Help! Problems with referenced models & Mixer.

2013-10-29 Thread Jack Kao
Help! We are running into this obscure problem in our production with
Mixers in referenced models not updating. Even when we delete the Mixer
altogether and save it out as a new scene, the Mixer would magically
reappear upon reloading this newly saved scene.

All of the settings in the referenced model Delta are default, and the
model that’s being referenced has no innate animation/Mixer/Delta
information to speak of and functions fine in other scenes.

I am at my wits end and have no idea what may be causing this issue or how
to even reproduce it. Has anyone run into this kind of problem and what are
your solutions?



Thank you so much!

Jack


RE: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Leonard Koch
If I'm understanding you correctly, then LK Skinner should solve your
problem.
You can get it on http://www.rray.de and http://www.leonardkoch.com
On Oct 29, 2013 5:07 PM, "Manny Papamanos" 
wrote:

> Don't know if you have the option but you can use Plot>shape on the point
> cached mesh .
> I then tested Cage and that worked, GATOR also worked even when frozen .
>
> -manny
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
> Sent: Tuesday, October 29, 2013 4:32 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Equivalent to Maya's Wrap Deformer...
>
> Thanks Manny. Earlier in the thread I explained why GATOR won't work for
> me in this case. Thanks anyway!
>
> [cid:image001.gif@01CED4D1.2F309710]
>
> On 29/10/2013 4:24 PM, Manny Papamanos wrote:
>
> Don't mean to hijack.
>
> >From my tests on an envelope using extract then using those extracted
> polys as a cage, won't work.
>
> Use the actual skin mesh instead or duplicate it and delete what you don't
> need and use that as a cage.
>
>
>
> The solution I would use is to GATOR the mud to the char.
>
> Merge all the mud if you want to have a single element.
>
> Gator that to the character.
>
> Freeze the GATOR op.
>
>
>
> Gator is mostly practical because you will be dealing with 'weight deform'
> once frozen which is very fast.
>
>
>
>
>
> Also, you can save alot of time by testing on a simple scenario first and
> not on the production sample.
>
>
>
>
>
>
>
> Manny Papamanos
>
> Product Support Specialist
>
> Softimage and Motionbuilder
>
>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
>
> Sent: Tuesday, October 29, 2013 4:11 PM
>
> To: softimage
>
> Subject: Re: Equivalent to Maya's Wrap Deformer...
>
>
>
> Hi Steven,
>
>
>
> Well this is something I have created recently so maybe I haven't spotted
> the issues you're talking about.
>
> Though, I remember Enoch mentioning that the ICECageDeform wasn't working
> in 2010 but does in 2013. So maybe something has been fixed.
>
>
>
> My version use a similar approach, I simplified a little bit and added
> blend and scale support.
>
>
>
> Jeremie
>
>
>
>
>
> On 29 October 2013 12:55, Steven Caron  car...@gmail.com>>
> wrote:
>
> you might be able to skip the 'extraction' step because ICE might be
> faster.
>
>
>
>
>
> On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino   >> wrote:
>
> Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by
> Hull compound approach, but it's not working, very likely due to what David
> explained). Cheers!
>
>
>
>
>


Re: OT: Rodeo FX's Pacific Rim breakdown reel

2013-10-29 Thread Sebastien Sterling
We don't need their snooty AD expert challenges, we have all our experts
right here :) on the list.

awesome break down, lot of stuff i didn't even tweak where not there,
cracking integration.


On 28 October 2013 01:43, Alan Fregtman  wrote:

> Hey guys,
>
> My employer has put up a breakdown reel of our work on Pacific Rim:
> http://vimeo.com/77822882
>
> Done with Softimage, rendered in Arnold and comped with Nuke.
>
> You can read about some of the work on this old thread of mine:
> https://groups.google.com/forum/#!topic/xsi_list/irlFhq_7U-o
>
> Enjoy! :)
>
>-- Alan
>
>


RE: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Sven Constable
hm, I don't have a problem seeing 3dsmax and Maya as an extension to
Softimage. :) 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien
Sterling
Sent: Tuesday, October 29, 2013 11:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Join the Expert Challenge on November 12th, 2013

 

Extensions ? well that makes it all better i guess... :(

 

On 29 October 2013 18:33, Maurice Patel  wrote:

Sorry about that.
The sessions were created for the extension releases. This is a little
clearer if you click on the registration link but seems to have been
shortened in the email notification. Only 3ds Max, Maya  and Mudbox had
extensions this Q.
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: Tuesday, October 29, 2013 12:11 PM
To: softimage@listproc.autodesk.com
Subject: Fwd: Join the Expert Challenge on November 12th, 2013


Seriously Autodesk WTF?

There seems to be something missing here:





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RE: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Manny Papamanos
Don't know if you have the option but you can use Plot>shape on the point 
cached mesh .
I then tested Cage and that worked, GATOR also worked even when frozen .

-manny


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, October 29, 2013 4:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...

Thanks Manny. Earlier in the thread I explained why GATOR won't work for me in 
this case. Thanks anyway!

[cid:image001.gif@01CED4D1.2F309710]

On 29/10/2013 4:24 PM, Manny Papamanos wrote:

Don't mean to hijack.

>From my tests on an envelope using extract then using those extracted polys as 
>a cage, won't work.

Use the actual skin mesh instead or duplicate it and delete what you don't need 
and use that as a cage.



The solution I would use is to GATOR the mud to the char.

Merge all the mud if you want to have a single element.

Gator that to the character.

Freeze the GATOR op.



Gator is mostly practical because you will be dealing with 'weight deform' once 
frozen which is very fast.





Also, you can save alot of time by testing on a simple scenario first and not 
on the production sample.







Manny Papamanos

Product Support Specialist

Softimage and Motionbuilder



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin

Sent: Tuesday, October 29, 2013 4:11 PM

To: softimage

Subject: Re: Equivalent to Maya's Wrap Deformer...



Hi Steven,



Well this is something I have created recently so maybe I haven't spotted the 
issues you're talking about.

Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 
2010 but does in 2013. So maybe something has been fixed.



My version use a similar approach, I simplified a little bit and added blend 
and scale support.



Jeremie





On 29 October 2013 12:55, Steven Caron 
mailto:car...@gmail.com>>
 wrote:

you might be able to skip the 'extraction' step because ICE might be faster.





On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino 
mailto:sergio.muc...@modusfx.com>>
 wrote:

Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull 
compound approach, but it's not working, very likely due to what David 
explained). Cheers!




<>

Re: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Sebastien Sterling
Extensions ? well that makes it all better i guess... :(


On 29 October 2013 18:33, Maurice Patel  wrote:

> Sorry about that.
> The sessions were created for the extension releases. This is a little
> clearer if you click on the registration link but seems to have been
> shortened in the email notification. Only 3ds Max, Maya  and Mudbox had
> extensions this Q.
> Maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
> Sent: Tuesday, October 29, 2013 12:11 PM
> To: softimage@listproc.autodesk.com
> Subject: Fwd: Join the Expert Challenge on November 12th, 2013
>
> Seriously Autodesk WTF?
>
> There seems to be something missing here:
>
>
>
>
> [Autodesk]
>
>
> The Expert Challenge - Your opportunity to chat with our 3D experts LIVE!
>
> Register for The Expert Challenge Now!
>
>
> Join the Expert Challenge on November 12th, 2013, where you can ask our
> experts your toughest 3D questions.
>
> Meet the people behind the products, from product managers and designers
> to our technical specialists, they will all be there. So get your product,
> industry, workflow and development questions ready!
>
> Don't miss your opportunity, register today and submit your questions.
>
> [Register Now]<
> https://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30&FORMID=22d5ea20053816472db955dc21233d18&INTID=57512d0d8c10bbedcdb9808b2c69ccb7&AUDID=5c8d210e821e82719f214fa979e8b95a66a6a76bf1b1ea25&DECODE=1&URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30&LID=d28c4f62bbfe3b399b4b3e8e688e872c
> >
>
> Choose from the following sessions designed to fit your schedule.
>
> Autodesk® Mudbox® software
>
> Tuesday, November 12th, 2013
>
> 7:00 AM PST/
> 10:00 AM EST
>
> Autodesk® 3ds Max® software
>
> Tuesday, November 12th, 2013
>
> 8:30 AM PST/
> 11:30 AM EST
>
> Autodesk® Maya® software
>
> Tuesday, November 12th, 2013
>
> 10:30 AM PST/
> 1:30 PM EST
>
> Autodesk® Maya® software
>
> Tuesday, November 12th, 2013
>
> 6:00 PM PST/
> 9:00 PM EST
>
> Autodesk® 3ds Max® software
>
> Tuesday, November 12th, 2013
>
> 7:30 PM PST/
> 10:30 PM EST
>
> Autodesk® Mudbox® software
>
> Tues/Wed November 12th/13th, 2013
>
> 9:30 PM PST/
> 12:30 AM EST
>
>
>
>
> [industry image]
>
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Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino

  
  
Thanks Manny. Earlier in the thread I explained why GATOR won't work
for me in this case. Thanks anyway!

  

On 29/10/2013 4:24 PM, Manny Papamanos wrote:

  Don't mean to hijack.
>From my tests on an envelope using extract then using those extracted polys as a cage, won't work.
Use the actual skin mesh instead or duplicate it and delete what you don't need and use that as a cage.

The solution I would use is to GATOR the mud to the char.
Merge all the mud if you want to have a single element.
Gator that to the character.
Freeze the GATOR op.

Gator is mostly practical because you will be dealing with 'weight deform' once frozen which is very fast.


Also, you can save alot of time by testing on a simple scenario first and not on the production sample.



Manny Papamanos
Product Support Specialist
Softimage and Motionbuilder

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: Tuesday, October 29, 2013 4:11 PM
To: softimage
Subject: Re: Equivalent to Maya's Wrap Deformer...

Hi Steven,

Well this is something I have created recently so maybe I haven't spotted the issues you're talking about.
Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed.

My version use a similar approach, I simplified a little bit and added blend and scale support.

Jeremie


On 29 October 2013 12:55, Steven Caron  wrote:
you might be able to skip the 'extraction' step because ICE might be faster.


On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino  wrote:
Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers!




  



RE: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Manny Papamanos
Don't mean to hijack.
>From my tests on an envelope using extract then using those extracted polys as 
>a cage, won't work.
Use the actual skin mesh instead or duplicate it and delete what you don't need 
and use that as a cage.

The solution I would use is to GATOR the mud to the char.
Merge all the mud if you want to have a single element.
Gator that to the character.
Freeze the GATOR op.

Gator is mostly practical because you will be dealing with 'weight deform' once 
frozen which is very fast.


Also, you can save alot of time by testing on a simple scenario first and not 
on the production sample.



Manny Papamanos
Product Support Specialist
Softimage and Motionbuilder

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: Tuesday, October 29, 2013 4:11 PM
To: softimage
Subject: Re: Equivalent to Maya's Wrap Deformer...

Hi Steven,

Well this is something I have created recently so maybe I haven't spotted the 
issues you're talking about.
Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 
2010 but does in 2013. So maybe something has been fixed.

My version use a similar approach, I simplified a little bit and added blend 
and scale support.

Jeremie


On 29 October 2013 12:55, Steven Caron 
mailto:car...@gmail.com>> wrote:
you might be able to skip the 'extraction' step because ICE might be faster.


On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino 
mailto:sergio.muc...@modusfx.com>> wrote:
Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull 
compound approach, but it's not working, very likely due to what David 
explained). Cheers!


<>

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Jeremie Passerin
Hi Steven,

Well this is something I have created recently so maybe I haven't spotted
the issues you're talking about.
Though, I remember Enoch mentioning that the ICECageDeform wasn't working
in 2010 but does in 2013. So maybe something has been fixed.

My version use a similar approach, I simplified a little bit and added
blend and scale support.

Jeremie



On 29 October 2013 12:55, Steven Caron  wrote:

> you might be able to skip the 'extraction' step because ICE might be
> faster.
>
>
>
> On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino  > wrote:
>
>>  Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform
>> by Hull compound approach, but it's not working, very likely due to what
>> David explained). Cheers!
>>
>
>


Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Steven Caron
you might be able to skip the 'extraction' step because ICE might be faster.


On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino
wrote:

>  Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform
> by Hull compound approach, but it's not working, very likely due to what
> David explained). Cheers!
>


Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino

  
  
Ah, that makes sense. And unfortunately for me, throws this solution
out the window. Time to look at something else. Thanks David!

  

On 29/10/2013 3:38 PM, David Barosin wrote:

  
My guess is that when you extract polygons it makes a new
  object with the center at world 0,0,0.   The extracted
  polygons are not really deforming with the source geo but
  rather getting extracted at each frame in the new pose.  So
  the cage deformer is seeing this as a new bind pose rather
  than a deformation.    
  

  
  

On Tue, Oct 29, 2013 at 3:28 PM, Steven
  Caron 
  wrote:
  
did you freeze the weights? the performance
  should pick up once you freeze the weights. also, use
  settings like where mentioned earlier in this thread
  (search distances and such)
  

  
  also, i don't know much about your pipeline but why
does animation need to see these mud patches? surely
this could be a job for character effects department? or
maybe they are hidden right before point caching?
  
  
  lastly, an ICE cage deformer is possible, here is one
way to do it...
  
  
  http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url="">
  
  
  not the most ideal because of the mesh copy required,
which can that can be removed if one knows the cavaets
with ICE attributes, ref models, and ICE optimizations


  

  
  
  On Tue, Oct 29, 2013 at 12:16
PM, Sergio Mucino 
wrote:

   Reviving
this topic...
I got back to working on this issue, and found a
couple of issues.
First, I'll describe what's going on. I've got a
character's coat, to which we're attaching some
mud patches. To do this, I selected the polys
under the mud patches, and extracted them as
suggested before. Everything works (the
extracted mesh does follow the original coat's
deformations). My idea was to use these
extracted polys as a cage for a cage deformer on
the mud patches.
I'm having two issues. First, creating the cage
deformer on the mud patches mesh, using the
extracted mesh as the cage, has thrown out any
sense of interactivity out the window, big time.
The rig went from real time to "wait 10 seconds
for anything to happen". The animators will
definitely not work with this.
Second, I don't know if it's related to the
above or not, but it seems the cage deformer is
not really working (as expected, at least).
There's a mud splat on the forearm, for example.
When SI finished applying the cage deformer to
the mud patches, I can see the weight points all
over the mud mesh. Fine. However when I rotate
the forearm up (and after waiting for a while
for anything to happen), the patch on the
forearm loses all its weight colors and goes
completely blue, staying in its place, instead
of following the forearm. Its as if the cage
that influences it walked away, leaving it with
no weights (instead of it following the cage). I
don't know if its because the deformer does not
understand the procedural deformations happening
on the extracted mesh or what. I also tried
moving the cage operator from the Modeling stack
over to the Animation stack. It made no
difference.
In any case, the complete grind in performance
may stop me from using this approach at all. I'm
open to additional suggestions. If anyone knows
of alternative ways (ICE?) of deforming a mesh
  

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino

  
  
You're right. Freezing the weights did help. However, for whatever
reason, the mesh is still not picking up the cage's deformations. It
just stays still... no idea what's going on here.
I'll look into the ICE alternative. I'll see what I can come up
with.
I'll also check with the CG sup about having these patches bypass
the anim dept. We cache everything afterwards anyway, but I need
them to move first.
Thanks Steven!

  

On 29/10/2013 3:28 PM, Steven Caron wrote:

  did you freeze the weights? the performance should
pick up once you freeze the weights. also, use settings like
where mentioned earlier in this thread (search distances and
such)


also, i don't know much about your pipeline but why does
  animation need to see these mud patches? surely this could be
  a job for character effects department? or maybe they are
  hidden right before point caching?


lastly, an ICE cage deformer is possible, here is one way
  to do it...


http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url="">


not the most ideal because of the mesh copy required, which
  can that can be removed if one knows the cavaets with ICE
  attributes, ref models, and ICE optimizations
  
  


On Tue, Oct 29, 2013 at 12:16 PM,
  Sergio Mucino 
  wrote:
  
 Reviving this
  topic...
  I got back to working on this issue, and found a couple of
  issues.
  First, I'll describe what's going on. I've got a
  character's coat, to which we're attaching some mud
  patches. To do this, I selected the polys under the mud
  patches, and extracted them as suggested before.
  Everything works (the extracted mesh does follow the
  original coat's deformations). My idea was to use these
  extracted polys as a cage for a cage deformer on the mud
  patches.
  I'm having two issues. First, creating the cage deformer
  on the mud patches mesh, using the extracted mesh as the
  cage, has thrown out any sense of interactivity out the
  window, big time. The rig went from real time to "wait 10
  seconds for anything to happen". The animators will
  definitely not work with this.
  Second, I don't know if it's related to the above or not,
  but it seems the cage deformer is not really working (as
  expected, at least). There's a mud splat on the forearm,
  for example. When SI finished applying the cage deformer
  to the mud patches, I can see the weight points all over
  the mud mesh. Fine. However when I rotate the forearm up
  (and after waiting for a while for anything to happen),
  the patch on the forearm loses all its weight colors and
  goes completely blue, staying in its place, instead of
  following the forearm. Its as if the cage that influences
  it walked away, leaving it with no weights (instead of it
  following the cage). I don't know if its because the
  deformer does not understand the procedural deformations
  happening on the extracted mesh or what. I also tried
  moving the cage operator from the Modeling stack over to
  the Animation stack. It made no difference.
  In any case, the complete grind in performance may stop me
  from using this approach at all. I'm open to additional
  suggestions. If anyone knows of alternative ways (ICE?) of
  deforming a mesh with another, I'm all ears.
  Before anyone suggests this one... GATOR is not an option
  (the original coat uses a very complex system of layered
  deformations involving envelopes, lattices, and ICE trees.
  GATOR seems to ignore a lot of these things).
  Cheers!!
  

  
 
  On 24/10/2013 6:03 PM, Sergio Mucino wrote:
   This is definitely gonna
work. Thanks Grahame! I'll continue tomorrow.

  

On 24/10/2013 5:54 PM, Sergio Mucino wrote:
 Ah, if I had known that...
  :-)
  I spent like half an hour deleting polys on my
  copy. But of course, I ended up with a completely
  independent object. Sound like what you suggest
  would 

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread David Barosin
My guess is that when you extract polygons it makes a new object with the
center at world 0,0,0.   The extracted polygons are not really deforming
with the source geo but rather getting extracted at each frame in the new
pose.  So the cage deformer is seeing this as a new bind pose rather than a
deformation.



On Tue, Oct 29, 2013 at 3:28 PM, Steven Caron  wrote:

> did you freeze the weights? the performance should pick up once you freeze
> the weights. also, use settings like where mentioned earlier in this thread
> (search distances and such)
>
> also, i don't know much about your pipeline but why does animation need to
> see these mud patches? surely this could be a job for character effects
> department? or maybe they are hidden right before point caching?
>
> lastly, an ICE cage deformer is possible, here is one way to do it...
>
>
> http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/idef_deforms.htm,topicNumber=d30e295689
>
> not the most ideal because of the mesh copy required, which can that can
> be removed if one knows the cavaets with ICE attributes, ref models, and
> ICE optimizations
>
>
> On Tue, Oct 29, 2013 at 12:16 PM, Sergio Mucino  > wrote:
>
>>  Reviving this topic...
>> I got back to working on this issue, and found a couple of issues.
>> First, I'll describe what's going on. I've got a character's coat, to
>> which we're attaching some mud patches. To do this, I selected the polys
>> under the mud patches, and extracted them as suggested before. Everything
>> works (the extracted mesh does follow the original coat's deformations). My
>> idea was to use these extracted polys as a cage for a cage deformer on the
>> mud patches.
>> I'm having two issues. First, creating the cage deformer on the mud
>> patches mesh, using the extracted mesh as the cage, has thrown out any
>> sense of interactivity out the window, big time. The rig went from real
>> time to "wait 10 seconds for anything to happen". The animators will
>> definitely not work with this.
>> Second, I don't know if it's related to the above or not, but it seems
>> the cage deformer is not really working (as expected, at least). There's a
>> mud splat on the forearm, for example. When SI finished applying the cage
>> deformer to the mud patches, I can see the weight points all over the mud
>> mesh. Fine. However when I rotate the forearm up (and after waiting for a
>> while for anything to happen), the patch on the forearm loses all its
>> weight colors and goes completely blue, staying in its place, instead of
>> following the forearm. Its as if the cage that influences it walked away,
>> leaving it with no weights (instead of it following the cage). I don't know
>> if its because the deformer does not understand the procedural deformations
>> happening on the extracted mesh or what. I also tried moving the cage
>> operator from the Modeling stack over to the Animation stack. It made no
>> difference.
>> In any case, the complete grind in performance may stop me from using
>> this approach at all. I'm open to additional suggestions. If anyone knows
>> of alternative ways (ICE?) of deforming a mesh with another, I'm all ears.
>> Before anyone suggests this one... GATOR is not an option (the original
>> coat uses a very complex system of layered deformations involving
>> envelopes, lattices, and ICE trees. GATOR seems to ignore a lot of these
>> things).
>> Cheers!!
>>
>>
>> On 24/10/2013 6:03 PM, Sergio Mucino wrote:
>>
>> This is definitely gonna work. Thanks Grahame! I'll continue tomorrow.
>>
>>
>> On 24/10/2013 5:54 PM, Sergio Mucino wrote:
>>
>> Ah, if I had known that... :-)
>> I spent like half an hour deleting polys on my copy. But of course, I
>> ended up with a completely independent object. Sound like what you suggest
>> would retain a connection to the original object, which is what I'd need.
>> I will give it a go.
>>
>>
>> On 24/10/2013 5:53 PM, Grahame Fuller wrote:
>>
>> Oh I must have missed that, sorry. On the original object, select the 
>> polygons that you don't want to delete and choose Model > Create > Poly Mesh 
>> > Extract Polygons (keep). The selected polygons will be copied to a new 
>> object (the old ones will be left alone). As long as you don't freeze the 
>> Extract Polygons operator, it should update properly.
>>
>> gray
>>
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com 
>> ] On Behalf Of Sergio Mucino
>> Sent: Thursday, October 24, 2013 5:45 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Equivalent to Maya's Wrap Deformer...
>>
>> Looks like I will have a few problems here...
>>
>> 1. I cannot reduce the cage polygon count. Actually, it is a hi-res model 
>> (not crazy polygon counts, but still). I need to attach to it a copy of 
>> itself, but with lots of polygons deleted. Kinda like attaching polygon 
>> patches that need to follow it. So, I'm trying to get a lower-res mesh to 
>> foll

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Steven Caron
did you freeze the weights? the performance should pick up once you freeze
the weights. also, use settings like where mentioned earlier in this thread
(search distances and such)

also, i don't know much about your pipeline but why does animation need to
see these mud patches? surely this could be a job for character effects
department? or maybe they are hidden right before point caching?

lastly, an ICE cage deformer is possible, here is one way to do it...

http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/idef_deforms.htm,topicNumber=d30e295689

not the most ideal because of the mesh copy required, which can that can be
removed if one knows the cavaets with ICE attributes, ref models, and ICE
optimizations


On Tue, Oct 29, 2013 at 12:16 PM, Sergio Mucino
wrote:

>  Reviving this topic...
> I got back to working on this issue, and found a couple of issues.
> First, I'll describe what's going on. I've got a character's coat, to
> which we're attaching some mud patches. To do this, I selected the polys
> under the mud patches, and extracted them as suggested before. Everything
> works (the extracted mesh does follow the original coat's deformations). My
> idea was to use these extracted polys as a cage for a cage deformer on the
> mud patches.
> I'm having two issues. First, creating the cage deformer on the mud
> patches mesh, using the extracted mesh as the cage, has thrown out any
> sense of interactivity out the window, big time. The rig went from real
> time to "wait 10 seconds for anything to happen". The animators will
> definitely not work with this.
> Second, I don't know if it's related to the above or not, but it seems the
> cage deformer is not really working (as expected, at least). There's a mud
> splat on the forearm, for example. When SI finished applying the cage
> deformer to the mud patches, I can see the weight points all over the mud
> mesh. Fine. However when I rotate the forearm up (and after waiting for a
> while for anything to happen), the patch on the forearm loses all its
> weight colors and goes completely blue, staying in its place, instead of
> following the forearm. Its as if the cage that influences it walked away,
> leaving it with no weights (instead of it following the cage). I don't know
> if its because the deformer does not understand the procedural deformations
> happening on the extracted mesh or what. I also tried moving the cage
> operator from the Modeling stack over to the Animation stack. It made no
> difference.
> In any case, the complete grind in performance may stop me from using this
> approach at all. I'm open to additional suggestions. If anyone knows of
> alternative ways (ICE?) of deforming a mesh with another, I'm all ears.
> Before anyone suggests this one... GATOR is not an option (the original
> coat uses a very complex system of layered deformations involving
> envelopes, lattices, and ICE trees. GATOR seems to ignore a lot of these
> things).
> Cheers!!
>
>
> On 24/10/2013 6:03 PM, Sergio Mucino wrote:
>
> This is definitely gonna work. Thanks Grahame! I'll continue tomorrow.
>
>
> On 24/10/2013 5:54 PM, Sergio Mucino wrote:
>
> Ah, if I had known that... :-)
> I spent like half an hour deleting polys on my copy. But of course, I
> ended up with a completely independent object. Sound like what you suggest
> would retain a connection to the original object, which is what I'd need.
> I will give it a go.
>
>
> On 24/10/2013 5:53 PM, Grahame Fuller wrote:
>
> Oh I must have missed that, sorry. On the original object, select the 
> polygons that you don't want to delete and choose Model > Create > Poly Mesh 
> > Extract Polygons (keep). The selected polygons will be copied to a new 
> object (the old ones will be left alone). As long as you don't freeze the 
> Extract Polygons operator, it should update properly.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Sergio Mucino
> Sent: Thursday, October 24, 2013 5:45 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Equivalent to Maya's Wrap Deformer...
>
> Looks like I will have a few problems here...
>
> 1. I cannot reduce the cage polygon count. Actually, it is a hi-res model 
> (not crazy polygon counts, but still). I need to attach to it a copy of 
> itself, but with lots of polygons deleted. Kinda like attaching polygon 
> patches that need to follow it. So, I'm trying to get a lower-res mesh to 
> follow the high-res
>
> 2. The high-res mesh is deforming. It actually has its points set to follow 
> another mesh (another copy) via ICE. The original mesh is the one with all 
> the deformation operators on it (pretty complicated stack of deformations). 
> We don't touch this third mesh... that's why this second high-res has a 
> get/set point positions ICE tree. It's the render mesh.
>
> I'm thinking of a different solution... hold on... I might have something 
> that works

Re: Equivalent to Maya's Wrap Deformer...

2013-10-29 Thread Sergio Mucino

  
  
Reviving this topic...
I got back to working on this issue, and found a couple of issues.
First, I'll describe what's going on. I've got a character's coat,
to which we're attaching some mud patches. To do this, I selected
the polys under the mud patches, and extracted them as suggested
before. Everything works (the extracted mesh does follow the
original coat's deformations). My idea was to use these extracted
polys as a cage for a cage deformer on the mud patches.
I'm having two issues. First, creating the cage deformer on the mud
patches mesh, using the extracted mesh as the cage, has thrown out
any sense of interactivity out the window, big time. The rig went
from real time to "wait 10 seconds for anything to happen". The
animators will definitely not work with this.
Second, I don't know if it's related to the above or not, but it
seems the cage deformer is not really working (as expected, at
least). There's a mud splat on the forearm, for example. When SI
finished applying the cage deformer to the mud patches, I can see
the weight points all over the mud mesh. Fine. However when I rotate
the forearm up (and after waiting for a while for anything to
happen), the patch on the forearm loses all its weight colors and
goes completely blue, staying in its place, instead of following the
forearm. Its as if the cage that influences it walked away, leaving
it with no weights (instead of it following the cage). I don't know
if its because the deformer does not understand the procedural
deformations happening on the extracted mesh or what. I also tried
moving the cage operator from the Modeling stack over to the
Animation stack. It made no difference.
In any case, the complete grind in performance may stop me from
using this approach at all. I'm open to additional suggestions. If
anyone knows of alternative ways (ICE?) of deforming a mesh with
another, I'm all ears.
Before anyone suggests this one... GATOR is not an option (the
original coat uses a very complex system of layered deformations
involving envelopes, lattices, and ICE trees. GATOR seems to ignore
a lot of these things).
Cheers!!

  

On 24/10/2013 6:03 PM, Sergio Mucino wrote:

  
  This is definitely gonna work. Thanks Grahame! I'll continue
  tomorrow.
  

  
  On 24/10/2013 5:54 PM, Sergio Mucino wrote:
  

Ah, if I had known that... :-)
I spent like half an hour deleting polys on my copy. But of
course, I ended up with a completely independent object. Sound
like what you suggest would retain a connection to the original
object, which is what I'd need.
I will give it a go.

  

On 24/10/2013 5:53 PM, Grahame Fuller wrote:

  Oh I must have missed that, sorry. On the original object, select the polygons that you don't want to delete and choose Model > Create > Poly Mesh > Extract Polygons (keep). The selected polygons will be copied to a new object (the old ones will be left alone). As long as you don't freeze the Extract Polygons operator, it should update properly.

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...

Looks like I will have a few problems here...

1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not crazy polygon counts, but still). I need to attach to it a copy of itself, but with lots of polygons deleted. Kinda like attaching polygon patches that need to follow it. So, I'm trying to get a lower-res mesh to follow the high-res

2. The high-res mesh is deforming. It actually has its points set to follow another mesh (another copy) via ICE. The original mesh is the one with all the deformation operators on it (pretty complicated stack of deformations). We don't touch this third mesh... that's why this second high-res has a get/set point positions ICE tree. It's the render mesh.

I'm thinking of a different solution... hold on... I might have something that works...

[cid:image001.gif@01CED0E1.ECFD10F0]

On 24/10/2013 5:35 PM, Grahame Fuller wrote:

It's used for a few things, but mostly to keep track of the bind pose so that Softimage knows when a deformer has moved. If it's there it means that at some point you used that object as a deformer. If you're not currently using it as a deformer then you can safely get rid of it, then try to add the object as a cage deformer again. A new property will get created with the current transform values.



gray



From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino

Sent: Thursday, October 24,

Re: Giving texture coordinates to an ICE pointcloud

2013-10-29 Thread Ed Manning
easier to do it without projection; get global y-position per point and use
a rescale node driving a gradient, then set either alpha of point color or
an attribute of your own naming.  bring the appropriate attribute into your
render tree.


On Tue, Oct 29, 2013 at 1:27 PM, Szabolcs Matefy wrote:

> Hoi
>
> ** **
>
> I have a wireframe I created with an ICE node out of a mesh. I’d like to
> adjust the transparency of this cloud with a vertical gradient texture. How
> can I add projection to the cloud to drive the gradient?
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabolcs
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>


Unsharing texture projections

2013-10-29 Thread Matt Lind
Unique problem that should be easy to solve but isn't at first glance.

Softimage, by default, shares texture projections across objects in a duplicate 
process.  The duplicate will reuse the texture projection from the source 
object.  While we can certainly adjust the duplicate/instantiate options to 
force a copy of the texture projection, it doesn't help for cases where the 
duplicate has already been made and heavily modified.

So, short of me digging into the SDK, does anybody have any readymade out 
of the box ideas how to expand the shared texture projection so each object has 
it's own copy of the texture projection?


Matt



Re: SI selections driving me nuts...

2013-10-29 Thread Sergio Mucino

  
  
I've noticed it goes back to Raycast in step 5, when I go back to
Polygon selection mode. I'll see if I can find a preference for the
selection method for said mode.

  

On 29/10/2013 1:13 PM, Sergio Mucino wrote:

  
  I use the pop-over menu inside the "Select" button, at the top
  right of the UI.
  Raycast is pretty useless for me too in Point mode, but it just
  keeps coming back...
  Thanks for  the hotkey tip! I do use a Maya-based keyboard layout,
  but I'll find it. Cheers!
  

  
  On 29/10/2013 12:42 PM, Grahame Fuller wrote:
  
Using the buttons at the top right changes only the filter not the tool, and it seems like activating point selection using Select Adjacent also changed the tool from Raycast to Rectangle. (Raycast selection being not that handy for points.)

I'd suggest using keys: Y is Polygon Rectangle in SI mode -- I'm not sure whether there is an equivalent in Maya mode by default but you can always make one.

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
Sent: Tuesday, October 29, 2013 12:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: SI selections driving me nuts...

I use my own selection toggle tools, but I've never had a problem like that and I can't reproduce your problem even if I try it only using my mouse. SI remembers the last tool I used when changing between selection modes.

How are you changing your selection modes?

On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino  wrote:
Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off.
This is what I'm doing...
1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle.
2. Select some polygons.
3. Select Adjacent -> Points
4. Smooth Envelope Weights on the selected points.
5. Go back to Polygon selection mode.
The select tool is set back to Raycast!! I have to change it with EVERY CHANGE I do! And I have to repeat this operation several dozens of times. SI is driving me crazy with this. Is there a preference somewhere to NEVER change the selection tool unless I explicitly do it? Thanks for any help!
--
[cid:image001.gif@01CED4A3.D66FEC20]


  

  



RE: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Maurice Patel
Sorry about that.
The sessions were created for the extension releases. This is a little clearer 
if you click on the registration link but seems to have been shortened in the 
email notification. Only 3ds Max, Maya  and Mudbox had extensions this Q.
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: Tuesday, October 29, 2013 12:11 PM
To: softimage@listproc.autodesk.com
Subject: Fwd: Join the Expert Challenge on November 12th, 2013

Seriously Autodesk WTF?

There seems to be something missing here:




[Autodesk]


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Giving texture coordinates to an ICE pointcloud

2013-10-29 Thread Szabolcs Matefy
Hoi

I have a wireframe I created with an ICE node out of a mesh. I'd like to adjust 
the transparency of this cloud with a vertical gradient texture. How can I add 
projection to the cloud to drive the gradient?

Cheers


Szabolcs

___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli


Re: SI selections driving me nuts...

2013-10-29 Thread Sergio Mucino

  
  
I use the pop-over menu inside the "Select" button, at the top right
of the UI.
Raycast is pretty useless for me too in Point mode, but it just
keeps coming back...
Thanks for  the hotkey tip! I do use a Maya-based keyboard layout,
but I'll find it. Cheers!

  

On 29/10/2013 12:42 PM, Grahame Fuller wrote:

  Using the buttons at the top right changes only the filter not the tool, and it seems like activating point selection using Select Adjacent also changed the tool from Raycast to Rectangle. (Raycast selection being not that handy for points.)

I'd suggest using keys: Y is Polygon Rectangle in SI mode -- I'm not sure whether there is an equivalent in Maya mode by default but you can always make one.

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
Sent: Tuesday, October 29, 2013 12:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: SI selections driving me nuts...

I use my own selection toggle tools, but I've never had a problem like that and I can't reproduce your problem even if I try it only using my mouse. SI remembers the last tool I used when changing between selection modes.

How are you changing your selection modes?

On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino  wrote:
Okay. I'm not sure if there's a preference for this, but I REALLY want to turn it off.
This is what I'm doing...
1. Go into Polygon selection mode. For some reason, the selection tool is set to Raycast, so I'll switch it back to Rectangle.
2. Select some polygons.
3. Select Adjacent -> Points
4. Smooth Envelope Weights on the selected points.
5. Go back to Polygon selection mode.
The select tool is set back to Raycast!! I have to change it with EVERY CHANGE I do! And I have to repeat this operation several dozens of times. SI is driving me crazy with this. Is there a preference somewhere to NEVER change the selection tool unless I explicitly do it? Thanks for any help!
--
[cid:image001.gif@01CED4A3.D66FEC20]



  



RE: Fwd: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Jeff McFall
We could always log in and ask lots of questions about how one may do the 
things that Softimage already does really well with Maya and Max.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Massimo Galluzzo
Sent: Tuesday, October 29, 2013 12:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: Fwd: Join the Expert Challenge on November 12th, 2013

Maybe they didnt have experts available for Softimage!!
Working as intended i suppose. Depressing even tho i'm not surpised anymore.

The future is bright


From: Paul Griswold
Sent: Tuesday, October 29, 2013 5:11 PM
To: softimage@listproc.autodesk.com
Subject: Fwd: Join the Expert Challenge on November 12th, 2013

Seriously Autodesk WTF?

There seems to be something missing here:




[Autodesk]


The Expert Challenge - Your opportunity to chat with our 3D experts LIVE!

Register for The Expert Challenge Now!


Join the Expert Challenge on November 12th, 2013, where you can ask our experts 
your toughest 3D questions.

Meet the people behind the products, from product managers and designers to our 
technical specialists, they will all be there. So get your product, industry, 
workflow and development questions ready!

Don't miss your opportunity, register today and submit your questions.

[Register 
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Re: Fwd: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Massimo Galluzzo
Maybe they didnt have experts available for Softimage!! 
Working as intended i suppose. Depressing even tho i’m not surpised anymore.

The future is bright


From: Paul Griswold 
Sent: Tuesday, October 29, 2013 5:11 PM
To: softimage@listproc.autodesk.com 
Subject: Fwd: Join the Expert Challenge on November 12th, 2013

Seriously Autodesk WTF?

There seems to be something missing here:



 
 
   
The Expert Challenge – Your opportunity to chat 
with our 3D experts LIVE!  
Register for The Expert Challenge Now!  
 
Join the Expert Challenge on November 12th, 
2013, where you can ask our experts your toughest 3D questions.  
Meet the people behind the products, from 
product managers and designers to our technical specialists, they will all be 
there. So get your product, industry, workflow and development questions ready! 
 
Don't miss your opportunity, register today and 
submit your questions.  
  
Choose from the following sessions designed to 
fit your schedule.  
Autodesk® Mudbox® software  Tuesday, November 
12th, 2013  7:00 AM PST/
10:00 AM EST  
Autodesk® 3ds Max® software  Tuesday, November 
12th, 2013  8:30 AM PST/
11:30 AM EST  
Autodesk® Maya® software  Tuesday, November 
12th, 2013  10:30 AM PST/
1:30 PM EST  
Autodesk® Maya® software  Tuesday, November 
12th, 2013  6:00 PM PST/
9:00 PM EST  
Autodesk® 3ds Max® software  Tuesday, November 
12th, 2013  7:30 PM PST/
10:30 PM EST  
Autodesk® Mudbox® software  Tues/Wed November 
12th/13th, 2013  9:30 PM PST/
12:30 AM EST  
 
 
   
   
© 2013 Autodesk, Inc. All rights reserved.  |  
Update Your Profile  |   Legal Notices & Trademarks  |  Privacy Policy  
 
   
Autodesk, Inc. • 111 McInnis Parkway • San 
Rafael, CA 94903 
Thank you for your continued interest in 
Autodesk products. Autodesk respects your time and privacy. If you prefer not 
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Please do not reply to this email. Replies to 
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  Autodesk, the Autodesk logo, Maya, Mudbox and 3ds 
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brand names, product names, or trademarks belong to their respective holders. 
Autodesk reserves the right to alter product and services offerings, and 
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RE: SI selections driving me nuts...

2013-10-29 Thread Grahame Fuller
Using the buttons at the top right changes only the filter not the tool, and it 
seems like activating point selection using Select Adjacent also changed the 
tool from Raycast to Rectangle. (Raycast selection being not that handy for 
points.)

I'd suggest using keys: Y is Polygon Rectangle in SI mode -- I'm not sure 
whether there is an equivalent in Maya mode by default but you can always make 
one.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
Sent: Tuesday, October 29, 2013 12:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: SI selections driving me nuts...

I use my own selection toggle tools, but I've never had a problem like that and 
I can't reproduce your problem even if I try it only using my mouse. SI 
remembers the last tool I used when changing between selection modes.

How are you changing your selection modes?

On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino 
mailto:sergio.muc...@modusfx.com>> wrote:
Okay. I'm not sure if there's a preference for this, but I REALLY want to turn 
it off.
This is what I'm doing...
1. Go into Polygon selection mode. For some reason, the selection tool is set 
to Raycast, so I'll switch it back to Rectangle.
2. Select some polygons.
3. Select Adjacent -> Points
4. Smooth Envelope Weights on the selected points.
5. Go back to Polygon selection mode.
The select tool is set back to Raycast!! I have to change it with EVERY CHANGE 
I do! And I have to repeat this operation several dozens of times. SI is 
driving me crazy with this. Is there a preference somewhere to NEVER change the 
selection tool unless I explicitly do it? Thanks for any help!
--
[cid:image001.gif@01CED4A3.D66FEC20]

<>

Re: SI selections driving me nuts...

2013-10-29 Thread Martin
I use my own selection toggle tools, but I've never had a problem like that
and I can't reproduce your problem even if I try it only using my mouse. SI
remembers the last tool I used when changing between selection modes.

How are you changing your selection modes?


On Wed, Oct 30, 2013 at 1:10 AM, Sergio Mucino wrote:

>  Okay. I'm not sure if there's a preference for this, but I REALLY want to
> turn it off.
> This is what I'm doing...
> 1. Go into Polygon selection mode. For some reason, the selection tool is
> set to Raycast, so I'll switch it back to Rectangle.
> 2. Select some polygons.
> 3. Select Adjacent -> Points
> 4. Smooth Envelope Weights on the selected points.
> 5. Go back to Polygon selection mode.
> The select tool is set back to Raycast!! I have to change it with EVERY
> CHANGE I do! And I have to repeat this operation several dozens of times.
> SI is driving me crazy with this. Is there a preference somewhere to NEVER
> change the selection tool unless I explicitly do it? Thanks for any help!
> --
>
<>

SI selections driving me nuts...

2013-10-29 Thread Sergio Mucino

  
  
Okay. I'm not sure if there's a preference for this, but I REALLY
want to turn it off.
This is what I'm doing...
1. Go into Polygon selection mode. For some reason, the selection
tool is set to Raycast, so I'll switch it back to Rectangle.
2. Select some polygons.
3. Select Adjacent -> Points
4. Smooth Envelope Weights on the selected points.
5. Go back to Polygon selection mode.
The select tool is set back to Raycast!! I have to change it with
EVERY CHANGE I do! And I have to repeat this operation several
dozens of times. SI is driving me crazy with this. Is there a
preference somewhere to NEVER change the selection tool unless I
explicitly do it? Thanks for any help!
-- 
  
  



Fwd: Join the Expert Challenge on November 12th, 2013

2013-10-29 Thread Paul Griswold
Seriously Autodesk WTF?

There seems to be something missing here:


**
  [image: Autodesk]   The Expert Challenge – Your opportunity
to chat with our 3D experts LIVE!   *Register for The Expert Challenge
Now!* Join the Expert Challenge on November 12th, 2013, where you
can ask our
experts your toughest 3D questions.   Meet the people behind the products,
from product managers and designers to our technical specialists, they will
all be there. So get your product, industry, workflow and development
questions ready!   Don't miss your opportunity, register today and submit
your questions.   [image: Register
Now]
 Choose from the following sessions designed to fit your schedule.
Autodesk® Mudbox® software  Tuesday, November 12th, 2013  7:00 AM PST/
10:00 AM EST   Autodesk® 3ds Max® software  Tuesday, November 12th,
2013 8:30 AM PST/
11:30 AM EST   Autodesk® Maya® software  Tuesday, November 12th, 2013
10:30 AM PST/
1:30 PM EST   Autodesk® Maya® software  Tuesday, November 12th, 2013  6:00
PM PST/
9:00 PM EST   Autodesk® 3ds Max® software  Tuesday, November 12th,
2013 7:30 PM PST/
10:30 PM EST   Autodesk® Mudbox® software  Tues/Wed November 12th/13th,
2013  9:30 PM PST/
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rights reserved.  |  Update Your
Profile
 |
Legal Notices &
Trademarks
  |  Privacy 
Policy
   Autodesk,
Inc. • 111 McInnis Parkway • San Rafael, CA 94903  Thank you for your
continued interest in Autodesk products. Autodesk respects your time and
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or events, or have received this email in error, please click on the
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other countries. All other brand names, product names, or trademarks belong
to their respective holders. Autodesk reserves the right to alter product
and services offerings, and specifications and pricing at any time without
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may appear in this document. © 2013 Autodesk, Inc. All rights reserved.

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Re: FaceRobot

2013-10-29 Thread Luc-Eric Rousseau
the flag makes XSI connect to the FaceRobot workgroup, and all the code to
face robot is in that workgroup.  I don't have the time to test it, but in
theory if the workgroup is not present I think it could just do nothing and
fail gracefully.  If that doesn't work, actually enabling face robot on the
render farm could fix it, because I recall that it's pretty drastic when
face robot needs to be enabled during scene load: I think it cancels the
scene load, enable the workgroup, and load the scene again.  Perhaps some
software are parsing the log output of xsibatch and finding something they
don't like.  It's also possible that an error message box poped up, and
that aborts xsibatch.

On Mon, Oct 28, 2013 at 4:36 PM, Angus Davidson
wrote:

>  Had exactly the same issue as Alan. We were trialing Royal Render at the
> time. It also didnt work in xsi batch called from a dos batch file.(command
> line). Its the same if you happen to have one of the students use the free
> version and try and batch render in the EDU version.
>
>  Kind regards
>
>  Angus
>
>  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 writing to the contrary.
>
>


Re: Finding polygons...

2013-10-29 Thread Sergio Mucino

  
  
Wow... that's funny. This script does exactly what I needed to do  :-) .
I had to have the file published by this morning, so I found a way
of bashing through it manually, and it wasn't too bad. But these
snippets do come in handy often, so thanks a lot for sharing! Cheers
Alan!

  

On 28/10/2013 8:11 PM, Alan Fregtman wrote:

  Here's a piece I took out from one of my tools.
It's a good example of using locations in scripting:



  xsi = Application
log = xsi.LogMessage
from win32com.client import constants as C

def main():
if xsi.Selection.Count == 0:
log('Please select your objects to constrain.', C.siError)
return False

rtn = xsi.PickElement( C.siPolyMeshFilter,
'Select geometry - for VERTEX cluster',
'Select geometry - for POLY cluster' )
option, picked = rtn.Value('ButtonPressed'), rtn.Value('PickedElement')
clsType = [None, C.siVertexCluster, C.siPolygonCluster][option]

if not clsType:  # cancelled
return False

geo = picked.ActivePrimitive.Geometry

xsi.OpenUndo('constrain to closest point/poly')
for null in xsi.Selection:

pos = null.Kinematics.Global.Transform.GetTranslationValues2()
locations = geo.GetClosestLocations(pos)
# locations = geo.GetClosestLocationsWithinRadius(pos, 0.1, 1)

clusterName = 'CLS_'+null.Name
if clsType == C.siVertexCluster:
component = geo.GetTriangleVertexIndexArray(locations)[-1]
elif clsType == C.siPolygonCluster:
component = geo.GetPolygonIndexArray(locations)[0]

log( 'Making cluster for %s at #%s' % (null.Name, component), C.siVerbose )
newCluster = geo.AddCluster(clsType, clusterName, component)

xsi.RemoveCnsType('ObjectToCluster', null)
newCns = null.Kinematics.AddConstraint('ObjectToCluster', newCluster)
if clsType == C.siPolygonCluster:
newCns.Parameters('tangent').Value = True
newCns.Parameters('upvct_active').Value = True

xsi.CloseUndo()

main()

  
  

On Mon, Oct 28, 2013 at 6:11 PM, Sergio
  Mucino 
  wrote:
  
 Thanks Matt!
  

  
 
  On 28/10/2013 5:42 PM, Matt Lind wrote:
  

  You

  can convert the null’s position to the local
  space of the polygon mesh, then do a
  PolygonMesh.GetClosestLocation() to return a
  PointLocator object, then select the polygon
  from the ID stored in the PointLocator object.
   
  Matt
   
   
   
   
  

  From:
  softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Sergio Mucino
  Sent: Monday, October 28, 2013 2:36
  PM
  To: softimage@listproc.autodesk.com
  Subject: Finding polygons...

  
   
  Okay, this is going to be a
real long shot...
Lets say you have a null sitting squarely at the
center of a polygon. Is there a way to select
said polygon, based on the selected null? In
other words, I want to select the null, and I
want to be able to select the polygon that this
null is positioned over. Maybe a raycasting
function, or something similar? Any ideas?
Thanks! (I know... definitely a long shot...)
  
-- 
  
  

  

  

  


  

  



Re: importing ply

2013-10-29 Thread Angus Davidson
Hi Tim

Thanks for that. We are still battling to get our input scans of good
enough quality to be concerned to much about textures just yet.

Unfortunately they are out side heritage scans and the people doing them
are still busy learning.

Kind regards

Angus

On 2013/10/29, 1:54 PM, "Tim Leydecker"  wrote:

>Hi Angus,
>
>here´s a Blender/meshlab tutorial focusing on using/baking vertex colors.
>
>http://www.youtube.com/watch?v=0-Oh8pMbTS8 (part1)
>
>But Meshlab offers loads of other options to generate UVs/textures.
>
>When I did the vertex color (from a *.ply) file to UV/texture thing,
>I did it directly in meshlab and exported to *.obj with per face UVs.
>
>That said, it seems I don´t have to do that anymore, using skanect 1.5,
>I lets me export directly to *.obj with autoUVs and a texture.
>
>The advantage of meshlab would be that you can use higher resolution
>texture
>output, skanect defaults to a 1k texture map.
>
>Those workflows are constantly changing of course.
>
>Personally, I´m pretty happy making first steps with a kinect, skanectPro
>and
>3D coat but I wouldn´t describe my output as production ready.
>
>Cheers,
>
>
>tim
>
>On 29.10.2013 12:35, Angus Davidson wrote:
>> As a side question has anyone been trying the Fuel-3d Scanner. Anyone
>>got
>> decent results ?
>>
>> Secondly what workflow are you using to bake out the UV¹s and texture
>>map?
>>
>> Kind regards
>>
>> Angus
>>
>> On 2013/10/29, 2:57 AM, "Tim Leydecker"  wrote:
>>
>>> Hi Francisco,
>>>
>>> I´m also using meshlab to get vertexcolor baked into a UV based texture
>>> and export to *.obj (with UV set&texture generated in meshlab).
>>>
>>> 3D-coat has *.ply format support but I haven´t tested if it brings
>>> in the vertex colors from. let´s say a 3d scan with vertex colors.
>>>
>>> Might do, too. The 3D-coat fully working trial is good for 30 days.
>>>
>>> Cheers,
>>>
>>> tim
>>>
>>>
>>>
>>> On 28.10.2013 23:40, Francisco wrote:
 I think i´ve found a solution, http://meshlab.sourceforge.net/
 if anyone knows a better idea, i´ll apreciate it.
 Greetings,

 Francisco Criado
 vfx artist


 On Monday, October 28, 2013 3:29 PM, Francisco 
wrote:

 Hi to all! just trying to get a workaround for importing ply geometry
 and its color vertex data to generate its texture, does anyone already
 tried or acomplished this?

 Thanks in advance,
 Francisco Criado
 vfx artist


>>
>> >style="width:100%;">
>> 
>> >face="arial,sans-serif" size="1" color="#99">>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 writing to the contrary. 
>> 
>> 
>>
>>
>>


 

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 
writing to the contrary. 





Re: importing ply

2013-10-29 Thread Tim Leydecker

Hi Angus,

here´s a Blender/meshlab tutorial focusing on using/baking vertex colors.

http://www.youtube.com/watch?v=0-Oh8pMbTS8 (part1)

But Meshlab offers loads of other options to generate UVs/textures.

When I did the vertex color (from a *.ply) file to UV/texture thing,
I did it directly in meshlab and exported to *.obj with per face UVs.

That said, it seems I don´t have to do that anymore, using skanect 1.5,
I lets me export directly to *.obj with autoUVs and a texture.

The advantage of meshlab would be that you can use higher resolution texture
output, skanect defaults to a 1k texture map.

Those workflows are constantly changing of course.

Personally, I´m pretty happy making first steps with a kinect, skanectPro and
3D coat but I wouldn´t describe my output as production ready.

Cheers,


tim

On 29.10.2013 12:35, Angus Davidson wrote:

As a side question has anyone been trying the Fuel-3d Scanner. Anyone got
decent results ?

Secondly what workflow are you using to bake out the UV¹s and texture map?

Kind regards

Angus

On 2013/10/29, 2:57 AM, "Tim Leydecker"  wrote:


Hi Francisco,

I´m also using meshlab to get vertexcolor baked into a UV based texture
and export to *.obj (with UV set&texture generated in meshlab).

3D-coat has *.ply format support but I haven´t tested if it brings
in the vertex colors from. let´s say a 3d scan with vertex colors.

Might do, too. The 3D-coat fully working trial is good for 30 days.

Cheers,

tim



On 28.10.2013 23:40, Francisco wrote:

I think i´ve found a solution, http://meshlab.sourceforge.net/
if anyone knows a better idea, i´ll apreciate it.
Greetings,

Francisco Criado
vfx artist


On Monday, October 28, 2013 3:29 PM, Francisco  wrote:

Hi to all! just trying to get a workaround for importing ply geometry
and its color vertex data to generate its texture, does anyone already
tried or acomplished this?

Thanks in advance,
Francisco Criado
vfx artist






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 writing to the contrary. 







Re: Online render farm recommendations.

2013-10-29 Thread Matt Morris
I hope you don't mind a thread resurrection!
Did any of these work out for you? I'm on the lookout for online renderfarm
options, but I can't find anything out about adding custom shaders to a
scene submission (in this case p_hair shaders for MR in soft 2014 sp2)

Cheers,
matt



On 5 September 2013 22:25, Pingo van der Brinkloev wrote:

> Oh, rebusfarm has an iPhone/android app so you can keep track of your
> renders from the poolside ;)
>
> P
>
> On 05/09/2013, at 23.23, Pingo van der Brinkloev 
> wrote:
>
> Foxrenderfarm.com  is indeed very good, very
> helpful via skype chat and quite inexpensive. You need to upload your
> project yourself and I think you can upload caches for sims as well -
> haven't tried this. Good thing about the self administered upload is if you
> make a mistake you just re-upload the scene, and not the whole sherbang
> again.
>
> Rebusfarm.net  is also good. You can chat them
> too. They have a submitter that works from within SI. and collects all your
> images and uploads them for you. Very sleek. They cost the same as
> foxrenderfarm, if you can wait a while for your frames (or find the holes
> where nobody else is rendering) otherwise it's double up, but then your
> frames start immediately and auto-download to your HD on completion.
>
> You should try both to see what suits you. They both have free intro
> deals. Also they both have cost calculators that work.
>
> You do need to make sure they're using the same version of SI as you.
>
> Also I don't know how they deal with passes so check that out.
>
> Consider the size of your files. EXR files take up more space and take
> longer to download (obviously)
>
> Good luck!
>
> Pingo
>
> On 04/09/2013, at 01.17, Adam Seeley  wrote:
>
> Hi Cristobel,
>
> Looks good, thanks for pointer.
>
> Adam.
> -
> http://www.linkedin.com/in/adamseeleyuk
>  https://vimeo.com/adamseeley 
>
>
>
>
>   --
>  *From:* Cristobal Infante 
> *To:* Adam Seeley ; "
> softimage@listproc.autodesk.com" 
> *Sent:* Tuesday, 3 September 2013, 18:11
> *Subject:* Re: Online render farm recommendations.
>
> Hi Adam,
>
> I gave http://www.foxrenderfarm.com/ a shot and they were all right.
> You have to option to rent on a weekly basis instead of per frame which I
> think is the way foward.
>
> So you can let that stuff cook without worrying if it burns ;)
>
> C
>
>
> On 3 September 2013 17:25, Adam Seeley  wrote:
>
> Hi,
>
> This hasn't been up for a while so...
>
> Does anybody have recommendations for good value , easy to use render
> farms.
>
> I'll have a few minutes worth of renders at 3500x5000 pixels to crack out
> soon.
>
> Standard Mental Ray is fine although good to know if they are Arnolded up
> as well.
>
> Many thanks,
>
> Adam.
> -
> http://www.linkedin.com/in/adamseeleyuk
>  https://vimeo.com/adamseeley 
>
>
>
>
>
>
>


-- 
www.matinai.com


Re: importing ply

2013-10-29 Thread Angus Davidson
As a side question has anyone been trying the Fuel-3d Scanner. Anyone got
decent results ?

Secondly what workflow are you using to bake out the UV¹s and texture map?

Kind regards

Angus

On 2013/10/29, 2:57 AM, "Tim Leydecker"  wrote:

>Hi Francisco,
>
>I´m also using meshlab to get vertexcolor baked into a UV based texture
>and export to *.obj (with UV set&texture generated in meshlab).
>
>3D-coat has *.ply format support but I haven´t tested if it brings
>in the vertex colors from. let´s say a 3d scan with vertex colors.
>
>Might do, too. The 3D-coat fully working trial is good for 30 days.
>
>Cheers,
>
>tim
>
>
>
>On 28.10.2013 23:40, Francisco wrote:
>> I think i´ve found a solution, http://meshlab.sourceforge.net/
>> if anyone knows a better idea, i´ll apreciate it.
>> Greetings,
>>
>> Francisco Criado
>> vfx artist
>>
>>
>> On Monday, October 28, 2013 3:29 PM, Francisco  wrote:
>>
>> Hi to all! just trying to get a workaround for importing ply geometry
>>and its color vertex data to generate its texture, does anyone already
>>tried or acomplished this?
>>
>> Thanks in advance,
>> Francisco Criado
>> vfx artist
>>
>>

 

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