Re: Zbrush fibres to softimage strands
http://florianeberle.com/2012/02/21/fibermesh-to-strands/ These compunds work pretty good. : ) 2012/5/9 Gerbrand Nel g...@cannonballbunny.com Hey list I have a pretty tight project where I need to create a realistic animal and was wondering if anyone here has used the zbrush fibres to strands add-on? I've never used the fibre brush in Zbrush, but I'm keen to try it out if anyone here can confirm that it works. thanks guys G
Re: Zbrush fibres to softimage strands
hey Juhani, thanks for the plug :) hi Gerbrand up to now i didn't have any problems with the compounds, except for one report that says that sometimes zbrush messes up the objs on export, writing some #inf's to pointpositions. then the plugin fails to load the obj. never happened to me though. if you encounter problems you can post them here, i'm usually around lurking in the depth of the list. cheers -- Flo Eberle Lead Modeling Artist/ Technical Director On Wed, May 9, 2012 at 12:19 PM, Juhani Karlsson juhani.karls...@talvi.comwrote: http://florianeberle.com/2012/02/21/fibermesh-to-strands/ These compunds work pretty good. : ) 2012/5/9 Gerbrand Nel g...@cannonballbunny.com Hey list I have a pretty tight project where I need to create a realistic animal and was wondering if anyone here has used the zbrush fibres to strands add-on? I've never used the fibre brush in Zbrush, but I'm keen to try it out if anyone here can confirm that it works. thanks guys G
Re: Zbrush fibres to softimage strands
Thanks guys :) Will let you know if I hit a snag G On 2012/05/09 12:44 PM, Florian Eberle wrote: hey Juhani, thanks for the plug :) hi Gerbrand up to now i didn't have any problems with the compounds, except for one report that says that sometimes zbrush messes up the objs on export, writing some #inf's to pointpositions. then the plugin fails to load the obj. never happened to me though. if you encounter problems you can post them here, i'm usually around lurking in the depth of the list. cheers -- Flo Eberle Lead Modeling Artist/ Technical Director On Wed, May 9, 2012 at 12:19 PM, Juhani Karlsson juhani.karls...@talvi.com mailto:juhani.karls...@talvi.com wrote: http://florianeberle.com/2012/02/21/fibermesh-to-strands/ These compunds work pretty good. : ) 2012/5/9 Gerbrand Nel g...@cannonballbunny.com mailto:g...@cannonballbunny.com Hey list I have a pretty tight project where I need to create a realistic animal and was wondering if anyone here has used the zbrush fibres to strands add-on? I've never used the fibre brush in Zbrush, but I'm keen to try it out if anyone here can confirm that it works. thanks guys G No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2012.0.1913 / Virus Database: 2425/4986 - Release Date: 05/08/12
Re: [Rigging] Robot IK Legs
Some info in this thread that might help: http://www.si-community.com/community/viewtopic.php?f=38t=1645start=20 On 9 May 2012 11:37, Florian Eberle f...@pixable.de wrote: hello people banging my had about a rigging setup here: i have a rather stiff robot that needs to be rigged and i'm struggling with the IK-setup for the legs. the problem is the structure of the robots hips. it's very restricted in that it only has two hinge joints. one that allows the leg to rotate front/back and the other rotates out/in, rotation along the leg is not possible. the two hinges are not in the same place (obviously) so i have different rotation points. and to complicate things even more: the knee does not lie on the legs 'plane' but is offset a good amount. after some very frustrating tries i'm reasonably sure that it's just not possible to rig with the built in two bone IK. can someone prove me wrong here (or at least tell me i'm right)? i'd appreciate any hints, tips, trick and references thanks -- Flo Eberle Lead Modeling Artist/ Technical Director -- www.matinai.com
Re: [Rigging] Robot IK Legs
i'll check that out - thanks! On Wed, May 9, 2012 at 1:11 PM, Matt Morris matt...@gmail.com wrote: Some info in this thread that might help: http://www.si-community.com/community/viewtopic.php?f=38t=1645start=20 On 9 May 2012 11:37, Florian Eberle f...@pixable.de wrote: hello people banging my had about a rigging setup here: i have a rather stiff robot that needs to be rigged and i'm struggling with the IK-setup for the legs. the problem is the structure of the robots hips. it's very restricted in that it only has two hinge joints. one that allows the leg to rotate front/back and the other rotates out/in, rotation along the leg is not possible. the two hinges are not in the same place (obviously) so i have different rotation points. and to complicate things even more: the knee does not lie on the legs 'plane' but is offset a good amount. after some very frustrating tries i'm reasonably sure that it's just not possible to rig with the built in two bone IK. can someone prove me wrong here (or at least tell me i'm right)? i'd appreciate any hints, tips, trick and references thanks -- Flo Eberle Lead Modeling Artist/ Technical Director -- www.matinai.com
Re: CgChannel coverage
So Chinny is no longer our poster boy?! I'm very curious to see how this is going to turn out. I've seen Softimage make its way into more pipelines mostly because of ICE but I worry it's being sidelined. I would think that the plan is to fully integrate ICE into maya leaving Soft all but useless? Kris On May 4, 2012, at 12:15 PM, Matt Morris matt...@gmail.com wrote: Graham - thanks for raising it. Chris - I think the initial post on the mailing list was fairly successful and well received, and it did put a number of minds at rest. However, the amount of softimage users that read the mailing list is in the minority, and the most visible source of information since then has been the cgchannel news article, hence it's caused a bit of a stir among the less well-informed users out there. I appreciate the actions not words sentiment, and all your hard work with bug fixes and community engagement so far, looking forward to seeing what the new team bring to the table. Regards, Matt On 4 May 2012 13:33, Graham Bell graham.b...@autodesk.com wrote: Following Matts post about the cgchannel article, I have highlighted the issue with someone high up and the mixed messages its sends out. Whether anything will happen, I don't know. But I raised the concern about the mixed messages this type of thing gives out. G From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Juhani Karlsson Sent: 04 May 2012 13:14 To: softimage@listproc.autodesk.com Subject: Re: CgChannel coverage Thats a good attitude! ; ) - Juhani 2012/5/4 Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.com Hi Matt, That must decided by the higher management. Anyway, i believe ChunPong has introduced his team to ease the panic in the mailing list a while ago. Despite that, users still make a lot of assumption. I think we can only prove to them by actions (instead of words). Regards, Chris On 4 May, 2012, at 8:03 PM, Matt Morris matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.com wrote: Hi Chris, the article makes a lot of assumptions based on the information that came out in the mailing list. An official announcement/press release might help? Regards, Matt On 4 May 2012 12:27, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: Hi Matt, Thanks for the link. I have googled that too. Guess we will have to work harder to prove to the Softimage community to gain their faith. Regards, Chris Chia Softimage QA Analyst Autodesk Media Entertainment On 4 May, 2012, at 7:22 PM, Matt Morris matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.com wrote: Sorry a link would help eh ;) http://www.cgchannel.com/2012/05/autodesk-reshuffles-softimage-development-team/ On 4 May 2012 12:14, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: Hi Matt, Thanks for bringing that out. Could you provide us with the link? And please rest assured that we are a far bigger team. Regards, Chris Chia Softimage QA Analyst Autodesk Media Entertainment On 4 May, 2012, at 5:46 PM, Matt Morris matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.com wrote: Hi, just a quick one, the post at cgchannel covering the changing team has the phrase ' six-person team '. This seems to be a bit misleading (people think its 6 developers total working on Softimage) and is freaking people out a bit - it would be great if someone from Autodesk could ask them to rephrase that statement, as it's spreading quickly via twitter and the like. Other than that its an even piece. matt -- www.matinai.comhttp://www.matinai.comhttp://www.matinai.comhttp://www.matinai.comhttp://www.matinai.com -- www.matinai.comhttp://www.matinai.comhttp://www.matinai.comhttp://www.matinai.com -- www.matinai.comhttp://www.matinai.comhttp://www.matinai.com -- www.matinai.com
RE: [Rigging] Robot IK Legs
I think I did a similar setup 2 years ago. I don't'know your character/rig situation but it's just about the restrictions in the rotation-planes? So, one joint rotates in xy and the underlying should only rotate in xz for example, but within a usable IK chain. When I have the time, I will check out that scene, but it was something with a few constraints, '1bone-IK' chains and expressions (to limit position of the effectors in 2d planes) So, you're right. I think, its not possible with a 2bone IK and nothing else :) regards sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Florian Eberle Sent: Wednesday, May 09, 2012 12:38 To: softimage@listproc.autodesk.com Subject: [Rigging] Robot IK Legs hello people banging my had about a rigging setup here: i have a rather stiff robot that needs to be rigged and i'm struggling with the IK-setup for the legs. the problem is the structure of the robots hips. it's very restricted in that it only has two hinge joints. one that allows the leg to rotate front/back and the other rotates out/in, rotation along the leg is not possible. the two hinges are not in the same place (obviously) so i have different rotation points. and to complicate things even more: the knee does not lie on the legs 'plane' but is offset a good amount. after some very frustrating tries i'm reasonably sure that it's just not possible to rig with the built in two bone IK. can someone prove me wrong here (or at least tell me i'm right)? i'd appreciate any hints, tips, trick and references thanks -- Flo Eberle Lead Modeling Artist/ Technical Director
Re: PyQtForSoftimage vs Blur-dev
Hello, Steve, here you have the fork https://github.com/anuska/PyQtForSoftimageand I have also sent you a pull request. Jo, I think you are going to be disappointed :( I like what you suggest a lot but I fear that I have started with something easier. Probably most people will have already done a similar change. I'm going to take what you say into account for a second round. :D
Re: [Rigging] Robot IK Legs
thanks for the suggestions everyone - i was just thinking it the wrong way ;) turned out that i could use a turret like setup to almost get to where i want. not perfect but will do the trick. cheers flo On Wed, May 9, 2012 at 2:31 PM, Sven Constable sixsi_l...@imagefront.dewrote: I think I did a similar setup 2 years ago. I don’t'know your character/rig situation but it's just about the restrictions in the rotation-planes? So, one joint rotates in xy and the underlying should only rotate in xz for example, but within a usable IK chain. ** ** When I have the time, I will check out that scene, but it was something with a few constraints, '1bone-IK' chains and expressions (to limit position of the effectors in 2d planes) ** ** So, you're right. I think, its not possible with a 2bone IK and nothing else :) ** ** regards sven ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Florian Eberle *Sent:* Wednesday, May 09, 2012 12:38 *To:* softimage@listproc.autodesk.com *Subject:* [Rigging] Robot IK Legs ** ** hello people banging my had about a rigging setup here: i have a rather stiff robot that needs to be rigged and i'm struggling with the IK-setup for the legs. the problem is the structure of the robots hips. it's very restricted in that it only has two hinge joints. one that allows the leg to rotate front/back and the other rotates out/in, rotation along the leg is not possible. the two hinges are not in the same place (obviously) so i have different rotation points. and to complicate things even more: the knee does not lie on the legs 'plane' but is offset a good amount. after some very frustrating tries i'm reasonably sure that it's just not possible to rig with the built in two bone IK. can someone prove me wrong here (or at least tell me i'm right)? i'd appreciate any hints, tips, trick and references thanks -- Flo Eberle Lead Modeling Artist/ Technical Director
RE: Weight Map not connecting to Verlet Framework
Seems to be working fine here. Maybe try getting a fresh Verlet Framework node? gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Copeland Sent: Tuesday, May 08, 2012 07:35 PM To: softimage@listproc.autodesk.com Subject: Weight Map not connecting to Verlet Framework Hi all. I'm getting a Context Mismatch error while trying to connect a weight map into the Blend of the Verlet Framework. Not sure what I'm doing wrong. Any ideas? Basically I'm trying to recreate the Jiggly Bits example from the wiki. http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm thanks attachment: winmail.dat
[C++][CustomOp] - UV Cluster update problem
Hi list, Recently I have encountered with the problem that I cant update UVs and Usernormals clusters on the mesh. Situation is here: I have a some custom op connected to some original geometry ( input ) and setted on the some result geo ( output ). Work is going in the operator update callback. Topology of the result geo is changeable and can has more of polygons than in the original one. It also has a UVs and usernormal clusters ( both created as always completed ) which must be resized respectivetly to the topology changes. But problem is that nothing similar to resizing simply doesnt happen, when I have a result topology with a greater number of polys and try to update clusters values with UVCls.Set ( const float * _pValues, LONG nbNodes ) - I get crash. And at this time, GeometryAccessor reports a valid nodes count. Furthermore, if I call UVCls.GetValues ( CFloatArray ) I will get the size of CFloatArray is valid also. So, I cant understood what I am doing wrong or is it a bug. If topology is not being changed - UVs updates fine. I have also looked at this threads http://www.xsibase.com/forum/index.php?board=14;action=display;threadid=35564 http://www.xsibase.com/forum/index.php?board=14;action=display;threadid=41707 and seems like that my problem is the same. Are there possible workarounds ( even something like CCOMApiHandle ways ) ? Thanks, -Oleg
Re: PyQtForSoftimage vs Blur-dev
thanks ana for your contributions, this is exactly what i hoped for by putting this plugin on github. On Wed, May 9, 2012 at 7:27 AM, Ana Gomez agomezalca...@gmail.com wrote: Hello, Steve, here you have the fork https://github.com/anuska/PyQtForSoftimageand I have also sent you a pull request. Jo, I think you are going to be disappointed :( I like what you suggest a lot but I fear that I have started with something easier. Probably most people will have already done a similar change. I'm going to take what you say into account for a second round. :D
Random Values
Hello list, Im sure it is easy : I'm trying to get random (scalar) values distributed on some points. But I want only values 0 1 or -1 to be returned. How do I do something like that ? Thank you !
Re: Random Values
Set the random range from -0.5 (or whatever below 0) till 1. Then: if 0 set to -1 Olivier Jeannel olivier.jean...@noos.fr hat am 9. Mai 2012 um 19:52 geschrieben: Hello list, Im sure it is easy : I'm trying to get random (scalar) values distributed on some points. But I want only values 0 1 or -1 to be returned. How do I do something like that ? Thank you !
Re: Random Values
Just saw that you don't want 0-1, but 0 and 1. So basically the same... or set random range -1 till 1 and use round? Or why not getting a random integer and convert to scalar? Olivier Jeannel olivier.jean...@noos.fr hat am 9. Mai 2012 um 19:52 geschrieben: Hello list, Im sure it is easy : I'm trying to get random (scalar) values distributed on some points. But I want only values 0 1 or -1 to be returned. How do I do something like that ? Thank you !
Re: Random Values
Hey! Have you tried to use a randomize value by range with integer as input then use integer to scalar? or round the result of a randomize valur by range using scalar value. Hope it help! RB On 5/9/2012 1:52 PM, Olivier Jeannel wrote: Hello list, Im sure it is easy : I'm trying to get random (scalar) values distributed on some points. But I want only values 0 1 or -1 to be returned. How do I do something like that ? Thank you ! - No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4954 - Release Date: 04/23/12 Internal Virus Database is out of date.
RE: Random Values
That leaves a very small risk that you'll get 2. I would use min and max of -1.5 and 1.5, and round instead. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney Sent: Wednesday, May 09, 2012 02:01 PM To: softimage@listproc.autodesk.com Subject: Re: Random Values Hi, randomise value by range, with min and max set to -1 and 2. Then pass the result into a floor node. On Wed, May 9, 2012 at 6:52 PM, Olivier Jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote: Hello list, Im sure it is easy : I'm trying to get random (scalar) values distributed on some points. But I want only values 0 1 or -1 to be returned. How do I do something like that ? Thank you ! attachment: winmail.dat
[no subject]
is there any way in ice we can get info from inside a topo. I want to take a group of geo, find the highest point in y per object and then start messing with that array of positions. at the moment i am doing it looping over the group and temporarily setting the topo on an empty mesh per then running get point position etc from there. its sad that A: im running a loop, B: im dependent on temp geo any ideas? _sam
Re: Random Values
Also, little long winded but you can use make an array with -1, 0, 1 and use select in array with index coming from randomize value by range between 0 and 2.
Re: Random Values
Even simpler (sorry for the noise) will output randomly 0 or 90 or -90 or 180 Le 09/05/2012 20:51, Olivier Jeannel a crit: Thank you all for the good read :) This helped me clarify what I really had in mind. So, basicly I was looking for a node that would randomly output a few preselected numbers (and only those numbers). Here's a screen grab : So this one will output randomly 0 or 90 or -90 or 180 Le 09/05/2012 20:10, Grahame Fuller a crit: That leaves a very small risk that you'll get 2. I would use min and max of -1.5 and 1.5, and round instead. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney Sent: Wednesday, May 09, 2012 02:01 PM To: softimage@listproc.autodesk.com Subject: Re: Random Values Hi, randomise value by range, with min and max set to -1 and 2. Then pass the result into a floor node. On Wed, May 9, 2012 at 6:52 PM, Olivier Jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote: Hello list, Im sure it is easy : I'm trying to get random (scalar) values distributed on some points. But I want only values 0 1 or -1 to be returned. How do I do something like that ? Thank you !
Re:
Well you can't set PointPosition on a group, or set anything on a group really. That's not permitted. There may be a way to get the highest of each object in a group without a loop though. On Wed, May 9, 2012 at 2:16 PM, Sam Cuttriss tea...@gmail.com wrote: is there any way in ice we can get info from inside a topo. I want to take a group of geo, find the highest point in y per object and then start messing with that array of positions. at the moment i am doing it looping over the group and temporarily setting the topo on an empty mesh per then running get point position etc from there. its sad that A: im running a loop, B: im dependent on temp geo any ideas? _sam
RE: Random Values
Be careful with that - Randomize Value by Range does not work well with integers. It's better to work with scalars then round or floor. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel Sent: Wednesday, May 09, 2012 03:02 PM To: softimage@listproc.autodesk.com Subject: Re: Random Values Even simpler (sorry for the noise) [cid:image001.png@01CD2DF5.7A5F3630] will output randomly 0 or 90 or -90 or 180 Le 09/05/2012 20:51, Olivier Jeannel a écrit : Thank you all for the good read :) This helped me clarify what I really had in mind. So, basicly I was looking for a node that would randomly output a few preselected numbers (and only those numbers). Here's a screen grab : So this one will output randomly 0 or 90 or -90 or 180 Le 09/05/2012 20:10, Grahame Fuller a écrit : That leaves a very small risk that you'll get 2. I would use min and max of -1.5 and 1.5, and round instead. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney Sent: Wednesday, May 09, 2012 02:01 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Random Values Hi, randomise value by range, with min and max set to -1 and 2. Then pass the result into a floor node. On Wed, May 9, 2012 at 6:52 PM, Olivier Jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.frmailto:olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote: Hello list, Im sure it is easy : I'm trying to get random (scalar) values distributed on some points. But I want only values 0 1 or -1 to be returned. How do I do something like that ? Thank you ! attachment: winmail.dat
Re: is it possible to define object labels?
Arnold uses standins, but as a general solution I will put stuff in a user data blob. On 5/9/2012 3:23 PM, pete...@skynet.be wrote: is it possible to define the values an object gets in the “object labels” framebuffer? (and this is stretching it probably, but is it possible to define it on clusters?) I want to produce consistent object labels on assets, that dont change between scenes. I did search around a bit, and it seems it would require custom development - and the best alternative out of the box, is to add vertexcolors. I was hoping for something like adding a custom color property on each object (and cluster ideally), that would be looked up at rendertime. 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.
[mental ray] contrast check on framebuffers - causing artefacts/interference
I ran into an issue where there seems to be some interference between framebuffers - when I render individual framebuffers it’s fine, but when I render a lot of them at once, artefacts show up. (looks a bit like jpeg noise) I narrowed it down to the ‘check contrast on all framebuffers’ option, in the framebuffer tab, which is on by default. turning it off makes the artefacts go away, but the sampling quality is much lower. I cant recall this happening before, and wonder if its somehow related to unified sampling ? any pointers, other than not using mental ray?
Re:
Alan, i dont need to *set* info on the group, ill be getting the highest point per geo element to inform features in a point cloud. Alok, merge sounds like it will be dependant on temporary geometry. but im looking forward to your take on it. thanks again _sam
Re: is it possible to define object labels?
can you look up this userdata in a (factory) shader? something like a color lookup or attribute shader? From: Alok Gandhi Sent: Wednesday, May 09, 2012 9:28 PM To: softimage@listproc.autodesk.com Subject: Re: is it possible to define object labels? Arnold uses standins, but as a general solution I will put stuff in a user data blob. On 5/9/2012 3:23 PM, pete...@skynet.be wrote: is it possible to define the values an object gets in the “object labels” framebuffer? (and this is stretching it probably, but is it possible to define it on clusters?) I want to produce consistent object labels on assets, that dont change between scenes. I did search around a bit, and it seems it would require custom development - and the best alternative out of the box, is to add vertexcolors. I was hoping for something like adding a custom color property on each object (and cluster ideally), that would be looked up at rendertime. 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. Alok_Signature_email_.gif
RE: Random Values
Ah right. Gotcha. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, May 09, 2012 03:42 PM To: softimage@listproc.autodesk.com Subject: Re: Random Values sorry it was a suggestion... we need a factory random integer by range compound or built in node which handles this better. s On Wed, May 9, 2012 at 12:37 PM, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote: I don't have one of those. Are you sure you didn't make it yourself? gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, May 09, 2012 03:12 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Random Values ppsssttt... factory random integer by range? s On Wed, May 9, 2012 at 12:07 PM, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote: Be careful with that - Randomize Value by Range does not work well with integers. It's better to work with scalars then round or floor. gray attachment: winmail.dat
ice attributes not showing up in render on refmodel?
hi I’ve got some characters with pointclouds in them, and in the rendertree I’m looking up a few (vector) attributes I added in the ICEtree. (non simulated) I’m looking up values from the emit location on the particles, eg. normals and UV coordinates in my case its working fine – but when I bring these models in a scene as reference models, the attributes dont show up at first. (it shows up as the default value when no attribute is found). when I go in the rendertree and select the attributes again manually (and thus create a delta) it seems to fix it – though I’m a bit worried as I have a lot of scenes and assets coming up and want something reliable – not something that will every so often ruin my renders. is this one of those ICE optimisations, where the attribute doesnt get created ?
Re: is it possible to define object labels?
Not sure about that On 5/9/2012 3:42 PM, pete...@skynet.be wrote: can you look up this userdata in a (factory) shader? something like a color lookup or attribute shader? From: Alok Gandhi Sent: Wednesday, May 09, 2012 9:28 PM To: softimage@listproc.autodesk.com Subject: Re: is it possible to define object labels? Arnold uses standins, but as a general solution I will put stuff in a user data blob. On 5/9/2012 3:23 PM, pete...@skynet.be wrote: is it possible to define the values an object gets in the “object labels” framebuffer? (and this is stretching it probably, but is it possible to define it on clusters?) I want to produce consistent object labels on assets, that dont change between scenes. I did search around a bit, and it seems it would require custom development - and the best alternative out of the box, is to add vertexcolors. I was hoping for something like adding a custom color property on each object (and cluster ideally), that would be looked up at rendertime. 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. 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: Species in NYC
I am going to a Nuke User meeting at MPC so maybe I can meet you before or after. On Tue, May 8, 2012 at 4:23 PM, Eric Thivierge ethivie...@gmail.com wrote: Blind Tiger bar. 730 On May 8, 2012 10:57 AM, Dave Thomlison dthomli...@gmail.com wrote: Any place downtownish tonight would be good. Anybody object to Broome Street Bar? On Mon, May 7, 2012 at 1:29 PM, Eric Thivierge ethivie...@gmail.com wrote: Hey everyone, ... -- Dave Thomlison -- www.johnrichardsanchez.com
Re: Zbrush fibres to softimage strands
Hi guys/gals! Has anyone actually tried to rig/animate a model using this fiber to strand conversion method? Chad Briggs Element X Creative On 5/9/2012 5:58 AM, Gerbrand Nel wrote: Thanks guys :) Will let you know if I hit a snag G On 2012/05/09 12:44 PM, Florian Eberle wrote: hey Juhani, thanks for the plug :) hi Gerbrand up to now i didn't have any problems with the compounds, except for one report that says that sometimes zbrush messes up the objs on export, writing some #inf's to pointpositions. then the plugin fails to load the obj. never happened to me though. if you encounter problems you can post them here, i'm usually around lurking in the depth of the list. cheers -- Flo Eberle Lead Modeling Artist/ Technical Director On Wed, May 9, 2012 at 12:19 PM, Juhani Karlsson juhani.karls...@talvi.com mailto:juhani.karls...@talvi.com wrote: http://florianeberle.com/2012/02/21/fibermesh-to-strands/ These compunds work pretty good. : ) 2012/5/9 Gerbrand Nel g...@cannonballbunny.com mailto:g...@cannonballbunny.com Hey list I have a pretty tight project where I need to create a realistic animal and was wondering if anyone here has used the zbrush fibres to strands add-on? I've never used the fibre brush in Zbrush, but I'm keen to try it out if anyone here can confirm that it works. thanks guys G No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2012.0.1913 / Virus Database: 2425/4986 - Release Date: 05/08/12
Re: is it possible to define object labels?
Hi, I'm pretty sure you can't lookup user data with the built in shaders. However, as you suggest a simple ICE setup to label an object would allow you to write an object or poly context integer attribute, which could be brought into the render tree. On Wed, May 9, 2012 at 9:12 PM, Alok Gandhi alok.gan...@modusfx.com wrote: Not sure about that On 5/9/2012 3:42 PM, pete...@skynet.be wrote: can you look up this userdata in a (factory) shader? something like a color lookup or attribute shader? *From:* Alok Gandhi alok.gan...@modusfx.com *Sent:* Wednesday, May 09, 2012 9:28 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: is it possible to define object labels? Arnold uses standins, but as a general solution I will put stuff in a user data blob. On 5/9/2012 3:23 PM, pete...@skynet.be wrote: is it possible to define the values an object gets in the “object labels” framebuffer? (and this is stretching it probably, but is it possible to define it on clusters?) I want to produce consistent object labels on assets, that dont change between scenes. I did search around a bit, and it seems it would require custom development - and the best alternative out of the box, is to add vertexcolors. I was hoping for something like adding a custom color property on each object (and cluster ideally), that would be looked up at rendertime. 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. 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. image/gifAlok_Signature_email_.gif
Re: Convert Position Fcurves key's tangents in 3d space
Thanks Simon! I have a working version with tangents, but it crash softimage in some cases, the std::vector is kind of touchy... I also have problems with the opengl's GL_SELECT for picking that sometimes return funky value (Thanks ATI...). It seems to be deprecated in favor of custom raycast picking, so I'll refactor it that way. I have a question to Softimage Devs, As I have selection problems for components, am I right if I say that SI is also using GL_SELECT ?? I have seen some people saying they got 1000% speed gain using raycast instead. Regards Ahmidou. 2012/5/4 Simon Pickard m...@simonpickard.com Very cool! So amazing to see this in Softimage! :) Regards, Simon On 3 May 2012 09:55, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Jo, and thanks for the snipet! I already have a structure not that far, but my problem is elsewhere. The fcurves's tangents interpretation in 3d is not a simple mapping of the X,Y values. I also had to deal with fcurves that don't have necessary three keys a the same time but only one or two, so I don't have all the information to draw the tangents as they should be. But I think I'm near the solution, I just have to restructure some part of my code to make it more efficient and test :) Best regards A. 2012/4/30 jo benayoun jobenay...@gmail.com Hi Ahmidou, looks quite nice ! :) For your problem, I would go in c by reproducing a kinda structure that mimic FCurves ones like the following. struct bezfragments { double cps[4][3]; uint_t interp; }; struct motionpath { constchar_t *source; ushort_t color[3]; uint_t flags; uint_t nbezfragments; struct bezfragments *[1]; }; A MotionPath as a FCurve is a fixed length array of bezier curves with some extra informations like the object which is the source, the color of the path and some other flags for ui convenience (selection mode, ...). You have the choice to represent your bezier segments by pairing control points by 3 or by 4, I dont think it makes a huge difference. This system coupled with a MotionPathManager will avoid you to have to query the softimage API each time you need to redraw your viewport as your datas are cached in memory. Also, by subscripting to any event like siOnValueChange, you will be able to rebuild a motion path targeting just what you need. Also a good point for perfs. Anyways Here is a little pysnippet (I dont have the possibility to write it in C right now) ! It should I hope answer to your first question ! :) jo # Im quite sure gmail will eat my indent efforts so take care about that ! # Each key for each params must have a buddy on the others axes. # Create a cube, animate its pos's being sure a key is set at the same frame for the three axes. # import random class BezFragment(object): cpoints = tuple() interp = int() class MotionPath(object): source = str() color = tuple() bezfragments = tuple() def build_axis_data(param): keys = tuple(param.Source.Keys) res = list() bfrag = None i = 0 while i (len(keys)-1): cp = list() key = keys[i] nextkey = keys[i+1] cp.append(round(key.Value, 1)) cp.append(round(key.Time, 1)) cp.append(round(key.Value + key.LeftTanX, 1)) cp.append(round(key.Time + key.LeftTanY, 1)) cp.append(round(nextkey.Value - key.RightTanY, 1)) cp.append(round(nextkey.Time - key.RightTanX, 1)) cp.append(round(nextkey.Value, 1)) cp.append(round(nextkey.Time, 1)) bfrag = BezFragment() res.append(bfrag) bfrag.interp = key.Interpolation bfrag.cpoints = tuple(cp) i += 1 return tuple(res) def build_motion_path(siobj): x = build_axis_data(siobj.Kinematics.Local.posx) y = build_axis_data(siobj.Kinematics.Local.posy) z = build_axis_data(siobj.Kinematics.Local.posz) mp = MotionPath() mp.source = siobj.FullName mp.color = (random.randint(120, 255), random.randint(120, 255), random.randint(120, 255), ) mp.bezfragments = tuple(zip(x, y, z)) return mp def log_bezfragment(bfrag): msg = {0}:({1}, {2})---o ({3}, {4}) ({5}, {6})o---({7}, {8})\n \ \__/ print msg.format(, *bfrag.cpoints) return None def log_obj_motionpath(): for obj in Application.Selection: mp = build_motion_path(obj) print source: {0}.format(mp.source) print mp-color: {0}.format(mp.color) for bezf in mp.bezfragments: print \ncp for xyz in bezf: log_bezfragment(xyz) return None log_obj_motionpath() 2012/4/30 Ahmidou Lyazidi ahmidou@gmail.com I think I got it :)