Master of RBD help needed

2014-05-08 Thread Szabolcs Matefy
Hey guys

I've got to collapse a chimney. First pass the chimney base breaks, thus the 
chimney start to fall, then when it hits the ground it breaks again into 
several bigger pieces.

What I did so far, and it worked so-so, that I created 3 passes of the 
destruction. First I fractured the chimney to have a big chimney, and a broken 
base. Then I started simulate, and the chimney fall to the ground as I wanted. 
Then I made a copy of the big piece of broken chimney, and broke it apart into 
two big piece (with some debris too), constrained it them to the big piece, and 
muted the RBD on these until the big hit the ground. However, it's quite funny 
(or despairing?) that the physics became so unstable, and jerky movements 
happens without any reasons...

I can't show anything, due to strict code of NDA, but I'd welcome any help. The 
final result must be the simulated pieces in alembic to my client. So no post 
process, scene splitting, etc. the whole sequence must be in a unique alembic 
file.

Thanks for every bit of help!


Szabolcs

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Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Alok Gandhi
très cool!


On Fri, May 9, 2014 at 10:53 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Read Paul's first reply in the thread. Demoed in Maya, available on both
> platforms.
>
>
> On Fri, May 9, 2014 at 3:04 PM, Andres Stephens wrote:
>
>>  Impressive, hmm, it would be wonderful to splice in that viewport into
>> SI also, that would add a year to more to the package longevity I must
>> admit!!!
>>
>>
>> -Draise
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



--


Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Raffaele Fragapane
Read Paul's first reply in the thread. Demoed in Maya, available on both
platforms.


On Fri, May 9, 2014 at 3:04 PM, Andres Stephens wrote:

>  Impressive, hmm, it would be wonderful to splice in that viewport into
> SI also, that would add a year to more to the package longevity I must
> admit!!!
>
>
> -Draise
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Andres Stephens
Impressive, hmm, it would be wonderful to splice in that viewport into SI also, 
that would add a year to more to the package longevity I must admit!!! 





-Draise

RE: Softimage 2015 Alembic attach to geometry

2014-05-08 Thread Ho Chung Nguyen
Can you explain what you need?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
Sent: Thursday, May 08, 2014 5:54 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2015 Alembic attach to geometry

Anyone found a way to attach an ICE alembic cache node to a frozen geometry yet 
?


On Tue, Apr 22, 2014 at 11:04 AM, Nuno Conceicao 
mailto:nunoalexconcei...@gmail.com>> wrote:
Thanks didn't knew it would export subframe, it wasn't so obvious to me but now 
it makes sense.
 :)

On Tue, Apr 22, 2014 at 4:06 AM, Ho Chung Nguyen 
mailto:hochung.ngu...@autodesk.com>> wrote:
Caching of subframe is supported, the objects need to have property 
SimulationSettings and option Cache All Simulation Samples checked.
Pointclouds have this property by default. Polymeshes will have it if you 
create a simulated ICETree.

[cid:image001.png@01CF5E1A.E62EC860]

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Ho Chung Nguyen
Sent: Tuesday, April 22, 2014 10:56 AM
To: softimage@listproc.autodesk.com
Subject: RE: Softimage 2015 Alembic attach to geometry

Can you attach the abc file so we can look into it?

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Nuno Conceicao
Sent: Monday, April 21, 2014 10:28 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2015 Alembic attach to geometry

Weirdly enough this is the error I get if I try to connect an ICE Alembic Cache 
node:
P:\ThirdParty\Alembic_1.5.1 Absolute paths ? Autodesk!?

# HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 0:
#   #000: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5F.c line 
806 in H5Fis_hdf5(): unable to open file
# major: Low-level I/O
# minor: Unable to initialize object
#   #001: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FD.c line 
1101 in H5FD_open(): open failed
# major: Virtual File Layer
# minor: Unable to initialize object
#   #002: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FDsec2.c 
line 362 in H5FD_sec2_open(): unable to open file: name = 
'T:\120911-PIPELINETOOLS\Simulation\scene_root\cube1\cube1_Take1_1.abc', errno 
= 2, error message = 'No such file or directory', flags = 0, o_flags = 0
# major: File accessability
# minor: Unable to open file


On Mon, Apr 21, 2014 at 11:45 AM, Nuno Conceicao 
mailto:nunoalexconcei...@gmail.com>>>
 wrote:
Just trying the Alembic new feature on SI 2015 and noticed that apparently 
there is no attach to geometry function.
Also it has no subframe functionality.
Unless there is a coding way to do it I'm a bit disappointed on this new 
feature since its limited to be used for import/export and no point cache 
workflow between animation and rendering disciplines.
:(



<>

Re: XSI GUI for Maya

2014-05-08 Thread Raffaele Fragapane
Are we allowed to make jokes about the French and surrender on the list? I
would accept retorts based around spaghetti in exchange :)
On 9 May 2014 11:55, "Christopher Crouzet" 
wrote:

>
>
> ​
>
>
> On 8 May 2014 21:43, Raffaele Fragapane wrote:
>
>> It's absolutely no different than keybindings, you are simply changing
>> the mapping of something. Instead of changing the mapping of a
>> functionality to a different spot on the keyboard you are doing the same
>> thing for an item from a menu to a difference screen space and,
>> potentially, path of access, but that's it.
>>
>> Reskinning the menus vertically without changing command names or
>> wrapping the commands, or moving the existing snapping options to two rows
>> somewhere else is just that, moving the click to a different area, not what
>> you click and what it produces.
>>
>>
>> On Fri, May 9, 2014 at 11:39 AM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> Shortcuts and UI are two different things—forcing an UI from a package
>>> with a different philosophy is just meaningless IMO. It's like playing a
>>> PS4 game with a Super Nintendo controller, it might have some shared
>>> controls but it's not the same interface and won't work but if you agree on
>>> not being able to jump, run, aim, and whatsoever.
>>>
>>> My custom shortcuts—which really are only slightly different from the
>>> original ones and that I definitely kept at Weta— are simply beyond
>>> understanding because I'm too awesome for the common of the mortals. Get
>>> used to that too! And I liked the idea to keep you away from my keyboard
>>> anyways :)
>>>
>>>
>>>
>>> On 8 May 2014 21:33, Raffaele Fragapane wrote:
>>>
 That's why all animators had tablets.


 On Fri, May 9, 2014 at 10:35 AM, Eric Thivierge 
 wrote:

>
> On Thu, May 8, 2014 at 8:28 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Maybe he's had it physically beaten out of him at Weta and now wants
>> to inflict the same on others ;)
>> And yeah, whenever I was at Toph's desk the first thing was changing
>> the bindings. Well, second thing, the first usually was berating him and
>> tossing the mouse at the monitor.
>>
>
> Raf sure knows how to throw a mouse at a monitor... he could be an MLB
> pitcher if he put his mind to it.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>



 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!

>>>
>>>
>>>
>>> --
>>> Christopher Crouzet
>>> *http://christophercrouzet.com* 
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>


Re: XSI GUI for Maya

2014-05-08 Thread Raffaele Fragapane
It's absolutely no different than keybindings, you are simply changing the
mapping of something. Instead of changing the mapping of a functionality to
a different spot on the keyboard you are doing the same thing for an item
from a menu to a difference screen space and, potentially, path of access,
but that's it.

Reskinning the menus vertically without changing command names or wrapping
the commands, or moving the existing snapping options to two rows somewhere
else is just that, moving the click to a different area, not what you click
and what it produces.


On Fri, May 9, 2014 at 11:39 AM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Shortcuts and UI are two different things—forcing an UI from a package
> with a different philosophy is just meaningless IMO. It's like playing a
> PS4 game with a Super Nintendo controller, it might have some shared
> controls but it's not the same interface and won't work but if you agree on
> not being able to jump, run, aim, and whatsoever.
>
> My custom shortcuts—which really are only slightly different from the
> original ones and that I definitely kept at Weta— are simply beyond
> understanding because I'm too awesome for the common of the mortals. Get
> used to that too! And I liked the idea to keep you away from my keyboard
> anyways :)
>
>
>
> On 8 May 2014 21:33, Raffaele Fragapane wrote:
>
>> That's why all animators had tablets.
>>
>>
>> On Fri, May 9, 2014 at 10:35 AM, Eric Thivierge wrote:
>>
>>>
>>> On Thu, May 8, 2014 at 8:28 PM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
 Maybe he's had it physically beaten out of him at Weta and now wants to
 inflict the same on others ;)
 And yeah, whenever I was at Toph's desk the first thing was changing
 the bindings. Well, second thing, the first usually was berating him and
 tossing the mouse at the monitor.

>>>
>>> Raf sure knows how to throw a mouse at a monitor... he could be an MLB
>>> pitcher if he put his mind to it.
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.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: XSI GUI for Maya

2014-05-08 Thread Christopher Crouzet
Shortcuts and UI are two different things—forcing an UI from a package with
a different philosophy is just meaningless IMO. It's like playing a PS4
game with a Super Nintendo controller, it might have some shared controls
but it's not the same interface and won't work but if you agree on not
being able to jump, run, aim, and whatsoever.

My custom shortcuts—which really are only slightly different from the
original ones and that I definitely kept at Weta— are simply beyond
understanding because I'm too awesome for the common of the mortals. Get
used to that too! And I liked the idea to keep you away from my keyboard
anyways :)



On 8 May 2014 21:33, Raffaele Fragapane  wrote:

> That's why all animators had tablets.
>
>
> On Fri, May 9, 2014 at 10:35 AM, Eric Thivierge wrote:
>
>>
>> On Thu, May 8, 2014 at 8:28 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Maybe he's had it physically beaten out of him at Weta and now wants to
>>> inflict the same on others ;)
>>> And yeah, whenever I was at Toph's desk the first thing was changing the
>>> bindings. Well, second thing, the first usually was berating him and
>>> tossing the mouse at the monitor.
>>>
>>
>> Raf sure knows how to throw a mouse at a monitor... he could be an MLB
>> pitcher if he put his mind to it.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



-- 
Christopher Crouzet
*http://christophercrouzet.com* 


Re:

2014-05-08 Thread pedro santos
(Hate the Ctril+Enter thing so much in Gmail. Thing looks like a chat box
but Ctrl+Enter is to send the mail >_< )

Here is the vid: https://vimeo.com/94527745



On Fri, May 9, 2014 at 2:37 AM, pedro santos  wrote:

> An ICE feeling on this Max plugin :)
>



-- 
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]


[no subject]

2014-05-08 Thread pedro santos
An ICE feeling on this Max plugin :)


Re: XSI GUI for Maya

2014-05-08 Thread Raffaele Fragapane
That's why all animators had tablets.


On Fri, May 9, 2014 at 10:35 AM, Eric Thivierge wrote:

>
> On Thu, May 8, 2014 at 8:28 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Maybe he's had it physically beaten out of him at Weta and now wants to
>> inflict the same on others ;)
>> And yeah, whenever I was at Toph's desk the first thing was changing the
>> bindings. Well, second thing, the first usually was berating him and
>> tossing the mouse at the monitor.
>>
>
> Raf sure knows how to throw a mouse at a monitor... he could be an MLB
> pitcher if he put his mind to it.
>
> 
> Eric Thivierge
> http://www.ethivierge.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: XSI GUI for Maya

2014-05-08 Thread Eric Thivierge
On Thu, May 8, 2014 at 8:28 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Maybe he's had it physically beaten out of him at Weta and now wants to
> inflict the same on others ;)
> And yeah, whenever I was at Toph's desk the first thing was changing the
> bindings. Well, second thing, the first usually was berating him and
> tossing the mouse at the monitor.
>

Raf sure knows how to throw a mouse at a monitor... he could be an MLB
pitcher if he put his mind to it.


Eric Thivierge
http://www.ethivierge.com


Re: XSI GUI for Maya

2014-05-08 Thread Raffaele Fragapane
Maybe he's had it physically beaten out of him at Weta and now wants to
inflict the same on others ;)
And yeah, whenever I was at Toph's desk the first thing was changing the
bindings. Well, second thing, the first usually was berating him and
tossing the mouse at the monitor.


On Fri, May 9, 2014 at 10:26 AM, Jeremie Passerin wrote:

> Coming from Christopher who, I know for fact, as the weirdest keyboard
> mapping ever, making it impossible to work on his computer :D
>
>
>


Re: XSI GUI for Maya

2014-05-08 Thread Jeremie Passerin
Coming from Christopher who, I know for fact, as the weirdest keyboard
mapping ever, making it impossible to work on his computer :D


On 8 May 2014 17:14, Raffaele Fragapane  wrote:

> Given you can switch between UIs and keyboard mappings, no, it's not an
> issue when you need assistance. When someone's at your desk they just
> switch to whatever's comfortable for them.
> By that logic we should also not use custom keybinds or alter the existing
> ones, something one supe did for their department actually, and caused no
> end of grief, killing everybody's productivity for weeks for the sake of
> the one person desk hopping to help them who could have swapped to the
> default in less than 10 seconds when offering assistance.
>
> If a UI wrap is thin and functional there are no downsides to it in a
> controlled environment where it's approved. Should we also never write a
> plug-in then in case someone doesn't have it loaded and needs to perform
> the task the plug-in facilitated or automated? Or can we make an exception
> for that?
> How about people writing their own little scripts? Should we ban those
> too? ;)
>
>
> On Fri, May 9, 2014 at 1:11 AM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> Do you guys realize that it's the worst way possible to learn a new
>> software and the best way possible to make difficult any assistance between
>> you and your coworkers?
>> Maya interface stinks but modifying it will only break it even more.
>>
>> Get used to it.
>>
>>
>>
>> On 8 May 2014 11:01, Manuel Huertas Marchena  wrote:
>>
>>> whaat?!! didn't know something like that existed. Is there a link to the
>>> actual ui code/plugin?
>>> does someone know if its compatible with maya 2014+? ...sorry I just saw
>>> this, maybe this has been answered,
>>> I am very curious to try it..
>>>
>>> thanks
>>>
>>>
>>> -Manuel
>>>
>>>
>>>
>>> IMDB  | Portfolio
>>>  | 
>>> Vimeo|
>>> Linkedin 
>>>
>>>
>>> --
>>> From: danyarg...@gmail.com
>>> Date: Thu, 8 May 2014 15:54:05 +0100
>>> Subject: Re: XSI GUI for Maya
>>> To: softimage@listproc.autodesk.com
>>>
>>> https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ
>>>
>>> DAN
>>>
>>>
>>> On Thu, May 8, 2014 at 3:22 PM, gareth bell wrote:
>>>
>>> Just out of idle curiosity.
>>>
>>> A while back someone posted a picture of an XSI UI/Skin that someone
>>> made for maya. Anyone know where that is?
>>>
>>> cheers
>>>
>>>
>>>
>>
>>
>> --
>> Christopher Crouzet
>> *http://christophercrouzet.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: XSI GUI for Maya

2014-05-08 Thread Raffaele Fragapane
Given you can switch between UIs and keyboard mappings, no, it's not an
issue when you need assistance. When someone's at your desk they just
switch to whatever's comfortable for them.
By that logic we should also not use custom keybinds or alter the existing
ones, something one supe did for their department actually, and caused no
end of grief, killing everybody's productivity for weeks for the sake of
the one person desk hopping to help them who could have swapped to the
default in less than 10 seconds when offering assistance.

If a UI wrap is thin and functional there are no downsides to it in a
controlled environment where it's approved. Should we also never write a
plug-in then in case someone doesn't have it loaded and needs to perform
the task the plug-in facilitated or automated? Or can we make an exception
for that?
How about people writing their own little scripts? Should we ban those too?
;)


On Fri, May 9, 2014 at 1:11 AM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Do you guys realize that it's the worst way possible to learn a new
> software and the best way possible to make difficult any assistance between
> you and your coworkers?
> Maya interface stinks but modifying it will only break it even more.
>
> Get used to it.
>
>
>
> On 8 May 2014 11:01, Manuel Huertas Marchena  wrote:
>
>> whaat?!! didn't know something like that existed. Is there a link to the
>> actual ui code/plugin?
>> does someone know if its compatible with maya 2014+? ...sorry I just saw
>> this, maybe this has been answered,
>> I am very curious to try it..
>>
>> thanks
>>
>>
>> -Manuel
>>
>>
>>
>> IMDB  | Portfolio
>>  | 
>> Vimeo|
>> Linkedin 
>>
>>
>> --
>> From: danyarg...@gmail.com
>> Date: Thu, 8 May 2014 15:54:05 +0100
>> Subject: Re: XSI GUI for Maya
>> To: softimage@listproc.autodesk.com
>>
>> https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ
>>
>> DAN
>>
>>
>> On Thu, May 8, 2014 at 3:22 PM, gareth bell wrote:
>>
>> Just out of idle curiosity.
>>
>> A while back someone posted a picture of an XSI UI/Skin that someone made
>> for maya. Anyone know where that is?
>>
>> cheers
>>
>>
>>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.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: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Eric Thivierge
On Thu, May 8, 2014 at 6:53 PM, joshxsi  wrote:

> I wish the splice editor in Softimage was the same as the Maya one, have
> you considered using the PyQt / PySide editor in Softimage via ? The
> Softimage one is horrible, the autocorrect makes me want to stab my monitor
> when it steals focus
>
> Interesting demos, thanks for sharing!
>

Yeah what he said about the editor. :)


Eric Thivierge
http://www.ethivierge.com


Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread joshxsi
I wish the splice editor in Softimage was the same as the Maya one, have
you considered using the PyQt / PySide editor in Softimage via ? The
Softimage one is horrible, the autocorrect makes me want to stab my monitor
when it steals focus

Interesting demos, thanks for sharing!


On Fri, May 9, 2014 at 6:33 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> The speed is very impressive
>
>
> On 8 May 2014 21:15, Paul Doyle  wrote:
>
>> yes, we just recorded the demos in Maya
>>
>>
>> On 8 May 2014 16:13, Sebastien Sterling wrote:
>>
>>> does this work in softimage as well ?
>>>
>>>
>>> On 8 May 2014 21:07, Nika Ragua  wrote:
>>>

 great work !!! when will be SceneGraph 2.0 available?


 2014-05-08 23:59 GMT+04:00 Paul Doyle :

 Hi everyone – I’m pretty excited to be sharing this with you as it
> represents a big jump forward with Splice (our universal plugin for using
> Fabric inside of other applications like Maya and Softimage).
>
> The new Splice Drawing provides a flexible solution for custom
> real-time rendering in the DCCs (for example Maya) viewport. With this new
> implementation all involved KL types have been moved to interfaces, so 
> that
> users can implement custom solutions for each part of the rendering
> pipeline. Furthermore the rendering has been moved to the programmable
> pipeline, supporting GLSL for shader code.
>
> Short promo: https://vimeo.com/94543109
>
> Webpage with more information and lots of videos:
> http://fabricengine.com/splice-drawing/
>
> This will be included in the 1.12 release of Fabric (release TBA soon).
>
> Thanks,
>
> Paul
>
> p.s x-posted to 3DPro and our mailing list
>


>>>
>>
>


RE: Photoshop tree generator

2014-05-08 Thread Matt Lind
The issue with photoshop is scripting was tacked on after the fact and not part 
of it's original design.  Scripting in photoshop exists, but as an afterthought.
 
JavaScript, AppleScript, and VBscript are all supported, but their range of 
supported features and capabilities do not fully overlap.  Some features are 
only available in JavaScript, for example.  Depending on which language you 
choose, your options are limited.  for example, executing external commands 
from JavaScript is very difficult at best.  You can launch a command, but good 
luck getting any useful feedback what the command did and be able to integrate 
that into the guts of a larger procedure.  You usually have to hack around the 
problem by generating .bat files and dumping output to a file, then launch 
another process to read that file data and hope another operation either from 
photoshop or another application didn't overwrite that data in race condition 
(batch process, for example).
 
Python can be used for photoshop as a late bind, but it's not perfect either.  
Some notifications sent by photoshop don't make it to Python, and in cases 
where you have more than one version of photoshop installed, you have to be 
careful to bind to the correct version or else your code is talking to a 
corpse.  It's nice you can use wx or Qt for the UI, but since it doesn't 
communicate 1:1 with photoshop, it's of limited use.
 
The only language that can do everything supported in photoshop without having 
to resort to crazy hacks and workarounds is C++ (Pascal used to be able to make 
this claim).  The downside to that is you have to do a lot of the work yourself 
and the supplied learning materials are woefully out of date.  The most recent 
example I could find demonstrates how to build plugins using Visual Studio 2005 
(There are more recent examples that point to using Visual Studio 2008, but 
those tutorials are incomplete).  There are 25 supplied examples with source 
code, including the script listener, but much of the source code uses 
obsolete/deprecated features (such as ADM) sending a mixed signal to the 
learner how to develop plugins.  

What I surmised from all this is that if you want to develop a photoshop plugin 
with the fewest problems (compatibility, comprehensiveness, ...), you should 
write it in C++ and use Win32 dialogs for the UI (assuming your plugin is for 
the windows version of photoshop).  There is a tutorial on how to integrate 
MFC, but Adobe's own comments suggest not to do it.

Photoshop looks to be an application in transition.  A transition that will 
take many releases to complete.
 
 
Matt
 
 
 
 
>> Extendscript can access the hard drive as far as creating files and folders, 
>> writing and reading and deleting. Is that what you mean? A script log for 
>> both AE and PSD would be invaluable. I've submitted multiple feature 
>> requests for it. 
  

RE: Disabling CAV display?

2014-05-08 Thread Matt Lind
If you need to disable CAV display for a viewport (instead of per object), you 
can do so via the display options.

(Display >) Display Options > Vertex Color > Never show (use material)
 
An alternate method for removing the current vertex color for an object in 
scripting:
 
// JScript
var oObject = Selection(0);
oObject.ActivePrimitive.Geometry.CurrentVertexColor = null;
 
 
Matt
 
 
 
 
>> Ah great,a punch in the crown jewels just when I needed it. I could've =20
>> sworn I tried both None and "None"
>> Thx Vladimir.

  

Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Sebastien Sterling
The speed is very impressive


On 8 May 2014 21:15, Paul Doyle  wrote:

> yes, we just recorded the demos in Maya
>
>
> On 8 May 2014 16:13, Sebastien Sterling wrote:
>
>> does this work in softimage as well ?
>>
>>
>> On 8 May 2014 21:07, Nika Ragua  wrote:
>>
>>>
>>> great work !!! when will be SceneGraph 2.0 available?
>>>
>>>
>>> 2014-05-08 23:59 GMT+04:00 Paul Doyle :
>>>
>>> Hi everyone – I’m pretty excited to be sharing this with you as it
 represents a big jump forward with Splice (our universal plugin for using
 Fabric inside of other applications like Maya and Softimage).

 The new Splice Drawing provides a flexible solution for custom
 real-time rendering in the DCCs (for example Maya) viewport. With this new
 implementation all involved KL types have been moved to interfaces, so that
 users can implement custom solutions for each part of the rendering
 pipeline. Furthermore the rendering has been moved to the programmable
 pipeline, supporting GLSL for shader code.

 Short promo: https://vimeo.com/94543109

 Webpage with more information and lots of videos:
 http://fabricengine.com/splice-drawing/

 This will be included in the 1.12 release of Fabric (release TBA soon).

 Thanks,

 Paul

 p.s x-posted to 3DPro and our mailing list

>>>
>>>
>>
>


Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Paul Doyle
yes, we just recorded the demos in Maya


On 8 May 2014 16:13, Sebastien Sterling wrote:

> does this work in softimage as well ?
>
>
> On 8 May 2014 21:07, Nika Ragua  wrote:
>
>>
>> great work !!! when will be SceneGraph 2.0 available?
>>
>>
>> 2014-05-08 23:59 GMT+04:00 Paul Doyle :
>>
>> Hi everyone – I’m pretty excited to be sharing this with you as it
>>> represents a big jump forward with Splice (our universal plugin for using
>>> Fabric inside of other applications like Maya and Softimage).
>>>
>>> The new Splice Drawing provides a flexible solution for custom real-time
>>> rendering in the DCCs (for example Maya) viewport. With this new
>>> implementation all involved KL types have been moved to interfaces, so that
>>> users can implement custom solutions for each part of the rendering
>>> pipeline. Furthermore the rendering has been moved to the programmable
>>> pipeline, supporting GLSL for shader code.
>>>
>>> Short promo: https://vimeo.com/94543109
>>>
>>> Webpage with more information and lots of videos:
>>> http://fabricengine.com/splice-drawing/
>>>
>>> This will be included in the 1.12 release of Fabric (release TBA soon).
>>>
>>> Thanks,
>>>
>>> Paul
>>>
>>> p.s x-posted to 3DPro and our mailing list
>>>
>>
>>
>


Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Sebastien Sterling
does this work in softimage as well ?


On 8 May 2014 21:07, Nika Ragua  wrote:

>
> great work !!! when will be SceneGraph 2.0 available?
>
>
> 2014-05-08 23:59 GMT+04:00 Paul Doyle :
>
> Hi everyone – I’m pretty excited to be sharing this with you as it
>> represents a big jump forward with Splice (our universal plugin for using
>> Fabric inside of other applications like Maya and Softimage).
>>
>> The new Splice Drawing provides a flexible solution for custom real-time
>> rendering in the DCCs (for example Maya) viewport. With this new
>> implementation all involved KL types have been moved to interfaces, so that
>> users can implement custom solutions for each part of the rendering
>> pipeline. Furthermore the rendering has been moved to the programmable
>> pipeline, supporting GLSL for shader code.
>>
>> Short promo: https://vimeo.com/94543109
>>
>> Webpage with more information and lots of videos:
>> http://fabricengine.com/splice-drawing/
>>
>> This will be included in the 1.12 release of Fabric (release TBA soon).
>>
>> Thanks,
>>
>> Paul
>>
>> p.s x-posted to 3DPro and our mailing list
>>
>
>


Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Nika Ragua
great work !!! when will be SceneGraph 2.0 available?


2014-05-08 23:59 GMT+04:00 Paul Doyle :

> Hi everyone – I’m pretty excited to be sharing this with you as it
> represents a big jump forward with Splice (our universal plugin for using
> Fabric inside of other applications like Maya and Softimage).
>
> The new Splice Drawing provides a flexible solution for custom real-time
> rendering in the DCCs (for example Maya) viewport. With this new
> implementation all involved KL types have been moved to interfaces, so that
> users can implement custom solutions for each part of the rendering
> pipeline. Furthermore the rendering has been moved to the programmable
> pipeline, supporting GLSL for shader code.
>
> Short promo: https://vimeo.com/94543109
>
> Webpage with more information and lots of videos:
> http://fabricengine.com/splice-drawing/
>
> This will be included in the 1.12 release of Fabric (release TBA soon).
>
> Thanks,
>
> Paul
>
> p.s x-posted to 3DPro and our mailing list
>


PLUG: Fabric's new Splice Drawing

2014-05-08 Thread Paul Doyle
Hi everyone – I’m pretty excited to be sharing this with you as it
represents a big jump forward with Splice (our universal plugin for using
Fabric inside of other applications like Maya and Softimage).

The new Splice Drawing provides a flexible solution for custom real-time
rendering in the DCCs (for example Maya) viewport. With this new
implementation all involved KL types have been moved to interfaces, so that
users can implement custom solutions for each part of the rendering
pipeline. Furthermore the rendering has been moved to the programmable
pipeline, supporting GLSL for shader code.

Short promo: https://vimeo.com/94543109

Webpage with more information and lots of videos:
http://fabricengine.com/splice-drawing/

This will be included in the 1.12 release of Fabric (release TBA soon).

Thanks,

Paul

p.s x-posted to 3DPro and our mailing list


Re: softimage to modo

2014-05-08 Thread Tim Crowson
You'll probably have to nuke your main config (.CFG) file for that. But 
since that will also nuke your prefs, you'll first want to export your 
prefs by using File > Config Export, then have it export to your user 
configs directory, and choose the "Preferences" fragement.


Then close Modo, delete your main config, and relaunch. This will reset 
your keyboard shortcuts.


And yes, there needs to be a better way to reset key assignments...

-Tim

On 5/8/2014 12:24 PM, David Rivera wrote:

OFFTOPIC:
I´m sorry to interrupt but, I just messed up my default keyboard 
configuration on modo. How do I reset to defaults?
I´ve been trying to place "U", "T", "V" shortcuts from softimage 
associated functions, but apparently Modo has some

other "extra" kind of configs for these selection sets

Help please.

*David Rivera*
/3D Compositor/Animator/
LinkedIN 
Behance 
VFX Reel 



--
Signature



Re: softimage to modo

2014-05-08 Thread David Rivera
OFFTOPIC:
I´m sorry to interrupt but, I just messed up my default keyboard configuration 
on modo. How do I reset to defaults?
I´ve been trying to place "U", "T", "V" shortcuts from softimage associated 
functions, but apparently Modo has some
other "extra" kind of configs for these selection sets

Help please.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Thursday, May 8, 2014 12:15 PM, Matt Lind  wrote:
 
Essentially it is a cluster with an associated weightmap to drive the falloff.  
Maya has this too.
 
 
Matt
 
 
 


 From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino 
[sergio.muc...@gmail.com]
Sent: Wednesday, May 07, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo


Modo has a too that I find better than clusters. They're called weight 
containers. They're basically an item that stores a set of components, and 
associates weights to them. If you're curious as to how they work, I have a 
small intro video you could check over here...

https://vimeo.com/91349882

I can think of a couple of ways of getting a falloff in the initial weights for 
the vertices in the container:
1. Just add the vertices to the container, and do a smooth weights on them.
2. Use falloff items to affect the weights I assign to the container. I have 
not tried this yet, and it'd be a little more involved to set up, but allow a 
lot of control given the options one has when using falloff items in Modo.

In my case, the weighting tools work pretty well for me. There are some things 
I wish worked better, but there's nothing stopping me yet from getting what I 
need from the system.

Sergio Muciño. 
Sent from my iPad.

On May 7, 2014, at 2:57 PM, Sebastien Sterling  
wrote:


Can you make soft selection clusters ? like in maya ? for rigging and such ?
>
>
>
>
>On 7 May 2014 19:37, Sergio Mucino  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  wrote:
>>
>>
>>2014-05-07 20:10 GMT+02:00 Sergio Mucino :
>>>
>>>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

2014-05-08 Thread Matt Lind
Essentially it is a cluster with an associated weightmap to drive the falloff.  
Maya has this too.


Matt




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino 
[sergio.muc...@gmail.com]
Sent: Wednesday, May 07, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo

Modo has a too that I find better than clusters. They're called weight 
containers. They're basically an item that stores a set of components, and 
associates weights to them. If you're curious as to how they work, I have a 
small intro video you could check over here...

https://vimeo.com/91349882

I can think of a couple of ways of getting a falloff in the initial weights for 
the vertices in the container:
1. Just add the vertices to the container, and do a smooth weights on them.
2. Use falloff items to affect the weights I assign to the container. I have 
not tried this yet, and it'd be a little more involved to set up, but allow a 
lot of control given the options one has when using falloff items in Modo.

In my case, the weighting tools work pretty well for me. There are some things 
I wish worked better, but there's nothing stopping me yet from getting what I 
need from the system.

Sergio Muciño.
Sent from my iPad.

On May 7, 2014, at 2:57 PM, Sebastien Sterling 
mailto: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 
mailto: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 
mailto:steffen.duen...@gmail.com>> wrote:

2014-05-07 20:10 GMT+02:00 Sergio Mucino 
mailto: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: 2015 downloads

2014-05-08 Thread Perryharovas
Thanks for the update Angus. 

Appreciate the heads up!




> On May 8, 2014, at 12:24 PM, Angus Davidson  wrote:
> 
> Finally managed to get our reseller (as our ARC accounts now go via a 
> reseller) to send me a copy of the email with the link to the new site that 
> worked.
> 
> Had to redo the registration (so heads up for those in the same boat)
> 
> But have finally got the license and busy downloading the installs.
> 
> Another heads up Maya LT isn’t grouped with Maya/Soft/Max/Mudbox  its in its 
> own little drop down
> 
> 
> 
> From: Angus Davidson 
> Reply-To: "softimage@listproc.autodesk.com" 
> Date: Thursday 08 May 2014 at 12:57 AM
> To: "softimage@listproc.autodesk.com" 
> Subject: Re: 2015 downloads
> 
> HI Maurice
> 
> Its now the 8th of  May on this side of the world and no ARC 2015 versions. 
> Please can you follow up to make sure there hasn’t been any delays.
> 
> Kind regards
> 
> Angus
> 
> From: Angus Davidson 
> Reply-To: "softimage@listproc.autodesk.com" 
> Date: Tuesday 15 April 2014 at 10:11 PM
> To: "softimage@listproc.autodesk.com" 
> Subject: RE: 2015 downloads
> 
> Hi Maurice
> 
> Thank you. 
> 
> Kind regards
> 
> Angus
> From: Maurice Patel [maurice.pa...@autodesk.com]
> Sent: 15 April 2014 07:58 PM
> To: 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.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.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
> Sent: Tuesday, April 15, 2014 11:43 AM
> To: 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.com]
> Sent: 15 April 2014 05:33 PM
> To: 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.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
> Sent: Tuesday, April 15, 2014 11:14 AM
> To: 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.com]
> Sent: 15 April 2014 04:00 PM
> To: 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.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
> Sent: Tuesday, April 15, 2014 7:05 AM
> To: 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 
> Reply-To: "softimage@listproc.autodesk.com" 
> Date: Tuesday 15 April 2014 at 12:58 PM
> To: "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  
> wrote:
> Hi Tenshi
>  
> Only the 2015 versions of Maya and Maya LT are up at students.autodesk.com, 
> No 2015 versions are up via the 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 the same time.
>  
> Incredibly frustrated. Their whole handling of the Academic side has been a 
> joke.
>  
>  
> This communication is intended for the addressee only. It is confidential. If 
> you have received 

Re: 2015 downloads

2014-05-08 Thread Angus Davidson
Finally managed to get our reseller (as our ARC accounts now go via a reseller) 
to send me a copy of the email with the link to the new site that worked.

Had to redo the registration (so heads up for those in the same boat)

But have finally got the license and busy downloading the installs.

Another heads up Maya LT isn’t grouped with Maya/Soft/Max/Mudbox  its in its 
own little drop down



From: Angus Davidson 
mailto:angus.david...@wits.ac.za>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Thursday 08 May 2014 at 12:57 AM
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: 2015 downloads

HI Maurice

Its now the 8th of  May on this side of the world and no ARC 2015 versions. 
Please can you follow up to make sure there hasn’t been any delays.

Kind regards

Angus

From: Angus Davidson 
mailto:angus.david...@wits.ac.za>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Tuesday 15 April 2014 at 10:11 PM
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: RE: 2015 downloads

Hi Maurice

Thank you.

Kind regards

Angus

From: Maurice Patel 
[maurice.pa...@autodesk.com]
Sent: 15 April 2014 07:58 PM
To: 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.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.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
Sent: Tuesday, April 15, 2014 11:43 AM
To: 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.com]
Sent: 15 April 2014 05:33 PM
To: 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.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
Sent: Tuesday, April 15, 2014 11:14 AM
To: 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.com]
Sent: 15 April 2014 04:00 PM
To: 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.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
Sent: Tuesday, April 15, 2014 7:05 AM
To: 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 mailto:jonathan.m.h...@gmail.com>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Tuesday 15 April 2014 at 12:58 PM
To: "softimage@listproc.autodesk.com" 
mailto: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 
mailto:angus.david...@wits.ac.za>> wrote:
Hi Tenshi

Only the 2015 ver

Re: XSI GUI for Maya

2014-05-08 Thread Leendert A. Hartog
I wouldn't call it noise per se. Threads like these are still part (and 
a necessary part at that) of the famous "five stages of grief".

I'll leave it to others to decide which stage this is at...

Greetz
Leendert

--

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



RE: XSI GUI for Maya

2014-05-08 Thread gareth bell
Sorry - didnt mean to start another one of these

http://www.youtube.com/watch?v=tvmwY8LHo1Q

> Date: Thu, 8 May 2014 11:44:05 -0400
> From: ethivie...@hybride.com
> To: softimage@listproc.autodesk.com
> Subject: Re: XSI GUI for Maya
> 
> 3rd Party devs creating fancy plug-ins who need bugs fixed to implement 
> new technologies and features?
> 
> On Thursday, May 08, 2014 11:34:25 AM, Leendert A. Hartog wrote:
> > But who needs support, when they can have the Softimage UI?
> > (sorry, couldn't resist)
> >
> 
  

Re: XSI GUI for Maya

2014-05-08 Thread Eric Thivierge
3rd Party devs creating fancy plug-ins who need bugs fixed to implement 
new technologies and features?


On Thursday, May 08, 2014 11:34:25 AM, Leendert A. Hartog wrote:

But who needs support, when they can have the Softimage UI?
(sorry, couldn't resist)





Re: XSI GUI for Maya

2014-05-08 Thread Stephan Haitz
I didn´t need the support of autodesk and its predecessors the past 10 
years (but for licensing questions) so why should I need it after EOL? I 
have to get my work done and will not do a MAYA compromise. Why should I 
change to a Software which is perhaps in some years there where 
Softimage already is (especially regarding ICE) ...

But who needs support, when they can have the Softimage UI?
(sorry, couldn't resist)





Re: XSI GUI for Maya

2014-05-08 Thread Leendert A. Hartog

But who needs support, when they can have the Softimage UI?
(sorry, couldn't resist)

--

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



Re: Photoshop tree generator

2014-05-08 Thread Byron Nash
Extendscript can access the hard drive as far as creating files and
folders, writing and reading and deleting. Is that what you mean? A script
log for both AE and PSD would be invaluable. I've submitted multiple
feature requests for it.


On Thu, May 8, 2014 at 5:10 AM, Doeke Wartena wrote:

> take a look at processing.org it's really nice.
>
>
> 2014-05-08 7:50 GMT+02:00 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  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 
>> 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: XSI GUI for Maya

2014-05-08 Thread Mirko Jankovic
true true, sadly true


On Thu, May 8, 2014 at 5:18 PM, Eric Thivierge wrote:

> Until support runs out and you're left with no time to transition. :P
>
> On Thursday, May 08, 2014 11:14:41 AM, Mirko Jankovic wrote:
>
>> Or just stick to SI and keep finishing prjoects faster then anyone else ;)
>>
>
>


Re: XSI GUI for Maya

2014-05-08 Thread Eric Thivierge

Until support runs out and you're left with no time to transition. :P

On Thursday, May 08, 2014 11:14:41 AM, Mirko Jankovic wrote:

Or just stick to SI and keep finishing prjoects faster then anyone else ;)




Re: XSI GUI for Maya

2014-05-08 Thread Mirko Jankovic
Or just stick to SI and keep finishing prjoects faster then anyone else ;)


On Thu, May 8, 2014 at 5:11 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Do you guys realize that it's the worst way possible to learn a new
> software and the best way possible to make difficult any assistance between
> you and your coworkers?
> Maya interface stinks but modifying it will only break it even more.
>
> Get used to it.
>
>
>
> On 8 May 2014 11:01, Manuel Huertas Marchena  wrote:
>
>> whaat?!! didn't know something like that existed. Is there a link to the
>> actual ui code/plugin?
>> does someone know if its compatible with maya 2014+? ...sorry I just saw
>> this, maybe this has been answered,
>> I am very curious to try it..
>>
>> thanks
>>
>>
>> -Manuel
>>
>>
>>
>> IMDB  | Portfolio
>>  | 
>> Vimeo|
>> Linkedin 
>>
>>
>> --
>> From: danyarg...@gmail.com
>> Date: Thu, 8 May 2014 15:54:05 +0100
>> Subject: Re: XSI GUI for Maya
>> To: softimage@listproc.autodesk.com
>>
>> https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ
>>
>> DAN
>>
>>
>> On Thu, May 8, 2014 at 3:22 PM, gareth bell wrote:
>>
>> Just out of idle curiosity.
>>
>> A while back someone posted a picture of an XSI UI/Skin that someone made
>> for maya. Anyone know where that is?
>>
>> cheers
>>
>>
>>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>


Re: XSI GUI for Maya

2014-05-08 Thread Leendert A. Hartog

But still, the lure of a usable interface... ;)

--

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



Re: XSI GUI for Maya

2014-05-08 Thread Christopher Crouzet
Do you guys realize that it's the worst way possible to learn a new
software and the best way possible to make difficult any assistance between
you and your coworkers?
Maya interface stinks but modifying it will only break it even more.

Get used to it.



On 8 May 2014 11:01, Manuel Huertas Marchena  wrote:

> whaat?!! didn't know something like that existed. Is there a link to the
> actual ui code/plugin?
> does someone know if its compatible with maya 2014+? ...sorry I just saw
> this, maybe this has been answered,
> I am very curious to try it..
>
> thanks
>
>
> -Manuel
>
>
>
> IMDB  | Portfolio
>  | 
> Vimeo|
> Linkedin 
>
>
> --
> From: danyarg...@gmail.com
> Date: Thu, 8 May 2014 15:54:05 +0100
> Subject: Re: XSI GUI for Maya
> To: softimage@listproc.autodesk.com
>
> https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ
>
> DAN
>
>
> On Thu, May 8, 2014 at 3:22 PM, gareth bell wrote:
>
> Just out of idle curiosity.
>
> A while back someone posted a picture of an XSI UI/Skin that someone made
> for maya. Anyone know where that is?
>
> cheers
>
>
>


-- 
Christopher Crouzet
*http://christophercrouzet.com* 


Re: Alembic export in 2015 not exporting attibutes

2014-05-08 Thread Arvid Björn
Yes, likewise! Nice to get out of the cave once in a while huh ;-)


On Thu, May 8, 2014 at 10:07 AM, Jens Lindgren
wrote:

> You're welcome. Nice to see you yesterday btw :)
>
> /Jens
>
>
> On Wed, May 7, 2014 at 9:37 AM, Arvid Björn  wrote:
>
>> 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.com> wrote:
>>
>>> 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 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" 
> 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 
>>>
>>
>>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios 
>


RE: XSI GUI for Maya

2014-05-08 Thread gareth bell
I'd suggest reading the thread

From: lito...@hotmail.com
To: softimage@listproc.autodesk.com
Subject: RE: XSI GUI for Maya
Date: Thu, 8 May 2014 15:01:57 +




whaat?!! didn't know something like that existed. Is there a link to the actual 
ui code/plugin? does someone know if its compatible with maya 2014+? ...sorry I 
just saw this, maybe this has been answered,I am very curious to try it..
thanks

-Manuel


IMDB | Portfolio | Vimeo
| Linkedin


From: danyarg...@gmail.com
Date: Thu, 8 May 2014 15:54:05 +0100
Subject: Re: XSI GUI for Maya
To: softimage@listproc.autodesk.com

https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ

DAN



On Thu, May 8, 2014 at 3:22 PM, gareth bell  wrote:





Just out of idle curiosity.

A while back someone posted a picture of an XSI UI/Skin that someone made for 
maya. Anyone know where that is?

cheers


  


  

RE: XSI GUI for Maya

2014-05-08 Thread Manuel Huertas Marchena
whaat?!! didn't know something like that existed. Is there a link to the actual 
ui code/plugin? does someone know if its compatible with maya 2014+? ...sorry I 
just saw this, maybe this has been answered,I am very curious to try it..
thanks

-Manuel


IMDB | Portfolio | Vimeo
| Linkedin


From: danyarg...@gmail.com
Date: Thu, 8 May 2014 15:54:05 +0100
Subject: Re: XSI GUI for Maya
To: softimage@listproc.autodesk.com

https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ

DAN



On Thu, May 8, 2014 at 3:22 PM, gareth bell  wrote:





Just out of idle curiosity.

A while back someone posted a picture of an XSI UI/Skin that someone made for 
maya. Anyone know where that is?

cheers


  

  

RE: XSI GUI for Maya

2014-05-08 Thread gareth bell
thanks dan

From: danyarg...@gmail.com
Date: Thu, 8 May 2014 15:54:05 +0100
Subject: Re: XSI GUI for Maya
To: softimage@listproc.autodesk.com

https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ

DAN



On Thu, May 8, 2014 at 3:22 PM, gareth bell  wrote:





Just out of idle curiosity.

A while back someone posted a picture of an XSI UI/Skin that someone made for 
maya. Anyone know where that is?

cheers


  

  

Re: XSI GUI for Maya

2014-05-08 Thread Dan Yargici
https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ

DAN


On Thu, May 8, 2014 at 3:22 PM, gareth bell  wrote:

> Just out of idle curiosity.
>
> A while back someone posted a picture of an XSI UI/Skin that someone made
> for maya. Anyone know where that is?
>
> cheers
>


XSI GUI for Maya

2014-05-08 Thread gareth bell
Just out of idle curiosity.

A while back someone posted a picture of an XSI UI/Skin that someone made for 
maya. Anyone know where that is?

cheers

Re: What force I should use

2014-05-08 Thread Cristobal Infante
you can use the normals of a curve or a geometry. This way you can art
direct the blast a bit more.


On 8 May 2014 11:10, Francisco Criado  wrote:

> interesting reading in the "properties of an explosion" about forces and
> velocities.
>
>
> http://en.m.wikipedia.org/wiki/Explosion
>
>
> On Thursday, May 8, 2014, Szabolcs Matefy  wrote:
>
>> Yodas are many here, yes. J
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Vladimir
>> Jankijevic
>> *Sent:* Thursday, May 08, 2014 11:24 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: What force I should use
>>
>>
>>
>> if it's of destructive nature, I would use the 'dark' force :D
>>
>>
>>
>> On Thu, May 8, 2014 at 4:14 AM, Szabolcs Matefy 
>> wrote:
>>
>> To create a force of bomb blast?
>>
>>
>>
>> I need to blow up some object using RBD, and I’d like to know what force
>> is the best. I use now Attractor with positive value, but I am not really
>> satisfied yet
>>
>>
>>
>> Cheers
>>
>>
>>
>>
>>
>> Szabolcs
>>
>> ___
>> This message contains confidential information and is intended only for
>> the individual named. If you are not the named addressee you should not
>> disseminate, distribute or copy this e-mail. Please notify the sender
>> immediately by e-mail if you have received this e-mail by mistake and
>> delete this e-mail from your system. E-mail transmission cannot be
>> guaranteed to be secure or error-free as information could be intercepted,
>> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
>> The sender therefore does not accept liability for any errors or omissions
>> in the contents of this message, which arise as a result of e-mail
>> transmission. If verification is required please request a hard-copy
>> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
>> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>
>>
>>
>


Re: softimage to modo

2014-05-08 Thread Tim Crowson
By the way, if you want to see some black magic, try Modo's Bridge Tool 
with "Auto-Connection" on... Sure I suspect this could be done in ICE, 
but you gotta give props to Luxology for bringing this to market as a 
solution for such situations. This "simple" option has saved me a world 
of hurt on many occasions.


http://i.imgur.com/H1BTqks.jpg




On 5/8/2014 8:07 AM, Oscar Juarez wrote:

Nice, thanks for the tutorial lists guys!


Signature




Re: softimage to modo

2014-05-08 Thread Oscar Juarez
Nice, thanks for the tutorial lists guys!


On Thu, May 8, 2014 at 1:47 PM, Fabrice Altman wrote:

>  Modo tutorials Compilation List, via the Foundry :
>
>
>
> Remember the Inline Help System in the Help tab will be one of your best
> friends while working.
>
> http://www.thefoundry.co.uk/products/modo/learn
>
> Specified resources below...
>
> http://community.thefoundry.co.uk/tv/training/?mode=Category&id=28
>
> An Overview of Awesome Sauce
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=704
>
> Navigation Basics:
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=705
>
> A long list of useful links that were posted to the lux forums
> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>
> Modeling:
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=650
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=649
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=660
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=668
>
> SubD modeling quick tips
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=509
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=508
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=507
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=506
>
> More Great Modeling Training Resources:
> http://www.youtube.com/user/patcran/videos?view=1
>
> http://cg.tutsplus.com/articles/web-roundups/tutorial-roundup-45-magnificent-modo-tuts/
> http://cg.tutsplus.com/sessions/best-of-modo/?search_index=1
>
> 701 particle training
>
> https://www.youtube.com/watch?v=cglA63mhUfA&feature=c4-overview-vl&list=PLD730Cj9xgcoi5vRJKdmb0NRAn5ythSGV
>
> Particle Assemblies
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=700
>
> Flocking
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=699
>
> Particle Modifiers
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=698
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=697
>
> Particle Sculpting
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=696
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=695
>
> Particle Dynamics
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=694
>
> Great rigging videos
> http://vimeo.com/richhurrey/videos
>
> Weight containers
> http://vimeo.com/37917664
>
> UV's and texturing
>
> www.youtube.com/watch?v=ghM_8IP43vY
>
> A broad overview of how MODO's deformation system works and some key
> differences between it and other 3D systems.
> http://vimeo.com/63720234
>
> Sample file for the above
> http://community.thefoundry.co.uk/asset/scenes/view.aspx?id=3895
>
>
>


RE: softimage to modo

2014-05-08 Thread Fabrice Altman
Modo tutorials Compilation List, via the Foundry :

Remember the Inline Help System in the Help tab will be one of your best 
friends while working.

http://www.thefoundry.co.uk/products/modo/learn

Specified resources below...

http://community.thefoundry.co.uk/tv/training/?mode=Category&id=28

An Overview of Awesome Sauce
http://community.thefoundry.co.uk/tv/training/view.aspx?id=704

Navigation Basics:
http://community.thefoundry.co.uk/tv/training/view.aspx?id=705

A long list of useful links that were posted to the lux forums
http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320

Modeling:
http://community.thefoundry.co.uk/tv/training/view.aspx?id=650
http://community.thefoundry.co.uk/tv/training/view.aspx?id=649
http://community.thefoundry.co.uk/tv/training/view.aspx?id=660
http://community.thefoundry.co.uk/tv/training/view.aspx?id=668

SubD modeling quick tips
http://community.thefoundry.co.uk/tv/training/view.aspx?id=509
http://community.thefoundry.co.uk/tv/training/view.aspx?id=508
http://community.thefoundry.co.uk/tv/training/view.aspx?id=507
http://community.thefoundry.co.uk/tv/training/view.aspx?id=506

More Great Modeling Training Resources:
http://www.youtube.com/user/patcran/videos?view=1
http://cg.tutsplus.com/articles/web-roundups/tutorial-roundup-45-magnificent-modo-tuts/
http://cg.tutsplus.com/sessions/best-of-modo/?search_index=1

701 particle training
https://www.youtube.com/watch?v=cglA63mhUfA&feature=c4-overview-vl&list=PLD730Cj9xgcoi5vRJKdmb0NRAn5ythSGV

Particle Assemblies
http://community.thefoundry.co.uk/tv/training/view.aspx?id=700

Flocking
http://community.thefoundry.co.uk/tv/training/view.aspx?id=699

Particle Modifiers
http://community.thefoundry.co.uk/tv/training/view.aspx?id=698
http://community.thefoundry.co.uk/tv/training/view.aspx?id=697

Particle Sculpting
http://community.thefoundry.co.uk/tv/training/view.aspx?id=696
http://community.thefoundry.co.uk/tv/training/view.aspx?id=695

Particle Dynamics
http://community.thefoundry.co.uk/tv/training/view.aspx?id=694

Great rigging videos
http://vimeo.com/richhurrey/videos

Weight containers
http://vimeo.com/37917664

UV's and texturing

www.youtube.com/watch?v=ghM_8IP43vY

A broad overview of how MODO's deformation system works and some key 
differences between it and other 3D systems.
http://vimeo.com/63720234

Sample file for the above
http://community.thefoundry.co.uk/asset/scenes/view.aspx?id=3895




Re: niggle

2014-05-08 Thread Eric Turman
Yeah, I just move the installed addons folder out of the Addons so that I
have a backup and the noise is gone :)


On Thu, May 8, 2014 at 5:20 AM, adrian wyer
wrote:

>oh, ok, thanks
>
>
>
> a
>
>
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
> *Sent:* 08 May 2014 11:14
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: niggle
>
>
>
> You mean beside deleting the contents of the InstalledAddons folders? No.
>
>
>
> On Thu, May 8, 2014 at 6:06 AM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
> is there a way of NOT having the path to EVERY addon in the scene browser
> path list?
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829 <%2B%2B44%280%29%20207%20580%200829>
>
>
> adrian.w...@fluid-pictures.com
> mailto:adrian.w...@fluid-pictures.com
> >
>
> www.fluid-pictures.com
> http://www.fluid-pictures.com/>
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
>



-- 




-=T=-


Re: softimage help files online

2014-05-08 Thread Francisco Criado
already made a local backup of the installer and documentation is ok,
strange that the online version keeps throwing same error related to
missing info about rbd bullet node...
thanks.

F.


On Tuesday, May 6, 2014, Hemadri Duraiswami Naidu <
hemadri.duraiswamina...@autodesk.com> wrote:

> Hi Francisco,
>
> I am not sure what topic or chapter that you are specifically looking for
> in the Help.
>
> If you are referring to the 2013 Online Help (
> http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html),
> then you can find the Simulate Rigid Bodies Node section in this topic
> http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_simulation_TheSimulationRegionsandNodes.htm,topicNumber=d30e272628,hash=WS2A020F56F634064C904087E0C75076C7-0008
> .
>
> You can find the Simulate Rigid Bodies and Simulate Bullet Rigid Bodies
> topics under ICE Reference > ICE Nodes > Simulation.
>
> Thanks,
> Hemadri
>
> From: softimage-boun...@listproc.autodesk.com  [mailto:
> softimage-boun...@listproc.autodesk.com ] On Behalf Of
> Francisco Criado
> Sent: Tuesday, May 06, 2014 11:35 PM
> To: softimage@listproc.autodesk.com 
> Subject: Re: softimage help files online
>
>
>
> Hi Hsiao,
>
> it looks like some part of the documentation is missing...here goes the
> screenshot. Hope there is no problem attaching an image.
> The missing part is related to ice bullet rbd node.
>
> hope it helps of something...
> F.
>
>


RE: niggle

2014-05-08 Thread adrian wyer
oh, ok, thanks

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: 08 May 2014 11:14
To: softimage@listproc.autodesk.com
Subject: Re: niggle

 

You mean beside deleting the contents of the InstalledAddons folders? No.

 

On Thu, May 8, 2014 at 6:06 AM, adrian wyer 
wrote:

is there a way of NOT having the path to EVERY addon in the scene browser
path list?



a



Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0)   207 580 0829


adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com>

www.fluid-pictures.com
http://www.fluid-pictures.com/>



Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71




 



Re: niggle

2014-05-08 Thread Stephen Blair
You mean beside deleting the contents of the InstalledAddons folders? No.


On Thu, May 8, 2014 at 6:06 AM, adrian wyer
wrote:

> is there a way of NOT having the path to EVERY addon in the scene browser
> path list?
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
> mailto:adrian.w...@fluid-pictures.com
> >
>
> www.fluid-pictures.com
> http://www.fluid-pictures.com/>
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
>


Re: What force I should use

2014-05-08 Thread Francisco Criado
interesting reading in the "properties of an explosion" about forces and
velocities.


http://en.m.wikipedia.org/wiki/Explosion

On Thursday, May 8, 2014, Szabolcs Matefy  wrote:

> Yodas are many here, yes. J
>
>
>
>
>
> *From:* 
> softimage-boun...@listproc.autodesk.com[mailto:
> softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Vladimir Jankijevic
> *Sent:* Thursday, May 08, 2014 11:24 AM
> *To:* 
> softimage@listproc.autodesk.com
> *Subject:* Re: What force I should use
>
>
>
> if it's of destructive nature, I would use the 'dark' force :D
>
>
>
> On Thu, May 8, 2014 at 4:14 AM, Szabolcs Matefy 
> >
> wrote:
>
> To create a force of bomb blast?
>
>
>
> I need to blow up some object using RBD, and I’d like to know what force
> is the best. I use now Attractor with positive value, but I am not really
> satisfied yet
>
>
>
> Cheers
>
>
>
>
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
>
>


niggle

2014-05-08 Thread adrian wyer
is there a way of NOT having the path to EVERY addon in the scene browser
path list?

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com> 

www.fluid-pictures.com
http://www.fluid-pictures.com/>  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

<>

RE: What force I should use

2014-05-08 Thread Szabolcs Matefy
Yodas are many here, yes. ☺


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vladimir 
Jankijevic
Sent: Thursday, May 08, 2014 11:24 AM
To: softimage@listproc.autodesk.com
Subject: Re: What force I should use

if it's of destructive nature, I would use the 'dark' force :D

On Thu, May 8, 2014 at 4:14 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
To create a force of bomb blast?

I need to blow up some object using RBD, and I’d like to know what force is the 
best. I use now Attractor with positive value, but I am not really satisfied yet

Cheers


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



Re: Softimage 2015 Alembic attach to geometry

2014-05-08 Thread Nuno Conceicao
Anyone found a way to attach an ICE alembic cache node to a frozen
geometry yet ?



On Tue, Apr 22, 2014 at 11:04 AM, Nuno Conceicao <
nunoalexconcei...@gmail.com> wrote:

> Thanks didn't knew it would export subframe, it wasn't so obvious to me
> but now it makes sense.
>  :)
>
>
> On Tue, Apr 22, 2014 at 4:06 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com> wrote:
>
>> Caching of subframe is supported, the objects need to have property
>> SimulationSettings and option Cache All Simulation Samples checked.
>> Pointclouds have this property by default. Polymeshes will have it if you
>> create a simulated ICETree.
>>
>> [cid:image001.png@01CF5E1A.E62EC860]
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Ho Chung Nguyen
>> Sent: Tuesday, April 22, 2014 10:56 AM
>> To: softimage@listproc.autodesk.com
>> Subject: RE: Softimage 2015 Alembic attach to geometry
>>
>> Can you attach the abc file so we can look into it?
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
>> Sent: Monday, April 21, 2014 10:28 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Softimage 2015 Alembic attach to geometry
>>
>> Weirdly enough this is the error I get if I try to connect an ICE Alembic
>> Cache node:
>> P:\ThirdParty\Alembic_1.5.1 Absolute paths ? Autodesk!?
>>
>> # HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 0:
>> #   #000: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5F.c
>> line 806 in H5Fis_hdf5(): unable to open file
>> # major: Low-level I/O
>> # minor: Unable to initialize object
>> #   #001:
>> P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FD.c line 1101
>> in H5FD_open(): open failed
>> # major: Virtual File Layer
>> # minor: Unable to initialize object
>> #   #002:
>> P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FDsec2.c line
>> 362 in H5FD_sec2_open(): unable to open file: name =
>> 'T:\120911-PIPELINETOOLS\Simulation\scene_root\cube1\cube1_Take1_1.abc',
>> errno = 2, error message = 'No such file or directory', flags = 0, o_flags
>> = 0
>> # major: File accessability
>> # minor: Unable to open file
>>
>>
>> On Mon, Apr 21, 2014 at 11:45 AM, Nuno Conceicao <
>> nunoalexconcei...@gmail.com> wrote:
>> Just trying the Alembic new feature on SI 2015 and noticed that
>> apparently there is no attach to geometry function.
>> Also it has no subframe functionality.
>> Unless there is a coding way to do it I'm a bit disappointed on this new
>> feature since its limited to be used for import/export and no point cache
>> workflow between animation and rendering disciplines.
>> :(
>>
>>
>>
>


Re: What force I should use

2014-05-08 Thread Vladimir Jankijevic
if it's of destructive nature, I would use the 'dark' force :D


On Thu, May 8, 2014 at 4:14 AM, Szabolcs Matefy wrote:

> To create a force of bomb blast?
>
>
>
> I need to blow up some object using RBD, and I’d like to know what force
> is the best. I use now Attractor with positive value, but I am not really
> satisfied yet
>
>
>
> Cheers
>
>
>
>
>
> Szabolcs
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>


Re: What force I should use

2014-05-08 Thread paul
Difficult to see. Always in motion is the future. 
Train yourself to let go. Patience you must have. Hmm?

From: Szabolcs Matefy 
Sent: Thursday, May 08, 2014 9:14 AM
To: softimage@listproc.autodesk.com 
Subject: What force I should use

To create a force of bomb blast?

 

I need to blow up some object using RBD, and I’d like to know what force is the 
best. I use now Attractor with positive value, but I am not really satisfied yet

 

Cheers

 

 

Szabolcs

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


Re: Photoshop tree generator

2014-05-08 Thread Doeke Wartena
take a look at processing.org it's really nice.


2014-05-08 7:50 GMT+02:00 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  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 
> 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.
> >
>
>


What force I should use

2014-05-08 Thread Szabolcs Matefy
To create a force of bomb blast?

I need to blow up some object using RBD, and I'd like to know what force is the 
best. I use now Attractor with positive value, but I am not really satisfied yet

Cheers


Szabolcs

___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
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Re: Alembic export in 2015 not exporting attibutes

2014-05-08 Thread Jens Lindgren
You're welcome. Nice to see you yesterday btw :)

/Jens


On Wed, May 7, 2014 at 9:37 AM, Arvid Björn  wrote:

> 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.com> wrote:
>
>> 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  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" 
 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 
>>
>
>


-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


Re: softimage to modo

2014-05-08 Thread Marco Peixoto
According to Brad on that first Modo for Softimage users webminar a month
or so ago, he specifically told that improving scene interaction was the
top priority for Modo 901, Modo is slow and they know it and they will be
adressing that... of course these means waiting another 18 months or so to
get a much needed boost in Speed (among stability etc).






On Thu, May 8, 2014 at 4:50 AM, Sergio Mucino wrote:

> 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 
> 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 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 
>> 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 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=36&t=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 ;
 * To: * ;
 * 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 copy&paste
 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 :

> 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. Kli