RE: "Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread Carl Beauchemin
Yeah!! :D Thanks man!

From: lapointe.xav...@gmail.com
Date: Fri, 13 Sep 2013 10:38:03 +1000
Subject: Re: "Le Gouffre" short film done in Softimage - "Project of the Day"   
on Kickstarter
To: softimage@listproc.autodesk.com

Good job Carl! :D 

Re: A little something new!

2013-09-12 Thread Emilio Hernandez
As long as you watch TV wearing your sunglasses! ;)

Nice work!


2013/9/12 Luc-Eric Rousseau 

> are these colors NTSC-safe? :P
>
> On Thu, Sep 12, 2013 at 1:47 PM, Kris Rivel  wrote:
> > Nice work!!
> >
> > Kris
> >
> >
> > On Thu, Sep 12, 2013 at 1:25 PM, john clausing 
> > wrote:
> >>
> >> Here's something new we made at Poetica
> >> Poetica.tv
> >>
> >> https://vimeo.com/74391910
> >
> >
>



--


Re: "Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread David Gallagher

Great!

Now broadcast over the AnimSchool airwaves:
https://www.facebook.com/AnimSchool

On 9/12/2013 2:45 PM, Carl Beauchemin wrote:

Hi everyone,

We've just released a first teaser for our upcoming animated short "Le 
Gouffre". We've been working on this for 2 years now, no salary, and 
it was all done in Softimage.


It was featured this week as "Project of the Day"on Kickstarter. You 
can check out our ongoing campaign at:


http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film

And here's the Vimeo link for the HD teaser only:

https://vimeo.com/74127187

Hope you enjoy!

-Lightning Boy Studio




Re: "Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread Daniel Kim
Great work guys. I really love the visual concept of you guys work. :) And
also congrats for the success on Kickstarter :)

Daniel


On Fri, Sep 13, 2013 at 8:45 AM, Carl Beauchemin wrote:

> Hi everyone,
>
> We've just released a first teaser for our upcoming animated short "Le
> Gouffre". We've been working on this for 2 years now, no salary, and it was
> all done in Softimage.
>
> It was featured this week as "Project of the Day"on Kickstarter. You can
> check out our ongoing campaign at:
>
>
> http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film
>
> And here's the Vimeo link for the HD teaser only:
>
> https://vimeo.com/74127187
>
> Hope you enjoy!
>
> -Lightning Boy Studio
>



-- 
---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---


Re: flow particles around moving surface

2013-09-12 Thread olivier jeannel
Well I just replayed the scene again and it's not so good, I admit... 
It's sliding a bit with violent mouvement..




Le 12/09/2013 20:05, olivier jeannel a écrit :
On top of my head, if your flocking is velocity based you could try 
something like this :


Maybe the GetClosestLocation could be replaced with something more 
elaborated :/


Scene is here, scrub the time line it's "velocited" and follows 
deformation :

https://www.dropbox.com/s/8k96t7bxkwtv8y0/Velocity_Reinterpret.scn












Le 12/09/2013 18:58, Kris Rivel a écrit :
Thanks Olivier!!  This makes them stick great and follow the animated 
mesh...but...my flocking simulation I had on my particles is 
gone...they're basically stuck in place.  Any suggestions?



On Thu, Sep 12, 2013 at 12:45 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


Hi Kris,

This is from another subject on the list . I can't recall the
exact title, but it was about strands flowing on deformed geometry.
Here's  a scene with strands  flowing  on a deformed mesh.
https://www.dropbox.com/s/ac7p42bs8qzoelk/StrandDeform_Location.rar

Hi Eduardo,
Lucky you I kept the files :D
Here is a rar file with 3 different scenes. The most elaborate
with animation Location is the one named "StrandDeform_Location".
The 2 others were tests made by me.

Cheers,

Olivier


Le 08/05/2013 15:14, Eduardo Andrade a écrit :

Hi Olivier,

How are you doing? My name is Eduardo and I'm from Brazil. I was
looking for on the internet about stick strands in a geometry
animation and I found you thread on the softimage list. I saw
that Edy shown a great solution about this problem and provided
a link with the file scene, but the link is broken. So, I would
like to know if you could send it to me. Thanks in advance.

Cheers,

Eduardo









Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Daniel Brassard
Sorry about the double post. The link should had been:

http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/Camera.html



On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge wrote:

> Should I even bother logging a feature request or is it something that
> isn't possible because they are dynamic and tied to the view?
>
>
> On September-12-13 12:52:03 PM, Luc-Eric Rousseau wrote:
>
>> I think there is nothing you can do to know the real name of the
>> camera if it's not a scene camera.  The camera will be one of those
>> under Application/Views/List/View#/**UserCamera.  but there is no way
>> for you to know for sure the "#" if you have multiple object views.
>>
>> On Thu, Sep 12, 2013 at 11:58 AM, Eric Thivierge 
>> wrote:
>>
>>> I feel like I asked this before but came up with nothing from searching
>>> google. Can you set an object view to orthorgraphic via scripting? No
>>> view
>>> attributes are able to get me to the embedded camera it's using to set
>>> this.
>>>
>>> Eric T.
>>>
>>>
>


Re: Article on Bifrost

2013-09-12 Thread Raffaele Fragapane
There are, but precious few and mostly a jumble of many loosely couple
functionalities tossed into "versatile" nodes. The ports are also
explicitly typed (what limited dynamicism there is is flakey on the best of
day), and it is NOT an evaluation engine, so forget about reading and
setting arbitrary data.
It's bad enough to not even have some basic comparison, sign, or
trigonometric funcionalities, although you can sort of cook them from a few
basic nodes (I have a wrapper of cmath with those in the form of nodes on
my website if you're ever so inclined, but don't expect it to be visual
programming, it's not).

All that said this is probably getitng confusing for those not familiar
with it.

Luc-Eric, in mentioning ICE, surely meant the look and handling of it.
Functionality wise all they have in common is the nodal interface and the
ports being circles.

The Maya Node editor is half way between what you wish the schematic was
and what you hope the rendertree will never regress to (with the notable
exception of cross-scene stuff, which is in general Soft's Achille's heel).

It is not, nor it tries to be, the equal of ICE, it doesn't do the same
things at all to begin with. Bifrost seems to be the horse they have all
their money on for that in the future.

On Fri, Sep 13, 2013 at 12:49 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

>  Can you perform complex expressions in the Node editor? I’ve been unable
> to get anything but object nodes, operators or materials into it. Are there
> math nodes for it?
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
>
>


Re: "Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread Sebastien Sterling
are there many, french softies ? looking good


On 13 September 2013 02:30, Rares Halmagean  wrote:

>  Beautiful work. Love the illustrative style and you've captured the
> emotive subtleties in the characters nicely. Looking forward to seeing
> this.
>
> On 9/12/2013 3:45 PM, Carl Beauchemin wrote:
>
> Hi everyone,
>
>  We've just released a first teaser for our upcoming animated short "Le
> Gouffre". We've been working on this for 2 years now, no salary, and it was
> all done in Softimage.
>
>  It was featured this week as "Project of the Day"on Kickstarter. You can
> check out our ongoing campaign at:
>
>
> http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film
>
> And here's the Vimeo link for the HD teaser only:
>
> https://vimeo.com/74127187
>
>  Hope you enjoy!
>
>  -Lightning Boy Studio
>
>
> --
> *Rares Halmagean
> ___
> *visual development and 3d character & content creation.
> *rarebrush.com* 
>


Re: "Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread Xavier
Good job Carl! :D


Re: "Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread Rares Halmagean
Beautiful work. Love the illustrative style and you've captured the 
emotive subtleties in the characters nicely. Looking forward to seeing 
this.


On 9/12/2013 3:45 PM, Carl Beauchemin wrote:

Hi everyone,

We've just released a first teaser for our upcoming animated short "Le 
Gouffre". We've been working on this for 2 years now, no salary, and 
it was all done in Softimage.


It was featured this week as "Project of the Day"on Kickstarter. You 
can check out our ongoing campaign at:


http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film

And here's the Vimeo link for the HD teaser only:

https://vimeo.com/74127187

Hope you enjoy!

-Lightning Boy Studio


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


Re: Übertage travel?

2013-09-12 Thread Cristobal Infante
on my from London, see you guys tomorrow!

On Tuesday, 10 September 2013, Schoenberger wrote:

>
> Ok, taking a hotel from 12.-14.
> So if anyone needs to get from Stuttgart to Siegen on Thursday evening,
> let me know.
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
>  |> -Original Message-
>  |> From: softimage-boun...@listproc.autodesk.com 
>  |> [mailto:softimage-boun...@listproc.autodesk.com ] On
> Behalf
>  |> Of Schoenberger
>  |> Sent: Tuesday, September 10, 2013 3:25 PM
>  |> To: softimage@listproc.autodesk.com 
>  |> Subject: Übertage travel?
>  |>
>  |>
>  |> Hi
>  |>
>  |> I am planing my trip to Übertage (and then a week NRW).
>  |>
>  |> To just to check:
>  |> Is anyone driving from Düsseldorf/Neuss?
>  |> As we probably go to drink some in the evening and the last
>  |> train takes 3h.
>  |> Otherwise, I will get a hotel for two nights and drive myself
>  |> Stuttgart->Siegen and Siegen->Neuss and have some place left.
>  |>
>  |>
>  |>
>  |> Holger Schoenberger
>  |> technical director
>  |> The day has 24 hours, if that does not suffice, I will take
>  |> the night
>  |>
>  |>
>  |>
>  |>
>
>
>


Re: flow particles around moving surface

2013-09-12 Thread Kris Rivel
Thanks...trying that and it doesn't seem to work...maybe I'm not doing it
properly :-/


On Thu, Sep 12, 2013 at 10:29 AM, Christian Freisleder 
wrote:

> hey Kris,
>  if it is a simulated ice tree you could get the closest location on the
> previous frame and the current frame, subtract the pointpositions from each
> other and add this vector to your current point pos. Now do a new closest
> location search with the new pos vector as an input and you should have a
> compensation for your momentum on a per point basis.
> Not sure it works though.
> hope that helps.
>
> christian
>
>
>
> On 12.09.2013 15:51, Kris Rivel wrote:
>
>> I have a character walking around that has flocking particles flowing
>> around the mesh.  It looks great...but when the character moves, the
>> particles "slide" to the back...responding I guess to the mesh/bodies
>> momentum forward.  Is there any way to prevent that?  I want them to flow
>> around but not respond to the mesh's movement in space.  I'm  using a get
>> closest location, get point and particle position, into a linear
>> interpolate then into a set particle position...with an align to surface to
>> handle the up vector.  Any ideas?
>>
>> Kris
>>
>
>


Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Daniel Brassard
 oCamera.Parameters( “proj” ).value

1 (perspective) , 0 (orthographic)


On Thu, Sep 12, 2013 at 11:58 AM, Eric Thivierge wrote:

> I feel like I asked this before but came up with nothing from searching
> google. Can you set an object view to orthorgraphic via scripting? No view
> attributes are able to get me to the embedded camera it's using to set this.
>
> Eric T.
>
>


Object View to Orthorgraphic via scripting

2013-09-12 Thread Eric Thivierge
I feel like I asked this before but came up with nothing from searching 
google. Can you set an object view to orthorgraphic via scripting? No 
view attributes are able to get me to the embedded camera it's using to 
set this.


Eric T.



Re: Article on Bifrost

2013-09-12 Thread Eric Thivierge
Yes. You can use the color blend nodes for blending vectors. You have 
to think more abstractly I suppose when using the nodes as they can be 
used for more than just blending colors..


On September-12-13 10:49:39 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
wrote:

Can you perform complex expressions in the Node editor? I’ve been
unable to get anything but object nodes, operators or materials into
it. Are there math nodes for it?

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*boeingh...@s-farm.de
*Sent:* Wednesday, September 11, 2013 5:59 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Article on Bifrost

Hey,

I'm just doing the advanced rigging course here at anomalia (all in
maya) and have learned how great the node editor is. If you want to
make connections between objects it's (like you said eric) for the
entire scene. So you can build all kind of expressions who live in the
scene but not in an ice-operator on an object.

Especially for all kind of rigging targets, is really cool to use this
editor in place of the outdated SI expression editor or
ICE-Kinematics, where you never now what drives what. I would love to
see something similar in SI.

Andreas


> Eric Thivierge mailto:ethivie...@hybride.com>> hat am 11. September 2013 um 19:24
geschrieben:
>
>
> I think it's an incorrect observation as the Node Editor (different
> than Hypershade and the Hypergraph) allows you to pull in a lot if not
> all of the nodes in the scene. Grab a polygon cube and plug it's Y
> value into this other shader type stuff. It's a node editor for the
> entire scene not just operators. Much more than ICE is now.
>
> On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
> wrote:
> Or is that an incorrect observation?
>





RE: Article on Bifrost

2013-09-12 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Can you perform complex expressions in the Node editor? I’ve been unable to get 
anything but object nodes, operators or materials into it. Are there math nodes 
for it?

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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
boeingh...@s-farm.de
Sent: Wednesday, September 11, 2013 5:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: Article on Bifrost

Hey,

I'm just doing the advanced rigging course here at anomalia (all in maya)  and 
have  learned how great  the node editor is. If you want to make connections 
between  objects  it's (like you said eric)  for the entire scene. So you can 
build  all kind of expressions who  live in the scene but not in an 
ice-operator on an object.

Especially for all kind of rigging targets, is really cool to use this editor 
in place of the outdated SI expression editor or ICE-Kinematics, where you 
never now what drives what. I would love to see something similar in SI.

Andreas

> Eric Thivierge mailto:ethivie...@hybride.com>> hat am 
> 11. September 2013 um 19:24 geschrieben:
>
>
> I think it's an incorrect observation as the Node Editor (different
> than Hypershade and the Hypergraph) allows you to pull in a lot if not
> all of the nodes in the scene. Grab a polygon cube and plug it's Y
> value into this other shader type stuff. It's a node editor for the
> entire scene not just operators. Much more than ICE is now.
>
> On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
> wrote:
> Or is that an incorrect observation?
>


RE: Article on Bifrost

2013-09-12 Thread Mario Domingos
As everything in Maya, is really complex and not user friendly. There are some 
math nodes but we cant compare it with the way ICE is built. Ice works as an 
organized programming language and the maya node system is a mess. It might be 
powerfull but is counter-productive. Maybe the next versions will be better.

—
Sent from Mailbox for iPhone

On Thu, Sep 12, 2013 at 3:50 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 wrote:

> Can you perform complex expressions in the Node editor? I’ve been unable to 
> get anything but object nodes, operators or materials into it. Are there math 
> nodes for it?
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES)
> Mymic Technical Services
> NASA Langley Research Center
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> boeingh...@s-farm.de
> Sent: Wednesday, September 11, 2013 5:59 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Article on Bifrost
> Hey,
> I'm just doing the advanced rigging course here at anomalia (all in maya)  
> and have  learned how great  the node editor is. If you want to make 
> connections between  objects  it's (like you said eric)  for the entire 
> scene. So you can build  all kind of expressions who  live in the scene but 
> not in an ice-operator on an object.
> Especially for all kind of rigging targets, is really cool to use this editor 
> in place of the outdated SI expression editor or ICE-Kinematics, where you 
> never now what drives what. I would love to see something similar in SI.
> Andreas
>> Eric Thivierge mailto:ethivie...@hybride.com>> hat 
>> am 11. September 2013 um 19:24 geschrieben:
>>
>>
>> I think it's an incorrect observation as the Node Editor (different
>> than Hypershade and the Hypergraph) allows you to pull in a lot if not
>> all of the nodes in the scene. Grab a polygon cube and plug it's Y
>> value into this other shader type stuff. It's a node editor for the
>> entire scene not just operators. Much more than ICE is now.
>>
>> On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
>> wrote:
>> Or is that an incorrect observation?
>>

Re: A little something new!

2013-09-12 Thread john clausing
"colors NTSC safe"?
i hope not.lol




 From: Luc-Eric Rousseau 
To: "softimage@listproc.autodesk.com"  
Sent: Thursday, September 12, 2013 5:30 PM
Subject: Re: A little something new!
 

are these colors NTSC-safe? :P

On Thu, Sep 12, 2013 at 1:47 PM, Kris Rivel  wrote:
> Nice work!!
>
> Kris
>
>
> On Thu, Sep 12, 2013 at 1:25 PM, john clausing 
> wrote:
>>
>> Here's something new we made at Poetica
>> Poetica.tv
>>
>> https://vimeo.com/74391910
>
>

Re: "Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread olivier jeannel

Excellent !
Hope to see some making of as well :)




Le 12/09/2013 22:50, Daniel Kim a écrit :
Great work guys. I really love the visual concept of you guys work. :) 
And also congrats for the success on Kickstarter :)


Daniel


On Fri, Sep 13, 2013 at 8:45 AM, Carl Beauchemin 
mailto:cakeolo...@hotmail.com>> wrote:


Hi everyone,

We've just released a first teaser for our upcoming animated short
"Le Gouffre". We've been working on this for 2 years now, no
salary, and it was all done in Softimage.

It was featured this week as "Project of the Day"on
Kickstarter. You can check out our ongoing campaign at:


http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film

And here's the Vimeo link for the HD teaser only:

https://vimeo.com/74127187

Hope you enjoy!

-Lightning Boy Studio




--
---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---






Re: A little something new!

2013-09-12 Thread Luc-Eric Rousseau
are these colors NTSC-safe? :P

On Thu, Sep 12, 2013 at 1:47 PM, Kris Rivel  wrote:
> Nice work!!
>
> Kris
>
>
> On Thu, Sep 12, 2013 at 1:25 PM, john clausing 
> wrote:
>>
>> Here's something new we made at Poetica
>> Poetica.tv
>>
>> https://vimeo.com/74391910
>
>


Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Luc-Eric Rousseau
there is no technical reason for that attribute return value to be so
terse, but I'm not sure exactly what you need. maybe you need a user
pref to the default camera mode, or maybe you want to open the object
view with a scene camera that you control (which should be possible
with setattribute)

On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge  wrote:
> Should I even bother logging a feature request or is it something that isn't
> possible because they are dynamic and tied to the view?
>


"Le Gouffre" short film done in Softimage - "Project of the Day" on Kickstarter

2013-09-12 Thread Carl Beauchemin
Hi everyone,
We've just released a first teaser for our upcoming animated short "Le 
Gouffre". We've been working on this for 2 years now, no salary, and it was all 
done in Softimage.
It was featured this week as "Project of the Day"on Kickstarter. You can check 
out our ongoing campaign at:
http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film

And here's the Vimeo link for the HD teaser only:

https://vimeo.com/74127187
Hope you enjoy!
-Lightning Boy Studio 

Re: Übertage travel?

2013-09-12 Thread Cristobal Infante
on my from London, see you guys tomorrow!

On Tuesday, 10 September 2013, Schoenberger wrote:

>
> Ok, taking a hotel from 12.-14.
> So if anyone needs to get from Stuttgart to Siegen on Thursday evening,
> let me know.
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
>  |> -Original Message-
>  |> From: softimage-boun...@listproc.autodesk.com 
>  |> [mailto:softimage-boun...@listproc.autodesk.com ] On
> Behalf
>  |> Of Schoenberger
>  |> Sent: Tuesday, September 10, 2013 3:25 PM
>  |> To: softimage@listproc.autodesk.com 
>  |> Subject: Übertage travel?
>  |>
>  |>
>  |> Hi
>  |>
>  |> I am planing my trip to Übertage (and then a week NRW).
>  |>
>  |> To just to check:
>  |> Is anyone driving from Düsseldorf/Neuss?
>  |> As we probably go to drink some in the evening and the last
>  |> train takes 3h.
>  |> Otherwise, I will get a hotel for two nights and drive myself
>  |> Stuttgart->Siegen and Siegen->Neuss and have some place left.
>  |>
>  |>
>  |>
>  |> Holger Schoenberger
>  |> technical director
>  |> The day has 24 hours, if that does not suffice, I will take
>  |> the night
>  |>
>  |>
>  |>
>  |>
>
>
>


Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Luc-Eric Rousseau
I think there is nothing you can do to know the real name of the
camera if it's not a scene camera.  The camera will be one of those
under Application/Views/List/View#/UserCamera.  but there is no way
for you to know for sure the "#" if you have multiple object views.

On Thu, Sep 12, 2013 at 11:58 AM, Eric Thivierge  wrote:
> I feel like I asked this before but came up with nothing from searching
> google. Can you set an object view to orthorgraphic via scripting? No view
> attributes are able to get me to the embedded camera it's using to set this.
>
> Eric T.
>


Re: A little something new!

2013-09-12 Thread Cristobal Infante
really nice please submit it to http:// softimage.tv You must be logged in!

On Thursday, 12 September 2013, Kris Rivel wrote:

> Nice work!!
>
> Kris
>
>
> On Thu, Sep 12, 2013 at 1:25 PM, john clausing 
> 
> > wrote:
>
>> Here's something new we made at Poetica
>> Poetica.tv
>>
>> https://vimeo.com/74391910
>>
>
>


Re: A little something new!

2013-09-12 Thread olivier jeannel

Maybe Autodesk should sell Softimage to Nike ;)


Le 12/09/2013 19:56, Cristobal Infante a écrit :
really nice please submit it to http:// softimage.tv 
 You must be logged in!


On Thursday, 12 September 2013, Kris Rivel wrote:

Nice work!!

Kris


On Thu, Sep 12, 2013 at 1:25 PM, john clausing
> wrote:

Here's something new we made at Poetica
Poetica.tv

https://vimeo.com/74391910






Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Eric Thivierge
Should I even bother logging a feature request or is it something that 
isn't possible because they are dynamic and tied to the view?


On September-12-13 12:52:03 PM, Luc-Eric Rousseau wrote:

I think there is nothing you can do to know the real name of the
camera if it's not a scene camera.  The camera will be one of those
under Application/Views/List/View#/UserCamera.  but there is no way
for you to know for sure the "#" if you have multiple object views.

On Thu, Sep 12, 2013 at 11:58 AM, Eric Thivierge  wrote:

I feel like I asked this before but came up with nothing from searching
google. Can you set an object view to orthorgraphic via scripting? No view
attributes are able to get me to the embedded camera it's using to set this.

Eric T.





RE: Improvement requested For Softimage 2015: Normal Maps

2013-09-12 Thread Williams, Wayne
There already is something akin to AutoLOD in soft, but the resultant edge 
loops left behind are a bit wonky. Instead of -- you wind up with something 
like W more often than not. If that weren't an issue I'd possibly use it more 
often. Fix that, update the normals stuff and provide some updated retopo 
tools. That'd go a long ways towards protecting the kittens.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
Sent: Thursday, September 12, 2013 8:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: Improvement requested For Softimage 2015: Normal Maps

I used to bake the normal maps inside SI, but I switched to Xnormal/Crazybump 
for props and Zbrush for characters...
Its nice that is there, but it really needs improvement
Is surprising that many game development studios use SI as first 
modeling/animation tool, but most of them ( Konami and Capcom ) developed their 
own pipeline and custom tools to get the best out of it, so unless you code 
your custom stuff you need to look for other tools to achieve the result
Thanks to Blur and Dante's Inferno we have Facerobot, but since then ( XSI7?) 
this marvelous tool has been left to die almost
I honestly would like to see an improvement/update of Facerobot, among other 
game related content creation ( automatic LOD, automatic "invisible walls" 
geometry, PROPER exporter for Softimage, and so on... )

2013/9/12 Szabolcs Matefy mailto:szabol...@crytek.com>>
+1, and Like, whatever

Looking at Maya LT I feel Softimage a bit clumsy on game authoring front...

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Williams, Wayne
Sent: Thursday, September 12, 2013 2:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Improvement requested For Softimage 2015: Normal Maps

Taking a cue from xnormal would be great. Tangent basis calculators (so as to 
get bakes that work specifically for Cryengine or UDK or Unity, etc) and cage 
functionality being the two most important for me as a game artist.

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of James De Colling
Sent: Wednesday, September 11, 2013 7:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Improvement requested For Softimage 2015: Normal Maps


seconded, we end up exporting to xnormal because softimage cant generate 
acceptable resaults.
On 12/09/2013 2:16 AM, "Adam Sale" 
mailto:adamfs...@gmail.com>> wrote:
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In the case of my experience with Softimage, I find a lot of people move away 
to Maya for shade and light, precisely because right out of the box normal maps 
do not work as expected.

I have filed as a bug report many times, but really think it time to clean up 
the tool.
Maybe even add the ability to increase normal map intensity. Not too much to 
ask ;-)

Please, Please, Please.

Adam



A little something new!

2013-09-12 Thread john clausing
Here's something new we made at Poetica
Poetica.tv


https://vimeo.com/74391910


Re: A little something new!

2013-09-12 Thread Rob Chapman
haha well the boss of Nike did buy his son his own film production outfit...

http://en.wikipedia.org/wiki/Laika_(company)

On 12 September 2013 20:09, olivier jeannel  wrote:
> Maybe Autodesk should sell Softimage to Nike ;)
>
>
> Le 12/09/2013 19:56, Cristobal Infante a écrit :
>
> really nice please submit it to http:// softimage.tv You must be logged in!
>
> On Thursday, 12 September 2013, Kris Rivel wrote:
>>
>> Nice work!!
>>
>> Kris
>>
>>
>> On Thu, Sep 12, 2013 at 1:25 PM, john clausing 
>> wrote:
>>>
>>> Here's something new we made at Poetica
>>> Poetica.tv
>>>
>>> https://vimeo.com/74391910
>>
>>
>



Re: flow particles around moving surface

2013-09-12 Thread Kris Rivel
Thanks Olivier!!  This makes them stick great and follow the animated
mesh...but...my flocking simulation I had on my particles is gone...they're
basically stuck in place.  Any suggestions?


On Thu, Sep 12, 2013 at 12:45 PM, olivier jeannel
wrote:

>  Hi Kris,
>
> This is from another subject on the list . I can't recall the exact title,
> but it was about strands flowing on deformed geometry.
> Here's  a scene with strands  flowing  on a deformed mesh.
> https://www.dropbox.com/s/ac7p42bs8qzoelk/StrandDeform_Location.rar
>
> Hi Eduardo,
> Lucky you I kept the files :D
> Here is a rar file with 3 different scenes. The most elaborate with
> animation Location is the one named "StrandDeform_Location".
> The 2 others were tests made by me.
>
> Cheers,
>
> Olivier
>
>
> Le 08/05/2013 15:14, Eduardo Andrade a écrit :
>
>  Hi Olivier,
>
>  How are you doing? My name is Eduardo and I'm from Brazil. I was looking
> for on the internet about stick strands in a geometry animation and I found
> you thread on the softimage list. I saw that Edy shown a great solution
> about this problem and provided a link with the file scene, but the link is
> broken. So, I would like to know if you could send it to me. Thanks in
> advance.
>
>  Cheers,
>
>  Eduardo
>
>
>


Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Jon Swindells
wouldn't a relational view with max instance prop set to 1 be the way to go
?

if you are popping it up through script i don't see a problem with getting
the camera properties also,
you'd have an easy to search for named singleton if you need it

or am i missing the obvious here ?


On 12 September 2013 20:40, Eric Thivierge  wrote:

> I'd like to open the object view and have it set to ortho automatically.
> For creating and editing bone chains and other things that need to lay flat
> on the plane between root, 2nd bone and effector orthographic is usually
> best. I'd like to not have to add additional objects or edit objects
> already in the scene but looks like I'll have to do so.
>
> If I could get at the camera under the view I could automatically set the
> ortho so the user doesn't have to and I don't change anything else in the
> scene and I can create a simple and streamlined workflow for the tools I'm
> building.
>
>
> On September-12-13 1:35:16 PM, Luc-Eric Rousseau wrote:
>
>> there is no technical reason for that attribute return value to be so
>> terse, but I'm not sure exactly what you need. maybe you need a user
>> pref to the default camera mode, or maybe you want to open the object
>> view with a scene camera that you control (which should be possible
>> with setattribute)
>>
>> On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge 
>> wrote:
>>
>>> Should I even bother logging a feature request or is it something that
>>> isn't
>>> possible because they are dynamic and tied to the view?
>>>
>>>
>


-- 
Jon Swindells
squi...@gmail.com


Re: flow particles around moving surface

2013-09-12 Thread Kris Rivel
Yeah really appreciate it.  I'll send back a test scene so you can see what
I changed...works really nice now...thanks!


On Thu, Sep 12, 2013 at 2:41 PM, olivier jeannel wrote:

>  Happy I could help :)
> I found the reinterpret location working nice when the object is rotating,
> you can see it's not sliding.
> Finally I wonder if the defaut I found was not just because of the
> Turbulize velocity that tends to coagulate a bit).
>
>
> Le 12/09/2013 20:28, Kris Rivel a écrit :
>
> Actually...got your strand version working.  Just re-ordered a node or two
> and it works great.  Now I just need to introduce a blend as the particle
> start off on one shape, then move to this one...that "shouldn't" be too
> tough.  This new demo scene is great but when I apply it, the particle seem
> to slow down or stop their flocking when the character moves...but they do
> stick!...just wanted you to know.  I really appreciate it!
>
>  Kris
>
>
> On Thu, Sep 12, 2013 at 2:05 PM, olivier jeannel 
> wrote:
>
>>  On top of my head, if your flocking is velocity based you could try
>> something like this :
>>
>> Maybe the GetClosestLocation could be replaced with something more
>> elaborated :/
>>
>> Scene is here, scrub the time line it's "velocited" and follows
>> deformation :
>> https://www.dropbox.com/s/8k96t7bxkwtv8y0/Velocity_Reinterpret.scn
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> Le 12/09/2013 18:58, Kris Rivel a écrit :
>>
>> Thanks Olivier!!  This makes them stick great and follow the animated
>> mesh...but...my flocking simulation I had on my particles is gone...they're
>> basically stuck in place.  Any suggestions?
>>
>>
>> On Thu, Sep 12, 2013 at 12:45 PM, olivier jeannel <
>> olivier.jean...@noos.fr> wrote:
>>
>>>  Hi Kris,
>>>
>>> This is from another subject on the list . I can't recall the exact
>>> title, but it was about strands flowing on deformed geometry.
>>> Here's  a scene with strands  flowing  on a deformed mesh.
>>> https://www.dropbox.com/s/ac7p42bs8qzoelk/StrandDeform_Location.rar
>>>
>>> Hi Eduardo,
>>> Lucky you I kept the files :D
>>> Here is a rar file with 3 different scenes. The most elaborate with
>>> animation Location is the one named "StrandDeform_Location".
>>> The 2 others were tests made by me.
>>>
>>> Cheers,
>>>
>>> Olivier
>>>
>>>
>>> Le 08/05/2013 15:14, Eduardo Andrade a écrit :
>>>
>>>  Hi Olivier,
>>>
>>>  How are you doing? My name is Eduardo and I'm from Brazil. I was
>>> looking for on the internet about stick strands in a geometry animation and
>>> I found you thread on the softimage list. I saw that Edy shown a great
>>> solution about this problem and provided a link with the file scene, but
>>> the link is broken. So, I would like to know if you could send it to me.
>>> Thanks in advance.
>>>
>>>  Cheers,
>>>
>>>  Eduardo
>>>
>>>
>>>
>>
>>
>
>


Re: flow particles around moving surface

2013-09-12 Thread Christian Freisleder

hey Kris,
 if it is a simulated ice tree you could get the closest location on 
the previous frame and the current frame, subtract the pointpositions 
from each other and add this vector to your current point pos. Now do a 
new closest location search with the new pos vector as an input and you 
should have a compensation for your momentum on a per point basis.

Not sure it works though.
hope that helps.

christian


On 12.09.2013 15:51, Kris Rivel wrote:
I have a character walking around that has flocking particles flowing 
around the mesh.  It looks great...but when the character moves, the 
particles "slide" to the back...responding I guess to the mesh/bodies 
momentum forward.  Is there any way to prevent that?  I want them to 
flow around but not respond to the mesh's movement in space.  I'm 
 using a get closest location, get point and particle position, into a 
linear interpolate then into a set particle position...with an align 
to surface to handle the up vector.  Any ideas?


Kris




Re: A little something new!

2013-09-12 Thread Kris Rivel
Nice work!!

Kris


On Thu, Sep 12, 2013 at 1:25 PM, john clausing wrote:

> Here's something new we made at Poetica
> Poetica.tv
>
> https://vimeo.com/74391910
>


Re: flow particles around moving surface

2013-09-12 Thread olivier jeannel

Happy I could help :)
I found the reinterpret location working nice when the object is 
rotating, you can see it's not sliding.
Finally I wonder if the defaut I found was not just because of the 
Turbulize velocity that tends to coagulate a bit).



Le 12/09/2013 20:28, Kris Rivel a écrit :
Actually...got your strand version working.  Just re-ordered a node or 
two and it works great.  Now I just need to introduce a blend as the 
particle start off on one shape, then move to this one...that 
"shouldn't" be too tough.  This new demo scene is great but when I 
apply it, the particle seem to slow down or stop their flocking when 
the character moves...but they do stick!...just wanted you to know.  I 
really appreciate it!


Kris


On Thu, Sep 12, 2013 at 2:05 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


On top of my head, if your flocking is velocity based you could
try something like this :

Maybe the GetClosestLocation could be replaced with something more
elaborated :/

Scene is here, scrub the time line it's "velocited" and follows
deformation :
https://www.dropbox.com/s/8k96t7bxkwtv8y0/Velocity_Reinterpret.scn












Le 12/09/2013 18:58, Kris Rivel a écrit :

Thanks Olivier!!  This makes them stick great and follow the
animated mesh...but...my flocking simulation I had on my
particles is gone...they're basically stuck in place.  Any
suggestions?


On Thu, Sep 12, 2013 at 12:45 PM, olivier jeannel
mailto:olivier.jean...@noos.fr>> wrote:

Hi Kris,

This is from another subject on the list . I can't recall the
exact title, but it was about strands flowing on deformed
geometry.
Here's  a scene with strands  flowing  on a deformed mesh.
https://www.dropbox.com/s/ac7p42bs8qzoelk/StrandDeform_Location.rar

Hi Eduardo,
Lucky you I kept the files :D
Here is a rar file with 3 different scenes. The most
elaborate with animation Location is the one named
"StrandDeform_Location".
The 2 others were tests made by me.

Cheers,

Olivier


Le 08/05/2013 15:14, Eduardo Andrade a écrit :

Hi Olivier,

How are you doing? My name is Eduardo and I'm from Brazil. I
was looking for on the internet about stick strands in a
geometry animation and I found you thread on the softimage
list. I saw that Edy shown a great solution about this
problem and provided a link with the file scene, but the
link is broken. So, I would like to know if you could send
it to me. Thanks in advance.

Cheers,

Eduardo










Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Eric Thivierge
I'd like to open the object view and have it set to ortho 
automatically. For creating and editing bone chains and other things 
that need to lay flat on the plane between root, 2nd bone and effector 
orthographic is usually best. I'd like to not have to add additional 
objects or edit objects already in the scene but looks like I'll have 
to do so.


If I could get at the camera under the view I could automatically set 
the ortho so the user doesn't have to and I don't change anything else 
in the scene and I can create a simple and streamlined workflow for the 
tools I'm building.


On September-12-13 1:35:16 PM, Luc-Eric Rousseau wrote:

there is no technical reason for that attribute return value to be so
terse, but I'm not sure exactly what you need. maybe you need a user
pref to the default camera mode, or maybe you want to open the object
view with a scene camera that you control (which should be possible
with setattribute)

On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge  wrote:

Should I even bother logging a feature request or is it something that isn't
possible because they are dynamic and tied to the view?





Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Eric Thivierge
Thanks Daniel but I'm using the default camera for the view which seems 
to be dynamically created with the view and is removed with it when you 
close it. I haven't found a way to find the camera object from the View 
object. All I get returned from the "camera" attribute from the view is 
the generic name and can't get the full name / path to it via 
scripting. Otherwise it's a piece of cake like you show.


On September-12-13 12:15:08 PM, Daniel Brassard wrote:

 oCamera.Parameters( “proj” ).value

1 (perspective) , 0 (orthographic)


On Thu, Sep 12, 2013 at 11:58 AM, Eric Thivierge
mailto:ethivie...@hybride.com>> wrote:

I feel like I asked this before but came up with nothing from
searching google. Can you set an object view to orthorgraphic via
scripting? No view attributes are able to get me to the embedded
camera it's using to set this.

Eric T.






Re: flow particles around moving surface

2013-09-12 Thread Kris Rivel
BTW...I should clarify...I don't want the particles to go "around...avoid"
the mesh...they are flowing ON the mesh.


On Thu, Sep 12, 2013 at 12:05 PM, Kris Rivel  wrote:

> Thanks...trying that and it doesn't seem to work...maybe I'm not doing it
> properly :-/
>
>
> On Thu, Sep 12, 2013 at 10:29 AM, Christian Freisleder 
> wrote:
>
>> hey Kris,
>>  if it is a simulated ice tree you could get the closest location on the
>> previous frame and the current frame, subtract the pointpositions from each
>> other and add this vector to your current point pos. Now do a new closest
>> location search with the new pos vector as an input and you should have a
>> compensation for your momentum on a per point basis.
>> Not sure it works though.
>> hope that helps.
>>
>> christian
>>
>>
>>
>> On 12.09.2013 15:51, Kris Rivel wrote:
>>
>>> I have a character walking around that has flocking particles flowing
>>> around the mesh.  It looks great...but when the character moves, the
>>> particles "slide" to the back...responding I guess to the mesh/bodies
>>> momentum forward.  Is there any way to prevent that?  I want them to flow
>>> around but not respond to the mesh's movement in space.  I'm  using a get
>>> closest location, get point and particle position, into a linear
>>> interpolate then into a set particle position...with an align to surface to
>>> handle the up vector.  Any ideas?
>>>
>>> Kris
>>>
>>
>>
>


Re: flow particles around moving surface

2013-09-12 Thread olivier jeannel

Hi Kris,

This is from another subject on the list . I can't recall the exact 
title, but it was about strands flowing on deformed geometry.

Here's  a scene with strands  flowing  on a deformed mesh.
https://www.dropbox.com/s/ac7p42bs8qzoelk/StrandDeform_Location.rar

Hi Eduardo,
Lucky you I kept the files :D
Here is a rar file with 3 different scenes. The most elaborate with 
animation Location is the one named "StrandDeform_Location".

The 2 others were tests made by me.

Cheers,

Olivier


Le 08/05/2013 15:14, Eduardo Andrade a écrit :

Hi Olivier,

How are you doing? My name is Eduardo and I'm from Brazil. I was 
looking for on the internet about stick strands in a geometry 
animation and I found you thread on the softimage list. I saw that Edy 
shown a great solution about this problem and provided a link with the 
file scene, but the link is broken. So, I would like to know if you 
could send it to me. Thanks in advance.


Cheers,

Eduardo




RE: Strand Mechanics

2013-09-12 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
:)

I'm using Soft to teach/promote air traffic management principles and research.

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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Brassard
Sent: Wednesday, September 11, 2013 5:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: Strand Mechanics

+1

Martian creatures maybe?

On Wed, Sep 11, 2013 at 4:59 PM, Eric Lampi 
mailto:ericla...@gmail.com>> wrote:
Seconded...

Freelance 3D and VFX animator

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

On Wed, Sep 11, 2013 at 4:53 PM, Ed Manning 
mailto:etmth...@gmail.com>> wrote:
Gee, sometimes I really wish I knew what NASA has you working on, Joey.  Gotta 
love that you're working in Soft in that environment.

On Wed, Sep 11, 2013 at 4:36 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
So.

If there is anyone out there who can share any insight to strand mechanics in 
ICE I'd really enjoy hearing your thoughts.

I took the OEM "Create Strand from Curves" Task and modified it into something 
where I can animate the strand along the curve, generate dashed lines, strand 
masking, transparency, offset, length, direction, etc, etc. I've run into a 
couple things which puzzle me.


1.   The default strand draws with a round tip on one end and a flat tip on 
the other. Can't really quite figure out why the particle segment is being cut 
in this way.  Any ideas?


2.   When I reposition the strand along the curve, that is to push the 
strand back towards the start of the curve at least partially, I sometimes get 
artifacts in the strand trail where the end of the strand is terminated at the 
end of the curve. This is usually only visible if the strand has gradient 
colors or transparent color and occurs on the same end with the flat tip. The 
appearance is as if multiple particles are getting stacked on eachother or are 
masking segments. But I can't make sense of what is happening.


I'm really looking for some insight on how a strand works, and what the risks 
are in attempting to manipulate the strands along the curve. I get that 
underneath there is an array with positions that sync with an array of colors 
etc etc and that the positions are relative to the number of segments, what I 
don't understand is what is happening to the segment stamps when they are 
pushed off the curve. Any insight is welcome.

--
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.






flow particles around moving surface

2013-09-12 Thread Kris Rivel
I have a character walking around that has flocking particles flowing
around the mesh.  It looks great...but when the character moves, the
particles "slide" to the back...responding I guess to the mesh/bodies
momentum forward.  Is there any way to prevent that?  I want them to flow
around but not respond to the mesh's movement in space.  I'm  using a get
closest location, get point and particle position, into a linear
interpolate then into a set particle position...with an align to surface to
handle the up vector.  Any ideas?

Kris


Re: Improvement requested For Softimage 2015: Normal Maps

2013-09-12 Thread Tim Crowson
Improving Soft in this area would be great, and not just for the game 
folks. In any case, all the game artists I know already use a wide array 
of tools. They use dedicated micro-apps like they're going out of style!

-Tim C.

On 9/12/2013 7:11 AM, Szabolcs Matefy wrote:


+1, and Like, whatever

Looking at Maya LT I feel Softimage a bit clumsy on game authoring 
front...


*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Williams, Wayne

*Sent:* Thursday, September 12, 2013 2:01 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Improvement requested For Softimage 2015: Normal Maps

Taking a cue from xnormal would be great. Tangent basis calculators 
(so as to get bakes that work specifically for Cryengine or UDK or 
Unity, etc) and cage functionality being the two most important for me 
as a game artist.


*From:*softimage-boun...@listproc.autodesk.com 
 
[mailto:softimage-boun...@listproc.autodesk.com] 
 *On Behalf 
Of *James De Colling

*Sent:* Wednesday, September 11, 2013 7:13 PM
*To:* softimage@listproc.autodesk.com 


*Subject:* Re: Improvement requested For Softimage 2015: Normal Maps

seconded, we end up exporting to xnormal because softimage cant 
generate acceptable resaults.


On 12/09/2013 2:16 AM, "Adam Sale" > wrote:


Normal maps have not worked correctly in Softimage for some time now.

I think they are a basic enough tool, needed by artists everyday.

In the case of my experience with Softimage, I find a lot of people 
move away to Maya for shade and light, precisely because right out of 
the box normal maps do not work as expected.


I have filed as a bug report many times, but really think it time to 
clean up the tool.


Maybe even add the ability to increase normal map intensity. Not too 
much to ask ;-)


Please, Please, Please.

Adam



--
Signature


Re: Foam effect

2013-09-12 Thread Mario Domingos
I was looking for a procedural way to do it. No particles, just shading.

—
Sent from Mailbox for iPhone

On Thu, Sep 12, 2013 at 1:09 PM, Cristobal Infante 
wrote:

> How about something like this?
> http://www.youtube.com/watch?feature=player_detailpage&v=KtuXUQBchCY#t=143
> You could shoot this plate yourself
> On 12 September 2013 12:44, Mario Domingos  wrote:
>> Thats a nice idea Adrian, I'll take a look at it.
>> —
>> Sent from Mailbox  for iPhone
>>
>>
>> On Thu, Sep 12, 2013 at 12:19 PM, adrian wyer <
>> adrian.w...@fluid-pictures.com> wrote:
>>
>>>  Hey Mario, i bought some live action from iStock and used that, works
>>> great
>>>
>>>
>>>
>>>
>>> http://www.istockphoto.com/search/text/ship%20wake/filetype/video/source/basic#1174b0cd
>>>
>>>
>>>
>>> just warp and repeat in after effects, add contrast, use as texture and
>>> displacement
>>>
>>>
>>>
>>> fine as long as you don't get too close
>>>
>>>
>>>
>>> a
>>>
>>>
>>>
>>>  --
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mário Domingos
>>> *Sent:* 12 September 2013 11:39
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Foam effect
>>>
>>>
>>>
>>>  Tks Nicolas, but I'm looking for a Texture/Shader solution. I think the
>>> aaOcean one is shading.
>>>
>>>
>>>
>>>  On Thu, Sep 12, 2013 at 11:27 AM, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
>>>  Paul Smith did a pretty cool tutorial about waves and foam effect,
>>> check it out
>>>
>>>
>>>
>>>  https://vimeo.com/65975710
>>>
>>>
>>>
>>>  2013/9/12 Mário Domingos 
>>>
>>>  Hi guys, anyone knows how to achieve this effect with aaOcean?
>>>
>>>
>>>
>>>  http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg
>>>
>>>
>>>
>>>
>>>
>>>  Tks!
>>>
>>>
>>>
>>>
>>>
>>>  --
>>>
>>> No virus found in this message.
>>> Checked by AVG - www.avg.com
>>> Version: 2013.0.3392 / Virus Database: 3222/6656 - Release Date: 09/11/13
>>>
>>>
>>

Re: Article on Bifrost

2013-09-12 Thread Eric Thivierge

Not the kittens!!

On September-12-13 4:37:40 AM, Ciaran Moloney wrote:

Would trade all my kittens for a good scene graph editor in Soft.



Eric Thivierge mailto:ethivie...@hybride.com><__mailto:ethivie...@hybride.com
>__> hat am 11. September
2013 um 19:24 geschrieben:


I think it's an incorrect observation as the Node Editor
(different
than Hypershade and the Hypergraph) allows you to pull in
a lot if not
all of the nodes in the scene. Grab a polygon cube and
plug it's Y
value into this other shader type stuff. It's a node
editor for the
entire scene not just operators. Much more than ICE is now.

On September-11-13 12:23:46 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES]
wrote:
Or is that an incorrect observation?






Re: Improvement requested For Softimage 2015: Normal Maps

2013-09-12 Thread Nicolas Esposito
I used to bake the normal maps inside SI, but I switched to
Xnormal/Crazybump for props and Zbrush for characters...
Its nice that is there, but it really needs improvement
Is surprising that many game development studios use SI as first
modeling/animation tool, but most of them ( Konami and Capcom ) developed
their own pipeline and custom tools to get the best out of it, so unless
you code your custom stuff you need to look for other tools to achieve the
result
Thanks to Blur and Dante's Inferno we have Facerobot, but since then (
XSI7?) this marvelous tool has been left to die almost
I honestly would like to see an improvement/update of Facerobot, among
other game related content creation ( automatic LOD, automatic "invisible
walls" geometry, PROPER exporter for Softimage, and so on... )


2013/9/12 Szabolcs Matefy 

> +1, and Like, whatever
>
> ** **
>
> Looking at Maya LT I feel Softimage a bit clumsy on game authoring front…*
> ***
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Williams, Wayne
> *Sent:* Thursday, September 12, 2013 2:01 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Improvement requested For Softimage 2015: Normal Maps
>
> ** **
>
> Taking a cue from xnormal would be great. Tangent basis calculators (so as
> to get bakes that work specifically for Cryengine or UDK or Unity, etc) and
> cage functionality being the two most important for me as a game artist. *
> ***
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *James De
> Colling
> *Sent:* Wednesday, September 11, 2013 7:13 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Improvement requested For Softimage 2015: Normal Maps
>
> ** **
>
> seconded, we end up exporting to xnormal because softimage cant generate
> acceptable resaults.
>
> On 12/09/2013 2:16 AM, "Adam Sale"  wrote:
>
> Normal maps have not worked correctly in Softimage for some time now. 
>
> I think they are a basic enough tool, needed by artists everyday. 
>
> In the case of my experience with Softimage, I find a lot of people move
> away to Maya for shade and light, precisely because right out of the box
> normal maps do not work as expected. 
>
> ** **
>
> I have filed as a bug report many times, but really think it time to clean
> up the tool. 
>
> Maybe even add the ability to increase normal map intensity. Not too much
> to ask ;-)
>
> ** **
>
> Please, Please, Please. 
>
> ** **
>
> Adam
>


RE: Improvement requested For Softimage 2015: Normal Maps

2013-09-12 Thread Szabolcs Matefy
+1, and Like, whatever

Looking at Maya LT I feel Softimage a bit clumsy on game authoring front...

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Thursday, September 12, 2013 2:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Improvement requested For Softimage 2015: Normal Maps

Taking a cue from xnormal would be great. Tangent basis calculators (so as to 
get bakes that work specifically for Cryengine or UDK or Unity, etc) and cage 
functionality being the two most important for me as a game artist.

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of James De Colling
Sent: Wednesday, September 11, 2013 7:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Improvement requested For Softimage 2015: Normal Maps


seconded, we end up exporting to xnormal because softimage cant generate 
acceptable resaults.
On 12/09/2013 2:16 AM, "Adam Sale" 
mailto:adamfs...@gmail.com>> wrote:
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In the case of my experience with Softimage, I find a lot of people move away 
to Maya for shade and light, precisely because right out of the box normal maps 
do not work as expected.

I have filed as a bug report many times, but really think it time to clean up 
the tool.
Maybe even add the ability to increase normal map intensity. Not too much to 
ask ;-)

Please, Please, Please.

Adam


Re: Foam effect

2013-09-12 Thread Cristobal Infante
How about something like this?

http://www.youtube.com/watch?feature=player_detailpage&v=KtuXUQBchCY#t=143

You could shoot this plate yourself


On 12 September 2013 12:44, Mario Domingos  wrote:

> Thats a nice idea Adrian, I'll take a look at it.
> —
> Sent from Mailbox  for iPhone
>
>
> On Thu, Sep 12, 2013 at 12:19 PM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
>>  Hey Mario, i bought some live action from iStock and used that, works
>> great
>>
>>
>>
>>
>> http://www.istockphoto.com/search/text/ship%20wake/filetype/video/source/basic#1174b0cd
>>
>>
>>
>> just warp and repeat in after effects, add contrast, use as texture and
>> displacement
>>
>>
>>
>> fine as long as you don't get too close
>>
>>
>>
>> a
>>
>>
>>
>>  --
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mário Domingos
>> *Sent:* 12 September 2013 11:39
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Foam effect
>>
>>
>>
>>  Tks Nicolas, but I'm looking for a Texture/Shader solution. I think the
>> aaOcean one is shading.
>>
>>
>>
>>  On Thu, Sep 12, 2013 at 11:27 AM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>  Paul Smith did a pretty cool tutorial about waves and foam effect,
>> check it out
>>
>>
>>
>>  https://vimeo.com/65975710
>>
>>
>>
>>  2013/9/12 Mário Domingos 
>>
>>  Hi guys, anyone knows how to achieve this effect with aaOcean?
>>
>>
>>
>>  http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg
>>
>>
>>
>>
>>
>>  Tks!
>>
>>
>>
>>
>>
>>  --
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2013.0.3392 / Virus Database: 3222/6656 - Release Date: 09/11/13
>>
>>
>


RE: Improvement requested For Softimage 2015: Normal Maps

2013-09-12 Thread Williams, Wayne
Taking a cue from xnormal would be great. Tangent basis calculators (so as to 
get bakes that work specifically for Cryengine or UDK or Unity, etc) and cage 
functionality being the two most important for me as a game artist.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of James De Colling
Sent: Wednesday, September 11, 2013 7:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Improvement requested For Softimage 2015: Normal Maps


seconded, we end up exporting to xnormal because softimage cant generate 
acceptable resaults.
On 12/09/2013 2:16 AM, "Adam Sale" 
mailto:adamfs...@gmail.com>> wrote:
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In the case of my experience with Softimage, I find a lot of people move away 
to Maya for shade and light, precisely because right out of the box normal maps 
do not work as expected.

I have filed as a bug report many times, but really think it time to clean up 
the tool.
Maybe even add the ability to increase normal map intensity. Not too much to 
ask ;-)

Please, Please, Please.

Adam


RE: Foam effect

2013-09-12 Thread Mario Domingos
Thats a nice idea Adrian, I'll take a look at it.

—
Sent from Mailbox for iPhone

On Thu, Sep 12, 2013 at 12:19 PM, adrian wyer
 wrote:

> Hey Mario, i bought some live action from iStock and used that, works great
>  
> http://www.istockphoto.com/search/text/ship%20wake/filetype/video/source/bas
> ic#1174b0cd
>  
> just warp and repeat in after effects, add contrast, use as texture and
> displacement
>  
> fine as long as you don't get too close
>  
> a
>  
>   _  
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mário Domingos
> Sent: 12 September 2013 11:39
> To: softimage@listproc.autodesk.com
> Subject: Re: Foam effect
>  
> Tks Nicolas, but I'm looking for a Texture/Shader solution. I think the
> aaOcean one is shading.
>  
> On Thu, Sep 12, 2013 at 11:27 AM, Nicolas Esposito <3dv...@gmail.com> wrote:
> Paul Smith did a pretty cool tutorial about waves and foam effect, check it
> out
>  
> https://vimeo.com/65975710
>  
> 2013/9/12 Mário Domingos 
> Hi guys, anyone knows how to achieve this effect with aaOcean?
>  
> http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg
>  
>  
> Tks!
>  
>  
>   _  
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2013.0.3392 / Virus Database: 3222/6656 - Release Date: 09/11/13

RE: Foam effect

2013-09-12 Thread adrian wyer
Hey Mario, i bought some live action from iStock and used that, works great

 

http://www.istockphoto.com/search/text/ship%20wake/filetype/video/source/bas
ic#1174b0cd

 

just warp and repeat in after effects, add contrast, use as texture and
displacement

 

fine as long as you don't get too close

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mário Domingos
Sent: 12 September 2013 11:39
To: softimage@listproc.autodesk.com
Subject: Re: Foam effect

 

Tks Nicolas, but I'm looking for a Texture/Shader solution. I think the
aaOcean one is shading.

 

On Thu, Sep 12, 2013 at 11:27 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

Paul Smith did a pretty cool tutorial about waves and foam effect, check it
out

 

https://vimeo.com/65975710

 

2013/9/12 Mário Domingos 

Hi guys, anyone knows how to achieve this effect with aaOcean?

 

http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg

 

 

Tks!

 

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3392 / Virus Database: 3222/6656 - Release Date: 09/11/13



Re: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-12 Thread Jens Lindgren
Very nice script there. I too had problems with it at first because some
Softimage versions didn't have any crashCount value. Probably because it
never crashed :)
Here's my ugly fix to the script:
if QueryInfoKey(pi_key)[1] > 4:
value = QueryValueEx(pi_key, "crashCount" )
dCrashes[ s ] = value[0]
else:
dCrashes[ s ] = 0

My CER data
https://dl.dropboxusercontent.com/u/14057285/si_cer_report_jens.jpg

/Jens




On Thu, Sep 12, 2013 at 11:28 AM, Doeke Wartena wrote:

> who 2012sap crashed really a lot on that image :)
>
>
> 2013/9/12 Ciaran Moloney 
>
>> Really solid here on linux, but not doing any rendering.
>> However, 9 times out of 10 there is a segfault reported at the console
>> upon quitting the program.
>>
>>
>>
>>
>


-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


Re: Foam effect

2013-09-12 Thread Mário Domingos
Tks Nicolas, but I'm looking for a Texture/Shader solution. I think the
aaOcean one is shading.


On Thu, Sep 12, 2013 at 11:27 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Paul Smith did a pretty cool tutorial about waves and foam effect, check
> it out
>
> https://vimeo.com/65975710
>
>
> 2013/9/12 Mário Domingos 
>
>> Hi guys, anyone knows how to achieve this effect with aaOcean?
>>
>> http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg
>>
>>
>> Tks!
>>
>
>


Re: Foam effect

2013-09-12 Thread Nicolas Esposito
Paul Smith did a pretty cool tutorial about waves and foam effect, check it
out

https://vimeo.com/65975710


2013/9/12 Mário Domingos 

> Hi guys, anyone knows how to achieve this effect with aaOcean?
>
> http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg
>
>
> Tks!
>


Foam effect

2013-09-12 Thread Mário Domingos
Hi guys, anyone knows how to achieve this effect with aaOcean?

http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg


Tks!


OT: Vitaly Bulgarov interview

2013-09-12 Thread adrian wyer
http://www.cgchannel.com/2013/09/10-questions-for-ace-mech-creator-vitaly-bu
lgarov/

 

 

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com> 

www.fluid-pictures.com
http://www.fluid-pictures.com/>  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Foam effect

2013-09-12 Thread Mário Domingos
Hi guys, anyone knows how to achieve this effect with aaOcean?

http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg

Tks!

M


Re: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-12 Thread Doeke Wartena
who 2012sap crashed really a lot on that image :)


2013/9/12 Ciaran Moloney 

> Really solid here on linux, but not doing any rendering.
> However, 9 times out of 10 there is a segfault reported at the console
> upon quitting the program.
>
>
>
>


Re: softimage.tv - Hello World!

2013-09-12 Thread Ciaran Moloney
Nothing like a good rumour from an anonymous source to get some undies in a
bunch!


On Tue, Sep 10, 2013 at 10:43 AM, Mirko Jankovic
wrote:

> and after all of this...
>
>
> *autodesk had a meeting with all the studios in london who use xsi and
> said they arent really going to develop it for the film/advert side of
> things, now all development is from a small team in asia and they will
> develop mainly for games*
> *
> *
> From a source... well someone here probably was on that meeting I guess...
> and nothing new really but...
> ty AD.
>


Re: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-12 Thread Ciaran Moloney
Really solid here on linux, but not doing any rendering.
However, 9 times out of 10 there is a segfault reported at the console upon
quitting the program.


RE: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-12 Thread Szabolcs Matefy
Resolved, some of my registry key didn’t have a value for crashcount

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, September 12, 2013 9:58 AM
To: Thomas Volkmann; softimage@listproc.autodesk.com
Subject: RE: Poll. How frequently 2014 SP2 crashes, and when?

Interesting, it runs (doesn’t break) but no feedback at all in Script Editor

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Thomas Volkmann
Sent: Thursday, September 12, 2013 9:24 AM
To: softimage@listproc.autodesk.com
Subject: RE: Poll. How frequently 2014 SP2 crashes, and when?

I just ran it from Softimage's script editor...works fine.

Szabolcs Matefy mailto:szabol...@crytek.com>> hat am 12. 
September 2013 um 08:38 geschrieben:
How to run this snippet? I ran it within the Pywin window, but it listed only 
2012 SAP, though I have used all Softimage back since 7?


Cheers


Szabolcs

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Chia
Sent: Thursday, September 12, 2013 4:06 AM
To: softimage@listproc.autodesk.com
Subject: RE: Poll. How frequently 2014 SP2 crashes, and when?

Vincent, it’s looking good on your image ;)


From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Vincent Ullmann
Sent: Thursday, September 12, 2013 6:07 AM
To: softimage@listproc.autodesk.com
Subject: Re: Poll. How frequently 2014 SP2 crashes, and when?

Stephen just postet a nice Script, regarding this Topic:
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/

Would be nice to se some of your Stats
wondering if i do something completly wrong ;-)

PS:
Here are some Stats from me
https://dl.dropboxusercontent.com/u/32213900/XSI_Crashes.JPG

Am 11.09.2013 11:56, schrieb Doeke Wartena:
I dont use xsi that much but so far i did not have a single crash yet.

2013/9/11 Jens Lindgren 
mailto:jens.lindgren@gmail.com>>
Thomas just reminded me that you can put the key map in your personal workgroup 
so no need to copy it back and forth.

/Jens

On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren 
mailto:jens.lindgren@gmail.com>> wrote:
Haha, yeah, if I switched Arnold that many times I wouldn't delete my user 
folder.
I only switch like once a month or something like that.
But instead of deleting the Arnold Render.Preset and all references to Arnold 
in default.xsipref, I usually delete the whole folder and run my script to set 
all preferences again.
I don't have any addons or plugins at all in my user folder but instead have a 
personal workgroup on the network. That way the farm can still use my personal 
stuff.
The only drawback is that the recent files and Project Manager gets cleared but 
that's sometimes a good thing as well as old project that has been archived and 
not accessible anymore gets cleared out.
Oh, and the key map needs to be backed up and copied back to the new user 
folder.

/Jens

On Wed, Sep 11, 2013 at 11:14 AM, Vincent Ullmann 
mailto:vincent.ullm...@googlemail.com>> wrote:
Deleteing my UserFolder every time i install Arnold?
So sometimes this might be 5-8 times a day if i work on multiple Projects at 
once?
I might give it a try


We are using Softimage2014 here for about 2 Months now.
It didnt crashed on August 9th and September 5th.
On all other Days it crashes every 10 - 60 minutes.
Mostly in combination with external Renderers or ICE

Also i'am not sure how stable it is on Saturday and Sundays only a few 
Crahes here.




Am 11.09.2013 09:44, schrieb Jens Lindgren:
I have been using it for about a month and not a single crash yet. Used the 
knife tool like crazy on the current project.
I never migrate the preferences and I delete the user folder every time it's 
time to update Arnold. I then have a script that I run manually to set up all 
my preferences again.

/Jens

On Wed, Sep 11, 2013 at 9:23 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Hey folks

Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily 
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.

They have migrated their preferences from previous versions (SI2013 or so)

I myself have also problems, but most of them are because of an ICE based 
modeling tool I use for extrusion.

I want to isolate the source of their crashes, and I need to know if you have 
similar issues. I

Re: Article on Bifrost

2013-09-12 Thread Ciaran Moloney
Would trade all my kittens for a good scene graph editor in Soft.



 Eric Thivierge mailto:ethivie...@hybride.com>**>
>>> hat am 11. September 2013 um 19:24 geschrieben:
>>>
>>>
>>> I think it's an incorrect observation as the Node Editor (different
>>> than Hypershade and the Hypergraph) allows you to pull in a lot if not
>>> all of the nodes in the scene. Grab a polygon cube and plug it's Y
>>> value into this other shader type stuff. It's a node editor for the
>>> entire scene not just operators. Much more than ICE is now.
>>>
>>> On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
>>> wrote:
>>> Or is that an incorrect observation?
>>>
>>>
>>


RE: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-12 Thread Szabolcs Matefy
Interesting, it runs (doesn’t break) but no feedback at all in Script Editor

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
Sent: Thursday, September 12, 2013 9:24 AM
To: softimage@listproc.autodesk.com
Subject: RE: Poll. How frequently 2014 SP2 crashes, and when?

I just ran it from Softimage's script editor...works fine.

Szabolcs Matefy mailto:szabol...@crytek.com>> hat am 12. 
September 2013 um 08:38 geschrieben:
How to run this snippet? I ran it within the Pywin window, but it listed only 
2012 SAP, though I have used all Softimage back since 7?


Cheers


Szabolcs

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Chia
Sent: Thursday, September 12, 2013 4:06 AM
To: softimage@listproc.autodesk.com
Subject: RE: Poll. How frequently 2014 SP2 crashes, and when?

Vincent, it’s looking good on your image ;)


From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Vincent Ullmann
Sent: Thursday, September 12, 2013 6:07 AM
To: softimage@listproc.autodesk.com
Subject: Re: Poll. How frequently 2014 SP2 crashes, and when?

Stephen just postet a nice Script, regarding this Topic:
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/

Would be nice to se some of your Stats
wondering if i do something completly wrong ;-)

PS:
Here are some Stats from me
https://dl.dropboxusercontent.com/u/32213900/XSI_Crashes.JPG

Am 11.09.2013 11:56, schrieb Doeke Wartena:
I dont use xsi that much but so far i did not have a single crash yet.

2013/9/11 Jens Lindgren 
mailto:jens.lindgren@gmail.com>>
Thomas just reminded me that you can put the key map in your personal workgroup 
so no need to copy it back and forth.

/Jens

On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren 
mailto:jens.lindgren@gmail.com>> wrote:
Haha, yeah, if I switched Arnold that many times I wouldn't delete my user 
folder.
I only switch like once a month or something like that.
But instead of deleting the Arnold Render.Preset and all references to Arnold 
in default.xsipref, I usually delete the whole folder and run my script to set 
all preferences again.
I don't have any addons or plugins at all in my user folder but instead have a 
personal workgroup on the network. That way the farm can still use my personal 
stuff.
The only drawback is that the recent files and Project Manager gets cleared but 
that's sometimes a good thing as well as old project that has been archived and 
not accessible anymore gets cleared out.
Oh, and the key map needs to be backed up and copied back to the new user 
folder.

/Jens

On Wed, Sep 11, 2013 at 11:14 AM, Vincent Ullmann 
mailto:vincent.ullm...@googlemail.com>> wrote:
Deleteing my UserFolder every time i install Arnold?
So sometimes this might be 5-8 times a day if i work on multiple Projects at 
once?
I might give it a try


We are using Softimage2014 here for about 2 Months now.
It didnt crashed on August 9th and September 5th.
On all other Days it crashes every 10 - 60 minutes.
Mostly in combination with external Renderers or ICE

Also i'am not sure how stable it is on Saturday and Sundays only a few 
Crahes here.




Am 11.09.2013 09:44, schrieb Jens Lindgren:
I have been using it for about a month and not a single crash yet. Used the 
knife tool like crazy on the current project.
I never migrate the preferences and I delete the user folder every time it's 
time to update Arnold. I then have a script that I run manually to set up all 
my preferences again.

/Jens

On Wed, Sep 11, 2013 at 9:23 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Hey folks

Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily 
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.

They have migrated their preferences from previous versions (SI2013 or so)

I myself have also problems, but most of them are because of an ICE based 
modeling tool I use for extrusion.

I want to isolate the source of their crashes, and I need to know if you have 
similar issues. I suspect corrupted memory, but I was told that maybe a user 
preference might cause this (it sounds bullshit, to be honest), but I want to 
stay on the safe side, so will test it.



Cheers
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Re: Article on Bifrost

2013-09-12 Thread Eugen Sares

Sorry for the off-topic rant -
Why is it that the Maya UI design always gives you the eye-bleed? (Not 
talking about the logic, which is another sad story, but the graphics - 
icons, colors...).


This is not only a matter of personal taste. It's about perception 
psychology - not getting overloaded with a hundred little eye-catchers.

Unnecessary borders, icons that scale blurry, text too tiny...
Relying on icons instead of text at all !!
Icons are ok, but they have to be very simple to make sense, and you 
won't find a good one for each of the 1 features.


And why do you guys always choose the most toxic and contrasting colors 
you can find for your UI elements?

Don't you have a dedicated UI designer in you team, that is worth his money?
Get inspired by swiss typography... the art of presenting information to 
the beholder in the most appealing and catchy way.


Heck, we are working in the field of visual arts here, for chrissake!

You did a UI re-design during the Qt transition already. Nothing much 
has improved. Has nobody ever talked to you about this?


Softimage has a much more calm and appealing look to it, for example. 
Mostly, at least. There's much that could be improved, too.


Just came across clara.io... Ok, it is much much simpler feature-wise, 
but you get the point. Very reduced and clean.

http://discuss.exocortex.com/t/clara-io-tutorial-basic-polygon-modelling/248/2

Even Microsoft learned it's lessons and took out the UI clutter, 
radically. Too much in some places, maybe, but it's a good trend.


Get the point? We spend hours and hours in front of UIs - they DO 
matter. A lot, actually.




What were we talking about? Bifrost... allright.



Am 12.09.2013 09:13, schrieb Graham Bell:

Yep, I would go with that.

The Maya's Node Editor is actually very good, but still in many ways a work in 
progress. It has come on leaps and bounds since it was first implemented into 
Maya 2013, but it's not quite a direct replacement for the HG/HS just yet. I 
initially started using the NE has a Connection Editor replacement, but more 
recently I've been starting to use it more like a Soft Rendertree. It can be a 
tad fiddley at times and there are some things (which I'm hoping for) that it 
can't do compared to Softs views, but it can also do some things that Soft's 
views can't.

If there comes a time when HG and HS are retired, I don't think people will 
mourn the loss *that* much.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: 12 September 2013 01:08
To: softimage@listproc.autodesk.com
Subject: Re: Article on Bifrost

Actually I'll have to, respectfully, disagree with that.
Shape and transform node handling is fine as is (given the premise you're OK 
with how Maya handles it).
Given it's possible and rational for a shape to have N parent transforms, and 
for a transform to have N shapes, exclusive ui binding would make it awfully 
confusing.

You also, most of the time don't care about their coupling enough, or you care 
so much about it it's painfully obvious, that you need to see them connected in 
my experience.
It's also the fine distinction between DAG representation, which HG does better 
(or the outliner, which is getting better but is still a long shot from SI's 
superb explorer), and the DG you care about in the NE.
The NE currently replaces the HS more so than the HG. When the NE will receive 
a second mode (ala HG DAG vs DG modes) then I will agree with you, and the HG 
should be retired as well.
In its current incarnation I think things are "fine" in those regards, or at 
least clear enough if you know how Maya works.

That they DO get messy, well, that I don't disagree with. Maya is still one of 
the absolute easiest apps to make a complete and absolute multidirectional 
clusterf*** of the scene in.


On Thu, Sep 12, 2013 at 9:54 AM, Nick Angus 
mailto:n...@altvfx.com>> wrote:
Simple things like putting the shape node inside the transform node (a la 
Houdini) would be a help, the fact the transform and shape node of an object 
don't even have a visible connection is downright bizarre!

Simple exercise, make a poly sphere, open the node editor, duplicate sphere n 
times.  It gets very messy very fast, plus all the stuff Raf pointed out and 
then some...

N

From: 
softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] 
on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: 12 September 2013 09:31
To: softimage@listproc.autodesk.com

Subject: Re: Article on Bifrost

It still looks absolute arse Luc-Eric, even if a lot less so than it did 
before, and it generally handles arsedly too :p
The only thing it has in common with ICE (looks wise) is it has co

RE: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-12 Thread Thomas Volkmann
I just ran it from Softimage's script editor...works fine.


> Szabolcs Matefy  hat am 12. September 2013 um 08:38
> geschrieben:
> 
> 
>  How to run this snippet? I ran it within the Pywin window, but it listed only
> 2012 SAP, though I have used all Softimage back since 7?
> 
> 
> 
> 
> 
>  Cheers
> 
> 
> 
> 
> 
>  Szabolcs
> 
> 
> 
>  From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
>  Sent: Thursday, September 12, 2013 4:06 AM
>  To: softimage@listproc.autodesk.com
>  Subject: RE: Poll. How frequently 2014 SP2 crashes, and when?
> 
> 
> 
>  Vincent, it’s looking good on your image ;)
> 
> 
> 
> 
> 
>  From: softimage-boun...@listproc.autodesk.com
> 
> [mailto:softimage-boun...@listproc.autodesk.com]
>  On Behalf Of Vincent
> Ullmann
>  Sent: Thursday, September 12, 2013 6:07 AM
>  To: softimage@listproc.autodesk.com 
>  Subject: Re: Poll. How frequently 2014 SP2 crashes, and when?
> 
> 
> 
>  Stephen just postet a nice Script, regarding this Topic:
> 
> 
> 
> 
>  Would be nice to se some of your Stats
>  wondering if i do something completly wrong ;-)
> 
>  PS:
>  Here are some Stats from me
>  
> 
> 
>  Am 11.09.2013 11:56, schrieb Doeke Wartena:
> 
>  > > 
> >  I dont use xsi that much but so far i did not have a single crash yet.
> > 
> > 
> > 
> >  2013/9/11 Jens Lindgren  >  >
> > 
> >  Thomas just reminded me that you can put the key map in your personal
> > workgroup so no need to copy it back and forth.
> > 
> > 
> > 
> >  /Jens
> > 
> > 
> > 
> >  On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren
> > mailto:jens.lindgren@gmail.com> > wrote:
> > 
> >  Haha, yeah, if I switched Arnold that many times I wouldn't delete my
> > user folder.
> > 
> >  I only switch like once a month or something like that.
> > 
> >  But instead of deleting the Arnold Render.Preset and all references to
> > Arnold in default.xsipref, I usually delete the whole folder and run my
> > script to set all preferences again.
> > 
> >  I don't have any addons or plugins at all in my user folder but instead
> > have a personal workgroup on the network. That way the farm can still use my
> > personal stuff.
> > 
> >  The only drawback is that the recent files and Project Manager gets
> > cleared but that's sometimes a good thing as well as old project that has
> > been archived and not accessible anymore gets cleared out.
> > 
> >  Oh, and the key map needs to be backed up and copied back to the new
> > user folder.
> > 
> > 
> > 
> >  /Jens
> > 
> > 
> > 
> >  On Wed, Sep 11, 2013 at 11:14 AM, Vincent Ullmann
> > mailto:vincent.ullm...@googlemail.com> >
> > wrote:
> > 
> >  Deleteing my UserFolder every time i install Arnold?
> >  So sometimes this might be 5-8 times a day if i work on multiple
> > Projects at once?
> >  I might give it a try
> > 
> > 
> >  We are using Softimage2014 here for about 2 Months now.
> >  It didnt crashed on August 9th and September 5th.
> >  On all other Days it crashes every 10 - 60 minutes.
> >  Mostly in combination with external Renderers or ICE
> > 
> >  Also i'am not sure how stable it is on Saturday and Sundays only a
> > few Crahes here.
> > 
> > 
> > 
> > 
> >  Am 11.09.2013 09:44, schrieb Jens Lindgren:
> > 
> >  > > > 
> > >  I have been using it for about a month and not a single crash
> > > yet. Used the knife tool like crazy on the current project.
> > > 
> > >  I never migrate the preferences and I delete the user folder
> > > every time it's time to update Arnold. I then have a script that I run
> > > manually to set up all my preferences again.
> > > 
> > > 
> > > 
> > >  /Jens
> > > 
> > > 
> > > 
> > >  On Wed, Sep 11, 2013 at 9:23 AM, Szabolcs Matefy
> > > mailto:szabol...@crytek.com> > wrote:
> > > 
> > >  Hey folks
> > > 
> > > 
> > > 
> > >  Here most of our artists have plenty of crashes with Softimage
> > > 2014 SP2 (Daily 4-5 on average)
> > > 
> > >  They have crashes on Knife tool, Connect edge, Texture Editor.
> > > 
> > > 
> > > 
> > >  They have migrated their preferences from previous versions
> > > (SI2013 or so)
> > > 
> > > 
> > > 
> > >  I myself have also problems, but most of them are because of an
> > > ICE based modeling tool I use for extrusion.
> > > 
> > > 
> > > 
> > >  I want to isolate the source of their crashes, and I need to know
> > > if you have similar issues. I suspect corrupted memory, but I was told
> > > that maybe a user preference might cause this (it sounds b

RE: Article on Bifrost

2013-09-12 Thread Graham Bell
Yep, I would go with that.

The Maya's Node Editor is actually very good, but still in many ways a work in 
progress. It has come on leaps and bounds since it was first implemented into 
Maya 2013, but it's not quite a direct replacement for the HG/HS just yet. I 
initially started using the NE has a Connection Editor replacement, but more 
recently I've been starting to use it more like a Soft Rendertree. It can be a 
tad fiddley at times and there are some things (which I'm hoping for) that it 
can't do compared to Softs views, but it can also do some things that Soft's 
views can't.

If there comes a time when HG and HS are retired, I don't think people will 
mourn the loss *that* much.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: 12 September 2013 01:08
To: softimage@listproc.autodesk.com
Subject: Re: Article on Bifrost

Actually I'll have to, respectfully, disagree with that.
Shape and transform node handling is fine as is (given the premise you're OK 
with how Maya handles it).
Given it's possible and rational for a shape to have N parent transforms, and 
for a transform to have N shapes, exclusive ui binding would make it awfully 
confusing.

You also, most of the time don't care about their coupling enough, or you care 
so much about it it's painfully obvious, that you need to see them connected in 
my experience.
It's also the fine distinction between DAG representation, which HG does better 
(or the outliner, which is getting better but is still a long shot from SI's 
superb explorer), and the DG you care about in the NE.
The NE currently replaces the HS more so than the HG. When the NE will receive 
a second mode (ala HG DAG vs DG modes) then I will agree with you, and the HG 
should be retired as well.
In its current incarnation I think things are "fine" in those regards, or at 
least clear enough if you know how Maya works.

That they DO get messy, well, that I don't disagree with. Maya is still one of 
the absolute easiest apps to make a complete and absolute multidirectional 
clusterf*** of the scene in.


On Thu, Sep 12, 2013 at 9:54 AM, Nick Angus 
mailto:n...@altvfx.com>> wrote:
Simple things like putting the shape node inside the transform node (a la 
Houdini) would be a help, the fact the transform and shape node of an object 
don't even have a visible connection is downright bizarre!

Simple exercise, make a poly sphere, open the node editor, duplicate sphere n 
times.  It gets very messy very fast, plus all the stuff Raf pointed out and 
then some...

N

From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: 12 September 2013 09:31
To: softimage@listproc.autodesk.com

Subject: Re: Article on Bifrost

It still looks absolute arse Luc-Eric, even if a lot less so than it did 
before, and it generally handles arsedly too :p
The only thing it has in common with ICE (looks wise) is it has coloured 
circles for ports, but handling population, context, connections, port 
expansion and so on is still bad, it still doesn't edge scroll, text kerns 
horribly, the distance/readability ratio and the ridiculous zooming don't work, 
and dynamic attributes and aggregate ports handle like a cow on a frozen lake.
It's leaps and bounds better than HS + CE though and I'm looking forward to it 
looking and handling better again soon :) It also has some nifty things missing 
in ICE.

On Thu, Sep 12, 2013 at 9:12 AM, Luc-Eric Rousseau 
mailto:luceri...@gmail.com>> wrote:

which version of Maya? it looks a lot like ICE in a dark theme in 2014
Le 2013-09-11 18:53, "Octavian Ureche" 
mailto:okt...@gmail.com>> a écrit :

For me the problem is not in what it does. (which is everything that the 
hypergraph/hypershade did and more).
When i first heard they were going to create a node editor i said 
hallelujah...because everyone got fed up using the connection editor for 
linking stuff.
But whenever i stare at it (which is almost daily), it just screams ugly to me. 
Which is not something that i get with ice or vex for that matter. But it might 
just be my perception.
I am completely aware of what it is and what it does, and i've been using it 
since it was introduced...i just never felt so at ease with it as i feel with 
ice.
Like having a really powerful yet ugly looking car. I know it's meant to be 
used by td's and all that, and it doesn't need to look in any way.
But when i look at ice, i see something that is both functional and easy on the 
eyes. Really well thought out visually.
That's not something i can say about the current node editor. But i completely 
understand that for some it might not matter.

Octavian


O