Re: OT: alien character

2013-06-10 Thread Stefan Kubicek

FXGuide article about the making of Paul.Modeling & Rigging at approx. 50% down the page.http://www.fxguide.com/featured/paul-double-negative’s-alien-adventure/Hi List,I'm curious to know how much time someone would spend to model, texture and rig an alien character(including rig for facial animation), reference is Paul the alien. I need an average estimate.I apologise for the non technical mail.
TIA,Royston
-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only--

Re: alien character

2013-06-10 Thread Tim Leydecker

My ballpark guestimate of 2 months workload done in 6 weeks would
be for a solid but not really extraordinary TVC level of quality
alien character thingy, including something like 10-20 seconds of
rushed animation, reduced in terms of thinking things through and
giving the rigged mesh a character by creating both striking facial
animation and strong keyposes. Using shortcuts for every production step.

That is mostly based on the reduced heads-up and turnaround time
for TVC/commercial projects I have witnessed first hand on projects.

Personally, I would consider anything allowed less than 3 weeks doomed
to look like shit and not worth the money billed, even if grossly underbid,
because the advertisement would actually have a negative effect on both
the artist´s personal satisfaction and the client´s product.

That said, I can image there are people able to bring a beautiful character
from concept to 15-30 seconds of top-notch animation, rendered and composited
in 4 weeks but that would probably mean self-paced, non-interefered types of
personal pet projects - which has nothing to do with working with client and
producer types...

Cheers,

tim




On 10.06.2013 01:54, Sebastien Sterling wrote:

Depending on the complexity I would side with Tim, in the region of 2 months 
assuming it has already been conceptualized, this would not include animation.


On 10 June 2013 01:02, royston michaels mailto:royston...@gmail.com>> wrote:

Thanks Tim,
6 weeks would give enough time for approvals, etc.

On 10/06/2013, Tim Leydecker mailto:bauero...@gmx.de>> 
wrote:
 > I would have guessed 2 months work in 6 weeks time...
 >
 > Cheers,
 >
 > tim
 >
 > On 10.06.2013 00:50, royston michaels wrote:
 >> Thanks guys,
 >> Rigging is basic, nothing intense, most of the animation would be facial
 >> expressions, some lip sync. Model and texture, very close to Paul the
 >> alien. I don't want to quote and
 >> shoot myself in the foot for not allocating enough time, so maybe 1 week
 >> for model,texture, 1 week for rigging and animation. Animation would 
vary
 >> depending on amount of lip sync
 >> and shots. 3 weeks at a descent pace then.
 >>
 >> Thanks again,
 >>
 >>
 >> On Sunday, 9 June 2013, Daniel Kim mailto:dani...@magicboxandapps.com>
 >> >> wrote:
 >>  > I've got some detailed info about that project earlier from the
 >> production. You guys might have been thinking A++ quality feature film,
 >> but it is not. The Quality should be
 >> nice, but it sounds like they were working on pilot film. That's why I
 >> said 1 week with full working time. I am not sure Royston is in the same
 >> production or not though. And
 >> working time should be fit to their project schedule right? What they 
told
 >> me that moment was 2 weeks. And I saw what they want, then I said 1 
weeks
 >> because quality wise and
 >> payment wise.
 >>  >
 >>  > Daniel
 >>  >
 >>  > -Original Message-
 >>  > From: softimage-boun...@listproc.autodesk.com 

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

 >> >] On Behalf Of Mike
 >> Donovan
 >>  > Sent: Monday, June 10, 2013 9:40 AM
 >>  > To: mailto:softimage@listproc.autodesk.com>
 >> >>
 >>  > Cc: softimage@listproc.autodesk.com 

 >> >
 >>  > Subject: Re: alien character
 >>  >
 >>  > I bet it took weeks just to create his pre-pro designs. :P
 >>  >
 >>  > Sent from my iPad
 >>  >
 >>  > On Jun 9, 2013, at 5:29 PM, "Sebastien Sterling"
 >> mailto:sebastien.sterl...@gmail.com>
 >> >
 >> >  >
 >>  > I doubt it took one week to make Paul, Dan :P
 >>  >
 >>  >
 >>  > On 9 June 2013 22:54, Daniel Kim mailto:dani...@magicboxandapps.com>
 >> >
 >> >  > Hi Royston
 >>  >
 >>  > I've got same personal questi

Re: OT: alien character

2013-06-10 Thread royston michaels
Thanks a bunch for the link Stefan

On 6/10/13, Stefan Kubicek  wrote:
> FXGuide article about the making of Paul.
> Modeling & Rigging at approx. 50% down the page.
> http://www.fxguide.com/featured/paul-double-negative’s-alien-adventure/
>
>> Hi List,
>> I'm curious to know how much time someone would spend to model, texture
>> and rig an alien character(including rig for facial animation),
>> reference is >Paul the alien. I need an average estimate.
>>
>> I apologise for the non technical mail.
>> TIA,
>> Royston
>
>
>
> --
> ---
> Stefan Kubicek
> ---
> keyvis digital imagery
> Alfred Feierfeilstraße 3
> A-2380 Perchtoldsdorf bei Wien
> Phone: +43/699/12614231
> www.keyvis.at ste...@keyvis.at
> -- This email and its attachments are --
> --confidential and for the recipient only--



Re: SI 2014 SP1 is out

2013-06-10 Thread Bk
No, I'm talking about the fact that per-point forces, introduced in 2014, don't 
update per frame. (except when scrubbing) .

Paul 



On 10 Jun 2013, at 04:38, Alan Fregtman  wrote:

> Which Syflex bug? 'cause if you mean the lack of per-point forces, that was 
> supposedly fixed in the first 2014.
> 
> 
> 
> On Sun, Jun 9, 2013 at 9:03 AM, Paul  wrote:
> It would have been nice to see Syflex fixed after all the talk about it 
> earlier this year. 
> 
> On 8 Jun 2013, at 22:55, Matt Morris  wrote:
> 
>> I'd love to know why there hasn't been any official notification for this, 
>> via email or a post to this list even.
>> 
>> 
>> On 7 June 2013 08:23, Szabolcs Matefy  wrote:
>> Silently Autodesk released the first SP1 to SI2014!
>> 
>>  
>> 
>> http://autode.sk/11tKf5M
>> 
>>  
>> 
>>  
>> 
>> Cheers
>> 
>> ___
>> 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 
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>> Avni Yerli, Cevat Yerli, Faruk Yerli
>> 
>> 
>> 
>> -- 
>> www.matinai.com
> 


Re: alien character

2013-06-10 Thread royston michaels
WoW, thanks all for the detailed breakdowns.
I have a clearer understanding now to present
and to backup time estimations.

You guys rock :)

On 6/10/13, Tim Leydecker  wrote:
> My ballpark guestimate of 2 months workload done in 6 weeks would
> be for a solid but not really extraordinary TVC level of quality
> alien character thingy, including something like 10-20 seconds of
> rushed animation, reduced in terms of thinking things through and
> giving the rigged mesh a character by creating both striking facial
> animation and strong keyposes. Using shortcuts for every production step.
>
> That is mostly based on the reduced heads-up and turnaround time
> for TVC/commercial projects I have witnessed first hand on projects.
>
> Personally, I would consider anything allowed less than 3 weeks doomed
> to look like shit and not worth the money billed, even if grossly underbid,
> because the advertisement would actually have a negative effect on both
> the artist´s personal satisfaction and the client´s product.
>
> That said, I can image there are people able to bring a beautiful character
> from concept to 15-30 seconds of top-notch animation, rendered and
> composited
> in 4 weeks but that would probably mean self-paced, non-interefered types
> of
> personal pet projects - which has nothing to do with working with client
> and
> producer types...
>
> Cheers,
>
> tim
>
>
>
>
> On 10.06.2013 01:54, Sebastien Sterling wrote:
>> Depending on the complexity I would side with Tim, in the region of 2
>> months assuming it has already been conceptualized, this would not include
>> animation.
>>
>>
>> On 10 June 2013 01:02, royston michaels > > wrote:
>>
>> Thanks Tim,
>> 6 weeks would give enough time for approvals, etc.
>>
>> On 10/06/2013, Tim Leydecker > > wrote:
>>  > I would have guessed 2 months work in 6 weeks time...
>>  >
>>  > Cheers,
>>  >
>>  > tim
>>  >
>>  > On 10.06.2013 00:50, royston michaels wrote:
>>  >> Thanks guys,
>>  >> Rigging is basic, nothing intense, most of the animation would be
>> facial
>>  >> expressions, some lip sync. Model and texture, very close to Paul
>> the
>>  >> alien. I don't want to quote and
>>  >> shoot myself in the foot for not allocating enough time, so maybe
>> 1 week
>>  >> for model,texture, 1 week for rigging and animation. Animation
>> would vary
>>  >> depending on amount of lip sync
>>  >> and shots. 3 weeks at a descent pace then.
>>  >>
>>  >> Thanks again,
>>  >>
>>  >>
>>  >> On Sunday, 9 June 2013, Daniel Kim > 
>>  >> > >> wrote:
>>  >>  > I've got some detailed info about that project earlier from
>> the
>>  >> production. You guys might have been thinking A++ quality feature
>> film,
>>  >> but it is not. The Quality should be
>>  >> nice, but it sounds like they were working on pilot film. That's
>> why I
>>  >> said 1 week with full working time. I am not sure Royston is in
>> the same
>>  >> production or not though. And
>>  >> working time should be fit to their project schedule right? What
>> they told
>>  >> me that moment was 2 weeks. And I saw what they want, then I said
>> 1 weeks
>>  >> because quality wise and
>>  >> payment wise.
>>  >>  >
>>  >>  > Daniel
>>  >>  >
>>  >>  > -Original Message-
>>  >>  > From: softimage-boun...@listproc.autodesk.com
>> 
>>  >> > >
>>  >> [mailto:softimage-boun...@listproc.autodesk.com
>> 
>>  >> > >] On Behalf Of Mike
>>  >> Donovan
>>  >>  > Sent: Monday, June 10, 2013 9:40 AM
>>  >>  > To: > 
>>  >> > >>
>>  >>  > Cc: softimage@listproc.autodesk.com
>> 
>>  >> > >
>>  >>  > Subject: Re: alien character
>>  >>  >
>>  >>  > I bet it took weeks just to create his pre-pro designs. :P
>>  >>  >
>>  >>  > Sent from my iPad
>>  >>  >
>>  >>  > On Jun 9, 2013, at 5:29 PM, "Sebastien Sterling"
>>  >> > 
>>  >> > >> 
>>  >> > >

Re: alien character

2013-06-10 Thread Mirko Jankovic
Of course client can go route like:"oh why is that so expensive and need so
much time..."
Trust me you don't wanna work with client like that :)


On Mon, Jun 10, 2013 at 9:37 AM, royston michaels wrote:

> WoW, thanks all for the detailed breakdowns.
> I have a clearer understanding now to present
> and to backup time estimations.
>
> You guys rock :)
>
> On 6/10/13, Tim Leydecker  wrote:
> > My ballpark guestimate of 2 months workload done in 6 weeks would
> > be for a solid but not really extraordinary TVC level of quality
> > alien character thingy, including something like 10-20 seconds of
> > rushed animation, reduced in terms of thinking things through and
> > giving the rigged mesh a character by creating both striking facial
> > animation and strong keyposes. Using shortcuts for every production step.
> >
> > That is mostly based on the reduced heads-up and turnaround time
> > for TVC/commercial projects I have witnessed first hand on projects.
> >
> > Personally, I would consider anything allowed less than 3 weeks doomed
> > to look like shit and not worth the money billed, even if grossly
> underbid,
> > because the advertisement would actually have a negative effect on both
> > the artist愀 personal satisfaction and the client愀 product.
> >
> > That said, I can image there are people able to bring a beautiful
> character
> > from concept to 15-30 seconds of top-notch animation, rendered and
> > composited
> > in 4 weeks but that would probably mean self-paced, non-interefered types
> > of
> > personal pet projects - which has nothing to do with working with client
> > and
> > producer types...
> >
> > Cheers,
> >
> > tim
> >
> >
> >
> >
> > On 10.06.2013 01:54, Sebastien Sterling wrote:
> >> Depending on the complexity I would side with Tim, in the region of 2
> >> months assuming it has already been conceptualized, this would not
> include
> >> animation.
> >>
> >>
> >> On 10 June 2013 01:02, royston michaels  >> > wrote:
> >>
> >> Thanks Tim,
> >> 6 weeks would give enough time for approvals, etc.
> >>
> >> On 10/06/2013, Tim Leydecker  >> > wrote:
> >>  > I would have guessed 2 months work in 6 weeks time...
> >>  >
> >>  > Cheers,
> >>  >
> >>  > tim
> >>  >
> >>  > On 10.06.2013 00:50, royston michaels wrote:
> >>  >> Thanks guys,
> >>  >> Rigging is basic, nothing intense, most of the animation would
> be
> >> facial
> >>  >> expressions, some lip sync. Model and texture, very close to
> Paul
> >> the
> >>  >> alien. I don't want to quote and
> >>  >> shoot myself in the foot for not allocating enough time, so
> maybe
> >> 1 week
> >>  >> for model,texture, 1 week for rigging and animation. Animation
> >> would vary
> >>  >> depending on amount of lip sync
> >>  >> and shots. 3 weeks at a descent pace then.
> >>  >>
> >>  >> Thanks again,
> >>  >>
> >>  >>
> >>  >> On Sunday, 9 June 2013, Daniel Kim  >> 
> >>  >>  >> >> wrote:
> >>  >>  > I've got some detailed info about that project earlier from
> >> the
> >>  >> production. You guys might have been thinking A++ quality
> feature
> >> film,
> >>  >> but it is not. The Quality should be
> >>  >> nice, but it sounds like they were working on pilot film. That's
> >> why I
> >>  >> said 1 week with full working time. I am not sure Royston is in
> >> the same
> >>  >> production or not though. And
> >>  >> working time should be fit to their project schedule right? What
> >> they told
> >>  >> me that moment was 2 weeks. And I saw what they want, then I
> said
> >> 1 weeks
> >>  >> because quality wise and
> >>  >> payment wise.
> >>  >>  >
> >>  >>  > Daniel
> >>  >>  >
> >>  >>  > -Original Message-
> >>  >>  > From: softimage-boun...@listproc.autodesk.com
> >> 
> >>  >>  >> >
> >>  >> [mailto:softimage-boun...@listproc.autodesk.com
> >> 
> >>  >>  >> >] On Behalf Of Mike
> >>  >> Donovan
> >>  >>  > Sent: Monday, June 10, 2013 9:40 AM
> >>  >>  > To:  >> 
> >>  >>  >> >>
> >>  >>  > Cc: softimage@listproc.autodesk.com
> >> 
> >>  >>  >> >
> >>  >>  > Subject: Re: alien character
> >>  >>  >
> >>  >>  > I bet it took weeks just to create his pre-pro d

Re: [C++] Store a structure of vector in a UserData

2013-06-10 Thread Ahmidou Lyazidi
Thanks everyone, unfortunatly I'm still stuck.

@ Stephane, this is what I'm doing, but it's not working:
sizeof( test.A ) + sizeof( double ) * test.A.size() + sizeof( test.B ) +
sizeof( double ) * test.B.size() + sizeof( bool ) * 2

@ Guillame
Thanks, I tryed your example but I'm probably doing it the wrong way:

Foo Test;
//Set some values
Test.A->pushback(12);
Test.B->pushback(24);
Test.B->pushback(32);
Test.C->pushback(true);
Test.D->pushback(false);

 myMap.PutItemValue( i, (unsigned char*)&Test, sizeof( Foo )) ;

// Get them back
const unsigned char* pInternalData = NULL ;
UINT cntData = 0 ;
myMap.GetItemValue( 0, pInternalData, cntData ) ;

Foo *pData = (Foo*) pInternalData ;
if(pData)
{
Application().LogMessage("nb  "+CString(pData->A->size()));
}

this return empty vector

@MAB
Could you point me to some ressources on the web about this?

Thanks!!



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


2013/6/10 Marc-Andre Belzile 

> Alternatively, you could store C++ buffers in your struct instead of
> std::vector objects. Then if you need to access your data with stl, just
> assign each buffer to an std::vector out from these buffers.
>
> If you can't afford the extra copy performed by std::vector constructor,
> you'll need to implement your own wrapper class deriving from std::vector
> that nulls out the internal container upon destruction.
> This is required to avoid std::vector to deallocate your buffer memory.
>
> Of course I haven't tested this solution yet but it should work. :)
>
> -mab
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
> Sent: Sunday, June 09, 2013 3:29 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: [C++] Store a structure of vector in a UserData
>
> Well, if you need the exact number of bytes, you will need to take into
> account the size of std::vector objects I think :).
>
>
> On Sun, Jun 9, 2013 at 10:07 AM, Stephan Woermann <
> swoerman...@googlemail.com> wrote:
> To get the total size of the struct, this should work:
>
> Foo test;
> sizeof( double ) * test.A.size() + sizeof( double ) * test.B.size() +
> sizeof( bool ) * 2
> Stephan
>
> 2013/6/9 Guillaume Laforge  guillaume.laforge...@gmail.com>>
> Hi Ahmidou :),
>
> You could try to use pointers to std::vector. This way you will be able to
> access those vector and get the double values correctly.
> But you must handle the allocation/deallocation of those vectors by
> yourself:
>
> struct Foo{
> std::vector *A;
> std::vector *B;
> bool C;
> bool D;
>
> Foo()
> {
> A = new std::vector;
> B = new std::vector;
> }
> ~Foo()
> {
> delete A;
> delete B;
> }
> };
>
> Hope this help,
>
> Guillaume
>
> On Sun, Jun 9, 2013 at 8:07 AM, Ahmidou Lyazidi  > wrote:
> Hi List,
> Is it possible to store this kind of struct in a UserData (map or blob):
>
> struct Foo{
> std::vector A;
> std::vector B;
> bool C;
> bool D;
> };
> I can pull out the structure, and the vectors have the good number of
> item...but they are empty, the values are gone
>
> I'm not sure, but I think it's lost because of the size parameter in
> UserDataMap.PutItemValue
> I tried to set the real size ( sizeof(vector)+
> sizeof(double)*vector::size() ) but this gave me some crazy results.
> Any idea?
> Thanks
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
>
>


Re: OT: alien character

2013-06-10 Thread Alastair Hearsum

There are a few factors:
How experienced/practiced you are
What's the intended application, how close up its to be seen, how subtle 
the animation

If there is a pre-existing design.
What you're clients are like.

Taking all that into account, at a generalist commercial post production 
company like ours where we do characters every now and again (one or two 
a year). We have talent but not regular practice. Where its to be seen 
up close. Its on screen for 20 seconds. The clients are averagely 
demanding. There are thumbnail designs. I'd say:

6 weeks split broadly evenly between modelling, rigging, texturing/shading.

Now if I was a specialist doing this everyday it might take half that. 
If it was a gollum it might take a lot longer.


Don't quote me on that!



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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from your system.

On 09/06/2013 19:40, royston michaels wrote:

Hi List,
I'm curious to know how much time someone would spend to model, 
texture and rig an alien character(including rig for facial 
animation), reference is Paul the alien. I need an average estimate.


I apologise for the non technical mail.
TIA,
Royston 




Layout question

2013-06-10 Thread Szabolcs Matefy
Hey Guys,

 

I've adjusted my Layout, and voilà, the Autodesk Softimage text from the upper 
right corner disappeared. Anyone know how to bring it back? I want to see that 
beautiful typo, and so on J

___
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: Layout question

2013-06-10 Thread Szabolcs Matefy
OK guys, neglect the question. I've got too many custom menus J

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Monday, June 10, 2013 10:57 AM
To: softimage@listproc.autodesk.com
Subject: Layout question

 

Hey Guys,

 

I've adjusted my Layout, and voilà, the Autodesk Softimage text from the upper 
right corner disappeared. Anyone know how to bring it back? I want to see that 
beautiful typo, and so on J

___
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: Layout question

2013-06-10 Thread Angus Davidson
Actually this is a pet peeve of mine.  ;) Drives me batty when the students go 
crazy and end up with 15 top level menus rather then just a few with a few sub 
levels.   Maya was even worse, took 4 plugins and your top menu is done. By 
default plugins should be a installed into the same Main Level menu (e.g. 
Plugins!) I know you can customise it but it still irritates me ;)

Kindr egards

Angus



From: Szabolcs Matefy mailto:szabol...@crytek.com>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Monday 10 June 2013 11:04 AM
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: RE: Layout question

OK guys, neglect the question. I’ve got too many custom menus :)

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Monday, June 10, 2013 10:57 AM
To: softimage@listproc.autodesk.com
Subject: Layout question

Hey Guys,

I’ve adjusted my Layout, and voilà, the Autodesk Softimage text from the upper 
right corner disappeared. Anyone know how to bring it back? I want to see that 
beautiful typo, and so on :)
___
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



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RE: Layout question

2013-06-10 Thread Szabolcs Matefy
Ehe, I have Gear, GoZBrush, UVLayout, and Arnold menus in addition J

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
Sent: Monday, June 10, 2013 11:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: Layout question

 

Actually this is a pet peeve of mine.  ;) Drives me batty when the students go 
crazy and end up with 15 top level menus rather then just a few with a few sub 
levels.   Maya was even worse, took 4 plugins and your top menu is done. By 
default plugins should be a installed into the same Main Level menu (e.g. 
Plugins!) I know you can customise it but it still irritates me ;)

 

Kindr egards

 

Angus

 

 

 

From: Szabolcs Matefy 
Reply-To: "softimage@listproc.autodesk.com" 
Date: Monday 10 June 2013 11:04 AM
To: "softimage@listproc.autodesk.com" 
Subject: RE: Layout question

 

OK guys, neglect the question. I've got too many custom menus J

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Monday, June 10, 2013 10:57 AM
To: softimage@listproc.autodesk.com
Subject: Layout question

 

Hey Guys,

 

I've adjusted my Layout, and voilà, the Autodesk Softimage text from the upper 
right corner disappeared. Anyone know how to bring it back? I want to see that 
beautiful typo, and so on J

___
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RE: OT: alien character

2013-06-10 Thread Szabolcs Matefy
And of course, even if the character has 20 seconds, the average client
will consider the model from every possible angle, from every possible
distance J

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair
Hearsum
Sent: Monday, June 10, 2013 10:56 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT: alien character

 

There are a few factors:
How experienced/practiced you are
What's the intended application, how close up its to be seen, how subtle
the animation
If there is a pre-existing design.
What you're clients are like.

Taking all that into account, at a generalist commercial post production
company like ours where we do characters every now and again (one or two
a year). We have talent but not regular practice. Where its to be seen
up close. Its on screen for 20 seconds. The clients are averagely
demanding. There are thumbnail designs. I'd say:
6 weeks split broadly evenly between modelling, rigging,
texturing/shading.

Now if I was a specialist doing this everyday it might take half that.
If it was a gollum it might take a lot longer.

Don't quote me on that!




Alastair Hearsum 

Head of 3d 

 GLASSWORKS 

33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk   

Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk


(Company registered in England with number 04759979. Registered office
25 Harley Street, London, W1G 9BR. VAT registration number: 86729) 

Please consider the environment before you print this email. 

DISCLAIMER: This e-mail and attachments are strictly privileged, private
and confidential and are intended solely for the stated recipient(s).
Any views or opinions presented are solely those of the author and do
not necessarily represent those of the Company. If you are not the
intended recipient, be advised that you have received this e-mail in
error and that any use, dissemination, forwarding, printing, or copying
of this e-mail is strictly prohibited. If this transmission is received
in error please kindly return it to the sender and delete this message
from your system. 

On 09/06/2013 19:40, royston michaels wrote:

Hi List,
I'm curious to know how much time someone would spend to model,
texture and rig an alien character(including rig for facial animation),
reference is Paul the alien. I need an average estimate.

I apologise for the non technical mail.
TIA,
Royston 

 



Re: OT: alien character

2013-06-10 Thread Tim Leydecker

Hi Alastair,

one has to know at least some of your works to realize
you are kindly understating yourself and your teams abilities.

http://www.glassworks.co.uk/work

One, two character driven spots add up to quite a few over
the years, not juts experience wise :-)

All that stuff is definitely above average, to say the least.

One would get a lot more from you guys than just the even
of a crunched six weeks shedule.



Cheers,

tim





On 10.06.2013 10:56, Alastair Hearsum wrote:

There are a few factors:
How experienced/practiced you are
What's the intended application, how close up its to be seen, how subtle the 
animation
If there is a pre-existing design.
What you're clients are like.

Taking all that into account, at a generalist commercial post production 
company like ours where we do characters every now and again (one or two a 
year). We have talent but not
regular practice. Where its to be seen up close. Its on screen for 20 seconds. 
The clients are averagely demanding. There are thumbnail designs. I'd say:
6 weeks split broadly evenly between modelling, rigging, texturing/shading.

Now if I was a specialist doing this everyday it might take half that. If it 
was a gollum it might take a lot longer.

Don't quote me on that!



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
confidential and are intended solely for the stated recipient(s). Any views or 
opinions presented are
solely those of the author and do not necessarily represent those of the 
Company. If you are not the intended recipient, be advised that you have 
received this e-mail in error and
that any use, dissemination, forwarding, printing, or copying of this e-mail is 
strictly prohibited. If this transmission is received in error please kindly 
return it to the sender
and delete this message from your system.
On 09/06/2013 19:40, royston michaels wrote:

Hi List,
I'm curious to know how much time someone would spend to model, texture and rig 
an alien character(including rig for facial animation), reference is Paul the 
alien. I need an
average estimate.

I apologise for the non technical mail.
TIA,
Royston




Re: particle flow along curve with turbulence

2013-06-10 Thread Morten Bartholdy
+1 BIG time. I have tried and failed at making this work properly. Even
with Mootz emFlock this is not terribly simple to do.

It would be great if flow along curve could work as a force alongside other
motion control nodes and allow adjusting degree of effect via slider. It
has a slider but I just can't get turbulence working with it without ugly
jitter., no matter which way I order the different nodes.

Morten



Den 5. juni 2013 kl. 00:30 skrev David Rivera
:

> Pingo, how did it go along? I think it´s about time that someone nails this
> kind of compound.
> I remember back in SI 7  there was no "flow along curve" then it was given
> to community,
> we need a "factory preset" turbulize on curve flow :)
> 
> D
> 
> 
> 
> 
> From: Pingo van der Brinkloev 
> To: softimage@listproc.autodesk.com
> Sent: Saturday, June 1, 2013 3:59 PM
> Subject: Re: particle flow along curve with turbulence
> 
> Hey thanks guys for all the input(s). I thought this was gonna be real
> easy. Orlando, looks like your compound is doing the trick I'll dive into
> it. Thanks!
> 
> P
> 
> On 01/06/2013, at 22.46, Orlando Esponda < orlando.espo...@gmail.com
>  > wrote:
> 
> > Pingo, here's a tricky compund, it may work or it may not, but just in case
> > you want to give it a go. Just explode the compound and tweak it. A couple
> > of comments will tell you what's doing what...it's pretty simple
> > compound so you shouldn't have troubles understanding it.  It should go
> > between your "follow curve" nodes and your "strand trails" nodes.
> > Hope that helps,
> > Orlando.
> > 
> > 
> > 
> > 
> > 
> > 
> > On Sat, Jun 1, 2013 at 12:34 PM, < pete...@skynet.be
> >  > wrote:
> > > position, like: "get position->turbulence->set position"?
> > > If so the turbulence will be very "strong" and mostly override the effect
> > > of any forces.
> > > 
> > > if you add the turbulence as a force (turbulence->add forces), it's
> > > influence will be less radical
> > > 
> > > for a flow along curve, I'd combine three forces / vectors.
> > > - subtract pointposition of the closest location on the curve from the
> > > particle's position (or the other way around) to pull the particles
> > > towards
> > > the curve
> > > - pointtangent of the closest location on the curve for the movement along
> > > the curve
> > > - turbulence to randomize
> > > 
> > > you can multiply each of those vectors with a scalar - and by changing the
> > > scalars have fine control over the blending of the different forces.
> > > 
> > > 
> > > 
> > > 
> > > -Original Message- From: Pingo van der Brinkloev
> > > Sent: Saturday, June 01, 2013 10:25 AM
> > > To: softimage@listproc.autodesk. com
> > > 
> > > Subject: particle flow along curve with turbulence
> > > 
> > > 
> > > Hey list, I have some particles flowing along a curve nicely (with
> > > strands). I would like to add turbulence to the particles, so they wiggle,
> > > but still follow the curve(!) How do I do this without the particles going
> > > a-walk on me? Whichever way I try it it, the turbulence always cumulate.
> > > 
> > > Feel like there's some memo on turbulence I didn't get.
> > > 
> > > Cheers!
> > 
> > --
> > IMPRESSUM:
> > PiXABLE STUDIOS GmbH & Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA
> > 6857,
> > Komplementärin: Lenhard & Barth Verwaltungsgesellschaft mbH, Sitz: Dresden,
> > Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth
> > 
> > IMPRINT:
> > PiXABLE STUDIOS GmbH & Co.KG, Domicile: Dresden, Court of Registery:
> > Dresden,
> > Company Registration Number: HRA 6857, General Partner: Lenhard & Barth
> > Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery:
> > Dresden, Company
> > Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard,
> > Tino Barth
> > 
> > 
> > --
> > Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte
> > Informationen. Wenn Sie nicht
> > der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben,
> > informieren Sie bitte
> > sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren
> > sowie die
> > unbefugte Weitergabe dieser Mail ist nicht gestattet.
> > 
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> > are not the intended
> > recipient (or have received this e-mail in error) please notify the sender
> > immediately and destroy
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> > material in this e-mail is
> > strictly forbidden.  > curve.xsicompound> =?d19f3dcb-81d9-4fda-b66d-b4ddcbdca31c--
> > 
>

weightmap from selection of polygons

2013-06-10 Thread Chris Marshall
Hi All,
Just wondering, as my brain has gone dead, is it possible to create a
weightmap from a selection of polygons?
Thanks
Chris


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: weightmap from selection of polygons

2013-06-10 Thread Stephen Blair

http://www.si-community.com/community/viewtopic.php?f=8&t=3590

On 10/06/2013 6:21 AM, Chris Marshall wrote:

Hi All,
Just wondering, as my brain has gone dead, is it possible to create a 
weightmap from a selection of polygons?

Thanks
Chris


--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 





Re: [C++] Store a structure of vector in a UserData

2013-06-10 Thread Mihail Djurev
 I don't think that putting the structure in the UserData map will 
work. The vector objects contain only a size (integer) and a pointer to 
where the array of values are located in the heap. So, if you want to 
save everything in the UserData, you would have to create a buffer large 
enough to fit both the size and all the values. Then, you'll have to 
manually copy the values from the vector to the buffer, and put the 
buffer itself in the UserData.


Take this with a grain of salt though, I haven't actually used UserData 
maps before.


Hope this helps,
-Mihail

On 10.6.2013 ?. 11:33 ?., Ahmidou Lyazidi wrote:

Thanks everyone, unfortunatly I'm still stuck.

@ Stephane, this is what I'm doing, but it's not working:
sizeof( test.A ) + sizeof( double ) * test.A.size() + sizeof( test.B ) 
+ sizeof( double ) * test.B.size() + sizeof( bool ) * 2


@ Guillame
Thanks, I tryed your example but I'm probably doing it the wrong way:

Foo Test;
//Set some values
Test.A->pushback(12);
Test.B->pushback(24);
Test.B->pushback(32);
Test.C->pushback(true);
Test.D->pushback(false);

 myMap.PutItemValue( i, (unsigned char*)&Test, sizeof( Foo )) ;

// Get them back
const unsigned char* pInternalData = NULL ;
UINT cntData = 0 ;
myMap.GetItemValue( 0, pInternalData, cntData ) ;

Foo *pData = (Foo*) pInternalData ;
if(pData)
{
Application().LogMessage("nb  "+CString(pData->A->size()));
}

this return empty vector

@MAB
Could you point me to some ressources on the web about this?

Thanks!!



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


2013/6/10 Marc-Andre Belzile >


Alternatively, you could store C++ buffers in your struct instead
of std::vector objects. Then if you need to access your data with
stl, just assign each buffer to an std::vector out from these buffers.

If you can't afford the extra copy performed by std::vector
constructor, you'll need to implement your own wrapper class
deriving from std::vector that nulls out the internal container
upon destruction.
This is required to avoid std::vector to deallocate your buffer
memory.

Of course I haven't tested this solution yet but it should work. :)

-mab

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

[mailto:softimage-boun...@listproc.autodesk.com
] On Behalf Of
Guillaume Laforge
Sent: Sunday, June 09, 2013 3:29 PM
To: softimage@listproc.autodesk.com

Subject: Re: [C++] Store a structure of vector in a UserData

Well, if you need the exact number of bytes, you will need to take
into account the size of std::vector objects I think :).


On Sun, Jun 9, 2013 at 10:07 AM, Stephan Woermann
mailto:swoerman...@googlemail.com>>> wrote:
To get the total size of the struct, this should work:

Foo test;
sizeof( double ) * test.A.size() + sizeof( double ) *
test.B.size() + sizeof( bool ) * 2
Stephan

2013/6/9 Guillaume Laforge mailto:guillaume.laforge...@gmail.com>>>
Hi Ahmidou :),

You could try to use pointers to std::vector. This way you will be
able to access those vector and get the double values correctly.
But you must handle the allocation/deallocation of those vectors
by yourself:

struct Foo{
std::vector *A;
std::vector *B;
bool C;
bool D;

Foo()
{
A = new std::vector;
B = new std::vector;
}
~Foo()
{
delete A;
delete B;
}
};

Hope this help,

Guillaume

On Sun, Jun 9, 2013 at 8:07 AM, Ahmidou Lyazidi
mailto:ahmidou@gmail.com>>> wrote:
Hi List,
Is it possible to store this kind of struct in a UserData (map or
blob):

struct Foo{
std::vector A;
std::vector B;
bool C;
bool D;
};
I can pull out the structure, and the vectors have the good number
of item...but they are empty, the values are gone

I'm not sure, but I think it's lost because of the size parameter
in UserDataMap.PutItemValue
I tried to set the real size ( sizeof(vector)+
sizeof(double)*vector::size() ) but this gave me some crazy results.
Any idea?
Thanks

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








import pointcloud data

2013-06-10 Thread Doeke Wartena
hi,

I would like to load pointcloud data from the kinect into softimage.
Does anyone know a good way to do that?
Kinect has a .oni file but it's no problem for me to write a script to
export the pointcloud data into another format (as long as it is not binary
or it should be easy to make binary).

hope someone can help!

best Doeke


Re: weightmap from selection of polygons

2013-06-10 Thread Chris Marshall
Got it! Thanks a lot.
So basically you can't use polygons, just select the adjacent points and
create the weightmap with those.

Cheers




On 10 June 2013 12:26, Stephen Blair  wrote:

>  http://www.si-community.com/community/viewtopic.php?f=8&t=3590
>
>
> On 10/06/2013 6:21 AM, Chris Marshall wrote:
>
> Hi All,
> Just wondering, as my brain has gone dead, is it possible to create a
> weightmap from a selection of polygons?
> Thanks
> Chris
>
>
>  --
>
>  Chris Marshall
>  Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>
>


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: weightmap from selection of polygons

2013-06-10 Thread Eric Thivierge
Correct. Traditional weight maps are per point scalar values. You could 
set scalar values per polygon if you needed but depending on what the 
weight map is driving you'll most likely need to convert it back to per 
point context.



Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On June-10-13 8:37:15 AM, Chris Marshall wrote:

Got it! Thanks a lot.
So basically you can't use polygons, just select the adjacent points
and create the weightmap with those.

Cheers




On 10 June 2013 12:26, Stephen Blair mailto:stephenrbl...@gmail.com>> wrote:

http://www.si-community.com/community/viewtopic.php?f=8&t=3590


On 10/06/2013 6:21 AM, Chris Marshall wrote:

Hi All,
Just wondering, as my brain has gone dead, is it possible to
create a weightmap from a selection of polygons?
Thanks
Chris


--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 






--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 





Re: [C++] Store a structure of vector in a UserData

2013-06-10 Thread Guillaume Laforge
Hi Ahmidou,

I'm often storing just a pointer to an array/buffer/vector to pass any
struct to a User Data and it is working fine.
It is hard to help you without seeing more chunks of your code :).
Maybe you could try to repro the issue on a simpler code that you could
share here ?

Cheers,

Guillaume


On Mon, Jun 10, 2013 at 4:33 AM, Ahmidou Lyazidi wrote:

> Thanks everyone, unfortunatly I'm still stuck.
>
> @ Stephane, this is what I'm doing, but it's not working:
> sizeof( test.A ) + sizeof( double ) * test.A.size() + sizeof( test.B ) +
> sizeof( double ) * test.B.size() + sizeof( bool ) * 2
>
> @ Guillame
> Thanks, I tryed your example but I'm probably doing it the wrong way:
>
> Foo Test;
> //Set some values
> Test.A->pushback(12);
> Test.B->pushback(24);
> Test.B->pushback(32);
> Test.C->pushback(true);
> Test.D->pushback(false);
>
>  myMap.PutItemValue( i, (unsigned char*)&Test, sizeof( Foo )) ;
>
> // Get them back
> const unsigned char* pInternalData = NULL ;
> UINT cntData = 0 ;
> myMap.GetItemValue( 0, pInternalData, cntData ) ;
>
> Foo *pData = (Foo*) pInternalData ;
> if(pData)
> {
> Application().LogMessage("nb  "+CString(pData->A->size()));
> }
>
> this return empty vector
>
> @MAB
> Could you point me to some ressources on the web about this?
>
> Thanks!!
>
>
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/10 Marc-Andre Belzile 
>
>> Alternatively, you could store C++ buffers in your struct instead of
>> std::vector objects. Then if you need to access your data with stl, just
>> assign each buffer to an std::vector out from these buffers.
>>
>> If you can't afford the extra copy performed by std::vector constructor,
>> you'll need to implement your own wrapper class deriving from std::vector
>> that nulls out the internal container upon destruction.
>> This is required to avoid std::vector to deallocate your buffer memory.
>>
>> Of course I haven't tested this solution yet but it should work. :)
>>
>> -mab
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
>> Sent: Sunday, June 09, 2013 3:29 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: [C++] Store a structure of vector in a UserData
>>
>> Well, if you need the exact number of bytes, you will need to take into
>> account the size of std::vector objects I think :).
>>
>>
>> On Sun, Jun 9, 2013 at 10:07 AM, Stephan Woermann <
>> swoerman...@googlemail.com> wrote:
>> To get the total size of the struct, this should work:
>>
>> Foo test;
>> sizeof( double ) * test.A.size() + sizeof( double ) * test.B.size() +
>> sizeof( bool ) * 2
>> Stephan
>>
>> 2013/6/9 Guillaume Laforge > guillaume.laforge...@gmail.com>>
>> Hi Ahmidou :),
>>
>> You could try to use pointers to std::vector. This way you will be able
>> to access those vector and get the double values correctly.
>> But you must handle the allocation/deallocation of those vectors by
>> yourself:
>>
>> struct Foo{
>> std::vector *A;
>> std::vector *B;
>> bool C;
>> bool D;
>>
>> Foo()
>> {
>> A = new std::vector;
>> B = new std::vector;
>> }
>> ~Foo()
>> {
>> delete A;
>> delete B;
>> }
>> };
>>
>> Hope this help,
>>
>> Guillaume
>>
>> On Sun, Jun 9, 2013 at 8:07 AM, Ahmidou Lyazidi > > wrote:
>> Hi List,
>> Is it possible to store this kind of struct in a UserData (map or blob):
>>
>> struct Foo{
>> std::vector A;
>> std::vector B;
>> bool C;
>> bool D;
>> };
>> I can pull out the structure, and the vectors have the good number of
>> item...but they are empty, the values are gone
>>
>> I'm not sure, but I think it's lost because of the size parameter in
>> UserDataMap.PutItemValue
>> I tried to set the real size ( sizeof(vector)+
>> sizeof(double)*vector::size() ) but this gave me some crazy results.
>> Any idea?
>> Thanks
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>>
>>
>


RE: [C++] Store a structure of vector in a UserData

2013-06-10 Thread Marc-Andre Belzile
1) Assigning buffer to a std::vector (copy data)

Std::vector v(buffer,buffersize);

2) std::vector wrapper (untested)

struct Wrapper : public std::vector
{
Wrapper( double* buffer,size_t size )
{
// initialize stl internals with buffer
this->_M_impl _M_start = buffer;
this->_M_impl _M_finish = this->_M_impl _M_end_of_storage = buffer + size;
}

~Wrapper()
{
// nulls out internals to avoid deallocation from stl
this->_M_impl _M_start = this->_M_impl _M_finish = 
this->_M_impl _M_end_of_storage = NULL;
}
};

I think boost have already a similar class, but boost is a big hammer for such 
a tiny nail!

-mab


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent: Monday, June 10, 2013 8:53 AM
To: softimage@listproc.autodesk.com
Subject: Re: [C++] Store a structure of vector in a UserData

Hi Ahmidou,

I'm often storing just a pointer to an array/buffer/vector to pass any struct 
to a User Data and it is working fine.
It is hard to help you without seeing more chunks of your code :).
Maybe you could try to repro the issue on a simpler code that you could share 
here ?

Cheers,

Guillaume

On Mon, Jun 10, 2013 at 4:33 AM, Ahmidou Lyazidi 
mailto:ahmidou@gmail.com>> wrote:
Thanks everyone, unfortunatly I'm still stuck.

@ Stephane, this is what I'm doing, but it's not working:
sizeof( test.A ) + sizeof( double ) * test.A.size() + sizeof( test.B ) + 
sizeof( double ) * test.B.size() + sizeof( bool ) * 2
@ Guillame
Thanks, I tryed your example but I'm probably doing it the wrong way:

Foo Test;
//Set some values
Test.A->pushback(12);
Test.B->pushback(24);
Test.B->pushback(32);
Test.C->pushback(true);
Test.D->pushback(false);

 myMap.PutItemValue( i, (unsigned char*)&Test, sizeof( Foo )) ;
// Get them back
const unsigned char* pInternalData = NULL ;
UINT cntData = 0 ;
myMap.GetItemValue( 0, pInternalData, cntData ) ;

Foo *pData = (Foo*) pInternalData ;
if(pData)
{
Application().LogMessage("nb  "+CString(pData->A->size()));
}
this return empty vector
@MAB
Could you point me to some ressources on the web about this?
Thanks!!


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

2013/6/10 Marc-Andre Belzile 
mailto:marc-andre.belz...@autodesk.com>>
Alternatively, you could store C++ buffers in your struct instead of 
std::vector objects. Then if you need to access your data with stl, just assign 
each buffer to an std::vector out from these buffers.

If you can't afford the extra copy performed by std::vector constructor, you'll 
need to implement your own wrapper class deriving from std::vector that nulls 
out the internal container upon destruction.
This is required to avoid std::vector to deallocate your buffer memory.

Of course I haven't tested this solution yet but it should work. :)

-mab

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Guillaume Laforge
Sent: Sunday, June 09, 2013 3:29 PM
To: softimage@listproc.autodesk.com
Subject: Re: [C++] Store a structure of vector in a UserData

Well, if you need the exact number of bytes, you will need to take into account 
the size of std::vector objects I think :).

On Sun, Jun 9, 2013 at 10:07 AM, Stephan Woermann 
mailto:swoerman...@googlemail.com>>>
 wrote:
To get the total size of the struct, this should work:

Foo test;
sizeof( double ) * test.A.size() + sizeof( double ) * test.B.size() + sizeof( 
bool ) * 2
Stephan
2013/6/9 Guillaume Laforge 
mailto:guillaume.laforge...@gmail.com>>>
Hi Ahmidou :),

You could try to use pointers to std::vector. This way you will be able to 
access those vector and get the double values correctly.
But you must handle the allocation/deallocation of those vectors by yourself:

struct Foo{
std::vector *A;
std::vector *B;
bool C;
bool D;

Foo()
{
A = new std::vector;
B = new std::vector;
}
~Foo()
{
delete A;
delete B;
}
};

Hope this help,

Guillaume
On Sun, Jun 9, 2013 at 8:07 AM, Ahmidou Lyazidi 
mailto:ahmidou@gmail.com>>>
 wrote:
Hi List,
Is it possible to store this kind of struct in a UserData (map or blob):

struct Foo{
std::vector A;
std::vector B;
bool C;
bool D;
};
I can pull out the structure, and the vectors have the good number of 
item...but they are empty, the values are gone

RE: weightmap from selection of polygons

2013-06-10 Thread David Thibodeau
With the tool from LaMaison you can build WeightMaps from clusters wich
can be Polygones. I use it all the time! Great tool! This tool combine
with the WMEditPB is making a great workflow I find.

http://www.alamaison.fr/3d/lmWeightMapTools/

http://forums.autodesk.com/t5/Modeling/How-do-I-set-weight-values-of-sel
ected-points/td-p/4091256


Cheers

 
DAviD THIBODEAU
Artiste 3D 
(CG Artist) 
T 514.879.0020 X 2505 
www.visionglobale.com

-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com] 
Sent: June-10-13 8:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: weightmap from selection of polygons

Correct. Traditional weight maps are per point scalar values. You could
set scalar values per polygon if you needed but depending on what the
weight map is driving you'll most likely need to convert it back to per
point context.


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On June-10-13 8:37:15 AM, Chris Marshall wrote:
> Got it! Thanks a lot.
> So basically you can't use polygons, just select the adjacent points 
> and create the weightmap with those.
>
> Cheers
>
>
>
>
> On 10 June 2013 12:26, Stephen Blair  > wrote:
>
> http://www.si-community.com/community/viewtopic.php?f=8&t=3590
>
>
> On 10/06/2013 6:21 AM, Chris Marshall wrote:
>> Hi All,
>> Just wondering, as my brain has gone dead, is it possible to
>> create a weightmap from a selection of polygons?
>> Thanks
>> Chris
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk 
>>
>
>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk 
>




Re: weightmap from selection of polygons

2013-06-10 Thread Alan Fregtman
Not sure how badly WMEditPB is needed now that the Weight Editor can modify
weightmaps. It's been able to for a few versions now.



On Mon, Jun 10, 2013 at 9:40 AM, David Thibodeau <
david.thibod...@visionglobale.com> wrote:

> With the tool from LaMaison you can build WeightMaps from clusters wich
> can be Polygones. I use it all the time! Great tool! This tool combine
> with the WMEditPB is making a great workflow I find.
>
> http://www.alamaison.fr/3d/lmWeightMapTools/
>
> http://forums.autodesk.com/t5/Modeling/How-do-I-set-weight-values-of-sel
> ected-points/td-p/4091256
>
>
> Cheers
>
>
> DAviD THIBODEAU
> Artiste 3D
> (CG Artist)
> T 514.879.0020 X 2505
> www.visionglobale.com
>
> -Original Message-
> From: Eric Thivierge [mailto:ethivie...@hybride.com]
> Sent: June-10-13 8:40 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: weightmap from selection of polygons
>
> Correct. Traditional weight maps are per point scalar values. You could
> set scalar values per polygon if you needed but depending on what the
> weight map is driving you'll most likely need to convert it back to per
> point context.
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On June-10-13 8:37:15 AM, Chris Marshall wrote:
> > Got it! Thanks a lot.
> > So basically you can't use polygons, just select the adjacent points
> > and create the weightmap with those.
> >
> > Cheers
> >
> >
> >
> >
> > On 10 June 2013 12:26, Stephen Blair  > > wrote:
> >
> > http://www.si-community.com/community/viewtopic.php?f=8&t=3590
> >
> >
> > On 10/06/2013 6:21 AM, Chris Marshall wrote:
> >> Hi All,
> >> Just wondering, as my brain has gone dead, is it possible to
> >> create a weightmap from a selection of polygons?
> >> Thanks
> >> Chris
> >>
> >>
> >> --
> >>
> >> Chris Marshall
> >> Mint Motion Limited
> >> 029 20 37 27 57
> >> 07730 533 115
> >> www.mintmotion.co.uk 
> >>
> >
> >
> >
> >
> > --
> >
> > Chris Marshall
> > Mint Motion Limited
> > 029 20 37 27 57
> > 07730 533 115
> > www.mintmotion.co.uk 
> >
>
>
>


Re: import pointcloud data

2013-06-10 Thread Alan Fregtman
Check out the code at the bottom:
http://softimage.wiki.softimage.com/index.php?title=Icecache_File_Format



On Mon, Jun 10, 2013 at 8:10 AM, Doeke Wartena  wrote:

> hi,
>
> I would like to load pointcloud data from the kinect into softimage.
> Does anyone know a good way to do that?
> Kinect has a .oni file but it's no problem for me to write a script to
> export the pointcloud data into another format (as long as it is not binary
> or it should be easy to make binary).
>
> hope someone can help!
>
> best Doeke
>


RE: weightmap from selection of polygons

2013-06-10 Thread David Thibodeau
Oh cool I didn't know that!  Thanks Alan!
 
 
DAviD THIBODEAU
Artiste 3D 
(CG Artist) 
T 514.879.0020 X 2505 
www.visionglobale.com  
 



From: Alan Fregtman [mailto:alan.fregt...@gmail.com] 
Sent: June-10-13 9:55 AM
To: XSI Mailing List
Subject: Re: weightmap from selection of polygons


Not sure how badly WMEditPB is needed now that the Weight Editor can
modify weightmaps. It's been able to for a few versions now. 




On Mon, Jun 10, 2013 at 9:40 AM, David Thibodeau <
david.thibod...@visionglobale.com> wrote:


With the tool from LaMaison you can build WeightMaps from
clusters wich
can be Polygones. I use it all the time! Great tool! This tool
combine
with the WMEditPB is making a great workflow I find.

http://www.alamaison.fr/3d/lmWeightMapTools/


http://forums.autodesk.com/t5/Modeling/How-do-I-set-weight-values-of-sel
ected-points/td-p/4091256
 


Cheers


DAviD THIBODEAU
Artiste 3D
(CG Artist)
T 514.879.0020 X 2505
www.visionglobale.com


-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com]
Sent: June-10-13 8:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: weightmap from selection of polygons

Correct. Traditional weight maps are per point scalar values.
You could
set scalar values per polygon if you needed but depending on
what the
weight map is driving you'll most likely need to convert it back
to per
point context.


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On June-10-13 8:37:15 AM, Chris Marshall wrote:
> Got it! Thanks a lot.
> So basically you can't use polygons, just select the adjacent
points
> and create the weightmap with those.
>
> Cheers
>
>
>
>
> On 10 June 2013 12:26, Stephen Blair  > wrote:
>
> 
http://www.si-community.com/community/viewtopic.php?f=8&t=3590
>
>
> On 10/06/2013 6:21 AM, Chris Marshall wrote:
>> Hi All,
>> Just wondering, as my brain has gone dead, is it possible
to
>> create a weightmap from a selection of polygons?
>> Thanks
>> Chris
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk 
>>
>
>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk 
>





<>

Re: import pointcloud data

2013-06-10 Thread olivier jeannel

Hi,
I've used the kinect to scan people with software provided by the 1.7 
SDK and it was exporting to obj file directly.

Can you explain what you're doing ?

Olivier

Le 10/06/2013 14:10, Doeke Wartena a écrit :

hi,

I would like to load pointcloud data from the kinect into softimage.
Does anyone know a good way to do that?
Kinect has a .oni file but it's no problem for me to write a script to 
export the pointcloud data into another format (as long as it is not 
binary or it should be easy to make binary).


hope someone can help!

best Doeke




Re: weightmap from selection of polygons

2013-06-10 Thread Eric Thivierge

  
  
Now if they only allowed you to use the
  Smooth button as well on weight maps.
   
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
 
  On 10/06/2013 10:04 AM, David Thibodeau wrote:


  
  
  Oh cool I didn't know
that!  Thanks Alan!
   
  

  

  

  
  
DAviD THIBODEAU
Artiste 3D 
(CG Artist) 
T 514.879.0020
  X 2505 
www.visionglobale.com
  

  

  
   
  
  

From: Alan Fregtman
  [mailto:alan.fregt...@gmail.com] 
  Sent: June-10-13 9:55 AM
  To: XSI Mailing List
  Subject: Re: weightmap from selection of polygons

  
  Not sure how badly WMEditPB is needed now that the
  Weight Editor can modify weightmaps. It's been able to for a
  few versions now.

  
  
  

On Mon, Jun 10, 2013 at 9:40 AM, David
  Thibodeau 
  wrote:
  With
the tool from LaMaison you can build WeightMaps from
clusters wich
can be Polygones. I use it all the time! Great tool! This
tool combine
with the WMEditPB is making a great workflow I find.

http://www.alamaison.fr/3d/lmWeightMapTools/

http://forums.autodesk.com/t5/Modeling/How-do-I-set-weight-values-of-sel
  ected-points/td-p/4091256


Cheers


DAviD THIBODEAU
Artiste 3D
(CG Artist)
T 514.879.0020 X 2505
www.visionglobale.com
  

  
-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com]
Sent: June-10-13 8:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: weightmap from selection of polygons

Correct. Traditional weight maps are per point scalar
values. You could
set scalar values per polygon if you needed but
depending on what the
weight map is driving you'll most likely need to convert
it back to per
point context.


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On June-10-13 8:37:15 AM, Chris Marshall wrote:
> Got it! Thanks a lot.
> So basically you can't use polygons, just select
the adjacent points
> and create the weightmap with those.
>
> Cheers
>
>
>
>
> On 10 June 2013 12:26, Stephen Blair  stephenrbl...@gmail.com>>
wrote:
>
>     http://www.si-community.com/community/viewtopic.php?f=8&t=3590
>
>
>     On 10/06/2013 6:21 AM, Chris Marshall wrote:
>>     Hi All,
>>     Just wondering, as my brain has gone dead,
is it possible to
>>     create a weightmap from a selection of
polygons?
>>     Thanks
>>     Chris
>>
>>
>>     --
>>
>>     Chris Marshall
>>     Mint Motion Limited
>>     029 20 37 27 57
>>     07730 533 115
>>     www.mintmotion.co.uk

>>
>
>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk

>


  

  


  


  



Re: particle flow along curve with turbulence

2013-06-10 Thread Pingo van der Brinkloev
Hi, I ended up scripting my way out of it in After Effects and Particular. I've 
been down your road Morten. A preset would be nice.

I do understand the problem though, since I'm simulating, and not running a 
"procedural flow"

I guess running the flow along curve compound on one pointcloud, then have a 
second pointcloud - perhaps not even simulated - get point positions from the 
first pointcloud and turbulizing those, and then adding strands to that is the 
way to go. But I didn't have time to make it work cause I just cloned myself.

I'm going to pursue this, when I get some time, since Soft can handle a lot 
more strands than particular. Hands up for EmRPC by the way!

P


On 10/06/2013, at 12.22, Morten Bartholdy  wrote:

> +1 BIG time. I have tried and failed at making this work properly. Even with 
> Mootz emFlock this is not terribly simple to do.
>  
> It would be great if flow along curve could work as a force alongside other 
> motion control nodes and allow adjusting degree of effect via slider. It has 
> a slider but I just can't get turbulence working with it without ugly 
> jitter., no matter which way I order the different nodes.
>  
> Morten
>  
> 
> Den 5. juni 2013 kl. 00:30 skrev David Rivera 
> : 
> 
> Pingo, how did it go along? I think it´s about time that someone nails this 
> kind of compound. 
> I remember back in SI 7  there was no "flow along curve" then it was given to 
> community, 
> we need a "factory preset" turbulize on curve flow :) 
> 
> D 
> 
> 
>  
> From: Pingo van der Brinkloev  
> To: softimage@listproc.autodesk.com 
> Sent: Saturday, June 1, 2013 3:59 PM 
> Subject: Re: particle flow along curve with turbulence 
> 
> Hey thanks guys for all the input(s). I thought this was gonna be real easy. 
> Orlando, looks like your compound is doing the trick I'll dive into it. 
> Thanks!
>  
> P
> 
> On 01/06/2013, at 22.46, Orlando Esponda < orlando.espo...@gmail.com > wrote:
> 
> Pingo, here's a tricky compund, it may work or it may not, but just in case 
> you want to give it a go. Just explode the compound and tweak it. A couple of 
> comments will tell you what's doing what...it's pretty simple compound so 
> you shouldn't have troubles understanding it.  It should go between your 
> "follow curve" nodes and your "strand trails" nodes. 
> Hope that helps,
> Orlando. 
> 
> 
> 
> 
> 
> 
> On Sat, Jun 1, 2013 at 12:34 PM, < pete...@skynet.be > wrote: 
> are you adding the turbulence on the position, like: "get 
> position->turbulence->set position"? 
> If so the turbulence will be very "strong" and mostly override the effect of 
> any forces. 
> 
> if you add the turbulence as a force (turbulence->add forces), it's influence 
> will be less radical 
> 
> for a flow along curve, I'd combine three forces / vectors. 
> - subtract pointposition of the closest location on the curve from the 
> particle's position (or the other way around) to pull the particles towards 
> the curve 
> - pointtangent of the closest location on the curve for the movement along 
> the curve 
> - turbulence to randomize 
> 
> you can multiply each of those vectors with a scalar - and by changing the 
> scalars have fine control over the blending of the different forces. 
> 
> 
> 
> 
> -Original Message- From: Pingo van der Brinkloev 
> Sent: Saturday, June 01, 2013 10:25 AM 
> To: softimage@listproc.autodesk. com 
> Subject: particle flow along curve with turbulence
> 
> 
> Hey list, I have some particles flowing along a curve nicely (with strands). 
> I would like to add turbulence to the particles, so they wiggle, but still 
> follow the curve(!) How do I do this without the particles going a-walk on 
> me? Whichever way I try it it, the turbulence always cumulate. 
> 
> Feel like there's some memo on turbulence I didn't get. 
> 
> Cheers!
> 
> -- 
> IMPRESSUM: 
> PiXABLE STUDIOS GmbH & Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, 
> Komplementärin: Lenhard & Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, 
> Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth 
> 
> IMPRINT: 
> PiXABLE STUDIOS GmbH & Co.KG, Domicile: Dresden, Court of Registery: Dresden, 
> Company Registration Number: HRA 6857, General Partner: Lenhard & Barth 
> Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, 
> Company 
> Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino 
> Barth 
> 
> 
> -- 
> Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte 
> Informationen. Wenn Sie nicht 
> der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, 
> informieren Sie bitte 
> sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren 
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> This e-mail may contain confidential and/or privileged information. If you 
> are not the intended 
> recipient (or have received this e-mail in error) please notify the sender 
> immediat

OT : Any Softimage Folk in Beijing?

2013-06-10 Thread Richard Perry
Hi 


Sorry to Off Topic


I'm in Beijing unexpectedly, would love to meet up with any Softies in this
crazy city!


Pez

ICE: getting subsurface index

2013-06-10 Thread Matt Lind
I have to write a tool which remaps a position from a surface mesh onto another 
surface mesh.  I am hoping to use ICE, but am running into a barrier - how to 
obtain the subsurface index of a surface mesh which a location was found.

Anybody?


Matt




Re: ICE: getting subsurface index

2013-06-10 Thread Vincent Ullmann

Did you try the "reinterpret Location"-Node in ICE?
Not sure if it works with your Subsurface-Index, but in general it 
soundsa like it would work for you.


Position -> [Get Closest Location (on Mesh A)] -> [reinterpret Location 
(On Mesh B)] -> Get Position



If you do it in a Custom Op or anything SDK, you could still evaluate 
Locations on different geometries. More or less the same like the 
pseudo-ICE graph above.

Get location on Mesh A -> myLoc
MeshB.ActivePrimitve().Geometry().EvaluatePosition(myLoc) //something 
like that




Am 10.06.2013 21:03, schrieb Matt Lind:


I have to write a tool which remaps a position from a surface mesh 
onto another surface mesh.  I am hoping to use ICE, but am running 
into a barrier -- how to obtain the subsurface index of a surface mesh 
which a location was found.


Anybody?

Matt





RE: getting subsurface index

2013-06-10 Thread Grahame Fuller
An ICE  location on a surface mesh essentially consists of the subsurface index 
and the UV parameters on that subsurface, in other words, the subsurface index 
is built in to the location. So, you should be able to simply use Reinterpret 
Location to New Geometry. Is that not working?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 10, 2013 03:03 PM
To: softimage@listproc.autodesk.com
Subject: ICE: getting subsurface index

I have to write a tool which remaps a position from a surface mesh onto another 
surface mesh.  I am hoping to use ICE, but am running into a barrier - how to 
obtain the subsurface index of a surface mesh which a location was found.

Anybody?


Matt


<>

Re: import pointcloud data

2013-06-10 Thread Doeke Wartena
Hi,

i would like to create something like
http://www.onformative.com/work/unnamed-soundsculpture/ as a experiment.
An important thing is that in the end it should be easy to record cloud
data and get it into ice.
I either want to use processing which is a great and popular dialect for
java (www.processing.org) or else i move to c++ but i don't have experience
yet in c++. Also i would like to make a small library which would make it
easier to get content from processing (java) to softimage.

I checked the IcecacheFileFormat, i have some questions,

-what if i have more then 4000 particles?
-do i need a iceCache file for every frame?

I prefer not to use the software provided by the sdk cause i prefer to work
in processing so i have more freedom with it.
For the rest the icecache is probably easy when you know how but for me it
seems a bit difficult at first.
I would like to see some icecache's in a texteditor but i have to unzip
them first.
Here i see a big list:
http://zlib.net/

Is there any way of decrompessing it without having to run scripts in
terminal or any other programming ide?

Doeke









2013/6/10 olivier jeannel 

> Hi,
> I've used the kinect to scan people with software provided by the 1.7 SDK
> and it was exporting to obj file directly.
> Can you explain what you're doing ?
>
> Olivier
>
> Le 10/06/2013 14:10, Doeke Wartena a écrit :
>
>  hi,
>>
>> I would like to load pointcloud data from the kinect into softimage.
>> Does anyone know a good way to do that?
>> Kinect has a .oni file but it's no problem for me to write a script to
>> export the pointcloud data into another format (as long as it is not binary
>> or it should be easy to make binary).
>>
>> hope someone can help!
>>
>> best Doeke
>>
>
>


RE: ICE: getting subsurface index

2013-06-10 Thread Matt Lind
I was using 'reinterpret location', but had to replace it with 'UV to Location' 
because I needed to specify a specific UV coordinate with an offset before it 
was remapped to the target surface.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Monday, June 10, 2013 12:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE: getting subsurface index

Did you try the "reinterpret Location"-Node in ICE?
Not sure if it works with your Subsurface-Index, but in general it soundsa like 
it would work for you.

Position -> [Get Closest Location (on Mesh A)] -> [reinterpret Location (On 
Mesh B)] -> Get Position


If you do it in a Custom Op or anything SDK, you could still evaluate Locations 
on different geometries. More or less the same like the pseudo-ICE graph above.
Get location on Mesh A -> myLoc
MeshB.ActivePrimitve().Geometry().EvaluatePosition(myLoc)  //something like that



Am 10.06.2013 21:03, schrieb Matt Lind:
I have to write a tool which remaps a position from a surface mesh onto another 
surface mesh.  I am hoping to use ICE, but am running into a barrier - how to 
obtain the subsurface index of a surface mesh which a location was found.

Anybody?


Matt





RE: getting subsurface index

2013-06-10 Thread Matt Lind
I need to remap with an offset in the UV coordinate.  Reinterpret doesn't allow 
for that.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Monday, June 10, 2013 12:53 PM
To: softimage@listproc.autodesk.com
Subject: RE: getting subsurface index

An ICE  location on a surface mesh essentially consists of the subsurface index 
and the UV parameters on that subsurface, in other words, the subsurface index 
is built in to the location. So, you should be able to simply use Reinterpret 
Location to New Geometry. Is that not working?

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 10, 2013 03:03 PM
To: softimage@listproc.autodesk.com
Subject: ICE: getting subsurface index

I have to write a tool which remaps a position from a surface mesh onto another 
surface mesh.  I am hoping to use ICE, but am running into a barrier - how to 
obtain the subsurface index of a surface mesh which a location was found.

Anybody?


Matt




RE: getting subsurface index

2013-06-10 Thread Matt Lind
And to follow - I wish the subsurface index wasn't encapsulated in the 
location.  It should be exposed as a port on the reinterpret location and UV to 
location nodes so you can perform one-to-many and many-to-one remappings.  
Reinterpret location should expose a UV coordinate port as well.


Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 10, 2013 3:16 PM
To: softimage@listproc.autodesk.com
Subject: RE: getting subsurface index

I need to remap with an offset in the UV coordinate.  Reinterpret doesn't allow 
for that.

Matt




From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Monday, June 10, 2013 12:53 PM
To: softimage@listproc.autodesk.com
Subject: RE: getting subsurface index

An ICE  location on a surface mesh essentially consists of the subsurface index 
and the UV parameters on that subsurface, in other words, the subsurface index 
is built in to the location. So, you should be able to simply use Reinterpret 
Location to New Geometry. Is that not working?

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, June 10, 2013 03:03 PM
To: softimage@listproc.autodesk.com
Subject: ICE: getting subsurface index

I have to write a tool which remaps a position from a surface mesh onto another 
surface mesh.  I am hoping to use ICE, but am running into a barrier - how to 
obtain the subsurface index of a surface mesh which a location was found.

Anybody?


Matt




Re: beer

2013-06-10 Thread Raffaele Fragapane
Necro: Since the 60s.


On Sat, Jun 8, 2013 at 3:32 AM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:

> Raffaele how long have you been scripting in Python ?
>
>
> On Fri, Jun 7, 2013 at 9:26 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> You admitted to writing in VBS. Nobody will want to come. I'm surprised
>> Stefan can deal with it!
>>
>>
>> On Fri, Jun 7, 2013 at 1:48 AM, adrian wyer <
>> adrian.w...@fluid-pictures.com> wrote:
>>
>>> ** ** ** ** **
>>>
>>> out for a couple tonight in **Soho** with Mr Andersson if anyone is
>>> interested
>>>
>>> ** **
>>>
>>> a
>>>
>>> ** **
>>>
>>> Adrian Wyer
>>> Fluid Pictures
>>> 75-77 Margaret St.
>>> London
>>> W1W 8SY
>>> ++44(0) 207 580 0829 
>>>
>>>
>>> adrian.w...@fluid-pictures.com
>>>
>>> www.fluid-pictures.com 
>>>
>>> ** **
>>>
>>> Fluid Pictures Limited is registered in **England** and 
>>> Wales.
>>> Company number:5657815
>>> VAT number: 872 6893 71
>>>
>>> ** **
>>>
>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>


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