Re: How to Refresh a combo list in a Custom Primitive PPG
Hi Ahmidou :) Yeah it would be the way to go, but as I was saying in pevious mail there is no such event for custom primitives. On Nov 30, 2013 1:32 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hey Guillaume, did you tried the siOnInit EventID? --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/11/28 Stephen Blair stephenrbl...@gmail.com Oh yeah, I didn't see the custom primitive part, sorry. For regular custom properties, you can do it in an OnInit or even an OnClicked, at least in scripting. On Wed, Nov 27, 2013 at 4:10 PM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Thanks for the help Stephen, but it doesn't work even using wide character (and even without using the L prefix, I guess it would be cast to wide by the CString constructor). I think the problem is that the Refresh is working for the PPG layout but not to update the internal combo list array. Using a custom property, I could probably do it in the init callback (thanks to Eric Thivierge for the idea), but custom primitives (that are a nice 2014 feature btw) don't provide such callback. On Wed, Nov 27, 2013 at 3:00 PM, Stephen Blair stephenrbl...@gmail.comwrote: That should work. That's how they do it in the PSetUIDemo\cppsrc\PSetUIDemoCPP.cpp //Redraw the PPG to show the new combo items ctx.PutAttribute(LRefresh,true); Maybe you need the L prefix? On Wed, Nov 27, 2013 at 2:17 PM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Hi, I've got a custom primitive with a drop down list enumerator defined in its DefineLayout callback. I need to rebuild the UI Items array before inspecting the custom primitive as it is dynamic. The only working way for now is by right clicking the PPG name and pick Refresh. I added a button using this logic (in the PPGEvent) but it does nothing: if ( buttonPressed.GetAsText() == Refresh ) { in_ctxt.PutAttribute(Refresh, true); } Is there a way to get the same behavior than the Right click and Refresh using the C++ SDK ? Thanks, Guillaume Laforge
alembic question
I know it's a little out of topic and I should post on the exocortex list but I had no answer from exocortex so far and I'm hitting a wall. I am trying to get alembic pointcaches exported from softimage using crate working on references with namespaces in maya. Even tryed to hack the abc file using the pyalembic libs but didn't succeed. Anyone had alembic point caches hooked on objects with namespaces ? Thanks. -H
Re: alembic question
i have went the other way, from maya to softimage. kept namespaces intact on export but stripped them on import and used model roots from a selection. what do the identifiers look like coming out of softimage? On Sat, Nov 30, 2013 at 11:09 AM, Halim Negadi hneg...@gmail.com wrote: I know it's a little out of topic and I should post on the exocortex list but I had no answer from exocortex so far and I'm hitting a wall. I am trying to get alembic pointcaches exported from softimage using crate working on references with namespaces in maya. Even tryed to hack the abc file using the pyalembic libs but didn't succeed. Anyone had alembic point caches hooked on objects with namespaces ? Thanks. -H
Re: alembic question
Hi Steven, Yes, I figured there was an option to skip namespaces on import to softimage. But I couldn't find anything like that on the maya importer side. The identifiers looks like this out of softimage: # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo # INFO : /golgothDXfo/head_geoXfo/head_geo # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo # INFO : /golgothDXfo/hands_geoXfo/hands_geo # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo # INFO : /golgothDXfo/belt_geoXfo/belt_geo # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo # INFO : /golgothDXfo/body_geoXfo/body_geo # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo # INFO : /golgothDXfo/straps_geoXfo/straps_geo # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo And of course, they won't apply on anything like this: /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:L_beltHandle_geo As I said before, I did try to hack the alembic file and renamed identifiers but Maya hangs while applying. Applying point cache is pretty instant, as I did the test without namespaces. Thanks. On Sat, Nov 30, 2013 at 8:38 PM, Steven Caron car...@gmail.com wrote: i have went the other way, from maya to softimage. kept namespaces intact on export but stripped them on import and used model roots from a selection. what do the identifiers look like coming out of softimage? On Sat, Nov 30, 2013 at 11:09 AM, Halim Negadi hneg...@gmail.com wrote: I know it's a little out of topic and I should post on the exocortex list but I had no answer from exocortex so far and I'm hitting a wall. I am trying to get alembic pointcaches exported from softimage using crate working on references with namespaces in maya. Even tryed to hack the abc file using the pyalembic libs but didn't succeed. Anyone had alembic point caches hooked on objects with namespaces ? Thanks. -H
Re: alembic question
ya, i would continue to attempt to change the identifiers post export from softimage. i don't think there is an option like that in maya's importer. also, i don't fully understand maya's namespace stuff. sorry i can't be of more help On Sat, Nov 30, 2013 at 12:22 PM, Halim Negadi hneg...@gmail.com wrote: Hi Steven, Yes, I figured there was an option to skip namespaces on import to softimage. But I couldn't find anything like that on the maya importer side. The identifiers looks like this out of softimage: # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo # INFO : /golgothDXfo/head_geoXfo/head_geo # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo # INFO : /golgothDXfo/hands_geoXfo/hands_geo # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo # INFO : /golgothDXfo/belt_geoXfo/belt_geo # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo # INFO : /golgothDXfo/body_geoXfo/body_geo # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo # INFO : /golgothDXfo/straps_geoXfo/straps_geo # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo And of course, they won't apply on anything like this: /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD: L_beltHandle_geo As I said before, I did try to hack the alembic file and renamed identifiers but Maya hangs while applying. Applying point cache is pretty instant, as I did the test without namespaces. Thanks.
OT: shooting panoramas
Hey guys, I am helping out on a documentary that's being shot in China the subject of shooting spherical panoramas came up. For what these guys are doing, I don't really think there's a need to shoot HDRI's, but I do think having panoramas would come in handy. The problem is, I'm being peppered with questions by the DP about the subject (things like, this requires a nodal head, right?) and honestly I've never shot a single panorama in my life. I think the DP is way overcomplicating overthinking things, but since I have no experience I don't want to give him bad advice or information. I sent him a link to the sIBL tutorial page ( http://www.hdrlabs.com/tutorials/ ) and that just added to the amount of questions I'm being hit with. So I was hoping someone on the list might have some experience with this subject could share some info advice. Thanks, Paul ᐧ
Re: alembic question
Yep, maya namespaces with ':' special character kind of suck. What feels the most anoying though is the fact that alembic being streamed from the file system is already a referencing workflow by itself. I could have done it go without namespaces. But different characters containing geos following the same naming convention can't receive alembic point caches at in the same scene. All right, that's not a maya mailing list over here but for bitching it's fine no ? Thanks for answering anyway Steven. Cheers, Halim. On Sat, Nov 30, 2013 at 9:54 PM, Steven Caron car...@gmail.com wrote: ya, i would continue to attempt to change the identifiers post export from softimage. i don't think there is an option like that in maya's importer. also, i don't fully understand maya's namespace stuff. sorry i can't be of more help On Sat, Nov 30, 2013 at 12:22 PM, Halim Negadi hneg...@gmail.com wrote: Hi Steven, Yes, I figured there was an option to skip namespaces on import to softimage. But I couldn't find anything like that on the maya importer side. The identifiers looks like this out of softimage: # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo # INFO : /golgothDXfo/head_geoXfo/head_geo # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo # INFO : /golgothDXfo/hands_geoXfo/hands_geo # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo # INFO : /golgothDXfo/belt_geoXfo/belt_geo # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo # INFO : /golgothDXfo/body_geoXfo/body_geo # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo # INFO : /golgothDXfo/straps_geoXfo/straps_geo # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo And of course, they won't apply on anything like this: /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD: L_beltHandle_geo As I said before, I did try to hack the alembic file and renamed identifiers but Maya hangs while applying. Applying point cache is pretty instant, as I did the test without namespaces. Thanks.
Lagoa realistic water
hello Is there a tutorial or a video that could explain how to get realistic water? I'd like to get something like this: http://vimeo.com/28915976 Can't seem to find the right settings tonight :( Thanks David
Re: How to Refresh a combo list in a Custom Primitive PPG
I haven't tried this one in particulary (only siParameterChange that is working), but it is used in the Box primitive example --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/12/1 Guillaume Laforge guillaume.laforge...@gmail.com Hi Ahmidou :) Yeah it would be the way to go, but as I was saying in pevious mail there is no such event for custom primitives. On Nov 30, 2013 1:32 AM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hey Guillaume, did you tried the siOnInit EventID? --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/11/28 Stephen Blair stephenrbl...@gmail.com Oh yeah, I didn't see the custom primitive part, sorry. For regular custom properties, you can do it in an OnInit or even an OnClicked, at least in scripting. On Wed, Nov 27, 2013 at 4:10 PM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Thanks for the help Stephen, but it doesn't work even using wide character (and even without using the L prefix, I guess it would be cast to wide by the CString constructor). I think the problem is that the Refresh is working for the PPG layout but not to update the internal combo list array. Using a custom property, I could probably do it in the init callback (thanks to Eric Thivierge for the idea), but custom primitives (that are a nice 2014 feature btw) don't provide such callback. On Wed, Nov 27, 2013 at 3:00 PM, Stephen Blair stephenrbl...@gmail.com wrote: That should work. That's how they do it in the PSetUIDemo\cppsrc\PSetUIDemoCPP.cpp //Redraw the PPG to show the new combo items ctx.PutAttribute(LRefresh,true); Maybe you need the L prefix? On Wed, Nov 27, 2013 at 2:17 PM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Hi, I've got a custom primitive with a drop down list enumerator defined in its DefineLayout callback. I need to rebuild the UI Items array before inspecting the custom primitive as it is dynamic. The only working way for now is by right clicking the PPG name and pick Refresh. I added a button using this logic (in the PPGEvent) but it does nothing: if ( buttonPressed.GetAsText() == Refresh ) { in_ctxt.PutAttribute(Refresh, true); } Is there a way to get the same behavior than the Right click and Refresh using the C++ SDK ? Thanks, Guillaume Laforge