RE: Linking to an external weightmap

2014-06-03 Thread Ho Chung Nguyen
You can use ICE to write the weightmap value to a per-Sample attribute and 
cache it to Alembic.
After reading the cache back, you can again use ICE to set it on the weightmap.
Unless I’m missing something obvious.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tyler Fox
Sent: Saturday, May 31, 2014 10:39 AM
To: softimage@listproc.autodesk.com
Subject: Linking to an external weightmap

So with Alembic, we've got a decent way of getting the meshes out of our files. 
This could be an awesome thing.
Model change coming through? Get the new alembic from modeling, load the rig, 
fix the skeleton, update your reference poses.  No shapes, no gatoring weights, 
just kinda works ...

That is, of course, if your point count/order doesn't change. This is my 
problem.

So, is there any existing way to have a weightmap linked to an external file 
that could be loaded along with the alembic? (envelopes too, but I'm using 
weightmaps)

~T.Fox
attachment: winmail.dat

Re: OT: What strong features have you found in your new transition software that SI didn´t have?

2014-06-03 Thread Angus Davidson
HI Matt

This is the type of vertex maps that Modo supports

http://docs.luxology.com/modo/801/help/pages/modotoolbox/WorkingWithVmaps.html

Quick table to summarise the link

Weight Map  Weight Strength Values stored for Falloff and Texturing 
purposes
SubD Weight Map Weight Strength Value influences edge creasing in 
SubDivision Surface geometry
UV Map  UV maps translates 3D vertex positions to flat 2D coordinates
Relative Morph Map  Vertex position offset, relative to the base 
vertex position
Absolute Morph Map  Vertex position offset to specific absolute 
position in 3D space
RGB Map Vertex Color map defined by three R, G and B color values
RGBA MapVertex Color map defined by three R, G and B color and 
an additional Alpha value
Pick MapLike a Selection Set, defines groupings of vertices
Vertex Normal Map   Surface Normal direction (Smoothing) values 
stored as fixed value
Edge Pick Map   Like a Selection Set, defines groupings of edges
Particle Size Map   Determines scale values for individual particles
Particle Dissolve Map   Determines transparency values for indvidual 
particles
Transform Map   Determines transform amounts for individual 
vertices/particles

If you click the Gear in the top right hand corner of your view in Modo you can 
change the mouse rotation style.

I tend to have  trackball rotation set to no , and orbit around selection 
checked. (oscillate I uncheck always that’s annoying ;) )

Kind regards

Angus

From: Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 03 June 2014 at 4:49 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: OT: What strong features have you found in your new transition 
software that SI didn´t have?

Well, most people on this forum submitting their thoughts on C4D, Houdini, 
Modo, Maya, etc… tend to review it from a film/video perspective.  Many of the 
bullet points are not applicable to other market segments such as games.  
Examples: Alembic support, 3rd party renderers, render farm accessibility, etc… 
  All the transition guides I’ve seen to date, regardless of source, tend to 
omit the lower level features leaving many of us in the dark or only give us 
part of the picture.  To use an analogy, if art were math class where you have 
to work out a long multi-page problem, a film/video artist is mostly interested 
in the final result and can obtain it from any means necessary including a wild 
guess, whereas a game artist must use the correct process to get the answer.

I’m interested in the lower level control over manipulating objects and 
organizing them in intelligent data structures (assets) to abstract them or 
minimize their dependency on the host application.  We need to apply metadata 
onto assets so our engine can read that data and know how to process the asset 
in the context of the game.  Often metadata is applied as userdata blobs/maps, 
or re-purposed vertex colors, UV properties, user normals, etc.  Many DCC 
applications have metadata and lower level features, but not all of them expose 
the functionality to the end user or do so in a user friendly way.  Sometimes 
you have to dig into the SDK to get at them at all.  Softimage, for example, 
have had user normals since XSI v1.5, but you had to use the SDK via 
script/plugin to expose the capabilities to the end user.  User normals and 
associated tools didn’t become available in the menus until Softimage 2011.

I’ve taken Modo, Maya, and Houdini for brief test drives to look at very 
specific features and intentionally did not look in the manuals to test how 
intuitive their implementations were.  In the case of vertex colors, I figured 
it out for Maya, but it was clunky.  Houdini was more intuitive to get started, 
but I couldn’t determine how to make multiple vertex color properties on the 
same object and specify which one to paint.  Modo…never did find the vertex 
color tools.  Probably spent more time cursing at the screen because the camera 
kept rolling on its side each time I orbited/tumbled the camera.

Anyway, working with lower level functions is what I’m interested in regardless 
of DCC app being reviewed.


Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
Sent: Monday, June 02, 2014 5:04 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: OT: What strong features have you found in your new transition 
software that SI didn´t have?

It depends.
I haven't had enough time with it to know 

SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Oliver Weingarten

HI there!

Due to certain decisions coming from AD this year, I have serious 
trouble to get sponsors for this year (ultimate?) UeberTage event. 
Resellers just have a very minor interest in Softimage right now...


So I would like to check you interest before I start even harder to get 
some money and a nice line-up together for this year.

You might vote here:

http://www.si-community.com/community/viewtopic.php?f=36t=5271

If not, just reply here, please...I?ll

Thanks!

cheers,
oli



Re: Hiding an item from a PPG

2014-06-03 Thread Dan Yargici
Thanks for the insight Matt, that's all great stuff to know.

DAN


On Tue, Jun 3, 2014 at 12:31 AM, Matt Lind ml...@carbinestudios.com wrote:

 Depends on how you want to attack the problem and how many parameters you
 want to hide/unhide in the PPGLayout.



 If it’s only one or two parameters, you can call Parameter.Show(), then
 follow with PPG.Refresh() to update the PPG.  If you have a large number of
 parameters, then it might be easier to write your own PPG_DefineLayout ()
 function and call it explicitly as needed from an _OnChanged() or
 _OnClicked() PPG Event, or during _OnInit().  In either case you may run
 into display glitches with hiding/unhiding parameters dynamically such as
 indenting and other alignments getting screwed up, or PPG’s
 growing/shrinking pushing things into undesirable locations – especially if
 embedding the logic into something like a relational view.



 I generally enable/disable parameters instead using Parameter.Enable() as
 it keeps the PPG size constant and better informs the user of the options
 available in the tool.  Seeing which buttons/parameters activate the
 enabled/disabled parameters also helps educate the user of the cause n’
 effect relationship.  In many cases enable/disable doesn’t require a call
 to PPG.Refresh() making it faster for PPG’s that have a large number of
 parameters.  We have a few custom properties with 400+ parameters.
 Enabling/disabling parameters is significantly faster than hiding/unhiding
 parameters in those cases.





 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Dan Yargici
 *Sent:* Monday, June 02, 2014 9:38 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Hiding an item from a PPG



 I'd like my self-installed custom property to hide or show one dropdown
 depending on the value set by another, and I'm failing miserably.



 Do I need to completely rebuild my PPGLayout just to do this?  That seems
 wrong to me.



 If that is the case, how should I best structure my code in order to
 repeatedly rebuild the layout via the triggered OnChanged event?  Should I
 always build it in my own function or in the _DefineLayout section of the
 plugin (as made by the SDK Wizard)



 As you can tell, I'm new to this.



 Thanks,



 DAN



Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Stephan Haitz

Hi Oliver,

of course the Ubertage should happen Need helping hands?

Perhaps the ubertage can be continued further with a wider topic than 
Softimage? As alternative / independent CG Event? No we listen to our 
users but don?t care companies involved...


greetings

Stephan



HI there!

Due to certain decisions coming from AD this year, I have serious 
trouble to get sponsors for this year (ultimate?) UeberTage event. 
Resellers just have a very minor interest in Softimage right now...


So I would like to check you interest before I start even harder to 
get some money and a nice line-up together for this year.

You might vote here:

http://www.si-community.com/community/viewtopic.php?f=36t=5271

If not, just reply here, please...I?ll

Thanks!

cheers,
oli





Re: Camera addon for use with Redshift

2014-06-03 Thread Toonafish

Great stuff !! Thanks Emilio.

-Ronald

On 6/3/2014 02:39, Emilio Hernandez wrote:

Hello list.

I want to share with you the ehRSCamera addon  for use with Redshift.

In the link you will find a pdf file with the documentation describing 
its features and use, as well as the xsiaddon in case you want to use it.


The plugin is free for any purpose.

Cheers and thank you all.

https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
---
Emilio Hernández   VFX  3D animation.




Re: Camera addon for use with Redshift

2014-06-03 Thread Ivan Vasiljevic
Great stuff, thanks for sharing. I'll give it a go!

Cheers.
Ivan


On Tue, Jun 3, 2014 at 12:46 PM, Toonafish ron...@toonafish.nl wrote:

  Great stuff !! Thanks Emilio.

 -Ronald


 On 6/3/2014 02:39, Emilio Hernandez wrote:

  Hello list.

  I want to share with you the ehRSCamera addon  for use with Redshift.

  In the link you will find a pdf file with the documentation describing
 its features and use, as well as the xsiaddon in case you want to use it.

  The plugin is free for any purpose.

  Cheers and thank you all.


 https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
  ---
 Emilio Hernández   VFX  3D animation.





-- 
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel:https://vimeo.com/72183649
web:www.ivasiljevic.com
email:  i...@digitalassettailors.com
   ivan_vasilje...@hotmail.com


Re: Camera addon for use with Redshift

2014-06-03 Thread Ivan Vasiljevic
Hmm... No luck installing it here.
SI 2014 SP2, win 7 x64.
Installation goes fine but no menu nor in View-Toolbars-ehRSCamera...
Anyone had similar experience?

Ivan


On Tue, Jun 3, 2014 at 1:05 PM, Ivan Vasiljevic klebed...@gmail.com wrote:

 Great stuff, thanks for sharing. I'll give it a go!

 Cheers.
 Ivan


 On Tue, Jun 3, 2014 at 12:46 PM, Toonafish ron...@toonafish.nl wrote:

  Great stuff !! Thanks Emilio.

 -Ronald


 On 6/3/2014 02:39, Emilio Hernandez wrote:

  Hello list.

  I want to share with you the ehRSCamera addon  for use with Redshift.

  In the link you will find a pdf file with the documentation describing
 its features and use, as well as the xsiaddon in case you want to use it.

  The plugin is free for any purpose.

  Cheers and thank you all.


 https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
  ---
 Emilio Hernández   VFX  3D animation.





 --
 Ivan Vasiljevic
 -
 Lighting TD
 Founder, Digital Asset Tailors
 -
 reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
 email:  i...@digitalassettailors.com
ivan_vasilje...@hotmail.com





-- 
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel:https://vimeo.com/72183649
web:www.ivasiljevic.com
email:  i...@digitalassettailors.com
   ivan_vasilje...@hotmail.com


Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Ed Manning
TransitionSoftware|UeberTage?

Joint sponsorship from Maxon, Foundry, and Side Effects?


On Tue, Jun 3, 2014 at 5:43 AM, Stephan Haitz sha...@3d-agenten.de wrote:

  Hi Oliver,

 of course the Ubertage should happen Need helping hands?

 Perhaps the ubertage can be continued further with a wider topic than
 Softimage? As alternative / independent CG Event? No we listen to our
 users but don´t care companies involved...

 greetings

 Stephan


  HI there!

 Due to certain decisions coming from AD this year, I have serious trouble
 to get sponsors for this year (ultimate?) UeberTage event. Resellers just
 have a very minor interest in Softimage right now...

 So I would like to check you interest before I start even harder to get
 some money and a nice line-up together for this year.
 You might vote here:

 http://www.si-community.com/community/viewtopic.php?f=36t=5271

 If not, just reply here, please...I´ll

 Thanks!

 cheers,
 oli





Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Steffen Dünner
2014-06-03 13:25 GMT+02:00 Ed Manning etmth...@gmail.com:

 TransitionSoftware|UeberTage?

 Joint sponsorship from Maxon, Foundry, and Side Effects?


That would be totally awesome!

Cheers
Steffen
-- 

PGP-ID(RSA): 0xD6E0CE93

Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93


Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Eric Mootz

Yo Oliver,

I will be there, of course :)

Cheers!
Eric


Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Oliver Weingarten

Hey Ed..!

Well... I already have those guys on my list.. ;)

And maybe from next year on, it will be just UeberTage without 
SOFTIMAGE...


But none the less, this year, if it can take place, will be the ultimate 
SOFTIMAGE|UeberTage


Maybe and it with a big EOL party...many options are possible...depends 
on you and your interest in it..


Cheers,
oli



Am 03.06.2014 13:25, schrieb Ed Manning:

TransitionSoftware|UeberTage?

Joint sponsorship from Maxon, Foundry, and Side Effects?


On Tue, Jun 3, 2014 at 5:43 AM, Stephan Haitz sha...@3d-agenten.de 
mailto:sha...@3d-agenten.de wrote:


Hi Oliver,

of course the Ubertage should happen Need helping hands?

Perhaps the ubertage can be continued further with a wider topic
than Softimage? As alternative / independent CG Event? No we
listen to our users but don´t care companies involved...

greetings

Stephan



HI there!

Due to certain decisions coming from AD this year, I have serious
trouble to get sponsors for this year (ultimate?) UeberTage
event. Resellers just have a very minor interest in Softimage
right now...

So I would like to check you interest before I start even harder
to get some money and a nice line-up together for this year.
You might vote here:

http://www.si-community.com/community/viewtopic.php?f=36t=5271

If not, just reply here, please...I´ll

Thanks!

cheers,
oli








Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Oliver Weingarten

Hey Stephan!

I?ll let you know asap ;)

And yes...that might be the way to go for the next years...if interest 
is high enough ;)


cheers,
oli



Am 03.06.2014 11:43, schrieb Stephan Haitz:

Hi Oliver,

of course the Ubertage should happen Need helping hands?

Perhaps the ubertage can be continued further with a wider topic than 
Softimage? As alternative / independent CG Event? No we listen to our 
users but don?t care companies involved...


greetings

Stephan



HI there!

Due to certain decisions coming from AD this year, I have serious 
trouble to get sponsors for this year (ultimate?) UeberTage event. 
Resellers just have a very minor interest in Softimage right now...


So I would like to check you interest before I start even harder to 
get some money and a nice line-up together for this year.

You might vote here:

http://www.si-community.com/community/viewtopic.php?f=36t=5271

If not, just reply here, please...I?ll

Thanks!

cheers,
oli







Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Ivan Vasiljevic
I've never been at Uebertage and I have big wish to visit one, so I will
push hard to make it this year.

Cheers.
Ivan


On Tue, Jun 3, 2014 at 1:38 PM, Oliver Weingarten li...@pixelpanic.de
wrote:

  Hey Stephan!

 I´ll let you know asap ;)

 And yes...that might be the way to go for the next years...if interest is
 high enough ;)

 cheers,
 oli



 Am 03.06.2014 11:43, schrieb Stephan Haitz:

 Hi Oliver,

 of course the Ubertage should happen Need helping hands?

 Perhaps the ubertage can be continued further with a wider topic than
 Softimage? As alternative / independent CG Event? No we listen to our
 users but don´t care companies involved...

 greetings

 Stephan


  HI there!

 Due to certain decisions coming from AD this year, I have serious trouble
 to get sponsors for this year (ultimate?) UeberTage event. Resellers just
 have a very minor interest in Softimage right now...

 So I would like to check you interest before I start even harder to get
 some money and a nice line-up together for this year.
 You might vote here:

 http://www.si-community.com/community/viewtopic.php?f=36t=5271

 If not, just reply here, please...I´ll

 Thanks!

 cheers,
 oli






-- 
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel:https://vimeo.com/72183649
web:www.ivasiljevic.com
email:  i...@digitalassettailors.com
   ivan_vasilje...@hotmail.com


Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Steffen Dünner
Maybe we could also ask Vanilla Ice and Ron Jeremy? ;)

And for the german speaking guys: Call the event RueberTage. Would make
it clear that a transition is in progress :D


2014-06-03 13:37 GMT+02:00 Oliver Weingarten li...@pixelpanic.de:

  Hey Ed..!

 Well... I already have those guys on my list.. ;)

 And maybe from next year on, it will be just UeberTage without
 SOFTIMAGE...

 But none the less, this year, if it can take place, will be the ultimate
 SOFTIMAGE|UeberTage

 Maybe and it with a big EOL party...many options are possible...depends on
 you and your interest in it..

 Cheers,
 oli



 Am 03.06.2014 13:25, schrieb Ed Manning:

 TransitionSoftware|UeberTage?

  Joint sponsorship from Maxon, Foundry, and Side Effects?


 On Tue, Jun 3, 2014 at 5:43 AM, Stephan Haitz sha...@3d-agenten.de
 wrote:

  Hi Oliver,

 of course the Ubertage should happen Need helping hands?

 Perhaps the ubertage can be continued further with a wider topic than
 Softimage? As alternative / independent CG Event? No we listen to our
 users but don´t care companies involved...

 greetings

 Stephan


   HI there!

 Due to certain decisions coming from AD this year, I have serious trouble
 to get sponsors for this year (ultimate?) UeberTage event. Resellers just
 have a very minor interest in Softimage right now...

 So I would like to check you interest before I start even harder to get
 some money and a nice line-up together for this year.
 You might vote here:

 http://www.si-community.com/community/viewtopic.php?f=36t=5271

 If not, just reply here, please...I´ll

 Thanks!

 cheers,
 oli







-- 

PGP-ID(RSA): 0xD6E0CE93

Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93


Re: Camera addon for use with Redshift

2014-06-03 Thread Toonafish
check the file size of the addon you downloaded, if it's too small, try 
using the Dropbox download menu.


-Ronald


On 6/3/2014 13:22, Ivan Vasiljevic wrote:

Hmm... No luck installing it here.
SI 2014 SP2, win 7 x64.
Installation goes fine but no menu nor in View-Toolbars-ehRSCamera...
Anyone had similar experience?

Ivan


On Tue, Jun 3, 2014 at 1:05 PM, Ivan Vasiljevic klebed...@gmail.com 
mailto:klebed...@gmail.com wrote:


Great stuff, thanks for sharing. I'll give it a go!

Cheers.
Ivan


On Tue, Jun 3, 2014 at 12:46 PM, Toonafish ron...@toonafish.nl
mailto:ron...@toonafish.nl wrote:

Great stuff !! Thanks Emilio.

-Ronald


On 6/3/2014 02:39, Emilio Hernandez wrote:

Hello list.

I want to share with you the ehRSCamera addon  for use with
Redshift.

In the link you will find a pdf file with the documentation
describing its features and use, as well as the xsiaddon in
case you want to use it.

The plugin is free for any purpose.

Cheers and thank you all.


https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
---
Emilio Hernández   VFX  3D animation.





-- 
Ivan Vasiljevic

-
Lighting TD
Founder, Digital Asset Tailors
-
reel: https://vimeo.com/72183649
web:www.ivasiljevic.com http://ivasiljevic.com
email: i...@digitalassettailors.com
mailto:i...@digitalassettailors.com
ivan_vasilje...@hotmail.com mailto:ivan_vasilje...@hotmail.com





--
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel: https://vimeo.com/72183649
web:www.ivasiljevic.com http://ivasiljevic.com
email: i...@digitalassettailors.com mailto:i...@digitalassettailors.com
ivan_vasilje...@hotmail.com mailto:ivan_vasilje...@hotmail.com






Re: Camera addon for use with Redshift

2014-06-03 Thread Ivan Vasiljevic
That helped, thanks!


On Tue, Jun 3, 2014 at 2:14 PM, Toonafish ron...@toonafish.nl wrote:

  check the file size of the addon you downloaded, if it's too small, try
 using the Dropbox download menu.

 -Ronald



 On 6/3/2014 13:22, Ivan Vasiljevic wrote:

   Hmm... No luck installing it here.
 SI 2014 SP2, win 7 x64.
  Installation goes fine but no menu nor in View-Toolbars-ehRSCamera...
  Anyone had similar experience?

  Ivan


 On Tue, Jun 3, 2014 at 1:05 PM, Ivan Vasiljevic klebed...@gmail.com
 wrote:

  Great stuff, thanks for sharing. I'll give it a go!

  Cheers.
 Ivan


 On Tue, Jun 3, 2014 at 12:46 PM, Toonafish ron...@toonafish.nl wrote:

  Great stuff !! Thanks Emilio.

 -Ronald


 On 6/3/2014 02:39, Emilio Hernandez wrote:

  Hello list.

  I want to share with you the ehRSCamera addon  for use with Redshift.

  In the link you will find a pdf file with the documentation describing
 its features and use, as well as the xsiaddon in case you want to use it.

  The plugin is free for any purpose.

  Cheers and thank you all.


 https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
  ---
 Emilio Hernández   VFX  3D animation.





  --
Ivan Vasiljevic
 -
  Lighting TD
  Founder, Digital Asset Tailors
 -
  reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
  email:  i...@digitalassettailors.com
 ivan_vasilje...@hotmail.com





 --
Ivan Vasiljevic
 -
  Lighting TD
  Founder, Digital Asset Tailors
 -
  reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
  email:  i...@digitalassettailors.com
 ivan_vasilje...@hotmail.com






-- 
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel:https://vimeo.com/72183649
web:www.ivasiljevic.com
email:  i...@digitalassettailors.com
   ivan_vasilje...@hotmail.com


Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Stephan Haitz
Of course they are welcome, some blender developers too. They should get 
a booth each and tell us, why their software is the best for 
transitioning SI-People. And let´s invite the MAX  MAYA Users ...



TransitionSoftware|UeberTage?

Joint sponsorship from Maxon, Foundry, and Side Effects?


On Tue, Jun 3, 2014 at 5:43 AM, Stephan Haitz sha...@3d-agenten.de 
mailto:sha...@3d-agenten.de wrote:


Hi Oliver,

of course the Ubertage should happen Need helping hands?

Perhaps the ubertage can be continued further with a wider topic
than Softimage? As alternative / independent CG Event? No we
listen to our users but don´t care companies involved...

greetings

Stephan



HI there!

Due to certain decisions coming from AD this year, I have serious
trouble to get sponsors for this year (ultimate?) UeberTage
event. Resellers just have a very minor interest in Softimage
right now...

So I would like to check you interest before I start even harder
to get some money and a nice line-up together for this year.
You might vote here:

http://www.si-community.com/community/viewtopic.php?f=36t=5271

If not, just reply here, please...I´ll

Thanks!

cheers,
oli








Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Mirko Jankovic
... and then show them all why actually Softimage is still best option and
that no one else actually offers all round out of the box solution for
transition and there will be missing pieces for years ;)


On Tue, Jun 3, 2014 at 2:28 PM, Stephan Haitz sha...@3d-agenten.de wrote:

  Of course they are welcome, some blender developers too. They should get
 a booth each and tell us, why their software is the best for transitioning
 SI-People. And let´s invite the MAX  MAYA Users ...

  TransitionSoftware|UeberTage?

  Joint sponsorship from Maxon, Foundry, and Side Effects?


 On Tue, Jun 3, 2014 at 5:43 AM, Stephan Haitz sha...@3d-agenten.de
 wrote:

  Hi Oliver,

 of course the Ubertage should happen Need helping hands?

 Perhaps the ubertage can be continued further with a wider topic than
 Softimage? As alternative / independent CG Event? No we listen to our
 users but don´t care companies involved...

 greetings

 Stephan


   HI there!

 Due to certain decisions coming from AD this year, I have serious trouble
 to get sponsors for this year (ultimate?) UeberTage event. Resellers just
 have a very minor interest in Softimage right now...

 So I would like to check you interest before I start even harder to get
 some money and a nice line-up together for this year.
 You might vote here:

 http://www.si-community.com/community/viewtopic.php?f=36t=5271

 If not, just reply here, please...I´ll

 Thanks!

 cheers,
 oli







Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Eric Mootz
Ahem, I really would prefer to have a pure Softimage user meeting and 
not some melting pot of X different 3D apps/users and all the 
/my-software-is-the-best-because-blabla/ discussions.


Why is everybody talking about transitioning? Is anybody seriously 
afraid that Softimage will be out-of-date by the end of the month or what?


Honestly, if there are going to be Cinema 4D, Houdini, Max/Maya, 
Blender, etc. presentations ... wtf? Don't get me wrong, I have nothing 
against the apps nor their users, it's just that it's seems wrong to me 
to have them at possibly one of the last XSI events.


Cheers,
Eric



Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Mirko Jankovic
Absolutely petly right Eric,
Would rather to see improvements on something that affects SI as well like
Fabric Engine and SI-FE work and is it closer to artis tool and not only
dev guys


On Tue, Jun 3, 2014 at 3:50 PM, Eric Mootz e...@mootzoid.com wrote:

  Ahem, I really would prefer to have a pure Softimage user meeting and not
 some melting pot of X different 3D apps/users and all the
 *my-software-is-the-best-because-blabla* discussions.

 Why is everybody talking about transitioning? Is anybody seriously afraid
 that Softimage will be out-of-date by the end of the month or what?

 Honestly, if there are going to be Cinema 4D, Houdini, Max/Maya, Blender,
 etc. presentations ... wtf? Don't get me wrong, I have nothing against the
 apps nor their users, it's just that it's seems wrong to me to have them at
 possibly one of the last XSI events.

 Cheers,
 Eric




Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Stephan Haitz
Ok you are right. Thought more of a look here, what do you think about 
that thing sort of discussion. But religious but my is the best 
things are surely not what we want (apart from SI, of course :-) ) . 
Thought about keeping the uebertage alive in a future with less and less 
SI-Userbase...


And Eric you know: I will use Softimage furthermore, cause at the 
moment, I can´t see anything better or even equivalent. When I do have 
to learn a new software it has to be really an improvement to Softimage 
(from the small studio / allrounders view).


Ahem, I really would prefer to have a pure Softimage user meeting and 
not some melting pot of X different 3D apps/users and all the 
/my-software-is-the-best-because-blabla/ discussions.


Why is everybody talking about transitioning? Is anybody seriously 
afraid that Softimage will be out-of-date by the end of the month or what?


Honestly, if there are going to be Cinema 4D, Houdini, Max/Maya, 
Blender, etc. presentations ... wtf? Don't get me wrong, I have 
nothing against the apps nor their users, it's just that it's seems 
wrong to me to have them at possibly one of the last XSI events.


Cheers,
Eric





Extract two point positions from one edge?

2014-06-03 Thread Arvid Björn
Hi folks,

Is there a way to iterate though each edge of a mesh and extract its two
point components, one at each end of the edge?

I'd like to use those two points to interpolate between and add a bunch of
points along the edge.


Cheers!


Re: Extract two point positions from one edge?

2014-06-03 Thread Jens Lindgren
In ICE, just Get self.EdgeToVertices
That will give you a array of the two Point Indexes for every edge.

/Jens


On Tue, Jun 3, 2014 at 6:04 PM, Arvid Björn arvidbj...@gmail.com wrote:

 Hi folks,

 Is there a way to iterate though each edge of a mesh and extract its two
 point components, one at each end of the edge?

 I'd like to use those two points to interpolate between and add a bunch of
 points along the edge.


 Cheers!




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


Re: Extract two point positions from one edge?

2014-06-03 Thread Oscar Juarez
Or if you want to do it in script, PolygonMesh.Edges get you all the edges
and you can iterate all the edges and their Points property.


On Tue, Jun 3, 2014 at 6:09 PM, Jens Lindgren jens.lindgren@gmail.com
wrote:

 In ICE, just Get self.EdgeToVertices
 That will give you a array of the two Point Indexes for every edge.

 /Jens


 On Tue, Jun 3, 2014 at 6:04 PM, Arvid Björn arvidbj...@gmail.com wrote:

 Hi folks,

 Is there a way to iterate though each edge of a mesh and extract its two
 point components, one at each end of the edge?

 I'd like to use those two points to interpolate between and add a bunch
 of points along the edge.


 Cheers!




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



Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Angus Davidson
While I can understand Eric’s point of view the harsh fact is this. Just like 
in the EDU sphere when it comes to funders Softimage is EOL and by that virtue 
not worth putting money into.  There is a much better chance of getting funding 
by having a more general event.

The question is wether this is acceptable of course ;)

From: Stephan Haitz sha...@3d-agenten.demailto:sha...@3d-agenten.de
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 03 June 2014 at 4:16 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: SOFTIMAGE|UeberTage 2014...any interest??

Ok you are right. Thought more of a look here, what do you think about that 
thing sort of discussion. But religious but my is the best things are surely 
not what we want (apart from SI, of course :-) ) . Thought about keeping the 
uebertage alive in a future with less and less SI-Userbase...

And Eric you know: I will use Softimage furthermore, cause at the moment, I 
can´t see anything better or even equivalent. When I do have to learn a new 
software it has to be really an improvement to Softimage (from the small studio 
/ allrounders view).

Ahem, I really would prefer to have a pure Softimage user meeting and not some 
melting pot of X different 3D apps/users and all the 
my-software-is-the-best-because-blabla discussions.

Why is everybody talking about transitioning? Is anybody seriously afraid that 
Softimage will be out-of-date by the end of the month or what?

Honestly, if there are going to be Cinema 4D, Houdini, Max/Maya, Blender, etc. 
presentations ... wtf? Don't get me wrong, I have nothing against the apps nor 
their users, it's just that it's seems wrong to me to have them at possibly one 
of the last XSI events.

Cheers,
Eric



table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table


Re: Extract two point positions from one edge?

2014-06-03 Thread Arvid Björn
THANKS!

I've been going in circles for an hour, I almost had it before, but now I'm
back on track, cheers Jens =)


On Tue, Jun 3, 2014 at 6:09 PM, Jens Lindgren jens.lindgren@gmail.com
wrote:

 In ICE, just Get self.EdgeToVertices
 That will give you a array of the two Point Indexes for every edge.

 /Jens


 On Tue, Jun 3, 2014 at 6:04 PM, Arvid Björn arvidbj...@gmail.com wrote:

 Hi folks,

 Is there a way to iterate though each edge of a mesh and extract its two
 point components, one at each end of the edge?

 I'd like to use those two points to interpolate between and add a bunch
 of points along the edge.


 Cheers!




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



Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-03 Thread Cristobal Infante
I have to agree here with Angus, the event would be more interesting for
attendees of it showed an open mind of what the future could look like.

Approaching Fabric, Maxon and SideFX could be an interesting way of putting
some energy on the event.

I had a great time last year by the way, Oliver does a magnificent job at
putting this event together ;)


On 3 June 2014 17:25, Angus Davidson angus.david...@wits.ac.za wrote:

  While I can understand Eric’s point of view the harsh fact is this. Just
 like in the EDU sphere when it comes to funders Softimage is EOL and by
 that virtue not worth putting money into.  There is a much better chance of
 getting funding by having a more general event.

  The question is wether this is acceptable of course ;)

   From: Stephan Haitz sha...@3d-agenten.de
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 03 June 2014 at 4:16 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: SOFTIMAGE|UeberTage 2014...any interest??

   Ok you are right. Thought more of a look here, what do you think about
 that thing sort of discussion. But religious but my is the best things
 are surely not what we want (apart from SI, of course :-) ) . Thought about
 keeping the uebertage alive in a future with less and less SI-Userbase...

 And Eric you know: I will use Softimage furthermore, cause at the moment,
 I can´t see anything better or even equivalent. When I do have to learn a
 new software it has to be really an improvement to Softimage (from the
 small studio / allrounders view).

  Ahem, I really would prefer to have a pure Softimage user meeting and
 not some melting pot of X different 3D apps/users and all the
 *my-software-is-the-best-because-blabla* discussions.

 Why is everybody talking about transitioning? Is anybody seriously afraid
 that Softimage will be out-of-date by the end of the month or what?

 Honestly, if there are going to be Cinema 4D, Houdini, Max/Maya, Blender,
 etc. presentations ... wtf? Don't get me wrong, I have nothing against the
 apps nor their users, it's just that it's seems wrong to me to have them at
 possibly one of the last XSI events.

 Cheers,
 Eric


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: Camera addon for use with Redshift

2014-06-03 Thread Emilio Hernandez
Glad to hear it is working Ivan

---
Emilio Hernández   VFX  3D animation.


2014-06-03 7:19 GMT-05:00 Ivan Vasiljevic klebed...@gmail.com:

 That helped, thanks!


 On Tue, Jun 3, 2014 at 2:14 PM, Toonafish ron...@toonafish.nl wrote:

  check the file size of the addon you downloaded, if it's too small, try
 using the Dropbox download menu.

 -Ronald



 On 6/3/2014 13:22, Ivan Vasiljevic wrote:

   Hmm... No luck installing it here.
 SI 2014 SP2, win 7 x64.
  Installation goes fine but no menu nor in View-Toolbars-ehRSCamera...
  Anyone had similar experience?

  Ivan


 On Tue, Jun 3, 2014 at 1:05 PM, Ivan Vasiljevic klebed...@gmail.com
 wrote:

  Great stuff, thanks for sharing. I'll give it a go!

  Cheers.
 Ivan


 On Tue, Jun 3, 2014 at 12:46 PM, Toonafish ron...@toonafish.nl wrote:

  Great stuff !! Thanks Emilio.

 -Ronald


 On 6/3/2014 02:39, Emilio Hernandez wrote:

  Hello list.

  I want to share with you the ehRSCamera addon  for use with Redshift.

  In the link you will find a pdf file with the documentation
 describing its features and use, as well as the xsiaddon in case you want
 to use it.

  The plugin is free for any purpose.

  Cheers and thank you all.


 https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
  ---
 Emilio Hernández   VFX  3D animation.





  --
Ivan Vasiljevic
 -
  Lighting TD
  Founder, Digital Asset Tailors
 -
  reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
  email:  i...@digitalassettailors.com
 ivan_vasilje...@hotmail.com





 --
Ivan Vasiljevic
 -
  Lighting TD
  Founder, Digital Asset Tailors
 -
  reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
  email:  i...@digitalassettailors.com
 ivan_vasilje...@hotmail.com






 --
 Ivan Vasiljevic
 -
 Lighting TD
 Founder, Digital Asset Tailors
 -
 reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
 email:  i...@digitalassettailors.com
ivan_vasilje...@hotmail.com





Re: Extract two point positions from one edge?

2014-06-03 Thread Jens Lindgren
Hehe no problem, Arvid :)
I think all the Get SomethingToSomething data is underrated and very few
examples are out there of how one could use them. Since I learned how they
work, I have been able to do amazing things with polymeshes in ICE.

/Jens


On Tue, Jun 3, 2014 at 6:26 PM, Arvid Björn arvidbj...@gmail.com wrote:

 THANKS!

 I've been going in circles for an hour, I almost had it before, but now
 I'm back on track, cheers Jens =)


 On Tue, Jun 3, 2014 at 6:09 PM, Jens Lindgren jens.lindgren@gmail.com
  wrote:

 In ICE, just Get self.EdgeToVertices
 That will give you a array of the two Point Indexes for every edge.

 /Jens


 On Tue, Jun 3, 2014 at 6:04 PM, Arvid Björn arvidbj...@gmail.com wrote:

 Hi folks,

 Is there a way to iterate though each edge of a mesh and extract its two
 point components, one at each end of the edge?

 I'd like to use those two points to interpolate between and add a bunch
 of points along the edge.


 Cheers!




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





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


Re: Extract two point positions from one edge?

2014-06-03 Thread Francois Lord
Yeah, I started using them recently too and they are very powerful. 
Getting your head around the usage is not obvious, though.


F

On 03-Jun-14 13:49, Jens Lindgren wrote:

Hehe no problem, Arvid :)
I think all the Get SomethingToSomething data is underrated and very 
few examples are out there of how one could use them. Since I learned 
how they work, I have been able to do amazing things with polymeshes 
in ICE.


/Jens





Nest Mommentum, reversing animation

2014-06-03 Thread Sebastien Sterling
i have a momentum simulationm i ploted, is it possible to reverse the
animation ? i'd do it in post, but i'm hoping to use some motion blur on
some text, i's like it not to be reversed


Re: Nest Mommentum, reversing animation

2014-06-03 Thread peter_b
usually it’s cache the dynamics first, then plot to the mixer, and then reverse 
the clip in the mixer.
does this not work for you?


From: Sebastien Sterling 
Sent: Tuesday, June 03, 2014 8:30 PM
To: softimage@listproc.autodesk.com 
Subject: Nest Mommentum, reversing animation

i have a momentum simulationm i ploted, is it possible to reverse the animation 
? i'd do it in post, but i'm hoping to use some motion blur on some text, i's 
like it not to be reversed



Re: Extract two point positions from one edge?

2014-06-03 Thread pedro santos
Not obvious because of the wording. PolygonToEdges at first seems to
retriving indices from polygons to their surrounding edges. When it's the
other way around it's retrives indices from edges to their bordering
polygons. More over indices it's all it does so you have always to flatten
out sets of array into Build Array from Set to then put that info into
context, through Select Array. This can be problematic for cases where the
input data structure can change (set, array, set of arrays).

But yes, it's usefull. Though I admit I'm getting my arse kicking with
something I'm trying to make a switch (polygons, edges, vertices) so I
don't have to repeat the whole ICE Tree for each context. And... it's not
easy... no..

Cheers


On Tue, Jun 3, 2014 at 7:11 PM, Francois Lord flordli...@gmail.com wrote:

 Yeah, I started using them recently too and they are very powerful.
 Getting your head around the usage is not obvious, though.

 F


 On 03-Jun-14 13:49, Jens Lindgren wrote:

 Hehe no problem, Arvid :)
 I think all the Get SomethingToSomething data is underrated and very
 few examples are out there of how one could use them. Since I learned how
 they work, I have been able to do amazing things with polymeshes in ICE.

 /Jens





Re: Nest Mommentum, reversing animation

2014-06-03 Thread peter_b
the animation mixer is for high level control over animation, including 
combining different types of animation. (fcurves, expressions, constraints, 
caches, plots,...)

the most obvious use is to combine a number of animation cycles on a character 
into a little edit.
Because it looks so much like a video editing timeline, one can easily overlook 
the usefulness of the mixer - on the surface it’s “just a timeline with video 
animationclips” – and many timing effects (including reversing animation: right 
click on a clip in the mixer – time properties – scale: -1) can be done with 
ease.

it lives in the model, and connects to the model using namespaces – allowing 
for the sharing of animation between different models. 
there’s things like offsetting the animation (in space!) with clip effects, 
allowing to blend between different animation sources that weren’t made to 
blend.
it can be useful for crowd animation, for instance by blending different 
animation cycles on the actors based on certain conditions.

I know the mixer only on the surface, and don’t need it very often, but each 
time I do, I discover more of what it can do.
Last time I needed it, I used it to turn a linear syflex simulation into 
timestretched, loopable + intro/outtro animations on a bunch of objects.
The mixer handled with ease what amounts to manipulating thousands of shapes on 
quite dense geometry, without being restricted to frames. A total nightmare to 
do with fcurves.

I think you’re a character artist, something which could be useful to you is 
setting up the restpose as well as a few animations and extreme poses in the 
mixer. This way you can easily stress test the skinning and topology. 

While it has seen some improvements over time, its another of those really 
unique tools that were in XSI from it’s very first version, and are still not 
really surpassed.


From: Sebastien Sterling 
Sent: Tuesday, June 03, 2014 9:13 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Nest Mommentum, reversing animation

coming from different packages, never really got into the whole mixer system, i 
do get the appeal though. just would never really had a frame of reference for 
when to employ one.




On 3 June 2014 19:46, pete...@skynet.be wrote:

  usually it’s cache the dynamics first, then plot to the mixer, and then 
reverse the clip in the mixer.
  does this not work for you?


  From: Sebastien Sterling 
  Sent: Tuesday, June 03, 2014 8:30 PM
  To: softimage@listproc.autodesk.com 
  Subject: Nest Mommentum, reversing animation

  i have a momentum simulationm i ploted, is it possible to reverse the 
animation ? i'd do it in post, but i'm hoping to use some motion blur on some 
text, i's like it not to be reversed




Re: Nest Mommentum, reversing animation

2014-06-03 Thread Sebastien Sterling
Do you work for digital golem ?


On 3 June 2014 21:34, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 Thank you Peter for taking the time to expand on this :), i am a character
 artist, and even if this is not a character job, it is good to know about
 such functionality its true that they really look like avid layers :P


 On 3 June 2014 21:03, pete...@skynet.be wrote:

   the animation mixer is for high level control over animation,
 including combining different types of animation. (fcurves, expressions,
 constraints, caches, plots,...)

 the most obvious use is to combine a number of animation cycles on a
 character into a little edit.
 Because it looks so much like a video editing timeline, one can easily
 overlook the usefulness of the mixer - on the surface it’s “just a timeline
 with video animationclips” – and many timing effects (including
 reversing animation: right click on a clip in the mixer – time properties
 – scale: -1) can be done with ease.

 it lives in the model, and connects to the model using namespaces –
 allowing for the sharing of animation between different models.
 there’s things like offsetting the animation (in space!) with clip
 effects, allowing to blend between different animation sources that weren’t
 made to blend.
 it can be useful for crowd animation, for instance by blending different
 animation cycles on the actors based on certain conditions.

 I know the mixer only on the surface, and don’t need it very often, but
 each time I do, I discover more of what it can do.
 Last time I needed it, I used it to turn a linear syflex simulation into
 timestretched, loopable + intro/outtro animations on a bunch of objects.
 The mixer handled with ease what amounts to manipulating thousands of
 shapes on quite dense geometry, without being restricted to frames. A total
 nightmare to do with fcurves.

 I think you’re a character artist, something which could be useful to you
 is setting up the restpose as well as a few animations and extreme poses in
 the mixer. This way you can easily stress test the skinning and topology.

 While it has seen some improvements over time, its another of those
 really unique tools that were in XSI from it’s very first version, and are
 still not really surpassed.


  *From:* Sebastien Sterling sebastien.sterl...@gmail.com
 *Sent:* Tuesday, June 03, 2014 9:13 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Nest Mommentum, reversing animation

  coming from different packages, never really got into the whole mixer
 system, i do get the appeal though. just would never really had a frame of
 reference for when to employ one.


 On 3 June 2014 19:46, pete...@skynet.be wrote:

   usually it’s cache the dynamics first, then plot to the mixer, and
 then reverse the clip in the mixer.
 does this not work for you?


  *From:* Sebastien Sterling sebastien.sterl...@gmail.com
 *Sent:* Tuesday, June 03, 2014 8:30 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Nest Mommentum, reversing animation

  i have a momentum simulationm i ploted, is it possible to reverse the
 animation ? i'd do it in post, but i'm hoping to use some motion blur on
 some text, i's like it not to be reversed







Re: Shameless plug

2014-06-03 Thread David Gallagher

Congratulations! Looks great.

Thank you Softimage! I feel sick again.

On 6/3/2014 8:00 PM, Matt Lind wrote:


I don't get to say this often, but I've finished a project using 
Softimage which all can see.  Well, it's not actually 'finished' as 
it's an online game which is continuously maintained, updated, and 
ongoing, but it's now live and I can talk about it beyond 
generalizations.  Yay! My last completed project was my previous 
production --Barnyard the animated feature back in 2006.  It's been a 
long time coming, a relief, and refreshing to be able to refer to 
something I did in the current decade.


Wildstar officially launched last Friday night at midnight for early 
access, but opened up the flood gates today for everybody else.  The 
game is now running smoothly in North America and Europe for all to 
see and experience.  If you were part of the beta, let it be known 
significant improvements have been made since on all fronts. If you 
haven't tried the game yet, point your browser to 
www.wildstar-online.com http://www.wildstar-online.com and click on 
the shiny buttons.  The first 30 days are free with initial purchase.


Production started in 2005 using Softimage XSI v3.5 and launched with 
Softimage 2013 SP1 -- all of it in 32 bit land.  Majority of the 
content created in Softimage 7.5 which we used for roughly 5 years.  
Softimage was used for a heavy majority of the 3D artwork including 
characters, props, environments (other than the ground), buildings, 
dungeons, and everything inside of them.  We didn't use ICE at all 
(but not for lack of trying, and we tested heavily), so this is a good 
example of what the fundamental toolset can do.  Heavy use of custom 
properties, vertex colors, user normals, clusters, envelopes, UV 
spaces, and hardware (real time) shaders to customize and iterate on 
our content.  What made these simple components really nice is they 
were general and could be re-targeted for many uses outside of their 
original intended purpose.  Our particles were created and applied in 
Softimage, but simulated only in engine.  The SDK was used to write 
500+ tools to assist artists to create their content include tools 
like 'mimick' which is a command similar to GATOR which can transfer 
attributes, but do so on select subcomponents instead of the entire 
object, along with other bells and whistles. Often overlooked and  
understated, but Softimage scaling was incredibly powerful for 
controlling the squash and stretch scaling of deformers used in our 
envelopes to animate characters with cartoon whimsy and without ugly 
shearing often associated with other software.  It is used on every 
asset that moves.  Relational views were used to create tools such as 
a face editor to view and animate faces for our player characters, and 
adjust face customizations to see how they'd appear in the game as 
each of our characters have multiple faces and other components which 
can plug in like a Mr. Potato head doll.  It was important to see the 
various components in context side-by-side for comparison while 
creating the content so consistency could be maintained.  This was 
achieved using many 'object view' embedded into the relational view.  
Under the hood the face editor drove the animation mixer to perform 
face pose blending so artists could see the animation in real time on 
their characters.  Also, NURBS, that's right, NURBS surfaces were used 
to transfer face poses and clothing between characters.  The details 
must remain a trade secret, but I just had to mention we used NURBS in 
all their unfinished glory to get meaningful work done with 
significant contributions to the end product.  Render passes were used 
to re-dress environments to allow artists to create geometry once, 
then swap textures, shader settings, and other details many times for 
each variant of the environment.  Not only does it simplify the artist 
workflow by centralizing all their interaction to a few clicks, but it 
also allows assets to be packed into compact files for use in our 
engine. Render passes are used in housing and dungeons.  If we had to 
do this in Maya, we'd probably have to break up each variant into its 
own scene and have to figure out a way to merge all the scenes 
together that shared the same geometry.  These polished touches 
matter.  Softimage for the win.


So that said, while many 3D software could create the assets in their 
own time and space vacuum, Softimage (in my opinion) was the only 
software that could've tackled this project given our specific time, 
resources, and budget as there were many close calls along the way.  I 
say Softimage because many of the aforementioned features came out of 
the box with us ready to roll and not have to spend oodles of time 
reinventing the wheel.  Not having to write an animation mixer to do 
face pose blending, or render pass systems to do texture/shader swaps 
were incredible time savers and something we could lean on.  

Re: Shameless plug

2014-06-03 Thread Adam Sale
Congratulations Matt! That's one hell of a long run on one project.




On Tue, Jun 3, 2014 at 7:27 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:

  Congratulations! Looks great.

 Thank you Softimage! I feel sick again.


 On 6/3/2014 8:00 PM, Matt Lind wrote:

  I don’t get to say this often, but I’ve finished a project using
 Softimage which all can see.  Well, it’s not actually ‘finished’ as it’s an
 online game which is continuously maintained, updated, and ongoing, but
 it’s now live and I can talk about it beyond generalizations.  Yay!   My
 last completed project was my previous production –Barnyard the animated
 feature back in 2006.  It’s been a long time coming, a relief, and
 refreshing to be able to refer to something I did in the current decade.



 Wildstar officially launched last Friday night at midnight for early
 access, but opened up the flood gates today for everybody else.  The game
 is now running smoothly in North America and Europe for all to see and
 experience.  If you were part of the beta, let it be known significant
 improvements have been made since on all fronts.  If you haven’t tried the
 game yet, point your browser to www.wildstar-online.com and click on the
 shiny buttons.  The first 30 days are free with initial purchase.



 Production started in 2005 using Softimage XSI v3.5 and launched with
 Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the content
 created in Softimage 7.5 which we used for roughly 5 years.  Softimage was
 used for a heavy majority of the 3D artwork including characters, props,
 environments (other than the ground), buildings, dungeons, and everything
 inside of them.  We didn’t use ICE at all (but not for lack of trying, and
 we tested heavily), so this is a good example of what the fundamental
 toolset can do.  Heavy use of custom properties, vertex colors, user
 normals, clusters, envelopes, UV spaces, and hardware (real time) shaders
 to customize and iterate on our content.  What made these simple components
 really nice is they were general and could be re-targeted for many uses
 outside of their original intended purpose.  Our particles were created and
 applied in Softimage, but simulated only in engine.  The SDK was used to
 write 500+ tools to assist artists to create their content include tools
 like ‘mimick’ which is a command similar to GATOR which can transfer
 attributes, but do so on select subcomponents instead of the entire object,
 along with other bells and whistles.  Often overlooked and  understated,
 but Softimage scaling was incredibly powerful for controlling the squash
 and stretch scaling of deformers used in our envelopes to animate
 characters with cartoon whimsy and without ugly shearing often associated
 with other software.  It is used on every asset that moves.  Relational
 views were used to create tools such as a face editor to view and animate
 faces for our player characters, and adjust face customizations to see how
 they’d appear in the game as each of our characters have multiple faces and
 other components which can plug in like a Mr. Potato head doll.  It was
 important to see the various components in context side-by-side for
 comparison while creating the content so consistency could be maintained.
 This was achieved using many ‘object view’ embedded into the relational
 view.  Under the hood the face editor drove the animation mixer to perform
 face pose blending so artists could see the animation in real time on their
 characters.  Also, NURBS, that’s right, NURBS surfaces were used to
 transfer face poses and clothing between characters.  The details must
 remain a trade secret, but I just had to mention we used NURBS in all their
 unfinished glory to get meaningful work done with significant contributions
 to the end product.  Render passes were used to re-dress environments to
 allow artists to create geometry once, then swap textures, shader settings,
 and other details many times for each variant of the environment.  Not only
 does it simplify the artist workflow by centralizing all their interaction
 to a few clicks, but it also allows assets to be packed into compact files
 for use in our engine. Render passes are used in housing and dungeons.  If
 we had to do this in Maya, we’d probably have to break up each variant into
 its own scene and have to figure out a way to merge all the scenes together
 that shared the same geometry.  These polished touches matter.  Softimage
 for the win.



 So that said, while many 3D software could create the assets in their own
 time and space vacuum, Softimage (in my opinion) was the only software that
 could’ve tackled this project given our specific time, resources, and
 budget as there were many close calls along the way.  I say Softimage
 because many of the aforementioned features came out of the box with us
 ready to roll and not have to spend oodles of time reinventing the wheel.
 Not having to write an animation mixer to do 

Re: Shameless plug

2014-06-03 Thread Andres Stephens




*long slow clap* 

That was great; I just saw your game promoted by a number of online magazines 
and news hubs via facebook; and it is great to see the minds, the talent and 
the software behind it - knowing full well how much work and love went into it, 
and it’s great to see how good the tool was to get the job done. Impressive, 
and always amazing to see such a huge project come to a finish, and learning 
how it was built, a true marvel! Encouraging, yet.. sadly.. mellow concerning 
the “tool”.. I agree with you fully right at your closing statements.  



-Draise

Ph: +57 313 811 6821





From: Matt Lind
Sent: ‎Tuesday‎, ‎June‎ ‎3‎, ‎2014 ‎21‎:‎01‎ ‎
To: softimage@listproc.autodesk.com






I don’t get to say this often, but I’ve finished a project using Softimage 
which all can see.  Well, it’s not actually ‘finished’ as it’s an online game 
which is continuously maintained, updated, and ongoing, but it’s now live and I 
can talk about it beyond generalizations.  Yay!   My last completed project was 
my previous production –Barnyard the animated feature back in 2006.  It’s been 
a long time coming, a relief, and refreshing to be able to refer to something I 
did in the current decade.

 

Wildstar officially launched last Friday night at midnight for early access, 
but opened up the flood gates today for everybody else.  The game is now 
running smoothly in North America and Europe for all to see and experience.  If 
you were part of the beta, let it be known significant improvements have been 
made since on all fronts.  If you haven’t tried the game yet, point your 
browser to www.wildstar-online.com and click on the shiny buttons.  The first 
30 days are free with initial purchase.

 

Production started in 2005 using Softimage XSI v3.5 and launched with Softimage 
2013 SP1 – all of it in 32 bit land.  Majority of the content created in 
Softimage 7.5 which we used for roughly 5 years.  Softimage was used for a 
heavy majority of the 3D artwork including characters, props, environments 
(other than the ground), buildings, dungeons, and everything inside of them.  
We didn’t use ICE at all (but not for lack of trying, and we tested heavily), 
so this is a good example of what the fundamental toolset can do.  Heavy use of 
custom properties, vertex colors, user normals, clusters, envelopes, UV spaces, 
and hardware (real time) shaders to customize and iterate on our content.  What 
made these simple components really nice is they were general and could be 
re-targeted for many uses outside of their original intended purpose.  Our 
particles were created and applied in Softimage, but simulated only in engine.  
The SDK was used to write 500+ tools to assist artists to create their content 
include tools like ‘mimick’ which is a command similar to GATOR which can 
transfer attributes, but do so on select subcomponents instead of the entire 
object, along with other bells and whistles.  Often overlooked and  
understated, but Softimage scaling was incredibly powerful for controlling the 
squash and stretch scaling of deformers used in our envelopes to animate 
characters with cartoon whimsy and without ugly shearing often associated with 
other software.  It is used on every asset that moves.  Relational views were 
used to create tools such as a face editor to view and animate faces for our 
player characters, and adjust face customizations to see how they’d appear in 
the game as each of our characters have multiple faces and other components 
which can plug in like a Mr. Potato head doll.  It was important to see the 
various components in context side-by-side for comparison while creating the 
content so consistency could be maintained.  This was achieved using many 
‘object view’ embedded into the relational view.  Under the hood the face 
editor drove the animation mixer to perform face pose blending so artists could 
see the animation in real time on their characters.  Also, NURBS, that’s right, 
NURBS surfaces were used to transfer face poses and clothing between 
characters.  The details must remain a trade secret, but I just had to mention 
we used NURBS in all their unfinished glory to get meaningful work done with 
significant contributions to the end product.  Render passes were used to 
re-dress environments to allow artists to create geometry once, then swap 
textures, shader settings, and other details many times for each variant of the 
environment.  Not only does it simplify the artist workflow by centralizing all 
their interaction to a few clicks, but it also allows assets to be packed into 
compact files for use in our engine. Render passes are used in housing and 
dungeons.  If we had to do this in Maya, we’d probably have to break up each 
variant into its own scene and have to figure out a way to merge all the scenes 
together that shared the same geometry.  These polished touches matter.  
Softimage for the win.

 

So that said, while many 3D software could create the 

Re: Nest Mommentum, reversing animation

2014-06-03 Thread Andres Stephens
Agreed, love the Animation Mixer. I actually compared it to Maya’s briefly in 
the documentation, and by far SI’s has a few more bells and whistles. It really 
helps in production, for blocking animation with a preset library of clips you 
may have created, , whipping out a sequence of actions rapidly, retime them, 
trim, combine, mix and match - then correct them all with Animation Layers 
and/or changing Fcurves within the clips, rapidly saving time over many 
characters or one specific one with his characterized library of movements: 
it’s a powerful tool to whip out large quantities of animation if you plan it 
right - with almost anything. 

I have not found another software, other than Maya’s, that may come close to a 
system like this, and even then it’s not quite as robust. But then again, I 
could be uneducated. I like it, let me put it that way, what Peter said. 

 






-Draise

Ph: +57 313 811 6821





From: pete...@skynet.be
Sent: ‎Tuesday‎, ‎June‎ ‎3‎, ‎2014 ‎15‎:‎04‎ ‎
To: softimage@listproc.autodesk.com







the animation mixer is for high level control over animation, including 
combining different types of animation. (fcurves, expressions, constraints, 
caches, plots,...)

 

the most obvious use is to combine a number of animation cycles on a character 
into a little edit.

Because it looks so much like a video editing timeline, one can easily overlook 
the usefulness of the mixer - on the surface it’s “just a timeline with video 
animationclips” – and many timing effects (including reversing animation: right 
click on a clip in the mixer – time properties – scale: -1) can be done with 
ease.

 

it lives in the model, and connects to the model using namespaces – allowing 
for the sharing of animation between different models. 

there’s things like offsetting the animation (in space!) with clip effects, 
allowing to blend between different animation sources that weren’t made to 
blend.

it can be useful for crowd animation, for instance by blending different 
animation cycles on the actors based on certain conditions.

 

I know the mixer only on the surface, and don’t need it very often, but each 
time I do, I discover more of what it can do.

Last time I needed it, I used it to turn a linear syflex simulation into 
timestretched, loopable + intro/outtro animations on a bunch of objects.

The mixer handled with ease what amounts to manipulating thousands of shapes on 
quite dense geometry, without being restricted to frames. A total nightmare to 
do with fcurves.

 

I think you’re a character artist, something which could be useful to you is 
setting up the restpose as well as a few animations and extreme poses in the 
mixer. This way you can easily stress test the skinning and topology. 

 

While it has seen some improvements over time, its another of those really 
unique tools that were in XSI from it’s very first version, and are still not 
really surpassed.

 



 


From: Sebastien Sterling 

Sent: Tuesday, June 03, 2014 9:13 PM

To: softimage@listproc.autodesk.com 

Subject: Re: Nest Mommentum, reversing animation

 
 

coming from different packages, never really got into the whole mixer system, i 
do get the appeal though. just would never really had a frame of reference for 
when to employ one.





On 3 June 2014 19:46, pete...@skynet.be wrote:





usually it’s cache the dynamics first, then plot to the mixer, and then reverse 
the clip in the mixer.

does this not work for you?

 



 


From: Sebastien Sterling 

Sent: Tuesday, June 03, 2014 8:30 PM

To: softimage@listproc.autodesk.com 

Subject: Nest Mommentum, reversing animation

 
 


i have a momentum simulationm i ploted, is it possible to reverse the animation 
? i'd do it in post, but i'm hoping to use some motion blur on some text, i's 
like it not to be reversed