Re: Freelancer availability, strands job

2013-05-07 Thread Andy Moorer
Thanks everyone who sent me a note!

Sent from my iPad

On May 7, 2013, at 4:43 PM, Andy Moorer  wrote:

> Any freelancer TDs available June/July (ish)  for a strand-heavy ice gig? Big 
> name client, cool look, but definitely needs experience. Let me know if 
> you're interested via email.



RE: Latest work from SHED - Behind-The-Scenes

2013-05-07 Thread Chris Chia
So which version of XSI is used in this production?

Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Js Guillemette
Sent: Tuesday, May 07, 2013 10:37 PM
To: softimage@listproc.autodesk.com
Subject: Latest work from SHED - Behind-The-Scenes

Hey guys,

sorry for cross-posting this in different mailing list, but some of you might 
not be on those.. and since this is a pure softimage project rendered in 
arnold, well I guess it fits here :)

You can read about our production on our blog here. At the top of the post you 
can view the spot in HD. Don't forget to go full screen! :) 
http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html

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

<>

Re: Test inside geometry failing

2013-05-07 Thread Eric Thivierge

Thanks guys,

Ciaran, your addon actually works exceptionally well in my case. The 
slider for the "Override_test_distance" gets rid of the errant areas 
very very well. Not to mention generating this particle cloud is super 
fast now. You've saved me some late night work today. :)


I did try to roll my own but was still getting the unwanted areas. The 
tips on how to build it are appreciated as it may help in future cases.


Cheers,

Eric Thivierge
===
Character TD / RnD
Hybride Technologies

On 07/05/2013 7:23 PM, Ciaran Moloney wrote:
IIRC implementing the ray intersect technique is problematic in ICE, 
since the raycast node only returns the first intersection. You'd have 
to manually shoot subsequent rays after every hit.




On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:


You could write/wire the test yourself.
Point inside hull is fairly trivial outside of fringe cases, shoot
a ray in any direction, if it intersects an odd number of times,
it's outside, even, it's inside.
You might want multiple rays and take the median of the result, or
work conservatively and flag it even if just one tests true.

You can further refine this with a force field approach, run a
distance from hull (closest location on geo), and if the point is
close enough to a location with a normal facing away from its
distance vector remove it, and remove anything within a certain
threshold (very close) indiscriminately.

Testing against denser geometry also helps, even if it's more
expensive, sparse and variedly populated topology tends to
introduce more room for error.
Lastly, a triangulated mesh, especially if you have a certain
degree of dis-planarity in your geo on large enough areas, will
also improve things in my experience.



On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge
mailto:ethivie...@hybride.com>> wrote:

Anyone notice how many times this just doesn't work correctly?
Even toggling the Closed volume inside often doesn't give the
correct results as well...

I have a voxel setup with particles and testing inside a
geometry to keep the ones that are within, works, however
there are many points still outside the geo that remain and
aren't deleted. The ones left outside changes each frame as well.

Anyone have any sure fire methods / workarounds that don't
involve having helper nulls to delete the remaining ones outside?

-- 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies





-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!






Re: Test inside geometry failing

2013-05-07 Thread Ciaran Moloney
IIRC implementing the ray intersect technique is problematic in ICE, since
the raycast node only returns the first intersection. You'd have to
manually shoot subsequent rays after every hit.



On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> You could write/wire the test yourself.
> Point inside hull is fairly trivial outside of fringe cases, shoot a ray
> in any direction, if it intersects an odd number of times, it's outside,
> even, it's inside.
> You might want multiple rays and take the median of the result, or work
> conservatively and flag it even if just one tests true.
>
> You can further refine this with a force field approach, run a distance
> from hull (closest location on geo), and if the point is close enough to a
> location with a normal facing away from its distance vector remove it, and
> remove anything within a certain threshold (very close) indiscriminately.
>
> Testing against denser geometry also helps, even if it's more expensive,
> sparse and variedly populated topology tends to introduce more room for
> error.
> Lastly, a triangulated mesh, especially if you have a certain degree of
> dis-planarity in your geo on large enough areas, will also improve things
> in my experience.
>
>
>
> On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:
>
>> Anyone notice how many times this just doesn't work correctly? Even
>> toggling the Closed volume inside often doesn't give the correct results as
>> well...
>>
>> I have a voxel setup with particles and testing inside a geometry to keep
>> the ones that are within, works, however there are many points still
>> outside the geo that remain and aren't deleted. The ones left outside
>> changes each frame as well.
>>
>> Anyone have any sure fire methods / workarounds that don't involve having
>> helper nulls to delete the remaining ones outside?
>>
>> --
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Test inside geometry failing

2013-05-07 Thread Raffaele Fragapane
ARGHH, as usual, no proof reading is as good as the one done after sending.
Even = outside
Odd = inside.


On Wed, May 8, 2013 at 9:06 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> You could write/wire the test yourself.
> Point inside hull is fairly trivial outside of fringe cases, shoot a ray
> in any direction, if it intersects an odd number of times, it's outside,
> even, it's inside.
> You might want multiple rays and take the median of the result, or work
> conservatively and flag it even if just one tests true.
>
> You can further refine this with a force field approach, run a distance
> from hull (closest location on geo), and if the point is close enough to a
> location with a normal facing away from its distance vector remove it, and
> remove anything within a certain threshold (very close) indiscriminately.
>
> Testing against denser geometry also helps, even if it's more expensive,
> sparse and variedly populated topology tends to introduce more room for
> error.
> Lastly, a triangulated mesh, especially if you have a certain degree of
> dis-planarity in your geo on large enough areas, will also improve things
> in my experience.
>
>
>
> On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:
>
>> Anyone notice how many times this just doesn't work correctly? Even
>> toggling the Closed volume inside often doesn't give the correct results as
>> well...
>>
>> I have a voxel setup with particles and testing inside a geometry to keep
>> the ones that are within, works, however there are many points still
>> outside the geo that remain and aren't deleted. The ones left outside
>> changes each frame as well.
>>
>> Anyone have any sure fire methods / workarounds that don't involve having
>> helper nulls to delete the remaining ones outside?
>>
>> --
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



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


Re: Test inside geometry failing

2013-05-07 Thread Raffaele Fragapane
You could write/wire the test yourself.
Point inside hull is fairly trivial outside of fringe cases, shoot a ray in
any direction, if it intersects an odd number of times, it's outside, even,
it's inside.
You might want multiple rays and take the median of the result, or work
conservatively and flag it even if just one tests true.

You can further refine this with a force field approach, run a distance
from hull (closest location on geo), and if the point is close enough to a
location with a normal facing away from its distance vector remove it, and
remove anything within a certain threshold (very close) indiscriminately.

Testing against denser geometry also helps, even if it's more expensive,
sparse and variedly populated topology tends to introduce more room for
error.
Lastly, a triangulated mesh, especially if you have a certain degree of
dis-planarity in your geo on large enough areas, will also improve things
in my experience.



On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:

> Anyone notice how many times this just doesn't work correctly? Even
> toggling the Closed volume inside often doesn't give the correct results as
> well...
>
> I have a voxel setup with particles and testing inside a geometry to keep
> the ones that are within, works, however there are many points still
> outside the geo that remain and aren't deleted. The ones left outside
> changes each frame as well.
>
> Anyone have any sure fire methods / workarounds that don't involve having
> helper nulls to delete the remaining ones outside?
>
> --
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
>


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


Re: Test inside geometry failing

2013-05-07 Thread Ciaran Moloney
On Tue, May 7, 2013 at 8:37 PM, Steven Caron  wrote:

> maybe instead of just doing it in houdini he could use SDFs?
>
> http://blog.blackredking.org/?p=47
>

Yeah, that'll also fail on complex shapes...

Often, subdividing the geometry will fix the problem.


Re: Render a single frame without frame number in file name

2013-05-07 Thread Raffaele Fragapane
I think it used to be before the arbitrary tokenization was added, but then
disappeared.
I might be spectacularly wrong though, it was quite a while ago now last I
had to deal with it.


On Wed, May 8, 2013 at 8:07 AM, Matt Lind  wrote:

> It is possible to render without a frame number in the file name.  I don’t
> remember how to do it off the top of my head, but I do remember reading
> about it in the manuals.
>
> ** **
>
> Have a look.
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Christian
> Gotzinger
> *Sent:* Tuesday, May 07, 2013 3:03 PM
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: Render a single frame without frame number in file name
>
> ** **
>
> Thank you all for clearing it up. Just wanted to make sure that there is
> indeed no way to set it up using SI options.
>
> I added file renaming to the script, and that works nicely.
>
> Christian
>
> ** **
>
> On Tue, May 7, 2013 at 12:09 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
> AFAIK it's not part of the tokenization.
> If you are generating them by script though it should be trivial to rename
> them by the same script after the fact, unless your script is just a
> submitter unaware of when the rendering is finished, in that case, if you
> use any, render management softwares usually allow for post-write
> procedures and you should be calling the job with one passed on to do it
> after the fact.
>
> ** **
>
> On Tue, May 7, 2013 at 7:36 PM, Christian Gotzinger 
> wrote:
>
> I'm rendering hundreds of different files via script. I can rename the
> files afterwards, but it'd be nice if I could render them out correctly
> right away.
>
> ** **
>
> On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds 
> wrote:
>
> can't you rename it once it rendered?
>
> ** **
>
> On 7 May 2013 10:07, Christian Gotzinger  wrote:***
> *
>
> Hi list,
>
> Is there a way to set up a pass such that the rendered file does not
> contain the frame number?
> I want my file to be called "filename.png", not "filename.1.png".
>
> Thank you
>
> Christian
>
> ** **
>
> ** **
>
>
>
> 
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
> ** **
>



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


RE: Render a single frame without frame number in file name

2013-05-07 Thread Matt Lind
It is possible to render without a frame number in the file name.  I don't 
remember how to do it off the top of my head, but I do remember reading about 
it in the manuals.

Have a look.


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christian 
Gotzinger
Sent: Tuesday, May 07, 2013 3:03 PM
To: softimage@listproc.autodesk.com
Subject: Re: Render a single frame without frame number in file name

Thank you all for clearing it up. Just wanted to make sure that there is indeed 
no way to set it up using SI options.
I added file renaming to the script, and that works nicely.
Christian

On Tue, May 7, 2013 at 12:09 PM, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:
AFAIK it's not part of the tokenization.
If you are generating them by script though it should be trivial to rename them 
by the same script after the fact, unless your script is just a submitter 
unaware of when the rendering is finished, in that case, if you use any, render 
management softwares usually allow for post-write procedures and you should be 
calling the job with one passed on to do it after the fact.

On Tue, May 7, 2013 at 7:36 PM, Christian Gotzinger 
mailto:cgo...@googlemail.com>> wrote:
I'm rendering hundreds of different files via script. I can rename the files 
afterwards, but it'd be nice if I could render them out correctly right away.

On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds 
mailto:pete3dmu...@gmail.com>> wrote:
can't you rename it once it rendered?

On 7 May 2013 10:07, Christian Gotzinger 
mailto:cgo...@googlemail.com>> wrote:
Hi list,

Is there a way to set up a pass such that the rendered file does not contain 
the frame number?
I want my file to be called "filename.png", not "filename.1.png".

Thank you

Christian




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



Re: Render a single frame without frame number in file name

2013-05-07 Thread Christian Gotzinger
Thank you all for clearing it up. Just wanted to make sure that there is
indeed no way to set it up using SI options.
I added file renaming to the script, and that works nicely.

Christian


On Tue, May 7, 2013 at 12:09 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> AFAIK it's not part of the tokenization.
> If you are generating them by script though it should be trivial to rename
> them by the same script after the fact, unless your script is just a
> submitter unaware of when the rendering is finished, in that case, if you
> use any, render management softwares usually allow for post-write
> procedures and you should be calling the job with one passed on to do it
> after the fact.
>
>
> On Tue, May 7, 2013 at 7:36 PM, Christian Gotzinger  > wrote:
>
>> I'm rendering hundreds of different files via script. I can rename the
>> files afterwards, but it'd be nice if I could render them out correctly
>> right away.
>>
>>
>> On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds wrote:
>>
>>> can't you rename it once it rendered?
>>>
>>>
>>> On 7 May 2013 10:07, Christian Gotzinger  wrote:
>>>
 Hi list,

 Is there a way to set up a pass such that the rendered file does not
 contain the frame number?
 I want my file to be called "filename.png", not "filename.1.png".

 Thank you

 Christian

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


Freelancer availability, strands job

2013-05-07 Thread Andy Moorer
Any freelancer TDs available June/July (ish)  for a strand-heavy ice gig? Big 
name client, cool look, but definitely needs experience. Let me know if you're 
interested via email. 


Re: Test inside geometry failing

2013-05-07 Thread Steven Caron
maybe instead of just doing it in houdini he could use SDFs?

http://blog.blackredking.org/?p=47


On Tue, May 7, 2013 at 12:34 PM, Peter Agg  wrote:

> Yeah, that's my only suggestion really - I've had quite a few problems
> before where I had very dense particles being culled by complex geo and on
> random frames you'd get very distinct cubes where the volume calculations
> have freaked out. Never found a particularly useful workaround, I'm afraid.
>
> Simplifying the geo has helped, sometimes not grouping them together and
> doing several tests on individual parts did. But sometimes that just shifts
> the problem to different frames - for the project I was on we had one of
> those unfortunate 'just do it in Houdini' moments.
>
> Good luck! :)
>
>
> On 7 May 2013 20:29, Eric Thivierge  wrote:
>
>>  Not necessarily cubes. If I run a smooth op on the geo it fixes much of
>> it (although this is not a solution for me) so it's got to be the internal
>> methods not liking something about the geometry.
>>
>>
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>> On 07/05/2013 3:26 PM, Peter Agg wrote:
>>
>> Is this the thing where you get giant cubes of bad volume data, or
>> something else?
>>
>>
>> On 7 May 2013 19:54, Eric Thivierge  wrote:
>>
>>> Anyone notice how many times this just doesn't work correctly? Even
>>> toggling the Closed volume inside often doesn't give the correct results as
>>> well...
>>>
>>> I have a voxel setup with particles and testing inside a geometry to
>>> keep the ones that are within, works, however there are many points still
>>> outside the geo that remain and aren't deleted. The ones left outside
>>> changes each frame as well.
>>>
>>> Anyone have any sure fire methods / workarounds that don't involve
>>> having helper nulls to delete the remaining ones outside?
>>>
>>> --
>>> Eric Thivierge
>>> ===
>>> Character TD / RnD
>>> Hybride Technologies
>>>
>>>
>>>
>>
>>
>


Re: Test inside geometry failing

2013-05-07 Thread Peter Agg
Yeah, that's my only suggestion really - I've had quite a few problems
before where I had very dense particles being culled by complex geo and on
random frames you'd get very distinct cubes where the volume calculations
have freaked out. Never found a particularly useful workaround, I'm afraid.

Simplifying the geo has helped, sometimes not grouping them together and
doing several tests on individual parts did. But sometimes that just shifts
the problem to different frames - for the project I was on we had one of
those unfortunate 'just do it in Houdini' moments.

Good luck! :)


On 7 May 2013 20:29, Eric Thivierge  wrote:

>  Not necessarily cubes. If I run a smooth op on the geo it fixes much of
> it (although this is not a solution for me) so it's got to be the internal
> methods not liking something about the geometry.
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On 07/05/2013 3:26 PM, Peter Agg wrote:
>
> Is this the thing where you get giant cubes of bad volume data, or
> something else?
>
>
> On 7 May 2013 19:54, Eric Thivierge  wrote:
>
>> Anyone notice how many times this just doesn't work correctly? Even
>> toggling the Closed volume inside often doesn't give the correct results as
>> well...
>>
>> I have a voxel setup with particles and testing inside a geometry to keep
>> the ones that are within, works, however there are many points still
>> outside the geo that remain and aren't deleted. The ones left outside
>> changes each frame as well.
>>
>> Anyone have any sure fire methods / workarounds that don't involve having
>> helper nulls to delete the remaining ones outside?
>>
>> --
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>>
>
>


Re: Test inside geometry failing

2013-05-07 Thread Eric Thivierge
Not necessarily cubes. If I run a smooth op on the geo it fixes much of 
it (although this is not a solution for me) so it's got to be the 
internal methods not liking something about the geometry.


Eric Thivierge
===
Character TD / RnD
Hybride Technologies

On 07/05/2013 3:26 PM, Peter Agg wrote:
Is this the thing where you get giant cubes of bad volume data, or 
something else?



On 7 May 2013 19:54, Eric Thivierge > wrote:


Anyone notice how many times this just doesn't work correctly?
Even toggling the Closed volume inside often doesn't give the
correct results as well...

I have a voxel setup with particles and testing inside a geometry
to keep the ones that are within, works, however there are many
points still outside the geo that remain and aren't deleted. The
ones left outside changes each frame as well.

Anyone have any sure fire methods / workarounds that don't involve
having helper nulls to delete the remaining ones outside?

-- 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies







Re: Test inside geometry failing

2013-05-07 Thread Peter Agg
Is this the thing where you get giant cubes of bad volume data, or
something else?


On 7 May 2013 19:54, Eric Thivierge  wrote:

> Anyone notice how many times this just doesn't work correctly? Even
> toggling the Closed volume inside often doesn't give the correct results as
> well...
>
> I have a voxel setup with particles and testing inside a geometry to keep
> the ones that are within, works, however there are many points still
> outside the geo that remain and aren't deleted. The ones left outside
> changes each frame as well.
>
> Anyone have any sure fire methods / workarounds that don't involve having
> helper nulls to delete the remaining ones outside?
>
> --
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
>


Test inside geometry failing

2013-05-07 Thread Eric Thivierge
Anyone notice how many times this just doesn't work correctly? Even 
toggling the Closed volume inside often doesn't give the correct results 
as well...


I have a voxel setup with particles and testing inside a geometry to 
keep the ones that are within, works, however there are many points 
still outside the geo that remain and aren't deleted. The ones left 
outside changes each frame as well.


Anyone have any sure fire methods / workarounds that don't involve 
having helper nulls to delete the remaining ones outside?


--
Eric Thivierge
===
Character TD / RnD
Hybride Technologies




Re: Sharing data between plugins

2013-05-07 Thread Steven Caron
does the data need to persist in the scene? if so, use the datablobs  
otherwise there is Plugin.UserData very much like data blobs but  
doesn't persist or have a property in the scene. i use them in my tape  
measure plugin to persist the history of measurements taken between  
uses. that code is available on my github page.


*written with my thumbs

On May 7, 2013, at 5:43 AM, Leonard Koch   
wrote:



Hi Guys,

I have a bit of a dev question here.

When I have a large datastructure which is created by one plugin,  
what are the most efficient ways of making that data available to  
other plugins?


To be specific I have a datastructure in memory that is written to  
from the toolcontext api, written to from custom operators and read  
by a set of ice nodes.


I've registered functions which give access to it, but it isn't  
always very efficient so I'm asking you guys for your workflows in  
matters like this.


Thanks


Re: Controlling geometry changes interactively?

2013-05-07 Thread Alan Fregtman
I'd recommend setting the weightmap weights to a custom attribute, and
using locations (Get Closest Location, Index/ID To Location, etc.)  to get
the value of said attribute.

When you fetch from a location it usually adapts or interpolates to the
correct context. If you show an example of what you're trying to do it'll
be easier to help you.





On Tue, May 7, 2013 at 11:44 AM, Morten Bartholdy wrote:

> **
>
>  I have something sort of working atm, but still need to control the
> scaling dynamically. I tried painting a weightmap on the base geometry and
> accessing that in the ICE tree in order to multiply parameters, but run
> into the old context mismatch between per point of object and per particle
> data. How do I get that working?
>
>
>Morten
>
>
>
>
>
> Den 7. maj 2013 kl. 16:35 skrev Morten Bartholdy :
>
>
>
> I am working on an effect which could be done by animating an
> extrude/inset of polygons while deleting or hiding the rest of the
> polygons, effectively making a polygon grow from very small until it forms
> the shape of an object together with all it adjacent polygons.
>
>
>
> Now I would like to do this dynamically, ie. either drive the effect along
> the object using one or more of the following methods: a weightmap
> gradient, an animated texture map, a null which initiates the change or a
> volume which initiates the effect. This means it would probably be a good
> idea to set it up in ICE. I have gone through the sample scenes to see if
> there are bits and pieces I can use, but I am wondering if there are
> specific tools or tutorials available that could help me achieve this
> effect.
>
>
>
> Any tips and pointers are much appreciated - thanks!
>
>
>
> Morten
>
>
>
>
>
>
>
>


Re: Controlling geometry changes interactively?

2013-05-07 Thread Morten Bartholdy
I have something sort of working atm, but still need to control the scaling
dynamically. I tried painting a weightmap on the base geometry and
accessing that in the ICE tree in order to multiply parameters, but run
into the old context mismatch between per point of object and per particle
data. How do I get that working?

Morten





Den 7. maj 2013 kl. 16:35 skrev Morten Bartholdy :

> 
> I am working on an effect which could be done by animating an extrude/inset
> of polygons while deleting or hiding the rest of the polygons, effectively
> making a polygon grow from very small until it forms the shape of an object
> together with all it adjacent polygons.
> 
> Now I would like to do this dynamically, ie. either drive the effect along
> the object using one or more of the following methods: a weightmap
> gradient, an animated texture map, a null which initiates the change or a
> volume which initiates the effect. This means it would probably be a good
> idea to set it up in ICE. I have gone through the sample scenes to see if
> there are bits and pieces I can use, but I am wondering if there are
> specific tools or tutorials available that could help me achieve this
> effect.
> 
> Any tips and pointers are much appreciated - thanks!
> 
> Morten
> 
> 


Re: GEAR symmetry envelope

2013-05-07 Thread Gerbrand Nel

If I knew, I would tell you in detail :)
The mirror command just did nothing. Then I saved, restarted my pc, 
smoked a cigarette, reloaded the scene, and all was working.

At least the day can end on a high note
G
On 2013/05/07 05:41 PM, Mário Domingos wrote:

Ok so what happens exactly?

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:32, Gerbrand Nel  wrote:


So far I'm only enveloping one piece of geo
Man I hate when shit like this goes down
thanks for the input though
G
On 2013/05/07 05:25 PM, Sandy Sutherland wrote:

I have found that sometimes if you did a mirror envelope on one object
and a symmetry map was created - you find that the mirroring does not
work on another geometry in the rig - I find if you delete the
symmetry map and do it again with the geometry that needs it - it works.

S.


On 07/05/2013 16:19, Gerbrand Nel wrote:

Yeah I tried both, something is screwed on my side.
It has been a year since my last gear job, so I thought I was missing
something .
Thanks guys
G
:)
On 2013/05/07 05:16 PM, Mário Domingos wrote:

Select the points that are already weighted as you want and use the
mirror weights in Animation>Deform>Envelope.

I never used Symmetrize Weight Map Points from the GEAR menu.

Make sure to use GEAR's Create Symmetry Mapping Template
(GEAR>Deform>Envelope)

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:08, Sandy Sutherland
 wrote:


Gerbrand I should imagine like normal, as Mirror envelope works on
any deformer hierarchy.

S.

On 07/05/2013 15:47, Gerbrand Nel wrote:

Hey guys
Sorry if this is been asked before, but how do I symmetrise
envelope weights on a gear rig?
Thanks
G






Re: GEAR symmetry envelope

2013-05-07 Thread Mário Domingos
Yep that happens sometimes Nees to keep that in mind :)

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:38, Gerbrand Nel  wrote:

> Oh f you softimage turning it off and on again fixed the problem.
> I don't have the energy right now to even wonder what caused this..
> Write it off to me being a dumbass I suppose.
> Sorry for the noise.. move along folks :)
> G
> On 2013/05/07 05:25 PM, Sandy Sutherland wrote:
>> I have found that sometimes if you did a mirror envelope on one object
>> and a symmetry map was created - you find that the mirroring does not
>> work on another geometry in the rig - I find if you delete the
>> symmetry map and do it again with the geometry that needs it - it works.
>>
>> S.
>>
>>
>> On 07/05/2013 16:19, Gerbrand Nel wrote:
>>> Yeah I tried both, something is screwed on my side.
>>> It has been a year since my last gear job, so I thought I was missing
>>> something .
>>> Thanks guys
>>> G
>>> :)
>>> On 2013/05/07 05:16 PM, Mário Domingos wrote:
 Select the points that are already weighted as you want and use the
 mirror weights in Animation>Deform>Envelope.

 I never used Symmetrize Weight Map Points from the GEAR menu.

 Make sure to use GEAR's Create Symmetry Mapping Template
 (GEAR>Deform>Envelope)

 Mário Domingos

 www.mariodomingos.com


 Sent from my super iPhone


 On 07/05/2013, at 16:08, Sandy Sutherland
  wrote:

> Gerbrand I should imagine like normal, as Mirror envelope works on
> any deformer hierarchy.
>
> S.
>
> On 07/05/2013 15:47, Gerbrand Nel wrote:
>> Hey guys
>> Sorry if this is been asked before, but how do I symmetrise
>> envelope weights on a gear rig?
>> Thanks
>> G

>>>
>>
>>
>



Re: GEAR symmetry envelope

2013-05-07 Thread Mário Domingos
Ok so what happens exactly?

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:32, Gerbrand Nel  wrote:

> So far I'm only enveloping one piece of geo
> Man I hate when shit like this goes down
> thanks for the input though
> G
> On 2013/05/07 05:25 PM, Sandy Sutherland wrote:
>> I have found that sometimes if you did a mirror envelope on one object
>> and a symmetry map was created - you find that the mirroring does not
>> work on another geometry in the rig - I find if you delete the
>> symmetry map and do it again with the geometry that needs it - it works.
>>
>> S.
>>
>>
>> On 07/05/2013 16:19, Gerbrand Nel wrote:
>>> Yeah I tried both, something is screwed on my side.
>>> It has been a year since my last gear job, so I thought I was missing
>>> something .
>>> Thanks guys
>>> G
>>> :)
>>> On 2013/05/07 05:16 PM, Mário Domingos wrote:
 Select the points that are already weighted as you want and use the
 mirror weights in Animation>Deform>Envelope.

 I never used Symmetrize Weight Map Points from the GEAR menu.

 Make sure to use GEAR's Create Symmetry Mapping Template
 (GEAR>Deform>Envelope)

 Mário Domingos

 www.mariodomingos.com


 Sent from my super iPhone


 On 07/05/2013, at 16:08, Sandy Sutherland
  wrote:

> Gerbrand I should imagine like normal, as Mirror envelope works on
> any deformer hierarchy.
>
> S.
>
> On 07/05/2013 15:47, Gerbrand Nel wrote:
>> Hey guys
>> Sorry if this is been asked before, but how do I symmetrise
>> envelope weights on a gear rig?
>> Thanks
>> G
>



Re: GEAR symmetry envelope

2013-05-07 Thread Gerbrand Nel

Oh f you softimage turning it off and on again fixed the problem.
I don't have the energy right now to even wonder what caused this.. 
Write it off to me being a dumbass I suppose.

Sorry for the noise.. move along folks :)
G
On 2013/05/07 05:25 PM, Sandy Sutherland wrote:
I have found that sometimes if you did a mirror envelope on one object 
and a symmetry map was created - you find that the mirroring does not 
work on another geometry in the rig - I find if you delete the 
symmetry map and do it again with the geometry that needs it - it works.


S.


On 07/05/2013 16:19, Gerbrand Nel wrote:

Yeah I tried both, something is screwed on my side.
It has been a year since my last gear job, so I thought I was missing 
something .

Thanks guys
G
:)
On 2013/05/07 05:16 PM, Mário Domingos wrote:

Select the points that are already weighted as you want and use the
mirror weights in Animation>Deform>Envelope.

I never used Symmetrize Weight Map Points from the GEAR menu.

Make sure to use GEAR's Create Symmetry Mapping Template 
(GEAR>Deform>Envelope)


Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:08, Sandy Sutherland 
 wrote:


Gerbrand I should imagine like normal, as Mirror envelope works on 
any deformer hierarchy.


S.

On 07/05/2013 15:47, Gerbrand Nel wrote:

Hey guys
Sorry if this is been asked before, but how do I symmetrise 
envelope weights on a gear rig?

Thanks
G











Re: GEAR symmetry envelope

2013-05-07 Thread Gerbrand Nel

So far I'm only enveloping one piece of geo
Man I hate when shit like this goes down
thanks for the input though
G
On 2013/05/07 05:25 PM, Sandy Sutherland wrote:
I have found that sometimes if you did a mirror envelope on one object 
and a symmetry map was created - you find that the mirroring does not 
work on another geometry in the rig - I find if you delete the 
symmetry map and do it again with the geometry that needs it - it works.


S.


On 07/05/2013 16:19, Gerbrand Nel wrote:

Yeah I tried both, something is screwed on my side.
It has been a year since my last gear job, so I thought I was missing 
something .

Thanks guys
G
:)
On 2013/05/07 05:16 PM, Mário Domingos wrote:

Select the points that are already weighted as you want and use the
mirror weights in Animation>Deform>Envelope.

I never used Symmetrize Weight Map Points from the GEAR menu.

Make sure to use GEAR's Create Symmetry Mapping Template 
(GEAR>Deform>Envelope)


Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:08, Sandy Sutherland 
 wrote:


Gerbrand I should imagine like normal, as Mirror envelope works on 
any deformer hierarchy.


S.

On 07/05/2013 15:47, Gerbrand Nel wrote:

Hey guys
Sorry if this is been asked before, but how do I symmetrise 
envelope weights on a gear rig?

Thanks
G











Re: GEAR symmetry envelope

2013-05-07 Thread Sandy Sutherland
I have found that sometimes if you did a mirror envelope on one object 
and a symmetry map was created - you find that the mirroring does not 
work on another geometry in the rig - I find if you delete the symmetry 
map and do it again with the geometry that needs it - it works.


S.


On 07/05/2013 16:19, Gerbrand Nel wrote:

Yeah I tried both, something is screwed on my side.
It has been a year since my last gear job, so I thought I was missing 
something .

Thanks guys
G
:)
On 2013/05/07 05:16 PM, Mário Domingos wrote:

Select the points that are already weighted as you want and use the
mirror weights in Animation>Deform>Envelope.

I never used Symmetrize Weight Map Points from the GEAR menu.

Make sure to use GEAR's Create Symmetry Mapping Template 
(GEAR>Deform>Envelope)


Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:08, Sandy Sutherland  
wrote:


Gerbrand I should imagine like normal, as Mirror envelope works on 
any deformer hierarchy.


S.

On 07/05/2013 15:47, Gerbrand Nel wrote:

Hey guys
Sorry if this is been asked before, but how do I symmetrise 
envelope weights on a gear rig?

Thanks
G








Re: GEAR symmetry envelope

2013-05-07 Thread Gerbrand Nel

Yeah I tried both, something is screwed on my side.
It has been a year since my last gear job, so I thought I was missing 
something .

Thanks guys
G
:)
On 2013/05/07 05:16 PM, Mário Domingos wrote:

Select the points that are already weighted as you want and use the
mirror weights in Animation>Deform>Envelope.

I never used Symmetrize Weight Map Points from the GEAR menu.

Make sure to use GEAR's Create Symmetry Mapping Template (GEAR>Deform>Envelope)

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:08, Sandy Sutherland  wrote:


Gerbrand I should imagine like normal, as Mirror envelope works on any deformer 
hierarchy.

S.

On 07/05/2013 15:47, Gerbrand Nel wrote:

Hey guys
Sorry if this is been asked before, but how do I symmetrise envelope weights on 
a gear rig?
Thanks
G






Re: GEAR symmetry envelope

2013-05-07 Thread Gerbrand Nel
Yeah I tried both, something is screwed on my side. It has been a year 
since my last gear job, so I thought I was missing something

Thanks guys
:)
On 2013/05/07 05:08 PM, Sandy Sutherland wrote:
Gerbrand I should imagine like normal, as Mirror envelope works on any 
deformer hierarchy.


S.

On 07/05/2013 15:47, Gerbrand Nel wrote:

Hey guys
Sorry if this is been asked before, but how do I symmetrise envelope 
weights on a gear rig?

Thanks
G




-
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Checked by AVG - www.avg.com
Version: 2012.0.2241 / Virus Database: 3162/5804 - Release Date: 05/06/13






Re: Latest work from SHED - Behind-The-Scenes

2013-05-07 Thread Alok

Really nice work!

I also like the idea of lighting the environment before the characters, 
very interesting approach indeed.


ALOK

GANDHI

/ chef directeur technique - lead technical director


alok.gan...@modusfx.com 

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com 

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook 

&

Twitter 
**
On 07/05/2013 10:58 AM, Morten Bartholdy wrote:


I saw it last night - beautiful work! Your characters are really great :)

Morten


Den 7. maj 2013 kl. 16:36 skrev Js Guillemette :

> Hey guys,
>
> sorry for cross-posting this in different mailing list, but some of you
> might not be on those.. and since this is a pure softimage project
> rendered in arnold, well I guess it fits here :)
>
> You can read about our production on our blog here. At the top of the
> post you can view the spot in HD. Don't forget to go full screen! :)
> http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html
>
> --
> Js Guillemette // SHED
> 3D Artist
> www.shedmtl.com
>

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2241 / Virus Database: 3162/5805 - Release Date: 05/07/13





Re: GEAR symmetry envelope

2013-05-07 Thread Mário Domingos
Select the points that are already weighted as you want and use the
mirror weights in Animation>Deform>Envelope.

I never used Symmetrize Weight Map Points from the GEAR menu.

Make sure to use GEAR's Create Symmetry Mapping Template (GEAR>Deform>Envelope)

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 16:08, Sandy Sutherland  wrote:

> Gerbrand I should imagine like normal, as Mirror envelope works on any 
> deformer hierarchy.
>
> S.
>
> On 07/05/2013 15:47, Gerbrand Nel wrote:
>> Hey guys
>> Sorry if this is been asked before, but how do I symmetrise envelope weights 
>> on a gear rig?
>> Thanks
>> G
>



Re: GEAR symmetry envelope

2013-05-07 Thread Sandy Sutherland
Gerbrand I should imagine like normal, as Mirror envelope works on any 
deformer hierarchy.


S.

On 07/05/2013 15:47, Gerbrand Nel wrote:

Hey guys
Sorry if this is been asked before, but how do I symmetrise envelope 
weights on a gear rig?

Thanks
G




Re: Latest work from SHED - Behind-The-Scenes

2013-05-07 Thread Morten Bartholdy
I saw it last night - beautiful work! Your characters are really great :)

Morten



Den 7. maj 2013 kl. 16:36 skrev Js Guillemette :

> Hey guys,
>
> sorry for cross-posting this in different mailing list, but some of you
> might not be on those.. and since this is a pure softimage project
> rendered in arnold, well I guess it fits here :)
>
> You can read about our production on our blog here. At the top of the
> post you can view the spot in HD. Don't forget to go full screen! :)
> http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html
>
> --
> Js Guillemette // SHED
> 3D Artist
> www.shedmtl.com
>

Re: GEAR symmetry envelope

2013-05-07 Thread Matt Morris
Same as with any rig I think? Create a symmetry mapping template, then
select the good half points and mirror weights.


On 7 May 2013 15:47, Gerbrand Nel  wrote:

> Hey guys
> Sorry if this is been asked before, but how do I symmetrise envelope
> weights on a gear rig?
> Thanks
> G
>



-- 
www.matinai.com


Re: GEAR symmetry envelope

2013-05-07 Thread Mário Domingos
Select the points that are already weighted as you want and use the
mirror weights in Animation>Deform>Envelope.

I never used Symmetrize Weight Map Points from the GEAR menu.

Make sure to use GEAR's Create Symmetry Mapping Template (GEAR>Deform>Envelope)

Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 07/05/2013, at 15:47, Gerbrand Nel  wrote:

> Hey guys
> Sorry if this is been asked before, but how do I symmetrise envelope weights 
> on a gear rig?
> Thanks
> G



GEAR symmetry envelope

2013-05-07 Thread Gerbrand Nel

Hey guys
Sorry if this is been asked before, but how do I symmetrise envelope 
weights on a gear rig?

Thanks
G


Re: Controlling geometry changes interactively?

2013-05-07 Thread Paul Griswold
Have you looked at Eric Mootz's Vertex Tagger?  I think it's part of
emTools, which are free.  You can use it to build growing polygon effects.

-Paul



On Tue, May 7, 2013 at 10:35 AM, Morten Bartholdy wrote:

> **
>
>   I am working on an effect which could be done by animating an
> extrude/inset of polygons while deleting or hiding the rest of the
> polygons, effectively making a polygon grow from very small until it forms
> the shape of an object together with all it adjacent polygons.
>
>
>
> Now I would like to do this dynamically, ie. either drive the effect along
> the object using one or more of the following methods: a weightmap
> gradient, an animated texture map, a null which initiates the change or a
> volume which initiates the effect. This means it would probably be a good
> idea to set it up in ICE. I have gone through the sample scenes to see if
> there are bits and pieces I can use, but I am wondering if there are
> specific tools or tutorials available that could help me achieve this
> effect.
>
>
>
> Any tips and pointers are much appreciated - thanks!
>
>
>
> Morten
>
>
>
>
>


Latest work from SHED - Behind-The-Scenes

2013-05-07 Thread Js Guillemette

Hey guys,

sorry for cross-posting this in different mailing list, but some of you 
might not be on those.. and since this is a pure softimage project 
rendered in arnold, well I guess it fits here :)


You can read about our production on our blog here. At the top of the 
post you can view the spot in HD. Don't forget to go full screen! :)

http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html

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



Controlling geometry changes interactively?

2013-05-07 Thread Morten Bartholdy
I am working on an effect which could be done by animating an extrude/inset
of polygons while deleting or hiding the rest of the polygons, effectively
making a polygon grow from very small until it forms the shape of an object
together with all it adjacent polygons.

Now I would like to do this dynamically, ie. either drive the effect along
the object using one or more of the following methods: a weightmap
gradient, an animated texture map, a null which initiates the change or a
volume which initiates the effect. This means it would probably be a good
idea to set it up in ICE. I have gone through the sample scenes to see if
there are bits and pieces I can use, but I am wondering if there are
specific tools or tutorials available that could help me achieve this
effect.

Any tips and pointers are much appreciated - thanks!

Morten



Re: Sharing data between plugins

2013-05-07 Thread Bartek Opatowiecki
Take a look at UserDataBlob class.


On Tue, May 7, 2013 at 2:43 PM, Leonard Koch wrote:

> Hi Guys,
>
> I have a bit of a dev question here.
>
> When I have a large datastructure which is created by one plugin, what are
> the most efficient ways of making that data available to other plugins?
>
> To be specific I have a datastructure in memory that is written to from
> the toolcontext api, written to from custom operators and read by a set of
> ice nodes.
>
> I've registered functions which give access to it, but it isn't always
> very efficient so I'm asking you guys for your workflows in matters like
> this.
>
> Thanks
>


Re: 2014 in production anyone?

2013-05-07 Thread Sylvain Lebeau

Ok thanks guys for taking the time!
i feel quite good about moving on

:-)  will let you know if i found something on my side.

sly

*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM 
<http://WWW.SHEDMTL.COM>

On 5/7/2013 9:10 AM, Chris Chia wrote:

Yes Szabolcs,

The old workflow does not setup the Animation states automatically.

Only through the Crowdfx> Simulation > New Pedestrian Setup would set the basic 
ice tree with the states.



Trust me, it doesn't take a long time before you would get used to this new 
Crowdfx system.



Regards,

Chris





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Szabolcs Matefy 
[szabol...@crytek.com]
Sent: Tuesday, May 07, 2013 8:08 PM
To: softimage@listproc.autodesk.com
Subject: RE: 2014 in production anyone?

http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html

Actually we think to create a crowd scene in our game, and I try to set up a 
simple scene. It seems that the Aniamtion state definition is not created when 
I simple select my actor source model, and press Actors|Get From Scene

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:46 PM
To: 
Subject: Re: 2014 in production anyone?

I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not 
the right page ;)


Regards,
Chris

On 7 May, 2013, at 7:35 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
Oh n. Today everybody has lost the sense of humor? :D

As I said, or Major regression, I mean that it’s our biggest problem so 
far…c’mon guys, don’t take everything so serious….

But if we are here, I followed the “tutorial” of creating CrowdFX, and to be 
honest, the description is not really straightforward…Is there any working step 
by step tutorial of crowdfx?

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: mailto:softimage@listproc.autodesk.com>>
Subject: Re: 2014 in production anyone?

Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 seems to be 
doing ok too, but we use it more "experimentally" and for batched jobs at the 
end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com

Re: 2014 in production anyone?

2013-05-07 Thread Alan Fregtman
That's the one! Thanks Gustavo. :)



On Tue, May 7, 2013 at 9:46 AM, Gustavo Eggert Boehs wrote:

> http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html (from
> 50min on)
>
>
> 2013/5/7 Alan Fregtman 
>
>> This one maybe? http://www.youtube.com/watch?v=9yJqUpUX4Pc
>> He briefly touches on CrowdFX around 16 minutes in.
>>
>>  I physically attended the Unfold 2014 event and this video is not
>> recorded in the same room at all, so I think this is not the same as what
>> people saw in the live stream during the actual event. In the live one I
>> saw, he made a giant killer null that made the crowd agents die. lol (He
>> was also quite rushed for time.) I can't find a video of what I saw
>> anywhere though.
>>
>>
>>
>> On Tue, May 7, 2013 at 8:29 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Holy F'in quotes batman! Trim them up guys, especially when AD staff
>>> participate in threads with whatever bogus client they use tha manages to
>>> upset both TBird and GMail :p
>>>
>>> Szabolc, have you watched the AD demo of the 2014 line-up where Adam
>>> Sale did Crowd FX? It's practically more a tutorial than a demo really,
>>> inclusive of 20m straight of graph noodling. Myabe it was FMX? Anyway, it
>>> was posted on the list, and it's one of the official AD streams.
>>>
>>>
>>> On Tue, May 7, 2013 at 10:08 PM, Szabolcs Matefy 
>>> wrote:
>>>

 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html
 

 ** **

 Actually we think to create a crowd scene in our game, and I try to set
 up a simple scene. It seems that the Aniamtion state definition is not
 created when I simple select my actor source model, and press Actors|Get
 From Scene

 **

>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>


Re: 2014 in production anyone?

2013-05-07 Thread Gustavo Eggert Boehs
http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html (from
50min on)


2013/5/7 Alan Fregtman 

> This one maybe? http://www.youtube.com/watch?v=9yJqUpUX4Pc
> He briefly touches on CrowdFX around 16 minutes in.
>
> I physically attended the Unfold 2014 event and this video is not recorded
> in the same room at all, so I think this is not the same as what people saw
> in the live stream during the actual event. In the live one I saw, he made
> a giant killer null that made the crowd agents die. lol (He was also quite
> rushed for time.) I can't find a video of what I saw anywhere though.
>
>
>
> On Tue, May 7, 2013 at 8:29 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Holy F'in quotes batman! Trim them up guys, especially when AD staff
>> participate in threads with whatever bogus client they use tha manages to
>> upset both TBird and GMail :p
>>
>> Szabolc, have you watched the AD demo of the 2014 line-up where Adam Sale
>> did Crowd FX? It's practically more a tutorial than a demo really,
>> inclusive of 20m straight of graph noodling. Myabe it was FMX? Anyway, it
>> was posted on the list, and it's one of the official AD streams.
>>
>>
>> On Tue, May 7, 2013 at 10:08 PM, Szabolcs Matefy wrote:
>>
>>>
>>> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html
>>> 
>>>
>>> ** **
>>>
>>> Actually we think to create a crowd scene in our game, and I try to set
>>> up a simple scene. It seems that the Aniamtion state definition is not
>>> created when I simple select my actor source model, and press Actors|Get
>>> From Scene
>>>
>>> **
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>


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


Re: 2014 in production anyone?

2013-05-07 Thread Alan Fregtman
This one maybe? http://www.youtube.com/watch?v=9yJqUpUX4Pc
He briefly touches on CrowdFX around 16 minutes in.

I physically attended the Unfold 2014 event and this video is not recorded
in the same room at all, so I think this is not the same as what people saw
in the live stream during the actual event. In the live one I saw, he made
a giant killer null that made the crowd agents die. lol (He was also quite
rushed for time.) I can't find a video of what I saw anywhere though.



On Tue, May 7, 2013 at 8:29 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Holy F'in quotes batman! Trim them up guys, especially when AD staff
> participate in threads with whatever bogus client they use tha manages to
> upset both TBird and GMail :p
>
> Szabolc, have you watched the AD demo of the 2014 line-up where Adam Sale
> did Crowd FX? It's practically more a tutorial than a demo really,
> inclusive of 20m straight of graph noodling. Myabe it was FMX? Anyway, it
> was posted on the list, and it's one of the official AD streams.
>
>
> On Tue, May 7, 2013 at 10:08 PM, Szabolcs Matefy wrote:
>
>>
>> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html
>> 
>>
>> ** **
>>
>> Actually we think to create a crowd scene in our game, and I try to set
>> up a simple scene. It seems that the Aniamtion state definition is not
>> created when I simple select my actor source model, and press Actors|Get
>> From Scene
>>
>> **
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


RE: 2014 in production anyone?

2013-05-07 Thread Chris Chia
Yes Szabolcs,

The old workflow does not setup the Animation states automatically.

Only through the Crowdfx> Simulation > New Pedestrian Setup would set the basic 
ice tree with the states.



Trust me, it doesn't take a long time before you would get used to this new 
Crowdfx system.



Regards,

Chris





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Szabolcs Matefy 
[szabol...@crytek.com]
Sent: Tuesday, May 07, 2013 8:08 PM
To: softimage@listproc.autodesk.com
Subject: RE: 2014 in production anyone?

http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html

Actually we think to create a crowd scene in our game, and I try to set up a 
simple scene. It seems that the Aniamtion state definition is not created when 
I simple select my actor source model, and press Actors|Get From Scene

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:46 PM
To: 
Subject: Re: 2014 in production anyone?

I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not 
the right page ;)


Regards,
Chris

On 7 May, 2013, at 7:35 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
Oh n. Today everybody has lost the sense of humor? :D

As I said, or Major regression, I mean that it’s our biggest problem so 
far…c’mon guys, don’t take everything so serious….

But if we are here, I followed the “tutorial” of creating CrowdFX, and to be 
honest, the description is not really straightforward…Is there any working step 
by step tutorial of crowdfx?

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: mailto:softimage@listproc.autodesk.com>>
Subject: Re: 2014 in production anyone?

Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more "experimentally" and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.
O

Sharing data between plugins

2013-05-07 Thread Leonard Koch
Hi Guys,

I have a bit of a dev question here.

When I have a large datastructure which is created by one plugin, what are
the most efficient ways of making that data available to other plugins?

To be specific I have a datastructure in memory that is written to from the
toolcontext api, written to from custom operators and read by a set of ice
nodes.

I've registered functions which give access to it, but it isn't always very
efficient so I'm asking you guys for your workflows in matters like this.

Thanks


Re: 2014 in production anyone?

2013-05-07 Thread Raffaele Fragapane
Holy F'in quotes batman! Trim them up guys, especially when AD staff
participate in threads with whatever bogus client they use tha manages to
upset both TBird and GMail :p

Szabolc, have you watched the AD demo of the 2014 line-up where Adam Sale
did Crowd FX? It's practically more a tutorial than a demo really,
inclusive of 20m straight of graph noodling. Myabe it was FMX? Anyway, it
was posted on the list, and it's one of the official AD streams.


On Tue, May 7, 2013 at 10:08 PM, Szabolcs Matefy wrote:

>
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html
> 
>
> ** **
>
> Actually we think to create a crowd scene in our game, and I try to set up
> a simple scene. It seems that the Aniamtion state definition is not created
> when I simple select my actor source model, and press Actors|Get From Scene
> 
>
> **
>


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


RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html

 

Actually we think to create a crowd scene in our game, and I try to set up a 
simple scene. It seems that the Aniamtion state definition is not created when 
I simple select my actor source model, and press Actors|Get >From Scene

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:46 PM
To: 
Subject: Re: 2014 in production anyone?

 

I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not 
the right page ;)

 


Regards,

Chris


On 7 May, 2013, at 7:35 PM, "Szabolcs Matefy"  wrote:

Oh n. Today everybody has lost the sense of humor? :D

 

As I said, or Major regression, I mean that it's our biggest problem so 
far...c'mon guys, don't take everything so serious

 

But if we are here, I followed the "tutorial" of creating CrowdFX, and 
to be honest, the description is not really straightforward...Is there any 
working step by step tutorial of crowdfx?

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: 
Subject: Re: 2014 in production anyone?

 

Your Major regression unhided polygon issue has a fix. Check the post 
sent by my dev in the other earlier thread ;)

Regards,

Chris


On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy"  
wrote:

As I told, major regression for us. So that means that was our 
biggest issue so far :D

 

Cheers

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

 

I'm not 100% sure I would call something that can be fixed with 
a script swap, or a 20 lines script bound to the hotkey, a MAJOR regression ;) 
I know you got super annoyed at that though.

2012 was actually quite a good release for us, but that's after 
QFEs, 2013 seems to be doing ok too, but we use it more "experimentally" and 
for batched jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw 
cropping up in 2014, some of them are very, very significant, so that's 
encouraging.

Currently waiting on my license to come in to play at home more 
with it, at work and home both I'm on 2012 and I don't agree that it's a bad 
release, quite the opposite in my experience, and we milked it like a pregnant 
cow on two shows, but as is often the case depending on how and where it's 
used, other than some disastrous releases, individual mileage varies greatly.

I feel sorry for Matt every time I read his posts :p I'm glad I 
don't have to live with that kind of legacy to support.

 

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
 wrote:

We switched from 2013 SP1 to 2014. Major regression for us is 
that when you hide polygons, and select some polygons then unhide the hidden 
polygons, your selection will be lost. There are several bugs still present, 
however overall feeling is better.  We don't rely on RT shading, but HQV is way 
better than the previous versions, and there some important bugfixes too. So I 
suggest you to check your current assets in 2014, work for a week, and if you 
find no issues, migrate.

 

Cheers

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com


Subject: Re: 2014 in production anyone?

 

I had to switch to 2014 for the current project due to a bug in 
2013 that crashed Softimage when importing reference models with Ice Trees on 
it. In 2014 I can import these models as references without problems.

One other bonus is the premultiply on LUTs options. Being able 
to set it to "No" is a really nice addition and I don't have any artifacts with 
the LUTs anymore.

 

/Jens

 

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
 wrote:

Hmm i thought 2012 and 2013 were decent releases.  13 for some 
reason really slowed down importing of referenced models that had ICE strand

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not 
the right page ;)


Regards,
Chris

On 7 May, 2013, at 7:35 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:

Oh n. Today everybody has lost the sense of humor? :D

As I said, or Major regression, I mean that it’s our biggest problem so 
far…c’mon guys, don’t take everything so serious….

But if we are here, I followed the “tutorial” of creating CrowdFX, and to be 
honest, the description is not really straightforward…Is there any working step 
by step tutorial of crowdfx?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: mailto:softimage@listproc.autodesk.com>>
Subject: Re: 2014 in production anyone?

Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more "experimentally" and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it to 
"No" is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

/Jens

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
mailto:enriquecaball...@gmail.com>> wrote:
Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

but 2011 was a very troublesome release, the broken shader issue was painful

On Tue, May 7, 2013 at 11:59 AM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

I would definitely stay away from 2012 as there are some hidden gremlins that 
won’t show up until the data is migrated forward into a newer version.


Matt





From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: softimage@listproc.autodesk.com

RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
Oh n. Today everybody has lost the sense of humor? :D

 

As I said, or Major regression, I mean that it's our biggest problem so 
far...c'mon guys, don't take everything so serious

 

But if we are here, I followed the "tutorial" of creating CrowdFX, and to be 
honest, the description is not really straightforward...Is there any working 
step by step tutorial of crowdfx?

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: 
Subject: Re: 2014 in production anyone?

 

Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,

Chris


On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy"  wrote:

As I told, major regression for us. So that means that was our biggest 
issue so far :D

 

Cheers

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

 

I'm not 100% sure I would call something that can be fixed with a 
script swap, or a 20 lines script bound to the hotkey, a MAJOR regression ;) I 
know you got super annoyed at that though.

2012 was actually quite a good release for us, but that's after QFEs, 
2013 seems to be doing ok too, but we use it more "experimentally" and for 
batched jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping 
up in 2014, some of them are very, very significant, so that's encouraging.

Currently waiting on my license to come in to play at home more with 
it, at work and home both I'm on 2012 and I don't agree that it's a bad 
release, quite the opposite in my experience, and we milked it like a pregnant 
cow on two shows, but as is often the case depending on how and where it's 
used, other than some disastrous releases, individual mileage varies greatly.

I feel sorry for Matt every time I read his posts :p I'm glad I don't 
have to live with that kind of legacy to support.

 

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy  
wrote:

We switched from 2013 SP1 to 2014. Major regression for us is that when 
you hide polygons, and select some polygons then unhide the hidden polygons, 
your selection will be lost. There are several bugs still present, however 
overall feeling is better.  We don't rely on RT shading, but HQV is way better 
than the previous versions, and there some important bugfixes too. So I suggest 
you to check your current assets in 2014, work for a week, and if you find no 
issues, migrate.

 

Cheers

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com


Subject: Re: 2014 in production anyone?

 

I had to switch to 2014 for the current project due to a bug in 2013 
that crashed Softimage when importing reference models with Ice Trees on it. In 
2014 I can import these models as references without problems.

One other bonus is the premultiply on LUTs options. Being able to set 
it to "No" is a really nice addition and I don't have any artifacts with the 
LUTs anymore.

 

/Jens

 

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
 wrote:

Hmm i thought 2012 and 2013 were decent releases.  13 for some reason 
really slowed down importing of referenced models that had ICE strands in them

 

but 2011 was a very troublesome release, the broken shader issue was 
painful

 

On Tue, May 7, 2013 at 11:59 AM, Matt Lind  
wrote:

Let me follow up and say 2014 is probably a safer bet to use in 
production than 2013, 2012 or 2011.

 

I would definitely stay away from 2012 as there are some hidden 
gremlins that won't show up until the data is migrated forward into a newer 
version.

 

 

Matt

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: softimage@listproc.autodesk.com
Cc: 3...@shedmtl.com
Subject: Re: 2014 in production anyone?

 

My god Matt thanks so much for this bible!!! 

 

Altought we dont rely on rt shaders, your manifesto is such a good 
pointer man Much appreciated

 

Thanks a big bunch! 

 

Sly


Sylvain Lebeau // SHED

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:

As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele 
Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more "experimentally" and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it to 
"No" is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

/Jens

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
mailto:enriquecaball...@gmail.com>> wrote:
Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

but 2011 was a very troublesome release, the broken shader issue was painful

On Tue, May 7, 2013 at 11:59 AM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

I would definitely stay away from 2012 as there are some hidden gremlins that 
won’t show up until the data is migrated forward into a newer version.


Matt





From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: softimage@listproc.autodesk.com
Cc: 3...@shedmtl.com
Subject: Re: 2014 in production anyone?

My god Matt thanks so much for this bible!!!

Altought we dont rely on rt shaders, your manifesto is such a good pointer 
man Much appreciated

Thanks a big bunch!

Sly

Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 
849-5025WWW.SHEDMTL.COM

On 2013-05-06, at 22:31, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
We haven’t switched to 2014 yet, but in testing we’ve encountered a number of 
regressions in important areas to us.  Let me emphasize what is important to us 
might not be important to you.

In our case the problem has been the ability to upgrade and migrate old data 
into a current release and have it continue to function as expected – e.g. be 
durable.  For example, we use realtime shaders very heavily in our 
production…in fact every sing

Re: CrowdFX help...

2013-05-07 Thread Chris Chia
Hi Szabolcs,
Screenshot your ice tree (point cloud > behaviour and animation blending)
And tell us what u did?

And you said there is no state, what does that mean?

Regards,
Chris

Sent from my iPhone

On 7 May, 2013, at 5:37 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:

So, I started to dig into Crowd FX, and I tried to follow the help file for 
2014. I’ve set up my crowd, and I want to set up the animation states. 
Interesting that though I followed the guide step by step, I have no states in 
the ICE tree…Anyone know a true step-by-step tutorial?
___
This message contains confidential information and is intended only for the 
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this e-mail from your system. E-mail transmission cannot be guaranteed to be 
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does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
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<>

Re: Graphics update problem in animation editors

2013-05-07 Thread Paul Griswold
I'm with you Eugen.  The nice thing I've found with the new Start Screen is
that I've organized things based on how frequently I use them.  So
Softimage, Photoshop, Eyeon Fusion, 3D-Coat, etc., are in a block on the
furthest to the left.  And less frequently used software is further to the
right.  Software I don't use often at all are unpinned from the Start
Screen and are accessible by clicking the "all apps" button or by just
starting to type the name.  It's a great way to visually organize
everything.  I picked up a Logitech touchpad for navigation & it's a nice
way to mimic a touch screen interface.

Originally I tried using Win8 like Win7 and had a lot of desktop icons, but
I've slowly moved away from that & rarely go to the desktop at all anymore.

I have a Samsung 700T Win8 Pro tablet and it has the Wacom digitizer
built-in.  I'm sure it's fantastic for painting if you're in your 20's.
 But I'm in my 40's and my eyes are starting to go, so the screen is just
too small for me to deal with.  But as a tablet, it's awesome.  I haven't
touched my iPad since I got it.  IE 10 on a tablet is fantastic (other than
not being able to run ad blockers).

I think overall Win 8 is a good move for MS.  We're in a period of time now
where there's a generation of people who've had computers their entire
life.  They don't need skeuomorphism to understand how things work, so GUI
designers should be free to explore the possibilities and let things
evolve.  From what I'm hearing, the next iOS is going to be totally flat,
just like Win8 - and I'm sure that'll trickle over to OSX too.

-PG





On Tue, May 7, 2013 at 3:02 AM, Eugen Sares  wrote:

>  Just another Windows 8 opinion, OT:
> I'm using it for a few months now, and overall I'm quite happy with it.
> To me, the metro screen - which IS the new start menu - looks fresh and
> modern. Animation, simple graphics, colors... people have different tastes.
> The no-nonsense style of the desktop is a nice thing, too.
> The boot process became extremely efficient. Use the "save energy"
> shutdown option to keep all applications open, and it won't get any faster.
> The RMB-menu in the bottom left corner, by the way, is a very good
> collection of most of the system tools you will ever need.
> The charms menu and that stuff is a failure in big parts, though -
> optimizing the new UI is something to expect from the next version. That's
> simple.
> There's more to Windows 8 than meets the eye also.
>
> Regarding the touch feature:
> True, noone using a desktop machine will seriously start finger-fumbling
> on the monitor, but the touch feature exists to allow Windows to be a
> unified system on every possible device, not because you are expected to
> use it on workstations (which ain't dead, of course). If you don't need it,
> don't use it.
>
> I'm with Raphaele regarding painting/navigating on touch devices, it's the
> real thing. My hopes now are on the upcoming Wacom mobile tablet (Had a 20"
> Cintiq and sold it, not because  because it wasn't ergonomic).
>
> Never had any compatibility troubles so far with the stuff I use.
>
>
> Am 07.05.2013 07:59, schrieb Raffaele Fragapane:
>
>  Ever the extremist :)
>  Touch isn't a replacement to other devices, it extends it.
>
> If you never tried painting with a touch sensitive interface, you won't
> understand.
> Turning the canvas around, orbiting, zooming, resizing the mouse and so on
> are amazingly intuitive and smooth.
>  Scrolling, moving icons etc, all activities that suffer for cosiderable
> lag or unnatural gestures right now, can be made fluid and unambiguous.
>
>  But anyway, it doesn't seem like this discussion would go anywhere.
>
>
> On Tue, May 7, 2013 at 3:08 PM, Sam  wrote:
>
>>  I did a lot of reading on the web when windows 8 first came out and I
>> saw a lot of people complaining about programs and games not running
>> correctly. I just saw an article recently where setting a game (don’t
>> remember which one) on its highest setting would cause everything to
>> disappear under windows 8. IE 10 has all kinds of compatibility problems
>> (I’m one of those freaks who like IE). I tried renewing mudbox with it and
>> the Autodesk web site kept telling me that there would be a late charge
>> because my subscription had expired. After contacting tech support and
>> going back and forth with them for a bit I finally figured out it was IE10
>> causing the problem and that Firefox and IE9 didn’t have the problem. I
>> also ran across tons of web sites that will no longer load or display
>> correctly with IE10.
>>
>>
>>
>> As for touch on a desktop…. Why? Last thing I would ever want is my
>> monitor to look as bad as my cell phone does with fingerprints all over it
>> and leaning over your desk to touch your screen for 8 to 10 hours a day
>> will just ruin your shoulders and back. Honestly, there it very little that
>> I have seen that a touch screen can do better than a standard keyboard and
>> mouse/tablet. The whole reas

Re: Render a single frame without frame number in file name

2013-05-07 Thread Stephen Blair
Yes, I'm pretty sure there's no way around it...you always get a frame 
number.


On 07/05/2013 6:09 AM, Raffaele Fragapane wrote:

AFAIK it's not part of the tokenization.
If you are generating them by script though it should be trivial to 
rename them by the same script after the fact, unless your script is 
just a submitter unaware of when the rendering is finished, in that 
case, if you use any, render management softwares usually allow for 
post-write procedures and you should be calling the job with one 
passed on to do it after the fact.



On Tue, May 7, 2013 at 7:36 PM, Christian Gotzinger 
mailto:cgo...@googlemail.com>> wrote:


I'm rendering hundreds of different files via script. I can rename
the files afterwards, but it'd be nice if I could render them out
correctly right away.


On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds
mailto:pete3dmu...@gmail.com>> wrote:

can't you rename it once it rendered?


On 7 May 2013 10:07, Christian Gotzinger
mailto:cgo...@googlemail.com>> wrote:

Hi list,

Is there a way to set up a pass such that the rendered
file does not contain the frame number?
I want my file to be called "filename.png", not
"filename.1.png".

Thank you

Christian






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




Re: Render a single frame without frame number in file name

2013-05-07 Thread Adam Seeley
Here's a  post render frame script I use to make Proxies of my renders to speed 
things up when I've got heavy comping jobs.

All the bits are in there for a simple rename if you know a bit of scripting, 
you just need a little read up on creating an Event.


Adam

 
-
Yoyo Digital Ltd.
07956 976 245
http://www.linkedin.com/in/adamseeleyuk

https://vimeo.com/adamseeley







 From: Christian Gotzinger 
To: softimage@listproc.autodesk.com 
Sent: Tuesday, 7 May 2013, 10:36
Subject: Re: Render a single frame without frame number in file name
 


I'm rendering hundreds of different files via script. I can rename the files 
afterwards, but it'd be nice if I could render them out correctly right away.




On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds  wrote:

can't you rename it once it rendered?
>
>
>
>
>On 7 May 2013 10:07, Christian Gotzinger  wrote:
>
>Hi list,
>>
>>Is there a way to set up a pass such that the rendered file does not contain 
>>the frame number?
>>I want my file to be called "filename.png", not "filename.1.png".
>>
>>Thank you
>>
>>Christian
>>
>

OnFrameEnd_makeProxy.rar
Description: application/rar-compressed


Re: Render a single frame without frame number in file name

2013-05-07 Thread Raffaele Fragapane
AFAIK it's not part of the tokenization.
If you are generating them by script though it should be trivial to rename
them by the same script after the fact, unless your script is just a
submitter unaware of when the rendering is finished, in that case, if you
use any, render management softwares usually allow for post-write
procedures and you should be calling the job with one passed on to do it
after the fact.


On Tue, May 7, 2013 at 7:36 PM, Christian Gotzinger
wrote:

> I'm rendering hundreds of different files via script. I can rename the
> files afterwards, but it'd be nice if I could render them out correctly
> right away.
>
>
> On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds wrote:
>
>> can't you rename it once it rendered?
>>
>>
>> On 7 May 2013 10:07, Christian Gotzinger  wrote:
>>
>>> Hi list,
>>>
>>> Is there a way to set up a pass such that the rendered file does not
>>> contain the frame number?
>>> I want my file to be called "filename.png", not "filename.1.png".
>>>
>>> Thank you
>>>
>>> Christian
>>>
>>
>>
>


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


Re: Render a single frame without frame number in file name

2013-05-07 Thread Adam Seeley
Hi,

Little onFrame_End post render script might be the way to go.

Or a standard file renamer to replace ".1." with "." of course.

Adam 

-
Yoyo Digital Ltd.
07956 976 245
http://www.linkedin.com/in/adamseeleyuk

https://vimeo.com/adamseeley







 From: Christian Gotzinger 
To: softimage@listproc.autodesk.com 
Sent: Tuesday, 7 May 2013, 10:36
Subject: Re: Render a single frame without frame number in file name
 


I'm rendering hundreds of different files via script. I can rename the files 
afterwards, but it'd be nice if I could render them out correctly right away.




On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds  wrote:

can't you rename it once it rendered?
>
>
>
>
>On 7 May 2013 10:07, Christian Gotzinger  wrote:
>
>Hi list,
>>
>>Is there a way to set up a pass such that the rendered file does not contain 
>>the frame number?
>>I want my file to be called "filename.png", not "filename.1.png".
>>
>>Thank you
>>
>>Christian
>>
>

Re: Render a single frame without frame number in file name

2013-05-07 Thread Christian Gotzinger
I'm rendering hundreds of different files via script. I can rename the
files afterwards, but it'd be nice if I could render them out correctly
right away.


On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds  wrote:

> can't you rename it once it rendered?
>
>
> On 7 May 2013 10:07, Christian Gotzinger  wrote:
>
>> Hi list,
>>
>> Is there a way to set up a pass such that the rendered file does not
>> contain the frame number?
>> I want my file to be called "filename.png", not "filename.1.png".
>>
>> Thank you
>>
>> Christian
>>
>
>


CrowdFX help...

2013-05-07 Thread Szabolcs Matefy
So, I started to dig into Crowd FX, and I tried to follow the help file
for 2014. I've set up my crowd, and I want to set up the animation
states. Interesting that though I followed the guide step by step, I
have no states in the ICE tree...Anyone know a true step-by-step
tutorial?

___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli


RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
As I told, major regression for us. So that means that was our biggest issue so 
far :D

 

Cheers

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

 

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.

2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more "experimentally" and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.

Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.

I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

 

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy  wrote:

We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don't rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

 

Cheers

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com


Subject: Re: 2014 in production anyone?

 

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.

One other bonus is the premultiply on LUTs options. Being able to set it to 
"No" is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

 

/Jens

 

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero  
wrote:

Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

 

but 2011 was a very troublesome release, the broken shader issue was painful

 

On Tue, May 7, 2013 at 11:59 AM, Matt Lind  wrote:

Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

 

I would definitely stay away from 2012 as there are some hidden gremlins that 
won't show up until the data is migrated forward into a newer version.

 

 

Matt

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: softimage@listproc.autodesk.com
Cc: 3...@shedmtl.com
Subject: Re: 2014 in production anyone?

 

My god Matt thanks so much for this bible!!! 

 

Altought we dont rely on rt shaders, your manifesto is such a good pointer 
man Much appreciated

 

Thanks a big bunch! 

 

Sly


Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555   F 514 849-5025  
WWW.SHEDMTL.COM  


On 2013-05-06, at 22:31, Matt Lind  wrote:

We haven't switched to 2014 yet, but in testing we've encountered a 
number of regressions in important areas to us.  Let me emphasize what is 
important to us might not be important to you.

 

In our case the problem has been the ability to upgrade and migrate old 
data into a current release and have it continue to function as expected - e.g. 
be durable.  For example, we use realtime shaders very heavily in our 
production...in fact every single asset in our production uses them.  But 
there's always some type of bug/regression in each new release with realtime 
shading preventing an upgrade.  We were stuck on 7.5 for years until 2013 SP1 
finally resolved the shading issues.  However, upon testing everything else we 
discovered many animation features regressed such as ability to import FCurve 
data efficiently, rotation order not computed properly on transforms, scene 
doesn't update/refresh properly, cut n' paste FCurve keys fails, envelopes get 
really cranky/crash when a deformer is not found, callbacks/events 
intermittently fail or don't execute, scene laye

Re: Render a single frame without frame number in file name

2013-05-07 Thread Pete Edmunds
can't you rename it once it rendered?


On 7 May 2013 10:07, Christian Gotzinger  wrote:

> Hi list,
>
> Is there a way to set up a pass such that the rendered file does not
> contain the frame number?
> I want my file to be called "filename.png", not "filename.1.png".
>
> Thank you
>
> Christian
>


Render a single frame without frame number in file name

2013-05-07 Thread Christian Gotzinger
Hi list,

Is there a way to set up a pass such that the rendered file does not
contain the frame number?
I want my file to be called "filename.png", not "filename.1.png".

Thank you

Christian


Re: 2014 in production anyone?

2013-05-07 Thread Raffaele Fragapane
I'm not 100% sure I would call something that can be fixed with a script
swap, or a 20 lines script bound to the hotkey, a MAJOR regression ;) I
know you got super annoyed at that though.

2012 was actually quite a good release for us, but that's after QFEs, 2013
seems to be doing ok too, but we use it more "experimentally" and for
batched jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up
in 2014, some of them are very, very significant, so that's encouraging.

Currently waiting on my license to come in to play at home more with it, at
work and home both I'm on 2012 and I don't agree that it's a bad release,
quite the opposite in my experience, and we milked it like a pregnant cow
on two shows, but as is often the case depending on how and where it's
used, other than some disastrous releases, individual mileage varies
greatly.

I feel sorry for Matt every time I read his posts :p I'm glad I don't have
to live with that kind of legacy to support.


On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy wrote:

> We switched from 2013 SP1 to 2014. Major regression for us is that when
> you hide polygons, and select some polygons then unhide the hidden
> polygons, your selection will be lost. There are several bugs still
> present, however overall feeling is better.  We don’t rely on RT shading,
> but HQV is way better than the previous versions, and there some important
> bugfixes too. So I suggest you to check your current assets in 2014, work
> for a week, and if you find no issues, migrate.
>
> ** **
>
> Cheers
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jens Lindgren
> *Sent:* Tuesday, May 07, 2013 10:02 AM
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: 2014 in production anyone?
>
> ** **
>
> I had to switch to 2014 for the current project due to a bug in 2013 that
> crashed Softimage when importing reference models with Ice Trees on it. In
> 2014 I can import these models as references without problems.
>
> One other bonus is the premultiply on LUTs options. Being able to set it
> to "No" is a really nice addition and I don't have any artifacts with the
> LUTs anymore.
>
>  
>
> /Jens
>
> ** **
>
> On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
> Hmm i thought 2012 and 2013 were decent releases.  13 for some reason
> really slowed down importing of referenced models that had ICE strands in
> them
>
> ** **
>
> but 2011 was a very troublesome release, the broken shader issue was
> painful
>
> ** **
>
> On Tue, May 7, 2013 at 11:59 AM, Matt Lind 
> wrote:
>
> Let me follow up and say 2014 is probably a safer bet to use in production
> than 2013, 2012 or 2011.
>
>  
>
> I would definitely stay away from 2012 as there are some hidden gremlins
> that won’t show up until the data is migrated forward into a newer version.
> 
>
>  
>
>  
>
> Matt
>
>  
>
>  
>
>  
>
>  
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sylvain Lebeau
> *Sent:* Monday, May 06, 2013 8:51 PM
> *To:* softimage@listproc.autodesk.com
> *Cc:* 3...@shedmtl.com
> *Subject:* Re: 2014 in production anyone?
>
>  
>
> My god Matt thanks so much for this bible!!! 
>
>  
>
> Altought we dont rely on rt shaders, your manifesto is such a good pointer
> man Much appreciated
>
>  
>
> Thanks a big bunch! 
>
>  
>
> Sly
>
>
> *Sylvain Lebeau // SHED
> *V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM 
>
>
> On 2013-05-06, at 22:31, Matt Lind  wrote:
>
> We haven’t switched to 2014 yet, but in testing we’ve encountered a number
> of regressions in important areas to us.  Let me emphasize what is
> important to us might not be important to you.
>
>  
>
> In our case the problem has been the ability to upgrade and migrate old
> data into a current release and have it continue to function as expected –
> e.g. be durable.  For example, we use realtime shaders very heavily in our
> production…in fact every single asset in our production uses them.  But
> there’s always some type of bug/regression in each new release with
> realtime shading preventing an upgrade.  We were stuck on 7.5 for years
> until 2013 SP1 finally resolved the shading issues.  However, upon testing
> everything else we discovered many animation features regressed such as
> ability to import FCurve data efficiently, rotation order not computed
> properly on transforms, scene doesn’t update/refresh properly, cut n’ paste
> FCurve keys fails, envelopes get really cranky/crash when a deformer is not
> found, callbacks/events intermittently fail or don’t execute

RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don't rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

 

Cheers

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

 

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.

One other bonus is the premultiply on LUTs options. Being able to set it to 
"No" is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

 

/Jens

 

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero  
wrote:

Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

 

but 2011 was a very troublesome release, the broken shader issue was painful

 

On Tue, May 7, 2013 at 11:59 AM, Matt Lind  wrote:

Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

 

I would definitely stay away from 2012 as there are some hidden gremlins that 
won't show up until the data is migrated forward into a newer version.

 

 

Matt

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: softimage@listproc.autodesk.com
Cc: 3...@shedmtl.com
Subject: Re: 2014 in production anyone?

 

My god Matt thanks so much for this bible!!! 

 

Altought we dont rely on rt shaders, your manifesto is such a good pointer 
man Much appreciated

 

Thanks a big bunch! 

 

Sly


Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555   F 514 849-5025  
WWW.SHEDMTL.COM  


On 2013-05-06, at 22:31, Matt Lind  wrote:

We haven't switched to 2014 yet, but in testing we've encountered a 
number of regressions in important areas to us.  Let me emphasize what is 
important to us might not be important to you.

 

In our case the problem has been the ability to upgrade and migrate old 
data into a current release and have it continue to function as expected - e.g. 
be durable.  For example, we use realtime shaders very heavily in our 
production...in fact every single asset in our production uses them.  But 
there's always some type of bug/regression in each new release with realtime 
shading preventing an upgrade.  We were stuck on 7.5 for years until 2013 SP1 
finally resolved the shading issues.  However, upon testing everything else we 
discovered many animation features regressed such as ability to import FCurve 
data efficiently, rotation order not computed properly on transforms, scene 
doesn't update/refresh properly, cut n' paste FCurve keys fails, envelopes get 
really cranky/crash when a deformer is not found, callbacks/events 
intermittently fail or don't execute, scene layers misbehave, etc...  It's been 
whack-a-mole.  Many bugs we've found in 2013 are still present in 2014.  
Problem is we cannot consistently reproduce some of these bugs as the variables 
leading to their appearance can be complex much like needing the stars to align 
a certain way before the issue is revealed.  We just don't have a complete 
picture of all the stars involved in the problem yet to be able to submit a 
report for further investigation.  It's a real stressing point in our 
production.

 

In regards to 2014, the realtime shading architecture migration from 
RTS 3 to RTS 4 doesn't work, or there is no migration path.  Since RTS 3 is 
technically deprecated (but still supported) that is a problem for us.  If a 
shader is not installed, Softimage won't open the scene/.emdl.  In fact, 
Softimage will crash in spectacular fashion.  If you don't use realtime 
shaders, then this won't be an issue for you.

 

If I had to summarize the main issues, it seems like many features in 
recent releases touched on core components and were either inserted in rush 
fashion or sloppily implemented leading to stupid bugs and regressions.  These 
largely revolve around system updates and notifications on the backend.  For 
the other stuff where it's more data centric, the data gets into scene files 
and becomes a problem when the data is migrated forward to a newer release and 
needs to be iterated by an

Re: 2014 in production anyone?

2013-05-07 Thread Jens Lindgren
I had to switch to 2014 for the current project due to a bug in 2013 that
crashed Softimage when importing reference models with Ice Trees on it. In
2014 I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it
to "No" is a really nice addition and I don't have any artifacts with the
LUTs anymore.

/Jens


On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:

> Hmm i thought 2012 and 2013 were decent releases.  13 for some reason
> really slowed down importing of referenced models that had ICE strands in
> them
>
> but 2011 was a very troublesome release, the broken shader issue was
> painful
>
>
> On Tue, May 7, 2013 at 11:59 AM, Matt Lind wrote:
>
>> Let me follow up and say 2014 is probably a safer bet to use in
>> production than 2013, 2012 or 2011.
>>
>> ** **
>>
>> I would definitely stay away from 2012 as there are some hidden gremlins
>> that won’t show up until the data is migrated forward into a newer version.
>> 
>>
>> ** **
>>
>> ** **
>>
>> Matt
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sylvain Lebeau
>> *Sent:* Monday, May 06, 2013 8:51 PM
>> *To:* softimage@listproc.autodesk.com
>> *Cc:* 3...@shedmtl.com
>> *Subject:* Re: 2014 in production anyone?
>>
>> ** **
>>
>> My god Matt thanks so much for this bible!!! 
>>
>> ** **
>>
>> Altought we dont rely on rt shaders, your manifesto is such a good
>> pointer man Much appreciated
>>
>> ** **
>>
>> Thanks a big bunch! 
>>
>> ** **
>>
>> Sly
>>
>>
>> *Sylvain Lebeau // SHED
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM ***
>> *
>>
>>
>> On 2013-05-06, at 22:31, Matt Lind  wrote:
>>
>> We haven’t switched to 2014 yet, but in testing we’ve encountered a
>> number of regressions in important areas to us.  Let me emphasize what is
>> important to us might not be important to you.
>>
>>  
>>
>> In our case the problem has been the ability to upgrade and migrate old
>> data into a current release and have it continue to function as expected –
>> e.g. be durable.  For example, we use realtime shaders very heavily in our
>> production…in fact every single asset in our production uses them.  But
>> there’s always some type of bug/regression in each new release with
>> realtime shading preventing an upgrade.  We were stuck on 7.5 for years
>> until 2013 SP1 finally resolved the shading issues.  However, upon testing
>> everything else we discovered many animation features regressed such as
>> ability to import FCurve data efficiently, rotation order not computed
>> properly on transforms, scene doesn’t update/refresh properly, cut n’ paste
>> FCurve keys fails, envelopes get really cranky/crash when a deformer is not
>> found, callbacks/events intermittently fail or don’t execute, scene layers
>> misbehave, etc…  It’s been whack-a-mole.  Many bugs we’ve found in 2013 are
>> still present in 2014.  Problem is we cannot consistently reproduce some of
>> these bugs as the variables leading to their appearance can be complex much
>> like needing the stars to align a certain way before the issue is
>> revealed.  We just don’t have a complete picture of all the stars involved
>> in the problem yet to be able to submit a report for further
>> investigation.  It’s a real stressing point in our production.
>>
>>  
>>
>> In regards to 2014, the realtime shading architecture migration from RTS
>> 3 to RTS 4 doesn’t work, or there is no migration path.  Since RTS 3 is
>> technically deprecated (but still supported) that is a problem for us.  If
>> a shader is not installed, Softimage won’t open the scene/.emdl.  In fact,
>> Softimage will crash in spectacular fashion.  If you don’t use realtime
>> shaders, then this won’t be an issue for you.
>>
>>  
>>
>> If I had to summarize the main issues, it seems like many features in
>> recent releases touched on core components and were either inserted in rush
>> fashion or sloppily implemented leading to stupid bugs and regressions.
>> These largely revolve around system updates and notifications on the
>> backend.  For the other stuff where it’s more data centric, the data gets
>> into scene files and becomes a problem when the data is migrated forward to
>> a newer release and needs to be iterated by an artist.  Problem is the data
>> no longer behaves the same.  We’ve had a few models created in 7.5 that
>> when brought into current versions don’t react the same way.  Either data
>> in the delta is getting interpreted differently, or in some cases, the file
>> just won’t load.  Envelopes are a victim of this specific problem.
>>
>>  
>>
>> I could go on, but the moral of the story is to test 

Re: Graphics update problem in animation editors

2013-05-07 Thread Eugen Sares

Just another Windows 8 opinion, OT:
I'm using it for a few months now, and overall I'm quite happy with it.
To me, the metro screen - which IS the new start menu - looks fresh and 
modern. Animation, simple graphics, colors... people have different tastes.

The no-nonsense style of the desktop is a nice thing, too.
The boot process became extremely efficient. Use the "save energy" 
shutdown option to keep all applications open, and it won't get any faster.
The RMB-menu in the bottom left corner, by the way, is a very good 
collection of most of the system tools you will ever need.
The charms menu and that stuff is a failure in big parts, though - 
optimizing the new UI is something to expect from the next version. 
That's simple.

There's more to Windows 8 than meets the eye also.

Regarding the touch feature:
True, noone using a desktop machine will seriously start finger-fumbling 
on the monitor, but the touch feature exists to allow Windows to be a 
unified system on every possible device, not because you are expected to 
use it on workstations (which ain't dead, of course). If you don't need 
it, don't use it.


I'm with Raphaele regarding painting/navigating on touch devices, it's 
the real thing. My hopes now are on the upcoming Wacom mobile tablet 
(Had a 20" Cintiq and sold it, not because  because it wasn't ergonomic).


Never had any compatibility troubles so far with the stuff I use.


Am 07.05.2013 07:59, schrieb Raffaele Fragapane:

Ever the extremist :)
Touch isn't a replacement to other devices, it extends it.

If you never tried painting with a touch sensitive interface, you 
won't understand.
Turning the canvas around, orbiting, zooming, resizing the mouse and 
so on are amazingly intuitive and smooth.
Scrolling, moving icons etc, all activities that suffer for 
cosiderable lag or unnatural gestures right now, can be made fluid and 
unambiguous.


But anyway, it doesn't seem like this discussion would go anywhere.


On Tue, May 7, 2013 at 3:08 PM, Sam > wrote:


I did a lot of reading on the web when windows 8 first came out
and I saw a lot of people complaining about programs and games not
running correctly. I just saw an article recently where setting a
game (don’t remember which one) on its highest setting would cause
everything to disappear under windows 8. IE 10 has all kinds of
compatibility problems (I’m one of those freaks who like IE). I
tried renewing mudbox with it and the Autodesk web site kept
telling me that there would be a late charge because my
subscription had expired. After contacting tech support and going
back and forth with them for a bit I finally figured out it was
IE10 causing the problem and that Firefox and IE9 didn’t have the
problem. I also ran across tons of web sites that will no longer
load or display correctly with IE10.

As for touch on a desktop…. Why? Last thing I would ever want is
my monitor to look as bad as my cell phone does with fingerprints
all over it and leaning over your desk to touch your screen for 8
to 10 hours a day will just ruin your shoulders and back.
Honestly, there it very little that I have seen that a touch
screen can do better than a standard keyboard and mouse/tablet.
The whole reason for the tablet/cell phone interface is because
you can’t use a keyboard/mouse on them. This whole idea of the
desktop computer being dead is just silly.

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

[mailto:softimage-boun...@listproc.autodesk.com
] *On Behalf Of
*Raffaele Fragapane
*Sent:* Sunday, May 05, 2013 5:00 PM


*To:* softimage@listproc.autodesk.com

*Subject:* Re: Aw: RE: Graphics update problem in animation editors

That said, Sam, I don't know where you read about all these
instability and driver problems, but I would reconsider.

Any well clued people I know using it finds it responsive, stable,
and generally a well polished product, with only the UI being
non-sensical without a touch device.

Given touch sensitive monitors will no doubt become the standard
even for desk-bound products at some point, I can't say it's a bad
move on MS' end, just they should have found a better large
surface alternative when they run that UI on monitors 22" and up,
but you can always switch it to a more familiar mode if you really
can't deal with it.

On Mon, May 6, 2013 at 6:56 AM, Luc-Eric Rousseau
mailto:luceri...@gmail.com>> wrote:

the start menu has always been unusable, imho - you never know
under which folder things will be hidding (company name, product
name, suite name, random other name), there is too much crap in
there  and it got even less usable with XP auto hiding.   this is
just legacy s