Re: Enveloping with Polymeshes

2014-04-23 Thread Jens Lindgren
I usually use While or Repeat for this task and loop through the group.

/Jens




On Tue, Apr 22, 2014 at 10:38 PM, Grahame Fuller 
grahame.ful...@autodesk.com wrote:

 That’s how it works, I’m afraid. If you perform a geo query on a group,
 you get a single value for the combined geometry.

 It would be nice if you could, as a workaround, create and store an array
 of refs or geos and then perform geo queries on that, but that isn’t
 possible either.

 The only workaround I can think of is to connect a geo query connected to
 a Build Array node, and then expose the geo query’s input as a
 multi-instance port on a compound. There’s more info on multi-instance
 ports here:
 http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_compounds_ManagingExposedPorts.htm,topicNumber=d30e271450.
 Unfortunately that means connecting each geometry individually instead of
 using a group.

 gray


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
 Sent: Monday, April 21, 2014 8:29 AM
 To: Softimage Mailing List
 Subject: Enveloping with Polymeshes

 Some time ago I post a compound to do envelopes in an interactive way with
 nulls and Tiago Craft mentions his experience with meshes. Curiosity got
 the best of me today, and I'm facing some unexpected obstacles doing it.

 As proof of concept I've build an array by hand with each object
 geometry output. Success!
 Then moved on to use a Group to build an arbitrary array of geometry
 outputs so I can generate a set of arrays from Get Closest Location and
 manipulate how the envelope weights end up.
 Problem is I don't get an array from Get Closest Location from a group.
 Just one value.

 Vid as example.
 First bit with the array by hand showing the distance of each sphere's
 vertex to each envelope mesh.
 Second bit showing how I only get one value from Get Closest Location
 from a group?
 http://screencast.com/t/QKctTXhk

 Any clue?

 Cheers




-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


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

2014-04-23 Thread Max Evgrafov
next step !   http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be



2014-04-17 12:37 GMT+04:00 Max Evgrafov summ...@gmail.com:

 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 davidsa...@sfr.fr:

 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 !!! :-)




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


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

2014-04-23 Thread Angus Davidson
Very nice. Coming along nicely. Need more hours in the day to play with both 
Modo and Houdini

From: Max Evgrafov summ...@gmail.commailto:summ...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Wednesday 23 April 2014 at 10:19 AM
To: davidsa...@sfr.frmailto:davidsa...@sfr.fr 
davidsa...@sfr.frmailto:davidsa...@sfr.fr, softimage 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: my first experiment with rigging in Houdini :-

http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be

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message. You may not copy or disseminate this communication without the 
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enter into agreements on behalf of the University and recipients are thus 
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Houdini Engine for Cinema4D

2014-04-23 Thread Eugen Sares

Cross-posting from si-community:
http://www.maxon.net/en/news/press-releases/singleview/article/maxon-announces-partnership-with-side-effects-software.html
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2720Itemid=66

Sounds pretty cool! C4D could use more proceduralism, and extra tools.
Is it becoming a real Softimage alternative by this?

Besides, did anyone happen to attend the Maxon presentation on FMX
yesterday?


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siComboBox

2014-04-23 Thread philipp seis
Dear listers,
i hope someone has a hint
for me here, cause me = lost.
I want to make a layout using siComboBox.
It gives me an error claiming:
python\Lib\site-packages\win32com\client\dynamic.py, line 258, in
_ApplyTypes-
Can i do something about that ?
And then it says i shoud use a 1D Array, which i guess i have...,so ???
-
this is what i'm running:
---
xsi = Application
lm = xsi.logmessage
from win32com.client import constants as c
from win32com.client import Dispatch as d
oRoot = xsi.ActiveSceneRoot
oRsCP = oRoot.AddProperty(CustomProperty,False,'RedShiftMaterial')

MatTypes = [Mat1, Mat2, Mat3]
RsLayout = oRsCP.PPGLayout

# evil line throwing the error :
RsLayout.AddEnumControl(ChooseMaterial, MatTypes, Type,
c.siControlCombo)
xsi.InspectObj(oRsCP)

--
Log:

# ERROR : 2229 - Traceback (most recent call last):
#   File Script Block , line 18, in module
# RsLayout.AddEnumControl(ChooseMaterial, MatTypesCombo, Type,
c.siControlCombo)
#   File COMObject unknown, line 3, in AddEnumControl
#   File C:\Program Files\Autodesk\Softimage 2013
SP1\Application\python\Lib\site-packages\win32com\client\dynamic.py, line
258, in _ApplyTypes_
# result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, retType,
argTypes) + args)
# COM Error: Invalid argument.  UI Items should be specified as a 1D array
of String/Value pairs. - [line 18]

kind regards, philipp


RE: siComboBox

2014-04-23 Thread Songqiong Yang
Notice the error message : “UI Items should be specified as a 1D array of 
String/Value pairs.”

It should be 1d array of label/value pairs.
So try to modify below codes as :
MatTypes = [“Mat1”, Mat1, Mat2, Mat2, Mat3,Mat3]

Thanks,
Joany
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of philipp seis
Sent: Wednesday, April 23, 2014 5:52 PM
To: softimage@listproc.autodesk.com
Subject: siComboBox

Dear listers,
i hope someone has a hint
for me here, cause me = lost.
I want to make a layout using siComboBox.
It gives me an error claiming:
python\Lib\site-packages\win32com\client\dynamic.py, line 258, in 
_ApplyTypes-
Can i do something about that ?
And then it says i shoud use a 1D Array, which i guess i have...,so ???
-
this is what i'm running:
---
xsi = Application
lm = xsi.logmessage
from win32com.client import constants as c
from win32com.client import Dispatch as d
oRoot = xsi.ActiveSceneRoot
oRsCP = oRoot.AddProperty(CustomProperty,False,'RedShiftMaterial')

MatTypes = [Mat1, Mat2, Mat3]
RsLayout = oRsCP.PPGLayout
# evil line throwing the error :
RsLayout.AddEnumControl(ChooseMaterial, MatTypes, Type, c.siControlCombo)
xsi.InspectObj(oRsCP)

--
Log:

# ERROR : 2229 - Traceback (most recent call last):
#   File Script Block , line 18, in module
# RsLayout.AddEnumControl(ChooseMaterial, MatTypesCombo, Type, 
c.siControlCombo)
#   File COMObject unknown, line 3, in AddEnumControl
#   File C:\Program Files\Autodesk\Softimage 2013 
SP1\Application\python\Lib\site-packages\win32com\client\dynamic.py, line 258, 
in _ApplyTypes_
# result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, retType, 
argTypes) + args)
# COM Error: Invalid argument.  UI Items should be specified as a 1D array of 
String/Value pairs. - [line 18]
kind regards, philipp

attachment: winmail.dat

Re: Scaling UV islands local to each island?

2014-04-23 Thread Martin Yara
I wrote an script to do something with UVs a while ago. I modified it a
little to make it work with UV scale.

It doesn't do anything fancy. It just scales the current selected UV island
locally just like Transform UVs, but it can be registered as a command
(like dropping it in a shelf) and therefore, you'll be able to use repeat
or assign it a hotkey, so you'll have only to select your UV island,
execute the command, select the next UV island and repeat.

I'm not sure how useful it may be in your case, but if you want to use it:
https://www.4shared.com/document/QtjsN38Yce/mScaleUVIsland.html

You'll have to edit the first variables in the script to specify the scale
value.

You need to have Sync Method in Components to make it work (since UV
selection can't be reached through scripting I had to use polygon selection
and convert it to samples).

Basically it gets your selected polygons, convert them to samples,
calculate the average center of the UV island and scale.

Martin


On Wed, Apr 23, 2014 at 8:42 PM, Morten Bartholdy x...@colorshopvfx.dk
 wrote:

  Yes, I did mean UV's ;) only it was using an xy projection.



 It does indeed seem scaling all selected is only possible relative to a
 common centre :/



 I guess its time for a modeling workaround.



 MB






On Tue, Apr 22, 2014 at 6:40 PM, Martin Yara furik...@gmail.com wrote:

 When you say XY, you mean UV right? So you want to scale each UV island
 with their average center of their UV coordinates as their scale pivot?

 If that's so, I don't think you can with all islands at the same time. You
 can use Transform UVs, and apply scale to do it. It will work only with 1
 island at a time.

 Martin




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

2014-04-23 Thread Chris Johnson
How much of that is straight out of the box, and how much of that is using
houdini expressions to create connections, ect.? Is there any vex
involved?

This is coming from someone who is completely unfamiliar with Houdini
rigging?


On Wed, Apr 23, 2014 at 5:45 AM, Max Evgrafov summ...@gmail.com wrote:

 Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)


 2014-04-23 12:38 GMT+04:00 Angus Davidson angus.david...@wits.ac.za:

  Very nice. Coming along nicely. Need more hours in the day to play with
 both Modo and Houdini

   From: Max Evgrafov summ...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Wednesday 23 April 2014 at 10:19 AM
 To: davidsa...@sfr.fr davidsa...@sfr.fr, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: my first experiment with rigging in Houdini :-

  http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be

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




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



Re: Houdini Engine for Cinema4D

2014-04-23 Thread Luc-Eric Rousseau
 Sounds pretty cool! C4D could use more proceduralism, and extra tools.
 Is it becoming a real Softimage alternative by this?

I'm willing to be that if you had it, you'd never use Houdini Engine
in Cinema 4D.  This doesn't give you any procedural authoring in C4D,
just the ability to run an asset that was authored in Houdini,
typically with a simple PPG of settings.

As a freelancer looking for an alternative to ICE, it would quite a
waste of time to author the graph in houdini and do all the work to
package it up to run it in C4D.  In real life, you'd probably just do
it all on the houdini side and cache out or render there. Or more
realistically, if you spent that much time in C4D that this would be
hugely important, you'd likely do everything there except for the
occasional case when you can't.. and then you probably would not have
had spent enough time with Houdini to be at ease with it to solve the
problem there efficiently.  You'd probably end up doing the particles
in C4D's thinking particle instead.

On Wed, Apr 23, 2014 at 4:59 AM, Eugen Sares sof...@mail.sprit.org wrote:

 Cross-posting from si-community:
 http://www..maxon.net/en/news/press-releases/singleview/article/maxon-announces-partnership-with-side-effects-software.html
 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2720Itemid=66

 Sounds pretty cool! C4D could use more proceduralism, and extra tools.
 Is it becoming a real Softimage alternative by this?

 Besides, did anyone happen to attend the Maxon presentation on FMX yesterday?



 

 Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
 ist aktiv.




Re: Houdini Engine for Cinema4D

2014-04-23 Thread Sebastien Sterling
This is all starting to resemble Game of Thrones.


On 23 April 2014 14:36, Luc-Eric Rousseau luceri...@gmail.com wrote:

  Sounds pretty cool! C4D could use more proceduralism, and extra tools.
  Is it becoming a real Softimage alternative by this?

 I'm willing to be that if you had it, you'd never use Houdini Engine
 in Cinema 4D.  This doesn't give you any procedural authoring in C4D,
 just the ability to run an asset that was authored in Houdini,
 typically with a simple PPG of settings.

 As a freelancer looking for an alternative to ICE, it would quite a
 waste of time to author the graph in houdini and do all the work to
 package it up to run it in C4D.  In real life, you'd probably just do
 it all on the houdini side and cache out or render there. Or more
 realistically, if you spent that much time in C4D that this would be
 hugely important, you'd likely do everything there except for the
 occasional case when you can't.. and then you probably would not have
 had spent enough time with Houdini to be at ease with it to solve the
 problem there efficiently.  You'd probably end up doing the particles
 in C4D's thinking particle instead.

 On Wed, Apr 23, 2014 at 4:59 AM, Eugen Sares sof...@mail.sprit.org
 wrote:
 
  Cross-posting from si-community:
  http://www..
 maxon.net/en/news/press-releases/singleview/article/maxon-announces-partnership-with-side-effects-software.html
 
 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2720Itemid=66
 
  Sounds pretty cool! C4D could use more proceduralism, and extra tools.
  Is it becoming a real Softimage alternative by this?
 
  Besides, did anyone happen to attend the Maxon presentation on FMX
 yesterday?
 
 
 
  
 
  Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus
 Schutz ist aktiv.
 
 



Re[2]: Houdini Engine for Cinema4D

2014-04-23 Thread Eugen Sares

; }

Luc-Eric has a point, though, in that you would have to learn 2
applications.
But then, isn't ICE in a way an 'application' on it's own also, or at
least a very different department than the rest of the app?

I guess this has been debated on other places already, but how deep is
the HE integration into the host app?
Can tools also be authored, with some UI interactivity, or is it meant
to be more of a computing engine, that you invoke solely via some PPG?


Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must
become a cycle messenger...


-- Originalnachricht --
Von: Sebastien Sterling sebastien.sterl...@gmail.com
An: softimage@listproc.autodesk.com
Gesendet: 23.04.2014 15:48:15
Betreff: Re: Houdini Engine for Cinema4D


This is all starting to resemble Game of Thrones.


On 23 April 2014 14:36, Luc-Eric Rousseau luceri...@gmail.com wrote:

 Sounds pretty cool! C4D could use more proceduralism, and extra
tools.
 Is it becoming a real Softimage alternative by this?

I'm willing to be that if you had it, you'd never use Houdini Engine
in Cinema 4D.  This doesn't give you any procedural authoring in C4D,
just the ability to run an asset that was authored in Houdini,
typically with a simple PPG of settings.

As a freelancer looking for an alternative to ICE, it would quite a
waste of time to author the graph in houdini and do all the work to
package it up to run it in C4D.  In real life, you'd probably just do
it all on the houdini side and cache out or render there. Or more
realistically, if you spent that much time in C4D that this would be
hugely important, you'd likely do everything there except for the
occasional case when you can't.. and then you probably would not have
had spent enough time with Houdini to be at ease with it to solve the
problem there efficiently.  You'd probably end up doing the particles
in C4D's thinking particle instead.

On Wed, Apr 23, 2014 at 4:59 AM, Eugen Sares sof...@mail.sprit.org
wrote:

 Cross-posting from si-community:

http://www..maxon.net/en/news/press-releases/singleview/article/maxon-announces-partnership-with-side-effects-software.html

http://www.sidefx.com/index.php?option=com_contenttask=viewid=2720Itemid=66

 Sounds pretty cool! C4D could use more proceduralism, and extra
tools.
 Is it becoming a real Softimage alternative by this?

 Besides, did anyone happen to attend the Maxon presentation on FMX
yesterday?



 

 Diese E-Mail ist frei von Viren und Malware, denn der avast!
Antivirus Schutz ist aktiv.






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Re: Houdini Engine for Cinema4D

2014-04-23 Thread peter_b

Nice insight, Luc-Eric.
See how you downplayed it as doing the particles - AD's standard 
description of ICE and Softimage.

Is that company prescribed reply to competitor's initiatives?

What I read here, is an opening for C4D and Maya studios to get (a) Houdini 
artist/s to collaborate with the rest of the team, opening up new 
possibilities.


Perhaps shareholders don’t care much for cross platform solutions and 
collaboration, but studios and artists do.




-Original Message- 
From: Luc-Eric Rousseau

Sent: Wednesday, April 23, 2014 3:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: Houdini Engine for Cinema4D


Sounds pretty cool! C4D could use more proceduralism, and extra tools.
Is it becoming a real Softimage alternative by this?


I'm willing to be that if you had it, you'd never use Houdini Engine
in Cinema 4D.  This doesn't give you any procedural authoring in C4D,
just the ability to run an asset that was authored in Houdini,
typically with a simple PPG of settings.

As a freelancer looking for an alternative to ICE, it would quite a
waste of time to author the graph in houdini and do all the work to
package it up to run it in C4D.  In real life, you'd probably just do
it all on the houdini side and cache out or render there. Or more
realistically, if you spent that much time in C4D that this would be
hugely important, you'd likely do everything there except for the
occasional case when you can't.. and then you probably would not have
had spent enough time with Houdini to be at ease with it to solve the
problem there efficiently.  You'd probably end up doing the particles
in C4D's thinking particle instead.

On Wed, Apr 23, 2014 at 4:59 AM, Eugen Sares sof...@mail.sprit.org wrote:


Cross-posting from si-community:
http://www..maxon.net/en/news/press-releases/singleview/article/maxon-announces-partnership-with-side-effects-software.html
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2720Itemid=66

Sounds pretty cool! C4D could use more proceduralism, and extra tools.
Is it becoming a real Softimage alternative by this?

Besides, did anyone happen to attend the Maxon presentation on FMX 
yesterday?






Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus 
Schutz ist aktiv.







Re: Re[2]: Houdini Engine for Cinema4D

2014-04-23 Thread Luc-Eric Rousseau
Houdini engine doesn't offer procedural authoring (it's only the engine,
not the UI), you still need to know and use Houdini to author the asset and
load it in the other app.  If you don't own Houdini, perhaps you're running
other people's assets, perhaps purchased on the asset store.  Like buying
effects presets or a plug-in. The modo fanboys think they would get the
houdini graph in Modo, for example, they are wrong.

On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares sof...@mail.sprit.org wrote:

  ; }

 Luc-Eric has a point, though, in that you would have to learn 2
 applications.
 But then, isn't ICE in a way an 'application' on it's own also, or at
 least a very different department than the rest of the app?

 I guess this has been debated on other places already, but how deep is the
 HE integration into the host app?
 Can tools also be authored, with some UI interactivity, or is it meant to
 be more of a computing engine, that you invoke solely via some PPG?


 Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must become
 a cycle messenger...





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

2014-04-23 Thread Max Evgrafov
I am completely unfamiliar with Houdini rigging. But I did a lot of time
rigs in xsi https://vimeo.com/user3098735/videos . And I have consultation
from houdini users.
I used VEX to do intersection ball with box ( VEX similar like  ICE and
it's helping me). And of of course I used expressions. How much ? mmm  I
can not solve some problems still.  This rig is just training for me  I
do not analyze how much time I need to make the rig



2014-04-23 17:04 GMT+04:00 Chris Johnson chr...@topixfx.com:

 How much of that is straight out of the box, and how much of that is using
 houdini expressions to create connections, ect.? Is there any vex
 involved?

 This is coming from someone who is completely unfamiliar with Houdini
 rigging?


 On Wed, Apr 23, 2014 at 5:45 AM, Max Evgrafov summ...@gmail.com wrote:

 Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)


 2014-04-23 12:38 GMT+04:00 Angus Davidson angus.david...@wits.ac.za:

  Very nice. Coming along nicely. Need more hours in the day to play with
 both Modo and Houdini

   From: Max Evgrafov summ...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Wednesday 23 April 2014 at 10:19 AM
 To: davidsa...@sfr.fr davidsa...@sfr.fr, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: my first experiment with rigging in Houdini :-

  http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be

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




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





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


Re[4]: Houdini Engine for Cinema4D

2014-04-23 Thread Eugen Sares

Getting pre-fabricated shake-and-bake tools is also worth something,
especially since they remain procedural. C4D could surely can need more
of those.
Just like with ICE. I use the thickness op, and it's a blessing to have
it, but I have not much of an idea how it works.
Assuming that geometry tools will work - the ICE modelling equivalent in
HE. Is this the case?
Could even Mantra be invoked via Houdini Engine?

Anyway, it's clear that you cannot author the HE node network in the
host app, but when the frontend/interface is done well, the 'end
user'/artist needn't care that much.



-- Originalnachricht --
Von: Luc-Eric Rousseau luceri...@gmail.com
An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Gesendet: 23.04.2014 16:40:01
Betreff: Re: Re[2]: Houdini Engine for Cinema4D



Houdini engine doesn't offer procedural authoring (it's only the
engine, not the UI), you still need to know and use Houdini to author
the asset and load it in the other app.  If you don't own Houdini,
perhaps you're running other people's assets, perhaps purchased on the
asset store.  Like buying effects presets or a plug-in. The modo
fanboys think they would get the houdini graph in Modo, for example,
they are wrong.

On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares sof...@mail.sprit.org
wrote:

; }

Luc-Eric has a point, though, in that you would have to learn 2
applications.
But then, isn't ICE in a way an 'application' on it's own also, or at
least a very different department than the rest of the app?

I guess this has been debated on other places already, but how deep is
the HE integration into the host app?
Can tools also be authored, with some UI interactivity, or is it meant
to be more of a computing engine, that you invoke solely via some PPG?


Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must
become a cycle messenger...






---
Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
ist aktiv.
http://www.avast.com


Re: Houdini Engine for Cinema4D

2014-04-23 Thread Cristobal Infante
yes mantra can be invoked from a DA.


On Wednesday, 23 April 2014, Eugen Sares sof...@mail.sprit.org wrote:

  Getting pre-fabricated shake-and-bake tools is also worth something,
 especially since they remain procedural. C4D could surely can need more of
 those.
 Just like with ICE. I use the thickness op, and it's a blessing to have
 it, but I have not much of an idea how it works.
 Assuming that geometry tools will work - the ICE modelling equivalent in
 HE. Is this the case?
 Could even Mantra be invoked via Houdini Engine?

 Anyway, it's clear that you cannot author the HE node network in the host
 app, but when the frontend/interface is done well, the 'end user'/artist
 needn't care that much.



 -- Originalnachricht --
 Von: Luc-Eric Rousseau 
 luceri...@gmail.comjavascript:_e(%7B%7D,'cvml','luceri...@gmail.com');
 
 An: 
 softimage@listproc.autodesk.comjavascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
 softimage@listproc.autodesk.comjavascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
 
 Gesendet: 23.04.2014 16:40:01
 Betreff: Re: Re[2]: Houdini Engine for Cinema4D



 Houdini engine doesn't offer procedural authoring (it's only the engine,
 not the UI), you still need to know and use Houdini to author the asset and
 load it in the other app.  If you don't own Houdini, perhaps you're running
 other people's assets, perhaps purchased on the asset store.  Like buying
 effects presets or a plug-in. The modo fanboys think they would get the
 houdini graph in Modo, for example, they are wrong.

 On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares 
 sof...@mail.sprit.orgjavascript:_e(%7B%7D,'cvml','sof...@mail.sprit.org');
  wrote:

  ; }

 Luc-Eric has a point, though, in that you would have to learn 2
 applications.
 But then, isn't ICE in a way an 'application' on it's own also, or at
 least a very different department than the rest of the app?

 I guess this has been debated on other places already, but how deep is
 the HE integration into the host app?
 Can tools also be authored, with some UI interactivity, or is it meant to
 be more of a computing engine, that you invoke solely via some PPG?


 Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must become
 a cycle messenger...






 --
http://www.avast.com/

 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
 Antivirushttp://www.avast.com/Schutz ist aktiv.




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

2014-04-23 Thread Jordi Bares
It is not like they are more difficult than XSI ones… am I missing something?

Jordi Bares
jordiba...@gmail.com

On 23 Apr 2014, at 15:57, Sergio Mucino sergio.muc...@gmail.com wrote:

 Honestly, I think anyone working with Houdini will find it hard to get around 
 using expressions. It's just the way Houdini sets relationships between 
 channels in the most efficient way (faster). 
 
 Sergio Muciño.
 Sent from my iPad.
 
 On Apr 23, 2014, at 10:45 AM, Max Evgrafov summ...@gmail.com wrote:
 
 I am completely unfamiliar with Houdini rigging. But I did a lot of time 
 rigs in xsi https://vimeo.com/user3098735/videos . And I have consultation 
 from houdini users. 
 I used VEX to do intersection ball with box ( VEX similar like  ICE and it's 
 helping me). And of of course I used expressions. How much ? mmm  I can not 
 solve some problems still.  This rig is just training for me  I do not 
 analyze how much time I need to make the rig
 
 
 
 2014-04-23 17:04 GMT+04:00 Chris Johnson chr...@topixfx.com:
 How much of that is straight out of the box, and how much of that is using 
 houdini expressions to create connections, ect.? Is there any vex involved?
 
 This is coming from someone who is completely unfamiliar with Houdini 
 rigging?
 
 
 On Wed, Apr 23, 2014 at 5:45 AM, Max Evgrafov summ...@gmail.com wrote:
 Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)
 
 
 2014-04-23 12:38 GMT+04:00 Angus Davidson angus.david...@wits.ac.za:
 
 Very nice. Coming along nicely. Need more hours in the day to play with both 
 Modo and Houdini
 
 From: Max Evgrafov summ...@gmail.com
 Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Date: Wednesday 23 April 2014 at 10:19 AM
 To: davidsa...@sfr.fr davidsa...@sfr.fr, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: my first experiment with rigging in Houdini :-
 
 http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be
 This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. 
 Only authorised signatories are competent to enter into agreements on behalf 
 of the University and recipients are thus advised that the content of this 
 message may not be legally binding on the University and may contain the 
 personal views and opinions of the author, which are not necessarily the 
 views and opinions of The University of the Witwatersrand, Johannesburg. All 
 agreements between the University and outsiders are subject to South African 
 Law unless the University agrees in writing to the contrary.
 
 
 
 -- 
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos  
 ---
 Хорошего Вам настроения !!! :-)
 
 
 
 
 -- 
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos  
 ---
 Хорошего Вам настроения !!! :-)



Re: Houdini Engine for Cinema4D

2014-04-23 Thread John Richard Sanchez
I would take Houdini over Bifrost any day of the week. The means to escape
Autodesk is just extra incentive. But yes Ideally you want to stick to
doing things in one package and for me that package would be Softimage/ ICE
not Maya/ Bifrost.


On Wed, Apr 23, 2014 at 11:12 AM, Cristobal Infante cgc...@gmail.comwrote:

 yes mantra can be invoked from a DA.


 On Wednesday, 23 April 2014, Eugen Sares sof...@mail.sprit.org wrote:

  Getting pre-fabricated shake-and-bake tools is also worth something,
 especially since they remain procedural. C4D could surely can need more of
 those.
 Just like with ICE. I use the thickness op, and it's a blessing to have
 it, but I have not much of an idea how it works.
 Assuming that geometry tools will work - the ICE modelling equivalent in
 HE. Is this the case?
 Could even Mantra be invoked via Houdini Engine?

 Anyway, it's clear that you cannot author the HE node network in the host
 app, but when the frontend/interface is done well, the 'end user'/artist
 needn't care that much.



 -- Originalnachricht --
 Von: Luc-Eric Rousseau luceri...@gmail.com
 An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Gesendet: 23.04.2014 16:40:01
 Betreff: Re: Re[2]: Houdini Engine for Cinema4D



 Houdini engine doesn't offer procedural authoring (it's only the engine,
 not the UI), you still need to know and use Houdini to author the asset and
 load it in the other app.  If you don't own Houdini, perhaps you're running
 other people's assets, perhaps purchased on the asset store.  Like buying
 effects presets or a plug-in. The modo fanboys think they would get the
 houdini graph in Modo, for example, they are wrong.

 On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares sof...@mail.sprit.orgwrote:

  ; }

 Luc-Eric has a point, though, in that you would have to learn 2
 applications.
 But then, isn't ICE in a way an 'application' on it's own also, or at
 least a very different department than the rest of the app?

 I guess this has been debated on other places already, but how deep is
 the HE integration into the host app?
 Can tools also be authored, with some UI interactivity, or is it meant
 to be more of a computing engine, that you invoke solely via some PPG?


 Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must
 become a cycle messenger...






 --
http://www.avast.com/

 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
 Antivirushttp://www.avast.com/Schutz ist aktiv.




-- 
www.johnrichardsanchez.com


Re: Houdini Engine for Cinema4D

2014-04-23 Thread Francois Lord

So... who's up for the Softimage integration?
;-)

On 23-Apr-14 10:42, Cristobal Infante wrote:
By the way there is a Houdini Engine API so it can be ported to any 
aplication. So expect to see this implemented in other apps and 
game engines in the future.





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

2014-04-23 Thread Jordi Bares
You can do a Copy  Parameter / Paste Relative Reference, its the same.

The reason you don't have drag and drop is that you can copy things a various 
ways

Paste Copied Values (you just paste the number/string)
Paste Copied Expressions (you paste the expression that you copied)
Paste Copied Refererence (you link the channels with an absolute path manner)
Paste Copied Relative References (you link the channels in a relative path 
manner)

The equivalent to XSI is 3 and 4 (my approach) so it is pretty straight forward.

Of course if you want to do string evaluation (something you can not do in XSI) 
you have extra tools so it is not that is not as simple as, the fact is that it 
is more powerful and therefore you have more tools.

A good example would be to copy the data from another channel and parse it in 
python directly on the channel, this is something you can't do in XSI and is 
tremendously powerful in Houdini.

Check the 'pythonexprs(expression)' function that does evaluate python in any 
field and returns a string.

hope it helps.

Jordi Bares
jordiba...@gmail.com

On 23 Apr 2014, at 16:25, Sebastien Sterling sebastien.sterl...@gmail.com 
wrote:

 Is this to say, there is no way to connect attributes via point and 
 click/drag ? you have to write them every time ?
 
 
 On 23 April 2014 16:21, Jordi Bares jordiba...@gmail.com wrote:
 It is not like they are more difficult than XSI ones… am I missing something?
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 23 Apr 2014, at 15:57, Sergio Mucino sergio.muc...@gmail.com wrote:
 
 Honestly, I think anyone working with Houdini will find it hard to get 
 around using expressions. It's just the way Houdini sets relationships 
 between channels in the most efficient way (faster). 
 
 Sergio Muciño.
 Sent from my iPad.
 
 On Apr 23, 2014, at 10:45 AM, Max Evgrafov summ...@gmail.com wrote:
 
 I am completely unfamiliar with Houdini rigging. But I did a lot of time 
 rigs in xsi https://vimeo.com/user3098735/videos . And I have consultation 
 from houdini users. 
 I used VEX to do intersection ball with box ( VEX similar like  ICE and 
 it's helping me). And of of course I used expressions. How much ? mmm  I 
 can not solve some problems still.  This rig is just training for me  I 
 do not analyze how much time I need to make the rig
 
 
 
 2014-04-23 17:04 GMT+04:00 Chris Johnson chr...@topixfx.com:
 How much of that is straight out of the box, and how much of that is using 
 houdini expressions to create connections, ect.? Is there any vex 
 involved?
 
 This is coming from someone who is completely unfamiliar with Houdini 
 rigging?
 
 
 On Wed, Apr 23, 2014 at 5:45 AM, Max Evgrafov summ...@gmail.com wrote:
 Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)
 
 
 2014-04-23 12:38 GMT+04:00 Angus Davidson angus.david...@wits.ac.za:
 
 Very nice. Coming along nicely. Need more hours in the day to play with 
 both Modo and Houdini
 
 From: Max Evgrafov summ...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Wednesday 23 April 2014 at 10:19 AM
 To: davidsa...@sfr.fr davidsa...@sfr.fr, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: my first experiment with rigging in Houdini :-
 
 http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be
 This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. 
 Only authorised signatories are competent to enter into agreements on 
 behalf of the University and recipients are thus advised that the content 
 of this message may not be legally binding on the University and may 
 contain the personal views and opinions of the author, which are not 
 necessarily the views and opinions of The University of the Witwatersrand, 
 Johannesburg. All agreements between the University and outsiders are 
 subject to South African Law unless the University agrees in writing to the 
 contrary.
 
 
 
 -- 
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos  
 ---
 Хорошего Вам настроения !!! :-)
 
 
 
 
 -- 
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos  
 ---
 Хорошего Вам настроения !!! :-)
 
 



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

2014-04-23 Thread Sebastien Sterling
Is this to say, there is no way to connect attributes via point and
click/drag ? you have to write them every time ?


On 23 April 2014 16:21, Jordi Bares jordiba...@gmail.com wrote:

 It is not like they are more difficult than XSI ones… am I missing
 something?

 Jordi Bares
 jordiba...@gmail.com

 On 23 Apr 2014, at 15:57, Sergio Mucino sergio.muc...@gmail.com wrote:

 Honestly, I think anyone working with Houdini will find it hard to get
 around using expressions. It's just the way Houdini sets relationships
 between channels in the most efficient way (faster).

 Sergio Muciño.
 Sent from my iPad.

 On Apr 23, 2014, at 10:45 AM, Max Evgrafov summ...@gmail.com wrote:

 I am completely unfamiliar with Houdini rigging. But I did a lot of time
 rigs in xsi https://vimeo.com/user3098735/videos . And I have
 consultation from houdini users.
 I used VEX to do intersection ball with box ( VEX similar like  ICE and
 it's helping me). And of of course I used expressions. How much ? mmm  I
 can not solve some problems still.  This rig is just training for me  I
 do not analyze how much time I need to make the rig



 2014-04-23 17:04 GMT+04:00 Chris Johnson chr...@topixfx.com:

 How much of that is straight out of the box, and how much of that is
 using houdini expressions to create connections, ect.? Is there any vex
 involved?

 This is coming from someone who is completely unfamiliar with Houdini
 rigging?


 On Wed, Apr 23, 2014 at 5:45 AM, Max Evgrafov summ...@gmail.com wrote:

 Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)


 2014-04-23 12:38 GMT+04:00 Angus Davidson angus.david...@wits.ac.za:

  Very nice. Coming along nicely. Need more hours in the day to play
 with both Modo and Houdini

   From: Max Evgrafov summ...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Wednesday 23 April 2014 at 10:19 AM
 To: davidsa...@sfr.fr davidsa...@sfr.fr, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: my first experiment with rigging in Houdini :-

  http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be

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





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





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





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

2014-04-23 Thread Chris Johnson
I guess that's more what I was getting at. I'm well aware Houdini is
expression dependent. However, I find with Houdini you can easily slide
into technical stuff, which is great, but at the same time daunting for
someone like myself who does not do scripting. Therefore, someone like
myself, is unable to take advantage of this power.


On Wed, Apr 23, 2014 at 11:38 AM, Jordi Bares jordiba...@gmail.com wrote:

 You can do a Copy  Parameter / Paste Relative Reference, its the same.

 The reason you don't have drag and drop is that you can copy things a
 various ways

 Paste Copied Values (you just paste the number/string)
 Paste Copied Expressions (you paste the expression that you copied)
 Paste Copied Refererence (you link the channels with an absolute path
 manner)
 Paste Copied Relative References (you link the channels in a relative path
 manner)

 The equivalent to XSI is 3 and 4 (my approach) so it is pretty straight
 forward.

 Of course if you want to do string evaluation (something you can not do in
 XSI) you have extra tools so *it is not that is not as simple as*, the
 fact is that* it is more powerful and therefore you have more tools*.

 A good example would be to copy the data from another channel and parse it
 in python directly on the channel, this is something you can't do in XSI
 and is tremendously powerful in Houdini.

 Check the 'pythonexprs(expression)' function that does evaluate python in
 any field and returns a string.

 hope it helps.

 Jordi Bares
 jordiba...@gmail.com

 On 23 Apr 2014, at 16:25, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Is this to say, there is no way to connect attributes via point and
 click/drag ? you have to write them every time ?


 On 23 April 2014 16:21, Jordi Bares jordiba...@gmail.com wrote:

 It is not like they are more difficult than XSI ones… am I missing
 something?

  Jordi Bares
 jordiba...@gmail.com

 On 23 Apr 2014, at 15:57, Sergio Mucino sergio.muc...@gmail.com wrote:

 Honestly, I think anyone working with Houdini will find it hard to get
 around using expressions. It's just the way Houdini sets relationships
 between channels in the most efficient way (faster).

 Sergio Muciño.
 Sent from my iPad.

 On Apr 23, 2014, at 10:45 AM, Max Evgrafov summ...@gmail.com wrote:

 I am completely unfamiliar with Houdini rigging. But I did a lot of time
 rigs in xsi https://vimeo.com/user3098735/videos . And I have
 consultation from houdini users.
 I used VEX to do intersection ball with box ( VEX similar like  ICE and
 it's helping me). And of of course I used expressions. How much ? mmm  I
 can not solve some problems still.  This rig is just training for me  I
 do not analyze how much time I need to make the rig



 2014-04-23 17:04 GMT+04:00 Chris Johnson chr...@topixfx.com:

 How much of that is straight out of the box, and how much of that is
 using houdini expressions to create connections, ect.? Is there any vex
 involved?

 This is coming from someone who is completely unfamiliar with Houdini
 rigging?


 On Wed, Apr 23, 2014 at 5:45 AM, Max Evgrafov summ...@gmail.com wrote:

 Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)


 2014-04-23 12:38 GMT+04:00 Angus Davidson angus.david...@wits.ac.za:

  Very nice. Coming along nicely. Need more hours in the day to play
 with both Modo and Houdini

   From: Max Evgrafov summ...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Wednesday 23 April 2014 at 10:19 AM
 To: davidsa...@sfr.fr davidsa...@sfr.fr, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: my first experiment with rigging in Houdini :-

  http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be

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






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





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







Re: ICE CrowdFX Compound

2014-04-23 Thread Oscar Juarez
I can see the compounds, I'm on gmail though.


On Wed, Apr 23, 2014 at 5:41 PM, Leendert A. Hartog hirazib...@live.nlwrote:

 Hi,
 These do look interesting. But what do you mean by attached in this
 context?
 All I am getting here is a winmail.dat file, no compounds in sight.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: Re[4]: Houdini Engine for Cinema4D

2014-04-23 Thread Stefan Kubicek
The real mind bending starts when you import a HE digital asset that in turn 
has dependencies on Fabric Emgine :-)

Written with my thumbs...

On Apr 23, 2014, at 17:04, Eugen Sares sof...@mail.sprit.org wrote:

 Getting pre-fabricated shake-and-bake tools is also worth something, 
 especially since they remain procedural. C4D could surely can need more of 
 those.
 Just like with ICE. I use the thickness op, and it's a blessing to have it, 
 but I have not much of an idea how it works.
 Assuming that geometry tools will work - the ICE modelling equivalent in HE. 
 Is this the case?
 Could even Mantra be invoked via Houdini Engine?
  
 Anyway, it's clear that you cannot author the HE node network in the host 
 app, but when the frontend/interface is done well, the 'end user'/artist 
 needn't care that much.
  
  
  
 -- Originalnachricht --
 Von: Luc-Eric Rousseau luceri...@gmail.com
 An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Gesendet: 23.04.2014 16:40:01
 Betreff: Re: Re[2]: Houdini Engine for Cinema4D
  
 
 Houdini engine doesn't offer procedural authoring (it's only the engine, not 
 the UI), you still need to know and use Houdini to author the asset and load 
 it in the other app.  If you don't own Houdini, perhaps you're running other 
 people's assets, perhaps purchased on the asset store.  Like buying effects 
 presets or a plug-in. The modo fanboys think they would get the houdini 
 graph in Modo, for example, they are wrong.
 
 On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares sof...@mail.sprit.org wrote:
 ; }
  
 Luc-Eric has a point, though, in that you would have to learn 2 
 applications.
 But then, isn't ICE in a way an 'application' on it's own also, or at least 
 a very different department than the rest of the app?
  
 I guess this has been debated on other places already, but how deep is the 
 HE integration into the host app?
 Can tools also be authored, with some UI interactivity, or is it meant to 
 be more of a computing engine, that you invoke solely via some PPG?
  
  
 Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must become a 
 cycle messenger...
 
 
   
 Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
 ist aktiv.
 
 


Re: ICE CrowdFX Compound

2014-04-23 Thread Rob Chapman
oh I see an 80k png  and a 24k .zip  attached. gmail webmail from inside
firefox on centos :)


On 23 April 2014 16:41, Leendert A. Hartog hirazib...@live.nl wrote:

 Hi,
 These do look interesting. But what do you mean by attached in this
 context?
 All I am getting here is a winmail.dat file, no compounds in sight.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




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

2014-04-23 Thread Jordi Bares
I have not written a single script in Houdini to this date… you don't need it 
due to the procedural nature of the software.

The most you will do is add a few simple expressions here and there to make it 
bullet proof so you don't override your names and small things like that.

Jordi Bares
jordiba...@gmail.com

On 23 Apr 2014, at 16:58, Chris Johnson chr...@topixfx.com wrote:

 I guess that's more what I was getting at. I'm well aware Houdini is 
 expression dependent. However, I find with Houdini you can easily slide into 
 technical stuff, which is great, but at the same time daunting for someone 
 like myself who does not do scripting. Therefore, someone like myself, is 
 unable to take advantage of this power.
 
 
 On Wed, Apr 23, 2014 at 11:38 AM, Jordi Bares jordiba...@gmail.com wrote:
 You can do a Copy  Parameter / Paste Relative Reference, its the same.
 
 The reason you don't have drag and drop is that you can copy things a various 
 ways
 
 Paste Copied Values (you just paste the number/string)
 Paste Copied Expressions (you paste the expression that you copied)
 Paste Copied Refererence (you link the channels with an absolute path manner)
 Paste Copied Relative References (you link the channels in a relative path 
 manner)
 
 The equivalent to XSI is 3 and 4 (my approach) so it is pretty straight 
 forward.
 
 Of course if you want to do string evaluation (something you can not do in 
 XSI) you have extra tools so it is not that is not as simple as, the fact is 
 that it is more powerful and therefore you have more tools.
 
 A good example would be to copy the data from another channel and parse it in 
 python directly on the channel, this is something you can't do in XSI and is 
 tremendously powerful in Houdini.
 
 Check the 'pythonexprs(expression)' function that does evaluate python in any 
 field and returns a string.
 
 hope it helps.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 23 Apr 2014, at 16:25, Sebastien Sterling sebastien.sterl...@gmail.com 
 wrote:
 
 Is this to say, there is no way to connect attributes via point and 
 click/drag ? you have to write them every time ?
 
 
 On 23 April 2014 16:21, Jordi Bares jordiba...@gmail.com wrote:
 It is not like they are more difficult than XSI ones… am I missing something?
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 23 Apr 2014, at 15:57, Sergio Mucino sergio.muc...@gmail.com wrote:
 
 Honestly, I think anyone working with Houdini will find it hard to get 
 around using expressions. It's just the way Houdini sets relationships 
 between channels in the most efficient way (faster). 
 
 Sergio Muciño.
 Sent from my iPad.
 
 On Apr 23, 2014, at 10:45 AM, Max Evgrafov summ...@gmail.com wrote:
 
 I am completely unfamiliar with Houdini rigging. But I did a lot of time 
 rigs in xsi https://vimeo.com/user3098735/videos . And I have consultation 
 from houdini users. 
 I used VEX to do intersection ball with box ( VEX similar like  ICE and 
 it's helping me). And of of course I used expressions. How much ? mmm  I 
 can not solve some problems still.  This rig is just training for me  
 I do not analyze how much time I need to make the rig
 
 
 
 2014-04-23 17:04 GMT+04:00 Chris Johnson chr...@topixfx.com:
 How much of that is straight out of the box, and how much of that is using 
 houdini expressions to create connections, ect.? Is there any vex 
 involved?
 
 This is coming from someone who is completely unfamiliar with Houdini 
 rigging?
 
 
 On Wed, Apr 23, 2014 at 5:45 AM, Max Evgrafov summ...@gmail.com wrote:
 Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)
 
 
 2014-04-23 12:38 GMT+04:00 Angus Davidson angus.david...@wits.ac.za:
 
 Very nice. Coming along nicely. Need more hours in the day to play with 
 both Modo and Houdini
 
 From: Max Evgrafov summ...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Wednesday 23 April 2014 at 10:19 AM
 To: davidsa...@sfr.fr davidsa...@sfr.fr, softimage 
 softimage@listproc.autodesk.com
 Subject: Re: my first experiment with rigging in Houdini :-
 
 http://www.youtube.com/watch?v=ai9kLopurTQfeature=youtu.be
 This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. 
 Only authorised signatories are competent to enter into agreements on 
 behalf of the University and recipients are thus advised that the content 
 of this message may not be legally binding on the University and may 
 contain the personal views and opinions of the author, which are not 
 necessarily the views and opinions of The University of the Witwatersrand, 
 Johannesburg. All agreements between the University and outsiders are 
 subject to South African Law unless the University agrees in writing to 
 the contrary.
 
 
 
 -- 
 Евграфов 

Re: Houdini Engine for Cinema4D

2014-04-23 Thread Luc-Eric Rousseau
On Wed, Apr 23, 2014 at 5:41 AM, pete...@skynet.be wrote:

 if anything it shows that bridges between software can be made and that there 
 is added value in combining platforms.

 as opposed to ditching them.

 now imagine one vendor having both the 3d applications and the procedural 
 environment under its own roof, with access to the development teams and 
 source code.
 making such a bridge should be much easier.

 but that would require some forward thinking.
 this spring it’s getting obviously clear at which companies the forward 
 thinking is / is not happening.

I think you're still in flame-the-autodesk-guy mode, peter, but I
thought I'd reply to your first post in this thread with some more
hopefully useful background.

Turning ICE into an engine, or deeply integrating Softimage into
something like Maya has been discussed for years.
But there are many reason why this would be a nightmare to deal with
for all users, and none of us developers would want to deal with that
monster.

Softimage is huge, like 12 millions line of code huge, 100% dependant
on Windows API and obsolete stuff like OLE compound files (for all
persistance), VBScript and countless other windows dependancies.  It's
literally a code base with an expiration date, especially on Linux
where we're depending on a third party with an NT4 source code license
to get things to work.  Now imagine installing a plug in to maya with
300 dlls and few thousands other files, plus MainWin, just to do some
procedural thing.  Absolutely ridiculous - and a pain to move that
forward.  (ICE is unfortunately not separable from the rest of the XSI
architecture, even though everyone knew they ultimately wanted to have
that stuff running in a game engine.)  So the solution obviously is to
do a clean implementation that is platform- and app- independent and
that's what we were hoping to get with project skyline but didn't get,
in the end.



Re: ICE CrowdFX Compound

2014-04-23 Thread Leendert A. Hartog
Weird, I just looked closer: the attached webmail.dat I reported earlier 
has 0 bytes in it.

Thunderbird as a mail client, though.
Maybe an idea to distribute them through a downloadable web address?
If you can get them to me, I'd be more than willing to place them on the 
si-community server...

My si-community.com address starts the same as this live.nl one...

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Houdini Engine for Cinema4D

2014-04-23 Thread Sebastien Sterling
Surely Maya too has limitations which will become increasingly apparent as
time goes on (if they are not already)


On 23 April 2014 17:07, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Wed, Apr 23, 2014 at 5:41 AM, pete...@skynet.be wrote:
 
  if anything it shows that bridges between software can be made and that
 there is added value in combining platforms.
 
  as opposed to ditching them.
 
  now imagine one vendor having both the 3d applications and the
 procedural environment under its own roof, with access to the development
 teams and source code.
  making such a bridge should be much easier.
 
  but that would require some forward thinking.
  this spring it’s getting obviously clear at which companies the forward
 thinking is / is not happening.

 I think you're still in flame-the-autodesk-guy mode, peter, but I
 thought I'd reply to your first post in this thread with some more
 hopefully useful background.

 Turning ICE into an engine, or deeply integrating Softimage into
 something like Maya has been discussed for years.
 But there are many reason why this would be a nightmare to deal with
 for all users, and none of us developers would want to deal with that
 monster.

 Softimage is huge, like 12 millions line of code huge, 100% dependant
 on Windows API and obsolete stuff like OLE compound files (for all
 persistance), VBScript and countless other windows dependancies.  It's
 literally a code base with an expiration date, especially on Linux
 where we're depending on a third party with an NT4 source code license
 to get things to work.  Now imagine installing a plug in to maya with
 300 dlls and few thousands other files, plus MainWin, just to do some
 procedural thing.  Absolutely ridiculous - and a pain to move that
 forward.  (ICE is unfortunately not separable from the rest of the XSI
 architecture, even though everyone knew they ultimately wanted to have
 that stuff running in a game engine.)  So the solution obviously is to
 do a clean implementation that is platform- and app- independent and
 that's what we were hoping to get with project skyline but didn't get,
 in the end.




Re: Houdini Engine for Cinema4D

2014-04-23 Thread David Saber
And to prevent that, part of the Maya core code is being re-written. 
Perhaps the same thing would have been possible with XSI?


On 2014-04-23 20:16, Sebastien Sterling wrote:
Surely Maya too has limitations which will become increasingly 
apparent as time goes on (if they are not already)




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

2014-04-23 Thread David Saber
Thanks Jordi, I didn't have time to try Houdini yet, but I'm already 
enthusiast thanks to your posts!


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

2014-04-23 Thread Chris Johnson
I made the leap over to Houdini for one year to do this project

http://vimeo.com/61021558

We considered doing the whole thing in Houdini...rigging as well but in the
end we did a Maya Animation/Houdini fur lighting and rendering it all in
Mantra. We advertised looking for Houdini riggers and didn't get a single
application, the reason I bring this up. So sadly Maya it was as you can't
throw a stone without hitting a Maya rigger.

The render times were ridiculously quick and sideFx was the best customer
service experience I've had to date.




On Wed, Apr 23, 2014 at 4:40 PM, David Saber davidsa...@sfr.fr wrote:

 Thanks Jordi, I didn't have time to try Houdini yet, but I'm already
 enthusiast thanks to your posts!



Re: Houdini Engine for Cinema4D

2014-04-23 Thread Sebastien Sterling
I suppose the smartest thing to do would be to rewrite and a new update
maya in parallel on the side and to offer it as an option alongside legacy
maya. with a small ad campaign like the microsoft one, the industry grew
up, so did we
.


On 23 April 2014 21:30, David Saber davidsa...@sfr.fr wrote:

 And to prevent that, part of the Maya core code is being re-written.
 Perhaps the same thing would have been possible with XSI?


 On 2014-04-23 20:16, Sebastien Sterling wrote:

 Surely Maya too has limitations which will become increasingly apparent
 as time goes on (if they are not already)




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

2014-04-23 Thread Jordi Bares
I hope I am not boring anyone, at the end of the day my intention is to 
demystify what so many people have come to learn Houdini is, if I knew more 
Modo I would be in a position to comment but unfortunately that is not he case.

In the meantime I am more than happy to help if you have questions.

Jordi Bares
jordiba...@gmail.com

On 23 Apr 2014, at 21:40, David Saber davidsa...@sfr.fr wrote:

 Thanks Jordi, I didn't have time to try Houdini yet, but I'm already 
 enthusiast thanks to your posts!




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

2014-04-23 Thread Jordi Bares
This is the one thing I am trying to solve, open the eyes to those talented 
high profile artists that unfortunately need to transition to another 
application, hopefully some will and I will be able to work with them.

:-)

Jordi Bares
jordiba...@gmail.com

On 23 Apr 2014, at 21:55, Chris Johnson chr...@topixfx.com wrote:

 I made the leap over to Houdini for one year to do this project 
 
 http://vimeo.com/61021558
 
 We considered doing the whole thing in Houdini...rigging as well but in the 
 end we did a Maya Animation/Houdini fur lighting and rendering it all in 
 Mantra. We advertised looking for Houdini riggers and didn't get a single 
 application, the reason I bring this up. So sadly Maya it was as you can't 
 throw a stone without hitting a Maya rigger.
 
 The render times were ridiculously quick and sideFx was the best customer 
 service experience I've had to date.
 
 
 
 
 On Wed, Apr 23, 2014 at 4:40 PM, David Saber davidsa...@sfr.fr wrote:
 Thanks Jordi, I didn't have time to try Houdini yet, but I'm already 
 enthusiast thanks to your posts!
 



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

2014-04-23 Thread Sergio Mucino
There are some of us that do know Modo, so if there's anything you'd like to 
know, just shoot. Will do our best to provide answers. 

Sergio Muciño.
Sent from my iPad.

 On Apr 23, 2014, at 5:26 PM, Jordi Bares jordiba...@gmail.com wrote:
 
 I hope I am not boring anyone, at the end of the day my intention is to 
 demystify what so many people have come to learn Houdini is, if I knew more 
 Modo I would be in a position to comment but unfortunately that is not he 
 case.
 
 In the meantime I am more than happy to help if you have questions.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 23 Apr 2014, at 21:40, David Saber davidsa...@sfr.fr wrote:
 
 Thanks Jordi, I didn't have time to try Houdini yet, but I'm already 
 enthusiast thanks to your posts!
 
 



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

2014-04-23 Thread Sylvain Lebeau
Please! Keep hem comming Jordi! ...
thanks for sharring


sly

Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM


VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.com




On Apr 23, 2014, at 5:26 PM, Jordi Bares jordiba...@gmail.com wrote:

 I hope I am not boring anyone, at the end of the day my intention is to 
 demystify what so many people have come to learn Houdini is, if I knew more 
 Modo I would be in a position to comment but unfortunately that is not he 
 case.
 
 In the meantime I am more than happy to help if you have questions.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 23 Apr 2014, at 21:40, David Saber davidsa...@sfr.fr wrote:
 
 Thanks Jordi, I didn't have time to try Houdini yet, but I'm already 
 enthusiast thanks to your posts!
 
 



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

2014-04-23 Thread Sergio Mucino
I agree. Awesome work man. Really. 

Sergio Muciño.
Sent from my iPad.

 On Apr 23, 2014, at 6:27 PM, Sylvain Lebeau s...@shedmtl.com wrote:
 
 Please! Keep hem comming Jordi! ...
 thanks for sharring
 
 
 sly
 
 Sylvain Lebeau // SHED
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM
 
 am.png
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com
 
 
 
 
 On Apr 23, 2014, at 5:26 PM, Jordi Bares jordiba...@gmail.com wrote:
 
 I hope I am not boring anyone, at the end of the day my intention is to 
 demystify what so many people have come to learn Houdini is, if I knew more 
 Modo I would be in a position to comment but unfortunately that is not he 
 case.
 
 In the meantime I am more than happy to help if you have questions.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 23 Apr 2014, at 21:40, David Saber davidsa...@sfr.fr wrote:
 
 Thanks Jordi, I didn't have time to try Houdini yet, but I'm already 
 enthusiast thanks to your posts!
 


Re: Another alternative to Softimage

2014-04-23 Thread Ahmidou Lyazidi
A nice post about Sverchok the blender nodal system:

http://blendersushi.blogspot.it/2014/04/sverchok-embracing-art-of-parametric.html

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2014-04-03 15:54 GMT-04:00 Paulo César Duarte paulocdua...@gmail.com:

 Very nice works with Blender by Christophe SEUX:

 http://vimeo.com/90280028


 2014-04-01 13:15 GMT-03:00 philipp.oeser philipp.oe...@nhb.de:

   I also think the interface is
  (a) quite usable as vanilla blender [ i really think so :) even though I
 do some tweaks as well...]
  (b) easily customizable to your needs, have a look at these guys
 (stripping away anything but the stuff they need for their interior
 designer)

  https://www.youtube.com/watch?v=hW0Ac2cK1Ss
  https://www.youtube.com/watch?v=9s6Sl7og7xY

  Greetz
  Philipp




 Paulo César Duarte paulocdua...@gmail.com hat am 1. April 2014 um
 17:51 geschrieben:

  Bevel, select edge and Ctrl + B or use the object modifier.

  About the interface ,  each new  version has  an implementation , I
 think the editing speed of the object can still improve,  but it is much
 more  customizable  than  Softimage ,  in  positioning of  tools layout
 and  colors .  Just  take a fast look at these  two  videos :

  https://www.youtube.com/watch?v=qaqos_D_rxw

  https://www.youtube.com/watch?v=T-MKZTvJIrQ



  2014-04-01 12:35 GMT-03:00 Sebastien Sterling 
 sebastien.sterl...@gmail.com:

   It does tend to bloat its own interface, lot of panels opening up,
 similar to maya.

 https://www.youtube.com/watch?v=hZ2ob8F3sJQ
  This may be an older version of Blender but it's the version i tried,
 have they fixed this ?
 i mean they can pretty much take the package where ever they want,
 something i feel autodesk
 can't do for fear of disgruntling its precious maya legacy users, a
 practice i find damnable cheap and cowardly.
  even if you are not going to change the core interface, initiatives
 such as CAD Junkie ZEN are a breath of fresh air in this regard and free to
 boot

  letting people experience tools in an up to date efficient new layout.



  On 1 April 2014 07:41, Dan Yargici danyarg...@gmail.com wrote:

 I'm sorry but the interface is still terrible is just a cheap shot that
 is overused by people that have opened it for 10 minutes, found it's
 different, and closed it again.  What is it you find terrible?

 It certainly needs organising a little (something they're doing, and the
 introduction of tabs in 2.7 has gone a long way to reducing clutter) but
 from what I've been reading here lately Maya's is no bed of roses either...

 Yes, you can now bevel both in edit mode, or with an operator.

 Sent from my phone...
   On 1 Apr 2014 07:19, Sam Bowling  sbowl...@cox.net wrote:

  They ever get a working bevel tool for blender? Last time I looked at
 it, there wasn’t even a decent way to do bevels and that was where I
 stopped looking at it.  A tool that has been around this long lacking one
 of the most basic modeling tools is just sad. Sure, it’s great for free,
 but it’s still pretty bad for any real professional work.  The interface is
 also still terrible.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ed Schiffer
 *Sent:* Thursday, March 27, 2014 7:19 PM
 *To:* Softimage Mailing List
 *Subject:* Re: Another alternative to Softimage



 +1, Paulo



 I'm still not prepared to let go of Softimage, but would definitely give
 Blender a chance.



 On Thu, Mar 27, 2014 at 1:48 PM, Dan Yargici danyarg...@gmail.com
 wrote:

 +1



 I think it's foolish to dismiss Blender as some kind of joke DCC.  It has
 a lot of nice things going for it.  I've been looking over the 2.70
 features this morning (before the government here decided to turn off
 YouTube...) and it's once again taken some good strides.



 DAN







 On Thu, Mar 27, 2014 at 6:35 PM, Paulo César Duarte 
 paulocdua...@gmail.com wrote:

 Between, Houdini, Modo, Lightwave and Cinema 4d, Blender is also a good
 alternative, I'd say he's a middle ground between Modo and Lightwave, but
 the best thing about him is opensource and the community, any developer can
 implement something in it.



 Take a look in this The best blender demo reel film 2013:

 https://www.youtube.com/watch?v=Z8l8WNHwTOg





 Blender has ongoing projects very interesting like the Molecular, which
 seems to me better than Lagoa, and it's not finish yet, but you can use
 right now:


 http://pyroevil.com/2013/10/03/molecular-v1-0-1-uvs-feature-and-osx-build-now-available/

 http://pyroevil.com/2013/09/11/block-of-sand-4-millions-of-particles/

 http://pyroevil.com/2013/08/28/fluid-solid-and-granular/


 http://pyroevil.com/2013/08/28/1920-x-1080-4-millions-particles-simulation-wallpaper/

 http://pyroevil.com/2013/03/18/a-little-rope-simulation-with-cython-code/

 

Gear_MC install error, help?

2014-04-23 Thread Andres Stephens
I had to re-install to W8.1 and tried out SI 2015, but now I have an error: my 
PYTHONPATH and/or PATH Variables are working, but not all the GEAR modules are 
loading.

I get the following error for most modules:


Code:

# ERROR : Traceback (most recent call last):
# File , line 34, in
# from gear.xsi import xsi, c, lm, XSIMath, XSIFactory
# ImportError: cannot import name lm
# - [line 34 in 
X:\XX\GEAR_mc-master\workgroup\Addons\gear\Application\Plugins\gear_selectionTools.py]


For the majority of the major python scripts I'd love to use, I get the 
traceback error... only some of them load. 

Why would that be? How can it be fixed?




I’ve also tried it in SI 2014, and SI 2013, same issue. 

As far as I know, Python is installed correctly, what do you think is wrong? 

Thanks for the help in advance… 

-Draise

Re: Gear_MC install error, help?

2014-04-23 Thread Miquel Campos
Hello,

Can you try with the latest release?:
https://github.com/miquelcampos/GEAR_mc/releases

Looks like you are using the master version.

Cheers,
Miquel




Miquel Campos
www.miquelTD.com



On Thu, Apr 24, 2014 at 10:46 AM, Andres Stephens drais...@outlook.comwrote:

  I had to re-install to W8.1 and tried out SI 2015, but now I have an
 error: my PYTHONPATH and/or PATH Variables are working, but not all the
 GEAR modules are loading.

 I get the following error for most modules:

 *Code:*
 # ERROR : Traceback (most recent call last):
 # File , line 34, in
 # from gear.xsi import xsi, c, lm, XSIMath, XSIFactory
 # ImportError: cannot import name lm
 # - [line 34 in
 X:\XX\GEAR_mc-master\workgroup\Addons\gear\Application\Plugins\gear_selectionTools.py]


 For the majority of the major python scripts I'd love to use, I get the
 traceback error... only some of them load.

 Why would that be? How can it be fixed?


 I’ve also tried it in SI 2014, and SI 2013, same issue.

 As far as I know, Python is installed correctly, what do you think is
 wrong?

 Thanks for the help in advance…

 -Draise



Re: Gear_MC install error, help?

2014-04-23 Thread Andres Stephens
Yes, I tried the latest at some point. But don’t worry, I figured it out. 

After a day or two trying to delve into python, reinstalling, installing.. etc… 
Eventually I figured it out (after kicking myself for being so stupid), I just 
had to re-install python (and delete the old python files).

I had reinstalled windows keeping some personal settings, which muddied things 
up apparently - so python was not registering the modules properly, or was 
getting confused for some reason… not sure. 

But here’s the fix: uninstall Python, delete residual files, reinstall Python. 

Thanks Miquel, your plugin is really one of my favorites. 

-Draise





From: Miquel Campos
Sent: ‎Wednesday‎, ‎April‎ ‎23‎, ‎2014 ‎17‎:‎52‎ ‎
To: softimage@listproc.autodesk.com




Hello,



Can you try with the latest release?: 
https://github.com/miquelcampos/GEAR_mc/releases




Looks like you are using the master version.




Cheers,

Miquel









Miquel Campos
www.miquelTD.com







On Thu, Apr 24, 2014 at 10:46 AM, Andres Stephens drais...@outlook.com wrote:




I had to re-install to W8.1 and tried out SI 2015, but now I have an error: my 
PYTHONPATH and/or PATH Variables are working, but not all the GEAR modules are 
loading.

I get the following error for most modules:


Code:

# ERROR : Traceback (most recent call last):
# File , line 34, in
# from gear.xsi import xsi, c, lm, XSIMath, XSIFactory
# ImportError: cannot import name lm
# - [line 34 in 
X:\XX\GEAR_mc-master\workgroup\Addons\gear\Application\Plugins\gear_selectionTools.py]


For the majority of the major python scripts I'd love to use, I get the 
traceback error... only some of them load. 

Why would that be? How can it be fixed?




I’ve also tried it in SI 2014, and SI 2013, same issue. 

As far as I know, Python is installed correctly, what do you think is wrong? 

Thanks for the help in advance… 

-Draise

RE: SI2015 alembic vs maya

2014-04-23 Thread Ho Chung Nguyen
This seems like an issue with the Alembic plugin in Maya, even an abc file 
exported from Maya can’t be re-imported correctly when there are multiple 
materials on the mesh.
We’re looking into it.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Tuesday, April 22, 2014 11:47 PM
To: softimage@listproc.autodesk.com
Subject: RE: SI2015 alembic vs maya

Ok. So far I could exchange between Maya and Softimage static geometry, and 
non-deformed geometry. Whenever deformed (deformer, envelope, shape animation) 
is involved, the geometry apparently doesn’t take the material IDs with itself, 
and the geometry is appearing in Maya in green shade, not rendering at all, 
etc, unless I assign a material. If it is a multi-material stuff, then 
apparently the clusters are empty in Maya.

If anybody could confirm that or had such an issue and resolved it, please drop 
me a line!


Cheers

Szabolcs

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: Tuesday, April 22, 2014 5:34 PM
To: XSI List to post
Subject: Re: SI2015 alembic vs maya

Good Question.

On Tue, Apr 22, 2014 at 6:25 AM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
Is there any differences between the alembic coming out from Maya and Softimage?

Chhers


Szabolcs
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attachment: winmail.dat

Softimage to MODO - Forum participation?

2014-04-23 Thread David Rivera
Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial?
I´d like to ask some questions regarding all the videos around youtube about 
character setup / joints to modo.

So I don´t know if there´s a way to register as a Foundry community user of the 
forum without a modo serial?
To my understanding one must buy a Modo licence in order to partcipate in the 
forums.

Anyone knows how one can register to the Modo forums at the Foundry community?
Thanks.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

SDK: port groups in custom operators

2014-04-23 Thread Matt Lind
Other than the situation of needing an arbitrary number of input or output 
connections, is there any technical reason to put ports into different port 
groups for a custom operator?  Is there a performance advantage?  If so, what's 
the best strategy?

Thanks,

Matt


RE: ICE CrowdFX Compound

2014-04-23 Thread Hans Adrian (Intern)
Hi Leendert,

Here is a link for the zip of both compounds.
https://drive.google.com/file/d/0B2VqOP_ngi1dYmhmQ2JBRGtFTE0/ 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Thursday, April 24, 2014 12:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE CrowdFX Compound

Weird, I just looked closer: the attached webmail.dat I reported earlier has 0 
bytes in it.
Thunderbird as a mail client, though.
Maybe an idea to distribute them through a downloadable web address?
If you can get them to me, I'd be more than willing to place them on the 
si-community server...
My si-community.com address starts the same as this live.nl one...

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

attachment: winmail.dat

Re: Softimage to MODO - Forum participation?

2014-04-23 Thread Ben Rogall
I think you can just go to the main forum page and click Create 
Account at the upper right. I've used Modo, but not for character 
animation.


Ben

On 4/23/2014 8:35 PM, David Rivera wrote:
Hello, Ï´m curious if anyone has had already downloaded the 
Modo-15-day trial?
I´d like to ask some questions regarding all the videos around youtube 
about character setup / joints to modo.


So I don´t know if there´s a way to register as a Foundry community 
user of the forum without a modo serial?
To my understanding one must buy a Modo licence in order to partcipate 
in the forums.


Anyone knows how one can register to the Modo forums at the Foundry 
community?

Thanks.
*David Rivera*
/3D Compositor/Animator/
LinkedIN http://ec.linkedin.com/in/3dcinetv
Behance https://www.behance.net/3dcinetv
VFX Reel https://vimeo.com/70551635




Re: Softimage to MODO - Forum participation?

2014-04-23 Thread Angus Davidson
If your interested in modo you can sign up for the 801 announcement stream 
tomorrow as well

http://www.thefoundry.co.uk/foundry_login/?request_uri=%2Fmodo801live%2Fconfirm%2Finstant_activation=1

They have a create account link there as well.



From: Ben Rogall 
xsi_l...@shaders.moederogall.commailto:xsi_l...@shaders.moederogall.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Thursday 24 April 2014 at 4:47 AM
To: David Rivera 
activemotionpictu...@yahoo.commailto:activemotionpictu...@yahoo.com, 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Softimage to MODO - Forum participation?

I think you can just go to the main forum page and click Create Account at 
the upper right. I've used Modo, but not for character animation.

Ben

On 4/23/2014 8:35 PM, David Rivera wrote:
Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial?
I´d like to ask some questions regarding all the videos around youtube about 
character setup / joints to modo.

So I don´t know if there´s a way to register as a Foundry community user of the 
forum without a modo serial?
To my understanding one must buy a Modo licence in order to partcipate in the 
forums.

Anyone knows how one can register to the Modo forums at the Foundry community?
Thanks.

David Rivera
3D Compositor/Animator
LinkedINhttp://ec.linkedin.com/in/3dcinetv
Behancehttps://www.behance.net/3dcinetv
VFX Reelhttps://vimeo.com/70551635


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Re: Another alternative to Softimage

2014-04-23 Thread Paulo César Duarte
Great work, hopeful to be able to work with a tool equivalent to ICE in
Blender.


2014-04-23 20:46 GMT-03:00 Ahmidou Lyazidi ahmidou@gmail.com:

 A nice post about Sverchok the blender nodal system:


 http://blendersushi.blogspot.it/2014/04/sverchok-embracing-art-of-parametric.html

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 http://www.cappuccino-films.com


 2014-04-03 15:54 GMT-04:00 Paulo César Duarte paulocdua...@gmail.com:

 Very nice works with Blender by Christophe SEUX:

 http://vimeo.com/90280028


 2014-04-01 13:15 GMT-03:00 philipp.oeser philipp.oe...@nhb.de:

   I also think the interface is
  (a) quite usable as vanilla blender [ i really think so :) even though
 I do some tweaks as well...]
  (b) easily customizable to your needs, have a look at these guys
 (stripping away anything but the stuff they need for their interior
 designer)

  https://www.youtube.com/watch?v=hW0Ac2cK1Ss
  https://www.youtube.com/watch?v=9s6Sl7og7xY

  Greetz
  Philipp




 Paulo César Duarte paulocdua...@gmail.com hat am 1. April 2014 um
 17:51 geschrieben:

  Bevel, select edge and Ctrl + B or use the object modifier.

  About the interface ,  each new  version has  an implementation , I
 think the editing speed of the object can still improve,  but it is
 much more  customizable  than  Softimage ,  in  positioning of  tools
 layout and  colors .  Just  take a fast look at these  two  videos :

  https://www.youtube.com/watch?v=qaqos_D_rxw

  https://www.youtube.com/watch?v=T-MKZTvJIrQ



  2014-04-01 12:35 GMT-03:00 Sebastien Sterling 
 sebastien.sterl...@gmail.com:

   It does tend to bloat its own interface, lot of panels opening up,
 similar to maya.

 https://www.youtube.com/watch?v=hZ2ob8F3sJQ
  This may be an older version of Blender but it's the version i tried,
 have they fixed this ?
 i mean they can pretty much take the package where ever they want,
 something i feel autodesk
 can't do for fear of disgruntling its precious maya legacy users, a
 practice i find damnable cheap and cowardly.
  even if you are not going to change the core interface, initiatives
 such as CAD Junkie ZEN are a breath of fresh air in this regard and free to
 boot

  letting people experience tools in an up to date efficient new layout.



  On 1 April 2014 07:41, Dan Yargici danyarg...@gmail.com wrote:

 I'm sorry but the interface is still terrible is just a cheap shot
 that is overused by people that have opened it for 10 minutes, found it's
 different, and closed it again.  What is it you find terrible?

 It certainly needs organising a little (something they're doing, and the
 introduction of tabs in 2.7 has gone a long way to reducing clutter) but
 from what I've been reading here lately Maya's is no bed of roses either...

 Yes, you can now bevel both in edit mode, or with an operator.

 Sent from my phone...
   On 1 Apr 2014 07:19, Sam Bowling  sbowl...@cox.net wrote:

  They ever get a working bevel tool for blender? Last time I looked at
 it, there wasn’t even a decent way to do bevels and that was where I
 stopped looking at it.  A tool that has been around this long lacking one
 of the most basic modeling tools is just sad. Sure, it’s great for free,
 but it’s still pretty bad for any real professional work.  The interface is
 also still terrible.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ed Schiffer
 *Sent:* Thursday, March 27, 2014 7:19 PM
 *To:* Softimage Mailing List
 *Subject:* Re: Another alternative to Softimage



 +1, Paulo



 I'm still not prepared to let go of Softimage, but would definitely give
 Blender a chance.



 On Thu, Mar 27, 2014 at 1:48 PM, Dan Yargici danyarg...@gmail.com
 wrote:

 +1



 I think it's foolish to dismiss Blender as some kind of joke DCC.  It
 has a lot of nice things going for it.  I've been looking over the 2.70
 features this morning (before the government here decided to turn off
 YouTube...) and it's once again taken some good strides.



 DAN







 On Thu, Mar 27, 2014 at 6:35 PM, Paulo César Duarte 
 paulocdua...@gmail.com wrote:

 Between, Houdini, Modo, Lightwave and Cinema 4d, Blender is also a good
 alternative, I'd say he's a middle ground between Modo and Lightwave, but
 the best thing about him is opensource and the community, any developer can
 implement something in it.



 Take a look in this The best blender demo reel film 2013:

 https://www.youtube.com/watch?v=Z8l8WNHwTOg





 Blender has ongoing projects very interesting like the Molecular,
 which seems to me better than Lagoa, and it's not finish yet, but you can
 use right now:


 http://pyroevil.com/2013/10/03/molecular-v1-0-1-uvs-feature-and-osx-build-now-available/

 http://pyroevil.com/2013/09/11/block-of-sand-4-millions-of-particles/

 http://pyroevil.com/2013/08/28/fluid-solid-and-granular/


 

Re: Softimage to MODO - Forum participation?

2014-04-23 Thread Sergio Mucino
I've been rigging in Modo quite a bit lately. Let me know if I can help you 
with anything. And yes, you can just create an account for the forums without a 
license. 

Sergio Muciño.
Sent from my iPad.

 On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com 
 wrote:
 
 I think you can just go to the main forum page and click Create Account at 
 the upper right. I've used Modo, but not for character animation.
 
 Ben
 
 On 4/23/2014 8:35 PM, David Rivera wrote:
 Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day 
 trial?
 I´d like to ask some questions regarding all the videos around youtube about 
 character setup / joints to modo.
 
 So I don´t know if there´s a way to register as a Foundry community user of 
 the forum without a modo serial?
 To my understanding one must buy a Modo licence in order to partcipate in 
 the forums.
 
 Anyone knows how one can register to the Modo forums at the Foundry 
 community?
 Thanks.
  
 David Rivera
 3D Compositor/Animator
 LinkedIN
 Behance
 VFX Reel
 


Re: Softimage to MODO - Forum participation?

2014-04-23 Thread Sebastien Sterling
i'm trying to reset mine to factory default but there is no
\AppData\Roaming\Luxology\
and no MODO701.CFG (the equivalent of maya presets) to be found, i don't
understand :(


On 24 April 2014 04:35, Sergio Mucino sergio.muc...@gmail.com wrote:

 I've been rigging in Modo quite a bit lately. Let me know if I can help
 you with anything. And yes, you can just create an account for the forums
 without a license.

 Sergio Muciño.
 Sent from my iPad.

 On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com
 wrote:

 I think you can just go to the main forum page and click Create Account
 at the upper right. I've used Modo, but not for character animation.

 Ben

 On 4/23/2014 8:35 PM, David Rivera wrote:

  Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day
 trial?
 I´d like to ask some questions regarding all the videos around youtube
 about character setup / joints to modo.

  So I don´t know if there´s a way to register as a Foundry community user
 of the forum without a modo serial?
 To my understanding one must buy a Modo licence in order to partcipate in
 the forums.

  Anyone knows how one can register to the Modo forums at the Foundry
 community?
 Thanks.

 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635





Re: Softimage to MODO - Forum participation?

2014-04-23 Thread activemotionpictu...@yahoo.com
Thank you very much Sergio. I will mail you soon.

Enviado desde Yahoo Mail en Android