Alembic scene unit

2014-04-17 Thread Szabolcs Matefy
Guys, am I right that alembic uses in Softimage 2015 a 1 unit = 1 cm scale? 
Apparently it is, when I load such a geom cache to maya, my maya unit changes 
to 1 unit = 1cm scale too...

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getting a baked ICE cache over to max?

2014-04-17 Thread Chris Johnson
So I baked a cache of a pointcloud with instanced shapes. Then I reimported
that cache and cut it up in the animation mixer and re-timed itbkaed it
down to a final cache. However I was going to use this Grahame fuller's
method (http://www.si-community.com/community/viewtopic.php?f=19&t=3588) to
export it but that only works when the instance shapes are live. now that
the sim is baked down I need another method to get this over. I tried
exporting the cloud as .fbx and writing a .pc2 cache but max didn't like
that.

Thanks in advance.


RE: SDK: detecting changes in Custom Operator (C++)

2014-04-17 Thread Matt Lind
Think I discovered a problem.

If I explicitly create all data as local variables within the custom operator's 
_Update() callback, it works as expected, but runs slow.

When I use the custom operator's UserData to store and retrieve data between 
calls to _Update(), inputs connected to a geometry primitive evaluate with a 
one cycle lag.  As in, user moves some points but the output object doesn't 
update until the user performs a 2nd operation on the geometry. Basically, 
geometry updates are one step behind everything else.   All other 
inputs/outputs update as expected.

If a subcomponent on the geometry is transformed, then followed with a call to 
Undo(), Softimage stops incrementing the ID returned by 
ProjectItem::GetEvaluationID().  All other inputs (kinematics, clusters, 
clusterproperties, ...) continue to work as expected.

Is this a known bug?

Using Softimage 2013 SP1 (32-bit)


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, April 16, 2014 7:41 PM
To: softimage@listproc.autodesk.com
Subject: RE: SDK: detecting changes in Custom Operator (C++)

Thanks, Luc-Eric.  That does help a bit.  

Unfortunately for this particular operator I need more granular information to 
have significant impact.  What I'm discovering is any changes to the input 
polygon mesh triggers a cascade of updates on the output clone (duh) which 
negate checking for evaluation of updates on the weightmaps for the clone.  Eg; 
translating a vertex on the input mesh triggers weightmap data getting pushed 
onto the clone and dirtying the operator inputs connected to the clone's 
weightmaps.

One problem I've been experiencing is update lags with the plugin userdata 
context.  Some inputs are evaluated every time, but others seem to skip 
updates.  For example, transforming the input polygon mesh or either of the 2 
NURBS surfaces updates correctly every time.  But if I translate a vertex on 
the input mesh, that only gets pushed to the clone every other update of the 
operator.  Not sure what I have to kick to get that to be more consistent.  I 
tried force the operator to 'always evaluate', but that didn't make any 
difference.


Thanks,

Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, April 16, 2014 12:41 PM
To: softimage@listproc.autodesk.com
Subject: Re: SDK: detecting changes in Custom Operator (C++)

I've never written an SDK operator in XSI, but I think I know the answer to 
this one..
Get the input object, and call ProjectItem::GetEvaluationID() on it

this is a LONG value that changes every time an object is evaluated.
If the value hasn't changed since last time, then that input did not change.




RE: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-17 Thread Matt Lind
If you use custom realtime shaders, be aware that turning off High Quality 
Viewport may induce a crash on next startup.

I tried flipping this switch the other day and almost every artist in 
production crashed on next restart and had to restart 3 or 4 times before 
whatever caused the issue cleared itself up.


Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Thursday, April 17, 2014 3:59 PM
To: softimage@listproc.autodesk.com
Subject: Re: HQV Causing Major Slowness with File Save and Reference Model 
Updates

Yes very good to know thanks!
yet I wonder if that would need a restart, or if it's something that can be 
turned on & off before saving?

Will try just that, cause HQV can actually be useful sometimes.


On Thursday, April 17, 2014 17:55:00, Jonah Friedman wrote:
> Wow, thanks for confirming that. Very interesting that it happens on 
> linux too.
>
>
> On Thu, Apr 17, 2014 at 5:37 AM, gareth bell  > wrote:
>
> I've just done a really simple timed test on Linux and found this
> also appears to be affected. My imported model time went from
> 3mins down to 30secs when HQV is switched off.
>
> Cheers for the heads-up
>
>





Re: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-17 Thread Jason S

Yes very good to know thanks!
yet I wonder if that would need a restart, or if it's something that 
can be turned on & off before saving?


Will try just that, cause HQV can actually be useful sometimes.


On Thursday, April 17, 2014 17:55:00, Jonah Friedman wrote:

Wow, thanks for confirming that. Very interesting that it happens on
linux too.


On Thu, Apr 17, 2014 at 5:37 AM, gareth bell mailto:garethb...@outlook.com>> wrote:

I've just done a really simple timed test on Linux and found this
also appears to be affected. My imported model time went from
3mins down to 30secs when HQV is switched off.

Cheers for the heads-up







Re: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-17 Thread Jonah Friedman
Wow, thanks for confirming that. Very interesting that it happens on linux
too.


On Thu, Apr 17, 2014 at 5:37 AM, gareth bell  wrote:

> I've just done a really simple timed test on Linux and found this also
> appears to be affected. My imported model time went from 3mins down to
> 30secs when HQV is switched off.
>
> Cheers for the heads-up
>


Re: best way to timewarp sims?

2014-04-17 Thread Chris Johnson
cool thanks guys...great options



On Thu, Apr 17, 2014 at 4:00 PM, Oscar Gonzalez Diez  wrote:

> Dunno... I thought it could be useful.
>
> You can try using the simulate particles advanced, which allows to animate
> the time scale of the sim, but depending of how complex your setup is it
> might not work. Higher rame rate and retime always work for me.
>
>
>
>
> On Thu, Apr 17, 2014 at 8:26 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Isn't it just a jump to the left ... :P ?
>>
>>
>> On 17 April 2014 19:02, Oscar Gonzalez Diez wrote:
>>
>>> You might find this useful.
>>>
>>> http://www.andynicholas.com/?p=362
>>>
>>>
>>> On Thu, Apr 17, 2014 at 6:39 PM, Chris Johnson wrote:
>>>
 I'm animating/simulating an explosion. The art director wants the
 initial explosion of elements to happen at real time then 3-4 frames after
 the explosion everything go slow motion. I've tested baking out the cache
 and re-timing the caches in the Animation mixer with pretty good success.
 Is there a better way or maybe some kind of remap node you can put as an
 executable at the end of a sim? Or do people tend to over sim/render these
 things really long and then time ramp them in comp?

>>>
>>>
>>>
>>> --
>>> Oscar González Diez
>>> oscargonzalez.tv
>>> wall.oscargonzalez.tv
>>> vimeo.com/oscargonzalez
>>>
>>
>>
>
>
> --
> Oscar González Diez
> oscargonzalez.tv
> wall.oscargonzalez.tv
> vimeo.com/oscargonzalez
>


Re: best way to timewarp sims?

2014-04-17 Thread Oscar Gonzalez Diez
Dunno... I thought it could be useful.

You can try using the simulate particles advanced, which allows to animate
the time scale of the sim, but depending of how complex your setup is it
might not work. Higher rame rate and retime always work for me.




On Thu, Apr 17, 2014 at 8:26 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Isn't it just a jump to the left ... :P ?
>
>
> On 17 April 2014 19:02, Oscar Gonzalez Diez wrote:
>
>> You might find this useful.
>>
>> http://www.andynicholas.com/?p=362
>>
>>
>> On Thu, Apr 17, 2014 at 6:39 PM, Chris Johnson wrote:
>>
>>> I'm animating/simulating an explosion. The art director wants the
>>> initial explosion of elements to happen at real time then 3-4 frames after
>>> the explosion everything go slow motion. I've tested baking out the cache
>>> and re-timing the caches in the Animation mixer with pretty good success.
>>> Is there a better way or maybe some kind of remap node you can put as an
>>> executable at the end of a sim? Or do people tend to over sim/render these
>>> things really long and then time ramp them in comp?
>>>
>>
>>
>>
>> --
>> Oscar González Diez
>> oscargonzalez.tv
>> wall.oscargonzalez.tv
>> vimeo.com/oscargonzalez
>>
>
>


-- 
Oscar González Diez
oscargonzalez.tv
wall.oscargonzalez.tv
vimeo.com/oscargonzalez


Re: best way to timewarp sims?

2014-04-17 Thread Stephen Davidson
It depends on the render time
I prefer rendering at slowest speed, and time ramp the comp.
Better motion resolution and more options, in case the
art director wants to change the timing.

But art directors never change their mind, do they? ;)


On Thu, Apr 17, 2014 at 1:39 PM, Chris Johnson  wrote:

> I'm animating/simulating an explosion. The art director wants the initial
> explosion of elements to happen at real time then 3-4 frames after the
> explosion everything go slow motion. I've tested baking out the cache and
> re-timing the caches in the Animation mixer with pretty good success. Is
> there a better way or maybe some kind of remap node you can put as an
> executable at the end of a sim? Or do people tend to over sim/render these
> things really long and then time ramp them in comp?
>



-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke




Re: best way to timewarp sims?

2014-04-17 Thread Sebastien Sterling
Isn't it just a jump to the left ... :P ?


On 17 April 2014 19:02, Oscar Gonzalez Diez  wrote:

> You might find this useful.
>
> http://www.andynicholas.com/?p=362
>
>
> On Thu, Apr 17, 2014 at 6:39 PM, Chris Johnson  wrote:
>
>> I'm animating/simulating an explosion. The art director wants the initial
>> explosion of elements to happen at real time then 3-4 frames after the
>> explosion everything go slow motion. I've tested baking out the cache and
>> re-timing the caches in the Animation mixer with pretty good success. Is
>> there a better way or maybe some kind of remap node you can put as an
>> executable at the end of a sim? Or do people tend to over sim/render these
>> things really long and then time ramp them in comp?
>>
>
>
>
> --
> Oscar González Diez
> oscargonzalez.tv
> wall.oscargonzalez.tv
> vimeo.com/oscargonzalez
>


Re: best way to timewarp sims?

2014-04-17 Thread Oscar Gonzalez Diez
You might find this useful.

http://www.andynicholas.com/?p=362


On Thu, Apr 17, 2014 at 6:39 PM, Chris Johnson  wrote:

> I'm animating/simulating an explosion. The art director wants the initial
> explosion of elements to happen at real time then 3-4 frames after the
> explosion everything go slow motion. I've tested baking out the cache and
> re-timing the caches in the Animation mixer with pretty good success. Is
> there a better way or maybe some kind of remap node you can put as an
> executable at the end of a sim? Or do people tend to over sim/render these
> things really long and then time ramp them in comp?
>



-- 
Oscar González Diez
oscargonzalez.tv
wall.oscargonzalez.tv
vimeo.com/oscargonzalez


best way to timewarp sims?

2014-04-17 Thread Chris Johnson
I'm animating/simulating an explosion. The art director wants the initial
explosion of elements to happen at real time then 3-4 frames after the
explosion everything go slow motion. I've tested baking out the cache and
re-timing the caches in the Animation mixer with pretty good success. Is
there a better way or maybe some kind of remap node you can put as an
executable at the end of a sim? Or do people tend to over sim/render these
things really long and then time ramp them in comp?


RE: Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Nicholas Breslow
Hi Tim,

Maya has a feature called "Modules" and it's a pretty clean way to isolate your 
content and distribute it.  It doesn't have the encapsulation of an Addon but 
it is very similar in other ways.

Steps:

1)  Set a custom MAYA_MODULE_PATH or use the default: C:\Program 
Files\Autodesk\Maya2014\modules.

2)  Place a text file in that folder with the following syntax: + 
ModuleName ModuleVersion ModulePath.  Ex. + TimPlugin 1.00 
C:\MayaPlugins\TimPlugin.  This is kinda like the Addon .xml file.

3)  In the TimPlugin folder use the standard Maya folder conventions like 
"scripts", "plug-ins" or "icons" and populate with your files. This is kinda 
like the Addon "Application" and "Data" folders.

Ultimately you could set this up like a XSI Workgroup and add in your modules.  
Of course it doesn't have the same class or style as what we're used to in XSI 
but it is pretty painless.  See more here: 
http://around-the-corner.typepad.com/adn/2012/07/distributing-files-on-maya-maya-modules.html
 BTW - That site has some nice information and is a good resource.

As for what 's required for a Maya plugin to be a python plugin - nothing so 
different. It gets initialized/uninitialized (Load/Unload), can't really think 
of anything offhand that's going to throw you.

Regarding your menu - try using cmds.evalDeferred like this: 
cmds.evalDeferred("buildMenu()")

userSetup.py get's called early in the loading process and the UI isn't ready.  
Personally I never use it.  I use the Maya.env to do a lot of setup stuff and 
use the userSetup.mel file to initialize stuff (you can run python in that file 
as well).

Hope that helps,

-Nick Breslow


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Thursday, April 17, 2014 9:31 AM
To: softimage@listproc.autodesk.com
Subject: Any recommended tutorials/training on building Maya plugins in Python?

And no this isn't the only place I'm asking this :-)

I'm getting into the Maya API and I need to port some of our tools over from 
Soft. Google gives me all kinds of interesting links, but I'm curious to know 
from people here who have done dev work for both Soft and Maya (there's so many 
of you, I know right?) if you can recommend resources for learning how to 
create a proper Python-based plugin in Maya. Basically, what's the equivalent 
to the XSI Addon or the self-installing plugin? Stuff like that. I think I can 
figure out the deployment side of things. I'm just wondering what's required 
for a Python plugin to be a python plugin in Maya. Would be nice to have Ye 
Olde SDK Wizarde around


And on another note

I know this isn't a Maya list but since I'm here and you've read this 
far... here's something on the weird chance you might know... I've been messing 
around in Maya 2015 with my userSetup.py to have a custom menu pop up in the 
menu bar at launch. But the userSetup.py file seems get run prior to the Maya 
Window being initialized, so it fails to add my menu because it can't get the 
main window to which it needs to add the menu. The main window is simply 
returned as a NoneType object. The function looks something like this...

def buildMenu():
ptr = mui.MQtUtil.mainWindow()  # at launch this returns None?
mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)

mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')
cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')
cmds.menuItem(p=mainMenu, l='Some Tool')

The error comes from wrapInstance(long(ptr)), because ptr is being returned as 
None.

Anyway, on the off-chance...
--



Tim Crowson
Lead CG Artist

Magnetic Dreams, Inc.
2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | 
www.magneticdreams.com
tim.crow...@magneticdreams.com






Re: Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Tim Crowson
Thanks guys! As for my issue with adding the menu, I was able to get 
some help over on the Maya-Python list.

-Tim


On 4/17/2014 11:29 AM, Andy Jones wrote:

You can pass a string command to maya.utils.executeDeferred like this:

maya.utils.executeDeferred("allIWantToDoIsBuildAMenu('FFS')")

I guess that will run your code when Maya finally goes idle or 
something.  There may also be some trickery you can do that will force 
Maya to evaluate the main menu early.


Just don't try to parent a menu to 'renderView' because apparently 
that never exists, and when it does, it's volatile.  So maybe you 
could do it with some kind of callback...  I think maybe it's the same 
for other volatile windows, but I haven't really tried.


http://help.autodesk.com/cloudhelp/2015/ENU/Maya-Tech-Docs/CommandsPython/callbacks.html

Apparently there's a callback specifically for adding render passes to 
the render view menu, but not for adding menu items to it in general? 
 Very odd.  The Maya callbacks kind of seem like a random assortment 
of hooks asked for by various studios at various times.


Best of luck!



On Thu, Apr 17, 2014 at 6:30 AM, Tim Crowson 
> wrote:



And no this isn't the only place I'm asking this :-)

I'm getting into the Maya API and I need to port some of our tools
over from Soft. Google gives me all kinds of interesting links,
but I'm curious to know from people here who have done dev work
for both Soft and Maya (there's so many of you, I know right?) if
you can recommend resources for learning how to create a proper
Python-based plugin in Maya. Basically, what's the equivalent to
the XSI Addon or the self-installing plugin? Stuff like that. I
think I can figure out the deployment side of things. I'm just
wondering what's required for a Python plugin to be a python
plugin in Maya. Would be nice to have /Ye Olde SDK Wizarde/ around


And on another note

I know this isn't a Maya list but since I'm here and you've
read this far... here's something on the weird chance you might
know... I've been messing around in Maya 2015 with my userSetup.py
to have a custom menu pop up in the menu bar at launch. But the
userSetup.py file seems get run /prior to/ the Maya Window being
initialized, so it fails to add my menu because it can't get the
main window to which it needs to add the menu. The main window is
simply returned as a NoneType object. The function looks something
like this...

/def buildMenu()://
//ptr = mui.MQtUtil.mainWindow()  # at launch this returns None//?
//mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)//
//
//mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')//
//cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')//
//cmds.menuItem(p=mainMenu, l='Some Tool')/

The error comes from /wrapInstance(long(ptr))/, because ptr is
being returned as /None/.

Anyway, on the off-chance...

-- 



Re: Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Andy Jones
You can pass a string command to maya.utils.executeDeferred like this:

maya.utils.executeDeferred("allIWantToDoIsBuildAMenu('FFS')")

I guess that will run your code when Maya finally goes idle or something.
 There may also be some trickery you can do that will force Maya to
evaluate the main menu early.

Just don't try to parent a menu to 'renderView' because apparently that
never exists, and when it does, it's volatile.  So maybe you could do it
with some kind of callback...  I think maybe it's the same for other
volatile windows, but I haven't really tried.

http://help.autodesk.com/cloudhelp/2015/ENU/Maya-Tech-Docs/CommandsPython/callbacks.html

Apparently there's a callback specifically for adding render passes to the
render view menu, but not for adding menu items to it in general?  Very
odd.  The Maya callbacks kind of seem like a random assortment of hooks
asked for by various studios at various times.

Best of luck!



On Thu, Apr 17, 2014 at 6:30 AM, Tim Crowson  wrote:

>  And no this isn't the only place I'm asking this :-)
>
> I'm getting into the Maya API and I need to port some of our tools over
> from Soft. Google gives me all kinds of interesting links, but I'm curious
> to know from people here who have done dev work for both Soft and Maya
> (there's so many of you, I know right?) if you can recommend resources for
> learning how to create a proper Python-based plugin in Maya. Basically,
> what's the equivalent to the XSI Addon or the self-installing plugin? Stuff
> like that. I think I can figure out the deployment side of things. I'm just
> wondering what's required for a Python plugin to be a python plugin in
> Maya. Would be nice to have *Ye Olde SDK Wizarde* around
>
>
> And on another note
>
> I know this isn't a Maya list but since I'm here and you've read this
> far... here's something on the weird chance you might know... I've been
> messing around in Maya 2015 with my userSetup.py to have a custom menu pop
> up in the menu bar at launch. But the userSetup.py file seems get run *prior
> to* the Maya Window being initialized, so it fails to add my menu because
> it can't get the main window to which it needs to add the menu. The main
> window is simply returned as a NoneType object. The function looks
> something like this...
>
> *def buildMenu():*
> *ptr = mui.MQtUtil.mainWindow()  # at launch this returns None*
> *? **mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)*
>
> *mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')*
> *cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')*
> *cmds.menuItem(p=mainMenu, l='Some Tool')*
>
> The error comes from *wrapInstance(long(ptr))*, because ptr is being
> returned as *None*.
>
> Anyway, on the off-chance...
>
> --
>
>
>
>
> *Tim Crowson **Lead CG Artist*
>
>
> *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville,
> TN 37214
> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
> tim.crow...@magneticdreams.com
>
>
>
>


Re: Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Daniel Brassard
+1 for what Luc-Eric Said. I also like these video tutorials (part 4 deal
with the UI):


http://www.youtube.com/watch?v=eXFGeZZbMzQ&feature=player_detailpage

http://www.youtube.com/watch?v=d7FIkbzB_N0&feature=player_detailpage

http://www.youtube.com/watch?v=ijMyo-6T8Ow&feature=player_detailpage

http://www.youtube.com/watch?v=kUkk7rcwtI8&feature=player_detailpage
http://www.youtube.com/watch?v=ZmCYXzsCMO0&feature=player_detailpage


On Thu, Apr 17, 2014 at 11:16 AM, Luc-Eric Rousseau wrote:

> First check the SDK User Guide (not the reference), under "Maya Python
> Plugin Learning Path"
> http://www.autodesk.com/maya-sdkdoc-2015-enu
>
> if you need more complicated help, there is a "Python Inside Maya"
> google group.  But there is a lot of stuff in the guide, including how
> to use Qt, sample plug-ins, etc.
>
> On Thu, Apr 17, 2014 at 9:30 AM, Tim Crowson
>  wrote:
> > And no this isn't the only place I'm asking this :-)
> >
> > I'm getting into the Maya API and I need to port some of our tools over
> from
> > Soft. Google gives me all kinds of interesting links, but I'm curious to
> > know from people here who have done dev work for both Soft and Maya
> (there's
> > so many of you, I know right?) if you can recommend resources for
> learning
> > how to create a proper Python-based plugin in Maya. Basically, what's the
> > equivalent to the XSI Addon or the self-installing plugin? Stuff like
> that.
> > I think I can figure out the deployment side of things. I'm just
> wondering
> > what's required for a Python plugin to be a python plugin in Maya. Would
> be
> > nice to have Ye Olde SDK Wizarde around
> >
> >
> > And on another note
> >
> > I know this isn't a Maya list but since I'm here and you've read this
> > far... here's something on the weird chance you might know... I've been
> > messing around in Maya 2015 with my userSetup.py to have a custom menu
> pop
> > up in the menu bar at launch. But the userSetup.py file seems get run
> prior
> > to the Maya Window being initialized, so it fails to add my menu because
> it
> > can't get the main window to which it needs to add the menu. The main
> window
> > is simply returned as a NoneType object. The function looks something
> like
> > this...
> >
> > def buildMenu():
> > ptr = mui.MQtUtil.mainWindow()  # at launch this returns None?
> > mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)
> >
> > mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')
> > cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')
> > cmds.menuItem(p=mainMenu, l='Some Tool')
> >
> > The error comes from wrapInstance(long(ptr)), because ptr is being
> returned
> > as None.
> >
> > Anyway, on the off-chance...
> >
> > --
> >
> >
> >
> > Tim Crowson
> > Lead CG Artist
> >
> > Magnetic Dreams, Inc.
> > 2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
> > Ph  615.885.6801 | Fax  615.889.4768 | www.magneticdreams.com
> > tim.crow...@magneticdreams.com
> >
> >
> >
>


Alembic scene unit size?

2014-04-17 Thread Szabolcs Matefy
Hey folks

Is there any way to change the unit size or unit scale of Alembic?

Cheers


Szabolcs

___
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Re: Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Luc-Eric Rousseau
First check the SDK User Guide (not the reference), under "Maya Python
Plugin Learning Path"
http://www.autodesk.com/maya-sdkdoc-2015-enu

if you need more complicated help, there is a "Python Inside Maya"
google group.  But there is a lot of stuff in the guide, including how
to use Qt, sample plug-ins, etc.

On Thu, Apr 17, 2014 at 9:30 AM, Tim Crowson
 wrote:
> And no this isn't the only place I'm asking this :-)
>
> I'm getting into the Maya API and I need to port some of our tools over from
> Soft. Google gives me all kinds of interesting links, but I'm curious to
> know from people here who have done dev work for both Soft and Maya (there's
> so many of you, I know right?) if you can recommend resources for learning
> how to create a proper Python-based plugin in Maya. Basically, what's the
> equivalent to the XSI Addon or the self-installing plugin? Stuff like that.
> I think I can figure out the deployment side of things. I'm just wondering
> what's required for a Python plugin to be a python plugin in Maya. Would be
> nice to have Ye Olde SDK Wizarde around
>
>
> And on another note
>
> I know this isn't a Maya list but since I'm here and you've read this
> far... here's something on the weird chance you might know... I've been
> messing around in Maya 2015 with my userSetup.py to have a custom menu pop
> up in the menu bar at launch. But the userSetup.py file seems get run prior
> to the Maya Window being initialized, so it fails to add my menu because it
> can't get the main window to which it needs to add the menu. The main window
> is simply returned as a NoneType object. The function looks something like
> this...
>
> def buildMenu():
> ptr = mui.MQtUtil.mainWindow()  # at launch this returns None?
> mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)
>
> mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')
> cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')
> cmds.menuItem(p=mainMenu, l='Some Tool')
>
> The error comes from wrapInstance(long(ptr)), because ptr is being returned
> as None.
>
> Anyway, on the off-chance...
>
> --
>
>
>
> Tim Crowson
> Lead CG Artist
>
> Magnetic Dreams, Inc.
> 2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
> Ph  615.885.6801 | Fax  615.889.4768 | www.magneticdreams.com
> tim.crow...@magneticdreams.com
>
>
>


RE: instance shape from ICE to MAX?

2014-04-17 Thread Grahame Fuller
The compounds don't need to live anywhere specific. You can just drag them into 
the tree.

I'm not sure about the red nodes though. If you dig into the compound, which 
ones are red? It might be the Copy Materials node if you haven't defined a 
Materials array attribute on the masters.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Johnson
Sent: Wednesday, April 16, 2014 11:07 PM
To: softimage@listproc.autodesk.com
Subject: Re: instance shape from ICE to MAX?

Grahame,

Seems to work however my compounds are red..yours are pruple...however it still 
works? do the compounds have to live some where specific or can I just drag 
them from the desktop into the Ice Tree?

Mine

https://www.dropbox.com/s/cajpkc6dbeaz0jl/brokenCompound.jpg

Yours (both are in 2014)

https://www.dropbox.com/s/tc6bqcjrjzwfovh/workingCompound.jpg



On Wed, Apr 16, 2014 at 7:04 PM, Chris Johnson 
mailto:chr...@topixfx.com>> wrote:

Wow...thanks Grahame. Greatly appreciated!
On Apr 16, 2014 5:30 PM, "Grahame Fuller" 
mailto:grahame.ful...@autodesk.com>> wrote:
My compound will probably be slow too because of the number of geo queries it 
performs.

Are you using a group for the instance masters? If not i.e. if you are just 
using one master then you can try Guillaume's compound (there's a link at the 
top of that page).

Otherwise if you are using a group then you must be using something to decide 
which master to use for each instance, i.e., there should be something plugged 
into the Index port of the Shape Instance node. Just take whatever's plugged 
there and also plug it into a Set Data to set self.Shape_ID.

I put a scene (v2013) here: 
https://dl.dropboxusercontent.com/u/7703976/Instances%20to%20Mesh%20v2.zip


gray

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Johnson
Sent: Wednesday, April 16, 2014 5:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: instance shape from ICE to MAX?

The script is dead slowwhich I'm sure is due to the shear amount of 
particles I have.

Grahams probably looks like the best option but I'm not all that ICE savy. How 
do I save a custom attribute from the instance shape node? I tried a setData 
node with no success...

On Wed, Apr 16, 2014 at 3:56 PM, Chris Johnson 
mailto:chr...@topixfx.com>>>
 wrote:
Dan,

Nope just using Instance Shape nodeno other offsets.

On Wed, Apr 16, 2014 at 1:37 PM, Chris Johnson 
mailto:chr...@topixfx.com>>>
 wrote:
thanks guys...I'll try these shortly and let you know.

On Wed, Apr 16, 2014 at 1:02 PM, Alexandr Akbarov 
mailto:wat...@gmail.com>>>
 wrote:
As a option, if nothing else helps, you can try to plot instances to geometry, 
and then use fbx. Script is far from perfect but it helped me couple of times. 
https://vimeo.com/88067419

2014-04-16 19:49 GMT+03:00 Dan Yargici 
mailto:danyarg...@gmail.com>>>:

What I mean is, are you using ShapeInstanceTime to offset the animated geometry 
of the instance sources.

You'll still need a means of caching out this geo though.  As long as the 
topology doesn't change (i.e. if you're not deleting pointcloud points over the 
sequence) then I think the smoothest ride would be to try and use the fbx pc2 
baking.  I know Flame reads this fine, I'd imagine MAX can.  If it does, you'll 
need alembic.

I'd try Grahame's compounds first.

http://www.si-community.com/community/viewtopic.php?f=19&t=3588


DAN



On Wed, Apr 16, 2014 at 5:29 PM, Chris Johnson 
mailto:chr...@topixfx.com>>>
 wrote:
Hey Dan,

There is no animation on the instances themselves...however I do have a ton of 
randomize values on speed, size, roll, spin. When you mean by offset instances 
do you mean animation on the source geo. If so there's none.

Thanks for the feedback Eric...unfortunately this one project is a free be and 
buying anything for this one shot is probably out of the question...great idea 
though and I will keep it in mind for future particle work.

On Wed, Apr 16, 2014 at 11:55 AM, Eric Mootz 
mailto:e...@mootzoid.com>>>
 wrote:
You can also use emTopolizer2's feature to convert your point cloud into meshes 
(e.g. Wavefront .obj or RealFlow .bin). Importing those meshes into max should 
then be easy.






<>

Re: Carpet unfurl

2014-04-17 Thread royston michaels
Thanks Stephen, that's the one.

On Thursday, 17 April 2014, Stephen Davidson wrote:

> this?
> http://www.si-community.com/community/viewtopic.php?f=11&t=2970
>
>
> On Thu, Apr 17, 2014 at 7:09 AM, royston michaels 
> 
> > wrote:
>
>> Hi list,
>>
>> I stumbled across a video online of a carpet unfurling using syflex mimic
>> null
>> and now can't seem to find it. Anyone have a link to this.
>>
>> Tia,
>> Royston
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>


Re: Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Ben Houston
There is this:

http://www.maya-python.com/

On Thu, Apr 17, 2014 at 9:30 AM, Tim Crowson
 wrote:
> And no this isn't the only place I'm asking this :-)
>
> I'm getting into the Maya API and I need to port some of our tools over from
> Soft. Google gives me all kinds of interesting links, but I'm curious to
> know from people here who have done dev work for both Soft and Maya (there's
> so many of you, I know right?) if you can recommend resources for learning
> how to create a proper Python-based plugin in Maya. Basically, what's the
> equivalent to the XSI Addon or the self-installing plugin? Stuff like that.
> I think I can figure out the deployment side of things. I'm just wondering
> what's required for a Python plugin to be a python plugin in Maya. Would be
> nice to have Ye Olde SDK Wizarde around
>
>
> And on another note
>
> I know this isn't a Maya list but since I'm here and you've read this
> far... here's something on the weird chance you might know... I've been
> messing around in Maya 2015 with my userSetup.py to have a custom menu pop
> up in the menu bar at launch. But the userSetup.py file seems get run prior
> to the Maya Window being initialized, so it fails to add my menu because it
> can't get the main window to which it needs to add the menu. The main window
> is simply returned as a NoneType object. The function looks something like
> this...
>
> def buildMenu():
> ptr = mui.MQtUtil.mainWindow()  # at launch this returns None?
> mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)
>
> mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')
> cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')
> cmds.menuItem(p=mainMenu, l='Some Tool')
>
> The error comes from wrapInstance(long(ptr)), because ptr is being returned
> as None.
>
> Anyway, on the off-chance...
>
> --
>
>
>
> Tim Crowson
> Lead CG Artist
>
> Magnetic Dreams, Inc.
> 2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
> Ph  615.885.6801 | Fax  615.889.4768 | www.magneticdreams.com
> tim.crow...@magneticdreams.com
>
>
>



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation


Re: Carpet unfurl

2014-04-17 Thread Stephen Davidson
this?
http://www.si-community.com/community/viewtopic.php?f=11&t=2970


On Thu, Apr 17, 2014 at 7:09 AM, royston michaels wrote:

> Hi list,
>
> I stumbled across a video online of a carpet unfurling using syflex mimic
> null
> and now can't seem to find it. Anyone have a link to this.
>
> Tia,
> Royston
>



-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke




Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Tim Crowson

And no this isn't the only place I'm asking this :-)

I'm getting into the Maya API and I need to port some of our tools over 
from Soft. Google gives me all kinds of interesting links, but I'm 
curious to know from people here who have done dev work for both Soft 
and Maya (there's so many of you, I know right?) if you can recommend 
resources for learning how to create a proper Python-based plugin in 
Maya. Basically, what's the equivalent to the XSI Addon or the 
self-installing plugin? Stuff like that. I think I can figure out the 
deployment side of things. I'm just wondering what's required for a 
Python plugin to be a python plugin in Maya. Would be nice to have /Ye 
Olde SDK Wizarde/ around



And on another note

I know this isn't a Maya list but since I'm here and you've read 
this far... here's something on the weird chance you might know... I've 
been messing around in Maya 2015 with my userSetup.py to have a custom 
menu pop up in the menu bar at launch. But the userSetup.py file seems 
get run /prior to/ the Maya Window being initialized, so it fails to add 
my menu because it can't get the main window to which it needs to add 
the menu. The main window is simply returned as a NoneType object. The 
function looks something like this...


/def buildMenu()://
//ptr = mui.MQtUtil.mainWindow()  # at launch this returns None//?
//mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)//
//
//mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')//
//cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')//
//cmds.menuItem(p=mainMenu, l='Some Tool')/

The error comes from /wrapInstance(long(ptr))/, because ptr is being 
returned as /None/.


Anyway, on the off-chance...

--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/
/



Re: humanize maya, SOFT top 5

2014-04-17 Thread Daniel Brassard
Viktoras maitain also a GitHub account and a google group forum for the
tool. Maybe you want to contact him there. He is looking for help to
improve the tool.

https://github.com/viktorasm/ngSkinTools
https://groups.google.com/forum/#!forum/ngskintools



On Thu, Apr 17, 2014 at 8:33 AM, Eric Turman  wrote:

> Thank you for sharing Cesar,
>
> There are some interesting improvements there, but it still looks like
> you're dealing with Maya's goofy single-bone-at-a-time-mask-style
> weighting. So while, better than Maya standard, it still adhere's pretty
> hard to Maya's flawed core paradigm.
>
> The other and bigger problem--and this is a deal-breaker for me--is that
> it is only for 2014 and older. Since we received 2015 with our $0
> transitions, this is a no-go. For the meantime I'll have to stick with the
> bind it in Maya, export to Soft, weight in Soft, export to Maya and
> constrain to rig in Maya approach.
>
> The relax algorithm looks much better than either Maya or Soft, and
> weighting on layers is intriguing. Maybe Viktoras would be open to adapting
> his tools to work more like a Soft paradigm.
>
> Cheers,
>
> -=Eric
>
>
>
> On Thu, Apr 17, 2014 at 2:01 AM, Cesar Saez  wrote:
>
>> ngSkinTools to the rescue!
>> http://www.ngskintools.com/
>>
>>
>> On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman wrote:
>>
>>> Agreed, point weighting in Maya is horrible. I'm doing some freelance
>>> Maya rigs now and bringing them into Softimage to point weight because
>>> Maya's point weighting wants to make me want to lobotomize myself with
>>> chopsticks through my eyes :P
>>>
>>>
>>> On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Has anyone mentioned the horrible Maya weight painting ? the fact you
 have to lock every bone you are not skinning to, less influences be
 splattered throughout the mesh Jackson Pollock style?

 I know it's a classic complaint but a lot of people are going to feel
 the pain.


>
>
> --
>
>
>
>
> -=T=-
>


Re: humanize maya, SOFT top 5

2014-04-17 Thread Eric Turman
Thank you for sharing Cesar,

There are some interesting improvements there, but it still looks like
you're dealing with Maya's goofy single-bone-at-a-time-mask-style
weighting. So while, better than Maya standard, it still adhere's pretty
hard to Maya's flawed core paradigm.

The other and bigger problem--and this is a deal-breaker for me--is that it
is only for 2014 and older. Since we received 2015 with our $0 transitions,
this is a no-go. For the meantime I'll have to stick with the bind it in
Maya, export to Soft, weight in Soft, export to Maya and constrain to rig
in Maya approach.

The relax algorithm looks much better than either Maya or Soft, and
weighting on layers is intriguing. Maybe Viktoras would be open to adapting
his tools to work more like a Soft paradigm.

Cheers,

-=Eric



On Thu, Apr 17, 2014 at 2:01 AM, Cesar Saez  wrote:

> ngSkinTools to the rescue!
> http://www.ngskintools.com/
>
>
> On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman  wrote:
>
>> Agreed, point weighting in Maya is horrible. I'm doing some freelance
>> Maya rigs now and bringing them into Softimage to point weight because
>> Maya's point weighting wants to make me want to lobotomize myself with
>> chopsticks through my eyes :P
>>
>>
>> On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Has anyone mentioned the horrible Maya weight painting ? the fact you
>>> have to lock every bone you are not skinning to, less influences be
>>> splattered throughout the mesh Jackson Pollock style?
>>>
>>> I know it's a classic complaint but a lot of people are going to feel
>>> the pain.
>>>
>>>


-- 




-=T=-


Re: humanize maya, SOFT top 5

2014-04-17 Thread Ognjen Vukovic
One thing i just remembered, Dont know if its already been mentioned but
pass options  Where you could set output path per aov, check/uncheck
which aov will be rendered  place your environment, lens shaders and so
on.  In maya its all packed into the render settings which is quite a pita.


On Thu, Apr 17, 2014 at 9:01 AM, Cesar Saez  wrote:

> ngSkinTools to the rescue!
> http://www.ngskintools.com/
>
>
> On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman  wrote:
>
>> Agreed, point weighting in Maya is horrible. I'm doing some freelance
>> Maya rigs now and bringing them into Softimage to point weight because
>> Maya's point weighting wants to make me want to lobotomize myself with
>> chopsticks through my eyes :P
>>
>>
>> On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Has anyone mentioned the horrible Maya weight painting ? the fact you
>>> have to lock every bone you are not skinning to, less influences be
>>> splattered throughout the mesh Jackson Pollock style?
>>>
>>> I know it's a classic complaint but a lot of people are going to feel
>>> the pain.
>>>
>>>


Carpet unfurl

2014-04-17 Thread royston michaels
Hi list,

I stumbled across a video online of a carpet unfurling using syflex mimic
null
and now can't seem to find it. Anyone have a link to this.

Tia,
Royston


Re: SI and Houdini

2014-04-17 Thread Jordi Bares
Welcome

Data packaging ready!!!

https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o 

Jordi Bares
jordiba...@gmail.com

On 16 Apr 2014, at 08:08, javier mansilla  wrote:

> Thankss!
> 
> 
> 2014-04-15 23:55 GMT+02:00 Jordi Bares :
> Hi everybody… Data management is almost finished, one more guide to go and I 
> will move into rigging… check out the latest update just 30 minutes ago.
> 
> https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o 
> 
> And yes, it is a huge task… but I have found the rhythm so it is a matter of 
> sustaining it.  ;-)
> 
> Jordi Bares
> jordiba...@gmail.com
> 
> On 9 Apr 2014, at 02:52, Chris Johnson  wrote:
> 
>> Wow Jordi...where was this a year ago? A huge task you've taken on...I'll 
>> have to revisit Houdini again and go through all this documentation 
>> accordingly. Figure out what I was doing wrong the first couple projects I 
>> did with Houdini.
>> 
>> Thanks very much!
>> 
>> 
>> On Tue, Apr 8, 2014 at 8:13 PM, Martin Contel  wrote:
>> Data management makes sense to me.
>> 
>> Thanks Jordi!
>> 
>> --
>> Martin Contel
>> Square Enix (Visual Works)
>> 
>> 
>> On Wed, Apr 9, 2014 at 2:20 AM, Jordi Bares  wrote:
>> I got that feeling… will do that first then.
>> 
>> thx
>> 
>> 
>> BTW, for all of you following this thread AND living in London or nearby, I 
>> will ask you to please email me privately as I want to test something I have 
>> been working on… nothing weird, don't worry.  ;-)  I simply don't want to 
>> add noise for those that don't live in London.
>> 
>> thx
>> 
>> Jordi Bares
>> jordiba...@gmail.com
>> 
>> On 8 Apr 2014, at 17:59, Oscar Juarez  wrote:
>> 
>>> I would say Data management since is a bigger scope, which has repercusions 
>>> on everything else.
>>> 
>>> 
>>> On Tue, Apr 8, 2014 at 6:43 PM, Cristobal Infante  wrote:
>>> what ever feels more natural for you Jordi...
>>> 
>>> 
>>> On Tuesday, 8 April 2014, Peter Agg  wrote:
>>> Rigging before data management? 
>>> 
>>> I think the phrase cart before horse comes to mind! :)
>>> 
>>> 
>>> On 8 April 2014 17:26, Jordi Bares  wrote:
>>> My aim with Data Management was to discuss the benefits of approaching the 
>>> workflow given all the files are external to the scene, from models, 
>>> textures, animation caches, motion, etc…
>>> 
>>> Referencing is great but brings some major organisation and infrastructure 
>>> problems too… for example, we have just finished a job with fluids and has 
>>> taken 14 Tb of data!
>>> 
>>> This was a ver small 80 shots movie done but a couple of guy only so you 
>>> can imagine the implications…
>>> 
>>> Because some of these are not obvious may be Rigging would be a good start 
>>> given that you will see the face of caching things out so later when I talk 
>>> about that it will make sense...
>>> 
>>> :-P
>>> 
>>> On the other hand it may be a good thing to go through that before so the 
>>> concepts make sense when rigging...
>>> 
>>> Difficult decision...
>>> 
>>> Still up for rigging then?
>>> 
>>> Jordi Bares
>>> jordiba...@gmail.com
>>> 
>>> On 8 Apr 2014, at 16:08, wavo  wrote:
>>> 
 RIGGING...RIGGING...RIGGING
 
 
 Am 4/8/2014 11:07 AM, schrieb Jordi Bares:
> And another one!!!
> 
> Please let me know if you prefer me to jump to Data management for the 
> next one or Rigging...
> 
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31012&start=200
> 
> 
> Cheers
> 
> 
> Jordi Bares
> jordiba...@gmail.com
> 
> On 4 Apr 2014, at 23:26, Christian Lattuada 
>  wrote:
> 
>> Cheers mate!
>> Have a beer, we owe you.
>> 
>> .:.
>> Christian Lattuada
>> 
>> tel +39 3331277475
>> ...
>> 
>> 
>> On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares  
>> wrote:
>> :-)))
>> 
>> In the meantime check the
>>> 
>> 
>> 
>> 
> 
> 



RE: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-17 Thread gareth bell
I've just done a really simple timed test on Linux and found this also appears 
to be affected. My imported model time went from 3mins down to 30secs when HQV 
is switched off.

Cheers for the heads-up
  

Re: my first experiment with rigging in Houdini :-))))

2014-04-17 Thread Max Evgrafov
I'm just starting to work in Houdini. I know very little about it. I did
this rig two days. But if I knew more about Houdini than now I would have
done it much faster. 2-3 hour I think... not more


2014-04-17 12:14 GMT+04:00 David Saber :

> On 2014-04-17 09:51, Max Evgrafov wrote:
>
>> second step ! go  ahead!
>> http://www.youtube.com/watch?v=ERrwmNH1fBM
>>
>>  Very nice and interesting. How long does it take to setup something like
> that?
> I guess you're working on "The Killer Bean, Part 4"?
>
> David
>



-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: my first experiment with rigging in Houdini :-))))

2014-04-17 Thread David Saber

On 2014-04-17 09:51, Max Evgrafov wrote:

second step ! go  ahead!
http://www.youtube.com/watch?v=ERrwmNH1fBM

Very nice and interesting. How long does it take to setup something like 
that?

I guess you're working on "The Killer Bean, Part 4"?

David


Re: my first experiment with rigging in Houdini :-))))

2014-04-17 Thread Max Evgrafov
second step ! go  ahead!
http://www.youtube.com/watch?v=ERrwmNH1fBM




2014-03-22 3:12 GMT+04:00 Jason S :

>  Yes.. and please note that by no means was I undermining it's
> potential.. or for that matter, it's flourishing development.. & philosophy
> of life (sigh)
>
>
> On 03/21/14 18:57, Jordi Bares wrote:
>
> The perfect combination would be Softimage + Houdini, no doubt… ICE is
> much faster but less powerful (imagine the extent of houdini) and it is
> indeed harder to learn but the payback is freedom.
>
>  Unfortunately AD has cut the bridge… there is no other route
> unfortunately and if it is a Houdini only or mixed with Modo / Blender /
> Whatever it is not going to be so comfortable for a while.
>
>  :-P
>
>  Jordi Bares
> jordiba...@gmail.com
>
>  On 21 Mar 2014, at 22:45, Jason S  wrote:
>
> While Houdini may be technically more powerful,
> ICE, even if still can be considered somewhat technical, is quite known to
> be much more approachable and is (yet) another testament of bringing
> complexity to easier reach.
>
> Houdini seems to be mid-way between actually scripting, and "higher level"
> visual programming.
>
> We will wait and see how bifrost will be on the friendly (and integrated)
> side
> (after foam and everything else concerning naiad will be implemented.. and
> graph actually exposed)
>
> Here is a known (performance only) comparison between ICE and VOP
>
>   http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/
>
> And here is a typical and quite fair view of SI & Houdini
>
>
>
>


-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: humanize maya, SOFT top 5

2014-04-17 Thread Cesar Saez
ngSkinTools to the rescue!
http://www.ngskintools.com/


On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman  wrote:

> Agreed, point weighting in Maya is horrible. I'm doing some freelance Maya
> rigs now and bringing them into Softimage to point weight because Maya's
> point weighting wants to make me want to lobotomize myself with chopsticks
> through my eyes :P
>
>
> On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Has anyone mentioned the horrible Maya weight painting ? the fact you
>> have to lock every bone you are not skinning to, less influences be
>> splattered throughout the mesh Jackson Pollock style?
>>
>> I know it's a classic complaint but a lot of people are going to feel the
>> pain.
>>
>>