Re: [Python] global variable issue on linux

2012-05-18 Thread Aloys Baillet
Sorry a bit late in the thread, but global variables don't work in Python
plugins, as XSI fairly often re-executes the plugin code, especially when
dealing with PPG.
Not sure why it's doing this, but the consequence is that you just can't
rely on those as you would in a regular module, and that's a good reason to
prefer coding python in modules than in plugins.
I think there is a way to make global work though, if you do something like
this:

if 'MYGLOBAL' not in globals():
global MYGLOBAL
MYGLOBAL = 'MY_GLOBAL_DEFAULT_VALUE'

Cheers,

Aloys

On Sat, May 12, 2012 at 2:48 PM, Alan Fregtman wrote:

> Makes one wonder if that's why Application.SetGlobal() exists. =p lol
>
>
> On Fri, May 11, 2012 at 10:15 PM, Xavier Lapointe <
> xl.mailingl...@gmail.com> wrote:
>
>> Tried your solution but could not get it to work :(
>>
>>
>> Found a way, but I would need to understand the internal mechanism to
>> reproduce it more cleanly.
>>
>> from win32com.client import constants
>>> constants.__dicts__.append({'PLUGIN_GLOBAL_SCOPE': None,'project':
>>> {},'category': '','entities': []})
>>> container = [d for d in constants.__dicts__ if 'PLUGIN_GLOBAL_SCOPE' in
>>> d][0]
>>
>>
>>
>> Far from being ideal ...
>>
>>
>> 2012/5/11 Alok Gandhi 
>>
>>> One last thing, I checked one plugin where this works, of course in
>>> windows, but in my code I do not use 'global ' keyword when accesing the
>>> global dict. Something like this:
>>> globalDict = {}
>>>
>>> def _setGlobalDict(inObj=None, meshData=None):
>>> if inObj:
>>> globalDict['obj'] = inObj # no use of 'global' here.
>>>
>>> if meshData:
>>> globalDict['data'] = meshData
>>>
>>> return True
>>>
>>> and then I call _setGlobalDict() wherever I need to.
>>>
>>>
>>> On Fri, May 11, 2012 at 9:37 PM, Xavier Lapointe <
>>> xl.mailingl...@gmail.com> wrote:
>>>
 I'll add some context:

- everything lives in the same plugin
- I tried storing it in a container coming from an imported module
- tried accessing and setting the global variable directly in the
globals() dictionary
- Grumble Gumble.




 2012/5/11 Alok Gandhi 

> Yes if PPG is not getting refreshed then this seems weird. The only
> thing that comes to mind is maybe the custom command execution is making
> things go wrong. What if you use a function declared inside the plugin
> instead of calling the custom command ? or maybe the custom command should
> be implemented in the same plugin as the PPG, this does not make sense but
> is worth a try.
>
>
> On Fri, May 11, 2012 at 9:24 PM, Xavier Lapointe <
> xl.mailingl...@gmail.com> wrote:
>
>> Hm, yes I could store it in a parameter or another way ... just this
>> feels hacky to get something basic done (granted no refresh happend 
>> during
>> the plugin execution).
>>
>> This should work, like Matt mentioned :/
>>
>> Oh well.
>>
>>
>>
>>
>> 2012/5/11 Alok Gandhi 
>>
>>> I am not sure whether this works under windows as well, the plugin
>>> script can get refreshed and all your global variables will be
>>> re-initialized. The only good approaches that I have been using is to 
>>> store
>>> the varaibles in UIITems lists. This works well for the 3D com objects 
>>> as
>>> well. Another idea would be to pass on objects returning through a safe
>>> array from the commands itself.
>>>
>>>
>>> On Fri, May 11, 2012 at 9:13 PM, Xavier Lapointe <
>>> xl.mailingl...@gmail.com> wrote:
>>>

 hit another PPG UI Item ***

 ... All happening under the same Property page.

 2012/5/11 Xavier Lapointe 

> Hey guys,
>
> This one really surprised me. I tend to avoid global variable in
> Softimage plugins as much as I can, but sometimes it might be 
> convenient.
>
> So basically, I wanted to use a global variable ( simple Python
> Dictionary ) to keep some stuff in reference while interacting with a 
> PPG.
> I remember clearly that it was working well under Windows, so
> I assume this is a python 2.5 Linux issue (if this is an issue -
> please tell me if this is normal under Soft with python 2.5).
>
> Here's basically what I was trying to do:
>
> [imports ]
>>
>> # Global Scope
>
>> LAST_SELECTION = {
>> 'project': {},
>> 'category': '',
>> 'entities': [],
>> }
>>
>> def CustomCommand_Execute():
>> global LAST_SELECTION
>> [Do some modifications to LAST_SELECTION]
>>
>
>
> Following this pattern:
>
>- Prompt the PPG
>- Interact with the UI
>- The custom command is

RE: OT: @ fmx

2012-05-18 Thread Byungchul Kang
Hello Thiago
Great! I am looking forward!!

Sent from my Windows Phone
--
From: Miquel Campos
Sent: 2012-05-18 오후 10:51
To: softimage@listproc.autodesk.com
Subject: Re: OT: @ fmx

Awesome! looking forward for that video :)
+
Miquel Campos
www.akaosaru.com
he...@akaosaru.com
+



2012/5/18 Rob Chapman 

> awesome - very intriguing , can't wait to see what you folks come up
> with!
>
> best
>
> Rob
>


Is the list not working?

2012-05-18 Thread Nicolas Burtnyk
Not getting any emails from the mailing list since this morning.  Also I
replied to someone and the reply didn't make it to google groups.


__sipath__, why are you so useless :/

2012-05-18 Thread Alan Fregtman
Why is it that __sipath__ isn't set most of the time?

Docs say:

import siutils
# Add this plug-in path to python path
siutils.add_to_syspath(__sipath__)

but it errors! :(

#   File "

Re: Strands deform by vector flow?

2012-05-18 Thread Steven Caron
for each particle you need to look up closest locations on the surface...
you should be able to use an array of positions (StrandPosition)

s

On Fri, May 18, 2012 at 12:21 PM, Dominik  wrote:

>  Hey list,
>
> I hope some Ice master could help me with that.
>
> I'm trying to deform strands by using the vector flow stored on the
> emitter surface. This vector flow is composed by the closest pointtangent
> of a curve, drew on the surface.  Until now, I have my vector flow
> transfert to the strands pointcloud, but I've no idea how I could apply
> this deformation on the strands.
>
> I linked an image to help...
>
>
>
> *Dominik Kirouac // SHED*
> artiste 3D
>
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM ***
> *
>
> ** **
>
>


RE: AddWithHandler without defaulting to selection

2012-05-18 Thread Matt Lind
I ran into this same problem a while back and had to resort to a workaround of 
comparing the incoming collection to the Selection's contents.  If they're the 
same, nothing was selected.

I did file a bug report/feature request to change this behavior a while back, 
but I don't think anything has been done about it yet.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefano Jannuzzo
Sent: Friday, May 18, 2012 9:20 AM
To: softimage@listproc.autodesk.com
Subject: AddWithHandler without defaulting to selection

Hi.
I am trying to create a command getting a collection, so I use
args.AddWithHandler( L"arg", siArgHandlerCollection)),
but the argument always defaults to the Softimage selection if void.

So, I would like that upon running MyCommand(""), Soft would not push the 
selection (if any) in, but send me a void argument.
Any clue? Thanks. Stefano


Re: scripting render region

2012-05-18 Thread Daniel Jahnel

Great, Thanks Stephen...


On 18/05/2012 19:26, Stephen Blair wrote:

#python
Application.Dictionary.GetObject('Views.ViewA.RenderRegion').Parameters('UsePassOptions').Value
 = True



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Jahnel
Sent: May-18-12 1:05 PM
To: XSI-LIST
Subject: scripting render region

Hi all, quick scripting newbie question, I'm trying to do
SetValue("Views.ViewA.RenderRegion.UsePassOptions", true, null) in the
object model but I'm not getting anywhere...How would I go about
accessing the UsePassOptions parameter?

Any hints would be great...Cheers Dan



RE: scripting render region

2012-05-18 Thread Stephen Blair
#python
Application.Dictionary.GetObject('Views.ViewA.RenderRegion').Parameters('UsePassOptions').Value
 = True



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Jahnel
Sent: May-18-12 1:05 PM
To: XSI-LIST
Subject: scripting render region

Hi all, quick scripting newbie question, I'm trying to do 
SetValue("Views.ViewA.RenderRegion.UsePassOptions", true, null) in the 
object model but I'm not getting anywhere...How would I go about 
accessing the UsePassOptions parameter?

Any hints would be great...Cheers Dan

<>

scripting render region

2012-05-18 Thread Daniel Jahnel
Hi all, quick scripting newbie question, I'm trying to do 
SetValue("Views.ViewA.RenderRegion.UsePassOptions", true, null) in the 
object model but I'm not getting anywhere...How would I go about 
accessing the UsePassOptions parameter?


Any hints would be great...Cheers Dan



Re: Pause render updates (preview Lock button)

2012-05-18 Thread Kamen Lilov


Thank you Nicolas. The thought of feeding mouse events to SI directly 
did cross my mind, but the approach is very "hacky" (mildly put :)


And finding the window is extra tricky, because that window class - 
AfxWnd90u - changes with the version of MFC / C RTL occasionally on a 
new Softimage release...


I was really hoping a cleaner approach exists.


On 5/18/2012 7:38 PM, Nicolas Burtnyk wrote:

Hey Kamen,

I tried this really quick in python and it worked to toggle the button:

win32api.PostMessage(0x0001085E, win32con.WM_LBUTTONDOWN, 
win32con.MK_LBUTTON, 0x000A000A)
win32api.PostMessage(0x0001085E, win32con.WM_LBUTTONUP, 
win32con.MK_LBUTTON, 0x000A000A)


I used Spy++ to grab the window handle of the button (0x0001085E) and 
gave it some arbitrary coordinates of (10, 10) (0x000A000A) which are 
inside the button's client rect.


To get the state of the button, this works:

buttonState = win32api.SendMessage(0x0001085E, win32con.BM_GETSTATE, 0, 0)
if buttonState & win32con.BST_CHECKED:
print "Button is pressed."
else:
print "Button is not pressed."

You should be able to do the same from C++.  Obviously you'll need to 
actually find the window handle for the button but that should be 
pretty easy - it's a great-grandchild of the a window called 
"DS_ChildRender Preview" with window class "AfxWnd90u".


Hope this helps!

-Nicolas


On Fri, May 18, 2012 at 8:33 AM, Kamen Lilov 
mailto:kamen.li...@chaosgroup.com>> wrote:


Hello,

I'm looking for an undocumented feature :) - in the SI preview
window, there is a Lock button that will cause SI to stop sending
any further Render requests (for that preview) until the button is
toggled again.

Is there a way to programatically access, and change, the value of
this toggle? Or at least to simulate a user clicking that button?
I suspect that it all comes down to a flag private to the preview
window implementation (it's not even a scene or pass property) but
I need to confirm this.

K.






Re: Pause render updates (preview Lock button)

2012-05-18 Thread Nicolas Burtnyk
Hey Kamen,

I tried this really quick in python and it worked to toggle the button:

win32api.PostMessage(0x0001085E, win32con.WM_LBUTTONDOWN,
win32con.MK_LBUTTON, 0x000A000A)
win32api.PostMessage(0x0001085E, win32con.WM_LBUTTONUP,
win32con.MK_LBUTTON, 0x000A000A)

I used Spy++ to grab the window handle of the button (0x0001085E) and gave
it some arbitrary coordinates of (10, 10) (0x000A000A) which are inside the
button's client rect.

To get the state of the button, this works:

buttonState = win32api.SendMessage(0x0001085E, win32con.BM_GETSTATE, 0, 0)
if buttonState & win32con.BST_CHECKED:
print "Button is pressed."
else:
print "Button is not pressed."

You should be able to do the same from C++.  Obviously you'll need to
actually find the window handle for the button but that should be pretty
easy - it's a great-grandchild of the a window called "DS_ChildRender
Preview" with window class "AfxWnd90u".

Hope this helps!

-Nicolas


On Fri, May 18, 2012 at 8:33 AM, Kamen Lilov wrote:

> Hello,
>
> I'm looking for an undocumented feature :) - in the SI preview window,
> there is a Lock button that will cause SI to stop sending any further
> Render requests (for that preview) until the button is toggled again.
>
> Is there a way to programatically access, and change, the value of this
> toggle? Or at least to simulate a user clicking that button? I suspect that
> it all comes down to a flag private to the preview window implementation
> (it's not even a scene or pass property) but I need to confirm this.
>
> K.
>
>


Re: OT: @ fmx

2012-05-18 Thread Mário Domingos
Video video video :)

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 18/05/2012, at 14:51, Miquel Campos  wrote:

Awesome! looking forward for that video :)
+
Miquel Campos
www.akaosaru.com
he...@akaosaru.com
+



2012/5/18 Rob Chapman 

> awesome - very intriguing , can't wait to see what you folks come up
> with!
>
> best
>
> Rob
>


AddWithHandler without defaulting to selection

2012-05-18 Thread Stefano Jannuzzo
Hi.
I am trying to create a command getting a collection, so I use
args.AddWithHandler( L"arg", siArgHandlerCollection)),
but the argument always defaults to the Softimage selection if void.

So, I would like that upon running MyCommand(""), Soft would not push the
selection (if any) in, but send me a void argument.
Any clue? Thanks. Stefano


Re: Pause render updates (preview Lock button)

2012-05-18 Thread Alan Fregtman
I'm 98% sure it is inaccessible.

Your best bet is checking Desktop.ActiveLayout.Views for the window and see
if there is an attribute you can read for it, but I doubt there is for that.


On Fri, May 18, 2012 at 11:33 AM, Kamen Lilov wrote:

> Hello,
>
> I'm looking for an undocumented feature :) - in the SI preview window,
> there is a Lock button that will cause SI to stop sending any further
> Render requests (for that preview) until the button is toggled again.
>
> Is there a way to programatically access, and change, the value of this
> toggle? Or at least to simulate a user clicking that button? I suspect that
> it all comes down to a flag private to the preview window implementation
> (it's not even a scene or pass property) but I need to confirm this.
>
> K.
>
>


Pause render updates (preview Lock button)

2012-05-18 Thread Kamen Lilov

Hello,

I'm looking for an undocumented feature :) - in the SI preview window, 
there is a Lock button that will cause SI to stop sending any further 
Render requests (for that preview) until the button is toggled again.


Is there a way to programatically access, and change, the value of this 
toggle? Or at least to simulate a user clicking that button? I suspect 
that it all comes down to a flag private to the preview window 
implementation (it's not even a scene or pass property) but I need to 
confirm this.


K.



Re: Switching geometry emitter

2012-05-18 Thread Chris Marshall
Thanks,
All interesting solutions. I'm using a variation on Peters Array idea.

Cheers



On 18 May 2012 15:53, Vladimir Jankijevic wrote:

> put a per-object boolean (eg self.emit) attribute on each emitter object,
> make a group of all of them,
> connect that group to a generate sample set node,
> set the filter attribute in that node to your chosen boolean attribute,
> now you can switch on which object to emit by setting the attribute to
> true or false on each respective object.
>
>
> On Fri, May 18, 2012 at 4:45 PM, Stephen Blair  > wrote:
>
>> Put a per-point attribute on each emitter object (eg self._groupID)
>>
>> In the emit ice tree, use emit location to get the groupID and delete the
>> points if they are not from the object you want to be emitting at that
>> point in time
>>
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
>> Sent: May-18-12 10:40 AM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Switching geometry emitter
>>
>> HACKY WORKAROUND WARNING!!!
>>
>> If you Generate a Sample Set, get the PointPosition from the locations
>> and then create an array out of it you can plug that data into an Add Point
>> node without context issues.
>>
>> Dirty, isn't it? :)
>>
>>
>>
>> On 18 May 2012 15:24, Chris Marshall > chrismarshal...@gmail.com>> wrote:
>> Well that seems to work if after the emit node, but that means you need
>> three emit nodes and I'd hoped to have just one. I was thinking of plugging
>> the three pieces of geometry into a conditional type thing which I could
>> use to switch between them, before the emit node.
>>
>> On 18 May 2012 15:16, Sandy Sutherland <
>> sandy.sutherl...@triggerfish.co.za> sandy.sutherl...@triggerfish.co.za>> wrote:
>> Can you not use 'if' nodes and use an integer or something to drive the
>> selection?
>>
>> S.
>>
>> _
>> Sandy Sutherland
>> Technical Supervisor
>> sandy.sutherl...@triggerfish.co.za> sandy.sutherl...@triggerfish.co.za>
>> _
>>
>>
>>
>> 
>> From: softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com> [
>> softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com>] on behalf of Chris Marshall [
>> chrismarshal...@gmail.com]
>> Sent: 18 May 2012 16:10
>> To: softimage@listproc.autodesk.com> softimage@listproc.autodesk.com>
>> Subject: ICE: Switching geometry emitter
>> Hi,
>> I have three objects I want to emit particles from, but not all at the
>> same time, with one pointcloud. Is there a way to use emit from geometry,
>> and switch between the three pieces of geometry? I guess I could use three
>> emit from geometry compounds and just change the emission individually, but
>> I thought maybe there'd be a way of using a Group Geometry plugged into 1
>> emit compound or similar and toggle which is the emitter geometry at any
>> one time?
>> I thought generate sample set might work but I'm getting context errors.
>>
>> Any ideas?
>> Thanks
>> Chris
>>
>>
>>
>>
>>
>
>
> --
> ---
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---
>



-- 

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


Re: Switching geometry emitter

2012-05-18 Thread Vladimir Jankijevic
put a per-object boolean (eg self.emit) attribute on each emitter object,
make a group of all of them,
connect that group to a generate sample set node,
set the filter attribute in that node to your chosen boolean attribute,
now you can switch on which object to emit by setting the attribute to true
or false on each respective object.


On Fri, May 18, 2012 at 4:45 PM, Stephen Blair
wrote:

> Put a per-point attribute on each emitter object (eg self._groupID)
>
> In the emit ice tree, use emit location to get the groupID and delete the
> points if they are not from the object you want to be emitting at that
> point in time
>
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
> Sent: May-18-12 10:40 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Switching geometry emitter
>
> HACKY WORKAROUND WARNING!!!
>
> If you Generate a Sample Set, get the PointPosition from the locations and
> then create an array out of it you can plug that data into an Add Point
> node without context issues.
>
> Dirty, isn't it? :)
>
>
>
> On 18 May 2012 15:24, Chris Marshall  chrismarshal...@gmail.com>> wrote:
> Well that seems to work if after the emit node, but that means you need
> three emit nodes and I'd hoped to have just one. I was thinking of plugging
> the three pieces of geometry into a conditional type thing which I could
> use to switch between them, before the emit node.
>
> On 18 May 2012 15:16, Sandy Sutherland  > wrote:
> Can you not use 'if' nodes and use an integer or something to drive the
> selection?
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za sandy.sutherl...@triggerfish.co.za>
> _
>
>
>
> 
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] on behalf of Chris Marshall [
> chrismarshal...@gmail.com]
> Sent: 18 May 2012 16:10
> To: softimage@listproc.autodesk.com >
> Subject: ICE: Switching geometry emitter
> Hi,
> I have three objects I want to emit particles from, but not all at the
> same time, with one pointcloud. Is there a way to use emit from geometry,
> and switch between the three pieces of geometry? I guess I could use three
> emit from geometry compounds and just change the emission individually, but
> I thought maybe there'd be a way of using a Group Geometry plugged into 1
> emit compound or similar and toggle which is the emitter geometry at any
> one time?
> I thought generate sample set might work but I'm getting context errors.
>
> Any ideas?
> Thanks
> Chris
>
>
>
>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


RE: Switching geometry emitter

2012-05-18 Thread Stephen Blair
Put a per-point attribute on each emitter object (eg self._groupID)

In the emit ice tree, use emit location to get the groupID and delete the 
points if they are not from the object you want to be emitting at that point in 
time



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: May-18-12 10:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: Switching geometry emitter

HACKY WORKAROUND WARNING!!!

If you Generate a Sample Set, get the PointPosition from the locations and then 
create an array out of it you can plug that data into an Add Point node without 
context issues.

Dirty, isn't it? :)



On 18 May 2012 15:24, Chris Marshall 
mailto:chrismarshal...@gmail.com>> wrote:
Well that seems to work if after the emit node, but that means you need three 
emit nodes and I'd hoped to have just one. I was thinking of plugging the three 
pieces of geometry into a conditional type thing which I could use to switch 
between them, before the emit node.

On 18 May 2012 15:16, Sandy Sutherland 
mailto:sandy.sutherl...@triggerfish.co.za>> 
wrote:
Can you not use 'if' nodes and use an integer or something to drive the 
selection?

S.

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




From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of Chris Marshall 
[chrismarshal...@gmail.com]
Sent: 18 May 2012 16:10
To: softimage@listproc.autodesk.com
Subject: ICE: Switching geometry emitter
Hi,
I have three objects I want to emit particles from, but not all at the same 
time, with one pointcloud. Is there a way to use emit from geometry, and switch 
between the three pieces of geometry? I guess I could use three emit from 
geometry compounds and just change the emission individually, but I thought 
maybe there'd be a way of using a Group Geometry plugged into 1 emit compound 
or similar and toggle which is the emitter geometry at any one time?
I thought generate sample set might work but I'm getting context errors.

Any ideas?
Thanks
Chris




<>

Re: Switching geometry emitter

2012-05-18 Thread Chris Marshall
Great solution!!!
Thanks a lot


On 18 May 2012 15:40, Peter Agg  wrote:

> HACKY WORKAROUND WARNING!!!
>
> If you Generate a Sample Set, get the PointPosition from the locations and
> then create an array out of it you can plug that data into an Add Point
> node without context issues.
>
> Dirty, isn't it? :)
>
>
>
>
>
> On 18 May 2012 15:24, Chris Marshall  wrote:
>
>> Well that seems to work if after the emit node, but that means you need
>> three emit nodes and I'd hoped to have just one. I was thinking of plugging
>> the three pieces of geometry into a conditional type thing which I could
>> use to switch between them, before the emit node.
>>
>>
>> On 18 May 2012 15:16, Sandy Sutherland <
>> sandy.sutherl...@triggerfish.co.za> wrote:
>>
>>>  Can you not use 'if' nodes and use an integer or something to drive
>>> the selection?
>>>
>>> S.
>>>
>>> _
>>> Sandy Sutherland
>>> Technical Supervisor
>>> sandy.sutherl...@triggerfish.co.za
>>> _
>>>
>>>
>>>
>>>
>>>   --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall [
>>> chrismarshal...@gmail.com]
>>> *Sent:* 18 May 2012 16:10
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* ICE: Switching geometry emitter
>>>
>>>  Hi,
>>> I have three objects I want to emit particles from, but not all at the
>>> same time, with one pointcloud. Is there a way to use emit from geometry,
>>> and switch between the three pieces of geometry? I guess I could use three
>>> emit from geometry compounds and just change the emission individually, but
>>> I thought maybe there'd be a way of using a Group Geometry plugged into 1
>>> emit compound or similar and toggle which is the emitter geometry at any
>>> one time?
>>> I thought generate sample set might work but I'm getting context errors.
>>>
>>>  Any ideas?
>>> Thanks
>>> Chris
>>>
>>>
>>>
>>
>


Re: Switching geometry emitter

2012-05-18 Thread Chris Marshall
Well that seems to work if after the emit node, but that means you need
three emit nodes and I'd hoped to have just one. I was thinking of plugging
the three pieces of geometry into a conditional type thing which I could
use to switch between them, before the emit node.


On 18 May 2012 15:16, Sandy Sutherland
wrote:

>  Can you not use 'if' nodes and use an integer or something to drive the
> selection?
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall [
> chrismarshal...@gmail.com]
> *Sent:* 18 May 2012 16:10
> *To:* softimage@listproc.autodesk.com
> *Subject:* ICE: Switching geometry emitter
>
>  Hi,
> I have three objects I want to emit particles from, but not all at the
> same time, with one pointcloud. Is there a way to use emit from geometry,
> and switch between the three pieces of geometry? I guess I could use three
> emit from geometry compounds and just change the emission individually, but
> I thought maybe there'd be a way of using a Group Geometry plugged into 1
> emit compound or similar and toggle which is the emitter geometry at any
> one time?
> I thought generate sample set might work but I'm getting context errors.
>
>  Any ideas?
> Thanks
> Chris
>
>
>


Re: Re:

2012-05-18 Thread Xavier Lapointe
sudo !!

2012/5/18 Williams, Wayne 

>  Set espresso – maximum overdrive
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
> *Sent:* Friday, May 18, 2012 10:12 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re:
>
> ** **
>
> ** **
>
> On 18 May 2012 14:47, Octavian Ureche  wrote:
>
> set authenticate esciazso
> set digest off
> set delivery on
>
>
> set list assistance on 
>



-- 
Xavier


RE: Re:

2012-05-18 Thread Williams, Wayne
Set espresso - maximum overdrive

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: Friday, May 18, 2012 10:12 AM
To: softimage@listproc.autodesk.com
Subject: Re:


On 18 May 2012 14:47, Octavian Ureche 
mailto:okt...@gmail.com>> wrote:
set authenticate esciazso
set digest off
set delivery on

set list assistance on


RE: Switching geometry emitter

2012-05-18 Thread Sandy Sutherland
Can you not use 'if' nodes and use an integer or something to drive the 
selection?

S.

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





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall 
[chrismarshal...@gmail.com]
Sent: 18 May 2012 16:10
To: softimage@listproc.autodesk.com
Subject: ICE: Switching geometry emitter

Hi,
I have three objects I want to emit particles from, but not all at the same 
time, with one pointcloud. Is there a way to use emit from geometry, and switch 
between the three pieces of geometry? I guess I could use three emit from 
geometry compounds and just change the emission individually, but I thought 
maybe there'd be a way of using a Group Geometry plugged into 1 emit compound 
or similar and toggle which is the emitter geometry at any one time?
I thought generate sample set might work but I'm getting context errors.

Any ideas?
Thanks
Chris




ICE: Switching geometry emitter

2012-05-18 Thread Chris Marshall
Hi,
I have three objects I want to emit particles from, but not all at the same
time, with one pointcloud. Is there a way to use emit from geometry, and
switch between the three pieces of geometry? I guess I could use three emit
from geometry compounds and just change the emission individually, but I
thought maybe there'd be a way of using a Group Geometry plugged into 1
emit compound or similar and toggle which is the emitter geometry at any
one time?
I thought generate sample set might work but I'm getting context errors.

Any ideas?
Thanks
Chris


Re: OT: @ fmx

2012-05-18 Thread Miquel Campos
Awesome! looking forward for that video :)
+
Miquel Campos
www.akaosaru.com
he...@akaosaru.com
+



2012/5/18 Rob Chapman 

> awesome - very intriguing , can't wait to see what you folks come up
> with!
>
> best
>
> Rob
>


Re: OT: @ fmx

2012-05-18 Thread Rob Chapman
awesome - very intriguing , can't wait to see what you folks come up with!

best

Rob


RE: Divide one big texture into smaller pieces

2012-05-18 Thread Sandy Sutherland
Out of interest - did you try creating a .map file of your big texture and use 
mip mapping?

http://softimage.wiki.softimage.com/xsidocs/tex_clip_source_UsingMemoryMappedTextures.htm

http://softimage.wiki.softimage.com/xsidocs/tex_clip_source_UsingMemoryMappedTextures.htm#Rft10812

S.


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





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Christian Gotzinger 
[cgo...@googlemail.com]
Sent: 18 May 2012 13:54
To: softimage@listproc.autodesk.com
Subject: Re: Divide one big texture into smaller pieces

Hi Tim,

Thank you for answering.
Unfortunately, I don't have access to ZBrush, but the idea of extending the 
color sounds good. I will try doing that in Photoshop.
I'll also look into premultiplication issues, but I don't think that's it.

Regarding the texture size, we are working with 15 by 15 tiles. So each tile 
receives almost 1,200x1,200 pixels. I say "almost" because the tiles don't 
coincide with the edges of the huge texture. We had to adapt to a world grid, 
so the top left corner of the top left segment is not the top left corner of 
the huge texture.


On Fri, May 18, 2012 at 12:54 PM, Tim Leydecker 
mailto:bauero...@gmx.de>> wrote:
Hey Christian,

if you have access to ZBrush, you could load one segment and the
Photoshop-cropped texture and try the "Fix seams" command.

It惻l extend the color around the UVshell borders by 4-16px.

This may be enough to hide the seams.

Another thing that comes to mind is the backround color of your
rendermapped texture segment.

Are you using the original 18Kx18K px file and just the alpha coverage
file for the Photoshop action? This should prevent "pseudo-premultiplied"
effects when cropping, as you don愒 have black pixels as opposed to using
the rendermapped texture (which will be black outside the surface area)
as the cropping source.

Btw, if I divide 18000px by 200, I end up with 90px that愀 a very small
tile and sounds like loads of interpolation to start with anyway?

Cheers,

tim


On 18.05.2012 12:19, Christian Gotzinger wrote:
Hi list,

We are dealing with a gigantic piece of environment. The ground has a texture 
of about 18,000x18,000 pixels applied to it. We are now in the process of 
dividing the entire area up
into 200 quadratic segments.
Thankfully, Softimage has allowed me to select all 10,000 objects at once and 
dice them up into quadratic segments, which I have then detached. All is good 
on that front.

However, we would now like the 18K ground texture to be divided up into smaller 
segments as well. Currently all the quadratic cutouts have the same 18K texture 
applied but only use
a fraction of their UV space. I want them all to use UV space 0 to 1 and have a 
matching texture.

This is what I tried:
I rendermapped the segments (again I'm glad to be able to rendermap everything 
at once) and ticked the Coverage in Alpha checkbox. I can then use a Photoshop 
action to select the
files' alpha channel, crop down to that selection and save the file. Then I can 
apply the new texture to a segment, delete its old UVs and add a new 0 to 1 
projection. This works,
however I end up with seams of about 1 pixel width at the segment edges. 
Probably because the alpha coverage is not detailed enough, and Photoshop then 
crops incorrectly. The
cropped files also have slightly different image sizes. Or maybe the 
rendermapping is not accurate enough?

Has anybody ever done something like this? I feel like I'm 90% there, but those 
seams are a bit of a problem.



Re: Divide one big texture into smaller pieces

2012-05-18 Thread Christian Gotzinger
Hi Tim,

Thank you for answering.
Unfortunately, I don't have access to ZBrush, but the idea of extending the
color sounds good. I will try doing that in Photoshop.
I'll also look into premultiplication issues, but I don't think that's it.

Regarding the texture size, we are working with 15 by 15 tiles. So each
tile receives almost 1,200x1,200 pixels. I say "almost" because the tiles
don't coincide with the edges of the huge texture. We had to adapt to a
world grid, so the top left corner of the top left segment is not the top
left corner of the huge texture.


On Fri, May 18, 2012 at 12:54 PM, Tim Leydecker  wrote:

> Hey Christian,
>
> if you have access to ZBrush, you could load one segment and the
> Photoshop-cropped texture and try the "Fix seams" command.
>
> It惻l extend the color around the UVshell borders by 4-16px.
>
> This may be enough to hide the seams.
>
> Another thing that comes to mind is the backround color of your
> rendermapped texture segment.
>
> Are you using the original 18Kx18K px file and just the alpha coverage
> file for the Photoshop action? This should prevent "pseudo-premultiplied"
> effects when cropping, as you don愒 have black pixels as opposed to using
> the rendermapped texture (which will be black outside the surface area)
> as the cropping source.
>
> Btw, if I divide 18000px by 200, I end up with 90px that愀 a very small
> tile and sounds like loads of interpolation to start with anyway?
>
> Cheers,
>
> tim
>
>
> On 18.05.2012 12:19, Christian Gotzinger wrote:
>
>> Hi list,
>>
>> We are dealing with a gigantic piece of environment. The ground has a
>> texture of about 18,000x18,000 pixels applied to it. We are now in the
>> process of dividing the entire area up
>> into 200 quadratic segments.
>> Thankfully, Softimage has allowed me to select all 10,000 objects at once
>> and dice them up into quadratic segments, which I have then detached. All
>> is good on that front.
>>
>> However, we would now like the 18K ground texture to be divided up into
>> smaller segments as well. Currently all the quadratic cutouts have the same
>> 18K texture applied but only use
>> a fraction of their UV space. I want them all to use UV space 0 to 1 and
>> have a matching texture.
>>
>> This is what I tried:
>> I rendermapped the segments (again I'm glad to be able to rendermap
>> everything at once) and ticked the Coverage in Alpha checkbox. I can then
>> use a Photoshop action to select the
>> files' alpha channel, crop down to that selection and save the file. Then
>> I can apply the new texture to a segment, delete its old UVs and add a new
>> 0 to 1 projection. This works,
>> however I end up with seams of about 1 pixel width at the segment edges.
>> Probably because the alpha coverage is not detailed enough, and Photoshop
>> then crops incorrectly. The
>> cropped files also have slightly different image sizes. Or maybe the
>> rendermapping is not accurate enough?
>>
>> Has anybody ever done something like this? I feel like I'm 90% there, but
>> those seams are a bit of a problem.
>>
>


Re: OT: @ fmx

2012-05-18 Thread Thiago Costa
Hey guys,

Think of it as if MultiPhysics meet with "MultiOptics" :)  And if you could
work on these things
collaboratively with anyone.

We should be releasing some videos soon. We are still rounding up some
corners
to start the beta. Should be here in a month... I'll have a registration
link open up soon.


Also I want to give you a heads up that this is a standalone project, but
we are thinking of integrate
it with Softimage. So if any of you are a dev and looking for a job - or a
freelance gig. Just email me
and we can talk about it.

We got some incredible developers working on this, so no need to say you
gotta be a kick ass developer
and that this project is quite challenging. :)

cheers,

-Thiago


On 12 May 2012 09:40, Schoenberger  wrote:

> I missed it, but:
>
> http://www.fmx.de/program/event-details/event/585/847/32/847/detail/Event.html
>
> "From Lagoa to TeamUp... a new era of DCC tools!"
> "TeamUp will be showing for the first time it's new content creation
> pipeline."
> "TeamUp is a new platform for Digital Artists"
>
> So they have been even very very short with their description of their
> talk...
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
>
>
>
> 
>
>From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Leonard Koch
>Sent: Thursday, May 10, 2012 5:32 PM
>To: softimage@listproc.autodesk.com
>Subject: Re: OT: @ fmx
>
>
>
>I've been trying to find info on this, but to no avail.
>If anyone finds something please share.
>
>On May 10, 2012 4:28 PM, "Alex"  wrote:
>
>
>Yeah I am interested although I dont think it will
> necessarily be softimage related.
>
>
>On 10 May 2012 15:25, Jens Lindgren <
> jens.lindgren@gmail.com> wrote:
>
>
>Was just about to ask the same :)
>
>
>On Thu, May 10, 2012 at 4:19 PM, Alex <
> aleym...@googlemail.com> wrote:
>
>
>Did anyone check this out?
>
>
>On 8 May 2012 09:44, Juhani Karlsson <
> juhani.karls...@talvi.com> wrote:
>
>
>Well..
>I was reading teams linkedIn
> profiles and Frank Hmeindans profile says this - TeamUp
> "Building awesome tools to empower collaborative 3D content creation "
>My guess is on something katana
> like that has nice simulation integration. : )
>- Juhani
>
>
>2012/5/8 Rob Chapman <
> tekano@gmail.com>
>
>
>oh!  well leaving it completely
> open ended like that leaves a lot of room for speculation as
> to what Teamup actually is / does!?
>
>I'm going for TeamUP is GPU
> hardware based ICE acceleration for Lagoa... ;)
>
>Cheers
>
>
>  Rob
>
>
>On 8 May 2012 07:59, Juhani
> Karlsson  wrote:
>
>
>Can`t wait!
>Theres pretty good developers in
> that team. ; )
>
>- Juhani
>
>
>2012/5/8 Byungchul Kang <
> k...@cgndev.com>
>
>
>Wow!! Thiago.
>New Project?? Curious!!
>
>Kang
>
>2012/5/8 Steffen Dünner <
> steffen.duen...@googlemail.com>
>
>
>Cool, I will be there  :-)
>
>Cheers
>Steffen
>
>Sent from no IPhone
>
>Am 08.05.2012 01:57 schrieb "Thiago
> Costa" :
>
>
>Hi fellows,
>
> I'm here in Germany. We'll be
> presenting a new project we are working 
> on at FMX.
>If you are around, please drop by
> at our Session on the 10th, or just drop me a line.
>
>Sorry for the plug, but I thought
> this might interest you. :)
>
>cheers,
>
>-Thiagoq
>
>
>
>
>--
>
>Byungchul Kang | MBC CG TEAM [
> http://imbc.com]
>http://cgndev.com
>
>
>
>
>
>
>
>
>
>--
>
>Jens Lindgren
>  

Re: Divide one big texture into smaller pieces

2012-05-18 Thread Tim Leydecker

Hey Christian,

if you have access to ZBrush, you could load one segment and the
Photoshop-cropped texture and try the "Fix seams" command.

It´ll extend the color around the UVshell borders by 4-16px.

This may be enough to hide the seams.

Another thing that comes to mind is the backround color of your
rendermapped texture segment.

Are you using the original 18Kx18K px file and just the alpha coverage
file for the Photoshop action? This should prevent "pseudo-premultiplied"
effects when cropping, as you don´t have black pixels as opposed to using
the rendermapped texture (which will be black outside the surface area)
as the cropping source.

Btw, if I divide 18000px by 200, I end up with 90px that´s a very small
tile and sounds like loads of interpolation to start with anyway?

Cheers,

tim

On 18.05.2012 12:19, Christian Gotzinger wrote:

Hi list,

We are dealing with a gigantic piece of environment. The ground has a texture 
of about 18,000x18,000 pixels applied to it. We are now in the process of 
dividing the entire area up
into 200 quadratic segments.
Thankfully, Softimage has allowed me to select all 10,000 objects at once and 
dice them up into quadratic segments, which I have then detached. All is good 
on that front.

However, we would now like the 18K ground texture to be divided up into smaller 
segments as well. Currently all the quadratic cutouts have the same 18K texture 
applied but only use
a fraction of their UV space. I want them all to use UV space 0 to 1 and have a 
matching texture.

This is what I tried:
I rendermapped the segments (again I'm glad to be able to rendermap everything 
at once) and ticked the Coverage in Alpha checkbox. I can then use a Photoshop 
action to select the
files' alpha channel, crop down to that selection and save the file. Then I can 
apply the new texture to a segment, delete its old UVs and add a new 0 to 1 
projection. This works,
however I end up with seams of about 1 pixel width at the segment edges. 
Probably because the alpha coverage is not detailed enough, and Photoshop then 
crops incorrectly. The
cropped files also have slightly different image sizes. Or maybe the 
rendermapping is not accurate enough?

Has anybody ever done something like this? I feel like I'm 90% there, but those 
seams are a bit of a problem.


Divide one big texture into smaller pieces

2012-05-18 Thread Christian Gotzinger
Hi list,

We are dealing with a gigantic piece of environment. The ground has a
texture of about 18,000x18,000 pixels applied to it. We are now in the
process of dividing the entire area up into 200 quadratic segments.
Thankfully, Softimage has allowed me to select all 10,000 objects at once
and dice them up into quadratic segments, which I have then detached. All
is good on that front.

However, we would now like the 18K ground texture to be divided up into
smaller segments as well. Currently all the quadratic cutouts have the same
18K texture applied but only use a fraction of their UV space. I want them
all to use UV space 0 to 1 and have a matching texture.

This is what I tried:
I rendermapped the segments (again I'm glad to be able to rendermap
everything at once) and ticked the Coverage in Alpha checkbox. I can then
use a Photoshop action to select the files' alpha channel, crop down to
that selection and save the file. Then I can apply the new texture to a
segment, delete its old UVs and add a new 0 to 1 projection. This works,
however I end up with seams of about 1 pixel width at the segment edges.
Probably because the alpha coverage is not detailed enough, and Photoshop
then crops incorrectly. The cropped files also have slightly different
image sizes. Or maybe the rendermapping is not accurate enough?

Has anybody ever done something like this? I feel like I'm 90% there, but
those seams are a bit of a problem.


RE: XSI on linux

2012-05-18 Thread Chris Chia
My mistake:
For Softimage version 2012 and 2013, fedora 14 would be a better option.
Cheers.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Friday, May 18, 2012 6:44 AM
To: 
Subject: Re: XSI on linux

For Softimage version 2012, i would recommend Fedora 9.
For Softimage 2013, fedora 14 would be a better option.

On 18 May, 2012, at 1:37 AM, "Sue Jang" 
mailto:suejan...@gmail.com>> wrote:
Hi,

Thank you for all the replies- I am the guinea pig this time but hopefully this 
will help them integrate XSI better for the future reference!

the spec on the surface...
2.6.32.26.165
fedora12

We are running XSI 2012 SP1.

Thank you for your reply Chris Chia- I suppose I turned to the list where I 
felt I might get some immediate reply..

Will also get them to contact the Softimage support.

Thank you!

On Thu, May 17, 2012 at 1:21 PM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
Yup Sandy, you are a perfect example. This is because Softimage has been tested 
heavily on Fedora 14.

Regards,
Chris Chia
Softimage QA Analyst

On 18 May, 2012, at 1:13 AM, "Sandy Sutherland" 
mailto:sandy.sutherl...@triggerfish.co.za>>>
 wrote:

We run Softimage on FC 14 on our farm here and it works very well.

S.

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





From: 
softimage-boun...@listproc.autodesk.com>
 
[softimage-boun...@listproc.autodesk.com>]
 on behalf of Sue Jang 
[suejan...@gmail.com>]
Sent: 17 May 2012 19:03
To: 
softimage@listproc.autodesk.com>
Subject: XSI on linux

Hi list,

I'm currently helping out at a linux based company.
they installed few seats of XSI over here. (XSI+Arnold+linux)

I must say though, that the performance of XSI is rather embarrassing.
To a degree where the crash is frequent every 5 to 10 minutes. (even for a 
simple lighting task.)
I've worked at few other linux places where XSI worked beautifully.
So I know that this is not Linux related issue in this case-

Can someone kindly point me or forward me any info - even helpful XSI/Linux 
thread on the autodesk site? (besides contacting autodesk support)

Any information would be greatly appreciated-

Thanks in advance!

S


<>

RE: Merging Scene Fixes qtSoftimage plugin error why?

2012-05-18 Thread Sandy Sutherland
Could be python, but our scenes are very complex and in most cases large, I 
think we are lucky we have not had more problems with scene files.  On Zambezia 
we dealt with a lot more scenes that would just never open again, and we had to 
go through the merge/drag and drop/do wierd karma dances/etc... sort of thing 
to get them going again. 2011 SAP SP1 seems to be better in that regard, as we 
were on 2011 SP1 then.

S.

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





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Steven Caron 
[car...@gmail.com]
Sent: 18 May 2012 09:09
To: softimage@listproc.autodesk.com
Subject: Re: Merging Scene Fixes qtSoftimage plugin error why?

oh, ok. :)

well if python is getting wonky/messed up, then certainly the pyqt plugin can 
be affected

On Thu, May 17, 2012 at 11:51 PM, Sandy Sutherland 
mailto:sandy.sutherl...@triggerfish.co.za>> 
wrote:
LOL - no you are missing the point, I do not think it is the plugin at all, I 
think that some scenes just get flakey, and this might affect the plugin.

Qt here just rocks!!


S.

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





From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of Steven Caron [car...@gmail.com]
Sent: 18 May 2012 08:38

To: softimage@listproc.autodesk.com
Subject: Re: Merging Scene Fixes qtSoftimage plugin error why?

ok, weird stuff for sure. but how can you be sure all of that is because of the 
qt plugin? i mean batch rendering, really?

i am afraid if you think its the qt plugin to blame, i think you might want to 
stop using it for a bit and see if normality returns.

s

On Thu, May 17, 2012 at 11:25 PM, Sandy Sutherland 
mailto:sandy.sutherl...@triggerfish.co.za>> 
wrote:
Steven I saw you mentioned it does not persist any data - BUT we have had some 
wierd stuff go down here, including scenes that completely lose render options. 
 You could render a region, but try and render the scene either preview or 
proper and you get script errors all over the place.  Also scenes that crash on 
the farm AND the batch crash on local machines first time, then if you just 
leave them they suddenly work fine.

There are greater forces at work here [tongue in cheek]


S.

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





From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of Steven Caron [car...@gmail.com]
Sent: 18 May 2012 08:02

To: softimage@listproc.autodesk.com
Subject: Re: Merging Scene Fixes qtSoftimage plugin error why?

as i said, the plugin does not depend on any data persisted in a scene. if the 
example plugins run without issue then its not the plugin's fault but the 
gui/app they are trying to run.

s

On Thu, May 17, 2012 at 10:36 PM, Sandy Sutherland 
mailto:sandy.sutherl...@triggerfish.co.za>> 
wrote:
Maybe there is something in the scene data that Qt uses/needs?  And that data 
is fubar in that scene at scene level.

S.

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





From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of Eric Turman [i.anima...@gmail.com]
Sent: 17 May 2012 22:07
To: softimage@listproc.autodesk.com
Subject: Re: Merging Scene Fixes qtSoftimage plugin error why?

Did this scenes happen to originate in an older version of Softimage where 
QuickTime wasn't supported by 64 bit?

On Thu, May 17, 2012 at 1:40 PM, Jared Glass 
mailto:jared.gl...@triggerfish.co.za>> wrote:
Hi Steven and Jo
A few days back I had to open an animators scene to do some tests and for some 
reason the qtSoftimage plugin just wouldn't work at all. Xsi would load the 
scene and it would automatically report that COM Error: Out of present range. 
(0x-7ffdfff6) error. Luckily this doesn't happen too often anymore, but with 
this specific scene no m

Re: Merging Scene Fixes qtSoftimage plugin error why?

2012-05-18 Thread Jared Glass

Yeah, sorry Eric I did mean Pyqt not quicktime.

And Steven, when the plugin gives errors I mean that the command 
Application.getQtSoftimageAnchor() gives an error so your example 
plugins don't work either. Im not at all saying its the plugins fault 
but I am wondering what could cause this to happen to any softimage plugin.


As Sandy said, there are "greater" forces at work here, lol. I'm trying 
to find out what could be causing them and how to prevent them.


On 2012/05/18 08:25 AM, Sandy Sutherland wrote:
Steven I saw you mentioned it does not persist any data - BUT we have 
had some wierd stuff go down here, including scenes that completely 
lose render options.  You could render a region, but try and render 
the scene either preview or proper and you get script errors all over 
the place.  Also scenes that crash on the farm AND the batch crash on 
local machines first time, then if you just leave them they suddenly 
work fine.


There are greater forces at work here [tongue in cheek]

S.

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





*From:* softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Steven Caron 
[car...@gmail.com]

*Sent:* 18 May 2012 08:02
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Merging Scene Fixes qtSoftimage plugin error why?

as i said, the plugin does not depend on any data persisted in a 
scene. if the example plugins run without issue then its not the 
plugin's fault but the gui/app they are trying to run.


s

On Thu, May 17, 2012 at 10:36 PM, Sandy Sutherland 
> wrote:


Maybe there is something in the scene data that Qt uses/needs? 
And that data is fubar in that scene at scene level.


S.

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

_





*From:* softimage-boun...@listproc.autodesk.com

[softimage-boun...@listproc.autodesk.com
] on behalf of
Eric Turman [i.anima...@gmail.com ]
*Sent:* 17 May 2012 22:07
*To:* softimage@listproc.autodesk.com

*Subject:* Re: Merging Scene Fixes qtSoftimage plugin error why?

Did this scenes happen to originate in an older version of
Softimage where QuickTime wasn't supported by 64 bit?

On Thu, May 17, 2012 at 1:40 PM, Jared Glass
mailto:jared.gl...@triggerfish.co.za>> wrote:

Hi Steven and Jo
A few days back I had to open an animators scene to do some
tests and for some reason the qtSoftimage plugin just wouldn't
work at all. Xsi would load the scene and it would
automatically report that COM Error: Out of present range.
(0x-7ffdfff6) error. Luckily this doesn't happen too often
anymore, but with this specific scene no matter how many times
I closed and reopened it, not once did the plugin work.
BUT...when I merged it into a new scene all of a sudden the
plugin started working again, without any issues. This new
merged scene I have opened and closed several times just to
make sure this isn't random and so far the plugin has been
absolutely fine.

My question to you is do you have any idea as to why this
could happen?
And to the rest of the list; does anyone know what is stored
in an xsi scene that gets lost when the scene is merged that
could cause conflicts/errors?

Thanks for all the help so far :)
-- 
Kind Regards,

Jared Glass  | Technical
Lead
Triggerfish Animation Studios 
Zambezia Movie  | Khumba Movie





-- 





-=T=-



Re: Merging Scene Fixes qtSoftimage plugin error why?

2012-05-18 Thread Steven Caron
oh, ok. :)

well if python is getting wonky/messed up, then certainly the pyqt plugin
can be affected

On Thu, May 17, 2012 at 11:51 PM, Sandy Sutherland <
sandy.sutherl...@triggerfish.co.za> wrote:

>  LOL - no you are missing the point, I do not think it is the plugin at
> all, I think that some scenes just get flakey, and this might affect the
> plugin.
>
> Qt here just rocks!!
>
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Steven Caron [
> car...@gmail.com]
> *Sent:* 18 May 2012 08:38
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Merging Scene Fixes qtSoftimage plugin error why?
>
>  ok, weird stuff for sure. but how can you be sure all of that is because
> of the qt plugin? i mean batch rendering, really?
>
>  i am afraid if you think its the qt plugin to blame, i think you might
> want to stop using it for a bit and see if normality returns.
>
>  s
>
> On Thu, May 17, 2012 at 11:25 PM, Sandy Sutherland <
> sandy.sutherl...@triggerfish.co.za> wrote:
>
>>  Steven I saw you mentioned it does not persist any data - BUT we have
>> had some wierd stuff go down here, including scenes that completely lose
>> render options.  You could render a region, but try and render the scene
>> either preview or proper and you get script errors all over the place.
>> Also scenes that crash on the farm AND the batch crash on local machines
>> first time, then if you just leave them they suddenly work fine.
>>
>> There are greater forces at work here [tongue in cheek]
>>
>>
>> S.
>>
>> _
>> Sandy Sutherland
>> Technical Supervisor
>> sandy.sutherl...@triggerfish.co.za
>> _
>>
>>
>>
>>
>>   --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Steven Caron [
>> car...@gmail.com]
>> *Sent:* 18 May 2012 08:02
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Merging Scene Fixes qtSoftimage plugin error why?
>>
>>   as i said, the plugin does not depend on any data persisted in a
>> scene. if the example plugins run without issue then its not the plugin's
>> fault but the gui/app they are trying to run.
>>
>>  s
>>
>> On Thu, May 17, 2012 at 10:36 PM, Sandy Sutherland <
>> sandy.sutherl...@triggerfish.co.za> wrote:
>>
>>>  Maybe there is something in the scene data that Qt uses/needs?  And
>>> that data is fubar in that scene at scene level.
>>>
>>> S.
>>>
>>> _
>>> Sandy Sutherland
>>> Technical Supervisor
>>> sandy.sutherl...@triggerfish.co.za
>>> _
>>>
>>>
>>>
>>>
>>>   --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Eric Turman [
>>> i.anima...@gmail.com]
>>> *Sent:* 17 May 2012 22:07
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Merging Scene Fixes qtSoftimage plugin error why?
>>>
>>>   Did this scenes happen to originate in an older version of Softimage
>>> where QuickTime wasn't supported by 64 bit?
>>>
>>> On Thu, May 17, 2012 at 1:40 PM, Jared Glass <
>>> jared.gl...@triggerfish.co.za> wrote:
>>>
 Hi Steven and Jo
 A few days back I had to open an animators scene to do some tests and
 for some reason the qtSoftimage plugin just wouldn't work at all. Xsi would
 load the scene and it would automatically report that COM Error: Out of
 present range. (0x-7ffdfff6) error. Luckily this doesn't happen too often
 anymore, but with this specific scene no matter how many times I closed and
 reopened it, not once did the plugin work. BUT...when I merged it into a
 new scene all of a sudden the plugin started working again, without any
 issues. This new merged scene I have opened and closed several times just
 to make sure this isn't random and so far the plugin has been absolutely
 fine.

 My question to you is do you have any idea as to why this could happen?
 And to the rest of the list; does anyone know what is stored in an xsi
 scene that gets lost when the scene is merged that could cause
 conflicts/errors?

 Thanks for all the help so far :)
 --
 Kind Regards,
 Jared Glass  | Technical Lead
 Triggerfish Animation Studios 
 Zambezia Movie  | Khumba 
 Movie

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>