Re:RE: ICE Instance Memory Leak?
Yeah, I've made it with Arnold stand-in. Thanks for your attention :D At 2013-01-04 13:49:18,"Chris Chia" wrote: >Hi Antonieo, >I have tested with SI 2013 SP1 and there isn't any memory leak found in your >scene. >Alok may be right. This issue might be related to renderer. > > >Regards, >Chris > > >From: softimage-boun...@listproc.autodesk.com >[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Antonieo >Sent: Thursday, December 27, 2012 8:13 PM >To: Softimage Mailing list >Subject: ICE Instance Memory Leak? > >There're bunch of particles in my scene being instantiated into fish, those >fish are polymesh objects deforming by skelectons envelops. >Everything works perfect until rendering. The XSI render process continuing >takes up memory, each frame it takes more 10~20 MB, and finally my computer >runs out of memory. To fix this I've to restart XSI to free the occupied >memory. >Is this a memory leak bug? >
RE: ICE Instance Memory Leak?
Hi Antonieo, I have tested with SI 2013 SP1 and there isn't any memory leak found in your scene. Alok may be right. This issue might be related to renderer. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Antonieo Sent: Thursday, December 27, 2012 8:13 PM To: Softimage Mailing list Subject: ICE Instance Memory Leak? There're bunch of particles in my scene being instantiated into fish, those fish are polymesh objects deforming by skelectons envelops. Everything works perfect until rendering. The XSI render process continuing takes up memory, each frame it takes more 10~20 MB, and finally my computer runs out of memory. To fix this I've to restart XSI to free the occupied memory. Is this a memory leak bug? <>
Re: 2012 list retrospective
I think Matt with the small annoying things first collection of issues has set a record that can't be beaten easily. My word count on this mailing list is probably not that high, CGTalk though, that's another story :p And bugger, no top ten for me. Must be the first or second time in ten years. Thanks Stephen, the year recap posts are always entertaining. On Fri, Jan 4, 2013 at 2:05 AM, Dan Yargici wrote: > I wonder who'd win on post length? I guessing Matt Lind, or Raff... > hmmm... > > > > On Thu, Jan 3, 2013 at 5:03 PM, Dan Yargici wrote: > >> ...just scraped in again! >> >> Yeah, thanks Stephen! >> >> >> On Thu, Jan 3, 2013 at 4:57 PM, Eric Thivierge wrote: >> >>> I'm a consistent 3rd place and I'm OK with that. :) >>> >>> I always enjoy these stats at the end of the year. Thanks for doing it >>> Stephen. >>> >>> >>> Eric Thivierge >>> http://www.ethivierge.com >>> >>> >>> On Thu, Jan 3, 2013 at 9:46 AM, Stephen Blair >>> wrote: >>> Hi I know I posted those word clouds yesterday, but since I had all the data in Excel, here's some more: http://wp.me/powV4-2pu >>> >>> >> > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: SaveCopyAs
try this, If you save the file to the location you are working in, then copy the file to what ever location you want, open up the copied file. Once open take a look in the SDK Explorer > Application > 'scene name' > under the parameters heading check File Name. the file name will point to the save location where the scene file was originaly saved, not where it is currently located, thats the only way I know of getting the file in a location and have the File Name point to another location, as File Location gets updated during the save process. On Fri, Jan 4, 2013 at 2:02 PM, James Vecore wrote: > Moving the file on save is not a problem, that happens in my python submit > callback on a custom property panel. I was just hoping to be able to save > to an alternate location without changing the current path of the scene > like 3dsmax can. I was hoping that even if there is not a script command, > that I could do it from the C++ sdk with a plugin, but I did not see any > obvious way to do so. > > ** ** > > Thanks, > > ** ** > > -James > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Simon Anderson > *Sent:* Thursday, January 03, 2013 9:32 PM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: SaveCopyAs > > ** ** > > Hey, > A way around this is have create an onSaveEvent and then duplicate and > move the newly saved file to what ever location you wish. The only problem > with this method is that softimage writes into the environment the location > of the file, so if you open a moved scene file that has saved in another > location, you sometimes get the scene location pointing to the old folder > that the file was saved in. > > else create your own save(submit to farm) button that saves and then > enabled the onSaveEvent which will move the saved file to what ever > location you have specified. events can be muted so they dont always have > to run, so you can unmute an event perform a save then mute the event > afterwards, and the user would not be any wiser that the file has now been > copied to another location for the farm to read, and they can continue to > work. > > hope that helps > Cheers > Si > > On Fri, Jan 4, 2013 at 1:01 PM, Hans Payer wrote:*** > * > > There is no equivalent of a savecopyscene in Softimage. I think copying an > already saved scene to another location is the way to go. Any scripting > language can do that without the need of the sdk, except for getting the > current scene path. I know the workflow is different with Max but f.y.i. > Softimage will not allow anybody to overwrite a scene once it's pick up by > a node on the farm. In that case, the user has to change his scene file > name if he want to save his scene. > > ** ** > > On Thu, Jan 3, 2013 at 7:52 PM, James Vecore > wrote: > > Hello Everyone, > > > > I’m new to the mailing list. My company (Pluto Post) is getting started > with Softimage and ICE. My first task was to setup a custom Qube render job > for V-Ray for Softimage. The issue I have run into is that there seems to > be no way to save a scene and NOT change the current scene’s save location. > 3dsmax has a very simple maxscript command to do this and we used it in our > custom max submit. The reason we use SaveCopyAs is that we like to save a > copy of current scene at submission time as a snapshot of the scene in the > output folder. This way we always have a copy of the scene exactly as it > was when the render was submitted and the user is free to continue to > save/version his current scene at his or her discretion without messing > with the render job. > > > > I could not find a way to do this in softimage without double saving > (which I want to avoid, especially with 1GB+ files). I only see two command > related to saving: SaveScene and SaveSceneAs. I also searched the C++ sdk > for anything that would let me achieve what I want and I could not find > anything. My current solution is to save the current scene to the current > path and copy the scene file to the destination. This is not ideal since > the user may not always want to overwrite their scene save before render > (especially our artists that use to the existing 3dsmax workflow). I could > also force a version up save, but that is also not ideal and will generate > many more save versions that necessary. > > > > Obviously it is not a deal breaker if SaveCopyAs is not possible, but it > would help ease our transition if anyone has any idea how to accomplish it. > > > > > Thanks, > > > > -James > > ** ** > > > > > -- > --- > Simon Ben Anderson > blog: http://vinyldevelopment.wordpress.com/ > -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
RE: SaveCopyAs
Moving the file on save is not a problem, that happens in my python submit callback on a custom property panel. I was just hoping to be able to save to an alternate location without changing the current path of the scene like 3dsmax can. I was hoping that even if there is not a script command, that I could do it from the C++ sdk with a plugin, but I did not see any obvious way to do so. Thanks, -James From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Anderson Sent: Thursday, January 03, 2013 9:32 PM To: softimage@listproc.autodesk.com Subject: Re: SaveCopyAs Hey, A way around this is have create an onSaveEvent and then duplicate and move the newly saved file to what ever location you wish. The only problem with this method is that softimage writes into the environment the location of the file, so if you open a moved scene file that has saved in another location, you sometimes get the scene location pointing to the old folder that the file was saved in. else create your own save(submit to farm) button that saves and then enabled the onSaveEvent which will move the saved file to what ever location you have specified. events can be muted so they dont always have to run, so you can unmute an event perform a save then mute the event afterwards, and the user would not be any wiser that the file has now been copied to another location for the farm to read, and they can continue to work. hope that helps Cheers Si On Fri, Jan 4, 2013 at 1:01 PM, Hans Payer wrote: There is no equivalent of a savecopyscene in Softimage. I think copying an already saved scene to another location is the way to go. Any scripting language can do that without the need of the sdk, except for getting the current scene path. I know the workflow is different with Max but f.y.i. Softimage will not allow anybody to overwrite a scene once it's pick up by a node on the farm. In that case, the user has to change his scene file name if he want to save his scene. On Thu, Jan 3, 2013 at 7:52 PM, James Vecore wrote: Hello Everyone, I'm new to the mailing list. My company (Pluto Post) is getting started with Softimage and ICE. My first task was to setup a custom Qube render job for V-Ray for Softimage. The issue I have run into is that there seems to be no way to save a scene and NOT change the current scene's save location. 3dsmax has a very simple maxscript command to do this and we used it in our custom max submit. The reason we use SaveCopyAs is that we like to save a copy of current scene at submission time as a snapshot of the scene in the output folder. This way we always have a copy of the scene exactly as it was when the render was submitted and the user is free to continue to save/version his current scene at his or her discretion without messing with the render job. I could not find a way to do this in softimage without double saving (which I want to avoid, especially with 1GB+ files). I only see two command related to saving: SaveScene and SaveSceneAs. I also searched the C++ sdk for anything that would let me achieve what I want and I could not find anything. My current solution is to save the current scene to the current path and copy the scene file to the destination. This is not ideal since the user may not always want to overwrite their scene save before render (especially our artists that use to the existing 3dsmax workflow). I could also force a version up save, but that is also not ideal and will generate many more save versions that necessary. Obviously it is not a deal breaker if SaveCopyAs is not possible, but it would help ease our transition if anyone has any idea how to accomplish it. Thanks, -James -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: SaveCopyAs
Hey, A way around this is have create an onSaveEvent and then duplicate and move the newly saved file to what ever location you wish. The only problem with this method is that softimage writes into the environment the location of the file, so if you open a moved scene file that has saved in another location, you sometimes get the scene location pointing to the old folder that the file was saved in. else create your own save(submit to farm) button that saves and then enabled the onSaveEvent which will move the saved file to what ever location you have specified. events can be muted so they dont always have to run, so you can unmute an event perform a save then mute the event afterwards, and the user would not be any wiser that the file has now been copied to another location for the farm to read, and they can continue to work. hope that helps Cheers Si On Fri, Jan 4, 2013 at 1:01 PM, Hans Payer wrote: > There is no equivalent of a savecopyscene in Softimage. I think copying an > already saved scene to another location is the way to go. Any scripting > language can do that without the need of the sdk, except for getting the > current scene path. I know the workflow is different with Max but f.y.i. > Softimage will not allow anybody to overwrite a scene once it's pick up by > a node on the farm. In that case, the user has to change his scene file > name if he want to save his scene. > > > On Thu, Jan 3, 2013 at 7:52 PM, James Vecore wrote: > >> Hello Everyone, >> >> ** ** >> >> I’m new to the mailing list. My company (Pluto Post) is getting started >> with Softimage and ICE. My first task was to setup a custom Qube render job >> for V-Ray for Softimage. The issue I have run into is that there seems to >> be no way to save a scene and NOT change the current scene’s save location. >> 3dsmax has a very simple maxscript command to do this and we used it in our >> custom max submit. The reason we use SaveCopyAs is that we like to save a >> copy of current scene at submission time as a snapshot of the scene in the >> output folder. This way we always have a copy of the scene exactly as it >> was when the render was submitted and the user is free to continue to >> save/version his current scene at his or her discretion without messing >> with the render job. >> >> ** ** >> >> I could not find a way to do this in softimage without double saving >> (which I want to avoid, especially with 1GB+ files). I only see two command >> related to saving: SaveScene and SaveSceneAs. I also searched the C++ sdk >> for anything that would let me achieve what I want and I could not find >> anything. My current solution is to save the current scene to the current >> path and copy the scene file to the destination. This is not ideal since >> the user may not always want to overwrite their scene save before render >> (especially our artists that use to the existing 3dsmax workflow). I could >> also force a version up save, but that is also not ideal and will generate >> many more save versions that necessary. >> >> ** ** >> >> Obviously it is not a deal breaker if SaveCopyAs is not possible, but it >> would help ease our transition if anyone has any idea how to accomplish it. >> >> >> ** ** >> >> Thanks, >> >> ** ** >> >> -James >> > > -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: SaveCopyAs
There is no equivalent of a savecopyscene in Softimage. I think copying an already saved scene to another location is the way to go. Any scripting language can do that without the need of the sdk, except for getting the current scene path. I know the workflow is different with Max but f.y.i. Softimage will not allow anybody to overwrite a scene once it's pick up by a node on the farm. In that case, the user has to change his scene file name if he want to save his scene. On Thu, Jan 3, 2013 at 7:52 PM, James Vecore wrote: > Hello Everyone, > > ** ** > > I’m new to the mailing list. My company (Pluto Post) is getting started > with Softimage and ICE. My first task was to setup a custom Qube render job > for V-Ray for Softimage. The issue I have run into is that there seems to > be no way to save a scene and NOT change the current scene’s save location. > 3dsmax has a very simple maxscript command to do this and we used it in our > custom max submit. The reason we use SaveCopyAs is that we like to save a > copy of current scene at submission time as a snapshot of the scene in the > output folder. This way we always have a copy of the scene exactly as it > was when the render was submitted and the user is free to continue to > save/version his current scene at his or her discretion without messing > with the render job. > > ** ** > > I could not find a way to do this in softimage without double saving > (which I want to avoid, especially with 1GB+ files). I only see two command > related to saving: SaveScene and SaveSceneAs. I also searched the C++ sdk > for anything that would let me achieve what I want and I could not find > anything. My current solution is to save the current scene to the current > path and copy the scene file to the destination. This is not ideal since > the user may not always want to overwrite their scene save before render > (especially our artists that use to the existing 3dsmax workflow). I could > also force a version up save, but that is also not ideal and will generate > many more save versions that necessary. > > ** ** > > Obviously it is not a deal breaker if SaveCopyAs is not possible, but it > would help ease our transition if anyone has any idea how to accomplish it. > > > ** ** > > Thanks, > > ** ** > > -James >
Re: Sublime definitions for Softimage
The Softimage API (object model) is not visible because its all about dynamic dispatching at runtime. This is like thinking your editor will be natively enough smart to detect attributes you would add dynamically when overriding the __getattr__ method of a class. Happily for us the dispatching is cached somewhere and even introspectable by using the pythoncom/pywin32 API. With a little effort and sticking with python, one would have no problem in developing a plugin for this text editor specially if sublime API is as convenient as it is claimed. The first step is to learn how to use correctly the pywin32 package and what it does under the hood to fully understand what the 'ultimate' solution could be. --jo 2013/1/3 César Sáez > You're right, sublime/any-other-editor can't see that softimage variables. > If you're using 'Application' (or any 'implicit variable' like that) your > script will fail on import, sipyutils module (or your own version of it) is > the way to go IMHO. > > > On Thu, Jan 3, 2013 at 9:18 PM, Alan Fregtman wrote: > >> But it won't be able to find global XSI objects just like that, right? >> "Application" is defined by the axscript module, but I feel like SI >> internally dispatches it in a way I don't think Sublime could "see" it. >> >> >> >> On Thu, Jan 3, 2013 at 1:40 PM, César Sáez wrote: >> >>> You have to add your environment paths to the 'env' tag in your >>> python.sublime-build config file, this way if you have a shortcuts module >>> it will instrospect it. >>> El 03/01/2013 17:34, "Gene Crucean" >>> escribió: >>> >>> Hehe I was trying to figure out the same thing. On Thu, Jan 3, 2013 at 8:09 AM, Alan Fregtman wrote: > I use SublimeCodeIntel too but it's not aware of XSI globals like > Application, XSIUtils and so on, so it won't introspect them. > > How would one hack it to be more aware of such? > > > > On Wed, Jan 2, 2013 at 9:19 PM, César Sáez wrote: > >> SublimeCodeIntel does a great job autocompleting python modules and >> import statements (via introspoction, works with your own modules too), >> it's not softimage specific but helps alot. >> >> Another cool package is the SublimeLinter, it highlight potential >> errors in your code (IDE-like). I have no idea how far I was from PEP8 >> until I start using it, now my code is way cleaner and easy to the eyes >> :) >> >> >> On Thu, Jan 3, 2013 at 12:22 AM, Raffaele Fragapane < >> raffsxsil...@googlemail.com> wrote: >> >>> You actually can introspect recursively almost the entirety of the >>> scripting API and generate a dummy set of libraries from there. That >>> will >>> offer autocompletion in most IDEs. >>> >>> We've had that running here in AL for a while thanks to Aloys' >>> efforts a long time ago and it's worked without a hitch for years. >>> >>> >>> On Thu, Jan 3, 2013 at 10:18 AM, Gene Crucean < >>> emailgeneonthel...@gmail.com> wrote: >>> It would be completely bitchin if it autocompleted the entire sdk... and not just simple commonly used snippets. >> > -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~ >>> >> >
SaveCopyAs
Hello Everyone, I'm new to the mailing list. My company (Pluto Post) is getting started with Softimage and ICE. My first task was to setup a custom Qube render job for V-Ray for Softimage. The issue I have run into is that there seems to be no way to save a scene and NOT change the current scene's save location. 3dsmax has a very simple maxscript command to do this and we used it in our custom max submit. The reason we use SaveCopyAs is that we like to save a copy of current scene at submission time as a snapshot of the scene in the output folder. This way we always have a copy of the scene exactly as it was when the render was submitted and the user is free to continue to save/version his current scene at his or her discretion without messing with the render job. I could not find a way to do this in softimage without double saving (which I want to avoid, especially with 1GB+ files). I only see two command related to saving: SaveScene and SaveSceneAs. I also searched the C++ sdk for anything that would let me achieve what I want and I could not find anything. My current solution is to save the current scene to the current path and copy the scene file to the destination. This is not ideal since the user may not always want to overwrite their scene save before render (especially our artists that use to the existing 3dsmax workflow). I could also force a version up save, but that is also not ideal and will generate many more save versions that necessary. Obviously it is not a deal breaker if SaveCopyAs is not possible, but it would help ease our transition if anyone has any idea how to accomplish it. Thanks, -James
Re: Drinks Friday in NYC
Let me know where you guys end up! I might swing by too! :) On Thu, Jan 3, 2013 at 5:03 PM, Eric Thivierge wrote: > Cool sounds like a plan. > -- Ajit Ajit Menon | CGI artist www.ajitmenon.com "Success is not found in what you have achieved, but rather in WHO you have become." - Larry Bertlemann
Re: Drinks Friday in NYC
Cool sounds like a plan.
Re: Sublime definitions for Softimage
You're right, sublime/any-other-editor can't see that softimage variables. If you're using 'Application' (or any 'implicit variable' like that) your script will fail on import, sipyutils module (or your own version of it) is the way to go IMHO. On Thu, Jan 3, 2013 at 9:18 PM, Alan Fregtman wrote: > But it won't be able to find global XSI objects just like that, right? > "Application" is defined by the axscript module, but I feel like SI > internally dispatches it in a way I don't think Sublime could "see" it. > > > > On Thu, Jan 3, 2013 at 1:40 PM, César Sáez wrote: > >> You have to add your environment paths to the 'env' tag in your >> python.sublime-build config file, this way if you have a shortcuts module >> it will instrospect it. >> El 03/01/2013 17:34, "Gene Crucean" >> escribió: >> >> Hehe I was trying to figure out the same thing. >>> >>> >>> On Thu, Jan 3, 2013 at 8:09 AM, Alan Fregtman >>> wrote: >>> I use SublimeCodeIntel too but it's not aware of XSI globals like Application, XSIUtils and so on, so it won't introspect them. How would one hack it to be more aware of such? On Wed, Jan 2, 2013 at 9:19 PM, César Sáez wrote: > SublimeCodeIntel does a great job autocompleting python modules and > import statements (via introspoction, works with your own modules too), > it's not softimage specific but helps alot. > > Another cool package is the SublimeLinter, it highlight potential > errors in your code (IDE-like). I have no idea how far I was from PEP8 > until I start using it, now my code is way cleaner and easy to the eyes :) > > > On Thu, Jan 3, 2013 at 12:22 AM, Raffaele Fragapane < > raffsxsil...@googlemail.com> wrote: > >> You actually can introspect recursively almost the entirety of the >> scripting API and generate a dummy set of libraries from there. That will >> offer autocompletion in most IDEs. >> >> We've had that running here in AL for a while thanks to Aloys' >> efforts a long time ago and it's worked without a hitch for years. >> >> >> On Thu, Jan 3, 2013 at 10:18 AM, Gene Crucean < >> emailgeneonthel...@gmail.com> wrote: >> >>> It would be completely bitchin if it autocompleted the entire sdk... >>> and not just simple commonly used snippets. >>> >>> > >>> >>> >>> -- >>> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX >>> Developer / Filmmaker / Photographer >>> ** *Freelance for hire* ** >>> www.genecrucean.com >>> >>> ~~ Please use my website's contact form on www.genecrucean.com for any >>> personal emails. Thanks. I may not get them at this address. ~~ >>> >> >
Re: 2012 list retrospective
Good times Stephen, thanks for the data dump. On Thu, Jan 3, 2013 at 10:15 AM, Ciaran Moloney wrote: > For a single post, I'd say Andy Jones. But, he would also win for value > per word. His stuff is pure gold. > > > > On Thu, Jan 3, 2013 at 3:05 PM, Dan Yargici wrote: > >> I wonder who'd win on post length? I guessing Matt Lind, or Raff... >> hmmm... >> >> >> >>
Re: Sublime definitions for Softimage
But it won't be able to find global XSI objects just like that, right? "Application" is defined by the axscript module, but I feel like SI internally dispatches it in a way I don't think Sublime could "see" it. On Thu, Jan 3, 2013 at 1:40 PM, César Sáez wrote: > You have to add your environment paths to the 'env' tag in your > python.sublime-build config file, this way if you have a shortcuts module > it will instrospect it. > El 03/01/2013 17:34, "Gene Crucean" > escribió: > > Hehe I was trying to figure out the same thing. >> >> >> On Thu, Jan 3, 2013 at 8:09 AM, Alan Fregtman wrote: >> >>> I use SublimeCodeIntel too but it's not aware of XSI globals like >>> Application, XSIUtils and so on, so it won't introspect them. >>> >>> How would one hack it to be more aware of such? >>> >>> >>> >>> On Wed, Jan 2, 2013 at 9:19 PM, César Sáez wrote: >>> SublimeCodeIntel does a great job autocompleting python modules and import statements (via introspoction, works with your own modules too), it's not softimage specific but helps alot. Another cool package is the SublimeLinter, it highlight potential errors in your code (IDE-like). I have no idea how far I was from PEP8 until I start using it, now my code is way cleaner and easy to the eyes :) On Thu, Jan 3, 2013 at 12:22 AM, Raffaele Fragapane < raffsxsil...@googlemail.com> wrote: > You actually can introspect recursively almost the entirety of the > scripting API and generate a dummy set of libraries from there. That will > offer autocompletion in most IDEs. > > We've had that running here in AL for a while thanks to Aloys' efforts > a long time ago and it's worked without a hitch for years. > > > On Thu, Jan 3, 2013 at 10:18 AM, Gene Crucean < > emailgeneonthel...@gmail.com> wrote: > >> It would be completely bitchin if it autocompleted the entire sdk... >> and not just simple commonly used snippets. >> >> >>> >> >> >> -- >> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX >> Developer / Filmmaker / Photographer >> ** *Freelance for hire* ** >> www.genecrucean.com >> >> ~~ Please use my website's contact form on www.genecrucean.com for any >> personal emails. Thanks. I may not get them at this address. ~~ >> >
Re: Drinks Friday in NYC
If you're meeting up at Psyop I think the plan is to congregate at the Whiskey Ward or Fontana's until everybody's finished. Fontana's might be better, Whiskey Ward is shoulder to shoulder on Fridays. On Thu, Jan 3, 2013 at 12:48 AM, Mitchell Lotierzo wrote: > I have to second what Milady said. Stand4 is an awesome burger place. > > If you're looking for some good pub food (wings especially) and a great > beer selection, I'd highly recommend Croxley's in Manhattan on Avenue B. I > don't think there are any specials on Friday, but there are some on the > weekends if I remember correctly. Best wings I've ever had. > -- Dave Thomlison
Crowd textures - how to fix
I have this issue where the texture projection in my crowd actors is not the default name. The fix as posted on this video works fine - http://vimeo.com/41930182 However I am tiring of reconnecting each time I work through a problem or build a new crowd. My thought was to just fix the texture name and be done with it, so I have done this manually through the explorer The problem I am now having is that somehow the original texture name is sticking when Ice builds the crowd mesh as though it had not been renamed. And this leaves me in a place where I still have to manually go and connect the correct projection. But even more troubling is that it does not "stick" throughout an animation so that different frames rendered on the farm sometimes have the correct projection and sometimes they don't. Would anyone know if there is a way to rename these texture projections so that they will work correctly and Crowd will recognize them? Also struggling a bit with performance here as well. Some earlier threads mentioned some similar issues. Would anyone know if there is an update coming in 2014? Also would be curious if anyone has some suggestions regarding caching a large crowd scene? I have tried the .fbx option as it is in the crowd menu, but it is also extremely slow as well for both import and export (as in hours) It almost seems to be as effective to just render with the sim active All in all this is a pretty slick feature so looking forward to making some nice use of it if I can get past these details :) thanks in advance Jeff <>
Re: Sublime definitions for Softimage
You have to add your environment paths to the 'env' tag in your python.sublime-build config file, this way if you have a shortcuts module it will instrospect it. El 03/01/2013 17:34, "Gene Crucean" escribió: > Hehe I was trying to figure out the same thing. > > > On Thu, Jan 3, 2013 at 8:09 AM, Alan Fregtman wrote: > >> I use SublimeCodeIntel too but it's not aware of XSI globals like >> Application, XSIUtils and so on, so it won't introspect them. >> >> How would one hack it to be more aware of such? >> >> >> >> On Wed, Jan 2, 2013 at 9:19 PM, César Sáez wrote: >> >>> SublimeCodeIntel does a great job autocompleting python modules and >>> import statements (via introspoction, works with your own modules too), >>> it's not softimage specific but helps alot. >>> >>> Another cool package is the SublimeLinter, it highlight potential errors >>> in your code (IDE-like). I have no idea how far I was from PEP8 until I >>> start using it, now my code is way cleaner and easy to the eyes :) >>> >>> >>> On Thu, Jan 3, 2013 at 12:22 AM, Raffaele Fragapane < >>> raffsxsil...@googlemail.com> wrote: >>> You actually can introspect recursively almost the entirety of the scripting API and generate a dummy set of libraries from there. That will offer autocompletion in most IDEs. We've had that running here in AL for a while thanks to Aloys' efforts a long time ago and it's worked without a hitch for years. On Thu, Jan 3, 2013 at 10:18 AM, Gene Crucean < emailgeneonthel...@gmail.com> wrote: > It would be completely bitchin if it autocompleted the entire sdk... > and not just simple commonly used snippets. > > >>> >> > > > -- > Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX > Developer / Filmmaker / Photographer > ** *Freelance for hire* ** > www.genecrucean.com > > ~~ Please use my website's contact form on www.genecrucean.com for any > personal emails. Thanks. I may not get them at this address. ~~ >
Re: Sublime definitions for Softimage
Hehe I was trying to figure out the same thing. On Thu, Jan 3, 2013 at 8:09 AM, Alan Fregtman wrote: > I use SublimeCodeIntel too but it's not aware of XSI globals like > Application, XSIUtils and so on, so it won't introspect them. > > How would one hack it to be more aware of such? > > > > On Wed, Jan 2, 2013 at 9:19 PM, César Sáez wrote: > >> SublimeCodeIntel does a great job autocompleting python modules and >> import statements (via introspoction, works with your own modules too), >> it's not softimage specific but helps alot. >> >> Another cool package is the SublimeLinter, it highlight potential errors >> in your code (IDE-like). I have no idea how far I was from PEP8 until I >> start using it, now my code is way cleaner and easy to the eyes :) >> >> >> On Thu, Jan 3, 2013 at 12:22 AM, Raffaele Fragapane < >> raffsxsil...@googlemail.com> wrote: >> >>> You actually can introspect recursively almost the entirety of the >>> scripting API and generate a dummy set of libraries from there. That will >>> offer autocompletion in most IDEs. >>> >>> We've had that running here in AL for a while thanks to Aloys' efforts a >>> long time ago and it's worked without a hitch for years. >>> >>> >>> On Thu, Jan 3, 2013 at 10:18 AM, Gene Crucean < >>> emailgeneonthel...@gmail.com> wrote: >>> It would be completely bitchin if it autocompleted the entire sdk... and not just simple commonly used snippets. >> > -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~
Re: Sublime definitions for Softimage
I use SublimeCodeIntel too but it's not aware of XSI globals like Application, XSIUtils and so on, so it won't introspect them. How would one hack it to be more aware of such? On Wed, Jan 2, 2013 at 9:19 PM, César Sáez wrote: > SublimeCodeIntel does a great job autocompleting python modules and import > statements (via introspoction, works with your own modules too), it's not > softimage specific but helps alot. > > Another cool package is the SublimeLinter, it highlight potential errors > in your code (IDE-like). I have no idea how far I was from PEP8 until I > start using it, now my code is way cleaner and easy to the eyes :) > > > On Thu, Jan 3, 2013 at 12:22 AM, Raffaele Fragapane < > raffsxsil...@googlemail.com> wrote: > >> You actually can introspect recursively almost the entirety of the >> scripting API and generate a dummy set of libraries from there. That will >> offer autocompletion in most IDEs. >> >> We've had that running here in AL for a while thanks to Aloys' efforts a >> long time ago and it's worked without a hitch for years. >> >> >> On Thu, Jan 3, 2013 at 10:18 AM, Gene Crucean < >> emailgeneonthel...@gmail.com> wrote: >> >>> It would be completely bitchin if it autocompleted the entire sdk... and >>> not just simple commonly used snippets. >>> >>> >
Re: 2012 list retrospective
For a single post, I'd say Andy Jones. But, he would also win for value per word. His stuff is pure gold. On Thu, Jan 3, 2013 at 3:05 PM, Dan Yargici wrote: > I wonder who'd win on post length? I guessing Matt Lind, or Raff... > hmmm... > > > >
Re: 2012 list retrospective
I wonder who'd win on post length? I guessing Matt Lind, or Raff... hmmm... On Thu, Jan 3, 2013 at 5:03 PM, Dan Yargici wrote: > ...just scraped in again! > > Yeah, thanks Stephen! > > > On Thu, Jan 3, 2013 at 4:57 PM, Eric Thivierge wrote: > >> I'm a consistent 3rd place and I'm OK with that. :) >> >> I always enjoy these stats at the end of the year. Thanks for doing it >> Stephen. >> >> >> Eric Thivierge >> http://www.ethivierge.com >> >> >> On Thu, Jan 3, 2013 at 9:46 AM, Stephen Blair wrote: >> >>> Hi >>> >>> I know I posted those word clouds yesterday, but since I had all the >>> data in Excel, here's some more: >>> >>> >>> http://wp.me/powV4-2pu >>> >> >> >
Re: 2012 list retrospective
...just scraped in again! Yeah, thanks Stephen! On Thu, Jan 3, 2013 at 4:57 PM, Eric Thivierge wrote: > I'm a consistent 3rd place and I'm OK with that. :) > > I always enjoy these stats at the end of the year. Thanks for doing it > Stephen. > > > Eric Thivierge > http://www.ethivierge.com > > > On Thu, Jan 3, 2013 at 9:46 AM, Stephen Blair wrote: > >> Hi >> >> I know I posted those word clouds yesterday, but since I had all the data >> in Excel, here's some more: >> >> >> http://wp.me/powV4-2pu >> > >
Re: 2012 list retrospective
I'm a consistent 3rd place and I'm OK with that. :) I always enjoy these stats at the end of the year. Thanks for doing it Stephen. Eric Thivierge http://www.ethivierge.com On Thu, Jan 3, 2013 at 9:46 AM, Stephen Blair wrote: > Hi > > I know I posted those word clouds yesterday, but since I had all the data > in Excel, here's some more: > > > http://wp.me/powV4-2pu >
2012 list retrospective
Hi I know I posted those word clouds yesterday, but since I had all the data in Excel, here's some more: http://wp.me/powV4-2pu