RE: Exocortex Species 1.5 Released!
The funny thing is, Eric was against such a tool back in 2008. Funny how productions can change a persons perspective. ;) On Jul 10, 2012 12:52 AM, Szabolcs Matefy szabol...@crytek.com wrote: Amazing tool. Though I was originally against such a tool, as a character artist it helped me the most in the recent months. I love it! You rock guys! -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: Monday, July 09, 2012 6:31 PM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.5 Released! yeah looks really handy stuff!, now if only I was involved in a production that needed loads of different sized type of characters rigged..! :) On 9 July 2012 17:26, Oleg Bliznuk gbo...@gmail.com wrote: Congrats with the release guys!
Re: Exocortex Species 1.5 Released!
Well from recent discussions and from getting my hands dirty in some real production you definitely appreciate tools that can speed up your iterations. :) Relating Species to the recent post from Brad Gabe, I believe that the Species AnimRig has been designed well to give a very good base rig that can be extended for a wide range of productions. I think that focussing Species Hominid on a solid Biped setup helps make it less fragmented than other generic auto-rig tools as well. There is a time and place for those too though. Eric Thivierge http://www.ethivierge.com On Tue, Jul 10, 2012 at 4:16 PM, Eric Turman i.anima...@gmail.com wrote: The funny thing is, Eric was against such a tool back in 2008. Funny how productions can change a persons perspective. ;)
new Altima ad from Framestore NY
Was anyone from here involved? Has ICE written all over it https://vimeo.com/44288380 N [Description: ALT_signature_NANGUS] inline: image001.gif
Re: new Altima ad from Framestore NY
That would be cool as Framestore is not Softimage based AFAIK 2012/7/10 Nick Angus n...@altvfx.com Was anyone from here involved? Has ICE written all over it…. ** ** https://vimeo.com/44288380 ** ** ** ** N ** ** [image: Description: ALT_signature_NANGUS] ** ** -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos image001.gif
Re: new Altima ad from Framestore NY
Yeah, AFAIK Tim Borgmann, Eric Mootz and Chris Keller have been heavily involved in this one - so definitely a lot of ICE in there... ;-) Cheers, -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Tue, Jul 10, 2012 at 9:19 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote: That would be cool as Framestore is not Softimage based AFAIK 2012/7/10 Nick Angus n...@altvfx.com Was anyone from here involved? Has ICE written all over it…. ** ** https://vimeo.com/44288380 ** ** ** ** N ** ** [image: Description: ALT_signature_NANGUS] ** ** -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos image001.gif
Re: new Altima ad from Framestore NY
yes, ice+arnold for the particle stuff. Tim Borgmann, Chris Keller and mr Mootz On Tue, Jul 10, 2012 at 7:19 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote: That would be cool as Framestore is not Softimage based AFAIK 2012/7/10 Nick Angus n...@altvfx.com Was anyone from here involved? Has ICE written all over it…. ** ** https://vimeo.com/44288380 ** ** ** ** N ** ** [image: Description: ALT_signature_NANGUS] ** ** -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos -- Andreas Byström Lighting TD - Weta Digital image001.gif
custom ICE attribute to Maya
Hey guys, since I have not been able to de-instance my simulation so far, my next approach is to send the particle simulation to Maya (where it gets rendered anyway), re-assign the instances and de-instance there. I thought this should be possible creating a custom integer attribute containing the instance index per point. However, I have not found a way to load this attribute inside Maya. I forced it to cache by enabling an attribute display for it, and it is inside the .xml file for the nCache, so it should be there. Unfortunately that is not the case - he always tells me the attribute does not exist. I found this thread: https://groups.google.com/forum/?fromgroups#!topic/xsi_list/qXnL5-86mLI Where Chris Gardner successfully does the same thing, so I am probably doing something wrong here. Has anyone done something like this and could give me a step-by-step instruction? Cheers, Leo
Re: custom ICE attribute to Maya
Just to answer my own question: The attribute has to exist in Maya has to exist BEFORE loading in the cache -_-. Afterwards, it work fine - cache the shape ID to a custom attribute, create a float per particle attribute in Maya that has the same name as in Soft and now attach the cache. Leo Original-Nachricht Datum: Tue, 10 Jul 2012 10:58:31 +0200 Von: Leo Quensel le...@gmx.de An: softimage@listproc.autodesk.com Betreff: custom ICE attribute to Maya Hey guys, since I have not been able to de-instance my simulation so far, my next approach is to send the particle simulation to Maya (where it gets rendered anyway), re-assign the instances and de-instance there. I thought this should be possible creating a custom integer attribute containing the instance index per point. However, I have not found a way to load this attribute inside Maya. I forced it to cache by enabling an attribute display for it, and it is inside the .xml file for the nCache, so it should be there. Unfortunately that is not the case - he always tells me the attribute does not exist. I found this thread: https://groups.google.com/forum/?fromgroups#!topic/xsi_list/qXnL5-86mLI Where Chris Gardner successfully does the same thing, so I am probably doing something wrong here. Has anyone done something like this and could give me a step-by-step instruction? Cheers, Leo
Re: Exocortex Species 1.5 Released!
Hi Everyone, Just an FYI, we discovered a small bug with our licensing code that was causing a few crashes for some of our users. The problem has been fixed and we have issued an update which can be found here - http://exocortex.com/releases/ExocortexSpecies1.5.1.zip On Tue, Jul 10, 2012 at 3:49 AM, Szabolcs Matefy szabol...@crytek.comwrote: Well, it’s not just production J Actually it decreases the time I spend on technical parts (basemesh, posing, skinning), and let me be creative J* *** ** ** Thanks guys, ** ** ** ** Szabolcs ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Turman *Sent:* Tuesday, July 10, 2012 8:17 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: Exocortex Species 1.5 Released! ** ** The funny thing is, Eric was against such a tool back in 2008. Funny how productions can change a persons perspective. ;) On Jul 10, 2012 12:52 AM, Szabolcs Matefy szabol...@crytek.com wrote: Amazing tool. Though I was originally against such a tool, as a character artist it helped me the most in the recent months. I love it! You rock guys! -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: Monday, July 09, 2012 6:31 PM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.5 Released! yeah looks really handy stuff!, now if only I was involved in a production that needed loads of different sized type of characters rigged..! :) On 9 July 2012 17:26, Oleg Bliznuk gbo...@gmail.com wrote: Congrats with the release guys! -- Chris Covelli http://kylevargas.net/
RE: Profile Curve for Apply Extrude Polygon Along Axis?
There's a warning when you import this compound into 2012: http://dl.dropbox.com/u/5533643/Softimage/Compounds/Random%20Extrusion.xsicompound // WARNING : 3000-EDIT-AddICECompoundNode - Could not find node : BuildArrayFromSetNode If you put back the missing Build Array from Set node, then it appears to work in 2012 SAP. (it goes between the If and the Find in Array) -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: July-10-12 8:39 AM To: softimage@listproc.autodesk.com Subject: Re: Profile Curve for Apply Extrude Polygon Along Axis? and it appears not... the compound loads in 2012 ok and there are no red nodes inside.. it just appears not to work... so I think Christian mentions in another thread how to build a random array by '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' but whatever I do with this I always get a context mismatch when trying to connect this to anything - it is always expecting 'per object' So the question remains, is it possible to randomly extrude polygons with random lengths in Ice Modelling 2012? cheers Rob On 10 July 2012 12:57, Rob Chapman tekano@gmail.com wrote: Hi , we are still on 2012 here, is there a reason that this compound is 2013 only or can it be made with the compounds that come with 2012 Sap? cheers Rob The compound is for Softimage 2013 only. Cheers, Guillaume Laforge attachment: winmail.dat
RE: Profile Curve for Apply Extrude Polygon Along Axis?
thanks for that, weirdly, i tried it 'as is' in 2013SP1 and it works perfectly without the missing BuildArrayFromSet a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: 10 July 2012 14:50 To: softimage@listproc.autodesk.com Subject: RE: Profile Curve for Apply Extrude Polygon Along Axis? There's a warning when you import this compound into 2012: http://dl.dropbox.com/u/5533643/Softimage/Compounds/Random%20Extrusion.xsico mpound // WARNING : 3000-EDIT-AddICECompoundNode - Could not find node : BuildArrayFromSetNode If you put back the missing Build Array from Set node, then it appears to work in 2012 SAP. (it goes between the If and the Find in Array) -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: July-10-12 8:39 AM To: softimage@listproc.autodesk.com Subject: Re: Profile Curve for Apply Extrude Polygon Along Axis? and it appears not... the compound loads in 2012 ok and there are no red nodes inside.. it just appears not to work... so I think Christian mentions in another thread how to build a random array by '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' but whatever I do with this I always get a context mismatch when trying to connect this to anything - it is always expecting 'per object' So the question remains, is it possible to randomly extrude polygons with random lengths in Ice Modelling 2012? cheers Rob On 10 July 2012 12:57, Rob Chapman tekano@gmail.com wrote: Hi , we are still on 2012 here, is there a reason that this compound is 2013 only or can it be made with the compounds that come with 2012 Sap? cheers Rob The compound is for Softimage 2013 only. Cheers, Guillaume Laforge - No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2195 / Virus Database: 2437/5122 - Release Date: 07/09/12
RE: Profile Curve for Apply Extrude Polygon Along Axis?
Hi In 2013 SP1, the node isn't missing and I didn't get the warning. S -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: July-10-12 9:59 AM To: softimage@listproc.autodesk.com Subject: RE: Profile Curve for Apply Extrude Polygon Along Axis? thanks for that, weirdly, i tried it 'as is' in 2013SP1 and it works perfectly without the missing BuildArrayFromSet a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: 10 July 2012 14:50 To: softimage@listproc.autodesk.com Subject: RE: Profile Curve for Apply Extrude Polygon Along Axis? There's a warning when you import this compound into 2012: http://dl.dropbox.com/u/5533643/Softimage/Compounds/Random%20Extrusion.xsico mpound // WARNING : 3000-EDIT-AddICECompoundNode - Could not find node : BuildArrayFromSetNode If you put back the missing Build Array from Set node, then it appears to work in 2012 SAP. (it goes between the If and the Find in Array) -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: July-10-12 8:39 AM To: softimage@listproc.autodesk.com Subject: Re: Profile Curve for Apply Extrude Polygon Along Axis? and it appears not... the compound loads in 2012 ok and there are no red nodes inside.. it just appears not to work... so I think Christian mentions in another thread how to build a random array by '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' but whatever I do with this I always get a context mismatch when trying to connect this to anything - it is always expecting 'per object' So the question remains, is it possible to randomly extrude polygons with random lengths in Ice Modelling 2012? cheers Rob On 10 July 2012 12:57, Rob Chapman tekano@gmail.com wrote: Hi , we are still on 2012 here, is there a reason that this compound is 2013 only or can it be made with the compounds that come with 2012 Sap? cheers Rob The compound is for Softimage 2013 only. Cheers, Guillaume Laforge - No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2195 / Virus Database: 2437/5122 - Release Date: 07/09/12 attachment: winmail.dat
Re: Exocortex Species 1.5 Released!
Hi Gavin, The scale change was actually implemented with v1.1, so if you're using that version you should be working at the same scale as v1.5 ( now v1.5.1 ). As Eric mentioned it may be better to keep using the same version you started the project with. If you really need to update mid-project here are a few things you can do to quickly transfer your older characters to the new rigs: - If you have characters at the original 1.0 scale follow this tutorial video - https://vimeo.com/37260802 Otherwise: - You can store the configuration of your old PropRigs using our PropRig StorePose tool. Next, import a 1.5 PropRig into your scene and drag and drop the stored pose from your old PropRig into the new PropRig's mixer. Now you can select the pose in the new PropRig and run the PropRig ApplyPose command to resize the new PropRig to match the old PropRig. You may need to adjust the hands and fingers slightly to match your old character as our default hand poses have changed. - Next you can use the PropRig ReplaceMesh function to transfer the mesh from your old character to the new resized PropRig. If you have a custom envelope on your old character you should be able to load it after this step as the names of our deformers have all remained the same. After loading a custom envelope, be sure to rename the envelope ( under the EnvelopeWeightCls ) to Envelope_Weights and do a Freeze M on the mesh. Hope this helps! -Chris On Tue, Jul 10, 2012 at 9:49 AM, Chris Covelli kylevar...@gmail.com wrote: Hi Everyone, Just an FYI, we discovered a small bug with our licensing code that was causing a few crashes for some of our users. The problem has been fixed and we have issued an update which can be found here - http://exocortex.com/releases/ExocortexSpecies1.5.1.zip On Tue, Jul 10, 2012 at 3:49 AM, Szabolcs Matefy szabol...@crytek.comwrote: Well, it’s not just production J Actually it decreases the time I spend on technical parts (basemesh, posing, skinning), and let me be creative J ** ** Thanks guys, ** ** ** ** Szabolcs ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Turman *Sent:* Tuesday, July 10, 2012 8:17 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: Exocortex Species 1.5 Released! ** ** The funny thing is, Eric was against such a tool back in 2008. Funny how productions can change a persons perspective. ;) On Jul 10, 2012 12:52 AM, Szabolcs Matefy szabol...@crytek.com wrote: Amazing tool. Though I was originally against such a tool, as a character artist it helped me the most in the recent months. I love it! You rock guys! -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: Monday, July 09, 2012 6:31 PM To: softimage@listproc.autodesk.com Subject: Re: Exocortex Species 1.5 Released! yeah looks really handy stuff!, now if only I was involved in a production that needed loads of different sized type of characters rigged..! :) On 9 July 2012 17:26, Oleg Bliznuk gbo...@gmail.com wrote: Congrats with the release guys! -- Chris Covelli http://kylevargas.net/ -- Chris Covelli http://kylevargas.net/
Re: Exocortex Species 1.5 Released!
Hey Gavin, You can go two ways, keep using Species 1.1 for the sequel to keeps things consistent. Or re-rig the meshes from the first one with the new Species version. I would not suggest mixing them as it will be very hectic on your part to be going back and forth when edits are needed. Species doesn't have dependencies on the plugin version however the AnimTools won't work with the older rigs (alignments changed a bit). You could save the weights out from your original Species 1.1 rigs and reapply them when you get them redone with the 1.5 version. Eric Thivierge http://www.ethivierge.com On Tue, Jul 10, 2012 at 11:48 PM, Gavin Marais grumpymu...@gmail.comwrote: Hi guys, I used Species 1 and 1.1 for an entire project. I didn't upgrade to 1.2 due to the size increase. Now that 1.5 has arrived, I have the problem that there will be a sequel to the first project, needing both the original characters + new ones. I guess I'd now have to re-rig these? Could I at least use the weighting to skin them, or are there subtle changes to some of the hierarchies that will not allow this? Any other recommendations on how to proceed? Thanks very much! On Monday, July 9, 2012 4:03:06 PM UTC+2, Chris Covelli wrote: Exocortex Species 1.5 Released! Species 1.5 is now available at Exocortex.comhttp://exocortex.com/plugins/species. This is the third major update in six months that adds functionality and further optimizes user work flow. What is Species? Exocortex Species simplifies the process of human character creation from designing your character’s unique attributes, integrating sculpting results, to rig creation, even animation. With Species, you will create higher quality animated characters faster and at a lower cost, while avoiding the generic look that often come when purchasing off-the-shelf models. Exocortex Species supports Autodesk Softimage 2010 through 2013 on both Windows and Linux. Floating and node locked licenses are available starting at $299. Improvements in Species 1.5 Documentation - Expanded Docs to include Installation instructions and more detailed info on many features - New easy to read Google Docs format New Feature Anim Tools! - A new set of tools to speed up working with our AnimRig - Mirror Pose allows you to mirror the pose of the selected controls to the opposite side of the animation rig - Mirror Select swaps the selected control to the opposite side - Biped MatchFKIK will switch the selected limb from the current FK or IK mode to the opposite while maintaining the same pose. AnimRig Changes - New preset hand poses! - Hand Follow IK Option - IK Offset controls for Arms and Legs - Hand Anchor control to AnimRig for attaching props and other objects - HeadLookAt Control Option - Align LegIK controls to world AnimRig Build Changes - AnimRig build option to adding Transform Setups for Fingers Synoptics - Update synoptics with new controls - Add hand poses to AnimRig Synoptics Bug Fixes - Left ForearmRoll deformers misaligned - Hide FK arm bones on PropRig by default ( hides IK arm bones when switched to FK) - Bank Param on right foot inverted - AnimRig build cancel button doesn't cancel - Only display Dual Quat option if available - Change preferences to be per user not per addon Getting Species 1.5 If you are not yet using Exocortex Species, give it a try by downloading the trial from the Exocortex Species product page.http://exocortex.com/plugins/species For those already using Exocortex Species, you can download the 1.5 update directly from herehttp://exocortex.com/releases/ExocortexSpecies1.5.zip. Join the Species User Community Get the most out of Exocortex Species by joining our user support and discussion mailing list,https://groups.google.com/forum/?fromgroups#%21forum/species_mailing_listand check out our many tutorial videos on our Vimeo group http://vimeo.com/groups/species. These are the best places to learn about Species and get the latest news directly from the developers.
Re: Freeze ICE tree to geometry?
This is one of the features I miss the most. Baking particle instances to real geometry retaining UVs and Materials. Original-Nachricht Datum: Tue, 10 Jul 2012 10:06:54 -0500 Von: Tim Crowson tim.crow...@magneticdreams.com An: softimage@listproc.autodesk.com Betreff: Re: Freeze ICE tree to geometry? I'm rendering this with Mental Ray. I found a solution that lets me render what I want without having to freeze it to geo. But it would still be nice to know how to do it. -Tim On 7/10/2012 12:45 AM, Sandy Sutherland wrote: What are you rendering with? S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ *From:* softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of phil harbath [phil.harb...@jamination.com] *Sent:* 10 July 2012 07:05 *To:* softimage@listproc.autodesk.com *Subject:* Re: Freeze ICE tree to geometry? momentum instancer perhaps. - Original Message - *From:* Tim Crowson mailto:tim.crow...@magneticdreams.com *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Sent:* Monday, July 09, 2012 6:24 PM *Subject:* Freeze ICE tree to geometry? I'm needing to freeze the results of my non-simulated ICE tree to geometry so I can optimize its use in another ICE tree. (wanting to scatter something that was built by a scatter to beginwith). Concerns about geo density not-withstanding, is there a way to freeze a non-simulated ICE tree to editable geometry? -- *Tim Crowson */Lead CG Artist/ *Magnetic Dreams Animation Studio, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com --
Re: Freeze ICE tree to geometry?
would be very very useful for Shapeways printing! On 10 July 2012 16:10, Leo Quensel le...@gmx.de wrote: This is one of the features I miss the most. Baking particle instances to real geometry retaining UVs and Materials. Original-Nachricht Datum: Tue, 10 Jul 2012 10:06:54 -0500 Von: Tim Crowson tim.crow...@magneticdreams.com An: softimage@listproc.autodesk.com Betreff: Re: Freeze ICE tree to geometry? I'm rendering this with Mental Ray. I found a solution that lets me render what I want without having to freeze it to geo. But it would still be nice to know how to do it. -Tim On 7/10/2012 12:45 AM, Sandy Sutherland wrote: What are you rendering with? S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ *From:* softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of phil harbath [phil.harb...@jamination.com] *Sent:* 10 July 2012 07:05 *To:* softimage@listproc.autodesk.com *Subject:* Re: Freeze ICE tree to geometry? momentum instancer perhaps. - Original Message - *From:* Tim Crowson mailto:tim.crow...@magneticdreams.com *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Sent:* Monday, July 09, 2012 6:24 PM *Subject:* Freeze ICE tree to geometry? I'm needing to freeze the results of my non-simulated ICE tree to geometry so I can optimize its use in another ICE tree. (wanting to scatter something that was built by a scatter to beginwith). Concerns about geo density not-withstanding, is there a way to freeze a non-simulated ICE tree to editable geometry? -- *Tim Crowson */Lead CG Artist/ *Magnetic Dreams Animation Studio, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com -- -- Chris Marshall Mint Motion Limited 029 2002 5762 07730 533 115 www.mintmotion.co.uk
Simulate Bullet Rigid Bodies evaluates even when condition is False?!
Hey guys, It would appear that even when I have an If node presumably preventing executation of Simulate Bullet Rigid Bodies, it STILL EVALUATES. :o Ever seen this happen? I'm trying to disable it when I don't need it. I even tried setting particles as passive RBDs but they still react and stuff. I need them to stay still until a given frame. Everything else in my If node respects the condition, except the sim rbds node. :( Any help appreciated. Cheers, -- Alan
RE: Simulate Bullet Rigid Bodies evaluates even when condition is False?!
How about muting the Simulate Bullet Rigid Bodies based on the condition you were feeding into the If? And yes, I got the same thing with an If node. I event tried plugging in a second, muted Simulate Bullet Rigid Bodies node into the False port From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: July-10-12 1:55 PM To: XSI Mailing List Subject: Simulate Bullet Rigid Bodies evaluates even when condition is False?! Hey guys, It would appear that even when I have an If node presumably preventing executation of Simulate Bullet Rigid Bodies, it STILL EVALUATES. :o Ever seen this happen? I'm trying to disable it when I don't need it. I even tried setting particles as passive RBDs but they still react and stuff. I need them to stay still until a given frame. Everything else in my If node respects the condition, except the sim rbds node. :( Any help appreciated. Cheers, -- Alan attachment: winmail.dat
Re: Simulate Bullet Rigid Bodies evaluates even when condition is False?!
Tried that already and it's still doing something to my particles. Evil node!! :/ On Tue, Jul 10, 2012 at 2:38 PM, Stephen Blair stephen.bl...@autodesk.comwrote: How about muting the Simulate Bullet Rigid Bodies based on the condition you were feeding into the If? And yes, I got the same thing with an If node. I event tried plugging in a second, muted Simulate Bullet Rigid Bodies node into the False port From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: July-10-12 1:55 PM To: XSI Mailing List Subject: Simulate Bullet Rigid Bodies evaluates even when condition is False?! Hey guys, It would appear that even when I have an If node presumably preventing executation of Simulate Bullet Rigid Bodies, it STILL EVALUATES. :o Ever seen this happen? I'm trying to disable it when I don't need it. I even tried setting particles as passive RBDs but they still react and stuff. I need them to stay still until a given frame. Everything else in my If node respects the condition, except the sim rbds node. :( Any help appreciated. Cheers, -- Alan
Inherit from a Softimage class
Hi list, I'm pretty sure I know the answer to that one but just wondering. Do we have a way in Python to create a class that inherits from a class of the softimage SDK ? Let's say I want to extend the SIVector3 or the Null object ? Any chance I could do something like that ? class mySIVector3( SIVector3 ) or class myCustomNull( Null ) Jeremie