RE: Softimage 2014

2013-04-11 Thread Szabolcs Matefy
So is there any Canadian job for a Softimage artist from Hungary?

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Friday, April 12, 2013 3:30 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

 

I... LOVE Canadians  :(

 

On 12 April 2013 00:46, Raffaele Fragapane  wrote:

Holy Shit Gmail!
Sorry, this was supposed to be a reply to Eric in another thread, how it 
literally jumped me to this thread upon hitting send I have not the faintest 
clue about :)

 

On Fri, Apr 12, 2013 at 8:45 AM, Raffaele Fragapane 
 wrote:

Don't you have some Canadian jobs to steal?

 

On Fri, Apr 12, 2013 at 7:31 AM, Sebastien Sterling 
 wrote:

Why not petition SDK improvement ?

on a side note, has anyone seen the updates to mudbox ?! the new topology tools 
look pretty sassy !

 

On 10 April 2013 18:21, Eric Cosky  wrote:

Just to add to the discussion, when I made EssGeo (a geometry plugin, 
http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple of 
features due to problems with cluster management. Namely, a random cluster op 
and a greeble op. I think they could have been pretty useful tools.

 

I made an imgur gallery that showed the features I had to abandon, check it out 
here: http://imgur.com/a/5T7v0

 

It's been a while since I wrote all this, but if memory serves I couldn't find 
what I needed for cluster management in the C++ API, so I had to resort to this 
sort of thing which basically builds a VB command to make changes to clusters:

 


CString prefix = cluster.GetFullName() + L", " + pname + L".poly[";


if(ecount > 0)


{


CString arg = prefix + L"0-" + CString(CValue(pcount-1)) + L"]";


args[0] = arg;


status = Application().ExecuteCommand(L"RemoveFromCluster", 
args, val);


DEBUG_ASSERT_OK(status);


}

 

This of course is pretty slow compared to a proper native API, but it generally 
solved that part of the problem and in practice wasn't a performance problem 
since clusters didn't change all the time.

 

Unfortunately I had to yank these features because I could never get them 
stable. Changing anything that changed cluster data had the potential to crash 
Softimage. I usually assume when something doesn't work that it's my fault, 
because there always seems to be a tendency for things to actually turn out to 
be my fault the moment I point the finger somewhere else, but in this case I 
wound up convinced the cluster management internals of Softimage was buggy and 
there was nothing I could do about it. I'd love to be wrong so I could fix my 
plugin but this thread suggests otherwise.

 

If someone on the Softimage dev team would like the source code to this plugin 
along with an already-built version with these features enabled in order to fix 
the crash and see a specific example of what cluster API changes would be 
useful,  I'd be happy to provide it.

 

-Eric Cosky

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling


Sent: Tuesday, April 09, 2013 5:40 PM

To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

 

If these things are to hard to accomplish for third party people, then what 
realistic chance is there that they will ever be implemented ? is what i want 
to know, Autodesk don't exactly have a good track record of treating there 
customers as a valid source of input... is there some secret ballot  where this 
stuff gets decided ?

Also, is the problem that the SDK is just too archaic ? does it need a complete 
rewrite ? or are aspects of the code unavailable or illegal to be changed to/by 
scripters ? if so does Autodesk have the ability to make the code available ?

 

On 9 April 2013 09:27, Eugen Sares  wrote:

Oil on my fire.
That cluster SDK restriction really really sucks. It is the reason why there 
never were any good topology/modelling addons from 3rd parties, which leads to 
stagantion if there aren't any new "factory" modelling tools brought also.
In 3ds max or Maya, all kinds of plugins are available, completely natural. Not 
so in Softimage.
The few ICE modelling tools like Cap are nice, but slow. Native code is nice 
and fast.

Luc-Eric mentioned once, ICE 

RE: Softimage promo

2013-04-11 Thread Chris Chia
Adam rocks, indeed a good presenter! 


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Friday, April 12, 2013 1:32 AM
To: softimage@listproc.autodesk.com
Subject: Softimage promo

Hi guys,

as part of the Autodesk Unfold event in Montreal, Softimage was a part of the 
show.

A montage of the presentation can be seen here:

http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html

Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox

There´s quite a bit of interesting stuff to be seen in the above, maybe not in 
the ultrahighest level of finishing but at least at a glance that allows to get 
updated on possibilities.

Cheers,

tim
<>

Re: C++ : custom ice node with custom data type

2013-04-11 Thread Steven Caron
hey ho chung

thanks for the response! i am well aware of this example code and have been
referencing it already, my question still stands.

if you look at the example at line 118-124

CStringArray outStateCustomType(1);
outStateCustomType[0] = L"GridWalkState_v1";

st = nodeDef.AddOutputPort(ID_OUT_OutState, outStateCustomType,
siICENodeStructureSingle, siICENodeContextComponent0D, L"Out
State",L"OutState", ID_UNDEF,ID_UNDEF,ID_CTXT_CNS);

why is it a string array? why not just a single CString? can i put two data
types into one output port? doesn't make sense. i am trying to understand
if there is some trick or benefit for having the argument be an array of
strings vs a single string

s

On Thu, Apr 11, 2013 at 8:07 PM, Ho Chung Nguyen <
hochung.ngu...@autodesk.com> wrote:

> You can connect to the SDK example workgroup and check out this custom ICE
> node
>
> \XSISDK\examples\workgroup\Addons\CustomICENodes\cppsrc_gridwalker\GridWalker.cpp
>
>


RE: C++ : custom ice node with custom data type

2013-04-11 Thread Ho Chung Nguyen
You can connect to the SDK example workgroup and check out this custom ICE node
\XSISDK\examples\workgroup\Addons\CustomICENodes\cppsrc_gridwalker\GridWalker.cpp

(To connect, go to File > Plugin Manager > Workgroup > Connect > Try SDK 
Examples workgroup)

The demo scene for this ICE node is here:
\XSISDK\examples\workgroup\Addons\CustomICENodes\Data\Project\Scenes\GridWalker.scn

The node registers a custom ICE data type called GridWalkState_v1
st = nodeDef.DefineCustomType(L"GridWalkState_v1",
   L"Grid Walk State",
   L"Hold particle states used for moving them on a 
grid.",
   23, 255, 255);

And the custom data structure is actually:
struct GridWalkerState
{
   ULONG m_nRandomSequencePosition;
   ULONG m_nCurrentStep;

   LONG m_nCurrentPositionX, m_nCurrentPositionY;
   LONG m_nDirectionX, m_nDirectionY;
};

There is no constraint between what you register and what data structure you 
actually use.
You will still be using CDataArrayCustomType to read and write to the data 
passing between nodes.

And you're also have to take care of resizing the elements in that array before 
writing to it. Custom data can have varying size, so you can have string or 
dynamic array in it if you'd like.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Thursday, April 11, 2013 2:18 PM
To: softimage@listproc.autodesk.com
Subject: C++ : custom ice node with custom data type

does anyone know why the ICENodeDef.AddOutputPort() method asks for a 
CStringArray of custom data types?

http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1ICENodeDef.html,topicNumber=si_cpp_classXSI_1_1ICENodeDef_html,hash=ac0713341d32a19f748fec65f6837e6d3

i am trying to understand what benefit or feature providing multiple custom 
data type identifiers would do here. the documentation isn't clear on this, and 
since i am a n00b i need straight and to the point.

thanks
steven
<>

Re: needing help with writing a custom display callbacks

2013-04-11 Thread Angeline
Thanks Nicolas for the prompt reply.

I tried disabling depth testing, lighting and cull face but it still draws
behind the 3D object. I know swapping buffers is not allowed since
Softimage closes itself after that.


--
Angeline Tan
Junior TD

One Animation


On 12 April 2013 00:35, Nicolas Burtnyk  wrote:

> Hi Angeline,
>
> You can try disabling depth testing before drawing your 2d stuff, using
> glDisable(GL_DEPTH_TEST).
>
> -Nicolas
>
>
>
> On Thu, Apr 11, 2013 at 3:16 AM, Angeline wrote:
>
>> Hi everyone,
>>
>> I've been working on display callbacks and am having some trouble. I am
>> trying to display some information for the animators at One Animation.
>>
>> From my understanding of opengl render sequence, 3D objects are render
>> before 2D displays:
>>
>> // drawing 3D world
>> push GL_PROJECTION
>> loadIdentity
>> set ortho
>>
>> push GL_MODELVIEW
>> loadIdentity
>>
>> clear color and depth buffer
>>
>> // draw 2D information
>>
>> pop GL_MODELVIEW
>> pop GL_PROJECTION
>>
>>
>> I placed my 2D drawing codes in the function below based off the Sample
>> Display Callback example from the Softimage SDK.
>> void MyClearScreenBuffer_Execute ( XSI::CRef, LPVOID * );
>>
>> The problem I'm facing is that the 2D information is drawing behind the
>> 3D objects.
>>
>>
>> Thanks
>> Angeline
>>
>> Junior TD
>> One Animation
>>
>>
>>
>


-- 
Angeline Tan

Junior TD
One Animation


Re: Softimage 2014

2013-04-11 Thread Sebastien Sterling
I... LOVE Canadians  :(


On 12 April 2013 00:46, Raffaele Fragapane wrote:

> Holy Shit Gmail!
> Sorry, this was supposed to be a reply to Eric in another thread, how it
> literally jumped me to this thread upon hitting send I have not the
> faintest clue about :)
>
>
> On Fri, Apr 12, 2013 at 8:45 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Don't you have some Canadian jobs to steal?
>>
>>
>> On Fri, Apr 12, 2013 at 7:31 AM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Why not petition SDK improvement ?
>>>
>>> on a side note, has anyone seen the updates to mudbox ?! the new
>>> topology tools look pretty sassy !
>>>
>>>
>>> On 10 April 2013 18:21, Eric Cosky  wrote:
>>>
 Just to add to the discussion, when I made EssGeo (a geometry plugin,
 http://www.boundingboxgames.com/tools/essgeo) I had to disable a
 couple of features due to problems with cluster management. Namely, a
 random cluster op and a greeble op. I think they could have been pretty
 useful tools.

 ** **

 I made an imgur gallery that showed the features I had to abandon,
 check it out here: http://imgur.com/a/5T7v0

 ** **

 It’s been a while since I wrote all this, but if memory serves I
 couldn’t find what I needed for cluster management in the C++ API, so I had
 to resort to this sort of thing which basically builds a VB command to make
 changes to clusters:

 ** **


 CString prefix = cluster.GetFullName() + L", " + pname + L".poly[";


 if(ecount > 0)


 {


 CString arg = prefix + L"0-" + CString(CValue(pcount-1)) + L"]";


 args[0] = arg;


 status = Application().ExecuteCommand(L"RemoveFromCluster", args, val);
 


 DEBUG_ASSERT_OK(status);


 }

 

 ** **

 This of course is pretty slow compared to a proper native API, but it
 generally solved that part of the problem and in practice wasn’t a
 performance problem since clusters didn’t change all the time.

 ** **

 Unfortunately I had to yank these features because I could never get
 them stable. Changing anything that changed cluster data had the potential
 to crash Softimage. I usually assume when something doesn’t work that it’s
 my fault, because there always seems to be a tendency for things to
 actually turn out to be my fault the moment I point the finger somewhere
 else, but in this case I wound up convinced the cluster management
 internals of Softimage was buggy and there was nothing I could do about it.
 I’d love to be wrong so I could fix my plugin but this thread suggests
 otherwise.

 ** **

 If someone on the Softimage dev team would like the source code to this
 plugin along with an already-built version with these features enabled in
 order to fix the crash and see a specific example of what cluster API
 changes would be useful,  I’d be happy to provide it.

 ** **

 -Eric Cosky

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
 Sterling

 *Sent:* Tuesday, April 09, 2013 5:40 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage 2014

 ** **

 If these things are to hard to accomplish for third party people, then
 what realistic chance is there that they will ever be implemented ? is what
 i want to know, Autodesk don't exactly have a good track record of treating
 there customers as a valid source of input... is there some secret ballot
 where this stuff gets decided ?

 Also, is the problem that the SDK is just too archaic ? does it need a
 complete rewrite ? or are aspects of the code unavailable or illegal to be
 changed to/by scripters ? if so does Autodesk have the ability to make the
 code available ?

 ** **

 On 9 April 2013 09:27, Eugen Sares  wrote:

 Oil on my fire.
 That cluster SDK restriction really really sucks. It is the reason why
 there never were any good topology/modelling addons from 3rd parties, which
 leads to stagantion if there aren't any new "factory" modelling tools
 brought also.
 In 3ds max or Maya, all kinds of plugins are available, completely
 natural. Not so in Softimage.
 The few ICE modelling tools like Cap are nice, but slow. Native code is
 nice and fast.

 Luc-Eric mentioned once, ICE was meant to be the "new SDK", that's why
 this cluster update mechanism has been implemented for ICE already.
 Imho that's an excuse. ICE complements the SDK, it is NOT a replacement!
 Cluster updates should be supported by the SDK 

RE: Softimage promo

2013-04-11 Thread Ed Harriss
No problem. As we all know, emails can be easily misunderstood. =)


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Thursday, April 11, 2013 9:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo

I know you were Joking, I wanted to see if the last comment was going to be 
taking literal :) No hard feelings, it's all good :)

Christopher


[cid:image001.jpg@01CE36FA.32496DC0]
Ed Harriss
Thursday, April 11, 2013 8:57 PM
I was joking...
Notice the ;) at the end.
I don't think that there is any piece of software on this planet that doesn't 
have at least 1 annoying thing in it.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Thursday, April 11, 2013 8:33 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo

Honestly it was too short, not even (1) thing ?
Ten things for Mudbox arghhh I gotta watch the video soon to know them, I 
always seem to run into them.

Christopher



[cid:image002.jpg@01CE36FA.32496DC0]
Ed Harriss
Thursday, April 11, 2013 8:28 PM
The list was too short, so they didn't bother.  ;)

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo

Where is the annoying things for Softimage ?



[cid:image003.jpg@01CE36FA.32496DC0]
Christopher
Thursday, April 11, 2013 8:33 PM
Honestly it was too short, not even (1) thing ?
Ten things for Mudbox arghhh I gotta watch the video soon to know them, I 
always seem to run into them.

Christopher
[cid:image001.jpg@01CE36FA.32496DC0]
Ed Harriss
Thursday, April 11, 2013 8:28 PM
The list was too short, so they didn't bother.  ;)

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo

Where is the annoying things for Softimage ?


<><><>

Re: Softimage promo

2013-04-11 Thread Christopher
I know you were Joking, I 
wanted to see if the last comment was going to be taking literal :) No 
hard feelings, it's all good :)

Christopher


   	   
   	Ed Harriss  
  Thursday, April 
11, 2013 8:57 PM
  






I
 was joking…

Notice
 the ;) at the end.
I
 don’t think that there is any piece of software on this planet that 
doesn’t have at least 1 annoying thing in it.
 


From:
 softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Christopher
Sent: Thursday, April 11, 2013 8:33 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo


 
Honestly it was too short, not even (1) thing ?
Ten things for Mudbox arghhh I gotta watch the video soon to know them, I
 always seem to run into them.

Christopher









Ed Harriss


Thursday, April 11, 2013 8:28 PM




The
 list was too short, so they didn’t bother.  ;)
 


From:
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo


 

Where is the annoying things for Softimage ?




 


  
   	   
   	Christopher  
  Thursday, April 
11, 2013 8:33 PM
  

Honestly it was too short,
 not even (1) thing ?
Ten things for Mudbox arghhh I gotta watch the video soon to know them, I
 always seem to run into them.

Christopher


  
   	   
   	Ed Harriss  
  Thursday, April 
11, 2013 8:28 PM
  






The
 list was too short, so they didn’t bother.  ;)
 


From:
 softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo


 
Where is the annoying things for Softimage ?



 


  
   	   
   	Christopher  
  Thursday, April 
11, 2013 7:58 PM
  

Where is the annoying 
things for Softimage ?

Christopher
Who is the guy talking in the video, anyone know him ?


  
   	   
   	Vincent Ullmann  
  Thursday, April 
11, 2013 7:23 PM
  ;)
https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D
 






Re: Softimage promo

2013-04-11 Thread Christopher
Thanks for the info :)


   	   
   	Raffaele Fragapane  
  Thursday, April 
11, 2013 8:54 PM
  Small Annoying 
Things is the name of a Max website that became an internal mini-dev 
model. Maya and Mudbox adopted it, but I guess the team shuffling and 
the complete lack of a product manager for months on Soft's side left it
 late for that bandwagon.
I'd be surprised if they didn't adopt it for the next version.-- Our users 
will know fear and cower before our software! Ship it! Ship it and let 
them flee like the dogs they are!


  
   	   
   	Christopher  
  Thursday, April 
11, 2013 8:33 PM
  

Honestly it was too short,
 not even (1) thing ?
Ten things for Mudbox arghhh I gotta watch the video soon to know them, I
 always seem to run into them.

Christopher


  
   	   
   	Ed Harriss  
  Thursday, April 
11, 2013 8:28 PM
  






The
 list was too short, so they didn’t bother.  ;)
 


From:
 softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo


 
Where is the annoying things for Softimage ?



 


  
   	   
   	Christopher  
  Thursday, April 
11, 2013 7:58 PM
  

Where is the annoying 
things for Softimage ?

Christopher
Who is the guy talking in the video, anyone know him ?


  
   	   
   	Vincent Ullmann  
  Thursday, April 
11, 2013 7:23 PM
  ;)
https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D
 






RE: Softimage promo

2013-04-11 Thread Ed Harriss
I was joking...
Notice the ;) at the end.
I don't think that there is any piece of software on this planet that doesn't 
have at least 1 annoying thing in it.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Thursday, April 11, 2013 8:33 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo

Honestly it was too short, not even (1) thing ?
Ten things for Mudbox arghhh I gotta watch the video soon to know them, I 
always seem to run into them.

Christopher


[cid:image001.jpg@01CE36F7.3AA69220]
Ed Harriss
Thursday, April 11, 2013 8:28 PM
The list was too short, so they didn't bother.  ;)

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo

Where is the annoying things for Softimage ?


<>

Re: Softimage promo

2013-04-11 Thread Raffaele Fragapane
Small Annoying Things is the name of a Max website that became an internal
mini-dev model. Maya and Mudbox adopted it, but I guess the team shuffling
and the complete lack of a product manager for months on Soft's side left
it late for that bandwagon.
I'd be surprised if they didn't adopt it for the next version.


On Fri, Apr 12, 2013 at 10:33 AM, Christopher <
christop...@thecreativesheep.ca> wrote:

> Honestly it was too short, not even (1) thing ?
> Ten things for Mudbox arghhh I gotta watch the video soon to know them, I
> always seem to run into them.
>
> Christopher
>
>   Ed Harriss 
>  Thursday, April 11, 2013 8:28 PM
>
> The list was too short, so they didn’t bother.  ;)
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Christopher
> *Sent:* Thursday, April 11, 2013 7:59 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Softimage promo
>
> ** **
>
> Where is the annoying things for Softimage ?
>
> 
>
> ** **
>Christopher 
>  Thursday, April 11, 2013 7:58 PM
>  Where is the annoying things for Softimage ?
>
> Christopher
> Who is the guy talking in the video, anyone know him ?
>
>   Vincent Ullmann 
>  Thursday, April 11, 2013 7:23 PM
> ;)
>
> https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D
> 
>   Steffen Dünner 
>  Thursday, April 11, 2013 5:19 PM
> Adam Sale rocked the house... and in the end, ALL died!
>
> Awesome presentation!
>
> Cheers
> Steffen
>
>
>
>   Tim Leydecker 
>  Thursday, April 11, 2013 1:32 PM
> Hi guys,
>
> as part of the Autodesk Unfold event in Montreal, Softimage was a part
> of the show.
>
> A montage of the presentation can be seen here:
>
> http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html
>
> Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox
>
> There´s quite a bit of interesting stuff to be seen in the above,
> maybe not in the ultrahighest level of finishing but at least at
> a glance that allows to get updated on possibilities.
>
> Cheers,
>
> tim
>
>


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

Re: Softimage promo

2013-04-11 Thread Christopher
Honestly it was too short,
 not even (1) thing ?
Ten things for Mudbox arghhh I gotta watch the video soon to know them, I
 always seem to run into them.

Christopher


   	   
   	Ed Harriss  
  Thursday, April 
11, 2013 8:28 PM
  






The
 list was too short, so they didn’t bother.  ;)
 


From:
 softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo


 
Where is the annoying things for Softimage ?



 


  
   	   
   	Christopher  
  Thursday, April 
11, 2013 7:58 PM
  

Where is the annoying 
things for Softimage ?

Christopher
Who is the guy talking in the video, anyone know him ?


  
   	   
   	Vincent Ullmann  
  Thursday, April 
11, 2013 7:23 PM
  ;)
https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D
 


   	   
   	Steffen Dünner  
  Thursday, April 
11, 2013 5:19 PM
  Adam Sale rocked
 the house... and in the end, ALL died!Awesome
 presentation!CheersSteffen



  
   	   
   	Tim Leydecker  
  Thursday, April 
11, 2013 1:32 PM
  Hi guys,

as part of the Autodesk Unfold event in Montreal, Softimage was a 
part
of the show.

A montage of the presentation can be seen here:

http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html

Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox

There´s quite a bit of interesting stuff to be seen in the above,
maybe not in the ultrahighest level of finishing but at least at
a glance that allows to get updated on possibilities.

Cheers,

tim





RE: Softimage promo

2013-04-11 Thread Ed Harriss
The list was too short, so they didn't bother.  ;)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Thursday, April 11, 2013 7:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage promo

Where is the annoying things for Softimage ?




Re: Softimage promo

2013-04-11 Thread Christopher
Where is the annoying 
things for Softimage ?

Christopher
Who is the guy talking in the video, anyone know him ?


   	   
   	Vincent Ullmann  
  Thursday, April 
11, 2013 7:23 PM
  ;)
https://groups.google.com/forum/#!topic/xsi_list/YbFQYrAOKVo%5B126-150-false%5D
 


   	   
   	Steffen Dünner  
  Thursday, April 
11, 2013 5:19 PM
  Adam Sale rocked
 the house... and in the end, ALL died!Awesome
 presentation!CheersSteffen



  
   	   
   	Tim Leydecker  
  Thursday, April 
11, 2013 1:32 PM
  Hi guys,

as part of the Autodesk Unfold event in Montreal, Softimage was a 
part
of the show.

A montage of the presentation can be seen here:

http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html

Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox

There´s quite a bit of interesting stuff to be seen in the above,
maybe not in the ultrahighest level of finishing but at least at
a glance that allows to get updated on possibilities.

Cheers,

tim





Re: Exocortex Species 1.6 Released

2013-04-11 Thread Eric Thivierge
When there are none left in the states what else can I do? :)
On Apr 11, 2013 6:47 PM, "Raffaele Fragapane" 
wrote:

> Don't you have some Canadian jobs to steal?
>
>
> On Fri, Apr 12, 2013 at 1:25 AM, Eric Thivierge wrote:
>
>>
>> On Thu, Apr 11, 2013 at 4:07 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> It was just some silliness  because Eric's threads can't be left
>>> untouched by some non-sense, it would be improper.
>>
>>
>> It's how I know Raf cares. :)
>>
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Python and PyQt on a shared drive?

2013-04-11 Thread Raffaele Fragapane
Network installs in windows are kinda meh, but if it's mapped then windows
does a transparent enough job of it that you should get away with it.
Have you tried? That'd be the easiest way to figure out :)


On Fri, Apr 12, 2013 at 4:49 AM, François Painchaud wrote:

> In Softimage 2013 running on Windows 7 64-bit, is it possible to use a
> version of Python and PyQt installed on a server shared drive?
>
> Thanks,
> François
>



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


Re: Exocortex Species 1.6 Released

2013-04-11 Thread Raffaele Fragapane
Don't you have some Canadian jobs to steal?


On Fri, Apr 12, 2013 at 1:25 AM, Eric Thivierge wrote:

>
> On Thu, Apr 11, 2013 at 4:07 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> It was just some silliness  because Eric's threads can't be left
>> untouched by some non-sense, it would be improper.
>
>
> It's how I know Raf cares. :)
>
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>



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


Re: Softimage 2014

2013-04-11 Thread Raffaele Fragapane
Holy Shit Gmail!
Sorry, this was supposed to be a reply to Eric in another thread, how it
literally jumped me to this thread upon hitting send I have not the
faintest clue about :)


On Fri, Apr 12, 2013 at 8:45 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Don't you have some Canadian jobs to steal?
>
>
> On Fri, Apr 12, 2013 at 7:31 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Why not petition SDK improvement ?
>>
>> on a side note, has anyone seen the updates to mudbox ?! the new topology
>> tools look pretty sassy !
>>
>>
>> On 10 April 2013 18:21, Eric Cosky  wrote:
>>
>>> Just to add to the discussion, when I made EssGeo (a geometry plugin,
>>> http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple
>>> of features due to problems with cluster management. Namely, a random
>>> cluster op and a greeble op. I think they could have been pretty useful
>>> tools.
>>>
>>> ** **
>>>
>>> I made an imgur gallery that showed the features I had to abandon, check
>>> it out here: http://imgur.com/a/5T7v0
>>>
>>> ** **
>>>
>>> It’s been a while since I wrote all this, but if memory serves I
>>> couldn’t find what I needed for cluster management in the C++ API, so I had
>>> to resort to this sort of thing which basically builds a VB command to make
>>> changes to clusters:
>>>
>>> ** **
>>>
>>>
>>> CString prefix = cluster.GetFullName() + L", " + pname + L".poly[";
>>>
>>>
>>> if(ecount > 0)
>>>
>>>
>>> {
>>>
>>>
>>> CString arg = prefix + L"0-" + CString(CValue(pcount-1)) + L"]";
>>>
>>>
>>> args[0] = arg;
>>>
>>>
>>> status = Application().ExecuteCommand(L"RemoveFromCluster", args, val);*
>>> ***
>>>
>>>
>>> DEBUG_ASSERT_OK(status);
>>>
>>>
>>> }
>>>
>>> 
>>>
>>> ** **
>>>
>>> This of course is pretty slow compared to a proper native API, but it
>>> generally solved that part of the problem and in practice wasn’t a
>>> performance problem since clusters didn’t change all the time.
>>>
>>> ** **
>>>
>>> Unfortunately I had to yank these features because I could never get
>>> them stable. Changing anything that changed cluster data had the potential
>>> to crash Softimage. I usually assume when something doesn’t work that it’s
>>> my fault, because there always seems to be a tendency for things to
>>> actually turn out to be my fault the moment I point the finger somewhere
>>> else, but in this case I wound up convinced the cluster management
>>> internals of Softimage was buggy and there was nothing I could do about it.
>>> I’d love to be wrong so I could fix my plugin but this thread suggests
>>> otherwise.
>>>
>>> ** **
>>>
>>> If someone on the Softimage dev team would like the source code to this
>>> plugin along with an already-built version with these features enabled in
>>> order to fix the crash and see a specific example of what cluster API
>>> changes would be useful,  I’d be happy to provide it.
>>>
>>> ** **
>>>
>>> -Eric Cosky
>>>
>>> ** **
>>>
>>> ** **
>>>
>>> ** **
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>>> Sterling
>>>
>>> *Sent:* Tuesday, April 09, 2013 5:40 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Softimage 2014
>>>
>>> ** **
>>>
>>> If these things are to hard to accomplish for third party people, then
>>> what realistic chance is there that they will ever be implemented ? is what
>>> i want to know, Autodesk don't exactly have a good track record of treating
>>> there customers as a valid source of input... is there some secret ballot
>>> where this stuff gets decided ?
>>>
>>> Also, is the problem that the SDK is just too archaic ? does it need a
>>> complete rewrite ? or are aspects of the code unavailable or illegal to be
>>> changed to/by scripters ? if so does Autodesk have the ability to make the
>>> code available ?
>>>
>>> ** **
>>>
>>> On 9 April 2013 09:27, Eugen Sares  wrote:
>>>
>>> Oil on my fire.
>>> That cluster SDK restriction really really sucks. It is the reason why
>>> there never were any good topology/modelling addons from 3rd parties, which
>>> leads to stagantion if there aren't any new "factory" modelling tools
>>> brought also.
>>> In 3ds max or Maya, all kinds of plugins are available, completely
>>> natural. Not so in Softimage.
>>> The few ICE modelling tools like Cap are nice, but slow. Native code is
>>> nice and fast.
>>>
>>> Luc-Eric mentioned once, ICE was meant to be the "new SDK", that's why
>>> this cluster update mechanism has been implemented for ICE already.
>>> Imho that's an excuse. ICE complements the SDK, it is NOT a replacement!
>>> Cluster updates should be supported by the SDK as well, even if it is
>>> complicated, and thus somewhat of a challenge for a 3rd party dev.
>>> Try us! Provide a good code example alongside, and we'll do fine.
>>>
>>> Be wise and do it. Please.
>>>
>>>
>>>
>>> Am 09.04.201

Re: Softimage 2014

2013-04-11 Thread Raffaele Fragapane
Don't you have some Canadian jobs to steal?


On Fri, Apr 12, 2013 at 7:31 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Why not petition SDK improvement ?
>
> on a side note, has anyone seen the updates to mudbox ?! the new topology
> tools look pretty sassy !
>
>
> On 10 April 2013 18:21, Eric Cosky  wrote:
>
>> Just to add to the discussion, when I made EssGeo (a geometry plugin,
>> http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple
>> of features due to problems with cluster management. Namely, a random
>> cluster op and a greeble op. I think they could have been pretty useful
>> tools.
>>
>> ** **
>>
>> I made an imgur gallery that showed the features I had to abandon, check
>> it out here: http://imgur.com/a/5T7v0
>>
>> ** **
>>
>> It’s been a while since I wrote all this, but if memory serves I couldn’t
>> find what I needed for cluster management in the C++ API, so I had to
>> resort to this sort of thing which basically builds a VB command to make
>> changes to clusters:
>>
>> ** **
>>
>>
>> CString prefix = cluster.GetFullName() + L", " + pname + L".poly[";
>>
>>
>> if(ecount > 0)
>>
>>
>> {
>>
>>
>> CString arg = prefix + L"0-" + CString(CValue(pcount-1)) + L"]";
>>
>>
>> args[0] = arg;
>>
>>
>> status = Application().ExecuteCommand(L"RemoveFromCluster", args, val);**
>> **
>>
>>
>> DEBUG_ASSERT_OK(status);
>>
>>
>> }
>>
>> 
>>
>> ** **
>>
>> This of course is pretty slow compared to a proper native API, but it
>> generally solved that part of the problem and in practice wasn’t a
>> performance problem since clusters didn’t change all the time.
>>
>> ** **
>>
>> Unfortunately I had to yank these features because I could never get them
>> stable. Changing anything that changed cluster data had the potential to
>> crash Softimage. I usually assume when something doesn’t work that it’s my
>> fault, because there always seems to be a tendency for things to actually
>> turn out to be my fault the moment I point the finger somewhere else, but
>> in this case I wound up convinced the cluster management internals of
>> Softimage was buggy and there was nothing I could do about it. I’d love to
>> be wrong so I could fix my plugin but this thread suggests otherwise.
>>
>> ** **
>>
>> If someone on the Softimage dev team would like the source code to this
>> plugin along with an already-built version with these features enabled in
>> order to fix the crash and see a specific example of what cluster API
>> changes would be useful,  I’d be happy to provide it.
>>
>> ** **
>>
>> -Eric Cosky
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>> Sterling
>>
>> *Sent:* Tuesday, April 09, 2013 5:40 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Softimage 2014
>>
>> ** **
>>
>> If these things are to hard to accomplish for third party people, then
>> what realistic chance is there that they will ever be implemented ? is what
>> i want to know, Autodesk don't exactly have a good track record of treating
>> there customers as a valid source of input... is there some secret ballot
>> where this stuff gets decided ?
>>
>> Also, is the problem that the SDK is just too archaic ? does it need a
>> complete rewrite ? or are aspects of the code unavailable or illegal to be
>> changed to/by scripters ? if so does Autodesk have the ability to make the
>> code available ?
>>
>> ** **
>>
>> On 9 April 2013 09:27, Eugen Sares  wrote:
>>
>> Oil on my fire.
>> That cluster SDK restriction really really sucks. It is the reason why
>> there never were any good topology/modelling addons from 3rd parties, which
>> leads to stagantion if there aren't any new "factory" modelling tools
>> brought also.
>> In 3ds max or Maya, all kinds of plugins are available, completely
>> natural. Not so in Softimage.
>> The few ICE modelling tools like Cap are nice, but slow. Native code is
>> nice and fast.
>>
>> Luc-Eric mentioned once, ICE was meant to be the "new SDK", that's why
>> this cluster update mechanism has been implemented for ICE already.
>> Imho that's an excuse. ICE complements the SDK, it is NOT a replacement!
>> Cluster updates should be supported by the SDK as well, even if it is
>> complicated, and thus somewhat of a challenge for a 3rd party dev.
>> Try us! Provide a good code example alongside, and we'll do fine.
>>
>> Be wise and do it. Please.
>>
>>
>>
>> Am 09.04.2013 09:08, schrieb Piotrek Marczak:
>>
>> Just give us proper SDK and let community do the rest. 
>>
>> ** **
>>
>> "
>>
>> Softimage currently does not fully support custom topology operators. The
>> problem is that any cluster or cluster property will not properly update
>> when a topology operator adds or removes points that belong to the cluster.
>> In the worst case Softimage may crash. Hence custom topol

Re: Softimage 2014

2013-04-11 Thread Sebastien Sterling
Why not petition SDK improvement ?

on a side note, has anyone seen the updates to mudbox ?! the new topology
tools look pretty sassy !


On 10 April 2013 18:21, Eric Cosky  wrote:

> Just to add to the discussion, when I made EssGeo (a geometry plugin,
> http://www.boundingboxgames.com/tools/essgeo) I had to disable a couple
> of features due to problems with cluster management. Namely, a random
> cluster op and a greeble op. I think they could have been pretty useful
> tools.
>
> ** **
>
> I made an imgur gallery that showed the features I had to abandon, check
> it out here: http://imgur.com/a/5T7v0
>
> ** **
>
> It’s been a while since I wrote all this, but if memory serves I couldn’t
> find what I needed for cluster management in the C++ API, so I had to
> resort to this sort of thing which basically builds a VB command to make
> changes to clusters:
>
> ** **
>
>
> CString prefix = cluster.GetFullName() + L", " + pname + L".poly[";
>
>
> if(ecount > 0)
>
>
> {
>
>
> CString arg = prefix + L"0-" + CString(CValue(pcount-1)) + L"]";
>
>
> args[0] = arg;
>
>
> status = Application().ExecuteCommand(L"RemoveFromCluster", args, val);***
> *
>
>
> DEBUG_ASSERT_OK(status);
>
>
> }
>
> 
>
> ** **
>
> This of course is pretty slow compared to a proper native API, but it
> generally solved that part of the problem and in practice wasn’t a
> performance problem since clusters didn’t change all the time.
>
> ** **
>
> Unfortunately I had to yank these features because I could never get them
> stable. Changing anything that changed cluster data had the potential to
> crash Softimage. I usually assume when something doesn’t work that it’s my
> fault, because there always seems to be a tendency for things to actually
> turn out to be my fault the moment I point the finger somewhere else, but
> in this case I wound up convinced the cluster management internals of
> Softimage was buggy and there was nothing I could do about it. I’d love to
> be wrong so I could fix my plugin but this thread suggests otherwise.
>
> ** **
>
> If someone on the Softimage dev team would like the source code to this
> plugin along with an already-built version with these features enabled in
> order to fix the crash and see a specific example of what cluster API
> changes would be useful,  I’d be happy to provide it.
>
> ** **
>
> -Eric Cosky
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
>
> *Sent:* Tuesday, April 09, 2013 5:40 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Softimage 2014
>
> ** **
>
> If these things are to hard to accomplish for third party people, then
> what realistic chance is there that they will ever be implemented ? is what
> i want to know, Autodesk don't exactly have a good track record of treating
> there customers as a valid source of input... is there some secret ballot
> where this stuff gets decided ?
>
> Also, is the problem that the SDK is just too archaic ? does it need a
> complete rewrite ? or are aspects of the code unavailable or illegal to be
> changed to/by scripters ? if so does Autodesk have the ability to make the
> code available ?
>
> ** **
>
> On 9 April 2013 09:27, Eugen Sares  wrote:
>
> Oil on my fire.
> That cluster SDK restriction really really sucks. It is the reason why
> there never were any good topology/modelling addons from 3rd parties, which
> leads to stagantion if there aren't any new "factory" modelling tools
> brought also.
> In 3ds max or Maya, all kinds of plugins are available, completely
> natural. Not so in Softimage.
> The few ICE modelling tools like Cap are nice, but slow. Native code is
> nice and fast.
>
> Luc-Eric mentioned once, ICE was meant to be the "new SDK", that's why
> this cluster update mechanism has been implemented for ICE already.
> Imho that's an excuse. ICE complements the SDK, it is NOT a replacement!
> Cluster updates should be supported by the SDK as well, even if it is
> complicated, and thus somewhat of a challenge for a 3rd party dev.
> Try us! Provide a good code example alongside, and we'll do fine.
>
> Be wise and do it. Please.
>
>
>
> Am 09.04.2013 09:08, schrieb Piotrek Marczak:
>
> Just give us proper SDK and let community do the rest. 
>
> ** **
>
> "
>
> Softimage currently does not fully support custom topology operators. The
> problem is that any cluster or cluster property will not properly update
> when a topology operator adds or removes points that belong to the cluster.
> In the worst case Softimage may crash. Hence custom topology operators
> should only be used in the more limited scenario of objects that do not
> have any clusters. Once the geometry is ready it would be possible to
> freeze the object to remove the custom topology operators (but leave the
> result of their evaluation), then to add the clusters 

Re: Softimage promo

2013-04-11 Thread Steffen Dünner
Adam Sale rocked the house... and in the end, ALL died!

Awesome presentation!

Cheers
Steffen


2013/4/11 Tim Leydecker 

> Hi guys,
>
> as part of the Autodesk Unfold event in Montreal, Softimage was a part
> of the show.
>
> A montage of the presentation can be seen here:
>
> http://area.autodesk.com/**2014unfold/live/unfoldevent/**workflow.html
>
> Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox
>
> There´s quite a bit of interesting stuff to be seen in the above,
> maybe not in the ultrahighest level of finishing but at least at
> a glance that allows to get updated on possibilities.
>
> Cheers,
>
> tim
>


Re: Invitation to connect on LinkedIn

2013-04-11 Thread Alan Fregtman
We're all invited! Woo. :p



On Thu, Apr 11, 2013 at 3:20 PM, Steffen Dünner  wrote:

> [image: LinkedIn Logo] 
>
>
>  Bradley,
>
>  **
>
>
>
>
>
>
>
>
>
>
>
>   Steffen Dünner wants to connect with you on LinkedIn.
>
>  2 shared connections
>
> Steffen Dünner
>Independent Animation Professional  View Profile » 
> 
>
>
>
>
>
>   
> Accept
>
>**
>
>
>  You are receiving Invitation emails. 
> Unsubscribe.
>
>
> This email was intended for Bradley Kachel (Graphics/Character Team lead
> at Ubisoft). Learn why we included 
> this.
> © 2013, LinkedIn Corporation. 2029 Stierlin Ct. Mountain View, CA 94043,
> USA
>
>


Re: Softimage promo

2013-04-11 Thread Sebastien Sterling
Yeay Adam Sale !


On 11 April 2013 19:32, Tim Leydecker  wrote:

> Hi guys,
>
> as part of the Autodesk Unfold event in Montreal, Softimage was a part
> of the show.
>
> A montage of the presentation can be seen here:
>
> http://area.autodesk.com/**2014unfold/live/unfoldevent/**workflow.html
>
> Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox
>
> There´s quite a bit of interesting stuff to be seen in the above,
> maybe not in the ultrahighest level of finishing but at least at
> a glance that allows to get updated on possibilities.
>
> Cheers,
>
> tim
>


Re: Transferring pointcloud colors to a polygonizer mesh?

2013-04-11 Thread peter_b
Hi Morten,
if you are you using the Polygonizer in EMTopolizer, it definitely works.
you would be already using a get_vertex_array to look up the positions of the 
pointcloud, plugged into the positions input of the Polygonizer preset.
You can just duplicate that vertex array and change it to lookup the colors 
instead and plug that into the color input of the Polygonizer.
I vaguely recall something like it not being exposed by default, but you can 
dig into the preset and expose the color input, and as Rob would say: et voila!
Oh, you might still need to add a “set colors” compound from the colors output 
of Polygonizer to the main ice tree.




From: Morten Bartholdy 
Sent: Thursday, April 11, 2013 4:54 PM
To: softimage@listproc.autodesk.com 
Subject: Transferring pointcloud colors to a polygonizer mesh?

I am coloring particles in a pointcloud using Turbulize Color by Gradient - 
then I Polygonize the pointcloud and would like to render the polygonized mesh 
with colors from the particles. 




I have been suggested to apply an ICE tree on the Polygonize mesh and Get 
Closest Location to get a location on the point cloud, get the color from that 
location and store that as user data or vertex colors on the mesh. My problem 
is that when trying getting data from a pointcloud and trying to write it to a 
mesh, I keep running into having nodes that will not hook up due to type 
mismatch or just nodes going red. 




Is there an example scene or tutorial somewhere that explains this workflow 
(which I think should be built in like simple get and set data stuff that just 
works grr)? 




I checked the getters and setters scenes in the sample project but none of them 
transfer pointcloud colors to a mesh, so they were not very helpful. 







Morten 

















Python and PyQt on a shared drive?

2013-04-11 Thread François Painchaud
In Softimage 2013 running on Windows 7 64-bit, is it possible to use a
version of Python and PyQt installed on a server shared drive?

Thanks,
François


Softimage promo

2013-04-11 Thread Tim Leydecker

Hi guys,

as part of the Autodesk Unfold event in Montreal, Softimage was a part
of the show.

A montage of the presentation can be seen here:

http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html

Topics: 3ds Max, Maya, Softimage, MotionBuilder, Mudbox

There´s quite a bit of interesting stuff to be seen in the above,
maybe not in the ultrahighest level of finishing but at least at
a glance that allows to get updated on possibilities.

Cheers,

tim


Re: Particle instances Look-up UV

2013-04-11 Thread olivier jeannel

Hey Leonard !
That's very kind of you :)
I managed to do something. It's on stanby for today, need some more info 
on that project atm.

I'll re-drop a mail here if I need some more help :)
Anyway, thanks both you and Gustavo :)

Olivier


Le 11/04/2013 18:16, Leonard Koch a écrit :

If you end up having trouble down the line, just contact me.
I'm sure we can get together on Skype or over email and hash something 
out that works for you.



On Thu, Apr 11, 2013 at 6:05 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


That's the conclusion i'm coming to.
I can't find a way to "counter rotate" the particles Projection
look up.

Not tried Leonard's approach yet. Makes me a bit nervous to
generate geometry... I liked the idea to stick to particles ^^


11/04/2013 17:10, Gustavo Eggert Boehs a écrit :

Thinking more deeply about it, my approach can become quite a bit
more complicated when you throw rotations in the mix, plus there
is the 3rd party renderer limitation I later warned about... so
in the end, Leonards approach might be the most fail safe one...


2013/4/11 olivier jeannel mailto:olivier.jean...@noos.fr>>

Hey Gustavo,
I'm going to try your approach. Never manipulated uvs in ice
before :)

Hey Leonard,
This is far beyond what I know :) Would use some already made
compound in that case :)

Thank you guys, this should keep me busy this afternoon, I'll
let you know.


Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :

Ps, not all renders support Projection and Image Lookup nodes :(


2013/4/11 Gustavo Eggert Boehs mailto:gustav...@gmail.com>>

Hi Olivier,
Leonards approach sounds very good and not much
complicated... Still I was intrigued to see if what you
suggested was possible, and it is if you do some magic
in the render tree.
What you need to do is get closest location on the
projection you want to evaluate and store this values as
a ICE attribute, like UVoffset, for example. Then in the
render tree get a image lookup node, so you can roll
your own texture projection, bring in the ICE attribute
you created, and the original UVs of your particles
(with Projeciton Lookup Node). Basically what you need
to do then is to rescale your projection so it matches
the world size of your particles, and add the
pre-calculated offset. Hope it makes sense, here are
some images...






-- 
Gustavo E Boehs

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





-- 
Gustavo E Boehs

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







Re: needing help with writing a custom display callbacks

2013-04-11 Thread Nicolas Burtnyk
Hi Angeline,

You can try disabling depth testing before drawing your 2d stuff, using
glDisable(GL_DEPTH_TEST).

-Nicolas



On Thu, Apr 11, 2013 at 3:16 AM, Angeline  wrote:

> Hi everyone,
>
> I've been working on display callbacks and am having some trouble. I am
> trying to display some information for the animators at One Animation.
>
> From my understanding of opengl render sequence, 3D objects are render
> before 2D displays:
>
> // drawing 3D world
> push GL_PROJECTION
> loadIdentity
> set ortho
>
> push GL_MODELVIEW
> loadIdentity
>
> clear color and depth buffer
>
> // draw 2D information
>
> pop GL_MODELVIEW
> pop GL_PROJECTION
>
>
> I placed my 2D drawing codes in the function below based off the Sample
> Display Callback example from the Softimage SDK.
> void MyClearScreenBuffer_Execute ( XSI::CRef, LPVOID * );
>
> The problem I'm facing is that the 2D information is drawing behind the 3D
> objects.
>
>
> Thanks
> Angeline
>
> Junior TD
> One Animation
>
>
>


Re: Particle instances Look-up UV

2013-04-11 Thread Leonard Koch
If you end up having trouble down the line, just contact me.
I'm sure we can get together on Skype or over email and hash something out
that works for you.


On Thu, Apr 11, 2013 at 6:05 PM, olivier jeannel wrote:

>  That's the conclusion i'm coming to.
> I can't find a way to "counter rotate" the particles Projection look up.
>
> Not tried Leonard's approach yet. Makes me a bit nervous to generate
> geometry... I liked the idea to stick to particles ^^
>
>
> 11/04/2013 17:10, Gustavo Eggert Boehs a écrit :
>
> Thinking more deeply about it, my approach can become quite a bit more
> complicated when you throw rotations in the mix, plus there is the 3rd
> party renderer limitation I later warned about... so in the end, Leonards
> approach might be the most fail safe one...
>
>
> 2013/4/11 olivier jeannel 
>
>>  Hey Gustavo,
>> I'm going to try your approach. Never manipulated uvs in ice before :)
>>
>> Hey Leonard,
>> This is far beyond what I know :) Would use some already made compound in
>> that case :)
>>
>> Thank you guys, this should keep me busy this afternoon, I'll let you
>> know.
>>
>>
>> Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :
>>
>> Ps, not all renders support Projection and Image Lookup nodes :(
>>
>>
>> 2013/4/11 Gustavo Eggert Boehs 
>>
>>> Hi Olivier,
>>> Leonards approach sounds very good and not much complicated... Still I
>>> was intrigued to see if what you suggested was possible, and it is if you
>>> do some magic in the render tree.
>>>  What you need to do is get closest location on the projection you want
>>> to evaluate and store this values as a ICE attribute, like UVoffset, for
>>> example. Then in the render tree get a image lookup node, so you can roll
>>> your own texture projection, bring in the ICE attribute you created, and
>>> the original UVs of your particles (with Projeciton Lookup Node). Basically
>>> what you need to do then is to rescale your projection so it matches the
>>> world size of your particles, and add the pre-calculated offset. Hope it
>>> makes sense, here are some images...
>>>
>>>
>>>
>>>
>>
>>
>>  --
>> Gustavo E Boehs
>> http://www.gustavoeb.com.br/blog
>>
>>
>>
>
>
>  --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>
>
>


Re: Particle instances Look-up UV

2013-04-11 Thread olivier jeannel

That's the conclusion i'm coming to.
I can't find a way to "counter rotate" the particles Projection look up.

Not tried Leonard's approach yet. Makes me a bit nervous to generate 
geometry... I liked the idea to stick to particles ^^



11/04/2013 17:10, Gustavo Eggert Boehs a écrit :
Thinking more deeply about it, my approach can become quite a bit more 
complicated when you throw rotations in the mix, plus there is the 3rd 
party renderer limitation I later warned about... so in the end, 
Leonards approach might be the most fail safe one...



2013/4/11 olivier jeannel >


Hey Gustavo,
I'm going to try your approach. Never manipulated uvs in ice before :)

Hey Leonard,
This is far beyond what I know :) Would use some already made
compound in that case :)

Thank you guys, this should keep me busy this afternoon, I'll let
you know.


Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :

Ps, not all renders support Projection and Image Lookup nodes :(


2013/4/11 Gustavo Eggert Boehs mailto:gustav...@gmail.com>>

Hi Olivier,
Leonards approach sounds very good and not much
complicated... Still I was intrigued to see if what you
suggested was possible, and it is if you do some magic in the
render tree.
What you need to do is get closest location on the projection
you want to evaluate and store this values as a ICE
attribute, like UVoffset, for example. Then in the render
tree get a image lookup node, so you can roll your own
texture projection, bring in the ICE attribute you created,
and the original UVs of your particles (with Projeciton
Lookup Node). Basically what you need to do then is to
rescale your projection so it matches the world size of your
particles, and add the pre-calculated offset. Hope it makes
sense, here are some images...






-- 
Gustavo E Boehs

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





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




Re: Exocortex Species 1.6 Released

2013-04-11 Thread Eric Thivierge
On Thu, Apr 11, 2013 at 4:07 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> It was just some silliness  because Eric's threads can't be left untouched
> by some non-sense, it would be improper.


It's how I know Raf cares. :)


Eric Thivierge
http://www.ethivierge.com


Re: Particle instances Look-up UV

2013-04-11 Thread Gustavo Eggert Boehs
Thinking more deeply about it, my approach can become quite a bit more
complicated when you throw rotations in the mix, plus there is the 3rd
party renderer limitation I later warned about... so in the end, Leonards
approach might be the most fail safe one...


2013/4/11 olivier jeannel 

>  Hey Gustavo,
> I'm going to try your approach. Never manipulated uvs in ice before :)
>
> Hey Leonard,
> This is far beyond what I know :) Would use some already made compound in
> that case :)
>
> Thank you guys, this should keep me busy this afternoon, I'll let you know.
>
>
> Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :
>
> Ps, not all renders support Projection and Image Lookup nodes :(
>
>
> 2013/4/11 Gustavo Eggert Boehs 
>
>> Hi Olivier,
>> Leonards approach sounds very good and not much complicated... Still I
>> was intrigued to see if what you suggested was possible, and it is if you
>> do some magic in the render tree.
>>  What you need to do is get closest location on the projection you want
>> to evaluate and store this values as a ICE attribute, like UVoffset, for
>> example. Then in the render tree get a image lookup node, so you can roll
>> your own texture projection, bring in the ICE attribute you created, and
>> the original UVs of your particles (with Projeciton Lookup Node). Basically
>> what you need to do then is to rescale your projection so it matches the
>> world size of your particles, and add the pre-calculated offset. Hope it
>> makes sense, here are some images...
>>
>>
>>
>>
>
>
>  --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>
>
>


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


Re: Transferring pointcloud colors to a polygonizer mesh?

2013-04-11 Thread Dan Yargici
Hey Morten.

Get the NodeLocation from the found Location and then get the Color from
that and set.

DAN


On Thu, Apr 11, 2013 at 5:54 PM, Morten Bartholdy wrote:

> **
>
>  I am coloring particles in a pointcloud using Turbulize Color by Gradient -
> then I Polygonize the pointcloud and would like to render the polygonized
> mesh with colors from the particles.
>
>
>I have been suggested to apply an ICE tree on the Polygonize mesh and
> Get Closest Location to get a location on the point cloud, get the color
> from that location and store that as user data or vertex colors on the
> mesh. My problem is that when trying getting data from a pointcloud and
> trying to write it to a mesh, I keep running into having nodes that will
> not hook up due to type mismatch or just nodes going red.
>
>
>Is there an example scene or tutorial somewhere that explains this
> workflow (which I think should be built in like simple get and set data
> stuff that just works grr)?
>
>
>I checked the getters and setters scenes in the sample project but
> none of them transfer pointcloud colors to a mesh, so they were not very
> helpful.
>
>
>
>Morten
>
>
>
>
>
>
>


Transferring pointcloud colors to a polygonizer mesh?

2013-04-11 Thread Morten Bartholdy
I am coloring particles in a pointcloud using Turbulize Color by Gradient
- then I Polygonize the pointcloud and would like to render the polygonized
mesh with colors from the particles.

I have been suggested to apply an ICE tree on the Polygonize mesh and Get
Closest Location to get a location on the point cloud, get the color from
that location and store that as user data or vertex colors on the mesh. My
problem is that when trying getting data from a pointcloud and trying to
write it to a mesh, I keep running into having nodes that will not hook up
due to type mismatch or just nodes going red.

Is there an example scene or tutorial somewhere that explains this workflow
(which I think should be built in like simple get and set data stuff that
just works grr)?

I checked the getters and setters scenes in the sample project but none of
them transfer pointcloud colors to a mesh, so they were not very helpful.


Morten






Re: LK Lightning 2.0 is out!

2013-04-11 Thread Andy Moorer
Impressive, nice job Leonard! Thanks for sharing this out!

Sent from my iPad

On Apr 11, 2013, at 9:40 AM, Leonard Koch  wrote:

> Hey guys,
> 
> LK Lightning 2.0 is out!
> 
> 
> Here is a video walking through the Sample Scenes for Version 2: 
> https://vimeo.com/63808713
> 
> There is a ton of new features and improvements across the board. 
> The video and the change-log: http://leonardkoch.com/lklightning2-0changelog 
> go into more detail about that.
> 
> You can get LK Lightning 2.0 at http://leonardkoch.com/
> 
> If there are any questions left unanswered please don't hesitate to ask.
> 
> I hope you have fun with it and that it helps some of you in production.
> 
> Leonard


Re: deleating Particals

2013-04-11 Thread Andy Moorer
It was one worth raising. It's all too easy to fall into the trap of not seeing 
the forest for the trees sometimes. :) 

> In this case I was more proposing it's worth looking at that. 90% of the 
> stuff that starts simply emitted can usually be halved more cheaply, and 
> interacted with in more complexity producing better results, by reduing the 
> emission rule hits and then a straight forward tweaking of any frequency 
> based on the ID (if you have any).
> 
> More of a food for thought than anything, I guess. Maybe should have not been 
> formulated as a question.



Re: Particle instances Look-up UV

2013-04-11 Thread olivier jeannel

Hey Gustavo,
I'm going to try your approach. Never manipulated uvs in ice before :)

Hey Leonard,
This is far beyond what I know :) Would use some already made compound 
in that case :)


Thank you guys, this should keep me busy this afternoon, I'll let you know.


Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :

Ps, not all renders support Projection and Image Lookup nodes :(


2013/4/11 Gustavo Eggert Boehs >


Hi Olivier,
Leonards approach sounds very good and not much complicated...
Still I was intrigued to see if what you suggested was possible,
and it is if you do some magic in the render tree.
What you need to do is get closest location on the projection you
want to evaluate and store this values as a ICE attribute, like
UVoffset, for example. Then in the render tree get a image lookup
node, so you can roll your own texture projection, bring in the
ICE attribute you created, and the original UVs of your particles
(with Projeciton Lookup Node). Basically what you need to do then
is to rescale your projection so it matches the world size of your
particles, and add the pre-calculated offset. Hope it makes sense,
here are some images...






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




Animated short - Premier Automne

2013-04-11 Thread Arvid Björn
Not sure if this was posted before, but it's a sweet short and some nice
ICE in there.

Short:
https://vimeo.com/59230893

Breakdown video:
https://vimeo.com/60296337


Re: Particle instances Look-up UV

2013-04-11 Thread Gustavo Eggert Boehs
Ps, not all renders support Projection and Image Lookup nodes :(


2013/4/11 Gustavo Eggert Boehs 

> Hi Olivier,
> Leonards approach sounds very good and not much complicated... Still I was
> intrigued to see if what you suggested was possible, and it is if you do
> some magic in the render tree.
> What you need to do is get closest location on the projection you want to
> evaluate and store this values as a ICE attribute, like UVoffset, for
> example. Then in the render tree get a image lookup node, so you can roll
> your own texture projection, bring in the ICE attribute you created, and
> the original UVs of your particles (with Projeciton Lookup Node). Basically
> what you need to do then is to rescale your projection so it matches the
> world size of your particles, and add the pre-calculated offset. Hope it
> makes sense, here are some images...
>
>
>
>


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


Re: Exocortex Species 1.6 Released

2013-04-11 Thread Chris Covelli
Im all for people arguing over how best to congratulate us, lol.
Seriously, though, thanks so much for the support!

Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid 
Models


On Thu, Apr 11, 2013 at 4:12 AM, Szabolcs Matefy wrote:

> Sure! :D
>
> ** **
>
> So what about widely deep respect? ;)
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
> *Sent:* Thursday, April 11, 2013 10:07 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Exocortex Species 1.6 Released
>
> ** **
>
> I was just kidding :)
>
> Deeply respected is actually perfectly fine, widely respected normally
> means by a large number of people. It was just some silliness  because
> Eric's threads can't be left untouched by some non-sense, it would be
> improper.
>
> ** **
>
> On Thu, Apr 11, 2013 at 5:26 PM, Szabolcs Matefy 
> wrote:
>
> Actually it might be a language barrier, deep respect is here in Hungary
> the best of the respects. Wide respect is a bit funny, because wide is
> something like me (wide on X axis, quite OK on Y axis, and a bit wide on Z
> axis)…:D
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
> 
>
>
> *Sent:* Thursday, April 11, 2013 9:03 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Exocortex Species 1.6 Released
>
>  
>
> Is that better or worse than being widely respected?
>
>  
>
> On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy 
> wrote:
>
> Deep respect guys! :D
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
> *Sent:* Wednesday, April 10, 2013 7:15 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Exocortex Species 1.6 Released
>
>  
>
> We had a few rather annoying bugs in the 1.6 release and we've now fixed
> them. See below for fixes.
>
>1. *Fix custom menu enable*
>The system tried creating the custom menus before it checked the
>validity of the directory. It now checks first and if not valid it won't
>generate the menu list.
>2. *Fix shutil import error*
>Missing module import in one of the modules and is now fixed.
>3. *ReplaceMesh skip source meshes if not found*
>During a replace mesh process, if the system doesn't find the source
>mesh, it is skipped and info is logged in the script history. Also we added
>a dialogue informing you that the ReplaceMesh command finished.
>4. *Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh*
>We added a few hierarchies and meshes to the PropRigs for 1.6 and thus
>using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all
>necessary nulls are present. We do NOT add the Low or Proxy meshes though,
>just the group nulls.
>
> *
> Get Species 1.6.1 here:*
> http://exocortex.com/products/species
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>  
>
> On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli 
> wrote:
>
> For the record, our package is a zip file upon download, and does in fact
> include an xsi addon file.  We recommend using the workgroup method
> however, because we find it much easier to upgrade rather than uninstalling
> the previous version and installing the new version.  Something to consider
> is that we do not release patch updates.  Every version we put out is a
> full version, and you cannot have 2 versions of Species running at the same
> time, so every time you want to upgrade, you have to uninstall and
> reinstall.  We give you the option to go addon, but from our experience,
> our customers have a much easier time and fewer problems with the
> workgroups.
>
>
> 
>
> Chris Covelli
> http://www.polygonpusherinc.com/
>
>  
>
> On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster  wrote:
>
> A zip file might be more convenient in some cases??
>
> Rob
>
> \/-\/\/
>
> On 5-4-2013 4:00, Alok Gandhi wrote:
>
> Can't you guys ship it as si addon. That way the user will have to do
> nothing other than to install the addon (drag and drop). 
>
>  
>
> Just a small suggestion . . .
>
> Sent from my iPhone
>
>
> On 2013-04-04, at 6:10 PM, Eric Thivierge  wrote:***
> *
>
> Just as a reminder, we recommend extracting the workgroup from the .zip
> file and connecting to it through the workgroups tab in the plug-in manager
> and not pulling the files out and overwriting the previous version. Some
> files get re-organized and new files are put in place and as such old files
> may end up persisting when they shouldn't

needing help with writing a custom display callbacks

2013-04-11 Thread Angeline
Hi everyone,

I've been working on display callbacks and am having some trouble. I am
trying to display some information for the animators at One Animation.

>From my understanding of opengl render sequence, 3D objects are render
before 2D displays:

// drawing 3D world
push GL_PROJECTION
loadIdentity
set ortho

push GL_MODELVIEW
loadIdentity

clear color and depth buffer

// draw 2D information

pop GL_MODELVIEW
pop GL_PROJECTION


I placed my 2D drawing codes in the function below based off the Sample
Display Callback example from the Softimage SDK.
void MyClearScreenBuffer_Execute ( XSI::CRef, LPVOID * );

The problem I'm facing is that the 2D information is drawing behind the 3D
objects.


Thanks
Angeline

Junior TD
One Animation


Re: deleating Particals

2013-04-11 Thread Peter Agg
The reason to do it post-emittion is because then you know that whatever's
left will be doing the same thing (presuming you're not doing any neighbour
lookups or anything) that it did before, but there'll just be less of them.
It's the path of least resistance when a client's looked at something and
says 'I like it... just fewer'.


On 11 April 2013 04:31, Raffaele Fragapane wrote:

> I'm aware of plenty cases where one might need to, especially post-facto
> stuff where you just can't go back upstream (caches, things produced as
> manually operated chains for hacks, LODding something, bracketing something
> and so on).
>
> In this case I was more proposing it's worth looking at that. 90% of the
> stuff that starts simply emitted can usually be halved more cheaply, and
> interacted with in more complexity producing better results, by reduing the
> emission rule hits and then a straight forward tweaking of any frequency
> based on the ID (if you have any).
>
> More of a food for thought than anything, I guess. Maybe should have not
> been formulated as a question.
>
>
> On Thu, Apr 11, 2013 at 12:51 PM, Andy Moorer wrote:
>
>> Sometimes when the opportunity presents itself (such as a weekend
>> available to cache on a local machine) I like to save out the maximum
>> density I can in a given timeframe simply because its easier to remove data
>> than to not have it at all or build up density by interpolating between
>> particles or the like.
>>
>> In regards to simple workflows... I have a couple of easy-to-build
>> compounds I keep handy (though its just as easy to build them as you go)
>> one which assigns particles a random number between 1-100, another which
>> tests for that value against a defined threshold for deletion or whatever.
>> It makes it very quick to be able to build structures which act on a
>> certain percentage of particles or to modulate other values with that
>> number.
>>
>> By always using the same compound/logic I free myself from having to give
>> it any particular attention or thought, I just drop the compounds in and
>> know what I'm going to get. Simple but useful, and since it is (for better
>> or worse) my own logic instead of one of the factory compounds I know what
>> is happening under the hood and don't have to worry about unexpected
>> results, pre-set contexts, or other caveats.
>>
>> Same goes for a number of other simple tools - the most useful being one
>> which returns a uniformly random vector of a defined magnitude. The factory
>> "randomize by cone" compounds irritate me. :)
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


RE: Exocortex Species 1.6 Released

2013-04-11 Thread Szabolcs Matefy
Sure! :D

 

So what about widely deep respect? ;)

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: Thursday, April 11, 2013 10:07 AM
To: softimage@listproc.autodesk.com
Subject: Re: Exocortex Species 1.6 Released

 

I was just kidding :)

Deeply respected is actually perfectly fine, widely respected normally
means by a large number of people. It was just some silliness  because
Eric's threads can't be left untouched by some non-sense, it would be
improper.

 

On Thu, Apr 11, 2013 at 5:26 PM, Szabolcs Matefy 
wrote:

Actually it might be a language barrier, deep respect is here in Hungary
the best of the respects. Wide respect is a bit funny, because wide is
something like me (wide on X axis, quite OK on Y axis, and a bit wide on
Z axis)...:D

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane


Sent: Thursday, April 11, 2013 9:03 AM

To: softimage@listproc.autodesk.com
Subject: Re: Exocortex Species 1.6 Released

 

Is that better or worse than being widely respected?

 

On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy 
wrote:

Deep respect guys! :D

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric
Thivierge
Sent: Wednesday, April 10, 2013 7:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: Exocortex Species 1.6 Released

 

We had a few rather annoying bugs in the 1.6 release and we've now fixed
them. See below for fixes.

1.  Fix custom menu enable
The system tried creating the custom menus before it checked the
validity of the directory. It now checks first and if not valid it won't
generate the menu list.
2.  Fix shutil import error
Missing module import in one of the modules and is now fixed.
3.  ReplaceMesh skip source meshes if not found
During a replace mesh process, if the system doesn't find the
source mesh, it is skipped and info is logged in the script history.
Also we added a dialogue informing you that the ReplaceMesh command
finished.
4.  Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh
We added a few hierarchies and meshes to the PropRigs for 1.6
and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade
them so all necessary nulls are present. We do NOT add the Low or Proxy
meshes though, just the group nulls.


Get Species 1.6.1 here:
http://exocortex.com/products/species





Eric Thivierge
http://www.ethivierge.com

 

On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli
 wrote:

For the record, our package is a zip file upon download, and does in
fact include an xsi addon file.  We recommend using the workgroup method
however, because we find it much easier to upgrade rather than
uninstalling the previous version and installing the new version.
Something to consider is that we do not release patch updates.  Every
version we put out is a full version, and you cannot have 2 versions of
Species running at the same time, so every time you want to upgrade, you
have to uninstall and reinstall.  We give you the option to go addon,
but from our experience, our customers have a much easier time and fewer
problems with the workgroups.




Chris Covelli
http://www.polygonpusherinc.com/

 

On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster  wrote:

A zip file might be more convenient in some cases??

Rob
\/-\/\/

On 5-4-2013 4:00, Alok Gandhi wrote:

Can't you guys ship it as si addon. That way the user will have
to do nothing other than to install the addon (drag and drop). 

 

Just a small suggestion . . . 

Sent from my iPhone


On 2013-04-04, at 6:10 PM, Eric Thivierge 
wrote:

Just as a reminder, we recommend extracting the
workgroup from the .zip file and connecting to it through the workgroups
tab in the plug-in manager and not pulling the files out and overwriting
the previous version. Some files get re-organized and new files are put
in place and as such old files may end up persisting when they
shouldn't.

We got Tim squared away and if anyone else has any
issues please be sure to send us an email and we'll get you up and
running again.





Eric Thivierge
http://www.ethivierge.com

 

On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge
 wrote:

I'll be in touch offlist Tim.





Eric Thivierge
http://www.ethivierge.com

 

On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson
 wrote:

Hi Chris,

Re: Exocortex Species 1.6 Released

2013-04-11 Thread Raffaele Fragapane
I was just kidding :)
Deeply respected is actually perfectly fine, widely respected normally
means by a large number of people. It was just some silliness  because
Eric's threads can't be left untouched by some non-sense, it would be
improper.


On Thu, Apr 11, 2013 at 5:26 PM, Szabolcs Matefy wrote:

> Actually it might be a language barrier, deep respect is here in Hungary
> the best of the respects. Wide respect is a bit funny, because wide is
> something like me (wide on X axis, quite OK on Y axis, and a bit wide on Z
> axis)…:D
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
>
> *Sent:* Thursday, April 11, 2013 9:03 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Exocortex Species 1.6 Released
>
> ** **
>
> Is that better or worse than being widely respected?
>
> ** **
>
> On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy 
> wrote:
>
> Deep respect guys! :D
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
> *Sent:* Wednesday, April 10, 2013 7:15 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Exocortex Species 1.6 Released
>
>  
>
> We had a few rather annoying bugs in the 1.6 release and we've now fixed
> them. See below for fixes.
>
>1. *Fix custom menu enable*
>The system tried creating the custom menus before it checked the
>validity of the directory. It now checks first and if not valid it won't
>generate the menu list.
>2. *Fix shutil import error*
>Missing module import in one of the modules and is now fixed.
>3. *ReplaceMesh skip source meshes if not found*
>During a replace mesh process, if the system doesn't find the source
>mesh, it is skipped and info is logged in the script history. Also we added
>a dialogue informing you that the ReplaceMesh command finished.
>4. *Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh*
>We added a few hierarchies and meshes to the PropRigs for 1.6 and thus
>using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all
>necessary nulls are present. We do NOT add the Low or Proxy meshes though,
>just the group nulls.
>
> *
> Get Species 1.6.1 here:*
> http://exocortex.com/products/species
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>  
>
> On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli 
> wrote:
>
> For the record, our package is a zip file upon download, and does in fact
> include an xsi addon file.  We recommend using the workgroup method
> however, because we find it much easier to upgrade rather than uninstalling
> the previous version and installing the new version.  Something to consider
> is that we do not release patch updates.  Every version we put out is a
> full version, and you cannot have 2 versions of Species running at the same
> time, so every time you want to upgrade, you have to uninstall and
> reinstall.  We give you the option to go addon, but from our experience,
> our customers have a much easier time and fewer problems with the
> workgroups.
>
>
> 
>
> Chris Covelli
> http://www.polygonpusherinc.com/
>
>  
>
> On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster  wrote:
>
> A zip file might be more convenient in some cases??
>
> Rob
>
> \/-\/\/
>
> On 5-4-2013 4:00, Alok Gandhi wrote:
>
> Can't you guys ship it as si addon. That way the user will have to do
> nothing other than to install the addon (drag and drop). 
>
>  
>
> Just a small suggestion . . .
>
> Sent from my iPhone
>
>
> On 2013-04-04, at 6:10 PM, Eric Thivierge  wrote:***
> *
>
> Just as a reminder, we recommend extracting the workgroup from the .zip
> file and connecting to it through the workgroups tab in the plug-in manager
> and not pulling the files out and overwriting the previous version. Some
> files get re-organized and new files are put in place and as such old files
> may end up persisting when they shouldn't.
>
> We got Tim squared away and if anyone else has any issues please be sure
> to send us an email and we'll get you up and running again.
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>  
>
> On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge 
> wrote:
>
> I'll be in touch offlist Tim.
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>  
>
> On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson <
> tim.crow...@magneticdreams.com> wrote:
>
> Hi Chris,
>
> We've updated it here but get an error when starting Softimage, saying the
> species module can't be found (I'm guessing this module is new to 1.6).
> Whether we're using XSI's python or

RE: Exocortex Species 1.6 Released

2013-04-11 Thread Szabolcs Matefy
Actually it might be a language barrier, deep respect is here in Hungary
the best of the respects. Wide respect is a bit funny, because wide is
something like me (wide on X axis, quite OK on Y axis, and a bit wide on
Z axis)...:D

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: Thursday, April 11, 2013 9:03 AM
To: softimage@listproc.autodesk.com
Subject: Re: Exocortex Species 1.6 Released

 

Is that better or worse than being widely respected?

 

On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy 
wrote:

Deep respect guys! :D

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric
Thivierge
Sent: Wednesday, April 10, 2013 7:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: Exocortex Species 1.6 Released

 

We had a few rather annoying bugs in the 1.6 release and we've now fixed
them. See below for fixes.

1.  Fix custom menu enable
The system tried creating the custom menus before it checked the
validity of the directory. It now checks first and if not valid it won't
generate the menu list.
2.  Fix shutil import error
Missing module import in one of the modules and is now fixed.
3.  ReplaceMesh skip source meshes if not found
During a replace mesh process, if the system doesn't find the
source mesh, it is skipped and info is logged in the script history.
Also we added a dialogue informing you that the ReplaceMesh command
finished.
4.  Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh
We added a few hierarchies and meshes to the PropRigs for 1.6
and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade
them so all necessary nulls are present. We do NOT add the Low or Proxy
meshes though, just the group nulls.


Get Species 1.6.1 here:
http://exocortex.com/products/species





Eric Thivierge
http://www.ethivierge.com

 

On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli
 wrote:

For the record, our package is a zip file upon download, and does in
fact include an xsi addon file.  We recommend using the workgroup method
however, because we find it much easier to upgrade rather than
uninstalling the previous version and installing the new version.
Something to consider is that we do not release patch updates.  Every
version we put out is a full version, and you cannot have 2 versions of
Species running at the same time, so every time you want to upgrade, you
have to uninstall and reinstall.  We give you the option to go addon,
but from our experience, our customers have a much easier time and fewer
problems with the workgroups.




Chris Covelli
http://www.polygonpusherinc.com/

 

On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster  wrote:

A zip file might be more convenient in some cases??

Rob
\/-\/\/

On 5-4-2013 4:00, Alok Gandhi wrote:

Can't you guys ship it as si addon. That way the user will have
to do nothing other than to install the addon (drag and drop). 

 

Just a small suggestion . . . 

Sent from my iPhone


On 2013-04-04, at 6:10 PM, Eric Thivierge 
wrote:

Just as a reminder, we recommend extracting the
workgroup from the .zip file and connecting to it through the workgroups
tab in the plug-in manager and not pulling the files out and overwriting
the previous version. Some files get re-organized and new files are put
in place and as such old files may end up persisting when they
shouldn't.

We got Tim squared away and if anyone else has any
issues please be sure to send us an email and we'll get you up and
running again.





Eric Thivierge
http://www.ethivierge.com

 

On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge
 wrote:

I'll be in touch offlist Tim.





Eric Thivierge
http://www.ethivierge.com

 

On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson
 wrote:

Hi Chris,

We've updated it here but get an error when starting
Softimage, saying the species module can't be found (I'm guessing this
module is new to 1.6). Whether we're using XSI's python or Windows
python makes no difference. Any suggestions?

Looks like a great update though!

-Tim 

 

On 4/4/2013 9:49 AM, Chris Covelli wrote:


Exocortex Species 1.6


 

Create Better Characters Even Faster

   

RE: Exocortex Species 1.6 Released

2013-04-11 Thread Szabolcs Matefy
UhmNice work! J

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: Thursday, April 11, 2013 9:03 AM
To: softimage@listproc.autodesk.com
Subject: Re: Exocortex Species 1.6 Released

 

Is that better or worse than being widely respected?

 

On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy 
wrote:

Deep respect guys! :D

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric
Thivierge
Sent: Wednesday, April 10, 2013 7:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: Exocortex Species 1.6 Released

 

We had a few rather annoying bugs in the 1.6 release and we've now fixed
them. See below for fixes.

1.  Fix custom menu enable
The system tried creating the custom menus before it checked the
validity of the directory. It now checks first and if not valid it won't
generate the menu list.
2.  Fix shutil import error
Missing module import in one of the modules and is now fixed.
3.  ReplaceMesh skip source meshes if not found
During a replace mesh process, if the system doesn't find the
source mesh, it is skipped and info is logged in the script history.
Also we added a dialogue informing you that the ReplaceMesh command
finished.
4.  Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh
We added a few hierarchies and meshes to the PropRigs for 1.6
and thus using 1.5.x PropRigs fail in 1.6. We've added code to upgrade
them so all necessary nulls are present. We do NOT add the Low or Proxy
meshes though, just the group nulls.


Get Species 1.6.1 here:
http://exocortex.com/products/species





Eric Thivierge
http://www.ethivierge.com

 

On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli
 wrote:

For the record, our package is a zip file upon download, and does in
fact include an xsi addon file.  We recommend using the workgroup method
however, because we find it much easier to upgrade rather than
uninstalling the previous version and installing the new version.
Something to consider is that we do not release patch updates.  Every
version we put out is a full version, and you cannot have 2 versions of
Species running at the same time, so every time you want to upgrade, you
have to uninstall and reinstall.  We give you the option to go addon,
but from our experience, our customers have a much easier time and fewer
problems with the workgroups.




Chris Covelli
http://www.polygonpusherinc.com/

 

On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster  wrote:

A zip file might be more convenient in some cases??

Rob
\/-\/\/

On 5-4-2013 4:00, Alok Gandhi wrote:

Can't you guys ship it as si addon. That way the user will have
to do nothing other than to install the addon (drag and drop). 

 

Just a small suggestion . . . 

Sent from my iPhone


On 2013-04-04, at 6:10 PM, Eric Thivierge 
wrote:

Just as a reminder, we recommend extracting the
workgroup from the .zip file and connecting to it through the workgroups
tab in the plug-in manager and not pulling the files out and overwriting
the previous version. Some files get re-organized and new files are put
in place and as such old files may end up persisting when they
shouldn't.

We got Tim squared away and if anyone else has any
issues please be sure to send us an email and we'll get you up and
running again.





Eric Thivierge
http://www.ethivierge.com

 

On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge
 wrote:

I'll be in touch offlist Tim.





Eric Thivierge
http://www.ethivierge.com

 

On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson
 wrote:

Hi Chris,

We've updated it here but get an error when starting
Softimage, saying the species module can't be found (I'm guessing this
module is new to 1.6). Whether we're using XSI's python or Windows
python makes no difference. Any suggestions?

Looks like a great update though!

-Tim 

 

On 4/4/2013 9:49 AM, Chris Covelli wrote:


Exocortex Species 1.6


 

Create Better Characters Even Faster

 

Species 1.6 is now available at Exocortex.com
 .

 

We created this video overview of the

Re: Exocortex Species 1.6 Released

2013-04-11 Thread Xavier Lapointe
Mind the gap


Re: Exocortex Species 1.6 Released

2013-04-11 Thread Raffaele Fragapane
Is that better or worse than being widely respected?


On Thu, Apr 11, 2013 at 4:58 PM, Szabolcs Matefy wrote:

> Deep respect guys! :D
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
> *Sent:* Wednesday, April 10, 2013 7:15 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Exocortex Species 1.6 Released
>
> ** **
>
> We had a few rather annoying bugs in the 1.6 release and we've now fixed
> them. See below for fixes.
>
>1. *Fix custom menu enable*
>The system tried creating the custom menus before it checked the
>validity of the directory. It now checks first and if not valid it won't
>generate the menu list.
>2. *Fix shutil import error*
>Missing module import in one of the modules and is now fixed.
>3. *ReplaceMesh skip source meshes if not found*
>During a replace mesh process, if the system doesn't find the source
>mesh, it is skipped and info is logged in the script history. Also we added
>a dialogue informing you that the ReplaceMesh command finished.
>4. *Upgrade 1.5 rig code added to AnimRig build and ReplaceMesh*
>We added a few hierarchies and meshes to the PropRigs for 1.6 and thus
>using 1.5.x PropRigs fail in 1.6. We've added code to upgrade them so all
>necessary nulls are present. We do NOT add the Low or Proxy meshes though,
>just the group nulls.
>
> *
> Get Species 1.6.1 here:*
> http://exocortex.com/products/species
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> ** **
>
> On Fri, Apr 5, 2013 at 7:26 AM, Chris Covelli 
> wrote:
>
> For the record, our package is a zip file upon download, and does in fact
> include an xsi addon file.  We recommend using the workgroup method
> however, because we find it much easier to upgrade rather than uninstalling
> the previous version and installing the new version.  Something to consider
> is that we do not release patch updates.  Every version we put out is a
> full version, and you cannot have 2 versions of Species running at the same
> time, so every time you want to upgrade, you have to uninstall and
> reinstall.  We give you the option to go addon, but from our experience,
> our customers have a much easier time and fewer problems with the
> workgroups.
>
>
> 
>
> Chris Covelli
> http://www.polygonpusherinc.com/
>
> ** **
>
> On Fri, Apr 5, 2013 at 3:45 AM, Rob Wuijster  wrote:
>
> A zip file might be more convenient in some cases??
>
> 
>
> Rob
>
> \/-\/\/
>
> On 5-4-2013 4:00, Alok Gandhi wrote:
>
> Can't you guys ship it as si addon. That way the user will have to do
> nothing other than to install the addon (drag and drop). 
>
> ** **
>
> Just a small suggestion . . .
>
> Sent from my iPhone
>
>
> On 2013-04-04, at 6:10 PM, Eric Thivierge  wrote:***
> *
>
> Just as a reminder, we recommend extracting the workgroup from the .zip
> file and connecting to it through the workgroups tab in the plug-in manager
> and not pulling the files out and overwriting the previous version. Some
> files get re-organized and new files are put in place and as such old files
> may end up persisting when they shouldn't.
>
> We got Tim squared away and if anyone else has any issues please be sure
> to send us an email and we'll get you up and running again.
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> ** **
>
> On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge 
> wrote:
>
> I'll be in touch offlist Tim.
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> ** **
>
> On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson <
> tim.crow...@magneticdreams.com> wrote:
>
> Hi Chris,
>
> We've updated it here but get an error when starting Softimage, saying the
> species module can't be found (I'm guessing this module is new to 1.6).
> Whether we're using XSI's python or Windows python makes no difference. Any
> suggestions?
>
> Looks like a great update though!
>
> -Tim 
>
> ** **
>
> On 4/4/2013 9:49 AM, Chris Covelli wrote:
>
> Exocortex Species 1.6
>
> ** **
>
> *Create Better Characters Even Faster*
>
> ** **
>
> Species 1.6 is now available at 
> Exocortex.com
> .
>
> ** **
>
> We created this video overview of the new features:
> http://vimeo.com/62914955 
> ** **What is Species?** **Exocortex Species simplifies the process of
> human character creation from designing your character’s unique
> attributes, integrating sculpting results, to rig creation, even animation.
> With Species, you will create higher quality animated characters
> faster and at a lower cost, while avoiding the generic look that
> of