RE: GATOR - A feature in Softimage since 2008

2015-05-29 Thread Derek Jenson

Valve also used an early dump of what became GATOR (2002-2003) to aid in 
transferring characters from Max to XSI. I was in the animation  rigging 
department for HL2 and made the migration in mid production.

  

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Raffaele Fragapane
GATOR might use that for the sampling, but I don't think those rely on
GATOR itself, or even if they did it'd be more of a logistical thing than
anything to do with what makes GATOR as good as it is (maybe there's an
acceleration structure or some sampling methods that under the hood were
implemented as part of GATOR and then used to service other parts of the
SDK).

Soft has a vastly superior, to ANYTHING out there, notion and handling of
properties on meshes in general, even if, algorithmically speaking, Maya
was to get all the maths across tomorrow, it still wouldn't be a fraction
as powerful as the app in general, right now, is utterly lacking in
abstractions and representations of mesh data and using them for
deformation.

On Thu, May 28, 2015 at 4:09 PM, Steven Caron car...@gmail.com wrote:

 All the GetClosest* functions on the geometry class? I would consider that
 part of the GATOR sdk

 *written with my thumbs
 On May 27, 2015 6:11 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures
 vs rigging things, reflecting on their architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not in
  2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
 less use
  out-of-the-box as the very things that made it nice for exchanging data
  between XSI and Maya, for example, were the very same features that
 tripped
  up game artists trying to do simpler things quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
 artists
  needed more micro-management of meshes and transfers.  Artists used it
 to
  transfer UV's, normals, vertex colors, envelope weights, and many other
  features.  I also extended, as well as exposed, many features from the
 SDK
  GATOR did not expose directly such as transferring attributes in local
  space, by raycasting, distance limits, transferring only selected
  subcomponents, correcting numerical flaws found in UV transfer, and so
 on.
  However, my use of the GATOR SDK was not limited to replicating the
 tool as
  a command.  I also used it heavily for other tasks which weren't
 strictly
  related to attribute transfer tasks such as animation remapping, pose
  transfer, mesh fitting, and interactive editing of normals and
 symmetrical
  envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
 and age
  is surprising considering it's so universally useful and isn't rocket
  science to develop.  If you know anything about tree data structures and
  linear algebra, you can write your own (even if it's not as efficient as
  GATOR).  What makes the GATOR SDK nice is the algorithm is very fast,
  accurate, and relatively easy to use.  Reverse lookups of subcomponents
 is a
  pain as GATOR worked on triangles, not polygons, but that's minor
 compared
  to all the benefits it provides.




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


Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Steven Caron
All the GetClosest* functions on the geometry class? I would consider that
part of the GATOR sdk

*written with my thumbs
On May 27, 2015 6:11 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures
 vs rigging things, reflecting on their architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not in
  2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has less
 use
  out-of-the-box as the very things that made it nice for exchanging data
  between XSI and Maya, for example, were the very same features that
 tripped
  up game artists trying to do simpler things quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
 artists
  needed more micro-management of meshes and transfers.  Artists used it to
  transfer UV's, normals, vertex colors, envelope weights, and many other
  features.  I also extended, as well as exposed, many features from the
 SDK
  GATOR did not expose directly such as transferring attributes in local
  space, by raycasting, distance limits, transferring only selected
  subcomponents, correcting numerical flaws found in UV transfer, and so
 on.
  However, my use of the GATOR SDK was not limited to replicating the tool
 as
  a command.  I also used it heavily for other tasks which weren't strictly
  related to attribute transfer tasks such as animation remapping, pose
  transfer, mesh fitting, and interactive editing of normals and
 symmetrical
  envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day and
 age
  is surprising considering it's so universally useful and isn't rocket
  science to develop.  If you know anything about tree data structures and
  linear algebra, you can write your own (even if it's not as efficient as
  GATOR).  What makes the GATOR SDK nice is the algorithm is very fast,
  accurate, and relatively easy to use.  Reverse lookups of subcomponents
 is a
  pain as GATOR worked on triangles, not polygons, but that's minor
 compared
  to all the benefits it provides.



Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Graham Bell
Many moons ago, I was demoing XSI to a certain very large Maya based games
company (who shall remain nameless), there were a couple of guys in the
room who were convinced that despite looking 'ok', GATOR wasn't anything
that special. And that Maya could already do pretty much the same thing
with an existing feature or a custom/modified tool.

They promptly spent the rest of the day (and evening) trying and failing to
match the demo workflow.

GATOR was always one of those features that would always grab an audiences
attention. At an event last year, after the main agenga for sh*ts 
giggles, I booted up Soft and did some demos. GATOR had people in shock. lol

The only thing I found that had a similar 'wow' factor, was the transfer
maps feature in Mudbox, that's actually very good.




On Thu, May 28, 2015 at 7:48 AM Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 GATOR might use that for the sampling, but I don't think those rely on
 GATOR itself, or even if they did it'd be more of a logistical thing than
 anything to do with what makes GATOR as good as it is (maybe there's an
 acceleration structure or some sampling methods that under the hood were
 implemented as part of GATOR and then used to service other parts of the
 SDK).

 Soft has a vastly superior, to ANYTHING out there, notion and handling of
 properties on meshes in general, even if, algorithmically speaking, Maya
 was to get all the maths across tomorrow, it still wouldn't be a fraction
 as powerful as the app in general, right now, is utterly lacking in
 abstractions and representations of mesh data and using them for
 deformation.

 On Thu, May 28, 2015 at 4:09 PM, Steven Caron car...@gmail.com wrote:

 All the GetClosest* functions on the geometry class? I would consider
 that part of the GATOR sdk

 *written with my thumbs
 On May 27, 2015 6:11 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures
 vs rigging things, reflecting on their architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not in
  2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
 less use
  out-of-the-box as the very things that made it nice for exchanging data
  between XSI and Maya, for example, were the very same features that
 tripped
  up game artists trying to do simpler things quickly in heavy
 repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
 artists
  needed more micro-management of meshes and transfers.  Artists used it
 to
  transfer UV's, normals, vertex colors, envelope weights, and many other
  features.  I also extended, as well as exposed, many features from the
 SDK
  GATOR did not expose directly such as transferring attributes in local
  space, by raycasting, distance limits, transferring only selected
  subcomponents, correcting numerical flaws found in UV transfer, and so
 on.
  However, my use of the GATOR SDK was not limited to replicating the
 tool as
  a command.  I also used it heavily for other tasks which weren't
 strictly
  related to attribute transfer tasks such as animation remapping, pose
  transfer, mesh fitting, and interactive editing of normals and
 symmetrical
  envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
 and age
  is surprising considering it's so universally useful and isn't rocket
  science to develop.  If you know anything about tree data structures
 and
  linear algebra, you can write your own (even if it's not as efficient
 as
  GATOR).  What makes the GATOR SDK nice is the algorithm is very fast,
  accurate, and relatively easy to use.  Reverse lookups of
 subcomponents is a
  pain as GATOR worked on triangles, not polygons, but that's minor
 compared
  to all the benefits it provides.




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



Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Gerbrand Nel
Houdini attribute transfer does some bloody fantastic things if you use 
it right.
The more I work in houdini, the more I can come to terms with the death 
of softimage.

G
On 28/05/2015 12:40, Nicolas Esposito wrote:
Tom that's exactly what I was thinking...Gator has been around for A 
LOT, but not Autodesk nor anyone else ( as far as I know ) come up 
with something like that, and it's shocking...
Maya is well known for being You can't do that out-of-the-box, code 
it yourself, and no one attempted even?


For the game rigs I'm developing Gator is essential, especially for 
facial rigs is a time saver...


I seriously hope that with Fabric Engine a Gator-like tool could be 
developedhowever its shocking that something so usefull still 
isn't within the major DCCs around ( except Blender from what I've read )


2015-05-28 12:28 GMT+02:00 Tom Kleinenberg zagan...@gmail.com 
mailto:zagan...@gmail.com:


Is there a reason that it's not included in Maya? I mean, beyond
what Raff's saying about Softimage's handling of properties on
meshes. Is there a weird 3rd party licensing thing?

Would it be possible to replicate GATOR style behaviour using
Fabric or Houdini engine to prevent having to move out of Maya
with all the weirdness that could occur?

On 28 May 2015 at 12:01, Graham Bell bell...@gmail.com
mailto:bell...@gmail.com wrote:

Many moons ago, I was demoing XSI to a certain very large Maya
based games company (who shall remain nameless), there were a
couple of guys in the room who were convinced that despite
looking 'ok', GATOR wasn't anything that special. And that
Maya could already do pretty much the same thing with an
existing feature or a custom/modified tool.

They promptly spent the rest of the day (and evening) trying
and failing to match the demo workflow.

GATOR was always one of those features that would always grab
an audiences attention. At an event last year, after the main
agenga for sh*ts  giggles, I booted up Soft and did some
demos. GATOR had people in shock. lol

The only thing I found that had a similar 'wow' factor, was
the transfer maps feature in Mudbox, that's actually very good.




On Thu, May 28, 2015 at 7:48 AM Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

GATOR might use that for the sampling, but I don't think
those rely on GATOR itself, or even if they did it'd be
more of a logistical thing than anything to do with what
makes GATOR as good as it is (maybe there's an
acceleration structure or some sampling methods that under
the hood were implemented as part of GATOR and then used
to service other parts of the SDK).

Soft has a vastly superior, to ANYTHING out there, notion
and handling of properties on meshes in general, even if,
algorithmically speaking, Maya was to get all the maths
across tomorrow, it still wouldn't be a fraction as
powerful as the app in general, right now, is utterly
lacking in abstractions and representations of mesh data
and using them for deformation.

On Thu, May 28, 2015 at 4:09 PM, Steven Caron
car...@gmail.com mailto:car...@gmail.com wrote:

All the GetClosest* functions on the geometry class? I
would consider that part of the GATOR sdk

*written with my thumbs

On May 27, 2015 6:11 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:

GATOR was developed for/with one of our main game
customers, Square I think.
I'm not aware of a Gator sdk, what is that?
There are attribute transfers in other apps, but
it's generally
separate tools for textures
vs rigging things, reflecting on their
architecture vs XSI

On 27 May 2015 at 19:27, Matt Lind
speye...@hotmail.com
mailto:speye...@hotmail.com wrote:
 For the record, GATOR was introduced in late
2005 with XSI v5.0, not in
 2008.

 GATOR was largely tailored for those switching
applications and doing
 rigging in a film/video pipeline. For games
development, GATOR has less use
 out-of-the-box as the very things that made it
nice for exchanging data
 between XSI and Maya, for example, were the very
same features that tripped
 up game 

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Mirko Jankovic
Well it is more matter of if you don;t know what is it and how useful it
is then you wont miss it.
That is case with a lot of things in Maya that people accepted as truth
nuder the sun, and not knowing that it can be better they don't miss it.

In one occasion in studio of couple maya guys no one managed to transfer UV
map from identical topology model from one to another. After digging in
google I managed to find a way, which is some nasty go into hyper-schematic
or something dig into hidden notes, cut copy move... manged but man what is
1min job with GATOR turned out to be over hour nightmare in Maya.

On Thu, May 28, 2015 at 12:40 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 Tom that's exactly what I was thinking...Gator has been around for A LOT,
 but not Autodesk nor anyone else ( as far as I know ) come up with
 something like that, and it's shocking...
 Maya is well known for being You can't do that out-of-the-box, code it
 yourself, and no one attempted even?

 For the game rigs I'm developing Gator is essential, especially for facial
 rigs is a time saver...

 I seriously hope that with Fabric Engine a Gator-like tool could be
 developedhowever its shocking that something so usefull still isn't
 within the major DCCs around ( except Blender from what I've read )

 2015-05-28 12:28 GMT+02:00 Tom Kleinenberg zagan...@gmail.com:

 Is there a reason that it's not included in Maya? I mean, beyond what
 Raff's saying about Softimage's handling of properties on meshes. Is there
 a weird 3rd party licensing thing?

 Would it be possible to replicate GATOR style behaviour using Fabric or
 Houdini engine to prevent having to move out of Maya with all the weirdness
 that could occur?

 On 28 May 2015 at 12:01, Graham Bell bell...@gmail.com wrote:

 Many moons ago, I was demoing XSI to a certain very large Maya based
 games company (who shall remain nameless), there were a couple of guys in
 the room who were convinced that despite looking 'ok', GATOR wasn't
 anything that special. And that Maya could already do pretty much the same
 thing with an existing feature or a custom/modified tool.

 They promptly spent the rest of the day (and evening) trying and failing
 to match the demo workflow.

 GATOR was always one of those features that would always grab an
 audiences attention. At an event last year, after the main agenga for sh*ts
  giggles, I booted up Soft and did some demos. GATOR had people in shock.
 lol

 The only thing I found that had a similar 'wow' factor, was the transfer
 maps feature in Mudbox, that's actually very good.




 On Thu, May 28, 2015 at 7:48 AM Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 GATOR might use that for the sampling, but I don't think those rely on
 GATOR itself, or even if they did it'd be more of a logistical thing than
 anything to do with what makes GATOR as good as it is (maybe there's an
 acceleration structure or some sampling methods that under the hood were
 implemented as part of GATOR and then used to service other parts of the
 SDK).

 Soft has a vastly superior, to ANYTHING out there, notion and handling
 of properties on meshes in general, even if, algorithmically speaking, Maya
 was to get all the maths across tomorrow, it still wouldn't be a fraction
 as powerful as the app in general, right now, is utterly lacking in
 abstractions and representations of mesh data and using them for
 deformation.

 On Thu, May 28, 2015 at 4:09 PM, Steven Caron car...@gmail.com wrote:

 All the GetClosest* functions on the geometry class? I would consider
 that part of the GATOR sdk

 *written with my thumbs
 On May 27, 2015 6:11 PM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures
 vs rigging things, reflecting on their architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0,
 not in
  2008.
 
  GATOR was largely tailored for those switching applications and
 doing
  rigging in a film/video pipeline.  For games development, GATOR has
 less use
  out-of-the-box as the very things that made it nice for exchanging
 data
  between XSI and Maya, for example, were the very same features that
 tripped
  up game artists trying to do simpler things quickly in heavy
 repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
 artists
  needed more micro-management of meshes and transfers.  Artists used
 it to
  transfer UV's, normals, vertex colors, envelope weights, and many
 other
  features.  I also extended, as well as exposed, many features from
 the SDK
  GATOR did not expose directly such as transferring attributes in
 local
  space, by raycasting, distance limits, transferring only selected
  subcomponents, correcting 

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Tom Kleinenberg
Is there a reason that it's not included in Maya? I mean, beyond what
Raff's saying about Softimage's handling of properties on meshes. Is there
a weird 3rd party licensing thing?

Would it be possible to replicate GATOR style behaviour using Fabric or
Houdini engine to prevent having to move out of Maya with all the weirdness
that could occur?

On 28 May 2015 at 12:01, Graham Bell bell...@gmail.com wrote:

 Many moons ago, I was demoing XSI to a certain very large Maya based games
 company (who shall remain nameless), there were a couple of guys in the
 room who were convinced that despite looking 'ok', GATOR wasn't anything
 that special. And that Maya could already do pretty much the same thing
 with an existing feature or a custom/modified tool.

 They promptly spent the rest of the day (and evening) trying and failing
 to match the demo workflow.

 GATOR was always one of those features that would always grab an audiences
 attention. At an event last year, after the main agenga for sh*ts 
 giggles, I booted up Soft and did some demos. GATOR had people in shock. lol

 The only thing I found that had a similar 'wow' factor, was the transfer
 maps feature in Mudbox, that's actually very good.




 On Thu, May 28, 2015 at 7:48 AM Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 GATOR might use that for the sampling, but I don't think those rely on
 GATOR itself, or even if they did it'd be more of a logistical thing than
 anything to do with what makes GATOR as good as it is (maybe there's an
 acceleration structure or some sampling methods that under the hood were
 implemented as part of GATOR and then used to service other parts of the
 SDK).

 Soft has a vastly superior, to ANYTHING out there, notion and handling of
 properties on meshes in general, even if, algorithmically speaking, Maya
 was to get all the maths across tomorrow, it still wouldn't be a fraction
 as powerful as the app in general, right now, is utterly lacking in
 abstractions and representations of mesh data and using them for
 deformation.

 On Thu, May 28, 2015 at 4:09 PM, Steven Caron car...@gmail.com wrote:

 All the GetClosest* functions on the geometry class? I would consider
 that part of the GATOR sdk

 *written with my thumbs
 On May 27, 2015 6:11 PM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures
 vs rigging things, reflecting on their architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
 in
  2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
 less use
  out-of-the-box as the very things that made it nice for exchanging
 data
  between XSI and Maya, for example, were the very same features that
 tripped
  up game artists trying to do simpler things quickly in heavy
 repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
 artists
  needed more micro-management of meshes and transfers.  Artists used
 it to
  transfer UV's, normals, vertex colors, envelope weights, and many
 other
  features.  I also extended, as well as exposed, many features from
 the SDK
  GATOR did not expose directly such as transferring attributes in local
  space, by raycasting, distance limits, transferring only selected
  subcomponents, correcting numerical flaws found in UV transfer, and
 so on.
  However, my use of the GATOR SDK was not limited to replicating the
 tool as
  a command.  I also used it heavily for other tasks which weren't
 strictly
  related to attribute transfer tasks such as animation remapping, pose
  transfer, mesh fitting, and interactive editing of normals and
 symmetrical
  envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
 and age
  is surprising considering it's so universally useful and isn't rocket
  science to develop.  If you know anything about tree data structures
 and
  linear algebra, you can write your own (even if it's not as efficient
 as
  GATOR).  What makes the GATOR SDK nice is the algorithm is very fast,
  accurate, and relatively easy to use.  Reverse lookups of
 subcomponents is a
  pain as GATOR worked on triangles, not polygons, but that's minor
 compared
  to all the benefits it provides.




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




Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Nicolas Esposito
Tom that's exactly what I was thinking...Gator has been around for A LOT,
but not Autodesk nor anyone else ( as far as I know ) come up with
something like that, and it's shocking...
Maya is well known for being You can't do that out-of-the-box, code it
yourself, and no one attempted even?

For the game rigs I'm developing Gator is essential, especially for facial
rigs is a time saver...

I seriously hope that with Fabric Engine a Gator-like tool could be
developedhowever its shocking that something so usefull still isn't
within the major DCCs around ( except Blender from what I've read )

2015-05-28 12:28 GMT+02:00 Tom Kleinenberg zagan...@gmail.com:

 Is there a reason that it's not included in Maya? I mean, beyond what
 Raff's saying about Softimage's handling of properties on meshes. Is there
 a weird 3rd party licensing thing?

 Would it be possible to replicate GATOR style behaviour using Fabric or
 Houdini engine to prevent having to move out of Maya with all the weirdness
 that could occur?

 On 28 May 2015 at 12:01, Graham Bell bell...@gmail.com wrote:

 Many moons ago, I was demoing XSI to a certain very large Maya based
 games company (who shall remain nameless), there were a couple of guys in
 the room who were convinced that despite looking 'ok', GATOR wasn't
 anything that special. And that Maya could already do pretty much the same
 thing with an existing feature or a custom/modified tool.

 They promptly spent the rest of the day (and evening) trying and failing
 to match the demo workflow.

 GATOR was always one of those features that would always grab an
 audiences attention. At an event last year, after the main agenga for sh*ts
  giggles, I booted up Soft and did some demos. GATOR had people in shock.
 lol

 The only thing I found that had a similar 'wow' factor, was the transfer
 maps feature in Mudbox, that's actually very good.




 On Thu, May 28, 2015 at 7:48 AM Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 GATOR might use that for the sampling, but I don't think those rely on
 GATOR itself, or even if they did it'd be more of a logistical thing than
 anything to do with what makes GATOR as good as it is (maybe there's an
 acceleration structure or some sampling methods that under the hood were
 implemented as part of GATOR and then used to service other parts of the
 SDK).

 Soft has a vastly superior, to ANYTHING out there, notion and handling
 of properties on meshes in general, even if, algorithmically speaking, Maya
 was to get all the maths across tomorrow, it still wouldn't be a fraction
 as powerful as the app in general, right now, is utterly lacking in
 abstractions and representations of mesh data and using them for
 deformation.

 On Thu, May 28, 2015 at 4:09 PM, Steven Caron car...@gmail.com wrote:

 All the GetClosest* functions on the geometry class? I would consider
 that part of the GATOR sdk

 *written with my thumbs
 On May 27, 2015 6:11 PM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures
 vs rigging things, reflecting on their architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
 in
  2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
 less use
  out-of-the-box as the very things that made it nice for exchanging
 data
  between XSI and Maya, for example, were the very same features that
 tripped
  up game artists trying to do simpler things quickly in heavy
 repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
 artists
  needed more micro-management of meshes and transfers.  Artists used
 it to
  transfer UV's, normals, vertex colors, envelope weights, and many
 other
  features.  I also extended, as well as exposed, many features from
 the SDK
  GATOR did not expose directly such as transferring attributes in
 local
  space, by raycasting, distance limits, transferring only selected
  subcomponents, correcting numerical flaws found in UV transfer, and
 so on.
  However, my use of the GATOR SDK was not limited to replicating the
 tool as
  a command.  I also used it heavily for other tasks which weren't
 strictly
  related to attribute transfer tasks such as animation remapping, pose
  transfer, mesh fitting, and interactive editing of normals and
 symmetrical
  envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
 and age
  is surprising considering it's so universally useful and isn't rocket
  science to develop.  If you know anything about tree data structures
 and
  linear algebra, you can write your own (even if it's not as
 efficient 

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Christopher Crouzet
I've just noticed that the exact same thread happened on the Fabric
mailing-list—someone asked for GATOR and I quoted that foot roll thingy in
my reply. I'm so predictable :)


On 28 May 2015 at 20:11, Christopher Crouzet christopher.crou...@gmail.com
wrote:

 Beware also to not implement any foot roll in your rigs.

 http://www.google.com/patents/US7545378


 On 28 May 2015 at 19:50, Paul Doyle technove...@gmail.com wrote:

 Most likely covered by this one:
 Transfer of attributes between geometric surfaces of arbitrary
 topologies with distortion reduction and discontinuity preservation
 United States 7760201Issued July 20, 2010

 This describes how to transfer surface attributes (such as color, UVs,
 skinning) between two 3D geometries of different topologies and potentially
 different type (polygon mesh, NURBS, curve...). In particular, it describes
 methods to preserve surface discontinuitues (such as UV island seams) and
 reduce attribute distortion on the target surface.

 On 28 May 2015 at 08:42, Paul Doyle technove...@gmail.com wrote:

 Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing
 it in Fabric but I think he'd stab me if I gave him any more work to do. I
 don't know if there are patents around the work and that's why other people
 haven't replicated it.

 On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures vs rigging things, reflecting on their
 architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.  Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting
 numerical flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.  Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.






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




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


Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Paul Doyle
Most likely covered by this one:
Transfer of attributes between geometric surfaces of arbitrary topologies
with distortion reduction and discontinuity preservation
United States 7760201Issued July 20, 2010

This describes how to transfer surface attributes (such as color, UVs,
skinning) between two 3D geometries of different topologies and potentially
different type (polygon mesh, NURBS, curve...). In particular, it describes
methods to preserve surface discontinuitues (such as UV island seams) and
reduce attribute distortion on the target surface.

On 28 May 2015 at 08:42, Paul Doyle technove...@gmail.com wrote:

 Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing it
 in Fabric but I think he'd stab me if I gave him any more work to do. I
 don't know if there are patents around the work and that's why other people
 haven't replicated it.

 On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally separate
 tools for textures vs rigging things, reflecting on their architecture vs
 XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.  Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting numerical
 flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.  Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.





Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Paul Doyle
Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing it
in Fabric but I think he'd stab me if I gave him any more work to do. I
don't know if there are patents around the work and that's why other people
haven't replicated it.

On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally separate
 tools for textures vs rigging things, reflecting on their architecture vs
 XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.  Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting numerical
 flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.  Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.




Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Andy Goehler

 On 28.05.2015, at 13:50, Gerbrand Nel nagv...@gmail.com wrote:
 
 Houdini attribute transfer does some bloody fantastic things if you use it 
 right.
 The more I work in houdini, the more I can come to terms with the death of 
 softimage.

Finally, a mention of Houdini’s Attribute Transfer.




Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Paul Doyle
You need to work on some new material :)

On 28 May 2015 at 09:17, Christopher Crouzet christopher.crou...@gmail.com
wrote:

 I've just noticed that the exact same thread happened on the Fabric
 mailing-list—someone asked for GATOR and I quoted that foot roll thingy in
 my reply. I'm so predictable :)


 On 28 May 2015 at 20:11, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 Beware also to not implement any foot roll in your rigs.

 http://www.google.com/patents/US7545378


 On 28 May 2015 at 19:50, Paul Doyle technove...@gmail.com wrote:

 Most likely covered by this one:
 Transfer of attributes between geometric surfaces of arbitrary
 topologies with distortion reduction and discontinuity preservation
 United States 7760201Issued July 20, 2010

 This describes how to transfer surface attributes (such as color, UVs,
 skinning) between two 3D geometries of different topologies and potentially
 different type (polygon mesh, NURBS, curve...). In particular, it describes
 methods to preserve surface discontinuitues (such as UV island seams) and
 reduce attribute distortion on the target surface.

 On 28 May 2015 at 08:42, Paul Doyle technove...@gmail.com wrote:

 Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing
 it in Fabric but I think he'd stab me if I gave him any more work to do. I
 don't know if there are patents around the work and that's why other people
 haven't replicated it.

 On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
 Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures vs rigging things, reflecting on their
 architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.
 Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting
 numerical flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as
 animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical
 characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and
 isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.
 Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.






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




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




Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Tom Kleinenberg
A simple GATOR replacement would probably refresh the material ...

On 28 May 2015 at 15:36, Paul Doyle technove...@gmail.com wrote:

 You need to work on some new material :)

 On 28 May 2015 at 09:17, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 I've just noticed that the exact same thread happened on the Fabric
 mailing-list—someone asked for GATOR and I quoted that foot roll thingy in
 my reply. I'm so predictable :)


 On 28 May 2015 at 20:11, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 Beware also to not implement any foot roll in your rigs.

 http://www.google.com/patents/US7545378


 On 28 May 2015 at 19:50, Paul Doyle technove...@gmail.com wrote:

 Most likely covered by this one:
 Transfer of attributes between geometric surfaces of arbitrary
 topologies with distortion reduction and discontinuity preservation
 United States 7760201Issued July 20, 2010

 This describes how to transfer surface attributes (such as color, UVs,
 skinning) between two 3D geometries of different topologies and potentially
 different type (polygon mesh, NURBS, curve...). In particular, it describes
 methods to preserve surface discontinuitues (such as UV island seams) and
 reduce attribute distortion on the target surface.

 On 28 May 2015 at 08:42, Paul Doyle technove...@gmail.com wrote:

 Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing
 it in Fabric but I think he'd stab me if I gave him any more work to do. I
 don't know if there are patents around the work and that's why other 
 people
 haven't replicated it.

 On 28 May 2015 at 08:21, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
 Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures vs rigging things, reflecting on their
 architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and
 doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very
 same
  features that tripped up game artists trying to do simpler things
 quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.
 Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting
 numerical flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as
 animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical
 characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and
 isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.
 Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.






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




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





Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Luc-Eric Rousseau
I was replying about who was the design partner, not who used it after
the it was released.

On 28 May 2015 at 12:03, Nicolas Esposito 3dv...@gmail.com wrote:
 Ehm...

 MGS4 meets Assassin's Creed

 As far sa I remember:
 Konami
 Sega
 Square Enix
 Crytek
 Namco
 Capcom
 Others probably...

 2015-05-28 17:57 GMT+02:00 Luc-Eric Rousseau luceri...@gmail.com:

 Or it might have been Sega or Capcomp.. it was definitely one of these
 three big japan Softimage client.
 This was all about transferring uv and weighting between game
 characters and same and different resolutions.

 On 27 May 2015 at 21:13, Martin Contel martin3d...@gmail.com wrote:
  Really, for Square?! :)
 
  There are still lots of XSI seats here, all of them on the game
  development
  teams. At Visual Works (the CG cinematics division) everything is Maya
  and a
  tinny bit of Houdini.
 
  Cheers,
 
  --
  Martin Contel
  CG Supervisor
  Square Enix (Visual Works Division)
 
  On Thu, May 28, 2015 at 10:10 AM, Luc-Eric Rousseau
  luceri...@gmail.com
  wrote:
 
  GATOR was developed for/with one of our main game customers, Square I
  think.
  I'm not aware of a Gator sdk, what is that?
  There are attribute transfers in other apps, but it's generally
  separate tools for textures
  vs rigging things, reflecting on their architecture vs XSI




RE: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Marc-Andre Carbonneau
Good morning Lucer,

Do you remember who designed and coded GATOR? 
I'm just curious.
Thanks!
MAC


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: May-27-15 9:11 PM
To: softimage@listproc.autodesk.com
Subject: Re: GATOR - A feature in Softimage since 2008

GATOR was developed for/with one of our main game customers, Square I think.
I'm not aware of a Gator sdk, what is that?
There are attribute transfers in other apps, but it's generally separate tools 
for textures vs rigging things, reflecting on their architecture vs XSI

On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
 For the record, GATOR was introduced in late 2005 with XSI v5.0, not 
 in 2008.

 GATOR was largely tailored for those switching applications and doing 
 rigging in a film/video pipeline.  For games development, GATOR has 
 less use out-of-the-box as the very things that made it nice for 
 exchanging data between XSI and Maya, for example, were the very same 
 features that tripped up game artists trying to do simpler things quickly in 
 heavy repetition.

 I wrote a command based version of the tool using the GATOR SDK as 
 artists needed more micro-management of meshes and transfers.  Artists 
 used it to transfer UV's, normals, vertex colors, envelope weights, 
 and many other features.  I also extended, as well as exposed, many 
 features from the SDK GATOR did not expose directly such as 
 transferring attributes in local space, by raycasting, distance 
 limits, transferring only selected subcomponents, correcting numerical flaws 
 found in UV transfer, and so on.
 However, my use of the GATOR SDK was not limited to replicating the 
 tool as a command.  I also used it heavily for other tasks which 
 weren't strictly related to attribute transfer tasks such as animation 
 remapping, pose transfer, mesh fitting, and interactive editing of 
 normals and symmetrical envelope weighting of asymmetrical characters.

 To hear other applications don't have a GATOR equivalent in this day 
 and age is surprising considering it's so universally useful and isn't 
 rocket science to develop.  If you know anything about tree data 
 structures and linear algebra, you can write your own (even if it's 
 not as efficient as GATOR).  What makes the GATOR SDK nice is the 
 algorithm is very fast, accurate, and relatively easy to use.  Reverse 
 lookups of subcomponents is a pain as GATOR worked on triangles, not 
 polygons, but that's minor compared to all the benefits it provides.



Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Eric Turman
+1 well stated

On Thu, May 28, 2015 at 10:45 AM, Ed Manning etmth...@gmail.com wrote:

 On Thu, May 28, 2015 at 11:42 AM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:


 Somebody could totally write yet another attribute transfer tool, but
 I think what people love IMHO is how XSI's data is structured which
 allows such a tool to be implemented.

 Correct!  It's not the fact that GATOR exists; it's the usability and
 artist-friendliness of the workflow that make the difference.




-- 




-=T=-


Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Nicolas Esposito
Ehm...

MGS4 meets Assassin's Creed https://youtu.be/U-DrkSQLHsk?t=1m45s

As far sa I remember:
Konami
Sega
Square Enix
Crytek
Namco
Capcom
Others probably...

2015-05-28 17:57 GMT+02:00 Luc-Eric Rousseau luceri...@gmail.com:

 Or it might have been Sega or Capcomp.. it was definitely one of these
 three big japan Softimage client.
 This was all about transferring uv and weighting between game
 characters and same and different resolutions.

 On 27 May 2015 at 21:13, Martin Contel martin3d...@gmail.com wrote:
  Really, for Square?! :)
 
  There are still lots of XSI seats here, all of them on the game
 development
  teams. At Visual Works (the CG cinematics division) everything is Maya
 and a
  tinny bit of Houdini.
 
  Cheers,
 
  --
  Martin Contel
  CG Supervisor
  Square Enix (Visual Works Division)
 
  On Thu, May 28, 2015 at 10:10 AM, Luc-Eric Rousseau luceri...@gmail.com
 
  wrote:
 
  GATOR was developed for/with one of our main game customers, Square I
  think.
  I'm not aware of a Gator sdk, what is that?
  There are attribute transfers in other apps, but it's generally
  separate tools for textures
  vs rigging things, reflecting on their architecture vs XSI



Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Ed Manning
On Thu, May 28, 2015 at 11:42 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:


 Somebody could totally write yet another attribute transfer tool, but
 I think what people love IMHO is how XSI's data is structured which
 allows such a tool to be implemented.

 Correct!  It's not the fact that GATOR exists; it's the usability and
artist-friendliness of the workflow that make the difference.


Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Luc-Eric Rousseau
I think it doesn't matter that there is a patent around some
implementation detail of attribute transfer in XSI, or even who wrote
it.  I think what people see in a GATOR is a menu item in XSI that
will transfer property maps, uv, skinning between objects reliably and
without having to understand the details.  Why that works is because
of decisions in XSI'd design and architecture, because you have to
have something that's property-based in the first place and all that
cluster updating thing beneath to use it as a live operator.
Somebody could totally write yet another attribute transfer tool, but
I think what people love IMHO is how XSI's data is structured which
allows such a tool to be implemented.


On 28 May 2015 at 08:50, Paul Doyle technove...@gmail.com wrote:
 Most likely covered by this one:
 Transfer of attributes between geometric surfaces of arbitrary topologies
 with distortion reduction and discontinuity preservation

 United States 7760201

 Issued July 20, 2010

 This describes how to transfer surface attributes (such as color, UVs,
 skinning) between two 3D geometries of different topologies and potentially
 different type (polygon mesh, NURBS, curve...). In particular, it describes
 methods to preserve surface discontinuitues (such as UV island seams) and
 reduce attribute distortion on the target surface.


 On 28 May 2015 at 08:42, Paul Doyle technove...@gmail.com wrote:

 Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing it
 in Fabric but I think he'd stab me if I gave him any more work to do. I
 don't know if there are patents around the work and that's why other people
 haven't replicated it.

 On 28 May 2015 at 08:21, Marc-Andre Carbonneau
 marc-andre.carbonn...@ubisoft.com wrote:

 Good morning Lucer,

 Do you remember who designed and coded GATOR?
 I'm just curious.
 Thanks!
 MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
 Rousseau
 Sent: May-27-15 9:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: GATOR - A feature in Softimage since 2008

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally separate
 tools for textures vs rigging things, reflecting on their architecture vs
 XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not
  in 2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has
  less use out-of-the-box as the very things that made it nice for
  exchanging data between XSI and Maya, for example, were the very same
  features that tripped up game artists trying to do simpler things
  quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
  artists needed more micro-management of meshes and transfers.  Artists
  used it to transfer UV's, normals, vertex colors, envelope weights,
  and many other features.  I also extended, as well as exposed, many
  features from the SDK GATOR did not expose directly such as
  transferring attributes in local space, by raycasting, distance
  limits, transferring only selected subcomponents, correcting numerical
  flaws found in UV transfer, and so on.
  However, my use of the GATOR SDK was not limited to replicating the
  tool as a command.  I also used it heavily for other tasks which
  weren't strictly related to attribute transfer tasks such as animation
  remapping, pose transfer, mesh fitting, and interactive editing of
  normals and symmetrical envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day
  and age is surprising considering it's so universally useful and isn't
  rocket science to develop.  If you know anything about tree data
  structures and linear algebra, you can write your own (even if it's
  not as efficient as GATOR).  What makes the GATOR SDK nice is the
  algorithm is very fast, accurate, and relatively easy to use.  Reverse
  lookups of subcomponents is a pain as GATOR worked on triangles, not
  polygons, but that's minor compared to all the benefits it provides.





Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Chris Johnson
I used this just the other day for someone at the office as no other
software here could transfer UV's! I felt like Supermantill I closed
the software and went back to working in Max. : (

On Wed, May 27, 2015 at 2:55 AM, Nicolas Esposito 3dv...@gmail.com wrote:

 I'm using Gator daily...its unbelievable how usefull it is and has been
 available since 7 years ago and other DCCs still struggling to come up with
 something like this...

 For the facial rig I'm developing ( both joint based and morph based )
 Gator is a 1-click solution which saves sssoo much time...also I'm
 using it for quick character rigging/skin swapping/UVs transfer and so on...

 Its one of the best feature in Softimage to be honest and makes life so
 easy, especially for re-using data between two ( or more ) different
 characters...

 2015-05-27 8:28 GMT+02:00 Stephen Davidson magic...@bellsouth.net:

 Very nice, Pierre,

   Just because someone tells you Softimage is EOL, you don't have to
 believe them.
 Life is a relative term, anyway. As long as something is useful, I
 still consider it having life.
 I never did learn how to use Gator, though. You have inspired me to learn
 it.

 Thanks.

 On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hello team. My grief for EOL just can´t go away that easy; so I setup a
 video explaining GATOR
 had softimage people living the 2013-2014 future. By what means? That
 was the year Substance designer appeared and along with it they featured UV
 transfer by proximity AND by UV files.
 The same thing goes for Mari. If you´ve seen the feature videos they are
 pumping this as industry standard /(yes we knew how easy was to work with
 GATOR after the pain of PolyTrans).

 So please give your view and likes to the video if possible.
 Thank you:
 https://youtu.be/G2Gni7xj3M4

 Cheers.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




 --

 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: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Eric Turman
GATOR is so useful, it has saved so many productions for me; including ones
that went supercritical because of Maya, I just imported into Soft and all
the attribute issues went away. Even last year when I had to do several
freelance Maya rigs, I brought it into Soft when It was time to point
weight and avoided the headaches associated with Maya.

The second time that I freelanced at Janimation back in early 2007,
Softimage had just revamped their referencing system, and we ran into some
showstopper bugs with Softimage 6.0 or 6.01 (can't remember the exact
version) during several tight overlapping productions (remember that string
of game cinematics, Greg?). There was absolutely no time to code tools to
workaround what would have jeopardized the project if we were using Maya or
Max. With Softimage, I was able to effectively become Janimation's
referencing system by pushing model changes through the pipe...all thanks
to GATOR.

There is propaganda about Maya having some GATOR-like functionality...don't
believe it. While they have some things in Maya now that sort of kind of
attempt to approach a semblance of what GATOR can do, they are disparate
commands with incomplete and unreliable functionality. Maya does not have a
cohesive system like GATOR. The sad thing is that I don't think I want Maya
to have something like GATOR. I would anticipate that they would botch it
up like they did Trax.


On Wed, May 27, 2015 at 12:22 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Thank you for sharing, you guys. I think the video is self explanatory.
 Mari and Substance workflows aren´t as easy as 2 clicks...

 On Wed, May 27, 2015 at 7:58 AM, Chris Johnson chr...@topixfx.com wrote:

 I used this just the other day for someone at the office as no other
 software here could transfer UV's! I felt like Supermantill I closed
 the software and went back to working in Max. : (

 On Wed, May 27, 2015 at 2:55 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 I'm using Gator daily...its unbelievable how usefull it is and has been
 available since 7 years ago and other DCCs still struggling to come up with
 something like this...

 For the facial rig I'm developing ( both joint based and morph based )
 Gator is a 1-click solution which saves sssoo much time...also I'm
 using it for quick character rigging/skin swapping/UVs transfer and so on...

 Its one of the best feature in Softimage to be honest and makes life so
 easy, especially for re-using data between two ( or more ) different
 characters...

 2015-05-27 8:28 GMT+02:00 Stephen Davidson magic...@bellsouth.net:

 Very nice, Pierre,

   Just because someone tells you Softimage is EOL, you don't have to
 believe them.
 Life is a relative term, anyway. As long as something is useful, I
 still consider it having life.
 I never did learn how to use Gator, though. You have inspired me to
 learn it.

 Thanks.

 On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hello team. My grief for EOL just can´t go away that easy; so I setup
 a video explaining GATOR
 had softimage people living the 2013-2014 future. By what means? That
 was the year Substance designer appeared and along with it they featured 
 UV
 transfer by proximity AND by UV files.
 The same thing goes for Mari. If you´ve seen the feature videos they
 are pumping this as industry standard /(yes we knew how easy was to work
 with GATOR after the pain of PolyTrans).

 So please give your view and likes to the video if possible.
 Thank you:
 https://youtu.be/G2Gni7xj3M4

 Cheers.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




 --

 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






 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




-- 




-=T=-


Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Luc-Eric Rousseau
Sorry, what are you reacting to in Substance Designer and Mari?  What's the
link with transferring vertex attributes in XSI?

On 27 May 2015 at 13:22, Pierre Schiller activemotionpictu...@gmail.com
wrote:

 Thank you for sharing, you guys. I think the video is self explanatory.
 Mari and Substance workflows aren´t as easy as 2 clicks...

 On Wed, May 27, 2015 at 7:58 AM, Chris Johnson chr...@topixfx.com wrote:

 I used this just the other day for someone at the office as no other
 software here could transfer UV's! I felt like Supermantill I closed
 the software and went back to working in Max. : (

 On Wed, May 27, 2015 at 2:55 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 I'm using Gator daily...its unbelievable how usefull it is and has been
 available since 7 years ago and other DCCs still struggling to come up with
 something like this...

 For the facial rig I'm developing ( both joint based and morph based )
 Gator is a 1-click solution which saves sssoo much time...also I'm
 using it for quick character rigging/skin swapping/UVs transfer and so on...

 Its one of the best feature in Softimage to be honest and makes life so
 easy, especially for re-using data between two ( or more ) different
 characters...

 2015-05-27 8:28 GMT+02:00 Stephen Davidson magic...@bellsouth.net:

 Very nice, Pierre,

   Just because someone tells you Softimage is EOL, you don't have to
 believe them.
 Life is a relative term, anyway. As long as something is useful, I
 still consider it having life.
 I never did learn how to use Gator, though. You have inspired me to
 learn it.

 Thanks.

 On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hello team. My grief for EOL just can´t go away that easy; so I setup
 a video explaining GATOR
 had softimage people living the 2013-2014 future. By what means? That
 was the year Substance designer appeared and along with it they featured 
 UV
 transfer by proximity AND by UV files.
 The same thing goes for Mari. If you´ve seen the feature videos they
 are pumping this as industry standard /(yes we knew how easy was to work
 with GATOR after the pain of PolyTrans).

 So please give your view and likes to the video if possible.
 Thank you:
 https://youtu.be/G2Gni7xj3M4

 Cheers.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




 --

 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






 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Pierre Schiller
I´m sorry I don´t have the *exact* video links (because those were
*features* back in their day when they first appeared). But this one shows
how Substance copies UV attributes to another mesh.
The real demo videos for both calms (on substance painter and Mari) showed
some resemblance of what Gator does, when overlapping
one mesh over the other. (substance and Mari don´t need to do that, all
though it´s recommended).
https://www.youtube.com/watch?v=Kak9zPIRiY4

On Wed, May 27, 2015 at 2:05 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 Sorry, what are you reacting to in Substance Designer and Mari?  What's
 the link with transferring vertex attributes in XSI?

 On 27 May 2015 at 13:22, Pierre Schiller activemotionpictu...@gmail.com
 wrote:

 Thank you for sharing, you guys. I think the video is self explanatory.
 Mari and Substance workflows aren´t as easy as 2 clicks...

 On Wed, May 27, 2015 at 7:58 AM, Chris Johnson chr...@topixfx.com
 wrote:

 I used this just the other day for someone at the office as no other
 software here could transfer UV's! I felt like Supermantill I closed
 the software and went back to working in Max. : (

 On Wed, May 27, 2015 at 2:55 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 I'm using Gator daily...its unbelievable how usefull it is and has been
 available since 7 years ago and other DCCs still struggling to come up with
 something like this...

 For the facial rig I'm developing ( both joint based and morph based )
 Gator is a 1-click solution which saves sssoo much time...also I'm
 using it for quick character rigging/skin swapping/UVs transfer and so 
 on...

 Its one of the best feature in Softimage to be honest and makes life so
 easy, especially for re-using data between two ( or more ) different
 characters...

 2015-05-27 8:28 GMT+02:00 Stephen Davidson magic...@bellsouth.net:

 Very nice, Pierre,

   Just because someone tells you Softimage is EOL, you don't have to
 believe them.
 Life is a relative term, anyway. As long as something is useful, I
 still consider it having life.
 I never did learn how to use Gator, though. You have inspired me to
 learn it.

 Thanks.

 On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hello team. My grief for EOL just can´t go away that easy; so I setup
 a video explaining GATOR
 had softimage people living the 2013-2014 future. By what means? That
 was the year Substance designer appeared and along with it they featured 
 UV
 transfer by proximity AND by UV files.
 The same thing goes for Mari. If you´ve seen the feature videos they
 are pumping this as industry standard /(yes we knew how easy was to work
 with GATOR after the pain of PolyTrans).

 So please give your view and likes to the video if possible.
 Thank you:
 https://youtu.be/G2Gni7xj3M4

 Cheers.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




 --

 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






 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012





-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread David Rivera
Thank you for your words Stephen. I have soo many videos stored on my machine 
since Feb 2013, it´s not even funny.I´m comming out of a huge 78 vfx shots, so 
I´ll continue posting videos with big/game changing features we´ve been 
costumed on softimagesince forever... :)
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Stephen Davidson magic...@bellsouth.net
 To: softimage@listproc.autodesk.com 
 Sent: Wednesday, May 27, 2015 1:28 AM
 Subject: Re: GATOR - A feature in Softimage since 2008
   
Very nice, Pierre,
  Just because someone tells you Softimage is EOL, you don't have to believe 
them.Life is a relative term, anyway. As long as something is useful, I still 
consider it having life.I never did learn how to use Gator, though. You have 
inspired me to learn it.
Thanks.


On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

Hello team. My grief for EOL just can´t go away that easy; so I setup a video 
explaining GATOR
had softimage people living the 2013-2014 future. By what means? That was the 
year Substance designer appeared and along with it they featured UV transfer by 
proximity AND by UV files.
The same thing goes for Mari. If you´ve seen the feature videos they are 
pumping this as industry standard /(yes we knew how easy was to work with GATOR 
after the pain of PolyTrans).

So please give your view and likes to the video if possible. 
Thank you:
https://youtu.be/G2Gni7xj3M4

Cheers.


-- 
Portfolio 2013
Cinema  TV productionVideo Reel



-- 

Best Regards,
  Stephen P. Davidson 
       (954) 552-7956
    sdavidson@3Danimationmagic.comAny sufficiently advanced technology is 
indistinguishable from magic                                                    
                         - Arthur C. Clarke


  

Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Pierre Schiller
Thank you for sharing, you guys. I think the video is self explanatory.
Mari and Substance workflows aren´t as easy as 2 clicks...

On Wed, May 27, 2015 at 7:58 AM, Chris Johnson chr...@topixfx.com wrote:

 I used this just the other day for someone at the office as no other
 software here could transfer UV's! I felt like Supermantill I closed
 the software and went back to working in Max. : (

 On Wed, May 27, 2015 at 2:55 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 I'm using Gator daily...its unbelievable how usefull it is and has been
 available since 7 years ago and other DCCs still struggling to come up with
 something like this...

 For the facial rig I'm developing ( both joint based and morph based )
 Gator is a 1-click solution which saves sssoo much time...also I'm
 using it for quick character rigging/skin swapping/UVs transfer and so on...

 Its one of the best feature in Softimage to be honest and makes life so
 easy, especially for re-using data between two ( or more ) different
 characters...

 2015-05-27 8:28 GMT+02:00 Stephen Davidson magic...@bellsouth.net:

 Very nice, Pierre,

   Just because someone tells you Softimage is EOL, you don't have to
 believe them.
 Life is a relative term, anyway. As long as something is useful, I
 still consider it having life.
 I never did learn how to use Gator, though. You have inspired me to
 learn it.

 Thanks.

 On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hello team. My grief for EOL just can´t go away that easy; so I setup a
 video explaining GATOR
 had softimage people living the 2013-2014 future. By what means? That
 was the year Substance designer appeared and along with it they featured UV
 transfer by proximity AND by UV files.
 The same thing goes for Mari. If you´ve seen the feature videos they
 are pumping this as industry standard /(yes we knew how easy was to work
 with GATOR after the pain of PolyTrans).

 So please give your view and likes to the video if possible.
 Thank you:
 https://youtu.be/G2Gni7xj3M4

 Cheers.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




 --

 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






-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Pierre Schiller
Thank you Bradley, for that acquintance. I thought Blender guys were the
ones who ideally found that method exploit, I´ve seen them in a lot of
their rigs
(low cage deformer aided by weights from bones, to drive more complex
bodies/facials)... I´m glad that came from softimage.
Not surprisingly all SI people on Japan is migrating to Blender

On Wed, May 27, 2015 at 4:09 PM, Bradley Gabe witha...@gmail.com wrote:

 Another thing I *loved* about GATOR was the ability to apply it as a live
 operator. As with so many other things in Soft, you could use it creatively
 as a tool in ways the designers probably never imagined.

 For example, using real time GATOR to apply an envelope from a very low
 dense mesh to a full resolution mesh: Having the rig in ROM poses in one
 view to see the deformation result, as you adjust the vertex points on the
 low res mesh in rest pose in another view. The fact that you could add
 additional vertex points to the low res mesh as needed to tune the envelope
 result was icing on the cake.


 On Wed, May 27, 2015 at 1:28 PM, Eric Turman i.anima...@gmail.com wrote:

 GATOR is so useful, it has saved so many productions for me; including
 ones that went supercritical because of Maya, I just imported into Soft and
 all the attribute issues went away. Even last year when I had to do several
 freelance Maya rigs, I brought it into Soft when It was time to point
 weight and avoided the headaches associated with Maya.




-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Bradley Gabe
Another thing I *loved* about GATOR was the ability to apply it as a live
operator. As with so many other things in Soft, you could use it creatively
as a tool in ways the designers probably never imagined.

For example, using real time GATOR to apply an envelope from a very low
dense mesh to a full resolution mesh: Having the rig in ROM poses in one
view to see the deformation result, as you adjust the vertex points on the
low res mesh in rest pose in another view. The fact that you could add
additional vertex points to the low res mesh as needed to tune the envelope
result was icing on the cake.


On Wed, May 27, 2015 at 1:28 PM, Eric Turman i.anima...@gmail.com wrote:

 GATOR is so useful, it has saved so many productions for me; including
 ones that went supercritical because of Maya, I just imported into Soft and
 all the attribute issues went away. Even last year when I had to do several
 freelance Maya rigs, I brought it into Soft when It was time to point
 weight and avoided the headaches associated with Maya.




Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Stephen Davidson
Very nice, Pierre,

  Just because someone tells you Softimage is EOL, you don't have to
believe them.
Life is a relative term, anyway. As long as something is useful, I still
consider it having life.
I never did learn how to use Gator, though. You have inspired me to learn
it.

Thanks.

On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Hello team. My grief for EOL just can´t go away that easy; so I setup a
 video explaining GATOR
 had softimage people living the 2013-2014 future. By what means? That was
 the year Substance designer appeared and along with it they featured UV
 transfer by proximity AND by UV files.
 The same thing goes for Mari. If you´ve seen the feature videos they are
 pumping this as industry standard /(yes we knew how easy was to work with
 GATOR after the pain of PolyTrans).

 So please give your view and likes to the video if possible.
 Thank you:
 https://youtu.be/G2Gni7xj3M4

 Cheers.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Nicolas Esposito
I'm using Gator daily...its unbelievable how usefull it is and has been
available since 7 years ago and other DCCs still struggling to come up with
something like this...

For the facial rig I'm developing ( both joint based and morph based )
Gator is a 1-click solution which saves sssoo much time...also I'm
using it for quick character rigging/skin swapping/UVs transfer and so on...

Its one of the best feature in Softimage to be honest and makes life so
easy, especially for re-using data between two ( or more ) different
characters...

2015-05-27 8:28 GMT+02:00 Stephen Davidson magic...@bellsouth.net:

 Very nice, Pierre,

   Just because someone tells you Softimage is EOL, you don't have to
 believe them.
 Life is a relative term, anyway. As long as something is useful, I still
 consider it having life.
 I never did learn how to use Gator, though. You have inspired me to learn
 it.

 Thanks.

 On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hello team. My grief for EOL just can´t go away that easy; so I setup a
 video explaining GATOR
 had softimage people living the 2013-2014 future. By what means? That was
 the year Substance designer appeared and along with it they featured UV
 transfer by proximity AND by UV files.
 The same thing goes for Mari. If you´ve seen the feature videos they are
 pumping this as industry standard /(yes we knew how easy was to work with
 GATOR after the pain of PolyTrans).

 So please give your view and likes to the video if possible.
 Thank you:
 https://youtu.be/G2Gni7xj3M4

 Cheers.


 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012




 --

 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: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Luc-Eric Rousseau
GATOR was developed for/with one of our main game customers, Square I think.
I'm not aware of a Gator sdk, what is that?
There are attribute transfers in other apps, but it's generally
separate tools for textures
vs rigging things, reflecting on their architecture vs XSI

On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
 For the record, GATOR was introduced in late 2005 with XSI v5.0, not in
 2008.

 GATOR was largely tailored for those switching applications and doing
 rigging in a film/video pipeline.  For games development, GATOR has less use
 out-of-the-box as the very things that made it nice for exchanging data
 between XSI and Maya, for example, were the very same features that tripped
 up game artists trying to do simpler things quickly in heavy repetition.

 I wrote a command based version of the tool using the GATOR SDK as artists
 needed more micro-management of meshes and transfers.  Artists used it to
 transfer UV's, normals, vertex colors, envelope weights, and many other
 features.  I also extended, as well as exposed, many features from the SDK
 GATOR did not expose directly such as transferring attributes in local
 space, by raycasting, distance limits, transferring only selected
 subcomponents, correcting numerical flaws found in UV transfer, and so on.
 However, my use of the GATOR SDK was not limited to replicating the tool as
 a command.  I also used it heavily for other tasks which weren't strictly
 related to attribute transfer tasks such as animation remapping, pose
 transfer, mesh fitting, and interactive editing of normals and symmetrical
 envelope weighting of asymmetrical characters.

 To hear other applications don't have a GATOR equivalent in this day and age
 is surprising considering it's so universally useful and isn't rocket
 science to develop.  If you know anything about tree data structures and
 linear algebra, you can write your own (even if it's not as efficient as
 GATOR).  What makes the GATOR SDK nice is the algorithm is very fast,
 accurate, and relatively easy to use.  Reverse lookups of subcomponents is a
 pain as GATOR worked on triangles, not polygons, but that's minor compared
 to all the benefits it provides.


Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Martin Contel
Really, for Square?! :)

There are still lots of XSI seats here, all of them on the game development
teams. At Visual Works (the CG cinematics division) everything is Maya and
a tinny bit of Houdini.

Cheers,

--
Martin Contel
CG Supervisor
Square Enix (Visual Works Division)

On Thu, May 28, 2015 at 10:10 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 GATOR was developed for/with one of our main game customers, Square I
 think.
 I'm not aware of a Gator sdk, what is that?
 There are attribute transfers in other apps, but it's generally
 separate tools for textures
 vs rigging things, reflecting on their architecture vs XSI

 On 27 May 2015 at 19:27, Matt Lind speye...@hotmail.com wrote:
  For the record, GATOR was introduced in late 2005 with XSI v5.0, not in
  2008.
 
  GATOR was largely tailored for those switching applications and doing
  rigging in a film/video pipeline.  For games development, GATOR has less
 use
  out-of-the-box as the very things that made it nice for exchanging data
  between XSI and Maya, for example, were the very same features that
 tripped
  up game artists trying to do simpler things quickly in heavy repetition.
 
  I wrote a command based version of the tool using the GATOR SDK as
 artists
  needed more micro-management of meshes and transfers.  Artists used it to
  transfer UV's, normals, vertex colors, envelope weights, and many other
  features.  I also extended, as well as exposed, many features from the
 SDK
  GATOR did not expose directly such as transferring attributes in local
  space, by raycasting, distance limits, transferring only selected
  subcomponents, correcting numerical flaws found in UV transfer, and so
 on.
  However, my use of the GATOR SDK was not limited to replicating the tool
 as
  a command.  I also used it heavily for other tasks which weren't strictly
  related to attribute transfer tasks such as animation remapping, pose
  transfer, mesh fitting, and interactive editing of normals and
 symmetrical
  envelope weighting of asymmetrical characters.
 
  To hear other applications don't have a GATOR equivalent in this day and
 age
  is surprising considering it's so universally useful and isn't rocket
  science to develop.  If you know anything about tree data structures and
  linear algebra, you can write your own (even if it's not as efficient as
  GATOR).  What makes the GATOR SDK nice is the algorithm is very fast,
  accurate, and relatively easy to use.  Reverse lookups of subcomponents
 is a
  pain as GATOR worked on triangles, not polygons, but that's minor
 compared
  to all the benefits it provides.



Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Matt Lind
For the record, GATOR was introduced in late 2005 with XSI v5.0, not in 
2008.


GATOR was largely tailored for those switching applications and doing 
rigging in a film/video pipeline.  For games development, GATOR has less use 
out-of-the-box as the very things that made it nice for exchanging data 
between XSI and Maya, for example, were the very same features that tripped 
up game artists trying to do simpler things quickly in heavy repetition.


I wrote a command based version of the tool using the GATOR SDK as artists 
needed more micro-management of meshes and transfers.  Artists used it to 
transfer UV's, normals, vertex colors, envelope weights, and many other 
features.  I also extended, as well as exposed, many features from the SDK 
GATOR did not expose directly such as transferring attributes in local 
space, by raycasting, distance limits, transferring only selected 
subcomponents, correcting numerical flaws found in UV transfer, and so on. 
However, my use of the GATOR SDK was not limited to replicating the tool as 
a command.  I also used it heavily for other tasks which weren't strictly 
related to attribute transfer tasks such as animation remapping, pose 
transfer, mesh fitting, and interactive editing of normals and symmetrical 
envelope weighting of asymmetrical characters.


To hear other applications don't have a GATOR equivalent in this day and age 
is surprising considering it's so universally useful and isn't rocket 
science to develop.  If you know anything about tree data structures and 
linear algebra, you can write your own (even if it's not as efficient as 
GATOR).  What makes the GATOR SDK nice is the algorithm is very fast, 
accurate, and relatively easy to use.  Reverse lookups of subcomponents is a 
pain as GATOR worked on triangles, not polygons, but that's minor compared 
to all the benefits it provides.



Matt







Date: Wed, 27 May 2015 17:10:52 -0500
From: Bradley Gabe witha...@gmail.com
Subject: Re: GATOR - A feature in Softimage since 2008
To: softimage@listproc.autodesk.com

I can't claim credit for that idea coming from SI, only that GATOR made it
possible. I believe Houdini likely had an attribute transfer solution long
before XSI (if anyone would care to verify).

On Wed, May 27, 2015 at 4:44 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:


Thank you Bradley, for that acquintance. I thought Blender guys were the
ones who ideally found that method exploit, I?ve seen them in a lot of
their rigs
(low cage deformer aided by weights from bones, to drive more complex
bodies/facials)... I?m glad that came from softimage.
Not surprisingly all SI people on Japan is migrating to Blender






Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Bradley Gabe
I can't claim credit for that idea coming from SI, only that GATOR made it
possible. I believe Houdini likely had an attribute transfer solution long
before XSI (if anyone would care to verify).

On Wed, May 27, 2015 at 4:44 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Thank you Bradley, for that acquintance. I thought Blender guys were the
 ones who ideally found that method exploit, I´ve seen them in a lot of
 their rigs
 (low cage deformer aided by weights from bones, to drive more complex
 bodies/facials)... I´m glad that came from softimage.
 Not surprisingly all SI people on Japan is migrating to Blender




Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread James De Colling
I did a lot of car modelling for games, Gator was awesome for doing live
uv'sbasically a custom projection. use a dense grid, throw a lattic on
it and project away

fun times,

On Thu, May 28, 2015 at 8:10 AM, Bradley Gabe witha...@gmail.com wrote:

 I can't claim credit for that idea coming from SI, only that GATOR made it
 possible. I believe Houdini likely had an attribute transfer solution long
 before XSI (if anyone would care to verify).

 On Wed, May 27, 2015 at 4:44 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Thank you Bradley, for that acquintance. I thought Blender guys were the
 ones who ideally found that method exploit, I´ve seen them in a lot of
 their rigs
 (low cage deformer aided by weights from bones, to drive more complex
 bodies/facials)... I´m glad that came from softimage.
 Not surprisingly all SI people on Japan is migrating to Blender




GATOR - A feature in Softimage since 2008

2015-05-26 Thread Pierre Schiller
Hello team. My grief for EOL just can´t go away that easy; so I setup a
video explaining GATOR
had softimage people living the 2013-2014 future. By what means? That was
the year Substance designer appeared and along with it they featured UV
transfer by proximity AND by UV files.
The same thing goes for Mari. If you´ve seen the feature videos they are
pumping this as industry standard /(yes we knew how easy was to work with
GATOR after the pain of PolyTrans).

So please give your view and likes to the video if possible.
Thank you:
https://youtu.be/G2Gni7xj3M4

Cheers.


-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012