Re: more maya......

2014-12-04 Thread Daniel Harjanto
If script is way to go, probably it's worth to take a look into pymel.
Pymel warps a lot of Maya Python API into it. Or go directly to Maya Python
API, use openMaya to talk directly to Maya.

pymel.core.datatypes module contain a bunch of useful stuff, including
TransformationMatrix, Vector, and Point which could be easily use to build
transformation matrix and others.

Cheers,

On Tue, Dec 2, 2014 at 10:10 PM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

 always nice to read about maya like this... it reminds me why I started to
 hate it in first place and why it will NEVER replace as SI as main
 workhorse...

 script it... ;)

 On Tue, Dec 2, 2014 at 3:55 PM, Emilio Hernandez emi...@e-roja.com
 wrote:

 It should...

 I use this script for rigging, matching the center's T and R to match a
 locator to a group.

 It is querying the world position and rotation of the second object and
 applying those values to the first selected object.

 But to be honest, I have not tried it modifying the object's pivot.







 ---
 Emilio Hernández   VFX  3D animation.

 On Tue, Dec 2, 2014 at 8:24 AM, Cristobal Infante cgc...@gmail.com
 wrote:

 Thanks Emilio, but that doesn't match the objects by their centers right?

 If you offset the center and then try to match?

 On 2 December 2014 at 14:15, Emilio Hernandez emi...@e-roja.com wrote:

 Or...  Write a script.

 Python Tab
 -
 import maya.cmds as cmds

 selected = cmds.ls (selection=True)

 objTrans =selected[0]
 objTarget = selected[1]

 trans = cmds.xform (objTarget, q=True, t=True, ws=True)
 rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
 cmds.xform (objTrans, t=trans, ro=rotation)
 ---

 Select first the object to transform.
 Select second the target object.

 run the script or add it as a button.



 ---
 Emilio Hernández   VFX  3D animation.

 On Tue, Dec 2, 2014 at 5:15 AM, mikael.petter...@gmail.com wrote:

  You can select two objects and then tab through the values in the
 channel box and they will match up

 /Mikael

 *Från:* Cristobal Infante cgc...@gmail.com
 *Skickat:* ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
 *Till:* softimage@listproc.autodesk.com

 Can somebody please tell what is the best way of matching transforms
 in Maya?

 I've been using Align Objects, but it doesn't match two objects based
 on their pivot like in xsi.

 Any ideas?

 C








-- 
Daniel Harjanto
Infinite Frameworks Studios
TD
http://misterdi.cgpot.com


Re: Service Pack 1 available

2014-12-04 Thread Andreas Böinghoff

Yes, please update the readme!

Andreas

On 03/12/2014 04:18, Hsiao Ming Chia wrote:

Yes, this defect was fixed but missing from the Readme.
SOFT-10280 - Crash using Manipulate Mode to pick corner
We will get the Readme updated.

Thanks,
Hsiao Ming

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Wednesday, December 03, 2014 5:40 AM
To: softimage@listproc.autodesk.com
Subject: RE: Service Pack 1 available

Indeed it seems there are  be more bugfixes than listed in the readme file. 
E.g. the bug when using manipulator [B] tool and rotate objects. It no longer 
crashes.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Goehler
Sent: Tuesday, December 02, 2014 9:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: Service Pack 1 available

Ahem, this is a joke right? It’s been since April and we get nine (9) bug fixes?
I’m sure it’s just a glitch, and the wrong readme has been posted.







Re: Comparing point position on Blend Shapes

2014-12-04 Thread Nicolas Esposito
Yep,

I remember the demo, do you guys still use FR? I guess there was quite a
bit of RnD behind the tech showed in the demo...just wondering since that
tech looked absolutely fantastic!

I will try to add a mesh with no FR setup/no envelope/soft tissue, which
will be driven by the FR mesh ( basically matching of the point position
between them ), and see if it work.

2014-12-04 2:27 GMT+01:00 Greg Punchatz g...@janimation.com:

 FR can be tricky, best bet is to use a secondary mesh to do your ice stuff
 with. Just refer to FRs point positions in your ICE tree somehow ( I am not
 an ICE guy, but I know basic the logic behind this)  Brad did this when we
 used ICE to add some more awesome to our face animations done with FR.

 On Wed, Dec 3, 2014 at 7:07 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 I think I'm doing something wrong, or FR is mocking me...

 As you can see from the jpg Store position I'm storing the initial
 point position values in a custom attribute ( tmp.origin )

 Then I compare ( by setting another ice node in animation mode ) the
 point position values by getting the self.origin and getting the distance
 to the point position of the shape point position.
 Looks like its not working, because I have huge values, while if I try to
 plug the point position I have proper values ( 0 around the neck area,
 other values different to zero arounf the mounth )

 I also notice that I cannot trigger the shapes from the shape manager,
 probably because of the lipsync itself, or the envelope or something
 else...so I'm thinking that FR overrides/reset the shapes ( considering tha
 absurd values I got ).

 I also tried to import all the shapes as single meshes and apply an ice
 tree on them, but if I try to reference a value which is on another mesh it
 breaks ( some strange error )

 At this point I'm thinking to go with the game export and then get all
 the info from there, but I would like to know if I'm doing something wrong.

 Also, most important, I have a list of 3d vectors if I compare the points
 position...even if I plug an array average node I still have 3d
 vectors...what I have to do to have a single ( average? ) scalar value?
 ​
  Original_point_position.JPG
 https://docs.google.com/file/d/0ByXsl1-14iQENDMzb2V5VjZDT3M/edit?usp=drive_web
 ​​
  Store_point_position.JPG
 https://docs.google.com/file/d/0ByXsl1-14iQEYUhEcC1YbVRzYUE/edit?usp=drive_web
 ​​
  Get_distance.JPG
 https://docs.google.com/file/d/0ByXsl1-14iQEVXZPSlpmMlV5WWc/edit?usp=drive_web
 ​

 2014-12-03 16:41 GMT+01:00 Max Crow m...@nsccreative.com:

 Hi Nicolas,
 Right, a phenome watcher on one mesh to drive phenomes on another is
 that it? So its a kind of inverse of the picture I gave you. Perhaps, if
 you set up each phenome in the ice tree and then compare the distance to
 its self on the mesh as it moves. The average of the array puts out a
 scalar value, so when this hits zero you will have a match. if you add a
 rescale node you can make go from 0 to 1.   You would have to have the
 original shape positions stored first to compare. It's a thought anyway.

 Max

 On Wed, Dec 3, 2014 at 2:44 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Hi Max,
 Thanks for the answer...a couple of minutes ago I was scrolling thru
 Paul Smith tutorial anb I watched exactly what your image shows, which is
 very usefull :)

 Actually I'm trying a workaround on my previous discussion here on the
 mailing list ( Lipsync from Facerobot - get anim values )

 The suuggestion by Luc-Eric is exactly what I'm looking for, but not
 being able to script is a hige problem for me :)

 The description above is the workaround for me, means that I extracted
 all the phonemes as single meshes from the main mesh.

 Since during the lipsync the phonemes value goes from 0 to 1 I'm trying
 to set the base mesh point position to be my 0 value and each phoneme
 mesh point position to be my 1 value. During the animation I have all
 those points position which corresponds to my shapes, so I have a 100%
 match when the phoneme is spoken ( obviously with a blend between each
 phoneme when spoken ).

 What I find difficult is how to convert all those 3d vectors from the
 base mesh points position to be my 0, and ( for example ) the phoneme
 ah points position to be my 1 value, so that at each frame I have a
 blend value for every phoneme, so that I can drive the shapes which I
 previously created.

 Hope its clear

 2014-12-03 13:39 GMT+01:00 Max Crow m...@nsccreative.com:

 Hi Nicolas,

 get the point position, add it to the shape position then linear
 interpolate from the original point position and you have an ICE shape
 manager. Very cool and useful.

 Hope this helps.
 Max


 https://www.dropbox.com/s/orxwfdphyl6x75y/Shape%20Manager%20in%20ICE.jpg?dl=0

 On Wed, Dec 3, 2014 at 10:49 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Hi all,

 I'm having some difficulties with comparing two shapes using point
 position...let me explain.

 Basically I have the 

Re: more maya......

2014-12-04 Thread Luc-Eric Rousseau
Often happens when you copy paste a script from outlook or another email
app that changes the quotes on you
On Dec 4, 2014 2:41 AM, Cesar Saez cesa...@gmail.com wrote:

 Hey Adam,

 It doesn't work because you're using the wrong quotation marks,
 *parentConstraint* should be enclosed by backticks / backquotes / ` (it's
 an imperative form of eval... sort of).

 http://download.autodesk.com/global/docs/maya2014/en_us/files/FAQ_What_is_the_difference_between_eval_backquotes_and.htm

 Cheers!

 On Thu, Dec 4, 2014 at 1:11 AM, Adam Sale adamfs...@gmail.com wrote:

 Hi Cesar, funny, I had been using the one liner to match transforms,
 position, rotation, etc about 6 months ago, no problems

 Now, however, running the command just doesn't work for me in MEL in Maya
 2015 Ext1 SP5.

 delete 'parentConstraint';

 same goes for point, scale and orient.

 Selecting two objects and running returns a syntax error  Line 1.8

 Not sure why it would have stopped. Cristobal which version of Maya are
 you running?




Re: more maya......

2014-12-04 Thread Cristobal Infante
Hi Adam, we are using Maya 2015 (not ext), but it must be what Cesar says.

Just out of curiosity, what exactly is this line doing?

delete `parentConstraint`;

Applying a cns and then deleting it?






On 4 December 2014 at 12:35, Luc-Eric Rousseau luceri...@gmail.com wrote:

 Often happens when you copy paste a script from outlook or another email
 app that changes the quotes on you
 On Dec 4, 2014 2:41 AM, Cesar Saez cesa...@gmail.com wrote:

 Hey Adam,

 It doesn't work because you're using the wrong quotation marks,
 *parentConstraint* should be enclosed by backticks / backquotes / `
 (it's an imperative form of eval... sort of).

 http://download.autodesk.com/global/docs/maya2014/en_us/files/FAQ_What_is_the_difference_between_eval_backquotes_and.htm

 Cheers!

 On Thu, Dec 4, 2014 at 1:11 AM, Adam Sale adamfs...@gmail.com wrote:

 Hi Cesar, funny, I had been using the one liner to match transforms,
 position, rotation, etc about 6 months ago, no problems

 Now, however, running the command just doesn't work for me in MEL in
 Maya 2015 Ext1 SP5.

 delete 'parentConstraint';

 same goes for point, scale and orient.

 Selecting two objects and running returns a syntax error  Line 1.8

 Not sure why it would have stopped. Cristobal which version of Maya are
 you running?




Pulling a PPG combo box name into a Render token path - Help please.

2014-12-04 Thread Daniel Sweeney
Hi List,

First off I am no way a scripter. been trying to get this to work but
cannot.

So I have some code to make a PPG with a combo box from stephen blair.
http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

now all I want to do is pull the Lable of the combo box into the render
path via
[Value] token

when I pull in the combo box with [Value ComboTest.list] all it pulls in is
the array value.

is there anyone that can help with this?

Cheers.

Daniel


Re: Pulling a PPG combo box name into a Render token path - Help please.

2014-12-04 Thread Simon Reeves
you might just need to stick value on the end.. I'm not 100% though

 [Value ComboTest.list.Value]



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*

On 4 December 2014 at 12:52, Daniel Sweeney dan...@northforge.co.uk wrote:

 Hi List,

 First off I am no way a scripter. been trying to get this to work but
 cannot.

 So I have some code to make a PPG with a combo box from stephen blair.

 http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

 now all I want to do is pull the Lable of the combo box into the render
 path via
 [Value] token

 when I pull in the combo box with [Value ComboTest.list] all it pulls in
 is the array value.

 is there anyone that can help with this?

 Cheers.

 Daniel






Re: Pulling a PPG combo box name into a Render token path - Help please.

2014-12-04 Thread Daniel Sweeney
Hi Simon,

Yeah tried a few things like that. Didn't seem to work.

With a text box in the PPG it pulls it in fine. So maybe one work around
would be to populate a text box from the combo box and pull that in.

Cheers



Daniel Sweeney
3D Creative Director

*Mobile:* +44 (0)7743429771
*Email:* dan...@northforge.co.uk
*Web:* http://northforge.co.uk

On Thu, Dec 4, 2014 at 1:32 PM, Simon Reeves si...@simonreeves.com wrote:

 you might just need to stick value on the end.. I'm not 100% though

  [Value ComboTest.list.Value]



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 4 December 2014 at 12:52, Daniel Sweeney dan...@northforge.co.uk
 wrote:

 Hi List,

 First off I am no way a scripter. been trying to get this to work but
 cannot.

 So I have some code to make a PPG with a combo box from stephen blair.

 http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

 now all I want to do is pull the Lable of the combo box into the render
 path via
 [Value] token

 when I pull in the combo box with [Value ComboTest.list] all it pulls in
 is the array value.

 is there anyone that can help with this?

 Cheers.

 Daniel







Re: Pulling a PPG combo box name into a Render token path - Help please.

2014-12-04 Thread Cristobal Infante
Try oValue = oCustomProperty.Parameters(List).value



On 4 December 2014 at 13:32, Simon Reeves si...@simonreeves.com wrote:

 you might just need to stick value on the end.. I'm not 100% though

  [Value ComboTest.list.Value]



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 4 December 2014 at 12:52, Daniel Sweeney dan...@northforge.co.uk
 wrote:

 Hi List,

 First off I am no way a scripter. been trying to get this to work but
 cannot.

 So I have some code to make a PPG with a combo box from stephen blair.

 http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

 now all I want to do is pull the Lable of the combo box into the render
 path via
 [Value] token

 when I pull in the combo box with [Value ComboTest.list] all it pulls in
 is the array value.

 is there anyone that can help with this?

 Cheers.

 Daniel







Re: more maya......

2014-12-04 Thread Cesar Saez
Yes, it's deleting the result of the parentConstraint command (which
returns the name of the constraint node itself).

On Thu, Dec 4, 2014 at 9:43 AM, Cristobal Infante cgc...@gmail.com wrote:

 Hi Adam, we are using Maya 2015 (not ext), but it must be what Cesar says.

 Just out of curiosity, what exactly is this line doing?

 delete `parentConstraint`;

 Applying a cns and then deleting it?




Re: more maya......

2014-12-04 Thread Adam Sale
That simple eh. Thanks Cesar.
On Dec 4, 2014 7:14 AM, Cesar Saez cesa...@gmail.com wrote:

 Yes, it's deleting the result of the parentConstraint command (which
 returns the name of the constraint node itself).

 On Thu, Dec 4, 2014 at 9:43 AM, Cristobal Infante cgc...@gmail.com
 wrote:

 Hi Adam, we are using Maya 2015 (not ext), but it must be what Cesar says.

 Just out of curiosity, what exactly is this line doing?

 delete `parentConstraint`;

 Applying a cns and then deleting it?




RE: Pulling a PPG combo box name into a Render token path - Help

2014-12-04 Thread Matt Lind
A list is a 1-dimensional array.  A combo box is a list of label/value pairs 
using a 1-dimensional array to mimic a 2-dimensional array.  the 
_DefineLayout() callback is defined as such:

def ComboTest_DefineLayout( in_ctxt ):

oLayout = in_ctxt.Source
oLayout.Clear()
oLayout.AddEnumControl(List, (chocolate, 0, vanilla, 1, strawberry, 
2), Flavor, constants.siControlCombo )
oLayout.AddButton(Update)

return true


If we make some simple visual adjustments to how we write our code, it can give 
us some basic insight how it works:

list aComboBoxItems = (
chocolate,  0,
vanilla,1,
strawberry, 2
);
oLayout.AddEnumControl( List, aComboBoxItems, Flavor, 
constants.siControlCombo );

By putting each label/value pair on it’s own line, I visually make the intended 
associations.  when the list populates the combo box in the PPG, the PPG shows 
the label in the menu, but when you change the parameter or request the 
parameter’s value, you’ll receive the associated numeric value.  for example, 
if you choose “vanilla” in the PPG, querying the parameter will return the 
value of 1.  conversely, if you want a script to update the PPG and display 
“strawberry” in the menu, you must assign the value of 2 to the parameter (eg; 
CustomProperty.Parameters( “List” ).value = 2).

If we strip away the cosmetics and look at the underlying structure, the list 
is a set of indices:

# rewriting the list replacing the label/value pairs with their respective 
indices:
list aComboBoxItems = [
0, 1,
2, 3,
4, 5
];

When the PPG is displayed, the menu only shows the even numbered indices in the 
combo box.  When you request the value or modify the value of the parameter, 
you only have access to the odd numbered indices.  To answer your own question, 
if you want the label portion of the current combo box item, you must extract 
the list and pull the even numbered index associated with the value.

example:

CustomProperty = PPG.Inspected.Item(0);
oParameter = oCustomProperty.Parameters( List );

oPPGLayout = CustomProperty.PPGLayout;
oPPGItem   = oPPGLayout.Item( List );
aComboBoxItems = oPPGItem.UIItems;

# assumes ‘value’ in the label/value pair is numbered in ascending 
order from 0.
LabelIndex = ( oParameter.Value * 2 ) – 1;
Label  = aComboBoxItems[ LabelIndex ];

LogMessage( Label:  + Label, constants.siComment );


Alternately, if you have no use for the value being a number, you can make it a 
string with whatever you’d prefer to pass on to your render script.  for 
example:

list aComboBoxItems = (
chocolate,  Chocolate,
vanilla,Vanilla,
strawberry, Strawberry
);
oLayout.AddEnumControl( List, aComboBoxItems, Flavor, 
constants.siControlCombo );


This, of course, precludes you from using the simple algorithm in the previous 
example to extract the label portion of the combo box item.  In which case, 
you’ll need to traverse the odd numbered items in the list until you find your 
desired value, then backup one index to get the associated label.

I’ve always found it good form to make your code visually tidy and neat as it 
serves a few practical purposes:

- easier to read
- can make code easier to understand
- makes inconsistencies easy to spot (ie; bugs and syntax errors)


Matt








Date: Thu, 4 Dec 2014 12:52:28 +
From: Daniel Sweeney dan...@northforge.co.uk
Subject: Pulling a PPG combo box name into a Render token path - Help
please.
To: softimage@listproc.autodesk.com
Message-ID:
CAH98=h4NXxEy479DTtWRUL=YxC8czgMgpdAW3Xr15=6kige...@mail.gmail.com
Content-Type: text/plain; charset=utf-8

Hi List,

First off I am no way a scripter. been trying to get this to work but
cannot.

So I have some code to make a PPG with a combo box from stephen blair.
http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

now all I want to do is pull the Lable of the combo box into the render
path via
[Value] token

when I pull in the combo box with [Value ComboTest.list] all it pulls in is
the array value.

is there anyone that can help with this?

Cheers.

Daniel

Re: Pulling a PPG combo box name into a Render token path - Help please.

2014-12-04 Thread Cristobal Infante
the problem is that the combo returns a tuple. That is a sort of list that
contains a value and label together.

You need to find a way of converting this into a python array or list, so
that you can then use it.

On 4 December 2014 at 14:28, Daniel Sweeney dan...@northforge.co.uk wrote:

 Hi Simon,

 Yeah tried a few things like that. Didn't seem to work.

 With a text box in the PPG it pulls it in fine. So maybe one work around
 would be to populate a text box from the combo box and pull that in.

 Cheers



 Daniel Sweeney
 3D Creative Director

 *Mobile:* +44 (0)7743429771
 *Email:* dan...@northforge.co.uk
 *Web:* http://northforge.co.uk

 On Thu, Dec 4, 2014 at 1:32 PM, Simon Reeves si...@simonreeves.com
 wrote:

 you might just need to stick value on the end.. I'm not 100% though

  [Value ComboTest.list.Value]



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 4 December 2014 at 12:52, Daniel Sweeney dan...@northforge.co.uk
 wrote:

 Hi List,

 First off I am no way a scripter. been trying to get this to work but
 cannot.

 So I have some code to make a PPG with a combo box from stephen blair.

 http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

 now all I want to do is pull the Lable of the combo box into the render
 path via
 [Value] token

 when I pull in the combo box with [Value ComboTest.list] all it pulls
 in is the array value.

 is there anyone that can help with this?

 Cheers.

 Daniel








Re: Compiling SAAphire plugins for Softimage|3D

2014-12-04 Thread Matt Lind

Another update:

I installed Softimage|3D 3.9.2 on windows 7 along with SDK 1.9.2 and MSVC++. 
Everything seems to work except for FlexLM (v6.1f).  I can start the FlexLM 
server, validate my license file, and checkout SI_TOOLS successfully, but 
the FlexLM server then automatically shuts off.  I'm wondering if installing 
FlexLM in XP compatibility mode will make any difference.  I am not familiar 
with that procedure, so I've moved onto plan B for now.


I installed Softimage|3D 3.9.2 and MSVC++ 6.0 Professional on my old Dell 
precision workstation running 32 bit Windows XP.  I cannot compile plugins 
using the IDE, however I can compile successfully using make files via Nmake 
which basically reduces visual studio to a syntax highlighter and editor 
while I work from the command line (haven't done that since writing code in 
jot on IRIX).  A simple test plugin embedded into the tools menu with a 
dialog box appears to work and not crash.


it's amazing how far we've come in the past 15 years.  SAAphire has much 
less coverage than any of the XSI APIs.  SAAphire is also a bit of a pain in 
the butt to use as it's laborious to get simple things done.  I'm writing 5x 
more code to do the same work in SAAphire that I can do in XSI either 
through the C++ API or scripting.  On the flipside, I do find setting up a 
plugin's definitions and features a little easier in SAAphire as you have 
more freedom to pick and choose without having other stuff piggy backed on 
top.


I did more SI3D -- XSI tests using dotXSI v3.0 which came with SI3D 3.9.2. 
Everything exports just fine, but I cannot find a single version of XSI 7.5 
or later that will import the generated .xsi files.  Even a file containing 
nothing but a cube crashes XSI.  I've tried both dotXSI importers (the 
original and crosswalk versions).  As a test, I wrote my own dotXSI importer 
in XSI, and further inspection indicates dotXSI won't serve my needs as all 
polygonal geometry is triangulated and many features native to SI3D are 
stripped out upon export to .xsi.  I looked into the GDK dotXSI ASCII 
Import/Export examples, but the templates, even if modified, still won't 
support everything.  So, taking on this assignment is the right move as the 
only other option is to do it all by hand again.  ugh.


On the plus side, I discovered a better way to get BSpline patches into XSI 
faithfully.  Instead of converting to a NURBS Surface like the SI3D -- XSI 
importer does, I convert the BSpline patch hull to a polygon mesh, hide the 
first/last row of polygons where the phantom points would normally be, then 
apply subdivision smoothing to the hull to get the curvature back (The 
first/last row of polygons must be retained to properly guide the smoothing 
along open edges of the surface).  As far as I can tell, the results are 
identical to the original BSpline patch.  Even the bad artifacts, such as 
pinching at the poles, looks *exactly* the same.  the only caveat is the U 
and V step of the Patch must the same degree because subdivision smoothing 
algorithm cannot operate on U and V independently.


Alright, now to get something useful done.


Matt




Re: Pulling a PPG combo box name into a Render token path - Help please.

2014-12-04 Thread Daniel Sweeney
Hi Cristobal,

yeah is it a 1D array.

I am pretty bad with this stuff. I have yet to try your first suggestion. I
take it does not work hence your second message.
I might have another go in the morning when I am more awake. ha



Daniel Sweeney
3D Creative Director

*Mobile:* +44 (0)7743429771
*Email:* dan...@northforge.co.uk
*Web:* http://northforge.co.uk

On Thu, Dec 4, 2014 at 4:16 PM, Cristobal Infante cgc...@gmail.com wrote:

 the problem is that the combo returns a tuple. That is a sort of list that
 contains a value and label together.

 You need to find a way of converting this into a python array or list, so
 that you can then use it.

 On 4 December 2014 at 14:28, Daniel Sweeney dan...@northforge.co.uk
 wrote:

 Hi Simon,

 Yeah tried a few things like that. Didn't seem to work.

 With a text box in the PPG it pulls it in fine. So maybe one work around
 would be to populate a text box from the combo box and pull that in.

 Cheers



 Daniel Sweeney
 3D Creative Director

 *Mobile:* +44 (0)7743429771
 *Email:* dan...@northforge.co.uk
 *Web:* http://northforge.co.uk

 On Thu, Dec 4, 2014 at 1:32 PM, Simon Reeves si...@simonreeves.com
 wrote:

 you might just need to stick value on the end.. I'm not 100% though

  [Value ComboTest.list.Value]



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 4 December 2014 at 12:52, Daniel Sweeney dan...@northforge.co.uk
 wrote:

 Hi List,

 First off I am no way a scripter. been trying to get this to work but
 cannot.

 So I have some code to make a PPG with a combo box from stephen blair.

 http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

 now all I want to do is pull the Lable of the combo box into the render
 path via
 [Value] token

 when I pull in the combo box with [Value ComboTest.list] all it pulls
 in is the array value.

 is there anyone that can help with this?

 Cheers.

 Daniel









Re: Pulling a PPG combo box name into a Render token path - Help

2014-12-04 Thread Daniel Sweeney
Hi Matt,

Very in depth explanation. Thanks a lot.

I will see if I can process this tomorrow morning and get it to work. :)

Cheers again



Daniel Sweeney
3D Creative Director

*Mobile:* +44 (0)7743429771
*Email:* dan...@northforge.co.uk
*Web:* http://northforge.co.uk

On Thu, Dec 4, 2014 at 3:59 PM, Matt Lind speye...@hotmail.com wrote:

   A list is a 1-dimensional array.  A combo box is a list of label/value
 pairs using a 1-dimensional array to mimic a 2-dimensional array.  the
 _DefineLayout() callback is defined as such:

 def ComboTest_DefineLayout( in_ctxt ):

 oLayout = in_ctxt.Source
 oLayout.Clear()
 oLayout.AddEnumControl(List, (chocolate, 0, vanilla, 1,
 strawberry, 2), Flavor, constants.siControlCombo )
 oLayout.AddButton(Update)

 return true


 If we make some simple visual adjustments to how we write our code, it can
 give us some basic insight how it works:

 list aComboBoxItems = (
 chocolate,  0,
 vanilla,1,
 strawberry, 2
 );
 oLayout.AddEnumControl( List, aComboBoxItems, Flavor,
 constants.siControlCombo );

 By putting each label/value pair on it’s own line, I visually make the
 intended associations.  when the list populates the combo box in the PPG,
 the PPG shows the label in the menu, but when you change the parameter or
 request the parameter’s value, you’ll receive the associated numeric
 value.  for example, if you choose “vanilla” in the PPG, querying the
 parameter will return the value of 1.  conversely, if you want a script to
 update the PPG and display “strawberry” in the menu, you must assign the
 value of 2 to the parameter (eg; CustomProperty.Parameters( “List” ).value
 = 2).

 If we strip away the cosmetics and look at the underlying structure, the
 list is a set of indices:

 # rewriting the list replacing the label/value pairs with their
 respective indices:
 list aComboBoxItems = [
 0, 1,
 2, 3,
 4, 5
 ];

 When the PPG is displayed, the menu only shows the even numbered indices
 in the combo box.  When you request the value or modify the value of the
 parameter, you only have access to the odd numbered indices.  To answer
 your own question, if you want the label portion of the current combo box
 item, you must extract the list and pull the even numbered index associated
 with the value.

 example:

 CustomProperty = PPG.Inspected.Item(0);
 oParameter = oCustomProperty.Parameters( List );

 oPPGLayout = CustomProperty.PPGLayout;
 oPPGItem   = oPPGLayout.Item( List );
 aComboBoxItems = oPPGItem.UIItems;

 # assumes ‘value’ in the label/value pair is numbered in
 ascending order from 0.
 LabelIndex = ( oParameter.Value * 2 ) – 1;
 Label  = aComboBoxItems[ LabelIndex ];

 LogMessage( Label:  + Label, constants.siComment );


 Alternately, if you have no use for the value being a number, you can make
 it a string with whatever you’d prefer to pass on to your render script.
 for example:

 list aComboBoxItems = (
 chocolate,  Chocolate,
 vanilla,Vanilla,
 strawberry, Strawberry
 );
 oLayout.AddEnumControl( List, aComboBoxItems, Flavor,
 constants.siControlCombo );


 This, of course, precludes you from using the simple algorithm in the
 previous example to extract the label portion of the combo box item.  In
 which case, you’ll need to traverse the odd numbered items in the list
 until you find your desired value, then backup one index to get the
 associated label.

 I’ve always found it good form to make your code visually tidy and neat as
 it serves a few practical purposes:

 - easier to read
 - can make code easier to understand
 - makes inconsistencies easy to spot (ie; bugs and syntax errors)


 Matt








 Date: Thu, 4 Dec 2014 12:52:28 +
 From: Daniel Sweeney dan...@northforge.co.uk
 Subject: Pulling a PPG combo box name into a Render token path - Help
 please.
 To: softimage@listproc.autodesk.com
 Message-ID:
 CAH98=h4NXxEy479DTtWRUL=YxC8czgMgpdAW3Xr15=6kige...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8

 Hi List,

 First off I am no way a scripter. been trying to get this to work but
 cannot.

 So I have some code to make a PPG with a combo box from stephen blair.

 http://xsisupport.com/2011/01/10/updating-a-combo-box-from-an-onclicked-callback/

 now all I want to do is pull the Lable of the combo box into the render
 path via
 [Value] token

 when I pull in the combo box with [Value ComboTest.list] all it pulls in is
 the array value.

 is there anyone that can help with this?

 Cheers.

 Daniel



exclude objects when loading a scene

2014-12-04 Thread adrian wyer
hey guys, i have a scene with a particle system in that's borked!

it's this one cloud, and i can load the scene, but not save (or delete the
cloud manually) without crashing

 

is there a way to load a scene but NOT load a named object?

 

i know i'm going out a limb here, but the previous version is borked too
(even though i've rendered both on the farm, go figure)

and an older scene is basically too old (lots of work to replicate)

 

any ideas?

 

thanks

 

 

a

 

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


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

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

 

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

 



Re: exclude objects when loading a scene

2014-12-04 Thread patrick nethercoat
did you already try merging the scene instead of loading?

On 4 December 2014 at 17:40, adrian wyer adrian.w...@fluid-pictures.com
wrote:

   hey guys, i have a scene with a particle system in that's borked!

 it's this one cloud, and i can load the scene, but not save (or delete the
 cloud manually) without crashing



 is there a way to load a scene but NOT load a named object?



 i know i'm going out a limb here, but the previous version is borked too
 (even though i've rendered both on the farm, go figure)

 and an older scene is basically too old (lots of work to replicate)



 any ideas?



 thanks





 a



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


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



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






-- 
Brandt Animation
www.brandtanim.co.uk
020 7734 0196


Re: exclude objects when loading a scene

2014-12-04 Thread Stephen Blair
You could try Load Recovery Journal File (Data Management prefs), if the
cloud is in a model

On Thu, Dec 4, 2014 at 12:40 PM, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

   hey guys, i have a scene with a particle system in that's borked!

 it's this one cloud, and i can load the scene, but not save (or delete the
 cloud manually) without crashing



 is there a way to load a scene but NOT load a named object?



 i know i'm going out a limb here, but the previous version is borked too
 (even though i've rendered both on the farm, go figure)

 and an older scene is basically too old (lots of work to replicate)



 any ideas?



 thanks





 a



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


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



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





RE: exclude objects when loading a scene

2014-12-04 Thread adrian wyer
yeah... same deal

 

can't even delete the initial state off the cloud

 

current workaround is export everything else as a model, then rebuild all
the passes and stuff in a new scene

 

gonna take half a day...

 

bugger

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of patrick
nethercoat
Sent: 04 December 2014 17:50
To: softimage@listproc.autodesk.com
Subject: Re: exclude objects when loading a scene

 

did you already try merging the scene instead of loading? 

 

On 4 December 2014 at 17:40, adrian wyer adrian.w...@fluid-pictures.com
wrote:

hey guys, i have a scene with a particle system in that's borked!

it's this one cloud, and i can load the scene, but not save (or delete the
cloud manually) without crashing

 

is there a way to load a scene but NOT load a named object?

 

i know i'm going out a limb here, but the previous version is borked too
(even though i've rendered both on the farm, go figure)

and an older scene is basically too old (lots of work to replicate)

 

any ideas?

 

thanks

 

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829  


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

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

 




-- 

Brandt Animation

www.brandtanim.co.uk
020 7734 0196



RE: exclude objects when loading a scene

2014-12-04 Thread adrian wyer
it's not, i try and avoid clouds under models as they have caused me trouble
in the past.

 

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: 04 December 2014 18:03
To: softimage@listproc.autodesk.com
Subject: Re: exclude objects when loading a scene

 

You could try Load Recovery Journal File (Data Management prefs), if the
cloud is in a model

 

On Thu, Dec 4, 2014 at 12:40 PM, adrian wyer
adrian.w...@fluid-pictures.com wrote:

hey guys, i have a scene with a particle system in that's borked!

it's this one cloud, and i can load the scene, but not save (or delete the
cloud manually) without crashing

 

is there a way to load a scene but NOT load a named object?

 

i know i'm going out a limb here, but the previous version is borked too
(even though i've rendered both on the farm, go figure)

and an older scene is basically too old (lots of work to replicate)

 

any ideas?

 

thanks

 

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829  


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

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

 

 



Re: exclude objects when loading a scene

2014-12-04 Thread Ciaran Moloney
You could try loading the scene with geometry operators disabled
(preferences  data  scene debugging).

On Thu, Dec 4, 2014 at 6:01 PM, adrian wyer adrian.w...@fluid-pictures.com
wrote:

it's not, i try and avoid clouds under models as they have caused
 me trouble in the past.





 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* 04 December 2014 18:03
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: exclude objects when loading a scene



 You could try Load Recovery Journal File (Data Management prefs), if the
 cloud is in a model



 On Thu, Dec 4, 2014 at 12:40 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

 hey guys, i have a scene with a particle system in that's borked!

 it's this one cloud, and i can load the scene, but not save (or delete the
 cloud manually) without crashing



 is there a way to load a scene but NOT load a named object?



 i know i'm going out a limb here, but the previous version is borked too
 (even though i've rendered both on the farm, go figure)

 and an older scene is basically too old (lots of work to replicate)



 any ideas?



 thanks





 a



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


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



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







exclude objects when loading a scene

2014-12-04 Thread Matt Lind
Try loading the scene using xsibatch.exe instead of interactively.  If it 
loads successfully, you can write a script to turn off/delete your elements 
and save the scene out again so it can be loaded safely in the interactive 
version of Softimage.


Matt




exporting RBD sim with model?

2014-12-04 Thread Rob Wuijster

Hi all,

What is the proper way to export a RBD sim (no ICE) with a model?
Or differently, how do I add the environment to the model for export?

According to the manual this should be done for it to work in a new 
scene, but cannot figure out how to do this...
Just exporting the sim/model will result in a 'dead' simulation in the 
new scene.


And because one cannot export the scene too node, it's a new model or 
nothing ;-)


cheers for any tips!

--



Rob
\/-\/\/



OT Houdini 14 Sneak Peak

2014-12-04 Thread Oscar Juarez
UX improvements seem like something much needed.

https://vimeo.com/113441818


[Python] External 3d math library ?

2014-12-04 Thread Jeremie Passerin
Does anyone know about a Python library to deal with the usual 3D math
we're using in CG.

Matrices, Quaternion, Transformation Matrices, Vectors...

I'd like to be able to do this kind of operation outside of Softimage.

thanks,
Jeremie


Re: [Python] External 3d math library ?

2014-12-04 Thread Eric Thivierge

Slightly useful maybe,

Kraken has one that is going to be bound around the one in Fabric 
Engine.


Eric T.

On Thursday, December 04, 2014 5:01:37 PM, Jeremie Passerin wrote:

Does anyone know about a Python library to deal with the usual 3D math
we're using in CG.

Matrices, Quaternion, Transformation Matrices, Vectors...

I'd like to be able to do this kind of operation outside of Softimage.

thanks,
Jeremie




Re: [Python] External 3d math library ?

2014-12-04 Thread Steven Caron
ILM's IMath? not sure how complete these wrappers are...

https://code.google.com/p/pimath/
http://excamera.com/articles/26/doc/imath.html

but pyalembic uses imath in their examples...
http://docs.alembic.io/python/index.html



On Thu, Dec 4, 2014 at 2:01 PM, Jeremie Passerin gerem@gmail.com
wrote:

 Does anyone know about a Python library to deal with the usual 3D math
 we're using in CG.

 Matrices, Quaternion, Transformation Matrices, Vectors...

 I'd like to be able to do this kind of operation outside of Softimage.

 thanks,
 Jeremie



Reddit Thread with Carl Bass, CEO of Autodesk, on 3D printers...

2014-12-04 Thread Eric Turman
http://www.reddit.com/r/IAmA/comments/2oaei2/carl_bass_here_ceo_of_autodesk_designer/

Looks to be a currently active thread.

Of course there are comments about Softimage, Max, and Maya; some humorous
ones if you skim.


-- 




-=T=-


Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Artur Woźniak
nice

2014-12-04 22:19 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 UX improvements seem like something much needed.

 https://vimeo.com/113441818



Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Perry Harovas
In the forums at CGTalk one of the Side Effects guys, Robert Magee,
specifically mentions
that they hired 2 former XSI guys to work on the animation section.

http://forums.cgsociety.org/showthread.php?p=7947605#post7947605

Here is a quote:

--
Let's just say that the changes are being spearheaded by two former XSI
developers.
They are doing great things and what is great is how they are bringing
their knowledge
and experience and melding it with Houdini technology - for instance the
new animation layers use CHOPS at it's core.

There will be a lot more to the story when Jan 15 rolls along...
--

Great news!



On Thu, Dec 4, 2014 at 8:52 PM, Artur Woźniak artur.w...@gmail.com wrote:

 nice

 2014-12-04 22:19 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 UX improvements seem like something much needed.

 https://vimeo.com/113441818





-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Meng-Yang Lu
Welp, they had Halfdan helping out on the render i/o.  Now softies on the
anim part.

Softdini here we come!

(Don't hire me for marketing plz.)

-Lu

On Thu, Dec 4, 2014 at 6:10 PM, Perry Harovas perryharo...@gmail.com
wrote:

 In the forums at CGTalk one of the Side Effects guys, Robert Magee,
 specifically mentions
 that they hired 2 former XSI guys to work on the animation section.

 http://forums.cgsociety.org/showthread.php?p=7947605#post7947605

 Here is a quote:

 --
 Let's just say that the changes are being spearheaded by two former XSI
 developers.
 They are doing great things and what is great is how they are bringing
 their knowledge
 and experience and melding it with Houdini technology - for instance the
 new animation layers use CHOPS at it's core.

 There will be a lot more to the story when Jan 15 rolls along...
 --

 Great news!



 On Thu, Dec 4, 2014 at 8:52 PM, Artur Woźniak artur.w...@gmail.com
 wrote:

 nice

 2014-12-04 22:19 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 UX improvements seem like something much needed.

 https://vimeo.com/113441818





 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)



Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Paulo Cesar Duarte
Great news, looking forward to see more about Houdini 14.

2014-12-05 0:25 GMT-02:00 Meng-Yang Lu ntmon...@gmail.com:

 Welp, they had Halfdan helping out on the render i/o.  Now softies on the
 anim part.

 Softdini here we come!

 (Don't hire me for marketing plz.)

 -Lu

 On Thu, Dec 4, 2014 at 6:10 PM, Perry Harovas perryharo...@gmail.com
 wrote:

 In the forums at CGTalk one of the Side Effects guys, Robert Magee,
 specifically mentions
 that they hired 2 former XSI guys to work on the animation section.

 http://forums.cgsociety.org/showthread.php?p=7947605#post7947605

 Here is a quote:

 --
 Let's just say that the changes are being spearheaded by two former XSI
 developers.
 They are doing great things and what is great is how they are bringing
 their knowledge
 and experience and melding it with Houdini technology - for instance the
 new animation layers use CHOPS at it's core.

 There will be a lot more to the story when Jan 15 rolls along...
 --

 Great news!



 On Thu, Dec 4, 2014 at 8:52 PM, Artur Woźniak artur.w...@gmail.com
 wrote:

 nice

 2014-12-04 22:19 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 UX improvements seem like something much needed.

 https://vimeo.com/113441818





 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)





-- 
paulo-duarte.com


Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Cesar Saez
Man, I would love to use Houdini in production (rigger here)... I hope
changes in UX help animators to give it a try.


Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Luc-Eric Rousseau
Halfdan is one of these two devs, not a third one.

On Thu, Dec 4, 2014 at 9:25 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
 Welp, they had Halfdan helping out on the render i/o.  Now softies on the
 anim part.

 Softdini here we come!

 (Don't hire me for marketing plz.)

 -Lu

 On Thu, Dec 4, 2014 at 6:10 PM, Perry Harovas perryharo...@gmail.com
 wrote:

 In the forums at CGTalk one of the Side Effects guys, Robert Magee,
 specifically mentions
 that they hired 2 former XSI guys to work on the animation section.

 http://forums.cgsociety.org/showthread.php?p=7947605#post7947605

 Here is a quote:

 --
 Let's just say that the changes are being spearheaded by two former XSI
 developers.
 They are doing great things and what is great is how they are bringing
 their knowledge
 and experience and melding it with Houdini technology - for instance the
 new animation layers use CHOPS at it's core.

 There will be a lot more to the story when Jan 15 rolls along...
 --

 Great news!



 On Thu, Dec 4, 2014 at 8:52 PM, Artur Woźniak artur.w...@gmail.com
 wrote:

 nice

 2014-12-04 22:19 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 UX improvements seem like something much needed.

 https://vimeo.com/113441818





 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com

 -25 Years Experience
 -Member of the Visual Effects Society (VES)





Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Simon van de Lagemaat
I don't know about everyone else but I've been learning Houdini for a
couple months now and I am totally awestruck by it despite some weak areas
that it looks like it's improving on.The flow of data through the program
is wonderful and far better than Soft.  I got comfortable quite quickly
with it.  Helps to have a few guys around that know it ;-)

You can move compounds and vex nodes all over the place with very little
transition work i.e. I'm moving a deformer sop over to a shader with just
some coordinate conversions and I can easily build interfaces and
connections with uniformity and predictability.  I'm very happy with it and
I haven't even touched the dynamics or volume tools at all.


On Thu, Dec 4, 2014 at 1:19 PM, Oscar Juarez tridi.animei...@gmail.com
wrote:

 UX improvements seem like something much needed.

 https://vimeo.com/113441818



Re: [Python] External 3d math library ?

2014-12-04 Thread Raffaele Fragapane
numpy + scipy offer a lot, but it's more on the maths side of things than
the rather streamlined, relatively elegant and specific items you are used
from XSIMath; it will also miss some things and interoperability between
types you are used to which aren't strictly standard in the actual math
sciences domain (XSIMath falls clearly into applied/specific).

From there you can also poke pypi (the official package repository) at
https://wiki.python.org/moin/CheeseShopTutorial

You can find a bunch of rather good libraries for things like quaternions,
anisotropic arrays and their applications, rotation management, and some
games related stuff that for obvious reasons is very affine with what you
are used to.

There is nothing that is going to be an obvious replacement to the full
extent of functionalities you are used to all in one place, you will have
to pick and choose and collate through your own wrapper to have that kind
of experience again.

iMath is in use all over the place in VFX because it's there, but to be
honest I find it reads and writes rather clumsily, bindings support is
always a roll of the dice, and it's not exactly covering all of XSIMath in
terms of flow, though it offers a lot more as it covers other subjects not
included in XSIMath due to its use in exr and other alembic, things like
signal related problems, spherical problems, harmonics etc.
There used to be a set of 100% complete bindings here:
http://code.google.com/p/pimath/

Which I used with success the last time I trialled it. But those were last
up to date when DrD here in Sydney was still standing, it's probably rather
outdated or even non-functionally obsolete these days.

On Fri, Dec 5, 2014 at 9:25 AM, Steven Caron car...@gmail.com wrote:

 ILM's IMath? not sure how complete these wrappers are...

 https://code.google.com/p/pimath/
 http://excamera.com/articles/26/doc/imath.html

 but pyalembic uses imath in their examples...
 http://docs.alembic.io/python/index.html



 On Thu, Dec 4, 2014 at 2:01 PM, Jeremie Passerin gerem@gmail.com
 wrote:

 Does anyone know about a Python library to deal with the usual 3D math
 we're using in CG.

 Matrices, Quaternion, Transformation Matrices, Vectors...

 I'd like to be able to do this kind of operation outside of Softimage.

 thanks,
 Jeremie





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


Re: OT Houdini 14 Sneak Peak

2014-12-04 Thread Andy Goehler
Yeah, depending on how your brain is wired, it IS the 'red pill' ;-)


 On Dec 05, 2014, at 04:53, Simon van de Lagemaat si...@theembassyvfx.com 
 wrote:
 
 I don't know about everyone else but I've been learning Houdini for a couple 
 months now and I am totally awestruck by it despite some weak areas that it 
 looks like it's improving on.The flow of data through the program is 
 wonderful and far better than Soft.  I got comfortable quite quickly with it. 
  Helps to have a few guys around that know it ;-)
 
 You can move compounds and vex nodes all over the place with very little 
 transition work i.e. I'm moving a deformer sop over to a shader with just 
 some coordinate conversions and I can easily build interfaces and connections 
 with uniformity and predictability.  I'm very happy with it and I haven't 
 even touched the dynamics or volume tools at all.
 
 
 On Thu, Dec 4, 2014 at 1:19 PM, Oscar Juarez tridi.animei...@gmail.com 
 mailto:tridi.animei...@gmail.com wrote:
 UX improvements seem like something much needed.
 
 https://vimeo.com/113441818 https://vimeo.com/113441818