Re: Open source json camera I/O platform
Gene - this would be of huge interest I think - every studio I have been at we have needed to do this, and have always fudged it - never had the time to even start looking at creating a tool! So - a big yes from me! S. On 2013/07/10 5:09 AM, Gene Crucean wrote: Hey folks, Who's in the mood for some open-source camera I/O code? I'm kind of getting bummed out on having to write the same camera tools at every studio just to get a simple, lightweight and most importantly reliable camera pushed around from app to app. FBX does *not* cut it, not to mention it's not available for all apps that could make use of it. So I thought I would whip up a spec based on json and offer it up open source so anyone willing to donate some time, could create some simple tools to import/export for their favorite app. The spec is VERY lightweight and doesn't include some things that I'm sure someone will want... but please let me know your thoughts. I already have a Softimage plugin working (consider it alpha). At this point it only has minor sanity checking and logic tests and I'm sure there are a zillion ways to improve it. But it's a start. The goal is to at least have plugins that all read and write the same spec from Houdini, Softimage, Maya, Max, Blender, Nuke... and more. I've built the Soft one using PyQt and it would be nice to maintain some consistency between apps, so I'm hopeful that the other versions could be based off of the same .ui file. What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this. Check out the spec and source, and if you have time, play with the Soft plugin here: https://bitbucket.org/crewshin/json-cam If you have completely zero interest in this... no worries. Thanks for looking. -- -Gene www.genecrucean.com http://www.genecrucean.com
Re: 2014 weirdness
I've had the scene explorer issues in 2012, mainly with larger scenes, get over a certain size and it starts to misbehave. Not the ref models issue though. On 9 July 2013 18:34, Matt Lind ml...@carbinestudios.com wrote: I have a suspicion this is a 2012 bug that you’ve imported into 2014 because I have not had any of these issues in 2013 or 2014 testing, but have seen them in 2010-2012. I do remember weird hidden gremlins living in 2012 files which is partly why we skipped that version. ** ** Try making 2014 content from scratch and see if the problem persists. ** ** ** ** Matt ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim Crowson *Sent:* Tuesday, July 09, 2013 8:46 AM *To:* softimage@listproc.autodesk.com *Subject:* 2014 weirdness ** ** I don't know what's going on with Soft, but both 2014 and 2014 SP1 are giving me some funky behavior... - Removing referenced models from the scene, either by deletion or resolution change, takes ages. By ages I mean 1-10 minutes depending on the model. They used to offload in a snap. - On several of our scenes, the PlayControl.GlobalIn and PlayControl.GlobalOut values just don't stick. In fact, the 'Out' value will increase everytime I open a scene. - Sometimes render regions just don't do anything. It's like a draw a markee on the screen and nothing. XSI doesn't start processing anything at all. Just sits there. I have to restart XSI to get my render region to do anything. This problem is renderer-agnostic. - My Scene Explorer will refuse to refresh on frequent occasion. I'll have to hit f5 to manually refresh it. This happens a lot when simply selecting items in the explorer and renaming them. I can select them, but I don't see them as being selected. But they are selected in the viewport. I can then hit f2 to rename them, but it's not until I actually hit f5 that my explorer shows the item as selected and renamed. None of this happened in previous versions (although we did skip 2013). Anyone else have similar experiences? -- *Tim Crowson **Lead CG Artist* *Magnetic Dreams, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com *Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.* -- www.matinai.com
clara.io
I'm a bit surprised this hasn't been posted here yet, i hope I'm not spoiling anything: -- - Stefan Kubicek ste...@keyvis.at - keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at -- This email and its attachments are-- -- confidential and for the recipient only --
Re: ICE subdivide geo
Thanks Andreas that's a good idea! Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * * On 10 July 2013 10:07, Andreas Böinghoff boeingh...@s-farm.de wrote: I'm sure there are more elegant ways, but you could do that quick and dirty: Disconnect all polys, subdivide them and merge them again (see the picture). If your meshes getting bigger this is no option, because it's getting slow. Andreas On 7/8/2013 3:38 PM, Simon Reeves wrote: Does anyone know if it's possible to subdivide geo in ICE in the non smoothing form, tessellating.. like when you right click on selected polys 'Subdivide Polygons' rather than 'Local Subdivision refinement' Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * *
Re: clara.io
This claraio example pushes me to point out that it would still be nice to be sure that every workfile or content stays inside the private IP address space at any given time. At all times. Personally, I simply don´t like the idea of effectively handing over the absolute control over my intellectual property to any kind of remote or even unknown entity/authority that may have completely divergent interests to my own without even needing to state so in advance. Clouds are happily described as giving you that air of freedom but handing over data to a cloud effectively just means handing over your data to someone else. I don´t see why I would want to do that. It would be nice if Claraio is made to run self-contained in a private network without any strings attached. Cheers, tim On 10.07.2013 11:32, Rob Wuijster wrote: I think most of us got the email ;-) But all these new (internet based) tools makes it very interesting for what lies ahead. Rob \/-\/\/ On 10-7-2013 11:26, Stefan Kubicek wrote: I'm a bit surprised this hasn't been posted here yet, I hope I'm not spoiling anything, but post date is 8th of July, so... http://exocortex.com/blog/introducing_claraio
Re: clara.io
+1 No offence, but I also don't get too excited about the idea of my/customers data pending in some unknown place with unknown people having potential control over it. Besides, it's risky to rely on a working internet connection all the time for work. There are too many things that can go wrong, like in all complex systems. How about troubleshooting/workarounds if something hangs? And there can hang a lot in any complex 3d application. What if you forget to pay your bills? What about being forced for whatever upgrades? Will you get cut off the chance to continue work? This does not mean the Exocortex guys are not idealistic, but you cannot be sure what will happen in the more distant future, when you have settled comfy in that system and got dependant on it. Cloud is evil... it means total control. Clever business idea for managers it might sound, but I for my part dislike it. My kind of old-schoolish opinion... Am 10.07.2013 11:49, schrieb Tim Leydecker: This claraio example pushes me to point out that it would still be nice to be sure that every workfile or content stays inside the private IP address space at any given time. At all times. Personally, I simply don´t like the idea of effectively handing over the absolute control over my intellectual property to any kind of remote or even unknown entity/authority that may have completely divergent interests to my own without even needing to state so in advance. Clouds are happily described as giving you that air of freedom but handing over data to a cloud effectively just means handing over your data to someone else. I don´t see why I would want to do that. It would be nice if Claraio is made to run self-contained in a private network without any strings attached. Cheers, tim On 10.07.2013 11:32, Rob Wuijster wrote: I think most of us got the email ;-) But all these new (internet based) tools makes it very interesting for what lies ahead. Rob \/-\/\/ On 10-7-2013 11:26, Stefan Kubicek wrote: I'm a bit surprised this hasn't been posted here yet, I hope I'm not spoiling anything, but post date is 8th of July, so... http://exocortex.com/blog/introducing_claraio
Re: clara.io
While I am also very careful about the cloud I am excited about the potential. My main worry is ease of use. For example while I am very impressed with what Lagoa can do. Its totally unusable on our internet speeds. There needs to be some middle ground found to make them far more practical. Whether its a case of having an option of maybe downloading the assets libraries locally or something else you cannot have an application check back with the server nearly every time you perform an action. If your are going to host something on the cloud that can say be check at start up etc. There are opportunities for example for much better handling of licences. I am sorry there is no reason why we should have to screw around with licence managers (which all tend hate any other license manager) when it totally possible to either have it check based on mac address, IP, or even a login. There are so many things that the cloud could be useful for without having to do everything there. Also I find it very doubtful that companies that tend to deal a lot with brands etc will be happy with their stuff being held in a place that is not under their total control. That being said one of the where having the whole thing in the cloud they can be very useful is in education. For a student to be able to work at home and at school , not worrying about wether they are on the right OS, or using the right version.( Looking at you ADSK ;) would be a massive win. For instructors to be able to collaborate in a meaningful way. again pure awesomeness. I am somewhat caught between Geekish optimism and old timer practicality. Angus On 2013/07/10 12:13 PM, Eugen Sares sof...@mail.sprit.org wrote: +1 No offence, but I also don't get too excited about the idea of my/customers data pending in some unknown place with unknown people having potential control over it. Besides, it's risky to rely on a working internet connection all the time for work. There are too many things that can go wrong, like in all complex systems. How about troubleshooting/workarounds if something hangs? And there can hang a lot in any complex 3d application. What if you forget to pay your bills? What about being forced for whatever upgrades? Will you get cut off the chance to continue work? This does not mean the Exocortex guys are not idealistic, but you cannot be sure what will happen in the more distant future, when you have settled comfy in that system and got dependant on it. Cloud is evil... it means total control. Clever business idea for managers it might sound, but I for my part dislike it. My kind of old-schoolish opinion... Am 10.07.2013 11:49, schrieb Tim Leydecker: This claraio example pushes me to point out that it would still be nice to be sure that every workfile or content stays inside the private IP address space at any given time. At all times. Personally, I simply don´t like the idea of effectively handing over the absolute control over my intellectual property to any kind of remote or even unknown entity/authority that may have completely divergent interests to my own without even needing to state so in advance. Clouds are happily described as giving you that air of freedom but handing over data to a cloud effectively just means handing over your data to someone else. I don´t see why I would want to do that. It would be nice if Claraio is made to run self-contained in a private network without any strings attached. Cheers, tim On 10.07.2013 11:32, Rob Wuijster wrote: I think most of us got the email ;-) But all these new (internet based) tools makes it very interesting for what lies ahead. Rob \/-\/\/ On 10-7-2013 11:26, Stefan Kubicek wrote: I'm a bit surprised this hasn't been posted here yet, I hope I'm not spoiling anything, but post date is 8th of July, so... http://exocortex.com/blog/introducing_claraio table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: clara.io
+1 on pretty much all arguments about privacy - especially some advertising agencies can be totally anal about security, they are almost bound to disallow cloud-based storage of data. The same probably goes for film work. Allowing installation on a dedicated server for total user control would be a big plus here. As for problems with low internet bandwidth in certain locations, I think this is where time is working for them. What I really like is the collaborative potential - working on the same scene with others simultaneously can be an interesting design tool. While I am also very careful about the cloud I am excited about the potential. My main worry is ease of use. For example while I am very impressed with what Lagoa can do. Its totally unusable on our internet speeds. There needs to be some middle ground found to make them far more practical. Whether its a case of having an option of maybe downloading the assets libraries locally or something else you cannot have an application check back with the server nearly every time you perform an action. If your are going to host something on the cloud that can say be check at start up etc. There are opportunities for example for much better handling of licences. I am sorry there is no reason why we should have to screw around with licence managers (which all tend hate any other license manager) when it totally possible to either have it check based on mac address, IP, or even a login. There are so many things that the cloud could be useful for without having to do everything there. Also I find it very doubtful that companies that tend to deal a lot with brands etc will be happy with their stuff being held in a place that is not under their total control. That being said one of the where having the whole thing in the cloud they can be very useful is in education. For a student to be able to work at home and at school , not worrying about wether they are on the right OS, or using the right version.( Looking at you ADSK ;) would be a massive win. For instructors to be able to collaborate in a meaningful way. again pure awesomeness. I am somewhat caught between Geekish optimism and old timer practicality. Angus On 2013/07/10 12:13 PM, Eugen Sares sof...@mail.sprit.org wrote: +1 No offence, but I also don't get too excited about the idea of my/customers data pending in some unknown place with unknown people having potential control over it. Besides, it's risky to rely on a working internet connection all the time for work. There are too many things that can go wrong, like in all complex systems. How about troubleshooting/workarounds if something hangs? And there can hang a lot in any complex 3d application. What if you forget to pay your bills? What about being forced for whatever upgrades? Will you get cut off the chance to continue work? This does not mean the Exocortex guys are not idealistic, but you cannot be sure what will happen in the more distant future, when you have settled comfy in that system and got dependant on it. Cloud is evil... it means total control. Clever business idea for managers it might sound, but I for my part dislike it. My kind of old-schoolish opinion... Am 10.07.2013 11:49, schrieb Tim Leydecker: This claraio example pushes me to point out that it would still be nice to be sure that every workfile or content stays inside the private IP address space at any given time. At all times. Personally, I simply don´t like the idea of effectively handing over the absolute control over my intellectual property to any kind of remote or even unknown entity/authority that may have completely divergent interests to my own without even needing to state so in advance. Clouds are happily described as giving you that air of freedom but handing over data to a cloud effectively just means handing over your data to someone else. I don´t see why I would want to do that. It would be nice if Claraio is made to run self-contained in a private network without any strings attached. Cheers, tim On 10.07.2013 11:32, Rob Wuijster wrote: I think most of us got the email ;-) But all these new (internet based) tools makes it very interesting for what lies ahead. Rob \/-\/\/ On 10-7-2013 11:26, Stefan Kubicek wrote: I'm a bit surprised this hasn't been posted here yet, I hope I'm not spoiling anything, but post date is 8th of July, so... http://exocortex.com/blog/introducing_claraio table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are
Re: ICE subdivide geo
Good solution. I think you need to get VertexIndex for the disconnect and PolygonIndex for the subdivision. On Wed, Jul 10, 2013 at 10:34 AM, Simon Reeves si...@simonreeves.comwrote: Thanks Andreas that's a good idea! Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * * On 10 July 2013 10:07, Andreas Böinghoff boeingh...@s-farm.de wrote: I'm sure there are more elegant ways, but you could do that quick and dirty: Disconnect all polys, subdivide them and merge them again (see the picture). If your meshes getting bigger this is no option, because it's getting slow. Andreas On 7/8/2013 3:38 PM, Simon Reeves wrote: Does anyone know if it's possible to subdivide geo in ICE in the non smoothing form, tessellating.. like when you right click on selected polys 'Subdivide Polygons' rather than 'Local Subdivision refinement' Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * *
Re: ICE subdivide geo
Or you change the Component Type in the Disconnect Component Compound to Polygon ;-) On 7/10/2013 2:38 PM, Matthew Graves wrote: Good solution. I think you need to get VertexIndex for the disconnect and PolygonIndex for the subdivision. On Wed, Jul 10, 2013 at 10:34 AM, Simon Reeves si...@simonreeves.com mailto:si...@simonreeves.com wrote: Thanks Andreas that's a good idea! Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com/ / / On 10 July 2013 10:07, Andreas Böinghoff boeingh...@s-farm.de mailto:boeingh...@s-farm.de wrote: I'm sure there are more elegant ways, but you could do that quick and dirty: Disconnect all polys, subdivide them and merge them again (see the picture). If your meshes getting bigger this is no option, because it's getting slow. Andreas On 7/8/2013 3:38 PM, Simon Reeves wrote: Does anyone know if it's possible to subdivide geo in ICE in the non smoothing form, tessellating.. like when you right click on selected polys 'Subdivide Polygons' rather than 'Local Subdivision refinement' Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com/ / /
Re: ICE subdivide geo
My bad I didn't even look in Disconnect Component PPG when I set up my test scene. Thanks this is something that might help me soon. On Wed, Jul 10, 2013 at 2:03 PM, Andreas Böinghoff boeingh...@s-farm.dewrote: Or you change the Component Type in the Disconnect Component Compound to Polygon ;-) On 7/10/2013 2:38 PM, Matthew Graves wrote: Good solution. I think you need to get VertexIndex for the disconnect and PolygonIndex for the subdivision. On Wed, Jul 10, 2013 at 10:34 AM, Simon Reeves si...@simonreeves.comwrote: Thanks Andreas that's a good idea! Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * * On 10 July 2013 10:07, Andreas Böinghoff boeingh...@s-farm.de wrote: I'm sure there are more elegant ways, but you could do that quick and dirty: Disconnect all polys, subdivide them and merge them again (see the picture). If your meshes getting bigger this is no option, because it's getting slow. Andreas On 7/8/2013 3:38 PM, Simon Reeves wrote: Does anyone know if it's possible to subdivide geo in ICE in the non smoothing form, tessellating.. like when you right click on selected polys 'Subdivide Polygons' rather than 'Local Subdivision refinement' Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * *
RE: clara.io
What I really like is the collaborative potential - working on the same scene with others simultaneously can be an interesting design tool. I understand the power but I wonder how they solve the problem, how does it work? I guess it's some sort of referencing pipeline where you can put a model local inside the scene, modify it and save. While the other person only sees the reference up to when you decide to publish a new version? -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek Sent: 10 juillet 2013 07:30 To: softimage@listproc.autodesk.com Subject: Re: clara.io +1 on pretty much all arguments about privacy - especially some +advertising agencies can be totally anal about security, they are almost bound to disallow cloud-based storage of data. The same probably goes for film work. Allowing installation on a dedicated server for total user control would be a big plus here. As for problems with low internet bandwidth in certain locations, I think this is where time is working for them. What I really like is the collaborative potential - working on the same scene with others simultaneously can be an interesting design tool.
Re: Open source json camera I/O platform
Sounds like a good idea. There are a few things I would like to add: I'd prefer one common class/module for file IO and all the necessary conversions like millimeters -- inches, focal length -- horizontal view angle, picture ratio -- film aperture, etc. so each application module can derive from this and stay as lightweight as possible. Another module could handle the dialogs but if they're optional, it's easier to integrate the importer/exporter into a scripted pipeline or toolbars. Plugins could just use the correct application module but be separate files again so people don't have to use them. Also, to make it not just another almost-useful tool, don't forget less common properties like optical center shift etc. required by stereo setups, for example. As you already wrote in SPEC.txt, all expected units have to be defined. Michael On Wed, Jul 10, 2013 at 8:53 AM, Sandy Sutherland sandy.mailli...@gmail.com wrote: Gene - this would be of huge interest I think - every studio I have been at we have needed to do this, and have always fudged it - never had the time to even start looking at creating a tool! So - a big yes from me! S. On 2013/07/10 5:09 AM, Gene Crucean wrote: Hey folks, Who's in the mood for some open-source camera I/O code? I'm kind of getting bummed out on having to write the same camera tools at every studio just to get a simple, lightweight and most importantly reliable camera pushed around from app to app. FBX does *not* cut it, not to mention it's not available for all apps that could make use of it. So I thought I would whip up a spec based on json and offer it up open source so anyone willing to donate some time, could create some simple tools to import/export for their favorite app. The spec is VERY lightweight and doesn't include some things that I'm sure someone will want... but please let me know your thoughts. I already have a Softimage plugin working (consider it alpha). At this point it only has minor sanity checking and logic tests and I'm sure there are a zillion ways to improve it. But it's a start. The goal is to at least have plugins that all read and write the same spec from Houdini, Softimage, Maya, Max, Blender, Nuke... and more. I've built the Soft one using PyQt and it would be nice to maintain some consistency between apps, so I'm hopeful that the other versions could be based off of the same .ui file. What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this. Check out the spec and source, and if you have time, play with the Soft plugin here: https://bitbucket.org/crewshin/json-cam If you have completely zero interest in this... no worries. Thanks for looking. -- -Gene www.genecrucean.com
Re: Open source json camera I/O platform
Sounds great! WebGL stuff doesn't have specs for json files? Perhaps we can work with that and keep it consistent.
Re: clara.io
If it's anything like in *Lagoa* http://home.lagoa.com/ then the scene is up-to-date at all times on the browser, but more importantly, the server. The server sends the latest state at first open then streams little changes asynchronously as they happen. Think of it like a chatroom where when you enter the room you're given the chatlog of all conversation up to that point, and then you watch things happen. It's pretty similar. On Wed, Jul 10, 2013 at 9:29 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: What I really like is the collaborative potential - working on the same scene with others simultaneously can be an interesting design tool. I understand the power but I wonder how they solve the problem, how does it work? I guess it's some sort of referencing pipeline where you can put a model local inside the scene, modify it and save. While the other person only sees the reference up to when you decide to publish a new version? -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek Sent: 10 juillet 2013 07:30 To: softimage@listproc.autodesk.com Subject: Re: clara.io +1 on pretty much all arguments about privacy - especially some +advertising agencies can be totally anal about security, they are almost bound to disallow cloud-based storage of data. The same probably goes for film work. Allowing installation on a dedicated server for total user control would be a big plus here. As for problems with low internet bandwidth in certain locations, I think this is where time is working for them. What I really like is the collaborative potential - working on the same scene with others simultaneously can be an interesting design tool.
Re: clara.io
Tim wrote: It would be nice if Claraio is made to run self-contained in a private network without any strings attached. It can work this way. :-) I have a Clara.io server running on my PC right now. Exocortex is open to source licensing of Clara.io for custom deployments inside of studios, just like we do source licensing of Exocortex Crate. But really you get a lot of benefits by allowing others to maintain the infrastructure for you and also to make use of cloud computing on demand for things like rendering. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: clara.io
Marc-Andre Carbonneau wrote: I understand the power but I wonder how they solve the problem, how does it work? I guess it's some sort of referencing pipeline where you can put a model local inside the scene, modify it and save. While the other person only sees the reference up to when you decide to publish a new version? Have you used Google docs where two people can type at the same time and you see incremental chances nearly immediate? That is how Clara.io works. But you will also be able to do reference models to control who works on what to avoid the chaos that would come from 20 people working on the same scene. We will allow for referencing via tags as well, but I can't really go into the details of future planned features to much. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: clara.io
Eugen Sares wrote: I also don't get too excited about the idea of my/customers data pending in some unknown place with unknown people having potential control over it. That is understandable. I do think that cloud-services such as Gmail, Google Docs and Dropbox have gained a lot of popularity in a lot of diverse sectors. I think that if we can prove that we are reliable, secure and useful, we can get converts. How about troubleshooting/workarounds if something hangs? You will be able to go back to older versions as we save every single change and allow you to go back to whatever history you want. What if you forget to pay your bills? What about being forced for whatever upgrades? Clara.io will be based on a subscription model like Github and Dropbox and it will be priced pretty aggressively, starting at $10 a month is our current idea, although if you do a lot of rendering we will have to charge more as it costs us a lot more. Will you get cut off the chance to continue work? We can handle intermittent internet connections as long as the connection comes back before you close your browser window. We show you when the connection is down. Cloud is evil... it means total control. Clever business idea for managers it might sound, but I for my part dislike it. We are not looking for control, seriously we aren't. We are looking to make things simple, easy and cost effective. Really I want to make life easier for artists and software developers, that is all. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
image clip
Here's a funny one: I have a bunch of particles representing people in a crowd. I set an integer attribute called /*clip_frame*/ on these particles. I have hundred image clips and I set the */time source/* of the clip to be the attribute that I set in the ice tree rather than /*scene_time*/. When all these numbers are the same, MR renders as you'd expect straight off the bat pretty quickly. When these are all different numbers I get a helluva slowdown pre-render. It takes an absolute age to get its act together before it starts rendering. Any ideas? Thanks Alastair -- Alastair Hearsum Head of 3d GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system.
Re: image clip
If you're using Arnold you're better of asking on the SItoA list. /Jens On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum hear...@glassworks.co.ukwrote: Here's a funny one: I have a bunch of particles representing people in a crowd. I set an integer attribute called *clip_frame* on these particles. I have hundred image clips and I set the *time source* of the clip to be the attribute that I set in the ice tree rather than *scene_time*. When all these numbers are the same, MR renders as you'd expect straight off the bat pretty quickly. When these are all different numbers I get a helluva slowdown pre-render. It takes an absolute age to get its act together before it starts rendering. Any ideas? Thanks Alastair -- Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: image clip
I see now that you're taliking about MR *facepalm* On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren jens.lindgren@gmail.comwrote: If you're using Arnold you're better of asking on the SItoA list. /Jens On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: Here's a funny one: I have a bunch of particles representing people in a crowd. I set an integer attribute called *clip_frame* on these particles. I have hundred image clips and I set the *time source* of the clip to be the attribute that I set in the ice tree rather than *scene_time*. When all these numbers are the same, MR renders as you'd expect straight off the bat pretty quickly. When these are all different numbers I get a helluva slowdown pre-render. It takes an absolute age to get its act together before it starts rendering. Any ideas? Thanks Alastair -- Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: image clip
If you have random time offsets for each particle, it will take more time to load all the different files but maybe you can use time offset groups to reduce the IO overhead. Just use a limited range of (non-animated) random integers, scale the result and add it to the current time. On Wed, Jul 10, 2013 at 4:49 PM, Jens Lindgren jens.lindgren@gmail.comwrote: I see now that you're taliking about MR *facepalm* On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren jens.lindgren@gmail.com wrote: If you're using Arnold you're better of asking on the SItoA list. /Jens On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: Here's a funny one: I have a bunch of particles representing people in a crowd. I set an integer attribute called *clip_frame* on these particles. I have hundred image clips and I set the *time source* of the clip to be the attribute that I set in the ice tree rather than *scene_time*. When all these numbers are the same, MR renders as you'd expect straight off the bat pretty quickly. When these are all different numbers I get a helluva slowdown pre-render. It takes an absolute age to get its act together before it starts rendering. Any ideas? Thanks Alastair -- Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Open source json camera I/O platform
Some good ideas Michael. I'll look into them today or tomorrow. Thanks On Wed, Jul 10, 2013 at 6:54 AM, Michael Heberlein micheberl...@gmail.comwrote: Sounds like a good idea. There are a few things I would like to add: I'd prefer one common class/module for file IO and all the necessary conversions like millimeters -- inches, focal length -- horizontal view angle, picture ratio -- film aperture, etc. so each application module can derive from this and stay as lightweight as possible. Another module could handle the dialogs but if they're optional, it's easier to integrate the importer/exporter into a scripted pipeline or toolbars. Plugins could just use the correct application module but be separate files again so people don't have to use them. Also, to make it not just another almost-useful tool, don't forget less common properties like optical center shift etc. required by stereo setups, for example. As you already wrote in SPEC.txt, all expected units have to be defined. Michael On Wed, Jul 10, 2013 at 8:53 AM, Sandy Sutherland sandy.mailli...@gmail.com wrote: Gene - this would be of huge interest I think - every studio I have been at we have needed to do this, and have always fudged it - never had the time to even start looking at creating a tool! So - a big yes from me! S. On 2013/07/10 5:09 AM, Gene Crucean wrote: Hey folks, Who's in the mood for some open-source camera I/O code? I'm kind of getting bummed out on having to write the same camera tools at every studio just to get a simple, lightweight and most importantly reliable camera pushed around from app to app. FBX does *not* cut it, not to mention it's not available for all apps that could make use of it. So I thought I would whip up a spec based on json and offer it up open source so anyone willing to donate some time, could create some simple tools to import/export for their favorite app. The spec is VERY lightweight and doesn't include some things that I'm sure someone will want... but please let me know your thoughts. I already have a Softimage plugin working (consider it alpha). At this point it only has minor sanity checking and logic tests and I'm sure there are a zillion ways to improve it. But it's a start. The goal is to at least have plugins that all read and write the same spec from Houdini, Softimage, Maya, Max, Blender, Nuke... and more. I've built the Soft one using PyQt and it would be nice to maintain some consistency between apps, so I'm hopeful that the other versions could be based off of the same .ui file. What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this. Check out the spec and source, and if you have time, play with the Soft plugin here: https://bitbucket.org/crewshin/json-cam If you have completely zero interest in this... no worries. Thanks for looking. -- -Gene www.genecrucean.com -- -Gene www.genecrucean.com
Re: image clip
Thanks for that but I have a very specific sync number for each clip. I feed that into the ice tree as a string to array node, the string coming from a spreadsheet where I've analysed all the clips for sync points. For each different action that I want to sync I have a different list of numbers. A Alastair Hearsum Head of 3d GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. On 10/07/2013 16:02, Michael Heberlein wrote: If you have random time offsets for each particle, it will take more time to load all the different files but maybe you can use time offset groups to reduce the IO overhead. Just use a limited range of (non-animated) random integers, scale the result and add it to the current time. On Wed, Jul 10, 2013 at 4:49 PM, Jens Lindgren jens.lindgren@gmail.com mailto:jens.lindgren@gmail.com wrote: I see now that you're taliking about MR *facepalm* On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren jens.lindgren@gmail.com mailto:jens.lindgren@gmail.com wrote: If you're using Arnold you're better of asking on the SItoA list. /Jens On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk wrote: Here's a funny one: I have a bunch of particles representing people in a crowd. I set an integer attribute called /*clip_frame*/ on these particles. I have hundred image clips and I set the */time source/* of the clip to be the attribute that I set in the ice tree rather than /*scene_time*/. When all these numbers are the same, MR renders as you'd expect straight off the bat pretty quickly. When these are all different numbers I get a helluva slowdown pre-render. It takes an absolute age to get its act together before it starts rendering. Any ideas? Thanks Alastair -- Alastair Hearsum Head of 3d GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk http://glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: image clip
Most of the times is a scalar value that it getting fed to the offset when your instances want only integers... If you are sure it's not that, maybe is just the amount, have you tried using standins instead?. This is where Arnold is king though ;). On 10 July 2013 16:40, Alastair Hearsum hear...@glassworks.co.uk wrote: Thanks for that but I have a very specific sync number for each clip. I feed that into the ice tree as a string to array node, the string coming from a spreadsheet where I've analysed all the clips for sync points. For each different action that I want to sync I have a different list of numbers. A Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. On 10/07/2013 16:02, Michael Heberlein wrote: If you have random time offsets for each particle, it will take more time to load all the different files but maybe you can use time offset groups to reduce the IO overhead. Just use a limited range of (non-animated) random integers, scale the result and add it to the current time. On Wed, Jul 10, 2013 at 4:49 PM, Jens Lindgren jens.lindgren@gmail.com wrote: I see now that you're taliking about MR *facepalm* On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren jens.lindgren@gmail.com wrote: If you're using Arnold you're better of asking on the SItoA list. /Jens On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: Here's a funny one: I have a bunch of particles representing people in a crowd. I set an integer attribute called *clip_frame* on these particles. I have hundred image clips and I set the *time source* of the clip to be the attribute that I set in the ice tree rather than *scene_time*. When all these numbers are the same, MR renders as you'd expect straight off the bat pretty quickly. When these are all different numbers I get a helluva slowdown pre-render. It takes an absolute age to get its act together before it starts rendering. Any ideas? Thanks Alastair -- Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 %2B44%20%280%2920%207434%201182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Open source json camera I/O platform
I really love the idea, if we can help surely that would good… Houdini import/export Jordi Bares jordiba...@gmail.com On 10 Jul 2013, at 14:54, Michael Heberlein micheberl...@gmail.com wrote: Sounds like a good idea. There are a few things I would like to add: I'd prefer one common class/module for file IO and all the necessary conversions like millimeters -- inches, focal length -- horizontal view angle, picture ratio -- film aperture, etc. so each application module can derive from this and stay as lightweight as possible. Another module could handle the dialogs but if they're optional, it's easier to integrate the importer/exporter into a scripted pipeline or toolbars. Plugins could just use the correct application module but be separate files again so people don't have to use them. Also, to make it not just another almost-useful tool, don't forget less common properties like optical center shift etc. required by stereo setups, for example. As you already wrote in SPEC.txt, all expected units have to be defined. Michael On Wed, Jul 10, 2013 at 8:53 AM, Sandy Sutherland sandy.mailli...@gmail.com wrote: Gene - this would be of huge interest I think - every studio I have been at we have needed to do this, and have always fudged it - never had the time to even start looking at creating a tool! So - a big yes from me! S. On 2013/07/10 5:09 AM, Gene Crucean wrote: Hey folks, Who's in the mood for some open-source camera I/O code? I'm kind of getting bummed out on having to write the same camera tools at every studio just to get a simple, lightweight and most importantly reliable camera pushed around from app to app. FBX does *not* cut it, not to mention it's not available for all apps that could make use of it. So I thought I would whip up a spec based on json and offer it up open source so anyone willing to donate some time, could create some simple tools to import/export for their favorite app. The spec is VERY lightweight and doesn't include some things that I'm sure someone will want... but please let me know your thoughts. I already have a Softimage plugin working (consider it alpha). At this point it only has minor sanity checking and logic tests and I'm sure there are a zillion ways to improve it. But it's a start. The goal is to at least have plugins that all read and write the same spec from Houdini, Softimage, Maya, Max, Blender, Nuke... and more. I've built the Soft one using PyQt and it would be nice to maintain some consistency between apps, so I'm hopeful that the other versions could be based off of the same .ui file. What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this. Check out the spec and source, and if you have time, play with the Soft plugin here: https://bitbucket.org/crewshin/json-cam If you have completely zero interest in this... no worries. Thanks for looking. -- -Gene www.genecrucean.com
OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
Hi. I thought maybe some of you had seen this: http://www.youtube.com/watch?v=8_rsJvmGHpU I´m just glad Softimage gets involved in the process of creating this legendary commercial. Bests. David R.
Re: image clip
Thanks but I don't have instances just an image clip per particle. Alastair Hearsum Head of 3d GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. On 10/07/2013 17:07, Cristobal Infante wrote: Most of the times is a scalar value that it getting fed to the offset when your instances want only integers... If you are sure it's not that, maybe is just the amount, have you tried using standins instead?. This is where Arnold is king though ;). On 10 July 2013 16:40, Alastair Hearsum hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk wrote: Thanks for that but I have a very specific sync number for each clip. I feed that into the ice tree as a string to array node, the string coming from a spreadsheet where I've analysed all the clips for sync points. For each different action that I want to sync I have a different list of numbers. A Alastair Hearsum Head of 3d GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk http://glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. On 10/07/2013 16:02, Michael Heberlein wrote: If you have random time offsets for each particle, it will take more time to load all the different files but maybe you can use time offset groups to reduce the IO overhead. Just use a limited range of (non-animated) random integers, scale the result and add it to the current time. On Wed, Jul 10, 2013 at 4:49 PM, Jens Lindgren jens.lindgren@gmail.com mailto:jens.lindgren@gmail.com wrote: I see now that you're taliking about MR *facepalm* On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren jens.lindgren@gmail.com mailto:jens.lindgren@gmail.com wrote: If you're using Arnold you're better of asking on the SItoA list. /Jens On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk wrote: Here's a funny one: I have a bunch of particles representing people in a crowd. I set an integer attribute called /*clip_frame*/ on these particles. I have hundred image clips and I set the */time source/* of the clip to be the attribute that I set in the ice tree rather than /*scene_time*/. When all these numbers are the same, MR renders as you'd expect straight off the bat pretty quickly. When these are all different numbers I get a helluva slowdown pre-render. It takes an absolute age to get its act together before it starts rendering. Any ideas? Thanks Alastair -- Alastair Hearsum Head of 3d GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP +44
Re: softimage and 3Dcoat Applink
Ive been using softimage with 3dcoat quite some time: https://vimeo.com/15391838 No fuzz. All stars. David R. From: Tim Leydecker bauero...@gmx.de To: softimage@listproc.autodesk.com Sent: Friday, June 28, 2013 3:26 AM Subject: softimage and 3Dcoat Applink Hi guys, anyone using 3dcoat with softimage here? How well do the voxel modeling tools work, would you consider it comfortable to use 3dcoat to clean up raw scan data (with holes) into solid volumes? Does 3dcoat play nicely with softimage in general? Anything you´d find important to point out? Cheers, tim
Re: OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
Cool! I'll hope that with this amazing work, more studios will start taking more in consideration Softimage. 2013/7/10 David Rivera activemotionpictu...@yahoo.com Hi. I thought maybe some of you had seen this: http://www.youtube.com/watch?v=8_rsJvmGHpU I´m just glad Softimage gets involved in the process of creating this legendary commercial. Bests. David R. --
Re: OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
Thats pretty cool. Where can I see the actual commercial?! On Wed, Jul 10, 2013 at 1:19 PM, Emilio Hernandez emi...@e-roja.com wrote: Cool! I'll hope that with this amazing work, more studios will start taking more in consideration Softimage. 2013/7/10 David Rivera activemotionpictu...@yahoo.com Hi. I thought maybe some of you had seen this: http://www.youtube.com/watch?v=8_rsJvmGHpU I´m just glad Softimage gets involved in the process of creating this legendary commercial. Bests. David R. -- -- www.johnrichardsanchez.com
Re: OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
Ditto... and very cool facial rig setup! =) -Draise From: John Richard Sanchez Sent: Wednesday, July 10, 2013 1:08 PM To: XSI List to post Thats pretty cool. Where can I see the actual commercial?! On Wed, Jul 10, 2013 at 1:19 PM, Emilio Hernandez emi...@e-roja.com wrote: Cool! I'll hope that with this amazing work, more studios will start taking more in consideration Softimage. 2013/7/10 David Rivera activemotionpictu...@yahoo.com Hi. I thought maybe some of you had seen this: http://www.youtube.com/watch?v=8_rsJvmGHpU I´m just glad Softimage gets involved in the process of creating this legendary commercial. Bests. David R. -- -- www.johnrichardsanchez.com
Re: clara.io
Very cool. From an artists perspective, the ability to create content from anywhere without being encumbered by technical issues is attractive. I'll +1 the concern for IP security although I think any provider will be compelled by the pressures inherent in competing in the market place to maintain strict security measures because anything less would mean a disastrous loss in business. On 7/10/2013 4:26 AM, Stefan Kubicek wrote: I'm a bit surprised this hasn't been posted here yet, I hope I'm not spoiling anything, but post date is 8th of July, so... http://exocortex.com/blog/introducing_claraio -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
I got it. http://www.youtube.com/watch?v=3v1eiKAYOo8 On Wed, Jul 10, 2013 at 2:08 PM, John Richard Sanchez youngupstar...@gmail.com wrote: Thats pretty cool. Where can I see the actual commercial?! On Wed, Jul 10, 2013 at 1:19 PM, Emilio Hernandez emi...@e-roja.comwrote: Cool! I'll hope that with this amazing work, more studios will start taking more in consideration Softimage. 2013/7/10 David Rivera activemotionpictu...@yahoo.com Hi. I thought maybe some of you had seen this: http://www.youtube.com/watch?v=8_rsJvmGHpU I´m just glad Softimage gets involved in the process of creating this legendary commercial. Bests. David R. -- -- www.johnrichardsanchez.com -- www.johnrichardsanchez.com
Re: clara.io
Nice! Just saw this today. Pardon my jut in! Reminds me a bit of the virtual spaces trueSpace 7.61 beta 8 had back in 2009, with 3D collaborative servers for collaborative modeling - shading - scripting - animation - etc. Kinda worked on intranets or the internet, was a fun concept at the time, though with not much use (or maybe because Microsoft just shut them down..) Unlike tS, this one is in the browser, nice. I can see this as very useful for tutoring, training, sharing techniques and collaborative projects. The trick is organizing the social or communal aspects for it I think -Draise On 7/10/2013 4:26 AM, Stefan Kubicek wrote: I'm a bit surprised this hasn't been posted here yet, I hope I'm not spoiling anything, but post date is 8th of July, so... http://exocortex.com/blog/introducing_claraio -- Rares Halmagean ___ visual development and 3d character content creation. rarebrush.com
Re: Open source json camera I/O platform
Hey Gene, that's a very good idea and if well developed could de facto become useful to many studio outta here (most comes with their own because of this lack of standard that would answer any needs). Some rough notes though if I may: - unit: as soon as you store transforms in a file, you want to keep track of what units have been used (houdini, maya, etc are not using the same scene units as units are usually set per show) - camera rigs: cameras can be quite complex hierarchies, would be great to have a way to describe what our camera rig is and it to be correctly exported. - scale: required (even if 1 is always assumed) - double precision: do we really need to store so high precision doubles for transforms? (having an option would be nice) - file format: your backend should not be that tied to the exporting code (use abstraction)... for many studios, json is not suitable and they might prefer for legacy reasons to use others or use binary formats for compression. - spec version: backward compatibility reasons - channels: allow the export of channels/extra attributes (would be parameters in softimage) - frame ranges: use frame ranges. if your range is from 0 to 99, you dont want to write an array of numbers, considering that: 10 + (90 * 2 characters) + 99 commas + ']' + '[' = 291 bytes (with no counting whitespaces + newlines chars) while '0-99x1' = 6 bytes... - namespaces: believe me this will very quickly become a nightmare! - ids: you always want ids... (for very quick comparison, and integrity checks)... we can't rely on names. - metadatas: what department produced it? for what role? has it been published as an asset? how many cameras? etc. You usually cant guess right what they would be, so allow your users to have a storage place where they can store them (available in your API as a dict or whatever datastructure for clients to manipulate them). - ... hope this contributes! :) --jonathan 2013/7/10 Jordi Bares jordiba...@gmail.com I really love the idea, if we can help surely that would good… Houdini import/export Jordi Bares jordiba...@gmail.com On 10 Jul 2013, at 14:54, Michael Heberlein micheberl...@gmail.com wrote: Sounds like a good idea. There are a few things I would like to add: I'd prefer one common class/module for file IO and all the necessary conversions like millimeters -- inches, focal length -- horizontal view angle, picture ratio -- film aperture, etc. so each application module can derive from this and stay as lightweight as possible. Another module could handle the dialogs but if they're optional, it's easier to integrate the importer/exporter into a scripted pipeline or toolbars. Plugins could just use the correct application module but be separate files again so people don't have to use them. Also, to make it not just another almost-useful tool, don't forget less common properties like optical center shift etc. required by stereo setups, for example. As you already wrote in SPEC.txt, all expected units have to be defined. Michael On Wed, Jul 10, 2013 at 8:53 AM, Sandy Sutherland sandy.mailli...@gmail.com wrote: Gene - this would be of huge interest I think - every studio I have been at we have needed to do this, and have always fudged it - never had the time to even start looking at creating a tool! So - a big yes from me! S. On 2013/07/10 5:09 AM, Gene Crucean wrote: Hey folks, Who's in the mood for some open-source camera I/O code? I'm kind of getting bummed out on having to write the same camera tools at every studio just to get a simple, lightweight and most importantly reliable camera pushed around from app to app. FBX does *not* cut it, not to mention it's not available for all apps that could make use of it. So I thought I would whip up a spec based on json and offer it up open source so anyone willing to donate some time, could create some simple tools to import/export for their favorite app. The spec is VERY lightweight and doesn't include some things that I'm sure someone will want... but please let me know your thoughts. I already have a Softimage plugin working (consider it alpha). At this point it only has minor sanity checking and logic tests and I'm sure there are a zillion ways to improve it. But it's a start. The goal is to at least have plugins that all read and write the same spec from Houdini, Softimage, Maya, Max, Blender, Nuke... and more. I've built the Soft one using PyQt and it would be nice to maintain some consistency between apps, so I'm hopeful that the other versions could be based off of the same .ui file. What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this. Check out the spec and source, and if you have time, play with the Soft plugin here: https://bitbucket.org/crewshin/json-cam If you have completely zero
Re: Softimage 2014 SP2 released
Still don't understand why you cant find this in the subscription center. Just getting around to installing and I stupidly try and look in my subscription center for upgrades. On Mon, Jul 8, 2013 at 1:40 AM, Hsiao Ming Chia hsiao.ming.c...@autodesk.com wrote: Opps...I meant 'Thanks Stephen!' From: Hsiao Ming Chia Sent: Monday, 8 July, 2013 1:39 PM To: softimage@listproc.autodesk.com Subject: RE: Softimage 2014 SP2 released Thanks Stefan! The direct link to the SP2 is http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112id=21964996linkID=12544121 As mentioned in the Readme, some plugins may need to be recompiled in order for them to work with SP2. This is especially so if the plugin happens to be using ICE SDK functions. From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Gene Crucean Sent: Thursday, 4 July, 2013 2:27 AM To: softimage@listproc.autodesk.com Subject: Re: Softimage 2014 SP2 released Seriously man. On a separate topic... holy mother of fast updates. There must have been some big bugs in 2014. On Wed, Jul 3, 2013 at 11:24 AM, Sandy Sutherland sandy.mailli...@gmail.commailto:sandy.mailli...@gmail.com wrote: Stephen - I hope you are sending Autodesk a bill every month for your ongoing Softimage support - :-P S. On 2013/07/03 8:21 PM, Stephen Blair wrote: Autodesk Softimage 2014 Service Pack 2 has been released http://goo.gl/6LWRd Bugs Fixed in this Release SOFT-9094 Caching a Crowd FX simulation is broken SOFT-9089 Very slow access to the ICE attribute arrays *Note: You may need to recompile your plugins, if they were compiled using Softimage versions prior to 2014 SP2. -- -Gene www.genecrucean.comhttp://www.genecrucean.com -- www.johnrichardsanchez.com
Re: Open source json camera I/O platform
not that there isn't room for a lightweight and free plugin for camera IO with minimal dependencies but alembic's camera support is pretty good. is that not working for you? now that alembic has it's own python API you don't need to use exocortex plugin's. by using alembic you don't have to re-implement support for maya, nuke, houdini, etc. yes, i know building from source is a pain, but we should push them to make binaries available for various platforms. steven On Tue, Jul 9, 2013 at 9:09 PM, Gene Crucean emailgeneonthel...@gmail.comwrote: What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this.
Re: Open source json camera I/O platform
The only downside I might see with Alembic Camera is the inability to customize and extend according to one's need. To suite the various needs of the productions which might change with each show/project having full development control over simple python classes is way more rapidly developed. Also the reader and writer plugins for various DCC apps can be very easily implemented and incorporated in the existing pipeline using python. And then there is the question of cross-platform development which is a breeze using python. Not that I have anything against the Alembic Camera, of course it is awesome but might involve a lot of headache with having to compile the whole libraries especially on windows just for the cause of a camera IO and this might be a daunting task for TDs/Devs who do not have much experience with compiling C++ code on various platforms. I would recommend (as suggested before in this thread) to have base class as the data container (basically a python dict) and then to derive from that class a class for each DCC, then use this derived class in the reader/writer plugins. In fact as a bonus you could use the same classes for export/import of light data between various DCC. The only optimization to look for is for the same values at different frames and to implement some sort of compression to make the file size smaller. RLE is one compression that can be implemented but there are other awesome easy to implement in python (In fact alembic does this brilliantly and it is one of the strongest USP for it). Finally, if the writer plugins are not going to use fcurve (bezier) plotting then you need to do more work in the plugins for the interpolation (which according to my view is also fairly easily implemented using various universally accepted methods like bezier, hermite for position and scaling and slerp/nlerp for rotations). On Wed, Jul 10, 2013 at 3:09 PM, Steven Caron car...@gmail.com wrote: not that there isn't room for a lightweight and free plugin for camera IO with minimal dependencies but alembic's camera support is pretty good. is that not working for you? now that alembic has it's own python API you don't need to use exocortex plugin's. by using alembic you don't have to re-implement support for maya, nuke, houdini, etc. yes, i know building from source is a pain, but we should push them to make binaries available for various platforms. steven On Tue, Jul 9, 2013 at 9:09 PM, Gene Crucean emailgeneonthel...@gmail.com wrote: What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this. --
Re: Open source json camera I/O platform
+1 to Steve. I was wondering why not use Alembic. After using it from Maya to Houdini, to Nuke, back to Softimage then from Softimage to Maya and so forth. It's been the best one I've got to use so far. There's a few glitches that comes with the exocortex plug-ins but like Steve mention, I'd be one for writing a in-house custom one for Softimage. The ones that comes with Maya, Houdini and Nuke haven't failed me yet (knocking on wood) Also reading from EXR is very nice tool as well when you go from RenderMan or Vray to Nuke (I haven't had to figure this out from Arnold or Mental Ray). No need to carry an extra camera file. All the info is embedded into the file per frames and nuke reads it like it's camera data. Not much experience on this one. But frankly the few times I got to use that exr camera in Nuke I was very pleased with the fact that I didn't need a camera file. Now I'm sure there are other reasons for needing a more specific tools. But if you're looking to just transfer the camera data, I've personally given up on fbx a long time ago and learned to rely on Alembic as being the most cross platform solution available at the moment. Ludo Ludovick William Michaud mobile: *214.632.6756* *www.linkedin.com/in/ludovickwmichaud* +Shading / Lighting / Compositing +CG Supervisor / Sr. Technical Director / Creative Director On Wed, Jul 10, 2013 at 2:09 PM, Steven Caron car...@gmail.com wrote: not that there isn't room for a lightweight and free plugin for camera IO with minimal dependencies but alembic's camera support is pretty good. is that not working for you? now that alembic has it's own python API you don't need to use exocortex plugin's. by using alembic you don't have to re-implement support for maya, nuke, houdini, etc. yes, i know building from source is a pain, but we should push them to make binaries available for various platforms. steven On Tue, Jul 9, 2013 at 9:09 PM, Gene Crucean emailgeneonthel...@gmail.com wrote: What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this.
Re: Open source json camera I/O platform
Hey Jo, Quick thoughts... - unit: as soon as you store transforms in a file, you want to keep track of what units have been used (houdini, maya, etc are not using the same scene units as units are usually set per show) This (imo) should always be the software's default unit, and changed conceptually for each project. For eg. We use Houdini, Softimage and Maya (among others). Our current project is using meters because of scene scale. We didn't change a single unit type in any of the apps and just assume that 1 unit = 1 meter. Super easy and the way it should be done imo. So I guess to answer your question... I feel it's a bad idea to store units in the file itself. - camera rigs: cameras can be quite complex hierarchies, would be great to have a way to describe what our camera rig is and it to be correctly exported. This goes along with why we are even creating these tools in the first place. A nice baked down, simple, lightweight and reliable camera transfer format. I don't want to pass around a full rig. I just want a flat baked cam in global space. - scale: required (even if 1 is always assumed) Always assume it's 1 and handle accordingly in each apps plugins. No need to include this in the file. - double precision: do we really need to store so high precision doubles for transforms? (having an option would be nice) What is the downside? A tiny bit bigger file size? - file format: your backend should not be that tied to the exporting code (use abstraction)... for many studios, json is not suitable and they might prefer for legacy reasons to use others or use binary formats for compression. No tool will ever work for *all* studios. JSON is a huge standard and - spec version: backward compatibility reasons This is v1.0. - channels: allow the export of channels/extra attributes (would be parameters in softimage) Which channels are you referring to? - frame ranges: use frame ranges. if your range is from 0 to 99, you dont want to write an array of numbers, considering that: 10 + (90 * 2 characters) + 99 commas + ']' + '[' = 291 bytes (with no counting whitespaces + newlines chars) while '0-99x1' = 6 bytes... Again is this more about file size? Because huge frame ranges still produce tiny files. I left it so that each channel posx, posy, posz, rotx, roty, rotz all have independent frame ranges just in case we ever had a need to support offset ranges on each axis. I understand that I'm contradicting myself in my own exporter, but I thought it might be nice to at least leave the spec open to things in the future. As it is now, just use len(posx) to get the frame count and loop accordingly. - namespaces: believe me this will very quickly become a nightmare! Arnold doesn't use namespaces. I'm just saying. Nice, but not necessary. Having said that, I'm completely open... what is your main argument for them? - ids: you always want ids... (for very quick comparison, and integrity checks)... we can't rely on names. Hmm... ?? - metadatas: what department produced it? for what role? has it been published as an asset? how many cameras? etc. You usually cant guess right what they would be, so allow your users to have a storage place where they can store them (available in your API as a dict or whatever datastructure for clients to manipulate them). {Camera1:{meta:{software:Softimage 2014, anythingYouWant:data}}}coming right up. Do you think it's important to define exactly what key:values are expected and limit it to just those? Or just leave the metadata dictionary completely open? Please don't take my email as a bashing. I really appreciate your comments and I hope more come from it. I just want people to understand the point of this tool. It's not an all encompassing format like FBX. That's *exactly*what I don't want. I envision this as a VERY simple tool that only has what is needed to define a camera and it's transforms in a format that 99.9% of all apps will be able to support and read. JSON is a very supported format and there are libraries to work with it for all languages used in this industry. Python has native support. For eg... import json jsonData = open(/Path/To/camera.cam)data = json.load(jsonData)jsonData.close() Boom... data is a dictionary. Use as needed. On Wed, Jul 10, 2013 at 11:22 AM, jo benayoun jobenay...@gmail.com wrote: Hey Gene, that's a very good idea and if well developed could de facto become useful to many studio outta here (most comes with their own because of this lack of standard that would answer any needs). Some rough notes though if I may: - unit: as soon as you store transforms in a file, you want to keep track of what units have been used (houdini, maya, etc are not using the same scene units as units are usually set per show) - camera rigs: cameras can be quite complex hierarchies, would be great to have a way to describe what our camera rig is and it to be correctly exported. - scale:
Re: Open source json camera I/O platform
alembic has a python api, so that mean's you can rapidly develop and re implemented if you choose. and a pretty extensive camera class. http://docs.alembic.io/python/ http://docs.alembic.io/python/alembic/abcg.html#alembic.AbcGeom.CameraSample are you sure the camera isn't extensible? all alembic object's can be extended with arbitrary user data... http://docs.alembic.io/python/examples.html#write-non-standard-data-for-a-polymesh agreed, the only headache is the compilation. but again... we should push the maintainers to provide binaries to make this easier. i am sure if pyqt didn't come pre packaged binaries the pyqtforsoftimage plugin would be used a lot less. so let's encourage them to do so. lastly, i think the file size isn't a big issue... at least not for a camera only. yes, alembic does compression but their other features which make it great (data deduplication) is probably not going to apply to a camera. just so you guys know, i am not against the idea. by all means make the tool and make it awesome! i personally like to stop and ask, 'do i really need to reinvent the wheel?' it is very easy to jump to this conclusion, but you need to ask yourself that question or avoid repeating the mistakes. and when it comes to interop formats this has been going on forever and is usually the reason a project like alembic started in the first place. On Wed, Jul 10, 2013 at 12:43 PM, Alok Gandhi alok.gandhi2...@gmail.comwrote: The only downside I might see with Alembic Camera is the inability to customize and extend according to one's need. To suite the various needs of the productions which might change with each show/project having full development control over simple python classes is way more rapidly developed. Also the reader and writer plugins for various DCC apps can be very easily implemented and incorporated in the existing pipeline using python. And then there is the question of cross-platform development which is a breeze using python. Not that I have anything against the Alembic Camera, of course it is awesome but might involve a lot of headache with having to compile the whole libraries especially on windows just for the cause of a camera IO and this might be a daunting task for TDs/Devs who do not have much experience with compiling C++ code on various platforms. I would recommend (as suggested before in this thread) to have base class as the data container (basically a python dict) and then to derive from that class a class for each DCC, then use this derived class in the reader/writer plugins. In fact as a bonus you could use the same classes for export/import of light data between various DCC. The only optimization to look for is for the same values at different frames and to implement some sort of compression to make the file size smaller. RLE is one compression that can be implemented but there are other awesome easy to implement in python (In fact alembic does this brilliantly and it is one of the strongest USP for it). Finally, if the writer plugins are not going to use fcurve (bezier) plotting then you need to do more work in the plugins for the interpolation (which according to my view is also fairly easily implemented using various universally accepted methods like bezier, hermite for position and scaling and slerp/nlerp for rotations).
RE: clara.io
Ok, I see. Can't wait to try it out. On the a cloud related note, Amazon cuts cloud prices up to 80%! http://venturebeat.com/2013/07/10/amazon-cuts-cloud-prices-up-to-80-your-move-google-microsoft/#LKTbuudOcBA6RFD7.99 -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: 10 juillet 2013 10:17 To: softimage@listproc.autodesk.com Subject: Re: clara.io Marc-Andre Carbonneau wrote: I understand the power but I wonder how they solve the problem, how does it work? I guess it's some sort of referencing pipeline where you can put a model local inside the scene, modify it and save. While the other person only sees the reference up to when you decide to publish a new version? Have you used Google docs where two people can type at the same time and you see incremental chances nearly immediate? That is how Clara.io works. But you will also be able to do reference models to control who works on what to avoid the chaos that would come from 20 people working on the same scene. We will allow for referencing via tags as well, but I can't really go into the details of future planned features to much. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: Open source json camera I/O platform
So Alembic has two deal breaking aspects from my pov. 1: It applies operators to everryyythinggg. I hate this about Alembic 2: It's not free. Yes the spec is free to make plugins and whatnot, but this would firmly put this tool out of reach for a *lot *of studios. Not to mention it's much more complicated to whip up an exporter for some random app using Alembic. 3: My main reason is that using python makes it really simple to add into the pipeline in nice flexible way. On Wed, Jul 10, 2013 at 12:46 PM, Ludovick Michaud ludovickwmich...@gmail.com wrote: +1 to Steve. I was wondering why not use Alembic. After using it from Maya to Houdini, to Nuke, back to Softimage then from Softimage to Maya and so forth. It's been the best one I've got to use so far. There's a few glitches that comes with the exocortex plug-ins but like Steve mention, I'd be one for writing a in-house custom one for Softimage. The ones that comes with Maya, Houdini and Nuke haven't failed me yet (knocking on wood) Also reading from EXR is very nice tool as well when you go from RenderMan or Vray to Nuke (I haven't had to figure this out from Arnold or Mental Ray). No need to carry an extra camera file. All the info is embedded into the file per frames and nuke reads it like it's camera data. Not much experience on this one. But frankly the few times I got to use that exr camera in Nuke I was very pleased with the fact that I didn't need a camera file. Now I'm sure there are other reasons for needing a more specific tools. But if you're looking to just transfer the camera data, I've personally given up on fbx a long time ago and learned to rely on Alembic as being the most cross platform solution available at the moment. Ludo Ludovick William Michaud mobile: *214.632.6756* *www.linkedin.com/in/ludovickwmichaud* +Shading / Lighting / Compositing +CG Supervisor / Sr. Technical Director / Creative Director On Wed, Jul 10, 2013 at 2:09 PM, Steven Caron car...@gmail.com wrote: not that there isn't room for a lightweight and free plugin for camera IO with minimal dependencies but alembic's camera support is pretty good. is that not working for you? now that alembic has it's own python API you don't need to use exocortex plugin's. by using alembic you don't have to re-implement support for maya, nuke, houdini, etc. yes, i know building from source is a pain, but we should push them to make binaries available for various platforms. steven On Tue, Jul 9, 2013 at 9:09 PM, Gene Crucean emailgeneonthel...@gmail.com wrote: What do you guys think? Any interest in this? I know it's a simple thing but I'm sure a lot of you also write these tools at studios quite a bit too and could possibly be into something like this. -- -Gene www.genecrucean.com
Re: Open source json camera I/O platform
1. that's exocortex's default plugin behavior, you can customize the behavior with their python api. we do this at whiskytree and only get the ops we want. we customize import and export based on asset type ie. cameras. 2. and 3. use the free python api alembic comes with... reimplement the camera only export in softimage or program x in python. use the existing spec/camera class. reuse existing free maya, houdini, and nuke plugins. again, it is not my intention to discourage you... just want you to think about the time you are going to spend on foundation stuff which is pretty much done. On Wed, Jul 10, 2013 at 1:30 PM, Gene Crucean emailgeneonthel...@gmail.comwrote: So Alembic has two deal breaking aspects from my pov. 1: It applies operators to everryyythinggg. I hate this about Alembic 2: It's not free. Yes the spec is free to make plugins and whatnot, but this would firmly put this tool out of reach for a *lot *of studios. Not to mention it's much more complicated to whip up an exporter for some random app using Alembic. 3: My main reason is that using python makes it really simple to add into the pipeline in nice flexible way.
Re: Open source json camera I/O platform
Gene can speak for himself but I get the vibe he's probably going for simplicity, much like how OBJ is the simplest static mesh format and because it's so incredibly easy to write out, it's so widely used (even if there's a few extras that not all exporters/importers handle, but the core stuff works.) Using Alembic would be smart, no doubt, but the complexity it brings in terms of managing compilation on multiple platforms outweighs the portability of a potentially simpler spec that's easy to write and relatively easy to read. Filesize-wise compression can be used regardless. I don't see that as a concern. Anyway, that's my opinion. What are your thoughts on this, Gene? On Wed, Jul 10, 2013 at 4:42 PM, Steven Caron car...@gmail.com wrote: 1. that's exocortex's default plugin behavior, you can customize the behavior with their python api. we do this at whiskytree and only get the ops we want. we customize import and export based on asset type ie. cameras. 2. and 3. use the free python api alembic comes with... reimplement the camera only export in softimage or program x in python. use the existing spec/camera class. reuse existing free maya, houdini, and nuke plugins. again, it is not my intention to discourage you... just want you to think about the time you are going to spend on foundation stuff which is pretty much done. On Wed, Jul 10, 2013 at 1:30 PM, Gene Crucean emailgeneonthel...@gmail.com wrote: So Alembic has two deal breaking aspects from my pov. 1: It applies operators to everryyythinggg. I hate this about Alembic 2: It's not free. Yes the spec is free to make plugins and whatnot, but this would firmly put this tool out of reach for a *lot *of studios. Not to mention it's much more complicated to whip up an exporter for some random app using Alembic. 3: My main reason is that using python makes it really simple to add into the pipeline in nice flexible way.
Re: Open source json camera I/O platform
Btw, I hope anyone wanting to use this is waiting until we finalize the spec. We're internally switching up the way the keys/animation is stored. Going with a dictionary for each frame which helps with supporting more features in the future. How's this look guys? https://bitbucket.org/crewshin/json-cam/src/d3f1fbda7dcfd3422a785be9c09fe88732aa18d3/test.cam?at=modularizing -- -Gene www.genecrucean.com
Re: Open source json camera I/O platform
Yeah I think Alan summed up my thoughts. I just want something that's stupidly simple to work with, incredibly flexible for pipelines of any type... and zero additional bs. On Wed, Jul 10, 2013 at 2:34 PM, Steven Caron car...@gmail.com wrote: yep, i get that... i think there is room for a lightweight and free plugin with minimal dependencies. alembic is surely a beast to compile. On Wed, Jul 10, 2013 at 2:27 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Gene can speak for himself but I get the vibe he's probably going for simplicity, much like how OBJ is the simplest static mesh format and because it's so incredibly easy to write out, it's so widely used (even if there's a few extras that not all exporters/importers handle, but the core stuff works.) Using Alembic would be smart, no doubt, but the complexity it brings in terms of managing compilation on multiple platforms outweighs the portability of a potentially simpler spec that's easy to write and relatively easy to read. Filesize-wise compression can be used regardless. I don't see that as a concern. Anyway, that's my opinion. What are your thoughts on this, Gene? -- -Gene www.genecrucean.com
Re: Open source json camera I/O platform
i hear ya... here is a plugin michelle sandroni wrote for this task... might help you work through the code faster for maya and max. http://www.threesixty3d.com/software/freeware/ms_CameraConverter_v2-2.zip On Wed, Jul 10, 2013 at 2:42 PM, Gene Crucean emailgeneonthel...@gmail.comwrote: Yeah I think Alan summed up my thoughts. I just want something that's stupidly simple to work with, incredibly flexible for pipelines of any type... and zero additional bs.
Extrude Polygon Islands with different transforms
Hi all, I am trying to extrude selected polygons using Extrude Polygon Islands (ok so far) and but set an individual transform for each polygon, so polygon 2 might have translation of 1 in y and polygon 5 might be 7. I have done this with a loop where each iteration deals with one polygon extrusion however I would like a solution that does not use loops. When I give the Extrude Polygon Islands a set for polygon Index it picks the correct polygons but when I give it a per polygon set for transform it either does not transform or picks the first transform in the set only and applies that to all polygons (depending how I set it up). Ideally I would have liked to pass it arrays of polygon Index and transform but transform wont take arrays. I will be very grateful if anyone can help Thanks Matt
Re: Open source json camera I/O platform
Hey Gene, no worries, I don't take it wrong. It is tough to compile a set of arguments in a so short amount of time, but I'll give it a try. So forgive me if I repeat myself or I am not enough detailled. At the end there is always a good reason mostly driven by our own experience, the production or the studio toolset. I do believe like Alan said that you want to keep that simple and lightweight, and this is with this in mind that I suggested those additions. I am not reasoning for your tool to become THE standard but being enough generic and flexible for studios considering its integration. I will try to elaborate on some of my notes. - units are usually in productions set per show whatever software's defaults are, in other words, whatever go through the pipeline must be talked in that unit. In real-life, nothing is that perfect and often a third-party user (individuals, dept, software) tweaks the unit which lead to data-corruption and headaches for the pipeline tds if the camera gets exported without considering this. I would say most of the time this data would be there for pure debug purpose though as your format is intended to be cross-applications and might even be cross-shows, you cannot force/restrict/deduce the metrics used. Your file might also get lost somewhere in the middle of the jungle, without this critical piece of informations, the data is good for garbage. It happened more than once at work that data get exported with a different unit that the pipeline was supposed to support by the anim dept, fucking up lighter's work for example. - spec version, this information should be stored in the file itself, even if you're working with version is 1.0. Once the first cam file will be exported and published as an asset, the asset and file will be sealed because of possible dependencies. With that piece of informations, you will be able to make additions/extensions to the file format without breaking existings. - I mentioned the scale for pure flexibility, an artist/dept might be working at a smaller scale than another, this informations is required to scale accordingly your camera transforms. Actually this should always be the case, when transforms are saved (not in a matrix form), the scale or globalScale should follow. To transpose this to a similar issue, transforms are usually baked out from the global space which piss off shot modelers. The shot modeler does his job fixing deformations, the geometry is baked out, but the rig is modified and so all the shapes must be done again. Again pure convenience and flexibility. - concerning the camera rigs, the idea is not to track down an entire hierarchy but being aware of that hierarchy. Cameras are more than a null in a scene and even if you're willing to simplify this, you cannot assume everybody want. A side effect of being able to describe a camera rig to your library and this library to understand it is you dont even have to code specific procedures to extract informations as the library will do it for you according the description you've done of the rig. - high-precision doubles is not necessarily something wanted to be output, because they waste space, are expensive to compute (double semantics) and conversion are slow (bytes to doubles). FYI, UltraJSON offers a similar option. - JSON is a huge standard for the web and maybe for some small studios but I am not aware of a lot of studios using it in their pipeline (they usually prefer standards such as yaml for config files and xml for whatever else, and when comes the need of speed, google protobuf). Actually some of them ended up creating their own, as Dreamworks or R+H. Anyway, here I am talking about your architecture: you want to abstract the backend for clients to add in a highly convenient way support for the format they have choosen. My first thought is the support of a binary file format, they dont want to wait after you to add it. - Channels are extra properties attached to a scene object (softimage object parameters, Maya node attributes, ...) A lot of informations are stored in those, and other applications may require them to properly re-build a camera from the data. Again, you dont know what will be their specifics (naming conv, which ones must be ignored, etc -- it depends a lot from the artist/dept/studio). - what you call tiny a file size may be not acceptable size for others. exporting a camera with a frame range spanning 1000 frames will result in 2mb on disk just to store a frame range which can be specify as simply as 1-1001x1. Time is also spent in reading those data. Size is just an argument as convenience could be, this makes the data dense and editing might be tedious as error-prone. We had a need once to export very dense geometries with their internal structure. Because our pipeline was not designed to handle so much density, the firt try has been a disaster resulting in easily an hour
Re: Open source json camera I/O platform
Units and scale, and how they correlate, are extremely important even in a light weight, portable format. Actually, probably more so in one than in a more complex scenario. You can't assume people will not care about those because their workflow will be independent of it like yours was for a few example productions, because very frequently they won't have the choice. As an interop format that deals with external contributions (rendering engines and so on being heavily dependent on it) you WILL bump into scale factors whether you like it or not, and the format will be rendered useless by not having control over those when it'll happen. There are things one omits or includes for the sake of forecfully encouraging good practices, those are practical-philosophical choices and are fine, and best made by a benevolent dictator for the project (any half decent programming language out there has craptons of those, and they are important to give languages and format identity and coherence). Scaling and units are not one of those, they are a fundamental requirement implicit to what you set off to describe with these files.
Re: Open source json camera I/O platform
Hey Gene looking at your schema I do not see animated value for parameters like focal length, near and far planes. Though near and far are not usually keyed but you never know. I have worked on a stereoscopic project and we did need to plot the clipping planes. Anyways, focal length does fairly get animated at times. In the interest of generality and being generic I would make room for values for nearly all animatable parameters. For the case of optimization the writer plugin can use only one value in the list if the parameter is not animated else it will take all the key frame values. Also I would not care for the whole keyframe and tangent data in the list but would simply read the values of all parameters at each frame and plot the same when I am reading the values. But what you are doing with keyframes value storage also works, in fact I think it reduces the file size considerably in case you do not have much keyframes in the source scene. On Wed, Jul 10, 2013 at 7:41 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Units and scale, and how they correlate, are extremely important even in a light weight, portable format. Actually, probably more so in one than in a more complex scenario. You can't assume people will not care about those because their workflow will be independent of it like yours was for a few example productions, because very frequently they won't have the choice. As an interop format that deals with external contributions (rendering engines and so on being heavily dependent on it) you WILL bump into scale factors whether you like it or not, and the format will be rendered useless by not having control over those when it'll happen. There are things one omits or includes for the sake of forecfully encouraging good practices, those are practical-philosophical choices and are fine, and best made by a benevolent dictator for the project (any half decent programming language out there has craptons of those, and they are important to give languages and format identity and coherence). Scaling and units are not one of those, they are a fundamental requirement implicit to what you set off to describe with these files. --
Re: OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
Does anyone know what was done in Soft ? was it modelled in soft ? On 10 July 2013 20:11, John Richard Sanchez youngupstar...@gmail.comwrote: I got it. http://www.youtube.com/watch?v=3v1eiKAYOo8 On Wed, Jul 10, 2013 at 2:08 PM, John Richard Sanchez youngupstar...@gmail.com wrote: Thats pretty cool. Where can I see the actual commercial?! On Wed, Jul 10, 2013 at 1:19 PM, Emilio Hernandez emi...@e-roja.comwrote: Cool! I'll hope that with this amazing work, more studios will start taking more in consideration Softimage. 2013/7/10 David Rivera activemotionpictu...@yahoo.com Hi. I thought maybe some of you had seen this: http://www.youtube.com/watch?v=8_rsJvmGHpU I´m just glad Softimage gets involved in the process of creating this legendary commercial. Bests. David R. -- -- www.johnrichardsanchez.com -- www.johnrichardsanchez.com
Re: OT: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
looks like it was lit and rendered in softimage and arnold i would guess. On Wed, Jul 10, 2013 at 5:01 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Does anyone know what was done in Soft ? was it modelled in soft ?
Re: Open source json camera I/O platform
When you'll have at most a few dozen curves, even on a thousand frame long sequence, I honestly don't think cheapening the data matters one iota. You can always introduce a zip compression stage to the I/O. Optimizing early and ending data poor is always a mistake. Purging is easy, both on I/O and in dev terms, adding data you don't have is usually betwene painful and downright impossible. If footprint was a concern here, sure, it'd make sense, on something that on a bad day will have a hundred parameters at the most (and for a mono cam I'd struggle to think of a hundred parameters I'd want animated) saving 16 floats per frame instead of 64 makes little difference in practical terms. On Thu, Jul 11, 2013 at 10:01 AM, Alok Gandhi alok.gandhi2...@gmail.comwrote: Hey Gene looking at your schema I do not see animated value for parameters like focal length, near and far planes. Though near and far are not usually keyed but you never know. I have worked on a stereoscopic project and we did need to plot the clipping planes. Anyways, focal length does fairly get animated at times. In the interest of generality and being generic I would make room for values for nearly all animatable parameters. For the case of optimization the writer plugin can use only one value in the list if the parameter is not animated else it will take all the key frame values. Also I would not care for the whole keyframe and tangent data in the list but would simply read the values of all parameters at each frame and plot the same when I am reading the values. But what you are doing with keyframes value storage also works, in fact I think it reduces the file size considerably in case you do not have much keyframes in the source scene. On Wed, Jul 10, 2013 at 7:41 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Units and scale, and how they correlate, are extremely important even in a light weight, portable format. Actually, probably more so in one than in a more complex scenario. You can't assume people will not care about those because their workflow will be independent of it like yours was for a few example productions, because very frequently they won't have the choice. As an interop format that deals with external contributions (rendering engines and so on being heavily dependent on it) you WILL bump into scale factors whether you like it or not, and the format will be rendered useless by not having control over those when it'll happen. There are things one omits or includes for the sake of forecfully encouraging good practices, those are practical-philosophical choices and are fine, and best made by a benevolent dictator for the project (any half decent programming language out there has craptons of those, and they are important to give languages and format identity and coherence). Scaling and units are not one of those, they are a fundamental requirement implicit to what you set off to describe with these files. -- -- 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: Bruce Lee + Jhonnie Walker + The Mill = Change The Game
Could they not do that in maya ? it seems strange to switch just for rendering, then again, there is a feature being made in belgium, being animated in maya and rendered in Modo so... i guess they must enjoy working like that. At least now i have a good excuse to drink whiskey :P On 11 July 2013 02:03, Steven Caron car...@gmail.com wrote: looks like it was lit and rendered in softimage and arnold i would guess. On Wed, Jul 10, 2013 at 5:01 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Does anyone know what was done in Soft ? was it modelled in soft ?
Siggraph 2013
So haven't heard much about Siggraph aside from Matt's message about the dinner on the list. What's the status of that Matt? Would like to catch up with anyone from the list as usual. Eric Thivierge http://www.ethivierge.com
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Re: Siggraph 2013
I'm up for the dinner as well if it is happening. :-) -ben On Wed, Jul 10, 2013 at 8:40 PM, Eric Thivierge ethivie...@gmail.com wrote: So haven't heard much about Siggraph aside from Matt's message about the dinner on the list. What's the status of that Matt? Would like to catch up with anyone from the list as usual. Eric Thivierge http://www.ethivierge.com -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
RE: Siggraph 2013
I have received exactly 2 replies, most years I have nearly 100 by now. Just been too busy at work to respond to the 2, but I saw them if it matters. I was hoping to hold the dinner at 'Don the BeachComber's Restaurant' in sunset beach for the following reasons: 1) SIGGRAPH is in the middle of Disneyland. That means lots of vacationers at the height of the season and jockeying for reservations in restaurants. Up to 8 people is not a problem, beyond that will require great organization. Most years the dinner's attendance is in the 20-25 range. 2) Anything near Disneyland is over priced and a chain restaurant. 3) Anything near Disneyland tends to be very focused on enforcing rules - because that's the Disney way. This is probably the stickler for me as traditionally I've had very unreliable RSVPs from people wanting to attend this dinner. ~50% of people who say they'll come never show up, and don't inform me. Likewise I often have unannounced guests pop in at the last minute forcing me to find extra chairs. In the early years of this dinner, I flew by the seat of my pants calling around town and picking the restaurant only minutes before we showed up - mostly because I was not from that town and unfamiliar with the territory. Although I was often lucky, I learned many restaurants do not accommodate large parties on short notice, and others insist on the entire party being present before being seated. For this reason I now choose the restaurant knowing it will not be crowded so last minute adjustments are not a big deal. I cannot make that assurance in the middle of Disneyland and would hate to turn someone away. I realize getting to Don's is a bit out of the way, but this is the first Siggraph that's been held in my backyard and so I have more familiarity with the area to judge the situation. If anybody needs a ride to/from the restaurant, let me know and I'll see if I can enlist a few local friends to make it easier. If Don's is a problem, say so now so I can look for a local venue. Sends responses to: matt(dot)lind(at)mantom(dot)net Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, July 10, 2013 5:40 PM To: softimage@listproc.autodesk.com Subject: Siggraph 2013 So haven't heard much about Siggraph aside from Matt's message about the dinner on the list. What's the status of that Matt? Would like to catch up with anyone from the list as usual. Eric Thivierge http://www.ethivierge.com
RE: Open source json camera I/O platform
I started a toolset a few years ago based on XML as well. It works and I can store robust data, but the downside is the file sizes are huge and slow to read/write. Memory becomes an issue at some point. If you only want to transfer cameras or simple stuff, it works fine, but large scenes with lots of animation data is not advised with XML as other formats may be better suited. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson Sent: Wednesday, July 10, 2013 5:34 PM To: softimage@listproc.autodesk.com Subject: Re: Open source json camera I/O platform This is great to see! I have something similar in the wings that's only partially implemented, but in XML instead. It stores most of the stuff Jo was talking about. I wrote it as a way to export cameras and nulls to Nuke and Fusion. My goal is to have a series of tools for various apps all writing and reading a common XML file. Cameras and nulls can be exported, then updated if something changes. With custom UI for setting options. Anyway, I haven't finished writing all the different plugins, but I've got a couple of apps covered already. I debated between JSON and XML and finally just went with XML. Glad to see this in the works, Gene! Can't wait to see more! -Tim C On 7/10/2013 7:10 PM, Raffaele Fragapane wrote: When you'll have at most a few dozen curves, even on a thousand frame long sequence, I honestly don't think cheapening the data matters one iota. You can always introduce a zip compression stage to the I/O. Optimizing early and ending data poor is always a mistake. Purging is easy, both on I/O and in dev terms, adding data you don't have is usually betwene painful and downright impossible. If footprint was a concern here, sure, it'd make sense, on something that on a bad day will have a hundred parameters at the most (and for a mono cam I'd struggle to think of a hundred parameters I'd want animated) saving 16 floats per frame instead of 64 makes little difference in practical terms. On Thu, Jul 11, 2013 at 10:01 AM, Alok Gandhi alok.gandhi2...@gmail.commailto:alok.gandhi2...@gmail.com wrote: Hey Gene looking at your schema I do not see animated value for parameters like focal length, near and far planes. Though near and far are not usually keyed but you never know. I have worked on a stereoscopic project and we did need to plot the clipping planes. Anyways, focal length does fairly get animated at times. In the interest of generality and being generic I would make room for values for nearly all animatable parameters. For the case of optimization the writer plugin can use only one value in the list if the parameter is not animated else it will take all the key frame values. Also I would not care for the whole keyframe and tangent data in the list but would simply read the values of all parameters at each frame and plot the same when I am reading the values. But what you are doing with keyframes value storage also works, in fact I think it reduces the file size considerably in case you do not have much keyframes in the source scene. On Wed, Jul 10, 2013 at 7:41 PM, Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote: Units and scale, and how they correlate, are extremely important even in a light weight, portable format. Actually, probably more so in one than in a more complex scenario. You can't assume people will not care about those because their workflow will be independent of it like yours was for a few example productions, because very frequently they won't have the choice. As an interop format that deals with external contributions (rendering engines and so on being heavily dependent on it) you WILL bump into scale factors whether you like it or not, and the format will be rendered useless by not having control over those when it'll happen. There are things one omits or includes for the sake of forecfully encouraging good practices, those are practical-philosophical choices and are fine, and best made by a benevolent dictator for the project (any half decent programming language out there has craptons of those, and they are important to give languages and format identity and coherence). Scaling and units are not one of those, they are a fundamental requirement implicit to what you set off to describe with these files. -- -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! --
Re: softimage and 3Dcoat Applink
I can't speak for the interaction with Soft, but for retopo everywhere I look 3DC is getting hailed as really damn good. We used it on a project here to clean some of the biggest, most irregularly sampled, largest surface ever LIDARs. Talking LIDARs big enough that they would take minutes of surveying driving through natural reserves on a Jeep, with enough detail be able to tell what jacket the people who got picked up in it were wearing. The laser shadowing holes, since you can't exactly drive into protected areas, were frequent and big. If it can deal with that, it can deal with pretty much anything. On Fri, Jun 28, 2013 at 6:26 PM, Tim Leydecker bauero...@gmx.de wrote: Hi guys, anyone using 3dcoat with softimage here? How well do the voxel modeling tools work, would you consider it comfortable to use 3dcoat to clean up raw scan data (with holes) into solid volumes? Does 3dcoat play nicely with softimage in general? Anything you´d find important to point out? Cheers, tim -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Open source json camera I/O platform
Thanks for the input guys! I'm ingesting all of it :) I'm quite against adding units into the main camera section of the file... but what about adding them to the metadata section? I really don't understand why anyone would want this in the file though. Units should only be conceptual imo. Autodesk says that 1 SI unit = 1 decimeter, but it has no concept of units... at all. Our current project is in meters, so conceptually we just know that 1 SI unit = 1 meter. Did we change anything? Nope. Same thing in Maya... 1 unit = 1 meter. Didn't change a thing on the Maya side either. I would love for someone to give me an example of why this should be different. Either way, I'll have an update tomorrow at some point, along with i/o for Houdini and updated Soft scripts. Maya is next and then hopefully I can talk one of our Nuke dev's into banging out an importer. Unless someone on here knows it's API and want's to donate some skills (once the 1.0 spec is finished). Same with any other apps :) Cheers On Wed, Jul 10, 2013 at 6:59 PM, Matt Lind ml...@carbinestudios.com wrote: I started a toolset a few years ago based on XML as well. It works and I can store robust data, but the downside is the file sizes are huge and slow to read/write. Memory becomes an issue at some point. If you only want to transfer cameras or simple stuff, it works fine, but large scenes with lots of animation data is not advised with XML as other formats may be better suited. ** ** Matt ** ** ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim Crowson *Sent:* Wednesday, July 10, 2013 5:34 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Open source json camera I/O platform ** ** This is great to see! I have something similar in the wings that's only partially implemented, but in XML instead. It stores most of the stuff Jo was talking about. I wrote it as a way to export cameras and nulls to Nuke and Fusion. My goal is to have a series of tools for various apps all writing and reading a common XML file. Cameras and nulls can be exported, then updated if something changes. With custom UI for setting options. Anyway, I haven't finished writing all the different plugins, but I've got a couple of apps covered already. I debated between JSON and XML and finally just went with XML. Glad to see this in the works, Gene! Can't wait to see more! -Tim C On 7/10/2013 7:10 PM, Raffaele Fragapane wrote: When you'll have at most a few dozen curves, even on a thousand frame long sequence, I honestly don't think cheapening the data matters one iota. You can always introduce a zip compression stage to the I/O. Optimizing early and ending data poor is always a mistake. Purging is easy, both on I/O and in dev terms, adding data you don't have is usually betwene painful and downright impossible. If footprint was a concern here, sure, it'd make sense, on something that on a bad day will have a hundred parameters at the most (and for a mono cam I'd struggle to think of a hundred parameters I'd want animated) saving 16 floats per frame instead of 64 makes little difference in practical terms. ** ** On Thu, Jul 11, 2013 at 10:01 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hey Gene looking at your schema I do not see animated value for parameters like focal length, near and far planes. Though near and far are not usually keyed but you never know. I have worked on a stereoscopic project and we did need to plot the clipping planes. Anyways, focal length does fairly get animated at times. In the interest of generality and being generic I would make room for values for nearly all animatable parameters. For the case of optimization the writer plugin can use only one value in the list if the parameter is not animated else it will take all the key frame values. Also I would not care for the whole keyframe and tangent data in the list but would simply read the values of all parameters at each frame and plot the same when I am reading the values. But what you are doing with keyframes value storage also works, in fact I think it reduces the file size considerably in case you do not have much keyframes in the source scene.** ** ** ** On Wed, Jul 10, 2013 at 7:41 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Units and scale, and how they correlate, are extremely important even in a light weight, portable format. Actually, probably more so in one than in a more complex scenario. You can't assume people will not care about those because their workflow will be independent of it like yours was for a few example productions, because very frequently they won't have the choice. As an interop format that deals with external contributions (rendering engines and so on being heavily dependent on it) you WILL bump into scale
Re: Open source json camera I/O platform
The unit needs only be an arbitrary value in the header. Autodesk can say whatever it wants, but the truth is that if you change maya from imperial to metric at the beginning of a project (and you might have that on client's side) there will be repercussions, and if your cameras were intended as 1cm but get imported as 1 inch things will be out of whack. Majorly. Several parameters, especially so if this will get a further level of abstraction later on, are actually world scale dependent. The flm back can change with a unit change (in some apps it does, in some it doesn't), several rendering and grooming parameters change and so on. As for scale, I've had plenty instances when the camera was scaled for various reasons, frequently enough to be relevant entire chunks of a pipe would rely on a stupid-renderman-trick style scaled camera. On Thu, Jul 11, 2013 at 2:10 PM, Gene Crucean emailgeneonthel...@gmail.comwrote: Thanks for the input guys! I'm ingesting all of it :) I'm quite against adding units into the main camera section of the file... but what about adding them to the metadata section? I really don't understand why anyone would want this in the file though. Units should only be conceptual imo. Autodesk says that 1 SI unit = 1 decimeter, but it has no concept of units... at all. Our current project is in meters, so conceptually we just know that 1 SI unit = 1 meter. Did we change anything? Nope. Same thing in Maya... 1 unit = 1 meter. Didn't change a thing on the Maya side either. I would love for someone to give me an example of why this should be different. Either way, I'll have an update tomorrow at some point, along with i/o for Houdini and updated Soft scripts. Maya is next and then hopefully I can talk one of our Nuke dev's into banging out an importer. Unless someone on here knows it's API and want's to donate some skills (once the 1.0 spec is finished). Same with any other apps :) Cheers On Wed, Jul 10, 2013 at 6:59 PM, Matt Lind ml...@carbinestudios.comwrote: I started a toolset a few years ago based on XML as well. It works and I can store robust data, but the downside is the file sizes are huge and slow to read/write. Memory becomes an issue at some point. If you only want to transfer cameras or simple stuff, it works fine, but large scenes with lots of animation data is not advised with XML as other formats may be better suited. ** ** Matt ** ** ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim Crowson *Sent:* Wednesday, July 10, 2013 5:34 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Open source json camera I/O platform ** ** This is great to see! I have something similar in the wings that's only partially implemented, but in XML instead. It stores most of the stuff Jo was talking about. I wrote it as a way to export cameras and nulls to Nuke and Fusion. My goal is to have a series of tools for various apps all writing and reading a common XML file. Cameras and nulls can be exported, then updated if something changes. With custom UI for setting options. Anyway, I haven't finished writing all the different plugins, but I've got a couple of apps covered already. I debated between JSON and XML and finally just went with XML. Glad to see this in the works, Gene! Can't wait to see more! -Tim C On 7/10/2013 7:10 PM, Raffaele Fragapane wrote: When you'll have at most a few dozen curves, even on a thousand frame long sequence, I honestly don't think cheapening the data matters one iota. You can always introduce a zip compression stage to the I/O. Optimizing early and ending data poor is always a mistake. Purging is easy, both on I/O and in dev terms, adding data you don't have is usually betwene painful and downright impossible. If footprint was a concern here, sure, it'd make sense, on something that on a bad day will have a hundred parameters at the most (and for a mono cam I'd struggle to think of a hundred parameters I'd want animated) saving 16 floats per frame instead of 64 makes little difference in practical terms. ** ** On Thu, Jul 11, 2013 at 10:01 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hey Gene looking at your schema I do not see animated value for parameters like focal length, near and far planes. Though near and far are not usually keyed but you never know. I have worked on a stereoscopic project and we did need to plot the clipping planes. Anyways, focal length does fairly get animated at times. In the interest of generality and being generic I would make room for values for nearly all animatable parameters. For the case of optimization the writer plugin can use only one value in the list if the parameter is not animated else it will take all the key frame values. Also I would not care for the whole keyframe and tangent data
Re: Deforming instances on strands
Hi, I think StrandDeform is a rendertime effect. means you'll only see it when you render if your render engine supports it. no other trick as far as I know if you're restricted to particle instance and strand. Cheers, edy On Sat, Jun 15, 2013 at 3:51 AM, Antonin Messier antoni...@gmail.comwrote: Sorry for interrupting your Friday beer, folks, but aZZZny other trick to deforming instances on strands than using instance shape and setting the StrandDeform property to True? All the doc seems to say it's that simple, but no matter what I try, my instances stay attached to my particles rather than deforming on my strands. (Example with a sample scene attached.) -- Edy Susanto Lim TD http://sawamura.neorack.com