Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Markus Cermak

Hey guys,

I got one little question about 3rd Party stuff in Fabric Engine.

Hows the licensing gonna work out. Will it be possible to buy lets say 
Erics Polygonizer with Fabric support as a ""Standalone"" (without 
owning or using any other Fabric Engine stuff) and use it in Softimage 
(because of speed improvements) or will it only be interesting for 
Companies that got Fabric Engine anyway and now extend their toolset.?




On 19.12.2013 21:50, Eric Mootz wrote:

Hey guys,
thank you very much for the kind response to the first little 
FE+Mootzoid test!
And many thanks to Helge and the Fabric team for their support during 
these last four days. All I can say is that the new EDK is really an 
awesome feature. I still cannot believe that Helge and I managed to 
make that polygonizer extension in only four days... he, he, it was 
almost "too easy" ;)
In January I will release a beta of the emPolygonizer4 KL extension 
(Windows/Linux) along with a video tutorial on how to use it in your 
own KL code.
Will also start converting certain of my C++ functions to KL (sort of 
a "emTools" for KL) to get familiar with it. Fun times ahead!

Take care,
Eric



--
mfg

Markus Cermak
3D-Animation Compositing

Leiss Postproduction GmbH
Adresse: Zirkusgasse 13/4 A-1020 Wien
Tel: +43/1/218 96 48
Fax: +43/1/218 96 48/10
Mail: off...@leiss.at



Re: connections

2013-12-19 Thread David Gallagher


Thanks! I'll try it.

On 12/19/2013 8:39 AM, Martin Yara wrote:
So, basically you want to add an equal expression to match 
grpDrivenPunkSkirtXXX to ctlPunkSkirtXXX kinematics right? If then, 
you could use a simple loop, and extract the null's name substring to 
get the ctl name.


Something like this (for scale):

# select grpDriven nulls
si = Application
for item in si.Selection:
ctl = si.ActiveSceneRoot.FindChild("ctl" + item.name 
[9:])

si.SetExpr(item.sclx, ctl.sclx)
si.SetExpr(item.scly, ctl.scly)
si.SetExpr(item.sclz, ctl.sclz)


On Thu, Dec 19, 2013 at 11:51 PM, Eric Thivierge 
mailto:ethivie...@hybride.com>> wrote:


This would be a perfect case for a for loop script. No tools built
in that I know of.


On Wednesday, December 18, 2013 9:54:43 PM, David Gallagher wrote:


I'm looking for some functionality that might already be there in
Softimage.

I want to connect a list of controls to other items -- in this
case a
list of "spaced" rig elements (that stay back at the origin).
I can select the lists here in the Parameter Connection
Editor, but
then I have to select all the transforms on both sides of the
list in
order to connect them.

I just want to connect all the transforms at one time. Instead
of this
one-by-one process.

Is there a tool out there to do this, or something I'm missing
in the
exisiting tool?
Thanks!







Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Eric Mootz
Hey guys,

thank you very much for the kind response to the first little FE+Mootzoid test!
And many thanks to Helge and the Fabric team for their support during these 
last four days. All I can say is that the new EDK is really an awesome feature. 
I still cannot believe that Helge and I managed to make that polygonizer 
extension in only four days... he, he, it was almost "too easy" ;)

In January I will release a beta of the emPolygonizer4 KL extension 
(Windows/Linux) along with a video tutorial on how to use it in your own KL 
code. 
Will also start converting certain of my C++ functions to KL (sort of a 
"emTools" for KL) to get familiar with it. Fun times ahead!

Take care,
Eric

Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread olivier jeannel
100% agree, I apologies for the bad stupid noise. My comment doesn't 
deserve to go further.

I support Mootzoid and FE developement at 100%, the more the better.


Le 19/12/2013 18:53, Eric Thivierge a écrit :
Honestly I'd really like to keep this on topic if we can. I really 
don't want this to turn into one of "those kinds" of threads.


One benefit from having emPolygonizer in Fabric is performance. Not 
sure if there is a gain right now but I'm thinking it could increase 
performance A LOT!


On Thursday, December 19, 2013 12:28:49 PM, Eric Lampi wrote:

I wish you guys could buy SoftImage from Autodesk before they put it
down...

Eric

Freelance 3D and VFX animator

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


On Thu, Dec 19, 2013 at 11:54 AM, Stefan Kubicek mailto:s...@tidbit-images.com>> wrote:

The door swings both way.


.. that doesn't make me really happy. I mean what's the point
in the end
if everything goes to maya?
Well anyway...

Le 19/12/2013 17:17, Eric Thivierge a écrit :

Huh??? It's the only one right now. But eventually I
couldn't see why
he couldn't move more to Fabric. Would be great for him to
earn more
money and have the tools directly translate to Maya for 
better

pipeline interop.

Eric T.

On Thursday, December 19, 2013 11:14:30 AM, Sebastien
Sterling wrote:

so now all the em Plugins work in maya.


On 19 December 2013 16:59, Alok Gandhi


>> wrote:

+1

ALOK

GANDHI

/ directeur technique senior- senior technical
director


alok.gan...@modusfx.com

>

T:

*450 430-0010 x225 

F:

*450 430-0009 
www.modusfx.com 


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On 12/19/2013 10:56 AM, Eric Thivierge wrote:

This is why Fabric is so cool and appealing!

https://vimeo.com/82296039

--__--
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http://www.ethivierge.com









--
--__---
  Stefan Kubicek ste...@keyvis.at 
--__---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231

www.keyvis.at 
--   This email and its attachments are--
-- confidential and for the recipient only --










Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Paul Doyle
I know a few third party developers, and it's tough for them to make money
in the VFX industry. Providing a way for them to target multiple DCC
applications is a good way to help them succeed, which ultimately leads to
them building new plugins. As much as you dislike the notion of Eric
building for other applications, he has to make a living. It's also worth
considering all the Max and Maya plugin developers that might target
Softimage as well...

As for us buying Softimage from Autodesk - I'm not quite sure what we'd do
with it, or why AD would ever sell it :)


On 19 December 2013 12:56, Helge Mathee  wrote:

> One of the major benefits is customizability, relaying functionality into
> other DCCs.
> If you don't like it don't think about Maya, but for example running
> emPolygonizer directly in
> Arnold for example is huge.
> Being able to design the pipeline for geometry generation with a portable
> system makes
> things much easier. One of the slowest bits usually with heavy geometry is
> exchanging data.
> With our system you'll be able to directly render data into the Softimage
> viewport, without
> any additional data exchange (optionally), which will dramatically
> increase performance.
>
> -H
>
>
> On 12/19/2013 6:53 PM, Eric Thivierge wrote:
>
>> Honestly I'd really like to keep this on topic if we can. I really don't
>> want this to turn into one of "those kinds" of threads.
>>
>> One benefit from having emPolygonizer in Fabric is performance. Not sure
>> if there is a gain right now but I'm thinking it could increase performance
>> A LOT!
>>
>> On Thursday, December 19, 2013 12:28:49 PM, Eric Lampi wrote:
>>
>>> I wish you guys could buy SoftImage from Autodesk before they put it
>>> down...
>>>
>>> Eric
>>>
>>> Freelance 3D and VFX animator
>>>
>>> http://vimeopro.com/user7979713/3d-work
>>>
>>>
>>> On Thu, Dec 19, 2013 at 11:54 AM, Stefan Kubicek >> > wrote:
>>>
>>> The door swings both way.
>>>
>>>
>>> .. that doesn't make me really happy. I mean what's the point
>>> in the end
>>> if everything goes to maya?
>>> Well anyway...
>>>
>>> Le 19/12/2013 17:17, Eric Thivierge a écrit :
>>>
>>> Huh??? It's the only one right now. But eventually I
>>> couldn't see why
>>> he couldn't move more to Fabric. Would be great for him to
>>> earn more
>>> money and have the tools directly translate to Maya for
>>> better
>>> pipeline interop.
>>>
>>> Eric T.
>>>
>>> On Thursday, December 19, 2013 11:14:30 AM, Sebastien
>>> Sterling wrote:
>>>
>>> so now all the em Plugins work in maya.
>>>
>>>
>>> On 19 December 2013 16:59, Alok Gandhi
>>> mailto:alok.gan...@modusfx.com
>>> >
>>> >> >> wrote:
>>>
>>> +1
>>>
>>> ALOK
>>>
>>> GANDHI
>>>
>>> / directeur technique senior- senior technical
>>> director
>>>
>>>
>>> alok.gan...@modusfx.com
>>> 
>>> >> >
>>>
>>> T:
>>>
>>> *450 430-0010 x225 
>>>
>>> F:
>>>
>>> *450 430-0009 
>>> www.modusfx.com 
>>> 
>>>
>>> --__
>>> --__--__---
>>>
>>>
>>> MODUS
>>>
>>> FX
>>>
>>>
>>> 120 Rue Turgeon,
>>>
>>>
>>> Sainte-Therese (Quebec) CANADA J7E 3J1
>>>
>>>
>>> Follow us on
>>>
>>> Facebook >> >
>>>
>>> &
>>>
>>> Twitter 
>>> **
>>> On 12/19/2013 10:56 AM, Eric Thivierge wrote:
>>>
>>> This is why Fabric is so cool and appealing!
>>>
>>> https://vimeo.com/82296039
>>>
>>> --__--
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> --
>>> --__---
>>>   Stefan Kubicek ste...@keyvis.at 
>>> --__---
>>>keyvis digital imagery
>>>   Alfred Feierfeilstraße 3
>>>A-2380 Perchtoldsdorf bei Wien
>>> Phone: +43 (0) 699 12614231
>>> 

Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Helge Mathee
One of the major benefits is customizability, relaying functionality 
into other DCCs.
If you don't like it don't think about Maya, but for example running 
emPolygonizer directly in

Arnold for example is huge.
Being able to design the pipeline for geometry generation with a 
portable system makes
things much easier. One of the slowest bits usually with heavy geometry 
is exchanging data.
With our system you'll be able to directly render data into the 
Softimage viewport, without
any additional data exchange (optionally), which will dramatically 
increase performance.


-H

On 12/19/2013 6:53 PM, Eric Thivierge wrote:
Honestly I'd really like to keep this on topic if we can. I really 
don't want this to turn into one of "those kinds" of threads.


One benefit from having emPolygonizer in Fabric is performance. Not 
sure if there is a gain right now but I'm thinking it could increase 
performance A LOT!


On Thursday, December 19, 2013 12:28:49 PM, Eric Lampi wrote:

I wish you guys could buy SoftImage from Autodesk before they put it
down...

Eric

Freelance 3D and VFX animator

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


On Thu, Dec 19, 2013 at 11:54 AM, Stefan Kubicek mailto:s...@tidbit-images.com>> wrote:

The door swings both way.


.. that doesn't make me really happy. I mean what's the point
in the end
if everything goes to maya?
Well anyway...

Le 19/12/2013 17:17, Eric Thivierge a écrit :

Huh??? It's the only one right now. But eventually I
couldn't see why
he couldn't move more to Fabric. Would be great for him to
earn more
money and have the tools directly translate to Maya for 
better

pipeline interop.

Eric T.

On Thursday, December 19, 2013 11:14:30 AM, Sebastien
Sterling wrote:

so now all the em Plugins work in maya.


On 19 December 2013 16:59, Alok Gandhi


>> wrote:

+1

ALOK

GANDHI

/ directeur technique senior- senior technical
director


alok.gan...@modusfx.com

>

T:

*450 430-0010 x225 

F:

*450 430-0009 
www.modusfx.com 


--__--__--__---


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FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

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Twitter 
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On 12/19/2013 10:56 AM, Eric Thivierge wrote:

This is why Fabric is so cool and appealing!

https://vimeo.com/82296039

--__--
Eric Thivierge
http://www.ethivierge.com









--
--__---
  Stefan Kubicek ste...@keyvis.at 
--__---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231

www.keyvis.at 
--   This email and its attachments are--
-- confidential and for the recipient only --








Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Eric Thivierge
Honestly I'd really like to keep this on topic if we can. I really 
don't want this to turn into one of "those kinds" of threads.


One benefit from having emPolygonizer in Fabric is performance. Not 
sure if there is a gain right now but I'm thinking it could increase 
performance A LOT!


On Thursday, December 19, 2013 12:28:49 PM, Eric Lampi wrote:

I wish you guys could buy SoftImage from Autodesk before they put it
down...

Eric

Freelance 3D and VFX animator

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


On Thu, Dec 19, 2013 at 11:54 AM, Stefan Kubicek mailto:s...@tidbit-images.com>> wrote:

The door swings both way.


.. that doesn't make me really happy. I mean what's the point
in the end
if everything goes to maya?
Well anyway...

Le 19/12/2013 17:17, Eric Thivierge a écrit :

Huh??? It's the only one right now. But eventually I
couldn't see why
he couldn't move more to Fabric. Would be great for him to
earn more
money and have the tools directly translate to Maya for better
pipeline interop.

Eric T.

On Thursday, December 19, 2013 11:14:30 AM, Sebastien
Sterling wrote:

so now all the em Plugins work in maya.


On 19 December 2013 16:59, Alok Gandhi
mailto:alok.gan...@modusfx.com>
>> wrote:

+1

ALOK

GANDHI

/ directeur technique senior- senior technical
director


alok.gan...@modusfx.com

>

T:

*450 430-0010 x225 

F:

*450 430-0009 
www.modusfx.com 



--__--__--__---


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook >

&

Twitter 
**
On 12/19/2013 10:56 AM, Eric Thivierge wrote:

This is why Fabric is so cool and appealing!

https://vimeo.com/82296039

--__--
Eric Thivierge
http://www.ethivierge.com









--
--__---
  Stefan Kubicek ste...@keyvis.at 
--__---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231

www.keyvis.at 
--   This email and its attachments are--
-- confidential and for the recipient only --






Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Eric Lampi
I wish you guys could buy SoftImage from Autodesk before they put it down...

Eric

Freelance 3D and VFX animator

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


On Thu, Dec 19, 2013 at 11:54 AM, Stefan Kubicek wrote:

> The door swings both way.
>
>
>  .. that doesn't make me really happy. I mean what's the point in the end
>> if everything goes to maya?
>> Well anyway...
>>
>> Le 19/12/2013 17:17, Eric Thivierge a écrit :
>>
>>> Huh??? It's the only one right now. But eventually I couldn't see why
>>> he couldn't move more to Fabric. Would be great for him to earn more
>>> money and have the tools directly translate to Maya for better
>>> pipeline interop.
>>>
>>> Eric T.
>>>
>>> On Thursday, December 19, 2013 11:14:30 AM, Sebastien Sterling wrote:
>>>
 so now all the em Plugins work in maya.


 On 19 December 2013 16:59, Alok Gandhi >>> > wrote:

 +1

 ALOK

 GANDHI

 / directeur technique senior- senior technical director


 alok.gan...@modusfx.com 

 T:

 *450 430-0010 x225

 F:

 *450 430-0009
 www.modusfx.com 

 
 -


 MODUS

 FX


 120 Rue Turgeon,


 Sainte-Therese (Quebec) CANADA J7E 3J1


 Follow us on

 Facebook 

 &

 Twitter 
 **
 On 12/19/2013 10:56 AM, Eric Thivierge wrote:

> This is why Fabric is so cool and appealing!
>
> https://vimeo.com/82296039
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>



>>>
>>>
>>>
>>
>
> --
> -
>   Stefan Kubicek   ste...@keyvis.at
> -
>keyvis digital imagery
>   Alfred Feierfeilstraße 3
>A-2380 Perchtoldsdorf bei Wien
> Phone:  +43 (0) 699 12614231
>  www.keyvis.at
> --   This email and its attachments are--
> -- confidential and for the recipient only --
>
>


Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Stefan Kubicek

The door swings both way.



.. that doesn't make me really happy. I mean what's the point in the end
if everything goes to maya?
Well anyway...

Le 19/12/2013 17:17, Eric Thivierge a écrit :

Huh??? It's the only one right now. But eventually I couldn't see why
he couldn't move more to Fabric. Would be great for him to earn more
money and have the tools directly translate to Maya for better
pipeline interop.

Eric T.

On Thursday, December 19, 2013 11:14:30 AM, Sebastien Sterling wrote:

so now all the em Plugins work in maya.


On 19 December 2013 16:59, Alok Gandhi mailto:alok.gan...@modusfx.com>> wrote:

+1

ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com 

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com 

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook 

&

Twitter 
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On 12/19/2013 10:56 AM, Eric Thivierge wrote:

This is why Fabric is so cool and appealing!

https://vimeo.com/82296039


Eric Thivierge
http://www.ethivierge.com












--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its attachments are--
-- confidential and for the recipient only --



Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Eric Thivierge
Ah right, forgot what list I was posting to. I should have known 
better...


On Thursday, December 19, 2013 11:48:20 AM, olivier jeannel wrote:

.. that doesn't make me really happy. I mean what's the point in the
end if everything goes to maya?
Well anyway...




Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread olivier jeannel
.. that doesn't make me really happy. I mean what's the point in the end 
if everything goes to maya?

Well anyway...

Le 19/12/2013 17:17, Eric Thivierge a écrit :
Huh??? It's the only one right now. But eventually I couldn't see why 
he couldn't move more to Fabric. Would be great for him to earn more 
money and have the tools directly translate to Maya for better 
pipeline interop.


Eric T.

On Thursday, December 19, 2013 11:14:30 AM, Sebastien Sterling wrote:

so now all the em Plugins work in maya.


On 19 December 2013 16:59, Alok Gandhi mailto:alok.gan...@modusfx.com>> wrote:

+1

ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com 

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com 

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook 

&

Twitter 
**
On 12/19/2013 10:56 AM, Eric Thivierge wrote:

This is why Fabric is so cool and appealing!

https://vimeo.com/82296039


Eric Thivierge
http://www.ethivierge.com











RE: Particle clone counter

2013-12-19 Thread gareth bell
I think you can get the "parent" point's position and then use those 
coordinates to offset the clone

Date: Thu, 19 Dec 2013 14:16:59 -0200
Subject: Particle clone counter
From: gustav...@gmail.com
To: softimage@listproc.autodesk.com

Hello wonderful list!
Do any of you know of the existense of an attribute (or hidden attribute) that 
holds a counter for clones generated with the clone particle node?

The use of it would be to be able to offset each of the clones along a vector, 
so they are not placed on top of each other.
Thanks for any help!Gustavo E Boehs

Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | 
http://www.gustavoeb.com.br/

  

Re: Particle clone counter

2013-12-19 Thread Gustavo Eggert Boehs
Hi Gareth, that is what I am doing, and for 1 clone that is alright. But I
want to have many clones and dont want to resort to randomize like the
spawn compounds do.
So I would need a PER CLONE offset... at least that was my initial
thought...

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2013/12/19 gareth bell 

> I think you can get the "parent" point's position and then use those
> coordinates to offset the clone
>
>
> --
> Date: Thu, 19 Dec 2013 14:16:59 -0200
> Subject: Particle clone counter
> From: gustav...@gmail.com
> To: softimage@listproc.autodesk.com
>
>
> Hello wonderful list!
>
> Do any of you know of the existense of an attribute (or hidden attribute)
> that holds a counter for clones generated with the clone particle node?
>
> The use of it would be to be able to offset each of the clones along a
> vector, so they are not placed on top of each other.
>
> Thanks for any help!
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>


Particle clone counter

2013-12-19 Thread Gustavo Eggert Boehs
Hello wonderful list!

Do any of you know of the existense of an attribute (or hidden attribute)
that holds a counter for clones generated with the clone particle node?

The use of it would be to be able to offset each of the clones along a
vector, so they are not placed on top of each other.

Thanks for any help!
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Eric Thivierge
Huh??? It's the only one right now. But eventually I couldn't see why 
he couldn't move more to Fabric. Would be great for him to earn more 
money and have the tools directly translate to Maya for better pipeline 
interop.


Eric T.

On Thursday, December 19, 2013 11:14:30 AM, Sebastien Sterling wrote:

so now all the em Plugins work in maya.


On 19 December 2013 16:59, Alok Gandhi mailto:alok.gan...@modusfx.com>> wrote:

+1

ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com 

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com 


-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook 

&

Twitter 
**
On 12/19/2013 10:56 AM, Eric Thivierge wrote:

This is why Fabric is so cool and appealing!

https://vimeo.com/82296039


Eric Thivierge
http://www.ethivierge.com







Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Sebastien Sterling
so now all the em Plugins work in maya.


On 19 December 2013 16:59, Alok Gandhi  wrote:

>  +1
>
>  ALOK
>
> GANDHI
>
> / directeur technique senior- senior technical director
>
> alok.gan...@modusfx.com
>
> T:
>
>
>
>
>
>
>
>
> *450 430-0010 x225 F: 450 430-0009 www.modusfx.com
> 
> -
> MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us
> on Facebook  & Twitter
>  *
> On 12/19/2013 10:56 AM, Eric Thivierge wrote:
>
> This is why Fabric is so cool and appealing!
>
>  https://vimeo.com/82296039
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
>


RE: How to weight size preference on instance shapes in ICE?

2013-12-19 Thread gareth bell

http://imgur.com/ZPWHZrM


The random probability value is set to 0.9

Date: Thu, 19 Dec 2013 10:43:25 -0500
From: alok.gan...@modusfx.com
To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com
Subject: Re: How to weight size preference on instance shapes in ICE?


  

  
  
In fact you could use the random node
  in ice. The test random probability node uses it. What you are
  looking for a is a gaussian distribution(bell curve). I think the
  random probability node implements the gaussian distribution, if I
  am not wrong.

  

  
ALOK
GANDHI
 /
  directeur technique senior- senior technical director


alok.gan...@modusfx.com

T: 
450
  430-0010 x225

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430-0009

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  On 12/19/2013 10:10 AM, Morten Bartholdy wrote:



  
Don't know that one, Gareth. How
does that work?  
 


MB  
 


 


   

Den 19. december 2013 kl. 15:38 skrev gareth bell
: 




  
  What about a "test random probability" node?

   

  

  
 Date: Thu, 19 Dec 2013 14:20:08 +0100 

Subject: Re: How to weight size preference on instance
shapes in ICE? 

From: tridi.animei...@gmail.com 

To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com




Maybe you can try with an fcurve? If you
  are using a randomize value by range, make that range
  between 0 and 1, pipe it in an Fcurve node, and
  rescale to your actual size range. And now you can use
  the curve to weight it.
 

  

   On Thu, Dec 19, 2013 at
2:06 PM, Morten Bartholdy  < x...@colorshopvfx.dk
  >  wrote: 

 
  
  I am doing RBD sim with Momentum
using instance shapes with 22 different
instance objects. I am randomizing the size
of these for variation, but would like to
weight the variation so I get few large ones
but many small - like a 10 - 90 % ratio for
instance. Aside form making many instance
objects and make the size relationships in
  the instance group, is there a way to do
  this in the ICE tree?  

 

Morten (tired simulator artist these days)

 

  

  

  

  
  


  


  

Re: emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Alok Gandhi

+1

ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com 

T:

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F:

*450 430-0009
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On 12/19/2013 10:56 AM, Eric Thivierge wrote:

This is why Fabric is so cool and appealing!

https://vimeo.com/82296039


Eric Thivierge
http://www.ethivierge.com




emPolygonizer in Fabric Engine using KL extension

2013-12-19 Thread Eric Thivierge
This is why Fabric is so cool and appealing!

https://vimeo.com/82296039


Eric Thivierge
http://www.ethivierge.com


Re: How to weight size preference on instance shapes in ICE?

2013-12-19 Thread Alok Gandhi
In fact you could use the random node in ice. The test random 
probability node uses it. What you are looking for a is a gaussian 
distribution(bell curve). I think the random probability node implements 
the gaussian distribution, if I am not wrong.


ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com 

T:

*450 430-0010 x225

F:

*450 430-0009
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FX


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**
On 12/19/2013 10:10 AM, Morten Bartholdy wrote:


Don't know that one, Gareth. How does that work?


MB




Den 19. december 2013 kl. 15:38 skrev gareth bell 
:


What about a "test random probability" node?



Date: Thu, 19 Dec 2013 14:20:08 +0100
Subject: Re: How to weight size preference on instance shapes in ICE?
From: tridi.animei...@gmail.com
To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com

Maybe you can try with an fcurve? If you are using a randomize
value by range, make that range between 0 and 1, pipe it in an
Fcurve node, and rescale to your actual size range. And now you
can use the curve to weight it.


On Thu, Dec 19, 2013 at 2:06 PM, Morten Bartholdy <
x...@colorshopvfx.dk  > wrote:

I am doing RBD sim with Momentum using instance shapes with 22
different instance objects. I am randomizing the size of these
for variation, but would like to weight the variation so I get
few large ones but many small - like a 10 - 90 % ratio for
instance. Aside form making many instance objects and make the
size relationships in the instance group, is there a way to do
this in the ICE tree?

Morten (tired simulator artist these days)






Re: connections

2013-12-19 Thread Martin Yara
So, basically you want to add an equal expression to match
grpDrivenPunkSkirtXXX to ctlPunkSkirtXXX kinematics right? If then, you
could use a simple loop, and extract the null's name substring to get the
ctl name.

Something like this (for scale):

# select grpDriven nulls
si = Application
for item in si.Selection:
ctl = si.ActiveSceneRoot.FindChild("ctl" + item.name[9:])
si.SetExpr(item.sclx, ctl.sclx)
si.SetExpr(item.scly, ctl.scly)
si.SetExpr(item.sclz, ctl.sclz)


On Thu, Dec 19, 2013 at 11:51 PM, Eric Thivierge wrote:

> This would be a perfect case for a for loop script. No tools built in that
> I know of.
>
>
> On Wednesday, December 18, 2013 9:54:43 PM, David Gallagher wrote:
>
>>
>> I'm looking for some functionality that might already be there in
>> Softimage.
>>
>> I want to connect a list of controls to other items -- in this case a
>> list of "spaced" rig elements (that stay back at the origin).
>> I can select the lists here in the Parameter Connection Editor, but
>> then I have to select all the transforms on both sides of the list in
>> order to connect them.
>>
>> I just want to connect all the transforms at one time. Instead of this
>> one-by-one process.
>>
>> Is there a tool out there to do this, or something I'm missing in the
>> exisiting tool?
>> Thanks!
>>
>>
>


RE: How to weight size preference on instance shapes in ICE?

2013-12-19 Thread Morten Bartholdy
Don't know that one, Gareth. How does that work?

MB




Den 19. december 2013 kl. 15:38 skrev gareth bell :

> What about a "test random probability" node?
> 
> 
> 
> Date: Thu, 19 Dec 2013 14:20:08 +0100
> Subject: Re: How to weight size preference on instance shapes in ICE?
> From: tridi.animei...@gmail.com
> To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com
> 
> Maybe you can try with an fcurve? If you are using a randomize value by
> range, make that range between 0 and 1, pipe it in an Fcurve node, and
> rescale to your actual size range. And now you can use the curve to weight
> it.
> 
> 
> On Thu, Dec 19, 2013 at 2:06 PM, Morten Bartholdy < x...@colorshopvfx.dk
>  > wrote:
> > 
> > I am doing RBD sim with Momentum using instance shapes with 22 different
> > instance objects. I am randomizing the size of these for variation, but
> > would like to weight the variation so I get few large ones but many small -
> > like a 10 - 90 % ratio for instance. Aside form making many instance
> > objects and make the size relationships in the instance group, is there a
> > way to do this in the ICE tree?
> > 
> > 
> > 
> > Morten (tired simulator artist these days)
> > 
> > 
> > 


Re: How to weight size preference on instance shapes in ICE?

2013-12-19 Thread Morten Bartholdy
Thanks Oscar - hadn't thought of that one - it works fine :)

MB


Den 19. december 2013 kl. 14:20 skrev Oscar Juarez
:

> Maybe you can try with an fcurve? If you are using a randomize value by
> range, make that range between 0 and 1, pipe it in an Fcurve node, and
> rescale to your actual size range. And now you can use the curve to weight
> it.
> 
> 
> On Thu, Dec 19, 2013 at 2:06 PM, Morten Bartholdy < x...@colorshopvfx.dk
>  > wrote:
> > I am doing RBD sim with Momentum using instance shapes with 22 different
> > instance objects. I am randomizing the size of these for variation, but
> > would like to weight the variation so I get few large ones but many small -
> > like a 10 - 90 % ratio for instance. Aside form making many instance
> > objects and make the size relationships in the instance group, is there a
> > way to do this in the ICE tree?
> > 
> > Morten (tired simulator artist these days)
> > 


Re: connections

2013-12-19 Thread Eric Thivierge
This would be a perfect case for a for loop script. No tools built in 
that I know of.


On Wednesday, December 18, 2013 9:54:43 PM, David Gallagher wrote:


I'm looking for some functionality that might already be there in
Softimage.

I want to connect a list of controls to other items -- in this case a
list of "spaced" rig elements (that stay back at the origin).
I can select the lists here in the Parameter Connection Editor, but
then I have to select all the transforms on both sides of the list in
order to connect them.

I just want to connect all the transforms at one time. Instead of this
one-by-one process.

Is there a tool out there to do this, or something I'm missing in the
exisiting tool?
Thanks!





RE: How to weight size preference on instance shapes in ICE?

2013-12-19 Thread gareth bell
What about a "test random probability" node?

Date: Thu, 19 Dec 2013 14:20:08 +0100
Subject: Re: How to weight size preference on instance shapes in ICE?
From: tridi.animei...@gmail.com
To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com

Maybe you can try with an fcurve? If you are using a randomize value by range, 
make that range between 0 and 1, pipe it in an Fcurve node, and rescale to your 
actual size range. And now you can use the curve to weight it.


On Thu, Dec 19, 2013 at 2:06 PM, Morten Bartholdy  wrote:


 

 
 
  
   
I am doing RBD sim with Momentum using instance shapes with 22 different 
instance objects. I am randomizing the size of these for variation, but would 
like to weight the variation so I get few large ones but many small - like a 10 
- 90 % ratio for instance. Aside form making many instance objects and make the 
size relationships
in the instance group, is there a way to do this in the ICE tree?
   
  
   
  Morten (tired simulator artist these days)
   
 

  

Re: Transfering vertex id's between cat claws

2013-12-19 Thread olivier jeannel

I don't think so. But Merging 2 objects with Shapes preserves shapes.

Le 18/12/2013 23:00, Sebastien Sterling a écrit :

i'm not sure. , does merging preserve vertex id ?, will check .


On 18 December 2013 19:05, olivier jeannel > wrote:


If you have an object "3 claws" with Shapes, and then an object "2
claws" with shapes.
If you merge the 2 objects the shapes should follow, no ?

You should end up with one object containing both shape.


Le 18/12/2013 16:26, Sebastien Sterling a écrit :

i've used gator to great effects in the past for transferring
face shapes left to right, but never on 2 meshes that are not
perfectly aligned one on to of the other. i tried somthing
similar with shrink wrap, but it just doesn't quite match up.


On 18 December 2013 15:43, Matt Morris mailto:matt...@gmail.com>> wrote:

Sorry for the simplistic suggestion, but could you not just
gator shapes across using closest vertex?


On 18 December 2013 14:40, Sebastien Sterling
mailto:sebastien.sterl...@gmail.com>> wrote:

I have a series of cat claws with blendshapes for in and
out, but recently i've been informed that 2 new claws
need to be added, which i did but of course the vertex
id, no longer matches :(

This is a fairly noob request but I've never had to
transfer vertex id's in softimage, (i try to avoid that).

is there a popular method, or simple ICE solution ?

any help appreciated




-- 
www.matinai.com 










Re: How to weight size preference on instance shapes in ICE?

2013-12-19 Thread Oscar Juarez
Maybe you can try with an fcurve? If you are using a randomize value by
range, make that range between 0 and 1, pipe it in an Fcurve node, and
rescale to your actual size range. And now you can use the curve to weight
it.


On Thu, Dec 19, 2013 at 2:06 PM, Morten Bartholdy wrote:

>   I am doing RBD sim with Momentum using instance shapes with 22
> different instance objects. I am randomizing the size of these for
> variation, but would like to weight the variation so I get few large ones
> but many small - like a 10 - 90 % ratio for instance. Aside form making
> many instance objects and make the size relationships in the instance
> group, is there a way to do this in the ICE tree?
>
>
>
> Morten (tired simulator artist these days)
>
>
>


How to weight size preference on instance shapes in ICE?

2013-12-19 Thread Morten Bartholdy
I am doing RBD sim with Momentum using instance shapes with 22 different
instance objects. I am randomizing the size of these for variation, but
would like to weight the variation so I get few large ones but many small -
like a 10 - 90 % ratio for instance. Aside form making many instance
objects and make the size relationships in the instance group, is there a
way to do this in the ICE tree?

Morten (tired simulator artist these days)