Re: Zbrush fibres to softimage strands

2012-05-09 Thread Juhani Karlsson
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

2012-05-09 Thread Florian Eberle
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

2012-05-09 Thread Gerbrand Nel

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

2012-05-09 Thread Matt Morris
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

2012-05-09 Thread Florian Eberle
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

2012-05-09 Thread Kris Rivel
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

2012-05-09 Thread Sven Constable
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

2012-05-09 Thread Ana Gomez
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

2012-05-09 Thread Florian Eberle
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

2012-05-09 Thread Grahame Fuller
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

2012-05-09 Thread Oleg Bliznuk
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

2012-05-09 Thread Steven Caron
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

2012-05-09 Thread Olivier Jeannel

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

2012-05-09 Thread Thomas Volkmann
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

2012-05-09 Thread Thomas Volkmann
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

2012-05-09 Thread Renaud Bousquet

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

2012-05-09 Thread Grahame Fuller
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]

2012-05-09 Thread Sam Cuttriss
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

2012-05-09 Thread Alok Gandhi
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

2012-05-09 Thread Olivier Jeannel

  
  
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:

2012-05-09 Thread Alan Fregtman
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

2012-05-09 Thread Grahame Fuller
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?

2012-05-09 Thread Alok Gandhi

  
  
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

2012-05-09 Thread peter_b
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:

2012-05-09 Thread Sam Cuttriss
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?

2012-05-09 Thread peter_b
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

2012-05-09 Thread Grahame Fuller
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?

2012-05-09 Thread peter_b
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?

2012-05-09 Thread Alok Gandhi

  
  
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

2012-05-09 Thread John Richard Sanchez
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

2012-05-09 Thread Chad Briggs
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?

2012-05-09 Thread Ciaran Moloney
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

2012-05-09 Thread Ahmidou Lyazidi
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 :)