ice cache: read or write and suimulate possible?

2012-11-09 Thread Jules Stevenson
Hey all, is it possible using the cache on file node to switch from reading
to writing if a file on disk is *not* found? (similar to the awesome cache
tools in emPolygonizer). Having toyed with this, I'm thinking not, since
ice doesn't seem to give us any real access to the cache gubbins or on disk
info.

Tentatively thinking about writing an ice node to do this, but would rather
not go through this pain if it  can be done with factory nodes.

Many thanks,

Jules


Re: OT: best python resource site in the world if you're on windows...

2012-11-09 Thread Francois Lord
It's interesting to see how many modules are not yet available for 
python 3.x.


On 09/11/2012 08:53, Jules Stevenson wrote:
http://www.lfd.uci.edu/~gohlke/pythonlibs/ 
http://www.lfd.uci.edu/%7Egohlke/pythonlibs/


Everything compiled for 64 bit. Whoever runs this deserves more than a 
medal.




My Friday flashback

2012-11-09 Thread Greg Punchatz
I was digging around and found this, Night of the Day of the Dead, the first
short film ever done in XSI. It was done during beta of 1.0 of XSI. This was
in the day when XSI only had nurbs and no particlesand a few more
crashes :) 

We completed this in about two weeks, the deadline was important, the launch
of XSI 1.0
in Montreal.good times. 

What made this project unique at the time was that it was our first attempt
to bring motion capture into our pipeline (the floaty feet kill me) AND it
was all edited right inside XSI using the Animation Mixer on
cameras...Bleeding edge stuff for the day.

http://www.youtube.com/watch?v=5Tb12QUXizMfeature=youtu.be

Enjoy








Re: My Friday flashback

2012-11-09 Thread Alan Fregtman
Fun mocap demo, :) what year was this?

On Fri, Nov 9, 2012 at 9:34 AM, Greg Punchatz g...@janimation.com wrote:
 I was digging around and found this, Night of the Day of the Dead, the first
 short film ever done in XSI. It was done during beta of 1.0 of XSI. This was
 in the day when XSI only had nurbs and no particlesand a few more
 crashes :)

 We completed this in about two weeks, the deadline was important, the launch
 of XSI 1.0
 in Montreal.good times.

 What made this project unique at the time was that it was our first attempt
 to bring motion capture into our pipeline (the floaty feet kill me) AND it
 was all edited right inside XSI using the Animation Mixer on
 cameras...Bleeding edge stuff for the day.

 http://www.youtube.com/watch?v=5Tb12QUXizMfeature=youtu.be

 Enjoy








Re: ice cache: read or write and suimulate possible?

2012-11-09 Thread Alan Fregtman
We don't have a File Exists node -- that'd be cool to have though --
so I personally don't see how you could do this with factory nodes
presently.

That said, nothing stops you from writing a C++ ICE node that checks for files
existing.

On Fri, Nov 9, 2012 at 8:09 AM, Jules Stevenson
droolz...@googlemail.com wrote:
 Hey all, is it possible using the cache on file node to switch from reading
 to writing if a file on disk is *not* found? (similar to the awesome cache
 tools in emPolygonizer). Having toyed with this, I'm thinking not, since ice
 doesn't seem to give us any real access to the cache gubbins or on disk
 info.

 Tentatively thinking about writing an ice node to do this, but would rather
 not go through this pain if it  can be done with factory nodes.

 Many thanks,

 Jules


Re: ice cache: read or write and suimulate possible?

2012-11-09 Thread Guillaume Laforge
Without a custom node, the only solution is maybe to re-compute the
particle age each frame (using your own attribute) and compare with the one
from the file. If it doesn't match, execute the simulated branch and write
it to disc. Assuming that the icecache got an attribute like age of course.

Just an idea,

Guillaume



On Fri, Nov 9, 2012 at 10:08 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 We don't have a File Exists node -- that'd be cool to have though --
 so I personally don't see how you could do this with factory nodes
 presently.

 That said, nothing stops you from writing a C++ ICE node that checks for
 files
 existing.

 On Fri, Nov 9, 2012 at 8:09 AM, Jules Stevenson
 droolz...@googlemail.com wrote:
  Hey all, is it possible using the cache on file node to switch from
 reading
  to writing if a file on disk is *not* found? (similar to the awesome
 cache
  tools in emPolygonizer). Having toyed with this, I'm thinking not, since
 ice
  doesn't seem to give us any real access to the cache gubbins or on disk
  info.
 
  Tentatively thinking about writing an ice node to do this, but would
 rather
  not go through this pain if it  can be done with factory nodes.
 
  Many thanks,
 
  Jules



Re: ice cache: read or write and suimulate possible?

2012-11-09 Thread Vincent Ullmann

perhabs you could use 2 Cache-on-file-Nodes.

[1. Cache on File Node (Reading)] --- Execute
[Get Particle Position] - [Array from Set] - [Array Size] - [Test  0] - 
[Set Data (Sim = True)]


[IF (sim = true)]
[. all your Nodes]
[2. Cache on File Node (writing)]

PS: Need some ICE-Tree-Plugin for eMails





Am 09.11.2012 16:15, schrieb Guillaume Laforge:
Without a custom node, the only solution is maybe to re-compute the 
particle age each frame (using your own attribute) and compare with 
the one from the file. If it doesn't match, execute the simulated 
branch and write it to disc. Assuming that the icecache got an 
attribute like age of course.


Just an idea,

Guillaume



On Fri, Nov 9, 2012 at 10:08 AM, Alan Fregtman 
alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote:


We don't have a File Exists node -- that'd be cool to have though --
so I personally don't see how you could do this with factory nodes
presently.

That said, nothing stops you from writing a C++ ICE node that
checks for files
existing.

On Fri, Nov 9, 2012 at 8:09 AM, Jules Stevenson
droolz...@googlemail.com mailto:droolz...@googlemail.com wrote:
 Hey all, is it possible using the cache on file node to switch
from reading
 to writing if a file on disk is *not* found? (similar to the
awesome cache
 tools in emPolygonizer). Having toyed with this, I'm thinking
not, since ice
 doesn't seem to give us any real access to the cache gubbins or
on disk
 info.

 Tentatively thinking about writing an ice node to do this, but
would rather
 not go through this pain if it  can be done with factory nodes.

 Many thanks,

 Jules






Re: ice cache: read or write and suimulate possible?

2012-11-09 Thread Jules Stevenson
Vincent, thinking about this more, I'm not so sure this will work since i'm
working on a frozen cloud - there is no emitter, so there will always be a
point position. Guillaume, I shall test :).


On Fri, Nov 9, 2012 at 3:30 PM, Jules Stevenson droolz...@googlemail.comwrote:

 Nice, thanks Guys, vincent, that looks good - will try :)


 On Fri, Nov 9, 2012 at 3:27 PM, Vincent Ullmann 
 vincent.ullm...@googlemail.com wrote:

  perhabs you could use 2 Cache-on-file-Nodes.

 [1. Cache on File Node (Reading)] --- Execute
 [Get Particle Position] - [Array from Set] - [Array Size] - [Test  0] -
 [Set Data (Sim = True)]

 [IF (sim = true)]
 [. all your Nodes]
 [2. Cache on File Node (writing)]

 PS: Need some ICE-Tree-Plugin for eMails





 Am 09.11.2012 16:15, schrieb Guillaume Laforge:

 Without a custom node, the only solution is maybe to re-compute the
 particle age each frame (using your own attribute) and compare with the one
 from the file. If it doesn't match, execute the simulated branch and write
 it to disc. Assuming that the icecache got an attribute like age of course.

  Just an idea,

  Guillaume



 On Fri, Nov 9, 2012 at 10:08 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 We don't have a File Exists node -- that'd be cool to have though --
 so I personally don't see how you could do this with factory nodes
 presently.

 That said, nothing stops you from writing a C++ ICE node that checks for
 files
 existing.

 On Fri, Nov 9, 2012 at 8:09 AM, Jules Stevenson
 droolz...@googlemail.com wrote:
  Hey all, is it possible using the cache on file node to switch from
 reading
  to writing if a file on disk is *not* found? (similar to the awesome
 cache
  tools in emPolygonizer). Having toyed with this, I'm thinking not,
 since ice
  doesn't seem to give us any real access to the cache gubbins or on disk
  info.
 
  Tentatively thinking about writing an ice node to do this, but would
 rather
  not go through this pain if it  can be done with factory nodes.
 
  Many thanks,
 
  Jules







Re: Mental Ray Features, Integration Autodesk's failure

2012-11-09 Thread Guillaume Laforge
Could not agree more! (except for the Racing Cars, as Taxi Drivers also
earn money by just driving cars ;) ).

Guillaume


On Fri, Nov 9, 2012 at 4:52 AM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 I see things a little bit different:

 Cars are not tools. The majority of people is not using them solely to
 earn money by just driving them. One exception are Racing Cars and their
 pilots. Cars are made to transport, to move things. That's basically only
 one function. And they are particularly good at it. All the Airbags, Speed
 Controls and so on are just addons that make that one function safer or
 easier to use. You can drive without them. Of course there are different
 addons for cars in different segments. Different types of cars target
 different userbases. They are made differently and are specialized to drive
 in specific ways.
 Now look at our software, our tools we use everyday to do our jobs, to
 earn money. They are huge complex packages trying to fit everything in one
 big box. To please everyone, whatever need they have or in which segment
 those people work. And they are particularly good at it (pleasing, that
 is). The problem here is that our tools are a relatively new emergence.
 Today's business strategies forced the developers of our tools to make them
 this way. Our whole business segment is a big interdisciplinary pot. We
 didn't had the time to develop sophisticated segment specific platforms
 which are able to communicate with each other. It was easier to just make
 one platform that does everything. And they do it particularly bad (the
 work they should do). The complexity of what has to be done
 is exaggerating. The time to support all of this is getting shorter and
 shorter. How is this supposed to work? Imagine how bad our cars would be if
 they would need to please everybody to do anything with them related to
 movement. They would need to be able to build streets, fly, climb, drill
 tunnels and make other cars to support what they are doing. This is just
 an awful vision.

 Just ranting about how bad stuff is implemented is not going to help
 anybody. It's too late. Today's tools as platforms are just too crippled to
 really make a difference on how people do they work in the future. The
 developers, or the managers and businessmen, need to sit back and try to
 find new structures and new workflows in how we should be able to work.
 The algorithms and implementation of them are very specific to the various
 segments and trying to support all of it out of the box won't work anymore.
 We need to leave stuff behind and go on. Change for the better. And not
 just add more Airbags.

 Vladimir


 On Thu, Nov 8, 2012 at 9:05 PM, Ed Manning etmth...@gmail.com wrote:

 On Thu, Nov 8, 2012 at 2:05 PM, Matt Lind ml...@carbinestudios.comwrote:

 No argument on the making existing tools work, but in terms of tool
 design you make the erroneous assumption everybody wants to create
 realistic looking renders like you.  I’ve largely worked on non-photo real
 projects where those extra controls you dislike are absolutely necessary
 and often not enough.  This industry is about making looks and scenarios.
 It’s not always about recreating what you see in front of you.


 Actually, I agree completely.  FWIW, I don't assume that everybody wants
 to create realistic looking renders.  Sometimes I don't want to either --
 it all depends on the needs of the job, and lately it's all been make it
 look more real. My point was that it should be possible, but not
 necessary, to drill down into low-level functionality in order to do
 commonplace things. And for better or worse, plausibly realistic rendering
 is a very common requirement.

 To beat my car analogy to death -- it shouldn't be necessary for someone
 to know how to tune a fuel injection system in order to get their car to
 the supermarket.  It's a great thing if someone does take the plunge and
 learn how to be a racecar mechanic or driver, but as you said, most people
 can't or won't do that. Anyway, even a racing mechanic doesn't want to
 break out his toolbox when he wants to go to Kwik-E-Mart. The sad fact is
 we have enormous variation in education and educability in our workforce,
 and even if we resist building for the lowest common denominator, we need
 to consider it when assembling our tools.

 It's easy to take this too far -- then you end up with C4D, which makes
 some hard things shockingly easy, but won't let you do some basic things at
 all.

 And as far as maintaining compatibility with legacy assets goes, I don't
 advocate trashing the legacy shader libraries and making them unusable. But
 is there any reason that, say, the default scene material couldn't be a
 BSDF version of Phong (or Blinn or Ward or Ashikhmin) with fresnel and
 energy conservation?  Is there a reason the default light can't be, say,
 mib_photometric? Why shouldn't the default material be updated when
 technology advances? Wouldn't it help 

Re: Friday Flashback

2012-11-09 Thread Stephen Blair


Friday Flashback #93
1999 /Without SOFTIMAGE|3D and mental ray, specifically, those 
phenomenal bullet time backgrounds just wouldn't have been possible./

http://wp.me/powV4-2fA


On 02/11/2012 1:44 PM, Stephen Blair wrote:

Friday Flashback #92
Softimage Awards and Recognitions circa 1996.
Includes an Emmy award for the daytime soap As the World Turns :)
http://wp.me/powV4-2dr


On 26/10/2012 11:24 AM, Stephen Blair wrote:

Friday Flashback 91
The Yearning - pushing #Softimage as an intuitive, emotionally 
expressive instrument

http://wp.me/powV4-246


On 19/10/2012 8:27 AM, Stephen Blair wrote:

Friday Flashback #90
Softimage NT
http://wp.me/powV4-2b7

It looks like SI|3D v3.0 was the first NT version, but SI|3D Extreme 
wasn't NT until v3.5...


For the name change, I think that had already happened by late 94

On 16/10/2012 1:28 AM, Raffaele Fragapane wrote:
Bit late on this, but you marked SI|3D 3.0 as (NT), I thought 3.0 
was when it changed name from CE to 3D, but the first NT version 
was 3.51 (which might or might not have been version lined up with 
winNT 3.51 intentionally).


Memories are a bit fuzzy, I started following Soft after Jurassic 
Park, so I think that was 3D already and not CE, but I do remember 
when it was announced for windows first and the MS acquisition a 
year or two before ('94?)


On Fri, Sep 28, 2012 at 11:48 PM, Stephen Blair 
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:


Friday Flashback #89
Creative Environment box shots
http://wp.me/powV4-28u











RE: My Friday flashback

2012-11-09 Thread Grahame Fuller
Greg, didn't you do a couple of TV spots for a radio station with the XSI beta 
before that? I seem to remember CDs dividing like amoebas.

gray

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Friday, November 09, 2012 10:05 AM
To: XSI Mailing List
Subject: Re: My Friday flashback

Fun mocap demo, :) what year was this?

On Fri, Nov 9, 2012 at 9:34 AM, Greg Punchatz g...@janimation.com wrote:
 I was digging around and found this, Night of the Day of the Dead, the first
 short film ever done in XSI. It was done during beta of 1.0 of XSI. This was
 in the day when XSI only had nurbs and no particlesand a few more
 crashes :)

 We completed this in about two weeks, the deadline was important, the launch
 of XSI 1.0
 in Montreal.good times.

 What made this project unique at the time was that it was our first attempt
 to bring motion capture into our pipeline (the floaty feet kill me) AND it
 was all edited right inside XSI using the Animation Mixer on
 cameras...Bleeding edge stuff for the day.

 http://www.youtube.com/watch?v=5Tb12QUXizMfeature=youtu.be

 Enjoy






attachment: winmail.dat

Re: Python Strangeness: int() and XSI frame number

2012-11-09 Thread Stephen Blair
Playcontrol values are floating point, so sometimes you don't get back 
an exact integer

and
print int( 99.999 ) will print 99





On 09/11/2012 1:23 PM, Bradley Gabe wrote:

Opening a new XSI scene, the frame range is set from 1 to 100 by default.
If I run the following Python code:

print Application.GetValue(PlayControl.Out)

the output is 100.0


if I try to directly convert it to an integer:

print int(Application.GetValue(PlayControl.Out))

the output is 99

Anyone know what is going on?




RE: Mental Ray Features, Integration Autodesk's failure

2012-11-09 Thread Matt Lind
The sad truth is the rendering integration is not as independent as one would 
think or like.  I've been writing mental ray shaders for a long time (10+ 
years), and even today am shocked how touchy Softimage is when loading a scene 
which uses custom shaders not installed on the current computer - 99% of the 
time it's a hang and crash.  In order for me to load an old scene from, say XSI 
v2.0 when I was developing a particular shader, I have to have the shader from 
that era installed to get the scene open.

When you consider the rest of the rendering system is built like that, that's 
why a lot of stagnation occurs.  Either AD has to be bold and say screw old 
content for the sake of progress, or we have a slow moving boat for the sake of 
compatibility.  There's also the reality that when a system is iterated over 
the years, it requires more manpower to take it to the next level.  V1.0 may 
take 2 people, but v2.0 might require a 3rd to help out because the system has 
gotten larger, more complex and with more moving pieces which must all be done 
in sync.  There's also the fact the system must integrate with other 
departments such as UI, animation, modeling, and whatever else comes in 
contact.  Over the years the trend has been to have fewer developers on staff.  
This creates a situation where it's not possible to roll out an iteration in a 
single release, but instead have to spread it out over two releases due to the 
constraints of resources.

The only true way to get quick iteration is to keep the renderer a standalone 
and use cheap export scripts to dump the scene at the command line, but of 
course, that comes at the cost of user friendliness and iteration speed.

Not too much different from the good-fast-cheap production triangle.  Throw 
your dart.

While shaders can be updated to have additional features, sometimes it's not 
possible to retain legacy look as some of the technology that needs to be 
bridged are mutually exclusive.  A shader is a front end to those technologies, 
but to actually make it work as the user envisions is quite the beast.  Mental 
ray does a pretty good job of being that front end, but to get the benefit 
requires an educated user.  No amount of pretty UI is going to change that.  
That is what users must understand.


Matt






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Manning
Sent: Thursday, November 08, 2012 12:06 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mental Ray Features, Integration  Autodesk's failure

On Thu, Nov 8, 2012 at 2:05 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
No argument on the making existing tools work, but in terms of tool design you 
make the erroneous assumption everybody wants to create realistic looking 
renders like you.  I've largely worked on non-photo real projects where those 
extra controls you dislike are absolutely necessary and often not enough.  This 
industry is about making looks and scenarios.  It's not always about recreating 
what you see in front of you.

Actually, I agree completely.  FWIW, I don't assume that everybody wants to 
create realistic looking renders.  Sometimes I don't want to either -- it all 
depends on the needs of the job, and lately it's all been make it look more 
real. My point was that it should be possible, but not necessary, to drill 
down into low-level functionality in order to do commonplace things. And for 
better or worse, plausibly realistic rendering is a very common requirement.

To beat my car analogy to death -- it shouldn't be necessary for someone to 
know how to tune a fuel injection system in order to get their car to the 
supermarket.  It's a great thing if someone does take the plunge and learn how 
to be a racecar mechanic or driver, but as you said, most people can't or won't 
do that. Anyway, even a racing mechanic doesn't want to break out his toolbox 
when he wants to go to Kwik-E-Mart. The sad fact is we have enormous variation 
in education and educability in our workforce, and even if we resist building 
for the lowest common denominator, we need to consider it when assembling our 
tools.

It's easy to take this too far -- then you end up with C4D, which makes some 
hard things shockingly easy, but won't let you do some basic things at all.

And as far as maintaining compatibility with legacy assets goes, I don't 
advocate trashing the legacy shader libraries and making them unusable. But is 
there any reason that, say, the default scene material couldn't be a BSDF 
version of Phong (or Blinn or Ward or Ashikhmin) with fresnel and energy 
conservation?  Is there a reason the default light can't be, say, 
mib_photometric? Why shouldn't the default material be updated when technology 
advances? Wouldn't it help move people along by making the default versions of 
things be the latest ones rather than the oldest? You could always have a 
Classic Mode button 

Re: Python Strangeness: int() and XSI frame number

2012-11-09 Thread Stephen Blair
int(x) is such thatIf/x/is floating point, the conversion truncates 
towards zero.

I understand that to mean int() drops the decimal part.

Today, I couldn't repro what you described, but I saw a bunch of support 
cases like that back at Softimage.


On 09/11/2012 1:46 PM, Bradley Gabe wrote:
Yup, they are type double, but I was assuming the int() function would 
do a more intelligent conversion.


Have to do int(round(value)) whenever converting from float to int.

On Fri, Nov 9, 2012 at 12:42 PM, Stephen Blair 
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote:


Playcontrol values are floating point, so sometimes you don't get
back an exact integer
and
print int( 99.999 ) will print 99






On 09/11/2012 1:23 PM, Bradley Gabe wrote:

Opening a new XSI scene, the frame range is set from 1 to 100 by
default.
If I run the following Python code:

print Application.GetValue(PlayControl.Out)

the output is 100.0


if I try to directly convert it to an integer:

print int(Application.GetValue(PlayControl.Out))

the output is 99

Anyone know what is going on?







Re: Mental Ray Features, Integration Autodesk's failure

2012-11-09 Thread Meng-Yang Lu
Well, they did do this with ICE deprecating the old particles system.  I
still remember reading You know this day was coming. in the XSI docs.
Now look at the huge forward leap that ICE has provided to FX in
Softimage.

I think when you have a huge number of artists willing to dump one system
for a completely new system, the value of retaining legacy pretty much goes
out the window does it not?  I would've taken that as a wake up call.  MR
and Autodesk need to understand this, not just on rendering, but multiple
aspects of cg production.

-Lu




On Fri, Nov 9, 2012 at 10:52 AM, Matt Lind ml...@carbinestudios.com wrote:

 The sad truth is the rendering integration is not as independent as one
 would think or like.  I’ve been writing mental ray shaders for a long time
 (10+ years), and even today am shocked how touchy Softimage is when loading
 a scene which uses custom shaders not installed on the current computer –
 99% of the time it’s a hang and crash.  In order for me to load an old
 scene from, say XSI v2.0 when I was developing a particular shader, I have
 to have the shader from that era installed to get the scene open.

 ** **

 When you consider the rest of the rendering system is built like that,
 that’s why a lot of stagnation occurs.  Either AD has to be bold and say
 screw old content for the sake of progress, or we have a slow moving boat
 for the sake of compatibility.  There’s also the reality that when a system
 is iterated over the years, it requires more manpower to take it to the
 next level.  V1.0 may take 2 people, but v2.0 might require a 3rd to help
 out because the system has gotten larger, more complex and with more moving
 pieces which must all be done in sync.  There’s also the fact the system
 must integrate with other departments such as UI, animation, modeling, and
 whatever else comes in contact.  Over the years the trend has been to have
 fewer developers on staff.  This creates a situation where it’s not
 possible to roll out an iteration in a single release, but instead have to
 spread it out over two releases due to the constraints of resources.

 ** **

 The only true way to get quick iteration is to keep the renderer a
 standalone and use cheap export scripts to dump the scene at the command
 line, but of course, that comes at the cost of user friendliness and
 iteration speed.

 ** **

 Not too much different from the good-fast-cheap production triangle.
 Throw your dart.

 ** **

 While shaders can be updated to have additional features, sometimes it’s
 not possible to retain legacy look as some of the technology that needs to
 be bridged are mutually exclusive.  A shader is a front end to those
 technologies, but to actually make it work as the user envisions is quite
 the beast.  Mental ray does a pretty good job of being that front end, but
 to get the benefit requires an educated user.  No amount of pretty UI is
 going to change that.  That is what users must understand.

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ed Manning
 *Sent:* Thursday, November 08, 2012 12:06 PM
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Mental Ray Features, Integration  Autodesk's failure

 ** **

 On Thu, Nov 8, 2012 at 2:05 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 No argument on the making existing tools work, but in terms of tool design
 you make the erroneous assumption everybody wants to create realistic
 looking renders like you.  I’ve largely worked on non-photo real projects
 where those extra controls you dislike are absolutely necessary and often
 not enough.  This industry is about making looks and scenarios.  It’s not
 always about recreating what you see in front of you.

 ** **

 Actually, I agree completely.  FWIW, I don't assume that everybody wants
 to create realistic looking renders.  Sometimes I don't want to either --
 it all depends on the needs of the job, and lately it's all been make it
 look more real. My point was that it should be possible, but not
 necessary, to drill down into low-level functionality in order to do
 commonplace things. And for better or worse, plausibly realistic rendering
 is a very common requirement.

 To beat my car analogy to death -- it shouldn't be necessary for someone
 to know how to tune a fuel injection system in order to get their car to
 the supermarket.  It's a great thing if someone does take the plunge and
 learn how to be a racecar mechanic or driver, but as you said, most people
 can't or won't do that. Anyway, even a racing mechanic doesn't want to
 break out his toolbox when he wants to go to Kwik-E-Mart. The sad fact is
 we have enormous variation in education and educability in our workforce,
 and even if we resist building for the lowest common denominator, we need
 to consider it when assembling our tools.

 It's easy to 

Re: the goon kickstarter.

2012-11-09 Thread Tim Crowson

Rock on guys! Way to go!
-Tim C.

On 11/9/2012 12:52 PM, David Gallagher wrote:

Cool.

How much is Softimage used at Blur?


On 11/9/2012 1:29 PM, Jeremie Passerin wrote:

Yeah Thanks everyone !
Jeff just made the announcement a few minutes ago here.



On 9 November 2012 10:22, Gustavo Eggert Boehs gustav...@gmail.com 
mailto:gustav...@gmail.com wrote:


Seems like it is a go! Awesome, got to love the power of the
intertubes...


2012/11/2 Darren Macpherson darren...@gmail.com
mailto:darren...@gmail.com

Done.  Wish one of the Rewards was 'Immediately hired if you
are a 3d artist'

D


-- 
*darren macpherson | 3d artist | +2772 355 0924 |

**www.darrenmacpherson.com
http://www.darrenmacpherson.com|
dar...@darrenmacpherson.com
mailto:dar...@darrenmacpherson.com | **skype:
darren.macpherson*


On 2012/11/02 10:30 PM, Jeremie Passerin wrote:

Yeah, it seems to be better the last couple of days.
I heard you get more pledges on Kickstarter at the beginning
and the very end of it...
We seem a little short though. Keeping our fingers crossed.

Btw, we only hire people who pledged :D



On 1 November 2012 11:09, Dan Yargici danyarg...@gmail.com
mailto:danyarg...@gmail.com wrote:

I pledged some at the start.  Would love to see this
pick up that last bit of momentum... it seems to have
stalled pretty badly :/

DAN


On Thu, Nov 1, 2012 at 6:31 PM, Jeremie Passerin
gerem@gmail.com mailto:gerem@gmail.com wrote:

Hi guys,


9 days left on The Goon Kickstarter. We are still
hoping to be funded.
A bunch of update are available with a visit of the
studio, and one new concept art available each day.

Check it out and spread the word !

http://www.kickstarter.com/projects/624061548/the-goon-movie-lets-kickstart-this-sucker/posts


cheers,
Jeremie








-- 
Gustavo E Boehs

http://www.gustavoeb.com.br/blog






--
Signature


Re: the goon kickstarter.

2012-11-09 Thread Jeremie Passerin
Yeah Steven remembers well ;-)
Rigging and Animation is all Softimage, the rest is mainly Max.



On 9 November 2012 11:03, Steven Caron car...@gmail.com wrote:

 before i left...

 modeling, 3dsmax, one guy might still use softimage, shaun.
 texturing and shading are done in 3dsmax for use in vray
 layout, mostly 3dsmax some softimage.
 rigging and animation, softimage
 environment modeling, 3dsmax
 lighting and rendering, 3dsmax and vray
 FX mostly max, one guy uses softimage on occasion, kosnik

 s



 On Fri, Nov 9, 2012 at 10:52 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

  Cool.

 How much is Softimage used at Blur?



 On 11/9/2012 1:29 PM, Jeremie Passerin wrote:

 Yeah Thanks everyone !
 Jeff just made the announcement a few minutes ago here.



 On 9 November 2012 10:22, Gustavo Eggert Boehs gustav...@gmail.comwrote:

 Seems like it is a go! Awesome, got to love the power of the
 intertubes...


 2012/11/2 Darren Macpherson darren...@gmail.com

  Done.  Wish one of the Rewards was 'Immediately hired if you are a 3d
 artist'

 D


 --
 *darren macpherson | 3d artist | +2772 355 0924 | **
 www.darrenmacpherson.com**  **| dar...@darrenmacpherson.com | **skype:
 darren.macpherson*


 On 2012/11/02 10:30 PM, Jeremie Passerin wrote:

 Yeah, it seems to be better the last couple of days.
 I heard you get more pledges on Kickstarter at the beginning and the
 very end of it...
 We seem a little short though. Keeping our fingers crossed.

  Btw, we only hire people who pledged :D



 On 1 November 2012 11:09, Dan Yargici danyarg...@gmail.com wrote:

 I pledged some at the start.  Would love to see this pick up that last
 bit of momentum... it seems to have stalled pretty badly :/

  DAN


 On Thu, Nov 1, 2012 at 6:31 PM, Jeremie Passerin 
 gerem@gmail.comwrote:

 Hi guys,


  9 days left on The Goon Kickstarter. We are still hoping to be
 funded.
 A bunch of update are available with a visit of the studio, and one
 new concept art available each day.

  Check it out and spread the word !

 http://www.kickstarter.com/projects/624061548/the-goon-movie-lets-kickstart-this-sucker/posts


  cheers,
  Jeremie







   --
 Gustavo E Boehs
 http://www.gustavoeb.com.br/blog







RE: Mental Ray Features, Integration Autodesk's failure

2012-11-09 Thread Matt Lind
That's great for productions with short timelines as they don't have to worry 
about the legacy support. The project I'm on now has been going for nearly 8 
years and is expected to go for another 5-10 years.  In such an environment 
it's not unusual for an asset to be created and then not touched again for 
years at a time.  When it is touched again, it's usually to fix a bug reported 
by QA or a customer playing our game.  We absolutely cannot afford to have 
entire systems such as the particle system pulled out from under our feet like 
that because if such an asset has to be exhumed for a bug fix, we cannot open 
the scene file anymore and essentially lose the asset.  Fortunately we weren't 
using the particle system at the time so we weren't affected, but the point 
remains.  If we had been using the old particle system and that switch were 
made today...that would effectively lock us into whatever version of the 
software we were using at the time for rest of the project.  I'm not too keen 
about spending the next 10 years in Softimage 7.5.  Not only for the lack of 
modern features, but the support issues that go with trying to maintain and 
keep an old product alive that nobody will support.  Just the other day our 7.5 
licenses expired.  That's right, 'expired'.   It shut our production down for a 
day unexpectedly.  I'm sure Autodesk would like to continue receiving 
subscription payments from us.  So there has to be a better path mapped out 
than what Softimage did with migrating to ICE cold turkey.  And that involves 
better planning of features from the get-go instead of frankensteining them on 
later.  If a cold turkey switch must be made, then the legacy support needs to 
remain now matter how painful it is to maintain as there are customers with a 
lot at stake.


Matt






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Meng-Yang Lu
Sent: Friday, November 09, 2012 11:02 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mental Ray Features, Integration  Autodesk's failure

Well, they did do this with ICE deprecating the old particles system.  I still 
remember reading You know this day was coming. in the XSI docs.  Now look at 
the huge forward leap that ICE has provided to FX in Softimage.

I think when you have a huge number of artists willing to dump one system for a 
completely new system, the value of retaining legacy pretty much goes out the 
window does it not?  I would've taken that as a wake up call.  MR and Autodesk 
need to understand this, not just on rendering, but multiple aspects of cg 
production.

-Lu


On Fri, Nov 9, 2012 at 10:52 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
The sad truth is the rendering integration is not as independent as one would 
think or like.  I've been writing mental ray shaders for a long time (10+ 
years), and even today am shocked how touchy Softimage is when loading a scene 
which uses custom shaders not installed on the current computer - 99% of the 
time it's a hang and crash.  In order for me to load an old scene from, say XSI 
v2.0 when I was developing a particular shader, I have to have the shader from 
that era installed to get the scene open.

When you consider the rest of the rendering system is built like that, that's 
why a lot of stagnation occurs.  Either AD has to be bold and say screw old 
content for the sake of progress, or we have a slow moving boat for the sake of 
compatibility.  There's also the reality that when a system is iterated over 
the years, it requires more manpower to take it to the next level.  V1.0 may 
take 2 people, but v2.0 might require a 3rd to help out because the system has 
gotten larger, more complex and with more moving pieces which must all be done 
in sync.  There's also the fact the system must integrate with other 
departments such as UI, animation, modeling, and whatever else comes in 
contact.  Over the years the trend has been to have fewer developers on staff.  
This creates a situation where it's not possible to roll out an iteration in a 
single release, but instead have to spread it out over two releases due to the 
constraints of resources.

The only true way to get quick iteration is to keep the renderer a standalone 
and use cheap export scripts to dump the scene at the command line, but of 
course, that comes at the cost of user friendliness and iteration speed.

Not too much different from the good-fast-cheap production triangle.  Throw 
your dart.

While shaders can be updated to have additional features, sometimes it's not 
possible to retain legacy look as some of the technology that needs to be 
bridged are mutually exclusive.  A shader is a front end to those technologies, 
but to actually make it work as the user envisions is quite the beast.  Mental 
ray does a pretty good job of being that front end, but to get the benefit 
requires an educated user.  No amount of pretty UI is 

Re: My Friday flashback

2012-11-09 Thread Greg Punchatz
We did that stuff  in the Alpha versions I believe... back when I 
considered using untested software in real productions an extreme sport :)


*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 11/9/2012 12:07 PM, Grahame Fuller wrote:

Greg, didn't you do a couple of TV spots for a radio station with the XSI beta 
before that? I seem to remember CDs dividing like amoebas.

gray





RE: the goon kickstarter.

2012-11-09 Thread Marc-Andre Carbonneau
I don't know if you guys can still call it MAX with so many scripts and plugins 
holding things together. ;)
The important thing is the results. Right. And Blur does deliver amazing 
results.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: 9 novembre 2012 14:08
To: softimage@listproc.autodesk.com
Subject: Re: the goon kickstarter.

Yeah Steven remembers well ;-)
Rigging and Animation is all Softimage, the rest is mainly Max.


On 9 November 2012 11:03, Steven Caron 
car...@gmail.commailto:car...@gmail.com wrote:
before i left...

modeling, 3dsmax, one guy might still use softimage, shaun.
texturing and shading are done in 3dsmax for use in vray
layout, mostly 3dsmax some softimage.
rigging and animation, softimage
environment modeling, 3dsmax
lighting and rendering, 3dsmax and vray
FX mostly max, one guy uses softimage on occasion, kosnik

s


On Fri, Nov 9, 2012 at 10:52 AM, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:
Cool.

How much is Softimage used at Blur?



On 11/9/2012 1:29 PM, Jeremie Passerin wrote:
Yeah Thanks everyone !
Jeff just made the announcement a few minutes ago here.



On 9 November 2012 10:22, Gustavo Eggert Boehs 
gustav...@gmail.commailto:gustav...@gmail.com wrote:
Seems like it is a go! Awesome, got to love the power of the intertubes...

2012/11/2 Darren Macpherson darren...@gmail.commailto:darren...@gmail.com
Done.  Wish one of the Rewards was 'Immediately hired if you are a 3d artist'

D


--
darren macpherson | 3d artist | +2772 355 0924tel:%2B2772%20355%200924 | 
www.darrenmacpherson.comhttp://www.darrenmacpherson.com | 
dar...@darrenmacpherson.commailto:dar...@darrenmacpherson.com | skype: 
darren.macpherson


On 2012/11/02 10:30 PM, Jeremie Passerin wrote:
Yeah, it seems to be better the last couple of days.
I heard you get more pledges on Kickstarter at the beginning and the very end 
of it...
We seem a little short though. Keeping our fingers crossed.

Btw, we only hire people who pledged :D


On 1 November 2012 11:09, Dan Yargici 
danyarg...@gmail.commailto:danyarg...@gmail.com wrote:
I pledged some at the start.  Would love to see this pick up that last bit of 
momentum... it seems to have stalled pretty badly :/

DAN

On Thu, Nov 1, 2012 at 6:31 PM, Jeremie Passerin 
gerem@gmail.commailto:gerem@gmail.com wrote:
Hi guys,


9 days left on The Goon Kickstarter. We are still hoping to be funded.
A bunch of update are available with a visit of the studio, and one new concept 
art available each day.

Check it out and spread the word !
http://www.kickstarter.com/projects/624061548/the-goon-movie-lets-kickstart-this-sucker/posts


cheers,
Jeremie






--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog






Re: Mental Ray Features, Integration Autodesk's failure

2012-11-09 Thread Greg Punchatz
Screw legacy,  software will never be clean or robust if you keep adding 
new stuff while while keeping all the old krusty stuff around.


If you need legacy tools use legacy software.

Forward

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 11/9/2012 1:11 PM, Matt Lind wrote:


That's great for productions with short timelines as they don't have 
to worry about the legacy support. The project I'm on now has been 
going for nearly 8 years and is expected to go for another 5-10 
years.  In such an environment it's not unusual for an asset to be 
created and then not touched again for years at a time.  When it is 
touched again, it's usually to fix a bug reported by QA or a customer 
playing our game.  We absolutely cannot afford to have entire systems 
such as the particle system pulled out from under our feet like that 
because if such an asset has to be exhumed for a bug fix, we cannot 
open the scene file anymore and essentially lose the asset.  
Fortunately we weren't using the particle system at the time so we 
weren't affected, but the point remains.  If we had been using the old 
particle system and that switch were made today...that would 
effectively lock us into whatever version of the software we were 
using at the time for rest of the project. I'm not too keen about 
spending the next 10 years in Softimage 7.5.  Not only for the lack of 
modern features, but the support issues that go with trying to 
maintain and keep an old product alive that nobody will support.  Just 
the other day our 7.5 licenses expired.  That's right, 'expired'.   It 
shut our production down for a day unexpectedly.  I'm sure Autodesk 
would like to continue receiving subscription payments from us.  So 
there has to be a better path mapped out than what Softimage did with 
migrating to ICE cold turkey.  And that involves better planning of 
features from the get-go instead of frankensteining them on later.  If 
a cold turkey switch must be made, then the legacy support needs to 
remain now matter how painful it is to maintain as there are customers 
with a lot at stake.


Matt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Meng-Yang Lu

*Sent:* Friday, November 09, 2012 11:02 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Mental Ray Features, Integration  Autodesk's failure

Well, they did do this with ICE deprecating the old particles system.  
I still remember reading You know this day was coming. in the XSI 
docs.  Now look at the huge forward leap that ICE has provided to FX 
in Softimage.


I think when you have a huge number of artists willing to dump one 
system for a completely new system, the value of retaining legacy 
pretty much goes out the window does it not?  I would've taken that as 
a wake up call.  MR and Autodesk need to understand this, not just on 
rendering, but multiple aspects of cg production.


-Lu

On Fri, Nov 9, 2012 at 10:52 AM, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:


The sad truth is the rendering integration is not as independent as 
one would think or like.  I've been writing mental ray shaders for a 
long time (10+ years), and even today am shocked how touchy Softimage 
is when loading a scene which uses custom shaders not installed on the 
current computer -- 99% of the time it's a hang and crash.  In order 
for me to load an old scene from, say XSI v2.0 when I was developing a 
particular shader, I have to have the shader from that era installed 
to get the scene open.


When you consider the rest of the rendering system is built like that, 
that's why a lot of stagnation occurs.  Either AD has to be bold and 
say screw old content for the sake of progress, or we have a slow 
moving boat for the sake of compatibility.  There's also the reality 
that when a system is iterated over the years, it requires more 
manpower to take it to the next level.  V1.0 may take 2 people, but 
v2.0 might require a 3^rd to help out because the system has gotten 
larger, more complex and with more moving pieces which must all be 
done in sync. There's also the fact the system must integrate with 
other departments such as UI, animation, modeling, and whatever else 
comes in contact.  Over the years the trend has been to have fewer 
developers on staff.  This creates a situation where it's not possible 
to roll out an iteration in a single release, but instead have to 
spread it out over two releases due to the constraints of resources.


The only true way to get quick iteration is to keep the renderer a 
standalone and use cheap export scripts to dump the scene at the 
command line, but of course, that comes at the cost of user 
friendliness and iteration speed.


Not too much different from the good-fast-cheap production triangle.  
Throw your dart.


While 

Re: Mental Ray Features, Integration Autodesk's failure

2012-11-09 Thread Rares Halmagean

+1.

On 11/9/2012 1:31 PM, Greg Punchatz wrote:
Screw legacy,  software will never be clean or robust if you keep 
adding new stuff while while keeping all the old krusty stuff around.


If you need legacy tools use legacy software.

Forward

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 11/9/2012 1:11 PM, Matt Lind wrote:


That's great for productions with short timelines as they don't have 
to worry about the legacy support. The project I'm on now has been 
going for nearly 8 years and is expected to go for another 5-10 
years.  In such an environment it's not unusual for an asset to be 
created and then not touched again for years at a time.  When it is 
touched again, it's usually to fix a bug reported by QA or a customer 
playing our game.  We absolutely cannot afford to have entire systems 
such as the particle system pulled out from under our feet like that 
because if such an asset has to be exhumed for a bug fix, we cannot 
open the scene file anymore and essentially lose the asset.  
Fortunately we weren't using the particle system at the time so we 
weren't affected, but the point remains.  If we had been using the 
old particle system and that switch were made today...that would 
effectively lock us into whatever version of the software we were 
using at the time for rest of the project.  I'm not too keen about 
spending the next 10 years in Softimage 7.5.  Not only for the lack 
of modern features, but the support issues that go with trying to 
maintain and keep an old product alive that nobody will support.  
Just the other day our 7.5 licenses expired. That's right, 
'expired'.   It shut our production down for a day unexpectedly.  I'm 
sure Autodesk would like to continue receiving subscription payments 
from us.  So there has to be a better path mapped out than what 
Softimage did with migrating to ICE cold turkey.  And that involves 
better planning of features from the get-go instead of 
frankensteining them on later.  If a cold turkey switch must be made, 
then the legacy support needs to remain now matter how painful it is 
to maintain as there are customers with a lot at stake.


Matt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Meng-Yang Lu

*Sent:* Friday, November 09, 2012 11:02 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Mental Ray Features, Integration  Autodesk's failure

Well, they did do this with ICE deprecating the old particles system. 
I still remember reading You know this day was coming. in the XSI 
docs.  Now look at the huge forward leap that ICE has provided to FX 
in Softimage.


I think when you have a huge number of artists willing to dump one 
system for a completely new system, the value of retaining legacy 
pretty much goes out the window does it not?  I would've taken that 
as a wake up call.  MR and Autodesk need to understand this, not just 
on rendering, but multiple aspects of cg production.


-Lu

On Fri, Nov 9, 2012 at 10:52 AM, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:


The sad truth is the rendering integration is not as independent as 
one would think or like.  I've been writing mental ray shaders for a 
long time (10+ years), and even today am shocked how touchy Softimage 
is when loading a scene which uses custom shaders not installed on 
the current computer -- 99% of the time it's a hang and crash. In 
order for me to load an old scene from, say XSI v2.0 when I was 
developing a particular shader, I have to have the shader from that 
era installed to get the scene open.


When you consider the rest of the rendering system is built like 
that, that's why a lot of stagnation occurs.  Either AD has to be 
bold and say screw old content for the sake of progress, or we have a 
slow moving boat for the sake of compatibility. There's also the 
reality that when a system is iterated over the years, it requires 
more manpower to take it to the next level.  V1.0 may take 2 people, 
but v2.0 might require a 3^rd to help out because the system has 
gotten larger, more complex and with more moving pieces which must 
all be done in sync.  There's also the fact the system must integrate 
with other departments such as UI, animation, modeling, and whatever 
else comes in contact.  Over the years the trend has been to have 
fewer developers on staff.  This creates a situation where it's not 
possible to roll out an iteration in a single release, but instead 
have to spread it out over two releases due to the constraints of 
resources.


The only true way to get quick iteration is to keep the renderer a 
standalone and use cheap export scripts to dump the scene at the 
command line, but of course, that comes at the cost of user 
friendliness and iteration speed.


Not too much different from the good-fast-cheap 

polygon island attributes

2012-11-09 Thread Simon van de Lagemaat
Hey all,

A while ago I asked how to assign random attributes to polygon islands and
I've recently revisited that task and used a couple of methods using the
get array minimum technique.

Currently I'm just assigning purely random values using a random value node
which has my custom poly island indices plugged into it.  What I'd like to
do is find a way to drive each islands value via a worley noise or
turbulise node so I can get a more patterned, less random change to the
values from island to island.  The issue is finding a way to sample the
noise at one point for each island and I'm not sure how to go about that.

If you have any ideas or could point me to something I'd love to hear from
you.

Cheers.


Simulating ice trees via xsibatch?

2012-11-09 Thread Jules Stevenson
I'm trying to automate some heavy sims by sending them via RR as a xsibatch
script, which simply starts 'playforwardsfromstart()', however i'm getting
a lot of crashes, which I'm trying to narrow down.

Before I go to far down this root, is it actually possible to simulate ice
via xsi batch? My google fu is letting me down here.

Cheers,

Jules


Re: update on Creation integration to Softimage

2012-11-09 Thread Dan Yargici
This pretty much sums me up also, and I've found myself asking the very
same questions!

I've also been keenly following the development of FE but I'm not sure I
have the chops to put it to proper use...

Really looking forward to your response!

DAN
 On 10 Nov 2012 01:12, Andy Moorer andymoo...@gmail.com wrote:

 Helge, I find the creation platform both really exciting, and from what
 I've seen as it grows its learning curve intimidating.

 I'm an artist-turned-TD and a script monkey largely educated by watching
 your jscript videos and lectures at Barnyard, and later taking Raffaele's
 workshop... plus self training, bothering folks like you, Graham and Brad,
 and a (nasty) year spent in Mel.

 In other words, I'm (I think) a pretty typical non-developer technical
 artist.

 Is the Creation Platform something for folks like me, who spends about 40%
 of my time scripting and the rest in creating assets and reasonably complex
 stuff in ICE? Or is it targeted squarely at TDs who spend the bulk of their
 time scripting, ie more for those at the developer end of the scale?

 Not that I'm not willing to always be stretching my capabilities to grow
 as a TD and artist. I'm just trying to figure out who you see as the
 typical Fabric Creation Platform user.

 Kudos to the regular outreach and amazingly fast and production-targeted
 development of Fabric, it's been really awesome to watch it come to life.

 On Nov 9, 2012, at 2:53 AM, Helge Mathee helge.mat...@gmx.net wrote:

 yes - the CreationPlatformCAPI will be shipped working on all three
 operating systems.

 On 08.11.2012 23:01, Xavier Lapointe wrote:

 Had the same question on my mind actually.

 On Fri, Nov 9, 2012 at 8:58 AM, Eric Thivierge ethivie...@gmail.comwrote:

 So the integration with Softimage is working on Linux?

 
 Eric Thivierge
 http://www.ethivierge.com


   On Fri, Nov 9, 2012 at 3:40 AM, Helge Mathee helge.mat...@gmx.netwrote:

  Linux is fully supported for everything. As is OSX.


 On 08.11.2012 15:01, Raffaele Fragapane wrote:

 Hey Helge,
 This might be of enough general interest to post here rather than in
 private.
 How are you guys faring on the linux front these days?
 On Nov 8, 2012 8:08 PM, Helge Mathee helge.mat...@gmx.net wrote:

  Thanks guys!

 Now, I've stated that on the Creation Platform mailing list already:

 I am aware that people are impressed by the videos we publish and
 interested in Creation
 Platform generally. We are doing workshops and user group both in
 Montreal and London
 this month, but aside from that I would like to encourage people to
 start evaluating
 Creation Platform for production scenarios. I realize that there's a
 learning curve attached to
 that, so I am willing to provide as much help as necessary and lead the
 way for anybody
 interested in seriously evaluating CP. At this stage I am looking for
 production references
 for certain features, so please mail me privately if you are interested
 in collaborating.

 Best!

 -H

 On 08.11.2012 09:17, Andreas Böinghoff wrote:

 wow! this is getting more and more exciting!

 On 11/7/2012 9:06 PM, Paul Doyle wrote:

 Hi guys – this is a preview of the work that Helge is doing on the
 Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583



 The new API provides full access to all CP features in C++. This
 includes high performance data access (void * access to internal data) as
 well as SceneGraph level features such as Undo, Manipulation, Import /
 Export etc.



 We’ll be presenting this in more detail at the Softimage London
 usergroup on Tuesday 13th November (
 http://www.softimagecreatives.com/siclondon/?page_id=1218).



 We’ll be showing this running in Maya (as well as demoing on Softimage
 again) at our London usergroup on Wednesday 14th November (
 http://fabricengine.com/2012/10/creation-workshops-montreal-london/).



 Let us know what you think. Looking forward to seeing some of you next
 week :)



 Paul



 --




  ANDREAS BÖINGHOFF

 3D Artist




  schönheitsfarm production

 GmbH  Co. KG


schönheitsfarm

 hamburg

   lippmannstrasse 79

   22769 hamburg

   t   +4940 432 91 200 %2B4940%20432%2091%20200

   f   +4940 432 91 222 %2B4940%20432%2091%20222





 schönheitsfarm

 düsseldorf

   steinstraße 11

   40212 düsseldorf

   t   +49211 913 701 0 %2B49211%20913%20701%200

   f   +49211 913 701 99 %2B49211%20913%20701%2099





 schönheitsfarm

 frankfurt

   hanauer landstrasse 151-153

   60314 frankfurt

   t   +4969 484 484 90 %2B4969%20484%20484%2090








w   www.s-farm.de



  Geschäftsführung Manfred Brunwey

 DE 214892548 | Amtsgericht Hamburg HRA 95793














  --
 Xavier





Re: OT: Anyone living in China?

2012-11-09 Thread Chris Chia
Do u need a guy who is living in China?
Or do you need a guy who can speak Chinese?


Chris

On 9 Nov, 2012, at 6:40 PM, Paul Griswold 
pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com
 wrote:

Are there any Soft users on this list living in China currently (who can speak 
Chinese) that could help me out?

Please contact me off-list.

Thanks,

Paul


attachment: winmail.dat

RE: Simulating ice trees via xsibatch?

2012-11-09 Thread Sandy Sutherland
Jules - are you caching these sims or ...?  Asking because I use RR to do all 
our Fur caching - which is all Ice based and it generally works very well!

S.


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From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Jules Stevenson 
[droolz...@googlemail.com]
Sent: 10 November 2012 02:31
To: softimage@listproc.autodesk.com
Subject: Simulating ice trees via xsibatch?

I'm trying to automate some heavy sims by sending them via RR as a xsibatch 
script, which simply starts 'playforwardsfromstart()', however i'm getting a 
lot of crashes, which I'm trying to narrow down.

Before I go to far down this root, is it actually possible to simulate ice via 
xsi batch? My google fu is letting me down here.

Cheers,

Jules


Re: Python Strangeness: int() and XSI frame number

2012-11-09 Thread Alok Gandhi
It is will give you the right results if you use int(round(f, 0))

On Fri, Nov 9, 2012 at 1:55 PM, Stephen Blair stephenrbl...@gmail.comwrote:

  int(x) is such thatIf *x* is floating point, the conversion truncates
 towards zero. 
 I understand that to mean int() drops the decimal part.

 Today, I couldn't repro what you described, but I saw a bunch of support
 cases like that back at Softimage.


 On 09/11/2012 1:46 PM, Bradley Gabe wrote:

 Yup, they are type double, but I was assuming the int() function would do
 a more intelligent conversion.

  Have to do int(round(value)) whenever converting from float to int.

  On Fri, Nov 9, 2012 at 12:42 PM, Stephen Blair 
 stephenrbl...@gmail.comwrote:

  Playcontrol values are floating point, so sometimes you don't get back
 an exact integer
 and
 print int( 99.999 ) will print 99






 On 09/11/2012 1:23 PM, Bradley Gabe wrote:

 Opening a new XSI scene, the frame range is set from 1 to 100 by default.
 If I run the following Python code:

  print Application.GetValue(PlayControl.Out)

  the output is 100.0


  if I try to directly convert it to an integer:

  print int(Application.GetValue(PlayControl.Out))

  the output is 99

  Anyone know what is going on?







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