Re: Animation layers info
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?
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?
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?
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.