[OT] Looking for ICE TD at MPC London
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
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
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
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
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
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
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
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
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
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
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
+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?
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
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?
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?
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?
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?
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
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
... 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?
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?
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?
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?
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
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
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
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
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
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
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
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
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
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
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
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