Re: [Maya] Add value to multiple Keyframes

2020-05-20 Thread David Saber

  
  
wow exactly what I wanted! Thanks a lot!!


On 2020-05-15 23:30, Eugene Flormata
  wrote:


  
yeah if you type +=5 it'll add 5 to each selected key
  
in the gif I do +=-3 to make it  minus 3 from it's original
value


  
  
  
  
On Fri, May 15, 2020 at
  7:07 AM David Saber 
  wrote:

Hi all,
  
  In Softimage's animation editor, it was easy to increase
  or decrease the 
  value of a whole group of keyframes. Check the attached
  image.
  
  Is it possible to do the same in Maya?
  
  Thanks
  
  David
  

  

  
  
  
  
  
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Re: [Maya] Add value to multiple Keyframes

2020-05-16 Thread Mirko Jankovic
Also try animbot
There is optino to select keys, part of timeline or whole aniamtion, add 
modification , transalte rotate whatever and  that adds that modification to 
every selected keyframe

‐‐‐ Original Message ‐‐‐
On Friday, May 15, 2020 11:29 PM, Eugene Flormata  wrote:

> yeah if you type +=5 it'll add 5 to each selected key
> [input box maya numbers.gif]
> in the gif I do +=-3 to make it  minus 3 from it's original value
>
> On Fri, May 15, 2020 at 7:07 AM David Saber  wrote:
>
>> Hi all,
>>
>> In Softimage's animation editor, it was easy to increase or decrease the
>> value of a whole group of keyframes. Check the attached image.
>>
>> Is it possible to do the same in Maya?
>>
>> Thanks
>>
>> David--
Softimage Mailing List.
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Re: [Maya] Add value to multiple Keyframes

2020-05-15 Thread Eugene Flormata
yeah if you type +=5 it'll add 5 to each selected key
[image: input box maya numbers.gif]
in the gif I do +=-3 to make it  minus 3 from it's original value


On Fri, May 15, 2020 at 7:07 AM David Saber  wrote:

> Hi all,
>
> In Softimage's animation editor, it was easy to increase or decrease the
> value of a whole group of keyframes. Check the attached image.
>
> Is it possible to do the same in Maya?
>
> Thanks
>
> David
>
>
--
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Re: Maya Price

2020-05-10 Thread Tenshi
AD sucks and you recently noticed this?

They'll just milk the cow a few more years without caring for real benefits
for the users.

AD will going down. I don't care about Houdini but i know they doing great
things,  i don't like what Blender is but i know they're doing great things
too.

The only way i could see AD save their own neck from this pitfall is giving
new life to Softimage and Mudbox. Mudbox which btw they were doing some
refinements a few years helped by the users ideas now is dead, i don't
understand why they stopped development. This combo at a good price will
compete very well with other 3d apps.

The other way to safe this tragic is that AD create a new 3D app, new code,
new stuff, very well crafted from the beggining.

In other words. Your wallet will suffer year after year you know why? bcs
AD will never do something great again.

Forget about the AD quimera, put your money somewhere else believe me.

Luck!



On Sun, May 10, 2020, 04:35 Mirko Jankovic 
wrote:

> If yoiu are lucky to have maya indi available at your country at all
>
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Re: Maya Price

2020-05-10 Thread Mirko Jankovic
If yoiu are lucky to have maya indi available at your country at all--
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Re: Maya Price

2020-05-10 Thread Matt Morris
I'd let it expire for the perm soft and Maya lic, and then pic up Maya
indie for the character stuff. Blender is worth adding to the arsenal for
sure.

On Sun, 10 May 2020, 00:56 J R Sanchez,  wrote:

> Honestly you are not getting much. There is a Maya Indie as well.
>
>
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rsOelCL9r8TPNhamPpv5mE369XOklYHyTRTB0zhd4u-2BK35T-2FCBCMU-2FpYUYY7TE9MEI-2FQ8-2B0E2pP8jCXTnM6uEvn83tvjqU9qabjPo5fu7tTyLjlVmQnGvFpoZwkmDaLXr7DqbJkBTvkObfrobQzva9A-3DkUsZ_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTs6gR23IZPyOw1mUMDTizIPTQHK4OsGd5lMnqdtosastyAEThIDRg48DE-2BOCYRNSmIDKjH-2FYRRs-2B97YtXbH9vfV0qu2Henr0P6MLeLkVRHl-2BAh4LYpywLWfMB6mXiFpSeb1mZNZk05-2BO7-2B8INaAMKM-2Bt9RcINSZpWPZgTjawxv-2BkYb-2FnNMpUnjiFFwV-2FKkdvy5shLKtg5UPIOpfrOIQem1
>   >
>
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6m4YqahhtWtHBuYhE5cOjTwWg2mlOFwQeltqJ0xw0Fo-2FdpRlzpBdIQnHBuEQ2V70OOLbo3AYa3t3vwjp9AddkpG2Y2twmPODJeuCPxMFD-2Fv6sWroUvbI4ioWhZmKPwA-2BfZFI8Z_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTs6gR23IZPyOw1mUMDTizIPTQHK4OsGd5lMnqdtosashn3ukQrVQuuDf3tUV-2BWPDiytJVu5vXh8lvd8-2FqeyB9D2QZU6ZgHRoOfq0Jfya3bCKngHMDkJGpf-2FRedlEHwvL6hYNWZ3cCT6vD1UdBLYA7P5GCDn-2BW7BA0BsSXXXuF6UR6wkWhQcplO0-2F45m8BB4P4QLzxA39zU-2BuNm-2BuEWSyWr
>  
>   >
>
>
> On Sat, May 9, 2020 at 6:05 PM phil harbath 
> wrote:
>
>>   My one question was not sarcastic, what do you get for the trading in a
>> permanent license for subscription (the price doubles). I can still
>>

Re: Maya Price

2020-05-09 Thread J R Sanchez
Honestly you are not getting much. There is a Maya Indie as well.

https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rsOelCL9r8TPNhamPpv5mE369XOklYHyTRTB0zhd4u-2BK35T-2FCBCMU-2FpYUYY7TE9MEI-2FQ8-2B0E2pP8jCXTnM6uEvn83tvjqU9qabjPo5fu7tTyLjlVmQnGvFpoZwkmDaLXr7DqbJkBTvkObfrobQzva9A-3DzT2n_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fQwRVYfgOv6zXPjpLxvVqhFLL-2FL-2F-2BIIyr-2FJPBveTLk0umTOKwGzOwdLV9LrAYlCAW4-2Bbd4h5GG-2F7fHxS8IrIcXdHkvu8Qrr-2B99Zcta1e3CQ9CDMLh-2B2MM3HNHP9Ijs4AzwIBVG57Wq9-2BCnYI4bWqFtvvWS-2B9-2B95ho8TaSVsgR3P1ikmEZgAbihIqXgPlG-2BR-2B4gzoohp7N0mZfOsB4i8Beyh

https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6mZwxdOk6P1wuZhLdHgviRpmnUiOJI-2Bl6WZP4WQvd1kFaKczTbbi3-2B6lAXRpYuA0O2X75T0XT3Ybd44M1SaZ8bgIB42p-2BKyth0AA737tmE1OfqeE9x9haI-2BVVIU1tix-2FifgONT_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fQwRVYfgOv6zXPjpLxvVqhFLL-2FL-2F-2BIIyr-2FJPBveTLk0unMzfFbvbzlrAN8KXBWaYxm74Be8eiFVxjTqCJj1oy9knTMFiooVHcNzxhg6wPSk7s3hzcnJT2t0TNtU-2BlNA0P5Qef3bNYu4RqIRFZiEYbEUGFJKjGiRz0NIyCYyge9O9aa19hsNyhoRH8BZ24VX1n3L4ETu8ZYyB2rssMok45KR
 


On Sat, May 9, 2020 at 6:05 PM phil harbath 
wrote:

>   My one question was not sarcastic, what do you get for the trading in a
> permanent license for subscription (the price doubles). I can still
> maintain my Maya/Softimage license for 1 more year then it has to be
> converted to subscription however they have discontinued the Entertainment
> suite.   I am going to get Houdini Indie but that is more for it’s Ice-like
> tools, I am still rather tied to Softimage character stuff.  I was planning
> to someday move over to Maya for that sort of thing however at 1600 usd/
> per year,  I think I try to figure something else out.
> --
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Re: Maya Price

2020-05-09 Thread phil harbath
  My one question was not sarcastic, what do you get for the trading in a 
permanent license for subscription (the price doubles). I can still maintain my 
Maya/Softimage license for 1 more year then it has to be converted to 
subscription however they have discontinued the Entertainment suite.   I am 
going to get Houdini Indie but that is more for it’s Ice-like tools, I am still 
rather tied to Softimage character stuff.  I was planning to someday move over 
to Maya for that sort of thing however at 1600 usd/ per year,  I think I try to 
figure something else out. --
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Re: Maya Price

2020-05-09 Thread J R Sanchez
Houdini Indie is pretty reasonable. I just signed up for 2 year sub for
about  $350 or so.
https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6memvSbD2HsBSiXe-2FjsChl4mK1TCpbtFx9n3C4UFLaCnMQ88B7BnSREY-2BCc3ermRF43coabpCqWWzZBFWaTXvxUrSr-2FDiyaJWKq31w9TpSWgyUvnKPZLaa-2Fx-2BwjXONc1bPnKnz_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fQcZIfDUn4Ks64GwYE4P4ZCCD8C8wOa0YjXvei1P-2FlmlliW3qdIDrqBCTR-2Bz9JwowVXVDpyf02QxbY9dWHr4HN6eGVLiiWsKJUXLA9P5nVtCDZqqPUphlgx744wGeVrqUIvHttt7EZle1ov5bq0-2F-2BJk-2Fc4I-2FmV1mRrZq1IBy-2FpcUZLzUr1idSZlSlc-2FcGchLax4BrF5s7f5hUVEY-2FFrAmdP
 


On Fri, May 8, 2020 at 6:26 AM Jordi Bares  wrote:

> Indeed, let alone Blender who right now has also exploded in capabilities…
> just look at the viewport, whole cow!!
>
> jb
>
>
> On 8 May 2020, at 10:35, Jonathan Moore  wrote:
>
> This only makes the annual subscription price of C4D with Redshift all the
> ore compelling. And obviously Houdini is a strong option but the seat cost
> with maintenance is more far more than C4D. $5k purchase, $2.5k yearly
> maintenance for Houdini compared to $82 per month for C4D. And C4D has gone
> through a period of strong innovation over the last 3/4 years, it's far
> more than the mograph only toolset it once was. You'd need to factor in a
> subscription to X-Particles too but it's still a way lower combined cost
> than Maya/Houdini.
>
> On Fri, 8 May 2020 at 02:43, phil harbath 
> wrote:
>
>> I had been renewing my maintenance for Maya/Softimage and Entertainment
>> Suite/Softimage for last several years and the price, while increasing
>> was
>> reasonable.  Now they want me to trade those in for non-network versions
>> and
>> no Entertainment suite (just Maya), for almost 2x the price to rent each
>> year,  I don't get it where's the benefit?  It does seem kind of crazy
>> how
>> quickly things went through the roof price-wise.
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
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>
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Re: Maya Price

2020-05-08 Thread Jordi Bares
Indeed, let alone Blender who right now has also exploded in capabilities… just 
look at the viewport, whole cow!!

jb


> On 8 May 2020, at 10:35, Jonathan Moore  wrote:
> 
> This only makes the annual subscription price of C4D with Redshift all the 
> ore compelling. And obviously Houdini is a strong option but the seat cost 
> with maintenance is more far more than C4D. $5k purchase, $2.5k yearly 
> maintenance for Houdini compared to $82 per month for C4D. And C4D has gone 
> through a period of strong innovation over the last 3/4 years, it's far more 
> than the mograph only toolset it once was. You'd need to factor in a 
> subscription to X-Particles too but it's still a way lower combined cost than 
> Maya/Houdini.
> 
> On Fri, 8 May 2020 at 02:43, phil harbath  > wrote:
> I had been renewing my maintenance for Maya/Softimage and Entertainment 
> Suite/Softimage for last several years and the price, while increasing was 
> reasonable.  Now they want me to trade those in for non-network versions and 
> no Entertainment suite (just Maya), for almost 2x the price to rent each 
> year,  I don't get it where's the benefit?  It does seem kind of crazy how 
> quickly things went through the roof price-wise. 
> 
> 
> --
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>  with "unsubscribe" in the 
> subject, and reply to confirm.
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Re: Maya Price

2020-05-08 Thread Jonathan Moore
This only makes the annual subscription price of C4D with Redshift all the
ore compelling. And obviously Houdini is a strong option but the seat cost
with maintenance is more far more than C4D. $5k purchase, $2.5k yearly
maintenance for Houdini compared to $82 per month for C4D. And C4D has gone
through a period of strong innovation over the last 3/4 years, it's far
more than the mograph only toolset it once was. You'd need to factor in a
subscription to X-Particles too but it's still a way lower combined cost
than Maya/Houdini.

On Fri, 8 May 2020 at 02:43, phil harbath 
wrote:

> I had been renewing my maintenance for Maya/Softimage and Entertainment
> Suite/Softimage for last several years and the price, while increasing was
> reasonable.  Now they want me to trade those in for non-network versions
> and
> no Entertainment suite (just Maya), for almost 2x the price to rent each
> year,  I don't get it where's the benefit?  It does seem kind of crazy how
> quickly things went through the roof price-wise.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: [Maya] Freeze cycle equivalent?

2020-02-12 Thread Enrique Caballero
You can bake the animation,  animation tab/key menu/bake animation

On Mon, Feb 3, 2020 at 12:35 AM David Saber  wrote:

> Hello again , hope I'm not dogging you with my Maya questions.
>
>
> In Soft, in the animation editor, we could set the animation to cycle
> between , for example, frames 1 to 24. Then we could freeze the cycle ,
> say , from frame 1 to frame 144.
>
> Is there anyway to do this in Maya? I searched in the graph editor's
> menus but could not locate any equivalent...
>
>
> Thanks
>
> David
>
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Re: [Maya] Spring equivalent?

2020-02-02 Thread Jeremie Passerin
We wrote our own at Blur
It's open source
https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDeNKab7qfuyVCb3REukB7uP2Mdxae3P3vBxU8NeBjDVzP-2Bjpy3qPWPDmORq-2FoDpiSMdGqfip-2BFJihp-2FZ7GLoPCCpKwP4atyNSuN6dmoxc4u1EAelnRSChrMccyIwvftDDKY7ytEB7Ky1gi7sQZrxyVBY89VZOTfl1KfJQsEMfKu3-2BJ61fp7k2Msl-2B-2FGOqqsXs1a-2BpnwVkk-2FBeQWSkEXWb8o67o7oZOZWbfPSzwo37qZKL252IIFTcjj3AmMIT1K7yRQzzcySzY0IYRMsXq6mMeITDOpnp-2F8XQrwyriemiWfspK-2B5x9amGnYmTIEIB8fyOKnyPBLFVuaRD5yxDyBW5mQ-3D-3DbqWI_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fT0G-2BfU6vbH17IVQG5UMt4NLa5eXAnU4WEyOuhDFoJM5kLYB7xnUFxgh0B-2B83vQnZk0ZhFbu7jBrjEg1VoRob4eVAopwa6yQBXScmSgpTXERZuZbgtpe-2FAzr-2F1HCPWqCkKcslWZs96X-2BLhKSDo0nL17GvR2OM25dcnBw9VJde4z6vDUTVCd249YXw96aEIzVxa04tUyEpKjIu1FRwdUpOMs
 

On Sun, Feb 2, 2020, 08:28 David Saber  wrote:

> Thanks a lot!
> --
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Re: [Maya] Spring equivalent?

2020-02-02 Thread David Saber
Thanks a lot!
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Re: [Maya] Spring equivalent?

2020-01-28 Thread Ben Beckett
Hi David

Hair curves driving a bone chain.

Ben

On Tue, 28 Jan 2020 at 08:00, David Saber  wrote:

> Hey all, I hope you are still alive and kicking!!
>
> I'd like to know what's the Maya equivalent for Softimage's springs? To
> animate follow through on joints?
>
> Thanks!
>
> David
>
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Re: Maya Manipulators How to keep them in the vieport.

2018-06-15 Thread Anto Matkovic

If you mean Softimage COG transform mode for single object, that's not entirely 
possible in Maya. You can use MMB to move selected object (without having 
visible manipulator), once Move Tool is active. Shift + MMB is constraint to 
certain XYZ axis. It's possible to have a center of rotation aligned to center 
of bounding box or something, however this is able to do weird things with 
pivots.
 From: F Sanchez 
 To: XSI List to post  
 Sent: Thursday, June 14, 2018 9:26 PM
 Subject: Maya Manipulators How to keep them in the vieport.
   
I would like to keep the manipulator always visible even if I zoom in on 
something.  How do I do this in Maya? I know there must be a way. I just cant 
find any mention of this. Anyone?
https://urldefense.proofpoint.com/v2/url?u=https-3A__sanchezfilms.wixsite.com_rebel&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=V_TJViNNpLhqAbXMSW5ctBoOYKzhwbUwrebJbF7-rKY&s=FtOcGj1c722cSLKGyM1dhzfOalqHwyO9RhAwxjOHUrI&e=
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Re: Maya Manipulators How to keep them in the vieport.

2018-06-14 Thread Stefan Kubicek
You mean you want to see the manipulator even when the object to be 
manipulated is off screen? Afaik this is a very Softimage-specific 
feature, I'm almost certain neither Maya nor 3dsmax do that.

I remember a conversation I had with a colleague in 2007 that even if 
Softimage would stop developing their software it would take Autodesk at 
least 5 years before they could pimp Maya enough to catch up. That was 
before Autodesk bought Soft from Avid, and I thought I was making a very 
conservative, not to say pessimistic, estimate. From todays POV it was 
hopelessly optimistic.



On 6/14/2018 9:26 PM, F Sanchez wrote:
> I would like to keep the manipulator always visible even if I zoom in on 
> something.  How do I do this in Maya? I know there must be a way. I just 
> cant find any mention of this. Anyone?
> https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzSHNkSzixRBldLshOpvo8CwFXi-2B40dpCumSorWPhDPKfd-2FcKUAGb54g4KxzX7Tst130vpyj8wzdnrFkt4dU-2FnIyEIJWT-2FxtfJKHNMYKbB0fvMT68D-2FpEObcUAzmAqrdktDpD4q7H-2Ft2z9-2BWOc52oXrhL1MJ96OuIpQfQeuEZR0qZ40Q-2FmMHg2c6jTa39k9LBp80eo5bTzuu9h-2Fh6RK59zlRPkH7-2Fia-2BiEk-2FI3-2B7b4gNCq8hEj6TBoHPZdCJtEKGe-2FiWo3PL-2BLVUUu4smlctksGrVF6qGsIRG2BeZy2XlUQZqQkmaR3LtCa58Tzv8UwF9T_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuT6DRsfc-2F-2FzmoHMSVvI5tMSW93r4uqF7yhbrR3b55rkazxjCK0tQzb3osDjj0wQSKAadtwjly8qUf-2FTQVvN0IYbKAOwLjkDgN4xm6yOdb6y133rxwdUCTXQf-2Bhv5mg3iKOnCSraq8PsjUJd6niXcp9qcKpEskE-2Fj8nyooDaTavoIAGIrgIADFYLbM-2FKudKh4QU-3D
>  
> 
> 
> 
> 
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RE: Maya: Object view?

2018-04-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Yes that sounds right. And then set that camera to Isolate Select to "hide" 
everything else.

Joey

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Wednesday, April 18, 2018 5:17 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya: Object view?

Thanks Joey but what I'm looking for is motion compensation. Let me explain:

In Softimage I animate a character 's Global Motion Controller from A to B.

Then I must animate its parts, like the face expressions for example.

So I select the character 's Global Motion Controller in branch and open the 
Object View.

Now the character will still move but in the object view it will appear 
standing still thanks to the motion compensation.

This is very handy because now I have the face of the character always 
available and not running around the scene. So I can animate the face easily.

I'm afraid in Maya you have to use the OLD fashioned way: create a camera that 
will be a child of the Global Motion Controller... right?

David


On 2018-04-17 17:02, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> In a viewport of choice, click on:
>   Show>Isolate Select>View Selected
>
> Or use:
>   Ctrl+1
>
> Using Ctrl+1 may take a couple hits because its more a toggle than a switch.
>
> But I think that's what you're looking for.
>
> Joey
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David 
> Saber
> Sent: Tuesday, April 17, 2018 9:43 AM
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com
> _forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7
> a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=7w04Jpv
> 4e7mcijsD3PIhlExHPVDKw7guMkV2npxtN6I&s=b2rksVoNQIHLl_AGIFwHpCrWeWjGRvM
> Jt58FgTqufoY&e= 
> Subject: Maya: Object view?
>
> Is there an object view in Maya... ??? :-0
>
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Re: Maya: Object view?

2018-04-18 Thread David Saber
Thanks Joey but what I'm looking for is motion compensation. Let me explain:

In Softimage I animate a character 's Global Motion Controller from A to B.

Then I must animate its parts, like the face expressions for example.

So I select the character 's Global Motion Controller in branch and open 
the Object View.

Now the character will still move but in the object view it will appear 
standing still thanks to the motion compensation.

This is very handy because now I have the face of the character always 
available and not running around the scene. So I can animate the face 
easily.

I'm afraid in Maya you have to use the OLD fashioned way: create a 
camera that will be a child of the Global Motion Controller... right?

David


On 2018-04-17 17:02, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> In a viewport of choice, click on:
>   Show>Isolate Select>View Selected
>
> Or use:
>   Ctrl+1
>
> Using Ctrl+1 may take a couple hits because its more a toggle than a switch.
>
> But I think that's what you're looking for.
>
> Joey
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
> Sent: Tuesday, April 17, 2018 9:43 AM
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=7w04Jpv4e7mcijsD3PIhlExHPVDKw7guMkV2npxtN6I&s=b2rksVoNQIHLl_AGIFwHpCrWeWjGRvMJt58FgTqufoY&e=
>  
> Subject: Maya: Object view?
>
> Is there an object view in Maya... ??? :-0
>
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> "unsubscribe" in the subject, and reply to confirm.
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Re: Maya: Object view?

2018-04-18 Thread Matt Morris
Yup, you need to create a new cam and parent to controller.

On 18 April 2018 at 10:16, David Saber  wrote:

> Thanks Joey but what I'm looking for is motion compensation. Let me
> explain:
>
> In Softimage I animate a character 's Global Motion Controller from A to B.
>
> Then I must animate its parts, like the face expressions for example.
>
> So I select the character 's Global Motion Controller in branch and open
> the Object View.
>
> Now the character will still move but in the object view it will appear
> standing still thanks to the motion compensation.
>
> This is very handy because now I have the face of the character always
> available and not running around the scene. So I can animate the face
> easily.
>
> I'm afraid in Maya you have to use the OLD fashioned way: create a
> camera that will be a child of the Global Motion Controller... right?
>
> David
>
>
> On 2018-04-17 17:02, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> > In a viewport of choice, click on:
> >   Show>Isolate Select>View Selected
> >
> > Or use:
> >   Ctrl+1
> >
> > Using Ctrl+1 may take a couple hits because its more a toggle than a
> switch.
> >
> > But I think that's what you're looking for.
> >
> > Joey
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of David Saber
> > Sent: Tuesday, April 17, 2018 9:43 AM
> > To: Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.
> google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-
> t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA&m=7w04Jpv4e7mcijsD3PIhlExHPVDKw7guMkV2npxtN6I&s=b2rksVoNQIHLl_
> AGIFwHpCrWeWjGRvMJt58FgTqufoY&e= 
> > Subject: Maya: Object view?
> >
> > Is there an object view in Maya... ??? :-0
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> >
> > --
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> with "unsubscribe" in the subject, and reply to confirm.
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RE: Maya: Object view?

2018-04-17 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
In a viewport of choice, click on:
Show>Isolate Select>View Selected

Or use:
Ctrl+1

Using Ctrl+1 may take a couple hits because its more a toggle than a switch. 

But I think that's what you're looking for.

Joey

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Tuesday, April 17, 2018 9:43 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=7w04Jpv4e7mcijsD3PIhlExHPVDKw7guMkV2npxtN6I&s=b2rksVoNQIHLl_AGIFwHpCrWeWjGRvMJt58FgTqufoY&e=
 
Subject: Maya: Object view?

Is there an object view in Maya... ??? :-0

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Re: Maya: animation questions

2018-01-23 Thread philipp seis
Yes, like a group with all your controls in xsi. Right click and "select
members".


Am 22.01.2018 13:40 schrieb "Stefan Kubicek" :

> Maya supports character sets, you can create one from the Animation Menu
> via Key-> Create Character Set. There are different kriteria available
> from that dialog to add keyable attributes of selected objects,
> including selected channels from the channel box.
>
> The character set can then be selected at the very bottom right corner
> underneath the playback controls. Setting a key will then key all
> channels listed in the active character set.
>
> I've heard mixed things of character sets. Some use them, some don't.
> Like any additional thing in Maya that builds on top of existing
> functionality, it comes with additional bugs...
>
> Stefan
>
>
> On 22.01.2018 09:53, David Saber wrote:
> > Hi all!
> >
> > Happy 2018!
> >
> > I recently found out about objectSets in Maya. This seems cool as I
> > think we can use them as Character Key Sets in XSI. I have questions
> > about them:
> >
> > - How can I add transforms to objectSets?
> >
> > - Using objectSets, is it possible to key a whole character with a
> > single key press , like in XSI, ?
> >
> > - What's the best support forum for Maya? Especially rig and animation?
> >
> >
> > Thanks and see you soon,
> >
> > David
> >
> > --
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> with "unsubscribe" in the subject, and reply to confirm.
> >
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Re: Maya: animation questions

2018-01-22 Thread Stefan Kubicek
Maya supports character sets, you can create one from the Animation Menu 
via Key-> Create Character Set. There are different kriteria available 
from that dialog to add keyable attributes of selected objects, 
including selected channels from the channel box.

The character set can then be selected at the very bottom right corner 
underneath the playback controls. Setting a key will then key all 
channels listed in the active character set.

I've heard mixed things of character sets. Some use them, some don't. 
Like any additional thing in Maya that builds on top of existing 
functionality, it comes with additional bugs...

Stefan


On 22.01.2018 09:53, David Saber wrote:
> Hi all!
> 
> Happy 2018!
> 
> I recently found out about objectSets in Maya. This seems cool as I
> think we can use them as Character Key Sets in XSI. I have questions
> about them:
> 
> - How can I add transforms to objectSets?
> 
> - Using objectSets, is it possible to key a whole character with a
> single key press , like in XSI, ?
> 
> - What's the best support forum for Maya? Especially rig and animation?
> 
> 
> Thanks and see you soon,
> 
> David
> 
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> Softimage Mailing List.
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Re: maya DASH

2017-11-22 Thread Tenshi Sama
well this reminds me in someway to ´Essential Geo´ from Eric Cosky, which i
used a lot a year ago, but anyway.. at least maya it´s getting ´something´.

On Wed, Nov 22, 2017 at 7:19 PM, Sven Constable 
wrote:

> its ok to me when maya catch up to XSI slowly. Apparently with a 15 year
> delay but anyhow, much appreciated.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Eugene Flormata
> *Sent:* Wednesday, November 22, 2017 11:09 PM
> *To:* Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=McJUAaCVeB13ZbS9LSv9rsExTPEEPs1v_zSpkdT011o&s=o-nNoFJpoY-5pRsTTgvFJqR5kPdNH0P4w9gFS3X5JLw&e=
> forum/#!forum/xsi_list
> *Subject:* Re: maya DASH
>
>
>
> yeah, I think I sent in a request for this from like several channels
> the request thing on their site
> some email from some lady from the autodesk support team
> a survey i saw on the maya mailing list
>
> it takes a while for anything to get noticed in the noise I suppose
>
>
>
> On Wed, Nov 22, 2017 at 1:56 PM, Sven Constable 
> wrote:
>
> I bet this was suggested/demanded by ex softimage users :) When was this
> introduced to XSI btw…. 15 years ago maybe?
>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
>



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RE: maya DASH

2017-11-22 Thread Sven Constable
its ok to me when maya catch up to XSI slowly. Apparently with a 15 year delay 
but anyhow, much appreciated. 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugene Flormata
Sent: Wednesday, November 22, 2017 11:09 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=TgOAPdIJv8m-9Cf8YYi-aGH--6EUV3B_aVIzMqdnCrQ&s=Z4AgZG4vyTav8ui5cJsl42KI5sQxNo81EfG5ABEINvQ&e=
Subject: Re: maya DASH

 

yeah, I think I sent in a request for this from like several channels
the request thing on their site
some email from some lady from the autodesk support team
a survey i saw on the maya mailing list

it takes a while for anything to get noticed in the noise I suppose

 

On Wed, Nov 22, 2017 at 1:56 PM, Sven Constable  
wrote:

I bet this was suggested/demanded by ex softimage users :) When was this 
introduced to XSI btw…. 15 years ago maybe? 

 

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Re: maya DASH

2017-11-22 Thread Eugene Flormata
yeah, I think I sent in a request for this from like several channels
the request thing on their site
some email from some lady from the autodesk support team
a survey i saw on the maya mailing list

it takes a while for anything to get noticed in the noise I suppose

On Wed, Nov 22, 2017 at 1:56 PM, Sven Constable 
wrote:

> I bet this was suggested/demanded by ex softimage users :) When was this
> introduced to XSI btw…. 15 years ago maybe?
>
>
>
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RE: maya DASH

2017-11-22 Thread Sven Constable
I bet this was suggested/demanded by ex softimage users :) When was this 
introduced to XSI btw…. 15 years ago maybe? 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugene Flormata
Sent: Wednesday, November 22, 2017 9:12 PM
To: softimage@listproc.autodesk.com
Subject: maya DASH

 

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3Dv2DjKV1n6QI&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ubsV-3ChYQNkXYoKoYQLdlk3adWb8vfAljdtiJRvCVw&s=sZeCHYgGVChXX-0xXn7VuEhyhN1vgrhUFcf4vSmiWuo&e=
 

 &feature=em-subs_digest

wow they finally got the in-line math stuff in here, yey
still can't do math in the 'set current time field'
(sometimes I just like jumping a specific number of frames ahead)

so.. hopfully someone from autodesk sees this

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Re: maya control-like XSI's congruent move?

2017-10-20 Thread Eugene Flormata
seems like the universal move tool almost did the trick
but the minute i use it on objects with keyframes
it completely changes the objects worldspace

ah i figured it out, I can group some objects,
move the group pivot
move the object group parent how I like
then ungroup, then keyframe the objects

so simple. thanks maya

On Fri, Oct 20, 2017 at 4:08 PM, Eugene Flormata 
wrote:

> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.justtodosomethingbad.com_blog_2017_10_13_how-2Ddo-2Dwe-2Dinbetween&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=Ae2gR4Ys1DSP12HS2bPuh2TBP2-pvSWEYG8Tj48BcJc&s=-yLq2VObR2Siyx1NyD5SX1U_9gLDIYTvNiE0-exhZMY&e=
> I was reading up on this new animation process with ephemeral rigging
>
> and I recall XSI being able to move separate objects with COG on, moving
> separate things as one thing temporarily, by default, built into the system
>
> does anyone know how to do that in maya? without building a tool? or is a
> tool like that available for download?
>
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RE: Maya - What were they thinking 3 - pivots

2017-10-10 Thread Morten Bartholdy
What you mention here resonates well with my findings so far. Even a lot of the 
tools and functionality I see implemented from Softimage in later versions of 
Maya tend to be Mayarized, ie. packaged up in the nonsensical way of having to 
open several windows from submenus to submenus, instead of the direct context 
sensitive way we know it from Softimage. I guess this is in order to not break 
the workflow the large Maya userbase is accustomed to, but it provides a poor 
UI experience.

After 2+ months of Maya transition I think I have only found one feature where 
I think Maya shines: Inserting edgeloops + to some degree the way the Arnold 
RenderView is implemented. The rest is pure rubbish. Granted, I have not delved 
far into modeling yet, and from what I read it is quite strong, but that 
remains to be found out.

Not a happy camper -
Morten




> Den 9. oktober 2017 klokken 13:32 skrev Brent McPherson 
> :
> 
> 
> That is definitely part of the problem.
> 
> Existing customers become accustomed to the multi-step workflows (many which 
> have been there from the beginning) and so these basic workflow issues don't 
> tend to get logged or mentioned but they are more obvious to customers 
> migrating from another software package.
> 
> When I worked in Maya modeling we definitely paid attention to the 
> small-annoying-things-to-fix-in-maya and the ideas-for-maya forums and would 
> address items that aligned with our goals for a particular release.
> 
> https://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum
> https://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum
> --
> Brent
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: 09 October 2017 11:59
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=UFigILe-df1wqnzGj84aTEiN_Sft6gzmozB3_XN3m7c&s=I5HvOi-JHRkYG59rNeIrGKW3vrCD4Ep1gVKjClkonlE&e=
>  
> Subject: RE: Maya - What were they thinking 3 - pivots
> 
> Well I think there is no doubt Maya was groundbreaking at the time, and given 
> that the Sumatra team was delayed by the Digital Studio efforts, Maya was the 
> new software chosen by a ripe market. It is just sad to see how bad Maya 
> still is so many years on, compared to the smooth workflow in XSI.
> 
> I have our Maya people proudly showing me absolutely lame unintuitive 
> multistep workflow solutions to really simple tasks which would take one 
> click, or a hotkey, interaction and be done in Softimage. It is mindboggling 
> that professional developers have come up with so many counterproductive 
> workflows, but I guess it is testiment to the genius of the Softimage core 
> dev team.
> 
> Morten
> 
> 
> 
> 
> > Den 6. oktober 2017 klokken 17:09 skrev Steven Caron :
> > 
> > 
> > I an pretty sure Brent helped ship Maya 1.0... so maybe he isn't sane 
> > or a 'Softimage man'.
> > 
> > :P
> > 
> > 
> > *written with my thumbs
> > 
> > 
> > On Oct 6, 2017 7:45 AM, "Morten Bartholdy"  wrote:
> > 
> > Being a former Softimage man, I'd peg you as at least a lot(!) more 
> > rational and logical than the other species of software dev's ;)
> > 
> > Morten
> > 
> > 
> > > Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson <
> > brent.mcpher...@autodesk.com>:
> > >
> > >
> > > Huh? Where did you get the impression I'm sane! :-O
> > >
> > > -Original Message-
> > > From: softimage-boun...@listproc.autodesk.com 
> > > [mailto:softimage-bounces@
> > listproc.autodesk.com] On Behalf Of Morten Bartholdy
> > > Sent: 06 October 2017 13:05
> > > To: Official Softimage Users Mailing List. 
> > > https://urldefense.proofpoint.com/v2/url?u=https-3A__urldefense.proofpoint&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=V2nXQ3LG2UuEiHAogrnDPhrDLjwmCkcpQWPX6XWupKE&s=Y0s_WCJw-nDfifXu4dvib4QqgFhVRUhRoIr2QWXEpCg&e=
> > >  .
> > com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_
> > xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=Gm
> > X_ 32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=dpzgBs0ngbUSd3U7joA_
> > ugvV0VgBSdVPrZXoO0vZ_no&s=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00&
> > e=  < sof

RE: Maya - What were they thinking 3 - pivots

2017-10-09 Thread Brent McPherson
That is definitely part of the problem.

Existing customers become accustomed to the multi-step workflows (many which 
have been there from the beginning) and so these basic workflow issues don't 
tend to get logged or mentioned but they are more obvious to customers 
migrating from another software package.

When I worked in Maya modeling we definitely paid attention to the 
small-annoying-things-to-fix-in-maya and the ideas-for-maya forums and would 
address items that aligned with our goals for a particular release.

https://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum
https://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: 09 October 2017 11:59
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=UFigILe-df1wqnzGj84aTEiN_Sft6gzmozB3_XN3m7c&s=I5HvOi-JHRkYG59rNeIrGKW3vrCD4Ep1gVKjClkonlE&e=
 
Subject: RE: Maya - What were they thinking 3 - pivots

Well I think there is no doubt Maya was groundbreaking at the time, and given 
that the Sumatra team was delayed by the Digital Studio efforts, Maya was the 
new software chosen by a ripe market. It is just sad to see how bad Maya still 
is so many years on, compared to the smooth workflow in XSI.

I have our Maya people proudly showing me absolutely lame unintuitive multistep 
workflow solutions to really simple tasks which would take one click, or a 
hotkey, interaction and be done in Softimage. It is mindboggling that 
professional developers have come up with so many counterproductive workflows, 
but I guess it is testiment to the genius of the Softimage core dev team.

Morten




> Den 6. oktober 2017 klokken 17:09 skrev Steven Caron :
> 
> 
> I an pretty sure Brent helped ship Maya 1.0... so maybe he isn't sane 
> or a 'Softimage man'.
> 
> :P
> 
> 
> *written with my thumbs
> 
> 
> On Oct 6, 2017 7:45 AM, "Morten Bartholdy"  wrote:
> 
> Being a former Softimage man, I'd peg you as at least a lot(!) more 
> rational and logical than the other species of software dev's ;)
> 
> Morten
> 
> 
> > Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson <
> brent.mcpher...@autodesk.com>:
> >
> >
> > Huh? Where did you get the impression I'm sane! :-O
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com 
> > [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Morten Bartholdy
> > Sent: 06 October 2017 13:05
> > To: Official Softimage Users Mailing List. 
> > https://urldefense.proofpoint.com/v2/url?u=https-3A__urldefense.proofpoint&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=V2nXQ3LG2UuEiHAogrnDPhrDLjwmCkcpQWPX6XWupKE&s=Y0s_WCJw-nDfifXu4dvib4QqgFhVRUhRoIr2QWXEpCg&e=
> >  .
> com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_
> xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=Gm
> X_ 32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=dpzgBs0ngbUSd3U7joA_
> ugvV0VgBSdVPrZXoO0vZ_no&s=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00&
> e=  < softimage@listproc.autodesk.com>
> > Subject: RE: Maya - What were they thinking 3 - pivots
> >
> > Thank you Brent. It is good to hear at least one sane person is 
> > working
> on Maya development ;)
> >
> > Morten
> >
> >
> >
> >
> > > Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson <
> brent.mcpher...@autodesk.com>:
> > >
> > >
> > > I added bake pivot as it was frequently requested by Softimage users.
> > > ;-)
> > >
> > > If you want to look behind the curtain it is implemented by the
> bakeCustomToolPivot.mel script in the Maya runtime directory.
> > >
> > > Internally it just calls the move/rotate commands with the 
> > > -preserveChildPosition and -preserveGeometryPosition flags. (after 
> > > figuring out the desired orientation and position)
> > > --
> > > Brent
> > >
> > > From: softimage-boun...@listproc.autodesk.com
> > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> > > Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> > > Sent: 05 October 2017 14:42
> > > To: softimage@listproc.autodesk.com
> > > Subject: Maya - What were they thinking

RE: Maya - What were they thinking 3 - pivots

2017-10-09 Thread Morten Bartholdy
Well I think there is no doubt Maya was groundbreaking at the time, and given 
that the Sumatra team was delayed by the Digital Studio efforts, Maya was the 
new software chosen by a ripe market. It is just sad to see how bad Maya still 
is so many years on, compared to the smooth workflow in XSI.

I have our Maya people proudly showing me absolutely lame unintuitive multistep 
workflow solutions to really simple tasks which would take one click, or a 
hotkey, interaction and be done in Softimage. It is mindboggling that 
professional developers have come up with so many counterproductive workflows, 
but I guess it is testiment to the genius of the Softimage core dev team.

Morten




> Den 6. oktober 2017 klokken 17:09 skrev Steven Caron :
> 
> 
> I an pretty sure Brent helped ship Maya 1.0... so maybe he isn't sane or a
> 'Softimage man'.
> 
> :P
> 
> 
> *written with my thumbs
> 
> 
> On Oct 6, 2017 7:45 AM, "Morten Bartholdy"  wrote:
> 
> Being a former Softimage man, I'd peg you as at least a lot(!) more
> rational and logical than the other species of software dev's ;)
> 
> Morten
> 
> 
> > Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson <
> brent.mcpher...@autodesk.com>:
> >
> >
> > Huh? Where did you get the impression I'm sane! :-O
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Morten Bartholdy
> > Sent: 06 October 2017 13:05
> > To: Official Softimage Users Mailing List. 
> > https://urldefense.proofpoint.com/v2/url?u=https-3A__urldefense.proofpoint&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=V2nXQ3LG2UuEiHAogrnDPhrDLjwmCkcpQWPX6XWupKE&s=Y0s_WCJw-nDfifXu4dvib4QqgFhVRUhRoIr2QWXEpCg&e=
> >  .
> com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_
> xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_
> 32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=dpzgBs0ngbUSd3U7joA_
> ugvV0VgBSdVPrZXoO0vZ_no&s=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00&e=  <
> softimage@listproc.autodesk.com>
> > Subject: RE: Maya - What were they thinking 3 - pivots
> >
> > Thank you Brent. It is good to hear at least one sane person is working
> on Maya development ;)
> >
> > Morten
> >
> >
> >
> >
> > > Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson <
> brent.mcpher...@autodesk.com>:
> > >
> > >
> > > I added bake pivot as it was frequently requested by Softimage users.
> > > ;-)
> > >
> > > If you want to look behind the curtain it is implemented by the
> bakeCustomToolPivot.mel script in the Maya runtime directory.
> > >
> > > Internally it just calls the move/rotate commands with the
> > > -preserveChildPosition and -preserveGeometryPosition flags. (after
> > > figuring out the desired orientation and position)
> > > --
> > > Brent
> > >
> > > From: softimage-boun...@listproc.autodesk.com
> > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> > > Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> > > Sent: 05 October 2017 14:42
> > > To: softimage@listproc.autodesk.com
> > > Subject: Maya - What were they thinking 3 - pivots
> > >
> > > Hey,
> > >
> > > Given the recent discussion on Maya transforms, and my prior comments
> on the subject, I thought I would post this here since I think most
> Softimage folks will find it useful.
> > >
> > > I've been attempting to acclimate to Maya again after a long time away
> from it and as a result of some recent projects that I had that felt were
> better suited to Maya. In the process I've discovered a few things that
> have changed or been added in recent version. One discovery in particular I
> think most former SI users will find useful is Bake Pivot.
> > >
> > > It appears that the command Bake Pivot was added somewhere during
> version 2016, and evolved a bit between extension 1 and extension 2 of that
> version. In its current incarnation in 2017 and 2018 it appears to function
> in a way that will permit you the ability to edit the pivots to get a
> result similar to what you were getting in Softimage. To use it:
> > >
> > >
> > > Create an object
> > > Hit the Insert key
> > > Modify your pivot as desired in both position and orientation (do not
> > > exit the pivot editing before baking) Execute Modify>Bake Pi

RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Steven Caron
And excuse my grammar...

*written with my thumbs

On Oct 6, 2017 9:49 AM, "Steven Caron"  wrote:

And I think you're experience on both is valuable. I outed you to avoid the
'us vs them' replies.

Thanks again Brent!

*written with my thumbs

On Oct 6, 2017 8:30 AM, "Brent McPherson" 
wrote:

Damn! I've been outed.



Yes, I was part of the team that worked on Maya 1.0 before moving to
Softimage.



I was a big proponent of embedded scripting languages and pushed really
hard for the product to be built around an embedded language. I also worked
a lot on the core architecture and OpenGL drawing/selection aspects of Maya
but left very soon after 1.0 shipped.



At Softimage I got to re-invent myself and do a lot more user facing
features as well as dabble in just about every part of the product which
was great fun. Also, the passion from the community was a really big part
of the whole Softimage experience.

--

Brent
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Steven Caron
And I think you're experience on both is valuable. I outed you to avoid the
'us vs them' replies.

Thanks again Brent!

*written with my thumbs

On Oct 6, 2017 8:30 AM, "Brent McPherson" 
wrote:

Damn! I've been outed.



Yes, I was part of the team that worked on Maya 1.0 before moving to
Softimage.



I was a big proponent of embedded scripting languages and pushed really
hard for the product to be built around an embedded language. I also worked
a lot on the core architecture and OpenGL drawing/selection aspects of Maya
but left very soon after 1.0 shipped.



At Softimage I got to re-invent myself and do a lot more user facing
features as well as dabble in just about every part of the product which
was great fun. Also, the passion from the community was a really big part
of the whole Softimage experience.

--

Brent
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Brent McPherson
Damn! I've been outed.

Yes, I was part of the team that worked on Maya 1.0 before moving to Softimage.

I was a big proponent of embedded scripting languages and pushed really hard 
for the product to be built around an embedded language. I also worked a lot on 
the core architecture and OpenGL drawing/selection aspects of Maya but left 
very soon after 1.0 shipped.

At Softimage I got to re-invent myself and do a lot more user facing features 
as well as dabble in just about every part of the product which was great fun. 
Also, the passion from the community was a really big part of the whole 
Softimage experience.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: 06 October 2017 16:09
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=_OKA4Y5RQbzRZ-X6fu_aw5gZ7gbXIARjBF6PQF6iEWQ&s=W3kkcuaoBoDE-BH-d1RIYbadv1wEkB68Lg4pcqeyNHU&e=
  
Subject: RE: Maya - What were they thinking 3 - pivots

I an pretty sure Brent helped ship Maya 1.0... so maybe he isn't sane or a 
'Softimage man'.

:P


*written with my thumbs


On Oct 6, 2017 7:45 AM, "Morten Bartholdy" 
mailto:x...@colorshopvfx.dk>> wrote:
Being a former Softimage man, I'd peg you as at least a lot(!) more rational 
and logical than the other species of software dev's ;)

Morten


> Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson 
> mailto:brent.mcpher...@autodesk.com>>:
>
>
> Huh? Where did you get the impression I'm sane! :-O
>
> -Original Message-
> From: 
> softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
>  
> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
>  On Behalf Of Morten Bartholdy
> Sent: 06 October 2017 13:05
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=dpzgBs0ngbUSd3U7joA_ugvV0VgBSdVPrZXoO0vZ_no&s=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00&e=
>   mailto:softimage@listproc.autodesk.com>>
> Subject: RE: Maya - What were they thinking 3 - pivots
>
> Thank you Brent. It is good to hear at least one sane person is working on 
> Maya development ;)
>
> Morten
>
>
>
>
> > Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson 
> > mailto:brent.mcpher...@autodesk.com>>:
> >
> >
> > I added bake pivot as it was frequently requested by Softimage users.
> > ;-)
> >
> > If you want to look behind the curtain it is implemented by the 
> > bakeCustomToolPivot.mel script in the Maya runtime directory.
> >
> > Internally it just calls the move/rotate commands with the
> > -preserveChildPosition and -preserveGeometryPosition flags. (after
> > figuring out the desired orientation and position)
> > --
> > Brent
> >
> > From: 
> > softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
> > [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
> >  On Behalf Of
> > Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> > Sent: 05 October 2017 14:42
> > To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
> > Subject: Maya - What were they thinking 3 - pivots
> >
> > Hey,
> >
> > Given the recent discussion on Maya transforms, and my prior comments on 
> > the subject, I thought I would post this here since I think most Softimage 
> > folks will find it useful.
> >
> > I've been attempting to acclimate to Maya again after a long time away from 
> > it and as a result of some recent projects that I had that felt were better 
> > suited to Maya. In the process I've discovered a few things that have 
> > changed or been added in recent version. One discovery in particular I 
> > think most former SI users will find useful is Bake Pivot.
> >
> > It appears that the command Bake Pivot was added somewhere during version 
> > 2016, and evolved a bit between extension 1 and extension 2 of that 
> > version. In its current incarnation in 2017 and 2018 it appears to function 
> > in a way that will permit you the ability to edit the pivots to get a 
> > result similar to what you were getting in Softimage. To use 

RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Steven Caron
I an pretty sure Brent helped ship Maya 1.0... so maybe he isn't sane or a
'Softimage man'.

:P


*written with my thumbs


On Oct 6, 2017 7:45 AM, "Morten Bartholdy"  wrote:

Being a former Softimage man, I'd peg you as at least a lot(!) more
rational and logical than the other species of software dev's ;)

Morten


> Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson <
brent.mcpher...@autodesk.com>:
>
>
> Huh? Where did you get the impression I'm sane! :-O
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: 06 October 2017 13:05
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__urldefense.proofpoint&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=V2nXQ3LG2UuEiHAogrnDPhrDLjwmCkcpQWPX6XWupKE&s=Y0s_WCJw-nDfifXu4dvib4QqgFhVRUhRoIr2QWXEpCg&e=
>  .
com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_
xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_
32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=dpzgBs0ngbUSd3U7joA_
ugvV0VgBSdVPrZXoO0vZ_no&s=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00&e=  <
softimage@listproc.autodesk.com>
> Subject: RE: Maya - What were they thinking 3 - pivots
>
> Thank you Brent. It is good to hear at least one sane person is working
on Maya development ;)
>
> Morten
>
>
>
>
> > Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson <
brent.mcpher...@autodesk.com>:
> >
> >
> > I added bake pivot as it was frequently requested by Softimage users.
> > ;-)
> >
> > If you want to look behind the curtain it is implemented by the
bakeCustomToolPivot.mel script in the Maya runtime directory.
> >
> > Internally it just calls the move/rotate commands with the
> > -preserveChildPosition and -preserveGeometryPosition flags. (after
> > figuring out the desired orientation and position)
> > --
> > Brent
> >
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> > Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> > Sent: 05 October 2017 14:42
> > To: softimage@listproc.autodesk.com
> > Subject: Maya - What were they thinking 3 - pivots
> >
> > Hey,
> >
> > Given the recent discussion on Maya transforms, and my prior comments
on the subject, I thought I would post this here since I think most
Softimage folks will find it useful.
> >
> > I've been attempting to acclimate to Maya again after a long time away
from it and as a result of some recent projects that I had that felt were
better suited to Maya. In the process I've discovered a few things that
have changed or been added in recent version. One discovery in particular I
think most former SI users will find useful is Bake Pivot.
> >
> > It appears that the command Bake Pivot was added somewhere during
version 2016, and evolved a bit between extension 1 and extension 2 of that
version. In its current incarnation in 2017 and 2018 it appears to function
in a way that will permit you the ability to edit the pivots to get a
result similar to what you were getting in Softimage. To use it:
> >
> >
> > Create an object
> > Hit the Insert key
> > Modify your pivot as desired in both position and orientation (do not
> > exit the pivot editing before baking) Execute Modify>Bake Pivot (make
> > sure it is Position and Orientation)
> >
> >
> > Once baked, the pivot will now be relative the object much the way you
experienced this in XSI. And it seems to inversely modify the transforms so
that everything is maintained within Maya space but in a way that will be
familiar to anyone with a prior Softimage background. It seems to be doing
something very similar to what we used to do in Maya by performing a
unparent/freeze/reset/reparent relative the object and a dummy locator at
world space. The Bake Pivot apparently performs all the inverse
transformations and freeze/reset without the need to unparent.
> >
> > If you're not on Maya 2016 Ext 2 or later you will still have to deal
with pivots in the legacy manner. And  I'm still of the mindset to
recommend that it is best not to edit pivots in Maya at all if you can
avoid it. And least till I better understand what Bake Pivot is really
doing...
> >
> >
> > Joey
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
with "unsubscribe" in the subject, and reply to confirm.
> --
&g

RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Morten Bartholdy
Being a former Softimage man, I'd peg you as at least a lot(!) more rational 
and logical than the other species of software dev's ;)

Morten


> Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson 
> :
> 
> 
> Huh? Where did you get the impression I'm sane! :-O
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: 06 October 2017 13:05
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=dpzgBs0ngbUSd3U7joA_ugvV0VgBSdVPrZXoO0vZ_no&s=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00&e=
>   
> Subject: RE: Maya - What were they thinking 3 - pivots
> 
> Thank you Brent. It is good to hear at least one sane person is working on 
> Maya development ;)
> 
> Morten
> 
> 
> 
> 
> > Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson 
> > :
> > 
> > 
> > I added bake pivot as it was frequently requested by Softimage users. 
> > ;-)
> > 
> > If you want to look behind the curtain it is implemented by the 
> > bakeCustomToolPivot.mel script in the Maya runtime directory.
> > 
> > Internally it just calls the move/rotate commands with the 
> > -preserveChildPosition and -preserveGeometryPosition flags. (after 
> > figuring out the desired orientation and position)
> > --
> > Brent
> > 
> > From: softimage-boun...@listproc.autodesk.com 
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> > Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> > Sent: 05 October 2017 14:42
> > To: softimage@listproc.autodesk.com
> > Subject: Maya - What were they thinking 3 - pivots
> > 
> > Hey,
> > 
> > Given the recent discussion on Maya transforms, and my prior comments on 
> > the subject, I thought I would post this here since I think most Softimage 
> > folks will find it useful.
> > 
> > I've been attempting to acclimate to Maya again after a long time away from 
> > it and as a result of some recent projects that I had that felt were better 
> > suited to Maya. In the process I've discovered a few things that have 
> > changed or been added in recent version. One discovery in particular I 
> > think most former SI users will find useful is Bake Pivot.
> > 
> > It appears that the command Bake Pivot was added somewhere during version 
> > 2016, and evolved a bit between extension 1 and extension 2 of that 
> > version. In its current incarnation in 2017 and 2018 it appears to function 
> > in a way that will permit you the ability to edit the pivots to get a 
> > result similar to what you were getting in Softimage. To use it:
> > 
> > 
> > Create an object
> > Hit the Insert key
> > Modify your pivot as desired in both position and orientation (do not 
> > exit the pivot editing before baking) Execute Modify>Bake Pivot (make 
> > sure it is Position and Orientation)
> > 
> > 
> > Once baked, the pivot will now be relative the object much the way you 
> > experienced this in XSI. And it seems to inversely modify the transforms so 
> > that everything is maintained within Maya space but in a way that will be 
> > familiar to anyone with a prior Softimage background. It seems to be doing 
> > something very similar to what we used to do in Maya by performing a 
> > unparent/freeze/reset/reparent relative the object and a dummy locator at 
> > world space. The Bake Pivot apparently performs all the inverse 
> > transformations and freeze/reset without the need to unparent.
> > 
> > If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
> > pivots in the legacy manner. And  I'm still of the mindset to recommend 
> > that it is best not to edit pivots in Maya at all if you can avoid it. And 
> > least till I better understand what Bake Pivot is really doing...
> > 
> > 
> > Joey
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> > "unsubscribe" in the subject, and reply to confirm.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
> 
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
--
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RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Brent McPherson
Huh? Where did you get the impression I'm sane! :-O

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: 06 October 2017 13:05
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=dpzgBs0ngbUSd3U7joA_ugvV0VgBSdVPrZXoO0vZ_no&s=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00&e=
  
Subject: RE: Maya - What were they thinking 3 - pivots

Thank you Brent. It is good to hear at least one sane person is working on Maya 
development ;)

Morten




> Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson 
> :
> 
> 
> I added bake pivot as it was frequently requested by Softimage users. 
> ;-)
> 
> If you want to look behind the curtain it is implemented by the 
> bakeCustomToolPivot.mel script in the Maya runtime directory.
> 
> Internally it just calls the move/rotate commands with the 
> -preserveChildPosition and -preserveGeometryPosition flags. (after 
> figuring out the desired orientation and position)
> --
> Brent
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> Sent: 05 October 2017 14:42
> To: softimage@listproc.autodesk.com
> Subject: Maya - What were they thinking 3 - pivots
> 
> Hey,
> 
> Given the recent discussion on Maya transforms, and my prior comments on the 
> subject, I thought I would post this here since I think most Softimage folks 
> will find it useful.
> 
> I've been attempting to acclimate to Maya again after a long time away from 
> it and as a result of some recent projects that I had that felt were better 
> suited to Maya. In the process I've discovered a few things that have changed 
> or been added in recent version. One discovery in particular I think most 
> former SI users will find useful is Bake Pivot.
> 
> It appears that the command Bake Pivot was added somewhere during version 
> 2016, and evolved a bit between extension 1 and extension 2 of that version. 
> In its current incarnation in 2017 and 2018 it appears to function in a way 
> that will permit you the ability to edit the pivots to get a result similar 
> to what you were getting in Softimage. To use it:
> 
> 
> Create an object
> Hit the Insert key
> Modify your pivot as desired in both position and orientation (do not 
> exit the pivot editing before baking) Execute Modify>Bake Pivot (make 
> sure it is Position and Orientation)
> 
> 
> Once baked, the pivot will now be relative the object much the way you 
> experienced this in XSI. And it seems to inversely modify the transforms so 
> that everything is maintained within Maya space but in a way that will be 
> familiar to anyone with a prior Softimage background. It seems to be doing 
> something very similar to what we used to do in Maya by performing a 
> unparent/freeze/reset/reparent relative the object and a dummy locator at 
> world space. The Bake Pivot apparently performs all the inverse 
> transformations and freeze/reset without the need to unparent.
> 
> If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
> pivots in the legacy manner. And  I'm still of the mindset to recommend that 
> it is best not to edit pivots in Maya at all if you can avoid it. And least 
> till I better understand what Bake Pivot is really doing...
> 
> 
> Joey
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

--
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Morten Bartholdy
Thank you Brent. It is good to hear at least one sane person is working on Maya 
development ;)

Morten




> Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson 
> :
> 
> 
> I added bake pivot as it was frequently requested by Softimage users. ;-)
> 
> If you want to look behind the curtain it is implemented by the 
> bakeCustomToolPivot.mel script in the Maya runtime directory.
> 
> Internally it just calls the move/rotate commands with the 
> -preserveChildPosition and -preserveGeometryPosition flags. (after figuring 
> out the desired orientation and position)
> --
> Brent
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
> Joseph G. (LARC-E1A)[LITES II]
> Sent: 05 October 2017 14:42
> To: softimage@listproc.autodesk.com
> Subject: Maya - What were they thinking 3 - pivots
> 
> Hey,
> 
> Given the recent discussion on Maya transforms, and my prior comments on the 
> subject, I thought I would post this here since I think most Softimage folks 
> will find it useful.
> 
> I've been attempting to acclimate to Maya again after a long time away from 
> it and as a result of some recent projects that I had that felt were better 
> suited to Maya. In the process I've discovered a few things that have changed 
> or been added in recent version. One discovery in particular I think most 
> former SI users will find useful is Bake Pivot.
> 
> It appears that the command Bake Pivot was added somewhere during version 
> 2016, and evolved a bit between extension 1 and extension 2 of that version. 
> In its current incarnation in 2017 and 2018 it appears to function in a way 
> that will permit you the ability to edit the pivots to get a result similar 
> to what you were getting in Softimage. To use it:
> 
> 
> Create an object
> Hit the Insert key
> Modify your pivot as desired in both position and orientation (do not exit 
> the pivot editing before baking)
> Execute Modify>Bake Pivot (make sure it is Position and Orientation)
> 
> 
> Once baked, the pivot will now be relative the object much the way you 
> experienced this in XSI. And it seems to inversely modify the transforms so 
> that everything is maintained within Maya space but in a way that will be 
> familiar to anyone with a prior Softimage background. It seems to be doing 
> something very similar to what we used to do in Maya by performing a 
> unparent/freeze/reset/reparent relative the object and a dummy locator at 
> world space. The Bake Pivot apparently performs all the inverse 
> transformations and freeze/reset without the need to unparent.
> 
> If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
> pivots in the legacy manner. And  I'm still of the mindset to recommend that 
> it is best not to edit pivots in Maya at all if you can avoid it. And least 
> till I better understand what Bake Pivot is really doing...
> 
> 
> Joey
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


Re: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Morten Bartholdy
Thanks for all the clarification Joey. It is very helpful in the troubled life 
of learning Maya (Alternative Abreviation for Piece of Shit Software).

Morten



> Den 5. oktober 2017 klokken 15:41 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> Hey,
> 
> Given the recent discussion on Maya transforms, and my prior comments on the 
> subject, I thought I would post this here since I think most Softimage folks 
> will find it useful.
> 
> I've been attempting to acclimate to Maya again after a long time away from 
> it and as a result of some recent projects that I had that felt were better 
> suited to Maya. In the process I've discovered a few things that have changed 
> or been added in recent version. One discovery in particular I think most 
> former SI users will find useful is Bake Pivot.
> 
> It appears that the command Bake Pivot was added somewhere during version 
> 2016, and evolved a bit between extension 1 and extension 2 of that version. 
> In its current incarnation in 2017 and 2018 it appears to function in a way 
> that will permit you the ability to edit the pivots to get a result similar 
> to what you were getting in Softimage. To use it:
> 
> 
> Create an object
> Hit the Insert key
> Modify your pivot as desired in both position and orientation (do not exit 
> the pivot editing before baking)
> Execute Modify>Bake Pivot (make sure it is Position and Orientation)
> 
> 
> Once baked, the pivot will now be relative the object much the way you 
> experienced this in XSI. And it seems to inversely modify the transforms so 
> that everything is maintained within Maya space but in a way that will be 
> familiar to anyone with a prior Softimage background. It seems to be doing 
> something very similar to what we used to do in Maya by performing a 
> unparent/freeze/reset/reparent relative the object and a dummy locator at 
> world space. The Bake Pivot apparently performs all the inverse 
> transformations and freeze/reset without the need to unparent.
> 
> If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
> pivots in the legacy manner. And  I'm still of the mindset to recommend that 
> it is best not to edit pivots in Maya at all if you can avoid it. And least 
> till I better understand what Bake Pivot is really doing...
> 
> 
> Joey
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Brent McPherson
No, it is pretty much the same thing as what was done in Soft.

Modify the transform and then apply the opposite transform onto the geometry 
(or child transforms) to keep everything at the same position.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 18:39
To: softimage@listproc.autodesk.com
Subject: RE: Maya - What were they thinking 3 - pivots

Brent,

Given Maya's inherently awkward way of dealing with transforms, this was very 
well done! Thanks!

So far I've been unable to detect any resulting position or orientation 
differences between setting Center live in Softimage and baking the pivot in 
Maya under like circumstances. Are you aware of any differences or caveats that 
would affect its use or at least not maintain a result similar to SI?

Joey



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 9:54 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=nZR5PQ3OaZ4YQ75dv58gaI81qRqQQEo9yYXP_TjUxfo&s=YzhPLX11CqXYNNfpwgINfzrXBR7i1zhtcHfpHOiUUZk&e=
  mailto:softimage@listproc.autodesk.com>>
Subject: RE: Maya - What were they thinking 3 - pivots

I added bake pivot as it was frequently requested by Softimage users. ;-)

If you want to look behind the curtain it is implemented by the 
bakeCustomToolPivot.mel script in the Maya runtime directory.

Internally it just calls the move/rotate commands with the 
-preserveChildPosition and -preserveGeometryPosition flags. (after figuring out 
the desired orientation and position)
--
Brent

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:42
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Maya - What were they thinking 3 - pivots

Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


Joey
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Steven Caron
Thank you Brent!

*written with my thumbs

On Oct 5, 2017 6:54 AM, "Brent McPherson" 
wrote:

> I added bake pivot as it was frequently requested by Softimage users. ;-)
>
>
>
> If you want to look behind the curtain it is implemented by the
> bakeCustomToolPivot.mel script in the Maya runtime directory.
>
>
>
> Internally it just calls the move/rotate commands with the
> -preserveChildPosition and -preserveGeometryPosition flags. (after figuring
> out the desired orientation and position)
>
> --
>
> Brent
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]
> *Sent:* 05 October 2017 14:42
> *To:* softimage@listproc.autodesk.com
> *Subject:* Maya - What were they thinking 3 - pivots
>
>
>
> Hey,
>
>
>
> Given the recent discussion on Maya transforms, and my prior comments on
> the subject, I thought I would post this here since I think most Softimage
> folks will find it useful.
>
>
>
> I’ve been attempting to acclimate to Maya again after a long time away
> from it and as a result of some recent projects that I had that felt were
> better suited to Maya. In the process I’ve discovered a few things that
> have changed or been added in recent version. One discovery in particular I
> think most former SI users will find useful is Bake Pivot.
>
>
>
> It appears that the command Bake Pivot was added somewhere during version
> 2016, and evolved a bit between extension 1 and extension 2 of that
> version. In its current incarnation in 2017 and 2018 it appears to function
> in a way that will permit you the ability to edit the pivots to get a
> result similar to what you were getting in Softimage. To use it:
>
>
>
>
>
> Create an object
>
> Hit the Insert key
>
> Modify your pivot as desired in both position and orientation (do not exit
> the pivot editing before baking)
>
> Execute Modify>Bake Pivot (make sure it is Position and Orientation)
>
>
>
>
>
> Once baked, the pivot will now be relative the object much the way you
> experienced this in XSI. And it seems to inversely modify the transforms so
> that everything is maintained within Maya space but in a way that will be
> familiar to anyone with a prior Softimage background. It seems to be doing
> something very similar to what we used to do in Maya by performing a
> unparent/freeze/reset/reparent relative the object and a dummy locator at
> world space. The Bake Pivot apparently performs all the inverse
> transformations and freeze/reset without the need to unparent.
>
>
>
> If you’re not on Maya 2016 Ext 2 or later you will still have to deal with
> pivots in the legacy manner. And  I’m still of the mindset to recommend
> that it is best not to edit pivots in Maya at all if you can avoid it. And
> least till I better understand what Bake Pivot is really doing…
>
>
>
>
>
> Joey
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Brent,

Given Maya's inherently awkward way of dealing with transforms, this was very 
well done! Thanks!

So far I've been unable to detect any resulting position or orientation 
differences between setting Center live in Softimage and baking the pivot in 
Maya under like circumstances. Are you aware of any differences or caveats that 
would affect its use or at least not maintain a result similar to SI?

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 9:54 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=06Hmoh3WyFJ2198eqo_UaLyT3ZMiL4zfvG13CFOGzjI&s=6IW36Y4_XkyqKrDhZ40X17YynNSXAnaERExxfNq4BIE&e=
  
Subject: RE: Maya - What were they thinking 3 - pivots

I added bake pivot as it was frequently requested by Softimage users. ;-)

If you want to look behind the curtain it is implemented by the 
bakeCustomToolPivot.mel script in the Maya runtime directory.

Internally it just calls the move/rotate commands with the 
-preserveChildPosition and -preserveGeometryPosition flags. (after figuring out 
the desired orientation and position)
--
Brent

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:42
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Maya - What were they thinking 3 - pivots

Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


Joey
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RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Brent McPherson
I added bake pivot as it was frequently requested by Softimage users. ;-)

If you want to look behind the curtain it is implemented by the 
bakeCustomToolPivot.mel script in the Maya runtime directory.

Internally it just calls the move/rotate commands with the 
-preserveChildPosition and -preserveGeometryPosition flags. (after figuring out 
the desired orientation and position)
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:42
To: softimage@listproc.autodesk.com
Subject: Maya - What were they thinking 3 - pivots

Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


Joey
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Re: Maya - what were they thinking 2 - transforms

2017-09-19 Thread Jason S

  
  
On 09/17/17 19:16, Jason S wrote:


  
  
On 09/17/17 18:39, Anto Matkovic wrote:
  
  

  I'm
talking more from practical side. Let's say, once your
plane landed into jungle, how to make dinner of worms
:), which worm is better, so on.
  Regarding


Node Editor, someone definitively won't use it to build
a chain of deformers by bringing and connecting nodes,
because in this case, plain connect is simply not enough
to get things to work.
  Transformations


are different story, connect here works immediately,
making possible to build really nice and complex
interactions.

  
  
  No doubt, but I don't think that this takes anything away form any
  of the points mentioned in this thread,
  
  Points that similarly don't seem to take anything away of how
  complex node interactions can be with the node editor.
  


Hi, Just to clarify,  "No doubt" was for node interactions bit, I
have no doubt quite intricate interactions can be made.

Which worm is "better"? I guess that can mostly have to do with what
we are used to, and can depend alot on contexts,
but XSI sure had(and very-much still has) a pretty great deal of
stuff going for it, relative to the best of them.



  

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Re: Maya installation error

2017-09-19 Thread Daniel Brassard
All the other service packs are available here as well. Cheers and good
luck.

Dan

https://knowledge.autodesk.com/support/maya/downloads

On Tue, Sep 19, 2017 at 3:02 PM, Leoung O'Young 
wrote:

> Thanks again Daniel, I will give it a shot.
> Loeung
>
> On 9/19/2017 2:41 PM, Daniel Brassard wrote:
>
> SP2 link below
>
> https://knowledge.autodesk.com/search-result/caas/
> downloads/content/autodesk-maya-2015-service-pack-2.html
>
> On Tue, Sep 19, 2017 at 2:34 PM, Leoung O'Young 
> wrote:
>
>> Thanks Daniel,
>>
>> Strange I didn't have to do that before, perhaps I was using a different
>> installer.
>> I have Maya SP2, I wonder if the SP6 will work.
>>
>> Leoung
>>
>> On 9/19/2017 2:26 PM, Daniel Brassard wrote:
>>
>> You need to install mental ray with Maya 2015 as its a separate install.
>>
>> https://knowledge.autodesk.com/search-result/caas/downloads/
>> content/autodesk-maya-2015-service-pack-6.html
>>
>> On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young 
>> wrote:
>>
>>> We have Softimage 2015 that came with Maya 2015. I have installed both
>>> on most of my computers but on one of them, a laptop I didn't  to saved
>>> disk space.
>>>
>>> Now would like to install Maya 2015 but am getting this error as in the
>>> attached image.
>>>
>>> Any help is appreciated.
>>>
>>> Thanks,
>>>
>>> Leoung
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
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>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
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>>
>
>
>
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Re: Maya installation error

2017-09-19 Thread Leoung O'Young

Thanks again Daniel, I will give it a shot.
Loeung

On 9/19/2017 2:41 PM, Daniel Brassard wrote:

SP2 link below

https://knowledge.autodesk.com/search-result/caas/downloads/content/autodesk-maya-2015-service-pack-2.html

On Tue, Sep 19, 2017 at 2:34 PM, Leoung O'Young > wrote:


Thanks Daniel,

Strange I didn't have to do that before, perhaps I was using a
different installer.
I have Maya SP2, I wonder if the SP6 will work.

Leoung

On 9/19/2017 2:26 PM, Daniel Brassard wrote:

You need to install mental ray with Maya 2015 as its a separate
install.


https://knowledge.autodesk.com/search-result/caas/downloads/content/autodesk-maya-2015-service-pack-6.html



On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young
mailto:digim...@digimata.com>> wrote:

We have Softimage 2015 that came with Maya 2015. I have
installed both on most of my computers but on one of them, a
laptop I didn't  to saved disk space.

Now would like to install Maya 2015 but am getting this error
as in the attached image.

Any help is appreciated.

Thanks,

Leoung


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 with
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  with "unsubscribe" in the 
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Re: Maya installation error

2017-09-19 Thread Daniel Brassard
SP2 link below

https://knowledge.autodesk.com/search-result/caas/downloads/content/autodesk-maya-2015-service-pack-2.html

On Tue, Sep 19, 2017 at 2:34 PM, Leoung O'Young 
wrote:

> Thanks Daniel,
>
> Strange I didn't have to do that before, perhaps I was using a different
> installer.
> I have Maya SP2, I wonder if the SP6 will work.
>
> Leoung
>
> On 9/19/2017 2:26 PM, Daniel Brassard wrote:
>
> You need to install mental ray with Maya 2015 as its a separate install.
>
> https://knowledge.autodesk.com/search-result/caas/
> downloads/content/autodesk-maya-2015-service-pack-6.html
>
> On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young 
> wrote:
>
>> We have Softimage 2015 that came with Maya 2015. I have installed both on
>> most of my computers but on one of them, a laptop I didn't  to saved disk
>> space.
>>
>> Now would like to install Maya 2015 but am getting this error as in the
>> attached image.
>>
>> Any help is appreciated.
>>
>> Thanks,
>>
>> Leoung
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: Maya installation error

2017-09-19 Thread Leoung O'Young

Thanks Daniel,

Strange I didn't have to do that before, perhaps I was using a different 
installer.

I have Maya SP2, I wonder if the SP6 will work.

Leoung

On 9/19/2017 2:26 PM, Daniel Brassard wrote:

You need to install mental ray with Maya 2015 as its a separate install.

https://knowledge.autodesk.com/search-result/caas/downloads/content/autodesk-maya-2015-service-pack-6.html

On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young > wrote:


We have Softimage 2015 that came with Maya 2015. I have installed
both on most of my computers but on one of them, a laptop I
didn't  to saved disk space.

Now would like to install Maya 2015 but am getting this error as
in the attached image.

Any help is appreciated.

Thanks,

Leoung


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softimage-requ...@listproc.autodesk.com
 with
"unsubscribe" in the subject, and reply to confirm.




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Re: Maya installation error

2017-09-19 Thread Daniel Brassard
You need to install mental ray with Maya 2015 as its a separate install.

https://knowledge.autodesk.com/search-result/caas/downloads/content/autodesk-maya-2015-service-pack-6.html

On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young 
wrote:

> We have Softimage 2015 that came with Maya 2015. I have installed both on
> most of my computers but on one of them, a laptop I didn't  to saved disk
> space.
>
> Now would like to install Maya 2015 but am getting this error as in the
> attached image.
>
> Any help is appreciated.
>
> Thanks,
>
> Leoung
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Maya - what were they thinking 2 - transforms

2017-09-17 Thread Jason S

  
  

  On 09/17/17 18:39, Anto Matkovic wrote:


  
I'm
  talking more from practical side. Let's say, once your
  plane landed into jungle, how to make dinner of worms :),
  which worm is better, so on.
Regarding

  Node Editor, someone definitively won't use it to build a
  chain of deformers by bringing and connecting nodes,
  because in this case, plain connect is simply not enough
  to get things to work.
Transformations

  are different story, connect here works immediately,
  making possible to build really nice and complex
  interactions.
  


No doubt, but I don't think that this takes anything away form any
of the points mentioned in this thread,

Points that similarly don't seem to take anything away of how
complex node interactions can be with the node editor.


  

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Re: Maya - what were they thinking 2 - transforms

2017-09-17 Thread Anto Matkovic
I'm talking more from practical side. Let's say, once your plane landed into 
jungle, how to make dinner of worms :), which worm is better, so on.Regarding 
Node Editor, someone definitively won't use it to build a chain of deformers by 
bringing and connecting nodes, because in this case, plain connect is simply 
not enough to get things to work.Transformations are different story, connect 
here works immediately, making possible to build really nice and complex 
interactions.

  From: Jason S 
 To: Anto Matkovic ; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 
 Sent: Sunday, September 17, 2017 7:43 AM
 Subject: Re: Maya - what were they thinking 2 - transforms
   
 On 09/15/17 15:16, Anto Matkovic wrote:
  
  Whatever works for you. For example I never tried to key the global transform 
in SI, always used constraint instead, because this clearly shows what's going 
on. Also followed 'one object one transform' 'rule', that is, never more than 
one constraint or expression per object - this makes it easier  to connect to 
another structure, reset, so on. But that's just me. It's always possible to 
hide some null, after all. 
   
 
 Hum. I don't think it's just for what works for me..   --> * (see footquote)
 
 In Maya (as I think I understand) , once you freeze your object, 
 -it- becomes the center of itself (for things to be relative to it), 
 and looses all references to Universe 0 does it not (?)
 (also kind-of like many public companies actually ;) )
 
 Then where are it's 'universal pose' values after it's frozen?  
 (where is the object in universal space?)
 
 In XSI there is "Neutral Pose" which allows to reset to that, 
 but there is always a (read/writable, and resettable) reference to 0 universe.
 
 and as previously covered, where are it's  'local pose'  values once it's a 
child of something?
 
  it's doable but ... ... complicated  (for simple things)
 (more nulls forever)
 
 
 And consequently, I really don't think any advantage of   "dual coordinates"  
has to do with   'keying global transforms' 
 
 but rather (as you probably know inside) ::  
 --> there is -always-  'local'    ( parent relative values..   --and what you 
normally animate in XSI--  ) 
 and 'global' (universal) coordinates,   -- both coordinates for reference, 
keying, driving or just setting (or -resetting-),
 that are intricately part of absolutely everything, and there all the time.
 
 Without the need for redundant transient items that can accumulate quite fast, 
and clutter up everything ,
  ( speaking by sometimes already finding too many control items in XSI and 
always trying to simplify as much as possible )
 and without the need to calculate or deduce those (super useful) values when 
wanting to reference (or drive) them.  --> *
 
 and the previously mentionned  "sea of relationships"  can also very-much 
include how relations are represented in the node editor,
 with little to no abstraction to a way of doing things that (historically) has 
been recognized as over-bloated or over-complicated.  --> **
 
 
 
 * from 2005 (about clutter and things) 
 http://forums.cgsociety.org/archive/index.php?t-173245.html
 
 ... in maya there are many things where i wonder what the hell is going on. 
 very often i parented an object into another and couldn't define the 
coordinates correctly any more. and much more things.
 
 a further example:
 after having mirrored and smoothed an object, maya has generated 4 additional 
objects to the scene 
 (2 transform groups, the low-poly mirror and the smoothed mesh). 
 
 working with blendshapes also generates some more objects, so the whole scene 
gets very confusing after a little time. 
 
 if you don't give a name to EVERY little thing (even if it's a texture node), 
efficient working gets nearly impossible.
 
 every object is connected to many nodes - the complete program seems to be a 
big net, 
 and it's your job to navigate through it. (really annoying under time pressure)
 
 while working with nurbs surfaces you should better clean up the history 
(delete modifier stack) 
 or maybe you get double transformations, can't move a parented objects 
correctly or get other problems like that.
 
 
 **  from 2016 about Maya transforms
 http://forums.fabricengine.com/discussion/585/maya-transforms
 
 ... as I was saying in the beginning, there is not reason to try to have a 
Maya transform.
  It is an old thing that caries with it many problems. 
 
 It tries to give many features that in theory sound great, like the 
possibility to set its pivots, 
 but in practice it's simply way to complicated, convoluted, over-designed, 
 resulting in a huge object (considering the context of its typical use) that 
it's slower than wha

Re: Maya - what were they thinking 2 - transforms

2017-09-17 Thread Doeke Wartena
test

2017-09-16 22:13 GMT+02:00 Jason S :

> On 09/15/17 15:16, Anto Matkovic wrote:
>
> Whatever works for you. For example I never tried to key the global
> transform in SI, always used constraint instead, because this clearly shows
> what's going on. Also followed 'one object one transform' 'rule', that is,
> never more than one constraint or expression per object - this makes it
> easier to connect to another structure, reset, so on. But that's just me.
> It's always possible to hide some null, after all.
>
>
> Hum. I don't think it's just for what works for me..   --> * (see
> footquote)
>
> In Maya (as I think I understand) , once you freeze your object,
> -it- becomes the center of itself (for things to be relative to it),
> and looses all references to Universe 0 does it not (?)
> (also kind-of like many public companies actually ;) )
>
> Then where are it's 'universal pose' values after it's frozen?
> (where is the object in universal space?)
>
> In XSI there is "Neutral Pose" which allows to reset to that,
> but there is always a (read/writable, and resettable) reference to 0
> universe.
>
> and as previously covered, where are it's  'local pose'  values once it's
> a child of something?
>
>  it's doable but ... ... complicated  (for simple things)
> (more nulls forever)
>
>
> And consequently, I really don't think any advantage of   "dual
> coordinates"  has to do with   '*keying global transforms*'
>
> but rather (as you probably know inside) ::
> --> there is -always-  'local'( parent relative values..   --and what
> you normally animate in XSI--  )
> and 'global' (universal) coordinates,   -- both coordinates for reference,
> keying, driving or just setting (or -resetting-),
> that are intricately part of absolutely everything, and there all the time.
>
> Without the need for redundant transient items that can accumulate quite
> fast, and clutter up everything ,
>  ( speaking by sometimes already finding too many control items in XSI and
> always trying to simplify as much as possible )
> and without the need to calculate or deduce those (super useful) values
> when wanting to reference (or drive) them.  --> *
>
> and the previously mentionned  "sea of relationships"  can also very-much
> include how relations are represented in the node editor,
> with little to no abstraction to a way of doing things that (historically)
> has been recognized as over-bloated or over-complicated.  --> **
>
>
>
> * from 2005 (about clutter and things)
> http://forums.cgsociety.org/archive/index.php?t-173245.html
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> * ... in maya there are many things where i wonder what the hell is going
> on. very often i parented an object into another and couldn't define the
> coordinates correctly any more. and much more things. a further example:
> after having mirrored and smoothed an object, maya has generated 4
> additional objects to the scene (2 transform groups, the low-poly mirror
> and the smoothed mesh). working with blendshapes also generates some more
> objects, so the whole scene gets very confusing after a little time. if you
> don't give a name to EVERY little thing (even if it's a texture node),
> efficient working gets nearly impossible. every object is connected to many
> nodes - the complete program seems to be a big net, and it's your job to
> navigate through it. (really annoying under time pressure) while working
> with nurbs surfaces you should better clean up the history (delete modifier
> stack) or maybe you get double transformations, can't move a parented
> objects correctly or get other problems like that.*
>
>
> **  from 2016 about Maya transforms
> http://forums.fabricengine.com/discussion/585/maya-transforms
>
>
>
>
>
>
>
> *... as I was saying in the beginning, there is not reason to try to have
> a Maya transform.  It is an old thing that caries with it many problems. It
> tries to give many features that in theory sound great, like the
> possibility to set its pivots, but in practice it's simply way to
> complicated, convoluted, over-designed, resulting in a huge object
> (considering the context of its typical use) that it's slower than what it
> should, not mentioning the headache it gives every time you have to deal
> with it in the API. *
>
>
> *My suggestion?  You have Fabric now, that allows you to stay away from
> the bloated Maya's transform as much as you can. *
>
>
> *Learn instead how to handle Xfos, and do what you want with those. *
>
> *Care about the Maya's transform only when you set them from Fabric or
> read them for Fabric.*
>
> * You said you come from Xsi. Don't make your life unnecessary sad and
> ugly as I had to do* [image: :)]
>
>
>
> *_ ... really thanks for the detailed
> answer. Yes, I am trying to replicate Maya's transform  for 1. understand
> it better since now I have to work with it  and 2.understand Fabric Engine.
> *
>
>
> *I was thinking that Mat44 and Xfo were pretty much the same as

Re: Maya - what were they thinking 2 - transforms

2017-09-16 Thread Jason S

  
  
On 09/15/17 15:16, Anto Matkovic wrote:


  
Whatever
works for you. For example I never tried to key the global
transform in SI, always used constraint instead, because
this clearly shows what's going on. Also followed 'one
object one transform' 'rule', that is, never more than one
constraint or _expression_ per object - this makes it easier
to connect to another structure, reset, so on. But that's
just me. It's always possible to hide some null, after all.


  


Hum. I don't think it's just for what works for me..   --> * (see
footquote)

In Maya (as I think I understand) , once you freeze your object, 
-it- becomes the center of itself (for things to be relative to it),

and looses all references to Universe 0 does it not (?)
(also kind-of like many public companies actually ;) )

Then where are it's 'universal pose' values after it's frozen?  
(where is the object in universal space?)

In XSI there is "Neutral Pose" which allows to reset to that, 
but there is always a (read/writable, and resettable) reference to 0
universe.

and as previously covered, where are it's  'local pose'  values once
it's a child of something?

 it's doable but ... ... complicated  (for simple things)
(more nulls forever)


And consequently, I really don't think any advantage of   "dual
coordinates"  has to do with   'keying global transforms' 

but rather (as you probably know inside) ::  
--> there is -always-  'local'    ( parent relative values..  
--and what you normally animate in XSI--  ) 
and 'global' (universal) coordinates,   -- both coordinates for
reference, keying, driving or just setting (or -resetting-),
that are intricately part of absolutely everything, and there all
the time.

Without the need for redundant transient items that can accumulate
quite fast, and clutter up everything ,
 ( speaking by sometimes already finding too many control items in
XSI and always trying to simplify as much as possible )
and without the need to calculate or deduce those (super useful)
values when wanting to reference (or drive) them.  --> *

and the previously mentionned  "sea of relationships"  can also
very-much include how relations are represented in the node editor,
with little to no abstraction to a way of doing things that
(historically) has been recognized as over-bloated or
over-complicated.  --> **



* from 2005 (about clutter and things) 
http://forums.cgsociety.org/archive/index.php?t-173245.html

... in maya there are many things where i wonder what the hell
is going on. 
very often i parented an object into another and couldn't define
the coordinates correctly any more. and much more things.

a further example:
after having mirrored and smoothed an object, maya has generated
4 additional objects to the scene 
(2 transform groups, the low-poly mirror and the smoothed mesh).


working with blendshapes also generates some more objects, so
the whole scene gets very confusing after a little time. 

if you don't give a name to EVERY little thing (even if it's a
texture node), efficient working gets nearly impossible.

every object is connected to many nodes - the complete program
seems to be a big net, 
and it's your job to navigate through it. (really annoying under
time pressure)

while working with nurbs surfaces you should better clean up the
history (delete modifier stack) 
or maybe you get double transformations, can't move a parented
objects correctly or get other problems like that.


**  from 2016 about Maya transforms
http://forums.fabricengine.com/discussion/585/maya-transforms

... as I was saying in the beginning, there is not reason
to try to have a Maya transform.
 It is an old thing that caries with it many problems. 

It tries to give many features that in theory sound great, like
the possibility to set its pivots, 
but in practice it's simply way to
  complicated, convoluted, over-designed, 
resulting in a huge object (considering the context of its
typical use) that it's slower than what it should, 
not mentioning the headache it gives every time you have to deal
with it in the API.
  
My suggestion?  You have Fabric now, that allows you to
  stay away from the bloated Maya's transform as much as you
  can. 

Learn instead how to handle Xfos, and do what you want
  with those. 

Care a

Re: Maya - what were they thinking 2 - transforms

2017-09-15 Thread Anto Matkovic
Whatever works for you. For example I never tried to key the global transform 
in SI, always used constraint instead, because this clearly shows what's going 
on. Also followed 'one object one transform' 'rule', that is, never more than 
one constraint or expression per object - this makes it easier to connect to 
another structure, reset, so on. But that's just me. It's always possible to 
hide some null, after all.

  From: Jason S 
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 
 Sent: Friday, September 15, 2017 5:05 PM
 Subject: Re: Maya - what were they thinking 2 - transforms
   
 On 09/15/17 5:15, Anto Matkovic wrote:
  
  There's neutral pose in SI. However, that ''hidden parenting'' could be a 
risky business, too.    
 I'm sure sometimes access to some under the belly things in these "higher 
level centers" could be useful, or to perhaps have some yet more basic nulls?, 
 but for the overwhelming majority of the time, it sure made things easier to 
understand conceptually what was happening and why, while taking  bunch of 
complication away.
 which I presume were made to be higherlevel, precicely for that reason.. (with 
usefriendliness in mind)
 for something as basic or as elemental as kinematics.
 
 Not necessarily or only for isolated relationships between a few items (like 
camera rigs), 
 but mostly when following these relationship while making a mental image of 
what is doing what, 
 in what can quickly become  a sea of relationships  (and of complication and 
confusion) the moment setups need to be even moderately elaborate.
 And consequently involves quite a bit more "brainload" even after getting use 
to it.
 
 And I have to agree with what Thomas said;
 
 On 09/09/17 7:07, Tom Kleinenberg wrote:
   Unless you've used XSI you're unlikely to understand how useful that 
"dual-coordinate" method was.
 
 
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Re: Maya - what were they thinking 2 - transforms

2017-09-15 Thread Jason S

  
  
On 09/15/17 5:15, Anto Matkovic wrote:


  
There's
  neutral pose in SI. However, that ''hidden parenting''
  could be a risky business, too.  
  

I'm sure sometimes access to some under the belly
  things in these "higher level centers" could be useful, or to
  perhaps have some
  yet more basic nulls?, 
  but for the overwhelming majority of the time, it sure made things
  easier to understand conceptually what was happening and why,
  while taking  bunch of complication away.
which I presume were made to be
higherlevel, precicely for that reason.. (with usefriendliness
in mind)
for something as basic
  or as elemental as kinematics.

  Not necessarily or only for isolated relationships between
  a few items (like camera rigs), 
  but mostly when following these relationship while making a mental
  image of what is doing what, 
  in what can quickly become  a sea of relationships  (and of
  complication and confusion) the moment setups need to be even
  moderately elaborate.
  And consequently involves quite a bit more "brainload" even after
  getting use to it.
  
  And I have to agree with what Thomas said;

On 09/09/17 7:07, Tom Kleinenberg
  wrote:

 Unless you've used XSI you're unlikely to understand
  how useful that "dual-coordinate" method was.
  
  

  

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Re: Maya - what were they thinking 2 - transforms

2017-09-15 Thread Anto Matkovic
There's neutral pose in SI. However, that ''hidden parenting'' could be a risky 
business, too. For example, XSI built in biped rig creator has a nasty habit to 
''zero out'' the rotation of COG (hips) controller. So, by moving and keying 
that controller horizontally, in Animation Editor there's a slight small 
movement along Y axis. Or, zero Y movement in animation editor is small up - 
down of cog bone.
Somehow contradictory, to use these hidden offsets properly, someone has to be 
able to visualize them.
As some rule of thumb, positional offset is more or less harmless, rotational 
offset is ( more or less) dangerous. SI has nicely exposed options to set 
neutral pose only on position. In Maya world, let's say that Maya pivot is OK 
to use, as only positional offset. While Maya Joint Orient, as rotational 
offset, it is a problem in many cases -  setting that thing to zero, whenever 
is possible, is condition for easier life...


  From: Jason S 
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 
 Sent: Thursday, September 14, 2017 12:20 AM
 Subject: Re: Maya - what were they thinking 2 - transforms
   
 
 
 Hum.
 
 I guess these "intermediate items" are probably part of XSI's internalized 
abstractions (?)
 
 I'm sure there must be advantages of having it this way, (1 null (& hierarchy 
level) for each axis of rotation ?)
 but I feel that these abstractions remove quite a bit of redundancy and 
clutter in sometimes already quite cluttered and deep hierarchies.
 

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Re: Maya - what were they thinking 2 - transforms

2017-09-13 Thread Jason S
   back to world zero and rework it there, I then drop it back
into the hierarchy below Roll where it was originally
located. When back in the hierarchy I execute Reset on
GeometryMaster again. It should then move to be in exactly
the same place it was before relative Roll, assuming I’ve
managed not change the Geo’s relation to transform and pivot
zero too drastically.
 
To
summarize:
Select
geometry object
Unparent
Reset
Transformations
Edit
object at world zero coordinates
Reinsert
object into hierarchy
Reset
Transformations
 
If
you develop a good set of habits in structuring and managing
your hierarchies, placing at least one group transform above
each geometry object, that kind of thing, its fairly
painless. The parenting required is relative the
articulation that is needed.
 
This
way of doing things may not likely be familiar  if you’re
coming to Maya from XSI. When I learned Maya transforms I
was coming from SI 3D, but I also had some experience on
Wavefront TAV, so it was less difficult to understand why
they did it this way. Funny thing is when I transitioned
back to XSI from Maya, about XSI 5 I think, at some point I
noted XSI had implemented Transform Groups. As a result I
started using the Transform Groups in XSI to continue using
the Maya structural “habit”  in XSI. I found that in time I
rarely ever touched the Center again.
 
Bear
in mind that Maya does provide a “global” abstraction
through Move Tools’ setting Axis Orientation. If you set it
to world you can move an object according to World XYZ axis
via the manipulator, but it will show up as local transform
values local to its parent unless you remove it from the
hierarchy. (This abstraction also seems kind of buggy in
2017 as it doesn’t update the manipulator sometimes when
switching from Object to World or back).
 
If
you need to move something to a world specific position, use
a locator or group that is not inserted in the hierarchy,
set its world position, then snap the object to that world
positioned locator(via Snap to Point).  Bear in mind that
the object is still relative its parent. It can be nonzero
to its parent without much issue if all you are doing is
positioning it relative the articulation xform of its
parent.

 
So
it becomes kind of a game to know how to set up the
hierarchy to manage articulations. What gets a lot of depth
and what doesn’t. And typically this means you rarely
articulate a piece of geometry by itself without a transform
group. Granted rigid body simulations, envelopes, and shape
animations are typically exclusions to that kind of need for
structural depth.

 
Joey
 
--
__
Opinions
stated here-in are strictly those of the author and do not

represent
the opinions of NASA or any other party.
 
 
 

  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Jason S
Sent: Wednesday, September 13, 2017 3:41 PM
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list

        Subject: Re: Maya - what were they thinking 2 -
transforms
  

 
It seems to be the same issue in these
  threads.
  
  
 
    CGTalk - how to "zero to parent"
 
    CGTalk - roll / pan / tilt of camera
 
So any item you would want to animate  by it's local axis (or to refer to it's local transforms in expressions) needs an intermediate parent item? 
 
Doesn't that make sub-sub level items become  sub-sub-sub-sub level? (double the items at double depth?)
 
What happens when you reset the transforms of a child of a parent that's somewhere in space, pointing somewhere?  
 (0 zeroing it's transforms) 
the item snaps to world center?  and not to whatever position/orientation of it's 

RE: Maya - what were they thinking 2 - transforms

2017-09-13 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
. What gets a lot of depth and what doesn't. And typically this 
means you rarely articulate a piece of geometry by itself without a transform 
group. Granted rigid body simulations, envelopes, and shape animations are 
typically exclusions to that kind of need for structural depth.

Joey

--
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Wednesday, September 13, 2017 3:41 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Maya - what were they thinking 2 - transforms

It seems to be the same issue in these threads.




CGTalk - how to "zero to 
parent"<http://forums.cgsociety.org/showthread.php?f=7&t=1256382&highlight=local+global>



CGTalk - roll / pan / tilt of 
camera<http://forums.cgsociety.org/showthread.php?f=89&t=1141823&highlight=local+global>



So any item you would want to animate  by it's local axis (or to refer to it's 
local transforms in expressions) needs an intermediate parent item?



Doesn't that make sub-sub level items become  sub-sub-sub-sub level? (double 
the items at double depth?)



What happens when you reset the transforms of a child of a parent that's 
somewhere in space, pointing somewhere?

 (0 zeroing it's transforms)

the item snaps to world center?  and not to whatever position/orientation of 
it's parent?



On 09/11/17 11:01, Morten Bartholdy wrote:

Thanks guys - there is plenty to investigate here :)



//MB


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Re: Maya - what were they thinking 2 - transforms

2017-09-13 Thread Jason S

  
  
It seems to be the same issue in these threads.

CGTalk - how to "zero to parent"

CGTalk - roll / pan / tilt of camera

So any item you would want to animate  by it's local axis (or to refer to it's local transforms in expressions) needs an intermediate parent item? 

Doesn't that make sub-sub level items become  sub-sub-sub-sub level? (double the items at double depth?)

What happens when you reset the transforms of a child of a parent that's somewhere in space, pointing somewhere?  
 (0 zeroing it's transforms) 
the item snaps to world center?  and not to whatever position/orientation of it's parent?


  
On 09/11/17 11:01, Morten Bartholdy wrote:



  Thanks guys - there is plenty to investigate here :)

//MB



  

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Re: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Martin
ctKey -clear ;
>> rotate -r -os -fo 32.234531 0 0 ;
>> rotate -r -os -fo 0 33.615086 0 ;
>> select -r pCone1 ;
>> selectKey -clear ;
>> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
>> "pCone1.tz";
>> currentTime 30 ;
>> move -r -ls -wd 0 0 -37.704086 ;
>> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
>> "pCone1.tz";
>> 
>> 
>> 
>> 
>> Joey
>> 
>> 
>> 
>> 
>> 
>> 
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
>> Joseph G. (LARC-E1A)[LITES II]
>> Sent: Monday, September 11, 2017 9:52 AM
>> To: softimage@listproc.autodesk.com
>> Subject: RE: Maya - what were they thinking 2 - transforms
>> 
>> More than likely this has something to do with the way your hierarchy is 
>> organized. There is no reason why you can't do this. The key to making this 
>> work is that the gun cannot have had its pivot or transforms modified in 
>> relation to the child. The object as child to the gun must be zero-centric 
>> to it. In other words, the gun must be the "world" coordinates for the gun. 
>> Does that make sense?
>> 
>> Run the MEL commands below in your script editor in an empty scene. See 
>> specifically the angle of locator2 and the keyframed z translation of 
>> pCone1. Move locator1 around at will, and you can change the orientation of 
>> locator2 if you desire, but the cone's motion is always maintained on Z axis 
>> relative everything it is parented to. And it is only animated explicitly on 
>> Z. See the Graph editor for pCone1. Is this similar to what you are trying 
>> to accomplish?
>> 
>> 
>> 
>> 
>> file -f -new;
>> spaceLocator -p 0 0 0;
>> updateRenderOverride;
>> spaceLocator -p 0 0 0;
>> CreatePolygonCone;
>> polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; parent 
>> pCone1 locator2 ; select -r locator2 ; selectKey -clear ; parent locator2 
>> locator1 ; select -r locator2 ; selectKey -clear ; rotate -r -os -fo 
>> 9.453111 0 0 ; setAttr "locator2.rotateX" 45; select -r pCone1 ; selectKey 
>> -clear ; if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` 
>> )setKeyframe "pCone1.tz"; currentTime 30 ; move -r -ls -wd 0 0 -8.127347 ; 
>> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
>> "pCone1.tz"; currentTime 22 ; selectKey -clear ; currentTime 15 ; select -r 
>> locator2 ; selectKey -clear ; select -r locator2 pCone1 ; selectKey -clear ; 
>> select -r pCone1 ; selectKey -clear ;
>> 
>> 
>> 
>> 
>> 
>> Joey Ponthieux
>> __
>> Opinions stated here-in are strictly those of the author and do not 
>> represent the opinions of NASA or any other party.
>> 
>> 
>> 
>> 
>> 
>> 
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten 
>> Bartholdy
>> Sent: Monday, September 11, 2017 6:17 AM
>> To: Userlist, Softimage 
>> Subject: Maya - what were they thinking 2 - transforms
>> 
>> So I understand (to some degree) that there are fundamental differences 
>> between the  way transformations are handled in Maya vs Soft, but I just ran 
>> into something which on the surface looks simple, but is quite mindboggling. 
>> Hopefully it is just a case of Mayas way of hiding useful stuff in some 
>> obscure submenu or relationship editor, but here goes:
>> 
>> I am doing some very simple keyframe animation in Maya (one of the few 
>> things that does not drive me entirely crazy) and am animating a thingy 
>> which is parented to a gun which is pointed in a particular direction. I 
>> just want it to fly of on its local z-axis so I select it, set Transform 
>> Tool Settings, Axis Orientation to Object, key frame translate out along 
>> z-axis and keyframe. Now I want to edit the function curves to make sure it 
>> accelerates as desired, open the graph editor and see graph representation 
>> of its motion is in world space, ie. it is not only animated on the z-axis, 
>> but also on x and Y. Obviously editing these curves  manually will easily 
>> lead to having the object not flying in a straight line...
>> 
>&g

RE: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Morten Bartholdy
Thanks guys - there is plenty to investigate here :)

//MB



> Den 11. september 2017 klokken 16:50 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> Here is another example which is probably closer to what you really want. I'm 
> making that assumption of course with no knowledge of your scene. (BTW, 
> ignore the cone2 and pipe2, they are left behind as a result of my editing 
> the MEL. 
> 
> There are some details in the original MEL which are left out or cryptic. 
> This is an attempt to explain that.
> 
> What you can't easily see in the MEL that I am doing at several steps, is 
> that when the Pipe and Cone are resting as children to locator2 I am 
> executing Freeze Transformations then Reset Transformations on both the Pipe 
> and Cone  after all repositioning is final. This effectively zeroes them out 
> in relation to their parent. This works if everything is aligned properly in 
> original construction. 
> 
> The MEL command below that represents that freezing action on the transforms 
> is "makeIdentity". I use Freeze then Reset because Freeze zeroes out the 
> pivots, Reset zeroes out the transforms sending the transform "center" back 
> to "world zero". The actual MEL commands are :
> 
> FreezeTransformations;
> ResetTransformations;
> 
> They are normally executed from Modify. They can be seen in MEL if you set 
> the script editor to Echo All Commands. It may not look like Reset is doing 
> anything if you have not moved the object away from world center. Reset's 
> action will only be evident if you move the object to something of non-zero 
> translation. Generally its just habit after 20 years, I always execute Freeze 
> then Reset as a default part of the process. If the object wasn't moved, it 
> wont hurt it.
> 
> 
> A synopsis of the process is as follows:
> 
> Create, rotate and move the pipe. Preferably at world center and its length 
> aligned with z axis. 
> Create, rotate, and move the  cone (analog for a bullet I guess). Also at 
> world center and also aligned with z axis for z translation in relation to 
> the pipe.
> Parent both under a locator. Also at World center. Do not move or change its 
> position or orientation.
> Execute Freeze/Reset on both Pipe and Cone.
> Move & rotate the locator at will. Cone should follow the pipe and be keyable 
> as translation only in the z axis to follow the pipe.
>  
> 
> Here is the MEL to demonstrate.
> 
> 
> 
> file -f -new;
> CreatePolygonCone;
> polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; 
> setAttr "pCone1.rotateX" -90;
> CreatePolygonPipe;
> polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1;
> setAttr "pPipe1.rotateX" -90;
> select -cl  ;
> spaceLocator -p 0 0 0;
> spaceLocator -p 0 0 0; 
> select -r locator1 ;
> selectKey -clear ;
> select -r locator2 ;
> selectKey -clear ;
> parent locator2 locator1 ;
> parent pPipe1 locator2 ; 
> select -r pCone1 ;
> selectKey -clear ;
> parent pCone1 locator2 ; 
> select -r locator2 ;
> selectKey -clear ;
> select -r pPipe1 ;
> selectKey -clear ;
> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
> select -r pCone1 ;
> selectKey -clear ;
> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
> select -r pPipe1 ;
> selectKey -clear ;
> setAttr "pPipe1.scaleZ" 10;
> select -addFirst polyPipe1 ;
> setAttr "polyPipe1.thickness" .1;
> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
> select -r locator1 ;
> selectKey -clear ;
> rotate -r -os -fo 32.234531 0 0 ;
> rotate -r -os -fo 0 33.615086 0 ;
> select -r pCone1 ;
> selectKey -clear ;
> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
> "pCone1.tz";
> currentTime 30 ;
> move -r -ls -wd 0 0 -37.704086 ;
> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
> "pCone1.tz";
> 
> 
> 
> 
> Joey
> 
> 
> 
> 
> 
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
> Joseph G. (LARC-E1A)[LITES II]
> Sent: Monday, September 11, 2017 9:52 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Maya - what were they thinking 2 - transforms
> 
> More than likely this has something to do with the way your hierarchy is 
> organized. There is no reason why you can't do this. The key to making this 
> work is that the gun cannot have had its pivot or transforms modified in 
> relation to the child. The object as ch

RE: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Here is another example which is probably closer to what you really want. I'm 
making that assumption of course with no knowledge of your scene. (BTW, ignore 
the cone2 and pipe2, they are left behind as a result of my editing the MEL. 

There are some details in the original MEL which are left out or cryptic. This 
is an attempt to explain that.

What you can't easily see in the MEL that I am doing at several steps, is that 
when the Pipe and Cone are resting as children to locator2 I am executing 
Freeze Transformations then Reset Transformations on both the Pipe and Cone  
after all repositioning is final. This effectively zeroes them out in relation 
to their parent. This works if everything is aligned properly in original 
construction. 

The MEL command below that represents that freezing action on the transforms is 
"makeIdentity". I use Freeze then Reset because Freeze zeroes out the pivots, 
Reset zeroes out the transforms sending the transform "center" back to "world 
zero". The actual MEL commands are :

FreezeTransformations;
ResetTransformations;

They are normally executed from Modify. They can be seen in MEL if you set the 
script editor to Echo All Commands. It may not look like Reset is doing 
anything if you have not moved the object away from world center. Reset's 
action will only be evident if you move the object to something of non-zero 
translation. Generally its just habit after 20 years, I always execute Freeze 
then Reset as a default part of the process. If the object wasn't moved, it 
wont hurt it.


A synopsis of the process is as follows:

Create, rotate and move the pipe. Preferably at world center and its length 
aligned with z axis. 
Create, rotate, and move the  cone (analog for a bullet I guess). Also at world 
center and also aligned with z axis for z translation in relation to the pipe.
Parent both under a locator. Also at World center. Do not move or change its 
position or orientation.
Execute Freeze/Reset on both Pipe and Cone.
Move & rotate the locator at will. Cone should follow the pipe and be keyable 
as translation only in the z axis to follow the pipe.
 

Here is the MEL to demonstrate.



file -f -new;
CreatePolygonCone;
polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; 
setAttr "pCone1.rotateX" -90;
CreatePolygonPipe;
polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1;
setAttr "pPipe1.rotateX" -90;
select -cl  ;
spaceLocator -p 0 0 0;
spaceLocator -p 0 0 0; 
select -r locator1 ;
selectKey -clear ;
select -r locator2 ;
selectKey -clear ;
parent locator2 locator1 ;
parent pPipe1 locator2 ; 
select -r pCone1 ;
selectKey -clear ;
parent pCone1 locator2 ; 
select -r locator2 ;
selectKey -clear ;
select -r pPipe1 ;
selectKey -clear ;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
select -r pCone1 ;
selectKey -clear ;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
select -r pPipe1 ;
selectKey -clear ;
setAttr "pPipe1.scaleZ" 10;
select -addFirst polyPipe1 ;
setAttr "polyPipe1.thickness" .1;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
select -r locator1 ;
selectKey -clear ;
rotate -r -os -fo 32.234531 0 0 ;
rotate -r -os -fo 0 33.615086 0 ;
select -r pCone1 ;
selectKey -clear ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";
currentTime 30 ;
move -r -ls -wd 0 0 -37.704086 ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";




Joey






-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Monday, September 11, 2017 9:52 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya - what were they thinking 2 - transforms

More than likely this has something to do with the way your hierarchy is 
organized. There is no reason why you can't do this. The key to making this 
work is that the gun cannot have had its pivot or transforms modified in 
relation to the child. The object as child to the gun must be zero-centric to 
it. In other words, the gun must be the "world" coordinates for the gun. Does 
that make sense?

Run the MEL commands below in your script editor in an empty scene. See 
specifically the angle of locator2 and the keyframed z translation of pCone1. 
Move locator1 around at will, and you can change the orientation of locator2 if 
you desire, but the cone's motion is always maintained on Z axis relative 
everything it is parented to. And it is only animated explicitly on Z. See the 
Graph editor for pCone1. Is this similar to what you are trying to accomplish?




file -f -new;
spaceLocator -p 0 0 0;
updateRenderOverride;
spaceLocator -p 0 0 0;
CreatePolygonCone;
polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 

Re: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Anto Matkovic
While it won't help with global-local switching - just in case you don't know 
already when it comes to 'motion path' thing -  there's relative new feature 
called "editable motion trail", basically is function curve in 3d viewport, 
imho it's nice feature, worth to try.
  From: Morten Bartholdy 
 To: "Userlist, Softimage"  
 Sent: Monday, September 11, 2017 12:16 PM
 Subject: Maya - what were they thinking 2 - transforms
   
So I understand (to some degree) that there are fundamental differences between 
the  way transformations are handled in Maya vs Soft, but I just ran into 
something which on the surface looks simple, but is quite mindboggling. 
Hopefully it is just a case of Mayas way of hiding useful stuff in some obscure 
submenu or relationship editor, but here goes:

I am doing some very simple keyframe animation in Maya (one of the few things 
that does not drive me entirely crazy) and am animating a thingy which is 
parented to a gun which is pointed in a particular direction. I just want it to 
fly of on its local z-axis so I select it, set Transform Tool Settings, Axis 
Orientation to Object, key frame translate out along z-axis and keyframe. Now I 
want to edit the function curves to make sure it accelerates as desired, open 
the graph editor and see graph representation of its motion is in world space, 
ie. it is not only animated on the z-axis, but also on x and Y. Obviously 
editing these curves  manually will easily lead to having the object not flying 
in a straight line...

In this case I could draw a curve to use as motion path, but is is more 
cumbersome (like so many things in Maya) and for many reasons I would really 
prefer to be able to switch between World space and Object space in the Graph 
Editor. Our resident Maya artist has looked for similar functionality many 
times through different Maya versions, so far without luck, so she can not 
offer relief from this specific lack of brainpower on the part of the Maya devs.

Can Maya knowledgeable people here confirm this fundamental lack of 
functionality or perhaps tell where I find it, or barring that, offer advice 
regarding how to achieve something similar?

Thanks (sigh)

Morten
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RE: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
More than likely this has something to do with the way your hierarchy is 
organized. There is no reason why you can't do this. The key to making this 
work is that the gun cannot have had its pivot or transforms modified in 
relation to the child. The object as child to the gun must be zero-centric to 
it. In other words, the gun must be the "world" coordinates for the gun. Does 
that make sense?

Run the MEL commands below in your script editor in an empty scene. See 
specifically the angle of locator2 and the keyframed z translation of pCone1. 
Move locator1 around at will, and you can change the orientation of locator2 if 
you desire, but the cone's motion is always maintained on Z axis relative 
everything it is parented to. And it is only animated explicitly on Z. See the 
Graph editor for pCone1. Is this similar to what you are trying to accomplish?




file -f -new;
spaceLocator -p 0 0 0; 
updateRenderOverride;
spaceLocator -p 0 0 0;
CreatePolygonCone;
polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1;
parent pCone1 locator2 ;
select -r locator2 ;
selectKey -clear ;
parent locator2 locator1 ;
select -r locator2 ;
selectKey -clear ;
rotate -r -os -fo 9.453111 0 0 ;
setAttr "locator2.rotateX" 45;
select -r pCone1 ;
selectKey -clear ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";
currentTime 30 ;
move -r -ls -wd 0 0 -8.127347 ;
if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
"pCone1.tz";
currentTime 22 ;
selectKey -clear ;
currentTime 15 ;
select -r locator2 ;
selectKey -clear ;
select -r locator2 pCone1 ;
selectKey -clear ;
select -r pCone1 ;
selectKey -clear ;





Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.






-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Monday, September 11, 2017 6:17 AM
To: Userlist, Softimage 
Subject: Maya - what were they thinking 2 - transforms

So I understand (to some degree) that there are fundamental differences between 
the  way transformations are handled in Maya vs Soft, but I just ran into 
something which on the surface looks simple, but is quite mindboggling. 
Hopefully it is just a case of Mayas way of hiding useful stuff in some obscure 
submenu or relationship editor, but here goes:

I am doing some very simple keyframe animation in Maya (one of the few things 
that does not drive me entirely crazy) and am animating a thingy which is 
parented to a gun which is pointed in a particular direction. I just want it to 
fly of on its local z-axis so I select it, set Transform Tool Settings, Axis 
Orientation to Object, key frame translate out along z-axis and keyframe. Now I 
want to edit the function curves to make sure it accelerates as desired, open 
the graph editor and see graph representation of its motion is in world space, 
ie. it is not only animated on the z-axis, but also on x and Y. Obviously 
editing these curves  manually will easily lead to having the object not flying 
in a straight line...

In this case I could draw a curve to use as motion path, but is is more 
cumbersome (like so many things in Maya) and for many reasons I would really 
prefer to be able to switch between World space and Object space in the Graph 
Editor. Our resident Maya artist has looked for similar functionality many 
times through different Maya versions, so far without luck, so she can not 
offer relief from this specific lack of brainpower on the part of the Maya devs.

Can Maya knowledgeable people here confirm this fundamental lack of 
functionality or perhaps tell where I find it, or barring that, offer advice 
regarding how to achieve something similar?

Thanks (sigh)

Morten
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Re: Maya - what were they thinking 2 - transforms

2017-09-11 Thread Tom Kleinenberg
I think that you may be out of luck - Maya has no conception of World vs
Object space. If you parented the object under a group, you may be able to
set the orientation of that according to the gun and then you'd only have
to animated it in 1 axis (maybe 2 if there's drop... but at least on a ZY
plane rather than through XYZ). You can also use a Motion Trail (Animate >
Create Motion Trail) for a visual representation. Little video here :
https://www.youtube.com/watch?v=Nst3db21N-E

I don't know if those suggestions are any help.

On 11 September 2017 at 11:16, Morten Bartholdy  wrote:

> So I understand (to some degree) that there are fundamental differences
> between the  way transformations are handled in Maya vs Soft, but I just
> ran into something which on the surface looks simple, but is quite
> mindboggling. Hopefully it is just a case of Mayas way of hiding useful
> stuff in some obscure submenu or relationship editor, but here goes:
>
> I am doing some very simple keyframe animation in Maya (one of the few
> things that does not drive me entirely crazy) and am animating a thingy
> which is parented to a gun which is pointed in a particular direction. I
> just want it to fly of on its local z-axis so I select it, set Transform
> Tool Settings, Axis Orientation to Object, key frame translate out along
> z-axis and keyframe. Now I want to edit the function curves to make sure it
> accelerates as desired, open the graph editor and see graph representation
> of its motion is in world space, ie. it is not only animated on the z-axis,
> but also on x and Y. Obviously editing these curves  manually will easily
> lead to having the object not flying in a straight line...
>
> In this case I could draw a curve to use as motion path, but is is more
> cumbersome (like so many things in Maya) and for many reasons I would
> really prefer to be able to switch between World space and Object space in
> the Graph Editor. Our resident Maya artist has looked for similar
> functionality many times through different Maya versions, so far without
> luck, so she can not offer relief from this specific lack of brainpower on
> the part of the Maya devs.
>
> Can Maya knowledgeable people here confirm this fundamental lack of
> functionality or perhaps tell where I find it, or barring that, offer
> advice regarding how to achieve something similar?
>
> Thanks (sigh)
>
> Morten
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> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: maya constrain from SI perspective

2017-09-10 Thread Matt Lind
The irony here is the features you gripe about were likely ripped off from 
Softimage|3D almost verbatim.

Back in the 1990's when Softimage was busy rewriting Softimage|3D from the 
ground up to what we know today as XSI, Alias|Wavefront was busy making 
themselves relevant again as they desperately needed market share after 
Softimage|3D nearly pummeled them into the ground.  One technique was to rip 
features off from other applications.  If you look at Maya's SDK you'll 
discover a lot of familiar looking features.  Skinning in Maya, for example, 
looks almost identical to how it was handled in Softimage|3D with 5 
different types of envelopes to choose from.  Softimage realized the mistake 
in that approach and corrected it by having a single uber-envelope operator 
inside of XSI, but Maya stuck with the past.

If you have past experience with Softimage|3D, it may prove useful for 
navigating the Maya waters.


Matt



Date: Sun, 10 Sep 2017 19:26:19 +0200
From: Mirko Jankovic 
Subject: Re: maya constrain from SI perspective
To: "Official Softimage Users Mailing List.


It is not such huge problem when you create from start or something like
that. But when you get referenced rig that is locked and you cant; do any
changes but have to work with what you have
If there was option to make changes on the rig it should be manageable
somehow but rigs are referenced and locked no changes possible so...

I simply can;t understand that something so basic and important can be so
complicated and problematic :)
?


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Re: maya constrain from SI perspective

2017-09-10 Thread Mirko Jankovic
It is not such huge problem when you create from start or something like
that. But when you get referenced rig that is locked and you cant; do any
changes but have to work with what you have
If there was option to make changes on the rig it should be manageable
somehow but rigs are referenced and locked no changes possible so...

I simply can;t understand that something so basic and important can be so
complicated and problematic :)
ᐧ

On Sun, Sep 10, 2017 at 5:54 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov> wrote:

>
>
> Also, if you really want to make this easier then you can add an attribute
> to the cone as a keyable integer.
>
>
>
> Call it “StickTo” for example.
>
>
>
> Then create a MEL expression as follows:
>
>
>
>
>
> string $stick_to = pCone1.StickTo;
>
>
>
> if ( $stick_to == 1 ) {
>
> pCone1_pointConstraint1.pSphere1W0=1;
>
> pCone1_pointConstraint1.pSphere2W1=0;
>
> pCone1_pointConstraint1.pSphere3W2=0;
>
> } else if ( $stick_to == 2 ) {
>
> pCone1_pointConstraint1.pSphere1W0=0;
>
> pCone1_pointConstraint1.pSphere2W1=1;
>
> pCone1_pointConstraint1.pSphere3W2=0;
>
> } else if ( $stick_to == 3 ) {
>
> pCone1_pointConstraint1.pSphere1W0=0;
>
> pCone1_pointConstraint1.pSphere2W1=0;
>
> pCone1_pointConstraint1.pSphere3W2=1;
>
> } else
>
> print ("No constraint assigned!\n");
>
>
>
>
>
>
>
> Keyframe “StickTo” in the cone attributes to 1 for pSphere 1, 2 for
> pSphere2, and so on.
>
>
>
>
>
> By doing this, all you have to do is keyframe the new StickTo attribute in
> the Cone from 1, to 2, to 3 at the appropriate time to use the relevant
> constraint to change who “owns” the cone as it moves from one item to the
> next.
>
>
>
>
>
> This is probably closer to what you are wanting anyway since I suspect you
> will only want the weights to go from 0 directly to 1 at the same frame
> rather transition over time. You can do it without the expression but this
> just manages it down to one attribute and may also reduce the number of
> keyframes you’ll have to create.
>
>
>
>
>
> Joey
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]
> *Sent:* Sunday, September 10, 2017 11:07 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: maya constrain from SI perspective
>
>
>
> Mirko,
>
>
>
> Create 3 spheres and randomly place them in an empty scene
>
>
>
> Create a cone
>
>
>
> Select the objects in the following order via ctrl->left click select
>
> 1.pSphere1
>
> 2.pSphere2
>
> 3.pSphere3
>
> 4.pCone1
>
>
>
> Execute ANIMATION->Constrain->Point  (make sure you are using the
>  defaults for this constraint)
>
>
>
> You will find that a pCone1_pointConstraint1 operator has been placed
> under the pCone1 object and the cone should take a position central in
> space to the position all three spheres. If so, it is now position
> constrained to those spheres.
>
>
>
> Select pCone1
>
>
>
> In the Channel Editor you will see the constraint operator in the shape
> list and it will possess 3 weight parameters for the constraint
>
> (W0,W1, and W2 for sphere 1, 2 & 3 respectively)
>
>
>
> At frame 1 keyframe the following:
>
> w0 = 1, w1 = 0, w2 = 0
>
>
>
> At frame 15 keyframe the following:
>
> w0 = 0, w1 = 1, w2 = 0
>
>
>
> At frame 30 keyframe the following:
>
> w0 = 0, w1 = 0, w2 = 1
>
>
>
>
>
> When you play it back the cone will transition via constraint from sphere
> 1 to 2 to 3  over the 30 frame period
>
>
>
> Now animate all the sphere positions in whatever way you choose over that
> 30 frame period. The cone will still follow the spheres according to the
> weights  previously keyframed.
>
>
>
> Does that help?
>
>
>
>
>
>
>
> If you need more control than this make a copy of the cone. Constrain cone
> 1 to sphere 1 & 2. Constrain cone 2 to sphere 2&3. Animate the weights to
> control each. Write an expression to set visibility for each cone when the
> constraint weight is less than 1 or greater than 0 for example so that the
> cones hide automatically. In other words when the first cone arrives at
> sphere 2 cone 1 should hide and the cone 2 should unhide. You can write one
> expression to evaluate all objects and weights simultaneously.
>
>

RE: maya constrain from SI perspective

2017-09-10 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]


Also, if you really want to make this easier then you can add an attribute to 
the cone as a keyable integer.



Call it “StickTo” for example.



Then create a MEL expression as follows:





string $stick_to = pCone1.StickTo;

if ( $stick_to == 1 ) {
pCone1_pointConstraint1.pSphere1W0=1;
pCone1_pointConstraint1.pSphere2W1=0;
pCone1_pointConstraint1.pSphere3W2=0;
} else if ( $stick_to == 2 ) {
pCone1_pointConstraint1.pSphere1W0=0;
pCone1_pointConstraint1.pSphere2W1=1;
pCone1_pointConstraint1.pSphere3W2=0;
} else if ( $stick_to == 3 ) {
pCone1_pointConstraint1.pSphere1W0=0;
pCone1_pointConstraint1.pSphere2W1=0;
pCone1_pointConstraint1.pSphere3W2=1;
} else
print ("No constraint assigned!\n");



Keyframe “StickTo” in the cone attributes to 1 for pSphere 1, 2 for pSphere2, 
and so on.


By doing this, all you have to do is keyframe the new StickTo attribute in the 
Cone from 1, to 2, to 3 at the appropriate time to use the relevant constraint 
to change who “owns” the cone as it moves from one item to the next.


This is probably closer to what you are wanting anyway since I suspect you will 
only want the weights to go from 0 directly to 1 at the same frame rather 
transition over time. You can do it without the expression but this just 
manages it down to one attribute and may also reduce the number of keyframes 
you’ll have to create.


Joey







From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Sunday, September 10, 2017 11:07 AM
To: softimage@listproc.autodesk.com
Subject: RE: maya constrain from SI perspective

Mirko,

Create 3 spheres and randomly place them in an empty scene

Create a cone

Select the objects in the following order via ctrl->left click select
1.pSphere1
2.pSphere2
3.pSphere3
4.pCone1

Execute ANIMATION->Constrain->Point  (make sure you are using the  defaults for 
this constraint)

You will find that a pCone1_pointConstraint1 operator has been placed under the 
pCone1 object and the cone should take a position central in space to the 
position all three spheres. If so, it is now position constrained to those 
spheres.

Select pCone1

In the Channel Editor you will see the constraint operator in the shape list 
and it will possess 3 weight parameters for the constraint
(W0,W1, and W2 for sphere 1, 2 & 3 respectively)

At frame 1 keyframe the following:
w0 = 1, w1 = 0, w2 = 0

At frame 15 keyframe the following:
w0 = 0, w1 = 1, w2 = 0

At frame 30 keyframe the following:
w0 = 0, w1 = 0, w2 = 1


When you play it back the cone will transition via constraint from sphere 1 to 
2 to 3  over the 30 frame period

Now animate all the sphere positions in whatever way you choose over that 30 
frame period. The cone will still follow the spheres according to the weights  
previously keyframed.

Does that help?



If you need more control than this make a copy of the cone. Constrain cone 1 to 
sphere 1 & 2. Constrain cone 2 to sphere 2&3. Animate the weights to control 
each. Write an expression to set visibility for each cone when the constraint 
weight is less than 1 or greater than 0 for example so that the cones hide 
automatically. In other words when the first cone arrives at sphere 2 cone 1 
should hide and the cone 2 should unhide. You can write one expression to 
evaluate all objects and weights simultaneously.

Joey



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Sunday, September 10, 2017 3:39 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: maya constrain from SI perspective

Ok, please,, how the F you live in maya with it's constrains and worse more 
animating them??

Am I so stuck in SI workflow that I simply can;t go down the rabbit hole in 
maya on this or are they really taht retarded and complicxated for simple 
animation?
Constraing object A on object B,m then translate it to object C and then on to 
object D...

Something as simple as for exmaple pick up hat from the head, and give it to 
another guy and he puts it in his head The F!!! the HORROR!

Any tips and advice please?
Also I did try like zv parent script which is kinda good but it doesn;t really 
work with referenced objects so. no go..
[https://mailfoogae.appspot.com/t?sender=abWlya29qLmFuaW1hdG9yQGdtYWlsLmNvbQ%3D%3D&type=zerocontent&guid=8fabcf63-42b4-4212-a7b0-d54921aaef61]ᐧ
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RE: maya constrain from SI perspective

2017-09-10 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Mirko,

Create 3 spheres and randomly place them in an empty scene

Create a cone

Select the objects in the following order via ctrl->left click select
1.pSphere1
2.pSphere2
3.pSphere3
4.pCone1

Execute ANIMATION->Constrain->Point  (make sure you are using the  defaults for 
this constraint)

You will find that a pCone1_pointConstraint1 operator has been placed under the 
pCone1 object and the cone should take a position central in space to the 
position all three spheres. If so, it is now position constrained to those 
spheres.

Select pCone1

In the Channel Editor you will see the constraint operator in the shape list 
and it will possess 3 weight parameters for the constraint
(W0,W1, and W2 for sphere 1, 2 & 3 respectively)

At frame 1 keyframe the following:
w0 = 1, w1 = 0, w2 = 0

At frame 15 keyframe the following:
w0 = 0, w1 = 1, w2 = 0

At frame 30 keyframe the following:
w0 = 0, w1 = 0, w2 = 1


When you play it back the cone will transition via constraint from sphere 1 to 
2 to 3  over the 30 frame period

Now animate all the sphere positions in whatever way you choose over that 30 
frame period. The cone will still follow the spheres according to the weights  
previously keyframed.

Does that help?



If you need more control than this make a copy of the cone. Constrain cone 1 to 
sphere 1 & 2. Constrain cone 2 to sphere 2&3. Animate the weights to control 
each. Write an expression to set visibility for each cone when the constraint 
weight is less than 1 or greater than 0 for example so that the cones hide 
automatically. In other words when the first cone arrives at sphere 2 cone 1 
should hide and the cone 2 should unhide. You can write one expression to 
evaluate all objects and weights simultaneously.

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Sunday, September 10, 2017 3:39 AM
To: softimage@listproc.autodesk.com
Subject: maya constrain from SI perspective

Ok, please,, how the F you live in maya with it's constrains and worse more 
animating them??

Am I so stuck in SI workflow that I simply can;t go down the rabbit hole in 
maya on this or are they really taht retarded and complicxated for simple 
animation?
Constraing object A on object B,m then translate it to object C and then on to 
object D...

Something as simple as for exmaple pick up hat from the head, and give it to 
another guy and he puts it in his head The F!!! the HORROR!

Any tips and advice please?
Also I did try like zv parent script which is kinda good but it doesn;t really 
work with referenced objects so. no go..
[https://mailfoogae.appspot.com/t?sender=abWlya29qLmFuaW1hdG9yQGdtYWlsLmNvbQ%3D%3D&type=zerocontent&guid=8fabcf63-42b4-4212-a7b0-d54921aaef61]ᐧ
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Re: Maya plug-in developers

2017-09-06 Thread David Gallagher Softimage

Thanks!

On 9/6/2017 7:12 AM, Alan Fregtman wrote:

Hey David,

I think you might have better luck with the "Python Inside Maya" list 
here:
https://groups.google.com/forum/?#!forum/python_inside_maya 



I know it has "Python" in the name but C++ developers exist among the 
crowd as well.


If that fails you can also try the "Highend3D Maya" list:
https://groups.google.com/forum/?#!forum/maya_he3d 


(It's probably the most popular Maya-focused general mailing list.)

Cheers,
   -- Alan


On Tue, Sep 5, 2017 at 5:53 PM David Gallagher Softimage 
mailto:davegsoftimagel...@gmail.com>> 
wrote:



Hello!
Some of you might know about our free AnimSchool Picker plug-in
enjoyed by thousands of Maya users and many studios. We also have
a Softimage version!

Anyone here interested in this? Or know where I could post it on a
similar Maya list?

http://www.animschool.com/DownloadOffer.aspx

http://www.animschool.com/PickerInfo.aspx

 We are looking for a programmer to help compile the plug-in for
the different versions and platforms (PC, Mac, multiple versions
of Linux). There is usually quite a bit of troubleshooting and
setup issues to overcome for each version of Maya.

part-time/contract work
If you are interested, please email j...@animschool.com

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 with
"unsubscribe" in the subject, and reply to confirm.



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Re: Maya plug-in developers

2017-09-06 Thread Alan Fregtman
Hey David,

I think you might have better luck with the "Python Inside Maya" list here:
https://groups.google.com/forum/?#!forum/python_inside_maya

I know it has "Python" in the name but C++ developers exist among the crowd
as well.

If that fails you can also try the "Highend3D Maya" list:
https://groups.google.com/forum/?#!forum/maya_he3d
(It's probably the most popular Maya-focused general mailing list.)

Cheers,
   -- Alan


On Tue, Sep 5, 2017 at 5:53 PM David Gallagher Softimage <
davegsoftimagel...@gmail.com> wrote:

>
> Hello!
> Some of you might know about our free AnimSchool Picker plug-in enjoyed by
> thousands of Maya users and many studios. We also have a Softimage version!
>
> Anyone here interested in this? Or know where I could post it on a similar
> Maya list?
>
> http://www.animschool.com/DownloadOffer.aspx
> 
> http://www.animschool.com/PickerInfo.aspx
>
>  We are looking for a programmer to help compile the plug-in for the
> different versions and platforms (PC, Mac, multiple versions of Linux).
> There is usually quite a bit of troubleshooting and setup issues to
> overcome for each version of Maya.
>
> part-time/contract work
> If you are interested, please email j...@animschool.com
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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Re: Maya Character Workflow

2017-07-05 Thread Steve Parish
Thanks Eric, some great advice there! Certainly going to check out
NGSkinTools.

Steve P

On Fri, Jun 30, 2017 at 6:14 PM, Eric Thivierge 
wrote:

> Hey Steve,
>
> Might not be as painless as you have experienced in the past but may not
> be as bad as one might expect as well. Check out NGSkinTools. It's worth it
> and the custom node can be removed to make the rig portable to those
> without the plugin. The referencing workflow you describe should work as
> well. However I'm not sure about the GATOR-like one click transfer but
> you'll probably be able to get super close. Make sure you don't use the
> Skin > Export / Import weight maps. Instead use the Deform > Export /
> Import weights. It is not texture based and I believe you'll be able to
> maintain fidelity between import / export a lot better.
>
> Hope that helps a bit.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Fri, Jun 30, 2017 at 3:42 PM, Steve Parish 
> wrote:
>
>> Sorry for the Maya question on a Softy board but I wondered if people
>> would mind sharing their character workflow.
>>
>> Working in advertising I'm having to make quick changes at all stages of
>> the pipeline and in Soft things were nice and nimble. In Maya I'm using
>> some scripts but things are very linear and slow.
>>
>> At the moment I'm modeling and rigging first, referencing in the rigged
>> model to animate, then exporting to alembic for render. If a modeling
>> change comes in, I re-model then copy the weights over from the old model
>> (I assume it works similarly to gator) and re-weight as needed. Then update
>> the reference model so the animation is preserved. Then animating and
>> exporting for render.
>>
>> Does this all seem logical? I felt like in Soft I could make quick
>> modeling changes and still keep the rigging because of the stack (to a
>> certain extent). I'm using tfsmooth_skin_weight (which is essential) but
>> wondered if there were any other essential scripts / techniques to help
>> make this process easier / quicker.
>>
>> Thanks
>> Steve_P
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Maya Character Workflow

2017-06-30 Thread Eric Thivierge
Hey Steve,

Might not be as painless as you have experienced in the past but may not be
as bad as one might expect as well. Check out NGSkinTools. It's worth it
and the custom node can be removed to make the rig portable to those
without the plugin. The referencing workflow you describe should work as
well. However I'm not sure about the GATOR-like one click transfer but
you'll probably be able to get super close. Make sure you don't use the
Skin > Export / Import weight maps. Instead use the Deform > Export /
Import weights. It is not texture based and I believe you'll be able to
maintain fidelity between import / export a lot better.

Hope that helps a bit.


Eric Thivierge
http://www.ethivierge.com

On Fri, Jun 30, 2017 at 3:42 PM, Steve Parish  wrote:

> Sorry for the Maya question on a Softy board but I wondered if people
> would mind sharing their character workflow.
>
> Working in advertising I'm having to make quick changes at all stages of
> the pipeline and in Soft things were nice and nimble. In Maya I'm using
> some scripts but things are very linear and slow.
>
> At the moment I'm modeling and rigging first, referencing in the rigged
> model to animate, then exporting to alembic for render. If a modeling
> change comes in, I re-model then copy the weights over from the old model
> (I assume it works similarly to gator) and re-weight as needed. Then update
> the reference model so the animation is preserved. Then animating and
> exporting for render.
>
> Does this all seem logical? I felt like in Soft I could make quick
> modeling changes and still keep the rigging because of the stack (to a
> certain extent). I'm using tfsmooth_skin_weight (which is essential) but
> wondered if there were any other essential scripts / techniques to help
> make this process easier / quicker.
>
> Thanks
> Steve_P
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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RE: Maya Time Editor

2017-03-29 Thread Sofronis Efstathiou
Hi Anto,

Thank you for your reply – its much appreciated.

From what I have seen and tested, locking or hiding the channels does not stop 
them from having their animation data stored in the source clip – which is odd 
and fairly unintuitive, as well inefficient. In Softimage we had many more 
options – e.g. we were able to store the parameters that were marked vs storing 
all animation parameters found on an object – plus a range of other options 
such as isolating FCurves, expressions and constraints. The Maya method is just 
clunky.  I could delete or mute the channels in the clip once added to the Time 
Editor, but that’s not very user friendly either (and it doesn’t work – once 
muted the channel can’t be unmuted in the graph editor).

Thanks for the heads up on the hierarchy problem with the shape node – that’s 
great.

Cheers

Sofronis (Saf) Efstathiou

Principal Lecturer and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk<mailto:sefstath...@bournemouth.ac.uk>

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]<http://ncca.bournemouth.ac.uk/>  
[Description: Description: C:\Users\sefstathiou\Documents\My 
Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
 <http://www.bfxfestival.com/>


[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Anto Matkovic
Sent: 23 March 2017 11:49
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Maya Time Editor

As far as I know, it takes keyable and animated channels. You could use Channel 
Control window to set what is keyable, or just displayed in Channel Box.
Or, you could make a certain channel keyable, locked, nonkeyable or else, 
directly in Chanell Box. Tip: Maya Channel Box works with multiple selected 
nodes, or multiple selected channels of one node, or both.
Btw,  Maya ''select hierarchy'' menu command selects shape nodes, too, perhaps 
you'll want to avoid that, simple MEL that removes shapes from hierarchy 
selection is something like this:

select -hi;
string $mysell[]=`ls -sl -type transform`;
select -r $mysell;


From: Sofronis Efstathiou 
mailto:sefstath...@bournemouth.ac.uk>>
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Sent: Monday, March 20, 2017 7:17 PM
Subject: Maya Time Editor

Hi everyone,

I hope you are well. I had a quick question about Maya’s Time Editor, I was 
hoping someone maybe can help, or push me in the right direction.

When storing animation in Softimage’s Animation Mixer we had the option of 
isolation which channel we wanted to store. However, in Maya’s Time Editor I 
can’t seem to save a particular channel marked in the Channel box as a clip, it 
will instead remove all of the animated parameters that belong to the object. 
i.e. if the position of a sphere was animated, how do I just pull the y channel 
and leave the other two channels x and z on the object? The same for rotations 
vs position vs scale, or even the size or colour of an object etc. The same for 
constraints – how do I separate a point cns properties vs a rotation cns? I 
want to be specific about which channels are stored.

Does anyone know? I can’t seem to find any reference to it in the help files or 
online. It just rips off everything – even the options in the Time Editor> 
File>Add Animation from Scene Selection don’t facilitate this. I’m sure I’m 
missing something – maybe its connected to Character Sets? Or channels that are 
marked?

Thanks again.

Sofronis (Saf) Efstathiou

Principal Lecturer and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk<mailto:sefstath...@bournemouth.ac.uk>

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]<http://ncca.bournemouth.ac.uk/>  
[Description: Description: C:\Users\sefstathiou\Documents\My 
Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
 <http://www.bfxfestival.com/>


[http://www.bournemouth.ac.u

Re: maya timeline

2017-03-28 Thread Eugene Flormata
so I guess the proper way to do it is to just run alembic caches
that won't ruin the timeline right? it's frame by frame?

On Tue, Mar 28, 2017 at 5:15 PM, Eric Turman  wrote:

> We had some assets that were done in a different time format referenced in
> and blew up our playblast. I mean "crashing Maya" blowing up the
> playblasts. An impressive feat if you are into that sort of thing :P
>
> Sometimes I feel like Marvin from Hitchhiker's guide:
> "...and then there's Maya timelines...don't even get me started on Maya
> timelines..."
>
>
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Re: maya timeline

2017-03-28 Thread Eric Turman
We had some assets that were done in a different time format referenced in
and blew up our playblast. I mean "crashing Maya" blowing up the
playblasts. An impressive feat if you are into that sort of thing :P

Sometimes I feel like Marvin from Hitchhiker's guide:
"...and then there's Maya timelines...don't even get me started on Maya
timelines..."

On Tue, Mar 28, 2017 at 5:39 PM, Artur W  wrote:

> It's possessed!!!
>
> Artur
>
> 2017-03-28 17:31 GMT+02:00 Steven Caron :
>
>> It's like Will said, the plugin is sampling the scene at different times
>> for motion blur. Exocortex crate does some weird stuff with the timeline
>> too.
>>
>> *written with my thumbs
>>
>> On Mar 28, 2017 12:36 AM, "Artur W"  wrote:
>>
>> It's doing the same thing with arnold.
>>
>> Artur
>>
>> 2017-03-28 2:39 GMT+02:00 Will Sharkey :
>>
>>> I believe this has to do with how your Render Engine is handling
>>> sampling/motion blur. Cant speak for Arnold but this is usually the case
>>> with Redshift.
>>>
>>> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>>>
>>>> When I setup renders in Maya, the first thing that struck me was, when
>>>> you hit render, sometimes, timeline starts to live its own life. It goes
>>>> fraction of a frame forwards and then backwards or vice versa. The first
>>>> couple of times i was like, WTF is happening?
>>>>
>>>> It's maya.
>>>>
>>>> Artur
>>>>
>>>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>>>
>>>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal"
>>>>> or else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>>>> anything about possible consequences :)
>>>>>
>>>>>
>>>>> --
>>>>> *From:* Eugene Flormata 
>>>>> *To:* Official Softimage Users Mailing List.
>>>>> https://groups.google.com/forum/#!forum/xsi_list <
>>>>> softimage@listproc.autodesk.com>
>>>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>>>> *Subject:* Re: maya timeline
>>>>>
>>>>> ahh I havne't found any settings that changes the fractional numbers
>>>>> maybe I'll post in the autodesk forums and get a response next week
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>> --
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>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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Re: maya timeline

2017-03-28 Thread Artur W
It's possessed!!!

Artur

2017-03-28 17:31 GMT+02:00 Steven Caron :

> It's like Will said, the plugin is sampling the scene at different times
> for motion blur. Exocortex crate does some weird stuff with the timeline
> too.
>
> *written with my thumbs
>
> On Mar 28, 2017 12:36 AM, "Artur W"  wrote:
>
> It's doing the same thing with arnold.
>
> Artur
>
> 2017-03-28 2:39 GMT+02:00 Will Sharkey :
>
>> I believe this has to do with how your Render Engine is handling
>> sampling/motion blur. Cant speak for Arnold but this is usually the case
>> with Redshift.
>>
>> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>>
>>> When I setup renders in Maya, the first thing that struck me was, when
>>> you hit render, sometimes, timeline starts to live its own life. It goes
>>> fraction of a frame forwards and then backwards or vice versa. The first
>>> couple of times i was like, WTF is happening?
>>>
>>> It's maya.
>>>
>>> Artur
>>>
>>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>>
>>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal"
>>>> or else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>>> anything about possible consequences :)
>>>>
>>>>
>>>> --
>>>> *From:* Eugene Flormata 
>>>> *To:* Official Softimage Users Mailing List.
>>>> https://groups.google.com/forum/#!forum/xsi_list <
>>>> softimage@listproc.autodesk.com>
>>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>>> *Subject:* Re: maya timeline
>>>>
>>>> ahh I havne't found any settings that changes the fractional numbers
>>>> maybe I'll post in the autodesk forums and get a response next week
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>>
>>>>
>>>> --
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>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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Re: maya timeline

2017-03-28 Thread Eugene Flormata
as long as I don't open that scene it seems fine for now
maybe I'l just import it into a new scene

the houdini learning isn't fast enough..

On Tue, Mar 28, 2017 at 8:31 AM, Steven Caron  wrote:

> It's like Will said, the plugin is sampling the scene at different times
> for motion blur. Exocortex crate does some weird stuff with the timeline
> too.
>
> *written with my thumbs
>
> On Mar 28, 2017 12:36 AM, "Artur W"  wrote:
>
> It's doing the same thing with arnold.
>
> Artur
>
> 2017-03-28 2:39 GMT+02:00 Will Sharkey :
>
>> I believe this has to do with how your Render Engine is handling
>> sampling/motion blur. Cant speak for Arnold but this is usually the case
>> with Redshift.
>>
>> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>>
>>> When I setup renders in Maya, the first thing that struck me was, when
>>> you hit render, sometimes, timeline starts to live its own life. It goes
>>> fraction of a frame forwards and then backwards or vice versa. The first
>>> couple of times i was like, WTF is happening?
>>>
>>> It's maya.
>>>
>>> Artur
>>>
>>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>>
>>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal"
>>>> or else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>>> anything about possible consequences :)
>>>>
>>>>
>>>> --
>>>> *From:* Eugene Flormata 
>>>> *To:* Official Softimage Users Mailing List.
>>>> https://groups.google.com/forum/#!forum/xsi_list <
>>>> softimage@listproc.autodesk.com>
>>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>>> *Subject:* Re: maya timeline
>>>>
>>>> ahh I havne't found any settings that changes the fractional numbers
>>>> maybe I'll post in the autodesk forums and get a response next week
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
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>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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Re: maya timeline

2017-03-28 Thread Steven Caron
It's like Will said, the plugin is sampling the scene at different times
for motion blur. Exocortex crate does some weird stuff with the timeline
too.

*written with my thumbs

On Mar 28, 2017 12:36 AM, "Artur W"  wrote:

It's doing the same thing with arnold.

Artur

2017-03-28 2:39 GMT+02:00 Will Sharkey :

> I believe this has to do with how your Render Engine is handling
> sampling/motion blur. Cant speak for Arnold but this is usually the case
> with Redshift.
>
> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>
>> When I setup renders in Maya, the first thing that struck me was, when
>> you hit render, sometimes, timeline starts to live its own life. It goes
>> fraction of a frame forwards and then backwards or vice versa. The first
>> couple of times i was like, WTF is happening?
>>
>> It's maya.
>>
>> Artur
>>
>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>
>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
>>> else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>> anything about possible consequences :)
>>>
>>>
>>> --
>>> *From:* Eugene Flormata 
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list <
>>> softimage@listproc.autodesk.com>
>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>> *Subject:* Re: maya timeline
>>>
>>> ahh I havne't found any settings that changes the fractional numbers
>>> maybe I'll post in the autodesk forums and get a response next week
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
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>>>
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Re: maya timeline

2017-03-28 Thread Artur W
It's doing the same thing with arnold.

Artur

2017-03-28 2:39 GMT+02:00 Will Sharkey :

> I believe this has to do with how your Render Engine is handling
> sampling/motion blur. Cant speak for Arnold but this is usually the case
> with Redshift.
>
> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>
>> When I setup renders in Maya, the first thing that struck me was, when
>> you hit render, sometimes, timeline starts to live its own life. It goes
>> fraction of a frame forwards and then backwards or vice versa. The first
>> couple of times i was like, WTF is happening?
>>
>> It's maya.
>>
>> Artur
>>
>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>
>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
>>> else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>> anything about possible consequences :)
>>>
>>>
>>> --
>>> *From:* Eugene Flormata 
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list <
>>> softimage@listproc.autodesk.com>
>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>> *Subject:* Re: maya timeline
>>>
>>> ahh I havne't found any settings that changes the fractional numbers
>>> maybe I'll post in the autodesk forums and get a response next week
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
>>> --
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>>>
>>
>>
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Re: maya timeline

2017-03-27 Thread Eugene Flormata
I think it's from importing a sketchup scene? crazy maya
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Re: maya timeline

2017-03-27 Thread Will Sharkey
I believe this has to do with how your Render Engine is handling
sampling/motion blur. Cant speak for Arnold but this is usually the case
with Redshift.

On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:

> When I setup renders in Maya, the first thing that struck me was, when you
> hit render, sometimes, timeline starts to live its own life. It goes
> fraction of a frame forwards and then backwards or vice versa. The first
> couple of times i was like, WTF is happening?
>
> It's maya.
>
> Artur
>
> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>
>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
>> else, "workingUnitTimeDefault" is able to set default, too. Can't say
>> anything about possible consequences :)
>>
>>
>> --
>> *From:* Eugene Flormata 
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list <
>> softimage@listproc.autodesk.com>
>> *Sent:* Monday, March 27, 2017 11:37 PM
>> *Subject:* Re: maya timeline
>>
>> ahh I havne't found any settings that changes the fractional numbers
>> maybe I'll post in the autodesk forums and get a response next week
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
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Re: maya timeline

2017-03-27 Thread Artur W
When I setup renders in Maya, the first thing that struck me was, when you
hit render, sometimes, timeline starts to live its own life. It goes
fraction of a frame forwards and then backwards or vice versa. The first
couple of times i was like, WTF is happening?

It's maya.

Artur

2017-03-28 0:39 GMT+02:00 Anto Matkovic :

> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
> else, "workingUnitTimeDefault" is able to set default, too. Can't say
> anything about possible consequences :)
>
>
> --
> *From:* Eugene Flormata 
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Sent:* Monday, March 27, 2017 11:37 PM
> *Subject:* Re: maya timeline
>
> ahh I havne't found any settings that changes the fractional numbers maybe
> I'll post in the autodesk forums and get a response next week
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: maya timeline

2017-03-27 Thread Anto Matkovic
You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or else, 
"workingUnitTimeDefault" is able to set default, too. Can't say anything about 
possible consequences :)

  From: Eugene Flormata 
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 
 Sent: Monday, March 27, 2017 11:37 PM
 Subject: Re: maya timeline
   
ahh I havne't found any settings that changes the fractional numbers maybe I'll 
post in the autodesk forums and get a response next week

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Re: maya timeline

2017-03-27 Thread Eugene Flormata
ahh I havne't found any settings that changes the fractional numbers maybe
I'll post in the autodesk forums and get a response next week
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Re: maya timeline

2017-03-27 Thread Rob Wuijster

Welcome to Maya, where another scene can screw up your preferences.
In your case 25-30 fps.
It's not just 2017, it's there since 1.0. :-\


Rob
\/-\/\/

On 27-3-2017 22:26, Eugene Flormata wrote:

does anyone know why the time display would show fractional frame numbers?
it used to just be whole numbers only??I think it may have changed in 
the 2017 update 3?



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RE: maya timeline

2017-03-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Check your preferences for time: working units. Is it set to milliseconds or5 
something else? Set it to the proper frame rate.

Joey

__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugene Flormata
Sent: Monday, March 27, 2017 4:27 PM
To: softimage@listproc.autodesk.com
Subject: maya timeline

does anyone know why the time display would show fractional frame numbers?
it used to just be whole numbers only??I think it may have changed in the 2017 
update 3?
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Re: Maya Time Editor

2017-03-23 Thread Anto Matkovic
As far as I know, it takes keyable and animated channels. You could use Channel 
Control window to set what is keyable, or just displayed in Channel Box.Or, you 
could make a certain channel keyable, locked, nonkeyable or else, directly in 
Chanell Box. Tip: Maya Channel Box works with multiple selected nodes, or 
multiple selected channels of one node, or both.Btw,  Maya ''select hierarchy'' 
menu command selects shape nodes, too, perhaps you'll want to avoid that, 
simple MEL that removes shapes from hierarchy selection is something like this:
select -hi;string $mysell[]=`ls -sl -type transform`;select -r $mysell;

  From: Sofronis Efstathiou 
 To: "softimage@listproc.autodesk.com"  
 Sent: Monday, March 20, 2017 7:17 PM
 Subject: Maya Time Editor
   
 Hi 
everyone,    I hope you are well. I had a quick question about Maya’s Time 
Editor, I was hoping someone maybe can help, or push me in the right direction. 
   When storing animation in Softimage’s Animation Mixer we had the option of 
isolation which channel we wanted to store. However, in Maya’s Time Editor I 
can’t seem to save a particular channel marked in the Channel box as a clip, it 
will instead remove all of the animated parameters that belong to the object. 
i.e. if the position of a sphere was animated, how do I just pull the y channel 
and leave the other two channels x and z on the object? The same for rotations 
vs position vs scale, or even the size or colour of an object etc. The same for 
constraints – how do I separate a point cns properties vs a rotation cns? I 
want to be specific about which channels are stored.    Does anyone know? I 
can’t seem to find any reference to it in the help files or online. It just 
rips off everything – even the options in theTime Editor> File>Add Animation 
from Scene Selection don’t facilitate this. I’m sure I’m missing something – 
maybe its connected to Character Sets? Or channels that are marked?    Thanks 
again.    Sofronis (Saf) Efstathiou    Principal Lecturer and BFX Competition & 
Festival Director Computer Animation Academic Group National Centre for 
Computer Animation 
Email: sefstath...@bournemouth.ac.uk    Tel: +44 (0) 1202 965805    
Profile:http://uk.linkedin.com/in/sofronisefstathiou 
Student Work:  http://www.youtube.com/NCCA3DAnimation 
http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation       
          Awarded for world-class computer animation teaching with wide 
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Re: Maya Noise Jitter Question?

2017-03-15 Thread Tom Kleinenberg
We covered Max at college and I really liked it for asset creation. I
didn't get to play with that specific Shader though.

I forgot to mention that the Noise node itself has an offset value you can
animate, so you don't need to offset UV's.

On 14 March 2017 at 19:58, Chris Johnson  wrote:

> hmm I'll have to try that.
>
> If you haven't used max before it's pretty impressive the scope of work
> you can do in that package with just a noise shader.
>
> On Tue, Mar 14, 2017 at 1:02 PM, Tom Kleinenberg 
> wrote:
>
>> Not sure if this is what you want but TextureDeformer (Maya 2016 its in
>> Rigging, not sure in 2017). Assigning a Noise/Checkerboard as the texture
>> and then animating the Offset in the place2DTexture (setting pre- and
>> post-infinity of course) works in simple form.
>>
>> On 14 March 2017 at 14:25, Chris Johnson 
>> wrote:
>>
>>> Sorry for the Maya question on here.
>>>
>>> I'm trying to do a simple jitter on a piece of geometry to add some
>>> animated noise. Can Maya not do this out of the box? This is the simplest
>>> of functions in Max and XSI. I'm finding a bunch of scripts but none
>>> supported for 2017!?
>>>
>>> Any direction would helpI can always fake it but this is a simple
>>> ask for any 3D ap.
>>>
>>> --
>>>
>>> Chris Johnson | www.someonescousin.com | 416.473.1624
>>>
>>>  
>>> 
>>> 
>>> 
>>>
>>>
>>>
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>  
> 
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Re: Maya Noise Jitter Question?

2017-03-14 Thread Chris Johnson
hmm I'll have to try that.

If you haven't used max before it's pretty impressive the scope of work you
can do in that package with just a noise shader.

On Tue, Mar 14, 2017 at 1:02 PM, Tom Kleinenberg  wrote:

> Not sure if this is what you want but TextureDeformer (Maya 2016 its in
> Rigging, not sure in 2017). Assigning a Noise/Checkerboard as the texture
> and then animating the Offset in the place2DTexture (setting pre- and
> post-infinity of course) works in simple form.
>
> On 14 March 2017 at 14:25, Chris Johnson  wrote:
>
>> Sorry for the Maya question on here.
>>
>> I'm trying to do a simple jitter on a piece of geometry to add some
>> animated noise. Can Maya not do this out of the box? This is the simplest
>> of functions in Max and XSI. I'm finding a bunch of scripts but none
>> supported for 2017!?
>>
>> Any direction would helpI can always fake it but this is a simple ask
>> for any 3D ap.
>>
>> --
>>
>> Chris Johnson | www.someonescousin.com | 416.473.1624
>>
>>  
>> 
>> 
>>
>>
>>
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Re: Maya Noise Jitter Question?

2017-03-14 Thread Tom Kleinenberg
Not sure if this is what you want but TextureDeformer (Maya 2016 its in
Rigging, not sure in 2017). Assigning a Noise/Checkerboard as the texture
and then animating the Offset in the place2DTexture (setting pre- and
post-infinity of course) works in simple form.

On 14 March 2017 at 14:25, Chris Johnson  wrote:

> Sorry for the Maya question on here.
>
> I'm trying to do a simple jitter on a piece of geometry to add some
> animated noise. Can Maya not do this out of the box? This is the simplest
> of functions in Max and XSI. I'm finding a bunch of scripts but none
> supported for 2017!?
>
> Any direction would helpI can always fake it but this is a simple ask
> for any 3D ap.
>
> --
>
> Chris Johnson | www.someonescousin.com | 416.473.1624
>
>  
> 
> 
>
>
>
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Re: Maya

2017-03-01 Thread wavo
 for launching the 2014
product line in March 2013, but also around this time
there was a management change, from that changes
happened and the EOL announcement was made, more or
less a year after Daniel had said it was ok.
Personally and imo, I don't believe there was ever an
intention to deliberately mislead people, but
certainly the timeline can make it look that way.
People can choose to believe that or not.



On Mon, Feb 20, 2017 at 10:45 AM Andi Farhall
mailto:hack...@outlook.com>> wrote:

Yes, it probably was unprofessional for which I
apologise. It was an offhand remark made after a
few beers on a Saturday.  So probably not the best
time to be posting.


I might point out that the individuals who made
him go on camera and tell everyone it was going to
be fine when they had no intention of it being so
were also being unprofessional.


But I still apologise for the remark.


*From:* softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
mailto:softimage-boun...@listproc.autodesk.com>>
on behalf of Sven Constable
mailto:sixsi_l...@imagefront.de>>
*Sent:* 18 February 2017 18:30:42

*To:* 'Official Softimage Users Mailing List.
    https://groups.google.com/forum/#!forum/xsi_list
<https://groups.google.com/forum/#%21forum/xsi_list>'
*Subject:* RE: Maya

I would like to see the list staying professional
as it was through the years. This was inappropiate.

Sven

*From:*softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>]
*On Behalf Of *Andi Farhall
*Sent:* Saturday, February 18, 2017 7:09 PM
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<https://groups.google.com/forum/#%21forum/xsi_list>
*Subject:* Re: Maya

a face only a mother could love


...

http://www.hackneyeffects.com/

https://vimeo.com/user4174293

http://www.linkedin.com/pub/andi-farhall/b/496/b21
<http://www.linkedin.com/pub/andi-farhall/b/496/b21>

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<http://www.flickr.com/photos/lord_hackney/>
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*From:*softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
mailto:softimage-boun...@listproc.autodesk.com>>
on behalf of Tenshi Sama mailto:tenshi...@gmail.com>>
*Sent:* 18 February 2017 12:05:14
        *To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<https://groups.google.com/forum/#%21forum/xsi_list>
*Subject:* Re: Maya

:(

https://youtu.be/WcDn8gVPY_8

On Sat, Feb 18, 2017 at 1

Re: Maya

2017-03-01 Thread Artur W
t think people put a gun to the guys head, it was all part of
>>>>>> the campaign that was running at the time. The general consensus was that
>>>>>> the axe had already been wielded and fallen on Softimage and this was 
>>>>>> just
>>>>>> lip service. But that wasn't the case, from my knowledge anyway. At that
>>>>>> moment in time, there was some good intention to push the product forward
>>>>>> in order to properly find it's place. I'm sure some people may have read
>>>>>> between the lines, but internally myself and others still believed there
>>>>>> was a future.
>>>>>>
>>>>>> The problem was the timeline of events has they unfolded.
>>>>>> The video and event was done for launching the 2014 product line in
>>>>>> March 2013, but also around this time there was a management change, from
>>>>>> that changes happened and the EOL announcement was made, more or less a
>>>>>> year after Daniel had said it was ok. Personally and imo, I don't believe
>>>>>> there was ever an intention to deliberately mislead people, but certainly
>>>>>> the timeline can make it look that way. People can choose to believe that
>>>>>> or not.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Mon, Feb 20, 2017 at 10:45 AM Andi Farhall 
>>>>>> wrote:
>>>>>>
>>>>>>> Yes, it probably was unprofessional for which I apologise. It was an
>>>>>>> offhand remark made after a few beers on a Saturday.  So probably not 
>>>>>>> the
>>>>>>> best time to be posting.
>>>>>>>
>>>>>>>
>>>>>>> I might point out that the individuals who made him go on camera and
>>>>>>> tell everyone it was going to be fine when they had no intention of it
>>>>>>> being so were also being unprofessional.
>>>>>>>
>>>>>>>
>>>>>>> But I still apologise for the remark.
>>>>>>> --
>>>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>>>> softimage-boun...@listproc.autodesk.com> on behalf of Sven
>>>>>>> Constable 
>>>>>>> *Sent:* 18 February 2017 18:30:42
>>>>>>>
>>>>>>> *To:* 'Official Softimage Users Mailing List.
>>>>>>> https://groups.google.com/forum/#!forum/xsi_list'
>>>>>>> *Subject:* RE: Maya
>>>>>>>
>>>>>>>
>>>>>>> I would like to see the list staying professional as it was through
>>>>>>> the years. This was inappropiate.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Sven
>>>>>>>
>>>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andi Farhall
>>>>>>> *Sent:* Saturday, February 18, 2017 7:09 PM
>>>>>>> *To:* Official Softimage Users Mailing List.
>>>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>>>> *Subject:* Re: Maya
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> a face only a mother could love
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> 
>>>>>>> ...
>>>>>>>
>>>>>>> http://www.hackneyeffects.com/
>>>>>>>
>>>>>>> https://vimeo.com/user4174293
>>>>>>>
>>>>>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> http://www.flickr.com/photos/lord_hackney/
>>>>>>> http://spylon.tumblr.com/
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> This email and any attachments to it may be confidential and are
>>>>>>

Re: Maya

2017-03-01 Thread Jonathan Moore
d
>>>>> in order to properly find it's place. I'm sure some people may have read
>>>>> between the lines, but internally myself and others still believed there
>>>>> was a future.
>>>>>
>>>>> The problem was the timeline of events has they unfolded.
>>>>> The video and event was done for launching the 2014 product line in
>>>>> March 2013, but also around this time there was a management change, from
>>>>> that changes happened and the EOL announcement was made, more or less a
>>>>> year after Daniel had said it was ok. Personally and imo, I don't believe
>>>>> there was ever an intention to deliberately mislead people, but certainly
>>>>> the timeline can make it look that way. People can choose to believe that
>>>>> or not.
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Feb 20, 2017 at 10:45 AM Andi Farhall 
>>>>> wrote:
>>>>>
>>>>>> Yes, it probably was unprofessional for which I apologise. It was an
>>>>>> offhand remark made after a few beers on a Saturday.  So probably not the
>>>>>> best time to be posting.
>>>>>>
>>>>>>
>>>>>> I might point out that the individuals who made him go on camera and
>>>>>> tell everyone it was going to be fine when they had no intention of it
>>>>>> being so were also being unprofessional.
>>>>>>
>>>>>>
>>>>>> But I still apologise for the remark.
>>>>>> --
>>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>>> softimage-boun...@listproc.autodesk.com> on behalf of Sven Constable
>>>>>> 
>>>>>> *Sent:* 18 February 2017 18:30:42
>>>>>>
>>>>>> *To:* 'Official Softimage Users Mailing List.
>>>>>> https://groups.google.com/forum/#!forum/xsi_list'
>>>>>> *Subject:* RE: Maya
>>>>>>
>>>>>>
>>>>>> I would like to see the list staying professional as it was through
>>>>>> the years. This was inappropiate.
>>>>>>
>>>>>>
>>>>>>
>>>>>> Sven
>>>>>>
>>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andi Farhall
>>>>>> *Sent:* Saturday, February 18, 2017 7:09 PM
>>>>>> *To:* Official Softimage Users Mailing List.
>>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>>> *Subject:* Re: Maya
>>>>>>
>>>>>>
>>>>>>
>>>>>> a face only a mother could love
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> 
>>>>>> ...
>>>>>>
>>>>>> http://www.hackneyeffects.com/
>>>>>>
>>>>>> https://vimeo.com/user4174293
>>>>>>
>>>>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> http://www.flickr.com/photos/lord_hackney/
>>>>>> http://spylon.tumblr.com/
>>>>>>
>>>>>>
>>>>>>
>>>>>> This email and any attachments to it may be confidential and are
>>>>>> intended solely for the use of the individual to whom it is addressed. 
>>>>>> Any
>>>>>> views or opinions expressed are solely those of the author and do not
>>>>>> necessarily represent those of Hackney Effects Ltd.
>>>>>>
>>>>>> If you are not the intended recipient of this email, you must neither
>>>>>> take any action based upon its contents, nor copy or show it to anyone.
>>>>>>
>>>>>> Please contact the sender if you believe you have received this email
>>>>>> in error.
>>>>>>
>>>>>> 
>>>>>> --
>>>>>>
>>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>>> softimage-boun...@listproc.autodesk.com> on behalf of Tenshi Sama <
>>>>>> tenshi...@gmail.com>
>>>>>> *Sent:* 18 February 2017 12:05:14
>>>>>> *To:* Official Softimage Users Mailing List.
>>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>>> *Subject:* Re: Maya
>>>>>>
>>>>>>
>>>>>>
>>>>>> :(
>>>>>>
>>>>>> https://youtu.be/WcDn8gVPY_8
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Sat, Feb 18, 2017 at 1:22 AM, Andrew Prostrelov <
>>>>>> prostre...@gmail.com> wrote:
>>>>>>
>>>>>> > Just another day in the wonderful world of Maya...
>>>>>>
>>>>>> totally agree.
>>>>>> The same stuff all over internet.
>>>>>> Every one in a pain of Maya "great" UI design, legacy crap and bugs
>>>>>> all over the place.
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>>
>>>>>> Diseñador 3D/Multimedia
>>>>>> web: https://tenshi.carbonmade.com
>>>>>> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
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"unsubscribe" in the subject, and reply to confirm.

Re: Maya

2017-03-01 Thread Artur W
;>>> the timeline can make it look that way. People can choose to believe that
>>>> or not.
>>>>
>>>>
>>>>
>>>> On Mon, Feb 20, 2017 at 10:45 AM Andi Farhall 
>>>> wrote:
>>>>
>>>>> Yes, it probably was unprofessional for which I apologise. It was an
>>>>> offhand remark made after a few beers on a Saturday.  So probably not the
>>>>> best time to be posting.
>>>>>
>>>>>
>>>>> I might point out that the individuals who made him go on camera and
>>>>> tell everyone it was going to be fine when they had no intention of it
>>>>> being so were also being unprofessional.
>>>>>
>>>>>
>>>>> But I still apologise for the remark.
>>>>> --
>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>> softimage-boun...@listproc.autodesk.com> on behalf of Sven Constable <
>>>>> sixsi_l...@imagefront.de>
>>>>> *Sent:* 18 February 2017 18:30:42
>>>>>
>>>>> *To:* 'Official Softimage Users Mailing List.
>>>>> https://groups.google.com/forum/#!forum/xsi_list'
>>>>> *Subject:* RE: Maya
>>>>>
>>>>>
>>>>> I would like to see the list staying professional as it was through
>>>>> the years. This was inappropiate.
>>>>>
>>>>>
>>>>>
>>>>> Sven
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andi Farhall
>>>>> *Sent:* Saturday, February 18, 2017 7:09 PM
>>>>> *To:* Official Softimage Users Mailing List.
>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>> *Subject:* Re: Maya
>>>>>
>>>>>
>>>>>
>>>>> a face only a mother could love
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> 
>>>>> ...
>>>>>
>>>>> http://www.hackneyeffects.com/
>>>>>
>>>>> https://vimeo.com/user4174293
>>>>>
>>>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> http://www.flickr.com/photos/lord_hackney/
>>>>> http://spylon.tumblr.com/
>>>>>
>>>>>
>>>>>
>>>>> This email and any attachments to it may be confidential and are
>>>>> intended solely for the use of the individual to whom it is addressed. Any
>>>>> views or opinions expressed are solely those of the author and do not
>>>>> necessarily represent those of Hackney Effects Ltd.
>>>>>
>>>>> If you are not the intended recipient of this email, you must neither
>>>>> take any action based upon its contents, nor copy or show it to anyone.
>>>>>
>>>>> Please contact the sender if you believe you have received this email
>>>>> in error.
>>>>>
>>>>> 
>>>>> --
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>> softimage-boun...@listproc.autodesk.com> on behalf of Tenshi Sama <
>>>>> tenshi...@gmail.com>
>>>>> *Sent:* 18 February 2017 12:05:14
>>>>> *To:* Official Softimage Users Mailing List.
>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>> *Subject:* Re: Maya
>>>>>
>>>>>
>>>>>
>>>>> :(
>>>>>
>>>>> https://youtu.be/WcDn8gVPY_8
>>>>>
>>>>>
>>>>>
>>>>> On Sat, Feb 18, 2017 at 1:22 AM, Andrew Prostrelov <
>>>>> prostre...@gmail.com> wrote:
>>>>>
>>>>> > Just another day in the wonderful world of Maya...
>>>>>
>>>>> totally agree.
>>>>> The same stuff all over internet.
>>>>> Every one in a pain of Maya "great" UI design, legacy crap and bugs
>>>>> all over the place.
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>>
>>>>> Diseñador 3D/Multimedia
>>>>> web: https://tenshi.carbonmade.com
>>>>> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Maya

2017-02-20 Thread Jonathan Moore
t;>>> I might point out that the individuals who made him go on camera and
>>>> tell everyone it was going to be fine when they had no intention of it
>>>> being so were also being unprofessional.
>>>>
>>>>
>>>> But I still apologise for the remark.
>>>> --
>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>> softimage-boun...@listproc.autodesk.com> on behalf of Sven Constable <
>>>> sixsi_l...@imagefront.de>
>>>> *Sent:* 18 February 2017 18:30:42
>>>>
>>>> *To:* 'Official Softimage Users Mailing List.
>>>> https://groups.google.com/forum/#!forum/xsi_list'
>>>> *Subject:* RE: Maya
>>>>
>>>>
>>>> I would like to see the list staying professional as it was through the
>>>> years. This was inappropiate.
>>>>
>>>>
>>>>
>>>> Sven
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andi Farhall
>>>> *Sent:* Saturday, February 18, 2017 7:09 PM
>>>> *To:* Official Softimage Users Mailing List.
>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>> *Subject:* Re: Maya
>>>>
>>>>
>>>>
>>>> a face only a mother could love
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> 
>>>> ...
>>>>
>>>> http://www.hackneyeffects.com/
>>>>
>>>> https://vimeo.com/user4174293
>>>>
>>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> http://www.flickr.com/photos/lord_hackney/
>>>> http://spylon.tumblr.com/
>>>>
>>>>
>>>>
>>>> This email and any attachments to it may be confidential and are
>>>> intended solely for the use of the individual to whom it is addressed. Any
>>>> views or opinions expressed are solely those of the author and do not
>>>> necessarily represent those of Hackney Effects Ltd.
>>>>
>>>> If you are not the intended recipient of this email, you must neither
>>>> take any action based upon its contents, nor copy or show it to anyone.
>>>>
>>>> Please contact the sender if you believe you have received this email
>>>> in error.
>>>>
>>>> 
>>>> --
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>> softimage-boun...@listproc.autodesk.com> on behalf of Tenshi Sama <
>>>> tenshi...@gmail.com>
>>>> *Sent:* 18 February 2017 12:05:14
>>>> *To:* Official Softimage Users Mailing List.
>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>> *Subject:* Re: Maya
>>>>
>>>>
>>>>
>>>> :(
>>>>
>>>> https://youtu.be/WcDn8gVPY_8
>>>>
>>>>
>>>>
>>>> On Sat, Feb 18, 2017 at 1:22 AM, Andrew Prostrelov <
>>>> prostre...@gmail.com> wrote:
>>>>
>>>> > Just another day in the wonderful world of Maya...
>>>>
>>>> totally agree.
>>>> The same stuff all over internet.
>>>> Every one in a pain of Maya "great" UI design, legacy crap and bugs all
>>>> over the place.
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>>
>>>> Diseñador 3D/Multimedia
>>>> web: https://tenshi.carbonmade.com
>>>> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Maya

2017-02-20 Thread Maurice Patel
Financial reports are always a bit confusing, have to be aware of the terms 
being used. But based on the businesswire link you posted:

Firstly, those results are pretty old– they are from Nov 2014- Jan 2015. 
Autodesk fiscal years like its product versions are out 1 year. So ‘fiscal’ 
year 2015 is calendar year Feb 2014 – Jan 2015

To clarify Autodesk revenue  in that period was $665m  and M&E $43m – this was 
for a 3 month period. So M&E came in at about 6.5% that quarter which was an 
average of about $14 million a month – so it was not an insignificant business 
even if it was less than 10%.

The $1.16 billion is deferred revenue. This was revenue from annual and 
quarterly subscription plans that had been sold in the past 12 months but which 
had not yet completed.

When a customer purchases an annual subscription plan, the revenue from that 
plan is spread over its full term - so only ¼ of what was paid is recognized 
each quarter (assuming, for simplicity’s sake that they purchased the first day 
of the quarter).

So if you buy a $1000 annual contract on the first day of Q1 (Feb 1st), by the 
end of the quarter (March 31st) only $250 can be recognized as revenue. The 
remaining $750 is deferred revenue, revenue that will be recognized in future 
quarters. This is because the $750 is essentially a debt the company owes its 
subscribers you future services (over the full term of the contract) that have 
not yet been delivered.

It’s a bit hard to compare this with more recent reports because we now use 
different benchmarks to report subscription business (such as Annual Recurring 
Revenue). But here is our last quarterly report

http://www.nasdaq.com/press-release/autodesk-reports-strong-third-quarter-results-20161129-00969

‘Revenue’ has declined because we are no longer selling perpetual licenses 
which was still a large revenue source in 2014-2015. But it was $490m against 
an ARR of $1.5b (compare that to the deferred revenue of $1.16b to see why wall 
street views this favorably). M&E was $34million or 6.9% which is still pretty 
comparable to what it  was 2 years ago.

Disclaimer I don’t work in finance but this is my understanding of how Autodesk 
is performing as a business based on its reports

maurice

Maurice Patel
Tél:  514 954-7134
Cell: 514 242-6549

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of christian
Sent: Monday, February 20, 2017 11:06 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Maya

>Autodesk as a company had missed it's earnings per share and even though media 
>made up 15% of its budget
are you sure about that ? as far as i am aware the media and entertainment 
sector is just a tiny drop in the whole autodesk bucket. im not a finance guy 
so maybe i am getting the terms confused but googling some stuff it seems that 
total revenue for their 4th quarter of 2015 was 1.16 billion, while their media 
sector pulled in 46 million... media sector which includes numbers for not only 
maya and max but also stuff like flame and smoke..

http://blog.devoncroft.com/2015/02/27/autodesk-fy-2015-media-entertainment-revenue-declines-13-9-percent/

http://www.businesswire.com/news/home/20150226006454/en/Autodesk-Reports-Strong-Fourth-Quarter-Results#.VPCuEcvwsvg


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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Maya

2017-02-20 Thread christian
>Autodesk as a company had missed it's earnings per share and even though
media made up 15% of its budget

are you sure about that ? as far as i am aware the media and entertainment
sector is just a tiny drop in the whole autodesk bucket. im not a finance
guy so maybe i am getting the terms confused but googling some stuff it
seems that total revenue for their 4th quarter of 2015 was 1.16 billion,
while their media sector pulled in 46 million... media sector which
includes numbers for not only maya and max but also stuff like flame and
smoke..

http://blog.devoncroft.com/2015/02/27/autodesk-fy-2015-media-entertainment-revenue-declines-13-9-percent/

http://www.businesswire.com/news/home/20150226006454/en/Autodesk-Reports-Strong-Fourth-Quarter-Results#.VPCuEcvwsvg



On Mon, Feb 20, 2017 at 4:25 PM, Tom Kleinenberg  wrote:

> Wasn't it to do with a bad investors' earnings briefing? Autodesk as a
> company had missed it's earnings per share and even though media made up
> 15% of its budget (or maybe because of that) the least successful of the
> three similar products got the chop. I think if there hadn't been a
> panicked push for cost-cutting, XSI may have been around a while longer. As
> I understood it, the purchases from Japan had dried up for a while. There
> were multiple games that had been in development for a few years that were
> coming to the end of their devs cycles, had been version locked and would
> have been renewed at that point.
>
> Anyway, conjecture on my part, but I think it's not fair to get angry at
> one person for a corporate entity's missteps and falsehoods. I'm just
> pissed that Autodesk bought them in the first place, the writing was on the
> wall from then.
>
> On 20 February 2017 at 14:00, Graham Bell  wrote:
>
>> I don't think people put a gun to the guys head, it was all part of the
>> campaign that was running at the time. The general consensus was that the
>> axe had already been wielded and fallen on Softimage and this was just lip
>> service. But that wasn't the case, from my knowledge anyway. At that moment
>> in time, there was some good intention to push the product forward in order
>> to properly find it's place. I'm sure some people may have read between the
>> lines, but internally myself and others still believed there was a future.
>>
>> The problem was the timeline of events has they unfolded.
>> The video and event was done for launching the 2014 product line in March
>> 2013, but also around this time there was a management change, from that
>> changes happened and the EOL announcement was made, more or less a year
>> after Daniel had said it was ok. Personally and imo, I don't believe there
>> was ever an intention to deliberately mislead people, but certainly the
>> timeline can make it look that way. People can choose to believe that or
>> not.
>>
>>
>>
>> On Mon, Feb 20, 2017 at 10:45 AM Andi Farhall 
>> wrote:
>>
>>> Yes, it probably was unprofessional for which I apologise. It was an
>>> offhand remark made after a few beers on a Saturday.  So probably not the
>>> best time to be posting.
>>>
>>>
>>> I might point out that the individuals who made him go on camera and
>>> tell everyone it was going to be fine when they had no intention of it
>>> being so were also being unprofessional.
>>>
>>>
>>> But I still apologise for the remark.
>>> --
>>> *From:* softimage-boun...@listproc.autodesk.com <
>>> softimage-boun...@listproc.autodesk.com> on behalf of Sven Constable <
>>> sixsi_l...@imagefront.de>
>>> *Sent:* 18 February 2017 18:30:42
>>>
>>> *To:* 'Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list'
>>> *Subject:* RE: Maya
>>>
>>>
>>> I would like to see the list staying professional as it was through the
>>> years. This was inappropiate.
>>>
>>>
>>>
>>> Sven
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andi Farhall
>>> *Sent:* Saturday, February 18, 2017 7:09 PM
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list
>>> *Subject:* Re: Maya
>>>
>>>
>>>
>>> a face only a mother could love
>>>
>>>
>>>
>>>
>>>
>>> 
>>> 

Re: Maya

2017-02-20 Thread Tom Kleinenberg
Wasn't it to do with a bad investors' earnings briefing? Autodesk as a
company had missed it's earnings per share and even though media made up
15% of its budget (or maybe because of that) the least successful of the
three similar products got the chop. I think if there hadn't been a
panicked push for cost-cutting, XSI may have been around a while longer. As
I understood it, the purchases from Japan had dried up for a while. There
were multiple games that had been in development for a few years that were
coming to the end of their devs cycles, had been version locked and would
have been renewed at that point.

Anyway, conjecture on my part, but I think it's not fair to get angry at
one person for a corporate entity's missteps and falsehoods. I'm just
pissed that Autodesk bought them in the first place, the writing was on the
wall from then.

On 20 February 2017 at 14:00, Graham Bell  wrote:

> I don't think people put a gun to the guys head, it was all part of the
> campaign that was running at the time. The general consensus was that the
> axe had already been wielded and fallen on Softimage and this was just lip
> service. But that wasn't the case, from my knowledge anyway. At that moment
> in time, there was some good intention to push the product forward in order
> to properly find it's place. I'm sure some people may have read between the
> lines, but internally myself and others still believed there was a future.
>
> The problem was the timeline of events has they unfolded.
> The video and event was done for launching the 2014 product line in March
> 2013, but also around this time there was a management change, from that
> changes happened and the EOL announcement was made, more or less a year
> after Daniel had said it was ok. Personally and imo, I don't believe there
> was ever an intention to deliberately mislead people, but certainly the
> timeline can make it look that way. People can choose to believe that or
> not.
>
>
>
> On Mon, Feb 20, 2017 at 10:45 AM Andi Farhall  wrote:
>
>> Yes, it probably was unprofessional for which I apologise. It was an
>> offhand remark made after a few beers on a Saturday.  So probably not the
>> best time to be posting.
>>
>>
>> I might point out that the individuals who made him go on camera and tell
>> everyone it was going to be fine when they had no intention of it being so
>> were also being unprofessional.
>>
>>
>> But I still apologise for the remark.
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Sven Constable <
>> sixsi_l...@imagefront.de>
>> *Sent:* 18 February 2017 18:30:42
>>
>> *To:* 'Official Softimage Users Mailing List. https://groups.google.com/
>> forum/#!forum/xsi_list'
>> *Subject:* RE: Maya
>>
>>
>> I would like to see the list staying professional as it was through the
>> years. This was inappropiate.
>>
>>
>>
>> Sven
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andi Farhall
>> *Sent:* Saturday, February 18, 2017 7:09 PM
>> *To:* Official Softimage Users Mailing List. https://groups.google.com/
>> forum/#!forum/xsi_list
>> *Subject:* Re: Maya
>>
>>
>>
>> a face only a mother could love
>>
>>
>>
>>
>>
>> 
>> ...
>>
>> http://www.hackneyeffects.com/
>>
>> https://vimeo.com/user4174293
>>
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>>
>>
>>
>> http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>>
>>
>> This email and any attachments to it may be confidential and are intended
>> solely for the use of the individual to whom it is addressed. Any views or
>> opinions expressed are solely those of the author and do not necessarily
>> represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email in
>> error.
>>
>> 
>> --
>>
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Tenshi Sama <
>> tenshi...@gma

Re: Maya

2017-02-20 Thread Graham Bell
I don't think people put a gun to the guys head, it was all part of the
campaign that was running at the time. The general consensus was that the
axe had already been wielded and fallen on Softimage and this was just lip
service. But that wasn't the case, from my knowledge anyway. At that moment
in time, there was some good intention to push the product forward in order
to properly find it's place. I'm sure some people may have read between the
lines, but internally myself and others still believed there was a future.

The problem was the timeline of events has they unfolded.
The video and event was done for launching the 2014 product line in March
2013, but also around this time there was a management change, from that
changes happened and the EOL announcement was made, more or less a year
after Daniel had said it was ok. Personally and imo, I don't believe there
was ever an intention to deliberately mislead people, but certainly the
timeline can make it look that way. People can choose to believe that or
not.



On Mon, Feb 20, 2017 at 10:45 AM Andi Farhall  wrote:

> Yes, it probably was unprofessional for which I apologise. It was an
> offhand remark made after a few beers on a Saturday.  So probably not the
> best time to be posting.
>
>
> I might point out that the individuals who made him go on camera and tell
> everyone it was going to be fine when they had no intention of it being so
> were also being unprofessional.
>
>
> But I still apologise for the remark.
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Sven Constable <
> sixsi_l...@imagefront.de>
> *Sent:* 18 February 2017 18:30:42
>
> *To:* 'Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list'
> *Subject:* RE: Maya
>
>
> I would like to see the list staying professional as it was through the
> years. This was inappropiate.
>
>
>
> Sven
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andi Farhall
> *Sent:* Saturday, February 18, 2017 7:09 PM
> *To:* Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
> *Subject:* Re: Maya
>
>
>
> a face only a mother could love
>
>
>
>
>
> ...
>
> http://www.hackneyeffects.com/
>
> https://vimeo.com/user4174293
>
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
>
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
>
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
>
> 
> --
>
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Tenshi Sama <
> tenshi...@gmail.com>
> *Sent:* 18 February 2017 12:05:14
> *To:* Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
> *Subject:* Re: Maya
>
>
>
> :(
>
> https://youtu.be/WcDn8gVPY_8
>
>
>
> On Sat, Feb 18, 2017 at 1:22 AM, Andrew Prostrelov 
> wrote:
>
> > Just another day in the wonderful world of Maya...
>
> totally agree.
> The same stuff all over internet.
> Every one in a pain of Maya "great" UI design, legacy crap and bugs all
> over the place.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
>
> Diseñador 3D/Multimedia
> web: https://tenshi.carbonmade.com
> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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