Re:RE: ICE Instance Memory Leak?

2013-01-03 Thread Antonieo
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?

2013-01-03 Thread Chris Chia
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

2013-01-03 Thread Raffaele Fragapane
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

2013-01-03 Thread Simon Anderson
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

2013-01-03 Thread James Vecore
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

2013-01-03 Thread Simon Anderson
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

2013-01-03 Thread Hans Payer
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

2013-01-03 Thread jo benayoun
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

2013-01-03 Thread James Vecore
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

2013-01-03 Thread Ajit Menon
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

2013-01-03 Thread Eric Thivierge
Cool sounds like a plan.


Re: Sublime definitions for Softimage

2013-01-03 Thread 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. ~~
>>>
>>
>


Re: 2012 list retrospective

2013-01-03 Thread Byron Nash
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

2013-01-03 Thread Alan Fregtman
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

2013-01-03 Thread Dave Thomlison
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

2013-01-03 Thread Jeff McFall
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

2013-01-03 Thread César Sáez
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

2013-01-03 Thread Gene Crucean
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

2013-01-03 Thread Alan Fregtman
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

2013-01-03 Thread Ciaran Moloney
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

2013-01-03 Thread Dan Yargici
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

2013-01-03 Thread Dan Yargici
...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

2013-01-03 Thread Eric Thivierge
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

2013-01-03 Thread Stephen Blair

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