Re: Crowd webinar if you missed it.... like I did.

2012-04-26 Thread Rob Wuijster

you're not alone ;-)

I missed/forgot it due to the time difference, glad to see it's online now!

cheers,

Rob

\/-\/\/


On 26-4-2012 19:01, Adam Seeley wrote:

Headphones on...

http://www.youtube.com/watch?v=3Toyh0_doko

Adam.

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.1913 / Virus Database: 2411/4961 - Release Date: 04/26/12



Re: OBJ exporter

2012-04-26 Thread Martin
I've always had problems with Maya OBJs in other applications like Faogen,
and usually I solve those problems exporting to FBX, importing in SI,
exporting from SI to OBJ.
I've never been able to successfully export multiple meshes with Maya OBJ
exporter.

Martin


RE: OBJ exporter

2012-04-26 Thread Ponthieux, Joseph G. (LARC-D318)[LITES]
A lifetime ago I wrote an OBJ importer for Maya(1.5) that supported Wavefront 
OBJ materials. Believe it or not Maya never fully supported all aspects of OBJ 
when TAV crossed over to Maya. Anyway the point is that OBJ has some 
similarities to VRML, not in structure but in priniciple. It is a loose 
standard in which the same model can be written multiple ways, especially in 
terms of where Shading Groups are defined or begin. The problems that most 
people experience with OBJ import export is that custom exporters are often not 
bound to all of the OBJ specification because they are writing their OBJ output 
to their own standard. Any OBJ export read by someone else's importer, has 
about a 60/40 chance of working because the standard is so weak.

That not to say the OBJ format is not safe or solid, it is, if it can be read. 
A lot of importers ignore parts of the standard, some write things which others 
never supported, materials for example. Things like groups are the most common 
problem and can be placed almost anywhere and some importers will read and 
figure groupings out while others will bomb horribly. There are similarities 
here between OBJ, VRML, IV, and IGES, again strictly on the principle of each 
standards original intent that they be able to support simple and complex 
structures at the same time, defining almost the same thing, with little 
thought about what others were going to eventually try and do with these 
open(ASCII) standards.

The even larger problem faced by exporter writers is that they largely only 
tested their own exports when importing, so theyre only guaranteed to work 99% 
of the time when written and read by the same application. Sometimes people 
pick up an OBJ they get off the web to test with, not knowing that the OBJ they 
have might be considered non-standard by the TAV OBJ spec. It was a real 
problem, one that Alias never solved. At one point I think there were at least 
two and possibly three obj converters that shipped with Maya. If one didnt work 
you tried the other, if those didnt work you tried Okino, or Deep Ex or 
Softimage, or well you get the picture. Somebody's converter was almost always 
bound to work, the question was, whose? Then you danced it from one app to the 
other till you got a more stable OBJ in the target app. What was incredibly 
interesting in one of those exercises was to see how different each OBJ was 
along the way exiting each app.

Having said this, OBJ still was among one of the more stable formats, if not a 
bit lean in some areas of support. However, if memory serves right, I think it 
could support polys and curves in the same file so it wasnt a crude standard by 
any stretch. It did however get caught in limbo between TAV and MAYA and never 
really quite recovered from that. Still OBJ was a great format to work around 
if you needed to write your own custom models.

For all its best qualities it still an archaic format though, older than some 
people on this list I would guess. The fact you are still using it a testament 
to its staying power.  The thing you have to know when using OBj though is that 
the problem can be the file, the converter or both, and its often really hard 
to know what if you don't have access to the original specs or source code of 
the converter. I realize this response doesnt solve your problem but it may 
provide some inisght as to why it is a problem.

Regardless the problem you are having it could be much worse. There were 
formats however that should have been relegated to the trash bin of CGI decades 
ago, OBJ is not one of themDXf however comes to mind here.

Joey



From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind 
[ml...@carbinestudios.com]
Sent: Thursday, April 26, 2012 7:50 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

To my knowledge OBJ supports one property of each type per mesh, but you should 
look up the OBJ specs to verify as I’m merely reciting from memory and never 
touch OBJ myself.  I’m only familiar with the bugs that get reported to me 
which I must investigate.

In the case of softimage, the bug is the OBJ exporter does not make the 
distinction between Texture UVs, User Normals, and Vertex Colors when deciding 
what data to export.  It looks for the first sample cluster property it can 
find and exports that.  I think the error comes about because the OBJ exporter 
was written before User Normals truly existed and was probably coded on a false 
assumption about what would be available on a mesh for export.  OBJ is a pretty 
simple format, even a novice scripter could write an OBJ importer/exporter if 
they wanted to.

I haven’t studied the OBJ files from Softimage vs. Max/Maya, so I don’t know 
why the resulting file would be larger.  Since OBJ is ASCII, probably a case 
Softimage being more verbose with descriptions.


OK, official contest:   Who can write t

Re: SI 2013 production ready?

2012-04-26 Thread Xavier Lapointe
hey there,

Hmmm .. last time with tried with Patrick we got it working on Ubuntu and
soft 2012.SAP. Downloaded the latest Ubuntu release today, but we haven't
give it a shot yet with 2013 (will wait for SP1 I guess).

I suspect it won't be much different, and icecache will still be a problem.
But with Alembic let's say it simplifies thing a little.


Cheers


Re: SI 2013 production ready?

2012-04-26 Thread Alan Fregtman
I believe Xavier Lapointe got it working on Ubuntu. Maybe he can chime
in? :)  [You reading this, Mr.X?]

On Thu, Apr 26, 2012 at 6:59 AM, Mirko Jankovic
 wrote:
> on the other side how's things with SI and Ubunty?
> Just wondering


Equivalent to 'ui "mapping"' for plugin-based custom shaders?

2012-04-26 Thread Nicolas Burtnyk
Hi everyone,

For SPDL-based shaders, one can use the ui "mapping" statement to control
the viewport rendering of a shader.
Is there an equivalent mechanism for plugin-based shaders?

Thanks!

-Nicolas


RE: OBJ exporter

2012-04-26 Thread Matt Lind
To my knowledge OBJ supports one property of each type per mesh, but you should 
look up the OBJ specs to verify as I'm merely reciting from memory and never 
touch OBJ myself.  I'm only familiar with the bugs that get reported to me 
which I must investigate.

In the case of softimage, the bug is the OBJ exporter does not make the 
distinction between Texture UVs, User Normals, and Vertex Colors when deciding 
what data to export.  It looks for the first sample cluster property it can 
find and exports that.  I think the error comes about because the OBJ exporter 
was written before User Normals truly existed and was probably coded on a false 
assumption about what would be available on a mesh for export.  OBJ is a pretty 
simple format, even a novice scripter could write an OBJ importer/exporter if 
they wanted to.

I haven't studied the OBJ files from Softimage vs. Max/Maya, so I don't know 
why the resulting file would be larger.  Since OBJ is ASCII, probably a case 
Softimage being more verbose with descriptions.


OK, official contest:   Who can write the best OBJ importer and exporter 
toolset.

Deadline: August 1, 2012

Winner gets a piece of Softimage swag from my 20 year archive.  You must come 
to my annual Siggraph dinner to claim the prize ;-)

AndGO!



Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Thursday, April 26, 2012 12:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

Yeah, I remember this convo from a ways back. Reordering things in the explorer 
view to get them to export properly was the solution you and szabolcs had 
mentioned.

So you say obj only supports one of each type of sample cluster property per 
mesh. Does this mean that it supports only one property per mesh being 
exported.or it supports one of each "type".i.e. You can export user 
normals and one uv set...but you wouldn't be able to get two uv sets 
out with a user normal as well? I'm guessing you mean the latter as it appears 
to be the case with max/maya obj export when getting smoothing groups/normals 
into game engines with UV's intact.

Also, what was it again that makes the .obj files so much larger when exported 
from Soft? The way they handle UV's is inherently different which adds to the 
amount of data??

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 2:13 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

BTW - I reported the bug long ago.


From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 11:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

There is a limitation of OBJ only supporting 1 of each type of sample cluster 
property per mesh.  But in the case of the Softimage OBJ exporter, I'd call it 
a design flaw as the user should be able to specify which of the existing 
sample cluster properties should go out the door.  For example, an object with 
2 texture projections.

Matt



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Thursday, April 26, 2012 11:10 AM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

Is that an inherent limitation to the obj format itself? User normals and uv's 
appear to come out of max/maya properly no?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 1:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

The issue with the OBJ exporter is it only exports a single sample cluster 
property.  A sample cluster property is any of type: Texture UVs, User Normal, 
or Vertex Color.  In our experience the OBJ exporter chooses and exports only 
the most recently created sample cluster on the object.

Matt





From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 26, 2012 12:24 AM
To: softimage@listproc.autodesk.com
Subject: OBJ exporter

Hey guys,

Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken?

My issues so far:


-  UVs are not optimized (not welded)

-  If there is a user normal cluster UV data is not exported


Cheers


Szabolcs
___
Thi

RE: Evaluating ice weight map gen per frame

2012-04-26 Thread Simon Van de Lagemaat
I'm sure I'll be calling you again :-)  I'm having some issues with the 
instances on my sphere changing orientation when the sphere rotates.  If I 
can't get it working by tomorrow I'll post an example.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 4:36 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Glad to help :)

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 07:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

That did the trick good sir!

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 4:06 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

I suspected there might be normals involved. When converting reference frames 
of "true" vectors as opposed to positions, you need to treat them differently 
(i.e. ignore any translation). There are a few ways to do this e.g.:

- Plug sphere.global.kine.ori and .scl into SRT to Matrix, plug that into a 3x3 
matrix (to force the data type), and use that to multiply the normals before 
the dot product.

- Convert the normals to 4D vectors with W=0, multiply them by 
sphere.global.kine as before, and convert back to 3D vectors before taking the 
dot product.

Note that the above works for "true" vectors in general but normals are even 
more special. If there's any possiblity that there might be non-uniform scaling 
involved, then instead of just using sphere.global.kine you need to plug it 
into a Transpose node and then an Inverse node first. That's not necessary for 
uniform scaling because in that case the inverse of the transpose is the same 
as the original matrix.

And all the above applies only to vectors and normals, not positions.

Good luck!

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:39 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

I kludged this together from wathcing a tutorial on something unrelated to 
weight map gen but it seems to work :-)   I'm in no way experienced with ICE so 
I'm sure I'm messing something up.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 3:29 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

No, they should work. Can you post a screengrab or scene?

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:21 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Thanks Graham!  I can now get transform changes on the sphere working but 
orientation changes to the sphere still seem to be borked.  I'm guessing that 
the orientation values aren't included in all of this?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 2:42 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Use Multiply Vector by Matrix to multiply sphere.PointPosition by 
sphere.kine.global first. Then calculate the dot product.

When you get attributes like Sphere.PointPosition by explicit reference (i.e. 
not reading at locations), you get the raw values, which are expressed relative 
to the object centre. Multiplying by the global transform converts to them to 
the global reference frame.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com
Subject: Evaluating ice weight map gen per frame

I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring 

RE: Evaluating ice weight map gen per frame

2012-04-26 Thread Grahame Fuller
Glad to help :)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 07:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

That did the trick good sir!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 4:06 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

I suspected there might be normals involved. When converting reference frames 
of "true" vectors as opposed to positions, you need to treat them differently 
(i.e. ignore any translation). There are a few ways to do this e.g.:

- Plug sphere.global.kine.ori and .scl into SRT to Matrix, plug that into a 3x3 
matrix (to force the data type), and use that to multiply the normals before 
the dot product.

- Convert the normals to 4D vectors with W=0, multiply them by 
sphere.global.kine as before, and convert back to 3D vectors before taking the 
dot product.

Note that the above works for "true" vectors in general but normals are even 
more special. If there's any possiblity that there might be non-uniform scaling 
involved, then instead of just using sphere.global.kine you need to plug it 
into a Transpose node and then an Inverse node first. That's not necessary for 
uniform scaling because in that case the inverse of the transpose is the same 
as the original matrix.

And all the above applies only to vectors and normals, not positions.

Good luck!

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:39 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

I kludged this together from wathcing a tutorial on something unrelated to 
weight map gen but it seems to work :-)   I'm in no way experienced with ICE so 
I'm sure I'm messing something up.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 3:29 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

No, they should work. Can you post a screengrab or scene?

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:21 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Thanks Graham!  I can now get transform changes on the sphere working but 
orientation changes to the sphere still seem to be borked.  I'm guessing that 
the orientation values aren't included in all of this?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 2:42 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Use Multiply Vector by Matrix to multiply sphere.PointPosition by 
sphere.kine.global first. Then calculate the dot product.

When you get attributes like Sphere.PointPosition by explicit reference (i.e. 
not reading at locations), you get the raw values, which are expressed relative 
to the object centre. Multiplying by the global transform converts to them to 
the global reference frame.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com
Subject: Evaluating ice weight map gen per frame

I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring the transforms and acting as if the mesh is in a rest 
state.

How can I get the weight map tree to eval the mesh and its transforms on every 
frame?  I created a simulated ice tree but no luck.

Cheers
<>

RE: Evaluating ice weight map gen per frame

2012-04-26 Thread Simon Van de Lagemaat
That did the trick good sir!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 4:06 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

I suspected there might be normals involved. When converting reference frames 
of "true" vectors as opposed to positions, you need to treat them differently 
(i.e. ignore any translation). There are a few ways to do this e.g.:

- Plug sphere.global.kine.ori and .scl into SRT to Matrix, plug that into a 3x3 
matrix (to force the data type), and use that to multiply the normals before 
the dot product.

- Convert the normals to 4D vectors with W=0, multiply them by 
sphere.global.kine as before, and convert back to 3D vectors before taking the 
dot product.

Note that the above works for "true" vectors in general but normals are even 
more special. If there's any possiblity that there might be non-uniform scaling 
involved, then instead of just using sphere.global.kine you need to plug it 
into a Transpose node and then an Inverse node first. That's not necessary for 
uniform scaling because in that case the inverse of the transpose is the same 
as the original matrix.

And all the above applies only to vectors and normals, not positions.

Good luck!

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:39 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

I kludged this together from wathcing a tutorial on something unrelated to 
weight map gen but it seems to work :-)   I'm in no way experienced with ICE so 
I'm sure I'm messing something up.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 3:29 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

No, they should work. Can you post a screengrab or scene?

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:21 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Thanks Graham!  I can now get transform changes on the sphere working but 
orientation changes to the sphere still seem to be borked.  I'm guessing that 
the orientation values aren't included in all of this?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 2:42 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Use Multiply Vector by Matrix to multiply sphere.PointPosition by 
sphere.kine.global first. Then calculate the dot product.

When you get attributes like Sphere.PointPosition by explicit reference (i.e. 
not reading at locations), you get the raw values, which are expressed relative 
to the object centre. Multiplying by the global transform converts to them to 
the global reference frame.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com
Subject: Evaluating ice weight map gen per frame

I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring the transforms and acting as if the mesh is in a rest 
state.

How can I get the weight map tree to eval the mesh and its transforms on every 
frame?  I created a simulated ice tree but no luck.

Cheers


RE: Evaluating ice weight map gen per frame

2012-04-26 Thread Grahame Fuller
I suspected there might be normals involved. When converting reference frames 
of "true" vectors as opposed to positions, you need to treat them differently 
(i.e. ignore any translation). There are a few ways to do this e.g.:

- Plug sphere.global.kine.ori and .scl into SRT to Matrix, plug that into a 3x3 
matrix (to force the data type), and use that to multiply the normals before 
the dot product.

- Convert the normals to 4D vectors with W=0, multiply them by 
sphere.global.kine as before, and convert back to 3D vectors before taking the 
dot product.

Note that the above works for "true" vectors in general but normals are even 
more special. If there's any possiblity that there might be non-uniform scaling 
involved, then instead of just using sphere.global.kine you need to plug it 
into a Transpose node and then an Inverse node first. That's not necessary for 
uniform scaling because in that case the inverse of the transpose is the same 
as the original matrix.

And all the above applies only to vectors and normals, not positions.

Good luck!

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:39 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

I kludged this together from wathcing a tutorial on something unrelated to 
weight map gen but it seems to work :-)   I'm in no way experienced with ICE so 
I'm sure I'm messing something up.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 3:29 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

No, they should work. Can you post a screengrab or scene?

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:21 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Thanks Graham!  I can now get transform changes on the sphere working but 
orientation changes to the sphere still seem to be borked.  I'm guessing that 
the orientation values aren't included in all of this?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 2:42 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Use Multiply Vector by Matrix to multiply sphere.PointPosition by 
sphere.kine.global first. Then calculate the dot product.

When you get attributes like Sphere.PointPosition by explicit reference (i.e. 
not reading at locations), you get the raw values, which are expressed relative 
to the object centre. Multiplying by the global transform converts to them to 
the global reference frame.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com
Subject: Evaluating ice weight map gen per frame

I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring the transforms and acting as if the mesh is in a rest 
state.

How can I get the weight map tree to eval the mesh and its transforms on every 
frame?  I created a simulated ice tree but no luck.

Cheers
<>

RE: Evaluating ice weight map gen per frame

2012-04-26 Thread Grahame Fuller
No, they should work. Can you post a screengrab or scene?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 06:21 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Thanks Graham!  I can now get transform changes on the sphere working but 
orientation changes to the sphere still seem to be borked.  I'm guessing that 
the orientation values aren't included in all of this?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 2:42 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Use Multiply Vector by Matrix to multiply sphere.PointPosition by 
sphere.kine.global first. Then calculate the dot product.

When you get attributes like Sphere.PointPosition by explicit reference (i.e. 
not reading at locations), you get the raw values, which are expressed relative 
to the object centre. Multiplying by the global transform converts to them to 
the global reference frame.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com
Subject: Evaluating ice weight map gen per frame

I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring the transforms and acting as if the mesh is in a rest 
state.

How can I get the weight map tree to eval the mesh and its transforms on every 
frame?  I created a simulated ice tree but no luck.

Cheers
<>

RE: Evaluating ice weight map gen per frame

2012-04-26 Thread Simon Van de Lagemaat
Thanks Graham!  I can now get transform changes on the sphere working but 
orientation changes to the sphere still seem to be borked.  I'm guessing that 
the orientation values aren't included in all of this?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: April-26-12 2:42 PM
To: softimage@listproc.autodesk.com
Subject: RE: Evaluating ice weight map gen per frame

Use Multiply Vector by Matrix to multiply sphere.PointPosition by 
sphere.kine.global first. Then calculate the dot product.

When you get attributes like Sphere.PointPosition by explicit reference (i.e. 
not reading at locations), you get the raw values, which are expressed relative 
to the object centre. Multiplying by the global transform converts to them to 
the global reference frame.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com
Subject: Evaluating ice weight map gen per frame

I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring the transforms and acting as if the mesh is in a rest 
state.

How can I get the weight map tree to eval the mesh and its transforms on every 
frame?  I created a simulated ice tree but no luck.

Cheers


RE: Evaluating ice weight map gen per frame

2012-04-26 Thread Grahame Fuller
Use Multiply Vector by Matrix to multiply sphere.PointPosition by 
sphere.kine.global first. Then calculate the dot product.

When you get attributes like Sphere.PointPosition by explicit reference (i.e. 
not reading at locations), you get the raw values, which are expressed relative 
to the object centre. Multiplying by the global transform converts to them to 
the global reference frame.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com
Subject: Evaluating ice weight map gen per frame

I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring the transforms and acting as if the mesh is in a rest 
state.

How can I get the weight map tree to eval the mesh and its transforms on every 
frame?  I created a simulated ice tree but no luck.

Cheers
<>

Re: Tracking changes to the scene

2012-04-26 Thread Nicolas Burtnyk
Looked again at siOnTimeChange and my results were due to a mistake on my
part - I was getting the frame number as an integer rather than a double.
 So false alarm on that one.

I tested the 3rd issue with render regions and indeed it works correctly
there - that is the dirty list correctly identifies the sphere as being
dirty after applying the bend, even when "Auto-refresh" is off.

I'll bring up both the siOnValueChange issue and the render preview/dirty
list issue with support.


On Thu, Apr 26, 2012 at 12:30 PM, Steven Caron  wrote:

> the softimage rendering api hasn't been around as long as maya or max's
> and it certainly hasn't been used as much. so yes... there will be bugs.
>
> i cannot repeat siOnTimeChange issue you report in softimage 2012
> (10.0.422.0) this is the first version of 2012, not that service packs or
> the subscription advantage packs. i get 2.0-10.0 ... 1.0 isn't logged cause
> the first time cause i was already on that frame during startup.
>
> the siOnValueChange event doesn't get fired for any deformers being added.
> you should bring this up to support also... this will only work for you
> because a user might not accept the default values of the operator and the
> siOnValueChange will be fired when the user changes those values. this is a
> lame workaround but maybe you could use the siOnEndCommand event to capture
> those deformers going missing through siOnValueChange.
>
> the last one i can't test easily but should be brought up to support. i
> know they fixed some stuff about the dirty list not too long ago. i also
> know the render preview window behaves a bit weird sometimes. what about
> the render region?
>
> On Thu, Apr 26, 2012 at 12:08 PM, Nicolas Burtnyk 
> wrote:
>
>> I'm running some tests today and indeed the events and dirty list in Soft
>> (testing on 2012) seem to unfortunately have lots of bugs as hinted by
>> Kamen.
>>
>> Examples:
>> - siOnTimeChange often reports the wrong frame, for example if I frame
>> step starting at frame 1 up to frame 10, I get callbacks with the "Frame"
>> attribute set to: 0, 1, 3, 3, 5, 6, 6, 7, 9, 10 (should be 1, 2, 3, 4, 5,
>> 6, 7, 8, 9, 10).  This one is probably no big deal since I'll probably just
>> end up assuming that everything animated is dirty on frame change
>> regardless of the actual frame number.
>>
>> - siOnValueChange is not fired when applying a bend operator to a mesh.
>>  I have a feeling this is but one of many operations which fail to generate
>> a siOnValueChange event.  Fortunately, the DirtyList *might* catch this but
>> it has some major problems (see next point).
>>
>> - DirtyList is always empty when clicking the refresh button in the
>> render preview window or when opening it.  In other words, DirtyList only
>> appears to be useful when the render preview window remains open and you
>> don't use the lock button :(
>>
>> The combination of those last 2 issues are going to be a problem...  for
>> this particular case of operators I guess I can try remembering the
>> operators connected to an object and consider it dirty when they change.
>>
>>
>>
>> On Thu, Apr 26, 2012 at 9:33 AM, Nicolas Burtnyk 
>> wrote:
>>
>>> Thanks for the tip!
>>>
>>>
>>> On Thu, Apr 26, 2012 at 9:25 AM, Kamen Lilov >> > wrote:
>>>
 On 4/25/2012 9:06 PM, Nicolas Burtnyk wrote:

> [...]then rely on the DirtyList or siOnValueChange event for "normal"
> (i.e. non animation) renders.  I'll see if that gets me somewhere...
>
 You may want to rely on _both_, and have some extra special logic for
 events that SI "forgets" to announce - such as hiding or showing an
 individual cluster. That's how another renderer does it - I'm not saying
 which one, but it's a production system :)



>>>
>>
>


Evaluating ice weight map gen per frame

2012-04-26 Thread Simon Van de Lagemaat
I'm generating a weight map on a mesh using a simple dot product of a null and 
the surface points on the sphere.  When I animate the sphere the weight map 
generation is ignoring the transforms and acting as if the mesh is in a rest 
state.

How can I get the weight map tree to eval the mesh and its transforms on every 
frame?  I created a simulated ice tree but no luck.

Cheers


Re: siutils.py changes in 2013? why?

2012-04-26 Thread Hans Payer
Thanks

On Thu, Apr 26, 2012 at 3:57 PM, Steven Caron  wrote:

> there was a 'memory leak'. i logged an issue about this mentioning they
> should have provided a way to avoid the leak but maintain compatibility
> with client code. i suggest you do the same so it will get some more
> attention.
>
> i wouldn't change siutils.py but instead put a try catch in your code
> until its resolved.
>
> s
>
>
> On Thu, Apr 26, 2012 at 12:53 PM, Hans Payer  wrote:
>
>> Hello,
>>
>> The si shortcut in siutils return a method object in 2013 instead of the
>> XSI.application object in 2012. So to get the same result as in 2012 you
>> have to add parentheses() when calling si in 2013 in order my old plugins
>> to work. Seems like no big deal, I will change siutils.py so it behaves as
>> in 2012.  But why change it? Is there a good reason?  It's a bit annoying.
>> Now I'm afraid others will start writing code with si() and I'll have to
>> find a clever way to support both at the same time.
>>
>> Thanks
>>
>> Hans
>>
>
>


LA Softimage users for Psyop LA

2012-04-26 Thread Jonah Friedman
Hey Everyone,

I was asked to pass along this message:

Psyop LA is currently in search for Mid - Sr. Level Softimage artists. We
are looking for artists across all mediums such as Modeling/Texture,
Lighting, Animation and most importantly, effects artists working in ICE.
Also important to be able to integrate Softimage work into existing
non-Softimage pipelines, especially interoperation with Maya.

If interested, email Nellie Tehrani nel...@psyop.tv

-Jonah


Re: siutils.py changes in 2013? why?

2012-04-26 Thread Steven Caron
there was a 'memory leak'. i logged an issue about this mentioning they
should have provided a way to avoid the leak but maintain compatibility
with client code. i suggest you do the same so it will get some more
attention.

i wouldn't change siutils.py but instead put a try catch in your code until
its resolved.

s

On Thu, Apr 26, 2012 at 12:53 PM, Hans Payer  wrote:

> Hello,
>
> The si shortcut in siutils return a method object in 2013 instead of the
> XSI.application object in 2012. So to get the same result as in 2012 you
> have to add parentheses() when calling si in 2013 in order my old plugins
> to work. Seems like no big deal, I will change siutils.py so it behaves as
> in 2012.  But why change it? Is there a good reason?  It's a bit annoying.
> Now I'm afraid others will start writing code with si() and I'll have to
> find a clever way to support both at the same time.
>
> Thanks
>
> Hans
>


siutils.py changes in 2013? why?

2012-04-26 Thread Hans Payer
Hello,

The si shortcut in siutils return a method object in 2013 instead of the
XSI.application object in 2012. So to get the same result as in 2012 you
have to add parentheses() when calling si in 2013 in order my old plugins
to work. Seems like no big deal, I will change siutils.py so it behaves as
in 2012.  But why change it? Is there a good reason?  It's a bit annoying.
Now I'm afraid others will start writing code with si() and I'll have to
find a clever way to support both at the same time.

Thanks

Hans


Re: Tracking changes to the scene

2012-04-26 Thread Steven Caron
the softimage rendering api hasn't been around as long as maya or max's and
it certainly hasn't been used as much. so yes... there will be bugs.

i cannot repeat siOnTimeChange issue you report in softimage 2012
(10.0.422.0) this is the first version of 2012, not that service packs or
the subscription advantage packs. i get 2.0-10.0 ... 1.0 isn't logged cause
the first time cause i was already on that frame during startup.

the siOnValueChange event doesn't get fired for any deformers being added.
you should bring this up to support also... this will only work for you
because a user might not accept the default values of the operator and the
siOnValueChange will be fired when the user changes those values. this is a
lame workaround but maybe you could use the siOnEndCommand event to capture
those deformers going missing through siOnValueChange.

the last one i can't test easily but should be brought up to support. i
know they fixed some stuff about the dirty list not too long ago. i also
know the render preview window behaves a bit weird sometimes. what about
the render region?

On Thu, Apr 26, 2012 at 12:08 PM, Nicolas Burtnyk wrote:

> I'm running some tests today and indeed the events and dirty list in Soft
> (testing on 2012) seem to unfortunately have lots of bugs as hinted by
> Kamen.
>
> Examples:
> - siOnTimeChange often reports the wrong frame, for example if I frame
> step starting at frame 1 up to frame 10, I get callbacks with the "Frame"
> attribute set to: 0, 1, 3, 3, 5, 6, 6, 7, 9, 10 (should be 1, 2, 3, 4, 5,
> 6, 7, 8, 9, 10).  This one is probably no big deal since I'll probably just
> end up assuming that everything animated is dirty on frame change
> regardless of the actual frame number.
>
> - siOnValueChange is not fired when applying a bend operator to a mesh.  I
> have a feeling this is but one of many operations which fail to generate a
> siOnValueChange event.  Fortunately, the DirtyList *might* catch this but
> it has some major problems (see next point).
>
> - DirtyList is always empty when clicking the refresh button in the render
> preview window or when opening it.  In other words, DirtyList only appears
> to be useful when the render preview window remains open and you don't use
> the lock button :(
>
> The combination of those last 2 issues are going to be a problem...  for
> this particular case of operators I guess I can try remembering the
> operators connected to an object and consider it dirty when they change.
>
>
>
> On Thu, Apr 26, 2012 at 9:33 AM, Nicolas Burtnyk 
> wrote:
>
>> Thanks for the tip!
>>
>>
>> On Thu, Apr 26, 2012 at 9:25 AM, Kamen Lilov 
>> wrote:
>>
>>> On 4/25/2012 9:06 PM, Nicolas Burtnyk wrote:
>>>
 [...]then rely on the DirtyList or siOnValueChange event for "normal"
 (i.e. non animation) renders.  I'll see if that gets me somewhere...

>>> You may want to rely on _both_, and have some extra special logic for
>>> events that SI "forgets" to announce - such as hiding or showing an
>>> individual cluster. That's how another renderer does it - I'm not saying
>>> which one, but it's a production system :)
>>>
>>>
>>>
>>
>


Re: Tracking changes to the scene

2012-04-26 Thread Nicolas Burtnyk
I'm running some tests today and indeed the events and dirty list in Soft
(testing on 2012) seem to unfortunately have lots of bugs as hinted by
Kamen.

Examples:
- siOnTimeChange often reports the wrong frame, for example if I frame step
starting at frame 1 up to frame 10, I get callbacks with the "Frame"
attribute set to: 0, 1, 3, 3, 5, 6, 6, 7, 9, 10 (should be 1, 2, 3, 4, 5,
6, 7, 8, 9, 10).  This one is probably no big deal since I'll probably just
end up assuming that everything animated is dirty on frame change
regardless of the actual frame number.

- siOnValueChange is not fired when applying a bend operator to a mesh.  I
have a feeling this is but one of many operations which fail to generate a
siOnValueChange event.  Fortunately, the DirtyList *might* catch this but
it has some major problems (see next point).

- DirtyList is always empty when clicking the refresh button in the render
preview window or when opening it.  In other words, DirtyList only appears
to be useful when the render preview window remains open and you don't use
the lock button :(

The combination of those last 2 issues are going to be a problem...  for
this particular case of operators I guess I can try remembering the
operators connected to an object and consider it dirty when they change.



On Thu, Apr 26, 2012 at 9:33 AM, Nicolas Burtnyk wrote:

> Thanks for the tip!
>
>
> On Thu, Apr 26, 2012 at 9:25 AM, Kamen Lilov 
> wrote:
>
>> On 4/25/2012 9:06 PM, Nicolas Burtnyk wrote:
>>
>>> [...]then rely on the DirtyList or siOnValueChange event for "normal"
>>> (i.e. non animation) renders.  I'll see if that gets me somewhere...
>>>
>> You may want to rely on _both_, and have some extra special logic for
>> events that SI "forgets" to announce - such as hiding or showing an
>> individual cluster. That's how another renderer does it - I'm not saying
>> which one, but it's a production system :)
>>
>>
>>
>


RE: OBJ exporter

2012-04-26 Thread Williams, Wayne
Yeah, I remember this convo from a ways back. Reordering things in the explorer 
view to get them to export properly was the solution you and szabolcs had 
mentioned.

So you say obj only supports one of each type of sample cluster property per 
mesh. Does this mean that it supports only one property per mesh being 
exported.or it supports one of each "type".i.e. You can export user 
normals and one uv set...but you wouldn't be able to get two uv sets 
out with a user normal as well? I'm guessing you mean the latter as it appears 
to be the case with max/maya obj export when getting smoothing groups/normals 
into game engines with UV's intact.

Also, what was it again that makes the .obj files so much larger when exported 
from Soft? The way they handle UV's is inherently different which adds to the 
amount of data??

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 2:13 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

BTW - I reported the bug long ago.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 11:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

There is a limitation of OBJ only supporting 1 of each type of sample cluster 
property per mesh.  But in the case of the Softimage OBJ exporter, I'd call it 
a design flaw as the user should be able to specify which of the existing 
sample cluster properties should go out the door.  For example, an object with 
2 texture projections.

Matt



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Thursday, April 26, 2012 11:10 AM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

Is that an inherent limitation to the obj format itself? User normals and uv's 
appear to come out of max/maya properly no?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 1:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

The issue with the OBJ exporter is it only exports a single sample cluster 
property.  A sample cluster property is any of type: Texture UVs, User Normal, 
or Vertex Color.  In our experience the OBJ exporter chooses and exports only 
the most recently created sample cluster on the object.

Matt





From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 26, 2012 12:24 AM
To: softimage@listproc.autodesk.com
Subject: OBJ exporter

Hey guys,

Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken?

My issues so far:


-  UVs are not optimized (not welded)

-  If there is a user normal cluster UV data is not exported


Cheers


Szabolcs
___
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this e-mail from your system. E-mail transmission cannot be guaranteed to be 
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destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
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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


Re: Replacing Animation Clip

2012-04-26 Thread Dwayne Elahie

Thanks for the response.

On 4/26/2012 5:39 AM, David Saber wrote:
I've been asking this question on Si Community some time ago but I 
think it's not possible.

http://www.si-community.com/community/viewtopic.php?f=9&t=855
Should be a feature request?

-Original Message- From: Dwayne Elahie
Sent: Wednesday, April 25, 2012 10:12 PM
To: softimage@listproc.autodesk.com
Subject: Replacing Animation Clip

Hi,

I was wondering if it is possible to replace an animation clip in the
animation mixer without losing all the settings (i.e. animated weight,
cycle repeats, etc..). Kind of like Adobe After Effects, where you can
hold alt and drag the new clip on to the old one in the timeline.

thanks in advanced,

Dwayne 




RE: OBJ exporter

2012-04-26 Thread Matt Lind
BTW - I reported the bug long ago.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 11:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

There is a limitation of OBJ only supporting 1 of each type of sample cluster 
property per mesh.  But in the case of the Softimage OBJ exporter, I'd call it 
a design flaw as the user should be able to specify which of the existing 
sample cluster properties should go out the door.  For example, an object with 
2 texture projections.

Matt



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Thursday, April 26, 2012 11:10 AM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

Is that an inherent limitation to the obj format itself? User normals and uv's 
appear to come out of max/maya properly no?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 1:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

The issue with the OBJ exporter is it only exports a single sample cluster 
property.  A sample cluster property is any of type: Texture UVs, User Normal, 
or Vertex Color.  In our experience the OBJ exporter chooses and exports only 
the most recently created sample cluster on the object.

Matt





From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 26, 2012 12:24 AM
To: softimage@listproc.autodesk.com
Subject: OBJ exporter

Hey guys,

Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken?

My issues so far:


-  UVs are not optimized (not welded)

-  If there is a user normal cluster UV data is not exported


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


RE: OBJ exporter

2012-04-26 Thread Matt Lind
There is a limitation of OBJ only supporting 1 of each type of sample cluster 
property per mesh.  But in the case of the Softimage OBJ exporter, I'd call it 
a design flaw as the user should be able to specify which of the existing 
sample cluster properties should go out the door.  For example, an object with 
2 texture projections.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Thursday, April 26, 2012 11:10 AM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

Is that an inherent limitation to the obj format itself? User normals and uv's 
appear to come out of max/maya properly no?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 1:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

The issue with the OBJ exporter is it only exports a single sample cluster 
property.  A sample cluster property is any of type: Texture UVs, User Normal, 
or Vertex Color.  In our experience the OBJ exporter chooses and exports only 
the most recently created sample cluster on the object.

Matt





From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 26, 2012 12:24 AM
To: softimage@listproc.autodesk.com
Subject: OBJ exporter

Hey guys,

Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken?

My issues so far:


-  UVs are not optimized (not welded)

-  If there is a user normal cluster UV data is not exported


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


RE: OBJ exporter

2012-04-26 Thread Williams, Wayne
Is that an inherent limitation to the obj format itself? User normals and uv's 
appear to come out of max/maya properly no?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, April 26, 2012 1:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: OBJ exporter

The issue with the OBJ exporter is it only exports a single sample cluster 
property.  A sample cluster property is any of type: Texture UVs, User Normal, 
or Vertex Color.  In our experience the OBJ exporter chooses and exports only 
the most recently created sample cluster on the object.

Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 26, 2012 12:24 AM
To: softimage@listproc.autodesk.com
Subject: OBJ exporter

Hey guys,

Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken?

My issues so far:


-  UVs are not optimized (not welded)

-  If there is a user normal cluster UV data is not exported


Cheers


Szabolcs
___
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this e-mail from your system. E-mail transmission cannot be guaranteed to be 
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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 
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Avni Yerli, Cevat Yerli, Faruk Yerli


RE: OBJ exporter

2012-04-26 Thread Matt Lind
The issue with the OBJ exporter is it only exports a single sample cluster 
property.  A sample cluster property is any of type: Texture UVs, User Normal, 
or Vertex Color.  In our experience the OBJ exporter chooses and exports only 
the most recently created sample cluster on the object.

Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 26, 2012 12:24 AM
To: softimage@listproc.autodesk.com
Subject: OBJ exporter

Hey guys,

Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken?

My issues so far:


-  UVs are not optimized (not welded)

-  If there is a user normal cluster UV data is not exported


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


Crowd webinar if you missed it.... like I did.

2012-04-26 Thread Adam Seeley
Headphones on...


http://www.youtube.com/watch?v=3Toyh0_doko

Adam.

Re: Tracking changes to the scene

2012-04-26 Thread Nicolas Burtnyk
Thanks for the tip!

On Thu, Apr 26, 2012 at 9:25 AM, Kamen Lilov wrote:

> On 4/25/2012 9:06 PM, Nicolas Burtnyk wrote:
>
>> [...]then rely on the DirtyList or siOnValueChange event for "normal"
>> (i.e. non animation) renders.  I'll see if that gets me somewhere...
>>
> You may want to rely on _both_, and have some extra special logic for
> events that SI "forgets" to announce - such as hiding or showing an
> individual cluster. That's how another renderer does it - I'm not saying
> which one, but it's a production system :)
>
>
>


Re: Tracking changes to the scene

2012-04-26 Thread Kamen Lilov

On 4/25/2012 9:06 PM, Nicolas Burtnyk wrote:
[...]then rely on the DirtyList or siOnValueChange event for "normal" 
(i.e. non animation) renders.  I'll see if that gets me somewhere...
You may want to rely on _both_, and have some extra special logic for 
events that SI "forgets" to announce - such as hiding or showing an 
individual cluster. That's how another renderer does it - I'm not saying 
which one, but it's a production system :)





Re: Never a dull moment in MR land: 'FATAL: mental ray has encountered a fatal error condition...'

2012-04-26 Thread Len Krenzler
I had a similar problem not long ago.  Try "enable" convert textures to 
memory maps.  Even though my scene wasn't anywhere near the memory limit 
this fixed it.  Not sure why but it's worth a try.


On 4/25/2012 8:24 PM, Tim Crowson wrote:

Hi Chris,

I'm afraid there's not a lot to go on. I'll try to see if I can notice 
a pattern. Also, the automated reporting system popped up twice and I 
sent reports in both times.


- This is with build 10.5.98.0 on Windows 7 64
- It has happened 4 times in the last 48 hours.
- It's not always the same scene file, but it is always with the same 
referenced models (which do include ICE instances and strands, non of 
which are animated)
- all crashes occurred at the end of a frame (specifically switching 
to the next pass), when multiple single-frames passes were selected 
and I ran "render selected passes"
- 1 other crash (which resulted in a no explicit error, but just a 
'failed to save' dialog) occurred in a blank scene, when launching 
Firefox from the taskbar. I only mention this because of what Matt 
said about web services... in case that sheds any light.
- In the case of the "Fatal Mental Ray error", 3/4 crashes occurred 
while Firefox was in focus, with the render in the background. The 4th 
happened without any browser or evident web client running. XSI was 
the only 'app' running.


Again, I know that's not very specific. I'll see what else I can 
determine if it happens again.


-Tim C.


On 4/25/2012 7:26 PM, Chris Chia wrote:

Hi Tim,
Is your crash specific to a particular working file? What are the steps to 
reproduce the crash? What version of SI are you using?

Regards,
Chris
Softimage QA Analyst


On 26 Apr, 2012, at 4:14 AM, "Tim 
Crowson"mailto:tim.crow...@magneticdreams.com>>  
wrote:

I just had the same exact crash again, with no web browser or email client 
running. FWIW.
-Tim

On 4/25/2012 1:58 PM, Matt Lind wrote:
This isn’t a mental ray specific issue.  I have had the same instability when 
using netview or Internet Explorer for general use while writing scripts and 
other basic tasks.  There’s some kind of conflict going on between the 
Softimage core and web services on your computer.

Matt





From:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Wednesday, April 25, 2012 9:56 AM
To:softimage@listproc.autodesk.com
Subject: Never a dull moment in MR land: 'FATAL: mental ray has encountered a 
fatal error condition...'

I'm rendering a frame locally, which renders fine as long as XSI is front and 
center. But on occasion, if I have gmail up and am checking messages while 
rendering in the background, I'll get the following error...

'FATAL: mental ray has encountered a fatal error condition. It has been 
disabled for the rest of this XSI session. Please save your work and contact 
Softimage support'

To which I must add...
'They were forced to eat Robin's minstrels, and there was great rejoicing... 
yay'

Any idea why this might happen? It's happened twice in the last 24 hours, and 
the only common condition seems to be that I've got Firefox up on top checking 
my email. And don't tell me switch to Arnold. We already know that.
--



Tim Crowson
Lead CG Artist





Magnetic Dreams Animation Studio, Inc.
2525 Lebanon Pike, Building C. Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 
|www.magneticdreams.com
tim.crow...@magneticdreams.com



--







--






Re: SI 2013 production ready?

2012-04-26 Thread Mirko Jankovic
on the other side how's things with SI and Ubunty?
Just wondering


RE: Never a dull moment in MR land: 'FATAL: mental ray has encountered a fatal error condition...'

2012-04-26 Thread Chris Chia
Hi Tim,
>From what u have mentioned, this issue could be from ICE, Ref Model or even 
>your machine or MR setup.
If this is causing you a lot of problem, you can produce a small file (includes 
your ICE and Ref Model) and reproduce the steps. I would then be able to pass 
it to the Dev for investigation.

Let me know if u need the help.


Regards,
Chris Chia
QA Analyst / ICE, FaceRobot and General Specialist,
Autodesk Media and Entertainment


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Thursday, April 26, 2012 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: Never a dull moment in MR land: 'FATAL: mental ray has encountered 
a fatal error condition...'

Hi Chris,

I'm afraid there's not a lot to go on. I'll try to see if I can notice a 
pattern. Also, the automated reporting system popped up twice and I sent 
reports in both times.

- This is with build 10.5.98.0 on Windows 7 64
- It has happened 4 times in the last 48 hours.
- It's not always the same scene file, but it is always with the same 
referenced models (which do include ICE instances and strands, non of which are 
animated)
- all crashes occurred at the end of a frame (specifically switching to the 
next pass), when multiple single-frames passes were selected and I ran "render 
selected passes"
- 1 other crash (which resulted in a no explicit error, but just a 'failed to 
save' dialog) occurred in a blank scene, when launching Firefox from the 
taskbar. I only mention this because of what Matt said about web services... in 
case that sheds any light.
- In the case of the "Fatal Mental Ray error", 3/4 crashes occurred while 
Firefox was in focus, with the render in the background. The 4th happened 
without any browser or evident web client running. XSI was the only 'app' 
running.

Again, I know that's not very specific. I'll see what else I can determine if 
it happens again.

-Tim C.


On 4/25/2012 7:26 PM, Chris Chia wrote:

Hi Tim,

Is your crash specific to a particular working file? What are the steps to 
reproduce the crash? What version of SI are you using?



Regards,

Chris

Softimage QA Analyst





On 26 Apr, 2012, at 4:14 AM, "Tim Crowson" 
mailto:tim.crow...@magneticdreams.com>>
 wrote:



I just had the same exact crash again, with no web browser or email client 
running. FWIW.

-Tim



On 4/25/2012 1:58 PM, Matt Lind wrote:

This isn't a mental ray specific issue.  I have had the same instability when 
using netview or Internet Explorer for general use while writing scripts and 
other basic tasks.  There's some kind of conflict going on between the 
Softimage core and web services on your computer.



Matt











From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson

Sent: Wednesday, April 25, 2012 9:56 AM

To: 
softimage@listproc.autodesk.com

Subject: Never a dull moment in MR land: 'FATAL: mental ray has encountered a 
fatal error condition...'



I'm rendering a frame locally, which renders fine as long as XSI is front and 
center. But on occasion, if I have gmail up and am checking messages while 
rendering in the background, I'll get the following error...



'FATAL: mental ray has encountered a fatal error condition. It has been 
disabled for the rest of this XSI session. Please save your work and contact 
Softimage support'



To which I must add...

'They were forced to eat Robin's minstrels, and there was great rejoicing... 
yay'



Any idea why this might happen? It's happened twice in the last 24 hours, and 
the only common condition seems to be that I've got Firefox up on top checking 
my email. And don't tell me switch to Arnold. We already know that.

--







Tim Crowson

Lead CG Artist











Magnetic Dreams Animation Studio, Inc.

2525 Lebanon Pike, Building C. Nashville, TN 37214

Ph  615.885.6801 | Fax  615.889.4768 | 
www.magneticdreams.com

tim.crow...@magneticdreams.com







--











--




<>

RE: SI 2013 production ready?

2012-04-26 Thread Stephen Blair
Beta testers were running 2013 on Fedora 14 
And
Fedora 14 is the supported distro



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christoph Muetze
Sent: April-26-12 5:47 AM
To: softimage@listproc.autodesk.com
Subject: Re: SI 2013 production ready?

On 26/04/12 11:32, Thomas Volkmann wrote:
> Hey List,
>
> are you guys using SI2013 in production yet? Is it safe? I don't want
> to be the one to stumble over a shader-disconnect bug at the end of
> production if I can help it :)he
>

+1

plus: has anyone made it working under fedora14 yet? (over here 
softimage freezes upon startup right after the splashscreen comes up... :/ )

chris


<>

Re: SI 2013 production ready?

2012-04-26 Thread Christoph Muetze

On 26/04/12 11:32, Thomas Volkmann wrote:

Hey List,

are you guys using SI2013 in production yet? Is it safe? I don't want
to be the one to stumble over a shader-disconnect bug at the end of
production if I can help it :)he
   


+1

plus: has anyone made it working under fedora14 yet? (over here 
softimage freezes upon startup right after the splashscreen comes up... :/ )


chris




Re: Replacing Animation Clip

2012-04-26 Thread David Saber
I've been asking this question on Si Community some time ago but I think 
it's not possible.

http://www.si-community.com/community/viewtopic.php?f=9&t=855
Should be a feature request?

-Original Message- 
From: Dwayne Elahie

Sent: Wednesday, April 25, 2012 10:12 PM
To: softimage@listproc.autodesk.com
Subject: Replacing Animation Clip

Hi,

I was wondering if it is possible to replace an animation clip in the
animation mixer without losing all the settings (i.e. animated weight,
cycle repeats, etc..). Kind of like Adobe After Effects, where you can
hold alt and drag the new clip on to the old one in the timeline.

thanks in advanced,

Dwayne 


SI 2013 production ready?

2012-04-26 Thread Thomas Volkmann
Hey List,

are you guys using SI2013 in production yet? Is it safe? I don't want
to be the one to stumble over a shader-disconnect bug at the end of
production if I can help it :)

cheers,
Thomas

OBJ exporter

2012-04-26 Thread Szabolcs Matefy
Hey guys,

 

Can somebody (Stephen ;) ) confirm that the OBJ exporter is still
broken? 

 

My issues so far:

 

-  UVs are not optimized (not welded)

-  If there is a user normal cluster UV data is not exported

 

 

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