Re: Maya Character Workflow

2017-06-30 Thread Eric Thivierge
Hey Steve,

Might not be as painless as you have experienced in the past but may not be
as bad as one might expect as well. Check out NGSkinTools. It's worth it
and the custom node can be removed to make the rig portable to those
without the plugin. The referencing workflow you describe should work as
well. However I'm not sure about the GATOR-like one click transfer but
you'll probably be able to get super close. Make sure you don't use the
Skin > Export / Import weight maps. Instead use the Deform > Export /
Import weights. It is not texture based and I believe you'll be able to
maintain fidelity between import / export a lot better.

Hope that helps a bit.

----
Eric Thivierge
http://www.ethivierge.com

On Fri, Jun 30, 2017 at 3:42 PM, Steve Parish <porkypar...@gmail.com> wrote:

> Sorry for the Maya question on a Softy board but I wondered if people
> would mind sharing their character workflow.
>
> Working in advertising I'm having to make quick changes at all stages of
> the pipeline and in Soft things were nice and nimble. In Maya I'm using
> some scripts but things are very linear and slow.
>
> At the moment I'm modeling and rigging first, referencing in the rigged
> model to animate, then exporting to alembic for render. If a modeling
> change comes in, I re-model then copy the weights over from the old model
> (I assume it works similarly to gator) and re-weight as needed. Then update
> the reference model so the animation is preserved. Then animating and
> exporting for render.
>
> Does this all seem logical? I felt like in Soft I could make quick
> modeling changes and still keep the rigging because of the stack (to a
> certain extent). I'm using tfsmooth_skin_weight (which is essential) but
> wondered if there were any other essential scripts / techniques to help
> make this process easier / quicker.
>
> Thanks
> Steve_P
>
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Re: Workgroup equivilent for Maya

2017-03-09 Thread Eric Thivierge
Also look into Maya Modules which is as close to a plugin directory /
package as you're probably going to get.


Eric Thivierge
http://www.ethivierge.com

On Thu, Mar 9, 2017 at 12:22 PM, Sandy Sutherland <sandy.mailli...@gmail.com
> wrote:

> Hi Darren,
>
> You can launch Maya with a set of environment variables set before launch,
> as Andy mentioned you can use Rez or we are using a modified version of
> Ecosystem here.
>
> Starting from this page, you can see which ones you might need to set.
>
> https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/
> cloudhelp/2016/ENU/Maya/files/GUID-925EB3B5-1839-45ED-AA2E-
> 3184E3A45AC7-htm.html
>
> You could also write a small python script that sets these, then launches
> Maya using Popen or similar.
>
> Cheers
>
> Sandy
>
> On Thu, Mar 9, 2017 at 11:21 AM, Darren Macpherson <darren...@gmail.com>
> wrote:
>
>> Hi all,
>>
>> Its been awhile since I was around these parts. I know this has been
>> covered a fair amount and I have been going through previous posts and
>> general looking around on line, so sorry if there's a bit of overlap and
>> noise.
>>
>> We're looking to give Maya a try on a shot with a current project. I was
>> hoping some of you might have some advice when it comes to working with
>> maya on a project server. Right now my biggest question is how people are
>> structuring there maya workflow when it comes to plugins or setting up the
>> equivalent of a workgroup for maya.
>>
>> We would prefer to work with absolute paths (//servername/projects/) if
>> possible. Currently we create a workgroup per project in the relevant
>> project folder. That way the workgroup for that project looks at all the
>> relevant addons, keeps the correct addon version for the project and helps
>> with keeping everything consolidated when the project is backed up. Has
>> anyone done something similar with maya where a project only points to the
>> plugins that are relevant to the project?
>>
>> I might have a few more questions that I think of as I go along but any
>> advice or help would be appreciated.
>>
>> Cheers
>>
>> Darren
>>
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Re: slowing down particles

2017-02-23 Thread Eric Thivierge
If you're talking ICE particles then you could get the particle velocity >
Mulitply Scalar (0.9) > set particle velocity or something like that.

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On Thu, Feb 23, 2017 at 4:13 PM, Kris Rivel <krisri...@gmail.com> wrote:

> I have a nice effect for my particles...some turbulent snow. But now I
> want to slowly slow them down till they freeze in place. Is this possible?
> I want a gradual deceleration till they're locked in space.
>
> Kris
>
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Questionable spam emails

2016-12-18 Thread Eric Thivierge
Just got a weird email with an attachment with my name on it from this
list. This is something I've heard of happening on other lists recently.

Just a warning not sure what its all about but wanted to warn people.
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Re: Warcraft Creating The Horde

2016-11-17 Thread Eric Thivierge
Updated video link:
https://www.youtube.com/watch?v=Zm_FWIfTjFQ=youtu.be=1s


Eric Thivierge
http://www.ethivierge.com

On Thu, Nov 17, 2016 at 5:41 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Guys the video was removed, I didn´t get the chance to check it out. I
> shared it this morning and now the link is down by user. Could anyone
> please confirm?
> Is it a thing of not giving exposure to FE? or Softimage???
>
> :( I mean halloween is over, this is no trick or treat time :(
>
>
>
> On Thu, Nov 17, 2016 at 2:59 PM, Marc-Andre Carbonneau <
> marc-andre.carbonn...@ubisoft.com> wrote:
>
>> GO HYBRIDE!
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
>> *Sent:* November-17-16 10:57 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Warcraft Creating The Horde
>>
>>
>>
>> Hey all,
>>
>>
>>
>> This new video from ILM has a few clips and information about the work we
>> did on Warcraft at Hybride. We used Softimage and Fabric Engine to make the
>> crowds. Was a great project to work on and just as great of a challenge too.
>>
>> https://www.youtube.com/watch?v=C0MRBrJlvkQ
>> Hybride crowds around 3:30
>>
>>
>>
>> Cheers,
>>
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
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>>
>
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>
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Warcraft Creating The Horde

2016-11-17 Thread Eric Thivierge
Hey all,

This new video from ILM has a few clips and information about the work we
did on Warcraft at Hybride. We used Softimage and Fabric Engine to make the
crowds. Was a great project to work on and just as great of a challenge too.

https://www.youtube.com/watch?v=C0MRBrJlvkQ
Hybride crowds around 3:30

Cheers,


Eric Thivierge
http://www.ethivierge.com
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Re: very OT: FabricEngine simulated object deformer?

2016-11-11 Thread Eric Thivierge
Hi Thomas,

It is possible to do this. I'm working on a sample scene for you. The only
thing is that you can't drive maps / vertex colors in 3dsMax with Fabric
right now. However what you could do is set these weights / vertex colors
on the Fabric geometry object in the graph and export an Alembic of the
cached deformation which includes these properties. Then import it back
into 3dsMax or Maya and drive maps / vertex colors by that cached data. I'm
working on getting the sample scene running in Maya and 3dsMax so that
it'll be included for the next release hopefully. I'll be posting a forum
topic in our forums and will link back when done. I just wanted to let you
know I'm on it. :)

Best,
Eric T.


Eric Thivierge
http://www.ethivierge.com

On Thu, Nov 10, 2016 at 4:52 AM, Thomas Volkmann <li...@thomasvolkmann.com>
wrote:

> Hi,
> since I know there are some Fabric guys lurking here, I thought I'd ask
> here first
>
> I need to to build a simulated deformer to create a effect for milling
> metal (basically like creating footprints in snow or similar) and create
> vertex colors or some sort of map where the mesh was affected. Pretty basic
> actually
>
> BUT:
> It has to happen inside 3ds Max!!
> <https://www.youtube.com/watch?v=y8Kyi0WNg40>
>
> There is a cheap snowprint tool, that probably gives us what we need, but
> since I have some time to invest on this topic I wonder if:
> A: I should try to build something in Max's Creation Graph (not really
> what I'm looking for as I try to stay away from Max whenever I can)
> B: Finally take the opportunity to dive into FabricEngine (which I wanted
> to for a loong time now).
>
> To be able to go for B I would need to know if FabricEngine could do
> simulated deforms and if it could create maps or vertexcolors or whatever.
> And is the 3dsMax Beta for FabricEngine mature enough to support this?
>
>
> thanks,
> Thomas
>
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Re: OT: Anyone from Fabric engine on the list?

2016-10-27 Thread Eric Thivierge
You should be all sorted out now Eric. Message me off list if you have any
other issues.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Thu, Oct 27, 2016 at 3:13 PM, Eric Thivierge <ethivie...@gmail.com>
wrote:

> I am! :D I'll ask around internally and we can take this off list.
>
> Best,
> Eric T.
>
> --------
> Eric Thivierge
> http://www.ethivierge.com
>
> On Wed, Oct 26, 2016 at 11:16 PM, Eric Turman <i.anima...@gmail.com>
> wrote:
>
>> I'm trying to get Fabric Engine integrated here at Rooster Teeth and need
>> to get the Fabric 50 to make that happen. I sent out a request and a
>> reminder last night through the contact email, but I haven't heard back yet.
>>
>> Any help would be much appreciated.
>>
>> Cheers,
>> -=Eric
>>
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Re: OT: Anyone from Fabric engine on the list?

2016-10-27 Thread Eric Thivierge
I am! :D I'll ask around internally and we can take this off list.

Best,
Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Oct 26, 2016 at 11:16 PM, Eric Turman <i.anima...@gmail.com> wrote:

> I'm trying to get Fabric Engine integrated here at Rooster Teeth and need
> to get the Fabric 50 to make that happen. I sent out a request and a
> reminder last night through the contact email, but I haven't heard back yet.
>
> Any help would be much appreciated.
>
> Cheers,
> -=Eric
>
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Re: ICE Delete Polygon removes UVs?

2016-09-30 Thread Eric Thivierge
If I remember correctly the topology nodes do wipe out the UV's and you
have to set the UVs via an ICE attribute to ensure they are kept. They then
live in ICE Attribute land and not actual UV property land.


Eric Thivierge
http://www.ethivierge.com

On Fri, Sep 30, 2016 at 12:05 PM, Mathieu Leclaire <mlecl...@hybride.com>
wrote:

> Actually it is as soon as I set topology that the UVs disappear.
>
> On 30/09/2016 11:32 AM, Mathieu Leclaire wrote:
> > I must be missing something obvious, but when I use the ICE topology
> > node Delete Polygon, all my UVs disappears. I want to keep the same UVs,
> > just remove a few polygons. Can anyone point me towards what I'm doing
> > wrong?
> >
> > -Mathieu
> >
> > --
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> >
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Re: Reminiscing

2016-08-06 Thread Eric Thivierge
Depends on what you mean by pointcloud based stuff. Particle simulations?
Nothing out of the box but a few users have posted their WIP systems on our
forums.

Instancing and other things commonly done with pointclouds in ICE that
don't really require point clouds? Sure. There are instancing and
scattering presets built in.


Eric Thivierge
http://www.ethivierge.com

On Sat, Aug 6, 2016 at 2:13 PM, Phil Harbath <phil.harb...@jamination.com>
wrote:

> Does it do pointcloud based stuff.  I use those ice features alot.  Mostly
> non simulated.
>
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Re: Reminiscing

2016-08-06 Thread Eric Thivierge
I'm a bit biased these days but Fabric Engine Canvas is ICE on steroids. :)


Eric Thivierge
http://www.ethivierge.com

On Sat, Aug 6, 2016 at 5:17 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Yeah any non AD product !
> Btw testing RS + Houdini here and so far they did an excellent work, and
> it's only an alpha.
> Other than that I spend my time making HDAs that reproduce ICE. Modulate
> by volume, flow on surface, goal system, point/primitive/intrinsic
> manipulators etc...
> All the things we brilliantly had working with point+polygon geometry. In
> Houdini they tend to transform every thing in VDB or fill volumes with nuts
> number of points just to transfer datas...
>
> Le 6 août 2016 10:46, "Pierre Schiller" <activemotionpictu...@gmail.com>
> a écrit :
>
>> Matt nailed right off: "Any non AD package would do". Yes, totally agree.
>>
>> But to answer the direct question: 3dcoat has given me free creativity.
>> Also substance designer and procedural shaders with real pump to tweak
>> settings on end user (once you've deployed your shader).
>>
>> Yes, there are things out there for software users that still tickles for
>> creativity.
>>
>> On Aug 5, 2016 5:51 PM, "Artur W" <artur.w...@gmail.com> wrote:
>>
>>> Maya still sucks balls. I can't even cry anymore.
>>>
>>> Houdini rocks.
>>>
>>> ARtur
>>>
>>> 2016-08-06 0:16 GMT+02:00 Matt Lind <speye...@hotmail.com>:
>>>
>>>> Basically any non-Autodesk product will do.
>>>>
>>>> I'm looking into Houdini right now as they've made a ton of
>>>> improvements in
>>>> the past couple of releases.  I gave Fabric Engine a short run a while
>>>> back,
>>>> but due to it's lack of maturity and lack of features relevant to my
>>>> work, I
>>>> had to let it go.  I may revisit it in the future.
>>>>
>>>> In big picture terms, I'm focused more on writing code than using 3D
>>>> apps
>>>> these days.  Node interfaces have their advantages in production work,
>>>> but I
>>>> tend to find myself in situations where I need new functionality of the
>>>> application as a whole, not just new exposed features within it's
>>>> already
>>>> defined framework.
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>> Date: Fri, 5 Aug 2016 15:39:05 -0500
>>>> From: Bradley Gabe <witha...@gmail.com>
>>>> Subject: Reminiscing
>>>> To: "softimage@listproc.autodesk.com"
>>>>
>>>> Hi list! We haven't chatted in ages, and I wanted to see who I could
>>>> dig up
>>>> out of the caves with a little reminiscence about the good old days.
>>>>
>>>> I found this thread
>>>> <https://groups.google.com/forum/#!topic/xsi_list/nmus1TnkON8> from the
>>>> Friday Flashback archives and it reminded me of a time when an XSI TD
>>>> had
>>>> amazing power for creative problem solving at his fingertips. Even the
>>>> drudge work of shot tech support had, for a time, become fun again, when
>>>> you could cook up something clever through sheer experimentation (and a
>>>> spoonful of stubbornness).
>>>>
>>>> Having been out of the loop long enough now, just curious where everyone
>>>> has gone to find that same kind of satisfaction? What goodies has the
>>>> industry offered to empower the user?
>>>>
>>>>
>>>>
>>>> -B
>>>>
>>>> --
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>>>>
>>>
>>>
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PLUG: Fabric Engine 2.3 Released! Blocks are here!

2016-07-21 Thread Eric Thivierge
Fabric Engine 2.3 has been released!

Release Blog Post:
http://fabricengine.com/fabric-engine-2-3/

The big feature in this one is Blocks!
http://fabricengine.com/blocks/

Fabric Engine will be at Siggraph 2016 and you can find more information
about the planned activities here:
http://fabricengine.com/siggraph-2016/

Helge Mathee along with Bernhard Haux from Oculus Story Studio will be
talking about Oculus' rigging pipeline that utilizes Kraken and Fabric
Engine to create portable rigs that go from Maya into Unreal at DigiPro
too. That's the first scheduled talk of the day at DigiPro.

Get Fabric Here:
http://fabricengine.com/get-fabric/


Eric Thivierge
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Re: Kraken 1.2 Released!

2016-06-24 Thread Eric Thivierge
We are still investigating the Unreal implementation but we've had a few
discussions on what this means and how it can be used going forward.

Best,
Eric T.


Eric Thivierge
http://www.ethivierge.com

On Fri, Jun 24, 2016 at 2:35 AM, Enter Reality <3dv...@gmail.com> wrote:

> Eric,
>
> There are/will be specific features for the Unreal Engine on the way?
>
> I'm really curious to see what you're planning :)
>
> 2016-06-24 4:08 GMT+02:00 Greg Punchatz <g...@janimation.com>:
>
>> Great news!!! The weighting bit for the future has me intrigued.
>>
>> Secretly I hope that Kraken and fabric end up being a full felged
>> character animation app. We need a program that is to animation and rigging
>> what Zbrush was to modeling...
>>
>>
>>
>> On Thursday, June 23, 2016, Eric Thivierge <ethivie...@gmail.com> wrote:
>>
>>> Hey Sebastien,
>>>
>>> We'll be tackling geometry deformation in our 1.4 release where we will
>>> be integrating the work Phil Taylor did with the Rigging Toolbox. With that
>>> we'll also be providing tools for exporting geometry + skin weights to
>>> Alembic and maybe some other tools for painting skin weights in a Fabric
>>> tool.
>>>
>>> Keep an eye on the Github Issues page of Kraken for all the issues we're
>>> working on and the milestones they are slated for.
>>> https://github.com/fabric-engine/Kraken/milestones
>>>
>>> Best,
>>> Eric T.
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>> On Thu, Jun 23, 2016 at 7:43 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>>> Re-Release the Kraken !!! looking Cool Eric ;).
>>>>
>>>> Is it possible to skin or paint weight maps in Kraken, or Fabric engine
>>>> ? and then pipe them back into other apps, is there a ui for this?
>>>>
>>>>
>>>>
>>>> On 23 June 2016 at 23:57, Eric Thivierge <ethivie...@gmail.com> wrote:
>>>>
>>>>> Hi everyone,
>>>>>
>>>>> I just wanted to share that we've just release Kraken 1.2. You can get
>>>>> more details here:
>>>>> http://fabricengine.com/kraken-1-2/
>>>>>
>>>>> High Level Overview Video:
>>>>> https://vimeo.com/171764840
>>>>>
>>>>> What's New in Kraken 1.2 Video:
>>>>> https://vimeo.com/171764841
>>>>>
>>>>>
>>>>> Kraken is an Open Source rigging solution for Fabric Engine that
>>>>> allows you to use and define rigs and solvers that produce identical
>>>>> results across different animation applications. Some advantages to using
>>>>> Kraken include:
>>>>>
>>>>> – Leverages Fabric Engine to give consistent results across
>>>>> applications
>>>>> – Flexible, customizable, and extendable
>>>>> – Portable rigs between Maya and Softimage
>>>>> – Easy to use Biped workflow
>>>>> – Node based Kraken editor
>>>>> – Open Source
>>>>>
>>>>> For those lucky enough to be going to Siggraph this year, be sure to
>>>>> check out the Kraken presentation at the Fabric Engine User Group.
>>>>>
>>>>> We also have a presentation at DigiPro about the work Oculus Story
>>>>> Studio and Fabric Engine's Helge Mathee is doing with Kraken for VR and
>>>>> Unreal Engine (Yes we have a prototype of Kraken rigs running in Unreal!).
>>>>>
>>>>>
>>>>> Best,
>>>>>
>>>>> 
>>>>> Eric Thivierge
>>>>> http://www.ethivierge.com
>>>>>
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
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>>>
>>>
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Re: Kraken 1.2 Released!

2016-06-23 Thread Eric Thivierge
Hey Sebastien,

We'll be tackling geometry deformation in our 1.4 release where we will be
integrating the work Phil Taylor did with the Rigging Toolbox. With that
we'll also be providing tools for exporting geometry + skin weights to
Alembic and maybe some other tools for painting skin weights in a Fabric
tool.

Keep an eye on the Github Issues page of Kraken for all the issues we're
working on and the milestones they are slated for.
https://github.com/fabric-engine/Kraken/milestones

Best,
Eric T.


Eric Thivierge
http://www.ethivierge.com

On Thu, Jun 23, 2016 at 7:43 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Re-Release the Kraken !!! looking Cool Eric ;).
>
> Is it possible to skin or paint weight maps in Kraken, or Fabric engine ?
> and then pipe them back into other apps, is there a ui for this?
>
>
>
> On 23 June 2016 at 23:57, Eric Thivierge <ethivie...@gmail.com> wrote:
>
>> Hi everyone,
>>
>> I just wanted to share that we've just release Kraken 1.2. You can get
>> more details here:
>> http://fabricengine.com/kraken-1-2/
>>
>> High Level Overview Video:
>> https://vimeo.com/171764840
>>
>> What's New in Kraken 1.2 Video:
>> https://vimeo.com/171764841
>>
>>
>> Kraken is an Open Source rigging solution for Fabric Engine that allows
>> you to use and define rigs and solvers that produce identical results
>> across different animation applications. Some advantages to using Kraken
>> include:
>>
>> – Leverages Fabric Engine to give consistent results across applications
>> – Flexible, customizable, and extendable
>> – Portable rigs between Maya and Softimage
>> – Easy to use Biped workflow
>> – Node based Kraken editor
>> – Open Source
>>
>> For those lucky enough to be going to Siggraph this year, be sure to
>> check out the Kraken presentation at the Fabric Engine User Group.
>>
>> We also have a presentation at DigiPro about the work Oculus Story Studio
>> and Fabric Engine's Helge Mathee is doing with Kraken for VR and Unreal
>> Engine (Yes we have a prototype of Kraken rigs running in Unreal!).
>>
>>
>> Best,
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Kraken 1.2 Released!

2016-06-23 Thread Eric Thivierge
Hi everyone,

I just wanted to share that we've just release Kraken 1.2. You can get more
details here:
http://fabricengine.com/kraken-1-2/

High Level Overview Video:
https://vimeo.com/171764840

What's New in Kraken 1.2 Video:
https://vimeo.com/171764841


Kraken is an Open Source rigging solution for Fabric Engine that allows you
to use and define rigs and solvers that produce identical results across
different animation applications. Some advantages to using Kraken include:

– Leverages Fabric Engine to give consistent results across applications
– Flexible, customizable, and extendable
– Portable rigs between Maya and Softimage
– Easy to use Biped workflow
– Node based Kraken editor
– Open Source

For those lucky enough to be going to Siggraph this year, be sure to check
out the Kraken presentation at the Fabric Engine User Group.

We also have a presentation at DigiPro about the work Oculus Story Studio
and Fabric Engine's Helge Mathee is doing with Kraken for VR and Unreal
Engine (Yes we have a prototype of Kraken rigs running in Unreal!).


Best,


Eric Thivierge
http://www.ethivierge.com
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Re: blendshape looks funny in ICE, but not in shape manager.. and I have no idea why..

2016-05-31 Thread Eric Thivierge
What space did you create your blend shape in? Local or Object? Check your
blend shape prefs. If it's Local space you'll need to create a compound
that handles the local space properly.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Tue, May 31, 2016 at 1:20 PM, balazs kiss <fospu...@gmail.com> wrote:

> Hi, and thanks for the quick response, unfortunately non of these are
> solving the problem. It has no keyed attribute, and closing the shape
> manager has no effect on it. When I have both the manager and the ice tree
> active I have double transformation of course, but even in that case the
> vectors coming from ICE are off : /
>
> On Tue, May 31, 2016 at 7:03 PM, Andres Stephens <drais...@outlook.com>
> wrote:
>
>> Make sure the blend shape has no active animated attributes? Like close
>> the shape manager? Reset shape values? Remove shape keyframe?
>>
>> Ice offsets the points on top of the shape animation.
>>
>> Maybe? Happened to me once.
>>
>>
>>  Original message 
>> From: balazs kiss <fospu...@gmail.com>
>> Date: 31/05/2016 11:55 (GMT-05:00)
>> To: softimage@listproc.autodesk.com
>> Subject: blendshape looks funny in ICE, but not in shape manager.. and I
>> have no idea why..
>>
>> greetings!
>>
>> I was running into some trouble when I tried to build some basic stuff in
>> ICE, and I'm running out of ideas, so please have a look at the images and
>> share your wisdom with me :)
>>
>> https://goo.gl/photos/NiMY5rRn5S1XTbQT9
>>
>> The first image, a torus, with the shape modeled in xsi, and correctly
>> displayed in the shape manager, and the second image is the same shape in
>> ICE. First I've tried with a more complex object (shapes imported from
>> mudbox), but when things looked funny I gave it a try from scratch, and I
>> must have missed something very basic, but I have no idea what..
>> Any suggestions/observations are very welcome!
>>
>> cheers,
>> balazs
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Eric Thivierge
No and start up time has been improved a lot!
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Eric Thivierge
The Python bindings of the UI widgets is a first step and is going to be
worked on more going forward but this means that users can now build their
own stand alone applications using Python instead of C++ to use the
provided widgets but also their own. Users can also use the canvas.py and
CanvasWindow.py files as a template to build their own application
completely from the ground up using those files as a template on how to
create a Fabric client and interact with it. Referencing the FabricUI repo
on github for those wrapped widgets helps and if you're familiar with
PySide / PyQt you'll understand them pretty easily. :)

Have a look at the Alembic Viewer as I included a few custom widgets (done
completely in Python) that interact with the graph that runs the
application to see how easy it is!


Eric Thivierge
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PLUG: Fabric 2.2 Released!

2016-05-11 Thread Eric Thivierge
A Fabric point release - 2.2 is here! Python bindings have been introduced
and TDs no longer need to go through build environment woes. :) Tons of bug
fixes as well so checkout the release notes here for a list of many of them:
http://docs.fabric-engine.com/FabricEngine/2.2.0/HTML/ReleaseNotes/2.2.0.html

We're also shipping v1.0 of the MODO integration and have moved to the next
phase of the Max integration.

2.2 Release Blog: http://fabricengine.com/fabric-engine-2-2/

Python overview:
http://fabricengine.com/fabric-engine-2-2-python-bindings-making-easier-build-fabric-applications/



Eric Thivierge
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Re: Autodesk acquires Solid Angle

2016-04-22 Thread Eric Thivierge
On Fri, Apr 22, 2016 at 4:09 PM, Steven Caron <car...@gmail.com> wrote:

> Then some forget it isn't so much the upload of your assets, you can make
> an extremely efficient scene to upload but downloading those 2k (now 4k)
> exr sequences with many AOVs (don't forget about deep) can take much longer.


I've heard of places / services that will get those images onto a hard
drive and ship them to you. Great if they have a local branch nearby. :)

I think there is a need for cloud rendering as even studios who dump a ton
of money into their local farm, they just run out of space and bandwidth
with multiple shows running. They need cloud when they're maxed out and
still need to scale out.

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Re: Autodesk acquires Solid Angle

2016-04-21 Thread Eric Thivierge
On Thu, Apr 21, 2016 at 10:58 AM, Maurice Patel <maurice.pa...@autodesk.com>
wrote:

> I doubt it - issues with open source tend to lie in the fact that products
> often contain source code licensed from other companies or reused from
> other products that would need to be extracted and replaced requiring
> extensive rework and testing. That would have been the case with Softimage.


That is how I remember it when the discussion was had years ago about it.

--------
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Re: Autodesk acquires Solid Angle

2016-04-18 Thread Eric Thivierge
Uh... the one in the first post of this thread?


Eric Thivierge
http://www.ethivierge.com

On Mon, Apr 18, 2016 at 10:14 AM, Ognjen Vukovic <ognj...@gmail.com> wrote:

> Eric i just saw that now.  Do you know which press release the article was
> referring to, i would love to see that.
>
> On Mon, Apr 18, 2016 at 4:04 PM, Eric Thivierge <ethivie...@gmail.com>
> wrote:
>
>> @Ognjen, have you even read the FXGuide article??
>>
>> ----
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Mon, Apr 18, 2016 at 9:57 AM, Ognjen Vukovic <ognj...@gmail.com>
>> wrote:
>>
>>> Is it safe to assume that there being no talk of Max getting arnold that
>>> its next on the chopping board?
>>>
>>> On Mon, Apr 18, 2016 at 3:52 PM, Nuno Conceicao <
>>> nunoalexconcei...@gmail.com> wrote:
>>>
>>>> SideFx is next, then WORLD DOMINATION!!
>>>>
>>>> On Mon, Apr 18, 2016 at 2:15 PM, Javier Vega <javierelas...@gmail.com>
>>>> wrote:
>>>>
>>>>> Resist, SideFX!
>>>>>
>>>>> *Javier Vega*
>>>>>
>>>>> www.zao3d.com
>>>>>
>>>>> Visita mi blog: http://blog.zao3d.com
>>>>>
>>>>> móvil: *616 64 73 57*
>>>>> 08922-Santa Coloma de Gramenet
>>>>> (Barcelona)
>>>>>
>>>>> 2016-04-18 15:10 GMT+02:00 Perry Harovas <perryharo...@gmail.com>:
>>>>>
>>>>>> I can't have any good feelings about this.
>>>>>> That same horrible feeling in my gut that I had when Autodesk bought
>>>>>> Softimage is back.
>>>>>>
>>>>>> Remember what we are all told?
>>>>>>
>>>>>> Trust your gut.
>>>>>>
>>>>>>
>>>>>>
>>>>>> Sent from my iPhone
>>>>>>
>>>>>> On Apr 18, 2016, at 9:06 AM, Ed Schiffer <edschif...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>> they'll surely continue Arnold, but not on the same pace I'd say.
>>>>>>
>>>>>> and probably end up StoA.
>>>>>>
>>>>>> what a horrible news.
>>>>>>
>>>>>> On 18 April 2016 at 14:00, Javier Vega <javierelas...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>>  I hope that will be something good this time, but I can't avoid to
>>>>>>> feel an old feeling that I don't like, but we'll try to have hope. 
>>>>>>> Autodesk
>>>>>>> will not try to kill Arnold.
>>>>>>>
>>>>>>> *Javier Vega*
>>>>>>>
>>>>>>> www.zao3d.com
>>>>>>>
>>>>>>> Visita mi blog: http://blog.zao3d.com
>>>>>>>
>>>>>>> móvil: *616 64 73 57 <616%2064%2073%2057>*
>>>>>>> 08922-Santa Coloma de Gramenet
>>>>>>> (Barcelona)
>>>>>>>
>>>>>>> 2016-04-18 14:58 GMT+02:00 Matt Morris <matt...@gmail.com>:
>>>>>>>
>>>>>>>> I can't see autodesk killing off arnold as they have no competing
>>>>>>>> products. Maybe the push towards cloud rendering will put off some
>>>>>>>> customers though.
>>>>>>>>
>>>>>>>> On 18 April 2016 at 13:56, Leo Quensel <le...@gmx.de> wrote:
>>>>>>>>
>>>>>>>>> God I am glad I left this industry two years after Autodesk
>>>>>>>>> acquired Softimage. They make everything worse and are now off to kill
>>>>>>>>> another product (and don't tell me that won't happen...).
>>>>>>>>>
>>>>>>>>> *Gesendet:* Montag, 18. April 2016 um 14:51 Uhr
>>>>>>>>> *Von:* "Artur W" <artur.w...@gmail.com>
>>>>>>>>> *An:* "softimage@listproc.autodesk.com" <
>>>>>>>>> softimage@listproc.autodesk.com>
>>>>>>>>> *Betreff:* Re: Autodesk acquires Solid Angle
>>>>>>>>> Frederic, I am sure you mean well, but I actually try learning
>>>>&g

Re: Autodesk acquires Solid Angle

2016-04-18 Thread Eric Thivierge
@Ognjen, have you even read the FXGuide article??


Eric Thivierge
http://www.ethivierge.com

On Mon, Apr 18, 2016 at 9:57 AM, Ognjen Vukovic <ognj...@gmail.com> wrote:

> Is it safe to assume that there being no talk of Max getting arnold that
> its next on the chopping board?
>
> On Mon, Apr 18, 2016 at 3:52 PM, Nuno Conceicao <
> nunoalexconcei...@gmail.com> wrote:
>
>> SideFx is next, then WORLD DOMINATION!!
>>
>> On Mon, Apr 18, 2016 at 2:15 PM, Javier Vega <javierelas...@gmail.com>
>> wrote:
>>
>>> Resist, SideFX!
>>>
>>> *Javier Vega*
>>>
>>> www.zao3d.com
>>>
>>> Visita mi blog: http://blog.zao3d.com
>>>
>>> móvil: *616 64 73 57*
>>> 08922-Santa Coloma de Gramenet
>>> (Barcelona)
>>>
>>> 2016-04-18 15:10 GMT+02:00 Perry Harovas <perryharo...@gmail.com>:
>>>
>>>> I can't have any good feelings about this.
>>>> That same horrible feeling in my gut that I had when Autodesk bought
>>>> Softimage is back.
>>>>
>>>> Remember what we are all told?
>>>>
>>>> Trust your gut.
>>>>
>>>>
>>>>
>>>> Sent from my iPhone
>>>>
>>>> On Apr 18, 2016, at 9:06 AM, Ed Schiffer <edschif...@gmail.com> wrote:
>>>>
>>>> they'll surely continue Arnold, but not on the same pace I'd say.
>>>>
>>>> and probably end up StoA.
>>>>
>>>> what a horrible news.
>>>>
>>>> On 18 April 2016 at 14:00, Javier Vega <javierelas...@gmail.com> wrote:
>>>>
>>>>>  I hope that will be something good this time, but I can't avoid to
>>>>> feel an old feeling that I don't like, but we'll try to have hope. 
>>>>> Autodesk
>>>>> will not try to kill Arnold.
>>>>>
>>>>> *Javier Vega*
>>>>>
>>>>> www.zao3d.com
>>>>>
>>>>> Visita mi blog: http://blog.zao3d.com
>>>>>
>>>>> móvil: *616 64 73 57 <616%2064%2073%2057>*
>>>>> 08922-Santa Coloma de Gramenet
>>>>> (Barcelona)
>>>>>
>>>>> 2016-04-18 14:58 GMT+02:00 Matt Morris <matt...@gmail.com>:
>>>>>
>>>>>> I can't see autodesk killing off arnold as they have no competing
>>>>>> products. Maybe the push towards cloud rendering will put off some
>>>>>> customers though.
>>>>>>
>>>>>> On 18 April 2016 at 13:56, Leo Quensel <le...@gmx.de> wrote:
>>>>>>
>>>>>>> God I am glad I left this industry two years after Autodesk acquired
>>>>>>> Softimage. They make everything worse and are now off to kill another
>>>>>>> product (and don't tell me that won't happen...).
>>>>>>>
>>>>>>> *Gesendet:* Montag, 18. April 2016 um 14:51 Uhr
>>>>>>> *Von:* "Artur W" <artur.w...@gmail.com>
>>>>>>> *An:* "softimage@listproc.autodesk.com" <
>>>>>>> softimage@listproc.autodesk.com>
>>>>>>> *Betreff:* Re: Autodesk acquires Solid Angle
>>>>>>> Frederic, I am sure you mean well, but I actually try learning from
>>>>>>> the history, which is: Autodesk doesn't care.
>>>>>>>
>>>>>>> 2016-04-18 14:46 GMT+02:00 Frederic Servant <
>>>>>>> frederic.serv...@gmail.com>:
>>>>>>>>
>>>>>>>> Hi Arthur,
>>>>>>>>
>>>>>>>> Since I'm the developer of HtoA, that was my first question when we
>>>>>>>> got briefed by Marc Stevens of Autodesk when we got disclosed, and his
>>>>>>>> answer was a clear yes. They want more people to use Arnold, on any
>>>>>>>> platform.
>>>>>>>>
>>>>>>>> Thus the development for the non-Autodesk products will continue as
>>>>>>>> well (Houdini, C4D, Katana).
>>>>>>>> --
>>>>>>>> Fred
>>>>>>>>
>>>>>>>> On Mon, Apr 18, 2016 at 1:36 PM, Artur W <artur.w...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>

Re: Sticking particles over a cached cloth

2016-04-12 Thread Eric Thivierge
I believe there should be a "Stick To Emit Location" node or if not, you
can get and store the emit location and look it up later and set point
position by that.

----
Eric Thivierge
http://www.ethivierge.com

On Tue, Apr 12, 2016 at 4:56 PM, Jason S <jasonsta...@gmail.com> wrote:

> I recall coming across a thread about something like that, I'll post it if
> I find it again.
>
> -J
>
>
> On 04/12/16 16:08, Pierre Schiller wrote:
>
> Hello team. Good day. I am caching a syflex simulation (collitions and
> wind) for a simple grid.
> On the second phase, that grid should emit simple spheres and those
> particles should stick to the grid while it´s deforming.
>
> I used the stick to surface compound, making it evaluate 
> from the ICE execute node. Simulation starts well, but just as soon as the
> cloth (grid) changes shape, all spheres, remain were they were originated.
> They only move  (and stay frozen) if the cloth touches them.
>
> Maybe this is a simple question, but I´m going in circles, I don´t know
> where else to tweak to get the cached sim work with those spheres.
>
> Please help.
> thanks.
>
> David R.
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>
>
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>
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Re: 0 undo levels

2016-03-20 Thread Eric Thivierge
This can typically happen when a plugin / command sets undo level to 0 and
doesn't set it back to the previous value. Check any plugins you're using
and narrow down until you figure out which one it is.


Eric Thivierge
http://www.ethivierge.com

On Fri, Mar 18, 2016 at 10:54 AM, Tim Bolland <tim_boll...@hotmail.co.uk>
wrote:

> This has happened to me before once or twice. By any chance do you have
> Fabric Engine installed? I don't know if there is any link, but I only
> remembered this happening when I was playing around with Fabric. I'm
> running 2015 SP2.
>
> Regards,
>
> Tim
>
>
> --
> From: adrian.w...@fluid-pictures.com
> To: softimage@listproc.autodesk.com
> Subject: 0 undo levels
> Date: Fri, 18 Mar 2016 14:49:59 +
>
>
> we have a random issue where occasionally a session will start with undo
> levels set to zero
>
>
>
> anyone seen this, and more importantly, stopped it from happening!?
>
>
>
> 2015 x64
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
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Fabric Engine 2.1

2016-02-29 Thread Eric Thivierge
Hey all,

There is a new Fabric Engine release 2.1 that is now out. You can check out
these 2 videos, one which is the overview of the full release and the other
covering the new Attribute presets.

*Overview*
https://vimeo.com/156810384

*Attributes Presets*
https://vimeo.com/156543124


Some highlights:

   - Environment variables automatically set within Fabric for Softimage
   plugin to make it easier to get up and running without having to set
   variables by hand.

   - Xfo and Mat44 arrays are now supported in Softimage so you can easily
   drive kinematics for arrays of objects.

   - The Value Editor in 2.0.x had its quirks. The good news is that it has
   been completely rewritten and we now have a really good foundation to add
   more tricks in the future. We’ve added some pretty useful elements like
   spin boxes and now you can skin it with QSS.

   - The 'time to usefulness' in Canvas has been longer than we intended.
   To help with this, we have added dozens of new presets and samples. Some of
   you have already seen these in the daily builds, but there are a few new
   goodies that we held back for the release itself - check out the new
   Attributes Presets in 2.1!

   - ** Attribute Presets **
  - Getting and setting attribute values
  - Conversion between attribute types
  - Debug drawing facilities
  - Presets for basic math and vector math
  - Geometry math presets
  - Closest point and raycast presets
  - Transfer attributes between geometries

  - It's been difficult to figure out what’s gone wrong when a graph
   fails or has a broken connection. The new Diagnostics Window should save
   you lots of time and aggravation if / when this happens.

   - There are loads of other things in this release, like the new
   CanvasDeformer node in Fabric for Maya that is 4-5x faster than using
   CanvasNode, and conveniences like being able to drag and drop a .canvas
   file into Canvas.


*Release Notes:*
http://docs.fabric-engine.com/FabricEngine/2.1.0/HTML/ReleaseNotes/2.1.0.html#relnotes-2-1-0

*Forum Announcement:*
http://forums.fabricengine.com/discussion/305/fabric-2-1-is-here


Cheers,


Eric Thivierge
http://www.ethivierge.com
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Re: ICE Internal Cache

2016-02-28 Thread Eric Thivierge
Just updated the gist and marked the attribute as 'AlwaysEvaluated'. This
is important to ensure it sticks around. Also worth checking out the
AddStaticICEAttribute() command too.

Sometimes it's tricky to just freeze a mesh that has an ICE Attribute on it
that is driven to "store" it. Next time you open / save the scene Softimage
could clear that data since it's not being used. I've had that a few times
unless you mark it as AlwaysEvaluated in the ICE Attribute Editor.

----
Eric Thivierge
http://www.ethivierge.com

On Sun, Feb 28, 2016 at 3:46 PM, Busty kelp <p...@bustykelp.com> wrote:

> https://vimeo.com/49833260
>
> This isn't storing per point data but the method is the same
>
> Sent from my iPad
>
> On 28 Feb 2016, at 19:45, Jeremie Passerin <gerem@gmail.com> wrote:
>
> Thanks Eric, I'll give it a try on Monday.
> On Feb 28, 2016 11:28 AM, "Eric Thivierge" <ethivie...@gmail.com> wrote:
>
>> Here you go Jeremy & all:
>>
>> https://gist.github.com/EricTRocks/acdb297705dd58a6226c
>>
>> Can probably be optimized a bit but works for my needs.
>>
>> Eric T.
>>
>> --------
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Sat, Feb 27, 2016 at 10:35 PM, Eric Thivierge <ethivie...@gmail.com>
>> wrote:
>>
>>> Yes I've done it for an internal tool. I can dig up a snippet in the
>>> next few days. You're basically going to write to a Vec3 array attribute
>>> that you'll have to pre-fill with place holder data then build up your data
>>> array through your timeline pass and at the end set it all at once.
>>>
>>> It's essentially emulating the shape plot feature where it baked the
>>> data to a clip internally to the scene. So you don't have to manage this
>>> out of the scene.
>>> On Feb 27, 2016 6:46 PM, "Ed Manning" <etmth...@gmail.com> wrote:
>>>
>>>> pretty sure you could:
>>>>
>>>> Get PointPosition => Build Array From Set => Set Data (self.myDataArray
>>>> {or whatever name you choose})
>>>>
>>>> Then use a Get Data node referencing "self.myDataArray" if in the same
>>>> ICEtree, or referencing the geo or pointcloud you set the data on if
>>>> applying to other geo.
>>>>
>>>> I think it needs to get more complex if you're building the
>>>> pointPosition array from a pointcloud that has a varying number of points,
>>>> like a sim in which particles are being created or deleted...
>>>>
>>>> On Fri, Feb 26, 2016 at 9:12 PM, Jeremie Passerin <gerem@gmail.com>
>>>> wrote:
>>>>
>>>>> Hey guys,
>>>>>
>>>>> I'm not sure if there is many people left on that list to answer, but
>>>>> I thought I'll give it a shot.
>>>>>
>>>>> I was wondering if there is a way with ICE to cache point position per
>>>>> frame internaly without saving to file.
>>>>> I'm thinking maybe I could build an array of point position, and then
>>>>> read from that... not sure how to do that though.
>>>>>
>>>>> Any idea ?
>>>>>
>>>>> Thanks,
>>>>> Jeremie
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: ICE Internal Cache

2016-02-28 Thread Eric Thivierge
Here you go Jeremy & all:

https://gist.github.com/EricTRocks/acdb297705dd58a6226c

Can probably be optimized a bit but works for my needs.

Eric T.

----
Eric Thivierge
http://www.ethivierge.com

On Sat, Feb 27, 2016 at 10:35 PM, Eric Thivierge <ethivie...@gmail.com>
wrote:

> Yes I've done it for an internal tool. I can dig up a snippet in the next
> few days. You're basically going to write to a Vec3 array attribute that
> you'll have to pre-fill with place holder data then build up your data
> array through your timeline pass and at the end set it all at once.
>
> It's essentially emulating the shape plot feature where it baked the data
> to a clip internally to the scene. So you don't have to manage this out of
> the scene.
> On Feb 27, 2016 6:46 PM, "Ed Manning" <etmth...@gmail.com> wrote:
>
>> pretty sure you could:
>>
>> Get PointPosition => Build Array From Set => Set Data (self.myDataArray
>> {or whatever name you choose})
>>
>> Then use a Get Data node referencing "self.myDataArray" if in the same
>> ICEtree, or referencing the geo or pointcloud you set the data on if
>> applying to other geo.
>>
>> I think it needs to get more complex if you're building the pointPosition
>> array from a pointcloud that has a varying number of points, like a sim in
>> which particles are being created or deleted...
>>
>> On Fri, Feb 26, 2016 at 9:12 PM, Jeremie Passerin <gerem@gmail.com>
>> wrote:
>>
>>> Hey guys,
>>>
>>> I'm not sure if there is many people left on that list to answer, but I
>>> thought I'll give it a shot.
>>>
>>> I was wondering if there is a way with ICE to cache point position per
>>> frame internaly without saving to file.
>>> I'm thinking maybe I could build an array of point position, and then
>>> read from that... not sure how to do that though.
>>>
>>> Any idea ?
>>>
>>> Thanks,
>>> Jeremie
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: ICE Internal Cache

2016-02-27 Thread Eric Thivierge
Yes I've done it for an internal tool. I can dig up a snippet in the next
few days. You're basically going to write to a Vec3 array attribute that
you'll have to pre-fill with place holder data then build up your data
array through your timeline pass and at the end set it all at once.

It's essentially emulating the shape plot feature where it baked the data
to a clip internally to the scene. So you don't have to manage this out of
the scene.
On Feb 27, 2016 6:46 PM, "Ed Manning"  wrote:

> pretty sure you could:
>
> Get PointPosition => Build Array From Set => Set Data (self.myDataArray
> {or whatever name you choose})
>
> Then use a Get Data node referencing "self.myDataArray" if in the same
> ICEtree, or referencing the geo or pointcloud you set the data on if
> applying to other geo.
>
> I think it needs to get more complex if you're building the pointPosition
> array from a pointcloud that has a varying number of points, like a sim in
> which particles are being created or deleted...
>
> On Fri, Feb 26, 2016 at 9:12 PM, Jeremie Passerin 
> wrote:
>
>> Hey guys,
>>
>> I'm not sure if there is many people left on that list to answer, but I
>> thought I'll give it a shot.
>>
>> I was wondering if there is a way with ICE to cache point position per
>> frame internaly without saving to file.
>> I'm thinking maybe I could build an array of point position, and then
>> read from that... not sure how to do that though.
>>
>> Any idea ?
>>
>> Thanks,
>> Jeremie
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Pixar USD

2016-01-27 Thread Eric Thivierge
USD != Alembic.

USD = Universal Scene Description. It's a format to describe a scene and
what assets, versions, etc to be included in a scene. Also different takes
/ passes etc. Also it has ways of having overrides on practically any
parameter of the scene.

In a USD you can reference Alembic Files I believe. :)

http://graphics.pixar.com/usd/

https://vimeo.com/75372056


Eric Thivierge
http://www.ethivierge.com

On Wed, Jan 27, 2016 at 4:11 PM, Angus Davidson <angus.david...@wits.ac.za>
wrote:

> Hi Folks
>
> On a slightly less depressing note I was wondering if anyone had spent
> much time with Pixars' USD. Is it a worthy upgrade from alembic ?
>
>
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> between the University and outsiders are subject to South African Law unless 
> the University agrees in writing to the contrary.
>
>


Re: Maya 2016 still thinks its installed -

2016-01-25 Thread Eric Thivierge
Recently had a similar issue with the trial. Use Revo Uninstaller if you
can. There is a mode that will search out things in the registry as well.


Eric Thivierge
http://www.ethivierge.com

On Mon, Jan 25, 2016 at 8:19 AM, Sofronis Efstathiou <
sefstath...@bournemouth.ac.uk> wrote:

> Hi,
>
>
>
> Hopefully someone can help.
>
>
>
> I just uninstalled Maya 2016, with the intention to reinstall it this
> afternoon (this occurred after installing Maya 2016 SP5 which completely
> destroyed it).
>
>
>
> Anyway – in a Maya’s magical way – although Maya 2016 is no longer in the
> Control Panel in the Program list, when I run the Autodesk installer – it
> still believes Maya is installed. So I can’t install it again. I kid you
> not. Maya 2016 Is also weirdly still on my start menu. I’m on Windows 10.
>
>
>
> Maya 2015 still works though. I uninstalled the entire 2016 suite and
> rebooted a number of times. Maya 2016 still exists in its own bubble though
> - somewhere.
>
>
>
> I’ve searched a ton of stuff online – it seems the registry key maybe the
> problem – I have no idea how to get search for it and get rid of it. Anyone
> have any tips? Windows Fixit is not available (for Windows 10) – so can’t
> use that.
>
>
>
> Never had this before. Its driving me crazy.
>
>
>
> Sofronis (Saf) Efstathiou
>
>
>
> Principal Lecturer and BFX Competition & Festival Director
>
> Computer Animation Academic Group
>
> *National Centre for Computer Animation*
>
>
> Email: sefstath...@bournemouth.ac.uk
>
>
>
> Tel: +44 (0) 1202 965805
>
>
>
> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>
>
> Student Work:
>
> http://www.youtube.com/NCCA3DAnimation
>
> http://www.youtube.com/NCCADigitalFX
>
> http://www.youtube.com/NCCAAnimation
>
>
>
> [image: Description: Description:
> C:\Users\sefstathiou\Pictures\nccalogo.jpg]
> <http://ncca.bournemouth.ac.uk/>  [image: Description: Description:
> C:\Users\sefstathiou\Documents\My
> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
> <http://www.bfxfestival.com/>
>
>
>
>
>
> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>
>
>
> *Awarded for world-class computer animation teaching *
>
> *with wide scientific and creative applications*
>
>
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>


OT: Can't uninstall Maya 2016 trial

2016-01-07 Thread Eric Thivierge
Anyone else run into an issue where you can't uninstall Maya 2016 and get
this error?

"The specified account already exists."

I just try to uninstall normally but don't have any luck. Any thoughts? I
signed up for a monthly subscription and just wanted to switch the serial #
but only found info on a AD forum saying to uninstall the trial and install
the software again. :(

Any help is appreciated.

----
Eric Thivierge
http://www.ethivierge.com


Re: OT: Can't uninstall Maya 2016 trial

2016-01-07 Thread Eric Thivierge
Thanks Stephen,

I found that forum post last night too. I tried running the Fix It tool but
it just seemed to sit there forever not really seeming to do anything.
Guess I'll fire it up again and let it sit until I see some results.

Thanks,
Eric T.


Eric Thivierge
http://www.ethivierge.com

On Thu, Jan 7, 2016 at 9:57 AM, Stephen Blair <stephenrbl...@gmail.com>
wrote:

> You said "any help", so here goes:
>
> Google found "Error 1316: The specified account already exists" here:
>
> https://forums.autodesk.com/t5/inventor-general-discussion/can-not-uninstall-inventor-2015/td-p/5392701
>
> Note the last post where the user mentions he used the Microsoft Fix It
> tool (which I've also seen suggested on the Maya beta list):
>
> Microsoft Fix It tool
> https://support.microsoft.com/en-us/mats/program_install_and_uninstall
>
> And this too mentions the Fix It tool:
>
> https://support.enthought.com/hc/en-us/articles/204469550-Windows-Error-during-msi-installation-The-specified-account-already-exists-
>
>
> good luck...
>
> On Thu, Jan 7, 2016 at 9:35 AM, Eric Thivierge <ethivie...@gmail.com>
> wrote:
>
>> Anyone else run into an issue where you can't uninstall Maya 2016 and get
>> this error?
>>
>> "The specified account already exists."
>>
>> I just try to uninstall normally but don't have any luck. Any thoughts? I
>> signed up for a monthly subscription and just wanted to switch the serial #
>> but only found info on a AD forum saying to uninstall the trial and install
>> the software again. :(
>>
>> Any help is appreciated.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>
>


Re: Have a question an alternative tool

2015-11-23 Thread Eric Thivierge
Hey Dan! Long time no see! :)

>From my point of view Maya still seems the best choice. They're working to
push the Game pipeline / integration stuff more and more and their
animation tools are the industry standard. I don't really have experience
with any other DCC's so I can't give an opinion on those. C4D did seem to
have a lot of tools / options from what I saw from the motion graphics
folks I know.

Sticking with Softimage for the time being is OK in my opinion, as long as
you're training up on another Software as new technologies and tools won't
be available for Softimage moving forward.

Best,
Eric T.

----
Eric Thivierge
http://www.ethivierge.com

On Mon, Nov 23, 2015 at 8:21 AM, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> heh Softimage man Softimage... nothing will replace it fully in years to
> come so instead of wasting time do some real work ;)
>
> On Mon, Nov 23, 2015 at 1:31 PM, Daniel Kim <danielki...@gmail.com> wrote:
>
>> Hey guys.
>>
>> I just like to ask if you guys found 3D software as alternative tool.
>> I am also looking for a software, but it is hard to decide one. What I am
>> doing is mostly animation and game works, not motion graphic or simulation
>> stuff.
>>
>> So far MODO seems nice, but many colleagues suggest me Cinema4D. I also
>> like to know what you guys chose. If you guys also can put short comment
>> what is good about that software, that will be thankful.
>>
>> Cheers
>> Daniel
>>
>> <http://www.danielkim3d.com>
>>
>>
>


Re: Have a question an alternative tool

2015-11-23 Thread Eric Thivierge
Sorry Ognjen, we were specifically talking about animation. Rendering is
definitely an area where it needs work.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Mon, Nov 23, 2015 at 4:54 PM, Ognjen Vukovic <ognj...@gmail.com> wrote:

> >I'd like to know a concrete example of where you had to do something that
> took significantly more time and more people for every day tasks. :)
>
> -Setting up render passes.
> -Getting maya ipr to render correct camera :D
>
> On Mon, Nov 23, 2015 at 6:48 PM, Andres Stephens <drais...@outlook.com>
> wrote:
>
>> I would say so. They are similar now though.  SI's animation clip editor
>> is still more feature packed than Mayas (well by comparing the
>> documentation). Both have animation layers, keysets, dynamic fcurves,
>> dopesheet, editable keyframes on a timeline? (Softimage only?).. I would
>> say softimage animation actually has an upper edge over Maya, mainly
>> because of nondestructive keyable operators and attributes.. But they are
>> similar. Which came first, I would say XSI.. If I recall, Alias Maya
>> incorporated Softimage animation tools after being bought..?
>>
>> Could be wrong, but interesting thought. Softimage being innovative when
>> it comes to animation.
>>
>>
>>
>>
>>  Original message 
>> From: Eric Thivierge <ethivie...@gmail.com>
>> Date: 23/11/2015 11:53 (GMT-05:00)
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Have a question an alternative tool
>>
>> Then I ask you, what was different between the Softimage animation tools
>> and Maya animation tools? Could you say that Softimage was innovating in
>> that area?
>>
>> Eric T.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Mon, Nov 23, 2015 at 11:40 AM, Derek Jenson <derekjen...@hotmail.com>
>> wrote:
>>
>> To me, the words "industry standard" means no innovation in over a decade.
>> Photoshop, industry standard.
>> Renderman, industry standard.
>> Maya, industry standard.
>>
>> --
>> From: ethivie...@gmail.com
>> Date: Mon, 23 Nov 2015 10:42:12 -0500
>> Subject: Re: Have a question an alternative tool
>> To: softimage@listproc.autodesk.com
>>
>> I'd like to know a concrete example of where you had to do something that
>> took significantly more time and more people for every day tasks. :)
>>
>> Eric T.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Mon, Nov 23, 2015 at 9:52 AM, Mirko Jankovic <
>> mirkoj.anima...@gmail.com> wrote:
>>
>> agree about moving on but for the time being if for the same task in
>> softimage you can do alone and in 4 days and in maya or anything else  you
>> need 3 more guys and double or more time...
>> anyway I will shut up now :)
>>
>> On Mon, Nov 23, 2015 at 3:23 PM, Eric Thivierge <ethivie...@gmail.com>
>> wrote:
>>
>> Hey Dan! Long time no see! :)
>>
>> >From my point of view Maya still seems the best choice. They're working
>> to push the Game pipeline / integration stuff more and more and their
>> animation tools are the industry standard. I don't really have experience
>> with any other DCC's so I can't give an opinion on those. C4D did seem to
>> have a lot of tools / options from what I saw from the motion graphics
>> folks I know.
>>
>> Sticking with Softimage for the time being is OK in my opinion, as long
>> as you're training up on another Software as new technologies and tools
>> won't be available for Softimage moving forward.
>>
>> Best,
>> Eric T.
>>
>>
>>
>>
>>
>


Re: Have a question an alternative tool

2015-11-23 Thread Eric Thivierge
I'd like to know a concrete example of where you had to do something that
took significantly more time and more people for every day tasks. :)

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Mon, Nov 23, 2015 at 9:52 AM, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> agree about moving on but for the time being if for the same task in
> softimage you can do alone and in 4 days and in maya or anything else  you
> need 3 more guys and double or more time...
> anyway I will shut up now :)
>
> On Mon, Nov 23, 2015 at 3:23 PM, Eric Thivierge <ethivie...@gmail.com>
> wrote:
>
>> Hey Dan! Long time no see! :)
>>
>> From my point of view Maya still seems the best choice. They're working
>> to push the Game pipeline / integration stuff more and more and their
>> animation tools are the industry standard. I don't really have experience
>> with any other DCC's so I can't give an opinion on those. C4D did seem to
>> have a lot of tools / options from what I saw from the motion graphics
>> folks I know.
>>
>> Sticking with Softimage for the time being is OK in my opinion, as long
>> as you're training up on another Software as new technologies and tools
>> won't be available for Softimage moving forward.
>>
>> Best,
>> Eric T.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Mon, Nov 23, 2015 at 8:21 AM, Mirko Jankovic <
>> mirkoj.anima...@gmail.com> wrote:
>>
>>> heh Softimage man Softimage... nothing will replace it fully in years to
>>> come so instead of wasting time do some real work ;)
>>>
>>> On Mon, Nov 23, 2015 at 1:31 PM, Daniel Kim <danielki...@gmail.com>
>>> wrote:
>>>
>>>> Hey guys.
>>>>
>>>> I just like to ask if you guys found 3D software as alternative tool.
>>>> I am also looking for a software, but it is hard to decide one. What I
>>>> am doing is mostly animation and game works, not motion graphic or
>>>> simulation stuff.
>>>>
>>>> So far MODO seems nice, but many colleagues suggest me Cinema4D. I also
>>>> like to know what you guys chose. If you guys also can put short comment
>>>> what is good about that software, that will be thankful.
>>>>
>>>> Cheers
>>>> Daniel
>>>>
>>>> <http://www.danielkim3d.com>
>>>>
>>>>
>>>
>>
>


Re: Have a question an alternative tool

2015-11-23 Thread Eric Thivierge
Then I ask you, what was different between the Softimage animation tools
and Maya animation tools? Could you say that Softimage was innovating in
that area?

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Mon, Nov 23, 2015 at 11:40 AM, Derek Jenson <derekjen...@hotmail.com>
wrote:

> To me, the words "industry standard" means no innovation in over a decade.
> Photoshop, industry standard.
> Renderman, industry standard.
> Maya, industry standard.
>
> --
> From: ethivie...@gmail.com
> Date: Mon, 23 Nov 2015 10:42:12 -0500
> Subject: Re: Have a question an alternative tool
> To: softimage@listproc.autodesk.com
>
> I'd like to know a concrete example of where you had to do something that
> took significantly more time and more people for every day tasks. :)
>
> Eric T.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Mon, Nov 23, 2015 at 9:52 AM, Mirko Jankovic <mirkoj.anima...@gmail.com
> > wrote:
>
> agree about moving on but for the time being if for the same task in
> softimage you can do alone and in 4 days and in maya or anything else  you
> need 3 more guys and double or more time...
> anyway I will shut up now :)
>
> On Mon, Nov 23, 2015 at 3:23 PM, Eric Thivierge <ethivie...@gmail.com>
> wrote:
>
> Hey Dan! Long time no see! :)
>
> From my point of view Maya still seems the best choice. They're working to
> push the Game pipeline / integration stuff more and more and their
> animation tools are the industry standard. I don't really have experience
> with any other DCC's so I can't give an opinion on those. C4D did seem to
> have a lot of tools / options from what I saw from the motion graphics
> folks I know.
>
> Sticking with Softimage for the time being is OK in my opinion, as long as
> you're training up on another Software as new technologies and tools won't
> be available for Softimage moving forward.
>
> Best,
> Eric T.
>
>
>
>


Re: OT: Fabric for vr and kinect mocap

2015-11-17 Thread Eric Thivierge
Hi Gerbrand,

You can join the Fabric list here:
https://groups.google.com/forum/#!forum/fabricengine

Directly related to your VR questions this blog post and video samples
should interest you a lot:
http://fabricengine.com/the-challenges-of-authoring-content-for-vr/

You'll probably want to watch the tutorial videos that we've recently
created (and are continuing to create) here too:
https://groups.google.com/forum/#!topic/fabricengine/FCJMFbVGha8

Best,
Eric T.


Envelope Weights Array, out of memory error

2015-10-30 Thread Eric Thivierge
Hello all,

Right off the bat, no I'm not going to use VBScript or JScript.

I'm running into an issue in Python that I'm pretty sure is just a simple
case of literally out of memory that Python has available but I'm posting
anyway to see if anyone has ideas.

I have a mesh with ~350k points and 498 skin deformers. When I try to
access the Weights Array it errors out saying Out of Memory Error in Python.

Code:
Envelopes(0).GetWeights2().Array

This simply doesn't work. Anyone have any ideas on how to get around this
in Python or should I look to other tools for this?

I'm guessing I need to get a buddy to write me a C++ command instead.

Thanks in advance.


Eric Thivierge
http://www.ethivierge.com


Re: Envelope Weights Array, out of memory error

2015-10-30 Thread Eric Thivierge
Steve, yes that was my thought to do that by iterating over each and
building up the numpy array. Usually I can just dump the Weights.Array into
numpy.array() but I can't even get to that point yet because of casting
into a Python tuple or list or whatever. I'll give that a shot.

Matt, I don't need to be jumping through more hoops and crossing the
streams with intermingled JScript / VBScript plug-ins. You may have a
point, maybe one of those languages handles the amount of data better
though.

I have tried splitting the calls separately but that doesn't help either.
:\

Thanks for the tips, will tinker.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Fri, Oct 30, 2015 at 3:18 PM, Matt Lind <speye...@hotmail.com> wrote:

> You'll consider C++ but not something simpler like JScript of VBScript?
> Seems rather odd logic.
>
> Anyway, how you access information is important.  Calling
> Envelopes(0).GetWeights2().Array as a single statement will incur more
> overhead than doing this:
>
>var oEnvelope = Envelopes(0);
>var oWeights = oEnvelope.GetWeights2();
>var aWeightData = oWeights.Array;
>
> Every time you call a property or method, you prod the system to allocate
> resources to satisfy the request.  There are limits to how much memory you
> can grab at a time, as you've encountered, and by asking for all of it at
> once you're more likely to exhaust it.  By separating statements you split
> the allocation into 3 separate smaller pools, which if taken to the limits,
> allows you to access more memory than with a single transaction and with
> less worry of bumping into the ceiling.
>
> It's more code to write, but it'll work more efficiently in the case
> you're dealing with.  Works particularly well with JScript ;-)
>
>
> Matt
>
>
>
>
>
>
> Date: Fri, 30 Oct 2015 14:50:26 -0400
> From: Eric Thivierge <ethivie...@gmail.com>
> Subject: Envelope Weights Array, out of memory error
> To: "softimage@listproc.autodesk.com"
>
>
> Hello all,
>
> Right off the bat, no I'm not going to use VBScript or JScript.
>
> I'm running into an issue in Python that I'm pretty sure is just a simple
> case of literally out of memory that Python has available but I'm posting
> anyway to see if anyone has ideas.
>
> I have a mesh with ~350k points and 498 skin deformers. When I try to
> access the Weights Array it errors out saying Out of Memory Error in
> Python.
>
> Code:
> Envelopes(0).GetWeights2().Array
>
> This simply doesn't work. Anyone have any ideas on how to get around this
> in Python or should I look to other tools for this?
>
> I'm guessing I need to get a buddy to write me a C++ command instead.
>
> Thanks in advance.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>


Re: use python installed with softimage

2015-10-07 Thread Eric Thivierge
When you install a new python / pywin you typically have to do the
runonce.bat to re-register things properly. Also note that typically the
last PyWin install is the one that Softimage will use. If you install PyWin
for 2.6 after 2.7, it'll pick up 2.6. This is from my experience at least.

You shouldn't need to re-install for Python issues.


Eric Thivierge
http://www.ethivierge.com

On Wed, Oct 7, 2015 at 11:04 AM, Ivan Vasiljevic <klebed...@gmail.com>
wrote:

> Softimage reinstall helped, but I forgot about runonce.bat. Bet that would
> help too! I've also removed python installation as well as pywin...
>
> Thanks Eric, thanks Stefan!
>
> Cheers.
> Ivan
>
> On Wed, Oct 7, 2015 at 3:09 AM, Eric Thivierge <ethivie...@gmail.com>
> wrote:
>
>> Open the Softimage command prompt and run the runonce.bat
>> On Oct 6, 2015 9:01 PM, "Stefan Kubicek" <s...@tidbit-images.com> wrote:
>>
>>> Are you saying that even when setting the preferences back to using
>>> Softimage's "internal" Python version it would fail to initialize that
>>> scripting language? I never had this problem. Try renaming the external
>>> Python folders one by one and restart Softimage each time to see which one
>>> is offending. If that doesn't help I'm out of ideas.
>>>
>>>
>>> Hi,
>>>
>>> I have python26 and python27 on my C partition installed and now I am
>>> not able to enable python that comes with softimage 2015. When I do and
>>> restart soft there is no python, just vb and jscript.
>>>
>>> Anyone had and possibly solved this issue?
>>>
>>> Thanks.
>>> Ivan
>>>
>>> --
>>> Ivan Vasiljevic
>>> -
>>> Lighting TD
>>> Founder, Digital Asset Tailors
>>> -
>>> web:http://digitalassettailors.com/
>>> email:  i...@digitalassettailors.com
>>>
>>>
>>>
>>>
>>>
>>> --
>>> ---
>>> Stefan Kubicek
>>> ---
>>> keyvis digital imagery
>>> Alfred Feierfeilstraße 3
>>> A-2380 Perchtoldsdorf bei Wien
>>> Phone: +43/699/12614231
>>> www.keyvis.at ste...@keyvis.at
>>> -- This email and its attachments are --
>>> --confidential and for the recipient only--
>>>
>>
>
>
> --
> Ivan Vasiljevic
> -
> Lighting TD
> Founder, Digital Asset Tailors
> -
> web:http://digitalassettailors.com/
> email:  i...@digitalassettailors.com
>
>
>


Re: use python installed with softimage

2015-10-06 Thread Eric Thivierge
Open the Softimage command prompt and run the runonce.bat
On Oct 6, 2015 9:01 PM, "Stefan Kubicek"  wrote:

> Are you saying that even when setting the preferences back to using
> Softimage's "internal" Python version it would fail to initialize that
> scripting language? I never had this problem. Try renaming the external
> Python folders one by one and restart Softimage each time to see which one
> is offending. If that doesn't help I'm out of ideas.
>
>
> Hi,
>
> I have python26 and python27 on my C partition installed and now I am not
> able to enable python that comes with softimage 2015. When I do and restart
> soft there is no python, just vb and jscript.
>
> Anyone had and possibly solved this issue?
>
> Thanks.
> Ivan
>
> --
> Ivan Vasiljevic
> -
> Lighting TD
> Founder, Digital Asset Tailors
> -
> web:http://digitalassettailors.com/
> email:  i...@digitalassettailors.com
>
>
>
>
>
> --
> ---
> Stefan Kubicek
> ---
> keyvis digital imagery
> Alfred Feierfeilstraße 3
> A-2380 Perchtoldsdorf bei Wien
> Phone: +43/699/12614231
> www.keyvis.at ste...@keyvis.at
> -- This email and its attachments are --
> --confidential and for the recipient only--
>


Re: Cluster of points driving another cluster of points

2015-10-05 Thread Eric Thivierge
How are you going to tell which slave to follow which master?


Eric Thivierge
http://www.ethivierge.com

On Mon, Oct 5, 2015 at 4:08 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> I don't know how to do that :
>
> Let's say I have a grid of 10 particles moving in a simultion (Master).
>
> Let's say I create another grid of 100 particles (slaves).
>
> I want those 100 particles to follow in position, rotation and scale the
> 10 master particles.
> I don't want the slaves to get the position of the master, I want the
> master to behave like the center of the slaves chunk/cluster.
>
> Not sure I'm clear.
>


Kraken in NYC Oct. 6th

2015-10-03 Thread Eric Thivierge
Hey all,

I'll be in NYC on Tuesday Oct. 6th. Looking to see if any companies there
are interested in a Kraken demo / presentation. I have most of the morning
/ mid day open still. Please let me know if you'd be interested.

http://fabric-engine.github.io/Kraken/


Eric Thivierge
http://www.ethivierge.com


Fabric Engine 2.0 out with Canvas!

2015-09-30 Thread Eric Thivierge
http://fabricengine.com/fabric-engine-2-is-here/

The new Canvas graph is now available. Those who were waiting for an ICE
like UI and workflow should be pleased. :)


Eric Thivierge
http://www.ethivierge.com


Re: Fabric Engine 2.0 out with Canvas!

2015-09-30 Thread Eric Thivierge
It should. Contact Fabric support directly though.


Eric Thivierge
http://www.ethivierge.com

On Wed, Sep 30, 2015 at 4:51 PM, Tim Crowson <tim.crow...@magneticdreams.com
> wrote:

> Cool, so the Fabric 50 does that get us FE 2.0 as well? The installer
> for that seems to be for 1.15.3
>
> -Tim
>
>
> On 9/30/2015 12:41 PM, Eric Thivierge wrote:
>
> http://fabricengine.com/fabric-engine-2-is-here/
>
> The new Canvas graph is now available. Those who were waiting for an ICE
> like UI and workflow should be pleased. :)
>
> --------
> Eric Thivierge
> http://www.ethivierge.com
>
>
> --
>
>
>
>


Re: command port to XSI

2015-09-03 Thread Eric Thivierge
Softimage does not have a command port out of the box.


Eric Thivierge
http://www.ethivierge.com

On Thu, Sep 3, 2015 at 9:41 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> That requires it to be installed prior to use.
>
>
>
> I’ve got a renegade session of Soft that I am trying salvage some work in.
>
>
>
> Won’t help here I’m afraid. But might be useful some other time. Thanks
>
>
>
> --
>
> 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.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim Crowson
> *Sent:* Thursday, September 03, 2015 9:36 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: command port to XSI
>
>
>
> That's one I use here on a regular basis Works great.
>
> -Tim
>
> On 9/3/2015 5:52 AM, Cesar Saez wrote:
>
> Have you tried this?
>
> https://github.com/KelSolaar/TCPServer_For_Softimage
>
>
>
>
>


Re: command port to XSI

2015-09-02 Thread Eric Thivierge
Matt there was a more recent one done in Python that is included too. We
didn't do a straight language conversion.


Eric Thivierge
http://www.ethivierge.com

On Wed, Sep 2, 2015 at 7:08 PM, Matt Lind <speye...@hotmail.com> wrote:

> The "XSIServer" SDK example was originally written in C# if my memory is
> correct.  It was probably convoluted because you tried converting languages
> on top of trying to make it work.  In the C# version an executable is
> already compiled and ready to go, and source code available to modify it if
> needed.
>
> if you inspect the "XSIGame" example, there is an .htm with some
> information how the pieces fit together.  Not much, but it's a start.
>
>
> Matt
>
>
>
>
>
> Date: Wed, 2 Sep 2015 17:33:49 -0400
> From: Eric Thivierge <ethivie...@gmail.com>
> Subject: Re: command port to XSI
> To: "softimage@listproc.autodesk.com"
>
>
> There is a sample Python one in the SDK example workgroup. It's not a
> straight forward process and the one time I was working on a team to do
> this it was quite convoluted to get it working as desired.
>
> Eric T.
>
>


Re: command port to XSI

2015-09-02 Thread Eric Thivierge
There is a sample Python one in the SDK example workgroup. It's not a
straight forward process and the one time I was working on a team to do
this it was quite convoluted to get it working as desired.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Sep 2, 2015 at 5:20 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

>
>
> Maybe this will help. I am looking to do something like this. This was a
> Perl script run in DOS.
>
>
>
>
>
>
>
>
>
> use Socket;
>
>
>
> $hostName = "localhost";
>
> $portNumber = 8000;
>
>
>
> #CREATE SOCKET CONNECTION TO MAYA
>
> $proto = getprotobyname('tcp');
>
> socket(Socket_Handle, PF_INET, SOCK_STREAM, $proto);
>
> $port = getservbyname('smtp', 'tcp');
>
> $sin = sockaddr_in($portNumber,inet_aton($hostName));
>
> connect(Socket_Handle,$sin);
>
>
>
> $savedir = "E:/MAYA_Emergency_Save/";
>
> print "Attempting to save MAYA file to directory ${savedir}\n";
>
>
>
> $command = "string \$mySceneName = basename(\`file -q -sn\`, \"\"); string
> \$mySavNam = \"$savedir\" + \$mySceneName; file -rename \$mySavNam; file
> -save -type \"mayaAscii\";\n";
>
> send(Socket_Handle, $command, $sin);   #send
> the command to Maya
>
> sleep
> 1;
> #wait a second for things to catch up
>
> exit
> 1;
> #insure exit
>
>
>
>
>
>
>
>
>
> Can this be done with XSI? Has anyone tried?
>
>
>
>
>
> --
>
> 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.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph
> G. (LARC-E1A)[LITES]
> *Sent:* Wednesday, September 02, 2015 5:07 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* command port to XSI
>
>
>
> A long time ago I managed to write a command line port tool for Maya using
> the backend port that it provides. The tool was written in Perl and in
> general once a connection was made I could send MEL commands to the
> software via a “command line” prompt via a windows terminal. I used this
> often with Maya to take control of the software in case of a lock up etc
> and to send move data to it.
>
>
>
> I thought I had created the same for XSI, again a really long time ago,
> but can’t seem to find it. XSI should be able to do this since it appears
> to communicate with Maya via a port connection. Does anyone know if this is
> still possible? If so do you have any examples how it would be done for
> XSI?
>
>
>
> Thanks
>
>
>
>
>
>
>
> --
>
> 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.
>
>
>


Re: A bit OT - Kraken issues

2015-08-31 Thread Eric Thivierge
Hey Oscar,

I'll answer on this list but you can email Phil and I directly in the
future. We'll probably setup a google group for questions / issues.

Regarding the performance, it's a known issue and we're actively working to
find out how to speed it up.

Can you try using Fabric 1.15.3 and getting back to me off list on whether
the save / load issues are still there?

Thanks,
Eric T.


Eric Thivierge
http://www.ethivierge.com

On Mon, Aug 31, 2015 at 12:52 PM, Oscar Juarez <tridi.animei...@gmail.com>
wrote:

> Hello Eric and Phil,
>
> I don't know if this list is the correct place to send issues and
> questions about Kraken, if not, where would be a good place? On the github
> page for the project?
>
> Right now I started testing it and everything works as expected, opening
> the editor, building guides and building rigs.
>
> The rigs work, although in Softimage much slower than in Maya at least
> with the Fabrice rig, if I save the scene and close it and re-open, the rig
> stops working, still interaction is like before, but the deformers are not
> moving anymore, I guess it is still evaluating but something gets
> disconnected.
>
> In maya this is not the case, I can save and re-open and everything still
> works. I checked and the spliceOps in the cmpOut nulls and deformers are
> still there, but somehow they are not working.
>
> Does this ring any bell? I'm using Fabric 1.15.2 and the latest Kraken.
>
> Thanks in advance
> Oscar Juarez
>


Re: A bit OT - Kraken issues

2015-08-31 Thread Eric Thivierge
I've just opened the kraken mailing list to the public:
https://groups.google.com/forum/#!forum/kraken-project


Eric Thivierge
http://www.ethivierge.com

On Mon, Aug 31, 2015 at 1:25 PM, Eric Thivierge <ethivie...@gmail.com>
wrote:

> Hey Oscar,
>
> I'll answer on this list but you can email Phil and I directly in the
> future. We'll probably setup a google group for questions / issues.
>
> Regarding the performance, it's a known issue and we're actively working
> to find out how to speed it up.
>
> Can you try using Fabric 1.15.3 and getting back to me off list on whether
> the save / load issues are still there?
>
> Thanks,
> Eric T.
>
> ----
> Eric Thivierge
> http://www.ethivierge.com
>
> On Mon, Aug 31, 2015 at 12:52 PM, Oscar Juarez <tridi.animei...@gmail.com>
> wrote:
>
>> Hello Eric and Phil,
>>
>> I don't know if this list is the correct place to send issues and
>> questions about Kraken, if not, where would be a good place? On the github
>> page for the project?
>>
>> Right now I started testing it and everything works as expected, opening
>> the editor, building guides and building rigs.
>>
>> The rigs work, although in Softimage much slower than in Maya at least
>> with the Fabrice rig, if I save the scene and close it and re-open, the rig
>> stops working, still interaction is like before, but the deformers are not
>> moving anymore, I guess it is still evaluating but something gets
>> disconnected.
>>
>> In maya this is not the case, I can save and re-open and everything still
>> works. I checked and the spliceOps in the cmpOut nulls and deformers are
>> still there, but somehow they are not working.
>>
>> Does this ring any bell? I'm using Fabric 1.15.2 and the latest Kraken.
>>
>> Thanks in advance
>> Oscar Juarez
>>
>
>


Release the Kraken! v1.0

2015-08-11 Thread Eric Thivierge
Hey everybody,

I'd like to announce the first release of Kraken, an open source cross DCC
rigging framework. The framework of built using Python and Fabric Engine's
KL language. The system is targeted towards Rigging TDs with a solid
knowledge of Python programming concepts. This framework allows for
creating custom components and procedural rig builds for quickly
prototyping and iterating on your assets.

It's been a 2 year endeavor between Phil Taylor and myself. We're really
happy with the features we've put in and look forward to continuing to push
new features moving forward.

I'm currently at Siggraph but will be making tutorial videos in the coming
weeks to help people get up and running.
For those of you feeling adventurous, you can dig in by getting more
information at our Github page here:
http://fabric-engine.github.io/Kraken/

And clone the repo from Github here:
https://github.com/fabric-engine/Kraken/

A big thanks goes out to Hybride Technologies and Fabric Engine without
whom this collaboration would not have been possible. Also a shot out to
Steve Caron, Sylvain Berger, Jentzen Mooney, and Phil Taylor for getting
the PyQtForSoftimage going for PySide.

Thanks,
Eric Thivierge


Re: PyQt For Softimage, PySide current status?

2015-08-09 Thread Eric Thivierge
Sylvain Berger contributed to the fixes as well. :)

Thanks Steve. This will help with the Kraken release Tuesday.
On Aug 9, 2015 5:23 PM, Steven Caron car...@gmail.com wrote:

 So after lots of back and forth we have PySide support for Softimage...

 https://github.com/caron/PyQtForSoftimage/tree/beta6

 Thanks to Eric, Phil, and Jentzen for helping make it happen.

 If you aren't interested in using PySide then no need to upgrade.

 On Tue, Jun 30, 2015 at 1:11 PM, Steven Caron car...@gmail.com wrote:

 I mostly works, the loading of ui files isn't working as well as PyQt

 *written with my thumbs
 On Jun 30, 2015 10:52 AM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Just drudging this topic back up. Is there a build out there with the
 PySide support? I see that there is a Qt package in the git repo but not
 sure that ever made it into an xsiaddon.

 Thanks,

 --
 Eric Thivierge
 Rigging Lead






Re: OT: So KL (Fabric Engine 2) will be able to do this like ICE?

2015-07-28 Thread Eric Thivierge
Certainly possible.


Eric Thivierge
http://www.ethivierge.com

On Tue, Jul 28, 2015 at 7:37 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:


 https://vimeo.com/21742004

 For what I´ve seen on the presentations and demos of FE2 this must be
 possible.
 Anyone already instancing on FE2?

 Cheers.
 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: The Untimely Death of Softimage -the comic

2015-07-10 Thread Eric Thivierge
Making things go faster fits pretty well I think. :)


Eric Thivierge
http://www.ethivierge.com

On Fri, Jul 10, 2015 at 9:23 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 where we are going, we don't need roads is probably copyrighted but it
 would be an awesome slogan for Fabric

 A better one for them might be Where we are going, we don't need clouds
 :P

 On 10 July 2015 at 13:59, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 nailed it...

 On Fri, Jul 10, 2015 at 2:56 PM, Greg Punchatz g...@janimation.com
 wrote:

 That was great. Funny and sad at the same time, just like a painting of
 a crying clown ;)

 On Fri, Jul 10, 2015 at 7:44 AM, Morten Bartholdy x...@colorshopvfx.dk
 wrote:

   Oh my, Max. You just made my day - very liberating giggles. Very
 spot on too.



  If anything, in case you are not quite finished with it, you might
 work in a pun regarding ICE vs. Bifrost :D

  ICE is really cool, while Bifrost is really just that -  some
 frosting on the side of the lumbering Mayan tractor.


Morten




 Den 10. juli 2015 kl. 14:15 skrev Max Crow m...@nsccreative.com:

   I had some time off this week so I thought I would make a comic
 about The Event because that's what normal people do, right?  The point
 wasn't to start an anti AD flame war, more one of closure, and looking to
 the future.

 http://www.maxcrow.com/the-untimely-death-of-softimage/

 Please feel happy to criticise or suggest improvements but they will
 only be acknowledged if presented in the medium of contemporary dance (or
 another comic).

  Enjoy!
 --
  Max Crow
 Creative Supervisor
  NSC Creative

   National Space Centre, Exploration Drive, Leicester, LE4 5NS, UK

   http://www.NSCcreative.com http://www.nsccreative.com/










Re: modo / houdini + fabric engine

2015-07-07 Thread Eric Thivierge
There is nothing stopping you from creating solvers currently. We have a
Hair simulation solver going at Hybride currently that Ahmidou is pushing
on. Getting some awesome results. Utilizing Fabric for the calculations and
pushing back into Softimage to strands. Nothing stopping us doing the same
in Maya I don't think either.

I wouldn't say that Fabric is just working on Rigging. It's the easiest
thing to target currently as it's mostly just driving transforms, but there
isn't anything stopping you from doing some work in other areas.

For solvers, we'll be shipping Kraken with a few standard ones that you'll
be able to use and build your own components from:
2 Bone IK / FK
N Bone IK / FK
Bezier Spine
Multi Pose Constraint





Eric Thivierge
http://www.ethivierge.com

On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com
wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who knows
 what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101 and
 it`s great for content creation but I would not make the whole studio run
 on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi



Re: modo / houdini + fabric engine

2015-07-07 Thread Eric Thivierge
Fabric doesn't have a concept of clusters currently so no. I'm sure you
could implement something similar though.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Tue, Jul 7, 2015 at 10:39 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Is there something like softs constrain to cluster ?

 On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote:

 There is nothing stopping you from creating solvers currently. We have a
 Hair simulation solver going at Hybride currently that Ahmidou is pushing
 on. Getting some awesome results. Utilizing Fabric for the calculations and
 pushing back into Softimage to strands. Nothing stopping us doing the same
 in Maya I don't think either.

 I wouldn't say that Fabric is just working on Rigging. It's the easiest
 thing to target currently as it's mostly just driving transforms, but there
 isn't anything stopping you from doing some work in other areas.

 For solvers, we'll be shipping Kraken with a few standard ones that
 you'll be able to use and build your own components from:
 2 Bone IK / FK
 N Bone IK / FK
 Bezier Spine
 Multi Pose Constraint




 
 Eric Thivierge
 http://www.ethivierge.com

 On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson 
 juhani.karls...@talvi.com wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who
 knows what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101
 and it`s great for content creation but I would not make the whole studio
 run on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz
 kid you can do some crazy stuff, but it would still be a huge 
 undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com
 wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi






PyQt For Softimage, PySide current status?

2015-06-30 Thread Eric Thivierge
Just drudging this topic back up. Is there a build out there with the 
PySide support? I see that there is a Qt package in the git repo but not 
sure that ever made it into an xsiaddon.


Thanks,

--
Eric Thivierge
Rigging Lead




Re: PyQt For Softimage, PySide current status?

2015-06-30 Thread Eric Thivierge

Totally understandable. :)

On Tuesday, June 30, 2015 4:32:13 PM, Steven Caron wrote:

Time and energy...

I like anuska's PR I just would need to properly merge it with beta 5,
then rebuild PySide support back on top.

If you want to just modify the code to just work for PySide, that
might not be horrible. Start from the beta 5 tag


On Tue, Jun 30, 2015, 1:19 PM Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com wrote:

OK that's fine for me I'll have a gander when I get home. I saw there
were also some open pull requests so was wondering if there was
something in those that was essential too.

Thanks Steve

On Tuesday, June 30, 2015 4:11:31 PM, Steven Caron wrote:
 I mostly works, the loading of ui files isn't working as well as
PyQt

 *written with my thumbs

 On Jun 30, 2015 10:52 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com
 mailto:ethivie...@hybride.com mailto:ethivie...@hybride.com
wrote:

 Just drudging this topic back up. Is there a build out there
with
 the PySide support? I see that there is a Qt package in the git
 repo but not sure that ever made it into an xsiaddon.

 Thanks,

 --
 Eric Thivierge
 Rigging Lead







Re: PyQt For Softimage, PySide current status?

2015-06-30 Thread Eric Thivierge
OK that's fine for me I'll have a gander when I get home. I saw there 
were also some open pull requests so was wondering if there was 
something in those that was essential too.


Thanks Steve

On Tuesday, June 30, 2015 4:11:31 PM, Steven Caron wrote:

I mostly works, the loading of ui files isn't working as well as PyQt

*written with my thumbs

On Jun 30, 2015 10:52 AM, Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com wrote:

Just drudging this topic back up. Is there a build out there with
the PySide support? I see that there is a Qt package in the git
repo but not sure that ever made it into an xsiaddon.

Thanks,

--
Eric Thivierge
Rigging Lead






Re: Transferring shape keys

2015-06-18 Thread Eric Thivierge
If you get to the shape node through the object model you can then 
access the ClusterProperty (your shape key property that is on the 
cluster). From there its the .Elements.Array that stores the values. 
It'll return a Tuple of Tuples. 1 tuple per axis that will store the 
shape's delta from the base shape.


A simple script to do this is:

# Python
sel = Application.Selection
sel(1).Elements.Array = sel(0).Elements.Array

However Python won't be efficient with heavy meshes. Thus why i think 
ICE would be a better solution.


Through ICE you'd pull in the shape properties and connect their 
positions attributes.


Lastly to note, this also applies to weight maps as well.

Eric T.


On Thursday, June 18, 2015 9:33:33 AM, Tim Crowson wrote:

Eric, if I understand you correctly, that's honestly what I'd rather
do. Seems so much simpler to leave the shape keys in place and simply
update whatever data they contain. But I simply don't know how to
script this. I just haven't done much scripting with mesh attributes
like this. How do I get the positions attribute from one shape key and
apply it to another?

On 6/17/2015 6:21 PM, Eric Thivierge wrote:

Hey Tim,

Any reason you're not using scripting to regenerate these and not
just use copy / paste? You can script the creation of the shape nodes
and then copy the positions attribute over.

Another thing you could do is apply ICE Ops to copy the values of
shapes on one mesh to another. Don't forget that ICE isn't always for
Live operators, but you can design ops that are only there for
utilities and then get frozen off. Especially when you use the
ApplyICEOp() command which takes a compounds execute port (it has to
have one) and connects it directly and then you can script the hook
ups of get data nodes or you can fill in the reference inputs that
point to the right objects / properties.

You can update data in shape keys through scripting or ICE.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

I'm working on a tool for updating shapeKeys inside a mesh's
Shape cluster. I can't use GATOR to transfer the shapes (that
creates a new Shape cluster anyway, which I don't want). My
original intent was to:
1. compare my rig model with my shapes model, storing any
animation or expressions on shape keys
2. delete shape keys out of my rig model
3. copy over the updated shape keys (same names) from the shapes
model
4. re-apply anim/expressions

The problem I'm having is between steps 2 and 3. I am not sure
what the best method is for transferring shape keys. GATOR just
dumps the whole lot into a new Shape cluster, which I don't want.
So I'm falling back on Application.CopyPaste(). Now this works
fine when dragging and dropping via the mouse. But for some
reason, when firing the exact same command in code, it bombs and
throws an error on that command. However, if instead of deleting
specific shape keys, I delete the entire parent Shape cluster,
then CopyPaste() works just fine. It's almost like the
CopyPaste() command fails when fired from code AND a Shape
cluster already exists. But clearly, I can't just delete the
Shape cluster, as we might have custom shapes inside it that
aren't in whatever model we're sourcing from for the update..

Any ideas?

Honestly this would all be much easier (I think) if there was a
way to update point data inside a shape key, but I can't tell if
that's possible or not, hence my current method of deleting and
re-applying anim/expressions.

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com

/
/




--
Signature






Re: Transferring shape keys

2015-06-18 Thread Eric Thivierge
As a last addition to this, it's also worth mentioning you can query 
ICEAttribute values directly from scripting too using the 
ICEAttribute.DataArray and you may be able to use that more efficiently 
than the Elements.Array


Eric T

On 6/18/2015 9:49 AM, Eric Thivierge wrote:
If you get to the shape node through the object model you can then 
access the ClusterProperty (your shape key property that is on the 
cluster). From there its the .Elements.Array that stores the values. 
It'll return a Tuple of Tuples. 1 tuple per axis that will store the 
shape's delta from the base shape.


A simple script to do this is:

# Python
sel = Application.Selection
sel(1).Elements.Array = sel(0).Elements.Array

However Python won't be efficient with heavy meshes. Thus why i think 
ICE would be a better solution.


Through ICE you'd pull in the shape properties and connect their 
positions attributes.


Lastly to note, this also applies to weight maps as well.

Eric T.


On Thursday, June 18, 2015 9:33:33 AM, Tim Crowson wrote:

Eric, if I understand you correctly, that's honestly what I'd rather
do. Seems so much simpler to leave the shape keys in place and simply
update whatever data they contain. But I simply don't know how to
script this. I just haven't done much scripting with mesh attributes
like this. How do I get the positions attribute from one shape key and
apply it to another?

On 6/17/2015 6:21 PM, Eric Thivierge wrote:

Hey Tim,

Any reason you're not using scripting to regenerate these and not
just use copy / paste? You can script the creation of the shape nodes
and then copy the positions attribute over.

Another thing you could do is apply ICE Ops to copy the values of
shapes on one mesh to another. Don't forget that ICE isn't always for
Live operators, but you can design ops that are only there for
utilities and then get frozen off. Especially when you use the
ApplyICEOp() command which takes a compounds execute port (it has to
have one) and connects it directly and then you can script the hook
ups of get data nodes or you can fill in the reference inputs that
point to the right objects / properties.

You can update data in shape keys through scripting or ICE.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

I'm working on a tool for updating shapeKeys inside a mesh's
Shape cluster. I can't use GATOR to transfer the shapes (that
creates a new Shape cluster anyway, which I don't want). My
original intent was to:
1. compare my rig model with my shapes model, storing any
animation or expressions on shape keys
2. delete shape keys out of my rig model
3. copy over the updated shape keys (same names) from the shapes
model
4. re-apply anim/expressions

The problem I'm having is between steps 2 and 3. I am not sure
what the best method is for transferring shape keys. GATOR just
dumps the whole lot into a new Shape cluster, which I don't want.
So I'm falling back on Application.CopyPaste(). Now this works
fine when dragging and dropping via the mouse. But for some
reason, when firing the exact same command in code, it bombs and
throws an error on that command. However, if instead of deleting
specific shape keys, I delete the entire parent Shape cluster,
then CopyPaste() works just fine. It's almost like the
CopyPaste() command fails when fired from code AND a Shape
cluster already exists. But clearly, I can't just delete the
Shape cluster, as we might have custom shapes inside it that
aren't in whatever model we're sourcing from for the update..

Any ideas?

Honestly this would all be much easier (I think) if there was a
way to update point data inside a shape key, but I can't tell if
that's possible or not, hence my current method of deleting and
re-applying anim/expressions.

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com

/
/




--
Signature







Re: Transferring shape keys

2015-06-17 Thread Eric Thivierge
Hey Tim,

Any reason you're not using scripting to regenerate these and not just use
copy / paste? You can script the creation of the shape nodes and then copy
the positions attribute over.

Another thing you could do is apply ICE Ops to copy the values of shapes on
one mesh to another. Don't forget that ICE isn't always for Live operators,
but you can design ops that are only there for utilities and then get
frozen off. Especially when you use the ApplyICEOp() command which takes a
compounds execute port (it has to have one) and connects it directly and
then you can script the hook ups of get data nodes or you can fill in the
reference inputs that point to the right objects / properties.

You can update data in shape keys through scripting or ICE.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 17, 2015 at 3:48 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  I'm working on a tool for updating shapeKeys inside a mesh's Shape
 cluster. I can't use GATOR to transfer the shapes (that creates a new Shape
 cluster anyway, which I don't want). My original intent was to:
 1. compare my rig model with my shapes model, storing any animation or
 expressions on shape keys
 2. delete shape keys out of my rig model
 3. copy over the updated shape keys (same names) from the shapes model
 4. re-apply anim/expressions

 The problem I'm having is between steps 2 and 3. I am not sure what the
 best method is for transferring shape keys. GATOR just dumps the whole lot
 into a new Shape cluster, which I don't want. So I'm falling back on
 Application.CopyPaste(). Now this works fine when dragging and dropping via
 the mouse. But for some reason, when firing the exact same command in code,
 it bombs and throws an error on that command. However, if instead of
 deleting specific shape keys, I delete the entire parent Shape cluster,
 then CopyPaste() works just fine. It's almost like the CopyPaste() command
 fails when fired from code AND a Shape cluster already exists. But clearly,
 I can't just delete the Shape cluster, as we might have custom shapes
 inside it that aren't in whatever model we're sourcing from for the update..

 Any ideas?

 Honestly this would all be much easier (I think) if there was a way to
 update point data inside a shape key, but I can't tell if that's possible
 or not, hence my current method of deleting and re-applying
 anim/expressions.

 --




 *Tim Crowson **Lead CG Artist*


 *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville,
 TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com






Re: Writing custom loaders for .emdl and .scn files in other apps

2015-06-02 Thread Eric Thivierge
AFAIK .scn and .emdl are not open formats so likely you won't be able 
to.


Eric T.

On Tuesday, June 02, 2015 1:07:58 PM, Tim Crowson wrote:

Let me clarify... obviously I'm not asking about the I/O SDKs for
other apps... I'm asking about info on XSI's native I/O formats.

On 6/2/2015 11:19 AM, Tim Crowson wrote:

Where would I go to find information on writing loader plugins for
other apps for loading .emdl and .scn files? Not having much luck in
the SDK, unless I just missed it...


--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com




--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is
confidential and should not be used by anyone who is not the original
intended recipient(s). If you have received this e-mail in error
please inform the sender and delete it from your mailbox or any other
storage mechanism. Magnetic Dreams, Inc cannot accept liability for
any statements made which are clearly the sender's own and not
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./





Re: Softimage going to sleep on Windows 8

2015-05-28 Thread Eric Thivierge
Did you turn off the Reload Externally Modified Clips On Focus in the 
Prefs  Rendering  Images Tab?


On Thursday, May 28, 2015 10:43:22 AM, Leonard Koch wrote:

Hey list,

since updating to Windows 8 I've had the issue that if I leave
softimage alone for a few minutes, it takes about 10 seconds for it to
become responsive again after tabbing/clicking back into it.

I have a fast SSD, plenty of RAM and not much else going on.
Has anyone else encountered this issue?

Cheers.
-Leo




Re: Is purchasing a new softimage license impossible?

2015-05-15 Thread Eric Thivierge
I didn't find Chris' post anywhere near throwing everything in a pile and
didn't consider it noise at all. How many times have people posted to the
list about a cool feature in other software before the EOL and nobody lost
their shit? Why now?

I'm on a number of lists so I'm well experienced with the skillful art of
creating email filters and clicking on sub-folders. Some may say I have a
super kung-fu / cat-like reflex for hopping from one to the other. A click
is no inconvenience, don't worry.

What I do find as an inconvenience is the absence of a long standing
community with decades of experience that cannot be queried with a few
clicks and keystrokes.

Softimage is not forever and this list / community needs to evolve to
something bigger otherwise it's going to die off.



Eric Thivierge
http://www.ethivierge.com

On Fri, May 15, 2015 at 7:59 PM, Matt Lind speye...@hotmail.com wrote:

 Some of us have been down this road before, Eric.  Yes, people will be
 moving on, but that's not an excuse to throw everything into a pile as it's
 just noise, counterproductive, and a disservice to those who really need
 the list for something other than as a chat medium to pass the day.

 As for not reading anything you don't want to read - some of us are on the
 digest form of the list which means the server concatenates messages
 together as one giant email and sends it out.  You cannot skip messages in
 digest form as everything is inline text, you get everything whether you
 like it or not.  I don't like receiving digests full of noise as they're
 tedious to read, and often lead to situations where I miss posts I am
 interested in because they get lost in that sea of noise.

 While having another forum or list for migration and other topics may be
 that one extra click of inconvenience to you, it's the right thing to do.


 Matt





 Date: Thu, 14 May 2015 21:09:55 -0400
 From: Eric Thivierge ethivie...@gmail.com
 Subject: Re: Is purchasing a new softimage license impossible?
 To: softimage@listproc.autodesk.com
 softimage@listproc.autodesk.com


 Yeah I agree entirely with what Raf said.

 In addition if enough people want the discussions about transition
 experiences of members of our community to stop here I can get on board.
 Just know that when that happens the community will start to dwindle
 rapidly. It's the same damn point that's been made over and over since the
 EOL announcement. We're going to have to move somewhere else. Softimage is
 done. Some of us are transitioning sooner than others. This is going to
 leave the community pretty fragmented so topics and sharing of experiences
 is going to be very mixed up.

 If you hit something you don't want to read move on.

 Eric T.

 
 Eric Thivierge
 http://www.ethivierge.com




Re: Friday Flashback #223

2015-05-14 Thread Eric Thivierge

I think he was 4. :P

On Thursday, May 14, 2015 10:15:45 AM, Cristobal Infante wrote:

How old were you when you started with 4 Alan? The truth needs to come
out at some point ;)




Re: Is purchasing a new softimage license impossible?

2015-05-14 Thread Eric Thivierge

Hey Sven,

I'm not sure you have the right to police this list like that. I don't 
mind if this kind of stuff is posted here. So when you use the word we 
I'm not sure who you're speaking for but it certainly isn't the whole of 
this list.


Anyone wanting to share new ways of working and tools should be able to. 
This wasn't forbidden before the EOL for Softimage so it shouldn't be 
now. Especially since the EOL.


Eric T.

On 5/14/2015 5:10 PM, Sven Constable wrote:


Hey Chris, we have some problem if people want to promote their 
software in a inappropriate way. ADSK did this this on the list. 
Newtek an SideFX did it as well. It's alright. But please keep in 
mind, this is the softimage mailing list.


If I want to model with hobbyist software, controlled by hobbyists I 
will choose Blender. If you want to promote a software for hobbyists, 
you should use the appropiate forums.


sven





Re: Is purchasing a new softimage license impossible?

2015-05-14 Thread Eric Thivierge
Yeah I agree entirely with what Raf said.

In addition if enough people want the discussions about transition
experiences of members of our community to stop here I can get on board.
Just know that when that happens the community will start to dwindle
rapidly. It's the same damn point that's been made over and over since the
EOL announcement. We're going to have to move somewhere else. Softimage is
done. Some of us are transitioning sooner than others. This is going to
leave the community pretty fragmented so topics and sharing of experiences
is going to be very mixed up.

If you hit something you don't want to read move on.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Thu, May 14, 2015 at 8:43 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 A message of great nostalgia, sadness but also realism and share fullness.


 sly







 *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/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/






 On May 14, 2015, at 8:02 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Is it really an issue?

 It's not like people have flocked to this list like flies to corpses to
 pimp and peddle. The non-Soft posts are come either from people who have
 explicitly been invited to the list by long standing members in time of
 crisis, or by long enough standing members, and I've seen Chris' name
 plenty times before. Personally I'm interested in seeing how others are
 coping with change (in ways other than ignoring its necessity, which is a
 viable strategy only for so long).

 I see your point Matt, and I don't disagree, but while it's only fair that
 this list is used predominantly for those continuing to use Soft (we're
 still doing movies with it here at AL), the Softimage Experience now is
 also about other people who have used Soft sharing their experience in
 moving away from it as sad as it might be. Almost everybody, sooner or
 later, will have to walk that path, and there's nobody more indicated to
 advise than other members of this list.

 I don't know, seems a bit of a storm in a glass of water to me.





Re: Any equivalent to Custom Param sets in Maya?

2015-05-13 Thread Eric Thivierge

Thanks Joey. Unless it's OOTB I'm not touching it. :)

I'll survive without it for now.

Eric T.

On Wednesday, May 13, 2015 2:39:55 PM, Ponthieux, Joseph G. 
(LARC-E1A)[LITES] wrote:

Check out the WINDOWS section of this page

http://area.autodesk.com/blogs/stevenr/bonustools

Maybe this is useful?

--

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.

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Ponthieux, Joseph G. (LARC-E1A)[LITES]
*Sent:* Wednesday, May 13, 2015 2:33 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Any equivalent to Custom Param sets in Maya?

Having a recollection about something I haven’t thought of in a while
but curious if either of these have any value to you?

http://download.autodesk.com/global/docs/maya2014/en_us/files/GUID-C386F366-A1F9-49E1-938D-45149F79D354.htm

http://download.autodesk.com/global/docs/maya2014/en_us/files/GUID-1BB52D1E-AA28-438E-A008-A0F4173D20FD.htm

Any chance you can manually create the dialog you want at least? I
know that won’t solve all the problems but maybe it will let you give
your animators the kind of control management you are looking for?

--

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.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Graham
Bell
*Sent:* Wednesday, May 13, 2015 2:18 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Any equivalent to Custom Param sets in Maya?

I believe that's what 'Asset's in Maya were supposed to do, but they
never really progressed that far. Some good ideas in there though.

On Wed, May 13, 2015 at 6:17 PM Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com wrote:

Yeah I could do that but animator's would kill me. I'd prefer to stay
alive. :)

Eric T.

On 5/13/2015 1:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
 You could try something similar to

 Object
 Null (MyControl)
- posx
- posy
- posz
- Null2 (MyCustomParamSet1)
-- customParam1
-- customParam2
 - Null3 (MyCustomParamSet2)
-- customParam1
-- customParam2

 It won't be manageable via the Attribute editor the way you
would like but it will be easily accessible via channel box by
selecting the Null, Null2, or Null3 group nodes under the object
from the Outliner. If you hide extraneous channels in each null it
might be at least very presentable from an Outliner/Channel box
workflow, but won't be what you want structurally from the back
side and won't be presentable the way you would want from a single
Attribute Editor display.

 To my knowledge Maya has never had a sense for Custom
Parameters the way that Soft does it. Attributes have always been
node level, if that's even a good way to describe it.

 And yeah, the Maya philosophy of visibility has no similarity to
Soft.

 --
 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.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage- mailto:softimage-
 boun...@listproc.autodesk.com
mailto:boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Wednesday, May 13, 2015 12:20 PM
 To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
 Subject: Re: Any equivalent to Custom Param sets in Maya?

 Hey Joey,

 Yeah I know the standard workflow for attributes in Maya just
wasn't sure if
 there was a new organizational structure in recent years.

 I basically want to make sets of attributes on an actual
object, not a child
 object. Custom Param Sets in Softimage allow for this as you
have a nested
 param set where more custom params can live.

 MyControl
 - posx
 - posy
 - posz
 - MyCustomParamSet1
 - customParam1

Any equivalent to Custom Param sets in Maya?

2015-05-13 Thread Eric Thivierge

Hello all,

Wondering if there is a container like object where you can add 
attributes to that lives under an object in Maya. Also having multiple 
instances of this object type as well with the attributes within it 
exposed in the channel box.


Thanks,
Eric T.



Re: Any equivalent to Custom Param sets in Maya?

2015-05-13 Thread Eric Thivierge
Yeah I could do that but animator's would kill me. I'd prefer to stay 
alive. :)


Eric T.

On 5/13/2015 1:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:

You could try something similar to

Object
Null (MyControl)
   - posx
   - posy
   - posz
   - Null2 (MyCustomParamSet1)
   -- customParam1
   -- customParam2
- Null3 (MyCustomParamSet2)
   -- customParam1
   -- customParam2

It won't be manageable via the Attribute editor the way you would like but it 
will be easily accessible via channel box by selecting the Null, Null2, or 
Null3 group nodes under the object from the Outliner. If you hide extraneous 
channels in each null it might be at least very presentable from an 
Outliner/Channel box workflow, but won't be what you want structurally from the 
back side and won't be presentable the way you would want from a single 
Attribute Editor display.

To my knowledge Maya has never had a sense for Custom Parameters the way that Soft does 
it. Attributes have always been node level, if that's even a good way to describe it.

And yeah, the Maya philosophy of visibility has no similarity to Soft.

--
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.


-Original Message-
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, May 13, 2015 12:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: Any equivalent to Custom Param sets in Maya?

Hey Joey,

Yeah I know the standard workflow for attributes in Maya just wasn't sure if
there was a new organizational structure in recent years.

I basically want to make sets of attributes on an actual object, not a child
object. Custom Param Sets in Softimage allow for this as you have a nested
param set where more custom params can live.

MyControl
- posx
- posy
- posz
- MyCustomParamSet1
- customParam1
- customParam2
- MyCustomParamSet2
- customParam1
- customParam2

The above structure doesn't seem to be doable in Maya and I'm currently
using a very hacky method of creating locked enum attributes with a value of
 to divide up sections of attributes. Accessing these sets via scripting 
is
annoying as these attributes aren't nested under a Param Set or other
organizational type structure and thus breaking the parody between
Softimage, Maya, and Kraken.

I'm able to work around for now and make things work, it's just not elegant.

The few things that I wish AD would implement in Maya as an offering of
good faith for ending Softimage to me, would be non-inherited visibility,
custom attribute sets and proxy-attributes. The latter being the largest
inconvenience I've come across yet for Character setup in Maya.

Eric T.


On 5/13/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:

As you probably already know custom attributes are added via

AttributesAdd Attributes in an object's Attribute Editor.

You're asking, I think, can you have custom Attributes in a special panel like

is done in Soft.

You can add attributes anywhere, to nulls, to objects etc. If you want an

attribute with behavior applied to another object but need to manage
separately you can add that to a group or null then formulate the attribute to
work on a different object.

Custom attributes show up in the channel box of the object they are added

to.

Or in the Extra Attributes section of the object where they can be isolated

from the rest of the transform channels. You must execute Load Attributes
for them to show up there.

If you want a similar kind of structure to what Soft permits, make a null

object and parent it under the main object, rename it to Controls or
something of the sort. Create all your custom attributes there and close all
section to its attribute editor other than Extra Attributes. From the channel
box you can Hide all the transform channels you don't want to see for this
control object (Right clickhide selected on each channel) making this a bit
more pleasant experience as a custom  param panel if you decide to use
the channel box to access the info.




--
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.


-Original Message-
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, May 13, 2015 11:42 AM
To: softimage@listproc.autodesk.com
Subject: Any equivalent to Custom Param sets in Maya?

Hello all,

Wondering

Re: End of the ride

2015-05-12 Thread Eric Thivierge
Good luck Graham! Thanks for the help over the years. Hope you find or have
found a nice place to land.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Tue, May 12, 2015 at 6:59 PM, Graham Bell bell...@gmail.com wrote:

 I hadn't wanted to make any kind of announcement, but reading Stephens
 latest Flashback thread and the discussions on where peoples journey with
 Softimage first started, it's kinda made me realise that mine has basically
 ended.
 And as I'm posting here, I didn't want to fly under false colours, so to
 speak.

 As of the start of this month, I'm no longer at Autodesk, The bloodline of
 european Softimage AE's from Ben, Chinny, and James, to myself has now
 ended.

 Perhaps it's time to start earning an honest living again. lol :-)



Re: Friday Flashback #223

2015-05-08 Thread Eric Thivierge
Yeah I started on 4.0 / 4.2...  was wondering when Stephen was going to get
to this release. :)


Eric Thivierge
http://www.ethivierge.com

On Fri, May 8, 2015 at 1:33 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

 especially since it was the first really 'production ready' version,
 wasn't it? Remembering two presentations (I think it was v1.0 (lol) and
 3.0) And on the v3 presentation I thnk their claim was it's now 'production
 ready'. Well, I don't think it was it entirely but with version 4 they
 definetly got  it.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
 Sent: Friday, May 08, 2015 5:00 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #223

 ah..my landing year on XSI ship. good times

 On 5/8/2015 3:46 PM, Stephen Blair wrote:
  i am 4.
  customization • speed • options • power • thought • imagination •
  integration
  SOFTIMAGE|XSI version 4.0 launch 04.19.2004
 
  http://wp.me/powV4-3cW





Re: Alembic trouble again

2015-05-06 Thread Eric Thivierge

Where does the alembic time control live?

On Wednesday, May 06, 2015 11:20:05 AM, Morten Bartholdy wrote:

I have a heavy model with refmodel sub parts - onto this I import
alembic animation data attaching it to existing nodes. This works fine
so far. Saving the scene and loading it again I find that the
animation is gone.

I am guessing the alembic file is evaluated before the refmodels are
loaded, thus throwing it off.


Can this be the case, and how can I force loading refmodels before the
alembic file?



Morten







Re: Storing edge selection to list in python

2015-05-05 Thread Eric Thivierge

si = Application
log = LogMessage
sel = si.Selection

if sel.Count  0:

   if SubComponent in sel(0).Type:
   log(list(sel(0).SubComponent.ElementArray))

On Tuesday, May 05, 2015 10:03:11 AM, Ognjen Vukovic wrote:

Hi guys,
Could someone maybe give a pointer on how to solve this little puzzle.
I have an some edges selected on an object, i need to store their
index's to a list in python and call it back, but i have no clue on
how to access the edge id's and write it down.

If anyone could help me out here it would be awesome.
Cheers,
Ogi.




Re: PLUG: Fabric news for FMX (MODO support incoming!)

2015-05-04 Thread Eric Thivierge

Great to see Paul!

Can you get Fabric integrated with my microwave too? :P

Eric T.


On 5/4/2015 4:20 PM, Paul Doyle wrote:


Hi everyone – we just published some pretty exciting news as part of 
our FMX attendance this year: 
http://fabricengine.com/2015/05/fabric-at-fmx-2015/


If you don’t feel like reading my blog post, the biggest news is 
forthcoming support for MODO: https://vimeo.com/126747222


Plus Houdini, Cinema4D and perhaps Unreal Engine J

Look us up at FMX this week if you’re here – the weather’s beautiful!

Cheers,

Paul and the Fabric Team





Re: Scripting making geoapproximation local?

2015-04-28 Thread Eric Thivierge

FYI,

You can create groups and put GeoApprox properties on them. As long as 
all meshes don't have local geo approx, they will use the one in the 
group. May help make things easier / quicker?


Eric T.

On 4/28/2015 7:59 AM, Toonafish wrote:

couldn't you just select all objects and add a geoapproximation property ?

- Ronald




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge

I agree Ed,

I'm not going to hold on to Softimage for the next 2-3+ years just 
because I want to make a statement. As a 3D artist, it's my opinion that 
you need to move with the times whether you like it or not. If you stick 
with Softimage, you're delaying the transition that will eventually 
happen. If you wait until the last possible moment, say if a new 
technology is introduced, and there is no way to shoe-horn it into 
Softimage, you'll be left with very little time to get up to speed with 
a product that will be evolving and staying up with the times.


Whether it's a transition to Max, Maya, Houdini, or whatever, life goes 
on. If you want to stay in the industry and stay relevant you have to 
evolve.


Eric T.

On 4/14/2015 10:36 AM, Ed Manning wrote:

Y'know...

I get the impression that some people would be, maybe not happier, but 
more satisfied, if Maya *didn't* get any of the workflow enhancements 
or other changes many of us have been asking for.  I miss Softimage 
more every day I have to use Maya (but fortunately, I can still use 
Softimage when it's up to me), but the negative attitude of some 
people, while understandable, is totally counterproductive.


I have to make a living using the tools that are available. Autodesk 
killed my tool of choice in favor of a less-usable one, which 
frustrates and angers me, as well as cutting my productivity (and 
value to my clients). But for anybody to look at long-asked-for 
changes to the tool AD have chosen to develop, and run them down on 
the basis of, well, not much other than preconceived opinion, does. 
not. help.


Maya is becoming more like Softimage? About time! Move more in that 
direction! Autodesk -- you still have a lot to answer for, but you 
actually seem to be trying to deliver on some of the things you've 
said.  I'm not going to say great job! because we don't praise 
people for simply doing what they're supposed to do (see Chris Rock on 
this topic).





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge

Getting a bit semantic but you probably need to do both no? :)

Eric T.

On Tuesday, April 14, 2015 11:36:36 AM, Leendert A. Hartog wrote:

Eric Thivierge schreef op 14-4-2015 om 17:08:

If you want to stay in the industry and stay relevant you have to
evolve.

Let's say you have to adapt, not necessarily evolve...

Greetz
Leendert





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge
Pretty sure it was flawed. A few people I know of along with myself were 
confused when the mesh lost it's shape when applying the Delta Mush 
which seemed to just smooth the mesh. It's supposed to maintain the 
detail. I think the video was flawed so they are probably redoing it to 
ensure it's used accurately. (I'm hoping).


Eric T.

On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
Looks like they removed the Delta Mush video...strange...anyway the 
new UI looks good





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge
I really like this release. The modeling tool enhancements and the 
sculpting tools are awesome to have. Sculpting blend shapes for faces is 
going to be a lot easier and you can stay in Maya for it. They have some 
work to do as they don't have an erase brush to paint the deltas back to 
zero, but its getting there. The blend shape editor adjustments are more 
than welcomed. It's finally more usable and you can just keep creating 
empty blend shapes to sculpt on. Softimage didn't have this or the 
sculpting and it's really great to see they are integrating the Mudbox 
brushes. You can't go super crazy high poly currently, but that's OK. I 
just want the sculpting tools for the blend shapes and shape fixes.


The modeling team on Maya have been doing amazing work and this release 
shows it. This is a pretty decent release. The clean up of the UI and 
menus is also something to appreciate. Get rid of the clutter to make 
room for new tools and quicker workflows.


My 2 cents,
Eric T.

On 4/14/2015 9:06 AM, Eric Thivierge wrote:
Pretty sure it was flawed. A few people I know of along with myself 
were confused when the mesh lost it's shape when applying the Delta 
Mush which seemed to just smooth the mesh. It's supposed to maintain 
the detail. I think the video was flawed so they are probably redoing 
it to ensure it's used accurately. (I'm hoping).


Eric T.

On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
Looks like they removed the Delta Mush video...strange...anyway the 
new UI looks good







Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
One thing would be to make sure the rigger doesn't change the pivots 
from the data that he gets from you. Either that or you need to update 
the assets that you're applying the cache on, to match.


Eric T.

On 4/8/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


Yeah, unfortunately you have to build your initial rig to insure that 
all rotate or scale pivots remain 1:1. You can use minimal null 
hierarchy to accomplish this. The idea is that if you leave Maya, it 
has to be prepped in a way that prevents the “Maya paradigm” from 
clubbing it.   You learn very quickly to complete toss the “Maya 
pivot” concept because few other apps work this way. Maya pivots work 
fine and it’s safe to alter pivots if you remain in Maya, but you have 
to accept this Maya “reality”. People who have only ever worked in 
Maya are insulated. They figure out the path of least resistance if 
they use pivots and understand it the Maya way. But for just about 
everyone else,  it’s sheer insanity. Cascade the nulls (empty groups) 
and you have full unfettered control and it’s never a problem 
physically or conceptually. Incidentally there are other reasons to do 
this, in particular Maya rotation order which can be changed. Its an 
older TAV concept that continued on to Maya. While it’s possible to 
understand this if you do it all the time, mentally switching back and 
forth between different apps and then trying to decipher Maya pivots 
isn’t worth the wasted brain cells.


--

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.

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten 
Bartholdy

*Sent:* Wednesday, April 08, 2015 11:51 AM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Maya to Soft f*cks up pivot positions

I get the idea, thanks. So to fix this I will have to build a new rig 
where locators are translated and then parented!?


Is there no way to get proper world positions for pivots that are 
moved the way you described?


MB


Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. 
(LARC-E1A)[LITES] j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov:


-- --

To ty to explain better

Create a new scene in Maya

Create a locator

Make sure it is selected

Hit the W key (for transform)

Hit the Insert key (you are now editing the pivot)

Move the pivot around

Note that the object XYZ position is still the same in the channel
box even after you moved the pivot. This is how Maya works.
Position remains the same, pivot rotation is isolated from
transform position. When other app try to interpret this they get
confused and can’t really always translate

-- 


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.

*From: *Morten Bartholdy [mailto:x...@colorshopvfx.dk]
*Sent:* Wednesday, April 08, 2015 11:29 AM
*To:* Ponthieux, Joseph G. (LARC-E1A)[LITES]
*Subject:* RE: Maya to Soft f*cks up pivot positions

There you got me - it was animated by an offsite Maya artist so I
don't know but will ask. I don't know enough Maya to check.

MB

Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov
mailto:j.ponthi...@nasa.gov:

-- --

Are your locator pivots at zero local to the pivot geometry?
Or have you modified them in some way?

-- 


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.

*From: *softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Morten Bartholdy
*Sent: *Wednesday, April 08, 2015 11:08 AM
*To: *softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject: *Maya to Soft f*cks up pivot positions

I am moving a number of scenes animated in Maya to Soft for
shading and rendering, but am running into the old problem of
hierarchial rig having all pivots on child nodes moving to the
center of the parent locator/Null. I thought this behaviour
 

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge

Is this using Alembic?

Eric T.

On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:

I am moving a number of scenes animated in Maya to Soft for shading
and rendering, but am running into the old problem of hierarchial rig
having all pivots on child nodes moving to the center of the parent
locator/Null. I thought this behaviour was when using groups instead
of proper hierarchy in Maya, but now I see it with hierarchy too. Does
some smart Maya savvy person here perhaps know how to fix this one? I
have tried FBX and Collada with same dismal results.

The rig is really simple - just curves and locators - no fancy bones,
expressions or constraints.

Thanks.

Morten





Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
Are you applying a cache to existing geometry in Softimage or are you 
pulling geometry and point / transform caches in?


Eric T.

On 4/8/2015 11:28 AM, Mirko Jankovic wrote:
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is 
your friend!


On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov wrote:


Are your locator pivots at zero local to the pivot geometry? Or
have you modified them in some way?

--

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.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Morten Bartholdy
*Sent:* Wednesday, April 08, 2015 11:08 AM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Maya to Soft f*cks up pivot positions

I am moving a number of scenes animated in Maya to Soft for
shading and rendering, but am running into the old problem of
hierarchial rig having all pivots on child nodes moving to the
center of the parent locator/Null. I thought this behaviour was
when using groups instead of proper hierarchy in Maya, but now I
see it with hierarchy too. Does some smart Maya savvy person here
perhaps know how to fix this one? I have tried FBX and Collada
with same dismal results.

The rig is really simple - just curves and locators - no fancy
bones, expressions or constraints.

Thanks.

Morten






Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge

Hello,

Was wondering if there is a way to have a self installing property 
survive a New Scene call. Typically I attach it to the Scene Root but 
that won't survive a New Scene call.


I have a UI that I would like to save the state of over a new scene call.

Anyone have a trick for this?

Eric T.



Re: Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge

If I do this, I lose the selected values in the property. :\

On 3/23/2015 12:04 PM, Leendert A. Hartog wrote:

Add the creation of the property to a NewScene event, maybe?

Greetz
Leendert






Re: Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge
Not exactly what I was looking for. I want to attach my Property to 
something in the application so the UI stays open and valid when 
creating a new scene. Not just values.


Thanks though,
Eric T.

On 3/23/2015 11:59 AM, Francois Lord wrote:

I never got it to work, but you can try this.
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html 




On 23-Mar-15 11:07, Eric Thivierge wrote:

Hello,

Was wondering if there is a way to have a self installing property 
survive a New Scene call. Typically I attach it to the Scene Root but 
that won't survive a New Scene call.


I have a UI that I would like to save the state of over a new scene 
call.


Anyone have a trick for this?

Eric T.






Re: Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge
Yeah not something I really want to do for saving the state and I can 
just deal with it for now. Guess this is why doing a QT Window UI that 
is attached to the application would be best.


Thanks,
Eric T.

On Monday, March 23, 2015 12:59:40 PM, Leendert A. Hartog wrote:

Saving a preset of the property in a siOnCloseScene event and
reloading in a NewScene event?
Can't test this ATM, not near Softimage. But it's inelegant even if it
works...
I'll shut up now... ;)

Greetz
Leendert





Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
The main problem with this type of stuff is that you can't get closest 
location on each curve at the same time without building a huge 
compound. You want to get the closest location on every curve, compare, 
and follow the closest one or switch with some logic.


Eric T.

On 3/19/2015 1:18 PM, Eric Thivierge wrote:
Like Rob said, you'll have to go the ID approach. If you know what 
particles should follow which curves its easy. If not, then you'll 
have to setup some logic.


Create a custom param set on each curves named the same thing, like 
curveData.

Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should 
have higher numbers, and so on and so on.
When you emit your particles randomly (or with some logic) set an ID 
of the curve you want them to follow.


You could then get closest location on each curve, and test if the 
curve ID is greater than the one it started on. If so then you could 
use some state machines to switch states. It's going to be a complex 
tree I think no matter what.


Eric T.

On 3/19/2015 1:10 PM, Cristobal Infante wrote:

get closest location  point-tangent. Use this as point velocity,

I did something like this with several curves and it was fine.

On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.com wrote:


closest location does not cut it when different curves overlap.
 you will have to build a system using a unique curve ID and
translate along each curve ID's using curve u instead.

at least this way you could gracefully hand over particles
between curves as it reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com
mailto:d...@janimation.com wrote:

Thanks for the responses guys.

I've continued with my brute force method for now because
it gets the job done. It involves several Select Case nodes
with 29 cases each though, so you can imagine why I was
reluctant to string that up. :)

I've tried the suggested approach, but I usually get a jump
to the same curve over and over again when they overlap
instead of continuing along their first curve.


Inline image 1

On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

Huh... works actually. I remember this not working
before...  carry on never mind.

Eric T.


On 3/19/2015 12:25 PM, Eric Thivierge wrote:

Closest location doesn't work with curves fed in with
a group. It always uses the first one.

Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:

Greg, any details about not getting it to work on
curves? As far as I know, it should.

gray

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow
branching geometry

Your best bet is to create a mesh from those
curves and transfer the curve's tangent onto the
mesh as a vector attribute.

Emit from the curve but use the geo's attribute
to set the direction. How Paul Smith's hair
grooming stuff works essentially.

Using a group of curves or even doing one curve
at a time won't get a nice smooth result I don't
think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not
ideal.  He cannot get a group of curves to work,
and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one
end of a curve and the have it follow the curve
to the end.. but he wants to do this to a group
of curves.  He can make it work one curve at a
time fine, he can wire the bizzilion curves up by
hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM,
pete...@skynet.be
mailto:pete...@skynet.bemailto:pete...@skynet.be
mailto:pete

Re: Crashing with unknown error message.

2015-03-19 Thread Eric Thivierge

Hopefully your geometry isn't that heavy...

1. Select the mesh.
2. Freeze Modeling (Make sure alembic topo op gets frozen)
3. Use the Animate  Tools  Plot  Shape.
4. Delete Alembic PolyMesh Op off of the mesh.

Eric T.

On 3/19/2015 8:58 AM, Morten Bartholdy wrote:


Hmm - does someone here know - is it possible to clone the alembic 
geometry and bake it to shapes, effectively making the geometry local 
in the scene?



Morten






Den 19. marts 2015 kl. 13:45 skrev Leendert A. Hartog 
hirazib...@live.nl:


 This won't help you any, I'm afraid (sorry),
 but, if I am reading this correctly, this appears to be a known issue
 with Alembic:
 https://code.google.com/p/alembic/issues/detail?id=336

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge

Nope. Doesn't work.

On 3/19/2015 1:27 PM, Cristobal Infante wrote:

merge the curves, job done..





Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Like Rob said, you'll have to go the ID approach. If you know what 
particles should follow which curves its easy. If not, then you'll have 
to setup some logic.


Create a custom param set on each curves named the same thing, like 
curveData.

Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should have 
higher numbers, and so on and so on.
When you emit your particles randomly (or with some logic) set an ID of 
the curve you want them to follow.


You could then get closest location on each curve, and test if the curve 
ID is greater than the one it started on. If so then you could use some 
state machines to switch states. It's going to be a complex tree I think 
no matter what.


Eric T.

On 3/19/2015 1:10 PM, Cristobal Infante wrote:

get closest location  point-tangent. Use this as point velocity,

I did something like this with several curves and it was fine.

On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.com wrote:


closest location does not cut it when different curves overlap.
 you will have to build a system using a unique curve ID and
translate along each curve ID's using curve u instead.

at least this way you could gracefully hand over particles between
curves as it reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com
mailto:d...@janimation.com wrote:

Thanks for the responses guys.

I've continued with my brute force method for now because it
gets the job done. It involves several Select Case nodes
with 29 cases each though, so you can imagine why I was
reluctant to string that up. :)

I've tried the suggested approach, but I usually get a jump to
the same curve over and over again when they overlap instead
of continuing along their first curve.


Inline image 1

On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

Huh... works actually. I remember this not working
before...  carry on never mind.

Eric T.


On 3/19/2015 12:25 PM, Eric Thivierge wrote:

Closest location doesn't work with curves fed in with
a group. It always uses the first one.

Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:

Greg, any details about not getting it to work on
curves? As far as I know, it should.

gray

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow
branching geometry

Your best bet is to create a mesh from those
curves and transfer the curve's tangent onto the
mesh as a vector attribute.

Emit from the curve but use the geo's attribute to
set the direction. How Paul Smith's hair grooming
stuff works essentially.

Using a group of curves or even doing one curve at
a time won't get a nice smooth result I don't
think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not
ideal.  He cannot get a group of curves to work,
and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one
end of a curve and the have it follow the curve to
the end.. but he wants to do this to a group of
curves.  He can make it work one curve at a time
fine, he can wire the bizzilion curves up by hand
but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM,
pete...@skynet.be
mailto:pete...@skynet.bemailto:pete...@skynet.be 
mailto:pete...@skynet.be
wrote:
I think you can get the closest point on a group
of curves,
get the point-tangent from there and use that
(vector) as a force,
combine to taste with turbulence, and perhaps a
force

Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Closest location doesn't work with curves fed in with a group. It always 
uses the first one.


Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:

Greg, any details about not getting it to work on curves? As far as I know, it 
should.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Your best bet is to create a mesh from those curves and transfer the curve's 
tangent onto the mesh as a vector attribute.

Emit from the curve but use the geo's attribute to set the direction. How Paul 
Smith's hair grooming stuff works essentially.

Using a group of curves or even doing one curve at a time won't get a nice 
smooth result I don't think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get a group of 
curves to work, and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one end of a curve and the have it 
follow the curve to the end.. but he wants to do this to a group of curves.  He 
can make it work one curve at a time fine, he can wire the bizzilion curves up 
by hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.be 
wrote:
I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards the curve 
(vector from point to closest point) for extra control.

adding/removing curves to the group is all you’d need to do to add them to the 
simulation.
hope this helps.



From: Dave Siskmailto:d...@janimation.com
Sent: Thursday, March 19, 2015 3:27 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: ICE emit particles and follow branching geometry

Hi, I'm trying to create an effect with particles flowing from one several ends 
of branching geometry to another of several ends on the same geometry.

Right now I'm working with Flow Along Curve and a bunch of 
partially-overlapping curves that go from one end to the other, but since ICE 
is pretty limited in what you can plug a geometry port into, I'm running into a 
LOT of duplication that makes adding or removing curves a labor intensive 
process.

Is there another approach to this I should be trying?

Thanks,
Dave Sisk







Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Your best bet is to create a mesh from those curves and transfer the 
curve's tangent onto the mesh as a vector attribute.


Emit from the curve but use the geo's attribute to set the direction. 
How Paul Smith's hair grooming stuff works essentially.


Using a group of curves or even doing one curve at a time won't get a 
nice smooth result I don't think. You'll probably get popping.


Eric T.

On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get a 
group of curves to work, and is wiring up each one in by hand in the 
ICE tree.


What he wants to do is emit an objects from one end of a curve and the 
have it follow the curve to the end.. but he wants to do this to a 
group of curves.  He can make it work one curve at a time fine, he can 
wire the bizzilion curves up by hand but its not ideal.


On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be 
mailto:pete...@skynet.be wrote:


I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling
towards the curve (vector from point to closest point) for extra
control.
adding/removing curves to the group is all you’d need to do to add
them to the simulation.
hope this helps.
*From:* Dave Sisk mailto:d...@janimation.com
*Sent:* Thursday, March 19, 2015 3:27 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* ICE emit particles and follow branching geometry
Hi, I'm trying to create an effect with particles flowing from one
several ends of branching geometry to another of several ends on
the same geometry.
Right now I'm working with Flow Along Curve and a bunch of
partially-overlapping curves that go from one end to the other,
but since ICE is pretty limited in what you can plug a geometry
port into, I'm running into a LOT of duplication that makes adding
or removing curves a labor intensive process.
Is there another approach to this I should be trying?
Thanks,
Dave Sisk






Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Huh... works actually. I remember this not working before...  carry on 
never mind.


Eric T.

On 3/19/2015 12:25 PM, Eric Thivierge wrote:
Closest location doesn't work with curves fed in with a group. It 
always uses the first one.


Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:
Greg, any details about not getting it to work on curves? As far as I 
know, it should.


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric 
Thivierge

Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Your best bet is to create a mesh from those curves and transfer the 
curve's tangent onto the mesh as a vector attribute.


Emit from the curve but use the geo's attribute to set the direction. 
How Paul Smith's hair grooming stuff works essentially.


Using a group of curves or even doing one curve at a time won't get a 
nice smooth result I don't think. You'll probably get popping.


Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get 
a group of curves to work, and is wiring up each one in by hand in 
the ICE tree.


What he wants to do is emit an objects from one end of a curve and 
the have it follow the curve to the end.. but he wants to do this to 
a group of curves.  He can make it work one curve at a time fine, he 
can wire the bizzilion curves up by hand but its not ideal.


On Thu, Mar 19, 2015 at 9:50 AM, 
pete...@skynet.bemailto:pete...@skynet.be wrote:

I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards 
the curve (vector from point to closest point) for extra control.


adding/removing curves to the group is all you’d need to do to add 
them to the simulation.

hope this helps.



From: Dave Siskmailto:d...@janimation.com
Sent: Thursday, March 19, 2015 3:27 PM
To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: ICE emit particles and follow branching geometry

Hi, I'm trying to create an effect with particles flowing from one 
several ends of branching geometry to another of several ends on the 
same geometry.


Right now I'm working with Flow Along Curve and a bunch of 
partially-overlapping curves that go from one end to the other, but 
since ICE is pretty limited in what you can plug a geometry port 
into, I'm running into a LOT of duplication that makes adding or 
removing curves a labor intensive process.


Is there another approach to this I should be trying?

Thanks,
Dave Sisk









Re: Scripting copy pasting of UV sets?

2015-03-16 Thread Eric Thivierge
Select all of the original meshes and run. Hopefully your objects are 
numbered sequentially starting from 0 and up and doesn't have number 
padding.


# Python
si = Application

for i in xrange(si.Selection.Count):
si.CopyUVW(Alembic_tiles1.Cube_new_ + str(i) + 
.polymsh.cls.Texture_Coordinates_AUTO.Texture_Proj_Global, 
Alembic_tiles1.Cube_new_ + str(i) + .sample[*])
si.PasteUVW(Alembic_tiles.Cube_new_ + str(i) + 
.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection_Global, 
Alembic_tiles.Cube_new_ + str(i) + .sample[*], siDefaultPasteUVsMode)


Hope that gets you closer.

Eric T.


On 3/16/2015 6:39 AM, Morten Bartholdy wrote:


I have some alembic files with 2100 individual objects which need a 
new set of UV's. I would like to copy a particular UV set from an 
identical set of geometry which is not animated (so I could make an XZ 
projection) onto the animated set of geometry. I suspect this calls 
for a script that goes through the naming: geo_01 with UV_01 and 
copying and pasting. In the Script Editor it looks like this for one 
particular object:


Application.CopyUVW(Alembic_tiles1.Cube_new_2.polymsh.cls.Texture_Coordinates_AUTO.Texture_Proj_Global, 
Alembic_tiles1.Cube_new_2.sample[*]) Application.PasteUVW(Alembic_tiles.Cube_new_2.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection_Global, 
Alembic_tiles.Cube_new_2.sample[*], siDefaultPasteUVsMode)


How can I make these scriptlines go through 2100 files?

Cheers

Morten





Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-12 Thread Eric Thivierge
One thing you kind of see / feel already is that you can start mixing 
things you normally couldn't in ICE. An example is to read in an 
alembic and have it as an input into a rig. An example is to load an 
alembic of your ground and have your leg solvers collide with it. Of 
note would be that you wouldn't actually have the alembic in your scene 
with the overhead that Softimage would carry with actual geo in the 
scene for point and poly editing. You could still draw the ground using 
the Inline drawing and eventually RTR but from what I've seen it 
doesn't impact performance hard when you do.


You could also write out image sequences of where your character is 
walking or where meshes are colliding too since they have image 
libraries available. The work just needs to be done to map those areas 
to UV space. But it's possible. So many areas are within reach from 
what seems day one where with ICE we waited so long for so many 
features we never got. No standard tools for writing out images from 
ICE. :(


Another major thing for me is that you can convert your code into nodes 
using the provided utility. You code up some methods using KL (at the 
level of javascript  Python in syntax complexity) and you get the 
nodes almost for free.


One thing I'm looking forward to and that I've already experienced in 
our current production, is how easy it is to re-use code throughout 
different systems. I can't go into too much detail but imagine writing 
a solver that works for rigs in all your DCC's and can work in 
specialized tools such as crowd tools too with little extra work. :) 
It's awesome to see things working the same across DCC's and tools.


Eric T.




Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-12 Thread Eric Thivierge
There is no standard particle system / nodes currently but eventually 
there will be. Nothing stopping you from doing one yourself or someone 
else doing it. I think TD's will have good employment opportunities in 
the short and long term with this kind of work. It's not a bad thing. :)


Eric T.

On Thursday, March 12, 2015 10:46:53 AM, Juhani Karlsson wrote:

I would think so. There is not that much in particles going on. I
remember seeing some SPH examples.
I would also like to see simple standalone for Fabric so there would
not be the application specific splice in the middle.
Its nice to hear its planned. : )

- J

On 12 March 2015 at 16:41, Chris Marshall chrismarshal...@gmail.com
mailto:chrismarshal...@gmail.com wrote:

From a non-character perspective though, are we still able to do
particle type stuff or is Fabric / Canvas not geared up in that way?


On 12 March 2015 at 13:14, Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com wrote:

One thing you kind of see / feel already is that you can start
mixing things you normally couldn't in ICE. An example is to
read in an alembic and have it as an input into a rig. An
example is to load an alembic of your ground and have your leg
solvers collide with it. Of note would be that you wouldn't
actually have the alembic in your scene with the overhead that
Softimage would carry with actual geo in the scene for point
and poly editing. You could still draw the ground using the
Inline drawing and eventually RTR but from what I've seen it
doesn't impact performance hard when you do.

You could also write out image sequences of where your
character is walking or where meshes are colliding too since
they have image libraries available. The work just needs to be
done to map those areas to UV space. But it's possible. So
many areas are within reach from what seems day one where with
ICE we waited so long for so many features we never got. No
standard tools for writing out images from ICE. :(

Another major thing for me is that you can convert your code
into nodes using the provided utility. You code up some
methods using KL (at the level of javascript  Python in
syntax complexity) and you get the nodes almost for free.

One thing I'm looking forward to and that I've already
experienced in our current production, is how easy it is to
re-use code throughout different systems. I can't go into too
much detail but imagine writing a solver that works for rigs
in all your DCC's and can work in specialized tools such as
crowd tools too with little extra work. :) It's awesome to see
things working the same across DCC's and tools.

Eric T.





--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk http://www.mintmotion.co.uk




--
--
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Tehtaankatu 27a
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi http://www.vimeo.com/talvi




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