Stepped curves a´la Maya in Softimage?

2016-01-16 Thread Pierre Schiller
Hello, one feature I haven´t really find out how to simulate in Softimage
from Maya´s animation graph is the "stepped curves" feature which works
like this:
I "key" a pose for the etire character on frame 10 and I go to frame 20 and
create another (new) pose for the character. So, Maya automatically creates
a "previous" key pose copy (from frame 10) onto frame 19, that way it
"holds" the pose and you don´t have to worry to create a clone or a huge
copy/paste from the previous "posed" position of the character.
Something like this:
https://vimeo.com/146448078
Watch first minute or from minute 2 onwards.

So, big question here: Is there an "automated" way to do this on softimage?
anyone knows about a plugin?
Zinkia´s Pocoyo is animated in softimage such way, I believe they did
created an addon that does this automatic pre-pose keying when a new key
lands on the animation editor, making a stepped curve-approach animation
workable in every aspect. :)

Please help if you have a workflow recommendation / script for this.
Thanks.

-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


Re: assigning material with ton of textures randomly to meshes

2016-01-16 Thread Andres Stephens


I'd love to learn this. I tried once but couldn't quite do it.

 Original message 
From: Nono 
Date: 16/01/2016  09:29  (GMT-05:00)
To: softimage@listproc.autodesk.com
Subject: Re: assigning material with ton of textures randomly to meshes

Hi,
Yes Gareth, that's the second part of how to do this, using an ice
attribute to drive the clip time source property.

But the very first part you need to convert your meshes to instances to
properly generate ID attribute on each one.
For this you just need to group your mesh under a group then generate
instance of each one on this group, then it's failry easy to use the point
ID to generate a random attribute on each point of each instances.

Let us know if you know how to do that, in the other case i can provide you
an example.

Cheers,
Noël

On Sat, 16 Jan 2016 at 15:17 gareth bell  wrote:

> http://tinypic.com/view.php?pic=287et04&s=9
>
> you could try this
>
>
> --
> From: garethb...@outlook.com
> To: softimage@listproc.autodesk.com
> Subject: RE: assigning material with ton of textures randomly to meshes
> Date: Sat, 16 Jan 2016 13:21:38 +
>
>
>
> Are the objects all the same or are there lots of differences?
>
> This is doable in ICE
>
> --
> Date: Sat, 16 Jan 2016 12:24:14 +
> Subject: Re: assigning material with ton of textures randomly to meshes
> From: ognj...@gmail.com
> To: softimage@listproc.autodesk.com
>
> You can create a random scalar attribute on an ice tree on each piece of
> geometry. Put all the textures into the material using a coler switch node
> and then call the attribute to switch tex per geometry. Also you could use
> the color lookup node but doesn't work in Redshift :).  As for your method
> I'm not sure if there is a way to control the image clip per geo.
> On 16 Jan 2016 11:16 am, "Mirko Jankovic" 
> wrote:
>
> I was wondering if someone have idea how to accomplish this.
>
> There is pool of let's say 100 textures, sequentially named.
> Now when they are applied to shader as texture they are changed frame by
> frame for all objects with assigned shader.
>
> Goal is to assign one shader to ton of objects and then assign textures
> from the pool randomly on those objects, without changing them during
> timeline, just fixed assign.
>
> Makes sense? :)
> Thanks!
>
>


Re: assigning material with ton of textures randomly to meshes

2016-01-16 Thread Nono
Hi,
Yes Gareth, that's the second part of how to do this, using an ice
attribute to drive the clip time source property.

But the very first part you need to convert your meshes to instances to
properly generate ID attribute on each one.
For this you just need to group your mesh under a group then generate
instance of each one on this group, then it's failry easy to use the point
ID to generate a random attribute on each point of each instances.

Let us know if you know how to do that, in the other case i can provide you
an example.

Cheers,
Noël

On Sat, 16 Jan 2016 at 15:17 gareth bell  wrote:

> http://tinypic.com/view.php?pic=287et04&s=9
>
> you could try this
>
>
> --
> From: garethb...@outlook.com
> To: softimage@listproc.autodesk.com
> Subject: RE: assigning material with ton of textures randomly to meshes
> Date: Sat, 16 Jan 2016 13:21:38 +
>
>
>
> Are the objects all the same or are there lots of differences?
>
> This is doable in ICE
>
> --
> Date: Sat, 16 Jan 2016 12:24:14 +
> Subject: Re: assigning material with ton of textures randomly to meshes
> From: ognj...@gmail.com
> To: softimage@listproc.autodesk.com
>
> You can create a random scalar attribute on an ice tree on each piece of
> geometry. Put all the textures into the material using a coler switch node
> and then call the attribute to switch tex per geometry. Also you could use
> the color lookup node but doesn't work in Redshift :).  As for your method
> I'm not sure if there is a way to control the image clip per geo.
> On 16 Jan 2016 11:16 am, "Mirko Jankovic" 
> wrote:
>
> I was wondering if someone have idea how to accomplish this.
>
> There is pool of let's say 100 textures, sequentially named.
> Now when they are applied to shader as texture they are changed frame by
> frame for all objects with assigned shader.
>
> Goal is to assign one shader to ton of objects and then assign textures
> from the pool randomly on those objects, without changing them during
> timeline, just fixed assign.
>
> Makes sense? :)
> Thanks!
>
>


RE: assigning material with ton of textures randomly to meshes

2016-01-16 Thread gareth bell
http://tinypic.com/view.php?pic=287et04&s=9

you could try this

From: garethb...@outlook.com
To: softimage@listproc.autodesk.com
Subject: RE: assigning material with ton of textures randomly to meshes
Date: Sat, 16 Jan 2016 13:21:38 +




Are the objects all the same or are there lots of differences?

This is doable in ICE

Date: Sat, 16 Jan 2016 12:24:14 +
Subject: Re: assigning material with ton of textures randomly to meshes
From: ognj...@gmail.com
To: softimage@listproc.autodesk.com

You can create a random scalar attribute on an ice tree on each piece of 
geometry. Put all the textures into the material using a coler switch node and 
then call the attribute to switch tex per geometry. Also you could use the 
color lookup node but doesn't work in Redshift :).  As for your method I'm not 
sure if there is a way to control the image clip per geo.
On 16 Jan 2016 11:16 am, "Mirko Jankovic"  wrote:
I was wondering if someone have idea how to accomplish this. 
There is pool of let's say 100 textures, sequentially named.Now when they are 
applied to shader as texture they are changed frame by frame for all objects 
with assigned shader.
Goal is to assign one shader to ton of objects and then assign textures from 
the pool randomly on those objects, without changing them during timeline, just 
fixed assign.
Makes sense? :)Thanks!

  

Re: Plotting animated boolean geometry?

2016-01-16 Thread Fabricio Chamon
Yes alembic supports dynamic topo, and should be a better choice by nowbut
Ive done something similar in the past with ice too, just cache point
positions + poly descriptions and you should be able to reconstruct the
mesh again.

Em sexta-feira, 15 de janeiro de 2016, Morten Bartholdy 
escreveu:

> Didn't know Alembic supports that - will give it a spin.
>
>
> Thanks Eric and have a nice weekend :)
>
>
>
> Morten
>
>
>
>
> Den 15. januar 2016 kl. 16:04 skrev Eric Thivierge  >:
>
> Alembic?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Fri, Jan 15, 2016 at 9:54 AM, Morten Bartholdy < x...@colorshopvfx.dk
>  > wrote:
>
> I would like to plot the geometry from an animated boolean operation. Is
> there a tool that allows saving geometry with changing nb of vertices out
> per frame and read it back in?
>
>
> Perhaps some nifty ICE solution?
>
>
> Thanks
>
> Morten
>
>
>
>
>
>
>


RE: assigning material with ton of textures randomly to meshes

2016-01-16 Thread gareth bell
Are the objects all the same or are there lots of differences?

This is doable in ICE

Date: Sat, 16 Jan 2016 12:24:14 +
Subject: Re: assigning material with ton of textures randomly to meshes
From: ognj...@gmail.com
To: softimage@listproc.autodesk.com

You can create a random scalar attribute on an ice tree on each piece of 
geometry. Put all the textures into the material using a coler switch node and 
then call the attribute to switch tex per geometry. Also you could use the 
color lookup node but doesn't work in Redshift :).  As for your method I'm not 
sure if there is a way to control the image clip per geo.
On 16 Jan 2016 11:16 am, "Mirko Jankovic"  wrote:
I was wondering if someone have idea how to accomplish this. 
There is pool of let's say 100 textures, sequentially named.Now when they are 
applied to shader as texture they are changed frame by frame for all objects 
with assigned shader.
Goal is to assign one shader to ton of objects and then assign textures from 
the pool randomly on those objects, without changing them during timeline, just 
fixed assign.
Makes sense? :)Thanks!
  

Re: assigning material with ton of textures randomly to meshes

2016-01-16 Thread Ognjen Vukovic
You can create a random scalar attribute on an ice tree on each piece of
geometry. Put all the textures into the material using a coler switch node
and then call the attribute to switch tex per geometry. Also you could use
the color lookup node but doesn't work in Redshift :).  As for your method
I'm not sure if there is a way to control the image clip per geo.
On 16 Jan 2016 11:16 am, "Mirko Jankovic"  wrote:

> I was wondering if someone have idea how to accomplish this.
>
> There is pool of let's say 100 textures, sequentially named.
> Now when they are applied to shader as texture they are changed frame by
> frame for all objects with assigned shader.
>
> Goal is to assign one shader to ton of objects and then assign textures
> from the pool randomly on those objects, without changing them during
> timeline, just fixed assign.
>
> Makes sense? :)
> Thanks!
>


assigning material with ton of textures randomly to meshes

2016-01-16 Thread Mirko Jankovic
I was wondering if someone have idea how to accomplish this.

There is pool of let's say 100 textures, sequentially named.
Now when they are applied to shader as texture they are changed frame by
frame for all objects with assigned shader.

Goal is to assign one shader to ton of objects and then assign textures
from the pool randomly on those objects, without changing them during
timeline, just fixed assign.

Makes sense? :)
Thanks!