Re: How to Refresh a combo list in a Custom Primitive PPG

2013-11-30 Thread Guillaume Laforge
Hi Ahmidou :)

Yeah it would be the way to go,  but as I was saying in pevious mail there
is no such event for custom primitives.
On Nov 30, 2013 1:32 AM, "Ahmidou Lyazidi"  wrote:

> Hey Guillaume, did you tried the  "siOnInit" EventID?
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/11/28 Stephen Blair 
>
>> Oh yeah, I didn't see the custom primitive part, sorry.
>>
>> For regular custom properties, you can do it in an OnInit or even an
>> OnClicked, at least in scripting.
>>
>>
>> On Wed, Nov 27, 2013 at 4:10 PM, Guillaume Laforge <
>> guillaume.laforge...@gmail.com> wrote:
>>
>>> Thanks for the help Stephen, but it doesn't work even using wide
>>> character (and even without using the L prefix, I guess it would be cast to
>>> wide by the CString constructor).
>>>
>>> I think the problem is that the Refresh is working for the PPG layout
>>> but not to update the internal combo list array. Using a custom property, I
>>> could probably do it in the init callback (thanks to Eric Thivierge for the
>>> idea), but custom primitives (that are a nice 2014 feature btw) don't
>>> provide such callback.
>>>
>>>
>>> On Wed, Nov 27, 2013 at 3:00 PM, Stephen Blair 
>>> wrote:
>>>
 That should work. That's how they do it in the
 PSetUIDemo\cppsrc\PSetUIDemoCPP.cpp

  //Redraw the PPG to show the new combo items
  ctx.PutAttribute(L"Refresh",true);

 Maybe you need the L prefix?


 On Wed, Nov 27, 2013 at 2:17 PM, Guillaume Laforge <
 guillaume.laforge...@gmail.com> wrote:

> Hi,
>
> I've got a custom primitive with a "drop down list enumerator" defined
> in its DefineLayout callback.
> I need to rebuild the "UI Items array" before inspecting the custom
> primitive as it is dynamic.
> The only working way for now is by right clicking the PPG name and
> pick "Refresh".
>
> I added a button using this logic (in the PPGEvent) but it does
> nothing:
>
>   if ( buttonPressed.GetAsText() == "Refresh" )
>   {
> in_ctxt.PutAttribute("Refresh", true);
>   }
>
> Is there a way to get the same behavior than the "Right click and
> Refresh" using the C++ SDK ?
>
> Thanks,
>
> Guillaume Laforge
>
>

>>>
>>
>


alembic question

2013-11-30 Thread Halim Negadi
I know it's a little out of topic and I should post on the exocortex list
but I had no answer from exocortex so far and I'm hitting a wall.
I am trying to get alembic pointcaches exported from softimage using crate
working on references with namespaces in maya.
Even tryed to hack the abc file using the pyalembic libs but didn't succeed.
Anyone had alembic point caches hooked on objects with namespaces ?

Thanks.

-H


Re: alembic question

2013-11-30 Thread Steven Caron
i have went the other way, from maya to softimage. kept namespaces intact
on export but stripped them on import and used model roots from a selection.

what do the identifiers look like coming out of softimage?


On Sat, Nov 30, 2013 at 11:09 AM, Halim Negadi  wrote:

> I know it's a little out of topic and I should post on the exocortex list
> but I had no answer from exocortex so far and I'm hitting a wall.
> I am trying to get alembic pointcaches exported from softimage using crate
> working on references with namespaces in maya.
> Even tryed to hack the abc file using the pyalembic libs but didn't
> succeed.
> Anyone had alembic point caches hooked on objects with namespaces ?
>
> Thanks.
>
> -H
>
>
>
>
>


Re: alembic question

2013-11-30 Thread Halim Negadi
Hi Steven,

Yes, I figured there was an option to skip namespaces on import to
softimage. But I couldn't find anything like that on the maya importer side.
The identifiers looks like this out of softimage:

# INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo
# INFO : /golgothDXfo/trousers_geoXfo/trousers_geo
# INFO : /golgothDXfo/jugul_geoXfo/jugul_geo
# INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo
# INFO : /golgothDXfo/head_geoXfo/head_geo
# INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo
# INFO : /golgothDXfo/tongue_geoXfo/tongue_geo
# INFO : /golgothDXfo/torus3_geoXfo/torus3_geo
# INFO : /golgothDXfo/torus0_geoXfo/torus0_geo
# INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo
# INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo
# INFO : /golgothDXfo/scarf_geoXfo/scarf_geo
# INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo
# INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo
# INFO : /golgothDXfo/torus2_geoXfo/torus2_geo
# INFO : /golgothDXfo/hands_geoXfo/hands_geo
# INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo
# INFO : /golgothDXfo/belt_geoXfo/belt_geo
# INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo
# INFO : /golgothDXfo/shirt_geoXfo/shirt_geo
# INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo
# INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo
# INFO : /golgothDXfo/torus1_geoXfo/torus1_geo
# INFO : /golgothDXfo/body_geoXfo/body_geo
# INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo
# INFO : /golgothDXfo/torus4_geoXfo/torus4_geo
# INFO : /golgothDXfo/straps_geoXfo/straps_geo
# INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo
# INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo
# INFO : /golgothDXfo/plastron_geoXfo/plastron_geo
# INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo

And of course, they won't apply on anything like this:
/golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:L_beltHandle_geo
As I said before, I did try to hack the alembic file and renamed
identifiers but Maya hangs while applying.
Applying point cache is pretty instant, as I did the test without
namespaces.

Thanks.


On Sat, Nov 30, 2013 at 8:38 PM, Steven Caron  wrote:

> i have went the other way, from maya to softimage. kept namespaces intact
> on export but stripped them on import and used model roots from a selection.
>
> what do the identifiers look like coming out of softimage?
>
>
>
> On Sat, Nov 30, 2013 at 11:09 AM, Halim Negadi  wrote:
>
>> I know it's a little out of topic and I should post on the exocortex list
>> but I had no answer from exocortex so far and I'm hitting a wall.
>> I am trying to get alembic pointcaches exported from softimage using
>> crate working on references with namespaces in maya.
>> Even tryed to hack the abc file using the pyalembic libs but didn't
>> succeed.
>> Anyone had alembic point caches hooked on objects with namespaces ?
>>
>> Thanks.
>>
>> -H
>>
>>
>>
>>
>>
>


Re: alembic question

2013-11-30 Thread Steven Caron
ya, i would continue to attempt to change the identifiers post export from
softimage. i don't think there is an option like that in maya's importer.
also, i don't fully understand maya's namespace stuff.

sorry i can't be of more help


On Sat, Nov 30, 2013 at 12:22 PM, Halim Negadi  wrote:

> Hi Steven,
>
> Yes, I figured there was an option to skip namespaces on import to
> softimage. But I couldn't find anything like that on the maya importer side.
> The identifiers looks like this out of softimage:
>
> # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo
> # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo
> # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo
> # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo
> # INFO : /golgothDXfo/head_geoXfo/head_geo
> # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo
> # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo
> # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo
> # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo
> # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo
> # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo
> # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo
> # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo
> # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo
> # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo
> # INFO : /golgothDXfo/hands_geoXfo/hands_geo
> # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo
> # INFO : /golgothDXfo/belt_geoXfo/belt_geo
> # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo
> # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo
> # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo
> # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo
> # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo
> # INFO : /golgothDXfo/body_geoXfo/body_geo
> # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo
> # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo
> # INFO : /golgothDXfo/straps_geoXfo/straps_geo
> # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo
> # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo
> # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo
> # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo
>
> And of course, they won't apply on anything like this:
> /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:
> L_beltHandle_geo
> As I said before, I did try to hack the alembic file and renamed
> identifiers but Maya hangs while applying.
> Applying point cache is pretty instant, as I did the test without
> namespaces.
>
> Thanks.
>
>
>


OT: shooting panoramas

2013-11-30 Thread Paul Griswold
Hey guys,

I am helping out on a documentary that's being shot in China & the subject
of shooting spherical panoramas came up.  For what these guys are doing, I
don't really think there's a need to shoot HDRI's, but I do think having
panoramas would come in handy.

The problem is, I'm being peppered with questions by the DP about the
subject (things like, "this requires a nodal head, right?") and honestly
I've never shot a single panorama in my life.  I think the DP is way
overcomplicating & overthinking things, but since I have no experience I
don't want to give him bad advice or information.

I sent him a link to the sIBL tutorial page (
http://www.hdrlabs.com/tutorials/ )  and that just added to the amount of
questions I'm being hit with.  So I was hoping someone on the list might
have some experience with this subject & could share some info & advice.

Thanks,

Paul



ᐧ


Re: OT: shooting panoramas

2013-11-30 Thread Steven Caron
if there is time and a budget for capturing set data, reference and
spherical HDRIs... then do it! saves time on the backend when doing
lighting. removes any guesswork from just having a plate.

i think the hdr labs forum is a great place to also ask questions


On Sat, Nov 30, 2013 at 1:21 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> Hey guys,
>
> I am helping out on a documentary that's being shot in China & the subject
> of shooting spherical panoramas came up.  For what these guys are doing, I
> don't really think there's a need to shoot HDRI's, but I do think having
> panoramas would come in handy.
>
> The problem is, I'm being peppered with questions by the DP about the
> subject (things like, "this requires a nodal head, right?") and honestly
> I've never shot a single panorama in my life.  I think the DP is way
> overcomplicating & overthinking things, but since I have no experience I
> don't want to give him bad advice or information.
>
> I sent him a link to the sIBL tutorial page (
> http://www.hdrlabs.com/tutorials/ )  and that just added to the amount of
> questions I'm being hit with.  So I was hoping someone on the list might
> have some experience with this subject & could share some info & advice.
>
> Thanks,
>
> Paul
>
>
>
> ᐧ
>


Re: alembic question

2013-11-30 Thread Halim Negadi
Yep, maya namespaces with ':' special character kind of suck.
What feels the most anoying though is the fact that alembic being streamed
from the file system is already a referencing workflow by itself.
I could have done it go without namespaces. But different characters
containing geos following the same naming convention can't receive alembic
point caches at in the same scene.
All right, that's not a maya mailing list over here but for bitching it's
fine no ?
Thanks for answering anyway Steven.

Cheers,

Halim.


On Sat, Nov 30, 2013 at 9:54 PM, Steven Caron  wrote:

> ya, i would continue to attempt to change the identifiers post export from
> softimage. i don't think there is an option like that in maya's importer.
> also, i don't fully understand maya's namespace stuff.
>
> sorry i can't be of more help
>
>
> On Sat, Nov 30, 2013 at 12:22 PM, Halim Negadi  wrote:
>
>> Hi Steven,
>>
>> Yes, I figured there was an option to skip namespaces on import to
>> softimage. But I couldn't find anything like that on the maya importer side.
>> The identifiers looks like this out of softimage:
>>
>> # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo
>> # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo
>> # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo
>> # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo
>> # INFO : /golgothDXfo/head_geoXfo/head_geo
>> # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo
>> # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo
>> # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo
>> # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo
>> # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo
>> # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo
>> # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo
>> # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo
>> # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo
>> # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo
>> # INFO : /golgothDXfo/hands_geoXfo/hands_geo
>> # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo
>> # INFO : /golgothDXfo/belt_geoXfo/belt_geo
>> # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo
>> # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo
>> # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo
>> # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo
>> # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo
>> # INFO : /golgothDXfo/body_geoXfo/body_geo
>> # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo
>> # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo
>> # INFO : /golgothDXfo/straps_geoXfo/straps_geo
>> # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo
>> # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo
>> # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo
>> # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo
>>
>> And of course, they won't apply on anything like this:
>> /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:
>> L_beltHandle_geo
>> As I said before, I did try to hack the alembic file and renamed
>> identifiers but Maya hangs while applying.
>> Applying point cache is pretty instant, as I did the test without
>> namespaces.
>>
>> Thanks.
>>
>>
>>


Lagoa realistic water

2013-11-30 Thread David Saber

hello
Is there a tutorial or a video that could explain how to get realistic 
water? I'd like to get something like this:

http://vimeo.com/28915976
Can't seem to find the right settings tonight :(
Thanks
David


Re: How to Refresh a combo list in a Custom Primitive PPG

2013-11-30 Thread Ahmidou Lyazidi
I haven't tried this one in particulary (only siParameterChange that is
working), but it is used in the Box primitive example

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


2013/12/1 Guillaume Laforge 

> Hi Ahmidou :)
>
> Yeah it would be the way to go,  but as I was saying in pevious mail there
> is no such event for custom primitives.
> On Nov 30, 2013 1:32 AM, "Ahmidou Lyazidi"  wrote:
>
>> Hey Guillaume, did you tried the  "siOnInit" EventID?
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2013/11/28 Stephen Blair 
>>
>>> Oh yeah, I didn't see the custom primitive part, sorry.
>>>
>>> For regular custom properties, you can do it in an OnInit or even an
>>> OnClicked, at least in scripting.
>>>
>>>
>>> On Wed, Nov 27, 2013 at 4:10 PM, Guillaume Laforge <
>>> guillaume.laforge...@gmail.com> wrote:
>>>
 Thanks for the help Stephen, but it doesn't work even using wide
 character (and even without using the L prefix, I guess it would be cast to
 wide by the CString constructor).

 I think the problem is that the Refresh is working for the PPG layout
 but not to update the internal combo list array. Using a custom property, I
 could probably do it in the init callback (thanks to Eric Thivierge for the
 idea), but custom primitives (that are a nice 2014 feature btw) don't
 provide such callback.


 On Wed, Nov 27, 2013 at 3:00 PM, Stephen Blair >>> > wrote:

> That should work. That's how they do it in the
> PSetUIDemo\cppsrc\PSetUIDemoCPP.cpp
>
>  //Redraw the PPG to show the new combo items
>  ctx.PutAttribute(L"Refresh",true);
>
> Maybe you need the L prefix?
>
>
> On Wed, Nov 27, 2013 at 2:17 PM, Guillaume Laforge <
> guillaume.laforge...@gmail.com> wrote:
>
>> Hi,
>>
>> I've got a custom primitive with a "drop down list enumerator"
>> defined in its DefineLayout callback.
>> I need to rebuild the "UI Items array" before inspecting the custom
>> primitive as it is dynamic.
>> The only working way for now is by right clicking the PPG name and
>> pick "Refresh".
>>
>> I added a button using this logic (in the PPGEvent) but it does
>> nothing:
>>
>>   if ( buttonPressed.GetAsText() == "Refresh" )
>>   {
>> in_ctxt.PutAttribute("Refresh", true);
>>   }
>>
>> Is there a way to get the same behavior than the "Right click and
>> Refresh" using the C++ SDK ?
>>
>> Thanks,
>>
>> Guillaume Laforge
>>
>>
>

>>>
>>