I guess I'll have to bring these suggestions up to the CG Sup. Not
really my call here. Thanks a lot for bringing it up! I just need to get
these files out today.
Anyway, it seems we've found a workaround. But thanks again for the
suggestions Christopher!
*Sergio Mucino*
Lead Rigge
Ahhh, the days... I do remember a lot of that material, but on a
different edit. I remember thinking that Softimage had the coolest
demo reels ever :-) .
I've actually been giving thought to starting a little "old times"
gallery. I still have some of the old brochure
Autodesk is for some reason following Adobe's footsteps quite
accurately. Adobe started selling suites... Adesk did. Adobe goes
rental... Adesk follows. I really can't tell how positive or not the
change will be, and what it will mean for the future of the tools...
I gues
Hopefully, this will be a simple question.
We've got a hand model in one of our shots who's shape has changed a
bit. We have a new model for the new shape that was modified to a
very specific shape at a specific frame. The problem is that the old
model is point cached in
Well, I managed to reorder the operators to work (deleting the point
cache, applying the shape, and reloading the point cache), but it's
not working as expected. I'll have to figure out something else.
Cheers!
On 16/10/2013 2:46 PM, Sergio Mu
I really don't think you'll EVER get point B in your list from
Autodesk. The best you can do to sort of extrapolate into something
similar is keep an eye on whatever's going on at Autodesk Labs.
That's it. Anyone who believes they can convince, beg, or coerce AD
to reveal
On 16 October 2013 21:09, Sergio
Mucino <sergio.muc...@modusfx.com>
wrote:
Well, I managed to
reorder the operators to work (deleting the point cache,
applying the shape, and reloading the point cache)
I can't be sure about this, but it seems like each tab in the Script
Editor spawns its own (local) instance of the Python interpreter. If
I create a function in a script on one tab, I cannot call it from
within a different tab.
Does anyone know of a way of evaluating "glo
to
every new instance of the scripting engine.
So, maybe put that code in a module, or in a special custom
command that you keep around for that purpose?
On Thu, Oct 17, 2013 at 11:33 AM,
Sergio Mucino <se
mplate that allows you to
dump in, alter, or remove anything from a transitional module
is pretty easy to produce and will be a good investment of
your time.
On Fri, Oct 18, 2013 at 5:50 AM,
Sergio Mucino &
Oh, yes! They actually looked pretty attractive until you took a
deeper dive into the specs. Their semi-proprietary Windows install,
the controlled hardware, and especially, the shared memory design
between the system and the graphics pipeline became deal breakers. I
gues
Thanks Raffaele. Yes, in both applications I've used (Maya and Max)
this is how it works. Any functions and variables I declare or
define at the global scope remain in memory throughout the session.
This makes it very easy to iterate over different version of tool
develop
ed
safety and structure.
On Tue, Oct 22, 2013 at 12:51 AM,
Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
Thanks Raffaele. Yes,
in both applications I've used (Maya and Max) this is how
working will trickle to your Maya work as well after a
while with its added safety and structure.
On Tue, Oct 22, 2013 at 12:51 AM,
Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
Thanks Raffaele.
I've never used dynamics in SI, but I see a sliding constraint in
the list of constraints... maybe that's what you need (for the
movement)? For the aim, maybe there are other constraints that can
help...
On 22/10/2013 12:28 PM, Paul Griswold wrote:
On Tue, Oct 22, 2013 at 1:47
PM, Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
I've never
used dynamics in SI, but I see a sliding
I have a mesh that I need to have deform by another. I cannot do a
GATOR weight transfer because the source mesh is being driven by an
ICE tree reading and setting point positions, not by weights. I was
wondering what would be the best way to achieve this. I did a little
My other problem is that in some parts, this mesh I'm trying to fit
overlaps other meshes, so It needs to be deformer by more than one
source mesh.
On 24/10/2013 3:42 PM, Sergio Mucino wrote:
I have a mesh that I need to have defo
ing to follow... ugh...
On 24/10/2013 3:45 PM, Sergio Mucino wrote:
My other problem is that in some parts, this mesh I'm trying to
fit overlaps other meshes, so It needs to be deformer by more than
one source mesh.
On 24/10/20
i would look into an ICE solution, store the locations in
modeling stack, create a deformer in animation, and freeze the
modeling stack
On Thu, Oct 24, 2013 at 1:05 PM, Sergio
Mucino <sergio.muc...@modusfx.com>
Deformer...
Really, I've had much better luck with CageDeform than Maya's WrapDeformer, which tends to be unstable and poppy.
Have you tried different settings here?
Is there an ICE CageDeform out there?
[cid:image001.jpg@01CED0D8.1A091800]
On 10/24/2013 2:05 PM, Sergio Mucino wrote:
Sorry, I meant I picked the mesh to use as a Cage in the Get Data
node
On 24/10/2013 5:20 PM, Sergio Mucino wrote:
Thanks a lot Steve. This looks like could do the trick. However,
I'm having some problems with it. It seems my target
There is. All scale components are set to 1, and all Rot/Pos
components to 0.
What is this for? I don't think I had seen it before...
On 24/10/2013 5:16 PM, Grahame Fuller wrote:
Static_Kinestate property already on the object before
data they need, but I'm not really sure what... any help
is welcome. Thanks again!
On 24/10/2013 5:02 PM, Steven Caron wrote:
sorry to tease... start by trying the 'deform by
hull' compound.
On Thu, Oct 24, 2013
you're not currently using it as a deformer then you can safely get rid of it, then try to add the object as a cage deformer again. A new property will get created with the current transform values.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autod
013 5:44 PM, Sergio Mucino wrote:
Looks like I will have a few problems here...
1. I cannot reduce the cage polygon count. Actually, it is a
hi-res model (not crazy polygon counts, but still). I need to
attach to it a copy of itself, but with lots of pol
be copied to a new object (the old ones will be left alone). As long as you don't freeze the Extract Polygons operator, it should update properly.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday,
:softimage-boun...@listproc.autodesk.com] On
Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 2:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap
This is definitely gonna work. Thanks Grahame! I'll continue
tomorrow.
On 24/10/2013 5:54 PM, Sergio Mucino wrote:
Ah, if I had known that... :-)
I spent like half an hour deleting polys on my copy. But of
course, I ended up w
Okay, this is going to be a real long shot...
Lets say you have a null sitting squarely at the center of a
polygon. Is there a way to select said polygon, based on the
selected null? In other words, I want to select the null, and I want
to be able to select the polygon th
-boun...@listproc.autodesk.com] On
Behalf Of Sergio Mucino
Sent: Monday, October 28, 2013 2:36 PM
To: softimage@listproc.autodesk.com
Subject: Finding polygons...
Okay, this is going to be a real long
luster:
newCns.Parameters('tangent').Value = True
newCns.Parameters('upvct_active').Value = True
xsi.CloseUndo()
main()
On Mon, Oct 28, 2013 at 6:11 PM, Sergio
Mucino <sergio.muc...@modusfx.com>
Okay. I'm not sure if there's a preference for this, but I REALLY
want to turn it off.
This is what I'm doing...
1. Go into Polygon selection mode. For some reason, the selection
tool is set to Raycast, so I'll switch it back to Rectangle.
2. Select some polygons.
. SI remembers the last tool I used when changing between selection modes.
How are you changing your selection modes?
On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino <sergio.muc...@modusfx.com> wrote:
Okay. I'm not sure if there's a preference for this, but I REALLY want to turn i
I've noticed it goes back to Raycast in step 5, when I go back to
Polygon selection mode. I'll see if I can find a preference for the
selection method for said mode.
On 29/10/2013 1:13 PM, Sergio Mucino wrote:
I use the pop-over m
ll ears.
Before anyone suggests this one... GATOR is not an option (the
original coat uses a very complex system of layered deformations
involving envelopes, lattices, and ICE trees. GATOR seems to ignore
a lot of these things).
Cheers!!
On 24/10/2013 6:03 PM, S
On Tue, Oct 29, 2013 at 12:16 PM,
Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
Reviving this
topic...
I got back to working on this issue, and found a couple of
issues.
tes, ref models, and ICE optimizations
On Tue, Oct 29, 2013 at 12:16
PM, Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
nd scale support.
Jeremie
On 29 October 2013 12:55, Steven Caron <car...@gmail.com> wrote:
you might be able to skip the 'extraction' step because ICE might be faster.
On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino <sergio.muc...@modusfx.com> wrote:
Thanks a lot Jeremie!
h the Rectangle tool. This way you can switch
between wireframe (or xray) and shaded to select backfaces.
Martin
On Wed, Oct 30, 2013 at 2:41 AM, Sergio
Mucino <sergio.muc...@modusfx.com>
selection mode to
raycast.
On Wed, Oct 30, 2013 at 9:53 AM, Sergio
Mucino <sergio.muc...@modusfx.com>
wrote:
I'm really really not
doing this manually. It happens when I hit F11
selection mode to raycast.
On Wed, Oct 30,
2013 at 9:53 AM, Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
I'm seeing something a little bit odd, and I was wondering if it was
normal, or if someone else had seen it before.
I've got a quite complex mesh that I'm enveloping to a set of nulls.
Everything is ok. I then do a Smooth Envelope Weights on the mesh,
and then maybe tweak
like this
could have been introduced, since all nulls were created by a
script... anyway, just exploring all the options.
Thanks for any help!
On 30/10/2013 4:29 PM, Sergio Mucino wrote:
I'm seeing something a little bit odd, and I was wondering
ed for some reason.
If your nulls are in a good place where you want them, you can use the current positions of the nulls for the bind pose but selecting all of them and doing a Envelope > Set Reference Pose.
On Wednesday, October 30, 2013 4:35:17 PM, Sergio Mucino wrote:
Taking a
Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
performance-wise? One single mesh with lots of polygons (relatively
speaking), or sever
On Fri, Nov 1, 2013 at 11:02 AM, Eric
Thivierge <ethivie...@hybride.com>
wrote:
Have you run any tests yourself in this respect?
On Friday, November 01, 2013 10:58:56 AM, Sergio Muci
5:02, Eric
Thivierge <ethivie...@hybride.com>
wrote:
Have you
run any tests yourself in this respect?
On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino
Well, ain't that how the new world works? "You're totally free...
don't mind us keeping a very close eye on what you do"...?
;-)
On 01/11/2013 2:10 PM, Luc-Eric Rousseau wrote:
mixed feelings about this one. The word says freedom, but the design
s
So, I'm trying to do something pretty simple and straightforward.
Create a 1-bone joint chain, and get back all of its elements. Turns
out this is not being as straight-forward as it should be. Here's
the little snippet of this part of my script...
si = Application
Application.LogMessage(eachItem)
On Thursday, November 07, 2013 11:46:11 AM, Sergio Mucino wrote:
So, I'm trying to do something pretty
simple and straightforward.
Create a 1-bone joint chain, and get back all of its elements.
T
you
should just learn at this point.
On Thursday, November 07, 2013 11:59:35 AM,
Sergio Mucino wrote:
Ah, I see. In other applications, c
I'm kinda puzzled by this. I have a Get Data node fetching the
.kine.local.pos data from a certain object. The funny thing is that
if I take this object and turn on ANY of its position limits
(.kine.local), the ICE node loses the reference! (It goes into error
stating tha
rsion ago. The only thing you can do is report it
Le 8 nov. 2013 à 08:51, Sergio Mucino a écrit :
I'm kinda puzzled by this. I have a Get Data node fetching the .kine.local.pos data from a certain object. The funny thing is that if I take this object and turn on ANY of it
As crazy as it sounds, I do miss the look of the old UI.
On 08/11/2013 3:18 PM, Alan Fregtman wrote:
And Apple was heavily inspired by the work
done at Xerox PARC, whom are known by many accounts as the
inventors of the core basic GUI conce
-films.com
2013/11/9 Sergio Mucino <sergio.muc...@modusfx.com>
Okay. It's a bug
then. Thanks!
On 07/11/2013 5:44 PM, Ahmidou.xsi wrote:
I don't have max right in front of me right now, but if the vertex
animation was already baked to curves for each vert, I would guess
it should transfer fine.
I remember the FBX export plugin has several options for
animation... did you check what's in there to make sure
they're all checked off...so I'm not sure why
it doesn't carry over :-/
Kris
On Mon, Nov 11, 2013 at 3:19 PM, Sergio
Mucino <sergio.muc...@modusfx.com>
wrote:
I don't ha
I have an interesting issue at hand. It seems that the shipping Dual
Quaternion Deformation ICE compound does not take into account
scaling. I'm using it for one of our rigs, and scaling down the rig
scales things properly, but the deformations on the mesh are still
being
effect on performance and not particularly hard to do.
On Tue, Nov 12, 2013 at 8:16
AM, Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
I have
performance and not particularly hard to do.
On Tue, Nov 12, 2013 at 8:16 AM, Sergio
Mucino <sergio.muc...@modusfx.com>
wrote:
I have an interesting
issue at hand. It seems that the shipping Dual Qua
you to know: it's perfectly possible with no noticeable effect on performance and not particularly hard to do.
On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino <sergio.muc...@modusfx.com> wrote:
I have an interesting issue at hand. It seems that the shipping Dual Quaternion Deformation ICE c
s added quite a while ago. Right-click on the compound in the preset manager and choose Open Containing Folder. What's the version number on the file name?
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent:
in ICE instead.
On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:
Hmmm... interesting. There are three DQ
compounds in there. What would
appear to be a 1.0 (since it has no version number), a 2.2, and
a 3.0.
There
013 1:25 PM, Sergio Mucino wrote:
Comments below...
On 12/11/2013 1:11 PM, Eric Thivierge wrote:
After
you import an ICE Compound to the ICE Tree, right click on the
node and go to properties. You can see the version numb
"If anything, what botters me is that once plugins get integrated
into XSI, they become stagnant.
But usually that first release, and its one subsequent update
are quite functional."
That's funny... you hear a lot of the same from 3ds max users...
"I guess it's always nice to be reminded that the grass is indeed
greener on the other side of the fence ? :P"
Not really... every time I have to jump over the fence, "I see dead
people..." :-\
Ah, well... life ain't perfect... :-)
On 13/11/2013
Joe was doing some amazing work back when KDLab was running. Mostly
architectural visualization and then some advertising. I had the
pleasure of meeting him at Siggraph a long time ago, at one of our
User Advisory Council meetings. Really nice guy, and very talented
3ds m
From what I heard, the reason behind this is that the Maya Alembic
plugins and integration were actually not developed by Autodesk, but
by SPI. They sort of handed it over to Autodesk (I don't really know
the nature of the partnership between SPI and Adesk). So,
technical
I guess I'll have to be a part of the minority here. I had never
worked with XSI before 2 months ago (although curiously, I got
started in 3D with Softimage ~ 18 years ago). I jumped into ICE a
few days, and it literally took me less than an hour to wrap my head
around it
Very quick question. What does it mean when a node has a border
around it? I've noticed even one of the illustrations in the manual
depicts this...
(http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url="">)...
3rd illustration from to
!
On 22/11/2013 3:38 PM, Eric Thivierge wrote:
Usually
means the hierarchy under that node has been collapsed under it.
Middle click I believe is the way to collapse / uncollapse.
On Friday, November 22, 2013 3:29:18 PM, Sergio Mucino wrote
Another "n00b" question... how do I go about copying a weight map
between objects? I have two meshes that are exactly, the same, just
under different models. I've painted a weight map on one that I'm
using to modulate the effect of a deformer. Now I need the other
mesh to
es and ops when you're satisfied with the
weights.
On Friday, November 22, 2013 4:31:36 PM, Sergio Mucino wrote:
Another "n00b" question... how do I go
about copying a weight map
between objects? I have two meshes t
Hello everyone. Quick question... I'm using a Get Closest Location
node to retrieve the closest location from a given object onto a
surface he's sitting on. This node throws out a location value, but
I need to decompose that into its 3 component values. However, I
cannot
'PointPosition' of the getData node. :)
On Mon, Nov 25, 2013 at 1:47 PM, Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
I'm not sure what's wrong with these buggers, but someone here might
have an idea.
I have a file that, every time I re-open it, has all of its bone
chains mangled. I've made sure that the IK blending is set to 0 (so
they behave as pure FK chains), I've tried setting the r
id you removed keys.)
On Fri, Nov 29, 2013 at 12:00
PM, Sergio Mucino <sergio.muc...@modusfx.com>
Does anyone have a good way of re-mapping envelope weight deformers?
I have a mesh that I need to load weights to from a previous version
of itself. No vertex changes. What has changed is the deformers for
the envelope. Same number of deformers, just different names (and
No need to worry about this. Found a way through. Cheers!
On 29/11/2013 4:24 PM, Sergio Mucino
wrote:
Does anyone have a good way of re-mapping envelope weight
deformers? I have a mesh that I need to load weights to from a
previous
.@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Friday, November 29, 2013 4:25 PM
To: softimage@listproc.autodesk.com
Subject: Remapping envelope weights
Does anyone have a good way of re-mapping envelope weight deformers? I have a mesh that I need to
Does anyone know if it's possible to transfer attributes only to
selected verts (or a verts cluster) using GATOR? I have a mesh that
was already weighted (envelope deformer), and now I need a certain
area of it to follow a different mesh, but I can't seem to transfer
weig
Okay. Looks like this won't work anyway because the mesh I'm trying
to copy weights to already has an envelope on it, and GATOR did not
like that.
Gonna have to do this the ol' fashioned way...
On 02/12/2013 1:50 PM, Sergio Muc
Hmmm, I'll Google those. Thanks Steven!
On 02/12/2013 3:24 PM, Steven Caron
wrote:
blur's tools has a tool called the 'skin panel'...
it has this feature and many more.
On Mon, Dec 2, 2013
will combine
the two source envelopes into one.
5. Freeze modeling on third mesh and delete the first two
when done.
On Mon, Dec 2, 2013 at 1:53 PM, Sergio
Mucino <sergio.muc...@mod
On Mon, Dec 2, 2013 at 12:54 PM,
Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
Hmmm, I'll Google
those. Thanks Steven!
--
I've seen this happen with quite a few tools and programs (Softimage
is not the only one here). From what I understand, it's an
application problem. What's going on is that the application in
question (Softimage in this case) stops sending notifications to the
OS (I presu
If you divide the process into smaller sub-processes and update
accordingly as Alok suggests, you could add a small descriptive text
line that would let the user know what the script is currently doing...
Sergio M.
On 04/12/2013 8:40 AM, Alok Gandhi wrote:
It depends on how the progress bar i
Wow... if only other software companies had the flexibility of doing
this... :-)
On 05/12/2013 11:20 AM, olivier jeannel
wrote:
Lol !
No seriously, you should go out, breath into nature, do normal
stuff on the weekend...
Exquisite! I'm a sucker for these kind of abstract-y thingies
floating in the air... I could stare at them for hours on end... :-D
Awesome work (on both ends... the plugin, and the artist that used
it).
On 05/12/2013 10:03 AM, Marc-Andre
Carbonneau wrote:
I think it's just where all installation files are uncompressed.
On 09/12/2013 3:48 PM, Rob Wuijster
wrote:
Isn't that just the default temp install folder?
Rob
\/-\/\/
On 9-12-2013 21:34, Paul Griswo
I'm running into an interesting problem with weighted constraints. I
have a feeling of what's causing it, but I wanted to see if anyone
has ran into it before.
I've got a fairly straightforward 3-arm animation setup. One chain
is the IK arm, another chain is the FK arm, a
e the first constraint at 100%
and the second at 50%
Think of it as the if last constraint reveals to the
previous ones.
Hope that makes sense.
On Fri, Dec 13, 2013 at 3:43 PM, Sergio
Muci
Hope that makes sense.
On Fri, Dec 13, 2013 at 3:43 PM,
Sergio Mucino <sergio.muc...@modusfx.com>
wrote:
I'm running into an
interesting problem with weighted constraints. I have a
fe
it evals... do some tests.
On Friday, December 13, 2013 4:32:19 PM, Sergio Mucino wrote:
Okay. I wasn't aware of this. How would
you do this in a setting where
you want the object constrained 80-20, for example? You don't
want the
Happy holidays to everyone! Have a great time off!
On 20/12/2013 10:11 AM, Rob Chapman
wrote:
likewise, all the best for 2014 fellow softimagers
!
On 20 December 2013 15:09, Simon Reeves
I'm sorry, all you guys have bogus information. I'm not supposed to
disclose this, but in the name of transparency, it has to be done.
Autodesk has hired an ex-Tonka manager to run Softimage as PM. This
new manager assembled a team of Austronesians to re-write the
applica
http://en.wikipedia.org/wiki/Commodore_64
During '82-'83, I think. Programmed graphics in Basic reading a
bunch of Data statements and feeding those to draw calls. Ah,
painting 1 pixel at the time... (not missing it, really... but at
the time, it felt like magic).
Stoked about the MODO news. This is awesome!
-
Sergio M.
From: Eric Mootz
Sent: Tuesday, October 28, 2014 12:01 PM
To: softimage@listproc.autodesk.com
Subject: Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine,
Maya,command line)
Thanks, guys!
No, haven't posted on th
That's funny. A few months ago, when I started rigging in Soft, I
was googling a lot of information and pestering this list (trying to
keep the hair loss to a minimum, you know...), and I landed on this
article. I read it through and through and thought some things were
m
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