Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Steven Caron
as do the blur tools, the skin panel specifically has a lot of tools
related to copying and pasting weights. via gator and via direct scripted
means.

On Fri, Sep 20, 2013 at 9:45 AM, Matt Morris  wrote:

> You're welcome! Btw have you got GEAR installed? There are some veeery
> useful tools on the shapes, envelope and weightmaps side in the drop down
> menu.
>
>
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Re: Wave2Spectrum with 2014 SP2?

2013-09-20 Thread Claude Vervoort
Hi Paul,

I'm not even sure which version of 2014 I have. Let me check that and i'll
try to do a recompile asap.

Claude


On Fri, Sep 20, 2013 at 1:24 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> I
> t's times like this I wish I knew how to compile things.  It's up on
> GitHub:  https://github.com/claudevervoort-perso/xsi-audio-spectrum
>
> I'll send him an email & see if he can recompile.
>
> Thanks!
>
> -Paul
>
>
>
> On Fri, Sep 20, 2013 at 1:06 PM, Alan Fregtman wrote:
>
>> There was an ICE C++ API change in 2014 SP2 that will require a specific
>> compilation for that particular version (because it must be compiled
>> against the newest libraries.) I'd ask the author to recompile; it
>> shouldn't be a big deal for him/her/them.
>>
>>
>>
>> On Fri, Sep 20, 2013 at 1:02 PM, Paul Griswold <
>> pgrisw...@fusiondigitalproductions.com> wrote:
>>
>>> Has anyone had any luck getting the Wave to Spectrum addon to work under
>>> 2014 SP2?
>>>
>>> I've got it installed, but it's not showing up.
>>>
>>> Thanks,
>>>
>>> -Paul
>>>
>>>
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>>>
>>
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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Sergio Mucino

Thanks a lot. I'll definitely look into it.
One question about these tools... are they basically using core 
Softimage components, just making the workflow easier? Or do they create 
custom elements in the scene? I ask just to know if it's something I can 
safely install on my workstation, or if I will need to install it in the 
animators' workstations too so they can read the files I create.

Thanks!

*Sergio Mucino*
Lead Rigger
Modus FX

On 20/09/2013 4:19 PM, Daniel Brassard wrote:

at gear, go for the updated one GEAR_mc from Miquel Campos

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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Daniel Brassard
If you are going to look at gear, go for the updated one GEAR_mc from
Miquel Campos

https://github.com/miquelcampos/GEAR_mc


On Fri, Sep 20, 2013 at 3:28 PM, Steven Caron  wrote:

> as do the blur tools, the skin panel specifically has a lot of tools
> related to copying and pasting weights. via gator and via direct scripted
> means.
>
> On Fri, Sep 20, 2013 at 9:45 AM, Matt Morris  wrote:
>
>> You're welcome! Btw have you got GEAR installed? There are some veeery
>> useful tools on the shapes, envelope and weightmaps side in the drop down
>> menu.
>>
>>
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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Sergio Mucino

Ah! Nice trick! I'll keep it in mind.
Nope, I don't think I've got GEAR, but I will look it up definitely. I'm 
all ears when it comes to hearing about tools/compounds I should get to 
make my rigging work easier. Thanks Matt/Eric!


*Sergio Mucino*
Lead Rigger
Modus FX

On 20/09/2013 1:03 PM, Eric Thivierge wrote:

You can add 0 and it will normalize. :)

On September-20-13 12:45:11 PM, Matt Morris wrote:

You're welcome! Btw have you got GEAR installed? There are some veeery
useful tools on the shapes, envelope and weightmaps side in the drop
down menu.

Also, if you select all your deformers in the weight editor, using the
add and normalize mode on, add 0.0001 or something similar - that will
normalize all your weights.


On 20 September 2013 17:38, Sergio Mucinomailto:sergio.muc...@modusfx.com>>  wrote:

 Thanks Eric! Fortunately, Matt's suggestion worked for me. I did
 have to do quite a bit of re-normalization (I wish there was a
 more automatic way of doing this, at least for vertex weights that
 only have 1 deformer influence), but everything seems to be all
 love and goodness.
 Thanks for the suggestion though!


 *Sergio Mucino*
 Lead Rigger
 Modus FX

 On 20/09/2013 12:26 PM, Eric Thivierge wrote:

 You'll have to script it. Also you're going to have to rescale
 the weight contribution since the number of deformers is
 different. The percentage influence is not going to be normalized
 otherwise.

 On Sep 20, 2013 11:29 AM, "Matt Morris"mailto:matt...@gmail.com>>  wrote:

 Could export the weights in the weight editor for the first
 mesh, and import them onto the second mesh, then remove the
 deformers you don't need from the second mesh envelope.




 On 20 September 2013 16:22, Sergio Mucino
 mailto:sergio.muc...@modusfx.com>>  wrote:

 Hello all. Mr. Pest here again. Nothing like a little
 "oh, no, again" just before the weekend :-) .
 I have a rather seemingly simple question. I have two
 meshes that are slightly different in shape in some
 parts, but identical in topology. One of them is already
 bound and weighted to deformers. The other one is also,
 but it's bound to less deformers than the first ones, and
 the weights are not set (all points are weighted to one
 deformer right now).
 So, my question is... how do I transfer the weights from
 the deformers present in the second (target) mesh from
 the first (source) mesh? I'm not sure I can use GATOR for
 several reasons...

 1. It doesn't like the fact that I already have a cluster
 and Envelope Op on the target mesh (I guess I could
 delete it, and try again, but I thought I'd ask first).
 2. It seems to be good for "Transfer All" cases, but in
 this case, the number of deformers on each envelope is
 different. I want to transfer only weights to specific
 deformers, not all of them.

 What would be the appropriate way to do this? Thanks for
 the help again!
 --
 *Sergio Mucino*
 Lead Rigger
 Modus FX

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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Sergio Mucino

It's also missing from their Software Rental Plan list. Just saying...

http://www.autodesk.com/buy/rental-plans

*Sergio Mucino*
Lead Rigger
Modus FX

On 20/09/2013 10:44 AM, Octavian Ureche wrote:

Hey guys,

A couple of days ago, autodesk officially released its 2014 app 
extensions.
Softimage is missing from that list along with motionbuilder (which is 
being ported to maya anyway).


I don't think i am adding any fuel to the fire. I believe autodesk is 
doing that.
Please don't blame me for opening up yet another chapter of the "what 
the hell is going on with softimage", because it's pretty clear they 
are shoving it down there with a dedicated mocap app.

Checking the autodesk website over and over again pretty much confirms it.
No extension for softimage this time.

Any ideas as to why?

Cheers,
Octavian


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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Octavian Ureche
I bumped into a cgchannel article that said, quote:
"Autodesk has confirmed to us that it won’t be releasing an Extension for
either package *this time around*: something that we suspect will be more
of an issue for Softimage users than it is for MotionBuilder users". It was
that "this time around" that probably confused me.

Oh well, nothing to see here then.



On Fri, Sep 20, 2013 at 6:15 PM, Cristobal Infante  wrote:

> Where is the rumour police when you need it! ;)
>
>
> On 20 September 2013 16:13, olivier jeannel wrote:
>
>>  No need to unsubscribe !
>>
>> Le 20/09/2013 17:05, Christopher Crouzet a écrit :
>>
>>  My only ideas right now are:
>> - creating a mailing list "Blabla and other bullshit about Autodesk
>> marketing" so we can move unconstructive posts away from this one while
>> keeping the freedom of speech.
>>  - sadly unsubscribing from this list after joining 6+ years ago and
>> having had the pleasure to meet with many of its talented contributors.
>>
>>  Which one should I go for?
>>
>>
>> On 20 September 2013 16:44, Octavian Ureche  wrote:
>>
>>>  Hey guys,
>>>
>>>  A couple of days ago, autodesk officially released its 2014 app
>>> extensions.
>>> Softimage is missing from that list along with motionbuilder (which is
>>> being ported to maya anyway).
>>>
>>>  I don't think i am adding any fuel to the fire. I believe autodesk is
>>> doing that.
>>>  Please don't blame me for opening up yet another chapter of the "what
>>> the hell is going on with softimage", because it's pretty clear they are
>>> shoving it down there with a dedicated mocap app.
>>> Checking the autodesk website over and over again pretty much confirms
>>> it.
>>> No extension for softimage this time.
>>>
>>>  Any ideas as to why?
>>>
>>>  Cheers,
>>>  Octavian
>>>
>>> --
>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>>> subject "unsubscribe" and reply to the confirmation email.
>>>
>>
>>
>>
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>> "unsubscribe" and reply to the confirmation email.
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>>
>>
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>> subject "unsubscribe" and reply to the confirmation email.
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>
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Wave2Spectrum with 2014 SP2?

2013-09-20 Thread Paul Griswold
Has anyone had any luck getting the Wave to Spectrum addon to work under
2014 SP2?

I've got it installed, but it's not showing up.

Thanks,

-Paul
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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Eric Thivierge
Not that big of a deal for me since we usually haven't had them.

Seems like just another minor reason to try to stir something up. The
rental option was a pretty decent feature that would be beneficial where
the extension really wasn't expected.
On Sep 20, 2013 11:57 AM, "Luc-Eric Rousseau"  wrote:

> When you're on subscription, you get a few benefits including  1) free
> update to the next version if it comes within the sub period  2)
> rights to run previous versions 3) access ahead of time to features of
> the next release *if they are ready*.
>
> #3  can only really happen if those features were already in progress
> before you shipped the last release, because you can't do anything in
> the two months of development between the service pack and the
> extension release code freeze, it's too short.
>
> In the last 5 years, Softimage had two extension releases the Lagoa
> one (2011.5), and  2012.5 where we rolled up some work from consulting
> (does anyone use the Annotation Object?  anyway that came from the
> consulting team)  plus padding to make it look bigger
> (http://tinyurl.com/k5xzbv3).  The facts are that it's very difficult
> with one unified team to two release at year.  Anyway 2012.5 was a
> diversion, IMHO.
>
> On Fri, Sep 20, 2013 at 11:26 AM, Octavian Ureche 
> wrote:
> > I bumped into a cgchannel article that said, quote:
> > "Autodesk has confirmed to us that it won’t be releasing an Extension for
> > either package this time around: something that we suspect will be more
> of
> > an issue for Softimage users than it is for MotionBuilder users". It was
> > that "this time around" that probably confused me.
> >
> > Oh well, nothing to see here then.
>
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread olivier jeannel

It does render yellow, like what you see in the ppg.
... just checked in the OGL, it's yellow as well...


Le 20/09/2013 17:22, Ognjen Vukovic a écrit :

What are you getting in your view-port? Is it the same as in the clip?


On Fri, Sep 20, 2013 at 5:12 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


Proudly working on PC against all here :)

Photoshop Color Setting is sRGB IEC61966-2.1
But I don't know what that mean. I mean it's a default setting by
ignorance.

Attached is a screen grab.

Thank you for any help !


Le 20/09/2013 16:43, Daniel Brassard a écrit :

When you did the assembling in photoshop, were you using an Apple
system?

Can you show the entire image clip property editor, specially the
HSGB settings?


On Fri, Sep 20, 2013 at 9:26 AM, olivier jeannel
mailto:olivier.jean...@noos.fr>> wrote:

Linear and Srgb are giving the same results.
I don't know, it doesn't seem to be a gamma problem... :(



Le 20/09/2013 15:18, Ognjen Vukovic a écrit :

Try setting the color profile to linear.


On Fri, Sep 20, 2013 at 3:12 PM, olivier jeannel
mailto:olivier.jean...@noos.fr>>
wrote:

Mmm... I tried in Tiff 32Bits and similar (Kind of Hue
sliding) problem.
Working with 16Bits seems fine colorwise  It's a
little bit flatter, of course...



Le 20/09/2013 14:35, olivier jeannel a écrit :

Hello there,

It's the first time I'm "building" my own HDR's
environment from a serie of photos (Raw 8bit from Canon
5D).
Basicly it's a desert set : Sand + cloudy sky.

I'm using Photoshop to do this, I use "Merge to HDR" to
build the .hdr.

The thing is in photoshop I'm having fine colors :
Sand is orange/brown and the sky is blue
BUT
In Softimage Sand is yellow and the sky is purple (-ish)

See attached picture :

Is there a setting somewhere (maybe even in photoshop)
that I should check ?


Thank's a lot !


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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Matt Morris
Could export the weights in the weight editor for the first mesh, and
import them onto the second mesh, then remove the deformers you don't need
from the second mesh envelope.




On 20 September 2013 16:22, Sergio Mucino  wrote:

>  Hello all. Mr. Pest here again. Nothing like a little "oh, no, again"
> just before the weekend :-) .
> I have a rather seemingly simple question. I have two meshes that are
> slightly different in shape in some parts, but identical in topology. One
> of them is already bound and weighted to deformers. The other one is also,
> but it's bound to less deformers than the first ones, and the weights are
> not set (all points are weighted to one deformer right now).
> So, my question is... how do I transfer the weights from the deformers
> present in the second (target) mesh from the first (source) mesh? I'm not
> sure I can use GATOR for several reasons...
>
> 1. It doesn't like the fact that I already have a cluster and Envelope Op
> on the target mesh (I guess I could delete it, and try again, but I thought
> I'd ask first).
> 2. It seems to be good for "Transfer All" cases, but in this case, the
> number of deformers on each envelope is different. I want to transfer only
> weights to specific deformers, not all of them.
>
> What would be the appropriate way to do this? Thanks for the help again!
> --
> *Sergio Mucino*
> Lead Rigger
> Modus FX
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>



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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Alan Fregtman
GEAR has some custom solvers that require it to be present to evaluate. It
depends if you use them or not. It has a lot of other useful stuff that
does not use custom compiled operators, like all the envelope/skinning
weight operations.



On Fri, Sep 20, 2013 at 5:12 PM, Sergio Mucino wrote:

>  Thanks a lot. I'll definitely look into it.
> One question about these tools... are they basically using core Softimage
> components, just making the workflow easier? Or do they create custom
> elements in the scene? I ask just to know if it's something I can safely
> install on my workstation, or if I will need to install it in the
> animators' workstations too so they can read the files I create.
> Thanks!
>
>
> *Sergio Mucino*
> Lead Rigger
> Modus FX
>
> On 20/09/2013 4:19 PM, Daniel Brassard wrote:
>
> at gear, go for the updated one GEAR_mc from Miquel Campos
>
>
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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread olivier jeannel

No need to unsubscribe !

Le 20/09/2013 17:05, Christopher Crouzet a écrit :

My only ideas right now are:
- creating a mailing list "Blabla and other bullshit about Autodesk 
marketing" so we can move unconstructive posts away from this one 
while keeping the freedom of speech.
- sadly unsubscribing from this list after joining 6+ years ago and 
having had the pleasure to meet with many of its talented contributors.


Which one should I go for?


On 20 September 2013 16:44, Octavian Ureche > wrote:


Hey guys,

A couple of days ago, autodesk officially released its 2014 app
extensions.
Softimage is missing from that list along with motionbuilder
(which is being ported to maya anyway).

I don't think i am adding any fuel to the fire. I believe autodesk
is doing that.
Please don't blame me for opening up yet another chapter of the
"what the hell is going on with softimage", because it's pretty
clear they are shoving it down there with a dedicated mocap app.
Checking the autodesk website over and over again pretty much
confirms it.
No extension for softimage this time.

Any ideas as to why?

Cheers,
Octavian

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"unsubscribe" and reply to the confirmation email.




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Re: Wave2Spectrum with 2014 SP2?

2013-09-20 Thread Paul Griswold
I
t's times like this I wish I knew how to compile things.  It's up on
GitHub:  https://github.com/claudevervoort-perso/xsi-audio-spectrum

I'll send him an email & see if he can recompile.

Thanks!

-Paul



On Fri, Sep 20, 2013 at 1:06 PM, Alan Fregtman wrote:

> There was an ICE C++ API change in 2014 SP2 that will require a specific
> compilation for that particular version (because it must be compiled
> against the newest libraries.) I'd ask the author to recompile; it
> shouldn't be a big deal for him/her/them.
>
>
>
> On Fri, Sep 20, 2013 at 1:02 PM, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>> Has anyone had any luck getting the Wave to Spectrum addon to work under
>> 2014 SP2?
>>
>> I've got it installed, but it's not showing up.
>>
>> Thanks,
>>
>> -Paul
>>
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
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Re: Wave2Spectrum with 2014 SP2?

2013-09-20 Thread Alan Fregtman
There was an ICE C++ API change in 2014 SP2 that will require a specific
compilation for that particular version (because it must be compiled
against the newest libraries.) I'd ask the author to recompile; it
shouldn't be a big deal for him/her/them.



On Fri, Sep 20, 2013 at 1:02 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> Has anyone had any luck getting the Wave to Spectrum addon to work under
> 2014 SP2?
>
> I've got it installed, but it's not showing up.
>
> Thanks,
>
> -Paul
>
>
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread Luc-Eric Rousseau
the image clip ppg image is just an 8-bit preview with cooked
conversion.  render out with mental ray to see the actual image. or
look at it in the fxtree fxviewer , which does support floating point
images. Of course, any hdr value will clip if you are not using any
tone mapping

On Fri, Sep 20, 2013 at 8:35 AM, olivier jeannel
 wrote:
> Hello there,
>
> It's the first time I'm "building" my own HDR's environment from a serie of
> photos (Raw 8bit from Canon 5D).
> Basicly it's a desert set : Sand + cloudy sky.
>
> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
>
> The thing is in photoshop I'm having fine colors :
> Sand is orange/brown and the sky is blue
> BUT
> In Softimage Sand is yellow and the sky is purple (-ish)
>
> See attached picture :
>
> Is there a setting somewhere (maybe even in photoshop) that I should check ?
>
>
> Thank's a lot !
>
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread Luc-Eric Rousseau
in my opinion, you have to lower the exposure in Softimage to look at
the image and see it properly, but we really don't have any HDR tone
mapping toolsto deal with the highlights. It's tone-mapped in
Photoshop.  It's an HDR image, so it can have large yellow or red
values and when you just clamp that down (i.e. truncate value above
1.0) to 8-bit like the fxview does it looks weird.  You can click down
in the fxviewer to see the pixel color values.

Photoshop is probably showing you what you really "want" to see, which
is an 8-bit snap shot at a particular exposure, with something to
smootly filter out the highlights. How well does the image work in
base lighting?  I think it probably works fine.

try launching imf_disp at the softimage command prompt. The recent
versions of mental ray's imf_disp tool have tone mapping and exposure
controls in the view menu.

On Fri, Sep 20, 2013 at 11:46 AM, olivier jeannel
 wrote:
> Hey Luc Eric,
> I'm rendering with RedShift.
> I've opened it in the FX Viewer and it's "yellowish" as well.
>
> If you think of something, let me know...
>
> Cheers,
>
> Olivier
>
>
> Le 20/09/2013 17:27, Luc-Eric Rousseau a écrit :
>> the image clip ppg image is just an 8-bit preview with cooked
>> conversion.  render out with mental ray to see the actual image. or
>> look at it in the fxtree fxviewer , which does support floating point
>> images. Of course, any hdr value will clip if you are not using any
>> tone mapping
>>
>> On Fri, Sep 20, 2013 at 8:35 AM, olivier jeannel
>>  wrote:
>>> Hello there,
>>>
>>> It's the first time I'm "building" my own HDR's environment from a serie of
>>> photos (Raw 8bit from Canon 5D).
>>> Basicly it's a desert set : Sand + cloudy sky.
>>>
>>> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
>>>
>>> The thing is in photoshop I'm having fine colors :
>>> Sand is orange/brown and the sky is blue
>>> BUT
>>> In Softimage Sand is yellow and the sky is purple (-ish)
>>>
>>> See attached picture :
>>>
>>> Is there a setting somewhere (maybe even in photoshop) that I should check ?
>>>
>>>
>>> Thank's a lot !
>>>
>>> --
>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
>>> "unsubscribe" and reply to the confirmation email.
>> --
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>>
>>
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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Eric Thivierge
You can add 0 and it will normalize. :)

On September-20-13 12:45:11 PM, Matt Morris wrote:
> You're welcome! Btw have you got GEAR installed? There are some veeery
> useful tools on the shapes, envelope and weightmaps side in the drop
> down menu.
>
> Also, if you select all your deformers in the weight editor, using the
> add and normalize mode on, add 0.0001 or something similar - that will
> normalize all your weights.
>
>
> On 20 September 2013 17:38, Sergio Mucino  > wrote:
>
> Thanks Eric! Fortunately, Matt's suggestion worked for me. I did
> have to do quite a bit of re-normalization (I wish there was a
> more automatic way of doing this, at least for vertex weights that
> only have 1 deformer influence), but everything seems to be all
> love and goodness.
> Thanks for the suggestion though!
>
>
> *Sergio Mucino*
> Lead Rigger
> Modus FX
>
> On 20/09/2013 12:26 PM, Eric Thivierge wrote:
>>
>> You'll have to script it. Also you're going to have to rescale
>> the weight contribution since the number of deformers is
>> different. The percentage influence is not going to be normalized
>> otherwise.
>>
>> On Sep 20, 2013 11:29 AM, "Matt Morris" > > wrote:
>>
>> Could export the weights in the weight editor for the first
>> mesh, and import them onto the second mesh, then remove the
>> deformers you don't need from the second mesh envelope.
>>
>>
>>
>>
>> On 20 September 2013 16:22, Sergio Mucino
>> > > wrote:
>>
>> Hello all. Mr. Pest here again. Nothing like a little
>> "oh, no, again" just before the weekend :-) .
>> I have a rather seemingly simple question. I have two
>> meshes that are slightly different in shape in some
>> parts, but identical in topology. One of them is already
>> bound and weighted to deformers. The other one is also,
>> but it's bound to less deformers than the first ones, and
>> the weights are not set (all points are weighted to one
>> deformer right now).
>> So, my question is... how do I transfer the weights from
>> the deformers present in the second (target) mesh from
>> the first (source) mesh? I'm not sure I can use GATOR for
>> several reasons...
>>
>> 1. It doesn't like the fact that I already have a cluster
>> and Envelope Op on the target mesh (I guess I could
>> delete it, and try again, but I thought I'd ask first).
>> 2. It seems to be good for "Transfer All" cases, but in
>> this case, the number of deformers on each envelope is
>> different. I want to transfer only weights to specific
>> deformers, not all of them.
>>
>> What would be the appropriate way to do this? Thanks for
>> the help again!
>> --
>> *Sergio Mucino*
>> Lead Rigger
>> Modus FX
>>
>> --
>> To unsubscribe: mail
>> softimage-requ...@listproc.autodesk.com
>>  with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>>
>>
>>
>> --
>> www.matinai.com 
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com
>>  with subject
>> "unsubscribe" and reply to the confirmation email.
>>
>>
>>
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>>   with subject "unsubscribe" 
>> and reply to the confirmation email.
>
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>  with subject
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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Eric Thivierge
You'll have to script it. Also you're going to have to rescale the weight
contribution since the number of deformers is different. The percentage
influence is not going to be normalized otherwise.
On Sep 20, 2013 11:29 AM, "Matt Morris"  wrote:

> Could export the weights in the weight editor for the first mesh, and
> import them onto the second mesh, then remove the deformers you don't need
> from the second mesh envelope.
>
>
>
>
> On 20 September 2013 16:22, Sergio Mucino wrote:
>
>>  Hello all. Mr. Pest here again. Nothing like a little "oh, no, again"
>> just before the weekend :-) .
>> I have a rather seemingly simple question. I have two meshes that are
>> slightly different in shape in some parts, but identical in topology. One
>> of them is already bound and weighted to deformers. The other one is also,
>> but it's bound to less deformers than the first ones, and the weights are
>> not set (all points are weighted to one deformer right now).
>> So, my question is... how do I transfer the weights from the deformers
>> present in the second (target) mesh from the first (source) mesh? I'm not
>> sure I can use GATOR for several reasons...
>>
>> 1. It doesn't like the fact that I already have a cluster and Envelope Op
>> on the target mesh (I guess I could delete it, and try again, but I thought
>> I'd ask first).
>> 2. It seems to be good for "Transfer All" cases, but in this case, the
>> number of deformers on each envelope is different. I want to transfer only
>> weights to specific deformers, not all of them.
>>
>> What would be the appropriate way to do this? Thanks for the help again!
>> --
>> *Sergio Mucino*
>> Lead Rigger
>> Modus FX
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
> --
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>
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread Ognjen Vukovic
What are you getting in your view-port? Is it the same as in the clip?


On Fri, Sep 20, 2013 at 5:12 PM, olivier jeannel wrote:

>  Proudly working on PC against all here :)
>
> Photoshop Color Setting is sRGB IEC61966-2.1
> But I don't know what that mean. I mean it's a default setting by
> ignorance.
>
> Attached is a screen grab.
>
> Thank you for any help !
>
>
> Le 20/09/2013 16:43, Daniel Brassard a écrit :
>
> When you did the assembling in photoshop, were you using an Apple system?
>
>  Can you show the entire image clip property editor, specially the HSGB
> settings?
>
>
> On Fri, Sep 20, 2013 at 9:26 AM, olivier jeannel 
> wrote:
>
>>  Linear and Srgb are giving the same results.
>> I don't know, it doesn't seem to be a gamma problem... :(
>>
>>
>>
>> Le 20/09/2013 15:18, Ognjen Vukovic a écrit :
>>
>> Try setting the color profile to linear.
>>
>>
>> On Fri, Sep 20, 2013 at 3:12 PM, olivier jeannel > > wrote:
>>
>>>  Mmm... I tried in Tiff 32Bits and similar (Kind of Hue sliding)
>>> problem.
>>> Working with 16Bits seems fine colorwise  It's a little bit flatter,
>>> of course...
>>>
>>>
>>>
>>> Le 20/09/2013 14:35, olivier jeannel a écrit :
>>>
>>>  Hello there,
>>>
>>> It's the first time I'm "building" my own HDR's environment from a serie
>>> of photos (Raw 8bit from Canon 5D).
>>> Basicly it's a desert set : Sand + cloudy sky.
>>>
>>> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
>>>
>>> The thing is in photoshop I'm having fine colors :
>>> Sand is orange/brown and the sky is blue
>>> BUT
>>> In Softimage Sand is yellow and the sky is purple (-ish)
>>>
>>> See attached picture :
>>>
>>> Is there a setting somewhere (maybe even in photoshop) that I should
>>> check ?
>>>
>>>
>>> Thank's a lot !
>>>
>>>
>>>  --
>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
>>> "unsubscribe" and reply to the confirmation email.
>>>
>>>
>>>
>>> --
>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>>> subject "unsubscribe" and reply to the confirmation email.
>>>
>>
>>
>>
>> --
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>>
>>
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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Rob Wuijster

Well in AD's defence, SI never had extension packs




Rob

\/-\/\/

On 20-9-2013 16:44, Octavian Ureche wrote:

Hey guys,

A couple of days ago, autodesk officially released its 2014 app 
extensions.
Softimage is missing from that list along with motionbuilder (which is 
being ported to maya anyway).


I don't think i am adding any fuel to the fire. I believe autodesk is 
doing that.
Please don't blame me for opening up yet another chapter of the "what 
the hell is going on with softimage", because it's pretty clear they 
are shoving it down there with a dedicated mocap app.

Checking the autodesk website over and over again pretty much confirms it.
No extension for softimage this time.

Any ideas as to why?

Cheers,
Octavian


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No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2013.0.3408 / Virus Database: 3222/6682 - Release Date: 09/19/13



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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Matt Morris
Close enough ;)


On 20 September 2013 18:03, Eric Thivierge  wrote:

> You can add 0 and it will normalize. :)
>
>
> On September-20-13 12:45:11 PM, Matt Morris wrote:
>
>> You're welcome! Btw have you got GEAR installed? There are some veeery
>> useful tools on the shapes, envelope and weightmaps side in the drop
>> down menu.
>>
>> Also, if you select all your deformers in the weight editor, using the
>> add and normalize mode on, add 0.0001 or something similar - that will
>> normalize all your weights.
>>
>>
>> On 20 September 2013 17:38, Sergio Mucino > > wrote:
>>
>> Thanks Eric! Fortunately, Matt's suggestion worked for me. I did
>> have to do quite a bit of re-normalization (I wish there was a
>> more automatic way of doing this, at least for vertex weights that
>> only have 1 deformer influence), but everything seems to be all
>> love and goodness.
>> Thanks for the suggestion though!
>>
>>
>> *Sergio Mucino*
>>
>> Lead Rigger
>> Modus FX
>>
>> On 20/09/2013 12:26 PM, Eric Thivierge wrote:
>>
>>>
>>> You'll have to script it. Also you're going to have to rescale
>>> the weight contribution since the number of deformers is
>>> different. The percentage influence is not going to be normalized
>>> otherwise.
>>>
>>> On Sep 20, 2013 11:29 AM, "Matt Morris" >> > wrote:
>>>
>>> Could export the weights in the weight editor for the first
>>> mesh, and import them onto the second mesh, then remove the
>>> deformers you don't need from the second mesh envelope.
>>>
>>>
>>>
>>>
>>> On 20 September 2013 16:22, Sergio Mucino
>>> >> >
>>> wrote:
>>>
>>> Hello all. Mr. Pest here again. Nothing like a little
>>> "oh, no, again" just before the weekend :-) .
>>> I have a rather seemingly simple question. I have two
>>> meshes that are slightly different in shape in some
>>> parts, but identical in topology. One of them is already
>>> bound and weighted to deformers. The other one is also,
>>> but it's bound to less deformers than the first ones, and
>>> the weights are not set (all points are weighted to one
>>> deformer right now).
>>> So, my question is... how do I transfer the weights from
>>> the deformers present in the second (target) mesh from
>>> the first (source) mesh? I'm not sure I can use GATOR for
>>> several reasons...
>>>
>>> 1. It doesn't like the fact that I already have a cluster
>>> and Envelope Op on the target mesh (I guess I could
>>> delete it, and try again, but I thought I'd ask first).
>>> 2. It seems to be good for "Transfer All" cases, but in
>>> this case, the number of deformers on each envelope is
>>> different. I want to transfer only weights to specific
>>> deformers, not all of them.
>>>
>>> What would be the appropriate way to do this? Thanks for
>>> the help again!
>>> --
>>> *Sergio Mucino*
>>>
>>> Lead Rigger
>>> Modus FX
>>>
>>> --
>>> To unsubscribe: mail
>>> 
>>> softimage-request@listproc.**autodesk.com
>>> 
>>> 
>>> with
>>>
>>> subject "unsubscribe" and reply to the confirmation email.
>>>
>>>
>>>
>>>
>>> --
>>> www.matinai.com 
>>>
>>>
>>> --
>>> To unsubscribe: mail 
>>> softimage-request@listproc.**autodesk.com
>>> 
>>> 
>>> with subject
>>>
>>> "unsubscribe" and reply to the confirmation email.
>>>
>>>
>>>
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>>>  >> softimage-request@**listproc.autodesk.com>
>>>  with subject "unsubscribe" and reply to the confirmation email.
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>>
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>> 
>> 
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>>
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>>
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>>
>>
>>
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Re: Question about using ICE to move points (SOLVED... again)

2013-09-20 Thread Sergio Mucino
Hey Christian. Thanks for the reply. Don't worry about the delay, I 
really appreciate it.
Don't worry about the specifics either. I can find my way around most 
suggestions by looking around. I come more from a Maya/Max rigging 
background, and I had never touched Softimage. I got hired mid-project 
to deal with someone else's rigs with no experience on the software. I 
think I'm reaching Jack Black levels of "Bring it on!!"-eness... .
I finally used a completely different approach (which is the one I 
started with), and almost got it working. Just need to solve a small 
detail, and I think I'm set. I really appreciate the suggestions! I 
learned something new (which seems to be the bulk of my work this week).

Cheers!

*Sergio Mucino*
Lead Rigger
Modus FX

On 20/09/2013 3:28 AM, Christian Freisleder wrote:

hey sergio,

sorry for the late answer, but in europe it was evening already.
well after 4 days of softimage doing rigging is a hard one. I would 
have been more specific if I had known that.
the double transform should have nothing to do with the work around I 
told you. It is a "static map" that has no relation to moving objects, 
if you froze the tree that generated the map.
on the other hand it's a bit suspicious that only the nose points 
double transform.


If the 2nd head is weighted to the rig too, this might cause the 
problem, but then the whole head should double transform. It's hard to 
tell without seeing your setup.


you do know that you can move a ice tree back down in the modeling 
stack if you take the modeling stack and drag it above the ice tree 
that is in the shape modeling stack.

I don' t know why it is like this, but thats how you get it back down.

hope you find th issue.
christian

On 19.09.2013 23:15, Sergio Mucino wrote:
Okay. I discovered another funky issue. The nose points are 
double-transforming. I'll have to check why they are doing this.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 5:10 PM, Sergio Mucino wrote:

SOLVED!
There was a 'broken' reference in a different ICE Tree on another 
object (I have no idea how it broke. I'll double check before 
calling it a day).

But this solution works. Thanks a lot Christian!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:28 PM, Sergio Mucino wrote:
Okay, I think I misunderstood what you suggested. I was referring 
to Point Clusters, whereas you mentioned Shape Cluster. I will look 
into that right now.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:18 PM, Sergio Mucino wrote:

Thanks Christian. Couple of questions...

1. Which property in a cluster can I save vector data onto? I 
can't seem to find any. I also looked at adding my own custom 
parameter, but there seems to be no support for vector data types. 
Am I missing something? (Forgive me, this is my 4th day using SI) 
(And it seems that Set Data doesn't like Clusters in general... I 
can't get it to select anything).


2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening 
in it, right? This particular model uses two ICE trees at 
different parts in the stack. Under the Modeling section, I have 
an ICE Tree that just gets and sets point position data. I use it 
to reference into the model some shape changes that come from 
revisions. It's basically a simple Shape 'morpher'. That way, if 
another revision comes in, I'll just reference it, and my head 
updates.
The second ICE tree is the one than I'm trying to build, which is 
under the Animation section. I'm not sure how I'd go about 
freezing the stack and keeping these trees alive. Can you 
elaborate if you have some time about what you meant?

Thanks again!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 3:54 PM, Christian Freisleder wrote:

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in 
that cluster.
then you freeze the stack and and add the value of that property 
to the point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting 
this to work.
I have a character with two different models for its head. One 
has a nose, one doesn't. At one point, the animators will need 
to switch to one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged 
and deforming. The rig and the deformations stack is rather 
complex, with this head making references to another head model 
via an ICE tree, plus an Envelope that references other objects. 
My entire point with this, is that I cannot just transfer the 
deformations from one model to another via GATOR, since I cannot 
get the deformations from just one place.


So, my idea was to create an ICE tree on the head without nose 
(lets call it HeadNoseless), and make it reference the poi

Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Cristobal Infante
Where is the rumour police when you need it! ;)


On 20 September 2013 16:13, olivier jeannel  wrote:

>  No need to unsubscribe !
>
> Le 20/09/2013 17:05, Christopher Crouzet a écrit :
>
>  My only ideas right now are:
> - creating a mailing list "Blabla and other bullshit about Autodesk
> marketing" so we can move unconstructive posts away from this one while
> keeping the freedom of speech.
>  - sadly unsubscribing from this list after joining 6+ years ago and
> having had the pleasure to meet with many of its talented contributors.
>
>  Which one should I go for?
>
>
> On 20 September 2013 16:44, Octavian Ureche  wrote:
>
>>  Hey guys,
>>
>>  A couple of days ago, autodesk officially released its 2014 app
>> extensions.
>> Softimage is missing from that list along with motionbuilder (which is
>> being ported to maya anyway).
>>
>>  I don't think i am adding any fuel to the fire. I believe autodesk is
>> doing that.
>>  Please don't blame me for opening up yet another chapter of the "what
>> the hell is going on with softimage", because it's pretty clear they are
>> shoving it down there with a dedicated mocap app.
>> Checking the autodesk website over and over again pretty much confirms it.
>> No extension for softimage this time.
>>
>>  Any ideas as to why?
>>
>>  Cheers,
>>  Octavian
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
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Copying weights from specific deformers onto new mesh

2013-09-20 Thread Sergio Mucino
Hello all. Mr. Pest here again. Nothing like a little "oh, no, again" 
just before the weekend :-) .
I have a rather seemingly simple question. I have two meshes that are 
slightly different in shape in some parts, but identical in topology. 
One of them is already bound and weighted to deformers. The other one is 
also, but it's bound to less deformers than the first ones, and the 
weights are not set (all points are weighted to one deformer right now).
So, my question is... how do I transfer the weights from the deformers 
present in the second (target) mesh from the first (source) mesh? I'm 
not sure I can use GATOR for several reasons...


1. It doesn't like the fact that I already have a cluster and Envelope 
Op on the target mesh (I guess I could delete it, and try again, but I 
thought I'd ask first).
2. It seems to be good for "Transfer All" cases, but in this case, the 
number of deformers on each envelope is different. I want to transfer 
only weights to specific deformers, not all of them.


What would be the appropriate way to do this? Thanks for the help again!
--
*Sergio Mucino*
Lead Rigger
Modus FX
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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Sergio Mucino
Thanks Eric! Fortunately, Matt's suggestion worked for me. I did have to 
do quite a bit of re-normalization (I wish there was a more automatic 
way of doing this, at least for vertex weights that only have 1 deformer 
influence), but everything seems to be all love and goodness.

Thanks for the suggestion though!

*Sergio Mucino*
Lead Rigger
Modus FX

On 20/09/2013 12:26 PM, Eric Thivierge wrote:


You'll have to script it. Also you're going to have to rescale the 
weight contribution since the number of deformers is different. The 
percentage influence is not going to be normalized otherwise.


On Sep 20, 2013 11:29 AM, "Matt Morris" > wrote:


Could export the weights in the weight editor for the first mesh,
and import them onto the second mesh, then remove the deformers
you don't need from the second mesh envelope.




On 20 September 2013 16:22, Sergio Mucino
mailto:sergio.muc...@modusfx.com>> wrote:

Hello all. Mr. Pest here again. Nothing like a little "oh, no,
again" just before the weekend :-) .
I have a rather seemingly simple question. I have two meshes
that are slightly different in shape in some parts, but
identical in topology. One of them is already bound and
weighted to deformers. The other one is also, but it's bound
to less deformers than the first ones, and the weights are not
set (all points are weighted to one deformer right now).
So, my question is... how do I transfer the weights from the
deformers present in the second (target) mesh from the first
(source) mesh? I'm not sure I can use GATOR for several reasons...

1. It doesn't like the fact that I already have a cluster and
Envelope Op on the target mesh (I guess I could delete it, and
try again, but I thought I'd ask first).
2. It seems to be good for "Transfer All" cases, but in this
case, the number of deformers on each envelope is different. I
want to transfer only weights to specific deformers, not all
of them.

What would be the appropriate way to do this? Thanks for the
help again!
-- 
*Sergio Mucino*

Lead Rigger
Modus FX

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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Matt Morris
You're welcome! Btw have you got GEAR installed? There are some veeery
useful tools on the shapes, envelope and weightmaps side in the drop down
menu.

Also, if you select all your deformers in the weight editor, using the add
and normalize mode on, add 0.0001 or something similar - that will
normalize all your weights.


On 20 September 2013 17:38, Sergio Mucino  wrote:

>  Thanks Eric! Fortunately, Matt's suggestion worked for me. I did have to
> do quite a bit of re-normalization (I wish there was a more automatic way
> of doing this, at least for vertex weights that only have 1 deformer
> influence), but everything seems to be all love and goodness.
> Thanks for the suggestion though!
>
>
> *Sergio Mucino*
> Lead Rigger
> Modus FX
>
> On 20/09/2013 12:26 PM, Eric Thivierge wrote:
>
> You'll have to script it. Also you're going to have to rescale the weight
> contribution since the number of deformers is different. The percentage
> influence is not going to be normalized otherwise.
> On Sep 20, 2013 11:29 AM, "Matt Morris"  wrote:
>
>> Could export the weights in the weight editor for the first mesh, and
>> import them onto the second mesh, then remove the deformers you don't need
>> from the second mesh envelope.
>>
>>
>>
>>
>> On 20 September 2013 16:22, Sergio Mucino wrote:
>>
>>>  Hello all. Mr. Pest here again. Nothing like a little "oh, no, again"
>>> just before the weekend :-) .
>>> I have a rather seemingly simple question. I have two meshes that are
>>> slightly different in shape in some parts, but identical in topology. One
>>> of them is already bound and weighted to deformers. The other one is also,
>>> but it's bound to less deformers than the first ones, and the weights are
>>> not set (all points are weighted to one deformer right now).
>>> So, my question is... how do I transfer the weights from the deformers
>>> present in the second (target) mesh from the first (source) mesh? I'm not
>>> sure I can use GATOR for several reasons...
>>>
>>> 1. It doesn't like the fact that I already have a cluster and Envelope
>>> Op on the target mesh (I guess I could delete it, and try again, but I
>>> thought I'd ask first).
>>> 2. It seems to be good for "Transfer All" cases, but in this case, the
>>> number of deformers on each envelope is different. I want to transfer only
>>> weights to specific deformers, not all of them.
>>>
>>> What would be the appropriate way to do this? Thanks for the help again!
>>> --
>>> *Sergio Mucino*
>>> Lead Rigger
>>> Modus FX
>>>
>>> --
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>>> subject "unsubscribe" and reply to the confirmation email.
>>>
>>
>>
>>
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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Sergio Mucino
Thanks Matt! I found how to do this, and it worked. I had to do some 
cleanup and re-weighting afterwards, but I got what I needed. Thanks!


*Sergio Mucino*
Lead Rigger
Modus FX

On 20/09/2013 11:29 AM, Matt Morris wrote:
Could export the weights in the weight editor for the first mesh, and 
import them onto the second mesh, then remove the deformers you don't 
need from the second mesh envelope.





On 20 September 2013 16:22, Sergio Mucino > wrote:


Hello all. Mr. Pest here again. Nothing like a little "oh, no,
again" just before the weekend :-) .
I have a rather seemingly simple question. I have two meshes that
are slightly different in shape in some parts, but identical in
topology. One of them is already bound and weighted to deformers.
The other one is also, but it's bound to less deformers than the
first ones, and the weights are not set (all points are weighted
to one deformer right now).
So, my question is... how do I transfer the weights from the
deformers present in the second (target) mesh from the first
(source) mesh? I'm not sure I can use GATOR for several reasons...

1. It doesn't like the fact that I already have a cluster and
Envelope Op on the target mesh (I guess I could delete it, and try
again, but I thought I'd ask first).
2. It seems to be good for "Transfer All" cases, but in this case,
the number of deformers on each envelope is different. I want to
transfer only weights to specific deformers, not all of them.

What would be the appropriate way to do this? Thanks for the help
again!
-- 
*Sergio Mucino*

Lead Rigger
Modus FX

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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread Robert Kjettrup
Hi Olivier

As default is PS always colormanaged. Have you tried to turn on Proof
Colors in PS (View->Proof Colors) and set the proof color to Monitor RGB
(View->Proof Setup->Monitor RGB)
This way you will see the colors in PS as in all other non color managed
applications.

Does this correct it?

- Robert



2013/9/20 olivier jeannel 

> Hey Luc Eric,
> I'm rendering with RedShift.
> I've opened it in the FX Viewer and it's "yellowish" as well.
>
> If you think of something, let me know...
>
> Cheers,
>
> Olivier
>
>
> Le 20/09/2013 17:27, Luc-Eric Rousseau a écrit :
> > the image clip ppg image is just an 8-bit preview with cooked
> > conversion.  render out with mental ray to see the actual image. or
> > look at it in the fxtree fxviewer , which does support floating point
> > images. Of course, any hdr value will clip if you are not using any
> > tone mapping
> >
> > On Fri, Sep 20, 2013 at 8:35 AM, olivier jeannel
> >  wrote:
> >> Hello there,
> >>
> >> It's the first time I'm "building" my own HDR's environment from a
> serie of
> >> photos (Raw 8bit from Canon 5D).
> >> Basicly it's a desert set : Sand + cloudy sky.
> >>
> >> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
> >>
> >> The thing is in photoshop I'm having fine colors :
> >> Sand is orange/brown and the sky is blue
> >> BUT
> >> In Softimage Sand is yellow and the sky is purple (-ish)
> >>
> >> See attached picture :
> >>
> >> Is there a setting somewhere (maybe even in photoshop) that I should
> check ?
> >>
> >>
> >> Thank's a lot !
> >>
> >> --
> >> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
> subject
> >> "unsubscribe" and reply to the confirmation email.
> > --
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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Luc-Eric Rousseau
When you're on subscription, you get a few benefits including  1) free
update to the next version if it comes within the sub period  2)
rights to run previous versions 3) access ahead of time to features of
the next release *if they are ready*.

#3  can only really happen if those features were already in progress
before you shipped the last release, because you can't do anything in
the two months of development between the service pack and the
extension release code freeze, it's too short.

In the last 5 years, Softimage had two extension releases the Lagoa
one (2011.5), and  2012.5 where we rolled up some work from consulting
(does anyone use the Annotation Object?  anyway that came from the
consulting team)  plus padding to make it look bigger
(http://tinyurl.com/k5xzbv3).  The facts are that it's very difficult
with one unified team to two release at year.  Anyway 2012.5 was a
diversion, IMHO.

On Fri, Sep 20, 2013 at 11:26 AM, Octavian Ureche  wrote:
> I bumped into a cgchannel article that said, quote:
> "Autodesk has confirmed to us that it won’t be releasing an Extension for
> either package this time around: something that we suspect will be more of
> an issue for Softimage users than it is for MotionBuilder users". It was
> that "this time around" that probably confused me.
>
> Oh well, nothing to see here then.

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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread olivier jeannel
Hey Luc Eric,
I'm rendering with RedShift.
I've opened it in the FX Viewer and it's "yellowish" as well.

If you think of something, let me know...

Cheers,

Olivier


Le 20/09/2013 17:27, Luc-Eric Rousseau a écrit :
> the image clip ppg image is just an 8-bit preview with cooked
> conversion.  render out with mental ray to see the actual image. or
> look at it in the fxtree fxviewer , which does support floating point
> images. Of course, any hdr value will clip if you are not using any
> tone mapping
>
> On Fri, Sep 20, 2013 at 8:35 AM, olivier jeannel
>  wrote:
>> Hello there,
>>
>> It's the first time I'm "building" my own HDR's environment from a serie of
>> photos (Raw 8bit from Canon 5D).
>> Basicly it's a desert set : Sand + cloudy sky.
>>
>> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
>>
>> The thing is in photoshop I'm having fine colors :
>> Sand is orange/brown and the sky is blue
>> BUT
>> In Softimage Sand is yellow and the sky is purple (-ish)
>>
>> See attached picture :
>>
>> Is there a setting somewhere (maybe even in photoshop) that I should check ?
>>
>>
>> Thank's a lot !
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
>> "unsubscribe" and reply to the confirmation email.
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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Christopher Crouzet
My only ideas right now are:
- creating a mailing list "Blabla and other bullshit about Autodesk
marketing" so we can move unconstructive posts away from this one while
keeping the freedom of speech.
- sadly unsubscribing from this list after joining 6+ years ago and having
had the pleasure to meet with many of its talented contributors.

Which one should I go for?


On 20 September 2013 16:44, Octavian Ureche  wrote:

> Hey guys,
>
> A couple of days ago, autodesk officially released its 2014 app extensions.
> Softimage is missing from that list along with motionbuilder (which is
> being ported to maya anyway).
>
> I don't think i am adding any fuel to the fire. I believe autodesk is
> doing that.
> Please don't blame me for opening up yet another chapter of the "what the
> hell is going on with softimage", because it's pretty clear they are
> shoving it down there with a dedicated mocap app.
> Checking the autodesk website over and over again pretty much confirms it.
> No extension for softimage this time.
>
> Any ideas as to why?
>
> Cheers,
> Octavian
>
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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Mirko Jankovic
Simply because they are not making any... couple guys in Singapore, all
respect to them but... is not enough to even support application complex
like this, not to mention develop it


On Fri, Sep 20, 2013 at 4:44 PM, Octavian Ureche  wrote:

> Hey guys,
>
> A couple of days ago, autodesk officially released its 2014 app extensions.
> Softimage is missing from that list along with motionbuilder (which is
> being ported to maya anyway).
>
> I don't think i am adding any fuel to the fire. I believe autodesk is
> doing that.
> Please don't blame me for opening up yet another chapter of the "what the
> hell is going on with softimage", because it's pretty clear they are
> shoving it down there with a dedicated mocap app.
> Checking the autodesk website over and over again pretty much confirms it.
> No extension for softimage this time.
>
> Any ideas as to why?
>
> Cheers,
> Octavian
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
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Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Octavian Ureche
Hey guys,

A couple of days ago, autodesk officially released its 2014 app extensions.
Softimage is missing from that list along with motionbuilder (which is
being ported to maya anyway).

I don't think i am adding any fuel to the fire. I believe autodesk is doing
that.
Please don't blame me for opening up yet another chapter of the "what the
hell is going on with softimage", because it's pretty clear they are
shoving it down there with a dedicated mocap app.
Checking the autodesk website over and over again pretty much confirms it.
No extension for softimage this time.

Any ideas as to why?

Cheers,
Octavian
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread Daniel Brassard
When you did the assembling in photoshop, were you using an Apple system?

Can you show the entire image clip property editor, specially the HSGB
settings?


On Fri, Sep 20, 2013 at 9:26 AM, olivier jeannel wrote:

>  Linear and Srgb are giving the same results.
> I don't know, it doesn't seem to be a gamma problem... :(
>
>
>
> Le 20/09/2013 15:18, Ognjen Vukovic a écrit :
>
> Try setting the color profile to linear.
>
>
> On Fri, Sep 20, 2013 at 3:12 PM, olivier jeannel 
> wrote:
>
>>  Mmm... I tried in Tiff 32Bits and similar (Kind of Hue sliding) problem.
>> Working with 16Bits seems fine colorwise  It's a little bit flatter,
>> of course...
>>
>>
>>
>> Le 20/09/2013 14:35, olivier jeannel a écrit :
>>
>>  Hello there,
>>
>> It's the first time I'm "building" my own HDR's environment from a serie
>> of photos (Raw 8bit from Canon 5D).
>> Basicly it's a desert set : Sand + cloudy sky.
>>
>> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
>>
>> The thing is in photoshop I'm having fine colors :
>> Sand is orange/brown and the sky is blue
>> BUT
>> In Softimage Sand is yellow and the sky is purple (-ish)
>>
>> See attached picture :
>>
>> Is there a setting somewhere (maybe even in photoshop) that I should
>> check ?
>>
>>
>> Thank's a lot !
>>
>>
>>  --
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>> "unsubscribe" and reply to the confirmation email.
>>
>>
>>
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>> subject "unsubscribe" and reply to the confirmation email.
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread olivier jeannel

Linear and Srgb are giving the same results.
I don't know, it doesn't seem to be a gamma problem... :(



Le 20/09/2013 15:18, Ognjen Vukovic a écrit :

Try setting the color profile to linear.


On Fri, Sep 20, 2013 at 3:12 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


Mmm... I tried in Tiff 32Bits and similar (Kind of Hue sliding)
problem.
Working with 16Bits seems fine colorwise  It's a little bit
flatter, of course...



Le 20/09/2013 14:35, olivier jeannel a écrit :

Hello there,

It's the first time I'm "building" my own HDR's environment from
a serie of photos (Raw 8bit from Canon 5D).
Basicly it's a desert set : Sand + cloudy sky.

I'm using Photoshop to do this, I use "Merge to HDR" to build the
.hdr.

The thing is in photoshop I'm having fine colors :
Sand is orange/brown and the sky is blue
BUT
In Softimage Sand is yellow and the sky is purple (-ish)

See attached picture :

Is there a setting somewhere (maybe even in photoshop) that I
should check ?


Thank's a lot !


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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread Ognjen Vukovic
Try setting the color profile to linear.


On Fri, Sep 20, 2013 at 3:12 PM, olivier jeannel wrote:

>  Mmm... I tried in Tiff 32Bits and similar (Kind of Hue sliding) problem.
> Working with 16Bits seems fine colorwise  It's a little bit flatter,
> of course...
>
>
>
> Le 20/09/2013 14:35, olivier jeannel a écrit :
>
> Hello there,
>
> It's the first time I'm "building" my own HDR's environment from a serie
> of photos (Raw 8bit from Canon 5D).
> Basicly it's a desert set : Sand + cloudy sky.
>
> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
>
> The thing is in photoshop I'm having fine colors :
> Sand is orange/brown and the sky is blue
> BUT
> In Softimage Sand is yellow and the sky is purple (-ish)
>
> See attached picture :
>
> Is there a setting somewhere (maybe even in photoshop) that I should check
> ?
>
>
> Thank's a lot !
>
>
> --
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> "unsubscribe" and reply to the confirmation email.
>
>
>
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread olivier jeannel

Mmm... I tried in Tiff 32Bits and similar (Kind of Hue sliding) problem.
Working with 16Bits seems fine colorwise  It's a little bit flatter, 
of course...




Le 20/09/2013 14:35, olivier jeannel a écrit :

Hello there,

It's the first time I'm "building" my own HDR's environment from a 
serie of photos (Raw 8bit from Canon 5D).

Basicly it's a desert set : Sand + cloudy sky.

I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.

The thing is in photoshop I'm having fine colors :
Sand is orange/brown and the sky is blue
BUT
In Softimage Sand is yellow and the sky is purple (-ish)

See attached picture :

Is there a setting somewhere (maybe even in photoshop) that I should 
check ?



Thank's a lot !


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Re: Friday Flashback #138

2013-09-20 Thread Eric Turman
With Olivier Ozoux modeling and animating on it, I'm surprised that the
duck didn't have a shock of blue hair ;)


On Fri, Sep 20, 2013 at 4:34 AM, Stephen Blair wrote:

> Friday Flashback #138
> Digital Duckroom by Luca Prasso from 1991
> http://wp.me/powV4-2QR
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Re: Lens Flares in Softimage

2013-09-20 Thread Thomas Volkmann
Now even available for Nuke...

> Cristobal Infante  hat am 20. September 2013 um 11:42
> geschrieben:
> 
>  optical flare all the way...
> 
> 
>  On 20 September 2013 10:20, olivier jeannel   > wrote:
>> >Same advice, but with "optical flare" from Video Copilot in After
>> > Effects.
> > 
> >Le 20/09/2013 11:16, Octavian Ureche a écrit :
> > 
> >> > >Adrian,
> > > 
> > >About the only thing you can do with softimage to help with the
> > > flares, is to put nulls where the lights are and export that along with
> > > the camera into nuke.
> > >Then use a reconcile3d node to convert their 3d pos into xy and
> > > attach your flares to that in order to avoid having to manually place them
> > > around.
> > > 
> > >Cheers,
> > >Octavian
> > > 
> > > 
> > >On Fri, Sep 20, 2013 at 12:10 PM, Matt Morris  > >  > wrote:
> > >  > > > >  Any kind of lighting effects you're better off
> > >  > > > > adding in post, using a couple of isolating passes from
> > >  > > > > soft - light mattes/masks etc.
> > > > 
> > > > 
> > > >  On 20 September 2013 10:04, Adrian Lopez  > > >  > wrote:
> > > >> > > > >Folks,
> > > > > 
> > > > >We've been tasked with building a typical Oscar-type or
> > > > > concert stage. Obviously, glows, spotlight cones and flares are
> > > > > necessary.
> > > > > 
> > > > >Been playing with the Softimage flares - but I'm getting
> > > > > horrible results, when they work.  Can anyone suggest a suitable
> > > > > approach, in Softimage,  to get those light arrays to bring a stage to
> > > > > life?
> > > > > 
> > > > >Any ideas appreciated...
> > > > > 
> > > > >Adrian
> > > > > 
> > > > >--
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> > > > > softimage-requ...@listproc.autodesk.com
> > > > >  with subject
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> > > > >  > > > > 
> > > > 
> > > > 
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> > > >> > > 
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> > > 
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> > >  +40 732 774 313  (GMT+2)
> > > Animation & Visual Effects
> > >  
> > > 
> > > 
> > > 
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Re: Lens Flares in Softimage

2013-09-20 Thread Octavian Ureche
Also, keep in mind that Optical Flares have been available for nuke for a
while now.
The only drawback is that the bundle costs about 60 eur more than the After
Effects one.


On Fri, Sep 20, 2013 at 12:42 PM, Cristobal Infante wrote:

> optical flare all the way...
>
>
> On 20 September 2013 10:20, olivier jeannel wrote:
>
>>  Same advice, but with "optical flare" from Video Copilot in After
>> Effects.
>>
>> Le 20/09/2013 11:16, Octavian Ureche a écrit :
>>
>> Adrian,
>>
>>  About the only thing you can do with softimage to help with the flares,
>> is to put nulls where the lights are and export that along with the camera
>> into nuke.
>> Then use a reconcile3d node to convert their 3d pos into xy and attach
>> your flares to that in order to avoid having to manually place them around.
>>
>>  Cheers,
>> Octavian
>>
>>
>> On Fri, Sep 20, 2013 at 12:10 PM, Matt Morris  wrote:
>>
>>> Any kind of lighting effects you're better off adding in post, using a
>>> couple of isolating passes from soft - light mattes/masks etc.
>>>
>>>
>>>  On 20 September 2013 10:04, Adrian Lopez  wrote:
>>>
   Folks,

  We've been tasked with building a typical Oscar-type or concert
 stage. Obviously, glows, spotlight cones and flares are necessary.

  Been playing with the Softimage flares - but I'm getting horrible
 results, when they work.  Can anyone suggest a suitable approach, in
 Softimage,  to get those light arrays to bring a stage to life?

  Any ideas appreciated...

  Adrian


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 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject "unsubscribe" and reply to the confirmation email.

>>>
>>>
>>>
>>>  --
>>> www.matinai.com
>>>
>>> --
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>>> subject "unsubscribe" and reply to the confirmation email.
>>>
>>
>>
>>
>>  --
>> Octavian Ureche
>>  +40 732 774 313 (GMT+2)
>>  Animation & Visual Effects
>>   www.okto.ro
>>
>>
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Re: Lens Flares in Softimage

2013-09-20 Thread Cristobal Infante
optical flare all the way...


On 20 September 2013 10:20, olivier jeannel  wrote:

>  Same advice, but with "optical flare" from Video Copilot in After
> Effects.
>
> Le 20/09/2013 11:16, Octavian Ureche a écrit :
>
> Adrian,
>
>  About the only thing you can do with softimage to help with the flares,
> is to put nulls where the lights are and export that along with the camera
> into nuke.
> Then use a reconcile3d node to convert their 3d pos into xy and attach
> your flares to that in order to avoid having to manually place them around.
>
>  Cheers,
> Octavian
>
>
> On Fri, Sep 20, 2013 at 12:10 PM, Matt Morris  wrote:
>
>> Any kind of lighting effects you're better off adding in post, using a
>> couple of isolating passes from soft - light mattes/masks etc.
>>
>>
>>  On 20 September 2013 10:04, Adrian Lopez  wrote:
>>
>>>   Folks,
>>>
>>>  We've been tasked with building a typical Oscar-type or concert stage.
>>> Obviously, glows, spotlight cones and flares are necessary.
>>>
>>>  Been playing with the Softimage flares - but I'm getting horrible
>>> results, when they work.  Can anyone suggest a suitable approach, in
>>> Softimage,  to get those light arrays to bring a stage to life?
>>>
>>>  Any ideas appreciated...
>>>
>>>  Adrian
>>>
>>>
>>>  --
>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>>> subject "unsubscribe" and reply to the confirmation email.
>>>
>>
>>
>>
>>  --
>> www.matinai.com
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
>  --
> Octavian Ureche
>  +40 732 774 313 (GMT+2)
>  Animation & Visual Effects
>   www.okto.ro
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
> "unsubscribe" and reply to the confirmation email.
>
>
>
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Friday Flashback #138

2013-09-20 Thread Stephen Blair
Friday Flashback #138
Digital Duckroom by Luca Prasso from 1991
http://wp.me/powV4-2QR
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Re: Lens Flares in Softimage

2013-09-20 Thread olivier jeannel

Same advice, but with "optical flare" from Video Copilot in After Effects.

Le 20/09/2013 11:16, Octavian Ureche a écrit :

Adrian,

About the only thing you can do with softimage to help with the 
flares, is to put nulls where the lights are and export that along 
with the camera into nuke.
Then use a reconcile3d node to convert their 3d pos into xy and attach 
your flares to that in order to avoid having to manually place them 
around.


Cheers,
Octavian


On Fri, Sep 20, 2013 at 12:10 PM, Matt Morris > wrote:


Any kind of lighting effects you're better off adding in post,
using a couple of isolating passes from soft - light mattes/masks etc.


On 20 September 2013 10:04, Adrian Lopez mailto:vfxw...@gmail.com>> wrote:

Folks,

We've been tasked with building a typical Oscar-type or
concert stage. Obviously, glows, spotlight cones and flares
are necessary.

Been playing with the Softimage flares - but I'm getting
horrible results, when they work.  Can anyone suggest a
suitable approach, in Softimage,  to get those light arrays to
bring a stage to life?

Any ideas appreciated...

Adrian


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To unsubscribe: mail softimage-requ...@listproc.autodesk.com
 with subject
"unsubscribe" and reply to the confirmation email.




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 +40 732 774 313 (GMT+2)
 Animation & Visual Effects
www.okto.ro 


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Understand Particle Velocity setup

2013-09-20 Thread Nicolas Esposito
Hi all,

I'm testing the a colour tracker based more or less on Paul Smith's video,
but instead of testing the colour difference I'm currently evaluating 4
vectors that hits the red ( North, South, West, East ) and get the average
position to keep the particle in the center

Two things I do not understand:

1. The tree is more or less like this (a grid and an emitter which create
the point cloud )
Get grid > raycast > plug point position on the "Position" port of the
Raycast > plug a 3d vector on the "Direction" port > Get Texture Map >
Color to RGBA > scalar to 3D vector > Set Data ( temporary value called "X
plus" )
This tree is repeated in total 4 times, to get the N S W E values that I
need

If I put a random value on the "Direction" port of the Raycast and I play
the animation, I can see the particle move around, and if I show visually
the vectors I can see them firing around from the point
But if I put a 3d vector into the "Direction", say I put X=5 and Y= -1 and
I play the animation, I see the particle moving, but the vector that fires
from the point do not follow my particle, but stays in the same position,
so I'm not sure if its doing what it should be doing or not

2. If I fire 3 different rays from the particle its working properly ( I
can clearly see 3 rays pointing downward the grid, each one on its
different direction ), but if I fire 4 rays ( sp N S E W ) somehow the
vectors are pointing almost straight down on the grid ( ignoring the "Y=
-1" ) and the axis are not oriented properly

There is something that I'm not setting properly and something that
definitively I don't understand about the Ice tree that I created, and I
would like to know what it is

Could you give me an advice?

Later this afternoon I'll try to post the Ice Tree to show better whats
going on

Cheers
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Re: Lens Flares in Softimage

2013-09-20 Thread Octavian Ureche
Adrian,

About the only thing you can do with softimage to help with the flares, is
to put nulls where the lights are and export that along with the camera
into nuke.
Then use a reconcile3d node to convert their 3d pos into xy and attach your
flares to that in order to avoid having to manually place them around.

Cheers,
Octavian


On Fri, Sep 20, 2013 at 12:10 PM, Matt Morris  wrote:

> Any kind of lighting effects you're better off adding in post, using a
> couple of isolating passes from soft - light mattes/masks etc.
>
>
> On 20 September 2013 10:04, Adrian Lopez  wrote:
>
>> Folks,
>>
>> We've been tasked with building a typical Oscar-type or concert stage.
>> Obviously, glows, spotlight cones and flares are necessary.
>>
>> Been playing with the Softimage flares - but I'm getting horrible
>> results, when they work.  Can anyone suggest a suitable approach, in
>> Softimage,  to get those light arrays to bring a stage to life?
>>
>> Any ideas appreciated...
>>
>> Adrian
>>
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
> --
> www.matinai.com
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>



-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation & Visual Effects
  www.okto.ro
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Re: Lens Flares in Softimage

2013-09-20 Thread Matt Morris
Any kind of lighting effects you're better off adding in post, using a
couple of isolating passes from soft - light mattes/masks etc.


On 20 September 2013 10:04, Adrian Lopez  wrote:

> Folks,
>
> We've been tasked with building a typical Oscar-type or concert stage.
> Obviously, glows, spotlight cones and flares are necessary.
>
> Been playing with the Softimage flares - but I'm getting horrible results,
> when they work.  Can anyone suggest a suitable approach, in Softimage,  to
> get those light arrays to bring a stage to life?
>
> Any ideas appreciated...
>
> Adrian
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>



-- 
www.matinai.com
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Lens Flares in Softimage

2013-09-20 Thread Adrian Lopez
 Folks,

We've been tasked with building a typical Oscar-type or concert stage.
Obviously, glows, spotlight cones and flares are necessary.

Been playing with the Softimage flares - but I'm getting horrible results,
when they work.  Can anyone suggest a suitable approach, in Softimage,  to
get those light arrays to bring a stage to life?

Any ideas appreciated...

Adrian
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RE: 2014

2013-09-20 Thread Eric Cosky
I pored over the docs again looking for things that might help and
experimented some more for a while. Eventually I found that having both the
weapon and biped rig be refmodels allows the constraint binding to occur
correctly on scene reload. Something about the constraint target being a
local model seems to mess it up, from what I can tell. The manual doesn't
point out any issues with refmodels constained to local models, which seems
like a reasonable thing to do, but it does say "The easiest way is to export
the two models before you apply any constraints, envelopes, or other
deformations between them. Import both referenced models into a scene and
then apply the operators. In this way, the connections are stored in the
delta and are reconnected properly whenever you load the scene.". I tried
that, and it worked. 

 

 

From: Eric Cosky [mailto:e...@cosky.com] 
Sent: Thursday, September 19, 2013 9:58 PM
To: 'softimage@listproc.autodesk.com'
Subject: RE: 2014

 

Hi Raffaele,

 

I appreciate your response and since you are saying they work I will take
that at face value and I apologize for jumping the gun by saying they are
broken. That being said, there are clearly usability issues that make them
hard to use effectively and this has left a lot of people thinking they are
broken (it wasn't that long ago they were implicated in crashes on a regular
basis, too).

 

I'm not about to advocate dumbing down the ref model system; I'd much rather
learn the tricks and make it work for me. Unfortunately the docs don't
explain much about how to work through problems when ref models don't work
as expected. We really don't have many clues to work with when things don't
work as we think it should - things just stop working as previously
configured without any indication beyond the visual results which can easy
to overlook. If I could make one suggestion, some error messages when a
scene is loaded and deltas can't be applied for some reason would be really
helpful. 

 

Here's a practical example of what I'm trying to do, it seems pretty simple
and maybe there is a simple explanation of what I did wrong and how to
correct it that would make the process more clear. 

 

I have a scene two top level models: a local model of a weapon (a rifle),
and a referenced model of a biped rig. The biped rig has one nested model
inside of it which contains the mesh of the game character and the null
hierarchy it is enveloped to. In the biped rig scene that creates the biped
rig EMDL, the mesh model deformers are constrained to the biped rig. Back to
the weapon scene: the weapon model was created first, and then the biped rig
(and in turn it's nested mesh model for the character) was imported as a
referenced model. I then constrained the hands of the biped rig to the
weapon so that moving the weapon around would cause the biped rig to track
it. Looks good so far, saved it, loaded it and tried moving the weapon
around. The constraints were no longer active. They are visible in the
delta, but not doing anything. 

 

Any idea what might make those hand constraints work in this scenario? This
seems pretty straightforward, but it's not working and I have no idea why.
It seems like the order of model creation is correct, assuming that's
relevant here for dependencies which I'm not sure is the case here. One
thing I want to point out is I expect that the use of nested models here is
a non-issue; I don't actually manipulate the mesh model at all here, I'm
only adding constraints and position deltas to the biped rig at the topmost
level. The mesh is basically a passive preview of the game character, not
being directly manipulated at all although it does have a StoredPositions
delta due to the hands of the biped rig moving onto the weapon.

 

Despite having used Softimage for several years now (mostly on the
technical/api/custom exporter side of things) I always feel like I have a
lot to learn and I appreciate any suggestions you might have. I wouldn't be
surprised if I completely overlooked something dumb, but I reproduced the
same exact steps except one which was to convert the biped rig to a local
model and that scene loaded with the constraints intact and active.

 

Thanks for any insights,

 

Eric

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: Thursday, September 19, 2013 8:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: 2014

 

They aren't broken, referencing references is a million miles away from a
trivial problem.

 

The key to it is order of execution, which is neigh impossible to guarantee
without responsabilizing users well beyond what your average seat warmer can
deal with from a technical stand point.

 

The way Soft deals with name spaces and hierarchies and referencing within
models when you have nested models you assume an order of operations that is
simply not guaranteed.

 

So it's perfectly possible, in example, t

Re: Question about using ICE to move points (NOT SOLVED... yet)

2013-09-20 Thread Christian Freisleder

hey sergio,

sorry for the late answer, but in europe it was evening already.
well after 4 days of softimage doing rigging is a hard one. I would have 
been more specific if I had known that.
the double transform should have nothing to do with the work around I 
told you. It is a "static map" that has no relation to moving objects, 
if you froze the tree that generated the map.
on the other hand it's a bit suspicious that only the nose points double 
transform.


If the 2nd head is weighted to the rig too, this might cause the 
problem, but then the whole head should double transform. It's hard to 
tell without seeing your setup.


you do know that you can move a ice tree back down in the modeling stack 
if you take the modeling stack and drag it above the ice tree that is in 
the shape modeling stack.

I don' t know why it is like this, but thats how you get it back down.

hope you find th issue.
christian

On 19.09.2013 23:15, Sergio Mucino wrote:
Okay. I discovered another funky issue. The nose points are 
double-transforming. I'll have to check why they are doing this.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 5:10 PM, Sergio Mucino wrote:

SOLVED!
There was a 'broken' reference in a different ICE Tree on another 
object (I have no idea how it broke. I'll double check before calling 
it a day).

But this solution works. Thanks a lot Christian!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:28 PM, Sergio Mucino wrote:
Okay, I think I misunderstood what you suggested. I was referring to 
Point Clusters, whereas you mentioned Shape Cluster. I will look 
into that right now.


*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 4:18 PM, Sergio Mucino wrote:

Thanks Christian. Couple of questions...

1. Which property in a cluster can I save vector data onto? I can't 
seem to find any. I also looked at adding my own custom parameter, 
but there seems to be no support for vector data types. Am I 
missing something? (Forgive me, this is my 4th day using SI) (And 
it seems that Set Data doesn't like Clusters in general... I can't 
get it to select anything).


2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in 
it, right? This particular model uses two ICE trees at different 
parts in the stack. Under the Modeling section, I have an ICE Tree 
that just gets and sets point position data. I use it to reference 
into the model some shape changes that come from revisions. It's 
basically a simple Shape 'morpher'. That way, if another revision 
comes in, I'll just reference it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is 
under the Animation section. I'm not sure how I'd go about freezing 
the stack and keeping these trees alive. Can you elaborate if you 
have some time about what you meant?

Thanks again!

*Sergio Mucino*
Lead Rigger
Modus FX

On 19/09/2013 3:54 PM, Christian Freisleder wrote:

hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in 
that cluster.
then you freeze the stack and and add the value of that property 
to the point positions of the other head.


freezing the modeling stack is enough.

hope that gets you going.

christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting 
this to work.
I have a character with two different models for its head. One 
has a nose, one doesn't. At one point, the animators will need to 
switch to one or the other, so both models are needed.


The head with the nose (lets call it HeadNose) is already rigged 
and deforming. The rig and the deformations stack is rather 
complex, with this head making references to another head model 
via an ICE tree, plus an Envelope that references other objects. 
My entire point with this, is that I cannot just transfer the 
deformations from one model to another via GATOR, since I cannot 
get the deformations from just one place.


So, my idea was to create an ICE tree on the head without nose 
(lets call it HeadNoseless), and make it reference the points on 
HeadNose to use the same positions. This effectively 'snaps' the 
verts on this head to the other one. Both models are exactly the 
same topology (the nose was removed by sculpting it flat, 
basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes 
back, since the points for it that were flattened are 
repositioned to match the existing nose. To avoid this, I thought 
of using a Linear Interpolation between both heads, using a 
Weight Map I painted just on the nose area to determine which 
points will move based on whom (I of course used the HeadNoseless 
PointPos attribute as the source of the second position for the 
points). This worked, leaving the nose flattened, but it creates 
the problem that HeadNoseless follows the deformations of 
HeadNose correctl