ARC v2

2014-05-07 Thread Angus Davidson
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

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Re: Alembic export in 2015 not exporting attibutes

2014-05-07 Thread Arvid Björn
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

2014-05-07 Thread Leendert A. Hartog

@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

2014-05-07 Thread Tom Bryant

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

2014-05-07 Thread Paul Griswold
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?

2014-05-07 Thread Cristobal Infante
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

2014-05-07 Thread Sebastien Sterling
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

2014-05-07 Thread Tim Crowson
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

2014-05-07 Thread Paul Griswold
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

2014-05-07 Thread Angus Davidson
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%; 
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size=1 color=#99span style=font-size:11px;This communication is 
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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 
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Re: softimage to modo

2014-05-07 Thread Paul Griswold
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

2014-05-07 Thread Sergio Mucino
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

2014-05-07 Thread olivier jeannel

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

2014-05-07 Thread Angus Davidson
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 
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/table

Re: softimage to modo

2014-05-07 Thread Angus Davidson
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


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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 
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Re: Photoshop tree generator

2014-05-07 Thread Doeke Wartena
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

2014-05-07 Thread Ognjen Vukovic
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

2014-05-07 Thread Ognjen Vukovic
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

2014-05-07 Thread Patrick Neese
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

2014-05-07 Thread Sergio Mucino
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

2014-05-07 Thread olivier jeannel

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

2014-05-07 Thread Sergio Mucino
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

2014-05-07 Thread Paul Griswold
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

2014-05-07 Thread Paul Griswold
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

2014-05-07 Thread Steffen Dünner
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

2014-05-07 Thread David Barosin
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

2014-05-07 Thread adrian wyer
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

2014-05-07 Thread Manny Papamanos
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

2014-05-07 Thread adrian wyer
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

2014-05-07 Thread Cristobal Infante
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

2014-05-07 Thread Eric Thivierge

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

2014-05-07 Thread Christian Keller
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

2014-05-07 Thread Christian Keller
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

2014-05-07 Thread Paul Griswold
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

2014-05-07 Thread Tim Crowson
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

2014-05-07 Thread Sergio Mucino
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

2014-05-07 Thread Mário Domingos
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

2014-05-07 Thread Tim Crowson
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 Thread Steffen Dünner
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

2014-05-07 Thread Sergio Mucino
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

2014-05-07 Thread Sergio Mucino
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

2014-05-07 Thread Sebastien Sterling
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

2014-05-07 Thread Gideon Klindt
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

2014-05-07 Thread Angus Davidson
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

2014-05-07 Thread Gideon Klindt
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

2014-05-07 Thread Raffaele Fragapane
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

2014-05-07 Thread Ed Schiffer
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

2014-05-07 Thread Alok Gandhi
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

2014-05-07 Thread Sergio Mucino
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!

2014-05-07 Thread Jean-Louis Billard
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

2014-05-07 Thread Gideon Klindt
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




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 Gideon D. Klindt
 gideonklindt.com




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 Gideon D. Klindt
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Gideon D. Klindt
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Re: softimage to modo

2014-05-07 Thread Sergio Mucino
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.
  
 
 
 
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 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

2014-05-07 Thread Martin
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.