[OT] Looking for ICE TD at MPC London

2013-06-27 Thread Jo Plaete
Hi guys,

we're keen to speak to Senior Softimage ICE TDs for work here at MPC London
starting end of August. Preferably with strong experience in
Simulation/Crowds/Flocking.

Give me a shout if you're interested or know somebody!

Thanks

Jo



-- 

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com


Re: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread Raffaele Fragapane
ICE at MPC? That's intriguing :)


On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com wrote:

 Hi guys,

 we're keen to speak to Senior Softimage ICE TDs for work here at MPC
 London starting end of August. Preferably with strong experience in
 Simulation/Crowds/Flocking.

 Give me a shout if you're interested or know somebody!

 Thanks

 Jo



 --

 - - - - - - - - - - - - - - - - - -
 Jo Plaete
 j...@plaete.com




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


RE: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread adrian wyer
someone using CrowdFX on a film is MORE than intriguing!!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: 27 June 2013 11:11
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Looking for ICE TD at MPC London

 

ICE at MPC? That's intriguing :)

 

On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com wrote:

Hi guys,

we're keen to speak to Senior Softimage ICE TDs for work here at MPC London
starting end of August. Preferably with strong experience in
Simulation/Crowds/Flocking.

 

Give me a shout if you're interested or know somebody!

Thanks

Jo





-- 

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com





 

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

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13



RE: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread Raffaele Fragapane
Well, they do have a TVC department too. And if you want to see crowds in a
feature film done in ICE, that's what we used on guardians. Jo know more
than a bit about it :p
On 27 Jun 2013 20:30, adrian wyer adrian.w...@fluid-pictures.com wrote:

 ** ** **

 someone using CrowdFX on a film is MORE than intriguing!!

 ** **

 a

 ** **
  --

 *From:* **softimage-boun...@listproc.autodesk.com** [mailto:**
 softimage-boun...@listproc.autodesk.com**] *On Behalf Of *Raffaele
 Fragapane
 *Sent:* 27 June 2013 11:11
 *To:* **softimage@listproc.autodesk.com**
 *Subject:* Re: [OT] Looking for ICE TD at MPC London

 ** **

 ICE at MPC? That's intriguing :)

 ** **

 On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com wrote:***
 *

 Hi guys,

 we're keen to speak to Senior Softimage ICE TDs for work here at MPC
 London starting end of August. Preferably with strong experience in
 Simulation/Crowds/Flocking.

 ** **

 Give me a shout if you're interested or know somebody!

 Thanks

 Jo


 


 --

 - - - - - - - - - - - - - - - - - -
 Jo Plaete
 j...@plaete.com



 

 ** **

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

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13*
 ***



RE: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread adrian wyer
which looked great!

 

 the soho rumours (read, drunken ranting) were that MPC got Soft in
(traditionally a Maya only house) to replace the aging Alice (proprietary
crowd system) which is primarily used in features (titans, troy, Robin Hood
etc)

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: 27 June 2013 11:37
To: softimage@listproc.autodesk.com
Subject: RE: [OT] Looking for ICE TD at MPC London

 

Well, they do have a TVC department too. And if you want to see crowds in a
feature film done in ICE, that's what we used on guardians. Jo know more
than a bit about it :p

On 27 Jun 2013 20:30, adrian wyer adrian.w...@fluid-pictures.com wrote:

someone using CrowdFX on a film is MORE than intriguing!!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: 27 June 2013 11:11
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Looking for ICE TD at MPC London

 

ICE at MPC? That's intriguing :)

 

On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com wrote:

Hi guys,

we're keen to speak to Senior Softimage ICE TDs for work here at MPC London
starting end of August. Preferably with strong experience in
Simulation/Crowds/Flocking.

 

Give me a shout if you're interested or know somebody!

Thanks

Jo





-- 

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com





 

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

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13



Re: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread Jo Plaete
Just to be clear.. we're not using CrowdFX, we got a modest in-house tool
named ALICE for that kind of stuff :)
We're just hooking ICE onto it for some specific simulation purposes.

Jo


On Thu, Jun 27, 2013 at 11:29 AM, adrian wyer 
adrian.w...@fluid-pictures.com wrote:

 ** ** **

 someone using CrowdFX on a film is MORE than intriguing!!

 ** **

 a

 ** **
  --

 *From:* **softimage-boun...@listproc.autodesk.com** [mailto:**
 softimage-boun...@listproc.autodesk.com**] *On Behalf Of *Raffaele
 Fragapane
 *Sent:* 27 June 2013 11:11
 *To:* **softimage@listproc.autodesk.com**
 *Subject:* Re: [OT] Looking for ICE TD at MPC London

 ** **

 ICE at MPC? That's intriguing :)

 ** **

 On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com wrote:***
 *

 Hi guys,

 we're keen to speak to Senior Softimage ICE TDs for work here at MPC
 London starting end of August. Preferably with strong experience in
 Simulation/Crowds/Flocking.

 ** **

 Give me a shout if you're interested or know somebody!

 Thanks

 Jo


 


 --

 - - - - - - - - - - - - - - - - - -
 Jo Plaete
 j...@plaete.com



 

 ** **

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

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13*
 ***




-- 

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com


Crash when disabling Confirm on OpenScene + Arnold onEndNewScene Event

2013-06-27 Thread Oscar Juarez
Hello list,

This is a weird problem and the title doesn't fully describe what is
happening since there is quite a lot of things involved in what I'm doing
and I decided to post here since it's not really an Arnold thing but more
of Softimage, it's just that if you have Arnold installed it is very easy
to replicate. You just have to paste this, you must have Arnold and set it
up as default on Softimage preferences. Change the path to a file you
actually have.

Application.NewScene(, )
Application.OpenScene(C:\\Program Files\\Autodesk\\Softimage 2013
SP1\\Data\\XSI_SAMPLES\\Scenes\\OLD\\club_bot.scn, 0, )

I replicated on 2012 SP1, 2013 SP1 and in other computer with 2013 SP1 too.

So a little bit of background.

Arnold has an onEndNewScene event which basically checks if you have arnold
as a default renderer and sets the scene to be ready to render with arnold,
changes a shader on the default light, creates the framebuffers, etc. One
of these things that changes is setting the render regions options for
every view to use the pass rendering options. This is from a factory
installation of Arnold.

So for the actual problem, Tank has some routines for opening files that
basically first reset the state of softimage with a NewScene, and after
that opens the required scene turning off the confirmation dialog for
saving the previous scene if Softimage detected it was dirty. Since the
Arnold event is changing shaders and what not, a new scene will always be
dirty so avoids asking the user.

If I change to ask for confirmation, it doesn't crash anymore, if I skip
the NewScene routine in tank, it doesn't crash, if I comment the block of
code in Arnold event that sets the region options for all the views to use
pass options it doesn't crash, that block of code is this one:

SetValue(

 
Views.ViewA.RenderRegion.UsePassOptions,Views.ViewB.RenderRegion.UsePassOptions,+

 
Views.ViewC.RenderRegion.UsePassOptions,Views.ViewD.RenderRegion.UsePassOptions,
   Array(true, true, true, true), null
   );

I'm only assuming that it has to do to setting up values on parameters of
viewports that are not loaded yet, since while every of this is happening
the viewports are not really there.

For now I can live with turning on confirmation on the tank routine but
it's a weird bug because apparently the scene is opened but the crash comes
from code that comes from an onEndNewScene Event.

Does anybody had this before?
Thanks in advance.

Oscar


RE: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread adrian wyer
ahh thanks for clearing that up Jo

 

good to hear Soft is making inroads at traditionally Maya houses though

 

show's our little package of choice is still relevant in the industry, eh
Autodesk?

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jo Plaete
Sent: 27 June 2013 12:06
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Looking for ICE TD at MPC London

 

Just to be clear.. we're not using CrowdFX, we got a modest in-house tool
named ALICE for that kind of stuff :)

We're just hooking ICE onto it for some specific simulation purposes.

Jo

 

On Thu, Jun 27, 2013 at 11:29 AM, adrian wyer
adrian.w...@fluid-pictures.com wrote:

someone using CrowdFX on a film is MORE than intriguing!!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: 27 June 2013 11:11
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Looking for ICE TD at MPC London

 

ICE at MPC? That's intriguing :)

 

On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com wrote:

Hi guys,

we're keen to speak to Senior Softimage ICE TDs for work here at MPC London
starting end of August. Preferably with strong experience in
Simulation/Crowds/Flocking.

 

Give me a shout if you're interested or know somebody!

Thanks

Jo





-- 

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com





 

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

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13




-- 

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13



Re: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread Sandy Sutherland

I have emailed you off-list Jo.

S.

On 2013/06/27 1:05 PM, Jo Plaete wrote:
Just to be clear.. we're not using CrowdFX, we got a modest in-house 
tool named ALICE for that kind of stuff :)

We're just hooking ICE onto it for some specific simulation purposes.

Jo


On Thu, Jun 27, 2013 at 11:29 AM, adrian wyer 
adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com wrote:


someone using CrowdFX on a film is MORE than intriguing!!

a



*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Raffaele Fragapane
*Sent:* 27 June 2013 11:11
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: [OT] Looking for ICE TD at MPC London

ICE at MPC? That's intriguing :)

On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com
mailto:jo.pla...@gmail.com wrote:

Hi guys,

we're keen to speak to Senior Softimage ICE TDs for work here at
MPC London starting end of August. Preferably with strong
experience in Simulation/Crowds/Flocking.

Give me a shout if you're interested or know somebody!

Thanks

Jo



-- 


- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com mailto:j...@plaete.com



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

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



No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date:
06/26/13




--

- - - - - - - - - - - - - - - - - -
Jo Plaete
j...@plaete.com mailto:j...@plaete.com




RE: CurveLocation

2013-06-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
But the use of self means the tool only works correctly if applied to a tree 
under a curve. What if I want to include the tool as part of a tree under a 
sphere or a cone? And then I want to point another curve to this tree? The 
assumption apparently was that no one would ever want to use this on any tree 
other than a tree under a curve, therefore the tool is limited.

What's worst there is no indication of such restrictions in the documentation 
and the tool by design is misleading.

For example, the tool at the toplevel requires you to get crvlist data and feed 
that value to the  curve input, regardless what the tree is parented under. So 
it suggests that it's safe to use under any tree configuration and that it's 
safe to apply any curve, not just self curve. Further, at the toplevel there is 
no indication that self is being using at very low level nodes. One would 
expect that if I am required to manually feed the crvlist as get data at the 
toplevel, that this would be passed on to every node.


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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney
Sent: Wednesday, June 26, 2013 6:03 PM
To: softimage@listproc.autodesk.com
Subject: Re: CurveLocation

What do you expect it to do?
The end result of using Curve Distance to Curve Location is the setting of a 
data attribute (CurveLocation).
The compounds are pointing to Self because you can only set data on Self, not 
any other object.



On Wed, Jun 26, 2013 at 2:10 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
So I think I know why this is such a problem. I tried what you recommended but 
to no avail. It turns out that Curve Distance to Curve Location has several sub 
nodes pointing to self. I was attempting to apply something other than self to 
the tool. As a result the values I was trying to acquire were being misdirected 
to another node and second the node just wasn't designed to behave the way I 
expected it to.
Thanks
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Grahame Fuller
Sent: Wednesday, June 26, 2013 2:42 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: CurveLocation

From the docs:

Curve Distance to Curve Location
Converts a distance along a geometric curve to a location. The location is 
stored as a custom attribute called CurveLocation by default, which you can get 
with a Get Data node. You can look up data at the location by plugging it into 
the Source port of another Get Data node.


So, you feed a distance value into Curve Distance to Location and plug it into 
the root. Then in a later branch, you get Self.CurveLocation and do something 
with it, e.g., look up PointPosition, Tangent, or something else.

gray

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, June 26, 2013 2:32 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: CurveLocation

You could say that about most of the ICE documentation and portions of the SDK 
for that matter.

I would imagine by its label that CurveLocation is a location on a curve.   
So look up the attributes available for a location and there's your answer.  A 
little trial and error can answer the question too.  Do a GetData on the 
CurveLocation attribute and see what you can pull out of it.



Matt


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]

Sent: Wednesday, June 26, 2013 11:28 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: CurveLocation

I'm less interested in altering it than understanding exactly what it does. 
Docs for Curve Distance to Curve Location for example, say a reference can be 
used to prevent this kind of conflict. The problem is, there's absolutely 
nothing in the docs to tell you what the output is or how to use this output 
correctly.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)

Re: [OT] Looking for ICE TD at MPC London

2013-06-27 Thread Alan Fregtman
Those looked great! Also if you wanna see more Softimage-made crowds in
film, check out *Now You See Me*. Among many other vfx, we (at Rodeo FX)
did a rudimentary crowd system for the scenes in the MGM stage. (It was
before SI|2013 was out so we couldn't use CrowdFX though.) :)

ps: Pardon the thread hijack. :p


On Thu, Jun 27, 2013 at 6:36 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Well, they do have a TVC department too. And if you want to see crowds in
 a feature film done in ICE, that's what we used on guardians. Jo know more
 than a bit about it :p
  On 27 Jun 2013 20:30, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

 ** ** **

 someone using CrowdFX on a film is MORE than intriguing!!

 ** **

 a

 ** **
  --

 *From:* **softimage-boun...@listproc.autodesk.com** [mailto:**
 softimage-boun...@listproc.autodesk.com**] *On Behalf Of *Raffaele
 Fragapane
 *Sent:* 27 June 2013 11:11
 *To:* **softimage@listproc.autodesk.com**
 *Subject:* Re: [OT] Looking for ICE TD at MPC London

 ** **

 ICE at MPC? That's intriguing :)

 ** **

 On Thu, Jun 27, 2013 at 7:55 PM, Jo Plaete jo.pla...@gmail.com wrote:**
 **

 Hi guys,

 we're keen to speak to Senior Softimage ICE TDs for work here at MPC
 London starting end of August. Preferably with strong experience in
 Simulation/Crowds/Flocking.

 ** **

 Give me a shout if you're interested or know somebody!

 Thanks

 Jo


 


 --

 - - - - - - - - - - - - - - - - - -
 Jo Plaete
 j...@plaete.com



 

 ** **

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

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3345 / Virus Database: 3204/6444 - Release Date: 06/26/13
 




Re: Pointlocators out of sync

2013-06-27 Thread Fabricio Chamon
+1000 to what Vladimir said.

Cached locations always loose contexts and does not resolve correctly,
giving you red nodes all over the icetree.
On the other hand, from my experience reinterpreting locations also crashes
frequently. So, keep incremental backups! =)


2013/6/26 Gustavo Eggert Boehs gustav...@gmail.com

 Thanks Vladimir, your approach is solid :D
 Just what I needed to keep me sane!


 2013/6/26 Vladimir Jankijevic vladi...@elefantstudios.ch

 that's a no go. I think the simplest way is to have a non-deforming and a
 deforming mesh in your scene. first take the ref from the non-deforming and
 then reinterpret the location on the deforming. this can be built really
 easily  with a switch.
 I never managed to cache locations safely. Softimage behaves really weird
 concerning location interpretation.

 Cheers
 Vladimir


 On Wed, Jun 26, 2013 at 6:13 PM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 Hi guys, I am adding fur to a character and having a hard time with
 pointlocator consistency across
 ref models.

 I have a scene where I do my combing and am outputing a model that loads
 a combing cache. I intended to cache the strandspositions, the initial
 pointposition and normal, and a pointlocator to get the current position
 and normal on the surface to deform the strands acordingly.

 Sadly I get quite an incosistent behaviour with this locators across
 models. Simply cant get ref models to cooperate, and even regular models
 easily loose sync. This is the message I get:

 # WARNING : 3000 - Caching : PointLocator data gb_kH_EmmitLocation was
 generated from a different geometry. Cachefile is out of sync.


 I am pretty sure the mesh is exactly the same. Is my workflow not ideal?
 How are you guys performing such task?

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




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---




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



Re: [Pool] Any interest for a grease pencil tool?

2013-06-27 Thread Enrique Caballero
After reading a recent thread about 3rd party plugins, it reminded me.

Totally still willing to buy this plugin for our 25+ animators, if you are
developing it.

-Enrique


On Mon, Apr 22, 2013 at 2:03 PM, Enrique Caballero 
enriquecaball...@gmail.com wrote:

 Hey Ahmidou, I will ask the animators for their feedback and forward you
 the results.

 That sounds pretty awesome already :)



 On Fri, Apr 19, 2013 at 7:36 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 i just gota say this is pretty heart warming to see, i think I'll buy one
 on principal even if I'm not necessarily an animator these days, i can use
 it to mark stuff out on models :)


 On 19 April 2013 09:50, Ahmidou Lyazidi ahmidou@gmail.com wrote:

 Hi Enrique, good to know :)
 Do you have any special special expectation on it? currently I'm
 planning those features:

 2D paint and erase
 screen space
 onion skin
 scene persistance
 ability to move frames on the timeline

 I'll eventually add those in a second time:
 multi layers
 per layer depth distance
 per layer opacity
 surface object space strokes (to draw on objects)
 wacom presure


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


 2013/4/18 Enrique Caballero enriquecaball...@gmail.com

 Not to drive the point too strongly, but if you make this tool Ahmidou
 and you do a really good job on it, and price it reasonably, I can promise
 to buy between 30-40 licenses of it.

 The animators here are driving me absolutely insane about the topic








Re: [plug]Creation:Splice - coming soon for Softimage

2013-06-27 Thread Leonard Koch
Look at that, Fabric is being featured in this years Siggraph Real-Time
Teaser.

http://www.youtube.com/watch?v=dQ3E_rS90UY


On Wed, Jun 26, 2013 at 5:34 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 You guys are crazy. =p



 On Wed, Jun 26, 2013 at 10:26 AM, Helge Mathee helge.mat...@gmx.netwrote:

  Just in case you guys care to be side tracked for a moment:

 https://vimeo.com/groups/fabric/videos/69163572

 A prototype for an After Effects integration of Splice.


 On 26.06.2013 00:09, Raffaele Fragapane wrote:

 Indiegogo is less selective, allows over-run, and you can set the
 campaign up so you get the funds regardless of whether the mark is reached
 or not. It's also not country limited.
 KS tends to be the better site when you need the huge visibility it comes
 with, but for something like a plugin, where the promotion and support will
 need to be drummed up otherwise anyway (from within the community) either
 is as good an option as the other.


 On Wed, Jun 26, 2013 at 7:59 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 At Indiegogo, you can allow your campaign to run over its time limit and
 let it keep accumulating funds.

  Not sure how they feel about software, but if they're ok with it, you
 could theoretically put a campaign price goal at a price at which the tool
 provides enough guaranteed profit to warrant its release, and just wait
 indefinitely until it reaches that tipping point.

  People's money doesn't transfer until the campaign is reached, so
 nobody loses their money until it's paid a high-enough price tag that would
 motivate the developer into polishing and releasing it.

  Just my 2 Canadian cents,

 -- Alan



 On Tue, Jun 25, 2013 at 5:49 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

  There could be a kick starter site specially made for custom tools
 across a wide variety of platforms :) it definitely bares an
 investigation,might even help you demo some of those plugins you had to
 abandon Raff, to gauge interest.

  yes i have seen topo gun in action, nice app, was also looking at cylo
 ultimatly i may buy both, still i'd kill to get a artisan style sculpty
 solution to paint relax meshes, in softimage.

  All the softimage cues i've encountered where between 6 and 10 users,
 and i'm delighted to say they made greate use of there exocortex and
 Mootzoid purchesses.


 On 25 June 2013 22:52, Serguei Kalentchouk 
 serguei.kalentch...@gmail.com wrote:

 Raff is spot on, the return on investment is just not there. Very
 small user base and prolific use of pirated software makes 3rd party
 development completely unsustainable.

  However, I have been thinking that crowd funding model could work
 reasonable well in this case.
 Morpheus
 http://www.kickstarter.com/projects/cgmonks/morpheus-rig-v20?ref=livehad
 a successful Kickstarter a while back so I wouldn't be surprised if 
 someone
 will try this with a plugin of some sort eventually. Although, Kickstarter
 hasn't been keen on accepting software projects.



 On Tue, Jun 25, 2013 at 8:50 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:

 On Tue, Jun 25, 2013 at 3:22 AM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  It's not like the prices are geared towards industry giants anyway.
  Software's never been cheaper. Besides, it's not the individuals,
 or the
  very large that need to take action, it's the middle, between 5 and
 30 seats
  where all the 3rd party money is.

  that might not be a lot of places.. softimage users are generally
 either in big studios (50-500) or single-seat freelancers.




   --
 Technical Director @ DreamWorks Animation






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






Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Ben Houston
Hi,

While developing Alembic for Softimage, we've come across what appears
to be a serious issue with stands in Softimage 2014 SP1.  When we try
to export strands, we are finding that in 2014 SP1 the data is
actually incorrect.  It seems like the first value of the strand is
replicates for the other stand nodes.  This is when using the C++ API
to read the 2D array of values for the stands.

Was there an API change or is this a real bug?  It seems like a bug
given that this exact code works for other versions of Softimage.

If it is a bug, is there a workaround?

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Stephen Blair
Hi

You mean it works for you in 2014 but not 2014 SP1 ?

We something like that when we ran a plugin compiled against the 2013 SDK
in Softimage 2014.
After we recompiling against the 2014 SDK, the problem went away.


On Thu, Jun 27, 2013 at 2:51 PM, Ben Houston b...@exocortex.com wrote:

 Hi,

 While developing Alembic for Softimage, we've come across what appears
 to be a serious issue with stands in Softimage 2014 SP1.  When we try
 to export strands, we are finding that in 2014 SP1 the data is
 actually incorrect.  It seems like the first value of the strand is
 replicates for the other stand nodes.  This is when using the C++ API
 to read the 2D array of values for the stands.

 Was there an API change or is this a real bug?  It seems like a bug
 given that this exact code works for other versions of Softimage.

 If it is a bug, is there a workaround?

 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.



RE: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Luc Girard
Yes, there has been a SDK change in 2014 regarding strands and point cloud
in general.

 

I don't know if it's intentional or not but we first noticed the issue when
exporting time with arnold went through the roof with strands and 2014. The
good guys at SitoA looked into it and the were able to change their plugin
so the export time went from bad to ok. They were helped by Ho Chung Nguyen
of AD. We are still waiting on confirmation that the problem will be solved
on the SDK side.

 

cheers !

 

 

Luc Girard // SHED
artiste 3D

1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025  http://WWW.SHEDMTL.COM WWW.SHEDMTL.COM

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: June-27-13 2:56 PM
To: Ben Houston; softimage@listproc.autodesk.com
Subject: Re: Accessing Strands in Softimage 2014 SP is broken? Is there a
workaround?

 

Hi

 

You mean it works for you in 2014 but not 2014 SP1 ?

 

We something like that when we ran a plugin compiled against the 2013 SDK in
Softimage 2014.

After we recompiling against the 2014 SDK, the problem went away.

 

On Thu, Jun 27, 2013 at 2:51 PM, Ben Houston b...@exocortex.com wrote:

Hi,

While developing Alembic for Softimage, we've come across what appears
to be a serious issue with stands in Softimage 2014 SP1.  When we try
to export strands, we are finding that in 2014 SP1 the data is
actually incorrect.  It seems like the first value of the strand is
replicates for the other stand nodes.  This is when using the C++ API
to read the 2D array of values for the stands.

Was there an API change or is this a real bug?  It seems like a bug
given that this exact code works for other versions of Softimage.

If it is a bug, is there a workaround?

--
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.

 



Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Stephen Blair
That's a slowdown in attribute access in Softimage 2014 when you access ICE
attributes array with the [] operator . You still get the correct data, but
it takes longer.


On Thu, Jun 27, 2013 at 3:54 PM, Luc Girard l...@shedmtl.com wrote:

 Yes, there has been a SDK change in 2014 regarding strands and point cloud
 in general.

 ** **

 I don't know if it's intentional or not but we first noticed the issue
 when exporting time with arnold went through the roof with strands and
 2014. The good guys at SitoA looked into it and the were able to change
 their plugin so the export time went from bad to ok. They were helped by Ho
 Chung Nguyen of AD. We are still waiting on confirmation that the problem
 will be solved on the SDK side.

 ** **

 cheers !

 ** **

 ** **

 *Luc Girard // SHED*
 artiste 3D

 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* June-27-13 2:56 PM
 *To:* Ben Houston; softimage@listproc.autodesk.com
 *Subject:* Re: Accessing Strands in Softimage 2014 SP is broken? Is there
 a workaround?

 ** **

 Hi

 ** **

 You mean it works for you in 2014 but not 2014 SP1 ?

 ** **

 We something like that when we ran a plugin compiled against the 2013 SDK
 in Softimage 2014.

 After we recompiling against the 2014 SDK, the problem went away.

 ** **

 On Thu, Jun 27, 2013 at 2:51 PM, Ben Houston b...@exocortex.com wrote:***
 *

 Hi,

 While developing Alembic for Softimage, we've come across what appears
 to be a serious issue with stands in Softimage 2014 SP1.  When we try
 to export strands, we are finding that in 2014 SP1 the data is
 actually incorrect.  It seems like the first value of the strand is
 replicates for the other stand nodes.  This is when using the C++ API
 to read the 2D array of values for the stands.

 Was there an API change or is this a real bug?  It seems like a bug
 given that this exact code works for other versions of Softimage.

 If it is a bug, is there a workaround?

 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.

 ** **



Re: Crash when disabling Confirm on OpenScene + Arnold onEndNewScene Event

2013-06-27 Thread Luc-Eric Rousseau
stuff like this usually happen because the message box pump messages, and
therefore lets notifications through and xsi refreshes/updates some things
it would not have otherwise.  it probably lets timer events through too.
On 2013-06-27 7:10 AM, Oscar Juarez tridi.animei...@gmail.com wrote:

 Hello list,

 This is a weird problem and the title doesn't fully describe what is
 happening since there is quite a lot of things involved in what I'm doing
 and I decided to post here since it's not really an Arnold thing but more
 of Softimage, it's just that if you have Arnold installed it is very easy
 to replicate. You just have to paste this, you must have Arnold and set it
 up as default on Softimage preferences. Change the path to a file you
 actually have.

 Application.NewScene(, )
 Application.OpenScene(C:\\Program Files\\Autodesk\\Softimage 2013
 SP1\\Data\\XSI_SAMPLES\\Scenes\\OLD\\club_bot.scn, 0, )

 I replicated on 2012 SP1, 2013 SP1 and in other computer with 2013 SP1 too.

 So a little bit of background.

 Arnold has an onEndNewScene event which basically checks if you have
 arnold as a default renderer and sets the scene to be ready to render with
 arnold, changes a shader on the default light, creates the framebuffers,
 etc. One of these things that changes is setting the render regions options
 for every view to use the pass rendering options. This is from a factory
 installation of Arnold.

 So for the actual problem, Tank has some routines for opening files that
 basically first reset the state of softimage with a NewScene, and after
 that opens the required scene turning off the confirmation dialog for
 saving the previous scene if Softimage detected it was dirty. Since the
 Arnold event is changing shaders and what not, a new scene will always be
 dirty so avoids asking the user.

 If I change to ask for confirmation, it doesn't crash anymore, if I skip
 the NewScene routine in tank, it doesn't crash, if I comment the block of
 code in Arnold event that sets the region options for all the views to use
 pass options it doesn't crash, that block of code is this one:

 SetValue(

  
 Views.ViewA.RenderRegion.UsePassOptions,Views.ViewB.RenderRegion.UsePassOptions,+

  
 Views.ViewC.RenderRegion.UsePassOptions,Views.ViewD.RenderRegion.UsePassOptions,
Array(true, true, true, true), null
);

 I'm only assuming that it has to do to setting up values on parameters of
 viewports that are not loaded yet, since while every of this is happening
 the viewports are not really there.

 For now I can live with turning on confirmation on the tank routine but
 it's a weird bug because apparently the scene is opened but the crash comes
 from code that comes from an onEndNewScene Event.

 Does anybody had this before?
 Thanks in advance.

 Oscar






Re: Crash when disabling Confirm on OpenScene + Arnold onEndNewScene Event

2013-06-27 Thread Vladimir Jankijevic
... and it's a pain in the bum!


On Thu, Jun 27, 2013 at 4:20 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 stuff like this usually happen because the message box pump messages, and
 therefore lets notifications through and xsi refreshes/updates some things
 it would not have otherwise.  it probably lets timer events through too.
  On 2013-06-27 7:10 AM, Oscar Juarez tridi.animei...@gmail.com wrote:

 Hello list,

 This is a weird problem and the title doesn't fully describe what is
 happening since there is quite a lot of things involved in what I'm doing
 and I decided to post here since it's not really an Arnold thing but more
 of Softimage, it's just that if you have Arnold installed it is very easy
 to replicate. You just have to paste this, you must have Arnold and set it
 up as default on Softimage preferences. Change the path to a file you
 actually have.

 Application.NewScene(, )
 Application.OpenScene(C:\\Program Files\\Autodesk\\Softimage 2013
 SP1\\Data\\XSI_SAMPLES\\Scenes\\OLD\\club_bot.scn, 0, )

 I replicated on 2012 SP1, 2013 SP1 and in other computer with 2013 SP1
 too.

 So a little bit of background.

 Arnold has an onEndNewScene event which basically checks if you have
 arnold as a default renderer and sets the scene to be ready to render with
 arnold, changes a shader on the default light, creates the framebuffers,
 etc. One of these things that changes is setting the render regions options
 for every view to use the pass rendering options. This is from a factory
 installation of Arnold.

 So for the actual problem, Tank has some routines for opening files that
 basically first reset the state of softimage with a NewScene, and after
 that opens the required scene turning off the confirmation dialog for
 saving the previous scene if Softimage detected it was dirty. Since the
 Arnold event is changing shaders and what not, a new scene will always be
 dirty so avoids asking the user.

 If I change to ask for confirmation, it doesn't crash anymore, if I skip
 the NewScene routine in tank, it doesn't crash, if I comment the block of
 code in Arnold event that sets the region options for all the views to use
 pass options it doesn't crash, that block of code is this one:

 SetValue(

  
 Views.ViewA.RenderRegion.UsePassOptions,Views.ViewB.RenderRegion.UsePassOptions,+

  
 Views.ViewC.RenderRegion.UsePassOptions,Views.ViewD.RenderRegion.UsePassOptions,
Array(true, true, true, true), null
);

 I'm only assuming that it has to do to setting up values on parameters of
 viewports that are not loaded yet, since while every of this is happening
 the viewports are not really there.

 For now I can live with turning on confirmation on the tank routine but
 it's a weird bug because apparently the scene is opened but the crash comes
 from code that comes from an onEndNewScene Event.

 Does anybody had this before?
 Thanks in advance.

 Oscar






-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Steven Caron
well is it a slowdown or another bug where the data is actually incorrect?
have we confirmed either or?


On Thu, Jun 27, 2013 at 1:02 PM, Stephen Blair stephenrbl...@gmail.comwrote:

 You still get the correct data, but it takes longer.



Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Stephen Blair
I don't see any bad strand data coming out of Softimage 2014 SP1 with
SItoA, and I haven't seen any reports from customers about bad data or any
SItoA tickets about bad strand data.
I'm not saying there isn't a bug I don't know about, just that the one I
know about is about a slowdown.


On Thu, Jun 27, 2013 at 5:11 PM, Steven Caron car...@gmail.com wrote:

 well is it a slowdown or another bug where the data is actually incorrect?
 have we confirmed either or?


 On Thu, Jun 27, 2013 at 1:02 PM, Stephen Blair stephenrbl...@gmail.comwrote:

 You still get the correct data, but it takes longer.




Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Luc Girard
Yes, I was talking about the slowdown. I Just thought it my be related somehow. 
I didn't mean to mislead.

Cheers !

Luc

On 2013-06-27, at 18:19, Stephen Blair stephenrbl...@gmail.com wrote:

 I don't see any bad strand data coming out of Softimage 2014 SP1 with SItoA, 
 and I haven't seen any reports from customers about bad data or any SItoA 
 tickets about bad strand data.
 I'm not saying there isn't a bug I don't know about, just that the one I know 
 about is about a slowdown.
 
 
 On Thu, Jun 27, 2013 at 5:11 PM, Steven Caron car...@gmail.com wrote:
 well is it a slowdown or another bug where the data is actually incorrect? 
 have we confirmed either or?
 
 
 On Thu, Jun 27, 2013 at 1:02 PM, Stephen Blair stephenrbl...@gmail.com 
 wrote:
 You still get the correct data, but it takes longer.
 


Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Steven Caron
its not misleading, common sense suggests they are related. if it is indeed
two issues we need to get to the heart of it. against my desire to, i
renewed my subscription today... so i am very keen on getting this fixed
next service pack.

s


On Thu, Jun 27, 2013 at 4:04 PM, Luc Girard l...@shedmtl.com wrote:

 Yes, I was talking about the slowdown. I Just thought it my be related
 somehow. I didn't mean to mislead.

 Cheers !

 Luc



Keyable vs. Animatable

2013-06-27 Thread Matt Lind
What is the technical difference between a parameter flagged as siKeyable vs. 
siAnimatable?  I'm interpreting it to mean Keyable only determines if an FCurve 
can be set on the parameter whereas Animatable defines whether a parameter can 
receive any kind of animation data.

This sound correct?


Matt



Re: Keyable vs. Animatable

2013-06-27 Thread Edy Susanto Lim
siKeyable is mainly for the parameter visibility flag in the keying panel I
guess..
http://softimage.wiki.softimage.com/sdkdocs/sicppsdk/html/group__siCapabilities.html


On Fri, Jun 28, 2013 at 9:01 AM, Matt Lind ml...@carbinestudios.com wrote:

 What is the technical difference between a parameter flagged as siKeyable
 vs. siAnimatable?  I’m interpreting it to mean Keyable only determines if
 an FCurve can be set on the parameter whereas Animatable defines whether a
 parameter can receive any kind of animation data.

 ** **

 This sound correct?

 ** **

 ** **

 Matt

 ** **

 




-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: Keyable vs. Animatable

2013-06-27 Thread Raffaele Fragapane
I think keyable is simply the maya style flag that was introduced for
presentation.
You can animate both the same way in my experience, just the KP responds to
keyable ones and obscures the non keyable ones.


On Fri, Jun 28, 2013 at 11:01 AM, Matt Lind ml...@carbinestudios.comwrote:

 What is the technical difference between a parameter flagged as siKeyable
 vs. siAnimatable?  I’m interpreting it to mean Keyable only determines if
 an FCurve can be set on the parameter whereas Animatable defines whether a
 parameter can receive any kind of animation data.

 ** **

 This sound correct?

 ** **

 ** **

 Matt

 ** **

 




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


Re: Keyable vs. Animatable

2013-06-27 Thread Bradley Gabe
Keyable is a parameter tag that was intended to replace marking sets.
If I recall, there are a handful of workflow features that utilize it, such
as determining which parameters appear in the keyframe panel by default.
There is also a filter query that returns a collection of all keyable
parameters from an input collection of sceneobjects.



On Thu, Jun 27, 2013 at 8:01 PM, Matt Lind ml...@carbinestudios.com wrote:

 What is the technical difference between a parameter flagged as siKeyable
 vs. siAnimatable?  I’m interpreting it to mean Keyable only determines if
 an FCurve can be set on the parameter whereas Animatable defines whether a
 parameter can receive any kind of animation data.

 ** **

 This sound correct?

 ** **

 ** **

 Matt

 ** **

 



Re: Keyable vs. Animatable

2013-06-27 Thread Raffaele Fragapane
Bah, early send.
Also keyable can be per-instance on proxy parameters. Animatable is always
inherited from the master.


On Fri, Jun 28, 2013 at 11:09 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 I think keyable is simply the maya style flag that was introduced for
 presentation.
 You can animate both the same way in my experience, just the KP responds
 to keyable ones and obscures the non keyable ones.


 On Fri, Jun 28, 2013 at 11:01 AM, Matt Lind ml...@carbinestudios.comwrote:

 What is the technical difference between a parameter flagged as siKeyable
 vs. siAnimatable?  I’m interpreting it to mean Keyable only determines if
 an FCurve can be set on the parameter whereas Animatable defines whether a
 parameter can receive any kind of animation data.

 ** **

 This sound correct?

 ** **

 ** **

 Matt

 ** **

 




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




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


RE: Keyable vs. Animatable

2013-06-27 Thread Matt Lind
I checked the user's guide.  siKeyable means the parameter will appear in the 
'KP / L' .  siAnimatable means the parameter can be animated.  I don't 
understand why the definitions are not in the SDK guide.

Anyway, we were locking parameters on character rigs using animation locking 
and value locking only to discover that the locks are not respected when the 
parameters are inside of a referenced model. ARGH  (si 2013 SP1 - 32 bit)

Sousing Parameter Capabilities, how does one 'value lock' a parameter 
inside a referenced model?  I want to flag a parameter so it's value can be 
changed by a user, but cannot be animated, and tools can read/respect the flag 
so it knows not to overwrite the value.  Is setting siAnimatable to false 
enough?


Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Edy Susanto Lim
Sent: Thursday, June 27, 2013 6:09 PM
To: softimage@listproc.autodesk.com
Subject: Re: Keyable vs. Animatable

siKeyable is mainly for the parameter visibility flag in the keying panel I 
guess..
http://softimage.wiki.softimage.com/sdkdocs/sicppsdk/html/group__siCapabilities.html

On Fri, Jun 28, 2013 at 9:01 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
What is the technical difference between a parameter flagged as siKeyable vs. 
siAnimatable?  I'm interpreting it to mean Keyable only determines if an FCurve 
can be set on the parameter whereas Animatable defines whether a parameter can 
receive any kind of animation data.

This sound correct?


Matt




--
Edy Susanto Lim
TD
http://sawamura.neorack.com


RE: Keyable vs. Animatable

2013-06-27 Thread Matt Lind
Edit:

I want a capability setting that allows a value to be set by a TD, then locked 
so it cannot be edited by animators or tools used by animators.


Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, June 27, 2013 6:20 PM
To: softimage@listproc.autodesk.com
Subject: RE: Keyable vs. Animatable

I checked the user's guide.  siKeyable means the parameter will appear in the 
'KP / L' .  siAnimatable means the parameter can be animated.  I don't 
understand why the definitions are not in the SDK guide.

Anyway, we were locking parameters on character rigs using animation locking 
and value locking only to discover that the locks are not respected when the 
parameters are inside of a referenced model. ARGH  (si 2013 SP1 - 32 bit)

Sousing Parameter Capabilities, how does one 'value lock' a parameter 
inside a referenced model?  I want to flag a parameter so it's value can be 
changed by a user, but cannot be animated, and tools can read/respect the flag 
so it knows not to overwrite the value.  Is setting siAnimatable to false 
enough?


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Edy Susanto Lim
Sent: Thursday, June 27, 2013 6:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Keyable vs. Animatable

siKeyable is mainly for the parameter visibility flag in the keying panel I 
guess..
http://softimage.wiki.softimage.com/sdkdocs/sicppsdk/html/group__siCapabilities.html

On Fri, Jun 28, 2013 at 9:01 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
What is the technical difference between a parameter flagged as siKeyable vs. 
siAnimatable?  I'm interpreting it to mean Keyable only determines if an FCurve 
can be set on the parameter whereas Animatable defines whether a parameter can 
receive any kind of animation data.

This sound correct?


Matt




--
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: Keyable vs. Animatable

2013-06-27 Thread Raffaele Fragapane
So you want to lock it in a referenced context?
Locks on local are respected once referenced, we do that all the time.
Locking after reference I'm not sure it's possible, there's nothing in the
delta to contain it that I know of (but I might be wrong).
If you're not talking hundreds and hundreds your best bet is a constant
expression. That will be respected/carried by the delta. You can actually
use quite a few of those with no performance impact, they are fairly cheap
and don't really pull anything upstream.



On Fri, Jun 28, 2013 at 11:22 AM, Matt Lind ml...@carbinestudios.comwrote:

 Edit:

 ** **

 I want a capability setting that allows a value to be set by a TD, then
 locked so it cannot be edited by animators or tools used by animators.

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
 *Sent:* Thursday, June 27, 2013 6:20 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Keyable vs. Animatable

 ** **

 I checked the user’s guide.  siKeyable means the parameter will appear in
 the ‘KP / L’ .  siAnimatable means the parameter can be animated.  I don’t
 understand why the definitions are not in the SDK guide.

 ** **

 Anyway, we were locking parameters on character rigs using animation
 locking and value locking only to discover that the locks are not respected
 when the parameters are inside of a referenced model. ARGH  (si 2013
 SP1 – 32 bit)

 ** **

 So….using Parameter Capabilities, how does one ‘value lock’ a
 parameter inside a referenced model?  I want to flag a parameter so it’s
 value can be changed by a user, but cannot be animated, and tools can
 read/respect the flag so it knows not to overwrite the value.  Is setting
 siAnimatable to false enough?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Edy Susanto Lim
 *Sent:* Thursday, June 27, 2013 6:09 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Keyable vs. Animatable

 ** **

 siKeyable is mainly for the parameter visibility flag in the keying panel
 I guess..


 http://softimage.wiki.softimage.com/sdkdocs/sicppsdk/html/group__siCapabilities.html
 

 ** **

 On Fri, Jun 28, 2013 at 9:01 AM, Matt Lind ml...@carbinestudios.com
 wrote:

 What is the technical difference between a parameter flagged as siKeyable
 vs. siAnimatable?  I’m interpreting it to mean Keyable only determines if
 an FCurve can be set on the parameter whereas Animatable defines whether a
 parameter can receive any kind of animation data.

  

 This sound correct?

  

  

 Matt

  



 

 ** **

 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com 




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


RE: Keyable vs. Animatable

2013-06-27 Thread Matt Lind
I want to set a value on a parameter and lock it, then export the model so when 
it is referenced into a scene the user cannot change its value.  The parameter 
value should only be editable when the TD modifies the rig as a local model.  
Users using the rig as a referenced model should not be able to modify the 
parameter value.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Thursday, June 27, 2013 6:33 PM
To: softimage@listproc.autodesk.com
Subject: Re: Keyable vs. Animatable

So you want to lock it in a referenced context?
Locks on local are respected once referenced, we do that all the time. Locking 
after reference I'm not sure it's possible, there's nothing in the delta to 
contain it that I know of (but I might be wrong).
If you're not talking hundreds and hundreds your best bet is a constant 
expression. That will be respected/carried by the delta. You can actually use 
quite a few of those with no performance impact, they are fairly cheap and 
don't really pull anything upstream.

On Fri, Jun 28, 2013 at 11:22 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Edit:

I want a capability setting that allows a value to be set by a TD, then locked 
so it cannot be edited by animators or tools used by animators.


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Matt Lind
Sent: Thursday, June 27, 2013 6:20 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Keyable vs. Animatable

I checked the user's guide.  siKeyable means the parameter will appear in the 
'KP / L' .  siAnimatable means the parameter can be animated.  I don't 
understand why the definitions are not in the SDK guide.

Anyway, we were locking parameters on character rigs using animation locking 
and value locking only to discover that the locks are not respected when the 
parameters are inside of a referenced model. ARGH  (si 2013 SP1 - 32 bit)

Sousing Parameter Capabilities, how does one 'value lock' a parameter 
inside a referenced model?  I want to flag a parameter so it's value can be 
changed by a user, but cannot be animated, and tools can read/respect the flag 
so it knows not to overwrite the value.  Is setting siAnimatable to false 
enough?


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Edy Susanto Lim
Sent: Thursday, June 27, 2013 6:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Keyable vs. Animatable

siKeyable is mainly for the parameter visibility flag in the keying panel I 
guess..
http://softimage.wiki.softimage.com/sdkdocs/sicppsdk/html/group__siCapabilities.html

On Fri, Jun 28, 2013 at 9:01 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
What is the technical difference between a parameter flagged as siKeyable vs. 
siAnimatable?  I'm interpreting it to mean Keyable only determines if an FCurve 
can be set on the parameter whereas Animatable defines whether a parameter can 
receive any kind of animation data.

This sound correct?


Matt




--
Edy Susanto Lim
TD
http://sawamura.neorack.com



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


Re: Keyable vs. Animatable

2013-06-27 Thread Raffaele Fragapane
In that case the locks are simply respected once the model is referenced in
our experience. Just lock all levels.
We have hundreds of rigs piled up that do exactly that with no work or
propietary stuff or tricks other than setting lock-all on those parameters
before they are checked in.

There is ONE catch, which is constraints will -always- be capable of
altering a local transform as they operate upstream, so if you lock scale
across the board and constraints are allowed in the delta, it's possible to
work around a lock by scale or pose constraining to something to transmit
the values and then remove the constraint. That can get annoying as those
values can't, obviously enough, be reset in any other way than doing the
same thing again.

Other than that, locks worked fine for us on all versions we used between
6.5 and 2013. Is that not the case for you?


On Fri, Jun 28, 2013 at 11:37 AM, Matt Lind ml...@carbinestudios.comwrote:

 I want to set a value on a parameter and lock it, then export the model so
 when it is referenced into a scene the user cannot change its value.  The
 parameter value should only be editable when the TD modifies the rig as a
 local model.  Users using the rig as a referenced model should not be able
 to modify the parameter value.

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Thursday, June 27, 2013 6:33 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Keyable vs. Animatable

 ** **

 So you want to lock it in a referenced context?

 Locks on local are respected once referenced, we do that all the time.
 Locking after reference I'm not sure it's possible, there's nothing in the
 delta to contain it that I know of (but I might be wrong).

 If you're not talking hundreds and hundreds your best bet is a constant
 expression. That will be respected/carried by the delta. You can actually
 use quite a few of those with no performance impact, they are fairly cheap
 and don't really pull anything upstream.

 ** **

 On Fri, Jun 28, 2013 at 11:22 AM, Matt Lind ml...@carbinestudios.com
 wrote:

 Edit:

  

 I want a capability setting that allows a value to be set by a TD, then
 locked so it cannot be edited by animators or tools used by animators.

  

  

 Matt

  

  

  

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
 *Sent:* Thursday, June 27, 2013 6:20 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Keyable vs. Animatable

  

 I checked the user’s guide.  siKeyable means the parameter will appear in
 the ‘KP / L’ .  siAnimatable means the parameter can be animated.  I don’t
 understand why the definitions are not in the SDK guide.

  

 Anyway, we were locking parameters on character rigs using animation
 locking and value locking only to discover that the locks are not respected
 when the parameters are inside of a referenced model. ARGH  (si 2013
 SP1 – 32 bit)

  

 So….using Parameter Capabilities, how does one ‘value lock’ a
 parameter inside a referenced model?  I want to flag a parameter so it’s
 value can be changed by a user, but cannot be animated, and tools can
 read/respect the flag so it knows not to overwrite the value.  Is setting
 siAnimatable to false enough?

  

  

 Matt

  

  

  

  

  

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Edy Susanto Lim
 *Sent:* Thursday, June 27, 2013 6:09 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Keyable vs. Animatable

  

 siKeyable is mainly for the parameter visibility flag in the keying panel
 I guess..


 http://softimage.wiki.softimage.com/sdkdocs/sicppsdk/html/group__siCapabilities.html
 

  

 On Fri, Jun 28, 2013 at 9:01 AM, Matt Lind ml...@carbinestudios.com
 wrote:

 What is the technical difference between a parameter flagged as siKeyable
 vs. siAnimatable?  I’m interpreting it to mean Keyable only determines if
 an FCurve can be set on the parameter whereas Animatable defines whether a
 parameter can receive any kind of animation data.

  

 This sound correct?

  

  

 Matt

  



 

  

 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com 




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




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


RE: Keyable vs. Animatable

2013-06-27 Thread Matt Lind
I have tried locking parameters by both animation and value.  Everything works 
fine when the parameters are in a model which is local to the scene.  Querying 
Parameter.LockLevel will return siLockLevelAnimation or siLockLevelManipulation 
respectively - which is exactly what I want and expect.

When the model is referenced into the scene Parameter.LockLevel returns 
siLockLevelAll for all parameters in the referenced model, not just those I 
locked.  Which is another way of saying I have zero ability to determine which 
parameters were animation/value locked and which were not.  When I try to 
physically adjust values or apply animation, there are no indicators in the UI 
telling me which parameters are locked.  It's as if the locks were never set.


Matt







From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Thursday, June 27, 2013 6:54 PM
To: softimage@listproc.autodesk.com
Subject: Re: Keyable vs. Animatable

In that case the locks are simply respected once the model is referenced in our 
experience. Just lock all levels.
We have hundreds of rigs piled up that do exactly that with no work or 
propietary stuff or tricks other than setting lock-all on those parameters 
before they are checked in.
There is ONE catch, which is constraints will -always- be capable of altering a 
local transform as they operate upstream, so if you lock scale across the board 
and constraints are allowed in the delta, it's possible to work around a lock 
by scale or pose constraining to something to transmit the values and then 
remove the constraint. That can get annoying as those values can't, obviously 
enough, be reset in any other way than doing the same thing again.
Other than that, locks worked fine for us on all versions we used between 6.5 
and 2013. Is that not the case for you?

On Fri, Jun 28, 2013 at 11:37 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
I want to set a value on a parameter and lock it, then export the model so when 
it is referenced into a scene the user cannot change its value.  The parameter 
value should only be editable when the TD modifies the rig as a local model.  
Users using the rig as a referenced model should not be able to modify the 
parameter value.

Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Raffaele Fragapane
Sent: Thursday, June 27, 2013 6:33 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Keyable vs. Animatable

So you want to lock it in a referenced context?
Locks on local are respected once referenced, we do that all the time. Locking 
after reference I'm not sure it's possible, there's nothing in the delta to 
contain it that I know of (but I might be wrong).
If you're not talking hundreds and hundreds your best bet is a constant 
expression. That will be respected/carried by the delta. You can actually use 
quite a few of those with no performance impact, they are fairly cheap and 
don't really pull anything upstream.

On Fri, Jun 28, 2013 at 11:22 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Edit:

I want a capability setting that allows a value to be set by a TD, then locked 
so it cannot be edited by animators or tools used by animators.


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Matt Lind
Sent: Thursday, June 27, 2013 6:20 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Keyable vs. Animatable

I checked the user's guide.  siKeyable means the parameter will appear in the 
'KP / L' .  siAnimatable means the parameter can be animated.  I don't 
understand why the definitions are not in the SDK guide.

Anyway, we were locking parameters on character rigs using animation locking 
and value locking only to discover that the locks are not respected when the 
parameters are inside of a referenced model. ARGH  (si 2013 SP1 - 32 bit)

Sousing Parameter Capabilities, how does one 'value lock' a parameter 
inside a referenced model?  I want to flag a parameter so it's value can be 
changed by a user, but cannot be animated, and tools can read/respect the flag 
so it knows not to overwrite the value.  Is setting siAnimatable to false 
enough?


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Edy Susanto Lim
Sent: Thursday, June 27, 2013 6:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Keyable vs. Animatable

siKeyable is mainly for the