Re: ICE - Offset node-animation per particle
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
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
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
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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli attachment: winmail.dat
Re: 2013 save scene = no load in 2012?
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
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
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?
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
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?
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?
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
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
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
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
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
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?
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
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
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
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
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
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
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
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
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
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. Checked by AVG - www.avg.com Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11 Internal Virus Database is out of date.
Re: Softimage development
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
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
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?
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?
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?
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...)
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...)
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