Re: 1/2 OT: Gorilla and a banana for Maya

2014-06-29 Thread Christopher Crouzet
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?

2014-06-29 Thread Jens Lindgren
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?

2014-06-29 Thread John Richard Sanchez
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

2014-06-29 Thread Sebastien Sterling
: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

2014-06-29 Thread Nicolas Esposito
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?

2014-06-29 Thread Jason S

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!