OBJ's inverted in Mari

2014-02-18 Thread Arvid Björn
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

2014-02-18 Thread Simon Reeves
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

2014-02-18 Thread Stefan Kubicek

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

2014-02-18 Thread Williams, Wayne
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

2014-02-18 Thread Eugen Sares

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

2014-02-18 Thread Luc-Eric Rousseau
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

2014-02-18 Thread Marc-Andre Carbonneau
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

2014-02-18 Thread Ed Manning
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

2014-02-18 Thread Ed Manning
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

2014-02-18 Thread adrian wyer
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

2014-02-18 Thread Ed Manning
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?

2014-02-18 Thread Ben Houston
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?

2014-02-18 Thread Chris Johnson
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

2014-02-18 Thread Adam Sale
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

2014-02-18 Thread Eric Thivierge
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....

2014-02-18 Thread Adam Sale
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

2014-02-18 Thread Stephen Blair
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

2014-02-18 Thread Adam Sale
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....

2014-02-18 Thread Alan Fregtman
* 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....

2014-02-18 Thread Eric Thivierge
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....

2014-02-18 Thread Ahmidou Lyazidi
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

2014-02-18 Thread Stephen Davidson
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

2014-02-18 Thread Stephen Davidson
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

2014-02-18 Thread Alan Fregtman
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

2014-02-18 Thread Stephen Davidson
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

2014-02-18 Thread Adam Sale
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