Re: Distribute between knots? Know the percentage position of a knot?

2016-04-24 Thread Olivier Jeannel
Impressive, love your results !

On Sat, Apr 23, 2016 at 3:30 AM, pedro santos <probi...@gmail.com> wrote:

>  "if you're extremely smart and educated :D" =  "if you're *NOT*
> extremely smart and educated :D"
> lol
> Cheers
>
> On Sat, Apr 23, 2016 at 12:15 AM, pedro santos <probi...@gmail.com> wrote:
>
>> Matt
>> I'm guessing what triggered your response was the word "slow". Notice
>> that I was mentioning me as an instruction creator being slower with code
>> to get to what I wanted not execution performance wise as nodes give me
>> that super power: Do more mistakes faster which is helpful to path-find an
>> algorithm if you're extremely smart and educated :D. It also didn't help
>> the briefing was not crystal clear to me from the start so I invested time
>> on several fronts, that was quite rich experience even though time was
>> wasted. But next time I need them, I'll rename that to "investment" :)
>>
>> But at the moment the goals are clear and I nailed them with all the
>> inputs I received here too, so I'm thankful.
>> https://gfycat.com/FearfulRemorsefulAnaconda
>>
>> Like I said, I got that C++ course and will dive into it, but at the
>> moment I would not have produced anything meaningful for the task.
>>
>> Thanks again!
>>
>> Pedro
>>
>>
>>
>>
>>
>>
>>
>>
>> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind <speye...@hotmail.com> wrote:
>>
>>> UmI don't think your assessment is correct.
>>>
>>> The SDK is single threaded, but in this context ICE is too.  Past tests
>>> have
>>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>>> because of the additional overhead with nodes/tree evaluation.  If you
>>> can
>>> parallelize the task, then the game changes, but with all the issues
>>> you've
>>> run into, that's not likely to happen.
>>>
>>> You don't have to write the operator in C++.  Scripted operator will also
>>> work and be less hassle.  In fact, you could've been done with it
>>> already.
>>> If you have to deliver, the amount of time it takes to find the ICE
>>> workaround (and a reliable one) will exceed the amount of time it
>>> would've
>>> taken to write the operator using the standard SDK.
>>>
>>> do what you want.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>>> From: pedro santos <probi...@gmail.com>
>>> Subject: Re: Distribute between knots? Know the percentage position of
>>> a knot?
>>> To: Softimage Mailing List <softimage@listproc.autodesk.com>
>>>
>>> Will do Matt, one day. Got that C++ plus course I referenced. Seems
>>> great.
>>> But now I have to deliver something x) I apologize if this is cringy for
>>> you!! Yes the bits you talk about are the most annoying for me, building
>>> the algorithms in straight up code is already a bit slower but the SDK
>>> part
>>> is going beyong solving the problem at hand many times, and these are
>>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>>> bipolar madame soon :)
>>>
>>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>>> by Antton Tapani, to make my dual curve conform along curve length.
>>>
>>> Thanks everyone (!) for the inputs, they were helpful as what was
>>> requested
>>> of me kept updating! Here's the result so far:
>>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>>
>>> Cheers
>>> Pedro
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>> <http://probiner.x10.mx/>*
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>
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> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-24 Thread pedro santos
It's paying off nicely! Thanks again! ✌

https://gfycat.com/CheeryEnviousKrill


On Sat, Apr 23, 2016 at 2:30 AM, pedro santos <probi...@gmail.com> wrote:

>  "if you're extremely smart and educated :D" =  "if you're *NOT*
> extremely smart and educated :D"
> lol
> Cheers
>
> On Sat, Apr 23, 2016 at 12:15 AM, pedro santos <probi...@gmail.com> wrote:
>
>> Matt
>> I'm guessing what triggered your response was the word "slow". Notice
>> that I was mentioning me as an instruction creator being slower with code
>> to get to what I wanted not execution performance wise as nodes give me
>> that super power: Do more mistakes faster which is helpful to path-find an
>> algorithm if you're extremely smart and educated :D. It also didn't help
>> the briefing was not crystal clear to me from the start so I invested time
>> on several fronts, that was quite rich experience even though time was
>> wasted. But next time I need them, I'll rename that to "investment" :)
>>
>> But at the moment the goals are clear and I nailed them with all the
>> inputs I received here too, so I'm thankful.
>> https://gfycat.com/FearfulRemorsefulAnaconda
>>
>> Like I said, I got that C++ course and will dive into it, but at the
>> moment I would not have produced anything meaningful for the task.
>>
>> Thanks again!
>>
>> Pedro
>>
>>
>>
>>
>>
>>
>>
>>
>> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind <speye...@hotmail.com> wrote:
>>
>>> UmI don't think your assessment is correct.
>>>
>>> The SDK is single threaded, but in this context ICE is too.  Past tests
>>> have
>>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>>> because of the additional overhead with nodes/tree evaluation.  If you
>>> can
>>> parallelize the task, then the game changes, but with all the issues
>>> you've
>>> run into, that's not likely to happen.
>>>
>>> You don't have to write the operator in C++.  Scripted operator will also
>>> work and be less hassle.  In fact, you could've been done with it
>>> already.
>>> If you have to deliver, the amount of time it takes to find the ICE
>>> workaround (and a reliable one) will exceed the amount of time it
>>> would've
>>> taken to write the operator using the standard SDK.
>>>
>>> do what you want.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>>> From: pedro santos <probi...@gmail.com>
>>> Subject: Re: Distribute between knots? Know the percentage position of
>>> a knot?
>>> To: Softimage Mailing List <softimage@listproc.autodesk.com>
>>>
>>> Will do Matt, one day. Got that C++ plus course I referenced. Seems
>>> great.
>>> But now I have to deliver something x) I apologize if this is cringy for
>>> you!! Yes the bits you talk about are the most annoying for me, building
>>> the algorithms in straight up code is already a bit slower but the SDK
>>> part
>>> is going beyong solving the problem at hand many times, and these are
>>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>>> bipolar madame soon :)
>>>
>>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>>> by Antton Tapani, to make my dual curve conform along curve length.
>>>
>>> Thanks everyone (!) for the inputs, they were helpful as what was
>>> requested
>>> of me kept updating! Here's the result so far:
>>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>>
>>> Cheers
>>> Pedro
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>> <http://probiner.x10.mx/>*
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>



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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-22 Thread pedro santos
 "if you're extremely smart and educated :D" =  "if you're *NOT* extremely
smart and educated :D"
lol
Cheers

On Sat, Apr 23, 2016 at 12:15 AM, pedro santos <probi...@gmail.com> wrote:

> Matt
> I'm guessing what triggered your response was the word "slow". Notice that
> I was mentioning me as an instruction creator being slower with code to get
> to what I wanted not execution performance wise as nodes give me that super
> power: Do more mistakes faster which is helpful to path-find an algorithm
> if you're extremely smart and educated :D. It also didn't help the briefing
> was not crystal clear to me from the start so I invested time on several
> fronts, that was quite rich experience even though time was wasted. But
> next time I need them, I'll rename that to "investment" :)
>
> But at the moment the goals are clear and I nailed them with all the
> inputs I received here too, so I'm thankful.
> https://gfycat.com/FearfulRemorsefulAnaconda
>
> Like I said, I got that C++ course and will dive into it, but at the
> moment I would not have produced anything meaningful for the task.
>
> Thanks again!
>
> Pedro
>
>
>
>
>
>
>
>
> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind <speye...@hotmail.com> wrote:
>
>> UmI don't think your assessment is correct.
>>
>> The SDK is single threaded, but in this context ICE is too.  Past tests
>> have
>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>> because of the additional overhead with nodes/tree evaluation.  If you can
>> parallelize the task, then the game changes, but with all the issues
>> you've
>> run into, that's not likely to happen.
>>
>> You don't have to write the operator in C++.  Scripted operator will also
>> work and be less hassle.  In fact, you could've been done with it already.
>> If you have to deliver, the amount of time it takes to find the ICE
>> workaround (and a reliable one) will exceed the amount of time it would've
>> taken to write the operator using the standard SDK.
>>
>> do what you want.
>>
>>
>> Matt
>>
>>
>>
>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>> From: pedro santos <probi...@gmail.com>
>> Subject: Re: Distribute between knots? Know the percentage position of
>> a knot?
>> To: Softimage Mailing List <softimage@listproc.autodesk.com>
>>
>> Will do Matt, one day. Got that C++ plus course I referenced. Seems great.
>> But now I have to deliver something x) I apologize if this is cringy for
>> you!! Yes the bits you talk about are the most annoying for me, building
>> the algorithms in straight up code is already a bit slower but the SDK
>> part
>> is going beyong solving the problem at hand many times, and these are
>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>> bipolar madame soon :)
>>
>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>> by Antton Tapani, to make my dual curve conform along curve length.
>>
>> Thanks everyone (!) for the inputs, they were helpful as what was
>> requested
>> of me kept updating! Here's the result so far:
>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>
>> Cheers
>> Pedro
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
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<http://probiner.x10.mx/>*
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-22 Thread pedro santos
Matt
I'm guessing what triggered your response was the word "slow". Notice that
I was mentioning me as an instruction creator being slower with code to get
to what I wanted not execution performance wise as nodes give me that super
power: Do more mistakes faster which is helpful to path-find an algorithm
if you're extremely smart and educated :D. It also didn't help the briefing
was not crystal clear to me from the start so I invested time on several
fronts, that was quite rich experience even though time was wasted. But
next time I need them, I'll rename that to "investment" :)

But at the moment the goals are clear and I nailed them with all the inputs
I received here too, so I'm thankful.
https://gfycat.com/FearfulRemorsefulAnaconda

Like I said, I got that C++ course and will dive into it, but at the moment
I would not have produced anything meaningful for the task.

Thanks again!

Pedro








On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind <speye...@hotmail.com> wrote:

> UmI don't think your assessment is correct.
>
> The SDK is single threaded, but in this context ICE is too.  Past tests
> have
> shown that ICE performs ~30% slower than the SDK in single threaded tasks
> because of the additional overhead with nodes/tree evaluation.  If you can
> parallelize the task, then the game changes, but with all the issues you've
> run into, that's not likely to happen.
>
> You don't have to write the operator in C++.  Scripted operator will also
> work and be less hassle.  In fact, you could've been done with it already.
> If you have to deliver, the amount of time it takes to find the ICE
> workaround (and a reliable one) will exceed the amount of time it would've
> taken to write the operator using the standard SDK.
>
> do what you want.
>
>
> Matt
>
>
>
> Date: Fri, 22 Apr 2016 13:48:13 +0100
> From: pedro santos <probi...@gmail.com>
> Subject: Re: Distribute between knots? Know the percentage position of
> a knot?
> To: Softimage Mailing List <softimage@listproc.autodesk.com>
>
> Will do Matt, one day. Got that C++ plus course I referenced. Seems great.
> But now I have to deliver something x) I apologize if this is cringy for
> you!! Yes the bits you talk about are the most annoying for me, building
> the algorithms in straight up code is already a bit slower but the SDK part
> is going beyong solving the problem at hand many times, and these are
> usually handled for you with node. Hail nodes! :D I'll meet that C++
> bipolar madame soon :)
>
> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
> by Antton Tapani, to make my dual curve conform along curve length.
>
> Thanks everyone (!) for the inputs, they were helpful as what was requested
> of me kept updating! Here's the result so far:
> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>
> Cheers
> Pedro
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-22 Thread Matt Lind
UmI don't think your assessment is correct.

The SDK is single threaded, but in this context ICE is too.  Past tests have 
shown that ICE performs ~30% slower than the SDK in single threaded tasks 
because of the additional overhead with nodes/tree evaluation.  If you can 
parallelize the task, then the game changes, but with all the issues you've 
run into, that's not likely to happen.

You don't have to write the operator in C++.  Scripted operator will also 
work and be less hassle.  In fact, you could've been done with it already. 
If you have to deliver, the amount of time it takes to find the ICE 
workaround (and a reliable one) will exceed the amount of time it would've 
taken to write the operator using the standard SDK.

do what you want.


Matt



Date: Fri, 22 Apr 2016 13:48:13 +0100
From: pedro santos <probi...@gmail.com>
Subject: Re: Distribute between knots? Know the percentage position of
a knot?
To: Softimage Mailing List <softimage@listproc.autodesk.com>

Will do Matt, one day. Got that C++ plus course I referenced. Seems great.
But now I have to deliver something x) I apologize if this is cringy for
you!! Yes the bits you talk about are the most annoying for me, building
the algorithms in straight up code is already a bit slower but the SDK part
is going beyong solving the problem at hand many times, and these are
usually handled for you with node. Hail nodes! :D I'll meet that C++
bipolar madame soon :)

Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
by Antton Tapani, to make my dual curve conform along curve length.

Thanks everyone (!) for the inputs, they were helpful as what was requested
of me kept updating! Here's the result so far:
https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq

Cheers
Pedro 

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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-22 Thread pedro santos
Will do Matt, one day. Got that C++ plus course I referenced. Seems great.
But now I have to deliver something x) I apologize if this is cringy for
you!! Yes the bits you talk about are the most annoying for me, building
the algorithms in straight up code is already a bit slower but the SDK part
is going beyong solving the problem at hand many times, and these are
usually handled for you with node. Hail nodes! :D I'll meet that C++
bipolar madame soon :)

Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
by Antton Tapani, to make my dual curve conform along curve length.

Thanks everyone (!) for the inputs, they were helpful as what was requested
of me kept updating! Here's the result so far:
https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq

Cheers
Pedro
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-21 Thread Matt Lind
Seriously, write a scripted (or C++) operator.  For this specific task you 
get a lot of the pieces for free in the SDK (including curve length) and is 
significantly easier than trying to make it work in ICE where the pieces are 
half-implemented and dodgy at best.

Even if you're not a savvy coder, the heavy lifting will be done by the SDK. 
The part you'll likely need the most help with is defining the parameters 
and how to install the plugin - but there are wizards for that.  It's not as 
hard as you think it is.

Matt



Date: Thu, 21 Apr 2016 18:45:04 +0100
From: pedro santos <probi...@gmail.com>
Subject: Re: Distribute between knots? Know the percentage position of
a knot?
To: Softimage Mailing List <softimage@listproc.autodesk.com>

Ended up having quite the fun with Variable FK too.
https://gfycat.com/AgileInsidiousGrebe


But now I have a different problem and I need actually Path Percentage
constrain x) But, there's no percentage curve constrain via ICE. It seems
that I have to calculate it with repeat node like I've see in other
compounds so they add distances of samples until they get the desired
distance. I'm guessing this is what Cesar was talking about. But that slows
down performance.
Unfortunately ICE also seems flaky to update some parameters, basically I
solve all the Path% in a solver null and at each constrained null I get the
correct value from the array and set it on "self.object.kine.pathcns.perc".
But it seems that only if I inspect the values it "refreshes and works :/ I
guess this is the construction bit Matt was talking about. I'll try to
change the order of things.

But there's no known good performance constrain to path curve lenght wise,
right?

Thanks 

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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-21 Thread pedro santos
Ended up having quite the fun with Variable FK too.
https://gfycat.com/AgileInsidiousGrebe


But now I have a different problem and I need actually Path Percentage
constrain x) But, there's no percentage curve constrain via ICE. It seems
that I have to calculate it with repeat node like I've see in other
compounds so they add distances of samples until they get the desired
distance. I'm guessing this is what Cesar was talking about. But that slows
down performance.
Unfortunately ICE also seems flaky to update some parameters, basically I
solve all the Path% in a solver null and at each constrained null I get the
correct value from the array and set it on "self.object.kine.pathcns.perc".
But it seems that only if I inspect the values it "refreshes and works :/ I
guess this is the construction bit Matt was talking about. I'll try to
change the order of things.

But there's no known good performance constrain to path curve lenght wise,
right?

Thanks




On Mon, Apr 18, 2016 at 9:56 PM, pedro santos  wrote:

> Does XSI allow one to have an IK solve with any arbitrary chain of
> objects, or skeletons are the only way?
>
> Thanks
>
> @Olivier the only odd thing is the scaling the rest is just two curves
> deformed doing a surface strip and deformers constrained on them.
>
> Cheers
>



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Alpiarça dos Santos >>  http://probiner.xyz/ 
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread pedro santos
Does XSI allow one to have an IK solve with any arbitrary chain of objects,
or skeletons are the only way?

Thanks

@Olivier the only odd thing is the scaling the rest is just two curves
deformed doing a surface strip and deformers constrained on them.

Cheers
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread Olivier Jeannel
Wh !

On Mon, Apr 18, 2016 at 4:45 PM, pedro santos  wrote:

> Thanks, Nuno.
>
> On Mon, Apr 18, 2016 at 2:37 PM, Nuno Conceicao <
> nunoalexconcei...@gmail.com> wrote:
>
>> This looks really nice!
>>
>>
>> On Mon, Apr 18, 2016 at 2:08 PM, pedro santos  wrote:
>>
>>>
>>>
>>>
>>> *Hey Matt.Thanks for the extended explanation and insight! I'll tinker
>>> with your expression and see what I develop with it. My C++ skills though
>>> at the moment are none. So I'll have to invest in that in the future. This
>>> seems like a good place to start *
>>> https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
>>> * :) *
>>>
>>> I had completely forgotten about UV to location, thanks for the heads-up
>>> about its issues!
>>>
>>>
>>>
>>> I do have to admit a mistake here. I was only playing with Constrain to
>>> Curve (Path) not (Param). The latter does not have the constrained object
>>> sliding around the relative length, so I can work with it!
>>> One issue with Curve constrain is the Up-Vector is not great. So I went
>>> with two parallel lofted curves and Constrain to Surface which give me a
>>> good sense of orientation: http://i.imgur.com/QukQbIC.png even though
>>> the tangent is not as good as the curve constrain. Only used ICE to get the
>>> Scale from the CPS to the deformers.
>>>
>>>
>>>
>>>
>>> This chain will have multiple purposes for me from tail to tentacle
>>> Though the only thing I'm missing is an IK/FK switch solution that
>>> allows me to pose in IK and switch/bake keys into FK. I guess I'll just go
>>> with FK for now.
>>>
>>> Thanks!
>>> Pedro
>>>
>>>
>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>
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> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread pedro santos
Thanks, Nuno.

On Mon, Apr 18, 2016 at 2:37 PM, Nuno Conceicao  wrote:

> This looks really nice!
>
>
> On Mon, Apr 18, 2016 at 2:08 PM, pedro santos  wrote:
>
>>
>>
>>
>> *Hey Matt.Thanks for the extended explanation and insight! I'll tinker
>> with your expression and see what I develop with it. My C++ skills though
>> at the moment are none. So I'll have to invest in that in the future. This
>> seems like a good place to start *
>> https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
>> * :) *
>>
>> I had completely forgotten about UV to location, thanks for the heads-up
>> about its issues!
>>
>>
>>
>> I do have to admit a mistake here. I was only playing with Constrain to
>> Curve (Path) not (Param). The latter does not have the constrained object
>> sliding around the relative length, so I can work with it!
>> One issue with Curve constrain is the Up-Vector is not great. So I went
>> with two parallel lofted curves and Constrain to Surface which give me a
>> good sense of orientation: http://i.imgur.com/QukQbIC.png even though
>> the tangent is not as good as the curve constrain. Only used ICE to get the
>> Scale from the CPS to the deformers.
>>
>>
>>
>>
>> This chain will have multiple purposes for me from tail to tentacle
>> Though the only thing I'm missing is an IK/FK switch solution that allows
>> me to pose in IK and switch/bake keys into FK. I guess I'll just go with FK
>> for now.
>>
>> Thanks!
>> Pedro
>>
>>
>>
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>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread Nuno Conceicao
This looks really nice!


On Mon, Apr 18, 2016 at 2:08 PM, pedro santos  wrote:

>
>
>
> *Hey Matt.Thanks for the extended explanation and insight! I'll tinker
> with your expression and see what I develop with it. My C++ skills though
> at the moment are none. So I'll have to invest in that in the future. This
> seems like a good place to start *
> https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
> * :) *
>
> I had completely forgotten about UV to location, thanks for the heads-up
> about its issues!
>
>
>
> I do have to admit a mistake here. I was only playing with Constrain to
> Curve (Path) not (Param). The latter does not have the constrained object
> sliding around the relative length, so I can work with it!
> One issue with Curve constrain is the Up-Vector is not great. So I went
> with two parallel lofted curves and Constrain to Surface which give me a
> good sense of orientation: http://i.imgur.com/QukQbIC.png even though the
> tangent is not as good as the curve constrain. Only used ICE to get the
> Scale from the CPS to the deformers.
>
>
>
>
> This chain will have multiple purposes for me from tail to tentacle
> Though the only thing I'm missing is an IK/FK switch solution that allows
> me to pose in IK and switch/bake keys into FK. I guess I'll just go with FK
> for now.
>
> Thanks!
> Pedro
>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread pedro santos
*Hey Matt.Thanks for the extended explanation and insight! I'll tinker with
your expression and see what I develop with it. My C++ skills though at the
moment are none. So I'll have to invest in that in the future. This seems
like a good place to start *
https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
* :) *

I had completely forgotten about UV to location, thanks for the heads-up
about its issues!



I do have to admit a mistake here. I was only playing with Constrain to
Curve (Path) not (Param). The latter does not have the constrained object
sliding around the relative length, so I can work with it!
One issue with Curve constrain is the Up-Vector is not great. So I went
with two parallel lofted curves and Constrain to Surface which give me a
good sense of orientation: http://i.imgur.com/QukQbIC.png even though the
tangent is not as good as the curve constrain. Only used ICE to get the
Scale from the CPS to the deformers.




This chain will have multiple purposes for me from tail to tentacle
Though the only thing I'm missing is an IK/FK switch solution that allows
me to pose in IK and switch/bake keys into FK. I guess I'll just go with FK
for now.

Thanks!
Pedro
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-15 Thread Matt Lind
When the deformer is initially placed onto the curve, you must compute it's 
U coordinate 'U' on the curve as well as the U coordinates of the bounding 
knots (u1, u2).  You then compute the ratio 'r' of the deformer's position 
within those bounds by performing a linear interpolation:

r = ( (U - u1) / (u2 - u1) );

and store the result off to the side for later use (repeat per deformer). 
This works because the relationship is independent of the shape of the 
curve.

Every time there is an update to the curve you'll must exhume the ratio and 
perform a linear interpolation using the ratio and bounding knot U 
coordinates as input to compute the U coordinate of the deformer:

U = ( ( r * u2 ) + ( (1 - r) * u1 ) );

The U coordinate can then be used to lookup the position coordinate and 
place the deformer on the curve.  The trick will be getting the proper knot 
indices and U coordinates as they will differ between linear and cubic 
curves, as well as open vs. closed curves.  ICE won't give you access to the 
details you need to pull this off for the general case, but you can 
definitely do it without much trouble in a scripted or C++ operator.

I have a prototype up and running in ICE (assuming an open cubic NURBS 
Curve), but the 'UV to Location' node is broken as the output position is 
offset by a fixed amount from where it's supposed to be.  It's also very 
finicky about the construction history of the curve.  Any manipulation of 
the control points or curve geometry results in flakey output.

I advise using a scripted or C++ operator for this particular problem.


Matt

--
Matt Lind
Animator / Technical Director
Softimage certified Instructor
matt.lind(at)mantom.net




Date: Tue, 12 Apr 2016 22:18:53 +0100
From: pedro santos <probi...@gmail.com>
Subject: Distribute between knots? Know the percentage position of a
knot?
To: Softimage Mailing List <softimage@listproc.autodesk.com>

Hi
How can I distribute deformers along a curve not by the total curve
percentage, but in between-knot percentage? This because when I stretch a
part of the curve I don't want all the deformers to be re-distributed, but
only the ones where where the curve length between their bounding knots
have changed. An using Curve Constrain uses the whole curve lenght.

Null constrained at 20% on a curve.
Below the duplicate of the setup but the curve was deform in such what the
null even passed the knot.
[image: Inline image 3]

In Green is the ICE attribute "PointU" which I thought it would give me
somethig I could work with but no...
No matter how I deform the curve that PointU is always the same. And
apparently there's no KnotU. If there were I guess I could work out
something with the bounding knots :/

[image: Inline image 4]

Basically I want to keep working with approximated curves, since it will be
used for deformation afterwards and splines aren't as smooth, but I see no
what to solve things in each section of the curve.

Let me know if there's a way I at least can Access the Knots' U or Position
:/

Thanks!
Pedro 

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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-14 Thread pedro santos
Yeah I probably should have mentioned what I was after.

- Have a fk chain if controllers with all SRT transformations and
accordingly mesh deformation.
- Not having the  mesh passing strictly by the controlers (interpolated)

null chain
  └ envelope deform a curve
  └ curve deform the mesh.

While curve deform is super smooth is not very flexilble and it's missing
some transforms. So I wanted to have a chain of deformers doing the
deformation instead.

I was indicated Spline Kine in Gear_mc and it does produce interesting
results, but it's interpolated and if you place a Spine Kine under a your
rig LSRT controller it won't scale properly.

But with 2 other sets of nulls, constraints and shady ICE hackery to fix
the scaling issue I managed to get something that looks like I needed.

http://screencast.com/t/lPPEx5bZGM

It won't be as smooth as the curve deform, but its a ok'ish compromise. I
wish it was easier to setup though x)
http://i.imgur.com/f5ZXovk.png
yellow: the spinekine input
cyan: spinekine output: scales weirdly on the X axis.
orange: 2P constrains of the yellows so the curve looks more approximated.
Chain controllers.
rainbow: deoformers picking up cyan's positon and orientation but using ICE
hacker to pick scaling from orange.


Yup Cesar, I'm probably confusing stuff, complicating and I guess you would
have a cleaner and easier to setup solution. :P


By the way, while one can't deform by cluster center on knots, but, it can
constrain objects to cluster knots. Being the up-vector the usual tricky
business ;)


Sorry for the lengthy post.
Cheers

On Wed, Apr 13, 2016 at 3:08 PM, Olivier Jeannel 
wrote:

> Hey Pedro,
> Not sure I understand what you are after, but to bounce on Cesar (^^)
> there's a fit bezier node in ice, and also Bradley - master -Gabe explain
> how to build your own.
>
> https://vimeo.com/11016782
> https://vimeo.com/11079196
>
>
> On Wed, Apr 13, 2016 at 2:52 PM, Cesar Saez  wrote:
>
>> Hi,
>>
>> I think you are mixing up the U coordinate, also known as the "time" of
>> the cubic equation (or whatever you choose to go with) used under the hood,
>> with a linearly distributed points on a curve (basically a post process
>> done after the initial interpolation, length based instead of "time" based).
>>
>> So, if you want to get "percentages" based on the length you will have to
>> calculate it yourself on top of the existing interpolation given by
>> softimage curves, You basically take the full length, divide it in discrete
>> segments generating samples (corresponding to a known percentage) and remap
>> U values linear interpolating to the closest sample point, the more samples
>> the more precise the results will be (this is common practice, even
>> softimage uses internally an approximated approach to get the length of
>> curves by adding discrete segments).
>>
>> I think there's a linearly interpolated bezier compound in the examples
>> that can be used as inspiration of how to go about it (or was in rray.de?).
>> Although depending on the use case a custom node might provide a more
>> performant solution.
>>
>> Cheers!
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Alpiarça dos Santos >>  http://probiner.xyz/ 
*
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-13 Thread Olivier Jeannel
Hey Pedro,
Not sure I understand what you are after, but to bounce on Cesar (^^)
there's a fit bezier node in ice, and also Bradley - master -Gabe explain
how to build your own.

https://vimeo.com/11016782
https://vimeo.com/11079196


On Wed, Apr 13, 2016 at 2:52 PM, Cesar Saez  wrote:

> Hi,
>
> I think you are mixing up the U coordinate, also known as the "time" of
> the cubic equation (or whatever you choose to go with) used under the hood,
> with a linearly distributed points on a curve (basically a post process
> done after the initial interpolation, length based instead of "time" based).
>
> So, if you want to get "percentages" based on the length you will have to
> calculate it yourself on top of the existing interpolation given by
> softimage curves, You basically take the full length, divide it in discrete
> segments generating samples (corresponding to a known percentage) and remap
> U values linear interpolating to the closest sample point, the more samples
> the more precise the results will be (this is common practice, even
> softimage uses internally an approximated approach to get the length of
> curves by adding discrete segments).
>
> I think there's a linearly interpolated bezier compound in the examples
> that can be used as inspiration of how to go about it (or was in rray.de?).
> Although depending on the use case a custom node might provide a more
> performant solution.
>
> Cheers!
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-13 Thread Cesar Saez
Hi,

I think you are mixing up the U coordinate, also known as the "time" of the
cubic equation (or whatever you choose to go with) used under the hood,
with a linearly distributed points on a curve (basically a post process
done after the initial interpolation, length based instead of "time" based).

So, if you want to get "percentages" based on the length you will have to
calculate it yourself on top of the existing interpolation given by
softimage curves, You basically take the full length, divide it in discrete
segments generating samples (corresponding to a known percentage) and remap
U values linear interpolating to the closest sample point, the more samples
the more precise the results will be (this is common practice, even
softimage uses internally an approximated approach to get the length of
curves by adding discrete segments).

I think there's a linearly interpolated bezier compound in the examples
that can be used as inspiration of how to go about it (or was in rray.de?).
Although depending on the use case a custom node might provide a more
performant solution.

Cheers!
--
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-12 Thread Nuno Conceicao
This is something I'm also curious to know if has a solution :)

On Tue, Apr 12, 2016 at 10:18 PM, pedro santos  wrote:

> Hi
> How can I distribute deformers along a curve not by the total curve
> percentage, but in between-knot percentage? This because when I stretch a
> part of the curve I don't want all the deformers to be re-distributed, but
> only the ones where where the curve length between their bounding knots
> have changed. An using Curve Constrain uses the whole curve lenght.
>
> Null constrained at 20% on a curve.
> Below the duplicate of the setup but the curve was deform in such what the
> null even passed the knot.
> [image: Inline image 3]
>
> In Green is the ICE attribute "PointU" which I thought it would give me
> somethig I could work with but no...
> No matter how I deform the curve that PointU is always the same. And
> apparently there's no KnotU. If there were I guess I could work out
> something with the bounding knots :/
>
> [image: Inline image 4]
>
> Basically I want to keep working with approximated curves, since it will
> be used for deformation afterwards and splines aren't as smooth, but I see
> no what to solve things in each section of the curve.
>
> Let me know if there's a way I at least can Access the Knots' U or
> Position :/
>
> Thanks!
> Pedro
>
>
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Distribute between knots? Know the percentage position of a knot?

2016-04-12 Thread pedro santos
Hi
How can I distribute deformers along a curve not by the total curve
percentage, but in between-knot percentage? This because when I stretch a
part of the curve I don't want all the deformers to be re-distributed, but
only the ones where where the curve length between their bounding knots
have changed. An using Curve Constrain uses the whole curve lenght.

Null constrained at 20% on a curve.
Below the duplicate of the setup but the curve was deform in such what the
null even passed the knot.
[image: Inline image 3]

In Green is the ICE attribute "PointU" which I thought it would give me
somethig I could work with but no...
No matter how I deform the curve that PointU is always the same. And
apparently there's no KnotU. If there were I guess I could work out
something with the bounding knots :/

[image: Inline image 4]

Basically I want to keep working with approximated curves, since it will be
used for deformation afterwards and splines aren't as smooth, but I see no
what to solve things in each section of the curve.

Let me know if there's a way I at least can Access the Knots' U or Position
:/

Thanks!
Pedro





*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*
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