Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-20 Thread nika ragua
WANT IT !!! 2013/6/21 Sebastien Sterling > Sounds like it will give soft a new lease on life ! > > > On 20 June 2013 23:45, Michael Heberlein wrote: > >> You guys rock! This looks like a very simple way to get in touch with KL >> and share operators across applications. >> >> >> >> On Thu,

Re: Raycast by camera instead of direction

2013-06-20 Thread Andy Moorer
Alan, Miguel and Eric shared out a nice training video which sounds similar to what you are describing Jimmy (only the "dents" are "bumps"). You might give it a look over: https://vimeo.com/groups/ice/videos/67967251 Cheers - AM > From: softimage-boun...@listproc.autodesk.com > [mailto:softi

RE: Raycast by camera instead of direction

2013-06-20 Thread Matt Lind
What you need to do is determine if the tiny sphere penetrates the master sphere. You can do that by computing the vector starting at the tiny sphere's center and pointing towards the master sphere's center, then measure its length. Computing the vector is a subtraction of tiny sphere's global

Re: Raycast by camera instead of direction

2013-06-20 Thread Raffaele Fragapane
So is the problem you are trying to solve one of a denting operator? Like something where one object(s) deforms (dents) another based on intersection/collision? Can you simulate? I'm not 100% sure why you would be working off the camer if it was the above, so I suspect I might not quite be gettin

Siggraph dinner

2013-06-20 Thread Matt Lind
Siggraph is roughly one month away. For those attending, I arrange an annual dinner where we can meet and trade bites instead of bytes. Attendance varies year over year, but averages about 20-25 people. This year Siggraph is in Anaheim, California at the Anaheim Convention center which is in

Re: Raycast by camera instead of direction

2013-06-20 Thread Jimmy Marrero
Raff you were absolutely right, I am.having that exact issue. What im trying to achieve is something like a golf ball effect. Where spheres fly in and create an indentation on a master sphere. Where the indentations are toward the master spheres center. Any ideas?? Thanks again for all.your help

Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-20 Thread Sebastien Sterling
Sounds like it will give soft a new lease on life ! On 20 June 2013 23:45, Michael Heberlein wrote: > You guys rock! This looks like a very simple way to get in touch with KL > and share operators across applications. > > > > On Thu, Jun 20, 2013 at 10:13 PM, Alan Fregtman > wrote: > >> Neat f

Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-20 Thread Michael Heberlein
You guys rock! This looks like a very simple way to get in touch with KL and share operators across applications. On Thu, Jun 20, 2013 at 10:13 PM, Alan Fregtman wrote: > Neat fabrication, Paul! :D > > Looking forward to see how you integrate the Soft version. I can imagine > it allowing KL-cod

RE: Limiting deformer weights per vertex

2013-06-20 Thread Matt Lind
That's what I meant. Brain fart. However, I shouldn't have to do that. When I set weight data using the Object Model, it should set the data as-is, not apply additional processing which only adds errors. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc

Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-20 Thread Alan Fregtman
Neat fabrication, Paul! :D Looking forward to see how you integrate the Soft version. I can imagine it allowing KL-coded ICE ops, which could be like having scripted ice operators, which would be amazing. On Thu, Jun 20, 2013 at 4:03 PM, Paul Doyle wrote: > Hi everyone – I’m very excited to b

[plug]Creation:Splice - coming soon for Softimage

2013-06-20 Thread Paul Doyle
Hi everyone – I’m very excited to be able to share the first look at this project. **As you know, Creation Platform is an extremely powerful framework that can be used to build a wide range of applications. However, in many cases studios have been telling us that the basic performance of our c

Re: Limiting deformer weights per vertex

2013-06-20 Thread Alan Fregtman
You don't need to use *Smooth* btw, *Add* 0% influence works just fine -- not that there's a difference, but just pointing it out. Here's the Python snippet I use for normalizing my weights. You can select meshes or envelope ops, or a mix of both: Application.OpenUndo("Normalize envelope(s)") frz

Re: random blue lines on model

2013-06-20 Thread Tim Leydecker
One more thing. If you used "merge" to combine seperate pieces into one mesh, it easily happens that you don´t hit "Inputs>delete" but keep them sitting there. Hitting + wouldn´t show you much, except faintly flickering lightblue lines where your previous borderedges where, now overlayed by the

Re: random blue lines on model

2013-06-20 Thread Tim Leydecker
You can hit [+] once to see if the mesh´s faces are randomly disconnected, that would also be indicated by lightblue lines, which in turn could be hard to see (flicker) if there would have been a merge operation somewhere earlier on a two meshes overlayed ontop of each other, resulting in most but

RE: random blue lines on model

2013-06-20 Thread Matt Lind
A first step in diagnosing the problem is to triangulate the geometry. If that clears up the problem, then the issue is likely the clusters. The only solution to that problem is to export to file (such as .obj or other non-native format. Don't use .emdl or .xsi) and start in a fresh new scene

Re: random blue lines on model

2013-06-20 Thread Matt Morris
It does happen in all viewports and with all component views, but is nothing that I can turn on or off with every available checkbox. In other words I don't think its something that xsi understands or catagorises. I'll try to screencap next time it happens. The geometry is coming from zbrush so the

RE: Limiting deformer weights per vertex

2013-06-20 Thread Matt Lind
Those specs sound eerily familiar ;-) I had to write a command to clamp the weights on our envelopes as a final step before exporting to our engine. The only problem I ran into was Softimage insisting on modifying whatever data I insert into the envelope by a very small amount - enough to caus

RE: random blue lines on model

2013-06-20 Thread Matt Lind
That's usually a sign of geometry corruption. We experienced more than we cared for on this production. Sometimes the root of the problem is clusters which are not properly synchronized with the topology (eg: contain indices which do not exist on the topology, or vice versa). Rebuilding the c

Re: Models and ICE

2013-06-20 Thread Eric Thivierge
The animators are only responsible for animating anything that is selectable / named *_ctrl Eric Thivierge === Character TD / RnD Hybride Technologies On 20/06/2013 1:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: >> ... organizational nulls are all hidden, maybe even

RE: Models and ICE

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
>> ... organizational nulls are all hidden, maybe even locked too to prevent >> them being disturbed (looking at you animators). ...and so how does all this not disturb the animators? :) -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley

Re: Models and ICE

2013-06-20 Thread Eric Thivierge
As if they'd listen. "Oh, what is the kraken?" Then it's all like "oh no it's the end of the world! what do I do?!?!?!" Eric Thivierge === Character TD / RnD Hybride Technologies On June-20-13 1:26:39 PM, Alan Fregtman wrote: >> ... organizational nulls are all hidden, maybe even

Re: random blue lines on model

2013-06-20 Thread Steven Caron
does it happen in all viewports? can you screen shot it? maybe check your viewport visibility options, attributes tab, see if you have polymesh boundaries, hulls, or internal edges on? On Thu, Jun 20, 2013 at 7:39 AM, Matt Morris wrote: > > Changing the subdivision level also gets rid of these

Re: Models and ICE

2013-06-20 Thread Alan Fregtman
>> ... organizational nulls are all hidden, maybe even locked too to prevent them being disturbed (looking at you animators). :P You could call the main hidden null "*kraken*" and be all like, *"NEVERrelease the Kraken!" * :p On Thu, Jun 20, 2013 at 1:13 PM, Eric Thivierge wrote: > At a very ba

Re: Models and ICE

2013-06-20 Thread Eric Thivierge
At a very basic level this is correct. Though can get a bit more complex in that under the model (namespace) there can be other organizational structures (nulls for example) that also do not move but are more to separate the different parts of the rig. One null for controls, one for meshes, one

RE: Models and ICE

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Eric, Thanks. I guess now I am confused. I always interpreted Model as a toplevel parent. If I understand this right the practice is to have a transform group underneath the Model and the rest of the hierarchy underneath the transform group? All animation is then performed at the transform grou

Re: proxy or custom parameters on timeline

2013-06-20 Thread Jeremie Passerin
;-) Or the good old work around, instead of having proxy param, create a property with regular parameter and connect them with expressions to the other one. Not always possible... depends what you are trying to achieve. Jeremie On 20 June 2013 09:27, Matt Morris wrote: > Thanks Jeremie, > > j

Re: proxy or custom parameters on timeline

2013-06-20 Thread Matt Morris
Thanks Jeremie, just tried it out in 2014 sp1 and it works! Now just have to persuade the studio its worth switching in the middle of a job up basically 5 versions and trying not to break all the bespoke stuff. hmm. On 20 June 2013 17:20, Jeremie Passerin wrote: > it's supposed to be fixe

Re: proxy or custom parameters on timeline

2013-06-20 Thread Jeremie Passerin
it's supposed to be fixed in 2014sp1. Though I haven't tested myself. On 20 June 2013 07:52, Matt Morris wrote: > Hi all, > > I've got a character who has custom params or proxy params on multiple > limbs, and the keys for these (for example fk/ik switches) won't show in > the timeline at all.

Re: Limiting deformer weights per vertex

2013-06-20 Thread Jonny Grew
Well I'll be damned... all these years every day's a school day! Cheers boys! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013* *07855 212722* Jonny Grew Limited is registered in **England** and Wales. Compan

Re: Limiting deformer weights per vertex

2013-06-20 Thread Eric Turman
Use the "Enforce Limit: button on the weight editor. points that exceed the limit threshold will highlight too. -=T=- On Thu, Jun 20, 2013 at 10:47 AM, Jonny Grew wrote: > I'm working on a job that delivers an enveloped mesh for use with an > online gaming engine. > There's a list of specs tha

Re: Models and ICE

2013-06-20 Thread Eric Thivierge
Well even outside the realm of ICE, moving the model from zero has always been frowned upon. When dealing with objects with simulations on them that are under the model, the model's matrix if not at world zero can do funky things and have you pulling out hair and punching babies. Not that I've

RE: Limiting deformer weights per vertex

2013-06-20 Thread Jamie Franks
Hey Jonny, If you go to the weight editor panel. There's a button called Enforce Limit, this will allow you to input a maximum number of deformer's. Hope this helps Date: Thu, 20 Jun 2013 16:47:55 +0100 Subject: Limiting deformer weights per vertex From: jonny.g...@gmail.com To: softimage@listpro

RE: Models and ICE

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
That's really disappointing to hear. I've got a large set of previously built model assets I want to use. I could just convert them to old school and parent their structure with a null as a opposed to a model, but that seems a real waste. It also seems contradictory to where ICE was headed. Wh

Limiting deformer weights per vertex

2013-06-20 Thread Jonny Grew
I'm working on a job that delivers an enveloped mesh for use with an online gaming engine. There's a list of specs that need to be considered... ie polygon count, number of envelope deformers etc. One of these limitations is that there can not be anymore than *4 deformer weights per point*. Does

Re: Models and ICE

2013-06-20 Thread Peter Agg
I would not recommend using ICE on models, to be honest - have a null underneath it and apply it to that instead. In my (kinda) humble opinion; if a model is anywhere but world zero I disprove. :) On 20 June 2013 16:31, Ponthieux, Joseph G. (LARC-E1A)[LITES] < j.ponthi...@nasa.gov> wrote: > Is th

RE: Models and ICE

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Is there a standard procedure for how to use ICE with Models? Is it not recommended to apply ICE to Models then? -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opini

RE: Models and ICE

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yes, that works. I've also learned that I can't rely on some copied nodes to hold manually defined values. It looks like it might always be best practice to provide constant inputs to math node values. Is that correct? -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mym

Re: Models and ICE

2013-06-20 Thread Eric Thivierge
That may return the scene root if the model is under the scene root though. Eric Thivierge === Character TD / RnD Hybride Technologies On June-20-13 11:17:02 AM, Matt Morris wrote: If its a model you might try using this_model instead of self? On 20 June 2013 15:56, Ponthieux,

Re: Models and ICE

2013-06-20 Thread Matt Morris
If its a model you might try using this_model instead of self? On 20 June 2013 15:56, Ponthieux, Joseph G. (LARC-E1A)[LITES] < j.ponthi...@nasa.gov> wrote: > I’ve run into the situation where I attempt to apply an ICE tree to a > Model, but the ICE window browser gives the status > > ** ** >

Models and ICE

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I've run into the situation where I attempt to apply an ICE tree to a Model, but the ICE window browser gives the status "All items hidden due to a filter" If I proceed to create an ICE tree on the Model, it works, but does not behave as expected. Further, if the Model's name is "Test", and I

proxy or custom parameters on timeline

2013-06-20 Thread Matt Morris
Hi all, I've got a character who has custom params or proxy params on multiple limbs, and the keys for these (for example fk/ik switches) won't show in the timeline at all. They show if I mark them as marked params (which I don't want to do every time someone wants to select a limb), but not as ke

Re: LEGO - the Movie Trailer

2013-06-20 Thread Sebastien Sterling
layout Rigged animated in Softimage ... and they modeled it in maya... :P On 20 June 2013 16:11, Christopher wrote: > Would be nice to have, and OpenEXR 2.0 support too, although what good > is 2.0 if the compositor can't accept it :( > > Thats exactly the point. About ten years ago they added

Re: random blue lines on model

2013-06-20 Thread Matt Morris
lol! Haven't come across that yet ;) Changing the subdivision level also gets rid of these pesky blue lines, and they show on other computers here. Never come across it before now though. Still on 2012 sp0 actually, might just see if I can get sp1 rolled out at least... On 20 June 2013 15:34, A

Re: random blue lines on model

2013-06-20 Thread Alan Fregtman
I've not experienced that particular glitch but I've presenced many wtf moments throughout the years with OpenGL freaking out... meshes exploding, polygons disappearing, depth-sorting messing up, transparency bugs, flickering meshes, ... the list goes on. Sometimes it can be drivers, but if driver

Re: Can you see me now?

2013-06-20 Thread Alan Fregtman
Hmm, okay, here's a way to roughly do what you're asking: 1. Make a new customparamset while your parent is branch-selected. Give it whatever boolean params you need. 2. Set the param values via ICE with a simple SetData (self.MyProperty.MyParam), on your parent's icetree. 3. O

RE: the jungle drums

2013-06-20 Thread Angus Davidson
Very interesting that you post this. Was chatting to a friend of mine who is now using Modo for creation of the assets (characters/ environments etc) and then bringing those all into Houdini. Its quite funny in light of all the heated discussions we have had over the years where you would only g

Re: LEGO - the Movie Trailer

2013-06-20 Thread Christopher
Would be nice to have, and OpenEXR 2.0 support too, although what good is 2.0 if the compositor can't accept it :( > Thats exactly the point. About ten years ago they added the ability to > load Combustion files as texture maps, which can also contain vector > data, but one had to specify the max.

Re: random blue lines on model

2013-06-20 Thread Christopher
Do you see the lines when you move the object, as if they flicker ? ::Christopher:: > Hi guys, > > I have random blue lines appearing in my viewport from geometry, > though not necessarily connected to points. They are totally > unselectable and visible in any component selection mode. Quite ofte

RE: Can you see me now?

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I could yes. It's an older asset and isn't set up that way, but frankly that makes a lot of sense. Admittedly what I was really hoping for, was that there was an ICE solution,. So for example instead of using: "self.visibility.viewvis" I could something like: "all.visibility.viewvis

RE: Can you see me now?

2013-06-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I have objects which are constrained to paths. The objects move down their paths with a given velocity via an ICE solution. I want the objects to not be visible at the start and end of the path, but visible everywhere else. Manually keyframing visibility in this situation does not seem optimal,

Re: LEGO - the Movie Trailer

2013-06-20 Thread Stefan Kubicek
Thats exactly the point. About ten years ago they added the ability to load Combustion files as texture maps, which can also contain vector data, but one had to specify the max. sampling resolution, and that wasn't animatable either. I remember I was pretty excited until I found out about this c

Re: LEGO - the Movie Trailer

2013-06-20 Thread Eugen Sares
Interesting! Max has a "vector map" shader node now. Nice. The trick they seem to use is taking a big illustrator image with all the face expressions, and in max animate the map's x postion on the head via a custom parameter wired to an "attribute holder" modifier. They don't really animate th

random blue lines on model

2013-06-20 Thread Matt Morris
Hi guys, I have random blue lines appearing in my viewport from geometry, though not necessarily connected to points. They are totally unselectable and visible in any component selection mode. Quite often reloading the scene will make them disappear, and they're not showing up in render region. I'

RE: Mirror weights causes Unspecified failure

2013-06-20 Thread Szabolcs Matefy
I resolved meanwhile. For some reason, the number of deformers were double of the number of real deformers...Envelope saved, reenveloped, envelope loaded, and now just fine From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Sent

Re: Mirror weights causes Unspecified failure

2013-06-20 Thread Martin
I'm not sure if it is related, but Create symmetry template gets you an error if your enveloped model weights aren't normalized and the sum of the weights per point isn't 100. It usually happens when you import FBX, the weights aren't normalized and the weights sum about 99.9 or 100.001, but SI do

Re: Mirror weights causes Unspecified failure

2013-06-20 Thread Enrique Caballero
I wouldnt edit that code even if you could. This has happened to me before, and it was related to a corrupted piece of geometry. That asset may have been created in a previous version of XSI, who knows. Our methods here at very cavalier, as every modeller/TD has their own techniques, so its quit

Re: LEGO - the Movie Trailer

2013-06-20 Thread Christopher
You wouldn't have to worry about resolution, hopefully :) ::Christopher:: > For a start, it would be nice to be able to use Vector data fils as > image input in Softimage: > Like this: http://www.youtube.com/watch?v=Ib5sgkpXQ7k > > >> No problem. Thanks for the info! >> >> In an ideal world the FX

Mirror weights causes Unspecified failure

2013-06-20 Thread Szabolcs Matefy
Hey folks, I want to mirror skinning from a portion of the mesh to the opposite side. However, after the Create symmetry template dialog box (and prior creating the symmetry map itself) the operation cancels saying that unspecified error occurred... This is the code part where it fails (

Re: LEGO - the Movie Trailer

2013-06-20 Thread Stefan Kubicek
For a start, it would be nice to be able to use Vector data fils as image input in Softimage: Like this: http://www.youtube.com/watch?v=Ib5sgkpXQ7k No problem. Thanks for the info! In an ideal world the FXtree would get an overhaul... it does not deserve to be treated like legacy garbage. Fun

Re: LEGO - the Movie Trailer

2013-06-20 Thread Eugen Sares
No problem. Thanks for the info! In an ideal world the FXtree would get an overhaul... it does not deserve to be treated like legacy garbage. Funny how much "vector paint" node can do already, including animation, but when it gets complex, it's not convenient any more. There's so much you could

RE: FBX and vertex colors

2013-06-20 Thread Szabolcs Matefy
Thanks a lot! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ivan Tay Sent: Thursday, June 20, 2013 7:16 AM To: softimage@listproc.autodesk.com Subject: Re: FBX and vertex colors Hi Szabolcs I have filed this as an improvement S

Re: LEGO - the Movie Trailer

2013-06-20 Thread Raffaele Fragapane
It's the OGL texture shader that rasterizes the vector operations we mentioned before. It's propietary, much as the rest of the steps other than creating the base curves which is the only Vanilla Soft bit, so it's owned by AL and unlikely to ever be released to the public, sorry. On Thu, Jun 20,

Re: LEGO - the Movie Trailer

2013-06-20 Thread Ahmidou Lyazidi
Hey Eugen It's a custom shader developed for the movie and it's not a MR one. Any way it's very dependant on our pipeline and can't be used without it. And about the realtime version, it's not very useful as it can't be rendered. Cheers. A. --- Ahmidou L

Re: LEGO - the Movie Trailer

2013-06-20 Thread Adam Sale
that looks awesome Raff and Co.. Can't wait to check it out. On Thu, Jun 20, 2013 at 12:02 AM, Eugen Sares wrote: > It seems I can't find that shader folder... I suppose that's an addon > you guys use? > Thanks anyway! > > Am 20.06.2013 01:40, schrieb joshxsi: > > The curves themselves are jus

Re: LEGO - the Movie Trailer

2013-06-20 Thread Eugen Sares
It seems I can't find that shader folder... I suppose that's an addon you guys use? Thanks anyway! Am 20.06.2013 01:40, schrieb joshxsi: The curves themselves are just standard bezier, the boolean operations happen at the shader level (XSI curves > points in space > vector curves > boolean ops