Re: Remember location in Anim Editor per curve.

2014-01-21 Thread Simon Pickard
So are your rigs.


On 22 January 2014 17:04, Raffaele Fragapane wrote:

> Don't worry, you'll be replaced with a Kinect 2 soon enough, keyframes are
> so 2002 :p
>
>
> On Wed, Jan 22, 2014 at 3:42 PM, Simon Pickard wrote:
>
>> Would speed up my workflow quite a bit.
>>
>> I'd love to see undo's per channel as well.
>> 'Buffer Curves' is s 2002. Let's get a history of undo's per channel
>> sorted, you know it makes sense.
>>
>>
>>
>>
>>
>>
>> On 21 January 2014 22:16, Toonafish  wrote:
>>
>>>  That would be a great feature !
>>>
>>> - Ronald
>>>
>>>
>>> On 1/21/2014 03:49, Simon Pickard wrote:
>>>
>>>  If I'm editing say an rotx curve of an object / joint, whatever, I
>>> want Soft to remember the framing in the curve editor when I click on a
>>> different channel, say roty. If I then click back on rotx it should return
>>> to the framing I was last at.
>>>
>>>  A large part of my time is spent flipping between these different
>>> curves, would be nice it if remembered where I was.
>>>
>>>
>>> On 21 January 2014 10:41, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
 I think he means an auto-memo-cam kind of thing dependant on selection.
 I don't think it's quite possible to make it unambiguous given that
 it'd probably be a considerable amount of additional data, and that you can
 mix and match curves into conflicting views.

  Maya does something like that if I remember right, but Maya's is both
 a singleton view and has severely limited context capabilities, with the
 upshot it tends to get less tangled and not as over-optioned as Soft's
 FCeditor.


 On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge >>> > wrote:

> So you want it to remember that for rotx on object1 you were around
> frame 50 at value 12. Then when you click posy on object58 you want it to
> remember you were at frame 5,000 at value 0.25?
>
> Eric T.
>
>
> On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote:
>
>>  Guess not then..
>>
>> If anyone's listening out there.. I know this isn't an ICE request, so
>> will probabbly go to the bottom of the list, but it would be a great
>> feature to have for us animators.
>>
>>
>> On 18 January 2014 16:52, Simon Pickard >  > wrote:
>>
>> Hello all,
>>
>> Hopefully I'm mssing something silly (quite possible) but Is there
>> a way to tell Softimage Xsi to remember where is was framed in the
>> anim editor as you work per curve?
>>
>> It's a good workout having to pan and zoom each time I go from a
>> PosY to a RotX, and I'll miss it for sure, but if there's some
>> setting that'll made Softimage a little more 'smart' when it comes
>> to working in the anim editor (so it remembers where it was per
>> curve) before my hand falls off I'd love to hear about it.
>>
>> Regards,
>> Simon
>>
>>
>>
>


   --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!

>>>
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Remember location in Anim Editor per curve.

2014-01-21 Thread Raffaele Fragapane
Don't worry, you'll be replaced with a Kinect 2 soon enough, keyframes are
so 2002 :p


On Wed, Jan 22, 2014 at 3:42 PM, Simon Pickard wrote:

> Would speed up my workflow quite a bit.
>
> I'd love to see undo's per channel as well.
> 'Buffer Curves' is s 2002. Let's get a history of undo's per channel
> sorted, you know it makes sense.
>
>
>
>
>
>
> On 21 January 2014 22:16, Toonafish  wrote:
>
>>  That would be a great feature !
>>
>> - Ronald
>>
>>
>> On 1/21/2014 03:49, Simon Pickard wrote:
>>
>>  If I'm editing say an rotx curve of an object / joint, whatever, I want
>> Soft to remember the framing in the curve editor when I click on a
>> different channel, say roty. If I then click back on rotx it should return
>> to the framing I was last at.
>>
>>  A large part of my time is spent flipping between these different
>> curves, would be nice it if remembered where I was.
>>
>>
>> On 21 January 2014 10:41, Raffaele Fragapane > > wrote:
>>
>>> I think he means an auto-memo-cam kind of thing dependant on selection.
>>> I don't think it's quite possible to make it unambiguous given that it'd
>>> probably be a considerable amount of additional data, and that you can mix
>>> and match curves into conflicting views.
>>>
>>>  Maya does something like that if I remember right, but Maya's is both
>>> a singleton view and has severely limited context capabilities, with the
>>> upshot it tends to get less tangled and not as over-optioned as Soft's
>>> FCeditor.
>>>
>>>
>>> On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge 
>>> wrote:
>>>
 So you want it to remember that for rotx on object1 you were around
 frame 50 at value 12. Then when you click posy on object58 you want it to
 remember you were at frame 5,000 at value 0.25?

 Eric T.


 On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote:

>  Guess not then..
>
> If anyone's listening out there.. I know this isn't an ICE request, so
> will probabbly go to the bottom of the list, but it would be a great
> feature to have for us animators.
>
>
> On 18 January 2014 16:52, Simon Pickard   > wrote:
>
> Hello all,
>
> Hopefully I'm mssing something silly (quite possible) but Is there
> a way to tell Softimage Xsi to remember where is was framed in the
> anim editor as you work per curve?
>
> It's a good workout having to pan and zoom each time I go from a
> PosY to a RotX, and I'll miss it for sure, but if there's some
> setting that'll made Softimage a little more 'smart' when it comes
> to working in the anim editor (so it remembers where it was per
> curve) before my hand falls off I'd love to hear about it.
>
> Regards,
> Simon
>
>
>

>>>
>>>
>>>   --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Gear installation question

2014-01-21 Thread Miquel Campos
aha!  :)  I think some people is downloading the DEV version that is what
you get in the front page of github.

You should use always the releases section.

here is the direct link: https://github.com/miquelcampos/GEAR_mc/releases

I hope it helps.






Miquel Campos
www.miquelTD.com



On Wed, Jan 22, 2014 at 12:12 AM, Miquel Campos wrote:

> Hello,
>
> sorry i am a little late here :P
>
> The latest Gear_mc release is here :
> https://github.com/miquelcampos/GEAR_mc/releases/tag/v1.0.15  and it has
> the pythonlib folders.
>
> I have a pile of email with bugs to fix,  I would like to make a little
> upgrade soon, but is always a mater of time.
>
> About the .pyc should not be a difference. Also first time you load Gear
> should generate it in your computer. I will investigate this issue
>
> Cheers,
> Miquel
>
>
> PS: Thanks to the people who report bugs and for your patience :P
>
>
> 
>
> Miquel Campos
> www.miquelTD.com
>
>
>
> On Tue, Jan 21, 2014 at 6:42 AM, Szabolcs Matefy wrote:
>
>> And OK, I finally managed to resolve it
>>
>>
>>
>> So, it seems, that those pyc files made the difference…
>>
>> Second, I moved all the stuff onto the network workgroup, then in the
>> setenv.bat I directed the pytonpath to the pythonlib folder, and voila, it
>> works!
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
>> *Sent:* Tuesday, January 21, 2014 12:38 PM
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Gear installation question
>>
>>
>>
>> OK, I went back one version and it works. The real difference is that the
>> folder in the buggy one didn’t include any pyc file…Oh my…
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *Szabolcs Matefy
>> *Sent:* Tuesday, January 21, 2014 12:27 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Gear installation question
>>
>>
>>
>> Hm. The latest Gear-MC has no pythonlibs folder
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *Will Sharkey
>> *Sent:* Tuesday, January 21, 2014 12:14 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Gear installation question
>>
>>
>>
>> I managed to get Gear_Mc working. My Pythonpath look like this:
>>
>> C:\3D\SOFTWARE\Softimage\Gear\GEAR_mc-1.0.15\pythonlibs
>>
>>
>>
>> In the Workgroup, I made a back_up of Gear 1.0 in a separate folder. I
>> then replaced the contents of the gear folder with the new Gear_Mc files.
>>
>>
>>
>>
>>
>> On Tue, Jan 21, 2014 at 11:03 AM, Szabolcs Matefy 
>> wrote:
>>
>> It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I
>> got an error message that there is no module named gear.xsi
>>
>> It drives me crazy, I just need to make a demonstration how easy to do
>> sophisticated stuff with Gear, and now I sit in neck deep in the ...
>>
>> Anyway, I have the following folder extracted from the Gear_MC-Master zip
>> file (downloaded from the github)
>>
>> Workgroup
>> Sources
>> Gear
>>
>> I directed the Pythonpath folder to the parent folder of gear folder
>> (c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)
>>
>> In vain
>>
>>
>> Cheers
>>
>>
>> Szabolcs
>>
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
>> Sent: Monday, January 20, 2014 6:48 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Gear installation question
>>
>> I'm with Mr. Swindells on this one. Copying the Gear into the Softimage
>> Python or system python Lib folder could get messy and going the plug-in
>> route, you need to make sure the plug-in loads first before anything from
>> Gear is called.
>>
>> Eric T.
>>
>> On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
>> > What I did was to manually copy the "gear" libs folder into my
>> > Python26/Lib/ folder. It worked like a charm.
>> >
>> > On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
>> >>
>> >> Hey folks,
>> >>
>> >> Does anybody have an idea how can I install Gear without changing the
>> >> Environment variable on the computer? Our head of IT was a bit
>> >> nervous when I told, I wanted to change that…
>> >>
>> >> Cheers
>> >>
>> >> Szabolcs
>> >>
>> >> ___
>> >> This message contains confidential information and is intended only
>> >> for the individual named. If you are not the named addressee you
>> >> should not disseminate, distribute or copy this e-mail. Please notify
>> >> the sender immediately by e-mail if you have received this e-mail by
>> >> mistake and delete this e-mail from your system. E-mail transmission
>> >> cannot be guaranteed to be secure or error-free as information could
>> >> be intercepted, cor

Re: Gear installation question

2014-01-21 Thread Miquel Campos
Hello,

sorry i am a little late here :P

The latest Gear_mc release is here :
https://github.com/miquelcampos/GEAR_mc/releases/tag/v1.0.15  and it has
the pythonlib folders.

I have a pile of email with bugs to fix,  I would like to make a little
upgrade soon, but is always a mater of time.

About the .pyc should not be a difference. Also first time you load Gear
should generate it in your computer. I will investigate this issue

Cheers,
Miquel


PS: Thanks to the people who report bugs and for your patience :P




Miquel Campos
www.miquelTD.com



On Tue, Jan 21, 2014 at 6:42 AM, Szabolcs Matefy wrote:

> And OK, I finally managed to resolve it
>
>
>
> So, it seems, that those pyc files made the difference…
>
> Second, I moved all the stuff onto the network workgroup, then in the
> setenv.bat I directed the pytonpath to the pythonlib folder, and voila, it
> works!
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
> *Sent:* Tuesday, January 21, 2014 12:38 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Gear installation question
>
>
>
> OK, I went back one version and it works. The real difference is that the
> folder in the buggy one didn’t include any pyc file…Oh my…
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Szabolcs Matefy
> *Sent:* Tuesday, January 21, 2014 12:27 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Gear installation question
>
>
>
> Hm. The latest Gear-MC has no pythonlibs folder
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Will Sharkey
> *Sent:* Tuesday, January 21, 2014 12:14 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Gear installation question
>
>
>
> I managed to get Gear_Mc working. My Pythonpath look like this:
>
> C:\3D\SOFTWARE\Softimage\Gear\GEAR_mc-1.0.15\pythonlibs
>
>
>
> In the Workgroup, I made a back_up of Gear 1.0 in a separate folder. I
> then replaced the contents of the gear folder with the new Gear_Mc files.
>
>
>
>
>
> On Tue, Jan 21, 2014 at 11:03 AM, Szabolcs Matefy 
> wrote:
>
> It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I
> got an error message that there is no module named gear.xsi
>
> It drives me crazy, I just need to make a demonstration how easy to do
> sophisticated stuff with Gear, and now I sit in neck deep in the ...
>
> Anyway, I have the following folder extracted from the Gear_MC-Master zip
> file (downloaded from the github)
>
> Workgroup
> Sources
> Gear
>
> I directed the Pythonpath folder to the parent folder of gear folder
> (c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)
>
> In vain
>
>
> Cheers
>
>
> Szabolcs
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
> Sent: Monday, January 20, 2014 6:48 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Gear installation question
>
> I'm with Mr. Swindells on this one. Copying the Gear into the Softimage
> Python or system python Lib folder could get messy and going the plug-in
> route, you need to make sure the plug-in loads first before anything from
> Gear is called.
>
> Eric T.
>
> On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
> > What I did was to manually copy the "gear" libs folder into my
> > Python26/Lib/ folder. It worked like a charm.
> >
> > On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
> >>
> >> Hey folks,
> >>
> >> Does anybody have an idea how can I install Gear without changing the
> >> Environment variable on the computer? Our head of IT was a bit
> >> nervous when I told, I wanted to change that…
> >>
> >> Cheers
> >>
> >> Szabolcs
> >>
> >> ___
> >> This message contains confidential information and is intended only
> >> for the individual named. If you are not the named addressee you
> >> should not disseminate, distribute or copy this e-mail. Please notify
> >> the sender immediately by e-mail if you have received this e-mail by
> >> mistake and delete this e-mail from your system. E-mail transmission
> >> cannot be guaranteed to be secure or error-free as information could
> >> be intercepted, corrupted, lost, destroyed, arrive late or
> >> incomplete, or contain viruses. The sender therefore does not accept
> >> liability for any errors or omissions in the contents of this
> >> message, which arise as a result of e-mail transmission. If
> >> verification is required please request a hard-copy version. Crytek
> >> GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt -
> >> HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
> >> Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
> >
> > --
> >
>
>
>


Re: Remember location in Anim Editor per curve.

2014-01-21 Thread Simon Pickard
Would speed up my workflow quite a bit.

I'd love to see undo's per channel as well.
'Buffer Curves' is s 2002. Let's get a history of undo's per channel
sorted, you know it makes sense.






On 21 January 2014 22:16, Toonafish  wrote:

>  That would be a great feature !
>
> - Ronald
>
>
> On 1/21/2014 03:49, Simon Pickard wrote:
>
>  If I'm editing say an rotx curve of an object / joint, whatever, I want
> Soft to remember the framing in the curve editor when I click on a
> different channel, say roty. If I then click back on rotx it should return
> to the framing I was last at.
>
>  A large part of my time is spent flipping between these different curves,
> would be nice it if remembered where I was.
>
>
> On 21 January 2014 10:41, Raffaele Fragapane 
> wrote:
>
>> I think he means an auto-memo-cam kind of thing dependant on selection.
>> I don't think it's quite possible to make it unambiguous given that it'd
>> probably be a considerable amount of additional data, and that you can mix
>> and match curves into conflicting views.
>>
>>  Maya does something like that if I remember right, but Maya's is both a
>> singleton view and has severely limited context capabilities, with the
>> upshot it tends to get less tangled and not as over-optioned as Soft's
>> FCeditor.
>>
>>
>> On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge 
>> wrote:
>>
>>> So you want it to remember that for rotx on object1 you were around
>>> frame 50 at value 12. Then when you click posy on object58 you want it to
>>> remember you were at frame 5,000 at value 0.25?
>>>
>>> Eric T.
>>>
>>>
>>> On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote:
>>>
  Guess not then..

 If anyone's listening out there.. I know this isn't an ICE request, so
 will probabbly go to the bottom of the list, but it would be a great
 feature to have for us animators.


 On 18 January 2014 16:52, Simon Pickard >>>  > wrote:

 Hello all,

 Hopefully I'm mssing something silly (quite possible) but Is there
 a way to tell Softimage Xsi to remember where is was framed in the
 anim editor as you work per curve?

 It's a good workout having to pan and zoom each time I go from a
 PosY to a RotX, and I'll miss it for sure, but if there's some
 setting that'll made Softimage a little more 'smart' when it comes
 to working in the anim editor (so it remembers where it was per
 curve) before my hand falls off I'd love to hear about it.

 Regards,
 Simon



>>>
>>
>>
>>   --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>


Re: Solutions for running softimage on a MAC Station?

2014-01-21 Thread Ed Manning
Bootcamp all the way. Ran a 12-seat company on them for 3 years. Still run
2 of the workstations 3 years later. Nice things about the (old) Mac Pro
compared to almost any Windows machine: looks, build quality, near silence,
efficient cooling, plus you could put a Mac-friendly cheap graphics card in
and a real beast for Windows.

Right now they stay in Windows 98% of the time, running Softimage and
Redshift, with Titans for rendering.

I don't expect to be able to do the same for the new ones any time soon --
unfortunately, AMD/ATI cards are useless to me.


D3 & Softimage?

2014-01-21 Thread Paul Griswold
Has anyone on the list ever output a project from Softimage for use in D3 
Studio?

It seems fairly straightforward, but I'd love pointers from anyone who's 
already done it before.


Thanks,


Paul 
—
Sent from Mailbox for iPad

Re: Solutions for running softimage on a MAC Station?

2014-01-21 Thread john clausing
i've worked extensively on Macs with Softimage for years..(windows via 
Bootcamp) 
Bootcamp is WAY better than Parallels for this.
never had an issue I could put down to the "Mac" when running Bootcamp.





On Tuesday, January 21, 2014 8:30 PM, Simon Pickard  
wrote:
 
I use VMWare Fusion for this. Works perfectly. Can't tell the difference 
between the VM or bootcamp.

Funny that pretty much the fastest box I've run Softimage on is a Macbook Pro 
via a VM.
Seems more stable than Linux as well. (runs for cover)




On 22 January 2014 08:14, Angus Davidson  wrote:

Hi Jordi 
>
>
>Will definitely need to test this myself.  Which version are you  using? 8 or 
>9 ? We have an intro to 3D course (modelling , texturing, simple animation 
>with a pre defined rig) which I was going to boot camp for. This may be an 
>easier solution.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> 
>From: Jordi Bares [jordiba...@gmail.com]
>Sent: 21 January 2014 10:20 PM
>To: David Rivera; softimage@listproc.autodesk.com
>Subject: Re: Solutions for running softimage on a MAC Station?
>
>
>It worked for me perfectly using Parallels, speed wise is perfect but there is 
>one thing to take in account, you need more memory as you are holding both 
>operating systems plus the software, render data, etc… 
>
>
>And two, you are sharing the memory card of your graphics card (you can 
>fine-tune this) but I felt this was the key limiting factor for me, big big 
>scenes overflow the 2Gb Graphcs card I have… :-P
>
>
>Other than that it is actually extremely fun to virtualise Softimage, you can 
>share data between systems, your devices (usb keys for example) are going to 
>be piped wherever you want… etc… truly amazing.
>
>
>And also you can make your mac video capture record your Softimage session and 
>still the machine works perfectly so there is a lot of power under the bonet.
>
>
>So, my conclusion is that if you are going to do power user work it is better 
>to bootcamp as a solution, if you are doing production work but does not 
>require massive amount of graphics card memory you are better of with 
>Parallels.
>
>
>hope that helps.
>
>
>
>Jordi Bares
>jordiba...@gmail.com
>
>On 21 Jan 2014, at 18:40, David Rivera  wrote:
>
>Hi list, I talked to an IT guy the other day.
>>He says that the MAC/WIN problem with softimage could be solved by 
>>virtualizing
>>the MAC so Softimage can run in it.
>>
>>
>>So I suggested that virtualization probably won´t take full advantage of the 
>>graphics
>>card (as it is only an emulator of a "safe" display for windows in any case).
>>So we agreed on making heavy-test-renders to see that point happen.
>>
>>
>>In any case, are there any other solutions to installing Softimage into Mac 
>>stations?
>>I´ve been googling and found no good - liable results.
>>
>>
>>If anyone on the list with experience on network rendering / installing shares
>>his/her experience on a softimage environment on MAC, would be greatly 
>>appreaciated.
>>
>>
>>Thanks.
>>Cheers.
>>
>>
>>David.
>>
>
>This communication is intended for the addressee only. It is confidential. If 
>you have received this communication in error, please notify us immediately 
>and destroy the original message. You may not copy or disseminate this 
>communication without the permission of the University. Only authorised 
>signatories are competent to enter into agreements on behalf of the University 
>and recipients are thus advised that the content of this message may not be 
>legally binding on the University and may contain the personal views and 
>opinions of the author, which are not necessarily the views and opinions of 
>The University of the Witwatersrand, Johannesburg. All agreements between the 
>University and outsiders are subject to South African Law unless the 
>University agrees in writing to the contrary.   

Re: Solutions for running softimage on a MAC Station?

2014-01-21 Thread Simon Pickard
I use VMWare Fusion for this. Works perfectly. Can't tell the difference
between the VM or bootcamp.

Funny that pretty much the fastest box I've run Softimage on is a Macbook
Pro via a VM.
Seems more stable than Linux as well. (runs for cover)


On 22 January 2014 08:14, Angus Davidson  wrote:

>  Hi Jordi
>
>  Will definitely need to test this myself.  Which version are you  using?
> 8 or 9 ? We have an intro to 3D course (modelling , texturing, simple
> animation with a pre defined rig) which I was going to boot camp for. This
> may be an easier solution.
>
>
>
>
>
>
>  --
> *From:* Jordi Bares [jordiba...@gmail.com]
> *Sent:* 21 January 2014 10:20 PM
> *To:* David Rivera; softimage@listproc.autodesk.com
> *Subject:* Re: Solutions for running softimage on a MAC Station?
>
>  It worked for me perfectly using Parallels, speed wise is perfect but
> there is one thing to take in account, you need more memory as you are
> holding both operating systems plus the software, render data, etc…
>
>  And two, you are sharing the memory card of your graphics card (you can
> fine-tune this) but I felt this was the key limiting factor for me, big big
> scenes overflow the 2Gb Graphcs card I have… :-P
>
>  Other than that it is actually extremely fun to virtualise Softimage,
> you can share data between systems, your devices (usb keys for example) are
> going to be piped wherever you want… etc… truly amazing.
>
>  And also you can make your mac video capture record your Softimage
> session and still the machine works perfectly so there is a lot of power
> under the bonet.
>
>  So, my conclusion is that if you are going to do power user work it is
> better to bootcamp as a solution, if you are doing production work but does
> not require massive amount of graphics card memory you are better of with
> Parallels.
>
>  hope that helps.
>
>  Jordi Bares
> jordiba...@gmail.com
>
>  On 21 Jan 2014, at 18:40, David Rivera 
> wrote:
>
>  Hi list, I talked to an IT guy the other day.
> He says that the MAC/WIN problem with softimage could be solved by
> virtualizing
> the MAC so Softimage can run in it.
>
>  So I suggested that virtualization probably won´t take full advantage of
> the graphics
>  card (as it is only an emulator of a "safe" display for windows in any
> case).
>  So we agreed on making heavy-test-renders to see that point happen.
>
>  In any case, are there any other solutions to installing Softimage into
> Mac stations?
>  I´ve been googling and found no good - liable results.
>
>  If anyone on the list with experience on network rendering / installing
> shares
>  his/her experience on a softimage environment on MAC, would be greatly
> appreaciated.
>
>  Thanks.
>  Cheers.
>
>  David.
>
>
>  This communication is intended for the addressee only. It is 
> confidential. If you have received this communication in error, please notify 
> us immediately and destroy the original message. You may not copy or 
> disseminate this communication without the permission of the University. Only 
> authorised signatories are competent to enter into agreements on behalf of 
> the University and recipients are thus advised that the content of this 
> message may not be legally binding on the University and may contain the 
> personal views and opinions of the author, which are not necessarily the 
> views and opinions of The University of the Witwatersrand, Johannesburg. All 
> agreements between the University and outsiders are subject to South African 
> Law unless the University agrees in writing to the contrary.
>
>


Re: Gradient in PPG

2014-01-21 Thread Luc-Eric Rousseau
you need to create an array of parameters with the right types and add
the control on the first parameter. So it's just like the color
widget.
Check the Gradient operator in the fxtree.  Open its .spdl file to see
how it works.

it's something like, one integer for type, and 8 groups of rgb color
and a float for their position. something like that.

isn't the SDK documentation awesome.

On Tue, Jan 21, 2014 at 5:13 PM, Mathias N  wrote:
> Evening
>
> Would any of you happen to know how to add a gradient (siControlGradient)
> item to a PPG layout?
>
> With any of the standard data types it is pretty straight forward:
> parameter, label, UI type.
> A color item is given its own method, where instead of pointing to a single
> parameter you point to float parameter representing red and it handles the
> rest.
>
> But how exactly does this function with gradients? By definition it cannot
> be linked to only a single parameter, but there is no special method for it
> like with color.
>
> The docs would suggest that it is possible, but provides no information as
> to how. Blindly flinging arguments at it has gotten me nowhere.
> http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siPPGControlType.html
>
> Cheers


Re: A correct peeling effect

2014-01-21 Thread olivier jeannel

A little test here as well : https://vimeo.com/84720064



Le 21/01/2014 18:58, Mário Domingos a écrit :

Ok guys ill share the scene and make a tut as soon as possible :)


On Tue, Jan 21, 2014 at 5:34 PM, Nika Ragua > wrote:


very cool  i`m interested in tut and in scene both 


2014/1/21 Leonard Koch mailto:leonardkoch...@gmail.com>>

Those look great Mário.


On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos
mailto:mr.mariodomin...@gmail.com>> wrote:

Thats great!
Verlet is a fast and flexible solution for this kind of
effects, not as precise as Syflex though, but you are able
to create your own forces which is great!
I did some tests and I'm really happy with the result.

https://vimeo.com/84689612
https://vimeo.com/84689613

I can share the scene or make a tut if anyone is interested.

M


On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua
mailto:nikaragu...@gmail.com>> wrote:

https://vimeo.com/84268682

so here is the explanation and the scene )))


2014/1/15 Nika Ragua mailto:nikaragu...@gmail.com>>

ok - look, i suggest - iICE->Browse Examples-> you
load Deformation_Turbulize_Grid_Flag_Waving - you
will see the simple but nice setup that uses the
weightmap to drive the turbulize effect, next
you load Deformation_Verlet_Cloth - you will see
how it is setted up without the lagoa or syflex.
lets break the peel effect in two parts for better
understanding - first is the tearing and second is
the cloth movement. for the tearing we cold use my
favourite voronoi shatter (or i`m finighing vdb)
(lol i`m kinda tired of puttig it everywhere, but
it is not my fault that it is so cool  ahahaha
anyway - doesn`t matter.
lets start with just one piece - simple grid (we
will clone it later) - if you look closele - to
the stuff that we want to mimic - we will see that
it becomes tearing off from borders to center , or
from one border to another.

so at first we have our grid pinned to the
original surface - we will create a perpoint
attributes -foe example lets call them pin


then we are taking these pins- lets make them
boolean - at the borders(or any other pattern) and
swiching them - every neighbour will get the
neighbours pin attribute - and we will got our
pins growing over the surface.

then lets add some forces - lets take the wind
force for example (+y) force pushing up.
and if we got our pin with zero value our mesh
will be pushed up at that point.


and in the end we will have with mixtures of the
verlet (or lagoa or somewhere i had my cloth engine)
and turbulize and pins setup the desired stuff.
and we neet to clone the meshes with Create Copies
from Polygon Mesh node - i`m sleepy tonight and
tomorrow i`ll code this stuff.
say what do you think about it.


2014/1/15 Emilio Hernandez mailto:emi...@e-roja.com>>

Cool RND!!!




2014/1/14 Oliver Weingarten
mailto:li...@pixelpanic.de>>

Hey!

Here is a small walk through the
setup..hope it´s not too bad ;)

https://vimeo.com/84136431

cheers,
oli

Am 14.01.2014 13:57, schrieb Nick Angus:


Awesome Oli!, please explain it to us
mortals  ; )

N

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com]
*On Behalf Of *Oliver Weingarten
*Sent:* Tuesday, 14 January 2014 9:57 PM
*To:* softimage@listproc.autodesk.com

*Subject:* Re: A correct peeling effect


Re: Envelopes, Weights, Deformers and setting them up.

2014-01-21 Thread David Gallagher


Nice workflow you have there!

On 1/20/2014 4:06 PM, pedro santos wrote:
This was the solution I came up with. Still refining it to have more 
options per null but already using it in production.


Cheers

https://vimeo.com/84025815


On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos 
mailto:manny.papama...@autodesk.com>> 
wrote:


Perhaps deform by volume?
This doesn't deal with weight though but can be flexible since you
can interactively mod the radius on the volume deformers.


Manny Papamanos
Product Support Specialist
Americas Frontline Technical Support


From: softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] On Behalf Of
pedro santos
Sent: Monday, January 06, 2014 4:45 PM
To: softimage@listproc.autodesk.com

Subject: Envelopes, Weights, Deformers and setting them up.

Hi
We use Species here for ease and speed. So the head and jaw have
their deformers, and the facial expressions are done through
Shapes on a FaceRig panel. For some time now the animator wants
some additional Facial controls so he isn't restricted by the
range of the shapes. And he wants something that does not turn
into a cumbersome task given the revisions/iterations over an
asset. I'm fairly new to Softimage and these were the approaches I
went about:


Doritos
I had it setup, just one thing that is dragging the process;
Envelopes are generated by distance but there's always
normalization. So if I want them to just have a straight spherical
falloff into black I can't. Or even to falloff into another dummy
null weight, I can't. So I had to paint, around the ears, on the
top of the head and sides, neck, etc. I was trying to minimize
paitings so iterations on a model's rig can be faster.
I could put an inplicit per Derformer set on Bounding Volume >
Limit. But it's an abrupt cut off.


Deform by Spine
Creates the falloff I want from the curve. I like the "drawn"
deformations it does on mouth and eyes. I do an operator per
curve, since the combined weights of several curves seems wonky.
The downside seems to be that I can't transfer them with GATOR.
How would you come about to transfer Deform by Spine between
objects to save time?


General Concerns.
I come from Lightwave and Envelopes to me seem to be like a box of
weights that are usually normalized. I see that deformers like
Cage, Spine also generate such box of weights, but they don't seem
to be handled as envelopes.
How flexible and manipulated can be weights and the underlying
connections of Softimage between the mesh object, the weight, the
control null and the deforming operator?? Seems to me that such
weights don't exist without the deformers.


This

Image
illustrates what I'me trying to do.

Cheers
probiner




--
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]




RE: Gradient in PPG

2014-01-21 Thread Matt Lind
Gradients are intended for use with shader PPGs.

I'm tempted to say there was work done in the 2012 release to make them 
available for custom property/operator PPGs, but I cannot say for sure.  I do 
know there is a bug with some of the scripting languages for defining a 
gradient as siControlGradient (or whatever the enum is) doesn't work.  You have 
to use the string 'gradient' instead.  Same issue applies to texture projection 
widget for choosing which texture projection to use.

Like with any other PPG Layout control, the parameter(s) the control is 
expected to drive must exist before it'll appear on the PPG layout.  The 
gradient control expects at least 3 different scalars before it'll draw.  One 
for position (_pos), another for the interpolant (_mid), and one for the value 
driven by the other two.  The gradient can accept up to 8 scalars for each.



Matt






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mathias N
Sent: Tuesday, January 21, 2014 2:14 PM
To: softimage
Subject: Gradient in PPG

Evening

Would any of you happen to know how to add a gradient (siControlGradient) item 
to a PPG layout?
With any of the standard data types it is pretty straight forward: parameter, 
label, UI type.
A color item is given its own method, where instead of pointing to a single 
parameter you point to float parameter representing red and it handles the rest.
But how exactly does this function with gradients? By definition it cannot be 
linked to only a single parameter, but there is no special method for it like 
with color.

The docs would suggest that it is possible, but provides no information as to 
how. Blindly flinging arguments at it has gotten me nowhere.
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siPPGControlType.html
Cheers


Gradient in PPG

2014-01-21 Thread Mathias N
Evening

Would any of you happen to know how to add a gradient (siControlGradient)
item to a PPG layout?

With any of the standard data types it is pretty straight forward:
parameter, label, UI type.
A color item is given its own method, where instead of pointing to a single
parameter you point to float parameter representing red and it handles the
rest.

But how exactly does this function with gradients? By definition it cannot
be linked to only a single parameter, but there is no special method for it
like with color.

The docs would suggest that it is possible, but provides no information as
to how. Blindly flinging arguments at it has gotten me nowhere.
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siPPGControlType.html

Cheers


RE: Solutions for running softimage on a MAC Station?

2014-01-21 Thread Angus Davidson
Hi Jordi

Will definitely need to test this myself.  Which version are you  using? 8 or 9 
? We have an intro to 3D course (modelling , texturing, simple animation with a 
pre defined rig) which I was going to boot camp for. This may be an easier 
solution.







From: Jordi Bares [jordiba...@gmail.com]
Sent: 21 January 2014 10:20 PM
To: David Rivera; softimage@listproc.autodesk.com
Subject: Re: Solutions for running softimage on a MAC Station?

It worked for me perfectly using Parallels, speed wise is perfect but there is 
one thing to take in account, you need more memory as you are holding both 
operating systems plus the software, render data, etc…

And two, you are sharing the memory card of your graphics card (you can 
fine-tune this) but I felt this was the key limiting factor for me, big big 
scenes overflow the 2Gb Graphcs card I have… :-P

Other than that it is actually extremely fun to virtualise Softimage, you can 
share data between systems, your devices (usb keys for example) are going to be 
piped wherever you want… etc… truly amazing.

And also you can make your mac video capture record your Softimage session and 
still the machine works perfectly so there is a lot of power under the bonet.

So, my conclusion is that if you are going to do power user work it is better 
to bootcamp as a solution, if you are doing production work but does not 
require massive amount of graphics card memory you are better of with Parallels.

hope that helps.

Jordi Bares
jordiba...@gmail.com

On 21 Jan 2014, at 18:40, David Rivera 
mailto:activemotionpictu...@yahoo.com>> wrote:

Hi list, I talked to an IT guy the other day.
He says that the MAC/WIN problem with softimage could be solved by virtualizing
the MAC so Softimage can run in it.

So I suggested that virtualization probably won´t take full advantage of the 
graphics
card (as it is only an emulator of a "safe" display for windows in any case).
So we agreed on making heavy-test-renders to see that point happen.

In any case, are there any other solutions to installing Softimage into Mac 
stations?
I´ve been googling and found no good - liable results.

If anyone on the list with experience on network rendering / installing shares
his/her experience on a softimage environment on MAC, would be greatly 
appreaciated.

Thanks.
Cheers.

David.




This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 




Re: Solutions for running softimage on a MAC Station?

2014-01-21 Thread Jordi Bares
It worked for me perfectly using Parallels, speed wise is perfect but there is 
one thing to take in account, you need more memory as you are holding both 
operating systems plus the software, render data, etc…

And two, you are sharing the memory card of your graphics card (you can 
fine-tune this) but I felt this was the key limiting factor for me, big big 
scenes overflow the 2Gb Graphcs card I have… :-P

Other than that it is actually extremely fun to virtualise Softimage, you can 
share data between systems, your devices (usb keys for example) are going to be 
piped wherever you want… etc… truly amazing.

And also you can make your mac video capture record your Softimage session and 
still the machine works perfectly so there is a lot of power under the bonet.

So, my conclusion is that if you are going to do power user work it is better 
to bootcamp as a solution, if you are doing production work but does not 
require massive amount of graphics card memory you are better of with Parallels.

hope that helps.

Jordi Bares
jordiba...@gmail.com

On 21 Jan 2014, at 18:40, David Rivera  wrote:

> Hi list, I talked to an IT guy the other day.
> He says that the MAC/WIN problem with softimage could be solved by 
> virtualizing
> the MAC so Softimage can run in it.
> 
> So I suggested that virtualization probably won´t take full advantage of the 
> graphics
> card (as it is only an emulator of a "safe" display for windows in any case).
> So we agreed on making heavy-test-renders to see that point happen.
> 
> In any case, are there any other solutions to installing Softimage into Mac 
> stations?
> I´ve been googling and found no good - liable results.
> 
> If anyone on the list with experience on network rendering / installing shares
> his/her experience on a softimage environment on MAC, would be greatly 
> appreaciated.
> 
> Thanks.
> Cheers.
> 
> David.



RE: Solutions for running softimage on a MAC Station?

2014-01-21 Thread Angus Davidson
Hi David

As per Eric mail for really heavy duty Softimage the only real windows option 
is to bootcamp which then runs windows.

I have also had Linux runing on one of our older Mac Book Pros (no Mac OS X at 
all)  which ran Softimage very well.

Sadly a native mac version is unlikely which is a shame as I personally feel it 
would give Softimages sales a bit of a boost.



From: David Rivera [activemotionpictu...@yahoo.com]
Sent: 21 January 2014 08:40 PM
To: softimage@listproc.autodesk.com
Subject: Solutions for running softimage on a MAC Station?

Hi list, I talked to an IT guy the other day.
He says that the MAC/WIN problem with softimage could be solved by virtualizing
the MAC so Softimage can run in it.

So I suggested that virtualization probably won´t take full advantage of the 
graphics
card (as it is only an emulator of a "safe" display for windows in any case).
So we agreed on making heavy-test-renders to see that point happen.

In any case, are there any other solutions to installing Softimage into Mac 
stations?
I´ve been googling and found no good - liable results.

If anyone on the list with experience on network rendering / installing shares
his/her experience on a softimage environment on MAC, would be greatly 
appreaciated.

Thanks.
Cheers.

David.



This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 




Re: Hardware recommendations for softimage 2014?

2014-01-21 Thread Ognjen Vukovic
The very best money can buy :D

whats your budget?


On Tue, Jan 21, 2014 at 7:03 PM, David Rivera <
activemotionpictu...@yahoo.com> wrote:

> Hi, I know this is an old one, about hardware configurations, but I´d like
> to ask
> what kind of motherboard+processor+graphics card would you go to really
> work with a nice
> feedback in response to softimage 2014 modeling / rendering / simulation?
>
> Thanks.
> Best regards.
> David.
>


Re: Solutions for running softimage on a MAC Station?

2014-01-21 Thread Pablo Tufaro

Parallel Desktop is a good one too!

P.

El 1/21/2014 3:43 PM, Eric Lampi escribió:

The only way I have ever seen this done sucessfully is through bootcamp.

Eric

Freelance 3D and VFX animator

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


On Tue, Jan 21, 2014 at 1:40 PM, David Rivera 
> wrote:


Hi list, I talked to an IT guy the other day.
He says that the MAC/WIN problem with softimage could be solved by
virtualizing
the MAC so Softimage can run in it.

So I suggested that virtualization probably won´t take full
advantage of the graphics
card (as it is only an emulator of a "safe" display for windows in
any case).
So we agreed on making heavy-test-renders to see that point happen.

In any case, are there any other solutions to installing Softimage
into Mac stations?
I´ve been googling and found no good - liable results.

If anyone on the list with experience on network rendering /
installing shares
his/her experience on a softimage environment on MAC, would be
greatly appreaciated.

Thanks.
Cheers.

David.






Re: Solutions for running softimage on a MAC Station?

2014-01-21 Thread Eric Lampi
The only way I have ever seen this done sucessfully is through bootcamp.

Eric

Freelance 3D and VFX animator

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


On Tue, Jan 21, 2014 at 1:40 PM, David Rivera <
activemotionpictu...@yahoo.com> wrote:

> Hi list, I talked to an IT guy the other day.
> He says that the MAC/WIN problem with softimage could be solved by
> virtualizing
> the MAC so Softimage can run in it.
>
> So I suggested that virtualization probably won´t take full advantage of
> the graphics
> card (as it is only an emulator of a "safe" display for windows in any
> case).
> So we agreed on making heavy-test-renders to see that point happen.
>
> In any case, are there any other solutions to installing Softimage into
> Mac stations?
> I´ve been googling and found no good - liable results.
>
> If anyone on the list with experience on network rendering / installing
> shares
> his/her experience on a softimage environment on MAC, would be greatly
> appreaciated.
>
> Thanks.
> Cheers.
>
> David.
>


Solutions for running softimage on a MAC Station?

2014-01-21 Thread David Rivera
Hi list, I talked to an IT guy the other day.
He says that the MAC/WIN problem with softimage could be solved by virtualizing
the MAC so Softimage can run in it.

So I suggested that virtualization probably won´t take full advantage of the 
graphics
card (as it is only an emulator of a "safe" display for windows in any case).
So we agreed on making heavy-test-renders to see that point happen.

In any case, are there any other solutions to installing Softimage into Mac 
stations?
I´ve been googling and found no good - liable results.

If anyone on the list with experience on network rendering / installing shares
his/her experience on a softimage environment on MAC, would be greatly 
appreaciated.

Thanks.
Cheers.

David.


Re: Have you seen a fluor sack model in xsi ready to animate?

2014-01-21 Thread Alan Fregtman
I still have that zip. "Harold" the sack is in it:
https://dl.dropboxusercontent.com/u/441883/xsi/xsiDB_resources.zip



On Tue, Jan 21, 2014 at 1:11 PM, Eric Thivierge wrote:

> Hey, I might have it at home on a hard drive or it's still sitting in the
> xsidb archive .zip file I created when I shut it down but I don't have
> access to the ftp at work. I can look tonight unless someone else on the
> list has the archive handy to see if it's in there. I don't mind if you
> want to share it via dropbox or something.
>
> I should put it on my site when I find it.
>
> Will take a look tonight.
> Eric T.
>
>
> On Tuesday, January 21, 2014 1:08:27 PM, David Rivera wrote:
>
>> Hi Eric Thivierge, I know this is quite an old thread, but I have a
>> friend who wants to give a shot
>> to become an animator in softimage. I didn´t want to point him to
>> download Malcom from animschool,
>> so instead I thought of Harold Sac model (really basic stuff so he can
>> start on animation).
>> But the link is now broken and I don´t know if you have an updated
>> link on it?
>> Could you please help me out with that?
>> Thanks.
>>
>> -Best regards.
>> David.
>>
>>
>>
>> On Wednesday, May 26, 2010 9:19 PM, Eric Thivierge / XSI Database
>>  wrote:
>> Would love feedback on it. Message me offline with any issues and I'll
>> see if I can fix it up a bit.
>>
>> Cheers,
>>
>> 
>> Eric Thivierge
>> Technical Director
>> http://www.ethivierge.com 
>>
>>
>>
>>
>> On Wed, May 26, 2010 at 9:58 PM, David Rivera
>> > > wrote:
>> > Thank you Eric! I knew I had seen it somewhere!.
>> > I´ll try it just for fun on xsi 2010 :)
>> >
>> > Bests.
>> > David.
>> >
>> > 
>> > From: Eric Thivierge / XSI Database > >
>> > To: softimage@listproc.autodesk.com
>> 
>>
>> > Sent: Wed, May 26, 2010 7:54:30 PM
>> > Subject: Re: Have you seen a fluor sack model in xsi ready to animate?
>> >
>> > http://www.xsidatabase.com/content/harold_sak
>> >
>> > I need to really update it but maybe it'll work for now?
>> >
>> > 
>> > Eric Thivierge
>> > Technical Director
>> > http://www.ethivierge.com 
>>
>> >
>> >
>> >
>> > On Wed, May 26, 2010 at 8:41 PM, David Rivera
>> > > > wrote:
>> >> I think I´ve seen it somewhere back when XSI wasn´t even born. But I´ve
>> >> searched for a rigged
>> >> model of the famous sack (or at least something that would appeal
>> to it in
>> >> xsi) but so far I haven´t got
>> >> any luck.
>> >> It´s not that I can´t create one...it´s just that a valuable time
>> would go
>> >> to waste if it already exist.
>> >> Have you seen one ready to animate?
>> >> Thanks.
>> >> ps: I know maya´s got gazillions of these...but xsi?
>> >> David.
>> >>
>> >
>> >
>> >
>>
>>
>>
>>
>


Re: A correct peeling effect

2014-01-21 Thread Mário Domingos
Ok guys ill share the scene and make a tut as soon as possible :)


On Tue, Jan 21, 2014 at 5:34 PM, Nika Ragua  wrote:

> very cool  i`m interested in tut and in scene both 
>
>
> 2014/1/21 Leonard Koch 
>
>> Those look great Mário.
>>
>>
>> On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos <
>> mr.mariodomin...@gmail.com> wrote:
>>
>>> Thats great!
>>> Verlet is a fast and flexible solution for this kind of effects, not as
>>> precise as Syflex though, but you are able to create your own forces which
>>> is great!
>>> I did some tests and I'm really happy with the result.
>>>
>>> https://vimeo.com/84689612
>>> https://vimeo.com/84689613
>>>
>>> I can share the scene or make a tut if anyone is interested.
>>>
>>> M
>>>
>>>
>>> On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua wrote:
>>>
 https://vimeo.com/84268682

 so here is the explanation and the scene )))


 2014/1/15 Nika Ragua 

> ok - look, i suggest - iICE->Browse Examples-> you load
> Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice
> setup that uses the weightmap to drive the turbulize effect, next
> you load Deformation_Verlet_Cloth - you will see how it is setted up
> without the lagoa or syflex.
> lets break the peel effect in two parts for better understanding -
> first is the tearing and second is the cloth movement. for the tearing we
> cold use my favourite voronoi shatter (or i`m finighing vdb)
> (lol i`m kinda tired of puttig it everywhere, but it is not my fault
> that it is so cool  ahahaha
> anyway - doesn`t matter.
> lets start with just one piece - simple grid (we will clone it later)
> - if you look closele - to the stuff that we want to mimic - we will see
> that it becomes tearing off from borders to center , or from one border to
> another.
>
> so at first we have our grid pinned to the original surface - we will
> create a perpoint attributes -foe example lets call them pin
>
>
> then we are taking these pins- lets make them boolean - at the
> borders(or any other pattern) and swiching them - every neighbour will get
> the neighbours pin attribute - and we will got our pins growing over the
> surface.
>
> then lets add some forces - lets take the wind force for example (+y)
> force pushing up.
> and if we got our pin with zero value our mesh will be pushed up at
> that point.
>
>
> and in the end we will have with mixtures of the verlet (or lagoa or
> somewhere i had my cloth engine)
> and turbulize and pins setup the desired stuff. and we neet to clone
> the meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight
> and tomorrow i`ll code this stuff.
> say what do you think about it.
>
>
> 2014/1/15 Emilio Hernandez 
>
>> Cool RND!!!
>>
>>
>>
>>
>> 2014/1/14 Oliver Weingarten 
>>
>>>  Hey!
>>>
>>> Here is a small walk through the setup..hope it´s not too bad ;)
>>>
>>> https://vimeo.com/84136431
>>>
>>> cheers,
>>> oli
>>>
>>>  Am 14.01.2014 13:57, schrieb Nick Angus:
>>>
>>>  Awesome Oli!, please explain it to us mortals  ; )
>>>
>>>
>>>
>>> N
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> mailto:softimage-boun...@listproc.autodesk.com]
>>> *On Behalf Of *Oliver Weingarten
>>> *Sent:* Tuesday, 14 January 2014 9:57 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: A correct peeling effect
>>>
>>>
>>>
>>> Hi !
>>>
>>> Here is a test I did mixing different things together...I can
>>> explain a little more if you like..
>>> https://vimeo.com/84118026/settings
>>>
>>> cheers,
>>> oli
>>>
>>> Am 14.01.2014 09:53, schrieb olivier jeannel:
>>>
>>> Hi gang,
>>>
>>> I'm looking for doing a convincing peeling effect in Softimage
>>> Scenario is :peeling of a thin aluminium sheet from a chocolate
>>> plate, the tiny pieces of sheet then fly away, like are gently blown 
>>> away
>>> by the wind
>>> I'm running after this : https://vimeo.com/77579764 or
>>> https://vimeo.com/69646311 quality. (those are Max Mcloth)
>>> The shot should be very close up. I'm not sure, for example, that
>>> the Topolizer trick https://vimeo.com/80829002 would be enough.
>>>
>>> What do guys think ? Another Method ? Syflex à la Mario-Domingo ?
>>> https://vimeo.com/73933574
>>>
>>> Any thoughts to share ? Would be great :)
>>>
>>>
>>
>

>>>
>>
>


Re: Have you seen a fluor sack model in xsi ready to animate?

2014-01-21 Thread Eric Thivierge
Hey, I might have it at home on a hard drive or it's still sitting in 
the xsidb archive .zip file I created when I shut it down but I don't 
have access to the ftp at work. I can look tonight unless someone else 
on the list has the archive handy to see if it's in there. I don't mind 
if you want to share it via dropbox or something.


I should put it on my site when I find it.

Will take a look tonight.
Eric T.

On Tuesday, January 21, 2014 1:08:27 PM, David Rivera wrote:

Hi Eric Thivierge, I know this is quite an old thread, but I have a
friend who wants to give a shot
to become an animator in softimage. I didn´t want to point him to
download Malcom from animschool,
so instead I thought of Harold Sac model (really basic stuff so he can
start on animation).
But the link is now broken and I don´t know if you have an updated
link on it?
Could you please help me out with that?
Thanks.

-Best regards.
David.



On Wednesday, May 26, 2010 9:19 PM, Eric Thivierge / XSI Database
 wrote:
Would love feedback on it. Message me offline with any issues and I'll
see if I can fix it up a bit.

Cheers,


Eric Thivierge
Technical Director
http://www.ethivierge.com 



On Wed, May 26, 2010 at 9:58 PM, David Rivera
mailto:activemotionpictu...@yahoo.com>> wrote:
> Thank you Eric! I knew I had seen it somewhere!.
> I´ll try it just for fun on xsi 2010 :)
>
> Bests.
> David.
>
> 
> From: Eric Thivierge / XSI Database mailto:ethivie...@gmail.com>>
> To: softimage@listproc.autodesk.com

> Sent: Wed, May 26, 2010 7:54:30 PM
> Subject: Re: Have you seen a fluor sack model in xsi ready to animate?
>
> http://www.xsidatabase.com/content/harold_sak
>
> I need to really update it but maybe it'll work for now?
>
> 
> Eric Thivierge
> Technical Director
> http://www.ethivierge.com 
>
>
>
> On Wed, May 26, 2010 at 8:41 PM, David Rivera
> mailto:activemotionpictu...@yahoo.com>> wrote:
>> I think I´ve seen it somewhere back when XSI wasn´t even born. But I´ve
>> searched for a rigged
>> model of the famous sack (or at least something that would appeal
to it in
>> xsi) but so far I haven´t got
>> any luck.
>> It´s not that I can´t create one...it´s just that a valuable time
would go
>> to waste if it already exist.
>> Have you seen one ready to animate?
>> Thanks.
>> ps: I know maya´s got gazillions of these...but xsi?
>> David.
>>
>
>
>







Re: Have you seen a fluor sack model in xsi ready to animate?

2014-01-21 Thread David Rivera
Hi Eric Thivierge, I know this is quite an old thread, but I have a friend who 
wants to give a shot
to become an animator in softimage. I didn´t want to point him to download 
Malcom from animschool,
so instead I thought of Harold Sac model (really basic stuff so he can start on 
animation).
But the link is now broken and I don´t know if you have an updated link on it?
Could you please help me out with that? 
Thanks.

-Best regards.
David.





On Wednesday, May 26, 2010 9:19 PM, Eric Thivierge / XSI Database 
 wrote:
 
Would love feedback on it. Message me offline with any issues and I'll
see if I can fix it up a bit.

Cheers,


Eric Thivierge
Technical Director
http://www.ethivierge.com



On Wed, May 26, 2010 at 9:58 PM, David Rivera
 wrote:
> Thank you Eric! I knew I had seen it somewhere!.
> I´ll try it just for fun on xsi 2010 :)
>
> Bests.
> David.
>
> 
> From: Eric Thivierge / XSI Database 
> To: softimage@listproc.autodesk.com
> Sent: Wed, May 26, 2010 7:54:30 PM
> Subject: Re: Have you seen a fluor sack model in xsi ready to animate?
>
> http://www.xsidatabase.com/content/harold_sak
>
> I need to really update it but maybe it'll work for now?
>
> 
> Eric Thivierge
> Technical Director
> http://www.ethivierge.com
>
>
>
> On Wed, May 26, 2010 at 8:41 PM, David Rivera
>  wrote:
>> I think I´ve seen it somewhere back when XSI wasn´t even born. But I´ve
>> searched for a rigged
>> model of the famous sack (or at least something that would appeal to it in
>> xsi) but so far I haven´t got
>> any luck.
>> It´s not that I can´t create one...it´s just that a valuable time would go
>> to waste if it already exist.
>> Have you seen one ready to animate?
>> Thanks.
>> ps: I know maya´s got gazillions of these...but xsi?
>> David.
>>
>
>
>

Hardware recommendations for softimage 2014?

2014-01-21 Thread David Rivera
Hi, I know this is an old one, about hardware configurations, but I´d like to 
ask
what kind of motherboard+processor+graphics card would you go to really work 
with a nice
feedback in response to softimage 2014 modeling / rendering / simulation?

Thanks.
Best regards.
David.


Re: A correct peeling effect

2014-01-21 Thread Nika Ragua
very cool  i`m interested in tut and in scene both 


2014/1/21 Leonard Koch 

> Those look great Mário.
>
>
> On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos <
> mr.mariodomin...@gmail.com> wrote:
>
>> Thats great!
>> Verlet is a fast and flexible solution for this kind of effects, not as
>> precise as Syflex though, but you are able to create your own forces which
>> is great!
>> I did some tests and I'm really happy with the result.
>>
>> https://vimeo.com/84689612
>> https://vimeo.com/84689613
>>
>> I can share the scene or make a tut if anyone is interested.
>>
>> M
>>
>>
>> On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua wrote:
>>
>>> https://vimeo.com/84268682
>>>
>>> so here is the explanation and the scene )))
>>>
>>>
>>> 2014/1/15 Nika Ragua 
>>>
 ok - look, i suggest - iICE->Browse Examples-> you load
 Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice
 setup that uses the weightmap to drive the turbulize effect, next
 you load Deformation_Verlet_Cloth - you will see how it is setted up
 without the lagoa or syflex.
 lets break the peel effect in two parts for better understanding -
 first is the tearing and second is the cloth movement. for the tearing we
 cold use my favourite voronoi shatter (or i`m finighing vdb)
 (lol i`m kinda tired of puttig it everywhere, but it is not my fault
 that it is so cool  ahahaha
 anyway - doesn`t matter.
 lets start with just one piece - simple grid (we will clone it later) -
 if you look closele - to the stuff that we want to mimic - we will see that
 it becomes tearing off from borders to center , or from one border to
 another.

 so at first we have our grid pinned to the original surface - we will
 create a perpoint attributes -foe example lets call them pin


 then we are taking these pins- lets make them boolean - at the
 borders(or any other pattern) and swiching them - every neighbour will get
 the neighbours pin attribute - and we will got our pins growing over the
 surface.

 then lets add some forces - lets take the wind force for example (+y)
 force pushing up.
 and if we got our pin with zero value our mesh will be pushed up at
 that point.


 and in the end we will have with mixtures of the verlet (or lagoa or
 somewhere i had my cloth engine)
 and turbulize and pins setup the desired stuff. and we neet to clone
 the meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight
 and tomorrow i`ll code this stuff.
 say what do you think about it.


 2014/1/15 Emilio Hernandez 

> Cool RND!!!
>
>
>
>
> 2014/1/14 Oliver Weingarten 
>
>>  Hey!
>>
>> Here is a small walk through the setup..hope it´s not too bad ;)
>>
>> https://vimeo.com/84136431
>>
>> cheers,
>> oli
>>
>>  Am 14.01.2014 13:57, schrieb Nick Angus:
>>
>>  Awesome Oli!, please explain it to us mortals  ; )
>>
>>
>>
>> N
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *Oliver Weingarten
>> *Sent:* Tuesday, 14 January 2014 9:57 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: A correct peeling effect
>>
>>
>>
>> Hi !
>>
>> Here is a test I did mixing different things together...I can explain
>> a little more if you like..
>> https://vimeo.com/84118026/settings
>>
>> cheers,
>> oli
>>
>> Am 14.01.2014 09:53, schrieb olivier jeannel:
>>
>> Hi gang,
>>
>> I'm looking for doing a convincing peeling effect in Softimage
>> Scenario is :peeling of a thin aluminium sheet from a chocolate
>> plate, the tiny pieces of sheet then fly away, like are gently blown away
>> by the wind
>> I'm running after this : https://vimeo.com/77579764 or
>> https://vimeo.com/69646311 quality. (those are Max Mcloth)
>> The shot should be very close up. I'm not sure, for example, that the
>> Topolizer trick https://vimeo.com/80829002 would be enough.
>>
>> What do guys think ? Another Method ? Syflex à la Mario-Domingo ?
>> https://vimeo.com/73933574
>>
>> Any thoughts to share ? Would be great :)
>>
>>
>

>>>
>>
>


Re: A correct peeling effect

2014-01-21 Thread Leonard Koch
Those look great Mário.


On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos
wrote:

> Thats great!
> Verlet is a fast and flexible solution for this kind of effects, not as
> precise as Syflex though, but you are able to create your own forces which
> is great!
> I did some tests and I'm really happy with the result.
>
> https://vimeo.com/84689612
> https://vimeo.com/84689613
>
> I can share the scene or make a tut if anyone is interested.
>
> M
>
>
> On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua  wrote:
>
>> https://vimeo.com/84268682
>>
>> so here is the explanation and the scene )))
>>
>>
>> 2014/1/15 Nika Ragua 
>>
>>> ok - look, i suggest - iICE->Browse Examples-> you load
>>> Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice
>>> setup that uses the weightmap to drive the turbulize effect, next
>>> you load Deformation_Verlet_Cloth - you will see how it is setted up
>>> without the lagoa or syflex.
>>> lets break the peel effect in two parts for better understanding - first
>>> is the tearing and second is the cloth movement. for the tearing we cold
>>> use my favourite voronoi shatter (or i`m finighing vdb)
>>> (lol i`m kinda tired of puttig it everywhere, but it is not my fault
>>> that it is so cool  ahahaha
>>> anyway - doesn`t matter.
>>> lets start with just one piece - simple grid (we will clone it later) -
>>> if you look closele - to the stuff that we want to mimic - we will see that
>>> it becomes tearing off from borders to center , or from one border to
>>> another.
>>>
>>> so at first we have our grid pinned to the original surface - we will
>>> create a perpoint attributes -foe example lets call them pin
>>>
>>>
>>> then we are taking these pins- lets make them boolean - at the
>>> borders(or any other pattern) and swiching them - every neighbour will get
>>> the neighbours pin attribute - and we will got our pins growing over the
>>> surface.
>>>
>>> then lets add some forces - lets take the wind force for example (+y)
>>> force pushing up.
>>> and if we got our pin with zero value our mesh will be pushed up at that
>>> point.
>>>
>>>
>>> and in the end we will have with mixtures of the verlet (or lagoa or
>>> somewhere i had my cloth engine)
>>> and turbulize and pins setup the desired stuff. and we neet to clone the
>>> meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight and
>>> tomorrow i`ll code this stuff.
>>> say what do you think about it.
>>>
>>>
>>> 2014/1/15 Emilio Hernandez 
>>>
 Cool RND!!!




 2014/1/14 Oliver Weingarten 

>  Hey!
>
> Here is a small walk through the setup..hope it´s not too bad ;)
>
> https://vimeo.com/84136431
>
> cheers,
> oli
>
>  Am 14.01.2014 13:57, schrieb Nick Angus:
>
>  Awesome Oli!, please explain it to us mortals  ; )
>
>
>
> N
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Oliver Weingarten
> *Sent:* Tuesday, 14 January 2014 9:57 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: A correct peeling effect
>
>
>
> Hi !
>
> Here is a test I did mixing different things together...I can explain
> a little more if you like..
> https://vimeo.com/84118026/settings
>
> cheers,
> oli
>
> Am 14.01.2014 09:53, schrieb olivier jeannel:
>
> Hi gang,
>
> I'm looking for doing a convincing peeling effect in Softimage
> Scenario is :peeling of a thin aluminium sheet from a chocolate plate,
> the tiny pieces of sheet then fly away, like are gently blown away by the
> wind
> I'm running after this : https://vimeo.com/77579764 or
> https://vimeo.com/69646311 quality. (those are Max Mcloth)
> The shot should be very close up. I'm not sure, for example, that the
> Topolizer trick https://vimeo.com/80829002 would be enough.
>
> What do guys think ? Another Method ? Syflex à la Mario-Domingo ?
> https://vimeo.com/73933574
>
> Any thoughts to share ? Would be great :)
>
>

>>>
>>
>


Re: A correct peeling effect

2014-01-21 Thread Mário Domingos
Thats great!
Verlet is a fast and flexible solution for this kind of effects, not as
precise as Syflex though, but you are able to create your own forces which
is great!
I did some tests and I'm really happy with the result.

https://vimeo.com/84689612
https://vimeo.com/84689613

I can share the scene or make a tut if anyone is interested.

M


On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua  wrote:

> https://vimeo.com/84268682
>
> so here is the explanation and the scene )))
>
>
> 2014/1/15 Nika Ragua 
>
>> ok - look, i suggest - iICE->Browse Examples-> you load
>> Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice
>> setup that uses the weightmap to drive the turbulize effect, next
>> you load Deformation_Verlet_Cloth - you will see how it is setted up
>> without the lagoa or syflex.
>> lets break the peel effect in two parts for better understanding - first
>> is the tearing and second is the cloth movement. for the tearing we cold
>> use my favourite voronoi shatter (or i`m finighing vdb)
>> (lol i`m kinda tired of puttig it everywhere, but it is not my fault that
>> it is so cool  ahahaha
>> anyway - doesn`t matter.
>> lets start with just one piece - simple grid (we will clone it later) -
>> if you look closele - to the stuff that we want to mimic - we will see that
>> it becomes tearing off from borders to center , or from one border to
>> another.
>>
>> so at first we have our grid pinned to the original surface - we will
>> create a perpoint attributes -foe example lets call them pin
>>
>>
>> then we are taking these pins- lets make them boolean - at the borders(or
>> any other pattern) and swiching them - every neighbour will get the
>> neighbours pin attribute - and we will got our pins growing over the
>> surface.
>>
>> then lets add some forces - lets take the wind force for example (+y)
>> force pushing up.
>> and if we got our pin with zero value our mesh will be pushed up at that
>> point.
>>
>>
>> and in the end we will have with mixtures of the verlet (or lagoa or
>> somewhere i had my cloth engine)
>> and turbulize and pins setup the desired stuff. and we neet to clone the
>> meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight and
>> tomorrow i`ll code this stuff.
>> say what do you think about it.
>>
>>
>> 2014/1/15 Emilio Hernandez 
>>
>>> Cool RND!!!
>>>
>>>
>>>
>>>
>>> 2014/1/14 Oliver Weingarten 
>>>
  Hey!

 Here is a small walk through the setup..hope it´s not too bad ;)

 https://vimeo.com/84136431

 cheers,
 oli

  Am 14.01.2014 13:57, schrieb Nick Angus:

  Awesome Oli!, please explain it to us mortals  ; )



 N



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Oliver Weingarten
 *Sent:* Tuesday, 14 January 2014 9:57 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: A correct peeling effect



 Hi !

 Here is a test I did mixing different things together...I can explain a
 little more if you like..
 https://vimeo.com/84118026/settings

 cheers,
 oli

 Am 14.01.2014 09:53, schrieb olivier jeannel:

 Hi gang,

 I'm looking for doing a convincing peeling effect in Softimage
 Scenario is :peeling of a thin aluminium sheet from a chocolate plate,
 the tiny pieces of sheet then fly away, like are gently blown away by the
 wind
 I'm running after this : https://vimeo.com/77579764 or
 https://vimeo.com/69646311 quality. (those are Max Mcloth)
 The shot should be very close up. I'm not sure, for example, that the
 Topolizer trick https://vimeo.com/80829002 would be enough.

 What do guys think ? Another Method ? Syflex à la Mario-Domingo ?
 https://vimeo.com/73933574

 Any thoughts to share ? Would be great :)


>>>
>>
>


Re: [Pool] Any interest for a grease pencil tool?

2014-01-21 Thread Matt Morris
bump! Would love to hear if you're getting anywhere with this, definitely
got a few seats ready to purchase here :)


On 10 December 2013 02:57, Enrique Caballero wrote:

> yay!
>
>
> On Tue, Dec 10, 2013 at 10:56 AM, David Rivera <
> activemotionpictu...@yahoo.com> wrote:
>
>> YES!! Awesome news!!
>>
>>
>>
>>
>>   On Thursday, December 5, 2013 6:23 PM, Ahmidou Lyazidi <
>> ahmidou@gmail.com> wrote:
>>   Hey everyone,
>> Sorry for the (very) late reply! I've been extended on the project I was
>> working on and didn't found the time to polish things, but the prototype
>> is still there and functional,
>> The good news is I'm finishing next week for good, and will have a few
>> weeks off to finish this thing. I'll keep you informed as soon as I'll be
>> on this project again.
>>
>> Cheers
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2013/12/3 David Rivera 
>>
>> YES!! Grease pencil, PLEASE Totally useful for the 2D artist to
>> motion the 3D model!
>>
>>
>>
>>
>>   On Monday, December 2, 2013 5:05 AM, javier gonzalez <
>> javi09warr...@gmail.com> wrote:
>>   Any news?
>>
>>
>> 2013/12/2 Sebastien Sterling 
>>
>> +1
>>
>>
>> On 2 December 2013 09:13, Enrique Caballero 
>> wrote:
>>
>> still interested in this btw :)
>>
>>
>> On Wed, Sep 4, 2013 at 11:58 AM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>> hows the grease pencil plugin lookin? The animators here are eagerly
>> looking forward to it
>>
>>
>> On Mon, Jul 1, 2013 at 8:30 PM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>> awesome ahmidou :) keep us posted.
>>
>>
>> On Mon, Jul 1, 2013 at 9:52 AM, Ahmidou Lyazidi wrote:
>>
>> Hi Enrique,
>> I'm working on it on my spare time, all the interactive manipulation is
>> working, and I'm currently on the window resizing part.
>> the next steps are:
>> - a custom display host to display when not manipulating
>> - some way to move the keys, there are differant way to do that, it's not
>> fixed yet, but I was thinking using the animation mixer
>>  or a pyQt view, or even the netview.
>>
>> it's probably going to be released sometime in august :)
>>
>> Cheers.
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2013/6/28 Enrique Caballero 
>>
>> After reading a recent thread about 3rd party plugins, it reminded me.
>>
>> Totally still willing to buy this plugin for our 25+ animators, if you
>> are developing it.
>>
>> -Enrique
>>
>>
>> On Mon, Apr 22, 2013 at 2:03 PM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>> Hey Ahmidou, I will ask the animators for their feedback and forward you
>> the results.
>>
>>  That sounds pretty awesome already :)
>>
>>
>>
>> On Fri, Apr 19, 2013 at 7:36 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> i just gota say this is pretty heart warming to see, i think I'll buy one
>> on principal even if I'm not necessarily an animator these days, i can use
>> it to mark stuff out on models :)
>>
>>
>> On 19 April 2013 09:50, Ahmidou Lyazidi  wrote:
>>
>> Hi Enrique, good to know :)
>> Do you have any special special expectation on it? currently I'm planning
>> those features:
>>
>> 2D paint and erase
>> screen space
>> onion skin
>> scene persistance
>> ability to move frames on the timeline
>>
>> I'll eventually add those in a second time:
>> multi layers
>> per layer depth distance
>> per layer opacity
>> surface object space strokes (to draw on objects)
>> wacom presure
>>
>>
>> Cheers
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>> 2013/4/18 Enrique Caballero 
>>
>> Not to drive the point too strongly, but if you make this tool Ahmidou
>> and you do a really good job on it, and price it reasonably, I can promise
>> to buy between 30-40 licenses of it.
>>
>>  The animators here are driving me absolutely insane about the topic
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>


-- 
www.matinai.com


Re: Envelopes, Weights, Deformers and setting them up.

2014-01-21 Thread Tiago Craft
Cool.
One interesting solution too would be to use meshes instead of nulls. we
used that in production and it worked quite nice for body parts, but it
surely lacked the speed and procedural behaviour of your solution, which
works better for face deformers.

Heat algorithms tend to be very usefull too, in situations where the mesh
folds a lot.


( hey Pedro!! que fixe que continuas cheio de ideias :) )


2014/1/21 Marco Peixoto 

> Interesting, tks for sharing Pedro
>
>
> On Tue, Jan 21, 2014 at 12:06 AM, pedro santos  wrote:
>
>> This was the solution I came up with. Still refining it to have more
>> options per null but already using it in production.
>>
>> Cheers
>>
>> https://vimeo.com/84025815
>>
>>
>> On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos <
>> manny.papama...@autodesk.com> wrote:
>>
>>> Perhaps deform by volume?
>>> This doesn't deal with weight though but can be flexible since you can
>>> interactively mod the radius on the volume deformers.
>>>
>>>
>>> Manny Papamanos
>>> Product Support Specialist
>>> Americas Frontline Technical Support
>>>
>>>
>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
>>> Sent: Monday, January 06, 2014 4:45 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Envelopes, Weights, Deformers and setting them up.
>>>
>>> Hi
>>> We use Species here for ease and speed. So the head and jaw have their
>>> deformers, and the facial expressions are done through Shapes on a FaceRig
>>> panel. For some time now the animator wants some additional Facial controls
>>> so he isn't restricted by the range of the shapes. And he wants something
>>> that does not turn into a cumbersome task given the revisions/iterations
>>> over an asset. I'm fairly new to Softimage and these were the approaches I
>>> went about:
>>>
>>>
>>> Doritos
>>> I had it setup, just one thing that is dragging the process; Envelopes
>>> are generated by distance but there's always normalization. So if I want
>>> them to just have a straight spherical falloff into black I can't. Or even
>>> to falloff into another dummy null weight, I can't. So I had to paint,
>>> around the ears, on the top of the head and sides, neck, etc. I was trying
>>> to minimize paitings so iterations on a model's rig can be faster.
>>> I could put an inplicit per Derformer set on Bounding Volume > Limit.
>>> But it's an abrupt cut off.
>>>
>>>
>>> Deform by Spine
>>> Creates the falloff I want from the curve. I like the "drawn"
>>> deformations it does on mouth and eyes. I do an operator per curve, since
>>> the combined weights of several curves seems wonky. The downside seems to
>>> be that I can't transfer them with GATOR. How would you come about to
>>> transfer Deform by Spine between objects to save time?
>>>
>>>
>>> General Concerns.
>>> I come from Lightwave and Envelopes to me seem to be like a box of
>>> weights that are usually normalized. I see that deformers like Cage, Spine
>>> also generate such box of weights, but they don't seem to be handled as
>>> envelopes.
>>> How flexible and manipulated can be weights and the underlying
>>> connections of Softimage between the mesh object, the weight, the control
>>> null and the deforming operator?? Seems to me that such weights don't exist
>>> without the deformers.
>>>
>>>
>>> This Image<
>>> https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png>
>>> illustrates what I'me trying to do.
>>>
>>> Cheers
>>> probiner
>>>
>>
>>
>>
>> --
>> [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]
>>
>
>


Re: LINUX again

2014-01-21 Thread Alan Fregtman
Hey Sly,

Did you set up your "linktab" file for path translation? It still won't
save you from third party stuff like Alembic plugins, but for textures,
refmodels and such, it should pretty much work:

http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/linktab_use.htm

Cheers,

   -- Alan



On Fri, Jan 17, 2014 at 11:16 PM, Sylvain Lebeau  wrote:

> Hi Gareth,
>
>
> yes of course, path are different But my problem was the scene was not
> loading at all even locally on a XSI interactive windows session and
> crashed it right away.
>
>
> We were able to make the scene finally load. And then was hoping
> deadline automatic path translation would cary the rest.
>
> But unfortunatly, its was doing well to access the .scn file and load
> it.. but everything inside xsi pointing to something external stuffs
> was not translated. (textures, Alembic, xref models, ...)   I will look
> at the idea of hacking the Deadline submitter to convert the inner paths at
> the moment of sending to the farm. maybe a good patch before we do the
> whole farm conversion to linux.  Also will talk to Ryan at thinkbox for
> other toughts.
>
>
> We also we're able to fix the realtime playback crash bug by adding an X11
> fix... I also think this fixed the numeric parameters that we're
> disapearing when sliding the slider in a PPGlook's it shows up properly
> now.
>
> Deleted
> the 
> /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11
> directory to make sure that we don't use the X11 libraries provided with
> SoftImage.  It was an old fix from our early tests that we didnt applied
> yet since we we're able to start Xsi Just did apply this fix again and
> it did help alot it seem's
>
>
> Also, my preferences are now kept and drag and drop works inside of xsi.
> We simply deleted the prefs and redone it again from scratch. Now
> everything in my favorite shader container is drag and dropping properly in
> the render tree...
>
>
> I dont know if i will ever be able to drag and drop from XnView to Xsi
> since they both use seperate window managers  that's sad, but not a
> show stopper
>
>
>
> So far so good, sun is finally rising !  All credits goes to JF my Linux
> IT Alien.
>
>
> we are almost there!
>
>
> sly
>
>
>  *Sylvain Lebeau // SHED*
> V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
> http://WWW.SHEDMTL.COM >
>
>
> VFX Curriculum 03: Compositing Basics
> mail to: s...@shedmtl.com
>
>
>
>
> On Jan 16, 2014, at 5:25 AM, gareth bell  wrote:
>
>  3. will be fixed with a path swapper script - as the paths on windows
> will be different to the ones on linux  - I've had to do this before
>
>
> --
> From: s...@shedmtl.com
> Subject: LINUX again
> Date: Wed, 15 Jan 2014 21:31:20 -0500
> To: softimage@listproc.autodesk.com
> CC: j...@suid.com
>
> Hi everyone!!!
>
>
> We finally have a running XSI 2014 sp2 on Linux CentOS 6.3 and Arnold
> (sitoa 3.0.1)
> it's all fresh and "overall" run's pretty well...
>
>
> Just want to ask you guys if you got these bugs on your side too?  And if
> you got any advices to counter them.
>
>
> 1- If we select RealTime playback mode and press play, XSI vanish away.
>  Even in an empty scene. 100% reproducable.
>
> 2- Preferences does not seems to be kept.  (We will look into this
> tomorrow with linux IT)
>
> 3- Scenes created on linux wont open on a windows box. (Error says
> everything is disconnected from the scene) This fucks up my plan for small
> projects i wanted to render with deadline and automatic path translation on
> my windows farm.  We will convert the farm soon enough tough. Wich will
> probably fix this...
>
> 4- When you use a slider in a PPG, the parametric number disapears.
> Graphics drivers maybe? We use the ones from Nvidia and not the RPM fusion
> ones.
>
> 5- Drag and drop doesnt work from XnView to render tree But also
> inside the rendertree when you want to drag a shader from the left list
> onto the tree... I need to go in menu/nodes then select one ak ...
> Not able to use my favorites column anymore.
>
>
>
> @Marc Antoine
> thank you for the recompile, everything works perfectly bro!!  And cant
> wait for Holger's and Platige's shader pack!!  I miss them alot.
>
>
>
> thank you all for any help and toughts!  Greatly appreciated.
>
>
> sly
>
>
>
>  *Sylvain Lebeau // SHED*
> V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
> http://WWW.SHEDMTL.COM >
>
> 
>
> VFX Curriculum 03: Compositing Basics
> mail to: s...@shedmtl.com
>
>
>
<>

Re: Friday Flashback #155

2014-01-21 Thread Morten Bartholdy
Unfortunately, being Mayans, normal was also a sad place to be ;)

Morten



Den 20. januar 2014 kl. 18:05 skrev Luc-Eric Rousseau
:

> The Mayan saw random things starting to go wrong in their world, but
> they deleted their user pref and everything went back to normal.
>
> On Mon, Jan 20, 2014 at 11:11 AM, Grahame Fuller
>  wrote:
> > It wasn't really a prediction either, it's just the way their calendar
was divided.
> >
> > I predict that the end of the month will happen at midnight, Jan. 31.
> >
> > gray
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
> > Sent: Monday, January 20, 2014 10:56 AM
> > To: softimage@listproc.autodesk.com
> > Subject: Re: Friday Flashback #155
> >
> > I stand corrected. The Mayans predicted the end of an era.

Re: Matrices and tidiness in compounds' PPG.

2014-01-21 Thread pedro santos
Ok, maybe my last message was a bit confusing. Here's more info :D

What do I want?
1a - Have a compound where I decompose a matrix so I can filter its
components, channels, and choose both SRT transform and rotation orders. I
have it already but only outputting the Multiplied Vector.
1b - In the compound, output the final matrix after having all those
changes. But right now I can't, because SRT to Matrix as no Transform
Order, only uses SRT order. (explained further on the post)
2 - Get a better PPG look for a matrix input and a 2D array of check-boxes
for UI clarity.

Anyways an Inverted Matrix fed onto "Multiply by 3D Vector" does what I
want; instead of applying the kinematics, it takes them. But there's a
problem!
If you split and combine the Matrix (I want to filter stuff, right?) it
comes out with differences!! That's because "SRT to Matrix" does not
respect the Inverted matrix Transform Order, TRS.

IMAGE:
https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/InvertMatrixSRT.png


Here is how they look decomposed.
IMAGE:
https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/MatrixSRTOrder.png

They use different Trasform Orders. SRT and TSR. But there's no way in "SRT
to Matrix" to output a TRS Multiplication Order, so I don't know how to
combine again the components into a matrix output.

I'm sure I was not the first to notice this! So I was asking how you guys
deal with it.

Cheers


On Tue, Jan 21, 2014 at 12:23 AM, pedro santos  wrote:

> Hello
>
> Doing a compound that can handle most matrix operations of vectors I have
> been encountering that the good "Multiply 3D Vector by Matrix" alone can't
> handle.
> Compound is a somewhat monolithic and big in the PPG and I'm looking for
> ways to optimize it. Two of the attached images show: what a matrix input
> looks like in a PPG and also that I'm using 4D vectors to filter each
> matrix component, XYZ for the respective coordinates and W for all. I would
> like to hide the matrix input from the PPG (who writes matrices' inputs?!)
> and also have a better filter panel like the mockup also attached in the
> image. Do you know of such way on could make such layout? Considering also
> Select Case as last resort for 8 cases( All, None, X, Y, Z, XY, XZ, YZ).
>
> Another thing I've noticed is that "SRT to Matrix" and "Matrix to SRT"
> offer now "Transfomation Order" (SRT, STR, RST, etc) like Rotation to Euler
> to Rotation and Rotation to Euler offer (XYZ, XZY, YXZ, etc). This
> represents two sides of a problem:
>
> - While the compound I'm doing transforms a vector in a custom order.
> (Multiply (S), Rotate Vector (R), Add (T) in which order I want). I can't
> seem to be able to combine S R and T into a single matrix output with the
> correct transform order. How do you guys do it?
>
> - If I invert a matrix and then make it pass through "Matrix to SRT" and
> "SRT to Matrix", the components are still inverted but their order is back
> to SRT instead of TRS like it would happen on an inverted matrix, so I
> can't decompose a matrix, change something and assemble it back intact.
> Image attached for clarity.
>
>
> Thanks in advance.
> Cheers
>
> Pedro Alpiarça dos Santos
>
>
>


-- 
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]


RE: Gear installation question

2014-01-21 Thread Szabolcs Matefy
And OK, I finally managed to resolve it

So, it seems, that those pyc files made the difference...
Second, I moved all the stuff onto the network workgroup, then in the 
setenv.bat I directed the pytonpath to the pythonlib folder, and voila, it 
works!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Tuesday, January 21, 2014 12:38 PM
To: softimage@listproc.autodesk.com
Subject: RE: Gear installation question

OK, I went back one version and it works. The real difference is that the 
folder in the buggy one didn't include any pyc file...Oh my...

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Tuesday, January 21, 2014 12:27 PM
To: softimage@listproc.autodesk.com
Subject: RE: Gear installation question

Hm. The latest Gear-MC has no pythonlibs folder

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Will Sharkey
Sent: Tuesday, January 21, 2014 12:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: Gear installation question

I managed to get Gear_Mc working. My Pythonpath look like this:

C:\3D\SOFTWARE\Softimage\Gear\GEAR_mc-1.0.15\pythonlibs

In the Workgroup, I made a back_up of Gear 1.0 in a separate folder. I then 
replaced the contents of the gear folder with the new Gear_Mc files.


On Tue, Jan 21, 2014 at 11:03 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I got 
an error message that there is no module named gear.xsi

It drives me crazy, I just need to make a demonstration how easy to do 
sophisticated stuff with Gear, and now I sit in neck deep in the ...

Anyway, I have the following folder extracted from the Gear_MC-Master zip file 
(downloaded from the github)

Workgroup
Sources
Gear

I directed the Pythonpath folder to the parent folder of gear folder 
(c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)

In vain


Cheers


Szabolcs

-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Eric Thivierge
Sent: Monday, January 20, 2014 6:48 PM
To: softimage@listproc.autodesk.com
Subject: Re: Gear installation question

I'm with Mr. Swindells on this one. Copying the Gear into the Softimage Python 
or system python Lib folder could get messy and going the plug-in route, you 
need to make sure the plug-in loads first before anything from Gear is called.

Eric T.

On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
> What I did was to manually copy the "gear" libs folder into my
> Python26/Lib/ folder. It worked like a charm.
>
> On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
>>
>> Hey folks,
>>
>> Does anybody have an idea how can I install Gear without changing the
>> Environment variable on the computer? Our head of IT was a bit
>> nervous when I told, I wanted to change that...
>>
>> Cheers
>>
>> Szabolcs
>>
>> ___
>> This message contains confidential information and is intended only
>> for the individual named. If you are not the named addressee you
>> should not disseminate, distribute or copy this e-mail. Please notify
>> the sender immediately by e-mail if you have received this e-mail by
>> mistake and delete this e-mail from your system. E-mail transmission
>> cannot be guaranteed to be secure or error-free as information could
>> be intercepted, corrupted, lost, destroyed, arrive late or
>> incomplete, or contain viruses. The sender therefore does not accept
>> liability for any errors or omissions in the contents of this
>> message, which arise as a result of e-mail transmission. If
>> verification is required please request a hard-copy version. Crytek
>> GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt -
>> HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
>> Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
> --
>



RE: Gear installation question

2014-01-21 Thread Szabolcs Matefy
OK, I went back one version and it works. The real difference is that the 
folder in the buggy one didn't include any pyc file...Oh my...

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Tuesday, January 21, 2014 12:27 PM
To: softimage@listproc.autodesk.com
Subject: RE: Gear installation question

Hm. The latest Gear-MC has no pythonlibs folder

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Will Sharkey
Sent: Tuesday, January 21, 2014 12:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: Gear installation question

I managed to get Gear_Mc working. My Pythonpath look like this:

C:\3D\SOFTWARE\Softimage\Gear\GEAR_mc-1.0.15\pythonlibs

In the Workgroup, I made a back_up of Gear 1.0 in a separate folder. I then 
replaced the contents of the gear folder with the new Gear_Mc files.


On Tue, Jan 21, 2014 at 11:03 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I got 
an error message that there is no module named gear.xsi

It drives me crazy, I just need to make a demonstration how easy to do 
sophisticated stuff with Gear, and now I sit in neck deep in the ...

Anyway, I have the following folder extracted from the Gear_MC-Master zip file 
(downloaded from the github)

Workgroup
Sources
Gear

I directed the Pythonpath folder to the parent folder of gear folder 
(c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)

In vain


Cheers


Szabolcs

-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Eric Thivierge
Sent: Monday, January 20, 2014 6:48 PM
To: softimage@listproc.autodesk.com
Subject: Re: Gear installation question

I'm with Mr. Swindells on this one. Copying the Gear into the Softimage Python 
or system python Lib folder could get messy and going the plug-in route, you 
need to make sure the plug-in loads first before anything from Gear is called.

Eric T.

On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
> What I did was to manually copy the "gear" libs folder into my
> Python26/Lib/ folder. It worked like a charm.
>
> On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
>>
>> Hey folks,
>>
>> Does anybody have an idea how can I install Gear without changing the
>> Environment variable on the computer? Our head of IT was a bit
>> nervous when I told, I wanted to change that...
>>
>> Cheers
>>
>> Szabolcs
>>
>> ___
>> This message contains confidential information and is intended only
>> for the individual named. If you are not the named addressee you
>> should not disseminate, distribute or copy this e-mail. Please notify
>> the sender immediately by e-mail if you have received this e-mail by
>> mistake and delete this e-mail from your system. E-mail transmission
>> cannot be guaranteed to be secure or error-free as information could
>> be intercepted, corrupted, lost, destroyed, arrive late or
>> incomplete, or contain viruses. The sender therefore does not accept
>> liability for any errors or omissions in the contents of this
>> message, which arise as a result of e-mail transmission. If
>> verification is required please request a hard-copy version. Crytek
>> GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt -
>> HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
>> Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
> --
>



RE: Gear installation question

2014-01-21 Thread Szabolcs Matefy
Hm. The latest Gear-MC has no pythonlibs folder

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Will Sharkey
Sent: Tuesday, January 21, 2014 12:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: Gear installation question

I managed to get Gear_Mc working. My Pythonpath look like this:

C:\3D\SOFTWARE\Softimage\Gear\GEAR_mc-1.0.15\pythonlibs

In the Workgroup, I made a back_up of Gear 1.0 in a separate folder. I then 
replaced the contents of the gear folder with the new Gear_Mc files.


On Tue, Jan 21, 2014 at 11:03 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I got 
an error message that there is no module named gear.xsi

It drives me crazy, I just need to make a demonstration how easy to do 
sophisticated stuff with Gear, and now I sit in neck deep in the ...

Anyway, I have the following folder extracted from the Gear_MC-Master zip file 
(downloaded from the github)

Workgroup
Sources
Gear

I directed the Pythonpath folder to the parent folder of gear folder 
(c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)

In vain


Cheers


Szabolcs

-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Eric Thivierge
Sent: Monday, January 20, 2014 6:48 PM
To: softimage@listproc.autodesk.com
Subject: Re: Gear installation question

I'm with Mr. Swindells on this one. Copying the Gear into the Softimage Python 
or system python Lib folder could get messy and going the plug-in route, you 
need to make sure the plug-in loads first before anything from Gear is called.

Eric T.

On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
> What I did was to manually copy the "gear" libs folder into my
> Python26/Lib/ folder. It worked like a charm.
>
> On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
>>
>> Hey folks,
>>
>> Does anybody have an idea how can I install Gear without changing the
>> Environment variable on the computer? Our head of IT was a bit
>> nervous when I told, I wanted to change that...
>>
>> Cheers
>>
>> Szabolcs
>>
>> ___
>> This message contains confidential information and is intended only
>> for the individual named. If you are not the named addressee you
>> should not disseminate, distribute or copy this e-mail. Please notify
>> the sender immediately by e-mail if you have received this e-mail by
>> mistake and delete this e-mail from your system. E-mail transmission
>> cannot be guaranteed to be secure or error-free as information could
>> be intercepted, corrupted, lost, destroyed, arrive late or
>> incomplete, or contain viruses. The sender therefore does not accept
>> liability for any errors or omissions in the contents of this
>> message, which arise as a result of e-mail transmission. If
>> verification is required please request a hard-copy version. Crytek
>> GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt -
>> HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
>> Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
> --
>




Re: Gear installation question

2014-01-21 Thread Matt Morris
I've had a couple of issues with GEAR_MC. Wire colours and such. Rolled
back to the original for now, gear 1.1.0, can find it on rray.de/xsi still.




On 21 January 2014 11:13, Will Sharkey  wrote:

> I managed to get Gear_Mc working. My Pythonpath look like this:
>
> C:\3D\SOFTWARE\Softimage\Gear\GEAR_mc-1.0.15\pythonlibs
>
> In the Workgroup, I made a back_up of Gear 1.0 in a separate folder. I
> then replaced the contents of the gear folder with the new Gear_Mc files.
>
>
>
> On Tue, Jan 21, 2014 at 11:03 AM, Szabolcs Matefy wrote:
>
>> It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I
>> got an error message that there is no module named gear.xsi
>>
>> It drives me crazy, I just need to make a demonstration how easy to do
>> sophisticated stuff with Gear, and now I sit in neck deep in the ...
>>
>> Anyway, I have the following folder extracted from the Gear_MC-Master zip
>> file (downloaded from the github)
>>
>> Workgroup
>> Sources
>> Gear
>>
>> I directed the Pythonpath folder to the parent folder of gear folder
>> (c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)
>>
>> In vain
>>
>>
>> Cheers
>>
>>
>> Szabolcs
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
>> Sent: Monday, January 20, 2014 6:48 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Gear installation question
>>
>> I'm with Mr. Swindells on this one. Copying the Gear into the Softimage
>> Python or system python Lib folder could get messy and going the plug-in
>> route, you need to make sure the plug-in loads first before anything from
>> Gear is called.
>>
>> Eric T.
>>
>> On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
>> > What I did was to manually copy the "gear" libs folder into my
>> > Python26/Lib/ folder. It worked like a charm.
>> >
>> > On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
>> >>
>> >> Hey folks,
>> >>
>> >> Does anybody have an idea how can I install Gear without changing the
>> >> Environment variable on the computer? Our head of IT was a bit
>> >> nervous when I told, I wanted to change that…
>> >>
>> >> Cheers
>> >>
>> >> Szabolcs
>> >>
>> >> ___
>> >> This message contains confidential information and is intended only
>> >> for the individual named. If you are not the named addressee you
>> >> should not disseminate, distribute or copy this e-mail. Please notify
>> >> the sender immediately by e-mail if you have received this e-mail by
>> >> mistake and delete this e-mail from your system. E-mail transmission
>> >> cannot be guaranteed to be secure or error-free as information could
>> >> be intercepted, corrupted, lost, destroyed, arrive late or
>> >> incomplete, or contain viruses. The sender therefore does not accept
>> >> liability for any errors or omissions in the contents of this
>> >> message, which arise as a result of e-mail transmission. If
>> >> verification is required please request a hard-copy version. Crytek
>> >> GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt -
>> >> HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
>> >> Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>> >
>> > --
>> >
>>
>>
>>
>


-- 
www.matinai.com


Re: Remember location in Anim Editor per curve.

2014-01-21 Thread Toonafish

That would be a great feature !

- Ronald

On 1/21/2014 03:49, Simon Pickard wrote:
If I'm editing say an rotx curve of an object / joint, whatever, I 
want Soft to remember the framing in the curve editor when I click on 
a different channel, say roty. If I then click back on rotx it should 
return to the framing I was last at.


A large part of my time is spent flipping between these different 
curves, would be nice it if remembered where I was.



On 21 January 2014 10:41, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:


I think he means an auto-memo-cam kind of thing dependant on
selection.
I don't think it's quite possible to make it unambiguous given
that it'd probably be a considerable amount of additional data,
and that you can mix and match curves into conflicting views.

Maya does something like that if I remember right, but Maya's is
both a singleton view and has severely limited context
capabilities, with the upshot it tends to get less tangled and not
as over-optioned as Soft's FCeditor.


On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge
mailto:ethivie...@hybride.com>> wrote:

So you want it to remember that for rotx on object1 you were
around frame 50 at value 12. Then when you click posy on
object58 you want it to remember you were at frame 5,000 at
value 0.25?

Eric T.


On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote:

Guess not then..

If anyone's listening out there.. I know this isn't an ICE
request, so
will probabbly go to the bottom of the list, but it would
be a great
feature to have for us animators.


On 18 January 2014 16:52, Simon Pickard
mailto:m...@simonpickard.com>
>> wrote:

Hello all,

Hopefully I'm mssing something silly (quite possible)
but Is there
a way to tell Softimage Xsi to remember where is was
framed in the
anim editor as you work per curve?

It's a good workout having to pan and zoom each time I
go from a
PosY to a RotX, and I'll miss it for sure, but if
there's some
setting that'll made Softimage a little more 'smart'
when it comes
to working in the anim editor (so it remembers where
it was per
curve) before my hand falls off I'd love to hear about it.

Regards,
Simon






-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!






Re: Gear installation question

2014-01-21 Thread Will Sharkey
I managed to get Gear_Mc working. My Pythonpath look like this:

C:\3D\SOFTWARE\Softimage\Gear\GEAR_mc-1.0.15\pythonlibs

In the Workgroup, I made a back_up of Gear 1.0 in a separate folder. I then
replaced the contents of the gear folder with the new Gear_Mc files.



On Tue, Jan 21, 2014 at 11:03 AM, Szabolcs Matefy wrote:

> It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I
> got an error message that there is no module named gear.xsi
>
> It drives me crazy, I just need to make a demonstration how easy to do
> sophisticated stuff with Gear, and now I sit in neck deep in the ...
>
> Anyway, I have the following folder extracted from the Gear_MC-Master zip
> file (downloaded from the github)
>
> Workgroup
> Sources
> Gear
>
> I directed the Pythonpath folder to the parent folder of gear folder
> (c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)
>
> In vain
>
>
> Cheers
>
>
> Szabolcs
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
> Sent: Monday, January 20, 2014 6:48 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Gear installation question
>
> I'm with Mr. Swindells on this one. Copying the Gear into the Softimage
> Python or system python Lib folder could get messy and going the plug-in
> route, you need to make sure the plug-in loads first before anything from
> Gear is called.
>
> Eric T.
>
> On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
> > What I did was to manually copy the "gear" libs folder into my
> > Python26/Lib/ folder. It worked like a charm.
> >
> > On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
> >>
> >> Hey folks,
> >>
> >> Does anybody have an idea how can I install Gear without changing the
> >> Environment variable on the computer? Our head of IT was a bit
> >> nervous when I told, I wanted to change that…
> >>
> >> Cheers
> >>
> >> Szabolcs
> >>
> >> ___
> >> This message contains confidential information and is intended only
> >> for the individual named. If you are not the named addressee you
> >> should not disseminate, distribute or copy this e-mail. Please notify
> >> the sender immediately by e-mail if you have received this e-mail by
> >> mistake and delete this e-mail from your system. E-mail transmission
> >> cannot be guaranteed to be secure or error-free as information could
> >> be intercepted, corrupted, lost, destroyed, arrive late or
> >> incomplete, or contain viruses. The sender therefore does not accept
> >> liability for any errors or omissions in the contents of this
> >> message, which arise as a result of e-mail transmission. If
> >> verification is required please request a hard-copy version. Crytek
> >> GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt -
> >> HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
> >> Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
> >
> > --
> >
>
>
>


RE: Gear installation question

2014-01-21 Thread Szabolcs Matefy
It must my fault, but I cannot install the new (Miquel Campos) Gear_MC. I got 
an error message that there is no module named gear.xsi

It drives me crazy, I just need to make a demonstration how easy to do 
sophisticated stuff with Gear, and now I sit in neck deep in the ...

Anyway, I have the following folder extracted from the Gear_MC-Master zip file 
(downloaded from the github)

Workgroup
Sources
Gear

I directed the Pythonpath folder to the parent folder of gear folder 
(c:\Users\szabolcsm\Downloads\GEAR_mc-master\GEAR_mc-master on my computer)

In vain


Cheers


Szabolcs

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, January 20, 2014 6:48 PM
To: softimage@listproc.autodesk.com
Subject: Re: Gear installation question

I'm with Mr. Swindells on this one. Copying the Gear into the Softimage Python 
or system python Lib folder could get messy and going the plug-in route, you 
need to make sure the plug-in loads first before anything from Gear is called.

Eric T.

On Monday, January 20, 2014 12:39:59 PM, Sergio Mucino wrote:
> What I did was to manually copy the "gear" libs folder into my 
> Python26/Lib/ folder. It worked like a charm.
>
> On 20/01/2014 11:01 AM, Szabolcs Matefy wrote:
>>
>> Hey folks,
>>
>> Does anybody have an idea how can I install Gear without changing the 
>> Environment variable on the computer? Our head of IT was a bit 
>> nervous when I told, I wanted to change that…
>>
>> Cheers
>>
>> Szabolcs
>>
>> ___
>> This message contains confidential information and is intended only 
>> for the individual named. If you are not the named addressee you 
>> should not disseminate, distribute or copy this e-mail. Please notify 
>> the sender immediately by e-mail if you have received this e-mail by 
>> mistake and delete this e-mail from your system. E-mail transmission 
>> cannot be guaranteed to be secure or error-free as information could 
>> be intercepted, corrupted, lost, destroyed, arrive late or 
>> incomplete, or contain viruses. The sender therefore does not accept 
>> liability for any errors or omissions in the contents of this 
>> message, which arise as a result of e-mail transmission. If 
>> verification is required please request a hard-copy version. Crytek 
>> GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt -
>> HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
>> Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
> --
>




Re: Envelopes, Weights, Deformers and setting them up.

2014-01-21 Thread Marco Peixoto
Interesting, tks for sharing Pedro


On Tue, Jan 21, 2014 at 12:06 AM, pedro santos  wrote:

> This was the solution I came up with. Still refining it to have more
> options per null but already using it in production.
>
> Cheers
>
> https://vimeo.com/84025815
>
>
> On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos <
> manny.papama...@autodesk.com> wrote:
>
>> Perhaps deform by volume?
>> This doesn't deal with weight though but can be flexible since you can
>> interactively mod the radius on the volume deformers.
>>
>>
>> Manny Papamanos
>> Product Support Specialist
>> Americas Frontline Technical Support
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
>> Sent: Monday, January 06, 2014 4:45 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Envelopes, Weights, Deformers and setting them up.
>>
>> Hi
>> We use Species here for ease and speed. So the head and jaw have their
>> deformers, and the facial expressions are done through Shapes on a FaceRig
>> panel. For some time now the animator wants some additional Facial controls
>> so he isn't restricted by the range of the shapes. And he wants something
>> that does not turn into a cumbersome task given the revisions/iterations
>> over an asset. I'm fairly new to Softimage and these were the approaches I
>> went about:
>>
>>
>> Doritos
>> I had it setup, just one thing that is dragging the process; Envelopes
>> are generated by distance but there's always normalization. So if I want
>> them to just have a straight spherical falloff into black I can't. Or even
>> to falloff into another dummy null weight, I can't. So I had to paint,
>> around the ears, on the top of the head and sides, neck, etc. I was trying
>> to minimize paitings so iterations on a model's rig can be faster.
>> I could put an inplicit per Derformer set on Bounding Volume > Limit. But
>> it's an abrupt cut off.
>>
>>
>> Deform by Spine
>> Creates the falloff I want from the curve. I like the "drawn"
>> deformations it does on mouth and eyes. I do an operator per curve, since
>> the combined weights of several curves seems wonky. The downside seems to
>> be that I can't transfer them with GATOR. How would you come about to
>> transfer Deform by Spine between objects to save time?
>>
>>
>> General Concerns.
>> I come from Lightwave and Envelopes to me seem to be like a box of
>> weights that are usually normalized. I see that deformers like Cage, Spine
>> also generate such box of weights, but they don't seem to be handled as
>> envelopes.
>> How flexible and manipulated can be weights and the underlying
>> connections of Softimage between the mesh object, the weight, the control
>> null and the deforming operator?? Seems to me that such weights don't exist
>> without the deformers.
>>
>>
>> This Image<
>> https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png>
>> illustrates what I'me trying to do.
>>
>> Cheers
>> probiner
>>
>
>
>
> --
> [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]
>