I have the original files, but the data is massive, like 20 GB or so.. and
I don't believe I have rights to distribute that content... solely
Autodesks realm.
On Mon, Dec 17, 2012 at 5:18 PM, Schoenberger wrote:
> **
> Hi
>
> Also, do you know if it is possible to get an offline version of the
envelope > Select deformer from envelope?
On Mon, Dec 17, 2012 at 10:26 PM, Matt Lind wrote:
> We are trying to upgrade from Softimage 7.5 to Softimage 2013 SP1 and ran
> into a speed bump during testing.
>
> ** **
>
> Our workflow for character work is to create a master character rig which
We are trying to upgrade from Softimage 7.5 to Softimage 2013 SP1 and ran into
a speed bump during testing.
Our workflow for character work is to create a master character rig which
contains the skeleton and body (flesh) geometry. We use separate models for
clothing and other accessories which
muahhahahahaha the padawan catch the master ;)
Miquel Campos
www.akaosaru.com
2012/12/17 Jeremie Passerin :
> Miquel, I think you know the rig better than I do know :D
>
>
>
>
> On 17 December 2012 17:39, Matt Morris wrote:
>>
>> Hey Miquel
Miquel, I think you know the rig better than I do know :D
On 17 December 2012 17:39, Matt Morris wrote:
> Hey Miquel,
>
> that's exactly what I was looking for, thanks very much!
>
> Cheers (now where's that beer emoticon!)
>
>
>
> On 17 December 2012 16:19, Miquel Campos wrote:
>
>> Hello M
Hey Miquel,
that's exactly what I was looking for, thanks very much!
Cheers (now where's that beer emoticon!)
On 17 December 2012 16:19, Miquel Campos wrote:
> Hello Matt,
>
> I remember this is a limitation of the studio Nest solvers. The
> solvers use the scale of two (or more) objects to c
Hi
Also, do you know if it is possible to get an offline version of the video?
Some students of the filmakademie tried to access it, but their internet
connection does not seem to allow the stream.
The area site runs well with the flash player, but it reports that the stream
cannot be found.
Hi Byron
heres a different approach but a similar effect if you worry about the
deformation of the grass, https://vimeo.com/27071564
dont think I bothered with rotations, just kept each strand 'tip'
always outside the geometry volume of the obstacle with some other
simple rules based on optimisat
Yeah I agree... That's something I have in my tool set too. Knowing that
the simple object oriented way is working just perfectly with Child Comp,
Animation... That's a shame :(
But I feel bad when I tell my riggers not to use a native command of
Softimage as simple as the MatchTransform.
Also I ha
And it won't use a silly temp constraints methodology like the factory one
does (was that ever addressed?), which means it will work as expected with
constraint compensation on if the object is constrained, and won't suffer
from direction constraints taking precedence over pose ones.
The match com
Sorry, should have mentioned you will most likely need to negate one of the
two
On Tue, Dec 18, 2012 at 10:09 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> Get the closest point on the wheel, and get its normal.
> Get the emission point/closest point on the ground, and get its no
Get the closest point on the wheel, and get its normal.
Get the emission point/closest point on the ground, and get its normal.
Measure the angle between those two vectors, that's your target angle.
Then cross product of those two vectors, that's your rotation axis for axis
and angle rotation.
If
There's an old bug when the rotation parameters have fcurves.
The OM way always works:
objA.Kinematics.Global.Trasnform = objB.Kinematics.Global.Transform
Cheers!
On Mon, Dec 17, 2012 at 11:38 PM, Jeremie Passerin wrote:
>
> Yeah that sounds like the bug we have too !
> Good I'm not crazy. If s
The rotation axis is the (grass vector - wheel vector) crossing the groud
normal or (0,1,0) if it's flat. You'll have to to also use the wheel
velocity to make the grass bend in the good direction.
Cheers
A
2012/12/18 Byron Nash
> I'm working on a quick rig to mimic how grass gets bent over by
Yeah that sounds like the bug we have too !
Good I'm not crazy. If someone has repro steps, I'll be happy to report it
once more to the Softimage Beta.
On 17 December 2012 14:29, Sam Cuttriss wrote:
> ah good good,
> ive been getting this a bunch lately in 2012.
> matches positions but often ne
ah good good,
ive been getting this a bunch lately in 2012.
matches positions but often neglects rotation.
I'm working on a quick rig to mimic how grass gets bent over by a wheel. I
have something working along a single axis but I would like it to always
rotate away from the effector object. The thing that is stumping me is how
to break out the Orientation node to manipulate the axis the particles are
Yep I reported the bug for 2013 and it was verified & reproducible on
Autodesk'send. I can't find the bug number in my email history at the
moment, but I hope it gets fixed soon.
On Mon, Dec 17, 2012 at 2:58 PM, Jeremie Passerin wrote:
>
> Anyone experimenting issue matching objects transformat
Anyone experimenting issue matching objects transformation in 2013 ?
I don't have a simple repro step yet, but we are having trouble using the
MatchTransform command here. It's not matching !
Jeremie
I don't know as I didn't write the code. All I know is the bugs we have
reported have been confirmed by Softimage and are still in the queue for fixing.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf
The Graphic Sequencer had bugs which prevented us from fully
utilizing it as we have to mimic a deferred renderer with our
Have you created a complete new view or have you just added shaders to
existing views (OpenGL, DirectX9).
Because the help states that all of these are created with the G
The Graphic Sequencer had bugs which prevented us from fully utilizing it as we
have to mimic a deferred renderer with our shaders. Due to bugs, contexts for
multiple batches are not reliable in the graphic sequencer. Sometimes it
works, other times it crashes due to invalid pointers/contexts.
no apology needed, I just thought you had a clever workaround I didn't
understand :)
I am using 1 point cloud to do both the foam and the beer. I basically
trigger random particles to switch to the next phase as they enter the
glass. This new phase has less mass, and a randomized force working
Hello Matt,
I remember this is a limitation of the studio Nest solvers. The
solvers use the scale of two (or more) objects to control de tangent
of the curve for create the round effect. So the initial scale is very
important.
The good thing is that you can change the expression to make it less
s
Hi,
"but so far I cant seem to figure out how to get the one phase material
to rise to the top"
I was under the impression that you where using multiple particle clouds
to achieve the foam/beer mix.
I realize now, that maybe the change from bear to foam, particularly the
cascades that you get in
Hey Cris,
the scene he will end up in is going to be rather large, and I'd like to
avoid possible rounding errors etc when moving too far away from world zero.
I could scale him down after building the rig, but was worried I might be
introducing other possible pitfalls.
On 17 December 2012 14:
Hi Matt,
why not just change the scale of the scene?
you could make an xsi unit = 1 cm
Alternatively rig him at a bigger scale and shrink after?
Best,
Cris
On 17 December 2012 13:23, Matt Morris wrote:
> Hi list,
>
> just wondering how you tackle rigging small characters using GEAR?
>
> If I
I don't understand why would I animate the emitter?
On 2012/12/17 03:37 PM, Eric Gunther wrote:
Hello,
Maybe completely ill-informed, but can't you manually animate the
emitters.
-e
Next time please start your e-mail with the bad news :)
I got all exited until I got to your last sentence.
Hello,
Maybe completely ill-informed, but can't you manually animate the
emitters.
-e
> Next time please start your e-mail with the bad news :)
> I got all exited until I got to your last sentence... what a buzz-kill.
> Thanks for the info though
> G
> On 2012/12/17 09:52 AM, Stefan Kubicek wrot
Hi list,
just wondering how you tackle rigging small characters using GEAR?
If I rig at the intended scale (about 4 si units high) I find the bend in
the limbs overshoots by quite a bit. I guess I can rig at a larger scale
and set the global scale param down, but will that add problems if I'm
add
That's a great vision they had, and I think they got there eventually, but
it certainly took a lot more time than they aimed for to put all features
back in. Ambitious, but worth it. 3.7 was the first version I started
using, I remember Twister and Sumatra being really mystical at the time.
Thanks
Next time please start your e-mail with the bad news :)
I got all exited until I got to your last sentence... what a buzz-kill.
Thanks for the info though
G
On 2012/12/17 09:52 AM, Stefan Kubicek wrote:
The easiest and fastest way of setting up beer with bubbles that I
have come across is with Ph
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