Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Octavian Ureche
Big thanks to you, jeremie, and the crew at shed for this.

It will save lives :)


Deform ICE pointcloud, not

2013-08-27 Thread Pingo van der Brinkloev
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

2013-08-27 Thread Chris Chia
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

2013-08-27 Thread Pingo van der Brinkloev
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

2013-08-27 Thread olivier jeannel

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

2013-08-27 Thread Sandy Sutherland
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

2013-08-27 Thread Daniel Kim
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

2013-08-27 Thread Martin
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

2013-08-27 Thread Nour Almasri
Awesome , thank you Miquel .


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Matt Morris
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

2013-08-27 Thread Adam Seeley
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?!?!

2013-08-27 Thread adrian wyer
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

2013-08-27 Thread Eric Thivierge
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

2013-08-27 Thread Daniel Brassard
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

2013-08-27 Thread Daniel Brassard
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

2013-08-27 Thread Miquel Campos
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

2013-08-27 Thread Miquel Campos
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

2013-08-27 Thread Miquel Campos
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

2013-08-27 Thread peter_b
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

2013-08-27 Thread Luc-Eric Rousseau
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

2013-08-27 Thread Cristobal Infante
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

2013-08-27 Thread Eric Thivierge

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

2013-08-27 Thread Eric Lampi
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

2013-08-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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

2013-08-27 Thread Jeremie Passerin
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

2013-08-27 Thread Rares Halmagean
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

2013-08-27 Thread Adam Sale
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

2013-08-27 Thread Mirko Jankovic
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

2013-08-27 Thread Emilio Hernandez
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

2013-08-27 Thread Halim Negadi
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

2013-08-27 Thread Grahame Fuller
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

2013-08-27 Thread Miquel Campos
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

2013-08-27 Thread Daniel Brassard
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

2013-08-27 Thread Grahame Fuller
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

2013-08-27 Thread Matt Lind
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

2013-08-27 Thread Eric Thivierge

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

2013-08-27 Thread Matt Lind
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

2013-08-27 Thread Grahame Fuller
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

2013-08-27 Thread Matt Lind
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

2013-08-27 Thread Grahame Fuller
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

2013-08-27 Thread Matt Lind
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

2013-08-27 Thread Kris Rivel
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

2013-08-27 Thread Mitchell Lotierzo
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

2013-08-27 Thread Grahame Fuller
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

2013-08-27 Thread Alan Fregtman
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

2013-08-27 Thread Mitchell Lotierzo
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

2013-08-27 Thread Matt Lind
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

2013-08-27 Thread Kris Rivel
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

2013-08-27 Thread Matt Lind
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

2013-08-27 Thread Kris Rivel
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

2013-08-27 Thread Matt Lind
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?

2013-08-27 Thread David Barosin
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

2013-08-27 Thread Benjamin Paschke

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

2013-08-27 Thread Sylvain Lebeau
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

2013-08-27 Thread Ognjen Vukovic
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

2013-08-27 Thread Halim Negadi
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/






 --