RE: Softimage equivalent of mayabatch ?

2015-12-16 Thread Schoenberger
 
Or change the user pref folder before you start XSIBATCH
 
Set "XSI_USERHOME=C:\temp"

 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: Monday, December 14, 2015 5:43 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage equivalent of mayabatch ?


you can set workgroups with -w  


if you run xsibatch -h you get a list of commands


On Mon, 14 Dec 2015 at 14:33 Martin Yara  wrote:


Hi, another question about xsibatch. 

Is it possible to run it vanilla without loading workgroups or plugins?

Martin

On Mon, Sep 14, 2015 at 11:21 PM, Stephen Blair  wrote:


And -processing to avoid checking out a license.

On Mon, Sep 14, 2015 at 9:31 AM, Oscar Juarez  wrote:


xsibatch has a flag "-script" to run a script you pass to the command line.

On Mon, Sep 14, 2015 at 3:26 PM, Martin Yara  wrote:


I've only used xsibatch for rendering, can it also run scripts and commands 
without opening the GUI like mayabatch? I guess I'll
have to investigate and play a little with it. 

Thanks


Martin

On Mon, Sep 14, 2015 at 10:08 PM, Mike Donovan  wrote:


xsibatch ?

  _  

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Martin Yara
[furik...@gmail.com]
Sent: Monday, September 14, 2015 9:01 AM
To: softimage@listproc.autodesk.com
Subject: Softimage equivalent of mayabatch ?


Is there anything similar to mayabatch? 

I had to convert a lot of data from SI to Maya so I wrote something to export 
from Softimage to Maya and applying some commands to
clean up the data and automatize the conversion. I'm using mayabatch.exe so it 
won't open Maya's GUI speeding up a lot the
conversion work.

Besides some problems like the log flag don't working if I use 
XSIUtils.LaunchProcess (I have to use WScript.Shell if I want a log
file), It's working pretty good, now I'm converting characters data to Maya 
project folders with clean ma files without having to
open Maya at all. It would be nice to be able to do it from Maya to Softimage.

Thanks,

Martin


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Re: Copying animation with layers?

2015-12-16 Thread Luc-Eric Rousseau
What about the Copy Animation menu command?
http://softimage.wiki.softimage.com/xsidocs/ani_proc_CopyingAnimation.htm#Rcm28446

On 16 December 2015 at 08:06, Morten Bartholdy  wrote:
> I am moving animation from one character onto an almost identical one. The
> original one has animation layers animated. My question is how to copy all
> the animaiton on the rig with the animation layers intact, so I can apply
> them to the new character and revise the animation in each layer after the
> change?
>
>
> I know I can store the animation layers in an action clip, but when I apply
> it to the new character, the animation layers seem to be baked into one base
> layer, and I see no option to recreate animation layers. Is there a way or
> do I have to perform more convoluted copy of animation per rig controller?
>
> Thyanks!


RE: Copying animation with layers?

2015-12-16 Thread Oz Adi
Have you tried storing the base layer as a clip on the mixer, then exporting 
the mixer itself along with it’s animation layers containers,
Then importing the mixer to a different identical rig.

it seems to work, but object names must be identical.





I am moving animation from one character onto an almost identical one. The 
original one has animation layers animated. My question is how to copy all the 
animaiton on the rig with the animation layers intact, so I can apply them to 
the new character and revise the animation in each layer after the change?



I know I can store the animation layers in an action clip, but when I apply it 
to the new character, the animation layers seem to be baked into one base 
layer, and I see no option to recreate animation layers. Is there a way or do I 
have to perform more convoluted copy of animation per rig controller?

Thyanks!



Morten





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RE: Copying animation with layers?

2015-12-16 Thread Morten Bartholdy
Since animation layers are Mixer clips I looked at applying them to empty
extra layers on the new rig, but they would override the base layer and not
be applied to the upper layers. I must apply the clip as I  need to have
all animation layers editable for later revisions.

I have managed by copying animation including layers manually per rig
controller, but a bit tedious and error prone :)

Thanks - Morten






Den 16. december 2015 kl. 15:44 skrev Oz Adi :

> 
> Have you tried storing the base layer as a clip on the mixer, then
> exporting the mixer itself along with it’s animation layers containers,
> 
> Then importing the mixer to a different identical rig.
> 
> it seems to work, but object names must be identical.
> 
> 
> 
> 
> 
> 
> 
> 
> 
> I am moving animation from one character onto an almost identical one. The
> original one has animation layers animated. My question is how to copy all
> the animaiton on the rig with the animation layers intact, so I can apply
> them to the new character and revise the animation in each layer after the
> change?
> 
> I know I can store the animation layers in an action clip, but when I apply
> it to the new character, the animation layers seem to be baked into one
> base layer, and I see no option to recreate animation layers. Is there a
> way or do I have to perform more convoluted copy of animation per rig
> controller?
> Thyanks!
> 
> Morten
> 
> 
> This communication, which includes any attachments, is sent on behalf of
> Playtech plc or one of its subsidiaries (Playtech Group). It contains
> information which is privileged and confidential and is exclusively
> intended only for the individual(s) or entity named above (Recipient). If
> you are not the intended Recipient, or the person responsible for
> delivering it to the intended Recipient, you are notified that any review,
> disclosure, dissemination, distribution or reproduction of this
> communication in any way is not authorised by the Playtech Group and may be
> prohibited. If you receive this communication by mistake, please notify the
> sender immediately and then destroy any copies of it. Unless expressly
> stated to the contrary, nothing in this communication shall constitute a
> contractual offer capable of acceptance or indicate any intention to create
> legal relations. Please note that the Playtech Group monitors
> communications sent or received by it for security and other purposes. Any
> views or opinions presented are solely those of the author and do not
> necessarily represent those of the Playtech Group. Details of the companies
> in the Playtech Group are available here
>  . Playtech plc is registered
> in the Isle of Man (company number 008505V) with its registered office at
> Ground Floor, St George's Court, Upper Church Street, Douglas IM1 1EE


Copying animation with layers?

2015-12-16 Thread Morten Bartholdy
I am moving animation from one character onto an almost identical one. The
original one has animation layers animated. My question is how to copy all
the animaiton on the rig with the animation layers intact, so I can apply
them to the new character and revise the animation in each layer after the
change?

I know I can store the animation layers in an action clip, but when I apply
it to the new character, the animation layers seem to be baked into one
base layer, and I see no option to recreate animation layers. Is there a
way or do I have to perform more convoluted copy of animation per rig
controller?
Thyanks!

Morten



Re: maya and blendshapes?

2015-12-16 Thread peter_b
perhaps that’s why they hid the shape tools so well in Maya?
From: Chris Johnson 
Sent: Wednesday, December 16, 2015 4:21 AM
To: softimage@listproc.autodesk.com 
Subject: Re: maya and blendshapes?

dittonot even gonna watch the video. ; )


On Tue, Dec 15, 2015 at 9:02 PM, Sebastien Sterling 
 wrote:

  Joe Alter used to sell a plug-in like this.

  https://www.youtube.com/watch?v=yuiB1Rv75O8


  Not that i want to give Joe Alter the business not after what he did to Yeti.


  On 15 December 2015 at 20:06, Eugene Flormata  wrote:

https://www.youtube.com/watch?v=HLqYZcAfYfE

I used this on a animation match move
maya 2016  shape editor, works great with the new sculpt brushes.
the trick is you have to move the slider till it's above 0, otherwise when 
you move the animation slider the edit button will stay greyed out. making me 
think it was disabled. I lost 2 days of work due to that UI "maya feature". 
wanted to hang myself.

the sculpt brushes are good though. and the editor is kinda like xsi's 
shape manager. it;s even on the frame you create it, so it's not like a weird 
tangent based off the bind pose.




On Tue, Dec 15, 2015 at 7:24 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

  No problem, I was also struggling with correctives and rely on scripts 
most of the time.

  Too bad that that tool is basically hidden inside an addon to the 
software itself...perfectly logical

  2015-12-15 16:20 GMT+01:00 Chris Johnson :

Sweet...figured there had to be a way!


Thanks Nicolas.


On Tue, Dec 15, 2015 at 10:03 AM, Nicolas Esposito <3dv...@gmail.com> 
wrote:

  I usually use the builtin function from the bonus tools for 
correctives. 
  There is also a free plugin ( called Shapes if I remember correclty ) 
to create them.

  Pose BlendShape Editor


  2015-12-15 15:47 GMT+01:00 Chris Johnson :

Just getting on the Maya band wagon now. Bah.


So I'm animating something as I typically would in Softimage. 
Sometimes I might need a shape to fix something...a pose or a joint. Grab the 
Geo save a few shape keys in secondary modeling and done.


Even in Max on a rigged character. Add an Edit poly and away you go.


This Maya rigger I'm working with gave me this convoluted process 
to make shapes on the fly...hardly on the flyI had to take notes! Is there 
not another way...even if there's a script or plugin? Excuse me but I'm new to 
the Maya madness.


-- 

Chris Johnson | www.someonescousin.com | 416.473.1624

 









-- 

Chris Johnson | www.someonescousin.com | 416.473.1624

 











-- 

Chris Johnson | www.someonescousin.com | 416.473.1624