PluginItem conflicts with itself(?)

2013-11-04 Thread Matt Lind
Anybody run into this problem?

I have a workgroups containing nothing but self-installing plugins.  When I 
first start up softimage all the plugins load cleanly without any issues.  
Tools perform as expected, all is normal.

One plugin in the workgroup (NC_ConstantsLoad) is a command responsible for 
establishing global data in the form of read-only constants.  The constants are 
read from a text file, then set in the global environment using SetGlobal() and 
SetGlobalObject().  I can confirm no plugins attempt to modify these values 
once they are set.

On occasion during development of new tools, it is necessary to update the text 
file such as adding new constants or modifying existing values to fix a bug.  
Whenever this occurs I must execute NC_ConstantsLoad() to re-read the text file 
and populate the environment with the latest values so other plugins can sync 
and acknowledge the changes.  When doing so I get the following error:

// ERROR : 2290-CUST-NC_ConstantsLoad - This plug-in cannot be found: 
Z:\Game\XSI_RnD\Workgroup\Application\Plugins\commands\sdk\NC_ConstantsLoad.js.

When I inspect the workgroup via windows explorer, the plugin is clearly there 
in plain view.

The plugin manager 'tree' tab shows the red triangle next to the plugin's name. 
 However, attempts to reload the plugin via right-click and choosing 'reload' 
in the plugin manager fail every time.  No output messages reported by 
Softimage.  But if I right-click and choose 'properties' on the plugin, I get 
the following error in a popup dialog:

357$The plug-in item  is conflicting with another plug-in 
item with the same type and name.


After exhaustive search and removing plugins one by one to isolate the problem, 
I can confirm there is no other plugin by the same name / type.  I have also 
written code to scan all files in all workgroups using regular expressions and 
other types of searches.  Nothing turned up.

Since the plugin does not make any attempts to remove global data, dynamically 
load or unload itself as a plugin (or any other plugin), why would softimage 
cite a conflict like this?  And how do I resolve it?


Matt



Re: Softimage+Clara.io animation example (Luxo Jr.) + Open beta announcement

2013-11-04 Thread Ben Houston
Hi Vincent,

The animation is not baked for the web, it is playing back the real
keyframes in the same way it plays back in the viewport.  Our player
is just our high quality viewport in read-only mode.  The file for the
scene hierarchy, materials and keyframes was 75KB.  The letters are
pre-made meshes (because of our font) and took the most space, around
a 1.5 MB in this case, which now that I notice it could have been made
a lot smaller.  Luxo Jr. was about 300KB.  :)

Best regards,
-ben

On Mon, Nov 4, 2013 at 8:12 PM, Vincent Fortin  wrote:
> Very nice indeed. Curious how big is the animation once baked/optimized for
> the web?
>
>
> On Mon, Nov 4, 2013 at 10:01 AM, Renato Polimeno 
> wrote:
>>
>> Nice!!
>>
>>
>> On Mon, Nov 4, 2013 at 11:53 AM, Ben Houston  wrote:
>>>
>>> Hi all,
>>>
>>> Jason Shoumar, our resident artist (formerly of ModusFX), worked with
>>> us recently to create a Luxo Jr. animation using both Softimage and
>>> Clara.io as a homage to Pixar.  The rig was created in Softimage.  The
>>> animation was done in both Softimage and in Clara.io.  The materials,
>>> lighting and camera were done in Clara.io.  You can play the resulting
>>> animation in your browser if your browser is WebGL compatible (you can
>>> rotate it or click "Edit" to start editing any part of the scene or
>>> animation):
>>>
>>> http://clara.io/player/5f61d02a-71d7-4099-90c1-f214a90c0b4a?autoplay=true
>>>
>>> We are also quite happy to finally announce the start of our open
>>> beta.  Our full open beta announcement is here (and includes all the
>>> new features):
>>>
>>> http://exocortex.com/blog/claraio_open_beta
>>>
>>> Also, some coverage of Clara.io from an industry perspective is
>>> available from Ian Failes of FX Guide:
>>>
>>> http://www.fxguide.com/quicktakes/the-future-of-3d-creation-on-the-web/
>>>
>>> --
>>> Best regards,
>>> Ben Houston
>>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>>> http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
>>
>>
>>
>>
>> --
>> __
>>
>> -> Renato Polimeno
>> +55 11 9 7539 3615 (VIVO)
>> fb renato.polimeno
>> twt @renatopolimeno
>> G+ gplus/renatopolimeno
>> skype. renatopolimeno
>
>



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation


Re: Softimage+Clara.io animation example (Luxo Jr.) + Open beta announcement

2013-11-04 Thread Vincent Fortin
Very nice indeed. Curious how big is the animation once baked/optimized for
the web?


On Mon, Nov 4, 2013 at 10:01 AM, Renato Polimeno wrote:

> Nice!!
>
>
> On Mon, Nov 4, 2013 at 11:53 AM, Ben Houston  wrote:
>
>> Hi all,
>>
>> Jason Shoumar, our resident artist (formerly of ModusFX), worked with
>> us recently to create a Luxo Jr. animation using both Softimage and
>> Clara.io as a homage to Pixar.  The rig was created in Softimage.  The
>> animation was done in both Softimage and in Clara.io.  The materials,
>> lighting and camera were done in Clara.io.  You can play the resulting
>> animation in your browser if your browser is WebGL compatible (you can
>> rotate it or click "Edit" to start editing any part of the scene or
>> animation):
>>
>> http://clara.io/player/5f61d02a-71d7-4099-90c1-f214a90c0b4a?autoplay=true
>>
>> We are also quite happy to finally announce the start of our open
>> beta.  Our full open beta announcement is here (and includes all the
>> new features):
>>
>> http://exocortex.com/blog/claraio_open_beta
>>
>> Also, some coverage of Clara.io from an industry perspective is
>> available from Ian Failes of FX Guide:
>>
>> http://www.fxguide.com/quicktakes/the-future-of-3d-creation-on-the-web/
>>
>> --
>> Best regards,
>> Ben Houston
>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
>>
>
>
>
> --
> __
>
> -> Renato Polimeno
> +55 11 9 7539 3615 (VIVO)
> fb renato.polimeno 
> twt @renatopolimeno 
> G+ gplus/renatopolimeno 
> skype. renatopolimeno
>


Re: ICEAttribute from custom operator not updating

2013-11-04 Thread Alok Gandhi
Ok, I get it. Can you share how you are  pushing the data from the operator to 
ice tree ?

Sent from my iPhone

> On Nov 4, 2013, at 7:23 PM, Mathias N  wrote:
> 
> To be more specific, in addition to reading the point positions I also grab a 
> myriad of custom properties (userdatamaps and userdatablobs) which are 
> combined to generate the attribute data.
> 
> Seeing as the operator itself is evaluating correctly, I felt it best to use 
> a simplified example.
> 
> 
>> On Tue, Nov 5, 2013 at 1:15 AM, Alok Gandhi  
>> wrote:
>> Is there a particular reason you are reading the pointposition from a custom 
>> operator and not from the ice tree which is supposed to have the data ?
>> 
>> 
>>> On Mon, Nov 4, 2013 at 6:48 PM, Mathias N  wrote:
>>> I have set up a custom operator that reads the point positions of a mesh 
>>> and spits an array into a per-object ICEAttribute.
>>> 
>>> For the most part this setup is working flawlessly, but it appears to be 
>>> updating on a 1-frame delay. 
>>> 
>>> The custom operator is in the modeling stack, with the ICE tree that reads 
>>> the attribute it creates in the animation stack.
>>> 
>>> The operator itself is being evaluated, and logging to console confirms 
>>> that it is generating the expected output, but when reading the same 
>>> attribute in the ICE tree the values are from the previous evaluation 
>>> rather than the current one.
>>> 
>>> I had a go at deleting and re-creating the attribute on each update, hoping 
>>> that it would counteract any caching that might be occurring, but it had no 
>>> effect.
>>> 
>>> Any Ideas? Is using a customer operator to write to ICEAttributes a no-no?
>>> 
>>> Using Softimage 2013 SP1
>> 
>> 
>> 
>> -- 
>> 
> 


Re: ICEAttribute from custom operator not updating

2013-11-04 Thread Mathias N
To be more specific, in addition to reading the point positions I also grab
a myriad of custom properties (userdatamaps and userdatablobs) which are
combined to generate the attribute data.

Seeing as the operator itself is evaluating correctly, I felt it best to
use a simplified example.


On Tue, Nov 5, 2013 at 1:15 AM, Alok Gandhi wrote:

> Is there a particular reason you are reading the pointposition from a
> custom operator and not from the ice tree which is supposed to have the
> data ?
>
>
> On Mon, Nov 4, 2013 at 6:48 PM, Mathias N  wrote:
>
>> I have set up a custom operator that reads the point positions of a mesh
>> and spits an array into a per-object ICEAttribute.
>>
>> For the most part this setup is working flawlessly, but it appears to be
>> updating on a 1-frame delay.
>>
>> The custom operator is in the modeling stack, with the ICE tree that
>> reads the attribute it creates in the animation stack.
>>
>> The operator itself is being evaluated, and logging to console confirms
>> that it is generating the expected output, but when reading the same
>> attribute in the ICE tree the values are from the previous evaluation
>> rather than the current one.
>>
>> I had a go at deleting and re-creating the attribute on each update,
>> hoping that it would counteract any caching that might be occurring, but it
>> had no effect.
>>
>> Any Ideas? Is using a customer operator to write to ICEAttributes a no-no?
>>
>> Using Softimage 2013 SP1
>>
>>
>>
>>
>
>
> --
>


Re: ICEAttribute from custom operator not updating

2013-11-04 Thread Alok Gandhi
Is there a particular reason you are reading the pointposition from a
custom operator and not from the ice tree which is supposed to have the
data ?


On Mon, Nov 4, 2013 at 6:48 PM, Mathias N  wrote:

> I have set up a custom operator that reads the point positions of a mesh
> and spits an array into a per-object ICEAttribute.
>
> For the most part this setup is working flawlessly, but it appears to be
> updating on a 1-frame delay.
>
> The custom operator is in the modeling stack, with the ICE tree that reads
> the attribute it creates in the animation stack.
>
> The operator itself is being evaluated, and logging to console confirms
> that it is generating the expected output, but when reading the same
> attribute in the ICE tree the values are from the previous evaluation
> rather than the current one.
>
> I had a go at deleting and re-creating the attribute on each update,
> hoping that it would counteract any caching that might be occurring, but it
> had no effect.
>
> Any Ideas? Is using a customer operator to write to ICEAttributes a no-no?
>
> Using Softimage 2013 SP1
>
>
>
>


--


ICEAttribute from custom operator not updating

2013-11-04 Thread Mathias N
I have set up a custom operator that reads the point positions of a mesh
and spits an array into a per-object ICEAttribute.

For the most part this setup is working flawlessly, but it appears to be
updating on a 1-frame delay.

The custom operator is in the modeling stack, with the ICE tree that reads
the attribute it creates in the animation stack.

The operator itself is being evaluated, and logging to console confirms
that it is generating the expected output, but when reading the same
attribute in the ICE tree the values are from the previous evaluation
rather than the current one.

I had a go at deleting and re-creating the attribute on each update, hoping
that it would counteract any caching that might be occurring, but it had no
effect.

Any Ideas? Is using a customer operator to write to ICEAttributes a no-no?

Using Softimage 2013 SP1


Re: Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread philipp seis
I don't know about HBO marketing, but putting your
comments together, you should be pretty close :)
The movie indeed provides an incentive to get different toy -sets, that are
featured.
>From my own observation, it makes a huge difference for kids to see their
figure "alive".Thats why we create a little kick-off-myth, with
a world to immerse themselves in.
It's actually not a very new idea. If you take a closer look, animation
and toys are sort of siblings and have been marketed together for a long
time.
(Though for some reason i find especially us europeans not being so aware
of it.)
For the web version: One reason is,that people nowadays consume more media
on mobile devices.
On the visual side of the project we had 6 people, on the auditive side 3.




2013/11/4 Sebastien Sterling 

> Maybe it is designed to entice them to complete the set by buying other
> products, at any rate i wouldn't fault them for shipping it with the
> product but for the fact that, they can already see it online ? At any
> rate, it looks gorgeous, almost too gorgeous for a toy commercial ?
>
> May i ask how big the team was ?
>
>
> On 4 November 2013 17:06, Stephen Davidson  wrote:
>
>> I never understood the concept of advertising a product you have already
>> sold.
>> It's kind of like the HBO commercials, that you get while watching HBO.
>> Hello? You are already subscribed to HBO, if you are watching the
>> commercial.
>>
>> This observation is NOT to detract from your wonderful Softimage / Arnold
>> animation.
>> I would say the "commercial" is more useful to give the child an
>> imaginary story
>> to go with the toy(s).
>> Great work!
>>
>>
>> On Mon, Nov 4, 2013 at 9:36 AM, philipp seis  wrote:
>>
>>> it's actually a commercial. It appears on a DVD that ships with those
>>> Knights.
>>> The good thing is, that we have the freedom to let the story be in
>>> the foreground, so it feels more like making a shortfilm rather
>>> than creating a commercial.
>>>
>>>
>>> 2013/11/4 olivier jeannel 
>>>
 Wow, very nice, and I love the renders !
 But is it a short movie or an advert ?

 ...one year playing playmobils ^^ :D


 Le 04/11/2013 10:36, philipp seis a écrit :

  Hello list,
>
> i would like to share our last inhouse production from Playmobil
> called the "Guardians of the Dragonhearts."
> >From the first written idea on paper to the final product we worked
> pretty much exactly a year on it, finishing in august 2013.
> We usually release our movies in 6 languages.
> So far i can offer 3 according to the countries to which the theme is
> shipped
> by now. I hope you don't mind, or speak either:
>
> german
> http://www.youtube.com/watch?v=mfgXO-jQ0aY&noredirect=1
> french
> http://www.youtube.com/watch?v=3M7z3powmHg&feature=c4-
> overview-vl&list=PL4237B9B68DE28548&noredirect=1
> or dutch :)
> http://www.youtube.com/watch?v=oeNy4BdMD0I&list=
> PL4237B9B68DE28548&noredirect=1
>
> It was of course done in Softimage, rendered in Arnold and with our
> first excessive
> use of fire and smoke, using the em Plugins.
>
> Cheers ! philipp
>


>>>
>>
>>
>> --
>>
>> Best Regards,
>> *  Stephen P. Davidson*
>>
>> *(954) 552-7956 <%28954%29%20552-7956> *
>> sdavid...@3danimationmagic.com
>>
>> *Any sufficiently advanced technology is indistinguishable from magic*
>>
>>
>>- Arthur C. Clarke
>>
>> 
>>
>
>


Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
You might be right Jonny, been a while since I used it.  I am sure you 
can look see what attributes are being written and find the instance one 
- it is most likely an integer that can then be fed into an instance node.


S.

On 2013/11/04 9:01 PM, Jonny Grew wrote:



The problem is, Sandy, that I cannot recreate the instancing section 
of the ice tree. The compound for MB feather tools is not explorable. 
You simply point it at an instance group but the allocation of each 
individual feather instance is defined by an envelope weight on a 
duplicate of the render mesh (called the envelope mesh) Under the hood 
this will give the particles a custom attribute (I'm guessing) that is 
used to inform which instance each particle should use-the same goes 
for size and rate but driven by a weight map that is local to the 
render mesh.  Determining which attribute is being used and how is 
what I would need to know in order to use on a secondary ice tree by 
using the set instance geometry node in my 'cache read' particle cloud.


MB looking at it but cache issue could be down to how the feather 
tools were set up originally or some kind of internal confusion due to 
the fact we have 3 separate feather tool setups all referencing the 
same instance feather group.


Will report back when I know more.

Jonny






Re: Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread Sebastien Sterling
Maybe it is designed to entice them to complete the set by buying other
products, at any rate i wouldn't fault them for shipping it with the
product but for the fact that, they can already see it online ? At any
rate, it looks gorgeous, almost too gorgeous for a toy commercial ?

May i ask how big the team was ?


On 4 November 2013 17:06, Stephen Davidson  wrote:

> I never understood the concept of advertising a product you have already
> sold.
> It's kind of like the HBO commercials, that you get while watching HBO.
> Hello? You are already subscribed to HBO, if you are watching the
> commercial.
>
> This observation is NOT to detract from your wonderful Softimage / Arnold
> animation.
> I would say the "commercial" is more useful to give the child an imaginary
> story
> to go with the toy(s).
> Great work!
>
>
> On Mon, Nov 4, 2013 at 9:36 AM, philipp seis  wrote:
>
>> it's actually a commercial. It appears on a DVD that ships with those
>> Knights.
>> The good thing is, that we have the freedom to let the story be in
>> the foreground, so it feels more like making a shortfilm rather
>> than creating a commercial.
>>
>>
>> 2013/11/4 olivier jeannel 
>>
>>> Wow, very nice, and I love the renders !
>>> But is it a short movie or an advert ?
>>>
>>> ...one year playing playmobils ^^ :D
>>>
>>>
>>> Le 04/11/2013 10:36, philipp seis a écrit :
>>>
>>>  Hello list,

 i would like to share our last inhouse production from Playmobil
 called the "Guardians of the Dragonhearts."
 >From the first written idea on paper to the final product we worked
 pretty much exactly a year on it, finishing in august 2013.
 We usually release our movies in 6 languages.
 So far i can offer 3 according to the countries to which the theme is
 shipped
 by now. I hope you don't mind, or speak either:

 german
 http://www.youtube.com/watch?v=mfgXO-jQ0aY&noredirect=1
 french
 http://www.youtube.com/watch?v=3M7z3powmHg&feature=c4-overview-vl&list=
 PL4237B9B68DE28548&noredirect=1
 or dutch :)
 http://www.youtube.com/watch?v=oeNy4BdMD0I&list=
 PL4237B9B68DE28548&noredirect=1

 It was of course done in Softimage, rendered in Arnold and with our
 first excessive
 use of fire and smoke, using the em Plugins.

 Cheers ! philipp

>>>
>>>
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956>*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>


Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
The problem is, Sandy, that I cannot recreate the instancing section of the
ice tree. The compound for MB feather tools is not explorable. You simply
point it at an instance group but the allocation of each individual feather
instance is defined by an envelope weight on a duplicate of the render mesh
(called the envelope mesh) Under the hood this will give the particles a
custom attribute (I'm guessing) that is used to inform which instance each
particle should use-the same goes for size and rate but driven by a weight
map that is local to the render mesh.  Determining which attribute is being
used and how is what I would need to know in order to use on a secondary
ice tree by using the set instance geometry node in my 'cache read'
particle cloud.

MB looking at it but cache issue could be down to how the feather tools
were set up originally or some kind of internal confusion due to the fact
we have 3 separate feather tool setups all referencing the same instance
feather group.

Will report back when I know more.

Jonny
 On Nov 4, 2013 5:58 PM, "Sandy Sutherland" 
wrote:

>  ICEcache mode should work fine - you just need to possible recreate or
> copy the Instancing section on the cloud in.
>
> S.
>
> On 2013/11/04 6:53 PM, Jonny Grew wrote:
>
> Cheers, guys.
>
> So it appears that with either of these methods we can only get it to work
> with one feather type?
>
> Am I missing something?
>
> As we can't access the attribute that defines the feather type (1-6 within
> the group) the set instance doesn't look like an option and the polymesh
> duplicator only allows one instance object too? I seem to remember that
> momentum has an instance to geometry function but the studio I'm at doesn't
> have it. Is there another instance to geometry script out there? I can't
> seen to find one.
>
> Cheers
>  On Nov 4, 2013 4:24 PM, "Sandy Sutherland" 
> wrote:
>
>>  We did it this way too on Zam - but you can only use one instance this
>> way, unless things have changed since then?
>>
>> S.
>>
>> On 2013/11/04 6:22 PM, Ben Beckett wrote:
>>
>>  I have been working with this feather tool for two years now my formula
>> to make it work is:
>>
>>  Step1
>> In scene one
>> Create the feathers with mbfeather tool on your character save this as a
>> base scene
>>
>>  Step2
>> PolyMesh Duplicate the feathers (this example is for one type of feathers)
>>
>>  Step3
>> With that *poly mesh* of the feathers, save it out as a obj and
>> texturing that.(remeber to set the UVs before export)
>>
>>  Step4
>> In scene two, I animate the bird.
>> Then point caching animated Character and a applying the cache to the
>> mbfeather character in your base scene, the character now movers and the
>> feathers go with him.
>>
>>  Step5
>> cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
>> sim
>>
>>  Step6
>> apply the cache to the exported obj, in scene two, the animated scene.
>>
>>  Works nicely
>> Ben
>>
>>
>>
>


Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
ICEcache mode should work fine - you just need to possible recreate or 
copy the Instancing section on the cloud in.


S.

On 2013/11/04 6:53 PM, Jonny Grew wrote:


Cheers, guys.

So it appears that with either of these methods we can only get it to 
work with one feather type?


Am I missing something?

As we can't access the attribute that defines the feather type (1-6 
within the group) the set instance doesn't look like an option and the 
polymesh duplicator only allows one instance object too? I seem to 
remember that momentum has an instance to geometry function but the 
studio I'm at doesn't have it. Is there another instance to geometry 
script out there? I can't seen to find one.


Cheers

On Nov 4, 2013 4:24 PM, "Sandy Sutherland" > wrote:


We did it this way too on Zam - but you can only use one instance
this way, unless things have changed since then?

S.

On 2013/11/04 6:22 PM, Ben Beckett wrote:

I have been working with this feather tool for two years now my
formula to make it work is:

Step1
In scene one
Create the feathers with mbfeather tool on your character save
this as a base scene

Step2
PolyMesh Duplicate the feathers (this example is for one type of
feathers)

Step3
With that *poly mesh* of the feathers, save it out as a obj and
texturing that.(remeber to set the UVs before export)

Step4
In scene two, I animate the bird.
Then point caching animated Character and a applying the cache to
the mbfeather character in your base scene, the character now
movers and the feathers go with him.

Step5
cache the mbfeathers* Poly mesh* as it still is linked to the
mbfeathers sim

Step6
apply the cache to the exported obj, in scene two, the animated
scene.

Works nicely
Ben







Re: Freeze ICE tree to geometry

2013-11-04 Thread Jonny Grew
Cheers Andreas - I know about that one and know it works a treat but the
studio I'm working at doesn't have it.  Have heard about em_topolizer2 too
and price wise I might be able to convince them to spend some money but
ideally I was looking for something that could do it without having to go
through a laborious process of trying to get money spent!!



*-- *
*Jonny Grew Ltd *
*www.Jonnygrew.com *
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On 4 November 2013 17:52, Vincent Langer  wrote:

> Or em_topolizer2 - it is awesome!!
>
> cheers,
> Vincent
>
>
> 2013/11/4 Andreas Böinghoff 
>
>>  Check Momentum -> Geometry Tools -> Instancer.
>>
>> It creates for you a polygon mesh with all our Instances in it. Its live,
>> but is merged! If your mashes are not to big that could be a way.
>>
>> Andreas
>>
>>
>> On 11/4/2013 6:39 PM, Jonny Grew wrote:
>>
>> Following on from my thread about issues of importing and ICE Cache for
>> my MB feather tools it's been recommended I start another thread to see if
>> anyone can point out a script/tool to convert my instanced geometry
>> (multiple instanced objects) to geometry. - Hopefully this remains live so
>> I can point cache it out for the render scene for submitting to the farm.
>>
>>  It seems that PolyMesh Duplicate only allows one instance
>> Taking a look at guillaume's 'create poly mesh from instance shape'.
>>
>>  Any more recommendations or pointers out there?!
>>
>>  Cheers
>> Jonny
>>
>>
>>
>> --
>>
>>
>>
>>
>>  ANDREAS BÖINGHOFF
>>
>> 3D Artist
>>
>>
>>
>>
>>  schönheitsfarm production
>>
>> GmbH & Co. KG
>>
>>
>>schönheitsfarm
>>
>> hamburg
>>
>>   lippmannstrasse 79
>>
>>   22769 hamburg
>>
>>   t   +4940 432 91 200
>>
>>   f   +4940 432 91 222
>>
>>
>>
>>
>>
>> schönheitsfarm
>>
>> düsseldorf
>>
>>   steinstraße 11
>>
>>   40212 düsseldorf
>>
>>   t   +49211 913 701 0
>>
>>   f   +49211 913 701 99
>>
>>
>>
>>
>>
>> schönheitsfarm
>>
>> frankfurt
>>
>>   hanauer landstrasse 151-153
>>
>>   60314 frankfurt
>>
>>   t   +4969 484 484 90
>>
>>
>>
>>
>>
>>
>>
>>
>>w   www.s-farm.de
>>
>>
>>
>>  Geschäftsführung Manfred Brunwey
>>
>> DE 214892548 | Amtsgericht Hamburg HRA 95793
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
>
> --
> Vincent Langer
> Leonberger Str. 38
> 71638 Ludwigsburg
> +49 176 965 177 61
> www.vincentlanger.com
>


Re: Freeze ICE tree to geometry

2013-11-04 Thread Vincent Langer
Or em_topolizer2 - it is awesome!!

cheers,
Vincent


2013/11/4 Andreas Böinghoff 

>  Check Momentum -> Geometry Tools -> Instancer.
>
> It creates for you a polygon mesh with all our Instances in it. Its live,
> but is merged! If your mashes are not to big that could be a way.
>
> Andreas
>
>
> On 11/4/2013 6:39 PM, Jonny Grew wrote:
>
> Following on from my thread about issues of importing and ICE Cache for my
> MB feather tools it's been recommended I start another thread to see if
> anyone can point out a script/tool to convert my instanced geometry
> (multiple instanced objects) to geometry. - Hopefully this remains live so
> I can point cache it out for the render scene for submitting to the farm.
>
>  It seems that PolyMesh Duplicate only allows one instance
> Taking a look at guillaume's 'create poly mesh from instance shape'.
>
>  Any more recommendations or pointers out there?!
>
>  Cheers
> Jonny
>
>
>
> --
>
>
>
>
>  ANDREAS BÖINGHOFF
>
> 3D Artist
>
>
>
>
>  schönheitsfarm production
>
> GmbH & Co. KG
>
>
>schönheitsfarm
>
> hamburg
>
>   lippmannstrasse 79
>
>   22769 hamburg
>
>   t   +4940 432 91 200
>
>   f   +4940 432 91 222
>
>
>
>
>
> schönheitsfarm
>
> düsseldorf
>
>   steinstraße 11
>
>   40212 düsseldorf
>
>   t   +49211 913 701 0
>
>   f   +49211 913 701 99
>
>
>
>
>
> schönheitsfarm
>
> frankfurt
>
>   hanauer landstrasse 151-153
>
>   60314 frankfurt
>
>   t   +4969 484 484 90
>
>
>
>
>
>
>
>
>w   www.s-farm.de
>
>
>
>  Geschäftsführung Manfred Brunwey
>
> DE 214892548 | Amtsgericht Hamburg HRA 95793
>
>
>
>
>
>
>
>
>


-- 
Vincent Langer
Leonberger Str. 38
71638 Ludwigsburg
+49 176 965 177 61
www.vincentlanger.com


Re: Freeze ICE tree to geometry

2013-11-04 Thread Andreas Böinghoff

Check Momentum -> Geometry Tools -> Instancer.

It creates for you a polygon mesh with all our Instances in it. Its 
live, but is merged! If your mashes are not to big that could be a way.


Andreas

On 11/4/2013 6:39 PM, Jonny Grew wrote:
Following on from my thread about issues of importing and ICE Cache 
for my MB feather tools it's been recommended I start another thread 
to see if anyone can point out a script/tool to convert my instanced 
geometry (multiple instanced objects) to geometry. - Hopefully this 
remains live so I can point cache it out for the render scene for 
submitting to the farm.


It seems that PolyMesh Duplicate only allows one instance
Taking a look at guillaume's 'create poly mesh from instance shape'.

Any more recommendations or pointers out there?!

Cheers
Jonny



--




ANDREAS BÖINGHOFF

3D Artist




schönheitsfarm production

GmbH & Co. KG


schönheitsfarm

hamburg



  lippmannstrasse 79

  22769 hamburg



  t   +4940 432 91 200

  f   +4940 432 91 222



schönheitsfarm

düsseldorf



  steinstraße 11

  40212 düsseldorf



  t   +49211 913 701 0

  f   +49211 913 701 99



schönheitsfarm

frankfurt



  hanauer landstrasse 151-153

  60314 frankfurt



  t   +4969 484 484 90






  w www.s-farm.de 



Geschäftsführung Manfred Brunwey

DE 214892548 | Amtsgericht Hamburg HRA 95793








Freeze ICE tree to geometry

2013-11-04 Thread Jonny Grew
Following on from my thread about issues of importing and ICE Cache for my
MB feather tools it's been recommended I start another thread to see if
anyone can point out a script/tool to convert my instanced geometry
(multiple instanced objects) to geometry. - Hopefully this remains live so
I can point cache it out for the render scene for submitting to the farm.

It seems that PolyMesh Duplicate only allows one instance
Taking a look at guillaume's 'create poly mesh from instance shape'.

Any more recommendations or pointers out there?!

Cheers
Jonny


Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
Cheers, Ben - Will do.  We're packing up a scene with the problem to mr MB
himself too so we'll see if he can shed some light on it! - Hopefully not
stating that we've made a fundamental mistake that will make us look like
knobs!

Yep, Matt... That's the problem... but again if Mr MB can show is which
attributes can be used to force a particular instance then that too would
be handy.. I'll be sure to update with our results/work arounds! I'll take
a look at EM's thang too. Thanks

Thanks for your help, guys

Jonny




On 4 November 2013 17:19, Matt Morris  wrote:

> If you were going that route maybe emTopolizer2 would be another solution?
>
> http://www.mootzoid.com/plugin/emtopolizer2
>
> For the original issue it sounds like the ice custom attributes
> 'optimisation' problem. Without knowing which attributes are resonsible for
> the instance picking you're a bit stuck though, especially with closed
> compounds.
>
>
>
>
> On 4 November 2013 17:11, Ben Beckett  wrote:
>
>> I found this plugin brill but its a bit of a fiddle, There is a addon out
>> there that will export all the feathers together as one mesh.
>>
>> I've seen at Glassworks, if that person want to give it out I suggest you
>> set up a new thread to see if this person comes forward. He all over this
>> list, so he may!
>>
>> Start your title with some thing like, this was once a thread
>> Freeze ICE tree to geometry?
>>
>> Ben
>>
>>
>> On 4 November 2013 16:53, Jonny Grew  wrote:
>>
>>> Cheers, guys.
>>>
>>> So it appears that with either of these methods we can only get it to
>>> work with one feather type?
>>>
>>> Am I missing something?
>>>
>>> As we can't access the attribute that defines the feather type (1-6
>>> within the group) the set instance doesn't look like an option and the
>>> polymesh duplicator only allows one instance object too? I seem to remember
>>> that momentum has an instance to geometry function but the studio I'm at
>>> doesn't have it. Is there another instance to geometry script out there? I
>>> can't seen to find one.
>>>
>>> Cheers
>>>  On Nov 4, 2013 4:24 PM, "Sandy Sutherland" 
>>> wrote:
>>>
  We did it this way too on Zam - but you can only use one instance
 this way, unless things have changed since then?

 S.

 On 2013/11/04 6:22 PM, Ben Beckett wrote:

  I have been working with this feather tool for two years now my
 formula to make it work is:

  Step1
 In scene one
 Create the feathers with mbfeather tool on your character save this as
 a base scene

  Step2
 PolyMesh Duplicate the feathers (this example is for one type of
 feathers)

  Step3
 With that *poly mesh* of the feathers, save it out as a obj and
 texturing that.(remeber to set the UVs before export)

  Step4
 In scene two, I animate the bird.
 Then point caching animated Character and a applying the cache to the
 mbfeather character in your base scene, the character now movers and the
 feathers go with him.

  Step5
 cache the mbfeathers* Poly mesh* as it still is linked to the
 mbfeathers sim

  Step6
 apply the cache to the exported obj, in scene two, the animated scene.

  Works nicely
 Ben



>>
>
>
> --
> www.matinai.com
>


Re: mb feathertools cache issue

2013-11-04 Thread Matt Morris
If you were going that route maybe emTopolizer2 would be another solution?

http://www.mootzoid.com/plugin/emtopolizer2

For the original issue it sounds like the ice custom attributes
'optimisation' problem. Without knowing which attributes are resonsible for
the instance picking you're a bit stuck though, especially with closed
compounds.




On 4 November 2013 17:11, Ben Beckett  wrote:

> I found this plugin brill but its a bit of a fiddle, There is a addon out
> there that will export all the feathers together as one mesh.
>
> I've seen at Glassworks, if that person want to give it out I suggest you
> set up a new thread to see if this person comes forward. He all over this
> list, so he may!
>
> Start your title with some thing like, this was once a thread
> Freeze ICE tree to geometry?
>
> Ben
>
>
> On 4 November 2013 16:53, Jonny Grew  wrote:
>
>> Cheers, guys.
>>
>> So it appears that with either of these methods we can only get it to
>> work with one feather type?
>>
>> Am I missing something?
>>
>> As we can't access the attribute that defines the feather type (1-6
>> within the group) the set instance doesn't look like an option and the
>> polymesh duplicator only allows one instance object too? I seem to remember
>> that momentum has an instance to geometry function but the studio I'm at
>> doesn't have it. Is there another instance to geometry script out there? I
>> can't seen to find one.
>>
>> Cheers
>>  On Nov 4, 2013 4:24 PM, "Sandy Sutherland" 
>> wrote:
>>
>>>  We did it this way too on Zam - but you can only use one instance this
>>> way, unless things have changed since then?
>>>
>>> S.
>>>
>>> On 2013/11/04 6:22 PM, Ben Beckett wrote:
>>>
>>>  I have been working with this feather tool for two years now my
>>> formula to make it work is:
>>>
>>>  Step1
>>> In scene one
>>> Create the feathers with mbfeather tool on your character save this as a
>>> base scene
>>>
>>>  Step2
>>> PolyMesh Duplicate the feathers (this example is for one type of
>>> feathers)
>>>
>>>  Step3
>>> With that *poly mesh* of the feathers, save it out as a obj and
>>> texturing that.(remeber to set the UVs before export)
>>>
>>>  Step4
>>> In scene two, I animate the bird.
>>> Then point caching animated Character and a applying the cache to the
>>> mbfeather character in your base scene, the character now movers and the
>>> feathers go with him.
>>>
>>>  Step5
>>> cache the mbfeathers* Poly mesh* as it still is linked to the
>>> mbfeathers sim
>>>
>>>  Step6
>>> apply the cache to the exported obj, in scene two, the animated scene.
>>>
>>>  Works nicely
>>> Ben
>>>
>>>
>>>
>


-- 
www.matinai.com


Re: mb feathertools cache issue

2013-11-04 Thread Ben Beckett
I found this plugin brill but its a bit of a fiddle, There is a addon out
there that will export all the feathers together as one mesh.

I've seen at Glassworks, if that person want to give it out I suggest you
set up a new thread to see if this person comes forward. He all over this
list, so he may!

Start your title with some thing like, this was once a thread
Freeze ICE tree to geometry?

Ben


On 4 November 2013 16:53, Jonny Grew  wrote:

> Cheers, guys.
>
> So it appears that with either of these methods we can only get it to work
> with one feather type?
>
> Am I missing something?
>
> As we can't access the attribute that defines the feather type (1-6 within
> the group) the set instance doesn't look like an option and the polymesh
> duplicator only allows one instance object too? I seem to remember that
> momentum has an instance to geometry function but the studio I'm at doesn't
> have it. Is there another instance to geometry script out there? I can't
> seen to find one.
>
> Cheers
>  On Nov 4, 2013 4:24 PM, "Sandy Sutherland" 
> wrote:
>
>>  We did it this way too on Zam - but you can only use one instance this
>> way, unless things have changed since then?
>>
>> S.
>>
>> On 2013/11/04 6:22 PM, Ben Beckett wrote:
>>
>>  I have been working with this feather tool for two years now my formula
>> to make it work is:
>>
>>  Step1
>> In scene one
>> Create the feathers with mbfeather tool on your character save this as a
>> base scene
>>
>>  Step2
>> PolyMesh Duplicate the feathers (this example is for one type of feathers)
>>
>>  Step3
>> With that *poly mesh* of the feathers, save it out as a obj and
>> texturing that.(remeber to set the UVs before export)
>>
>>  Step4
>> In scene two, I animate the bird.
>> Then point caching animated Character and a applying the cache to the
>> mbfeather character in your base scene, the character now movers and the
>> feathers go with him.
>>
>>  Step5
>> cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
>> sim
>>
>>  Step6
>> apply the cache to the exported obj, in scene two, the animated scene.
>>
>>  Works nicely
>> Ben
>>
>>
>>


Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
Cheers, guys.

So it appears that with either of these methods we can only get it to work
with one feather type?

Am I missing something?

As we can't access the attribute that defines the feather type (1-6 within
the group) the set instance doesn't look like an option and the polymesh
duplicator only allows one instance object too? I seem to remember that
momentum has an instance to geometry function but the studio I'm at doesn't
have it. Is there another instance to geometry script out there? I can't
seen to find one.

Cheers
 On Nov 4, 2013 4:24 PM, "Sandy Sutherland" 
wrote:

>  We did it this way too on Zam - but you can only use one instance this
> way, unless things have changed since then?
>
> S.
>
> On 2013/11/04 6:22 PM, Ben Beckett wrote:
>
>  I have been working with this feather tool for two years now my formula
> to make it work is:
>
>  Step1
> In scene one
> Create the feathers with mbfeather tool on your character save this as a
> base scene
>
>  Step2
> PolyMesh Duplicate the feathers (this example is for one type of feathers)
>
>  Step3
> With that *poly mesh* of the feathers, save it out as a obj and texturing
> that.(remeber to set the UVs before export)
>
>  Step4
> In scene two, I animate the bird.
> Then point caching animated Character and a applying the cache to the
> mbfeather character in your base scene, the character now movers and the
> feathers go with him.
>
>  Step5
> cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
> sim
>
>  Step6
> apply the cache to the exported obj, in scene two, the animated scene.
>
>  Works nicely
> Ben
>
>
>


Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
We did it this way too on Zam - but you can only use one instance this 
way, unless things have changed since then?


S.

On 2013/11/04 6:22 PM, Ben Beckett wrote:
I have been working with this feather tool for two years now my 
formula to make it work is:


Step1
In scene one
Create the feathers with mbfeather tool on your character save this as 
a base scene


Step2
PolyMesh Duplicate the feathers (this example is for one type of feathers)

Step3
With that *poly mesh* of the feathers, save it out as a obj and 
texturing that.(remeber to set the UVs before export)


Step4
In scene two, I animate the bird.
Then point caching animated Character and a applying the cache to the 
mbfeather character in your base scene, the character now movers and 
the feathers go with him.


Step5
cache the mbfeathers* Poly mesh* as it still is linked to the 
mbfeathers sim


Step6
apply the cache to the exported obj, in scene two, the animated scene.

Works nicely
Ben





Re: mb feathertools cache issue

2013-11-04 Thread Ben Beckett
I have been working with this feather tool for two years now my formula to
make it work is:

Step1
In scene one
Create the feathers with mbfeather tool on your character save this as a
base scene

Step2
PolyMesh Duplicate the feathers (this example is for one type of feathers)

Step3
With that *poly mesh* of the feathers, save it out as a obj and texturing
that.(remeber to set the UVs before export)

Step4
In scene two, I animate the bird.
Then point caching animated Character and a applying the cache to the
mbfeather character in your base scene, the character now movers and the
feathers go with him.

Step5
cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
sim

Step6
apply the cache to the exported obj, in scene two, the animated scene.

Works nicely
Ben


On 4 November 2013 16:05, Jonny Grew  wrote:

> Hello list,
>
> Just wondered if anyone can shed any light on some issues we have with mb
> feather tools
>
> When we're caching out the pointcloud we're getting sporadic results in
> reading the cache back.
>
> We have 3 separate mb feather tool setups (body, head and wings) all under
> different models. These all reference the same feather group in it's own
> model) and all nodes have been switched to say 'this_model' as advised
> within the documentation.
>
> We're using 6 different feathers and populating the surface using the
> envelope weights on the 'envelope mesh' that determines which feather
> within the feather group goes where. This all works great when live but
> when caching out we're finding that either:
> 1/The instances aren't there (the particles are - you can see if you
> change the pointcloud display property to point)
> 2/Certain feathers are missing (ie feather 3 and 4).
>
> You can force the instances to be visible by adding another ice tree on
> the empty cache read point cloud with a 'set instance geometry' node,
> however this only populates with the first feather in the feather group. -
> As the compounds are locked we're not sure what attribute we could use to
> ensure that the correct feathers are in the correct place.
>
> It appears that when things do sporadicly work that they only do from a
> single scene.  Exporting the model from this scene and caching causes even
> weirder results which means it looks like using reference models in our
> animation scenes is a no-go. We'll have to export animation action clips,
> apply them into this scene that sporadicly works and export the ICE Cache
> into our render scene.
>
> Any pointers much appreciated on stating our blindingly obvious faults or
> hooky work-arounds.
>
> Cheers
> Jonny
>
>
>


Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
I have found it is safest, and I presume you are using ICE Cache?  
..to setup the instancing on the point cloud reading the cache in - 
i.e. I copy and paste the instance section from the original cloud to 
the in cloud.  So you can either read in the cache into the mixer, or a 
cache node - then if mixer add a simple ICE tree that does just instancing.


Does this make any sense?

S.

On 2013/11/04 6:05 PM, Jonny Grew wrote:

Hello list,

Just wondered if anyone can shed any light on some issues we have with 
mb feather tools


When we're caching out the pointcloud we're getting sporadic results 
in reading the cache back.


We have 3 separate mb feather tool setups (body, head and wings) all 
under different models. These all reference the same feather group in 
it's own model) and all nodes have been switched to say 'this_model' 
as advised within the documentation.


We're using 6 different feathers and populating the surface using the 
envelope weights on the 'envelope mesh' that determines which feather 
within the feather group goes where. This all works great when live 
but when caching out we're finding that either:
1/The instances aren't there (the particles are - you can see if you 
change the pointcloud display property to point)

2/Certain feathers are missing (ie feather 3 and 4).

You can force the instances to be visible by adding another ice tree 
on the empty cache read point cloud with a 'set instance geometry' 
node, however this only populates with the first feather in the 
feather group. - As the compounds are locked we're not sure what 
attribute we could use to ensure that the correct feathers are in the 
correct place.


It appears that when things do sporadicly work that they only do from 
a single scene.  Exporting the model from this scene and caching 
causes even weirder results which means it looks like using reference 
models in our animation scenes is a no-go. We'll have to export 
animation action clips, apply them into this scene that sporadicly 
works and export the ICE Cache into our render scene.


Any pointers much appreciated on stating our blindingly obvious faults 
or hooky work-arounds.


Cheers
Jonny






Re: A Custom ICE Node for directly reading .pc2 file

2013-11-04 Thread Alok Gandhi
Glad it helped you. And yea, now thinking in retrospect, you won't need the 
switch context as the getpointid already does that.

Sent from my iPhone

> On Nov 4, 2013, at 9:23 AM, Cristobal Infante  wrote:
> 
> VERY HANDY Alok, I can confirm you don't need the switch context node, all 
> the rest worked fine..
> 
> By the way, the BIG difference in relation to the default  "Cache on File" 
> read node, is that you are able to move your cached geometry 
> around the scene. So if you have a last minute layout change you can deal 
> with it in rendering. This is way we've stuck with KP op
> reader so far..
> 
> 
> 
> 
> 
> 
>> On 4 November 2013 13:58, Alok Gandhi  wrote:
>> Hi Cristobal,
>> 
>> The node output a single array of pointpositions. So you have to convert the 
>> array to per point attribute. A getpointid plugged into the select in array 
>> and them set pointposition will do the trick. Of course you know that the 
>> target mesh or pointcloud should have same number points as in the pc2 file. 
>> Also you might need a  switch context node before set pointposition.
>> 
>> In case of an empty pointcloud, it is easier. Just plug the output of the 
>> node directly into an add points node.
>> 
>> 
>> Sent from my iPhone
>> 
>>> On Nov 4, 2013, at 8:13 AM, Cristobal Infante  wrote:
>>> 
>>> Hi Alok,
>>> 
>>> Thanks again for sharing this tool, we still rely KP pc2 reader so having 
>>> an alternative is really handy.
>>> 
>>> I was guessing "Read PC2 File" > "Set Point Position"?
>>> 
>>> But I am getting a structure mismatch, probably doing the wrong thing!
>>> 
>>> Thanks,
>>> Cris
>>> 
>>> 
 On 4 November 2013 05:40, Alok Gandhi  wrote:
 Ah I see, I was confused when you said " i haven't tried multiple files 
 per frame (does softimage even export pc2 files this way?)". 
 
 Well in that, sure you can export single file per frame per object through 
 KP_PointCache manager, you simply have to select the start and end frame 
 as the same. PC2 file format have the notion of  "samples" rather than 
 frame, so if you have one sample per frame set then basically you are 
 exporting one data set (pointpositions) per frame.
 
 
> On Mon, Nov 4, 2013 at 12:26 AM, Steven Caron  wrote:
> no one said that you could have multiple objects in the same .pc2 file.
> 
> 
>> On Sun, Nov 3, 2013 at 8:37 PM, Alok Gandhi  
>> wrote:
>> I am a little confused...  
>> 
>> For sure, you cannot have multiple objects in the same .pc2 file, the 
>> format simply doesn't support that.
 
 
 
 -- 
 
> 


Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
Forgot to say 2013 sp1 - testing in 2014 now but the fear of switching
version mid project makes me reluctant!!

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On 4 November 2013 16:05, Jonny Grew  wrote:

> Hello list,
>
> Just wondered if anyone can shed any light on some issues we have with mb
> feather tools
>
> When we're caching out the pointcloud we're getting sporadic results in
> reading the cache back.
>
> We have 3 separate mb feather tool setups (body, head and wings) all under
> different models. These all reference the same feather group in it's own
> model) and all nodes have been switched to say 'this_model' as advised
> within the documentation.
>
> We're using 6 different feathers and populating the surface using the
> envelope weights on the 'envelope mesh' that determines which feather
> within the feather group goes where. This all works great when live but
> when caching out we're finding that either:
> 1/The instances aren't there (the particles are - you can see if you
> change the pointcloud display property to point)
> 2/Certain feathers are missing (ie feather 3 and 4).
>
> You can force the instances to be visible by adding another ice tree on
> the empty cache read point cloud with a 'set instance geometry' node,
> however this only populates with the first feather in the feather group. -
> As the compounds are locked we're not sure what attribute we could use to
> ensure that the correct feathers are in the correct place.
>
> It appears that when things do sporadicly work that they only do from a
> single scene.  Exporting the model from this scene and caching causes even
> weirder results which means it looks like using reference models in our
> animation scenes is a no-go. We'll have to export animation action clips,
> apply them into this scene that sporadicly works and export the ICE Cache
> into our render scene.
>
> Any pointers much appreciated on stating our blindingly obvious faults or
> hooky work-arounds.
>
> Cheers
> Jonny
>
>
>


Re: Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread Stephen Davidson
I never understood the concept of advertising a product you have already
sold.
It's kind of like the HBO commercials, that you get while watching HBO.
Hello? You are already subscribed to HBO, if you are watching the
commercial.

This observation is NOT to detract from your wonderful Softimage / Arnold
animation.
I would say the "commercial" is more useful to give the child an imaginary
story
to go with the toy(s).
Great work!


On Mon, Nov 4, 2013 at 9:36 AM, philipp seis  wrote:

> it's actually a commercial. It appears on a DVD that ships with those
> Knights.
> The good thing is, that we have the freedom to let the story be in
> the foreground, so it feels more like making a shortfilm rather
> than creating a commercial.
>
>
> 2013/11/4 olivier jeannel 
>
>> Wow, very nice, and I love the renders !
>> But is it a short movie or an advert ?
>>
>> ...one year playing playmobils ^^ :D
>>
>>
>> Le 04/11/2013 10:36, philipp seis a écrit :
>>
>>  Hello list,
>>>
>>> i would like to share our last inhouse production from Playmobil
>>> called the "Guardians of the Dragonhearts."
>>> >From the first written idea on paper to the final product we worked
>>> pretty much exactly a year on it, finishing in august 2013.
>>> We usually release our movies in 6 languages.
>>> So far i can offer 3 according to the countries to which the theme is
>>> shipped
>>> by now. I hope you don't mind, or speak either:
>>>
>>> german
>>> http://www.youtube.com/watch?v=mfgXO-jQ0aY&noredirect=1
>>> french
>>> http://www.youtube.com/watch?v=3M7z3powmHg&feature=c4-overview-vl&list=
>>> PL4237B9B68DE28548&noredirect=1
>>> or dutch :)
>>> http://www.youtube.com/watch?v=oeNy4BdMD0I&list=
>>> PL4237B9B68DE28548&noredirect=1
>>>
>>> It was of course done in Softimage, rendered in Arnold and with our
>>> first excessive
>>> use of fire and smoke, using the em Plugins.
>>>
>>> Cheers ! philipp
>>>
>>
>>
>


-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke




mb feathertools cache issue

2013-11-04 Thread Jonny Grew
Hello list,

Just wondered if anyone can shed any light on some issues we have with mb
feather tools

When we're caching out the pointcloud we're getting sporadic results in
reading the cache back.

We have 3 separate mb feather tool setups (body, head and wings) all under
different models. These all reference the same feather group in it's own
model) and all nodes have been switched to say 'this_model' as advised
within the documentation.

We're using 6 different feathers and populating the surface using the
envelope weights on the 'envelope mesh' that determines which feather
within the feather group goes where. This all works great when live but
when caching out we're finding that either:
1/The instances aren't there (the particles are - you can see if you change
the pointcloud display property to point)
2/Certain feathers are missing (ie feather 3 and 4).

You can force the instances to be visible by adding another ice tree on the
empty cache read point cloud with a 'set instance geometry' node, however
this only populates with the first feather in the feather group. - As the
compounds are locked we're not sure what attribute we could use to ensure
that the correct feathers are in the correct place.

It appears that when things do sporadicly work that they only do from a
single scene.  Exporting the model from this scene and caching causes even
weirder results which means it looks like using reference models in our
animation scenes is a no-go. We'll have to export animation action clips,
apply them into this scene that sporadicly works and export the ICE Cache
into our render scene.

Any pointers much appreciated on stating our blindingly obvious faults or
hooky work-arounds.

Cheers
Jonny


Re: Softimage+Clara.io animation example (Luxo Jr.) + Open beta announcement

2013-11-04 Thread Renato Polimeno
Nice!!


On Mon, Nov 4, 2013 at 11:53 AM, Ben Houston  wrote:

> Hi all,
>
> Jason Shoumar, our resident artist (formerly of ModusFX), worked with
> us recently to create a Luxo Jr. animation using both Softimage and
> Clara.io as a homage to Pixar.  The rig was created in Softimage.  The
> animation was done in both Softimage and in Clara.io.  The materials,
> lighting and camera were done in Clara.io.  You can play the resulting
> animation in your browser if your browser is WebGL compatible (you can
> rotate it or click "Edit" to start editing any part of the scene or
> animation):
>
> http://clara.io/player/5f61d02a-71d7-4099-90c1-f214a90c0b4a?autoplay=true
>
> We are also quite happy to finally announce the start of our open
> beta.  Our full open beta announcement is here (and includes all the
> new features):
>
> http://exocortex.com/blog/claraio_open_beta
>
> Also, some coverage of Clara.io from an industry perspective is
> available from Ian Failes of FX Guide:
>
> http://www.fxguide.com/quicktakes/the-future-of-3d-creation-on-the-web/
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
>



-- 
__

-> Renato Polimeno
+55 11 9 7539 3615 (VIVO)
fb renato.polimeno 
twt @renatopolimeno 
G+ gplus/renatopolimeno 
skype. renatopolimeno


Re: Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread philipp seis
it's actually a commercial. It appears on a DVD that ships with those
Knights.
The good thing is, that we have the freedom to let the story be in
the foreground, so it feels more like making a shortfilm rather
than creating a commercial.


2013/11/4 olivier jeannel 

> Wow, very nice, and I love the renders !
> But is it a short movie or an advert ?
>
> ...one year playing playmobils ^^ :D
>
>
> Le 04/11/2013 10:36, philipp seis a écrit :
>
>  Hello list,
>>
>> i would like to share our last inhouse production from Playmobil
>> called the "Guardians of the Dragonhearts."
>> From the first written idea on paper to the final product we worked
>> pretty much exactly a year on it, finishing in august 2013.
>> We usually release our movies in 6 languages.
>> So far i can offer 3 according to the countries to which the theme is
>> shipped
>> by now. I hope you don't mind, or speak either:
>>
>> german
>> http://www.youtube.com/watch?v=mfgXO-jQ0aY&noredirect=1
>> french
>> http://www.youtube.com/watch?v=3M7z3powmHg&feature=c4-overview-vl&list=
>> PL4237B9B68DE28548&noredirect=1
>> or dutch :)
>> http://www.youtube.com/watch?v=oeNy4BdMD0I&list=
>> PL4237B9B68DE28548&noredirect=1
>>
>> It was of course done in Softimage, rendered in Arnold and with our first
>> excessive
>> use of fire and smoke, using the em Plugins.
>>
>> Cheers ! philipp
>>
>
>


Re: A Custom ICE Node for directly reading .pc2 file

2013-11-04 Thread Cristobal Infante
VERY HANDY Alok, I can confirm you don't need the switch context node, all
the rest worked fine..

By the way, the BIG difference in relation to the default  "Cache on File"
read node, is that you are able to move your cached geometry
around the scene. So if you have a last minute layout change you can deal
with it in rendering. This is way we've stuck with KP op
reader so far..






On 4 November 2013 13:58, Alok Gandhi  wrote:

> Hi Cristobal,
>
> The node output a single array of pointpositions. So you have to convert
> the array to per point attribute. A getpointid plugged into the select in
> array and them set pointposition will do the trick. Of course you know that
> the target mesh or pointcloud should have same number points as in the pc2
> file. Also you might need a  switch context node before set pointposition.
>
> In case of an empty pointcloud, it is easier. Just plug the output of the
> node directly into an add points node.
>
>
> Sent from my iPhone
>
> On Nov 4, 2013, at 8:13 AM, Cristobal Infante  wrote:
>
> Hi Alok,
>
> Thanks again for sharing this tool, we still rely KP pc2 reader so having
> an alternative is really handy.
>
> I was guessing "Read PC2 File" > "Set Point Position"?
>
> But I am getting a structure mismatch, probably doing the wrong thing!
>
> Thanks,
> Cris
>
>
> On 4 November 2013 05:40, Alok Gandhi  wrote:
>
>> Ah I see, I was confused when you said " i haven't tried multiple files
>> per frame (does softimage even export pc2 files this way?)".
>>
>> Well in that, sure you can export single file per frame per object
>> through KP_PointCache manager, you simply have to select the start and end
>> frame as the same. PC2 file format have the notion of  "samples" rather
>> than frame, so if you have one sample per frame set then basically you are
>> exporting one data set (pointpositions) per frame.
>>
>>
>> On Mon, Nov 4, 2013 at 12:26 AM, Steven Caron  wrote:
>>
>>> no one said that you could have multiple objects in the same .pc2 file.
>>>
>>>
>>> On Sun, Nov 3, 2013 at 8:37 PM, Alok Gandhi 
>>> wrote:
>>>
 I am a little confused...

>>>
 For sure, you cannot have multiple objects in the same .pc2 file, the
 format simply doesn't support that.



>>
>>
>> --
>>
>
>


Re: A Custom ICE Node for directly reading .pc2 file

2013-11-04 Thread Alok Gandhi
Hi Cristobal,

The node output a single array of pointpositions. So you have to convert the 
array to per point attribute. A getpointid plugged into the select in array and 
them set pointposition will do the trick. Of course you know that the target 
mesh or pointcloud should have same number points as in the pc2 file. Also you 
might need a  switch context node before set pointposition.

In case of an empty pointcloud, it is easier. Just plug the output of the node 
directly into an add points node.


Sent from my iPhone

> On Nov 4, 2013, at 8:13 AM, Cristobal Infante  wrote:
> 
> Hi Alok,
> 
> Thanks again for sharing this tool, we still rely KP pc2 reader so having an 
> alternative is really handy.
> 
> I was guessing "Read PC2 File" > "Set Point Position"?
> 
> But I am getting a structure mismatch, probably doing the wrong thing!
> 
> Thanks,
> Cris
> 
> 
>> On 4 November 2013 05:40, Alok Gandhi  wrote:
>> Ah I see, I was confused when you said " i haven't tried multiple files per 
>> frame (does softimage even export pc2 files this way?)". 
>> 
>> Well in that, sure you can export single file per frame per object through 
>> KP_PointCache manager, you simply have to select the start and end frame as 
>> the same. PC2 file format have the notion of  "samples" rather than frame, 
>> so if you have one sample per frame set then basically you are exporting one 
>> data set (pointpositions) per frame.
>> 
>> 
>>> On Mon, Nov 4, 2013 at 12:26 AM, Steven Caron  wrote:
>>> no one said that you could have multiple objects in the same .pc2 file.
>>> 
>>> 
 On Sun, Nov 3, 2013 at 8:37 PM, Alok Gandhi  
 wrote:
 I am a little confused...  
 
 For sure, you cannot have multiple objects in the same .pc2 file, the 
 format simply doesn't support that.
>> 
>> 
>> 
>> -- 
>> 
> 


Softimage+Clara.io animation example (Luxo Jr.) + Open beta announcement

2013-11-04 Thread Ben Houston
Hi all,

Jason Shoumar, our resident artist (formerly of ModusFX), worked with
us recently to create a Luxo Jr. animation using both Softimage and
Clara.io as a homage to Pixar.  The rig was created in Softimage.  The
animation was done in both Softimage and in Clara.io.  The materials,
lighting and camera were done in Clara.io.  You can play the resulting
animation in your browser if your browser is WebGL compatible (you can
rotate it or click "Edit" to start editing any part of the scene or
animation):

http://clara.io/player/5f61d02a-71d7-4099-90c1-f214a90c0b4a?autoplay=true

We are also quite happy to finally announce the start of our open
beta.  Our full open beta announcement is here (and includes all the
new features):

http://exocortex.com/blog/claraio_open_beta

Also, some coverage of Clara.io from an industry perspective is
available from Ian Failes of FX Guide:

http://www.fxguide.com/quicktakes/the-future-of-3d-creation-on-the-web/

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation


Re: A Custom ICE Node for directly reading .pc2 file

2013-11-04 Thread Cristobal Infante
Hi Alok,

Thanks again for sharing this tool, we still rely KP pc2 reader so having
an alternative is really handy.

I was guessing "Read PC2 File" > "Set Point Position"?

But I am getting a structure mismatch, probably doing the wrong thing!

Thanks,
Cris


On 4 November 2013 05:40, Alok Gandhi  wrote:

> Ah I see, I was confused when you said " i haven't tried multiple files
> per frame (does softimage even export pc2 files this way?)".
>
> Well in that, sure you can export single file per frame per object through
> KP_PointCache manager, you simply have to select the start and end frame as
> the same. PC2 file format have the notion of  "samples" rather than frame,
> so if you have one sample per frame set then basically you are exporting
> one data set (pointpositions) per frame.
>
>
> On Mon, Nov 4, 2013 at 12:26 AM, Steven Caron  wrote:
>
>> no one said that you could have multiple objects in the same .pc2 file.
>>
>>
>> On Sun, Nov 3, 2013 at 8:37 PM, Alok Gandhi wrote:
>>
>>> I am a little confused...
>>>
>>
>>> For sure, you cannot have multiple objects in the same .pc2 file, the
>>> format simply doesn't support that.
>>>
>>>
>>>
>
>
> --
>


Re: Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread olivier jeannel

Wow, very nice, and I love the renders !
But is it a short movie or an advert ?

...one year playing playmobils ^^ :D


Le 04/11/2013 10:36, philipp seis a écrit :

Hello list,

i would like to share our last inhouse production from Playmobil
called the "Guardians of the Dragonhearts."
From the first written idea on paper to the final product we worked
pretty much exactly a year on it, finishing in august 2013.
We usually release our movies in 6 languages.
So far i can offer 3 according to the countries to which the theme is 
shipped

by now. I hope you don't mind, or speak either:

german
http://www.youtube.com/watch?v=mfgXO-jQ0aY&noredirect=1
french
http://www.youtube.com/watch?v=3M7z3powmHg&feature=c4-overview-vl&list=PL4237B9B68DE28548&noredirect=1
or dutch :)
http://www.youtube.com/watch?v=oeNy4BdMD0I&list=PL4237B9B68DE28548&noredirect=1

It was of course done in Softimage, rendered in Arnold and with our 
first excessive

use of fire and smoke, using the em Plugins.

Cheers ! philipp




Playmobil Inhouse Production - Guardians of the Dragonhearts

2013-11-04 Thread philipp seis
Hello list,

i would like to share our last inhouse production from Playmobil
called the "Guardians of the Dragonhearts."
>From the first written idea on paper to the final product we worked
pretty much exactly a year on it, finishing in august 2013.
We usually release our movies in 6 languages.
So far i can offer 3 according to the countries to which the theme is
shipped
by now. I hope you don't mind, or speak either:

german
http://www.youtube.com/watch?v=mfgXO-jQ0aY&noredirect=1
french
http://www.youtube.com/watch?v=3M7z3powmHg&feature=c4-overview-vl&list=PL4237B9B68DE28548&noredirect=1
or dutch :)
http://www.youtube.com/watch?v=oeNy4BdMD0I&list=PL4237B9B68DE28548&noredirect=1

It was of course done in Softimage, rendered in Arnold and with our first
excessive
use of fire and smoke, using the em Plugins.

Cheers ! philipp