InspectPreference

2013-08-29 Thread Eugen Sares

Hi,
it is possible to open the preferences of a certain category via script, 
like

InspectPreferences("General");

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences("Tools.Camera"); does not work.
Thanks!
Eugen


RE: InspectPreference

2013-08-29 Thread Songqiong Yang
Try InspectPreferences("Camera");.It's required to pass a category name.   

In the preferences window, click the "Preferences" root folder, you can see all 
preference categories. "Camera" is one of category.

Thanks,
Joany

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Thursday, August 29, 2013 3:10 PM
To: softimage@listproc.autodesk.com
Subject: InspectPreference

Hi,
it is possible to open the preferences of a certain category via script, like 
InspectPreferences("General");

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences("Tools.Camera"); does not work.
Thanks!
Eugen
<>

Re: InspectPreference

2013-08-29 Thread Eugen Sares

Thanks, of course... ;q
Is it possible to open a tab, too, like TransformProperties/Increments?


Am 29.08.2013 09:21, schrieb Songqiong Yang:

Try InspectPreferences("Camera");.It's required to pass a category name.

In the preferences window, click the "Preferences" root folder, you can see all 
preference categories. "Camera" is one of category.

Thanks,
Joany

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Thursday, August 29, 2013 3:10 PM
To: softimage@listproc.autodesk.com
Subject: InspectPreference

Hi,
it is possible to open the preferences of a certain category via script, like 
InspectPreferences("General");

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences("Tools.Camera"); does not work.
Thanks!
Eugen




Re: InspectPreference

2013-08-29 Thread Martin
I don't think so, Tabs are not separated.

BTW you can also use InspectObj if you want to open it without the
preferences View.

Ex:
InspectObj("preferences.Camera")

You can also open your Explorer, press A for Application and go to the
Preferences folder to view all the preferences categories.

Martin


On Thu, Aug 29, 2013 at 4:51 PM, Eugen Sares  wrote:

> Thanks, of course... ;q
> Is it possible to open a tab, too, like TransformProperties/**Increments?
>
>
> Am 29.08.2013 09:21, schrieb Songqiong Yang:
>
>  Try InspectPreferences("Camera");.It's required to pass a category
>> name.
>>
>> In the preferences window, click the "Preferences" root folder, you can
>> see all preference categories. "Camera" is one of category.
>>
>> Thanks,
>> Joany
>>
>> -Original Message-
>> From: 
>> softimage-bounces@listproc.**autodesk.com[mailto:
>> softimage-bounces@**listproc.autodesk.com]
>> On Behalf Of Eugen Sares
>> Sent: Thursday, August 29, 2013 3:10 PM
>> To: softimage@listproc.autodesk.**com 
>> Subject: InspectPreference
>>
>> Hi,
>> it is possible to open the preferences of a certain category via script,
>> like InspectPreferences("General");
>>
>> How do I open the prefs of, say, Camera? It's under a folder.
>> InspectPreferences("Tools.**Camera"); does not work.
>> Thanks!
>> Eugen
>>
>
>


Re: InspectPreference

2013-08-29 Thread Eugen Sares

Got it. Thanks, guys!

Am 29.08.2013 10:02, schrieb Martin:

I don't think so, Tabs are not separated.

BTW you can also use InspectObj if you want to open it without the 
preferences View.


Ex:
InspectObj("preferences.Camera")

You can also open your Explorer, press A for Application and go to the 
Preferences folder to view all the preferences categories.


Martin


On Thu, Aug 29, 2013 at 4:51 PM, Eugen Sares > wrote:


Thanks, of course... ;q
Is it possible to open a tab, too, like
TransformProperties/Increments?


Am 29.08.2013 09:21, schrieb Songqiong Yang:

Try InspectPreferences("Camera");.It's required to pass a
category name.

In the preferences window, click the "Preferences" root
folder, you can see all preference categories. "Camera" is one
of category.

Thanks,
Joany

-Original Message-
From: softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] On Behalf Of
Eugen Sares
Sent: Thursday, August 29, 2013 3:10 PM
To: softimage@listproc.autodesk.com

Subject: InspectPreference

Hi,
it is possible to open the preferences of a certain category
via script, like InspectPreferences("General");

How do I open the prefs of, say, Camera? It's under a folder.
InspectPreferences("Tools.Camera"); does not work.
Thanks!
Eugen







Re: How to read .MEL script in Softimage

2013-08-29 Thread Nicolas Esposito
@Martin: sounds good!

Well, looks like Autodesk is goin towards the renting options with Maya LT

http://www.autodesk.com/products/maya-lt/overview


2013/8/26 Martin 

> Well I'm starting my own little business in a couple of months, but until
> then I'm working for a small company that only have 3 years in the market.
> We don't develope games for ourselves, we create assets and cutscenes for
> games, slot machines and other media. That's why we have to use the version
> our client uses, or the game SDK supports. Only in pre-rendered works we
> have some liberty but we mainly do real time.
>
> What's going on here? well, comparing it to a few years ago, we do more
> complex models with almost the same schedule, and almost the same budget :D
>
> Cheers,
>
> Martin
>
>
> On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> Thats a news! Anyway something like "pay for what you export" in my case
>> would be perfect, but hey, at least if there are some plans for renting
>> that is a step in the right direction
>>
>> Martin, are you in game development in Japan? sounds awesome
>> If you can tell it, which studio you're working for?
>> I never met someone into game development in Japan, so I'm really curious
>> to see whats going on there
>>
>> Cheers
>>
>>
>> 2013/8/26 Martin 
>>
>>> Thanks Stefan, Great news!
>>>
>>> Now I just hope they offer a rent option for old versions ( I don't
>>> think they will ).
>>>
>>> We usually never use the latest version in game development here in
>>> Japan. I'm using SI 2011 in my current project that started 1 year ago.
>>> Using a 3 years old version is almost the standard so it kinda obligates
>>> you to use a subscription, if you haven't already purchased a permanent
>>> license 3 years ago.
>>> And paying a Max subscription only to convert my SI data before sending
>>> it to my client is just too expensive.
>>>
>>> Damn I hate this system, but let's hope that something better comes with
>>> this "evolution".
>>>
>>> Regards,
>>>
>>> Martin
>>>
>>>
>>>
>>> On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
>>> wrote:
>>>
 For these cases, it would be great if you could rent Autodesk's packages
> like you can with Adobe's. Sometimes I need 3DS Max for a couple of
> months
> but buying a Max license just isn't worth it.
>
> Martin
>

 You have been heard!
 http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
 to-offer-rental-model/


  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>  Maya doesn't make it easy either thanks to a staggeringly retarded
>> descriptor of the FCurves.
>>
>> We did write such a thing (something to move curves seamlessly and
>> below
>> the float precision threshold between Soft and Maya), and in the end
>> the
>> only way to propely re-interpret from or to Maya was a large hash
>> table for
>> some elements like the handles. The Maya SDK doco and Devkit examples
>> don't
>> help either since they largely revolve around exporting animation (a
>> plot),
>> not FCurves, sidestepping entirely the problem of sparse animation
>> with
>> higher order data.
>>
>> In Short: It's not quite trivial, and it's a gigantic pain in the ass
>> that
>> takes a handful of days, not hours, to write.
>>
>>
>> On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek > >wrote:
>>
>>  Converting a Maya ASCII file (I suppose this is what you refer to as
>>> MEL?) to a softimage scene is very hard to do, there are some
>>> concepts in
>>> Maya that don't translate well over to Softimage. For simple
>>> animation and
>>> Polygon Meshes it should be a bit easier, I thought about writing a
>>> Maya
>>> ASCII reader for Soft, but demand wasn't really high so I never dug
>>> deeper.
>>>
>>> Try baking your animations first before exporting the fbx file, and
>>> make
>>> sure you have checked the animation export flag in the exporter
>>> settings in
>>> the first place.
>>>
>>>
>>>
>>>  As far as I saw there is the possiblity to modify the python script
>>> in
>>>
 order to be read from Softimage...but programming is not my thing...
 I was just looking for animation to transfer over SI ( basically the
 scene
 is some animated nulls )


 2013/8/25 Alan Fregtman 

  No, there isn't. It'd be a good learning experience to try making
 one

> though. :)
>
> Do you expect a full 1:1 conversion of MEL to the Softimage SDK?
> Or just
> for animation to transfer over?
>
>
>
> On Sun, Aug 25, 2013 at 11:23 AM, Nicolas Esposito <

Re: How to read .MEL script in Softimage

2013-08-29 Thread Martin
Thanks, but I already saw that in sicommunity. I though it would have been
great news for small companies, but it just doesn't adapt to my work.

I don't do too much mobile, so I would still need Maya to deliver ma / mb
files to my clients, and the lack of mel and SDK doesn't help to customize
my pipeline, so MLT is totally out of my list.

It could work with temporal personal who doesn't mind to work with MayaLT
for a few weeks or months. Maya as it is out of the box, and I haven't met
a single Maya user who doesn't rely in plugins and scripts. Maya out of the
box is getting much better though.

An Essentials or Foundation version would have been better but I don't see
that coming. I'm considering Modo too, but I'll have to stick with
Softimage and Maya at least a few licenses because I need to deliver ma, mb
and scn files, even if that means a huge investment for a small company,
specially with outrageous japanese prices.

btw, MLT is about US$1300 here.

Martin


On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> @Martin: sounds good!
>
> Well, looks like Autodesk is goin towards the renting options with Maya LT
>
> http://www.autodesk.com/products/maya-lt/overview
>
>
> 2013/8/26 Martin 
>
>> Well I'm starting my own little business in a couple of months, but until
>> then I'm working for a small company that only have 3 years in the market.
>> We don't develope games for ourselves, we create assets and cutscenes for
>> games, slot machines and other media. That's why we have to use the version
>> our client uses, or the game SDK supports. Only in pre-rendered works we
>> have some liberty but we mainly do real time.
>>
>> What's going on here? well, comparing it to a few years ago, we do more
>> complex models with almost the same schedule, and almost the same budget :D
>>
>> Cheers,
>>
>> Martin
>>
>>
>> On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>
>>> Thats a news! Anyway something like "pay for what you export" in my case
>>> would be perfect, but hey, at least if there are some plans for renting
>>> that is a step in the right direction
>>>
>>> Martin, are you in game development in Japan? sounds awesome
>>> If you can tell it, which studio you're working for?
>>> I never met someone into game development in Japan, so I'm really
>>> curious to see whats going on there
>>>
>>> Cheers
>>>
>>>
>>> 2013/8/26 Martin 
>>>
 Thanks Stefan, Great news!

 Now I just hope they offer a rent option for old versions ( I don't
 think they will ).

 We usually never use the latest version in game development here in
 Japan. I'm using SI 2011 in my current project that started 1 year ago.
 Using a 3 years old version is almost the standard so it kinda
 obligates you to use a subscription, if you haven't already purchased a
 permanent license 3 years ago.
 And paying a Max subscription only to convert my SI data before sending
 it to my client is just too expensive.

 Damn I hate this system, but let's hope that something better comes
 with this "evolution".

 Regards,

 Martin



 On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
 wrote:

> For these cases, it would be great if you could rent Autodesk's
>> packages
>> like you can with Adobe's. Sometimes I need 3DS Max for a couple of
>> months
>> but buying a Max license just isn't worth it.
>>
>> Martin
>>
>
> You have been heard!
> http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
> to-offer-rental-model/
>
>
>  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>  Maya doesn't make it easy either thanks to a staggeringly retarded
>>> descriptor of the FCurves.
>>>
>>> We did write such a thing (something to move curves seamlessly and
>>> below
>>> the float precision threshold between Soft and Maya), and in the end
>>> the
>>> only way to propely re-interpret from or to Maya was a large hash
>>> table for
>>> some elements like the handles. The Maya SDK doco and Devkit
>>> examples don't
>>> help either since they largely revolve around exporting animation (a
>>> plot),
>>> not FCurves, sidestepping entirely the problem of sparse animation
>>> with
>>> higher order data.
>>>
>>> In Short: It's not quite trivial, and it's a gigantic pain in the
>>> ass that
>>> takes a handful of days, not hours, to write.
>>>
>>>
>>> On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek <
>>> s...@tidbit-images.com>wrote:
>>>
>>>  Converting a Maya ASCII file (I suppose this is what you refer to as
 MEL?) to a softimage scene is very hard to do, there are some
 concepts in
 Maya that don't translate

Re: How to read .MEL script in Softimage

2013-08-29 Thread Alan Fregtman
Maya without MEL or Python?! LOL! So no third party scripted tools then? *
Great!*

I seriously didn't believe you til I saw the comparison page:
http://www.autodesk.com/products/maya-lt/compare




On Thu, Aug 29, 2013 at 7:03 AM, Martin  wrote:

> Thanks, but I already saw that in sicommunity. I though it would have been
> great news for small companies, but it just doesn't adapt to my work.
>
> I don't do too much mobile, so I would still need Maya to deliver ma / mb
> files to my clients, and the lack of mel and SDK doesn't help to customize
> my pipeline, so MLT is totally out of my list.
>
> It could work with temporal personal who doesn't mind to work with MayaLT
> for a few weeks or months. Maya as it is out of the box, and I haven't met
> a single Maya user who doesn't rely in plugins and scripts. Maya out of the
> box is getting much better though.
>
> An Essentials or Foundation version would have been better but I don't see
> that coming. I'm considering Modo too, but I'll have to stick with
> Softimage and Maya at least a few licenses because I need to deliver ma, mb
> and scn files, even if that means a huge investment for a small company,
> specially with outrageous japanese prices.
>
> btw, MLT is about US$1300 here.
>
> Martin
>
>
> On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> @Martin: sounds good!
>>
>> Well, looks like Autodesk is goin towards the renting options with Maya LT
>>
>> http://www.autodesk.com/products/maya-lt/overview
>>
>>
>> 2013/8/26 Martin 
>>
>>> Well I'm starting my own little business in a couple of months, but
>>> until then I'm working for a small company that only have 3 years in the
>>> market. We don't develope games for ourselves, we create assets and
>>> cutscenes for games, slot machines and other media. That's why we have to
>>> use the version our client uses, or the game SDK supports. Only in
>>> pre-rendered works we have some liberty but we mainly do real time.
>>>
>>> What's going on here? well, comparing it to a few years ago, we do more
>>> complex models with almost the same schedule, and almost the same budget :D
>>>
>>> Cheers,
>>>
>>> Martin
>>>
>>>
>>> On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>>
 Thats a news! Anyway something like "pay for what you export" in my
 case would be perfect, but hey, at least if there are some plans for
 renting that is a step in the right direction

 Martin, are you in game development in Japan? sounds awesome
 If you can tell it, which studio you're working for?
 I never met someone into game development in Japan, so I'm really
 curious to see whats going on there

 Cheers


 2013/8/26 Martin 

> Thanks Stefan, Great news!
>
> Now I just hope they offer a rent option for old versions ( I don't
> think they will ).
>
> We usually never use the latest version in game development here in
> Japan. I'm using SI 2011 in my current project that started 1 year ago.
> Using a 3 years old version is almost the standard so it kinda
> obligates you to use a subscription, if you haven't already purchased a
> permanent license 3 years ago.
> And paying a Max subscription only to convert my SI data before
> sending it to my client is just too expensive.
>
> Damn I hate this system, but let's hope that something better comes
> with this "evolution".
>
> Regards,
>
> Martin
>
>
>
> On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
> wrote:
>
>> For these cases, it would be great if you could rent Autodesk's
>>> packages
>>> like you can with Adobe's. Sometimes I need 3DS Max for a couple of
>>> months
>>> but buying a Max license just isn't worth it.
>>>
>>> Martin
>>>
>>
>> You have been heard!
>> http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
>> to-offer-rental-model/
>>
>>
>>  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
>>>  Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and
 below
 the float precision threshold between Soft and Maya), and in the
 end the
 only way to propely re-interpret from or to Maya was a large hash
 table for
 some elements like the handles. The Maya SDK doco and Devkit
 examples don't
 help either since they largely revolve around exporting animation
 (a plot),
 not FCurves, sidestepping entirely the problem of sparse animation
 with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the
>>

RE: How to read .MEL script in Softimage

2013-08-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
:) You can't have Maya without MEL. That's just silly. MEL is the glue which 
holds the entire app together.

Does this mean they locked the scripting interface?


--
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 Alan Fregtman
Sent: Thursday, August 29, 2013 9:53 AM
To: XSI Mailing List
Subject: Re: How to read .MEL script in Softimage

Maya without MEL or Python?! LOL! So no third party scripted tools then? Great!

I seriously didn't believe you til I saw the comparison page: 
http://www.autodesk.com/products/maya-lt/compare



On Thu, Aug 29, 2013 at 7:03 AM, Martin 
mailto:furik...@gmail.com>> wrote:
Thanks, but I already saw that in sicommunity. I though it would have been 
great news for small companies, but it just doesn't adapt to my work.

I don't do too much mobile, so I would still need Maya to deliver ma / mb files 
to my clients, and the lack of mel and SDK doesn't help to customize my 
pipeline, so MLT is totally out of my list.

It could work with temporal personal who doesn't mind to work with MayaLT for a 
few weeks or months. Maya as it is out of the box, and I haven't met a single 
Maya user who doesn't rely in plugins and scripts. Maya out of the box is 
getting much better though.

An Essentials or Foundation version would have been better but I don't see that 
coming. I'm considering Modo too, but I'll have to stick with Softimage and 
Maya at least a few licenses because I need to deliver ma, mb and scn files, 
even if that means a huge investment for a small company, specially with 
outrageous japanese prices.

btw, MLT is about US$1300 here.

Martin

On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito 
<3dv...@gmail.com> wrote:
@Martin: sounds good!

Well, looks like Autodesk is goin towards the renting options with Maya LT

http://www.autodesk.com/products/maya-lt/overview

2013/8/26 Martin mailto:furik...@gmail.com>>
Well I'm starting my own little business in a couple of months, but until then 
I'm working for a small company that only have 3 years in the market. We don't 
develope games for ourselves, we create assets and cutscenes for games, slot 
machines and other media. That's why we have to use the version our client 
uses, or the game SDK supports. Only in pre-rendered works we have some liberty 
but we mainly do real time.

What's going on here? well, comparing it to a few years ago, we do more complex 
models with almost the same schedule, and almost the same budget :D

Cheers,

Martin

On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito 
<3dv...@gmail.com> wrote:
Thats a news! Anyway something like "pay for what you export" in my case would 
be perfect, but hey, at least if there are some plans for renting that is a 
step in the right direction

Martin, are you in game development in Japan? sounds awesome
If you can tell it, which studio you're working for?
I never met someone into game development in Japan, so I'm really curious to 
see whats going on there

Cheers

2013/8/26 Martin mailto:furik...@gmail.com>>
Thanks Stefan, Great news!

Now I just hope they offer a rent option for old versions ( I don't think they 
will ).

We usually never use the latest version in game development here in Japan. I'm 
using SI 2011 in my current project that started 1 year ago.
Using a 3 years old version is almost the standard so it kinda obligates you to 
use a subscription, if you haven't already purchased a permanent license 3 
years ago.
And paying a Max subscription only to convert my SI data before sending it to 
my client is just too expensive.

Damn I hate this system, but let's hope that something better comes with this 
"evolution".

Regards,

Martin


On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
mailto:s...@tidbit-images.com>> wrote:
For these cases, it would be great if you could rent Autodesk's packages
like you can with Adobe's. Sometimes I need 3DS Max for a couple of months
but buying a Max license just isn't worth it.

Martin

You have been heard!
http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/

On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
Maya doesn't make it easy either thanks to a staggeringly retarded
descriptor of the FCurves.

We did write such a thing (something to move curves seamlessly and below
the float precision threshold between Soft and Maya), and in the end the
only way to propely re-interpret from or to Maya was a large hash table for
some elements like the handles. The Maya SDK doco and Devkit examples don't
help either since they largely r

Re: How to read .MEL script in Softimage

2013-08-29 Thread Nicolas Esposito
Looking at the removed features I think that they want to sell it just as a
modeling/UV/animation baking toolset to work with game engines on mobile (
thats why the 25k polys FBX export limit ), so thats what you get out of
the box ( even because rendering is completely removed, not even watermarks
like the SI Mod Tool )
I don't know...I mean, 800$, considering other 3d softwares seems a bit too
much, considering that nowdays you can create a lot inside a game engine


2013/8/29 Ponthieux, Joseph G. (LARC-E1A)[LITES] 

>  J You can’t have Maya without MEL. That’s just silly. MEL is the glue
> which holds the entire app together. 
>
> ** **
>
> Does this mean they locked the scripting interface?
>
> ** **
>
> ** **
>
> --
>
> 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 *Alan Fregtman
> *Sent:* Thursday, August 29, 2013 9:53 AM
> *To:* XSI Mailing List
> *Subject:* Re: How to read .MEL script in Softimage
>
> ** **
>
> Maya without MEL or Python?! LOL! So no third party scripted tools then? *
> Great!*
>
> ** **
>
> I seriously didn't believe you til I saw the comparison page:
> http://www.autodesk.com/products/maya-lt/compare
>
> ** **
>
> ** **
>
> ** **
>
> On Thu, Aug 29, 2013 at 7:03 AM, Martin  wrote:
>
> Thanks, but I already saw that in sicommunity. I though it would have been
> great news for small companies, but it just doesn't adapt to my work.
>
> ** **
>
> I don't do too much mobile, so I would still need Maya to deliver ma / mb
> files to my clients, and the lack of mel and SDK doesn't help to customize
> my pipeline, so MLT is totally out of my list.
>
> ** **
>
> It could work with temporal personal who doesn't mind to work with MayaLT
> for a few weeks or months. Maya as it is out of the box, and I haven't met
> a single Maya user who doesn't rely in plugins and scripts. Maya out of the
> box is getting much better though.
>
> ** **
>
> An Essentials or Foundation version would have been better but I don't see
> that coming. I'm considering Modo too, but I'll have to stick with
> Softimage and Maya at least a few licenses because I need to deliver ma, mb
> and scn files, even if that means a huge investment for a small company,
> specially with outrageous japanese prices.
>
> ** **
>
> btw, MLT is about US$1300 here.
>
> ** **
>
> Martin
>
> ** **
>
> On Thu, Aug 29, 2013 at 7:23 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
> @Martin: sounds good!
>
> ** **
>
> Well, looks like Autodesk is goin towards the renting options with Maya LT
> 
>
> ** **
>
> http://www.autodesk.com/products/maya-lt/overview
>
> ** **
>
> 2013/8/26 Martin 
>
> Well I'm starting my own little business in a couple of months, but until
> then I'm working for a small company that only have 3 years in the market.
> We don't develope games for ourselves, we create assets and cutscenes for
> games, slot machines and other media. That's why we have to use the version
> our client uses, or the game SDK supports. Only in pre-rendered works we
> have some liberty but we mainly do real time.
>
> ** **
>
> What's going on here? well, comparing it to a few years ago, we do more
> complex models with almost the same schedule, and almost the same budget :D
> 
>
> ** **
>
> Cheers,
>
> ** **
>
> Martin
>
> ** **
>
> On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
> Thats a news! Anyway something like "pay for what you export" in my case
> would be perfect, but hey, at least if there are some plans for renting
> that is a step in the right direction
>
> ** **
>
> Martin, are you in game development in Japan? sounds awesome
>
> If you can tell it, which studio you're working for?
>
> I never met someone into game development in Japan, so I'm really curious
> to see whats going on there
>
> ** **
>
> Cheers
>
> ** **
>
> 2013/8/26 Martin 
>
> Thanks Stefan, Great news!
>
> ** **
>
> Now I just hope they offer a rent option for old versions ( I don't think
> they will ).
>
> ** **
>
> We usually never use the latest version in game development here in Japan.
> I'm using SI 2011 in my current project that started 1 year ago.
>
> Using a 3 years old version is almost the standard so it kinda obligates
> you to use a subscription, if you haven't already purchased a permanent
> license 3 years ago.
>
> And paying a Max subscription only to convert my SI data before sending it
> to my client is just too expensive.
>
> ** **
>
> Damn I hate this syst

FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
Hey gang,

I would like to write a simple tool that locally scales selected keys from
multiple fcurves (relative to each curve's start/average/end value), as one
of our animators convinced me it would speed up his daily work alot.

Is this possible at all? I could not find a way to get the selected curves
and keys via scripting or the SDK. "Custom Tools" also seem to work in the
3D views only. Am I missing something or is the FCurve Editor just not
customizable?

Another thing is, I'd like to add a custom menu to the FCurve Editor that
provides easy access to features like, for example, absolute/relative
pasting (hidden in the preferences) but had no luck again: There's no
appropriate menu anchor point available.

Thanks,
Michael


Re: FCurve Editor SDK?

2013-08-29 Thread Eric Thivierge

Do they know about the Q tool in the FCurve editor?

You can access the selected fcurves I believe from finding the FCurve 
editor View object from the Views collection. Then you can use the 
GetAttributeValue for the selected fcurves (look up in the docs for the 
correct argument to pass).



On August-29-13 10:49:34 AM, Michael Heberlein wrote:

Hey gang,

I would like to write a simple tool that locally scales selected keys
from multiple fcurves (relative to each curve's start/average/end
value), as one of our animators convinced me it would speed up his
daily work alot.

Is this possible at all? I could not find a way to get the selected
curves and keys via scripting or the SDK. "Custom Tools" also seem to
work in the 3D views only. Am I missing something or is the FCurve
Editor just not customizable?

Another thing is, I'd like to add a custom menu to the FCurve Editor
that provides easy access to features like, for example,
absolute/relative pasting (hidden in the preferences) but had no luck
again: There's no appropriate menu anchor point available.

Thanks,
Michael





Re: FCurve Editor SDK?

2013-08-29 Thread Stephen Blair

FcurveEditor ?
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/FCurveEditor.html,topicNumber=si_om_FCurveEditor_html

On 29/08/2013 10:49 AM, Michael Heberlein wrote:
I could not find a way to get the selected curves and keys via 
scripting or the SDK.




Re: FCurve Editor SDK?

2013-08-29 Thread Stephen Blair

On 29/08/2013 10:49 AM, Michael Heberlein wrote:
I'd like to add a custom menu to the FCurve Editor that provides easy 
access to features like, for example, absolute/relative pasting 
(hidden in the preferences) but had no luck again: There's no 
appropriate menu anchor point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
 siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
 siMenuAnchorPoints.siMenuFCurveEditorSelectID


Re: FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
Eric, yes they know the Q tool but if I got it right, this only works for
one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like these anchors were
introduced in 2013?
I should have found the FCurveEditor page though ;D thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair wrote:

> On 29/08/2013 10:49 AM, Michael Heberlein wrote:
>
>> I'd like to add a custom menu to the FCurve Editor that provides easy
>> access to features like, for example, absolute/relative pasting (hidden in
>> the preferences) but had no luck again: There's no appropriate menu anchor
>> point available.
>>
>
> Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?
>
> siMenuAnchorPoints.**siMenuFCurveEditorTopLevelID // 3500
> siMenuAnchorPoints.**siMenuFCurveEditorFileID // 3501
> siMenuAnchorPoints.**siMenuFCurveEditorEditID // 3502
>  siMenuAnchorPoints.**siMenuFCurveEditorViewID // 3503
> siMenuAnchorPoints.**siMenuFCurveEditorKeysID // 3504
> siMenuAnchorPoints.**siMenuFCurveEditorCurvesID // 3505
>  siMenuAnchorPoints.**siMenuFCurveEditorSelectID
>


Re: FCurve Editor SDK?

2013-08-29 Thread Eric Thivierge

Works on multiple for me.

On August-29-13 11:16:30 AM, Michael Heberlein wrote:

Eric, yes they know the Q tool but if I got it right, this only works
for one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like these anchors
were introduced in 2013?
I should have found the FCurveEditor page though ;D thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
mailto:stephenrbl...@gmail.com>> wrote:

On 29/08/2013 10:49 AM, Michael Heberlein wrote:

I'd like to add a custom menu to the FCurve Editor that
provides easy access to features like, for example,
absolute/relative pasting (hidden in the preferences) but had
no luck again: There's no appropriate menu anchor point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.__siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.__siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.__siMenuFCurveEditorEditID // 3502
 siMenuAnchorPoints.__siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.__siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.__siMenuFCurveEditorCurvesID // 3505
 siMenuAnchorPoints.__siMenuFCurveEditorSelectID






Re: ICE in name

2013-08-29 Thread Alan Fregtman
I think you're looking for "this_model".

There's also:
self
this
this_parent



On Thu, Aug 29, 2013 at 11:35 AM, Eric Lampi  wrote:

> When referencing objects, I was pretty sure you could put something like
> thismodel. in front of the name of the object to reference any object of
> that name under a model with the ICE tree. Am I just using the wrong name?
>
> Eric
>
>  Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>


ICE in name

2013-08-29 Thread Eric Lampi
When referencing objects, I was pretty sure you could put something like
thismodel. in front of the name of the object to reference any object of
that name under a model with the ICE tree. Am I just using the wrong name?

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: ICE in name

2013-08-29 Thread Sandy Sutherland

this_model.  with the underscore.

S..
On 2013/08/29 4:35 PM, Eric Lampi wrote:
When referencing objects, I was pretty sure you could put something 
like thismodel. in front of the name of the object to reference any 
object of that name under a model with the ICE tree. Am I just using 
the wrong name?


Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work




Re: ICE in name

2013-08-29 Thread Sebastian Kowalski
this_model.



Am 29.08.2013 um 16:35 schrieb Eric Lampi :

> When referencing objects, I was pretty sure you could put something like 
> thismodel. in front of the name of the object to reference any object of that 
> name under a model with the ICE tree. Am I just using the wrong name?
> 
> Eric
> 
> Freelance 3D and VFX animator
> 
> http://vimeopro.com/user7979713/3d-work



Re: How to read .MEL script in Softimage

2013-08-29 Thread Luc-Eric Rousseau
On Thu, Aug 29, 2013 at 10:31 AM, Nicolas Esposito <3dv...@gmail.com> wrote:
>
> Looking at the removed features I think that they want to sell it just as a 
> modeling/UV/animation baking toolset to work with game engines on mobile ( 
> thats why the 25k polys FBX export limit ), so thats what you get out of the 
> box ( even because rendering is completely removed, not even watermarks like 
> the SI Mod Tool )
> I don't know...I mean, 800$, considering other 3d softwares seems a bit too 
> much, considering that nowdays you can create a lot inside a game engine

The Maya LT model is really rental, it's between 33$ to 40$ per month



Re: How to read .MEL script in Softimage

2013-08-29 Thread Greg Maguire
More like "Maya LT will be offered on $50/Month. With Quarterly, and Annual
rental options that will also be available."

No scripting and no set-driven keys is a deal-breaker for me.


On Thu, Aug 29, 2013 at 4:40 PM, Luc-Eric Rousseau wrote:

> On Thu, Aug 29, 2013 at 10:31 AM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
> >
> > Looking at the removed features I think that they want to sell it just
> as a modeling/UV/animation baking toolset to work with game engines on
> mobile ( thats why the 25k polys FBX export limit ), so thats what you get
> out of the box ( even because rendering is completely removed, not even
> watermarks like the SI Mod Tool )
> > I don't know...I mean, 800$, considering other 3d softwares seems a bit
> too much, considering that nowdays you can create a lot inside a game engine
>
> The Maya LT model is really rental, it's between 33$ to 40$ per month
>
>


-- 

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


Re: FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
If it's already possible and you know the magic button to press, that would
be perfect!

[image: Inline image 3]   [image: Inline image 4]



On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge wrote:

> Works on multiple for me.
>
>
> On August-29-13 11:16:30 AM, Michael Heberlein wrote:
>
>> Eric, yes they know the Q tool but if I got it right, this only works
>> for one curve at a time and not with multiple curves.
>>
>> Stephen, I was searching the 2012 docs and it looks like these anchors
>> were introduced in 2013?
>> I should have found the FCurveEditor page though ;D thank you!
>>
>> Cheers,
>> Michael
>>
>>
>> On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
>> > >
>> wrote:
>>
>> On 29/08/2013 10:49 AM, Michael Heberlein wrote:
>>
>> I'd like to add a custom menu to the FCurve Editor that
>> provides easy access to features like, for example,
>> absolute/relative pasting (hidden in the preferences) but had
>> no luck again: There's no appropriate menu anchor point available.
>>
>>
>> Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?
>>
>> siMenuAnchorPoints.__**siMenuFCurveEditorTopLevelID // 3500
>> siMenuAnchorPoints.__**siMenuFCurveEditorFileID // 3501
>> siMenuAnchorPoints.__**siMenuFCurveEditorEditID // 3502
>>  siMenuAnchorPoints.__**siMenuFCurveEditorViewID // 3503
>> siMenuAnchorPoints.__**siMenuFCurveEditorKeysID // 3504
>> siMenuAnchorPoints.__**siMenuFCurveEditorCurvesID // 3505
>>  siMenuAnchorPoints.__**siMenuFCurveEditorSelectID
>>
>>
>>
>
<><>

Re: FCurve Editor SDK?

2013-08-29 Thread Eric Thivierge
Ah, I got you. grab all of them and act on the keyframes relative to 
each fcurves average's not all together. I've wanted that interaction 
forever. Would be nice if the Devs could implement this by default.


Good luck on implementing it. I'm sure it's doable.

On August-29-13 11:56:51 AM, Michael Heberlein wrote:

Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
If it's already possible and you know the magic button to press, that
would be perfect!

Inline image 3 Inline image 4



On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge
mailto:ethivie...@hybride.com>> wrote:

Works on multiple for me.


On August-29-13 11:16:30 AM, Michael Heberlein wrote:

Eric, yes they know the Q tool but if I got it right, this
only works
for one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like these
anchors
were introduced in 2013?
I should have found the FCurveEditor page though ;D thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
mailto:stephenrbl...@gmail.com>
>> wrote:

On 29/08/2013 10:49 AM, Michael Heberlein wrote:

I'd like to add a custom menu to the FCurve Editor that
provides easy access to features like, for example,
absolute/relative pasting (hidden in the preferences)
but had
no luck again: There's no appropriate menu anchor
point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
 siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
 siMenuAnchorPoints.siMenuFCurveEditorSelectID








Re: FCurve Editor SDK?

2013-08-29 Thread Martin
You can get the selected FCurves with FCurveSelection. Then all you would
have to do is get the keys values, find the average value and move your
keys.
adapt the tangents to keep your curves would be a little problematic, but
for something linear it shouldn't be that hard.

Martin


On Fri, Aug 30, 2013 at 12:59 AM, Eric Thivierge wrote:

> Ah, I got you. grab all of them and act on the keyframes relative to each
> fcurves average's not all together. I've wanted that interaction forever.
> Would be nice if the Devs could implement this by default.
>
> Good luck on implementing it. I'm sure it's doable.
>
>
> On August-29-13 11:56:51 AM, Michael Heberlein wrote:
>
>> Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
>> If it's already possible and you know the magic button to press, that
>> would be perfect!
>>
>> Inline image 3 Inline image 4
>>
>>
>>
>>
>> On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge
>> mailto:ethivie...@hybride.com**>> wrote:
>>
>> Works on multiple for me.
>>
>>
>> On August-29-13 11:16:30 AM, Michael Heberlein wrote:
>>
>> Eric, yes they know the Q tool but if I got it right, this
>> only works
>> for one curve at a time and not with multiple curves.
>>
>> Stephen, I was searching the 2012 docs and it looks like these
>> anchors
>> were introduced in 2013?
>> I should have found the FCurveEditor page though ;D thank you!
>>
>> Cheers,
>> Michael
>>
>>
>> On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
>> > > >
>> >
>> >>
>> wrote:
>>
>> On 29/08/2013 10:49 AM, Michael Heberlein wrote:
>>
>> I'd like to add a custom menu to the FCurve Editor that
>> provides easy access to features like, for example,
>> absolute/relative pasting (hidden in the preferences)
>> but had
>> no luck again: There's no appropriate menu anchor
>> point available.
>>
>>
>> Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?
>>
>> siMenuAnchorPoints.**siMenuFCurveEditorTopLevelID // 3500
>> siMenuAnchorPoints.**siMenuFCurveEditorFileID // 3501
>> siMenuAnchorPoints.**siMenuFCurveEditorEditID // 3502
>>  siMenuAnchorPoints.**siMenuFCurveEditorViewID // 3503
>> siMenuAnchorPoints.**siMenuFCurveEditorKeysID // 3504
>> siMenuAnchorPoints.**siMenuFCurveEditorCurvesID // 3505
>>  siMenuAnchorPoints.**siMenuFCurveEditorSelectID
>>
>>
>>
>>
>>
>


Re: FCurve Editor SDK?

2013-08-29 Thread wavo

  
  
Hello Michael :-) 
  
  Its not exactly what you need and I guess your version will be
  smarter but did you also try the HLC(HighLevelEditing)
  
  Select the Curves then change in Fcurve-editor to "Absolute
  Scaling" and now you got a New Fcurve ,controlling the others
  (Lord of the Fcurves)
  
  bin Raus...
  
  
  Walt
  
  Am 8/29/2013 5:56 PM, schrieb Michael Heberlein:


  
Here's a dancing fcurve gif of what he wants. Am i an
  animator now? ;)
If it's already possible and you know the magic button to
  press, that would be perfect!


   


  
  

On Thu, Aug 29, 2013 at 5:29 PM, Eric
  Thivierge 
  wrote:
  Works on
multiple for me.

  
  On August-29-13 11:16:30 AM, Michael Heberlein wrote:


  
Eric, yes they know the Q tool but if I got it right,
this only works
for one curve at a time and not with multiple curves.

Stephen, I was searching the 2012 docs and it looks like
these anchors
were introduced in 2013?
I should have found the FCurveEditor page though ;D
thank you!

Cheers,
Michael


On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
  
  
>
wrote:

    On 29/08/2013 10:49 AM, Michael Heberlein wrote:

        I'd like to add a custom menu to the FCurve
Editor that
        provides easy access to features like, for
example,
        absolute/relative pasting (hidden in the
preferences) but had
        no luck again: There's no appropriate menu
anchor point available.


    Wouldn't siMenuFCurveEditorTopLevelID  be
appropriate?

  
      siMenuAnchorPoints.__siMenuFCurveEditorTopLevelID //
  3500
      siMenuAnchorPoints.__siMenuFCurveEditorFileID // 3501
      siMenuAnchorPoints.__siMenuFCurveEditorEditID // 3502
       siMenuAnchorPoints.__siMenuFCurveEditorViewID // 3503
      siMenuAnchorPoints.__siMenuFCurveEditorKeysID // 3504
      siMenuAnchorPoints.__siMenuFCurveEditorCurvesID //
  3505
       siMenuAnchorPoints.__siMenuFCurveEditorSelectID
  
  


  


  



-- 
  
  
  Walter Volbers
  

Senior Animator

FIFTYEIGHT 3D
Animation &
  Digital Effects
  GmbH
  
  Kontorhaus
Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15
  
  
  mailto:w...@fiftyeight.com
http://www.fiftyeight.com
  

  

  
  ESC58 
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

http://www.ESC58.de

  
  
  
  



Re: FCurve Editor SDK?

2013-08-29 Thread Luc-Eric Rousseau
isn't there a command-based way to hook into the fcurve editor for
other versions, stephen? can't find referneces to it in the doc

On Thu, Aug 29, 2013 at 10:58 AM, Stephen Blair  wrote:
> On 29/08/2013 10:49 AM, Michael Heberlein wrote:
>>
>> I'd like to add a custom menu to the FCurve Editor that provides easy
>> access to features like, for example, absolute/relative pasting (hidden in
>> the preferences) but had no luck again: There's no appropriate menu anchor
>> point available.
>
>
> Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?
>
> siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
> siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
> siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
>  siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
> siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
> siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
>  siMenuAnchorPoints.siMenuFCurveEditorSelectID


Re: How to read .MEL script in Softimage

2013-08-29 Thread Luc-Eric Rousseau
n Thu, Aug 29, 2013 at 11:49 AM, Greg Maguire  wrote:
>> The Maya LT model is really rental, it's between 33$ to 40$ per month
>
> More like "Maya LT will be offered on $50/Month. With Quarterly, and Annual
> rental options that will also be available."
>
> No scripting and no set-driven keys is a deal-breaker for me.
>
>

it's 50$ month-to-month, 41$ per for 3 months, and 33$ per month for 12 months.


Re: FCurve Editor SDK?

2013-08-29 Thread Stephen Blair

Yes, there is: the FcurveEditor command category:

siFCurveCategory

Category of commands which operate on fcurves and appear in the Edit 
menu of the fcurve editor. They cannot be invoked from Scripting. They 
take a single argument which is the FCurveEditor context object


So you would do something like:
Application.CreateCommand("FCurveEditorInfo", siFCurveCategory)

There's an example on the FcurveEditor object page.


On 29/08/2013 12:33 PM, Luc-Eric Rousseau wrote:

isn't there a command-based way to hook into the fcurve editor for
other versions, stephen? can't find referneces to it in the doc

On Thu, Aug 29, 2013 at 10:58 AM, Stephen Blair  wrote:

On 29/08/2013 10:49 AM, Michael Heberlein wrote:

I'd like to add a custom menu to the FCurve Editor that provides easy
access to features like, for example, absolute/relative pasting (hidden in
the preferences) but had no luck again: There's no appropriate menu anchor
point available.


Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

siMenuAnchorPoints.siMenuFCurveEditorTopLevelID // 3500
siMenuAnchorPoints.siMenuFCurveEditorFileID // 3501
siMenuAnchorPoints.siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.siMenuFCurveEditorViewID // 3503
siMenuAnchorPoints.siMenuFCurveEditorKeysID // 3504
siMenuAnchorPoints.siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.siMenuFCurveEditorSelectID




Re: ICE in name

2013-08-29 Thread Eric Lampi
Hey! Who put that extra model null in my hierarchy?

Some people... Jeez... Don't they know that having extra model null in
there can totally mess things up when you use something like this_model??
No wonder it wasn't working.

(oops)

Thanks guys,

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Thu, Aug 29, 2013 at 11:36 AM, Alan Fregtman wrote:

> I think you're looking for "this_model".
>
> There's also:
> self
> this
> this_parent
>
>
>
> On Thu, Aug 29, 2013 at 11:35 AM, Eric Lampi  wrote:
>
>> When referencing objects, I was pretty sure you could put something like
>> thismodel. in front of the name of the object to reference any object of
>> that name under a model with the ICE tree. Am I just using the wrong name?
>>
>> Eric
>>
>>  Freelance 3D and VFX animator
>>
>> http://vimeopro.com/user7979713/3d-work
>>
>
>


Re: scale and rotate cut polys inside null

2013-08-29 Thread Kris Rivel
Thanks Alan...didn't see that one...I'm going to try that out!

Kris


On Wed, Aug 28, 2013 at 6:51 PM, Alan Fregtman wrote:

> Something like this perhaps?
> http://www.si-community.com/community/viewtopic.php?f=15&t=3572
>
> (see Chris_TC's response.)
>
>
>
> On Wed, Aug 28, 2013 at 6:03 PM, Kris Rivel  wrote:
>
>> Been searching around for methods to take a polymesh where every poly has
>> been disconnected and do some random rotation and scaling based on
>> proximity to a mesh or inside a null, etc. to get a nice offset effect.
>>  Any suggestions?  I don't really need a particle method unless its the
>> only option.  I can get something working with some of the built in stuff
>> but it either moves the entire mesh or just one island/poly.
>>
>> Kris
>>
>
>


Re: FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
Hey Walt! Cool, I didn't know this mode. It looks more like a lattice
effect but may be handy in some cases. Cheers :)



On Thu, Aug 29, 2013 at 6:10 PM, wavo  wrote:

>  Hello Michael :-)
>
> Its not exactly what you need and I guess your version will be smarter but
> did you also try the HLC(HighLevelEditing)
>
> Select the Curves then change in Fcurve-editor to "Absolute Scaling" and
> now you got a New Fcurve ,controlling the others (Lord of the Fcurves)
>
> bin Raus...
>
>
> Walt
>
> Am 8/29/2013 5:56 PM, schrieb Michael Heberlein:
>
>  Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
> If it's already possible and you know the magic button to press, that
> would be perfect!
>
>  [image: Inline image 3]   [image: Inline image 4]
>
>
>
> On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge wrote:
>
>> Works on multiple for me.
>>
>>
>> On August-29-13 11:16:30 AM, Michael Heberlein wrote:
>>
>>>  Eric, yes they know the Q tool but if I got it right, this only works
>>> for one curve at a time and not with multiple curves.
>>>
>>> Stephen, I was searching the 2012 docs and it looks like these anchors
>>> were introduced in 2013?
>>> I should have found the FCurveEditor page though ;D thank you!
>>>
>>> Cheers,
>>> Michael
>>>
>>>
>>> On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
>>>  mailto:stephenrbl...@gmail.com>> wrote:
>>>
>>> On 29/08/2013 10:49 AM, Michael Heberlein wrote:
>>>
>>> I'd like to add a custom menu to the FCurve Editor that
>>> provides easy access to features like, for example,
>>> absolute/relative pasting (hidden in the preferences) but had
>>> no luck again: There's no appropriate menu anchor point
>>> available.
>>>
>>>
>>> Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?
>>>
>>>  siMenuAnchorPoints.__siMenuFCurveEditorTopLevelID // 3500
>>> siMenuAnchorPoints.__siMenuFCurveEditorFileID // 3501
>>> siMenuAnchorPoints.__siMenuFCurveEditorEditID // 3502
>>>  siMenuAnchorPoints.__siMenuFCurveEditorViewID // 3503
>>> siMenuAnchorPoints.__siMenuFCurveEditorKeysID // 3504
>>> siMenuAnchorPoints.__siMenuFCurveEditorCurvesID // 3505
>>>  siMenuAnchorPoints.__siMenuFCurveEditorSelectID
>>>
>>>
>>>
>>
>
>
> --
>
>
> *Walter Volbers***
>  Senior Animator
>
> *FIFTYEIGHT*** 3D
> **Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com
> *
>
>  
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
> *http://www.ESC58.de
> *
>  **
>
<><>

Re: FCurve Editor SDK?

2013-08-29 Thread Michael Heberlein
The siFCurveCategory way this is what I'm doing now.
I'll post the plugin here if I get everything working. Thanks all!



On Thu, Aug 29, 2013 at 8:46 PM, Michael Heberlein
wrote:

> Hey Walt! Cool, I didn't know this mode. It looks more like a lattice
> effect but may be handy in some cases. Cheers :)
>
>
>
> On Thu, Aug 29, 2013 at 6:10 PM, wavo  wrote:
>
>>  Hello Michael :-)
>>
>> Its not exactly what you need and I guess your version will be smarter
>> but did you also try the HLC(HighLevelEditing)
>>
>> Select the Curves then change in Fcurve-editor to "Absolute Scaling" and
>> now you got a New Fcurve ,controlling the others (Lord of the Fcurves)
>>
>> bin Raus...
>>
>>
>> Walt
>>
>> Am 8/29/2013 5:56 PM, schrieb Michael Heberlein:
>>
>>  Here's a dancing fcurve gif of what he wants. Am i an animator now? ;)
>> If it's already possible and you know the magic button to press, that
>> would be perfect!
>>
>>  [image: Inline image 3]   [image: Inline image 4]
>>
>>
>>
>> On Thu, Aug 29, 2013 at 5:29 PM, Eric Thivierge 
>> wrote:
>>
>>> Works on multiple for me.
>>>
>>>
>>> On August-29-13 11:16:30 AM, Michael Heberlein wrote:
>>>
  Eric, yes they know the Q tool but if I got it right, this only works
 for one curve at a time and not with multiple curves.

 Stephen, I was searching the 2012 docs and it looks like these anchors
 were introduced in 2013?
 I should have found the FCurveEditor page though ;D thank you!

 Cheers,
 Michael


 On Thu, Aug 29, 2013 at 4:58 PM, Stephen Blair
  mailto:stephenrbl...@gmail.com>> wrote:

 On 29/08/2013 10:49 AM, Michael Heberlein wrote:

 I'd like to add a custom menu to the FCurve Editor that
 provides easy access to features like, for example,
 absolute/relative pasting (hidden in the preferences) but had
 no luck again: There's no appropriate menu anchor point
 available.


 Wouldn't siMenuFCurveEditorTopLevelID  be appropriate?

  siMenuAnchorPoints.__siMenuFCurveEditorTopLevelID // 3500
 siMenuAnchorPoints.__siMenuFCurveEditorFileID // 3501
 siMenuAnchorPoints.__siMenuFCurveEditorEditID // 3502
  siMenuAnchorPoints.__siMenuFCurveEditorViewID // 3503
 siMenuAnchorPoints.__siMenuFCurveEditorKeysID // 3504
 siMenuAnchorPoints.__siMenuFCurveEditorCurvesID // 3505
  siMenuAnchorPoints.__siMenuFCurveEditorSelectID



>>>
>>
>>
>> --
>>
>>
>> *Walter Volbers***
>>  Senior Animator
>>
>> *FIFTYEIGHT*** 3D
>> **Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50
>> Telefax +49 (0) 69.48 000 55.15
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com
>> *
>>
>>  
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>> *http://www.ESC58.de
>> *
>>  **
>>
>
>
<><>

Poly islands in ICE

2013-08-29 Thread Mario Domingos
Hi list! I hope you can help me here.


Please refer to the attached image.


Is there a way to disconnect the edges as outline instead of disconnecting all 
of them?


At the right side of the image I show an example of what I want to achieve. 


I hope I was clear. :P


Tks


M


Click to view 'islands.PNG' on Dropbox




—
Sent from Mailbox for iPhone

Re: Poly islands in ICE

2013-08-29 Thread Alan Fregtman
Maybe this will get you closer to your goal: https://vimeo.com/11558894



On Thu, Aug 29, 2013 at 3:30 PM, Mario Domingos wrote:

>  Hi list! I hope you can help me here.
>
>   Please refer to the attached image.
>
>   Is there a way to disconnect the edges as outline instead of
> disconnecting all of them?
>
>   At the right side of the image I show an example of what I want to
> achieve.
>
>   I hope I was clear. :P
>
>   Tks
>
>   M
>
>  Click to view 'islands.PNG' on 
> Dropbox
>
>  —
> Sent from Mailbox  for iPhone
>


Re: Poly islands in ICE

2013-08-29 Thread Mario Domingos
Tks Alan I'll take a look at it!

—
Sent from Mailbox for iPhone

On Thu, Aug 29, 2013 at 9:07 PM, Alan Fregtman 
wrote:

> Maybe this will get you closer to your goal: https://vimeo.com/11558894
> On Thu, Aug 29, 2013 at 3:30 PM, Mario Domingos 
> wrote:
>>  Hi list! I hope you can help me here.
>>
>>   Please refer to the attached image.
>>
>>   Is there a way to disconnect the edges as outline instead of
>> disconnecting all of them?
>>
>>   At the right side of the image I show an example of what I want to
>> achieve.
>>
>>   I hope I was clear. :P
>>
>>   Tks
>>
>>   M
>>
>>  Click to view 'islands.PNG' on 
>> Dropbox
>>
>>  —
>> Sent from Mailbox  for iPhone
>>

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
We spent a bit of time working on a car asset to show the portability of
the asset and rig controls - it's pretty cool to see the same rig in
Softimage and Maya. it's also showing some interesting stuff around rigging
that can't be tackled with the standard approaches. It also shows that
Softimage is more fun when it comes to interactive playback ;)

https://vimeo.com/73417850


On 26 August 2013 16:04, Helge Mathee  wrote:

>  Hey Stefan,
>
> yes - you'd have to implement that. You could also use the python
> callbacks to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc and
> then during the cleanup callback remove the
> object again. It's all about the workflow you define.
>
> -H
>
>
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>
> I've spent so much time trying to come up with a modular rigging system
> that comes close to the haptics of CAT and Character Studio in terms of
> limb creation and direct joint manipulation, but this is the only thing
> that comes close to it, and even surpasses it in terms of flexibility by
> miles.
> I can't wait to start playing with this!
>
>  One question: What if I needed to snap such a Splice manipulator to
> another object in the scene? I suppose I'd need to implement my own
> snapping function?
>
>
>  Well - that's a good question really. You can script splice using python
> and jscript inside soft,
> using mel + python inside maya. So I'd say you'd use python (common
> nominator) inside the
> DCCs, with slight adaptations concerning the command for each one. Then
> you'd build your
> picking, synaptics, workflow using python and Qt or whatnot. You may then
> compose operators
> using KL and Splice to reflect your manipulation and rig runtime.
>
> Done.
>
> Seriously it's not far away and it's something I have hoped that people
> would extrapolate to.
>
> :-)
>
> On 8/26/2013 6:46 PM, Eric Turman wrote:
>
> This is very very intriguing indeed. What components exactly do I need to
> start creating a generalized rigging system using this as a frameworks?
>
>
>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>
>>   character rigs portable between applications... isn’t that like the
>> holy grail?
>> this sounds like a HUGE step in freeing productions from a single DCC
>> application.
>>
>>
>>  *From:* Paul Doyle 
>> *Sent:* Monday, August 26, 2013 6:23 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Fabric Engine - portable characters and manipulation
>>
>>
>> Hi guys – we’ve been working hard on the rigging and manipulation work
>> for Splice. I’m happy to say we’re able to show you that work, and our aim
>> is to make a drop of this available to the Splice test group sometime in
>> September. We will be opening up Splice to the general Creation list soon
>> (October/November), but please mail me if you’d like to get on board now
>> (our minimum requirement is coding experience with Python as a
>> TA/TD/programmer in production).
>>
>> Below is an excerpt from the webpage. We’d really appreciate your
>> feedback on this, as it’s an area we think is ripe for some innovation.
>>
>> Cheers,
>>
>> Paul
>>
>> “In most DCC applications (Maya, Softimage etc)  manipulation and the way
>> it works is a fixture of the rig. For example, if you want to manipulate an
>> object's rotation with a position in 3D you can only do that by building an
>> auxiliary rig. If you need further options and more versatility these rigs
>> can grow extremely complex and hard to manage. Furthermore, the evaluation
>> of heavy rigs like this really slows down the application, which has a
>> direct impact on the speed and quality of animation work.
>>
>> Splice Manipulation provides a new way of adding custom manipulation to
>> any Spliced application in a portable fashion. Any KL object can now
>> implement callbacks for manipulation, allowing TDs to build their own
>> workflows very easily. Essentially, these rigs and their manipulation
>> framework can be moved freely between applications. The Splice manipulation
>> system ties deeply into the host application's animation system, so you can
>> animate Splice manipulation components as if they were native objects.
>>
>> The Splice manipulation framework is only present at the time of the
>> manipulation. This means that cyclic dependencies in the data (such as a
>> symmetry interaction, for example) can be implemented without a problem.
>> The complex math can happen only at manipulation time, so that the rig's
>> performance isn't affected by the complexity of the manipulation features.
>> This allows for powerful, flexible authoring capabilities _and_
>> high-performance of the rigs themselves.
>> Splice Manipulation in Maya and Softimage
>>
>> Maya: https://vimeo.com/73146827
>>
>> Softimage https://vimeo.com/73147499
>>
>> If you'd like to learn more about the rigging paradigm in Creation, you
>> can read the article here ”
>>
>> http://fabr

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
Nice, its exciting to see the same thing in both apps :)


On Thu, Aug 29, 2013 at 5:23 PM, Paul Doyle  wrote:

> We spent a bit of time working on a car asset to show the portability of
> the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc and
>> then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging system
>> that comes close to the haptics of CAT and Character Studio in terms of
>> limb creation and direct joint manipulation, but this is the only thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one. Then
>> you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may then
>> compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that people
>> would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I need to
>> start creating a generalized rigging system using this as a frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like the
>>> holy grail?
>>> this sounds like a HUGE step in freeing productions from a single DCC
>>> application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation work
>>> for Splice. I’m happy to say we’re able to show you that work, and our aim
>>> is to make a drop of this available to the Splice test group sometime in
>>> September. We will be opening up Splice to the general Creation list soon
>>> (October/November), but please mail me if you’d like to get on board now
>>> (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>>> way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object's rotation with a position in 3D you can only do that
>>> by building an auxiliary rig. If you need further options and more
>>> versatility these rigs can grow extremely complex and hard to manage.
>>> Furthermore, the evaluation of heavy rigs like this really slows down the
>>> application, which has a direct impact on the speed and quality of
>>> animation work.
>>>
>>> Splice Manipulation provides a new way of adding custom manipulation to
>>> any Spliced application in a portable fashion. Any KL object can now
>>> implement callbacks for manipulation, allowing TDs to build their own
>>> workflows very easily. Essentially, these rigs and their manipulation
>>> framework can be moved freely between applications. The Splice manipulation
>>> system ties deeply into the host application's animation system, so you can
>>> animate Splice manipulation components as if they were native objects.
>>>
>>> The Splice manipulation framework is only present at the time of the
>>> manipulation. This means that cyclic dependencies in the data (such as a
>>> symmetry interaction, for example) can be implemented without a problem.
>>> The complex math can happen only at manipulation time, so that the rig's
>>> performance isn't affected by the complexity of the manipulation features.
>>> This allows for powerful, flexible authoring capabilities _and_
>>> high-performance of the rigs themselves.
>>> Splice Manipulation in Maya and Softimage
>>>
>>> Maya

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Great stuff guys! Can't wait to get my hands on it. :)


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle  wrote:

> We spent a bit of time working on a car asset to show the portability of
> the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc and
>> then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging system
>> that comes close to the haptics of CAT and Character Studio in terms of
>> limb creation and direct joint manipulation, but this is the only thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one. Then
>> you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may then
>> compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that people
>> would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I need to
>> start creating a generalized rigging system using this as a frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like the
>>> holy grail?
>>> this sounds like a HUGE step in freeing productions from a single DCC
>>> application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation work
>>> for Splice. I’m happy to say we’re able to show you that work, and our aim
>>> is to make a drop of this available to the Splice test group sometime in
>>> September. We will be opening up Splice to the general Creation list soon
>>> (October/November), but please mail me if you’d like to get on board now
>>> (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>>> way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object's rotation with a position in 3D you can only do that
>>> by building an auxiliary rig. If you need further options and more
>>> versatility these rigs can grow extremely complex and hard to manage.
>>> Furthermore, the evaluation of heavy rigs like this really slows down the
>>> application, which has a direct impact on the speed and quality of
>>> animation work.
>>>
>>> Splice Manipulation provides a new way of adding custom manipulation to
>>> any Spliced application in a portable fashion. Any KL object can now
>>> implement callbacks for manipulation, allowing TDs to build their own
>>> workflows very easily. Essentially, these rigs and their manipulation
>>> framework can be moved freely between applications. The Splice manipulation
>>> system ties deeply into the host application's animation system, so you can
>>> animate Splice manipulation components as if they were native objects.
>>>
>>> The Splice manipulation framework is only present at the time of the
>>> manipulation. This means that cyclic dependencies in the data (such as a
>>> symmetry interaction, for example) can be implemented without a problem.
>>> The complex math can happen only at manipulation time, so that the rig's
>>> performance isn't affected by the complexity of the manipulation features.
>>> This allows for powerful, flexible authoring capabilities _and_
>>> high-performan

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
We have decided not to distribute it to people with beards that live in
Quebec. Sorry.


On 29 August 2013 19:37, Eric Thivierge  wrote:

> Great stuff guys! Can't wait to get my hands on it. :)
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle  wrote:
>
>> We spent a bit of time working on a car asset to show the portability of
>> the asset and rig controls - it's pretty cool to see the same rig in
>> Softimage and Maya. it's also showing some interesting stuff around rigging
>> that can't be tackled with the standard approaches. It also shows that
>> Softimage is more fun when it comes to interactive playback ;)
>>
>> https://vimeo.com/73417850
>>
>>
>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>
>>>  Hey Stefan,
>>>
>>> yes - you'd have to implement that. You could also use the python
>>> callbacks to create a temporary softimage object,
>>> connect it using expressions to the channels, let's say, snap it etc and
>>> then during the cleanup callback remove the
>>> object again. It's all about the workflow you define.
>>>
>>> -H
>>>
>>>
>>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>>
>>> I've spent so much time trying to come up with a modular rigging system
>>> that comes close to the haptics of CAT and Character Studio in terms of
>>> limb creation and direct joint manipulation, but this is the only thing
>>> that comes close to it, and even surpasses it in terms of flexibility by
>>> miles.
>>> I can't wait to start playing with this!
>>>
>>>  One question: What if I needed to snap such a Splice manipulator to
>>> another object in the scene? I suppose I'd need to implement my own
>>> snapping function?
>>>
>>>
>>>  Well - that's a good question really. You can script splice using
>>> python and jscript inside soft,
>>> using mel + python inside maya. So I'd say you'd use python (common
>>> nominator) inside the
>>> DCCs, with slight adaptations concerning the command for each one. Then
>>> you'd build your
>>> picking, synaptics, workflow using python and Qt or whatnot. You may
>>> then compose operators
>>> using KL and Splice to reflect your manipulation and rig runtime.
>>>
>>> Done.
>>>
>>> Seriously it's not far away and it's something I have hoped that people
>>> would extrapolate to.
>>>
>>> :-)
>>>
>>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>>
>>> This is very very intriguing indeed. What components exactly do I need
>>> to start creating a generalized rigging system using this as a frameworks?
>>>
>>>
>>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>>
   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle 
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation to
 any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice manipulation
 system ties deeply into the host application's animation system, so you can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented w

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Your winter sales are going to suck sir...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 7:39 PM, Paul Doyle  wrote:

> We have decided not to distribute it to people with beards that live in
> Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the portability of
>>> the asset and rig controls - it's pretty cool to see the same rig in
>>> Softimage and Maya. it's also showing some interesting stuff around rigging
>>> that can't be tackled with the standard approaches. It also shows that
>>> Softimage is more fun when it comes to interactive playback ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like the
> holy grail?
> this sounds like a HUGE step in freeing productions from a single DCC
> application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation work
> for Splice. I’m happy to say we’re able to show you that work, and our aim
> is to make a drop of this available to the Splice test group sometime in
> September. We will be opening up Splice to the general Creation list soon
> (October/November), but please mail me if you’d like to get on board now
> (our minimum requirement is coding experience with Python as a
> TA/TD/programmer in production).
>
> Below is an excerpt from the webpage. We’d really appreciate your
> feedback on this, as it’s an area we think is ripe for some innovation.
>
> Cheers,
>
> Paul
>
> “In most DCC applications (Maya, Softimage etc)  manipulation and the
> way it works is a fixture of the rig. For example, if you want to
> manipulate an object's rotation with a position in 3D you can only do that
> by building an auxiliary rig. If you need further options and more
> versatility these rigs can grow extremely complex and hard to manage.
> Furthermore, the evaluation of heavy rigs like this really slows down the
> application, which has a direct impact on the speed and quality of
> animation work.
>
> Splice Manipulation provides a new way of adding custom manipulation
> to any Spliced application in a portable fashion. Any KL object can now
> implement callbacks for manipulation, allowing TDs to build their own
> workflows very easily. Essentially, these rigs and their manipulation
> framework can be moved freely between applications. The Splice 
> manipulation
> system ties deeply into the host application's animation 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Miquel Campos
Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
than Eric. That should compensate the equation :D




Miquel Campos
www.miquelTD.com



2013/8/29 Paul Doyle 

> We have decided not to distribute it to people with beards that live in
> Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the portability of
>>> the asset and rig controls - it's pretty cool to see the same rig in
>>> Softimage and Maya. it's also showing some interesting stuff around rigging
>>> that can't be tackled with the standard approaches. It also shows that
>>> Softimage is more fun when it comes to interactive playback ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like the
> holy grail?
> this sounds like a HUGE step in freeing productions from a single DCC
> application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation work
> for Splice. I’m happy to say we’re able to show you that work, and our aim
> is to make a drop of this available to the Splice test group sometime in
> September. We will be opening up Splice to the general Creation list soon
> (October/November), but please mail me if you’d like to get on board now
> (our minimum requirement is coding experience with Python as a
> TA/TD/programmer in production).
>
> Below is an excerpt from the webpage. We’d really appreciate your
> feedback on this, as it’s an area we think is ripe for some innovation.
>
> Cheers,
>
> Paul
>
> “In most DCC applications (Maya, Softimage etc)  manipulation and the
> way it works is a fixture of the rig. For example, if you want to
> manipulate an object's rotation with a position in 3D you can only do that
> by building an auxiliary rig. If you need further options and more
> versatility these rigs can grow extremely complex and hard to manage.
> Furthermore, the evaluation of heavy rigs like this really slows down the
> application, which has a direct impact on the speed and quality of
> animation work.
>
> Splice Manipulation provides a new way of adding custom manipulation
> to any Spliced application in a portable fashion. Any KL object can now
> implement callbacks for manipulation, allowing TDs to build their own
> workflows very easily. Essentially, these rigs and their manipulation
> framework can be moved freely between applications. The Splice 
> manipulation
> syste

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
There's an exemption if your name is not Eric.


On 29 August 2013 19:47, Miquel Campos  wrote:

> Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
> than Eric. That should compensate the equation :D
>
>
> 
>
> Miquel Campos
> www.miquelTD.com
>
>
>
> 2013/8/29 Paul Doyle 
>
>> We have decided not to distribute it to people with beards that live in
>> Quebec. Sorry.
>>
>>
>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>
>>> Great stuff guys! Can't wait to get my hands on it. :)
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>>
 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee  wrote:

>  Hey Stefan,
>
> yes - you'd have to implement that. You could also use the python
> callbacks to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc
> and then during the cleanup callback remove the
> object again. It's all about the workflow you define.
>
> -H
>
>
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>
> I've spent so much time trying to come up with a modular rigging
> system that comes close to the haptics of CAT and Character Studio in 
> terms
> of limb creation and direct joint manipulation, but this is the only thing
> that comes close to it, and even surpasses it in terms of flexibility by
> miles.
> I can't wait to start playing with this!
>
>  One question: What if I needed to snap such a Splice manipulator to
> another object in the scene? I suppose I'd need to implement my own
> snapping function?
>
>
>  Well - that's a good question really. You can script splice using
> python and jscript inside soft,
> using mel + python inside maya. So I'd say you'd use python (common
> nominator) inside the
> DCCs, with slight adaptations concerning the command for each one.
> Then you'd build your
> picking, synaptics, workflow using python and Qt or whatnot. You may
> then compose operators
> using KL and Splice to reflect your manipulation and rig runtime.
>
> Done.
>
> Seriously it's not far away and it's something I have hoped that
> people would extrapolate to.
>
> :-)
>
> On 8/26/2013 6:46 PM, Eric Turman wrote:
>
> This is very very intriguing indeed. What components exactly do I need
> to start creating a generalized rigging system using this as a frameworks?
>
>
>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>
>>   character rigs portable between applications... isn’t that like
>> the holy grail?
>> this sounds like a HUGE step in freeing productions from a single DCC
>> application.
>>
>>
>>  *From:* Paul Doyle 
>> *Sent:* Monday, August 26, 2013 6:23 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Fabric Engine - portable characters and manipulation
>>
>>
>> Hi guys – we’ve been working hard on the rigging and manipulation
>> work for Splice. I’m happy to say we’re able to show you that work, and 
>> our
>> aim is to make a drop of this available to the Splice test group sometime
>> in September. We will be opening up Splice to the general Creation list
>> soon (October/November), but please mail me if you’d like to get on board
>> now (our minimum requirement is coding experience with Python as a
>> TA/TD/programmer in production).
>>
>> Below is an excerpt from the webpage. We’d really appreciate your
>> feedback on this, as it’s an area we think is ripe for some innovation.
>>
>> Cheers,
>>
>> Paul
>>
>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>> way it works is a fixture of the rig. For example, if you want to
>> manipulate an object's rotation with a position in 3D you can only do 
>> that
>> by building an auxiliary rig. If you need further options and more
>> versatility these rigs can grow extremely complex and hard to manage.
>> Furthermore, the evaluation of heavy rigs like this really slows down the
>> application, which has a direct impact on the speed and quality of
>> animation work.
>>
>> Splice Manipulation provides a new way of adding custom manipulation
>> to any Spliced application in a portable fashion. Any KL object can now

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Sylvain Lebeau
pouhahahahahahahahaha


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 2013-08-29, at 7:39 PM, Paul Doyle  wrote:

> We have decided not to distribute it to people with beards that live in 
> Quebec. Sorry.
> 
> 
> On 29 August 2013 19:37, Eric Thivierge  wrote:
> Great stuff guys! Can't wait to get my hands on it. :)
> 
> 
> Eric Thivierge
> http://www.ethivierge.com
> 
> 
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle  wrote:
> We spent a bit of time working on a car asset to show the portability of the 
> asset and rig controls - it's pretty cool to see the same rig in Softimage 
> and Maya. it's also showing some interesting stuff around rigging that can't 
> be tackled with the standard approaches. It also shows that Softimage is more 
> fun when it comes to interactive playback ;)
> 
> https://vimeo.com/73417850
> 
> 
> On 26 August 2013 16:04, Helge Mathee  wrote:
> Hey Stefan,
> 
> yes - you'd have to implement that. You could also use the python callbacks 
> to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc and then 
> during the cleanup callback remove the
> object again. It's all about the workflow you define.
> 
> -H
> 
> 
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>> I've spent so much time trying to come up with a modular rigging system that 
>> comes close to the haptics of CAT and Character Studio in terms of limb 
>> creation and direct joint manipulation, but this is the only thing that 
>> comes close to it, and even surpasses it in terms of flexibility by miles.
>> I can't wait to start playing with this! 
>> 
>> One question: What if I needed to snap such a Splice manipulator to another 
>> object in the scene? I suppose I'd need to implement my own snapping 
>> function?
>> 
>> 
>> Well - that's a good question really. You can script splice using python and 
>> jscript inside soft, 
>> using mel + python inside maya. So I'd say you'd use python (common 
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one. Then 
>> you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may then 
>> compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>> 
>> Done.
>> 
>> Seriously it's not far away and it's something I have hoped that people 
>> would extrapolate to. 
>> 
>> :-)
>> 
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>> This is very very intriguing indeed. What components exactly do I need to 
>>> start creating a generalized rigging system using this as a frameworks?
>>> 
>>> 
>>> On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>> character rigs portable between applications... isn’t that like the holy 
>>> grail?
>>> this sounds like a HUGE step in freeing productions from a single DCC 
>>> application.
>>>  
>>>  
>>> From: Paul Doyle
>>> Sent: Monday, August 26, 2013 6:23 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Fabric Engine - portable characters and manipulation
>>>  
>>> Hi guys – we’ve been working hard on the rigging and manipulation work for 
>>> Splice. I’m happy to say we’re able to show you that work, and our aim is 
>>> to make a drop of this available to the Splice test group sometime in 
>>> September. We will be opening up Splice to the general Creation list soon 
>>> (October/November), but please   mail me if 
>>> you’d like to get on board now (our minimum requirement is coding 
>>> experience with Python as a TA/TD/programmer in production).
>>> 
>>> Below is an excerpt from the webpage. We’d really appreciate your feedback 
>>> on this, as it’s an area we think is ripe for some innovation.
>>> 
>>> Cheers,
>>> Paul
>>> 
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and the way 
>>> it works is a fixture of the rig. For example, if you want to manipulate an 
>>> object's rotation with a position in 3D you can only do that by building an 
>>> auxiliary rig. If you need further options and more versatility these rigs 
>>> can grow extremely complex and hard to manage. Furthermore, the evaluation 
>>> of heavy rigs like this really slows down the application, which has a 
>>> direct impact on the speed and quality of animation work.
>>> 
>>> Splice Manipulation provides a new way of adding custom manipulation to any 
>>> Spliced application in a portable fashion. Any KL object can now implement 
>>> callbacks for manipulation, allowing TDs to build their own workflows very 
>>> easily. Essentially, these rigs and their manipulation framework can be 
>>> moved freely between applications. The Splice manipulation system ties 
>>> deeply into the host application's animation system, so you can animate 
>>> Splice manipulation components as if they were native objects.
>>> 
>>

RE: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Matt Lind
His name isn't  'not Eric' .  ;)


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Doyle
Sent: Thursday, August 29, 2013 4:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: Fabric Engine - portable characters and manipulation

There's an exemption if your name is not Eric.

On 29 August 2013 19:47, Miquel Campos 
mailto:miquel.cam...@gmail.com>> wrote:
Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald than 
Eric. That should compensate the equation :D




Miquel Campos
www.miquelTD.com


2013/8/29 Paul Doyle mailto:technove...@gmail.com>>
We have decided not to distribute it to people with beards that live in Quebec. 
Sorry.

On 29 August 2013 19:37, Eric Thivierge 
mailto:ethivie...@gmail.com>> wrote:
Great stuff guys! Can't wait to get my hands on it. :)


Eric Thivierge
http://www.ethivierge.com

On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle 
mailto:technove...@gmail.com>> wrote:
We spent a bit of time working on a car asset to show the portability of the 
asset and rig controls - it's pretty cool to see the same rig in Softimage and 
Maya. it's also showing some interesting stuff around rigging that can't be 
tackled with the standard approaches. It also shows that Softimage is more fun 
when it comes to interactive playback ;)

https://vimeo.com/73417850

On 26 August 2013 16:04, Helge Mathee 
mailto:helge.mat...@gmx.net>> wrote:
Hey Stefan,

yes - you'd have to implement that. You could also use the python callbacks to 
create a temporary softimage object,
connect it using expressions to the channels, let's say, snap it etc and then 
during the cleanup callback remove the
object again. It's all about the workflow you define.

-H


On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
I've spent so much time trying to come up with a modular rigging system that 
comes close to the haptics of CAT and Character Studio in terms of limb 
creation and direct joint manipulation, but this is the only thing that comes 
close to it, and even surpasses it in terms of flexibility by miles.
I can't wait to start playing with this!

One question: What if I needed to snap such a Splice manipulator to another 
object in the scene? I suppose I'd need to implement my own snapping function?


Well - that's a good question really. You can script splice using python and 
jscript inside soft,
using mel + python inside maya. So I'd say you'd use python (common nominator) 
inside the
DCCs, with slight adaptations concerning the command for each one. Then you'd 
build your
picking, synaptics, workflow using python and Qt or whatnot. You may then 
compose operators
using KL and Splice to reflect your manipulation and rig runtime.

Done.

Seriously it's not far away and it's something I have hoped that people would 
extrapolate to.

:-)

On 8/26/2013 6:46 PM, Eric Turman wrote:
This is very very intriguing indeed. What components exactly do I need to start 
creating a generalized rigging system using this as a frameworks?

On Mon, Aug 26, 2013 at 11:34 AM, mailto:pete...@skynet.be>> 
wrote:
character rigs portable between applications... isn't that like the holy grail?
this sounds like a HUGE step in freeing productions from a single DCC 
application.


From: Paul Doyle
Sent: Monday, August 26, 2013 6:23 PM
To: softimage@listproc.autodesk.com
Subject: Fabric Engine - portable characters and manipulation


Hi guys - we've been working hard on the rigging and manipulation work for 
Splice. I'm happy to say we're able to show you that work, and our aim is to 
make a drop of this available to the Splice test group sometime in September. 
We will be opening up Splice to the general Creation list soon 
(October/November), but please mail me if you'd like to get on board now (our 
minimum requirement is coding experience with Python as a TA/TD/programmer in 
production).

Below is an excerpt from the webpage. We'd really appreciate your feedback on 
this, as it's an area we think is ripe for some innovation.

Cheers,

Paul

"In most DCC applications (Maya, Softimage etc)  manipulation and the way it 
works is a fixture of the rig. For example, if you want to manipulate an 
object's rotation with a position in 3D you can only do that by building an 
auxiliary rig. If you need further options and more versatility these rigs can 
grow extremely complex and hard to manage. Furthermore, the evaluation of heavy 
rigs like this really slows down the application, which has a direct impact on 
the speed and quality of animation work.

Splice Manipulation provides a new way of adding custom manipulation to any 
Spliced application in a portable fashion. Any KL object can now implement 
callbacks for manipulation, allowing TDs to build their own workflows very 
easily.

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
Good thing I don't live in Quebec then ;)


On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:

> pouhahahahahahahahaha
>
>
> *Sylvain Lebeau // SHED**
> *V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
> http://WWW.SHEDMTL.COM >
>
> On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>
> We have decided not to distribute it to people with beards that live in
> Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the portability of
>>> the asset and rig controls - it's pretty cool to see the same rig in
>>> Softimage and Maya. it's also showing some interesting stuff around rigging
>>> that can't be tackled with the standard approaches. It also shows that
>>> Softimage is more fun when it comes to interactive playback ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like the
> holy grail?
> this sounds like a HUGE step in freeing productions from a single DCC
> application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation work
> for Splice. I’m happy to say we’re able to show you that work, and our aim
> is to make a drop of this available to the Splice test group sometime in
> September. We will be opening up Splice to the general Creation list soon
> (October/November), but please mail me if you’d like to get on board now
> (our minimum requirement is coding experience with Python as a
> TA/TD/programmer in production).
>
> Below is an excerpt from the webpage. We’d really appreciate your
> feedback on this, as it’s an area we think is ripe for some innovation.
>
> Cheers,
>
> Paul
>
> “In most DCC applications (Maya, Softimage etc)  manipulation and the
> way it works is a fixture of the rig. For example, if you want to
> manipulate an object's rotation with a position in 3D you can only do that
> by building an auxiliary rig. If you need further options and more
> versatility these rigs can grow extremely complex and hard to manage.
> Furthermore, the evaluation of heavy rigs like this really slows down the
> application, which has a direct impact on the speed and quality of
> animation work.
>
> Splice Manipulation provides a new way of adding custom manipulation
> to any Spliced application in a portable fashion. Any KL object can now
> implement callbacks for manipulation, allowing TDs to bu

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
You're missing out on the wonderful February weather and pleasant summer
evenings.


On 29 August 2013 19:50, Eric Turman  wrote:

> Good thing I don't live in Quebec then ;)
>
>
> On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:
>
>> pouhahahahahahahahaha
>>
>>
>> *Sylvain Lebeau // SHED**
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
>> http://WWW.SHEDMTL.COM >
>>
>> On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>>
>> We have decided not to distribute it to people with beards that live in
>> Quebec. Sorry.
>>
>>
>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>
>>> Great stuff guys! Can't wait to get my hands on it. :)
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>>
 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee  wrote:

>  Hey Stefan,
>
> yes - you'd have to implement that. You could also use the python
> callbacks to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc
> and then during the cleanup callback remove the
> object again. It's all about the workflow you define.
>
> -H
>
>
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>
> I've spent so much time trying to come up with a modular rigging
> system that comes close to the haptics of CAT and Character Studio in 
> terms
> of limb creation and direct joint manipulation, but this is the only thing
> that comes close to it, and even surpasses it in terms of flexibility by
> miles.
> I can't wait to start playing with this!
>
>  One question: What if I needed to snap such a Splice manipulator to
> another object in the scene? I suppose I'd need to implement my own
> snapping function?
>
>
>  Well - that's a good question really. You can script splice using
> python and jscript inside soft,
> using mel + python inside maya. So I'd say you'd use python (common
> nominator) inside the
> DCCs, with slight adaptations concerning the command for each one.
> Then you'd build your
> picking, synaptics, workflow using python and Qt or whatnot. You may
> then compose operators
> using KL and Splice to reflect your manipulation and rig runtime.
>
> Done.
>
> Seriously it's not far away and it's something I have hoped that
> people would extrapolate to.
>
> :-)
>
> On 8/26/2013 6:46 PM, Eric Turman wrote:
>
> This is very very intriguing indeed. What components exactly do I need
> to start creating a generalized rigging system using this as a frameworks?
>
>
>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>
>>   character rigs portable between applications... isn’t that like
>> the holy grail?
>> this sounds like a HUGE step in freeing productions from a single DCC
>> application.
>>
>>
>>  *From:* Paul Doyle 
>> *Sent:* Monday, August 26, 2013 6:23 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Fabric Engine - portable characters and manipulation
>>
>>
>> Hi guys – we’ve been working hard on the rigging and manipulation
>> work for Splice. I’m happy to say we’re able to show you that work, and 
>> our
>> aim is to make a drop of this available to the Splice test group sometime
>> in September. We will be opening up Splice to the general Creation list
>> soon (October/November), but please mail me if you’d like to get on board
>> now (our minimum requirement is coding experience with Python as a
>> TA/TD/programmer in production).
>>
>> Below is an excerpt from the webpage. We’d really appreciate your
>> feedback on this, as it’s an area we think is ripe for some innovation.
>>
>> Cheers,
>>
>> Paul
>>
>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>> way it works is a fixture of the rig. For example, if you want to
>> manipulate an object's rotation with a position in 3D you can only do 
>> that
>> by building an auxiliary rig. If you need further options and more
>> versatility these rigs can grow extremely complex and hard to manage.
>> Furthermore, the evaluation of heavy rigs like this really slows down the
>> application, which has a dir

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
True...it is hotter than hades right now down here in Texas :P ...not as
bad as prior years though


On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle  wrote:

> You're missing out on the wonderful February weather and pleasant summer
> evenings.
>
>
>
> On 29 August 2013 19:50, Eric Turman  wrote:
>
>> Good thing I don't live in Quebec then ;)
>>
>>
>> On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:
>>
>>> pouhahahahahahahahaha
>>>
>>>
>>> *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 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>>>
>>> We have decided not to distribute it to people with beards that live in
>>> Quebec. Sorry.
>>>
>>>
>>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>>
 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:

> We spent a bit of time working on a car asset to show the portability
> of the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around 
> rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc
>> and then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging
>> system that comes close to the haptics of CAT and Character Studio in 
>> terms
>> of limb creation and direct joint manipulation, but this is the only 
>> thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one.
>> Then you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may
>> then compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that
>> people would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I
>> need to start creating a generalized rigging system using this as a
>> frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like
>>> the holy grail?
>>> this sounds like a HUGE step in freeing productions from a single
>>> DCC application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation
>>> work for Splice. I’m happy to say we’re able to show you that work, and 
>>> our
>>> aim is to make a drop of this available to the Splice test group 
>>> sometime
>>> in September. We will be opening up Splice to the general Creation list
>>> soon (October/November), but please mail me if you’d like to get on 
>>> board
>>> now (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and
>>> the way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object'

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
I'm a delicate English flower. 6 years into Quebec life and I still go into
shock in winter and summer :)


On 29 August 2013 19:59, Eric Turman  wrote:

> True...it is hotter than hades right now down here in Texas :P ...not as
> bad as prior years though
>
>
> On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle  wrote:
>
>> You're missing out on the wonderful February weather and pleasant summer
>> evenings.
>>
>>
>>
>> On 29 August 2013 19:50, Eric Turman  wrote:
>>
>>> Good thing I don't live in Quebec then ;)
>>>
>>>
>>> On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:
>>>
 pouhahahahahahahahaha


 *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 2013-08-29, at 7:39 PM, Paul Doyle  wrote:

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge  wrote:

> Great stuff guys! Can't wait to get my hands on it. :)
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>
>> We spent a bit of time working on a car asset to show the portability
>> of the asset and rig controls - it's pretty cool to see the same rig in
>> Softimage and Maya. it's also showing some interesting stuff around 
>> rigging
>> that can't be tackled with the standard approaches. It also shows that
>> Softimage is more fun when it comes to interactive playback ;)
>>
>> https://vimeo.com/73417850
>>
>>
>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>
>>>  Hey Stefan,
>>>
>>> yes - you'd have to implement that. You could also use the python
>>> callbacks to create a temporary softimage object,
>>> connect it using expressions to the channels, let's say, snap it etc
>>> and then during the cleanup callback remove the
>>> object again. It's all about the workflow you define.
>>>
>>> -H
>>>
>>>
>>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>>
>>> I've spent so much time trying to come up with a modular rigging
>>> system that comes close to the haptics of CAT and Character Studio in 
>>> terms
>>> of limb creation and direct joint manipulation, but this is the only 
>>> thing
>>> that comes close to it, and even surpasses it in terms of flexibility by
>>> miles.
>>> I can't wait to start playing with this!
>>>
>>>  One question: What if I needed to snap such a Splice manipulator
>>> to another object in the scene? I suppose I'd need to implement my own
>>> snapping function?
>>>
>>>
>>>  Well - that's a good question really. You can script splice using
>>> python and jscript inside soft,
>>> using mel + python inside maya. So I'd say you'd use python (common
>>> nominator) inside the
>>> DCCs, with slight adaptations concerning the command for each one.
>>> Then you'd build your
>>> picking, synaptics, workflow using python and Qt or whatnot. You may
>>> then compose operators
>>> using KL and Splice to reflect your manipulation and rig runtime.
>>>
>>> Done.
>>>
>>> Seriously it's not far away and it's something I have hoped that
>>> people would extrapolate to.
>>>
>>> :-)
>>>
>>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>>
>>> This is very very intriguing indeed. What components exactly do I
>>> need to start creating a generalized rigging system using this as a
>>> frameworks?
>>>
>>>
>>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>>
   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle 
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, 
 and our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on thi

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
I hate you all...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle  wrote:

> There's an exemption if your name is not Eric.
>
>
> On 29 August 2013 19:47, Miquel Campos  wrote:
>
>> Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
>> than Eric. That should compensate the equation :D
>>
>>
>> 
>>
>> Miquel Campos
>> www.miquelTD.com
>>
>>
>>
>> 2013/8/29 Paul Doyle 
>>
>>> We have decided not to distribute it to people with beards that live in
>>> Quebec. Sorry.
>>>
>>>
>>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>>
 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:

> We spent a bit of time working on a car asset to show the portability
> of the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around 
> rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc
>> and then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging
>> system that comes close to the haptics of CAT and Character Studio in 
>> terms
>> of limb creation and direct joint manipulation, but this is the only 
>> thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one.
>> Then you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may
>> then compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that
>> people would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I
>> need to start creating a generalized rigging system using this as a
>> frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like
>>> the holy grail?
>>> this sounds like a HUGE step in freeing productions from a single
>>> DCC application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation
>>> work for Splice. I’m happy to say we’re able to show you that work, and 
>>> our
>>> aim is to make a drop of this available to the Splice test group 
>>> sometime
>>> in September. We will be opening up Splice to the general Creation list
>>> soon (October/November), but please mail me if you’d like to get on 
>>> board
>>> now (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and
>>> the way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object's rotation with a position in 3D you can only do 
>>> that
>>> by building an auxiliary rig. If you need further options and more
>>> versatility these rigs can grow extremely complex and hard to manage.
>>> 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
Come on everyone, stop making jokes at Eric's expense.

I appear to have derailed my own thread.


On 29 August 2013 20:07, Eric Thivierge  wrote:

> I hate you all...
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle  wrote:
>
>> There's an exemption if your name is not Eric.
>>
>>
>> On 29 August 2013 19:47, Miquel Campos  wrote:
>>
>>> Oh S***t !!! I also have beard and live in Quebec. : ( But I am more
>>> bald than Eric. That should compensate the equation :D
>>>
>>>
>>> 
>>>
>>> Miquel Campos
>>> www.miquelTD.com
>>>
>>>
>>>
>>> 2013/8/29 Paul Doyle 
>>>
 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge  wrote:

> Great stuff guys! Can't wait to get my hands on it. :)
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>
>> We spent a bit of time working on a car asset to show the portability
>> of the asset and rig controls - it's pretty cool to see the same rig in
>> Softimage and Maya. it's also showing some interesting stuff around 
>> rigging
>> that can't be tackled with the standard approaches. It also shows that
>> Softimage is more fun when it comes to interactive playback ;)
>>
>> https://vimeo.com/73417850
>>
>>
>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>
>>>  Hey Stefan,
>>>
>>> yes - you'd have to implement that. You could also use the python
>>> callbacks to create a temporary softimage object,
>>> connect it using expressions to the channels, let's say, snap it etc
>>> and then during the cleanup callback remove the
>>> object again. It's all about the workflow you define.
>>>
>>> -H
>>>
>>>
>>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>>
>>> I've spent so much time trying to come up with a modular rigging
>>> system that comes close to the haptics of CAT and Character Studio in 
>>> terms
>>> of limb creation and direct joint manipulation, but this is the only 
>>> thing
>>> that comes close to it, and even surpasses it in terms of flexibility by
>>> miles.
>>> I can't wait to start playing with this!
>>>
>>>  One question: What if I needed to snap such a Splice manipulator
>>> to another object in the scene? I suppose I'd need to implement my own
>>> snapping function?
>>>
>>>
>>>  Well - that's a good question really. You can script splice using
>>> python and jscript inside soft,
>>> using mel + python inside maya. So I'd say you'd use python (common
>>> nominator) inside the
>>> DCCs, with slight adaptations concerning the command for each one.
>>> Then you'd build your
>>> picking, synaptics, workflow using python and Qt or whatnot. You may
>>> then compose operators
>>> using KL and Splice to reflect your manipulation and rig runtime.
>>>
>>> Done.
>>>
>>> Seriously it's not far away and it's something I have hoped that
>>> people would extrapolate to.
>>>
>>> :-)
>>>
>>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>>
>>> This is very very intriguing indeed. What components exactly do I
>>> need to start creating a generalized rigging system using this as a
>>> frameworks?
>>>
>>>
>>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>>
   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle 
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, 
 and our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and
 the way it works is a fixture o

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Delicate is an understatement...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 8:07 PM, Paul Doyle  wrote:

> I'm a delicate English flower. 6 years into Quebec life and I still go
> into shock in winter and summer :)
>
>
> On 29 August 2013 19:59, Eric Turman  wrote:
>
>> True...it is hotter than hades right now down here in Texas :P ...not as
>> bad as prior years though
>>
>>
>> On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle wrote:
>>
>>> You're missing out on the wonderful February weather and pleasant summer
>>> evenings.
>>>
>>>
>>>
>>> On 29 August 2013 19:50, Eric Turman  wrote:
>>>
 Good thing I don't live in Quebec then ;)


 On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau wrote:

> pouhahahahahahahahaha
>
>
> *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 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>
> We have decided not to distribute it to people with beards that live
> in Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the
>>> portability of the asset and rig controls - it's pretty cool to see the
>>> same rig in Softimage and Maya. it's also showing some interesting stuff
>>> around rigging that can't be tackled with the standard approaches. It 
>>> also
>>> shows that Softimage is more fun when it comes to interactive playback 
>>> ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it
 etc and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only 
 thing
 that comes close to it, and even surpasses it in terms of flexibility 
 by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator
 to another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You
 may then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I
 need to start creating a generalized rigging system using this as a
 frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like
> the holy grail?
> this sounds like a HUGE step in freeing productions from a single
> DCC application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation
> work for Splice. I’m happy to say we’re able to show you that work, 
> and our
> aim is to make a drop of this available to the Splice test group 
> sometime
> in September. We will be opening up Splice to the general Creati

Replacing materials from one render engine to another

2013-08-29 Thread Emilio Hernandez
Hello folks!

Just want to know if there is already a tool that can automate changing
shaders from one render engine to another instead of having to open the
material manager and replace manually each one of the shaders.

Ex:  Change the MR arch for the Arnold Standard Shader.

Thanks and have a good one!

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Re: Replacing materials from one render engine to another

2013-08-29 Thread Orlando Esponda
I haven't tried it, but it might help...
http://felixgeremus.com/?page_id=1038#mm_shadertools


On Fri, Aug 30, 2013 at 12:06 AM, Emilio Hernandez wrote:

> Hello folks!
>
> Just want to know if there is already a tool that can automate changing
> shaders from one render engine to another instead of having to open the
> material manager and replace manually each one of the shaders.
>
> Ex:  Change the MR arch for the Arnold Standard Shader.
>
> Thanks and have a good one!
>
> --
>
>

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Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: 
Dresden, Company
Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, 
Tino Barth


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Re: Replacing materials from one render engine to another

2013-08-29 Thread Emilio Hernandez
Cool!  I will try it.  Thanks Orlando

Cheers



2013/8/30 Orlando Esponda 

> I haven't tried it, but it might help...
> http://felixgeremus.com/?page_id=1038#mm_shadertools
>
>
> On Fri, Aug 30, 2013 at 12:06 AM, Emilio Hernandez wrote:
>
>> Hello folks!
>>
>> Just want to know if there is already a tool that can automate changing
>> shaders from one render engine to another instead of having to open the
>> material manager and replace manually each one of the shaders.
>>
>> Ex:  Change the MR arch for the Arnold Standard Shader.
>>
>> Thanks and have a good one!
>>
>> --
>>
>>
>
> --
> IMPRESSUM:
> PiXABLE STUDIOS GmbH & Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA
> 6857,
> Komplementärin: Lenhard & Barth Verwaltungsgesellschaft mbH, Sitz: Dresden,
> Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth
>
> IMPRINT:
> PiXABLE STUDIOS GmbH & Co.KG, Domicile: Dresden, Court of Registery:
> Dresden,
> Company Registration Number: HRA 6857, General Partner: Lenhard & Barth
> Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery:
> Dresden, Company
> Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard,
> Tino Barth
>
>
> --
> Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte
> Informationen. Wenn Sie nicht
> der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben,
> informieren Sie bitte
> sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren
> sowie die
> unbefugte Weitergabe dieser Mail ist nicht gestattet.
>
> This e-mail may contain confidential and/or privileged information. If you
> are not the intended
> recipient (or have received this e-mail in error) please notify the sender
> immediately and destroy
> this e-mail. Any unauthorized copying, disclosure or distribution of the
> material in this e-mail is
> strictly forbidden.




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