I got the same error here with SI 2013 SP1.
Andreas
On 12/18/2013 5:34 AM, Alok Gandhi wrote:
Hi Ahmidou,
I am getting the same error as Jeremie. From what I concur, the phi
distribution on sphere node furnishes an array of position which is
plugged into the direction of the a raycast node.
Hello list
Recently i was approached by some maya people looking for an old tool in
softimage (GASP!)
They want to create uv's for a road, and they think there is some kind of
tool in softimage, where if you create a projection for a strip of polygons
on the road, there
is some kind of automated
Using 2014sp2 and have the same error when trying to connect the initPMVC.
Thanks for being so generous with your compounds ahmidou!
On 18 December 2013 08:09, Andreas Böinghoff boeingh...@s-farm.de wrote:
I got the same error here with SI 2013 SP1.
Andreas
On 12/18/2013 5:34 AM, Alok
It's called Contour Stretch UVs. -
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/tex_basicproc_TypesofTextureProjection.htm#WSF3670244173DE845B36001FAA69DB62C-0067
Cheers
Vladimir
On Wed, Dec 18, 2013 at 10:15 AM, Sebastien Sterling
sebastien.sterl...@gmail.com
Thank you Vlad :)
On 18 December 2013 10:30, Vladimir Jankijevic
vladi...@elefantstudios.chwrote:
It's called Contour Stretch UVs. -
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/tex_basicproc_TypesofTextureProjection.htm#WSF3670244173DE845B36001FAA69DB62C-0067
I don’t remember the one you describe, but there was a gator-like tool, that
would create UVs on a polymesh from a nearby nurbs surface.
shouldn’t be too hard to replicate in XSI: extract an edge loop, create an
extrusion (nurbs) and gator the UVs from the extrusion to the poly road.
in XSI
It's weird. I might be missing something else.
I downloaded files from the link 'bitbucket' and tried it, but it's not
working for me. Only the way I could try is opening sample scene, and
modify the water surface... : /
---
Daniel
I think it is the contour stretch UV's, but it doesn't seem to be working
very well, i make my selection and add the projection but it doesn't tile
it as you would expect along the other faces, they are all weird, am i
missing a step ?.
Yes peter, there is a Walking the mesh function in the
hello,
in 2014Sp2 its running as desired,
create grid
Animate/Property aaOcean_menu
create ice-tree connect the aaOceanCompound
create simulated icetree and connect the aaoceanCompound again
but this is the 2014
Walt
--
*Walter Volbers*
Senior Animator
*FIFTYEIGHT*3D
Animation
contour stretch interprets the geometry as if it were a grid (with a U and V
direction) – likely deformed in space
walking the mesh lets you drive the layout by indicating the four corners of
this grid.
it works on the whole geometry at once – not on a single strip and the rest by
Hi all,
I'm building a set that will be imported into a game engine ( UDK )
So what I need to do is to create for each mesh a low poly version of
itself, that will basically behave as an invisible geometry physical
entity inside the game engine, means that the player can't go through the
object
You Could try Guillaume Laforge's convex hull custom ice node:
http://frenchdog.wordpress.com/2012/01/05/happy-2012/
On 18 December 2013 10:47, Nicolas Esposito 3dv...@gmail.com wrote:
Hi all,
I'm building a set that will be imported into a game engine ( UDK )
So what I need to do is to
Polygon reduction does a pretty good job for this kind of thing really
especially as you can preserve volume etc.
Maybe you just need a basic script?
Select some objects, duplicate, rename apply poly reduction to them?
Would that be enough?
Simon Reeves
London, UK
*si...@simonreeves.com
its cool i got it working now :) was selecting a single strip of poly's
didn't realize you had to select the whole area. works well on simple
strips, doesn't work well with... anything else :(
There is an amazing Modo tool where you select an edge and it does a an
unfold, like in softimage, but
Yes, I agree with Simon on this. A simple script that dupes, merges, rename's
and poly reduces would probably do the trick
From: si...@simonreeves.com
Date: Wed, 18 Dec 2013 11:17:24 +
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes
To:
can also even add another shrink wrap on top of it to get reduced mesh
closer to original one if needed
On Wed, Dec 18, 2013 at 12:33 PM, gareth bell garethb...@outlook.comwrote:
Yes, I agree with Simon on this. A simple script that dupes, merges,
rename's and poly reduces would probably do
Only the way I could try is opening sample scene, and modify the water
surface..
so when you open the sample scene, the deformer works. But when you try to
set it up yourself, it doesn't?
Have you got a grid with a UV planar texture projection on it? If not,
that's what you need. Apply the ocean
@Simon: Yes, for my purpose that would be enough
I'll try by best to create a simple script that allows me to do that, and
also adding a shrink wrap which is a good advice ;)
In case I'll bother you guys with some help for the script :D
Thanks
2013/12/18 Mirko Jankovic
Well I made one anyway as I was bored with waiting for renders :) worked ok
when I tested it on the elephant, the shrink wrap gave dodgy results so I
skipped it
You'll want to change the suffix variable at the start, and could tweak the
numbers in the polygon reduction
try this ( I hacked some of from Steve Caron's script here -
https://groups.google.com/forum/#!msg/xsi_list/-mDMXnp28aI/9YB0ue8xP9AJ ):
import win32com
xsi = Application
coll = win32com.client.Dispatch( XSI.Collection )
coll.AddItems (xsi.Selection)
#get first objects name so you can use
Actually mine didn't work with multiple objects as it reassigns selection
during the script, school boy error
here it is fixed
http://pastebin.com/hxTjBvLr
Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
i have a field of wheat generated with particle instances, that stick to an
underlying surface, as a lattice pushes the surface out of the way of a
table moving through the field (gotta love commercials eh!)
the sim works fine, so i cache it out using the cache manager (adding ALL
properties,
Wow, that was fast!
Thanks Simon, I'll try it out soon as possible, and I'll take a look at the
script to see whats going on there :)
Thanks again!
2013/12/18 Simon Reeves si...@simonreeves.com
Actually mine didn't work with multiple objects as it reassigns selection
during the script,
Is there a simulation phase in the stack on the cloud reading the cache?
Maybe try reading the cache from a newly created cloud.
On Wed, Dec 18, 2013 at 7:23 AM, adrian wyer adrian.w...@fluid-pictures.com
wrote:
i have a field of wheat generated with particle instances, that
stick to
an amend for single selection ;)
http://pastebin.com/sWMQp9Ph
Date: Wed, 18 Dec 2013 13:28:16 +0100
Subject: Re: ICE - How to quickly build low-poly geometry on high poly meshes
From: 3dv...@gmail.com
To: softimage@listproc.autodesk.com
Wow, that was fast!Thanks Simon, I'll try it out soon as
Thanks Gareth!
2013/12/18 gareth bell garethb...@outlook.com
an amend for single selection ;)
http://pastebin.com/sWMQp9Ph
--
Date: Wed, 18 Dec 2013 13:28:16 +0100
Subject: Re: ICE - How to quickly build low-poly geometry on high poly
meshes
From:
afternoon all, just a polite reminder that we're meeting at the White Horse
on Newburgh St (just off Carnaby St) tonight for some festive ales
i would imagine from about 6:30 ish
bring your drinking pants, or not, as the case may be
a
Adrian Wyer
Fluid Pictures
75-77 Margaret St.
Ok, it works. This was the solution:
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/FCurveKey.LeftTanX.html
Here my working example:
from win32com.client import constants as c
xsi = Application
log = Application.LogMessage
# Convenience function to get the
hmmm weirder and weirder
new cloud, pulled in the old cache, and get the same issue
to add to the strangeness, the cloud is reading the cache fine, with
expected behaviour in the viewport
but renders incorrectly
even when the viewport in on frame 200, i get the render (even region)
bloody human error, deformed by strand instances don't update the deform in
the viewport (which i knew) but my underlying sim had changed so the root
particle moved, but not the strand.
a
_
From: softimage-boun...@listproc.autodesk.com
I won't be there unfortunately. On my way to Spain for holidays. :-/
Enjoy
Sent from my iPhone
On 18 Dec 2013, at 12:51, adrian wyer adrian.w...@fluid-pictures.com
wrote:
afternoon all, just a polite reminder that we're meeting at the White Horse
on Newburgh St (just off Carnaby St)
that's a shame Jordi, have a great christmas!
and bring back some meat!
;o)
a
_
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: 18 December 2013 13:47
To: softimage@listproc.autodesk.com
Cc:
From: Sebastien Sterling
its cool i got it working now :)
great!
was selecting a single strip of poly's didn't realize you had to select the
whole area. works well on simple strips, doesn't work well with... anything
else :(
There is an amazing Modo tool where you select an edge and
i might have to ask something else about vertex id's, I've never had to
transfer them in softimage :P
On 18 December 2013 15:06, pete...@skynet.be wrote:
* From:* Sebastien Sterling sebastien.sterl...@gmail.com
its cool i got it working now :)
great!
was selecting a single strip of
I have a series of cat claws with blendshapes for in and out, but recently
i've been informed that 2 new claws need to be added, which i did but of
course the vertex id, no longer matches :(
This is a fairly noob request but I've never had to transfer vertex id's in
softimage, (i try to avoid
Sorry for the simplistic suggestion, but could you not just gator shapes
across using closest vertex?
On 18 December 2013 14:40, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:
I have a series of cat claws with blendshapes for in and out, but recently
i've been informed that 2 new claws
see you there from 7pm - with bells on!
On 18 December 2013 12:51, adrian wyer adrian.w...@fluid-pictures.comwrote:
afternoon all, just a polite reminder that we're meeting at the
White Horse on Newburgh St (just off Carnaby St) tonight for some festive
ales
i would imagine from
Stuck in Bath with a project, can't make it down tonight. Humbug. Enjoy the
festive boozin sesh!
On 18 December 2013 14:51, Rob Chapman tekano@gmail.com wrote:
see you there from 7pm - with bells on!
On 18 December 2013 12:51, adrian wyer adrian.w...@fluid-pictures.comwrote:
i've used gator to great effects in the past for transferring face shapes
left to right, but never on 2 meshes that are not perfectly aligned one on
to of the other. i tried somthing similar with shrink wrap, but it just
doesn't quite match up.
On 18 December 2013 15:43, Matt Morris
anyone in Cardiff friday for beer? Not wanting to hijack this thread...
On 18 December 2013 14:58, Matt Morris matt...@gmail.com wrote:
Stuck in Bath with a project, can't make it down tonight. Humbug. Enjoy
the festive boozin sesh!
On 18 December 2013 14:51, Rob Chapman
Sadly can’t make tonight, but happy to try and catch up in the new year.
Have a good one.
G
From: Chris Marshall
chrismarshal...@gmail.commailto:chrismarshal...@gmail.com
Reply-To:
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
there was a thread on the list last year – with subject “script for grouping of
meshs based on vertex order”.
Christian Gotzinger posted an ICE compound for reodering vertex ID’s on
*identical meshes*.
(I’ve forwarded the old mail with compound to you)
I’m not sure what you are after, matching
Eliminate humans at all level.
They cost money, they do errors.
Le 18/12/2013 14:38, adrian wyer a écrit :
bloody human error, deformed by strand instances don't update the
deform in the viewport (which i knew) but my underlying sim had
changed so the root particle moved, but not the
If you have an object 3 claws with Shapes, and then an object 2
claws with shapes.
If you merge the 2 objects the shapes should follow, no ?
You should end up with one object containing both shape.
Le 18/12/2013 16:26, Sebastien Sterling a écrit :
i've used gator to great effects in the past
I'm also playing with the rift and recently a couple of guys at an important
Softimage using studio mentioned to me they were using the rift and unity. So
Softimage tools for the rift clearly has value, glad to see this thread.
Sent from my iPad
On Dec 17, 2013, at 12:17 PM, francisco criado
If anyone has been exploring generating procedural building geo via ICE in the
Los Angeles area and is interested in a contract gig... send me a note :)
(andymoo...@gmail.com)
Job is supposedly not too demanding, fairly simple/stylized geo, still getting
details. -AM
Hi Andy,
tried last night to send the sdk pdf to the mailing list,but it seems mail
couldn´t make because of the attachment. My ftp is currently down, but it
would be great to share sdk documentation and the c# files in case someone
wants to get a look inside. Maybe wetransfer, but it has a
On my way!
My first London Soft group :)
BTW looking for DEV people here, will send a separate email under [JOB] to
the list.
--
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark
On Wed, Dec 18, 2013 at 8:06 AM, Graham Bell
i'm not sure. , does merging preserve vertex id ?, will check .
On 18 December 2013 19:05, olivier jeannel olivier.jean...@noos.fr wrote:
If you have an object 3 claws with Shapes, and then an object 2
claws with shapes.
If you merge the 2 objects the shapes should follow, no ?
You should
Hi list.
Didn't know if anyone would be able to shine some light on this. This was
an old plugin I remember. But it would import a flash file in and covert
all layers to meshes so you could rig your 2d characters in 3d.
Can any one remember what it was called and hopefully where to find it??
I believe you are looking for Swfi: http://www.inframez.com/dev_swfi.htm
HTH
-Paul
ᐧ
On Wed, Dec 18, 2013 at 5:18 PM, Daniel Sweeney dan...@northforge.co.ukwrote:
Hi list.
Didn't know if anyone would be able to shine some light on this. This was
an old plugin I remember. But it would
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