Re: Exploring the power of Non-Linear Character Setup with AutodeskSoftimage

2012-12-17 Thread Adam Sale
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

Re: how to determine which deformers an envelope operator is looking for

2012-12-17 Thread Adam Sale
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

how to determine which deformers an envelope operator is looking for

2012-12-17 Thread Matt Lind
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

Re: rigging small character using GEAR

2012-12-17 Thread Miquel Campos
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

Re: rigging small character using GEAR

2012-12-17 Thread 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, > > 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

Re: rigging small character using GEAR

2012-12-17 Thread Matt Morris
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

RE: Exploring the power of Non-Linear Character Setup with AutodeskSoftimage

2012-12-17 Thread Schoenberger
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.

Re: ICE: Rotate away from vector

2012-12-17 Thread Rob Chapman
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

Re: Match Transform command in 2013 ? Does it work ?

2012-12-17 Thread Jeremie Passerin
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

Re: Match Transform command in 2013 ? Does it work ?

2012-12-17 Thread Raffaele Fragapane
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

Re: ICE: Rotate away from vector

2012-12-17 Thread Raffaele Fragapane
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

Re: ICE: Rotate away from vector

2012-12-17 Thread Raffaele Fragapane
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

Re: Match Transform command in 2013 ? Does it work ?

2012-12-17 Thread César Sáez
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

Re: ICE: Rotate away from vector

2012-12-17 Thread Ahmidou Lyazidi
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

Re: Match Transform command in 2013 ? Does it work ?

2012-12-17 Thread Jeremie Passerin
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

Re: Match Transform command in 2013 ? Does it work ?

2012-12-17 Thread Sam Cuttriss
ah good good, ive been getting this a bunch lately in 2012. matches positions but often neglects rotation.

ICE: Rotate away from vector

2012-12-17 Thread Byron Nash
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

Re: Match Transform command in 2013 ? Does it work ?

2012-12-17 Thread Eric Turman
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

Match Transform command in 2013 ? Does it work ?

2012-12-17 Thread Jeremie Passerin
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

RE: Realtime shader experience? Artist Requests? Other 3rd party realtime shaders?

2012-12-17 Thread Matt Lind
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

RE: Realtime shader experience? Artist Requests? Other 3rd party realtime shaders?

2012-12-17 Thread Schoenberger
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

RE: Realtime shader experience? Artist Requests? Other 3rd party realtime shaders?

2012-12-17 Thread Matt Lind
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.

Re: lagoa beer

2012-12-17 Thread Gerbrand Nel
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

Re: rigging small character using GEAR

2012-12-17 Thread Miquel Campos
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

Re: lagoa beer

2012-12-17 Thread Eric Gunther
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

Re: rigging small character using GEAR

2012-12-17 Thread Matt Morris
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:

Re: rigging small character using GEAR

2012-12-17 Thread Cristobal Infante
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

Re: lagoa beer

2012-12-17 Thread Gerbrand Nel
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.

Re: lagoa beer

2012-12-17 Thread Eric Gunther
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

rigging small character using GEAR

2012-12-17 Thread Matt Morris
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

Re: Friday Flashback

2012-12-17 Thread Arvid Björn
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

Re: lagoa beer

2012-12-17 Thread Gerbrand Nel
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