Re: Animator Opinion Question

2012-06-04 Thread Eric Thivierge
Well, those 2 poses aren't good poses to rig in.

a) You have to compensate for the extreme pose that it naturally sits in
when it is in the opposite extreme. If in T-Pose you have to compensate a
lot for when arms are down straight in the shoulder areas.
b) If you are in T-Pose then your clavicals would have to be rotated up and
in a position that isn't really neutral and most times modelers don't model
this in when modeling in T-Poses (that I have found).

A-Frame pose with arms half way between T-Pose and straight down has lead
me to a lot less headaches in the above issues. Issue b's problems multiply
when you start adding in muscle systems where by default your muscles are
in a flexed position by default as well.

my 2 cents. :)


Eric Thivierge
http://www.ethivierge.com


On Tue, Jun 5, 2012 at 2:37 PM, Jack Kao  wrote:

> Perhaps that’s one of the reasons to rig characters in T-pose, or with
> arms straight down, so the natural orientation of wrists and ankles
> automatically matches the world orientation? 2 cents.
>


Re: ICE: Vortex and Lagoa

2012-06-04 Thread Thiago Costa
The year have just begun :)

On 4 June 2012 21:01, Guillaume Laforge wrote:

> If there is a competition for the best answer of the year on this list, my
> vote is for this one !
>
> :)
>
>
> On Mon, Jun 4, 2012 at 8:51 PM, Thiago Costa wrote:
>
>> To the original question, you should be able to do it quite simply by
>> seeding vortices particles (just flag them as vortices on emit), then
>> computing the curl of the field. Finally you can use that as a force on
>> each particle.
>>
>> To satisfy vortex equation [image: \vec \omega = \nabla \times \vec
>> \mathit{u}.]  each vortex particle (a random probability of being a
>> vortex particle for simplicity), should give a spin axis (random) and a
>> radius (might be random, but physically it shouldn't without more
>> sophisticated volume conservation techniques).
>> You then need to search for the closest vortex particles - using a large
>> radius (normally the radius of the biggest vortex). Then compute the sum of
>> all velocity perpendicular to the spin axis of the closest vortices.
>>
>> using lagoa you could probably set that as a force on each particle, and
>> then let the integrator do the rest.
>>
>>
>> Thiago
>>
>> On 4 June 2012 14:22, Byron Nash  wrote:
>>
>>> Thanks for the tips and example Andy (& everyone). I'll work on
>>> implementing this into my approach.
>>>
>>>
>>> On Mon, Jun 4, 2012 at 1:32 PM, Jonathan Laborde >> > wrote:
>>>
 I made 2 compounds that I use regularly to calculate velocity properly.
 You basically store the current point position and orientation at the
 beginning of every frame (first port in the stack). Even if you are say on
 frame 10, since it's the first thing being calculated in the stack the
 point position is still from frame 9. Then in post-simulation you do the
 actual calculation and store it in pointvelocity and angularvelocity, that
 way it won't affect the following frames.
 It works well, unless you are moving the points in post-simulation as
 they won't be calculated at the beginning of the next frame.
 Enjoy!
 --*
 **JONATHAN LABORDE*
 FX Artist

 www.rodeofx.com


 On Mon, Jun 4, 2012 at 12:25 PM, Grahame Fuller <
 grahame.ful...@autodesk.com> wrote:

> Verlet integration might be useful in these cases. With Verlet
> integration, you store the previous positions and back-calculate the
> velocity from that, instead of calculating the forward velocity as in
> standard Euler integration.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
> Sent: Sunday, June 03, 2012 02:18 PM
> To: softimage@listproc.autodesk.com
> Cc: softimage@listproc.autodesk.com
> Subject: Re: ICE: Vortex and Lagoa
>
> Yeah I should have pointed that out... There's always a sacrifice
> between the simplicity and emergent behavior of simulations and the 
> control
> you can get by being more direct and specifying explicit positions per
> frame.
>
> The more "custom" you get, the more you have to chase down and account
> for this kind of thing. The motionblur problem with nonsimulated ICE
> animations is the biggie - enough so that it might be advisable for the
> softimage devs to implement some in-box solutions, like perhaps an option
> for computing a per point velocity during caching, or writing special
> "absolute" point position and velocity variables after the post-process
> step...
>
>
> On Jun 3, 2012, at 1:36 PM, Jonathan Laborde  > wrote:
> Great answer Andy. But be careful with such a technique (blend between
> simulation and manual positioning) as the point position will be as you
> expect but point velocity will not be calculated properly. Your motion 
> blur
> will be wrong in that case, and you will have tu manually set it in post
> process.
> Rock n' roll
> --
> JONATHAN LABORDE
> FX Artist
>
> www.rodeofx.com
>
> On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer  > wrote:
> Byron hi there. Can't answer your questions about differences between
> lagoa and "normal" reaction to forces, but the results you are seeing with
> a combination of forces (one to move particles along a curve, the other to
> draw particles towards a curve) is one I'm familiar with. It's easy to 
> fall
> into the "simulation trap," where you drive yourself crazy trying to find 
> a
> perfect balance of forces to get the results you want.
>
> There are a couple of suggestions I can give you... The first is to
> clamp the maximum speed at which a particle is allowed to move: get
> particle velocity, get "length" or magnitude of the vector (this is
> "speed.") If the speed > a max

RE: Animator Opinion Question

2012-06-04 Thread Jack Kao
Perhaps that’s one of the reasons to rig characters in T-pose, or with arms
straight down, so the natural orientation of wrists and ankles
automatically matches the world orientation? 2 cents.


Re: ICE: Vortex and Lagoa

2012-06-04 Thread Guillaume Laforge
If there is a competition for the best answer of the year on this list, my
vote is for this one !

:)

On Mon, Jun 4, 2012 at 8:51 PM, Thiago Costa wrote:

> To the original question, you should be able to do it quite simply by
> seeding vortices particles (just flag them as vortices on emit), then
> computing the curl of the field. Finally you can use that as a force on
> each particle.
>
> To satisfy vortex equation [image: \vec \omega = \nabla \times \vec
> \mathit{u}.]  each vortex particle (a random probability of being a
> vortex particle for simplicity), should give a spin axis (random) and a
> radius (might be random, but physically it shouldn't without more
> sophisticated volume conservation techniques).
> You then need to search for the closest vortex particles - using a large
> radius (normally the radius of the biggest vortex). Then compute the sum of
> all velocity perpendicular to the spin axis of the closest vortices.
>
> using lagoa you could probably set that as a force on each particle, and
> then let the integrator do the rest.
>
>
> Thiago
>
> On 4 June 2012 14:22, Byron Nash  wrote:
>
>> Thanks for the tips and example Andy (& everyone). I'll work on
>> implementing this into my approach.
>>
>>
>> On Mon, Jun 4, 2012 at 1:32 PM, Jonathan Laborde 
>> wrote:
>>
>>> I made 2 compounds that I use regularly to calculate velocity properly.
>>> You basically store the current point position and orientation at the
>>> beginning of every frame (first port in the stack). Even if you are say on
>>> frame 10, since it's the first thing being calculated in the stack the
>>> point position is still from frame 9. Then in post-simulation you do the
>>> actual calculation and store it in pointvelocity and angularvelocity, that
>>> way it won't affect the following frames.
>>> It works well, unless you are moving the points in post-simulation as
>>> they won't be calculated at the beginning of the next frame.
>>> Enjoy!
>>> --*
>>> **JONATHAN LABORDE*
>>> FX Artist
>>>
>>> www.rodeofx.com
>>>
>>>
>>> On Mon, Jun 4, 2012 at 12:25 PM, Grahame Fuller <
>>> grahame.ful...@autodesk.com> wrote:
>>>
 Verlet integration might be useful in these cases. With Verlet
 integration, you store the previous positions and back-calculate the
 velocity from that, instead of calculating the forward velocity as in
 standard Euler integration.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
 Sent: Sunday, June 03, 2012 02:18 PM
 To: softimage@listproc.autodesk.com
 Cc: softimage@listproc.autodesk.com
 Subject: Re: ICE: Vortex and Lagoa

 Yeah I should have pointed that out... There's always a sacrifice
 between the simplicity and emergent behavior of simulations and the control
 you can get by being more direct and specifying explicit positions per
 frame.

 The more "custom" you get, the more you have to chase down and account
 for this kind of thing. The motionblur problem with nonsimulated ICE
 animations is the biggie - enough so that it might be advisable for the
 softimage devs to implement some in-box solutions, like perhaps an option
 for computing a per point velocity during caching, or writing special
 "absolute" point position and velocity variables after the post-process
 step...


 On Jun 3, 2012, at 1:36 PM, Jonathan Laborde >>> > wrote:
 Great answer Andy. But be careful with such a technique (blend between
 simulation and manual positioning) as the point position will be as you
 expect but point velocity will not be calculated properly. Your motion blur
 will be wrong in that case, and you will have tu manually set it in post
 process.
 Rock n' roll
 --
 JONATHAN LABORDE
 FX Artist

 www.rodeofx.com

 On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer >>> > wrote:
 Byron hi there. Can't answer your questions about differences between
 lagoa and "normal" reaction to forces, but the results you are seeing with
 a combination of forces (one to move particles along a curve, the other to
 draw particles towards a curve) is one I'm familiar with. It's easy to fall
 into the "simulation trap," where you drive yourself crazy trying to find a
 perfect balance of forces to get the results you want.

 There are a couple of suggestions I can give you... The first is to
 clamp the maximum speed at which a particle is allowed to move: get
 particle velocity, get "length" or magnitude of the vector (this is
 "speed.") If the speed > a max value you set, new speed=max value.
 Normalize your original velocity vector and multiply it by new-speed.

 The result, particles obey the forces you set, but never travel so fast
 that they get flung awa

Re: ICE: Vortex and Lagoa

2012-06-04 Thread Thiago Costa
To the original question, you should be able to do it quite simply by
seeding vortices particles (just flag them as vortices on emit), then
computing the curl of the field. Finally you can use that as a force on
each particle.

To satisfy vortex equation [image: \vec \omega = \nabla \times \vec
\mathit{u}.]  each vortex particle (a random probability of being a vortex
particle for simplicity), should give a spin axis (random) and a radius
(might be random, but physically it shouldn't without more sophisticated
volume conservation techniques).
You then need to search for the closest vortex particles - using a large
radius (normally the radius of the biggest vortex). Then compute the sum of
all velocity perpendicular to the spin axis of the closest vortices.

using lagoa you could probably set that as a force on each particle, and
then let the integrator do the rest.


Thiago

On 4 June 2012 14:22, Byron Nash  wrote:

> Thanks for the tips and example Andy (& everyone). I'll work on
> implementing this into my approach.
>
>
> On Mon, Jun 4, 2012 at 1:32 PM, Jonathan Laborde 
> wrote:
>
>> I made 2 compounds that I use regularly to calculate velocity properly.
>> You basically store the current point position and orientation at the
>> beginning of every frame (first port in the stack). Even if you are say on
>> frame 10, since it's the first thing being calculated in the stack the
>> point position is still from frame 9. Then in post-simulation you do the
>> actual calculation and store it in pointvelocity and angularvelocity, that
>> way it won't affect the following frames.
>> It works well, unless you are moving the points in post-simulation as
>> they won't be calculated at the beginning of the next frame.
>> Enjoy!
>> --*
>> **JONATHAN LABORDE*
>> FX Artist
>>
>> www.rodeofx.com
>>
>>
>> On Mon, Jun 4, 2012 at 12:25 PM, Grahame Fuller <
>> grahame.ful...@autodesk.com> wrote:
>>
>>> Verlet integration might be useful in these cases. With Verlet
>>> integration, you store the previous positions and back-calculate the
>>> velocity from that, instead of calculating the forward velocity as in
>>> standard Euler integration.
>>>
>>> gray
>>>
>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
>>> Sent: Sunday, June 03, 2012 02:18 PM
>>> To: softimage@listproc.autodesk.com
>>> Cc: softimage@listproc.autodesk.com
>>> Subject: Re: ICE: Vortex and Lagoa
>>>
>>> Yeah I should have pointed that out... There's always a sacrifice
>>> between the simplicity and emergent behavior of simulations and the control
>>> you can get by being more direct and specifying explicit positions per
>>> frame.
>>>
>>> The more "custom" you get, the more you have to chase down and account
>>> for this kind of thing. The motionblur problem with nonsimulated ICE
>>> animations is the biggie - enough so that it might be advisable for the
>>> softimage devs to implement some in-box solutions, like perhaps an option
>>> for computing a per point velocity during caching, or writing special
>>> "absolute" point position and velocity variables after the post-process
>>> step...
>>>
>>>
>>> On Jun 3, 2012, at 1:36 PM, Jonathan Laborde >> > wrote:
>>> Great answer Andy. But be careful with such a technique (blend between
>>> simulation and manual positioning) as the point position will be as you
>>> expect but point velocity will not be calculated properly. Your motion blur
>>> will be wrong in that case, and you will have tu manually set it in post
>>> process.
>>> Rock n' roll
>>> --
>>> JONATHAN LABORDE
>>> FX Artist
>>>
>>> www.rodeofx.com
>>>
>>> On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer >> > wrote:
>>> Byron hi there. Can't answer your questions about differences between
>>> lagoa and "normal" reaction to forces, but the results you are seeing with
>>> a combination of forces (one to move particles along a curve, the other to
>>> draw particles towards a curve) is one I'm familiar with. It's easy to fall
>>> into the "simulation trap," where you drive yourself crazy trying to find a
>>> perfect balance of forces to get the results you want.
>>>
>>> There are a couple of suggestions I can give you... The first is to
>>> clamp the maximum speed at which a particle is allowed to move: get
>>> particle velocity, get "length" or magnitude of the vector (this is
>>> "speed.") If the speed > a max value you set, new speed=max value.
>>> Normalize your original velocity vector and multiply it by new-speed.
>>>
>>> The result, particles obey the forces you set, but never travel so fast
>>> that they get flung away, and never develop enough momentum to get out of
>>> control. A drag force coupled with velocity can produce similar results .
>>>
>>> Another option is to replace or blend your "suction" and "along curve"
>>> forces with a setup which places each particle at a specific positio

Re: Unrolling a banner

2012-06-04 Thread Andy Nicholas
Yup, exactly like that! Except his looks like it works slightly better than 
mine. I had a few glitches that I never quite ironed out.


On 4 Jun 2012, at 18:23, Grahame Fuller wrote:

> Like this: http://vimeo.com/25096113 ?
> 
> gray
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
> Sent: Monday, June 04, 2012 12:53 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Unrolling a banner
> 
> Nice spot Eric!
> 
> Alex, funnily enough I was trying to do an unfurling banner a couple of weeks 
> ago. Syflex didn't get anywhere close, so I took it into Maya and tried 
> nCloth and it actually did a pretty reasonable job. Even so, it still didn't 
> give me enough control. I couldn't quite get what I wanted.
> 
> In the end I went back to XSI and used an ICE deformer that I made for a job 
> I helped out on ages ago. The deformer just rolls up geometry in the XZ plane 
> and you can control it with a null.
> 
> In terms of implementation, the basic steps are:
> 
> * Transform each point into the local space of the Null controller
> * Make a custom attribute called, say "RollDist". If Z is less than zero then 
> store -Z, otherwise just store zero.
> * Use RollDist as an angle into the equation of a circle centered above your 
> Null (i.e. with a vertical offset equal to the radius)
> * Transform that new position back into world space
> 
> Sorry, without having it in front of me, I can't be more specific than that! 
> The nice thing about this system is that it's really easy to add in things 
> like spiralling, and you can roll stuff up in really interesting ways.
> 
> I guess I'll have to do a tutorial video on this some time.
> 
> Cheers,
> Andy
> 
> 
> 
> On 4 Jun 2012, at 14:24, Alex Dinnin wrote:
> 
> 
> Afternoon All,
> 
> I'm trying to unfurl a banner down the side of a building.. something a bit 
> like this
> 
> http://www.youtube.com/watch?v=jI8ccSGghRY
> 
> it needs to be quite a bit longer than the one in the video.. but hopefully 
> you get my meaning
> 
> I've tried doing using Syflex and the basic cloth.. the main problem I have 
> is rolling it up to release it..
> 
> I've tried a rolled up grid, I've tried rotating.. but with out much luck
> 
> The self collision seems to mess it up.
> 
> I know in 2012 you can use Syflex in ICE.. but I only have 2010
> 
> Can anyone give me some pointers on how to do this...
> 
> Any help would be greatly
> 
> cheers
> 
> --
> Alex Dinnin
> 
> 




Re: Unrolling a banner

2012-06-04 Thread Eric Lampi
I saw that when I was building mine, I would have killed for that.

Eric

On Mon, Jun 4, 2012 at 4:55 PM, olivier jeannel wrote:

> For spiralic deformation (roll), look at this , it's awesome.
> https://vimeo.com/groups/ice/**videos/28489254
>
> I played a bit with it and quickly get a folding system :)
>
>
>
>
> Le 04/06/2012 19:23, Grahame Fuller a écrit :
>
>> Like this: http://vimeo.com/25096113 ?
>>
>> gray
>>
>> From: 
>> softimage-bounces@listproc.**autodesk.com[mailto:
>> softimage-bounces@**listproc.autodesk.com]
>> On Behalf Of Andy Nicholas
>> Sent: Monday, June 04, 2012 12:53 PM
>> To: softimage@listproc.autodesk.**com 
>> Subject: Re: Unrolling a banner
>>
>> Nice spot Eric!
>>
>> Alex, funnily enough I was trying to do an unfurling banner a couple of
>> weeks ago. Syflex didn't get anywhere close, so I took it into Maya and
>> tried nCloth and it actually did a pretty reasonable job. Even so, it still
>> didn't give me enough control. I couldn't quite get what I wanted.
>>
>> In the end I went back to XSI and used an ICE deformer that I made for a
>> job I helped out on ages ago. The deformer just rolls up geometry in the XZ
>> plane and you can control it with a null.
>>
>> In terms of implementation, the basic steps are:
>>
>> * Transform each point into the local space of the Null controller
>> * Make a custom attribute called, say "RollDist". If Z is less than zero
>> then store -Z, otherwise just store zero.
>> * Use RollDist as an angle into the equation of a circle centered above
>> your Null (i.e. with a vertical offset equal to the radius)
>> * Transform that new position back into world space
>>
>> Sorry, without having it in front of me, I can't be more specific than
>> that! The nice thing about this system is that it's really easy to add in
>> things like spiralling, and you can roll stuff up in really interesting
>> ways.
>>
>> I guess I'll have to do a tutorial video on this some time.
>>
>> Cheers,
>> Andy
>>
>>
>>
>> On 4 Jun 2012, at 14:24, Alex Dinnin wrote:
>>
>>
>> Afternoon All,
>>
>>  I'm trying to unfurl a banner down the side of a building.. something a
>> bit like this
>>
>> http://www.youtube.com/watch?**v=jI8ccSGghRY
>>
>> it needs to be quite a bit longer than the one in the video.. but
>> hopefully you get my meaning
>>
>> I've tried doing using Syflex and the basic cloth.. the main problem I
>> have is rolling it up to release it..
>>
>> I've tried a rolled up grid, I've tried rotating.. but with out much luck
>>
>> The self collision seems to mess it up.
>>
>> I know in 2012 you can use Syflex in ICE.. but I only have 2010
>>
>> Can anyone give me some pointers on how to do this...
>>
>> Any help would be greatly
>>
>> cheers
>>
>> --
>> Alex Dinnin
>>
>>
>


-- 
Freelance 3D and VFX animator


Re: Unrolling a banner

2012-06-04 Thread olivier jeannel

For spiralic deformation (roll), look at this , it's awesome.
https://vimeo.com/groups/ice/videos/28489254

I played a bit with it and quickly get a folding system :)




Le 04/06/2012 19:23, Grahame Fuller a écrit :

Like this: http://vimeo.com/25096113 ?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: Monday, June 04, 2012 12:53 PM
To: softimage@listproc.autodesk.com
Subject: Re: Unrolling a banner

Nice spot Eric!

Alex, funnily enough I was trying to do an unfurling banner a couple of weeks 
ago. Syflex didn't get anywhere close, so I took it into Maya and tried nCloth 
and it actually did a pretty reasonable job. Even so, it still didn't give me 
enough control. I couldn't quite get what I wanted.

In the end I went back to XSI and used an ICE deformer that I made for a job I 
helped out on ages ago. The deformer just rolls up geometry in the XZ plane and 
you can control it with a null.

In terms of implementation, the basic steps are:

* Transform each point into the local space of the Null controller
* Make a custom attribute called, say "RollDist". If Z is less than zero then 
store -Z, otherwise just store zero.
* Use RollDist as an angle into the equation of a circle centered above your 
Null (i.e. with a vertical offset equal to the radius)
* Transform that new position back into world space

Sorry, without having it in front of me, I can't be more specific than that! 
The nice thing about this system is that it's really easy to add in things like 
spiralling, and you can roll stuff up in really interesting ways.

I guess I'll have to do a tutorial video on this some time.

Cheers,
Andy



On 4 Jun 2012, at 14:24, Alex Dinnin wrote:


Afternoon All,

  I'm trying to unfurl a banner down the side of a building.. something a bit 
like this

http://www.youtube.com/watch?v=jI8ccSGghRY

it needs to be quite a bit longer than the one in the video.. but hopefully you 
get my meaning

I've tried doing using Syflex and the basic cloth.. the main problem I have is 
rolling it up to release it..

I've tried a rolled up grid, I've tried rotating.. but with out much luck

The self collision seems to mess it up.

I know in 2012 you can use Syflex in ICE.. but I only have 2010

Can anyone give me some pointers on how to do this...

Any help would be greatly

cheers

--
Alex Dinnin





RE: Unrolling a banner

2012-06-04 Thread Grahame Fuller
Like this: http://vimeo.com/25096113 ?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: Monday, June 04, 2012 12:53 PM
To: softimage@listproc.autodesk.com
Subject: Re: Unrolling a banner

Nice spot Eric!

Alex, funnily enough I was trying to do an unfurling banner a couple of weeks 
ago. Syflex didn't get anywhere close, so I took it into Maya and tried nCloth 
and it actually did a pretty reasonable job. Even so, it still didn't give me 
enough control. I couldn't quite get what I wanted.

In the end I went back to XSI and used an ICE deformer that I made for a job I 
helped out on ages ago. The deformer just rolls up geometry in the XZ plane and 
you can control it with a null.

In terms of implementation, the basic steps are:

* Transform each point into the local space of the Null controller
* Make a custom attribute called, say "RollDist". If Z is less than zero then 
store -Z, otherwise just store zero.
* Use RollDist as an angle into the equation of a circle centered above your 
Null (i.e. with a vertical offset equal to the radius)
* Transform that new position back into world space

Sorry, without having it in front of me, I can't be more specific than that! 
The nice thing about this system is that it's really easy to add in things like 
spiralling, and you can roll stuff up in really interesting ways.

I guess I'll have to do a tutorial video on this some time.

Cheers,
Andy



On 4 Jun 2012, at 14:24, Alex Dinnin wrote:


Afternoon All,

 I'm trying to unfurl a banner down the side of a building.. something a bit 
like this

http://www.youtube.com/watch?v=jI8ccSGghRY

it needs to be quite a bit longer than the one in the video.. but hopefully you 
get my meaning

I've tried doing using Syflex and the basic cloth.. the main problem I have is 
rolling it up to release it..

I've tried a rolled up grid, I've tried rotating.. but with out much luck

The self collision seems to mess it up.

I know in 2012 you can use Syflex in ICE.. but I only have 2010

Can anyone give me some pointers on how to do this...

Any help would be greatly

cheers

--
Alex Dinnin

<>

Re: Unrolling a banner

2012-06-04 Thread Alex Dinnin
Thanks for the run down Erik.

I think I am nearly there..

thanks again

On Mon, Jun 4, 2012 at 6:59 PM, Rares Halmagean  wrote:

>  Cool, thanks for the breakdown. That's a few apps used for something
> you'd think would be enough in xsi alone. Great work again Eric. I
> remember seeing this spot on the tube and wondering who and how it was
> done. Would be nice to see a break down of the process, at least on the xsi
> side.
>
> -Rares
>
>
> On 6/4/2012 11:28 AM, Eric Lampi wrote:
>
> The "carpet" was SoftImage, the flowers and other objects were Maya.
> Houdini was used to render and place the flowers and grass. I had a pretty
> good looking patch of grass too, but it was scrapped when it was decided to
> go the Houdini route.
>
> On Mon, Jun 4, 2012 at 12:15 PM, Rares Halmagean wrote:
>
>>  Yea, Looks great. Was all of this xsi Eric?
>>
>> On 6/4/2012 10:04 AM, Eric Lampi wrote:
>>
>> Ooops.
>>
>> Wrong links!
>>
>> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>>
>> https://vimeo.com/user7979713/review/40608551/10477a5323
>>
>> Eric
>>
>>
>> On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:
>>
>>> Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
>>> don't exist ??
>>>
>>>  Alex
>>>
>>> On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:
>>>
 I did something exactly like this several years ago. If I can recall
 correctly, I had an animated cylinder inside the roll as a collision
 object, to help move the roll along, because the self-collision messes it
 up big time without it. Also this was pre-ICE, which could be a better
 solution for something like this, but try it first, it might do the trick,
 otherwise I wouldn't simulate it.

 I had a similar problem recently with a project, an unfurling carpet of
 grass with a garden rolled up in it, but it needed to look billowy and
 light like a parachute or a deflated hot air balloon, it also had to roll
 up over itself since you could see it from the side in some shots, so it
 need to get smaller as it unrolled. Simulation just wasn't going to cut it,
 so I used a spiral curve to create the roll, lattices for larger sections
 of animation, ICE nodes for collision with the ground and turbulence, with
 a bunch of weight maps animated along with it. I think I might have even
 thrown in a wave or two. The setup took longer, but I could make changes in
 speed, wave size and turbulence in minutes as opposed to what it would have
 taken noodling with a simulation.

 https://vimeo.com/40608551

 This is the spot it was used for.

 https://vimeo.com/42504313

 Eric



  On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:

> Afternoon All,
>
>   I'm trying to unfurl a banner down the side of a building..
> something a bit like this
>
>  http://www.youtube.com/watch?v=jI8ccSGghRY
>
>  it needs to be quite a bit longer than the one in the video.. but
> hopefully you get my meaning
>
>  I've tried doing using Syflex and the basic cloth.. the main problem
> I have is rolling it up to release it..
>
>  I've tried a rolled up grid, I've tried rotating.. but with out much
> luck
>
>  The self collision seems to mess it up.
>
>  I know in 2012 you can use Syflex in ICE.. but I only have 2010
>
>  Can anyone give me some pointers on how to do this...
>
>  Any help would be greatly
>
>  cheers
>
>  --
> Alex Dinnin
>
>


 --
 Freelance 3D and VFX animator


>>>
>>>
>>>  --
>>> Alex Dinnin
>>> tel - 0777 575 5326
>>> www.adinnin.com
>>>
>>
>>
>>
>> --
>> Freelance 3D and VFX animator
>>
>>
>
>
> --
> Freelance 3D and VFX animator
>
>


-- 
Alex Dinnin
tel - 0777 575 5326
www.adinnin.com


Re: ICE: Vortex and Lagoa

2012-06-04 Thread Byron Nash
Thanks for the tips and example Andy (& everyone). I'll work on
implementing this into my approach.

On Mon, Jun 4, 2012 at 1:32 PM, Jonathan Laborde wrote:

> I made 2 compounds that I use regularly to calculate velocity properly.
> You basically store the current point position and orientation at the
> beginning of every frame (first port in the stack). Even if you are say on
> frame 10, since it's the first thing being calculated in the stack the
> point position is still from frame 9. Then in post-simulation you do the
> actual calculation and store it in pointvelocity and angularvelocity, that
> way it won't affect the following frames.
> It works well, unless you are moving the points in post-simulation as they
> won't be calculated at the beginning of the next frame.
> Enjoy!
> --*
> **JONATHAN LABORDE*
> FX Artist
>
> www.rodeofx.com
>
>
> On Mon, Jun 4, 2012 at 12:25 PM, Grahame Fuller <
> grahame.ful...@autodesk.com> wrote:
>
>> Verlet integration might be useful in these cases. With Verlet
>> integration, you store the previous positions and back-calculate the
>> velocity from that, instead of calculating the forward velocity as in
>> standard Euler integration.
>>
>> gray
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
>> Sent: Sunday, June 03, 2012 02:18 PM
>> To: softimage@listproc.autodesk.com
>> Cc: softimage@listproc.autodesk.com
>> Subject: Re: ICE: Vortex and Lagoa
>>
>> Yeah I should have pointed that out... There's always a sacrifice between
>> the simplicity and emergent behavior of simulations and the control you can
>> get by being more direct and specifying explicit positions per frame.
>>
>> The more "custom" you get, the more you have to chase down and account
>> for this kind of thing. The motionblur problem with nonsimulated ICE
>> animations is the biggie - enough so that it might be advisable for the
>> softimage devs to implement some in-box solutions, like perhaps an option
>> for computing a per point velocity during caching, or writing special
>> "absolute" point position and velocity variables after the post-process
>> step...
>>
>>
>> On Jun 3, 2012, at 1:36 PM, Jonathan Laborde > > wrote:
>> Great answer Andy. But be careful with such a technique (blend between
>> simulation and manual positioning) as the point position will be as you
>> expect but point velocity will not be calculated properly. Your motion blur
>> will be wrong in that case, and you will have tu manually set it in post
>> process.
>> Rock n' roll
>> --
>> JONATHAN LABORDE
>> FX Artist
>>
>> www.rodeofx.com
>>
>> On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer > > wrote:
>> Byron hi there. Can't answer your questions about differences between
>> lagoa and "normal" reaction to forces, but the results you are seeing with
>> a combination of forces (one to move particles along a curve, the other to
>> draw particles towards a curve) is one I'm familiar with. It's easy to fall
>> into the "simulation trap," where you drive yourself crazy trying to find a
>> perfect balance of forces to get the results you want.
>>
>> There are a couple of suggestions I can give you... The first is to clamp
>> the maximum speed at which a particle is allowed to move: get particle
>> velocity, get "length" or magnitude of the vector (this is "speed.") If the
>> speed > a max value you set, new speed=max value. Normalize your original
>> velocity vector and multiply it by new-speed.
>>
>> The result, particles obey the forces you set, but never travel so fast
>> that they get flung away, and never develop enough momentum to get out of
>> control. A drag force coupled with velocity can produce similar results .
>>
>> Another option is to replace or blend your "suction" and "along curve"
>> forces with a setup which places each particle at a specific position in
>> relation to the curve, animated of course. I haven't tried this kind of
>> approach in this particular context, but in general the result is a hybrid
>> of a simulated look and an "absolute" look... particles are simulated to a
>> certain extent, blending to an absolute predetermined position. I've
>> attached a simple example of this kind of thing, a simple post-sim blend
>> between a simulation and goal positions on geometry.
>>
>> Cheers
>> Andy
>>
>> On Fri, Jun 1, 2012 at 9:32 AM, Byron Nash > byronn...@gmail.com>> wrote:
>> I'm trying to make something along the lines of this video from Firebird
>> https://vimeo.com/29367269. It uses Lagoa and some of the vortex
>> techniques Brad showed in one of his videos. I can get it to move somewhat
>> but can't keep the points on the curve. They tend to fling off despite
>> increasing the "suction" controls. How does Lagoa respond differently to
>> forces than normal ICE particles?
>>
>>
>>
>


Re: Unrolling a banner

2012-06-04 Thread Rares Halmagean
Cool, thanks for the breakdown. That's a few apps used for something 
you'd think would be enough in xsi alone. Great work again Eric. I 
remember seeing this spot on the tube and wondering who and how it was 
done. Would be nice to see a break down of the process, at least on the 
xsi side.


-Rares

On 6/4/2012 11:28 AM, Eric Lampi wrote:
The "carpet" was SoftImage, the flowers and other objects were Maya. 
Houdini was used to render and place the flowers and grass. I had a 
pretty good looking patch of grass too, but it was scrapped when it 
was decided to go the Houdini route.


On Mon, Jun 4, 2012 at 12:15 PM, Rares Halmagean > wrote:


Yea, Looks great. Was all of this xsi Eric?

On 6/4/2012 10:04 AM, Eric Lampi wrote:

Ooops.

Wrong links!

https://vimeo.com/user7979713/review/42504313/98fa97fce5

https://vimeo.com/user7979713/review/40608551/10477a5323

Eric


On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin mailto:adin...@gmail.com>> wrote:

Thanks for the replies.. Eric I can't open the Vimeo movies..
says they don't exist ??

Alex

On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi
mailto:ericla...@gmail.com>> wrote:

I did something exactly like this several years ago. If I
can recall correctly, I had an animated cylinder inside
the roll as a collision object, to help move the roll
along, because the self-collision messes it up big time
without it. Also this was pre-ICE, which could be a
better solution for something like this, but try it
first, it might do the trick, otherwise I wouldn't
simulate it.

I had a similar problem recently with a project, an
unfurling carpet of grass with a garden rolled up in it,
but it needed to look billowy and light like a parachute
or a deflated hot air balloon, it also had to roll up
over itself since you could see it from the side in some
shots, so it need to get smaller as it unrolled.
Simulation just wasn't going to cut it, so I used a
spiral curve to create the roll, lattices for larger
sections of animation, ICE nodes for collision with the
ground and turbulence, with a bunch of weight maps
animated along with it. I think I might have even thrown
in a wave or two. The setup took longer, but I could make
changes in speed, wave size and turbulence in minutes as
opposed to what it would have taken noodling with a
simulation.

https://vimeo.com/40608551

This is the spot it was used for.

https://vimeo.com/42504313

Eric



On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin
mailto:adin...@gmail.com>> wrote:

Afternoon All,

 I'm trying to unfurl a banner down the side of a
building.. something a bit like this

http://www.youtube.com/watch?v=jI8ccSGghRY

it needs to be quite a bit longer than the one in the
video.. but hopefully you get my meaning

I've tried doing using Syflex and the basic cloth..
the main problem I have is rolling it up to release it..

I've tried a rolled up grid, I've tried rotating..
but with out much luck

The self collision seems to mess it up.

I know in 2012 you can use Syflex in ICE.. but I only
have 2010

Can anyone give me some pointers on how to do this...

Any help would be greatly

cheers

-- 
Alex Dinnin





-- 
Freelance 3D and VFX animator





-- 
Alex Dinnin

tel - 0777 575 5326
www.adinnin.com 




-- 
Freelance 3D and VFX animator






--
Freelance 3D and VFX animator



Re: ICE: Vortex and Lagoa

2012-06-04 Thread Jonathan Laborde
I made 2 compounds that I use regularly to calculate velocity properly. You
basically store the current point position and orientation at the beginning
of every frame (first port in the stack). Even if you are say on frame 10,
since it's the first thing being calculated in the stack the point position
is still from frame 9. Then in post-simulation you do the actual
calculation and store it in pointvelocity and angularvelocity, that way it
won't affect the following frames.
It works well, unless you are moving the points in post-simulation as they
won't be calculated at the beginning of the next frame.
Enjoy!
--*
**JONATHAN LABORDE*
FX Artist

www.rodeofx.com


On Mon, Jun 4, 2012 at 12:25 PM, Grahame Fuller  wrote:

> Verlet integration might be useful in these cases. With Verlet
> integration, you store the previous positions and back-calculate the
> velocity from that, instead of calculating the forward velocity as in
> standard Euler integration.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
> Sent: Sunday, June 03, 2012 02:18 PM
> To: softimage@listproc.autodesk.com
> Cc: softimage@listproc.autodesk.com
> Subject: Re: ICE: Vortex and Lagoa
>
> Yeah I should have pointed that out... There's always a sacrifice between
> the simplicity and emergent behavior of simulations and the control you can
> get by being more direct and specifying explicit positions per frame.
>
> The more "custom" you get, the more you have to chase down and account for
> this kind of thing. The motionblur problem with nonsimulated ICE animations
> is the biggie - enough so that it might be advisable for the softimage devs
> to implement some in-box solutions, like perhaps an option for computing a
> per point velocity during caching, or writing special "absolute" point
> position and velocity variables after the post-process step...
>
>
> On Jun 3, 2012, at 1:36 PM, Jonathan Laborde  > wrote:
> Great answer Andy. But be careful with such a technique (blend between
> simulation and manual positioning) as the point position will be as you
> expect but point velocity will not be calculated properly. Your motion blur
> will be wrong in that case, and you will have tu manually set it in post
> process.
> Rock n' roll
> --
> JONATHAN LABORDE
> FX Artist
>
> www.rodeofx.com
>
> On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer  andymoo...@gmail.com>> wrote:
> Byron hi there. Can't answer your questions about differences between
> lagoa and "normal" reaction to forces, but the results you are seeing with
> a combination of forces (one to move particles along a curve, the other to
> draw particles towards a curve) is one I'm familiar with. It's easy to fall
> into the "simulation trap," where you drive yourself crazy trying to find a
> perfect balance of forces to get the results you want.
>
> There are a couple of suggestions I can give you... The first is to clamp
> the maximum speed at which a particle is allowed to move: get particle
> velocity, get "length" or magnitude of the vector (this is "speed.") If the
> speed > a max value you set, new speed=max value. Normalize your original
> velocity vector and multiply it by new-speed.
>
> The result, particles obey the forces you set, but never travel so fast
> that they get flung away, and never develop enough momentum to get out of
> control. A drag force coupled with velocity can produce similar results .
>
> Another option is to replace or blend your "suction" and "along curve"
> forces with a setup which places each particle at a specific position in
> relation to the curve, animated of course. I haven't tried this kind of
> approach in this particular context, but in general the result is a hybrid
> of a simulated look and an "absolute" look... particles are simulated to a
> certain extent, blending to an absolute predetermined position. I've
> attached a simple example of this kind of thing, a simple post-sim blend
> between a simulation and goal positions on geometry.
>
> Cheers
> Andy
>
> On Fri, Jun 1, 2012 at 9:32 AM, Byron Nash  byronn...@gmail.com>> wrote:
> I'm trying to make something along the lines of this video from Firebird
> https://vimeo.com/29367269. It uses Lagoa and some of the vortex
> techniques Brad showed in one of his videos. I can get it to move somewhat
> but can't keep the points on the curve. They tend to fling off despite
> increasing the "suction" controls. How does Lagoa respond differently to
> forces than normal ICE particles?
>
>
>


Re: Unrolling a banner

2012-06-04 Thread Eric Lampi
That took some time to figure out, it's deformed on a spiral curve with a
straight tail to keep it flat as it moves off. I made an expression to
translate the grid along the curve deform proportional to the translation
of the curve itself.

Also the order, and construction mode is critical to making a lot of this
work together. So if at first you don't succeed, try thinking about what is
happening and where it should fall in the order it's created.

Actually instead of weight maps, I used volumes with falloff to attenuate a
lot of the effects, they seemed to be more straightforward and easier to
manage than trying to figure out what map your using and how it's being
moved, far easier to define a box, parent it to the spiral so it follows
along at the same rate.

Eric

On Mon, Jun 4, 2012 at 12:37 PM, Alex Dinnin  wrote:

> Thanks for the reply Erik,
>
>   How did you get from rolled up to flat..  Did you put a skeleton on the
> spiral, then animate the chain out ??
>
> Alex
>
> On Mon, Jun 4, 2012 at 5:28 PM, Eric Lampi  wrote:
>
>> The "carpet" was SoftImage, the flowers and other objects were Maya.
>> Houdini was used to render and place the flowers and grass. I had a pretty
>> good looking patch of grass too, but it was scrapped when it was decided to
>> go the Houdini route.
>>
>>
>> On Mon, Jun 4, 2012 at 12:15 PM, Rares Halmagean wrote:
>>
>>>  Yea, Looks great. Was all of this xsi Eric?
>>>
>>> On 6/4/2012 10:04 AM, Eric Lampi wrote:
>>>
>>> Ooops.
>>>
>>> Wrong links!
>>>
>>> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>>>
>>> https://vimeo.com/user7979713/review/40608551/10477a5323
>>>
>>> Eric
>>>
>>>
>>> On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:
>>>
 Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
 don't exist ??

  Alex

 On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:

> I did something exactly like this several years ago. If I can recall
> correctly, I had an animated cylinder inside the roll as a collision
> object, to help move the roll along, because the self-collision messes it
> up big time without it. Also this was pre-ICE, which could be a better
> solution for something like this, but try it first, it might do the trick,
> otherwise I wouldn't simulate it.
>
> I had a similar problem recently with a project, an unfurling carpet
> of grass with a garden rolled up in it, but it needed to look billowy and
> light like a parachute or a deflated hot air balloon, it also had to roll
> up over itself since you could see it from the side in some shots, so it
> need to get smaller as it unrolled. Simulation just wasn't going to cut 
> it,
> so I used a spiral curve to create the roll, lattices for larger sections
> of animation, ICE nodes for collision with the ground and turbulence, with
> a bunch of weight maps animated along with it. I think I might have even
> thrown in a wave or two. The setup took longer, but I could make changes 
> in
> speed, wave size and turbulence in minutes as opposed to what it would 
> have
> taken noodling with a simulation.
>
> https://vimeo.com/40608551
>
> This is the spot it was used for.
>
> https://vimeo.com/42504313
>
> Eric
>
>
>
>  On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin wrote:
>
>> Afternoon All,
>>
>>   I'm trying to unfurl a banner down the side of a building..
>> something a bit like this
>>
>>  http://www.youtube.com/watch?v=jI8ccSGghRY
>>
>>  it needs to be quite a bit longer than the one in the video.. but
>> hopefully you get my meaning
>>
>>  I've tried doing using Syflex and the basic cloth.. the main
>> problem I have is rolling it up to release it..
>>
>>  I've tried a rolled up grid, I've tried rotating.. but with out
>> much luck
>>
>>  The self collision seems to mess it up.
>>
>>  I know in 2012 you can use Syflex in ICE.. but I only have 2010
>>
>>  Can anyone give me some pointers on how to do this...
>>
>>  Any help would be greatly
>>
>>  cheers
>>
>>  --
>> Alex Dinnin
>>
>>
>
>
> --
> Freelance 3D and VFX animator
>
>


  --
 Alex Dinnin
 tel - 0777 575 5326
 www.adinnin.com

>>>
>>>
>>>
>>> --
>>> Freelance 3D and VFX animator
>>>
>>>
>>
>>
>> --
>> Freelance 3D and VFX animator
>>
>>
>
>
> --
> Alex Dinnin
> tel - 0777 575 5326
> www.adinnin.com
>



-- 
Freelance 3D and VFX animator


Re: Unrolling a banner

2012-06-04 Thread Andy Nicholas
Nice spot Eric!

Alex, funnily enough I was trying to do an unfurling banner a couple of weeks 
ago. Syflex didn't get anywhere close, so I took it into Maya and tried nCloth 
and it actually did a pretty reasonable job. Even so, it still didn't give me 
enough control. I couldn't quite get what I wanted.

In the end I went back to XSI and used an ICE deformer that I made for a job I 
helped out on ages ago. The deformer just rolls up geometry in the XZ plane and 
you can control it with a null.

In terms of implementation, the basic steps are:

* Transform each point into the local space of the Null controller
* Make a custom attribute called, say "RollDist". If Z is less than zero then 
store -Z, otherwise just store zero.
* Use RollDist as an angle into the equation of a circle centered above your 
Null (i.e. with a vertical offset equal to the radius)
* Transform that new position back into world space

Sorry, without having it in front of me, I can't be more specific than that! 
The nice thing about this system is that it's really easy to add in things like 
spiralling, and you can roll stuff up in really interesting ways.

I guess I'll have to do a tutorial video on this some time. 

Cheers,
Andy



On 4 Jun 2012, at 14:24, Alex Dinnin wrote:

> Afternoon All,
> 
>  I'm trying to unfurl a banner down the side of a building.. something a bit 
> like this
> 
> http://www.youtube.com/watch?v=jI8ccSGghRY 
> 
> it needs to be quite a bit longer than the one in the video.. but hopefully 
> you get my meaning
> 
> I've tried doing using Syflex and the basic cloth.. the main problem I have 
> is rolling it up to release it..
> 
> I've tried a rolled up grid, I've tried rotating.. but with out much luck
> 
> The self collision seems to mess it up.
> 
> I know in 2012 you can use Syflex in ICE.. but I only have 2010
> 
> Can anyone give me some pointers on how to do this...
> 
> Any help would be greatly 
> 
> cheers
> 
> -- 
> Alex Dinnin
> 



Re: Unrolling a banner

2012-06-04 Thread Alex Dinnin
Thanks for the reply Erik,

  How did you get from rolled up to flat..  Did you put a skeleton on the
spiral, then animate the chain out ??

Alex

On Mon, Jun 4, 2012 at 5:28 PM, Eric Lampi  wrote:

> The "carpet" was SoftImage, the flowers and other objects were Maya.
> Houdini was used to render and place the flowers and grass. I had a pretty
> good looking patch of grass too, but it was scrapped when it was decided to
> go the Houdini route.
>
>
> On Mon, Jun 4, 2012 at 12:15 PM, Rares Halmagean wrote:
>
>>  Yea, Looks great. Was all of this xsi Eric?
>>
>> On 6/4/2012 10:04 AM, Eric Lampi wrote:
>>
>> Ooops.
>>
>> Wrong links!
>>
>> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>>
>> https://vimeo.com/user7979713/review/40608551/10477a5323
>>
>> Eric
>>
>>
>> On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:
>>
>>> Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
>>> don't exist ??
>>>
>>>  Alex
>>>
>>> On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:
>>>
 I did something exactly like this several years ago. If I can recall
 correctly, I had an animated cylinder inside the roll as a collision
 object, to help move the roll along, because the self-collision messes it
 up big time without it. Also this was pre-ICE, which could be a better
 solution for something like this, but try it first, it might do the trick,
 otherwise I wouldn't simulate it.

 I had a similar problem recently with a project, an unfurling carpet of
 grass with a garden rolled up in it, but it needed to look billowy and
 light like a parachute or a deflated hot air balloon, it also had to roll
 up over itself since you could see it from the side in some shots, so it
 need to get smaller as it unrolled. Simulation just wasn't going to cut it,
 so I used a spiral curve to create the roll, lattices for larger sections
 of animation, ICE nodes for collision with the ground and turbulence, with
 a bunch of weight maps animated along with it. I think I might have even
 thrown in a wave or two. The setup took longer, but I could make changes in
 speed, wave size and turbulence in minutes as opposed to what it would have
 taken noodling with a simulation.

 https://vimeo.com/40608551

 This is the spot it was used for.

 https://vimeo.com/42504313

 Eric



  On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:

> Afternoon All,
>
>   I'm trying to unfurl a banner down the side of a building..
> something a bit like this
>
>  http://www.youtube.com/watch?v=jI8ccSGghRY
>
>  it needs to be quite a bit longer than the one in the video.. but
> hopefully you get my meaning
>
>  I've tried doing using Syflex and the basic cloth.. the main problem
> I have is rolling it up to release it..
>
>  I've tried a rolled up grid, I've tried rotating.. but with out much
> luck
>
>  The self collision seems to mess it up.
>
>  I know in 2012 you can use Syflex in ICE.. but I only have 2010
>
>  Can anyone give me some pointers on how to do this...
>
>  Any help would be greatly
>
>  cheers
>
>  --
> Alex Dinnin
>
>


 --
 Freelance 3D and VFX animator


>>>
>>>
>>>  --
>>> Alex Dinnin
>>> tel - 0777 575 5326
>>> www.adinnin.com
>>>
>>
>>
>>
>> --
>> Freelance 3D and VFX animator
>>
>>
>
>
> --
> Freelance 3D and VFX animator
>
>


-- 
Alex Dinnin
tel - 0777 575 5326
www.adinnin.com


Re: Unrolling a banner

2012-06-04 Thread Eric Lampi
The "carpet" was SoftImage, the flowers and other objects were Maya.
Houdini was used to render and place the flowers and grass. I had a pretty
good looking patch of grass too, but it was scrapped when it was decided to
go the Houdini route.

On Mon, Jun 4, 2012 at 12:15 PM, Rares Halmagean wrote:

>  Yea, Looks great. Was all of this xsi Eric?
>
> On 6/4/2012 10:04 AM, Eric Lampi wrote:
>
> Ooops.
>
> Wrong links!
>
> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>
> https://vimeo.com/user7979713/review/40608551/10477a5323
>
> Eric
>
>
> On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:
>
>> Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
>> don't exist ??
>>
>>  Alex
>>
>> On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:
>>
>>> I did something exactly like this several years ago. If I can recall
>>> correctly, I had an animated cylinder inside the roll as a collision
>>> object, to help move the roll along, because the self-collision messes it
>>> up big time without it. Also this was pre-ICE, which could be a better
>>> solution for something like this, but try it first, it might do the trick,
>>> otherwise I wouldn't simulate it.
>>>
>>> I had a similar problem recently with a project, an unfurling carpet of
>>> grass with a garden rolled up in it, but it needed to look billowy and
>>> light like a parachute or a deflated hot air balloon, it also had to roll
>>> up over itself since you could see it from the side in some shots, so it
>>> need to get smaller as it unrolled. Simulation just wasn't going to cut it,
>>> so I used a spiral curve to create the roll, lattices for larger sections
>>> of animation, ICE nodes for collision with the ground and turbulence, with
>>> a bunch of weight maps animated along with it. I think I might have even
>>> thrown in a wave or two. The setup took longer, but I could make changes in
>>> speed, wave size and turbulence in minutes as opposed to what it would have
>>> taken noodling with a simulation.
>>>
>>> https://vimeo.com/40608551
>>>
>>> This is the spot it was used for.
>>>
>>> https://vimeo.com/42504313
>>>
>>> Eric
>>>
>>>
>>>
>>>  On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:
>>>
 Afternoon All,

   I'm trying to unfurl a banner down the side of a building..
 something a bit like this

  http://www.youtube.com/watch?v=jI8ccSGghRY

  it needs to be quite a bit longer than the one in the video.. but
 hopefully you get my meaning

  I've tried doing using Syflex and the basic cloth.. the main problem
 I have is rolling it up to release it..

  I've tried a rolled up grid, I've tried rotating.. but with out much
 luck

  The self collision seems to mess it up.

  I know in 2012 you can use Syflex in ICE.. but I only have 2010

  Can anyone give me some pointers on how to do this...

  Any help would be greatly

  cheers

  --
 Alex Dinnin


>>>
>>>
>>> --
>>> Freelance 3D and VFX animator
>>>
>>>
>>
>>
>>  --
>> Alex Dinnin
>> tel - 0777 575 5326
>> www.adinnin.com
>>
>
>
>
> --
> Freelance 3D and VFX animator
>
>


-- 
Freelance 3D and VFX animator


RE: ICE: Vortex and Lagoa

2012-06-04 Thread Grahame Fuller
Verlet integration might be useful in these cases. With Verlet integration, you 
store the previous positions and back-calculate the velocity from that, instead 
of calculating the forward velocity as in standard Euler integration.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
Sent: Sunday, June 03, 2012 02:18 PM
To: softimage@listproc.autodesk.com
Cc: softimage@listproc.autodesk.com
Subject: Re: ICE: Vortex and Lagoa

Yeah I should have pointed that out... There's always a sacrifice between the 
simplicity and emergent behavior of simulations and the control you can get by 
being more direct and specifying explicit positions per frame.

The more "custom" you get, the more you have to chase down and account for this 
kind of thing. The motionblur problem with nonsimulated ICE animations is the 
biggie - enough so that it might be advisable for the softimage devs to 
implement some in-box solutions, like perhaps an option for computing a per 
point velocity during caching, or writing special "absolute" point position and 
velocity variables after the post-process step...


On Jun 3, 2012, at 1:36 PM, Jonathan Laborde 
mailto:labordeor...@gmail.com>> wrote:
Great answer Andy. But be careful with such a technique (blend between 
simulation and manual positioning) as the point position will be as you expect 
but point velocity will not be calculated properly. Your motion blur will be 
wrong in that case, and you will have tu manually set it in post process.
Rock n' roll
--
JONATHAN LABORDE
FX Artist

www.rodeofx.com

On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer 
mailto:andymoo...@gmail.com>> wrote:
Byron hi there. Can't answer your questions about differences between lagoa and 
"normal" reaction to forces, but the results you are seeing with a combination 
of forces (one to move particles along a curve, the other to draw particles 
towards a curve) is one I'm familiar with. It's easy to fall into the 
"simulation trap," where you drive yourself crazy trying to find a perfect 
balance of forces to get the results you want.

There are a couple of suggestions I can give you... The first is to clamp the 
maximum speed at which a particle is allowed to move: get particle velocity, 
get "length" or magnitude of the vector (this is "speed.") If the speed > a max 
value you set, new speed=max value. Normalize your original velocity vector and 
multiply it by new-speed.

The result, particles obey the forces you set, but never travel so fast that 
they get flung away, and never develop enough momentum to get out of control. A 
drag force coupled with velocity can produce similar results .

Another option is to replace or blend your "suction" and "along curve" forces 
with a setup which places each particle at a specific position in relation to 
the curve, animated of course. I haven't tried this kind of approach in this 
particular context, but in general the result is a hybrid of a simulated look 
and an "absolute" look... particles are simulated to a certain extent, blending 
to an absolute predetermined position. I've attached a simple example of this 
kind of thing, a simple post-sim blend between a simulation and goal positions 
on geometry.

Cheers
Andy

On Fri, Jun 1, 2012 at 9:32 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
I'm trying to make something along the lines of this video from Firebird 
https://vimeo.com/29367269. It uses Lagoa and some of the vortex techniques 
Brad showed in one of his videos. I can get it to move somewhat but can't keep 
the points on the curve. They tend to fling off despite increasing the 
"suction" controls. How does Lagoa respond differently to forces than normal 
ICE particles?


<>

Re: Unrolling a banner

2012-06-04 Thread Eric Lampi
Thanks.

I've dabbled here and there in ICE, lots of particle stuff of course, but
this was really the first thing I dug into on my own and combined ICE with
a bunch of other stuff.. I am by no means a math wizard and I'm still
learning something everytime I use ICE, and sometimes need some help
translating what I want to do into the proper context for ICE, so if I can
do it, anyone can.

Eric

On Mon, Jun 4, 2012 at 11:52 AM, Andy Moorer  wrote:

> I agree, cool effect Eric!
>
> On Mon, Jun 4, 2012 at 11:27 AM, Rob Wuijster  wrote:
>
>>  that looks pretty slick! :-)
>>
>> Rob
>>
>> \/-\/\/
>>
>>
>> On 4-6-2012 17:04, Eric Lampi wrote:
>>
>> Ooops.
>>
>> Wrong links!
>>
>> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>>
>> https://vimeo.com/user7979713/review/40608551/10477a5323
>>
>> Eric
>>
>>
>> On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:
>>
>>> Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
>>> don't exist ??
>>>
>>>  Alex
>>>
>>> On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:
>>>
 I did something exactly like this several years ago. If I can recall
 correctly, I had an animated cylinder inside the roll as a collision
 object, to help move the roll along, because the self-collision messes it
 up big time without it. Also this was pre-ICE, which could be a better
 solution for something like this, but try it first, it might do the trick,
 otherwise I wouldn't simulate it.

 I had a similar problem recently with a project, an unfurling carpet of
 grass with a garden rolled up in it, but it needed to look billowy and
 light like a parachute or a deflated hot air balloon, it also had to roll
 up over itself since you could see it from the side in some shots, so it
 need to get smaller as it unrolled. Simulation just wasn't going to cut it,
 so I used a spiral curve to create the roll, lattices for larger sections
 of animation, ICE nodes for collision with the ground and turbulence, with
 a bunch of weight maps animated along with it. I think I might have even
 thrown in a wave or two. The setup took longer, but I could make changes in
 speed, wave size and turbulence in minutes as opposed to what it would have
 taken noodling with a simulation.

 https://vimeo.com/40608551

 This is the spot it was used for.

 https://vimeo.com/42504313

 Eric



  On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:

> Afternoon All,
>
>   I'm trying to unfurl a banner down the side of a building..
> something a bit like this
>
>  http://www.youtube.com/watch?v=jI8ccSGghRY
>
>  it needs to be quite a bit longer than the one in the video.. but
> hopefully you get my meaning
>
>  I've tried doing using Syflex and the basic cloth.. the main problem
> I have is rolling it up to release it..
>
>  I've tried a rolled up grid, I've tried rotating.. but with out much
> luck
>
>  The self collision seems to mess it up.
>
>  I know in 2012 you can use Syflex in ICE.. but I only have 2010
>
>  Can anyone give me some pointers on how to do this...
>
>  Any help would be greatly
>
>  cheers
>
>  --
> Alex Dinnin
>
>


 --
 Freelance 3D and VFX animator


>>>
>>>
>>>  --
>>> Alex Dinnin
>>> tel - 0777 575 5326
>>> www.adinnin.com
>>>
>>
>>
>>
>> --
>> Freelance 3D and VFX animator
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.2178 / Virus Database: 2425/5043 - Release Date: 06/03/12
>>
>>
>


-- 
Freelance 3D and VFX animator


Re: Unrolling a banner

2012-06-04 Thread Rares Halmagean

Yea, Looks great. Was all of this xsi Eric?

On 6/4/2012 10:04 AM, Eric Lampi wrote:

Ooops.

Wrong links!

https://vimeo.com/user7979713/review/42504313/98fa97fce5

https://vimeo.com/user7979713/review/40608551/10477a5323

Eric


On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin > wrote:


Thanks for the replies.. Eric I can't open the Vimeo movies.. says
they don't exist ??

Alex

On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi mailto:ericla...@gmail.com>> wrote:

I did something exactly like this several years ago. If I can
recall correctly, I had an animated cylinder inside the roll
as a collision object, to help move the roll along, because
the self-collision messes it up big time without it. Also this
was pre-ICE, which could be a better solution for something
like this, but try it first, it might do the trick, otherwise
I wouldn't simulate it.

I had a similar problem recently with a project, an unfurling
carpet of grass with a garden rolled up in it, but it needed
to look billowy and light like a parachute or a deflated hot
air balloon, it also had to roll up over itself since you
could see it from the side in some shots, so it need to get
smaller as it unrolled. Simulation just wasn't going to cut
it, so I used a spiral curve to create the roll, lattices for
larger sections of animation, ICE nodes for collision with the
ground and turbulence, with a bunch of weight maps animated
along with it. I think I might have even thrown in a wave or
two. The setup took longer, but I could make changes in speed,
wave size and turbulence in minutes as opposed to what it
would have taken noodling with a simulation.

https://vimeo.com/40608551

This is the spot it was used for.

https://vimeo.com/42504313

Eric



On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin mailto:adin...@gmail.com>> wrote:

Afternoon All,

 I'm trying to unfurl a banner down the side of a
building.. something a bit like this

http://www.youtube.com/watch?v=jI8ccSGghRY

it needs to be quite a bit longer than the one in the
video.. but hopefully you get my meaning

I've tried doing using Syflex and the basic cloth.. the
main problem I have is rolling it up to release it..

I've tried a rolled up grid, I've tried rotating.. but
with out much luck

The self collision seems to mess it up.

I know in 2012 you can use Syflex in ICE.. but I only have
2010

Can anyone give me some pointers on how to do this...

Any help would be greatly

cheers

-- 
Alex Dinnin





-- 
Freelance 3D and VFX animator





-- 
Alex Dinnin

tel - 0777 575 5326
www.adinnin.com 




--
Freelance 3D and VFX animator



Re: Unrolling a banner

2012-06-04 Thread Alok Gandhi
+1

On Mon, Jun 4, 2012 at 11:52 AM, Andy Moorer  wrote:

> I agree, cool effect Eric!
>
>
> On Mon, Jun 4, 2012 at 11:27 AM, Rob Wuijster  wrote:
>
>>  that looks pretty slick! :-)
>>
>> Rob
>>
>> \/-\/\/
>>
>>
>> On 4-6-2012 17:04, Eric Lampi wrote:
>>
>> Ooops.
>>
>> Wrong links!
>>
>> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>>
>> https://vimeo.com/user7979713/review/40608551/10477a5323
>>
>> Eric
>>
>>
>> On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:
>>
>>> Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
>>> don't exist ??
>>>
>>>  Alex
>>>
>>> On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:
>>>
 I did something exactly like this several years ago. If I can recall
 correctly, I had an animated cylinder inside the roll as a collision
 object, to help move the roll along, because the self-collision messes it
 up big time without it. Also this was pre-ICE, which could be a better
 solution for something like this, but try it first, it might do the trick,
 otherwise I wouldn't simulate it.

 I had a similar problem recently with a project, an unfurling carpet of
 grass with a garden rolled up in it, but it needed to look billowy and
 light like a parachute or a deflated hot air balloon, it also had to roll
 up over itself since you could see it from the side in some shots, so it
 need to get smaller as it unrolled. Simulation just wasn't going to cut it,
 so I used a spiral curve to create the roll, lattices for larger sections
 of animation, ICE nodes for collision with the ground and turbulence, with
 a bunch of weight maps animated along with it. I think I might have even
 thrown in a wave or two. The setup took longer, but I could make changes in
 speed, wave size and turbulence in minutes as opposed to what it would have
 taken noodling with a simulation.

 https://vimeo.com/40608551

 This is the spot it was used for.

 https://vimeo.com/42504313

 Eric



  On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:

> Afternoon All,
>
>   I'm trying to unfurl a banner down the side of a building..
> something a bit like this
>
>  http://www.youtube.com/watch?v=jI8ccSGghRY
>
>  it needs to be quite a bit longer than the one in the video.. but
> hopefully you get my meaning
>
>  I've tried doing using Syflex and the basic cloth.. the main problem
> I have is rolling it up to release it..
>
>  I've tried a rolled up grid, I've tried rotating.. but with out much
> luck
>
>  The self collision seems to mess it up.
>
>  I know in 2012 you can use Syflex in ICE.. but I only have 2010
>
>  Can anyone give me some pointers on how to do this...
>
>  Any help would be greatly
>
>  cheers
>
>  --
> Alex Dinnin
>
>


 --
 Freelance 3D and VFX animator


>>>
>>>
>>>  --
>>> Alex Dinnin
>>> tel - 0777 575 5326
>>> www.adinnin.com
>>>
>>
>>
>>
>> --
>> Freelance 3D and VFX animator
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.2178 / Virus Database: 2425/5043 - Release Date: 06/03/12
>>
>>
>


--


Re: Unrolling a banner

2012-06-04 Thread Andy Moorer
I agree, cool effect Eric!

On Mon, Jun 4, 2012 at 11:27 AM, Rob Wuijster  wrote:

>  that looks pretty slick! :-)
>
> Rob
>
> \/-\/\/
>
>
> On 4-6-2012 17:04, Eric Lampi wrote:
>
> Ooops.
>
> Wrong links!
>
> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>
> https://vimeo.com/user7979713/review/40608551/10477a5323
>
> Eric
>
>
> On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:
>
>> Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
>> don't exist ??
>>
>>  Alex
>>
>> On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:
>>
>>> I did something exactly like this several years ago. If I can recall
>>> correctly, I had an animated cylinder inside the roll as a collision
>>> object, to help move the roll along, because the self-collision messes it
>>> up big time without it. Also this was pre-ICE, which could be a better
>>> solution for something like this, but try it first, it might do the trick,
>>> otherwise I wouldn't simulate it.
>>>
>>> I had a similar problem recently with a project, an unfurling carpet of
>>> grass with a garden rolled up in it, but it needed to look billowy and
>>> light like a parachute or a deflated hot air balloon, it also had to roll
>>> up over itself since you could see it from the side in some shots, so it
>>> need to get smaller as it unrolled. Simulation just wasn't going to cut it,
>>> so I used a spiral curve to create the roll, lattices for larger sections
>>> of animation, ICE nodes for collision with the ground and turbulence, with
>>> a bunch of weight maps animated along with it. I think I might have even
>>> thrown in a wave or two. The setup took longer, but I could make changes in
>>> speed, wave size and turbulence in minutes as opposed to what it would have
>>> taken noodling with a simulation.
>>>
>>> https://vimeo.com/40608551
>>>
>>> This is the spot it was used for.
>>>
>>> https://vimeo.com/42504313
>>>
>>> Eric
>>>
>>>
>>>
>>>  On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:
>>>
 Afternoon All,

   I'm trying to unfurl a banner down the side of a building..
 something a bit like this

  http://www.youtube.com/watch?v=jI8ccSGghRY

  it needs to be quite a bit longer than the one in the video.. but
 hopefully you get my meaning

  I've tried doing using Syflex and the basic cloth.. the main problem
 I have is rolling it up to release it..

  I've tried a rolled up grid, I've tried rotating.. but with out much
 luck

  The self collision seems to mess it up.

  I know in 2012 you can use Syflex in ICE.. but I only have 2010

  Can anyone give me some pointers on how to do this...

  Any help would be greatly

  cheers

  --
 Alex Dinnin


>>>
>>>
>>> --
>>> Freelance 3D and VFX animator
>>>
>>>
>>
>>
>>  --
>> Alex Dinnin
>> tel - 0777 575 5326
>> www.adinnin.com
>>
>
>
>
> --
> Freelance 3D and VFX animator
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2178 / Virus Database: 2425/5043 - Release Date: 06/03/12
>
>


Re: Unrolling a banner

2012-06-04 Thread Rob Wuijster

that looks pretty slick! :-)

Rob

\/-\/\/


On 4-6-2012 17:04, Eric Lampi wrote:

Ooops.

Wrong links!

https://vimeo.com/user7979713/review/42504313/98fa97fce5

https://vimeo.com/user7979713/review/40608551/10477a5323

Eric


On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin > wrote:


Thanks for the replies.. Eric I can't open the Vimeo movies.. says
they don't exist ??

Alex

On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi mailto:ericla...@gmail.com>> wrote:

I did something exactly like this several years ago. If I can
recall correctly, I had an animated cylinder inside the roll
as a collision object, to help move the roll along, because
the self-collision messes it up big time without it. Also this
was pre-ICE, which could be a better solution for something
like this, but try it first, it might do the trick, otherwise
I wouldn't simulate it.

I had a similar problem recently with a project, an unfurling
carpet of grass with a garden rolled up in it, but it needed
to look billowy and light like a parachute or a deflated hot
air balloon, it also had to roll up over itself since you
could see it from the side in some shots, so it need to get
smaller as it unrolled. Simulation just wasn't going to cut
it, so I used a spiral curve to create the roll, lattices for
larger sections of animation, ICE nodes for collision with the
ground and turbulence, with a bunch of weight maps animated
along with it. I think I might have even thrown in a wave or
two. The setup took longer, but I could make changes in speed,
wave size and turbulence in minutes as opposed to what it
would have taken noodling with a simulation.

https://vimeo.com/40608551

This is the spot it was used for.

https://vimeo.com/42504313

Eric



On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin mailto:adin...@gmail.com>> wrote:

Afternoon All,

 I'm trying to unfurl a banner down the side of a
building.. something a bit like this

http://www.youtube.com/watch?v=jI8ccSGghRY

it needs to be quite a bit longer than the one in the
video.. but hopefully you get my meaning

I've tried doing using Syflex and the basic cloth.. the
main problem I have is rolling it up to release it..

I've tried a rolled up grid, I've tried rotating.. but
with out much luck

The self collision seems to mess it up.

I know in 2012 you can use Syflex in ICE.. but I only have
2010

Can anyone give me some pointers on how to do this...

Any help would be greatly

cheers

-- 
Alex Dinnin





-- 
Freelance 3D and VFX animator





-- 
Alex Dinnin

tel - 0777 575 5326
www.adinnin.com 




--
Freelance 3D and VFX animator

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2178 / Virus Database: 2425/5043 - Release Date: 06/03/12



Re: Scale by density

2012-06-04 Thread Anthony Martin
You guys are stars! Thanks Rob and thanks Fabricio.

On Sun, Jun 3, 2012 at 9:04 PM, Rob Chapman  wrote:

> heh, I was thinking more like this
>
>
>
> On 3 June 2012 20:33, Fabricio Chamon  wrote:
> > like this? playing with cutoff distance also produces different results..
>


Re: Unrolling a banner

2012-06-04 Thread Darrin Hofmeyr
Awesome work, Eric.


On Mon, Jun 4, 2012 at 5:04 PM, Eric Lampi  wrote:
> Ooops.
>
> Wrong links!
>
> https://vimeo.com/user7979713/review/42504313/98fa97fce5
>
> https://vimeo.com/user7979713/review/40608551/10477a5323
>
> Eric
>



-- 
Darrin Hofmeyr
Animation Supervisor
BlackGinger
+27 21 4881188


Re: Scripting Development with an external IDE

2012-06-04 Thread Tim Crowson
On a related note, this Kickstarter project looks interesting: Light 
Table 
I especially like the section at the end, where it shows related 
functions...


-Tim C.



On 5/31/2012 12:28 PM, jo benayoun wrote:
Sublime has this shiny side I don't like and do definitively less than 
an emacs or cie, its the perfect tool to develop snippets and little 
tools tho ...

What a good IDE should have:
  - a good code editor
  - an awesome project manager
  - an amazing debugger
  - a without-effort integrated build environment
IMHO, Sublime fails on the last 3 points.
When is coming the time to develop serious stuff and packages in 
python, no doubts, Eclipse is the only valid choice to me !
I guess, the most important is just you feel comfortable with your 
choice and super-productive ... I find often myself more confortable 
to write in the notepad app than in a code editor ...


- jo






2012/5/31 Dan Yargici mailto:danyarg...@gmail.com>>

Thanks Alan, I'm sold!

I was using Komodo, however I just do the odd script here and
there so this suits my needs better I think.  It's great that it's
available on Linux also.


On Thu, May 31, 2012 at 2:34 AM, Alan Fregtman
mailto:alan.fregt...@gmail.com>> wrote:

Screencast.com cut me off for eating the free monthly limit of
2GB, lol.

Just put the video on my blog thanks to Vimeo:
http://darkvertex.com/wp/2012/05/30/i-love-sublimetext2/


On Tue, May 29, 2012 at 9:58 PM, Alan Fregtman
mailto:alan.fregt...@gmail.com>> wrote:

Recorded a little video running down through some Sublime
features: http://www.screencast.com/t/0KEX9gW0

My apologies for uhms, ehhs and ocassional ranting. This
is what happens when you record "straight ahead". :p


By the way, while it is a commercial product, you can try
it out for as long as you wish with all features; it just
nags once every so many file saves. Go try!
http://www.sublimetext.com/2


On Tue, May 29, 2012 at 12:04 PM, Alan Fregtman
mailto:alan.fregt...@gmail.com>>
wrote:

It's good for everyone, projects big or small. The
multi-select tricks in particular are like pure
witchcraft.

I'll make a video capture showing some of the cool
stuff later when I get home.

On Tue, May 29, 2012 at 11:56 AM, Gustavo Eggert Boehs
mailto:gustav...@gmail.com>> wrote:

what is so good about it?
will it help me on my very narrow PY developments,
or is it only good for thousands of lines type of
work?








--



Re: Unrolling a banner

2012-06-04 Thread Eric Lampi
Ooops.

Wrong links!

https://vimeo.com/user7979713/review/42504313/98fa97fce5

https://vimeo.com/user7979713/review/40608551/10477a5323

Eric


On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin  wrote:

> Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
> don't exist ??
>
> Alex
>
> On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:
>
>> I did something exactly like this several years ago. If I can recall
>> correctly, I had an animated cylinder inside the roll as a collision
>> object, to help move the roll along, because the self-collision messes it
>> up big time without it. Also this was pre-ICE, which could be a better
>> solution for something like this, but try it first, it might do the trick,
>> otherwise I wouldn't simulate it.
>>
>> I had a similar problem recently with a project, an unfurling carpet of
>> grass with a garden rolled up in it, but it needed to look billowy and
>> light like a parachute or a deflated hot air balloon, it also had to roll
>> up over itself since you could see it from the side in some shots, so it
>> need to get smaller as it unrolled. Simulation just wasn't going to cut it,
>> so I used a spiral curve to create the roll, lattices for larger sections
>> of animation, ICE nodes for collision with the ground and turbulence, with
>> a bunch of weight maps animated along with it. I think I might have even
>> thrown in a wave or two. The setup took longer, but I could make changes in
>> speed, wave size and turbulence in minutes as opposed to what it would have
>> taken noodling with a simulation.
>>
>> https://vimeo.com/40608551
>>
>> This is the spot it was used for.
>>
>> https://vimeo.com/42504313
>>
>> Eric
>>
>>
>>
>> On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:
>>
>>> Afternoon All,
>>>
>>>  I'm trying to unfurl a banner down the side of a building.. something a
>>> bit like this
>>>
>>> http://www.youtube.com/watch?v=jI8ccSGghRY
>>>
>>> it needs to be quite a bit longer than the one in the video.. but
>>> hopefully you get my meaning
>>>
>>> I've tried doing using Syflex and the basic cloth.. the main problem I
>>> have is rolling it up to release it..
>>>
>>> I've tried a rolled up grid, I've tried rotating.. but with out much luck
>>>
>>> The self collision seems to mess it up.
>>>
>>> I know in 2012 you can use Syflex in ICE.. but I only have 2010
>>>
>>> Can anyone give me some pointers on how to do this...
>>>
>>> Any help would be greatly
>>>
>>> cheers
>>>
>>> --
>>> Alex Dinnin
>>>
>>>
>>
>>
>> --
>> Freelance 3D and VFX animator
>>
>>
>
>
> --
> Alex Dinnin
> tel - 0777 575 5326
> www.adinnin.com
>



-- 
Freelance 3D and VFX animator


Re: Animator Opinion Question

2012-06-04 Thread Peter Agg
I generally find that the answer to this is 'do both' as consensus is to
animators what blood is to stones. :) Thought, to be fair, they may
have different needs depending on the character action. Inheriting the
rotations from the arms might make overlapping action easier, for example,
whereas world space would be much better for holding objects, resting hands
on tables etc.

If I had to chose one, I'd definitely choose world space (otherwise you've
got animators counter-animating, which is one of the biggest no-no's in
rigging, imo). I'd probably go as far as to say that *only* having it
follow the arm rotation is outright wrong.

But if you think that it could be handy for some shots (which it could)
then something like this might do:

Have the following nulls:

IKHand_POS (position constrained to the end of the arm)
IKHand_WORLD_ORI (position constrained to IKHand_POS)
IKHand_ARM_ORI (position constrained to IKHand_POS, orientation constrained
to the Lower arm - compensation on so that both world and arm oris are the
same in the neutral pose)

IKHand_ROOT (parent of your hand controls, position constrained to, POS,
orientation constrained to both WORLD_ and ARM_ORI, then blended between
using a custom parameter)

Now blending between world and arm rotations can get very messy
(particularly if the character is turned round 180 degrees) - the ideal
thing would be to have the animators choose which setup the want at the
start of the shot and just stick to that. Though sometimes having the world
rotation relate to the main SRT control of the rig can help when it comes
to blending (that way the neutral pose at least faces the same way as the
character).


On 4 June 2012 15:11, Chris Covelli  wrote:

> Hey List,
>
> Just want to get the opinions of some of you animators and riggers out
> there.
>
> Lets propose a hypothetical IKArm setup where the chain effector control
> (IKArm_CON) is also supposed to be the hand rotation control, lets say
> there is also a separate FK hand control that could be used as an offset.
>
> How should the IKArm_CON be oriented?  Should it follow the orientation of
> the hand bone and FK CON or should it be oriented at world origin?
>
> Lets consider the pros and cons of each set up.
>
> If the IKArm_CON is oriented to the hand, you can rotate the hand
> naturally with the control, but for position, you'd have to edit 3 fcurves
> just to move it on any 1 "world" axis.
>
> If you have the IKArm_CON oriented to world origin, you can easily edit
> position fcurves to move in one axis, but rotating the hand is a little
> weird.
>
> ** Both options have a Hand control parented under it which is aligned to
> the hand for natural rotation of the hand.
>
>
> Just looking for people's opinion.
>
> Thanks!
>
> --
> Chris Covelli
> http://kylevargas.net/
>


Re: Animator Opinion Question

2012-06-04 Thread David Gallagher

On 6/4/2012 10:11 AM, Chris Covelli wrote:

Hey List,

Just want to get the opinions of some of you animators and riggers out 
there.


Lets propose a hypothetical IKArm setup where the chain effector 
control (IKArm_CON) is also supposed to be the hand rotation control, 
lets say there is also a separate FK hand control that could be used 
as an offset.


How should the IKArm_CON be oriented?  Should it follow the 
orientation of the hand bone and FK CON or should it be oriented at 
world origin?


Lets consider the pros and cons of each set up.

If the IKArm_CON is oriented to the hand, you can rotate the hand 
naturally with the control, but for position, you'd have to edit 3 
fcurves just to move it on any 1 "world" axis.


That would be impractical/unacceptable.
Thanks!
Dave G



If you have the IKArm_CON oriented to world origin, you can easily 
edit position fcurves to move in one axis, but rotating the hand is a 
little weird.


** Both options have a Hand control parented under it which is aligned 
to the hand for natural rotation of the hand.



Just looking for people's opinion.

Thanks!

--
Chris Covelli
http://kylevargas.net/




Re: Unrolling a banner

2012-06-04 Thread Alex Dinnin
Thanks for the replies.. Eric I can't open the Vimeo movies.. says they
don't exist ??

Alex

On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi  wrote:

> I did something exactly like this several years ago. If I can recall
> correctly, I had an animated cylinder inside the roll as a collision
> object, to help move the roll along, because the self-collision messes it
> up big time without it. Also this was pre-ICE, which could be a better
> solution for something like this, but try it first, it might do the trick,
> otherwise I wouldn't simulate it.
>
> I had a similar problem recently with a project, an unfurling carpet of
> grass with a garden rolled up in it, but it needed to look billowy and
> light like a parachute or a deflated hot air balloon, it also had to roll
> up over itself since you could see it from the side in some shots, so it
> need to get smaller as it unrolled. Simulation just wasn't going to cut it,
> so I used a spiral curve to create the roll, lattices for larger sections
> of animation, ICE nodes for collision with the ground and turbulence, with
> a bunch of weight maps animated along with it. I think I might have even
> thrown in a wave or two. The setup took longer, but I could make changes in
> speed, wave size and turbulence in minutes as opposed to what it would have
> taken noodling with a simulation.
>
> https://vimeo.com/40608551
>
> This is the spot it was used for.
>
> https://vimeo.com/42504313
>
> Eric
>
>
>
> On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:
>
>> Afternoon All,
>>
>>  I'm trying to unfurl a banner down the side of a building.. something a
>> bit like this
>>
>> http://www.youtube.com/watch?v=jI8ccSGghRY
>>
>> it needs to be quite a bit longer than the one in the video.. but
>> hopefully you get my meaning
>>
>> I've tried doing using Syflex and the basic cloth.. the main problem I
>> have is rolling it up to release it..
>>
>> I've tried a rolled up grid, I've tried rotating.. but with out much luck
>>
>> The self collision seems to mess it up.
>>
>> I know in 2012 you can use Syflex in ICE.. but I only have 2010
>>
>> Can anyone give me some pointers on how to do this...
>>
>> Any help would be greatly
>>
>> cheers
>>
>> --
>> Alex Dinnin
>>
>>
>
>
> --
> Freelance 3D and VFX animator
>
>


-- 
Alex Dinnin
tel - 0777 575 5326
www.adinnin.com


Re: Animator Opinion Question

2012-06-04 Thread Matt Morris
I'd go with option b every time. If I was animating in IK it would drive me
crazy not to have the y axis being 'up' for example. Rotations would be a
little more difficult but I'm more used to dealing with tricky rotations
and gimble - plus if you have a hand bone that you can use for local
rotation if needs be then its the best of both worlds.



On 4 June 2012 15:11, Chris Covelli  wrote:

> Hey List,
>
> Just want to get the opinions of some of you animators and riggers out
> there.
>
> Lets propose a hypothetical IKArm setup where the chain effector control
> (IKArm_CON) is also supposed to be the hand rotation control, lets say
> there is also a separate FK hand control that could be used as an offset.
>
> How should the IKArm_CON be oriented?  Should it follow the orientation of
> the hand bone and FK CON or should it be oriented at world origin?
>
> Lets consider the pros and cons of each set up.
>
> If the IKArm_CON is oriented to the hand, you can rotate the hand
> naturally with the control, but for position, you'd have to edit 3 fcurves
> just to move it on any 1 "world" axis.
>
> If you have the IKArm_CON oriented to world origin, you can easily edit
> position fcurves to move in one axis, but rotating the hand is a little
> weird.
>
> ** Both options have a Hand control parented under it which is aligned to
> the hand for natural rotation of the hand.
>
>
> Just looking for people's opinion.
>
> Thanks!
>
> --
> Chris Covelli
> http://kylevargas.net/
>



-- 
www.matinai.com


Re: Unrolling a banner

2012-06-04 Thread Eric Lampi
I did something exactly like this several years ago. If I can recall
correctly, I had an animated cylinder inside the roll as a collision
object, to help move the roll along, because the self-collision messes it
up big time without it. Also this was pre-ICE, which could be a better
solution for something like this, but try it first, it might do the trick,
otherwise I wouldn't simulate it.

I had a similar problem recently with a project, an unfurling carpet of
grass with a garden rolled up in it, but it needed to look billowy and
light like a parachute or a deflated hot air balloon, it also had to roll
up over itself since you could see it from the side in some shots, so it
need to get smaller as it unrolled. Simulation just wasn't going to cut it,
so I used a spiral curve to create the roll, lattices for larger sections
of animation, ICE nodes for collision with the ground and turbulence, with
a bunch of weight maps animated along with it. I think I might have even
thrown in a wave or two. The setup took longer, but I could make changes in
speed, wave size and turbulence in minutes as opposed to what it would have
taken noodling with a simulation.

https://vimeo.com/40608551

This is the spot it was used for.

https://vimeo.com/42504313

Eric



On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin  wrote:

> Afternoon All,
>
>  I'm trying to unfurl a banner down the side of a building.. something a
> bit like this
>
> http://www.youtube.com/watch?v=jI8ccSGghRY
>
> it needs to be quite a bit longer than the one in the video.. but
> hopefully you get my meaning
>
> I've tried doing using Syflex and the basic cloth.. the main problem I
> have is rolling it up to release it..
>
> I've tried a rolled up grid, I've tried rotating.. but with out much luck
>
> The self collision seems to mess it up.
>
> I know in 2012 you can use Syflex in ICE.. but I only have 2010
>
> Can anyone give me some pointers on how to do this...
>
> Any help would be greatly
>
> cheers
>
> --
> Alex Dinnin
>
>


-- 
Freelance 3D and VFX animator


Re: Parsing and extracting an xsiaddon with Python

2012-06-04 Thread Alan Fregtman
Do the .dll and other binary files load alright at least?

It's interesting that it would do that with plaintext files.

On Mon, Jun 4, 2012 at 6:01 AM, Martin Saechsinger wrote:

> Hey Martin,
>
> that is really great! Thanks for making the GUI and adding the folder
> hierarchy!!
> One little thing I discovered is that the actual script files in the addon
> (e.g. *.py or *.js) have
> an additional blank line after each line of code (compared to the
> installation through
> Softimage.)
>
> Cheers,
> Martin
>
>
>
> On Jun 1, 2012, at 2:53 PM, Martin wrote:
>
> Thanks Alan !
>
> I took the liberty to add a GUI and some minor changes.
> If anyone is interested :
>
> https://www.4shared.com/file/SSiUQxWK/ExtractXsiAddon.html
>
> The code is 99.99% from Alan's blog.
>
> M.Yara
>
>
> On Fri, Jun 1, 2012 at 1:22 AM, Alok Gandhi wrote:
>
>> Nice one Alan !
>>
>>
>> On Thu, May 31, 2012 at 9:07 AM, Martin Saechsinger 
>> wrote:
>>
>>> Great Alan,
>>>
>>> thank you very much!
>>>
>>> Martin
>>>
>>> On May 31, 2012, at 4:00 AM, Alan Fregtman wrote:
>>>
>>> Hey,
>>>
>>> Just wrote a snippet of sample code I thought someone might find
>>> educational:
>>> http://darkvertex.com/wp/2012/05/30/parse-xsiaddons-in-python/
>>>
>>> I'd reply to the thread about extracting files in xsiaddons but Gmail is
>>> still being a jerk. I'm not receiving anything. However, the non-Google
>>> archive at http://tinyurl.com/softimagelist seems to indicate that
>>> outgoing mail still gets sent, so here's hoping this goes through.
>>>
>>> Cheers,
>>>
>>>-- Alan
>>>
>>>
>>>
>>
>>
>> --
>>
>>
>
>


Animator Opinion Question

2012-06-04 Thread Chris Covelli
Hey List,

Just want to get the opinions of some of you animators and riggers out
there.

Lets propose a hypothetical IKArm setup where the chain effector control
(IKArm_CON) is also supposed to be the hand rotation control, lets say
there is also a separate FK hand control that could be used as an offset.

How should the IKArm_CON be oriented?  Should it follow the orientation of
the hand bone and FK CON or should it be oriented at world origin?

Lets consider the pros and cons of each set up.

If the IKArm_CON is oriented to the hand, you can rotate the hand naturally
with the control, but for position, you'd have to edit 3 fcurves just to
move it on any 1 "world" axis.

If you have the IKArm_CON oriented to world origin, you can easily edit
position fcurves to move in one axis, but rotating the hand is a little
weird.

** Both options have a Hand control parented under it which is aligned to
the hand for natural rotation of the hand.


Just looking for people's opinion.

Thanks!

-- 
Chris Covelli
http://kylevargas.net/


Unrolling a banner

2012-06-04 Thread Alex Dinnin
Afternoon All,

 I'm trying to unfurl a banner down the side of a building.. something a
bit like this

http://www.youtube.com/watch?v=jI8ccSGghRY

it needs to be quite a bit longer than the one in the video.. but hopefully
you get my meaning

I've tried doing using Syflex and the basic cloth.. the main problem I have
is rolling it up to release it..

I've tried a rolled up grid, I've tried rotating.. but with out much luck

The self collision seems to mess it up.

I know in 2012 you can use Syflex in ICE.. but I only have 2010

Can anyone give me some pointers on how to do this...

Any help would be greatly

cheers

-- 
Alex Dinnin


Re: Parsing and extracting an xsiaddon with Python

2012-06-04 Thread Martin Saechsinger
Hey Martin,

that is really great! Thanks for making the GUI and adding the folder 
hierarchy!!
One little thing I discovered is that the actual script files in the addon 
(e.g. *.py or *.js) have
an additional blank line after each line of code (compared to the installation 
through
Softimage.)

Cheers,
Martin



On Jun 1, 2012, at 2:53 PM, Martin wrote:

Thanks Alan !

I took the liberty to add a GUI and some minor changes.
If anyone is interested :

https://www.4shared.com/file/SSiUQxWK/ExtractXsiAddon.html

The code is 99.99% from Alan's blog.

M.Yara


On Fri, Jun 1, 2012 at 1:22 AM, Alok Gandhi  wrote:
Nice one Alan !


On Thu, May 31, 2012 at 9:07 AM, Martin Saechsinger  wrote:
Great Alan,

thank you very much!

Martin

On May 31, 2012, at 4:00 AM, Alan Fregtman wrote:

Hey,

Just wrote a snippet of sample code I thought someone might find educational:
http://darkvertex.com/wp/2012/05/30/parse-xsiaddons-in-python/

I'd reply to the thread about extracting files in xsiaddons but Gmail is still 
being a jerk. I'm not receiving anything. However, the non-Google archive at 
http://tinyurl.com/softimagelist seems to indicate that outgoing mail still 
gets sent, so here's hoping this goes through.

Cheers,

   -- Alan





-- 





RE: TinyCurveExtrude

2012-06-04 Thread Szabolcs Matefy
Sure :) Maybe with ICE...I'll try.

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen
Sares
Sent: Monday, June 04, 2012 10:16 AM
To: softimage@listproc.autodesk.com
Subject: Re: TinyCurveExtrude

I see. Sorry I can't help.
I'm working on an new Extrusion Op myself at the moment, and I like the
idea - constrain start and end rotation of the profile to some object
(null).
I think I will integrate that. But don't wait for it right now.
Cheers,
Eugen

On Mon, 04 Jun 2012 08:44:12 +0200, Szabolcs Matefy

wrote:

> Nope, It's for game purposes. It's a polymesh ammobelt. It need to fit

> into the ammobox exit slot, and the minigun input slot...
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen 
> Sares
> Sent: Friday, June 01, 2012 6:18 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: TinyCurveExtrude
>
> On Fri, 01 Jun 2012 16:19:37 +0200, Szabolcs Matefy 
> 
> wrote:
>
>> Thanks Eugene,
>>
>> Actually I dropped that feature because of the issues...I do not need

>> NURBS exactly but I want to pose my character, or even animate it 
>> without adjusting the start and end profiles frame to frame...
>
> Yeah, those surface tangents flicker like a broken lightbulb... 
> totally unusable for animation.
> Out of interest: how does your setup look like? You are using Nurbs 
> for your character?
>
>>
>> Cheers
>>
>>
>> Szabolcs
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen 
>> Sares
>> Sent: Friday, June 01, 2012 1:16 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: TinyCurveExtrude
>>
>> Hey Szabolcs,
>> you can do a Create>Surf.Mesh>Loft of 2 different Curves-on-Surface 
>> out of the box, you know.
>> That operator is horribly unreliable, though, and it's good at 
>> crashing SI.
>>
>> Nurbs... sadly they rot in a corner for years now.
>> Look at what people do in Rhino... Now you will say, if you need 
>> Nurbs, use Rhino. Fair enough, but at least the Ops that are already 
>> there in Softimage should work as expected!
>> They have and should have their place besides SubDs.
>>
>> Best,
>> Eugen
>>
>>
>> On Fri, 01 Jun 2012 08:17:58 +0200, Szabolcs Matefy 
>> 
>> wrote:
>>
>>> Hi Fabricio,
>>>
>>>
>>> Unfortunately that doesn't work with curves...however, I might put 
>>> the
>>
>>> points between the start and end into a cluster, and use a curve 
>>> deform on them...I'll chck it, thanks for the tip!
>>>
>>>
>>>
>>>
>>> Szabolcs
>>>
>>>
>>> From: softimage-boun...@listproc.autodesk.com
>>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
>>> Fabricio
>>
>>> Chamon
>>> Sent: Thursday, May 31, 2012 7:14 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: TinyCurveExtrude
>>>
>>>
>>> Hi Szabolcs,
>>>
>>>
>>> I don't think my message came through your last thread, but here's a

>>> loft ice op that might give you a start?
>>>
>>>
>>> if you think this is going to help, just let me know and I'll send 
>>> you
>>
>>> the scene.
>>>
>>>
>>> Fabricio



Re: TinyCurveExtrude

2012-06-04 Thread Eugen Sares

I see. Sorry I can't help.
I'm working on an new Extrusion Op myself at the moment, and I like the  
idea - constrain start and end rotation of the profile to some object  
(null).

I think I will integrate that. But don't wait for it right now.
Cheers,
Eugen

On Mon, 04 Jun 2012 08:44:12 +0200, Szabolcs Matefy   
wrote:



Nope, It's for game purposes. It's a polymesh ammobelt. It need to fit
into the ammobox exit slot, and the minigun input slot...

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen
Sares
Sent: Friday, June 01, 2012 6:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: TinyCurveExtrude

On Fri, 01 Jun 2012 16:19:37 +0200, Szabolcs Matefy

wrote:


Thanks Eugene,

Actually I dropped that feature because of the issues...I do not need
NURBS exactly but I want to pose my character, or even animate it
without adjusting the start and end profiles frame to frame...


Yeah, those surface tangents flicker like a broken lightbulb... totally
unusable for animation.
Out of interest: how does your setup look like? You are using Nurbs for
your character?



Cheers


Szabolcs

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen
Sares
Sent: Friday, June 01, 2012 1:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: TinyCurveExtrude

Hey Szabolcs,
you can do a Create>Surf.Mesh>Loft of 2 different Curves-on-Surface
out of the box, you know.
That operator is horribly unreliable, though, and it's good at
crashing SI.

Nurbs... sadly they rot in a corner for years now.
Look at what people do in Rhino... Now you will say, if you need
Nurbs, use Rhino. Fair enough, but at least the Ops that are already
there in Softimage should work as expected!
They have and should have their place besides SubDs.

Best,
Eugen


On Fri, 01 Jun 2012 08:17:58 +0200, Szabolcs Matefy

wrote:


Hi Fabricio,


Unfortunately that doesn't work with curves...however, I might put
the



points between the start and end into a cluster, and use a curve
deform on them...I'll chck it, thanks for the tip!




Szabolcs


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



Chamon
Sent: Thursday, May 31, 2012 7:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: TinyCurveExtrude


Hi Szabolcs,


I don't think my message came through your last thread, but here's a
loft ice op that might give you a start?


if you think this is going to help, just let me know and I'll send
you



the scene.


Fabricio