RE: This is what I meant by AE integration

2013-04-08 Thread Angus Davidson
There needs to be a

I Quietly use the FX Tree t-shirt ;)





From: Jason S [jasonsta...@gmail.com]
Sent: 08 April 2013 02:02 AM
To: softimage@listproc.autodesk.com
Subject: Re: This is what I meant by AE integration


Personally I do most of my 2D comps in Nuke,
(only mostly because of the rather short bug/feature section of my post)

So the previously discussed (if only) points that have been made about not 
needing Nuke -if only- there would be a *bit* of efforts made on it, were quite 
valid.


But for me when I need to have tranparency mapped grids with comps on them (or 
on other models in space), I use the FXTree.

When I need to PROCEDURALLY TREAT TEXTURES  (all the time) I use the FXTree

Fo quick previews and testing I use the FXTree (import passes)

When I use SI, I use the FX Tree ( as many more than what magazines may portray 
)

Historically, many people have always (quietly) used the FXTree.



On 07/04/2013 7:50 PM, Christopher wrote:
Do you use the FXTree Guillaume, actively ?
Some on the list grew with FXTree while others do there work in a compositing 
program.  Whatever rocks your boat, I suppose.

Christopher

[cid:part1.03000407.06090501@gmail.com]
Guillaume Laforge
Sunday, April 07, 2013 7:04 PM
> How many people on this list use FXTree for Active work ?

Just people using XSI and doing rendering related stuff and knowing the FxTree 
:).




[cid:part2.00060305.04010105@gmail.com]
Christopher
Sunday, April 07, 2013 6:25 PM
Gullaume - There are two meaning to 'dead'
Dead as in it's not actively used and Dead as it's removed from the product.
Dead as in Walking Dead :)

How many people on this list use FXTree for Active work ?

Christopher

[cid:part1.03000407.06090501@gmail.com]
Guillaume Laforge
Sunday, April 07, 2013 6:18 PM
The FxTree is not dead of course. Every components of XSI can be improved at 
any time by the Softimage team.
Improved by adding feature to the existing code or improved by creating a new 
version of the component (like when ICE replaced the old particle system).

FxTree will be dead the day it will be removed from the product.

Simple as that.

Every other statements are just pure speculation.

Period :).

Guillaume



[cid:part4.04020200.08070200@gmail.com]
Ponthieux, Joseph G. (LARC-E1A)[LITES]
Sunday, April 07, 2013 5:13 PM
Kaydara created Filmbox in the 1990s. FBX is the Filmbox format.

http://aucache.autodesk.com/au2011/sessions/6341/class_handouts/v1_DG6341_Montgomery.pdf

Filmbox became Motionbuilder in 2002.

http://www.cgw.com/Publications/CGW/2002/Volume-25-Issue-7-July-2002-/Kaydaras-Filmbox-Becomes-Motionbuilder.aspx

Alias acquired Kaydara in 2004.

http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=6901510&linkID=14271594
Autodesk acquired Alias in 2006

http://usa.autodesk.com/adsk/servlet/index?id=5970886&siteID=123112



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: Sunday, April 07, 2013 4:29 PM
To: softimage@listproc.autodesk.com
Subject: Re: This is what I meant by AE integration

Thanks - I'll give that a try.  I know the Eyeon guys complain that Autodesk 
doesn't adhere to the FBX standards (even though didn't AD come up with FBX?) 
and so Fusion's FBX support isn't 100%.

It'd be nice to have Alembic in both..

-Paul


On Sun, Apr 7, 2013 at 4:13 PM, Mikael Pettersén 
mailto:mikael.petter...@gmail.com>> wrote:
Paul: If you export the fbx as 2010 in Softimage the animation will work in 
Fusion as well.

On Sat, Apr 6, 2013 at 11:30 AM, Paul Griswold 
mailto:pgrisw...@fusiondigitalproductions.com>>
 wrote:
Fusion is great with Softimage & it's 3D environment is fantastic.  Getting 
things back and forth isn't as easy as I'd like, though.  You can export your 
scenes as FBX, but Fusion won't/doesn't see camera animation in FBX files from 
XSI for some reason.  So you have to export your camera as a dotXSI, and then 
import it into Fusion - then you get your geometry & your animated camera.

Fusion doesn't support Sub-D's, though, so any subdivided object comes in 
un-subdivided.

The new C4D-AE pipeline only interests me for motion graphics.  I think AE is a 
real pain to work with for serious compositing.

-Paul


On Fri, Apr 5, 2013 at 11:11 PM, Christopher 
mailto:christop...@thecreativesheep.ca>> wrote:
Nuke pipeline to expensive for me.  The only thing I hate with AE is the slew 
of plug-ins

Re: This is what I meant by AE integration

2013-04-08 Thread peter_b
I see FXtree mostly used as a precomp tool: test your renders and ensure what 
you deliver to compositing department actually works.
Although I’ve used it a lot for final compositing too – at those studios that 
didn’t have dedicated compositing seats. (yes they exist) 

It’s not uncommon to be able to do something quickly and intuitively in the 
FXtree and then having to do the same thing in the final compositing package 
and struggling to get it done.
So I wouldn’t argue that the FXtree lacks all that much. (directly treating the 
alpha channel without needing to swap it to RGB and back, as well as selecting 
channels to be used for masking would make me happy )
As long as you’re doing compositing of 8bit/16bit passes from 3D without 
extensive relighting its quite ok.
For me, it falls down flat on its face when you start using .exrs or want to 
use normals, motion vectors and what not. And if your comps are based on 
plugins then the FXtree is just not applicable. 



From: Christopher 
Sent: Monday, April 08, 2013 3:40 AM
To: softimage@listproc.autodesk.com 
Subject: Re: This is what I meant by AE integration

What does the FX Tree lack compared to AE / Nuke ?


Christopher



  Jason S
  Sunday, April 07, 2013 8:02 PM

  Personally I do most of my 2D comps in Nuke,
  (only mostly because of the rather short bug/feature section of my post) 

  So the previously discussed (if only) points that have been made about not 
needing Nuke -if only- there would be a *bit* of efforts made on it, were quite 
valid.


  But for me when I need to have tranparency mapped grids with comps on them 
(or on other models in space), I use the FXTree.

  When I need to PROCEDURALLY TREAT TEXTURES  (all the time) I use the FXTree

  Fo quick previews and testing I use the FXTree (import passes)

  When I use SI, I use the FX Tree ( as many more than what magazines may 
portray )

  Historically, many people have always (quietly) used the FXTree.






  Christopher
  Sunday, April 07, 2013 7:50 PM
  Do you use the FXTree Guillaume, actively ?
  Some on the list grew with FXTree while others do there work in a compositing 
program.  Whatever rocks your boat, I suppose.  

  Christopher



  Guillaume Laforge
  Sunday, April 07, 2013 7:04 PM
  > How many people on this list use FXTree for Active work ? 


  Just people using XSI and doing rendering related stuff and knowing the 
FxTree :).







  Christopher
  Sunday, April 07, 2013 6:25 PM
  Gullaume - There are two meaning to 'dead'
  Dead as in it's not actively used and Dead as it's removed from the product.
  Dead as in Walking Dead :)

  How many people on this list use FXTree for Active work ?

  Christopher



  Guillaume Laforge
  Sunday, April 07, 2013 6:18 PM
  The FxTree is not dead of course. Every components of XSI can be improved at 
any time by the Softimage team. 
  Improved by adding feature to the existing code or improved by creating a new 
version of the component (like when ICE replaced the old particle system). 

  FxTree will be dead the day it will be removed from the product. 

  Simple as that.


  Every other statements are just pure speculation.

  Period :).


  Guillaume



<><><>

Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-08 Thread Stefan Kubicek

also, we can't even get decent SDK functionality for the views so we can
create this ourselves.


Right, that's the biggest problem for implementing any quick-search  
utility atm.
All quick-search functionality (or menus for favorite nodes, as in the  
Qmenu implementation) is mostly futile once you need to add nodes to a  
dense ICE tree since there is no exposed functionality in the SDK to place  
them at some distinct location or view coordinate  - they simply get  
dropped where ever Soft thinks is enough space to avoid node overlapping  
in the tree, and that can be way off screen. All the precious time saved  
to create the node quickly goes to waste searching for it in the tree  
after creation. I added a feature req early during the 2014 beta for that  
(basically suggesting to mimicing the Schematic View SDK functionality in  
this respect) the but it didn't make it into the initial release, and I  
don't have high hopes it will make it into SP1 either.
I even wrote to Chris directly about this very issue (sorry Chris, I know  
I can be a PITA sometimes),
but got no response, maybe because it was just before the official  
announcement of 2014 and everybody was busy.


Good things come to those who wait too I guess, just a little later...


--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



Re: congrats to the Embassy for Iron Man commercial

2013-04-08 Thread Chris Chia
Did a scrub thru but didn't catch the Softimage screen. And which other parts 
of the movie use Softimage?

Regards,
Chris

On 6 Apr, 2013, at 5:39 AM, "Andy Moorer" 
mailto:andymoo...@gmail.com>> wrote:

Well done guys! And it's always nice to see SI screens in making-of videos like 
this :D


On Fri, Apr 5, 2013 at 3:57 AM, Nic Groot Bluemink 
mailto:nicgrootbluem...@gmail.com>> wrote:
It's an absolute beauty :)


On Fri, Apr 5, 2013 at 11:04 AM, Andreas Bystrom 
mailto:andreas.byst...@gmail.com>> wrote:
yes, congrats

I always thought the embassy is in a league of their own



On Fri, Apr 5, 2013 at 10:56 PM, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> wrote:
http://www.fxguide.com/quicktakes/the-iron-man-science-project/

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

adrian.w...@fluid-pictures.com
www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71




--
Andreas Byström
Weta Digital



--
Technical Pretty Picture Making Person
Kettle

<>

Re: congrats to the Embassy for Iron Man commercial

2013-04-08 Thread Leonard Koch
I would think more or less none.
The commercial is done by a separate company that either started from
scratch or got a dataset from the film production.
On Apr 8, 2013 12:57 PM, "Chris Chia"  wrote:

> Did a scrub thru but didn't catch the Softimage screen. And which other
> parts of the movie use Softimage?
>
> Regards,
> Chris
>
> On 6 Apr, 2013, at 5:39 AM, "Andy Moorer"  andymoo...@gmail.com>> wrote:
>
> Well done guys! And it's always nice to see SI screens in making-of videos
> like this :D
>
>
> On Fri, Apr 5, 2013 at 3:57 AM, Nic Groot Bluemink <
> nicgrootbluem...@gmail.com> wrote:
> It's an absolute beauty :)
>
>
> On Fri, Apr 5, 2013 at 11:04 AM, Andreas Bystrom <
> andreas.byst...@gmail.com> wrote:
> yes, congrats
>
> I always thought the embassy is in a league of their own
>
>
>
> On Fri, Apr 5, 2013 at 10:56 PM, adrian wyer <
> adrian.w...@fluid-pictures.com>
> wrote:
> http://www.fxguide.com/quicktakes/the-iron-man-science-project/
>
> a
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
> adrian.w...@fluid-pictures.com
> www.fluid-pictures.com
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
>
> --
> Andreas Byström
> Weta Digital
>
>
>
> --
> Technical Pretty Picture Making Person
> Kettle
>
>


Re: This is what I meant by AE integration

2013-04-08 Thread Eugen Sares

  
  
If it is chosen not to continue FXTree
  development, then at least all SDK hooks necessary should be
  supplied to keep the "3rd-party backdoor" open.
  Is it possible to write new nodes for the FXTree from the
  "outside"? I didn't search in the SDK examples too thoroughly, but
  it does not look like it.
  
  Same goes for all other aspects of the software!
  I'd prefer SI as an "open framework" above a "black box". Take
  advantage of "the crowd", so to speak. This can only improve SI's
  chances on the long run.
  How long is the discussion about a better operator SDK going on
  now? We could be much further, if things were as easy here as they
  should be.
  
  My first wish for the next release would be a serious effort to
  improve everything that makes Softimage even more customizable,
  ICE, SDK, PyQt...
  
  
  Am 08.04.2013 09:06, schrieb pete...@skynet.be:


  
  

  I see FXtree mostly used as a precomp tool: test your
renders and ensure what you deliver to compositing
department actually works.
  Although I’ve used it a lot for final compositing too –
at those studios that didn’t have dedicated compositing
seats. (yes they exist) 
   
  It’s not uncommon to be able to do something quickly and
intuitively in the FXtree and then having to do the same
thing in the final compositing package and struggling to get
it done.
  So I wouldn’t argue that the FXtree lacks all that much.
(directly treating the alpha channel without needing to swap
it to RGB and back, as well as selecting channels to be used
for masking would make me happy )
  As long as you’re doing compositing of 8bit/16bit passes
from 3D without extensive relighting its quite ok.
  For me, it falls down flat on its face when you start
using .exrs or want to use normals, motion vectors and what
not. And if your comps are based on plugins then the FXtree
is just not applicable. 
   
   
  

   
  
From: Christopher

Sent: Monday, April 08, 2013 3:40 AM
To: softimage@listproc.autodesk.com

Subject: Re: This is what I meant by AE
  integration
  

 
  
  What does the FX Tree lack
compared to AE / Nuke ?


Christopher


  

  
  Jason S
  Sunday, April 07, 2013
8:02 PM

  
  
Personally I do most of my 2D comps in Nuke,
(only mostly because of the rather short bug/feature
section of my post) 

So the previously discussed (if only) points that have
been made about not needing Nuke -if only- there would
be a *bit* of efforts made on it, were quite valid.


But for me when I need to have tranparency mapped grids
with comps on them (or on other models in space), I use
the FXTree.

When I need to PROCEDURALLY TREAT TEXTURES  (all the
time) I use the FXTree

Fo quick previews and testing I use the FXTree (import
passes)

When I use SI, I use the FX Tree ( as many more than
what magazines may portray )

Historically, many people have always (quietly) used the
FXTree.




  
  

  
  Christopher
  Sunday, April 07, 2013
7:50 PM

  
  Do you use the FXTree Guillaume,
actively ?
Some on the list grew with FXTree while others do there
work in a compositing program.  Whatever rocks your
boat, I suppose.  

Christopher

  
  

  
  Guillaume Laforge
  Sunday, April 07, 2013
7:04 PM

  
  
> How many people
on this list use FXTree for Active work ?
  

  Just 

Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-08 Thread Ciaran Moloney
Also there's now way to be sure which of the open ICE trees the user wants
to place a new node into. PITA.

On Mon, Apr 8, 2013 at 10:45 AM, Stefan Kubicek wrote:

> also, we can't even get decent SDK functionality for the views so we can
>> create this ourselves.
>>
>
> Right, that's the biggest problem for implementing any quick-search
> utility atm.
> All quick-search functionality (or menus for favorite nodes, as in the
> Qmenu implementation) is mostly futile once you need to add nodes to a
> dense ICE tree since there is no exposed functionality in the SDK to place
> them at some distinct location or view coordinate  - they simply get
> dropped where ever Soft thinks is enough space to avoid node overlapping in
> the tree, and that can be way off screen. All the precious time saved to
> create the node quickly goes to waste searching for it in the tree after
> creation. I added a feature req early during the 2014 beta for that
> (basically suggesting to mimicing the Schematic View SDK functionality in
> this respect) the but it didn't make it into the initial release, and I
> don't have high hopes it will make it into SP1 either.
> I even wrote to Chris directly about this very issue (sorry Chris, I know
> I can be a PITA sometimes),
> but got no response, maybe because it was just before the official
> announcement of 2014 and everybody was busy.
>
> Good things come to those who wait too I guess, just a little later...
>
>
> --
> --**-
>Stefan Kubicek
> --**-
>keyvis digital imagery
>   Alfred Feierfeilstraße 3
>A-2380 Perchtoldsdorf bei Wien
>  Phone:+43/699/12614231
>   www.keyvis.at  ste...@keyvis.at
> --  This email and its attachments are   --
> --confidential and for the recipient only--
>
>


RE: Softimage 2014

2013-04-08 Thread Szabolcs Matefy
A friend of mine has access to Modo 701, and I was lucky enough to have
a look on it until the trial is out. It has very nice things, however, I
still hate the selection, and found it quite clumsy compared to
Softimage...However, the sculpting toolset is awesome...UV I haven't
tried it yet, next time I visit his studio, I'll take a look at it too.
But to a seasoned Softimage user Modo is a complete another world, and
what I felt, that the number of tools and possibilities were rather
frustrating then supporting. But of course if I could spend more time on
it, I could get used to it.

 

Cheers

 

 

 

Szabolcs

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
yara
Sent: Thursday, April 04, 2013 1:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

 

Is not the same thing. We need something to preserve unique frozeb uvs.
Maya and Max can do it. When you have assets from other packages, fbx
data or old frozen files a custom freeze button doesn't help at all.

 

I use gator to preserve uvs all the time. Not perfect, but quite useful.
And if the object isnt very high poly you can keep the op alive and it
works pretty well in real time. boundaries are always a problem but
Maya's preserve uv isn't perfect either and doesn't work all he time. It
just give you a warning message when the it can't do it (Gator doesn't.)

M.Yara


On 2013/04/04, at 9:37, Ahmidou Lyazidi  wrote:

And by the way, as I said earlier, if you make a custom freeze
button that will only freeze the stack and not the projection,

the factory swim feature will preserve the UVs.




---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos

 

2013/4/4 Ahmidou Lyazidi 

Sorry I mixed it up with the pin feature...

Anyway what would be a fair price for a preserve UV feature ?

 

 

2013/4/4 Matt Lind 

No it isnt. We just had that discussion.

 

 



Re: This is what I meant by AE integration

2013-04-08 Thread Luc-Eric Rousseau
yes there is an SDK for the fxtree, there was even two commercial plugins
from RevisionFX, the most popular one being RealSmartMotionBlur

On Monday, April 8, 2013, Eugen Sares wrote:

>  If it is chosen not to continue FXTree development, then at least all
> SDK hooks necessary should be supplied to keep the "3rd-party backdoor"
> open.
> Is it possible to write new nodes for the FXTree from the "outside"? I
> didn't search in the SDK examples too thoroughly, but it does not look like
> it.
>
> Same goes for all other aspects of the software!
> I'd prefer SI as an "open framework" above a "black box". Take advantage
> of "the crowd", so to speak. This can only improve SI's chances on the long
> run.
> How long is the discussion about a better operator SDK going on now? We
> could be much further, if things were as easy here as they should be.
>
> My first wish for the next release would be a serious effort to improve
> everything that makes Softimage even more customizable, ICE, SDK, PyQt...
>
>


Re: Softimage 2014

2013-04-08 Thread Juhani Karlsson
I love Modos selection tools - I think you just need to get used to them.
Its neat for modelling and uvs.


On 8 April 2013 14:56, Szabolcs Matefy  wrote:

> A friend of mine has access to Modo 701, and I was lucky enough to have a
> look on it until the trial is out. It has very nice things, however, I
> still hate the selection, and found it quite clumsy compared to
> Softimage…However, the sculpting toolset is awesome…UV I haven’t tried it
> yet, next time I visit his studio, I’ll take a look at it too. But to a
> seasoned Softimage user Modo is a complete another world, and what I felt,
> that the number of tools and possibilities were rather frustrating then
> supporting. But of course if I could spend more time on it, I could get
> used to it.
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> ** **
>
> Szabolcs
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin yara
> *Sent:* Thursday, April 04, 2013 1:27 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Softimage 2014
>
> ** **
>
> Is not the same thing. We need something to preserve unique frozeb uvs.
> Maya and Max can do it. When you have assets from other packages, fbx data
> or old frozen files a custom freeze button doesn't help at all.
>
> ** **
>
> I use gator to preserve uvs all the time. Not perfect, but quite useful.
> And if the object isnt very high poly you can keep the op alive and it
> works pretty well in real time. boundaries are always a problem but Maya's
> preserve uv isn't perfect either and doesn't work all he time. It just give
> you a warning message when the it can't do it (Gator doesn't.)
>
> M.Yara
>
>
> On 2013/04/04, at 9:37, Ahmidou Lyazidi  wrote:
>
> And by the way, as I said earlier, if you make a custom freeze button that
> will only freeze the stack and not the projection,
>
> the factory swim feature will preserve the UVs.
>
>
> 
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
> ** **
>
> 2013/4/4 Ahmidou Lyazidi 
>
> Sorry I mixed it up with the pin feature...
>
> Anyway what would be a fair price for a preserve UV feature ?
>
> ** **
>
> ** **
>
> 2013/4/4 Matt Lind 
>
> No it isnt. We just had that discussion.
>
> ** **
>
> ** **
>
>


-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: Softimage 2014

2013-04-08 Thread Octavian Ureche
This is actually interesting. Modo seems to resemble a lynch movie...you
either love it or hate it.
For example, i hate it's selection tools, and the whole workflow seems
alien to me. I tried and tried to get the hang of it, but just as i never
got along with lightwave,
i don't know if i'll ever get along with modo. The weird thing is, i want
to like it...but i just can't seem to get to that point.
And it's been like that since the days of 101. Still, i have used it on
projects with great success, but only for it's beautiful render engine.
Everything else seems backwards to me.


On Mon, Apr 8, 2013 at 3:08 PM, Juhani Karlsson
wrote:

> I love Modos selection tools - I think you just need to get used to them.
> Its neat for modelling and uvs.
>
>
> On 8 April 2013 14:56, Szabolcs Matefy  wrote:
>
>> A friend of mine has access to Modo 701, and I was lucky enough to have a
>> look on it until the trial is out. It has very nice things, however, I
>> still hate the selection, and found it quite clumsy compared to
>> Softimage…However, the sculpting toolset is awesome…UV I haven’t tried it
>> yet, next time I visit his studio, I’ll take a look at it too. But to a
>> seasoned Softimage user Modo is a complete another world, and what I felt,
>> that the number of tools and possibilities were rather frustrating then
>> supporting. But of course if I could spend more time on it, I could get
>> used to it.
>>
>> ** **
>>
>> Cheers
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> Szabolcs
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin yara
>> *Sent:* Thursday, April 04, 2013 1:27 PM
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Softimage 2014
>>
>> ** **
>>
>> Is not the same thing. We need something to preserve unique frozeb uvs.
>> Maya and Max can do it. When you have assets from other packages, fbx data
>> or old frozen files a custom freeze button doesn't help at all.
>>
>> ** **
>>
>> I use gator to preserve uvs all the time. Not perfect, but quite useful.
>> And if the object isnt very high poly you can keep the op alive and it
>> works pretty well in real time. boundaries are always a problem but Maya's
>> preserve uv isn't perfect either and doesn't work all he time. It just give
>> you a warning message when the it can't do it (Gator doesn't.)
>>
>> M.Yara
>>
>>
>> On 2013/04/04, at 9:37, Ahmidou Lyazidi  wrote:***
>> *
>>
>> And by the way, as I said earlier, if you make a custom freeze button
>> that will only freeze the stack and not the projection,
>>
>> the factory swim feature will preserve the UVs.
>>
>>
>> 
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>> ** **
>>
>> 2013/4/4 Ahmidou Lyazidi 
>>
>> Sorry I mixed it up with the pin feature...
>>
>> Anyway what would be a fair price for a preserve UV feature ?
>>
>> ** **
>>
>> ** **
>>
>> 2013/4/4 Matt Lind 
>>
>> No it isnt. We just had that discussion.
>>
>> ** **
>>
>> ** **
>>
>>
>
>
> --
>  --
> Juhani Karlsson
> 3D Artist/TD
>
> Talvi Digital Oy
> Pursimiehenkatu 29-31 b 2krs.
> 00150 Helsinki
> +358 443443088
> juhani.karls...@talvi.fi
> www.vimeo.com/talvi
>



-- 
visual | stuff
www.okto.ro


Re: Softimage 2014

2013-04-08 Thread Toonafish
I used Modo as a modeler for quite some time before completely switching 
to SI. Just got tired of swapping from one app to another and now I'm 
doing most of the modeling in SI as well.


I think for most modeling and UV tasks Modo is much easier to use, the 
only thing that annoys me every time I model something in Modo is that 
with the Tweak tool, or Element move tool as it's called in Modo, you 
have to pick a vertex with pixel accuracy. It doesn't snap to the 
nearest component as with the Tweak tool in SI.
But then the tweak tool in SI gets on my nerves when it also affects 
hidden geometry, and I can't limit it's effect to only selected 
components, for that I have to use the move point tool. And don't get me 
started on symmetry in SI, it's almost useless.


The selection tools in Modo are much better then in SI I think, at least 
one can choose raycast or no raycast for every selection tool. In Soft 
you only get that with the default rectangular selection tool. It took 
me quite some time not to get irritated by that anymore. But it still 
gets me every now and then when I'm trying to select vertices while rigging.



- Ronald

On 4/8/2013 14:15, Octavian Ureche wrote:
This is actually interesting. Modo seems to resemble a lynch 
movie...you either love it or hate it.
For example, i hate it's selection tools, and the whole workflow seems 
alien to me. I tried and tried to get the hang of it, but just as i 
never got along with lightwave,
i don't know if i'll ever get along with modo. The weird thing is, i 
want to like it...but i just can't seem to get to that point.
And it's been like that since the days of 101. Still, i have used it 
on projects with great success, but only for it's beautiful render engine.

Everything else seems backwards to me.


On Mon, Apr 8, 2013 at 3:08 PM, Juhani Karlsson 
mailto:juhani.karls...@talvi.com>> wrote:


I love Modos selection tools - I think you just need to get used
to them. Its neat for modelling and uvs.


On 8 April 2013 14:56, Szabolcs Matefy mailto:szabol...@crytek.com>> wrote:

A friend of mine has access to Modo 701, and I was lucky
enough to have a look on it until the trial is out. It has
very nice things, however, I still hate the selection, and
found it quite clumsy compared to Softimage…However, the
sculpting toolset is awesome…UV I haven’t tried it yet, next
time I visit his studio, I’ll take a look at it too. But to a
seasoned Softimage user Modo is a complete another world, and
what I felt, that the number of tools and possibilities were
rather frustrating then supporting. But of course if I could
spend more time on it, I could get used to it.

Cheers

Szabolcs

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] *On Behalf
Of *Martin yara
*Sent:* Thursday, April 04, 2013 1:27 PM


*To:* softimage@listproc.autodesk.com

*Subject:* Re: Softimage 2014

Is not the same thing. We need something to preserve unique
frozeb uvs. Maya and Max can do it. When you have assets from
other packages, fbx data or old frozen files a custom freeze
button doesn't help at all.

I use gator to preserve uvs all the time. Not perfect, but
quite useful. And if the object isnt very high poly you can
keep the op alive and it works pretty well in real time.
boundaries are always a problem but Maya's preserve uv isn't
perfect either and doesn't work all he time. It just give you
a warning message when the it can't do it (Gator doesn't.)

M.Yara


On 2013/04/04, at 9:37, Ahmidou Lyazidi mailto:ahmidou@gmail.com>> wrote:

And by the way, as I said earlier, if you make a custom
freeze button that will only freeze the stack and not the
projection,

the factory swim feature will preserve the UVs.


---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos

2013/4/4 Ahmidou Lyazidi mailto:ahmidou@gmail.com>>

Sorry I mixed it up with the pin feature...

Anyway what would be a fair price for a preserve UV feature ?

2013/4/4 Matt Lind mailto:ml...@carbinestudios.com>>

No it isnt. We just had that discussion.




-- 
-- 
Juhani Karlsson

3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi 




--
visual | stuff
www.okto.ro 




Re: Softimage 2014

2013-04-08 Thread Juhani Karlsson
Haha - that might be true.
I think single feature that defines the weirdness and also robustness of
Modo is that when "nothing" is selected everything is selected.
I mean when you think about it - why would you ever want to have nothing
selected? ; D
I`we used modo since 101 and have LW background so it affects for sure, but
I digg SI too so I can`t be completely biased.


On 8 April 2013 15:15, Octavian Ureche  wrote:

> This is actually interesting. Modo seems to resemble a lynch movie...you
> either love it or hate it.
> For example, i hate it's selection tools, and the whole workflow seems
> alien to me. I tried and tried to get the hang of it, but just as i never
> got along with lightwave,
> i don't know if i'll ever get along with modo. The weird thing is, i want
> to like it...but i just can't seem to get to that point.
> And it's been like that since the days of 101. Still, i have used it on
> projects with great success, but only for it's beautiful render engine.
> Everything else seems backwards to me.
>
>
> On Mon, Apr 8, 2013 at 3:08 PM, Juhani Karlsson  > wrote:
>
>> I love Modos selection tools - I think you just need to get used to them.
>> Its neat for modelling and uvs.
>>
>>
>> On 8 April 2013 14:56, Szabolcs Matefy  wrote:
>>
>>> A friend of mine has access to Modo 701, and I was lucky enough to have
>>> a look on it until the trial is out. It has very nice things, however, I
>>> still hate the selection, and found it quite clumsy compared to
>>> Softimage…However, the sculpting toolset is awesome…UV I haven’t tried it
>>> yet, next time I visit his studio, I’ll take a look at it too. But to a
>>> seasoned Softimage user Modo is a complete another world, and what I felt,
>>> that the number of tools and possibilities were rather frustrating then
>>> supporting. But of course if I could spend more time on it, I could get
>>> used to it.
>>>
>>> ** **
>>>
>>> Cheers
>>>
>>> ** **
>>>
>>> ** **
>>>
>>> ** **
>>>
>>> Szabolcs
>>>
>>> ** **
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin yara
>>> *Sent:* Thursday, April 04, 2013 1:27 PM
>>>
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Softimage 2014
>>>
>>> ** **
>>>
>>> Is not the same thing. We need something to preserve unique frozeb uvs.
>>> Maya and Max can do it. When you have assets from other packages, fbx data
>>> or old frozen files a custom freeze button doesn't help at all.
>>>
>>> ** **
>>>
>>> I use gator to preserve uvs all the time. Not perfect, but quite useful.
>>> And if the object isnt very high poly you can keep the op alive and it
>>> works pretty well in real time. boundaries are always a problem but Maya's
>>> preserve uv isn't perfect either and doesn't work all he time. It just give
>>> you a warning message when the it can't do it (Gator doesn't.)
>>>
>>> M.Yara
>>>
>>>
>>> On 2013/04/04, at 9:37, Ahmidou Lyazidi  wrote:**
>>> **
>>>
>>> And by the way, as I said earlier, if you make a custom freeze button
>>> that will only freeze the stack and not the projection,
>>>
>>> the factory swim feature will preserve the UVs.
>>>
>>>
>>> 
>>>
>>> ---
>>> Ahmidou Lyazidi
>>> Director | TD | CG artist
>>> http://vimeo.com/ahmidou/videos
>>>
>>> ** **
>>>
>>> 2013/4/4 Ahmidou Lyazidi 
>>>
>>> Sorry I mixed it up with the pin feature...
>>>
>>> Anyway what would be a fair price for a preserve UV feature ?
>>>
>>> ** **
>>>
>>> ** **
>>>
>>> 2013/4/4 Matt Lind 
>>>
>>> No it isnt. We just had that discussion.
>>>
>>> ** **
>>>
>>> ** **
>>>
>>>
>>
>>
>> --
>>  --
>> Juhani Karlsson
>> 3D Artist/TD
>>
>> Talvi Digital Oy
>> Pursimiehenkatu 29-31 b 2krs.
>> 00150 Helsinki
>> +358 443443088
>> juhani.karls...@talvi.fi
>> www.vimeo.com/talvi
>>
>
>
>
> --
> visual | stuff
> www.okto.ro
>



-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: Softimage 2014

2013-04-08 Thread Steffen Dünner
2013/4/8 Toonafish 

> the only thing that annoys me every time I model something in Modo is that
> with the Tweak tool, or Element move tool as it's called in Modo, you have
> to pick a vertex with pixel accuracy. It doesn't snap to the nearest
> component as with the Tweak tool in SI.


Maybe "Lazy Selection" mode helps here ;)

Cheers
Steffen


RE: Softimage 2014

2013-04-08 Thread Szabolcs Matefy
I had a strong Lightwave background, and now I have a strong Softimage 
background. To me, Modo's selection tools is the worst I have ever seen (right 
after Max). I see the logic, but that logic doesn't work for me...I prefer 
Softimage selection, even if it's not perfect, it works the best...for me...for 
example I have a friend who prefer blondes with small boobs, but I prefer 
brunettes with bigger boobs. If you get the idea J

 

Anyway, considering the modeling only, I think Softimage is better suitable to 
me, but I do not know modo on the same level as I know Softimage, I do not know 
if it's history is as useful as Softimage (like I can do deform in animation, 
while modeling, etc)

 

 

So, for a while I stick to Softimage, with my eye on Modo and Maya.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steffen Dünner
Sent: Monday, April 08, 2013 3:05 PM
To: ron...@toonafish.nl; softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

 

 

2013/4/8 Toonafish 

the only thing that annoys me every time I model something in Modo is that with 
the Tweak tool, or Element move tool as it's called in Modo, you have to pick a 
vertex with pixel accuracy. It doesn't snap to the nearest component as with 
the Tweak tool in SI.


Maybe "Lazy Selection" mode helps here ;)

 

Cheers

Steffen



Re: Softimage 2014

2013-04-08 Thread Toonafish

...but I prefer brunettes with bigger boobs. If you get the idea J

That's prolly because bigger boobs aren't obstructed so much, so they 
are much easier to select in shaded mode ;-)


- Ronald


Re: Softimage 2014

2013-04-08 Thread Rob Chapman
now now gentlemen, there are ladies present on the list too!

lets just say , when it comes to apps and selection methods, leave the race
courses for the race horses..!

:)




On 8 April 2013 15:32, Toonafish  wrote:

>  ...but I prefer brunettes with bigger boobs. If you get the idea J
>
> That's prolly because bigger boobs aren't obstructed so much, so they are
> much easier to select in shaded mode ;-)
>
> - Ronald
>


Re: Softimage 2014

2013-04-08 Thread Toonafish

Hey thanks a bunch Steffen, completely missed that one.

Sorry for the tripple post btw, donno what made that happen

- Ronald

On 4/8/2013 15:04, Steffen Dünner wrote:


2013/4/8 Toonafish mailto:ron...@toonafish.nl>>

the only thing that annoys me every time I model something in Modo
is that with the Tweak tool, or Element move tool as it's called
in Modo, you have to pick a vertex with pixel accuracy. It doesn't
snap to the nearest component as with the Tweak tool in SI.


Maybe "Lazy Selection" mode helps here ;)

Cheers
Steffen




Re: This is what I meant by AE integration

2013-04-08 Thread Luc-Eric Rousseau
> What does the FX Tree lack compared to AE / Nuke ?


It's not a good question to ask. It's like asking, what's the
difference between OneNote and EMACS.  People use EMACS for a thousand
different reasons than taking notes, and so do people using AE or
Nuke.

The low hanging fruits that are missing in the fxtree, for its main
intended purpose which it could hopes  to fulfill  are nodes for the
most common post processing for CG renderers, which includes 2D motion
blur and lens effects, and a quick text node. All of which is actually
in Composite, but we didn't have any the FX R&D at Avid (bafflingly, I
still don't know what the DS fx team worked on). Then again, someone
is always going to need some specific AE plug-in like "frischluft
lenscare" for AE, and dismiss the FxTree for that.


Re: This is what I meant by AE integration

2013-04-08 Thread Paul Griswold
Wouldn't the solution be to update the FXTree so it can use OFX plugins?

That opens a lot of doors.

-Paul



On Mon, Apr 8, 2013 at 10:27 AM, Luc-Eric Rousseau wrote:

> > What does the FX Tree lack compared to AE / Nuke ?
>
>
> It's not a good question to ask. It's like asking, what's the
> difference between OneNote and EMACS.  People use EMACS for a thousand
> different reasons than taking notes, and so do people using AE or
> Nuke.
>
> The low hanging fruits that are missing in the fxtree, for its main
> intended purpose which it could hopes  to fulfill  are nodes for the
> most common post processing for CG renderers, which includes 2D motion
> blur and lens effects, and a quick text node. All of which is actually
> in Composite, but we didn't have any the FX R&D at Avid (bafflingly, I
> still don't know what the DS fx team worked on). Then again, someone
> is always going to need some specific AE plug-in like "frischluft
> lenscare" for AE, and dismiss the FxTree for that.
>


Re: This is what I meant by AE integration

2013-04-08 Thread Js Guillemette
Fighting to update the FXTree is not a solution imho.  Supporting a 
compositing software in an already heavy lifting 3d software is quite 
hard. Especially if it wasn't thought off from the ground up.  I'd be 
more happy with a plugin like what Maxon and Adobe is doing.  Code 
something that reads a .emdl/.scn file straight into nuke or more likely 
an export-to-nuke xml file from softimage.  Wouldn't that be more 
usefull and require less intense programming ?


Js Guillemette // SHED
3D Artist
www.shedmtl.com

On 4/8/2013 10:31 AM, Paul Griswold wrote:

Wouldn't the solution be to update the FXTree so it can use OFX plugins?

That opens a lot of doors.

-Paul



On Mon, Apr 8, 2013 at 10:27 AM, Luc-Eric Rousseau 
mailto:luceri...@gmail.com>> wrote:


> What does the FX Tree lack compared to AE / Nuke ?


It's not a good question to ask. It's like asking, what's the
difference between OneNote and EMACS.  People use EMACS for a thousand
different reasons than taking notes, and so do people using AE or
Nuke.

The low hanging fruits that are missing in the fxtree, for its main
intended purpose which it could hopes  to fulfill  are nodes for the
most common post processing for CG renderers, which includes 2D motion
blur and lens effects, and a quick text node. All of which is actually
in Composite, but we didn't have any the FX R&D at Avid (bafflingly, I
still don't know what the DS fx team worked on). Then again, someone
is always going to need some specific AE plug-in like "frischluft
lenscare" for AE, and dismiss the FxTree for that.






Re: This is what I meant by AE integration

2013-04-08 Thread Luc-Eric Rousseau
On Mon, Apr 8, 2013 at 10:31 AM, Paul Griswold
 wrote:
> Wouldn't the solution be to update the FXTree so it can use OFX plugins?
>
> That opens a lot of doors

We could have done that; the last time we looked at the OFX API (I was
involved in its early definition) OFX plug-ins were very expensive, so
nobody would have bought one for the fxtree.OFX vs AE APIs allows
plug-ins vendors to set different prices for Studio vs prosumer.  Now
in 2013, it's too late to bother putting work on that, xsi clients are
using other compositors already.

Note that Composite/Toxik... again... you know what's coming...  wait
for it... . . .  supports OFX plug-in.  It does everything except have
a modern UI, that thing.


Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-08 Thread Stefan Kubicek
If the target ICE Tree view is the one under the mouse there is a  
semi-deterministic way via Pythons win32com extensions. Basically you need  
to query the view under the mouse, get it's coordinates, compare it with  
all other existing view's coordinates and take the one with the least  
amount of difference in the coordinate values. This only fails if two  
views have exactly the same screen coordinates (two floating views exactly  
overlapping). It works pretty well (I never tried on Linux though) but as  
you said, it's a PITA that we can't query the view object under the mouse  
directly of course. I don't know how many times I kindly asked for that to  
be added during the last 4 years ;-(



Also there's now way to be sure which of the open ICE trees the user  
wants

to place a new node into. PITA.

On Mon, Apr 8, 2013 at 10:45 AM, Stefan Kubicek  
wrote:



also, we can't even get decent SDK functionality for the views so we can

create this ourselves.



Right, that's the biggest problem for implementing any quick-search
utility atm.
All quick-search functionality (or menus for favorite nodes, as in the
Qmenu implementation) is mostly futile once you need to add nodes to a
dense ICE tree since there is no exposed functionality in the SDK to  
place

them at some distinct location or view coordinate  - they simply get
dropped where ever Soft thinks is enough space to avoid node  
overlapping in

the tree, and that can be way off screen. All the precious time saved to
create the node quickly goes to waste searching for it in the tree after
creation. I added a feature req early during the 2014 beta for that
(basically suggesting to mimicing the Schematic View SDK functionality  
in

this respect) the but it didn't make it into the initial release, and I
don't have high hopes it will make it into SP1 either.
I even wrote to Chris directly about this very issue (sorry Chris, I  
know

I can be a PITA sometimes),
but got no response, maybe because it was just before the official
announcement of 2014 and everybody was busy.

Good things come to those who wait too I guess, just a little later...


--
--**-
   Stefan Kubicek
--**-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--





--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



Re: Softimage (Linux) 2013 startup slowness, wth?

2013-04-08 Thread Alan Fregtman
The mystery deepens!

The X11 patch makes my Softimage start in a glorious 2 minutes (versus 2
hours), but it breaks RT playback. What the f...?! Why would those be
related??

The X version is the same for everyone, yet it's only me who needs the
patch. Strange! ***...cue x-files theme...***



On Fri, Apr 5, 2013 at 1:52 PM, Alan Fregtman wrote:

> Wooho! So apparently we needed to apply the optimized libX11 patch for
> 2013. Someone at the studio had done it for 2012 but whoever installed 2013
> forgot to.
>
> Found out via:
>
> http://xsisupport.com/2011/07/07/eagain-resource-temporarily-unavailable-for-tmp-x11-unixx0/
> which lead me to:
>
> http://xsisupport.com/2011/01/19/the-case-of-the-slow-2011-startup-on-fedora-14/
>
>  Instead of going with what they say, I took out the "if" conditions and
> just force the patch to be set always, and it's working great! Thanks
> Stephen, and everyone else too.
>
>
> On Wed, Apr 3, 2013 at 5:51 PM, Xavier Lapointe 
> wrote:
>
>> Or the environment is not the same and XSI is scanning the whole network
>> for workgroups (I've seen it happened). You can verify that by running an
>> strace on your pid.
>>
>> Cheers
>>
>>
>> On Thu, Apr 4, 2013 at 3:08 AM, Angus Davidson > > wrote:
>>
>>>  Hi Alan
>>>
>>>  We had a similar problem a while ago. Linux Mint setup. In our case it
>>> was because sometimes our client machine was unable for some unknown reason
>>> to find the license server.  Eventually hard coding the ip address by way
>>> of putting it in the /etc/hosts file fixed it up..
>>>
>>>  Unfortunately we never really resolved what was causing
>>> the network issues  as we were just doing some testing and reformatted the
>>> machine a month later.
>>>
>>>  Perhaps try a traceroute on the license server to see if its coming up
>>> as it should.
>>>
>>>  Kind regards
>>>
>>>  Angus
>>>
>>>
>>>  --
>>> *From:* Alan Fregtman [alan.fregt...@gmail.com]
>>> *Sent:* 03 April 2013 05:43 PM
>>> *To:* XSI Mailing List
>>> *Subject:* Softimage (Linux) 2013 startup slowness, wth?
>>>
>>>   Hey guys,
>>>
>>>  Does anyone know if anything changed in 2013 from 2012 that would
>>> cause ridiculous startup slowdowns?
>>>
>>>  At work we have CentOS 6.3. In my particular box 2012 starts
>>> relatively fast, but 2013 hangs for a very VERY long time (20 minutes to
>>> several hours sometimes) before showing me a working UI. Both use the same
>>> workgroups.
>>>
>>>  2013 is mostly idle while this happens. Little to no CPU usage. It's
>>> as if it's waiting for something.
>>>
>>>  They reimaged my OS once and it briefly seemed fixed but the issue
>>> returned. On other computers I don't get such a drastic slowdown, so I'm
>>> inclined to think it's not something to do with my home folder. Also one
>>> time for kicks we updated everything (to CentOS 6.4 with all the updates)
>>> and then it was roughly the same speed between versions again. I could do
>>> this again but then I'm the only one who's updated and we're trying to keep
>>> boxes consistent.
>>>
>>>  Also other people have logged on here and they too experience crazy
>>> slow startups, so it's not just my user.
>>>
>>>  Anybody have any idea what sort of madness is messing with my 2013
>>> startup? What could be so different?!
>>>
>>>  Any pointers appreciated.
>>> Cheers,
>>>
>>> -- Alan
>>>
>>>  This communication is intended for the addressee only. It is 
>>> confidential. If you have received this communication in error, please 
>>> notify us immediately and destroy the original message. You may not copy or 
>>> disseminate this communication without the permission of the University. 
>>> Only authorised signatories are competent to enter into agreements on 
>>> behalf of the University and recipients are thus advised that the content 
>>> of this message may not be legally binding on the University and may 
>>> contain the personal views and opinions of the author, which are not 
>>> necessarily the views and opinions of The University of the Witwatersrand, 
>>> Johannesburg. All agreements between the University and outsiders are 
>>> subject to South African Law unless the University agrees in writing to the 
>>> contrary.
>>>
>>>
>>>
>>> **
>>>
>>>
>>
>>
>> --
>> Xavier
>>
>
>


RE: Help with Momentum and Gravity

2013-04-08 Thread Grahame Fuller
You can use a custom Boolean attribute to keep track of whether a particle was 
ever inside the null. Something like:

((Get WasEverInsideNull) OR (Test Inside Null) ) --> Set WasEverInsideNull

Before you set it to anything, WasEverInsideNull will have the default value 
False.  As soon as the  particle is inside the null it becomes True because of 
the Test Inside Null. After that, it stays true because you're also getting its 
previous value.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Monday, April 08, 2013 02:42 AM
To: softimage@listproc.autodesk.com
Subject: Help with Momentum and Gravity

For any momentum users out there.

http://vimeo.com/15461863

Byungchuls video is pretty clear explaining how to use a null test on ICE 
controlled deform RBDs to create a fracture effect.

What I want to do is similar, except incorporate Gravity into the equation. In 
his example, he disables, it so that chunks only move when they get inside the 
volume of a ringed null. Once the chunk moves outside of the ringed null, it 
reverts back to a sleeping mode.

I want the chunk to fall even after the null has moved on. However, in my tests 
it seems like this doesn't work so well when switching from  sleeping to 
simulated states based on the test inside null.

How are other people getting things like this to work?

I know I can use the Set Mass to go from passive to active and also use Remove 
from Cluster to get the effect, but I am really looking to see if the switch 
from sleeping to simulated can do the job.

I posted this to the momentum mailer as well, but it didn't seem to get picked 
up. I also figured there might be more eyeballs on this list.

Thanks :-)

Adam


<>

Re: congrats to the Embassy for Iron Man commercial

2013-04-08 Thread Jeffrey Dates
> It looks like a Pre-viz though ;)
>

Probably not, looks like he's animating a rigged animation-model on the
backplate.
It's probably a proxy-geo for faster feedback for the animator.  ;-)

Fun stuff.


Re: congrats to the Embassy for Iron Man commercial

2013-04-08 Thread Simon van de Lagemaat
Thanks for the nice comments guys!

We used Softimage and Arnold for the suit, Houdini for any FX work, mostly
smoke, debris thrusters.  We love this combo, I highly recommend it.  The
pipeline in the past between the two was a little jinky but we're rolling
our own alembic solution and soon hope to have Arnold going between the two
along with some open vdb for volume data.


On Mon, Apr 8, 2013 at 3:56 AM, Chris Chia  wrote:

> Did a scrub thru but didn't catch the Softimage screen. And which other
> parts of the movie use Softimage?
>
> Regards,
> Chris
>
> On 6 Apr, 2013, at 5:39 AM, "Andy Moorer"  andymoo...@gmail.com>> wrote:
>
> Well done guys! And it's always nice to see SI screens in making-of videos
> like this :D
>
>


Re: Softimage 2014

2013-04-08 Thread peter_b
I’m pretty sure there’s neither gentlemen nor ladies on this list.

as for Modo vs SI – a little bird tells me there’s more important issues at 
stake than selection.


From: Rob Chapman 
Sent: Monday, April 08, 2013 3:35 PM
To: ron...@toonafish.nl ; softimage@listproc.autodesk.com 
Subject: Re: Softimage 2014

now now gentlemen, there are ladies present on the list too!  

lets just say , when it comes to apps and selection methods, leave the race 
courses for the race horses..!


:)





On 8 April 2013 15:32, Toonafish  wrote:

  ...but I prefer brunettes with bigger boobs. If you get the idea J

  That's prolly because bigger boobs aren't obstructed so much, so they are 
much easier to select in shaded mode ;-)

  - Ronald



Re: Is there a new version of GEAR being planned?

2013-04-08 Thread Jeremie Passerin
Hey guys,

Thanks for the support.
As Sebastien says, Blur is keeping me very busy now... I really don't have
time to work on Gear at all. Let me just remind everyone that Gear is fully
open source and that anyone can feel free to add new systems, new tools. I
know some people have already done it but not always shared... :(

Though, Blur has an open source philosophy too and I'm working on some new
tools here. So maybe this year something new might show up. It
won't technically be Gear 2.0 but going in the same direction. Still a lot
of work so I have no release date but this is quite an important thing for
me to publish these tools for all kind of reasons.. so yeah expect
something.

Also, just out of curiosity, what do you miss so much in Gear that you are
asking for the new version ?

thanks,
Jeremie


Re: Is there a new version of GEAR being planned?

2013-04-08 Thread Mirko Jankovic
Hey Jeremie,
Great to hear you!
I'm long time GEAR user and it really saved my life a TON of time!
As for what is missing.. well for me and I bet a lot of other people it is
facial system. Something to use as base, like GEAR right now and then build
upon as needed.
Right now GEAR is amazing starting point for like 90% of characters and
with just a bit of building on top if it it can take care of most things.
Time saved is amazing, and adding something like that for facial would be
also great. That is why evreyone is crying for GEAR 2.0 I guess :)



On Mon, Apr 8, 2013 at 9:00 PM, Jeremie Passerin wrote:

> Hey guys,
>
> Thanks for the support.
> As Sebastien says, Blur is keeping me very busy now... I really don't have
> time to work on Gear at all. Let me just remind everyone that Gear is fully
> open source and that anyone can feel free to add new systems, new tools. I
> know some people have already done it but not always shared... :(
>
> Though, Blur has an open source philosophy too and I'm working on some new
> tools here. So maybe this year something new might show up. It
> won't technically be Gear 2.0 but going in the same direction. Still a lot
> of work so I have no release date but this is quite an important thing for
> me to publish these tools for all kind of reasons.. so yeah expect
> something.
>
> Also, just out of curiosity, what do you miss so much in Gear that you are
> asking for the new version ?
>
> thanks,
> Jeremie
>


Animated Short Film Masterclass with Lucas Martell

2013-04-08 Thread Paul Griswold
I don't think anyone has posted this yet:

http://martellanimation.com/blog/2013/4/8/announcing-the-animated-short-film-masterclass

8 one-hour sessions starting in May.

Lucas is really talented & if you've seen him on video before you know he's
got a great sense of humor too, so it should be a pretty fun class.

-Paul


Re: Softimage 2014

2013-04-08 Thread olivier jeannel

They do modo for birds ?

Le 08/04/2013 20:27, pete...@skynet.be a écrit :

I’m pretty sure there’s neither gentlemen nor ladies on this list.
as for Modo vs SI – a little bird tells me there’s more important 
issues at stake than selection.

*From:* Rob Chapman 
*Sent:* Monday, April 08, 2013 3:35 PM
*To:* ron...@toonafish.nl  ; 
softimage@listproc.autodesk.com 

*Subject:* Re: Softimage 2014
now now gentlemen, there are ladies present on the list too!
lets just say , when it comes to apps and selection methods, leave the 
race courses for the race horses..!

:)


On 8 April 2013 15:32, Toonafish > wrote:


...but I prefer brunettes with bigger boobs. If you get the idea J

That's prolly because bigger boobs aren't obstructed so much, so
they are much easier to select in shaded mode ;-)

- Ronald





Re: This is what I meant by AE integration

2013-04-08 Thread Mikael Pettersén
I've always thought that the UI was acceptable but it's annoying that it's
crashes all the time.


On Mon, Apr 8, 2013 at 4:48 PM, Luc-Eric Rousseau wrote:

> On Mon, Apr 8, 2013 at 10:31 AM, Paul Griswold
>  wrote:
> > Wouldn't the solution be to update the FXTree so it can use OFX plugins?
> >
> > That opens a lot of doors
>
> We could have done that; the last time we looked at the OFX API (I was
> involved in its early definition) OFX plug-ins were very expensive, so
> nobody would have bought one for the fxtree.OFX vs AE APIs allows
> plug-ins vendors to set different prices for Studio vs prosumer.  Now
> in 2013, it's too late to bother putting work on that, xsi clients are
> using other compositors already.
>
> Note that Composite/Toxik... again... you know what's coming...  wait
> for it... . . .  supports OFX plug-in.  It does everything except have
> a modern UI, that thing.
>


RE: Spam:Animated Short Film Masterclass with Lucas Martell

2013-04-08 Thread Angus Davidson
His Pigeon Impossible Podcasts were awesome.



From: Paul Griswold [pgrisw...@fusiondigitalproductions.com]
Sent: 08 April 2013 09:16 PM
To: softimage@listproc.autodesk.com
Subject: Spam:Animated Short Film Masterclass with Lucas Martell

I don't think anyone has posted this yet:

http://martellanimation.com/blog/2013/4/8/announcing-the-animated-short-film-masterclass

8 one-hour sessions starting in May.

Lucas is really talented & if you've seen him on video before you know he's got 
a great sense of humor too, so it should be a pretty fun class.

-Paul




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outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 



Re: Is there a new version of GEAR being planned?

2013-04-08 Thread Emilio Hernandez
Hello Jeremie.  I second Mirko.  A GEAR facial rig will be awsome!




2013/4/8 Mirko Jankovic 

> Hey Jeremie,
> Great to hear you!
> I'm long time GEAR user and it really saved my life a TON of time!
> As for what is missing.. well for me and I bet a lot of other people it is
> facial system. Something to use as base, like GEAR right now and then build
> upon as needed.
> Right now GEAR is amazing starting point for like 90% of characters and
> with just a bit of building on top if it it can take care of most things.
> Time saved is amazing, and adding something like that for facial would be
> also great. That is why evreyone is crying for GEAR 2.0 I guess :)
>
>
>
> On Mon, Apr 8, 2013 at 9:00 PM, Jeremie Passerin wrote:
>
>> Hey guys,
>>
>> Thanks for the support.
>> As Sebastien says, Blur is keeping me very busy now... I really don't
>> have time to work on Gear at all. Let me just remind everyone that Gear is
>> fully open source and that anyone can feel free to add new systems, new
>> tools. I know some people have already done it but not always shared... :(
>>
>> Though, Blur has an open source philosophy too and I'm working on some
>> new tools here. So maybe this year something new might show up. It
>> won't technically be Gear 2.0 but going in the same direction. Still a lot
>> of work so I have no release date but this is quite an important thing for
>> me to publish these tools for all kind of reasons.. so yeah expect
>> something.
>>
>> Also, just out of curiosity, what do you miss so much in Gear that you
>> are asking for the new version ?
>>
>> thanks,
>> Jeremie
>>
>
>


--


Re: Help with Momentum and Gravity

2013-04-08 Thread Adam Sale
Hi Grahame. I had tried something like that but didn't get what I was
looking for. I will try again this evening when I get in though. Thanks for
the suggestion :-)

Adam


On Mon, Apr 8, 2013 at 9:08 AM, Grahame Fuller
wrote:

> You can use a custom Boolean attribute to keep track of whether a particle
> was ever inside the null. Something like:
>
> ((Get WasEverInsideNull) OR (Test Inside Null) ) --> Set WasEverInsideNull
>
> Before you set it to anything, WasEverInsideNull will have the default
> value False.  As soon as the  particle is inside the null it becomes True
> because of the Test Inside Null. After that, it stays true because you're
> also getting its previous value.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
> Sent: Monday, April 08, 2013 02:42 AM
> To: softimage@listproc.autodesk.com
> Subject: Help with Momentum and Gravity
>
> For any momentum users out there.
>
> http://vimeo.com/15461863
>
> Byungchuls video is pretty clear explaining how to use a null test on ICE
> controlled deform RBDs to create a fracture effect.
>
> What I want to do is similar, except incorporate Gravity into the
> equation. In his example, he disables, it so that chunks only move when
> they get inside the volume of a ringed null. Once the chunk moves outside
> of the ringed null, it reverts back to a sleeping mode.
>
> I want the chunk to fall even after the null has moved on. However, in my
> tests it seems like this doesn't work so well when switching from  sleeping
> to simulated states based on the test inside null.
>
> How are other people getting things like this to work?
>
> I know I can use the Set Mass to go from passive to active and also use
> Remove from Cluster to get the effect, but I am really looking to see if
> the switch from sleeping to simulated can do the job.
>
> I posted this to the momentum mailer as well, but it didn't seem to get
> picked up. I also figured there might be more eyeballs on this list.
>
> Thanks :-)
>
> Adam
>
>
>


Re: imf_disp error: Could not connect to the socket specified in the stubfile

2013-04-08 Thread Dan Yargici
It's been a while since I used Mental Ray but I just stumbled into this.
 Can anyone explain the reasoning behind the decision to turn
this feature off by default?

If it doesn't cause some kind of instability can we please get it back on
by default!

Thanks,

DAN



On Tue, Feb 22, 2011 at 1:58 AM, Simon Van de Lagemaat <
si...@theembassyvfx.com> wrote:

> That did the trick tyvm!!
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
> *Sent:* February-21-11 3:17 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: imf_disp error: Could not connect to the socket specified
> in the stubfile
>
> ** **
>
> Try unsetting the environment variable:
>
> ** **
>
> set MI_ENABLE_PIPE_MODE=
>
> ** **
>
> in setenv.bat
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Simon Van de
> Lagemaat
> *Sent:* February-21-11 4:57 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* imf_disp error: Could not connect to the socket specified in
> the stubfile
>
> ** **
>
> We're trying to view in progress frames via imf_disp and keep getting the
> following error
>
> ** **
>
> "Error: Could not connect to the socket specified in the stubfile"
>
> ** **
>
> We don't have any firewalls on and this app used to work before we
> upgraded to 2011 so not sure what's changed.  Anyone know what socket it's
> using?
>


Re: This is what I meant by AE integration

2013-04-08 Thread Jason S


   Mikael Pettersén wrote:
   I've always thought that the UI was acceptable but it's annoying
   that it's crashes all the time

Hum, I never had much crashing, but I know that if you give it too much 
memory it will become very unstable.

Although it manages even very big comps fine with "normal" memory limits.


   pet...@skynet.be  (14 hours ago)
   I see FXtree mostly used as a precomp tool: test your renders and
   ensure what you deliver to compositing department actually works.
   Although I've used it a lot for final compositing too -- at those
   studios that didn't have dedicated compositing seats. (yes they exist)

Yes! or that have limited number of comp seats.

   pet...@skynet.be  (14 hours ago)
   ... (directly treating the alpha channel without needing to swap it
   to RGB and back, as well as selecting channels to be used for
   masking would make me happy )

   As long as you're doing compositing of 8bit/16bit passes from 3D
   without extensive relighting its quite ok.
   For me, it falls down flat on its face when you start using .exrs or
   want to use normals, motion vectors and what not. And if your comps
   are based on plugins then the FXtree is just not applicable.

Right! *relighting stuff*, and *effects also taking into consideration 
alpha channels* also being a biggie, how did I leave that out.
But what do you mean by inability to use EXRs?  It supports floating 
point (values beyond 1) pretty well as far as I used it,

but maybe you know something I don't?

And I would add to that,  for motion graphics (or otherwise for general 
purpose),
*Deeper 3D integration,* meaning having unrendered 3D elements 
(specifying or creating SI layers in 3D?) as sources in comp,
rendered upon viewing and at comp output.  Which would be more than just 
'useful'!


And.. (last one I swear :)  already with the ablility to process (or 
animate) textures being quite something (and unique),
(which for instance, gives the ability of using single image files, and 
*procedurally* treat them for various illumination parameters )


.. In the RenderTree itself, having 2D nodes that can be put anywhere 
before the "Image" node,
as oppposed to having all procedural image editing references reside in 
the global scene FXTree, would be even more quite something :]

(then also retaining texture edits when exporting models)
and would perhaps be a good opportunity at actually merging nodal trees? ;)


Although a dedicated comp solution would surely still be desireable even 
*with* those changes
particularly for comp teams and departments where extensive 3D might be 
overkill,
apart that most of the proposed changes would heavily concern the 3D 
creation process itself,


*.. having the 2d part of SI (finally) updated *or more usable for final 
comps (more than it was in 2005),
I don't think is unreasonable, especially given the high feasibility of 
(at least most of ) what has been proposed.


Toxic comes with SI, yet has no vector paint(for example)
and in no way can it be harnessed from 3D
though it's 2d can harness some 3D... (through Maya interop)

For upening-up to plugin standards,

   luceric   (8 hours ago)
   Now in 2013, it's too late to bother putting work on that, xsi
   clients are using other compositors already.

My point exactly, why are they using other compositors?

And if I may, why bother putting work on SI altogether?
Many clients are already using other apps ...
(of arguably comparative versatility)

If it were up to a certain few (perhaps impressionable) people,
SI continuity would have ceased shortly after core dev reassignments.
(or seemingly, after core dev (willful?) assimilation) ...

Sorry don't want to make a fuzz.. but I think it's all the 
lingering/underlying (and perhaps unwarranted)
SI deathwish seeping through (from original developers?) that I'm not 
particularly fond of.


But whatever...


On 08/04/2013 3:39 PM, Mikael Pettersén wrote:
I've always thought that the UI was acceptable but it's annoying that 
it's crashes all the time.



On Mon, Apr 8, 2013 at 4:48 PM, Luc-Eric Rousseau > wrote:


On Mon, Apr 8, 2013 at 10:31 AM, Paul Griswold
mailto:pgrisw...@fusiondigitalproductions.com>> wrote:
> Wouldn't the solution be to update the FXTree so it can use OFX
plugins?
>
> That opens a lot of doors

We could have done that; the last time we looked at the OFX API (I was
involved in its early definition) OFX plug-ins were very expensive, so
nobody would have bought one for the fxtree.OFX vs AE APIs allows
plug-ins vendors to set different prices for Studio vs prosumer.  Now
in 2013, it's too late to bother putting work on that, xsi clients are
using other compositors already.

Note that Composite/Toxik... again... you know what's coming...  wait
for it... . . .  supports OFX plug-in.  It does everything except have
a modern UI, that thing.






Re: This is what I meant by AE integration

2013-04-08 Thread Christopher
I know composite isn't the
 most stable program, if you don't like FxTree or it doesn't do it for 
you, there is composite and comes with Softimage.





 	   
   	Jason S  
  Monday, April 08,
 2013 11:19 PM
  


  



Mikael Pettersén wrote:
  I've always thought that the UI was acceptable but it's
annoying that it's crashes all the time
Hum, I never had much crashing, but I know that if you give it too much
memory it will become very unstable. 
Although it manages even very big comps fine with "normal" memory
limits.


pet...@skynet.be
  (14 hours ago) 
  I see FXtree mostly used as a precomp tool: test your
renders and ensure what you deliver to compositing department actually
works.
  Although I’ve used it a lot for final compositing too – at
those studios that didn’t have dedicated compositing seats. (yes they
exist) 
Yes! or that have limited number of comp seats.
pet...@skynet.be
  (14 hours ago) 
  ... (directly treating the alpha
channel without needing to swap it to RGB and back, as well as
selecting channels to be used for masking would make me happy )
  
  As long as you’re doing compositing of 8bit/16bit passes from
3D without extensive relighting its quite ok.
  For me, it falls down flat on its face when you start using
.exrs or want to use normals, motion vectors and what not. And if your
comps are based on plugins then the FXtree is just not applicable.
  
Right! relighting stuff, and effects also taking into
consideration alpha channels also being a biggie, how did I leave
that out.
But what do you mean by inability to use EXRs?  It supports floating
point (values beyond 1) pretty well as far as I used it, 
but maybe you know something I don't?

And I would add to that,  for motion graphics (or otherwise for general
purpose), 
Deeper 3D integration, meaning having unrendered 3D elements
(specifying or creating SI layers in 3D?) as sources in comp, 
rendered upon viewing and at comp output.  Which would be more than
just 'useful'!

And.. (last one I swear :)  already with the ablility to process (or
animate) textures being quite something (and unique), 
(which for instance, gives the ability of using single image files, and
*procedurally* treat them for various illumination parameters )

.. In the RenderTree itself, having 2D nodes that can be put anywhere
before the "Image" node, 
as oppposed to having all procedural image editing references reside in
the global scene FXTree, would be even more quite something :]
(then also retaining texture edits when exporting models)
and would perhaps be a good opportunity at actually merging nodal
trees? ;)


Although a dedicated comp solution would surely still be desireable
even *with* those changes 
particularly for comp teams and departments where extensive 3D might be
overkill,
apart that most of the proposed changes would heavily concern the 3D
creation process itself,

.. having the 2d part of SI (finally) updated or more usable
for final comps (more than it was in 2005), 
I don't think is unreasonable, especially given the high feasibility of
(at least most of ) what has been proposed.

Toxic comes with SI, yet has no vector paint(for example) 
and in no way can it be harnessed from 3D 
though it's 2d can harness some 3D... (through Maya interop)

For upening-up to plugin standards,
luceric   (8 hours ago) 
  Now in 2013, it's too late to bother putting work on that, xsi
clients are using other compositors already. 
My point exactly, why are they using other compositors?

And if I may, why bother putting work on SI altogether?  
Many clients are already using other apps ... 
(of arguably comparative versatility)

If it were up to a certain few (perhaps impressionable) people, 
SI continuity would have ceased shortly after core dev reassignments.
(or seemingly, after core dev (willful?) assimilation) ...

Sorry don't want to make a fuzz.. but I think it's all the
lingering/underlying (and perhaps unwarranted) 
SI deathwish seeping through (from original developers?) that I'm not
particularly fond of.

But whatever... 


On 08/04/2013 3:39 PM, Mikael Pettersén wrote:

  I've always thought that the UI was acceptable but
it's annoying that it's crashes all the time. 
  
  
  On Mon, Apr 8, 2013 at 4:48 PM, Luc-Eric
Rousseau 
wrote:
  
On Mon, Apr 8, 2013 at 10:31 AM, Paul Griswold

wrote:
> Wouldn't the solution be to update the FXTree so it can use OFX
plugins?
>
> That opens a lot of doors


We could have done that; the last time we looked at the OFX API (I was
involved in its early definition) OFX plug-ins were very expensive, so
nobody would have bought one for the fxtree.    OFX vs AE APIs allows
plug-ins vendors to set different prices for Studio vs prosumer.  Now
in 2013, it's too late to bother putting work on that, xsi clients are
using other compositors already.

Note that Composite/Toxik... again... you know what's coming...  wait
for it... . 

Re: This is what I meant by AE integration

2013-04-08 Thread Jason S




Thanks Christopher

On 08/04/2013 11:50 PM, Christopher wrote:

  
I know composite isn't the most stable program, if you don't like
FxTree or it doesn't do it for you, there is composite and comes with
Softimage.
  
  




Jason
S

Monday,
April 08, 2013 11:19 PM






Mikael Pettersén wrote:
  I've always thought that the UI was acceptable but it's
annoying that it's crashes all the time

Hum, I never had much crashing, but I know that if you give it too much
memory it will become very unstable. 
Although it manages even very big comps fine with "normal" memory
limits.


pet...@skynet.be
 (14 hours ago) 
  I see FXtree mostly used as a precomp tool: test
your
renders and ensure what you deliver to compositing department actually
works.
  Although I’ve used it a lot for final compositing too – at
those studios that didn’t have dedicated compositing seats. (yes they
exist) 

Yes! or that have limited number of comp seats.
pet...@skynet.be
 (14 hours ago) 
  ... (directly treating the alpha
channel without needing to swap it to RGB and back, as well as
selecting channels to be used for masking would make me happy )
  
  As long as you’re doing compositing of 8bit/16bit passes
from
3D without extensive relighting its quite ok.
  For me, it falls down flat on its face when you start
using
.exrs or want to use normals, motion vectors and what not. And if your
comps are based on plugins then the FXtree is just not applicable.
  

Right! relighting stuff, and effects also taking into
consideration alpha channels also being a biggie, how did I leave
that out.
But what do you mean by inability to use EXRs?  It supports floating
point (values beyond 1) pretty well as far as I used it, 
but maybe you know something I don't?

And I would add to that,  for motion graphics (or otherwise for general
purpose), 
Deeper 3D integration, meaning having unrendered 3D elements
(specifying or creating SI layers in 3D?) as sources in comp, 
rendered upon viewing and at comp output.  Which would be more than
just 'useful'!

And.. (last one I swear :)  already with the ablility to process (or
animate) textures being quite something (and unique), 
(which for instance, gives the ability of using single image files, and
*procedurally* treat them for various illumination parameters )

.. In the RenderTree itself, having 2D nodes that can be put anywhere
before the "Image" node, 
as oppposed to having all procedural image editing references reside in
the global scene FXTree, would be even more quite something :]
(then also retaining texture edits when exporting models)
and would perhaps be a good opportunity at actually merging nodal
trees? ;)


Although a dedicated comp solution would surely still be desireable
even *with* those changes 
particularly for comp teams and departments where extensive 3D might be
overkill,
apart that most of the proposed changes would heavily concern the 3D
creation process itself,

.. having the 2d part of SI (finally) updated or more
usable
for final comps (more than it was in 2005), 
I don't think is unreasonable, especially given the high feasibility of
(at least most of ) what has been proposed.

Toxic comes with SI, yet has no vector paint(for example) 
and in no way can it be harnessed from 3D 
though it's 2d can harness some 3D... (through Maya interop)

For upening-up to plugin standards,
luceric   (8 hours ago) 
  Now in 2013, it's too late to bother putting work on that,
xsi
clients are using other compositors already. 

My point exactly, why are they using other compositors?

And if I may, why bother putting work on SI altogether?  
Many clients are already using other apps ... 
(of arguably comparative versatility)

If it were up to a certain few (perhaps impressionable) people, 
SI continuity would have ceased shortly after core dev reassignments.
(or seemingly, after core dev (willful?) assimilation) ...

Sorry don't want to make a fuzz.. but I think it's all the
lingering/underlying (and perhaps unwarranted) 
SI deathwish seeping through (from original developers?) that I'm not
particularly fond of.

But whatever... 


On 08/04/2013 3:39 PM, Mikael Pettersén wrote:

  I've always thought that the UI was acceptable but
it's annoying that it's crashes all the time. 
  
  
  On Mon, Apr 8, 2013 at 4:48 PM, Luc-Eric
Rousseau 
wrote:
  
On Mon, Apr 8, 2013 at 10:31 AM, Paul Griswold

wrote:
> Wouldn't the solution be to update the FXTree so it can use OFX
plugins?
>
> That opens a lot of doors


We could have done that; the last time we looked at the OFX API (I was
involved in its early definition) OFX plug-ins were very expensive, so
nobody would have bought one for the fxtree.    OF

RE: Softimage 2014

2013-04-08 Thread Sam
I bought Modo 1.0 when I got sick of modeling things in Lightwave and it
seemed great at the time, but it also had a lot of the same problems (2
point polygons, constant corrupted config files etc.). After I finally took
a look and XSI and bought the budget version (forgot what it was called) I
never touched it again. When 5.0 came out I took another look at it and just
could not use it. The Lightwave/Modo style workflow just feels terrible to
me now. Everything is just so much more fluid and fast in Softimage that I
can overlook things like not having real world units (really the only thing
I can think of that I miss from those programs). From the videos I've seen
for 7.0 there just doesn't seem to be anything in there that can't already
be done better in other programs. 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs
Matefy
Sent: Monday, April 08, 2013 4:56 AM
To: softimage@listproc.autodesk.com
Subject: RE: Softimage 2014

 

A friend of mine has access to Modo 701, and I was lucky enough to have a
look on it until the trial is out. It has very nice things, however, I still
hate the selection, and found it quite clumsy compared to Softimage.However,
the sculpting toolset is awesome.UV I haven't tried it yet, next time I
visit his studio, I'll take a look at it too. But to a seasoned Softimage
user Modo is a complete another world, and what I felt, that the number of
tools and possibilities were rather frustrating then supporting. But of
course if I could spend more time on it, I could get used to it.

 

Cheers

 

 

 

Szabolcs

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin yara
Sent: Thursday, April 04, 2013 1:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

 

Is not the same thing. We need something to preserve unique frozeb uvs. Maya
and Max can do it. When you have assets from other packages, fbx data or old
frozen files a custom freeze button doesn't help at all.

 

I use gator to preserve uvs all the time. Not perfect, but quite useful. And
if the object isnt very high poly you can keep the op alive and it works
pretty well in real time. boundaries are always a problem but Maya's
preserve uv isn't perfect either and doesn't work all he time. It just give
you a warning message when the it can't do it (Gator doesn't.)

M.Yara


On 2013/04/04, at 9:37, Ahmidou Lyazidi  wrote:

And by the way, as I said earlier, if you make a custom freeze button that
will only freeze the stack and not the projection,

the factory swim feature will preserve the UVs.




---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos

 

2013/4/4 Ahmidou Lyazidi 

Sorry I mixed it up with the pin feature...

Anyway what would be a fair price for a preserve UV feature ?

 

 

2013/4/4 Matt Lind 

No it isnt. We just had that discussion.

 

 



RE: set raycast direction with a Null?

2013-04-08 Thread Sam
Thanks for the pointers. Raff’s course looks very good (what’s the dragon 
from?). Is the CGsociety an online only course or can the videos be downloaded? 
CMIVFX really turned me off to online training. I find their video payer to be 
terrible and just can’t get myself to watch the two video I bought from them 
(which would be handy because they are both about ICE). 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
Sent: Sunday, April 07, 2013 7:30 PM
To: softimage@listproc.autodesk.com
Subject: Re: set raycast direction with a Null?

 

 

I guess my biggest problem is that I don’t know what I need to know, which 
makes it hard to find answers. I search the internet when I get stuck, but 
there seems to be little out there when it comes to my specific problems. 
Anyway, that Kahn Academy is very cool. I had never heard of it before, but it 
looks like it will be very useful.

 

A little trig and linear algebra will take you quite a long way. By the way, 
he's too polite to point it out but Raff's CGsociety online technical direction 
with Python training has a very nice section on math.





BTW, this is the result of my ICE experiments (if anyone is interested in it). 
It’s similar to what was done in one of the Modo 7 videos. 
https://www.youtube.com/watch?v=NNXQn9KbIBQ 

Sorry about the crappy quality, I have to experiment with my YouTube upload 
settings.

 

Very nice!

 

I urge you to post on Vimeo, and follow Alan's Softimage ice user's group there 
- it seems to have become the defacto place for Softimage folks to see and 
share and there is a rather impressive volume of ICE work there.



RE: set raycast direction with a Null?

2013-04-08 Thread Sam
This is what I was trying to copy. http://www.youtube.com/watch?v=eRgxCMOZ_aI

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Sunday, April 07, 2013 7:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: set raycast direction with a Null?

 

I don't know what features are in Modo, you basically re-created a feature 
built into Modo, correct ! That ends on a good note :)

Christopher






  Andy Moorer

Sunday, April 07, 2013 10:29 PM

 

I guess my biggest problem is that I don’t know what I need to know, which 
makes it hard to find answers. I search the internet when I get stuck, but 
there seems to be little out there when it comes to my specific problems. 
Anyway, that Kahn Academy is very cool. I had never heard of it before, but it 
looks like it will be very useful.

 

A little trig and linear algebra will take you quite a long way. By the way, 
he's too polite to point it out but Raff's CGsociety online technical direction 
with Python training has a very nice section on math.





BTW, this is the result of my ICE experiments (if anyone is interested in it). 
It’s similar to what was done in one of the Modo 7 videos. 
https://www.youtube.com/watch?v=NNXQn9KbIBQ 

Sorry about the crappy quality, I have to experiment with my YouTube upload 
settings.

 

Very nice!

 

I urge you to post on Vimeo, and follow Alan's Softimage ice user's group there 
- it seems to have become the defacto place for Softimage folks to see and 
share and there is a rather impressive volume of ICE work there.



  Sam

Sunday, April 07, 2013 8:59 PM

I guess my biggest problem is that I don’t know what I need to know, which 
makes it hard to find answers. I search the internet when I get stuck, but 
there seems to be little out there when it comes to my specific problems. 
Anyway, that Kahn Academy is very cool. I had never heard of it before, but it 
looks like it will be very useful.

 

BTW, this is the result of my ICE experiments (if anyone is interested in it). 
It’s similar to what was done in one of the Modo 7 videos. 
https://www.youtube.com/watch?v=NNXQn9KbIBQ 

Sorry about the crappy quality, I have to experiment with my YouTube upload 
settings. 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: Sunday, April 07, 2013 4:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: set raycast direction with a Null?

 

Though, saying that, ICE is one of the bast ways to learn the fundamental maths 
anyway. You just have to be a nosy bastard and visualise anything you're not 
fully understanding (with the core nodes, that is, ignore the compounds as much 
as you can unless you're in a rush) until you can see the patterns. Sprinkle 
with a bit of Khan Academy/Wikipedia for core concepts like, say, what a dot or 
cross product does and you'll slowly start to build up the knowledge.

 

On 7 April 2013 23:20, Christopher  wrote:

Sam - Raffaele is right. Hopefully someone can give you guidance, ICE is not 
easy if you don't know the math. I'm still learning and studying and have made 
a step up :) 

Christopher







  Raffaele Fragapane

Sunday, April 07, 2013 5:39 PM

I would argue your biggest stumbling block is more not knowing the math 
fundamentals involved, and then thinking it's because you don't know what nodes 
do what, when if you knew those fundamentals you wouldn't be left wondering in 
first place.

I mean absolutely no offense with this, Sam, just pointing you in the general 
direction of what you'd be best off studying next IMO.







 

-- 
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!



  Sam

Sunday, April 07, 2013 3:21 PM

Thanks Peter, that works great! The problem I was having was that I was trying 
to plug in the Ori data into the Matrix to Vector node. This seems to be my 
biggest stumbling block with ICE. I know what needs to be done, but sometimes I 
just can’t figure out what nodes need to be plugged in to what to make it work.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: Sunday, April 07, 2013 3:36 AM
To: softimage@listproc.autodesk.com
Subject: Re: set raycast direction with a Null?

 

Just to expand on what Matt said:

 

If you want a direction with any object in ICE, the easiest way is to get it's 
global kinematics and pipe that into a 'Matrix 4x4 to Vector 3D' node. The node 
will spit out 4 vectors - ignore the one labeled 'translation' and pick one of 
the 3 depending on what axis you want to get the direction of. The order is XYZ 
as you'd expect.

 

You can then pipe out your chosen axis into the direction of the raycast node 
and the translation into

Re: set raycast direction with a Null?

2013-04-08 Thread Raffaele Fragapane
You can get in touch with CGS to get confirmation, but I suspect they are
streaming only.

They had several workshops truly crippled by piracy, and since they moved
to a new framework they actually did see a surge in sales and some
workshops haven't appeared on the piratesphere at all, so I doubt they will
revert that decision.
I asked for mine to be downloadable actually, but as it's the same
framework for everything it wasn't possible to make exception.

The player is good though, it's a thin wrapper of Vimeo's, so is the
hosting.
Again, can't speak for them, but I'd be surprised if they were still
downloadable (the originals were as I had control over the html pages
wrapping them and I intentionally made the links solvable :) ).

The dragon is from Zack Snyder's Sucker Punch. I was character supervisor
on AL's work for it.
The movie was meh, but you don't get to do dragons setting crowds in armor
on fire on a collapsing bridge while chasing a refitted WW2 bomber
everyday, so I can't complain for having worked on it :p


On Tue, Apr 9, 2013 at 3:08 PM, Sam  wrote:

> Thanks for the pointers. Raff’s course looks very good (what’s the dragon
> from?). Is the CGsociety an online only course or can the videos be
> downloaded? CMIVFX really turned me off to online training. I find their
> video payer to be terrible and just can’t get myself to watch the two video
> I bought from them (which would be handy because they are both about ICE).
> 
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy Moorer
> *Sent:* Sunday, April 07, 2013 7:30 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: set raycast direction with a Null?
>
> ** **
>
> ** **
>
> I guess my biggest problem is that I don’t know what I need to know, which
> makes it hard to find answers. I search the internet when I get stuck, but
> there seems to be little out there when it comes to my specific problems.
> Anyway, that Kahn Academy is very cool. I had never heard of it before, but
> it looks like it will be very useful.
>
> ** **
>
> A little trig and linear algebra will take you quite a long way. By the
> way, he's too polite to point it out but Raff's CGsociety online technical
> direction with Python training has a very nice section on math.
>
>
>
> 
>
> BTW, this is the result of my ICE experiments (if anyone is interested in
> it). It’s similar to what was done in one of the Modo 7 videos.
> https://www.youtube.com/watch?v=NNXQn9KbIBQ 
>
> Sorry about the crappy quality, I have to experiment with my YouTube
> upload settings.
>
> ** **
>
> Very nice!
>
> ** **
>
> I urge you to post on Vimeo, and follow Alan's Softimage ice user's group
> there - it seems to have become the defacto place for Softimage folks to
> see and share and there is a rather impressive volume of ICE work there.**
> **
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!