RE: CrowdFX: Animation States

2013-05-09 Thread Chris Chia
Hello Byron,
You could do the following.


1.   CrowdFx > Simulation > New Basic Crowd

2.   CrowdFx > Actors > Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx  > Crowd > Draw Directional Emitter

7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Friday, May 10, 2013 4:18 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX: Animation States

I'm trying to set up a basic stadium crowd. I have tried following the help 
docs and used the "New Crowd with Collision Avoidance" and also "New Basic 
Crowd". I have the actors emitting properly and I have set the velocity to 0 
since I want them to stay put. I'm getting tripped up with the States though. 
In the Behavior tree the Set Animation State node does not include the 3 
animations I chose when I imported the actor. I do see those animations if I 
drill into the Get Animations Sources Core node. How do I get those actions to 
show up for use in the States tree?
<>

Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Steven Caron
i have heard this too. i think that is one good thing about pyqt's license,
it makes money with its licensing and those dollars support its
development. but you also have to consider qt's changing of hands recently
(digia) so that might be a reason for it being a bit quiet but there has
been some movement since and discussions are taking place about its future.
either way i think its (pyside) license means it will always be available
for the community.

On Thu, May 9, 2013 at 6:48 PM, Tim Crowson
wrote:
>
>
> I've heard rumors that PySide isn't being maintained nearly as actively as
> PyQt. Is this true, and does it matter?
>
>


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Tim Crowson

That's great to hear, guys!

I've heard rumors that PySide isn't being maintained nearly as actively 
as PyQt. Is this true, and does it matter?


-Tim

On 5/9/2013 8:38 PM, Sebastien Sterling wrote:
found an artical about the key differences between pyqt and pyside and 
as Stephen said the main difference seems to be the licensing : GPL 
for pyqt, and LGPL for Pyside. also piside is being maintained by 
nokia. here is the article if any other laymen are wondering.



http://stackoverflow.com/questions/1297660/pyside-vs-pyqt



On 10 May 2013 03:31, Tony Barbieri > wrote:


PySide runs fine in 2.6 if that's what you mean.  Might have to
compile it yourself though.  Not sure what binaries they are
distributing.


On Thu, May 9, 2013 at 9:03 PM, Sebastien Sterling
mailto:sebastien.sterl...@gmail.com>> wrote:

is pyside just a more up to date version of the version of
python currently supported by softimage ?


On 10 May 2013 02:36, Jeremie Passerin mailto:gerem@gmail.com>> wrote:

Ohh Nice !


On 9 May 2013 17:33, joshxsi mailto:josh...@gmail.com>> wrote:

PySide is much more pythonic with data, strings etc
are just strings not QStrings.

http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt


On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin
mailto:gerem@gmail.com>> wrote:

Can I ask what's the main differences between
PySide and PyQt4 ?
Is that just licensing ?

Jeremie


On 9 May 2013 17:04, Steven Caron
mailto:car...@gmail.com>> wrote:

Hey Gang

Tony Barbieri and I have been working on
official support for PySide with the
PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4?
It is a little rough right now so, only people
that really want to use PySide should contact me.

Thanks
Steven








-- 
-tony





--
Signature


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Sebastien Sterling
found an artical about the key differences between pyqt and pyside and as
Stephen said the main difference seems to be the licensing : GPL for pyqt,
and LGPL for Pyside. also piside is being maintained by nokia. here is the
article if any other laymen are wondering.


http://stackoverflow.com/questions/1297660/pyside-vs-pyqt



On 10 May 2013 03:31, Tony Barbieri  wrote:

> PySide runs fine in 2.6 if that's what you mean.  Might have to compile
> it yourself though.  Not sure what binaries they are distributing.
>
>
> On Thu, May 9, 2013 at 9:03 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> is pyside just a more up to date version of the version of python
>> currently supported by softimage ?
>>
>>
>> On 10 May 2013 02:36, Jeremie Passerin  wrote:
>>
>>> Ohh Nice !
>>>
>>>
>>> On 9 May 2013 17:33, joshxsi  wrote:
>>>
 PySide is much more pythonic with data, strings etc are just strings
 not QStrings.

 http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt


 On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin >>> > wrote:

> Can I ask what's the main differences between PySide and PyQt4 ?
> Is that just licensing ?
>
> Jeremie
>
>
> On 9 May 2013 17:04, Steven Caron  wrote:
>
>> Hey Gang
>>
>> Tony Barbieri and I have been working on official support for PySide
>> with the PyQtForSoftimage plugin and I need some testers...
>>
>> Who here wants to use PySide instead of PyQt4? It is a little rough
>> right now so, only people that really want to use PySide should contact 
>> me.
>>
>> Thanks
>> Steven
>>
>
>

>>>
>>
>
>
> --
> -tony
>


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Tony Barbieri
PySide runs fine in 2.6 if that's what you mean.  Might have to compile
it yourself though.  Not sure what binaries they are distributing.


On Thu, May 9, 2013 at 9:03 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> is pyside just a more up to date version of the version of python
> currently supported by softimage ?
>
>
> On 10 May 2013 02:36, Jeremie Passerin  wrote:
>
>> Ohh Nice !
>>
>>
>> On 9 May 2013 17:33, joshxsi  wrote:
>>
>>> PySide is much more pythonic with data, strings etc are just strings not
>>> QStrings.
>>>
>>> http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt
>>>
>>>
>>> On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin 
>>> wrote:
>>>
 Can I ask what's the main differences between PySide and PyQt4 ?
 Is that just licensing ?

 Jeremie


 On 9 May 2013 17:04, Steven Caron  wrote:

> Hey Gang
>
> Tony Barbieri and I have been working on official support for PySide
> with the PyQtForSoftimage plugin and I need some testers...
>
> Who here wants to use PySide instead of PyQt4? It is a little rough
> right now so, only people that really want to use PySide should contact 
> me.
>
> Thanks
> Steven
>


>>>
>>
>


-- 
-tony


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Sebastien Sterling
is pyside just a more up to date version of the version of python currently
supported by softimage ?


On 10 May 2013 02:36, Jeremie Passerin  wrote:

> Ohh Nice !
>
>
> On 9 May 2013 17:33, joshxsi  wrote:
>
>> PySide is much more pythonic with data, strings etc are just strings not
>> QStrings.
>>
>> http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt
>>
>>
>> On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin 
>> wrote:
>>
>>> Can I ask what's the main differences between PySide and PyQt4 ?
>>> Is that just licensing ?
>>>
>>> Jeremie
>>>
>>>
>>> On 9 May 2013 17:04, Steven Caron  wrote:
>>>
 Hey Gang

 Tony Barbieri and I have been working on official support for PySide
 with the PyQtForSoftimage plugin and I need some testers...

 Who here wants to use PySide instead of PyQt4? It is a little rough
 right now so, only people that really want to use PySide should contact me.

 Thanks
 Steven

>>>
>>>
>>
>


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Jeremie Passerin
Ohh Nice !


On 9 May 2013 17:33, joshxsi  wrote:

> PySide is much more pythonic with data, strings etc are just strings not
> QStrings.
>
> http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt
>
>
> On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin wrote:
>
>> Can I ask what's the main differences between PySide and PyQt4 ?
>> Is that just licensing ?
>>
>> Jeremie
>>
>>
>> On 9 May 2013 17:04, Steven Caron  wrote:
>>
>>> Hey Gang
>>>
>>> Tony Barbieri and I have been working on official support for PySide
>>> with the PyQtForSoftimage plugin and I need some testers...
>>>
>>> Who here wants to use PySide instead of PyQt4? It is a little rough
>>> right now so, only people that really want to use PySide should contact me.
>>>
>>> Thanks
>>> Steven
>>>
>>
>>
>


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Tony Barbieri
The nice part about the licensing is that it can be shipped with
applications.  Nuke, Hiero and I believe Maya as of 2014, all ship with it.

-tony


On Thu, May 9, 2013 at 8:31 PM, Steven Caron  wrote:

> mostly licensing yes, but some other differences outlined here...
>
> http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt
>
>
>
>
> On Thu, May 9, 2013 at 5:25 PM, Jeremie Passerin wrote:
>
>> Can I ask what's the main differences between PySide and PyQt4 ?
>> Is that just licensing ?
>>
>> Jeremie
>>
>>
>> On 9 May 2013 17:04, Steven Caron  wrote:
>>
>>> Hey Gang
>>>
>>> Tony Barbieri and I have been working on official support for PySide
>>> with the PyQtForSoftimage plugin and I need some testers...
>>>
>>> Who here wants to use PySide instead of PyQt4? It is a little rough
>>> right now so, only people that really want to use PySide should contact me.
>>>
>>> Thanks
>>> Steven
>>>
>>
>>
>


-- 
-tony


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread joshxsi
PySide is much more pythonic with data, strings etc are just strings not
QStrings.

http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt


On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin wrote:

> Can I ask what's the main differences between PySide and PyQt4 ?
> Is that just licensing ?
>
> Jeremie
>
>
> On 9 May 2013 17:04, Steven Caron  wrote:
>
>> Hey Gang
>>
>> Tony Barbieri and I have been working on official support for PySide with
>> the PyQtForSoftimage plugin and I need some testers...
>>
>> Who here wants to use PySide instead of PyQt4? It is a little rough right
>> now so, only people that really want to use PySide should contact me.
>>
>> Thanks
>> Steven
>>
>
>


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Steven Caron
mostly licensing yes, but some other differences outlined here...

http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt




On Thu, May 9, 2013 at 5:25 PM, Jeremie Passerin wrote:

> Can I ask what's the main differences between PySide and PyQt4 ?
> Is that just licensing ?
>
> Jeremie
>
>
> On 9 May 2013 17:04, Steven Caron  wrote:
>
>> Hey Gang
>>
>> Tony Barbieri and I have been working on official support for PySide with
>> the PyQtForSoftimage plugin and I need some testers...
>>
>> Who here wants to use PySide instead of PyQt4? It is a little rough right
>> now so, only people that really want to use PySide should contact me.
>>
>> Thanks
>> Steven
>>
>
>


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread Jeremie Passerin
Can I ask what's the main differences between PySide and PyQt4 ?
Is that just licensing ?

Jeremie


On 9 May 2013 17:04, Steven Caron  wrote:

> Hey Gang
>
> Tony Barbieri and I have been working on official support for PySide with
> the PyQtForSoftimage plugin and I need some testers...
>
> Who here wants to use PySide instead of PyQt4? It is a little rough right
> now so, only people that really want to use PySide should contact me.
>
> Thanks
> Steven
>


PyQtForSoftimage with PySide support

2013-05-09 Thread Steven Caron
Hey Gang

Tony Barbieri and I have been working on official support for PySide with
the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough right
now so, only people that really want to use PySide should contact me.

Thanks
Steven


Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Ciaran Moloney
In ICE, you can pull an attribute from a node context and write it back to
a UV property, but I wouldn't exactly say it's  a stable or recommended
workflow. Honestly, updating your exporter would be simpler, but in that
case you almost certainly will encounter the previously mentioned aggresive
ICE optimizations...


On Fri, May 10, 2013 at 12:08 AM, Eric Cosky  wrote:

> Thanks! That’s very helpful. I suppose it’s probably possible to add some
> nodes to push the attributes into the cluster so the exporter will see the
> final results..? I’m not sure what the limits are there with respect to ICE
> working with UVs like this. While I’d hoped to not have to specialize the
> ice tree, if this is a valid option it might be easier/simpler to do this
> than modify the exporter to look for the ice attributes. 
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron
> *Sent:* Thursday, May 09, 2013 3:55 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>
> ** **
>
> create copies from mesh uses an ice attribute called 'Texture_Projection'
> it doesn't set the uvs of a cluster property directly. you want to get the
> ice attribute and you will probably be good.
>
> ** **
>
>
> http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d
> 
>
> ** **
>
> On Thu, May 9, 2013 at 3:01 PM, Eric Cosky  wrote:
>
> Makes sense. I’d have hoped the results of the “Create Copies from Polygon
> Mesh” node wouldn’t be subject to that kind of logic though. For example,
> here’s the tree I am using in my scene:
> https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png
> 
>
>  
>
> I’m not much of an ICE guy, but I don’t see how to hook in a log values
> node without digging deep into the Create Copies node.
>
>  
>
> The other thing is, it does have the correct UVs if I render it, just not
> at the time of export (but not consistently.. which is stranger than never
> having the right uvs). This leads me to believe I am not requesting the
> data correctly, somehow. I’m just using a geometry accessor, the
> ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is
> giving me the raw, unprocessed pre-ice UV data and I need to look somewhere
> else for the final result. That wouldn’t explain why one model has the
> right data and the other doesn’t, but maybe that could be a different kind
> of issue.. who knows. 
>
>  
>
> Thanks for the suggestions/comments
>
>  
>
>  
>
>  
>
>  
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
> *Sent:* Thursday, May 09, 2013 12:52 PM
> *To:* XSI Mailing List
>
>
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>
>  
>
> The "aggressive optimization" problem is that ICE won't evaluate chunks of
> a tree if it doesn't feel you are genuinely using it.
>
>  
>
> So if I make some crazy math and store an attribute, if I don't use the
> attribute anywhere, it actual doesn't really exist and its tree won't
> evaluate fully. "Show Values" forces it to eval, as it needs this to
> display the values.
>
>  
>
>  
>
> On Thu, May 9, 2013 at 3:17 PM, Eric Cosky  wrote:
>
> I’m not familiar with the ice optimization problem but it sounds like a
> reasonable explanation for what I’m seeing. Thanks for the suggestion.
>
>  
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
> *Sent:* Thursday, May 09, 2013 12:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>
>  
>
> Probably hitting the ice optimization problem? Make sure your UVs are
> correctly set by putting a log values just before your set data node.
>
>  
>
> 2013/5/9 Eric Cosky 
>
> Hi,
>
>
>
> I've recently started using ICE modeling to help with some low poly models
> with tiny textures. The general idea is to make very small components, set
> up the UVs as needed, then make a larger model that is composed of many
> copies of the component. I like this approach because it lets me adjust
> pieces after they have been put into place, including the texture
> projections which will be propagated at any time in the future when the
> original model changes unlike how clone seems to work. With the low
> poly/low
> res textures, it's not always obvious what the best look is going to be
> until it's all together so being able to edit everything including texture
> projections is pretty helpful to the workflow. Here's an example:
> http

Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Steven Caron
change the c++ to get ice attribute directly or change the ice tree to set
the uv cluster property... its up to you :)


On Thu, May 9, 2013 at 4:08 PM, Eric Cosky  wrote:

> Thanks! That’s very helpful. I suppose it’s probably possible to add some
> nodes to push the attributes into the cluster so the exporter will see the
> final results..? I’m not sure what the limits are there with respect to ICE
> working with UVs like this. While I’d hoped to not have to specialize the
> ice tree, if this is a valid option it might be easier/simpler to do this
> than modify the exporter to look for the ice attributes. 
>
> **
>


Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Ciaran Moloney
Yeah, in your example scene, you've created a texture projection on your
copy geometry and you're attempting to write the UVs that. Forget about
using standard texture projections with ICE topo - just store UV data in a
custom vector ICE attribute. Of course, you'll have to modify your exporter
to pull the data from ICE not from a cluster property.



On Thu, May 9, 2013 at 11:54 PM, Steven Caron  wrote:

> create copies from mesh uses an ice attribute called 'Texture_Projection'
> it doesn't set the uvs of a cluster property directly. you want to get the
> ice attribute and you will probably be good.
>
>
> http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d
>
>
> On Thu, May 9, 2013 at 3:01 PM, Eric Cosky  wrote:
>
>> Makes sense. I’d have hoped the results of the “Create Copies from
>> Polygon Mesh” node wouldn’t be subject to that kind of logic though. For
>> example, here’s the tree I am using in my scene:
>> https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png
>> 
>>
>> ** **
>>
>> I’m not much of an ICE guy, but I don’t see how to hook in a log values
>> node without digging deep into the Create Copies node.
>>
>> ** **
>>
>> The other thing is, it does have the correct UVs if I render it, just not
>> at the time of export (but not consistently.. which is stranger than never
>> having the right uvs). This leads me to believe I am not requesting the
>> data correctly, somehow. I’m just using a geometry accessor, the
>> ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is
>> giving me the raw, unprocessed pre-ice UV data and I need to look somewhere
>> else for the final result. That wouldn’t explain why one model has the
>> right data and the other doesn’t, but maybe that could be a different kind
>> of issue.. who knows. 
>>
>> ** **
>>
>> Thanks for the suggestions/comments
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
>> *Sent:* Thursday, May 09, 2013 12:52 PM
>> *To:* XSI Mailing List
>>
>> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>>
>> ** **
>>
>> The "aggressive optimization" problem is that ICE won't evaluate chunks
>> of a tree if it doesn't feel you are genuinely using it.
>>
>> ** **
>>
>> So if I make some crazy math and store an attribute, if I don't use the
>> attribute anywhere, it actual doesn't really exist and its tree won't
>> evaluate fully. "Show Values" forces it to eval, as it needs this to
>> display the values.
>>
>> ** **
>>
>> ** **
>>
>> On Thu, May 9, 2013 at 3:17 PM, Eric Cosky  wrote:
>>
>> I’m not familiar with the ice optimization problem but it sounds like a
>> reasonable explanation for what I’m seeing. Thanks for the suggestion.***
>> *
>>
>>  
>>
>>  
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
>> *Sent:* Thursday, May 09, 2013 12:12 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>>
>>  
>>
>> Probably hitting the ice optimization problem? Make sure your UVs are
>> correctly set by putting a log values just before your set data node.
>>
>>  
>>
>> 2013/5/9 Eric Cosky 
>>
>> Hi,
>>
>>
>>
>> I've recently started using ICE modeling to help with some low poly models
>> with tiny textures. The general idea is to make very small components, set
>> up the UVs as needed, then make a larger model that is composed of many
>> copies of the component. I like this approach because it lets me adjust
>> pieces after they have been put into place, including the texture
>> projections which will be propagated at any time in the future when the
>> original model changes unlike how clone seems to work. With the low
>> poly/low
>> res textures, it's not always obvious what the best look is going to be
>> until it's all together so being able to edit everything including texture
>> projections is pretty helpful to the workflow. Here's an example:
>> https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the
>> ring
>> is made of the two parts shown in front, and it's using just a fraction
>> of a
>> 128x128 texture. If anyone is interested in looking at the scene, it's
>> here:
>> https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip
>>
>>
>>
>>
>>
>> The modeling technique generally works as expected, but I am finding that
>> the UVs are not reliably available in the final ice model during export.
>> For
>> instance, the inner ring was exporting the UVs correctly, but not the
>> outer
>> - all UVs on the outer were the same (I think [0,1], possibly the original
>> projectio

RE: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Eric Cosky
Thanks! That's very helpful. I suppose it's probably possible to add some
nodes to push the attributes into the cluster so the exporter will see the
final results..? I'm not sure what the limits are there with respect to ICE
working with UVs like this. While I'd hoped to not have to specialize the
ice tree, if this is a valid option it might be easier/simpler to do this
than modify the exporter to look for the ice attributes. 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Thursday, May 09, 2013 3:55 PM
To: softimage@listproc.autodesk.com
Subject: Re: Looking for exporting tips with ICE topology - SI2014

 

create copies from mesh uses an ice attribute called 'Texture_Projection' it
doesn't set the uvs of a cluster property directly. you want to get the ice
attribute and you will probably be good.

 

http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.
html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geo
metry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d

 

On Thu, May 9, 2013 at 3:01 PM, Eric Cosky  wrote:

Makes sense. I'd have hoped the results of the "Create Copies from Polygon
Mesh" node wouldn't be subject to that kind of logic though. For example,
here's the tree I am using in my scene:
https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-4
0.png

 

I'm not much of an ICE guy, but I don't see how to hook in a log values node
without digging deep into the Create Copies node.

 

The other thing is, it does have the correct UVs if I render it, just not at
the time of export (but not consistently.. which is stranger than never
having the right uvs). This leads me to believe I am not requesting the data
correctly, somehow. I'm just using a geometry accessor, the ga.GetUVs() and
then the uv ClusterProperty.GetValues(). Maybe this is giving me the raw,
unprocessed pre-ice UV data and I need to look somewhere else for the final
result. That wouldn't explain why one model has the right data and the other
doesn't, but maybe that could be a different kind of issue.. who knows. 

 

Thanks for the suggestions/comments

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Thursday, May 09, 2013 12:52 PM
To: XSI Mailing List


Subject: Re: Looking for exporting tips with ICE topology - SI2014

 

The "aggressive optimization" problem is that ICE won't evaluate chunks of a
tree if it doesn't feel you are genuinely using it.

 

So if I make some crazy math and store an attribute, if I don't use the
attribute anywhere, it actual doesn't really exist and its tree won't
evaluate fully. "Show Values" forces it to eval, as it needs this to display
the values.

 

 

On Thu, May 9, 2013 at 3:17 PM, Eric Cosky  wrote:

I'm not familiar with the ice optimization problem but it sounds like a
reasonable explanation for what I'm seeing. Thanks for the suggestion.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Thursday, May 09, 2013 12:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Looking for exporting tips with ICE topology - SI2014

 

Probably hitting the ice optimization problem? Make sure your UVs are
correctly set by putting a log values just before your set data node.

 

2013/5/9 Eric Cosky 

Hi,



I've recently started using ICE modeling to help with some low poly models
with tiny textures. The general idea is to make very small components, set
up the UVs as needed, then make a larger model that is composed of many
copies of the component. I like this approach because it lets me adjust
pieces after they have been put into place, including the texture
projections which will be propagated at any time in the future when the
original model changes unlike how clone seems to work. With the low poly/low
res textures, it's not always obvious what the best look is going to be
until it's all together so being able to edit everything including texture
projections is pretty helpful to the workflow. Here's an example:
https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
is made of the two parts shown in front, and it's using just a fraction of a
128x128 texture. If anyone is interested in looking at the scene, it's here:
https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip





The modeling technique generally works as expected, but I am finding that
the UVs are not reliably available in the final ice model during export. For
instance, the inner ring was exporting the UVs correctly, but not the outer
- all UVs on the outer were the same (I think [0,1], possibly the original
projection values which ICE was supposed to override). The exporter is
written in C++ and works correctly for exporting UVs on normal models, but
it seems like I have to freeze the 

Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Steven Caron
create copies from mesh uses an ice attribute called 'Texture_Projection'
it doesn't set the uvs of a cluster property directly. you want to get the
ice attribute and you will probably be good.

http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d


On Thu, May 9, 2013 at 3:01 PM, Eric Cosky  wrote:

> Makes sense. I’d have hoped the results of the “Create Copies from Polygon
> Mesh” node wouldn’t be subject to that kind of logic though. For example,
> here’s the tree I am using in my scene:
> https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png
> 
>
> ** **
>
> I’m not much of an ICE guy, but I don’t see how to hook in a log values
> node without digging deep into the Create Copies node.
>
> ** **
>
> The other thing is, it does have the correct UVs if I render it, just not
> at the time of export (but not consistently.. which is stranger than never
> having the right uvs). This leads me to believe I am not requesting the
> data correctly, somehow. I’m just using a geometry accessor, the
> ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is
> giving me the raw, unprocessed pre-ice UV data and I need to look somewhere
> else for the final result. That wouldn’t explain why one model has the
> right data and the other doesn’t, but maybe that could be a different kind
> of issue.. who knows. 
>
> ** **
>
> Thanks for the suggestions/comments
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
> *Sent:* Thursday, May 09, 2013 12:52 PM
> *To:* XSI Mailing List
>
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>
> ** **
>
> The "aggressive optimization" problem is that ICE won't evaluate chunks of
> a tree if it doesn't feel you are genuinely using it.
>
> ** **
>
> So if I make some crazy math and store an attribute, if I don't use the
> attribute anywhere, it actual doesn't really exist and its tree won't
> evaluate fully. "Show Values" forces it to eval, as it needs this to
> display the values.
>
> ** **
>
> ** **
>
> On Thu, May 9, 2013 at 3:17 PM, Eric Cosky  wrote:
>
> I’m not familiar with the ice optimization problem but it sounds like a
> reasonable explanation for what I’m seeing. Thanks for the suggestion.
>
>  
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
> *Sent:* Thursday, May 09, 2013 12:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>
>  
>
> Probably hitting the ice optimization problem? Make sure your UVs are
> correctly set by putting a log values just before your set data node.
>
>  
>
> 2013/5/9 Eric Cosky 
>
> Hi,
>
>
>
> I've recently started using ICE modeling to help with some low poly models
> with tiny textures. The general idea is to make very small components, set
> up the UVs as needed, then make a larger model that is composed of many
> copies of the component. I like this approach because it lets me adjust
> pieces after they have been put into place, including the texture
> projections which will be propagated at any time in the future when the
> original model changes unlike how clone seems to work. With the low
> poly/low
> res textures, it's not always obvious what the best look is going to be
> until it's all together so being able to edit everything including texture
> projections is pretty helpful to the workflow. Here's an example:
> https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
> is made of the two parts shown in front, and it's using just a fraction of
> a
> 128x128 texture. If anyone is interested in looking at the scene, it's
> here:
> https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip
>
>
>
>
>
> The modeling technique generally works as expected, but I am finding that
> the UVs are not reliably available in the final ice model during export.
> For
> instance, the inner ring was exporting the UVs correctly, but not the outer
> - all UVs on the outer were the same (I think [0,1], possibly the original
> projection values which ICE was supposed to override). The exporter is
> written in C++ and works correctly for exporting UVs on normal models, but
> it seems like I have to freeze the modeling to get the UVs to be available.
> Is this a typical thing to need to do with ICE modeling? Hopefully freezing
> isn't a requirement for proper export. The strange part about it is the
> inconsistency between the two ring parts, how one of them exports the uvs
> properly and the other doesn't despite being identically configured (as far
> as I can tell). This isn't

RE: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Eric Cosky
Makes sense. I'd have hoped the results of the "Create Copies from Polygon
Mesh" node wouldn't be subject to that kind of logic though. For example,
here's the tree I am using in my scene:
https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-4
0.png

 

I'm not much of an ICE guy, but I don't see how to hook in a log values node
without digging deep into the Create Copies node.

 

The other thing is, it does have the correct UVs if I render it, just not at
the time of export (but not consistently.. which is stranger than never
having the right uvs). This leads me to believe I am not requesting the data
correctly, somehow. I'm just using a geometry accessor, the ga.GetUVs() and
then the uv ClusterProperty.GetValues(). Maybe this is giving me the raw,
unprocessed pre-ice UV data and I need to look somewhere else for the final
result. That wouldn't explain why one model has the right data and the other
doesn't, but maybe that could be a different kind of issue.. who knows. 

 

Thanks for the suggestions/comments

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Thursday, May 09, 2013 12:52 PM
To: XSI Mailing List
Subject: Re: Looking for exporting tips with ICE topology - SI2014

 

The "aggressive optimization" problem is that ICE won't evaluate chunks of a
tree if it doesn't feel you are genuinely using it.

 

So if I make some crazy math and store an attribute, if I don't use the
attribute anywhere, it actual doesn't really exist and its tree won't
evaluate fully. "Show Values" forces it to eval, as it needs this to display
the values.

 

 

On Thu, May 9, 2013 at 3:17 PM, Eric Cosky  wrote:

I'm not familiar with the ice optimization problem but it sounds like a
reasonable explanation for what I'm seeing. Thanks for the suggestion.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Thursday, May 09, 2013 12:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Looking for exporting tips with ICE topology - SI2014

 

Probably hitting the ice optimization problem? Make sure your UVs are
correctly set by putting a log values just before your set data node.

 

2013/5/9 Eric Cosky 

Hi,



I've recently started using ICE modeling to help with some low poly models
with tiny textures. The general idea is to make very small components, set
up the UVs as needed, then make a larger model that is composed of many
copies of the component. I like this approach because it lets me adjust
pieces after they have been put into place, including the texture
projections which will be propagated at any time in the future when the
original model changes unlike how clone seems to work. With the low poly/low
res textures, it's not always obvious what the best look is going to be
until it's all together so being able to edit everything including texture
projections is pretty helpful to the workflow. Here's an example:
https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
is made of the two parts shown in front, and it's using just a fraction of a
128x128 texture. If anyone is interested in looking at the scene, it's here:
https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip





The modeling technique generally works as expected, but I am finding that
the UVs are not reliably available in the final ice model during export. For
instance, the inner ring was exporting the UVs correctly, but not the outer
- all UVs on the outer were the same (I think [0,1], possibly the original
projection values which ICE was supposed to override). The exporter is
written in C++ and works correctly for exporting UVs on normal models, but
it seems like I have to freeze the modeling to get the UVs to be available.
Is this a typical thing to need to do with ICE modeling? Hopefully freezing
isn't a requirement for proper export. The strange part about it is the
inconsistency between the two ring parts, how one of them exports the uvs
properly and the other doesn't despite being identically configured (as far
as I can tell). This isn't a huge problem, just a workflow thing I'm trying
to understand & optimize before diving into more assets. If freezing is
required, so be it, would be nice to know if I'm just doing something wrong
though.



Also, I am occasionally finding SI2014 gets into a strange state where one
or more of the ICE models just doesn't appear. It is selectable, but has
zero triangles/verts. When this happens the only thing I found to make them
reappear was to move the object in the hierarchy, which of course seems like
a bug but perhaps I am just missing something here. If nobody else is seeing
this I wonder if it has something to do with the use of RTShaders. I was
thinking perhaps shuffling the current frame to/from the first frame of the
scene might help but it doesn't, the only thing that fixed 

Re: Yeti for Softimage

2013-05-09 Thread Steven Caron
its a shell really. i am busy on other projects right now so  
simplebrush wont get any attention at this time


*written with my thumbs

On May 9, 2013, at 2:24 PM, Sebastien Sterling > wrote:


sounds like you two could really make something great  of this brush  
system. :)



On 9 May 2013 22:13, Steven Caron  wrote:
oh cool!

ya, would be nice to share what you learned make the generic brush  
better for others wishing to make their own brush based tool


s


On Thu, May 9, 2013 at 1:03 PM, Ahmidou.xsi   
wrote:
I mean using some parts of your simple brush, currently I'm not  
using the pickBuffer but raycasting.


Le 10 mai 2013 à 01:17, Steven Caron  a écrit :


awesome!

btw, merged with mine? what do you mean?

*written with my thumbs

On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi   
wrote:


Hi Steven, it's still very wip, I'll release the sources as soon  
as I'll have cleaned the code

I also want to merge it with yours.

By the way, it's updated :)
http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643

Cheers
A.

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


2013/5/9 Steven Caron 
@ahmidou

if you don't have plans to market/sell it, maybe share the code?


On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi > wrote:

Hi Sebastien,
There is a 64bit version in the archive, and you can smooth/relax  
by choosing the option in the RMB menu.
By the way I have an updated version at home with the undo  
working, I'll post it tonight


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


2013/5/9 Sebastien Sterling 
I'm not a coder unfortunately, :- ( but yes I'd definitely buy a  
finished version with relax and symmetry, I have stated as much on  
previous threads. (i don't know much about development costs)




On 9 May 2013 02:09, Steven Caron  wrote:
no, the first post shows he updated it.

ya, no relax... maybe ask him for the source code so you can make  
the changes? or offer to pay him?


s


On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling > wrote:
Yes i have seen this before, however it is only for 32 bit ? i  
still think it is impressive, but it doesn't have the most  
important tool the relax tool, the one tool that would complete  
mudbox... so they horde it as a maya exclusive...



On 9 May 2013 01:07, Steven Caron  wrote:
for the time being...

LivePaint - Ahmidou
http://www.si-community.com/community/viewtopic.php?t=1735



On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling > wrote:
yes building ice in maya does sound excessively enterprising,  
which is why i asked if it would be doable as supposed to viable.  
i'm much more interested in a simple artisan tool counterpart for  
softimage
 there would be a nice place for it, right on the shelf beneath  
the weight painting tooles :P



On 8 May 2013 23:58, Alan Fregtman  wrote:
Code in html? They don't do the browser plugin anymore.

You're right about the other things as far as I know though. Write  
a tool in Fabric and it's usable from Maya and Softimage. Their  
hair system example is essentially an example of that. Their  
viewport integration seems to be cross-platform.


They have painting samples already, and a brush API, so it's not  
so far fetched to make an artisan tools clone if you were so  
inclined, and can code.


An ICE clone? That's harder. :p



On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling > wrote:
Apologies for resurrecting this topic, only i was chatting to our  
character fx supervisor about Fabric, and it got me thinking,  
would it be possible to create something like ice in fabric  
engine, but for maya? i mean possible, not viable, i don't want to  
see ice in maya, i was just wondering what are the limits, it  
sounds like an sdk away from home, could one make deformers  
operators, could you make a version of artisan sculpt tools for  
softimage with deformers linked to brushes ? would it all have to  
happen in a second interface, or is there a way of integrating it  
seamlessly with what is already there in maya and softimages UI,  
also i was told that you can code in html and the KL core does the  
heavy lifting is this right ? sorry again if any of this in  
inacurate



On 20 April 2013 21:02, Paul Doyle  wrote:
Don't get me wrong - Yeti is great software, and the guys at  
Peregrine are very smart. I was just responding to the comments  
about Fabric :)



On 20 April 2013 13:33, Sebastien Sterling > wrote:
Hello Paul, i have in fact seen the demo for the hair module, and  
in general the fabric engine looks amazing, up until now i was  
under the impression it was going to be some external application  
that would instance things back into softimage or maya, i was not  
aware that you intended to integrate it into both applications,  
i'm curious and very eager to see what this might look like :)


the thing i like with yet

Re: Yeti for Softimage

2013-05-09 Thread Sebastien Sterling
sounds like you two could really make something great  of this brush
system. :)


On 9 May 2013 22:13, Steven Caron  wrote:

> oh cool!
>
> ya, would be nice to share what you learned make the generic brush better
> for others wishing to make their own brush based tool
>
> s
>
>
> On Thu, May 9, 2013 at 1:03 PM, Ahmidou.xsi  wrote:
>
>> I mean using some parts of your simple brush, currently I'm not using the
>> pickBuffer but raycasting.
>>
>> Le 10 mai 2013 à 01:17, Steven Caron  a écrit :
>>
>> awesome!
>>
>> btw, merged with mine? what do you mean?
>>
>> *written with my thumbs
>>
>> On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi 
>> wrote:
>>
>> Hi Steven, it's still very wip, I'll release the sources as soon as I'll
>> have cleaned the code
>> I also want to merge it with yours.
>>
>> By the way, it's updated :)
>> 
>> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
>>
>> Cheers
>> A.
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>> 2013/5/9 Steven Caron < car...@gmail.com>
>>
>>> @ahmidou
>>>
>>> if you don't have plans to market/sell it, maybe share the code?
>>>
>>>
>>> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi <
>>> ahmidou@gmail.com> wrote:
>>>
 Hi Sebastien,
 There is a 64bit version in the archive, and you can smooth/relax by
 choosing the option in the RMB menu.
 By the way I have an updated version at home with the undo working,
 I'll post it tonight

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


 2013/5/9 Sebastien Sterling < 
 sebastien.sterl...@gmail.com>

> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a
> finished version with relax and symmetry, I have stated as much on 
> previous
> threads. (i don't know much about development costs)
>
>
>
> On 9 May 2013 02:09, Steven Caron < car...@gmail.com
> > wrote:
>
>> no, the first post shows he updated it.
>>
>> ya, no relax... maybe ask him for the source code so you can make the
>> changes? or offer to pay him?
>>
>> s
>>
>>
>> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling 
>> <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Yes i have seen this before, however it is only for 32 bit ? i still
>>> think it is impressive, but it doesn't have the most important tool the
>>> relax tool, the one tool that would complete mudbox... so they horde it 
>>> as
>>> a maya exclusive...
>>>
>>>
>>> On 9 May 2013 01:07, Steven Caron < 
>>> car...@gmail.com> wrote:
>>>
 for the time being...

 LivePaint - Ahmidou
 
 http://www.si-community.com/community/viewtopic.php?t=1735



 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling 
 <
 sebastien.sterl...@gmail.com> wrote:

> yes building ice in maya does sound excessively enterprising,
> which is why i asked if it would be doable as supposed to viable. i'm 
> much
> more interested in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath
> the weight painting tooles :P
>
>
> On 8 May 2013 23:58, Alan Fregtman < 
> alan.fregt...@gmail.com> wrote:
>
>> Code in html? They don't do the browser plugin anymore.
>>
>> You're right about the other things as far as I know though.
>> Write a tool in Fabric and it's usable from Maya and Softimage. 
>> Their hair
>> system example is essentially an example of that. Their viewport
>> integration seems to be cross-platform.
>>
>> They have painting samples already, and a brush API, so it's not
>> so far fetched to make an artisan tools clone if you were so 
>> inclined, and
>> can code.
>>
>> An ICE clone? That's harder. :p
>>
>>
>>
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling 
>> <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Apologies for resurrecting this topic, only i was chatting to
>>> our character fx supervisor about Fabric, and it got me thinking, 
>>> would it
>>> be possible to create something like ice in fabric engine, but for 
>>> maya? i
>>> mean possible, not viable, i don't want to see ice in maya, i was 
>>> just
>>> wondering what are the limits, it sound

CrowdFX: Animation States

2013-05-09 Thread Byron Nash
I'm trying to set up a basic stadium crowd. I have tried following the help
docs and used the "New Crowd with Collision Avoidance" and also "New Basic
Crowd". I have the actors emitting properly and I have set the velocity to
0 since I want them to stay put. I'm getting tripped up with the States
though. In the *Behavior* tree the *Set Animation State *node does not
include the 3 animations I chose when I imported the actor. I do see those
animations if I drill into the *Get Animations Sources Core* node. How do I
get those actions to show up for use in the States tree?


Re: Yeti for Softimage

2013-05-09 Thread Steven Caron
oh cool!

ya, would be nice to share what you learned make the generic brush better
for others wishing to make their own brush based tool

s


On Thu, May 9, 2013 at 1:03 PM, Ahmidou.xsi  wrote:

> I mean using some parts of your simple brush, currently I'm not using the
> pickBuffer but raycasting.
>
> Le 10 mai 2013 à 01:17, Steven Caron  a écrit :
>
> awesome!
>
> btw, merged with mine? what do you mean?
>
> *written with my thumbs
>
> On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi  wrote:
>
> Hi Steven, it's still very wip, I'll release the sources as soon as I'll
> have cleaned the code
> I also want to merge it with yours.
>
> By the way, it's updated :)
> 
> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
>
> Cheers
> A.
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>
> 2013/5/9 Steven Caron < car...@gmail.com>
>
>> @ahmidou
>>
>> if you don't have plans to market/sell it, maybe share the code?
>>
>>
>> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi < 
>> ahmidou@gmail.com> wrote:
>>
>>> Hi Sebastien,
>>> There is a 64bit version in the archive, and you can smooth/relax by
>>> choosing the option in the RMB menu.
>>> By the way I have an updated version at home with the undo working, I'll
>>> post it tonight
>>>
>>> ---
>>> Ahmidou Lyazidi
>>> Director | TD | CG artist
>>> http://vimeo.com/ahmidou/videos
>>>
>>>
>>> 2013/5/9 Sebastien Sterling < 
>>> sebastien.sterl...@gmail.com>
>>>
 I'm not a coder unfortunately, :- ( but yes I'd definitely buy a
 finished version with relax and symmetry, I have stated as much on previous
 threads. (i don't know much about development costs)



 On 9 May 2013 02:09, Steven Caron < 
 car...@gmail.com>wrote:

> no, the first post shows he updated it.
>
> ya, no relax... maybe ask him for the source code so you can make the
> changes? or offer to pay him?
>
> s
>
>
> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling 
> <
> sebastien.sterl...@gmail.com> wrote:
>
>> Yes i have seen this before, however it is only for 32 bit ? i still
>> think it is impressive, but it doesn't have the most important tool the
>> relax tool, the one tool that would complete mudbox... so they horde it 
>> as
>> a maya exclusive...
>>
>>
>> On 9 May 2013 01:07, Steven Caron < 
>> car...@gmail.com> wrote:
>>
>>> for the time being...
>>>
>>> LivePaint - Ahmidou
>>> 
>>> http://www.si-community.com/community/viewtopic.php?t=1735
>>>
>>>
>>>
>>> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling 
>>> <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 yes building ice in maya does sound excessively enterprising, which
 is why i asked if it would be doable as supposed to viable. i'm much 
 more
 interested in a simple artisan tool counterpart for softimage
  there would be a nice place for it, right on the shelf beneath the
 weight painting tooles :P


 On 8 May 2013 23:58, Alan Fregtman < 
 alan.fregt...@gmail.com> wrote:

> Code in html? They don't do the browser plugin anymore.
>
> You're right about the other things as far as I know though. Write
> a tool in Fabric and it's usable from Maya and Softimage. Their hair 
> system
> example is essentially an example of that. Their viewport integration 
> seems
> to be cross-platform.
>
> They have painting samples already, and a brush API, so it's not
> so far fetched to make an artisan tools clone if you were so 
> inclined, and
> can code.
>
> An ICE clone? That's harder. :p
>
>
>
> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling 
> <
> sebastien.sterl...@gmail.com> wrote:
>
>> Apologies for resurrecting this topic, only i was chatting to our
>> character fx supervisor about Fabric, and it got me thinking, would 
>> it be
>> possible to create something like ice in fabric engine, but for 
>> maya? i
>> mean possible, not viable, i don't want to see ice in maya, i was 
>> just
>> wondering what are the limits, it sounds like an sdk away from home, 
>> could
>> one make deformers operators, could you make a version of artisan 
>> sculpt
>> tools for softimage with deformers linked to brushes ? would it all 
>> have to
>> happen in a second inte

Re: Yeti for Softimage

2013-05-09 Thread Ahmidou.xsi
Which SI version are you using?
The plugin is compiled on 2014, that may be the reason, I'll run some test.


Le 10 mai 2013 à 01:20, Sebastien Sterling  a 
écrit :

> i seem to be getting the same error as some people on the si community: ERROR 
>  object expected line 1 ... i do infact have the latest version of MS visual 
> C++ 2010 redis...x64.  the plugin also comes up with a little red triangle in 
> the list :- (
> 
> 
> On 9 May 2013 14:21, Ahmidou Lyazidi  wrote:
> Hi Steven, it's still very wip, I'll release the sources as soon as I'll have 
> cleaned the code
> I also want to merge it with yours.
> 
> By the way, it's updated :)
> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
> 
> Cheers
> A.
> 
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> 
> 
> 2013/5/9 Steven Caron 
> @ahmidou
> 
> if you don't have plans to market/sell it, maybe share the code?
> 
> 
> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi  wrote:
> Hi Sebastien,
> There is a 64bit version in the archive, and you can smooth/relax by choosing 
> the option in the RMB menu.
> By the way I have an updated version at home with the undo working, I'll post 
> it tonight
> 
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> 
> 
> 2013/5/9 Sebastien Sterling 
> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished 
> version with relax and symmetry, I have stated as much on previous threads. 
> (i don't know much about development costs)
> 
> 
> 
> On 9 May 2013 02:09, Steven Caron  wrote:
> no, the first post shows he updated it.
> 
> ya, no relax... maybe ask him for the source code so you can make the 
> changes? or offer to pay him?
> 
> s
> 
> 
> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling 
>  wrote:
> Yes i have seen this before, however it is only for 32 bit ? i still think it 
> is impressive, but it doesn't have the most important tool the relax tool, 
> the one tool that would complete mudbox... so they horde it as a maya 
> exclusive...
> 
> 
> On 9 May 2013 01:07, Steven Caron  wrote:
> for the time being...
> 
> LivePaint - Ahmidou
> http://www.si-community.com/community/viewtopic.php?t=1735
> 
> 
> 
> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling 
>  wrote:
> yes building ice in maya does sound excessively enterprising, which is why i 
> asked if it would be doable as supposed to viable. i'm much more interested 
> in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath the weight 
> painting tooles :P
> 
> 
> On 8 May 2013 23:58, Alan Fregtman  wrote:
> Code in html? They don't do the browser plugin anymore.
> 
> You're right about the other things as far as I know though. Write a tool in 
> Fabric and it's usable from Maya and Softimage. Their hair system example is 
> essentially an example of that. Their viewport integration seems to be 
> cross-platform.
> 
> They have painting samples already, and a brush API, so it's not so far 
> fetched to make an artisan tools clone if you were so inclined, and can code.
> 
> An ICE clone? That's harder. :p
> 
> 
> 
> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling 
>  wrote:
> Apologies for resurrecting this topic, only i was chatting to our character 
> fx supervisor about Fabric, and it got me thinking, would it be possible to 
> create something like ice in fabric engine, but for maya? i mean possible, 
> not viable, i don't want to see ice in maya, i was just wondering what are 
> the limits, it sounds like an sdk away from home, could one make deformers 
> operators, could you make a version of artisan sculpt tools for softimage 
> with deformers linked to brushes ? would it all have to happen in a second 
> interface, or is there a way of integrating it seamlessly with what is 
> already there in maya and softimages UI, also i was told that you can code in 
> html and the KL core does the heavy lifting is this right ? sorry again if 
> any of this in inacurate
> 
> 
> On 20 April 2013 21:02, Paul Doyle  wrote:
> Don't get me wrong - Yeti is great software, and the guys at Peregrine are 
> very smart. I was just responding to the comments about Fabric :)
> 
> 
> On 20 April 2013 13:33, Sebastien Sterling  
> wrote:
> Hello Paul, i have in fact seen the demo for the hair module, and in general 
> the fabric engine looks amazing, up until now i was under the impression it 
> was going to be some external application that would instance things back 
> into softimage or maya, i was not aware that you intended to integrate it 
> into both applications, i'm curious and very eager to see what this might 
> look like :)
> 
> the thing i like with yeti after having seen it in action is the interaction 
> model is really solid, you have a node based editor to build your simulation 
> tree where y

Re: Yeti for Softimage

2013-05-09 Thread Ahmidou.xsi
I mean using some parts of your simple brush, currently I'm not using the 
pickBuffer but raycasting.

Le 10 mai 2013 à 01:17, Steven Caron  a écrit :

> awesome!
> 
> btw, merged with mine? what do you mean?
> 
> *written with my thumbs
> 
> On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi  wrote:
> 
>> Hi Steven, it's still very wip, I'll release the sources as soon as I'll 
>> have cleaned the code
>> I also want to merge it with yours.
>> 
>> By the way, it's updated :)
>> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
>> 
>> Cheers
>> A.
>> 
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> 
>> 
>> 2013/5/9 Steven Caron 
>> @ahmidou
>> 
>> if you don't have plans to market/sell it, maybe share the code?
>> 
>> 
>> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi  
>> wrote:
>> Hi Sebastien,
>> There is a 64bit version in the archive, and you can smooth/relax by 
>> choosing the option in the RMB menu.
>> By the way I have an updated version at home with the undo working, I'll 
>> post it tonight
>> 
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> 
>> 
>> 2013/5/9 Sebastien Sterling 
>> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished 
>> version with relax and symmetry, I have stated as much on previous threads. 
>> (i don't know much about development costs)
>> 
>> 
>> 
>> On 9 May 2013 02:09, Steven Caron  wrote:
>> no, the first post shows he updated it.
>> 
>> ya, no relax... maybe ask him for the source code so you can make the 
>> changes? or offer to pay him?
>> 
>> s
>> 
>> 
>> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling 
>>  wrote:
>> Yes i have seen this before, however it is only for 32 bit ? i still think 
>> it is impressive, but it doesn't have the most important tool the relax 
>> tool, the one tool that would complete mudbox... so they horde it as a maya 
>> exclusive...
>> 
>> 
>> On 9 May 2013 01:07, Steven Caron  wrote:
>> for the time being...
>> 
>> LivePaint - Ahmidou
>> http://www.si-community.com/community/viewtopic.php?t=1735
>> 
>> 
>> 
>> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling 
>>  wrote:
>> yes building ice in maya does sound excessively enterprising, which is why i 
>> asked if it would be doable as supposed to viable. i'm much more interested 
>> in a simple artisan tool counterpart for softimage
>>  there would be a nice place for it, right on the shelf beneath the weight 
>> painting tooles :P
>> 
>> 
>> On 8 May 2013 23:58, Alan Fregtman  wrote:
>> Code in html? They don't do the browser plugin anymore.
>> 
>> You're right about the other things as far as I know though. Write a tool in 
>> Fabric and it's usable from Maya and Softimage. Their hair system example is 
>> essentially an example of that. Their viewport integration seems to be 
>> cross-platform.
>> 
>> They have painting samples already, and a brush API, so it's not so far 
>> fetched to make an artisan tools clone if you were so inclined, and can code.
>> 
>> An ICE clone? That's harder. :p
>> 
>> 
>> 
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling 
>>  wrote:
>> Apologies for resurrecting this topic, only i was chatting to our character 
>> fx supervisor about Fabric, and it got me thinking, would it be possible to 
>> create something like ice in fabric engine, but for maya? i mean possible, 
>> not viable, i don't want to see ice in maya, i was just wondering what are 
>> the limits, it sounds like an sdk away from home, could one make deformers 
>> operators, could you make a version of artisan sculpt tools for softimage 
>> with deformers linked to brushes ? would it all have to happen in a second 
>> interface, or is there a way of integrating it seamlessly with what is 
>> already there in maya and softimages UI, also i was told that you can code 
>> in html and the KL core does the heavy lifting is this right ? sorry again 
>> if any of this in inacurate
>> 
>> 
>> On 20 April 2013 21:02, Paul Doyle  wrote:
>> Don't get me wrong - Yeti is great software, and the guys at Peregrine are 
>> very smart. I was just responding to the comments about Fabric :)
>> 
>> 
>> On 20 April 2013 13:33, Sebastien Sterling  
>> wrote:
>> Hello Paul, i have in fact seen the demo for the hair module, and in general 
>> the fabric engine looks amazing, up until now i was under the impression it 
>> was going to be some external application that would instance things back 
>> into softimage or maya, i was not aware that you intended to integrate it 
>> into both applications, i'm curious and very eager to see what this might 
>> look like :)
>> 
>> the thing i like with yeti after having seen it in action is the interaction 
>> model is really solid, you have a node based editor to build your simulation 
>> tree where your setting live like ice, but you can also come in 

Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Alan Fregtman
If you don't want to modify the icetrees, you can still do Get
Property->Attribute Display and set it to show your fancy attribute.

This is the exact same as "Show Values", but at the object level.



On Thu, May 9, 2013 at 3:32 PM, Eric Cosky  wrote:

> I wonder if there is something I could do in the C++ exporter code to
> disable the optimizations or otherwise trigger a full update; it would be
> nice to not have to modify ice trees in order to get them to export
> correctly.
>
> ** **
>
> ** **
>
> *From:* Eric Cosky [mailto:e...@cosky.com]
> *Sent:* Thursday, May 09, 2013 12:18 PM
> *To:* 'softimage@listproc.autodesk.com'
> *Subject:* RE: Looking for exporting tips with ICE topology - SI2014
>
> ** **
>
> I’m not familiar with the ice optimization problem but it sounds like a
> reasonable explanation for what I’m seeing. Thanks for the suggestion.
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Fabricio Chamon
> *Sent:* Thursday, May 09, 2013 12:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>
> ** **
>
> Probably hitting the ice optimization problem? Make sure your UVs are
> correctly set by putting a log values just before your set data node.
>
> ** **
>
> 2013/5/9 Eric Cosky 
>
> Hi,
>
>
>
> I've recently started using ICE modeling to help with some low poly models
> with tiny textures. The general idea is to make very small components, set
> up the UVs as needed, then make a larger model that is composed of many
> copies of the component. I like this approach because it lets me adjust
> pieces after they have been put into place, including the texture
> projections which will be propagated at any time in the future when the
> original model changes unlike how clone seems to work. With the low
> poly/low
> res textures, it's not always obvious what the best look is going to be
> until it's all together so being able to edit everything including texture
> projections is pretty helpful to the workflow. Here's an example:
> https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
> is made of the two parts shown in front, and it's using just a fraction of
> a
> 128x128 texture. If anyone is interested in looking at the scene, it's
> here:
> https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip
>
>
>
>
>
> The modeling technique generally works as expected, but I am finding that
> the UVs are not reliably available in the final ice model during export.
> For
> instance, the inner ring was exporting the UVs correctly, but not the outer
> - all UVs on the outer were the same (I think [0,1], possibly the original
> projection values which ICE was supposed to override). The exporter is
> written in C++ and works correctly for exporting UVs on normal models, but
> it seems like I have to freeze the modeling to get the UVs to be available.
> Is this a typical thing to need to do with ICE modeling? Hopefully freezing
> isn't a requirement for proper export. The strange part about it is the
> inconsistency between the two ring parts, how one of them exports the uvs
> properly and the other doesn't despite being identically configured (as far
> as I can tell). This isn't a huge problem, just a workflow thing I'm trying
> to understand & optimize before diving into more assets. If freezing is
> required, so be it, would be nice to know if I'm just doing something wrong
> though.
>
>
>
> Also, I am occasionally finding SI2014 gets into a strange state where one
> or more of the ICE models just doesn't appear. It is selectable, but has
> zero triangles/verts. When this happens the only thing I found to make them
> reappear was to move the object in the hierarchy, which of course seems
> like
> a bug but perhaps I am just missing something here. If nobody else is
> seeing
> this I wonder if it has something to do with the use of RTShaders. I was
> thinking perhaps shuffling the current frame to/from the first frame of the
> scene might help but it doesn't, the only thing that fixed it for me was
> moving the objects in the hierarchy.
>
>
>
> Any tips or suggestions on typical problems & workarounds for dealing with
> ice models in the context of exporting the assets would be appreciated,
> thanks.
>
> 
>
> ** **
>


Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Alan Fregtman
The "aggressive optimization" problem is that ICE won't evaluate chunks of
a tree if it doesn't feel you are genuinely using it.

So if I make some crazy math and store an attribute, if I don't use the
attribute anywhere, it actual doesn't really exist and its tree won't
evaluate fully. "Show Values" forces it to eval, as it needs this to
display the values.



On Thu, May 9, 2013 at 3:17 PM, Eric Cosky  wrote:

> I’m not familiar with the ice optimization problem but it sounds like a
> reasonable explanation for what I’m seeing. Thanks for the suggestion.
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
> *Sent:* Thursday, May 09, 2013 12:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014
>
> ** **
>
> Probably hitting the ice optimization problem? Make sure your UVs are
> correctly set by putting a log values just before your set data node.
>
> ** **
>
> 2013/5/9 Eric Cosky 
>
> Hi,
>
>
>
> I've recently started using ICE modeling to help with some low poly models
> with tiny textures. The general idea is to make very small components, set
> up the UVs as needed, then make a larger model that is composed of many
> copies of the component. I like this approach because it lets me adjust
> pieces after they have been put into place, including the texture
> projections which will be propagated at any time in the future when the
> original model changes unlike how clone seems to work. With the low
> poly/low
> res textures, it's not always obvious what the best look is going to be
> until it's all together so being able to edit everything including texture
> projections is pretty helpful to the workflow. Here's an example:
> https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
> is made of the two parts shown in front, and it's using just a fraction of
> a
> 128x128 texture. If anyone is interested in looking at the scene, it's
> here:
> https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip
>
>
>
>
>
> The modeling technique generally works as expected, but I am finding that
> the UVs are not reliably available in the final ice model during export.
> For
> instance, the inner ring was exporting the UVs correctly, but not the outer
> - all UVs on the outer were the same (I think [0,1], possibly the original
> projection values which ICE was supposed to override). The exporter is
> written in C++ and works correctly for exporting UVs on normal models, but
> it seems like I have to freeze the modeling to get the UVs to be available.
> Is this a typical thing to need to do with ICE modeling? Hopefully freezing
> isn't a requirement for proper export. The strange part about it is the
> inconsistency between the two ring parts, how one of them exports the uvs
> properly and the other doesn't despite being identically configured (as far
> as I can tell). This isn't a huge problem, just a workflow thing I'm trying
> to understand & optimize before diving into more assets. If freezing is
> required, so be it, would be nice to know if I'm just doing something wrong
> though.
>
>
>
> Also, I am occasionally finding SI2014 gets into a strange state where one
> or more of the ICE models just doesn't appear. It is selectable, but has
> zero triangles/verts. When this happens the only thing I found to make them
> reappear was to move the object in the hierarchy, which of course seems
> like
> a bug but perhaps I am just missing something here. If nobody else is
> seeing
> this I wonder if it has something to do with the use of RTShaders. I was
> thinking perhaps shuffling the current frame to/from the first frame of the
> scene might help but it doesn't, the only thing that fixed it for me was
> moving the objects in the hierarchy.
>
>
>
> Any tips or suggestions on typical problems & workarounds for dealing with
> ice models in the context of exporting the assets would be appreciated,
> thanks.
>
>
> 
>
> ** **
>


RE: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Eric Cosky
I wonder if there is something I could do in the C++ exporter code to
disable the optimizations or otherwise trigger a full update; it would be
nice to not have to modify ice trees in order to get them to export
correctly.

 

 

From: Eric Cosky [mailto:e...@cosky.com] 
Sent: Thursday, May 09, 2013 12:18 PM
To: 'softimage@listproc.autodesk.com'
Subject: RE: Looking for exporting tips with ICE topology - SI2014

 

I'm not familiar with the ice optimization problem but it sounds like a
reasonable explanation for what I'm seeing. Thanks for the suggestion.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Thursday, May 09, 2013 12:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Looking for exporting tips with ICE topology - SI2014

 

Probably hitting the ice optimization problem? Make sure your UVs are
correctly set by putting a log values just before your set data node.

 

2013/5/9 Eric Cosky 

Hi,



I've recently started using ICE modeling to help with some low poly models
with tiny textures. The general idea is to make very small components, set
up the UVs as needed, then make a larger model that is composed of many
copies of the component. I like this approach because it lets me adjust
pieces after they have been put into place, including the texture
projections which will be propagated at any time in the future when the
original model changes unlike how clone seems to work. With the low poly/low
res textures, it's not always obvious what the best look is going to be
until it's all together so being able to edit everything including texture
projections is pretty helpful to the workflow. Here's an example:
https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
is made of the two parts shown in front, and it's using just a fraction of a
128x128 texture. If anyone is interested in looking at the scene, it's here:
https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip





The modeling technique generally works as expected, but I am finding that
the UVs are not reliably available in the final ice model during export. For
instance, the inner ring was exporting the UVs correctly, but not the outer
- all UVs on the outer were the same (I think [0,1], possibly the original
projection values which ICE was supposed to override). The exporter is
written in C++ and works correctly for exporting UVs on normal models, but
it seems like I have to freeze the modeling to get the UVs to be available.
Is this a typical thing to need to do with ICE modeling? Hopefully freezing
isn't a requirement for proper export. The strange part about it is the
inconsistency between the two ring parts, how one of them exports the uvs
properly and the other doesn't despite being identically configured (as far
as I can tell). This isn't a huge problem, just a workflow thing I'm trying
to understand & optimize before diving into more assets. If freezing is
required, so be it, would be nice to know if I'm just doing something wrong
though.



Also, I am occasionally finding SI2014 gets into a strange state where one
or more of the ICE models just doesn't appear. It is selectable, but has
zero triangles/verts. When this happens the only thing I found to make them
reappear was to move the object in the hierarchy, which of course seems like
a bug but perhaps I am just missing something here. If nobody else is seeing
this I wonder if it has something to do with the use of RTShaders. I was
thinking perhaps shuffling the current frame to/from the first frame of the
scene might help but it doesn't, the only thing that fixed it for me was
moving the objects in the hierarchy.



Any tips or suggestions on typical problems & workarounds for dealing with
ice models in the context of exporting the assets would be appreciated,
thanks.



 



RE: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Eric Cosky
I'm not familiar with the ice optimization problem but it sounds like a
reasonable explanation for what I'm seeing. Thanks for the suggestion.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Thursday, May 09, 2013 12:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Looking for exporting tips with ICE topology - SI2014

 

Probably hitting the ice optimization problem? Make sure your UVs are
correctly set by putting a log values just before your set data node.

 

2013/5/9 Eric Cosky 

Hi,



I've recently started using ICE modeling to help with some low poly models
with tiny textures. The general idea is to make very small components, set
up the UVs as needed, then make a larger model that is composed of many
copies of the component. I like this approach because it lets me adjust
pieces after they have been put into place, including the texture
projections which will be propagated at any time in the future when the
original model changes unlike how clone seems to work. With the low poly/low
res textures, it's not always obvious what the best look is going to be
until it's all together so being able to edit everything including texture
projections is pretty helpful to the workflow. Here's an example:
https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
is made of the two parts shown in front, and it's using just a fraction of a
128x128 texture. If anyone is interested in looking at the scene, it's here:
https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip





The modeling technique generally works as expected, but I am finding that
the UVs are not reliably available in the final ice model during export. For
instance, the inner ring was exporting the UVs correctly, but not the outer
- all UVs on the outer were the same (I think [0,1], possibly the original
projection values which ICE was supposed to override). The exporter is
written in C++ and works correctly for exporting UVs on normal models, but
it seems like I have to freeze the modeling to get the UVs to be available.
Is this a typical thing to need to do with ICE modeling? Hopefully freezing
isn't a requirement for proper export. The strange part about it is the
inconsistency between the two ring parts, how one of them exports the uvs
properly and the other doesn't despite being identically configured (as far
as I can tell). This isn't a huge problem, just a workflow thing I'm trying
to understand & optimize before diving into more assets. If freezing is
required, so be it, would be nice to know if I'm just doing something wrong
though.



Also, I am occasionally finding SI2014 gets into a strange state where one
or more of the ICE models just doesn't appear. It is selectable, but has
zero triangles/verts. When this happens the only thing I found to make them
reappear was to move the object in the hierarchy, which of course seems like
a bug but perhaps I am just missing something here. If nobody else is seeing
this I wonder if it has something to do with the use of RTShaders. I was
thinking perhaps shuffling the current frame to/from the first frame of the
scene might help but it doesn't, the only thing that fixed it for me was
moving the objects in the hierarchy.



Any tips or suggestions on typical problems & workarounds for dealing with
ice models in the context of exporting the assets would be appreciated,
thanks.




 



Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Fabricio Chamon
Probably hitting the ice optimization problem? Make sure your UVs are
correctly set by putting a log values just before your set data node.


2013/5/9 Eric Cosky 

> Hi,
>
>
>
> I've recently started using ICE modeling to help with some low poly models
> with tiny textures. The general idea is to make very small components, set
> up the UVs as needed, then make a larger model that is composed of many
> copies of the component. I like this approach because it lets me adjust
> pieces after they have been put into place, including the texture
> projections which will be propagated at any time in the future when the
> original model changes unlike how clone seems to work. With the low
> poly/low
> res textures, it's not always obvious what the best look is going to be
> until it's all together so being able to edit everything including texture
> projections is pretty helpful to the workflow. Here's an example:
> https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
> is made of the two parts shown in front, and it's using just a fraction of
> a
> 128x128 texture. If anyone is interested in looking at the scene, it's
> here:
> https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip
>
>
>
>
>
> The modeling technique generally works as expected, but I am finding that
> the UVs are not reliably available in the final ice model during export.
> For
> instance, the inner ring was exporting the UVs correctly, but not the outer
> - all UVs on the outer were the same (I think [0,1], possibly the original
> projection values which ICE was supposed to override). The exporter is
> written in C++ and works correctly for exporting UVs on normal models, but
> it seems like I have to freeze the modeling to get the UVs to be available.
> Is this a typical thing to need to do with ICE modeling? Hopefully freezing
> isn't a requirement for proper export. The strange part about it is the
> inconsistency between the two ring parts, how one of them exports the uvs
> properly and the other doesn't despite being identically configured (as far
> as I can tell). This isn't a huge problem, just a workflow thing I'm trying
> to understand & optimize before diving into more assets. If freezing is
> required, so be it, would be nice to know if I'm just doing something wrong
> though.
>
>
>
> Also, I am occasionally finding SI2014 gets into a strange state where one
> or more of the ICE models just doesn't appear. It is selectable, but has
> zero triangles/verts. When this happens the only thing I found to make them
> reappear was to move the object in the hierarchy, which of course seems
> like
> a bug but perhaps I am just missing something here. If nobody else is
> seeing
> this I wonder if it has something to do with the use of RTShaders. I was
> thinking perhaps shuffling the current frame to/from the first frame of the
> scene might help but it doesn't, the only thing that fixed it for me was
> moving the objects in the hierarchy.
>
>
>
> Any tips or suggestions on typical problems & workarounds for dealing with
> ice models in the context of exporting the assets would be appreciated,
> thanks.
>
>
>
>


Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Eric Cosky
Hi,

 

I've recently started using ICE modeling to help with some low poly models
with tiny textures. The general idea is to make very small components, set
up the UVs as needed, then make a larger model that is composed of many
copies of the component. I like this approach because it lets me adjust
pieces after they have been put into place, including the texture
projections which will be propagated at any time in the future when the
original model changes unlike how clone seems to work. With the low poly/low
res textures, it's not always obvious what the best look is going to be
until it's all together so being able to edit everything including texture
projections is pretty helpful to the workflow. Here's an example:
https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
is made of the two parts shown in front, and it's using just a fraction of a
128x128 texture. If anyone is interested in looking at the scene, it's here:
https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip

 

 

The modeling technique generally works as expected, but I am finding that
the UVs are not reliably available in the final ice model during export. For
instance, the inner ring was exporting the UVs correctly, but not the outer
- all UVs on the outer were the same (I think [0,1], possibly the original
projection values which ICE was supposed to override). The exporter is
written in C++ and works correctly for exporting UVs on normal models, but
it seems like I have to freeze the modeling to get the UVs to be available.
Is this a typical thing to need to do with ICE modeling? Hopefully freezing
isn't a requirement for proper export. The strange part about it is the
inconsistency between the two ring parts, how one of them exports the uvs
properly and the other doesn't despite being identically configured (as far
as I can tell). This isn't a huge problem, just a workflow thing I'm trying
to understand & optimize before diving into more assets. If freezing is
required, so be it, would be nice to know if I'm just doing something wrong
though.

 

Also, I am occasionally finding SI2014 gets into a strange state where one
or more of the ICE models just doesn't appear. It is selectable, but has
zero triangles/verts. When this happens the only thing I found to make them
reappear was to move the object in the hierarchy, which of course seems like
a bug but perhaps I am just missing something here. If nobody else is seeing
this I wonder if it has something to do with the use of RTShaders. I was
thinking perhaps shuffling the current frame to/from the first frame of the
scene might help but it doesn't, the only thing that fixed it for me was
moving the objects in the hierarchy.

 

Any tips or suggestions on typical problems & workarounds for dealing with
ice models in the context of exporting the assets would be appreciated,
thanks.

 

<>

RE: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann
Now that I see it, I feel so embarrassed that I had to ask :/
Thanks a ton Grahame!

cheers,
Thomas

> Grahame Fuller  hat am 9. Mai 2013 um 17:28
> geschrieben:
>
>
> Is this what you want?
>
> [cid:image001.jpg@01CE4CA8.5D485040]
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
> Sent: Thursday, May 09, 2013 10:34 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: ICE: Get Polygon (or whatever) by ID
>
> some pseudocode (maybe that's easiest to describe what i want):
>
> for node on mesh:
> poly = node.getPolygon()
> nodes = poly.GetNodes()
> index = nodes.index(node)
> node.StoreSomeAttribute(doSomethingWith(index))
>
> Fabricio Chamon mailto:xsiml...@gmail.com>> hat am 9. Mai
> 2013 um 15:51 geschrieben:
> " Use the PolygonID that I get this way, and get PolygonToNodes for that Poly
> (how the fxxk do I do that?)"
>
> responding to the main question only, does this icetree work ?
> desired node index range should be: 0 to (num vertices for that polygon -1)
>
> [Imagem inline 1]
>
> 2013/5/9 Thomas Volkmann
> mailto:li...@thomasvolkmann.com>>
> You can probably see how much vertices a polygon has and then interpolate
> around the UV-space, but the problem is more the general question, since we
> have a working solution for our needs.
>
> cheers,
> Thomas
> Peter Agg < peter@googlemail.com> hat am
> 9. Mai 2013 um 15:19 geschrieben:
>
> So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be?
>
> A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes
> have?
>
> On 9 May 2013 14:09, Thomas Volkmann
> mailto:li...@thomasvolkmann.com>> wrote:
> Hi,
> we found a working solution to a current problem (set UV per Polygon), but I'm
> not fully satisfied with it, because it breaks when we have triangles in the
> mesh (which we can avoid, so it's more a personal problem of not being able to
> do what I want to do in ICE).
>
> Problem:
> We want to set a vector per node. Depending on the index of that node when
> using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space.
>
> Solution for Quads only:
> GetNodeID -> find in array
> the array:
> Get PolygonToNodes -> build array from set
> we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3
>
> This solution breaks of course when there is a single polygon that has more or
> less than 4 points.
>
> What I would like to do but can't figure out:
> Get NodeToPolygon (because we need to be in a perNode context)
> Use the PolygonID that I get this way, and get PolygonToNodes for that Poly
> (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION!
> Then I could check which index the Node has that I got in the beginning.
>
> Unfortunately I have some real work to do, and can't continue on this right
> now, but in the back of my head it's driving me mad.
> So if anyone can offer salvation it'll be much appreciated! Even if it's a
> complete different solution)
>
> cheers,
> Thomas
>
>
>
>

Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Stephen Blair

Hey gray
I don't see any of the images you post. Not even in IE or Chrome when I 
go to the Google group.
I just see a winmail.dat attachment...are you sending in RTF format 
(just a guess as to why this happens) ?


On 09/05/2013 11:28 AM, Grahame Fuller wrote:

Is this what you want?

[cid:image001.jpg@01CE4CA8.5D485040]

gray




Re: Yeti for Softimage

2013-05-09 Thread Marco Peixoto
Exact same as Sebastien.

Downloaded Dependency Walker and found some missing dlls that i already
downloaded but the SICPPSDK.DLL I cant find anywhere

W7 x64 Soft2013 SP1


On Thu, May 9, 2013 at 4:20 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> i seem to be getting the same error as some people on the si community:
> ERROR  object expected line 1 ... i do infact have the latest version of MS
> visual C++ 2010 redis...x64.  the plugin also comes up with a little red
> triangle in the list :- (
>
>
> On 9 May 2013 14:21, Ahmidou Lyazidi  wrote:
>
>> Hi Steven, it's still very wip, I'll release the sources as soon as I'll
>> have cleaned the code
>> I also want to merge it with yours.
>>
>> By the way, it's updated :)
>>
>> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
>>
>> Cheers
>> A.
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>> 2013/5/9 Steven Caron 
>>
>>> @ahmidou
>>>
>>> if you don't have plans to market/sell it, maybe share the code?
>>>
>>>
>>> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi 
>>> wrote:
>>>
 Hi Sebastien,
 There is a 64bit version in the archive, and you can smooth/relax by
 choosing the option in the RMB menu.
 By the way I have an updated version at home with the undo working,
 I'll post it tonight

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


 2013/5/9 Sebastien Sterling 

> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a
> finished version with relax and symmetry, I have stated as much on 
> previous
> threads. (i don't know much about development costs)
>
>
>
> On 9 May 2013 02:09, Steven Caron  wrote:
>
>> no, the first post shows he updated it.
>>
>> ya, no relax... maybe ask him for the source code so you can make the
>> changes? or offer to pay him?
>>
>> s
>>
>>
>> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Yes i have seen this before, however it is only for 32 bit ? i still
>>> think it is impressive, but it doesn't have the most important tool the
>>> relax tool, the one tool that would complete mudbox... so they horde it 
>>> as
>>> a maya exclusive...
>>>
>>>
>>> On 9 May 2013 01:07, Steven Caron  wrote:
>>>
 for the time being...

 LivePaint - Ahmidou
 http://www.si-community.com/community/viewtopic.php?t=1735



 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> yes building ice in maya does sound excessively enterprising,
> which is why i asked if it would be doable as supposed to viable. i'm 
> much
> more interested in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath
> the weight painting tooles :P
>
>
> On 8 May 2013 23:58, Alan Fregtman wrote:
>
>> Code in html? They don't do the browser plugin anymore.
>>
>> You're right about the other things as far as I know though.
>> Write a tool in Fabric and it's usable from Maya and Softimage. 
>> Their hair
>> system example is essentially an example of that. Their viewport
>> integration seems to be cross-platform.
>>
>> They have painting samples already, and a brush API, so it's not
>> so far fetched to make an artisan tools clone if you were so 
>> inclined, and
>> can code.
>>
>> An ICE clone? That's harder. :p
>>
>>
>>
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Apologies for resurrecting this topic, only i was chatting to
>>> our character fx supervisor about Fabric, and it got me thinking, 
>>> would it
>>> be possible to create something like ice in fabric engine, but for 
>>> maya? i
>>> mean possible, not viable, i don't want to see ice in maya, i was 
>>> just
>>> wondering what are the limits, it sounds like an sdk away from 
>>> home, could
>>> one make deformers operators, could you make a version of artisan 
>>> sculpt
>>> tools for softimage with deformers linked to brushes ? would it all 
>>> have to
>>> happen in a second interface, or is there a way of integrating it
>>> seamlessly with what is already there in maya and softimages UI, 
>>> also i was
>>> told that you can code in html and the KL core does the heav

Re: Yeti for Softimage

2013-05-09 Thread Sebastien Sterling
am runing win7 softimage 2013 x64


On 9 May 2013 17:20, Sebastien Sterling wrote:

> i seem to be getting the same error as some people on the si community:
> ERROR  object expected line 1 ... i do infact have the latest version of MS
> visual C++ 2010 redis...x64.  the plugin also comes up with a little red
> triangle in the list :- (
>
>
> On 9 May 2013 14:21, Ahmidou Lyazidi  wrote:
>
>> Hi Steven, it's still very wip, I'll release the sources as soon as I'll
>> have cleaned the code
>> I also want to merge it with yours.
>>
>> By the way, it's updated :)
>>
>> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
>>
>> Cheers
>> A.
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>> 2013/5/9 Steven Caron 
>>
>>> @ahmidou
>>>
>>> if you don't have plans to market/sell it, maybe share the code?
>>>
>>>
>>> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi 
>>> wrote:
>>>
 Hi Sebastien,
 There is a 64bit version in the archive, and you can smooth/relax by
 choosing the option in the RMB menu.
 By the way I have an updated version at home with the undo working,
 I'll post it tonight

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


 2013/5/9 Sebastien Sterling 

> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a
> finished version with relax and symmetry, I have stated as much on 
> previous
> threads. (i don't know much about development costs)
>
>
>
> On 9 May 2013 02:09, Steven Caron  wrote:
>
>> no, the first post shows he updated it.
>>
>> ya, no relax... maybe ask him for the source code so you can make the
>> changes? or offer to pay him?
>>
>> s
>>
>>
>> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Yes i have seen this before, however it is only for 32 bit ? i still
>>> think it is impressive, but it doesn't have the most important tool the
>>> relax tool, the one tool that would complete mudbox... so they horde it 
>>> as
>>> a maya exclusive...
>>>
>>>
>>> On 9 May 2013 01:07, Steven Caron  wrote:
>>>
 for the time being...

 LivePaint - Ahmidou
 http://www.si-community.com/community/viewtopic.php?t=1735



 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> yes building ice in maya does sound excessively enterprising,
> which is why i asked if it would be doable as supposed to viable. i'm 
> much
> more interested in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath
> the weight painting tooles :P
>
>
> On 8 May 2013 23:58, Alan Fregtman wrote:
>
>> Code in html? They don't do the browser plugin anymore.
>>
>> You're right about the other things as far as I know though.
>> Write a tool in Fabric and it's usable from Maya and Softimage. 
>> Their hair
>> system example is essentially an example of that. Their viewport
>> integration seems to be cross-platform.
>>
>> They have painting samples already, and a brush API, so it's not
>> so far fetched to make an artisan tools clone if you were so 
>> inclined, and
>> can code.
>>
>> An ICE clone? That's harder. :p
>>
>>
>>
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Apologies for resurrecting this topic, only i was chatting to
>>> our character fx supervisor about Fabric, and it got me thinking, 
>>> would it
>>> be possible to create something like ice in fabric engine, but for 
>>> maya? i
>>> mean possible, not viable, i don't want to see ice in maya, i was 
>>> just
>>> wondering what are the limits, it sounds like an sdk away from 
>>> home, could
>>> one make deformers operators, could you make a version of artisan 
>>> sculpt
>>> tools for softimage with deformers linked to brushes ? would it all 
>>> have to
>>> happen in a second interface, or is there a way of integrating it
>>> seamlessly with what is already there in maya and softimages UI, 
>>> also i was
>>> told that you can code in html and the KL core does the heavy 
>>> lifting is
>>> this right ? sorry again if any of this in inacurate
>>>
>>>
>>> On 20 April 2013 21:02, Paul Doyle wrote:
>>>

Re: Yeti for Softimage

2013-05-09 Thread Sebastien Sterling
i seem to be getting the same error as some people on the si community:
ERROR  object expected line 1 ... i do infact have the latest version of MS
visual C++ 2010 redis...x64.  the plugin also comes up with a little red
triangle in the list :- (


On 9 May 2013 14:21, Ahmidou Lyazidi  wrote:

> Hi Steven, it's still very wip, I'll release the sources as soon as I'll
> have cleaned the code
> I also want to merge it with yours.
>
> By the way, it's updated :)
>
> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
>
> Cheers
> A.
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>
> 2013/5/9 Steven Caron 
>
>> @ahmidou
>>
>> if you don't have plans to market/sell it, maybe share the code?
>>
>>
>> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi wrote:
>>
>>> Hi Sebastien,
>>> There is a 64bit version in the archive, and you can smooth/relax by
>>> choosing the option in the RMB menu.
>>> By the way I have an updated version at home with the undo working, I'll
>>> post it tonight
>>>
>>> ---
>>> Ahmidou Lyazidi
>>> Director | TD | CG artist
>>> http://vimeo.com/ahmidou/videos
>>>
>>>
>>> 2013/5/9 Sebastien Sterling 
>>>
 I'm not a coder unfortunately, :- ( but yes I'd definitely buy a
 finished version with relax and symmetry, I have stated as much on previous
 threads. (i don't know much about development costs)



 On 9 May 2013 02:09, Steven Caron  wrote:

> no, the first post shows he updated it.
>
> ya, no relax... maybe ask him for the source code so you can make the
> changes? or offer to pay him?
>
> s
>
>
> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Yes i have seen this before, however it is only for 32 bit ? i still
>> think it is impressive, but it doesn't have the most important tool the
>> relax tool, the one tool that would complete mudbox... so they horde it 
>> as
>> a maya exclusive...
>>
>>
>> On 9 May 2013 01:07, Steven Caron  wrote:
>>
>>> for the time being...
>>>
>>> LivePaint - Ahmidou
>>> http://www.si-community.com/community/viewtopic.php?t=1735
>>>
>>>
>>>
>>> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 yes building ice in maya does sound excessively enterprising, which
 is why i asked if it would be doable as supposed to viable. i'm much 
 more
 interested in a simple artisan tool counterpart for softimage
  there would be a nice place for it, right on the shelf beneath the
 weight painting tooles :P


 On 8 May 2013 23:58, Alan Fregtman  wrote:

> Code in html? They don't do the browser plugin anymore.
>
> You're right about the other things as far as I know though. Write
> a tool in Fabric and it's usable from Maya and Softimage. Their hair 
> system
> example is essentially an example of that. Their viewport integration 
> seems
> to be cross-platform.
>
> They have painting samples already, and a brush API, so it's not
> so far fetched to make an artisan tools clone if you were so 
> inclined, and
> can code.
>
> An ICE clone? That's harder. :p
>
>
>
> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Apologies for resurrecting this topic, only i was chatting to our
>> character fx supervisor about Fabric, and it got me thinking, would 
>> it be
>> possible to create something like ice in fabric engine, but for 
>> maya? i
>> mean possible, not viable, i don't want to see ice in maya, i was 
>> just
>> wondering what are the limits, it sounds like an sdk away from home, 
>> could
>> one make deformers operators, could you make a version of artisan 
>> sculpt
>> tools for softimage with deformers linked to brushes ? would it all 
>> have to
>> happen in a second interface, or is there a way of integrating it
>> seamlessly with what is already there in maya and softimages UI, 
>> also i was
>> told that you can code in html and the KL core does the heavy 
>> lifting is
>> this right ? sorry again if any of this in inacurate
>>
>>
>> On 20 April 2013 21:02, Paul Doyle  wrote:
>>
>>> Don't get me wrong - Yeti is great software, and the guys at
>>> Peregrine are very smart. I was just responding to the comments 
>>> about
>>> Fabric :)
>>>
>>>
>>> O

Re: Yeti for Softimage

2013-05-09 Thread Steven Caron

awesome!

btw, merged with mine? what do you mean?

*written with my thumbs

On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi   
wrote:


Hi Steven, it's still very wip, I'll release the sources as soon as  
I'll have cleaned the code

I also want to merge it with yours.

By the way, it's updated :)
http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643

Cheers
A.

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


2013/5/9 Steven Caron 
@ahmidou

if you don't have plans to market/sell it, maybe share the code?


On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi  
 wrote:

Hi Sebastien,
There is a 64bit version in the archive, and you can smooth/relax by  
choosing the option in the RMB menu.
By the way I have an updated version at home with the undo working,  
I'll post it tonight


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


2013/5/9 Sebastien Sterling 
I'm not a coder unfortunately, :- ( but yes I'd definitely buy a  
finished version with relax and symmetry, I have stated as much on  
previous threads. (i don't know much about development costs)




On 9 May 2013 02:09, Steven Caron  wrote:
no, the first post shows he updated it.

ya, no relax... maybe ask him for the source code so you can make  
the changes? or offer to pay him?


s


On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling > wrote:
Yes i have seen this before, however it is only for 32 bit ? i still  
think it is impressive, but it doesn't have the most important tool  
the relax tool, the one tool that would complete mudbox... so they  
horde it as a maya exclusive...



On 9 May 2013 01:07, Steven Caron  wrote:
for the time being...

LivePaint - Ahmidou
http://www.si-community.com/community/viewtopic.php?t=1735



On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling > wrote:
yes building ice in maya does sound excessively enterprising, which  
is why i asked if it would be doable as supposed to viable. i'm much  
more interested in a simple artisan tool counterpart for softimage
 there would be a nice place for it, right on the shelf beneath the  
weight painting tooles :P



On 8 May 2013 23:58, Alan Fregtman  wrote:
Code in html? They don't do the browser plugin anymore.

You're right about the other things as far as I know though. Write a  
tool in Fabric and it's usable from Maya and Softimage. Their hair  
system example is essentially an example of that. Their viewport  
integration seems to be cross-platform.


They have painting samples already, and a brush API, so it's not so  
far fetched to make an artisan tools clone if you were so inclined,  
and can code.


An ICE clone? That's harder. :p



On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling > wrote:
Apologies for resurrecting this topic, only i was chatting to our  
character fx supervisor about Fabric, and it got me thinking, would  
it be possible to create something like ice in fabric engine, but  
for maya? i mean possible, not viable, i don't want to see ice in  
maya, i was just wondering what are the limits, it sounds like an  
sdk away from home, could one make deformers operators, could you  
make a version of artisan sculpt tools for softimage with deformers  
linked to brushes ? would it all have to happen in a second  
interface, or is there a way of integrating it seamlessly with what  
is already there in maya and softimages UI, also i was told that you  
can code in html and the KL core does the heavy lifting is this  
right ? sorry again if any of this in inacurate



On 20 April 2013 21:02, Paul Doyle  wrote:
Don't get me wrong - Yeti is great software, and the guys at  
Peregrine are very smart. I was just responding to the comments  
about Fabric :)



On 20 April 2013 13:33, Sebastien Sterling > wrote:
Hello Paul, i have in fact seen the demo for the hair module, and in  
general the fabric engine looks amazing, up until now i was under  
the impression it was going to be some external application that  
would instance things back into softimage or maya, i was not aware  
that you intended to integrate it into both applications, i'm  
curious and very eager to see what this might look like :)


the thing i like with yeti after having seen it in action is the  
interaction model is really solid, you have a node based editor to  
build your simulation tree where your setting live like ice, but you  
can also come in and comb and tweek the guides manually, its also  
really cleaver about instancing. more to the point its very  
specifically built for "artists" to create production quality hair.



On 20 April 2013 18:15, Paul Doyle  wrote:
Just to clarify - the Creation modules are designed to be much more  
'out of the box' than the Creation Platform itself (which, as you  
rightly say, is a tool for building tools). Right now we're focused  
on modules for locomotion/crowds (Horde), scen

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

2013-05-09 Thread Chris Covelli
Amazing work!  Great lighting, characters, everything top-notch!!

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


On Thu, May 9, 2013 at 8:36 AM, Sylvain Lebeau  wrote:

> Thank you all!
>
> Forgot to mention Philippe Sylvain at lighting/comp...
>
> ;-)
>
>
> *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 2013-05-09, at 3:42, Jordi Bares  wrote:
>
> Thanks for the insight and detailed info, really appreciate
>
> Seems you have a great team and setup, love the approach and I am sure it
> had not been easy to bring that culture up.
>
> Excellent work. Look forward to see more.
>
> Jb
>
> Sent from my iPhone
>
> On 9 May 2013, at 02:32, Sylvain Lebeau  wrote:
>
> JM,
>
> Timeframe would be around 2 months from concept art, character design,
> storyboard and revisions, 2D animatic, 3D animatic, to all the 3D stuffs we
> all love.
>
> Shed is a little army/familly of passionate peoples.  Maybe around 12-14
> artists participated on the project. Here is the breakdown of our
> resources, human and machines… (wow…that sounded weird to say) …. feel's
> like the matrix..
>
> *Here's the credits to my team:*
>
> 1 Illustrator/story artist = Benoit Theriault
> Our lead modeller Mikhail Semionov with the help of Marc Lebuis and
> Isabelle Mainville
> 4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine Houle
> 1 Character TD/Pipeline = Miquel Campos
> 1 ICEman for hair grooming and sims = Luc Girard
> 1 FX artist for smoke and PES (particles in suspension) Dominik Kirouac
> 2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame
> 2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis
> 1 Onliner on the Flame = Nicolas Pellicelli
>
> I've only participated into client meetings, approbations, and all the
> political stuffs. ;-) …. i may have suspended a pass or 2 on the farm
> because it was failing….. wow my job is too cool!!
>
>
> *Software and hardware:*
> *
> *
> *
> Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox, Framecycler……. but
> mostly Windows Explorer V156… hep.  I prefer dolphin but for now we are
> mostly windows 7 x64.
>
> *
> We use Gear with a bit of customizing for rigging our characters, (correct
> me if i am wrong Miquel)…
>
> We use Exocortex Alembic for all of our animation caches needs except for
> the hairs (for now).
>
> Our render farm (used along with deadline 5.1) consist of a couples of
> older blades for Nuke and 25 for Arnold long hours crushing.
> Wich some of the latest are 24 threaded machines with 16 to 32 gigs of
> ram.
>
> That's pretty it…. nothing very fancy except from very talented artists
> with big hearts and ambitions. Kudos to them!
>
>
> 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  <
> http://WWW.SHEDMTL.COM >
>
> On Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:
>
> very nice!
>
>   --
>  *From:* jm khayat 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Wednesday, May 8, 2013 10:08 AM
> *Subject:* Re: Latest work from SHED - Behind-The-Scenes
>
> Beautiful work guys, loved every part of it, character design, layout,
> animation, render, FX
> Congrats!!
>
> What was the time frame and ressources avaliable for this commercial ?
> --
>
> *JM Khayat*
> Founder / COO
>
> www.moondog-animation.com
>
> mobile: +33 6 99 79 56 98
>
>
>
>
> *CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be
> contained in this message and is intended only for the use of the
> addressee.  Please advise immediately if you or your employer do not
> consent to Internet e-mail for messages of this kind.  Moondog Animation
> assumes no responsibility for errors, losses, damages, or costs arising
> from the use of this email.  Moondog Animation reserves its common law
> copyright to all contents of this email.  The contents of this email may
> not be revised, copied, distributed to or used by any other parties without
> written permission of Moondog Animation.
>
> *
> **
>
>
> 2013/5/8 Sylvain Lebeau 
>
>  Hi Chris! ..
>
> It was 2013 sp1 x64, rendered in Arnold.
> But we will jump on 2014 as soon as my subscription problems are worked
> out.
>
>
> 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  
> <
> http://WWW.SHEDMTL.COM >
>  On 5/8/2013 1:06 AM, Chris Chia wrote:
>
> So which version of XSI is used in this production?
>
> Regards,
> Chris
>
> -Origin

Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann

 
  
 
 
  
   Thanks Fabricio, I don't have time to test it right now. From the look of it I would think that we are in a perPolygon context and not perNode. But I'll check if that gets me somewhere. It definitely helps to see different approaches!
   
  
    
   
  
   thanks,
   
  
   Thomas
   
  
   Fabricio Chamon  hat am 9. Mai 2013 um 15:51 geschrieben:
   



 "
 Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?)"
 

  
 responding to the main question only, does this icetree work ?  

 desired node index range should be: 0 to (num vertices for that polygon -1) 
 
   
  
 
  
  
 

   

 

 2013/5/9 Thomas Volkmann 
 
  
 
   
   


 You can probably see how much vertices a polygon has and then interpolate around the UV-space, but the problem is more the general question, since we have a working solution for our  needs.
 

  
 

 cheers,
 

 Thomas
 

   
Peter Agg <
peter@googlemail.com> hat am 9. Mai 2013 um 15:19 geschrieben: 
 
 
 
   
  
   So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be? 

   A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes have?
   
  


   
On 9 May 2013 14:09, Thomas Volkmann 
 wrote: 
 

  
  
  
   Hi,
   
  
   we found a working solution to a current problem (set UV per Polygon), but I'm not fully satisfied with it, because it breaks when we have triangles in the mesh (which we can avoid, so it's more a personal problem of not being able to do what I want to do in ICE).
   
  
    
   
  
   Problem:
   
  
   We want to set a vector per node. Depending on the index of that node when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space.
   
  
    
   
  
   Solution for Quads only:
   
  
   GetNodeID -> find in array
   
  
   the array:
   
  
   Get PolygonToNodes -> build array from set 
   
  
   we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3
   
  
    
   
  
   This solution breaks of course when there is a single polygon that has more or less than 4 points.
   
  
    
   
  
   What I would like to do but can't figure out:
   
  
   Get NodeToPolygon  (because we need to be in a perNode context)
   
  
   Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION!
   
  
   Then I could check which index the Node has that I got in the beginning.
   
  
    
   
  
   Unfortunately I have some real work to do, and can't continue on this right now, but in the back of my head it's driving me mad.
   
  
   So if anyone can offer salvation it'll be much appreciated! Even if it's a complete different solution)
   
  
    
   
  
   cheers,
   
  
   Thomas
   
  
 

   
  
 

   
 

   
  
 

   
  
    
  
 


Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann
You can probably see how much vertices a polygon has and then interpolate around
the UV-space, but the problem is more the general question, since we have a
working solution for our  needs.

cheers,
Thomas

> Peter Agg  hat am 9. Mai 2013 um 15:19 geschrieben:
> 
>  So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be?
> 
>  A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes
> have?
> 
> 
>  On 9 May 2013 14:09, Thomas Volkmann   > wrote:
>> >Hi,
> >we found a working solution to a current problem (set UV per Polygon),
> > but I'm not fully satisfied with it, because it breaks when we have
> > triangles in the mesh (which we can avoid, so it's more a personal problem
> > of not being able to do what I want to do in ICE).
> > 
> >Problem:
> >We want to set a vector per node. Depending on the index of that node
> > when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in
> > UV-space.
> > 
> >Solution for Quads only:
> >GetNodeID -> find in array
> >the array:
> >Get PolygonToNodes -> build array from set
> >we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3
> > 
> >This solution breaks of course when there is a single polygon that has
> > more or less than 4 points.
> > 
> >What I would like to do but can't figure out:
> >Get NodeToPolygon  (because we need to be in a perNode context)
> >Use the PolygonID that I get this way, and get PolygonToNodes for that
> > Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION!
> >Then I could check which index the Node has that I got in the beginning.
> > 
> >Unfortunately I have some real work to do, and can't continue on this
> > right now, but in the back of my head it's driving me mad.
> >So if anyone can offer salvation it'll be much appreciated! Even if it's
> > a complete different solution)
> > 
> >cheers,
> >Thomas
> >  > 



Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Peter Agg
So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be?

A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes
have?


On 9 May 2013 14:09, Thomas Volkmann  wrote:

> **
>  Hi,
>  we found a working solution to a current problem (set UV per Polygon),
> but I'm not fully satisfied with it, because it breaks when we have
> triangles in the mesh (which we can avoid, so it's more a personal problem
> of not being able to do what I want to do in ICE).
>
>  Problem:
>  We want to set a vector per node. Depending on the index of that node
> when using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in
> UV-space.
>
>  Solution for Quads only:
>  GetNodeID -> find in array
>  the array:
>  Get PolygonToNodes -> build array from set
>  we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3
>
>  This solution breaks of course when there is a single polygon that has
> more or less than 4 points.
>
>  What I would like to do but can't figure out:
>  Get NodeToPolygon  (because we need to be in a perNode context)
>  Use the PolygonID that I get this way, and get PolygonToNodes for that
> Poly (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION!
>  Then I could check which index the Node has that I got in the beginning.
>
>  Unfortunately I have some real work to do, and can't continue on this
> right now, but in the back of my head it's driving me mad.
>  So if anyone can offer salvation it'll be much appreciated! Even if it's
> a complete different solution)
>
>  cheers,
>  Thomas
>


ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann
Hi,
we found a working solution to a current problem (set UV per Polygon), but I'm
not fully satisfied with it, because it breaks when we have triangles in the
mesh (which we can avoid, so it's more a personal problem of not being able to
do what I want to do in ICE).

Problem:
We want to set a vector per node. Depending on the index of that node when using
a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space.

Solution for Quads only:
GetNodeID -> find in array
the array:
Get PolygonToNodes -> build array from set
we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3

This solution breaks of course when there is a single polygon that has more or
less than 4 points.

What I would like to do but can't figure out:
Get NodeToPolygon  (because we need to be in a perNode context)
Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how
the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION!
Then I could check which index the Node has that I got in the beginning.

Unfortunately I have some real work to do, and can't continue on this right now,
but in the back of my head it's driving me mad.
So if anyone can offer salvation it'll be much appreciated! Even if it's a
complete different solution)

cheers,
Thomas

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

2013-05-09 Thread Sylvain Lebeau
Thank you all! 

Forgot to mention Philippe Sylvain at lighting/comp...

;-) 

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 2013-05-09, at 3:42, Jordi Bares  wrote:

> Thanks for the insight and detailed info, really appreciate
> 
> Seems you have a great team and setup, love the approach and I am sure it had 
> not been easy to bring that culture up.
> 
> Excellent work. Look forward to see more. 
> 
> Jb
> 
> Sent from my iPhone
> 
> On 9 May 2013, at 02:32, Sylvain Lebeau  wrote:
> 
>> JM, 
>> 
>> Timeframe would be around 2 months from concept art, character design, 
>> storyboard and revisions, 2D animatic, 3D animatic, to all the 3D stuffs we 
>> all love.
>> 
>> Shed is a little army/familly of passionate peoples.  Maybe around 12-14 
>> artists participated on the project. Here is the breakdown of our resources, 
>> human and machines… (wow…that sounded weird to say) …. feel's like the 
>> matrix.. 
>> 
>> Here's the credits to my team:
>> 
>> 1 Illustrator/story artist = Benoit Theriault
>> Our lead modeller Mikhail Semionov with the help of Marc Lebuis and Isabelle 
>> Mainville
>> 4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine Houle
>> 1 Character TD/Pipeline = Miquel Campos
>> 1 ICEman for hair grooming and sims = Luc Girard
>> 1 FX artist for smoke and PES (particles in suspension) Dominik Kirouac
>> 2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame
>> 2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis
>> 1 Onliner on the Flame = Nicolas Pellicelli
>> 
>> I've only participated into client meetings, approbations, and all the 
>> political stuffs. ;-) …. i may have suspended a pass or 2 on the farm 
>> because it was failing….. wow my job is too cool!! 
>> 
>> 
>> Software and hardware:
>> 
>> Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox, Framecycler……. but mostly 
>> Windows Explorer V156… hep.  I prefer dolphin but for now we are mostly 
>> windows 7 x64. 
>> 
>> We use Gear with a bit of customizing for rigging our characters, (correct 
>> me if i am wrong Miquel)… 
>> 
>> We use Exocortex Alembic for all of our animation caches needs except for 
>> the hairs (for now).
>> 
>> Our render farm (used along with deadline 5.1) consist of a couples of older 
>> blades for Nuke and 25 for Arnold long hours crushing. 
>> Wich some of the latest are 24 threaded machines with 16 to 32 gigs of ram. 
>> 
>> That's pretty it…. nothing very fancy except from very talented artists with 
>> big hearts and ambitions. Kudos to them! 
>> 
>> 
>> 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 Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:
>> 
>>> very nice!
>>> 
>>> From: jm khayat 
>>> To: softimage@listproc.autodesk.com 
>>> Sent: Wednesday, May 8, 2013 10:08 AM
>>> Subject: Re: Latest work from SHED - Behind-The-Scenes
>>> 
>>> Beautiful work guys, loved every part of it, character design, layout, 
>>> animation, render, FX
>>> Congrats!!
>>> 
>>> What was the time frame and ressources avaliable for this commercial ?
>>> --
>>> 
>>> JM Khayat
>>> Founder / COO
>>> 
>>> www.moondog-animation.com
>>> 
>>> mobile: +33 6 99 79 56 98
>>> 
>>> 
>>>  
>>> 
>>> CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be 
>>> contained in this message and is intended only for the use of the 
>>> addressee.  Please advise immediately if you or your employer do not 
>>> consent to Internet e-mail for messages of this kind.  Moondog Animation 
>>> assumes no responsibility for errors, losses, damages, or costs arising 
>>> from the use of this email.  Moondog Animation reserves its common law 
>>> copyright to all contents of this email.  The contents of this email may 
>>> not be revised, copied, distributed to or used by any other parties without 
>>> written permission of Moondog Animation.
>>> 
>>> 
>>> 
>>> 2013/5/8 Sylvain Lebeau 
>>> Hi Chris! ..
>>> 
>>> It was 2013 sp1 x64, rendered in Arnold. 
>>> But we will jump on 2014 as soon as my subscription problems are worked 
>>> out. 
>>> 
>>> 
>>> 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 5/8/2013 1:06 AM, Chris Chia wrote:
 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,
 
 s

Re: Yeti for Softimage

2013-05-09 Thread Ahmidou Lyazidi
Hi Steven, it's still very wip, I'll release the sources as soon as I'll
have cleaned the code
I also want to merge it with yours.

By the way, it's updated :)
http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643

Cheers
A.

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


2013/5/9 Steven Caron 

> @ahmidou
>
> if you don't have plans to market/sell it, maybe share the code?
>
>
> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi wrote:
>
>> Hi Sebastien,
>> There is a 64bit version in the archive, and you can smooth/relax by
>> choosing the option in the RMB menu.
>> By the way I have an updated version at home with the undo working, I'll
>> post it tonight
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>> 2013/5/9 Sebastien Sterling 
>>
>>> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a
>>> finished version with relax and symmetry, I have stated as much on previous
>>> threads. (i don't know much about development costs)
>>>
>>>
>>>
>>> On 9 May 2013 02:09, Steven Caron  wrote:
>>>
 no, the first post shows he updated it.

 ya, no relax... maybe ask him for the source code so you can make the
 changes? or offer to pay him?

 s


 On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Yes i have seen this before, however it is only for 32 bit ? i still
> think it is impressive, but it doesn't have the most important tool the
> relax tool, the one tool that would complete mudbox... so they horde it as
> a maya exclusive...
>
>
> On 9 May 2013 01:07, Steven Caron  wrote:
>
>> for the time being...
>>
>> LivePaint - Ahmidou
>> http://www.si-community.com/community/viewtopic.php?t=1735
>>
>>
>>
>> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> yes building ice in maya does sound excessively enterprising, which
>>> is why i asked if it would be doable as supposed to viable. i'm much 
>>> more
>>> interested in a simple artisan tool counterpart for softimage
>>>  there would be a nice place for it, right on the shelf beneath the
>>> weight painting tooles :P
>>>
>>>
>>> On 8 May 2013 23:58, Alan Fregtman  wrote:
>>>
 Code in html? They don't do the browser plugin anymore.

 You're right about the other things as far as I know though. Write
 a tool in Fabric and it's usable from Maya and Softimage. Their hair 
 system
 example is essentially an example of that. Their viewport integration 
 seems
 to be cross-platform.

 They have painting samples already, and a brush API, so it's not so
 far fetched to make an artisan tools clone if you were so inclined, 
 and can
 code.

 An ICE clone? That's harder. :p



 On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Apologies for resurrecting this topic, only i was chatting to our
> character fx supervisor about Fabric, and it got me thinking, would 
> it be
> possible to create something like ice in fabric engine, but for maya? 
> i
> mean possible, not viable, i don't want to see ice in maya, i was just
> wondering what are the limits, it sounds like an sdk away from home, 
> could
> one make deformers operators, could you make a version of artisan 
> sculpt
> tools for softimage with deformers linked to brushes ? would it all 
> have to
> happen in a second interface, or is there a way of integrating it
> seamlessly with what is already there in maya and softimages UI, also 
> i was
> told that you can code in html and the KL core does the heavy lifting 
> is
> this right ? sorry again if any of this in inacurate
>
>
> On 20 April 2013 21:02, Paul Doyle  wrote:
>
>> Don't get me wrong - Yeti is great software, and the guys at
>> Peregrine are very smart. I was just responding to the comments about
>> Fabric :)
>>
>>
>> On 20 April 2013 13:33, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Hello Paul, i have in fact seen the demo for the hair module,
>>> and in general the fabric engine looks amazing, up until now i was 
>>> under
>>> the impression it was going to be some external application that 
>>> would
>>> instance things back into softimage or maya, i was not aware that 
>>> you
>>>

RE: CrowdFX help again

2013-05-09 Thread Chris Chia
|| Now I have to find out, if bones could be exported as FBX and not just Crowd 
pointcache :D

If you are on 2014 subscription, do login and check the freebies for Crowd.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 5:51 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

OK, now I did my very first crowd simulation with CrowdFX! Finally I start to 
understand how it works, and actually, it's real fun...When I'm ready I'll 
share (and if my boss allows it of course)



Cheers!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, May 09, 2013 11:14 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

Hi Szabolcs,
I have sent you the file and have modified your scene.
All I can say is the walk cycle action clips need not have different actions 
such as Run_Idle_Front and Idle_Run_Front.
The new crowdfx is doing the blending for you.

Hint: follow the default pedestrian walk cycle to be on the Safe side.

Regards,
Chris

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 4:07 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

However I can't find the setting the minimum speed of the animations as it's 
indicated in the Documentation...

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

I RESOLVED!!! THANKS FOR EVEN thinking on it!

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX help again

Guys,

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...
___
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: CrowdFX help again

2013-05-09 Thread Szabolcs Matefy
OK, now I did my very first crowd simulation with CrowdFX! Finally I start to 
understand how it works, and actually, it's real fun...When I'm ready I'll 
share (and if my boss allows it of course)

 

Now I have to find out, if bones could be exported as FBX and not just Crowd 
pointcache :D

 

 

Cheers!

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, May 09, 2013 11:14 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

 

Hi Szabolcs,

I have sent you the file and have modified your scene.

All I can say is the walk cycle action clips need not have different actions 
such as Run_Idle_Front and Idle_Run_Front.

The new crowdfx is doing the blending for you.

 

Hint: follow the default pedestrian walk cycle to be on the Safe side.

 

Regards,

Chris

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 4:07 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

 

However I can't find the setting the minimum speed of the animations as it's 
indicated in the Documentation...

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

 

I RESOLVED!!! THANKS FOR EVEN thinking on it!

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX help again

 

Guys,

 

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...

___
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: CrowdFX help again

2013-05-09 Thread Chris Chia
Hi Szabolcs,
I have sent you the file and have modified your scene.
All I can say is the walk cycle action clips need not have different actions 
such as Run_Idle_Front and Idle_Run_Front.
The new crowdfx is doing the blending for you.

Hint: follow the default pedestrian walk cycle to be on the Safe side.

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 4:07 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

However I can't find the setting the minimum speed of the animations as it's 
indicated in the Documentation...

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

I RESOLVED!!! THANKS FOR EVEN thinking on it!

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX help again

Guys,

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...
___
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: CrowdFX help again

2013-05-09 Thread Szabolcs Matefy
However I can't find the setting the minimum speed of the animations as it's 
indicated in the Documentation...

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

 

I RESOLVED!!! THANKS FOR EVEN thinking on it!

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX help again

 

Guys,

 

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...

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

2013-05-09 Thread Jordi Bares
Thanks for the insight and detailed info, really appreciate

Seems you have a great team and setup, love the approach and I am sure it had 
not been easy to bring that culture up.

Excellent work. Look forward to see more. 

Jb

Sent from my iPhone

On 9 May 2013, at 02:32, Sylvain Lebeau  wrote:

> JM, 
> 
> Timeframe would be around 2 months from concept art, character design, 
> storyboard and revisions, 2D animatic, 3D animatic, to all the 3D stuffs we 
> all love.
> 
> Shed is a little army/familly of passionate peoples.  Maybe around 12-14 
> artists participated on the project. Here is the breakdown of our resources, 
> human and machines… (wow…that sounded weird to say) …. feel's like the 
> matrix.. 
> 
> Here's the credits to my team:
> 
> 1 Illustrator/story artist = Benoit Theriault
> Our lead modeller Mikhail Semionov with the help of Marc Lebuis and Isabelle 
> Mainville
> 4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine Houle
> 1 Character TD/Pipeline = Miquel Campos
> 1 ICEman for hair grooming and sims = Luc Girard
> 1 FX artist for smoke and PES (particles in suspension) Dominik Kirouac
> 2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame
> 2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis
> 1 Onliner on the Flame = Nicolas Pellicelli
> 
> I've only participated into client meetings, approbations, and all the 
> political stuffs. ;-) …. i may have suspended a pass or 2 on the farm because 
> it was failing….. wow my job is too cool!! 
> 
> 
> Software and hardware:
> 
> Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox, Framecycler……. but mostly 
> Windows Explorer V156… hep.  I prefer dolphin but for now we are mostly 
> windows 7 x64. 
> 
> We use Gear with a bit of customizing for rigging our characters, (correct me 
> if i am wrong Miquel)… 
> 
> We use Exocortex Alembic for all of our animation caches needs except for the 
> hairs (for now).
> 
> Our render farm (used along with deadline 5.1) consist of a couples of older 
> blades for Nuke and 25 for Arnold long hours crushing. 
> Wich some of the latest are 24 threaded machines with 16 to 32 gigs of ram. 
> 
> That's pretty it…. nothing very fancy except from very talented artists with 
> big hearts and ambitions. Kudos to them! 
> 
> 
> 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 Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:
> 
>> very nice!
>> 
>> From: jm khayat 
>> To: softimage@listproc.autodesk.com 
>> Sent: Wednesday, May 8, 2013 10:08 AM
>> Subject: Re: Latest work from SHED - Behind-The-Scenes
>> 
>> Beautiful work guys, loved every part of it, character design, layout, 
>> animation, render, FX
>> Congrats!!
>> 
>> What was the time frame and ressources avaliable for this commercial ?
>> --
>> 
>> JM Khayat
>> Founder / COO
>> 
>> www.moondog-animation.com
>> 
>> mobile: +33 6 99 79 56 98
>> 
>> 
>>  
>> 
>> CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be 
>> contained in this message and is intended only for the use of the addressee. 
>>  Please advise immediately if you or your employer do not consent to 
>> Internet e-mail for messages of this kind.  Moondog Animation assumes no 
>> responsibility for errors, losses, damages, or costs arising from the use of 
>> this email.  Moondog Animation reserves its common law copyright to all 
>> contents of this email.  The contents of this email may not be revised, 
>> copied, distributed to or used by any other parties without written 
>> permission of Moondog Animation.
>> 
>> 
>> 
>> 2013/5/8 Sylvain Lebeau 
>> Hi Chris! ..
>> 
>> It was 2013 sp1 x64, rendered in Arnold. 
>> But we will jump on 2014 as soon as my subscription problems are worked out. 
>> 
>> 
>> 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 5/8/2013 1:06 AM, Chris Chia wrote:
>>> 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 Guillemet

RE: CrowdFX help again

2013-05-09 Thread Szabolcs Matefy
I RESOLVED!!! THANKS FOR EVEN thinking on it!

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX help again

 

Guys,

 

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...

___
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



CrowdFX help again

2013-05-09 Thread Szabolcs Matefy
Guys,

 

I made a simple Crowd, made out of our characters. However, when I start
the playback, the animation speed of our characters is a  lot faster
than it should be. Our simple run cycle is about 21 frames, the timecode
we use is 30 fps, and the character should go forward 3.5 unit in one
cycle. When I set the target speed properly (using 3.5 unit/second *
21/30 (the anim length and framrate ratio) I receive a funny, but
annoying extreme speed of animation playback...

___
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