Re: GMH2 Anyone ever used this plugin ?

2014-10-28 Thread Ognjen Vukovic
No it works with Nurbs patches, but you could deform them to polygons if
thats of crucial importance. It is a bit more complicated then GMH2 but
there is a ton more control  + ICE... The nurbs patches do stay dynamic
though so you can manipulate them however you like..

Here is a link to the site.
http://www.matkovic.com/anto/kristinka-hair.html

On Tue, Oct 28, 2014 at 4:09 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> does it use polygons ? and can they be updated by extending strips ?
>
> On 28 October 2014 11:08, Ognjen Vukovic  wrote:
>
>> Well there is Kristinka which is conceptually quite similar.
>>
>> On Tue, Oct 28, 2014 at 5:38 AM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Came across this the other day, out of interest, anyone ever try and
>>> replicate this in ICE ?
>>>
>>>
>>> http://www.thundercloud-studio.com/index.php?page=content/shop/1.script/0.GMH2
>>>
>>
>>
>


RE: dual quaternion enveloping

2014-10-28 Thread Grahame Fuller
Scaling should be OK, but don't touch bone lengths.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, October 28, 2014 1:42 PM
To: softimage@listproc.autodesk.com
Subject: Re: dual quaternion enveloping

I seem to remember weirdness if dragging the model null around.
On Tue Oct 28 2014 at 11:02:25 AM Matt Morris 
mailto:matt...@gmail.com>> wrote:
Hi chaps,

I'm very tempted to use this on some characters here, I read that it does now 
support scaling, are there any remaining caveats still out there to be aware of?

Cheers,
Matt


--
www.matinai.com
<>

Re: Large scence files

2014-10-28 Thread Angus Davidson
First thing ;)

From: Alan Fregtman mailto:alan.fregt...@gmail.com>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Tuesday 28 October 2014 at 8:09 PM
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: Large scence files

Just to rule it out, I assume you've done "Freeze M" on the meshes?

On Tue Oct 28 2014 at 5:36:08 AM Angus Davidson 
mailto:angus.david...@wits.ac.za>> wrote:
Anyone have an issue where the size of their files have ballooned for no 
reason. I have a file that’s nearly 400MB hoever when I export it out via FBX 
its only 15MB. Roughly what file size should be for a fairly small scene.

Is there any easy way to see whats taking up the bulk of the space, apart from 
methodically deleting stuff?

Kind regards

Angus


This communication is intended
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 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 
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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.




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: Large scence files

2014-10-28 Thread Rob Wuijster

Could be non-frozen UV's, but not sure if this bug is still there.

Rob

\/-\/\/

On 28-10-2014 10:35, Angus Davidson wrote:
Anyone have an issue where the size of their files have ballooned for 
no reason. I have a file that’s nearly 400MB hoever when I export it 
out via FBX its only 15MB. Roughly what file size should be for a 
fairly small scene.


Is there any easy way to see whats taking up the bulk of the space, 
apart from methodically deleting stuff?


Kind regards

Angus

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2015.0.5315 / Virus Database: 4189/8467 - Release Date: 10/28/14

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: Large scence files

2014-10-28 Thread Alan Fregtman
Just to rule it out, I assume you've done "Freeze M" on the meshes?

On Tue Oct 28 2014 at 5:36:08 AM Angus Davidson 
wrote:

>  Anyone have an issue where the size of their files have ballooned for no
> reason. I have a file that's nearly 400MB hoever when I export it out via
> FBX its only 15MB. Roughly what file size should be for a fairly small
> scene.
>
>  Is there any easy way to see whats taking up the bulk of the space,
> apart from methodically deleting stuff?
>
>  Kind regards
>
>  Angus
>
> 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: Merging Meshes & Transferring Weights takes forever

2014-10-28 Thread Eric Thivierge

Thanks Matt,

You've summed it up quite well. I can't strip any more deformers than I 
already have.


Alan, I'm not using GATOR and thus in the MergeMesh PPG it doesn't show 
the method it is using. I'm hoping it is using closest vertex.


Eric T.

On Tuesday, October 28, 2014 1:41:01 PM, Alan Fregtman wrote:

This may be an obvious thing, Eric, but did you try the "closest
vertex" method? Since you're transferring from the same exact shape,
it should be a lot faster than the default "closest surface".


On Mon Oct 27 2014 at 9:51:57 PM Matt Lind mailto:speye...@hotmail.com>> wrote:

You’ll get the best results if you merge the meshes first, cull
redundant deformers from the envelope, then do the weight
transfer.  The part that’s taking so long is you’re creating an M
x N x O array of deformers and vertices (436 objects * 161,000
vertices * NbDeformers).  That’s a huge envelope weights data
table.  Moving that around in memory while retaining connections
to all the dependencies feeding into the table is what’s dragging
it down.  Every new object added to the result triggers a refresh
cycle causing all the data to be rebuilt from scratch, but with
every new object the data gets larger at every step of the
process.   If working with a handful of objects its not a problem,
but your case is quite extreme.
GATOR doesn’t cull deformers from an envelope if it’s not used,
nor (sometimes) does it cull a deformer if more than one object
use it.  For example, if two different objects use the same
deformer, attribute transfer will sometimes add that deformer to
the resulting envelope twice – once for each input object.
I wrote our own set of GATOR tools to handle this problem.  It
takes some time to work out the logistics and deal with the edge
cases, but it’s well worth it in the end.
Matt





Re: Merging Meshes & Transferring Weights takes forever

2014-10-28 Thread Alan Fregtman
This may be an obvious thing, Eric, but did you try the "closest vertex"
method? Since you're transferring from the same exact shape, it should be a
lot faster than the default "closest surface".


On Mon Oct 27 2014 at 9:51:57 PM Matt Lind  wrote:

>   You'll get the best results if you merge the meshes first, cull
> redundant deformers from the envelope, then do the weight transfer.  The
> part that's taking so long is you're creating an M x N x O array of
> deformers and vertices (436 objects * 161,000 vertices * NbDeformers).
> That's a huge envelope weights data table.  Moving that around in memory
> while retaining connections to all the dependencies feeding into the table
> is what's dragging it down.  Every new object added to the result triggers
> a refresh cycle causing all the data to be rebuilt from scratch, but with
> every new object the data gets larger at every step of the process.   If
> working with a handful of objects its not a problem, but your case is quite
> extreme.
>
> GATOR doesn't cull deformers from an envelope if it's not used, nor
> (sometimes) does it cull a deformer if more than one object use it.  For
> example, if two different objects use the same deformer, attribute transfer
> will sometimes add that deformer to the resulting envelope twice - once for
> each input object.
>
> I wrote our own set of GATOR tools to handle this problem.  It takes some
> time to work out the logistics and deal with the edge cases, but it's well
> worth it in the end.
>
>
> Matt
>
>
>


Re: dual quaternion enveloping

2014-10-28 Thread Alan Fregtman
I seem to remember weirdness if dragging the model null around.

On Tue Oct 28 2014 at 11:02:25 AM Matt Morris  wrote:

> Hi chaps,
>
> I'm very tempted to use this on some characters here, I read that it does
> now support scaling, are there any remaining caveats still out there to be
> aware of?
>
> Cheers,
> Matt
>
>
> --
> www.matinai.com
>


Re: Stand-Alone to Network license?

2014-10-28 Thread Angus Davidson
Hi Jill

Can these changes please be updated the resellers. They are normally the
first point of call for the customers and so far they in large been
inaccurate with their advise,

Kind regards

Angus

On 2014/10/28, 6:54 PM, "Jason S"  wrote:

>Thanks (again) Jill!  Looking forward to it!
>J
>
>
>On 10/27/14 10:53, Jill Ramsay (Contractor) wrote:
>> Hey guys,
>> I agree the updated FAQ (May) should contain the information that you
>>can purchase new seats of the bundle - I'll see if I can get that added.
>>Please don't refer to the original FAQ because it contains information
>>that has since changed (for the better). If in doubt about any of your
>>options, please speak to your reseller or ask me.
>>
>> Thanks,
>> Jill
>>
>

 

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: Stand-Alone to Network license?

2014-10-28 Thread Jason S

Thanks (again) Jill!  Looking forward to it!
J


On 10/27/14 10:53, Jill Ramsay (Contractor) wrote:

Hey guys,
I agree the updated FAQ (May) should contain the information that you can 
purchase new seats of the bundle - I'll see if I can get that added. Please 
don't refer to the original FAQ because it contains information that has since 
changed (for the better). If in doubt about any of your options, please speak 
to your reseller or ask me.

Thanks,
Jill





Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Sebastien Sterling
Cheers! thank you for such a concise info drop ;)

On 28 October 2014 16:28, Eric Mootz  wrote:

> Proteus is a new SPH liquid solver being developed by a team around
> professor M. Teschner and doctor M. Ihmsen as well as a bunch of really
> talented students. They have also been publishing papers on all kinds of
> simulations: fluids, liquids, sand, etc., here a link to the team:
> http://cg.informatik.uni-freiburg.de/team.htm and here is a list of
> publications from Dr. Markus Ihmsen, the senior researcher, pretty
> impressive stuff: http://cg.informatik.uni-freiburg.de/people/ihmsen.htm
> Had the pleasure to meet them twice in Freiburg and to work together with
> them.  They provided me with a beta of Proteus that I was allowed to use to
> create some of the particle sims in the video.
>
>
> Am 28.10.2014 17:12, schrieb Sebastien Sterling:
>
>  Been trying to read up on Proteus, is it a paper that you implement ? or
>> has it already been turned into a product ?
>>
>>
>


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Eric Mootz
Proteus is a new SPH liquid solver being developed by a team around 
professor M. Teschner and doctor M. Ihmsen as well as a bunch of really 
talented students. They have also been publishing papers on all kinds of 
simulations: fluids, liquids, sand, etc., here a link to the team: 
http://cg.informatik.uni-freiburg.de/team.htm and here is a list of 
publications from Dr. Markus Ihmsen, the senior researcher, pretty 
impressive stuff: http://cg.informatik.uni-freiburg.de/people/ihmsen.htm
Had the pleasure to meet them twice in Freiburg and to work together 
with them.  They provided me with a beta of Proteus that I was allowed 
to use to create some of the particle sims in the video.



Am 28.10.2014 17:12, schrieb Sebastien Sterling:
Been trying to read up on Proteus, is it a paper that you implement ? 
or has it already been turned into a product ?






Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Sergio Mucino
Stoked about the MODO news. This is awesome!
-
Sergio M.

From: Eric Mootz 
Sent: Tuesday, October 28, 2014 12:01 PM
To: softimage@listproc.autodesk.com 
Subject: Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, 
Maya,command line)

Thanks, guys!

No, haven't posted on the Modo forums yet, but will do that as soon as I have 
uploaded the first video tutorial for the beta of emPolygonizer5 for Modo.

PS: Luxology7Foundry has been very supportive, by the way, for example next 
week I am meeting with one of the Modo devs and he will help me finish some 
last things. 



Am 28.10.2014 16:39, schrieb Sebastien Sterling:

  Have you put this up on the Modo forums Eric? doubtless you will get featured 
on their next product community shout out.


  On 28 October 2014 15:15, Jason S  wrote:


I find this mapping feature (in particular) to be just amazing!

  

Kudos!




Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Sebastien Sterling
Been trying to read up on Proteus, is it a paper that you implement ? or
has it already been turned into a product ?

On 28 October 2014 16:01, Eric Mootz  wrote:

>  Thanks, guys!
>
> No, haven't posted on the Modo forums yet, but will do that as soon as I
> have uploaded the first video tutorial for the beta of emPolygonizer5 for
> Modo.
>
> PS: Luxology7Foundry has been very supportive, by the way, for example
> next week I am meeting with one of the Modo devs and he will help me finish
> some last things.
>
>
> Am 28.10.2014 16:39, schrieb Sebastien Sterling:
>
> Have you put this up on the Modo forums Eric? doubtless you will get
> featured on their next product community shout out.
>
> On 28 October 2014 15:15, Jason S  wrote:
>
>>
>> I find this mapping feature (in particular) to be just amazing!
>>
>>
>>
>> Kudos!
>>
>
>


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Eric Mootz

Thanks, guys!

No, haven't posted on the Modo forums yet, but will do that as soon as I 
have uploaded the first video tutorial for the beta of emPolygonizer5 
for Modo.


PS: Luxology7Foundry has been very supportive, by the way, for example 
next week I am meeting with one of the Modo devs and he will help me 
finish some last things.



Am 28.10.2014 16:39, schrieb Sebastien Sterling:
Have you put this up on the Modo forums Eric? doubtless you will get 
featured on their next product community shout out.


On 28 October 2014 15:15, Jason S > wrote:



I find this mapping feature (in particular) to be just amazing!



Kudos!





Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Sebastien Sterling
Have you put this up on the Modo forums Eric? doubtless you will get
featured on their next product community shout out.

On 28 October 2014 15:15, Jason S  wrote:

>
> I find this mapping feature (in particular) to be just amazing!
>
>
>
> Kudos!
>
>
>
> On 10/28/14 11:03, Jens Lindgren wrote:
>
>  I see, Eric.
>
>  I can't find a upgrade price for emTopolizer 2 users to a boundle with
> emTopolizer 2 + emPolygonizer 5. Is that possible?
>
>  /Jens
>
> On Tue, Oct 28, 2014 at 3:53 PM, Eric Mootz  wrote:
>
>>  Thanks, Jens!
>>
>> No, there will not be a new emTopolizer, simply because emPolygonizer5
>> and emTopolizer2 use the exact same mesher core (at least for the
>> polygonizer stuff).
>>
>> Cheers!
>> Eric
>>
>> .
>>
>> Am 28.10.2014 14:00, schrieb Jens Lindgren:
>>
>>  This is great Eric!
>> Will there be a new Topolizer with this new core as well? If not, is
>> there a cross grade path for that?
>>
>>  Cheers!
>> /Jens
>>
>> On Tue, Oct 28, 2014 at 12:11 PM, Steffen Dünner <
>> steffen.duen...@gmail.com> wrote:
>>
>>> Great!
>>>
>>>  Thanks a lot for your continued support for Softimage. And I'm
>>> especially glad about the MODO plugin. That's a good sign for the future! :)
>>>
>>>  Cheers
>>>  Steffen
>>>
>>>  P.S.: Are there plans for some sort of view / camera dependent meshing?
>>>
>>> Eric Mootz  schrieb am Tue Oct 28 2014 at 11:29:51
>>> AM:
>>>
>>>  Hey guys,

 Just wanted to announce the official release of emPolygonizer5.
 I copy/pasted the newsletter below.

 Cheers!
 Eric


  Mootzoid is pleased to announce the release of *emPolygonizer5*
 (version 5.1).

 Aside from new features and many improvements this new version is not
 only available for *Softimage*, but also for *Maya*, *MODO*, *Fabric
 Engine* and as a *command line tool* => pick your poison!

 The plugin was heavily tested during the last few weeks to eliminate
 any last bugs and to make sure it can handle dozens of millions of
 particles on a normal workstation and so on. In short: to ensure it is a
 solid and reliable tool for production! The resulting renderings were put
 together in a four minute long release video called "Wild at Mesh", see
 link below.

 The *Softimage*, the *Maya *and the *command line* versions are 100%
 finished, the *Fabric Engine* version as well as the *MODO* version
 will be available shortly (in a couple of weeks, tops) as there are still a
 few last little things to polish.

 "Wild at Mesh" (release video ):
 https://vimeo.com/109935003

 emPolygonizer5 web page:
 http://www.mootzoid.com/plugin/empolygonizer5

 Upgrade / Order:
 http://www.mootzoid.com/order

 Hope this new version will be fun to work with and helpful in
 production!
 Should you have questions regarding emPolygonizer5 don't hesitate to
 write me an email!

 Take care,
 Eric

 PS (*MODO*): one can already download the beta version and test it.
 There will be a video tutorial available in a couple of days that will
 demonstrate how to use the beta.





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


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Eric Mootz
Sure! Upgrading from "emTopolizer2" to "emTopolizer2 + emPolygonizer5" 
costs 200 Euros.


Note: a emPolygonizer5 license works for /all/ versions: Softimage, 
Modo, Maya, etc.



Am 28.10.2014 16:03, schrieb Jens Lindgren:

I see, Eric.

I can't find a upgrade price for emTopolizer 2 users to a boundle with 
emTopolizer 2 + emPolygonizer 5. Is that possible?


/Jens





Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Jason S

  
  

  I find this mapping feature (in particular) to be just amazing!
  
    
  
  Kudos!
  
  
  On 10/28/14 11:03, Jens Lindgren wrote:


  
I see, Eric.


I can't find a upgrade price for emTopolizer 2 users to a
  boundle with emTopolizer 2 + emPolygonizer 5. Is that
  possible?


/Jens
  
  
On Tue, Oct 28, 2014 at 3:53 PM, Eric
  Mootz 
  wrote:
  
 Thanks, Jens!
  
  No, there will not be a new emTopolizer, simply because
  emPolygonizer5 and emTopolizer2 use the exact same mesher
  core (at least for the polygonizer stuff).
  
  Cheers!
  Eric
  
  .
  
  Am 28.10.2014 14:00, schrieb Jens Lindgren:
  
  

  

  This is great Eric!
  Will there be a new Topolizer with this new
core as well? If not, is there a cross grade
path for that?
  
  
  Cheers!
  /Jens


  On Tue, Oct 28, 2014 at
12:11 PM, Steffen Dünner 
wrote:
Great!

  
  
  Thanks a lot for your continued support
for Softimage. And I'm especially glad about
the MODO plugin. That's a good sign for the
future! :)
  
  
  Cheers
  
  Steffen

  
  
  P.S.: Are there plans for some sort of
view / camera dependent meshing?

Eric Mootz 
  schrieb am Tue Oct 28 2014 at 11:29:51 AM:
  

  
 Hey guys,
  
  Just wanted to announce the
  official release of
  emPolygonizer5.
  I copy/pasted the newsletter
  below.
  
  Cheers!
  Eric
  
  
   Mootzoid is
pleased to announce the release
of emPolygonizer5
(version 5.1).

Aside from new features and many
improvements this new version is
not only available for Softimage,
but also for Maya, MODO,
Fabric Engine and as a command
  line tool => pick your
poison!

The plugin was heavily tested
during the last few weeks to
eliminate any last bugs and to
make sure it can handle dozens
of millions of particles on a
normal workstation and so on. In
short: to ensure it is a solid
and reliable tool for
production! The resulting
renderings were put together in
a four minute long release video
called "Wild at Mesh", see link
below.

The Softimage, the Maya
and the command line
versions are 100% finished, the

Re: GMH2 Anyone ever used this plugin ?

2014-10-28 Thread Sebastien Sterling
does it use polygons ? and can they be updated by extending strips ?

On 28 October 2014 11:08, Ognjen Vukovic  wrote:

> Well there is Kristinka which is conceptually quite similar.
>
> On Tue, Oct 28, 2014 at 5:38 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Came across this the other day, out of interest, anyone ever try and
>> replicate this in ICE ?
>>
>>
>> http://www.thundercloud-studio.com/index.php?page=content/shop/1.script/0.GMH2
>>
>
>


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Jens Lindgren
I see, Eric.

I can't find a upgrade price for emTopolizer 2 users to a boundle with
emTopolizer 2 + emPolygonizer 5. Is that possible?

/Jens

On Tue, Oct 28, 2014 at 3:53 PM, Eric Mootz  wrote:

>  Thanks, Jens!
>
> No, there will not be a new emTopolizer, simply because emPolygonizer5 and
> emTopolizer2 use the exact same mesher core (at least for the polygonizer
> stuff).
>
> Cheers!
> Eric
>
> .
>
> Am 28.10.2014 14:00, schrieb Jens Lindgren:
>
>  This is great Eric!
> Will there be a new Topolizer with this new core as well? If not, is there
> a cross grade path for that?
>
>  Cheers!
> /Jens
>
> On Tue, Oct 28, 2014 at 12:11 PM, Steffen Dünner <
> steffen.duen...@gmail.com> wrote:
>
>> Great!
>>
>>  Thanks a lot for your continued support for Softimage. And I'm
>> especially glad about the MODO plugin. That's a good sign for the future! :)
>>
>>  Cheers
>>  Steffen
>>
>>  P.S.: Are there plans for some sort of view / camera dependent meshing?
>>
>> Eric Mootz  schrieb am Tue Oct 28 2014 at 11:29:51
>> AM:
>>
>>  Hey guys,
>>>
>>> Just wanted to announce the official release of emPolygonizer5.
>>> I copy/pasted the newsletter below.
>>>
>>> Cheers!
>>> Eric
>>>
>>>
>>>  Mootzoid is pleased to announce the release of *emPolygonizer5*
>>> (version 5.1).
>>>
>>> Aside from new features and many improvements this new version is not
>>> only available for *Softimage*, but also for *Maya*, *MODO*, *Fabric
>>> Engine* and as a *command line tool* => pick your poison!
>>>
>>> The plugin was heavily tested during the last few weeks to eliminate any
>>> last bugs and to make sure it can handle dozens of millions of particles on
>>> a normal workstation and so on. In short: to ensure it is a solid and
>>> reliable tool for production! The resulting renderings were put together in
>>> a four minute long release video called "Wild at Mesh", see link below.
>>>
>>> The *Softimage*, the *Maya *and the *command line* versions are 100%
>>> finished, the *Fabric Engine* version as well as the *MODO* version
>>> will be available shortly (in a couple of weeks, tops) as there are still a
>>> few last little things to polish.
>>>
>>> "Wild at Mesh" (release video ):
>>> https://vimeo.com/109935003
>>>
>>> emPolygonizer5 web page:
>>> http://www.mootzoid.com/plugin/empolygonizer5
>>>
>>> Upgrade / Order:
>>> http://www.mootzoid.com/order
>>>
>>> Hope this new version will be fun to work with and helpful in production!
>>> Should you have questions regarding emPolygonizer5 don't hesitate to
>>> write me an email!
>>>
>>> Take care,
>>> Eric
>>>
>>> PS (*MODO*): one can already download the beta version and test it.
>>> There will be a video tutorial available in a couple of days that will
>>> demonstrate how to use the beta.
>>>
>>>
>>>
>>>
>>>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios 
>
>
>


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


dual quaternion enveloping

2014-10-28 Thread Matt Morris
Hi chaps,

I'm very tempted to use this on some characters here, I read that it does
now support scaling, are there any remaining caveats still out there to be
aware of?

Cheers,
Matt


-- 
www.matinai.com


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Steffen Dünner
Yummy! :)

Eric Mootz  schrieb am Tue Oct 28 2014 at 3:52:08 PM:

>  Thanks, Steffen!
>
> the future of, ahem, *whatever* is bright :)
>
> The core has been revised and enhanced in such a way to make further
> implementations and improvements easier.
> => yes, there are plans for view depending meshing as well as adaptive
> meshing.
>
> Best,
> Eric
>
>
> Am 28.10.2014 12:11, schrieb Steffen Dünner:
>
> Great!
>
>  Thanks a lot for your continued support for Softimage. And I'm
> especially glad about the MODO plugin. That's a good sign for the future! :)
>
>  Cheers
> Steffen
>
>  P.S.: Are there plans for some sort of view / camera dependent meshing?
>
>
>


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Eric Mootz

Thanks, Jens!

No, there will not be a new emTopolizer, simply because emPolygonizer5 
and emTopolizer2 use the exact same mesher core (at least for the 
polygonizer stuff).


Cheers!
Eric

.

Am 28.10.2014 14:00, schrieb Jens Lindgren:

This is great Eric!
Will there be a new Topolizer with this new core as well? If not, is 
there a cross grade path for that?


Cheers!
/Jens

On Tue, Oct 28, 2014 at 12:11 PM, Steffen Dünner 
mailto:steffen.duen...@gmail.com>> wrote:


Great!

Thanks a lot for your continued support for Softimage. And I'm
especially glad about the MODO plugin. That's a good sign for the
future! :)

Cheers
Steffen

P.S.: Are there plans for some sort of view / camera dependent
meshing?

Eric Mootz mailto:e...@mootzoid.com>> schrieb
am Tue Oct 28 2014 at 11:29:51 AM:

Hey guys,

Just wanted to announce the official release of emPolygonizer5.
I copy/pasted the newsletter below.

Cheers!
Eric


Mootzoid is pleased to announce the release of
*emPolygonizer5* (version 5.1).

Aside from new features and many improvements this new version
is not only available for *Softimage*, but also for *Maya*,
*MODO*, *Fabric Engine* and as a *command line tool* => pick
your poison!

The plugin was heavily tested during the last few weeks to
eliminate any last bugs and to make sure it can handle dozens
of millions of particles on a normal workstation and so on. In
short: to ensure it is a solid and reliable tool for
production! The resulting renderings were put together in a
four minute long release video called "Wild at Mesh", see link
below.

The *Softimage*, the *Maya *and the *command line* versions
are 100% finished, the *Fabric Engine* version as well as the
*MODO* version will be available shortly (in a couple of
weeks, tops) as there are still a few last little things to
polish.

"Wild at Mesh" (release video ):
https://vimeo.com/109935003

emPolygonizer5 web page:
http://www.mootzoid.com/plugin/empolygonizer5

Upgrade / Order:
http://www.mootzoid.com/order

Hope this new version will be fun to work with and helpful in
production!
Should you have questions regarding emPolygonizer5 don't
hesitate to write me an email!

Take care,
Eric

PS (*MODO*): one can already download the beta version and
test it. There will be a video tutorial available in a couple
of days that will demonstrate how to use the beta.







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




Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Eric Mootz

Thanks, Steffen!

the future of, ahem, /whatever/ is bright :)

The core has been revised and enhanced in such a way to make further 
implementations and improvements easier.
=> yes, there are plans for view depending meshing as well as adaptive 
meshing.


Best,
Eric


Am 28.10.2014 12:11, schrieb Steffen Dünner:

Great!

Thanks a lot for your continued support for Softimage. And I'm 
especially glad about the MODO plugin. That's a good sign for the 
future! :)


Cheers
Steffen

P.S.: Are there plans for some sort of view / camera dependent meshing?




Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Jens Lindgren
This is great Eric!
Will there be a new Topolizer with this new core as well? If not, is there
a cross grade path for that?

Cheers!
/Jens

On Tue, Oct 28, 2014 at 12:11 PM, Steffen Dünner 
wrote:

> Great!
>
> Thanks a lot for your continued support for Softimage. And I'm especially
> glad about the MODO plugin. That's a good sign for the future! :)
>
> Cheers
> Steffen
>
> P.S.: Are there plans for some sort of view / camera dependent meshing?
>
> Eric Mootz  schrieb am Tue Oct 28 2014 at 11:29:51 AM:
>
>  Hey guys,
>>
>> Just wanted to announce the official release of emPolygonizer5.
>> I copy/pasted the newsletter below.
>>
>> Cheers!
>> Eric
>>
>>
>>  Mootzoid is pleased to announce the release of *emPolygonizer5*
>> (version 5.1).
>>
>> Aside from new features and many improvements this new version is not
>> only available for *Softimage*, but also for *Maya*, *MODO*, *Fabric
>> Engine* and as a *command line tool* => pick your poison!
>>
>> The plugin was heavily tested during the last few weeks to eliminate any
>> last bugs and to make sure it can handle dozens of millions of particles on
>> a normal workstation and so on. In short: to ensure it is a solid and
>> reliable tool for production! The resulting renderings were put together in
>> a four minute long release video called "Wild at Mesh", see link below.
>>
>> The *Softimage*, the *Maya *and the *command line* versions are 100%
>> finished, the *Fabric Engine* version as well as the *MODO* version will
>> be available shortly (in a couple of weeks, tops) as there are still a few
>> last little things to polish.
>>
>> "Wild at Mesh" (release video ):
>> https://vimeo.com/109935003
>>
>> emPolygonizer5 web page:
>> http://www.mootzoid.com/plugin/empolygonizer5
>>
>> Upgrade / Order:
>> http://www.mootzoid.com/order
>>
>> Hope this new version will be fun to work with and helpful in production!
>> Should you have questions regarding emPolygonizer5 don't hesitate to
>> write me an email!
>>
>> Take care,
>> Eric
>>
>> PS (*MODO*): one can already download the beta version and test it.
>> There will be a video tutorial available in a couple of days that will
>> demonstrate how to use the beta.
>>
>>
>>
>>
>>


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


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Steffen Dünner
Great!

Thanks a lot for your continued support for Softimage. And I'm especially
glad about the MODO plugin. That's a good sign for the future! :)

Cheers
Steffen

P.S.: Are there plans for some sort of view / camera dependent meshing?

Eric Mootz  schrieb am Tue Oct 28 2014 at 11:29:51 AM:

>  Hey guys,
>
> Just wanted to announce the official release of emPolygonizer5.
> I copy/pasted the newsletter below.
>
> Cheers!
> Eric
>
>
>  Mootzoid is pleased to announce the release of *emPolygonizer5* (version
> 5.1).
>
> Aside from new features and many improvements this new version is not only
> available for *Softimage*, but also for *Maya*, *MODO*, *Fabric Engine*
> and as a *command line tool* => pick your poison!
>
> The plugin was heavily tested during the last few weeks to eliminate any
> last bugs and to make sure it can handle dozens of millions of particles on
> a normal workstation and so on. In short: to ensure it is a solid and
> reliable tool for production! The resulting renderings were put together in
> a four minute long release video called "Wild at Mesh", see link below.
>
> The *Softimage*, the *Maya *and the *command line* versions are 100%
> finished, the *Fabric Engine* version as well as the *MODO* version will
> be available shortly (in a couple of weeks, tops) as there are still a few
> last little things to polish.
>
> "Wild at Mesh" (release video ):
> https://vimeo.com/109935003
>
> emPolygonizer5 web page:
> http://www.mootzoid.com/plugin/empolygonizer5
>
> Upgrade / Order:
> http://www.mootzoid.com/order
>
> Hope this new version will be fun to work with and helpful in production!
> Should you have questions regarding emPolygonizer5 don't hesitate to write
> me an email!
>
> Take care,
> Eric
>
> PS (*MODO*): one can already download the beta version and test it. There
> will be a video tutorial available in a couple of days that will
> demonstrate how to use the beta.
>
>
>
>
>


Re: GMH2 Anyone ever used this plugin ?

2014-10-28 Thread Ognjen Vukovic
Well there is Kristinka which is conceptually quite similar.

On Tue, Oct 28, 2014 at 5:38 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Came across this the other day, out of interest, anyone ever try and
> replicate this in ICE ?
>
>
> http://www.thundercloud-studio.com/index.php?page=content/shop/1.script/0.GMH2
>


Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Angus Davidson
Really stoked about the Modo plugin ;)

From: Eric Mootz mailto:e...@mootzoid.com>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Tuesday 28 October 2014 at 12:29 PM
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command 
line)

Hey guys,

Just wanted to announce the official release of emPolygonizer5.
I copy/pasted the newsletter below.

Cheers!
Eric


Mootzoid is pleased to announce the release of emPolygonizer5 (version 5.1).

Aside from new features and many improvements this new version is not only 
available for Softimage, but also for Maya, MODO, Fabric Engine and as a 
command line tool => pick your poison!

The plugin was heavily tested during the last few weeks to eliminate any last 
bugs and to make sure it can handle dozens of millions of particles on a normal 
workstation and so on. In short: to ensure it is a solid and reliable tool for 
production! The resulting renderings were put together in a four minute long 
release video called "Wild at Mesh", see link below.

The Softimage, the Maya and the command line versions are 100% finished, the 
Fabric Engine version as well as the MODO version will be available shortly (in 
a couple of weeks, tops) as there are still a few last little things to polish.

"Wild at Mesh" (release video ):
https://vimeo.com/109935003

emPolygonizer5 web page:
http://www.mootzoid.com/plugin/empolygonizer5

Upgrade / Order:
http://www.mootzoid.com/order

Hope this new version will be fun to work with and helpful in production!
Should you have questions regarding emPolygonizer5 don't hesitate to write me 
an email!

Take care,
Eric

PS (MODO): one can already download the beta version and test it. There will be 
a video tutorial available in a couple of days that will demonstrate how to use 
the beta.







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. 




emPolygonizer5 release (Softimage, Modo, Fabric Engine, Maya, command line)

2014-10-28 Thread Eric Mootz

Hey guys,

Just wanted to announce the official release of emPolygonizer5.
I copy/pasted the newsletter below.

Cheers!
Eric


Mootzoid is pleased to announce the release of *emPolygonizer5* (version 
5.1).


Aside from new features and many improvements this new version is not 
only available for *Softimage*, but also for *Maya*, *MODO*, *Fabric 
Engine* and as a *command line tool* => pick your poison!


The plugin was heavily tested during the last few weeks to eliminate any 
last bugs and to make sure it can handle dozens of millions of particles 
on a normal workstation and so on. In short: to ensure it is a solid and 
reliable tool for production! The resulting renderings were put together 
in a four minute long release video called "Wild at Mesh", see link below.


The *Softimage*, the *Maya *and the *command line* versions are 100% 
finished, the *Fabric Engine* version as well as the *MODO* version will 
be available shortly (in a couple of weeks, tops) as there are still a 
few last little things to polish.


"Wild at Mesh" (release video ):
https://vimeo.com/109935003

emPolygonizer5 web page:
http://www.mootzoid.com/plugin/empolygonizer5

Upgrade / Order:
http://www.mootzoid.com/order

Hope this new version will be fun to work with and helpful in production!
Should you have questions regarding emPolygonizer5 don't hesitate to 
write me an email!


Take care,
Eric

PS (*MODO*): one can already download the beta version and test it. 
There will be a video tutorial available in a couple of days that will 
demonstrate how to use the beta.







Large scence files

2014-10-28 Thread Angus Davidson
Anyone have an issue where the size of their files have ballooned for no 
reason. I have a file that’s nearly 400MB hoever when I export it out via FBX 
its only 15MB. Roughly what file size should be for a fairly small scene.

Is there any easy way to see whats taking up the bulk of the space, apart from 
methodically deleting stuff?

Kind regards

Angus




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.