Re: siGroupID identifier bug?

2013-09-27 Thread Dan Yargici
Thanks Siongqiong

DAN



On Fri, Sep 27, 2013 at 7:42 AM, Songqiong Yang songqiong.y...@autodesk.com
 wrote:

 Yes, we'll log a defect.

 As workaround, you can use FindObjects command with the specific ClassID
 of the UserGroup.
 e.g.:
 from win32com.client import constants as c
 Application.NewScene(, )
 Application.SelectObj(light, , )
 oGroup = Application.CreateGroup(, , )
 # Get the class id of the user group
 classID = XSIUtils.DataRepository.GetIdentifier( oGroup, c.siObjectCLSID )
 Application.LogMessage(classID)
 Application.LogMessage( Application.FindObjects(, classID ).GetAsText() )

 Thanks,
 Siongqiong
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Yargici
 Sent: Friday, September 27, 2013 1:58 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: siGroupID identifier bug?

 Yeah, must be a bug I guess.  Easy to circumvent but odd nonetheless.

 Thanks Stephen.

 DAN


 On Thu, Sep 26, 2013 at 6:38 PM, Stephen Blair stephenrbl...@gmail.com
 mailto:stephenrbl...@gmail.com wrote:
 Looks like a problem with FindObjects2 to me.

 IsClassOf( c.siGroupID ) returns True for all groups, but FindObjects2
 finds only the Associated Model group. And if you delete the light,
 FindObjects2 doesn't find any group at all.



 On Thu, Sep 26, 2013 at 12:57 PM, Dan Yargici danyarg...@gmail.com
 mailto:danyarg...@gmail.com wrote:
 Hello all.

 When you run:

 from win32com.client import constants as c
 Application.NewScene(, )
 Application.SelectObj(light, , )
 Application.CreateGroup(, , )
 Application.LogMessage(Application.FindObjects2(c.siGroupID).GetAsText())

 You'll see that FindObjects2 returns only the Associated Models groups
 that are nested under lights and no others.  It seems on closer inspection
 that they have different ClassIDs.

 If it were the other way round and it returned only groups that were *not*
 Associated Models groups, then *perhaps* I could understand and accept
 it, but the way it is now seems crazy, no?


 DAN

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Re: 3delight v4 is out for Softimage

2013-09-27 Thread Stefan Kubicek
Hi Eric, I'm curious as to what the differences are that you are seeing, or 
what you mean with
not getting good results. Do you mean the shaders just look different using 
the exact same settings compared to what you'd get from Vray in Max? In which 
way is it not good?

I am/was on the Vray beta for Soft since it's beginning in 2008/2009, and I 
even used the first release in production (now that was fun), but the only 
noticeable differences I could make out were when using the blend shader, which 
had bug which I think has been fixed by now (or at least it should have).


 We're not getting good results in Softimage with Vray as opposed to what we
 got out of 3DS using the same geo and shader settings.

 Freelance 3D and VFX animator

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


 On Thu, Sep 26, 2013 at 2:43 PM, Steven Caron car...@gmail.com wrote:

 the softimage plugin for vray? or vray in general?


 On Thu, Sep 26, 2013 at 11:29 AM, Eric Lampi ericla...@gmail.com wrote:

 Well I can tell you that at the moment, Vray is practically useless
 compared to Arnold.

 We're using it currently, and we're all a little shocked here that it's
 not still in beta...

 Eric


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Re: Softimage 2014 SP2 sketch curve bug

2013-09-27 Thread Stephen Blair

Well, it's repro in a CentOS 6.2 VM

Too bad there's no sketch command logged, otherwise I'd try running it 
with the viewports hidden/muted


On 26/09/2013 9:31 PM, Chris Chia wrote:

Find the repro steps and submit a bug report. Softimage QAs will verify.

Chris

On 27 Sep, 2013, at 6:13 AM, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.com wrote:


dont think its the preferences folder. we tried it on 4 separate 
workstations, but of course will give it a go. but I have no choice 
on the centos 6.2 install either - it was recently updated from 5.x 
and was the same bug there as well I think - will check



On 26 September 2013 22:58, Chris Chia softimage...@gmail.com 
mailto:softimage...@gmail.com wrote:


Try purging the preference folder. Might be corrupted.

Chris

On 27 Sep, 2013, at 3:12 AM, Rob Chapman tekano@gmail.com
mailto:tekano@gmail.com wrote:


thats good to know, thanks Alan!


On 26 September 2013 20:00, Alan Fregtman
alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote:

I think it's something with your setup.

On CentOS 6.3 here. Sketched 20 curves and gave up. No crashes.



On Thu, Sep 26, 2013 at 5:23 AM, Rob Chapman
tekano@gmail.com mailto:tekano@gmail.com wrote:

Centos 6.2

CreateCurveSketch curve

2nd or 3rd curve drawn

Softimage disappears with segmentation fault.

we are having to open Maya to sketch curves?  :(




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Re: Softimage 2014 SP2 sketch curve bug

2013-09-27 Thread Rob Chapman
and tried it (sketch curves) on centos 6.4, its rock solid .  great!

but trying to manipulate one of the nbSubCurves  from a merged curve with a
simple ICE compound is  EXTREMELY flakey and getting  segmentation faults
per minute. even in centos 6.4






On 27 September 2013 11:31, Stephen Blair stephenrbl...@gmail.com wrote:

  Well, it's repro in a CentOS 6.2 VM

 Too bad there's no sketch command logged, otherwise I'd try running it
 with the viewports hidden/muted


 On 26/09/2013 9:31 PM, Chris Chia wrote:

 Find the repro steps and submit a bug report. Softimage QAs will verify.

 Chris

 On 27 Sep, 2013, at 6:13 AM, Rob Chapman tekano@gmail.com wrote:

   dont think its the preferences folder. we tried it on 4 separate
 workstations, but of course will give it a go. but I have no choice on the
 centos 6.2 install either - it was recently updated from 5.x and was the
 same bug there as well I think - will check


 On 26 September 2013 22:58, Chris Chia softimage...@gmail.com wrote:

  Try purging the preference folder. Might be corrupted.

  Chris

 On 27 Sep, 2013, at 3:12 AM, Rob Chapman tekano@gmail.com wrote:

   thats good to know, thanks Alan!


 On 26 September 2013 20:00, Alan Fregtman alan.fregt...@gmail.comwrote:

 I think it's something with your setup.

 On CentOS 6.3 here. Sketched 20 curves and gave up. No crashes.



  On Thu, Sep 26, 2013 at 5:23 AM, Rob Chapman tekano@gmail.comwrote:

Centos 6.2

  CreateCurveSketch curve

  2nd or 3rd curve drawn

  Softimage disappears with segmentation fault.

  we are having to open Maya to sketch curves?  :(




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Re: ICE: Camera Rig with Focal Point Control

2013-09-27 Thread Ed Manning
I'm not a real TD so maybe I'm just being silly posting, but could you...


   - Put all of the scene objects into a group
   - do a raycast onto the geo using the vector from the camera to your null
   - get the distance from the raycast compound?



On Thu, Sep 26, 2013 at 6:34 PM, Alok Gandhi alok.gandhi2...@gmail.comwrote:

 you can move the x and y also in the 3d vector to move it around.


 On Thu, Sep 26, 2013 at 6:18 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  I'm also going through Andy Moorer's scene that he blogged about 
 herehttp://andy.moonbase.net/archives/1117.
 Seems like this ought to have what I need to figure this out Maybe Andy
 will chime in here and help understand if I can apply his technique to what
 I'm trying to do
 -Tim


 On 9/26/2013 5:04 PM, Tim Crowson wrote:

 Thanks Alok! That works and gives me a nice rig for controlling the
 distance manually along Z, but I actually need to move the controller
 around the frame and have it snap to geometry, or at least give me a
 vector I can use to test for an intersection.

 On 9/26/2013 4:49 PM, Alok Gandhi wrote:

 1 create an ice tree  on a null(call the rig) 
 2 get scalar to 3d vector node (you will only change z through a slider,
 x, y, should be 0)
 3 get a srt to matrix node 
 4 plug the scalar to 3d into position of srt to matrix
 5 get a 4x4 matrix node
 6 connect the srt to matrix out to value of 4x4 matrix
 7 get data node camera.kine.global
 8 get a multiply node and connect 4x4 matrix into first port,
 camera.kine.global into second(order matters)
 9 get a set data node
 10 connect the multiply node's out into value of set data and give it a
 name like 'xfo' or something

 11. On the controller to snap, create another ice tree. Get data
 rig.'xfo' and set data to self.kine.global.

 you are done. Just move the camera and the controller will follow. To
 move it on the camera ray path just use the slider created in the step 2.

 Wrote this right of the top of my head, did not try it in ice actually.
 But should work.

  Just get the distance between the controller and the camera through an
 expression or through ice. I suggest expression because getting vector
 lengths is expensive in ice (that is also the reason we have squared
 distance node in case it is just a comparison of distances).

  Cheers!

 Alok.


 On Thu, Sep 26, 2013 at 5:15 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  But the distance I want is the distance between the camera and the
 closest point on an arbitrary geometric surface behind the target. Now
 maybe the easiest thing to do would be to snap the target to said surface
 and get that distance. But there again, I need to identify the position in
 space where the ray from the camera intersects that surface.

 -Tim


 On 9/26/2013 4:09 PM, Christian Freisleder wrote:

 Hey Tim,
 I would use a expression.
 open the exression editor--Function--Distance--distance to camera
 the result would be something like
 ctr_dist_cam( null. )
 null. would be the object name you're using to mesure the distance.
 hope that helps
 christian

 On 26.09.2013 22 26.09.2013%2022:58, Tim Crowson wrote:

 I'm trying to set up a camera rig that will let me use an item of some
 kind (null, curve...) to act as a kind of focal point that can be moved
 around the frame. Basically I want to have a control parented to the camera
 which I can move around the frame, and which can be used to create a vector
 between the camera and whatever surface is behind that focal control. I'd
 then get the distance between the camera and that point on the surface and
 pass that to my lens shader.

 I'm really a noob when it comes to ICE in general, so I'm wondering how
 best to do this. I suck with vectors...
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

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Re: Softimage 2014 SP2 sketch curve bug

2013-09-27 Thread Rob Chapman
further exploration looking for guaranteed repro , it seems applying my
compound directly after a merge curve (from a script because it cannot be
done in soft or ICE) causes the segmentation. but if I create an empty ICE
tree to the merged curve, freeze, then apply my compound then it works fine.

so the nsubcurves can only be manipulated if they are dirty?

also, just before the segmentation happens - I can tell it is going to
happen because the subcurves all report as 0 - if I do anything else then
it crashes.

but if I save and reload the scene just before then it fixes the problem
and all subcurves report correctly and no segmentation happens.

so I think for a workaround we can do some jiggle in the mergecurves script
to dirty up the curves.




On 27 September 2013 11:43, Rob Chapman tekano@gmail.com wrote:

 and tried it (sketch curves) on centos 6.4, its rock solid .  great!

 but trying to manipulate one of the nbSubCurves  from a merged curve with
 a simple ICE compound is  EXTREMELY flakey and getting  segmentation faults
 per minute. even in centos 6.4






 On 27 September 2013 11:31, Stephen Blair stephenrbl...@gmail.com wrote:

  Well, it's repro in a CentOS 6.2 VM

 Too bad there's no sketch command logged, otherwise I'd try running it
 with the viewports hidden/muted


 On 26/09/2013 9:31 PM, Chris Chia wrote:

 Find the repro steps and submit a bug report. Softimage QAs will verify.

 Chris

 On 27 Sep, 2013, at 6:13 AM, Rob Chapman tekano@gmail.com wrote:

   dont think its the preferences folder. we tried it on 4 separate
 workstations, but of course will give it a go. but I have no choice on the
 centos 6.2 install either - it was recently updated from 5.x and was the
 same bug there as well I think - will check


 On 26 September 2013 22:58, Chris Chia softimage...@gmail.com wrote:

  Try purging the preference folder. Might be corrupted.

  Chris

 On 27 Sep, 2013, at 3:12 AM, Rob Chapman tekano@gmail.com wrote:

   thats good to know, thanks Alan!


 On 26 September 2013 20:00, Alan Fregtman alan.fregt...@gmail.comwrote:

 I think it's something with your setup.

 On CentOS 6.3 here. Sketched 20 curves and gave up. No crashes.



  On Thu, Sep 26, 2013 at 5:23 AM, Rob Chapman tekano@gmail.comwrote:

Centos 6.2

  CreateCurveSketch curve

  2nd or 3rd curve drawn

  Softimage disappears with segmentation fault.

  we are having to open Maya to sketch curves?  :(




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Re: Dual Quaternion ICE node woes...

2013-09-27 Thread Alan Fregtman
I wouldn't suggest kissing Eric... his adorable kitten could be hiding in
his beard. You've be warned. :p



On Fri, Sep 27, 2013 at 1:36 AM, Edy Susanto Lim edysusant...@gmail.comwrote:

 Somebody please give Eric and his kitten a kiss already...


 On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.comwrote:

 Yeah, I said it first so I win. Got you this time Fregtman!!! In your
 face!

 On September-26-13 5:20:17 PM, Sergio Mucino wrote:
  Thanks Alan! I did following Eric's instructions, and it worked like a
  charm. Thanks again! Day saved... :-)
 
  *Sergio Mucino*
  Lead Rigger
  Modus FX
 
  On 26/09/2013 4:11 PM, Alan Fregtman wrote:
  Hello again,
 
  You must rebuild the deformer group every time you add/remove
  deformers to a envelope used by the DualQuaternion Envelope compound.
 
  1. Rightclick the deformer group, Select Members.
  2. Rightclick again, Remove from Group.
  3. Select enveloped mesh whose deformers changed.
  4. In the menu Envelope-Select Deformer from Envelope (it's kinda
  lying, it selects more than one.)
  5. Rightclick the group, Add to group.
 
  Deleting the group and making it again from the selected deformers
  (via Select Deformer from Envelope) works too.
 
  That should fix it.
  Cheers,
 
 -- Alan
 
 
 
 
 
  On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino
  sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote:
 
  I'm seeing something quite strange with this node here, and I
  have no idea why it is happening.
  I've got this mesh that had already been rigged. It has a lot of
  stuff going on, but most of it I can ignore (I have already
  tested it doesn't relate to my problem). There is an Envelope
  Operator (muted... more on this later) that is used to deform the
  mesh. On top of it, there's an ICE Tree. This tree has a Dual
  Quat node that blends between linear and DQ deformations. The
  Envelope Cluster Property is set to reference the Envelope
  Weights cluster that already exists on the mesh. There is a
  referenced Deformer Group, which references the objects deforming
  the mesh. Everything pretty standard.
  The problem is that Animation has requested to have some more
  controls on a certain part of the mesh to deform it. I've created
  the rig, and I'm ready to include the deformers in the Envelope
  so they can deform the mesh. I made sure to include them in the
  group referenced by the Deformer Group in the ICE DQ node. I
  added them to the Envelope with Automatic Reassign set to off (so
  I would not disturb the existing deformations, and just paint my
  new influences manually), and when I start painting an area of
  the mesh to have it be affected by one of my new deformer, the
  weighted verts move back to [0,0,0]!
  I've disconnected and reconnected this DQ node and saw that it is
  the one causing the problem. I have no idea why it is sending the
  verts down to the origin even if the deformer has not been moved
  yet. As a matter of fact, moving the deformer makes no
  difference. If I unmute the Envelope operator, I can see the
  verts move a bit with the deformer, but they're still at the
  origin. I guess the operator was muted because the deformations
  coming from it are not needed, only the weights stored in the
  weight map and referenced by the DQ node.
  Anyone has any clues as to why my vert weights are being
  'rejected' (or whatever this is) by the DQ node, and how to get
  it to 'refresh' or accept them somehow? I would hate to have to
  rig this on a separate copy of the mesh and blend the point
  movements onto this one, but if that's what it takes to get this
  going, I'll have to.
  Thanks for any help!
  --
  *Sergio Mucino*
  Lead Rigger
  Modus FX
 
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Friday Flashback #139

2013-09-27 Thread Stephen Blair
In 1998, how many customers accounted for a little over 25% of Softimage 
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue: 
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

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Re: Friday Flashback #139

2013-09-27 Thread Greg Punchatz

1? the one being ILM?

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 9/27/2013 9:25 AM, Stephen Blair wrote:

In 1998, how many customers accounted for a little over 25% of Softimage
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue:
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

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Softimage 2014 SP2 and custom ICE node crash

2013-09-27 Thread Guillaume Laforge
Hi guys,

I compiled a custom ICE node for 2014 SP2 and it crash all the time (It
works perfectly in 2013 QF7).
As this node is rather complicated and call external libraries, it is not
easy to send it to support (and I don't have the time right now to isolate
the problem in a simpler code).
Because of that we are staying in 2013 for the production.

I'm wondering if other users got similar issue with custom ICE node in SP2 ?

Thanks,

Guillaume Laforge
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Re: Softimage 2014 SP2 and custom ICE node crash

2013-09-27 Thread Stephen Blair

Maybe you should try compiling against SP1 and see if that crashes too.
In SP2, wasn't there just that one SDK change for ICE array access, 
which broke binary compatibility?


On 27/09/2013 10:37 AM, Guillaume Laforge wrote:

Hi guys,

I compiled a custom ICE node for 2014 SP2 and it crash all the time 
(It works perfectly in 2013 QF7).
As this node is rather complicated and call external libraries, it is 
not easy to send it to support (and I don't have the time right now to 
isolate the problem in a simpler code).

Because of that we are staying in 2013 for the production.

I'm wondering if other users got similar issue with custom ICE node in 
SP2 ?


Thanks,

Guillaume Laforge


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ICE Multiply Vector by Matrix

2013-09-27 Thread David Barosin
Can't remember if I posted about this before.  Should the Multiply Vector
by Matrix node be able to take an array for the positions and an array for
the matrices at the same time?

I'm hoping I can feed in an array of point positions and an array of
Matrices and get their respective multiplication as a result.

Seems the node only works when one of the inputs is an array but not both.

Thanks,
 -Dave
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Re: ICE Multiply Vector by Matrix

2013-09-27 Thread David Barosin
Ok sorry please ignore. Seems to work.


On Fri, Sep 27, 2013 at 11:12 AM, David Barosin dbaro...@gmail.com wrote:

 Can't remember if I posted about this before.  Should the Multiply Vector
 by Matrix node be able to take an array for the positions and an array for
 the matrices at the same time?

 I'm hoping I can feed in an array of point positions and an array of
 Matrices and get their respective multiplication as a result.

 Seems the node only works when one of the inputs is an array but not
 both.

 Thanks,
  -Dave

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Re: Softimage 2014 SP2 and custom ICE node crash

2013-09-27 Thread Chris Chia
Hi Guillaume,
You sure know who to send to to troubleshoot your custom node.
Mind sending it to them?

Chris


On 27 Sep, 2013, at 11:25 PM, Guillaume Laforge 
guillaume.laforge...@gmail.com wrote:

 Yes, SP2 fixed the ICE instance memory issue in SiToA I think.
 So it does not make sense to use 2014 SP1 as we are using Arnold.  
 
 
 On Fri, Sep 27, 2013 at 10:56 AM, Stephen Blair stephenrbl...@gmail.com 
 wrote:
 Maybe you should try compiling against SP1 and see if that crashes too.
 In SP2, wasn't there just that one SDK change for ICE array access, which 
 broke binary compatibility?
 
 
 On 27/09/2013 10:37 AM, Guillaume Laforge wrote:
 Hi guys,
 
 I compiled a custom ICE node for 2014 SP2 and it crash all the time (It 
 works perfectly in 2013 QF7).
 As this node is rather complicated and call external libraries, it is not 
 easy to send it to support (and I don't have the time right now to isolate 
 the problem in a simpler code).
 Because of that we are staying in 2013 for the production.
 
 I'm wondering if other users got similar issue with custom ICE node in SP2 ?
 
 Thanks,
 
 Guillaume Laforge
 
 
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Re: Softimage 2014 SP2 and custom ICE node crash

2013-09-27 Thread Guillaume Laforge
Hi Chris,

 You sure know who to send to to troubleshoot your custom node.
yes thanks.

 Mind sending it to them?

Unfortunately as I was saying first, there is a dependency to an other
library so I would need to create a simpler version to send it to you. Will
do when I will find the time.

Thanks


On Fri, Sep 27, 2013 at 11:30 AM, Chris Chia softimage...@gmail.com wrote:

 Hi Guillaume,
 You sure know who to send to to troubleshoot your custom node.
 Mind sending it to them?

 Chris


 On 27 Sep, 2013, at 11:25 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 Yes, SP2 fixed the ICE instance memory issue in SiToA I think.
 So it does not make sense to use 2014 SP1 as we are using Arnold.


 On Fri, Sep 27, 2013 at 10:56 AM, Stephen Blair 
 stephenrbl...@gmail.comwrote:

  Maybe you should try compiling against SP1 and see if that crashes too.
 In SP2, wasn't there just that one SDK change for ICE array access, which
 broke binary compatibility?


 On 27/09/2013 10:37 AM, Guillaume Laforge wrote:

 Hi guys,

  I compiled a custom ICE node for 2014 SP2 and it crash all the time (It
 works perfectly in 2013 QF7).
 As this node is rather complicated and call external libraries, it is not
 easy to send it to support (and I don't have the time right now to isolate
 the problem in a simpler code).
 Because of that we are staying in 2013 for the production.

  I'm wondering if other users got similar issue with custom ICE node in
 SP2 ?

  Thanks,

  Guillaume Laforge


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Re: ICE: Camera Rig with Focal Point Control

2013-09-27 Thread Ed Manning
Hey Tim --

Doesn't the position of the null == the position in space where the ray
from the camera intersects that surface  when you've snapped the null to
the geo in the viewport?

This might be simpler although less cool than the ICE approach.  You'd also
easily be able to keyframe the null's position.


On Thu, Sep 26, 2013 at 5:15 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  But the distance I want is the distance between the camera and the
 closest point on an arbitrary geometric surface behind the target. Now
 maybe the easiest thing to do would be to snap the target to said surface
 and get that distance. But there again, I need to identify the position in
 space where the ray from the camera intersects that surface.

 -Tim


 On 9/26/2013 4:09 PM, Christian Freisleder wrote:

 Hey Tim,
 I would use a expression.
 open the exression editor--Function--Distance--distance to camera
 the result would be something like
 ctr_dist_cam( null. )
 null. would be the object name you're using to mesure the distance.
 hope that helps
 christian

 On 26.09.2013 22:58, Tim Crowson wrote:

 I'm trying to set up a camera rig that will let me use an item of some
 kind (null, curve...) to act as a kind of focal point that can be moved
 around the frame. Basically I want to have a control parented to the camera
 which I can move around the frame, and which can be used to create a vector
 between the camera and whatever surface is behind that focal control. I'd
 then get the distance between the camera and that point on the surface and
 pass that to my lens shader.

 I'm really a noob when it comes to ICE in general, so I'm wondering how
 best to do this. I suck with vectors...
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*




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Re: ICE: Camera Rig with Focal Point Control

2013-09-27 Thread Ed Manning
in the previous post I should have clarified -- you'd then use the distance
to camera expression to drive the bokeh parameter


On Fri, Sep 27, 2013 at 12:13 PM, Ed Manning etmth...@gmail.com wrote:

 Hey Tim --

 Doesn't the position of the null == the position in space where the ray
 from the camera intersects that surface  when you've snapped the null to
 the geo in the viewport?

 This might be simpler although less cool than the ICE approach.  You'd
 also easily be able to keyframe the null's position.


 On Thu, Sep 26, 2013 at 5:15 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  But the distance I want is the distance between the camera and the
 closest point on an arbitrary geometric surface behind the target. Now
 maybe the easiest thing to do would be to snap the target to said surface
 and get that distance. But there again, I need to identify the position in
 space where the ray from the camera intersects that surface.

 -Tim


 On 9/26/2013 4:09 PM, Christian Freisleder wrote:

 Hey Tim,
 I would use a expression.
 open the exression editor--Function--Distance--distance to camera
 the result would be something like
 ctr_dist_cam( null. )
 null. would be the object name you're using to mesure the distance.
 hope that helps
 christian

 On 26.09.2013 22:58, Tim Crowson wrote:

 I'm trying to set up a camera rig that will let me use an item of some
 kind (null, curve...) to act as a kind of focal point that can be moved
 around the frame. Basically I want to have a control parented to the camera
 which I can move around the frame, and which can be used to create a vector
 between the camera and whatever surface is behind that focal control. I'd
 then get the distance between the camera and that point on the surface and
 pass that to my lens shader.

 I'm really a noob when it comes to ICE in general, so I'm wondering how
 best to do this. I suck with vectors...
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*




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Re: ICE: Camera Rig with Focal Point Control

2013-09-27 Thread Tim Crowson
Yeah basically, it does just that. These are just new waters for me and 
if there's a way to do this without ICE, great, I'm just not familiar 
with what my options are. At least I have a working ICE solution.

-Tim

On 9/27/2013 11:13 AM, Ed Manning wrote:

Hey Tim --

Doesn't the position of the null == the position in space where the 
ray from the camera intersects that surface  when you've snapped the 
null to the geo in the viewport?


This might be simpler although less cool than the ICE approach.  You'd 
also easily be able to keyframe the null's position.



On Thu, Sep 26, 2013 at 5:15 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


But the distance I want is the distance between the camera and the
closest point on an arbitrary geometric surface behind the target.
Now maybe the easiest thing to do would be to snap the target to
said surface and get that distance. But there again, I need to
identify the position in space where the ray from the camera
intersects that surface.

-Tim


On 9/26/2013 4:09 PM, Christian Freisleder wrote:

Hey Tim,
I would use a expression.
open the exression editor--Function--Distance--distance to camera
the result would be something like
ctr_dist_cam( null. )
null. would be the object name you're using to mesure the distance.
hope that helps
christian

On 26.09.2013 22 tel:26.09.2013%2022:58, Tim Crowson wrote:

I'm trying to set up a camera rig that will let me use an item
of some kind (null, curve...) to act as a kind of focal point
that can be moved around the frame. Basically I want to have a
control parented to the camera which I can move around the
frame, and which can be used to create a vector between the
camera and whatever surface is behind that focal control. I'd
then get the distance between the camera and that point on the
surface and pass that to my lens shader.

I'm really a noob when it comes to ICE in general, so I'm
wondering how best to do this. I suck with vectors...
-- 


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is
confidential and should not be used by anyone who is not the
original intended recipient(s). If you have received this e-mail
in error please inform the sender and delete it from your
mailbox or any other storage mechanism. Magnetic Dreams, Inc
cannot accept liability for any statements made which are
clearly the sender's own and not expressly made on behalf of
Magnetic Dreams, Inc or one of its agents./



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Re: Friday Flashback #139

2013-09-27 Thread Luc-Eric Rousseau
13, 22 and 32 million dollar loss.  nice.
can't believe that stuff was public.. (can you really have
flashbacks about stuff you didn't know :P )

On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com wrote:
 1? the one being ILM?

 In 1998, how many customers accounted for a little over 25% of Softimage
 revenue?
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Re: Friday Flashback #139

2013-09-27 Thread Chris Chia
Yea nice flashback... But how accurate are those figures?

Chris 


On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau luceri...@gmail.com wrote:

 13, 22 and 32 million dollar loss.  nice.
 can't believe that stuff was public.. (can you really have
 flashbacks about stuff you didn't know :P )
 
 On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com wrote:
 1? the one being ILM?
 
 In 1998, how many customers accounted for a little over 25% of Softimage
 revenue?
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Re: Friday Flashback #139

2013-09-27 Thread Stephen Blair
Consider it more of a narrative flashback ;) but yeah I get your point.


On Fri, Sep 27, 2013 at 12:28 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 13, 22 and 32 million dollar loss.  nice.
 can't believe that stuff was public.. (can you really have
 flashbacks about stuff you didn't know :P )

 On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com
 wrote:
  1? the one being ILM?
 
  In 1998, how many customers accounted for a little over 25% of Softimage
  revenue?
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Re: Friday Flashback #139

2013-09-27 Thread Luc-Eric Rousseau
I'm sure the numbers are accurate. But I'm not sure how to interpret
it though though, because Softimage Co was a subsidiary of Microsoft.
and Microsoft spent a lottt of money for Softimage, more than
Softimage by itself if it had been independent.  example: spending
hugely on siggraph. microsoft was rich and didn't care.

On Fri, Sep 27, 2013 at 1:13 PM, Stephen Blair stephenrbl...@gmail.com wrote:
 I suppose they are as accurate as those in any of the other documents that
 AVID filed with the SEC
 http://1.usa.gov/1fv63a3



 On Fri, Sep 27, 2013 at 12:43 PM, Chris Chia softimage...@gmail.com wrote:

 Yea nice flashback... But how accurate are those figures?

 Chris


 On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:

  13, 22 and 32 million dollar loss.  nice.
  can't believe that stuff was public.. (can you really have
  flashbacks about stuff you didn't know :P )
 
  On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com
  wrote:
  1? the one being ILM?
 
  In 1998, how many customers accounted for a little over 25% of
  Softimage
  revenue?
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RE: Friday Flashback #139

2013-09-27 Thread Angus Davidson
With Autodesk financials being public (ie it having to report earning etc) does 
that information allow you to drill down and get a rough idea of Softimage / 
Maya / MAx seats ? Or is it just bundled up with the rest of the M  E 
information.



From: Luc-Eric Rousseau [luceri...@gmail.com]
Sent: 27 September 2013 07:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #139

I'm sure the numbers are accurate. But I'm not sure how to interpret
it though though, because Softimage Co was a subsidiary of Microsoft.
and Microsoft spent a lottt of money for Softimage, more than
Softimage by itself if it had been independent.  example: spending
hugely on siggraph. microsoft was rich and didn't care.

On Fri, Sep 27, 2013 at 1:13 PM, Stephen Blair stephenrbl...@gmail.com wrote:
 I suppose they are as accurate as those in any of the other documents that
 AVID filed with the SEC
 http://1.usa.gov/1fv63a3



 On Fri, Sep 27, 2013 at 12:43 PM, Chris Chia softimage...@gmail.com wrote:

 Yea nice flashback... But how accurate are those figures?

 Chris


 On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:

  13, 22 and 32 million dollar loss.  nice.
  can't believe that stuff was public.. (can you really have
  flashbacks about stuff you didn't know :P )
 
  On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com
  wrote:
  1? the one being ILM?
 
  In 1998, how many customers accounted for a little over 25% of
  Softimage
  revenue?
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RE: Dual Quaternion ICE node woes...

2013-09-27 Thread Matt Lind
Wouldn't that be evil if he's allergic to cats?

Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Edy Susanto Lim
Sent: Thursday, September 26, 2013 10:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: Dual Quaternion ICE node woes...

Somebody please give Eric and his kitten a kiss already...

On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge 
ethivie...@hybride.commailto:ethivie...@hybride.com wrote:
Yeah, I said it first so I win. Got you this time Fregtman!!! In your
face!

On September-26-13 5:20:17 PM, Sergio Mucino wrote:
 Thanks Alan! I did following Eric's instructions, and it worked like a
 charm. Thanks again! Day saved... :-)

 *Sergio Mucino*
 Lead Rigger
 Modus FX

 On 26/09/2013 4:11 PM, Alan Fregtman wrote:
 Hello again,

 You must rebuild the deformer group every time you add/remove
 deformers to a envelope used by the DualQuaternion Envelope compound.

 1. Rightclick the deformer group, Select Members.
 2. Rightclick again, Remove from Group.
 3. Select enveloped mesh whose deformers changed.
 4. In the menu Envelope-Select Deformer from Envelope (it's kinda
 lying, it selects more than one.)
 5. Rightclick the group, Add to group.

 Deleting the group and making it again from the selected deformers
 (via Select Deformer from Envelope) works too.

 That should fix it.
 Cheers,

-- Alan





 On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino
 sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com 
 mailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:

 I'm seeing something quite strange with this node here, and I
 have no idea why it is happening.
 I've got this mesh that had already been rigged. It has a lot of
 stuff going on, but most of it I can ignore (I have already
 tested it doesn't relate to my problem). There is an Envelope
 Operator (muted... more on this later) that is used to deform the
 mesh. On top of it, there's an ICE Tree. This tree has a Dual
 Quat node that blends between linear and DQ deformations. The
 Envelope Cluster Property is set to reference the Envelope
 Weights cluster that already exists on the mesh. There is a
 referenced Deformer Group, which references the objects deforming
 the mesh. Everything pretty standard.
 The problem is that Animation has requested to have some more
 controls on a certain part of the mesh to deform it. I've created
 the rig, and I'm ready to include the deformers in the Envelope
 so they can deform the mesh. I made sure to include them in the
 group referenced by the Deformer Group in the ICE DQ node. I
 added them to the Envelope with Automatic Reassign set to off (so
 I would not disturb the existing deformations, and just paint my
 new influences manually), and when I start painting an area of
 the mesh to have it be affected by one of my new deformer, the
 weighted verts move back to [0,0,0]!
 I've disconnected and reconnected this DQ node and saw that it is
 the one causing the problem. I have no idea why it is sending the
 verts down to the origin even if the deformer has not been moved
 yet. As a matter of fact, moving the deformer makes no
 difference. If I unmute the Envelope operator, I can see the
 verts move a bit with the deformer, but they're still at the
 origin. I guess the operator was muted because the deformations
 coming from it are not needed, only the weights stored in the
 weight map and referenced by the DQ node.
 Anyone has any clues as to why my vert weights are being
 'rejected' (or whatever this is) by the DQ node, and how to get
 it to 'refresh' or accept them somehow? I would hate to have to
 rig this on a separate copy of the mesh and blend the point
 movements onto this one, but if that's what it takes to get this
 going, I'll have to.
 Thanks for any help!
 --
 *Sergio Mucino*
 Lead Rigger
 Modus FX

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TD

RE: Friday Flashback #139

2013-09-27 Thread Matt Lind
F) 1

Likely ILM.

The real trivia is who was the 2nd customer accounting for the revenue the 
previous year?


Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 27, 2013 7:25 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #139

In 1998, how many customers accounted for a little over 25% of Softimage 
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue: 
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

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RE: Friday Flashback #139

2013-09-27 Thread Matt Lind
Looking over the numbers a little closer:

While North America produced profits, they were marginal due to high cost of 
doing business.  Europe produced about the same revenues, but had half the user 
base as they pay more for the product on average.  Asia and Latin America were 
the real bang for buck bread winners. User base is roughly same size or 
slightly larger than for North America, but brought in more revenue because the 
cost paid for the product was higher.

If those numbers/ratios match today's numbers, it would explain why Softimage 
is being steered in its current direction.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, September 27, 2013 11:01 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

F) 1

Likely ILM.

The real trivia is who was the 2nd customer accounting for the revenue the 
previous year?


Matt





-Original Message-
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 27, 2013 7:25 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Friday Flashback #139

In 1998, how many customers accounted for a little over 25% of Softimage 
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue:
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

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Re: Friday Flashback #139

2013-09-27 Thread Stephen Blair
Bundled up


On Fri, Sep 27, 2013 at 1:36 PM, Angus Davidson
angus.david...@wits.ac.zawrote:

 With Autodesk financials being public (ie it having to report earning etc)
 does that information allow you to drill down and get a rough idea of
 Softimage / Maya / MAx seats ? Or is it just bundled up with the rest of
 the M  E information.


 
 From: Luc-Eric Rousseau [luceri...@gmail.com]
 Sent: 27 September 2013 07:23 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #139

 I'm sure the numbers are accurate. But I'm not sure how to interpret
 it though though, because Softimage Co was a subsidiary of Microsoft.
 and Microsoft spent a lottt of money for Softimage, more than
 Softimage by itself if it had been independent.  example: spending
 hugely on siggraph. microsoft was rich and didn't care.

 On Fri, Sep 27, 2013 at 1:13 PM, Stephen Blair stephenrbl...@gmail.com
 wrote:
  I suppose they are as accurate as those in any of the other documents
 that
  AVID filed with the SEC
  http://1.usa.gov/1fv63a3
 
 
 
  On Fri, Sep 27, 2013 at 12:43 PM, Chris Chia softimage...@gmail.com
 wrote:
 
  Yea nice flashback... But how accurate are those figures?
 
  Chris
 
 
  On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau luceri...@gmail.com
  wrote:
 
   13, 22 and 32 million dollar loss.  nice.
   can't believe that stuff was public.. (can you really have
   flashbacks about stuff you didn't know :P )
  
   On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com
   wrote:
   1? the one being ILM?
  
   In 1998, how many customers accounted for a little over 25% of
   Softimage
   revenue?
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Re: Friday Flashback #139

2013-09-27 Thread Luc-Eric Rousseau
 Looking over the numbers a little closer:

fyi, those 1998 numbers are for Softimage|3D and Softimage|DS.
XSI was released only two years later.  DS sold for 130,000$
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RE: Friday Flashback #139

2013-09-27 Thread Sven Constable
Titanic was released in 1997. If I remember correctly, the ocean stuff was
mentalray with Arete's DNT plugins for Softimage. So maybe Digital Domain? 

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, September 27, 2013 8:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

F) 1

Likely ILM.

The real trivia is who was the 2nd customer accounting for the revenue the
previous year?


Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 27, 2013 7:25 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #139

In 1998, how many customers accounted for a little over 25% of Softimage
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue: 
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

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RE: Friday Flashback #139

2013-09-27 Thread Matt Lind
Godzilla was also release then and probably used CG more so than Titanic.  I'm 
betting on Centropolis.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, September 27, 2013 11:54 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

Titanic was released in 1997. If I remember correctly, the ocean stuff was 
mentalray with Arete's DNT plugins for Softimage. So maybe Digital Domain? 

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, September 27, 2013 8:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

F) 1

Likely ILM.

The real trivia is who was the 2nd customer accounting for the revenue the 
previous year?


Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 27, 2013 7:25 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #139

In 1998, how many customers accounted for a little over 25% of Softimage 
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue: 
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

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RE: Friday Flashback #139

2013-09-27 Thread Matt Lind
The contenders I can think of:

- Blue Sky
- Manex Entertainment (Matrix movie the following year)
- Digital Domain
- Centropolis


In hindsight, perhaps DD was the #2 as they made other films besides Titanic.

Matt




-Original Message-
From: Matt Lind 
Sent: Friday, September 27, 2013 11:59 AM
To: 'softimage@listproc.autodesk.com'
Subject: RE: Friday Flashback #139

Godzilla was also release then and probably used CG more so than Titanic.  I'm 
betting on Centropolis.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, September 27, 2013 11:54 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

Titanic was released in 1997. If I remember correctly, the ocean stuff was 
mentalray with Arete's DNT plugins for Softimage. So maybe Digital Domain? 

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, September 27, 2013 8:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

F) 1

Likely ILM.

The real trivia is who was the 2nd customer accounting for the revenue the 
previous year?


Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 27, 2013 7:25 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #139

In 1998, how many customers accounted for a little over 25% of Softimage 
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue: 
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

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Re: Friday Flashback #139

2013-09-27 Thread Vladimir Jankijevic
you can check out the information about ME here:
http://www.sec.gov/Archives/edgar/data/769397/7693971359/amendedadsk-07x31x2013x10q.htm#s7A652FB4BC8F5928AFE32F96B0F14BD2

make a search on Flagship and/or Maya to see what's important to them ;)


On Fri, Sep 27, 2013 at 1:36 PM, Angus Davidson
angus.david...@wits.ac.zawrote:

 With Autodesk financials being public (ie it having to report earning etc)
 does that information allow you to drill down and get a rough idea of
 Softimage / Maya / MAx seats ? Or is it just bundled up with the rest of
 the M  E information.


 
 From: Luc-Eric Rousseau [luceri...@gmail.com]
 Sent: 27 September 2013 07:23 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #139

 I'm sure the numbers are accurate. But I'm not sure how to interpret
 it though though, because Softimage Co was a subsidiary of Microsoft.
 and Microsoft spent a lottt of money for Softimage, more than
 Softimage by itself if it had been independent.  example: spending
 hugely on siggraph. microsoft was rich and didn't care.

 On Fri, Sep 27, 2013 at 1:13 PM, Stephen Blair stephenrbl...@gmail.com
 wrote:
  I suppose they are as accurate as those in any of the other documents
 that
  AVID filed with the SEC
  http://1.usa.gov/1fv63a3
 
 
 
  On Fri, Sep 27, 2013 at 12:43 PM, Chris Chia softimage...@gmail.com
 wrote:
 
  Yea nice flashback... But how accurate are those figures?
 
  Chris
 
 
  On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau luceri...@gmail.com
  wrote:
 
   13, 22 and 32 million dollar loss.  nice.
   can't believe that stuff was public.. (can you really have
   flashbacks about stuff you didn't know :P )
  
   On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com
   wrote:
   1? the one being ILM?
  
   In 1998, how many customers accounted for a little over 25% of
   Softimage
   revenue?
 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
 unsubscribe and reply to the confirmation email.
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 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font face=arial,sans-serif
 size=1 color=#99span style=font-size:11px;This communication
 is intended for the addressee only. It is confidential. If you have
 received this communication in error, please notify us immediately and
 destroy the original message. You may not copy or disseminate this
 communication without the permission of the University. Only authorised
 signatories are competent to enter into agreements on behalf of the
 University and recipients are thus advised that the content of this message
 may not be legally binding on the University and may contain the personal
 views and opinions of the author, which are not necessarily the views and
 opinions of The University of the Witwatersrand, Johannesburg. All
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Re: Friday Flashback #139

2013-09-27 Thread Rob Chapman
I'm betting on mainframe entertainment
On 27 Sep 2013 20:03, Vladimir Jankijevic vladi...@elefantstudios.ch
wrote:

 you can check out the information about ME here:
 http://www.sec.gov/Archives/edgar/data/769397/7693971359/amendedadsk-07x31x2013x10q.htm#s7A652FB4BC8F5928AFE32F96B0F14BD2

 make a search on Flagship and/or Maya to see what's important to them ;)


 On Fri, Sep 27, 2013 at 1:36 PM, Angus Davidson angus.david...@wits.ac.za
  wrote:

 With Autodesk financials being public (ie it having to report earning
 etc) does that information allow you to drill down and get a rough idea of
 Softimage / Maya / MAx seats ? Or is it just bundled up with the rest of
 the M  E information.


 
 From: Luc-Eric Rousseau [luceri...@gmail.com]
 Sent: 27 September 2013 07:23 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #139

 I'm sure the numbers are accurate. But I'm not sure how to interpret
 it though though, because Softimage Co was a subsidiary of Microsoft.
 and Microsoft spent a lottt of money for Softimage, more than
 Softimage by itself if it had been independent.  example: spending
 hugely on siggraph. microsoft was rich and didn't care.

 On Fri, Sep 27, 2013 at 1:13 PM, Stephen Blair stephenrbl...@gmail.com
 wrote:
  I suppose they are as accurate as those in any of the other documents
 that
  AVID filed with the SEC
  http://1.usa.gov/1fv63a3
 
 
 
  On Fri, Sep 27, 2013 at 12:43 PM, Chris Chia softimage...@gmail.com
 wrote:
 
  Yea nice flashback... But how accurate are those figures?
 
  Chris
 
 
  On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau luceri...@gmail.com
  wrote:
 
   13, 22 and 32 million dollar loss.  nice.
   can't believe that stuff was public.. (can you really have
   flashbacks about stuff you didn't know :P )
  
   On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz g...@janimation.com
 
   wrote:
   1? the one being ILM?
  
   In 1998, how many customers accounted for a little over 25% of
   Softimage
   revenue?
 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.
 =
 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
 style=font-size:11px;This communication is intended for the addressee
 only. It is confidential. If you have received this communication in error,
 please notify us immediately and destroy the original message. You may not
 copy or disseminate this communication without the permission of the
 University. Only authorised signatories are competent to enter into
 agreements on behalf of the University and recipients are thus advised that
 the content of this message may not be legally binding on the University
 and may contain the personal views and opinions of the author, which are
 not necessarily the views and opinions of The University of the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees in
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RE: Friday Flashback #139

2013-09-27 Thread Graham Bell
I’d take a punt on a games company (or two).

’98, I was at Psygnosis, and they had at least 6 studios, all using Softimage3D

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: 27 September 2013 20:10
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #139


I'm betting on mainframe entertainment
On 27 Sep 2013 20:03, Vladimir Jankijevic 
vladi...@elefantstudios.chmailto:vladi...@elefantstudios.ch wrote:
you can check out the information about ME here: 
http://www.sec.gov/Archives/edgar/data/769397/7693971359/amendedadsk-07x31x2013x10q.htm#s7A652FB4BC8F5928AFE32F96B0F14BD2

make a search on Flagship and/or Maya to see what's important to them ;)

On Fri, Sep 27, 2013 at 1:36 PM, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
With Autodesk financials being public (ie it having to report earning etc) does 
that information allow you to drill down and get a rough idea of Softimage / 
Maya / MAx seats ? Or is it just bundled up with the rest of the M  E 
information.



From: Luc-Eric Rousseau [luceri...@gmail.commailto:luceri...@gmail.com]
Sent: 27 September 2013 07:23 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #139

I'm sure the numbers are accurate. But I'm not sure how to interpret
it though though, because Softimage Co was a subsidiary of Microsoft.
and Microsoft spent a lottt of money for Softimage, more than
Softimage by itself if it had been independent.  example: spending
hugely on siggraph. microsoft was rich and didn't care.

On Fri, Sep 27, 2013 at 1:13 PM, Stephen Blair 
stephenrbl...@gmail.commailto:stephenrbl...@gmail.com wrote:
 I suppose they are as accurate as those in any of the other documents that
 AVID filed with the SEC
 http://1.usa.gov/1fv63a3



 On Fri, Sep 27, 2013 at 12:43 PM, Chris Chia 
 softimage...@gmail.commailto:softimage...@gmail.com wrote:

 Yea nice flashback... But how accurate are those figures?

 Chris


 On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau 
 luceri...@gmail.commailto:luceri...@gmail.com
 wrote:

  13, 22 and 32 million dollar loss.  nice.
  can't believe that stuff was public.. (can you really have
  flashbacks about stuff you didn't know :P )
 
  On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz 
  g...@janimation.commailto:g...@janimation.com
  wrote:
  1? the one being ILM?
 
  In 1998, how many customers accounted for a little over 25% of
  Softimage
  revenue?
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message. You may not copy or disseminate this communication without the 
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enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
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RE: Friday Flashback #139

2013-09-27 Thread Sven Constable
well, Centropolis did also Indepencence Day back then...lot of visuals
indeed but the director was Roland Emmerich who claimed most of the VFX was
done with matchbox-cars, thrown in the air by some students. I would not
bet on centropolis. :)

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, September 27, 2013 9:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

The contenders I can think of:

- Blue Sky
- Manex Entertainment (Matrix movie the following year)
- Digital Domain
- Centropolis


In hindsight, perhaps DD was the #2 as they made other films besides
Titanic.

Matt




-Original Message-
From: Matt Lind 
Sent: Friday, September 27, 2013 11:59 AM
To: 'softimage@listproc.autodesk.com'
Subject: RE: Friday Flashback #139

Godzilla was also release then and probably used CG more so than Titanic.
I'm betting on Centropolis.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, September 27, 2013 11:54 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

Titanic was released in 1997. If I remember correctly, the ocean stuff was
mentalray with Arete's DNT plugins for Softimage. So maybe Digital Domain? 

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, September 27, 2013 8:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #139

F) 1

Likely ILM.

The real trivia is who was the 2nd customer accounting for the revenue the
previous year?


Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 27, 2013 7:25 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #139

In 1998, how many customers accounted for a little over 25% of Softimage
revenue?

a) 100
b) 50
c) 25
d) 10
e)  5
f)  1

The answer might surprise some.

Friday Flashback #139
In 1998, how many customers accounted for 27% of #Softimage revenue: 
100,50,25,10,5, or 1?
http://wp.me/powV4-2Rg

--
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unsubscribe and reply to the confirmation email.

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Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-27 Thread Alan Fregtman
If anyone's interested, Rodeo's put up a few more nice making-of videos:

http://vimeo.com/74730094 (this is my fav)
http://vimeo.com/74729133
http://vimeo.com/75252736

ICE used for the MGM ground crowds, the falling money (and some of the
bills being sucked into the vents) and the fancy motiongraphic'y
projection animated cubey stuff on the walls of the building shot.



On Fri, Sep 13, 2013 at 4:22 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Hey guys,

 Rodeo has put up a full breakdown reel of this and other work for the film:
 http://www.rodeofx.com/all-films/now-you-see-me

 Enjoy! :)



 On Fri, Sep 13, 2013 at 3:32 PM, Eric Thivierge ethivie...@hybride.comwrote:

 You think this is a GAME!?!?!?! :P


 On September-13-13 3:27:29 PM, Guillaume Laforge wrote:

 Should be the same game oriented software. ;-P




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Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-27 Thread Sebastien Sterling
Crowd sym's are like a game and there are rules and you have to follow them
CAUSE ITS NOT A GAME !

Baffling work Rodeo people, for a film about magic tricks, looks like there
was a lot more magic on screen then the average viewer would expect :)


On 27 September 2013 22:53, Alan Fregtman alan.fregt...@gmail.com wrote:

 If anyone's interested, Rodeo's put up a few more nice making-of videos:

 http://vimeo.com/74730094 (this is my fav)
 http://vimeo.com/74729133
 http://vimeo.com/75252736

 ICE used for the MGM ground crowds, the falling money (and some of the
 bills being sucked into the vents) and the fancy motiongraphic'y
 projection animated cubey stuff on the walls of the building shot.



 On Fri, Sep 13, 2013 at 4:22 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Hey guys,

 Rodeo has put up a full breakdown reel of this and other work for the
 film:
 http://www.rodeofx.com/all-films/now-you-see-me

 Enjoy! :)



 On Fri, Sep 13, 2013 at 3:32 PM, Eric Thivierge 
 ethivie...@hybride.comwrote:

 You think this is a GAME!?!?!?! :P


 On September-13-13 3:27:29 PM, Guillaume Laforge wrote:

 Should be the same game oriented software. ;-P





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 unsubscribe and reply to the confirmation email.

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Re: Dual Quaternion ICE node woes...

2013-09-27 Thread Eric Thivierge
Everyone leave my cat out of this...  but do continue to fear the beard.
Happy Friday!


Eric Thivierge
http://www.ethivierge.com


On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind ml...@carbinestudios.com wrote:

 Wouldn’t that be evil if he’s allergic to cats?

 ** **

 Matt

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim
 *Sent:* Thursday, September 26, 2013 10:36 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Dual Quaternion ICE node woes...

 ** **

 Somebody please give Eric and his kitten a kiss already...

 ** **

 On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Yeah, I said it first so I win. Got you this time Fregtman!!! In your
 face!


 On September-26-13 5:20:17 PM, Sergio Mucino wrote:
  Thanks Alan! I did following Eric's instructions, and it worked like a
  charm. Thanks again! Day saved... :-)
 

  *Sergio Mucino*

  Lead Rigger
  Modus FX
 
  On 26/09/2013 4:11 PM, Alan Fregtman wrote:
  Hello again,
 
  You must rebuild the deformer group every time you add/remove
  deformers to a envelope used by the DualQuaternion Envelope compound.
 
  1. Rightclick the deformer group, Select Members.
  2. Rightclick again, Remove from Group.
  3. Select enveloped mesh whose deformers changed.
  4. In the menu Envelope-Select Deformer from Envelope (it's kinda
  lying, it selects more than one.)
  5. Rightclick the group, Add to group.
 
  Deleting the group and making it again from the selected deformers
  (via Select Deformer from Envelope) works too.
 
  That should fix it.
  Cheers,
 
 -- Alan
 
 
 
 
 
  On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino

  sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote:
 
  I'm seeing something quite strange with this node here, and I
  have no idea why it is happening.
  I've got this mesh that had already been rigged. It has a lot of
  stuff going on, but most of it I can ignore (I have already
  tested it doesn't relate to my problem). There is an Envelope
  Operator (muted... more on this later) that is used to deform the
  mesh. On top of it, there's an ICE Tree. This tree has a Dual
  Quat node that blends between linear and DQ deformations. The
  Envelope Cluster Property is set to reference the Envelope
  Weights cluster that already exists on the mesh. There is a
  referenced Deformer Group, which references the objects deforming
  the mesh. Everything pretty standard.
  The problem is that Animation has requested to have some more
  controls on a certain part of the mesh to deform it. I've created
  the rig, and I'm ready to include the deformers in the Envelope
  so they can deform the mesh. I made sure to include them in the
  group referenced by the Deformer Group in the ICE DQ node. I
  added them to the Envelope with Automatic Reassign set to off (so
  I would not disturb the existing deformations, and just paint my
  new influences manually), and when I start painting an area of
  the mesh to have it be affected by one of my new deformer, the
  weighted verts move back to [0,0,0]!
  I've disconnected and reconnected this DQ node and saw that it is
  the one causing the problem. I have no idea why it is sending the
  verts down to the origin even if the deformer has not been moved
  yet. As a matter of fact, moving the deformer makes no
  difference. If I unmute the Envelope operator, I can see the
  verts move a bit with the deformer, but they're still at the
  origin. I guess the operator was muted because the deformations
  coming from it are not needed, only the weights stored in the
  weight map and referenced by the DQ node.
  Anyone has any clues as to why my vert weights are being
  'rejected' (or whatever this is) by the DQ node, and how to get
  it to 'refresh' or accept them somehow? I would hate to have to
  rig this on a separate copy of the mesh and blend the point
  movements onto this one, but if that's what it takes to get this
  going, I'll have to.
  Thanks for any help!
  --

  *Sergio Mucino*

  Lead Rigger
  Modus FX
 
  --
  To unsubscribe: mail softimage-requ...@listproc.autodesk.com

  mailto:softimage-requ...@listproc.autodesk.com with subject

  unsubscribe and reply to the confirmation email.
 
 
 
 
  --

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

 
 
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 subject unsubscribe and reply to the confirmation email.

 --
 To unsubscribe: 

Re: Dual Quaternion ICE node woes...

2013-09-27 Thread Ahmidou Lyazidi
You mean happy saturday right ? ;)

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/9/28 Eric Thivierge ethivie...@gmail.com

 Everyone leave my cat out of this...  but do continue to fear the beard.
 Happy Friday!

 
 Eric Thivierge
 http://www.ethivierge.com


 On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind ml...@carbinestudios.comwrote:

 Wouldn’t that be evil if he’s allergic to cats?

 ** **

 Matt

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim
 *Sent:* Thursday, September 26, 2013 10:36 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Dual Quaternion ICE node woes...

 ** **

 Somebody please give Eric and his kitten a kiss already...

 ** **

 On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Yeah, I said it first so I win. Got you this time Fregtman!!! In your
 face!


 On September-26-13 5:20:17 PM, Sergio Mucino wrote:
  Thanks Alan! I did following Eric's instructions, and it worked like a
  charm. Thanks again! Day saved... :-)
 

  *Sergio Mucino*

  Lead Rigger
  Modus FX
 
  On 26/09/2013 4:11 PM, Alan Fregtman wrote:
  Hello again,
 
  You must rebuild the deformer group every time you add/remove
  deformers to a envelope used by the DualQuaternion Envelope compound.
 
  1. Rightclick the deformer group, Select Members.
  2. Rightclick again, Remove from Group.
  3. Select enveloped mesh whose deformers changed.
  4. In the menu Envelope-Select Deformer from Envelope (it's kinda
  lying, it selects more than one.)
  5. Rightclick the group, Add to group.
 
  Deleting the group and making it again from the selected deformers
  (via Select Deformer from Envelope) works too.
 
  That should fix it.
  Cheers,
 
 -- Alan
 
 
 
 
 
  On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino

  sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote:
 
  I'm seeing something quite strange with this node here, and I
  have no idea why it is happening.
  I've got this mesh that had already been rigged. It has a lot of
  stuff going on, but most of it I can ignore (I have already
  tested it doesn't relate to my problem). There is an Envelope
  Operator (muted... more on this later) that is used to deform the
  mesh. On top of it, there's an ICE Tree. This tree has a Dual
  Quat node that blends between linear and DQ deformations. The
  Envelope Cluster Property is set to reference the Envelope
  Weights cluster that already exists on the mesh. There is a
  referenced Deformer Group, which references the objects deforming
  the mesh. Everything pretty standard.
  The problem is that Animation has requested to have some more
  controls on a certain part of the mesh to deform it. I've created
  the rig, and I'm ready to include the deformers in the Envelope
  so they can deform the mesh. I made sure to include them in the
  group referenced by the Deformer Group in the ICE DQ node. I
  added them to the Envelope with Automatic Reassign set to off (so
  I would not disturb the existing deformations, and just paint my
  new influences manually), and when I start painting an area of
  the mesh to have it be affected by one of my new deformer, the
  weighted verts move back to [0,0,0]!
  I've disconnected and reconnected this DQ node and saw that it is
  the one causing the problem. I have no idea why it is sending the
  verts down to the origin even if the deformer has not been moved
  yet. As a matter of fact, moving the deformer makes no
  difference. If I unmute the Envelope operator, I can see the
  verts move a bit with the deformer, but they're still at the
  origin. I guess the operator was muted because the deformations
  coming from it are not needed, only the weights stored in the
  weight map and referenced by the DQ node.
  Anyone has any clues as to why my vert weights are being
  'rejected' (or whatever this is) by the DQ node, and how to get
  it to 'refresh' or accept them somehow? I would hate to have to
  rig this on a separate copy of the mesh and blend the point
  movements onto this one, but if that's what it takes to get this
  going, I'll have to.
  Thanks for any help!
  --

  *Sergio Mucino*

  Lead Rigger
  Modus FX
 
  --
  To unsubscribe: mail softimage-requ...@listproc.autodesk.com

  mailto:softimage-requ...@listproc.autodesk.com with subject

  unsubscribe and reply to the confirmation email.
 
 
 
 
  --

  To unsubscribe: mailsoftimage-requ...@listproc.autodesk.com  with
 subject unsubscribe and 

Re: Dual Quaternion ICE node woes...

2013-09-27 Thread Eric Thivierge
No.


Eric Thivierge
http://www.ethivierge.com


On Fri, Sep 27, 2013 at 7:57 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 You mean happy saturday right ? ;)

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 http://www.cappuccino-films.com


 2013/9/28 Eric Thivierge ethivie...@gmail.com

 Everyone leave my cat out of this...  but do continue to fear the beard.
 Happy Friday!

 
 Eric Thivierge
 http://www.ethivierge.com


 On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind ml...@carbinestudios.comwrote:

 Wouldn’t that be evil if he’s allergic to cats?

 ** **

 Matt

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim
 *Sent:* Thursday, September 26, 2013 10:36 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Dual Quaternion ICE node woes...

 ** **

 Somebody please give Eric and his kitten a kiss already...

 ** **

 On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Yeah, I said it first so I win. Got you this time Fregtman!!! In your
 face!


 On September-26-13 5:20:17 PM, Sergio Mucino wrote:
  Thanks Alan! I did following Eric's instructions, and it worked like a
  charm. Thanks again! Day saved... :-)
 

  *Sergio Mucino*

  Lead Rigger
  Modus FX
 
  On 26/09/2013 4:11 PM, Alan Fregtman wrote:
  Hello again,
 
  You must rebuild the deformer group every time you add/remove
  deformers to a envelope used by the DualQuaternion Envelope compound.
 
  1. Rightclick the deformer group, Select Members.
  2. Rightclick again, Remove from Group.
  3. Select enveloped mesh whose deformers changed.
  4. In the menu Envelope-Select Deformer from Envelope (it's kinda
  lying, it selects more than one.)
  5. Rightclick the group, Add to group.
 
  Deleting the group and making it again from the selected deformers
  (via Select Deformer from Envelope) works too.
 
  That should fix it.
  Cheers,
 
 -- Alan
 
 
 
 
 
  On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino

  sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote:
 
  I'm seeing something quite strange with this node here, and I
  have no idea why it is happening.
  I've got this mesh that had already been rigged. It has a lot of
  stuff going on, but most of it I can ignore (I have already
  tested it doesn't relate to my problem). There is an Envelope
  Operator (muted... more on this later) that is used to deform the
  mesh. On top of it, there's an ICE Tree. This tree has a Dual
  Quat node that blends between linear and DQ deformations. The
  Envelope Cluster Property is set to reference the Envelope
  Weights cluster that already exists on the mesh. There is a
  referenced Deformer Group, which references the objects deforming
  the mesh. Everything pretty standard.
  The problem is that Animation has requested to have some more
  controls on a certain part of the mesh to deform it. I've created
  the rig, and I'm ready to include the deformers in the Envelope
  so they can deform the mesh. I made sure to include them in the
  group referenced by the Deformer Group in the ICE DQ node. I
  added them to the Envelope with Automatic Reassign set to off (so
  I would not disturb the existing deformations, and just paint my
  new influences manually), and when I start painting an area of
  the mesh to have it be affected by one of my new deformer, the
  weighted verts move back to [0,0,0]!
  I've disconnected and reconnected this DQ node and saw that it is
  the one causing the problem. I have no idea why it is sending the
  verts down to the origin even if the deformer has not been moved
  yet. As a matter of fact, moving the deformer makes no
  difference. If I unmute the Envelope operator, I can see the
  verts move a bit with the deformer, but they're still at the
  origin. I guess the operator was muted because the deformations
  coming from it are not needed, only the weights stored in the
  weight map and referenced by the DQ node.
  Anyone has any clues as to why my vert weights are being
  'rejected' (or whatever this is) by the DQ node, and how to get
  it to 'refresh' or accept them somehow? I would hate to have to
  rig this on a separate copy of the mesh and blend the point
  movements onto this one, but if that's what it takes to get this
  going, I'll have to.
  Thanks for any help!
  --

  *Sergio Mucino*

  Lead Rigger
  Modus FX
 
  --
  To unsubscribe: mail softimage-requ...@listproc.autodesk.com

  mailto:softimage-requ...@listproc.autodesk.com with subject