Those attributes were not found or defined on the exported objects.
It's not a problem if you don't use those attributes in your scene.
The default list is comprehensive, including necessary attributes for the
built-in renderers and sample scenes. Therefore you sometimes gets these
warning if y
Hi Francisco,
Sorry that the online help is not working for you.
Can I check with you if you are using the following help links for 2013?
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.h
I recommend downloading the documentation and installing it locally on a server
and have your users point to that via user preference settings. Not only does
it put you in control of the situation, but improves performance too.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:s
My mistake, don't know why seems some parts of the documentation cannot be
found online, but for other stuff works okay...already found the installer
and done.
F.
On Monday, May 5, 2014, jentzen mooney wrote:
> Stephen Blair has some nice ones
>
> http://xsisupport.com/2012/06/26/searching-the
Yeah, I can agree with pretty much all of it.
It's a shame, because coverage and performance are very good, but the fact
there is no hand crafting of a higher thin layer makes it horrendously
clunky.
With just a little bit of additional effort it could actually be very
suitable for a lot more than
Python in Maya is generally a good deal faster, at least through OpenMaya.
That's largely due to the fact that it's a fairly 1:1 wrap (SWIG on headers
I believe) of the C++ API.
Sadly, you pay a price for that in how you have to write it, which is a
crapload of explicitly typed work that clashes wi
That certainly holds true if you intend to do any plugin development.
For all the pipeline / glew / build code you will still need to operate
within Maya Python unfortunately.
Otherwise the Python implementation in Maya is very straight forward but
you have to make your piece with the fact that it
We need to invite Ricky Gervais to the list.
Jordi Bares
jordiba...@gmail.com
On 5 May 2014, at 23:25, Sofronis Efstathiou
wrote:
> Thanks guys..yep. .its already becoming frustrating. Propagation of
> materials, parameters and visibility options is very different, I was hoping
> methodology
I totally agree, when it comes to custom nodes just skip python, but for
general purposes pymel is not that bad (actually python seems way faster on
maya than in softimage).
On Mon, May 5, 2014 at 6:41 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> My personal recommendation when
Stephen Blair has some nice ones
http://xsisupport.com/2012/06/26/searching-the-sdk-docs/
On Monday, May 5, 2014, Francisco Criado wrote:
> Well,
>
> it seems our dear friends of Autodesk removed online help files from their
> site for Softimage 2013...
> so anyone could share help installer fo
Hi Ben,
I watch the video, quite impressive, can the same workflow work with
XSI and MODO.
Thanks,
Leoung
On 05/05/2014 1:26 PM, Ben Houston wrote:
Exocortex Crate supports custom ICE attributes -- here are some details:
http://exocortex.com/blog/crate_custom_attribute_softimage
-ben
On
My personal recommendation when it comes to Python and Maya is to learn
C++. I wish I was kidding.
On Mon, May 5, 2014 at 10:46 PM, Leendert A. Hartog wrote:
> Is there any good tutorial on Maya Python from a Softimage Python
> perspective?
> The pitfalls, the gotchas, that sort of thing...
>
>
Yeah, maya doesn't really have much of a system for propagating
attributes or materials (nowhere near as elegantly as soft). *some*
things will propagate down a hierarchy (vis for instance), but other
than that, you need to think quite differently.
Maya's renderlayers are, behind the scenes, brute
Thanks guys..yep. .its already becoming frustrating. Propagation of materials,
parameters and visibility options is very different, I was hoping methodology
from Soft would be transferable. ..not so. I'll have to dig deeper into the
documents and start from scratch. God knows if there is a Model
Hi Sofronis:
Actually I was wrong about the subdivisions thing (since I was curious I
went to take a closer look), you can override it on a per-shape node
basis for mental ray. Select your object, and in its shape node, go to
the Subdivision Levels tab, and uncheck 'use Preview level for
rend
Well,
it seems our dear friends of Autodesk removed online help files from their
site for Softimage 2013...
so anyone could share help installer for this version?
Thanks in advance and special thanks to Autodesk for being such a lovely
company!
F.
Yeah, not nearly as safe or robust.
Something that MIGHT help thought. If you are in a render layer that you
created, and go into the Attribute Spreadsheet to mass change a value on an
attribute, Maya will create an attribute override for that attribute
automatically for that render layer.
Hones
I am afraid you are going to resort to many different tricks and prone to human
mistakes as they are very involved… this is something us XSI users are going to
be suffering for years to come.
Jordi Bares
jordiba...@gmail.com
On 5 May 2014, at 20:53, Sofronis Efstathiou
wrote:
> Ok,
>
> Fan
Ok,
Fantastic, thank you. I'll try and figure out some of workarounds as suggested.
Shame it's not as flexible as Soft's.
Cheers
Sofronis Efstathiou
Postgraduate Framework Leader and BFX Competition and Festival Director
Computer Animation Academic Group
National Centre for Computer Animation
Thanks Ben :) I didn't know that! What's the latest version of Crate btw?
Can't seem to find any version numbers or release info on your site.
On Mon, May 5, 2014 at 7:26 PM, Ben Houston wrote:
> Exocortex Crate supports custom ICE attributes -- here are some details:
>
> http://exocortex.com/b
Exocortex Crate supports custom ICE attributes -- here are some details:
http://exocortex.com/blog/crate_custom_attribute_softimage
-ben
On Mon, May 5, 2014 at 1:21 PM, Arvid Björn wrote:
> Hey folks,
>
> I'm trying to export an Alembic with some custom properties, Exocortex Crate
> doesn't see
Hey folks,
I'm trying to export an Alembic with some custom properties, Exocortex
Crate doesn't seem to export anything other than the usual attributes, and
there are no options for it. Then I noticed that the new built-in exporter
has options for this, but when I export, I get this for just about
I think you've got me convinced. I'll be ordering the book soon. Thanks.
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Hi Hirazi:
It doesn't talk about PyMEL, and yes it's super-old, and it's written in
a very non-pythonic manner, but it's still a good resouce imho.
Still, for what it is (and its price) it's about the most comprehensive
beginner's intro guide to working with Maya (and some API stuff as
well!
I kinda get what you mean (although I am unsure of how to judge this - as the
same thing ['lack of flexibility'] could also be phrased 'exactly know what you
(dont) want')
Still, I am pretty sure having implemented any of the photoshopish UI
suggestions would
(a) not have solved the most itching
Thanks for the kind offer, I'm afraid I'm going to have to take you up
on that... ;)
On the CGTalk the book you mention was said to be somewhat outdated,
which I cannot really judge for myself, lacking the necessary Maya
experience,
they advised me to wait for "Practical Maya Programming with P
Hi Hirazi:
http://www.amazon.com/Maya-Python-Games-Film-Reference/dp/0123785782
It's not really from a "XSI perspective", but it's the most useful
resource I have among all the Maya python tutorials I've come across so
far. But most people I think will advise switching to PyMEL these days.
I
Well, basically a lack of flexibility, which he attributes to the
software/code itself,
while the way the article is written seems to point more at a lack of
flexibility of the people "making" Blender.
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-com
Hi Leendert, what exactly is his response telling you?
> "Leendert A. Hartog" hat am 5. Mai 2014 um 16:12
> geschrieben:
>
> Thomas Volkmann schreef op 5-5-2014 16:07:
>
> > > The crtiticism of Blenders UI had some valid points, but his
> > > proposals to make it better were ho
agree that AndrewPrices suggestions were valid in some scenarios but not the
ideal solution in many scenarios...
agree on z-up as well (has its origins in OpenGL I think), BUT: where exactly
can this not be worked around? IO addons/functionality in blender usually comes
with an option for "which ax
Thomas Volkmann schreef op 5-5-2014 16:07:
The crtiticism of Blenders UI had some valid points, but his proposals
to make it better were horrible as hell.
True, but I wanted to address mister Roosendaals response, not the
original critique,
as I found mister Roosendaals response rather tellin
The crtiticism of Blenders UI had some valid points, but his proposals to make
it better were horrible as hell.
The UI isn't really that bad! Differen't but not (that) bad.
As for the non-negotiable z-up axis: 3dsMax is z-up as well (wich really isn't
a plus for either Blender or Max, but it sho
I don't think Blenders GUI is the big problem either.
The big problem would seem to be the somewhat rigid thinking behind it,
as demonstrated by mister Roosendaals rebuttal of Andrew Price's
criticism of Blenders GUI.
Ton Roosendaals comments can be found here, BTW: http://waa.ai/44Gx
Greetz
Le
GUI is not that bad, just a few hints helps going through like setting
input preferences to "maya mode" so you go back to select using lmb rather
than rmb. GUI is very smart and you can very easlily split and merge views
which makes layout customization very fast. The major issue remains a
non-nego
We just had a project involving C4D, Maya and Softimage. C4D hat massive trouble importing our alembic files from either package exported by crate - all transforms
were completely messed.
The C4D downloaded the latest version (beta or nightly - don't really know) which fixed the problem, so ther
Is there any good tutorial on Maya Python from a Softimage Python
perspective?
The pitfalls, the gotchas, that sort of thing...
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
If the camera transfered between Softimage and 3DS Max correctly but
didn't import into C4D correctly, it is likely a C4D bug I would guess
and probably should be reported to them with an example file. Given
how much work has been done with Exocortex Crate, I would think that
the camera transforms
I’ve been keeping an eye on a few threads, let me first just say that it’s a
bit sad to see SI going. I almost ended up making some training videos for it
back in the XSI days but never got around to it (Still have my blue usb
dongle!). What I can do though is maybe help some people who are look
Blarg...I was "repulsed" :P not "revulsion"
On Mon, May 5, 2014 at 5:45 AM, Eric Turman wrote:
> I was revulsion to when I tried Blender a couple of months ago; I was
> horrified that the direction they went in interface revamp was to choose
> inspiration from 3Ds Max. Lots of icon tab deck an
I was revulsion to when I tried Blender a couple of months ago; I was
horrified that the direction they went in interface revamp was to choose
inspiration from 3Ds Max. Lots of icon tab deck and drilling down through
menus...Max has one of the worst interfaces that I can think of .
On Sun, May 4
like I said the min pixel width is 0.25 by default, even without the arnold
parameters property.
0.25 means that no hair strand will be thinner than 0.25 pixels in screen
space, how much the hair gets scaled up depends on how far away your camera
is, and at what resolution you render at.
I'm not s
Ty guys, looks like it's rly about the min pixel width.
I don't rly understand why that could cause a different result if I got the
same size of the object in the userview and the camera.
So even without an arnold parameter it shouldn't matter should it ?
How isthe min pixel width calculated ?
Wh
then it does sound like min pixel width, it could be a refresh problem
also, try doing a destroyScene inbetween the renders, it might be that
arnold uses the data from the render camera when rendering in the user view
and vice versa.
On Mon, May 5, 2014 at 8:24 PM, Mario Reitbauer
wrote:
> Sry,
Sry, missed to mention that ;)
Yes its Arnold. No lens shaders, same render settings in all regions.
2014-05-05 10:21 GMT+02:00 Andreas Bystrom :
> which renderer? if it's arnold it has the min pixel width enabled for hair
> by default, this will scale hairs up in screen space to avoid flickeri
Same Render (Region) Settings for both views? Any lens shaders?
Hey guys
Got a question about hair rendering.
Anyone knows why hair rendering looks different when rendered in user
view compared to rendering in camera view ?
Got a hairy animal and the hair rendering looks more blury in the
which renderer? if it's arnold it has the min pixel width enabled for hair
by default, this will scale hairs up in screen space to avoid flickering
when the hair strands are far away, it's 0.25 by default in sitoa, and it
might be what's causing the different look..
On Mon, May 5, 2014 at 8:13
Hey guys
Got a question about hair rendering.
Anyone knows why hair rendering looks different when rendered in user view
compared to rendering in camera view ?
Got a hairy animal and the hair rendering looks more blury in the userview.
So maybe someone allready stunbled upon this.
cheers
Mario
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