Okay. Looks like this won't work anyway because the mesh I'm trying
to copy weights to already has an envelope on it, and GATOR did not
like that.
Gonna have to do this the ol' fashioned way...
On 02/12/2013 1:50 PM, Sergio Mucino
wrote
Hmmm, I'll Google those. Thanks Steven!
On 02/12/2013 3:24 PM, Steven Caron
wrote:
blur's tools has a tool called the 'skin panel'...
it has this feature and many more.
On Mon, Dec 2, 2013 at 10:50 AM, Sergio
It will combine
the two source envelopes into one.
5. Freeze modeling on third mesh and delete the first two
when done.
On Mon, Dec 2, 2013 at 1:53 PM, Sergio
Mucino sergio.muc...@modusfx.com
On Mon, Dec 2, 2013 at 12:54 PM,
Sergio Mucino sergio.muc...@modusfx.com
wrote:
Hmmm, I'll Google
those. Thanks Steven!
--
I'm not sure what's wrong with these buggers, but someone here might
have an idea.
I have a file that, every time I re-open it, has all of its bone
chains mangled. I've made sure that the IK blending is set to 0 (so
they behave as pure FK chains), I've tried setting the
removed keys.)
On Fri, Nov 29, 2013 at 12:00
PM, Sergio Mucino sergio.muc...@modusfx.com
wrote
Does anyone have a good way of re-mapping envelope weight deformers?
I have a mesh that I need to load weights to from a previous version
of itself. No vertex changes. What has changed is the deformers for
the envelope. Same number of deformers, just different names (and
No need to worry about this. Found a way through. Cheers!
On 29/11/2013 4:24 PM, Sergio Mucino
wrote:
Does anyone have a good way of re-mapping envelope weight
deformers? I have a mesh that I need to load weights to from a
previous
-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Friday, November 29, 2013 4:25 PM
To: softimage@listproc.autodesk.com
Subject: Remapping envelope weights
Does anyone have a good way of re-mapping envelope weight deformers? I have a mesh that I need to load weights to from
Hello everyone. Quick question... I'm using a Get Closest Location
node to retrieve the closest location from a given object onto a
surface he's sitting on. This node throws out a location value, but
I need to decompose that into its 3 component values. However, I
cannot
he getData node. :)
On Mon, Nov 25, 2013 at 1:47 PM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
Very quick question. What does it mean when a node has a border
around it? I've noticed even one of the illustrations in the manual
depicts this...
(http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url="">)...
3rd illustration from
!
On 22/11/2013 3:38 PM, Eric Thivierge wrote:
Usually
means the hierarchy under that node has been collapsed under it.
Middle click I believe is the way to collapse / uncollapse.
On Friday, November 22, 2013 3:29:18 PM, Sergio Mucino wrote
Another "n00b" question... how do I go about copying a weight map
between objects? I have two meshes that are exactly, the same, just
under different models. I've painted a weight map on one that I'm
using to modulate the effect of a deformer. Now I need the other
mesh
when you're satisfied with the
weights.
On Friday, November 22, 2013 4:31:36 PM, Sergio Mucino wrote:
Another "n00b" question... how do I go
about copying a weight map
between objects? I have two meshes that are exactly
I guess I'll have to be a part of the minority here. I had never
worked with XSI before 2 months ago (although curiously, I got
started in 3D with Softimage ~ 18 years ago). I jumped into ICE a
few days, and it literally took me less than an hour to wrap my head
around
From what I heard, the reason behind this is that the Maya Alembic
plugins and integration were actually not developed by Autodesk, but
by SPI. They sort of handed it over to Autodesk (I don't really know
the nature of the partnership between SPI and Adesk). So,
Joe was doing some amazing work back when KDLab was running. Mostly
architectural visualization and then some advertising. I had the
pleasure of meeting him at Siggraph a long time ago, at one of our
User Advisory Council meetings. Really nice guy, and very talented
3ds
"I guess it's always nice to be reminded that the grass is indeed
greener on the other side of the fence ? :P"
Not really... every time I have to jump over the fence, "I see dead
people..." :-\
Ah, well... life ain't perfect... :-)
On 13/11/2013
hard to do.
On Tue, Nov 12, 2013 at 8:16
AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
I have an
interesting issue at hand. It seems that the
to do.
On Tue, Nov 12, 2013 at 8:16 AM, Sergio
Mucino sergio.muc...@modusfx.com
wrote:
I have an interesting
issue at hand. It seems that the shipping Dual Quaternion
Deformation ICE compound does
possible with no noticeable effect on performance and not particularly hard to do.
On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:
I have an interesting issue at hand. It seems that the shipping Dual Quaternion Deformation ICE compound
a while ago. Right-click on the compound in the preset manager and choose Open Containing Folder. What's the version number on the file name?
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, November 12
.
On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:
Hmmm... interesting. There are three DQ
compounds in there. What would
appear to be a 1.0 (since it has no version number), a 2.2, and
a 3.0.
There are differences
:25 PM, Sergio Mucino wrote:
Comments below...
On 12/11/2013 1:11 PM, Eric Thivierge wrote:
After
you import an ICE Compound to the ICE Tree, right click on the
node and go to properties. You can see the version number
2013/11/9 Sergio Mucino sergio.muc...@modusfx.com
Okay. It's a bug
then. Thanks!
On 07/11/2013 5:44 PM, Ahmidou.xsi wrote
they're all checked off...so I'm not sure why
it doesn't carry over :-/
Kris
On Mon, Nov 11, 2013 at 3:19 PM, Sergio
Mucino sergio.muc...@modusfx.com
wrote:
I don't have max
right
I have an interesting issue at hand. It seems that the shipping Dual
Quaternion Deformation ICE compound does not take into account
scaling. I'm using it for one of our rigs, and scaling down the rig
scales things properly, but the deformations on the mesh are still
ago. The only thing you can do is report it
Le 8 nov. 2013 à 08:51, Sergio Mucino sergio.muc...@modusfx.com a écrit :
I'm kinda puzzled by this. I have a Get Data node fetching the .kine.local.pos data from a certain object. The funny thing is that if I take this object and turn
As crazy as it sounds, I do miss the look of the old UI.
On 08/11/2013 3:18 PM, Alan Fregtman wrote:
And Apple was heavily inspired by the work
done at Xerox PARC, whom are known by many accounts as the
inventors of the core basic GUI
So, I'm trying to do something pretty simple and straightforward.
Create a 1-bone joint chain, and get back all of its elements. Turns
out this is not being as straight-forward as it should be. Here's
the little snippet of this part of my script...
si = Application
plication.LogMessage(eachItem)
On Thursday, November 07, 2013 11:46:11 AM, Sergio Mucino wrote:
So, I'm trying to do something pretty
simple and straightforward.
Create a 1-bone joint chain, and get back all of its elements.
Turns
this point.
On Thursday, November 07, 2013 11:59:35 AM,
Sergio Mucino wrote:
Ah, I see. In other applications, collections
come out a
I'm kinda puzzled by this. I have a Get Data node fetching the
.kine.local.pos data from a certain object. The funny thing is that
if I take this object and turn on ANY of its position limits
(.kine.local), the ICE node loses the reference! (It goes into error
stating
Well, ain't that how the new world works? "You're totally free...
don't mind us keeping a very close eye on what you do"...?
;-)
On 01/11/2013 2:10 PM, Luc-Eric Rousseau wrote:
mixed feelings about this one. The word says freedom, but the design
Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
performance-wise? One single mesh with lots of polygons (relatively
speaking), or
, 2013 at 11:02 AM, Eric
Thivierge ethivie...@hybride.com
wrote:
Have you run any tests yourself in this respect?
On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino
wrote
Thivierge ethivie...@hybride.com
wrote:
Have you
run any tests yourself in this respect?
On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino
wrote
. This way you can switch
between wireframe (or xray) and shaded to select backfaces.
Martin
On Wed, Oct 30, 2013 at 2:41 AM, Sergio
Mucino sergio.muc...@modusfx.com
wrote:
I'
the selection mode to
raycast.
On Wed, Oct 30, 2013 at 9:53 AM, Sergio
Mucino sergio.muc...@modusfx.com
wrote:
I'm really really not
doing this manually. It happens when I hit F11 to go
.
On Wed, Oct 30,
2013 at 9:53 AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
I'm really really not doing
I'm seeing something a little bit odd, and I was wondering if it was
normal, or if someone else had seen it before.
I've got a quite complex mesh that I'm enveloping to a set of nulls.
Everything is ok. I then do a Smooth Envelope Weights on the mesh,
and then maybe
this
could have been introduced, since all nulls were created by a
script... anyway, just exploring all the options.
Thanks for any help!
On 30/10/2013 4:29 PM, Sergio Mucino wrote:
I'm seeing something a little bit odd, and I was wondering
.
If your nulls are in a good place where you want them, you can use the current positions of the nulls for the bind pose but selecting all of them and doing a Envelope Set Reference Pose.
On Wednesday, October 30, 2013 4:35:17 PM, Sergio Mucino wrote:
Taking a closer look
xsi.CloseUndo()
main()
On Mon, Oct 28, 2013 at 6:11 PM, Sergio
Mucino sergio.muc...@modusfx.com
wrote:
Thanks Matt!
On 28/10/2013
Okay. I'm not sure if there's a preference for this, but I REALLY
want to turn it off.
This is what I'm doing...
1. Go into Polygon selection mode. For some reason, the selection
tool is set to Raycast, so I'll switch it back to Rectangle.
2. Select some polygons.
ool I used when changing between selection modes.
How are you changing your selection modes?
On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:
Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off.
This i
I've noticed it goes back to Raycast in step 5, when I go back to
Polygon selection mode. I'll see if I can find a preference for the
selection method for said mode.
On 29/10/2013 1:13 PM, Sergio Mucino wrote:
I use the pop-over menu inside
an option (the
original coat uses a very complex system of layered deformations
involving envelopes, lattices, and ICE trees. GATOR seems to ignore
a lot of these things).
Cheers!!
On 24/10/2013 6:03 PM, Sergio Mucino wrote:
This is definitely gonna wo
n Tue, Oct 29, 2013 at 12:16 PM,
Sergio Mucino sergio.muc...@modusfx.com
wrote:
Reviving this
topic...
I got back to working on this issue, and found a couple of
issues.
First, I'll describe what's g
dels, and ICE optimizations
On Tue, Oct 29, 2013 at 12:16
PM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
, Steven Caron car...@gmail.commailto:car...@gmail.com wrote:
you might be able to skip the 'extraction' step because ICE might be faster.
On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:
Thanks a lot Jeremie! I'll give it a shot (I tried
Okay, this is going to be a real long shot...
Lets say you have a null sitting squarely at the center of a
polygon. Is there a way to select said polygon, based on the
selected null? In other words, I want to select the null, and I want
to be able to select the polygon
...@listproc.autodesk.com] On
Behalf Of Sergio Mucino
Sent: Monday, October 28, 2013 2:36 PM
To: softimage@listproc.autodesk.com
Subject: Finding polygons...
Okay, this is going to be a real long
I have a mesh that I need to have deform by another. I cannot do a
GATOR weight transfer because the source mesh is being driven by an
ICE tree reading and setting point positions, not by weights. I was
wondering what would be the best way to achieve this. I did a little
My other problem is that in some parts, this mesh I'm trying to fit
overlaps other meshes, so It needs to be deformer by more than one
source mesh.
On 24/10/2013 3:42 PM, Sergio Mucino wrote:
I have a mesh that I need to have deform
would look into an ICE solution, store the locations in
modeling stack, create a deformer in animation, and freeze the
modeling stack
On Thu, Oct 24, 2013 at 1:05 PM, Sergio
Mucino sergio.muc...@modusfx.com
wrote
Sorry, I meant I picked the mesh to use as a Cage in the Get Data
node
On 24/10/2013 5:20 PM, Sergio Mucino wrote:
Thanks a lot Steve. This looks like could do the trick. However,
I'm having some problems with it. It seems my target mesh
it as a deformer then you can safely get rid of it, then try to add the object as a cage deformer again. A new property will get created with the current transform values.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent
:44 PM, Sergio Mucino wrote:
Looks like I will have a few problems here...
1. I cannot reduce the cage polygon count. Actually, it is a
hi-res model (not crazy polygon counts, but still). I need to
attach to it a copy of itself, but with lots of polygons
object (the old ones will be left alone). As long as you don't freeze the Extract Polygons operator, it should update properly.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:45 PM
...@listproc.autodesk.com] On
Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 2:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap
Deformer...
Okay. Say I
This is definitely gonna work. Thanks Grahame! I'll continue
tomorrow.
On 24/10/2013 5:54 PM, Sergio Mucino wrote:
Ah, if I had known that... :-)
I spent like half an hour deleting polys on my copy. But of
course, I ended up
.
On Tue, Oct 22, 2013 at 12:51 AM,
Sergio Mucino sergio.muc...@modusfx.com
wrote:
Thanks Raffaele.
Yes, in both applications I've used (Maya and Max)
this is how it works. Any functions
I've never used dynamics in SI, but I see a sliding constraint in
the list of constraints... maybe that's what you need (for the
movement)? For the aim, maybe there are other constraints that can
help...
On 22/10/2013 12:28 PM, Paul Griswold wrote:
, Oct 22, 2013 at 1:47
PM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
I've never
used dynamics in SI, but I see a sliding
constraint in the list of constraints
Thanks Raffaele. Yes, in both applications I've used (Maya and Max)
this is how it works. Any functions and variables I declare or
define at the global scope remain in memory throughout the session.
This makes it very easy to iterate over different version of tool
Oh, yes! They actually looked pretty attractive until you took a
deeper dive into the specs. Their semi-proprietary Windows install,
the controlled hardware, and especially, the shared memory design
between the system and the graphics pipeline became deal breakers. I
I really don't think you'll EVER get point B in your list from
Autodesk. The best you can do to sort of extrapolate into something
similar is keep an eye on whatever's going on at Autodesk Labs.
That's it. Anyone who believes they can convince, beg, or coerce AD
to
other shape is modelled, you're always going to face some
difficulties when the first hand has been cached so the bone
translation is also in the shape...
On 16 October 2013 21:09, Sergio
I can't be sure about this, but it seems like each tab in the Script
Editor spawns its own (local) instance of the Python interpreter. If
I create a function in a script on one tab, I cannot call it from
within a different tab.
Does anyone know of a way of evaluating
instance of the scripting engine.
So, maybe put that code in a module, or in a special custom
command that you keep around for that purpose?
On Thu, Oct 17, 2013 at 11:33 AM,
Sergio Mucino sergio.muc...@modusfx.com
to
dump in, alter, or remove anything from a transitional module
is pretty easy to produce and will be a good investment of
your time.
On Fri, Oct 18, 2013 at 5:50 AM,
Sergio Mucino sergio.muc...@modusfx.com
Hopefully, this will be a simple question.
We've got a hand model in one of our shots who's shape has changed a
bit. We have a new model for the new shape that was modified to a
very specific shape at a specific frame. The problem is that the old
model is point cached in
Well, I managed to reorder the operators to work (deleting the point
cache, applying the shape, and reloading the point cache), but it's
not working as expected. I'll have to figure out something else.
Cheers!
On 16/10/2013 2:46 PM, Sergio Mucino wrote
Autodesk is for some reason following Adobe's footsteps quite
accurately. Adobe started selling suites... Adesk did. Adobe goes
rental... Adesk follows. I really can't tell how positive or not the
change will be, and what it will mean for the future of the tools...
I
Ahhh, the days... I do remember a lot of that material, but on a
different edit. I remember thinking that Softimage had the coolest
demo reels ever :-) .
I've actually been giving thought to starting a little "old times"
gallery. I still have some of the old
. People here at work are telling me that apparently, SI
cannot save/load files over 2 GB. I just wanted to confirm this is true
so I can take appropriate actions. Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX
Thanks a lot guys! Tough luck... we're on 2012...
*Sergio Mucino*
Lead Rigger
Modus FX
On 10/10/2013 10:46 AM, Srecko Micic wrote:
There was limitation like that but on 2014 version is now 4gb I think
(on Linux it is still 2GB limit).
On Thu, Oct 10, 2013 at 4:35 PM, Sergio Mucino
I guess I'll have to bring these suggestions up to the CG Sup. Not
really my call here. Thanks a lot for bringing it up! I just need to get
these files out today.
Anyway, it seems we've found a workaround. But thanks again for the
suggestions Christopher!
*Sergio Mucino*
Lead Rigger
Modus FX
Never mind... found it. I found that SetValue expects strings for its
arguments, so changing cName to:
cName = str(c)+.Name
did the trick.
Cheers!
*Sergio Mucino*
Lead Rigger
Modus FX
On 04/10/2013 3:40 PM, Sergio Mucino wrote:
Okay. I'm trying to write my first SI script (using Python
pointers into how to get this working
right, I'll be quite grateful.
The noob thanks you in advance.
--
*Sergio Mucino*
Lead Rigger
Modus FX
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concerns over their product of choice until I
joined this email list recently. But I can tell you that the same has
been going on on the 3ds Max side, except maybe... louder :-) ).
Anyway, back to making movie magic... cheers everyone!
*Sergio Mucino*
Lead Rigger
Modus FX
On 01/10/2013 3:44 AM
This is the stuff of legends. The Gods bless the almighty, eternal
memory of the internets. :o
*Sergio Mucino*
Lead Rigger
Modus FX
On 01/10/2013 2:18 PM, Ed Harriss wrote:
This site makes me think of...
http://www.jackals-forge.com/abom.html
*From:*softimage-boun...@listproc.autodesk.com
also tried getting rid of the l_fcv part of the expression,
since it reads to me as if it was expecting a function curve as an
input... but this didn't change anything).
--
*Sergio Mucino*
Lead Rigger
Modus FX
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To unsubscribe: mail softimage-requ
involved.
And I think I've gone on long enough, and it's lunch time (and not to
mention, Monday...)
*Sergio Mucino*
Lead Rigger
Modus FX
On 30/09/2013 12:05 PM, John Richard Sanchez wrote:
I agree. But numbers do count as most studios use maya and I need to
go where the work is.
On Mon, Sep 30
. :-\
My very own $0.02...
*Sergio Mucino*
Lead Rigger
Modus FX
On 30/09/2013 12:57 PM, Dominik Kirouac wrote:
http://www.sidefx.com http://www.sidefx.com/ :P
Le 30/09/2013 12:44 PM, Sergio Mucino a écrit :
Ugh. Tough cookie. This is one of those very delicate topics that
usually end with rotten
impressive, and none of their other products have
something equivalent, so it can be used to sell! (I wonder if they still
use the old Blur demo videos when showing it around...)
Apologies for the Monday sarcasm... :-P
*Sergio Mucino*
Lead Rigger
Modus FX
On 30/09/2013 1:12 PM, Eric Thivierge
Hey Eric. I got carried away with a different task. Let me get back to
you on this one a little later. (I also tried your other suggestion with
the = sign... didn't make a difference, if I remember correctly). I'll
let you know ASAP... thanks!
*Sergio Mucino*
Lead Rigger
Modus FX
On 30/09
I'm actually using 2012.SAP, but I'll give your suggestions a go Manny.
Thanks!
*Sergio Mucino*
Lead Rigger
Modus FX
On 30/09/2013 4:04 PM, Manny Papamanos wrote:
Seems like someone changed the default behaviour of the Floating Point Number
custom parameter.
You have to enable 'Animatable
of the mesh and blend the point movements onto this one, but if that's
what it takes to get this going, I'll have to.
Thanks for any help!
--
*Sergio Mucino*
Lead Rigger
Modus FX
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To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
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Oh, man! You saved my life! Worked like a charm... thanks a bunch! I can
go back to my regular programing of... weight painting :-) .
This group rocks. Period.
*Sergio Mucino*
Lead Rigger
Modus FX
On 26/09/2013 4:04 PM, Eric Thivierge wrote:
If you add deformers to the envelope after you have
Thanks Alan! I did following Eric's instructions, and it worked like a
charm. Thanks again! Day saved... :-)
*Sergio Mucino*
Lead Rigger
Modus FX
On 26/09/2013 4:11 PM, Alan Fregtman wrote:
Hello again,
You must rebuild the deformer group every time you add/remove
deformers to a envelope
Thanks Matt! I found how to do this, and it worked. I had to do some
cleanup and re-weighting afterwards, but I got what I needed. Thanks!
*Sergio Mucino*
Lead Rigger
Modus FX
On 20/09/2013 11:29 AM, Matt Morris wrote:
Could export the weights in the weight editor for the first mesh
for the suggestion though!
*Sergio Mucino*
Lead Rigger
Modus FX
On 20/09/2013 12:26 PM, Eric Thivierge wrote:
You'll have to script it. Also you're going to have to rescale the
weight contribution since the number of deformers is different. The
percentage influence is not going to be normalized
of deformers on each envelope is different. I want to transfer
only weights to specific deformers, not all of them.
What would be the appropriate way to do this? Thanks for the help again!
--
*Sergio Mucino*
Lead Rigger
Modus FX
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To unsubscribe: mail softimage-requ
I'm set. I really appreciate the suggestions! I
learned something new (which seems to be the bulk of my work this week).
Cheers!
*Sergio Mucino*
Lead Rigger
Modus FX
On 20/09/2013 3:28 AM, Christian Freisleder wrote:
hey sergio,
sorry for the late answer, but in europe it was evening already
It's also missing from their Software Rental Plan list. Just saying...
http://www.autodesk.com/buy/rental-plans
*Sergio Mucino*
Lead Rigger
Modus FX
On 20/09/2013 10:44 AM, Octavian Ureche wrote:
Hey guys,
A couple of days ago, autodesk officially released its 2014 app
extensions.
Softimage
Ah! Nice trick! I'll keep it in mind.
Nope, I don't think I've got GEAR, but I will look it up definitely. I'm
all ears when it comes to hearing about tools/compounds I should get to
make my rigging work easier. Thanks Matt/Eric!
*Sergio Mucino*
Lead Rigger
Modus FX
On 20/09/2013 1:03 PM
, or if I will need to install it in the
animators' workstations too so they can read the files I create.
Thanks!
*Sergio Mucino*
Lead Rigger
Modus FX
On 20/09/2013 4:19 PM, Daniel Brassard wrote:
at gear, go for the updated one GEAR_mc from Miquel Campos
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