Re: C++ XSI plugins and Fabric Engine

2016-01-30 Thread Andruha Prostrelov
Thank you Steven. Already have it.
I guess its way too complex example and its hard to figure out how should i
use this example of "how to implement Fabric Engine into your DCC"
in my problem "how to use\invoke Fabric Engine from Softimage C++ plugins".
I know that SpliceSoftimage git thread examples uses XSIPLUGINCALLBACKs
that register fabric Operators, Nodes, Propertys etc. But this examples
deffinitly not for begginers. I really have a hard time digging through it.

https://github.com/helgemathee/creationPlatformTutorials/commits/1.7
I found some simple examples at Helge Mathee git repository.
But not sure that this examples are useful since they was deprecated.


Re: The public SI freelancer Index

2016-01-30 Thread Mirko Jankovic
I do have better solution on mind this is more kinda prototype.
I had this idea for a while now but got pulled with worked. But I can
resurrect it again, I had contact before with some web people that can
create this so I'm gonna get to them again and start working on better
version. \Once it start we can get some ideas on organisation how to make
it easier  but will see to start first.


On Sat, Jan 30, 2016 at 7:26 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Thanks for the message. Uhm, Trello is a pinboard. I used back in 2014. We
> need to move to a better solution.
> Cheers.
>
> On Sat, Jan 30, 2016 at 1:07 PM, Mirko Jankovic  > wrote:
>
>>
>> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>>
>> go to this list this should let you in and you should be able to create
>> your own card. also guys there are not so many good permission options so
>> everyone can modify everything so fro now I have to ask to handle only your
>> own cards and dont touch others till I find a better solution. will keep
>> updated about that :)
>>
>>
>> On Sat, Jan 30, 2016 at 6:35 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Guys I've just flew by this post. What do I need to do to list myself in
>>> there?
>>> On Jan 30, 2016 9:15 AM, "Ognjen Vukovic"  wrote:
>>>
 Nice, Im in.
 On 29 Jan 2016 11:27 pm, "Jason S"  wrote:

> Note that after confirming your email, you can ignore or close the
> confirmation tab, and go to the original page from the 'join' link.
> cheers,
>
>
> On 01/29/16 17:36, Mirko Jankovic wrote:
>
> Well good then, to start we can use trello board until something
> better is figured out.
> You should be able to join in using this link and then create your own
> card.
>
>
> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>
> On Fri, Jan 29, 2016 at 11:30 PM, Jason S 
> wrote:
>
>> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
>> javi09warr...@gmail.com> wrote:
>> Very good idea indeed!!!
>>
>>
>> Indeed!
>>
>> Enough to justify it's own thread (for it's new beginning)  ¦D
>>
>>
>>
>> On 01/29/16 17:25, Mirko Jankovic wrote:
>>
>> It is not perfect for this but for fast solution works, hopefully can
>> create  something more usable, I had planed it for some time now as I
>> always have issues looking for help from time to time but then got 
>> covered
>> with work and paused it.
>>
>> On Fri, Jan 29, 2016 at 11:22 PM, Daniel Kim 
>> wrote:
>>
>>> Hey Mirko. I haven't used Trello, but I joined it ;)
>>>
>>>
>>> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
>>> javi09warr...@gmail.com> wrote:
>>>
 Very good idea indeed!!!

 2016-01-29 15:54 GMT-06:00, Mirko Jankovic <
 mirkoj.anima...@gmail.com>:
 >
 https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
 > this link enables automatic joining and editing for everyone :)
 >
 > On Fri, Jan 29, 2016 at 8:13 PM, Mirko Jankovic <
 mirkoj.anima...@gmail.com>
 > wrote:
 >
 >> Hey guys.
 >> It is really getting hard to get in track of people as you al
 saw, and
 >> also all these info who is available and interested will get
 lost in all
 >> emails in couple minutes.
 >> Would you be interesting jumping and sharing one trello board
 and leaving
 >> like your small visit card contact details short note and stuff
 and
 >> dragging it into position on trello describing current status
 like busy,
 >> fully free for hire and similar?
 >> I've made one fast test example here
 >>
 >> https://trello.com/b/ezWvHkmc/freelance-pool
 >>
 >> I do have in plan a something better organised and eesier to use
 but for
 >> now even this  could be nice place to put together SI ppl pool
 so if
 >> anyone
 >> need someone can drop a fast look there I guess.
 >> I know that everyone is usualy building their own database but..
 still
 >> better this then all thing s lost on mailing list.
 >>
 >> Also just awiting for email that softimage mailing list is dead
 and
 >> removed as well.
 >> It is AD after all .;)
 >>
 >> This board should be public and available for anyone to edit so
 feel free
 >> to add and please dont delete or mess others ;)
 >>
 >> On Fri, Jan 29, 2016 at 4:47 PM, Olivier Jeannel <
 facialdel...@gmail.com>
 >> wrote:
 >>
 >>> Icing always !
 >>> Available.
 >>>
 >>>
 >

Re: C++ XSI plugins and Fabric Engine

2016-01-30 Thread Steven Caron
these two repositories are public for you to look at...

https://github.com/fabric-engine/SpliceSoftimage
https://github.com/fabric-engine/SpliceAPI

On Sat, Jan 30, 2016 at 10:13 AM, Andruha Prostrelov 
wrote:

> https://vimeo.com/groups/1792/videos/50290984
> this video is close enough but all links to src or blog post are broken.
> maybe someone have examples shown in it ?
>
> 2016-01-30 19:15 GMT+03:00 Andruha Prostrelov :
>
>> I'm noticed that there is no examples on "how to implement Fabric Engine
>> into XSI C++ Plugins"
>> Is that possible ? Can someone provide link or some code to understand.
>> The only one example from Fabric SDK is "Hello World" C++ script.
>> So far i know that Fabric 2.0 adds dfoSoftimageOp to object modelling
>> stack
>> so i didn't sure that i can somehow use Fabric inside XSI Operators.
>> Maybe i should change native XSI Operator with Fabric Operator, but still
>> i cant find information on how to do it from XSI cpp plugins.
>>
>> I wrte modelling tool and it should interact with user without PPG
>> windows etc.
>> And i'm not sure that FabricEngine have all events and callbaks that
>> provides XSI C++ API.
>>
>> Any help would be gladly accepted.
>>
>
>


Re: Goodbyes (was this is the end...)

2016-01-30 Thread Martin
Most of us will definitely stay in the business (or hobby) and some of us will 
still using at some degree Softimage for years so I don't see why this list 
should disappear any time soon.

Martin
Sent from my iPhone

> On 2016/01/30, at 18:31, Olivier Jeannel  wrote:
> 
> Hey hey, calm down. Is this list really going to disapear ?
> Ain't possible to move somewhere else if so ? 
> 
> And I owe you M. Gabe my very first step on ice with your tutorials !
> 
>> On Fri, Jan 29, 2016 at 11:22 PM, Jason S  wrote:
>> Now now.. the list is highly unlikely to go anywhere.
>> 
>> I can also recall such goodbyes from before, and like before I hope it's not 
>> really goodbye  ;-)
>> 
>> 
>> 
>>> On 01/29/16 15:38, Bradley Gabe wrote:
>>> In the event the list suddenly disappears with all this EOL talk, I thought 
>>> I'd offer a well deserved and long overdue thanks to everyone in the 
>>> community for everything they've done over the years. It was the original 
>>> si3d list that provided me the opportunity I needed for my very first break 
>>> into high end all those years ago. And it's been the XSI community and this 
>>> list that helped put a roof over my head, feed my family, and keep me 
>>> functionally sane since then.
>>> 
>>> Best wishes to everyone in their future ventures.
>>> 
>>> -Bradley
> 


Re: Free Animation?

2016-01-30 Thread Pierre Schiller
@Dave Gallagher, was is possible to release malcom 2.0 for softimage, in
the end? :)
Cheers.

Este
correo electrónico se ha enviado desde un equipo libre de virus y protegido
por Avast.
www.avast.com

<#DDB4FAA8-2DD7-40BB-A1B8-4E2AA1F9FDF2>

On Thu, Jan 28, 2016 at 5:27 PM, Dave Gallagher Softimage <
davegsoftimagel...@gmail.com> wrote:

>
> No animation data, but there's our Malcolm rig:
> http://www.animschool.com/DownloadOffer.aspx
>
>
> On 1/28/2016 7:12 AM, Jeff McFall wrote:
>
> Apologies if this is obvious but there are a few samples in the Character
> shelf that might fit the bill if looking for a quick and easy setup.
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *gareth bell
> *Sent:* Thursday, January 28, 2016 6:38 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* OT: Free Animation?
>
>
>
> Hey guys,
>
> I'm doing some dynamics hair/fur tests in Houdini - does anyone know of a
> source I can get a free or cheap character model + animation data to test
> my hair setups on?
>
> Cheers
>
>
>


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


Re: The public SI freelancer Index

2016-01-30 Thread Pierre Schiller
Thanks for the message. Uhm, Trello is a pinboard. I used back in 2014. We
need to move to a better solution.
Cheers.

On Sat, Jan 30, 2016 at 1:07 PM, Mirko Jankovic 
wrote:

>
> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>
> go to this list this should let you in and you should be able to create
> your own card. also guys there are not so many good permission options so
> everyone can modify everything so fro now I have to ask to handle only your
> own cards and dont touch others till I find a better solution. will keep
> updated about that :)
>
>
> On Sat, Jan 30, 2016 at 6:35 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Guys I've just flew by this post. What do I need to do to list myself in
>> there?
>> On Jan 30, 2016 9:15 AM, "Ognjen Vukovic"  wrote:
>>
>>> Nice, Im in.
>>> On 29 Jan 2016 11:27 pm, "Jason S"  wrote:
>>>
 Note that after confirming your email, you can ignore or close the
 confirmation tab, and go to the original page from the 'join' link.
 cheers,


 On 01/29/16 17:36, Mirko Jankovic wrote:

 Well good then, to start we can use trello board until something better
 is figured out.
 You should be able to join in using this link and then create your own
 card.


 https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool

 On Fri, Jan 29, 2016 at 11:30 PM, Jason S 
 wrote:

> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
> javi09warr...@gmail.com> wrote:
> Very good idea indeed!!!
>
>
> Indeed!
>
> Enough to justify it's own thread (for it's new beginning)  ¦D
>
>
>
> On 01/29/16 17:25, Mirko Jankovic wrote:
>
> It is not perfect for this but for fast solution works, hopefully can
> create  something more usable, I had planed it for some time now as I
> always have issues looking for help from time to time but then got covered
> with work and paused it.
>
> On Fri, Jan 29, 2016 at 11:22 PM, Daniel Kim 
> wrote:
>
>> Hey Mirko. I haven't used Trello, but I joined it ;)
>>
>>
>> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
>> javi09warr...@gmail.com> wrote:
>>
>>> Very good idea indeed!!!
>>>
>>> 2016-01-29 15:54 GMT-06:00, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com>:
>>> >
>>> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>>> > this link enables automatic joining and editing for everyone :)
>>> >
>>> > On Fri, Jan 29, 2016 at 8:13 PM, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com>
>>> > wrote:
>>> >
>>> >> Hey guys.
>>> >> It is really getting hard to get in track of people as you al
>>> saw, and
>>> >> also all these info who is available and interested will get lost
>>> in all
>>> >> emails in couple minutes.
>>> >> Would you be interesting jumping and sharing one trello board and
>>> leaving
>>> >> like your small visit card contact details short note and stuff
>>> and
>>> >> dragging it into position on trello describing current status
>>> like busy,
>>> >> fully free for hire and similar?
>>> >> I've made one fast test example here
>>> >>
>>> >> https://trello.com/b/ezWvHkmc/freelance-pool
>>> >>
>>> >> I do have in plan a something better organised and eesier to use
>>> but for
>>> >> now even this  could be nice place to put together SI ppl pool so
>>> if
>>> >> anyone
>>> >> need someone can drop a fast look there I guess.
>>> >> I know that everyone is usualy building their own database but..
>>> still
>>> >> better this then all thing s lost on mailing list.
>>> >>
>>> >> Also just awiting for email that softimage mailing list is dead
>>> and
>>> >> removed as well.
>>> >> It is AD after all .;)
>>> >>
>>> >> This board should be public and available for anyone to edit so
>>> feel free
>>> >> to add and please dont delete or mess others ;)
>>> >>
>>> >> On Fri, Jan 29, 2016 at 4:47 PM, Olivier Jeannel <
>>> facialdel...@gmail.com>
>>> >> wrote:
>>> >>
>>> >>> Icing always !
>>> >>> Available.
>>> >>>
>>> >>>
>>> >>> On Fri, Jan 29, 2016 at 4:19 PM, Chris Marshall <
>>> >>> chrismarshal...@gmail.com> wrote:
>>> >>>
>>>  Still clinging on to the bitter end!
>>>  Available to work remotely on small jobs, if required!
>>> 
>>> 
>>>  Chris
>>> 
>>> 
>>>  --
>>>  Chris Marshall
>>>  Mint Motion Limited
>>>  029 20 37 27 57
>>>  07730 533 115
>>>  www.mintmotion.co.uk
>>>  www.dot3d.com
>>> 
>>> 
>>> 
>>> >>>
>>> >>
>>> >
>>>
>> --
>>
>>
>>
>
>
>
>>

Re: C++ XSI plugins and Fabric Engine

2016-01-30 Thread Andruha Prostrelov
https://vimeo.com/groups/1792/videos/50290984
this video is close enough but all links to src or blog post are broken.
maybe someone have examples shown in it ?

2016-01-30 19:15 GMT+03:00 Andruha Prostrelov :

> I'm noticed that there is no examples on "how to implement Fabric Engine
> into XSI C++ Plugins"
> Is that possible ? Can someone provide link or some code to understand.
> The only one example from Fabric SDK is "Hello World" C++ script.
> So far i know that Fabric 2.0 adds dfoSoftimageOp to object modelling stack
> so i didn't sure that i can somehow use Fabric inside XSI Operators.
> Maybe i should change native XSI Operator with Fabric Operator, but still
> i cant find information on how to do it from XSI cpp plugins.
>
> I wrte modelling tool and it should interact with user without PPG windows
> etc.
> And i'm not sure that FabricEngine have all events and callbaks that
> provides XSI C++ API.
>
> Any help would be gladly accepted.
>


Re: The public SI freelancer Index

2016-01-30 Thread Mirko Jankovic
https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool

go to this list this should let you in and you should be able to create
your own card. also guys there are not so many good permission options so
everyone can modify everything so fro now I have to ask to handle only your
own cards and dont touch others till I find a better solution. will keep
updated about that :)


On Sat, Jan 30, 2016 at 6:35 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Guys I've just flew by this post. What do I need to do to list myself in
> there?
> On Jan 30, 2016 9:15 AM, "Ognjen Vukovic"  wrote:
>
>> Nice, Im in.
>> On 29 Jan 2016 11:27 pm, "Jason S"  wrote:
>>
>>> Note that after confirming your email, you can ignore or close the
>>> confirmation tab, and go to the original page from the 'join' link.
>>> cheers,
>>>
>>>
>>> On 01/29/16 17:36, Mirko Jankovic wrote:
>>>
>>> Well good then, to start we can use trello board until something better
>>> is figured out.
>>> You should be able to join in using this link and then create your own
>>> card.
>>>
>>>
>>> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>>>
>>> On Fri, Jan 29, 2016 at 11:30 PM, Jason S  wrote:
>>>
 On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
 javi09warr...@gmail.com> wrote:
 Very good idea indeed!!!


 Indeed!

 Enough to justify it's own thread (for it's new beginning)  ¦D



 On 01/29/16 17:25, Mirko Jankovic wrote:

 It is not perfect for this but for fast solution works, hopefully can
 create  something more usable, I had planed it for some time now as I
 always have issues looking for help from time to time but then got covered
 with work and paused it.

 On Fri, Jan 29, 2016 at 11:22 PM, Daniel Kim 
 wrote:

> Hey Mirko. I haven't used Trello, but I joined it ;)
>
>
> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
> javi09warr...@gmail.com> wrote:
>
>> Very good idea indeed!!!
>>
>> 2016-01-29 15:54 GMT-06:00, Mirko Jankovic > >:
>> >
>> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>> > this link enables automatic joining and editing for everyone :)
>> >
>> > On Fri, Jan 29, 2016 at 8:13 PM, Mirko Jankovic <
>> mirkoj.anima...@gmail.com>
>> > wrote:
>> >
>> >> Hey guys.
>> >> It is really getting hard to get in track of people as you al saw,
>> and
>> >> also all these info who is available and interested will get lost
>> in all
>> >> emails in couple minutes.
>> >> Would you be interesting jumping and sharing one trello board and
>> leaving
>> >> like your small visit card contact details short note and stuff and
>> >> dragging it into position on trello describing current status like
>> busy,
>> >> fully free for hire and similar?
>> >> I've made one fast test example here
>> >>
>> >> https://trello.com/b/ezWvHkmc/freelance-pool
>> >>
>> >> I do have in plan a something better organised and eesier to use
>> but for
>> >> now even this  could be nice place to put together SI ppl pool so
>> if
>> >> anyone
>> >> need someone can drop a fast look there I guess.
>> >> I know that everyone is usualy building their own database but..
>> still
>> >> better this then all thing s lost on mailing list.
>> >>
>> >> Also just awiting for email that softimage mailing list is dead and
>> >> removed as well.
>> >> It is AD after all .;)
>> >>
>> >> This board should be public and available for anyone to edit so
>> feel free
>> >> to add and please dont delete or mess others ;)
>> >>
>> >> On Fri, Jan 29, 2016 at 4:47 PM, Olivier Jeannel <
>> facialdel...@gmail.com>
>> >> wrote:
>> >>
>> >>> Icing always !
>> >>> Available.
>> >>>
>> >>>
>> >>> On Fri, Jan 29, 2016 at 4:19 PM, Chris Marshall <
>> >>> chrismarshal...@gmail.com> wrote:
>> >>>
>>  Still clinging on to the bitter end!
>>  Available to work remotely on small jobs, if required!
>> 
>> 
>>  Chris
>> 
>> 
>>  --
>>  Chris Marshall
>>  Mint Motion Limited
>>  029 20 37 27 57
>>  07730 533 115
>>  www.mintmotion.co.uk
>>  www.dot3d.com
>> 
>> 
>> 
>> >>>
>> >>
>> >
>>
> --
>
>
>



>>>
>>>


Re: The public SI freelancer Index

2016-01-30 Thread Pierre Schiller
Guys I've just flew by this post. What do I need to do to list myself in
there?
On Jan 30, 2016 9:15 AM, "Ognjen Vukovic"  wrote:

> Nice, Im in.
> On 29 Jan 2016 11:27 pm, "Jason S"  wrote:
>
>> Note that after confirming your email, you can ignore or close the
>> confirmation tab, and go to the original page from the 'join' link.
>> cheers,
>>
>>
>> On 01/29/16 17:36, Mirko Jankovic wrote:
>>
>> Well good then, to start we can use trello board until something better
>> is figured out.
>> You should be able to join in using this link and then create your own
>> card.
>>
>>
>> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>>
>> On Fri, Jan 29, 2016 at 11:30 PM, Jason S  wrote:
>>
>>> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
>>> javi09warr...@gmail.com> wrote:
>>> Very good idea indeed!!!
>>>
>>>
>>> Indeed!
>>>
>>> Enough to justify it's own thread (for it's new beginning)  ¦D
>>>
>>>
>>>
>>> On 01/29/16 17:25, Mirko Jankovic wrote:
>>>
>>> It is not perfect for this but for fast solution works, hopefully can
>>> create  something more usable, I had planed it for some time now as I
>>> always have issues looking for help from time to time but then got covered
>>> with work and paused it.
>>>
>>> On Fri, Jan 29, 2016 at 11:22 PM, Daniel Kim 
>>> wrote:
>>>
 Hey Mirko. I haven't used Trello, but I joined it ;)


 On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
 javi09warr...@gmail.com> wrote:

> Very good idea indeed!!!
>
> 2016-01-29 15:54 GMT-06:00, Mirko Jankovic  >:
> >
> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
> > this link enables automatic joining and editing for everyone :)
> >
> > On Fri, Jan 29, 2016 at 8:13 PM, Mirko Jankovic <
> mirkoj.anima...@gmail.com>
> > wrote:
> >
> >> Hey guys.
> >> It is really getting hard to get in track of people as you al saw,
> and
> >> also all these info who is available and interested will get lost
> in all
> >> emails in couple minutes.
> >> Would you be interesting jumping and sharing one trello board and
> leaving
> >> like your small visit card contact details short note and stuff and
> >> dragging it into position on trello describing current status like
> busy,
> >> fully free for hire and similar?
> >> I've made one fast test example here
> >>
> >> https://trello.com/b/ezWvHkmc/freelance-pool
> >>
> >> I do have in plan a something better organised and eesier to use
> but for
> >> now even this  could be nice place to put together SI ppl pool so if
> >> anyone
> >> need someone can drop a fast look there I guess.
> >> I know that everyone is usualy building their own database but..
> still
> >> better this then all thing s lost on mailing list.
> >>
> >> Also just awiting for email that softimage mailing list is dead and
> >> removed as well.
> >> It is AD after all .;)
> >>
> >> This board should be public and available for anyone to edit so
> feel free
> >> to add and please dont delete or mess others ;)
> >>
> >> On Fri, Jan 29, 2016 at 4:47 PM, Olivier Jeannel <
> facialdel...@gmail.com>
> >> wrote:
> >>
> >>> Icing always !
> >>> Available.
> >>>
> >>>
> >>> On Fri, Jan 29, 2016 at 4:19 PM, Chris Marshall <
> >>> chrismarshal...@gmail.com> wrote:
> >>>
>  Still clinging on to the bitter end!
>  Available to work remotely on small jobs, if required!
> 
> 
>  Chris
> 
> 
>  --
>  Chris Marshall
>  Mint Motion Limited
>  029 20 37 27 57
>  07730 533 115
>  www.mintmotion.co.uk
>  www.dot3d.com
> 
> 
> 
> >>>
> >>
> >
>
 --



>>>
>>>
>>>
>>
>>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
Guys, I just checked out the u4 docs. Apparently none of the hierarchies
will work unless we setup a 0,0,0 bone root that will parent all the
skeleteon's rig hierarchy. Absurd. But atm I'm away from my machine. I
checked it out on my phone. I just asked a friend to send me the generic U4
humanoid character as .fbx with all its bones. I should create a temolate
of this hierarchy and recreate it on softimage constraining it to a Gear
rig, let's see if that works.

Cheers.
On Jan 30, 2016 11:42 AM, "Enter Reality" <3dv...@gmail.com> wrote:

> Tried a bit ago with Species, I also made a tutorial about that and
> possibly the workflow should be the same
>
> Softimage to UE4 
>
> I haven't tried Gear in quite a bit so I'm not sure what's wrong with it
>
> Right now I'm using Maya and its ART plugin for character rigs for UE4
>
> 2016-01-30 17:35 GMT+01:00 Pierre Schiller  >:
>
>> DangI guess I have to dowload a U4 skeleton template. Have a global
>> cog (not a spline or curve) to be the overall Parent of the model, then go
>> COG (bone hip) and work it from there. Anyone seeing maya-marketing plan
>> running also on clumsy software resemblance, here?
>> On Jan 30, 2016 11:09 AM, "Nono"  wrote:
>>
>>> Hi guys this is possible !
>>> I've done this a couple months ago but the process was so convoluted
>>> that I don't recall well where the thing hang.
>>> If my memory is correct you can have a working one by plotting the
>>> GLOBAL matrix and not the classical Local one. Then you can try a first
>>> export with all the bones cutted from any hierarchy (all in a flat
>>> hierarchy just under the mesh, this is possible since you've just plotted
>>> the global matrix ;-) ) this was working.
>>>
>>> Now the process to obtain a working one keeping the hierarchy is out of
>>> my mind for now.
>>>
>>> Cheers,
>>> Nono
>>> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
>>> activemotionpictu...@gmail.com> a écrit :
>>>
 Native rig from softimage doesn't work either. Nor mobuilder rig. This
 is insane. :(
 On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
 wrote:

> Hey, I was actually trying same thing for a bit over week and never
> got any progress on it at all. If there is anyone that can sort out this 
> it
> would be really really great...
> I had to drop whole project due to this issue
>
> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Hi fellows, I've been trying for the past 5 days to export the shadow
>> group (plotted) and my weighted mesh from softimage to unreal engine 
>> 4.0.9
>> to no sucess with gear.
>>
>> I animate the gear rig, select the shadow group, select child
>> members, plot animation, remove all constraints, select my mesh, then
>> export .fbx (selection only),(i'm not using crosswalk menu since I think
>> it's the same dialogue).
>>
>> Then I drag/drop this character.fbx into unreal and importing options
>> doesn't show a name for the skeleton (import doesn't happen, import is
>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>> button enabled but crashes on import.
>>
>> I'm really going nuts wih this, I can see the animation play fine on
>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>> But U4 has me going really crazy at this point... Please help me.
>>
>> Thanks.
>>
>
>
>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Enter Reality
Tried a bit ago with Species, I also made a tutorial about that and
possibly the workflow should be the same

Softimage to UE4 

I haven't tried Gear in quite a bit so I'm not sure what's wrong with it

Right now I'm using Maya and its ART plugin for character rigs for UE4

2016-01-30 17:35 GMT+01:00 Pierre Schiller :

> DangI guess I have to dowload a U4 skeleton template. Have a global
> cog (not a spline or curve) to be the overall Parent of the model, then go
> COG (bone hip) and work it from there. Anyone seeing maya-marketing plan
> running also on clumsy software resemblance, here?
> On Jan 30, 2016 11:09 AM, "Nono"  wrote:
>
>> Hi guys this is possible !
>> I've done this a couple months ago but the process was so convoluted that
>> I don't recall well where the thing hang.
>> If my memory is correct you can have a working one by plotting the GLOBAL
>> matrix and not the classical Local one. Then you can try a first export
>> with all the bones cutted from any hierarchy (all in a flat hierarchy just
>> under the mesh, this is possible since you've just plotted the global
>> matrix ;-) ) this was working.
>>
>> Now the process to obtain a working one keeping the hierarchy is out of
>> my mind for now.
>>
>> Cheers,
>> Nono
>> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
>> activemotionpictu...@gmail.com> a écrit :
>>
>>> Native rig from softimage doesn't work either. Nor mobuilder rig. This
>>> is insane. :(
>>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
>>> wrote:
>>>
 Hey, I was actually trying same thing for a bit over week and never got
 any progress on it at all. If there is anyone that can sort out this it
 would be really really great...
 I had to drop whole project due to this issue

 On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
 activemotionpictu...@gmail.com> wrote:

> Hi fellows, I've been trying for the past 5 days to export the shadow
> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
> to no sucess with gear.
>
> I animate the gear rig, select the shadow group, select child members,
> plot animation, remove all constraints, select my mesh, then export .fbx
> (selection only),(i'm not using crosswalk menu since I think it's the same
> dialogue).
>
> Then I drag/drop this character.fbx into unreal and importing options
> doesn't show a name for the skeleton (import doesn't happen, import is
> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
> button enabled but crashes on import.
>
> I'm really going nuts wih this, I can see the animation play fine on
> unity (Rigging in Gear fom softimage to unity video there is on youtube).
> But U4 has me going really crazy at this point... Please help me.
>
> Thanks.
>




Re: Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
DangI guess I have to dowload a U4 skeleton template. Have a global cog
(not a spline or curve) to be the overall Parent of the model, then go COG
(bone hip) and work it from there. Anyone seeing maya-marketing plan
running also on clumsy software resemblance, here?
On Jan 30, 2016 11:09 AM, "Nono"  wrote:

> Hi guys this is possible !
> I've done this a couple months ago but the process was so convoluted that
> I don't recall well where the thing hang.
> If my memory is correct you can have a working one by plotting the GLOBAL
> matrix and not the classical Local one. Then you can try a first export
> with all the bones cutted from any hierarchy (all in a flat hierarchy just
> under the mesh, this is possible since you've just plotted the global
> matrix ;-) ) this was working.
>
> Now the process to obtain a working one keeping the hierarchy is out of my
> mind for now.
>
> Cheers,
> Nono
> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
> activemotionpictu...@gmail.com> a écrit :
>
>> Native rig from softimage doesn't work either. Nor mobuilder rig. This is
>> insane. :(
>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
>> wrote:
>>
>>> Hey, I was actually trying same thing for a bit over week and never got
>>> any progress on it at all. If there is anyone that can sort out this it
>>> would be really really great...
>>> I had to drop whole project due to this issue
>>>
>>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 Hi fellows, I've been trying for the past 5 days to export the shadow
 group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
 to no sucess with gear.

 I animate the gear rig, select the shadow group, select child members,
 plot animation, remove all constraints, select my mesh, then export .fbx
 (selection only),(i'm not using crosswalk menu since I think it's the same
 dialogue).

 Then I drag/drop this character.fbx into unreal and importing options
 doesn't show a name for the skeleton (import doesn't happen, import is
 ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
 button enabled but crashes on import.

 I'm really going nuts wih this, I can see the animation play fine on
 unity (Rigging in Gear fom softimage to unity video there is on youtube).
 But U4 has me going really crazy at this point... Please help me.

 Thanks.

>>>
>>>


C++ XSI plugins and Fabric Engine

2016-01-30 Thread Andruha Prostrelov
I'm noticed that there is no examples on "how to implement Fabric Engine
into XSI C++ Plugins"
Is that possible ? Can someone provide link or some code to understand.
The only one example from Fabric SDK is "Hello World" C++ script.
So far i know that Fabric 2.0 adds dfoSoftimageOp to object modelling stack
so i didn't sure that i can somehow use Fabric inside XSI Operators.
Maybe i should change native XSI Operator with Fabric Operator, but still i
cant find information on how to do it from XSI cpp plugins.

I wrte modelling tool and it should interact with user without PPG windows
etc.
And i'm not sure that FabricEngine have all events and callbaks that
provides XSI C++ API.

Any help would be gladly accepted.


Re: Unreal engine and softimage Gear

2016-01-30 Thread Nono
Hi guys this is possible !
I've done this a couple months ago but the process was so convoluted that I
don't recall well where the thing hang.
If my memory is correct you can have a working one by plotting the GLOBAL
matrix and not the classical Local one. Then you can try a first export
with all the bones cutted from any hierarchy (all in a flat hierarchy just
under the mesh, this is possible since you've just plotted the global
matrix ;-) ) this was working.

Now the process to obtain a working one keeping the hierarchy is out of my
mind for now.

Cheers,
Nono
Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
activemotionpictu...@gmail.com> a écrit :

> Native rig from softimage doesn't work either. Nor mobuilder rig. This is
> insane. :(
> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
> wrote:
>
>> Hey, I was actually trying same thing for a bit over week and never got
>> any progress on it at all. If there is anyone that can sort out this it
>> would be really really great...
>> I had to drop whole project due to this issue
>>
>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Hi fellows, I've been trying for the past 5 days to export the shadow
>>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
>>> to no sucess with gear.
>>>
>>> I animate the gear rig, select the shadow group, select child members,
>>> plot animation, remove all constraints, select my mesh, then export .fbx
>>> (selection only),(i'm not using crosswalk menu since I think it's the same
>>> dialogue).
>>>
>>> Then I drag/drop this character.fbx into unreal and importing options
>>> doesn't show a name for the skeleton (import doesn't happen, import is
>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>>> button enabled but crashes on import.
>>>
>>> I'm really going nuts wih this, I can see the animation play fine on
>>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>>> But U4 has me going really crazy at this point... Please help me.
>>>
>>> Thanks.
>>>
>>
>>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
Native rig from softimage doesn't work either. Nor mobuilder rig. This is
insane. :(
On Jan 30, 2016 9:25 AM, "Mirko Jankovic"  wrote:

> Hey, I was actually trying same thing for a bit over week and never got
> any progress on it at all. If there is anyone that can sort out this it
> would be really really great...
> I had to drop whole project due to this issue
>
> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Hi fellows, I've been trying for the past 5 days to export the shadow
>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
>> to no sucess with gear.
>>
>> I animate the gear rig, select the shadow group, select child members,
>> plot animation, remove all constraints, select my mesh, then export .fbx
>> (selection only),(i'm not using crosswalk menu since I think it's the same
>> dialogue).
>>
>> Then I drag/drop this character.fbx into unreal and importing options
>> doesn't show a name for the skeleton (import doesn't happen, import is
>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>> button enabled but crashes on import.
>>
>> I'm really going nuts wih this, I can see the animation play fine on
>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>> But U4 has me going really crazy at this point... Please help me.
>>
>> Thanks.
>>
>
>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Mirko Jankovic
Hey, I was actually trying same thing for a bit over week and never got any
progress on it at all. If there is anyone that can sort out this it would
be really really great...
I had to drop whole project due to this issue

On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hi fellows, I've been trying for the past 5 days to export the shadow
> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
> to no sucess with gear.
>
> I animate the gear rig, select the shadow group, select child members,
> plot animation, remove all constraints, select my mesh, then export .fbx
> (selection only),(i'm not using crosswalk menu since I think it's the same
> dialogue).
>
> Then I drag/drop this character.fbx into unreal and importing options
> doesn't show a name for the skeleton (import doesn't happen, import is
> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
> button enabled but crashes on import.
>
> I'm really going nuts wih this, I can see the animation play fine on unity
> (Rigging in Gear fom softimage to unity video there is on youtube). But U4
> has me going really crazy at this point... Please help me.
>
> Thanks.
>


Re: The public SI freelancer Index

2016-01-30 Thread Ognjen Vukovic
Nice, Im in.
On 29 Jan 2016 11:27 pm, "Jason S"  wrote:

> Note that after confirming your email, you can ignore or close the
> confirmation tab, and go to the original page from the 'join' link.
> cheers,
>
>
> On 01/29/16 17:36, Mirko Jankovic wrote:
>
> Well good then, to start we can use trello board until something better is
> figured out.
> You should be able to join in using this link and then create your own
> card.
>
>
> https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
>
> On Fri, Jan 29, 2016 at 11:30 PM, Jason S  wrote:
>
>> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
>> javi09warr...@gmail.com> wrote:
>> Very good idea indeed!!!
>>
>>
>> Indeed!
>>
>> Enough to justify it's own thread (for it's new beginning)  ¦D
>>
>>
>>
>> On 01/29/16 17:25, Mirko Jankovic wrote:
>>
>> It is not perfect for this but for fast solution works, hopefully can
>> create  something more usable, I had planed it for some time now as I
>> always have issues looking for help from time to time but then got covered
>> with work and paused it.
>>
>> On Fri, Jan 29, 2016 at 11:22 PM, Daniel Kim 
>> wrote:
>>
>>> Hey Mirko. I haven't used Trello, but I joined it ;)
>>>
>>>
>>> On Fri, Jan 29, 2016 at 11:10 PM javier gonzalez <
>>> javi09warr...@gmail.com> wrote:
>>>
 Very good idea indeed!!!

 2016-01-29 15:54 GMT-06:00, Mirko Jankovic :
 >
 https://trello.com/invite/b/ezWvHkmc/d25c56b449da7bca002e485a449fac6b/freelance-pool
 > this link enables automatic joining and editing for everyone :)
 >
 > On Fri, Jan 29, 2016 at 8:13 PM, Mirko Jankovic <
 mirkoj.anima...@gmail.com>
 > wrote:
 >
 >> Hey guys.
 >> It is really getting hard to get in track of people as you al saw,
 and
 >> also all these info who is available and interested will get lost in
 all
 >> emails in couple minutes.
 >> Would you be interesting jumping and sharing one trello board and
 leaving
 >> like your small visit card contact details short note and stuff and
 >> dragging it into position on trello describing current status like
 busy,
 >> fully free for hire and similar?
 >> I've made one fast test example here
 >>
 >> https://trello.com/b/ezWvHkmc/freelance-pool
 >>
 >> I do have in plan a something better organised and eesier to use but
 for
 >> now even this  could be nice place to put together SI ppl pool so if
 >> anyone
 >> need someone can drop a fast look there I guess.
 >> I know that everyone is usualy building their own database but..
 still
 >> better this then all thing s lost on mailing list.
 >>
 >> Also just awiting for email that softimage mailing list is dead and
 >> removed as well.
 >> It is AD after all .;)
 >>
 >> This board should be public and available for anyone to edit so feel
 free
 >> to add and please dont delete or mess others ;)
 >>
 >> On Fri, Jan 29, 2016 at 4:47 PM, Olivier Jeannel <
 facialdel...@gmail.com>
 >> wrote:
 >>
 >>> Icing always !
 >>> Available.
 >>>
 >>>
 >>> On Fri, Jan 29, 2016 at 4:19 PM, Chris Marshall <
 >>> chrismarshal...@gmail.com> wrote:
 >>>
  Still clinging on to the bitter end!
  Available to work remotely on small jobs, if required!
 
 
  Chris
 
 
  --
  Chris Marshall
  Mint Motion Limited
  029 20 37 27 57
  07730 533 115
  www.mintmotion.co.uk
  www.dot3d.com
 
 
 
 >>>
 >>
 >

>>> --
>>>
>>>
>>>
>>
>>
>>
>
>


Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
Hi fellows, I've been trying for the past 5 days to export the shadow group
(plotted) and my weighted mesh from softimage to unreal engine 4.0.9 to no
sucess with gear.

I animate the gear rig, select the shadow group, select child members, plot
animation, remove all constraints, select my mesh, then export .fbx
(selection only),(i'm not using crosswalk menu since I think it's the same
dialogue).

Then I drag/drop this character.fbx into unreal and importing options
doesn't show a name for the skeleton (import doesn't happen, import is
ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
button enabled but crashes on import.

I'm really going nuts wih this, I can see the animation play fine on unity
(Rigging in Gear fom softimage to unity video there is on youtube). But U4
has me going really crazy at this point... Please help me.

Thanks.


Re: Yeti: converting grrom to geo

2016-01-30 Thread Sebastien Sterling
Sweet cheers man, was wondering it "Maya Object" might have been a term for
an old maya primitive maybe something more compatible with nHair.

On 30 January 2016 at 09:41, Jacob Gonzalez  wrote:

> Yes,* convert groom to maya object* will bake you yetui setup to mesh
> objects
>
> J
>
>
>
> On Sat, Jan 30, 2016 at 8:59 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Het guys, it's another question about yeti
>>
>>
>> is it possible to convert a groom made up of instanced ellements to geo ?
>>
>> so if my instanced subject was a leef and i wanted to use yeti to
>> populate a bush, but then wanted to convert the intances back to regular
>> geo ?
>>
>> there is a command in the teti menu called convert groom to maya object,
>> is that what it does ?
>>
>> all help much appreciated.
>>
>
>


Re: Goodbyes (was this is the end...)

2016-01-30 Thread peter_b
sane – just kidding right?

From: Bradley Gabe 
Sent: Friday, January 29, 2016 9:38 PM
To: softimage@listproc.autodesk.com 
Subject: Goodbyes (was this is the end...)

In the event the list suddenly disappears with all this EOL talk, I thought I'd 
offer a well deserved and long overdue thanks to everyone in the community for 
everything they've done over the years. It was the original si3d list that 
provided me the opportunity I needed for my very first break into high end all 
those years ago. And it's been the XSI community and this list that helped put 
a roof over my head, feed my family, and keep me functionally sane since then.

Best wishes to everyone in their future ventures. 

-Bradley

Re: Yeti: converting grrom to geo

2016-01-30 Thread Jacob Gonzalez
Yes,* convert groom to maya object* will bake you yetui setup to mesh
objects

J



On Sat, Jan 30, 2016 at 8:59 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Het guys, it's another question about yeti
>
>
> is it possible to convert a groom made up of instanced ellements to geo ?
>
> so if my instanced subject was a leef and i wanted to use yeti to populate
> a bush, but then wanted to convert the intances back to regular geo ?
>
> there is a command in the teti menu called convert groom to maya object,
> is that what it does ?
>
> all help much appreciated.
>


Re: this is the end......

2016-01-30 Thread Olivier Jeannel
Fabricio, do yourself a favor and move to Houdini.

On Sat, Jan 30, 2016 at 12:29 AM, Fabricio Chamon 
wrote:

> Although I don't post a lot, just like to thank you all on this list for
> saving my ass countless times during the hard days I'm currently
> struggling with 3ds max and its "lovely" state sets...all the mcg hype (did
> a basic point scatter in 5 hours!!! Wow, talk about speed),
> and maya with its spagetti node editor... Oh boy, it's hard.
>
> Anyway, alt+tab is a friend and Soft pops like a star when no one is
> looking around =)
>
> So here's another freelance... All the usual ice stuff, generalist
> skills, arnold/nuke.
>
>
>


Re: Goodbyes (was this is the end...)

2016-01-30 Thread Olivier Jeannel
Hey hey, calm down. Is this list really going to disapear ?
Ain't possible to move somewhere else if so ?

And I owe you M. Gabe my very first step on ice with your tutorials !

On Fri, Jan 29, 2016 at 11:22 PM, Jason S  wrote:

> Now now.. the list is highly unlikely to go anywhere.
>
> I can also recall such goodbyes from before, and like before I hope it's
> not really goodbye  ;-)
>
>
>
> On 01/29/16 15:38, Bradley Gabe wrote:
>
>> In the event the list suddenly disappears with all this EOL talk, I
>> thought I'd offer a well deserved and long overdue thanks to everyone in
>> the community for everything they've done over the years. It was the
>> original si3d list that provided me the opportunity I needed for my very
>> first break into high end all those years ago. And it's been the XSI
>> community and this list that helped put a roof over my head, feed my
>> family, and keep me functionally sane since then.
>>
>> Best wishes to everyone in their future ventures.
>>
>> -Bradley
>>
>
>


Re: photoscan on peaople

2016-01-30 Thread Tim Leydecker
An alternative to using Photoscan might be a multi-Kinect setup using 
something like KScan
or Skanect or Microsoft´s SDK (as a start, I´m not sure multi-inputs are 
supported as sample

code in the SDK).

That will seriously limit the achievable mesh detail due to the Kinext´s 
sensor resolution
but the advantage is realtime capture since there is no need to 
calculate depth.


Snapshots in realtime are possible. Not clean scans but fragmented pose 
snapshots.

No shutter control thought...

I haven´t had the time to check out the Kinect One with any of the 
above, which would
have a higher sensor resolution but also a different way of capturing 
depth data that may

or may not work with your subjects.

I´ve read comments suggesting to add infrared light illumination to 
improve quality off

depth capture but sofar haven´t tried that either.

For Photoscan, make sure to compare the Pro Version with the Standard 
version.
You may need the Pro Version for the alignment features and Marker setup 
it offers.


In any way, it can take minutes to hours to see a result of a capture, 
which may add up

to too much time during a shoot.

Alternatives for photogrammetry based stuff are Nuke and PFTrack to 
generate pointcloud data,
especially PFTrack can give great set data to work with if no LIDARs are 
available.


I´ve seen collegues rebuild a location using multiple shots (scenes, 
sequences) e.g. plates covering weeks
of shooting and then extending that set to taste, with all camera 
positions tracked and aligned in worldspace
and real-world scale. Sounds tedious and overkill but actually saves 
endeless amounts of guesswork, gives
great sense of scale and helps people work out lighting situations or 
asset placements.


Related to capturing moving people the benefit is, you can have footage 
made to align based on the environment,

even if it´s not in the captured set.

One problem I have with the standard version of Photoscan is that it´s 
hard to force alignment to world and

generally real-world scales. That´s where the Pro version has more options.

Cheers,

tim

Am 29.01.2016 um 17:17 schrieb Chris Marshall:
I guessed that might be the case. I suppose I'm thinking realistically 
double that for a full 360. Though we might only need to do 1 side. 
Will try a few tests and make contact with fbfx to check out the costs 
involved.


Thanks again



On 29 January 2016 at 16:10, > wrote:


you’d need more than 12 for a *good* 360 scan.. you could probably
just about achieve a 360 with 12 , but it would probably be quite
blobby and patchy.
We captured one side of a moving horse, with an array of 12,
genlocked 4k video cameras, and it wasn’t really enough, just for
doing one side. I know you’ll be shooting higher res than that,
but there are a lot of occlusions that 12 likely wont cover.
*From:* Chris Marshall 
*Sent:* Friday, January 29, 2016 3:41 PM
*To:* softimage@listproc.autodesk.com

*Subject:* Re: photoscan on peaople
Thanks Adrian / Paul
It's that kind of stuff. A bit of action captured. I was thinking
we'd use about a dozen cameras, but I have a feeling it might need
to be many more. All synced, fast shutter, no motion blur etc.

We'd have a lot to do which is why I'm thinking of setting it up
ourselves. Just depends on the number of cameras that have the
right capabilities.

Cheers

On 29 January 2016 at 15:31, adrian wyer
mailto:adrian.w...@fluid-pictures.com>> wrote:

we did some stuff a couple of years ago with fbfx at
shepperton studios, they were very friendly, and we got great
results... with people jumping around as if they'd been shot
(WWII stuff)

a



*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] *On Behalf
Of *Rob Wuijster
*Sent:* 29 January 2016 15:27
*To:* softimage@listproc.autodesk.com

*Subject:* Re: photoscan on peaople

If I'm correct, the guys at infinite realities
(http://ir-ltd.net/) use Agisoft for their full body scans.

Shooting for 3D models id a bit tedious at some points, but
there's a lot of examples to be found on Youtube and Vimeo.
To get really good 3D models, you need a LOT of photos from a
LOT of angles.

I'm not sure if moving people will work out for this stuff,
but am happily corrected if this is easily possible though.

Rob

\/-\/\/

On 29-1-2016 16:13, Chris Marshall wrote:


Hi All,

 

Yeti: converting grrom to geo

2016-01-30 Thread Sebastien Sterling
Het guys, it's another question about yeti


is it possible to convert a groom made up of instanced ellements to geo ?

so if my instanced subject was a leef and i wanted to use yeti to populate
a bush, but then wanted to convert the intances back to regular geo ?

there is a command in the teti menu called convert groom to maya object, is
that what it does ?

all help much appreciated.