Thanks guys,
For rigging and for animation I prefer the A pose, the arms are 45 degrees
apart from the body, because the shoulders are in rest still, chest is rest,
etc. Gear supports that pretty well too. Unfortunately the model is not that I
can pass back, it's what I have to work with. As a
you can set the particles viewport dispay to 1%
which helps considerably...
On 24 February 2014 10:33, adrian wyer adrian.w...@fluid-pictures.comwrote:
getting somewhere, my problem is actually loading 250 million points
into soft.
after mails from Ben, im thinking the proxy setup in
Hey folks
I've just downloaded Arnold, and tried to set up something (especially skin)
I've got few question to those, who are well versed in Arnold:
1. Is it possible to scale the SSS? Like in MR there were a scale
conversion value, do we have it here as well?
2. My skin looks
Hello to anyone familiar with storing anim clips and working with
animation layers.
How are things regarding this these days? I remember some flaky stuff
being mentioned from Steve Caron a while back in regards to anim layers
and ref models. If I store animation for our reference models,
I think anim layers and refmodels has been more stable in the later
versions. A couple of brave animators at work like to use them and they
seem to hold up fine.
No idea how to store an actionclip with layers, if it's even possible.
On Mon, Feb 24, 2014 at 9:20 AM, Eric Thivierge
It's apparently possible as there is an argument for it. I suppose I'll
be brave and test on my own to see how it works. I'll report back.
Eric T.
On Monday, February 24, 2014 10:06:42 AM, Alan Fregtman wrote:
I think anim layers and refmodels has been more stable in the later
versions. A
OK, so I misunderstood what the anim layer argument was for the
StoreAction command. Basically it bakes all the layers down and stores
is in the action. Works well from my simple tests.
Eric T.
On Monday, February 24, 2014 10:13:20 AM, Eric Thivierge wrote:
It's apparently possible as there
Relaxed pose is much better for rigging, but the zero-pose should always be
the straight T-Pose.
You'll note that in Gear, when you zero out the controllers you get a
T-Pose. This is, in my opinion, better for motion capture, axis orientation
and transfer of animation from character to character.
Hi guys,
I'm having a problem which I thought it was easier to solve, but right now
I'm not sure which approach should I choose
Lets say I have a rigged character with a pose, he's holding a gun using
his right hand to shoot, so basically the entire body is slightly
Now I would like to mirror
Great tip.. thanks for the help Grahame!
On Feb 19, 2014 8:35 AM, Grahame Fuller grahame.ful...@autodesk.com
wrote:
If you get the Volume attribute from the instance master group, you'll
have an array of values. Select a value from the array using the same
integer that you used as the Index to
I have a sim of a popcorn spill. Instanced geo on a point cloud. It's still
a bit floaty...I feel as though if I wish I could just grab the entire
thing as one fcurve and speed it up by 10-15% it would be perfect.
What is the best workflow for doing something like that? Bake it out to a
ice cache
Yeah bake it to ice cache and but then create a new point cloud and read in
the cache there, then get current frame and you can just stick a multiply
in to adjust the speed, or add to offset (or even plug in an fcurve for fun)
Simon Reeves
London, UK
*si...@simonreeves.com
Not sure how ICE would solve this at all... anyhow, it's a scripting
exercise with some intermediate matrix math involved. So, no not an
easy thing to solve but it's doable. Not sure if there are any tools
out there though.
Eric T.
On Monday, February 24, 2014 12:03:10 PM, Nicolas Esposito
Or you can use the SimulationSaveCacheOnSelection/LoadCacheOnSelection
buttons? Just found these and got my clip in the mixer.
Thanks for the response Simon...I'll go through the steps you
suggested...probably a lot more flexibility that way.
On Mon, Feb 24, 2014 at 12:30 PM, Simon Reeves
Softimage|3D had a surface continuity manager. Not as robust as XSI, but it
had one.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Saturday, February 22, 2014 5:30 AM
To:
The NURBS tools in XSI did not come from Softimage|3D as each application used
a different NURBS library.
The Softimage|3D toolset was a home brew while the XSI toolset was built on the
ImageWare Surfacer library – a very high quality NURBS library, which sadly,
was not completely integrated
Hey CJ, I find a good way to cheat the floaty/slowmo speed issues sometimes
is to crank up the gravity a little.
On Mon, Feb 24, 2014 at 12:59 PM, Chris Johnson chr...@topixfx.com wrote:
Or you can use the SimulationSaveCacheOnSelection/LoadCacheOnSelection
buttons? Just found these and got
I cranked it a lot...still doesn't help
Thanks Alan..
On Mon, Feb 24, 2014 at 1:47 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
Hey CJ, I find a good way to cheat the floaty/slowmo speed issues
sometimes is to crank up the gravity a little.
On Mon, Feb 24, 2014 at 12:59 PM, Chris
Olivier Ozoux made a script for me at Raven Software back in 2001 when we
were using a beta version of XSI 1.5 to do Star Wars:Jedi
Knight:Outcast that did this. Olivier was head of special projects at that
time. The script handled arbitrary orientations mirrored and otherwise like
a champ.
The following isn't elegant but it could be scripted:
1. Symmetry-constrain the left side to the right side.
2. Plot the left side to an action source.
3. Remove the constraints.
4. Repeat steps 1 to 3 for right-to-left.
5. Apply the two actions.
gray
From:
Good luck with those symmetry constraints. They are nothing if not
flaky at best.
On Monday, February 24, 2014 2:05:36 PM, Grahame Fuller wrote:
The following isn't elegant but it could be scripted:
1. Symmetry-constrain the left side to the right side.
2. Plot the left side to an action
I even remember following Jeremy Birn's SCM tutorials back in the day. Here's
another flashback for you:
http://www.3drender.com/ncf/index.html
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, February 24,
I solved this issue in Maya by adding an attribute to every control that
mapped it's local SRTs to it's mirror partner. This was done when the rig
was at root pose. I think I just did a dot product on the local X,Y,and Z
axis of the control, and compared it to the partner's XYZ axes. If they
faced
Crap, I thought it was easier...
I'm attempting a even crappier solution, but I need your help in order to
setup things quicker:
I'm testing with Facerobot, but the same process applies to the Species rig
or any other rig as well, basically I'm creating as many nulls as the face
controllers,
Ha, web page copyright 1999-2000! But it's still there :-)
Interesting side note, Mr. Birn recently released a 3rd edition of his
Digital Lighting and Rendering book.
Rob
\/-\/\/
On 24-2-2014 20:26, Grahame Fuller wrote:
I even remember following Jeremy Birn's
I remember what I did now in more detail. At root pose, for each control I
mirrored it's transform across the mirror plane. Then I compared the XYZ
axes of the mirrored transform to the control's mirror partner transform
(using itself if there was no mirror partner). That gave me the mirror data
Nice!
I'll try it as soon as possible, from what you've wrote it looks like
exactly what I'm looking for
Thanks Oscar :)
2014-02-24 22:27 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:
Hello Nicolas,
Attached you can find a very hasty plugin I did for mirroring poses on
Face Robot, is
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