Re: How to read .MEL script in Softimage
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Eric, this is all your fault.
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!