Re: more maya......
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
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
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......
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......
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.
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.
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.
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.
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......
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......
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
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.
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
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.
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
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
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
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
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
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
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
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
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?
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
UX improvements seem like something much needed. https://vimeo.com/113441818
[Python] External 3d math library ?
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 ?
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 ?
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...
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
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
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
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
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
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
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
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 ?
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
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