ARC v2
Hi Guys Anyone have the link to the New Arc Website ? The link I got from my reseller goes nowhere (trying to do some javascript open window and just bloody dies) Maybe Maurice can answer if the old URL will still allow you to get the 2015 versions of things yet. It is May 7th (Voting Day here in South Africa) and still no 2015 versions up on the current ARC site. Kind regards Angus table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;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. /span/font/td /tr /table
Re: Alembic export in 2015 not exporting attibutes
Fantastic! I had missed that feature, I thought it was just a handy overview. Thanks Jens! :-) On Tue, May 6, 2014 at 10:07 AM, Jens Lindgren jens.lindgren@gmail.comwrote: New in Softimage 2015 is the ability to force attributes to evaluate. I believe it's a checkbox in the new ICE Attribute Editor. /Jens On Tue, May 6, 2014 at 9:23 AM, Arvid Björn arvidbj...@gmail.com wrote: I noticed from the Exocortex instructions that it has to do with ICE optimizations, the trick with forcing evaluation by displaying the attribute should work for the built-in exporter as well I guess? Thing is, I wanted to export a specific value per point, but I'm not re-using the value within ICE, so that's why they were ignored. At least there's a way to force the export, so it should be fine! On Tue, May 6, 2014 at 4:06 AM, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote: Those attributes were not found or defined on the exported objects. It's not a problem if you don't use those attributes in your scene. The default list is comprehensive, including necessary attributes for the built-in renderers and sample scenes. Therefore you sometimes gets these warning if you don't use as many attributes. Just remove those attributes from the list in the export dialogue if you don't want to see the warnings. Sent On May 6, 2014, at 1:22 AM, Arvid Björn arvidbj...@gmail.com wrote: Hey folks, I'm trying to export an Alembic with some custom properties, Exocortex Crate doesn't seem to export anything other than the usual attributes, and there are no options for it. Then I noticed that the new built-in exporter has options for this, but when I export, I get this for just about every attribute in the list: // WARNING : Attribute not exported: AngularVelocity // WARNING : Attribute not exported: ColorAlongStrands // WARNING : Attribute not exported: MaterialID // WARNING : Attribute not exported: Materials etc.. What's up what that? There are not clues as to why they aren't exported. Is there anything I need to do to get this to work? Cheers! -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Softimage Python versus Maya Python
@Raffaele Fragapane – That indeed clears thing up quite a bit. As a side-note: I am fully aware of the limitations/quirks of the way Softimage implemented Python, but as I hardly ever use Python outside of Softimage, its shortcomings do not bother me that much , as so far it's “all” the Python I know. And as my main programming language in the 80s and 90s has been Forth, I’m still reeling from the fact that it doesn’t use RPN… ;) @Christopher Crouzet – Although I am pretty sure, this will be way too technical for me, I’d definitely be interested. -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Re-Post from SI-Community, Talent Needed
Hi all, As this has popped up on the list I thought I should introduce myself, as I've been on the list for a while but am not a big poster ;) It's a fantastic resource to say the least and I hope that it manages to stay active for a long while, even if it ends up not being Softimage orientated as everyone transitions to other packages over the course of time. I'm Tom, I run Interference Pattern, we're a small studio based in Edinburgh in the UK. As the post on si-community mentions we're looking to generally make contact with Softimage freelancers (riggers, animators, lighters generalists), modellers (character and hard surface) of any variety and also Nuke compositors. Not for any particular project just at the moment, but as our projects tend to have fairly quick turnarounds and appear at a moments notice, we'd love to have more artists we can call upon in times of need. For softimage generalists, lighters and Nuke guys, where we'd need you to be here in the studio, I'd say realistically it'd be UK residents, those already in the UK and able to work here or those close by. I'll be honest here, we usually need folk within a week or two's notice, with the lighting/comping end of things lasting for anything from 1 to 4 weeks max, so there's probably not much point in travelling very far for such short gigs. Modellers, texture artists, riggers and animators, we're happy to work remotely as long as time-zone issues don't arise, as we need to be able to communicate throughout the working day (GMT). For those of you who haven't been to Edinburgh, it's a fantastic small city in a part of the UK. The news about Softimage has been pretty crushing, to say the least. Nothing comes close to being a comprehensive replacement just at the moment imho, especially for a small-studio set-up, and so like everyone else we're keeping our eye on the transistion options over the next year or so. Like many others Modo and Houdini are looking favourable for a variety of reasons (as long as there's some sort of modelling construction history implemented in Modo soon, I'm not sure I can live without that). Not discounting C4D either but still to give it a test-drive. It seems to be getting some favourable comments here on the list. If anyone has any queries about any of the above or want to forward on reels :), please feel free to contact me on info at interferencepattern dot com cheers Tom On 07/05/2014 05:20, jentzen mooney wrote: This was posted today May 6th 2014 on the SI-Community Job board, -- Interference Pattern is looking to find some great freelance talent to add to our list of friends. Jobs often arrive with short lead in times and we need to crew up in double quick time. We are specifically looking to make contact with SoftImage: Riggers, Lighters with Nuke talents and good Generalists. We're also on the lookout for character designers and modelers. If you have a keen eye for detail and subtle hand please let us know. If you fit any of these requirements please tell us. Our studio is in Edinburgh but we are happy to work remotely with anyone with the skills. Please send a link to your show reel with an outline of your skill set to: i...@interferencepattern.com mailto:i...@interferencepattern.com Thanks -- Web: www.interferencepattern.com http://www.interferencepattern.com Email: t...@interferencepattern.com t...@interferencepattern.com Tel:(+44)07983380156 --- This email is free from viruses and malware because avast! Antivirus protection is active. http://www.avast.com
Photoshop tree generator
Maybe this is old news to some of you, but I had no idea this existed. In Photoshop CC, go to the fill menu and then select Pattern. At the bottom there's a new option called Scripted Patterns. If you pick that, you'll have the option of Tree in the drop-down box which launches a tree generator. As far as I know there isn't a way to export a 3D tree, but if you need some flat cards and want some randomness, it seems like a quick cheap way to go. -Paul ᐧ
Re: Dart Throw Compound equivalent?
Houdini should be able to do this easily, a quick google search: http://schnellhammer.net/blog/2010/06/uniform-scattering-in-houdini/ On 5 May 2014 01:15, Sebastien Sterling sebastien.sterl...@gmail.comwrote: I hate finding out these sort of things post EOL :P, What!? you mean ICE could do that too ?! it's so frustrating, cause what you describe, sounds like such a neech tool, i doubt any of the other will have somthing that can 1:1 it in matters not just of result, but ease of use. Maybe C4D, it seems to have a lot of handy deformers. Of Course, Fabric Engine 2.0 is coming... :) On 5 May 2014 00:40, Steve Pratt pratt...@gmail.com wrote: Thanks Alok, unfortunately I'm just the artist here with very little ICE experience (apart from using existing compounds), and no Fabric or splice knowledge. Was hoping someone might know of an out-of-the-box tool to achieve the dart throw functionality. Cheers, Steve On 2 May 2014 17:05, Alok Gandhi alok.gandhi2...@gmail.com wrote: Depends on which DCC you are looking at. The idea is to understand the logical innards of the compound and then to implement in the DCC of your choice. I am sure this can be refactored in Fabric and then using splice take it where you want. Cheers ! On Fri, May 2, 2014 at 6:58 AM, Steve Pratt pratt...@gmail.com wrote: Hi Guys, like all of you I've been spending a lot of time trying to decide where to from here? One of the tools I use constantly in my day to day job is Julian Johnson's awesome Dart Throw ICE compound, for spritzing (those small condensation drops that appear on cold drink cans and bottles). It's unique feature is that it prevents my instance spheres from touching/overlapping each other. You can't have drops of water overlap or penetrate each other as in the real world they would simply merge into one drop. Does anyone have any idea if there is an equivalent particle tool in other apps, or does one of our alternatives have an ICE-like tool that would allow the development of one? I've been assessing Blender, Modo and C4D and currently leaning towards Blender. Thanks guys, Steve -- *Twenty years from now you will be more disappointed with the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbour. Catch the trade winds in your sails. Explore. Dream. Discover.* - Mark Twain -- -- *Twenty years from now you will be more disappointed with the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbour. Catch the trade winds in your sails. Explore. Dream. Discover.* - Mark Twain
Re: Photoshop tree generator
lol, you learn somthing every day :) cheers ! On 7 May 2014 12:15, Paul Griswold pgrisw...@fusiondigitalproductions.comwrote: Maybe this is old news to some of you, but I had no idea this existed. In Photoshop CC, go to the fill menu and then select Pattern. At the bottom there's a new option called Scripted Patterns. If you pick that, you'll have the option of Tree in the drop-down box which launches a tree generator. As far as I know there isn't a way to export a 3D tree, but if you need some flat cards and want some randomness, it seems like a quick cheap way to go. -Paul ᐧ
Re: softimage to modo
The original question was whether Modo had any kind of modeling history. The answer there is no (not that I've ever needed it either). The bigger issue is that Modo doesn't have 'operators' at all in the Softimage sense. And believe me I miss this from Softimage. I still don't know how I would do something like apply an MDD (deformer), then add modeling operations on top of that (topo change), then add secondary animation on top of that (more deformers)... There are definite limitations. Especially with the demise of Soft, I've been trying to get the Modo devs to see exactly why people like it so much, and the op stack is a major player, not mention a good problem solver. That said Modo is not closed-minded to the notion of stacking operations in a way that lets you edit them later... Its deformer stack is a good example of this, and seems easier and more flexible to me than the equivalent in Softimage. Someone with feet in both apps will have to tell me if I'm wrong here (Sergio? Gideon?). -Tim On 5/6/2014 5:07 PM, Matt Lind wrote: Under general modelling conditions, you're right in that most people just freeze it anyway, but there are workflows that come into play where you must have a construction history to employ. For example, primitive retopology. You may need to do a primitive re-topologize. So you get a polygon mesh grid and shrinkwrap it to the object you want to retopo. Although the shrinkwrap operator has an option to use nearest vertices, you end up with situations where the vertices on the grid collapse and target one or more of the same vertices on the target mesh. No good. To fix the problem you must move the shrinkwrap operator up the stack into the animation region then use the movecomponent tool (or just translate subcomponent) to move the points on the grid until they snap to a different vertex on the target mesh. This works because your movecomponent operation evaluates first, then the shrinkwrap evaluates with the vertex in its current location to find the closest vertex on the target mesh. Simple example, but illustrates the point. Also comes into play with enveloping and corrective weighting. These are the kind of flexible workflows we lose by not having a construction history. Matt
Re: softimage to modo
What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ
Re: softimage to modo
Ones mans circular is another mans intuitive. ;) To me I found the example easy to follow and to duplicate and understand what was going on. That begin said a lot of it is down to putting what you are used to on the shelf for a bit and really diving in. It was only once I did that did I understand just how flexible it is. Your never going to innovate if your always trying to put everything in the same container, or doing things the same way. From: Paul Griswold pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: softimage to modo What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=9946c821-beb2-437b-88cd-7cbc3c2b43e2]ᐧ table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;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. /span/font/td /tr /table
Re: softimage to modo
I wasn't really talking about the example, but instead the way they've decided to set up their connections. It often ends up a spaghetti mess of wires that make circular connections with the wires running behind nodes. I don't see the logic in it. Maybe I just like clean layouts. :-) I'm open to new ideas and ways of doing things, but it just seemed weird that no other node-based system creates these looped connections because infinite loops are bad (I understand they're not really infinite loops, but they visually appear to be) and again, it makes for a very sloppy graph. -Paul ᐧ On Wed, May 7, 2014 at 10:29 AM, Angus Davidson angus.david...@wits.ac.zawrote: Ones mans circular is another mans intuitive. ;) To me I found the example easy to follow and to duplicate and understand what was going on. That begin said a lot of it is down to putting what you are used to on the shelf for a bit and really diving in. It was only once I did that did I understand just how flexible it is. Your never going to innovate if your always trying to put everything in the same container, or doing things the same way. From: Paul Griswold pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: softimage to modo What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ 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.
Re: softimage to modo
Paul, the graph is not creating infinite loops. When I got started with Modo, I also got confused about these weird loops. They are actually not circular dependencies. Modo will not allow this to happen (if you ever accidentally create one, Modo will warn you and undo the action automatically). They're just a visual consequence of how certain tools work. I've actually never created one. All my rigging just goes through what you'd maybe call a more linear flow. I've learned to just accept them as part of Modo's internal referencing system, and let them be (as I said, they are created by some tools, so I just let those tools do what they have to do). No need to panic. Modo's schematic is actually one of the best node-based environments I've had to work with. It doesn't have the depth of ICE (yet), but everything related to dynamics, particles, rigging (Kinematics) and shading is available there. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 10:39 AM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: I wasn't really talking about the example, but instead the way they've decided to set up their connections. It often ends up a spaghetti mess of wires that make circular connections with the wires running behind nodes. I don't see the logic in it. Maybe I just like clean layouts. :-) I'm open to new ideas and ways of doing things, but it just seemed weird that no other node-based system creates these looped connections because infinite loops are bad (I understand they're not really infinite loops, but they visually appear to be) and again, it makes for a very sloppy graph. -Paul ᐧ On Wed, May 7, 2014 at 10:29 AM, Angus Davidson angus.david...@wits.ac.za wrote: Ones mans circular is another mans intuitive. ;) To me I found the example easy to follow and to duplicate and understand what was going on. That begin said a lot of it is down to putting what you are used to on the shelf for a bit and really diving in. It was only once I did that did I understand just how flexible it is. Your never going to innovate if your always trying to put everything in the same container, or doing things the same way. From: Paul Griswold pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: softimage to modo What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ 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.
Re: softimage to modo
Hey Paul, can you point me to the video ? Just curious. Le 07/05/2014 16:22, Paul Griswold a écrit : What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ
Re: softimage to modo
Great Tip. Did not know that ;) From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:59 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: softimage to modo Even ICE Trees get messy. As for Modo, if you have a noodle circling back in Z fashion and it's distracting you (it bothers me too), you can select that channel in the node and RMB and choose 'Separate Channel' and it will break that channel out into a new node. It's still pointing to the same item, but now you have that channel as its own node and can move it downstream so things are easier to read. I do that all the time. -Tim On 5/7/2014 9:39 AM, Paul Griswold wrote: I wasn't really talking about the example, but instead the way they've decided to set up their connections. It often ends up a spaghetti mess of wires that make circular connections with the wires running behind nodes. I don't see the logic in it. Maybe I just like clean layouts. :-) I'm open to new ideas and ways of doing things, but it just seemed weird that no other node-based system creates these looped connections because infinite loops are bad (I understand they're not really infinite loops, but they visually appear to be) and again, it makes for a very sloppy graph. -Paul [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=29593551-e6fe-429b-8b01-2b6bfa0557d0]ᐧ table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;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. /span/font/td /tr /table
Re: softimage to modo
Was in my earlier post http://community.thefoundry.co.uk/tv/training/view.aspx?id=774 ;) From: olivier jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 5:03 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: softimage to modo Hey Paul, can you point me to the video ? Just curious. Le 07/05/2014 16:22, Paul Griswold a écrit : What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=9946c821-beb2-437b-88cd-7cbc3c2b43e2]ᐧ table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;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. /span/font/td /tr /table
Re: Photoshop tree generator
sad photoshop still sucks. They really should support scripting. And actions are also bad, they can help but i often end up programming in another language to get the job done. 2014-05-07 15:32 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com : lol, you learn somthing every day :) cheers ! On 7 May 2014 12:15, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Maybe this is old news to some of you, but I had no idea this existed. In Photoshop CC, go to the fill menu and then select Pattern. At the bottom there's a new option called Scripted Patterns. If you pick that, you'll have the option of Tree in the drop-down box which launches a tree generator. As far as I know there isn't a way to export a 3D tree, but if you need some flat cards and want some randomness, it seems like a quick cheap way to go. -Paul ᐧ
Re: Photoshop tree generator
import win32com.client ps = win32com.client.Dispatch(Photoshop.Application) :) On Wed, May 7, 2014 at 5:08 PM, Doeke Wartena doeke.wart...@gmail.comwrote: sad photoshop still sucks. They really should support scripting. And actions are also bad, they can help but i often end up programming in another language to get the job done. 2014-05-07 15:32 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: lol, you learn somthing every day :) cheers ! On 7 May 2014 12:15, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Maybe this is old news to some of you, but I had no idea this existed. In Photoshop CC, go to the fill menu and then select Pattern. At the bottom there's a new option called Scripted Patterns. If you pick that, you'll have the option of Tree in the drop-down box which launches a tree generator. As far as I know there isn't a way to export a 3D tree, but if you need some flat cards and want some randomness, it seems like a quick cheap way to go. -Paul ᐧ
Re: Photoshop tree generator
You could give it a shot with this if you want to script in ps, but i think jscript or vb were already implemented alongside applescript. On Wed, May 7, 2014 at 5:15 PM, Ognjen Vukovic ognj...@gmail.com wrote: import win32com.client ps = win32com.client.Dispatch(Photoshop.Application) :) On Wed, May 7, 2014 at 5:08 PM, Doeke Wartena doeke.wart...@gmail.comwrote: sad photoshop still sucks. They really should support scripting. And actions are also bad, they can help but i often end up programming in another language to get the job done. 2014-05-07 15:32 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: lol, you learn somthing every day :) cheers ! On 7 May 2014 12:15, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Maybe this is old news to some of you, but I had no idea this existed. In Photoshop CC, go to the fill menu and then select Pattern. At the bottom there's a new option called Scripted Patterns. If you pick that, you'll have the option of Tree in the drop-down box which launches a tree generator. As far as I know there isn't a way to export a 3D tree, but if you need some flat cards and want some randomness, it seems like a quick cheap way to go. -Paul ᐧ
Re: Photoshop tree generator
Doeke, It supports scripting. :) Photoshop should come with a program called ExtendScript which has built in debugging tools for scripting. http://www.adobe.com/devnet/photoshop/scripting.html Patrick N. On Wed, May 7, 2014 at 10:08 AM, Doeke Wartena doeke.wart...@gmail.comwrote: sad photoshop still sucks. They really should support scripting. And actions are also bad, they can help but i often end up programming in another language to get the job done.
Re: softimage to modo
Actually, I find Modo's deformer stack as probably the most powerful I've used to date. Primarily because it's built on a concept that I don't think I've seen anywhere else. It's ability to mix-n-match normalized an Un-normalized deformers at will, and re-order them, is extremely liberating. I'd say its a lot easier to get things to work than within the constraints of a fully normalized system, where you're forced to sometimes really think about how to get thing to blend together to get the effect you need. Less need for coming up with masking mechanisms, blending systems, limiting selections, etc. I'm used to creating complex rigs to do stuff like that. Not having to do so in Modo was unsettling at first, surprising afterwards, a joy now. Modo still lacks a number of deformers I'd like to have. But if TF opens up meshes to the schematic in the same way they've done for transforms, I'll be able to build my own (Modo's schematic is already a sort of visual programming environment. Still in its infancy, but the foundation is solid). Then I don't have to rely on TF to give me more features (one of the reasons why I love Houdini/ICE). Can't wait... Sergio Muciño. Sent from my iPad. On May 7, 2014, at 9:40 AM, Tim Crowson tim.crow...@magneticdreams.com wrote: The original question was whether Modo had any kind of modeling history. The answer there is no (not that I've ever needed it either). The bigger issue is that Modo doesn't have 'operators' at all in the Softimage sense. And believe me I miss this from Softimage. I still don't know how I would do something like apply an MDD (deformer), then add modeling operations on top of that (topo change), then add secondary animation on top of that (more deformers)... There are definite limitations. Especially with the demise of Soft, I've been trying to get the Modo devs to see exactly why people like it so much, and the op stack is a major player, not mention a good problem solver. That said Modo is not closed-minded to the notion of stacking operations in a way that lets you edit them later... Its deformer stack is a good example of this, and seems easier and more flexible to me than the equivalent in Softimage. Someone with feet in both apps will have to tell me if I'm wrong here (Sergio? Gideon?). -Tim On 5/6/2014 5:07 PM, Matt Lind wrote: Under general modelling conditions, you're right in that most people just freeze it anyway, but there are workflows that come into play where you must have a construction history to employ. For example, primitive retopology. You may need to do a primitive re-topologize. So you get a polygon mesh grid and shrinkwrap it to the object you want to retopo. Although the shrinkwrap operator has an option to use nearest vertices, you end up with situations where the vertices on the grid collapse and target one or more of the same vertices on the target mesh. No good. To fix the problem you must move the shrinkwrap operator up the stack into the animation region then use the movecomponent tool (or just translate subcomponent) to move the points on the grid until they snap to a different vertex on the target mesh. This works because your movecomponent operation evaluates first, then the shrinkwrap evaluates with the vertex in its current location to find the closest vertex on the target mesh. Simple example, but illustrates the point. Also comes into play with enveloping and corrective weighting. These are the kind of flexible workflows we lose by not having a construction history. Matt
Re: softimage to modo
Mmm Look nice, just wondering how it will react with 3 strands. Le 07/05/2014 17:06, Angus Davidson a écrit : Was in my earlier post http://community.thefoundry.co.uk/tv/training/view.aspx?id=774 ;) From: olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr Reply-To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 5:03 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: softimage to modo Hey Paul, can you point me to the video ? Just curious. Le 07/05/2014 16:22, Paul Griswold a écrit : What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ 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.
Re: softimage to modo
Well, the growth animation is done in the shading context. I guess the hit could probably be seen in the replicator animation. I guess I'll try it out to see how well Modo handles it. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 11:48 AM, olivier jeannel olivier.jean...@noos.fr wrote: Mmm Look nice, just wondering how it will react with 3 strands. Le 07/05/2014 17:06, Angus Davidson a écrit : Was in my earlier post http://community.thefoundry.co.uk/tv/training/view.aspx?id=774 ;) From: olivier jeannel olivier.jean...@noos.fr Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 5:03 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: softimage to modo Hey Paul, can you point me to the video ? Just curious. Le 07/05/2014 16:22, Paul Griswold a écrit : What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ 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.
Re: softimage to modo
Sure - http://community.thefoundry.co.uk/tv/training/view.aspx?id=774 Again, maybe it's my OCD kicking in, but even a little graph like that shouldn't be such a sloppy mess. ;-) ᐧ On Wed, May 7, 2014 at 11:03 AM, olivier jeannel olivier.jean...@noos.frwrote: Hey Paul, can you point me to the video ? Just curious. Le 07/05/2014 16:22, Paul Griswold a écrit : What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ
Re: softimage to modo
Thanks Tim! It's good to hear it can be altered. Maybe they'll consider having an option that lets you choose how the nodes are set up. I totally realize functionality is more important that visual style, but to me I want things as clear as possible so when a client comes back in 2 years and asks me to revise a project, I can quickly and easily make sense out of what's going on. ᐧ On Wed, May 7, 2014 at 10:59 AM, Tim Crowson tim.crow...@magneticdreams.com wrote: Even ICE Trees get messy. As for Modo, if you have a noodle circling back in Z fashion and it's distracting you (it bothers me too), you can select that channel in the node and RMB and choose 'Separate Channel' and it will break that channel out into a new node. It's still pointing to the same item, but now you have that channel as its own node and can move it downstream so things are easier to read. I do that all the time. -Tim On 5/7/2014 9:39 AM, Paul Griswold wrote: I wasn't really talking about the example, but instead the way they've decided to set up their connections. It often ends up a spaghetti mess of wires that make circular connections with the wires running behind nodes. I don't see the logic in it. Maybe I just like clean layouts. :-) I'm open to new ideas and ways of doing things, but it just seemed weird that no other node-based system creates these looped connections because infinite loops are bad (I understand they're not really infinite loops, but they visually appear to be) and again, it makes for a very sloppy graph. -Paul ᐧ On Wed, May 7, 2014 at 10:29 AM, Angus Davidson angus.david...@wits.ac.za wrote: Ones mans circular is another mans intuitive. ;) To me I found the example easy to follow and to duplicate and understand what was going on. That begin said a lot of it is down to putting what you are used to on the shelf for a bit and really diving in. It was only once I did that did I understand just how flexible it is. Your never going to innovate if your always trying to put everything in the same container, or doing things the same way. From: Paul Griswold pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: softimage to modo What do you guys think of Modo's nodal deformer layout? I just looked at that growing vine tutorial page and the splash page for the video shows exactly what I personally dislike. Their node connections seem to be really sloppy and IMHO could lead to a confusing mess pretty quickly. They've got connections that make circular loops, so there's no left to right or top to bottom flow like you'd have in pretty much every other node-based system I've used. I mentioned it during Brad's webinar and he kind-of brushed it off, but I find it really distracting. -Paul ᐧ 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. -- *Tim Crowson **Lead CG Artist* *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com *Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.*
Re: softimage to modo
The schematic in Modo is becoming more and more powerful. But with great power comes great responsibility! What I mean is, that it's equally important to have tools to cleanup and organize your node graphs as it is to add more features / nodes. What I currently miss most is something like a group comment in ICE or backdrop in Nuke. As well as sticky notes and comments. Tools to easily align / sort multiple nodes at once, tools to get rid of unused nodes etc. But I have high hopes that the Modo dev team gets a hint from the Nuke dev team to help them sort it out. ;) Apart from that I'm already positively shocked by what the schematic can already do. Sometimes it really feels like using the SI Render Tree and ICE Tree in one single tree, where all kinds of nodes can talk to each other. I just discovered that procedural noise textures (and there are a lot of them in Modo) can be used to texture deformers / falloffs. Or take a look here: geometry lookups can directly control shader attributes: https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1 Something I wished for in Softimage for a long time. Cheers Steffen
Re: smoothing tagged keys on fcurves
You can hit 'q' to bring up the bounding region in the fcurve editor after you tag keys which does limit the effect. The smoothing introduce new kinks at the boundaries though :P It could use a falloff. On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: like the title says... curve processing affects the whole curve, ignoring selection i have a track with a kink, the more i try and smooth it manually, the worse it gets smoothing works fine, but i only want to smooth a small section i COULD create a null, copy the camera animation, smooth just that bit, and copy it back but really? this is 2014! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: smoothing tagged keys on fcurves
or be a brush based tool, like editing a weightmap we can dream eh? a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin Sent: 07 May 2014 17:36 To: xsi Subject: Re: smoothing tagged keys on fcurves You can hit 'q' to bring up the bounding region in the fcurve editor after you tag keys which does limit the effect. The smoothing introduce new kinks at the boundaries though :P It could use a falloff. On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: like the title says... curve processing affects the whole curve, ignoring selection i have a track with a kink, the more i try and smooth it manually, the worse it gets smoothing works fine, but i only want to smooth a small section i COULD create a null, copy the camera animation, smooth just that bit, and copy it back but really? this is 2014! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: smoothing tagged keys on fcurves
In such situations, I call on the 'stretch keys' b and mmb, Unlike q, it works with a pivot according to where your cursor is placed. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Wednesday, May 07, 2014 12:42 PM To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves or be a brush based tool, like editing a weightmap we can dream eh? a From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin Sent: 07 May 2014 17:36 To: xsi Subject: Re: smoothing tagged keys on fcurves You can hit 'q' to bring up the bounding region in the fcurve editor after you tag keys which does limit the effect. The smoothing introduce new kinks at the boundaries though :P It could use a falloff. On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote: like the title says... curve processing affects the whole curve, ignoring selection i have a track with a kink, the more i try and smooth it manually, the worse it gets smoothing works fine, but i only want to smooth a small section i COULD create a null, copy the camera animation, smooth just that bit, and copy it back but really? this is 2014! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comhttp://www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 attachment: winmail.dat
RE: smoothing tagged keys on fcurves
doesn't help on a sloping fcurve though. the smooth does what i want, just need falloff does maya have this functionality, i could plot a null and export fbx, do it in maya, then bring it back, copy the animation, fiddle a bit more, then realise i should have done it in houdini ;o) a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manny Papamanos Sent: 07 May 2014 17:51 To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves In such situations, I call on the 'stretch keys' b and mmb, Unlike q, it works with a pivot according to where your cursor is placed. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Wednesday, May 07, 2014 12:42 PM To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves or be a brush based tool, like editing a weightmap we can dream eh? a From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.au todesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin Sent: 07 May 2014 17:36 To: xsi Subject: Re: smoothing tagged keys on fcurves You can hit 'q' to bring up the bounding region in the fcurve editor after you tag keys which does limit the effect. The smoothing introduce new kinks at the boundaries though :P It could use a falloff. On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote: like the title says... curve processing affects the whole curve, ignoring selection i have a track with a kink, the more i try and smooth it manually, the worse it gets smoothing works fine, but i only want to smooth a small section i COULD create a null, copy the camera animation, smooth just that bit, and copy it back but really? this is 2014! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comhttp://www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: smoothing tagged keys on fcurves
You could create an action and then use the copy/paste action? This will give you frame ranges. On 7 May 2014 18:00, adrian wyer adrian.w...@fluid-pictures.com wrote: doesn't help on a sloping fcurve though. the smooth does what i want, just need falloff does maya have this functionality, i could plot a null and export fbx, do it in maya, then bring it back, copy the animation, fiddle a bit more, then realise i should have done it in houdini ;o) a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manny Papamanos Sent: 07 May 2014 17:51 To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves In such situations, I call on the 'stretch keys' b and mmb, Unlike q, it works with a pivot according to where your cursor is placed. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Wednesday, May 07, 2014 12:42 PM To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves or be a brush based tool, like editing a weightmap we can dream eh? a From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.au todesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin Sent: 07 May 2014 17:36 To: xsi Subject: Re: smoothing tagged keys on fcurves You can hit 'q' to bring up the bounding region in the fcurve editor after you tag keys which does limit the effect. The smoothing introduce new kinks at the boundaries though :P It could use a falloff. On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote: like the title says... curve processing affects the whole curve, ignoring selection i have a track with a kink, the more i try and smooth it manually, the worse it gets smoothing works fine, but i only want to smooth a small section i COULD create a null, copy the camera animation, smooth just that bit, and copy it back but really? this is 2014! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comhttp://www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: smoothing tagged keys on fcurves
I've been searching for a tool like this forever... damn you hidden menus!! On 5/7/2014 12:51 PM, Manny Papamanos wrote: In such situations, I call on the 'stretch keys' b and mmb, Unlike q, it works with a pivot according to where your cursor is placed.
Re: smoothing tagged keys on fcurves
Do it in ice ? Or use the plot functionality to produce a spline. Smooth the spline partially, get it back as a fcurve. There are so many ways to skin that cat ... -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 07.05.2014 um 19:00 schrieb adrian wyer adrian.w...@fluid-pictures.com: doesn't help on a sloping fcurve though. the smooth does what i want, just need falloff does maya have this functionality, i could plot a null and export fbx, do it in maya, then bring it back, copy the animation, fiddle a bit more, then realise i should have done it in houdini ;o) a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manny Papamanos Sent: 07 May 2014 17:51 To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves In such situations, I call on the 'stretch keys' b and mmb, Unlike q, it works with a pivot according to where your cursor is placed. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Wednesday, May 07, 2014 12:42 PM To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves or be a brush based tool, like editing a weightmap we can dream eh? a From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.au todesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin Sent: 07 May 2014 17:36 To: xsi Subject: Re: smoothing tagged keys on fcurves You can hit 'q' to bring up the bounding region in the fcurve editor after you tag keys which does limit the effect. The smoothing introduce new kinks at the boundaries though :P It could use a falloff. On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote: like the title says... curve processing affects the whole curve, ignoring selection i have a track with a kink, the more i try and smooth it manually, the worse it gets smoothing works fine, but i only want to smooth a small section i COULD create a null, copy the camera animation, smooth just that bit, and copy it back but really? this is 2014! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comhttp://www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: smoothing tagged keys on fcurves
Blend between a fully smoothed and the original. Might be faster than writing your last mail ;-P -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 07.05.2014 um 19:00 schrieb adrian wyer adrian.w...@fluid-pictures.com: doesn't help on a sloping fcurve though. the smooth does what i want, just need falloff does maya have this functionality, i could plot a null and export fbx, do it in maya, then bring it back, copy the animation, fiddle a bit more, then realise i should have done it in houdini ;o) a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manny Papamanos Sent: 07 May 2014 17:51 To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves In such situations, I call on the 'stretch keys' b and mmb, Unlike q, it works with a pivot according to where your cursor is placed. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Wednesday, May 07, 2014 12:42 PM To: softimage@listproc.autodesk.com Subject: RE: smoothing tagged keys on fcurves or be a brush based tool, like editing a weightmap we can dream eh? a From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.au todesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin Sent: 07 May 2014 17:36 To: xsi Subject: Re: smoothing tagged keys on fcurves You can hit 'q' to bring up the bounding region in the fcurve editor after you tag keys which does limit the effect. The smoothing introduce new kinks at the boundaries though :P It could use a falloff. On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote: like the title says... curve processing affects the whole curve, ignoring selection i have a track with a kink, the more i try and smooth it manually, the worse it gets smoothing works fine, but i only want to smooth a small section i COULD create a null, copy the camera animation, smooth just that bit, and copy it back but really? this is 2014! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comhttp://www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: softimage to modo
NICE! I might buy Modo today just because of that video. I'm in the process of working on a bunch of furniture models I'm dealing with seams, piping, etc.. I've been working in 3D Coat because it's great for organic shapes, but I wasn't really happy with the seams piping (3D Coat's spline tools are clunky IMHO). Thanks for posting that! ᐧ On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner steffen.duen...@gmail.comwrote: The schematic in Modo is becoming more and more powerful. But with great power comes great responsibility! What I mean is, that it's equally important to have tools to cleanup and organize your node graphs as it is to add more features / nodes. What I currently miss most is something like a group comment in ICE or backdrop in Nuke. As well as sticky notes and comments. Tools to easily align / sort multiple nodes at once, tools to get rid of unused nodes etc. But I have high hopes that the Modo dev team gets a hint from the Nuke dev team to help them sort it out. ;) Apart from that I'm already positively shocked by what the schematic can already do. Sometimes it really feels like using the SI Render Tree and ICE Tree in one single tree, where all kinds of nodes can talk to each other. I just discovered that procedural noise textures (and there are a lot of them in Modo) can be used to texture deformers / falloffs. Or take a look here: geometry lookups can directly control shader attributes: https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1 Something I wished for in Softimage for a long time. Cheers Steffen
Re: softimage to modo
The Curve Probe modifier in 801 is pretty sweet. You can do some awesome stuff both in rigging and in shading with it. -Tim On 5/7/2014 12:51 PM, Paul Griswold wrote: NICE! I might buy Modo today just because of that video. I'm in the process of working on a bunch of furniture models I'm dealing with seams, piping, etc.. I've been working in 3D Coat because it's great for organic shapes, but I wasn't really happy with the seams piping (3D Coat's spline tools are clunky IMHO). Thanks for posting that! ᐧ On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner steffen.duen...@gmail.com mailto:steffen.duen...@gmail.com wrote: The schematic in Modo is becoming more and more powerful. But with great power comes great responsibility! What I mean is, that it's equally important to have tools to cleanup and organize your node graphs as it is to add more features / nodes. What I currently miss most is something like a group comment in ICE or backdrop in Nuke. As well as sticky notes and comments. Tools to easily align / sort multiple nodes at once, tools to get rid of unused nodes etc. But I have high hopes that the Modo dev team gets a hint from the Nuke dev team to help them sort it out. ;) Apart from that I'm already positively shocked by what the schematic can already do. Sometimes it really feels like using the SI Render Tree and ICE Tree in one single tree, where all kinds of nodes can talk to each other. I just discovered that procedural noise textures (and there are a lot of them in Modo) can be used to texture deformers / falloffs. Or take a look here: geometry lookups can directly control shader attributes: https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1 Something I wished for in Softimage for a long time. Cheers Steffen -- Signature
Re: softimage to modo
I just discovered the other day that the Edge Bevel tool has some crazy preset profile shapes. My friends doing arch work would love them. Modo also has some very nice precision tools. Piping in Modo looks quite easy. I remember seeing a video somewhere that showed some pretty nice features for it. I'll see if I can dig it up. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 1:51 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: NICE! I might buy Modo today just because of that video. I'm in the process of working on a bunch of furniture models I'm dealing with seams, piping, etc.. I've been working in 3D Coat because it's great for organic shapes, but I wasn't really happy with the seams piping (3D Coat's spline tools are clunky IMHO). Thanks for posting that! ᐧ On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner steffen.duen...@gmail.com wrote: The schematic in Modo is becoming more and more powerful. But with great power comes great responsibility! What I mean is, that it's equally important to have tools to cleanup and organize your node graphs as it is to add more features / nodes. What I currently miss most is something like a group comment in ICE or backdrop in Nuke. As well as sticky notes and comments. Tools to easily align / sort multiple nodes at once, tools to get rid of unused nodes etc. But I have high hopes that the Modo dev team gets a hint from the Nuke dev team to help them sort it out. ;) Apart from that I'm already positively shocked by what the schematic can already do. Sometimes it really feels like using the SI Render Tree and ICE Tree in one single tree, where all kinds of nodes can talk to each other. I just discovered that procedural noise textures (and there are a lot of them in Modo) can be used to texture deformers / falloffs. Or take a look here: geometry lookups can directly control shader attributes: https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1 Something I wished for in Softimage for a long time. Cheers Steffen
Re: softimage to modo
WOW thats cool On Wed, May 7, 2014 at 6:57 PM, Tim Crowson tim.crow...@magneticdreams.comwrote: The Curve Probe modifier in 801 is pretty sweet. You can do some awesome stuff both in rigging and in shading with it. -Tim On 5/7/2014 12:51 PM, Paul Griswold wrote: NICE! I might buy Modo today just because of that video. I'm in the process of working on a bunch of furniture models I'm dealing with seams, piping, etc.. I've been working in 3D Coat because it's great for organic shapes, but I wasn't really happy with the seams piping (3D Coat's spline tools are clunky IMHO). Thanks for posting that! ᐧ On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner steffen.duen...@gmail.com wrote: The schematic in Modo is becoming more and more powerful. But with great power comes great responsibility! What I mean is, that it's equally important to have tools to cleanup and organize your node graphs as it is to add more features / nodes. What I currently miss most is something like a group comment in ICE or backdrop in Nuke. As well as sticky notes and comments. Tools to easily align / sort multiple nodes at once, tools to get rid of unused nodes etc. But I have high hopes that the Modo dev team gets a hint from the Nuke dev team to help them sort it out. ;) Apart from that I'm already positively shocked by what the schematic can already do. Sometimes it really feels like using the SI Render Tree and ICE Tree in one single tree, where all kinds of nodes can talk to each other. I just discovered that procedural noise textures (and there are a lot of them in Modo) can be used to texture deformers / falloffs. Or take a look here: geometry lookups can directly control shader attributes: https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1 Something I wished for in Softimage for a long time. Cheers Steffen --
Re: softimage to modo
Those profiles are available for the regular poly bevel tool as well, or any tool that accepts profiles. Makes things so much easier for arch stuff. -Tim On 5/7/2014 1:10 PM, Sergio Mucino wrote: I just discovered the other day that the Edge Bevel tool has some crazy preset profile shapes. My friends doing arch work would love them. Modo also has some very nice precision tools. Piping in Modo looks quite easy. I remember seeing a video somewhere that showed some pretty nice features for it. I'll see if I can dig it up. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 1:51 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com wrote: NICE! I might buy Modo today just because of that video. I'm in the process of working on a bunch of furniture models I'm dealing with seams, piping, etc.. I've been working in 3D Coat because it's great for organic shapes, but I wasn't really happy with the seams piping (3D Coat's spline tools are clunky IMHO). Thanks for posting that! ᐧ On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner steffen.duen...@gmail.com mailto:steffen.duen...@gmail.com wrote: The schematic in Modo is becoming more and more powerful. But with great power comes great responsibility! What I mean is, that it's equally important to have tools to cleanup and organize your node graphs as it is to add more features / nodes. What I currently miss most is something like a group comment in ICE or backdrop in Nuke. As well as sticky notes and comments. Tools to easily align / sort multiple nodes at once, tools to get rid of unused nodes etc. But I have high hopes that the Modo dev team gets a hint from the Nuke dev team to help them sort it out. ;) Apart from that I'm already positively shocked by what the schematic can already do. Sometimes it really feels like using the SI Render Tree and ICE Tree in one single tree, where all kinds of nodes can talk to each other. I just discovered that procedural noise textures (and there are a lot of them in Modo) can be used to texture deformers / falloffs. Or take a look here: geometry lookups can directly control shader attributes: https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1 Something I wished for in Softimage for a long time. Cheers Steffen -- Signature *Tim Crowson */Lead CG Artist/ *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com /Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents./
Re: softimage to modo
2014-05-07 20:10 GMT+02:00 Sergio Mucino sergio.muc...@gmail.com: I just discovered the other day that the Edge Bevel tool has some crazy preset profile shapes. And whilst talking about recent discoveries: I found that the modeling falloffs (and there are plenty of them, most with artist-friendly visual feedback) are working with all possible tools. This means you can e.g. first define a falloff along edges and then use the bevel tool to get a bevel with variable radius. Or you can use the Edge Weight Tool (for creating crease weights for Pixar SubDs) in combination with falloffs to create creases that slowly fade from hard to soft. Amazing. Especially if you can adjust both, the tool properties AND the falloffs interactively as long as the tool hasn't been dropped. Cheers Steffen -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
Re: softimage to modo
I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, but the small things I did, just made me realize I have to rethink my modeling methods. I've always been relying on soft selections for most things. Falloffs go way beyond that. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 2:27 PM, Steffen Dünner steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino sergio.muc...@gmail.com: I just discovered the other day that the Edge Bevel tool has some crazy preset profile shapes. And whilst talking about recent discoveries: I found that the modeling falloffs (and there are plenty of them, most with artist-friendly visual feedback) are working with all possible tools. This means you can e.g. first define a falloff along edges and then use the bevel tool to get a bevel with variable radius. Or you can use the Edge Weight Tool (for creating crease weights for Pixar SubDs) in combination with falloffs to create creases that slowly fade from hard to soft. Amazing. Especially if you can adjust both, the tool properties AND the falloffs interactively as long as the tool hasn't been dropped. Cheers Steffen -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
Re: softimage to modo
Modo has a too that I find better than clusters. They're called weight containers. They're basically an item that stores a set of components, and associates weights to them. If you're curious as to how they work, I have a small intro video you could check over here... https://vimeo.com/91349882 I can think of a couple of ways of getting a falloff in the initial weights for the vertices in the container: 1. Just add the vertices to the container, and do a smooth weights on them. 2. Use falloff items to affect the weights I assign to the container. I have not tried this yet, and it'd be a little more involved to set up, but allow a lot of control given the options one has when using falloff items in Modo. In my case, the weighting tools work pretty well for me. There are some things I wish worked better, but there's nothing stopping me yet from getting what I need from the system. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 2:57 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Can you make soft selection clusters ? like in maya ? for rigging and such ? On 7 May 2014 19:37, Sergio Mucino sergio.muc...@gmail.com wrote: I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, but the small things I did, just made me realize I have to rethink my modeling methods. I've always been relying on soft selections for most things. Falloffs go way beyond that. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 2:27 PM, Steffen Dünner steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino sergio.muc...@gmail.com: I just discovered the other day that the Edge Bevel tool has some crazy preset profile shapes. And whilst talking about recent discoveries: I found that the modeling falloffs (and there are plenty of them, most with artist-friendly visual feedback) are working with all possible tools. This means you can e.g. first define a falloff along edges and then use the bevel tool to get a bevel with variable radius. Or you can use the Edge Weight Tool (for creating crease weights for Pixar SubDs) in combination with falloffs to create creases that slowly fade from hard to soft. Amazing. Especially if you can adjust both, the tool properties AND the falloffs interactively as long as the tool hasn't been dropped. Cheers Steffen -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
Re: softimage to modo
Nice video Sergio, incidentally i saw your Modo Dorito video, so all it would take would be for the setup layer channels to be exposed, and you could create a SI similar Dorito effect ? On 7 May 2014 20:16, Sergio Mucino sergio.muc...@gmail.com wrote: Modo has a too that I find better than clusters. They're called weight containers. They're basically an item that stores a set of components, and associates weights to them. If you're curious as to how they work, I have a small intro video you could check over here... https://vimeo.com/91349882 I can think of a couple of ways of getting a falloff in the initial weights for the vertices in the container: 1. Just add the vertices to the container, and do a smooth weights on them. 2. Use falloff items to affect the weights I assign to the container. I have not tried this yet, and it'd be a little more involved to set up, but allow a lot of control given the options one has when using falloff items in Modo. In my case, the weighting tools work pretty well for me. There are some things I wish worked better, but there's nothing stopping me yet from getting what I need from the system. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 2:57 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Can you make soft selection clusters ? like in maya ? for rigging and such ? On 7 May 2014 19:37, Sergio Mucino sergio.muc...@gmail.com wrote: I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, but the small things I did, just made me realize I have to rethink my modeling methods. I've always been relying on soft selections for most things. Falloffs go way beyond that. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 2:27 PM, Steffen Dünner steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino sergio.muc...@gmail.com: I just discovered the other day that the Edge Bevel tool has some crazy preset profile shapes. And whilst talking about recent discoveries: I found that the modeling falloffs (and there are plenty of them, most with artist-friendly visual feedback) are working with all possible tools. This means you can e.g. first define a falloff along edges and then use the bevel tool to get a bevel with variable radius. Or you can use the Edge Weight Tool (for creating crease weights for Pixar SubDs) in combination with falloffs to create creases that slowly fade from hard to soft. Amazing. Especially if you can adjust both, the tool properties AND the falloffs interactively as long as the tool hasn't been dropped. Cheers Steffen -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
Re: softimage to modo
Yes- make sure to check out the vids here as even some of the old ones have good tips. Kind of like the Vast training was for XSI (came in shoe box on disks): http://community.thefoundry.co.uk/tv/training/ There is a searchable database version done by a user. Not sure how up to date it is but might help (along with his thread). http://eglomot.marc-albrecht.de/ http://community.thefoundry.co.uk/discussion/topic.aspx?f=36t=80320 I recommend Richard Yot's first video as well. Some of the lighting tips are probably known to many, but he has several videos that go into some depth about sampling etc. in Modo fairly well: http://community.thefoundry.co.uk/store/rendering/interiors/ The decoupled shading rate in MODO is actually a powerful feature in rendering if you know how to use it. Too many people turn first to AA and miss the point. On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com activemotionpictu...@yahoo.com wrote: I agree: you should start first with your mindset to: wrap head around concepts. Pivots and centers were kinda hard to digest (in xsi we just move center to vertices and voilá) but this jus an aspect to keep in mind... after a while of watching intro seminar to modo 701 and other 1hour videos, other references to the same tools will give you confidence. Then fire up the software and mingle around. Then texture, then light, then uvs, then materials, then render settings, then morphs, then weights, then particles, then hair, then constraints, then bones and binding, volume effects and then everything else..like drivers, channels, schematics and more cool in depth stuff... That's the order I've followed for the past 3 months. What really got me into modo is the community and the video stream presentations. I've thought: these guys are not talking like robots..they love what they do, just like us in softimage. But yes, living without a history stack makes your concious guilty sometimes. Hehheh. Cheers. David R. Enviado desde Yahoo Mail en Android -- * From: * Steffen Dünner steffen.duen...@gmail.com; * To: * softimage@listproc.autodesk.com; * Subject: * Re: softimage to modo * Sent: * Tue, May 6, 2014 3:52:58 PM Yes, we have. And we're digging it more and more each day. My hint would be: Watch tutorials first! Especially about the shader tree, decoupled shading, the principle of items and the way you can copypaste polys, edges, vertices etc. in and out of them and the tool pipeline stuff. Don't open up Modo and start clicking around. You will likely be disturbed and disappointed, because many things work differently. But these are the things that will make you love Modo in a few days ;) Cheers Steffen 2014-05-06 17:40 GMT+02:00 Francisco Criado malcriad...@gmail.com: Hi guys, anyone already started using modo? first impressions or tips coming from soft? received our licenses today and soon starting to migrate...any tips from si users are more than welcome! F. -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93 -- Gideon D. Klindt gideonklindt.com
Re: 2015 downloads
HI Maurice Its now the 8th of May on this side of the world and no ARC 2015 versions. Please can you follow up to make sure there hasn’t been any delays. Kind regards Angus From: Angus Davidson angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday 15 April 2014 at 10:11 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: 2015 downloads Hi Maurice Thank you. Kind regards Angus From: Maurice Patel [maurice.pa...@autodesk.commailto:maurice.pa...@autodesk.com] Sent: 15 April 2014 07:58 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: 2015 downloads Hi Angus, I have heard back that Suites, including Softimage will go live on ARC on May 7th Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: Maurice Patel Sent: Tuesday, April 15, 2014 12:57 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: 2015 downloads Yes, I understand. It will be uploaded to the ARC site I am just not sure when yet maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson Sent: Tuesday, April 15, 2014 11:43 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: 2015 downloads Hi Maurice Thanks. Unfortunately installing the trial version doesn't allow us to then use the arc License (as it only allows up to the 2014 versions) Kind regards Angus From: Maurice Patel [maurice.pa...@autodesk.commailto:maurice.pa...@autodesk.com] Sent: 15 April 2014 05:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: 2015 downloads Hi Angus, We are still looking into that one. It’s managed by a different team to the student education team. Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson Sent: Tuesday, April 15, 2014 11:14 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: 2015 downloads Hi Maurice Thank you very much. Now we just need the 2015 versions on the academic.autodesk.com site (which is unfortunately still the one I need) Kind regards Angus From: Maurice Patel [maurice.pa...@autodesk.commailto:maurice.pa...@autodesk.com] Sent: 15 April 2014 04:00 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: 2015 downloads Hi Guys, Softimage 2015 is now up on the student portal. Checked this morning Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson Sent: Tuesday, April 15, 2014 7:05 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: 2015 downloads Hi Jon I figured as such. That’s why I have been trying to get something official from either Maurice or Steve as it has rather big implications for the edu sector. Kind regards Angus From: Jon Hunt jonathan.m.h...@gmail.commailto:jonathan.m.h...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday 15 April 2014 at 12:58 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: 2015 downloads Hi Angus, Yes it was during a call with Steve that he said that the student version would be made available. Obviously me saying this isn't the official answer. Jon On Tue, Apr 15, 2014 at 10:31 AM, Angus Davidson angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote: Hi Tenshi Only the 2015 versions of Maya and Maya LT are up at students.autodesk.comhttp://students.autodesk.com, No 2015 versions are up via the academic.autodesk.comhttp://academic.autodesk.com portal yet. We are still awaiting official confirmation to the mailing list that the 2015 version of Softimage will indeed be offered for another year via the student site. I am very angry at this current time. Audodesk gave the EDU community one month to sort out their entire future and they haven’t been able to answer two simple questions and activate the 2015 versions of Softimage in either the academic or student download portals in
Re: softimage to modo
BTW- weight painting is known to be slow- but they are working on it getting much faster. Just something you'll notice coming from SI with it's awesome vector/weight painting tool set IMHO. On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt gideon.kli...@gmail.comwrote: Yes- make sure to check out the vids here as even some of the old ones have good tips. Kind of like the Vast training was for XSI (came in shoe box on disks): http://community.thefoundry.co.uk/tv/training/ There is a searchable database version done by a user. Not sure how up to date it is but might help (along with his thread). http://eglomot.marc-albrecht.de/ http://community.thefoundry.co.uk/discussion/topic.aspx?f=36t=80320 I recommend Richard Yot's first video as well. Some of the lighting tips are probably known to many, but he has several videos that go into some depth about sampling etc. in Modo fairly well: http://community.thefoundry.co.uk/store/rendering/interiors/ The decoupled shading rate in MODO is actually a powerful feature in rendering if you know how to use it. Too many people turn first to AA and miss the point. On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com activemotionpictu...@yahoo.com wrote: I agree: you should start first with your mindset to: wrap head around concepts. Pivots and centers were kinda hard to digest (in xsi we just move center to vertices and voilá) but this jus an aspect to keep in mind... after a while of watching intro seminar to modo 701 and other 1hour videos, other references to the same tools will give you confidence. Then fire up the software and mingle around. Then texture, then light, then uvs, then materials, then render settings, then morphs, then weights, then particles, then hair, then constraints, then bones and binding, volume effects and then everything else..like drivers, channels, schematics and more cool in depth stuff... That's the order I've followed for the past 3 months. What really got me into modo is the community and the video stream presentations. I've thought: these guys are not talking like robots..they love what they do, just like us in softimage. But yes, living without a history stack makes your concious guilty sometimes. Hehheh. Cheers. David R. Enviado desde Yahoo Mail en Android -- * From: * Steffen Dünner steffen.duen...@gmail.com; * To: * softimage@listproc.autodesk.com; * Subject: * Re: softimage to modo * Sent: * Tue, May 6, 2014 3:52:58 PM Yes, we have. And we're digging it more and more each day. My hint would be: Watch tutorials first! Especially about the shader tree, decoupled shading, the principle of items and the way you can copypaste polys, edges, vertices etc. in and out of them and the tool pipeline stuff. Don't open up Modo and start clicking around. You will likely be disturbed and disappointed, because many things work differently. But these are the things that will make you love Modo in a few days ;) Cheers Steffen 2014-05-06 17:40 GMT+02:00 Francisco Criado malcriad...@gmail.com: Hi guys, anyone already started using modo? first impressions or tips coming from soft? received our licenses today and soon starting to migrate...any tips from si users are more than welcome! F. -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93 -- Gideon D. Klindt gideonklindt.com -- Gideon D. Klindt gideonklindt.com
Re: Softimage Python versus Maya Python
I got word from both the publisher and the author. Apparently Galakanis had to go through a relocation and some work shuffling towards the end of the editing process, and that delayed matters. I'm told that's settled and the book is practically wrapped, and everybody swears in front of God and Man that it will be out by end of May, or early June at the latest. Just reporting, I have no stakes in it and can offer no guarantee of the above :) On Tue, May 6, 2014 at 1:47 AM, Leendert A. Hartog hirazib...@live.nlwrote: Thanks for the kind offer, I'm afraid I'm going to have to take you up on that... ;) On the CGTalk the book you mention was said to be somewhat outdated, which I cannot really judge for myself, lacking the necessary Maya experience, they advised me to wait for Practical Maya Programming with Python by Robert Galanakis but looking at the website of the publisher it is somewhat of a mystery when it will actually be released. And I am terrible at waiting... :D Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Softimage-Projects from Filmakademie
really thanks for sharing, Vincent. I've just sent my documents for their TD course. You'd recommend it strongly, right? any tips about it? (we better speak in private, I guess) On Tue, May 6, 2014 at 4:31 PM, Tenshi S. tenshu...@gmail.com wrote: Amazing! thanks for sharing! On Thu, May 1, 2014 at 5:58 PM, Vincent Ullmann vincent.ullm...@googlemail.com wrote: Should work now. ;-) 2014-05-02 0:48 GMT+02:00 gareth bell garethb...@outlook.com: Fantastic work Vincent. Phosphoros is beautiful and Elevator's a chuckle. P.S. The link to your reel/breakdown doesn't work -- Date: Thu, 1 May 2014 22:31:07 +0100 Subject: Re: Softimage-Projects from Filmakademie From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com NICE !?! On 1 May 2014 22:11, Vincent Ullmann vincent.ullm...@googlemail.comwrote: Hi everyone, iam happy to show you some of the work we did here at Filmakademie during our third year of studies. These are Trailers produced for the ITFS-Festival in Stuttgart, but we were totally free in terms of story, design etc. They just had to be maximum 1 minute long. In total we had, from the very first Idea, till the final delivery about 5 months. So for the real production only about 3 month were left. *Phosphoros:* In this trailer we tried to take something disgusting and make it appealing to the viewer. https://vimeo.com/93345597 (Password: ITFS2014) WebSite: http://phosphoros.net Some Breakdowns: Rig: http://vimeo.com/92522044 Totale: http://vimeo.com/93522159 Thorax: https://vimeo.com/93522158 Wing: http://vimeo.com/93522573 3D-Team: Manolya Külköylü (Director, Concept, Design and Animation) Philipp Mekus (Director, MosquitoModelling+Texturing and Compositing) Francesco Faranna (Producer) Kiril Mirkov (Bulb+Envoriment Modelling,Textuing,Shading and Lighting+Rendering) Hanna Binswanger (Rigging) Johannes Franz (Particle Effects) Vincent Ullmann (Pipeline, MosquitoShading and Lighting+Rendering) For the Bulb and Envoriment our Workflow was quite simple, using Softimage and Mudbox for Modelling and Textures. The Bulb had 2 Versions. The Default one, and a special one for the CloseUps were the Topological-Pole was in the center of the Deformation. We had to combine these to Versions for one Shot using ICE. The Mosquito was modellt in Cinema4D, sculpted in zBrush, retopologized in 3dCoat and Textured in Mari. We painted 4 UV-Tiles for Diffuse, Spec, SpecRoughness, Bump and some special Maps like Transparancy on the Wings or GlowEffets on the Body. Also some Maps were animated in Nuke using good old Roto-Splines. The GlowEffects on the Body were made using some textures and multiple layers of SSS and Emission The big Veins inside the Wings, were procedualy made in Houdini, then somehow build into the Rig and animated Rigging and Animation was made in Softimage and cached using Alembic. The Particle Effects were mostly done in Houdini and renderd with Mantra. Only the Particles inside the Abdomen were cached via Alembic and renderd in Arnold. For Lighting we brought everything back to Softimage and renderd out a couple of Passes: - The Light from the Bulb - The Lights from the Envoriment - Some Volume Scattering - Some DustParticles - UtilityPass (Normals, Pref, P, UVs) - MattePass Comp was done in Nuke and editing in Premiere *Elevator:* https://vimeo.com/93345598 (PassWord: ITFS2014) Some Breakdown: Shameless self Promotion in my Reel at 0:58 and 1:12: https://vimeo.com/92148829 (Password: 2014_Reel_vu) Team: Valentin Kemmner (Director, Design, Sculpting and Animation) Mareike Keller (Producing) Jessica Tegethoff (Rigging) Nathalia Alencar (Texturing) Manuel Revior (Compositing) Vincent Ullmann (Pipeline, Shading,Lighing,Rendering) For the Pith of this Trailer, the Director build the Characters and Set as Minitures and Animated the hole Shot in one Weekend. Then it took us 3 Month figuring out how to replicate the hole thing in 3D. ;-) Modelling, Rigging and Animation was done in Maya. Scultping in Mudbox and Texturing in Mari (1 8k Tile for each Character and 7 8k Tiles for the Set) Shading, Lighting and Rendering again in Softimage with Arnold. Caches were done with Alembic. And Compositing of course in Nuke *Spiegelei:* Last but not least, a third 3D-Trailer we produced. This was not realy a project focused on the final result, but more on learning and trieng new stuff. https://vimeo.com/93532984 (Password: ITFS2014) 3D-Team: Peter Lames (Director, Compositing and lot of everything else) Tobias Müller (Producing) Jessica Thegetoff (Animation of the Ambulance and Doctors) Hanna Binswanger (Rigging of the Doctors and Shading+Rigging of the Ambulance) Johannes Franz (Smoke Effect for Ambulance and Coffee) As said, we experiemnted a bit, so litteraly every 3D-Package was involed in this Production: Modo for all the
Re: Photoshop tree generator
Photoshop is scriptable. I have made some scripts in python for personal use. Also comtypes is a better option for dispatching instead of win32com. Sent from my iPhone On May 7, 2014, at 8:38 PM, Doeke Wartena doeke.wart...@gmail.com wrote: sad photoshop still sucks. They really should support scripting. And actions are also bad, they can help but i often end up programming in another language to get the job done.
Re: softimage to modo
In the meantime, disabling Live Deformers in the Weighting tools panel should get weight painting to work in real time. The caveat of course is that the weight changes are only reflected when the mouse button is released. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 6:57 PM, Gideon Klindt gideon.kli...@gmail.com wrote: BTW- weight painting is known to be slow- but they are working on it getting much faster. Just something you'll notice coming from SI with it's awesome vector/weight painting tool set IMHO. On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt gideon.kli...@gmail.com wrote: Yes- make sure to check out the vids here as even some of the old ones have good tips. Kind of like the Vast training was for XSI (came in shoe box on disks): http://community.thefoundry.co.uk/tv/training/ There is a searchable database version done by a user. Not sure how up to date it is but might help (along with his thread). http://eglomot.marc-albrecht.de/ http://community.thefoundry.co.uk/discussion/topic.aspx?f=36t=80320 I recommend Richard Yot's first video as well. Some of the lighting tips are probably known to many, but he has several videos that go into some depth about sampling etc. in Modo fairly well: http://community.thefoundry.co.uk/store/rendering/interiors/ The decoupled shading rate in MODO is actually a powerful feature in rendering if you know how to use it. Too many people turn first to AA and miss the point. On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com activemotionpictu...@yahoo.com wrote: I agree: you should start first with your mindset to: wrap head around concepts. Pivots and centers were kinda hard to digest (in xsi we just move center to vertices and voilá) but this jus an aspect to keep in mind... after a while of watching intro seminar to modo 701 and other 1hour videos, other references to the same tools will give you confidence. Then fire up the software and mingle around. Then texture, then light, then uvs, then materials, then render settings, then morphs, then weights, then particles, then hair, then constraints, then bones and binding, volume effects and then everything else..like drivers, channels, schematics and more cool in depth stuff... That's the order I've followed for the past 3 months. What really got me into modo is the community and the video stream presentations. I've thought: these guys are not talking like robots..they love what they do, just like us in softimage. But yes, living without a history stack makes your concious guilty sometimes. Hehheh. Cheers. David R. Enviado desde Yahoo Mail en Android From: Steffen Dünner steffen.duen...@gmail.com; To: softimage@listproc.autodesk.com; Subject: Re: softimage to modo Sent: Tue, May 6, 2014 3:52:58 PM Yes, we have. And we're digging it more and more each day. My hint would be: Watch tutorials first! Especially about the shader tree, decoupled shading, the principle of items and the way you can copypaste polys, edges, vertices etc. in and out of them and the tool pipeline stuff. Don't open up Modo and start clicking around. You will likely be disturbed and disappointed, because many things work differently. But these are the things that will make you love Modo in a few days ;) Cheers Steffen 2014-05-06 17:40 GMT+02:00 Francisco Criado malcriad...@gmail.com: Hi guys, anyone already started using modo? first impressions or tips coming from soft? received our licenses today and soon starting to migrate...any tips from si users are more than welcome! F. -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93 -- Gideon D. Klindt gideonklindt.com -- Gideon D. Klindt gideonklindt.com
[OT] : Digital Golem needs you!
Hello, We’re looking for a Softimage generalist with good ICE skills for a 3-4 week job starting as soon as next week. If anyone is interested please contact me on the above email or my work email: jean-lo...@digitalgolem.com Also we need a creature/character animator for a couple of weeks, starting asap so don’t hesitate to get in touch! Many thanks, Jean-Louis Jean-Louis Billard Digital Golem BE: +32 (0) 484 263 563 UK: +44 (0) 7973 660 119 jean-lo...@digitalgolem.com http://www.digitalgolem.com/ 53 Rue Gustave Huberti 1030 Brussels
Re: softimage to modo
Good to know on the weight painting Sergio, but too bad given that often you want to effect weights when a deformation is occurring on a joint. Still, it does work and brings back some speed so thank you very much for the tip! On Wed, May 7, 2014 at 5:38 PM, Sergio Mucino sergio.muc...@gmail.comwrote: In the meantime, disabling Live Deformers in the Weighting tools panel should get weight painting to work in real time. The caveat of course is that the weight changes are only reflected when the mouse button is released. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 6:57 PM, Gideon Klindt gideon.kli...@gmail.com wrote: BTW- weight painting is known to be slow- but they are working on it getting much faster. Just something you'll notice coming from SI with it's awesome vector/weight painting tool set IMHO. On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt gideon.kli...@gmail.comwrote: Yes- make sure to check out the vids here as even some of the old ones have good tips. Kind of like the Vast training was for XSI (came in shoe box on disks): http://community.thefoundry.co.uk/tv/training/ There is a searchable database version done by a user. Not sure how up to date it is but might help (along with his thread). http://eglomot.marc-albrecht.de/ http://community.thefoundry.co.uk/discussion/topic.aspx?f=36t=80320 I recommend Richard Yot's first video as well. Some of the lighting tips are probably known to many, but he has several videos that go into some depth about sampling etc. in Modo fairly well: http://community.thefoundry.co.uk/store/rendering/interiors/ The decoupled shading rate in MODO is actually a powerful feature in rendering if you know how to use it. Too many people turn first to AA and miss the point. On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com activemotionpictu...@yahoo.com wrote: I agree: you should start first with your mindset to: wrap head around concepts. Pivots and centers were kinda hard to digest (in xsi we just move center to vertices and voilá) but this jus an aspect to keep in mind... after a while of watching intro seminar to modo 701 and other 1hour videos, other references to the same tools will give you confidence. Then fire up the software and mingle around. Then texture, then light, then uvs, then materials, then render settings, then morphs, then weights, then particles, then hair, then constraints, then bones and binding, volume effects and then everything else..like drivers, channels, schematics and more cool in depth stuff... That's the order I've followed for the past 3 months. What really got me into modo is the community and the video stream presentations. I've thought: these guys are not talking like robots..they love what they do, just like us in softimage. But yes, living without a history stack makes your concious guilty sometimes. Hehheh. Cheers. David R. Enviado desde Yahoo Mail en Android -- * From: * Steffen Dünner steffen.duen...@gmail.com; * To: * softimage@listproc.autodesk.com; * Subject: * Re: softimage to modo * Sent: * Tue, May 6, 2014 3:52:58 PM Yes, we have. And we're digging it more and more each day. My hint would be: Watch tutorials first! Especially about the shader tree, decoupled shading, the principle of items and the way you can copypaste polys, edges, vertices etc. in and out of them and the tool pipeline stuff. Don't open up Modo and start clicking around. You will likely be disturbed and disappointed, because many things work differently. But these are the things that will make you love Modo in a few days ;) Cheers Steffen 2014-05-06 17:40 GMT+02:00 Francisco Criado malcriad...@gmail.com: Hi guys, anyone already started using modo? first impressions or tips coming from soft? received our licenses today and soon starting to migrate...any tips from si users are more than welcome! F. -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93 -- Gideon D. Klindt gideonklindt.com -- Gideon D. Klindt gideonklindt.com -- Gideon D. Klindt gideonklindt.com
Re: softimage to modo
No problem! Hopefully, this will be improved in the (near) future. Cheers! Sergio Muciño. Sent from my iPad. On May 7, 2014, at 10:40 PM, Gideon Klindt gideon.kli...@gmail.com wrote: Good to know on the weight painting Sergio, but too bad given that often you want to effect weights when a deformation is occurring on a joint. Still, it does work and brings back some speed so thank you very much for the tip! On Wed, May 7, 2014 at 5:38 PM, Sergio Mucino sergio.muc...@gmail.com wrote: In the meantime, disabling Live Deformers in the Weighting tools panel should get weight painting to work in real time. The caveat of course is that the weight changes are only reflected when the mouse button is released. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 6:57 PM, Gideon Klindt gideon.kli...@gmail.com wrote: BTW- weight painting is known to be slow- but they are working on it getting much faster. Just something you'll notice coming from SI with it's awesome vector/weight painting tool set IMHO. On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt gideon.kli...@gmail.com wrote: Yes- make sure to check out the vids here as even some of the old ones have good tips. Kind of like the Vast training was for XSI (came in shoe box on disks): http://community.thefoundry.co.uk/tv/training/ There is a searchable database version done by a user. Not sure how up to date it is but might help (along with his thread). http://eglomot.marc-albrecht.de/ http://community.thefoundry.co.uk/discussion/topic.aspx?f=36t=80320 I recommend Richard Yot's first video as well. Some of the lighting tips are probably known to many, but he has several videos that go into some depth about sampling etc. in Modo fairly well: http://community.thefoundry.co.uk/store/rendering/interiors/ The decoupled shading rate in MODO is actually a powerful feature in rendering if you know how to use it. Too many people turn first to AA and miss the point. On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com activemotionpictu...@yahoo.com wrote: I agree: you should start first with your mindset to: wrap head around concepts. Pivots and centers were kinda hard to digest (in xsi we just move center to vertices and voilá) but this jus an aspect to keep in mind... after a while of watching intro seminar to modo 701 and other 1hour videos, other references to the same tools will give you confidence. Then fire up the software and mingle around. Then texture, then light, then uvs, then materials, then render settings, then morphs, then weights, then particles, then hair, then constraints, then bones and binding, volume effects and then everything else..like drivers, channels, schematics and more cool in depth stuff... That's the order I've followed for the past 3 months. What really got me into modo is the community and the video stream presentations. I've thought: these guys are not talking like robots..they love what they do, just like us in softimage. But yes, living without a history stack makes your concious guilty sometimes. Hehheh. Cheers. David R. Enviado desde Yahoo Mail en Android From: Steffen Dünner steffen.duen...@gmail.com; To: softimage@listproc.autodesk.com; Subject: Re: softimage to modo Sent: Tue, May 6, 2014 3:52:58 PM Yes, we have. And we're digging it more and more each day. My hint would be: Watch tutorials first! Especially about the shader tree, decoupled shading, the principle of items and the way you can copypaste polys, edges, vertices etc. in and out of them and the tool pipeline stuff. Don't open up Modo and start clicking around. You will likely be disturbed and disappointed, because many things work differently. But these are the things that will make you love Modo in a few days ;) Cheers Steffen 2014-05-06 17:40 GMT+02:00 Francisco Criado malcriad...@gmail.com: Hi guys, anyone already started using modo? first impressions or tips coming from soft? received our licenses today and soon starting to migrate...any tips from si users are more than welcome! F. -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93 -- Gideon D. Klindt gideonklindt.com -- Gideon D. Klindt gideonklindt.com -- Gideon D. Klindt gideonklindt.com
Re: Photoshop tree generator
It isn't scripting friendly though (nor AE is). You have scriptlistener for logs but you have to close PS, activate the plugin, relaunch PS, and do the opposite after you're done. It should have an echo commands, show log or something like that. PS doesn't support Python directly so I would have to call that .py through a JavaScript to be able to execute it inside PS, so usually I just write in JavaScript. The downside is that AFAIK JavaScript doesn't have access to your hard disk like JScript does so you would have to use VBS or Python for that and call it through a JavaScript. Martin Sent from my iPhone On 2014/05/08, at 8:48, Alok Gandhi alok.gandhi2...@gmail.com wrote: Photoshop is scriptable. I have made some scripts in python for personal use. Also comtypes is a better option for dispatching instead of win32com. Sent from my iPhone On May 7, 2014, at 8:38 PM, Doeke Wartena doeke.wart...@gmail.com wrote: sad photoshop still sucks. They really should support scripting. And actions are also bad, they can help but i often end up programming in another language to get the job done.