Re: Houdini : non VFX jobs?

2018-05-11 Thread Andreas Böinghoff

On 5/11/2018 5:21 PM, p...@bustykelp.com wrote:
Is it possible to make something like a ‘Shape Manager’ in Houdini? 


On SOP level you can use the Blend shape node. Or you make your own one. 
Blendshapes are just an linear interpolation between two meshes with the 
same topo.


If you want to make your custom deformer use the mix node in VOPs or the 
lerp function in vex. For weighting you can use any float attribute.


Andy
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Re: Houdini : non VFX jobs?

2018-05-11 Thread Andreas Böinghoff
It is really fun to read the hole thread. We are currently in a state 
where we buy more and more houdini licenses. Half of the team is doing 
most of the work in houdini. For our daily commercial/fx work, with a 
small amount of keyframe animation, it is the tool! After the good old 
softimage times, we can highly recommend Houdini. With the great 
integration of Redshift and Arnold working is fun again.


Andy


On 5/10/2018 9:02 PM, Andy Chlupka (Goehler) wrote:
Funny how that is. When I first got my feet wet with Houdini I had the 
same feelings. I could rage about the looks of everything UI. Then 
something else happened… And this is not to say that the UI/UX doesn’t 
need work, but while learning the ins and outs of Houdini I started to 
appreciate how things worked and not how they looked.


I also find these recurring workflow statements misleading. While 
modeling and animation workflows maybe champions. Let us not put 
others on the same pedestal. High Quality Viewport, Fur, ICE caching, 
Passes, Schematic View, etc. are no champions of their league. Some of 
them quite dated for their time, others just embarrassing.


To each its own I guess :—)



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Re: H16 Constraint behavior

2017-11-14 Thread Andreas Böinghoff

Hey Jordi,

thanks for the file. Interesting to see the different functions! As 
always, there are many ways to reach the same goal In Houdini.


A

On 11/13/2017 6:56 PM, Jordi Bares wrote:
Sorry of the scene is horrible and dirty but I hope at least provides 
a lead to the method you prefer.


https://urldefense.proofpoint.com/v2/url?u=https-3A__www.dropbox.com_s_pua7gql8622oo8t_constraints-5Fv001.hip.gz-3Fdl-3D0=DwIDaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=bZd_Jfyf2i8U9p7r5VRtn7rOcNcHyf_KUr_EPJrFS1M=q6eW4u4fvkt6cWlOhbdgNYsgLx8GeUCnuU0tB2V4JtA= 
<https://urldefense.proofpoint.com/v2/url?u=https-3A__www.dropbox.com_s_pua7gql8622oo8t_constraints-5Fv001.hip.gz-3Fdl-3D0=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=r6SX_jcfhKhTp5dNpXK4K98Ewb7jYAAFDsf7TWZCsyo=vH8ZbhIW4w-heVRpgRlNebMkssk0AYO_HCLtL8UJeGU=>


PLEASE DOWNLOAD IT AS I WILL DELETE THE FILE AT SOME POINT.

Hope it helps
jb

PS. Be careful with the Fetch, I am not taking in consideration 
parenting and what not...



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Re: New iMac Pro? Yay or Nay?

2017-06-07 Thread Andreas Böinghoff
ps://groups.google/>.
com/forum/#!forum/xsi_list <softimage@listproc.autodesk.com>
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: New iMac Pro? Yay or Nay?


Apologies for this slight digression into the benefits of
2012-2014 generation Zseries workstations but the final good
points about them is that they're built like tanks with top
drawer components so they’re less risk than many other second
hand purchases. The total cost for my three Zseries
workstations was under £2k (GPU’s on top) so that’s a heap of
processing power for the budget (96 threads running at 3.1
Ghz). And E5-6670’s are incredibly efficient too so running
costs are very favourable for typical Houdini/ICE CPU
simulations. Although running 9 GPU’s across three workstations
for rendering chews through the juice.


So back to the original point of the iMac Pro. There are far
better ways to spend your cash!  :)


On 6 Jun 2017, at 20:21, Jonathan Moore
<jonathan.moo...@gmail.com
<mailto:jonathan.moo...@gmail.com>> wrote:




As you can see plenty of PCIe Gen3 x16 and x8’s as long as
you go for a dual processes build.


Dual E5-2670 based systems won’t best a latest & greatest
i7 for GPU rendering but if you pick up a system (or
preferably multiple systems) at the right price, you’re get
something that performs well both on CPU simulations and on
GPU rendering duties.


http://www8.hp.com/h20195/v2/GetPDF.aspx/c04400043.pdf
<http://www8.hp.com/h20195/v2/GetPDF.aspx/c04400043.pdf>



On 6 Jun 2017, at 20:05, Ognjen Vukovic
<ognj...@gmail.com <mailto:ognj...@gmail.com>> wrote:


I thought those z workstations had pretty old mobos.
They only had pcie 2 slots. And at 8x or somthing like
that which seems quite unremarkable for gpu rendering.
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-08 Thread Andreas Böinghoff
On 07/12/2016 16:32, Cristobal Infante wrote:
> It must be something to do with "groups" being exported to softimage. 
> When you do a voronoi you also create inside-outside groups. My guess 
> is that xsi thinks is separate geo when exporting obj.
>

Yes it has! You have to do three steps to get it working.

1. In the Groups Tab of the VoronoiFractureSOP create a Piece Group 
Prefix. So you'll get a group for every piece.
2. Before you export your geo, use a clean SOP and remove all Groups 
that are not shatter piece groups (e.g. inside, outside, obj name from 
import)
3. Use a GeoROP to export our pieces.

After that, you will have an obj, that contains every Group as a 
separate object.

Cheers!
Andreas

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[Job] Maya/Softimage Juniors for The Marmalade

2016-11-16 Thread Andreas Böinghoff

Hey!

we are searching two new junior generalists (1. animation focus, 1. 
modeling focus) to join our Team in Hamburg. Currently our pipline is 
mixed (Softimage, Maya and Houdini), but we do still many of our tasks 
in SI.


For more information please visit https://themarmalade.com/jobs/

If you are interested, please send your application and your showreel to 
Miriam Nabbefeld at j...@themarmalade.com


Andreas

ANDREAS BÖINGHOFF
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Post Hamburg
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Re: Fabric Engine 2 - On softimage, on maya, on modo....everywhere..DEMO!

2015-07-06 Thread Andreas Böinghoff

NICE!

On 04/07/2015 04:32, Sebastien Sterling wrote:


Portfolio 2013 http://be.net/3dcinetv




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Re: [PLUG] mGear Teaser

2015-01-26 Thread Andreas Böinghoff

Nice Stuff Miquel!

On 26/01/2015 17:25, Miquel Campos wrote:

Hello,

I didn't post in the Softimage list since long time. But today I have 
some news. Not for Softimage, but I hope it helps to make less painful 
the transition to Maya (if you decide to make it, of course!)


The Gear version for Maya is ready. The public release will be next 
Monday, February 2nd.


More info about mGear and a little teaser:

http://www.miquel-campos.com/post/109208179003/mgear

Best regards,
Miquel



Miquel Campos
www.miquel-campos.com http://www.miquel-campos.com






Re: Exocortex Crate (the Alembic suite) goes open source.

2014-12-12 Thread Andreas Böinghoff

Very Nice Ben!

This is so great - Since we are still on SI2014 and miss a abc-io-feature.


On 11/12/2014 21:41, Ben Houston wrote:

Hi all,

I figured you may be interested to know that Exocortex Crate, the
alembic suite for Maya, 3DS Max, Softimage, Arnold and Python just
went open source.  You can download it for free and use it for free.
Details here:

http://exocortex.com/blog/exocortex_crate_alembic_goes_open_source

Best regards,
Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter: @exocortexcom)
https://Clara.io - Online 3D Modeling and Rendering






Re: Service Pack 1 available

2014-12-04 Thread Andreas Böinghoff

Yes, please update the readme!

Andreas

On 03/12/2014 04:18, Hsiao Ming Chia wrote:

Yes, this defect was fixed but missing from the Readme.
SOFT-10280 - Crash using Manipulate Mode to pick corner
We will get the Readme updated.

Thanks,
Hsiao Ming

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Wednesday, December 03, 2014 5:40 AM
To: softimage@listproc.autodesk.com
Subject: RE: Service Pack 1 available

Indeed it seems there are  be more bugfixes than listed in the readme file. 
E.g. the bug when using manipulator [B] tool and rotate objects. It no longer 
crashes.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Goehler
Sent: Tuesday, December 02, 2014 9:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: Service Pack 1 available

Ahem, this is a joke right? It’s been since April and we get nine (9) bug fixes?
I’m sure it’s just a glitch, and the wrong readme has been posted.







Re: python 'print' in softimage

2014-04-02 Thread Andreas Böinghoff
nice exploration. I was always wondering why this is not working with 
the external python.


On 4/2/2014 6:30 PM, Halim Negadi wrote:

google just found the workaround:
http://xsisupport.com/2012/05/02/python-print-statement-in-softimage-2013
This community rocks, please guys lets keep it alive no matter what.

Cheers,

-H.


On Wed, Apr 2, 2014 at 6:22 PM, Halim Negadi hneg...@gmail.com 
mailto:hneg...@gmail.com wrote:


Hello Gang,

print used to work in xsi back in version 4 or 5 but no longer does.
I use a generic library that uses it massively for debug purposes.
Is there any way to wrap it so Softimage logs python print messages ?

Thanks in advance,

-H.







Re: YOUR TOP 5

2014-03-14 Thread Andreas Böinghoff

1. passworkflow + renderregion
2. ice
3. operator stack
4. workgroups
5. non-linear character animation + weighting

On 3/13/2014 9:13 PM, Manuel Huertas Marchena wrote:

Render tree (great design  flexibility  for shading/lookdev)
Render passes
Partitions
non destructive workflow (stack operator)
ICE



IMDB http://www.imdb.com/name/nm4755969/| Portfolio 
http://envmanu.comhttp://envmanu.carbonmade.com/| Vimeo 
http://vimeo.com/manuelhuertasmarchena| Linkedin 
http://www.linkedin.com/in/manuelhuertas




Date: Thu, 13 Mar 2014 21:09:08 +0100
Subject: Re: YOUR TOP 5
From: christian.lattu...@gmail.com
To: softimage@listproc.autodesk.com

Model
Animate
Render
Hair
ICE

Yeah, I think that's all.

.:.
Christian Lattuada


On Thu, Mar 13, 2014 at 9:02 PM, Francois Lord flordli...@gmail.com 
mailto:flordli...@gmail.com wrote:


1- ICE
2- Pass system
3- Operator Stack
4- Models (namespace) and RefModels
5- Various transform modes (local, global, ref, proportional,
plane, etc.)



On 13-Mar-14 05:54, Alastair Hearsum wrote:

Hello

It seems as if I may have some contact with Autodesk shortly!
I want to be armed with some points. What I'd like is your top
5 features that make Softimage great that we'd miss if we
migrated to something else.

Please don't give me more than 5 and please don't go on too
long describing them (It takes a while to read all the posts).

Thanks

Alastair

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Storing Plugins in a UserPath

2014-02-21 Thread Andreas Böinghoff

Hey,

all our scripting stuff is mixed between the WG-Plugins-Folder and a 
custom Python-Module-Folder. That was ok all the time, but now we are 
switching between SI2013 and SI2014 and I found it annoying to sync the 
pipeline plugins between the Version-WGs.


I'm thinking of storing all plugins inside the python module and add 
this Path to the XSI_Plugins Environment Variable. Is this the 
recommended way to do that, or are there smarter ways?


Andy

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Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Andreas Böinghoff

Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
Haven't looked at Noel's take on this, but here's a dumb jiggly sphere 
demo scene I did long ago for a friend who asked me about a 
Verlet-based setup:


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn

Hit Play and drag the null around, rotate or scale it.

/sphere_jiggly/ has a sim and a weightmap to define the jiggly zones. 
Play with the VerletFramework compound's /Iterations/ slider (for 
stiffness) and with gravity, damping and restitution force intensities 
to adjust the feel of it. --- You can take off the gravity force if 
you want, but I like it because when the character leans the fat still 
droops downward.


/sphere_rigged/ has an envelope with one deformer to the controlling 
null, meant to represent a rigged character. (If it's not obvious: 
topo of both rigged and jiggly meshes must be identical in this setup.)


FYI, the more Iterations in the VerletFramework compound, the stiffer 
the effect BUT also the slower the computation will be.


It could be more polished of course, but hey, it's pretty fast and it 
works. :p

Cheers,

   -- Alan


ps: I'll probably make this a TDSurvival tutorial at some point, also.




On Wed, Feb 5, 2014 at 6:11 PM, Noel FROGER nnois...@gmail.com 
mailto:nnois...@gmail.com wrote:


So here is a 2014 model working, just press play.
In fact i'm sorry i totally forgotted, i've altered the Andy
compounds to work with a moving object and a weight map.
you'll find the weight map part on the unsimulated animated
mesh... yes you need 2 mesh...

https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl

A+
Noël



On Wed, Feb 5, 2014 at 9:46 PM, Noel FROGER nnois...@gmail.com
mailto:nnois...@gmail.com wrote:

Hi,

Because i found the softimage verlet integration don't really
preserve volume, I recently used as a basis theses coumpounds
linked bellow.

This is verlet but simplified with a working volume
preservation as a simple spring system.

If you disconnect the collision part you'll normally end up
with a simple spring verlet system ;-)



http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+

Noël






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Re: asset library + version control

2014-01-30 Thread Andreas Böinghoff

Hey Guys,

good tips here. I'll have a look at it.

Alan, with not as nice... I meant, that my solution goes not far 
enough without rewriting and the other stuff has to much extra 
functionality + is overcomplicated for what I want from it.


I'll have a look all your suggestions. If someone of you has an 
experiences with one of the solutions, I would be pleased if you share it ;)


Andreas

On 1/29/2014 10:55 PM, Angus Davidson wrote:
Pretty sure it would be fairly easy to set up for mecurial  as it 
should just be the command line syntax that would change a little.


*From:* Alan Fregtman [alan.fregt...@gmail.com]
*Sent:* 29 January 2014 10:45 PM
*To:* XSI Mailing List
*Subject:* Re: asset library + version control

That is cool but it's regular git and will be pretty slow for large 
files as Helge pointed out.




On Wed, Jan 29, 2014 at 1:50 PM, Angus Davidson 
angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote:


https://github.com/csaez/gitforsoftimage



*From:* Alok Gandhi [alok.gandhi2...@gmail.com
mailto:alok.gandhi2...@gmail.com]
*Sent:* 29 January 2014 08:31 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: asset library + version control

You should check out git.

It can work any kind of binary data and gives you control over
versioning.

You can ofcourse make a python app with qt as front end and some
kind database as back end - MySql, Mongo etc.

You can also make web based front end woth python using django if
you want.

Sent from my iPhone

On Jan 29, 2014, at 12:41, Andreas Böinghoff boeingh...@s-farm.de
mailto:boeingh...@s-farm.de wrote:


Hey!

Over the last months, I've done some research what's the best way
to store our assets in an library with a version control.

I've tried an self programmed custom python solution, Tactic and
Perforce. Everything works somehow, but it's all not as nice as I
wish.

Knows someone of you guys a good solution to handle all types of
assets (abc, obj, fbx, emdl, ass, psd, tif, sgi, exr, hdr...)
with a version control?

We don't need it in combination with an job- user- taskmanagment,
but just as an server+database where we could upload our files
and drag-and-drop our assets to softimage.

Any advices?

Andreas

-- 





ANDREAS BÖINGHOFF

3D Artist




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asset library + version control

2014-01-29 Thread Andreas Böinghoff

Hey!

Over the last months, I've done some research what's the best way to 
store our assets in an library with a version control.


I've tried an self programmed custom python solution, Tactic and 
Perforce. Everything works somehow, but it's all not as nice as I wish.


Knows someone of you guys a good solution to handle all types of assets 
(abc, obj, fbx, emdl, ass, psd, tif, sgi, exr, hdr...) with a version 
control?


We don't need it in combination with an job- user- taskmanagment, but 
just as an server+database where we could upload our files and 
drag-and-drop our assets to softimage.


Any advices?

Andreas

--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Re: Blast from the past

2014-01-28 Thread Andreas Böinghoff

  
  
MetaClay.. Yeah! What a nice feature...
  
  
  On 1/27/2014 6:24 PM, Ed Harriss wrote:


  
  
  
  
  
Wow,
same here. Secrets of Softimage was such a great video.
Thanks
for the link.

I
feel old too! ;)




  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Sven Constable
Sent: Monday, January 27, 2014 12:09 PM
To: softimage@listproc.autodesk.com
Subject: RE: Blast from the past
  


Haha. I still have the VHS tapes somewhere,
collecting dust. And two SGI Indigos for some nerdy reasons
:)

From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Emilio Hernandez
Sent: Monday, January 27, 2014 5:51 PM
To: softimage@listproc.autodesk.com
Subject: Re: Blast from the past


  
Yup that is the time when I fell in love with
this insanity.
  
  Two grandpas here :)


  
  
  

  
  
  
2014-01-27 Sergio
Mucino sergio.muc...@modusfx.com

  Oh, man... this brought up so many
  memories... I always loved the Soft UI!! (Call me
  grandpa) :-D
  
  
  http://www.youtube.com/watch?v=RlxVJXXyPiY
  
-- 

  

  
  

  



-- 
  
  
  
  
  
  
  
  
  
  
  

  

  
  
  ANDREAS BINGHOFF
  3D Artist
  
  
  
  
  
  
  schnheitsfarm production
  GmbH  Co. KG
  
  

  
  

  schnheitsfarm
  hamburg


  lippmannstrasse 79
  22769 hamburg


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  f +4940 432 91 222


  

  
  

  

  
  

  schnheitsfarm
  dsseldorf


  steinstrae 11
  40212 dsseldorf


  t +49211 913 701 0
  f +49211 913 701 99


  

  
  

  

  
  

  schnheitsfarm
  frankfurt


  hanauer landstrasse 151-153
  60314 frankfurt


  t  +4969 484 484 90
  


  

  
  

  


  
  
  w www.s-farm.de

  
  

  
  
  
  
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  DE 214892548 | Amtsgericht Hamburg HRA 95793

  
  

  
  
  

  

  
  
  
  
  
  
  
  
  

  



Re: managing render channels

2014-01-28 Thread Andreas Böinghoff

Add/Remove

Render - Scene Options... -Available Channels


On 1/28/2014 10:58 AM, Eugen Sares wrote:

Hi,
another silly question:
once I have added custom render channels, how can I manage them? 
Delete, rename...

Just can't find them in the explorer or render manager.
Thanks!
Eugen



http://www.avast.com/   

Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus 
http://www.avast.com/ Schutz ist aktiv.






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ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Re: A new cage deformer

2013-12-18 Thread Andreas Böinghoff

I got the same error here with SI 2013 SP1.

Andreas

On 12/18/2013 5:34 AM, Alok Gandhi wrote:

Hi Ahmidou,

I am getting the same error as Jeremie. From what I concur, the phi 
distribution on sphere node furnishes an array of position which is 
plugged into the direction of the a raycast node. The direction can be 
either a single vector or vector per point of the deformee while you 
are are supplying an array of vector, thereby causing incompatible 
types error.


I did not have time to compare your implementation with the paper to 
further debug this, but this can give you an direction to further 
solve this issue.


Either that or we are not setting up in the tree in the correct way.


On Tue, Dec 17, 2013 at 9:09 PM, Jeremie Passerin gerem@gmail.com 
mailto:gerem@gmail.com wrote:


Not sure, I'll try again tomorrow morning..

if anyone else on the list is testing it, let me know if it works
for you.

thanks again for sharing, that might be a nice addition to my tool
set !


On 17 December 2013 17:32, Ahmidou.xsi ahmidou@gmail.com
mailto:ahmidou@gmail.com wrote:

I'm not in front on my computer, but what kind of error did
you got?

Le 18 déc. 2013 à 11:52, Jeremie Passerin gerem@gmail.com
mailto:gerem@gmail.com a écrit :


Nice job Ahmidou !
Looks pretty straight forward but I wasn't able to make it
work yet. :D
I got an error on the phi distribution on Sphere... I might
be doing something wrong.
I'm using XSI 2013, could that be it ?

Here is what I've done


# python
xsi = Application

# Your path here !
compoundPath =

source\\source\\dev\\passerin\\blurdev\\workgroups\\xsi_blurdev\\data\\Compounds

xsi.CreatePrim(Sphere, MeshSurface, , )
xsi.SetValue(sphere.polymsh.geom.subdivu, 24, )
xsi.SetValue(sphere.polymsh.geom.subdivv, 24, )
xsi.FreezeObj(, , )
xsi.CreatePrim(Cube, MeshSurface, , )
xsi.SetValue(cube.cube.length, 9, )
xsi.ApplyTopoOp(TriangulatePolygons, cube,
siUnspecified, siPersistentOperation, )
xsi.FreezeObj(, , )

xsi.SelectObj(sphere, , True)
xsi.ApplyOp(ICETree, sphere, siNode, , , 0)
xsi.AddICECompoundNode(compoundPath+\\initPMVC.xsicompound,
sphere.polymsh.ICETree)
xsi.ConnectICENodes(sphere.polymsh.ICETree.port1,
sphere.polymsh.ICETree.initPMVC.Execute)
xsi.SelectObj(cube, , )
xsi.AddICENode(GetDataNode, sphere.polymsh.ICETree)
xsi.SetValue(sphere.polymsh.ICETree.SceneReferenceNode.reference,
cube, )
xsi.ConnectICENodes(sphere.polymsh.ICETree.initPMVC.cage,
sphere.polymsh.ICETree.SceneReferenceNode.outname)
xsi.SelectObj(sphere, , True)
xsi.ApplyOp(ICETree, sphere, siNode, , , 0)
xsi.MoveOperatorAfter(sphere.polymsh,
sphere.polymsh.ICETree1, sphere.polymsh.shapemarker)
xsi.AddICECompoundNode(compoundPath+\\PMVC.xsicompound,
sphere.polymsh.ICETree1)
xsi.ConnectICENodes(sphere.polymsh.ICETree1.port1,
sphere.polymsh.ICETree1.PMVC.Execute)
xsi.SelectObj(cube, , )
xsi.AddICENode(GetDataNode, sphere.polymsh.ICETree1)
xsi.SetValue(sphere.polymsh.ICETree1.SceneReferenceNode.reference,
cube, )
xsi.ConnectICENodes(sphere.polymsh.ICETree1.PMVC.cage,
sphere.polymsh.ICETree1.SceneReferenceNode.outname)



On 17 December 2013 15:37, Alok Gandhi
alok.gandhi2...@gmail.com
mailto:alok.gandhi2...@gmail.com wrote:

Will check that out, thanks Ahmidou!


On Tue, Dec 17, 2013 at 6:28 PM, Ahmidou Lyazidi
ahmidou@gmail.com mailto:ahmidou@gmail.com wrote:

Here is a new cage defomer based on this paper:
http://www.wisdom.weizmann.ac.il/~ylipman/pmvc/pmvc.htm
http://www.wisdom.weizmann.ac.il/%7Eylipman/pmvc/pmvc.htm

The result is very close the Harmonic coordinates
deformation done by Pixar, but faster to compute,
it's also better deformation than the Softimage
factory one.
To use it, just connect the initPMVC compound in the
modeling region, and the PMVC one in the animation
region, both on the deformed object.
The cage must be triangulated! .. but once your happy
with the deformation the initPMVC compound may be
frozen , and then cage can be quadrangulated.
The only limitation is that all the point of the
deformee must be inside the cage.

http://www.si-community.com/community/viewtopic.php?f=19t=4683

Cheers
---
Ahmidou Lyazidi

Re: FCurve Information

2013-12-18 Thread Andreas Böinghoff

Ok, it works. This was the solution:
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/FCurveKey.LeftTanX.html

Here my working example:
from win32com.client import constants as c
xsi = Application
log = Application.LogMessage

# Convenience function to get the user-friendly string describing the 
contraint type

def GetConstraintType( in_fcrvkey ) :
ConstraintTypes = {
c.siParameterConstraint:LockParameter,
c.siLeftRightValuesConstraint:LeftRightParameter,
c.siG1ContinuousConstraint:G1Continuous,
c.siLeftRightTangentDirectionConstraint:LeftRightTangentDirection,
c.siLeftRightTangentLengthConstraint:LeftRightTangentLength,
c.siLockConstraint:LockAll,
c.siHorizontalTangentConstraint:HorizontalTangent,
c.siExtremumHorizontalTangentConstraint:ExtremumHorizontalTangent,
c.siAdjustedTangentConstraint:AdjustedTangent,
c.siZeroLengthTangentConstraint:ZeroLengthTangent,
c.siSameLengthTangentConstraint:SameLengthTangent,
c.siNeighborTangentConstraint:NeighborTangent,
c.siMirrorTangentConstraint:MirrorTangent,
c.siAutoPlateauTangentConstraint:AutoPlateauTangent
}
str = 
for k in ConstraintTypes.keys() :
if ( in_fcrvkey.Constraint(k) ) :
str += ConstraintTypes[k] +  
return str

# Convenience function to print the FCurveKeys
def PrintKeys( in_fcrv ) :
for fckey in in_fcrv.Keys :
log(--)
log(key\t\t:\t + str(fckey.Index))
log(frame\t\t:\t + str(fckey.Time))
log(value\t\t:\t + str(fckey.Value))
log(tangents:\t\t + str(fckey.LeftTanX) +  |  + 
str(fckey.LeftTanY) +   |  + str(fckey.RightTanX) +  |  + 
str(fckey.RightTanY))

log(constraints\t:\t + str(GetConstraintType( fckey )))
return None


fc = Application.Selection[0].posx.Source

key0 = fc.Keys(0)
key1 = fc.Keys(1)
key2 = fc.Keys(2)

PrintKeys( fc )

Andreas

On 12/18/2013 10:44 AM, Andreas Böinghoff wrote:

Hi Everyone,

without good math knowledge I try to get FCurve information via 
scripting in python.


What I try to achive is, to get the tangent Points (time and value) of 
a Key. (See image)


With the help of this script I get all key information:
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/GetKeyInfo.html,topicNumber=si_cmds_GetKeyInfo_html

How can I caluclate the time and value of the tangent point out of this.
' INFO : Key: 0
' KeyParam : 0.04
' LeftValue: 0
' RightValue: 0
' LeftTanParam: -0.299087049316944
' LeftTanValue: -14.6261458405396
' RightTanParam: 0.661960978223807
' RightTanValue: 32.3716383920979
' RightSegKind: 3
' Constraints: 4

Thanks!

Andreas
--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



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  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



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  60314 frankfurt



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  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793









--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Re: open/save override

2013-12-11 Thread Andreas Böinghoff
I'm also interested in overriding the save dialog. Has someone a working 
example in the meantime?


Andreas

On 11/18/2013 8:34 AM, Eric Turman wrote:
Yes we have been doing so for quite a while now, but we leave the save 
as alone as a failsafe to be able to save without invoking and custom 
stuff. Basically you need to handle it through the event handler.



On Mon, Nov 18, 2013 at 1:07 AM, Martin Yara furik...@gmail.com 
mailto:furik...@gmail.com wrote:


I haven't tried that but a custom save command + changing the hot
key, or creating a key event doesn't work?

Martin


On Mon, Nov 18, 2013 at 3:21 PM, Nick Angus n...@altvfx.com
mailto:n...@altvfx.com wrote:

Is anyone successfully overriding the open/save dialog with
something custom?
We want to tie in our asset management to this as we do in
Maya and Nuke, currently we have to use a custom open/save as
we cannot figure out how to tie this in to the built ins...

Cheers, Nick





--




-=T=-






Re: Freeze ICE tree to geometry

2013-11-04 Thread Andreas Böinghoff

Check Momentum - Geometry Tools - Instancer.

It creates for you a polygon mesh with all our Instances in it. Its 
live, but is merged! If your mashes are not to big that could be a way.


Andreas

On 11/4/2013 6:39 PM, Jonny Grew wrote:
Following on from my thread about issues of importing and ICE Cache 
for my MB feather tools it's been recommended I start another thread 
to see if anyone can point out a script/tool to convert my instanced 
geometry (multiple instanced objects) to geometry. - Hopefully this 
remains live so I can point cache it out for the render scene for 
submitting to the farm.


It seems that PolyMesh Duplicate only allows one instance
Taking a look at guillaume's 'create poly mesh from instance shape'.

Any more recommendations or pointers out there?!

Cheers
Jonny



--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






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Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Re: Strand Collision Framework

2013-10-24 Thread Andreas Böinghoff

cool stuff!

On 10/24/2013 11:40 AM, Amaan Akram wrote:


Very very nice!

On 24 Oct 2013 09:39, Vincent Langer m...@vincentlanger.com 
mailto:m...@vincentlanger.com wrote:


FANTASTIC!!!



2013/10/24 Edy Susanto Lim edysusant...@gmail.com
mailto:edysusant...@gmail.com

Awesome!!!


On Thu, Oct 24, 2013 at 12:03 PM, Ed Manning
etmth...@gmail.com mailto:etmth...@gmail.com wrote:

Ooh, I have just the thing to stress-test that on.
 Awesome work, Mathias.

Hope it holds up with hundreds of strands with hundreds of
segments...


On Wed, Oct 23, 2013 at 11:29 PM, David Barosin
dbaro...@gmail.com mailto:dbaro...@gmail.com wrote:

Honestly that's pretty phenomenal.  No reason to
downplay, it's not a trivial problem to solve.


On Wed, Oct 23, 2013 at 10:56 PM, Mathias N
mdawn...@gmail.com mailto:mdawn...@gmail.com wrote:

A couple of years ago I decided I needed
inter-colliding strands and spent an ungodly
amount of time trying to make it in ICE.

As a result of not knowing anything back when I
started working on it the code is a complete mess,
and fixing the more glaring issues would be a
significant undertaking. Thus, the project was
abandoned long ago.

A few weeks ago I got a message asking if I could
share the unfinished product, prompting me to dust
it off and apply a few strategically placed
band-aids to at least get it functioning.
Consider it a lesson in bad design.

What it can do:
https://vimeo.com/groups/ice/videos/76018502
Download (Addon and example scenes):
http://www.mayulive.com/StrandCollisionFramework.zip
Will likely require the VC++2012 redistributable:

http://www.microsoft.com/en-us/download/details.aspx?id=30679

More details on how broken it is in the
si-community thread:

http://www.si-community.com/community/viewtopic.php?f=4t=4486

Any bugs that do not result in Softimage crashing
are features.






-- 
Edy Susanto Lim

TD
http://sawamura.neorack.com




-- 
Vincent Langer

Leonberger Str. 38
71638 Ludwigsburg
+49 176 965 177 61 tel:%2B49%20176%20965%20177%2061
www.vincentlanger.com http://www.vincentlanger.com




--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Re: Unofficial Softimage user voice

2013-10-04 Thread Andreas Böinghoff

Nice!

On 10/4/2013 5:23 PM, Gregory Ducatel wrote:

Hi Guys,

In order to centralise ideas, features... In one place I have opened
an unofficial Softimage user voice.

https://softimage.uservoice.com/

Please fell free to add any ideas, features or improvements that pop
in your mind I will be glad to spam Autodesk using this platform.

Cheers,

Greg
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
unsubscribe and reply to the confirmation email.



--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

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Re: Navigating relationships in Softimage (new to the software)

2013-09-19 Thread Andreas Böinghoff
,
I'd love
to hear that too.
I appreciate any help or pointers anyone might have. Thanks a
lot for
your time!

Sergio Mucino
Lead Rigger
Modus FX

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Re: ICE subdivide geo

2013-07-10 Thread Andreas Böinghoff
Or you change the Component Type in the Disconnect Component 
Compound to Polygon ;-)


On 7/10/2013 2:38 PM, Matthew Graves wrote:
Good solution. I think you need to get VertexIndex for the disconnect 
and PolygonIndex for the subdivision.



On Wed, Jul 10, 2013 at 10:34 AM, Simon Reeves si...@simonreeves.com 
mailto:si...@simonreeves.com wrote:


Thanks Andreas that's a good idea!



Simon Reeves
London, UK
/si...@simonreeves.com mailto:si...@simonreeves.com/
/www.simonreeves.com http://www.simonreeves.com/
/
/


On 10 July 2013 10:07, Andreas Böinghoff boeingh...@s-farm.de
mailto:boeingh...@s-farm.de wrote:

I'm sure there are more elegant ways, but you could do that
quick and dirty: Disconnect all polys, subdivide them and
merge them again (see the picture). If your meshes getting
bigger this is no option, because it's getting slow.

Andreas




On 7/8/2013 3:38 PM, Simon Reeves wrote:

Does anyone know if it's possible to subdivide geo in ICE in
the non smoothing form, tessellating..

like when you right click on selected polys  'Subdivide
Polygons' rather than 'Local Subdivision refinement'



Simon Reeves
London, UK
/si...@simonreeves.com mailto:si...@simonreeves.com/
/www.simonreeves.com http://www.simonreeves.com/
/
/










Re: Ice Spring Constraint

2013-06-24 Thread Andreas Böinghoff

Hey Julian,

a few minutes ago I had a look at your scene. Great setup for the null. 
Easy and fast! Thanks for that.


Andreas

On 6/16/2013 6:27 PM, Julian Johnson wrote:
Not sure how helpful this is but it shows how to drive the kinematics 
of a 'Follower' null with a spring constraint acting on its ICE 
Kinematics. It requires a simulated tree. I don't think there's any 
way of producing the same effect without simulation. With only a 
modeling stack you only have access to the current frame's data. To 
use just press play and drag the 'Master' null around. You can play 
with damping, mass and stiffness.


There's also an example of a projectile simulation (using the standard 
particle system and Simulate Particles) compared with a Null which has 
it's kinematics driven by a hand-built 'simulate' compound using a 
basic Euler integration technique (the same one, I think, they use in 
the built-in compound). All the concepts are directly transferable 
e.g. in this example both systems use the built in Gravity force and 
it works in the same way.


Scene (2013 SP1) here:
https://dl.dropboxusercontent.com/u/69741069/jj_spring_null_euler.rar

Julian



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Re: Aw: heavy ice operation flaws

2013-05-15 Thread Andreas Böinghoff

b:

I'm a bit double-minded when it comes to evaluation of hidden ICE trees. 
Sometimes it's nice to have, sometimes not. Personally I would love to 
see two this.


First: The possibility to turn of the evaluation of all ICE trees in the 
Scene (Like in Maya - Evaluate Notes). That would also be nice for 
Deformers, Envelopes, Contraints...
Second: The possibility to Mute ICE trees. The Disable from here option 
helps from time to time, but a hard Mute switch would be nice.


On 5/15/2013 12:02 PM, Leo Quensel wrote:

To b:
I once tried to cast rays from a camera to points in a pointcloud to 
determine visibility.
It was enough to have the camera connected to a raycast node and it 
was evaluated all the time - even if the raycast node was completely 
disconnected from

anything else.
This was on 2012 (without SP) - haven't tried since.
*Gesendet:* Mittwoch, 15. Mai 2013 um 11:33 Uhr
*Von:* Sebastian Kowalski l...@sekow.com
*An:* softimage@listproc.autodesk.com softimage@listproc.autodesk.com
*Betreff:* heavy ice operation flaws
hey list,

i am feeling a bit bad because of complaining every time i am writing 
to this beloved list.

sorry, but…

a) load a heavy cache, generate a shitload of points, build up huge 
arrays and the ram consumption raises to max. well thats not the 
problem, but delete that cloud, plug off the cache reader the memory 
wont flush.. its stays that high.
seems to be reserving the ram, cause it wont rise higher when doing 
the operation again. ok i understand. but then setup a second cloud, 
do something similiar, and goodbye softimage.


b) having an hidden pointcloud in the scene does not say that that 
tree wont be evaluated when some param outside the tree is feeding it. 
like doing some cam frustum calculation.


c) similar to b), save a scene with an hidden object, simulated by an 
ice tree. its gonna evaluate, progress bar is up (and on win 7, its 
gonna hide itself behind the main application).
on occasions it also gonna ramp up on ram, and wont flush after saving 
is done. (when you got an HIDDEN pointcloud reading a cache )


thats all on 2013.

-sebastian







PPG Logic - Changing siControlBitmap without Refresh

2013-04-22 Thread Andreas Böinghoff

Hey Everyone,

I'm working on a Model/Asset Management system for our Company.  As base 
for my UI I'm using the PPG logic example of Stephen Blair:
Google Group Link 
https://groups.google.com/forum/#%21msg/xsi_list/J11vCXzYkNk/3WObQEO1EmcJ
Everything is working fine so far, except one annoying thing: If I click 
into my Model-Listbox I have to fire a PPG.Refesh() to refresh the 
preview picture. This leads to an deselection of the Listbox and the 
user can't click throw the List with the arrow down key to get a fast 
preview.


Is it possible to change the Bitmap of my siControlBitmap UI Item on the 
fly without firing a PPG.Refresh()?


Somthing like that:
def ppgLogic_oModelList_OnChanged():
myPPG = PPG.Inspected(0)
myLayout = PPG.PPGLayout
myPreviewPic.SetAttribute(c.siUIFilePath, oPicturePath )

--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

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  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



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  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

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  hanauer landstrasse 151-153

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Geschäftsführung Manfred Brunwey

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Re: PPG Logic - Changing siControlBitmap without Refresh

2013-04-22 Thread Andreas Böinghoff

Hey Stefan,

SI reselects the selection of the Listbox properly, but doesn't reenter 
the Listbox. If I press the arrow down key SI does the 
Application.PlaybackStop() command.


Andreas



On 4/22/2013 10:32 AM, Stefan Kubicek wrote:
Most of the PPG widget types need a PPG.Refresh() when changed, e.g. 
all the enum types (list widget etc), and most likely also the bitmap 
type. What's strange is that the selection in the listbox 
changes/disappears when refreshing the PPG. If that widget is related 
to an actual parameter that holds a value on the PPG it should be 
properly reselected I think.





Hey Everyone,

I'm working on a Model/Asset Management system for our Company. As base
for my UI I'm using the PPG logic example of Stephen Blair:
Google Group Link
https://groups.google.com/forum/#%21msg/xsi_list/J11vCXzYkNk/3WObQEO1EmcJ 


Everything is working fine so far, except one annoying thing: If I click
into my Model-Listbox I have to fire a PPG.Refesh() to refresh the
preview picture. This leads to an deselection of the Listbox and the
user can't click throw the List with the arrow down key to get a fast
preview.

Is it possible to change the Bitmap of my siControlBitmap UI Item on the
fly without firing a PPG.Refresh()?

Somthing like that:
def ppgLogic_oModelList_OnChanged():
 myPPG = PPG.Inspected(0)
 myLayout = PPG.PPGLayout
 myPreviewPic.SetAttribute(c.siUIFilePath, 
oPicturePath )








--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Re: Difference between a force and a velocity ?

2013-02-14 Thread Andreas Böinghoff
Interesting thread - I never really thought about the technical aspects 
of that.


On 2/13/2013 12:37 PM, Leonard Koch wrote:

Apologies, there are a couple of number typos in the first one.

Here is the corrected version:

Velocity is the speed and direction at which an object moves.
Force is something with a strength and a direction that causes 
acceleration on the object and has an effect on its velocity.



Think about it like this:
You have some object, that is flying through space with a VELOCITY.

Maybe it is flying upwards, so the DIRECTION it is flying in would be 
[0, 1, 0].

And let's say that it is flying with a SPEED of 6 units per second.

Those are the two components our velocity is made of: In what 
direction is it flying and how fast is it flying there?


In ICE these two values are one vector [0, 6, 0] which you get by 
multiplying the SPEED (6) with the DIRECTION ([0, 1, 0]).
When you multiply a vector(a row of numbers) with a scalar(a single 
number) you simply multiply each element of the vector with the scalar.

[6*0, 6*1, 6*0] = [0, 6, 0] = the VELOCITY of the object

Now there is also the FORCE and this could be for example gravity or a 
wind blowing, just anything that will move the object.

What properties does a force have?
It pushes things in a certain DIRECTION.
It pushes things with a certain STRENGTH.

Let's say our force pushes to the left, so in Softimage it's DIRECTION 
would be [1, 0, 0].

And let's say that the STRENGTH of the forces push is 8.

Once again these two properties of the force are represented in one 
vector [8, 0, 0] which you get by multiplying the STRENGTH(8) with the 
DIRECTION ([1, 0, 0]).

[8*1, 8*0, 8*0] = [8, 0, 0] = the FORCE.


So now that we have a good idea of what a force and a velocity are 
let's see what happens when the force acts upon our little object.


The object is moving through space with the VELOCITY [0, 6, 0] and 
suddenly there is the FORCE [8, 0, 0] acting on it. Maybe an 
interstellar wind started blowing...
The FORCE is acting on the object and wants to push it in another 
direction/speed, which would give it a new VELOCITY since velocity = 
speed*direction.
But the object also has MASS, that is a measure of how resistant to 
changing velocity an object is. Let's say it has the MASS 4.


Now the force is still going to change the velocity of the object, but 
the effect will be reduced by the mass.
The formula for how it is going to be reduced by the mass, comes from 
the famous formula F=m*a ( force = mass * acceleration )

If we divide both sides of that equation by mass we get:
F/m = a ( force / mass = acceleration)
This tells us that we must divide our FORCE (F) by the MASS (m) to get 
the acceleration.

Force: [8, 0, 0]
Mass: 4
[8, 0, 0] / 4 = [8/4, 0/4, 0/4 = [2, 0, 0] = acceleration

Now all you have to do once you have computed your acceleration is to 
add it your velocity, to see what new velocity the force pushed it in.

So: PreForceVelocity + acceleration = PostForceVelocity
Velocity = [0, 6, 0]
Acceleration = [2, 0, 0]
[0, 6, 0] + [2, 0, 0] = [0+2, 6+0, 0+0] = [2, 6, 0] = PostForceVelocity


After our Object travelling with a mass of 4 and a velocity of [0, 6, 
0] interacted with a force of [8, 0, 0] its new velocity is [2, 6, 0]


A bit elaborate, but I hope it helps you gain some intuition.


On Wed, Feb 13, 2013 at 12:24 PM, Leonard Koch 
leonardkoch...@gmail.com mailto:leonardkoch...@gmail.com wrote:


Velocity is the speed and direction at which an object moves.
Force is something with a strength and a direction that causes
acceleration on the object and has an effect on its velocity.


Think about it like this:
You have some object, that is flying through space with a VELOCITY.

Maybe it is flying upwards, so the DIRECTION it is flying in would
be [0, 1, 0].
And let's say that it is flying with a SPEED of 6 units per second.

Those are the two components our velocity is made of: In what
direction is it flying and how fast is it flying there?

In ICE these two values are one vector [0, 6, 0] which you get by
multiplying the SPEED (5) with the DIRECTION ([0, 1, 0]).
When you multiply a vector(a row of numbers) with a scalar(a
single number) you simply multiply each element of the vector with
the scalar.
[6*0, 6*1, 6*0] = [0, 6, 0] = the VELOCITY of the object

Now there is also the FORCE and this could be for example gravity
or a wind blowing, just anything that will move the object.
What properties does a force have?
It pushes things in a certain DIRECTION.
It pushes things with a certain STRENGTH.

Let's say our force pushes to the left, so in Softimage it's
DIRECTION would be [1, 0, 0].
And let's say that the STRENGTH of the forces push is 8.

Once again these two properties of the force are represented in
one vector [2, 0, 0] which you get by multiplying the STRENGTH(8)
with the DIRECTION ([1, 0, 0]).
   

Re: Fcurve editor crashing soft

2013-02-01 Thread Andreas Böinghoff
Hi Manu,

Freezed dir der fcurve Editor noch häufig beim switchen von Modies? Vielleicht 
hat das mit den Arnold Workgroups zutun. Kannst ja mal in den Anhang gucken. 

Bis Montag! Andy

Von unterwegs gesendet.

Am 31.01.2013 um 16:06 schrieb Stephen Blair stephenrbl...@gmail.com:

 Hi Matt
 
 I'm pretty sure I unloaded every plugin item except the renderer itself, and 
 the freeze still happened.
 So, it's either the renderer plugin, or the renderer integration framework in 
 Softimage.
 
 Thanks
 
 Stephen
 
 
 On 31/01/2013 9:42 AM, Matt Lowery wrote:
 Spot on guys! Thanks! We are using an Arnold work group and disconnecting 
 from it does solve this issue. ( amazing! The renderer would have 
 been the last place I would have looked to fix this.) 
 
 We're currently looking into the most effective work around for this little 
 chest nut. Seems unloading the Arnold plugins from the work group is enough 
 to set things straight. But does anyone know if it's a specific Arnold plug 
 in that's causing this? Is it Arnold lights? Arnold renderer? Arnold 
 shaders? Or do we need to unload them all?
 
 Thanks again.
 m@
 
 
 On 31/01/2013 13:30, Stephen Blair wrote:
 I have seen a case of this before. The entry of numeric values in the 
 fcurve editor froze Softimage, but only when a certain renderer was 
 installed. 
 
 I had a repro scene from a customer, and the only way I could fix 
 it was to freeze part of the op stack. 
 
 On 31/01/2013 8:19 AM, Stephen Blair wrote: 
 What renderer are  you using? 
 
 On 31/01/2013 7:35 AM, Matt Lowery wrote: 
 Any attempt to enter a numeric value for anything in the editor freezes 
 soft.
 
 
 -- 
 
 Matt Lowery 
 Senior 3D Artist 
 
 
 
 33/34 Great Pulteney Street
 London W1F 9NP 
 T:+44 (0)20 74341182 
 F:+44 (0)20 74341183 
 http://www.glassworks.co.uk 
 http://www.glassworksamsterdam.nl 
 http://www.glassworksbarcelona.com 
 
 Glassworks Terms and Conditions of Sale can be found at www.glassworks.co.uk
 
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return 
 it to the sender and delete this message from your system.
 
 


Re: Fcurve editor crashing soft

2013-02-01 Thread Andreas Böinghoff
ups wrong forward Address :)

Von unterwegs gesendet.

Am 01.02.2013 um 09:12 schrieb Andreas Böinghoff boeingh...@s-farm.de:

 Hi Manu,
 
 Freezed dir der fcurve Editor noch häufig beim switchen von Modies? 
 Vielleicht hat das mit den Arnold Workgroups zutun. Kannst ja mal in den 
 Anhang gucken. 
 
 Bis Montag! Andy
 
 Von unterwegs gesendet.
 
 Am 31.01.2013 um 16:06 schrieb Stephen Blair stephenrbl...@gmail.com:
 
 Hi Matt
 
 I'm pretty sure I unloaded every plugin item except the renderer itself, and 
 the freeze still happened.
 So, it's either the renderer plugin, or the renderer integration framework 
 in Softimage.
 
 Thanks
 
 Stephen
 
 
 On 31/01/2013 9:42 AM, Matt Lowery wrote:
 Spot on guys! Thanks! We are using an Arnold work group and disconnecting 
 from it does solve this issue. ( amazing! The renderer would have been the 
 last place I would have looked to fix this.) 
 
 We're currently looking into the most effective work around for this little 
 chest nut. Seems unloading the Arnold plugins from the work group is enough 
 to set things straight. But does anyone know if it's a specific Arnold plug 
 in that's causing this? Is it Arnold lights? Arnold renderer? Arnold 
 shaders? Or do we need to unload them all?
 
 Thanks again.
 m@
 
 
 On 31/01/2013 13:30, Stephen Blair wrote:
 I have seen a case of this before. The entry of numeric values in the 
 fcurve editor froze Softimage, but only when a certain renderer was 
 installed. 
 
 I had a repro scene from a customer, and the only way I could fix it was 
 to freeze part of the op stack. 
 
 On 31/01/2013 8:19 AM, Stephen Blair wrote: 
 What renderer are  you using? 
 
 On 31/01/2013 7:35 AM, Matt Lowery wrote: 
 Any attempt to enter a numeric value for anything in the editor freezes 
 soft.
 
 
 -- 
 
 Matt Lowery 
 Senior 3D Artist 
 
 
 
 33/34 Great Pulteney Street
 London W1F 9NP 
 T:+44 (0)20 74341182 
 F:+44 (0)20 74341183 
 http://www.glassworks.co.uk 
 http://www.glassworksamsterdam.nl 
 http://www.glassworksbarcelona.com 
 
 Glassworks Terms and Conditions of Sale can be found at www.glassworks.co.uk
 
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 
 DISCLAIMER: This e-mail and attachments are strictly privileged, private 
 and confidential and are intended solely for the stated recipient(s). Any 
 views or opinions presented are solely those of the author and do not 
 necessarily represent those of the Company. If you are not the intended 
 recipient, be advised that you have received this e-mail in error and that 
 any use, dissemination, forwarding, printing, or copying of this e-mail is 
 strictly prohibited. If this transmission is received in error please 
 kindly return it to the sender and delete this message from your system.
 
 


Re: update on Creation integration to Softimage

2012-11-08 Thread Andreas Böinghoff

wow! this is getting more and more exciting!

On 11/7/2012 9:06 PM, Paul Doyle wrote:


Hi guys -- this is a preview of the work that Helge is doing on the 
Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583


The new API provides full access to all CP features in C++. This 
includes high performance data access (void * access to internal data) 
as well as SceneGraph level features such as Undo, Manipulation, 
Import / Export etc.


We'll be presenting this in more detail at the Softimage London 
usergroup on Tuesday 13^th November 
(http://www.softimagecreatives.com/siclondon/?page_id=1218).


We'll be showing this running in Maya (as well as demoing on Softimage 
again) at our London usergroup on Wednesday 14^th November 
(http://fabricengine.com/2012/10/creation-workshops-montreal-london/).


Let us know what you think. Looking forward to seeing some of you next 
week :)


Paul




--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH  Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de http://www.s-farm.de/



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Re: Friday Flashback

2012-09-01 Thread Andreas Böinghoff
I'm really disappointed. What a shame. I have always read your block Stephan.
Thanks for all and good luck for your future guys.

Andy

Von unterwegs gesendet.

Am 01.09.2012 um 05:47 schrieb Sylvain Lebeau s...@shedmtl.com:

 ;-)
 
 it aint no prose Guillaume...  this is how i feel deep beneath.. and i 
 just say it openly to all of you.  I dont care to be judged.  I know alot of 
 people feel the same but wont get that much edgy here on the list. 
 
 look at that!
 hm sexy
 
 
 image.jpg
 
 
 
 
 
 -- 
 Sylvain Lebeau // SHED
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM
   
 
 
 
 postbox-contact.jpgGuillaume Laforge   Friday, August 31, 2012 
 10:42 PM
 Man, I really like your prose :)
 
 
 compose-unknown-contact.jpgSylvain Lebeau  Friday, August 31, 2012 
 10:29 PM
 You all probably remember my last rant when dev moved to asia. i was 
 pretty explicit. 
 I will be more Zen this time..  I think.. 
 
 (dont think i dont trust the new guys out there) . I am sure they will 
 impress us with cool goodies! If they are not popped out of the equation 
 soon enough too. 
 
 But now, Guillaume, Stephen, Chinny.are not there anymore.If i 
 am correct, only cool Manny is still there for support?  Luc-Eric are you 
 still at Autodesk?I didnt see if you we're part of the layoffs..
 
 I can only say massive good words for all the team that was there. The most 
 passionate and carefull peoples i have ever seen in a software familly.  I 
 feel very sad. 
 This is how we are at SHED. Very passionate people all togheter as a small 
 familly of underdogs with the same goals and pride. This is one of the 
 reason Softimage had such a strong soul on wich we could identify to.
 
 The worst thing that could happen is that everyone start jumping out of the 
 boat too fast.  We must still keep on going with it guys.  And show autodesk 
 that we love Softimage.  Even tought if it doesnt meet the economic goals, 
 it will probaly vanish away.   Buy your subscriptions, your new seats, etc.  
 It is the only way to make it live longer.  No petitions or facebook group 
 will change anything in this field of economics for a public company.  Only 
 Excel sheets numbers matters.
 
 It was nice having you around with us for our friday beer Guillaume, we wish 
 you, and all the others bros,  the best you all really deserves.  And god 
 (whoever that is) knows you deserves better.
 
 having that said, . I Fuck autodesk up in the .ass using an 1,000,000 
 polygons 18 wheeler with 1000 procedurally loaded stand-ins waiting in line! 
   
 Dam i am not Zen at all.I was convinced I would be!
 
 
 Nonetheless, we will always remember you guys. 
 
 
 sly
 
 
 
 compose-unknown-contact.jpgAndy Moorer Friday, August 31, 2012 
 8:40 PM
 Stephen and Guillaume were inspiring Autodesk staff, and I feel certain I 
 will continue to be inspired by them both in the future wherever life takes 
 them.
 
 Autodesk certainly hasn't impressed me with this move, or in general over 
 the  last few years. But despite my griping I'm still bullish on Softimage 
 and have high hopes for the guys in Singapore. We'll see what comes, and if 
 the software has legs to thrive despite foolish AD decision making. If not, 
 as others point out there is a lot of potential competition brewing.
 
 If I had to make a guess about the state of things 5-6 years from now I 
 wouldn't be surprised if the majority of us weren't using multiple smaller 
 packages as opposed to an all in one solution like we do now, perhaps custom 
 tools made by TDs for each studio, using something like fabric. That's not a 
 bad future to contemplate.
 
 On Aug 31, 2012, at 4:10 PM, Alan Fregtman alan.fregt...@gmail.com wrote:
 
 postbox-contact.jpgAlan Fregtman   Friday, August 31, 2012 4:10 PM
 Wht?! Laforge too?? Sad day. :(
 
 I will greatly miss you both. I hope you still lurk here from time to time.
 
 Thank you for the exceptional support through all these years. You guys rock!
 
-- Alan
 
 
 
 compose-unknown-contact.jpgDaniel Brassard Friday, August 31, 2012 
 8:05 AM
 Guillaume Laforge is also in the 7% . What the F*^%^%^ AD.
 
 Good luck Stephen and Guillaume. You are invaluable people in the Softimage 
 community. Hope you land in a good studio!
 
 Cheers!
 
 Dan
 
 


Re: Keyboard Mapping - Animation Editor

2012-08-17 Thread Andreas Böinghoff

ha, proper searching helps. great.
thanks chris!

On 8/17/2012 12:42 PM, Christian Keller wrote:

It´s called Fcurve Editor in the Keyboard Mapping menue ;)
There´s a entry for isolate curve !
--
christian keller
visual effects|direction

+49 179 69 36 248
chris3...@me.com

Am 17. August 2012 um 09:27 schrieb Andreas Böinghoff 
boeingh...@s-farm.de:



Hey All,

this is my first post here. So hello! :)

How can I set keyboard Shortcuts for menu entries in the Animation 
Editor? There is no Animation Editor Group in The Keyboard Mapping 
PPG and there are no commands logged if I click on for example on the 
Isolate Curve entry under view.


So is there a possibility to easily access the AnimationEditor menu 
commands?


Andreas
--



ANDREAS BOEINGHOFF
3D Artist



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