OT. JOB offer, Houdini LRC guy, vienna

2017-01-13 Thread philipp seis
Dear list,

i hope you do great.
I'm directing a show at this place atm:
http://www.arxanima.com/

They are currently looking for Light/Render/Comp staff.
Render Engine is Mantra. If you have a good sense for lighting
but are not familiar with Houdini, they are happy to show you what
you need to know. The job would be onsite.
If you are interested, or know someone, please drop me a line offlist.

Best ! Philipp
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Interview with Pokoyo director (with XSI in the background!)

2016-11-24 Thread philipp seis
Just found this,... :D
https://vimeo.com/23975439
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Re: object parenting in maya

2016-09-19 Thread philipp seis
the SI "weight" of the constraint, i.e. parent constraint shows up under
the contraining object as "blendparent" in your channel box.
You can animate that to grab stuff. Good luck :)

2016-09-19 9:41 GMT+02:00 Mirko Jankovic :

> Ok I'm dropping my towel...
> Can anyone shed me some light on how to do this in maya:
>
> Hand IK constrained to object1
> Then goes into FK keyframed animation
> Then gets again IK constrained to object2
>
> Character is referenced ofc.
>
> With Softimage that is breeze and honestly I think I will just re-reg this
> whole thing and finish in SI instead but just for the fun of it.
> How do you do this in maya???
> I can't even wrap my mind around how I got stuck in this crap.
> It;s bin a while since I animated anything with switching constrains in
> maya but it can't be this messy?
>
> Thanks
> ᐧ
>
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Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September 16th in Siegen/Germany

2016-09-13 Thread philipp seis
thanks for the passion you put this !

2016-09-13 11:25 GMT+02:00 Sebastien Sterling 
:

> Same as Pooby :(
>
> On 13 September 2016 at 10:59,  wrote:
>
>> I never went, as its too far to travel for me, being in the UK, but I
>> always
>> enjoyed the videos and news from it and admire you for having gone to the
>> effort.
>>
>> Thanks and best wishes
>>
>> Paul
>>
>> -Original Message-
>> From: Andy Nicholas
>> Sent: Tuesday, September 13, 2016 9:49 AM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September
>> 16th in Siegen/Germany
>>
>> Hi Oliver,
>> Yep, I was sorry to never be able to make it out, but I thought you put
>> an amazing amount of effort into putting it on. Well done for keeping it
>> going all those years. I'm sure there are a lot of people, myself
>> included, who are very appreciative of your efforts.
>>
>> A
>>
>>
>> On 13/09/2016 09:22, Oliver Weingarten wrote:
>> > Hey folks!
>> >
>> > Due to the low interest in our meeting this year, I made the decision to
>> > end it after this event taking place coming Friday.
>> > I organized this event for 8 years and it was always fun and pleasure to
>> > meet so many nice people here. I´m thankful for so many good things. We
>> > had great talks and a pretty nice time together. Though, it´s hard to
>> > see Softimage and its community die out slowly and there is no way to
>> > stop, or even slow it down a little. My effort to transform the SI
>> > meeting to an open 3D usermeeting did not succeed in the end. There
>> > seems not enough motivation out there to make the effort, to take that
>> > day(or two) to come over and take part. I totally understand that.
>> > Thanks for all the support from sponsors and all the people who were
>> > speaking and sharing stuff with us. Thanks to those, who visited us and
>> > took part. Thanks a lot an take care! Maybe we will met in some other
>> > kind of meeting ;)
>> >
>> > Anyway, looking forward to this Friday and meeting some of you guys
>> > again in the old spirit!!
>> >
>> > Cheers,
>> > Oliver
>> >
>> > --
>> > Softimage Mailing List.
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>> > with "unsubscribe" in the subject, and reply to confirm.
>>
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>> "unsubscribe" in the subject, and reply to confirm.
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>
>
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Re: Google Earth Pro 3D data or similar?

2016-05-14 Thread philipp seis
1+ for DEM Earth. All you need and super simple.

2016-05-13 17:11 GMT+02:00 adrian wyer :

> the problem with google is getting licensing sorted out... they are
> basically renting the imagery and different companies own different
> areas (it says which ones at the bottom of the page when you zoom in)
>
> a
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Bartholdy
> Sent: 13 May 2016 15:59
> To: softimage@listproc.autodesk.com
> Subject: Re: Google Earth Pro 3D data or similar?
>
> Sucks when you can sit and look at what you want in Google Earth, but just
> need some better filtering plus animation and additional 3D bits :/
>
> //MB
>
>
>
> > Den 13. maj 2016 klokken 16:35 skrev Jordi Bares :
> >
> >
> > Agreed, is either that or a world of massive pain to have full control.
> >
> > good luck
> > jb
> >
> >
> > > On 13 May 2016, at 15:33, adrian wyer 
> wrote:
> > >
> > > not what you want to hear but there's a really good plugin for cinema
> 4D
> > > that makes this stuff incredibly easy
> > >
> > > meh
> > >
> > > a
> > >
> > > -Original Message-
> > > From: softimage-boun...@listproc.autodesk.com
> > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> > > Bartholdy
> > > Sent: 13 May 2016 14:44
> > > To: softimage@listproc.autodesk.com
> > > Subject: RE: Google Earth Pro 3D data or similar?
> > >
> > > Thanks guys - good advice! You might have thunk it to be easier to do
> stuff
> > > like this in this day and age ;)
> > >
> > > //MB
> > >
> > >
> > >
> > >> Den 13. maj 2016 klokken 15:31 skrev adrian wyer
> > > :
> > >>
> > >>
> > >> buy global mapper for sure! although it's better if you have a budget
> for
> > >> the premium satellite imagery (the free stuff is ok in continental
> USA,
> > > but
> > >> globally not so hot)
> > >>
> > >>
> > >>
> > >> also buy this tutorial from Gnomon
> > >>
> > >
>
> https://www.thegnomonworkshop.com/tutorials/creating-terrains-with-satellite
> > >> -data-volume-1
> > >>
> > >>
> > >>
> > >> really good sections on using global mapper and getting elevation data
> and
> > >> imagery to line up
> > >>
> > >>
> > >>
> > >> finally screw google, we spent months trying to buy imagery from them
> and
> > >> they just don't know how to deal with 'customers'
> > >>
> > >>
> > >>
> > >> there are also independent satellite imaging companies, that often
> supply
> > >> their data for use in google maps/earth, so if you are well funded,
> you
> > >> could approach them directly
> > >>
> > >>
> > >>
> > >> a
> > >>
> > >>
> > >>
> > >>  _
> > >>
> > >> From: softimage-boun...@listproc.autodesk.com
> > >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabian
> > > Schnuer
> > >> Gohde
> > >> Sent: 13 May 2016 13:08
> > >> To: softimage@listproc.autodesk.com
> > >> Subject: Re: Google Earth Pro 3D data or similar?
> > >>
> > >>
> > >>
> > >> Hi,
> > >>
> > >> I have tried a few times and failed trying to get anything from Google
> > >> Earth. I used public DEM/GeoTIFF data last time I had to do something
> like
> > >> that. Depending where you are flying over there are also some good
> > > national
> > >> databases out there.
> > >>
> > >>
> > >>
> > >> You have stuff like http://aescripts.com/geolayers/ and there is at
> least
> > >> one 3dsmax plugin also.
> > >>
> > >>
> > >>
> > >> http://www.bluemarblegeo.com/products/global-mapper.php is a good
> low-cost
> > >> product for dealing with this sort of data and converting various
> GeoTIFF
> > >> projections for example.
> > >>
> > >>
> > >>
> > >> Best of luck.
> > >>
> > >> Fabian
> > >>
> > >>
> > >>
> > >> On 13 May 2016 at 13:44, Morten Bartholdy 
> wrote:
> > >>
> > >> I need to create a flyover of parts of Europe which is supposed to
> look
> > > very
> > >> much like in Google Earth, but with added bits and pieces I need to
> > > create.
> > >> I took a look at Google Earth Pro which pretty much provides the type
> of
> > >> imagery I need, but I want to get my hands on the 3D data with
> textures
> so
> > > I
> > >> can do my stuff in XSI, not just render a movie out from GEP.
> > >>
> > >> Google are not very helpful concerning how to contact them, so I
> thought
> > >> someone here surely had to do something similar at some point.
> > >>
> > >> Has anybody here succeeded in getting said Google Data or gone with a
> DM
> > >> data and sattelite imagery provider?
> > >>
> > >> Any hints will be most welcome.
> > >>
> > >> Thanks
> > >> 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 

Re: OT houdini questions

2015-02-05 Thread philipp seis
Hello Rob, hope you do well.

*It seems one cannot move/snap the pivot on the model itself, which seems
to be very counter intuitive...*
I'm on H14 and have a test Sphere. When i right click on the handle in
Object level, i can choose Pivot Mode (same as Insert as you mentioned).
When Point snapping is on it's showing me little dotties on
my Sphere's surface, which i can snap the pivot to.

i only found this:
http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopicp=86344sid=4690b3b606a7110b0958e302cd8a2827


Re: OT houdini questions

2015-02-02 Thread philipp seis
Hi Gerbrand,

from the top of my head i'd say, there should be a checkbox so that your
curve
won't get a surface.
Then, here is a curve basics tutorial from peter quint:
http://vimeo.com/40771484

I'd be interested in a deform by surface too. The Ray SOP gives a little
bit of that
behaviour out of the box, and the attribute transfer SOP as well, if match
Point Position ( i guess that was the name) Checkbox is on. Those 2 work
on proximity.
And finally you might want to try the Lattice SOP, which in Houdini is also
customizable,
ending up being very close to the cage deformer from Soft.
And then, you could also add a Normal attribute to your SOP, with the
point SOP, and create a VOPSOP in which you manipulate those. This might be
the equivalent to an ICE closest point to location node.
I'd consider myself a real houdini novice though, just trying to transfer
my Softimage workflows, so please correct me if i'm wrong.

I would like to add the question: How would you do a simple Object to
Cluster Constraint ?
So far i found only options that are uv based, like the rivet...

best, Philipp


2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

 So 3 quick houdini questions if you don't mind:
 Why do I automatically get a surface on a closed curve?
 Can I kill it without killing the curve, or can I set it to never create?
 Is there something like deform by surface in soft for houdini?
 That is it for now :)
 Thanks
 G



Re: OT houdini questions

2015-02-02 Thread philipp seis
hey guys, i'd be super happy for any advice on an object to cluster
Constraint in H,
like i would use it for a dorrito

2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 And the Rivet SOP too

  On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
 
  You might want to check out the Creep SOP in that case.
 
 
  A
 
 
  On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
 
 
  Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you slide/deform
 things
  based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to
 follow a
  certain shape.
  I modelled some running shoes in the beginning of the year, and all of
 the
  parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
  digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to
 that dark
  place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
  Hi Gerbrand,
 
  from the top of my head i'd say, there should be a checkbox so that
  your curve
  won't get a surface.
  Then, here is a curve basics tutorial from peter quint:
  http://vimeo.com/40771484 http://vimeo.com/40771484
 
  I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
  behaviour out of the box, and the attribute transfer SOP as well,
 if
  match Point Position ( i guess that was the name) Checkbox is on.
 Those 2
  work on proximity.
  And finally you might want to try the Lattice SOP, which in
 Houdini is
  also customizable,
  ending up being very close to the cage deformer from Soft.
  And then, you could also add a Normal attribute to your SOP,
 with the
  point SOP, and create a VOPSOP in which you manipulate those. This
 might be
  the equivalent to an ICE closest point to location node.
  I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
 
  I would like to add the question: How would you do a simple
 Object to
  Cluster Constraint ?
  So far i found only options that are uv based, like the rivet...
 
  best, Philipp
 
 
 
 
 
 
  2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
  mailto:nagv...@gmail.com :
  So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
   Can I kill it without killing the curve, or can I set it to
 never
  create?
   Is there something like deform by surface in soft for houdini?
   That is it for now :)
   Thanks
   G
 
 
 





Re: OT houdini questions

2015-02-02 Thread philipp seis
Thanks for sharing the VEX snippet :)
I've totally missed out on that point function.

I'll check Sticky as well.

have a nice evening !




2015-02-02 17:33 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 Have a look at Sticky SOP, may be the thing you are looking after (plus
 you have blending via UVs which is very interesting.

 jb

 On 2 Feb 2015, at 15:58, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 Disclaimer: I'm a total beginner and there's most likely better/easier
 ways to do it.

 If you want to constrain your object to a single point, one way would be
 to create an expression on each of the translate channels of your object
 and use the `point` function, such as: `point(/obj/path_to_geometry,
 point_number, P, index)` where `index` is 0 for the position X, 1 for the
 position Y and 2 for the position Z.

 If you want your object to snap to an actual group of points, then the
 idea that I've got is slightly more involved.
 Basically, you'd need to put your points into a group and create an
 `AttribWrangle` in which you'd loop over the points in the group and return
 an average position.
 Here's a working VEX snippet:

 vector @clusterPosition = {0, 0, 0};

 int count = 0;
 int ptnum;
 vector P;
 int handle = pcopen(@OpInput1, P, {0, 0, 0}, 1e6, int(1e6));
 while (pciterate(handle)) {
 pcimport(handle, P, P);
 pcimport(handle, point.number, ptnum);
 if (inpointgroup(@OpInput1, group_name, ptnum)) {
 @clusterPosition += P;
 count++;
 }
 }

 if (count  0) {
 @clusterPosition /= count;
 }


 Note that the `pcopen` function creates a point cloud with a K-D tree, so
 it's really overkilled here. I'll be looking forward a better answer to
 that one! :)

 Also both solution will match only the position. To also match the
 orientation, you might want to use the attributes created by `PolyFrame`.


 On 2 February 2015 at 22:01, philipp seis dpi...@gmail.com wrote:

 hey guys, i'd be super happy for any advice on an object to cluster
 Constraint in H,
 like i would use it for a dorrito

 2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 And the Rivet SOP too

  On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
 
  You might want to check out the Creep SOP in that case.
 
 
  A
 
 
  On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
 
 
  Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you
 slide/deform things
  based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to
 follow a
  certain shape.
  I modelled some running shoes in the beginning of the year, and all
 of the
  parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
  digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to
 that dark
  place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
  Hi Gerbrand,
 
  from the top of my head i'd say, there should be a checkbox so
 that
  your curve
  won't get a surface.
  Then, here is a curve basics tutorial from peter quint:
  http://vimeo.com/40771484 http://vimeo.com/40771484
 
  I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
  behaviour out of the box, and the attribute transfer SOP as
 well, if
  match Point Position ( i guess that was the name) Checkbox is on.
 Those 2
  work on proximity.
  And finally you might want to try the Lattice SOP, which in
 Houdini is
  also customizable,
  ending up being very close to the cage deformer from Soft.
  And then, you could also add a Normal attribute to your SOP,
 with the
  point SOP, and create a VOPSOP in which you manipulate those. This
 might be
  the equivalent to an ICE closest point to location node.
  I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
 
  I would like to add the question: How would you do a simple
 Object to
  Cluster Constraint ?
  So far i found only options that are uv based, like the
 rivet...
 
  best, Philipp
 
 
 
 
 
 
  2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
  mailto:nagv...@gmail.com :
  So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
   Can I kill it without killing the curve, or can I set it to
 never
  create?
   Is there something like deform by surface in soft for
 houdini?
   That is it for now :)
   Thanks
   G
 
 
 






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





Re: Cobweb compound

2015-01-26 Thread philipp seis
and this one on Fabricios vimeo site plus download link

https://vimeo.com/26723944

2015-01-26 21:14 GMT+01:00 Leendert A. Hartog hirazib...@live.nl:

  Nika ragua’s “procedural spider web tutorial in softimage ice” (
 http://vimeo.com/40672290) is about the only thing that springs to mind…

 Greetz
 Leendert
 AKA Hirazi Blue

 --

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




Re: H14 is out !

2015-01-16 Thread philipp seis
Jordi, why did they choose not to allow enveloping to Null Objects ?
Do you always use a bone instead ?
Or do you go for something more abstract like machting/ transferring
PointPosition attributes ?

thanks in advance :)


2015-01-16 18:45 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 May I ask you to elaborate the “complex character rigging and tuned
 deformation”, I may be missing something.

 To start with you have muscles in Houdini which you don’t, let alone FEM
 simulations and a universal physics engine to cope with pretty
 sophisticated things…

 Certainly it is easier in Softimage and more artist friendly to setup but
 I see the rigging side as one very strong point.

 If you are talking about screen space corrections, blend shapes and
 advanced contact collision its certainly doable with  the toolset.

 :-|

 thx
 jb


 On 16 Jan 2015, at 16:59, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 It's only true for some definitions of rigging.
 If you need proceduralism of course it does spectacularly well, and assets
 are simply best of breed in the industry and have been for years, end of
 story.
 For the hand-crafted complex character rig and tuned deformation kind of
 job though, no, it's not nicer than Soft, and I'd be hard pressed to make
 an argument for it over Maya (which I consider pretty bottom barreling
 already without a ton of custom work).

 Some of the upgrades in H14 and some of the future roadmap do bode well
 for that though.

 On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com wrote:

  Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural
 work flow the most.
 In Maya it feels like you have to make damn sure you are done with step A
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in
 2011 :)
 G


 On 16/01/2015 14:08, Mirko Jankovic wrote:

 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge
 crap and biggest reason that I don't wanna ago back int othat hell at first
 place.

 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com wrote:

 After trying to learn maya for about 6 months, learning houdini is a
 breath of fresh air!!
 It is not softimage, but I think its the only thing that will come close
 to the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my
 time would be better spent getting better in soft (the future was still
 bright back then)
 Back then it seemed complicated, but after dealing with maya, it feels
 sooo much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do
 something else.
 Rigging I found nicer than soft, and the animation editor in houdini
 feels like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams
 of Mayans, but with the houdini engine, I can do the work in the software
 best suited for it, without forcing the rest of the team to conform.
 G




 On 16/01/2015 12:08, Mirko Jankovic wrote:

 modeling and character riga nd animation wise it is I assume sitill nt
 as suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..







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





Re: OT : Release a free uitility Nb Code Lines

2015-01-15 Thread philipp seis
I always thought it's better for a programmer to require less lines of
code... !?
Are there programmers who are paid per line ?

Nonetheless, congrats to your development :)

2015-01-15 12:57 GMT+01:00 Alok Gandhi alok.gandhi2...@gmail.com:

 I bet its not as sophosticated as git-loc but it sufficed my needs.

 Maybe later I will more features.

 Also this works on any root folder on the local drive and you have
 complete control over the file extensions. You can add, edit or remove file
 extensions on the fly.

 Sent from my iPhone

 On 15-Jan-2015, at 5:16 pm, Cesar Saez cesa...@gmail.com wrote:

 It looks nice, thanks!
 I've been using git-loc http://brokestream.com/git-loc.html for a while
 (love the svg output) but I will give a chance to yours ASAP :)

 Cheers!

 On Thu, Jan 15, 2015 at 7:36 AM, Alok Gandhi alok.gandhi2...@gmail.com
 wrote:

 Hi All,

 I have released a new utility app Nb Code Lines -  for programmers to
 measure their productivity in terms of number of code lines written.

 *http://bit.ly/1CpyDAV http://bit.ly/1CpyDAV*

 Hope you guys will find it useful.

 Please feel free to contact me in case of bugs or to add new features.

 Enjoy !

 Alok.


 --





Re: From the forge

2014-12-23 Thread philipp seis
I like the Animators survival kit right beside his computer :)

2014-12-23 10:56 GMT+01:00 Dan Yargici danyarg...@gmail.com:

 Here's an oldie I spotted at the weekend!

 http://youtu.be/vD-_rzUuiIM?t=19m2s

 DAN

 On Fri, Dec 19, 2014 at 10:32 AM, Perry Harovas perryharo...@gmail.com
 wrote:

 He is correct, that is a whole other level of badassery!


 On Thu, Dec 18, 2014 at 11:43 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Big woot !

 On 18 December 2014 at 16:27, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 A bit more of Softimage around 2min mark...

 Overall great watch but SI catches my eye ofc

 https://www.youtube.com/watch?v=3JpfDgGdhNw



 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)





Re: 2D facial textures rig on softimage

2014-11-27 Thread philipp seis
https://vimeo.com/100730528

2014-11-27 17:14 GMT+01:00 Greg Maguire g...@inlifesize.com:

 Hi Dave,

 I've done this in the past using just the FX tree. You can drive the
 translate 2D node in the FX tree with locators in 3D. Translating the eye
 locators (normalised to a parent) exporting that to a compositing sequence.
 All alphas etc where cut in the FX Tree. I had several locators in the 3D
 scene to change the shape of the eye. Then projected it back onto the 3D
 face pre-render. Sorry, can't help with the details was a number of years
 ago but definitely possible.

 Regards,

 On Wed, Nov 26, 2014 at 4:54 AM, David Rivera 
 activemotionpictu...@yahoo.com wrote:

 Hi everyone, I´ve been trying to setup a 2d facial rig onto a 3d face
 (just a simple sphere) to accomplish something like this:

 texture Based Facials Prototype https://vimeo.com/104284439


 [image: image] https://vimeo.com/104284439





 texture Based Facials Prototype https://vimeo.com/104284439
 View on vimeo.com https://vimeo.com/104284439
 Preview by Yahoo


 So I´ve attached the setup I got so far (see attachment) and what I´m
 basically doing is:
 1. create a sphere and uv unwrap it.
 2. Create 3 separate files (one for the left eye, one for the right eye
 and one for mouth) with transparency on .png format
 3. Create a shader in the shader tree connecting all 3 of them using a
 constant node for each into a Color1, Color2, Color3 layers
 on an Mix 8 Color node for the shader on alpha as it´s blending mode.
 All working fine until now.

 But here´s what I can´t get straight:

 How can I manipulate the eye´s position like in the video?
 - I already tried to setup 2 subTexture projections from the UV editor,
 but they slide all other textures (eyes and mouth). Even if I make enough
 subdivisions on the face (the sphere) to separate them from each other, the
 texture would still slide as I move either subTexture projection.
 I´ve tried tearing the polygon segment for the sub texture projection but
 as I resize the subtexture projection on 3d view and then match it inside
 the UV editor, it also distorts the texture.

 I can see on the video the eyes are an image sequence, rigged with the
 visual panel on the top right.
 I was told that doing a case by case setup for the 2d texture (either
 left or right eye) via FXtree it´s way too heavy if I got 20+ textures for
 each eye.
 (There´s a video or RayFigs explaining how to set this up on the FX tree).
 And so, I was recommended that I do the texture swapping via ICE with
 ID_Attribute. But I´m getting confused; because I don´t exactly know how to
 mix 3 different files (eyes and mouth.png) on the ICE tree and display them
 all together working on the viewport.

 The softimage viewport isn´t helping on all of this, since it will only
 display the last texture plugged into the shader tree. The FX tree setup
 *DOES* display the image and the viewport correctly. But I don´t know how
 to put the pieces together to make the shader tree work on ICE scenario.


 Could you guys lend me a hand on this kind of setup, please?
 Thanks! :)

 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635




 --

 *Greg Maguire* | Inlifesize
 Mobile: +44 7512 361462 | Phone: +44 2890 204739
 g...@inlifesize.com | www.inlifesize.com



Re: Gray Scott diffusion anyone ?

2014-10-07 Thread philipp seis
Nice Find Olivier ! Looks like a darn beautiful challenge. Keep us updated
:)

2014-10-07 11:41 GMT+02:00 olivier jeannel olivier.jean...@noos.fr:

 For the sake of learning and curiousity, I was wondering if someone has
 managed to recreate a Gray Scott diffusion simulation within ice ?
 There's a nice tut here :
 http://www.karlsims.com/rd.html



Re: Rigging and Animation in Modo

2014-08-23 Thread philipp seis
my 5 cent:

i really think, the whole point comparing features of Softwares is highly
overestimated.
Of course there are very rational reasons of choosing one Software over
another:
The price, the features, the amount of jobs we think there are outside.
But at the end of the day, we could ask ourselves: Are we in 3d, because we
are purely rational
decision makers ? If so, i would be a lawer, do real estates, or try to go
after a job that promises more
money or prestige.
I guess, most of the guys in Animation wanted to do what they are truly
interested in, love, or just fits them.
So my humble advice: Stop comparing features. Go for Sympathy.
Why working with a Software, you dislike ? We will find a 100 reasons for
and against every package.
I know many of us don't have that luxury, and it might not appear
particularly professional
if you utter such a theory in meetings with people wearing suits. But for a
lot of us thats doable.
My rational side constantly tells me 2 packages i should learn, while i
find myself working with
something that i feel speaks to me. So i'll surrender to this one.

best, Philipp




2014-08-22 23:21 GMT+02:00 Cristobal Infante cgc...@gmail.com:

 maybe, but the work coming out if the cinema4d community is pretty
 impressive, and so is the demand for C4D artists.


 On Friday, 22 August 2014, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I suppose at least modo looks like it is heading in the right direction,
 getting into bed with the foundry, the last C4D demo, was kinda scatter
 brained.


 On 22 August 2014 21:03, w...@fiftyeight.com w...@fiftyeight.com wrote:

   Iam also searching for an alternative-softimage,
  and found this riggs done in modo https://vimeo.com/ochyming/videos
 very nice.

  but still found not a softimage-alternative both cinema4d and modo not
 having something like a schematic-view and also not an history-stacks,
  on the other side c4d has realy nice deformers and tools aready built
 in (squashstretch or dynamic-chains for example but in cinema4d i have the
 feeling
  that i can not go so far as with softimage (adding points/edges on
 rigged,shape-animted envelops,)

  Iam more an allrounder by the way

  Walter


 phil harbath phil.harb...@jamination.com hat am 22. August 2014 um
 20:32 geschrieben:

   how does shape animation in modo compare to the shape manager?









Re: OT: walking city

2014-07-02 Thread philipp seis
nope, houdini


2014-07-01 22:20 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com
:

 made with 3ds max ?


 On 1 July 2014 15:51, philipp seis dpi...@gmail.com wrote:

 slightly OT, but i love this Houdini piece from

 Matt Pyke and Chris Perry. Made me watch a walk for 8 minutes !

 http://www.universaleverything.com/projects/walking-city/





OT: walking city

2014-07-01 Thread philipp seis
slightly OT, but i love this Houdini piece from

Matt Pyke and Chris Perry. Made me watch a walk for 8 minutes !

http://www.universaleverything.com/projects/walking-city/


Re: my first experiment with rigging in Houdini :-))))

2014-04-28 Thread philipp seis
Hey Max, Houdini can mix MINIMAL ELECTRO ? Awesome ! :)


2014-04-28 17:17 GMT+02:00 Max Evgrafov summ...@gmail.com:

 animation test http://www.youtube.com/watch?v=NOYFG36Z8D4feature=youtu.be


 2014-04-25 3:58 GMT+04:00 Jon Swindells jon_swinde...@fastmail.fm:

  Hi Max,

 XSI user since v2

 currently migrating to Houdini as my main commercial app with a view to
 going full
 Houdini/Modo sometime early next year



 Blender/Krita/FOSS stack for my personal work :)


  Jon Swindells
  jon_swinde...@fastmail.fm



 On Thu, Apr 24, 2014, at 11:33 PM, Max Evgrafov wrote:

 Jon Swindells, good to see you ! ( i didn't try your rig, but i wont to
 do it) I am sorry for my question. Can you say , are you xsi user ? Were
 are you going migrait?







 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)



siComboBox

2014-04-23 Thread philipp seis
Dear listers,
i hope someone has a hint
for me here, cause me = lost.
I want to make a layout using siComboBox.
It gives me an error claiming:
python\Lib\site-packages\win32com\client\dynamic.py, line 258, in
_ApplyTypes-
Can i do something about that ?
And then it says i shoud use a 1D Array, which i guess i have...,so ???
-
this is what i'm running:
---
xsi = Application
lm = xsi.logmessage
from win32com.client import constants as c
from win32com.client import Dispatch as d
oRoot = xsi.ActiveSceneRoot
oRsCP = oRoot.AddProperty(CustomProperty,False,'RedShiftMaterial')

MatTypes = [Mat1, Mat2, Mat3]
RsLayout = oRsCP.PPGLayout

# evil line throwing the error :
RsLayout.AddEnumControl(ChooseMaterial, MatTypes, Type,
c.siControlCombo)
xsi.InspectObj(oRsCP)

--
Log:

# ERROR : 2229 - Traceback (most recent call last):
#   File Script Block , line 18, in module
# RsLayout.AddEnumControl(ChooseMaterial, MatTypesCombo, Type,
c.siControlCombo)
#   File COMObject unknown, line 3, in AddEnumControl
#   File C:\Program Files\Autodesk\Softimage 2013
SP1\Application\python\Lib\site-packages\win32com\client\dynamic.py, line
258, in _ApplyTypes_
# result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, retType,
argTypes) + args)
# COM Error: Invalid argument.  UI Items should be specified as a 1D array
of String/Value pairs. - [line 18]

kind regards, philipp


Re: Paint shader

2014-04-09 Thread philipp seis
If you mean animating a brush stroke, you could use Helges PixelParticle
addon.
It creates a dense particle grid on a mesh. The color changes you make on
those particles
can be written out as an image sequence and reapplied to that mesh. Good
luck !


2014-04-09 13:41 GMT+02:00 Ognjen Vukovic ognj...@gmail.com:

 Hi,

 Does anyone know if there is some sort of paint brush stroke emulation
 shader out there for softimage? Doing a test at work and something like
 this could make life a lot easier

 Cheers.
 Ogi.



Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread philipp seis
i find the 3d buzz technical rigging in houdini DVDs very helpful.
Focusing on rigging, it keeps your brain from sopping and vopping around
too much.




2014-03-21 11:52 GMT+01:00 Max Evgrafov summ...@gmail.com:

 Andy of course! See you later at the SESI forum !


 2014-03-21 13:56 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:

 Sebastian, take it slowly and all will be well ;-)

 As much as people like to refer VOPs/VEX to ICE, I'd say keep in mind
 they are quite different.
 While ICE cracks tend to go hardcore in 'one' Tree, the Houdini guys use
 VOPs in conjunction with the other OPs available to make up the overall
 result.

 See you over at the SESI forum.

 Andy

 On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote:

 initial shock is a good one, feels like being hit by a roadtrain.. twice


 Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 Yeah, if there is one thing to say for Houdini, much like ICE did for
 Soft users, is that if you persevere through the initial shock it's an
 amazing enabler for learning the fundamentals of this trade.

 It's worth trying it regardless of whether you plan to use it or not at
 least for that.





 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)



Re: Cinema 4D an option?

2014-03-13 Thread philipp seis
hey mirko, really sounds to good to be true. I agree, it's cheap. Is it
really as simple as letting someone wire the cards together and pressing
render, or did you have any pitfalls ?



2014-03-13 11:20 GMT+01:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 That is a price I gladly paid with my 4 titan system, together with
 Redshift it makes rendering fnu again and saving a lot of time and earning
 back every EUR invested.


 On Thu, Mar 13, 2014 at 11:14 AM, Cristobal Infante cgc...@gmail.comwrote:

 You need a machine with 4 titans that's about EURO 5000 euros or more I
 believe. So it comes at a price...


 On Thursday, 13 March 2014, Rob Wuijster r...@casema.nl wrote:

  If it gets any faster, it's like running a game ;-)
 Very impressive!!

 Rob
 E r...@casema.nl

 \/-\/\/

 On 13-3-2014 10:52, David Saber wrote:

 Amazing 8)
 This exists?

 On 2014-03-13 00:43, Cristobal Infante wrote:

 A bit OT but octane looking everyday more impressive and the integration
 with Cinema 4D is pretty solid.

 But check out this guy rendering with 4 titans from the standalone
 version.

 ...and it's rendered

 Octane Render with (4) Nvidia GTX 
 Titanshttp://www.youtube.com/watch?v=mhqf1n2xq80



 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2014.0.4336 / Virus Database: 3722/7187 - Release Date:
 03/12/14







Re: A germ of an idea.

2014-03-13 Thread philipp seis
Here we go: A creepy bunch of serious grey men are selling
a drug on the street called Maya. It has an hypnotising addictive effect on
the young people buying it.
They could turn into ugly, mental, grey dwarfs.
An antihero called Soft ( he hates being called that name) with a black
hoody tries to track them down,
but gets trapped and killed by the grey men.
In a death and resurrection moment he returns as some sort of jedy,
mightier than ever before, and destroys Maya.
---
Please don't take it too serious, it just popped up when i read about the
guy in the Softimage hooddy ;)


2014-03-13 21:47 GMT+01:00 Emilio Hernandez emi...@e-roja.com:

 INTERIOR - Small studio / Freelance workspace

 The Hood guy is working at his computer, on the desk we see a copy of
 Softimage and a book/newspaper that reads The Mayan profecy.  The world
 ends in 2014 not 2012.

 Suddenly a tremor shakes the house.  The Hood guy is still working, seems
 that he is not aware of the tremors.   The tremors start to increase and
 the house starts falling down appart.  The Hood guy quickly turns off his
 computer, grabs the copy of Softimage and while the house is coming down he
 rans to the door.

 EXTERIOR - Small town-thick clouds about to rain.

 From all the houses Hood guys start to come out. The town is falling
 appart.  Each one of the Hood guys have a copy of Softimage in their hands
 and they start running.  On the horizon the world ending sun start to
 break in.

 CUT EXTERIOR
 LAUNCH PLATFORM  A space ship is being boarded by all the Hood guys.
 While the flaming sun starts colapsing the world, the Hood guys finish
 to  get into the space ship and it takes off, while the world is breaking.

 INTERIOR - Space ship deck
 On the space ship deck all the hood guys are looking from space how the
 world desintagrates and explodes.  They take their Hoods off and reveal our
 faces, we are happy to leave that world.  Each one of us holds a Softimage
 copy in our hand.

 CUT CLOSE UP Hand
 Suddenly we discover a hand holding a copy of Maya, camera starts to
 follow and dolly back to discover a guy that is not a Hood Guy, but he is
 wearing an Autodesk uniform.

 CUT INTERIOR WASTE DISPOSAL.
 Through the window of the door, we see the guy with the Autodesk Uniform
 showing Maya through the window and yelling something at us.   A hand
 pushes the button next to the door that reads SPACE CRAP DISPOSAL..

 The outer door opens and vacuums everything in the small disposal
 chamber.  The Autodesk guy is sucked into space.

 CUT EXTERIOR SPACE
 While the Autodesk guy is floating with the debris of the old planet, the
 Softimage spaceship disappears in search of a new world.


 Sorry I was trying to trim and I sent twice.


 ---
 Emilio Hernández   VFX  3D animation.



Re: MoCap studio in Northern Europe?

2013-12-06 Thread philipp seis
we have GOTOXY in Nuremberg/Germany


2013/12/6 Morten Bartholdy x...@colorshopvfx.dk

   Thanks Rob.



 MB




 Den 14. august 2013 kl. 13:27 skrev Rob Wuijster r...@casema.nl:

   There's Motek in A'dam: http://www.motekentertainment.com/

Rob
\/-\/\/


 On 14-8-2013 13:17, Morten Bartholdy wrote:

  Hi all



 I am looking for a MoCap Studio in or somewhere around the Denmark
 neighborhood, ie. in Sweden or Germany. Does anyone here have som pointers
 regarding this?



 Thanks!



 Morten





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 Checked by AVG - www.avg.com
 Version: 2013.0.3392 / Virus Database: 3211/6575 - Release Date: 08/13/13






Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread philipp seis
Hello list,

i would like to share our last inhouse production from Playmobil
called the Guardians of the Dragonhearts.
From the first written idea on paper to the final product we worked
pretty much exactly a year on it, finishing in august 2013.
We usually release our movies in 6 languages.
So far i can offer 3 according to the countries to which the theme is
shipped
by now. I hope you don't mind, or speak either:

german
http://www.youtube.com/watch?v=mfgXO-jQ0aYnoredirect=1
french
http://www.youtube.com/watch?v=3M7z3powmHgfeature=c4-overview-vllist=PL4237B9B68DE28548noredirect=1
or dutch :)
http://www.youtube.com/watch?v=oeNy4BdMD0Ilist=PL4237B9B68DE28548noredirect=1

It was of course done in Softimage, rendered in Arnold and with our first
excessive
use of fire and smoke, using the em Plugins.

Cheers ! philipp


Re: Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread philipp seis
it's actually a commercial. It appears on a DVD that ships with those
Knights.
The good thing is, that we have the freedom to let the story be in
the foreground, so it feels more like making a shortfilm rather
than creating a commercial.


2013/11/4 olivier jeannel olivier.jean...@noos.fr

 Wow, very nice, and I love the renders !
 But is it a short movie or an advert ?

 ...one year playing playmobils ^^ :D


 Le 04/11/2013 10:36, philipp seis a écrit :

  Hello list,

 i would like to share our last inhouse production from Playmobil
 called the Guardians of the Dragonhearts.
 From the first written idea on paper to the final product we worked
 pretty much exactly a year on it, finishing in august 2013.
 We usually release our movies in 6 languages.
 So far i can offer 3 according to the countries to which the theme is
 shipped
 by now. I hope you don't mind, or speak either:

 german
 http://www.youtube.com/watch?v=mfgXO-jQ0aYnoredirect=1
 french
 http://www.youtube.com/watch?v=3M7z3powmHgfeature=c4-overview-vllist=
 PL4237B9B68DE28548noredirect=1
 or dutch :)
 http://www.youtube.com/watch?v=oeNy4BdMD0Ilist=
 PL4237B9B68DE28548noredirect=1

 It was of course done in Softimage, rendered in Arnold and with our first
 excessive
 use of fire and smoke, using the em Plugins.

 Cheers ! philipp





Re: Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread philipp seis
I don't know about HBO marketing, but putting your
comments together, you should be pretty close :)
The movie indeed provides an incentive to get different toy -sets, that are
featured.
From my own observation, it makes a huge difference for kids to see their
figure alive.Thats why we create a little kick-off-myth, with
a world to immerse themselves in.
It's actually not a very new idea. If you take a closer look, animation
and toys are sort of siblings and have been marketed together for a long
time.
(Though for some reason i find especially us europeans not being so aware
of it.)
For the web version: One reason is,that people nowadays consume more media
on mobile devices.
On the visual side of the project we had 6 people, on the auditive side 3.




2013/11/4 Sebastien Sterling sebastien.sterl...@gmail.com

 Maybe it is designed to entice them to complete the set by buying other
 products, at any rate i wouldn't fault them for shipping it with the
 product but for the fact that, they can already see it online ? At any
 rate, it looks gorgeous, almost too gorgeous for a toy commercial ?

 May i ask how big the team was ?


 On 4 November 2013 17:06, Stephen Davidson magic...@bellsouth.net wrote:

 I never understood the concept of advertising a product you have already
 sold.
 It's kind of like the HBO commercials, that you get while watching HBO.
 Hello? You are already subscribed to HBO, if you are watching the
 commercial.

 This observation is NOT to detract from your wonderful Softimage / Arnold
 animation.
 I would say the commercial is more useful to give the child an
 imaginary story
 to go with the toy(s).
 Great work!


 On Mon, Nov 4, 2013 at 9:36 AM, philipp seis dpi...@gmail.com wrote:

 it's actually a commercial. It appears on a DVD that ships with those
 Knights.
 The good thing is, that we have the freedom to let the story be in
 the foreground, so it feels more like making a shortfilm rather
 than creating a commercial.


 2013/11/4 olivier jeannel olivier.jean...@noos.fr

 Wow, very nice, and I love the renders !
 But is it a short movie or an advert ?

 ...one year playing playmobils ^^ :D


 Le 04/11/2013 10:36, philipp seis a écrit :

  Hello list,

 i would like to share our last inhouse production from Playmobil
 called the Guardians of the Dragonhearts.
 From the first written idea on paper to the final product we worked
 pretty much exactly a year on it, finishing in august 2013.
 We usually release our movies in 6 languages.
 So far i can offer 3 according to the countries to which the theme is
 shipped
 by now. I hope you don't mind, or speak either:

 german
 http://www.youtube.com/watch?v=mfgXO-jQ0aYnoredirect=1
 french
 http://www.youtube.com/watch?v=3M7z3powmHgfeature=c4-
 overview-vllist=PL4237B9B68DE28548noredirect=1
 or dutch :)
 http://www.youtube.com/watch?v=oeNy4BdMD0Ilist=
 PL4237B9B68DE28548noredirect=1

 It was of course done in Softimage, rendered in Arnold and with our
 first excessive
 use of fire and smoke, using the em Plugins.

 Cheers ! philipp






 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *
 sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com





Re: variable FK ICE kinematics

2013-11-02 Thread philipp seis
Thanks Renato, i ll Check your none ICE recommendation first , but would
come back with some icier questions if time allows...

Am Samstag, 2. November 2013 schrieb Renato Polimeno :

 For sure,
 just follow the original explanation https://vimeo.com/72424469 and then
 translate that to XSI :)




 On Sat, Nov 2, 2013 at 1:26 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Can this be done... without  Ice ? (GASP!)


 On 1 November 2013 22:30, Renato Polimeno rntpolim...@gmail.com wrote:

 Hi Philipp,
 I might be able to put that into work for you..

 Does your dragon is already rigged/skinned?
 How many bones are driving the tail?
 How many controls do you need?


 On Thu, Oct 31, 2013 at 8:18 PM, philipp seis dpi...@gmail.com wrote:

 very interesting behaviour,...looks as if you created your own solver...i
 d love to try it on a dragon-tail, but i would not know how to build a
 propper control rig around it. I bet it would involve a lot of global/local
 conversion in ICE, no ? Or,...how would you make that rig controllable if
 you wanted to avoid manipulating a PPG ? Is there a simple way to go about
 it ? Any Info on that would be appreciated.


 2013/10/31 Jeremie Passerin gerem@gmail.com

 Nice !



 On 31 October 2013 05:58, Renato Polimeno rntpolim...@gmail.com wrote:

 Hey guys,
 I´ve done a recent study inside ICE based on Jeff Brodsky's trunk rig demo
 and I´d like to share with you guys not only the video but also all the
 progress files (.zip includes scenes, wips, compounds) I did for:

 renatopolimeno.com/variable-fk-using-softimage-ice

 By the way I´ve tried dozen of techniques but I couldn´t figure out a
 better way to make it more automaticly so I would appreciate any inputs or
 ideas to update it =]

 Sincerely,

 __

 - Renato Polimeno
 twt @renatopolimeno http://www.twitter.com/renatopolimeno
 G+ gplus/renatopolimeno http://gplus.to/renatopolimeno






 --
 __

 - Renato Polimeno
 +55 11 9 7539 3615 (VIVO)
 fb renato.polimeno http://www.facebook.com/renato.polimeno
 twt @renatopolimeno http://www.twitter.com/renatopolimeno
 G+ gplus/renatopolimeno http://gplus.to/renatopolimeno
 skype. renatopolimeno





 --
 __




Re: variable FK ICE kinematics

2013-10-31 Thread philipp seis
very interesting behaviour,...looks as if you created your own solver...i d
love to try it on a dragon-tail, but i would not know how to build a
propper control rig around it. I bet it would involve a lot of global/local
conversion in ICE, no ? Or,...how would you make that rig controllable if
you wanted to avoid manipulating a PPG ? Is there a simple way to go about
it ? Any Info on that would be appreciated.


2013/10/31 Jeremie Passerin gerem@gmail.com

 Nice !



 On 31 October 2013 05:58, Renato Polimeno rntpolim...@gmail.com wrote:

 Hey guys,
 I´ve done a recent study inside ICE based on Jeff Brodsky's trunk rig
 demo and I´d like to share with you guys not only the video but also all
 the progress files (.zip includes scenes, wips, compounds) I did for:

 renatopolimeno.com/variable-fk-using-softimage-ice

 By the way I´ve tried dozen of techniques but I couldn´t figure out a
 better way to make it more automaticly so I would appreciate any inputs or
 ideas to update it =]

 Sincerely,

 __

 - Renato Polimeno
 twt @renatopolimeno http://www.twitter.com/renatopolimeno
 G+ gplus/renatopolimeno http://gplus.to/renatopolimeno





Re: FaceRobot

2013-10-26 Thread philipp seis
hello Ognjen...yup thats nasty. Could you fix it already ? If not: We
batched all infected scenes: opening it, disabling facerobot by deleting
the facerobot custom property, saving and closing it. voila. I recall, that
my first approach was also fiddeling with the workgroup, but with not much
success. Good luck !


2013/10/26 Ognjen Vukovic ognj...@gmail.com

 I was considering it but we are in the middle of a project, what are the
 chances it will botch something up?


 On Sat, Oct 26, 2013 at 6:16 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 Try deleting the face robot workgroup from.disk
 Le 2013-10-26 07:40, Ognjen Vukovic ognj...@gmail.com a écrit :

 Is there a way to remove face Robot from a work-group and generally from
 existence?

 We are having a awesome time as someone in the early phases of the
 project had it open somewhere in their scene and now it has reared its ugly
 tentacles into the whole project, literally every model, scene and project
 have been infected, in all this chaos i am sure i even saw it initialize
 once when someone opened up after effects...

 Is there a way to exorcise face robot from this project without offering
 a sacrifice to Cthulhu?

 Thanks in advance,
 Ogi.





Re: shiffman for the win.. math tuts

2013-04-13 Thread philipp seis
i hate math ;),  but thats really good stuff ! Thanks for the link !


2013/4/13 Thomas Volkmann li...@thomasvolkmann.com

 Awesome!! Danke!

 /Thomas


 On 04/13/2013 03:13 PM, Sebastian Kowalski wrote:

 https://vimeo.com/shiffman/**videos https://vimeo.com/shiffman/videos

 great math explanations, mainly in Processing context but worth a look.