Re: Object motion converted to path animation but normalized at origin?

2016-01-14 Thread Eugene Flormata
why not put the world on a null
and put it reverse on a path constraint with the ship in the center origin?

On Wed, Jan 13, 2016 at 6:10 PM, Steven Caron  wrote:

> Hey Gang,
>
> Has anyone had to do something like this? Imagine a plane or a space ship
> shuttle with animation on it that is very far out, I need that
> curve/trajectory but need it a world origin and 'sliding' through the
> origin. The reverse of a path constraint... I would eventually make some
> effect that is then put back on that world space trajectory, thoughts?
>
> Thanks
> Steven
>
> PS double posted, sorry!
>


Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ognjen Vukovic
No, but i am sure somebody is working on a script as we speak.

On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer  wrote:

> isn't there a plugin to facilitate all these transforms already?!?
>
> On 6 November 2015 at 18:22, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.
>>
>> On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel  wrote:
>>
>>> When I'm forced to work in maya, I make a point to watch that video at
>>> least once every morning, and twice after every crash.. it keeps me insane
>>> ;)  which is perfect for working in maya
>>> G
>>>
>>> On 06/11/2015 09:50, Christian Keller wrote:
>>>
>>> That explains a lot ;)
>>>
>>> --
>>> Christian Keller
>>> Visual effects|direction
>>> m  +49 179 69 36 248
>>>
>>> chris3...@me.com
>>> Vimeo.com/channels/96149 
>>>
>>> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
>>> nagv...@gmail.com>:
>>>
>>> Agreed...
>>> Rather watch this.
>>> https://www.youtube.com/watch?v=KmtzQCSh6xk
>>> It makes more sense.
>>> G
>>> On 04/11/2015 18:13, Sebastien Sterling wrote:
>>>
>>> This is actually quite sickening to watch, but cheers Francois, at least
>>> we know what we are dealing with.
>>>
>>> On 4 November 2015 at 15:46, Francois Lord < 
>>> flordli...@gmail.com> wrote:
>>>
 Does this help?
 https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b


 On 2015-11-04 09:34, Byron Nash wrote:

> I'm trying to get some objects zero-ed out in Maya but keep running
> into what I assume is a paradigm difference between how Maya and Soft
> handle center points and transforms. In Soft, I can move the center/pivot
> and it will change the transform values. So, I can reset the center to be
> in the middle of the geometry and then zero the position to get the object
> to snap back to the world center or parent center. In Maya, moving the
> pivot does not seem to change the transform of the object when you move 
> the
> pivot. So I can't then zero the values and get the objects to return to
> zero. Sometimes, the object and it's center are clearly NOT at zero but
> that's what the values say. There are some Local Space/World space values
> in the attribute editor, but I can't figure out how to get things reset
> properly.
>
> Any help from a Softimage perspective is appreciated.
>


>>>
>>>
>>>
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>
>
>
> --
> www.edschiffer.com
>


Looking for a Maya Artist, preferably with Soft experience.

2016-01-14 Thread Tim Bolland
Hi everyone, not strictly a Softimage topic but coming from a Softimage 
companies point of view. I work for Glassworks Amsterdam and we are looking to 
do a crowd/stadium job in Maya (specifically Maya + Miarmy ) and are looking 
for an experienced generalist to help us work on it. Ideally they would have 
Softimage experience but it's not necessary. If you know of anyone, or can 
point me in the right direction it would be a big help.
Regards,
Tim





  

Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Oliver Weingarten
OMG,  really? I just watched that video and saw that "workaround" is 
officially shown without any shame?? Around 10 steps to change the 
"center", really??  It leaves me speechless and angry again, that this 
"industry standard" survived and Soft got doomed. A shame



Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:

No, but i am sure somebody is working on a script as we speak.

On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer > wrote:


isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller
mailto:activemotionpictu...@gmail.com>> wrote:

HHAHAHHAHAHA. "twice after every crash", it "crashed me"
hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel
mailto:nagv...@gmail.com>> wrote:

When I'm forced to work in maya, I make a point to watch
that video at least once every morning, and twice after
every crash.. it keeps me insane ;) which is perfect for
working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:

That explains a lot ;)

-- 
Christian Keller

Visual effects|direction
m +49 179 69 36 248 

chris3...@me.com 
Vimeo.com/channels/96149 

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel
mailto:nagv...@gmail.com>>:


Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:

This is actually quite sickening to watch, but cheers
Francois, at least we know what we are dealing with.

On 4 November 2015 at 15:46, Francois Lord
mailto:flordli...@gmail.com>> wrote:

Does this help?

https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b



On 2015-11-04 09:34, Byron Nash wrote:

I'm trying to get some objects zero-ed out in
Maya but keep running into what I assume is a
paradigm difference between how Maya and Soft
handle center points and transforms. In Soft, I
can move the center/pivot and it will change
the transform values. So, I can reset the
center to be in the middle of the geometry and
then zero the position to get the object to
snap back to the world center or parent center.
In Maya, moving the pivot does not seem to
change the transform of the object when you
move the pivot. So I can't then zero the values
and get the objects to return to zero.
Sometimes, the object and it's center are
clearly NOT at zero but that's what the values
say. There are some Local Space/World space
values in the attribute editor, but I can't
figure out how to get things reset properly.

Any help from a Softimage perspective is
appreciated.










-- 
Portfolio 2013 

Cinema & TV production
Video Reel 




-- 
www.edschiffer.com 







Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ed Manning
In Maya-land, 10 clicks or so to get something done *is* "simple."



On Thu, Jan 14, 2016 at 6:37 AM, Oliver Weingarten 
wrote:

> OMG,  really? I just watched that video and saw that "workaround" is
> officially shown without any shame?? Around 10 steps to change the
> "center", really??  It leaves me speechless and angry again, that this
> "industry standard" survived and Soft got doomed. A shame
>
>
>
> Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:
>
> No, but i am sure somebody is working on a script as we speak.
>
> On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer 
> wrote:
>
>> isn't there a plugin to facilitate all these transforms already?!?
>>
>> On 6 November 2015 at 18:22, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.
>>>
>>> On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel < 
>>> nagv...@gmail.com> wrote:
>>>
 When I'm forced to work in maya, I make a point to watch that video at
 least once every morning, and twice after every crash.. it keeps me insane
 ;)  which is perfect for working in maya
 G

 On 06/11/2015 09:50, Christian Keller wrote:

 That explains a lot ;)

 --
 Christian Keller
 Visual effects|direction
 m  +49 179 69 36 248 <%2B49%20179%2069%2036%20248>

 chris3...@me.com
 Vimeo.com/channels/96149 

 Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
 nagv...@gmail.com>:

 Agreed...
 Rather watch this.
 https://www.youtube.com/watch?v=KmtzQCSh6xk
 It makes more sense.
 G
 On 04/11/2015 18:13, Sebastien Sterling wrote:

 This is actually quite sickening to watch, but cheers Francois, at
 least we know what we are dealing with.

 On 4 November 2015 at 15:46, Francois Lord < 
 flordli...@gmail.com> wrote:

> Does this help?
> 
> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>
>
> On 2015-11-04 09:34, Byron Nash wrote:
>
>> I'm trying to get some objects zero-ed out in Maya but keep running
>> into what I assume is a paradigm difference between how Maya and Soft
>> handle center points and transforms. In Soft, I can move the center/pivot
>> and it will change the transform values. So, I can reset the center to be
>> in the middle of the geometry and then zero the position to get the 
>> object
>> to snap back to the world center or parent center. In Maya, moving the
>> pivot does not seem to change the transform of the object when you move 
>> the
>> pivot. So I can't then zero the values and get the objects to return to
>> zero. Sometimes, the object and it's center are clearly NOT at zero but
>> that's what the values say. There are some Local Space/World space values
>> in the attribute editor, but I can't figure out how to get things reset
>> properly.
>>
>> Any help from a Softimage perspective is appreciated.
>>
>
>



>>>
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>
>>
>>
>> --
>> www.edschiffer.com
>>
>
>
>


Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Mirko Jankovic
with Maya you workaround

with Softimage you work

thanks again AD for your workarounds

On Thu, Jan 14, 2016 at 1:29 PM, Ed Manning  wrote:

> In Maya-land, 10 clicks or so to get something done *is* "simple."
>
>
>
> On Thu, Jan 14, 2016 at 6:37 AM, Oliver Weingarten 
> wrote:
>
>> OMG,  really? I just watched that video and saw that "workaround" is
>> officially shown without any shame?? Around 10 steps to change the
>> "center", really??  It leaves me speechless and angry again, that this
>> "industry standard" survived and Soft got doomed. A shame
>>
>>
>>
>> Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:
>>
>> No, but i am sure somebody is working on a script as we speak.
>>
>> On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer 
>> wrote:
>>
>>> isn't there a plugin to facilitate all these transforms already?!?
>>>
>>> On 6 November 2015 at 18:22, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

 On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel < 
 nagv...@gmail.com> wrote:

> When I'm forced to work in maya, I make a point to watch that video at
> least once every morning, and twice after every crash.. it keeps me insane
> ;)  which is perfect for working in maya
> G
>
> On 06/11/2015 09:50, Christian Keller wrote:
>
> That explains a lot ;)
>
> --
> Christian Keller
> Visual effects|direction
> m  +49 179 69 36 248 <%2B49%20179%2069%2036%20248>
>
> chris3...@me.com
> Vimeo.com/channels/96149 
>
> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
> nagv...@gmail.com>:
>
> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
> On 04/11/2015 18:13, Sebastien Sterling wrote:
>
> This is actually quite sickening to watch, but cheers Francois, at
> least we know what we are dealing with.
>
> On 4 November 2015 at 15:46, Francois Lord < 
> flordli...@gmail.com> wrote:
>
>> Does this help?
>> 
>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>
>>
>> On 2015-11-04 09:34, Byron Nash wrote:
>>
>>> I'm trying to get some objects zero-ed out in Maya but keep running
>>> into what I assume is a paradigm difference between how Maya and Soft
>>> handle center points and transforms. In Soft, I can move the 
>>> center/pivot
>>> and it will change the transform values. So, I can reset the center to 
>>> be
>>> in the middle of the geometry and then zero the position to get the 
>>> object
>>> to snap back to the world center or parent center. In Maya, moving the
>>> pivot does not seem to change the transform of the object when you move 
>>> the
>>> pivot. So I can't then zero the values and get the objects to return to
>>> zero. Sometimes, the object and it's center are clearly NOT at zero but
>>> that's what the values say. There are some Local Space/World space 
>>> values
>>> in the attribute editor, but I can't figure out how to get things reset
>>> properly.
>>>
>>> Any help from a Softimage perspective is appreciated.
>>>
>>
>>
>
>
>


 --
 Portfolio 2013 
 Cinema & TV production
 Video Reel 

>>>
>>>
>>>
>>> --
>>> www.edschiffer.com
>>>
>>
>>
>>
>


RE: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
You might be thinking of Dirk Bialluch’s Pivot Toolbox?

http://www.lightstorm3d.com/ls3d/?page_id=192


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Schiffer
Sent: Wednesday, January 13, 2016 6:27 PM
To: Softimage Mailing List
Subject: Re: Please explain Maya pivot points to a Softimage thinker

isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller 
mailto:activemotionpictu...@gmail.com>> wrote:
HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel 
mailto:nagv...@gmail.com>> wrote:
When I'm forced to work in maya, I make a point to watch that video at least 
once every morning, and twice after every crash.. it keeps me insane ;)  which 
is perfect for working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:
That explains a lot ;)

--
Christian Keller
Visual effects|direction
m  +49 179 69 36 248

chris3...@me.com
Vimeo.com/channels/96149

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel 
mailto:nagv...@gmail.com>>:
Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:
This is actually quite sickening to watch, but cheers Francois, at least we 
know what we are dealing with.

On 4 November 2015 at 15:46, Francois Lord 
mailto:flordli...@gmail.com>> wrote:
Does this help?
https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b


On 2015-11-04 09:34, Byron Nash wrote:
I'm trying to get some objects zero-ed out in Maya but keep running into what I 
assume is a paradigm difference between how Maya and Soft handle center points 
and transforms. In Soft, I can move the center/pivot and it will change the 
transform values. So, I can reset the center to be in the middle of the 
geometry and then zero the position to get the object to snap back to the world 
center or parent center. In Maya, moving the pivot does not seem to change the 
transform of the object when you move the pivot. So I can't then zero the 
values and get the objects to return to zero. Sometimes, the object and it's 
center are clearly NOT at zero but that's what the values say. There are some 
Local Space/World space values in the attribute editor, but I can't figure out 
how to get things reset properly.

Any help from a Softimage perspective is appreciated.






--
Portfolio 2013
Cinema & TV production
Video Reel



--
www.edschiffer.com


Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Martin
what exactly do you want ? I know a few pivot scripts including one of my first 
Mel scripts 😅
Martin
Sent from my iPhone

> On 2016/01/14, at 8:26, Ed Schiffer  wrote:
> 
> isn't there a plugin to facilitate all these transforms  already?!?
> 
>> On 6 November 2015 at 18:22, Pierre Schiller 
>>  wrote:
>> HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.
>> 
>>> On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel  wrote:
>>> When I'm forced to work in maya, I make a point to watch that video at 
>>> least once every morning, and twice after every crash.. it keeps me insane 
>>> ;)  which is perfect for working in maya
>>> G
>>> 
 On 06/11/2015 09:50, Christian Keller wrote:
 That explains a lot ;)
 
 --
 Christian Keller 
 Visual effects|direction
 m  +49 179 69 36 248
 
 chris3...@me.com
 Vimeo.com/channels/96149
 
 Am 04.11.2015 um 17:43 schrieb Gerbrand Nel :
 
> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
>> On 04/11/2015 18:13, Sebastien Sterling wrote:
>> This is actually quite sickening to watch, but cheers Francois, at least 
>> we know what we are dealing with.
>> 
>>> On 4 November 2015 at 15:46, Francois Lord  wrote:
>>> Does this help?
>>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>> 
>>> 
 On 2015-11-04 09:34, Byron Nash wrote:
 I'm trying to get some objects zero-ed out in Maya but keep running 
 into what I assume is a paradigm difference between how Maya and Soft 
 handle center points and transforms. In Soft, I can move the 
 center/pivot and it will change the transform values. So, I can reset 
 the center to be in the middle of the geometry and then zero the 
 position to get the object to snap back to the world center or parent 
 center. In Maya, moving the pivot does not seem to change the 
 transform of the object when you move the pivot. So I can't then zero 
 the values and get the objects to return to zero. Sometimes, the 
 object and it's center are clearly NOT at zero but that's  
what the values say. There are some Local Space/World space 
 values in the attribute editor, but I can't figure out how to get 
 things reset properly.
 
 Any help from a Softimage perspective is appreciated.
>> 
>> 
>> 
>> -- 
>> Portfolio 2013
>> Cinema & TV production
>> Video Reel
> 
> 
> 
> -- 
> www.edschiffer.com


Re: Object motion converted to path animation but normalized at origin?

2016-01-14 Thread Steven Caron
Thanks for the reply Eugene, but wouldn't that create a 'dependency cycle'
and reversing the direction along the curve isn't exactly neutralizing the
motion at origin. It needs to be mirrored. I was able to do what I needed
by hand with a lot of fiddling, I don't have it down to exact steps yet but
I will soon... in the mean time I am going to try another suggestion by
David Barosin...

On Thu, Jan 14, 2016 at 2:30 AM, Eugene Flormata 
wrote:

> why not put the world on a null
> and put it reverse on a path constraint with the ship in the center origin?
>
> On Wed, Jan 13, 2016 at 6:10 PM, Steven Caron  wrote:
>
>> Hey Gang,
>>
>> Has anyone had to do something like this? Imagine a plane or a space ship
>> shuttle with animation on it that is very far out, I need that
>> curve/trajectory but need it a world origin and 'sliding' through the
>> origin. The reverse of a path constraint... I would eventually make some
>> effect that is then put back on that world space trajectory, thoughts?
>>
>> Thanks
>> Steven
>>
>> PS double posted, sorry!
>>
>
>


RE: Object motion converted to path animation but normalized at origin?

2016-01-14 Thread Grahame Fuller
So just to be clear, you want the plane/ship to stay at the origin while the 
rest of the scene moves around it?

Would it be good enough to parent a camera to the ship, or just use an object 
view, while you develop the effect?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Thursday, January 14, 2016 2:03 PM
To: softimage@listproc.autodesk.com
Subject: Re: Object motion converted to path animation but normalized at origin?

Thanks for the reply Eugene, but wouldn't that create a 'dependency cycle' and 
reversing the direction along the curve isn't exactly neutralizing the motion 
at origin. It needs to be mirrored. I was able to do what I needed by hand with 
a lot of fiddling, I don't have it down to exact steps yet but I will soon... 
in the mean time I am going to try another suggestion by David Barosin...

On Thu, Jan 14, 2016 at 2:30 AM, Eugene Flormata 
mailto:eug...@flormata.com>> wrote:
why not put the world on a null
and put it reverse on a path constraint with the ship in the center origin?

On Wed, Jan 13, 2016 at 6:10 PM, Steven Caron 
mailto:car...@gmail.com>> wrote:
Hey Gang,

Has anyone had to do something like this? Imagine a plane or a space ship 
shuttle with animation on it that is very far out, I need that curve/trajectory 
but need it a world origin and 'sliding' through the origin. The reverse of a 
path constraint... I would eventually make some effect that is then put back on 
that world space trajectory, thoughts?

Thanks
Steven

PS double posted, sorry!


<>

Re: Object motion converted to path animation but normalized at origin?

2016-01-14 Thread Steven Caron
Not really, I have it working how I want now, I had come up with my own way
but also David Barosin on the SItoA list (I accidentally posted there) gave
me a simpler answer. Here is David's response...


> If the plane is on a curve, a hierarchy of 2 nulls could do it.
> The parent null is constrained to the plane. The child null is constrained
> to the curve.  Plot the child null's position.
> Remove the constraints from both nulls.
> Now constrain the curve to the child null and zero out the parent null's
> SRT.
> Hope that makes sense.



On Thu, Jan 14, 2016 at 11:37 AM, Grahame Fuller <
grahame.ful...@autodesk.com> wrote:

> So just to be clear, you want the plane/ship to stay at the origin while
> the rest of the scene moves around it?
>
> Would it be good enough to parent a camera to the ship, or just use an
> object view, while you develop the effect?
>
> gray
>
>


Re: Object motion converted to path animation but normalized at origin?

2016-01-14 Thread Steven Caron
For those interested in following...

here is two scripts, one to set up the scene so you can see the scenario to
start, and then another to normalize the motion per David's simpler method.

#python
#setup example scene
Application.SICreateCurve("crvlist", 3, 0)
Application.SIAddPointOnCurveAtEnd("crvlist", 486.895161434139,
325.493002786473, 34.5570511051906, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 409.033597647559,
271.688103800014, 29.5535480810531, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 85.4440658602002,
300.987801267806, -66.6103573229066, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", -246.20762156975,
272.753547344553, -147.807009721528, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", -497.571600133753,
131.0495559517, -173.495355859157, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", -456.369852362362,
-4.26177417487577, -122.038908353107, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", -81.571345301959,
14.3834878497712, -26.3265899671214, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 233.227806621437,
145.965765570476, 19.5179940313196, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 553.247813449155,
111.871572155872, 116.146231591289, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 537.167802185775,
-116.666068097906, 179.907658216995, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 228.873883716215,
-268.49177316504, 141.853471471277, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 124.433876714773,
-305.782297213815, 124.747175301071, False, 0, "")
Application.CreatePrim("Cone", "MeshSurface", "", "")
Application.SetValue("cone.cone.radius", 3, "")
Application.SetValue("cone.cone.height", 12, "")
Application.ApplyCns("Path", "cone", "crvlist", "")
Application.SaveKey("cone.kine.pathcns.perc", 1, "", "", "", "", "")
Application.SetValue("PlayControl.Current", 100, "")
Application.SetValue("PlayControl.Key", 100, "")
Application.SetValue("cone.kine.pathcns.perc", 100, "")
Application.SaveKey("cone.kine.pathcns.perc", 100, "", "", "", "", "")
Application.SetValue("cone.kine.pathcns.tangent", True, "")
Application.SetValue("cone.kine.pathcns.dirx", 0, "")
Application.SetValue("cone.kine.pathcns.diry", 0, "")
Application.SetValue("cone.kine.pathcns.dirz", 1, "")
Application.SetValue("cone.kine.pathcns.dirx", 0, "")
Application.SetValue("cone.kine.pathcns.diry", 1, "")
Application.SetValue("cone.kine.pathcns.dirz", 0, "")
Application.SetValue("cone.kine.pathcns.upvct_active", True, "")

#python
#normalize and invert motion of path cns
Application.GetPrim("Null", "", "", "")
Application.SetValue("null.Name", "parent", "")
Application.Duplicate("parent", "", 2, 1, 1, 0, 0, 1, 0, 1, "", "", "", "",
"", "", "", "", "", "", 0)
Application.SetValue("parent1.Name", "child", "")
Application.CopyPaste("child", "", "parent", 1)
Application.SelectObj("parent", "", "")
Application.ApplyCns("Position", "parent", "cone", "")
Application.SelectObj("child", "", "")
Application.ApplyCns("Position", "child", "crvlist", "")
Application.PlotConstrainedTransformsToActions("child", "plot", 1, 100, 1,
20, 3, False, 0.01, True, True, True, True, True)
Application.SelectObj("parent,child", "", "")
Application.RemoveAllCns("", "")
Application.SelectObj("crvlist", "", True)
Application.ApplyCns("Position", "crvlist", "child", "")
Application.SelectObj("parent", "", "")
Application.ResetTransform("", "siObj", "siTrn", "siXYZ")


On Thu, Jan 14, 2016 at 11:48 AM, Steven Caron  wrote:

> Not really, I have it working how I want now, I had come up with my own
> way but also David Barosin on the SItoA list (I accidentally posted there)
> gave me a simpler answer. Here is David's response...
>
>
>> If the plane is on a curve, a hierarchy of 2 nulls could do it.
>> The parent null is constrained to the plane. The child null is
>> constrained to the curve.  Plot the child null's position.
>> Remove the constraints from both nulls.
>> Now constrain the curve to the child null and zero out the parent null's
>> SRT.
>> Hope that makes sense.
>
>
>
>


RE: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
OK. So I could provide you with a more thorough explanation of the Maya pivot 
concept if you are interested. However, since Maya 2016 offers a new Bake Pivot 
Orientation command, after investigating this thing it looks like a good 
template for what ails the SI folks, regarding Maya pivots.

Drag and drop the following lines into a shelf of your choice to make a new MEL 
command.


ctxEditMode;
float $manipos[] = `manipMoveContext -q -position Move`;
FreezeTransformations;
ResetTransformations;
move -a -pcp -pgp -ws $manipos[0] $manipos[1] $manipos[2];
ctxEditMode;


Now, make a new object and hit the insert key to edit the pivot.

Move the pivot using the Move Tool.

Execute the above MEL command from your shelf.



If you are an SI person I’m confident that this is what you want Maya to do 
regarding pivots.

There are a couple CAVEATS with this really crude hack.

1.   It only works properly with the Move tool

2.   You must be in Edit Pivot mode

3.   If you execute it with Edit Pivot Mode off it will send the pivot to 
world center.

4.   It is not persistent like SI. You have to execute the MEL script every 
time you want to BAKE the “position” relative to the pivot.

5.   It will work with objects that are children of other objects.

6.   It generates input history that you will likely want to delete.

7.   If you use this you use at your own risk!

The point I’m trying to make is that what SI users want is doable with the 
current Maya interface. It’s just counter to the longstanding Maya workflow 
which was based upon TAV. But the structure appears to exist in Maya 2016 to 
permit it to function as SI users would like but with minimal extra effort.

Enjoy.



Hey Autodesk, if you are reading this, it would be nice if you could integrate 
pivot position baking into the new pivot orientation baking or at least 
duplicate the process for pivot position similar to what I’ve prototyped here. 
I took the core commands straight out of bakeCustomToolPivot.mel.  It could be 
modified to accommodate what the SI users want. I’d try to do it, and I think 
there are others here who most certainly could figure this out, but I think it 
would be far more reliable as an AD supported core feature. And one other 
thing, the Edit Pivot context needs to remain on. Currently Bake Pivot 
Orientation takes it out of pivot editing when executed, that’s an undesirable 
feature if I want to keep tweaking the pivot and its position. It’s already bad 
enough that I would have to repeat the position bake, but having to do that and 
reenter pivot edit as well is just more effort than necessary. Besides, I 
turned the pivot editing on, I want to decide when I turn it off.

--
Joey Ponthieux

__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, January 14, 2016 8:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: Please explain Maya pivot points to a Softimage thinker

with Maya you workaround

with Softimage you work

thanks again AD for your workarounds

On Thu, Jan 14, 2016 at 1:29 PM, Ed Manning 
mailto:etmth...@gmail.com>> wrote:
In Maya-land, 10 clicks or so to get something done *is* "simple."



On Thu, Jan 14, 2016 at 6:37 AM, Oliver Weingarten 
mailto:li...@pixelpanic.de>> wrote:
OMG,  really? I just watched that video and saw that "workaround" is officially 
shown without any shame?? Around 10 steps to change the "center", really??  It 
leaves me speechless and angry again, that this "industry standard" survived 
and Soft got doomed. A shame


Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:
No, but i am sure somebody is working on a script as we speak.

On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer 
mailto:edschif...@gmail.com>> wrote:
isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller 
mailto:activemotionpictu...@gmail.com>> wrote:
HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel 
mailto:nagv...@gmail.com>> wrote:
When I'm forced to work in maya, I make a point to watch that video at least 
once every morning, and twice after every crash.. it keeps me insane ;)  which 
is perfect for working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:
That explains a lot ;)

--
Christian Keller
Visual effects|direction
m  +49 179 69 36 248

chris3...@me.com
Vimeo.com/channels/96149

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel 
mailto:nagv...@gmail.com>>:
Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:
This is actually quite sickening to watch, but ch

royal render 6.x problem

2016-01-14 Thread phil harbath
I get an error message in the royal render client that it can not find the path 
for softimage 2015 R2 (I used the client to autofind the directory when it was 
setup so it is there), this problem is rather new, it did not have a problem 
before when 2015 was installed.

Phil Harbath
jamination

Re: [SItoA] Object motion converted to path animation but normalized at origin?

2016-01-14 Thread David Barosin
Glad it helped ;)

On Thursday, January 14, 2016, Steven Caron  wrote:

> Not really, I have it working how I want now, I had come up with my own
> way but also David Barosin on the SItoA list (I accidentally posted there)
> gave me a simpler answer. Here is David's response...
>
>
>> If the plane is on a curve, a hierarchy of 2 nulls could do it.
>> The parent null is constrained to the plane. The child null is
>> constrained to the curve.  Plot the child null's position.
>> Remove the constraints from both nulls.
>> Now constrain the curve to the child null and zero out the parent null's
>> SRT.
>> Hope that makes sense.
>
>
>
> On Thu, Jan 14, 2016 at 11:37 AM, Grahame Fuller <
> grahame.ful...@autodesk.com
> > wrote:
>
>> So just to be clear, you want the plane/ship to stay at the origin while
>> the rest of the scene moves around it?
>>
>> Would it be good enough to parent a camera to the ship, or just use an
>> object view, while you develop the effect?
>>
>> gray
>>
>>


Re: Redshift users?

2016-01-14 Thread Kris Rivel
Loove RS! Switched over after briefly playing with Vray and never
looked back. It has been amazing so far.

Kris

On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic  wrote:

> I thought they mentioned having rendermaps in soft actually working
> partially, they were just looking for a method on how to implement it
> across the board.
> I could be completely wrong though. Either way i would like  the volumes
> more :), sorry baking guys.
>
> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris  wrote:
>
>> I'd say the timescale for rendermapping/baking will be months rather than
>> weeks - seems like complex volume rendering will come before baking.
>>
>> On 8 January 2016 at 09:28, Ognjen Vukovic  wrote:
>>
>>> It wasn't supported up till now, I think they will be introducing it in
>>> the coming weeks.
>>>
>>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
>>> james.decoll...@gmail.com> wrote:
>>>
 sorry for the potentially silly question, but how is redshift with
 Rendermap? we use it extensively with MR, and would need redshift to have
 the same capability

 James,

 On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy 
 wrote:

> Wow, it is quite impressive what an impact Redshift has made already.
>
>
>
> I have done a fair amount of testing with Redshift too and find on
> average scenes to be 5-10 times faster than Arnold with comparable 
> quality,
> plus a number of things are simpler to set up the way you want it, in part
> because of the rapid feedback in the renderregion. I have yet to test it 
> on
> really complex scenes, so that will be the next thing to check. I agree on
> a lack of shader support in certain parts, especially compared to
> Arnold/Sitoa, so it is reassuring that Burtnyk and Co are so responsive :)
>
>
>
> We will likely also incorporate it to some extent when it supports vdb
> and volumetric rendering and see where it takes us.
>
>
>
>
>
> Morten
>
>
>
>
>
>
> Den 5. januar 2016 kl. 19:50 skrev "Emilio Hernández" <
> emi...@e-roja.com>:
>
> Softimage and Redshift.Best marriage ever!
>
>
>
> I have 4 licenses.
>
>
>
>


>>>
>>
>>
>> --
>> www.matinai.com
>>
>
>


JOB: remote tracking artists needed

2016-01-14 Thread Kris Rivel
I'm looking for a few good remote based tracking artists! Gig starts approx
next week around 1/20 and will run for 2-3 weeks. If you or someone you
know is interested please send info, rate and reel to me at
k...@activeblack.com. Softimage experience/skills is a plus but not
required! Thanks!

Kris


RE: remote tracking artists needed

2016-01-14 Thread Scott Lange
Hey Kris, would love to help. -Scott

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Thursday, January 14, 2016 8:57 PM
To: Softimage List 
Subject: JOB: remote tracking artists needed

 

I'm looking for a few good remote based tracking artists! Gig starts approx 
next week around 1/20 and will run for 2-3 weeks. If you or someone you know is 
interested please send info, rate and reel to me at k...@activeblack.com 
 . Softimage experience/skills is a plus but not 
required! Thanks!

Kris



Re: JOB: remote tracking artists needed

2016-01-14 Thread Pierre Schiller
Hi Kris, this is my reel; I'd like to postulate for consideration towards
the tracking gig you mentioned:
https://vimeo.com/129515444

I work with softimage and tracking from after effects and pftrack
https://vimeo.com/148972315

And here's an older video but with more tracking / roto and compositing:
https://vimeo.com/48928504

My hour on roto/tracking is $18 an hour or $144 on an 8h day of work. This
is only an estimate as one footage differs from another for tracking (could
be longer or shorter and influentiates time to deliver).

I hope you could consider the skill set you can see on my reel.

Best regards. David R.
Ps:my nick is Pierre Shiller.
On Jan 14, 2016 8:57 PM, "Kris Rivel"  wrote:

> I'm looking for a few good remote based tracking artists! Gig starts
> approx next week around 1/20 and will run for 2-3 weeks. If you or someone
> you know is interested please send info, rate and reel to me at
> k...@activeblack.com. Softimage experience/skills is a plus but not
> required! Thanks!
>
> Kris
>


RE: remote tracking artists needed

2016-01-14 Thread Scott Lange
LOL One can never be too sure. 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Clausing
Sent: Thursday, January 14, 2016 9:43 PM
To: softimage@listproc.autodesk.com
Subject: Re: remote tracking artists needed

 

Oh Kris,

 

Not at all sure about that "Scott Lange" fella

 

 

Lol

 

J

Sent from my iPhone


On Jan 14, 2016, at 9:32 PM, Scott Lange mailto:sc...@turbulenceffects.com> > wrote:

Hey Kris, would love to help. -Scott

 

From: softimage-boun...@listproc.autodesk.com 
  
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Thursday, January 14, 2016 8:57 PM
To: Softimage List mailto:softimage@listproc.autodesk.com> >
Subject: JOB: remote tracking artists needed

 

I'm looking for a few good remote based tracking artists! Gig starts approx 
next week around 1/20 and will run for 2-3 weeks. If you or someone you know is 
interested please send info, rate and reel to me at k...@activeblack.com 
 . Softimage experience/skills is a plus but not 
required! Thanks!

Kris



Re: Object motion converted to path animation but normalized

2016-01-14 Thread Matt Lind

I'd imagine the animation mixer would be good for this.

Put your animation into a mixer source, then instance onto the mixer 
timeline.  Mark and split the clip by parameter(s) to isolate the 
translation from the rotation.  When you want the ship to lie still, simply 
mute the translation clip.


If you need to copy/paste the animation onto the rest of the scene, put the 
rest of the scene into a model and CTRL + drag the clip from the ship's 
timeline onto the scene's timeline.  Use the clip's time warp feature to 
reverse motion if necessary.  Use neutral poses on negatively scaled nulls 
to invert on an axis.



Matt





Date: Thu, 14 Jan 2016 11:02:50 -0800
From: Steven Caron 
Subject: Re: Object motion converted to path animation but normalized
at origin?
To: "softimage@listproc.autodesk.com"

Thanks for the reply Eugene, but wouldn't that create a 'dependency cycle'
and reversing the direction along the curve isn't exactly neutralizing the
motion at origin. It needs to be mirrored. I was able to do what I needed
by hand with a lot of fiddling, I don't have it down to exact steps yet but
I will soon... in the mean time I am going to try another suggestion by
David Barosin...



Re: Object motion converted to path animation but normalized

2016-01-14 Thread Steven Caron
I am guilty of forgetting about the mixer occasionally but I actually
needed the curve to move through world origin, I am using it to drive a
simulation and I am sampling it over time as it passes through the world
origin.

Thanks Matt!

*written with my thumbs
On Jan 14, 2016 7:13 PM, "Matt Lind"  wrote:

> I'd imagine the animation mixer would be good for this.
>
> Put your animation into a mixer source, then instance onto the mixer
> timeline.  Mark and split the clip by parameter(s) to isolate the
> translation from the rotation.  When you want the ship to lie still, simply
> mute the translation clip.
>
> If you need to copy/paste the animation onto the rest of the scene, put
> the rest of the scene into a model and CTRL + drag the clip from the ship's
> timeline onto the scene's timeline.  Use the clip's time warp feature to
> reverse motion if necessary.  Use neutral poses on negatively scaled nulls
> to invert on an axis.
>
>
> Matt
>
>
>
>
>
> Date: Thu, 14 Jan 2016 11:02:50 -0800
> From: Steven Caron 
> Subject: Re: Object motion converted to path animation but normalized
> at origin?
> To: "softimage@listproc.autodesk.com"
>
> Thanks for the reply Eugene, but wouldn't that create a 'dependency cycle'
> and reversing the direction along the curve isn't exactly neutralizing the
> motion at origin. It needs to be mirrored. I was able to do what I needed
> by hand with a lot of fiddling, I don't have it down to exact steps yet but
> I will soon... in the mean time I am going to try another suggestion by
> David Barosin...
>
>