Hey David,
I never had any problems with installing deadline since 2011...
Python is inside SI already so no need to install anything else Python
related.
One and only thing needed is to copy SubmitXSIToDeadline.py into your
Softimage/Application/Plugins folder and that is it.
Absolutely nothing
OMG. Very emotional piece, and great technical info. It'd be nice to see
a screenshot of the facial rig J
So basically, the hair was based upon XSI Hair, and Melena was used to
create the final look? Melena is great, it's a shame that it is
discontinued. I am very interested in the muscle rig
We had this too - we used end on frame setting in the end to get as
close as possible!
S.
On 21/05/2013 22:17, Steven Caron wrote:
ok, thanks. we tried strand velocity but had issues with underlying
geometry being blurred differently.
On Tue, May 21, 2013 at 2:05 PM, jimmy gass
I did - and we locked everything that was not supposed to move/key.
Worked fine and it is not so difficult to write the tools to do a model
update. Also one BIG plus to this method against referencing is that
you avoid surprises when something changes in the rig that affects
animation and it
Hello everyone,
I was just wondering if anyone has added GPL to their code, and how the
practice is. I looked at how they have done in the blender python scripts.
So I need to add that block to each file?
Anyone experienced in this sort of thing?
regards
stefan
--
*Stefan Andersson | Digital
That's only an issue with live referencing, which is a pretty bad way to go
about it.
Versioned referencing will not hold any surprises as you control when a rig
reaches what shots. It's a matter of asset management, not of referencing
VS localized.
If anything localizing takes a liberty away from
If you're distributing, since you never pay for comments, just add it in
every file. If you're not distributing just avoid caring altogether :p
On Wed, May 22, 2013 at 6:38 PM, Stefan Andersson sander...@gmail.comwrote:
Hello everyone,
I was just wondering if anyone has added GPL to their
Yep you are right Raff - but at that time we did not have any asset
system going, ask Simon - he and I had the brunt of that.
S.
On 22/05/2013 09:51, Raffaele Fragapane wrote:
That's only an issue with live referencing, which is a pretty bad way
to go about it.
Versioned referencing will not
We do live referencing here as we don't have much for versioning control at
this small studio. Its worked fine for us so far as our rigs are pretty
simple and eventually development stops for them on a project.
Eventually we might do versioned referencing but it would require some
asset
It is spectacular, great work . Thanks for sharing the details!
Interesting especially to hear how you have used the old hair to groom - I
also find the ICE hair tools coming short in that respect.
Morten
Den 21. maj 2013 kl. 22:41 skrev jimmy gass ji...@nervegass.net:
Thanks everyone.
well I'm adding it to a public bitbucket repo, so I guess I'll have to add
it to each file.
regards
stefan
On Wed, May 22, 2013 at 10:52 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
If you're distributing, since you never pay for comments, just add it in
every file. If you're
Eventually we might do versioned referencing but it would require some
asset tracking tools that we just don't have.
I'd start with some off the shelf version control software to do half of
the work for you (perforce, maybe svn etc.), a rather simple database on
top of this and some UI usually
Hey Michal,
Your definitely right. Its something we should look into
-E
On Wed, May 22, 2013 at 7:05 PM, Michal Doniec doni...@gmail.com wrote:
Eventually we might do versioned referencing but it would require some
asset tracking tools that we just don't have.
I'd start with some off
Hi there !
I'm emiting particles from curve. I'd like to emit more particle at the
beginning of the curve and less at the end of the curve.
Since I cannot plug the the U value in the Rate port of the emitter, I
think I should create a Delete rule based on particle IDs.
So that I delete more
On top of my head:
Get Self.emitlocation - Get PointU - FCurve - Test Random Probability - Delete Point - Execute on Emit
Gesendet:Mittwoch, 22. Mai 2013 um 13:13 Uhr
Von:olivier jeannel olivier.jean...@noos.fr
An:softimage@listproc.autodesk.com
Betreff:Delete particles based on U value
Hi
filter by probability multiplied by a linearly interpolated curve U of 0 - 1
et viola! :)
On 22 May 2013 13:13, olivier jeannel olivier.jean...@noos.fr wrote:
Hi there !
I'm emiting particles from curve. I'd like to emit more particle at the
beginning of the curve and less at the end of the
Exactly !
...Damn the compound was already existing !
Thank's Leo, thank's Rob :)
Le 22/05/2013 13:31, Leo Quensel a écrit :
On top of my head:
Get Self.emitlocation - Get PointU - FCurve - Test Random
Probability - Delete Point - Execute on Emit
*Gesendet:* Mittwoch, 22. Mai 2013 um 13:13
If you are using a library, just add a GPL license to that folder or
something like that.
One piece of GPL code in a project tends to make the whole project GPL.
I'd recommend keeping it very simple and just put a LICENSE.TXT file
at the root of the whole project and append the various licenses
Awesome! Not only the CG but everything was amazing. And thanks for sharing
details !
Can I ask how many people and months did it take?
M.Yara
That is beautiful stuff.
--
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.
Ha! That's because Jimmy Gas is way too modest.
Awesome work guys!
Eric
On Tue, May 21, 2013 at 5:14 PM, Ajit Menon xsia...@gmail.com wrote:
When Jimmy says it was nothing, that usually means he only built about 20
custom ICE compounds or so to do his bidding...
On Tue, May 21, 2013 at
Impressive work. With the quality of The Mill, as usual. Congratulations!
*Javier Vega*
www.zao3d.com
Visita mi blog: http://blog.zao3d.com
móvil: *616 64 73 57*
08922-Santa Coloma de Gramenet
(Barcelona)
2013/5/22 Eric Lampi ericla...@gmail.com
Ha! That's because Jimmy Gas is way too
Hi all,
We've been so busy updating Exocortex Crate/Alembic that we really
haven't posted much on this list about it. But I figured this recent
feature additional might be of interest. We now support export and
importing of custom ICE attributes on just about any Softimage
primitive (meshes,
Hi Songqiong
sadly I'm still on 2012.SAP
Ran
On Tue, May 21, 2013 at 10:11 PM, Songqiong Yang
songqiong.y...@autodesk.com wrote:
Hi Ran,
Which Softimage version are you using?
Since 2013 SP1, there're two new C++ APIs introduced, to allow the
creation of paramdef with a specified
I totally agree with Raff. Versionned reference is the way to go. We don't
have it here either and it's already an issue on some projects.
I am not happy with animators creating local copy of the rigs, but I'm not
with them all day long to check how they work. I discovered they were doing
that, I
Just to make sure I understand the terminology... when you say
'versionned' referencing, do you mean a workflow that uses controlled
'resolutions'?
-Tim C.
On 5/22/2013 11:30 AM, Jeremie Passerin wrote:
I totally agree with Raff. Versionned reference is the way to go. We
don't have it here
Tim - it would be a system that controls VERSIONS of rig models for
e.g., they would be tested, then passed on to become the 'current'
version, which would then update the references. Basically to avoid say
a rigger just writing out the model that is used by a bunch of
animators, possibly
Thus you make it so they have no choice but to use the approved method
by only allowing motion to be checked in from ref models or only
allowing importing of the models via a scene assembler UI. :D
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 22/05/2013
Gotcha. Just making sure the vocab was clear. Yeah that's just asset
management then... I have to say we don't have a good system in place
for asset versioning either (also a small shop with real constraints),
but it's something we're aware that we need.
-Tim
On 5/22/2013 11:55 AM, Sandy
I'm on 2013 SP1, but those new methods are not shown in the SDK manuals. I
think they were added in 2014.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Songqiong Yang
Sent: Tuesday, May 21, 2013 10:12 PM
To:
Awesome work guys! Thanks for sharing :)
How can I reposition a texture map without moving the UV island to
position it. Looking for a node and I know it has to exist :)
::Christopher
Can you prevent a linked expression from colliding with another object ?
I have a linked expression on a object but it collides with the other
object, when it goes to far, the object with the expression is the slave
(child of a parent), can a condition statement accomplish this and if so
how would
You don't need any extra node: Image Advanced Tab UV Remap
On Wed, May 22, 2013 at 2:23 PM, Christopher
christop...@thecreativesheep.ca wrote:
How can I reposition a texture map without moving the UV island to
position it. Looking for a node and I know it has to exist :)
::Christopher
Hi Enrique.
I repro the issue in 2013SP1 QFE1 x64 with your test scene sent to support.
The keying issue is nonexistent in 2014 x64 with your test scene but the
f-curve editing issue is still there.
Also, I tested my own gear character and things are fine with gear and ref
models.
I recreated
The UV remap expands or shrink a texture image, I want to essentially
add another level to adjust the UV coordinates, not modify the existing
texture map which is what UV Remap does. I know this is not what I want
because I gave it a test run before asking the question and once again
for clarity
What does everyone else do to keep things from being keyed in ref model
situations in a production environment?
We used to use parameter locking until we discovered that it doesn't always
work for parameters in referenced models. A number of built-in Softimage tools
don't function properly
I gave a condition expression a whirl, expressions is good for constant
motion, not sure if I can feed in a static object kinematics to a
expression condition, maybe can't be done, unless I do this in ICE.
::Christopher
Christopher wrote:
Can you prevent a linked expression from colliding with
Could you elaborate with some examples of tools that fail? I haven't
experienced this myself so I'm wondering which ones they are and which
ones to look out for.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 22/05/2013 5:43 PM, Matt Lind wrote:
We used to use
I'll have to wait for somebody to experience it again before I can specify in
great detail. Usually in the area of enveloping and cluster tools. I
complained a bit about in the past, so maybe some things got fixed. It was a
big problem in 7.5.
Matt
From:
I know one case:
If you put an expression on the View Visibility, and use H to hide the
object, Render Visibility rightfully toggles off, but if you tap again, it
won't come back on.
Remove the expression from ViewVis and it'll hide and unhide correctly
again.
On Wed, May 22, 2013 at 5:49
Forgot to say, it's the same deal if you lock the param value. (Rightclick
on the green square, Locks, Param Value)
On Wed, May 22, 2013 at 6:23 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
I know one case:
If you put an expression on the View Visibility, and use H to hide the
object,
Hi Matt,
We didn't update docs for service pack release.
You can see their introduced version is v11.1(2013) in 2014 sdk manual.
11.1 means 2013 SP1.
Thanks,
Joany
Original message
From: Matt Lind ml...@carbinestudios.com
Date:
To: softimage@listproc.autodesk.com
Subject:
For the record, SDK updates like this are pretty important. I would like to
request the docs be updated with reach release whether it be a main release,
service pack, or subscription advantage pack.
In this particular scenario, if I had to write the custom topology operator, I
would be
I'm working with some QLineEdits, trying to set them to digits only via
the Input Method Hints, but they're still accepting other characters
when I run the tool in Soft. Is that not what the ImhDigitsOnly hint is
supposed to do?
Using Soft 2014.
--
Signature
*Tim Crowson
*/Lead CG Artist/
Did you try installing the submitter plug via Deadline Monitor?
You should try it with Script/Install Integrated Submission Scripts tool, and
select your Softimage
You can find it on Deadline Monior
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
Or you could use the QDoubleValidator?
http://pyqt.sourceforge.net/Docs/PyQt4/qdoublevalidator.html
Hey Manny,
Thanks for looking into it. Im going to send you a video later today
showing you just how slow it is. Its more than just having too many
parameters set to keyable.
Your point about limiting the keyable parameters is 100% true and I should
have locked several of them out.
But with
If all you are applying is a 2D offset, that is EXACTLY what you can do the
way people have specified, and as it's done in the image node, it can be
done per image channel without requiring a change in image OR UVs, as it
affects their pairing.
This comes across as you not having quite tried hard
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