Re: ICE - Offset node-animation per particle

2012-04-17 Thread Alan Fregtman
How about plugging that animated Scalar node's output into a Multiply 
node's first input, then on its second input you plug either a Turbulize 
Around Value or a Randomize Around Value, where either's base value is 
set to 1. That should do it.


On 4/17/2012 4:02 AM, Thomas Volkmann wrote:


Good morning List,


maybe it's just too early, but I have a scalar-node with animation on 
it (that is supposed to drive scaling) and I want it to offset to get 
some variation. Is this possible in this easy way, or do I have to 
give each point a triggerAtFrame-attribute, compare to current frame 
and use a new state (or similar using an if-node).


How do you do this normally? (I do it with if-nodes, current-frame 
compared to triggerFrame and rescaling usually, but my mind is so slow 
this morning that I am longing for a quick one-node solution)



Thanks,

Thomas





Scene scale effecting bumpmaps

2012-04-17 Thread Chris Marshall
Hi All,
I have a scene that came from Max, the scale is pretty big, ie I have an
object 1500 units away from the origin (so not that big).
But I'm having real problems with bumpmaps being generated on that object
(using cell scalar nodes). Everything was fine, then I added an icosohedron
scaled to surround everything, and my bumpmaps have gone very strange. I've
tried freezing scale, different types of textures for the bump input, but
it all ends up going weird.
Is there anything obvious about scene size (distance from origin) and
bumpmaps I need to know?

Thanks
Chris


Re: Scene scale effecting bumpmaps

2012-04-17 Thread Chris Marshall
Yes. what I'm worried about is carrying on and hoping for the best. Maybe
all objects need to be scaled down. I might just bight the bullet though
it's going to take a while to sort out.
Thanks

On 17 April 2012 15:24, Sandy Sutherland sandy.sutherl...@triggerfish.co.za
 wrote:

  I have had geometry issues with models not too far from origin - when
 subd set to anything above o - then the geometry looks like organge peel
 and when played back the peel moves like turbulance!  Not sure of this
 threshold, but I must say Softimage does not like stuff too far away!

 S.

 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _




   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall [
 chrismarshal...@gmail.com]
 *Sent:* 17 April 2012 16:02
 *To:* softimage@listproc.autodesk.com
 *Subject:* Scene scale effecting bumpmaps

  Hi All,
 I have a scene that came from Max, the scale is pretty big, ie I have an
 object 1500 units away from the origin (so not that big).
 But I'm having real problems with bumpmaps being generated on that object
 (using cell scalar nodes). Everything was fine, then I added an icosohedron
 scaled to surround everything, and my bumpmaps have gone very strange. I've
 tried freezing scale, different types of textures for the bump input, but
 it all ends up going weird.
 Is there anything obvious about scene size (distance from origin) and
 bumpmaps I need to know?

  Thanks
 Chris




RE: Rendermapping again

2012-04-17 Thread Grahame Fuller
Will a Color Sampler shader work in your situation?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Tuesday, April 17, 2012 06:02 AM
To: softimage@listproc.autodesk.com
Subject: RE: Rendermapping again

So returning to the subject

In Max, there are render elements to render to texture, and Lighting has option 
to render shadows, direct and indirect lighting. In Softimage we don't have. So 
the final verdict is, we have to have a feature rich replacement for this. And 
if in max it can be done, I'm pretty sure that it can be done in Softimage as 
well...

Cheers


Szabolcs

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Tuesday, April 17, 2012 10:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: Rendermapping again

So my conclusion is that this system is mediocre at the best...
It need a serious overhaul...does anybody have some custom tools to manage it? 
Or we should wait Autodesk to do something?

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Monday, April 16, 2012 4:13 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Rendermapping again

Hey, me again...

So I tried the idea, and after some tests I came to a conclusion, that it 
fails. Unfortunately it worked well only if I set the FG rendering to exact, 
otherwise the resulting rendermap was blotchy (at the best).

Now I try a hardcore method, I render a direct lit scene (no FG), then an 
indirect lit scene (with FG) and make the difference in photoshop...:(


Cheers



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Friday, April 13, 2012 10:47 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Rendermapping again

Hey folks,

It's me again. Does anybody have any idea how to rendermap FG only (excluding 
direct light, I just want render secondary stuffs). It seems that turning off 
the primary doesn't help...


Cheers



Szabolcs
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attachment: winmail.dat

Re: 2013 save scene = no load in 2012?

2012-04-17 Thread Ed Schiffer
just to tease with a sad opensource gracefulness:

The blend file format is made especially for backward and forward
compatibility.


http://blenderartists.org/forum/showthread.php?88396-Transfer-From-Different-Blender-Versions.s=d7921a05b3276ab49f1c70ff874313cc

didn't test myself, though


Re: Scene scale effecting bumpmaps

2012-04-17 Thread Chris Marshall
Indeed. All the objects are fine on the scale, it's just the sheer distance
from the origin seems to be the problem, and some are pretty big.
I'll scale down and freeze before we go too far.
Cheers



On 17 April 2012 15:43, Sandy Sutherland sandy.sutherl...@triggerfish.co.za
 wrote:

  I would suggest it you can - scale - and then freeze scaling - it also
 does not like funny settings in scale!


 S.


 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _




   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall [
 chrismarshal...@gmail.com]
 *Sent:* 17 April 2012 16:37
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Scene scale effecting bumpmaps

  Yes. what I'm worried about is carrying on and hoping for the best.
 Maybe all objects need to be scaled down. I might just bight the bullet
 though it's going to take a while to sort out.
 Thanks

 On 17 April 2012 15:24, Sandy Sutherland 
 sandy.sutherl...@triggerfish.co.za wrote:

  I have had geometry issues with models not too far from origin - when
 subd set to anything above o - then the geometry looks like organge peel
 and when played back the peel moves like turbulance!  Not sure of this
 threshold, but I must say Softimage does not like stuff too far away!

 S.

 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _




   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall [
 chrismarshal...@gmail.com]
 *Sent:* 17 April 2012 16:02
 *To:* softimage@listproc.autodesk.com
 *Subject:* Scene scale effecting bumpmaps

   Hi All,
 I have a scene that came from Max, the scale is pretty big, ie I have an
 object 1500 units away from the origin (so not that big).
 But I'm having real problems with bumpmaps being generated on that object
 (using cell scalar nodes). Everything was fine, then I added an icosohedron
 scaled to surround everything, and my bumpmaps have gone very strange. I've
 tried freezing scale, different types of textures for the bump input, but
 it all ends up going weird.
 Is there anything obvious about scene size (distance from origin) and
 bumpmaps I need to know?

  Thanks
 Chris






-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


RE: Scene scale effecting bumpmaps

2012-04-17 Thread Stephen Blair
Nobody likes stuff too far away ;-)
I've seen cases of this type of thing in 3d Max and Maya too.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: April-17-12 10:25 AM
To: softimage@listproc.autodesk.com
Subject: RE: Scene scale effecting bumpmaps

I have had geometry issues with models not too far from origin - when subd set 
to anything above o - then the geometry looks like organge peel and when played 
back the peel moves like turbulance!  Not sure of this threshold, but I must 
say Softimage does not like stuff too far away!

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall 
[chrismarshal...@gmail.com]
Sent: 17 April 2012 16:02
To: softimage@listproc.autodesk.com
Subject: Scene scale effecting bumpmaps
Hi All,
I have a scene that came from Max, the scale is pretty big, ie I have an object 
1500 units away from the origin (so not that big).
But I'm having real problems with bumpmaps being generated on that object 
(using cell scalar nodes). Everything was fine, then I added an icosohedron 
scaled to surround everything, and my bumpmaps have gone very strange. I've 
tried freezing scale, different types of textures for the bump input, but it 
all ends up going weird.
Is there anything obvious about scene size (distance from origin) and bumpmaps 
I need to know?

Thanks
Chris

attachment: winmail.dat

clean human walk cycle in .fbx or softimage format?

2012-04-17 Thread Ed Manning
Working on a pitch, so no budget available.

I have to come up with a walking human skeleton. Anyone know a good
(preferably free) source of a human walk cycle animation that I could
attach geo to?

thanks!

Ed


Softimage development

2012-04-17 Thread Alex
I am really sorry for starting another one of the post but was just
wondering what was going on with the current development of Softimage now
that Lu-Eric and Guillaume Laforge have both jumped ship to the Maya team
now.


Re: clean human walk cycle in .fbx or softimage format?

2012-04-17 Thread Rob Chapman
yup theres tons of mocap free already with softimage with motor, set your
skeleton up for motor or use one of the canned characters to preview then
do Tools Motor  load motion

point to

C:\[Softimage Location[\Data\XSI_SAMPLES\Actions

enjoy!



On 17 April 2012 15:59, Ed Manning etmth...@gmail.com wrote:

 Working on a pitch, so no budget available.

 I have to come up with a walking human skeleton. Anyone know a good
 (preferably free) source of a human walk cycle animation that I could
 attach geo to?

 thanks!

 Ed



Re: clean human walk cycle in .fbx or softimage format?

2012-04-17 Thread Alan Fregtman
The Carnegie Mellon University mocap database has several walks: 
http://mocap.cs.cmu.edu/ in various mocap formats. (bvh works best.)


They don't cycle, but with a bit of work I'm sure one could be adapted 
to cycle properly. ;)



On 4/17/2012 10:59 AM, Ed Manning wrote:

Working on a pitch, so no budget available.

I have to come up with a walking human skeleton. Anyone know a good 
(preferably free) source of a human walk cycle animation that I could 
attach geo to?


thanks!

Ed





Re: Softimage development

2012-04-17 Thread Alan Fregtman

Bummer. :/ Let's hope he can make Maya less painful to use.


On 4/17/2012 11:10 AM, Alex wrote:
on his linked in page 
http://ca.linkedin.com/pub/guillaume-laforge/7/49/bb6


On 17 April 2012 16:07, Alan Fregtman alan.fregt...@modusfx.com 
mailto:alan.fregt...@modusfx.com wrote:


I don't remember reading about Laforge going to Maya... Where are
you getting that from?


On 4/17/2012 11:03 AM, Alex wrote:

I am really sorry for starting another one of the post but was
just wondering what was going on with the current development of
Softimage now that Lu-Eric and Guillaume Laforge have both jumped
ship to the Maya team now.





Re: Softimage development

2012-04-17 Thread Simon Reeves
silver lined clouds I guess if dev guys are going to maya with experience
of soft!


Simon Reeves
Freelance 3D VFX Artist

London, UK
*email: si...@simonreeves.com*
*website: http://www.simonreeves.com*
*
*



On 17 April 2012 16:30, Alex aleym...@googlemail.com wrote:

 Yes it is a bit of a bummer, hopefully maya can benefit a lot from this, I
 was using it last month reminded me there is actually a lot I like about
 it,

 Its more it would be nice to know how the powers that be see xsi going in
 the future.


 On 17 April 2012 16:15, Alan Fregtman alan.fregt...@modusfx.com wrote:

  Bummer. :/ Let's hope he can make Maya less painful to use.



 On 4/17/2012 11:10 AM, Alex wrote:

 on his linked in page
 http://ca.linkedin.com/pub/guillaume-laforge/7/49/bb6

 On 17 April 2012 16:07, Alan Fregtman alan.fregt...@modusfx.com wrote:

  I don't remember reading about Laforge going to Maya... Where are you
 getting that from?


 On 4/17/2012 11:03 AM, Alex wrote:

 I am really sorry for starting another one of the post but was just
 wondering what was going on with the current development of Softimage now
 that Lu-Eric and Guillaume Laforge have both jumped ship to the Maya team
 now.





RE: Softimage development

2012-04-17 Thread Andi Farhall
shoehorning ice into Maya perhaps..

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon
Reeves
Sent: 17 April 2012 16:33
To: softimage@listproc.autodesk.com
Subject: Re: Softimage development

 

silver lined clouds I guess if dev guys are going to maya with
experience of soft!




Simon Reeves

Freelance 3D VFX Artist 

 

London, UK
email: si...@simonreeves.com
website: http://www.simonreeves.com

 





On 17 April 2012 16:30, Alex aleym...@googlemail.com wrote:

Yes it is a bit of a bummer, hopefully maya can benefit a lot from this,
I was using it last month reminded me there is actually a lot I like
about it, 

Its more it would be nice to know how the powers that be see xsi going
in the future.

 

On 17 April 2012 16:15, Alan Fregtman alan.fregt...@modusfx.com wrote:

Bummer. :/ Let's hope he can make Maya less painful to use.




On 4/17/2012 11:10 AM, Alex wrote: 

on his linked in page
http://ca.linkedin.com/pub/guillaume-laforge/7/49/bb6 

On 17 April 2012 16:07, Alan Fregtman alan.fregt...@modusfx.com wrote:

I don't remember reading about Laforge going to Maya... Where are you
getting that from? 



On 4/17/2012 11:03 AM, Alex wrote: 

I am really sorry for starting another one of the post but was just
wondering what was going on with the current development of Softimage
now that Lu-Eric and Guillaume Laforge have both jumped ship to the Maya
team now. 


 


 

 



Re: Softimage development

2012-04-17 Thread John Richard Sanchez
That was hilarious Bradley! :)

On Tue, Apr 17, 2012 at 11:53 AM, Eric Turman i.anima...@gmail.com wrote:

 Did the Softimage team get any new people to replace them though?


 On Tue, Apr 17, 2012 at 10:50 AM, Stefan Andersson ste...@madcrew.sewrote:

 I'm not surprised :) I haven't had any high hopes for Softimage in a long
 while. While Softimage is a great product, it's not always the best product
 that will survive. It's better to just face the facts and not worry about
 it.
 Sure, it will be a drastic change for a lot of us. But it wont happen
 over night. I have more or less stopped working in Softimage for quite some
 time. I still use it, but mainly for particle work ( but render via
 Maya/MtoA ). And I know that wont last, sooner or later some FumeFX or
 Houdini guy will walk into the office and that will be the end of Softimage
 for us.

 I have no problem with it, it's more of a pain to try and be stubborn and
 force a odd software into the company. Most (if not all) of our juniors and
 interns has never heard of Softimage. So there isn't any new growth of
 talent, and it's not my place to try and change that.

 Gloomy? a little, but just get over it.

 regards
 stefan andersson


 On Tue, Apr 17, 2012 at 5:03 PM, Alex aleym...@googlemail.com wrote:

 I am really sorry for starting another one of the post but was just
 wondering what was going on with the current development of Softimage now
 that Lu-Eric and Guillaume Laforge have both jumped ship to the Maya team
 now.




 --

 *STEFAN ANDERSSON* // *Creative Director* // *Mad Crew AB* //
 http://www.madcrew.se




 --




 -=T=-




-- 
www.johnrichardsanchez.com


Re: VRay Lic server for Softimage x86

2012-04-17 Thread Kamen Lilov

On 4/17/2012 7:05 PM, Adam Sale wrote:

sorry, i was referring to vrl server.,rlm typo/...lol




Softimage ships with a license server built for x86.


And I meant VRay | Softimage  -- double typo :)

Regarding compatibility, if you have a build of License server from a 
recent (read: March2012+) update of VRay/Maya, it will server the 
Softimage WIBU licenses just fine.




Re: Envelope Weights Without the Envelope Op?

2012-04-17 Thread jo benayoun
Hi Bradley,

What about transferring the weights on a cav map (script or direct paint on
it ?), creating a group of siobjects and keep a relationship between both
by the display color - color at vertex (smooth weights should not be that
easy to process, but at least absolute ones should be ... ) ??

Another solution could be a 'userdatamap' ('facerobot' uses some to store
extra envelopes informations for custom ops) mixed with a cav map.
This last idea would be the same as applying an envelope, painting it,
creating a group to keep a track to the deformers, duplicating the envelope
cluster and it's map, and finally freezing.

just some thoughts,
:)
jo






2012/4/17 Bradley Gabe witha...@gmail.com

 I'd like to be able to use the envelope weighting workflow to control a
 custom ICE deformer, rather than an envelope op.

 The hacky way to do this is to mute the envelope operator, but I was
 wondering if anyone has figured out a more direct way to get access to the
 weight painting workflow without applying the envelope deformation.

 -B



Re: Softimage development

2012-04-17 Thread David Gallagher


Please don't make me go back to Maya.

On 4/17/2012 12:06 PM, Luc-Eric Rousseau wrote:

On Tue, Apr 17, 2012 at 8:53 AM, Eric Turmani.anima...@gmail.com  wrote:

Did the Softimage team get any new people to replace them though?


yes.. we've been interviewing, hiring and training many new developers
and QA for the last two years.  there are more than a dozen new
softimage people compared to three years ago.





Re: Softimage development

2012-04-17 Thread Alan Fregtman

Isn't 2012 the end of the world for mayans anyhow? ;)


On 4/17/2012 1:43 PM, David Gallagher wrote:


Please don't make me go back to Maya.

On 4/17/2012 12:06 PM, Luc-Eric Rousseau wrote:
On Tue, Apr 17, 2012 at 8:53 AM, Eric Turmani.anima...@gmail.com  
wrote:

Did the Softimage team get any new people to replace them though?


yes.. we've been interviewing, hiring and training many new developers
and QA for the last two years.  there are more than a dozen new
softimage people compared to three years ago.









Re: Softimage development

2012-04-17 Thread Rob Chapman
a classic case of divide and conquer, oof!


On 17 April 2012 18:49, Xavier Lapointe xl.mailingl...@gmail.com wrote:

 Lol, nha, Support is!

 (Waving my hand at Stephen)



Re: Cython

2012-04-17 Thread jo benayoun
Hi Eugen,
There is a bunch of tools like cython which are simply code generators (py
- c, a quick google search should give you a good list of them).

Imho, cython leads to ugly and unreadable python-like code and breaks the
ideas and concepts behind the language.
(there is a big bunch of devs behind the py core, and each design decision
takes long talks and many implementations before being incorporated in the
public release).
Then, the c code generated by cython is unreadable and produces usually
bigger binaries (example of a cython hello world generating hundreds
lines of code where in a regular cpy extension, it could be a dozen).
I also heard about lot of memory related problems. Maybe fixed now ?

If you are looking for speed, I would recommend writing your modules
directly in C using the C Python API which is kinda smart and convenient.
(before being a language, python is a c library which is damn useful:
unicode support, data-structures implementations, etc).
If you don't want to bother with C, you can still use the 'ctypes' packages
which will let you code in python and keeping a bridge to the C world for
specific speed purposes.

In a pure performances topic on processing softimage world datas, I
observed:
c dlls called by ctypes = c extensions using cpython =  cython = pure
ctypes.
 Im sure this scale depends of the context and the implementations. 

** prototyping ops in cython using the si python binding ? writing qt
widgets in cython using pyqt ?
In the way I understand it, no, it should not be possible (or maybe with a
huge amount of work and time to get everything working).

A python binding can be tough to produce and usually deals/answers to
specific needs/cases of the target API. That's why, I would tend to prefer
pybindings provided by Qt or Softimage instead of solution like this.
If there is no available binding (which is kinda rare cases), or when I
need speed improvements, I'm choosing, pure c/cpp implementation bind with
'ctypes' or c python extensions.

Finally, I would say, in a prototyping context, there is definitively no
point to use something else than pure python and official bindings, then
reimplementing the code in c/cpp.

Anyway, hope this general feedback will be valuable to you,
jo


2012/4/17 Eugen Sares softim...@keyvis.at

 without


Re: Cython

2012-04-17 Thread Alok Gandhi
Hi Eugen,

I used cython. It is really cool. But to use it efficiently you have to
really optimize your pyrex code, also use strongly caste your data type. I
think out of the box also it works pretty well for some less complicated
function prototypes.


Re: Softimage development

2012-04-17 Thread Xavier Lapointe
Don't forget it's normal for people to move on new projects. If it wasn't
of the acquisition years ago / Autodesk aura, would it be that big of a
deal?


RE: Softimage development

2012-04-17 Thread Sandy Sutherland
See No Evil...sorta thing.[ROFL]

S.


_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Matt Lind 
[ml...@carbinestudios.com]
Sent: 17 April 2012 19:59
To: softimage@listproc.autodesk.com
Subject: RE: Softimage development

Then why is there a Maya 2013 about to ship?


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, April 17, 2012 10:51 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage development

Isn't 2012 the end of the world for mayans anyhow? ;)


On 4/17/2012 1:43 PM, David Gallagher wrote:

 Please don't make me go back to Maya.

 On 4/17/2012 12:06 PM, Luc-Eric Rousseau wrote:
 On Tue, Apr 17, 2012 at 8:53 AM, Eric Turmani.anima...@gmail.com
 wrote:
 Did the Softimage team get any new people to replace them though?

 yes.. we've been interviewing, hiring and training many new
 developers and QA for the last two years.  there are more than a
 dozen new softimage people compared to three years ago.









Re: Softimage development

2012-04-17 Thread Bradley Gabe
Wait what?

Somebody please let Matt know his email account has been hacked.

On Tue, Apr 17, 2012 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote:

 Looking at the replies I get in support as well as overall trend in world
 business, I’d say a lot of the product development is moving to Asia.

 ** **

 Cheaper labor allows more developers to be hired for the same budget.
 Given that Softimage has a smaller market share compared to it’s siblings,
 they’re probably not going to get much in the way budget increases to fund
 new developments until they come up with something really genius to turn
 the market share in their favor.  But that’ll have to come in the results
 before the funding would be granted.  I don’t see that happening, therefore
 they have to be more creative with the dollars they have.   It’s kind of
 like salary caps in pro sports.  Do you go with high-priced veterans and
 free agents, or do you build from the farm and draft picks?  The answer is
 to use a good mix.

 ** **

 Overall it’s not a bad thing as more bodies allows more issues to be
 addressed that have been piling up due to the cutbacks Avid made on
 Softimage staff over the years.  In some instances that could be healthy
 because a fresh perspective to old problems may be able to do something to
 improve the fortunes of the product.   While it’s always nice to have long
 seasoned veterans around who know the innermost workings of the product,
 too much can stifle development because they get caught in particular
 thought patterns and ways of doing things that may hold the product back.
 It’s human nature.  Not saying that happened in this case, just saying in
 the general case.

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alex
 *Sent:* Tuesday, April 17, 2012 8:03 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Softimage development

 ** **

 I am really sorry for starting another one of the post but was just
 wondering what was going on with the current development of Softimage now
 that Lu-Eric and Guillaume Laforge have both jumped ship to the Maya team
 now. 
 ** **



Re: Cython

2012-04-17 Thread Alok Gandhi

  
  
I did not use it for soft plugins, it was more for a pure python
library. Some of the functions involved geometry operations like
line-line intersection, some ray tracing algorithms etc. For these
specific functions I used Cython to build extension and then used
them in my python modules. I mixed everything using cython. Some
code was all python just got converted. Some other code pure C
functions. And some was a mix (thourgh pyrex code).

You are right, basically the idea is to inject python code with some
steroids. For Softimage plugins, if I have huge data sets to  work
with like point position arrays etc. I would rather use C++ API. 
But for all other needs, specially concerning file browsing and
other stuff, Python provides an easy, fast and more maintainable
code.

So it depends on your use case scenario what would be a better
implementation.

Also, if you have python functions and you just want to convert them
to C code, it will not always be fast, unless you type cast and take
care of a few other things, like porting all of your loops in C. You
can find a little more about this here :
http://www.perrygeo.net/wordpress/?p=116

Also remember that though Cython Site says that you can use MinGW to
compile, I had some problems with it, so I finally switched to
Visual Studio compiler.

Hope that helps,

Cheers !!



  

On 4/17/2012 2:12 PM, Eugen Sares wrote:
Thanks
  for the replies, guys!
  
  I stumbled across all this today, so I have no idea yet what and
  how can be done. That's why I'm asking.
  
  
  I do my operator-prototyping in JScript at the moment, and planned
  to port it to C++ when they are fully working.
  
  Yet the idea not having to do the port to C++ is appealing, of
  course. Prototype in Python, compile when finished, and lean
  back...
  
  
  
  Alok, did you just compile specific functions, or whole Softimage
  plugins with it?
  
  Would that be possible, compile all the usual SI callbacks for an
  operator? There are many differences in the SI Scripting and C++
  API, after all.
  
  A fact you have to deal with when porting from JScript to C++,
  too.
  
  
  As I understand it, you rarely touch the C code generated by
  Cython, right? You could, but mainly it's just a means to get to a
  fast compile of a Python program.
  
  
  
  Regarding UI widgets:
  
  the idea is NOT to use PyQt, but somehow call those
  .net-windows-libs from Cython somehow. Sounds complicated, though.
  
  
  
  On Tue, 17 Apr 2012 19:56:17 +0200, Alok Gandhi
  alok.gandhi2...@gmail.com wrote:
  
  
  Hi Eugen,


I used cython. It is really cool. But to use it efficiently you
have to

really optimize your pyrex code, also use strongly caste your
data type. I

think out of the box also it works pretty well for some less
complicated

function prototypes.

  
  
  
  -
  
  No virus found in this message.
  
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Re: Softimage development

2012-04-17 Thread Eric Lampi
Yeah firing one of those through a potato gun was a bad idea.

On Tue, Apr 17, 2012 at 5:28 PM, Bradley Gabe witha...@gmail.com wrote:

 There was an intense hazing period in Singapore (supervised by Luc-Eric),
 and nearly all the new devs survived, save for that one, unfortunate, fatal
 mishap with a durian fruit http://en.wikipedia.org/wiki/Durian.

 On Tue, Apr 17, 2012 at 5:23 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 We've had a lot of luck with new hires.. for example the main guy that
 worked on the core of ICE, did all the physx and bullet integration,
 and created ICE Modeling was hired just around the adsk acquisition.
 (he did the physX integration as an intern at Soft) And of course
 guillaume laforge has only on Softimage for  2 years.  I have full
 confidence on the new guys and girls we hired more recently.





-- 
Freelance 3D and VFX animator


Re: CrowdFX Waiting until idle finishes

2012-04-17 Thread Eric Thivierge
Thanks I'll take a look.


Eric Thivierge
http://www.ethivierge.com


On Wed, Apr 18, 2012 at 2:51 AM, guillaume laforge 
guillaume.laforge...@gmail.com wrote:

 Hi Eric,

 If you need to wait for the end of your idle cycle you must set the pose
 state ID to walk and the target speed to something greater than zero only
 near the end of the idle anim (of course).

 I can't help you more this week as I'm not in Montreal, but take a look at
 the foofighters sample scene to see how to compare current frame in actors
 animation (this scene is not a simple one to start with though).

 Cheers,
 Guillaume Laforge

 Sent from my phone

 On 2012-04-17, at 5:03, Eric Thivierge ethivie...@gmail.com wrote:

 So setting up my crowd I have the 3 basic cycles imported running. The
 only problem is that the idle cycle needs to finish and then transition
 into the walk. I have a character scratching his head then returning to the
 neutral state. Is there a built in way to do that or do I have to roll my
 own?

 Also, what is the path of least resistance for having multiple idle cycles
 and randomizing which one each character uses?

 Thanks in advance!

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




Re: Softimage development

2012-04-17 Thread Alok Gandhi

  
  
Sorry for jumping in late into the conversation, I have not read
what ensued before, so pardon me if I miss the whole point of this
thread, but for what it's worth, we are a soft house, and yes we
have done movie work, game cinematics, full CG Feature. Softimage
remains our primary DCC App from tracking to rendering for movie
production. Having said that, it is also true that for VFX work we
do use Maya and Houdini depending on shots.

I think for softimage to replace Maya/Houdini, it still needs some
love specially in the fluids/voxels/volume rendering department.
Soft and Rigid Body dynamics still needs to be done through 3rd
Party Solutions (e.g Momentum, which by the way does great stuff).
With Arnold, it is now even better to have Soft Setup as primary
rendering.

Also, things are changing fast, as they always due in any Tech
field(just a reassertion of Moore's Law on my part). With the advent
of new technologies/solutions like Katana, Alembic, Arnold and the
likes, look Dev and Shading is no more tied to any DCC App. Modeling
is completely taken care by Z Brush, even mudbox and you do not need
to go other apps even for the base mesh. So it all boils down to
Rigging/ Character/Creature rig setups and Animation.

IMHO, Softimage is still qualifies as one of the most fast,
efficient, comprehensive and easy to use package for the
rigging/animation pipeline. With ICE which adds to the strength of
these two(rigging and animation) apects, it gets even better. It is
for sure just a matter of right marketing strategy to push it for
Feature Film Production Pipelines, which I hope the Soft team is
already working on.

In my view, for future, whichever DCC App provides faster, simple
GUI/Front ends for less technologically inclined artists, efficient
and be able to pull off all sorts of particle/fx will lead the
markets.

If you throw open source projects like blender into the mix, it
becomes more interesting, look at Sintel project itself for example.

My 0.02 $

  

On 4/17/2012 6:30 PM, pete...@skynet.be wrote:

  

  Thanks Hilary,
  tricky question: does your brilliant Softimage team (I
dont doubt it) get assigned any movie work?
   
  Autodesk (and previously Alias) marketing has made damn
sure that any producer knows the ‘only soft used on movie
VFX is Maya’ – and it’s hurting me badly lately.
  If I was more of a business person I would have dropped
Softimage a long time ago. As much as I like working in it,
it is making the business side increasingly difficult.
  ICE has certainly been a big push, and I do like where
2013 is going, but the wealth of Maya opportunities VS the
scarcity of Softimage opportunities is hard to ignore.
  For every Softimage job I get - and I’ve been some great
places and met wonderful people through them – I miss a
handful of Maya opportunities.
   
   
   
  

   
  
From: Hilary
Macdonald 
Sent: Tuesday, April 17, 2012 10:44 PM
To: softimage@listproc.autodesk.com

Subject: Re: Softimage development
  

 
  
  It's
  worth it Peter. I fly the Soft flag here and absolutely
  promote our small, but fantastic team. We've delivered a
  huge job recently in a crazy time schedule - without
  Andi's brilliance and his knowledge of ICE it couldn't
  have been done.
  H
  

 
From: pete...@skynet.be
[mailto:pete...@skynet.be] 
Sent: Tuesday, April 17, 2012 09:14 PM
To: softimage@listproc.autodesk.com
softimage@listproc.autodesk.com 
Subject: Re: Softimage development 
   


  
unfortunately, for many people all over the world,
  staying on softimage is a constant uphill struggle...
 
george knows i’ve been trying to get softimage
  adopted, better known and appreciated everywhere I
  went for the past 11 years – but looking back one
  wonders if it was worth it.

  
 
 

  From: Eric Turman
  
  Sent: Tuesday, April 17, 2012 9:45 PM
  To: softimage@listproc.autodesk.com
 

Re: 2013 save scene = no load in 2012?

2012-04-17 Thread Steven Caron
nope, mixed up again... 2013 could in theory save a file knowing which
features 2012 doesn't support, but 2012 would need to radically change how
it loaded data from future (forward) versions and features it does not yet
know about. brent was talking about the latter.

On Tue, Apr 17, 2012 at 4:52 PM, Eric Turman i.anima...@gmail.com wrote:

 Wait...I thought that Brent said that it was not trivial to implement a
 'save as previous version'; It sounded like it would take considerable
 resources to implement that.




Re: 2013 save scene = no load in 2012?

2012-04-17 Thread Steven Caron
yes, i see the post you are referring to...

Makes total sense...It would be nice, however, to be able to save out to
an older version from the newer version...not nice enough to prevent
awesome new updates, but nice enough if it were a relatively trivial task.

i guess it doesn't matter what luc-eric says now :P

s

On Tue, Apr 17, 2012 at 5:00 PM, Eric Turman i.anima...@gmail.com wrote:

 But I was originally suggesting the prior...the one that Luc-Eric said
 that the team could conceivably consider.


 On Tue, Apr 17, 2012 at 6:56 PM, Steven Caron car...@gmail.com wrote:

 nope, mixed up again... 2013 could in theory save a file knowing which
 features 2012 doesn't support, but 2012 would need to radically change how
 it loaded data from future (forward) versions and features it does not yet
 know about. brent was talking about the latter.

 On Tue, Apr 17, 2012 at 4:52 PM, Eric Turman i.anima...@gmail.comwrote:

 Wait...I thought that Brent said that it was not trivial to implement a
 'save as previous version'; It sounded like it would take considerable
 resources to implement that.




 --




 -=T=-



Re: 2013 save scene = no load in 2012?

2012-04-17 Thread Luc-Eric Rousseau
What we said was that allowing the software to load a scene from a future
version is very difficult.  Adding feature that allows the software to save
a file compatible with one version back is a much simpler problem. Much
less to test, and no time machine required.
On Apr 17, 2012 5:01 PM, Eric Turman i.anima...@gmail.com wrote:

 But I was originally suggesting the prior...the one that Luc-Eric said
 that the team could conceivably consider.

 On Tue, Apr 17, 2012 at 6:56 PM, Steven Caron car...@gmail.com wrote:

 nope, mixed up again... 2013 could in theory save a file knowing which
 features 2012 doesn't support, but 2012 would need to radically change how
 it loaded data from future (forward) versions and features it does not yet
 know about. brent was talking about the latter.

 On Tue, Apr 17, 2012 at 4:52 PM, Eric Turman i.anima...@gmail.comwrote:

 Wait...I thought that Brent said that it was not trivial to implement a
 'save as previous version'; It sounded like it would take considerable
 resources to implement that.




 --




 -=T=-



Re: 2012 SAP stability (or... not so much...)

2012-04-17 Thread Xavier Lapointe
Might be handy:

http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx

2012/4/17 Xavier Lapointe xl.mailingl...@gmail.com

 I don't know what you've tried so far except runonce and the user's
 Autodesk folder reset, but I would also suggest to remove all external
 addons/plugins/workgroup (not provided with Soft), and see if you
 experience the same crash. If you don't, then you know your problem lies
 somewhere in there. Having a virgin Autodesk directory would be a good
 thing too, I've seen crashes with custom UI Layout sometimes, even if they
 were not in use.

 You could also try any equivalent of strace (linux) on windows ... I think
 there's one. Might tell you at which point it's crashing.





-- 
Xavier


Re: 2012 SAP stability (or... not so much...)

2012-04-17 Thread Xavier Lapointe
An article from xsisupport that might be related:

http://xsisupport.wordpress.com/2011/08/27/the-case-of-the-missing-registry-values/



2012/4/17 Xavier Lapointe xl.mailingl...@gmail.com

 Might be handy:

 http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx


 2012/4/17 Xavier Lapointe xl.mailingl...@gmail.com

 I don't know what you've tried so far except runonce and the user's
 Autodesk folder reset, but I would also suggest to remove all external
 addons/plugins/workgroup (not provided with Soft), and see if you
 experience the same crash. If you don't, then you know your problem lies
 somewhere in there. Having a virgin Autodesk directory would be a good
 thing too, I've seen crashes with custom UI Layout sometimes, even if they
 were not in use.

 You could also try any equivalent of strace (linux) on windows ... I
 think there's one. Might tell you at which point it's crashing.





 --
 Xavier




-- 
Xavier