Re: Strange Double Click Issue with Explorer

2015-04-08 Thread Enrique Caballero
thanks everyone, all very good advice. in the end it turned out to be something weird. he disconnected from the workgroup, reconnected, and everything is fine now. strange On Tue, Apr 7, 2015 at 11:29 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: In explorer it’s

Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Phil Williams
I think it's been said several times that this part 1 of the sneak peaks, so it's a case of wait and see for the rest... On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.at wrote: Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo

Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Phil Williams
The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for

Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Mario Reitbauer
Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.com: I

RE: redshift renderfarm

2015-04-08 Thread Ola Madsen
Hi Kris, I sent you an email off-list. ola From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Wednesday, April 8, 2015 7:21 AM To: Softimage List Subject: redshift renderfarm Probably a stretch...but...anyone know of a

Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Oscar Juarez
I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
No problem. I can fully appreciate where you are. I remember stepping right out of Soft3D into Maya back in the late 90s setting up my scene the same way I did in Soft3D. It was stressful. Nothing seemed to make sense. I was generating move files at one point to export ascii transform data

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I think I understand what you are saying, but I am not sure I get the cascade thing. Do you mean rebuild the hierarchy properly? MB Den 8. april 2015 kl. 17:37 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov: Maya pivots are not like Soft Centres. They don’t equate and

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
One thing would be to make sure the rigger doesn't change the pivots from the data that he gets from you. Either that or you need to update the assets that you're applying the cache on, to match. Eric T. On 4/8/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: Yeah, unfortunately

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Well the geometry is some 55 millions tris taking 1,3 GB so I am actually only trying to move the animated rig and reconstrain to a refmodel in Soft. The animated rig consists of locators and curves with shapes showing how they are supposed to move - translate and rotate. So I guess the first

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yes, make a new null for every position/pivot offset you need. Leave the actual pivots alone. Null_Position Null_position_offset Null_Rotate Null_whatever

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I get the idea, thanks. So to fix this I will have to build a new rig where locators are translated and then parented!? Is there no way to get proper world positions for pivots that are moved the way you described? MB Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Right - I guess I will have to bug our Maya artist for this one. Thanks Joey. MB Den 8. april 2015 kl. 17:47 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov: Yes, make a new null for every position/pivot offset you need. Leave the actual pivots alone.

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yeah, unfortunately you have to build your initial rig to insure that all rotate or scale pivots remain 1:1. You can use minimal null hierarchy to accomplish this. The idea is that if you leave Maya, it has to be prepped in a way that prevents the “Maya paradigm” from clubbing it. You learn

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I do concur on the sheer insanity bit - total madness. When I think of the countless hours I have wasted on this gem trying to fix pivots so I could get proper subframe positions/rotations for various purposes my mind goes numb. You would think that Maya would reinterpret the numbers for export to

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
Is this using Alembic? Eric T. On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote: I am moving a number of scenes animated in Maya to Soft for shading and rendering, but am running into the old problem of hierarchial rig having all pivots on child nodes moving to the center of

Envelope weights transfer + Corrective shapes

2015-04-08 Thread Nicolas Esposito
Hi all, I'm doing a bit of RnD and I came up with a solution which works, but I would like to improve. What I'm doing is transfering the envelope weights between two different characters using the joints to create the alignment between them. The alignment is done using a simple python script,

RE: OT: Modo 901 Sneak Peek

2015-04-08 Thread Marc-Andre Carbonneau
Yup even with the new price point, it’s still pretty low. I just checked Cinema 4D Studio(which is the one with everything in it) and it’s 3 695$. Quite a difference from 1 799$ for Modo 901 Also, The Foundry is clever… they’re stretching their teasers and hyping the product… I wouldn’t be

Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Perryharovas
Fxguide.com has some additional feature previews. Faster rendering and less noise. 17 minutes in 801 vs. 6 minutes in 901 for a 2 bounce GI with 20 area lights and detailed geometry. Sent from my iPhone Please excuse typos and brief replies. Thank you! On Apr 8, 2015, at 9:31 AM,

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Are your locator pivots at zero local to the pivot geometry? Or have you modified them in some way? -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) MYMIC Technical Services NASA Langley Research Center __ Opinions stated

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Mario Reitbauer
Yea would say the same as Eric. Try using Alembic instead. 2015-04-08 17:17 GMT+02:00 Eric Thivierge ethivie...@hybride.com: Is this using Alembic? Eric T. On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote: I am moving a number of scenes animated in Maya to Soft for

Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I am moving a number of scenes animated in Maya to Soft for shading and rendering, but am running into the old problem of hierarchial rig having all pivots on child nodes moving to the center of the parent locator/Null. I thought this behaviour was when using groups instead of proper hierarchy in

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Mirko Jankovic
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is your friend! On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Are your locator pivots at zero local to the pivot geometry? Or have you modified them in some way? --

OT: Clara.io gets high quality real-time PBR and post effects

2015-04-08 Thread Ben Houston
Hi all, Just a quick off topic note that we've recently added high quality PBR to Clara.io's real-time viewport as well as adding post effects to our viewer. You can now craft results in the viewport that look like this (DOF, bloom, pbr, clear coat, fresnel, area lights, etc.):

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
Are you applying a cache to existing geometry in Softimage or are you pulling geometry and point / transform caches in? Eric T. On 4/8/2015 11:28 AM, Mirko Jankovic wrote: IM right now rendering BUNCH of scenes from Maya in SI, and alembic is your friend! On Wed, Apr 8, 2015 at 5:21 PM,

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I am not familiar with Maya - an offsite Maya artist rigged and animated this, but when I look in Maya and select a child node which is clearly offset in space from its parent, only preselected SRT values are visible in the panel on the right, and they say zero for x and y for instance when the

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Alembic does the same thing - all pivots at the parent pivot. MB Den 8. april 2015 kl. 17:20 skrev Mario Reitbauer cont...@marioreitbauer.at: Yea would say the same as Eric. Try using Alembic instead. 2015-04-08 17:17 GMT+02:00 Eric Thivierge ethivie...@hybride.com