Re: Intro to the new team (was RE: Softimage development)

2012-04-19 Thread Christian Gotzinger
And apparently Maya still needs lots of help. It sounds like the entire SI
team has been dissolved.

On Thu, Apr 19, 2012 at 10:29 PM, Jason Brynford-Jones 
jason.brynford-jo...@autodesk.com wrote:

 Softimage is mature enough now and in very capable hands.



Re: Intro to the new team (was RE: Softimage development)

2012-04-20 Thread Christian Gotzinger
You've made your point a billion times over, and I'm quite sick of it to be
honest.
I think we all know by now that you go with the flow in your company and
don't have any issues with these other applications. I do, so please stop
telling me how wonderful the world outside of SI is. I go there every day
for at least 15 to 30 minutes, and I'm always glad when I'm back in SI
territory.

On Thu, Apr 19, 2012 at 11:13 PM, Stefan Andersson ste...@madcrew.sewrote:

 But good news everyone! There are actually a lot of softwares out there
 which is just longing for your expertise and knowledge. And lots of black
 frames that needs content, and the frames doesn't give a  what kind of
 software you used :)




Divide one big texture into smaller pieces

2012-05-18 Thread Christian Gotzinger
Hi list,

We are dealing with a gigantic piece of environment. The ground has a
texture of about 18,000x18,000 pixels applied to it. We are now in the
process of dividing the entire area up into 200 quadratic segments.
Thankfully, Softimage has allowed me to select all 10,000 objects at once
and dice them up into quadratic segments, which I have then detached. All
is good on that front.

However, we would now like the 18K ground texture to be divided up into
smaller segments as well. Currently all the quadratic cutouts have the same
18K texture applied but only use a fraction of their UV space. I want them
all to use UV space 0 to 1 and have a matching texture.

This is what I tried:
I rendermapped the segments (again I'm glad to be able to rendermap
everything at once) and ticked the Coverage in Alpha checkbox. I can then
use a Photoshop action to select the files' alpha channel, crop down to
that selection and save the file. Then I can apply the new texture to a
segment, delete its old UVs and add a new 0 to 1 projection. This works,
however I end up with seams of about 1 pixel width at the segment edges.
Probably because the alpha coverage is not detailed enough, and Photoshop
then crops incorrectly. The cropped files also have slightly different
image sizes. Or maybe the rendermapping is not accurate enough?

Has anybody ever done something like this? I feel like I'm 90% there, but
those seams are a bit of a problem.


Re: ICE: Profile Curve for Apply Extrude Polygon Along Axis?

2012-06-09 Thread Christian Gotzinger
The compounds that have been posted have probably answered this already,
but just to point it out:
To get a random integer array, you plug an array (e.g. via the Build Index
Array node) into the ID port of the Random Value node.


On Wed, Jun 6, 2012 at 10:22 PM, Byron Nash byronn...@gmail.com wrote:

 I'm new to ICE modeling so forgive me if I ask some n00b questions here.
 I'd like to randomly extrude polygons and control the extrusion with a
 fcurve. I'm not sure how to create a controllable random array of integers
 for starters. I keep trying different combinations and haven't quite got it
 yet. After I get my array of integers to extrude with, how can I attach an
 fcurve to the extrude and control the shape?

 Thanks! See attached WIP.



Re: [ICE] random tip about array-per-array ops

2012-06-27 Thread Christian Gotzinger
Ww! This looks super useful, and I've been
wanting to do this kind of thing many times before. Particularly the Find
in Array has made me use Repeat loops way too often.
Thank you for discovering and sharing!



On Tue, Jun 26, 2012 at 5:35 PM, Oleg Bliznuk gbo...@gmail.com wrote:

 Hi list,
 I am digging at this time into the topic of array-per-array operations
 without while\repeat nodes  and trying to avoid building a custom node for
 each op that I perform, so I have found one handy tip how to perform some
 of these op - we can only use Generate Sample set ( witout any geo on input
 ) in any place with exact count of required element to select data from
 first ( or second ) array and do something with it, thus we can get a
 set-context without generating a real geometry ( and as I understood we
 also involve multithreading this way ). I hope this can help someone.
 regards,
 Oleg



ICE modeling destroys UVs

2012-06-28 Thread Christian Gotzinger
Hello list,

I am slicing a terrain mesh into a square, then delete all polygons outside
the square.
If I do this with standard modeling operations, my pre-existing UV mapping
is fine. If I do it with ICE it gets all jumbled up. What's the standard
way to deal with this? Do I really have to fix the UVs in ICE myself? I'm
not too excited about overwriting the existing UV set in ICE, also because
it may not always have the same name on all objects that receive my
compound.


Re: ICE modeling destroys UVs

2012-06-28 Thread Christian Gotzinger
Thank you, I'll see if I can find that message.

@Fabricio: Thank you for the tip. My UVs are regular non-ICE UVs. I'm
pretty sure I can repair the UVs using ICE, but I'm worried that
overwriting the existing UV set with ICE might make things unstable. And I
don't want to make a new ICE UV set.


On Thu, Jun 28, 2012 at 3:13 PM, Ben Houston b...@exocortex.com wrote:

 Oleg implemented a work around in ImplosiaFX to maintain UVs when
 modelling with ICE.  I think he has detailed it before on this list...
 -ben

 On Thu, Jun 28, 2012 at 9:02 AM, Christian Gotzinger
 cgo...@googlemail.com wrote:
  Hello list,
 
  I am slicing a terrain mesh into a square, then delete all polygons
 outside
  the square.
  If I do this with standard modeling operations, my pre-existing UV
 mapping
  is fine. If I do it with ICE it gets all jumbled up. What's the standard
 way
  to deal with this? Do I really have to fix the UVs in ICE myself? I'm not
  too excited about overwriting the existing UV set in ICE, also because it
  may not always have the same name on all objects that receive my
 compound.



 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.



Parenting to model branch selects it

2012-07-02 Thread Christian Gotzinger
Hi list,

Is there a way to stop SI from branch-selecting a model after I parent
something to it? It annoys me every single time. I just want the parented
object to remain selected.


Re: Parenting to model branch selects it

2012-07-02 Thread Christian Gotzinger
Yes, I was hoping there might be a preference somewhere for when you use
the Parent button :-/


On Mon, Jul 2, 2012 at 2:30 PM, patrick nethercoat patr...@brandtanim.co.uk
 wrote:

 the only way I think is to drag + drop the child.



 On 2 July 2012 11:49, Christian Gotzinger cgo...@googlemail.com wrote:

 Hi list,

 Is there a way to stop SI from branch-selecting a model after I parent
 something to it? It annoys me every single time. I just want the parented
 object to remain selected.





Re: Parenting to model branch selects it

2012-07-02 Thread Christian Gotzinger
Thank you very much! That sounds like it'll do the trick.



On Mon, Jul 2, 2012 at 4:03 PM, Martin furik...@gmail.com wrote:

 You can use the Parent Objects command and assign it to a key in your
 keyboard layout. I think it isn't asigned by default.
 You could create a button for this command if you don't want to change
 your keyboard.

 ParentObjects(null);

 It parents your objects (can be multiple objs) to the last selected one.

 I almost never use the Parent button (ParentObj command).

 M.Yara



 On Mon, Jul 2, 2012 at 10:07 PM, Christian Gotzinger 
 cgo...@googlemail.com wrote:

 Yes, I was hoping there might be a preference somewhere for when you use
 the Parent button :-/



 On Mon, Jul 2, 2012 at 2:30 PM, patrick nethercoat 
 patr...@brandtanim.co.uk wrote:

 the only way I think is to drag + drop the child.



 On 2 July 2012 11:49, Christian Gotzinger cgo...@googlemail.com wrote:

 Hi list,

 Is there a way to stop SI from branch-selecting a model after I parent
 something to it? It annoys me every single time. I just want the parented
 object to remain selected.







ICE Deform: Rotate polygons

2012-08-28 Thread Christian Gotzinger
Hi list,

I want to animate a road building itself by scaling its polygons from 0 to
1. I've already got this done. But I also want to rotate the polygons 180
degrees around their local axes. Can someone explain the math behind this?
Thank you!


Re: ICE Deform: Rotate polygons

2012-08-28 Thread Christian Gotzinger
I have a road whose polygons are upside down. One by one, I want the
polygons to rotate 180 degrees so that the polygon normals point upwards.
This is part of an animation, so the rotation must be gradual. And I can't
just rotate around some global axis because the road has curves and turns.



On Tue, Aug 28, 2012 at 9:26 AM, Simon Anderson 
simonbenandersonl...@gmail.com wrote:

 hey,

 you will have to look into Matrix's, global Matrix's to be exact and then
 do a Invert to and multiply, to get one matrix into its parents space. Its
 not as insane as it sounds.


 i would suggest creating two nulls, get there globla kinematics(Matrix)
 then do a invert on the one matrix(A) and multiply it by the other
 Matrix(B), and pipe that back into the global kinematics.
 That would give you a better understanding or matrix's and there space,
 and then you can mess around with the rotations of the local matrix.

 Hope that helps, also im not 100% sure what kind of rotation effect your
 trying to achieve?


 On Tue, Aug 28, 2012 at 5:09 PM, Christian Gotzinger 
 cgo...@googlemail.com wrote:

 Hi list,

 I want to animate a road building itself by scaling its polygons from 0
 to 1. I've already got this done. But I also want to rotate the polygons
 180 degrees around their local axes. Can someone explain the math behind
 this? Thank you!




 --
 ---
 Simon Ben Anderson
 blog: http://vinyldevelopment.wordpress.com/




Growing the Turbulize node to 1

2012-09-04 Thread Christian Gotzinger
Hi list,

My brain is fried. I want a Turbulize node to output values that grow to 1.
So at the beginning all values would be turbulized, and over time the
holes (values between 0 and 1) would close. I'm not simulating, so I want
to convert the Current Frame into a value that can be put into the
Turbulize.

I thought I'd spend a minute to do this effect, and after half an hour I
still don't have it working.

Thank you


Re: Growing the Turbulize node to 1

2012-09-04 Thread Christian Gotzinger
Thank you, I ended up having to plug some strange values into the start and
end of a Turbulize by range and clamp at the end. I've got it working how I
want it now even though I'm not entirely sure what's going on with the
values.


On Tue, Sep 4, 2012 at 8:19 AM, ThomasV li...@thomasvolkmann.com wrote:

 **
  You could maybe multiply your turbulence by an increasing value (current
 frame/10 or whatever) and clamp at 1?

  /Thomas

 Christian Gotzinger cgo...@googlemail.com hat am 4. September 2012 um
 08:01 geschrieben:

 Hi list,

 My brain is fried. I want a Turbulize node to output values that grow to
 1. So at the beginning all values would be turbulized, and over time the
 holes (values between 0 and 1) would close. I'm not simulating, so I want
 to convert the Current Frame into a value that can be put into the
 Turbulize.

 I thought I'd spend a minute to do this effect, and after half an hour I
 still don't have it working.

 Thank you






Re: JScript - Find out if an object has a texture

2012-11-13 Thread Christian Gotzinger
Thank you for the quick help Eric, it works great!

On Tue, Nov 13, 2012 at 9:44 AM, Eric Thivierge ethivie...@gmail.comwrote:

 You need to see if there are any image clips on the material. On the
 material object you can use the .ImageClips which returns the collection of
 image clips connected to the material. Then test the collection to see if
 there are any in it using the Property Count.

 # Python
 oMatLib = Application.Selection(0).Library # Material Library
 oMat =Application.Selection(0) # Material
 collImageClips = oMat.ImageClips # Collection of image clips

 if collImageClips.Count  0:
 oClipName = collImageClips(0).Name # Pick first image clip found
 oMat.Name = oClipName.Name.replace(_tif, _Sh)
 else:
 # code to create new diffuse texture and connect it

 You should be able to convert to jscript rather painlessly.


 
 Eric Thivierge
 http://www.ethivierge.com



 On Tue, Nov 13, 2012 at 7:28 PM, Christian Gotzinger 
 cgo...@googlemail.com wrote:

 Hi list,

 Beginner stuff here. I want to test whether an object's material has a
 texture. If it has a texture, the material should be named like the texture
 source. If the material has no texture, a diffuse texture should be applied.

 This is what I have:
 var MyMatLibrary = Application.Selection(0).Material.Library;
 var MyMatName = Application.Selection(0).Material.Name;
 var MyTextureName = Application.Selection(0).
 Material.CurrentImageClip.Source.Name;

 MyTextureName = MyTextureName.replace(_tif,_Sh);

 SetValue(MyMatLibrary+.+MyMatName+.Name, MyTextureName, null);

 It renames the material correctly. However, if the material has no
 texture, line 3 throws an error. How can I test for a texture without the
 script throwing an error?





Re: Offtopic: Python in Maya

2012-12-05 Thread Christian Gotzinger
Thank you for the link Eric, I'll check it out.

We're not trying to do anything crazy, so in case someone here has been to
the dark side and knows the answer please let me know :-)

Cheers,
Christian



On Wed, Dec 5, 2012 at 10:32 AM, Eric Thivierge ethivie...@gmail.comwrote:

 Maybe this list may be more helpful:

 http://groups.google.com/group/python_inside_maya

 
 Eric Thivierge
 http://www.ethivierge.com



 On Wed, Dec 5, 2012 at 8:21 PM, Christian Gotzinger cgo...@googlemail.com
  wrote:

 Hi list,

 I'm rather new to Python, and while I've got many things worked out
 nicely in SI already, we are trying to implement some of this stuff in Maya
 as well.
 Sorry for this simple question, but could somebody tell me the Maya
 equivalent for this?

 for i in range(5):
 MySphere = Application.CreatePrim(Sphere, MeshSurface, , )
 MySphere.PosY = i

 I want to set attributes without having to move and rotate commands.

 Thank you!





Re: Offtopic: Python in Maya

2012-12-05 Thread Christian Gotzinger
Thank you very much! This will get us started.


On Wed, Dec 5, 2012 at 11:10 AM, Daniel Harjanto miste...@cbn.net.idwrote:

 in standard python:

 import maya.cmds as cmds

 for i in range(5):

   MySphere = cmds.polySphere()

   cmds.setAttr(%s.translateY % MySphere[0], i)

 in pyMel:

 import pymel.core as pm;


 for i in range(5):

   MySphere = pm.PyNode(pm.polySphere()[0])

   MySphere.setAttr('translateY', i)


 Cheers,

 On Wed, Dec 5, 2012 at 4:21 PM, Christian Gotzinger cgo...@googlemail.com
  wrote:

 Hi list,

 I'm rather new to Python, and while I've got many things worked out
 nicely in SI already, we are trying to implement some of this stuff in Maya
 as well.
 Sorry for this simple question, but could somebody tell me the Maya
 equivalent for this?

 for i in range(5):
 MySphere = Application.CreatePrim(Sphere, MeshSurface, , )
 MySphere.PosY = i

 I want to set attributes without having to move and rotate commands.

 Thank you!




 --
 Daniel Harjanto
 Infinite Frameworks Studios
 TD
 http://misterdi.cgpot.com




Python: Getting and setting view visibility

2013-01-23 Thread Christian Gotzinger
Hi list,

I don't understand why this won't work. Consider the following 1-liner:
*print Application.Selection(0).Properties(Visibility).viewvis.Value*

This works as expected. But when I try this:
*for obj in Application.Selection:
print obj.Properties(Visibility).viewvis.Value*

I get an attribute error?? I only have one or multiple polygon meshes
selected, so the attribute is there.

Christian


Re: Python: Getting and setting view visibility

2013-01-23 Thread Christian Gotzinger
Thank you for the explanations Stephen and César!


Re: FBXImport Materials

2013-01-29 Thread Christian Gotzinger
Thank you Ivan!
I mean curves. Would be really cool if we could get them into and out of
Softimage with FBX.

Christian



On Mon, Jan 28, 2013 at 10:07 AM, ivan t ivansoftim...@gmail.com wrote:

 Hi Christian

 I have filed your request for FBX layering under SOFT-8222. When you
 mention spline / curve support, do you mean surface or curve ?

 Regards
 Ivan




Re: Octane render

2013-02-14 Thread Christian Gotzinger
Nice job there! I find that it doesn't match the Octane version in terms of
quality (not your fault):
a) It looks floaty. That's just the problem with FG. You'd need insane
settings to get the flawless contact shadows of an unbiased renderer.
People like to combat that by using ambient occlusion, but usually the
result looks terrible to me, with dark corners everywhere.
b) Sampling noise of a biased renderer looks unnatural (see the reflection
on the table at the very left). Unbiased renderers otoh have very organic
noise, so often it's fine for there to be some.

I've used Octane many times for still shots and even for animations. Setup
times are short, render speed is good and the quality is great. Plenty of
features are still missing (such as motion blur), but once the Softimage
integration is ready it should become a real option for those who don't
like to use an external renderer.


On Thu, Feb 14, 2013 at 5:44 PM, Massimo Galluzzo 
mass...@massimogalluzzo.it wrote:

   Didnt have much time to play with FG [image: Occhiolino]
 Here is Mental

 9 mins and 30 seconds
 4 mins fg precalc

 http://img812.imageshack.us/img812/3408/classmr.jpg


wlEmoticon-winkingsmile[1].png

Re: Octane render

2013-02-14 Thread Christian Gotzinger
When using high AA samples (which is necessary for DOF or motion blur) I
believe you can pretty much keep diffuse samples down to 1 or 2. You have
to oversample a lot for the DOF, and this AA oversampling takes care of
diffuse areas as well. Also, for this scene with the large windows you may
get away with 2 or 3 bounces.


On Thu, Feb 14, 2013 at 8:26 PM, Toonafish ron...@toonafish.nl wrote:

  scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

 I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold is using
 12 threads. With AA set lower the DOF is very noisy. But you're right,
 maybe I could lower the diffuse samples a little.

 - Ronald




Custom importer workflow

2013-02-27 Thread Christian Gotzinger
Hi list,

I am writing a custom format and was wondering about the proper way to
generate geometry in Softimage. As a proof of concept I've used an ICE tree
with the Create Topo node. I parse my text file and input all data into
String to Array nodes to feed the Create Topo. To my surprise, this even
worked for a very complicated and large mesh (1.3 million triangles) and
didn't take particularly long.

How would I go about doing this using a regular workflow? Do I have to
use commands (ConnectNewPolygonToEdge, AddPointToNewPolygon and whatnot) or
is there an object model way to do it? Python btw

Thank you,
Christian


Re: Custom importer workflow

2013-02-27 Thread Christian Gotzinger
Ah, thank you! That sounds just like what I needed. Sometimes I have a bit
of a hard time finding the methods and parameters I'm interested in. But
the list always comes to the rescue :-)

Christian



On Wed, Feb 27, 2013 at 11:33 AM, Ciaran Moloney
moloney.cia...@gmail.comwrote:

 The Python OM way of doing this is to use the polygonmesh.Set method, to
 which you provide lists of vertices and polygon definitions. IIRC this uses
 the same format as the ICE polygon description attribute.


 Ciaran




Re: SI 2014 sneak peek

2013-02-28 Thread Christian Gotzinger
I don't quite follow the concept of you don't edit in 3d. Editing real
life footage is a different story since you usually have tons and tons of
footage.
But where I come from, we don't animate and render tons and tons of footage
unnecessarily, just so we can cut it all out later. We only model, animate,
render what we'll most likely use in a final edit. Therefore, many editing
decisions are being made way before the actual editing stage.

I've been in several situations where I really would have liked to have a
sequencer.


Re: SDK: Preserve selection

2013-02-28 Thread Christian Gotzinger
Hi Mihail,

Using the GetAsString and SetAsString is bad whenever you add, reparent or
delete objects - it tends to break because the selection is stored
according to the object names.
Here's how I usually do it (not sure if there is a better way), Python:

preselection = [s for s in Application.Selection]
# This list now includes all objects you had selected (the objects, not
just their names!)

# When you're done with the script, this brings back the original selection:
Application.Selection.Clear()
for obj in preselection:
   Application.Selection.Add(obj)


Re: SDK: Preserve selection

2013-02-28 Thread Christian Gotzinger
P.S.: It also respects branch selections.


Re: Maya realtime viewport

2013-03-12 Thread Christian Gotzinger
Our High Quality Viewport in its current state is complete and utter trash.
I've attempted to use it a few times, but it's so incredibly slow that it's
unusable. I just wanted anti-aliasing and trees to show alpha-mapped
leaves. HQV does give me those options, but the performance is so bad it's
impossible to work with. Whereas in Maya viewport 2.0 or whatever it's
called is really fast.

I hope the new team has worked on this. I don't need my viewport to look
and perform like a game, but some basic features with reasonable
performance can't be too much to ask.


On Tue, Mar 12, 2013 at 9:05 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 What I wanted to point out that once glorious Gigacore and superb viewport
 in Softimage is now mediocre. Our HQV is nothing close to what I see on
 these videos. As a game artist, it’s quite important to me to preview the
 assets  I am creating.





Re: Maya realtime viewport

2013-03-12 Thread Christian Gotzinger
Very cool clip there. It says that HQV was used to render certain elements,
so that doesn't negate my own experiences: good quality but horrible
realtime performance.

May I ask how and on what content you use HQV?


On Tue, Mar 12, 2013 at 5:11 PM, Greg Punchatz g...@janimation.com wrote:

   I have found the HQV useful ... and so has Jason 
 Stambollianhttp://user860220

 https://vimeo.com/groups/ice/videos/60198312



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Christian Gotzinger
Excuse the language, but: Holy shit! Mighty impressive stuff!


On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk nico...@redshift3d.comwrote:

 Hey guys,

 I'm going to respond to the last few messages regarding the importance of
 speed later, but in the meantime here is a video of some live rendering in
 Softimage.

 http://youtu.be/fjCguRdSlV0

 -Nicolas





Re: User data within an exported FBX model?

2013-03-19 Thread Christian Gotzinger
We ran some tests a while back and were able to import and export custom
attributes from Softimage to Maya and vice versa. 3ds max did not play
along with either of the two applications.

If I remember correctly, you must create a custom property set and add a
custom parameter. I seem to recall that strings didn't work in one or both
directions. All tests were done in Softimage 2012 and Maya 2012.


On Tue, Mar 19, 2013 at 7:42 PM, François Painchaud fpainch...@gmail.comwrote:

 In Softimage 2011 or 2013, is there a way to include some user data (in my
 case, a single ID string) within an exported FBX model?

 Thanks,
 François



Render a single frame without frame number in file name

2013-05-07 Thread Christian Gotzinger
Hi list,

Is there a way to set up a pass such that the rendered file does not
contain the frame number?
I want my file to be called filename.png, not filename.1.png.

Thank you

Christian


No anti aliasing while navigating?

2013-06-11 Thread Christian Gotzinger
Hi list,

I turned on the High Quality viewport in SI 2014 in my scene to get
anti-aliasing. But the anti-aliasing only works when the camera is
stationary. As soon as start navigating, I get the old pixelated mess. I
want it to be enabled all the time, not just when I stop navigating. What
gives?

Thank you


Re: Raycast by camera instead of direction

2013-06-18 Thread Christian Gotzinger
As the direction you vector you can use the vector from your camera
position to the object. You simply subtract one position from the other:
yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
result into the raycast)


On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero jimmymarr...@gmail.comwrote:

 Hey guys
 I am using the footprint deformation in ICE and was wondering if there is
 a way to align the Raycast to match the direction of my camera. I am
 testing it currently on a sphere, I want to be able to rotate around the
 sphere and have the deformation appear consistent around the object instead
 of the current way of just deforming on a particular axis.

 Any help appreciated.
 Thanks


 Jimmy




Re: Poly islands in ICE

2013-08-30 Thread Christian Gotzinger
Hi,

I'm practically in the weekend, but here's a super quick compound. Probably
not perfectly laid out, but I tried it on an example and it works.

Christian


On Thu, Aug 29, 2013 at 9:30 PM, Mario Domingos mdomingos.p...@gmail.comwrote:

  Hi list! I hope you can help me here.

   Please refer to the attached image.

   Is there a way to disconnect the edges as outline instead of
 disconnecting all of them?

   At the right side of the image I show an example of what I want to
 achieve.

   I hope I was clear. :P

   Tks

   M

  Click to view 'islands.PNG' on 
 Dropboxhttps://www.dropbox.com/s/h7qjrrfjsr1b554/islands.PNG

  —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone



DisconnectOutline.xsicompound
Description: Binary data


Re: Poly islands in ICE

2013-08-30 Thread Christian Gotzinger
Oh, I forgot. This works based on a polygon cluster. So you'll need a
cluster for the compound to work. Sorry no time to fix, haha


On Thu, Aug 29, 2013 at 9:30 PM, Mario Domingos mdomingos.p...@gmail.comwrote:

  Hi list! I hope you can help me here.

   Please refer to the attached image.

   Is there a way to disconnect the edges as outline instead of
 disconnecting all of them?

   At the right side of the image I show an example of what I want to
 achieve.

   I hope I was clear. :P

   Tks

   M

  Click to view 'islands.PNG' on 
 Dropboxhttps://www.dropbox.com/s/h7qjrrfjsr1b554/islands.PNG

  —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone



Re: Poly islands in ICE

2013-09-02 Thread Christian Gotzinger
The basic idea is to check for every edge that's part of the selection
whether both its polygons are also part of the selection. For the edge to
be an outline edge, only one of its polygons may be part of the selection.

Looking at it again, I noticed that the two Filter nodes behind
EdgeToCWPolygon and EdgeToCCWPolygon are unnecessary (both pipes can plug
directly into Find in Array without a Filter), which makes the compound a
bit easier to understand.


On Mon, Sep 2, 2013 at 12:37 PM, Mario Domingos mdomingos.p...@gmail.comwrote:

 Ok guys, both work but the Disconnect Compound from Cristian is faster.
 I'm now trying to indestand how it works, a bit more complex then Vincent's
 idea.

 Tks!!
 —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone


 On Mon, Sep 2, 2013 at 3:04 AM, Vincent Ullmann 
 vincent.ullm...@googlemail.com wrote:

 You could try to use a Delete-Polygon-Node to split your Mesh into 2
 Parts, and then merge them Back

 Am 29.08.2013 22:29, schrieb Mario Domingos:

 Tks Alan I'll take a look at it!
 —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone


 On Thu, Aug 29, 2013 at 9:07 PM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 Maybe this will get you closer to your goal: https://vimeo.com/11558894



 On Thu, Aug 29, 2013 at 3:30 PM, Mario Domingos 
 mdomingos.p...@gmail.com wrote:

  Hi list! I hope you can help me here.

  Please refer to the attached image.

  Is there a way to disconnect the edges as outline instead of
 disconnecting all of them?

  At the right side of the image I show an example of what I want to
 achieve.

  I hope I was clear. :P

  Tks

  M

  Click to view 'islands.PNG' on 
 Dropboxhttps://www.dropbox.com/s/h7qjrrfjsr1b554/islands.PNG

  —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone




 **
 CutAPart.JPG**





Re: scale relative to camera

2013-09-04 Thread Christian Gotzinger
You'll have to adjust for the shift from the camera center. Instead of
using the camera-to-object distance as your multiplier, you should use (I
haven't tried it, so hopefully the math is right):

(cosine alpha) * (distance camera-to-object)
alpha is the angle between your camera-to-object-vector and your
camera-to-camerainterest-vector


On Wed, Sep 4, 2013 at 5:25 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Hello,

 ** **

 I have a situation where I would like an object to remain the same size
 relative to the camera. Think in terms of “pixel width” for example. I
 managed to accomplish this through ICE by using the distance between the
 camera and the object to manage the scale for the object. 

 ** **

 The problem is this. If the object is in the center of the viewport and I
 move the camera towards or away from the object, its perfect. The scale
 remains constant relative to the viewport. But if the object is on the
 periphery of the viewport, it is slightly larger than in the center of the
 viewport. The object scale still remains relative if the camera moves, the
 problem is that the scale is different than in the center. I assume this
 has something to do with forced perspective having an affect on the scaling?
 

 ** **

 Has anyone tried this before? I haven’t a clue how to correct this at the
 moment. Any ideas would be appreciated.

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

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

 represent the opinions of NASA or any other party.

 ** **



Re: Poly islands in ICE

2013-09-05 Thread Christian Gotzinger
Exactly right.


On Wed, Sep 4, 2013 at 11:30 PM, Mario Domingos mdomingos.p...@gmail.comwrote:

 This is great Christian, thank you for your patience. I knew that I had to
 change the context and tried several things but with no luck.

 Ok, so you get all the vertices ids on the the polys of the object (arrays
 of ids per poly) then get the weightmap scalar values (per point) witch you
 pack into an Array per object. Then you find  witch scalar values (from
 the weight map) belong to each vertices with the Find in Array node, here
 the context is Array per polygon and what we need is scalar or integer per
 poly so you used Get Array Average for that Am i right? Just want to be
 sure that I understand this.
 —
 Sent from Mailbox https://www.dropbox.com/mailbox for iPhone


 On Wed, Sep 4, 2013 at 5:00 PM, Christian Gotzinger cgo...@googlemail.com
  wrote:

 It's all about getting the right context. Weight maps are scalar values
 per point. The compound requires a boolean per polygon. I've attached an
 example of how you can do it (and added every node's ouput context as text
 into the image). I recommend visualizing every single pipe one after
 another so you can see what happens.
 contexts.jpg





Re: Navigating relationships in Softimage (new to the software)

2013-09-19 Thread Christian Gotzinger
Just a quick tip: you can also press Ctrl+A, which always respects your
selection filter. If the filter is set to lattice, Ctrl+A selects all
lattices in the scene.


For example, if you want to find all lattices in the scene, you can set the
 selection filter to lattice then do a rectangular selection around the
 entire scene (or in schematic view).

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To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
unsubscribe and reply to the confirmation email.

Re: ICETree symbol with a B?

2013-10-08 Thread Christian Gotzinger
Yes, that's actually it. Must be a little mistake in the script then
probably, as nothing should have been applied in branch.


On Tue, Oct 8, 2013 at 10:24 AM, olivier jeannel olivier.jean...@noos.frwrote:

  Do you mean like a branch select ? For example when you branch select
 and apply a deformer operator ?

 Le 08/10/2013 10:16, Christian Gotzinger a écrit :

  Hi list,

  I have a script that generates a new pointcloud, an ICE tree and adds a
 few nodes to the ICE tree. When I check in the Explorer, the little symbol
 to the left of the ICETree has a bold B in front of it. What does this mean?

 If I select the point cloud and update an ICE Tree view, nothing comes up.
 I have to select the ICETree itself, then update the ICE Tree view to see
 it. That's quite annoying.

  Christian


 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
 unsubscribe and reply to the confirmation email.



 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
 unsubscribe and reply to the confirmation email.

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Re: ICETree symbol with a B?

2013-10-08 Thread Christian Gotzinger
I found it, the connect type in the ApplyOp was set incorrectly. Thanks for
pointing me in the right direction Olivier.


On Tue, Oct 8, 2013 at 10:33 AM, Christian Gotzinger
cgo...@googlemail.comwrote:

 Yes, that's actually it. Must be a little mistake in the script then
 probably, as nothing should have been applied in branch.


 On Tue, Oct 8, 2013 at 10:24 AM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  Do you mean like a branch select ? For example when you branch select
 and apply a deformer operator ?

 Le 08/10/2013 10:16, Christian Gotzinger a écrit :

  Hi list,

  I have a script that generates a new pointcloud, an ICE tree and adds a
 few nodes to the ICE tree. When I check in the Explorer, the little symbol
 to the left of the ICETree has a bold B in front of it. What does this mean?

 If I select the point cloud and update an ICE Tree view, nothing comes
 up. I have to select the ICETree itself, then update the ICE Tree view to
 see it. That's quite annoying.

  Christian


 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
 unsubscribe and reply to the confirmation email.



 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.



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unsubscribe and reply to the confirmation email.

Re: SI selections driving me nuts...

2013-10-30 Thread Christian Gotzinger
I don't know what the shortcuts are for the Maya layout, but I would assume
that there are two different shortcuts for the polygon selection tools.
By SI defaults, Y is polygon rectangle, U is polygon raycast, E is edge
rectangle, I is edge raycast, T is point rectangle, and I have never in my
life used point raycast so I don't know the shortcut :-)


On Tue, Oct 29, 2013 at 5:10 PM, Sergio Mucino sergio.muc...@modusfx.comwrote:

  Okay. I'm not sure if there's a preference for this, but I REALLY want to
 turn it off.
 This is what I'm doing...
 1. Go into Polygon selection mode. For some reason, the selection tool is
 set to Raycast, so I'll switch it back to Rectangle.
 2. Select some polygons.
 3. Select Adjacent - Points
 4. Smooth Envelope Weights on the selected points.
 5. Go back to Polygon selection mode.
 The select tool is set back to Raycast!! I have to change it with EVERY
 CHANGE I do! And I have to repeat this operation several dozens of times.
 SI is driving me crazy with this. Is there a preference somewhere to NEVER
 change the selection tool unless I explicitly do it? Thanks for any help!
 --

Sergio Mucino_Signature_email.gif

Controlling a parameter live via slider through scripting

2013-11-05 Thread Christian Gotzinger
Hi list,

My script generates a bevel operator on an object. I then want a PPG to pop
up that allows the user to change certain parameters of the bevel operator.
These parameters should update whenever the values in the PPG are changed.
However, they only update after the PPG is closed via OK. Can someone point
me in the right direction here?

Script is roughly as follows:

# Lots of stuff after which a bevel operator (op) is generated
MyPSet = A.ActiveSceneRoot.AddProperty(CustomProperty, False,
Bevel_Options)
MyLayout = MyPSet.PPGLayout
MyPSet.AddParameter3(PBevelRatio, c.siFloat, 10, 0.01, 100)
MySlider = MyLayout.AddItem(PBevelRatio, Ratio, c.siControlNumber)

A.InspectObj(MyPSet, , Choose Bevel Options, c.siModal, False)

op.Parameters(ratio).Value = MyPSet.Parameters(PBevelRatio).Value


Thank you
Christian


Re: Controlling a parameter live via slider through scripting

2013-11-05 Thread Christian Gotzinger
I may be doing it wrong because I've never used this, but I don't seem to
be able to access the operator by doing this? The operator is defined
outside the injected script.


On Tue, Nov 5, 2013 at 12:37 PM, gareth bell garethb...@outlook.com wrote:

 I think you need some PPG.Logic


 http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112id=14003709linkID=12544120

 using an _OnChanged callback




 --
 Date: Tue, 5 Nov 2013 12:29:57 +0100
 Subject: Controlling a parameter live via slider through scripting
 From: cgo...@googlemail.com
 To: softimage@listproc.autodesk.com


 Hi list,

 My script generates a bevel operator on an object. I then want a PPG to
 pop up that allows the user to change certain parameters of the bevel
 operator. These parameters should update whenever the values in the PPG are
 changed. However, they only update after the PPG is closed via OK. Can
 someone point me in the right direction here?

 Script is roughly as follows:

 # Lots of stuff after which a bevel operator (op) is generated
 MyPSet = A.ActiveSceneRoot.AddProperty(CustomProperty, False,
 Bevel_Options)
 MyLayout = MyPSet.PPGLayout
 MyPSet.AddParameter3(PBevelRatio, c.siFloat, 10, 0.01, 100)
 MySlider = MyLayout.AddItem(PBevelRatio, Ratio, c.siControlNumber)

 A.InspectObj(MyPSet, , Choose Bevel Options, c.siModal, False)

 op.Parameters(ratio).Value = MyPSet.Parameters(PBevelRatio).Value


 Thank you
 Christian



Re: Controlling a parameter live via slider through scripting

2013-11-05 Thread Christian Gotzinger
No, it's not Immediate Mode. After the PPG is closed, the operator values
update correctly. But they don't update when changing the slider value
while the PPG is open.
I will delete the custom property once the user closes the PPG, so I think
it's not too important where it's stored.


On Tue, Nov 5, 2013 at 12:37 PM, Stefan Kubicek s...@tidbit-images.comwrote:

  Could it be that you have immediate mode enabled?
 Also, why do you store the parameters in a global PPG in the SceneRoot
 rather than on the actual operator per object?


 Hi list,

 My script generates a bevel operator on an object. I then want a PPG to
 pop up that allows the user to change certain parameters of the bevel
 operator. These parameters should update whenever the values in the PPG are
 changed. However, they only update after the PPG is closed via OK. Can
 someone point me in the right direction here?

 Script is roughly as follows:

 # Lots of stuff after which a bevel operator (op) is generated
 MyPSet = A.ActiveSceneRoot.AddProperty(CustomProperty, False,
 Bevel_Options)
 MyLayout = MyPSet.PPGLayout
 MyPSet.AddParameter3(PBevelRatio, c.siFloat, 10, 0.01, 100)
 MySlider = MyLayout.AddItem(PBevelRatio, Ratio, c.siControlNumber)

 A.InspectObj(MyPSet, , Choose Bevel Options, c.siModal, False)

 op.Parameters(ratio).Value = MyPSet.Parameters(PBevelRatio).Value


 Thank you
 Christian




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--



Re: Controlling a parameter live via slider through scripting

2013-11-05 Thread Christian Gotzinger
Thank you for the links, I think these contain what I need.

What would be the standard way for controlling operators? I'm not trying to
do anything special, really just looking for the most straightforward way
to:
1) Add a bevel operator
2) Allow the user to change settings of the bevel operator
3) Freeze the object
4) Perform additional modeling operations

Step 2) is the only part where I need interactive user input. Once the user
is happy and clicks OK, steps 3) and 4) must be automatically performed by
the script.


On Tue, Nov 5, 2013 at 1:12 PM, Stefan Kubicek s...@tidbit-images.com wrote:

  It is quite unusual to update operators based on another global PPG's
 parameter I think, though theoretically it should work if the operator uses
 the Property's relevant parameters as an input.

 Check out
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/CustomOperator.html

 and in particular:
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/CustomOperator.AddInputPort.html



 No, it's not Immediate Mode. After the PPG is closed, the operator values
 update correctly. But they don't update when changing the slider value
 while the PPG is open.
 I will delete the custom property once the user closes the PPG, so I think
 it's not too important where it's stored.


 On Tue, Nov 5, 2013 at 12:37 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 Could it be that you have immediate mode enabled?
 Also, why do you store the parameters in a global PPG in the SceneRoot
 rather than on the actual operator per object?


 Hi list,

 My script generates a bevel operator on an object. I then want a PPG to
 pop up that allows the user to change certain parameters of the bevel
 operator. These parameters should update whenever the values in the PPG are
 changed. However, they only update after the PPG is closed via OK. Can
 someone point me in the right direction here?

 Script is roughly as follows:

 # Lots of stuff after which a bevel operator (op) is generated
 MyPSet = A.ActiveSceneRoot.AddProperty(CustomProperty, False,
 Bevel_Options)
 MyLayout = MyPSet.PPGLayout
 MyPSet.AddParameter3(PBevelRatio, c.siFloat, 10, 0.01, 100)
 MySlider = MyLayout.AddItem(PBevelRatio, Ratio, c.siControlNumber)

 A.InspectObj(MyPSet, , Choose Bevel Options, c.siModal, False)

 op.Parameters(ratio).Value = MyPSet.Parameters(PBevelRatio).Value


 Thank you
 Christian




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--





 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--



Re: Controlling a parameter live via slider through scripting

2013-11-06 Thread Christian Gotzinger
Thank you everyone for the additional tips!


On Wed, Nov 6, 2013 at 8:20 AM, Stefan Kubicek s...@tidbit-images.com wrote:

  The cleanest way I suppose would be to have the PPG reside on the
 operator directly.

 Write a command to apply the op and display its PPG (points 1 and 2 in
 your list), then on the PPG there could be a button (calling a second
 command for instance) that freezes the object and performs your additional
 modeling operations (points 3 and 4).

 That's what I'd do. You could even create menu items for your command(s)
 and anchor them in one of the existing menus so you can call the
 operation(s) from there.

 Thank you for the links, I think these contain what I need.

 What would be the standard way for controlling operators? I'm not trying
 to do anything special, really just looking for the most straightforward
 way to:
 1) Add a bevel operator
 2) Allow the user to change settings of the bevel operator
 3) Freeze the object
 4) Perform additional modeling operations

 Step 2) is the only part where I need interactive user input. Once the
 user is happy and clicks OK, steps 3) and 4) must be automatically
 performed by the script.


 On Tue, Nov 5, 2013 at 1:12 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 It is quite unusual to update operators based on another global PPG's
 parameter I think, though theoretically it should work if the operator uses
 the Property's relevant parameters as an input.

 Check out
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/CustomOperator.html

 and in particular:
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/CustomOperator.AddInputPort.html



 No, it's not Immediate Mode. After the PPG is closed, the operator values
 update correctly. But they don't update when changing the slider value
 while the PPG is open.
 I will delete the custom property once the user closes the PPG, so I
 think it's not too important where it's stored.


 On Tue, Nov 5, 2013 at 12:37 PM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

 Could it be that you have immediate mode enabled?
 Also, why do you store the parameters in a global PPG in the SceneRoot
 rather than on the actual operator per object?


 Hi list,

 My script generates a bevel operator on an object. I then want a PPG to
 pop up that allows the user to change certain parameters of the bevel
 operator. These parameters should update whenever the values in the PPG are
 changed. However, they only update after the PPG is closed via OK. Can
 someone point me in the right direction here?

 Script is roughly as follows:

 # Lots of stuff after which a bevel operator (op) is generated
 MyPSet = A.ActiveSceneRoot.AddProperty(CustomProperty, False,
 Bevel_Options)
 MyLayout = MyPSet.PPGLayout
 MyPSet.AddParameter3(PBevelRatio, c.siFloat, 10, 0.01, 100)
 MySlider = MyLayout.AddItem(PBevelRatio, Ratio, c.siControlNumber)

 A.InspectObj(MyPSet, , Choose Bevel Options, c.siModal, False)

 op.Parameters(ratio).Value = MyPSet.Parameters(PBevelRatio).Value


 Thank you
 Christian




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--





 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--





 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--



Re: Controlling a parameter live via slider through scripting

2013-11-07 Thread Christian Gotzinger
Oh wow, thank you so much for pointing this out! It all makes sense now.


On Thu, Nov 7, 2013 at 2:59 AM, Benjamin Paschke ben.pasc...@rsp.com.auwrote:

 I don't think anyone has mentioned this yet, but I think it's because
 you are inspecting the PPG in siModal mode.
 siModal will give you a box to say OK or Cancel, but yes, changes are
 not reflected live in the scene. This is what modal means.

 On 05/11/13 21:59, Christian Gotzinger wrote:
  Hi list,
 
  My script generates a bevel operator on an object. I then want a PPG
  to pop up that allows the user to change certain parameters of the
  bevel operator. These parameters should update whenever the values in
  the PPG are changed. However, they only update after the PPG is closed
  via OK. Can someone point me in the right direction here?
 
  Script is roughly as follows:
 
  # Lots of stuff after which a bevel operator (op) is generated
  MyPSet = A.ActiveSceneRoot.AddProperty(CustomProperty, False,
  Bevel_Options)
  MyLayout = MyPSet.PPGLayout
  MyPSet.AddParameter3(PBevelRatio, c.siFloat, 10, 0.01, 100)
  MySlider = MyLayout.AddItem(PBevelRatio, Ratio, c.siControlNumber)
 
  A.InspectObj(MyPSet, , Choose Bevel Options, c.siModal, False)
 
  op.Parameters(ratio).Value = MyPSet.Parameters(PBevelRatio).Value
 
 
  Thank you
  Christian




Re: positivity

2013-12-20 Thread Christian Gotzinger
Thank you, finally some positivity! I never participate in all the rants
because they annoy me to no end.


On Fri, Dec 20, 2013 at 12:50 PM, adrian wyer 
adrian.w...@fluid-pictures.com wrote:

   Hey guys, just wanted to raise some points regarding the general
 mood of users and the future of our little group



 Lately the list has been falling into the habit of turning many threads
 into a doom saying, end-of-the-world kind of vibe (not discounting my self
 here)



 When i first joined this list (and the much missed Discussion list) it was
 an invaluable resource for shared knowledge, instruction, encouragement and
 feedback (both positive and negative) also it was great place to find out
 about cheese and monkeys! (i'm looking at you Ed)



 While i still find the list to be a hugely valuable resource for
 techniques and news, we are occasionally running into the doom laden tech
 equivalent of Godwin's law!

 This list is a gift, as many of you know, when compared with other online
 forums/mailing lists, in that it's mostly self moderated and, on the whole,
 a nice place to hang out.

 There's obviously been some doubt and uncertainty regarding the future of
 our software (no different from many other package's forums, the industry
 IS constantly shifting), and believe me i have a VERY vested interest in
 the continued use of Soft, i have NO intention of abandoning ship at the
 first sign of choppy waters. (frankly i'd rather step away from the
 computer, than be forced to learn an older/inferior application) But
 there IS a future, the app isn't dead, the community might be smaller, but
 there is still a wealth of skill and experience here, and i hope, by force
 of will, we'll be able to keep the fires burning!



 If anything is going to bring about the end of Softimage as we know it, it
 won't be some bean counter in an office at Autodyne (cyberdesk?) it will be
 the lack of users



 While we can't 'make' autodesk push soft, our work speaks volumes for it's
 quality, and that work is getting better and more high profile than it's
 been in ages.

 What we CAN do is tell people in the industry how enabling the software
 is, how it helps us hit deadlines, create amazing imagery and break
 technical boundaries that other DCC apps really do struggle with. By
 spreading the word other software users and students get to hear what a
 great app it is, they might try it, they might get hooked, and then we
 benefit by having a new talent pool. If there's demand, then more courses
 will be taught using the app and as long as freelancers keep coming up
 through the ranks, there'll be a demand for new versions of the software
 (and new innovations and features)

 I have friends who've come across from other apps to use Soft, primarily
 for ICE, but then have realised what a great all round app it is come
 for the ICE, stay for the object model/rendertree/passes etc, etc, etc!



 I'm not preaching/ranting (much) i just want to put it on a public space
 that i love my software, i believe we are empowered to help keep it alive,
 and they'll get it off me when they pry it from my cold dead fingers!!



 oh and merry christmas, you cheesy monkey boys (and girls)



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71





OT: Organizing files that belong together

2014-01-07 Thread Christian Gotzinger
Hi list,

We have a digital city model that's divided up into several hundred
squares. Our projects require us to make different versions of these
squares for planning purposes. So for any given square, we may have 4 or 5
different versions.

The more projects we do, the more complicated it gets for us to keep track
of what belongs (and what fits) together. When we need to quickly prepare a
file that contains City model with Project X + Project Y, we have two
main problems:

a) For squares with multiple versions we need to figure out which of these
versions are part of Project X and which are Project Y.

b) We need to figure out how squares may be combined. Let's say that the
square F003_C belongs to Project X, but square G003 is not part of Project
X. We now can't be sure which version(s) of G003 properly match(es) F003_C
at the seam.

I'm unsure how common a problem this is and whether I explained it
properly. Does anybody have any pointers as to what may be a good way to
tackle this? Maybe some kind of specialized software?

Thank you

Christian


Re: OT: Organizing files that belong together

2014-01-07 Thread Christian Gotzinger
Thank you for the response, Angus. I need to expand a bit on what I wrote
already. The files are all MAX files (we use Soft, Maya and Max and store
final files in MAX format), but we're looking for an external tool to help
us with the organizing. What I'd really like is this: I pick a file, and
the tool tells me which projects this file belongs to (some square versions
fit multiple projects) and which neighboring squares match at the edges.

So I pick file F003_C, and the tool tells me that this is a square of
Project X and Project Z, and that fitting neighbor squares are G003_C,
G003_D, F004_A, E003_A, F002_A and F002_D

We do work off of base squares and edit those, but projects overlap, some
square versions are used in multiple projects, so it's rather complicated.
For instance, I can't be sure that G003_C fits G004_C.




On Tue, Jan 7, 2014 at 12:24 PM, Angus Davidson
angus.david...@wits.ac.zawrote:

  My way of thinking of this would be to do it with versioning.

  Ie for each city square you have a base mesh possibly as emdl to be
 referenced in. e.g. square_001_base

  In your first project  you will pull those in and place via reference so
 their edges are correct.

  Once you have that you can then create different versions of the base
 squares wether its by naming convention i.e. square_001_x, square_001_y
 or something like Git / mercurial

  Then in order to change which squares you pull into the project you can
 just edit the scntoc file for file bases versioning , or the files will be
 replaced by the correct ones if you use some form of source control.

  You could also possibly do it via Level of detail proxies (they will be
 about the same amount of detail but that’s not really an issue for this)

  I am sure there is also likely a scripting way to do this easily as well.

  Kind regards

  Angus







   From: Christian Gotzinger cgo...@googlemail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 07 January 2014 at 12:56 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: OT: Organizing files that belong together

Hi list,

  We have a digital city model that's divided up into several hundred
 squares. Our projects require us to make different versions of these
 squares for planning purposes. So for any given square, we may have 4 or 5
 different versions.

 The more projects we do, the more complicated it gets for us to keep track
 of what belongs (and what fits) together. When we need to quickly prepare a
 file that contains City model with Project X + Project Y, we have two
 main problems:

 a) For squares with multiple versions we need to figure out which of these
 versions are part of Project X and which are Project Y.

  b) We need to figure out how squares may be combined. Let's say that the
 square F003_C belongs to Project X, but square G003 is not part of Project
 X. We now can't be sure which version(s) of G003 properly match(es) F003_C
 at the seam.

  I'm unsure how common a problem this is and whether I explained it
 properly. Does anybody have any pointers as to what may be a good way to
 tackle this? Maybe some kind of specialized software?

  Thank you

 Christian

  This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or disseminate 
 this communication without the permission of the University. Only authorised 
 signatories are competent to enter into agreements on behalf of the 
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 may not be legally binding on the University and may contain the personal 
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 between the University and outsiders are subject to South African Law unless 
 the University agrees in writing to the contrary.




Re: OT: Organizing files that belong together

2014-01-07 Thread Christian Gotzinger
Hi Angus,

All versions of a square have the same grid coordinates, yes. We can't
generate an entire grid for each project because the amount of data would
be through the roof. We have over 200 squares and to date more than 30
projects. Therefore, we only edit those squares that are relevant to a
given project. The rest of the squares are then loaded either from our
base squares or from another project if multiple projects must be
displayed. But we never know whether the squares of one project can be
mixed and matched with neighboring squares from another project.

I know that we will have to make sure that the file information or database
is constantly updated, but we would simply make this part of our checklist
when wrapping up a project. Let's say we've output five new squares for a
new project. We would then ensure that the information for those squares
and all neighbors is updated before moving on. You do have a point though,
in that if we ever forget about this it'll be bad :-/

The problem is that the scope is ever increasing. So far we've been able to
keep track of things manually, but lately it's been getting harder and
harder, and we absolutely need a solution soon.


On Tue, Jan 7, 2014 at 2:39 PM, Angus Davidson angus.david...@wits.ac.zawrote:

  Hi Christian

  a few questions then ;)

  Will the square and its versions always be at the same coordinates on
 the grid?

  In the scenario that a square fits multiple projects is it not possible
 to just have multiple copies of the same file (or can max do standins ?

  That way you have a grid for each project where you will be sure that
 the edges match.

  the problem is once you go past 5  or so iterations the number of
 variables is going to make it nearly impossible to keep all of the edges
 matching up.

  Think of a chess board. If you click and set a project , say X to a
 square it should be able to tell you which adjoining squares should be
 loaded. If you right click on the square you can  get a list of the various
 versions which still have matching edges

  Then you generate a file list  and import those into max.

  I think trying to keep that information on each file just needs one
 person to forget to update and your screwed. You need to abstract the
 physical file and the overall grid data.


  --
 *From:* Christian Gotzinger [cgo...@googlemail.com]
 *Sent:* 07 January 2014 02:36 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: OT: Organizing files that belong together

   Thank you for the response, Angus. I need to expand a bit on what I
 wrote already. The files are all MAX files (we use Soft, Maya and Max and
 store final files in MAX format), but we're looking for an external tool to
 help us with the organizing. What I'd really like is this: I pick a file,
 and the tool tells me which projects this file belongs to (some square
 versions fit multiple projects) and which neighboring squares match at the
 edges.

  So I pick file F003_C, and the tool tells me that this is a square of
 Project X and Project Z, and that fitting neighbor squares are G003_C,
 G003_D, F004_A, E003_A, F002_A and F002_D

  We do work off of base squares and edit those, but projects overlap,
 some square versions are used in multiple projects, so it's rather
 complicated. For instance, I can't be sure that G003_C fits G004_C.




 On Tue, Jan 7, 2014 at 12:24 PM, Angus Davidson angus.david...@wits.ac.za
  wrote:

  My way of thinking of this would be to do it with versioning.

  Ie for each city square you have a base mesh possibly as emdl to be
 referenced in. e.g. square_001_base

  In your first project  you will pull those in and place via reference
 so their edges are correct.

  Once you have that you can then create different versions of the base
 squares wether its by naming convention i.e. square_001_x, square_001_y
 or something like Git / mercurial

  Then in order to change which squares you pull into the project you can
 just edit the scntoc file for file bases versioning , or the files will be
 replaced by the correct ones if you use some form of source control.

  You could also possibly do it via Level of detail proxies (they will be
 about the same amount of detail but that’s not really an issue for this)

  I am sure there is also likely a scripting way to do this easily as
 well.

  Kind regards

  Angus







   From: Christian Gotzinger cgo...@googlemail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 07 January 2014 at 12:56 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: OT: Organizing files that belong together

Hi list,

  We have a digital city model that's divided up into several hundred
 squares. Our projects require us to make different versions of these
 squares for planning purposes. So for any given square, we may have 4 or 5
 different versions.

 The more projects we do, the more complicated

Re: OT: Organizing files that belong together

2014-01-08 Thread Christian Gotzinger
Thank you for the input, Angus. I like your idea of tracking edges, that
makes a lot of sense and is something that I'll definitely look into.

Regarding a tool that might help with organizing this, I take it there may
not be anything out there that applies to our needs. We use Perforce, and
that seems to have a new utility called Git Fusion, but the whole thing
scares me somewhat because it looks extremely complex (and none of us even
have any clue about Git itself). Maybe I can write a little Python thingy
that does what we need. Of course we could also just create some sort of
spreadsheet, but the usability of a spreadsheet is crap.


On Wed, Jan 8, 2014 at 11:40 AM, Angus Davidson
angus.david...@wits.ac.zawrote:

  Ugg Ascii art didn’t come out right

  A1 A2 A3
 B1 B2 B3
 C1 C2 C3

  Hopefully this come out

  This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or disseminate 
 this communication without the permission of the University. Only authorised 
 signatories are competent to enter into agreements on behalf of the 
 University and recipients are thus advised that the content of this message 
 may not be legally binding on the University and may contain the personal 
 views and opinions of the author, which are not necessarily the views and 
 opinions of The University of the Witwatersrand, Johannesburg. All agreements 
 between the University and outsiders are subject to South African Law unless 
 the University agrees in writing to the contrary.




Re: Survey - how would you do this?

2014-02-11 Thread Christian Gotzinger
Here's my take on it (will take an hour or so before the link shows up)
https://vimeo.com/86461624
7 minutes to set up, but no collision avoidance.

Not sure how best to automate collision avoidance without ICE or scripting.
Maybe rigid body dynamics with a big convex hull? But that's not allowed I
suppose ;-)

Christian


On Tue, Feb 11, 2014 at 8:23 PM, Matt Lind ml...@carbinestudios.com wrote:

 An artist came to my desk yesterday asking how to do what I felt was a
 simple task, but after getting 80% through it I ran into a speed bump
 realizing it needed custom scripting or other advanced tools to fully
 resolve to satisfaction.  I had to give him a procedure that was 'good
 enough'.  This problem has multiple solutions, but I am curious how others
 would solve it:



 The problem:



 Artist must create an asteroid belt around a planet.  The asteroids are
 likely 2D sprites which must face the camera and tumble as they orbit, but
 could be 3D objects as well.  Asteroids must vary in size, shape, and
 animation speed (linear as well as rotational).  Asteroids cannot collide
 with anything.  Movement is generally slow - like a screen saver for your
 computer desktop.  Asteroid positions are jittered within the belt.



 The question:



 Dispersing objects into a ring is fairly straightforward through a number
 of techniques, but how do you apply the random jitter to the object
 positions?



 The rules:



 -  Cannot use ICE

 -  Cannot use custom scripts, custom operators, or shaders.

 -  Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 -  Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes - and be iteration friendly to react to
 art director feedback.

 -  Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in the planet's
 size/shape/tilt/orbit.

 -  Final output must be able to exist with full integrity on its
 own in a vacuum.  Cannot not have dependencies on custom code, external
 assets, or special case logic.

 -  Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, and cross section of
 roughly 3 SI Units diameter





 Ready.GO!









 Matt



Re: Survey - how would you do this?

2014-02-11 Thread Christian Gotzinger
Vimeo tells me that the video starts converting in 35 minutes. Link should
work then, sorry about the inconvenience.


On Wed, Feb 12, 2014 at 12:03 AM, olivier jeannel
olivier.jean...@noos.frwrote:

  Link not working here..


 Le 11/02/2014 23:58, Christian Gotzinger a écrit :

  Here's my take on it (will take an hour or so before the link shows up)
 https://vimeo.com/86461624
 7 minutes to set up, but no collision avoidance.

 Not sure how best to automate collision avoidance without ICE or
 scripting. Maybe rigid body dynamics with a big convex hull? But that's not
 allowed I suppose ;-)

  Christian


 On Tue, Feb 11, 2014 at 8:23 PM, Matt Lind ml...@carbinestudios.comwrote:

  An artist came to my desk yesterday asking how to do what I felt was a
 simple task, but after getting 80% through it I ran into a speed bump
 realizing it needed custom scripting or other advanced tools to fully
 resolve to satisfaction.  I had to give him a procedure that was 'good
 enough'.  This problem has multiple solutions, but I am curious how others
 would solve it:



 The problem:



 Artist must create an asteroid belt around a planet.  The asteroids are
 likely 2D sprites which must face the camera and tumble as they orbit, but
 could be 3D objects as well.  Asteroids must vary in size, shape, and
 animation speed (linear as well as rotational).  Asteroids cannot collide
 with anything.  Movement is generally slow - like a screen saver for your
 computer desktop.  Asteroid positions are jittered within the belt.



 The question:



 Dispersing objects into a ring is fairly straightforward through a number
 of techniques, but how do you apply the random jitter to the object
 positions?



 The rules:



 -  Cannot use ICE

 -  Cannot use custom scripts, custom operators, or shaders.

 -  Must only use tools out of the box that a junior or staff
 level artist would know how to use.

 -  Must be able to create the asteroid belt, from scratch to
 completion, in less than 30 minutes - and be iteration friendly to react to
 art director feedback.

 -  Ideally, the belt could be made a child of the planet in
 encompasses so it can be reoriented with respect to changes in the planet's
 size/shape/tilt/orbit.

 -  Final output must be able to exist with full integrity on its
 own in a vacuum.  Cannot not have dependencies on custom code, external
 assets, or special case logic.

 -  Asteroid belt fits within the default grid as seen in the
 scene camera.  Think torus with diameter 40 SI units, and cross section of
 roughly 3 SI Units diameter





 Ready.GO!









 Matt






Re: Survey - how would you do this?

2014-02-11 Thread Christian Gotzinger
Whoops, while cleaning up my account I managed to delete the video.
The correct (and now working) link is:
https://vimeo.com/86464710


On Tue, Feb 11, 2014 at 11:58 PM, Christian Gotzinger cgo...@googlemail.com
 wrote:

 Here's my take on it (will take an hour or so before the link shows up)



Re: Survey - how would you do this?

2014-02-13 Thread Christian Gotzinger
I don't think you can compare ICE to those other examples you described. At
this point, I think the only way for ICE to go down is for the entire
package to be discontinued. We are tiny compared to your place, but we also
need to build assets that last us for a long time. I use ICE for a lot of
these things without hesitation because I really don't see it being ripped
out or becoming unsupported at any point.

Also, I find it very stable; I've done many crazy things with it, and while
it can sometimes be slow, it does not crash pretty much ever. Granted,
kinematics is an area where I've seen some flaky behavior, but this may be
from back when they weren't officially supported as I don't need kinematics
much these days.


On Thu, Feb 13, 2014 at 12:01 AM, Matt Lind ml...@carbinestudios.comwrote:

 Part of it is circumstance, as in we only have so many resources.  For
 example, our art department is 100+, but I'm the only one in the department
 who writes code and I'm currently tasked with significantly higher priority
 issues helping out an under staffed engineering department than writing
 one-offs for every artist who needs a button.

 The other part is pipeline management of a large scale software
 development effort.  We have a feature film sized team working to build a
 high profile AAA title.  With an engine and tools under constant evolution,
 and life expectancy of 15+ years, you must choose methods of content
 creation which can withstand changes to the software, such as Softimage, as
 well as changes to the game itself.  An asset created today must expect to
 live for 10+ years without any further maintenance.  If given the choice
 between creating an asteroid belt using constraints vs. ICE, we'll probably
 opt for constraints because we know it's a fairly stable and mature system,
 which cannot be said for ICE.  We've been bitten many times already such as
 when we created a number of simulations back in XSI 5 using the Softimage
 particle system only for the particle system to be ripped out and replaced
 with ICE.  We can no longer open those assets in Softimage.  Same happened
 again with updates to the realtime shader APIs.  So now we must either live
 with their current state of dysfunction, or rebuild from scratch.  On
 projects of this magnitude, risk assessment has a very high priority and
 taken extremely seriously because one bad move can literally sink the
 project if the ripple effect is large enough.  While we do take measures to
 abstract data from commercial tools, we only have so much programming power
 in house to do so.

 The point is we cannot subscribe to workflows which are prone to human
 error.  Creating temporary data and expecting the artist to clean up after
 himself has proven to not be reliable as assets are referenced by other
 assets all the time.  If crap is left around, then anybody referencing that
 asset also inherits the crap which results in bugs in game.  In film/video
 you can sweep things under the carpet if they aren't perfect as long as the
 problem doesn't  show up on camera.  We don't have that luxury.  What you
 make has to be functional and optimal for a live game environment,
 conservative on resources, and not make any assumptions how it will be
 used.  Function has higher priority than looking pretty.

 There's a lot more to it, but I think you get the gist of it.

 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph
 G. (LARC-E1A)[LITES]
 Sent: Wednesday, February 12, 2014 10:59 AM
 To: softimage@listproc.autodesk.com
 Subject: RE: Survey - how would you do this?

 So cheese and monkeys aside. After 25 years as a 3D animator I've never
 worked in games. So from a serious perspective I simply  don't understand.
 It's not clear to me why you aren't able to use ICE or scripts and freeze
 those construction connections sending only the raw assets over without
  ICE or scripting. What is it about this pipeline which makes that
 difficult?

 --
 Joey Ponthieux
 LaRC Information Technology Enhanced Services (LITES) Mymic Technical
 Services NASA Langley Research Center
 __
 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 Matt Lind
 Sent: Wednesday, February 12, 2014 1:35 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: Survey - how would you do this?

 We'd have to add support for ICE in our exporter and pipeline management
 tools.  We don't have resources to do that at present.

 If the artist doesn't clean up after himself responsibly, it creates a lot
 of problems.


 Matt





 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 

Re: Python and PPG

2014-02-28 Thread Christian Gotzinger
This should do:
parentObject = ppgObject.Parent


On Fri, Feb 28, 2014 at 10:51 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 Meanwhile I resolved this...but another issue. How can I refer to the object
 to which the PPG is attached?



 Cheers





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Friday, February 28, 2014 10:23 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Python and PPG



 Hey guys



 I have to create a dialog to manage some actions. I want to load the
 actions from the mixer into a listbox, but I really can't manage it in
 Python. I would like to learn Python, but it seems that it'll be a hard
 beginning...



 So, I've created the property using the waizard, and now I'd like to edit
 the code.



 I've replaced the DefineLAyout function



 oLayout.AddItem(Actions)



 to



 oList = oLayout.AddItem(Actions,A, C.siControlListBox)

 oList.UIItems = [One,One,Two,Two]



 but nothing really happens...SDK docs has not much sample for PPG in 
 Python

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Re: ICE migration thread. no tears here )))

2014-03-01 Thread Christian Gotzinger
That's precisely what I intend to do. Mix Houdini with Modo for modeling
and throw Fabric Splice on top, and I think you've got a pretty solid
replacement for Soft. Of course I say all this without every having tried
Houdini or Modo myself because I had had no need.

If Autodesk kills Soft, I just hope that many, many users and studios
switch to non-Autodesk software. Unfortunately, I believe that most will
(have to) switch to Maya, which seems to be Autodesk's plan. This whole
thing almost makes me angry. I see images of Charlton Heston in the sand,
staring in disbelief at the statue of liberty. What have you done, Autodesk?


On Sat, Mar 1, 2014 at 6:18 PM, Maurício PC goneba...@gmail.com wrote:

 I asked Arman Yahin from Main Road|Post and he said it was all Houdini
 except modeling, which was done in Maya. Since we can easily switch Maya
 modeling for Softimage or Modo modeling it's all good



Re: ICE migration thread. no tears here )))

2014-03-01 Thread Christian Gotzinger
Of course, I will stick with SI for as long as possible. But in parallel
I'll have to look at the road ahead and figure out where I'll go. Ideally,
SideFX will realize that SI has left a gap and step up its game in the
areas that are lacking (modeling and animation from what I gather), so that
it does not need a companion app.


On Sat, Mar 1, 2014 at 7:23 PM, olivier jeannel olivier.jean...@noos.frwrote:

  I just wouldn't like to need 2 packages to suit my needs. It complicate
 the pipe, and in small small company it's a pain. Not all of us are doing
 supa-dupa vfx movies...
 Will stick to SI as long as possible (hold my breath).

 Le 01/03/2014 18:59, Christian Gotzinger a écrit :

  That's precisely what I intend to do. Mix Houdini with Modo for modeling
 and throw Fabric Splice on top, and I think you've got a pretty solid
 replacement for Soft. Of course I say all this without every having tried
 Houdini or Modo myself because I had had no need.

  If Autodesk kills Soft, I just hope that many, many users and studios
 switch to non-Autodesk software. Unfortunately, I believe that most will
 (have to) switch to Maya, which seems to be Autodesk's plan. This whole
 thing almost makes me angry. I see images of Charlton Heston in the sand,
 staring in disbelief at the statue of liberty. What have you done, Autodesk?


 On Sat, Mar 1, 2014 at 6:18 PM, Maurício PC goneba...@gmail.com wrote:

 I asked Arman Yahin from Main Road|Post and he said it was all Houdini
 except modeling, which was done in Maya. Since we can easily switch Maya
 modeling for Softimage or Modo modeling it's all good






Re: render flavor for architecture rendering

2014-03-03 Thread Christian Gotzinger
If I had to do an architectural walkthrough right now, I'd use Redshift for
sure. That thing is incredible, you may not even need a farm.


On Mon, Mar 3, 2014 at 12:32 PM, Rob Wuijster r...@casema.nl wrote:

  V-Ray?
 RedShift is very interesting too, but not sure if that will work properly
 on a farm..


 Rob

 \/-\/\/

 On 2-8-2012 20:15, Sandy Sutherland wrote:

 Cough..ARNOLD.cough...without a doubt..

 Speaking from experience.

 S.

 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _




   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Kris Rivel [
 krisri...@gmail.com]
 *Sent:* 02 August 2012 19:56
 *To:* Softimage List
 *Subject:* render flavor for architecture rendering

  Quick question..what's the flavor of choice for rendering architectural
 walk-throughs in Soft these days?  I may be doing a few of them.  I'm
 thinking of just man-handling MR into submission but wondering if Arnold,
 3Delight or whatever may have a few more easy options for doing some great
 bounce lighting, GI, etc.  Its not just stills so it needs to be render
 farm and sequence friendly.  Thanks for any opinions or suggestions.

 Kris

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2197 / Virus Database: 2437/5173 - Release Date: 08/02/12





Ridiculous: Some great ICE improvements

2014-03-04 Thread Christian Gotzinger
I'm only half-way through the What's New list, and it seems there are a
ton of useful ICE additions. All sorts of improvements regarding
attributes, the ability to drag-and-drop reorder ports etc.

These are things I've wanted for a long time. They would improve my
everyday workflow considerably... if SI had a future.

F U too Autodesk, I've already visited SideFX's homepage, am about to
download the Apprentice edition and will start learning within the next few
days.

Christian


Re: Softimage transition audience poll

2014-03-04 Thread Christian Gotzinger
Thank you for this detailed insight, Vincent. This makes me feel better,
and almost eager to try Houdini now. I know it's very powerful, just a
little worried about the day-to-day workflow.


On Tue, Mar 4, 2014 at 8:10 PM, Vincent Fortin vfor...@gmail.com wrote:

 This is just my 0.02c regarding Houdini pricing...

 You can always negociate with SideFX. They are a very open company driven
 by passion.
 Studios interested in making a transition should discuss with Janet Fraser
 ja...@sidefx.com

 Yes the extra $$$ for the floating license is weird. IMHO they should
 revise that pricing. But otherwise, workstation license is 4,495$. Autodesk
 users are often hesitant to pay for upgrades because they don't feel like
 they're getting much in return. With Houdini you get blown away every
 release. And your studio can have its say in the development roadmap.

 Mantra is a very solid renderer, actively developed by SideFX. I wonder
 how much studios pay for their rendering needs? Mantra rendering is FREE
 (aka unlimited). It's both REYES and Physical.
 How much do studios pay for FumeFX (and Max and Vray when you don't wan't
 to render in scanline), render layers that don't match and need to be fixed
 in comp, cloth in Maya and issues related to supporting multiple
 softwares/plugins, licenses or upgrades that IT needs to keep track of. Yes
 ICE is an awesome little creation platform but has never reached maturity.
 It can all be done in Houdini + more.

 Man time is often wasted in studios, Houdini has that philosophy that
 everything can be offloaded to the farm, easily, without any or very little
 development. How much time wasted with finding the right format for storing
 your things on disk? XSI Models, pc2, collada, point oven, fbx, realflow
 .bin. I'm sure you too have tried them all! Houdini's .bgeo stores
 everything from points to volumes, nurbs, metaballs, custom attributes and
 has always supported geometry with changing topology. Can be compressed, or
 not. Can be made ascii. They have a standalone geometry viewer that is
 pretty cool. Any data stored in a .bgeo can be used as rendering proxies.
 But if you prefer Alembic, it is also fully integrated in the
 software/renderer as well as out of the box Open VDB, Open Subdivs, EXR2
 and DEEP COMPOSITING (hello modernity!).

 How much time wasted opening 2GB scene files in Softimage or Maya? A
 Houdini scene is always lightweight because of its referencing philosophy.
 In fact , a Houdini scene is based on the UNIX file system. You can unpack
 a full scene on your hard drive as a directory structure. It is true when
 they say Houdini is a pipeline on its own. With built-in environment
 variables, you can set up a small pipeline very easily. Often times I find
 myself doing a full project within the same scene. Never had any
 instabilities in years with Houdini. Never needed to merge in an empty
 scene to fix some random scene corruption.

 They support every Linux flavors or Windows, or Mac. They have daily
 builds and a 100% free learning edition with no time limitation. I see a
 lot of potential in Houdini Engine for games or even for film if Bifrost
 fails to deliver in a reasonable time frame.

 In fact I have become such a Houdini fanboy that every time I finish a
 project I'm tempted to send flowers and chocolate to Toronto.

 Of course your mileage may vary but overall I don't think Houdini is so
 overpriced considering all the problems you'll skip with it. I choose to
 stick with the real passionate people, not the greedy blood suckers. All
 the insecurity Autodesks generates regarding its development roadmap and
 licensing schemes has been doing too much damage in its user base (includes
 Maya for the last 10 years). Incidentally, if you visit the Houdini forums,
 you'll find a community that is very mature, positive and helpful.

 Vincent


 On Tue, Mar 4, 2014 at 12:59 PM, Angus Davidson angus.david...@wits.ac.za
  wrote:

  Mostly a lack of respect.


  --
 *From:* Ben Rogall [xsi_l...@shaders.moederogall.com]
 *Sent:* 04 March 2014 07:42 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage transition audience poll

   Yep. Or $4495 for a workstation license and then $2495 per year. For a
 minute there it looked like Autodesk was doing something half reasonable
 with the free transition offer to Softimage + Maya. But then I saw that
 accepting that means that I would not be allowed to use Softimage at all
 after February 2016. I'm not even sure what Autodesk gains from that.

 Ben

 On 3/4/2014 11:00 AM, Francois Lord wrote:

 What I find interesting in the fact that people want to jump the Autodesk
 boat is that they seem to forget they have to buy a new software.
 For a company that relies entirely on Softimage, that decision is not a
 cheap one. Houdini is 7000$ for a floating license plus 4000$ per year!

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=385Itemid=190

 In two 

Re: Let's Rock Soft with more love

2014-03-06 Thread Christian Gotzinger
I'm with Raffaele, I think it doesn't make much sense to cling to SI when
it comes to developing tools. I've built a ton of custom Soft and ICE tools
that help us in our workflow, but ever since the news has been dropped I
don't intend to spend much more time developing them further.

This is a dead end, and I'd rather spend time porting these tools to
another application, be that Maya or Houdini, than pour even more time into
something that's not coming back to life.

I'm not sure at what point in life I learned how to move on, but that
learning process had nothing to do with software. And nowadays, even as one
of the greatest SI fanboys out there, I have a very sober,
matter-of-fact-ish point of view on events such as this.



On Thu, Mar 6, 2014 at 4:18 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Can I humbly suggest TDs spend their time more productively instead, for
 both themselves and the community, and start looking at other vendors?

 We can wish upon a star all we want, but, as hurtful as it might be, Soft
 is dead and will not be brought back to life. You can tazer the corpse
 until it spasms, but it won't be life.




Re: Scrub timeline while mouse is in viewport?

2014-03-07 Thread Christian Gotzinger
It may be the hard way, but finding out about this neat trick was worth it.
I had no idea you could do that.


On Fri, Mar 7, 2014 at 3:50 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 You guys are doing it the hard way. There's already a tool for this! Been
 there forever:

 *Application.TimeSliderTool()*

 (You can map a key to it in the Keyboard Mapping window, in the XSI
 section, it's called *Time Slider Tool*.)



 On Fri, Mar 7, 2014 at 9:41 AM, Arvid Björn arvidbj...@gmail.com wrote:

 Nice, I learned a new trick today =)


 On Fri, Mar 7, 2014 at 12:26 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 That's a cool trick Cesar.

 Thanks to Brent, Softimage already has that Maya tool built-in; you'll
 have to map it in your keymap, it's called Time Slider Tool
 In the Maya keymap, it's already mapped to the K key


 On Fri, Mar 7, 2014 at 12:16 AM, Siew Yi Liang soni...@gmail.com
 wrote:
  Hi Cesar:
 
  Ha, really nice! Never thought of doing it that way, here I was
 looking at
  trying to grab mouse position! :P
 
  Thanks again for coming to the rescue!
 
  Yours sincerely,
  Siew Yi Liang
 
  On 3/6/2014 8:42 PM, Cesar Saez wrote:
 
  Hi Siew,
  It's a bit of a hack but works ;)
 
  Application.SelectObj(Application)
  Application.SetMarking(PlayControl.Current)
  Application.VirtualSliderTool()
 
  Cheers!
 
 






Re: Scrub timeline while mouse is in viewport?

2014-03-07 Thread Christian Gotzinger
Maybe this works too, it's worth a try.

Application.SelectObj(Autodesk.ShotCallers)
Application.DeleteObj()


On Fri, Mar 7, 2014 at 5:42 AM, Cesar Saez cesa...@gmail.com wrote:

 Hi Siew,
 It's a bit of a hack but works ;)

 Application.SelectObj(Application)
 Application.SetMarking(PlayControl.Current)
 Application.VirtualSliderTool()

 Cheers!



Re: A germ of an idea.

2014-03-12 Thread Christian Gotzinger
I think the video has got to be visually stunning. Short (i.e. doable) but
very epic, and Paul's idea fits the bill.
Also, I completely hate the thought of doing a documentary with interviews.
How do you feel about the discontinuation of Softimage? - Well, it
certainly has affected us a lot, and... *YWWWN* Seriously, who'd watch
that?

I'm willing to put aside time for Paul's idea. If nothing else, at least we
go out with a bang.
I have been using SI for around 9 years. These days I mostly do modeling,
texturing, lighting and build lots of ICE tools. But in the past I've also
been paid to rig, animate, matchmove and comp. So I qualify for the
generalist category.

Hopefully Paul can pull off the coordination of this.

Christian



On Wed, Mar 12, 2014 at 4:37 PM, p...@bustykelp.com wrote:

   Wow so that's 41 people so far!! I never imagined this would happen.

 Its also rather intimidating. I certainly can't lead this on my own, so
 who would like to help coordinate it?
 I'd also like to nail the basis for the idea down soon or we'll be all
 over the place.

 This is my idea, cleaned up a bit, with suggestions from Doeke Wartena
 who aptly likened it to Forest Gump's running sequence.

 I thought Greg would be a good start, as he still has a lot of followers
 on you-tube and is kind of known. I had a big response from the VFX
 industry when I made it.

  https://www.youtube.com/watch?v=-o9Fod9KigU

 We start with Greg Mutt (see above) doing a video blog about Soft being
 killed.. He suddenly jumps up and  says You know what? Screw this!! and
 stomps off screen.
 We cut to him walking down a street with purpose.
 Then we cut to various other CGI characters or entities, leaving
 buildings, walking, running. making their way somewhere.
 The shots get bigger as more and more CGI things join the walking groups.
 Its starts getting Epic. Godzilla Stomps through times Square as a bunch
 of Lego-like characters run beneath him etc
 We see Greg again, riding on a Trex, past Mount Rushmore, as helicopters
 fly past . George Washington's stone face says 'Go for it Greg!'
 Tokyo and a bunch of Manga characters strut down the neon streets looking
 mean and others looking Cute join them.
 Paris and a bunch of Monsters stick out their thumbs to hitch a ride.  a
 massive spaceship descends.
 etc ( increasingly epic ideas along these lines are up for grabs.)
 Eventually an awesome throng of CGI characters, and entities gather at
 the HQ of Autodesk.. (this could be CGI and Stylised. Black and Imposing)
 They are carrying banners, such as 'make Softimage not war'. They stop..
 Greg hesitates, from behind him, a character walks to the door.
 It is a little cute Manga girl . she presses the buzzer a reply comes.
 'Hello, this is Autodesk. Press 1 if you want information on Maya. Press
 2 if you want information on Max, press...' (this bit needs more thought)
 She leans in and whispers 'Please don't kill us'
 SAVE SOFTIMAGE slams onto screen

 I don't want to force anyone to do this idea, but if the general
 consensus is that its a decent start then its worth building on I think. I
 think the good thing about it is that its a simple premise, yet allows for
 great creative freedom.





Re: Wise up

2014-03-16 Thread Christian Gotzinger
On Sun, Mar 16, 2014 at 2:30 AM, David Saber davidsa...@sfr.fr wrote:

 If Ad asks you to leave your young beautiful wife, and choose your fat
 ugly mother in law instead, would you accept?


Well, to be fair, Autodesk are promising to apply many layers of makeup to
her face and make her use the treadmill twice a week. Also, many many older
men are lusting after the rich in-law. Can't you see that she's better for
you?


Re: Houdini Weaknesses

2014-05-22 Thread Christian Gotzinger
From everything I've seen so far, Houdini is built in a very logical
fashion, and I'm not under the impression that it's so much harder to learn
than other applications.

My experience with it has been very positive so far. I haven't had much
time to put aside for learning Houdini yet, I'd say I've spent about 8
hours watching tutorials and about 25 hours getting to know Houdini. When
working with the application myself, I exclusively looked at procedural
modeling because that's what I'll need it to do first and foremost.

The first steps were difficult, but once I grasped some general concepts I
got up to speed rather quickly. My main issue right now is not knowing all
the nodes and attributes there are. I discover new things every day, and I
enjoy the experience a lot. Things I've been wanting out of ICE for a long
time (support for generating curves, basic modeling operators like bevel,
support for strings and text, a symbiosis between ICE tree, render tree and
FX tree) are all built into Houdini. It feels like a paradise, the
possibilites seem endless.

Today I put together my first reasonably complex digital asset, and even
though I don't know Houdini well at all yet and ICE extremely well, I'd say
that it would have taken me longer to build the asset in ICE! On top of
that, in ICE I would have had to jump through several hoops due to lack of
curve support, the resulting tree would be a mess due to all the low level
nodes it would have required, and the resulting compound would not be as
easy to put together and turn into an artist-friendly UI.

I know that Houdini is not the greatest viewport modeler and probably has
some other shortcomings, but with regards to procedural modeling the
transition from ICE has been easy and pleasurable so far.

Christian


On Wed, May 21, 2014 at 8:58 PM, Artur Woźniak artur.w...@gmail.com wrote:

 Learning Curve

 Wysłane z iPhone'a

 Dnia 21 maj 2014 o godz. 20:42 Francois Lord flordli...@gmail.com
 napisał(a):

  So...
  What are houdini weaknesses? What is missing in Houdini compared to
 Softimage? Would you run a company only using Houdini as 3D app? Why not?




Help with FBX SDK (FbxProperty)

2014-08-25 Thread Christian Gotzinger
Hi list,

Does anybody have some experience with the FBX SDK? I'm writing an external
Python application to analyze FBX files.
Everything has worked well so far, but here's where I'm stuck: I need to
read shader information, such as diffuse color or specular color.

The core code inside my loop looks like this:
prop_new = node.GetNextProperty(prop)
if prop_new.GetName() == DiffuseColor:
  castProperty = fbx.FbxPropertyDouble3(prop_new)

But now I can't figure out how to extract the three float values from
castProperty.
print castProperty.Get() tells me fbx.FbxDouble3 object at 0x000
print castProperty.Get().mData[0] tells me FbxDouble3 object has no
attribute mdata

Maybe I'm unable to read the documentation correctly.
FbxProperty:
http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_property.html,topicNumber=cpp_ref_class_fbx_property_htmlb0f98359-b7ce-427b-b82e-dff4d47ce167

FbxVectorTemplate3:
http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_vector_template3.html,topicNumber=cpp_ref_class_fbx_vector_template3_htmle8f366ab-3383-4598-9d16-4a44516cf62d


Re: Help with FBX SDK (FbxProperty)

2014-08-25 Thread Christian Gotzinger
Well, of course I figure it out 3 minutes after I sent the question.
castProperty.Get()[0] gives me the first of the three values. Problem
solved.


On Mon, Aug 25, 2014 at 4:26 PM, Christian Gotzinger cgo...@googlemail.com
wrote:

 Hi list,

 Does anybody have some experience with the FBX SDK? I'm writing an
 external Python application to analyze FBX files.
 Everything has worked well so far, but here's where I'm stuck: I need to
 read shader information, such as diffuse color or specular color.

 The core code inside my loop looks like this:
 prop_new = node.GetNextProperty(prop)
 if prop_new.GetName() == DiffuseColor:
   castProperty = fbx.FbxPropertyDouble3(prop_new)

 But now I can't figure out how to extract the three float values from
 castProperty.
 print castProperty.Get() tells me fbx.FbxDouble3 object at 0x000
 print castProperty.Get().mData[0] tells me FbxDouble3 object has no
 attribute mdata

 Maybe I'm unable to read the documentation correctly.
 FbxProperty:

 http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_property.html,topicNumber=cpp_ref_class_fbx_property_htmlb0f98359-b7ce-427b-b82e-dff4d47ce167

 FbxVectorTemplate3:

 http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_vector_template3.html,topicNumber=cpp_ref_class_fbx_vector_template3_htmle8f366ab-3383-4598-9d16-4a44516cf62d