Re: Animation layers info

2012-06-09 Thread Chris Chia
Hi all,
If you guys encountered any complicated scene which has the animation layers 
messed up, just email me the scene file. I will like to take a look. Thanks.


Regards,
Chris
Softimage QA Analyst

On 9 Jun, 2012, at 8:03 AM, Enrique Caballero 
enriquecaball...@gmail.commailto:enriquecaball...@gmail.com wrote:


Thanks guys once again you save the day. Exactly what i needed to know.

On Jun 6, 2012 2:37 PM, Steven Caron 
car...@gmail.commailto:car...@gmail.com wrote:

 well it was that bad. the simple scenarios worked. ie. one model, one mixer. 
 but when you add  many layers of complexity and the delta got into a certain 
 state (out of sync) a user could easily be fooled that something was working 
 and on save and reopen of the scene we get the data lost


 On Wed, Jun 6, 2012 at 2:30 PM, Demian Kurejwowski 
 demianpe...@yahoo.commailto:demianpe...@yahoo.com wrote:

 yep before  if you did a motion mixer track,  and put a animation layer on 
 top,   you save the scene and when you open it, all the key on the animation 
 layer were gone, but i haven't seen that in the new version of soft,  i 
 think last one was in 11? might be?

 
 De: Steven Caron car...@gmail.commailto:car...@gmail.com
 Para: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Enviado: Martes, 5 de junio, 2012 16:29:01
 Asunto: Re: Animation layers info

 when i was at blur animators used animation layers extensively. there was a 
 lot of pains over the years but we got through a lot of them and they are 
 fixed now. referenced models and animation layers are a bit tricky, if you 
 nest models you are asking for lots of trouble. since the layers themselves 
 are not tracked inside the delta they are a bit mysterious. they are stored 
 with the animation mixer invisibly. once we removed nested models in our 
 referenced models nearly all issues regarding data loss disappeared!

 On Tue, Jun 5, 2012 at 12:50 PM, Enrique Caballero 
 enriquecaball...@gmail.commailto:enriquecaball...@gmail.com wrote:

 Hey guys,
   just looking for some advice.  I seem to remember somebody telling me 
 that animation layers were buggy. I dont remember the specifics though.  
 Recently the animators here have discovered them and are incorperating 
 layers into their workflow.
 Any information on whether animation layers are problematic at all would be 
 appreciated as I dont want to endorse the technique until im sure.
 Best,
 Enrique





attachment: winmail.dat

Re: Anyone tried threesixty's Metaballs?

2012-06-09 Thread Christian Keller
What kind of artifacts ?

-- 
christian keller
visual effects|direction

m +49 179 69 36 248
f +49 40 386 835 33
chris3...@me.com

Am 08.06.2012 um 20:54 schrieb Steven Caron car...@gmail.com:

 yes, just wondering how Michele's is better? i recently did work and the 
 polygonizer had some artifacts close up that i couldn't get rid of.
 
 On Fri, Jun 8, 2012 at 11:35 AM, Mário Domingos mdomingos.p...@gmail.com 
 wrote:
 Are you talking about Polygonizer?
 
 
 On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron car...@gmail.com wrote:
 more real than the built in one?
 
 On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos mdomingos.p...@gmail.com 
 wrote:
 Great plug, a real metaballs system.
 
 https://vimeo.com/43686944
 
 Mário
 
 
 


Re: Anyone tried threesixty's Metaballs?

2012-06-09 Thread Mário Domingos
Yes I agree.

Sent from my iPad

On 09/06/2012, at 12:32, Ciaran Moloney moloney.cia...@gmail.com wrote:

The built-in polygonizer isn't so good. The commercial Polygonizer 3 is way
better...



On Sat, Jun 9, 2012 at 11:51 AM, Mário Domingos mdomingos.p...@gmail.comwrote:

 Well, you should try Micheles's, at least the demo. Its true metaballs,
 there are some things that I liked. I'm not a polygonizer pro, but I think
 there are some simple things that are better on MetaballsV3 for simple
 metaballs, haven't tried it on particles or creating huge meshes, although
 the smooth result seamed more stable. When you create a metaball the mesh
 created is the exact size of the control null and you can scale it in
 different axes for example to deform your metaball. In polygonizer the only
 way I have found to create a metaball is creating a null and polygonize it,
 if you scale the null in just one axes nothing happens, and the null is
 always a different size from the mesh. This is important if you are
 animating, at least for me it is.
 And metapaint is great! It simulates a liquid type of motion on the
 metaballs.

 I hope Michele continues to update it, its up to us.

 M

 Sent from my iPad

 On 09/06/2012, at 09:07, Christian Keller chris3...@me.com wrote:

 What kind of artifacts ?

 --
 christian keller
 visual effects|direction

 m +49 179 69 36 248
 f +49 40 386 835 33
 chris3...@me.com

 Am 08.06.2012 um 20:54 schrieb Steven Caron car...@gmail.com:

 yes, just wondering how Michele's is better? i recently did work and the
 polygonizer had some artifacts close up that i couldn't get rid of

 On Fri, Jun 8, 2012 at 11:35 AM, Mário Domingos 
 mdomingos.p...@gmail.comwrote:

 Are you talking about Polygoniz

 On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron car...@gmail.com wrote:

 more real than the built in one?

 On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos 
 mdomingos.p...@gmail.com wrote:

 Great plug, a real metaballs system.

 https://vimeo.com/43686944

 Mário







Re: ICE: Profile Curve for Apply Extrude Polygon Along Axis?

2012-06-09 Thread Christian Gotzinger
The compounds that have been posted have probably answered this already,
but just to point it out:
To get a random integer array, you plug an array (e.g. via the Build Index
Array node) into the ID port of the Random Value node.


On Wed, Jun 6, 2012 at 10:22 PM, Byron Nash byronn...@gmail.com wrote:

 I'm new to ICE modeling so forgive me if I ask some n00b questions here.
 I'd like to randomly extrude polygons and control the extrusion with a
 fcurve. I'm not sure how to create a controllable random array of integers
 for starters. I keep trying different combinations and haven't quite got it
 yet. After I get my array of integers to extrude with, how can I attach an
 fcurve to the extrude and control the shape?

 Thanks! See attached WIP.