Re: How to fix degenerate polygons?
Morten, I already got Vray render error due to geometry import problem. In my case, I have floating points without any polygon. To quick check it manually you can : - select all objects to check - select all polygon - select all adjacent points - and finally, Invert selection If it select points, you can delete them because there are no polygon attached to it. 2015-03-24 11:40 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com: The script only selects the bad polygons, also the one on the blog, they don't do anything else, this will let you identify the polygons that are the problem, but then you have to decide what to do. If the issue comes from overlapping points maybe even a very small smooth might move them apart and avoid the zero area without changing topology. On Tue, Mar 24, 2015 at 11:10 AM, Morten Bartholdy x...@colorshopvfx.dk wrote: Thanks a lot Oscar - I will give both methods a shot and see what happens. Morten Den 24. marts 2015 kl. 10:45 skrev Oscar Juarez tridi.animei...@gmail.com: this should fix the script, it will select all the polygons that are wrong si = Application epsilon = 0.1 # Get PolygonArea DataArray (which is a tuple) sel = si.Selection(0) attr = sel.ActivePrimitive.GetICEAttributeFromName( PolygonArea ) areaData = attr.DataArray # # Find the indices of the bad polys # bad = [ x for x,y in enumerate( areaData ) if y epsilon] # Select the degenerates with a string like 'cube.poly[112,114,155]' str_indices = '%s.poly[%s]' % (sel.FullName, ','.join(str(i) for i in bad)) si.SelectGeometryComponents(str_indices) On Tue, Mar 24, 2015 at 10:38 AM, Oscar Juarez tridi.animei...@gmail.com wrote: As the blog post says, degenerate polygons most of the time are zero area polys, a filter points with a very small distance have solved this kind of issues for me on the past, but since your geometry is deformed you have to check if it doesn't break your plotted shape or if it doesn't break other things. On Tue, Mar 24, 2015 at 9:44 AM, Morten Bartholdy x...@colorshopvfx.dk wrote: I have a scene which crashes more or less randomly and Arnold prints an error that there are degenerate polygons in the scene. The geometry consist of 3600 simple cubes which are imported from an alembic file generated in Cinema4D, so manually examining every object is not really an option. So my question is how to fix the degenerate polygons? I found this script: http://xsisupport.com/2013/03/13/finding-degenerate-polygons-by-area/ , but it fails with an error: This is what I ran: si = Application epsilon = 0.1 # Get PolygonArea DataArray (which is a tuple) attr = si.Selection(0).ActivePrimitive.GetICEAttributeFromName( PolygonArea ) areaData = attr.DataArray # # Find the indices of the bad polys # bad = [ x for x,y in enumerate( areaData ) if y epsilon] # Select the degenerates with a string like 'cube.poly[112,114,155]' si.SelectGeometryComponents( 'Null2.Cube_[%s]' % ','.join(str(i) for i in bad) ) - and the error: Application.SelectMembers(abc_Tiles, , ) # ERROR : 2000 - Argument 0 (SelectionList) is invalid # ERROR : 2001-SELE-SelectGeometryComponents - Argument 0 is invalid Application.SelectGeometryComponents(Null2.Cube_[]) # ERROR : Traceback (most recent call last): # File Script Block , line 14, in module # si.SelectGeometryComponents( 'Null2.Cube_[%s]' % ','.join(str(i) for i in bad) ) # File COMObject Application, line 2, in SelectGeometryComponents # COM Error: The parameter is incorrect. (0x-7ff8ffa9) - [line 14] Line 14 is this one: si.SelectGeometryComponents( 'Null2.Cube_[%s]' % ','.join(str(i) for i in bad) ) So what might be wrong with this one, and when I know which polygons are bad, how can I fix them? I am thinking since they dont have an ICE tree they might have no ICE PolygonArea property... Best Morten
Re: Maya Modeling : first Impressions/Requests/Questions
Hi Martin, Thank you for your feedback. *3+*. +1 for double edges highlighting ! You reminds me that case of double edges that sharing their vertices. I merge all double vertices but double edges still here. I need to use cleanup tool to merge these edges. Is this may have an interest or is it just a bug ? *10.* There is the Template option in the Object Display but in this mode I can't snap anything to this object. 2015-02-05 7:26 GMT+01:00 Martin Yara furik...@gmail.com: Hi Julien, A little feedback 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often as I use selection filters. You could create your own Marking Menu too. 3. AFAIK You can't change border edges colors, a simple but very useful SI feature. I also want double edges highlighting. 6. No, you need to code it or use someone else code. I use detatch and separate from someone on creative crash and edited the part where it deletes the original faces to work with a key modifier so I can keep or delete the original part. It doesn't work well if the object is not in under the scene root, but it does the work done, until I decide to write my own or find something better. 7. I don't think so, but I'm still using 2014 and I don't like that much MTK because of it's symmetry, not being able to use it with skinned objects or using any deformer, etc., for some reason I still don't know sometimes the highlight selection isn't accurate, and the Multi-Component auto seleciton is even worse. It looks like SI but in the practice it isn't close. It seemed cool at first though. Just like the Interactive Split Tool and MTK Multi Cut, they looked good at first, but most of the time I still use the old crappy prehistoric split tool. It sucks, but it is way more reliable. 10. With drawing overrides in your object's attributes. Martin On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac carmagnacjul...@gmail.com wrote: Hello list ! I'm more a reader than a writer for now, but I want share my quick experience (one week) on Maya. It's a personal point of view and I'm curious to know your opinion about it. I like HotBox ! Relatively quick to access, probably not as quick as a direct shortcut but can manage more quick tools with just a combo : shorcut + mouse move direction. For now, I use it to select component (one of the more repeated action during a day of work) but I have problem with its context behavior : - it doesn't select components of my current selection, but those of the object under my mouse cursor. - get strange selection result (components of the first one) when I use the select all command in a second time, with many objects in component mode. *1)* Why the hotbox component selection behavior isn't the same as with the F8 to F12 keyboards ? Is there a way to remove this context behavior ? workaround : - F8 to F12 keyboards : I don't konw for you but just my own opinion is that isn't easy to use (too far from alt navigation keyboard and need to look keyboard to select the good one) - alt + q + left click : ok but another shortcut just as a workaround and the layout of each button component aren't the same than the main hotbox menu. *2)* Channel Box/Layer Editor window is not bad for a quick access to last tool : - Is there a way to automatically expand the last input operator when we select an object. For example when I create a cube, I need to expand (one clic) and then tweak param of With, Height, etc. *3)* On preference option, we can highlight border edge, but is there a way to just set a different color (ok ok like softimage I admit) instead of a not really elegant and visible strong edge. *With Modeling Toolkit active :* *4)* A cool thing is the shift + translate to extrude edge, but it would be good if that work with face too ! *5)* With components, discrete mode (SRT increment snap : J on keyboard) doesn't work on this mode. *6)* Is there a direct tool like the Extract Polygons (keep) in softimage ? Actually I need to : a) Duplicate Face b) Extract Faces And that pollutes my outliner hierarchy with a group of 2 objects plus one transform object. c) clean outliner hierarchy *7)* Transform options of the modeling toolkit : YES really good to see and edit numerical local transform value of component ! BUT is there a way to do some math operation like other text box ? And it would be good to have this on the ChannelBox/LayerEditor (ok ok like softimage too) to regroup a little bit all informations. *8)* Actually, snap tool must be activated before begin transformation, it would be good if it can be activating during the operation (like Softimage and probably other applications). Small thing but can be really useful. *9)* The transformation ability of the text box may be expanded to more complex operation like : 45+8/(45*4) *10)* With the viewport on shaded mode, is there a way to make
Re: Maya Modeling : first Impressions/Requests/Questions
10. Yes that works, thanks. 2015-02-05 10:08 GMT+01:00 Martin Yara furik...@gmail.com: Hi, Kinda busy right now so a quick reply. 10. I don't remember very well, but try Reference and disable shade. Martin On 2/5/15, julien carmagnac carmagnacjul...@gmail.com wrote: Hi Martin, Thank you for your feedback. *3+*. +1 for double edges highlighting ! You reminds me that case of double edges that sharing their vertices. I merge all double vertices but double edges still here. I need to use cleanup tool to merge these edges. Is this may have an interest or is it just a bug ? *10.* There is the Template option in the Object Display but in this mode I can't snap anything to this object. 2015-02-05 7:26 GMT+01:00 Martin Yara furik...@gmail.com: Hi Julien, A little feedback 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often as I use selection filters. You could create your own Marking Menu too. 3. AFAIK You can't change border edges colors, a simple but very useful SI feature. I also want double edges highlighting. 6. No, you need to code it or use someone else code. I use detatch and separate from someone on creative crash and edited the part where it deletes the original faces to work with a key modifier so I can keep or delete the original part. It doesn't work well if the object is not in under the scene root, but it does the work done, until I decide to write my own or find something better. 7. I don't think so, but I'm still using 2014 and I don't like that much MTK because of it's symmetry, not being able to use it with skinned objects or using any deformer, etc., for some reason I still don't know sometimes the highlight selection isn't accurate, and the Multi-Component auto seleciton is even worse. It looks like SI but in the practice it isn't close. It seemed cool at first though. Just like the Interactive Split Tool and MTK Multi Cut, they looked good at first, but most of the time I still use the old crappy prehistoric split tool. It sucks, but it is way more reliable. 10. With drawing overrides in your object's attributes. Martin On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac carmagnacjul...@gmail.com wrote: Hello list ! I'm more a reader than a writer for now, but I want share my quick experience (one week) on Maya. It's a personal point of view and I'm curious to know your opinion about it. I like HotBox ! Relatively quick to access, probably not as quick as a direct shortcut but can manage more quick tools with just a combo : shorcut + mouse move direction. For now, I use it to select component (one of the more repeated action during a day of work) but I have problem with its context behavior : - it doesn't select components of my current selection, but those of the object under my mouse cursor. - get strange selection result (components of the first one) when I use the select all command in a second time, with many objects in component mode. *1)* Why the hotbox component selection behavior isn't the same as with the F8 to F12 keyboards ? Is there a way to remove this context behavior ? workaround : - F8 to F12 keyboards : I don't konw for you but just my own opinion is that isn't easy to use (too far from alt navigation keyboard and need to look keyboard to select the good one) - alt + q + left click : ok but another shortcut just as a workaround and the layout of each button component aren't the same than the main hotbox menu. *2)* Channel Box/Layer Editor window is not bad for a quick access to last tool : - Is there a way to automatically expand the last input operator when we select an object. For example when I create a cube, I need to expand (one clic) and then tweak param of With, Height, etc. *3)* On preference option, we can highlight border edge, but is there a way to just set a different color (ok ok like softimage I admit) instead of a not really elegant and visible strong edge. *With Modeling Toolkit active :* *4)* A cool thing is the shift + translate to extrude edge, but it would be good if that work with face too ! *5)* With components, discrete mode (SRT increment snap : J on keyboard) doesn't work on this mode. *6)* Is there a direct tool like the Extract Polygons (keep) in softimage ? Actually I need to : a) Duplicate Face b) Extract Faces And that pollutes my outliner hierarchy with a group of 2 objects plus one transform object. c) clean outliner hierarchy *7)* Transform options of the modeling toolkit : YES really good to see and edit numerical local transform value of component ! BUT is there a way to do some math operation like other text box ? And it would be good to have this on the ChannelBox/LayerEditor (ok ok like softimage too) to regroup
Maya Modeling : first Impressions/Requests/Questions
Hello list ! I'm more a reader than a writer for now, but I want share my quick experience (one week) on Maya. It's a personal point of view and I'm curious to know your opinion about it. I like HotBox ! Relatively quick to access, probably not as quick as a direct shortcut but can manage more quick tools with just a combo : shorcut + mouse move direction. For now, I use it to select component (one of the more repeated action during a day of work) but I have problem with its context behavior : - it doesn't select components of my current selection, but those of the object under my mouse cursor. - get strange selection result (components of the first one) when I use the select all command in a second time, with many objects in component mode. *1)* Why the hotbox component selection behavior isn't the same as with the F8 to F12 keyboards ? Is there a way to remove this context behavior ? workaround : - F8 to F12 keyboards : I don't konw for you but just my own opinion is that isn't easy to use (too far from alt navigation keyboard and need to look keyboard to select the good one) - alt + q + left click : ok but another shortcut just as a workaround and the layout of each button component aren't the same than the main hotbox menu. *2)* Channel Box/Layer Editor window is not bad for a quick access to last tool : - Is there a way to automatically expand the last input operator when we select an object. For example when I create a cube, I need to expand (one clic) and then tweak param of With, Height, etc. *3)* On preference option, we can highlight border edge, but is there a way to just set a different color (ok ok like softimage I admit) instead of a not really elegant and visible strong edge. *With Modeling Toolkit active :* *4)* A cool thing is the shift + translate to extrude edge, but it would be good if that work with face too ! *5)* With components, discrete mode (SRT increment snap : J on keyboard) doesn't work on this mode. *6)* Is there a direct tool like the Extract Polygons (keep) in softimage ? Actually I need to : a) Duplicate Face b) Extract Faces And that pollutes my outliner hierarchy with a group of 2 objects plus one transform object. c) clean outliner hierarchy *7)* Transform options of the modeling toolkit : YES really good to see and edit numerical local transform value of component ! BUT is there a way to do some math operation like other text box ? And it would be good to have this on the ChannelBox/LayerEditor (ok ok like softimage too) to regroup a little bit all informations. *8)* Actually, snap tool must be activated before begin transformation, it would be good if it can be activating during the operation (like Softimage and probably other applications). Small thing but can be really useful. *9)* The transformation ability of the text box may be expanded to more complex operation like : 45+8/(45*4) *10)* With the viewport on shaded mode, is there a way to make an object in wireframe, unselectable (like template) BUT snapable ? Well, I see a lot of modeling tools and options that seems very cool and very productive and I hope that maya can be more userfriendly in a near future. For now and before make my final choice of software I will continue with Softimage.
Re: Best way to back out ICE instances to Geo + UVs
Hello, At least, a simple script can read point clouds data and create all instance objects (can be critic if you have many many particles). I can share my script if you are interested. Julien. 2015-02-03 17:14 GMT+01:00 Mario Reitbauer cont...@marioreitbauer.at: In case we are talking about static instances then I would export the particles and instance again in maya. Otherwise Momentum got a tool called Instancer which should do what you want. Or this here: http://www.si-community.com/community/viewtopic.php?f=19t=3588 And probably the most reason tool would be emTopolizer 2 from mootzoid. 2015-02-03 17:07 GMT+01:00 Eric Thivierge ethivie...@hybride.com: Hi all, We need to back out some ICE instances to geometry with UVs to transfer over to Maya. What's the best way to go about this? I thought I'd seen one of the Mootzoid plug-ins able to do this but not sure which one it was or whether actual UVs were generated or if they are just ICE based. Any help is appreciated as always, Eric T.
Re: Best way to back out ICE instances to Geo + UVs
Select one or many point cloud objects and run. I hope that help you. 2015-02-03 19:28 GMT+01:00 Eric Thivierge ethivie...@hybride.com: Sure I'll have a look at the script if you have it handy. Thanks, Eric T. On 2/3/2015 1:18 PM, julien carmagnac wrote: Hello, At least, a simple script can read point clouds data and create all instance objects (can be critic if you have many many particles). I can share my script if you are interested. Julien. 2015-02-03 17:14 GMT+01:00 Mario Reitbauer cont...@marioreitbauer.at: In case we are talking about static instances then I would export the particles and instance again in maya. Otherwise Momentum got a tool called Instancer which should do what you want. Or this here: http://www.si-community.com/community/viewtopic.php?f=19t=3588 And probably the most reason tool would be emTopolizer 2 from mootzoid. 2015-02-03 17:07 GMT+01:00 Eric Thivierge ethivie...@hybride.com: Hi all, We need to back out some ICE instances to geometry with UVs to transfer over to Maya. What's the best way to go about this? I thought I'd seen one of the Mootzoid plug-ins able to do this but not sure which one it was or whether actual UVs were generated or if they are just ICE based. Any help is appreciated as always, Eric T. Set maSelection = CreateObject(XSI.Collection) maSelection.AddItems Application.Selection auMoinsUnPointCloudTrouve = false SetUserPref siScrCommandLogEnabled , FALSE for each objEnCour in maSelection if objEnCour.Type = pointcloud then opereSurPointCloud objEnCour auMoinsUnPointCloudTrouve = true end if next if not auMoinsUnPointCloudTrouve then logMessage Selectionnez un(ou plusieurs) objet de type Point Cloud., siwarning end if sub opereSurPointCloud(ByRef inPointCloud) logMessage inPointCloud.FullName = inPointCloud.FullName set monNullRangement = GetPrim(Null, inPointCloud.Name _instance) DeselectAll set maGeometrie = inPointCloud.ActivePrimitive.Geometry ' for each attributEnCour in maGeometrie.ICEAttributes ' logMessage attributEnCour.Name = attributEnCour.Name ' next set attributPtPosition = maGeometrie.GetICEAttributeFromName(PointPosition) tabDataPtPosition = attributPtPosition.DataArray set attributSize = maGeometrie.GetICEAttributeFromName(Size) tabDataSize = attributSize.DataArray set attributScale = maGeometrie.GetICEAttributeFromName(Scale) tabDataScale = attributScale.DataArray set attributOrientation = maGeometrie.GetICEAttributeFromName(Orientation) tabDataOrientation = attributOrientation.DataArray set attributShape = maGeometrie.GetICEAttributeFromName(Shape) tabDataShape = attributShape.DataArray 'barre de progression set oProgressBar = XSIUIToolkit.ProgressBar oProgressBar.Maximum = attributPtPosition.ElementCount oProgressBar.Step = 1 oProgressBar.CancelEnabled = true oProgressBar.Caption = inPointCloud.Name oProgressBar.Visible= true questionPourLaCreationDunModelParentDejaPose = false creationDunModelParent = false dim nouveauModelParent for cpt = 0 to attributPtPosition.ElementCount - 1 oProgressBar.Caption = inPointCloud.Name to Instance ( cpt / attributPtPosition.ElementCount ) oProgressBar.Increment if oProgressBar.CancelPressed then exit for end if '--- position --- set monVecteurPos = XSIMath.CreateVector3(1, 1, 1) 'logMessage TypeName(tabDataPtPosition(cpt)) = TypeName(tabDataPtPosition(cpt)) set monVecteurPos = tabDataPtPosition(cpt) 'logMessage monVecteurPos.X , monVecteurPos.Y , monVecteurPos.Z '--- size --- on error resume next 'logMessage TypeName(tabDataSize(cpt)) = TypeName(tabDataSize(cpt)) size = tabDataSize(cpt) If Err.Number 0 Then 'reinitialise l'objet Err Err.Clear 'logMessage pas d'attribut : Size size = 1 else 'size = tabDataSize(cpt) end if On Error GoTo 0 '--- scale --- on error resume next 'logMessage TypeName(tabDataScale(cpt)) = TypeName(tabDataScale(cpt)) set monVecteurScale = tabDataScale(cpt) If Err.Number 0 Then 'reinitialise l'objet Err
Re: Gradient in PPG
Hello, I recently try the AddProxyParameter command with a gradient param in reference (from an ICE Compound), and it automatically crash Softimage (2014 SP2). I probably may create a new gradient parameter to drive the ICE one. So I'm very interested by your request because I found nothing in the doc. 2014/1/22 Mathias N mdawn...@gmail.com isn't the SDK documentation awesome. Impeccable (屮゚Д゚)屮 So, int for type, 8 groups pf RGB(A?), position float ... Both the ICE gradient and the fxtree gradient have 16 colors though, with the former also having mid points in addition to the positions. Do I have to set those? What about the number of markers? Do I create an actual array of parameters and pass it, or just create a bunch of parameters and pass the first as with .AddColor? The number of possible combinations to try without XSI giving you any real feedback boggles the mind. On Wed, Jan 22, 2014 at 12:07 AM, Luc-Eric Rousseau luceri...@gmail.comwrote: you need to create an array of parameters with the right types and add the control on the first parameter. So it's just like the color widget. Check the Gradient operator in the fxtree. Open its .spdl file to see how it works. it's something like, one integer for type, and 8 groups of rgb color and a float for their position. something like that. isn't the SDK documentation awesome. On Tue, Jan 21, 2014 at 5:13 PM, Mathias N mdawn...@gmail.com wrote: Evening Would any of you happen to know how to add a gradient (siControlGradient) item to a PPG layout? With any of the standard data types it is pretty straight forward: parameter, label, UI type. A color item is given its own method, where instead of pointing to a single parameter you point to float parameter representing red and it handles the rest. But how exactly does this function with gradients? By definition it cannot be linked to only a single parameter, but there is no special method for it like with color. The docs would suggest that it is possible, but provides no information as to how. Blindly flinging arguments at it has gotten me nowhere. http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siPPGControlType.html Cheers
Re: Gradient in PPG
Bad news, but thanks for the info. FCurve may be ok but the fact that we don't visualise color isn't cool. Anyway, on my side i will try to make my own representation, perhaps with the three FCurves too. Cheers. 2014/1/22 Eric Mootz e...@mootzoid.com Yep, that was my workaround a while ago after I discovered that gradients could not be used in PPGs. It works, but three FCurves are rather uncool compared to a good ol'd gradient control. But it works. Cheers, Eric
Re: groups slowdown modeling
Sorry for my late reply, I'm not on beta but I have reported it for 2013SP1 (with the autodesk Report a Bug page). But I have not received any confirmation return (even not a little Ok we add it to our list.). So if anyone on the beta just could check if there is a ticket like ICE Group Slowdown and push it for 2014 too that could be cool. Thanks. 2013/10/9 Jens Lindgren jens.lindgren@gmail.com Is Autodesk aware of this problem? If not it should be reported. /Jens On Wed, Oct 9, 2013 at 12:13 PM, julien carmagnac carmagnacjul...@gmail.com wrote: Hello, I've got same behavior when using group in ICE tree even in 2014. I've already post this on si-community : http://www.si-community.com/community/viewtopic.php?f=15t=3009start=0hilit=group+lag+point+cloud I suggest you to not use group in an ICE Tree (until this bug is fixed ). Cheers 2013/10/4 Stephen Davidson magic...@bellsouth.net does it speed up when you freeze the stack? I experienced this as well, using the merge point tool. I just ended up freezing the stack every 20 merged points. It seems to be better in 2014sp2 On Fri, Oct 4, 2013 at 6:40 AM, Roman Kaelin romen.kae...@gmail.comwrote: hey there, i'm having this weird issue where using groups in ice trees is slowing down my modeling. even if the pointclouds which are using the groups are hidden or disabled. as soon as i'm trying to move polymesh vertices, edges or faces it takes a couple of seconds till it reacts. is this a known issue or does anyone have any insights on this issue? i'm using 2013sp1 geerz, roman -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- 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. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: groups slowdown modeling
Hello, I've got same behavior when using group in ICE tree even in 2014. I've already post this on si-community : http://www.si-community.com/community/viewtopic.php?f=15t=3009start=0hilit=group+lag+point+cloud I suggest you to not use group in an ICE Tree (until this bug is fixed). Cheers 2013/10/4 Stephen Davidson magic...@bellsouth.net does it speed up when you freeze the stack? I experienced this as well, using the merge point tool. I just ended up freezing the stack every 20 merged points. It seems to be better in 2014sp2 On Fri, Oct 4, 2013 at 6:40 AM, Roman Kaelin romen.kae...@gmail.comwrote: hey there, i'm having this weird issue where using groups in ice trees is slowing down my modeling. even if the pointclouds which are using the groups are hidden or disabled. as soon as i'm trying to move polymesh vertices, edges or faces it takes a couple of seconds till it reacts. is this a known issue or does anyone have any insights on this issue? i'm using 2013sp1 geerz, roman -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- 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: interaction lag
Hello list, And do you know what is going wrong in your ICE (If you think that's an anormal behavior) ? I already have interaction lag with ICE tree and I find that's due to the use of group in ICE Tree. I've post this on si-community http://www.si-community.com/community/viewtopic.php?f=15t=3009hilit=+group+ICE+lag Just curious to know if your problem is similar. Thanks. 2013/9/13 Gerbrand Nel nagv...@gmail.com Yup. it was my ICE trees Thanks guys G On 2013/09/13 12:22 PM, olivier jeannel wrote: I had massive slowdown with getting 150 Matrices in a hierarchy because of 4 unfrozen Center operators in the modeling stack. :/ Le 13/09/2013 11:47, pete...@skynet.be a écrit : hiding the particles and strands is not going to simulate them but that doesn’t mean the ICE tree is totally inactive. such a lag on every single interaction with a geometry sounds *exactly* like what I’d expect from a hidden ICE tree. it’s traversing the tree to see if everything’s hooked up properly (the lag) and then does nothing with it (fast interaction) – which is not ideal. try to break the link with the mesh in the ICE tree by pointing to some other geo that you’re doing nothing with – I’d bet the lag is gone. in more complex trees I try to make it easy to switch the input geometry – such as avoiding several getters pointing to the same geometry, and putting a passthrough between the getter and the rest of the tree. Or use a group as input (if possible) and remove/add the mesh from the group as needed – without having to go in the ICE tree. *From:* Gerbrand Nel nagv...@gmail.com *Sent:* Friday, September 13, 2013 10:55 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: interaction lag It happens on all views, shaded and wireframe. I'm emitting particles and strands on the mesh, but its all hidden. I tried the merge into new scene, but I still have the lag. This is 2013 btw.. I'll check 2014, but we cant move the project there for now :( I was hoping there was a display setting I was missing. Thanks for the input guys G On 2013/09/13 10:34 AM, Matt Morris wrote: Are you referencing the mesh in ice at all? I've found that can cause delays sometimes. On 13 September 2013 09:15, wavo w...@fiftyeight.com wrote: Noo! (...only if it has a lot of polygons), do you use linked shapeanimation or is it subdivided, is the delay in camera-view or in every view?! Did you merge it in a new Scene?! Wireframe or shaded, heavy geo?! W Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel: Hey list I have this irritating problem, and I was hoping you guys knew what might cause it, and how to fix it. I've rigged this character, and the interaction is a bit weird. When I navigate around the geometry, everything is real time. When I select a part of the rig and start transforming, there is a few seconds of dead softimage and then it wakes up and works in real time again. This happens every time I start transforming on a new axis. Any ideas? Thanks people :) G -- *Walter Volbers* Senior Animator *FIFTYEIGHT* 3D Animation Digital Effects GmbH Kontorhaus Osthafen Lindleystraße 12 60314 Frankfurt am Main Germany Telefon +49 (0) 69.48 000 55.50 %2B49%20%280%29%2069.48%2%2055.50 Telefax +49 (0) 69.48 000 55.15 %2B49%20%280%29%2069.48%2%2055.15 *mailto:w...@fiftyeight.com w...@fiftyeight.com http://www.fiftyeight.com * ESC*58* Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH *http://www.ESC58.de * -- www.matinai.com
Re: interaction lag
Ok Thanks for you return Nel, I suggest you to put many Instance Shape than curve and use a build array node to get all. In any case I'm glad to not be the only one with this problem (sorry ;) ). If anyone here seen this problem and is on the beta, maybe he can report it to Autodesk? Friendly. 2013/9/13 Gerbrand Nel nagv...@gmail.com I do have groups of curves defining a vector field on the mesh, so it might be that :) G On 2013/09/13 01:47 PM, julien carmagnac wrote: Hello list, And do you know what is going wrong in your ICE (If you think that's an anormal behavior) ? I already have interaction lag with ICE tree and I find that's due to the use of group in ICE Tree. I've post this on si-community http://www.si-community.com/community/viewtopic.php?f=15t=3009hilit=+group+ICE+lag Just curious to know if your problem is similar. Thanks. 2013/9/13 Gerbrand Nel nagv...@gmail.com Yup. it was my ICE trees Thanks guys G On 2013/09/13 12:22 PM, olivier jeannel wrote: I had massive slowdown with getting 150 Matrices in a hierarchy because of 4 unfrozen Center operators in the modeling stack. :/ Le 13/09/2013 11:47, pete...@skynet.be a écrit : hiding the particles and strands is not going to simulate them but that doesn’t mean the ICE tree is totally inactive. such a lag on every single interaction with a geometry sounds *exactly* like what I’d expect from a hidden ICE tree. it’s traversing the tree to see if everything’s hooked up properly (the lag) and then does nothing with it (fast interaction) – which is not ideal. try to break the link with the mesh in the ICE tree by pointing to some other geo that you’re doing nothing with – I’d bet the lag is gone. in more complex trees I try to make it easy to switch the input geometry – such as avoiding several getters pointing to the same geometry, and putting a passthrough between the getter and the rest of the tree. Or use a group as input (if possible) and remove/add the mesh from the group as needed – without having to go in the ICE tree. *From:* Gerbrand Nel nagv...@gmail.com *Sent:* Friday, September 13, 2013 10:55 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: interaction lag It happens on all views, shaded and wireframe. I'm emitting particles and strands on the mesh, but its all hidden. I tried the merge into new scene, but I still have the lag. This is 2013 btw.. I'll check 2014, but we cant move the project there for now :( I was hoping there was a display setting I was missing. Thanks for the input guys G On 2013/09/13 10:34 AM, Matt Morris wrote: Are you referencing the mesh in ice at all? I've found that can cause delays sometimes. On 13 September 2013 09:15, wavo w...@fiftyeight.com wrote: Noo! (...only if it has a lot of polygons), do you use linked shapeanimation or is it subdivided, is the delay in camera-view or in every view?! Did you merge it in a new Scene?! Wireframe or shaded, heavy geo?! W Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel: Hey list I have this irritating problem, and I was hoping you guys knew what might cause it, and how to fix it. I've rigged this character, and the interaction is a bit weird. When I navigate around the geometry, everything is real time. When I select a part of the rig and start transforming, there is a few seconds of dead softimage and then it wakes up and works in real time again. This happens every time I start transforming on a new axis. Any ideas? Thanks people :) G -- *Walter Volbers* Senior Animator *FIFTYEIGHT* 3D Animation Digital Effects GmbH Kontorhaus Osthafen Lindleystraße 12 60314 Frankfurt am Main Germany Telefon +49 (0) 69.48 000 55.50 %2B49%20%280%29%2069.48%2%2055.50 Telefax +49 (0) 69.48 000 55.15 %2B49%20%280%29%2069.48%2%2055.15 *mailto:w...@fiftyeight.com w...@fiftyeight.com http://www.fiftyeight.com * ESC*58* Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH *http://www.ESC58.de * -- www.matinai.com
Re: Scripting question
Hi Correct me if i'm wrong but your pivot position is your object position, that you can get with kinematics (myObj.Kinematics.Local.posx.Value, etc.). 2012/10/18 Szabolcs Matefy szabol...@crytek.com Thanks, that was I afraid of…thanks anyway! ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *patrick nethercoat *Sent:* Thursday, October 18, 2012 2:22 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Scripting question ** ** AFAIK pivot position is transient, only related to a specific transformation. You can set it with scripting but it doesn't get stored. On 18 October 2012 13:10, Szabolcs Matefy szabol...@crytek.com wrote:*** * Hi I need to get the position of the pivot…is it possible to get it via scripting? Cheers Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli ** **