Fuel3D

2013-08-05 Thread Eugen Sares
To whom it may concern, these guys are creating some sort of portable 
photo-based high res 3D-scanner:


http://www.fuel-3d.com/


RE: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Matt Lind
I think the 'age of the platform' assessment will be restricted to film/video 
as I see a fork in the road developing between games and film/video pipelines.  
Actually, it's already been happening for many years.

Traditionally games have borrowed film/video tools for 3D work because needs 
were simple and the film/video tools could be bent to service.  But now as 
graphics hardware improves, games requirements are much more demanding and 
divergent from that which film/video caters.

Film/video has always moved towards larger and larger datasets requiring 
subdivision of labor to the N'th degree.  Quality was the overriding factor.  
If it takes N hours to render that one awe inspiring frame, you do it. That 
growth requires asset management to manage all the facilities and assets.  The 
assets last only as long as the production, unless there is a sequel.  Each 
production typically involves reworking and re-inventing the wheel unless you 
work at one of the older mainstays that have significant R+D investment into 
their pipelines.  Basically assets are generated, a picture is taken of them, 
then they are dumped into a box where they sit on a virtual shelf until needed 
again.  Kind of like the old gag on Popeye cartoons where they chop down the 
redwoods, send them to the saw mill, then whittle it down to a single toothpick 
where it's shipped off in a box.

In games, it's a bit different.  In the case of the MMO I'm working on the 
assets must have a very long shelf life - measured in decades.  The assets 
contribute to live software environments, must be very optimal, and are under 
constant iteration.  While growth is also occurring in the games pipeline, it's 
moving in a different direction than film/video.  Games is moving fast towards 
'in context' editing of assets, as in, creating/editing the assets in the live 
game environment.  To accomplish the feat requires being very tightly bound to 
the runtime environment of the game engine.  Therefore a DCC application which 
serves as a 'platform' will not serve any role where the work is done in the 
game environment.  I would venture to say that many games developers are 
actively pursuing the route of removing DCC applications from their pipelines 
completely.  It will be many years before it is actually accomplished, however.

I remember a discussion with former Softimage PM Gareth Morgan back in the late 
1990s where he said they were actively working to make 'sumatra' a game engine 
with DCC tools.  That vision is not far off from reality. The only part he got 
wrong is the DCC application isn't the host, it's the guest.

What you'll see emerge in the games development arena for content creation are 
application(s) which can attach live agents to the content being created so it 
can be merged into the game environment.  In other words, something a game 
engine can host.  The difficulty comes in the area of viewing the work.  
Something like Fabric Engine has its own language for compiling and preparing 
the assets for display.  This is the exact same responsibility of the game 
engine.  While the DCC application clearly isn't a solution here, the Fabric 
Engine model isn't a hands-down winner either (but much closer to the correct 
solution).  It'll be interesting to see how that problem is addressed.


Matt






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Monday, August 05, 2013 9:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

Why Fanboi, and why conspiracy?
I consider Paul and Co. to be smart enough to know that that is EXACTLY what 
they should be shooting for.
AD knows it themselves IMO, as does SideFX, and the Foundry, and many others.
The writing couldn't be plainer on all walls that the industry is shifting 
again.
>From blackboxed, fragmented specialistic apps in the end80s to mid nineties, 
>to the rise of the artist friendly monolith in the end 90s, to the monolithic 
>but moderately open app from end-90s until now, we're now moving fast towards 
>a common stream of OSS standards which will be injected into by various small 
>footprint, very specialized and tailored apps (ZB, Mari, Katana etc.), and 
>have a layer floating on top to interface pipe and content/operation 
>management on top of that will be platform centric.

You have pointed out bits of that youreself.
Maya and Soft are more and more used as mere scene assembly and animation 
platforms. That type of approach is becoming more widely available by the 
minute to smaller and smaller entities, even to individuals. It's only the 
middle end caught into hard software locks at this point.
The age of the platform is coming.
Everybody already manages shots with shotgun, assets with tank (or perforce, or 
propietary, or what else you have it), models with ZB, retopos with 3DC or 
Topogun, textures with mudbox or mari, does

Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Raffaele Fragapane
Why Fanboi, and why conspiracy?

I consider Paul and Co. to be smart enough to know that that is EXACTLY
what they should be shooting for.
AD knows it themselves IMO, as does SideFX, and the Foundry, and many
others.

The writing couldn't be plainer on all walls that the industry is shifting
again.

>From blackboxed, fragmented specialistic apps in the end80s to mid
nineties, to the rise of the artist friendly monolith in the end 90s, to
the monolithic but moderately open app from end-90s until now, we're now
moving fast towards a common stream of OSS standards which will be injected
into by various small footprint, very specialized and tailored apps (ZB,
Mari, Katana etc.), and have a layer floating on top to interface pipe and
content/operation management on top of that will be platform centric.

You have pointed out bits of that youreself.
Maya and Soft are more and more used as mere scene assembly and animation
platforms. That type of approach is becoming more widely available by the
minute to smaller and smaller entities, even to individuals. It's only the
middle end caught into hard software locks at this point.

The age of the platform is coming.
Everybody already manages shots with shotgun, assets with tank (or
perforce, or propietary, or what else you have it), models with ZB, retopos
with 3DC or Topogun, textures with mudbox or mari, does effects in Houdini,
or Realflow, hair is left to plugins (shave, yeti), lights with katana,
renders with PRMan, composites with Nuke, finals with DaVinci...

Who caches with something other Alembic (or propietary formats) or writes
images other than EXR?

All UIs are Qt, threading is beind coalesced in fewer solutions by the day,
libraries emerge to abstract and generalise many things (OCL, Thrust etc.).

What little is left out has initiatives that might be caught up on (OSL,
partIO, openVDB), or will one day see an alternative that will become the
standard.

What's left for Maya or Soft to do but assemblying assets and
rig/animation? Which are ultimately just scene Management tasks, a
specialized type of graph which, of the lot, is the most backwards and
dated of all sections of the pipe.

There will be churn, as always for a few years one sub-field using CGI is
left better or worse serviced than others, one size more or less
competitive, but I don't think there will be a next-gen big app, not one as
big (proportionally) as Soft was, or Maya is.

Fabric did the right thing, all they have to do is garner the attention and
sustenance to punch through the industry catching up to the obvious through
lean years.

On Tue, Aug 6, 2013 at 12:57 PM, Matt Lind  wrote:

> And to throw some fanboi conspiracy theory gas into the flames:
>
> If you integrate with all the DCC apps, you’ve essentially built up the
> trust with all the user bases and have the ability to suck them into your
> DCC of the future to reduce any and all risk of switching a production
> pipeline to another base application.
>
> ** **
>
> At least give us a ray of hope, Paul. ;-)
>
> ** **
>
> ** **
>
> Matt
>


RE: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Matt Lind
And to throw some fanboi conspiracy theory gas into the flames:

If you integrate with all the DCC apps, you’ve essentially built up the trust 
with all the user bases and have the ability to suck them into your DCC of the 
future to reduce any and all risk of switching a production pipeline to another 
base application.

At least give us a ray of hope, Paul. ;-)


Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Doyle
Sent: Monday, August 05, 2013 7:46 PM
To: softimage@listproc.autodesk.com
Cc: softimage@listproc.autodesk.com
Subject: Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

Not with the current engineering resources available to us - we've geared the 
team for building a platform. Building a complete DCC is something that 
requires a lot of investment and a much broader team. Building one that's 
competitive with the incumbent solutions is a whole other matter. Even if it 
was possible to build a new DCC that was significantly better than maya in 
every way (IMO not remotely feasible even with millions to spend on it), I 
think it would fail. The fact is that artists know a few applications, and 
pipelines have been built around those applications. Even when a studio starts 
from scratch, they'll generally pick Maya as the baseline and then R&D guys 
will come and build on top of it.

If you view the incumbent DCCs as hosts for customization (very true for 
Houdini and Maya, more a plugin host for Max, and Soft the most out of the box 
of all) then our approach makes sense. They all provide rich front-ends that do 
many things extremely well, and there's no value in trying to replicate that - 
even if you did, what studio is going to bet they can hire artists for it? 
Fabric fits (or soon will) into all of them. Portable R&D has value, empowering 
TDs has value - it's hard to see where a new DCC provide real value. Fabric can 
be used to build niche applications like Horde, but even then people prefer to 
see it hosted in Soft or Maya. It's not like these applications are bad, they 
are well-honed for production for the most part. Performance chugs for most of 
them, but guys like us can address that.

There's a lot of noise about ditching AD, but we're talking about something far 
more involved than just an application that moves triangles. Thousands of 
trained artists, years of R&D investment, capital outlay on software etc etc. 
The risk of change is prohibitive. There's a lot to be said for 
production-proven software and just knowing it will get the job done. Our view 
is to complement the existing solutions, try and reduce the cost and risk of 
R&D, and look at building functionality for areas that haven't been well-served 
already.


Sent from my iPad

On 2013-08-05, at 9:38 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:

not that you would want or need to Paul, but do you reckon the fabric engine 
team could create a current generation DCC ? no follow up question or tricks 
i'm just curious.

On 4 August 2013 17:40, Paul Doyle 
mailto:technove...@gmail.com>> wrote:
It depends how we approach it. I'm confident in our ability to find a model 
that works. Ultimately we'd be providing a version of our engine (including 
source code), so I think the middleware/commercial engine approach is the way 
we would go. The stuff we're doing with Splice suggests we (and our customers) 
can implement some pretty nifty game authoring tools. Horde shows that we can 
encapsulate rich characters with secondary dynamics - and we're pushing on 
animation systems generally as an area that we think is ripe for innovation.

Right now our core team is working on KL targeting the HSA architecture 
automatically - so KL rigs will have GPU compute available to them 
automatically. The pieces are certainly there for something compelling. But...

My bigger concerns are around runtime footprint and budgets. I've been in the 
room when middleware vendors have made all kinds of promises, and then the 
reality of runtime budget bites them on the ass. We won't make the same 
mistake. We want to see how things pan out as game devs start hitting the GPU 
for compute on next-gen architectures. Right now we think it could be awesome, 
but we're waiting to see what devs tell us before we go further.

In the meantime we will continue to push on KL rigging and procedural animation 
(along with our production RT renderer). I see some genuine convergence of game 
and VFX now, certainly for the way we think about things.

On 3 August 2013 13:35, Matt Lind 
mailto:speye...@hotmail.com>> wrote:

I think you're pretty off on the games figures Raff - I'd say current/last gen 
was 50/50 (with a lot of Soft still in Japan). However, AD made clear that Maya 
= Games a long time ago. Skyline was Maya only, and all the middleware stuff 
has been Maya-first/only. Next-gen pipelines are interesting because the amount 
and quality of con

Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Paul Doyle
Not with the current engineering resources available to us - we've geared the 
team for building a platform. Building a complete DCC is something that 
requires a lot of investment and a much broader team. Building one that's 
competitive with the incumbent solutions is a whole other matter. Even if it 
was possible to build a new DCC that was significantly better than maya in 
every way (IMO not remotely feasible even with millions to spend on it), I 
think it would fail. The fact is that artists know a few applications, and 
pipelines have been built around those applications. Even when a studio starts 
from scratch, they'll generally pick Maya as the baseline and then R&D guys 
will come and build on top of it.

If you view the incumbent DCCs as hosts for customization (very true for 
Houdini and Maya, more a plugin host for Max, and Soft the most out of the box 
of all) then our approach makes sense. They all provide rich front-ends that do 
many things extremely well, and there's no value in trying to replicate that - 
even if you did, what studio is going to bet they can hire artists for it? 
Fabric fits (or soon will) into all of them. Portable R&D has value, empowering 
TDs has value - it's hard to see where a new DCC provide real value. Fabric can 
be used to build niche applications like Horde, but even then people prefer to 
see it hosted in Soft or Maya. It's not like these applications are bad, they 
are well-honed for production for the most part. Performance chugs for most of 
them, but guys like us can address that.

There's a lot of noise about ditching AD, but we're talking about something far 
more involved than just an application that moves triangles. Thousands of 
trained artists, years of R&D investment, capital outlay on software etc etc. 
The risk of change is prohibitive. There's a lot to be said for 
production-proven software and just knowing it will get the job done. Our view 
is to complement the existing solutions, try and reduce the cost and risk of 
R&D, and look at building functionality for areas that haven't been well-served 
already.


Sent from my iPad

On 2013-08-05, at 9:38 PM, Sebastien Sterling  
wrote:

> 
> not that you would want or need to Paul, but do you reckon the fabric engine 
> team could create a current generation DCC ? no follow up question or tricks 
> i'm just curious.
> 
> 
> On 4 August 2013 17:40, Paul Doyle  wrote:
>> It depends how we approach it. I'm confident in our ability to find a model 
>> that works. Ultimately we'd be providing a version of our engine (including 
>> source code), so I think the middleware/commercial engine approach is the 
>> way we would go. The stuff we're doing with Splice suggests we (and our 
>> customers) can implement some pretty nifty game authoring tools. Horde shows 
>> that we can encapsulate rich characters with secondary dynamics - and we're 
>> pushing on animation systems generally as an area that we think is ripe for 
>> innovation.
>> 
>> Right now our core team is working on KL targeting the HSA architecture 
>> automatically - so KL rigs will have GPU compute available to them 
>> automatically. The pieces are certainly there for something compelling. 
>> But...
>> 
>> My bigger concerns are around runtime footprint and budgets. I've been in 
>> the room when middleware vendors have made all kinds of promises, and then 
>> the reality of runtime budget bites them on the ass. We won't make the same 
>> mistake. We want to see how things pan out as game devs start hitting the 
>> GPU for compute on next-gen architectures. Right now we think it could be 
>> awesome, but we're waiting to see what devs tell us before we go further.
>> 
>> In the meantime we will continue to push on KL rigging and procedural 
>> animation (along with our production RT renderer). I see some genuine 
>> convergence of game and VFX now, certainly for the way we think about things.
>> 
>> 
>> On 3 August 2013 13:35, Matt Lind  wrote:
>>> 
>>> I think you're pretty off on the games figures Raff - I'd say current/last 
>>> gen was 50/50 (with a lot of Soft still in Japan). However, AD made clear 
>>> that Maya = Games a long time ago. Skyline was Maya only, and all the 
>>> middleware stuff has been Maya-first/only. Next-gen pipelines are 
>>> interesting because the amount and quality of content required is getting 
>>> close to the problems film faced a decade or more back - how are we going 
>>> to create and author all of this content? I think this gen is going to be 
>>> all about game engine content creation tools rather than export pipelines.
>>>  
>>> On a related note - take a look at the PS4 and XBone architecture, then 
>>> look at HSA. We're excited :)
>>> 
>>>  
>>>  
>>> I agree.
>>>  
>>> Having working in games on and off since the mid 1990’s, I’ve always worked 
>>> on titles using proprietary engines.  The single biggest hurdle is the 
>>> iterative turnaround time to make an edit to content and see it in the 
>>

Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Raffaele Fragapane
No they don't, not quite yet.
DCC is for digital content creation, Fabric currently is a platform, a DCC
development base, but you can't model, rig, or edit function curves with a
high level interface yet.

The solid framework with an eye to the future part is what they provide,
which is no small feat, but a current generation DCC app is Maya, or Soft,
or Max, or C4D with their years worth of user facing layers built on top of
them.

A next generation DCC app might never exist, and Fabric might well be (one
of the) future components of a future DCC pipeline.
The colossal monolithic DCC app doing everything days are probably over as
far as a next-gen recipe of what was appealing at the end of the 90s goes,
but the current gen remains unchallenged if you want to animate stuff :)


On Tue, Aug 6, 2013 at 12:17 PM, Eric Thivierge wrote:

>
> On Mon, Aug 5, 2013 at 9:38 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> not that you would want or need to Paul, but do you reckon the fabric
>> engine team could create a current generation DCC ? no follow up question
>> or tricks i'm just curious.
>
>
> They have. A current generation DCC is one you get to build and customize
> to your needs; on a solid frame work and high performance.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>



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


RE: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Matt Lind
I think Paul is asking more along the lines of a finished application tailored 
to an end user complete with user interface and extensions.  That's an entirely 
different level of development than a library which can be used to make tools.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, August 05, 2013 7:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion


On Mon, Aug 5, 2013 at 9:38 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:
not that you would want or need to Paul, but do you reckon the fabric engine 
team could create a current generation DCC ? no follow up question or tricks 
i'm just curious.

They have. A current generation DCC is one you get to build and customize to 
your needs; on a solid frame work and high performance.


Eric Thivierge
http://www.ethivierge.com


Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Eric Thivierge
On Mon, Aug 5, 2013 at 9:38 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> not that you would want or need to Paul, but do you reckon the fabric
> engine team could create a current generation DCC ? no follow up question
> or tricks i'm just curious.


They have. A current generation DCC is one you get to build and customize
to your needs; on a solid frame work and high performance.


Eric Thivierge
http://www.ethivierge.com


Re: Force Soft to open on a specific monitor?

2013-08-05 Thread Rares Halmagean
Your using 3 monitors might be contributing to the problem. Have you 
tried testing with a dual setup? Just toggled my cintiq as the primary 
and virtual 'left side' display. SI opens up on the cintiq and it works 
under dual layout just fine. You might try matching the resolution on 
your monitors to see if that changes the behavior any. But you mentioned 
that in order for windows to recognize a tablet display it must be set 
as the primary monitor and I'm saying that i've got it as the secondary 
with no such issues in the hopes that might help you troubleshoot :-) .


On 8/5/2013 6:32 PM, Paul Griswold wrote:
The tablet counts as my 3rd monitor.  I've read several cintiq users 
with the same issue & the solution was the same.  The tablet must be 
the primary display.


Maybe it only shows up with a dual monitor plus tablet configuration?

I've got the latest drivers for everything, so I'm not sure how to fix it.

Paul
—
Sent from Mailbox  for iPhone


On Mon, Aug 5, 2013 at 7:18 PM, Rares Halmagean > wrote:


I don't have this problem. I use a wacom cintiq 21ux with windows
7 set as secondary monitor using nvidia driver. Might be an issue
with the display driver, tablet driver or a combination.

On 8/5/2013 4:50 PM, Paul Griswold wrote:

That's the problem.  In order for Windows to recognize a
tablet/monitor, it must be the primary monitor.  Softimage wants
to always open on the primary monitor, but if it's the tablet,
Softimage defaults to 1440x900 and refuses to resize, even when I
drag it to another screen.

If I make my 24" the primary, then the tablet's cursor appears
there rather than on the tablet itself.  So there's no way to use
it if it's not set to be the primary.

Paul



On Mon, Aug 5, 2013 at 5:04 PM, Luc-Eric Rousseau
mailto:luceri...@gmail.com>> wrote:

you need to make the monitor you want the primary monitor, in
the control panel. you can drag and drop the monitor in the
right order afterward in that applet

Le 2013-08-05 16:58, "Paul Griswold"
mailto:pgrisw...@fusiondigitalproductions.com>> a écrit :

Is there a switch that can be set to get Softimage to
open on a specific monitor?

I just added a Cintiq-like cheap Chinese tablet and
Softimage keeps opening on it.  The problem is, when I
drag it back to the proper monitor, it doesn't realize
that my resolution is 1920x1200 and so when I go
fullscreen, it only resizes to the size of the tablet.

Frustrating for sure!

Thanks,

Paul




-- 
*Rares Halmagean

___
*visual development and 3d character & content creation.
*rarebrush.com* 




--
*Rares Halmagean
___
*visual development and 3d character & content creation.
*rarebrush.com* 


Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Sebastien Sterling
not that you would want or need to Paul, but do you reckon the fabric
engine team could create a current generation DCC ? no follow up question
or tricks i'm just curious.


On 4 August 2013 17:40, Paul Doyle  wrote:

> It depends how we approach it. I'm confident in our ability to find a
> model that works. Ultimately we'd be providing a version of our engine
> (including source code), so I think the middleware/commercial engine
> approach is the way we would go. The stuff we're doing with Splice suggests
> we (and our customers) can implement some pretty nifty game authoring
> tools. Horde shows that we can encapsulate rich characters with secondary
> dynamics - and we're pushing on animation systems generally as an area that
> we think is ripe for innovation.
>
> Right now our core team is working on KL targeting the HSA architecture
> automatically - so KL rigs will have GPU compute available to them
> automatically. The pieces are certainly there for something compelling.
> But...
>
> My bigger concerns are around runtime footprint and budgets. I've been in
> the room when middleware vendors have made all kinds of promises, and then
> the reality of runtime budget bites them on the ass. We won't make the same
> mistake. We want to see how things pan out as game devs start hitting the
> GPU for compute on next-gen architectures. Right now we think it could be
> awesome, but we're waiting to see what devs tell us before we go further.
>
> In the meantime we will continue to push on KL rigging and procedural
> animation (along with our production RT renderer). I see some genuine
> convergence of game and VFX now, certainly for the way we think about
> things.
>
>
> On 3 August 2013 13:35, Matt Lind  wrote:
>
>>   
>> I think you're pretty off on the games figures Raff - I'd say
>> current/last gen was 50/50 (with a lot of Soft still in Japan). However, AD
>> made clear that Maya = Games a long time ago. Skyline was Maya only, and
>> all the middleware stuff has been Maya-first/only. Next-gen pipelines are
>> interesting because the amount and quality of content required is getting
>> close to the problems film faced a decade or more back - how are we going
>> to create and author all of this content? I think this gen is going to be
>> all about game engine content creation tools rather than export pipelines.
>>
>> On a related note - take a look at the PS4 and XBone architecture, then
>> look at HSA. We're excited :)
>> 
>>
>>
>> I agree.
>>
>> Having working in games on and off since the mid 1990’s, I’ve always
>> worked on titles using proprietary engines.  The single biggest hurdle is
>> the iterative turnaround time to make an edit to content and see it in the
>> engine.  No 3D application will solve that problem – not even a
>> super-Maya.
>>
>> What is needed is a library that can seamlessly integrate with both the
>> engine and artist content creation tools which acts as a bridge between the
>> two environments and also provide a true 1:1 what you see is what you get
>> workflow.
>>
>> The library needs to be easy to integrate, agnostic to platform, and rich
>> enough to provide all the functions artists expect.  Developers need
>> something that is extremely light, easy to manipulate, and doesn’t require
>> them to rework their code to accommodate, but can still be abstracted away
>> from the engine so it doesn’t become a licensing and distribution issue
>> when it comes time to ship the game.
>>
>> Something like Fabric Engine is much closer to the mark, but I think that
>> last point will be a sticking point of contention.
>>
>> Matt
>>
>>
>
>


Re: Force Soft to open on a specific monitor?

2013-08-05 Thread Alan Fregtman
For what it's worth:

Winkey+Shift+Left/Right Arrow = move active window to left/right monitor.



On Mon, Aug 5, 2013 at 7:32 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> The tablet counts as my 3rd monitor.  I've read several cintiq users with
> the same issue & the solution was the same.  The tablet must be the primary
> display.
>
> Maybe it only shows up with a dual monitor plus tablet configuration?
>
> I've got the latest drivers for everything, so I'm not sure how to fix it.
>
> Paul
> —
> Sent from Mailbox  for iPhone
>
>
> On Mon, Aug 5, 2013 at 7:18 PM, Rares Halmagean wrote:
>
>> I don't have this problem. I use a wacom cintiq 21ux with windows 7 set
>> as secondary monitor using nvidia driver. Might be an issue with the
>> display driver, tablet driver or a combination.
>>
>> On 8/5/2013 4:50 PM, Paul Griswold wrote:
>>
>>  That's the problem.  In order for Windows to recognize a
>> tablet/monitor, it must be the primary monitor.  Softimage wants to always
>> open on the primary monitor, but if it's the tablet, Softimage defaults to
>> 1440x900 and refuses to resize, even when I drag it to another screen.
>>
>> If I make my 24" the primary, then the tablet's cursor appears there
>> rather than on the tablet itself.  So there's no way to use it if it's not
>> set to be the primary.
>>
>> Paul
>>
>>
>>
>> On Mon, Aug 5, 2013 at 5:04 PM, Luc-Eric Rousseau wrote:
>>
>>> you need to make the monitor you want the primary monitor, in the
>>> control panel. you can drag and drop the monitor in the right order
>>> afterward in that applet
>>> Le 2013-08-05 16:58, "Paul Griswold" <
>>> pgrisw...@fusiondigitalproductions.com> a écrit :
>>>
>>>  Is there a switch that can be set to get Softimage to open on a
 specific monitor?

 I just added a Cintiq-like cheap Chinese tablet and Softimage keeps
 opening on it.  The problem is, when I drag it back to the proper monitor,
 it doesn't realize that my resolution is 1920x1200 and so when I go
 fullscreen, it only resizes to the size of the tablet.

 Frustrating for sure!

 Thanks,

 Paul


>>
>> --
>> *Rares Halmagean
>> ___
>> *visual development and 3d character & content creation.
>> *rarebrush.com* 
>>
>
>


Re: Force Soft to open on a specific monitor?

2013-08-05 Thread Paul Griswold
The tablet counts as my 3rd monitor.  I've read several cintiq users with the 
same issue & the solution was the same.  The tablet must be the primary display.


Maybe it only shows up with a dual monitor plus tablet configuration?


I've got the latest drivers for everything, so I'm not sure how to fix it.


Paul
—
Sent from Mailbox for iPhone

On Mon, Aug 5, 2013 at 7:18 PM, Rares Halmagean 
wrote:

> I don't have this problem. I use a wacom cintiq 21ux with windows 7 set 
> as secondary monitor using nvidia driver. Might be an issue with the 
> display driver, tablet driver or a combination.
> On 8/5/2013 4:50 PM, Paul Griswold wrote:
>> That's the problem.  In order for Windows to recognize a 
>> tablet/monitor, it must be the primary monitor.  Softimage wants to 
>> always open on the primary monitor, but if it's the tablet, Softimage 
>> defaults to 1440x900 and refuses to resize, even when I drag it to 
>> another screen.
>>
>> If I make my 24" the primary, then the tablet's cursor appears there 
>> rather than on the tablet itself.  So there's no way to use it if it's 
>> not set to be the primary.
>>
>> Paul
>>
>>
>>
>> On Mon, Aug 5, 2013 at 5:04 PM, Luc-Eric Rousseau > > wrote:
>>
>> you need to make the monitor you want the primary monitor, in the
>> control panel. you can drag and drop the monitor in the right
>> order afterward in that applet
>>
>> Le 2013-08-05 16:58, "Paul Griswold"
>> > > a écrit :
>>
>> Is there a switch that can be set to get Softimage to open on
>> a specific monitor?
>>
>> I just added a Cintiq-like cheap Chinese tablet and Softimage
>> keeps opening on it.  The problem is, when I drag it back to
>> the proper monitor, it doesn't realize that my resolution is
>> 1920x1200 and so when I go fullscreen, it only resizes to the
>> size of the tablet.
>>
>> Frustrating for sure!
>>
>> Thanks,
>>
>> Paul
>>
>>
> -- 
> *Rares Halmagean
> ___
> *visual development and 3d character & content creation.
> *rarebrush.com* 

Re: Force Soft to open on a specific monitor?

2013-08-05 Thread Rares Halmagean
I don't have this problem. I use a wacom cintiq 21ux with windows 7 set 
as secondary monitor using nvidia driver. Might be an issue with the 
display driver, tablet driver or a combination.


On 8/5/2013 4:50 PM, Paul Griswold wrote:
That's the problem.  In order for Windows to recognize a 
tablet/monitor, it must be the primary monitor.  Softimage wants to 
always open on the primary monitor, but if it's the tablet, Softimage 
defaults to 1440x900 and refuses to resize, even when I drag it to 
another screen.


If I make my 24" the primary, then the tablet's cursor appears there 
rather than on the tablet itself.  So there's no way to use it if it's 
not set to be the primary.


Paul



On Mon, Aug 5, 2013 at 5:04 PM, Luc-Eric Rousseau > wrote:


you need to make the monitor you want the primary monitor, in the
control panel. you can drag and drop the monitor in the right
order afterward in that applet

Le 2013-08-05 16:58, "Paul Griswold"
mailto:pgrisw...@fusiondigitalproductions.com>> a écrit :

Is there a switch that can be set to get Softimage to open on
a specific monitor?

I just added a Cintiq-like cheap Chinese tablet and Softimage
keeps opening on it.  The problem is, when I drag it back to
the proper monitor, it doesn't realize that my resolution is
1920x1200 and so when I go fullscreen, it only resizes to the
size of the tablet.

Frustrating for sure!

Thanks,

Paul




--
*Rares Halmagean
___
*visual development and 3d character & content creation.
*rarebrush.com* 


Re: Force Soft to open on a specific monitor?

2013-08-05 Thread Paul Griswold
That's the problem.  In order for Windows to recognize a tablet/monitor, it
must be the primary monitor.  Softimage wants to always open on the primary
monitor, but if it's the tablet, Softimage defaults to 1440x900 and refuses
to resize, even when I drag it to another screen.

If I make my 24" the primary, then the tablet's cursor appears there rather
than on the tablet itself.  So there's no way to use it if it's not set to
be the primary.

Paul



On Mon, Aug 5, 2013 at 5:04 PM, Luc-Eric Rousseau wrote:

> you need to make the monitor you want the primary monitor, in the control
> panel. you can drag and drop the monitor in the right order afterward in
> that applet
> Le 2013-08-05 16:58, "Paul Griswold" <
> pgrisw...@fusiondigitalproductions.com> a écrit :
>
> Is there a switch that can be set to get Softimage to open on a specific
>> monitor?
>>
>> I just added a Cintiq-like cheap Chinese tablet and Softimage keeps
>> opening on it.  The problem is, when I drag it back to the proper monitor,
>> it doesn't realize that my resolution is 1920x1200 and so when I go
>> fullscreen, it only resizes to the size of the tablet.
>>
>> Frustrating for sure!
>>
>> Thanks,
>>
>> Paul
>>
>>


Re: Force Soft to open on a specific monitor?

2013-08-05 Thread Luc-Eric Rousseau
you need to make the monitor you want the primary monitor, in the control
panel. you can drag and drop the monitor in the right order afterward in
that applet
Le 2013-08-05 16:58, "Paul Griswold" 
a écrit :

> Is there a switch that can be set to get Softimage to open on a specific
> monitor?
>
> I just added a Cintiq-like cheap Chinese tablet and Softimage keeps
> opening on it.  The problem is, when I drag it back to the proper monitor,
> it doesn't realize that my resolution is 1920x1200 and so when I go
> fullscreen, it only resizes to the size of the tablet.
>
> Frustrating for sure!
>
> Thanks,
>
> Paul
>
>


Re: Stranded....

2013-08-05 Thread Alan Fregtman
You could get an If node and then an "Equal To" node. Then get a "Get Point
ID" node, plug it to the First input of the Equal To, then in that node,
set Second to the point index to look for. It will output a boolean
(orange) output, which you feed to the Condition input of the If node.

Then in the If node, plug your logic to the True input instead of directly
to the root icetree node. In other words, the grey execution plugs into the
True input of the If node.



On Mon, Aug 5, 2013 at 4:55 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> OK. I follow this, and can move the strand position. But its moving both
> strands. How do I isolate the reposition for only one of the strands?
>
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES)
> Mymic Technical Services
> NASA Langley Research Center
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
> Sent: Monday, August 05, 2013 4:46 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Stranded
>
> get strandposition > + (add) turbulize (offset) >  set strandposition
>
> On 5 August 2013 22:31, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
> > Rob,
> >
> > I'm trying to avoid geometry.
> >
> > The offset sounds like a good idea, but not yet sure how that would be
> done. I think it would have to always be offset in the direction of the
> camera correct? I'm seeing consistent artifacts at this point which looks
> to be spatial disagreement along the camera Z axis. An offset of some sort
> would probably be required.
> >
> > --
> > Joey Ponthieux
> > LaRC Information Technology Enhanced Services (LITES) Mymic Technical
> > Services NASA Langley Research Center
> > __
> > Opinions stated here-in are strictly those of the author and do not
> > represent the opinions of NASA or any other party.
> >
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob
> > Chapman
> > Sent: Monday, August 05, 2013 4:24 PM
> > To: softimage@listproc.autodesk.com
> > Subject: Re: Stranded
> >
> > well Joey, if you are going to get funky you may as well use custom
> geometry instances. this way the geometry lofted along the strand (a
> separate grid positioned in space is exactly the shape / position / offset
> from each curve you want it to be.
> >
> > for efficiency though Strands would be preferred and 2 strands on top of
> each other *could* be ok if it is just *Strand Width* you want to offset
> them by and then if artifacts could be offset by a tiny offset increment
> surly which would help the overlap?
> >
> > On 5 August 2013 22:01, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
> >> Hi yall,
> >>
> >>
> >>
> >>
> >>
> >> I can currently apply multiple overlapping strands on the same curve,
> >> but I get render artifacts where they reside in the same space. Are
> >> there any tricks to prevent that?
> >>
> >>
> >>
> >> Ultimately I would like one strand to be wider than the other and
> >> different colors, but on the same curve in the same space.
> >>
> >>
> >>
> >> --
> >>
> >> Joey Ponthieux
> >>
> >> LaRC Information Technology Enhanced Services (LITES)
> >>
> >> Mymic Technical Services
> >>
> >> NASA Langley Research Center
> >>
> >> __
> >>
> >> Opinions stated here-in are strictly those of the author and do not
> >>
> >> represent the opinions of NASA or any other party.
> >>
> >>
> >
>
>
>


Force Soft to open on a specific monitor?

2013-08-05 Thread Paul Griswold
Is there a switch that can be set to get Softimage to open on a specific
monitor?

I just added a Cintiq-like cheap Chinese tablet and Softimage keeps opening
on it.  The problem is, when I drag it back to the proper monitor, it
doesn't realize that my resolution is 1920x1200 and so when I go
fullscreen, it only resizes to the size of the tablet.

Frustrating for sure!

Thanks,

Paul


RE: Stranded....

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
OK. I follow this, and can move the strand position. But its moving both 
strands. How do I isolate the reposition for only one of the strands?

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


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Monday, August 05, 2013 4:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: Stranded

get strandposition > + (add) turbulize (offset) >  set strandposition

On 5 August 2013 22:31, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 wrote:
> Rob,
>
> I'm trying to avoid geometry.
>
> The offset sounds like a good idea, but not yet sure how that would be done. 
> I think it would have to always be offset in the direction of the camera 
> correct? I'm seeing consistent artifacts at this point which looks to be 
> spatial disagreement along the camera Z axis. An offset of some sort would 
> probably be required.
>
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES) Mymic Technical 
> Services NASA Langley Research Center 
> __
> Opinions stated here-in are strictly those of the author and do not 
> represent the opinions of NASA or any other party.
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob 
> Chapman
> Sent: Monday, August 05, 2013 4:24 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Stranded
>
> well Joey, if you are going to get funky you may as well use custom geometry 
> instances. this way the geometry lofted along the strand (a separate grid 
> positioned in space is exactly the shape / position / offset from each curve 
> you want it to be.
>
> for efficiency though Strands would be preferred and 2 strands on top of each 
> other *could* be ok if it is just *Strand Width* you want to offset them by 
> and then if artifacts could be offset by a tiny offset increment surly which 
> would help the overlap?
>
> On 5 August 2013 22:01, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
>  wrote:
>> Hi yall,
>>
>>
>>
>>
>>
>> I can currently apply multiple overlapping strands on the same curve, 
>> but I get render artifacts where they reside in the same space. Are 
>> there any tricks to prevent that?
>>
>>
>>
>> Ultimately I would like one strand to be wider than the other and 
>> different colors, but on the same curve in the same space.
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>




Re: Stranded....

2013-08-05 Thread Rob Chapman
get strandposition > + (add) turbulize (offset) >  set strandposition

On 5 August 2013 22:31, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 wrote:
> Rob,
>
> I'm trying to avoid geometry.
>
> The offset sounds like a good idea, but not yet sure how that would be done. 
> I think it would have to always be offset in the direction of the camera 
> correct? I'm seeing consistent artifacts at this point which looks to be 
> spatial disagreement along the camera Z axis. An offset of some sort would 
> probably be required.
>
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES)
> Mymic Technical Services
> NASA Langley Research Center
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
> Sent: Monday, August 05, 2013 4:24 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Stranded
>
> well Joey, if you are going to get funky you may as well use custom geometry 
> instances. this way the geometry lofted along the strand (a separate grid 
> positioned in space is exactly the shape / position / offset from each curve 
> you want it to be.
>
> for efficiency though Strands would be preferred and 2 strands on top of each 
> other *could* be ok if it is just *Strand Width* you want to offset them by 
> and then if artifacts could be offset by a tiny offset increment surly which 
> would help the overlap?
>
> On 5 August 2013 22:01, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
>  wrote:
>> Hi yall,
>>
>>
>>
>>
>>
>> I can currently apply multiple overlapping strands on the same curve,
>> but I get render artifacts where they reside in the same space. Are
>> there any tricks to prevent that?
>>
>>
>>
>> Ultimately I would like one strand to be wider than the other and
>> different colors, but on the same curve in the same space.
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>



RE: Stranded....

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Rob,

I'm trying to avoid geometry.

The offset sounds like a good idea, but not yet sure how that would be done. I 
think it would have to always be offset in the direction of the camera correct? 
I'm seeing consistent artifacts at this point which looks to be spatial 
disagreement along the camera Z axis. An offset of some sort would probably be 
required.

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


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Monday, August 05, 2013 4:24 PM
To: softimage@listproc.autodesk.com
Subject: Re: Stranded

well Joey, if you are going to get funky you may as well use custom geometry 
instances. this way the geometry lofted along the strand (a separate grid 
positioned in space is exactly the shape / position / offset from each curve 
you want it to be.

for efficiency though Strands would be preferred and 2 strands on top of each 
other *could* be ok if it is just *Strand Width* you want to offset them by and 
then if artifacts could be offset by a tiny offset increment surly which would 
help the overlap?

On 5 August 2013 22:01, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 wrote:
> Hi yall,
>
>
>
>
>
> I can currently apply multiple overlapping strands on the same curve, 
> but I get render artifacts where they reside in the same space. Are 
> there any tricks to prevent that?
>
>
>
> Ultimately I would like one strand to be wider than the other and 
> different colors, but on the same curve in the same space.
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>



Re: Stranded....

2013-08-05 Thread Rob Chapman
well Joey, if you are going to get funky you may as well use custom
geometry instances. this way the geometry lofted along the strand (a
separate grid positioned in space is exactly the shape / position /
offset from each curve you want it to be.

for efficiency though Strands would be preferred and 2 strands on top
of each other *could* be ok if it is just *Strand Width* you want to
offset them by and then if artifacts could be offset by a tiny offset
increment surly which would help the overlap?

On 5 August 2013 22:01, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 wrote:
> Hi yall,
>
>
>
>
>
> I can currently apply multiple overlapping strands on the same curve, but I
> get render artifacts where they reside in the same space. Are there any
> tricks to prevent that?
>
>
>
> Ultimately I would like one strand to be wider than the other and different
> colors, but on the same curve in the same space.
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>


Re: Parenting nulls: "traditional method" or via ICE

2013-08-05 Thread Nicolas Esposito
Solution found
I'm using the expression editor to link the values and simply add the
multiply/divide by value that I want
The trick is to assign everything locally, so I can use just a moving null
and a driven null, and I simply multiply the local position of the moving
null by a certain amount, so the driven null stay in its original position,
but it will move accordingly to the axis I selected
Luckily, with a bit of experimenting, I found the solution
Thanks anyone for the help!

Nicolas


2013/8/5 Eric Thivierge 

>  Well it depends on if you want to blend the NullB object's transform
> parameters or just have an offset from NullA. Also depends on if you're
> talking global or local and also depends on where and how you are using
> this.
>
> If this is going to be a common thing you need in a rig all over the place
> I'd recommend not using ICE. If it is pretty isolated then ICE is fine.
>
> To blend NullB between NullA and it's rest pose you need to store that
> rest pose somewhere. A static kine property works well for this. You can
> look this up in ICE or via scripting as a transform. Then you can blend as
> needed and isolate particular parameters you want to blend.
>
> It's a bit more complicated as NullB is the child of NullA so working in
> local space may not be as straight forward and intuitive. I'd keep it in
> global space which if I'm not mistaken is how the constraints in SI work
> anyway.
>
> As for just having offset control from the NullA object. All you need is a
> transform that you're able to manipulate ('SRT to Matrix' in ICE) that is
> multiplied by NullA's global kine.
>
> Hope that is clear enough for you.
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On 05/08/2013 11:06 AM, Nicolas Esposito wrote:
>
> NullA is the parent of NullB since I need NullB to "follow" NullA with the
> ability to modulate the actual NullB "offset/translation amount" to NullA
>
>
> 2013/8/5 Alan Fregtman 
>
>> Is NullA a child of NullB, or is NullB the parent and NullA the child?
>>
>>
>>
>> On Mon, Aug 5, 2013 at 10:49 AM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>
>>> Hi everyone,
>>> Sorry for the previous empty thread, I was just checking if everything
>>> worked properly
>>>
>>>  I'm developing a custom workflow in order to get static and animated
>>> meshes to some game engines ( UDK, Unity 3D ) and I'm having some problems
>>> with the parenting options
>>>
>>>  Basically this is the situation:
>>>
>>>  I have two nulls:
>>>
>>>  NullA is animated
>>>
>>>  NullB needs to be parented to NullA with the ability to modulate the
>>> amount of Y movement: what I mean by that is parent the two together, but
>>> multiply the Y movement of the animated null to have plus or minus amount
>>> of movement for the NullB
>>>
>>>  So something like Y movement NullB = Y NullA movement * 1.5 in order
>>> to have a custom variable that allows me to have plus or less Y movement
>>>
>>>  I tried to do that in ICE but usually when parenting NullB jumps in
>>> the same position of NullA and I don't want that, and since I'm not so good
>>> with ICE I'm having some troubles
>>>
>>>  Basically it is: NullB moves accordingly to NullA, but the possibility
>>> to add/subtract to the overall movement
>>>
>>>  Is something is not clear I can posto some screenshot to explain the
>>> situation a bit better
>>>
>>>  Nicolas
>>>
>>
>>
>
>


Stranded....

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Hi yall,


I can currently apply multiple overlapping strands on the same curve, but I get 
render artifacts where they reside in the same space. Are there any tricks to 
prevent that?

Ultimately I would like one strand to be wider than the other and different 
colors, but on the same curve in the same space.

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



Re: Car-setup

2013-08-05 Thread olivier jeannel
There is Craft 4-Wheeler Free on their site but I don't know if it will 
work for softimage.


Le 05/08/2013 20:54, Alan Fregtman a écrit :
Yep, that. It used to come included in the Softimage installer. Not 
sure what happened. Maybe their deal with AD fell through?




On Mon, Aug 5, 2013 at 2:52 PM, David Barosin > wrote:


Maybe this?

http://www.craftanimations.com/news/press-releases/craft-director-stuido-for-softimage



On Mon, Aug 5, 2013 at 2:49 PM, olivier jeannel
mailto:olivier.jean...@noos.fr>> wrote:

I was wondering about Rob Wuijster suggestion : /
"//Softimage 2012/13? came with a 3rd party addon for this. It
was a separate install/plugin. Not sure if this is still the
case.//"/
Was he talking about a car setup pluggin ?


Le 05/08/2013 20:28, Alan Fregtman a écrit :

I would guess he means the one from Andy Nicholas in his car
rig tutorial that Jeremie Passerin linked to in his response
(also first response to this thread)...
http://www.andynicholas.com/?p=1549



On Mon, Aug 5, 2013 at 2:19 PM, olivier jeannel
mailto:olivier.jean...@noos.fr>> wrote:

What free  pluggin ?

Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :

This is great guys. Awesome tutorial and a free
plugin. How cool is that? And yes good idea about the
pre blurred wheel.

Cheers!

Pingo

On 09/07/2013, at 18.31, Andy Jones
mailto:andy.jo...@gmail.com>>
wrote:

One tip is to make sure you've got a plan in mind
for how to deal with
the wheels.  There are a few different ways to
solve it.  Probably the
simplest is to render with full 3D motion blur,
and use enough
transform steps so that the wheels don't do
strange things.  Of
course, this can have an impact on render times,
depending on what
you're using and how your settings are dialed.

Another option is to us a pre-blurred spinny
wheel image.  Or you can
apply a sort of elliptical blur in comp prior to
post motion blur.
Neither of these techniques produce a physically
accurate image,
however.  True motion blur of wheel rims is a
really unique-looking
thing that is difficult to recreate by other means.

Another option I've used in the past was to
temporally oversample and
use a motion interpolated retime, such as
kronos/oflow/twixtor.  At
the time, I used a OpenGL so that the render
times were low enough to
make oversampling viable.

Really, for me this was one of the big reasons I
decided that the long
term future for rendering will be full 3d motion
blur, and I try to
build my lighting/compositing workflows with that
in mind.

On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der
Brinkloev
mailto:xsil...@comxnet.dk>>
wrote:

No car lovers out there :)

On 06/07/2013, at 22.41, Pingo van der
Brinkloev mailto:xsil...@comxnet.dk>> wrote:

Hey,

I have an upcoming project where a
car(3D) is driving inbetween shapes, that
turn out to be a logo. It's gonna be semi
realistic, so I need to make the cars
movements believable. I have a fast edit
(quick cuts), so I'm probably going to
animate by hand (don't think I need
dynamics). But if anybody has some heads
up, dos and don'ts about car-related
animation it'd be greatly appreciated.
It's a Formula1 btw.

Cheers!

P















Re: Car-setup

2013-08-05 Thread Alan Fregtman
Yep, that. It used to come included in the Softimage installer. Not sure
what happened. Maybe their deal with AD fell through?



On Mon, Aug 5, 2013 at 2:52 PM, David Barosin  wrote:

> Maybe this?
>
> http://www.craftanimations.com/news/press-releases/craft-director-stuido-for-softimage
>
>
>
> On Mon, Aug 5, 2013 at 2:49 PM, olivier jeannel 
> wrote:
>
>>  I was wondering about Rob Wuijster suggestion : *
>> "**Softimage 2012/13? came with a 3rd party addon for this. It was a
>> separate install/plugin. Not sure if this is still the case.**"*
>> Was he talking about a car setup pluggin ?
>>
>>
>> Le 05/08/2013 20:28, Alan Fregtman a écrit :
>>
>> I would guess he means the one from Andy Nicholas in his car rig tutorial
>> that Jeremie Passerin linked to in his response (also first response to
>> this thread)...
>> http://www.andynicholas.com/?p=1549
>>
>>
>>
>> On Mon, Aug 5, 2013 at 2:19 PM, olivier jeannel 
>> wrote:
>>
>>> What free  pluggin ?
>>>
>>> Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :
>>>
>>>  This is great guys. Awesome tutorial and a free plugin. How cool is
 that? And yes good idea about the pre blurred wheel.

 Cheers!

 Pingo

 On 09/07/2013, at 18.31, Andy Jones  wrote:

  One tip is to make sure you've got a plan in mind for how to deal with
> the wheels.  There are a few different ways to solve it.  Probably the
> simplest is to render with full 3D motion blur, and use enough
> transform steps so that the wheels don't do strange things.  Of
> course, this can have an impact on render times, depending on what
> you're using and how your settings are dialed.
>
> Another option is to us a pre-blurred spinny wheel image.  Or you can
> apply a sort of elliptical blur in comp prior to post motion blur.
> Neither of these techniques produce a physically accurate image,
> however.  True motion blur of wheel rims is a really unique-looking
> thing that is difficult to recreate by other means.
>
> Another option I've used in the past was to temporally oversample and
> use a motion interpolated retime, such as kronos/oflow/twixtor.  At
> the time, I used a OpenGL so that the render times were low enough to
> make oversampling viable.
>
> Really, for me this was one of the big reasons I decided that the long
> term future for rendering will be full 3d motion blur, and I try to
> build my lighting/compositing workflows with that in mind.
>
> On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
>  wrote:
>
>> No car lovers out there :)
>>
>> On 06/07/2013, at 22.41, Pingo van der Brinkloev 
>> wrote:
>>
>>  Hey,
>>>
>>> I have an upcoming project where a car(3D) is driving inbetween
>>> shapes, that turn out to be a logo. It's gonna be semi realistic, so I 
>>> need
>>> to make the cars movements believable. I have a fast edit (quick cuts), 
>>> so
>>> I'm probably going to animate by hand (don't think I need dynamics). 
>>> But if
>>> anybody has some heads up, dos and don'ts about car-related animation 
>>> it'd
>>> be greatly appreciated. It's a Formula1 btw.
>>>
>>> Cheers!
>>>
>>> P
>>>
>>
>>



>>>
>>
>>
>


Re: Car-setup

2013-08-05 Thread David Barosin
Maybe this?
http://www.craftanimations.com/news/press-releases/craft-director-stuido-for-softimage



On Mon, Aug 5, 2013 at 2:49 PM, olivier jeannel wrote:

>  I was wondering about Rob Wuijster suggestion : *
> "**Softimage 2012/13? came with a 3rd party addon for this. It was a
> separate install/plugin. Not sure if this is still the case.**"*
> Was he talking about a car setup pluggin ?
>
>
> Le 05/08/2013 20:28, Alan Fregtman a écrit :
>
> I would guess he means the one from Andy Nicholas in his car rig tutorial
> that Jeremie Passerin linked to in his response (also first response to
> this thread)...
> http://www.andynicholas.com/?p=1549
>
>
>
> On Mon, Aug 5, 2013 at 2:19 PM, olivier jeannel 
> wrote:
>
>> What free  pluggin ?
>>
>> Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :
>>
>>  This is great guys. Awesome tutorial and a free plugin. How cool is
>>> that? And yes good idea about the pre blurred wheel.
>>>
>>> Cheers!
>>>
>>> Pingo
>>>
>>> On 09/07/2013, at 18.31, Andy Jones  wrote:
>>>
>>>  One tip is to make sure you've got a plan in mind for how to deal with
 the wheels.  There are a few different ways to solve it.  Probably the
 simplest is to render with full 3D motion blur, and use enough
 transform steps so that the wheels don't do strange things.  Of
 course, this can have an impact on render times, depending on what
 you're using and how your settings are dialed.

 Another option is to us a pre-blurred spinny wheel image.  Or you can
 apply a sort of elliptical blur in comp prior to post motion blur.
 Neither of these techniques produce a physically accurate image,
 however.  True motion blur of wheel rims is a really unique-looking
 thing that is difficult to recreate by other means.

 Another option I've used in the past was to temporally oversample and
 use a motion interpolated retime, such as kronos/oflow/twixtor.  At
 the time, I used a OpenGL so that the render times were low enough to
 make oversampling viable.

 Really, for me this was one of the big reasons I decided that the long
 term future for rendering will be full 3d motion blur, and I try to
 build my lighting/compositing workflows with that in mind.

 On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
  wrote:

> No car lovers out there :)
>
> On 06/07/2013, at 22.41, Pingo van der Brinkloev 
> wrote:
>
>  Hey,
>>
>> I have an upcoming project where a car(3D) is driving inbetween
>> shapes, that turn out to be a logo. It's gonna be semi realistic, so I 
>> need
>> to make the cars movements believable. I have a fast edit (quick cuts), 
>> so
>> I'm probably going to animate by hand (don't think I need dynamics). But 
>> if
>> anybody has some heads up, dos and don'ts about car-related animation 
>> it'd
>> be greatly appreciated. It's a Formula1 btw.
>>
>> Cheers!
>>
>> P
>>
>
>
>>>
>>>
>>>
>>
>
>


Re: Car-setup

2013-08-05 Thread olivier jeannel

I was wondering about Rob Wuijster suggestion : /
"//Softimage 2012/13? came with a 3rd party addon for this. It was a 
separate install/plugin. Not sure if this is still the case.//"/

Was he talking about a car setup pluggin ?


Le 05/08/2013 20:28, Alan Fregtman a écrit :
I would guess he means the one from Andy Nicholas in his car rig 
tutorial that Jeremie Passerin linked to in his response (also first 
response to this thread)...

http://www.andynicholas.com/?p=1549



On Mon, Aug 5, 2013 at 2:19 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


What free  pluggin ?

Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :

This is great guys. Awesome tutorial and a free plugin. How
cool is that? And yes good idea about the pre blurred wheel.

Cheers!

Pingo

On 09/07/2013, at 18.31, Andy Jones mailto:andy.jo...@gmail.com>> wrote:

One tip is to make sure you've got a plan in mind for how
to deal with
the wheels.  There are a few different ways to solve it.
 Probably the
simplest is to render with full 3D motion blur, and use enough
transform steps so that the wheels don't do strange
things.  Of
course, this can have an impact on render times, depending
on what
you're using and how your settings are dialed.

Another option is to us a pre-blurred spinny wheel image.
 Or you can
apply a sort of elliptical blur in comp prior to post
motion blur.
Neither of these techniques produce a physically accurate
image,
however.  True motion blur of wheel rims is a really
unique-looking
thing that is difficult to recreate by other means.

Another option I've used in the past was to temporally
oversample and
use a motion interpolated retime, such as
kronos/oflow/twixtor.  At
the time, I used a OpenGL so that the render times were
low enough to
make oversampling viable.

Really, for me this was one of the big reasons I decided
that the long
term future for rendering will be full 3d motion blur, and
I try to
build my lighting/compositing workflows with that in mind.

On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
mailto:xsil...@comxnet.dk>> wrote:

No car lovers out there :)

On 06/07/2013, at 22.41, Pingo van der Brinkloev
mailto:xsil...@comxnet.dk>> wrote:

Hey,

I have an upcoming project where a car(3D) is
driving inbetween shapes, that turn out to be a
logo. It's gonna be semi realistic, so I need to
make the cars movements believable. I have a fast
edit (quick cuts), so I'm probably going to
animate by hand (don't think I need dynamics). But
if anybody has some heads up, dos and don'ts about
car-related animation it'd be greatly appreciated.
It's a Formula1 btw.

Cheers!

P











Re: Car-setup

2013-08-05 Thread Alan Fregtman
I would guess he means the one from Andy Nicholas in his car rig tutorial
that Jeremie Passerin linked to in his response (also first response to
this thread)...
http://www.andynicholas.com/?p=1549



On Mon, Aug 5, 2013 at 2:19 PM, olivier jeannel wrote:

> What free  pluggin ?
>
> Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :
>
>  This is great guys. Awesome tutorial and a free plugin. How cool is that?
>> And yes good idea about the pre blurred wheel.
>>
>> Cheers!
>>
>> Pingo
>>
>> On 09/07/2013, at 18.31, Andy Jones  wrote:
>>
>>  One tip is to make sure you've got a plan in mind for how to deal with
>>> the wheels.  There are a few different ways to solve it.  Probably the
>>> simplest is to render with full 3D motion blur, and use enough
>>> transform steps so that the wheels don't do strange things.  Of
>>> course, this can have an impact on render times, depending on what
>>> you're using and how your settings are dialed.
>>>
>>> Another option is to us a pre-blurred spinny wheel image.  Or you can
>>> apply a sort of elliptical blur in comp prior to post motion blur.
>>> Neither of these techniques produce a physically accurate image,
>>> however.  True motion blur of wheel rims is a really unique-looking
>>> thing that is difficult to recreate by other means.
>>>
>>> Another option I've used in the past was to temporally oversample and
>>> use a motion interpolated retime, such as kronos/oflow/twixtor.  At
>>> the time, I used a OpenGL so that the render times were low enough to
>>> make oversampling viable.
>>>
>>> Really, for me this was one of the big reasons I decided that the long
>>> term future for rendering will be full 3d motion blur, and I try to
>>> build my lighting/compositing workflows with that in mind.
>>>
>>> On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
>>>  wrote:
>>>
 No car lovers out there :)

 On 06/07/2013, at 22.41, Pingo van der Brinkloev 
 wrote:

  Hey,
>
> I have an upcoming project where a car(3D) is driving inbetween
> shapes, that turn out to be a logo. It's gonna be semi realistic, so I 
> need
> to make the cars movements believable. I have a fast edit (quick cuts), so
> I'm probably going to animate by hand (don't think I need dynamics). But 
> if
> anybody has some heads up, dos and don'ts about car-related animation it'd
> be greatly appreciated. It's a Formula1 btw.
>
> Cheers!
>
> P
>


>>
>>
>>
>


Re: Car-setup

2013-08-05 Thread olivier jeannel

What free  pluggin ?

Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :

This is great guys. Awesome tutorial and a free plugin. How cool is that? And 
yes good idea about the pre blurred wheel.

Cheers!

Pingo

On 09/07/2013, at 18.31, Andy Jones  wrote:


One tip is to make sure you've got a plan in mind for how to deal with
the wheels.  There are a few different ways to solve it.  Probably the
simplest is to render with full 3D motion blur, and use enough
transform steps so that the wheels don't do strange things.  Of
course, this can have an impact on render times, depending on what
you're using and how your settings are dialed.

Another option is to us a pre-blurred spinny wheel image.  Or you can
apply a sort of elliptical blur in comp prior to post motion blur.
Neither of these techniques produce a physically accurate image,
however.  True motion blur of wheel rims is a really unique-looking
thing that is difficult to recreate by other means.

Another option I've used in the past was to temporally oversample and
use a motion interpolated retime, such as kronos/oflow/twixtor.  At
the time, I used a OpenGL so that the render times were low enough to
make oversampling viable.

Really, for me this was one of the big reasons I decided that the long
term future for rendering will be full 3d motion blur, and I try to
build my lighting/compositing workflows with that in mind.

On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
 wrote:

No car lovers out there :)

On 06/07/2013, at 22.41, Pingo van der Brinkloev  wrote:


Hey,

I have an upcoming project where a car(3D) is driving inbetween shapes, that 
turn out to be a logo. It's gonna be semi realistic, so I need to make the cars 
movements believable. I have a fast edit (quick cuts), so I'm probably going to 
animate by hand (don't think I need dynamics). But if anybody has some heads 
up, dos and don'ts about car-related animation it'd be greatly appreciated. 
It's a Formula1 btw.

Cheers!

P










Re: Parenting nulls: "traditional method" or via ICE

2013-08-05 Thread Eric Thivierge
Well it depends on if you want to blend the NullB object's transform 
parameters or just have an offset from NullA. Also depends on if you're 
talking global or local and also depends on where and how you are using 
this.


If this is going to be a common thing you need in a rig all over the 
place I'd recommend not using ICE. If it is pretty isolated then ICE is 
fine.


To blend NullB between NullA and it's rest pose you need to store that 
rest pose somewhere. A static kine property works well for this. You can 
look this up in ICE or via scripting as a transform. Then you can blend 
as needed and isolate particular parameters you want to blend.


It's a bit more complicated as NullB is the child of NullA so working in 
local space may not be as straight forward and intuitive. I'd keep it in 
global space which if I'm not mistaken is how the constraints in SI work 
anyway.


As for just having offset control from the NullA object. All you need is 
a transform that you're able to manipulate ('SRT to Matrix' in ICE) that 
is multiplied by NullA's global kine.


Hope that is clear enough for you.

 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 05/08/2013 11:06 AM, Nicolas Esposito wrote:
NullA is the parent of NullB since I need NullB to "follow" NullA with 
the ability to modulate the actual NullB "offset/translation amount" 
to NullA



2013/8/5 Alan Fregtman >


Is NullA a child of NullB, or is NullB the parent and NullA the
child?



On Mon, Aug 5, 2013 at 10:49 AM, Nicolas Esposito
<3dv...@gmail.com > wrote:

Hi everyone,
Sorry for the previous empty thread, I was just checking if
everything worked properly

I'm developing a custom workflow in order to get static and
animated meshes to some game engines ( UDK, Unity 3D ) and I'm
having some problems with the parenting options

Basically this is the situation:

I have two nulls:

NullA is animated

NullB needs to be parented to NullA with the ability to
modulate the amount of Y movement: what I mean by that is
parent the two together, but multiply the Y movement of the
animated null to have plus or minus amount of movement for the
NullB

So something like Y movement NullB = Y NullA movement * 1.5 in
order to have a custom variable that allows me to have plus or
less Y movement

I tried to do that in ICE but usually when parenting NullB
jumps in the same position of NullA and I don't want that, and
since I'm not so good with ICE I'm having some troubles

Basically it is: NullB moves accordingly to NullA, but the
possibility to add/subtract to the overall movement

Is something is not clear I can posto some screenshot to
explain the situation a bit better

Nicolas







Re: Convert curve to linear

2013-08-05 Thread Alan Fregtman
Glad to help! :)



On Mon, Aug 5, 2013 at 12:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Alan,
>
> ** **
>
> THANKS! This turned out to be extraordinarily useful!
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
> *Sent:* Friday, August 02, 2013 1:48 PM
> *To:* XSI Mailing List
>
> *Subject:* Re: Convert curve to linear
>
> ** **
>
> Here's a script that I made that I use when I need nicely spaced curve
> points:
>
> ** **
>
> si = Application
>
>  
>
> *def* frange(x, y, jump):
>
> '''
>
> Like range() but with float values.
>
> '''
>
> *while* x < y:
>
> *yield* x
>
> x += jump
>
>  
>
> *def* evenPositions(crv, quantity):
>
> '''
>
> Get an amount of evenly spaced positions on a given curve.
>
> '''
>
> subcrv = crv.ActivePrimitive.Geometry.Curves(0)
>
> percs = [num *for* num *in* frange(0.0, 100.0, 100.0 / quantity)]
>
> percs.append(100)
>
> ppos = [ subcrv.EvaluatePosition( subcrv.GetUFromPercentage(percs[i]) 
> )[0] *for* i *in* xrange(len(percs)) ]
>
> *return* ppos
>
>  
>
> *def* main():
>
> size = float( Application.XSIInputBox("What spacing do you want between 
> points, in XSI units?", "Spacing?", 1) )
>
>  
>
> newCurves = []
>
> si.OpenUndo("Make evenly spread linear curves")
>
> *for* crv *in* si.Selection:
>
> quantity = int(crv.ActivePrimitive.Geometry.Curves(0).Length / 
> size)
>
> positions = evenPositions(crv, quantity)
>
>  
>
> positions = ["(%s,%s,%s)" % (a.X,a.Y,a.Z) *for* a *in* positions]
>
> newCurve = si.CreateCurve( 1, 0, ",".join(positions), 
> False)('Value')
>
>  
>
> newCurve.Name = crv.Name+'_evenlySpaced'
>
> newCurves.append(newCurve)
>
> si.SelectObj(newCurves)
>
> si.CloseUndo()
>
>  
>
> main()
>
> ** **
>
> ** **
>
> On Fri, Aug 2, 2013 at 11:26 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
> Rob,
>
> Yeah, its turns out that this might be a far more reliable method than
> what I was trying to accomplish. I guess I'll have to make a copy of every
> curve, but there are far fewer curves than objects or strands. This might
> solve the problem nicely.
>
> Thanks
>
>
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES)
> Mymic Technical Services
> NASA Langley Research Center
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
> Sent: Friday, August 02, 2013 9:16 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Convert curve to linear
>
> yes!  create > curve > fit on curve
>
>  I was going to suggest it earlier but your point 3. requirements said it
> must fit with *any* curve :)
>
> change to degree linear, subdivision high and untick maintain discontinuity
>
>
>
> On 2 August 2013 15:11, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
> > Is there in any way in Soft to convert a NURBS curve of any shape, to
> > a high density linear curve with equidistant points?
> >
> >
> >
> > --
> >
> > Joey Ponthieux
> >
> > LaRC Information Technology Enhanced Services (LITES)
> >
> > Mymic Technical Services
> >
> > NASA Langley Research Center
> >
> > __
> >
> > Opinions stated here-in are strictly those of the author and do not
> >
> > represent the opinions of NASA or any other party.
> >
> >
>
> ** **
>


RE: Convert curve to linear

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Alan,

THANKS! This turned out to be extraordinarily useful!

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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Friday, August 02, 2013 1:48 PM
To: XSI Mailing List
Subject: Re: Convert curve to linear

Here's a script that I made that I use when I need nicely spaced curve points:


si = Application



def frange(x, y, jump):

'''

Like range() but with float values.

'''

while x < y:

yield x

x += jump



def evenPositions(crv, quantity):

'''

Get an amount of evenly spaced positions on a given curve.

'''

subcrv = crv.ActivePrimitive.Geometry.Curves(0)

percs = [num for num in frange(0.0, 100.0, 100.0 / quantity)]

percs.append(100)

ppos = [ subcrv.EvaluatePosition( subcrv.GetUFromPercentage(percs[i]) )[0] 
for i in xrange(len(percs)) ]

return ppos



def main():

size = float( Application.XSIInputBox("What spacing do you want between 
points, in XSI units?", "Spacing?", 1) )



newCurves = []

si.OpenUndo("Make evenly spread linear curves")

for crv in si.Selection:

quantity = int(crv.ActivePrimitive.Geometry.Curves(0).Length / size)

positions = evenPositions(crv, quantity)



positions = ["(%s,%s,%s)" % (a.X,a.Y,a.Z) for a in positions]

newCurve = si.CreateCurve( 1, 0, ",".join(positions), False)('Value')



newCurve.Name = crv.Name+'_evenlySpaced'

newCurves.append(newCurve)

si.SelectObj(newCurves)

si.CloseUndo()



main()



On Fri, Aug 2, 2013 at 11:26 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
Rob,

Yeah, its turns out that this might be a far more reliable method than what I 
was trying to accomplish. I guess I'll have to make a copy of every curve, but 
there are far fewer curves than objects or strands. This might solve the 
problem nicely.

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.
-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Rob Chapman
Sent: Friday, August 02, 2013 9:16 AM
To: softimage@listproc.autodesk.com
Subject: Re: Convert curve to linear
yes!  create > curve > fit on curve

 I was going to suggest it earlier but your point 3. requirements said it must 
fit with *any* curve :)

change to degree linear, subdivision high and untick maintain discontinuity



On 2 August 2013 15:11, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
> Is there in any way in Soft to convert a NURBS curve of any shape, to
> a high density linear curve with equidistant points?
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>



Re: Nike Evolution and a community thank you

2013-08-05 Thread Kris Rivel
Nice work guys...spot looks fantastic...gorgeous.

Kris


On Fri, Aug 2, 2013 at 7:31 PM, Sylvain Lebeau  wrote:

>  o yeah!
> very nice looking piece!!! loved it!  And very nice breakdown Andy, very
> informative.
>
> hat's off
>
> sly
>
>  *Sylvain Lebeau // SHED**
> *V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  
> <
> http://WWW.SHEDMTL.COM>
>
> ** **
> On 02/08/2013 12:05 AM, Andy Moorer wrote:
>
> Hi gang. I wanted to give a shout out to the folks who worked on Nike
> Evolution, it just posted. Those who weren't involved, this is a pretty
> nice story...
>
>  A young studio, Royale, got interested in this ICE buzz and invited a
> number of us from the list to visit the studio and work on a commercial.
> Their designers had been watching cool stuff on ICE for a while, admiring
> Tim Borgmanns work and the tools Eric was writing, and had tried
> Exocortex's tools for maya. They decided this was pretty neat and when they
> got a chance to reach out, they took it.
>
>  The brief was to take what Digital Domain had accomplished (about a year
> ago?) with "Biomorph" and introduce a new product with an effect similar to
> the Biomorph knitting sequence... But with a small team, for a very short
> produvtion duration and a fraction of the budget.
>
>  Oh and three commercials, not 1.
>
>  These are the times we live in.
>
>  Given this challenge, Royale turned to the ICE community they had been
> eyeing... names were passed around and folks talked to and consulted. In
> the end I wound up CG sup, leaning heavily on Ciaran Moloney as lighting
> lead and Leonard Kotch as a tool builder. Steven Caron took a short break
> from Whiskytree to lend a hand with some pipeline tools and general
> expertise, Billy Morrison dove in with me on VFX, and aside from that we
> had the help and assistance of Royale's maya artists and designers. And not
> a few of you on the list helped by offering the studio names and advice
> when contacted.
>
>  So the job was greenlit and we started the clock - about three weeks,
> from installing Softimage to delivery.
>
>  http://youtu.be/932FiLPe4kc
>
>  We rented a farm and populated it with 25 Arnold nodes, the folks at
> SolidAngle were awesome, plugged everything in and made the spot. Our
> principal tool was ICE, specifically a very cool and robust system Leonard
> Kotch put many hard hours in to create which we called "LKFabric" and
> inspired by the example Psyop's Jonah Froedman has set earlier, Anto's
> "knit the strands," and earlier work Polynoid did with their "carbon" spot.
>
>  Leonard went all the way with LKFabric... it let us manage some of the
> complexity of trying to get the major components of the shoe to weave
> themselves procedurally, from fibers, to threads, to cloth. Because the
> next spot, which we're wrapping up right now, required us to get in on
> individual fibers in extreme macro shots, Leonard built the system in an
> abstracted out manner, unsimulated, and supporting motion blur etc. I would
> send him pages and pages of feedback and requests, and he chewed away at it
> like a trouper. Pretty outstanding Leonard, I owe you many beers.
>
>  Royale has been kind enough to agree to share the system out to the
> community, through Leonard, some time after the final project wraps.
>
>  Ciaran, Billy and Steven worked similarly hard and with the same good
> cheer we see so often here on the list. This is why I like Softimage so
> much, it attracts artists of this calibre and can do mindset. I should
> add that emTools, emTopo and polygonizer were used as well, though largely
> in the design phase and for an effect that was later cut (no fault of the
> tools lol the idea just didn't gel with the client.) Thanks Eric!
>
>  It's very rare for a small studio with literally no staff using
> Softimage to get excited over ICE and have the courage to jump in with it
> no hold barred, for multiple spots, like Royale did. I can't express more
> admiration for their willingness to try something new and embrace ICE the
> way they did for these jobs.
>
>  The results may not be earth shattering but the client and the studio
> are happy and the other ice-heavy spot is looking cool too. In a time where
> we are all concerned with where Softimage may be headed it was really
> gratifying having a maya studio step out of their comfort zone and place
> all their chips on Softimage with one of their major clients like that.
>
>  So I wanted to take a minute to share the story and thank the people on
> this list who contributed, both those of us who worked on the project
> directly and the guys who extended advice and friendship to the studio
> willing to take a chance on softimage like Todd Akita, Rob Chapman, the
> gang over at Whiskytree and many others. Thanks guys.
>
>
>


RE: Curve hull points in ICE?

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Thanks!

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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney
Sent: Monday, August 05, 2013 11:23 AM
To: softimage@listproc.autodesk.com
Subject: Re: Curve hull points in ICE?

GetData : PointPosition.

Depending on the context in which you need to use the data, it may be useful to 
use 'Build Array from Set' after getting the attribute.


On Mon, Aug 5, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
In Soft, when you have a curve selected, then select Point, the points(CVs) on 
the hull, not the curve. To see the NURBS hull you can display it with "eyeball 
-> NURBS Hull" in the viewport. Knots reside on the curve, while CVs(Point) 
reside on the hull.

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

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Alan Fregtman
Sent: Monday, August 05, 2013 11:02 AM
To: XSI Mailing List
Subject: Re: Curve hull points in ICE?

Hi Joey,

Do you mean curve knots? (CVs?) Maybe I haven't worked enough with NURBS but I 
don't remember curves in Softimage having "hulls"?


On Mon, Aug 5, 2013 at 10:57 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
Is there a way to get a list of all the hull points on a curve in ICE?

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





Re: Curve hull points in ICE?

2013-08-05 Thread Ciaran Moloney
GetData : PointPosition.

Depending on the context in which you need to use the data, it may be
useful to use 'Build Array from Set' after getting the attribute.



On Mon, Aug 5, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> In Soft, when you have a curve selected, then select Point, the
> points(CVs) on the hull, not the curve. To see the NURBS hull you can
> display it with “eyeball -> NURBS Hull” in the viewport. Knots reside on
> the curve, while CVs(Point) reside on the hull.
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
> *Sent:* Monday, August 05, 2013 11:02 AM
> *To:* XSI Mailing List
> *Subject:* Re: Curve hull points in ICE?
>
> ** **
>
> Hi Joey,
>
> ** **
>
> Do you mean curve knots? (CVs?) Maybe I haven't worked enough with NURBS
> but I don't remember curves in Softimage having "hulls"?
>
> ** **
>
> ** **
>
> On Mon, Aug 5, 2013 at 10:57 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
> Is there a way to get a list of all the hull points on a curve in ICE?
>
>  
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
>  
>
> ** **
>


Re: Parenting nulls: "traditional method" or via ICE

2013-08-05 Thread Eric Thivierge

Local or Global Y?


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On August-05-13 11:06:00 AM, Nicolas Esposito wrote:

NullA is the parent of NullB since I need NullB to "follow" NullA with
the ability to modulate the actual NullB "offset/translation amount"
to NullA


2013/8/5 Alan Fregtman mailto:alan.fregt...@gmail.com>>

Is NullA a child of NullB, or is NullB the parent and NullA the child?



On Mon, Aug 5, 2013 at 10:49 AM, Nicolas Esposito
<3dv...@gmail.com > wrote:

Hi everyone,
Sorry for the previous empty thread, I was just checking if
everything worked properly

I'm developing a custom workflow in order to get static and
animated meshes to some game engines ( UDK, Unity 3D ) and I'm
having some problems with the parenting options

Basically this is the situation:

I have two nulls:

NullA is animated

NullB needs to be parented to NullA with the ability to
modulate the amount of Y movement: what I mean by that is
parent the two together, but multiply the Y movement of the
animated null to have plus or minus amount of movement for the
NullB

So something like Y movement NullB = Y NullA movement * 1.5 in
order to have a custom variable that allows me to have plus or
less Y movement

I tried to do that in ICE but usually when parenting NullB
jumps in the same position of NullA and I don't want that, and
since I'm not so good with ICE I'm having some troubles

Basically it is: NullB moves accordingly to NullA, but the
possibility to add/subtract to the overall movement

Is something is not clear I can posto some screenshot to
explain the situation a bit better

Nicolas







RE: Curve hull points in ICE?

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
In Soft, when you have a curve selected, then select Point, the points(CVs) on 
the hull, not the curve. To see the NURBS hull you can display it with "eyeball 
-> NURBS Hull" in the viewport. Knots reside on the curve, while CVs(Point) 
reside on the hull.

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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Monday, August 05, 2013 11:02 AM
To: XSI Mailing List
Subject: Re: Curve hull points in ICE?

Hi Joey,

Do you mean curve knots? (CVs?) Maybe I haven't worked enough with NURBS but I 
don't remember curves in Softimage having "hulls"?


On Mon, Aug 5, 2013 at 10:57 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
Is there a way to get a list of all the hull points on a curve in ICE?

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




Re: Parenting nulls: "traditional method" or via ICE

2013-08-05 Thread Nicolas Esposito
NullA is the parent of NullB since I need NullB to "follow" NullA with the
ability to modulate the actual NullB "offset/translation amount" to NullA


2013/8/5 Alan Fregtman 

> Is NullA a child of NullB, or is NullB the parent and NullA the child?
>
>
>
> On Mon, Aug 5, 2013 at 10:49 AM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> Hi everyone,
>> Sorry for the previous empty thread, I was just checking if everything
>> worked properly
>>
>> I'm developing a custom workflow in order to get static and animated
>> meshes to some game engines ( UDK, Unity 3D ) and I'm having some problems
>> with the parenting options
>>
>> Basically this is the situation:
>>
>> I have two nulls:
>>
>> NullA is animated
>>
>> NullB needs to be parented to NullA with the ability to modulate the
>> amount of Y movement: what I mean by that is parent the two together, but
>> multiply the Y movement of the animated null to have plus or minus amount
>> of movement for the NullB
>>
>> So something like Y movement NullB = Y NullA movement * 1.5 in order to
>> have a custom variable that allows me to have plus or less Y movement
>>
>> I tried to do that in ICE but usually when parenting NullB jumps in the
>> same position of NullA and I don't want that, and since I'm not so good
>> with ICE I'm having some troubles
>>
>> Basically it is: NullB moves accordingly to NullA, but the possibility to
>> add/subtract to the overall movement
>>
>> Is something is not clear I can posto some screenshot to explain the
>> situation a bit better
>>
>> Nicolas
>>
>
>


Re: Curve hull points in ICE?

2013-08-05 Thread Alan Fregtman
Hi Joey,

Do you mean curve knots? (CVs?) Maybe I haven't worked enough with NURBS
but I don't remember curves in Softimage having "hulls"?



On Mon, Aug 5, 2013 at 10:57 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Is there a way to get a list of all the hull points on a curve in ICE?
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


Curve hull points in ICE?

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Is there a way to get a list of all the hull points on a curve in ICE?

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



Re: Parenting nulls: "traditional method" or via ICE

2013-08-05 Thread Alan Fregtman
Is NullA a child of NullB, or is NullB the parent and NullA the child?



On Mon, Aug 5, 2013 at 10:49 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hi everyone,
> Sorry for the previous empty thread, I was just checking if everything
> worked properly
>
> I'm developing a custom workflow in order to get static and animated
> meshes to some game engines ( UDK, Unity 3D ) and I'm having some problems
> with the parenting options
>
> Basically this is the situation:
>
> I have two nulls:
>
> NullA is animated
>
> NullB needs to be parented to NullA with the ability to modulate the
> amount of Y movement: what I mean by that is parent the two together, but
> multiply the Y movement of the animated null to have plus or minus amount
> of movement for the NullB
>
> So something like Y movement NullB = Y NullA movement * 1.5 in order to
> have a custom variable that allows me to have plus or less Y movement
>
> I tried to do that in ICE but usually when parenting NullB jumps in the
> same position of NullA and I don't want that, and since I'm not so good
> with ICE I'm having some troubles
>
> Basically it is: NullB moves accordingly to NullA, but the possibility to
> add/subtract to the overall movement
>
> Is something is not clear I can posto some screenshot to explain the
> situation a bit better
>
> Nicolas
>


Parenting nulls: "traditional method" or via ICE

2013-08-05 Thread Nicolas Esposito
Hi everyone,
Sorry for the previous empty thread, I was just checking if everything
worked properly

I'm developing a custom workflow in order to get static and animated meshes
to some game engines ( UDK, Unity 3D ) and I'm having some problems with
the parenting options

Basically this is the situation:

I have two nulls:

NullA is animated

NullB needs to be parented to NullA with the ability to modulate the amount
of Y movement: what I mean by that is parent the two together, but multiply
the Y movement of the animated null to have plus or minus amount of
movement for the NullB

So something like Y movement NullB = Y NullA movement * 1.5 in order to
have a custom variable that allows me to have plus or less Y movement

I tried to do that in ICE but usually when parenting NullB jumps in the
same position of NullA and I don't want that, and since I'm not so good
with ICE I'm having some troubles

Basically it is: NullB moves accordingly to NullA, but the possibility to
add/subtract to the overall movement

Is something is not clear I can posto some screenshot to explain the
situation a bit better

Nicolas


RE: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
8MB of ram was exactly our maximum limit on Cubicomp in 1988. This was on a 
Compaq 386(DX or DXII? can't remember)  and was 2 years prior to 3DS R1.

Granted this Compaq was several times more expensive than anything available to 
the general public. And yes, we were still hacking config.sys and autoexec.bat 
even then. It was really cool to see a boot up go from 3 minutes to 2 by 
tweaking files and buffers. :)

By 1992 Cubicomp was pretty much in the tubes and the 3DS folks were living the 
good life on 3DS R2. Will never forget my first exposure to 3DS R3 at Siggraph 
93 in Anaheim. Max was still a couple years away. I remember attending 3DS 
seminars in Memphis,TN in 95 just prior to Max being released. It was really 
impressive for that time.

I have to admit, having started my experience in this industry on the PC, and 
coming to SGI apps many years later, I'm old enough to remember a time when CGI 
on the PC was all but an elusive dream. The systems that were somewhat 
successful there, Cubicomp, Digital Arts, Crystal Topas, etc were never perfect 
and all had serious insurmountable issues. Until 3DS came along, a lot of us 
had given up hope that it was even possible to bridge the gap from Unix to Dos 
and do 3D on the PC effectively, inexpensively, and on a stable platform.

On the same note, the shockwave that Amiga sent through the industry with 
Lightwave in the early-mid 90's can't be ignored either. But we never really 
viewed Lightwave as a PC app because it wasn't on DOS.

Which raises an ironic point. As bad as the current state of things are today. 
Most people have no concept for how really bad things were back in that day 
when we were often working for years on frozen defunct software, made by 
companies who had closed their doors years prior, and with no options of any 
kind to replace what we had without several hundred thousand dollars at hand. 

I'm not saying we should be happy about the current state of software dev, but 
it's far more complicated than most of us realize. And I think that is the 
point that Didak was trying to make...

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Saturday, August 03, 2013 1:10 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

On Sat, Aug 3, 2013 at 12:39 PM, Angus Davidson  
wrote:
>
> I always felt 3dsR4 was where it peaked . having to work with max 1 
> and 2 for me wasn't a very pleasant experience. I was very grateful to 
> move off off that to a version of Softimage|DS
>
> I think the Autodesk management is underestimating how concerned their user 
> base has become.

Max 1 and 2 must have been a pretty tough time, given that it's a new app that 
didn't work with any of the DOS plug-ins, and .. was written for Windows NT, 
which nobody wanted to use or had the hardware for. (8 megs of RAM, are you 
crazy?)  This was a time when people were still a couple years away from giving 
up hacking their config.sys and autoexec.bat to tweak the 640k DOS memory. Of 
course XSI had it owns OS choice issues and is still trailing the old SI|3D in 
animation performance as well.  Still, being the vastly popular plug-in 
platform that it is, Max is the app we all wish we could have made.



[no subject]

2013-08-05 Thread Nicolas Esposito



Re: NURBS improvements petition

2013-08-05 Thread Ahmidou Lyazidi
I don't know a japanese specific list, but if so, you can try on this side.

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


2013/8/5 Cristobal Infante 

> Signed, good luck ;)
>
>
> On 1 August 2013 12:55, Eugen Sares  wrote:
>
>>  I'm giving this one more bump, so maybe there's one or the other
>> willing to support this, too. So far it's 50.
>>
>> Before any of you "major" users start stomping the "minor" ones into the
>> ground with the usual argument that ANYthing else is more important, let me
>> add:
>> this is also about a better operator SDK, which is still a major handicap
>> to add any modeling (including NURBS) tools.
>> This would also cater to the big studios, I am sure.
>> Cheers!
>>
>>
>> Am 30.07.2013 20:18, schrieb Stephen Davidson:
>>
>> signed ... crossing fingers.
>>
>>
>> On Mon, Jul 29, 2013 at 9:29 AM, Ognjen Vukovic wrote:
>>
>>> Signed,
>>>
>>> And i sincerely hope that something comes out of this.
>>>
>>>
>>>
>>> On Mon, Jul 29, 2013 at 11:58 AM, Eugen Sares wrote:
>>>
 Of course! The point is, it seems to be unclear to the management (and
 probably everybody else) how many users actually want this.
 I heard quite a few complaints about this, so I might not even the only
 fool... ; )

 But it can only work if everbody thinks simply for himself - could I
 need this? If yes, sign it.
 No probability scenarios should be put into that simple calculation.

 By the way: I would see it as a success if at least a handful of bugs
 would get fixed.


 Am 29.07.2013 11:45, schrieb Angus Davidson:

  Oh I do. I do wish you the best of luck ;) Just never had a commercial
> company ever take a petition seriously. If it doesn't seriously affect
> the
> bottom line its just not relevant.
>
>
>
> On 2013/07/29 11:34 AM, "Eugen Sares"  wrote:
>
>  That depends on how many people utter their interest in this.
>> Hope you see the dependancy-cycle...
>>
>>
>> Am 29.07.2013 11:25, schrieb Angus Davidson:
>>
>>> Hi Eugen
>>>
>>> Whilst I respect your enthusiasm I unfortunately suspect I will get
>>> my
>>> Mac
>>> Softimage version before any upgrade to the nurbs tools happen. ;(
>>>
>>> Kind regards
>>>
>>> Angus
>>>
>>>
>>>
>>> On 2013/07/29 11:18 AM, "Eugen Sares"  wrote:
>>>
>>>  Dear respected members of this community,
 since I am confident that progress on NURBS tools and SDK would be
 beneficial for a relevant part of the Softimage userbase, and it
 seems
 to be useless to just ask in the beta, I'm starting this petition:



 http://www.change.org/petitions/autodesk-softimage-management-improve-nu
 rb
 s

 ... for which I kindly ask support from anybody that sees an
 advantage
 in this!
 Thanks a lot!!
 Best regards,
 Eugen


 Here's the text I put on that change.org page:

 "Working with NURBS is still awkward due to a number of bugs and
 restrictions in Softimage and it's SDK.
 Since NURBS are and will continue to be a viable geometry type
 useful
 for many worflows, they should be subject to an upgrade, which last
 happened in version 5.0, about 8 years ago!

 Improvement list, sorted by importance:
 - fix NURBS related bugs as has been reported in the beta,
 - support subcurves and subsurfaces in SDK and existing tools - as
 consistently as polygon islands,
 - improve the operator SDK, to allow seamless integration of custom
 tools, including NURBS,
 - add support for NURBS in ICE Modeling,
 - add new NURBS tools (once a fully capable SDK is provided, this
 can
 be
 done by 3rd parties also),
 - ideally, introduce T-Spline technology (owned by Autodesk).

 Affected areas:
 - curve to polygon modeling, like 3D text, logos, mechanical parts,
 floorplans, cross-sections, spline cages,...
 - ICE based procedural modeling and rigging approaches for more
 complex
 animations and visualizations,
 - better import/editing/modeling of technical geometry like cars,
 design
 objects,...


 To Cory Mogk -
 Why NURBS should be improved:
 First, Softimage users should not be forced to switch to other
 applications just for basic curve/surface modeling.
 Curves in particular, as they represent 2D-geometry, will always be
 fundamental in 3D graphics.

 Second, ICE support for NURBS would lay the foundation for new
 procedural modeling/rigging

Re: NURBS improvements petition

2013-08-05 Thread Cristobal Infante
Signed, good luck ;)


On 1 August 2013 12:55, Eugen Sares  wrote:

>  I'm giving this one more bump, so maybe there's one or the other willing
> to support this, too. So far it's 50.
>
> Before any of you "major" users start stomping the "minor" ones into the
> ground with the usual argument that ANYthing else is more important, let me
> add:
> this is also about a better operator SDK, which is still a major handicap
> to add any modeling (including NURBS) tools.
> This would also cater to the big studios, I am sure.
> Cheers!
>
>
> Am 30.07.2013 20:18, schrieb Stephen Davidson:
>
> signed ... crossing fingers.
>
>
> On Mon, Jul 29, 2013 at 9:29 AM, Ognjen Vukovic  wrote:
>
>> Signed,
>>
>> And i sincerely hope that something comes out of this.
>>
>>
>>
>> On Mon, Jul 29, 2013 at 11:58 AM, Eugen Sares wrote:
>>
>>> Of course! The point is, it seems to be unclear to the management (and
>>> probably everybody else) how many users actually want this.
>>> I heard quite a few complaints about this, so I might not even the only
>>> fool... ; )
>>>
>>> But it can only work if everbody thinks simply for himself - could I
>>> need this? If yes, sign it.
>>> No probability scenarios should be put into that simple calculation.
>>>
>>> By the way: I would see it as a success if at least a handful of bugs
>>> would get fixed.
>>>
>>>
>>> Am 29.07.2013 11:45, schrieb Angus Davidson:
>>>
>>>  Oh I do. I do wish you the best of luck ;) Just never had a commercial
 company ever take a petition seriously. If it doesn't seriously affect
 the
 bottom line its just not relevant.



 On 2013/07/29 11:34 AM, "Eugen Sares"  wrote:

  That depends on how many people utter their interest in this.
> Hope you see the dependancy-cycle...
>
>
> Am 29.07.2013 11:25, schrieb Angus Davidson:
>
>> Hi Eugen
>>
>> Whilst I respect your enthusiasm I unfortunately suspect I will get my
>> Mac
>> Softimage version before any upgrade to the nurbs tools happen. ;(
>>
>> Kind regards
>>
>> Angus
>>
>>
>>
>> On 2013/07/29 11:18 AM, "Eugen Sares"  wrote:
>>
>>  Dear respected members of this community,
>>> since I am confident that progress on NURBS tools and SDK would be
>>> beneficial for a relevant part of the Softimage userbase, and it
>>> seems
>>> to be useless to just ask in the beta, I'm starting this petition:
>>>
>>>
>>>
>>> http://www.change.org/petitions/autodesk-softimage-management-improve-nu
>>> rb
>>> s
>>>
>>> ... for which I kindly ask support from anybody that sees an
>>> advantage
>>> in this!
>>> Thanks a lot!!
>>> Best regards,
>>> Eugen
>>>
>>>
>>> Here's the text I put on that change.org page:
>>>
>>> "Working with NURBS is still awkward due to a number of bugs and
>>> restrictions in Softimage and it's SDK.
>>> Since NURBS are and will continue to be a viable geometry type useful
>>> for many worflows, they should be subject to an upgrade, which last
>>> happened in version 5.0, about 8 years ago!
>>>
>>> Improvement list, sorted by importance:
>>> - fix NURBS related bugs as has been reported in the beta,
>>> - support subcurves and subsurfaces in SDK and existing tools - as
>>> consistently as polygon islands,
>>> - improve the operator SDK, to allow seamless integration of custom
>>> tools, including NURBS,
>>> - add support for NURBS in ICE Modeling,
>>> - add new NURBS tools (once a fully capable SDK is provided, this can
>>> be
>>> done by 3rd parties also),
>>> - ideally, introduce T-Spline technology (owned by Autodesk).
>>>
>>> Affected areas:
>>> - curve to polygon modeling, like 3D text, logos, mechanical parts,
>>> floorplans, cross-sections, spline cages,...
>>> - ICE based procedural modeling and rigging approaches for more
>>> complex
>>> animations and visualizations,
>>> - better import/editing/modeling of technical geometry like cars,
>>> design
>>> objects,...
>>>
>>>
>>> To Cory Mogk -
>>> Why NURBS should be improved:
>>> First, Softimage users should not be forced to switch to other
>>> applications just for basic curve/surface modeling.
>>> Curves in particular, as they represent 2D-geometry, will always be
>>> fundamental in 3D graphics.
>>>
>>> Second, ICE support for NURBS would lay the foundation for new
>>> procedural modeling/rigging workflows that would make Softimage
>>> competitive in that field.
>>>
>>> Understandably, the Softimage developers are under time and
>>> monetarian
>>> restictions, so only high priority features get realized, mostly
>>> introcuded by bigger studios, and often behind 'closed doors'.
>>> Yet those studios rarely request any NURBS features. The reason might
>>> not even be that better NURB