RE: GEar again

2014-02-24 Thread Szabolcs Matefy
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

Re: OT: particle insanity

2014-02-24 Thread Rob Chapman
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

Arnold skin

2014-02-24 Thread Szabolcs Matefy
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

Storing Anim Clips with Layer Animation

2014-02-24 Thread Eric Thivierge
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,

Re: Storing Anim Clips with Layer Animation

2014-02-24 Thread Alan Fregtman
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

Re: Storing Anim Clips with Layer Animation

2014-02-24 Thread 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

Re: Storing Anim Clips with Layer Animation

2014-02-24 Thread Eric Thivierge
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

Re: GEar again

2014-02-24 Thread Jeremie Passerin
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.

How to mirror a rig pose

2014-02-24 Thread Nicolas Esposito
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

RE: Setting a particles mass based on its instance size

2014-02-24 Thread Adam Sale
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

speeding up a sim?

2014-02-24 Thread Chris Johnson
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

Re: speeding up a sim?

2014-02-24 Thread Simon Reeves
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

Re: How to mirror a rig pose

2014-02-24 Thread Eric Thivierge
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

Re: speeding up a sim?

2014-02-24 Thread Chris Johnson
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

RE: Friday Flashback #160

2014-02-24 Thread Matt Lind
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:

RE: Friday Flashback #160

2014-02-24 Thread Matt Lind
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

Re: speeding up a sim?

2014-02-24 Thread Alan Fregtman
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

Re: speeding up a sim?

2014-02-24 Thread Chris Johnson
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

Re: How to mirror a rig pose

2014-02-24 Thread Eric Turman
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.

RE: How to mirror a rig pose

2014-02-24 Thread Grahame Fuller
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:

Re: How to mirror a rig pose

2014-02-24 Thread Eric Thivierge
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

RE: Friday Flashback #160

2014-02-24 Thread Grahame Fuller
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,

Re: How to mirror a rig pose

2014-02-24 Thread Ben Barker
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

Re: How to mirror a rig pose

2014-02-24 Thread Nicolas Esposito
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,

Re: Friday Flashback #160

2014-02-24 Thread Rob Wuijster
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

Re: How to mirror a rig pose

2014-02-24 Thread Ben Barker
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

Re: How to mirror a rig pose

2014-02-24 Thread Nicolas Esposito
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