Re: getting a baked ICE cache over to max?

2014-04-18 Thread Chris Johnson
cool Sandy I'll give that a try!


On Fri, Apr 18, 2014 at 3:47 PM, Sandy Sutherland  wrote:

> Hi Chris, why not just re-attach the instances to your incoming cache so
> then they will be live, it does not matter they are 'in' the cache, on fact
> you can copy and paste the instance part of your original Ice tree into one
> on the incoming cache tree, which means you can do your retiming on the
> cache too.
> Sandy
> On 18 Apr 2014 7:30 PM, "Chris Johnson"  wrote:
>
>> yeah I tried that and didn't seem to work...also tried and fbx export and
>> driving that with a .pc2 in max and that didn't work either.
>>
>>
>> On Fri, Apr 18, 2014 at 12:40 PM, Ben Houston  wrote:
>>
>>> Exocortex crate can likely do it. Try the demo to see if it works for
>>> you...
>>> On 17 Apr 2014 23:34, "Chris Johnson"  wrote:
>>>
 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: getting a baked ICE cache over to max?

2014-04-18 Thread Sandy Sutherland
Hi Chris, why not just re-attach the instances to your incoming cache so
then they will be live, it does not matter they are 'in' the cache, on fact
you can copy and paste the instance part of your original Ice tree into one
on the incoming cache tree, which means you can do your retiming on the
cache too.
Sandy
On 18 Apr 2014 7:30 PM, "Chris Johnson"  wrote:

> yeah I tried that and didn't seem to work...also tried and fbx export and
> driving that with a .pc2 in max and that didn't work either.
>
>
> On Fri, Apr 18, 2014 at 12:40 PM, Ben Houston  wrote:
>
>> Exocortex crate can likely do it. Try the demo to see if it works for
>> you...
>> On 17 Apr 2014 23:34, "Chris Johnson"  wrote:
>>
>>> 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.
>>>
>>
>


(OT) Softimage Character Animator Needed

2014-04-18 Thread jm khayat
Hey everyone
We're actually in need of 1, maybe 2 freelance animators for a 1'30''
teaser.

This is a 8 days job starting middle of next week, probably Thursday.
It will be a remote job, so all you will need is your own version of
Softimage 2014 and we provide the rest.

It's a very subtle character animation that will be asked to you, cartoony,
but certainly feature like performance, so no juniors animators please.

you can contact me at j...@moondog-animation.com with your online reel and
resume.
Please include your name and the mention Character Animator in the subject.

Thanks guys
jm

--

*JM Khayat*
Founder / COO

www.moondog-animation.com

mobile: +1 843-847-1284






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Re: getting a baked ICE cache over to max?

2014-04-18 Thread Chris Johnson
yeah I tried that and didn't seem to work...also tried and fbx export and
driving that with a .pc2 in max and that didn't work either.


On Fri, Apr 18, 2014 at 12:40 PM, Ben Houston  wrote:

> Exocortex crate can likely do it. Try the demo to see if it works for
> you...
> On 17 Apr 2014 23:34, "Chris Johnson"  wrote:
>
>> 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: getting a baked ICE cache over to max?

2014-04-18 Thread Ben Houston
Exocortex crate can likely do it. Try the demo to see if it works for
you...
On 17 Apr 2014 23:34, "Chris Johnson"  wrote:

> 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: Alembic scene unit

2014-04-18 Thread Ben Houston
There is no unit specified in alembic files.  It is unit free.
On 18 Apr 2014 10:40, "Szabolcs Matefy"  wrote:

> Hey Guys
>
>
>
> Anybody knows about unit size for alembic? Or it is just pure values that
> alembic uses?
>
>
>
> Cheers
>
>
>
>
>
> Szabolcs
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
> *Sent:* Friday, April 18, 2014 7:49 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Alembic scene unit
>
>
>
> 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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RE: Alembic scene unit

2014-04-18 Thread Szabolcs Matefy
Hey Guys

Anybody knows about unit size for alembic? Or it is just pure values that 
alembic uses?

Cheers


Szabolcs

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Friday, April 18, 2014 7:49 AM
To: softimage@listproc.autodesk.com
Subject: Alembic scene unit

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...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli


Re: Rendering to multichannel EXR

2014-04-18 Thread Stephen Davidson
yes... still there.
define the render channel (ambient, specular, etc.),  then change the
format to EXR

look here:
http://softimage.wiki.softimage.com/xsidocs/renderchannels_RenderingBuiltInandPresetChannels.htm#Rgu19596


On Fri, Apr 18, 2014 at 6:36 AM, Siew Yi Liang  wrote:

>  Hi all:
>
> So I'm wrapping up a little short animation test in XSI, and I haven't
> touched the default MR renderer in it for quite awhile...was wondering if
> there was actually a way to now render multichannel EXRs natively with
> mental ray shaders? I tried searching around for the old ctrl_pass shaders
> thingy, but couldn't find it anywhere. (I don't have access to VRay at
> home, which is why I'm asking =\ ) But it seems that looking through the
> docs there still isn't any mention about it...
>
> --
> Yours sincerely,
> Siew Yi Liang
>
>


-- 

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*  Stephen P. Davidson*

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 - Arthur C. Clarke




Interesting 'feature' on ATI cards in Softimage

2014-04-18 Thread Sven Constable
Hey list,

Just a short FYI...
I recently had the situation when it was useful to have captured OGL
flipbooks with an alpha channel.  I never needed animatics with alpha and I
was surprised that it  only  worked on one workstation with a ATI card but
not on the others with nvidia cards (quadroFX and quadro4000). After all the
years avoiding ATI with softimage, there seems to be at least  one (largely
unknown?) feature of ATI cards. I tried different settings on the nvidia
quadro driver to mimic the behavior of the ATI card but did not succeed. 

Not sure if its entirely by the graphics cards but it was the only
difference on these workstation far as I know. 

Happy easter,
sven 



Rendering to multichannel EXR

2014-04-18 Thread Siew Yi Liang

Hi all:

So I'm wrapping up a little short animation test in XSI, and I haven't 
touched the default MR renderer in it for quite awhile...was wondering 
if there was actually a way to now render multichannel EXRs natively 
with mental ray shaders? I tried searching around for the old ctrl_pass 
shaders thingy, but couldn't find it anywhere. (I don't have access to 
VRay at home, which is why I'm asking =\ ) But it seems that looking 
through the docs there still isn't any mention about it...


--
Yours sincerely,
Siew Yi Liang



'invalid pointer' trying to delete user normal cluster

2014-04-18 Thread Eugen Sares

Hello,
imported some furniture model from 3ds max via 'Send to Softimage', and
the result is somewhat corrupted.
Render hangs, but also when I try to change shaders, Softimage locks up.
There are user normal clusters on the meshes, which I suspect to be the
culprits. Trying to delete those gives an 'invalid pointer' error.
Anything I can do about this?

Thanks!!
Best regards,
Eugen


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