Re: Aw: OT Maya: ncache hell
Er, let’s pretend you guys never saw that... From: Ben Beckett nebbeck...@gmail.commailto:nebbeck...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, February 18, 2015 at 5:19 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Aw: OT Maya: ncache hell Maya 2016! On 18 February 2015 at 04:23, Adrian Graham adrian.gra...@autodesk.commailto:adrian.gra...@autodesk.com wrote: Hey guys, the best way to retime nCaches is in the Trax editor. Select the cached node and open the editor. You’ll see a bar representing the length of your cache on disk. You can expand/compress this bar to achieve the retiming you desire. You can’t ramp-in/ramp-out the speed, unfortunately. Not without extremely unpredictable results, that is. Now it gets tricky, so I recorded a couple of videos (in .swf format) to maybe provide a bit of insight: nCache_retiming_01.swfhttps://autodesk.box.com/s/ves0ye66ny9sc0y78a8ck8xi8af2zyns nCache_retiming_02.swfhttps://autodesk.box.com/s/bxwfnuupxw11fz9tvfr94k72djb9fwfv Also, as I mentioned at the end of the second video, a suggestion from one of our devs here is to goal ‘classic’ particles to your nParticles (post-retiming), cache those out and render them, rather than the nParticles: You could export it as a classic particle cache (with dynExport) , and then create a classic particle shape with exactly the same set of attributes as you exported. (which means that you either have to explicitly specify the list of PP attrs so that you don't end up with ramp input attrs, or you may need to add any extra cached attrs to the classic particle system). Hope this helps, Adrian From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gerbrand Nel Sent: Monday, February 16, 2015 4:59 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Aw: OT Maya: ncache hell Ugh Well thanks for the heads-up. G On 16/02/2015 11:50, Leo Quensel wrote: I've been through this hell. Long story short: Do it in Softimage, it is next to impossible to do it properly in Maya and it is a buggy mess. Gesendet: Montag, 16. Februar 2015 um 10:45 Uhr Von: Gerbrand Nel nagv...@gmail.commailto:nagv...@gmail.commailto:nagv...@gmail.commailto:nagv...@gmail.com An: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Betreff: OT Maya: ncache hell Hey guys So I have to re-time my particles in Maya, and no one seems to know how to do this properly. Do you guys know if I can bring them into softimage, re-time, and then re-export the ncache to maya? Even if you know how to do it with houdini, please shout! Thanks guys attachment: winmail.dat
Re: Aw: OT Maya: ncache hell
Maya 2016! On 18 February 2015 at 04:23, Adrian Graham adrian.gra...@autodesk.com wrote: Hey guys, the best way to retime nCaches is in the Trax editor. Select the cached node and open the editor. You’ll see a bar representing the length of your cache on disk. You can expand/compress this bar to achieve the retiming you desire. You can’t ramp-in/ramp-out the speed, unfortunately. Not without extremely unpredictable results, that is. Now it gets tricky, so I recorded a couple of videos (in .swf format) to maybe provide a bit of insight: nCache_retiming_01.swf https://autodesk.box.com/s/ves0ye66ny9sc0y78a8ck8xi8af2zyns nCache_retiming_02.swf https://autodesk.box.com/s/bxwfnuupxw11fz9tvfr94k72djb9fwfv Also, as I mentioned at the end of the second video, a suggestion from one of our devs here is to goal ‘classic’ particles to your nParticles (post-retiming), cache those out and render them, rather than the nParticles: You could export it as a classic particle cache (with dynExport) , and then create a classic particle shape with exactly the same set of attributes as you exported. (which means that you either have to explicitly specify the list of PP attrs so that you don't end up with ramp input attrs, or you may need to add any extra cached attrs to the classic particle system). Hope this helps, Adrian From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Gerbrand Nel Sent: Monday, February 16, 2015 4:59 AM To: softimage@listproc.autodesk.com Subject: Re: Aw: OT Maya: ncache hell Ugh Well thanks for the heads-up. G On 16/02/2015 11:50, Leo Quensel wrote: I've been through this hell. Long story short: Do it in Softimage, it is next to impossible to do it properly in Maya and it is a buggy mess. Gesendet: Montag, 16. Februar 2015 um 10:45 Uhr Von: Gerbrand Nel nagv...@gmail.commailto:nagv...@gmail.com An: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Betreff: OT Maya: ncache hell Hey guys So I have to re-time my particles in Maya, and no one seems to know how to do this properly. Do you guys know if I can bring them into softimage, re-time, and then re-export the ncache to maya? Even if you know how to do it with houdini, please shout! Thanks guys
RE: Aw: OT Maya: ncache hell
Hey guys, the best way to retime nCaches is in the Trax editor. Select the cached node and open the editor. You’ll see a bar representing the length of your cache on disk. You can expand/compress this bar to achieve the retiming you desire. You can’t ramp-in/ramp-out the speed, unfortunately. Not without extremely unpredictable results, that is. Now it gets tricky, so I recorded a couple of videos (in .swf format) to maybe provide a bit of insight: nCache_retiming_01.swfhttps://autodesk.box.com/s/ves0ye66ny9sc0y78a8ck8xi8af2zyns nCache_retiming_02.swfhttps://autodesk.box.com/s/bxwfnuupxw11fz9tvfr94k72djb9fwfv Also, as I mentioned at the end of the second video, a suggestion from one of our devs here is to goal ‘classic’ particles to your nParticles (post-retiming), cache those out and render them, rather than the nParticles: You could export it as a classic particle cache (with dynExport) , and then create a classic particle shape with exactly the same set of attributes as you exported. (which means that you either have to explicitly specify the list of PP attrs so that you don't end up with ramp input attrs, or you may need to add any extra cached attrs to the classic particle system). Hope this helps, Adrian From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gerbrand Nel Sent: Monday, February 16, 2015 4:59 AM To: softimage@listproc.autodesk.com Subject: Re: Aw: OT Maya: ncache hell Ugh Well thanks for the heads-up. G On 16/02/2015 11:50, Leo Quensel wrote: I've been through this hell. Long story short: Do it in Softimage, it is next to impossible to do it properly in Maya and it is a buggy mess. Gesendet: Montag, 16. Februar 2015 um 10:45 Uhr Von: Gerbrand Nel nagv...@gmail.commailto:nagv...@gmail.com An: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Betreff: OT Maya: ncache hell Hey guys So I have to re-time my particles in Maya, and no one seems to know how to do this properly. Do you guys know if I can bring them into softimage, re-time, and then re-export the ncache to maya? Even if you know how to do it with houdini, please shout! Thanks guys attachment: winmail.dat
Re: Aw: OT Maya: ncache hell
Ugh Well thanks for the heads-up. G On 16/02/2015 11:50, Leo Quensel wrote: I've been through this hell. Long story short: Do it in Softimage, it is next to impossible to do it properly in Maya and it is a buggy mess. *Gesendet:* Montag, 16. Februar 2015 um 10:45 Uhr *Von:* Gerbrand Nel nagv...@gmail.com *An:* softimage@listproc.autodesk.com *Betreff:* OT Maya: ncache hell Hey guys So I have to re-time my particles in Maya, and no one seems to know how to do this properly. Do you guys know if I can bring them into softimage, re-time, and then re-export the ncache to maya? Even if you know how to do it with houdini, please shout! Thanks guys
Aw: OT Maya: ncache hell
Ive been through this hell. Long story short: Do it in Softimage, it is next to impossible to do it properly in Maya and it is a buggy mess. Gesendet:Montag, 16. Februar 2015 um 10:45 Uhr Von:Gerbrand Nel nagv...@gmail.com An:softimage@listproc.autodesk.com Betreff:OT Maya: ncache hell Hey guys So I have to re-time my particles in Maya, and no one seems to know how to do this properly. Do you guys know if I can bring them into softimage, re-time, and then re-export the ncache to maya? Even if you know how to do it with houdini, please shout! Thanks guys