Re: 1/2 OT: Gorilla and a banana for Maya
In the lack of answer, I guess we shouldn't count too much on the future of the API 2.0 :) On 25 June 2014 11:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A brave initiative Christopher, and thank you for laying it out plain for the less techsavvy, why are you using the maya python API 1.0 instead of 2.0 ? Why is Python API 2.0 not finished yet Luc Eric ? On 24 June 2014 17:31, Christopher Crouzet christopher.crou...@gmail.com wrote: When I initially patched the Maya Python API, it was with Maya 2010 and there was no API 2.0 back then. As of today, I didn't really think about my choice, I simply wanted to share the technique. That said, and remembering the state of the API 2.0, it could indeed have been the subject of the article/library but then I'm not sure if patching a yet unfinished API would be the wisest choice since it will have its gaps officially filled in over the releases, right? On 24 June 2014 12:12, Luc-Eric Rousseau luceri...@gmail.com wrote: why are you using the maya python API 1.0 instead of 2.0 ? -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com
Re: string to reference?
This is a node that I've missed a lot. /Jens On Fri, Jun 27, 2014 at 4:34 PM, Eric Thivierge ethivie...@hybride.com wrote: No sadly not. On Friday, June 27, 2014 10:21:01 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: In ICE I can convert a reference Out Name to a string. But can I convert the string back to a reference so that I can plug it into an In Name? -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Bump not able to interpret UV Wrap?
Hey Tosh THANK YOU!! That fixed the problem and I learned something New. Best John On Fri, Jun 27, 2014 at 9:52 PM, Tosh Suo tosh...@gmail.com wrote: Turn off 'clamp' in the Bump Generator node in the Render Tree. Also make sure 'wrap UV' is turned on in the Texture Editor. That should fix the problem. On Thu, Jun 26, 2014 at 6:43 PM, John Richard Sanchez youngupstar...@gmail.com wrote: I don't think I have run into this before but I was trying to use a bump map with a cylindrical projection. However I had to scale the uv's in the V direction in order to get the look I wanted.Therefore I used a wrap v for the texture in the uv editor but it does not show the bump past the 1 by 1 tex space. Is there a way around this or a fix? Thanks John www.johnrichardsanchez.com -- www.johnrichardsanchez.com
Re: 1/2 OT: Gorilla and a banana for Maya
:P On 29 June 2014 16:56, Christopher Crouzet christopher.crou...@gmail.com wrote: In the lack of answer, I guess we shouldn't count too much on the future of the API 2.0 :) On 25 June 2014 11:33, Sebastien Sterling sebastien.sterl...@gmail.com wrote: A brave initiative Christopher, and thank you for laying it out plain for the less techsavvy, why are you using the maya python API 1.0 instead of 2.0 ? Why is Python API 2.0 not finished yet Luc Eric ? On 24 June 2014 17:31, Christopher Crouzet christopher.crou...@gmail.com wrote: When I initially patched the Maya Python API, it was with Maya 2010 and there was no API 2.0 back then. As of today, I didn't really think about my choice, I simply wanted to share the technique. That said, and remembering the state of the API 2.0, it could indeed have been the subject of the article/library but then I'm not sure if patching a yet unfinished API would be the wisest choice since it will have its gaps officially filled in over the releases, right? On 24 June 2014 12:12, Luc-Eric Rousseau luceri...@gmail.com wrote: why are you using the maya python API 1.0 instead of 2.0 ? -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com
Tweak mocap animations
Hi all, I need to tweak a mocap animation that was given to me. Basically doing the Mocap to Rig screwed up some of the orientation and the character moves along a path, while I need it to walk in place. This animation needs to be stored into a clip and blended with some other animation. Two problems: 1. I'm not able to tweak the mocap animation because there are no keys for the translation of the main character...looks like that mocap wont key the bones SRT, so I'm not able to let the character run in place... 2. The mocap animation cannot be deleted, means that even if I store the animation and tick remove original animation the animation is still there. So, is there a quick way to tweak and store into an animation clip my animation? Cheers
Re: A freelance job.... really?
2 words, Softimage + Redshift :) (still not suggested to respond to that ad :) On 06/27/14 12:05, Patrick Neese wrote: Let's see if my basic math is up to par. 188 seconds... let's say 24fps4,512 frames * (Let's just say by some miracle) 30 minutes a frame total with all passes... 135,360 rendering minutes...Let's say I had happened to have 5 servers running full time in my walk in closet as a freelance artist. 27,072 Minutes on each machine... That's 19 days of rendering...just rendering assuming no issues...everything looks great and we are a 1:1 (Because our storyboards are so great and we even did animatics). If I had to farm that out at 5 dollars per machine hour (12 core/hours) $2,256 Shoot that leave $1,744 for modeling, rigging, animation, texture creation, texturing, lighting, simulation, custom tools, setting up render jobs, etc. I'm in!