Re: Random Thoughts about H.

2017-03-27 Thread Andy Nicholas
No problem Jonathan. A quick update to this following discussions with SideFX: 1) I don't recall if this was mentioned in the thread earlier, but they mentioned that you can enable/disable the auto-connect on wires using CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on

Re: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Jordi Bares
Nice seed Sent from my iPhone > On 27 Mar 2017, at 22:36, Andy Nicholas wrote: > > Here’s a variant that doesn’t require you to type any names, plus you get > super efficient packed primitives. > > Basically, you just pack each set of primitives (i.e. one for each

RE: maya timeline

2017-03-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Check your preferences for time: working units. Is it set to milliseconds or5 something else? Set it to the proper frame rate. Joey __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other

Re: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Andy Nicholas
Here’s a variant that doesn’t require you to type any names, plus you get super efficient packed primitives. Basically, you just pack each set of primitives (i.e. one for each sphere, torus, etc) first, then merge them all together in a Merge SOP. Now you can just grab them as individual

Re: maya timeline

2017-03-27 Thread Eugene Flormata
ahh I havne't found any settings that changes the fractional numbers maybe I'll post in the autodesk forums and get a response next week -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.

Re: maya timeline

2017-03-27 Thread Rob Wuijster
Welcome to Maya, where another scene can screw up your preferences. In your case 25-30 fps. It's not just 2017, it's there since 1.0. :-\ Rob \/-\/\/ On 27-3-2017 22:26, Eugene Flormata wrote: does anyone know why the time display would show fractional frame

RE: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Jonathan Moore
I was waiting for ‘who at all the pies?’ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares Sent: 27 March 2017 22:48 To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list

Re: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Andy Nicholas
It’s actually a special seed that causes the rand() function to cycle its value every 100 frames ;) > On 27 Mar 2017, at 22:50, Jonathan Moore wrote: > > I was waiting for ‘who at all the pies?’ >   <> > From: softimage-boun...@listproc.autodesk.com >

Re: maya timeline

2017-03-27 Thread Artur W
When I setup renders in Maya, the first thing that struck me was, when you hit render, sometimes, timeline starts to live its own life. It goes fraction of a frame forwards and then backwards or vice versa. The first couple of times i was like, WTF is happening? It's maya. Artur 2017-03-28 0:39

Re: maya timeline

2017-03-27 Thread Anto Matkovic
You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or else, "workingUnitTimeDefault" is able to set default, too. Can't say anything about possible consequences :) From: Eugene Flormata To: Official Softimage Users Mailing List.

Re: maya timeline

2017-03-27 Thread Will Sharkey
I believe this has to do with how your Render Engine is handling sampling/motion blur. Cant speak for Arnold but this is usually the case with Redshift. On Mon, Mar 27, 2017 at 7:14 PM, Artur W wrote: > When I setup renders in Maya, the first thing that struck me was, when

Re: maya timeline

2017-03-27 Thread Eugene Flormata
I think it's from importing a sketchup scene? crazy maya -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.

Nice video explaining the benefits of VEX over VOP's for art directable motion.

2017-03-27 Thread Jonathan Moore
https://vimeo.com/206788209 It's a bit of a ramble but productive none the less. The key outtake is the amount of multithreaded control you can get via a very streamlined amount of code (in comparison to the spaghetti junction that VOP's can end being for certain challenges). --