Re: Pointer for Cage Deformer Logic/Implementation

2013-12-13 Thread Alok Gandhi
That's great Ahmidou, looking forward to it. Sent from my iPhone On Dec 13, 2013, at 2:27 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: The problem with mean value coordinates is that they're negative with concave cages, and harmonic coordinates more complex and slower to generate. I

ICE fracturing - separating chunks for RBD + Momentum Q?

2013-12-13 Thread Morten Bartholdy
New to shattering I am looking at how to separate the chunks for RBD simulation. I saw some methods on rray.de/xsi and I know Momentum can simulate it without separating, but being in a bit of a hurry I want to ask what the quickest and easiest way is for this? On a side note - is Momentum the

Re: Scramble polymesh Indices?

2013-12-13 Thread Guillaume Laforge
PolygonIndex is a read only attribute. So you should store your random value in a user defined attribute (like 'Self.RandomPolygonIndex') Cheers, Guillaume Laforge On Fri, Dec 13, 2013 at 10:21 AM, pedro santos probi...@gmail.com wrote: Heya Trying to randomize IDs but I can't seem to be

Re: Scramble polymesh Indices?

2013-12-13 Thread Alok Gandhi
You cannot modify certain attributes, including inconsistent changes to topology. If you want to assign some random ids to polygon for later use, create a custom attribute. And yes you can set kine.global but not local. Sent from my iPhone On Dec 13, 2013, at 10:21 AM, pedro santos

Closeup frames super long to render.

2013-12-13 Thread Antonin Messier
I have a shot of a character covered in vegetation, that starts from a closeup of his hand and ends in a full body shot. The last frames, where we see the whole character (including the hand), are very fast to render. Hoever the closer we are to the hand, the longer the render is, up to a point

Re: Closeup frames super long to render.

2013-12-13 Thread Eric Mootz
Hi Antonin, What is your vegetation made of? Are there any particles involved? Are you rendering with Mental Ray? Cheers, Eric

Re: Closeup frames super long to render.

2013-12-13 Thread Eric Thivierge
What renderer are you using? On Friday, December 13, 2013 10:59:54 AM, Antonin Messier wrote: I have a shot of a character covered in vegetation, that starts from a closeup of his hand and ends in a full body shot. The last frames, where we see the whole character (including the hand), are very

Re: Closeup frames super long to render.

2013-12-13 Thread Eric Mootz
I bet it is the strands. MR does adaptive meshing which can get very costy whit closeups. You should do a little debugging, for example: Hide an object... render... hide a further object... render, ... etc., until you get a sudden speed up. Then you know which object is causing the trouble.

Re: Closeup frames super long to render.

2013-12-13 Thread Antonin Messier
I did try that, but not with the strands as they were out of frame in the closeup. Just tried right now and... yup that was the problem. Just keyframing their visibility seems to work. Thank you very much Eric! 2013/12/13 Eric Mootz e...@mootzoid.com I bet it is the strands. MR does

Re: Closeup frames super long to render.

2013-12-13 Thread peter_b
something easily overlooked: a close up could fill the whole of the image, while a long shot might have for example 10% of the image area covered with the subject. In which case a ten fold difference in rendering time is totally normal. other than that, any combination of stochastic sampling -

Re: Closeup frames super long to render.

2013-12-13 Thread Antonin Messier
Thanks Peter, I would have seriously begun contemplating your parallel universe theory but the problem seemed to have been the strands. I'm still not sure what causes the strands to be so long to mesh the closer you get to them though. 2013/12/13 pete...@skynet.be something easily

Friday Flashback #150

2013-12-13 Thread Stephen Blair
Friday Flashback #150 XSI v2.0 Special Competitive Trade in Program, valid till 31-December 2001 http://wp.me/powV4-2VY

Re: Closeup frames super long to render.

2013-12-13 Thread Eric Mootz
My pleasure, Antonin.

FBX SDK : Export FBX Version

2013-12-13 Thread Jeremie Passerin
Hi list, Is there a way to select the fbx version use to export from the SDK ? In the UI, We have a nice combo to select from FBX6.1 to 7.* Any chance we can access this option from python ? thanks, Jeremie

Re: Closeup frames super long to render.

2013-12-13 Thread Rob Chapman
And the strands are default particle shapes right? There are a few little known setting for changing the subdivision level per particle and from screen size to world size etc , by default I think it is setup for distance to camera so if its close then the setting may be too high, it is easy to

Re: FBX SDK : Export FBX Version

2013-12-13 Thread Stephen Blair
From a post of mine from three years ago:;) Application.FBXExport( options ) Application.SetValue(ExportFBXOptions.FBXSDKVersion, FBX201000, ) On Fri, Dec 13, 2013 at 2:18 PM, Jeremie Passerin gerem@gmail.comwrote: Hi list, Is there a way to select the fbx version use to export from

Problems with weighted constraints

2013-12-13 Thread Sergio Mucino
I'm running into an interesting problem with weighted constraints. I have a feeling of what's causing it, but I wanted to see if anyone has ran into it before. I've got a fairly straightforward 3-arm animation setup. One chain is the IK arm, another chain is the FK arm,

Re: Closeup frames super long to render.

2013-12-13 Thread Antonin Messier
Thanks, I knew the quantity of segments was fixed but I forgot about the subdivision of the cross-section... 2013/12/13 Rob Chapman tekano@gmail.com And the strands are default particle shapes right? There are a few little known setting for changing the subdivision level per particle

Re: FBX SDK : Export FBX Version

2013-12-13 Thread Jeremie Passerin
Fantastic ! thanks On 13 December 2013 12:02, Stephen Blair stephenrbl...@gmail.com wrote: From a post of mine from three years ago:;) Application.FBXExport( options ) Application.SetValue(ExportFBXOptions.FBXSDKVersion, FBX201000, ) On Fri, Dec 13, 2013 at 2:18 PM, Jeremie Passerin

Re: Problems with weighted constraints

2013-12-13 Thread David Barosin
offset1 and offset2, then its constrained to both, with a 0.5 weight on each constraint. Soft constraints are layered, meaning that the order the constraints are applied is important. The last applied constraint trumps the previous one. So if you want to blend a 50/50 amount you have to leave

Re: Problems with weighted constraints

2013-12-13 Thread Sergio Mucino
Okay. I wasn't aware of this. How would you do this in a setting where you want the object constrained 80-20, for example? You don't want the constraint to be 100, because it means the object would move all the way with it with the constraining object, and you want it to

RE: Problems with weighted constraints

2013-12-13 Thread Manny Papamanos
The problem I'm seeing is that each time I move the arm(s) (either), be it by manually moving the animation controls I have for them, or by playing with my blending slider, these small nulls seem to not return precisely to their original locations. Key them perhaps, that way they know where to

Re: Problems with weighted constraints

2013-12-13 Thread Sergio Mucino
Okay, I just read a bit about Rigid vs Soft coupling. That clears that up. The thing is that all my constrained objects are using Rigid coupling, so in theory, this should not be the source of the problem. Right? Sergio M. On 13/12/2013 4:32 PM, Sergio

RE: Problems with weighted constraints

2013-12-13 Thread Manny Papamanos
'2 point' constraint...Which should probably be called '2 object' constraint. -manny From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Friday, December 13, 2013 4:32 PM To: softimage@listproc.autodesk.com Subject:

Re: Problems with weighted constraints

2013-12-13 Thread Eric Thivierge
look at the 2 point constraints for this type of stuff. It gives you control of what axis points down the joint and also to set an object as an up vector to stabilize them. Might get rid of the need for the 2 constraints. If you're sticking with the 2 constraints, you'd set the first

Re: Problems with weighted constraints

2013-12-13 Thread Sergio Mucino
Thanks a lot! I will look into all suggestions offered. Cheers people! (It's Friday! :-) ... cue Rebeca Black... * duck*) On 13/12/2013 4:38 PM, Eric Thivierge wrote: look at the 2 point constraints for this type of stuff. It gives you

RE: Closeup frames super long to render.

2013-12-13 Thread Nick Angus
I would immediately suspect motion blur, especially if it is Mental Ray... N From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Antonin Messier Sent: Saturday, 14 December 2013 2:00 AM To: softimage@listproc.autodesk.com Subject: Closeup