OBJ's inverted in Mari
Hi list, I was wondering if someone else got this problem; OBJ's exported from Soft sometimes get objects weirdly inverted so they can't be shaded correctly in some other programs, one of them is Mari. I can still paint on the objects but the shading doesn't work. Same OBJ's display problems in other software too so it's not just Mari. The objects tend to be those that were mirrored in modelling, but not always. I'm wondering if there's something I can do in Softimage to get it to export everything correctly? I've tried the few options that the OBJ export has, doesn't seem to make any difference. Creating subdivided meshes and importing those seems to help, but not always. Exporting the same objects to Alembic works fine in other software, except for Mari which doesn't support it. Can't find a peep about the problem on the net, and we're getting it here consistently, I'm just guessing it has to do with Soft's OBJ exporter or something with Soft normals. Any solutions out there?
Re: OBJ's inverted in Mari
Is the object at the origin? I recall that I DID have a similar problem in Mari but it was more to do with some weird inverted lighting because it was far from the origin.. But as you say you are having issues in other programs too.. Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 18 February 2014 09:32, Arvid Björn arvidbj...@gmail.com wrote: Hi list, I was wondering if someone else got this problem; OBJ's exported from Soft sometimes get objects weirdly inverted so they can't be shaded correctly in some other programs, one of them is Mari. I can still paint on the objects but the shading doesn't work. Same OBJ's display problems in other software too so it's not just Mari. The objects tend to be those that were mirrored in modelling, but not always. I'm wondering if there's something I can do in Softimage to get it to export everything correctly? I've tried the few options that the OBJ export has, doesn't seem to make any difference. Creating subdivided meshes and importing those seems to help, but not always. Exporting the same objects to Alembic works fine in other software, except for Mari which doesn't support it. Can't find a peep about the problem on the net, and we're getting it here consistently, I'm just guessing it has to do with Soft's OBJ exporter or something with Soft normals. Any solutions out there?
Re: Re[2]: Attaching curves
All credits on the curve tools go to Eugen, I was only involved with testing and bouncing some technical ideas back and forth. Eugen relentlessly fought SDK bugs and sought work arounds for SDK limitations, including hammering the devs with bug reports and feature requests on the beta forum (the latter sadly with litle success) to make them usable and as robust as the SDK allows. *raises glass to Stefan Kubicek* Cheers On Mon, Feb 17, 2014 at 8:23 PM, Eugen Sares sof...@mail.sprit.org wrote: They do. Nothing has changed in the SDK since then... sadly. It's called 'Attach Curves', a topology operator under Modify Curve. All selected curves get attached to the first in the selection collection. Guillaume Laforge did such a thing, too, in C++ (got my inspiration from it) - 'MergeCurves'. Part of his 'MergeAndRenderCurves' addon, if you can find it. -- Originalnachricht -- Von: Alan Fregtman alan.fregt...@gmail.com An: XSI Mailing List softimage@listproc.autodesk.com Gesendet: 17.02.2014 21:14:15 Betreff: Re: Attaching curves Eugen Sares wrote some nice curve tools that does that and more: http://www.keyvis.at/cg-tools/tools-for-softimage/curve-tools/ Haven't used them in a while but I assume they still work. On Mon, Feb 17, 2014 at 3:09 PM, Sergio Mucino sergio.muc...@modusfx.comwrote: Here's a simple question for something we have not found how to do in Softimage. I have two curve objects a closed square, and a closed circle. I want to join them into a single object without stitching them together or changing their shapes. I just want to have an object that has both curves inside. How can I do this? I've been looking around, and there are ways to blend/merge/stitch curves together, but apparently, not to just attach them into a single object. Anyone knows? Thanks! -- -- http://www.avast.com/ Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirushttp://www.avast.com/Schutz ist aktiv. -- - Stefan Kubicek ste...@keyvis.at - keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at -- This email and its attachments are-- -- confidential and for the recipient only --
RE: OBJ's inverted in Mari
Freeze the modeling and freeze all transforms typically works for me when I have this issue. It's usually only the half that was mirrored that shows the display issue for me. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Arvid Björn Sent: Tuesday, February 18, 2014 4:32 AM To: softimage@listproc.autodesk.com Subject: OBJ's inverted in Mari Hi list, I was wondering if someone else got this problem; OBJ's exported from Soft sometimes get objects weirdly inverted so they can't be shaded correctly in some other programs, one of them is Mari. I can still paint on the objects but the shading doesn't work. Same OBJ's display problems in other software too so it's not just Mari. The objects tend to be those that were mirrored in modelling, but not always. I'm wondering if there's something I can do in Softimage to get it to export everything correctly? I've tried the few options that the OBJ export has, doesn't seem to make any difference. Creating subdivided meshes and importing those seems to help, but not always. Exporting the same objects to Alembic works fine in other software, except for Mari which doesn't support it. Can't find a peep about the problem on the net, and we're getting it here consistently, I'm just guessing it has to do with Soft's OBJ exporter or something with Soft normals. Any solutions out there?
Re[4]: Attaching curves
Thanks! Backup needed here, though... I got cautious saying the N word (Nurbs), because then the usual associations of them being legacy tech kick in, and everybody turns his back quickly. This is about being able to use CURVES mostly (which happen to be Nurbs, too), and which are a fundamental modeling asset. ICE cannot deal with them properly. If anybody else finds it as ridiculous than me that not even a handful of BUGS (not tools, features, workflows) get tackled in that regard, so we can at least happily write and use our own tools with success, you might want to tell the devs. Like surfaces, too? (I do) - Please also tell Autodesk. The only outcome of that ridiculous petition I started last year for better Nurbs only lead to the lapidary comment of Cory Mogk: we can't make everbody happy. (and, to whom it might concern, please refuse from wise comments about Maya having better Nurbs) -- Originalnachricht -- Von: Stefan Kubicek s...@tidbit-images.com An: Eugen Sares sof...@mail.sprit.org; Softimage Mailing List softimage@listproc.autodesk.com; pedro santos probi...@gmail.com Gesendet: 18.02.2014 12:15:32 Betreff: Re: Re[2]: Attaching curves All credits on the curve tools go to Eugen, I was only involved with testing and bouncing some technical ideas back and forth. Eugen relentlessly fought SDK bugs and sought work arounds for SDK limitations, including hammering the devs with bug reports and feature requests on the beta forum (the latter sadly with litle success) to make them usable and as robust as the SDK allows. *raises glass to Stefan Kubicek* Cheers On Mon, Feb 17, 2014 at 8:23 PM, Eugen Sares sof...@mail.sprit.org wrote: They do. Nothing has changed in the SDK since then... sadly. It's called 'Attach Curves', a topology operator under Modify Curve. All selected curves get attached to the first in the selection collection. Guillaume Laforge did such a thing, too, in C++ (got my inspiration from it) - 'MergeCurves'. Part of his 'MergeAndRenderCurves' addon, if you can find it. -- Originalnachricht -- Von: Alan Fregtman alan.fregt...@gmail.com An: XSI Mailing List softimage@listproc.autodesk.com Gesendet: 17.02.2014 21:14:15 Betreff: Re: Attaching curves Eugen Sares wrote some nice curve tools that does that and more: http://www.keyvis.at/cg-tools/tools-for-softimage/curve-tools/ Haven't used them in a while but I assume they still work. On Mon, Feb 17, 2014 at 3:09 PM, Sergio Mucino sergio.muc...@modusfx.comwrote: Here's a simple question for something we have not found how to do in Softimage. I have two curve objects a closed square, and a closed circle. I want to join them into a single object without stitching them together or changing their shapes. I just want to have an object that has both curves inside. How can I do this? I've been looking around, and there are ways to blend/merge/stitch curves together, but apparently, not to just attach them into a single object. Anyone knows? Thanks! -- -- http://www.avast.com/ Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirushttp://www.avast.com/Schutz ist aktiv. -- - Stefan Kubicek ste...@keyvis.at - keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at -- This email and its attachments are -- -- confidential and for the recipient only -- --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com
Re: how to obtain full script editor history
if that preference doesn't work for you, there is nothing else. check if you can open the file while XSI is running using file sharing flags (something like SHARE_READ), and not just the default sharing flags (which is deny everyone else) the only recourse you have IMHO is to work write your own logging system, which means an EndCommand event to log commands and also sending the output of your tools to your own file rather than stdout or silogmessage.
Today in understanding video game's reality
Unreal Engine 4 -- Visual Effects Part 3 And of course this could also be applied to feature film...matte painting or limited cam movement... https://www.youtube.com/watch?v=JaV0BaUcEyA#t=42 cheers, MAC
Re: Redshift3D Render
FWIW, I've done some pretty heavy archvis-type scenes with Redshift. Several million triangles (usually straight out of CAD, so, yuck), a few hundred ray-traced area lights, an HDRI dome, about 50 MB of textures (so not very much there), TONS of procedural noise textures, bump maps on most surfaces, up to a couple million instanced small objects with emissive materials, with depth of field and motion blur, for HD and print resolution, etc. RS has chomped through all of it in very reasonable times and without ever challenging the memory limit on the Titan. Can't share any scenes or images though. :-( One note on the expense of a Titan -- I have a pair of them in an early-2008 4-core Mac Pro Bootcamped into Windows 7. For a proper lighting/lookdev station running VRay, Arnold or Mental Ray, I would have to spend well north of $8000 on CPU RAM alone and still wouldn't have more than a fraction of the performance. The Mac Pro could be had for under $2K (although it was free to me as I bought it new and it's been fully depreciated) and the pair of Titans for about the same. By upgrading only GPU instead of CPU chassis, companies will be able to double the lifetime of their CPU purchases, perhaps more. And the upgrade cycle costs will be significantly lower per-seat. The Titans certainly paid for themselves on the first project they rendered. I'd feel differently about the changeover costs If I already had a sizable render farm, since most of the blades and 1Us that people have invested in can't even carry 1 GPU card. But if you are building out a new place or growing the farm, you can pick up 1U servers built for Tesla-style GPUC clusters that have power and slots for 3 beefy cards. Since you won't care too much about CPU specs, you can buy ones that are being retired on the secondary market pretty reasonably. Once it can handle ICE attributes, I'll have no reason to look back, EVER... Also, someone was wondering about SLI -- RS doesn't use it; it handles multiple CUDA cards just fine without it, even if they're very different cards.
Re: Re[2]: Redshift3D Render
On Mon, Feb 17, 2014 at 6:04 PM, Steven Caron car...@gmail.com wrote: doesn't work like that... i have to convince someone to buy it for the studio, then the graphics cards you guys talk about... 3 titans!? we don't have those types of investments. we have an existing farm with cpus and lots of ram. if i want to render a sequence with redshift... i have to render it on workstations only. also, i am not going to convert elysium to work for redshift on my free time ;) You might be able to write a script to convert the materials, since the parameters are pretty close to Arnold's (they're VERY similar to MR's so going from there would be relatively easy). One possible selling point to management -- since your workstations are probably pretty well-equipped in GPU, and those GPUs are idle all night, you'd be leveraging capacity that's already paid-for. You wouldn't even need to take the workstations off the CPU farm, just earmark a couple of cores on each for scene loading and conversion for Redshift. Network and server might get stressed a bit, but that's kind of normal... Also see my other post on the costs to transition to GPU from CPU. Speaking as a small business owner, I gotta say the GPU path looks MORE attractive financially.
RE: Today in understanding video game's reality
nice! _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc-Andre Carbonneau Sent: 18 February 2014 14:59 To: softimage@listproc.autodesk.com Subject: Today in understanding video game's reality Unreal Engine 4 -- Visual Effects Part 3 And of course this could also be applied to feature film.matte painting or limited cam movement. https://www.youtube.com/watch?v=JaV0BaUcEyA#t=42 cheers, MAC
Re: Re[2]: Redshift3D Render
Yes, I AM ignoring the RAM requirements of Elysium-style scenes. So none of those in my scenario. On Tue, Feb 18, 2014 at 10:15 AM, Ed Manning etmth...@gmail.com wrote: On Mon, Feb 17, 2014 at 6:04 PM, Steven Caron car...@gmail.com wrote: doesn't work like that... i have to convince someone to buy it for the studio, then the graphics cards you guys talk about... 3 titans!? we don't have those types of investments. we have an existing farm with cpus and lots of ram. if i want to render a sequence with redshift... i have to render it on workstations only. also, i am not going to convert elysium to work for redshift on my free time ;) You might be able to write a script to convert the materials, since the parameters are pretty close to Arnold's (they're VERY similar to MR's so going from there would be relatively easy). One possible selling point to management -- since your workstations are probably pretty well-equipped in GPU, and those GPUs are idle all night, you'd be leveraging capacity that's already paid-for. You wouldn't even need to take the workstations off the CPU farm, just earmark a couple of cores on each for scene loading and conversion for Redshift. Network and server might get stressed a bit, but that's kind of normal... Also see my other post on the costs to transition to GPU from CPU. Speaking as a small business owner, I gotta say the GPU path looks MORE attractive financially.
Re: point clouds from soft to Max?
Hi Chris, We do sent rotations back and forth via Alembic between Maya, Softimage and 3DS Max. You can not access Alembic in TP at this time, you can only render the resulting particle systems as standard particle systems. Best regards, -ben On Tue, Feb 11, 2014 at 2:37 PM, Chris Johnson chr...@topixfx.com wrote: Got the clouds in just fine through the send to function. Found it worked better when I started the sofware conversation from Max. Any body know how to send over the rotations? Seems they're currently just points in space...can you even send rotations? On Mon, Feb 10, 2014 at 7:24 PM, Chris Johnson chr...@topixfx.com wrote: Thanks guystried the send too max but it didn't work...kept getting an error. I'll simplify the scene and try again. Real flow is an option as I have a license...I'll give that a try too. Cheers. On Feb 10, 2014 6:06 PM, Bruno-Pierre Jobin bpjo...@gmail.com wrote: I had this problem three months ago and I used the realflow plugins in order to get my point from xsi to Max. You can export (cache) your point cloud in bin format and import it back in max using the plugin that's available in pflow. Remember to set the padding correctly when reading in Max though otherwise particles won't show up. You can download them for free on the nextlimit website. Hope this helps -- Bruno-Pierre Jobin On Feb 10, 2014, at 5:09 PM, Chris Johnson chr...@topixfx.com wrote: I'm sure this has been covered a dozen timesI'll have to go dig through the google groups. Thought I'd ask though. I have a point cloud/particle system I'm liking in Softimage and now want to bring it too max and apply Geo instances to the point cloud in Max. I can get Alembic over fine but can't access it in p-flow. Importing an nCache doesn't look right...points are not doing the same thing they were in Softimage? Is there a set in stone work flow out there for this? -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
Re: point clouds from soft to Max?
Cheers..thanks Ben On Tue, Feb 18, 2014 at 3:09 PM, Ben Houston b...@exocortex.com wrote: Hi Chris, We do sent rotations back and forth via Alembic between Maya, Softimage and 3DS Max. You can not access Alembic in TP at this time, you can only render the resulting particle systems as standard particle systems. Best regards, -ben On Tue, Feb 11, 2014 at 2:37 PM, Chris Johnson chr...@topixfx.com wrote: Got the clouds in just fine through the send to function. Found it worked better when I started the sofware conversation from Max. Any body know how to send over the rotations? Seems they're currently just points in space...can you even send rotations? On Mon, Feb 10, 2014 at 7:24 PM, Chris Johnson chr...@topixfx.com wrote: Thanks guystried the send too max but it didn't work...kept getting an error. I'll simplify the scene and try again. Real flow is an option as I have a license...I'll give that a try too. Cheers. On Feb 10, 2014 6:06 PM, Bruno-Pierre Jobin bpjo...@gmail.com wrote: I had this problem three months ago and I used the realflow plugins in order to get my point from xsi to Max. You can export (cache) your point cloud in bin format and import it back in max using the plugin that's available in pflow. Remember to set the padding correctly when reading in Max though otherwise particles won't show up. You can download them for free on the nextlimit website. Hope this helps -- Bruno-Pierre Jobin On Feb 10, 2014, at 5:09 PM, Chris Johnson chr...@topixfx.com wrote: I'm sure this has been covered a dozen timesI'll have to go dig through the google groups. Thought I'd ask though. I have a point cloud/particle system I'm liking in Softimage and now want to bring it too max and apply Geo instances to the point cloud in Max. I can get Alembic over fine but can't access it in p-flow. Importing an nCache doesn't look right...points are not doing the same thing they were in Softimage? Is there a set in stone work flow out there for this? -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
Weird error when generating Simulated ICE Tree
I have never had an issue creating a simulated ICE tree before, but last night this bit me on a scene, and I haven't been able to shake it. Running runonce.bat, deleting prefs hasn't worked. ' ERROR : 21000 - Unspecified failure - [line 654 in C:\Program Files\Autodesk\Softimage 2014 SP2\Application\DSScripts\operators.vbs] To clarify, I am using Momentum on this, and using ICE controls to drive my Momentum sim. Up until last night, I had never had any issues with this, but now all of a sudden, any time I try to create a simmed ICE tree, on anything Momentum, I get the above. Creating a regular modeling ICE tree is no issue. The exact line that is referenced,line 654 seems to reference timecontrols, but I don't understand how that would affect the creation of a simulation region on a point cloud. Searches aren't yielding any fruit. Has anyone run into this and found a way to get rid of the issue? Adam
Re: Weird error when generating Simulated ICE Tree
Sorry it wasn't clear, is this only happening in relation to Momentum or ALL simulated ICE Trees you're trying to create even those not involving Momentum. Eric T. On Tuesday, February 18, 2014 3:27:32 PM, Adam Sale wrote: I have never had an issue creating a simulated ICE tree before, but last night this bit me on a scene, and I haven't been able to shake it. Running runonce.bat, deleting prefs hasn't worked. ' ERROR : 21000 - Unspecified failure - [line 654 in C:\Program Files\Autodesk\Softimage 2014 SP2\Application\DSScripts\operators.vbs] To clarify, I am using Momentum on this, and using ICE controls to drive my Momentum sim. Up until last night, I had never had any issues with this, but now all of a sudden, any time I try to create a simmed ICE tree, on anything Momentum, I get the above. Creating a regular modeling ICE tree is no issue. The exact line that is referenced,line 654 seems to reference timecontrols, but I don't understand how that would affect the creation of a simulation region on a point cloud. Searches aren't yielding any fruit. Has anyone run into this and found a way to get rid of the issue? Adam
Re: Paint weights across multiple envelopes? And symmetry mapping errors....
I've requested the primitive bone fix for sym maps about 6 times now... Nulls are it as an alternative. Just wish there was the option to have more shapes for nulls as well as offsetting orientation in the shadows. On Mon, Feb 17, 2014 at 12:47 PM, Eric Thivierge ethivie...@hybride.comwrote: If you're using the implicit bones with success and don't need any of the benefits of the Softimage bone chains just use Nulls. It's typically what Im using. Eric T. On Monday, February 17, 2014 3:16:29 PM, Siew Yi Liang wrote: @Matt Morris: I didn't know that actually, that is fantastic! Going to try it ASAP~ @Matt Lind: I know, I should pick up more scripting knowledge... I only just started recently working with the XSI API (and python in general), so gimme a chance to catch up to you guys :D @Eric: That explains it. I was wondering why it was working with my main biped rig but not with the facial rig. (my biped rig is using nulls for deformers but I found out about implicit bones halfway and wanted to use them to see if I could then have a distinct type for them so that my controls could be selected using the null selection filter and my deformers using the bone filter instead.) So would you would recommend sticking with nulls/standard bones for defomers? Thanks a ton guys! Once I get a chance in the next few days I'll try GATORing the weights over to a merged mesh, edit them, and then bring them back to the main mesh. Yours sincerely, Siew Yi Liang On 2/17/2014 11:37 AM, Eric Thivierge wrote: In regards to the Symmetry Map not working, if you are using the implicit bones as you've said previously it won't work because they haven't fixed this script to compensate for using this object type which was only introduced with ICE Kinematics. It's been requested quite a few times but I haven't seen it fixed yet, then again I don't use the implicit bones much. Eric T. On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote: I solved the problem for our pipeline by writing a tool which is similar to GATOR but runs as a command instead of an operator. The advantage is the tool can operate on selected subcomponents instead of the entire mesh. A further embellishment I exposed was different methods for searching the source mesh for envelope weights. The user was free to move between built-in methods such as closest location, raycast, closest vertex, ... as well as other custom criteria I devised myself. I also wrote a dedicated clothing transfer tool which allows weights to be painted on our main character, then transferred and refit onto the other characters while accounting for changes in proportions of limbs and torso, for example. It's a very solvable problem if you crack open the script editor. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Siew Yi Liang *Sent:* Monday, February 17, 2014 10:29 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Paint weights across multiple envelopes? And symmetry mapping errors The problem is...my mesh is already split up into pieces when i was starting to weight them. The full body mesh doesn't exist anymore, the hidden faces are already gone. :X Also I tried duplicating all the geometry and merging it together while trying to preserve the existing weighting so I could continue working on it and then GATOR the weights back to the seperated geo later, but merging the geo together even while transferring all attributes seemed to remove the weighting from the character entirely... I'm wondering if I should just bite the bullet and paint the weights manually at this point via numerical input. It's a pain, but right now I don't know of any other method that wouldn't be overly troublesome, short of modeling the hidden polys again and combining them back into the body mesh. The lack of ability to mirror weights on the head is going to be a real pain to get the rig to behave symmetrically though. Hopefully the paint tools get an update eventually for this sort of thing...I never even knew painting across multiple meshes was an issue, no wonder it's recommend to model unibody in XSI. Oh well, something new every day! :P Thanks for the advice all! Yours sincerely, Siew Yi Liang On 2/17/2014 3:14 AM, Greg Maguire wrote: This is my preferred method too. ILM had a really cool concept I'd like to see in Soft. Instead of painting with the radius of a circle, make the brush three dimensional like a ball. Wings can be tricky, I generally chop the top or bottom part of a wing off and Gator everything. However a 3D ball would remove that need. On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: You dont even have to merge them, gator will manage just fine for example: paint weigh on full body mesh
Re: Weird error when generating Simulated ICE Tree
Something is messed up with your Simulation Environment. http://screencast.com/t/MeWw3nkE8S4 Try creating a new environment (Create Rigid Body Environment) and if that works, making it the default. Or maybe you need to runonce.bat or restart Softimagehttps://groups.google.com/forum/?fromgroups#!searchin/xsi_list/error$20when$20creating$20a$20simulated$20ice$20tree%7Csort:relevance/xsi_list/t8iBONMm3cI/G0265kPFpk4J . On Tue, Feb 18, 2014 at 3:30 PM, Eric Thivierge ethivie...@hybride.comwrote: Sorry it wasn't clear, is this only happening in relation to Momentum or ALL simulated ICE Trees you're trying to create even those not involving Momentum. Eric T. On Tuesday, February 18, 2014 3:27:32 PM, Adam Sale wrote: I have never had an issue creating a simulated ICE tree before, but last night this bit me on a scene, and I haven't been able to shake it. Running runonce.bat, deleting prefs hasn't worked. ' ERROR : 21000 - Unspecified failure - [line 654 in C:\Program Files\Autodesk\Softimage 2014 SP2\Application\DSScripts\operators.vbs] To clarify, I am using Momentum on this, and using ICE controls to drive my Momentum sim. Up until last night, I had never had any issues with this, but now all of a sudden, any time I try to create a simmed ICE tree, on anything Momentum, I get the above. Creating a regular modeling ICE tree is no issue. The exact line that is referenced,line 654 seems to reference timecontrols, but I don't understand how that would affect the creation of a simulation region on a point cloud. Searches aren't yielding any fruit. Has anyone run into this and found a way to get rid of the issue? Adam
Re: Weird error when generating Simulated ICE Tree
Nice fix Stephen. That seems to do it. Didn't even think about legacy RBD's. The simulation environment I had active didn't have a simulation time control.. I've never run into a case where its been deleted before, wonder what would do that? Thanks Man! Adam On Tue, Feb 18, 2014 at 12:50 PM, Stephen Blair stephenrbl...@gmail.comwrote: Something is messed up with your Simulation Environment. http://screencast.com/t/MeWw3nkE8S4 Try creating a new environment (Create Rigid Body Environment) and if that works, making it the default. Or maybe you need to runonce.bat or restart Softimagehttps://groups.google.com/forum/?fromgroups#!searchin/xsi_list/error$20when$20creating$20a$20simulated$20ice$20tree%7Csort:relevance/xsi_list/t8iBONMm3cI/G0265kPFpk4J . On Tue, Feb 18, 2014 at 3:30 PM, Eric Thivierge ethivie...@hybride.comwrote: Sorry it wasn't clear, is this only happening in relation to Momentum or ALL simulated ICE Trees you're trying to create even those not involving Momentum. Eric T. On Tuesday, February 18, 2014 3:27:32 PM, Adam Sale wrote: I have never had an issue creating a simulated ICE tree before, but last night this bit me on a scene, and I haven't been able to shake it. Running runonce.bat, deleting prefs hasn't worked. ' ERROR : 21000 - Unspecified failure - [line 654 in C:\Program Files\Autodesk\Softimage 2014 SP2\Application\DSScripts\operators.vbs] To clarify, I am using Momentum on this, and using ICE controls to drive my Momentum sim. Up until last night, I had never had any issues with this, but now all of a sudden, any time I try to create a simmed ICE tree, on anything Momentum, I get the above. Creating a regular modeling ICE tree is no issue. The exact line that is referenced,line 654 seems to reference timecontrols, but I don't understand how that would affect the creation of a simulation region on a point cloud. Searches aren't yielding any fruit. Has anyone run into this and found a way to get rid of the issue? Adam
Re: Paint weights across multiple envelopes? And symmetry mapping errors....
* Just wish there was the option to have more shapes for nulls...* Didn't SI2014 come with a custom primitive SDK enhancement? On Tue, Feb 18, 2014 at 3:32 PM, Adam Sale adamfs...@gmail.com wrote: I've requested the primitive bone fix for sym maps about 6 times now... Nulls are it as an alternative. Just wish there was the option to have more shapes for nulls as well as offsetting orientation in the shadows. On Mon, Feb 17, 2014 at 12:47 PM, Eric Thivierge ethivie...@hybride.comwrote: If you're using the implicit bones with success and don't need any of the benefits of the Softimage bone chains just use Nulls. It's typically what Im using. Eric T. On Monday, February 17, 2014 3:16:29 PM, Siew Yi Liang wrote: @Matt Morris: I didn't know that actually, that is fantastic! Going to try it ASAP~ @Matt Lind: I know, I should pick up more scripting knowledge... I only just started recently working with the XSI API (and python in general), so gimme a chance to catch up to you guys :D @Eric: That explains it. I was wondering why it was working with my main biped rig but not with the facial rig. (my biped rig is using nulls for deformers but I found out about implicit bones halfway and wanted to use them to see if I could then have a distinct type for them so that my controls could be selected using the null selection filter and my deformers using the bone filter instead.) So would you would recommend sticking with nulls/standard bones for defomers? Thanks a ton guys! Once I get a chance in the next few days I'll try GATORing the weights over to a merged mesh, edit them, and then bring them back to the main mesh. Yours sincerely, Siew Yi Liang On 2/17/2014 11:37 AM, Eric Thivierge wrote: In regards to the Symmetry Map not working, if you are using the implicit bones as you've said previously it won't work because they haven't fixed this script to compensate for using this object type which was only introduced with ICE Kinematics. It's been requested quite a few times but I haven't seen it fixed yet, then again I don't use the implicit bones much. Eric T. On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote: I solved the problem for our pipeline by writing a tool which is similar to GATOR but runs as a command instead of an operator. The advantage is the tool can operate on selected subcomponents instead of the entire mesh. A further embellishment I exposed was different methods for searching the source mesh for envelope weights. The user was free to move between built-in methods such as closest location, raycast, closest vertex, ... as well as other custom criteria I devised myself. I also wrote a dedicated clothing transfer tool which allows weights to be painted on our main character, then transferred and refit onto the other characters while accounting for changes in proportions of limbs and torso, for example. It's a very solvable problem if you crack open the script editor. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Siew Yi Liang *Sent:* Monday, February 17, 2014 10:29 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Paint weights across multiple envelopes? And symmetry mapping errors The problem is...my mesh is already split up into pieces when i was starting to weight them. The full body mesh doesn't exist anymore, the hidden faces are already gone. :X Also I tried duplicating all the geometry and merging it together while trying to preserve the existing weighting so I could continue working on it and then GATOR the weights back to the seperated geo later, but merging the geo together even while transferring all attributes seemed to remove the weighting from the character entirely... I'm wondering if I should just bite the bullet and paint the weights manually at this point via numerical input. It's a pain, but right now I don't know of any other method that wouldn't be overly troublesome, short of modeling the hidden polys again and combining them back into the body mesh. The lack of ability to mirror weights on the head is going to be a real pain to get the rig to behave symmetrically though. Hopefully the paint tools get an update eventually for this sort of thing...I never even knew painting across multiple meshes was an issue, no wonder it's recommend to model unibody in XSI. Oh well, something new every day! :P Thanks for the advice all! Yours sincerely, Siew Yi Liang On 2/17/2014 3:14 AM, Greg Maguire wrote: This is my preferred method too. ILM had a really cool concept I'd like to see in Soft. Instead of painting with the radius of a circle, make the brush three dimensional like a ball. Wings can be tricky, I generally chop the top or bottom part of a wing off and Gator everything. However a 3D ball would remove that need. On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
Re: Paint weights across multiple envelopes? And symmetry mapping errors....
Yeah it did, so get on compiling us some custom objects plug-ins with pretty icons Alan!! On Tuesday, February 18, 2014 4:28:14 PM, Alan Fregtman wrote: / Just wish there was the option to have more shapes for nulls.../ Didn't SI2014 come with a custom primitive SDK enhancement? On Tue, Feb 18, 2014 at 3:32 PM, Adam Sale adamfs...@gmail.com mailto:adamfs...@gmail.com wrote: I've requested the primitive bone fix for sym maps about 6 times now... Nulls are it as an alternative. Just wish there was the option to have more shapes for nulls as well as offsetting orientation in the shadows. On Mon, Feb 17, 2014 at 12:47 PM, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: If you're using the implicit bones with success and don't need any of the benefits of the Softimage bone chains just use Nulls. It's typically what Im using. Eric T. On Monday, February 17, 2014 3:16:29 PM, Siew Yi Liang wrote: @Matt Morris: I didn't know that actually, that is fantastic! Going to try it ASAP~ @Matt Lind: I know, I should pick up more scripting knowledge... I only just started recently working with the XSI API (and python in general), so gimme a chance to catch up to you guys :D @Eric: That explains it. I was wondering why it was working with my main biped rig but not with the facial rig. (my biped rig is using nulls for deformers but I found out about implicit bones halfway and wanted to use them to see if I could then have a distinct type for them so that my controls could be selected using the null selection filter and my deformers using the bone filter instead.) So would you would recommend sticking with nulls/standard bones for defomers? Thanks a ton guys! Once I get a chance in the next few days I'll try GATORing the weights over to a merged mesh, edit them, and then bring them back to the main mesh. Yours sincerely, Siew Yi Liang On 2/17/2014 11:37 AM, Eric Thivierge wrote: In regards to the Symmetry Map not working, if you are using the implicit bones as you've said previously it won't work because they haven't fixed this script to compensate for using this object type which was only introduced with ICE Kinematics. It's been requested quite a few times but I haven't seen it fixed yet, then again I don't use the implicit bones much. Eric T. On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote: I solved the problem for our pipeline by writing a tool which is similar to GATOR but runs as a command instead of an operator. The advantage is the tool can operate on selected subcomponents instead of the entire mesh. A further embellishment I exposed was different methods for searching the source mesh for envelope weights. The user was free to move between built-in methods such as closest location, raycast, closest vertex, … as well as other custom criteria I devised myself. I also wrote a dedicated clothing transfer tool which allows weights to be painted on our main character, then transferred and refit onto the other characters while accounting for changes in proportions of limbs and torso, for example. It’s a very solvable problem if you crack open the script editor. Matt *From:*softimage-bounces@__listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@__listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Siew Yi Liang *Sent:* Monday, February 17, 2014 10:29 AM *To:* softimage@listproc.autodesk.__com mailto:softimage@listproc.autodesk.com *Subject:* Re: Paint weights across multiple envelopes? And symmetry mapping errors
Re: Paint weights across multiple envelopes? And symmetry mapping errors....
Or use mine and add as many shapes as you want in a json file! --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2014-02-18 22:29 GMT+01:00 Eric Thivierge ethivie...@hybride.com: Yeah it did, so get on compiling us some custom objects plug-ins with pretty icons Alan!! On Tuesday, February 18, 2014 4:28:14 PM, Alan Fregtman wrote: / Just wish there was the option to have more shapes for nulls.../ Didn't SI2014 come with a custom primitive SDK enhancement? On Tue, Feb 18, 2014 at 3:32 PM, Adam Sale adamfs...@gmail.com mailto:adamfs...@gmail.com wrote: I've requested the primitive bone fix for sym maps about 6 times now... Nulls are it as an alternative. Just wish there was the option to have more shapes for nulls as well as offsetting orientation in the shadows. On Mon, Feb 17, 2014 at 12:47 PM, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: If you're using the implicit bones with success and don't need any of the benefits of the Softimage bone chains just use Nulls. It's typically what Im using. Eric T. On Monday, February 17, 2014 3:16:29 PM, Siew Yi Liang wrote: @Matt Morris: I didn't know that actually, that is fantastic! Going to try it ASAP~ @Matt Lind: I know, I should pick up more scripting knowledge... I only just started recently working with the XSI API (and python in general), so gimme a chance to catch up to you guys :D @Eric: That explains it. I was wondering why it was working with my main biped rig but not with the facial rig. (my biped rig is using nulls for deformers but I found out about implicit bones halfway and wanted to use them to see if I could then have a distinct type for them so that my controls could be selected using the null selection filter and my deformers using the bone filter instead.) So would you would recommend sticking with nulls/standard bones for defomers? Thanks a ton guys! Once I get a chance in the next few days I'll try GATORing the weights over to a merged mesh, edit them, and then bring them back to the main mesh. Yours sincerely, Siew Yi Liang On 2/17/2014 11:37 AM, Eric Thivierge wrote: In regards to the Symmetry Map not working, if you are using the implicit bones as you've said previously it won't work because they haven't fixed this script to compensate for using this object type which was only introduced with ICE Kinematics. It's been requested quite a few times but I haven't seen it fixed yet, then again I don't use the implicit bones much. Eric T. On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote: I solved the problem for our pipeline by writing a tool which is similar to GATOR but runs as a command instead of an operator. The advantage is the tool can operate on selected subcomponents instead of the entire mesh. A further embellishment I exposed was different methods for searching the source mesh for envelope weights. The user was free to move between built-in methods such as closest location, raycast, closest vertex, ... as well as other custom criteria I devised myself. I also wrote a dedicated clothing transfer tool which allows weights to be painted on our main character, then transferred and refit onto the other characters while accounting for changes in proportions of limbs and torso, for example. It's a very solvable problem if you crack open the script editor. Matt *From:*softimage-bounces@__listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@__listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
animating instances in place of hairs
According to the docs I can instance objects in place of hair and animate them. I am instancing blades of grass (in a group) to hair and any animated scaling of the instance does not translate to the hairs. Is there a secret that I am missing? I am following the docs, but some info must be missing. Anyone? -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: animating instances in place of hairs
btw... I should note here that I am aware that I can scale the guide hairs and animate that scale. I would like to animate the shape of the blade of grass, as well, using the shape animator. Am I maybe not seeing the scaling of the blade of grass because hair always tries to scale the y of the instance to match the guide hairs? Anyway to override that? On Tue, Feb 18, 2014 at 4:58 PM, Stephen Davidson magic...@bellsouth.netwrote: According to the docs I can instance objects in place of hair and animate them. I am instancing blades of grass (in a group) to hair and any animated scaling of the instance does not translate to the hairs. Is there a secret that I am missing? I am following the docs, but some info must be missing. Anyone? -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: animating instances in place of hairs
If you scale in other axes besides Y, does it work? If not, what about scaling the points instead of its transform? On Tue, Feb 18, 2014 at 5:26 PM, Stephen Davidson magic...@bellsouth.netwrote: btw... I should note here that I am aware that I can scale the guide hairs and animate that scale. I would like to animate the shape of the blade of grass, as well, using the shape animator. Am I maybe not seeing the scaling of the blade of grass because hair always tries to scale the y of the instance to match the guide hairs? Anyway to override that? On Tue, Feb 18, 2014 at 4:58 PM, Stephen Davidson magic...@bellsouth.netwrote: According to the docs I can instance objects in place of hair and animate them. I am instancing blades of grass (in a group) to hair and any animated scaling of the instance does not translate to the hairs. Is there a secret that I am missing? I am following the docs, but some info must be missing. Anyone? -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 * sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: animating instances in place of hairs
The scaling of points or shape seems to work, but the result is then scaled over the entire guide hairs. I am trying to override this. I can't even figure out how to rearrange the stack so that the scaling of the object or points is done after the object is scaled to fit the guide hair. For instance... if I scale the grass blade (the instance object group) in Y then the grass field has short fat blades that go the entire height of the guide hair. If I put a deformation cage on the blade, it does deform, but is then stretched to fit on the guide hair in y. On Tue, Feb 18, 2014 at 6:23 PM, Alan Fregtman alan.fregt...@gmail.comwrote: If you scale in other axes besides Y, does it work? If not, what about scaling the points instead of its transform? On Tue, Feb 18, 2014 at 5:26 PM, Stephen Davidson magic...@bellsouth.netwrote: btw... I should note here that I am aware that I can scale the guide hairs and animate that scale. I would like to animate the shape of the blade of grass, as well, using the shape animator. Am I maybe not seeing the scaling of the blade of grass because hair always tries to scale the y of the instance to match the guide hairs? Anyway to override that? On Tue, Feb 18, 2014 at 4:58 PM, Stephen Davidson magic...@bellsouth.net wrote: According to the docs I can instance objects in place of hair and animate them. I am instancing blades of grass (in a group) to hair and any animated scaling of the instance does not translate to the hairs. Is there a secret that I am missing? I am following the docs, but some info must be missing. Anyone? -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 * sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 * sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Setting a particles mass based on its instance size
Evening again everyone, I'm looking for an attribute that lets me read in each particles instance size / scale, so I can use it to drive per point mass. I am using Momentum deform bodies and wanted to drive my mass based on the chunk size. Not sure if this would be the same situation for regular instances. I wasn't sure how to look up instance size, or calculate it. Anyone have any ideas on how to go about this? My first thought was to read collision size, but it returns an error. I don't see any other handy ICE attribute I could leverage. Thanks for any thoughts Adam