Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Big thanks to you, jeremie, and the crew at shed for this. It will save lives :)
Deform ICE pointcloud, not
Hey list, I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud and I just assumed that I could. But I can't deform an ICE pointcloud? Was that the old legacy particles? - Would I have to build the deformer in ICE (with getters and setters and some math) and apply it under post sim? Cheers!
RE: Deform ICE pointcloud, not
ICE Bend works well on pointcloud... Even Bend operator from Model works. Did you check the axis direction? -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pingo van der Brinkloev Sent: Tuesday, August 27, 2013 3:32 PM To: softimage@listproc.autodesk.com Subject: Deform ICE pointcloud, not Hey list, I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud and I just assumed that I could. But I can't deform an ICE pointcloud? Was that the old legacy particles? - Would I have to build the deformer in ICE (with getters and setters and some math) and apply it under post sim? Cheers! attachment: winmail.dat
Re: Deform ICE pointcloud, not
Yes, thanks. Just found the ICE deformers. I was trying to use the old deformers. Doh. Thanks! Pingo On 27/08/2013, at 09.42, Chris Chia chris.c...@autodesk.com wrote: ICE Bend works well on pointcloud... Even Bend operator from Model works. Did you check the axis direction? -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pingo van der Brinkloev Sent: Tuesday, August 27, 2013 3:32 PM To: softimage@listproc.autodesk.com Subject: Deform ICE pointcloud, not Hey list, I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud and I just assumed that I could. But I can't deform an ICE pointcloud? Was that the old legacy particles? - Would I have to build the deformer in ICE (with getters and setters and some math) and apply it under post sim? Cheers! winmail.dat
Re: Deform ICE pointcloud, not
Bending Pointcloud will only bend the point position. If you want to physicaly bend the vertices you need to use an instancer (like the one in Momentum)to turn the Pointcloud in a polygon mesh. If this is wat you're after (maybe). Le 27/08/2013 09:42, Chris Chia a écrit : ICE Bend works well on pointcloud... Even Bend operator from Model works. Did you check the axis direction? -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pingo van der Brinkloev Sent: Tuesday, August 27, 2013 3:32 PM To: softimage@listproc.autodesk.com Subject: Deform ICE pointcloud, not Hey list, I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud and I just assumed that I could. But I can't deform an ICE pointcloud? Was that the old legacy particles? - Would I have to build the deformer in ICE (with getters and setters and some math) and apply it under post sim? Cheers!
Re: Deform ICE pointcloud, not
I am not in front of Soft now - but I know you can lattice a pointcloud, I did it on a job last month - so I would be suprised if you could not - maybe try a lattice then deform the lattice with a bend. S. On 2013/08/27 8:32 AM, Pingo van der Brinkloev wrote: Hey list, I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud and I just assumed that I could. But I can't deform an ICE pointcloud? Was that the old legacy particles? - Would I have to build the deformer in ICE (with getters and setters and some math) and apply it under post sim? Cheers!
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
It's really awesome. Thank you so much Miquel :) Daniel On 27/08/2013, at 2:48 PM, Miquel Campos miquel.cam...@gmail.com wrote: 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: GEAR_mc a fork of Jeremie Passerin's GEAR project
Thanks for sharing Miquel ! I'm looking forward to your new videos. And thanks to the rest of Shed too, big fan of your work. Martin On Tue, Aug 27, 2013 at 4:14 PM, Octavian Ureche okt...@gmail.com wrote: Big thanks to you, jeremie, and the crew at shed for this. It will save lives :)
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Awesome , thank you Miquel .
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Great way to start the week! Thanks Miquel and shed for sharing :) On 27 August 2013 09:38, Nour Almasri mr.nour.alma...@gmail.com wrote: Awesome , thank you Miquel . -- www.matinai.com
Re: Deform ICE pointcloud, not
Seems to work fine...2013sp1 I'm always chucking standard deformers onto particle clouds. Waves etc. Adam - http://www.linkedin.com/in/adamseeleyuk https://vimeo.com/adamseeley From: Pingo van der Brinkloev xsil...@comxnet.dk To: softimage@listproc.autodesk.com Sent: Tuesday, 27 August 2013, 8:32 Subject: Deform ICE pointcloud, not Hey list, I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud and I just assumed that I could. But I can't deform an ICE pointcloud? Was that the old legacy particles? - Would I have to build the deformer in ICE (with getters and setters and some math) and apply it under post sim? Cheers!
RE: mail size limit?!?!
this. _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: 24 August 2013 00:07 To: XSI Mailing List Subject: Re: mail size limit?!?! It's less of a good thing when the link goes dead a year from now upon which the thread is found by someone with the same problem and the file is nowhere to be found. Google Groups has been archiving all of this list *with* all attachments. It's a very handy feature. On Fri, Aug 23, 2013 at 1:33 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: Ha, you know, if this pushes people to discover how easy it is to setup a free free dropbox account, google drive, or skydrive and send a link instead of mailing copies of 700k scene files to a thousand people, I think it's a good thing. Heck, I even got 50 gig free drop box with my Samsung S3 I don't even know what to do with. On Fri, Aug 23, 2013 at 12:30 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: OK, but don't you think 200Kb is little over zealous? _ No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3392 / Virus Database: 3211/6603 - Release Date: 08/23/13
Re: Friday Flashback #133
Hey! I shower daily... probably one of the freshest smelling wookies you'll ever meet! On Aug 27, 2013 1:17 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: 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: GEAR_mc a fork of Jeremie Passerin's GEAR project
Thanks Miquel, A couple of questions: * Do you need the original Gear for your addons? * Do you need to remove the original Gear before installing? Dan P.S. Look like Jeremie main site is offline. On Tue, Aug 27, 2013 at 6:31 AM, Darren Macpherson darren...@gmail.comwrote: I'm a big fan of GEAR, so thank you Miquel and Shed for sharing, and of course Jeremie. Looking forward to the videos. -- darren macpherson | 3d artist | +2772 355 0924 | www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/08/27 04:48 AM, Miquel Campos wrote: 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: GEAR_mc a fork of Jeremie Passerin's GEAR project
OK, Found his Github site. https://github.com/jpasserin On Tue, Aug 27, 2013 at 8:02 AM, Daniel Brassard dbrassar...@gmail.comwrote: Thanks Miquel, A couple of questions: * Do you need the original Gear for your addons? * Do you need to remove the original Gear before installing? Dan P.S. Look like Jeremie main site is offline. On Tue, Aug 27, 2013 at 6:31 AM, Darren Macpherson darren...@gmail.comwrote: I'm a big fan of GEAR, so thank you Miquel and Shed for sharing, and of course Jeremie. Looking forward to the videos. -- darren macpherson | 3d artist | +2772 355 0924 | www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/08/27 04:48 AM, Miquel Campos wrote: 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: GEAR_mc a fork of Jeremie Passerin's GEAR project
Hello, Thanks for the comments :) Daniel: This version is replacing the original GEAR. The guides and rigs should be compatible. I will prepare today some videos of how to install it or switch between the 2 version if is needed. Also the xml need to be regenerated to handle the colours of the controls. I will do videos for everything :) Miq Miquel Campos www.miquelTD.com 2013/8/27 Daniel Brassard dbrassar...@gmail.com Thanks Miquel, A couple of questions: * Do you need the original Gear for your addons? * Do you need to remove the original Gear before installing? Dan P.S. Look like Jeremie main site is offline. On Tue, Aug 27, 2013 at 6:31 AM, Darren Macpherson darren...@gmail.comwrote: I'm a big fan of GEAR, so thank you Miquel and Shed for sharing, and of course Jeremie. Looking forward to the videos. -- darren macpherson | 3d artist | +2772 355 0924 | www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/08/27 04:48 AM, Miquel Campos wrote: 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: GEAR_mc a fork of Jeremie Passerin's GEAR project
Raffaele: as far I know he is not working on Gear. But maybe he, can add more light on this topic :) About merging. I just discover today (Thanks to Daniel) that Jeremie has Github :P so yes why not :) I will ask to him. Miquel Campos www.miquelTD.com 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: GEAR_mc a fork of Jeremie Passerin's GEAR project
Almost forget:: BIG THANKS to Helge for the original cpp solvers :) [?] Miquel Campos www.miquelTD.com 2013/8/27 Miquel Campos miquel.cam...@gmail.com Raffaele: as far I know he is not working on Gear. But maybe he, can add more light on this topic :) About merging. I just discover today (Thanks to Daniel) that Jeremie has Github :P so yes why not :) I will ask to him. Miquel Campos www.miquelTD.com 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! 32F.png
Re: Friday Flashback #133
behold... Godwins Law! this list has been reasonably unaffected so far – but a serious infection seems to have caught on today. From: Xavier Sent: Tuesday, August 27, 2013 2:25 PM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #133 Eric in Action: http://bit.ly/1fggcCa
Re: Friday Flashback #133
On Tue, Aug 27, 2013 at 8:25 AM, Xavier lapointe.xav...@gmail.com wrote: Eric in Action: http://bit.ly/1fggcCa Great. A wookie on a giant squirrel. *Thanks Obama.*
Using Tokens in ICE
Hi guys, I need to cross reference the name of a Null with a weightmap in a geometry . The ice tree lives in the geometry and I am plugging Nulls to create a simple ice envelope system. If my null is called EnvelopeNull, than in my geometry I have a weightmap called the same. EnvelopeNull EnvelopeNull.weights (I need to access those weights) How can I then use this name info to Get Data in my ice tree and find those weightmaps dynamically? I tried looking at strings, but can't find a way to connect out. The reason I am asking, is cause I will probably have hundreds of Nulls! Any ideas? Best, Cris
Re: Friday Flashback #133
Standard issue NSA transportation and uniform.. Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 10:05:41 AM, Luc-Eric Rousseau wrote: On Tue, Aug 27, 2013 at 8:25 AM, Xavier lapointe.xav...@gmail.com mailto:lapointe.xav...@gmail.com wrote: Eric in Action: http://bit.ly/1fggcCa Great. A wookie on a giant squirrel. /Thanks Obama./
Re: Friday Flashback #133
It's spelled J-e-s-u-s, but it's actually pronounced Throat Warbler Mangrove. Eric (Non-Wookie) On Aug 27, 2013 12:31 AM, Benjamin Paschke 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 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
Someone misunderstood. They thought you said poly tech conversation.. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Deren Sent: Tuesday, August 27, 2013 12:45 AM To: softimage@listproc.autodesk.com Subject: 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: GEAR_mc a fork of Jeremie Passerin's GEAR project
Hey guys ! First of all congrats Miquel on the release now I can officially forward you all the support emails I'm getting ;-) So Miquel kind of took over the Gear project. That was the idea behind it, everyone is free to grab it and extend what I did. I no longer work on Gear because I'm working on new stuff for Blur that I hope will also be open source in a near future (need to finish it first though). Miquel grabbed an unrealeased version of Gear that included a couple of WIP stuff I was working on before dropping it. He cleaned it and kept the things that were working in. Miquel is an awesome TD and we were working closely together at the time I developed Gear so he knows it really well (probably better than I do now) and I trust him completely to have it extended in a Gear way ! Just take a look at his work at Shed, it's already a mix of Gear and his own stuff ! Looks really cool ! Yeah Gear is on Github but I don't really remember the last time I updated the repo... but yeah it could be a branch of the project or Miquel I could give you access to the repo if you just want to make it the official release. Anyway, good luck with that, I'm still available for help if needed. And yeah my website is done, should be back shortly... this is what happen when you don't pay your bills ! Jeremie On 27 August 2013 06:35, Miquel Campos miquel.cam...@gmail.com wrote: Almost forget:: BIG THANKS to Helge for the original cpp solvers :) [?] Miquel Campos www.miquelTD.com 2013/8/27 Miquel Campos miquel.cam...@gmail.com Raffaele: as far I know he is not working on Gear. But maybe he, can add more light on this topic :) About merging. I just discover today (Thanks to Daniel) that Jeremie has Github :P so yes why not :) I will ask to him. Miquel Campos www.miquelTD.com 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! 32F.png
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 http://www.miquelTD.com -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Yeah! Waiting anxiously for the videos! Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for keeping it not only alive but sailing! 2013/8/27 Mirko Jankovic mirkoj.anima...@gmail.com hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/ --
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Thank you Miguel, couldn't dream of a better timing as we were planning to use gear for our first teaser over here. Glad to see you guys keeping our weapon alive. On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez emi...@e-roja.com wrote: Yeah! Waiting anxiously for the videos! Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for keeping it not only alive but sailing! 2013/8/27 Mirko Jankovic mirkoj.anima...@gmail.com hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/ --
RE: SI Matrix3 and Maths
I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.com Subject: 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.commailto: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! attachment: winmail.dat
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Oh! nice! :) Halim, where is here? Miquel Campos www.miquelTD.com 2013/8/27 Halim Negadi hneg...@gmail.com Thank you Miguel, couldn't dream of a better timing as we were planning to use gear for our first teaser over here. Glad to see you guys keeping our weapon alive. On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez emi...@e-roja.comwrote: Yeah! Waiting anxiously for the videos! Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for keeping it not only alive but sailing! 2013/8/27 Mirko Jankovic mirkoj.anima...@gmail.com hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/ --
Re: SI Matrix3 and Maths
A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.com Subject: 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.commailto: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
Just to clarify, that's the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there's non-uniform scaling involved and hierarchical scaling is on, it's more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there's no non-uniform scaling then everything works out the same as for classic scaling. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Brassard Sent: Tuesday, August 27, 2013 2:29 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.commailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: 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.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto: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! attachment: winmail.dat
RE: SI Matrix3 and Maths
Which begs the question - why is that formula in the user's guide and not the sdk guide? I've wondered about that for years. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 11:52 AM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths Just to clarify, that's the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there's non-uniform scaling involved and hierarchical scaling is on, it's more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there's no non-uniform scaling then everything works out the same as for classic scaling. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Brassard Sent: Tuesday, August 27, 2013 2:29 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.commailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: 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.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto: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
Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question – why is that formula in the user’s guide and not the sdk guide? I’ve wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that’s the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there’s non-uniform scaling involved and hierarchical scaling is on, it’s more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there’s no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.com mailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com mailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. 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 Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: 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 mailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com mailto: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,
RE: SI Matrix3 and Maths
See bottom of page. Matt -Original Message- From: Eric Thivierge [mailto:ethivie...@hybride.com] Sent: Tuesday, August 27, 2013 11:57 AM To: softimage@listproc.autodesk.com Cc: Matt Lind Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question – why is that formula in the user’s guide and not the sdk guide? I’ve wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that’s the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there’s non-uniform scaling involved and hierarchical scaling is on, it’s more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there’s no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.com mailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs. 85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com mailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. 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 Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: 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 mailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.co m
RE: SI Matrix3 and Maths
It's been long enough that I can say this. Do you remember who was in charge of the SDK guide? That's why. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, August 27, 2013 2:57 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question – why is that formula in the user’s guide and not the sdk guide? I’ve wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that’s the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there’s non-uniform scaling involved and hierarchical scaling is on, it’s more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there’s no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.com mailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs. 85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com mailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. 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 Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: 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
RE: SI Matrix3 and Maths
In a bit of irony, I actually don't know who was in charge of the SDK guide. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:02 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths It's been long enough that I can say this. Do you remember who was in charge of the SDK guide? That's why. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, August 27, 2013 2:57 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question – why is that formula in the user’s guide and not the sdk guide? I’ve wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that’s the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there’s non-uniform scaling involved and hierarchical scaling is on, it’s more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there’s no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.com mailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs. 85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com mailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. 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 Eric Thivierge Sent: Monday, August 26, 2013 8:21 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Thanks Raf I saw that today. It's
RE: SI Matrix3 and Maths
Maggie. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 27, 2013 3:04 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths In a bit of irony, I actually don't know who was in charge of the SDK guide. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:02 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths It's been long enough that I can say this. Do you remember who was in charge of the SDK guide? That's why. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, August 27, 2013 2:57 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question – why is that formula in the user’s guide and not the sdk guide? I’ve wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that’s the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there’s non-uniform scaling involved and hierarchical scaling is on, it’s more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there’s no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.com mailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs. 85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com mailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save some processor time by figuring it out long-hand and stuffing the final values into the full transform matrix directly, like in the code sample you showed, but of course it's easy to make a typo or other mistake. gray From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com
RE: SI Matrix3 and Maths
Maggie hasn't been with Softimage for nearly 10 years. What's everybody else's excuse? Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:16 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths Maggie. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 27, 2013 3:04 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths In a bit of irony, I actually don't know who was in charge of the SDK guide. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:02 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths It's been long enough that I can say this. Do you remember who was in charge of the SDK guide? That's why. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, August 27, 2013 2:57 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question – why is that formula in the user’s guide and not the sdk guide? I’ve wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that’s the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there’s non-uniform scaling involved and hierarchical scaling is on, it’s more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there’s no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.com mailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs. 85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com mailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate the various rotation orders, you just need to multiply the matrices in different orders. In a row-vector world, you use reverse order, for example, if you want XYZ order then you calculate matZ x matY x matX. Luckily matrix multiplication is the same in both row-vector and column-vector worlds, so you can save
unique UVs but same size
Anyway to create unique UVs so that each poly is the same size? Unfold does increasing and decreasing size but I'd love for something in the middle...same size. Any suggestions? Kris
Re: SI Matrix3 and Maths
So out of curiosity (and pardon me if this is a silly question), what exactly is the exponent of 'T' in that equation? I don't seem to see a definition. On Tue, Aug 27, 2013 at 3:38 PM, Matt Lind ml...@carbinestudios.com wrote: Maggie hasn't been with Softimage for nearly 10 years. What's everybody else's excuse? Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:16 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths Maggie. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 27, 2013 3:04 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths In a bit of irony, I actually don't know who was in charge of the SDK guide. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:02 PM To: softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths It's been long enough that I can say this. Do you remember who was in charge of the SDK guide? That's why. gray -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, August 27, 2013 2:57 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question – why is that formula in the user’s guide and not the sdk guide? I’ve wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that’s the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there’s non-uniform scaling involved and hierarchical scaling is on, it’s more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306 . If there’s no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.com mailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs. 85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.com mailto:grahame.ful...@autodesk.com wrote: I'm pretty sure it's the row versus column vector issue. In a nutshell, most of the CG world, including Softimage, treats vectors as rows, i.e., 1x3 matrices. The rest of the world, including most references you'll find for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1 matrices. In a row-vector world, you construct your transform by inserting your X,Y,Z basis vectors into a matrix as rows. The order of multiplication for transforms is Mchild x Mparent, and when multiplying a vector and matrix the vector goes on the left and the matrix on the right. In a column-vector world, it's the opposite. You construct your transform by inserting your X,Y,Z basis vectors into a matrix as columns. The order of multiplication for transforms is Mparent x Mchild, and when multiplying a vector and matrix the vector goes on the right and the matrix on the left. In particular, note that the row-vector transform is transposed (mirrored across the diagonal) from the column-vector transform. So if the formulas for your individual rotation matrices matX, matY, and matZ came from a reference that uses column-vectors, you need to transpose the matrices. To calculate
RE: SI Matrix3 and Maths
T is not an exponent in that formula - rather MT is the transpose of M. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mitchell Lotierzo Sent: Tuesday, August 27, 2013 6:15 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths So out of curiosity (and pardon me if this is a silly question), what exactly is the exponent of 'T' in that equation? I don't seem to see a definition. On Tue, Aug 27, 2013 at 3:38 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Maggie hasn't been with Softimage for nearly 10 years. What's everybody else's excuse? Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:16 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths Maggie. gray -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 27, 2013 3:04 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths In a bit of irony, I actually don't know who was in charge of the SDK guide. Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:02 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths It's been long enough that I can say this. Do you remember who was in charge of the SDK guide? That's why. gray -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, August 27, 2013 2:57 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question - why is that formula in the user's guide and not the sdk guide? I've wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that's the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there's non-uniform scaling involved and hierarchical scaling is on, it's more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306. If there's no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.commailto:dbrassar...@gmail.com mailto:dbrassar...@gmail.commailto:dbrassar...@gmail.com wrote: A pretty good explanation of row vector and transform Matrix here. http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs. 85).aspx On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com
Re: unique UVs but same size
Did you mean polygon islands or are you unwrapping individual polygons? On Tue, Aug 27, 2013 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote: Anyway to create unique UVs so that each poly is the same size? Unfold does increasing and decreasing size but I'd love for something in the middle...same size. Any suggestions? Kris
Re: SI Matrix3 and Maths
So, yeah, silly question. :) Still haven't dived that deep into matrix maths myself. Thanks for the clarification Grahame! It's appreciated. Mitch On Tue, Aug 27, 2013 at 5:22 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: T is not an exponent in that formula - rather MT is the transpose of M. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Mitchell Lotierzo Sent: Tuesday, August 27, 2013 6:15 PM To: softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths So out of curiosity (and pardon me if this is a silly question), what exactly is the exponent of 'T' in that equation? I don't seem to see a definition. On Tue, Aug 27, 2013 at 3:38 PM, Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: Maggie hasn't been with Softimage for nearly 10 years. What's everybody else's excuse? Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:16 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths Maggie. gray -Original Message- From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 27, 2013 3:04 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths In a bit of irony, I actually don't know who was in charge of the SDK guide. Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 27, 2013 12:02 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: SI Matrix3 and Maths It's been long enough that I can say this. Do you remember who was in charge of the SDK guide? That's why. gray -Original Message- From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, August 27, 2013 2:57 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: SI Matrix3 and Maths Formula? What you talkin' 'bout Willis? Eric Thivierge === Character TD / RnD Hybride Technologies On August-27-13 2:54:24 PM, Matt Lind wrote: Which begs the question - why is that formula in the user's guide and not the sdk guide? I've wondered about that for years. Matt *From:*softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Tuesday, August 27, 2013 11:52 AM *To:* softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com *Subject:* RE: SI Matrix3 and Maths Just to clarify, that's the order of the matrices in the multiplication, which in a row-vector world corresponds to performing the transformations interactively in the opposite order. If there's non-uniform scaling involved and hierarchical scaling is on, it's more complicated. For the gruesome details, scroll to the bottom of this page: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306 . If there's no non-uniform scaling then everything works out the same as for classic scaling. gray *From:*softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Brassard *Sent:* Tuesday, August 27, 2013 2:29 PM *To:* softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com *Subject:* Re: SI Matrix3 and Maths BTW, the order of operation on the matrices is important. For Softimage you scale, rotate then translate (SRT like the order in the MCP, easy way to remember). Any other way and you will have unpredictable results. On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard dbrassar...@gmail.commailto:dbrassar...@gmail.com mailto:
RE: unique UVs but same size
Property Texture Project Unique UVs (polymesh) Adjust 'angle grouping tolerance' as desired. Set to zero to make each polygon individually unwrapped. Adjust U and V pixels at bottom to control spacing between polygons. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, August 27, 2013 3:30 PM To: Softimage List Subject: Re: unique UVs but same size I need each triangle and quad to occupy a unique uv space but occupy the same..or relatively the same area as every other triangle or quad. Kris On Tue, Aug 27, 2013 at 6:25 PM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: Did you mean polygon islands or are you unwrapping individual polygons? On Tue, Aug 27, 2013 at 5:58 PM, Kris Rivel krisri...@gmail.commailto:krisri...@gmail.com wrote: Anyway to create unique UVs so that each poly is the same size? Unfold does increasing and decreasing size but I'd love for something in the middle...same size. Any suggestions? Kris
Re: unique UVs but same size
Yes but unless I'm missing something...they are arranged from large to small. I'd like to find a way to make them all the same size in UV space...so the smallest quad/tri is the same size as the largest. Kris On Tue, Aug 27, 2013 at 6:34 PM, Matt Lind ml...@carbinestudios.com wrote: Property Texture Project Unique UVs (polymesh) ** ** Adjust ‘angle grouping tolerance’ as desired. Set to zero to make each polygon individually unwrapped. ** ** Adjust U and V pixels at bottom to control spacing between polygons. ** ** ** ** Matt ** ** ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Tuesday, August 27, 2013 3:30 PM *To:* Softimage List *Subject:* Re: unique UVs but same size ** ** I need each triangle and quad to occupy a unique uv space but occupy the same..or relatively the same area as every other triangle or quad. ** ** Kris ** ** On Tue, Aug 27, 2013 at 6:25 PM, Alan Fregtman alan.fregt...@gmail.com wrote: Did you mean polygon islands or are you unwrapping individual polygons?*** * ** ** ** ** On Tue, Aug 27, 2013 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:** ** Anyway to create unique UVs so that each poly is the same size? Unfold does increasing and decreasing size but I'd love for something in the middle...same size. Any suggestions? ** ** Kris ** ** ** **
RE: unique UVs but same size
Why do you need such an arrangement? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, August 27, 2013 3:40 PM To: Softimage List Subject: Re: unique UVs but same size Yes but unless I'm missing something...they are arranged from large to small. I'd like to find a way to make them all the same size in UV space...so the smallest quad/tri is the same size as the largest. Kris On Tue, Aug 27, 2013 at 6:34 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Property Texture Project Unique UVs (polymesh) Adjust 'angle grouping tolerance' as desired. Set to zero to make each polygon individually unwrapped. Adjust U and V pixels at bottom to control spacing between polygons. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, August 27, 2013 3:30 PM To: Softimage List Subject: Re: unique UVs but same size I need each triangle and quad to occupy a unique uv space but occupy the same..or relatively the same area as every other triangle or quad. Kris On Tue, Aug 27, 2013 at 6:25 PM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: Did you mean polygon islands or are you unwrapping individual polygons? On Tue, Aug 27, 2013 at 5:58 PM, Kris Rivel krisri...@gmail.commailto:krisri...@gmail.com wrote: Anyway to create unique UVs so that each poly is the same size? Unfold does increasing and decreasing size but I'd love for something in the middle...same size. Any suggestions? Kris
Re: unique UVs but same size
I'm rendermapping some color to polys and doing some photoshop trickery to create a strange transparency thing. For it to work...it would be ideal if I could keep them all the same size. On Tue, Aug 27, 2013 at 6:46 PM, Matt Lind ml...@carbinestudios.com wrote: Why do you need such an arrangement? ** ** ** ** Matt ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Tuesday, August 27, 2013 3:40 PM *To:* Softimage List *Subject:* Re: unique UVs but same size ** ** Yes but unless I'm missing something...they are arranged from large to small. I'd like to find a way to make them all the same size in UV space...so the smallest quad/tri is the same size as the largest. ** ** Kris ** ** On Tue, Aug 27, 2013 at 6:34 PM, Matt Lind ml...@carbinestudios.com wrote: Property Texture Project Unique UVs (polymesh) Adjust ‘angle grouping tolerance’ as desired. Set to zero to make each polygon individually unwrapped. Adjust U and V pixels at bottom to control spacing between polygons. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Tuesday, August 27, 2013 3:30 PM *To:* Softimage List *Subject:* Re: unique UVs but same size I need each triangle and quad to occupy a unique uv space but occupy the same..or relatively the same area as every other triangle or quad. Kris On Tue, Aug 27, 2013 at 6:25 PM, Alan Fregtman alan.fregt...@gmail.com wrote: Did you mean polygon islands or are you unwrapping individual polygons?*** * On Tue, Aug 27, 2013 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:** ** Anyway to create unique UVs so that each poly is the same size? Unfold does increasing and decreasing size but I'd love for something in the middle...same size. Any suggestions? Kris ** **
RE: unique UVs but same size
Sounds like you should consider vertex colors instead. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, August 27, 2013 3:49 PM To: Softimage List Subject: Re: unique UVs but same size I'm rendermapping some color to polys and doing some photoshop trickery to create a strange transparency thing. For it to work...it would be ideal if I could keep them all the same size. On Tue, Aug 27, 2013 at 6:46 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Why do you need such an arrangement? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, August 27, 2013 3:40 PM To: Softimage List Subject: Re: unique UVs but same size Yes but unless I'm missing something...they are arranged from large to small. I'd like to find a way to make them all the same size in UV space...so the smallest quad/tri is the same size as the largest. Kris On Tue, Aug 27, 2013 at 6:34 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Property Texture Project Unique UVs (polymesh) Adjust 'angle grouping tolerance' as desired. Set to zero to make each polygon individually unwrapped. Adjust U and V pixels at bottom to control spacing between polygons. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, August 27, 2013 3:30 PM To: Softimage List Subject: Re: unique UVs but same size I need each triangle and quad to occupy a unique uv space but occupy the same..or relatively the same area as every other triangle or quad. Kris On Tue, Aug 27, 2013 at 6:25 PM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: Did you mean polygon islands or are you unwrapping individual polygons? On Tue, Aug 27, 2013 at 5:58 PM, Kris Rivel krisri...@gmail.commailto:krisri...@gmail.com wrote: Anyway to create unique UVs so that each poly is the same size? Unfold does increasing and decreasing size but I'd love for something in the middle...same size. Any suggestions? Kris
syflex - length parameter not working?
Hi. Can anyone confirm if this is a bug? I'm testing some ICE syflex cloth sims in 2014sp1 (centOS). It seems that the 'length' parameters doesn't work anymore. This parameter allows the cloth to contract nicely around geo (i.e. muscles) The length parameter is nested down inside syCloth Syflex Cloth Springs There are three syflexISpring nodes with 'length' parameters. These work fine in 2012sp1 (centOS) I'm guessing something may have broken with the introduction of weightmaps. It would be great to evolve the pipeline here to 2014 to get weighmaps involved but it's not possible if this 'length' parameter in broken. Thanks! -Dave P.S. syflex has a couple unexposed parameters that really should be known. Length is one. The other is the Reset which is nice for updating constraints. Also you can directly plug in your own ice pointpositions into the mimic node with is quite useful.
Re: Friday Flashback #133
haha. Are you talking about Senator Throat Warbler Mangrove? On 28/08/13 00:17, Eric Lampi wrote: It's spelled J-e-s-u-s, but it's actually pronounced Throat Warbler Mangrove. Eric (Non-Wookie) On Aug 27, 2013 12:31 AM, 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
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Hi guys!!! Nice to see the reception of this new version. Gear as changed the way we do characters at shed when Miquel came in to work with us… And was mostly introduced in our initial IGA commercials if i remember well.. And then spreaded out to every projects we do. It helped us out a lot. It was just a matter of common sense to share it back to our sweet SI community and keep it alive. Thanks Miquel for your devotion and hard work! sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM On 2013-08-27, at 1:46 PM, Miquel Campos miquel.cam...@gmail.com wrote: Oh! nice! :) Halim, where is here? Miquel Campos www.miquelTD.com 2013/8/27 Halim Negadi hneg...@gmail.com Thank you Miguel, couldn't dream of a better timing as we were planning to use gear for our first teaser over here. Glad to see you guys keeping our weapon alive. On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez emi...@e-roja.com wrote: Yeah! Waiting anxiously for the videos! Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for keeping it not only alive but sailing! 2013/8/27 Mirko Jankovic mirkoj.anima...@gmail.com hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.com wrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 -- Rares Halmagean ___ visual development and 3d character content creation. rarebrush.com --
Re: OT: my 10 year old wants to make games
They should make the same thing but instead of lua have a haskall version, just to add an extra layer of fun for the kids. On Wed, Aug 28, 2013 at 2:45 AM, Benjamin Paschke ben.pasc...@rsp.com.auwrote: This doesn't satisfy the doesn't have the patience to sit and type code clause, but something that can start very simply and develop into anything as complex as you could imagine is: http://love2d.org/ It's really only for 2d stuff, and requires learning Lua, but boy-oh-boy I've had a lot of fun with it. On 26/08/13 22:17, 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.
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Hi Miguel, We plan to work with GEAR in the next few months at Forge Animation, in south of france. ( www.forge-animation.com ) On Tue, Aug 27, 2013 at 7:46 PM, Miquel Campos miquel.cam...@gmail.comwrote: Oh! nice! :) Halim, where is here? Miquel Campos www.miquelTD.com 2013/8/27 Halim Negadi hneg...@gmail.com Thank you Miguel, couldn't dream of a better timing as we were planning to use gear for our first teaser over here. Glad to see you guys keeping our weapon alive. On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez emi...@e-roja.comwrote: Yeah! Waiting anxiously for the videos! Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for keeping it not only alive but sailing! 2013/8/27 Mirko Jankovic mirkoj.anima...@gmail.com hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/ --