RE: Awkward center of object after freeze transform

2013-05-13 Thread Szabolcs Matefy
Thanks however, the artist who had the issue is not remember to use Pivot 
Compensation. I'll tell them though! Thanks the info!!

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
Sent: Monday, May 13, 2013 4:47 PM
To: softimage@listproc.autodesk.com
Subject: Re: Awkward center of object after freeze transform

 

I'm at home now, and opened your scene in SI 2014.

 

You're using Pivot and Pivot Compensation. That's why you are having awkward 
results with Freeze SRT. You need to reset the pivot before Freeze SRT it.

 

Open Your Local Transform properties, look for Pivot, and preset Reset Pivot.

 

M.Yara

 

On Mon, May 13, 2013 at 7:45 PM, Martin  wrote:

What is not in the origin? the center or the manipulator?

 

The manipulator is aligned with the pivot, not the center.

 

Is your model node also frozen?

 

M.Yara

 

On Mon, May 13, 2013 at 7:39 PM, Szabolcs Matefy  wrote:

Thanbks Guys,

 

We use 2014, and model format wouldn't help too much since there's no backward 
compatibility.

 

I tried all the reset transforms, etc, that's the issue. The center is not 
where it should be. When I display the center, it's not at the same position as 
the transform manipulator display in local mode, but all the transform data are 
zeroed (Scaling is 1). So the transform should be in the origin, but it's not. 
There is no neutral pose too.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
Sent: Monday, May 13, 2013 12:10 PM
To: g...@inlifesize.com; softimage@listproc.autodesk.com
Subject: Re: Awkward center of object after freeze transform

 

We are using only Softimage 2011 here at work so I can't open your file.

 

Freeze SRT aligns the center of the object with it's model center.

 

Pivot and Center are different concepts, so be sure you are not confusing them.

Just to be sure, reset your pivot like Jack said.

 

You could try moving your center manually, just select your center and move it, 
rotate it and or scale it.

 

This should do something similar to Freeze Translation:

// JScript

var obj = selection(0)

Translate(null, -obj.posx.value, -obj.posy.value, -obj.posz.value, siRelative, 
siGlobal, siCtr, siXYZ);

 

M.Yara

 

On Mon, May 13, 2013 at 6:19 PM, Greg Maguire  wrote:

I don't have an late enough version of Soft installed. Can you send as a model?

 

On Mon, May 13, 2013 at 9:11 AM, Szabolcs Matefy  wrote:

Correct me if I'm wrong, but freezing a transform should put the center into 
the origin. Apparently, there are cases, when the center is not positioned 
properly, moreover, when I switch on the visibility of the center, and I'm in 
Local transform, they are not aligned at all. These objects are fubar, I have 
to merge those objects, and the extract them again, but this way I lose all 
coordinate data which is crucial for us, in our game engine.

 

Anyone met this issue, and if yes how it is resolved? I ask for support, but 
meanwhile I'd like to have a quick solution. Remodeling is not an option, due 
to the tight deadline...

 

 

Thanks,

 

 

 

Szabolcs

 

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Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Raffaele Fragapane
The difference is pySide isn't licensing hell, and AD is going that way.
I reckon that's reason enough to do whatever we can to speed up adoption
and finding rough edges as soon as possible ;)


On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin wrote:

> Can I ask what's the main differences between PySide and PyQt4 ?
> Is that just licensing ?
>
> Jeremie
>
>
> On 9 May 2013 17:04, Steven Caron  wrote:
>
>> Hey Gang
>>
>> Tony Barbieri and I have been working on official support for PySide with
>> the PyQtForSoftimage plugin and I need some testers...
>>
>> Who here wants to use PySide instead of PyQt4? It is a little rough right
>> now so, only people that really want to use PySide should contact me.
>>
>> Thanks
>> Steven
>>
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Steven Caron
iicky... i will just provide an installer which is just their build system
run vanilla. which includes shiboken... for now until they get it together.


On Mon, May 13, 2013 at 7:24 PM, Luc-Eric Rousseau wrote:

> you could take the pyside dlls from a maya 2014 install, we figured all of
> those compilation issues. they're compiled for python 2.7 and vc2010.
>  these dlls won't work with python 2.6
>
>
> On Monday, May 13, 2013, Stefan Kubicek wrote:
>
>> SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will
>> be for me soon.
>> I don't know if it's ok to mix Python versions, e.g. use Shiboken
>> compiled against 2.6.x in a 2.7.x environment,
>> but even if it works I'd just feel...uneasy, never knowing if the next
>> cryptic error message is due to mixing
>> versions, or my own fault.
>>
>>  well that is what we are sorting out. if we need to compile our own
>>> PySide
>>> version/installer then guess what? the PySide license allows me to do
>>> that
>>> :)
>>>
>>
>> That's exactly what made me look into PySide too. The license is very
>> "copyleft" (if that's the right term).
>>
>>
>>


Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Luc-Eric Rousseau
you could take the pyside dlls from a maya 2014 install, we figured all of
those compilation issues. they're compiled for python 2.7 and vc2010.
 these dlls won't work with python 2.6

On Monday, May 13, 2013, Stefan Kubicek wrote:

> SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will
> be for me soon.
> I don't know if it's ok to mix Python versions, e.g. use Shiboken compiled
> against 2.6.x in a 2.7.x environment,
> but even if it works I'd just feel...uneasy, never knowing if the next
> cryptic error message is due to mixing
> versions, or my own fault.
>
>  well that is what we are sorting out. if we need to compile our own PySide
>> version/installer then guess what? the PySide license allows me to do that
>> :)
>>
>
> That's exactly what made me look into PySide too. The license is very
> "copyleft" (if that's the right term).
>
>
>


how to bring shape animation to Unity3D

2013-05-13 Thread Daniel Kim
Anyone know how to bring Softimage animation to Unity3D?
I tried plot shape animation and export it, but it seems not working in
Unity3d.

If someone knows, please let me know how to.

Thanks

-- 
---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---


Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Stefan Kubicek

If I remember correctly I ended up copying PyQt (and later PySide) into the 
site-packages folder of Softs native Python folder (e.g. C:\Program 
Files\Autodesk\Softimage 2013 SP1\Application\python\Lib\site-packages\) and 
that worked. No external Python or pyWin.






it was never a requirement but a suggestion. you can make it work by using
built in python for softimage... but most don't want or know or want to
know.


On Mon, May 13, 2013 at 3:55 PM, Tim Crowson 
wrote:



Steve,

I've got some emails going with Shotgun Support about this (concerning
Tank), but I figure I should just ask them here too. Until now, I believe
the requirements for using PyQt4Softimage were to have Softimage use a
system installation of Python 2.7.3. Which also forced the installation of
PyWin. With 2014 and the move to 2.7, is this requirement still in place?

-Tim C.




On 5/13/2013 5:37 PM, Stefan Kubicek wrote:


SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will
be for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken
compiled against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next
cryptic error message is due to mixing
versions, or my own fault.

 well that is what we are sorting out. if we need to compile our own

PySide
version/installer then guess what? the PySide license allows me to do
that
:)



That's exactly what made me look into PySide too. The license is very
"copyleft" (if that's the right term).





i did build from source, but that was because i was trying to work
around a
bug in loading .ui files using the QUiLoader class.

so are you using Python 2.6.x? or 2.7.x?

s


On Mon, May 13, 2013 at 2:15 PM, Stefan Kubicek wrote:

 Hi Steven,


I tried to use PySide together with your PyQt4XSI plugin last year and
managed to get your basic demos running after replacing some lines of
code
(I think it was mostly the import statements changed to point at
PySide.blah instead of the PyQt ones). No real problems I can remember,
but
projects caught up with me and I couldn't try harder to find any.

What proofed to be a major pita was (and still is) that I could not find
any x64 version of PySide that includes the Shiboken Python module out
of
the box and is compatible with Python 2.6.x. There are a couple of
pre-built packages for download both from http://www.lfd.uci.edu/~**
gohlke/pythonlibs/#pysidehttp://www.lfd.uci.edu/~gohlke/pythonlibs/#pyside>>and

http://qt-project.org/wiki/PySide_Binaries_Windows
http://qt-project.org/wiki/PySide_Binaries_Windows>>,

but none of them includes shiboken.pyd as far as I could see. Back then
I
was lucky and some kind sould sent me a compatible version of the module
(maybe that was even you? Sorry, I really can't recall)

Meanwhile, from what I could learn from the net, the missing module
seems
to be due to a bug in one of the PySide build scripts and allegedly has
been fixed months ago, it's just that nobody has made a new build with
it
and made it publicly available yet (neither Gohlke nor the maintainers
of
the PySide project and it's associated web pages), which is also where
even
I feel that PySide is less well maintained compared to PyQt, admittedly.

Did you compile Qt and PySide yourself or did you find an alternate
source
with precompiled binaries?

Ultimately, I think what's needed to get that missing module is a custom
PySide build compiled against Python 2.7.x and VS2010 (for SI2014) or
Python 2.6.x and VS2008 (for anything older than SI2014) and an as up to
date Qt version as possible (don't know if 5.x would be a good idea,
4.8.4
seems to be the latest of the 4.x line).

Early last week I finally had time to make another attempt and finally
managed to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010
(without Phonon, I skipped installing DX for now). Next on my list was
to
compile PySide against that build to hopefully and finally get a
compatible
version of this dreaded Shiboken module. But I'd rather skip all that
and
just use yours, though I'm still really curious as to where you got it
from, in case you didn't compile yourself :-)

In any way, if you still need or want more testers I'd love to give it a
shot.

And as always, thanks for investing so much of your time into it.

Stefan



 Hey Gang



Tony Barbieri and I have been working on official support for PySide
with
the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough
right
now so, only people that really want to use PySide should contact me.

Thanks
Steven




--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  T

Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Steven Caron
you can install whatever version of python you want if you use system
install python and not the built in one. works better with pyqt and pyside
anyways because they install to those system locations.


On Mon, May 13, 2013 at 3:37 PM, Stefan Kubicek wrote:

> SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will
> be for me soon.
> I don't know if it's ok to mix Python versions, e.g. use Shiboken compiled
> against 2.6.x in a 2.7.x environment,
> but even if it works I'd just feel...uneasy, never knowing if the next
> cryptic error message is due to mixing
> versions, or my own fault.
>
>


Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Steven Caron
it was never a requirement but a suggestion. you can make it work by using
built in python for softimage... but most don't want or know or want to
know.


On Mon, May 13, 2013 at 3:55 PM, Tim Crowson  wrote:

> Steve,
>
> I've got some emails going with Shotgun Support about this (concerning
> Tank), but I figure I should just ask them here too. Until now, I believe
> the requirements for using PyQt4Softimage were to have Softimage use a
> system installation of Python 2.7.3. Which also forced the installation of
> PyWin. With 2014 and the move to 2.7, is this requirement still in place?
>
> -Tim C.
>
>
>
>
> On 5/13/2013 5:37 PM, Stefan Kubicek wrote:
>
>> SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will
>> be for me soon.
>> I don't know if it's ok to mix Python versions, e.g. use Shiboken
>> compiled against 2.6.x in a 2.7.x environment,
>> but even if it works I'd just feel...uneasy, never knowing if the next
>> cryptic error message is due to mixing
>> versions, or my own fault.
>>
>>  well that is what we are sorting out. if we need to compile our own
>>> PySide
>>> version/installer then guess what? the PySide license allows me to do
>>> that
>>> :)
>>>
>>
>> That's exactly what made me look into PySide too. The license is very
>> "copyleft" (if that's the right term).
>>
>>
>>
>>
>>> i did build from source, but that was because i was trying to work
>>> around a
>>> bug in loading .ui files using the QUiLoader class.
>>>
>>> so are you using Python 2.6.x? or 2.7.x?
>>>
>>> s
>>>
>>>
>>> On Mon, May 13, 2013 at 2:15 PM, Stefan Kubicek >> >wrote:
>>>
>>>  Hi Steven,

 I tried to use PySide together with your PyQt4XSI plugin last year and
 managed to get your basic demos running after replacing some lines of
 code
 (I think it was mostly the import statements changed to point at
 PySide.blah instead of the PyQt ones). No real problems I can remember,
 but
 projects caught up with me and I couldn't try harder to find any.

 What proofed to be a major pita was (and still is) that I could not find
 any x64 version of PySide that includes the Shiboken Python module out
 of
 the box and is compatible with Python 2.6.x. There are a couple of
 pre-built packages for download both from http://www.lfd.uci.edu/~**
 gohlke/pythonlibs/#pyside>>> pythonlibs/#pyside >and

 http://qt-project.org/wiki/PySide_Binaries_Windows
 http://qt-project.org/wiki/PySide_Binaries_Windows>>,

 but none of them includes shiboken.pyd as far as I could see. Back then
 I
 was lucky and some kind sould sent me a compatible version of the module
 (maybe that was even you? Sorry, I really can't recall)

 Meanwhile, from what I could learn from the net, the missing module
 seems
 to be due to a bug in one of the PySide build scripts and allegedly has
 been fixed months ago, it's just that nobody has made a new build with
 it
 and made it publicly available yet (neither Gohlke nor the maintainers
 of
 the PySide project and it's associated web pages), which is also where
 even
 I feel that PySide is less well maintained compared to PyQt, admittedly.

 Did you compile Qt and PySide yourself or did you find an alternate
 source
 with precompiled binaries?

 Ultimately, I think what's needed to get that missing module is a custom
 PySide build compiled against Python 2.7.x and VS2010 (for SI2014) or
 Python 2.6.x and VS2008 (for anything older than SI2014) and an as up to
 date Qt version as possible (don't know if 5.x would be a good idea,
 4.8.4
 seems to be the latest of the 4.x line).

 Early last week I finally had time to make another attempt and finally
 managed to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010
 (without Phonon, I skipped installing DX for now). Next on my list was
 to
 compile PySide against that build to hopefully and finally get a
 compatible
 version of this dreaded Shiboken module. But I'd rather skip all that
 and
 just use yours, though I'm still really curious as to where you got it
 from, in case you didn't compile yourself :-)

 In any way, if you still need or want more testers I'd love to give it a
 shot.

 And as always, thanks for investing so much of your time into it.

 Stefan



  Hey Gang

>
> Tony Barbieri and I have been working on official support for PySide
> with
> the PyQtForSoftimage plugin and I need some testers...
>
> Who here wants to use PySide instead of PyQt4? It is a little rough
> right
> now so, only people that really want to use PySide should contact me.
>
> Thanks
> Steven
>
>
>
 --
 --

Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Tim Crowson

Steve,

I've got some emails going with Shotgun Support about this (concerning 
Tank), but I figure I should just ask them here too. Until now, I 
believe the requirements for using PyQt4Softimage were to have Softimage 
use a system installation of Python 2.7.3. Which also forced the 
installation of PyWin. With 2014 and the move to 2.7, is this 
requirement still in place?


-Tim C.



On 5/13/2013 5:37 PM, Stefan Kubicek wrote:
SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it 
will be for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken 
compiled against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next 
cryptic error message is due to mixing

versions, or my own fault.

well that is what we are sorting out. if we need to compile our own 
PySide
version/installer then guess what? the PySide license allows me to do 
that

:)


That's exactly what made me look into PySide too. The license is very 
"copyleft" (if that's the right term).






i did build from source, but that was because i was trying to work 
around a

bug in loading .ui files using the QUiLoader class.

so are you using Python 2.6.x? or 2.7.x?

s


On Mon, May 13, 2013 at 2:15 PM, Stefan Kubicek 
wrote:



Hi Steven,

I tried to use PySide together with your PyQt4XSI plugin last year and
managed to get your basic demos running after replacing some lines 
of code

(I think it was mostly the import statements changed to point at
PySide.blah instead of the PyQt ones). No real problems I can 
remember, but

projects caught up with me and I couldn't try harder to find any.

What proofed to be a major pita was (and still is) that I could not 
find
any x64 version of PySide that includes the Shiboken Python module 
out of

the box and is compatible with Python 2.6.x. There are a couple of
pre-built packages for download both from http://www.lfd.uci.edu/~**
gohlke/pythonlibs/#pysideand 

http://qt-project.org/wiki/**PySide_Binaries_Windows, 

but none of them includes shiboken.pyd as far as I could see. Back 
then I
was lucky and some kind sould sent me a compatible version of the 
module

(maybe that was even you? Sorry, I really can't recall)

Meanwhile, from what I could learn from the net, the missing module 
seems

to be due to a bug in one of the PySide build scripts and allegedly has
been fixed months ago, it's just that nobody has made a new build 
with it
and made it publicly available yet (neither Gohlke nor the 
maintainers of
the PySide project and it's associated web pages), which is also 
where even
I feel that PySide is less well maintained compared to PyQt, 
admittedly.


Did you compile Qt and PySide yourself or did you find an alternate 
source

with precompiled binaries?

Ultimately, I think what's needed to get that missing module is a 
custom

PySide build compiled against Python 2.7.x and VS2010 (for SI2014) or
Python 2.6.x and VS2008 (for anything older than SI2014) and an as 
up to
date Qt version as possible (don't know if 5.x would be a good idea, 
4.8.4

seems to be the latest of the 4.x line).

Early last week I finally had time to make another attempt and finally
managed to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010
(without Phonon, I skipped installing DX for now). Next on my list 
was to
compile PySide against that build to hopefully and finally get a 
compatible
version of this dreaded Shiboken module. But I'd rather skip all 
that and

just use yours, though I'm still really curious as to where you got it
from, in case you didn't compile yourself :-)

In any way, if you still need or want more testers I'd love to give 
it a

shot.

And as always, thanks for investing so much of your time into it.

Stefan



 Hey Gang


Tony Barbieri and I have been working on official support for 
PySide with

the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough 
right

now so, only people that really want to use PySide should contact me.

Thanks
Steven




--
--**-
   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--









--
Signa


Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Stefan Kubicek

SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will be 
for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken compiled 
against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next cryptic 
error message is due to mixing
versions, or my own fault.


well that is what we are sorting out. if we need to compile our own PySide
version/installer then guess what? the PySide license allows me to do that
:)


That's exactly what made me look into PySide too. The license is very 
"copyleft" (if that's the right term).





i did build from source, but that was because i was trying to work around a
bug in loading .ui files using the QUiLoader class.

so are you using Python 2.6.x? or 2.7.x?

s


On Mon, May 13, 2013 at 2:15 PM, Stefan Kubicek wrote:


Hi Steven,

I tried to use PySide together with your PyQt4XSI plugin last year and
managed to get your basic demos running after replacing some lines of code
(I think it was mostly the import statements changed to point at
PySide.blah instead of the PyQt ones). No real problems I can remember, but
projects caught up with me and I couldn't try harder to find any.

What proofed to be a major pita was (and still is) that I could not find
any x64 version of PySide that includes the Shiboken Python module out of
the box and is compatible with Python 2.6.x. There are a couple of
pre-built packages for download both from http://www.lfd.uci.edu/~**
gohlke/pythonlibs/#pysideand
http://qt-project.org/wiki/**PySide_Binaries_Windows,
but none of them includes shiboken.pyd as far as I could see. Back then I
was lucky and some kind sould sent me a compatible version of the module
(maybe that was even you? Sorry, I really can't recall)

Meanwhile, from what I could learn from the net, the missing module seems
to be due to a bug in one of the PySide build scripts and allegedly has
been fixed months ago, it's just that nobody has made a new build with it
and made it publicly available yet (neither Gohlke nor the maintainers of
the PySide project and it's associated web pages), which is also where even
I feel that PySide is less well maintained compared to PyQt, admittedly.

Did you compile Qt and PySide yourself or did you find an alternate source
with precompiled binaries?

Ultimately, I think what's needed to get that missing module is a custom
PySide build compiled against Python 2.7.x and VS2010 (for SI2014) or
Python 2.6.x and VS2008 (for anything older than SI2014) and an as up to
date Qt version as possible (don't know if 5.x would be a good idea, 4.8.4
seems to be the latest of the 4.x line).

Early last week I finally had time to make another attempt and finally
managed to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010
(without Phonon, I skipped installing DX for now). Next on my list was to
compile PySide against that build to hopefully and finally get a compatible
version of this dreaded Shiboken module. But I'd rather skip all that and
just use yours, though I'm still really curious as to where you got it
from, in case you didn't compile yourself :-)

In any way, if you still need or want more testers I'd love to give it a
shot.

And as always, thanks for investing so much of your time into it.

Stefan



 Hey Gang


Tony Barbieri and I have been working on official support for PySide with
the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough right
now so, only people that really want to use PySide should contact me.

Thanks
Steven




--
--**-
   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--







--
---
   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: String length in ICE... How?

2013-05-13 Thread Raffaele Fragapane
Clever.
Not that I've needed strings for much insofar, but I hadn't thought of that
approach.

Thanks Andy


On Tue, May 14, 2013 at 3:13 AM, Andy Nicholas wrote:

>  You can do it without a loop, but you have to specify a character that
> you know
> will never be in the string whose length you're testing.
>
> See attached image. Pretty sure it works for all cases.
>
> A
>
>
>


Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Steven Caron
well that is what we are sorting out. if we need to compile our own PySide
version/installer then guess what? the PySide license allows me to do that
:)

i did build from source, but that was because i was trying to work around a
bug in loading .ui files using the QUiLoader class.

so are you using Python 2.6.x? or 2.7.x?

s


On Mon, May 13, 2013 at 2:15 PM, Stefan Kubicek wrote:

> Hi Steven,
>
> I tried to use PySide together with your PyQt4XSI plugin last year and
> managed to get your basic demos running after replacing some lines of code
> (I think it was mostly the import statements changed to point at
> PySide.blah instead of the PyQt ones). No real problems I can remember, but
> projects caught up with me and I couldn't try harder to find any.
>
> What proofed to be a major pita was (and still is) that I could not find
> any x64 version of PySide that includes the Shiboken Python module out of
> the box and is compatible with Python 2.6.x. There are a couple of
> pre-built packages for download both from http://www.lfd.uci.edu/~**
> gohlke/pythonlibs/#pysideand
> http://qt-project.org/wiki/**PySide_Binaries_Windows,
> but none of them includes shiboken.pyd as far as I could see. Back then I
> was lucky and some kind sould sent me a compatible version of the module
> (maybe that was even you? Sorry, I really can't recall)
>
> Meanwhile, from what I could learn from the net, the missing module seems
> to be due to a bug in one of the PySide build scripts and allegedly has
> been fixed months ago, it's just that nobody has made a new build with it
> and made it publicly available yet (neither Gohlke nor the maintainers of
> the PySide project and it's associated web pages), which is also where even
> I feel that PySide is less well maintained compared to PyQt, admittedly.
>
> Did you compile Qt and PySide yourself or did you find an alternate source
> with precompiled binaries?
>
> Ultimately, I think what's needed to get that missing module is a custom
> PySide build compiled against Python 2.7.x and VS2010 (for SI2014) or
> Python 2.6.x and VS2008 (for anything older than SI2014) and an as up to
> date Qt version as possible (don't know if 5.x would be a good idea, 4.8.4
> seems to be the latest of the 4.x line).
>
> Early last week I finally had time to make another attempt and finally
> managed to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010
> (without Phonon, I skipped installing DX for now). Next on my list was to
> compile PySide against that build to hopefully and finally get a compatible
> version of this dreaded Shiboken module. But I'd rather skip all that and
> just use yours, though I'm still really curious as to where you got it
> from, in case you didn't compile yourself :-)
>
> In any way, if you still need or want more testers I'd love to give it a
> shot.
>
> And as always, thanks for investing so much of your time into it.
>
> Stefan
>
>
>
>  Hey Gang
>>
>> Tony Barbieri and I have been working on official support for PySide with
>> the PyQtForSoftimage plugin and I need some testers...
>>
>> Who here wants to use PySide instead of PyQt4? It is a little rough right
>> now so, only people that really want to use PySide should contact me.
>>
>> Thanks
>> Steven
>>
>>
>
> --
> --**-
>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: Custom ICE Node help button

2013-05-13 Thread Guillaume Laforge
Personally I request it in my head many times some years ago :). I'm too 
lazy to request it with a keyboard :P.


Would be interesting to know more about this new CrowdFX node for sure 
(if it is really a custom one).



On 5/13/2013 3:56 PM, Steven Caron wrote:

i requested this. maybe back me up? ;)

also look at the latest animation states node in the updates to 
crowdfx... the combo box seems to update dynamically and 'seems' to be 
a custom c++ node.


On Mon, May 13, 2013 at 12:03 PM, Guillaume Laforge 
mailto:glafo...@hybride.com>> wrote:


and that custom ICE nodes don't expose any "advanced" PPG layout





Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Stefan Kubicek

Hi Steven,

I tried to use PySide together with your PyQt4XSI plugin last year and managed 
to get your basic demos running after replacing some lines of code (I think it 
was mostly the import statements changed to point at PySide.blah instead of the 
PyQt ones). No real problems I can remember, but projects caught up with me and 
I couldn't try harder to find any.

What proofed to be a major pita was (and still is) that I could not find any 
x64 version of PySide that includes the Shiboken Python module out of the box 
and is compatible with Python 2.6.x. There are a couple of pre-built packages 
for download both from http://www.lfd.uci.edu/~gohlke/pythonlibs/#pyside and 
http://qt-project.org/wiki/PySide_Binaries_Windows, but none of them includes 
shiboken.pyd as far as I could see. Back then I was lucky and some kind sould 
sent me a compatible version of the module (maybe that was even you? Sorry, I 
really can't recall)

Meanwhile, from what I could learn from the net, the missing module seems to be 
due to a bug in one of the PySide build scripts and allegedly has been fixed 
months ago, it's just that nobody has made a new build with it and made it 
publicly available yet (neither Gohlke nor the maintainers of the PySide 
project and it's associated web pages), which is also where even I feel that 
PySide is less well maintained compared to PyQt, admittedly.

Did you compile Qt and PySide yourself or did you find an alternate source with 
precompiled binaries?

Ultimately, I think what's needed to get that missing module is a custom PySide 
build compiled against Python 2.7.x and VS2010 (for SI2014) or Python 2.6.x and 
VS2008 (for anything older than SI2014) and an as up to date Qt version as 
possible (don't know if 5.x would be a good idea, 4.8.4 seems to be the latest 
of the 4.x line).

Early last week I finally had time to make another attempt and finally managed 
to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010 (without Phonon, I 
skipped installing DX for now). Next on my list was to compile PySide against 
that build to hopefully and finally get a compatible version of this dreaded 
Shiboken module. But I'd rather skip all that and just use yours, though I'm 
still really curious as to where you got it from, in case you didn't compile 
yourself :-)

In any way, if you still need or want more testers I'd love to give it a shot.

And as always, thanks for investing so much of your time into it.

Stefan



Hey Gang

Tony Barbieri and I have been working on official support for PySide with
the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough right
now so, only people that really want to use PySide should contact me.

Thanks
Steven




--
---
   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: Custom ICE Node help button

2013-05-13 Thread Steven Caron
i requested this. maybe back me up? ;)

also look at the latest animation states node in the updates to crowdfx...
the combo box seems to update dynamically and 'seems' to be a custom c++
node.

On Mon, May 13, 2013 at 12:03 PM, Guillaume Laforge wrote:

> and that custom ICE nodes don't expose any "advanced" PPG layout


Re: Custom ICE Node help button

2013-05-13 Thread Guillaume Laforge
I wanted to avoid using a compound for just one custom node, but as I 
need a combo list too and that custom ICE nodes don't expose any 
"advanced" PPG layout, it looks like it is the only way to go.


Thanks Grahame :)

On 5/13/2013 2:54 PM, Grahame Fuller wrote:

That is correct. As a workaround, you can include the URL property of a compound. 
This enables right-click > Open Netview on URL.

gray

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent: Monday, May 13, 2013 02:47 PM
To: softimage@listproc.autodesk.com
Subject: Custom ICE Node help button

Hi guys,

As there is not "PutHelp" method available in the ICENodeDef class, we
can't use the little '?' icon on a custom ICE Node PPG right ?

Just to be sure I'm not missing anything.

Thanks,

Guillaume Laforge









RE: render region opacity?

2013-05-13 Thread Matt Lind
After further review, it appears Softimage broke something along the 
wayprobably dating back to XSI v6.

The output shaders to pull this off have since been removed.  The workaround 
would be to use a 'texture' shader which is mental ray's miscellaneous category 
and can be used in any context, but those shaders don't appear to work anymore 
either.

Unless you can intercept the output via the FXTree, I think you're SOL.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, May 13, 2013 11:13 AM
To: softimage@listproc.autodesk.com
Subject: RE: render region opacity?

You'll need to apply an output shader and modify the alpha channel transparency 
to your liking.  An output shader is a shader which executes after rendering 
has completed and is given the opportunity to perform an operation on the 
rendered image before it is dumped to file (or to screen in this case).

However, doing so may make mental ray freak out a bit and make it try to 
compensate by renormalizing the image effectively undoing the effect.  
Therefore you might have to visit your region render options and set image 
clipping to none.  This will tell mental ray not to try to rebalance the image 
data.


Matt




From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Monday, May 13, 2013 7:35 AM
To: softimage@listproc.autodesk.com
Subject: render region opacity?

Is there any way to make the render region non-opaque? I'd like the render 
region to partially reveal the wireframes and scene underneath and it would be 
really useful if I could control the visibility(transparency?) of the region. 
Is that possible?

--
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: Custom ICE Node help button

2013-05-13 Thread Grahame Fuller
That is correct. As a workaround, you can include the URL property of a 
compound. This enables right-click > Open Netview on URL.

gray

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent: Monday, May 13, 2013 02:47 PM
To: softimage@listproc.autodesk.com
Subject: Custom ICE Node help button

Hi guys,

As there is not "PutHelp" method available in the ICENodeDef class, we 
can't use the little '?' icon on a custom ICE Node PPG right ?

Just to be sure I'm not missing anything.

Thanks,

Guillaume Laforge




<>

Custom ICE Node help button

2013-05-13 Thread Guillaume Laforge

Hi guys,

As there is not "PutHelp" method available in the ICENodeDef class, we 
can't use the little '?' icon on a custom ICE Node PPG right ?


Just to be sure I'm not missing anything.

Thanks,

Guillaume Laforge






RE: render region opacity?

2013-05-13 Thread Matt Lind
You'll need to apply an output shader and modify the alpha channel transparency 
to your liking.  An output shader is a shader which executes after rendering 
has completed and is given the opportunity to perform an operation on the 
rendered image before it is dumped to file (or to screen in this case).

However, doing so may make mental ray freak out a bit and make it try to 
compensate by renormalizing the image effectively undoing the effect.  
Therefore you might have to visit your region render options and set image 
clipping to none.  This will tell mental ray not to try to rebalance the image 
data.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Monday, May 13, 2013 7:35 AM
To: softimage@listproc.autodesk.com
Subject: render region opacity?

Is there any way to make the render region non-opaque? I'd like the render 
region to partially reveal the wireframes and scene underneath and it would be 
really useful if I could control the visibility(transparency?) of the region. 
Is that possible?

--
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: String length in ICE... How?

2013-05-13 Thread Vladimir Jankijevic
that's very neat a nice one andy!

thanks for sharing


On Mon, May 13, 2013 at 7:13 PM, Andy Nicholas wrote:

>  You can do it without a loop, but you have to specify a character that
> you know
> will never be in the string whose length you're testing.
>
> See attached image. Pretty sure it works for all cases.
>
> A
>
>
>
> On 13 May 2013 at 16:39 Alan Fregtman  wrote:
>
>
> > For what it's worth, I tried it in 2013 and worked for me.
> >
> >
>



-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


RE: render region opacity?

2013-05-13 Thread Grahame Fuller
Yeah, but if you need to you could put your "really" transparent objects in 
another partition.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Monday, May 13, 2013 11:36 AM
To: softimage@listproc.autodesk.com
Subject: Re: render region opacity?

Wouldn't that set same opacity for ALL objects in the scene? Ok where there are 
no other transparent objects I guess

On Mon, May 13, 2013 at 5:32 PM, Grahame Fuller 
mailto:grahame.ful...@autodesk.com>> wrote:
You could make a new pass and override the transparency, in combination with 
Alpha Blended RGB.

gray

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES]
Sent: Monday, May 13, 2013 11:18 AM
To: softimage@listproc.autodesk.com
Subject: RE: render region opacity?

That's not exactly what I'm looking for. I want the entire render region to be 
semi-transparent by a user defined value, including the areas where there is 
100% alpha.

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 Mirko Jankovic
Sent: Monday, May 13, 2013 11:05 AM
To: 
softimage@listproc.autodesk.com>
Subject: Re: render region opacity?

Alpha Blended RGB will inside render region show rendered objects if their 
alpha is fully white and show viewport where alpha is black.
[Inline image 1]

But I'm not sure if that is what you are looking for?
If I understood you are looking for a way to change opacity of fully rendered 
region to compare rendering with viewport or something like that?

On Mon, May 13, 2013 at 4:51 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>>>
 wrote:
I tried that but apparently I don't understand what that is for. The alpha is 
full field 100% opaque at the moment. I don't want to change the way it renders 
to disk. I just want to temporarily change the way it renders in the region.

--
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 Alok
Sent: Monday, May 13, 2013 10:41 AM
To: 
softimage@listproc.autodesk.com>
Subject: Re: render region opacity?

Click the top-left arrow on the render region window. Select Display > Alpha 
Belnded RGB in the dropdown menu.

ALOK

GANDHI

/ chef directeur technique - lead technical director
alok.gan...@modusfx.com>

T:

450 430-0010 x225

F:

450 430-0009
www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on
Facebook

&
Twitter
On 13/05/2013 10:35 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
Is there any way to make the render region non-opaque? I'd like the render 
region to partially reveal the wireframes and scene underneath and it would be 
really useful if I could control the visibility(transparency?) of the region. 
Is that possible?

--
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 

Re: render region opacity?

2013-05-13 Thread Mirko Jankovic
Wouldn't that set same opacity for ALL objects in the scene? Ok where there
are no other transparent objects I guess


On Mon, May 13, 2013 at 5:32 PM, Grahame Fuller  wrote:

> You could make a new pass and override the transparency, in combination
> with Alpha Blended RGB.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph
> G. (LARC-E1A)[LITES]
> Sent: Monday, May 13, 2013 11:18 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: render region opacity?
>
> That's not exactly what I'm looking for. I want the entire render region
> to be semi-transparent by a user defined value, including the areas where
> there is 100% alpha.
>
> 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 softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
> Sent: Monday, May 13, 2013 11:05 AM
> To: softimage@listproc.autodesk.com >
> Subject: Re: render region opacity?
>
> Alpha Blended RGB will inside render region show rendered objects if their
> alpha is fully white and show viewport where alpha is black.
>
> [Inline image 1]
>
> But I'm not sure if that is what you are looking for?
> If I understood you are looking for a way to change opacity of fully
> rendered region to compare rendering with viewport or something like that?
>
>
> On Mon, May 13, 2013 at 4:51 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
> I tried that but apparently I don't understand what that is for. The alpha
> is full field 100% opaque at the moment. I don't want to change the way it
> renders to disk. I just want to temporarily change the way it renders in
> the region.
>
> --
> 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 softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Alok
> Sent: Monday, May 13, 2013 10:41 AM
> To: softimage@listproc.autodesk.com >
> Subject: Re: render region opacity?
>
> Click the top-left arrow on the render region window. Select Display >
> Alpha Belnded RGB in the dropdown menu.
>
> ALOK
>
> GANDHI
>
> / chef directeur technique - lead technical director
>
> alok.gan...@modusfx.com
>
> T:
>
> 450 430-0010 x225
>
> F:
>
> 450 430-0009
> www.modusfx.com
>
>
> -
>
>
> MODUS
>
> FX
>
>
> 120 Rue Turgeon,
>
>
> Sainte-Therese (Quebec) CANADA J7E 3J1
>
>
> Follow us on
> Facebook
>
> &
> Twitter
> On 13/05/2013 10:35 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
> Is there any way to make the render region non-opaque? I'd like the render
> region to partially reveal the wireframes and scene underneath and it would
> be really useful if I could control the visibility(transparency?) of the
> region. Is that possible?
>
> --
> 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.
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2241 / Virus Database: 3162/5817 - Release Date: 05/11/13
>
>
>


Re: String length in ICE... How?

2013-05-13 Thread Dan Yargici
Yeah, that works, thanks.  It was probably the 'Embed Internal Compounds'
checkbox.



On Mon, May 13, 2013 at 6:12 PM, Vladimir Jankijevic <
vladi...@elefantstudios.ch> wrote:

> hmm, strange. here it is again, sorry
>
>
> On Mon, May 13, 2013 at 5:02 PM, Dan Yargici  wrote:
>
>> Thanks Vladimir, but I think that compound's missing some nodes...
>>
>> DAN
>>
>>
>> On Mon, May 13, 2013 at 5:48 PM, Vladimir Jankijevic <
>> vladi...@elefantstudios.ch> wrote:
>>
>>> oh, I thought you mean the length of a comma separated string. sorry for
>>> that.
>>>
>>> attached is a compound to get the length of any arbitrary string into a
>>> custom attribute.
>>>
>>> cheers
>>> vlad
>>>
>>>
>>> On Mon, May 13, 2013 at 4:17 PM, Dan Yargici wrote:
>>>
 Nope, doesn't work for me.

 string("test") -> String to Array -> Get Array Size -> Set
 Data(this.Debug)

 The output of the 'String to Array' is black and the 'Get Array Size'
 is red.

 2012 SP1



 On Mon, May 13, 2013 at 5:07 PM, Vladimir Jankijevic <
 vladi...@elefantstudios.ch> wrote:

> string to array -> get array size ?
>
> :P
>
>
> On Mon, May 13, 2013 at 4:02 PM, Dan Yargici wrote:
>
>> Digging up a reeeally old thread...
>>
>> Care to share?  Coz it's eluding me... :)
>>
>> Thanks,
>>
>> DAN
>>
>>
>> On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon 
>> wrote:
>>
>>> Oh... i found a way just 10 seconds after send the e-mail...
>>>
>>>
>>> ;)
>>>
>>>
>>> On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon 
>>> wrote:
>>>
 Hi.

 How can i get string length? Is it possible?

 thanks.



 --
 __
 Malcolm Zaloon - Lighting TD - XSI Generalist
 Quote:
 "Everything can be interconnected and will update according by
 interface"

>>>
>>>
>>>
>>> --
>>> __
>>> Malcolm Zaloon - Lighting TD - XSI Generalist
>>> Quote:
>>> "Everything can be interconnected and will update according by
>>> interface"
>>>
>>
>>
>
>
> --
> ---
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---
>


>>>
>>>
>>> --
>>> ---
>>> Vladimir Jankijevic
>>> Technical Direction
>>>
>>> Elefant Studios AG
>>> Lessingstrasse 15
>>> CH-8002 Zürich
>>>
>>> +41 44 500 48 20
>>>
>>> www.elefantstudios.ch
>>> ---
>>>
>>
>>
>
>
> --
> ---
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---
>


Re: String length in ICE... How?

2013-05-13 Thread Vladimir Jankijevic
hmm, strange. here it is again, sorry


On Mon, May 13, 2013 at 5:02 PM, Dan Yargici  wrote:

> Thanks Vladimir, but I think that compound's missing some nodes...
>
> DAN
>
>
> On Mon, May 13, 2013 at 5:48 PM, Vladimir Jankijevic <
> vladi...@elefantstudios.ch> wrote:
>
>> oh, I thought you mean the length of a comma separated string. sorry for
>> that.
>>
>> attached is a compound to get the length of any arbitrary string into a
>> custom attribute.
>>
>> cheers
>> vlad
>>
>>
>> On Mon, May 13, 2013 at 4:17 PM, Dan Yargici wrote:
>>
>>> Nope, doesn't work for me.
>>>
>>> string("test") -> String to Array -> Get Array Size -> Set
>>> Data(this.Debug)
>>>
>>> The output of the 'String to Array' is black and the 'Get Array Size' is
>>> red.
>>>
>>> 2012 SP1
>>>
>>>
>>>
>>> On Mon, May 13, 2013 at 5:07 PM, Vladimir Jankijevic <
>>> vladi...@elefantstudios.ch> wrote:
>>>
 string to array -> get array size ?

 :P


 On Mon, May 13, 2013 at 4:02 PM, Dan Yargici wrote:

> Digging up a reeeally old thread...
>
> Care to share?  Coz it's eluding me... :)
>
> Thanks,
>
> DAN
>
>
> On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon wrote:
>
>> Oh... i found a way just 10 seconds after send the e-mail...
>>
>>
>> ;)
>>
>>
>> On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon wrote:
>>
>>> Hi.
>>>
>>> How can i get string length? Is it possible?
>>>
>>> thanks.
>>>
>>>
>>>
>>> --
>>> __
>>> Malcolm Zaloon - Lighting TD - XSI Generalist
>>> Quote:
>>> "Everything can be interconnected and will update according by
>>> interface"
>>>
>>
>>
>>
>> --
>> __
>> Malcolm Zaloon - Lighting TD - XSI Generalist
>> Quote:
>> "Everything can be interconnected and will update according by
>> interface"
>>
>
>


 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---

>>>
>>>
>>
>>
>> --
>> ---
>> Vladimir Jankijevic
>> Technical Direction
>>
>> Elefant Studios AG
>> Lessingstrasse 15
>> CH-8002 Zürich
>>
>> +41 44 500 48 20
>>
>> www.elefantstudios.ch
>> ---
>>
>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


JV_StringLenght.xsicompound
Description: Binary data


Re: String length in ICE... How?

2013-05-13 Thread Dan Yargici
Thanks Vladimir, but I think that compound's missing some nodes...

DAN


On Mon, May 13, 2013 at 5:48 PM, Vladimir Jankijevic <
vladi...@elefantstudios.ch> wrote:

> oh, I thought you mean the length of a comma separated string. sorry for
> that.
>
> attached is a compound to get the length of any arbitrary string into a
> custom attribute.
>
> cheers
> vlad
>
>
> On Mon, May 13, 2013 at 4:17 PM, Dan Yargici  wrote:
>
>> Nope, doesn't work for me.
>>
>> string("test") -> String to Array -> Get Array Size -> Set
>> Data(this.Debug)
>>
>> The output of the 'String to Array' is black and the 'Get Array Size' is
>> red.
>>
>> 2012 SP1
>>
>>
>>
>> On Mon, May 13, 2013 at 5:07 PM, Vladimir Jankijevic <
>> vladi...@elefantstudios.ch> wrote:
>>
>>> string to array -> get array size ?
>>>
>>> :P
>>>
>>>
>>> On Mon, May 13, 2013 at 4:02 PM, Dan Yargici wrote:
>>>
 Digging up a reeeally old thread...

 Care to share?  Coz it's eluding me... :)

 Thanks,

 DAN


 On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon wrote:

> Oh... i found a way just 10 seconds after send the e-mail...
>
>
> ;)
>
>
> On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon wrote:
>
>> Hi.
>>
>> How can i get string length? Is it possible?
>>
>> thanks.
>>
>>
>>
>> --
>> __
>> Malcolm Zaloon - Lighting TD - XSI Generalist
>> Quote:
>> "Everything can be interconnected and will update according by
>> interface"
>>
>
>
>
> --
> __
> Malcolm Zaloon - Lighting TD - XSI Generalist
> Quote:
> "Everything can be interconnected and will update according by
> interface"
>


>>>
>>>
>>> --
>>> ---
>>> Vladimir Jankijevic
>>> Technical Direction
>>>
>>> Elefant Studios AG
>>> Lessingstrasse 15
>>> CH-8002 Zürich
>>>
>>> +41 44 500 48 20
>>>
>>> www.elefantstudios.ch
>>> ---
>>>
>>
>>
>
>
> --
> ---
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---
>


RE: render region opacity?

2013-05-13 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I tried that but apparently I don't understand what that is for. The alpha is 
full field 100% opaque at the moment. I don't want to change the way it renders 
to disk. I just want to temporarily change the way it renders in the region.

--
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 Alok
Sent: Monday, May 13, 2013 10:41 AM
To: softimage@listproc.autodesk.com
Subject: Re: render region opacity?

Click the top-left arrow on the render region window. Select Display > Alpha 
Belnded RGB in the dropdown menu.

ALOK

GANDHI

/ chef directeur technique - lead technical director

alok.gan...@modusfx.com

T:

450 430-0010 x225

F:

450 430-0009
www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on
Facebook

&
Twitter
On 13/05/2013 10:35 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
Is there any way to make the render region non-opaque? I'd like the render 
region to partially reveal the wireframes and scene underneath and it would be 
really useful if I could control the visibility(transparency?) of the region. 
Is that possible?

--
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.

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2241 / Virus Database: 3162/5817 - Release Date: 05/11/13



Re: String length in ICE... How?

2013-05-13 Thread Vladimir Jankijevic
oh, I thought you mean the length of a comma separated string. sorry for
that.

attached is a compound to get the length of any arbitrary string into a
custom attribute.

cheers
vlad


On Mon, May 13, 2013 at 4:17 PM, Dan Yargici  wrote:

> Nope, doesn't work for me.
>
> string("test") -> String to Array -> Get Array Size -> Set Data(this.Debug)
>
> The output of the 'String to Array' is black and the 'Get Array Size' is
> red.
>
> 2012 SP1
>
>
>
> On Mon, May 13, 2013 at 5:07 PM, Vladimir Jankijevic <
> vladi...@elefantstudios.ch> wrote:
>
>> string to array -> get array size ?
>>
>> :P
>>
>>
>> On Mon, May 13, 2013 at 4:02 PM, Dan Yargici wrote:
>>
>>> Digging up a reeeally old thread...
>>>
>>> Care to share?  Coz it's eluding me... :)
>>>
>>> Thanks,
>>>
>>> DAN
>>>
>>>
>>> On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon wrote:
>>>
 Oh... i found a way just 10 seconds after send the e-mail...


 ;)


 On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon wrote:

> Hi.
>
> How can i get string length? Is it possible?
>
> thanks.
>
>
>
> --
> __
> Malcolm Zaloon - Lighting TD - XSI Generalist
> Quote:
> "Everything can be interconnected and will update according by
> interface"
>



 --
 __
 Malcolm Zaloon - Lighting TD - XSI Generalist
 Quote:
 "Everything can be interconnected and will update according by
 interface"

>>>
>>>
>>
>>
>> --
>> ---
>> Vladimir Jankijevic
>> Technical Direction
>>
>> Elefant Studios AG
>> Lessingstrasse 15
>> CH-8002 Zürich
>>
>> +41 44 500 48 20
>>
>> www.elefantstudios.ch
>> ---
>>
>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


JV_StringLenght.xsicompound
Description: Binary data


Re: Awkward center of object after freeze transform

2013-05-13 Thread Martin
I'm at home now, and opened your scene in SI 2014.

You're using Pivot and Pivot Compensation. That's why you are having
awkward results with Freeze SRT. You need to reset the pivot before Freeze
SRT it.

Open Your Local Transform properties, look for Pivot, and preset Reset
Pivot.

M.Yara


On Mon, May 13, 2013 at 7:45 PM, Martin  wrote:

> What is not in the origin? the center or the manipulator?
>
> The manipulator is aligned with the pivot, not the center.
>
> Is your model node also frozen?
>
> M.Yara
>
>
> On Mon, May 13, 2013 at 7:39 PM, Szabolcs Matefy wrote:
>
>> Thanbks Guys,
>>
>> ** **
>>
>> We use 2014, and model format wouldn’t help too much since there’s no
>> backward compatibility.
>>
>> ** **
>>
>> I tried all the reset transforms, etc, that’s the issue. The center is
>> not where it should be. When I display the center, it’s not at the same
>> position as the transform manipulator display in local mode, but all the
>> transform data are zeroed (Scaling is 1). So the transform should be in the
>> origin, but it’s not. There is no neutral pose too.
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin
>> *Sent:* Monday, May 13, 2013 12:10 PM
>> *To:* g...@inlifesize.com; softimage@listproc.autodesk.com
>> *Subject:* Re: Awkward center of object after freeze transform
>>
>> ** **
>>
>> We are using only Softimage 2011 here at work so I can't open your file.*
>> ***
>>
>> ** **
>>
>> Freeze SRT aligns the center of the object with it's model center.
>>
>> ** **
>>
>> Pivot and Center are different concepts, so be sure you are not confusing
>> them.
>>
>> Just to be sure, reset your pivot like Jack said.
>>
>> ** **
>>
>> You could try moving your center manually, just select your center and
>> move it, rotate it and or scale it.
>>
>> ** **
>>
>> This should do something similar to Freeze Translation:
>>
>> // JScript
>>
>> var obj = selection(0)
>>
>> Translate(null, -obj.posx.value, -obj.posy.value, -obj.posz.value,
>> siRelative, siGlobal, siCtr, siXYZ);
>>
>> ** **
>>
>> M.Yara
>>
>> ** **
>>
>> On Mon, May 13, 2013 at 6:19 PM, Greg Maguire 
>> wrote:
>>
>> I don't have an late enough version of Soft installed. Can you send as a
>> model?
>>
>> ** **
>>
>> On Mon, May 13, 2013 at 9:11 AM, Szabolcs Matefy 
>> wrote:
>>
>> Correct me if I’m wrong, but freezing a transform should put the center
>> into the origin. Apparently, there are cases, when the center is not
>> positioned properly, moreover, when I switch on the visibility of the
>> center, and I’m in Local transform, they are not aligned at all. These
>> objects are fubar, I have to merge those objects, and the extract them
>> again, but this way I lose all coordinate data which is crucial for us, in
>> our game engine.
>>
>>  
>>
>> Anyone met this issue, and if yes how it is resolved? I ask for support,
>> but meanwhile I’d like to have a quick solution. Remodeling is not an
>> option, due to the tight deadline…
>>
>>  
>>
>>  
>>
>> Thanks,
>>
>>  
>>
>>  
>>
>>  
>>
>> Szabolcs
>>
>>  
>>
>> ___
>> This message contains confidential information and is intended only for
>> the individual named. If you are not the named addressee you should not
>> disseminate, distribute or copy this e-mail. Please notify the sender
>> immediately by e-mail if you have received this e-mail by mistake and
>> delete this e-mail from your system. E-mail transmission cannot be
>> guaranteed to be secure or error-free as information could be intercepted,
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>> The sender therefore does not accept liability for any errors or omissions
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>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>
>>
>>
>> 
>>
>> ** **
>>
>> -- 
>>
>> *Greg Maguire* | Inlifesize
>> Mobile: +44 7512 361462 | Phone: +44 2890 204739
>> g...@inlifesize.com | www.inlifesize.com
>>
>> ** **
>>
>
>


Re: render region opacity?

2013-05-13 Thread Alok
Click the top-left arrow on the render region window. Select Display > 
Alpha Belnded RGB in the dropdown menu.


ALOK

GANDHI

/ chef directeur technique - lead technical director


alok.gan...@modusfx.com 

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com 

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook 

&

Twitter 
**
On 13/05/2013 10:35 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


Is there any way to make the render region non-opaque? I'd like the 
render region to partially reveal the wireframes and scene underneath 
and it would be really useful if I could control the 
visibility(transparency?) of the region. Is that possible?


--

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.

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2241 / Virus Database: 3162/5817 - Release Date: 05/11/13





render region opacity?

2013-05-13 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Is there any way to make the render region non-opaque? I'd like the render 
region to partially reveal the wireframes and scene underneath and it would be 
really useful if I could control the visibility(transparency?) of the region. 
Is that possible?

--
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: String length in ICE... How?

2013-05-13 Thread Dan Yargici
Nope, doesn't work for me.

string("test") -> String to Array -> Get Array Size -> Set Data(this.Debug)

The output of the 'String to Array' is black and the 'Get Array Size' is
red.

2012 SP1



On Mon, May 13, 2013 at 5:07 PM, Vladimir Jankijevic <
vladi...@elefantstudios.ch> wrote:

> string to array -> get array size ?
>
> :P
>
>
> On Mon, May 13, 2013 at 4:02 PM, Dan Yargici  wrote:
>
>> Digging up a reeeally old thread...
>>
>> Care to share?  Coz it's eluding me... :)
>>
>> Thanks,
>>
>> DAN
>>
>>
>> On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon wrote:
>>
>>> Oh... i found a way just 10 seconds after send the e-mail...
>>>
>>>
>>> ;)
>>>
>>>
>>> On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon wrote:
>>>
 Hi.

 How can i get string length? Is it possible?

 thanks.



 --
 __
 Malcolm Zaloon - Lighting TD - XSI Generalist
 Quote:
 "Everything can be interconnected and will update according by
 interface"

>>>
>>>
>>>
>>> --
>>> __
>>> Malcolm Zaloon - Lighting TD - XSI Generalist
>>> Quote:
>>> "Everything can be interconnected and will update according by interface"
>>>
>>
>>
>
>
> --
> ---
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---
>


Re: String length in ICE... How?

2013-05-13 Thread Sebastian Kowalski
wait, does this work also when just using one string without a comma?
cause you get an array size of one with that..


Am 13.05.2013 um 16:07 schrieb Vladimir Jankijevic :

> string to array -> get array size ?
> 
> :P
> 
> 
> On Mon, May 13, 2013 at 4:02 PM, Dan Yargici  wrote:
> Digging up a reeeally old thread...
> 
> Care to share?  Coz it's eluding me... :)
> 
> Thanks,
> 
> DAN
> 
> 
> On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon  wrote:
> Oh... i found a way just 10 seconds after send the e-mail...
> 
> 
> ;)
> 
> 
> On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon  wrote:
> Hi.
> 
> How can i get string length? Is it possible?
> 
> thanks.
> 
> 
> 
> -- 
> __
> Malcolm Zaloon - Lighting TD - XSI Generalist
> Quote:
> "Everything can be interconnected and will update according by interface"
> 
> 
> 
> -- 
> __
> Malcolm Zaloon - Lighting TD - XSI Generalist
> Quote:
> "Everything can be interconnected and will update according by interface"
> 
> 
> 
> 
> -- 
> ---
> Vladimir Jankijevic
> Technical Direction
> 
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
> 
> +41 44 500 48 20
> 
> www.elefantstudios.ch
> ---



Re: String length in ICE... How?

2013-05-13 Thread Dan Yargici
Digging up a reeeally old thread...

Care to share?  Coz it's eluding me... :)

Thanks,

DAN


On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon  wrote:

> Oh... i found a way just 10 seconds after send the e-mail...
>
>
> ;)
>
>
> On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon  wrote:
>
>> Hi.
>>
>> How can i get string length? Is it possible?
>>
>> thanks.
>>
>>
>>
>> --
>> __
>> Malcolm Zaloon - Lighting TD - XSI Generalist
>> Quote:
>> "Everything can be interconnected and will update according by interface"
>>
>
>
>
> --
> __
> Malcolm Zaloon - Lighting TD - XSI Generalist
> Quote:
> "Everything can be interconnected and will update according by interface"
>


Re: String length in ICE... How?

2013-05-13 Thread Vladimir Jankijevic
string to array -> get array size ?

:P


On Mon, May 13, 2013 at 4:02 PM, Dan Yargici  wrote:

> Digging up a reeeally old thread...
>
> Care to share?  Coz it's eluding me... :)
>
> Thanks,
>
> DAN
>
>
> On Thu, May 6, 2010 at 12:43 AM, Malcolm Zaloon wrote:
>
>> Oh... i found a way just 10 seconds after send the e-mail...
>>
>>
>> ;)
>>
>>
>> On Wed, May 5, 2010 at 6:42 PM, Malcolm Zaloon wrote:
>>
>>> Hi.
>>>
>>> How can i get string length? Is it possible?
>>>
>>> thanks.
>>>
>>>
>>>
>>> --
>>> __
>>> Malcolm Zaloon - Lighting TD - XSI Generalist
>>> Quote:
>>> "Everything can be interconnected and will update according by interface"
>>>
>>
>>
>>
>> --
>> __
>> Malcolm Zaloon - Lighting TD - XSI Generalist
>> Quote:
>> "Everything can be interconnected and will update according by interface"
>>
>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Latest work from SHED - Behind-The-Scenes

2013-05-13 Thread Js Guillemette
For those interested, here's a blog post about the Hair workflow we used 
for the IGA commercial:

http://shedmtl.blogspot.ca/2013/05/iga-hair-salon-how-we-do-it.html

Also, you can check Td Survival on facebook, they interviewed our hair 
artist, Luc Girard. It's great insight on the pipeline.

https://www.facebook.com/TDSurvival?fref=ts
(or directly on vimeo: https://vimeo.com/66041361 )

Js Guillemette // SHED
3D Artist
www.shedmtl.com

On 5/9/2013 10:31 AM, Chris Covelli wrote:

Amazing work!  Great lighting, characters, everything top-notch!!

Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid Models 




On Thu, May 9, 2013 at 8:36 AM, Sylvain Lebeau > wrote:


Thank you all!

Forgot to mention Philippe Sylvain at lighting/comp...

;-)


*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 

On 2013-05-09, at 3:42, Jordi Bares mailto:jordiba...@gmail.com>> wrote:


Thanks for the insight and detailed info, really appreciate

Seems you have a great team and setup, love the approach and I am
sure it had not been easy to bring that culture up.

Excellent work. Look forward to see more.

Jb

Sent from my iPhone

On 9 May 2013, at 02:32, Sylvain Lebeau mailto:s...@shedmtl.com>> wrote:


JM,

Timeframe would be around 2 months from concept art, character
design, storyboard and revisions, 2D animatic, 3D animatic, to
all the 3D stuffs we all love.

Shed is a little army/familly of passionate peoples.  Maybe
around 12-14 artists participated on the project. Here is the
breakdown of our resources, human and machines… (wow…that
sounded weird to say) …. feel's like the matrix..

*Here's the credits to my team:*

1 Illustrator/story artist = Benoit Theriault
Our lead modeller Mikhail Semionov with the help of Marc Lebuis
and Isabelle Mainville
4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine
Houle
1 Character TD/Pipeline = Miquel Campos
1 ICEman for hair grooming and sims = Luc Girard
1 FX artist for smoke and PES (particles in suspension) Dominik
Kirouac
2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame
2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis
1 Onliner on the Flame = Nicolas Pellicelli

I've only participated into client meetings, approbations, and
all the political stuffs. ;-) …. i may have suspended a pass or
2 on the farm because it was failing….. wow my job is too cool!!


*Software and hardware:*
*
*
*
Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox,
Framecycler……. but mostly Windows Explorer V156… hep.  I prefer
dolphin but for now we are mostly windows 7 x64.

*
We use Gear with a bit of customizing for rigging our
characters, (correct me if i am wrong Miquel)…

We use Exocortex Alembic for all of our animation caches needs
except for the hairs (for now).

Our render farm (used along with deadline 5.1) consist of a
couples of older blades for Nuke and 25 for Arnold long
hours crushing.
Wich some of the latest are 24 threaded machines with 16 to 32
gigs of ram.

That's pretty it…. nothing very fancy except from very talented
artists with big hearts and ambitions. Kudos to them!


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
 >

On Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:


very nice!


*From:* jm khayat mailto:j...@moondog-animation.com>>
*To:* softimage@listproc.autodesk.com

*Sent:* Wednesday, May 8, 2013 10:08 AM
*Subject:* Re: Latest work from SHED - Behind-The-Scenes

Beautiful work guys, loved every part of it, character design,
layout, animation, render, FX
Congrats!!

What was the time frame and ressources avaliable for this
commercial ?
--

*JM Khayat*
Founder/ COO

www.moondog-animation.com 

mobile: +33 6 99 79 56 98



/CONFIDENTIALITY NOTICE: Privileged/Confidential information
may be contained in this message and is intended only for the
use of the addressee.  Please advise immediately if you or your
employer do not consent to Internet e-mail for messages of this
kind.  Moondog Animation assumes no responsibility for errors,
losses, damages, or costs a

Re: How to bake animation data for Exporting Unity3D

2013-05-13 Thread Mirko Jankovic
deformers in GEAR are implicit models not nulls.

Need to create shadow rig when creating rig from guide.
after that process is straight forward.
1. plot evreytthing with shadow rig selected (select child nodes)
2. remove all constrains after plot
3. add mesh to selection and export everything to FBX

Also inside unity you need to select these options under rig:
Animation type - Legacy
Generation - Storein Root (New)

That works fine. Maybe some other options could be needed and worked well
for some other situations for this works plain and straight forward


On Mon, May 13, 2013 at 2:38 PM, Alok Gandhi wrote:

> I have done this before and the best way is to :
> 1. Plot all your deformers (I am assuming that deformers are nulls, as
> they should be always).
> 2. Remove all the rig elements (except the deformers ).
> 3. Export the FBX.
>
> This should work in unity.
>
>
> On Mon, May 13, 2013 at 6:45 AM, Sandy Sutherland <
> sandy.mailli...@gmail.com> wrote:
>
>> You can use a command to convert the implicit to real geometry - I tested
>> it and it works fine here and keeps animation - I did not check constraints
>> etc..
>>
>> Application.Convert("**MeshSurface", 'torus' )
>>
>> This converts an implicit torus called torus to an equivalent mesh.
>>
>> S.
>>
>>
>> On 13/05/2013 11:40, Daniel Kim wrote:
>>
>>> Hi
>>>
>>> I am trying to export a charactor rigged with Gear to Unity 3d, and
>>> having issue now.
>>>
>>> Because FBX diesn't support implicit object, i get a lot error messages.
>>> Message show me to convert implicit dara to geometry, but don't know how.
>>>
>>> I like to try baking animation data, and export with FBX only mesh.
>>> Anyone have an idea how to do this?
>>>
>>> Thanks
>>> Daniel
>>>
>>> Sent from my iPhone
>>>
>>
>>
>
>
> --
>


Limiting stretching on a series of surface constraints

2013-05-13 Thread Enrique Caballero
Hey guys,
  I was hoping someone could help me out with this question.

If i needed to limit the ability of  stretching on a series of nulls that
are surface constrained to a nurbs ribbon how would i go about doing it?

On a nurbs curve i always just divided  the original length of the curve,
by the new length, then multiplied the path cns percentage by that offset,
worked just fine, pretty standard stuff

but is there an easy way for me to find the length of a nurbs surface? I
cant find anything in ICE that does that easily for me or anything in the
SDK. If there was

Any help would be appreciated, I feel a bit silly asking, I bet its pretty
simple.

-Enrique


Re: How to bake animation data for Exporting Unity3D

2013-05-13 Thread Alok Gandhi
I have done this before and the best way is to :
1. Plot all your deformers (I am assuming that deformers are nulls, as they
should be always).
2. Remove all the rig elements (except the deformers ).
3. Export the FBX.

This should work in unity.


On Mon, May 13, 2013 at 6:45 AM, Sandy Sutherland  wrote:

> You can use a command to convert the implicit to real geometry - I tested
> it and it works fine here and keeps animation - I did not check constraints
> etc..
>
> Application.Convert("**MeshSurface", 'torus' )
>
> This converts an implicit torus called torus to an equivalent mesh.
>
> S.
>
>
> On 13/05/2013 11:40, Daniel Kim wrote:
>
>> Hi
>>
>> I am trying to export a charactor rigged with Gear to Unity 3d, and
>> having issue now.
>>
>> Because FBX diesn't support implicit object, i get a lot error messages.
>> Message show me to convert implicit dara to geometry, but don't know how.
>>
>> I like to try baking animation data, and export with FBX only mesh.
>> Anyone have an idea how to do this?
>>
>> Thanks
>> Daniel
>>
>> Sent from my iPhone
>>
>
>


--


Re: Point caching errors

2013-05-13 Thread Simon Reeves
I'm not using cache manager so I guess that doesn't apply?..
I've made a compound that gets a string from a property on the model (which
is the path of the cache files), add's that to a string of the object name
and pipes that to the cache on file node. Then I apply  that compounds to
loads objects on an ice tree via a script.

That's working nicely but I just have some errors here and there, cache out
of range, cache the correct number of points.. When really it's pretty much
all find to render - so I might just need to get deadline to ignore those
errors and I might be okay.

Would still be nice to try and pinpoint which objects have the wrong number
of points though!



Simon Reeves
London, UK
*si...@simonreeves.com*
*www.simonreeves.com*
*
*


On 13 May 2013 10:51, Mirko Jankovic  wrote:

> If you are using cache manager check that cache for objects AND objects
> that cache will be applied are in same order in left and right window where
> you load them both.
> for example if on left window are selected point caches for mouth, tongue,
> body from up to down, then in the right window where you add objects for
> applying cache the
> order has to be same so again mouth, tongue, body from up to down.
> I had some similar problems with selection order before applying.
>
>
> On Mon, May 13, 2013 at 11:44 AM, Simon Reeves wrote:
>
>> Hey all,
>>
>> I'm getting this error sometimes in my scene, I have a lot of cached
>> objects in there... any ideas if it's possible to pin this down any better?
>> It's only throwing the error when the object is visible so that's a
>> start. It would just be nice if it told me which object!
>>
>> *# ERROR : 2000 - "Caching : Point counts don't match."*
>>
>> cheers!
>>
>> Simon Reeves
>> London, UK
>> *si...@simonreeves.com*
>> *www.simonreeves.com*
>> *
>> *
>>
>
>


Re: How to bake animation data for Exporting Unity3D

2013-05-13 Thread Sandy Sutherland
You can use a command to convert the implicit to real geometry - I 
tested it and it works fine here and keeps animation - I did not check 
constraints etc..


Application.Convert("MeshSurface", 'torus' )

This converts an implicit torus called torus to an equivalent mesh.

S.

On 13/05/2013 11:40, Daniel Kim wrote:

Hi

I am trying to export a charactor rigged with Gear to Unity 3d, and having 
issue now.

Because FBX diesn't support implicit object, i get a lot error messages. 
Message show me to convert implicit dara to geometry, but don't know how.

I like to try baking animation data, and export with FBX only mesh. Anyone have 
an idea how to do this?

Thanks
Daniel

Sent from my iPhone




Re: Awkward center of object after freeze transform

2013-05-13 Thread Martin
What is not in the origin? the center or the manipulator?

The manipulator is aligned with the pivot, not the center.

Is your model node also frozen?

M.Yara


On Mon, May 13, 2013 at 7:39 PM, Szabolcs Matefy wrote:

> Thanbks Guys,
>
> ** **
>
> We use 2014, and model format wouldn’t help too much since there’s no
> backward compatibility.
>
> ** **
>
> I tried all the reset transforms, etc, that’s the issue. The center is not
> where it should be. When I display the center, it’s not at the same
> position as the transform manipulator display in local mode, but all the
> transform data are zeroed (Scaling is 1). So the transform should be in the
> origin, but it’s not. There is no neutral pose too.
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin
> *Sent:* Monday, May 13, 2013 12:10 PM
> *To:* g...@inlifesize.com; softimage@listproc.autodesk.com
> *Subject:* Re: Awkward center of object after freeze transform
>
> ** **
>
> We are using only Softimage 2011 here at work so I can't open your file.**
> **
>
> ** **
>
> Freeze SRT aligns the center of the object with it's model center.
>
> ** **
>
> Pivot and Center are different concepts, so be sure you are not confusing
> them.
>
> Just to be sure, reset your pivot like Jack said.
>
> ** **
>
> You could try moving your center manually, just select your center and
> move it, rotate it and or scale it.
>
> ** **
>
> This should do something similar to Freeze Translation:
>
> // JScript
>
> var obj = selection(0)
>
> Translate(null, -obj.posx.value, -obj.posy.value, -obj.posz.value,
> siRelative, siGlobal, siCtr, siXYZ);
>
> ** **
>
> M.Yara
>
> ** **
>
> On Mon, May 13, 2013 at 6:19 PM, Greg Maguire  wrote:
> 
>
> I don't have an late enough version of Soft installed. Can you send as a
> model?
>
> ** **
>
> On Mon, May 13, 2013 at 9:11 AM, Szabolcs Matefy 
> wrote:
>
> Correct me if I’m wrong, but freezing a transform should put the center
> into the origin. Apparently, there are cases, when the center is not
> positioned properly, moreover, when I switch on the visibility of the
> center, and I’m in Local transform, they are not aligned at all. These
> objects are fubar, I have to merge those objects, and the extract them
> again, but this way I lose all coordinate data which is crucial for us, in
> our game engine.
>
>  
>
> Anyone met this issue, and if yes how it is resolved? I ask for support,
> but meanwhile I’d like to have a quick solution. Remodeling is not an
> option, due to the tight deadline…
>
>  
>
>  
>
> Thanks,
>
>  
>
>  
>
>  
>
> Szabolcs
>
>  
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
>
>
> 
>
> ** **
>
> -- 
>
> *Greg Maguire* | Inlifesize
> Mobile: +44 7512 361462 | Phone: +44 2890 204739
> g...@inlifesize.com | www.inlifesize.com
>
> ** **
>


Re: Awkward center of object after freeze transform

2013-05-13 Thread Sandy Sutherland

Check there is not a neutral pose set.

S.

On 13/05/2013 11:39, Szabolcs Matefy wrote:


Thanbks Guys,

We use 2014, and model format wouldn't help too much since there's no 
backward compatibility.


I tried all the reset transforms, etc, that's the issue. The center is 
not where it should be. When I display the center, it's not at the 
same position as the transform manipulator display in local mode, but 
all the transform data are zeroed (Scaling is 1). So the transform 
should be in the origin, but it's not. There is no neutral pose too.







How to bake animation data for Exporting Unity3D

2013-05-13 Thread Daniel Kim
Hi

I am trying to export a charactor rigged with Gear to Unity 3d, and having 
issue now. 

Because FBX diesn't support implicit object, i get a lot error messages. 
Message show me to convert implicit dara to geometry, but don't know how.

I like to try baking animation data, and export with FBX only mesh. Anyone have 
an idea how to do this?

Thanks
Daniel

Sent from my iPhone


RE: Awkward center of object after freeze transform

2013-05-13 Thread Szabolcs Matefy
Thanbks Guys,

 

We use 2014, and model format wouldn't help too much since there's no backward 
compatibility.

 

I tried all the reset transforms, etc, that's the issue. The center is not 
where it should be. When I display the center, it's not at the same position as 
the transform manipulator display in local mode, but all the transform data are 
zeroed (Scaling is 1). So the transform should be in the origin, but it's not. 
There is no neutral pose too.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
Sent: Monday, May 13, 2013 12:10 PM
To: g...@inlifesize.com; softimage@listproc.autodesk.com
Subject: Re: Awkward center of object after freeze transform

 

We are using only Softimage 2011 here at work so I can't open your file.

 

Freeze SRT aligns the center of the object with it's model center.

 

Pivot and Center are different concepts, so be sure you are not confusing them.

Just to be sure, reset your pivot like Jack said.

 

You could try moving your center manually, just select your center and move it, 
rotate it and or scale it.

 

This should do something similar to Freeze Translation:

// JScript

var obj = selection(0)

Translate(null, -obj.posx.value, -obj.posy.value, -obj.posz.value, siRelative, 
siGlobal, siCtr, siXYZ);

 

M.Yara

 

On Mon, May 13, 2013 at 6:19 PM, Greg Maguire  wrote:

I don't have an late enough version of Soft installed. Can you send as a model?

 

On Mon, May 13, 2013 at 9:11 AM, Szabolcs Matefy  wrote:

Correct me if I'm wrong, but freezing a transform should put the center into 
the origin. Apparently, there are cases, when the center is not positioned 
properly, moreover, when I switch on the visibility of the center, and I'm in 
Local transform, they are not aligned at all. These objects are fubar, I have 
to merge those objects, and the extract them again, but this way I lose all 
coordinate data which is crucial for us, in our game engine.

 

Anyone met this issue, and if yes how it is resolved? I ask for support, but 
meanwhile I'd like to have a quick solution. Remodeling is not an option, due 
to the tight deadline...

 

 

Thanks,

 

 

 

Szabolcs

 

___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli





 

-- 

Greg Maguire | Inlifesize
Mobile: +44 7512 361462   | Phone: +44 2890 204739 
 
g...@inlifesize.com | www.inlifesize.com

 



Re: Awkward center of object after freeze transform

2013-05-13 Thread Martin
We are using only Softimage 2011 here at work so I can't open your file.

Freeze SRT aligns the center of the object with it's model center.

Pivot and Center are different concepts, so be sure you are not confusing
them.
Just to be sure, reset your pivot like Jack said.

You could try moving your center manually, just select your center and move
it, rotate it and or scale it.

This should do something similar to Freeze Translation:
// JScript
var obj = selection(0)
Translate(null, -obj.posx.value, -obj.posy.value, -obj.posz.value,
siRelative, siGlobal, siCtr, siXYZ);

M.Yara


On Mon, May 13, 2013 at 6:19 PM, Greg Maguire  wrote:

> I don't have an late enough version of Soft installed. Can you send as a
> model?
>
>
> On Mon, May 13, 2013 at 9:11 AM, Szabolcs Matefy wrote:
>
>> Correct me if I’m wrong, but freezing a transform should put the center
>> into the origin. Apparently, there are cases, when the center is not
>> positioned properly, moreover, when I switch on the visibility of the
>> center, and I’m in Local transform, they are not aligned at all. These
>> objects are fubar, I have to merge those objects, and the extract them
>> again, but this way I lose all coordinate data which is crucial for us, in
>> our game engine.
>>
>> ** **
>>
>> Anyone met this issue, and if yes how it is resolved? I ask for support,
>> but meanwhile I’d like to have a quick solution. Remodeling is not an
>> option, due to the tight deadline…
>>
>> ** **
>>
>> ** **
>>
>> Thanks,
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> Szabolcs
>>
>> ** **
>>
>> 
>> ___
>> This message contains confidential information and is intended only for
>> the individual named. If you are not the named addressee you should not
>> disseminate, distribute or copy this e-mail. Please notify the sender
>> immediately by e-mail if you have received this e-mail by mistake and
>> delete this e-mail from your system. E-mail transmission cannot be
>> guaranteed to be secure or error-free as information could be intercepted,
>> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
>> The sender therefore does not accept liability for any errors or omissions
>> in the contents of this message, which arise as a result of e-mail
>> transmission. If verification is required please request a hard-copy
>> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
>> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>
>
>
>
> --
>
> *Greg Maguire* | Inlifesize
> Mobile: +44 7512 361462 | Phone: +44 2890 204739
> g...@inlifesize.com | www.inlifesize.com
>


Re: Point caching errors

2013-05-13 Thread Mirko Jankovic
If you are using cache manager check that cache for objects AND objects
that cache will be applied are in same order in left and right window where
you load them both.
for example if on left window are selected point caches for mouth, tongue,
body from up to down, then in the right window where you add objects for
applying cache the
order has to be same so again mouth, tongue, body from up to down.
I had some similar problems with selection order before applying.


On Mon, May 13, 2013 at 11:44 AM, Simon Reeves wrote:

> Hey all,
>
> I'm getting this error sometimes in my scene, I have a lot of cached
> objects in there... any ideas if it's possible to pin this down any better?
> It's only throwing the error when the object is visible so that's a start.
> It would just be nice if it told me which object!
>
> *# ERROR : 2000 - "Caching : Point counts don't match."*
>
> cheers!
>
> Simon Reeves
> London, UK
> *si...@simonreeves.com*
> *www.simonreeves.com*
> *
> *
>


Point caching errors

2013-05-13 Thread Simon Reeves
Hey all,

I'm getting this error sometimes in my scene, I have a lot of cached
objects in there... any ideas if it's possible to pin this down any better?
It's only throwing the error when the object is visible so that's a start.
It would just be nice if it told me which object!

*# ERROR : 2000 - "Caching : Point counts don't match."*

cheers!

Simon Reeves
London, UK
*si...@simonreeves.com*
*www.simonreeves.com*
*
*


Re: Awkward center of object after freeze transform

2013-05-13 Thread Greg Maguire
I don't have an late enough version of Soft installed. Can you send as a
model?


On Mon, May 13, 2013 at 9:11 AM, Szabolcs Matefy wrote:

> Correct me if I’m wrong, but freezing a transform should put the center
> into the origin. Apparently, there are cases, when the center is not
> positioned properly, moreover, when I switch on the visibility of the
> center, and I’m in Local transform, they are not aligned at all. These
> objects are fubar, I have to merge those objects, and the extract them
> again, but this way I lose all coordinate data which is crucial for us, in
> our game engine.
>
> ** **
>
> Anyone met this issue, and if yes how it is resolved? I ask for support,
> but meanwhile I’d like to have a quick solution. Remodeling is not an
> option, due to the tight deadline…
>
> ** **
>
> ** **
>
> Thanks,
>
> ** **
>
> ** **
>
> ** **
>
> Szabolcs
>
> ** **
>
> 
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>



-- 

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
g...@inlifesize.com | www.inlifesize.com


RE: Awkward center of object after freeze transform

2013-05-13 Thread Jack Kao
Have your tried reset pivot?


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-- 
*Stefan Andersson | Digital Janitor **| Generalist for hire
*
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