Gene - this would be of huge interest I think - every studio I have been
at we have needed to do this, and have always fudged it - never had the
time to even start looking at creating a tool!
So - a big yes from me!
S.
On 2013/07/10 5:09 AM, Gene Crucean wrote:
Hey folks,
Who's in the mood
I've had the scene explorer issues in 2012, mainly with larger scenes, get
over a certain size and it starts to misbehave. Not the ref models issue
though.
On 9 July 2013 18:34, Matt Lind ml...@carbinestudios.com wrote:
I have a suspicion this is a 2012 bug that you’ve imported into 2014
I'm a bit surprised this hasn't been posted here yet, i hope I'm not spoiling
anything:
--
-
Stefan Kubicek ste...@keyvis.at
-
keyvis digital imagery
Alfred
Thanks Andreas that's a good idea!
Simon Reeves
London, UK
*si...@simonreeves.com*
*www.simonreeves.com*
*
*
On 10 July 2013 10:07, Andreas Böinghoff boeingh...@s-farm.de wrote:
I'm sure there are more elegant ways, but you could do that quick and
dirty: Disconnect all polys, subdivide
This claraio example pushes me to point out that it would still
be nice to be sure that every workfile or content stays inside the
private IP address space at any given time. At all times.
Personally, I simply don´t like the idea of effectively handing over
the absolute control over my
+1
No offence, but I also don't get too excited about the idea of
my/customers data pending in some unknown place with unknown people
having potential control over it.
Besides, it's risky to rely on a working internet connection all the
time for work. There are too many things that can go
While I am also very careful about the cloud I am excited about the
potential. My main worry is ease of use. For example while I am very
impressed with what Lagoa can do. Its totally unusable on our internet
speeds.
There needs to be some middle ground found to make them far more
practical.
+1 on pretty much all arguments about privacy - especially some advertising
agencies
can be totally anal about security, they are almost bound to disallow
cloud-based storage of data.
The same probably goes for film work. Allowing installation on a dedicated
server for total user control
would
Good solution. I think you need to get VertexIndex for the disconnect and
PolygonIndex for the subdivision.
On Wed, Jul 10, 2013 at 10:34 AM, Simon Reeves si...@simonreeves.comwrote:
Thanks Andreas that's a good idea!
Simon Reeves
London, UK
*si...@simonreeves.com*
*www.simonreeves.com*
Or you change the Component Type in the Disconnect Component
Compound to Polygon ;-)
On 7/10/2013 2:38 PM, Matthew Graves wrote:
Good solution. I think you need to get VertexIndex for the disconnect
and PolygonIndex for the subdivision.
On Wed, Jul 10, 2013 at 10:34 AM, Simon Reeves
My bad I didn't even look in Disconnect Component PPG when I set up my
test scene. Thanks this is something that might help me soon.
On Wed, Jul 10, 2013 at 2:03 PM, Andreas Böinghoff boeingh...@s-farm.dewrote:
Or you change the Component Type in the Disconnect Component
Compound to Polygon
What I really like is the collaborative potential - working on the same scene
with others simultaneously can be an interesting design tool.
I understand the power but I wonder how they solve the problem, how does it
work? I guess it's some sort of referencing pipeline where you can put a model
Sounds like a good idea. There are a few things I would like to add:
I'd prefer one common class/module for file IO and all the necessary
conversions like millimeters -- inches, focal length -- horizontal view
angle, picture ratio -- film aperture, etc. so each application module
can derive from
Sounds great!
WebGL stuff doesn't have specs for json files? Perhaps we can work with
that and keep it consistent.
If it's anything like in *Lagoa* http://home.lagoa.com/ then the scene is
up-to-date at all times on the browser, but more importantly, the server.
The server sends the latest state at first open then streams little changes
asynchronously as they happen.
Think of it like a chatroom where when you
Tim wrote:
It would be nice if Claraio is made to run self-contained in a private network
without any strings attached.
It can work this way. :-) I have a Clara.io server running on my PC
right now. Exocortex is open to source licensing of Clara.io for
custom deployments inside of studios,
Marc-Andre Carbonneau wrote:
I understand the power but I wonder how they solve the problem, how does it
work? I guess it's some sort of referencing pipeline where you can put a
model local inside the scene, modify it and save. While the other person only
sees the reference up to when you
Eugen Sares wrote:
I also don't get too excited about the idea of my/customers
data pending in some unknown place with unknown people having potential
control over it.
That is understandable. I do think that cloud-services such as Gmail,
Google Docs and Dropbox have gained a lot of popularity
Here's a funny one:
I have a bunch of particles representing people in a crowd.
I set an integer attribute called /*clip_frame*/ on these particles.
I have hundred image clips and I set the */time source/* of the clip to
be the attribute that I set in the ice tree rather than /*scene_time*/.
If you're using Arnold you're better of asking on the SItoA list.
/Jens
On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum
hear...@glassworks.co.ukwrote:
Here's a funny one:
I have a bunch of particles representing people in a crowd.
I set an integer attribute called *clip_frame* on these
I see now that you're taliking about MR *facepalm*
On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren
jens.lindgren@gmail.comwrote:
If you're using Arnold you're better of asking on the SItoA list.
/Jens
On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum
hear...@glassworks.co.uk wrote:
If you have random time offsets for each particle, it will take more time
to load all the different files but maybe you can use time offset groups to
reduce the IO overhead. Just use a limited range of (non-animated) random
integers, scale the result and add it to the current time.
On Wed, Jul
Some good ideas Michael. I'll look into them today or tomorrow.
Thanks
On Wed, Jul 10, 2013 at 6:54 AM, Michael Heberlein
micheberl...@gmail.comwrote:
Sounds like a good idea. There are a few things I would like to add:
I'd prefer one common class/module for file IO and all the necessary
Thanks for that but I have a very specific sync number for each clip. I
feed that into the ice tree as a string to array node, the string coming
from a spreadsheet where I've analysed all the clips for sync points.
For each different action that I want to sync I have a different list of
Most of the times is a scalar value that it getting fed to the offset when
your instances want only integers...
If you are sure it's not that, maybe is just the amount, have you tried
using standins instead?. This is where Arnold is king though ;).
On 10 July 2013 16:40, Alastair Hearsum
I really love the idea, if we can help surely that would good… Houdini
import/export
Jordi Bares
jordiba...@gmail.com
On 10 Jul 2013, at 14:54, Michael Heberlein micheberl...@gmail.com wrote:
Sounds like a good idea. There are a few things I would like to add:
I'd prefer one common
Hi. I thought maybe some of you had seen this:
http://www.youtube.com/watch?v=8_rsJvmGHpU
I´m just glad Softimage gets involved in the process of creating this legendary
commercial.
Bests.
David R.
Thanks but I don't have instances just an image clip per particle.
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
Ive been using softimage with 3dcoat quite some time:
https://vimeo.com/15391838
No fuzz. All stars.
David R.
From: Tim Leydecker bauero...@gmx.de
To: softimage@listproc.autodesk.com
Sent: Friday, June 28, 2013 3:26 AM
Subject: softimage and 3Dcoat Applink
Cool!
I'll hope that with this amazing work, more studios will start taking more
in consideration Softimage.
2013/7/10 David Rivera activemotionpictu...@yahoo.com
Hi. I thought maybe some of you had seen this:
http://www.youtube.com/watch?v=8_rsJvmGHpU
I´m just glad Softimage gets involved
Thats pretty cool. Where can I see the actual commercial?!
On Wed, Jul 10, 2013 at 1:19 PM, Emilio Hernandez emi...@e-roja.com wrote:
Cool!
I'll hope that with this amazing work, more studios will start taking more
in consideration Softimage.
2013/7/10 David Rivera
Ditto... and very cool facial rig setup! =)
-Draise
From: John Richard Sanchez
Sent: Wednesday, July 10, 2013 1:08 PM
To: XSI List to post
Thats pretty cool. Where can I see the actual commercial?!
On Wed, Jul 10, 2013 at 1:19 PM, Emilio Hernandez emi...@e-roja.com wrote:
Very cool. From an artists perspective, the ability to create content
from anywhere without being encumbered by technical issues is
attractive. I'll +1 the concern for IP security although I think any
provider will be compelled by the pressures inherent in competing in the
market place to
I got it.
http://www.youtube.com/watch?v=3v1eiKAYOo8
On Wed, Jul 10, 2013 at 2:08 PM, John Richard Sanchez
youngupstar...@gmail.com wrote:
Thats pretty cool. Where can I see the actual commercial?!
On Wed, Jul 10, 2013 at 1:19 PM, Emilio Hernandez emi...@e-roja.comwrote:
Cool!
I'll
Nice! Just saw this today.
Pardon my jut in! Reminds me a bit of the virtual spaces trueSpace 7.61 beta 8
had back in 2009, with 3D collaborative servers for collaborative modeling -
shading - scripting - animation - etc. Kinda worked on intranets or the
internet, was a fun concept at the
Hey Gene,
that's a very good idea and if well developed could de facto become useful
to many studio outta here (most comes with their own because of this lack
of standard that would answer any needs).
Some rough notes though if I may:
- unit: as soon as you store transforms in a file, you want to
Still don't understand why you cant find this in the subscription center.
Just getting around to installing and I stupidly try and look in my
subscription center for upgrades.
On Mon, Jul 8, 2013 at 1:40 AM, Hsiao Ming Chia
hsiao.ming.c...@autodesk.com wrote:
Opps...I meant 'Thanks Stephen!'
not that there isn't room for a lightweight and free plugin for camera IO
with minimal dependencies but alembic's camera support is pretty good. is
that not working for you?
now that alembic has it's own python API you don't need to use exocortex
plugin's. by using alembic you don't have to
The only downside I might see with Alembic Camera is the inability to
customize and extend according to one's need. To suite the various needs of
the productions which might change with each show/project having full
development control over simple python classes is way more rapidly
developed. Also
+1 to Steve.
I was wondering why not use Alembic. After using it from Maya to Houdini,
to Nuke, back to Softimage then from Softimage to Maya and so forth. It's
been the best one I've got to use so far. There's a few glitches that comes
with the exocortex plug-ins but like Steve mention, I'd be
Hey Jo,
Quick thoughts...
- unit: as soon as you store transforms in a file, you want to keep track
of what units have been used (houdini, maya, etc are not using the same
scene units as units are usually set per show)
This (imo) should always be the software's default unit, and changed
alembic has a python api, so that mean's you can rapidly develop and re
implemented if you choose. and a pretty extensive camera class.
http://docs.alembic.io/python/
http://docs.alembic.io/python/alembic/abcg.html#alembic.AbcGeom.CameraSample
are you sure the camera isn't extensible? all alembic
Ok, I see. Can't wait to try it out.
On the a cloud related note, Amazon cuts cloud prices up to 80%!
http://venturebeat.com/2013/07/10/amazon-cuts-cloud-prices-up-to-80-your-move-google-microsoft/#LKTbuudOcBA6RFD7.99
-Original Message-
From: softimage-boun...@listproc.autodesk.com
So Alembic has two deal breaking aspects from my pov.
1: It applies operators to everryyythinggg. I hate this about Alembic
2: It's not free. Yes the spec is free to make plugins and whatnot, but
this would firmly put this tool out of reach for a *lot *of studios. Not to
mention it's much more
1. that's exocortex's default plugin behavior, you can customize the
behavior with their python api. we do this at whiskytree and only get the
ops we want. we customize import and export based on asset type ie. cameras.
2. and 3. use the free python api alembic comes with... reimplement the
Gene can speak for himself but I get the vibe he's probably going for
simplicity, much like how OBJ is the simplest static mesh format and
because it's so incredibly easy to write out, it's so widely used (even if
there's a few extras that not all exporters/importers handle, but the core
stuff
Btw, I hope anyone wanting to use this is waiting until we finalize the
spec. We're internally switching up the way the keys/animation is stored.
Going with a dictionary for each frame which helps with supporting more
features in the future.
How's this look guys?
Yeah I think Alan summed up my thoughts. I just want something that's
stupidly simple to work with, incredibly flexible for pipelines of any
type... and zero additional bs.
On Wed, Jul 10, 2013 at 2:34 PM, Steven Caron car...@gmail.com wrote:
yep, i get that... i think there is room for a
i hear ya... here is a plugin michelle sandroni wrote for this task...
might help you work through the code faster for maya and max.
http://www.threesixty3d.com/software/freeware/ms_CameraConverter_v2-2.zip
On Wed, Jul 10, 2013 at 2:42 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:
Yeah
Hi all,
I am trying to extrude selected polygons using Extrude Polygon Islands (ok
so far) and but set an individual transform for each polygon, so polygon 2
might have translation of 1 in y and polygon 5 might be 7.
I have done this with a loop where each iteration deals with one polygon
Hey Gene,
no worries, I don't take it wrong. It is tough to compile a set of
arguments in a so short amount of time, but I'll give it a try.
So forgive me if I repeat myself or I am not enough detailled.
At the end there is always a good reason mostly driven by our own
experience, the production
Units and scale, and how they correlate, are extremely important even in a
light weight, portable format. Actually, probably more so in one than in a
more complex scenario.
You can't assume people will not care about those because their workflow
will be independent of it like yours was for a few
Hey Gene looking at your schema I do not see animated value for parameters
like focal length, near and far planes. Though near and far are not usually
keyed but you never know. I have worked on a stereoscopic project and we
did need to plot the clipping planes. Anyways, focal length does fairly
Does anyone know what was done in Soft ? was it modelled in soft ?
On 10 July 2013 20:11, John Richard Sanchez youngupstar...@gmail.comwrote:
I got it.
http://www.youtube.com/watch?v=3v1eiKAYOo8
On Wed, Jul 10, 2013 at 2:08 PM, John Richard Sanchez
youngupstar...@gmail.com wrote:
Thats
looks like it was lit and rendered in softimage and arnold i would guess.
On Wed, Jul 10, 2013 at 5:01 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Does anyone know what was done in Soft ? was it modelled in soft ?
When you'll have at most a few dozen curves, even on a thousand frame long
sequence, I honestly don't think cheapening the data matters one iota.
You can always introduce a zip compression stage to the I/O.
Optimizing early and ending data poor is always a mistake. Purging is easy,
both on I/O
Could they not do that in maya ? it seems strange to switch just for
rendering, then again, there is a feature being made in belgium, being
animated in maya and rendered in Modo so... i guess they must enjoy working
like that.
At least now i have a good excuse to drink whiskey :P
On 11 July
So haven't heard much about Siggraph aside from Matt's message about the
dinner on the list. What's the status of that Matt?
Would like to catch up with anyone from the list as usual.
Eric Thivierge
http://www.ethivierge.com
Margot Edström, DETTA
+46 73 975 39 83
Stora Varvsgatan 14
211 19 Malmö
www.thisisdetta.se
I'm up for the dinner as well if it is happening. :-)
-ben
On Wed, Jul 10, 2013 at 8:40 PM, Eric Thivierge ethivie...@gmail.com wrote:
So haven't heard much about Siggraph aside from Matt's message about the
dinner on the list. What's the status of that Matt?
Would like to catch up with
I have received exactly 2 replies, most years I have nearly 100 by now. Just
been too busy at work to respond to the 2, but I saw them if it matters.
I was hoping to hold the dinner at 'Don the BeachComber's Restaurant' in sunset
beach for the following reasons:
1) SIGGRAPH is in the middle
I started a toolset a few years ago based on XML as well. It works and I can
store robust data, but the downside is the file sizes are huge and slow to
read/write. Memory becomes an issue at some point. If you only want to
transfer cameras or simple stuff, it works fine, but large scenes
I can't speak for the interaction with Soft, but for retopo everywhere I
look 3DC is getting hailed as really damn good.
We used it on a project here to clean some of the biggest, most irregularly
sampled, largest surface ever LIDARs.
Talking LIDARs big enough that they would take minutes of
Thanks for the input guys! I'm ingesting all of it :)
I'm quite against adding units into the main camera section of the file...
but what about adding them to the metadata section? I really don't
understand why anyone would want this in the file though. Units should only
be conceptual imo.
The unit needs only be an arbitrary value in the header.
Autodesk can say whatever it wants, but the truth is that if you change
maya from imperial to metric at the beginning of a project (and you might
have that on client's side) there will be repercussions, and if your
cameras were intended as
Hi, I think StrandDeform is a rendertime effect.
means you'll only see it when you render if your render engine supports it.
no other trick as far as I know if you're restricted to particle instance
and strand.
Cheers,
edy
On Sat, Jun 15, 2013 at 3:51 AM, Antonin Messier
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