Re: How to read .MEL script in Softimage

2013-08-26 Thread Nicolas Esposito
Yep, right now the only way is to use Crosswalk ( need to bake the
animation, I totally forgot ) or .DAE and everything works fine, but yes,
have Maya only to convert is a huge pain in the ass

The guy that deals with the software told me that is possible to manage the
python format in order to be read by Softimage, but since no one did it
since now and considering that right now learning how to program is out of
my plans I think that I'll ask someone to just convert those files for me,
hoping that the developer of the software will come up with a custom
solution soon

Thanks guys anyway :)


2013/8/26 Martin furik...@gmail.com

 I agree with Alan, in my experience Crosswalk is probably the most
 reliable format to transfer animation from Maya to Softimage.

 But If I haven't misunderstood you, you don't want to convert Mel scripts
 to VBS/JS/Python + SI SDK, you want to convert Maya Ascii files to
 Softimage without using Maya and I don't think that is possible without
 coding your own tool.

 Raffaele said it could take days of hard work, but I think that is only if
 you have vast experience with both packages and programming skills like
 him, otherwise it could easily take months. And for that you would still
 needing Maya to test and research.

 I think it would be easier and cheaper to get or borrow a Maya license and
 use Crosswalk. You could try a Maya trial version to test your workflow.

 For these cases, it would be great if you could rent Autodesk's packages
 like you can with Adobe's. Sometimes I need 3DS Max for a couple of months
 but buying a Max license just isn't worth it.

 Martin


 On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and below
 the float precision threshold between Soft and Maya), and in the end the
 only way to propely re-interpret from or to Maya was a large hash table for
 some elements like the handles. The Maya SDK doco and Devkit examples don't
 help either since they largely revolve around exporting animation (a plot),
 not FCurves, sidestepping entirely the problem of sparse animation with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the ass
 that takes a handful of days, not hours, to write.


 On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

 Converting a Maya ASCII file (I suppose this is what you refer to as
 MEL?) to a softimage scene is very hard to do, there are some concepts in
 Maya that don't translate well over to Softimage. For simple animation and
 Polygon Meshes it should be a bit easier, I thought about writing a Maya
 ASCII reader for Soft, but demand wasn't really high so I never dug deeper.

 Try baking your animations first before exporting the fbx file, and make
 sure you have checked the animation export flag in the exporter settings in
 the first place.



  As far as I saw there is the possiblity to modify the python script in
 order to be read from Softimage...but programming is not my thing...
 I was just looking for animation to transfer over SI ( basically the
 scene
 is some animated nulls )


 2013/8/25 Alan Fregtman alan.fregt...@gmail.com

  No, there isn't. It'd be a good learning experience to try making one
 though. :)

 Do you expect a full 1:1 conversion of MEL to the Softimage SDK? Or
 just
 for animation to transfer over?



 On Sun, Aug 25, 2013 at 11:23 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

  Hello there,
 I'm currently testing a software to expand my pipeline, but the main
 problem is that currently it only supports Maya scripts as export (
 MEL )
 I succesfully exported the MEL script from Maya to Softimage and
 everything is working properly ( however don't know why in FBX the
 animations are not recognized, while with Collada .DAE files
 animations are
 ok ) but I don't own Maya, so:
 Is there any kind of converter for Mel scripts in order to be read
 from
 Softimage?
 Something like Mel to Python/FBX or something similar...

 Cheers






 --
 --**---
   Stefan Kubicek   ste...@keyvis.at
 --**---
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --




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





Re: Windows 7 or 8

2013-08-26 Thread Rob Wuijster
afaik windowing in metro mode isn't part of W8 or W8.1, as to boot to 
desktop and have a wallpaper on the startscreen are.


The Metro app in a window on the desktop is something done by a 
company called Stardock, and is called ModernMix.


Unless I understand your comment wrong.


Rob

\/-\/\/

On 26-8-2013 1:09, Raffaele Fragapane wrote:
There are more than a few apps that barf at win8 in metro mode, and 
even with several tweaks some are just plain too painful.
The Crytek SDK one and half release ago in example outright refuses to 
run for many people.


It's a minority, and my experience is Soft, Maya, PS, ZBrush etc. all 
run perfectly fine, but it's not an irrelevant minority. You might 
want to make a census of your apps and look up on the interwebs which 
work and which don't.


Before contemplating win 8 though I'd give it a couple months. 8.1 
with a lot of fixes and a less aggressive metro mode (not to mention 
windowing in metro mode) should be out in October, and might very well 
fix A LOT of these issues.



On Mon, Aug 26, 2013 at 5:13 AM, Alex Dorman aleym...@googlemail.com 
mailto:aleym...@googlemail.com wrote:


What programs were causing the most problems? Did you try running
them in compatibility mode? I'm thinking of buying a new
workstation and going down the windows 8 route but might not if
its a world of pain.


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3392 / Virus Database: 3211/6606 - Release Date: 08/25/13





Re: Friday Flashback #133

2013-08-26 Thread Stefan Kubicek

Thx Alan, I knew about the render region, and I'm not surprised of the toon and 
quick stretch ones either.
What I really wonder is: how could any developer these days write commercial software and 
hope not to infringe any patents by accident? It's a total minefield, let alone 
financially prohibitive due to cost of patent research. Heck, I hear even the progress 
bar is, or was until recently, patented! It's coming to a point where it's getting 
impossible for small companies and individuals to develop anything commercially. And 
that's not a problem in a land far far away. It already affects my daily work, as 
illustrated by the lack of decent hair modeling solutions for Soft other than that Shave 
version from stone age. Peregin's Yeti cannot be sold in America due to legal dispute 
with Joe Alter, and I believe that other hair mesh modeling tech is also 
Patented by Cem Yuksel (Hair Farm), and I doubt he has plans to port it to Softimage 
himself.
Patents are to protect those who take risks and invest in research and 
development, I understand that, but I feel it's getting to a point where it 
does more harm than good. They simply remain effective for too long, anything 
longer than 5 years is a lifetime in software development.

All one can do is either not write software or just don't give a fuck, close 
his eyes and push forward in hope that nobody sues his ass off. Did I miss 
anything?




Softimage has a bunch of patents actually.



Render region:
http://www.google.com/patents
?id=1k8EEBAJzoom=4dq=avid%20technology%20renderpg=PA12#v=onepageqf=false

XSI's QuickStretch deformer:
http://www.google.com/patents
?id=NxcgEBAJzoom=4dq=softimagepg=PA2#v=onepageqf=false

There's a few more, including one for toon shading:
https://www.google.com/search?tbo=ptbm=ptshl=enq=inassignee:%22Softimage%22


Oh, and Avid appears to have a patent on editing f-curves in 2D space:
https://www.google.com/patents/WO263847A1?cl=endq=avid+softimagehl=ensa=Xei=a4cTUrOxC46g4AP7p4HYCAved=0CDQQ6AEwAA



On Tue, Aug 20, 2013 at 5:28 AM, Stefan Kubicek s...@tidbit-images.comwrote:


(http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp://patent.ipexl.com/inventor/Michael_C_Sheasby_1.html

)



What? The XSI Property Editor is actually patented?


 On Mon, Aug 19, 2013 at 12:21 PM, Christoph Muetze c...@glarestudios.de

wrote:


...He didn't just do the skin but also the functional design of the user
interface, right? I was always under the impression that he was the
designer
behind the UI. Am i wrong about this?

I always have a hard time explaining people that i do interface design -
and
that sometimes includes (but is entirely not about) button painting ;) I
couldn't care less about the (admittedly beautiful) skin of Softimage -
but
the UI... oh boy, that's (for the largest part) a piece of true art.



No, he only did the look and skin of the UI. In an interview on
xsibase, it was implied he did ui design but this is wrong, it was
only graphic design.

For the functional design, we had at many people in the early days who
designed that.

They were called  Program Managers, which is how that job was called
at Microsoft in the 1990s, but in this decade we'd call them
interaction designers. For example, one person from Softimage|DS
called Michael Sheasby
(http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp://patent.ipexl.com/inventor/Michael_C_Sheasby_1.html)
is
responsible for all the modeless inspector design, i.e. everything
about how the PPGs work, without which XSI wouldn't feel like XSI.
There were different people for each areas.




--
--**---
  Stefan Kubicek   ste...@keyvis.at
--**---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its attachments are--
-- confidential and for the recipient only --







--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its attachments are--
-- confidential and for the recipient only --



Re: How to read .MEL script in Softimage

2013-08-26 Thread Martin
Thanks Stefan, Great news!

Now I just hope they offer a rent option for old versions ( I don't think
they will ).

We usually never use the latest version in game development here in Japan.
I'm using SI 2011 in my current project that started 1 year ago.
Using a 3 years old version is almost the standard so it kinda obligates
you to use a subscription, if you haven't already purchased a permanent
license 3 years ago.
And paying a Max subscription only to convert my SI data before sending it
to my client is just too expensive.

Damn I hate this system, but let's hope that something better comes with
this evolution.

Regards,

Martin



On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 For these cases, it would be great if you could rent Autodesk's packages
 like you can with Adobe's. Sometimes I need 3DS Max for a couple of months
 but buying a Max license just isn't worth it.

 Martin


 You have been heard!
 http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
 to-offer-rental-model/http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/


  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and below
 the float precision threshold between Soft and Maya), and in the end the
 only way to propely re-interpret from or to Maya was a large hash table
 for
 some elements like the handles. The Maya SDK doco and Devkit examples
 don't
 help either since they largely revolve around exporting animation (a
 plot),
 not FCurves, sidestepping entirely the problem of sparse animation with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the ass
 that
 takes a handful of days, not hours, to write.


 On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  Converting a Maya ASCII file (I suppose this is what you refer to as
 MEL?) to a softimage scene is very hard to do, there are some concepts
 in
 Maya that don't translate well over to Softimage. For simple animation
 and
 Polygon Meshes it should be a bit easier, I thought about writing a Maya
 ASCII reader for Soft, but demand wasn't really high so I never dug
 deeper.

 Try baking your animations first before exporting the fbx file, and make
 sure you have checked the animation export flag in the exporter
 settings in
 the first place.



  As far as I saw there is the possiblity to modify the python script in

 order to be read from Softimage...but programming is not my thing...
 I was just looking for animation to transfer over SI ( basically the
 scene
 is some animated nulls )


 2013/8/25 Alan Fregtman alan.fregt...@gmail.com

  No, there isn't. It'd be a good learning experience to try making one

 though. :)

 Do you expect a full 1:1 conversion of MEL to the Softimage SDK? Or
 just
 for animation to transfer over?



 On Sun, Aug 25, 2013 at 11:23 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

  Hello there,

 I'm currently testing a software to expand my pipeline, but the main
 problem is that currently it only supports Maya scripts as export (
 MEL )
 I succesfully exported the MEL script from Maya to Softimage and
 everything is working properly ( however don't know why in FBX the
 animations are not recognized, while with Collada .DAE files
 animations are
 ok ) but I don't own Maya, so:
 Is there any kind of converter for Mel scripts in order to be read
 from
 Softimage?
 Something like Mel to Python/FBX or something similar...

 Cheers






 --
 -----
   Stefan Kubicek   ste...@keyvis.at
 -----

keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --




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




 --
 --**---
   Stefan Kubicek   ste...@keyvis.at
 --**---
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --




Re: How to read .MEL script in Softimage

2013-08-26 Thread Nicolas Esposito
Thats a news! Anyway something like pay for what you export in my case
would be perfect, but hey, at least if there are some plans for renting
that is a step in the right direction

Martin, are you in game development in Japan? sounds awesome
If you can tell it, which studio you're working for?
I never met someone into game development in Japan, so I'm really curious
to see whats going on there

Cheers


2013/8/26 Martin furik...@gmail.com

 Thanks Stefan, Great news!

 Now I just hope they offer a rent option for old versions ( I don't think
 they will ).

 We usually never use the latest version in game development here in Japan.
 I'm using SI 2011 in my current project that started 1 year ago.
 Using a 3 years old version is almost the standard so it kinda obligates
 you to use a subscription, if you haven't already purchased a permanent
 license 3 years ago.
 And paying a Max subscription only to convert my SI data before sending it
 to my client is just too expensive.

 Damn I hate this system, but let's hope that something better comes with
 this evolution.

 Regards,

 Martin



 On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 For these cases, it would be great if you could rent Autodesk's packages
 like you can with Adobe's. Sometimes I need 3DS Max for a couple of
 months
 but buying a Max license just isn't worth it.

 Martin


 You have been heard!
 http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
 to-offer-rental-model/http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/


  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and below
 the float precision threshold between Soft and Maya), and in the end the
 only way to propely re-interpret from or to Maya was a large hash table
 for
 some elements like the handles. The Maya SDK doco and Devkit examples
 don't
 help either since they largely revolve around exporting animation (a
 plot),
 not FCurves, sidestepping entirely the problem of sparse animation with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the ass
 that
 takes a handful of days, not hours, to write.


 On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  Converting a Maya ASCII file (I suppose this is what you refer to as
 MEL?) to a softimage scene is very hard to do, there are some concepts
 in
 Maya that don't translate well over to Softimage. For simple animation
 and
 Polygon Meshes it should be a bit easier, I thought about writing a
 Maya
 ASCII reader for Soft, but demand wasn't really high so I never dug
 deeper.

 Try baking your animations first before exporting the fbx file, and
 make
 sure you have checked the animation export flag in the exporter
 settings in
 the first place.



  As far as I saw there is the possiblity to modify the python script in

 order to be read from Softimage...but programming is not my thing...
 I was just looking for animation to transfer over SI ( basically the
 scene
 is some animated nulls )


 2013/8/25 Alan Fregtman alan.fregt...@gmail.com

  No, there isn't. It'd be a good learning experience to try making one

 though. :)

 Do you expect a full 1:1 conversion of MEL to the Softimage SDK? Or
 just
 for animation to transfer over?



 On Sun, Aug 25, 2013 at 11:23 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

  Hello there,

 I'm currently testing a software to expand my pipeline, but the main
 problem is that currently it only supports Maya scripts as export (
 MEL )
 I succesfully exported the MEL script from Maya to Softimage and
 everything is working properly ( however don't know why in FBX the
 animations are not recognized, while with Collada .DAE files
 animations are
 ok ) but I don't own Maya, so:
 Is there any kind of converter for Mel scripts in order to be read
 from
 Softimage?
 Something like Mel to Python/FBX or something similar...

 Cheers






 --
 -----
   Stefan Kubicek   ste...@keyvis.at
 -----

keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --




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




 --
 --**---
   Stefan Kubicek   ste...@keyvis.at
 --**---
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 

OT: my 10 year old wants to make games

2013-08-26 Thread Paul Griswold
My 10 year old daughter has expressed an interest in making her own games.
 As a typical 10 year old she doesn't have the patience to sit and type
code out of a book to make a tic-tac-toe game.  I think she's still at the
age where she needs to see more immediate (and cool) results.

So, does anyone know of any online, kid-friendly, game building apps that
might at least teach her some basic concepts?

The one I'm leaning towards is Scratch, but there are just hundreds of
other options out there and I have no idea what's good and what sucks.

Anyone have a favorite they'd recommend?

Thanks,

Paul

P.S. if it makes any difference, her favorite game is Minecraft.


Re: How to read .MEL script in Softimage

2013-08-26 Thread Martin
Well I'm starting my own little business in a couple of months, but until
then I'm working for a small company that only have 3 years in the market.
We don't develope games for ourselves, we create assets and cutscenes for
games, slot machines and other media. That's why we have to use the version
our client uses, or the game SDK supports. Only in pre-rendered works we
have some liberty but we mainly do real time.

What's going on here? well, comparing it to a few years ago, we do more
complex models with almost the same schedule, and almost the same budget :D

Cheers,

Martin


On Mon, Aug 26, 2013 at 9:27 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 Thats a news! Anyway something like pay for what you export in my case
 would be perfect, but hey, at least if there are some plans for renting
 that is a step in the right direction

 Martin, are you in game development in Japan? sounds awesome
 If you can tell it, which studio you're working for?
 I never met someone into game development in Japan, so I'm really curious
 to see whats going on there

 Cheers


 2013/8/26 Martin furik...@gmail.com

 Thanks Stefan, Great news!

 Now I just hope they offer a rent option for old versions ( I don't think
 they will ).

 We usually never use the latest version in game development here in
 Japan. I'm using SI 2011 in my current project that started 1 year ago.
 Using a 3 years old version is almost the standard so it kinda obligates
 you to use a subscription, if you haven't already purchased a permanent
 license 3 years ago.
 And paying a Max subscription only to convert my SI data before sending
 it to my client is just too expensive.

 Damn I hate this system, but let's hope that something better comes with
 this evolution.

 Regards,

 Martin



 On Mon, Aug 26, 2013 at 6:19 PM, Stefan Kubicek 
 s...@tidbit-images.comwrote:

 For these cases, it would be great if you could rent Autodesk's packages
 like you can with Adobe's. Sometimes I need 3DS Max for a couple of
 months
 but buying a Max license just isn't worth it.

 Martin


 You have been heard!
 http://www.studiodaily.com/**2013/08/autodesk-may-be-next-**
 to-offer-rental-model/http://www.studiodaily.com/2013/08/autodesk-may-be-next-to-offer-rental-model/


  On Mon, Aug 26, 2013 at 8:18 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  Maya doesn't make it easy either thanks to a staggeringly retarded
 descriptor of the FCurves.

 We did write such a thing (something to move curves seamlessly and
 below
 the float precision threshold between Soft and Maya), and in the end
 the
 only way to propely re-interpret from or to Maya was a large hash
 table for
 some elements like the handles. The Maya SDK doco and Devkit examples
 don't
 help either since they largely revolve around exporting animation (a
 plot),
 not FCurves, sidestepping entirely the problem of sparse animation with
 higher order data.

 In Short: It's not quite trivial, and it's a gigantic pain in the ass
 that
 takes a handful of days, not hours, to write.


 On Mon, Aug 26, 2013 at 7:28 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  Converting a Maya ASCII file (I suppose this is what you refer to as
 MEL?) to a softimage scene is very hard to do, there are some
 concepts in
 Maya that don't translate well over to Softimage. For simple
 animation and
 Polygon Meshes it should be a bit easier, I thought about writing a
 Maya
 ASCII reader for Soft, but demand wasn't really high so I never dug
 deeper.

 Try baking your animations first before exporting the fbx file, and
 make
 sure you have checked the animation export flag in the exporter
 settings in
 the first place.



  As far as I saw there is the possiblity to modify the python script
 in

 order to be read from Softimage...but programming is not my thing...
 I was just looking for animation to transfer over SI ( basically the
 scene
 is some animated nulls )


 2013/8/25 Alan Fregtman alan.fregt...@gmail.com

  No, there isn't. It'd be a good learning experience to try making
 one

 though. :)

 Do you expect a full 1:1 conversion of MEL to the Softimage SDK? Or
 just
 for animation to transfer over?



 On Sun, Aug 25, 2013 at 11:23 AM, Nicolas Esposito 
 3dv...@gmail.com
 wrote:

  Hello there,

 I'm currently testing a software to expand my pipeline, but the
 main
 problem is that currently it only supports Maya scripts as export (
 MEL )
 I succesfully exported the MEL script from Maya to Softimage and
 everything is working properly ( however don't know why in FBX the
 animations are not recognized, while with Collada .DAE files
 animations are
 ok ) but I don't own Maya, so:
 Is there any kind of converter for Mel scripts in order to be read
 from
 Softimage?
 Something like Mel to Python/FBX or something similar...

 Cheers






 --
 -----
   Stefan Kubicek   ste...@keyvis.at
 -----


Re: OT: my 10 year old wants to make games

2013-08-26 Thread Juhani Karlsson
Try this https://www.scirra.com/construct2

- J


On 26 August 2013 15:47, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:


 My 10 year old daughter has expressed an interest in making her own games.
  As a typical 10 year old she doesn't have the patience to sit and type
 code out of a book to make a tic-tac-toe game.  I think she's still at the
 age where she needs to see more immediate (and cool) results.

 So, does anyone know of any online, kid-friendly, game building apps that
 might at least teach her some basic concepts?

 The one I'm leaning towards is Scratch, but there are just hundreds of
 other options out there and I have no idea what's good and what sucks.

 Anyone have a favorite they'd recommend?

 Thanks,

 Paul

 P.S. if it makes any difference, her favorite game is Minecraft.




-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: OT: my 10 year old wants to make games

2013-08-26 Thread Ognjen Vukovic
You could let her dive into unity :), but maybe that would be to much,

here are some that google came up with, maybe one of them would be ok for
her,

http://www.3drad.com/
http://www.stonetrip.com/
http://www.garagegames.com/
http://www.sandboxgamemaker.com/

Or if you want to get her started with the basics, let her play around with
rpg maker or something similar.

Best of luck to the the both of you.


On Mon, Aug 26, 2013 at 2:47 PM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:


 My 10 year old daughter has expressed an interest in making her own games.
  As a typical 10 year old she doesn't have the patience to sit and type
 code out of a book to make a tic-tac-toe game.  I think she's still at the
 age where she needs to see more immediate (and cool) results.

 So, does anyone know of any online, kid-friendly, game building apps that
 might at least teach her some basic concepts?

 The one I'm leaning towards is Scratch, but there are just hundreds of
 other options out there and I have no idea what's good and what sucks.

 Anyone have a favorite they'd recommend?

 Thanks,

 Paul

 P.S. if it makes any difference, her favorite game is Minecraft.



Re: OT: my 10 year old wants to make games

2013-08-26 Thread Nicolas Esposito
I suggest to take a look at Game Maker, which allows you to build your own
creation without loosing yourself into lines and lines of code
Its quite straight forward and you can see the results in realtime, but it
is 2D only

If she would like to deal more with 3D stuff and logic I suggest you to use
Unity3D, but in there everything you need you have to code yourself, so
since she's quite young it would be better to start with a simple 2D game
engine and then move forward

By the way both Unity3D and Game Maker are free to use, unlsess you want
more features, in that case you have to pay the license



Re: OT: my 10 year old wants to make games

2013-08-26 Thread Rob Wuijster

Hi Paul,

I recently came across this:
http://research.microsoft.com/en-us/projects/kodu/
http://fuse.microsoft.com/projects/kodu

Apparently from 8 and up

Rob

\/-\/\/

On 26-8-2013 14:47, Paul Griswold wrote:


My 10 year old daughter has expressed an interest in making her own 
games.  As a typical 10 year old she doesn't have the patience to sit 
and type code out of a book to make a tic-tac-toe game.  I think she's 
still at the age where she needs to see more immediate (and cool) results.


So, does anyone know of any online, kid-friendly, game building apps 
that might at least teach her some basic concepts?


The one I'm leaning towards is Scratch, but there are just hundreds of 
other options out there and I have no idea what's good and what sucks.


Anyone have a favorite they'd recommend?

Thanks,

Paul

P.S. if it makes any difference, her favorite game is Minecraft.

No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3392 / Virus Database: 3211/6607 - Release Date: 08/25/13





Re: OT: my 10 year old wants to make games

2013-08-26 Thread Ognjen Vukovic
Rob that seems quite cool for young children to get into programing.


On Mon, Aug 26, 2013 at 2:57 PM, Rob Wuijster r...@casema.nl wrote:

  Hi Paul,

 I recently came across this:
 http://research.microsoft.com/en-us/projects/kodu/
 http://fuse.microsoft.com/projects/kodu

 Apparently from 8 and up

 Rob

 \/-\/\/

 On 26-8-2013 14:47, Paul Griswold wrote:


  My 10 year old daughter has expressed an interest in making her own
 games.  As a typical 10 year old she doesn't have the patience to sit and
 type code out of a book to make a tic-tac-toe game.  I think she's still at
 the age where she needs to see more immediate (and cool) results.

   So, does anyone know of any online, kid-friendly, game building apps
 that might at least teach her some basic concepts?

  The one I'm leaning towards is Scratch, but there are just hundreds of
 other options out there and I have no idea what's good and what sucks.

  Anyone have a favorite they'd recommend?

  Thanks,

  Paul

  P.S. if it makes any difference, her favorite game is Minecraft.

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3392 / Virus Database: 3211/6607 - Release Date: 08/25/13





Re: OT: my 10 year old wants to make games

2013-08-26 Thread Andres Stephens
I wouldn't be into 3d if my dad didn't help me get off games and onto doing 
something productive when I was younger! I owe him one.

My friend on another forum I use compiled a list of free game engines and 
classified them roughly on their ease of use. Very extensive, but a good way to 
start.

www.united3dartists.com/forum/viewtopic.php?f=10t=3687start=0

Hope you find the right program, or game. Like little big planet. You can 
make mini games or custom levels in that.

Keep being awesome.

-Draise

--- Original Message ---

From: Ognjen Vukovic ognj...@gmail.com
Sent: August 26, 2013 8:01 AM
To: robw r...@casema.nl, softimage softimage@listproc.autodesk.com
Subject: Re: OT: my 10 year old wants to make games

Rob that seems quite cool for young children to get into programing.


On Mon, Aug 26, 2013 at 2:57 PM, Rob Wuijster r...@casema.nl wrote:

  Hi Paul,

 I recently came across this:
 http://research.microsoft.com/en-us/projects/kodu/
 http://fuse.microsoft.com/projects/kodu

 Apparently from 8 and up

 Rob

 \/-\/\/

 On 26-8-2013 14:47, Paul Griswold wrote:


  My 10 year old daughter has expressed an interest in making her own
 games.  As a typical 10 year old she doesn't have the patience to sit and
 type code out of a book to make a tic-tac-toe game.  I think she's still at
 the age where she needs to see more immediate (and cool) results.

   So, does anyone know of any online, kid-friendly, game building apps
 that might at least teach her some basic concepts?

  The one I'm leaning towards is Scratch, but there are just hundreds of
 other options out there and I have no idea what's good and what sucks.

  Anyone have a favorite they'd recommend?

  Thanks,

  Paul

  P.S. if it makes any difference, her favorite game is Minecraft.

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3392 / Virus Database: 3211/6607 - Release Date: 08/25/13





Re: OT: my 10 year old wants to make games

2013-08-26 Thread Greg Maguire
I run a 3D Dojo in Belfast every Saturday morning. We primarily use Blender
because of its availability to the students. The class is delivered to the
kids by the kids. I've had kids as old as 11 teach the class. A few of them
are making games, primarily first person shooters in Unity 3D.

Scratch is probably the most common platform out there for teaching but
whatever you do, do not underestimate their abilities. ;)


On Mon, Aug 26, 2013 at 2:00 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 Rob that seems quite cool for young children to get into programing.


 On Mon, Aug 26, 2013 at 2:57 PM, Rob Wuijster r...@casema.nl wrote:

  Hi Paul,

 I recently came across this:
 http://research.microsoft.com/en-us/projects/kodu/
 http://fuse.microsoft.com/projects/kodu

 Apparently from 8 and up

 Rob

 \/-\/\/

 On 26-8-2013 14:47, Paul Griswold wrote:


  My 10 year old daughter has expressed an interest in making her own
 games.  As a typical 10 year old she doesn't have the patience to sit and
 type code out of a book to make a tic-tac-toe game.  I think she's still at
 the age where she needs to see more immediate (and cool) results.

   So, does anyone know of any online, kid-friendly, game building apps
 that might at least teach her some basic concepts?

  The one I'm leaning towards is Scratch, but there are just hundreds of
 other options out there and I have no idea what's good and what sucks.

  Anyone have a favorite they'd recommend?

  Thanks,

  Paul

  P.S. if it makes any difference, her favorite game is Minecraft.

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3392 / Virus Database: 3211/6607 - Release Date: 08/25/13






-- 

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
g...@inlifesize.com | www.inlifesize.com


Re: OT: my 10 year old wants to make games

2013-08-26 Thread Doeke Wartena
hammer for halflife 1 is quite easy. It would require the dad to set up to
make sure compiling works and textures are loaded.
After that you could create a block she can copy and paste and so on learn
here more and more.


2013/8/26 Andres Stephens drais...@outlook.com

  I wouldn't be into 3d if my dad didn't help me get off games and onto
 doing something productive when I was younger! I owe him one.

 My friend on another forum I use compiled a list of free game engines and
 classified them roughly on their ease of use. Very extensive, but a good
 way to start.

 www.united3dartists.com/forum/viewtopic.php?f=10t=3687start=0

 Hope you find the right program, or game. Like little big planet. You
 can make mini games or custom levels in that.

 Keep being awesome.

 -Draise

 --- Original Message ---

 From: Ognjen Vukovic ognj...@gmail.com
 Sent: August 26, 2013 8:01 AM
 To: robw r...@casema.nl, softimage softimage@listproc.autodesk.com
 Subject: Re: OT: my 10 year old wants to make games

  Rob that seems quite cool for young children to get into programing.


 On Mon, Aug 26, 2013 at 2:57 PM, Rob Wuijster r...@casema.nl wrote:

  Hi Paul,

 I recently came across this:
 http://research.microsoft.com/en-us/projects/kodu/
 http://fuse.microsoft.com/projects/kodu

 Apparently from 8 and up

 Rob

 \/-\/\/

  On 26-8-2013 14:47, Paul Griswold wrote:


  My 10 year old daughter has expressed an interest in making her own
 games.  As a typical 10 year old she doesn't have the patience to sit and
 type code out of a book to make a tic-tac-toe game.  I think she's still at
 the age where she needs to see more immediate (and cool) results.

  So, does anyone know of any online, kid-friendly, game building apps
 that might at least teach her some basic concepts?

  The one I'm leaning towards is Scratch, but there are just hundreds of
 other options out there and I have no idea what's good and what sucks.

  Anyone have a favorite they'd recommend?

  Thanks,

  Paul

  P.S. if it makes any difference, her favorite game is Minecraft.

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3392 / Virus Database: 3211/6607 - Release Date: 08/25/13






Re: Friday Flashback #133

2013-08-26 Thread Luc-Eric Rousseau
Don't worry, most of these patents and there children will have expired by
the year 2025. only about twelve years to go!
Le 2013-08-26 05:47, Stefan Kubicek s...@tidbit-images.com a écrit :

 Thx Alan, I knew about the render region, and I'm not surprised of the
 toon and quick stretch ones either.
 What I really wonder is: how could any developer these days write
 commercial software and hope not to infringe any patents by accident? It's
 a total minefield, let alone financially prohibitive due to cost of patent
 research. Heck, I hear even the progress bar is, or was until recently,
 patented! It's coming to a point where it's getting impossible for small
 companies and individuals to develop anything commercially. And that's not
 a problem in a land far far away. It already affects my daily work, as
 illustrated by the lack of decent hair modeling solutions for Soft other
 than that Shave version from stone age. Peregin's Yeti cannot be sold in
 America due to legal dispute with Joe Alter, and I believe that other hair
 mesh modeling tech is also Patented by Cem Yuksel (Hair Farm), and I doubt
 he has plans to port it to Softimage himself.
 Patents are to protect those who take risks and invest in research and
 development, I understand that, but I feel it's getting to a point where it
 does more harm than good. They simply remain effective for too long,
 anything longer than 5 years is a lifetime in software development.

 All one can do is either not write software or just don't give a fuck,
 close his eyes and push forward in hope that nobody sues his ass off. Did I
 miss anything?



  Softimage has a bunch of patents actually.



 Render region:
 http://www.google.com/patents
 ?id=1k8EEBAJzoom=4dq=**avid%20technology%20renderpg=**
 PA12#v=onepageqf=false

 XSI's QuickStretch deformer:
 http://www.google.com/patents
 ?id=NxcgEBAJzoom=4dq=**softimagepg=PA2#v=onepageq**f=false

 There's a few more, including one for toon shading:
 https://www.google.com/search?**tbo=ptbm=ptshl=enq=**
 inassignee:%22Softimage%22https://www.google.com/search?tbo=ptbm=ptshl=enq=inassignee:%22Softimage%22


 Oh, and Avid appears to have a patent on editing f-curves in 2D space:
 https://www.google.com/**patents/WO263847A1?cl=en**
 dq=avid+softimagehl=ensa=X**ei=a4cTUrOxC46g4AP7p4HYCAved=**
 0CDQQ6AEwAAhttps://www.google.com/patents/WO263847A1?cl=endq=avid+softimagehl=ensa=Xei=a4cTUrOxC46g4AP7p4HYCAved=0CDQQ6AEwAA



 On Tue, Aug 20, 2013 at 5:28 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  
 (http://patent.ipexl.com/inventor/Michael_C_Sheasby_1.htmlhttp://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**html
 http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp://patent.ipexl.com/inventor/Michael_C_Sheasby_1.html
 

 )


 What? The XSI Property Editor is actually patented?


  On Mon, Aug 19, 2013 at 12:21 PM, Christoph Muetze c...@glarestudios.de

 wrote:

  ...He didn't just do the skin but also the functional design of the
 user
 interface, right? I was always under the impression that he was the
 designer
 behind the UI. Am i wrong about this?

 I always have a hard time explaining people that i do interface design
 -
 and
 that sometimes includes (but is entirely not about) button painting ;)
 I
 couldn't care less about the (admittedly beautiful) skin of Softimage -
 but
 the UI... oh boy, that's (for the largest part) a piece of true art.


 No, he only did the look and skin of the UI. In an interview on
 xsibase, it was implied he did ui design but this is wrong, it was
 only graphic design.

 For the functional design, we had at many people in the early days who
 designed that.

 They were called  Program Managers, which is how that job was called
 at Microsoft in the 1990s, but in this decade we'd call them
 interaction designers. For example, one person from Softimage|DS
 called Michael Sheasby
 (http://patent.ipexl.com/inventor/Michael_C_Sheasby_1.htmlhttp://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**html
 http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp://patent.ipexl.com/inventor/Michael_C_Sheasby_1.html
 )
 is
 responsible for all the modeless inspector design, i.e. everything
 about how the PPGs work, without which XSI wouldn't feel like XSI.
 There were different people for each areas.



 --
 -----
   Stefan Kubicek   ste...@keyvis.at
 -----
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --





 --
 --**---
   Stefan Kubicek   ste...@keyvis.at
 --**---
keyvis digital imagery
   Alfred 

Re: Friday Flashback #133

2013-08-26 Thread Alan Fregtman
I'm going to file a patent for patenting... That'll show *them*!! :p



On Mon, Aug 26, 2013 at 9:40 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 Don't worry, most of these patents and there children will have expired by
 the year 2025. only about twelve years to go!
 Le 2013-08-26 05:47, Stefan Kubicek s...@tidbit-images.com a écrit :

 Thx Alan, I knew about the render region, and I'm not surprised of the
 toon and quick stretch ones either.
 What I really wonder is: how could any developer these days write
 commercial software and hope not to infringe any patents by accident? It's
 a total minefield, let alone financially prohibitive due to cost of patent
 research. Heck, I hear even the progress bar is, or was until recently,
 patented! It's coming to a point where it's getting impossible for small
 companies and individuals to develop anything commercially. And that's not
 a problem in a land far far away. It already affects my daily work, as
 illustrated by the lack of decent hair modeling solutions for Soft other
 than that Shave version from stone age. Peregin's Yeti cannot be sold in
 America due to legal dispute with Joe Alter, and I believe that other hair
 mesh modeling tech is also Patented by Cem Yuksel (Hair Farm), and I doubt
 he has plans to port it to Softimage himself.
 Patents are to protect those who take risks and invest in research and
 development, I understand that, but I feel it's getting to a point where it
 does more harm than good. They simply remain effective for too long,
 anything longer than 5 years is a lifetime in software development.

 All one can do is either not write software or just don't give a fuck,
 close his eyes and push forward in hope that nobody sues his ass off. Did I
 miss anything?



  Softimage has a bunch of patents actually.



 Render region:
 http://www.google.com/patents
 ?id=1k8EEBAJzoom=4dq=**avid%20technology%20renderpg=**
 PA12#v=onepageqf=false

 XSI's QuickStretch deformer:
 http://www.google.com/patents
 ?id=NxcgEBAJzoom=4dq=**softimagepg=PA2#v=onepageq**f=false

 There's a few more, including one for toon shading:
 https://www.google.com/search?**tbo=ptbm=ptshl=enq=**
 inassignee:%22Softimage%22https://www.google.com/search?tbo=ptbm=ptshl=enq=inassignee:%22Softimage%22


 Oh, and Avid appears to have a patent on editing f-curves in 2D space:
 https://www.google.com/**patents/WO263847A1?cl=en**
 dq=avid+softimagehl=ensa=X**ei=a4cTUrOxC46g4AP7p4HYCAved=**
 0CDQQ6AEwAAhttps://www.google.com/patents/WO263847A1?cl=endq=avid+softimagehl=ensa=Xei=a4cTUrOxC46g4AP7p4HYCAved=0CDQQ6AEwAA



 On Tue, Aug 20, 2013 at 5:28 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  
 (http://patent.ipexl.com/inventor/Michael_C_Sheasby_1.htmlhttp://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**html
 http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp://patent.ipexl.com/inventor/Michael_C_Sheasby_1.html
 

 )


 What? The XSI Property Editor is actually patented?


  On Mon, Aug 19, 2013 at 12:21 PM, Christoph Muetze c...@glarestudios.de
 

 wrote:

  ...He didn't just do the skin but also the functional design of the
 user
 interface, right? I was always under the impression that he was the
 designer
 behind the UI. Am i wrong about this?

 I always have a hard time explaining people that i do interface
 design -
 and
 that sometimes includes (but is entirely not about) button painting
 ;) I
 couldn't care less about the (admittedly beautiful) skin of Softimage
 -
 but
 the UI... oh boy, that's (for the largest part) a piece of true art.


 No, he only did the look and skin of the UI. In an interview on
 xsibase, it was implied he did ui design but this is wrong, it was
 only graphic design.

 For the functional design, we had at many people in the early days who
 designed that.

 They were called  Program Managers, which is how that job was called
 at Microsoft in the 1990s, but in this decade we'd call them
 interaction designers. For example, one person from Softimage|DS
 called Michael Sheasby
 (http://patent.ipexl.com/inventor/Michael_C_Sheasby_1.htmlhttp://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**html
 http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp://patent.ipexl.com/inventor/Michael_C_Sheasby_1.html
 )
 is
 responsible for all the modeless inspector design, i.e. everything
 about how the PPGs work, without which XSI wouldn't feel like XSI.
 There were different people for each areas.



 --
 -----
   Stefan Kubicek   ste...@keyvis.at
 -----
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --





 --
 --**---
   

Re: Friday Flashback #133

2013-08-26 Thread Eugen Sares

Nah, Joe Alter already holds this...


Am 26.08.2013 16:18, schrieb Alan Fregtman:

I'm going to file a patent for patenting... That'll show /them/!! :p



On Mon, Aug 26, 2013 at 9:40 AM, Luc-Eric Rousseau 
luceri...@gmail.com mailto:luceri...@gmail.com wrote:


Don't worry, most of these patents and there children will have
expired by the year 2025. only about twelve years to go!

Le 2013-08-26 05:47, Stefan Kubicek s...@tidbit-images.com
mailto:s...@tidbit-images.com a écrit :

Thx Alan, I knew about the render region, and I'm not
surprised of the toon and quick stretch ones either.
What I really wonder is: how could any developer these days
write commercial software and hope not to infringe any patents
by accident? It's a total minefield, let alone financially
prohibitive due to cost of patent research. Heck, I hear even
the progress bar is, or was until recently, patented! It's
coming to a point where it's getting impossible for small
companies and individuals to develop anything commercially.
And that's not a problem in a land far far away. It already
affects my daily work, as illustrated by the lack of decent
hair modeling solutions for Soft other than that Shave version
from stone age. Peregin's Yeti cannot be sold in America due
to legal dispute with Joe Alter, and I believe that other
hair mesh modeling tech is also Patented by Cem Yuksel (Hair
Farm), and I doubt he has plans to port it to Softimage himself.
Patents are to protect those who take risks and invest in
research and development, I understand that, but I feel it's
getting to a point where it does more harm than good. They
simply remain effective for too long, anything longer than 5
years is a lifetime in software development.

All one can do is either not write software or just don't give
a fuck, close his eyes and push forward in hope that nobody
sues his ass off. Did I miss anything?



Softimage has a bunch of patents actually.



Render region:
http://www.google.com/patents

?id=1k8EEBAJzoom=4dq=avid%20technology%20renderpg=PA12#v=onepageqf=false

XSI's QuickStretch deformer:
http://www.google.com/patents
?id=NxcgEBAJzoom=4dq=softimagepg=PA2#v=onepageqf=false

There's a few more, including one for toon shading:

https://www.google.com/search?tbo=ptbm=ptshl=enq=inassignee:%22Softimage%22


Oh, and Avid appears to have a patent on editing f-curves
in 2D space:

https://www.google.com/patents/WO263847A1?cl=endq=avid+softimagehl=ensa=Xei=a4cTUrOxC46g4AP7p4HYCAved=0CDQQ6AEwAA



On Tue, Aug 20, 2013 at 5:28 AM, Stefan Kubicek
s...@tidbit-images.com mailto:s...@tidbit-images.comwrote:


(http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp://patent.ipexl.com/inventor/Michael_C_Sheasby_1.html

)


What? The XSI Property Editor is actually patented?


 On Mon, Aug 19, 2013 at 12:21 PM, Christoph Muetze
c...@glarestudios.de mailto:c...@glarestudios.de

wrote:

...He didn't just do the skin but also the
functional design of the user
interface, right? I was always under the
impression that he was the
designer
behind the UI. Am i wrong about this?

I always have a hard time explaining people
that i do interface design -
and
that sometimes includes (but is entirely not
about) button painting ;) I
couldn't care less about the (admittedly
beautiful) skin of Softimage -
but
the UI... oh boy, that's (for the largest
part) a piece of true art.


No, he only did the look and skin of the UI. In an
interview on
xsibase, it was implied he did ui design but
this is wrong, it was
only graphic design.

For the functional design, we had at many people
in the early days who
designed that.

They were called  Program Managers, which is how
that job was called
at Microsoft in the 1990s, but in this decade we'd
call them
interaction designers. For example, one person
from Softimage|DS
called 

Re: Windows 7 or 8

2013-08-26 Thread Stephen Davidson
Here is an article that explains how to remove Metro from Windows 8.1
http://www.zdnet.com/the-metro-haters-guide-to-the-windows-8-1-preview-718398/

I don't know if it will help your situation, but at least Windows will look
more familiar.


On Mon, Aug 26, 2013 at 5:41 AM, Rob Wuijster r...@casema.nl wrote:

  afaik windowing in metro mode isn't part of W8 or W8.1, as to boot to
 desktop and have a wallpaper on the startscreen are.

 The Metro app in a window on the desktop is something done by a company
 called Stardock, and is called ModernMix.

 Unless I understand your comment wrong.


 Rob

 \/-\/\/

 On 26-8-2013 1:09, Raffaele Fragapane wrote:

  There are more than a few apps that barf at win8 in metro mode, and even
 with several tweaks some are just plain too painful.
  The Crytek SDK one and half release ago in example outright refuses to
 run for many people.

  It's a minority, and my experience is Soft, Maya, PS, ZBrush etc. all
 run perfectly fine, but it's not an irrelevant minority. You might want to
 make a census of your apps and look up on the interwebs which work and
 which don't.

  Before contemplating win 8 though I'd give it a couple months. 8.1 with a
 lot of fixes and a less aggressive metro mode (not to mention windowing in
 metro mode) should be out in October, and might very well fix A LOT of
 these issues.


 On Mon, Aug 26, 2013 at 5:13 AM, Alex Dorman aleym...@googlemail.comwrote:

 What programs were causing the most problems? Did you try running them in
 compatibility mode? I'm thinking of buying a new workstation and going down
 the windows 8 route but might not if its a world of pain.

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3392 / Virus Database: 3211/6606 - Release Date: 08/25/13





-- 

Best Regards,
*  Stephen P. Davidson**
   **(954) 552-7956
*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: my 10 year old wants to make games

2013-08-26 Thread Eric Deren

You could let her dive into unity :), but maybe that would be to much,


I was going to say that.  Unity can be as simple or as complex as you want 
it to be.


I'm not much of a realtime guy but I had to deliver a fairly large project 
in Unity recently and I found it quite a nice mix of simplicity mixed with 
option of roll-your-sleeves-up-and-start-coding customizability, much like 
any mature application.  (It was also quite a novelty to present the 
finished product to the client without having to render or comp.)


But back on the topic, I would imagine that a 10 year old could get into the 
free version of Unity with very little trouble.


-Eric





Re: Friday Flashback #133

2013-08-26 Thread Eric Thivierge
To add from what I read on the another list on which Joe responded 
about the Yeti situation, he offered to work something out with them 
but they straight up declined and now we have no access to it in North 
America (is that still the case?).


One thing I dislike about Joe though is that he isn't continuing 
development on Shave or innovating in that space (that I know of). 
Basically holding a patent and enforcing it but not innovating with it. 
It's fair enough if he wants to do it, but that doesn't make me like 
him. I've never met him so I dislike him in a mild sense.



Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On August-26-13 11:33:49 AM, Eric Deren wrote:

Nah, Joe Alter already holds this...


I still have yet to figure out why folks unabashedly slam Joe.  Yes,
there are patent trolls and yes, there are serious problems with our
patent system, but after evaluating the entire situation after the
Yeti deal collapsed (which was unfortunate), it seems to me that, in
general, Joe is the little guy that the best parts of our decrepit
patent system support.

Before the Yeti thing, his patent basically kept several large studios
from outright stealing his work and giving him no compensation for
it.  Isn't that the ideal situation for patents?  Protecting the
little guy from the big conglomerate corporations?

I don't want to turn this into a political discussion but this evil
Joe Alter thread came up on a neighboring VFX list that Joe was
actually on, and when he calmly presented his case it actually made a
lot of sense. Yeti is an unfortunate causality to this situation, but
this doesn't mean that Joe is a patent troll...  I mean, he did the
actual work and makes money from competing products based on that
work.  I'm all for open-source stuff and I think if someone wants to
go down that route, more power to them.  All of my released work has
been released as such.  But that doesn't mean that if someone wants
the protection of the law for their creation they should be denied
that.  Methinks if his detractors actually held patents they would
have a different opinion of him.

My 0.02.

-Eric




-Original Message- From: Eugen Sares
Sent: Monday, August 26, 2013 10:23 AM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133


Nah, Joe Alter already holds this...




Re: OT: my 10 year old wants to make games

2013-08-26 Thread Eric Turman
Hi Paul,

I too have a daughter (Giselle) just about your daughter's age --as well as
son almost three years older (Jean-Luc)-- who are interested in creating
games. I'm including the age that Giselle started using the programs to
give you a frame of reference on how accessible the various programs are.

*Game Maker:*
While it does have some substantial limitations dealing with surfaces, I'd
have to strongly recommend Game Maker; my daughter was making up her own
games with it when she was 7. It is a complete all-in-one tool. There are
also published books (specifically addressing Game Maker) available with CD
content of each stage of development of many games. Game maker abstracts
programming concepts nicely for the young programmer through
parameter-populated iconic program blocks. Once she has mastered the logic,
there are scripting icons that will allow her to do pure scripting.
Spelunky was made using Game maker and the source project is available to
learn from:  http://spelunkyworld.com/original.html  I have been helping my
son work through these books an independent study course. On a side note,
Jean-Luc has been using Game Maker's editor to design some clever puzzles
as well as contributing to core game mechanics for an upcoming indie
puzzle-platformer that a game designer/programmer friend, Steven
Kiesewetter, and I are working on. (although we are looking to port it over
to Unity due to the aforementioned performance limitations of Game Maker on
lower end hardware.)

*Kodu Game Lab:*
Another great engine/frameworks that my daughter loved using around 5-6
years old was http://fuse.microsoft.com/projects/kodu This takes an even
simpler approach to game creation by coding the behaviors and controls in
picture sentences that live under each game object. Kodu does this
through a rotary-branching menu system;  Giselle would fly through the
menus, faster than I could keep up with, creating behaviors for in game
agents and player input. It enabled her to code all sorts of games and
stories using just the Xbox controller. Its obvious hook is that is makes
creating 3D games very easy.

*Scratch:*
MIT has created a fantastic way to introduce programming to children
through a simple drag  drop interface http://scratch.mit.edu/ Giselle was
into this pretty heavily when she was 8 although it never captured
Jean-Luc's imagination.

*Spore Galactic Adventures:*
This is a straight up game with an editor, but it deserves a mention from
the standpoint that it is very easy to create a variety of creature looks
as well as create stories that can be shared. This has had a hold on
Giselle for few week bursts over the last year. Depending on what your
daughter wants to do with game creation this may be of interest to her.

I hope sharing some of my family's personal experience was helpful for you.

Cheers,

-=Eric






On Mon, Aug 26, 2013 at 8:14 AM, Doeke Wartena clankil...@gmail.com wrote:

 hammer for halflife 1 is quite easy. It would require the dad to set up to
 make sure compiling works and textures are loaded.
 After that you could create a block she can copy and paste and so on learn
 here more and more.


 2013/8/26 Andres Stephens drais...@outlook.com

  I wouldn't be into 3d if my dad didn't help me get off games and onto
 doing something productive when I was younger! I owe him one.

 My friend on another forum I use compiled a list of free game engines and
 classified them roughly on their ease of use. Very extensive, but a good
 way to start.

 www.united3dartists.com/forum/viewtopic.php?f=10t=3687start=0

 Hope you find the right program, or game. Like little big planet. You
 can make mini games or custom levels in that.

 Keep being awesome.

 -Draise

 --- Original Message ---

 From: Ognjen Vukovic ognj...@gmail.com
 Sent: August 26, 2013 8:01 AM
 To: robw r...@casema.nl, softimage softimage@listproc.autodesk.com
 
 Subject: Re: OT: my 10 year old wants to make games

  Rob that seems quite cool for young children to get into programing.


 On Mon, Aug 26, 2013 at 2:57 PM, Rob Wuijster r...@casema.nl wrote:

  Hi Paul,

 I recently came across this:
 http://research.microsoft.com/en-us/projects/kodu/
 http://fuse.microsoft.com/projects/kodu

 Apparently from 8 and up

 Rob

 \/-\/\/

  On 26-8-2013 14:47, Paul Griswold wrote:


  My 10 year old daughter has expressed an interest in making her own
 games.  As a typical 10 year old she doesn't have the patience to sit and
 type code out of a book to make a tic-tac-toe game.  I think she's still at
 the age where she needs to see more immediate (and cool) results.

  So, does anyone know of any online, kid-friendly, game building apps
 that might at least teach her some basic concepts?

  The one I'm leaning towards is Scratch, but there are just hundreds of
 other options out there and I have no idea what's good and what sucks.

  Anyone have a favorite they'd recommend?

  Thanks,

  Paul

  P.S. if it makes any 

Re: Friday Flashback #133

2013-08-26 Thread Eric Deren

Nah, Joe Alter already holds this...


I still have yet to figure out why folks unabashedly slam Joe.  Yes, there 
are patent trolls and yes, there are serious problems with our patent 
system, but after evaluating the entire situation after the Yeti deal 
collapsed (which was unfortunate), it seems to me that, in general, Joe is 
the little guy that the best parts of our decrepit patent system support.


Before the Yeti thing, his patent basically kept several large studios from 
outright stealing his work and giving him no compensation for it.  Isn't 
that the ideal situation for patents?  Protecting the little guy from the 
big conglomerate corporations?


I don't want to turn this into a political discussion but this evil Joe 
Alter thread came up on a neighboring VFX list that Joe was actually on, 
and when he calmly presented his case it actually made a lot of sense. 
Yeti is an unfortunate causality to this situation, but this doesn't mean 
that Joe is a patent troll...  I mean, he did the actual work and makes 
money from competing products based on that work.  I'm all for open-source 
stuff and I think if someone wants to go down that route, more power to 
them.  All of my released work has been released as such.  But that doesn't 
mean that if someone wants the protection of the law for their creation they 
should be denied that.  Methinks if his detractors actually held patents 
they would have a different opinion of him.


My 0.02.

-Eric




-Original Message- 
From: Eugen Sares

Sent: Monday, August 26, 2013 10:23 AM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133


Nah, Joe Alter already holds this...



Fabric Engine - portable characters and manipulation

2013-08-26 Thread Paul Doyle
Hi guys – we’ve been working hard on the rigging and manipulation work for
Splice. I’m happy to say we’re able to show you that work, and our aim is
to make a drop of this available to the Splice test group sometime in
September. We will be opening up Splice to the general Creation list soon
(October/November), but please mail me if you’d like to get on board now
(our minimum requirement is coding experience with Python as a
TA/TD/programmer in production).

Below is an excerpt from the webpage. We’d really appreciate your feedback
on this, as it’s an area we think is ripe for some innovation.

Cheers,

Paul

“In most DCC applications (Maya, Softimage etc)  manipulation and the way
it works is a fixture of the rig. For example, if you want to manipulate an
object's rotation with a position in 3D you can only do that by building an
auxiliary rig. If you need further options and more versatility these rigs
can grow extremely complex and hard to manage. Furthermore, the evaluation
of heavy rigs like this really slows down the application, which has a
direct impact on the speed and quality of animation work.

Splice Manipulation provides a new way of adding custom manipulation to any
Spliced application in a portable fashion. Any KL object can now implement
callbacks for manipulation, allowing TDs to build their own workflows very
easily. Essentially, these rigs and their manipulation framework can be
moved freely between applications. The Splice manipulation system ties
deeply into the host application's animation system, so you can animate
Splice manipulation components as if they were native objects.

The Splice manipulation framework is only present at the time of the
manipulation. This means that cyclic dependencies in the data (such as a
symmetry interaction, for example) can be implemented without a problem.
The complex math can happen only at manipulation time, so that the rig's
performance isn't affected by the complexity of the manipulation features.
This allows for powerful, flexible authoring capabilities _and_
 high-performance of the rigs themselves.
Splice Manipulation in Maya and Softimage

Maya: https://vimeo.com/73146827

Softimage https://vimeo.com/73147499

If you'd like to learn more about the rigging paradigm in Creation, you can
read the article here http://fabricengine.com/2012/08/2800/”

http://fabricengine.com/splice/spliced-rigging/


Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread peter_b
character rigs portable between applications... isn’t that like the holy grail?
this sounds like a HUGE step in freeing productions from a single DCC 
application.


From: Paul Doyle 
Sent: Monday, August 26, 2013 6:23 PM
To: softimage@listproc.autodesk.com 
Subject: Fabric Engine - portable characters and manipulation

Hi guys – we’ve been working hard on the rigging and manipulation work for 
Splice. I’m happy to say we’re able to show you that work, and our aim is to 
make a drop of this available to the Splice test group sometime in September. 
We will be opening up Splice to the general Creation list soon 
(October/November), but please mail me if you’d like to get on board now (our 
minimum requirement is coding experience with Python as a TA/TD/programmer in 
production).

Below is an excerpt from the webpage. We’d really appreciate your feedback on 
this, as it’s an area we think is ripe for some innovation.

Cheers,


Paul

“In most DCC applications (Maya, Softimage etc)  manipulation and the way it 
works is a fixture of the rig. For example, if you want to manipulate an 
object's rotation with a position in 3D you can only do that by building an 
auxiliary rig. If you need further options and more versatility these rigs can 
grow extremely complex and hard to manage. Furthermore, the evaluation of heavy 
rigs like this really slows down the application, which has a direct impact on 
the speed and quality of animation work.

Splice Manipulation provides a new way of adding custom manipulation to any 
Spliced application in a portable fashion. Any KL object can now implement 
callbacks for manipulation, allowing TDs to build their own workflows very 
easily. Essentially, these rigs and their manipulation framework can be moved 
freely between applications. The Splice manipulation system ties deeply into 
the host application's animation system, so you can animate Splice manipulation 
components as if they were native objects.

The Splice manipulation framework is only present at the time of the 
manipulation. This means that cyclic dependencies in the data (such as a 
symmetry interaction, for example) can be implemented without a problem. The 
complex math can happen only at manipulation time, so that the rig's 
performance isn't affected by the complexity of the manipulation features. This 
allows for powerful, flexible authoring capabilities _and_  high-performance of 
the rigs themselves.

Splice Manipulation in Maya and Softimage
Maya: https://vimeo.com/73146827

Softimage https://vimeo.com/73147499

If you'd like to learn more about the rigging paradigm in Creation, you can 
read the article here”

http://fabricengine.com/splice/spliced-rigging/ 


Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Eric Turman
This is very very intriguing indeed. What components exactly do I need to
start creating a generalized rigging system using this as a frameworks?


On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:

   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle technove...@gmail.com
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work for
 Splice. I’m happy to say we’re able to show you that work, and our aim is
 to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your feedback
 on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the way
 it works is a fixture of the rig. For example, if you want to manipulate an
 object's rotation with a position in 3D you can only do that by building an
 auxiliary rig. If you need further options and more versatility these rigs
 can grow extremely complex and hard to manage. Furthermore, the evaluation
 of heavy rigs like this really slows down the application, which has a
 direct impact on the speed and quality of animation work.

 Splice Manipulation provides a new way of adding custom manipulation to
 any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice manipulation
 system ties deeply into the host application's animation system, so you can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented without a problem.
 The complex math can happen only at manipulation time, so that the rig's
 performance isn't affected by the complexity of the manipulation features.
 This allows for powerful, flexible authoring capabilities _and_
 high-performance of the rigs themselves.
 Splice Manipulation in Maya and Softimage

 Maya: https://vimeo.com/73146827

 Softimage https://vimeo.com/73147499

 If you'd like to learn more about the rigging paradigm in Creation, you
 can read the article here http://fabricengine.com/2012/08/2800/”

 http://fabricengine.com/splice/spliced-rigging/




-- 




-=T=-


Re: Friday Flashback #133

2013-08-26 Thread Luc-Eric Rousseau
On Mon, Aug 26, 2013 at 11:33 AM, Eric Deren eric_l...@dzignlight.com wrote:
 I still have yet to figure out why folks unabashedly slam Joe.  Yes, there
 are patent trolls and yes, there are serious problems with our patent
 system, but after evaluating the entire situation after the Yeti deal
 collapsed (which was unfortunate), it seems to me that, in general, Joe is
 the little guy that the best parts of our decrepit patent system support.

 Before the Yeti thing, his patent basically kept several large studios from
 outright stealing his work and giving him no compensation for it.  Isn't
 that the ideal situation for patents?  Protecting the little guy from the
 big conglomerate corporations?

It's because Joe has a patent that's pretty general on how to
mathematically parametrize hair on a 3d surface, which not so much
something that's he invented but more of a description he's figured
out of the way to replicate on a computer what nature does on your
head.  It simply isn't true that everyone who writes a hair system is
necessarily stealing his work, other people could come to the same
conclusion without looking at this work.

that's how patents are: you have process to do something, then you
qualify it with a specific field, and boom, you've got a patent. There
are patents for drawing... on a computer.  You can't patent drawing,
but you could do it if you qualify it with on a computer.

It's really a case of running to the patent office early in CG history
before anyone else could and not so much of the little guy with a
brilliant innovation that needs to be protected from evil
conglomerates.


RE: Friday Flashback #134

2013-08-26 Thread Matt Lind
Look at the console window titlebar.  That's clearly IRIX.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Saturday, August 24, 2013 6:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #134

how do you know it's the irix version? the windows version looked the same 
until 3.8 service pack something, afaik

On Sat, Aug 24, 2013 at 3:43 PM, Matt Lind ml...@carbinestudios.com wrote:
 it's the IRIX version of Softimage|3D.  guessing 1995-ish.

 Matt

 
 From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares 
 [sof...@mail.sprit.org]
 Sent: Friday, August 23, 2013 11:58 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #134

 Is this the new Metro UI style of Softimage? I like it!
 ; ]

 Am 23.08.2013 21:17, schrieb Stephen Blair:
 Friday Flashback #134
 Screenshot of SOFTIMAGE|3D Matter module: mental ray -- DONE.
 http://wp.me/powV4-2Pj



RE: Friday Flashback #133

2013-08-26 Thread Matt Lind
One nice thing about patents - they eventually expire.  

Take a look at many of the Softimage patents and you'll notice they're dated in 
the 1990's.  With patents being issued for 20 year protection (in the US), many 
of those patents will be expiring soon.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: Monday, August 26, 2013 2:47 AM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133

Thx Alan, I knew about the render region, and I'm not surprised of the toon and 
quick stretch ones either.
What I really wonder is: how could any developer these days write commercial 
software and hope not to infringe any patents by accident? It's a total 
minefield, let alone financially prohibitive due to cost of patent research. 
Heck, I hear even the progress bar is, or was until recently, patented! It's 
coming to a point where it's getting impossible for small companies and 
individuals to develop anything commercially. And that's not a problem in a 
land far far away. It already affects my daily work, as illustrated by the lack 
of decent hair modeling solutions for Soft other than that Shave version from 
stone age. Peregin's Yeti cannot be sold in America due to legal dispute with 
Joe Alter, and I believe that other hair mesh modeling tech is also Patented 
by Cem Yuksel (Hair Farm), and I doubt he has plans to port it to Softimage 
himself.
Patents are to protect those who take risks and invest in research and 
development, I understand that, but I feel it's getting to a point where it 
does more harm than good. They simply remain effective for too long, anything 
longer than 5 years is a lifetime in software development.

All one can do is either not write software or just don't give a fuck, close 
his eyes and push forward in hope that nobody sues his ass off. Did I miss 
anything?



 Softimage has a bunch of patents actually.



 Render region:
 http://www.google.com/patents
 ?id=1k8EEBAJzoom=4dq=avid%20technology%20renderpg=PA12#v=onepag
 eqf=false

 XSI's QuickStretch deformer:
 http://www.google.com/patents
 ?id=NxcgEBAJzoom=4dq=softimagepg=PA2#v=onepageqf=false

 There's a few more, including one for toon shading:
 https://www.google.com/search?tbo=ptbm=ptshl=enq=inassignee:%22Soft
 image%22


 Oh, and Avid appears to have a patent on editing f-curves in 2D space:
 https://www.google.com/patents/WO263847A1?cl=endq=avid+softimage;
 hl=ensa=Xei=a4cTUrOxC46g4AP7p4HYCAved=0CDQQ6AEwAA



 On Tue, Aug 20, 2013 at 5:28 AM, Stefan Kubicek s...@tidbit-images.comwrote:

 (http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp:/
 /patent.ipexl.com/inventor/Michael_C_Sheasby_1.html
 )


 What? The XSI Property Editor is actually patented?


  On Mon, Aug 19, 2013 at 12:21 PM, Christoph Muetze 
 c...@glarestudios.de
 wrote:

 ...He didn't just do the skin but also the functional design of the 
 user interface, right? I was always under the impression that he 
 was the designer behind the UI. Am i wrong about this?

 I always have a hard time explaining people that i do interface 
 design - and that sometimes includes (but is entirely not about) 
 button painting ;) I couldn't care less about the (admittedly 
 beautiful) skin of Softimage - but the UI... oh boy, that's (for 
 the largest part) a piece of true art.


 No, he only did the look and skin of the UI. In an interview on 
 xsibase, it was implied he did ui design but this is wrong, it was 
 only graphic design.

 For the functional design, we had at many people in the early days 
 who designed that.

 They were called  Program Managers, which is how that job was called 
 at Microsoft in the 1990s, but in this decade we'd call them 
 interaction designers. For example, one person from Softimage|DS 
 called Michael Sheasby
 (http://patent.ipexl.com/**inventor/Michael_C_Sheasby_1.**htmlhttp:
 //patent.ipexl.com/inventor/Michael_C_Sheasby_1.html)
 is
 responsible for all the modeless inspector design, i.e. everything 
 about how the PPGs work, without which XSI wouldn't feel like XSI.
 There were different people for each areas.



 --
 --**---
   Stefan Kubicek   ste...@keyvis.at
 --**---
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --





--
-
   Stefan Kubicek  ste...@keyvis.at
-
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its 

Re: Friday Flashback #133

2013-08-26 Thread Alan Fregtman
As I understand it, in even simpler terms he has a patent on guide curves
(hairs) producing an interpolated result.

I get that maybe he was among the first to think of that and implement it
in the early CG days. Kudos to him for being among the first, but in my
eyes that's a *very* fundamental concept of almost any hair system and he
shouldn't be getting more than a mention in the *special thanks* of the
About window of any cg hair solution.

If he's not innovating in that field and his own product (Shave) is falling
behind the times then I'm afraid that's his problem (and I'd love him to
make it better, frankly), but he shouldn't stifle anyone else's seemingly
superior solutions from advancing (or selling) just because they have any
form of guide paths being extrapolated into a dense population of hair
segments. That attitude seems troll'ish to me.

On another note, I hope he isn't granted a patent on Pose-Space
Deformations (PSD) for his work on the *LBrush* product:
http://www.lbrush.com/
but at the same time I do hope people purchase his product and he makes
money from it directly and not via litigation with others, and hope to see
new fancy shmancy kickass innovative solutions from him.



On Mon, Aug 26, 2013 at 1:23 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 On Mon, Aug 26, 2013 at 11:33 AM, Eric Deren eric_l...@dzignlight.com
 wrote:
  I still have yet to figure out why folks unabashedly slam Joe.  Yes,
 there
  are patent trolls and yes, there are serious problems with our patent
  system, but after evaluating the entire situation after the Yeti deal
  collapsed (which was unfortunate), it seems to me that, in general, Joe
 is
  the little guy that the best parts of our decrepit patent system
 support.
 
  Before the Yeti thing, his patent basically kept several large studios
 from
  outright stealing his work and giving him no compensation for it.  Isn't
  that the ideal situation for patents?  Protecting the little guy from the
  big conglomerate corporations?

 It's because Joe has a patent that's pretty general on how to
 mathematically parametrize hair on a 3d surface, which not so much
 something that's he invented but more of a description he's figured
 out of the way to replicate on a computer what nature does on your
 head.  It simply isn't true that everyone who writes a hair system is
 necessarily stealing his work, other people could come to the same
 conclusion without looking at this work.

 that's how patents are: you have process to do something, then you
 qualify it with a specific field, and boom, you've got a patent. There
 are patents for drawing... on a computer.  You can't patent drawing,
 but you could do it if you qualify it with on a computer.

 It's really a case of running to the patent office early in CG history
 before anyone else could and not so much of the little guy with a
 brilliant innovation that needs to be protected from evil
 conglomerates.



Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Helge Mathee
Well - that's a good question really. You can script splice using python 
and jscript inside soft,
using mel + python inside maya. So I'd say you'd use python (common 
nominator) inside the
DCCs, with slight adaptations concerning the command for each one. Then 
you'd build your
picking, synaptics, workflow using python and Qt or whatnot. You may 
then compose operators

using KL and Splice to reflect your manipulation and rig runtime.

Done.

Seriously it's not far away and it's something I have hoped that people 
would extrapolate to.


:-)

On 8/26/2013 6:46 PM, Eric Turman wrote:
This is very very intriguing indeed. What components exactly do I need 
to start creating a generalized rigging system using this as a frameworks?



On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be 
mailto:pete...@skynet.be wrote:


character rigs portable between applications... isn’t that like
the holy grail?
this sounds like a HUGE step in freeing productions from a single
DCC application.
*From:* Paul Doyle mailto:technove...@gmail.com
*Sent:* Monday, August 26, 2013 6:23 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Fabric Engine - portable characters and manipulation

Hi guys – we’ve been working hard on the rigging and manipulation
work for Splice. I’m happy to say we’re able to show you that
work, and our aim is to make a drop of this available to the
Splice test group sometime in September. We will be opening up
Splice to the general Creation list soon (October/November), but
please mail me if you’d like to get on board now (our minimum
requirement is coding experience with Python as a TA/TD/programmer
in production).

Below is an excerpt from the webpage. We’d really appreciate your
feedback on this, as it’s an area we think is ripe for some
innovation.

Cheers,

Paul

“In most DCC applications (Maya, Softimage etc)  manipulation and
the way it works is a fixture of the rig. For example, if you want
to manipulate an object's rotation with a position in 3D you can
only do that by building an auxiliary rig. If you need further
options and more versatility these rigs can grow extremely complex
and hard to manage. Furthermore, the evaluation of heavy rigs like
this really slows down the application, which has a direct impact
on the speed and quality of animation work.

Splice Manipulation provides a new way of adding custom
manipulation to any Spliced application in a portable fashion. Any
KL object can now implement callbacks for manipulation, allowing
TDs to build their own workflows very easily. Essentially, these
rigs and their manipulation framework can be moved freely between
applications. The Splice manipulation system ties deeply into the
host application's animation system, so you can animate Splice
manipulation components as if they were native objects.

The Splice manipulation framework is only present at the time of
the manipulation. This means that cyclic dependencies in the data
(such as a symmetry interaction, for example) can be implemented
without a problem. The complex math can happen only at
manipulation time, so that the rig's performance isn't affected by
the complexity of the manipulation features. This allows for
powerful, flexible authoring capabilities _and_ high-performance
of the rigs themselves.


  Splice Manipulation in Maya and Softimage

Maya: https://vimeo.com/73146827

Softimage https://vimeo.com/73147499

If you'd like to learn more about the rigging paradigm in
Creation, you can read the articlehere
http://fabricengine.com/2012/08/2800/”

http://fabricengine.com/splice/spliced-rigging/




--




-=T=-




Re: Friday Flashback #133

2013-08-26 Thread Eric Lampi
I'm a little unsure what the problem people have with him is too. Maybe I
am just missing something? Aren't there are licensing fee associated with
lots of technologies? They are then built into the cost to the consumery.
Is it really cost prohibitive because he asks for too much or something? Or
does he just not allow anyone to expand on his patented process?


Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Mon, Aug 26, 2013 at 1:56 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 As I understand it, in even simpler terms he has a patent on guide curves
 (hairs) producing an interpolated result.

 I get that maybe he was among the first to think of that and implement it
 in the early CG days. Kudos to him for being among the first, but in my
 eyes that's a *very* fundamental concept of almost any hair system and he
 shouldn't be getting more than a mention in the *special thanks* of the
 About window of any cg hair solution.

 If he's not innovating in that field and his own product (Shave) is
 falling behind the times then I'm afraid that's his problem (and I'd love
 him to make it better, frankly), but he shouldn't stifle anyone else's
 seemingly superior solutions from advancing (or selling) just because they
 have any form of guide paths being extrapolated into a dense population of
 hair segments. That attitude seems troll'ish to me.

 On another note, I hope he isn't granted a patent on Pose-Space
 Deformations (PSD) for his work on the *LBrush* product:
 http://www.lbrush.com/
 but at the same time I do hope people purchase his product and he makes
 money from it directly and not via litigation with others, and hope to see
 new fancy shmancy kickass innovative solutions from him.



 On Mon, Aug 26, 2013 at 1:23 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 On Mon, Aug 26, 2013 at 11:33 AM, Eric Deren eric_l...@dzignlight.com
 wrote:
  I still have yet to figure out why folks unabashedly slam Joe.  Yes,
 there
  are patent trolls and yes, there are serious problems with our patent
  system, but after evaluating the entire situation after the Yeti deal
  collapsed (which was unfortunate), it seems to me that, in general, Joe
 is
  the little guy that the best parts of our decrepit patent system
 support.
 
  Before the Yeti thing, his patent basically kept several large studios
 from
  outright stealing his work and giving him no compensation for it.  Isn't
  that the ideal situation for patents?  Protecting the little guy from
 the
  big conglomerate corporations?

 It's because Joe has a patent that's pretty general on how to
 mathematically parametrize hair on a 3d surface, which not so much
 something that's he invented but more of a description he's figured
 out of the way to replicate on a computer what nature does on your
 head.  It simply isn't true that everyone who writes a hair system is
 necessarily stealing his work, other people could come to the same
 conclusion without looking at this work.

 that's how patents are: you have process to do something, then you
 qualify it with a specific field, and boom, you've got a patent. There
 are patents for drawing... on a computer.  You can't patent drawing,
 but you could do it if you qualify it with on a computer.

 It's really a case of running to the patent office early in CG history
 before anyone else could and not so much of the little guy with a
 brilliant innovation that needs to be protected from evil
 conglomerates.





IDs in Groups

2013-08-26 Thread olivier jeannel

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly 
together and form the final object (a truck).


I shall use particle instances and use velocities to drive them to their 
final position.


Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? How can 
I force Ice to keep track of IDs ?

Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then adding 
to group another new Bolt_030 object, will this work ?


That's something I should test soon, but having some inputs on this 
would be great.


Thank you !




Re: OT: my 10 year old wants to make games

2013-08-26 Thread Paul Griswold
Wow!  Thanks guys for all the options!  Several of these seem like they'd
be perfect for her.

One that I came across was Gamestar Mechanic.  Does anyone have an opinion
on it?  The thing that attracted me to it is, they are doing an online
training series for kids ages 9-14.  It's not cheap - $199.  But I like the
idea of holding her accountable to someone other than her mother and
myself.  They claim they have game experts who work with the kids over
the course of 4 Units to help them develop their own game.

I'm going to have to make a list of all these and sit down to review them
all  narrow it down to a couple of choices and let her pick.

Thanks!

Paul




On Mon, Aug 26, 2013 at 11:55 AM, Eric Turman i.anima...@gmail.com wrote:

 Hi Paul,

 I too have a daughter (Giselle) just about your daughter's age --as well
 as son almost three years older (Jean-Luc)-- who are interested in creating
 games. I'm including the age that Giselle started using the programs to
 give you a frame of reference on how accessible the various programs are.

 *Game Maker:*
 While it does have some substantial limitations dealing with surfaces, I'd
 have to strongly recommend Game Maker; my daughter was making up her own
 games with it when she was 7. It is a complete all-in-one tool. There are
 also published books (specifically addressing Game Maker) available with CD
 content of each stage of development of many games. Game maker abstracts
 programming concepts nicely for the young programmer through
 parameter-populated iconic program blocks. Once she has mastered the logic,
 there are scripting icons that will allow her to do pure scripting.
 Spelunky was made using Game maker and the source project is available to
 learn from:  http://spelunkyworld.com/original.html  I have been helping
 my son work through these books an independent study course. On a side
 note, Jean-Luc has been using Game Maker's editor to design some clever
 puzzles as well as contributing to core game mechanics for an upcoming
 indie puzzle-platformer that a game designer/programmer friend, Steven
 Kiesewetter, and I are working on. (although we are looking to port it over
 to Unity due to the aforementioned performance limitations of Game Maker on
 lower end hardware.)

 *Kodu Game Lab:*
 Another great engine/frameworks that my daughter loved using around 5-6
 years old was http://fuse.microsoft.com/projects/kodu This takes an even
 simpler approach to game creation by coding the behaviors and controls in
 picture sentences that live under each game object. Kodu does this
 through a rotary-branching menu system;  Giselle would fly through the
 menus, faster than I could keep up with, creating behaviors for in game
 agents and player input. It enabled her to code all sorts of games and
 stories using just the Xbox controller. Its obvious hook is that is makes
 creating 3D games very easy.

 *Scratch:*
 MIT has created a fantastic way to introduce programming to children
 through a simple drag  drop interface http://scratch.mit.edu/ Giselle
 was into this pretty heavily when she was 8 although it never captured
 Jean-Luc's imagination.

 *Spore Galactic Adventures:*
 This is a straight up game with an editor, but it deserves a mention from
 the standpoint that it is very easy to create a variety of creature looks
 as well as create stories that can be shared. This has had a hold on
 Giselle for few week bursts over the last year. Depending on what your
 daughter wants to do with game creation this may be of interest to her.

 I hope sharing some of my family's personal experience was helpful for you.

 Cheers,

 -=Eric






 On Mon, Aug 26, 2013 at 8:14 AM, Doeke Wartena clankil...@gmail.comwrote:

 hammer for halflife 1 is quite easy. It would require the dad to set up
 to make sure compiling works and textures are loaded.
 After that you could create a block she can copy and paste and so on
 learn here more and more.


 2013/8/26 Andres Stephens drais...@outlook.com

  I wouldn't be into 3d if my dad didn't help me get off games and onto
 doing something productive when I was younger! I owe him one.

 My friend on another forum I use compiled a list of free game engines
 and classified them roughly on their ease of use. Very extensive, but a
 good way to start.

 www.united3dartists.com/forum/viewtopic.php?f=10t=3687start=0

 Hope you find the right program, or game. Like little big planet.
 You can make mini games or custom levels in that.

 Keep being awesome.

 -Draise

 --- Original Message ---

 From: Ognjen Vukovic ognj...@gmail.com
 Sent: August 26, 2013 8:01 AM
 To: robw r...@casema.nl, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: OT: my 10 year old wants to make games

  Rob that seems quite cool for young children to get into programing.


 On Mon, Aug 26, 2013 at 2:57 PM, Rob Wuijster r...@casema.nl wrote:

  Hi Paul,

 I recently came across this:
 http://research.microsoft.com/en-us/projects/kodu/
 

Re: IDs in Groups

2013-08-26 Thread Alan Fregtman
Group indices AFAIK are in creation order, so as long as you remove the
exact same piece from both in the same order, indices should stay OK.

That is to say, if you go piece by piece. Removing X from group A and then
X from B, it should be ok.

If you remove Y  X from A and X  Y from B in that order, you'll most
likely get messed up indices.



On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel olivier.jean...@noos.frwrote:

 Hello there,

 I'm working on a Meccano project (Lego like construction kit).
 In short : 320 Pieces of Meccano are lying on the ground, they fly
 together and form the final object (a truck).

 I shall use particle instances and use velocities to drive them to their
 final position.

 Instances are in  group.

 I have 2 models :
 Model one is Starting position (Start Group),
 Model 2 is End (goal) Positions (End Group).

 Everything works relying on Objects IDs within groups.

 What will happen if I delete and/or add objects to both groups ? How can I
 force Ice to keep track of IDs ?
 Is alphabetical naming enough ?
 removing from group object Bolt_030 from both groups and then adding to
 group another new Bolt_030 object, will this work ?

 That's something I should test soon, but having some inputs on this would
 be great.

 Thank you !





RE: IDs in Groups

2013-08-26 Thread Grahame Fuller
Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932
 (scroll down to Sorting and Reordering Elements in the Explorer).

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you remove the exact 
same piece from both in the same order, indices should stay OK.

That is to say, if you go piece by piece. Removing X from group A and then X 
from B, it should be ok.

If you remove Y  X from A and X  Y from B in that order, you'll most likely 
get messed up indices.


On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly together and 
form the final object (a truck).

I shall use particle instances and use velocities to drive them to their final 
position.

Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? How can I 
force Ice to keep track of IDs ?
Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then adding to group 
another new Bolt_030 object, will this work ?

That's something I should test soon, but having some inputs on this would be 
great.

Thank you !


attachment: winmail.dat

Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
To keep track of IDs, I created custom parameters per object with a 
unique ID. Then in ICE, I just search for the ID parameter in the group 
to find it's index in the list of the group. You could use a similar 
technique in your situation.


-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:

Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932
 (scroll down to Sorting and Reordering Elements in the Explorer).

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you remove the exact 
same piece from both in the same order, indices should stay OK.

That is to say, if you go piece by piece. Removing X from group A and then X 
from B, it should be ok.

If you remove Y  X from A and X  Y from B in that order, you'll most likely 
get messed up indices.


On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly together and 
form the final object (a truck).

I shall use particle instances and use velocities to drive them to their final 
position.

Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? How can I 
force Ice to keep track of IDs ?
Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then adding to group another 
new Bolt_030 object, will this work ?

That's something I should test soon, but having some inputs on this would be 
great.

Thank you !







Re: IDs in Groups

2013-08-26 Thread olivier jeannel

Mmm...
Matt,
But in group, aren't they supposed to start from 0 ? I mean particle Id 
0 uses object Id 0 in group, no ?
So, removing objects that are not within group shouldn't be fatal. Must 
check...



Le 26/08/2013 20:58, Matt Lind a écrit :

I don't know the full details of what you're doing, but I can say from 
experience that object IDs change whenever objects are added or removed from 
the scene.  When I say object in this instance, I mean any data object, not 
strictly a scene object.  A group qualifies as an object in this case.

What I have observed is the IDs don't change until next time the scene is 
loaded as the changes are recorded on scene save.  The IDs represent records in 
the scene's internal database (guessing here) for fast lookups with tools such 
as FindObjects().  When the scene is saved, the deleted objects are culled from 
the table(s) and the latter objects move up the list filling the voids 
acquiring new IDs in the process.  Therefore, age of an object in the scene 
determines how volatile it's ID will be.  Remove the default light or camera 
and you're likely to see the entire scene's IDs change.

I don't advise tracking IDs if persistence between sessions is required.  If 
needed, create your own attribute or custom metadata containing the information 
that needs to be tracked.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Monday, August 26, 2013 11:41 AM
To: softimage@listproc.autodesk.com
Subject: IDs in Groups

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly together and 
form the final object (a truck).

I shall use particle instances and use velocities to drive them to their final 
position.

Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group), Model 2 is End (goal) Positions 
(End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? How can I 
force Ice to keep track of IDs ?
Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then adding to group another 
new Bolt_030 object, will this work ?

That's something I should test soon, but having some inputs on this would be 
great.

Thank you !









Re: IDs in Groups

2013-08-26 Thread olivier jeannel

Is there some script available ? Because I'm no coder :p


Le 26/08/2013 21:27, Mathieu Leclaire a écrit :
To keep track of IDs, I created custom parameters per object with a 
unique ID. Then in ICE, I just search for the ID parameter in the 
group to find it's index in the list of the group. You could use a 
similar technique in your situation.


-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:
Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932 
(scroll down to Sorting and Reordering Elements in the Explorer).


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan 
Fregtman

Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you remove 
the exact same piece from both in the same order, indices should stay 
OK.


That is to say, if you go piece by piece. Removing X from group A and 
then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll 
most likely get messed up indices.



On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly 
together and form the final object (a truck).


I shall use particle instances and use velocities to drive them to 
their final position.


Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? How 
can I force Ice to keep track of IDs ?

Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then 
adding to group another new Bolt_030 object, will this work ?


That's something I should test soon, but having some inputs on this 
would be great.


Thank you !











Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Stefan Kubicek

I've spent so much time trying to come up with a modular rigging system that comes close to the haptics of CAT and Character Studio in terms of limb creation and direct joint manipulation, but this is the only thing that comes close to it, and even surpasses it in terms of flexibility by miles.I can't wait to start playing with this!One question: What if I needed to snap such a Splice manipulator to another object in the scene? I suppose I'd need to implement my own snapping function?
Well - that's a good question really.
  You can script splice using python and jscript inside soft, 
  using mel + python inside maya. So I'd say you'd use python
  (common nominator) inside the
  DCCs, with slight adaptations concerning the command for each one.
  Then you'd build your
  picking, synaptics, workflow using python and Qt or whatnot. You
  may then compose operators
  using KL and Splice to reflect your manipulation and rig runtime.
  
  Done.
  
  Seriously it's not far away and it's something I have hoped that
  people would extrapolate to. 
  
  :-)
  
  On 8/26/2013 6:46 PM, Eric Turman wrote:


  This is very very intriguing indeed. What
components exactly do I need to start creating a generalized
rigging system using this as a frameworks?
  


  On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be wrote:
  

  

  character rigs portable between applications...
isn’t that like the holy grail?
  this sounds like a HUGE step in freeing
productions from a single DCC application.
  
  

  
  
From: Paul Doyle 
Sent: Monday, August 26, 2013 6:23
  PM
To: softimage@listproc.autodesk.com

Subject: Fabric Engine - portable
  characters and manipulation
  


  
  

  

  Hi
  guys – we’ve been working hard on the
  rigging and manipulation work for Splice.
  I’m happy to say we’re able to show you
  that work, and our aim is to make a drop
  of this available to the Splice test group
  sometime in September. We will be opening
  up Splice to the general Creation list
  soon (October/November), but please mail
  me if you’d like to get on board now (our
  minimum requirement is coding experience
  with Python as a TA/TD/programmer in
  production).
  Below
  is an excerpt from the webpage. We’d
  really appreciate your feedback on this,
  as it’s an area we think is ripe for some
  innovation.
  Cheers,
  
  Paul
  “In
  most DCC applications (Maya, Softimage
  etc) manipulation and the way it works is
  a fixture of the rig. For example, if you
  want to manipulate an object's rotation
  with a position in 3D you can only do that
  by building an auxiliary rig. If you need
  further options and more versatility these
  rigs can grow extremely complex and hard
  to manage. Furthermore, the evaluation of
  heavy rigs like this really slows down the
  application, which has a direct impact on
  the speed and quality of animation work.
  Splice
  Manipulation provides a new way of adding
  custom manipulation to any Spliced
  application in a portable fashion. Any KL
  object can now implement callbacks for
  manipulation, allowing TDs to build their
  own workflows very easily. Essentially,
  these rigs and their manipulation
  

Re: IDs in Groups

2013-08-26 Thread olivier jeannel

Thank's Alan,
That sounds reassuring :)
I'll try to live with that order of creation rule then.

Le 26/08/2013 20:52, Alan Fregtman a écrit :
Group indices AFAIK are in creation order, so as long as you remove 
the exact same piece from both in the same order, indices should stay OK.


That is to say, if you go piece by piece. Removing X from group A and 
then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll most 
likely get messed up indices.




On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly
together and form the final object (a truck).

I shall use particle instances and use velocities to drive them to
their final position.

Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ?
How can I force Ice to keep track of IDs ?
Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then
adding to group another new Bolt_030 object, will this work ?

That's something I should test soon, but having some inputs on
this would be great.

Thank you !







Re: OT: my 10 year old wants to make games

2013-08-26 Thread Eric Turman
I can not be certain since I'm not going to take the time for signing up
and evaluating it, but, based on a couple of frames that I paused at,
Gamestar Mechanic appears to have a similar sentence structure to Kodu
game lab. Its obvious hook is that they have a course associated with it (I
have no idea what quality the course it though)

There is a decent community with Game Maker and plenty of tutorials out on
the internet (although I know it is not the same thing) and it is fairly
cheap at around $50 http://www.yoyogames.com/gamemaker/studio/standard

Also, depending on what your daughter is after, a colleague of mine
suggested RPG Maker (although it is heavily geared to RPG creation)
http://www.rpgmakerweb.com/ and it is reasonable as well at $70




On Mon, Aug 26, 2013 at 1:43 PM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 Wow!  Thanks guys for all the options!  Several of these seem like they'd
 be perfect for her.

 One that I came across was Gamestar Mechanic.  Does anyone have an opinion
 on it?  The thing that attracted me to it is, they are doing an online
 training series for kids ages 9-14.  It's not cheap - $199.  But I like the
 idea of holding her accountable to someone other than her mother and
 myself.  They claim they have game experts who work with the kids over
 the course of 4 Units to help them develop their own game.

 I'm going to have to make a list of all these and sit down to review them
 all  narrow it down to a couple of choices and let her pick.

 Thanks!

 Paul




 On Mon, Aug 26, 2013 at 11:55 AM, Eric Turman i.anima...@gmail.comwrote:

 Hi Paul,

 I too have a daughter (Giselle) just about your daughter's age --as well
 as son almost three years older (Jean-Luc)-- who are interested in creating
 games. I'm including the age that Giselle started using the programs to
 give you a frame of reference on how accessible the various programs are.

 *Game Maker:*
 While it does have some substantial limitations dealing with surfaces,
 I'd have to strongly recommend Game Maker; my daughter was making up her
 own games with it when she was 7. It is a complete all-in-one tool. There
 are also published books (specifically addressing Game Maker) available
 with CD content of each stage of development of many games. Game maker
 abstracts programming concepts nicely for the young programmer through
 parameter-populated iconic program blocks. Once she has mastered the logic,
 there are scripting icons that will allow her to do pure scripting.
 Spelunky was made using Game maker and the source project is available to
 learn from:  http://spelunkyworld.com/original.html  I have been helping
 my son work through these books an independent study course. On a side
 note, Jean-Luc has been using Game Maker's editor to design some clever
 puzzles as well as contributing to core game mechanics for an upcoming
 indie puzzle-platformer that a game designer/programmer friend, Steven
 Kiesewetter, and I are working on. (although we are looking to port it over
 to Unity due to the aforementioned performance limitations of Game Maker on
 lower end hardware.)

 *Kodu Game Lab:*
 Another great engine/frameworks that my daughter loved using around 5-6
 years old was http://fuse.microsoft.com/projects/kodu This takes an even
 simpler approach to game creation by coding the behaviors and controls in
 picture sentences that live under each game object. Kodu does this
 through a rotary-branching menu system;  Giselle would fly through the
 menus, faster than I could keep up with, creating behaviors for in game
 agents and player input. It enabled her to code all sorts of games and
 stories using just the Xbox controller. Its obvious hook is that is makes
 creating 3D games very easy.

 *Scratch:*
 MIT has created a fantastic way to introduce programming to children
 through a simple drag  drop interface http://scratch.mit.edu/ Giselle
 was into this pretty heavily when she was 8 although it never captured
 Jean-Luc's imagination.

 *Spore Galactic Adventures:*
 This is a straight up game with an editor, but it deserves a mention from
 the standpoint that it is very easy to create a variety of creature looks
 as well as create stories that can be shared. This has had a hold on
 Giselle for few week bursts over the last year. Depending on what your
 daughter wants to do with game creation this may be of interest to her.

 I hope sharing some of my family's personal experience was helpful for
 you.

 Cheers,

 -=Eric






 On Mon, Aug 26, 2013 at 8:14 AM, Doeke Wartena clankil...@gmail.comwrote:

 hammer for halflife 1 is quite easy. It would require the dad to set up
 to make sure compiling works and textures are loaded.
 After that you could create a block she can copy and paste and so on
 learn here more and more.


 2013/8/26 Andres Stephens drais...@outlook.com

  I wouldn't be into 3d if my dad didn't help me get off games and onto
 doing something productive when I was younger! I 

Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Helge Mathee

Hey Stefan,

yes - you'd have to implement that. You could also use the python 
callbacks to create a temporary softimage object,
connect it using expressions to the channels, let's say, snap it etc and 
then during the cleanup callback remove the

object again. It's all about the workflow you define.

-H

On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
I've spent so much time trying to come up with a modular rigging 
system that comes close to the haptics of CAT and Character Studio in 
terms of limb creation and direct joint manipulation, but this is the 
only thing that comes close to it, and even surpasses it in terms of 
flexibility by miles.

I can't wait to start playing with this!

One question: What if I needed to snap such a Splice manipulator to 
another object in the scene? I suppose I'd need to implement my own 
snapping function?



Well - that's a good question really. You can script splice using
python and jscript inside soft,
using mel + python inside maya. So I'd say you'd use python
(common nominator) inside the
DCCs, with slight adaptations concerning the command for each one.
Then you'd build your
picking, synaptics, workflow using python and Qt or whatnot. You
may then compose operators
using KL and Splice to reflect your manipulation and rig runtime.

Done.

Seriously it's not far away and it's something I have hoped that
people would extrapolate to.

:-)

On 8/26/2013 6:46 PM, Eric Turman wrote:

This is very very intriguing indeed. What components exactly do I
need to start creating a generalized rigging system using this as
a frameworks?


On Mon, Aug 26, 2013 at 11:34 AM, pete...@skynet.be
mailto:pete...@skynet.be wrote:

character rigs portable between applications... isn’t that
like the holy grail?
this sounds like a HUGE step in freeing productions from a
single DCC application.
*From:* Paul Doyle mailto:technove...@gmail.com
*Sent:* Monday, August 26, 2013 6:23 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Fabric Engine - portable characters and manipulation

Hi guys – we’ve been working hard on the rigging and
manipulation work for Splice. I’m happy to say we’re able to
show you that work, and our aim is to make a drop of this
available to the Splice test group sometime in September. We
will be opening up Splice to the general Creation list soon
(October/November), but please mail me if you’d like to get
on board now (our minimum requirement is coding experience
with Python as a TA/TD/programmer in production).

Below is an excerpt from the webpage. We’d really appreciate
your feedback on this, as it’s an area we think is ripe for
some innovation.

Cheers,

Paul

“In most DCC applications (Maya, Softimage etc)  manipulation
and the way it works is a fixture of the rig. For example, if
you want to manipulate an object's rotation with a position
in 3D you can only do that by building an auxiliary rig. If
you need further options and more versatility these rigs can
grow extremely complex and hard to manage. Furthermore, the
evaluation of heavy rigs like this really slows down the
application, which has a direct impact on the speed and
quality of animation work.

Splice Manipulation provides a new way of adding custom
manipulation to any Spliced application in a portable
fashion. Any KL object can now implement callbacks for
manipulation, allowing TDs to build their own workflows very
easily. Essentially, these rigs and their manipulation
framework can be moved freely between applications. The
Splice manipulation system ties deeply into the host
application's animation system, so you can animate Splice
manipulation components as if they were native objects.

The Splice manipulation framework is only present at the time
of the manipulation. This means that cyclic dependencies in
the data (such as a symmetry interaction, for example) can be
implemented without a problem. The complex math can happen
only at manipulation time, so that the rig's performance
isn't affected by the complexity of the manipulation
features. This allows for powerful, flexible authoring
capabilities _and_ high-performance of the rigs themselves.


  Splice Manipulation in Maya and Softimage

Maya: https://vimeo.com/73146827

Softimage https://vimeo.com/73147499

If you'd like to learn more about the rigging paradigm in
Creation, you can read the articlehere
http://fabricengine.com/2012/08/2800/”

http://fabricengine.com/splice/spliced-rigging/




-- 

Re: IDs in Groups

2013-08-26 Thread olivier jeannel

  
  
Graham,
  
  Is the Reorder Tool "Ids " accessible from Ice ??
  
  Doc says :
  Reordering Scene Objects in the Explorer 
  By

default, elements in a scene are ordered according to when they
were created or when they became children of their parent. This
underlying order is reflected in the explorer and schematic
views when elements are not sorted, and is also used when
selecting the next or previous sibling using the buttons on the
Select panel or the Alt+arrow keys. 
  You
can change this underlying order in the explorer using the
Reorder tool. The Reorder tool allows you to reorder: 
  
  

  Child
objects of a parent. 


  Objects
in a group. 


  Passes
in the pass list. Note that the order of passes in the Pass
Selection menu on the Render toolbar and main menu bar is
based on the sort order set in the explorer. 


  Layers
in the layers list. 


  Clusters
in a cluster container. 

  
  
To
  reorder scene elements in the explorer 


  
Make
  sure that View  General
Sort 
None (creation) is checked. 
  
  
Choose
  View  Reorder
Tool. 
The
  mouse pointer changes to show that the tool is active. 
  
  
Drag
  an element above or below another one in the scene
  explorer. 
Repeat
  to reorder more objects. 
  
  
When
  you have finished, exit the tool by pressing Esc. 
  

  
  
  Le 26/08/2013 20:58, Grahame Fuller a crit:


  Just to add that you can see and modify the "creation order": http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=""> (scroll down to Sorting and Reordering Elements in the Explorer).

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in "creation order", so as long as you remove the exact same piece from both in the same order, indices should stay OK.

That is to say, if you go piece by piece. Removing X from group A and then X from B, it should be ok.

If you remove Y  X from A and X  Y from B in that order, you'll most likely get messed up indices.


On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly together and form the final object (a truck).

I shall use particle instances and use velocities to drive them to their final position.

Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? How can I force Ice to keep track of IDs ?
Is alphabetical naming enough ?
removing from group object "Bolt_030" from both groups and then adding to group another new "Bolt_030" object, will this work ?

That's something I should test soon, but having some inputs on this would be great.

Thank you !





  



Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
You would only need a script if you want to create the ID parameter 
automatically. You can always create them manually if scripting is not 
your thing. Do you have a lot of members in your group?


On 26/08/2013 3:43 PM, olivier jeannel wrote:

Is there some script available ? Because I'm no coder :p


Le 26/08/2013 21:27, Mathieu Leclaire a écrit :
To keep track of IDs, I created custom parameters per object with a 
unique ID. Then in ICE, I just search for the ID parameter in the 
group to find it's index in the list of the group. You could use a 
similar technique in your situation.


-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:
Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932 
(scroll down to Sorting and Reordering Elements in the Explorer).


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan 
Fregtman

Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you 
remove the exact same piece from both in the same order, indices 
should stay OK.


That is to say, if you go piece by piece. Removing X from group A 
and then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll 
most likely get messed up indices.



On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly 
together and form the final object (a truck).


I shall use particle instances and use velocities to drive them to 
their final position.


Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? How 
can I force Ice to keep track of IDs ?

Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then 
adding to group another new Bolt_030 object, will this work ?


That's something I should test soon, but having some inputs on this 
would be great.


Thank you !















Re: IDs in Groups

2013-08-26 Thread olivier jeannel

Around 320 objects...
^^;

Le 26/08/2013 22:13, Mathieu Leclaire a écrit :
You would only need a script if you want to create the ID parameter 
automatically. You can always create them manually if scripting is not 
your thing. Do you have a lot of members in your group?


On 26/08/2013 3:43 PM, olivier jeannel wrote:

Is there some script available ? Because I'm no coder :p


Le 26/08/2013 21:27, Mathieu Leclaire a écrit :
To keep track of IDs, I created custom parameters per object with a 
unique ID. Then in ICE, I just search for the ID parameter in the 
group to find it's index in the list of the group. You could use a 
similar technique in your situation.


-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:
Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932 
(scroll down to Sorting and Reordering Elements in the Explorer).


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan 
Fregtman

Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you 
remove the exact same piece from both in the same order, indices 
should stay OK.


That is to say, if you go piece by piece. Removing X from group A 
and then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll 
most likely get messed up indices.



On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly 
together and form the final object (a truck).


I shall use particle instances and use velocities to drive them to 
their final position.


Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? 
How can I force Ice to keep track of IDs ?

Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then 
adding to group another new Bolt_030 object, will this work ?


That's something I should test soon, but having some inputs on this 
would be great.


Thank you !



















Re: IDs in Groups

2013-08-26 Thread Alan Fregtman
What do the object names look like on each side? Are they identical or end
in the same number? I'm pondering if extracting IDs from the names is worth
exploring.



On Mon, Aug 26, 2013 at 4:18 PM, olivier jeannel olivier.jean...@noos.frwrote:

 Around 320 objects...
 ^^;

 Le 26/08/2013 22:13, Mathieu Leclaire a écrit :

  You would only need a script if you want to create the ID parameter
 automatically. You can always create them manually if scripting is not your
 thing. Do you have a lot of members in your group?

 On 26/08/2013 3:43 PM, olivier jeannel wrote:

 Is there some script available ? Because I'm no coder :p


 Le 26/08/2013 21:27, Mathieu Leclaire a écrit :

 To keep track of IDs, I created custom parameters per object with a
 unique ID. Then in ICE, I just search for the ID parameter in the group to
 find it's index in the list of the group. You could use a similar technique
 in your situation.

 -Mathieu

 On 26/08/2013 2:58 PM, Grahame Fuller wrote:

 Just to add that you can see and modify the creation order:
 http://download.autodesk.com/**global/docs/softimage2014/en_**
 us/userguide/index.html?url=**files/3dexplorer510.htm,**
 topicNumber=d30e8932http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932(scroll
  down to Sorting and Reordering Elements in the Explorer).

 gray

 From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Alan Fregtman
 Sent: Monday, August 26, 2013 2:52 PM
 To: XSI Mailing List
 Subject: Re: IDs in Groups

 Group indices AFAIK are in creation order, so as long as you remove
 the exact same piece from both in the same order, indices should stay OK.

 That is to say, if you go piece by piece. Removing X from group A and
 then X from B, it should be ok.

 If you remove Y  X from A and X  Y from B in that order, you'll most
 likely get messed up indices.


 On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
 olivier.jean...@noos.fr**mailto:olivier.jean...@noos.fr** wrote:
 Hello there,

 I'm working on a Meccano project (Lego like construction kit).
 In short : 320 Pieces of Meccano are lying on the ground, they fly
 together and form the final object (a truck).

 I shall use particle instances and use velocities to drive them to
 their final position.

 Instances are in  group.

 I have 2 models :
 Model one is Starting position (Start Group),
 Model 2 is End (goal) Positions (End Group).

 Everything works relying on Objects IDs within groups.

 What will happen if I delete and/or add objects to both groups ? How
 can I force Ice to keep track of IDs ?
 Is alphabetical naming enough ?
 removing from group object Bolt_030 from both groups and then adding
 to group another new Bolt_030 object, will this work ?

 That's something I should test soon, but having some inputs on this
 would be great.

 Thank you !
















Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
I wish I could share a script with you, but our scripts are too deeply 
linked to our pipeline and I can't just quickly extract the pieces you 
need. It's a pretty easy script to make, but sadly I have no time to 
help you.


I would suggest to proceed as others have informed you then. Make sure 
you select your objects in the same order before creating your groups so 
their orders match. If you need to add or remove elements, make sure you 
remove from both group at the same time and make sure you select objects 
to add in the same order when you add them to your groups. Or simply 
delete both groups, reselect the elements in the right order and 
recreate your groups. The index in the group will match the order in 
which you selected your elements so make sure they match and you should 
be fine.


On 26/08/2013 4:18 PM, olivier jeannel wrote:

Around 320 objects...
^^;

Le 26/08/2013 22:13, Mathieu Leclaire a écrit :
You would only need a script if you want to create the ID parameter 
automatically. You can always create them manually if scripting is 
not your thing. Do you have a lot of members in your group?


On 26/08/2013 3:43 PM, olivier jeannel wrote:

Is there some script available ? Because I'm no coder :p


Le 26/08/2013 21:27, Mathieu Leclaire a écrit :
To keep track of IDs, I created custom parameters per object with a 
unique ID. Then in ICE, I just search for the ID parameter in the 
group to find it's index in the list of the group. You could use a 
similar technique in your situation.


-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:
Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932 
(scroll down to Sorting and Reordering Elements in the Explorer).


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan 
Fregtman

Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you 
remove the exact same piece from both in the same order, indices 
should stay OK.


That is to say, if you go piece by piece. Removing X from group A 
and then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll 
most likely get messed up indices.



On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly 
together and form the final object (a truck).


I shall use particle instances and use velocities to drive them to 
their final position.


Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? 
How can I force Ice to keep track of IDs ?

Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then 
adding to group another new Bolt_030 object, will this work ?


That's something I should test soon, but having some inputs on 
this would be great.


Thank you !























Re: IDs in Groups

2013-08-26 Thread olivier jeannel

Yep, same names in both groups.
2 identical models , each one containing 1 group.
Start_Model/Group
End_Model/Group


Le 26/08/2013 22:20, Alan Fregtman a écrit :
What do the object names look like on each side? Are they identical or 
end in the same number? I'm pondering if extracting IDs from the names 
is worth exploring.




On Mon, Aug 26, 2013 at 4:18 PM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


Around 320 objects...
^^;

Le 26/08/2013 22:13, Mathieu Leclaire a écrit :

You would only need a script if you want to create the ID
parameter automatically. You can always create them manually
if scripting is not your thing. Do you have a lot of members
in your group?

On 26/08/2013 3:43 PM, olivier jeannel wrote:

Is there some script available ? Because I'm no coder :p


Le 26/08/2013 21:27, Mathieu Leclaire a écrit :

To keep track of IDs, I created custom parameters per
object with a unique ID. Then in ICE, I just search
for the ID parameter in the group to find it's index
in the list of the group. You could use a similar
technique in your situation.

-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:

Just to add that you can see and modify the
creation order:

http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932
(scroll down to Sorting and Reordering Elements in
the Explorer).

gray

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Alan Fregtman
Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as
long as you remove the exact same piece from both
in the same order, indices should stay OK.

That is to say, if you go piece by piece. Removing
X from group A and then X from B, it should be ok.

If you remove Y  X from A and X  Y from B in
that order, you'll most likely get messed up indices.


On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel
olivier.jean...@noos.fr

mailto:olivier.jean...@noos.frmailto:olivier.jean...@noos.fr
mailto:olivier.jean...@noos.fr wrote:
Hello there,

I'm working on a Meccano project (Lego like
construction kit).
In short : 320 Pieces of Meccano are lying on the
ground, they fly together and form the final
object (a truck).

I shall use particle instances and use velocities
to drive them to their final position.

Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to
both groups ? How can I force Ice to keep track of
IDs ?
Is alphabetical naming enough ?
removing from group object Bolt_030 from both
groups and then adding to group another new
Bolt_030 object, will this work ?

That's something I should test soon, but having
some inputs on this would be great.

Thank you !


















Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
The order in which you remove them shouldn't matter if you remove the 
same elements. It's the order you add new element in that matters. Make 
sure you select the new elements in the same order before adding them to 
both groups.


On 26/08/2013 2:52 PM, Alan Fregtman wrote:
Group indices AFAIK are in creation order, so as long as you remove 
the exact same piece from both in the same order, indices should stay OK.


That is to say, if you go piece by piece. Removing X from group A and 
then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll most 
likely get messed up indices.




On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they fly
together and form the final object (a truck).

I shall use particle instances and use velocities to drive them to
their final position.

Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ?
How can I force Ice to keep track of IDs ?
Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then
adding to group another new Bolt_030 object, will this work ?

That's something I should test soon, but having some inputs on
this would be great.

Thank you !







Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
Oh and be careful with branch selection... they will fuck up your 
indexes. Only select the parent if you can.


On 26/08/2013 4:30 PM, Mathieu Leclaire wrote:
I wish I could share a script with you, but our scripts are too deeply 
linked to our pipeline and I can't just quickly extract the pieces you 
need. It's a pretty easy script to make, but sadly I have no time to 
help you.


I would suggest to proceed as others have informed you then. Make sure 
you select your objects in the same order before creating your groups 
so their orders match. If you need to add or remove elements, make 
sure you remove from both group at the same time and make sure you 
select objects to add in the same order when you add them to your 
groups. Or simply delete both groups, reselect the elements in the 
right order and recreate your groups. The index in the group will 
match the order in which you selected your elements so make sure they 
match and you should be fine.


On 26/08/2013 4:18 PM, olivier jeannel wrote:

Around 320 objects...
^^;

Le 26/08/2013 22:13, Mathieu Leclaire a écrit :
You would only need a script if you want to create the ID parameter 
automatically. You can always create them manually if scripting is 
not your thing. Do you have a lot of members in your group?


On 26/08/2013 3:43 PM, olivier jeannel wrote:

Is there some script available ? Because I'm no coder :p


Le 26/08/2013 21:27, Mathieu Leclaire a écrit :
To keep track of IDs, I created custom parameters per object with 
a unique ID. Then in ICE, I just search for the ID parameter in 
the group to find it's index in the list of the group. You could 
use a similar technique in your situation.


-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:
Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932 
(scroll down to Sorting and Reordering Elements in the Explorer).


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
Alan Fregtman

Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you 
remove the exact same piece from both in the same order, indices 
should stay OK.


That is to say, if you go piece by piece. Removing X from group A 
and then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll 
most likely get messed up indices.



On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they 
fly together and form the final object (a truck).


I shall use particle instances and use velocities to drive them 
to their final position.


Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? 
How can I force Ice to keep track of IDs ?

Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then 
adding to group another new Bolt_030 object, will this work ?


That's something I should test soon, but having some inputs on 
this would be great.


Thank you !



























Re: IDs in Groups

2013-08-26 Thread olivier jeannel

Thank you Mathieu,
That's what I had in mind ;)

I might even try to make several smaller group, with less pieces or 
pieces by categorie so that a mistake won't screw everything :)




Le 26/08/2013 22:30, Mathieu Leclaire a écrit :
I wish I could share a script with you, but our scripts are too deeply 
linked to our pipeline and I can't just quickly extract the pieces you 
need. It's a pretty easy script to make, but sadly I have no time to 
help you.


I would suggest to proceed as others have informed you then. Make sure 
you select your objects in the same order before creating your groups 
so their orders match. If you need to add or remove elements, make 
sure you remove from both group at the same time and make sure you 
select objects to add in the same order when you add them to your 
groups. Or simply delete both groups, reselect the elements in the 
right order and recreate your groups. The index in the group will 
match the order in which you selected your elements so make sure they 
match and you should be fine.


On 26/08/2013 4:18 PM, olivier jeannel wrote:

Around 320 objects...
^^;

Le 26/08/2013 22:13, Mathieu Leclaire a écrit :
You would only need a script if you want to create the ID parameter 
automatically. You can always create them manually if scripting is 
not your thing. Do you have a lot of members in your group?


On 26/08/2013 3:43 PM, olivier jeannel wrote:

Is there some script available ? Because I'm no coder :p


Le 26/08/2013 21:27, Mathieu Leclaire a écrit :
To keep track of IDs, I created custom parameters per object with 
a unique ID. Then in ICE, I just search for the ID parameter in 
the group to find it's index in the list of the group. You could 
use a similar technique in your situation.


-Mathieu

On 26/08/2013 2:58 PM, Grahame Fuller wrote:
Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932 
(scroll down to Sorting and Reordering Elements in the Explorer).


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
Alan Fregtman

Sent: Monday, August 26, 2013 2:52 PM
To: XSI Mailing List
Subject: Re: IDs in Groups

Group indices AFAIK are in creation order, so as long as you 
remove the exact same piece from both in the same order, indices 
should stay OK.


That is to say, if you go piece by piece. Removing X from group A 
and then X from B, it should be ok.


If you remove Y  X from A and X  Y from B in that order, you'll 
most likely get messed up indices.



On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:

Hello there,

I'm working on a Meccano project (Lego like construction kit).
In short : 320 Pieces of Meccano are lying on the ground, they 
fly together and form the final object (a truck).


I shall use particle instances and use velocities to drive them 
to their final position.


Instances are in  group.

I have 2 models :
Model one is Starting position (Start Group),
Model 2 is End (goal) Positions (End Group).

Everything works relying on Objects IDs within groups.

What will happen if I delete and/or add objects to both groups ? 
How can I force Ice to keep track of IDs ?

Is alphabetical naming enough ?
removing from group object Bolt_030 from both groups and then 
adding to group another new Bolt_030 object, will this work ?


That's something I should test soon, but having some inputs on 
this would be great.


Thank you !



























RE: IDs in Groups

2013-08-26 Thread Matt Lind
I was talking about ObjectIDs, not the group ID you're referring to.  
Completely different concept.  Sorry.


Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Monday, August 26, 2013 12:42 PM
To: softimage@listproc.autodesk.com
Subject: Re: IDs in Groups

Mmm...
Matt,
But in group, aren't they supposed to start from 0 ? I mean particle Id
0 uses object Id 0 in group, no ?
So, removing objects that are not within group shouldn't be fatal. Must check...


Le 26/08/2013 20:58, Matt Lind a écrit :
 I don't know the full details of what you're doing, but I can say from 
 experience that object IDs change whenever objects are added or removed from 
 the scene.  When I say object in this instance, I mean any data object, not 
 strictly a scene object.  A group qualifies as an object in this case.

 What I have observed is the IDs don't change until next time the scene is 
 loaded as the changes are recorded on scene save.  The IDs represent records 
 in the scene's internal database (guessing here) for fast lookups with tools 
 such as FindObjects().  When the scene is saved, the deleted objects are 
 culled from the table(s) and the latter objects move up the list filling the 
 voids acquiring new IDs in the process.  Therefore, age of an object in the 
 scene determines how volatile it's ID will be.  Remove the default light or 
 camera and you're likely to see the entire scene's IDs change.

 I don't advise tracking IDs if persistence between sessions is required.  If 
 needed, create your own attribute or custom metadata containing the 
 information that needs to be tracked.


 Matt



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier 
 jeannel
 Sent: Monday, August 26, 2013 11:41 AM
 To: softimage@listproc.autodesk.com
 Subject: IDs in Groups

 Hello there,

 I'm working on a Meccano project (Lego like construction kit).
 In short : 320 Pieces of Meccano are lying on the ground, they fly together 
 and form the final object (a truck).

 I shall use particle instances and use velocities to drive them to their 
 final position.

 Instances are in  group.

 I have 2 models :
 Model one is Starting position (Start Group), Model 2 is End (goal) Positions 
 (End Group).

 Everything works relying on Objects IDs within groups.

 What will happen if I delete and/or add objects to both groups ? How can I 
 force Ice to keep track of IDs ?
 Is alphabetical naming enough ?
 removing from group object Bolt_030 from both groups and then adding to 
 group another new Bolt_030 object, will this work ?

 That's something I should test soon, but having some inputs on this would be 
 great.

 Thank you !









RE: IDs in Groups

2013-08-26 Thread Grahame Fuller
It will be the array index of data that you get from the group. So if you get 
group.kine.global and save it as MyArray, then MyArray[0] is the transform of 
the first object in the group, MyArray[1] is the transform of the second object 
in the group, etc.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Monday, August 26, 2013 4:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: IDs in Groups

Graham,

Is the Reorder Tool   Ids  accessible from Ice ??

Doc says :
Reordering Scene Objects in the Explorer

By default, elements in a scene are ordered according to when they were created 
or when they became children of their parent. This underlying order is 
reflected in the explorer and schematic views when elements are not sorted, and 
is also used when selecting the next or previous sibling using the buttons on 
the Select panel or the Alt+arrow keys.

You can change this underlying order in the explorer using the Reorder tool. 
The Reorder tool allows you to reorder:

· Child objects of a parent.

· Objects in a group.

· Passes in the pass list. Note that the order of passes in the Pass 
Selection menu on the Render toolbar and main menu bar is based on the sort 
order set in the explorer.

· Layers in the layers list.

· Clusters in a cluster container.

To reorder scene elements in the explorer

1.  Make sure that View [cid:image001.gif@01CEA27F.FFF16700] General Sort 
[cid:image001.gif@01CEA27F.FFF16700] None (creation) is checked.

2.  Choose View [cid:image001.gif@01CEA27F.FFF16700] Reorder Tool.

The mouse pointer changes to show that the tool is active.

3.  Drag an element above or below another one in the scene explorer.

Repeat to reorder more objects.

4.  When you have finished, exit the tool by pressing Esc.

Le 26/08/2013 20:58, Grahame Fuller a écrit :

Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932
 (scroll down to Sorting and Reordering Elements in the Explorer).



gray



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman

Sent: Monday, August 26, 2013 2:52 PM

To: XSI Mailing List

Subject: Re: IDs in Groups



Group indices AFAIK are in creation order, so as long as you remove the exact 
same piece from both in the same order, indices should stay OK.



That is to say, if you go piece by piece. Removing X from group A and then X 
from B, it should be ok.



If you remove Y  X from A and X  Y from B in that order, you'll most likely 
get messed up indices.





On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.frmailto:olivier.jean...@noos.frmailto:olivier.jean...@noos.fr
 wrote:

Hello there,



I'm working on a Meccano project (Lego like construction kit).

In short : 320 Pieces of Meccano are lying on the ground, they fly together and 
form the final object (a truck).



I shall use particle instances and use velocities to drive them to their final 
position.



Instances are in  group.



I have 2 models :

Model one is Starting position (Start Group),

Model 2 is End (goal) Positions (End Group).



Everything works relying on Objects IDs within groups.



What will happen if I delete and/or add objects to both groups ? How can I 
force Ice to keep track of IDs ?

Is alphabetical naming enough ?

removing from group object Bolt_030 from both groups and then adding to group 
another new Bolt_030 object, will this work ?



That's something I should test soon, but having some inputs on this would be 
great.



Thank you !





attachment: winmail.dat

Re: IDs in Groups

2013-08-26 Thread olivier jeannel

Sounds good then, I can reorder Ids in group .


Le 26/08/2013 23:16, Grahame Fuller a écrit :

It will be the array index of data that you get from the group. So if you get 
group.kine.global and save it as MyArray, then MyArray[0] is the transform of 
the first object in the group, MyArray[1] is the transform of the second object 
in the group, etc.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Monday, August 26, 2013 4:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: IDs in Groups

Graham,

Is the Reorder Tool   Ids  accessible from Ice ??

Doc says :
Reordering Scene Objects in the Explorer

By default, elements in a scene are ordered according to when they were created 
or when they became children of their parent. This underlying order is 
reflected in the explorer and schematic views when elements are not sorted, and 
is also used when selecting the next or previous sibling using the buttons on 
the Select panel or the Alt+arrow keys.

You can change this underlying order in the explorer using the Reorder tool. 
The Reorder tool allows you to reorder:

· Child objects of a parent.

· Objects in a group.

· Passes in the pass list. Note that the order of passes in the Pass 
Selection menu on the Render toolbar and main menu bar is based on the sort 
order set in the explorer.

· Layers in the layers list.

· Clusters in a cluster container.

To reorder scene elements in the explorer

1.  Make sure that View [cid:image001.gif@01CEA27F.FFF16700] General Sort 
[cid:image001.gif@01CEA27F.FFF16700] None (creation) is checked.

2.  Choose View [cid:image001.gif@01CEA27F.FFF16700] Reorder Tool.

The mouse pointer changes to show that the tool is active.

3.  Drag an element above or below another one in the scene explorer.

Repeat to reorder more objects.

4.  When you have finished, exit the tool by pressing Esc.

Le 26/08/2013 20:58, Grahame Fuller a écrit :

Just to add that you can see and modify the creation order: 
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/3dexplorer510.htm,topicNumber=d30e8932
 (scroll down to Sorting and Reordering Elements in the Explorer).



gray



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman

Sent: Monday, August 26, 2013 2:52 PM

To: XSI Mailing List

Subject: Re: IDs in Groups



Group indices AFAIK are in creation order, so as long as you remove the exact 
same piece from both in the same order, indices should stay OK.



That is to say, if you go piece by piece. Removing X from group A and then X 
from B, it should be ok.



If you remove Y  X from A and X  Y from B in that order, you'll most likely 
get messed up indices.





On Mon, Aug 26, 2013 at 2:40 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.frmailto:olivier.jean...@noos.frmailto:olivier.jean...@noos.fr
 wrote:

Hello there,



I'm working on a Meccano project (Lego like construction kit).

In short : 320 Pieces of Meccano are lying on the ground, they fly together and 
form the final object (a truck).



I shall use particle instances and use velocities to drive them to their final 
position.



Instances are in  group.



I have 2 models :

Model one is Starting position (Start Group),

Model 2 is End (goal) Positions (End Group).



Everything works relying on Objects IDs within groups.



What will happen if I delete and/or add objects to both groups ? How can I 
force Ice to keep track of IDs ?

Is alphabetical naming enough ?

removing from group object Bolt_030 from both groups and then adding to group another 
new Bolt_030 object, will this work ?



That's something I should test soon, but having some inputs on this would be 
great.



Thank you !









SI Matrix3 and Maths

2013-08-26 Thread Eric Thivierge

Hey all,

Plunging ever further into the depths of matrices and the fun math 
issues one may need to solve while building some tools for the studio.


I'm trying to figure out how the SI Matrix3's are derived / set and am 
hitting some walls. I have some Euler angles that I need to convert to 
Matrix3's then set a Transform from the result.


Basically a Euler angle to Matrix3 operation. I need to solve this 
without the built in methods as I need to convert data from external 
sources to align with Softimage without the SDK available.


I've referenced many of web sites (wikipedia, educational institutions, 
etc.) and all of the equations for multiplying the 3 matrices (x,y,z) 
end up with results that are not consistent with Softimage's methods. 
The only source that has proven to give me valid results is the 3D Math 
Primer for Graphics and Game Dev book (Chapter 8.7). However it only 
shows the solution for XYZ rotation order and even that I'm unsure how 
they got the order in which they multiply the rows / columns.


If any of you smart people out there (Raf, Matt?) have a few free 
minutes to review my below code and show me the error of my ways I'd 
appreciate it. Maybe others could benefit too.


Create 2 nulls. Set one rotation to x = -45, y=45
Select 2nd null and run script.
Swap the commented result line and run again.

# Python
import math

si = Application
log = si.LogMessage
sel = si.Selection

def degToRad(value):
return value * (math.pi / 180)

x = -45
y = 45
z = 0


cx = math.cos(degToRad(x))
sx = math.sin(degToRad(x))
cy = math.cos(degToRad(y))
sy = math.sin(degToRad(y))
cz = math.cos(degToRad(z))
sz = math.sin(degToRad(z))


matX = XSIMath.CreateMatrix3()
matX.Set(0,1,0,0,cx,sx,0,-sx,cx)

matY = XSIMath.CreateMatrix3()
matY.Set(cy,0,-sy,0,1,0,sy,0,cy)

matZ = XSIMath.CreateMatrix3()
matZ.Set(cz,sz,0,-sz,cz,0,0,0,1)

result = XSIMath.CreateMatrix3()
# From most sites I referenced-ish
#result.Set(cz*cy, sz*cx + cz*sy*sx, sz*sx - cz*sy*cx, -sz*cy, cz*cx - 
sz*sy*sx, cz*sx + sz*sy*cx, sy, -cy*sx, cy*cx)


result.Set(cy*cz + sy*sx*sz, sz*cx, -sy*cz + cy*sx*sz, -cy*sz + 
sy*sx*cz, cz*cx, sz*sy + cy*sx*cz, sy*cx, -sx, cy*cx) # From Book


log(result.Get2())

xfo = XSIMath.CreateTransform()
xfo.SetRotationFromMatrix3(result)

sel(0).Kinematics.Global.PutTransform2(None, xfo)

# End Python

--
 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 





RE: SI Matrix3 and Maths

2013-08-26 Thread Matt Lind
Don't you have Mr LaForge and Mr. LeClaire at your disposal?  I would think 
they could answer in a heartbeat.


Anyway, an alternate way of dealing with this problem is to export the axis 
vectors instead of computing the rotations.  This ensures you get a match and 
you don't have to deal with math.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, August 26, 2013 2:46 PM
To: softimage@listproc.autodesk.com
Subject: SI Matrix3 and Maths

Hey all,

Plunging ever further into the depths of matrices and the fun math issues one 
may need to solve while building some tools for the studio.

I'm trying to figure out how the SI Matrix3's are derived / set and am hitting 
some walls. I have some Euler angles that I need to convert to Matrix3's then 
set a Transform from the result.

Basically a Euler angle to Matrix3 operation. I need to solve this without the 
built in methods as I need to convert data from external sources to align with 
Softimage without the SDK available.

I've referenced many of web sites (wikipedia, educational institutions,
etc.) and all of the equations for multiplying the 3 matrices (x,y,z) end up 
with results that are not consistent with Softimage's methods. 
The only source that has proven to give me valid results is the 3D Math Primer 
for Graphics and Game Dev book (Chapter 8.7). However it only shows the 
solution for XYZ rotation order and even that I'm unsure how they got the order 
in which they multiply the rows / columns.

If any of you smart people out there (Raf, Matt?) have a few free minutes to 
review my below code and show me the error of my ways I'd appreciate it. Maybe 
others could benefit too.

Create 2 nulls. Set one rotation to x = -45, y=45 Select 2nd null and run 
script.
Swap the commented result line and run again.

# Python
import math

si = Application
log = si.LogMessage
sel = si.Selection

def degToRad(value):
 return value * (math.pi / 180)

x = -45
y = 45
z = 0


cx = math.cos(degToRad(x))
sx = math.sin(degToRad(x))
cy = math.cos(degToRad(y))
sy = math.sin(degToRad(y))
cz = math.cos(degToRad(z))
sz = math.sin(degToRad(z))


matX = XSIMath.CreateMatrix3()
matX.Set(0,1,0,0,cx,sx,0,-sx,cx)

matY = XSIMath.CreateMatrix3()
matY.Set(cy,0,-sy,0,1,0,sy,0,cy)

matZ = XSIMath.CreateMatrix3()
matZ.Set(cz,sz,0,-sz,cz,0,0,0,1)

result = XSIMath.CreateMatrix3()
# From most sites I referenced-ish
#result.Set(cz*cy, sz*cx + cz*sy*sx, sz*sx - cz*sy*cx, -sz*cy, cz*cx - 
sz*sy*sx, cz*sx + sz*sy*cx, sy, -cy*sx, cy*cx)

result.Set(cy*cz + sy*sx*sz, sz*cx, -sy*cz + cy*sx*sz, -cy*sz + sy*sx*cz, 
cz*cx, sz*sy + cy*sx*cz, sy*cx, -sx, cy*cx) # From Book

log(result.Get2())

xfo = XSIMath.CreateTransform()
xfo.SetRotationFromMatrix3(result)

sel(0).Kinematics.Global.PutTransform2(None, xfo)

# End Python

-- 
  
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
  





Re: SI Matrix3 and Maths

2013-08-26 Thread Vladimir Jankijevic
if you want to do it the hard way you can do it like this:

# Python
import math
x = -45.0
y = 45.0
z = 0.0

def degToRad(value):
return value * (math.pi / 180)

cx = math.cos(degToRad(x))
sx = math.sin(degToRad(x))
cy = math.cos(degToRad(y))
sy = math.sin(degToRad(y))
cz = math.cos(degToRad(z))
sz = math.sin(degToRad(z))


rotationX = XSIMath.CreateMatrix3( 1,0,0,
 0,cx,sx,
0,-sx,cx)
rotationY = XSIMath.CreateMatrix3( cy,0,-sy,
 0,1,0,
sy,0,cy)
rotationZ = XSIMath.CreateMatrix3( cz,sz,0,
 -sz,cz,0,
0,0,1)
 rotationXY = XSIMath.CreateMatrix3( rotationX.Value(0,0) *
rotationY.Value(0,0) + rotationX.Value(0,1) * rotationY.Value(1,0) +
rotationX.Value(0,2) * rotationY.Value(2,0),
 rotationX.Value(0,0) * rotationY.Value(0,1) + rotationX.Value(0,1) *
rotationY.Value(1,1) + rotationX.Value(0,2) * rotationY.Value(2,1),
rotationX.Value(0,0) * rotationY.Value(0,2) + rotationX.Value(0,1) *
rotationY.Value(1,2) + rotationX.Value(0,2) * rotationY.Value(2,2),
 rotationX.Value(1,0) * rotationY.Value(0,0) + rotationX.Value(1,1) *
rotationY.Value(1,0) + rotationX.Value(1,2) * rotationY.Value(2,0),
 rotationX.Value(1,0) * rotationY.Value(0,1) + rotationX.Value(1,1) *
rotationY.Value(1,1) + rotationX.Value(1,2) * rotationY.Value(2,1),
rotationX.Value(1,0) * rotationY.Value(0,2) + rotationX.Value(1,1) *
rotationY.Value(1,2) + rotationX.Value(1,2) * rotationY.Value(2,2),
 rotationX.Value(2,0) * rotationY.Value(0,0) + rotationX.Value(2,1) *
rotationY.Value(1,0) + rotationX.Value(2,2) * rotationY.Value(2,0),
 rotationX.Value(2,0) * rotationY.Value(0,1) + rotationX.Value(2,1) *
rotationY.Value(1,1) + rotationX.Value(2,2) * rotationY.Value(2,1),
rotationX.Value(2,0) * rotationY.Value(0,2) + rotationX.Value(2,1) *
rotationY.Value(1,2) + rotationX.Value(2,2) * rotationY.Value(2,2))
 rotationXYZ = XSIMath.CreateMatrix3(rotationXY.Value(0,0) *
rotationZ.Value(0,0) + rotationXY.Value(0,1) * rotationZ.Value(1,0) +
rotationXY.Value(0,2) * rotationZ.Value(2,0),
 rotationXY.Value(0,0) * rotationZ.Value(0,1) + rotationXY.Value(0,1) *
rotationZ.Value(1,1) + rotationXY.Value(0,2) * rotationZ.Value(2,1),
rotationXY.Value(0,0) * rotationZ.Value(0,2) + rotationXY.Value(0,1) *
rotationZ.Value(1,2) + rotationXY.Value(0,2) * rotationZ.Value(2,2),
 rotationXY.Value(1,0) * rotationZ.Value(0,0) + rotationXY.Value(1,1) *
rotationZ.Value(1,0) + rotationXY.Value(1,2) * rotationZ.Value(2,0),
 rotationXY.Value(1,0) * rotationZ.Value(0,1) + rotationXY.Value(1,1) *
rotationZ.Value(1,1) + rotationXY.Value(1,2) * rotationZ.Value(2,1),
rotationXY.Value(1,0) * rotationZ.Value(0,2) + rotationXY.Value(1,1) *
rotationZ.Value(1,2) + rotationXY.Value(1,2) * rotationZ.Value(2,2),
 rotationXY.Value(2,0) * rotationZ.Value(0,0) + rotationXY.Value(2,1) *
rotationZ.Value(1,0) + rotationXY.Value(2,2) * rotationZ.Value(2,0),
 rotationXY.Value(2,0) * rotationZ.Value(0,1) + rotationXY.Value(2,1) *
rotationZ.Value(1,1) + rotationXY.Value(2,2) * rotationZ.Value(2,1),
rotationXY.Value(2,0) * rotationZ.Value(0,2) + rotationXY.Value(2,1) *
rotationZ.Value(1,2) + rotationXY.Value(2,2) * rotationZ.Value(2,2))
xfo = XSIMath.CreateTransform()
xfo.SetRotationFromMatrix3(rotationXYZ)

Application.Selection(0).Kinematics.Global.PutTransform2(None, xfo)



On Mon, Aug 26, 2013 at 6:05 PM, Matt Lind ml...@carbinestudios.com wrote:

 Don't you have Mr LaForge and Mr. LeClaire at your disposal?  I would
 think they could answer in a heartbeat.


 Anyway, an alternate way of dealing with this problem is to export the
 axis vectors instead of computing the rotations.  This ensures you get a
 match and you don't have to deal with math.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Monday, August 26, 2013 2:46 PM
 To: softimage@listproc.autodesk.com
 Subject: SI Matrix3 and Maths

 Hey all,

 Plunging ever further into the depths of matrices and the fun math issues
 one may need to solve while building some tools for the studio.

 I'm trying to figure out how the SI Matrix3's are derived / set and am
 hitting some walls. I have some Euler angles that I need to convert to
 Matrix3's then set a Transform from the result.

 Basically a Euler angle to Matrix3 operation. I need to solve this without
 the built in methods as I need to convert data from external sources to
 align with Softimage without the SDK available.

 I've referenced many of web sites (wikipedia, educational institutions,
 etc.) and all of the equations for multiplying the 3 matrices (x,y,z) end
 up with results that are not consistent with Softimage's methods.
 The only source that has proven to give me valid results is the 3D Math
 Primer for Graphics and Game Dev book (Chapter 8.7). However it only shows
 the solution for XYZ rotation order and even that I'm unsure how they got
 the order in which they multiply the rows / columns.

 If any of you smart people out there (Raf, Matt?) have a few free 

Re: SI Matrix3 and Maths

2013-08-26 Thread Vladimir Jankijevic
oh, and you have a typo in 'matX.Set(0,1,0,0,cx,sx,0,-sx,**cx)'
it should be 'matX.Set(1,0,0,0,cx,sx,0,-sx,**cx)'


On Mon, Aug 26, 2013 at 6:45 PM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 if you want to do it the hard way you can do it like this:

 # Python
 import math
 x = -45.0
 y = 45.0
 z = 0.0

 def degToRad(value):
 return value * (math.pi / 180)

 cx = math.cos(degToRad(x))
 sx = math.sin(degToRad(x))
 cy = math.cos(degToRad(y))
 sy = math.sin(degToRad(y))
 cz = math.cos(degToRad(z))
 sz = math.sin(degToRad(z))


 rotationX = XSIMath.CreateMatrix3( 1,0,0,
  0,cx,sx,
 0,-sx,cx)
 rotationY = XSIMath.CreateMatrix3( cy,0,-sy,
  0,1,0,
 sy,0,cy)
 rotationZ = XSIMath.CreateMatrix3( cz,sz,0,
  -sz,cz,0,
 0,0,1)
  rotationXY = XSIMath.CreateMatrix3( rotationX.Value(0,0) *
 rotationY.Value(0,0) + rotationX.Value(0,1) * rotationY.Value(1,0) +
 rotationX.Value(0,2) * rotationY.Value(2,0),
  rotationX.Value(0,0) * rotationY.Value(0,1) + rotationX.Value(0,1) *
 rotationY.Value(1,1) + rotationX.Value(0,2) * rotationY.Value(2,1),
 rotationX.Value(0,0) * rotationY.Value(0,2) + rotationX.Value(0,1) *
 rotationY.Value(1,2) + rotationX.Value(0,2) * rotationY.Value(2,2),
  rotationX.Value(1,0) * rotationY.Value(0,0) + rotationX.Value(1,1) *
 rotationY.Value(1,0) + rotationX.Value(1,2) * rotationY.Value(2,0),
  rotationX.Value(1,0) * rotationY.Value(0,1) + rotationX.Value(1,1) *
 rotationY.Value(1,1) + rotationX.Value(1,2) * rotationY.Value(2,1),
 rotationX.Value(1,0) * rotationY.Value(0,2) + rotationX.Value(1,1) *
 rotationY.Value(1,2) + rotationX.Value(1,2) * rotationY.Value(2,2),
  rotationX.Value(2,0) * rotationY.Value(0,0) + rotationX.Value(2,1) *
 rotationY.Value(1,0) + rotationX.Value(2,2) * rotationY.Value(2,0),
  rotationX.Value(2,0) * rotationY.Value(0,1) + rotationX.Value(2,1) *
 rotationY.Value(1,1) + rotationX.Value(2,2) * rotationY.Value(2,1),
 rotationX.Value(2,0) * rotationY.Value(0,2) + rotationX.Value(2,1) *
 rotationY.Value(1,2) + rotationX.Value(2,2) * rotationY.Value(2,2))
  rotationXYZ = XSIMath.CreateMatrix3(rotationXY.Value(0,0) *
 rotationZ.Value(0,0) + rotationXY.Value(0,1) * rotationZ.Value(1,0) +
 rotationXY.Value(0,2) * rotationZ.Value(2,0),
  rotationXY.Value(0,0) * rotationZ.Value(0,1) + rotationXY.Value(0,1) *
 rotationZ.Value(1,1) + rotationXY.Value(0,2) * rotationZ.Value(2,1),
 rotationXY.Value(0,0) * rotationZ.Value(0,2) + rotationXY.Value(0,1) *
 rotationZ.Value(1,2) + rotationXY.Value(0,2) * rotationZ.Value(2,2),
  rotationXY.Value(1,0) * rotationZ.Value(0,0) + rotationXY.Value(1,1) *
 rotationZ.Value(1,0) + rotationXY.Value(1,2) * rotationZ.Value(2,0),
  rotationXY.Value(1,0) * rotationZ.Value(0,1) + rotationXY.Value(1,1) *
 rotationZ.Value(1,1) + rotationXY.Value(1,2) * rotationZ.Value(2,1),
 rotationXY.Value(1,0) * rotationZ.Value(0,2) + rotationXY.Value(1,1) *
 rotationZ.Value(1,2) + rotationXY.Value(1,2) * rotationZ.Value(2,2),
  rotationXY.Value(2,0) * rotationZ.Value(0,0) + rotationXY.Value(2,1) *
 rotationZ.Value(1,0) + rotationXY.Value(2,2) * rotationZ.Value(2,0),
  rotationXY.Value(2,0) * rotationZ.Value(0,1) + rotationXY.Value(2,1) *
 rotationZ.Value(1,1) + rotationXY.Value(2,2) * rotationZ.Value(2,1),
 rotationXY.Value(2,0) * rotationZ.Value(0,2) + rotationXY.Value(2,1) *
 rotationZ.Value(1,2) + rotationXY.Value(2,2) * rotationZ.Value(2,2))
 xfo = XSIMath.CreateTransform()
 xfo.SetRotationFromMatrix3(rotationXYZ)

 Application.Selection(0).Kinematics.Global.PutTransform2(None, xfo)



 On Mon, Aug 26, 2013 at 6:05 PM, Matt Lind ml...@carbinestudios.comwrote:

 Don't you have Mr LaForge and Mr. LeClaire at your disposal?  I would
 think they could answer in a heartbeat.


 Anyway, an alternate way of dealing with this problem is to export the
 axis vectors instead of computing the rotations.  This ensures you get a
 match and you don't have to deal with math.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Monday, August 26, 2013 2:46 PM
 To: softimage@listproc.autodesk.com
 Subject: SI Matrix3 and Maths

 Hey all,

 Plunging ever further into the depths of matrices and the fun math issues
 one may need to solve while building some tools for the studio.

 I'm trying to figure out how the SI Matrix3's are derived / set and am
 hitting some walls. I have some Euler angles that I need to convert to
 Matrix3's then set a Transform from the result.

 Basically a Euler angle to Matrix3 operation. I need to solve this
 without the built in methods as I need to convert data from external
 sources to align with Softimage without the SDK available.

 I've referenced many of web sites (wikipedia, educational institutions,
 etc.) and all of the equations for multiplying the 3 matrices (x,y,z) end
 up with results that are not consistent with Softimage's methods.
 The only source that has proven to give me valid results is the 3D Math
 

Re: SI Matrix3 and Maths

2013-08-26 Thread Vladimir Jankijevic
oh and by the way. I have expanded the matrix multiplication for you to
better understand how it works but as we are dealing with known matrix
values it can be shortened to the line you have from the book. So no need
to multiply all that stuff with all the zeros and ones :)

Cheers


On Mon, Aug 26, 2013 at 6:57 PM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 oh, and you have a typo in 'matX.Set(0,1,0,0,cx,sx,0,-sx,**cx)'
 it should be 'matX.Set(1,0,0,0,cx,sx,0,-sx,**cx)'


 On Mon, Aug 26, 2013 at 6:45 PM, Vladimir Jankijevic 
 vladi...@elefantstudios.ch wrote:

 if you want to do it the hard way you can do it like this:

 # Python
 import math
 x = -45.0
 y = 45.0
 z = 0.0

 def degToRad(value):
 return value * (math.pi / 180)

 cx = math.cos(degToRad(x))
 sx = math.sin(degToRad(x))
 cy = math.cos(degToRad(y))
 sy = math.sin(degToRad(y))
 cz = math.cos(degToRad(z))
 sz = math.sin(degToRad(z))


 rotationX = XSIMath.CreateMatrix3( 1,0,0,
  0,cx,sx,
 0,-sx,cx)
 rotationY = XSIMath.CreateMatrix3( cy,0,-sy,
  0,1,0,
 sy,0,cy)
 rotationZ = XSIMath.CreateMatrix3( cz,sz,0,
  -sz,cz,0,
 0,0,1)
  rotationXY = XSIMath.CreateMatrix3( rotationX.Value(0,0) *
 rotationY.Value(0,0) + rotationX.Value(0,1) * rotationY.Value(1,0) +
 rotationX.Value(0,2) * rotationY.Value(2,0),
  rotationX.Value(0,0) * rotationY.Value(0,1) + rotationX.Value(0,1) *
 rotationY.Value(1,1) + rotationX.Value(0,2) * rotationY.Value(2,1),
 rotationX.Value(0,0) * rotationY.Value(0,2) + rotationX.Value(0,1) *
 rotationY.Value(1,2) + rotationX.Value(0,2) * rotationY.Value(2,2),
  rotationX.Value(1,0) * rotationY.Value(0,0) + rotationX.Value(1,1) *
 rotationY.Value(1,0) + rotationX.Value(1,2) * rotationY.Value(2,0),
  rotationX.Value(1,0) * rotationY.Value(0,1) + rotationX.Value(1,1) *
 rotationY.Value(1,1) + rotationX.Value(1,2) * rotationY.Value(2,1),
 rotationX.Value(1,0) * rotationY.Value(0,2) + rotationX.Value(1,1) *
 rotationY.Value(1,2) + rotationX.Value(1,2) * rotationY.Value(2,2),
  rotationX.Value(2,0) * rotationY.Value(0,0) + rotationX.Value(2,1) *
 rotationY.Value(1,0) + rotationX.Value(2,2) * rotationY.Value(2,0),
  rotationX.Value(2,0) * rotationY.Value(0,1) + rotationX.Value(2,1) *
 rotationY.Value(1,1) + rotationX.Value(2,2) * rotationY.Value(2,1),
 rotationX.Value(2,0) * rotationY.Value(0,2) + rotationX.Value(2,1) *
 rotationY.Value(1,2) + rotationX.Value(2,2) * rotationY.Value(2,2))
  rotationXYZ = XSIMath.CreateMatrix3(rotationXY.Value(0,0) *
 rotationZ.Value(0,0) + rotationXY.Value(0,1) * rotationZ.Value(1,0) +
 rotationXY.Value(0,2) * rotationZ.Value(2,0),
  rotationXY.Value(0,0) * rotationZ.Value(0,1) + rotationXY.Value(0,1) *
 rotationZ.Value(1,1) + rotationXY.Value(0,2) * rotationZ.Value(2,1),
 rotationXY.Value(0,0) * rotationZ.Value(0,2) + rotationXY.Value(0,1) *
 rotationZ.Value(1,2) + rotationXY.Value(0,2) * rotationZ.Value(2,2),
  rotationXY.Value(1,0) * rotationZ.Value(0,0) + rotationXY.Value(1,1) *
 rotationZ.Value(1,0) + rotationXY.Value(1,2) * rotationZ.Value(2,0),
  rotationXY.Value(1,0) * rotationZ.Value(0,1) + rotationXY.Value(1,1) *
 rotationZ.Value(1,1) + rotationXY.Value(1,2) * rotationZ.Value(2,1),
 rotationXY.Value(1,0) * rotationZ.Value(0,2) + rotationXY.Value(1,1) *
 rotationZ.Value(1,2) + rotationXY.Value(1,2) * rotationZ.Value(2,2),
  rotationXY.Value(2,0) * rotationZ.Value(0,0) + rotationXY.Value(2,1) *
 rotationZ.Value(1,0) + rotationXY.Value(2,2) * rotationZ.Value(2,0),
  rotationXY.Value(2,0) * rotationZ.Value(0,1) + rotationXY.Value(2,1) *
 rotationZ.Value(1,1) + rotationXY.Value(2,2) * rotationZ.Value(2,1),
 rotationXY.Value(2,0) * rotationZ.Value(0,2) + rotationXY.Value(2,1) *
 rotationZ.Value(1,2) + rotationXY.Value(2,2) * rotationZ.Value(2,2))
 xfo = XSIMath.CreateTransform()
 xfo.SetRotationFromMatrix3(rotationXYZ)

 Application.Selection(0).Kinematics.Global.PutTransform2(None, xfo)



 On Mon, Aug 26, 2013 at 6:05 PM, Matt Lind ml...@carbinestudios.comwrote:

 Don't you have Mr LaForge and Mr. LeClaire at your disposal?  I would
 think they could answer in a heartbeat.


 Anyway, an alternate way of dealing with this problem is to export the
 axis vectors instead of computing the rotations.  This ensures you get a
 match and you don't have to deal with math.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Monday, August 26, 2013 2:46 PM
 To: softimage@listproc.autodesk.com
 Subject: SI Matrix3 and Maths

 Hey all,

 Plunging ever further into the depths of matrices and the fun math
 issues one may need to solve while building some tools for the studio.

 I'm trying to figure out how the SI Matrix3's are derived / set and am
 hitting some walls. I have some Euler angles that I need to convert to
 Matrix3's then set a Transform from the result.

 Basically a Euler angle to Matrix3 operation. I need to solve this
 without the built in methods as I need to 

RE: SI Matrix3 and Maths

2013-08-26 Thread Matt Lind
I think he's looking for the raw math sans Softimage API.

As for working with texts and papers from online, you'll need to pay attention 
to what kind of vectors are used.  Many use column vectors in their matrices.  
Softimage uses row vectors.  You cannot mix n' match, you must align all data 
to be consistently row vectors or consistently column vectors.  You can convert 
a matrix to/from row aligned via a transpose (flip entries across main 
diagonal).

I would also advise using more parenthesis to ensure order of operations are 
enforced in your computations.  You'd be surprised how often silly mistakes 
result from this.

As a learning exercise I would advise doing it all long hand by building a 
matrix for the initial transformation of the null then multiply it in turn by 
each rotation vector (euler angle) because a transformation is essentially a 
series of matrix and vector multiplications performed in a specific order (XYZ 
in this case).  The algorithm you are using is an abbreviated version because 
many terms simplify during the computations.  If you do it long hand you should 
get the correct result.  From that you can trace your steps backwards to find 
your error in your initial attempts.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vladimir 
Jankijevic
Sent: Monday, August 26, 2013 3:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: SI Matrix3 and Maths

if you want to do it the hard way you can do it like this:

# Python
import math
x = -45.0
y = 45.0
z = 0.0

def degToRad(value):
return value * (math.pi / 180)


cx = math.cos(degToRad(x))
sx = math.sin(degToRad(x))
cy = math.cos(degToRad(y))
sy = math.sin(degToRad(y))
cz = math.cos(degToRad(z))
sz = math.sin(degToRad(z))


rotationX = XSIMath.CreateMatrix3(   1,0,0,

0,cx,sx,

0,-sx,cx)

rotationY = XSIMath.CreateMatrix3(   cy,0,-sy,

0,1,0,

sy,0,cy)

rotationZ = XSIMath.CreateMatrix3(   cz,sz,0,

-sz,cz,0,

0,0,1)


rotationXY = XSIMath.CreateMatrix3(rotationX.Value(0,0) * 
rotationY.Value(0,0) + rotationX.Value(0,1) * rotationY.Value(1,0) + 
rotationX.Value(0,2) * rotationY.Value(2,0),

rotationX.Value(0,0) * rotationY.Value(0,1) + 
rotationX.Value(0,1) * rotationY.Value(1,1) + rotationX.Value(0,2) * 
rotationY.Value(2,1),

rotationX.Value(0,0) * rotationY.Value(0,2) + 
rotationX.Value(0,1) * rotationY.Value(1,2) + rotationX.Value(0,2) * 
rotationY.Value(2,2),


rotationX.Value(1,0) * rotationY.Value(0,0) + 
rotationX.Value(1,1) * rotationY.Value(1,0) + rotationX.Value(1,2) * 
rotationY.Value(2,0),

rotationX.Value(1,0) * rotationY.Value(0,1) + 
rotationX.Value(1,1) * rotationY.Value(1,1) + rotationX.Value(1,2) * 
rotationY.Value(2,1),

rotationX.Value(1,0) * rotationY.Value(0,2) + 
rotationX.Value(1,1) * rotationY.Value(1,2) + rotationX.Value(1,2) * 
rotationY.Value(2,2),


rotationX.Value(2,0) * rotationY.Value(0,0) + 
rotationX.Value(2,1) * rotationY.Value(1,0) + rotationX.Value(2,2) * 
rotationY.Value(2,0),

rotationX.Value(2,0) * rotationY.Value(0,1) + 
rotationX.Value(2,1) * rotationY.Value(1,1) + rotationX.Value(2,2) * 
rotationY.Value(2,1),

rotationX.Value(2,0) * rotationY.Value(0,2) + 
rotationX.Value(2,1) * rotationY.Value(1,2) + rotationX.Value(2,2) * 
rotationY.Value(2,2))

rotationXYZ = XSIMath.CreateMatrix3(rotationXY.Value(0,0) * 
rotationZ.Value(0,0) + rotationXY.Value(0,1) * rotationZ.Value(1,0) + 
rotationXY.Value(0,2) * 

RE: SI Matrix3 and Maths

2013-08-26 Thread Eric Thivierge
Thanks everyone. Will take a look and retry with expanded notation without
short cuts.

While i would bother Guillaume, he has some pressing work of his own and
shouldn't be bothered to hold my hand through the math. Rather bother you
guys who may have urgent work to be done that I'm oblivious to. :)

Thanks for the generosity of replying. Will post results once I have the
solution.
On Aug 26, 2013 7:09 PM, Matt Lind ml...@carbinestudios.com wrote:

 I think he’s looking for the raw math sans Softimage API.

 ** **

 As for working with texts and papers from online, you’ll need to pay
 attention to what kind of vectors are used.  Many use column vectors in
 their matrices.  Softimage uses row vectors.  You cannot mix n’ match, you
 must align all data to be consistently row vectors or consistently column
 vectors.  You can convert a matrix to/from row aligned via a transpose
 (flip entries across main diagonal).

 ** **

 I would also advise using more parenthesis to ensure order of operations
 are enforced in your computations.  You’d be surprised how often silly
 mistakes result from this.

 ** **

 As a learning exercise I would advise doing it all long hand by building a
 matrix for the initial transformation of the null then multiply it in turn
 by each rotation vector (euler angle) because a transformation is
 essentially a series of matrix and vector multiplications performed in a
 specific order (XYZ in this case).  The algorithm you are using is an
 abbreviated version because many terms simplify during the computations.
 If you do it long hand you should get the correct result.  From that you
 can trace your steps backwards to find your error in your initial attempts.
 

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Vladimir
 Jankijevic
 *Sent:* Monday, August 26, 2013 3:46 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: SI Matrix3 and Maths

 ** **

 if you want to do it the hard way you can do it like this:

 ** **

 # Python

 import math 

 x = -45.0

 y = 45.0

 z = 0.0

 ** **

 def degToRad(value):

 return value * (math.pi / 180)

 

 ** **

 cx = math.cos(degToRad(x))

 sx = math.sin(degToRad(x))

 cy = math.cos(degToRad(y))

 sy = math.sin(degToRad(y))

 cz = math.cos(degToRad(z))

 sz = math.sin(degToRad(z))

 ** **

 ** **

 rotationX = XSIMath.CreateMatrix3(   1,0,0,


 0,cx,sx,


 0,-sx,cx)


 

 rotationY = XSIMath.CreateMatrix3(   cy,0,-sy,


 0,1,0,


 sy,0,cy)


 **
 **

 rotationZ = XSIMath.CreateMatrix3(   cz,sz,0,


 -sz,cz,0,


 0,0,1)


 


 

 rotationXY = XSIMath.CreateMatrix3(rotationX.Value(0,0) *
 rotationY.Value(0,0) + rotationX.Value(0,1) * rotationY.Value(1,0) +
 rotationX.Value(0,2) * rotationY.Value(2,0),


 rotationX.Value(0,0) * rotationY.Value(0,1) + rotationX.Value(0,1) *
 rotationY.Value(1,1) + rotationX.Value(0,2) * rotationY.Value(2,1),


 rotationX.Value(0,0) * rotationY.Value(0,2) + rotationX.Value(0,1) *
 rotationY.Value(1,2) + rotationX.Value(0,2) * rotationY.Value(2,2),


 


 rotationX.Value(1,0) * rotationY.Value(0,0) + rotationX.Value(1,1) *
 rotationY.Value(1,0) + rotationX.Value(1,2) * rotationY.Value(2,0),


 rotationX.Value(1,0) * rotationY.Value(0,1) + rotationX.Value(1,1) *
 rotationY.Value(1,1) + rotationX.Value(1,2) * rotationY.Value(2,1),


 rotationX.Value(1,0) * rotationY.Value(0,2) + rotationX.Value(1,1) *
 rotationY.Value(1,2) + rotationX.Value(1,2) * rotationY.Value(2,2),


 


 rotationX.Value(2,0) * rotationY.Value(0,0) + rotationX.Value(2,1) *
 rotationY.Value(1,0) + rotationX.Value(2,2) * rotationY.Value(2,0),


 rotationX.Value(2,0) * rotationY.Value(0,1) + rotationX.Value(2,1) *
 rotationY.Value(1,1) + rotationX.Value(2,2) * rotationY.Value(2,1),


 rotationX.Value(2,0) * rotationY.Value(0,2) + rotationX.Value(2,1) *
 rotationY.Value(1,2) + rotationX.Value(2,2) * rotationY.Value(2,2))


 

 rotationXYZ = XSIMath.CreateMatrix3(rotationXY.Value(0,0) *
 rotationZ.Value(0,0) + rotationXY.Value(0,1) * rotationZ.Value(1,0) +
 rotationXY.Value(0,2) * rotationZ.Value(2,0),


 rotationXY.Value(0,0) * rotationZ.Value(0,1) + rotationXY.Value(0,1) *
 rotationZ.Value(1,1) + rotationXY.Value(0,2) * rotationZ.Value(2,1),


 rotationXY.Value(0,0) * rotationZ.Value(0,2) + rotationXY.Value(0,1) *
 rotationZ.Value(1,2) + rotationXY.Value(0,2) * rotationZ.Value(2,2),


 


 rotationXY.Value(1,0) * rotationZ.Value(0,0) + rotationXY.Value(1,1) *
 rotationZ.Value(1,0) + rotationXY.Value(1,2) * rotationZ.Value(2,0),


 rotationXY.Value(1,0) * rotationZ.Value(0,1) + rotationXY.Value(1,1) *
 rotationZ.Value(1,1) + rotationXY.Value(1,2) 

Re: Friday Flashback #133

2013-08-26 Thread Raffaele Fragapane
The problems are simple:
A) The patent is retardedly generic and its acceptance is questionable, but
what is done is done.

B) It was NOT the brilliant intuition that nobody had before it was claimed
to be, prior work too close for comfort existed, but it was a different
time and nobody else ran for it (you didn't even have internet logs for
patent checking, back then you had to go peruse their library on a regular
basis, and some patents would take months to transition between offices and
stuff came in in tidal waves).

C) Joe is a software patent advocate, and despite claim to the countrary an
avid patent filer. He is EXACTLY a patent troll, which is why he puts the
OSS community down and ridicules the term. That is also the behaviour of
the corporations he so valorously fights against in his mind.
The irony is at such critical levels of density it's amazing the entire
state he resides in hasn't collapsed on itself in a black hole.

D) He enforces it indiscriminately, it's extremely questionable whether
Disney infringed, and Peregrine shouldn't even have been contacted, they
were on third tier grounds (they did NOT infringe, but they derived from
SeExpr by Disney that was, at the time, connected indirectly (due to xGen)
to a lawsuit. He IS patent trolling, don't buy into his campaign presenting
himself as the little man against the evil corps, he's not. He might be
little in terms of income, but he sure isn't a poor slighted soul fighting
tooth and nail for his life.

E) You heard one side of the story, and you are assuming all of it is true
and unbiased.
Colin has decided not to say more, Joe keeps going around digging his own
grave by insulting people 360 degrees.

F) The software patents world is an American thing tied to a rotten,
outdated system that gets in the way of progress and informatic freedom
everywhere else.
Nobody except a few selected individuals and an even smaller number of
large corporations benefits from them. Whenever someone goes so far out of
his way to diminish and piss all over communities like the OSS one (because
all they do is copy stuff, right? Linux, GrID, Alembic, PartIO, OpenSL,
Apache, CPython, OpenVDB, OpenSubD... all highly derivative shit, right?)
and then proceeds to paint himself as a victim of evil corporations
(because Disney, with ILM, and Pixar underneath didn't release a shitton of
original software and papers for free), what does he expect to be seen as
if not as a gigantic internet tough guy prick?

I'm not saying he is one, but he sure works hard to paint himself as one.
Why shouldn't people be equally prickly in response? It's only in the
natural order of the internets that people anabashedly take the piss or
attack him, he does the same routinely and aggresively.

Enough to figure it out now? :)



On Tue, Aug 27, 2013 at 1:33 AM, Eric Deren eric_l...@dzignlight.comwrote:

 Nah, Joe Alter already holds this...


 I still have yet to figure out why folks unabashedly slam Joe.  Yes, there
 are patent trolls and yes, there are serious problems with our patent
 system, but after evaluating the entire situation after the Yeti deal
 collapsed (which was unfortunate), it seems to me that, in general, Joe is
 the little guy that the best parts of our decrepit patent system support.

 Before the Yeti thing, his patent basically kept several large studios
 from outright stealing his work and giving him no compensation for it.
  Isn't that the ideal situation for patents?  Protecting the little guy
 from the big conglomerate corporations?

 I don't want to turn this into a political discussion but this evil Joe
 Alter thread came up on a neighboring VFX list that Joe was actually on,
 and when he calmly presented his case it actually made a lot of sense. Yeti
 is an unfortunate causality to this situation, but this doesn't mean that
 Joe is a patent troll...  I mean, he did the actual work and makes money
 from competing products based on that work.  I'm all for open-source stuff
 and I think if someone wants to go down that route, more power to them.
  All of my released work has been released as such.  But that doesn't mean
 that if someone wants the protection of the law for their creation they
 should be denied that.  Methinks if his detractors actually held patents
 they would have a different opinion of him.

 My 0.02.

 -Eric



Re: SI Matrix3 and Maths

2013-08-26 Thread Raffaele Fragapane
The rotation order matters.
It's as simple as each rotation pushing a gimbal along by a linear distance
of trigonometric functions of that angle in turns, in the rotation order...
order.

Wikipedia has the matricial forms:
http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations

What's not working from that? Or if you haven't looked at it, shame on you!


Re: SI Matrix3 and Maths

2013-08-26 Thread Eric Thivierge
Thanks Raf I saw that today. It's a problem somewhere with my matrix
multiplication I think. Tried a bunch of different combos but I'm thinking
it's what Matt touched on either the row / column mixing or a mistake in
the shorthand somewhere.


Eric Thivierge
http://www.ethivierge.com


On Mon, Aug 26, 2013 at 8:15 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 The rotation order matters.
 It's as simple as each rotation pushing a gimbal along by a linear
 distance of trigonometric functions of that angle in turns, in the rotation
 order... order.

 Wikipedia has the matricial forms:
 http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations

 What's not working from that? Or if you haven't looked at it, shame on you!




Re: SI Matrix3 and Maths

2013-08-26 Thread Raffaele Fragapane
Try one angle at a time, and multiply by the matrix first, then by its
transposeInPlace. That should show you the order (whether it's direct or
reversed), and whether you have a column/row discrepancy. Adjust
accordingly.


On Tue, Aug 27, 2013 at 10:21 AM, Eric Thivierge ethivie...@gmail.comwrote:

 Thanks Raf I saw that today. It's a problem somewhere with my matrix
 multiplication I think. Tried a bunch of different combos but I'm thinking
 it's what Matt touched on either the row / column mixing or a mistake in
 the shorthand somewhere.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Mon, Aug 26, 2013 at 8:15 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 The rotation order matters.
 It's as simple as each rotation pushing a gimbal along by a linear
 distance of trigonometric functions of that angle in turns, in the rotation
 order... order.

 Wikipedia has the matricial forms:
 http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations

 What's not working from that? Or if you haven't looked at it, shame on
 you!





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


Re: SI Matrix3 and Maths

2013-08-26 Thread Vladimir Jankijevic
I know! That is the raw math. Only wrapped through the API
to better transport the idea. here it is python only until the latest part
where we have to set the transform:

import math
x = -45.0
y = 45.0
z = 0.0

def degToRad(value):
return value * (math.pi / 180)
cx = math.cos(degToRad(x))
sx = math.sin(degToRad(x))
cy = math.cos(degToRad(y))
sy = math.sin(degToRad(y))
cz = math.cos(degToRad(z))
sz = math.sin(degToRad(z))

xAxisX = [1,0,0]
xAxisY = [0,cx,sx]
xAxisZ = [0,-sx,cx]
matX = [xAxisX,xAxisY,xAxisZ]

yAxisX = [cy,0,-sy]
yAxisY = [0,1,0]
yAxisZ = [sy,0,cy]
matY = [yAxisX,yAxisY,yAxisZ]

zAxisX = [cz,sz,0]
zAxisY = [-sz,cz,0]
zAxisZ = [0,0,1]
matZ = [zAxisX,zAxisY,zAxisZ]
matrixXY =[ [ matX[0][0] * matY[0][0] + matX[0][1] * matY[1][0] +
matX[0][2] * matY[2][0],
 matX[0][0] * matY[0][1] + matX[0][1] * matY[1][1] + matX[0][2] *
matY[2][1],
matX[0][0] * matY[0][2] + matX[0][1] * matY[1][2] + matX[0][2] *
matY[2][2]],
 [ matX[1][0] * matY[0][0] + matX[1][1] * matY[1][0] + matX[1][2] *
matY[2][0],
 matX[1][0] * matY[0][1] + matX[1][1] * matY[1][1] + matX[1][2] *
matY[2][1],
matX[1][0] * matY[0][2] + matX[1][1] * matY[1][2] + matX[1][2] *
matY[2][2]],
 [ matX[2][0] * matY[0][0] + matX[2][1] * matY[1][0] + matX[2][2] *
matY[2][0],
 matX[2][0] * matY[0][1] + matX[2][1] * matY[1][1] + matX[2][2] *
matY[2][1],
matX[2][0] * matY[0][2] + matX[2][1] * matY[1][2] + matX[2][2] *
matY[2][2]]]

rotationXYZ =[ [ matrixXY[0][0] * matZ[0][0] + matrixXY[0][1] * matZ[1][0]
+ matrixXY[0][2] * matZ[2][0],
 matrixXY[0][0] * matZ[0][1] + matrixXY[0][1] * matZ[1][1] + matrixXY[0][2]
* matZ[2][1],
matrixXY[0][0] * matZ[0][2] + matrixXY[0][1] * matZ[1][2] + matrixXY[0][2]
* matZ[2][2]],
 [ matrixXY[1][0] * matZ[0][0] + matrixXY[1][1] * matZ[1][0] +
matrixXY[1][2] * matZ[2][0],
 matrixXY[1][0] * matZ[0][1] + matrixXY[1][1] * matZ[1][1] + matrixXY[1][2]
* matZ[2][1],
matrixXY[1][0] * matZ[0][2] + matrixXY[1][1] * matZ[1][2] + matrixXY[1][2]
* matZ[2][2]],
 [ matrixXY[2][0] * matZ[0][0] + matrixXY[2][1] * matZ[1][0] +
matrixXY[2][2] * matZ[2][0],
 matrixXY[2][0] * matZ[0][1] + matrixXY[2][1] * matZ[1][1] + matrixXY[2][2]
* matZ[2][1],
matrixXY[2][0] * matZ[0][2] + matrixXY[2][1] * matZ[1][2] + matrixXY[2][2]
* matZ[2][2]]]



siMatrix = XSIMath.CreateMatrix3(
rotationXYZ[0][0],rotationXYZ[0][1],rotationXYZ[0][2],
rotationXYZ[1][0],rotationXYZ[1][1],rotationXYZ[1][2],
 rotationXYZ[2][0],rotationXYZ[2][1],rotationXYZ[2][2])
xfo = XSIMath.CreateTransform()
xfo.SetRotationFromMatrix3(siMatrix)

Application.Selection(0).Kinematics.Global.PutTransform2(None, xfo)




On Mon, Aug 26, 2013 at 7:09 PM, Matt Lind ml...@carbinestudios.com wrote:

 I think he’s looking for the raw math sans Softimage API.

 ** **

 As for working with texts and papers from online, you’ll need to pay
 attention to what kind of vectors are used.  Many use column vectors in
 their matrices.  Softimage uses row vectors.  You cannot mix n’ match, you
 must align all data to be consistently row vectors or consistently column
 vectors.  You can convert a matrix to/from row aligned via a transpose
 (flip entries across main diagonal).

 ** **

 I would also advise using more parenthesis to ensure order of operations
 are enforced in your computations.  You’d be surprised how often silly
 mistakes result from this.

 ** **

 As a learning exercise I would advise doing it all long hand by building a
 matrix for the initial transformation of the null then multiply it in turn
 by each rotation vector (euler angle) because a transformation is
 essentially a series of matrix and vector multiplications performed in a
 specific order (XYZ in this case).  The algorithm you are using is an
 abbreviated version because many terms simplify during the computations.
 If you do it long hand you should get the correct result.  From that you
 can trace your steps backwards to find your error in your initial attempts.
 

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Vladimir
 Jankijevic

 *Sent:* Monday, August 26, 2013 3:46 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: SI Matrix3 and Maths

 ** **

 if you want to do it the hard way you can do it like this:

 ** **

 # Python

 import math 

 x = -45.0

 y = 45.0

 z = 0.0

 ** **

 def degToRad(value):

 return value * (math.pi / 180)

 

 ** **

 cx = math.cos(degToRad(x))

 sx = math.sin(degToRad(x))

 cy = math.cos(degToRad(y))

 sy = math.sin(degToRad(y))

 cz = math.cos(degToRad(z))

 sz = math.sin(degToRad(z))

 ** **

 ** **

 rotationX = XSIMath.CreateMatrix3(   1,0,0,


 0,cx,sx,


 0,-sx,cx)


 

 rotationY = XSIMath.CreateMatrix3(   cy,0,-sy,


 0,1,0,


 sy,0,cy)


 **
 **

 rotationZ = 

Re: Friday Flashback #133

2013-08-26 Thread Raffaele Fragapane
If I had right to vote in the States I would have voted for the Governor.
So, admittedly, a Republican vote.
Still better than you sending your sheet back with all the names scribbled
out and Hitler written on top and voted on the side.

(It was time for Godwin's law to kick in).


On Tue, Aug 27, 2013 at 10:33 AM, Eric Thivierge ethivie...@gmail.comwrote:


 On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 F) The software patents world is an American thing


 Heh, this coming from someone who voted for G.W. Bush even when not even a
 US citizen! :P

 Thanks for the insights Raf.

 
 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: Friday Flashback #133

2013-08-26 Thread Eric Thivierge
On Mon, Aug 26, 2013 at 9:14 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 If I had right to vote in the States I would have voted for the Governor.


Which one? There are 50...  and not all of them are Republican.


Eric Thivierge
http://www.ethivierge.com


Re: Friday Flashback #133

2013-08-26 Thread Raffaele Fragapane
The Governor with a capital G, there's only one, and sadly he couldn't run
for presidentials.


On Tue, Aug 27, 2013 at 11:42 AM, Eric Thivierge ethivie...@gmail.comwrote:


 On Mon, Aug 26, 2013 at 9:14 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If I had right to vote in the States I would have voted for the Governor.


 Which one? There are 50...  and not all of them are Republican.


 
 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: Friday Flashback #133

2013-08-26 Thread Matt Lind
You mean Arnold the Governator Schwarzenegger?

Any republican as president is a bad idea.  But I'll stop there as this isn't a 
political forum.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Monday, August 26, 2013 6:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133

The Governor with a capital G, there's only one, and sadly he couldn't run for 
presidentials.

On Tue, Aug 27, 2013 at 11:42 AM, Eric Thivierge 
ethivie...@gmail.commailto:ethivie...@gmail.com wrote:

On Mon, Aug 26, 2013 at 9:14 PM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
If I had right to vote in the States I would have voted for the Governor.

Which one? There are 50...  and not all of them are Republican.



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!


GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-26 Thread Miquel Campos
Hello,

I have just uploaded to github my custom fork of Jeremie Passerin's GEAR
project.

https://github.com/miquelcampos/GEAR_mc

Here is a little list of what's the new:

-New Menu re-arrange
-New Facial components
-New options for icon creator
-Selection sets and poseLib not part of Gear
-poseLib should work now in Linux (but not tested)
-Zipper tool for curves
-New solvers
-Wireframe color tool
-Guides support for store wireframe color
-New commands for inspect Guides PPG and solvers options
-Command for merge symmetry mapping templates.

Some of these new features were initially developed by Jeremie, who kindly
shared with me some of his personal WIP code.

 BIG THANKS to Jeremie for the original code and all the help. And also BIG
THANKS to Sly and PH from Shed  Montreal to allow me to release some
internal code for the poseLib, selection sets and some of the facial
components.

I will prepare with Alan some videos explaining the new features and tools.
Stay tune to TDsurvival ;)

Cheers,
Miquel




Miquel Campos
www.miquelTD.com


Re: Friday Flashback #133

2013-08-26 Thread Eric Turman
I'll go one further: Politicians as president is a bad idea...both sides
:P


On Mon, Aug 26, 2013 at 8:48 PM, Matt Lind ml...@carbinestudios.com wrote:

 You mean Arnold “the Governator” Schwarzenegger?

 ** **

 Any republican as president is a bad idea.  But I’ll stop there as this
 isn’t a political forum.

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Monday, August 26, 2013 6:44 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Friday Flashback #133

 ** **

 The Governor with a capital G, there's only one, and sadly he couldn't run
 for presidentials.

 ** **

 On Tue, Aug 27, 2013 at 11:42 AM, Eric Thivierge ethivie...@gmail.com
 wrote:

 ** **

 On Mon, Aug 26, 2013 at 9:14 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If I had right to vote in the States I would have voted for the Governor.*
 ***

 ** **

 Which one? There are 50...  and not all of them are Republican.



 

 
 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!




-- 




-=T=-


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-26 Thread Gustavo Eggert Boehs
Very kind of you to share Miquel. Looks packed with good stuff!
I would ask a lot of questions, but I guess I will just wait for the funny
video :D

Gustavo E Boehs
Dpto. de Expressão Gráfica
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/blog


2013/8/26 Miquel Campos miquel.cam...@gmail.com

 Hello,

 I have just uploaded to github my custom fork of Jeremie Passerin's GEAR
 project.

 https://github.com/miquelcampos/GEAR_mc

 Here is a little list of what's the new:

 -New Menu re-arrange
 -New Facial components
 -New options for icon creator
 -Selection sets and poseLib not part of Gear
 -poseLib should work now in Linux (but not tested)
 -Zipper tool for curves
 -New solvers
 -Wireframe color tool
 -Guides support for store wireframe color
 -New commands for inspect Guides PPG and solvers options
 -Command for merge symmetry mapping templates.

 Some of these new features were initially developed by Jeremie, who kindly
 shared with me some of his personal WIP code.

  BIG THANKS to Jeremie for the original code and all the help. And also
 BIG THANKS to Sly and PH from Shed  Montreal to allow me to release some
 internal code for the poseLib, selection sets and some of the facial
 components.

 I will prepare with Alan some videos explaining the new features and
 tools. Stay tune to TDsurvival ;)

 Cheers,
 Miquel


 

 Miquel Campos
 www.miquelTD.com




RE: Friday Flashback #133

2013-08-26 Thread Sam
Because the democrats are doing such a good job. 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, August 26, 2013 6:49 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #133

 

You mean Arnold the Governator Schwarzenegger?

 

Any republican as president is a bad idea.  But I'll stop there as this
isn't a political forum.

 

Matt

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: Monday, August 26, 2013 6:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133

 

The Governor with a capital G, there's only one, and sadly he couldn't run
for presidentials.

 

On Tue, Aug 27, 2013 at 11:42 AM, Eric Thivierge ethivie...@gmail.com
wrote:

 

On Mon, Aug 26, 2013 at 9:14 PM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:

If I had right to vote in the States I would have voted for the Governor.

 

Which one? There are 50...  and not all of them are Republican.






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: Friday Flashback #133

2013-08-26 Thread Raffaele Fragapane
Eric, this is all your fault.


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-26 Thread Raffaele Fragapane
Is Jeremy still working on/maintaining GEAR?
Maybe administration could be shared and this merged back into the original
GEAR?

Good job Miquel.


On Tue, Aug 27, 2013 at 1:04 PM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:

 Very kind of you to share Miquel. Looks packed with good stuff!
 I would ask a lot of questions, but I guess I will just wait for the funny
 video :D

 Gustavo E Boehs
 Dpto. de Expressão Gráfica
 Universidade Federal de Santa Catarina
 http://www.gustavoeb.com.br/blog


 2013/8/26 Miquel Campos miquel.cam...@gmail.com

 Hello,

 I have just uploaded to github my custom fork of Jeremie Passerin's GEAR
 project.

 https://github.com/miquelcampos/GEAR_mc

 Here is a little list of what's the new:

 -New Menu re-arrange
 -New Facial components
 -New options for icon creator
 -Selection sets and poseLib not part of Gear
 -poseLib should work now in Linux (but not tested)
 -Zipper tool for curves
 -New solvers
 -Wireframe color tool
 -Guides support for store wireframe color
 -New commands for inspect Guides PPG and solvers options
 -Command for merge symmetry mapping templates.

 Some of these new features were initially developed by Jeremie, who
 kindly shared with me some of his personal WIP code.

  BIG THANKS to Jeremie for the original code and all the help. And also
 BIG THANKS to Sly and PH from Shed  Montreal to allow me to release some
 internal code for the poseLib, selection sets and some of the facial
 components.

 I will prepare with Alan some videos explaining the new features and
 tools. Stay tune to TDsurvival ;)

 Cheers,
 Miquel


 

 Miquel Campos
 www.miquelTD.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: Friday Flashback #133

2013-08-26 Thread Sam
It's ok. Most of the people who voted for Obama aren't American citizens
either. Some of them aren't even human.or even alive.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, August 26, 2013 5:33 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133

 

 

On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:

F) The software patents world is an American thing


Heh, this coming from someone who voted for G.W. Bush even when not even a
US citizen! :P 

Thanks for the insights Raf.




Eric Thivierge
http://www.ethivierge.com



Re: Friday Flashback #133

2013-08-26 Thread Raffaele Fragapane
Well, Reagan was first a radio personality, then a film actor, then a TV
actor, and only a fair bit later a president and managed two terms :p
Besides, both me and Eric were joking, maybe the whole bipartisan debate is
best suited to some other place?

On Tue, Aug 27, 2013 at 1:21 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 **
 Arnie for President?

 A non-native American, republican actor gone politician? That's more
 contradictions in one sentence to comprehend simultaneously, and it's not
 even the actor vs president one that sticks out (I hear there have been
 previous American  presidents who used to be actors?).





Re: Friday Flashback #133

2013-08-26 Thread Eric Thivierge
Someone had to get this thread derailed... they took the bait pretty easily
too huh?
On Aug 26, 2013 11:07 PM, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 Eric, this is all your fault.



Re: Friday Flashback #133

2013-08-26 Thread Eric Turman
With all the craziness flying around, the next thing I was expecting you
guys to suggest was for Joe Alter to be elected President ;)


On Mon, Aug 26, 2013 at 10:36 PM, Eric Thivierge ethivie...@gmail.comwrote:

 Someone had to get this thread derailed... they took the bait pretty
 easily too huh?
 On Aug 26, 2013 11:07 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Eric, this is all your fault.




-- 




-=T=-


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-26 Thread Emilio Hernandez
Awsome!  Good Job!  Thanks a lot!


2013/8/26 Raffaele Fragapane raffsxsil...@googlemail.com

 Is Jeremy still working on/maintaining GEAR?
 Maybe administration could be shared and this merged back into the
 original GEAR?

 Good job Miquel.


 On Tue, Aug 27, 2013 at 1:04 PM, Gustavo Eggert Boehs gustav...@gmail.com
  wrote:

 Very kind of you to share Miquel. Looks packed with good stuff!
 I would ask a lot of questions, but I guess I will just wait for the
 funny video :D

 Gustavo E Boehs
 Dpto. de Expressão Gráfica
 Universidade Federal de Santa Catarina
 http://www.gustavoeb.com.br/blog


 2013/8/26 Miquel Campos miquel.cam...@gmail.com

 Hello,

 I have just uploaded to github my custom fork of Jeremie Passerin's GEAR
 project.

 https://github.com/miquelcampos/GEAR_mc

 Here is a little list of what's the new:

 -New Menu re-arrange
 -New Facial components
 -New options for icon creator
 -Selection sets and poseLib not part of Gear
 -poseLib should work now in Linux (but not tested)
 -Zipper tool for curves
 -New solvers
 -Wireframe color tool
 -Guides support for store wireframe color
 -New commands for inspect Guides PPG and solvers options
 -Command for merge symmetry mapping templates.

 Some of these new features were initially developed by Jeremie, who
 kindly shared with me some of his personal WIP code.

  BIG THANKS to Jeremie for the original code and all the help. And also
 BIG THANKS to Sly and PH from Shed  Montreal to allow me to release some
 internal code for the poseLib, selection sets and some of the facial
 components.

 I will prepare with Alan some videos explaining the new features and
 tools. Stay tune to TDsurvival ;)

 Cheers,
 Miquel


 

 Miquel Campos
 www.miquelTD.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: Friday Flashback #133

2013-08-26 Thread Eric Lampi
Jumpin' Jesus on a pogo stick!

Can we please keep this as the ONE forum on teh internets where I don't
have to be inundated with derpy political comments and the inevitable, slow
slide towards personal attacks and comparisons to Hitler.

PLEASE!?

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net wrote:

 It’s ok. Most of the people who voted for Obama aren’t American citizens
 either. Some of them aren’t even human…or even alive.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
 *Sent:* Monday, August 26, 2013 5:33 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Friday Flashback #133

 ** **

 ** **

 On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 F) The software patents world is an American thing


 Heh, this coming from someone who voted for G.W. Bush even when not even a
 US citizen! :P

 Thanks for the insights Raf.

 

 
 Eric Thivierge
 http://www.ethivierge.com



Re: Friday Flashback #133

2013-08-26 Thread Benjamin Paschke

On 27/08/13 13:56, Eric Lampi wrote:

Jumpin' Jesus on a pogo stick!


I'm pretty sure mentioning Jesus isn't going to help matters ..

Can we please keep this as the ONE forum on teh internets where I 
don't have to be inundated with derpy political comments and the 
inevitable, slow slide towards personal attacks and comparisons to Hitler.


PLEASE!?

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net 
mailto:sbowl...@cox.net wrote:


It’s ok. Most of the people who voted for Obama aren’t American
citizens either. Some of them aren’t even human…or even alive.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Eric Thivierge
*Sent:* Monday, August 26, 2013 5:33 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Friday Flashback #133

On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane
raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com
wrote:

F) The software patents world is an American thing


Heh, this coming from someone who voted for G.W. Bush even when
not even a US citizen! :P

Thanks for the insights Raf.


Eric Thivierge
http://www.ethivierge.com






Re: Friday Flashback #133

2013-08-26 Thread Eric Thivierge
Sounds just like something Hitler would say...


Eric Thivierge
http://www.ethivierge.com


On Tue, Aug 27, 2013 at 12:26 AM, Eric Lampi ericla...@gmail.com wrote:

 Jumpin' Jesus on a pogo stick!

 Can we please keep this as the ONE forum on teh internets where I don't
 have to be inundated with derpy political comments and the inevitable, slow
 slide towards personal attacks and comparisons to Hitler.

 PLEASE!?

 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work


 On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net wrote:

 It’s ok. Most of the people who voted for Obama aren’t American citizens
 either. Some of them aren’t even human…or even alive.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
 *Sent:* Monday, August 26, 2013 5:33 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Friday Flashback #133

 ** **

 ** **

 On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 F) The software patents world is an American thing


 Heh, this coming from someone who voted for G.W. Bush even when not even
 a US citizen! :P

 Thanks for the insights Raf.

 

 
 Eric Thivierge
 http://www.ethivierge.com





Re: Friday Flashback #133

2013-08-26 Thread Raffaele Fragapane
Since when did you become a list Nazi, Ben? (Yes, I'm pushing that Godwin
agenda hard on this one).


On Tue, Aug 27, 2013 at 2:31 PM, Benjamin Paschke ben.pasc...@rsp.com.auwrote:

  On 27/08/13 13:56, Eric Lampi wrote:

  Jumpin' Jesus on a pogo stick!

   I'm pretty sure mentioning Jesus isn't going to help matters ..


  Can we please keep this as the ONE forum on teh internets where I
 don't have to be inundated with derpy political comments and the
 inevitable, slow slide towards personal attacks and comparisons to Hitler.

  PLEASE!?

 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work


 On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net wrote:

  It’s ok. Most of the people who voted for Obama aren’t American
 citizens either. Some of them aren’t even human…or even alive.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
 *Sent:* Monday, August 26, 2013 5:33 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Friday Flashback #133





 On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 F) The software patents world is an American thing


 Heh, this coming from someone who voted for G.W. Bush even when not even
 a US citizen! :P

 Thanks for the insights Raf.

  
 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: Friday Flashback #133

2013-08-26 Thread Leonard Koch
I don't know about you guys, but I still think Ayn Rand was right...


On Tue, Aug 27, 2013 at 6:41 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Since when did you become a list Nazi, Ben? (Yes, I'm pushing that Godwin
 agenda hard on this one).


 On Tue, Aug 27, 2013 at 2:31 PM, Benjamin Paschke 
 ben.pasc...@rsp.com.auwrote:

  On 27/08/13 13:56, Eric Lampi wrote:

  Jumpin' Jesus on a pogo stick!

   I'm pretty sure mentioning Jesus isn't going to help matters ..


  Can we please keep this as the ONE forum on teh internets where I
 don't have to be inundated with derpy political comments and the
 inevitable, slow slide towards personal attacks and comparisons to Hitler.

  PLEASE!?

 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work


 On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net wrote:

  It’s ok. Most of the people who voted for Obama aren’t American
 citizens either. Some of them aren’t even human…or even alive.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
 *Sent:* Monday, August 26, 2013 5:33 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Friday Flashback #133





 On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 F) The software patents world is an American thing


 Heh, this coming from someone who voted for G.W. Bush even when not even
 a US citizen! :P

 Thanks for the insights Raf.

  
 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: Friday Flashback #133

2013-08-26 Thread Eric Deren

Eric, this is all your fault.


Did I not CLEARLY state that I didn’t want this to turn into a political 
conversation?


:P

-Eric



-Original Message- 
From: Raffaele Fragapane

Sent: Monday, August 26, 2013 11:06 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133


Eric, this is all your fault. 



Re: Friday Flashback #133

2013-08-26 Thread olivier jeannel

http://www.youtube.com/watch?v=jpSU2Hff0Jc :)

In french



Le 27/08/2013 06:31, Eric Thivierge a écrit :

Sounds just like something Hitler would say...


Eric Thivierge
http://www.ethivierge.com


On Tue, Aug 27, 2013 at 12:26 AM, Eric Lampi ericla...@gmail.com 
mailto:ericla...@gmail.com wrote:


Jumpin' Jesus on a pogo stick!

Can we please keep this as the ONE forum on teh internets where
I don't have to be inundated with derpy political comments and the
inevitable, slow slide towards personal attacks and comparisons to
Hitler.

PLEASE!?

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net
mailto:sbowl...@cox.net wrote:

It’s ok. Most of the people who voted for Obama aren’t
American citizens either. Some of them aren’t even human…or
even alive.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf
Of *Eric Thivierge
*Sent:* Monday, August 26, 2013 5:33 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Friday Flashback #133

On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

F) The software patents world is an American thing


Heh, this coming from someone who voted for G.W. Bush even
when not even a US citizen! :P

Thanks for the insights Raf.


Eric Thivierge
http://www.ethivierge.com







Re: Friday Flashback #133

2013-08-26 Thread Eric Lampi
Agreed. I blame Eric.

-Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Tue, Aug 27, 2013 at 12:45 AM, Eric Deren eric_l...@dzignlight.comwrote:

 Eric, this is all your fault.


 Did I not CLEARLY state that I didn’t want this to turn into a political
 conversation?

 :P

 -Eric



 -Original Message- From: Raffaele Fragapane
 Sent: Monday, August 26, 2013 11:06 PM
 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #133


 Eric, this is all your fault.



Re: Friday Flashback #133

2013-08-26 Thread Raffaele Fragapane
The other Eric, the one that looks and smells like a short wet Wookie.


On Tue, Aug 27, 2013 at 2:45 PM, Eric Deren eric_l...@dzignlight.comwrote:

 Eric, this is all your fault.


 Did I not CLEARLY state that I didn’t want this to turn into a political
 conversation?

 :P

 -Eric



 -Original Message- From: Raffaele Fragapane
 Sent: Monday, August 26, 2013 11:06 PM

 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #133


 Eric, this is all your fault.




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


Re: Friday Flashback #133

2013-08-26 Thread Benjamin Paschke

On 27/08/13 14:11, Raffaele Fragapane wrote:
Since when did you become a list Nazi, Ben? (Yes, I'm pushing that 
Godwin agenda hard on this one).


Haha! list nazi! Dudes can talk all they like as long as I have my 
trusty Mark thread as read button :D

I'm off to add Godwin's Law to my reading list.



On Tue, Aug 27, 2013 at 2:31 PM, Benjamin Paschke 
ben.pasc...@rsp.com.au mailto:ben.pasc...@rsp.com.au wrote:


On 27/08/13 13:56, Eric Lampi wrote:

Jumpin' Jesus on a pogo stick!


I'm pretty sure mentioning Jesus isn't going to help matters ..



Can we please keep this as the ONE forum on teh internets where
I don't have to be inundated with derpy political comments and
the inevitable, slow slide towards personal attacks and
comparisons to Hitler.

PLEASE!?

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net
mailto:sbowl...@cox.net wrote:

It’s ok. Most of the people who voted for Obama aren’t
American citizens either. Some of them aren’t even human…or
even alive.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf
Of *Eric Thivierge
*Sent:* Monday, August 26, 2013 5:33 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Friday Flashback #133

On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

F) The software patents world is an American thing


Heh, this coming from someone who voted for G.W. Bush even
when not even a US citizen! :P

Thanks for the insights Raf.


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!