:nebbeck...@gmail.com wrote:

If  you works as a company director, selling your services as
a company the visa problem goes away (effectively a freelancer).
Meaning you pay your tax as a reg company in the place were
your company is Reg, a little more paper work, but you can
travel, and the employer pays a company not a person.

If your single I highly recommend marring a accountant like
me. it make for a easy life!

All the big companies sell there services every were!

one bonus, More paper work = less tax

just my two cents or pence


On 25 April 2013 22:22, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com wrote:

On 4/25/2013 4:16 PM, Andy Moorer wrote:

There are some seriously skilled softimage talents who
were at triggerfish, if there are any producers
lurking the list this downsizing has resulted in a
number of at-large artists of a caliber and experience
level which would ordinarily be very difficult to find
at all..

It's frustrating seeing studios in LA and NyC
desperate for experienced softimage talent but unable
to hire outside of the states because of visa issues.
Time to grumble at my congressional rep (that's sure
to fix it, right?)


Which L.A./N.Y. Softimage studios are hiring?








Re: Triggerfish?

2013-04-25 Thread Sandy Sutherland
Dave - yes Triggerfish is still going, sorry I did not mean to make it 
appear not, it is just that after Khumba they did not have budget to 
keep us on.  Right now it is ticking over with the partners there, they 
are trying to get things going for a not so diffucult future.  Raising 
funds to do each movie a movie at a time, is a nightmare and I think 
they are planning to avoid that method in the future!


However, it is not known when things might get sorted out, and as 
someone with family responsibilities I am still very much looking for 
opportunities.


Once again sorry for the confusion, Triggerfish did not close down, but 
had to scale down after Khumba.


S.

On 2013/04/25 4:16 PM, David Gallagher wrote:


Triggerfish is still going? After the news related by Sandy 
Sutherland, I was happy to hear this:


http://www.animationmagazine.net/features/buscemi-noni-rose-join-khumbas-voice-cast/ 





Re: Deform by curve - random errors

2013-04-25 Thread Sandy Sutherland
If you want to share a scene Paul, I can take a look see and maybe get 
something going for you.


S.

On 2013/04/25 6:01 PM, Paul Griswold wrote:

Hey guys -

Thanks to Joseph's good advice on cable animation, I'm scaling a 
simple cylinder along a curve using the ICE deform by curve  it works 
fine 99% of the time.  But occasionally a row of points just shoot off 
into the distance for 2-4 frames.


I can't seem to nail down what's causing it.  I've tried subdividing 
the cylinder to allow for a smoother bend, but that only changes what 
frame the error happens on.


Is this a known issue  is there a workaround?

Thanks,

Paul





  1   2   3   >